This thread is for discussion of my new set, Conquest. Here's how it will work, I'm adding updates to my set's website Monday, Wednesday and Friday this week and next week and then on 4/15/7 I'm going to have a release.
The site is up now, and I hope you all give it a look and check back all week.
White 001. Angelic Choir, 5WW, RAR
Instant
Put X 4/4 white Angel creature tokens with flying into play, where X equals the amount of damage dealt to you this turn by sources an opponent controls. That murmur you hear is not your impending death. It is the sound of your impending victory.
002. Avenging Shepherd, 2W, COM
Creature – Human Mystic, 2/2
First strike
Whenever Avenging Shepherd is the target of a spell, you may put a 1/1 white Spirit creature token with flying into play. Her flock long gone, she has found new purpose in the collection of wayward souls.
003. Bensaka, 3WW, UNC
Creature – Human Nomad, 3/3
When Bensaka comes into play, you may reveal an Aura or Equipment card from your hand. If you do, put it into play attached to a permanent or player if able.
2: Bensaka has first strike until end of turn.
004. Bewitching Widow, W, COM
Creature – Human Townsfolk, 1/1
Haste Spellshape – 2W, Discard a card, T: Target attacking unblocked creature becomes blocked. Draw a card. She only ever came out from her homestead to watch the army as it marched into battle.
005. Catatonic Titan, 3W, RAR
Creature – Giant Guardian, 4/4
Catatonic Titan can’t attack unless it’s enchanted.
Catatonic Titan gets +1/+1 for each Aura attached to it. Perhaps the power was now out of their control. Or maybe they never controlled it at all. Whatever the cause, the Giant's sudden appearance from the gates boded ill for Twingates and its inhabitants.
006. Decoy Station, 2W, COM
Enchantment
Whenever one or more creatures attack, you may pay W. If you do, return Decoy Station to its owner’s hand and until end of turn, target creature can block any number of creatures if it blocks alone. No death is more honored than that of the single soldier devoted to the protection of many.
007. Defender of Charms, 1W, COM
Creature – Human Knight, 2/1
Auras attached to Defender of Charms are indestructible. "If you would advocate the perfection of the mind and body; if you would fight for purity and the eradication of desires; if you would stand, stand with us!" - Order Proclamation
008. Defensive Cocoon, 2WW, UNC
Instant
Put X 1/5 white Spirit creature tokens with defender into play, where X equals the amount of damage dealt to you this turn by sources an opponent controls. "The melancholy of those amassed souls is like ice water running through my veins." - Swain, first mate
009a. Dustform Boon, 1WW, COM
Enchantment – Aura
Enchant creature
If you control enchanted creature, prevent all damage that would be dealt to it. Otherwise, prevent all damage that would be dealt by enchanted creature. As a sudden storm, I strike unrelenting.
009b. Dustform Boon, 1WW, COM
Enchantment – Aura
Enchant creature
If you control enchanted creature, prevent all damage that would be dealt to it. Otherwise, prevent all damage that would be dealt by enchanted creature. As an impotent breeze, you strike insignificantly.
010. Endless Armies, 1W, UNC
Basic Creature – Soldier, 2/2
T: Put a 1/1 white Soldier creature token into play and put a gate counter on Endless Army. Endless Army loses this ability. "Before battle, the gates between the towers close. As they open again, extraplanar forces from every 'when' and 'where' pour out, ready to fight." - Bemin Forecastle, historian of planar magic
011. Life Bubble, W, COM
Enchantment - Aura
Enchant player
Creatures you control get +1/+1.
When damage is dealt to enchanted player, sacrifice Life Bubble. “The more worthless it appears, the better.” - Bemin Forecastle, historian of planar magic
012. Magical Kiln, 1WW, UNC
Sorcery - Arcane
Return target enchantment card from your graveyard to play. If it's a Seal, you gain 3 life. "Someone discovered that burning the sod surrounding Twingates provides not only heat, but near-limitless magical power." - Bemin Forecastle, historian of planar magic
013. Nexus of All Realities, 4W, RAR
Enchantment
When Nexus of All Realities comes into play, Auras you control lose their Aura subtype. (This effect doesn't end at end of turn.)
All enchantments are 3/3 Reflection creatures and Node lands in addition to their other types. (Nodes have "T: Add 1 to your mana pool.") When everything is the same control becomes very easy to maintain.
014. Particulatog, W, UNC
Creature – Atog, 1/2
Sacrifice an Aura or Equipment: Particulatog gets +1/+2 until end of turn. "Step up and witness the most unimaginable, unique, rare and exotic beast any eye has ever seen. Truly it is a marvel unlike anything across the Planes! Only two coins." - Hoveltown barker
015. Prosperity of Faith, 1W, RAR
Enchantment – Seal
Wake (When you play this spell, search your library for a Seal card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
3W, Sacrifice Prosperity of Faith: Put up to two Seal cards in target player's graveyard into his or her hand.
016. Reinforce, WW, COM
Instant
Put X 1/1 white Soldier creature tokens into play, where X equals the amount of damage dealt to you this turn by sources an opponent controls. It doesn't matter from where they hail, once they come thru the gates, all loyalty is to the plains.
017. Seal of Retribution, 1W, COM
Enchantment – Seal
Sacrifice Seal of Retribution: The next time target creature would deal combat damage this turn, redirect that damage to a creature or player of your choice. "The guilty soul seeks punishment as certainly as the thirsty man seeks water." - Elder Rabban
018. Simple Pleasures, W, RAR
Enchantment
Creatures you control with no abilities get +1/+2. "There are many spices that make life worth living, but vanilla has always been my favorite." - Loreen Stanron
019. Spectral Retainer, 1W, UNC
Basic Enchantment – Aura
Enchant creature
Wake (When you play this spell, search your library for an Aura card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Enchanted creature gets +1/+1 and has flying.
020. Storytelling, W, UNC
Enchantment – Aura
Enchant creature
Enchanted creature has haste and “W, T: Tap target creature. It doesn’t untap during its controller’s next untap step.” The quick bard will wrap your imagination around a tale before you can wrap a mitt around your weapon's handle.
021. Sympathetic Link, 1W, UNC
Enchantment – Aura
Enchant permanent
Whenever enchanted permanent deals damage to a player, you gain that much life.
Channel — 1W, Discard Sympathetic Link: Until end of turn, whenever target permanent or spell deals damage to a player, you gain that much life. "There is much suffering here. Let me take some of it."
022. Tower Ward, 3W, RAR
Enchantment – Aura
Enchant permanent
When Tower Ward comes into play, choose a card type or subtype.
Tower Ward and enchanted permanent have protection from the chosen type or subtype. This effect doesn’t remove Tower Ward.
Blue 023. Backtrack, 4UU, RAR
Sorcery
Return any number of permanents that do not share a type to their owner's hand. For each permanent returned in this way, draw a card. The alchemical practices of the Chronal Observatory were founded on the principle of time's secret mutable properties.
024. Dissolving Spell, UU, COM Instant – Arcane
As an additional cost to play Dissolving Spell, phase out all artifacts, creatures and lands you control.
Counter up to one other target spell if able. If no spell is countered this way, the next time a player plays a spell this turn, counter that spell.
025. Drop the Veil, 2U, RAR
Instant
Phase in any number of phased out permanents.
Flashback 4UU "The subjects of our experiments do not disappear. They are still there for anyone who possesses Secret Sight to see." - Dr. Fantelli, A.O.C.
026. Forgotten Observer, 2U, UNC
Creature – Human Wizard, 1/3
As Forgotten Observer comes into play, you may choose a creature in play with converted mana cost 2 or less. If you do, Forgotten Observer comes into play as a copy of that creature. They don’t call themselves “sleeper agents” for they believe that it is everyone else whom sleeps.
027. Gull Glider, 5U, COM
Creature – Bird, 4/4
Flying, phasing
When Gull Glider comes into play or phases in, look at the top three cards in target player’s library. Put them back in any order.
028. Limitless One, 2UUUU, RAR
Creature – Avatar, 4/4
When Limitless One comes into play, you draw cards equal to the number of cards in your hand.
You have no maximum hand size. "I've seen the A.O.C. confer with the monoliths during his retreats. They must be the source of his wisdom." - Parcival, Rom commodore
029a. Mentalist’s Boon, 2U, COM
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, if you control it, draw a card. Otherwise, its controller removes the top two cards of his or her library from the game. The Timeshards are an easy replacement for decades of study.
029b. Mentalist’s Boon, 2U, COM
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, if you control it, draw a card. Otherwise, its controller removes the top two cards of his or her library from the game. Rom mentalists have abilities that will blow your mind.
030. Mer Rippler, 4U, COM
Creature – Mutant Merfolk Advisor, 3/3 Spellshape – U, Discard a card, T: Target artifact, creature or land phases out. Something from above caused his entire species to change. And with his new ability to "shimmer strike" he searches for the source of such power.
031. Mudskipper, 1UU, UNC
Creature – Fish, 2/2
Islandwalk
Whenever Mudskipper phases in, you may return target artifact or enchantment to its owner's hand. Using a mudskipper as a familiar comes easily enough, but mastering their use can take years.
032. Net Caster, 1U, COM
Creature – Merfolk Soldier, 0/5
Defender, phasing
When Net Caster phases out, phase out target creature. There's a real satisfaction found in throwing the net back at the fisher.
033. Phantasmal Eel, 1U, UNC
Creature – Snake Fish, 2/2
Phasing
Whenever Phantasmal Eel comes into play or phases in, target player removes the top three cards of his or her library from the game.
034. Phantasmal Warrior, 1U, COM
Creature – Warrior Illusion, 3/3
Phasing
Phantasmal Warrior is unblockable. "How a thing hardly there to begin with can have fists that hurt so bad, never I'll know." - Swain, first mate
035. Psychic Fog, 1U, UNC
Enchantment – Seal
Whenever a permanent comes into play, its controller removes the top two cards of his or her library from the game.
3U, Sacrifice Psychic Fog: Put target card that's removed from the game into its owner's hand.
036. Razorwing Manta, 3U, RAR
Creature – Fish, 5/1
Whenever Razorwing Manta deals combat damage to a creature, that creature's controller removes the top ten cards of his or her library from the game.
2: Untap Razorwing Manta.
037. Salty Swab, 2UU, COM
Creature – Human Pirate, 2/4
When Salty Swab comes into play, gain control of target enchantment. If it is an Aura, attach it to Salty Swab if able. "Pirates have adopted the methods of the Chronal Observatory. And the results are discouraging." - Parcival, Rom commodore
038. Shimmering Accord, 1UU, RAR
Enchantment – Aura
Enchant player
Phasing
When enchanted player has five or more permanents in play, sacrifice Shimmering Accord.
Players can’t play permanent spells.
039. Subordinate, 2UU, RAR
Sorcery
Gain control of a creature target player controls. That creature has phasing. "A small taste of our research is enough to quell most objections." - Trell, observer
040. Unmake, 1UU, UNC
Sorcery – Arcane
If you control fewer permanents than any other player, put target permanent on top of its owner’s library. Otherwise, draw a card.
041. Unravel, 1U, COM
Sorcery – Arcane
If you control fewer permanents than any other player, return target permanent to its owner’s hand. Otherwise, draw a card. "I prefer to see yesterday's unrest over tomorrow's bloodshed." - Trell, observer
042. Unsubstantiate, 2U, UNC
Enchantment – Aura
Enchant permanent
Enchanted permanent has phasing. While building the observatory, workers found the project moved much quicker once they stopped clearing the site and began phasing out things that got in the way. Things like mountains or streams.
043. Vortex Shards, 2U, UNC
Instant – Arcane
Wake (When you play this spell, search your library for an Arcane card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Counter target spell unless its controller pays 2.
044. Wealth of Ideas, X1U, UNC
Sorcery – Arcane
Wake (When you play this spell, search your library for an Arcane card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Each player draws X cards. Rom's harbor used to be home to the wealthiest ships on the sea. But now wealth of plots, betrayals and lies is all it could boast.
**
Black
045. Army of Kings, XB, COM
Creature – Mummy, 0/0
When Army of Kings comes into play, return X target creature cards from your graveyard to your hand, and put X +1/+1 counters on Army of Kings. Spend only black mana on X. We broke open the tomb in the morning and lost twenty slaves before we were able to seal it again." - Bab Venture, Spinery crew boss
046. Brutish Werewolf, 2BB, COM
Creature – Human Wolf Rogue, 5/5
When Brutish Werewolf comes into play, sacrifice it unless you discard an artifact card or creature card.
Brutish Werewolf can't block. "Never trust a werewolf. The human aspect will try to steal your things and the lupine aspect will try to eat your livestock." - Pitto Henz, Spinery slayer
047. Demon’s Moon, 2B, UNC
Sorcery – Arcane
Each player removes a creature card in his or her graveyard from the game, then sacrifices a target creature he or she controls, then puts into play the card he or she removed this way. Put Demon's Moon on top of your library. "When the moon looks like a grin, devilishness is afoot." - Swain, first mate
048. Doom Harvester, 3B, UNC
Creature – Skeleton, 4/1 Spellshape — B, Discard a card: Sacrifice a creature or land. Draw a card. These voiceless minions of the crew bosses patrol the harbor of Rom, culling the weak and taking them away to unknown areas of the colony.
049. Grave Trolling, 3BB, UNC
Sorcery
Put the top four cards of your library into your graveyard. Then put a creature card from your graveyard into play. "Gravedigging is an imp's job, but raising an army should be left to necromancers." - Sim Freely, Rom slayer
050. Graverobber Imp, 3B, COM
Creature – Imp Rogue, 2/2
Flying Spite – When Graverobber Imp is sacrificed or destroyed, remove half the cards in target graveyard from the game, rounded up. You gain 1 life for each card removed this way. (Lethal damage destroys a creature.) Imps find work everywhere - from crows nests to mine work. But there favorite job is desecration.
051. Greater of Two Evils, 1B, COM
Sorcery – Arcane
Target player reveals his or her hand. Choose a permanent card from it. The player discards that card unless he or she sacrifices a permanent of the same type. "The greatest evil is forcing the helpless to choose." - Fir, oracle of the Thicket Commune
052. Grimoire Study, 2BB, RAR
Sorcery – Arcane
Wake
Until end of turn spells you play have wake. (When you play a spell, search your library for a card that shares a subtype with that spell and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
053. Hateful Wight, B, RAR
Creature – Zombie, 3/0
Wake (When you play this spell, search your library for a Zombie card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
054. Heartstop, 1BB, COM
Instant – Arcane
Destroy target nonartifact creature. "Close your eyes. Feel each pinprick of life around you. Reach out to the tiny feelings until you find the one you seek. And then squeeze that life until it disappears." - Sim Freely, Rom slayer
055. Lording Bloodsucker, 5BB, UNC
Creature – Vampire Lord, 2/2
Flying
Lording Bloodsucker gets +1/+1 for each creature card in your graveyard.
3B, T: Creatures get -1/-1 until end of turn. The slayers of Rom and Spinery demand tribute and supplication. And thus far, no one has had the strength to deny them.
056. Make into a Memory, 2B, COM
Sorcery
Sacrifice a creature or land. Then, each other player sacrifices a permanent that shares a type with that permanent. The hidden power station of Iratch was a closely guarded secret. While the slayers concentrated their attention on Spinery and Rom, the Academy Relicas grew fat with success.
057. Morbedeur, 2B, UNC
Creature – Human Wizard, 1/1
Wake (When you play this spell, search your library for a Human or Wizard card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Damage dealt by Morbedeur is lethal.
058. Oppressive Regime, 1B, UNC
Enchantment – Seal
Whenever an opponent plays a creature spell, he or she loses 1 life and you gain 1 life.
3B, Sacrifice Oppressive Regime: Each player loses 1 life for each creature he or she controls. Look ahead, see the whipmaster and despair. Or, look up, see the seal and curse your existence.
059. Plantigor the Fury, 5B, RAR
Legendary Creature – Demon, 5/5
Flying, trample
Damage dealt by Plantigor the Fury is lethal.
At the beginning of your upkeep, sacrifice Plantigor unless you discard a card.
Whenever a player discards a card, you may destroy target creature if it shares a subtype with the discarded card.
060. Rom Outcast, B, UNC
Creature – Human Leper, 1/1 Spite – When Rom Outcast is sacrificed or destroyed, you may discard a card. If you do, target creature gets -X/-X until end of turn. X equals the discarded card's converted mana cost. (Lethal damage destroys a creature.) Rom is a diseased harbor where society's outcasts seek asylum. Merchants no longer come here.
061. Scheming Cohorts, 1B, COM
Creature – Gorgon Advisor, 1/2 Spite – When Scheming Cohorts is sacrificed or destroyed, each player puts the top three cards on his or her library into his or her graveyard. (Lethal damage destroys a creature.)
B, Sacrifice a creature: Until end of turn, damage dealt by Scheming Cohorts is lethal.
062. Slaying Cycle, 3BB, RAR
Enchantment - Aura
Enchant player
At the end of enchanted player's turn, he or she sacrifices a creature unless he or she discards a card.
At the end of your turn, you lose 1 life. Those who join the circle learn that everyone suffers at Plantigor's whim.
063. Spontaneous Last Rites, BB, RAR
Sorcery
Target player discards a card at random. If the discarded card is a creature card, you may pay its converted mana cost and return it from its owner’s graveyard to play under your control. "Okay, now let's dig him back up!" - Snarly-Fang, slayer groveling
064. Twisted Succubus, 4B, COM
Creature – Spirit, 3/3 Spite – When Twisted Succubus is sacrificed or destroyed, Twisted Succubus deals 2 damage to target creature or player. You gain 2 life. (Lethal damage destroys a creature.) "Many of the dregclass spend their last few coins on revenge magic. It's a final way to punish those around them, and a commodity I am happy to supply." - Pitto Henz, Spinery slayer
065. Vampiric Strike, 3B, UNC
Sorcery – Arcane
Creatures get -1/-1 until end of turn. Choose a player. Target creature has “This creature gets +1/+0 for each creature card in the chosen player’s graveyard” until end of turn. The mine's taskmasters have learned to mimic the terrible powers of slayers to motivate their slaves.
066. Voodoo Master, 1B, RAR
Creature – Human Wizard, 1/1
Swampwalk
B, Untap two target tapped lands you control, Sacrifice a creature: Return target creature card in your graveyard to your hand. Play this ability whenever you could play a sorcery. They are often found at the mouths of collapsed tunnels along with the rats.
**
Red
067. Accidental Discovery, 2R, UNC Sorcery - Arcane Reveal a card in your hand at random. If it shares a type or subtype with target card that came into play this turn, draw two cards. Put Accidental Discovery on top of your library. "Unfortunately, the best designs are often made after the plant nearly burns down." - Kiffite, Toma constable
068. Alk, Academy Armory, 3R, UNC Legendary Enchantment When Alk, Academy Armory comes into play, remove any number of Equipment cards from your graveyard or hand from the game. X: Put a card removed from the game by Alk into play attached to a creature you control that it could equip. X is that card's equip cost. Use only red mana to play this ability.
069. Claim Artifact, 3R, COM Instant Untap target artifact. You gain control of it until end of turn and it has haste. At end of turn, you may sacrifice the artifact. "To get ahead, many apprentice artificers will steal the design work of rivals. After they are made masters all that's left is to destroy the evidence." - Kiffite, Toma constable
070. Defender of Hearths, 1R, COM Creature – Human Knight, 2/1 Equipment attached to Defender of Hearths are indestructible. "If you would advocate the expression of ideas; if you would fight to unshackle the oppressed and free their minds; if you would stand, stand with us!" - Order Proclamation
071. Extinction Event, 4RR, RAR Sorcery Remove from the game all permanents that are more than one type or subtype. (Basic and Legendary are not types or subtypes.) "How many times has bedrock recorded our passing?" - Poet of the Grand Mind, Petel Fortunan
072. Factory Assembly, R, RAR Enchantment Creature cards you own that aren't in play have mechanize X, where X equals half the creature card's converted mana cost, rounded up. (You may pay X instead of paying the card's mana cost. If you do, it comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
073. Flash Weld, 2R, UNC Instant Flash Weld deals 3 damage to target creature or player. Mechanize R (You may pay R instead of paying this card's mana cost. Use only mana from an artifact source to pay this cost.) Just don't read any priceless tomes afterwards.
074. Forge Weapons, 2R, COM Sorcery Destroy target artifact. If you do, put three +1/+1 counters on target creature. "Unlike the Academy, the Grand Mind has no need for weapons. Our ideas are more deadly." - Poet of the Grand Mind, Petel Fortunan
075. Implosion Wave, R, UNC Sorcery Destroy any number of artifacts you control. Implosion Wave deals X plus 1 damage to target creature or player, where X is the number of artifacts destroyed this way. The steamworks stretch like veins of magma through every nook and cranny of Toma. If there were an accident, the city might not survive it.
076. Iron Scald, 1R, COM Sorcery Choose one — Iron Scald deals 2 damage to target creature; or Iron Scald deals 4 damage to each player. "People who can work through the occasional maiming or dismemberment would be of great use here. I will speak to the foreman of Toma." - Bab Venture, Spinery crew boss
077. Marshal of Thieves, R, COM Creature – Human Rogue, 1/1 Equipped creatures get +1/+0. 3: Gain control of target Equipment until end of turn. Rom has its pirates and Toma has its gangs of thieves. In both cases they are nearly impossible to capture and their stolen loot has never been found.
078. Overloader, 2RR, UNC Creature – Gnome Artificer, 3/3 Whenever an artifact comes into play, you may pay R. If you do, Overloader deals 2 damage to each creature in play and the artifact has "At the end of turn, sacrifice this artifact." "Just a few... uh, enhancements to aid me in my research. It's perfectly safe."
079. Piston Fire, 1R, UNC Sorcery Add RRR to your mana pool. Mechanize R (You may pay R instead of paying this card's mana cost. Use only mana from an artifact source to pay this cost.) "Magic makes the machine's parts. Whole, it makes magic. Wonder is all around us." -- Poet of the Grand Mind, Petel Fortunan
080. Recreate, 1R, RAR Instant If target spell is a permanent spell, Recreate deals 5 damage to you and put a token into play that is a copy of the permanent. Otherwise, Recreate deals 3 damage to you and copy the spell. You may choose new targets for the copy.
081. Scrapmade Lookout, 1R, COM Creature – Human Scout Construct, 1/2 Haste Mechanize 1 (You may pay 1 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from an artifact source to pay this cost.) Kiffite didn't trust them to patrol the streets, but his men were usually busy searching for thieves.
082. Shrapnel Bomber, 3RR, RAR Creature – Human Mercenary Rogue, 1/1 Haste Spellshape — 1R, Discard a card, Sacrifice an artifact, T: Shrapnel Bomber deals 5 damage to target creature or player. Toma's thieves stood to make big money from the relics they had stolen. But a few task mages sought to put the constructs to less orthodox use.
083. Static Barrier, 1R, UNC Enchantment – Seal Whenever an enchantment comes into play, Static Barrier deals 2 damage to that enchantment's controller. 3R, Sacrifice Static Barrier: Static Barrier deals 4 damage to target enchanted creature or enchanted player.
084. Toma Smasher, 2R, COM Creature – Human Warrior Construct, 1/3 2: Toma Smasher gets +2/+0 until end of turn. Mechanize 2 (You may pay 2 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
085. Toma Trinket Collector, 1RR, RAR Creature – Elder Human Artificer, 2/2 Protection from artifacts Whenever a player plays an artifact spell, choose a creature at random. The artifact spell deals 3 damage divided as you choose among the chosen creature and/or its controller. Retired artificers pay huge sums to re-acquire their greatest creations.
086. Untamed Manticore, 4R, UNC Creature – Chimera, 3/4 Haste T: Untamed Manticore deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice. 2: Untamed Manticore has flying until end of turn.. Angered by mineblasts that rock their homes, manticores have begun devouring miners as they leave the late night shift.
087. Weaponized Thug, 2RR, COM Creature – Human Berserker Construct, 3/1 First strike Mechanize 3 (You may pay 3 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from artifact sources to pay this cost.) “It’s not bad. It sort of hurts on cold nights.”
088. Welding Apprentice, 2R, RAR Creature – Gnome Artificer, 1/1 2R: Choose target artifact you control and target artifact card in your graveyard. If both targets are still legal as this ability resolves, sacrifice the artifact in play, then put the other artifact from your graveyard into play. Welding Apprentice deals 3 damage to you.
**
Green
089. Ascetic Band, 1GGG, RAR Creature – Human Shaman, 4/4 Ascetic Band can't be the target of spells or abilities your opponents control. 1G: Regenerate target green creature. Bands of penitents roam the outskirts of Toma, all seeking to purify their bodies, and clear their minds.
090. Crushing Boughs, 2GGGG, COM Sorcery Choose two lands controlled by a single player. That player puts one of the lands on top of his or her library. Destroy the other land. Iratchy magic is so powerful it can send shockwaves through more fragile ecosystems.
091. Cutter Behemoth, 4G, RAR Creature – Beast, 10/10 Trample At the beginning of your upkeep, target opponent gains 3 life. Unseen hands kept the Cutters constrained within central Iratch. If they had tried to defend the forest from its unnatural destruction the mine could have been easily destroyed.
092. Equinox Mammoth, 3G, UNC Creature – Elephant Warrior Shaman, 3/4 Spellshape — 2G, Discard a card: Target land becomes a 3/3 creature until end of turn. It’s still a land. Draw a card. While it appears to slumber, life will remerge if given the slightest of nudges.
093. Forest Keeper, G, RAR Creature – Human Keeper, 2/3 Forestwalk When you do not control an untapped Forest, sacrifice Forest Keeper. "Some say elves still live in this forest. But if they do, we have never seen them."
094. Forest Runner, 1G, COM Creature – Centaur Berserker, 3/3 Trample When you do not control an untapped Forest, sacrifice Forest Runner. "For over a hundred years they have not entered the woods. But Plantigor threatens to corrupt it, and they must return to defend its sacred places." - Fir, oracle of the Thicket Commune
095. Forest Spinner, 2G, UNC Creature – Spider, 2/4 When you do not control an untapped Forest, sacrifice Forest Spinner. Forest Spinner can block as though it has flying. Whenever a creature with flying attacks, you may untap Forest Spinner.
096. Herd Magic, G, COM Enchantment – Aura Enchant Forest Enchanted forest is a 1/1 green Beast creature with trample. It's still a land. Each land you control gets +1/+1 as long as it's a creature. If you can capture one and spelltie it, it will bring its herd back next week and the town can feast.
097. Hermit Elder, 2G, COM Creature – Elder Human Hermit, 3/2 Tap an untapped permanent you control, T: Put a land card from your hand into play. "Humans were not meant to thrive in the wild. The effort we take in drawing the simplest of existences is proof of it. Where have all the elves gone?" - Elder Rabban
098. Hydra Heads, 3G, UNC Enchantment – Aura Enchant land Enchanted land gets +5/+5 as long as it’s a creature. X, Reveal Hydra Heads from you hand: If you control no creatures, target land you control becomes an X/X green Chimera creature. It's still a land. Play this ability only any time you could play a sorcery.
099. Inevitable Renewal, G, RAR Enchantment At the beginning of your upkeep, put a card from your graveyard on the bottom of your library. Only the Ageless can see Iratch's slow return to glory. They can feel the power lost to it slowly and painfully building.
100. Ironroot Protector, 1G, COM Creature – Treefolk Spirit Guardian, 0/5 2G: Ironroot Protector becomes a Forest land. It is no longer a creature. (This effect doesn't end at end of turn.) The mills of Iratch were also abattoirs, unknown to all but the treefolk.
101. Leaf Cutter Ants, 4G, COM Creature – Insect Swarm, 5/1 Leaf Cutter Ants can't be the target of spells or abilities your opponents control. T: Tap or untap target land. "Like locusts in their consuming ferocity, they are also mobile mana batteries for the resourceful wizard." - Bemin Forecastle, historian of planar magic
102. Ley Hydra, 2GG, RAR Creature – Chimera, */* Trample Ley Hydra's power and toughness are each equal to the number of untapped lands you control. 2G, T: Until end of turn, target creature has trample and its power and toughness are each equal to the number of untapped lands you control. "It is Twingates personified - One being with many minds." - Loreen Stanron
103. Natural Convergence, X, COM Instant (Natural Convergence is a green spell.) Spend only green mana on X. Search your library for X basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.
104. Nursing Boar, 4G, UNC Creature – Beast, 5/3 When a creature with converted mana cost 1 or less is put into a graveyard from play, Nursing Boar gets provoke and trample. (This effect doesn't end at end of turn.) 1G: Target land becomes a 1/1 green Beast creature until end of turn. It's still a land. Use this ability no more than twice each turn. “It’s a piglet, Run!!!”
105. Nut Brain, 1GG, RAR Creature – Elf Hermit, 2/2 When Nut Brain comes into play, choose a land subtype. Whenever Nut Brain or a land of the chosen subtype comes into play, put a 1/1 green Squirrel creature token into play. Most wouldn't know he was an elf if they saw him.
106. Overtake, 2GG, COM Instant Discard any number of land cards. Until end of turn, creatures you control have trample and get +1/+1, plus an additional +1/+1 for each land card discarded this way. At first the Fury thought it was a swarm of wurms and snakes, but the onslaught was nothing more than vines and branches.
107. Recollection Chant, G, UNC Enchantment – Aura Enchant creature When Recollection Chant is put into a graveyard from play, return target card from your graveyard to your hand. "Writing down the Ageless's history would weaken any claim they have of being a living testament." - Fir, oracle of the Thicket Commune
108. Titan of Trees, 2G, UNC Sorcery - Arcane Until end of turn, target Forest becomes a 5/3 Giant Hermit creature with protection from Humans. It is still a land. Put Titan of Trees on top of your library. There's a lot undiscovered in the lands north of Twingates. No one seems to object.
109. Vow of Serenity, 1G, UNC Enchantment – Seal Whenever an opponent plays an artifact or enchantment spell, you gain 3 life. 3G, Sacrifice Vow of Serenity: Destroy target artifact or enchantment. In life or death, this forest will stand as a sign of Nature's peace.
110. Wild Wanderer, 1G, UNC Creature – Human Gypsy, 2/2 Whenever a land comes into play, you may pay 2. If you do, draw a card. "Wanderlust is not always a terrible thing. Often it leads to discoveries of inner strength and deeper consciousness." - Elder Rabban
**
Multi
111. Explore the Uncharted, 1RGG, UNC
Enchantment
RG, Sacrifice a creature: Search your library for a card that shares a type or subtype with the sacrificed creature, reveal that card and put it into your hand. Shuffle your library. "Gypsies say the Wilderness gained its power by stealing it from another realm. But who could believe such an idea?" - Elder Rabban
112. Field-Scout Intelligence, 1GWW, UNC
Enchantment
When Field-Scout Intelligence comes into play, two target lands become 1/2 white Bird creatures that have flying. They are still lands. (This effect doesn't end at end of turn.)
G: Until end of turn, target creature you control has "Whenever this creature deals combat damage to a player, draw a card." Use this ability no more than twice each turn.
113. Rom Bensaka, 1WBB, UNC
Creature – Human Nomad Assassin
When Rom Bensaka comes into play, choose a creature. You may move any Auras and/or Equipment attached to that creature onto Rom Bensaka. Then, destroy that creature. (You don't control the Auras or Equipment.)
2: Rom Bensaka has first strike until end of turn.
114. Sacrificial Ceremony, 1BRR, UNC
Sorcery
Destroy target artifact, creature or land. That permanent's controller loses 2 life and draws 2 cards. Plantigor was exacting in her worship rituals, though less so in whom she invited to them.
**
Artifact
115. Bed of Coals, 3, RAR Artifact If a player has six or more cards in hand, sacrifice Bed of Coals. At the beginning of each player's upkeep, Bed of Coals deals damage to that player equal to the number of cards in his or her hand.
116. Blood Runner, 7, RAR Artifact Creature – Engine, 5/5 Trample You may sacrifice three black creatures rather than pay Blood Runner's mana cost. "We found a way to speed the ore to the surface and incentivize the slaves to work." - Bab Venture, Spinery crew boss
117. Coal Porter, 1, COM Artifact Creature – Myr, 1/1 Sacrifice Coal Porter: Add R to your mana pool. "All you eat, you eat for me. Half I get, I give to thee." - Poet of the Grand Mind, Petel Fortunan
118. Ghost Ring, 0, COM Artifact - Equipment Equipped creature has vigilance and has "Whenever this creature deals damage, you gain that much life." Equip 3 The first of these rings was collected from an ape who had come through Twingates.
119. Iratchy Tablet, 4, UNC Artifact Iratchy Tablet comes into play tapped. T: Add to your mana pool two mana of any one color that a land an opponent controls could produce. Most people think Iratch is just a brand. Few know why the paper is so soft and well equipped for magical tomes.
120. Keystone, 4, UNC Basic Artifact Activated abilities with mana costs cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs. 7, T: Choose one — Draw a card, You gain 1 life, Tap target permanent, reveal the top card of your library, or Keystone deals 1 damage to target player.
121. Kinetic Armor, 3, RAR Artifact – Equipment Equipped creature gets +1/+1 for each artifact you control and +1/+1 for each artifact card in your graveyard. Equip 2 Leave it to a gnome to design armor that dresses you itself.
122. Oak Staff, 1, COM Artifact – Equipment Relic – If Oak Staff is untapped, equipped creature gets +2/+1. Equip 2 T: Add 2 to your mana pool. Play this ability only if Oak Staff is equipped. Oak Staves are sought in the Wilderness and those who find them are jealous to hide their true origin.
123. Primal Toy, 2, RAR Artifact 1: Primal Toy becomes a 1/6 Chimera artifact creature until end of turn. 2: Primal Toy becomes a 2/2 Chimera artifact creature with flying until end of turn. 3: Primal Toy becomes a 3/3 Chimera artifact creature with haste until end of turn.
124. Shield of Wild Ways, 2, COM Artifact - Equipment Equipped creature gets +1/+2. Whenever one or more creatures attack, you may pay R. If you do, switch target creature's power and toughness until end of turn. Equip 1
125. Threat Matrix, 5, RAR Artifact Threat Matrix doesn't untap during an untap step. X2R, T: Untap X target creatures and gain control of them until end of turn. They gain haste until end of turn. 4, Sacrifice a creature: Threat Matrix deals damage equal to the sacrificed creature's power or toughness to target creature. Untap Threat Matrix.
126. Toma Pain Magnet, 1, COM Artifact T: Add 1 to your mana pool. Play this ability only if a player has been dealt damage this turn. Artificers who wear them for luck seem to find it. Luck and trouble.
127. Wonder Boots, 3, COM Artifact – Equipment Wake (When you play this spell, search your library for an Equipment card and reveal it. You may play it. If you don't, put it on top of your library. Shuffle your library.) Equipped creature has flying. Equip 1
** Land 128. Battery Ridge, COM Artifact Land –Node (Battery Ridge isn't a spell. T: Add 1 mana to your mana pool.) When Battery Ridge comes into play, you may pay 2. If you do, red spells cost 1 less to play until end of turn. Otherwise, sacrifice Battery Ridge. Though it appears pristine and wild, the mountain range is a hollowed out shell of power chambers.
129. Centaur Thicket, RAR Land – Forest (T: Add G to your mana pool.) Whenever Centaur Thicket becomes tapped, it deals 1 damage to you. 1G: Until end of turn, Centaur Thicket becomes a 3/4 Centaur creature and can’t be the target of spells or abilities.
130. Dark Light Castle, UNC Land – Stronghold B: Target creature you control gets +1/+1 until end of turn. Sacrifice that creature at end of turn. B: Add one mana of any color to your mana pool. Some of the power collected in the mines could not be brought to the surface world.
131. Hoveltown, COM Land – Node (T: Add 1 to your mana pool.) T: Black creatures you control have "T: Add B to your mana pool. You lose 1 life." until end of turn. "Nothing is more of an affront to the wonders of the Planes, then that infection that has formed on Rom. Destroying it would do the world a favor." - Loreen Stanron
132. Iratch, Secret Site, RAR Legendary Land – Forest Power-Plant (T: Add G to your mana pool.) As Iratch, Secret Site comes into play, you may choose an artifact in play. If you do, destroy that artifact and Iratch.
133. Lost Archipelago, COM Land - Node (T: Add 1 to your mana pool.) Lost Archipelago comes into play tapped. Whenever a permanent phases in or out, you may add U to your mana pool. Each is a world of its own, and the chain an entire galaxy of knowledge and forbidden arts.
134. Potent Meadow, COM Land – Node (T: Add 1 to your mana pool.) Return X enchantments you control to hand: Add X white mana to your mana pool. Sacrifice Potent Meadow. Twingates is tall to allow its wizards an unspoiled view of the plains that surround it. As a result the tower is a very powerful magical foci.
135. Rom, Forsaken Harbor, RAR Legendary Land – Island Port (T: Add U to your mana pool.) 3U, T: Each player draws cards equal to the number of cards he or she has drawn this turn. If a player hasn't drawn a card this turn, he or she draws one card instead.
136. Spinery, Haunted Mine, RAR Legendary Land – Swamp Mine (T: Add B to your mana pool.) Spite – When Spinery, Haunted Mine is sacrificed or destroyed, you may pay 2 life. If you do, destroy target land.
137. Summer Palisade, UNC Land – Stronghold G: Target blocking land gets +1/+1 as long as it’s a creature. G: Add one mana of any color to your mana pool. The place is a living thing, each plank a vein, and flowing throughout is power unimagined.
138. Tempered Fortress, UNC Land – Stronghold R: Target artifact creature is indestructible until end of turn. R: Add one mana of any color to your mana pool. The myr crafted within are worked even after they leave its forge.
139. Toma, Academy Relicas, RAR Legendary Artifact Land – Mountain Factory (Toma, Academy Relicas isn’t a spell. T: Add R to your mana pool.) Artifact spells cost 1 less to play. "Behind all this world's degradations lies Toma. Who spawned the observatories? Who opened the mines? Who dreamt of the planar gates? At the start of every disaster you will find the Academy Relicas." - Fir, oracle of the Thicket Commune
140. Twingates, Wellspring of Hope, RAR Legendary Land – Plains Tower (T: Add W to your mana pool.) When Twingates, Wellspring of Hope comes into play, you may search your graveyard and library for an enchantment card. If you do, reveal that card, shuffle your library and put it on top.
141. Unexplored Wilderness, COM Basic Land – Node (T: Add 1 to your mana pool.) Whenever Unexplored Wilderness becomes tapped, add G to your mana pool and Unexplored Wilderness doesn’t untap during your next untap step. The Academy Relicas saw endless resources; the Chronal Observatory saw secrets to be harvested; Twingates, an unwelcoming wild; and the slayers, future subjects.
142. Vital Monestary, UNC Land – Stronghold W: Prevent the next 1 damage that would be dealt this turn to target enchanted creature or enchanted player by a source of your choice. W: Add one mana of any color to your mana pool. Who could die in a place with such an abundance of life?
143. Waterspout Observatory, UNC Land - Stronghold U: Each player looks at the top card of his or her library. He or she may put that card on the bottom of his or her library. U: Add one mana of any color to your mana pool. From this vantage point, a powerful destiny is assured.
There's tons of stuff to digest on the webpage; way more than I expected. I have a lot to read! I wish I had gotten started sooner, but I was sick, as you know.
EDIT:
Okay, I have a thousand thoughts to spill out, so I won't go into too much detail
1 There's a lot on this website!
2 Holy crap are you ever an orb of insight fiend! I'll try to make use of that info, but it's intimidating.
3 I love the cards previewed in your article! To wit:
4 Phantasmal Eel is a perfectly designed card, and I can't wait to play with it.
5 However, I've never gorkked phasing. I think it will take some playing with phasing cards for me to "get it."
6 Still, I have plans for the eel. ****! You made it a snake fish! That's like a birthday gift!
7 Netcaster could be a 1st pickdraft card. I'm calling it now.
8 Unmake: Phasing is crazy.
9 Shimmering accord: Phasing is crazy, but seriously, some scary good design.
10 The page looks good on the whole. I like the layout and the level of detail.
11 The intro on the main page makes me cross my fingers for a green villain.
12 I knew I would regret putting unveiling in Wastelands. I didn't expect this to be the reason why...
13 4 colors, 4 types? Here are my predictions, which I will feel free to revise.
14 white: creatures
15 green: lands (If not creatures)
16 black: enchantments (this one just feels right in my gut.)
17 red: artifacts (I noticed one Atog in the set!)
18 Now, to the shuffle cards that got my attention. You've probably heard some of this before
19 Perimeter breach - decent and solid uncommon, I would probably want a more flavorful name.
20 Militarized Zone - A card only a johhny could love. Seriously, this is a johhny-only card, but that was the task.
21 Warden's Caveat - Wierd, really wierd. I can't tell if I have power level beef with this card or not.
22 Quarrelsome Coterie - It takes me a long time to get that this is a creature. I like the ability, but I see no reason to put it on a body.
23 Overpowering presence - I likes it! Good power level and still interesting - that's a tough combo!
24 Morbid Jester - Too... many... words.. but that's only a templating issue, cause I really like the card.
25 Blood bond - I think this card works powerwise, but needs to be tested against when it can get out a dragon, but innnovative.
26 SSH - someone wants reminder text!
27 Mystic Dervish - best overall package of all of these cards.
28 Fly the Maro flag - I truly epect to see this card remade. It is a real shocker and is about as bomnbastic as can be.
Yeah, your website is pretty awesome.
Your blue stuff is looking really neat. I was never a fan of Phasing, but I think you can make it work.
I do have some beef with your Art Shuffle cards, but it's not really all your fault.
Perimeter Breach's art looks like an artifact/enchantment destruction spell. The colored rings make me think "Kicker x Spend only colored mana on X. No more than one mana of each color may be spent this way. You gain three times X life."
Militarized Zone seems almost too good, since you can just sac it to itself...
Warden's Caveat probably is too good. If it only activated when creature spells were played, it would be OK. Not to mention it gets silly with Coffin Purge-type spells.
Quarrelsome Coterie makes sense as a creature...But I would have switched those two arts...
I don't know what to think about Overwhelming Presence. At first I assumed it was terrible, but now I fear it may be too good.
Morbid Jester is almost certainly too good.
I also hated Blood Bond at first, but because you sacrifice the creatures @ EOT, two of them can be back-breaking.
Sizzling Slag Hunter is just weird.
My biggest peeve is that the art for Mystic Dervish has a morph spider in it that you completely neglected.
Fly the Maro Flag is weird weird weird. You hit the Wow factor on the nose, but you also made something that might be completely broken.
All in all, I think you're a really good designer, and I'm looking forward to seeing more of Conquest!
Really nice work on the site! I also have some issues with phasing (mainly because it's too complicated to actually warrant being printed), but I feel you can do a nice job with it.
I'm a great fan of Wamyc's page and the "spoilered cards" - if my own set was complete with wording by now, I totally would have added this feature to my thread, too.
I didn't have an in-deep look at the whole site, but I will. All I have checked by now really is the flavour text section - and after this first piece the Orb to see how many Merfolk the set got (=2)
Keep the information flowing!
Greetings Z
Wamyc, you hear that? A fan of your set. They're coming out of the wood work. I am also a big fan of Wamyc. I've been lucky enough to know him a long time and I’ve seen a lot of his design. He's a spike so his design is usually very tight.
The whole set's not revealed yet, but follow along, I hope you like it.
1 There's a lot on this website!
2 Holy crap are you ever an orb of insight fiend! I'll try to make use of that info, but it's intimidating.
3 I love the cards previewed in your article! To wit:
4 Phantasmal Eel is a perfectly designed card, and I can't wait to play with it.
5 However, I've never gorkked phasing. I think it will take some playing with phasing cards for me to "get it."
6 Still, I have plans for the eel. ****! You made it a snake fish! That's like a birthday gift!
7 Netcaster could be a 1st pickdraft card. I'm calling it now.
8 Unmake: Phasing is crazy.
9 Shimmering accord: Phasing is crazy, but seriously, some scary good design.
10 The page looks good on the whole. I like the layout and the level of detail.
11 The intro on the main page makes me cross my fingers for a green villain.
12 I knew I would regret putting unveiling in Wastelands. I didn't expect this to be the reason why...
1. I wanted it to be worth your time, so there will be six new things tonight, for example.
2. I hope someone takes a crack at the Orb of Insight, it's always my favorite part of a preview. Popeclone?
3-6. The Eel is one of my favorite Conquest cards too. I was very excited to reveal it. I really got into Phasing. Watch and see what I did with banding. Kidding.
7. Net Caster doesn't always work, but its a card that often makes your opponent roll their eyes. Phasing seems intimidating in general until you play it alot. Then it gets to be second nature.
8. Yeah there are a lot of ways to capitalize on phasing in blue.
9. Thanks! I had to change a lot of other cards that would be degenerate with Shimmering Accord.
10. Dana helped me use Front page. This is the first webpage I’ve ever made, but what helped was having all the updates done ahead of time before I built the webpage. After that it was just a matter of choosing fonts and colors etc.
11. The Wilderness is vast and there are a lot of surprises in there waiting to come out. Most planes have propernames, but I always liked descriptive names that denote sort of a all encompassing element, like Wildfire.
12. Unveilling is pretty good with Conquest if you like control.
Quote from wamyc »
13 4 colors, 4 types? Here are my predictions, which I will feel free to revise.
14 white: creatures
15 green: lands (If not creatures)
16 black: enchantments (this one just feels right in my gut.)
17 red: artifacts (I noticed one Atog in the set!)
All good guesses but you’re only half right. I won’t be as big a surprise after Friday.
**
Quote from wamyc »
Now, to the shuffle cards that got my attention. You've probably heard some of this before. Perimeter breach - decent and solid uncommon, I would probably want a more flavorful name.
Quote from AsianInvasion »
I do have some beef with your Art Shuffle cards, but it's not really all your fault. Perimeter Breach's art looks like an artifact/enchantment destruction spell. The colored rings make me think "Kicker x Spend only colored mana on X. No more than one mana of each color may be spent this way. You gain three times X life."
AI: It was supposed to hose tokens, don’t forget.
I really don’t like the execution of this attempt either, but the concept of penalizing tokens because they all share a name is still a good idea, I think.
Quote from wamyc »
Militarized Zone - A card only a johhny could love. Seriously, this is a johhny-only card, but that was the task.
Quote from AsianInvasion »
Militarized Zone seems almost too good, since you can just sac it to itself...
It is a Johnny card through and through. Fits the art too. I like the fact that once you build your army you can sac it.
Quote from wamyc »
Warden's Caveat - Wierd, really wierd. I can't tell if I have power level beef with this card or not.
Quote from AsianInvasion »
Warden's Caveat probably is too good. If it only activated when creature spells were played, it would be OK. Not to mention it gets silly with Coffin Purge-type spells.
Both points are very valid, and this card would be better as part of a larger theme in a set or Block. It is not a good filler card. I was just trying to do something different with blue and came up with this RFG Zone interaction. Here’s a spoiler for you. Blue can mess with the RFG Zone in Conquest. But don’t worry, Wamyc, it’s not overly synergized, I don’t think.
Quote from wamyc »
Quarrelsome Coterie - It takes me a long time to get that this is a creature. I like the ability, but I see no reason to put it on a body.
Quote from AsianInvasion »
Quarrelsome Coterie makes sense as a creature...But I would have switched those two arts...
The Coterie is not very Timmy. It’s not Grokkable. I was going for a Arcanis Level of excitement and missed. Of all of them, I feel this missed the mark by the widest margin.
Quote from wamyc »
Overpowering presence - I likes it! Good power level and still interesting - that's a tough combo!
I don't know what to think about Overwhelming Presence. At first I assumed it was terrible, but now I fear it may be too good.
I think its funny in retrospect that I went back to Word of Binding for this ability and then Planar Chaos came along and borrowed the same idea. Please keep in mind that Conquest was also designed before Planar Chaos was spoiled. I did try some different things with the color pie, (not green card draw, but, you know, sane things.)
Quote from wamyc »
Morbid Jester - Too... many... words.. but that's only a templating issue, cause I really like the card.
Quote from AsianInvasion »
Morbid Jester is almost certainly too good.
It probably is too good to also give an Evasion ability, but it only comes back if something died during your opponent’s turn. If I could do it over, I’d lose the fear and change the power and toughness to 0/1 maybe. Oringally it was more of an Aggro creature.
Quote from wamyc »
Blood Bond - I think this card works powerwise, but needs to be tested against when it can get out a dragon, but innnovative.
Quote from AsianInvasion »
I also hated Blood Bond at first, but because you sacrifice the creatures @ EOT, two of them can be back-breaking.
choosing two creatures wasn’t just because of the art. Originally it let you choose any number of creatures and cost 2R. I changed it to simplify and rein in the power level.
Quote from wamyc »
26 SSH - someone wants reminder text!
Quote from AsianInvasion »
Sizzling Slag Hunter is just weird.
I like that SSH makes all those overcosted LD cards and artifact destruction cards you get in a draft better. But yeah, it needs reminder text, and maybe should drop one of the effects just to simplify it. I do like how after two destroy effects it becomes a fully grown Orgg.
Quote from wamyc »
Mystic Dervish - best overall package of all of these cards.
Quote from AsianInvasion »
My biggest peeve is that the art for Mystic Dervish has a morph spider in it that you completely neglected.
What do you mean, AI? It’s dealing damage to a nongreen creature. The art does match the ability. See I see it as the Mystic is landing on the Morph Spider as it charges a path of carnage through the battlefield.
Quote from wamyc »
Fly the Maro flag - I truly expect to see this card remade. It is a real shocker and is about as bombastic as can be.
Quote from AsianInvasion »
Fly the Maro Flag is weird weird weird. You hit the Wow factor on the nose, but you also made something that might be completely broken.
For 3GGG, you want to win the game. And this sort of card has never been done before, so I swung for the fences. Glad you liked it.
Really nice work on the site! I also have some issues with phasing (mainly because it's too complicated to actually warrant being printed), but I feel you can do a nice job with it.
Rick, it actually was a very happy surprise for me to get a comment from you. I really admire your work and the volume of good ideas you’ve presented over the years. Are you going to check back over the next few weeks? The whole spoiler will be up by Monday the 17th. I hope to hear from you again then.
EDIT: JackHarris: Some of the art will look very cartoony, but I drew every piece of art myself and to cut down on the time each one was a 2x3 inch work of art, so the detail is low and tried to make up for it with color.
Seems nice, but the pics of the cards are too caroonish.
Seriously? Well, maybe you just don't like the style, but given the amount of work it takes to do all this art, I don't see how anyone could complain. Especially since the art is clear and conveys the idea in the card.
Also, have you looked at the art for other custom sets recently?
Really nice work on the site! I also have some issues with phasing (mainly because it's too complicated to actually warrant being printed), but I feel you can do a nice job with it.
Well, I have my reservations too, as I noted that I just didn't grok the ability, but I think we'll see a new take on old jank. Hopefully it will be the light of new design clarity that makes phasing more fun and interesting, as well as intuitive. Many mechanics are better the second time around.
@AI:Militarized Zone rubs me the wrong way as well, but I don't think the jester is too powerful at all.
@Excise: I really like the coterie's abilty I found it appealing but overcosted. I would have liked to drop the body from it, but you know that. I don't think you messed up the coterie at all. I think it's imply to wierd to expect a group of those people to be one creature. Also, I know we won't see mystic dervish in the set, because mystic dervish is perfect and you said we should guess which card was adapted to be in the set. But no one would be foolish enoug to change anything on mystic dervish, especially the art!
Edit: I've already noticed a few typos and things. I'll fix them tomorrow when I have access to Frontpage again. Also, the link in the Feature article is supposed to lead to the entry under Quick Hits titled "Node."
Criminy, there's a lot to talk about. There's the new preview cards, which are frighteningly powerful (or at least start to set off power creep alarms), I like the idea of making precons.
I don't like the fact that there are lands that don't produce mana, but have to agree that they are exactly what the doctor ordered to make the topped off cards more playable. Also, they are a good solution to the general problem of color in Wastelands.
I have to say that I'm suspicious of the idea of expanding the space of what each type does within the game. In a set that focuses on aligning each color with a type, expanding the types' roles seems to be exactly what you shouldn't do. But I'm willing to wait until I can see the whole set.
Strongholds: They are a radical idea for lands, but i appreciate that you seem open to trying them.
Power creep is a real concern, and I am scared of that too. But don't forget this set does for your 4/4 in it. I'm guessing what appears to be power creep is really correction. Plus I didn't make any bad rares, or dog out a color like Blue in Onslaught Block.
In case anyone was wondering, I was on a crack-induced binge when I realised that green never gets any of the best medium-big creatures. (Which is at least partially true). I don't know what the final form of the card is in Conquest, but my version of the card was a 4/4 for 2GG that had regeneration and trample.
I haven't seen enough to know that there's power creep for sure, but I do hope that you don't mean that the power creep would be correcting for the weak level of power in Wastelands.
Besides, it's easy to call something power creep when in fact it's just something new. The land(s) that tap for 1C: they're a bit intimidating to see, especially at basic. I'm glad that you went with a "basic" card for each permanent. It's a long time coming, and I think it will be done very well. I do very much hope that unexplored wilderness is not part of a cycle, as I really want to have each color have a strong identity tied to a type.
In case anyone was wondering, I was on a crack-induced binge when I realised that green never gets any of the best medium-big creatures. (Which is at least partially true). I don't know what the final form of the card is in Conquest, but my version of the card was a 4/4 for 2GG that had regeneration and trample.
That's not the card you made. Trample?
Quote from wamyc »
I haven't seen enough to know that there's power creep for sure, but I do hope that you don't mean that the power creep would be correcting for the weak level of power in Wastelands
No, not of Wastelands. I wrote about it a bit for Friday's article, when I reveal the set mechanic. Basically some permanent types are weaker than others and I explored ways to correct that. That's why I made a cycle of extremely good rare lands with basic types. That's why I focused on how to make each color work at its best potential. The lands in this set are better than you normally get because normally you only get mana fixers.
I think I'm, starting to see what you're talking about. It makes more sense to expand what lands do to make them more viable and also to fit all of what green does. I sure hope this makes the deserts from Wastelands more viable. I felt like I put a lot into those cards and they kind of flopped.
Darn it... Strongholds require colored mana.
Quote from wamyc"s double post »
Oh, I hardly remember the card that I made then. I thought it had trample or some kind of evasion. Evasion and protection and cost effective - the keys to a "best creature."
And I'm starting to see where this is all going. I'd like to have more of the big picture, which Excise has told me that we'll get on Friday. (it can't come soon enough or often enough!)
Given the article for today, I can see that green gets lands, which means that
white or black gets enchantments,
red gets artifacts,
and creatures way more belong in white, which means black does get enchantments.
This makes just enough sense and is still not entirely predictable with what Wizards has done in the past with these colors and types. I might even see a plinth or two, as Excise has said that he did a little bit of double typeing on cards.
Also, I am starting to see that you kind of have to expand the notion of what each type does a little bit to get a fully-worked out approah to it in each color.
Here's a good way to figure out which types will end up with each color. How many different ways does the color work with a particular type? If it does so in many different ways, it is probably the color that focuses in on that type in Conquest.
For example, a very good case could be made for Green coupling with lands, because it tutors for them, animates them, destroys them, etc.
Then are we not to take from today's article that green is the land color?
Or, you're subtly pointing out that black is the creature color because it reanimates and kills them whereas white searches, protects and interacts with enchantments. Welll...
I can't argue with that, but I guess it's not what I prefer.
I have already finished all 6 feature articles, but if I could do it again, I would change this second article to include land's coupled color, instead of just showing lands that help the other colors. There has been too much focus on blue thus far, and I apologize.
I don't know what you can inference from today's articlee though. It mentions that there is a cycle of Strongholds and a cycle of legendary rare lands. Plus, the two commons are blue and green alligned (and I've already said that blue is not alligned with a card type. So either there are a lot of lands, including these two random commons and the land color hasn'r revealed itself, OR the coincidence of showing green lands, is a tip off that it may be the land color in Conquest.
As for the other types, I say your aspirations will be set aside once you actually get to see the couples in action. Dreams realized, even if the reality is different than you hoped still satisfy. Don't lose sight of the most important thing - Phantasmal Eel is a Snake Fish.
Don't lose sight of the most important thing - Phantasmal Eel is a Snake Fish.
Yes.
Yes, it is.
It seems obvious that green is the land color. The sanity center of my brain refuses to believe anything else unless you come out and say otherwise. But more than just being intuitively so, I think your article makes it obvious that green is the land color, even if you think it doesn't. It doesn't say it explicitly, but it does everything short of that.
Which, if you think about it, is kind of wierd. Either you're going to tell us or not, and it's clearly something of key interest to the audience. I want some juicy facts about what this set looks like broadly speaking.
Also, I was looking over Wastelands there and noticed that there's a whole lot in the set about extraplanar travel. I mean, more than I remember.
There's so much in the orb that it's tough to know where to start. But you have to know that I've been looking at it. Besides, all of the possible options have already been asked for the orb, so it's pretty much already finished.
Rick, it actually was a very happy surprise for me to get a comment from you. I really admire your work and the volume of good ideas you’ve presented over the years. Are you going to check back over the next few weeks? The whole spoiler will be up by Monday the 17th. I hope to hear from you again then.
Thanks for the compliments! I'll definitely be checking back often. Some comments on your lands:
Lost Archipelago - Very nice idea. The "phase in" mana is kinda useless most of the time, since it's only available during your upkeep. Lots of tricks you can do with "phase out" mana though.
Unexplored Wilderness - This worries me a bit because it's a very reliable way to get two mana turn 1. The drawback is indeed harsh, but if you play a monogreen deck with only UW's as lands, you can get one more mana than you normally would every other turn, while getting the "fair" amount on the rest of the turns. For example, assuming you don't miss a land drop, it would go: two mana on turns one and two, four mana on turns three and four, and so on. This is kinda hard to solve though... life payment could be an option, but it doesn't seem too green.
Summer Palisade - The mana ability of this one is very interesting. It doesn't add to your mana count, but is a nice way to color-fix a mana base. Nice one.
Rom - Pretty cool. The activated ability is costly enough that it won't be easily broken, I think.
I'm eagerly awaiting for cards of my favorite color: white. Don't disappoint me!
Unexplored Wilderness has me a little concerned, too. But I know that Excise did playtesting, so I'm a little less concerned. But the reliability of two mana on turn one for green is pretty intimidating. I think the brokeness of this card will strongly depend on what "mana elves" there are in green. Luckily there are no mana elves in Wastelands.
And the strongholds are growing on me (the lands that filter mana of one specific color into any color). I'm really looking forward to seeing what the other minor abilities for the other strongholds are. I really like minor abilities that could never be on thier own card, like those that get on charms and cantrips.
Rom, Forsaken Harbor: I just reread this card.
I had been seeing this without the word "each" in front of player. I thought it said "target player." Well, that's a slight difference that sure makes it a lot less broken than I first thought. Although it is hardly a symmetrical ability in any case, especially if you cast a filter card before hand, such as, say the second thoughts (Wastelands Version)
Six mana (4UU), six cards, when cast on your turn. Your opponent draws one.
I really like what you're doing with this set. This permanent-based block intrigues me, and I really like the cards you've shown me so far (I'm a big player, especially for mill.) Phasing is an interesting idea to bring back, and I would like to try it out, especially since I missed it the first time.
Phantasmal Eel - I agree with waymc. Snake Fishes are cool. Not to mention that this might make mill competitive in Limited again,which hasn't been done since I played my Dampen Thought deck in the Betrayers Prerelease (I managed to get up to 50 life one game thanks to Dampen Thought and Vital Surge, but still lost)
Net Caster - I agree with whoever said that Net Caster is a top pick Limited card. Tap effects have always been great, but now I can get rid of the creature completely for a whole turn? Excellent.
Unmake - You start off with two great cards, then it all falls down here. I don't get this card at all. It's either a Time Ebb that you can't splash, or 3 mana to draw a card. 10th pick in Limited, Arcane better be good in Constructed for this to see play.
Shimmering Accord - I lay my trust in your hands. This seems broken, but I'm assuming you playtested, so...
Lost Archipelago - Seems a little situational. My inner Johnny is calling out, which probably means that it's okay, but not great. (My inner Johnny sucks at building around one card.)
Unexplored Wilderness - Can you say mana ramping? I had a couple cards that I was fooling around with like this that were insane. Your's are a little toned down from mine, but you let them have the mana on the first turn. This is another one where I tread lightly but pick early.
Summer Pallisade - Oooh! The person inside of me who likes to play 5 color decks has just leaped for joy, especially since I play Urborg, Tomb of Yawgmoth. so it can tap for mana. I'm interested in seeing how many land creatures you're going to have, especially since most people don't block with their land creatures (barring Genjus)
Rom, Forsaken Harbor - What's with the subtype Port? And Rom can get ugly pretty quick. I'd play 1 in every deck I could, just because it's better than a basic Island and has an ability that's worth a lot (unlike Oboro, Palace in the Clouds. That card is so situational)
Inevitable Renewal - I cringed as much at this card as I jumped for joy at Mr. Snake Fish. Why must people be insistent about making one green card that hates on milling? Oh well. I best be getting milling that removes from the game, and more than one or two cards. (Oh, but I wouldn't mind building around this card otherwise)
I must say, you have done a good job with these so far. I'm excited to looking for more. (And you have inspired me to work on the set I've been putting off. I really like what you and waymc have done with previewing and it looks so much fun to be on the inside. So, the real question is, am I ready for Ready?)
Shimmering Accord does make me worry that you'll be able to have your cake and eat it too. Cast all the permanents you want when you want to and then counter on the turn it's in play. Also, the fact that you get to choose which player it goes on is *whoof* too good.
The only problem I have with Unmake is that it should read "fewer permanents." I think it will work fine with phasing.
Rom's ability is waaay better than most legendary lands I've seen. It's hands-down better than any other legendary land with a basic land type ability.
I'm off to read the update article for friday. Let's hope we see some sign that blue isn't going to cheese everything else out of the water. This article is supposed to help give the big picture in the set.
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This thread is for discussion of my new set, Conquest. Here's how it will work, I'm adding updates to my set's website Monday, Wednesday and Friday this week and next week and then on 4/15/7 I'm going to have a release.
The site is up now, and I hope you all give it a look and check back all week.
http://www.geocities.com/nichgrayson/conquest.html
Spoiler
White
001. Angelic Choir, 5WW, RAR
Instant
Put X 4/4 white Angel creature tokens with flying into play, where X equals the amount of damage dealt to you this turn by sources an opponent controls.
That murmur you hear is not your impending death. It is the sound of your impending victory.
002. Avenging Shepherd, 2W, COM
Creature – Human Mystic, 2/2
First strike
Whenever Avenging Shepherd is the target of a spell, you may put a 1/1 white Spirit creature token with flying into play.
Her flock long gone, she has found new purpose in the collection of wayward souls.
003. Bensaka, 3WW, UNC
Creature – Human Nomad, 3/3
When Bensaka comes into play, you may reveal an Aura or Equipment card from your hand. If you do, put it into play attached to a permanent or player if able.
2: Bensaka has first strike until end of turn.
004. Bewitching Widow, W, COM
Creature – Human Townsfolk, 1/1
Haste
Spellshape – 2W, Discard a card, T: Target attacking unblocked creature becomes blocked. Draw a card.
She only ever came out from her homestead to watch the army as it marched into battle.
005. Catatonic Titan, 3W, RAR
Creature – Giant Guardian, 4/4
Catatonic Titan can’t attack unless it’s enchanted.
Catatonic Titan gets +1/+1 for each Aura attached to it.
Perhaps the power was now out of their control. Or maybe they never controlled it at all. Whatever the cause, the Giant's sudden appearance from the gates boded ill for Twingates and its inhabitants.
006. Decoy Station, 2W, COM
Enchantment
Whenever one or more creatures attack, you may pay W. If you do, return Decoy Station to its owner’s hand and until end of turn, target creature can block any number of creatures if it blocks alone.
No death is more honored than that of the single soldier devoted to the protection of many.
007. Defender of Charms, 1W, COM
Creature – Human Knight, 2/1
Auras attached to Defender of Charms are indestructible.
"If you would advocate the perfection of the mind and body; if you would fight for purity and the eradication of desires; if you would stand, stand with us!"
- Order Proclamation
008. Defensive Cocoon, 2WW, UNC
Instant
Put X 1/5 white Spirit creature tokens with defender into play, where X equals the amount of damage dealt to you this turn by sources an opponent controls.
"The melancholy of those amassed souls is like ice water running through my veins."
- Swain, first mate
009a. Dustform Boon, 1WW, COM
Enchantment – Aura
Enchant creature
If you control enchanted creature, prevent all damage that would be dealt to it. Otherwise, prevent all damage that would be dealt by enchanted creature.
As a sudden storm, I strike unrelenting.
009b. Dustform Boon, 1WW, COM
Enchantment – Aura
Enchant creature
If you control enchanted creature, prevent all damage that would be dealt to it. Otherwise, prevent all damage that would be dealt by enchanted creature.
As an impotent breeze, you strike insignificantly.
010. Endless Armies, 1W, UNC
Basic Creature – Soldier, 2/2
T: Put a 1/1 white Soldier creature token into play and put a gate counter on Endless Army. Endless Army loses this ability.
"Before battle, the gates between the towers close. As they open again, extraplanar forces from every 'when' and 'where' pour out, ready to fight."
- Bemin Forecastle, historian of planar magic
011. Life Bubble, W, COM
Enchantment - Aura
Enchant player
Creatures you control get +1/+1.
When damage is dealt to enchanted player, sacrifice Life Bubble.
“The more worthless it appears, the better.”
- Bemin Forecastle, historian of planar magic
012. Magical Kiln, 1WW, UNC
Sorcery - Arcane
Return target enchantment card from your graveyard to play. If it's a Seal, you gain 3 life.
"Someone discovered that burning the sod surrounding Twingates provides not only heat, but near-limitless magical power."
- Bemin Forecastle, historian of planar magic
013. Nexus of All Realities, 4W, RAR
Enchantment
When Nexus of All Realities comes into play, Auras you control lose their Aura subtype. (This effect doesn't end at end of turn.)
All enchantments are 3/3 Reflection creatures and Node lands in addition to their other types. (Nodes have "T: Add 1 to your mana pool.")
When everything is the same control becomes very easy to maintain.
014. Particulatog, W, UNC
Creature – Atog, 1/2
Sacrifice an Aura or Equipment: Particulatog gets +1/+2 until end of turn.
"Step up and witness the most unimaginable, unique, rare and exotic beast any eye has ever seen. Truly it is a marvel unlike anything across the Planes! Only two coins."
- Hoveltown barker
015. Prosperity of Faith, 1W, RAR
Enchantment – Seal
Wake (When you play this spell, search your library for a Seal card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
3W, Sacrifice Prosperity of Faith: Put up to two Seal cards in target player's graveyard into his or her hand.
016. Reinforce, WW, COM
Instant
Put X 1/1 white Soldier creature tokens into play, where X equals the amount of damage dealt to you this turn by sources an opponent controls.
It doesn't matter from where they hail, once they come thru the gates, all loyalty is to the plains.
017. Seal of Retribution, 1W, COM
Enchantment – Seal
Sacrifice Seal of Retribution: The next time target creature would deal combat damage this turn, redirect that damage to a creature or player of your choice.
"The guilty soul seeks punishment as certainly as the thirsty man seeks water."
- Elder Rabban
018. Simple Pleasures, W, RAR
Enchantment
Creatures you control with no abilities get +1/+2.
"There are many spices that make life worth living, but vanilla has always been my favorite."
- Loreen Stanron
019. Spectral Retainer, 1W, UNC
Basic Enchantment – Aura
Enchant creature
Wake (When you play this spell, search your library for an Aura card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Enchanted creature gets +1/+1 and has flying.
020. Storytelling, W, UNC
Enchantment – Aura
Enchant creature
Enchanted creature has haste and “W, T: Tap target creature. It doesn’t untap during its controller’s next untap step.”
The quick bard will wrap your imagination around a tale before you can wrap a mitt around your weapon's handle.
021. Sympathetic Link, 1W, UNC
Enchantment – Aura
Enchant permanent
Whenever enchanted permanent deals damage to a player, you gain that much life.
Channel — 1W, Discard Sympathetic Link: Until end of turn, whenever target permanent or spell deals damage to a player, you gain that much life.
"There is much suffering here. Let me take some of it."
022. Tower Ward, 3W, RAR
Enchantment – Aura
Enchant permanent
When Tower Ward comes into play, choose a card type or subtype.
Tower Ward and enchanted permanent have protection from the chosen type or subtype. This effect doesn’t remove Tower Ward.
023. Backtrack, 4UU, RAR
Sorcery
Return any number of permanents that do not share a type to their owner's hand. For each permanent returned in this way, draw a card.
The alchemical practices of the Chronal Observatory were founded on the principle of time's secret mutable properties.
024. Dissolving Spell, UU, COM Instant – Arcane
As an additional cost to play Dissolving Spell, phase out all artifacts, creatures and lands you control.
Counter up to one other target spell if able. If no spell is countered this way, the next time a player plays a spell this turn, counter that spell.
025. Drop the Veil, 2U, RAR
Instant
Phase in any number of phased out permanents.
Flashback 4UU
"The subjects of our experiments do not disappear. They are still there for anyone who possesses Secret Sight to see."
- Dr. Fantelli, A.O.C.
026. Forgotten Observer, 2U, UNC
Creature – Human Wizard, 1/3
As Forgotten Observer comes into play, you may choose a creature in play with converted mana cost 2 or less. If you do, Forgotten Observer comes into play as a copy of that creature.
They don’t call themselves “sleeper agents” for they believe that it is everyone else whom sleeps.
027. Gull Glider, 5U, COM
Creature – Bird, 4/4
Flying, phasing
When Gull Glider comes into play or phases in, look at the top three cards in target player’s library. Put them back in any order.
028. Limitless One, 2UUUU, RAR
Creature – Avatar, 4/4
When Limitless One comes into play, you draw cards equal to the number of cards in your hand.
You have no maximum hand size.
"I've seen the A.O.C. confer with the monoliths during his retreats. They must be the source of his wisdom."
- Parcival, Rom commodore
029a. Mentalist’s Boon, 2U, COM
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, if you control it, draw a card. Otherwise, its controller removes the top two cards of his or her library from the game.
The Timeshards are an easy replacement for decades of study.
029b. Mentalist’s Boon, 2U, COM
Enchantment – Aura
Enchant creature
Whenever enchanted creature deals combat damage to a player, if you control it, draw a card. Otherwise, its controller removes the top two cards of his or her library from the game.
Rom mentalists have abilities that will blow your mind.
030. Mer Rippler, 4U, COM
Creature – Mutant Merfolk Advisor, 3/3
Spellshape – U, Discard a card, T: Target artifact, creature or land phases out.
Something from above caused his entire species to change. And with his new ability to "shimmer strike" he searches for the source of such power.
031. Mudskipper, 1UU, UNC
Creature – Fish, 2/2
Islandwalk
Whenever Mudskipper phases in, you may return target artifact or enchantment to its owner's hand.
Using a mudskipper as a familiar comes easily enough, but mastering their use can take years.
032. Net Caster, 1U, COM
Creature – Merfolk Soldier, 0/5
Defender, phasing
When Net Caster phases out, phase out target creature.
There's a real satisfaction found in throwing the net back at the fisher.
033. Phantasmal Eel, 1U, UNC
Creature – Snake Fish, 2/2
Phasing
Whenever Phantasmal Eel comes into play or phases in, target player removes the top three cards of his or her library from the game.
034. Phantasmal Warrior, 1U, COM
Creature – Warrior Illusion, 3/3
Phasing
Phantasmal Warrior is unblockable.
"How a thing hardly there to begin with can have fists that hurt so bad, never I'll know."
- Swain, first mate
035. Psychic Fog, 1U, UNC
Enchantment – Seal
Whenever a permanent comes into play, its controller removes the top two cards of his or her library from the game.
3U, Sacrifice Psychic Fog: Put target card that's removed from the game into its owner's hand.
036. Razorwing Manta, 3U, RAR
Creature – Fish, 5/1
Whenever Razorwing Manta deals combat damage to a creature, that creature's controller removes the top ten cards of his or her library from the game.
2: Untap Razorwing Manta.
037. Salty Swab, 2UU, COM
Creature – Human Pirate, 2/4
When Salty Swab comes into play, gain control of target enchantment. If it is an Aura, attach it to Salty Swab if able.
"Pirates have adopted the methods of the Chronal Observatory. And the results are discouraging."
- Parcival, Rom commodore
038. Shimmering Accord, 1UU, RAR
Enchantment – Aura
Enchant player
Phasing
When enchanted player has five or more permanents in play, sacrifice Shimmering Accord.
Players can’t play permanent spells.
039. Subordinate, 2UU, RAR
Sorcery
Gain control of a creature target player controls. That creature has phasing.
"A small taste of our research is enough to quell most objections."
- Trell, observer
040. Unmake, 1UU, UNC
Sorcery – Arcane
If you control fewer permanents than any other player, put target permanent on top of its owner’s library. Otherwise, draw a card.
041. Unravel, 1U, COM
Sorcery – Arcane
If you control fewer permanents than any other player, return target permanent to its owner’s hand. Otherwise, draw a card.
"I prefer to see yesterday's unrest over tomorrow's bloodshed."
- Trell, observer
042. Unsubstantiate, 2U, UNC
Enchantment – Aura
Enchant permanent
Enchanted permanent has phasing.
While building the observatory, workers found the project moved much quicker once they stopped clearing the site and began phasing out things that got in the way. Things like mountains or streams.
043. Vortex Shards, 2U, UNC
Instant – Arcane
Wake (When you play this spell, search your library for an Arcane card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Counter target spell unless its controller pays 2.
044. Wealth of Ideas, X1U, UNC
Sorcery – Arcane
Wake (When you play this spell, search your library for an Arcane card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Each player draws X cards.
Rom's harbor used to be home to the wealthiest ships on the sea. But now wealth of plots, betrayals and lies is all it could boast.
**
Black
045. Army of Kings, XB, COM
Creature – Mummy, 0/0
When Army of Kings comes into play, return X target creature cards from your graveyard to your hand, and put X +1/+1 counters on Army of Kings. Spend only black mana on X.
We broke open the tomb in the morning and lost twenty slaves before we were able to seal it again."
- Bab Venture, Spinery crew boss
046. Brutish Werewolf, 2BB, COM
Creature – Human Wolf Rogue, 5/5
When Brutish Werewolf comes into play, sacrifice it unless you discard an artifact card or creature card.
Brutish Werewolf can't block.
"Never trust a werewolf. The human aspect will try to steal your things and the lupine aspect will try to eat your livestock."
- Pitto Henz, Spinery slayer
047. Demon’s Moon, 2B, UNC
Sorcery – Arcane
Each player removes a creature card in his or her graveyard from the game, then sacrifices a target creature he or she controls, then puts into play the card he or she removed this way. Put Demon's Moon on top of your library.
"When the moon looks like a grin, devilishness is afoot."
- Swain, first mate
048. Doom Harvester, 3B, UNC
Creature – Skeleton, 4/1
Spellshape — B, Discard a card: Sacrifice a creature or land. Draw a card.
These voiceless minions of the crew bosses patrol the harbor of Rom, culling the weak and taking them away to unknown areas of the colony.
049. Grave Trolling, 3BB, UNC
Sorcery
Put the top four cards of your library into your graveyard. Then put a creature card from your graveyard into play.
"Gravedigging is an imp's job, but raising an army should be left to necromancers."
- Sim Freely, Rom slayer
050. Graverobber Imp, 3B, COM
Creature – Imp Rogue, 2/2
Flying
Spite – When Graverobber Imp is sacrificed or destroyed, remove half the cards in target graveyard from the game, rounded up. You gain 1 life for each card removed this way. (Lethal damage destroys a creature.)
Imps find work everywhere - from crows nests to mine work. But there favorite job is desecration.
051. Greater of Two Evils, 1B, COM
Sorcery – Arcane
Target player reveals his or her hand. Choose a permanent card from it. The player discards that card unless he or she sacrifices a permanent of the same type.
"The greatest evil is forcing the helpless to choose."
- Fir, oracle of the Thicket Commune
052. Grimoire Study, 2BB, RAR
Sorcery – Arcane
Wake
Until end of turn spells you play have wake. (When you play a spell, search your library for a card that shares a subtype with that spell and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
053. Hateful Wight, B, RAR
Creature – Zombie, 3/0
Wake (When you play this spell, search your library for a Zombie card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
054. Heartstop, 1BB, COM
Instant – Arcane
Destroy target nonartifact creature.
"Close your eyes. Feel each pinprick of life around you. Reach out to the tiny feelings until you find the one you seek. And then squeeze that life until it disappears."
- Sim Freely, Rom slayer
055. Lording Bloodsucker, 5BB, UNC
Creature – Vampire Lord, 2/2
Flying
Lording Bloodsucker gets +1/+1 for each creature card in your graveyard.
3B, T: Creatures get -1/-1 until end of turn.
The slayers of Rom and Spinery demand tribute and supplication. And thus far, no one has had the strength to deny them.
056. Make into a Memory, 2B, COM
Sorcery
Sacrifice a creature or land. Then, each other player sacrifices a permanent that shares a type with that permanent.
The hidden power station of Iratch was a closely guarded secret. While the slayers concentrated their attention on Spinery and Rom, the Academy Relicas grew fat with success.
057. Morbedeur, 2B, UNC
Creature – Human Wizard, 1/1
Wake (When you play this spell, search your library for a Human or Wizard card and reveal it. You may play it. If you don't, put the card on top of your library. Shuffle your library.)
Damage dealt by Morbedeur is lethal.
058. Oppressive Regime, 1B, UNC
Enchantment – Seal
Whenever an opponent plays a creature spell, he or she loses 1 life and you gain 1 life.
3B, Sacrifice Oppressive Regime: Each player loses 1 life for each creature he or she controls.
Look ahead, see the whipmaster and despair. Or, look up, see the seal and curse your existence.
059. Plantigor the Fury, 5B, RAR
Legendary Creature – Demon, 5/5
Flying, trample
Damage dealt by Plantigor the Fury is lethal.
At the beginning of your upkeep, sacrifice Plantigor unless you discard a card.
Whenever a player discards a card, you may destroy target creature if it shares a subtype with the discarded card.
060. Rom Outcast, B, UNC
Creature – Human Leper, 1/1
Spite – When Rom Outcast is sacrificed or destroyed, you may discard a card. If you do, target creature gets -X/-X until end of turn. X equals the discarded card's converted mana cost. (Lethal damage destroys a creature.)
Rom is a diseased harbor where society's outcasts seek asylum. Merchants no longer come here.
061. Scheming Cohorts, 1B, COM
Creature – Gorgon Advisor, 1/2
Spite – When Scheming Cohorts is sacrificed or destroyed, each player puts the top three cards on his or her library into his or her graveyard. (Lethal damage destroys a creature.)
B, Sacrifice a creature: Until end of turn, damage dealt by Scheming Cohorts is lethal.
062. Slaying Cycle, 3BB, RAR
Enchantment - Aura
Enchant player
At the end of enchanted player's turn, he or she sacrifices a creature unless he or she discards a card.
At the end of your turn, you lose 1 life.
Those who join the circle learn that everyone suffers at Plantigor's whim.
063. Spontaneous Last Rites, BB, RAR
Sorcery
Target player discards a card at random. If the discarded card is a creature card, you may pay its converted mana cost and return it from its owner’s graveyard to play under your control.
"Okay, now let's dig him back up!"
- Snarly-Fang, slayer groveling
064. Twisted Succubus, 4B, COM
Creature – Spirit, 3/3
Spite – When Twisted Succubus is sacrificed or destroyed, Twisted Succubus deals 2 damage to target creature or player. You gain 2 life. (Lethal damage destroys a creature.)
"Many of the dregclass spend their last few coins on revenge magic. It's a final way to punish those around them, and a commodity I am happy to supply."
- Pitto Henz, Spinery slayer
065. Vampiric Strike, 3B, UNC
Sorcery – Arcane
Creatures get -1/-1 until end of turn. Choose a player. Target creature has “This creature gets +1/+0 for each creature card in the chosen player’s graveyard” until end of turn.
The mine's taskmasters have learned to mimic the terrible powers of slayers to motivate their slaves.
066. Voodoo Master, 1B, RAR
Creature – Human Wizard, 1/1
Swampwalk
B, Untap two target tapped lands you control, Sacrifice a creature: Return target creature card in your graveyard to your hand. Play this ability whenever you could play a sorcery.
They are often found at the mouths of collapsed tunnels along with the rats.
**
Red
067. Accidental Discovery, 2R, UNC
Sorcery - Arcane
Reveal a card in your hand at random. If it shares a type or subtype with target card that came into play this turn, draw two cards. Put Accidental Discovery on top of your library.
"Unfortunately, the best designs are often made after the plant nearly burns down."
- Kiffite, Toma constable
068. Alk, Academy Armory, 3R, UNC
Legendary Enchantment
When Alk, Academy Armory comes into play, remove any number of Equipment cards from your graveyard or hand from the game.
X: Put a card removed from the game by Alk into play attached to a creature you control that it could equip. X is that card's equip cost. Use only red mana to play this ability.
069. Claim Artifact, 3R, COM
Instant
Untap target artifact. You gain control of it until end of turn and it has haste. At end of turn, you may sacrifice the artifact.
"To get ahead, many apprentice artificers will steal the design work of rivals. After they are made masters all that's left is to destroy the evidence."
- Kiffite, Toma constable
070. Defender of Hearths, 1R, COM
Creature – Human Knight, 2/1
Equipment attached to Defender of Hearths are indestructible.
"If you would advocate the expression of ideas; if you would fight to unshackle the oppressed and free their minds; if you would stand, stand with us!"
- Order Proclamation
071. Extinction Event, 4RR, RAR
Sorcery
Remove from the game all permanents that are more than one type or subtype. (Basic and Legendary are not types or subtypes.)
"How many times has bedrock recorded our passing?"
- Poet of the Grand Mind, Petel Fortunan
072. Factory Assembly, R, RAR
Enchantment
Creature cards you own that aren't in play have mechanize X, where X equals half the creature card's converted mana cost, rounded up. (You may pay X instead of paying the card's mana cost. If you do, it comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
073. Flash Weld, 2R, UNC
Instant
Flash Weld deals 3 damage to target creature or player.
Mechanize R (You may pay R instead of paying this card's mana cost. Use only mana from an artifact source to pay this cost.)
Just don't read any priceless tomes afterwards.
074. Forge Weapons, 2R, COM
Sorcery
Destroy target artifact. If you do, put three +1/+1 counters on target creature.
"Unlike the Academy, the Grand Mind has no need for weapons. Our ideas are more deadly."
- Poet of the Grand Mind, Petel Fortunan
075. Implosion Wave, R, UNC
Sorcery
Destroy any number of artifacts you control. Implosion Wave deals X plus 1 damage to target creature or player, where X is the number of artifacts destroyed this way.
The steamworks stretch like veins of magma through every nook and cranny of Toma. If there were an accident, the city might not survive it.
076. Iron Scald, 1R, COM
Sorcery
Choose one — Iron Scald deals 2 damage to target creature; or Iron Scald deals 4 damage to each player.
"People who can work through the occasional maiming or dismemberment would be of great use here. I will speak to the foreman of Toma."
- Bab Venture, Spinery crew boss
077. Marshal of Thieves, R, COM
Creature – Human Rogue, 1/1
Equipped creatures get +1/+0.
3: Gain control of target Equipment until end of turn.
Rom has its pirates and Toma has its gangs of thieves. In both cases they are nearly impossible to capture and their stolen loot has never been found.
078. Overloader, 2RR, UNC
Creature – Gnome Artificer, 3/3
Whenever an artifact comes into play, you may pay R. If you do, Overloader deals 2 damage to each creature in play and the artifact has "At the end of turn, sacrifice this artifact."
"Just a few... uh, enhancements to aid me in my research. It's perfectly safe."
079. Piston Fire, 1R, UNC
Sorcery
Add RRR to your mana pool.
Mechanize R (You may pay R instead of paying this card's mana cost. Use only mana from an artifact source to pay this cost.)
"Magic makes the machine's parts. Whole, it makes magic. Wonder is all around us."
-- Poet of the Grand Mind, Petel Fortunan
080. Recreate, 1R, RAR
Instant
If target spell is a permanent spell, Recreate deals 5 damage to you and put a token into play that is a copy of the permanent. Otherwise, Recreate deals 3 damage to you and copy the spell. You may choose new targets for the copy.
081. Scrapmade Lookout, 1R, COM
Creature – Human Scout Construct, 1/2
Haste
Mechanize 1 (You may pay 1 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from an artifact source to pay this cost.)
Kiffite didn't trust them to patrol the streets, but his men were usually busy searching for thieves.
082. Shrapnel Bomber, 3RR, RAR
Creature – Human Mercenary Rogue, 1/1
Haste
Spellshape — 1R, Discard a card, Sacrifice an artifact, T: Shrapnel Bomber deals 5 damage to target creature or player.
Toma's thieves stood to make big money from the relics they had stolen. But a few task mages sought to put the constructs to less orthodox use.
083. Static Barrier, 1R, UNC
Enchantment – Seal
Whenever an enchantment comes into play, Static Barrier deals 2 damage to that enchantment's controller.
3R, Sacrifice Static Barrier: Static Barrier deals 4 damage to target enchanted creature or enchanted player.
084. Toma Smasher, 2R, COM
Creature – Human Warrior Construct, 1/3
2: Toma Smasher gets +2/+0 until end of turn.
Mechanize 2 (You may pay 2 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
085. Toma Trinket Collector, 1RR, RAR
Creature – Elder Human Artificer, 2/2
Protection from artifacts
Whenever a player plays an artifact spell, choose a creature at random. The artifact spell deals 3 damage divided as you choose among the chosen creature and/or its controller.
Retired artificers pay huge sums to re-acquire their greatest creations.
086. Untamed Manticore, 4R, UNC
Creature – Chimera, 3/4
Haste
T: Untamed Manticore deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice.
2: Untamed Manticore has flying until end of turn..
Angered by mineblasts that rock their homes, manticores have begun devouring miners as they leave the late night shift.
087. Weaponized Thug, 2RR, COM
Creature – Human Berserker Construct, 3/1
First strike
Mechanize 3 (You may pay 3 instead of paying this card's mana cost. If you do, this card comes into play as an artifact. Use only mana from artifact sources to pay this cost.)
“It’s not bad. It sort of hurts on cold nights.”
088. Welding Apprentice, 2R, RAR
Creature – Gnome Artificer, 1/1
2R: Choose target artifact you control and target artifact card in your graveyard. If both targets are still legal as this ability resolves, sacrifice the artifact in play, then put the other artifact from your graveyard into play. Welding Apprentice deals 3 damage to you.
**
Green
089. Ascetic Band, 1GGG, RAR
Creature – Human Shaman, 4/4
Ascetic Band can't be the target of spells or abilities your opponents control.
1G: Regenerate target green creature.
Bands of penitents roam the outskirts of Toma, all seeking to purify their bodies, and clear their minds.
090. Crushing Boughs, 2GGGG, COM
Sorcery
Choose two lands controlled by a single player. That player puts one of the lands on top of his or her library. Destroy the other land.
Iratchy magic is so powerful it can send shockwaves through more fragile ecosystems.
091. Cutter Behemoth, 4G, RAR
Creature – Beast, 10/10
Trample
At the beginning of your upkeep, target opponent gains 3 life.
Unseen hands kept the Cutters constrained within central Iratch. If they had tried to defend the forest from its unnatural destruction the mine could have been easily destroyed.
092. Equinox Mammoth, 3G, UNC
Creature – Elephant Warrior Shaman, 3/4
Spellshape — 2G, Discard a card: Target land becomes a 3/3 creature until end of turn. It’s still a land. Draw a card.
While it appears to slumber, life will remerge if given the slightest of nudges.
093. Forest Keeper, G, RAR
Creature – Human Keeper, 2/3
Forestwalk
When you do not control an untapped Forest, sacrifice Forest Keeper.
"Some say elves still live in this forest. But if they do, we have never seen them."
094. Forest Runner, 1G, COM
Creature – Centaur Berserker, 3/3
Trample
When you do not control an untapped Forest, sacrifice Forest Runner.
"For over a hundred years they have not entered the woods. But Plantigor threatens to corrupt it, and they must return to defend its sacred places."
- Fir, oracle of the Thicket Commune
095. Forest Spinner, 2G, UNC
Creature – Spider, 2/4
When you do not control an untapped Forest, sacrifice Forest Spinner.
Forest Spinner can block as though it has flying.
Whenever a creature with flying attacks, you may untap Forest Spinner.
096. Herd Magic, G, COM
Enchantment – Aura
Enchant Forest
Enchanted forest is a 1/1 green Beast creature with trample. It's still a land.
Each land you control gets +1/+1 as long as it's a creature.
If you can capture one and spelltie it, it will bring its herd back next week and the town can feast.
097. Hermit Elder, 2G, COM
Creature – Elder Human Hermit, 3/2
Tap an untapped permanent you control, T: Put a land card from your hand into play.
"Humans were not meant to thrive in the wild. The effort we take in drawing the simplest of existences is proof of it. Where have all the elves gone?"
- Elder Rabban
098. Hydra Heads, 3G, UNC
Enchantment – Aura
Enchant land
Enchanted land gets +5/+5 as long as it’s a creature.
X, Reveal Hydra Heads from you hand: If you control no creatures, target land you control becomes an X/X green Chimera creature. It's still a land. Play this ability only any time you could play a sorcery.
099. Inevitable Renewal, G, RAR
Enchantment
At the beginning of your upkeep, put a card from your graveyard on the bottom of your library.
Only the Ageless can see Iratch's slow return to glory. They can feel the power lost to it slowly and painfully building.
100. Ironroot Protector, 1G, COM
Creature – Treefolk Spirit Guardian, 0/5
2G: Ironroot Protector becomes a Forest land. It is no longer a creature. (This effect doesn't end at end of turn.)
The mills of Iratch were also abattoirs, unknown to all but the treefolk.
101. Leaf Cutter Ants, 4G, COM
Creature – Insect Swarm, 5/1
Leaf Cutter Ants can't be the target of spells or abilities your opponents control.
T: Tap or untap target land.
"Like locusts in their consuming ferocity, they are also mobile mana batteries for the resourceful wizard."
- Bemin Forecastle, historian of planar magic
102. Ley Hydra, 2GG, RAR
Creature – Chimera, */*
Trample
Ley Hydra's power and toughness are each equal to the number of untapped lands you control.
2G, T: Until end of turn, target creature has trample and its power and toughness are each equal to the number of untapped lands you control.
"It is Twingates personified - One being with many minds."
- Loreen Stanron
103. Natural Convergence, X, COM
Instant
(Natural Convergence is a green spell.)
Spend only green mana on X.
Search your library for X basic land cards, reveal those cards, and put them into your hand. Then shuffle your library.
104. Nursing Boar, 4G, UNC
Creature – Beast, 5/3
When a creature with converted mana cost 1 or less is put into a graveyard from play, Nursing Boar gets provoke and trample. (This effect doesn't end at end of turn.)
1G: Target land becomes a 1/1 green Beast creature until end of turn. It's still a land. Use this ability no more than twice each turn.
“It’s a piglet, Run!!!”
105. Nut Brain, 1GG, RAR
Creature – Elf Hermit, 2/2
When Nut Brain comes into play, choose a land subtype.
Whenever Nut Brain or a land of the chosen subtype comes into play, put a 1/1 green Squirrel creature token into play.
Most wouldn't know he was an elf if they saw him.
106. Overtake, 2GG, COM
Instant
Discard any number of land cards. Until end of turn, creatures you control have trample and get +1/+1, plus an additional +1/+1 for each land card discarded this way.
At first the Fury thought it was a swarm of wurms and snakes, but the onslaught was nothing more than vines and branches.
107. Recollection Chant, G, UNC
Enchantment – Aura
Enchant creature
When Recollection Chant is put into a graveyard from play, return target card from your graveyard to your hand.
"Writing down the Ageless's history would weaken any claim they have of being a living testament."
- Fir, oracle of the Thicket Commune
108. Titan of Trees, 2G, UNC
Sorcery - Arcane
Until end of turn, target Forest becomes a 5/3 Giant Hermit creature with protection from Humans. It is still a land. Put Titan of Trees on top of your library.
There's a lot undiscovered in the lands north of Twingates. No one seems to object.
109. Vow of Serenity, 1G, UNC
Enchantment – Seal
Whenever an opponent plays an artifact or enchantment spell, you gain 3 life.
3G, Sacrifice Vow of Serenity: Destroy target artifact or enchantment.
In life or death, this forest will stand as a sign of Nature's peace.
110. Wild Wanderer, 1G, UNC
Creature – Human Gypsy, 2/2
Whenever a land comes into play, you may pay 2. If you do, draw a card.
"Wanderlust is not always a terrible thing. Often it leads to discoveries of inner strength and deeper consciousness."
- Elder Rabban
**
Multi
111. Explore the Uncharted, 1RGG, UNC
Enchantment
RG, Sacrifice a creature: Search your library for a card that shares a type or subtype with the sacrificed creature, reveal that card and put it into your hand. Shuffle your library.
"Gypsies say the Wilderness gained its power by stealing it from another realm. But who could believe such an idea?"
- Elder Rabban
112. Field-Scout Intelligence, 1GWW, UNC
Enchantment
When Field-Scout Intelligence comes into play, two target lands become 1/2 white Bird creatures that have flying. They are still lands. (This effect doesn't end at end of turn.)
G: Until end of turn, target creature you control has "Whenever this creature deals combat damage to a player, draw a card." Use this ability no more than twice each turn.
Creature – Human Nomad Assassin
When Rom Bensaka comes into play, choose a creature. You may move any Auras and/or Equipment attached to that creature onto Rom Bensaka. Then, destroy that creature. (You don't control the Auras or Equipment.)
2: Rom Bensaka has first strike until end of turn.
Sorcery
Destroy target artifact, creature or land. That permanent's controller loses 2 life and draws 2 cards.
Plantigor was exacting in her worship rituals, though less so in whom she invited to them.
**
Artifact
115. Bed of Coals, 3, RAR
Artifact
If a player has six or more cards in hand, sacrifice Bed of Coals.
At the beginning of each player's upkeep, Bed of Coals deals damage to that player equal to the number of cards in his or her hand.
116. Blood Runner, 7, RAR
Artifact Creature – Engine, 5/5
Trample
You may sacrifice three black creatures rather than pay Blood Runner's mana cost.
"We found a way to speed the ore to the surface and incentivize the slaves to work."
- Bab Venture, Spinery crew boss
117. Coal Porter, 1, COM
Artifact Creature – Myr, 1/1
Sacrifice Coal Porter: Add R to your mana pool.
"All you eat, you eat for me. Half I get, I give to thee."
- Poet of the Grand Mind, Petel Fortunan
118. Ghost Ring, 0, COM
Artifact - Equipment
Equipped creature has vigilance and has "Whenever this creature deals damage, you gain that much life."
Equip 3
The first of these rings was collected from an ape who had come through Twingates.
119. Iratchy Tablet, 4, UNC
Artifact
Iratchy Tablet comes into play tapped.
T: Add to your mana pool two mana of any one color that a land an opponent controls could produce.
Most people think Iratch is just a brand. Few know why the paper is so soft and well equipped for magical tomes.
120. Keystone, 4, UNC
Basic Artifact
Activated abilities with mana costs cost 1 less to play. If this would make an ability cost 0 or less mana to play, it costs 1, plus any nonmana costs.
7, T: Choose one — Draw a card, You gain 1 life, Tap target permanent, reveal the top card of your library, or Keystone deals 1 damage to target player.
121. Kinetic Armor, 3, RAR
Artifact – Equipment
Equipped creature gets +1/+1 for each artifact you control and +1/+1 for each artifact card in your graveyard.
Equip 2
Leave it to a gnome to design armor that dresses you itself.
122. Oak Staff, 1, COM
Artifact – Equipment
Relic – If Oak Staff is untapped, equipped creature gets +2/+1.
Equip 2
T: Add 2 to your mana pool. Play this ability only if Oak Staff is equipped.
Oak Staves are sought in the Wilderness and those who find them are jealous to hide their true origin.
123. Primal Toy, 2, RAR
Artifact
1: Primal Toy becomes a 1/6 Chimera artifact creature until end of turn.
2: Primal Toy becomes a 2/2 Chimera artifact creature with flying until end of turn.
3: Primal Toy becomes a 3/3 Chimera artifact creature with haste until end of turn.
124. Shield of Wild Ways, 2, COM
Artifact - Equipment
Equipped creature gets +1/+2.
Whenever one or more creatures attack, you may pay R. If you do, switch target creature's power and toughness until end of turn.
Equip 1
125. Threat Matrix, 5, RAR
Artifact
Threat Matrix doesn't untap during an untap step.
X2R, T: Untap X target creatures and gain control of them until end of turn. They gain haste until end of turn.
4, Sacrifice a creature: Threat Matrix deals damage equal to the sacrificed creature's power or toughness to target creature. Untap Threat Matrix.
126. Toma Pain Magnet, 1, COM
Artifact
T: Add 1 to your mana pool. Play this ability only if a player has been dealt damage this turn.
Artificers who wear them for luck seem to find it. Luck and trouble.
127. Wonder Boots, 3, COM
Artifact – Equipment
Wake (When you play this spell, search your library for an Equipment card and reveal it. You may play it. If you don't, put it on top of your library. Shuffle your library.)
Equipped creature has flying.
Equip 1
**
Land
128. Battery Ridge, COM
Artifact Land –Node
(Battery Ridge isn't a spell. T: Add 1 mana to your mana pool.)
When Battery Ridge comes into play, you may pay 2. If you do, red spells cost 1 less to play until end of turn. Otherwise, sacrifice Battery Ridge.
Though it appears pristine and wild, the mountain range is a hollowed out shell of power chambers.
129. Centaur Thicket, RAR
Land – Forest
(T: Add G to your mana pool.)
Whenever Centaur Thicket becomes tapped, it deals 1 damage to you.
1G: Until end of turn, Centaur Thicket becomes a 3/4 Centaur creature and can’t be the target of spells or abilities.
130. Dark Light Castle, UNC
Land – Stronghold
B: Target creature you control gets +1/+1 until end of turn. Sacrifice that creature at end of turn.
B: Add one mana of any color to your mana pool.
Some of the power collected in the mines could not be brought to the surface world.
131. Hoveltown, COM
Land – Node
(T: Add 1 to your mana pool.)
T: Black creatures you control have "T: Add B to your mana pool. You lose 1 life." until end of turn.
"Nothing is more of an affront to the wonders of the Planes, then that infection that has formed on Rom. Destroying it would do the world a favor."
- Loreen Stanron
132. Iratch, Secret Site, RAR
Legendary Land – Forest Power-Plant
(T: Add G to your mana pool.)
As Iratch, Secret Site comes into play, you may choose an artifact in play. If you do, destroy that artifact and Iratch.
133. Lost Archipelago, COM
Land - Node
(T: Add 1 to your mana pool.)
Lost Archipelago comes into play tapped.
Whenever a permanent phases in or out, you may add U to your mana pool.
Each is a world of its own, and the chain an entire galaxy of knowledge and forbidden arts.
134. Potent Meadow, COM
Land – Node
(T: Add 1 to your mana pool.)
Return X enchantments you control to hand: Add X white mana to your mana pool. Sacrifice Potent Meadow.
Twingates is tall to allow its wizards an unspoiled view of the plains that surround it. As a result the tower is a very powerful magical foci.
135. Rom, Forsaken Harbor, RAR
Legendary Land – Island Port
(T: Add U to your mana pool.)
3U, T: Each player draws cards equal to the number of cards he or she has drawn this turn. If a player hasn't drawn a card this turn, he or she draws one card instead.
136. Spinery, Haunted Mine, RAR
Legendary Land – Swamp Mine
(T: Add B to your mana pool.)
Spite – When Spinery, Haunted Mine is sacrificed or destroyed, you may pay 2 life. If you do, destroy target land.
137. Summer Palisade, UNC
Land – Stronghold
G: Target blocking land gets +1/+1 as long as it’s a creature.
G: Add one mana of any color to your mana pool.
The place is a living thing, each plank a vein, and flowing throughout is power unimagined.
138. Tempered Fortress, UNC
Land – Stronghold
R: Target artifact creature is indestructible until end of turn.
R: Add one mana of any color to your mana pool.
The myr crafted within are worked even after they leave its forge.
139. Toma, Academy Relicas, RAR
Legendary Artifact Land – Mountain Factory
(Toma, Academy Relicas isn’t a spell. T: Add R to your mana pool.)
Artifact spells cost 1 less to play.
"Behind all this world's degradations lies Toma. Who spawned the observatories? Who opened the mines? Who dreamt of the planar gates? At the start of every disaster you will find the Academy Relicas."
- Fir, oracle of the Thicket Commune
140. Twingates, Wellspring of Hope, RAR
Legendary Land – Plains Tower
(T: Add W to your mana pool.)
When Twingates, Wellspring of Hope comes into play, you may search your graveyard and library for an enchantment card. If you do, reveal that card, shuffle your library and put it on top.
141. Unexplored Wilderness, COM
Basic Land – Node
(T: Add 1 to your mana pool.)
Whenever Unexplored Wilderness becomes tapped, add G to your mana pool and Unexplored Wilderness doesn’t untap during your next untap step.
The Academy Relicas saw endless resources; the Chronal Observatory saw secrets to be harvested; Twingates, an unwelcoming wild; and the slayers, future subjects.
142. Vital Monestary, UNC
Land – Stronghold
W: Prevent the next 1 damage that would be dealt this turn to target enchanted creature or enchanted player by a source of your choice.
W: Add one mana of any color to your mana pool.
Who could die in a place with such an abundance of life?
143. Waterspout Observatory, UNC
Land - Stronghold
U: Each player looks at the top card of his or her library. He or she may put that card on the bottom of his or her library.
U: Add one mana of any color to your mana pool.
From this vantage point, a powerful destiny is assured.
Holy Crap.
HOLY CRAP!
There's tons of stuff to digest on the webpage; way more than I expected. I have a lot to read! I wish I had gotten started sooner, but I was sick, as you know.
EDIT:
Okay, I have a thousand thoughts to spill out, so I won't go into too much detail
1 There's a lot on this website!
2 Holy crap are you ever an orb of insight fiend! I'll try to make use of that info, but it's intimidating.
3 I love the cards previewed in your article! To wit:
4 Phantasmal Eel is a perfectly designed card, and I can't wait to play with it.
5 However, I've never gorkked phasing. I think it will take some playing with phasing cards for me to "get it."
6 Still, I have plans for the eel. ****! You made it a snake fish! That's like a birthday gift!
7 Netcaster could be a 1st pickdraft card. I'm calling it now.
8 Unmake: Phasing is crazy.
9 Shimmering accord: Phasing is crazy, but seriously, some scary good design.
10 The page looks good on the whole. I like the layout and the level of detail.
11 The intro on the main page makes me cross my fingers for a green villain.
12 I knew I would regret putting unveiling in Wastelands. I didn't expect this to be the reason why...
13 4 colors, 4 types? Here are my predictions, which I will feel free to revise.
14 white: creatures
15 green: lands (If not creatures)
16 black: enchantments (this one just feels right in my gut.)
17 red: artifacts (I noticed one Atog in the set!)
18 Now, to the shuffle cards that got my attention. You've probably heard some of this before
19 Perimeter breach - decent and solid uncommon, I would probably want a more flavorful name.
20 Militarized Zone - A card only a johhny could love. Seriously, this is a johhny-only card, but that was the task.
21 Warden's Caveat - Wierd, really wierd. I can't tell if I have power level beef with this card or not.
22 Quarrelsome Coterie - It takes me a long time to get that this is a creature. I like the ability, but I see no reason to put it on a body.
23 Overpowering presence - I likes it! Good power level and still interesting - that's a tough combo!
24 Morbid Jester - Too... many... words.. but that's only a templating issue, cause I really like the card.
25 Blood bond - I think this card works powerwise, but needs to be tested against when it can get out a dragon, but innnovative.
26 SSH - someone wants reminder text!
27 Mystic Dervish - best overall package of all of these cards.
28 Fly the Maro flag - I truly epect to see this card remade. It is a real shocker and is about as bomnbastic as can be.
Your blue stuff is looking really neat. I was never a fan of Phasing, but I think you can make it work.
I do have some beef with your Art Shuffle cards, but it's not really all your fault.
Perimeter Breach's art looks like an artifact/enchantment destruction spell. The colored rings make me think "Kicker x Spend only colored mana on X. No more than one mana of each color may be spent this way. You gain three times X life."
Militarized Zone seems almost too good, since you can just sac it to itself...
Warden's Caveat probably is too good. If it only activated when creature spells were played, it would be OK. Not to mention it gets silly with Coffin Purge-type spells.
Quarrelsome Coterie makes sense as a creature...But I would have switched those two arts...
I don't know what to think about Overwhelming Presence. At first I assumed it was terrible, but now I fear it may be too good.
Morbid Jester is almost certainly too good.
I also hated Blood Bond at first, but because you sacrifice the creatures @ EOT, two of them can be back-breaking.
Sizzling Slag Hunter is just weird.
My biggest peeve is that the art for Mystic Dervish has a morph spider in it that you completely neglected.
Fly the Maro Flag is weird weird weird. You hit the Wow factor on the nose, but you also made something that might be completely broken.
All in all, I think you're a really good designer, and I'm looking forward to seeing more of Conquest!
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Keep the information flowing!
Greetings Z
Wamyc, you hear that? A fan of your set. They're coming out of the wood work. I am also a big fan of Wamyc. I've been lucky enough to know him a long time and I’ve seen a lot of his design. He's a spike so his design is usually very tight.
The whole set's not revealed yet, but follow along, I hope you like it.
Holy Crap.
HOLY CRAP!
Indeed. You'll like what's coming tonight.
1. I wanted it to be worth your time, so there will be six new things tonight, for example.
2. I hope someone takes a crack at the Orb of Insight, it's always my favorite part of a preview. Popeclone?
3-6. The Eel is one of my favorite Conquest cards too. I was very excited to reveal it. I really got into Phasing. Watch and see what I did with banding. Kidding.
7. Net Caster doesn't always work, but its a card that often makes your opponent roll their eyes. Phasing seems intimidating in general until you play it alot. Then it gets to be second nature.
8. Yeah there are a lot of ways to capitalize on phasing in blue.
9. Thanks! I had to change a lot of other cards that would be degenerate with Shimmering Accord.
10. Dana helped me use Front page. This is the first webpage I’ve ever made, but what helped was having all the updates done ahead of time before I built the webpage. After that it was just a matter of choosing fonts and colors etc.
11. The Wilderness is vast and there are a lot of surprises in there waiting to come out. Most planes have propernames, but I always liked descriptive names that denote sort of a all encompassing element, like Wildfire.
12. Unveilling is pretty good with Conquest if you like control.
All good guesses but you’re only half right. I won’t be as big a surprise after Friday.
**
AI: It was supposed to hose tokens, don’t forget.
I really don’t like the execution of this attempt either, but the concept of penalizing tokens because they all share a name is still a good idea, I think.
It is a Johnny card through and through. Fits the art too. I like the fact that once you build your army you can sac it.
Both points are very valid, and this card would be better as part of a larger theme in a set or Block. It is not a good filler card. I was just trying to do something different with blue and came up with this RFG Zone interaction. Here’s a spoiler for you. Blue can mess with the RFG Zone in Conquest. But don’t worry, Wamyc, it’s not overly synergized, I don’t think.
The Coterie is not very Timmy. It’s not Grokkable. I was going for a Arcanis Level of excitement and missed. Of all of them, I feel this missed the mark by the widest margin.
I think its funny in retrospect that I went back to Word of Binding for this ability and then Planar Chaos came along and borrowed the same idea. Please keep in mind that Conquest was also designed before Planar Chaos was spoiled. I did try some different things with the color pie, (not green card draw, but, you know, sane things.)
It probably is too good to also give an Evasion ability, but it only comes back if something died during your opponent’s turn. If I could do it over, I’d lose the fear and change the power and toughness to 0/1 maybe. Oringally it was more of an Aggro creature.
choosing two creatures wasn’t just because of the art. Originally it let you choose any number of creatures and cost 2R. I changed it to simplify and rein in the power level.
I like that SSH makes all those overcosted LD cards and artifact destruction cards you get in a draft better. But yeah, it needs reminder text, and maybe should drop one of the effects just to simplify it. I do like how after two destroy effects it becomes a fully grown Orgg.
What do you mean, AI? It’s dealing damage to a nongreen creature. The art does match the ability. See I see it as the Mystic is landing on the Morph Spider as it charges a path of carnage through the battlefield.
For 3GGG, you want to win the game. And this sort of card has never been done before, so I swung for the fences. Glad you liked it.
AsianInvasion, thanks for all the kind words.
Rick, it actually was a very happy surprise for me to get a comment from you. I really admire your work and the volume of good ideas you’ve presented over the years. Are you going to check back over the next few weeks? The whole spoiler will be up by Monday the 17th. I hope to hear from you again then.
EDIT: JackHarris: Some of the art will look very cartoony, but I drew every piece of art myself and to cut down on the time each one was a 2x3 inch work of art, so the detail is low and tried to make up for it with color.
Seriously? Well, maybe you just don't like the style, but given the amount of work it takes to do all this art, I don't see how anyone could complain. Especially since the art is clear and conveys the idea in the card.
Also, have you looked at the art for other custom sets recently?
Well, I have my reservations too, as I noted that I just didn't grok the ability, but I think we'll see a new take on old jank. Hopefully it will be the light of new design clarity that makes phasing more fun and interesting, as well as intuitive. Many mechanics are better the second time around.
@AI:Militarized Zone rubs me the wrong way as well, but I don't think the jester is too powerful at all.
http://www.geocities.com/nichgrayson/conquest.html
Edit: I've already noticed a few typos and things. I'll fix them tomorrow when I have access to Frontpage again. Also, the link in the Feature article is supposed to lead to the entry under Quick Hits titled "Node."
I don't like the fact that there are lands that don't produce mana, but have to agree that they are exactly what the doctor ordered to make the topped off cards more playable. Also, they are a good solution to the general problem of color in Wastelands.
I have to say that I'm suspicious of the idea of expanding the space of what each type does within the game. In a set that focuses on aligning each color with a type, expanding the types' roles seems to be exactly what you shouldn't do. But I'm willing to wait until I can see the whole set.
Power creep is a real concern, and I am scared of that too. But don't forget this set does for your 4/4 in it. I'm guessing what appears to be power creep is really correction. Plus I didn't make any bad rares, or dog out a color like Blue in Onslaught Block.
The precons were a lot of fun to make.
I haven't seen enough to know that there's power creep for sure, but I do hope that you don't mean that the power creep would be correcting for the weak level of power in Wastelands.
Besides, it's easy to call something power creep when in fact it's just something new. The land(s) that tap for 1C: they're a bit intimidating to see, especially at basic. I'm glad that you went with a "basic" card for each permanent. It's a long time coming, and I think it will be done very well. I do very much hope that unexplored wilderness is not part of a cycle, as I really want to have each color have a strong identity tied to a type.
That's not the card you made. Trample?
No, not of Wastelands. I wrote about it a bit for Friday's article, when I reveal the set mechanic. Basically some permanent types are weaker than others and I explored ways to correct that. That's why I made a cycle of extremely good rare lands with basic types. That's why I focused on how to make each color work at its best potential. The lands in this set are better than you normally get because normally you only get mana fixers.
Darn it... Strongholds require colored mana.
For example, a very good case could be made for Green coupling with lands, because it tutors for them, animates them, destroys them, etc.
Or, you're subtly pointing out that black is the creature color because it reanimates and kills them whereas white searches, protects and interacts with enchantments. Welll...
I can't argue with that, but I guess it's not what I prefer.
I don't know what you can inference from today's articlee though. It mentions that there is a cycle of Strongholds and a cycle of legendary rare lands. Plus, the two commons are blue and green alligned (and I've already said that blue is not alligned with a card type. So either there are a lot of lands, including these two random commons and the land color hasn'r revealed itself, OR the coincidence of showing green lands, is a tip off that it may be the land color in Conquest.
As for the other types, I say your aspirations will be set aside once you actually get to see the couples in action. Dreams realized, even if the reality is different than you hoped still satisfy. Don't lose sight of the most important thing - Phantasmal Eel is a Snake Fish.
Yes.
Yes, it is.
It seems obvious that green is the land color. The sanity center of my brain refuses to believe anything else unless you come out and say otherwise. But more than just being intuitively so, I think your article makes it obvious that green is the land color, even if you think it doesn't. It doesn't say it explicitly, but it does everything short of that.
Which, if you think about it, is kind of wierd. Either you're going to tell us or not, and it's clearly something of key interest to the audience. I want some juicy facts about what this set looks like broadly speaking.
Also, I was looking over Wastelands there and noticed that there's a whole lot in the set about extraplanar travel. I mean, more than I remember.
Wamyc has done a bonus Thursday article previewing a new card. It's on the Conquest main page in the featured articles section. So visit the page.
http://www.geocities.com/nichgrayson/conquest.html
PS - Can I get some chatter on the Orb?
Lost Archipelago - Very nice idea. The "phase in" mana is kinda useless most of the time, since it's only available during your upkeep. Lots of tricks you can do with "phase out" mana though.
Unexplored Wilderness - This worries me a bit because it's a very reliable way to get two mana turn 1. The drawback is indeed harsh, but if you play a monogreen deck with only UW's as lands, you can get one more mana than you normally would every other turn, while getting the "fair" amount on the rest of the turns. For example, assuming you don't miss a land drop, it would go: two mana on turns one and two, four mana on turns three and four, and so on. This is kinda hard to solve though... life payment could be an option, but it doesn't seem too green.
Summer Palisade - The mana ability of this one is very interesting. It doesn't add to your mana count, but is a nice way to color-fix a mana base. Nice one.
Rom - Pretty cool. The activated ability is costly enough that it won't be easily broken, I think.
I'm eagerly awaiting for cards of my favorite color: white. Don't disappoint me!
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ricklongo and RicardoLongo on MTGO
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And the strongholds are growing on me (the lands that filter mana of one specific color into any color). I'm really looking forward to seeing what the other minor abilities for the other strongholds are. I really like minor abilities that could never be on thier own card, like those that get on charms and cantrips.
Rom, Forsaken Harbor: I just reread this card.
I had been seeing this without the word "each" in front of player. I thought it said "target player." Well, that's a slight difference that sure makes it a lot less broken than I first thought. Although it is hardly a symmetrical ability in any case, especially if you cast a filter card before hand, such as, say the second thoughts (Wastelands Version)
Six mana (4UU), six cards, when cast on your turn. Your opponent draws one.
Phantasmal Eel - I agree with waymc. Snake Fishes are cool. Not to mention that this might make mill competitive in Limited again,which hasn't been done since I played my Dampen Thought deck in the Betrayers Prerelease (I managed to get up to 50 life one game thanks to Dampen Thought and Vital Surge, but still lost)
Net Caster - I agree with whoever said that Net Caster is a top pick Limited card. Tap effects have always been great, but now I can get rid of the creature completely for a whole turn? Excellent.
Unmake - You start off with two great cards, then it all falls down here. I don't get this card at all. It's either a Time Ebb that you can't splash, or 3 mana to draw a card. 10th pick in Limited, Arcane better be good in Constructed for this to see play.
Shimmering Accord - I lay my trust in your hands. This seems broken, but I'm assuming you playtested, so...
Lost Archipelago - Seems a little situational. My inner Johnny is calling out, which probably means that it's okay, but not great. (My inner Johnny sucks at building around one card.)
Unexplored Wilderness - Can you say mana ramping? I had a couple cards that I was fooling around with like this that were insane. Your's are a little toned down from mine, but you let them have the mana on the first turn. This is another one where I tread lightly but pick early.
Summer Pallisade - Oooh! The person inside of me who likes to play 5 color decks has just leaped for joy, especially since I play Urborg, Tomb of Yawgmoth. so it can tap for mana. I'm interested in seeing how many land creatures you're going to have, especially since most people don't block with their land creatures (barring Genjus)
Rom, Forsaken Harbor - What's with the subtype Port? And Rom can get ugly pretty quick. I'd play 1 in every deck I could, just because it's better than a basic Island and has an ability that's worth a lot (unlike Oboro, Palace in the Clouds. That card is so situational)
Inevitable Renewal - I cringed as much at this card as I jumped for joy at Mr. Snake Fish. Why must people be insistent about making one green card that hates on milling? Oh well. I best be getting milling that removes from the game, and more than one or two cards. (Oh, but I wouldn't mind building around this card otherwise)
I must say, you have done a good job with these so far. I'm excited to looking for more. (And you have inspired me to work on the set I've been putting off. I really like what you and waymc have done with previewing and it looks so much fun to be on the inside. So, the real question is, am I ready for Ready?)
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Check it out:
http://www.geocities.com/nichgrayson/conquest.html
The only problem I have with Unmake is that it should read "fewer permanents." I think it will work fine with phasing.
Rom's ability is waaay better than most legendary lands I've seen. It's hands-down better than any other legendary land with a basic land type ability.
I'm off to read the update article for friday. Let's hope we see some sign that blue isn't going to cheese everything else out of the water. This article is supposed to help give the big picture in the set.