------------------------------------------------------------------------ Set Name: Dreamscape (Formally Dreamscape of Noctus) Release Date: SOON Mechanics: Dreamwalk, Flashback, Trance, Premonition Flavor: Those who sleep on the plane of Noctus enter the dreamscape, a roiling land of pure fantasy and endless power. Size: 256 (101 Common, 80 Uncommon, 55 Rare, 15 Mythic, 5 Basic Lands) Expansion Code: DMS Block Structure: Standalone set designed for draft.
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Welcome to my latest project. A mish mash of ideas I've had for a long time that has finally come together with a variety of interesting mechanics and design challenges.
This is Dreamsacpe, a set about the collision of Dreams and Reality.
Heavily inspired by works such as "The Sandman." and the DND plane "The heart of the Dreaming."
The plane of Noctus is special in that its inhabitant's minds and souls are transported to the realm of the Dreamscape each night. A world of purest dreams, untold power and deep dangers.
Design Goal
Make the game feel alien and unknown again.
Plot + Story
A Planewalker's Guide to Noctus: To be Expanded
Frustrated with Ravnica. Ral Zarek has left, searching for something greater to allow him to express his genius freely and without limits. On his planar travels he finds himself on Noctus, a remote seemingly peaceful plane with a tang of strange magic in the air.
After meeting a small child named Mindi in his dreams he discovers a secret worthy of his study. The hidden realm of the Dreamscape. A powerful realm sealed beneath the passive dreaming of Noctus' inhabitants.
In his recklessness Ral Zarek unseals the Dreamscape, turning the dreaming potentially fatal and your nightmares far too real.
Heedless of the chaos he is unleashing Ral Zarek only wishes to master this realm of pure dreaming. Becoming a Dream Artist able to express him creativity unbound by reality and its limitations.
Meanwhile Evis, former leader of the Daumas Order and recently ignited planeswalker has returned from her travels only to find Noctus roiling with chaos as soulless dreamers roam and some Mori play mischief with reality. Now she has taken back control of the Daumas Order and is desperately trying to understand and contain the dreamscape and its influence. However increasingly her once peaceful way is becoming increasingly rigid and authoritarian as the Daumas ready for war.
Yemma, the greatest huntress in the multiverse was on Noctus hunting near the Sunbloom Haven when the Dreamscape erupted. Releasing huge Mori, creatures made of dreamstuff that represented the ideas or emotions. Striding through the forest she saw beasts and predators she had only ever dreamed of. A challenge that would test Yemma and her wolf companion Zola to their limits.
And as the world of Noctus is changed forever a cult that worships the King of Nightmares, Ikelious grows ever more powerful. Hinting that releasing our greatest dreams unfortunately comes at the cost of our greatest nightmares.
Mechanics
Dreamwalk(This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
The plane of Noctus is not all it seems, dreams are not merely a illusion in our sleep but is the Dreamscape, a roil of emotions and desires, that reflect those that dream there.
Those with the right gift or power can walk among this world, attack or spying upon others in their dreams.
Powerful elementals, illusions and nightmares native to the dreamscape can also prey upon those not prepared.
702.XX. Dreamwalk
702.XXa Dreamwalk is an evasion ability that modifies the rules for the declare blockers step. (See rule 509, "Declare Blockers Step.")
702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
702.XXd Multiple instances of dreamwalk on the same creature are redundant.
And don't believe that dreams are safe on Noctus
Ire Figment2R
Creature - Elemental (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Ire Figment attacks each turn if able.
4/2
Flashback X(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Dreams are build upon the memories of the past and the desires of the future.
The magic of the Dreamscape cause spells and memories to linger, possible to reuse with the right knowledge.
Flashback has once again been added to the set, now replacing memoir. It will be a more minor theme than in Innistrad but provides lots of great gameplay.
The main flashback colors will be UG
Trance -- ([EFFECT], for each tapped creature you control.)
An ability word that counts the number of tapped creatures you control. The exact flavor of this mechanic is still undecided and it may potentially be cut from the set in the future. Those in tune with the power of the dreamscape are ableto channel the dream energy of those around them, manifesting the power even in reality. This mechanic is more of a minor theme in the set but promotes interesting attacking situations and bluffs.
Creative Revelation3U
Instant (C) Trance - Draw a card for each tapped creature you control. Ral Zarek saw only the fathomless potential of the Dreamscape, blind to the consequences of releasing it.
Premonition X --[COST] (Rather than cast this card from your hand, you may pay [COST] and put this card into your library face up beneath the top X cards. As it reaches the top, cast it for free.)
Dreams are our desires for the future and thus the Dreamscape can warp the future on noctus by its manipulation of these desires. This rare power allows a spell to be cast for a much cheaper cost by subtly inserting it into the future. This is a suspend variant inspired by MOON-E that plays excellently with the self mill themes of the set to allow for shorter wait times. Also the promotion of milling synergizes with Memoir making if a risky move for your opponent to try and mill you.
This mechanic can be exciting and very powerful, and can create great interactions.
Here is the comprehensive rules to that explains how it works with effects like shuffling etc:
702.PRM. Premonition
702.PRMa Premonition is a keyword that represents a static ability that functions while the card with premonition is in a player's hand. "Premonition N -- [cost]" means "If you could begin to cast this card by putting it onto the stack from your hand and your library has at least N cards in it, you may pay [cost] and put it onto your library beneath the Nth card of your library. This card becomes face up in your library. This action doesn't use the stack."
702.PRMb Cards that are put into a player's library by the Premonition ability are put into the library face up. This is an exception to rule 401.2. Players should keep face up cards in an orientation separate from the orientation of cards in a library that are not face-up or otherwise easily visible to all players.
702.PRMc If a face up card in a library would become the top card of a player's library, that player casts it without paying its mana cost instead. If that player can't, he or she turns the face up card face down instead and it becomes the top card of his or her library. It is no longer face up.
702.PRMd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.
702.PRMe If a continuous effect causes a face up card to be revealed, that card is both revealed and is face up. If the card somehow ceases to be revealed, the card remains face up.
702.PRMf If a one-shot effect causes a card to be put into the library "face up beneath the top N cards of [a player's] library," and that player's library has N or more cards in it, that player puts that card onto his or her library using the process described in rule 702.PRMb.
Temporal Journey4UU
Sorcery (M)
Take an additional turn after this one. Exile Temporal Journey.
Premonition 7-1U (Rather than cast this card from your hand, you may pay 1U and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Memoir [COST] (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memory is a powerful force in the Dreamscape, forming a basis for the raw emotions that inspire the strongest dreams. This power can be harnessed to double the effect of a spell. These spells powered on raw memories resist being forgotten and can be cast for a brief moment when removed from the user's mind. Some delvers even believe the past and future are malleable, a byproduct of our memories and desires that can be shaped to fit our whims.
Here are the comprehensive rules for memoir:
702.XX. Memoir 702.XX.a Memoir is a triggered ability that appears on some instants and sorceries that functions in the graveyard. "Memoir [cost]" means "When this card is put into your graveyard from anywhere, you may copy this card. If you do, you may cast the copy by paying [cost] rather than paying its mana cost." Casting a spell using its memoir ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g. 702.XX.b Memoir triggers when the card with memoir is put into its owner's graveyard from any zone for any reason, including after a spell with memoir resolves if that spell is represented by a card. Memoir triggers from the graveyard. If a replacement effect has the card move to a different zone instead of being put into the graveyard or if the card will lose memoir when it is put into the graveyard (due to Yixlid Jailer, for example), memoir will not trigger. 702.XX.c Memoir will not trigger when a spell with memoir that is a copy and not represented by a card is put into a graveyard. 702.XX.d If a card with memoir is removed from the graveyard after memoir triggers but before it resolves, the ability uses the card's last known information to make the copy. 702.XX.e If a card has multiple instances of memoir, each triggers separately.
However while the magic's origins are mysterious its result need not be subtle.
Blaze of Inspiration1R
Sorcery (R)
Put a token that's a copy of target creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step.
Memoir 1R(When this card is put into your graveyard from anywhere, including after you cast it, You may cast a copy by paying its memoir cost.)
Aspire -- Whenever you cast a spell with greater converted mana cost than CARDNAME, [EFFECT].
As the power of the Dreamscape increases and the inhabitants of Noctus become increasingly aware of the power of their dreams, they know that achieving their utmost dreams is possible. Seeing the powerful magics of around them has the aspire to greater power and reach out for what they want.
This mechanic works really nicely with flashback and promoting interesting play decisions about when to play your creatures and other expensive spells.
Priestess of DaymasW
Creature - Human Cleric (C)
Aspire -Whenever you cast a spell with greater converted mana cost than Priestess of Daymas, Priestess of Daymas gets +1/+1 until end of turn. "All I wish for is hope and peaceful slumber."
1/1
Awaken(Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
Optional: Whenever a creature awakens CARDNAME, [EFFECT]
Recently the powers of the Dreamscape have been getting stronger, now there are those that can tap into the dreamscapes power, even within reality.
This ability that has long been considered impossible now manifests among the inhabitants of Noctus.
Twilight Ranger
Creature - Elf Scout (C)
Awaken (Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
Whenever a creature awakens Twilight Ranger, it gets +2/+2 until end of turn. I'm granted the primal strength that all hearts truly yearn for.
3/1
Trance- You may have CARDNAME enter the battlefield tapped. If you do, when it enters the battlefield, [EFFECT]
Recently the powers of the Dreamscape have been getting stronger, now there are those that can tap into the dreamscapes power, even within reality.
This ability that has long been considered impossible now manifests among the inhabitants of Noctus.
Sommeil Mystic2G
Creature - Elf Shaman {C} Trance - You may have Sommeil Mystic enter the battlefield tapped. If you do, when it enters the battlefield, target creature gets +2/+2 until end of turn. I grant the primal strength that all hearts truly yearn for.
2/2
Flashback X(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Dreams are build upon the memories of the past and the desires of the future.
The magic of the Dreamscape cause spells and memories to linger, possible to reuse with the right knowledge.
However just as our memories define us, so do our greatest fears come back to haunt our dreams.
And on Noctus nightmares can be all to real
Unspeakable Entity6BBBB
Creature - Nightmare {MR}
Dreamwalk (This creature can-t be blocked by untapped creatures. Tapped creatures can block it.)
When Unspeakable Entity enters the battlefield, You control target player during that player's next turn.
Flashback 9B (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.)
7/7
Yes thats right!
Flashback can now appear on creature cards to reuse their ETB effects in a simmilar mana to Evoke.
702.33. Flashback
702.33a* [Flashback] represents two or more static abilities, depending on the type of card it's on: one that functions while the card is in a player's graveyard, and one or more that function while the card is on the stack and/or the battlefield.
702.33b On instants and sorceries, "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
702.33c* On nonland permanent cards, "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost", "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would be put into a zone other than the battlefield", and "When this enters the battlefield, if the flashback cost was paid, exile it."
702.33d* On land cards, "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] as you play it" and "When this enters the battlefield, if the flashback cost was paid, exile it."
702.33e* Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.
Regular flashback cards return as well including an old favourite:
Feeling of Dread
Instant (C)
Tap up to two target creatures.
Flashback 1U (You may cast this card from your graveyard for its flashback cost. then exile it.) Hesitate and your fears may just catch up to you.
Augur X (Look at the top X cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
The realm of the dreamscape that countless living things travel to each time they sleep is fueled by the churning hopes and dreams of mortals.
Those with the power to tap into this massive stream of intentions can catch glimpses of the future but put great strain on their mind.
To stride the weaves of fate and future is both a great gift but also a deadly burden that rapidly eats your sanity.
Such boundless knowledge is a sight to behold...
Irindi, Prophet Unwoven4UU
Legendary Creature - Human Wizard (MR)
At the beginning of your upkeep, augur 5. (Look at the top five cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
At the end of each opponent's turn, if you have ten or less cards in your library, take an extra turn after this one.
2/4
FAQ How does Premonition work with shuffle effects?
Shuffling causes all face-up cards in the library to be turned face down, then you shuffle like normal.
See the comprehensive rules changes for Premonition:
702.PRMd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.
How does premonition and face up cards work with Oracle of Mul Daya and similar cards?
Face-up cards in the library and revealed cards are seperate states. A revealed card is not face-up.
See the comprehensive rules changes for Premonition:
702.PRMe If a continuous effect causes a face up card to be revealed, that card is both revealed and is face up. If the card somehow ceases to be revealed, the card remains face up.
How does Premonition work with card draw and mill?
702.PRMc If a face up card in a library would become the top card of a player's library, that player casts it without paying its mana cost instead. If that player can't, he or she turns the face up card face down instead and it becomes the top card of his or her library. It is no longer face up.
120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
Because the top of the library replacement effect on face up cards, if you have a faceup card in your library beneath the top two cards of your library and then cast a Treasure Cruise then you will draw two cards, then the replacement effect of the faceup card will cause you to cast the face-up card without paying its mana cost and thus be be placed on the stack and then the third card will be drawn.
However this separate event type of resolution doesn't apply to milling which is a single event as seen by the triggers on cards such as Darksteel Colossus. So any face-up cards that are milled are not cast and instead placed in the graveyard like normal. This means mill is both an effective way to trigger face-up card more quickly but also a weapon to use against it.
Will this set be released with art?:
Yes I am planning on finding art for all cards.
Card List
No card list yet!
See 2nd Post for full text card list sometime soon
Notable Cycles
- Common off colored activation cycle
- Common Off color flashback cycle
- Common Discard Flashback cycle
- Uncommon gold cards
- Uncommon Aspirant Cycle
- Uncommon Foretold cycle
- Rare gold cycle
- Mythic Incarnation cycle
Aural Renewal
Sorcery (R)
Return target creature card from your graveyard to the battlefield. Then return any number of Aura cards from your graveyard to the battlefield and attach them to that creature.
Battle Vigor
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Trance - Whenever enchanted creature attacks, its gets +1/+1 for each tapped creature you control.
Celestial Seal
Enchantment (R)
When Celestial Seal enters the battlefield, exile all creatures until Celestial Seal leaves the battlefield. (Those creatures return under their owners' control.)
Dawn Crusader
Creature - Human Soldier (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
3/2
Dayblade Scout
Creature - Human Scout (C) The Daymas Order believes in peace through a shared ideal. The unstable nature of the Dreamscape threatens everything they hold sacred.
3/1
Daylight's Emissary
Creature - Human Cleric (C)
Daylight's Emissary has flying as long as it has a +1/+1 counter on it.
1/3
Decree of Light
Instant (C)
Destroy target attacking creature, blocking creature, or enchantment. "Begone, spawn of dreaming."
-Lectia, Envoy of the Sun
Dreamblessed Scout
Creature - Human Scout (R)
Spells you control that target Dreamblessed Scout cost 0 to cast.
3/3
Dreamscape Purifier
Creature - Human Knight (C)
Vigilance
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.) "The foundation of reality cannot be built on artifice and mystery."
-Evis, Executor of Light
2/5
Dusk Watcher
Creature - Human Knight (C)
Trance - Dusk Watcher enters the battlefield with a +1/+1 counter on it for each tapped creature you control. Those chosen as dusk watchers are blessed by the community, trusted to keep them safe at night.
3/2
Dutytouched Knight
Creature - Human Knight (U)
When Dutytouched Knight enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has first strike.
2/2
Equinox Preacher
Creature - Human Cleric (U)
If you would gain 2 or less life, you gain 3 life instead.
2/2
Equinox Sage
Creature - Human Cleric (C)
: Target player loses 1 life. Activate this ability only if you gained life this turn. "Night and day. Life and death. All is balanced by our fragile dreams."
2/3
Evis's Elite
Creature - Human Knight (U)
Whenever Evis's Elite attacks, if defending player controls at least one tapped creature and no untapped creatures, Evis's Elite gets +2/+2 until end of turn. "Evis' crusade against the dreamscape is madness. Upsetting the current balance risks further calamity."
-Reevus, the Denier
1/1
Flittering Existence
Enchantment (U)
When Flittering Existence enters the battlefield, exile target nonland permanent until Flittering Existence leaves the battlefield.
: Return Flittering Existence to its owner's hand.
Foretold Heroics
Instant (U)
Creatures you control get +2/+2 until end of turn.
Premonition 3-:symw: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Frontline Purifier
Creature - Human Knight (U)
Vigilance
When Frontline Purifier enters the battlefield, return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
3/3
Healing Visionary
Creature - Human Shaman (C)
:symw:, : You gain 3 life. Activate this ability only any time you could cast a sorcery. He once healed the body, but too often now the soul is what suffers harm.
1/1
Hope Familiar
Creature - Elemental Bird (U)
Flying
Hope Familiar gets +X/+:symx:, where X is the amount of life you have gained this turn
1/1
Life's Grandeur
Enchantment - Aura (C)
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1 and gains lifelink.
Lost in the Moment
Instant (C)
Tap or untap target creature.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Lucidity Guardian
Creature - Griffin (R)
Flash
Flying
If a spell would resolve, if it wasn't cast from its owner's hand, exile it instead.
2/1
Luminal Crusader
Creature - Human Soldier (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.
2/2
Nimbus Guide
Creature - Elemental Elk (C)
When Nimbus Guide enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.
2/2
Nurturing Mori
Creature - Elemental Bird (U)
Flying, lifelink
Trance - Nurturing Mori enters the battlefield with a +1/+1 counter on it for each tapped creature you control.
2/2
Overwatch Eagle
Creature - Bird (C)
Defender, flying
: Put a +1/+1 counter on target creature you control. Activate this ability only any time you could cast a sorcery.
3/6
Peace
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Other creatures you control get +2/+2.
As long as Peace is in your graveyard and you control a plains, creatures you control get +1/+1.
6/6
Peace Aspirant
Creature - Human Cleric (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Peace Aspirant becomes tapped, put a 1/1 white Hound creature token with lifelink onto the battlefield.
2/3
Recumbent Bliss
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.
Resist your Fears
Instant (U)
Blocked creatures you control get +2/+2 until end of turn. "Resolved to walk the path of light,
We push against the dark of night."
-Hymn of Daymas
Righteous Ancestor
Creature - Spirit (C)
Flying, vigilance, lifelink Nobody knows if or how the departed interact with the Dreamscape.
Do our dreams contain messages from the dead, or is it our own hopes reflected back to us?
1/1
Scapehunting
Instant (C)
Put two 1/1 white Hound creature tokens with lifelink onto the battlefield. The Order of Daymas aim to bring light and peace to the Dreamscape, hunting down those who haunt our darkest dreams.
Serene Dreamhunter
Creature - Human Warrior (C)
Trance - Whenever Serene Dreamhunter blocks or becomes blocked, it gets +1/+1 until end of turn for each tapped creature you control. "The Daymas Order has such conviction. It's a shame it's so misguided."
-Reevus, the Denier
1/1
Suncloak Elite
Creature - Human Scout (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Protection from Nightmares
2/1
Torpor Visitant
Creature - Spirit (C)
When Torpor Visitant enters the battlefield, you may untap target creature.
2/2
United Dream
Sorcery (U)
If you control three or more tapped creatures, put a 4/4 white Angel creature token with flying onto the battlefield. Otherwise put two 1/1 white Soldier creature tokens onto the battlefield.
Visions of Paradise
Enchantment (R)
Tap an untapped permanent you control: Put a utopia counter on Visions of Paradise. Activate this ability only any time you could cast a sorcery.
At the beginning of your upkeep, if there are 50 or more utopia counters on Visions of Paradise, you win the game.
Vital Rest
Instant (C)
Put a +1/+1 counter on target untapped creature. Tap that creature.
Draw a card. Dreams can heal wounds that no medicine can touch.
Vitality Unending
Sorcery (M)
You gain 100 life. "Life, peace and community. Together these values will preserve our way of life."
-Reevus, pre Dreamscape
Aleen, Prophet Unwoven
Legendary Creature - Human Wizard (M)
Whenever you cast a spell, put the top three cards of your library into your graveyard.
At the end of each opponent's turn, if your library has fifteen or less cards in it, take an extra turn after this one.
3/3
Anamnezoa
Creature - Jellyfish (R)
Flying
If you pay a memoir cost to cast a copy of a card, you may cast an additional copy of that card.
2/3
Cloud of Whispers
Creature - Elemental (C)
Flying
When Cloud of Whispers enters the battlefield, you may draw a card. If you do, discard a card. A thousand secrets murmur in its depths.
2/1
Creative Revelation
Instant (C)
Trance - Draw a card for each tapped creature you control. Ral Zarek saw only the fathomless potential of the Dreamscape, blind to the consequences of releasing it.
Dissipate
Instant (U)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. A wealth of experience fading away to nothing, leaving only doubt.
Dreamglider Mori
Creature - Elemental (U)
Flying
At the beginning of your end step, return a tapped creature you control to its owner's hand.
3/3
Dreamscape Adept
Creature - Human Wizard (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
When Dreamscape Adept enters the battlefield, you may return target creature to its owner's hand.
3/2
Enigmatic Sphinx
Creature - Sphinx (R)
Flying
: Put Enigmatic Sphinx into your library face up second from the top. (As a face up card is on top of your library, cast it for free.)
5/5
Enter the Dreamscape
Instant (C)
Return up to one target creature you control and up to one target creature you don't control to their owner's hands. Frustrated with Ravnica, Ral Zarek embarked on a search for something greater.
Fendilah Hypnotist
Creature - Merfolk Wizard (C)
When Fendilah Hypnotist enters the battlefield, target creature you don't control gets -2/-0 until end of turn. Aleen was renowned as Jorellen's greatest prophet. Now she lives on the brink of madness, unable to stop the visions bursting from the Dreamscape.
2/1
Flowling
Creature - Shapeshifter (R)
You may have Flowling enter the battlefield as a copy of any creature on the battlefield except it gains
":1mana: : This creature gets +1/-1 or -1/+1 until end of turn."
0/0
Foretold Discovery
Instant (U)
Until end of turn, whenever a creature you control deals combat damage to a player, draw a card.
Premonition 3-:symu: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Gushing Form
Instant (C)
Target creature gets -4/-0 or +0/+4 until end of turn.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Illusionary Giant
Creature - Illusion (U)
At the beginning of your upkeep, if you control more creatures than an opponent, sacrifice Illusionary Giant.
3/3
Inquisitive Mori
Creature - Elemental (C)
Flash (You may cast this spell any time you could cast an instant.)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
2/3
Inspiration Seeker
Creature - Human Rogue (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
At the end of each combat, put all creatures that blocked Inspiration Seeker on top of their owners' libraries in any order.
3/3
Inspired Researcher
Creature - Human Wizard (C)
:symr:, Sacrifice Inspired Researcher: Inspired Researcher deals 2 damage to target creature or player. Studying the Dreamscape is best left to those with a dash of either madness or genius.
0/3
Introspection
Instant (C)
Put target creature into its owner's library second from the top. There is no future in looking only inwards.
Jorallen Entwiner
Creature - Merfolk Scout (C)
When Jorallen Entwiner enters the battlefield, target play puts the top three cards of his or her library into his or her graveyard. Jorallen's researchers are known as entwiners, delving the Dreamscape in search of what the future holds.
1/1
Knowledge
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
At the beginning of your draw step, draw an additional card.
At the beginning of your draw step, if Knowledge is in your graveyard and you control an island, draw an additional card then discard a card.
6/6
Lethargy
Enchantment - Aura (C)
Enchant creature
When Lethargy enters the battlefield, if enchanted creature is untapped, tap it.
Whenever enchanted creature becomes tapped, it doesn't untap during its controller's next untap step.
Loss of Clarity
Instant (C)
Target player puts the top four cards of his or her library into his or her graveyard.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memetic Casting
Enchantment (R)
Whenever you cast a creature spell, put a token onto the battlefield that's a copy of that creature.
Whenever you cast an instant or sorcery spell, copy that spell. You may choose new targets for the copy.
Memory Glider
Creature - Elemental (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Memory Glider gets +4/+4 as long as you have ten or more cards in your graveyard.
1/1
Mental Inertia
Instant (C)
Trance - Counter target spell unless its controller pays 1 for each tapped creature you control. "Sadly, we too often resist our dreams."
-Ral Zarek
Mori of Genius
Creature - Elemental (C) "Mori are creatures of elemental dreamstuff. They roam the Dreamscape, drawn to the emotions or concepts that created them."
- Chapter XI, Jorallen Research notes
2/4
Ovination
Enchantment - Aura (U)
Enchant creature
Enchanted creature has base power and toughness 0/1.
Premonition 3-:symu: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Reality Wave
Sorcery (R)
Return all nonland permanents to their owner's hand.
Premonition 3-:2mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Realm of the Mori
Enchantment (R)
:symu:, Exile an instant or sorcery spell you control: Put an X/X Elemental creature token onto the battlefield where X is that spell's converted mana cost.
Rewinder Agent
Creature - Human Rogue (U)
When Rewinder Agent dies, you may put it into your library face up beneath the top three cards. (As a face up card is on top of your library, cast it for free.)
2/1
Sleep
Sorcery (U)
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Subconscious Recall
Sorcery (C)
Draw three cards.
Premonition 7-:symu: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Temporal Journey
Sorcery (M)
Take an extra turn after this one. Exile Temporal Journey.
Premonition 7-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Thought Aspirant
Creature - Human Wizard (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Thought Aspirant becomes tapped, you may draw a card.
2/5
Thought Spasm :symx:
Instant (U)
Tap or untap up to X target nonland permanents.
Target player puts the top X cards of his or her library into his or her graveyard.
Tideflow Denizen
Creature - Elemental Serpent (C)
: Tideflow Denizen gets +2/-2 until end of turn.
0/5
Weave Visionary
Creature - Human Rogue (C)
: Put the top card of target player's library into his or her graveyard. Activate this ability only as a sorcery. "Magic is intention manifest, forcing the strands of fate to obey."
1/3
Will Crasher
Creature - Elemental (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, spell you cast cost 1 less to cast until end of turn.
2/1
Winged Reminiscence
Creature - Elemental (C)
Flying
Premonition 4-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top four cards. As it reaches the top, cast it for free.)
3/4
Yank to the Past
Instant (U)
Return target creature to its owner's hand.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Cruel Memories
Instant (C)
Creatures you control get +1/+0 and gain haste until end of turn.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Demean
Instant (C)
Destroy target creature with toughness 3 or greater.
Dementia Bat
Creature - Bat (C)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Dementia Bat enters the battlefield, target player puts the top two cards of his or her library into his or her graveyard.
2/2
Despair Familiar
Creature - Nightmare Bat (U)
Flying
Despair Familiar gets +X/+:symx:, where X is the amount of life your opponents have lost this turn.
1/1
Dread Visionary
Creature - Human Wizard (C)
: Target creature you control gains lifelink until end of turn. Activate this ability only as a sorcery.
2/1
Dreamwaster
Creature - Nightmare (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, tapped creatures your opponents control get -1/-1.
3/2
Dusk Screecher
Creature - Nightmare (C) The dark realms of the Dreamscape are not fit for mortal minds. Few who delve there ever wake up.
2/2
Eternity
Creature - Incarnation (M)
Dreamwalk
At the beginning of your upkeep, return target creature card from your graveyard to your hand.
At the beginning of your upkeep, if Eternity is in your graveyard and you control a swamp, exile another creature card in you graveyard. If you do, put a 2/2 black Zombie creature token onto the battlefield tapped.
6/6
Fetid Slumber
Sorcery (U)
Untapped creatures get -1/-1 until end of turn. "Don't delude yourself that the Dreamscape should be embraced. Just look at my world being plunged into chaos."
-Evis, to Reevus
Foreboding Shade
Creature - Shade (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Foreboding Shade gets +1/+1 until end of turn.
Tap another untapped creature you control: Foreboding Shade gets +1/+1 until end of turn.
1/1
Foredoom
Sorcery (R)
Destroy all creatures.
Premonition 7-:symb: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Foretold Despair
Instant (U)
Target player sacrifices a creature and loses 2 life.
Premonition 3-:symb: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Frightsip Prowler
Creature - Nightmare (R)
Lifelink
Frightsip Prowler enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in all graveyards.
When Frightsip Prowler enters the battlefield, exile all creature cards from all graveyards.
0/0
Ghoulish Nightwalker
Creature - Nightmare (C)
When Ghoulish Nightwalker enters the battlefield, sacrifice it unless you exile a creature card from an opponent's graveyard. The darkest horrors are born not from the unknown, but from twisting that we once knew.
4/3
Herald of Nihilism
Creature - Zombie Demon (R)
Flying
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice a creature and lose 6 life. It will not stop until the world is blank.
6/6
Hope Slicer
Creature - Nightmare (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Hope Slicer gains deathtouch until end of turn.
2/1
Ikelious, Nightmare King
Legendary Creature - Nightmare (M)
At the beginning of your end step, if Ikelious, Nightmare King is tapped, destroy each other tapped creature. "Sleep, if you dare. I'll be waiting for you."
5/4
Lost Dreamer
Creature - Zombie (C)
Lost Dreamer enters the battlefield tapped. Death in the Dreamscape kills only the soul, leaving the dreamer an aimless shell.
2/1
Maddening Revelation
Sorcery (C)
Trance - Target player discards a card for each tapped creature you control. The Dreamscape was sealed for a reason.
Manifest the Depths
Instant (U)
Trance -Put target creature card from a graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of tapped creatures you control.
Moans of the Darkscape
Sorcery (C)
Put two 2/2 black Zombie creature tokens onto the battlefield tapped.
Premonition 2-:2mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top two cards. As it reaches the top, cast it for free.)
Noctus Bloodwing
Creature - Vampire (U)
Flying
At the beginning of each end step, if you gained 3 or more life this turn, target opponent loses 3 life. "Power such as mine is always hungry."
3/2
Personal Trauma
Instant (U)
If a player gains life this turn, that player loses that much life instead. "Ours dreams are lies no longer.
Nor our fears bound by sleep."
-Vinnian, Jorallen Entwiner
Pouncing Murkbeast
Creature - Beast (C)
: Target creature blocks Pouncing Murkbeast this turn if able. Nightmares have to be inspired by something.
3/3
Power Unbound
Enchantment (R)
At the beginning of your upkeep, put a greed counter on Power Unbound, then draw a card and lose 1 life for each greed counter on Power Unbound.
Prophetic Tutor
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
Premonition 5-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top five cards. As it reaches the top, cast it for free.)
Raise the Lost
Instant (C)
Return target creature card from your graveyard to your hand.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Relentless Nightwalker
Creature - Nightmare (U)
Deathtouch
Whenever a creature you don't control dies, you may put Relentless Nightwalker from your graveyard to the top of your library.
3/3
Restless Horror
Creature - Nightmare (C)
Premonition 5-:symb: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top five cards. As it reaches the top, cast it for free.)
5/5
Resurgent Agony
Instant (C)
Target player loses 4 life and you gain 4 life.
Premonition 4-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top four cards. As it reaches the top, cast it for free.)
Shadowy Blessing
Instant (C)
Target creature gets +1/+0 and gains lifelink until end of turn. Regenerate it. (The next time this would be destroyed this turn, it isn't. Instead tap it.)
Shrouded Rider
Creature - Zombie Knight (C)
When Shrouded Rider enters the battlefield, you may destroy target creature that was dealt damage this turn. Our darkest dreams have come to life, attracted to the slightest hint of fear.
3/2
Sleepless Stupor
Enchantment - Aura (C)
Enchant creature
Trance - Enchanted creature gets -1/-1 for each tapped creature you control.
Solitary Dominion
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+2.
If enchanted creature would be destroyed while you control exactly one creature, regenerate it.
Starshadow Sneak
Creature - Nightmare (R)
Whenever Starshadow Sneak attacks, defending player loses 2 life.
:symb:, Tap two creatures you control: Return Starshadow Sneak from your graveyard to the battlefield.
0/1
Tainted Aspirant
Creature - Rat Warrior (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Tainted Aspirant becomes tapped, each opponent discards a card.
2/2
Touch of Ikelious
Sorcery (C)
Destroy target creature. If that creature was tapped, put a 2/2 black Zombie creature token onto the battlefield tapped.
Unfortunate End
Sorcery (U)
Target player sacrifices a tapped creature.
Withering Penumbra
Creature - Nightmare (U)
When Withering Penumbra enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until you control no creatures.
2/2
Action
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Attacking creatures you control have double strike.
As long as Action is in your graveyard and you control a mountain, attacking creatures you control have first strike.
6/6
Bellowing Dreamkite
Creature - Dragon (R)
Flying, haste
Other creatures you control have haste.
Whenever a permanent enters the battlefield tapped and under your control, untap it.
4/4
Blaze of Inspiration
Sorcery (R)
Put a token onto the battlefield that's a copy of target creature you control. That token has haste. Exile it at the beginning of the next end step.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Blinding Finesse
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+0.
: Enchanted creature gains first strike until end of turn. A moment's hesitation can slice a foe to ribbons.
Charred Visionary
Creature - Goblin Shaman (C)
: Charred Visionary deals 1 damage to target player. Activate this ability only any time you could cast a sorcery.
2/1
Cleaved Fire
Instant (R)
The next time a source of your choice deals damage to a creature you don't control this turn, Cleaved Fire deals that much damage to that creature's controller.
Crackling Figments
Sorcery (C)
Put two 1/1 red Elemental creature tokens with haste onto the battlefield.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Creativity Figment
Creature - Elemental (U)
When Creativity Figment enters the battlefield, exile the top three cards of your library. Until end of turn, you may play cards exiled this way.
Premonition 3-:3mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
4/3
Cultist Berserker
Creature - Minotaur Warrior (C) The Cult of Ikelious worship their nightmarish founder, unbound by laws, decency or sanity.
5/2
Cultist Channeler
Creature - Human Warrior (U)
Enchanted creatures you control get +1/+1 and have trample and ":symr: : This creature gets +1/+0 until end of turn.
2/1
Darkcinder Rager
Creature - Elemental (R)
First Strike (This creature deals combat damage before creatures without first strike.)
Players can't gain life.
2/2
Destiny Crusher
Creature - Beast (C)
Haste
Premonition 3-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
3/3
Dreamheart Seal
Creature - Wall (C)
Defender (This creature can't attack.)
When Dreamheart Seal blocks, destroy it at end of combat. "One shall come, reckless beyond measure, who shall grant all our dreams and release all our fears."
-Aleen Prophecy, pre-Dreamscape
5/5
Dreamspark
Instant (U)
Dreamspark deals 2 damage to target tapped creature. Put a 1/1 red Elemental creature token with haste onto the battlefield. "Your roiling emotions will aid your enemies more than you can imagine."
-Elum, Reality Warden
Fit of Impulse
Sorcery (U)
Discard all the cards in your hand, then draw that many cards.
Premonition 4-:symr: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top four cards. As it reaches the top, cast it for free.)
Flamemind Phoenix
Creature - Phoenix (R)
Flying, haste
When Flamemind Phoenix dies or at the beginning of your end step, return it to its owner's hand.
Premonition 1-:symr: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top card. As it reaches the top, cast it for free.)
3/1
Flash of Inspiration
Instant (C)
Flash of Inspiration deals 5 damage to target creature or player.
Premonition 3-:2mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Foretold Betrayal
Instant (U)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Premonition 3-:symr: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Ire Figment
Creature - Elemental (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Ire Figment attacks each turn if able. Some Jorallen researchers say the difference between the mori and nightmares are semantic. They usually end up dead.
4/2
Jorallen Battlemage
Creature - Human Shaman (C)
Whenever Jorallen Battlemage deals combat damage to a player, you may discard a card. If you do, draw a card. "The flames of the future always blow in my favor."
2/1
Master Somnomancer
Creature - Human Wizard (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, you may exile the top card of your library. You may play it this turn.
5/3
Memories of the Earth
Sorcery (C)
Sacrifice a land. If you do, put a 4/4 red Elemental creature token onto the battlefield.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memory Flare
Sorcery (C)
Up to two target creatures can't block this turn.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Mindi's Dramatics
Instant (C)
As an additional cost to cast Mindi's Dramatics, discard a card.
Draw two cards. Many myths surround the heart of the Dreamscape, including that of a young child, lost in a playful dream.
Mori Shards
Enchantment (U)
Whenever a nontoken creature enters the battlefield under your control, you may put a 1/1 red Elemental creature token with haste onto the battlefield.
Mori's Chosen
Creature - Human Warrior (C)
As long as Mori's Chosen is enchanted, it can't be blocked except by two or more creatures. The realm of reality is incompatible for the mori. Instead they can channel their power through those whose emotions match their own.
3/1
Nightfire Brute
Creature - Minotaur Warrior (C)
Trance - Whenever Nightfire Brute attacks, it gets +1/+0 until end of turn for each tapped creature you control.
1/3
Rage of the Mori
Enchantment (R)
Trance - At the beginning of your end step, put a 1/1 red Elemental creature tokens onto the battlefield for each tapped creature you control.
Raving Spree
Enchantment - Aura (C)
Enchant creature
Enchanted creature attacks each turn if able.
Sacrifice Raving Spree: Destroy target artifact. Whether it be hopes, dreams or simply furniture, a cult revel always ends in something broken.
Reality Boil
Sorcery (U)
Reality Boil deals 2 damage to each creature without dreamwalk.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Reignition Mage
Creature - Human Wizard (U)
When Reignition Mage enters the battlefield, return an instant or sorcery card at random from your graveyard to your hand.
3/3
Savage Cultblade
Creature - Human Warrior (U)
Double Strike
Savage Cultblade can't be blocked except by two or more creatures.
3/3
Scapesmasher
Creature - Elemental (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Scapesmasher gets +2/+0 until end of turn. Some mori inspire our greatest dreams. Others burn them to a crisp.
3/3
Shredded Fate
Instant (U)
Shredded Fate deals 6 damage to target creature. Its controller shuffles his or her library. (Shuffling turns all face-up cards in that library face down.)
Somni, Memory Nomad
Legendary Creature - Human Wizard (M)
Instant and sorcery cards you control have memoir. The memoir cost is equal to its mana cost.
3/3
Sparkweaver Kirin
Creature - Kirin (C)
:symr:, Sacrifice Sparkweaver Kirin: Add to your mana pool. "To ignite inspiration requires just the right kind of kindling."
-Ral Zarek, Dream Artist
1/1
Sting of the Past
Instant (C)
Sting of the Past deals 1 damage to target creature or player.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Touch of the Mori
Sorcery (C)
Gain control of target creature until end of turn. Untap it. It gains dreamwalk and haste until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)
Warflame Aspirant
Creature - Human Warrior (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Warflame Aspirant becomes tapped, it deals 1 damage to target creature or player.
1/1
AEther Predator
Creature - Beast (C)
: Return AEther Predator to its owner's hand. Able to cross between Reality and the Dreamscape, it hounds its prey until they drop from exhaustion.
4/2
Ancestor's Vitality
Sorcery (C)
You gain 1 life for each card in your graveyard.
Draw a card. In the acts of our forebears lie the foundation of the world.
Apparition of Savagery
Enchantment (R)
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
:symx: : Apparition of Savagery becomes a X/X green Hydra enchantment creature with trample until end of turn.
Aspiring Chord :symx:
Instant (R)
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
Memoir--Tap X untapped creaturres you control. (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Avatar of Vigor
Creature - Elemental (R)
Each creature you control with a +1/+1 counter on it has hexproof.
Trance - At the beginning of your end step, put a +1/+1 counter on Avatar of Vigor for each tapped creature you control.
3/3
Blossom-Veil Spirit
Creature - Plant Spirit (C)
Flash (You may cast this spell any time you could cast an instant.)
When Blossom-Veil Spirit enters the battlefield, return a nonland permanent you control to its owner's hand. Reality teaches harsh and fatal lessons, but is not without its kinder aspects.
2/2
Cognizance Hatcher
Creature - Spider (U)
Reach (This creature can block creatures with flying.)
Whenever you pay a memoir cost, you may put a 1/2 Spider creature token with reach onto the battlefield.
2/5
Communal Tromper
Creature - Centaur Cleric (U)
When Communal Tromper enters the battlefield, tap any number of untapped creatures you control. Put a +1/+1 counter on Communal Tromper for each creature tapped this way.
2/2
Dream Titan
Creature - Giant (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, you may have that creature fight target creature you don't control.
7/7
Dreamweaver
Creature - Spider (C)
Reach (This creature can block creatures with flying.)
Whenever Dreamweaver blocks a creature with dreamwalk or flying, Dreamweaver gets +3/+0 until end of turn.
1/4
Earth Surge
Instant (C)
Target creature gets +2/+2 until end of turn.
Memoir 2 (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Engulfing Scapewurm
Creature - Elemental Wurm (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
All creatures able to block Engulfing Scapewurm do so.
5/4
Foretold Magnificence
Instant (U)
Target creature gets +5/+5 until end of turn.
Premonition 3-:symg: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Guardian of Sommeil
Creature - Elf Druid (R)
Vigilance (Attacking doesn't cause this creature to tap.)
At the beginning of your upkeep, shuffle all nonland cards from your graveyard into your library.
2/2
Harmony
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Creature spells you cast cost 6 less to cast.
As long as Harmony is in your graveyard and you control a forest, creatures spells you cast cost 1 less to cast.
6/6
Haven Watcher
Creature - Dryad (U)
If you would put a +1/+1 counter on Haven Watcher, you may put a +1/+1 counter on each non-Dryad creature you control instead.
3/2
Hydra of the Twilight Grove :symx:
Creature - Hydra (R)
Hydra of the Twilight Grove enters the battlefield with X +1/+1 counters on it.
:symg:, Tap another untapped creature you control: Put a +1/+1 counter on Hydra of the Twilight Grove.
0/0
Midnight Howling
Sorcery (C)
Put a 2/2 green Wolf Elemental creature token onto the battlefield.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Nocturnal Hunt
Instant (C)
Untap target tapped creature you control. You may have it fight target tapped creature an opponent controls. (Each deals damage equal to its power to the other.)
Primal Visionary
Creature - Elf Shaman (C)
: Put a +1/+1 counter on Primal Visionary. Activate this ability only any time you could cast a sorcery.
2/2
Reality Aspirant
Creature - Elf Wizard (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Reality Aspirant becomes tapped, creatures you control gain trample until end of turn.
3/1
Reality Pull
Instant (C)
Destroy target artifact, enchantment, or creature with dreamwalk. Dreams have no place in our future.
Replenishing Rites
Sorcery (U)
Return target card from your graveyard to your hand.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Runed Treeheart
Creature - Spirit (C)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
2/2
Sommeil Delver
Creature - Elf Druid (C)
: Reveal the top card of your library. If it's a nonland card, put it into your graveyard. The elves of Sommeil and Sunbloom Haven were once a single community, now sundered by the Dreamscape's emergence.
1/1
Sommeil Sage
Creature - Elf Druid (U)
Trance - : Add to your mana pool for each tapped creature you control.
1/3
Somnosaurus Force
Creature - Elemental (C)
Trample
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.) As the Dreamscape erupted around Yemma, she finally saw creatures worthy of her hunt.
4/4
Soulmight Mori
Creature - Elemental (R)
Soulmight Mori's Power and toughness is equal to the greatest converted mana cost among permanents you control.
*/*
Strength of the Ancestors
Sorcery (C)
Put a +1/+1 counter on each of up to two target creatures.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Sunbloom Chorus
Enchantment (C)
When Sunbloom Chorus enters the battlefield, put a +1/+1 counter on target creature you control.
Each creature you control with a +1/+1 counter on it has trample.
Sunbloom Elf
Creature - Elf (C)
Whenever Sunbloom Elf attacks, add to your mana pool at the beginning of your next main phase. The elves of Sunwood Haven worship the beauty of nature, rejecting the Dreamscape's illusionary realm.
2/1
Touch of the Unreal
Enchantment - Aura (U)
Enchant land
Trance - Enchanted land has ":symtap: : Add X mana in any combination of colors to your mana pool, where X is the number of tapped creatures you control."
Unimaginable Force
Sorcery (U)
Creatures you control get +3/+3 until end of turn.
Creatures you control with a +1/+1 counter on it gain trample until end of turn
Unrecognized Horizons
Sorcery (C)
Reveal the top three cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Viridescent Kirin
Creature - Kirin (C) Kirin have long been known as harbingers of great change. The night Ral Zarek broke the Dreamscape's seals, hundreds of them appeared across Noctus.
4/1
Vitality Colossus
Creature - Elemental (U)
At the beginning of your upkeep, put a +1/+1 counter on Vitality Colossus. "When you spend so much time in the Dreamscape you forget that nature plows on regardless of your whims and fancies."
-Delver of the Blossom Veil
3/3
Whispering Bashe
Creature - Snake (C)
Trance - Whispering Bashe costs 1 less to cast for each tapped creature you control. Bashe speak only with wisdom, but few appreciate being told they're food.
7/6
Wild-Touched Knight
Creature - Human Knight (U)
When Wild-Touched Knight enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has ":1mana: : Regenerate this creature."
2/2
Yemma, Planar Huntress
Planeswalker - Yemma (M)
Starting Loyalty: 3
When Yemma, Planar Huntress enters the battlefield, put a legendary 2/2 green Wolf creature token with vigilance named Zola onto the battlefield.
+1: Up to one target creature you control gains trample and indestructible until end of turn. If it's called Zola, put a +1/+1 counter on it.
-2: Put a +1/+1 counter on target creature you control. That creature fights target creature you don't control.
-7: You get an emblem with "At the beginning of combat on your turn, put five +1/+1 counters on target creature you control."
Evis, Executor of Light
Planeswalker - Evis (M)
Starting Loyalty: 1
When Evis, Executor of Light enters the battlefield, you may exile target creature until she leaves the battlefield.
+1: Up to one target creature you control gains vigilance and can't be blocked until end of turn.
+1: Put a +1/+1 counter on target creature and all other creatures you control with the same name as that creature.
-6: Choose a creature card exiled with Evis as you activate this ability. Put five tokens onto the battlefield that are copies of the chosen card.
Fire to Feathers
Instant (R)
Counter target spell. Put X 1/1 white and blue Bird creature tokens onto the battlefield, where X is that spell's converted mana cost.
Jorallen Dualminds
Creature - Human Wizard (U)
Whenever you cast a spell, you may tap or untap target nonland permanent. Some Jorallen mages occupy a net of shared dreams. Rumors of forced assimilation persist, but it endures nonetheless.
3/2
Cognitive Violation
Sorcery (R)
Search target opponent's library for a nonland card and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that card.
Mindsnatcher
Creature - Elemental Bird (U)
Flying
If a card would be put into an opponent's graveyard from his or her library, exile that card instead.
At the beginning of each end step, if a card was exiled by Mindsnatcher this turn, draw a card.
2/2
Galloping Dread
Creature - Nightmare (R)
Trample, haste
Whenever a opponent is dealt 3 or more damage from a single source, that player discards a card.
4/3
Herald of Carnage
Creature - Nightmare (U)
Whenever a creature you control is blocked, it gets +2/+0 until end of turn.
3/3
Earth Flare :symx:
Instant (R)
Earth Flare deals X damage divided as you choose among any number of target creatures and/or players.
Search your library for up to X basic land cards, reveal them and put them into your hand. Then shuffle your library.
Mori Gargantuan
Creature - Elemental Elk (U)
Trample
Other Elemental creatures you control get +1/+0 and have trample.
Whenever you cast a spell, target creature you control gets +2/+0 until end of turn.
5/5
Majestic Eleon
Creature - Cat (R)
Whenever Majestic Eleon attacks, put a +1/+1 counter on up to two other target creatures.
Majestic Eleon gets +1/+1 for each +1/+1 counter on other creatures you control.
3/3
Sunwood Eleon
Creature - Cat (U)
When Sunwood Eleon enters the battlefield, put a +1/+1 counter on each other creature you control.
Each other creature you control enters the battlefield with an additional +1/+1 counter on it. "I saw it, sunlit and graceful. The Eleon stared for a moment, filling me with a sense of completeness I can't explain."
-Lectia, Envoy of the Sun
4/4
Acolyte of Reevus
Creature - Human Cleric (U)
At the beginning of each end step, if you gained 3 or more life this turn, put two +1/+1 counters on Acolyte of Reevus.
3/2
Equinox Reaper
Creature - Human Cleric (R)
Deathtouch, lifelink
Whenever you gain life, target opponent loses that much life.
4/4
Reevus, the Denier
Legendary Creature - Human Cleric (M)
If an opponent would draw a card, that player exiles the top card of his or her library instead.
Each player may play cards he or she owns exiled with Reevus, the Denier. He preaches balance, yet hides a darker intent.
2/2
Augury Storm
Enchantment (U)
Whenever you cast a face-up card from your library, you may pay 1. If you do, Augury Storm deals 2 damage to target creature or player. When you mess with the fabric of time, things are bound to get a bit exciting.
Mindi, Child Dreamer
Legendary Creature - Human (R)
When Mindi, Child Dreamer enters the battlefield, put a legendary 7/7 blue and red Elemental creature token with dreamwalk and trample named Mr. Grumpy onto the battlefield.
When Mindi leaves the battlefield, exile all tokens put onto the battlefield with it.
1/1
Ral Zarek, Dream Artist
Planeswalker - Ral (M)
Starting Loyalty: 4
Ral Zarek, Dream Artist may activate his loyalty abilities twice during your turn.
+1: Look at the top two cards of your library, exile one of them. You may play cards exiled this way this turn.
-1: Put a 3/1 blue and red Weird creature token with haste onto the battlefield. Exile it at the beginning of your next upkeep.
-9: You get an emblem with "Whenever you cast a spell, this emblem deals 2 damage to target creature or player and you draw a card."
Ceaseless Recomposition
Enchantment (R)
At the beginning of your upkeep, put the top card of your library into your graveyard. Then put a card from your graveyard into your hand, and a card from your hand on the bottom of your library.
Lifedusk Veil
Enchantment (U)
As long as you control exactly one creature, that creature has trample and lifelink.
Sacrifice a creature: Target creature you control gets +2/+2 until end of turn.
Battle Nimbus
Enchantment - Aura (U)
Enchant creature
Enchanted creature has vigilance.
As long as it's your turn, enchanted creature gets +3/+0.
As long as it's not your turn, enchanted creature gets +0/+3.
Crusade of the Daymas
Sorcery (R)
After your next main phase, there is an additional combat phase followed by an additional main phase. At the beginning of that combat phase, untap all creatures.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memory Guide
Creature - Elemental (U)
Whenever you pay a memoir cost, reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. Otherwise put it into your graveyard.
3/3
Mindi's Caretaker
Creature - Turtle (R)
: Put the top card of your library into your graveyard.
:3mana:, : Put a card from your hand into your library face up beneath the top X cards of that library, where X is that card's converted mana cost. (As a face up card is on top of your library, cast it for free.)
3/8
Altar of our Forebears
Artifact (C)
: Add 1 to your mana pool.
: Target player puts the top card of his or her library into his or her graveyard.
Cultist Dagger
Artifact - Equipment (U)
At the beginning of your upkeep, you lose 1 life.
Equipped creature gets +1/+1 and has lifelink.
Equip 3 (:3mana: : Attach to target creature you control. Equip only as a sorcery.)
Daylight's Warden
Artifact Creature - Gargoyle (U)
Defender (This creature can't attack.)
Flying
As long as Daylight's Warden has a +1/+1 counter on it, it can attack as though it didn't have defender.
3/3
Delusion Guantlets
Artifact - Equipment (U)
Whenever equipped creature attacks, you may tap or untap target permanent.
Equip 1 (:1mana: : Attach to target creature you control. Equip only as a sorcery.)`
Dreameater Engine
Artifact (R)
At the beginning of your upkeep, put a charge counter on Dreameater Engine.
: Target player puts the top X cards of his or her library into his or her graveyard and you gain X life, where X is the number of charge counters on Dreameater Engine.
Dreamsteel Golem
Artifact Creature - Golem (C) Ral Zarek had finally found a medium worthy of his talent.
2/1
Entwiner Amulet
Artifact - Equipment (C)
Equipped creature has dreamwalk. (It can't be blocked by untapped creatures. Tapped creatures can block it.)
Equip 3
Focusing Astrovus
Artifact (R)
If Focusing Astrovus is in your opening hand, and you haven't revealed another card named Focusing Astrovus, you may reveal it to search your library for up to seven cards and exile them. Then shuffle your library.
: Add one mana of any color to your mana pool.
Foretold Mox
Artifact (M)
: Add one mana of any color to your mana pool.
Premonition 3-0 (Rather than cast this card from your hand, you may pay 0 and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Hypnotic Prism
Artifact (U)
If a creature you control would untap, you may put a +1/+1 counter on it instead.
Lumbering Ancient
Artifact Creature - Construct (U)
Vigilance (Attacking doesn't cause this creature to tap.)
When Lumbering Ancient enters the battlefield, tap it. it doesn't untap during your next untap step. Slow to wake but difficult to lull.
3/4
Nullstone Orb
Artifact (U)
:1mana:, :symtap:, Sacrifice Nullstone Orb: If a card would be put into an opponent's graveyard from anywhere this turn, exile that card instead.
:1mana:, :symtap:, Sacrifice Nullstone Orb: Draw a card.
Reality Gateway
Artifact Creature - Wall (C)
Defender (This creature can't attack.)
At the beginning of your upkeep, you may tap Reality Gateway. In reality, a fortification. In the Dreamscape, a denial.
0/6
Sword of Myth
Artifact - Equipment (C)
Whenever equipped creature attacks, it gets +2/+2 until end of turn.
Equip 2 (:2mana: : Attach to target creature you control. Equip only as a sorcery.)
Blurred Horizons
Land (R)
:symtap:, Pay 1 life, Sacrifice Blurred Horizons: Choose a basic land card you own from outside the game and put it onto the battlefield.
Dream Frontier
Land (U)
: Add 1 to your mana pool.
:symtap:, Tap another untapped creature you control: Add one mana of any color to your mana pool. The tapped creature doesn't untap during your next untap step
Dreamfire Canopy
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Frigid Nether
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Hateful Furnace
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Memory Plantation
Land (U)
: Add 1 to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to pay a memoir cost or cast a spell with memoir.
Secluded Archives
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Serene Haven
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Shattered Depths
Land (C)
When Shattered Depths enters the battlefield, target opponent loses 1 life.
: Add 1 to your mana pool. The deepest reaches of the dreamscape are home to the unimaginables. The darkest of our reflections.
Slumbering Altar
Land (C)
Slumbering Altar enters the battlefield tapped.
When Slumbering Altar enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Garden
Land (C)
Slumbering Garden enters the battlefield tapped.
When Slumbering Garden enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Prairie
Land (C)
Slumbering Prairie enters the battlefield tapped.
When Slumbering Prairie enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Spires
Land (C)
Slumbering Spires enters the battlefield tapped.
When Slumbering Spires enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Vault
Land (C)
Slumbering Vault enters the battlefield tapped.
When Slumbering Vault enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Vista of the Mori
Land (U)
: Add 1 to your mana pool.
When Vista of the Mori is put into a graveyard from your library, you may pay 1. If you do put a 1/1 red Elemental creature token onto the battlefield.
Wondrous Expanse
Land (U)
:symtap:, Sacrifice Wondrous Expanse: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Released the first pass on white commons
I'm also still looking for feedback on the Apparition Cycle as I'm not happy with the blue one especially.
I've also been starting on design of the creative side of each color. So far I'm happy with white and will start adding more flavor text soon, however blue and black are still a bit all over the place creatively.
Still early days I guess....
First off, Dreamwalk and Trance. Super cool. You've thought of a way to make the game different. Like how in Zendikar there were ties when you were hoping to top deck a land instead of a spell. They all seem to interlock very well. I see (W)spirits, (U)illusions, and (B)nightmares being very prominent, but are there other types that will get prominent focus, maybe incarnations, or djinns?
Things also seem well costed. can't wait to see more
I see (W)spirits, (U)illusions, and (B)nightmares being very prominent, but are there other types that will get prominent focus, maybe incarnations, or djinns?
The creative elements of the set are still very much in development, Djinn are currently planned in blue though probably not at common.
Things also seem well costed. can't wait to see more
Currently working hard to get the commons looking really nice as well as trying to figure out the creative elements of the plane.
In the meantime have a look at A couple of uncommons I'd love feedback on.
Will have the visual spoiler updated in the next day or so....
Some thoughts:
- Augur seems too good as a basic keyword with N attached. I'd fix the number to one, giving you the option to leave that card where it is or dump it into your graveyard. You could then have the spell you just cast care about some characteristic of the milled card. This would combine card advantage with tension, but is simple enough that it doesn't slow down the game and isn't as hard to play well. Other than being too good, Augur N really slows down the game and punishes weaker players who will not take full advantage of the psuedo-scry. Augur N reminds me a lot of Dredge, in a bad way.
- Dreamwalk is a great way to make combat interesting, and results in very unique gameplay. Dreamwalk is a great example of a teaching mechanic, encouraging new players to swing even if their opponent has creatures.
- Trance is spot on the money and interacts well with Dreamwalk.
- Flashback on creatures. Hmmm, how about no. Flashback has clearly defined rules and design space, and makes zero sense on creatures. The mechanic you were looking for is Unearth.
- I'd recommend bringing back Inspired as well as including Theros-esque, "tap me!" enchantments. The core of this set seems to be around being tapped or untapped, which makes this the prefect place to include Inspired. I might also include the return of the untap symbol, despite its huge amounts of complexity baggage.
- Augur seems too good as a basic keyword with N attached. I'd fix the number to one, giving you the option to leave that card where it is or dump it into your graveyard. You could then have the spell you just cast care about some characteristic of the milled card. This would combine card advantage with tension, but is simple enough that it doesn't slow down the game and isn't as hard to play well. Other than being too good, Augur N really slows down the game and punishes weaker players who will not take full advantage of the psuedo-scry. Augur N reminds me a lot of Dredge, in a bad way.
This is something I need to do more playtests before I decide about this. On one hand the scry aspect of the mechanic makes me reluctant to remove the N clause. However I am aware this is more powerful than scry in most instances and therefore am keeping the possibility of removing the N clause as a possibility. As for punishing weaker players and slowing the game down, it is a skill testing mechanic just like scry. Skill testers are an integral part of all magic sets.
- Dreamwalk is a great way to make combat interesting, and results in very unique gameplay. Dreamwalk is a great example of a teaching mechanic, encouraging new players to swing even if their opponent has creatures.
I'm glad you like it as much as I do. I've really liked the idea of a dreamworld set and messing around with this mechanic is what pushed me to put EOZ on hold and start this project.
- Trance is spot on the money and interacts well with Dreamwalk.
Yeh it is such a simple mechanic that fits so nicely here. Only trouble is creating powerful Trance cards is a interesting design exercise.
- Flashback on creatures. Hmmm, how about no. Flashback has clearly defined rules and design space, and makes zero sense on creatures. The mechanic you were looking for is Unearth.
But unearth isn't what I'm looking for....
This plays more like evoke that interacts with the graveyard while requiring only the smallest of tweaks to the rules. SEE HERE
As for flashback making sense creatively well I've got quite a few ideas for that.
- I'd recommend bringing back Inspired
I originally had the same idea but my very early playtests that I did to get a feel for how Dreamwalk played actually ran into the problem that Inspired just hoses dreamwalk (a lot harder than Trance does) If I want dreamwalk to be exciting in this set then inspired isn't a good fit gameplay wise. I'm definitely considering it if I do a second set in the same block.
I might also include the return of the untap symbol, despite its huge amounts of complexity baggage.
After recently realizing first hand how extremely confusing the untap symbol is to new players when teaching several relatives how to play, I'm not really interested.
Thanks for the feedback, I'm hoping to have the black commons released soon as well as an updated visual spoiler.
Updated visual spoiler, currently in the middle of trying out new things for the Trance mechanic so it is a little messy.
Added lots of new images and flavor text though.
Also added text spoiler with card notes
You still need a new keyword for Flashback on permanents, even if you aren't going to use Unearth. If you wanted to make PermaFlashback more unique you could try not using the stack (not casting), something like this:
PermaFlashback [cost] ([cost]: Put this card from your graveyard onto the battlefield then exile it.)
Very simple, plays well, and doesn't involve casting. This is much more like Evoke than Flashback, which seems to be more your objective.
On Augur, Scry is a skill testing mechanic, but in a good way. I've rarely seen new players use Scry 100% effectively, but I've never seen anyone use Scry poorly. Dredge is an example of a skill testing mechanic in a bad way. I've never seen a new player use Dredge correctly, let alone efficiently. Augur N feels much closer to Dredge than Scry, which leads me to fixing it at one. In fact Augur is so much closer to Dredge in terms of play and power level, I think comparing it ti Scry is misleading.
I get your points on Inspired and the untap symbol. I do think cards with useful untap abilities should be a thing, perhaps most regular tap abilities should be untap instead? You should also include some mass tappers (ala Heritage Druid) to allow you to set up blockers and untap abilities.
I don't understand your comment about how Augur is like dredge, not scry.
Augur is nearly identical to scry except that you put cards into the graveyard instead of the bottom of library. The only other difference is that when using Augur 2+ you can't keep all three cards on top, only one.
I'm currently exploring new space about how to use tapping/untapping and am possibly replacing trance as it has very limited design space on higher rarity cards.
Trance has now been replaced with Awaken
eg: Dazed Flesheater2B
Creature - Zombie (C)
Lifelink
Awaken (Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
Whenever Dazed Flesheater awakens, it gets +1/+0 until end of turn.
1/4
My wording for this needs a bit of work, as it is currently unclear when awakens activates. However I'm finding it works a lot better than Trance did.
Today was mainly spent finishing a few rough green commons.
I've also stopped with the Illusion creature type being randomly thrown everywhere. Instead the Mori shall be Elementals native to the Dreamscape.
Updated the main page with the new awaken mechanic.
As I've been nearing the completion of my first draft of commons I have been increasingly unhappy with how Awaken both reads and plays.
So I've been pondering replacing it with a mechanic I call Aspire. I'd love some feedback on the different versions I've proposed.
Second Pass on my Blue commons
Also updated the visual spoiler...
The Aspire mechanic now officially replaces awaken as well but I haven't updated the main page yet.
Here are a few cards I've made over he last week or so.
Memory FractureUB
Enchantment (U)
Whenever a card is put into an opponent’s graveyard from his or her library, exile that card.
At the beginning of each end step, if a card was exiled by Memory Fractal this turn, draw a card.
Memory GliderU
Creature - Elemental
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
Memory Glider gets +4/+4 as long as you have ten or more cards in your graveyard.
1/1
Communal Commander3W
Creature - Human Soldier (U)
Aspire — Whenever you cast a spell with greater converted mana cost than Communal Commander, creatures you control get +1/+1 until end of turn.
3/2
Cool set! Dreamwalk seems like a really fun and intuitive evasion mechanic. I'm still looking over the different parts of the set, but what I'd like to see so far is possibly a couple commons with Dreamwalk and no other abilities or card text, to show off the mechanic by itself.
Also, I was surprised not to see a white card with "Aspire - ...you may untap CARDNAME." It seems like a mechanic called "Aspire" is looking for effects that read "Whenever you cast a spell with greater converted mana cost than CARDNAME, CARDNAME gains [keyword] until end of turn," rather than effects such as "target creature loses flying until end of turn." Come to think of it, though, Aspire's interaction with Flashback (inc. creature Flashback) is kinda weird and unintuitive altogether right now, since you are technically "casting" those spells.
Some ideas for more "dream" stuff might be the illusion mechanic (though it doesn't have much design space left, especially at common), and possibly a cycle of uncommons with "As an additional cost to cast CARDNAME, tap a creature you control."
I don't understand your comment about how Augur is like dredge, not scry.
Augur is nearly identical to scry except that you put cards into the graveyard instead of the bottom of library. The only other difference is that when using Augur 2+ you can't keep all three cards on top, only one.
I think what Jaxck wanted to say is, Dredge isn't really used as it was designed but instead is a hell of a way to combo off, since it is so easy to find other cards that work really well with your graveyard. And Augur enables exactly the same thing. On its own it is similar to scry. Give it something to work with (like Drege or reanimation) and it is too easy to abuse this for extremely broken things. This happens naturally when combined with older magic products, but is still something to be aware of in a stand-alone set.
Also on this regard, I would probably have an eye on Unspeakable Entity, if you have planned to add reanimator spells.
Just making it clear that this page is now very out of date.
I'm currently in the process of rebuilding the set. I've stripped out every mechanic except Dreamwalk, currently exploring mechanics with low board complexity to help compliment it.
Will hopefully update this sometime in the near future.
Massive update for the main page including updated mechanics, design goal and new cards.
Keep an ear out for the next episode of Re-Making Magic which will have more info on the set.
Something that bugged me ever since I have first seen this set: Why the "of Noctus" in the set name? "Dreamscape" is really striking on its own and the "of Noctus" makes it feel generic and tired (it got a bit better lately, but the set creation forum tends to look like a parade of "<meaningless title> of <arbitrary fantasy word>"). Additionally, "Dreamscape" perfectly delivers message about theme of the set, "Noctus" adds nothing - more than anything it is redudant, because it has obvious connotation with "night" as well.
</rant>
Looking forward to the next episode.
Warning: All creative elements subject to change.
All modern large sets with the exception of Future Sight have the name of the plane as part of the set name.
From a storytelling perspective to have the Dreamscape feel weird and alien I need a plane with "normal" inhabitants that act as the dreamers.
So the name certainly serves a purpose but I agree that it isn't perfect.
Fordoom5BB
Sorcery (R)
Destroy all creatures.
Premonition 7—B(Rather than cast this card from your hand, you may pay B and put it into your library face up seventh from the top. If you would draw a face-up card, cast it without paying its mana cost instead.)
Slight edit to the Premonition wording + Rules stuff Premonition 5—B(Rather than cast this card from your hand, you may pay B and put it into your library face up fifth from the top. If you would draw a face-up card, cast it without paying its mana cost instead.)
- Cards put into libraries face up are revealed to all players. Players may turn these cards to stick out of their library to be easily identifiable.
- If a face up card in a library would be drawn, it is cast for free instead.
- If a player is required to shuffle his or her library, all face up cards are turned face down and are not returned to their face up position after the shuffling is complete.
- If a card would put a face down card on the top or bottom of the library in a random order (eg: Jalira, Master Polymorphist) then the card is turned face down.
- Effects such as scry or Index that simply re-arrange cards do not turn face-up cards in the library face down.
- A face up card in a library is different from a revealed card in a library (say from an effect like Courser of Kruphix).
Premonition is sweet! However currently it doesn't work. Every shuffle becomes a judge's nightmare, so might I propose this:
(Before you shuffle your library, remove all face up cards. After you shuffle put those cards back into your library in the same position they were before.)
Premonition is sweet! However currently it doesn't work. Every shuffle becomes a judge's nightmare
Ummm.... Shuffling currently turns all the face-up cards face down, then you shuffle like normal.
At the end you have a randomly shuffled deck with zero face up cards.
Easy to do and not a nightmare for judges unless I'm missing something....
Set Name: Dreamscape (Formally Dreamscape of Noctus)
Release Date: SOON
Mechanics: Dreamwalk, Flashback, Trance, Premonition
Flavor: Those who sleep on the plane of Noctus enter the dreamscape, a roiling land of pure fantasy and endless power.
Size: 256 (101 Common, 80 Uncommon, 55 Rare, 15 Mythic, 5 Basic Lands)
Expansion Code: DMS
Block Structure: Standalone set designed for draft.
------------------------------------------------------------------------
PLANESCULPTOR SET LINK
Welcome to my latest project. A mish mash of ideas I've had for a long time that has finally come together with a variety of interesting mechanics and design challenges.
This is Dreamsacpe, a set about the collision of Dreams and Reality.
Heavily inspired by works such as "The Sandman." and the DND plane "The heart of the Dreaming."
The plane of Noctus is special in that its inhabitant's minds and souls are transported to the realm of the Dreamscape each night. A world of purest dreams, untold power and deep dangers.
Design Goal
Make the game feel alien and unknown again.
Visual Spoiler
Updated 27/09/2016
Plot + Story
A Planewalker's Guide to Noctus: To be Expanded
Frustrated with Ravnica. Ral Zarek has left, searching for something greater to allow him to express his genius freely and without limits. On his planar travels he finds himself on Noctus, a remote seemingly peaceful plane with a tang of strange magic in the air.
After meeting a small child named Mindi in his dreams he discovers a secret worthy of his study. The hidden realm of the Dreamscape. A powerful realm sealed beneath the passive dreaming of Noctus' inhabitants.
In his recklessness Ral Zarek unseals the Dreamscape, turning the dreaming potentially fatal and your nightmares far too real.
Heedless of the chaos he is unleashing Ral Zarek only wishes to master this realm of pure dreaming. Becoming a Dream Artist able to express him creativity unbound by reality and its limitations.
Meanwhile Evis, former leader of the Daumas Order and recently ignited planeswalker has returned from her travels only to find Noctus roiling with chaos as soulless dreamers roam and some Mori play mischief with reality. Now she has taken back control of the Daumas Order and is desperately trying to understand and contain the dreamscape and its influence. However increasingly her once peaceful way is becoming increasingly rigid and authoritarian as the Daumas ready for war.
Yemma, the greatest huntress in the multiverse was on Noctus hunting near the Sunbloom Haven when the Dreamscape erupted. Releasing huge Mori, creatures made of dreamstuff that represented the ideas or emotions. Striding through the forest she saw beasts and predators she had only ever dreamed of. A challenge that would test Yemma and her wolf companion Zola to their limits.
And as the world of Noctus is changed forever a cult that worships the King of Nightmares, Ikelious grows ever more powerful. Hinting that releasing our greatest dreams unfortunately comes at the cost of our greatest nightmares.
Mechanics
The plane of Noctus is not all it seems, dreams are not merely a illusion in our sleep but is the Dreamscape, a roil of emotions and desires, that reflect those that dream there.
Those with the right gift or power can walk among this world, attack or spying upon others in their dreams.
Powerful elementals, illusions and nightmares native to the dreamscape can also prey upon those not prepared.
702.XXa Dreamwalk is an evasion ability that modifies the rules for the declare blockers step. (See rule 509, "Declare Blockers Step.")
702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
702.XXd Multiple instances of dreamwalk on the same creature are redundant.
And don't believe that dreams are safe on Noctus
Ire Figment 2R
Creature - Elemental (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Ire Figment attacks each turn if able.
4/2
Flashback X (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Dreams are build upon the memories of the past and the desires of the future.
The magic of the Dreamscape cause spells and memories to linger, possible to reuse with the right knowledge.
Flashback has once again been added to the set, now replacing memoir. It will be a more minor theme than in Innistrad but provides lots of great gameplay.
The main flashback colors will be UG
Trance -- ([EFFECT], for each tapped creature you control.)
An ability word that counts the number of tapped creatures you control.
The exact flavor of this mechanic is still undecided and it may potentially be cut from the set in the future.Those in tune with the power of the dreamscape are ableto channel the dream energy of those around them, manifesting the power even in reality. This mechanic is more of a minor theme in the set but promotes interesting attacking situations and bluffs.Creative Revelation 3U
Instant (C)
Trance - Draw a card for each tapped creature you control.
Ral Zarek saw only the fathomless potential of the Dreamscape, blind to the consequences of releasing it.
Premonition X --[COST] (Rather than cast this card from your hand, you may pay [COST] and put this card into your library face up beneath the top X cards. As it reaches the top, cast it for free.)
Dreams are our desires for the future and thus the Dreamscape can warp the future on noctus by its manipulation of these desires. This rare power allows a spell to be cast for a much cheaper cost by subtly inserting it into the future. This is a suspend variant inspired by MOON-E that plays excellently with the self mill themes of the set to allow for shorter wait times. Also the promotion of milling synergizes with Memoir making if a risky move for your opponent to try and mill you.
This mechanic can be exciting and very powerful, and can create great interactions.
Here is the comprehensive rules to that explains how it works with effects like shuffling etc:
b.Temporal Journey 4UU
Sorcery (M)
Take an additional turn after this one. Exile Temporal Journey.
Premonition 7-1U (Rather than cast this card from your hand, you may pay 1U and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Memoir [COST] (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memory is a powerful force in the Dreamscape, forming a basis for the raw emotions that inspire the strongest dreams. This power can be harnessed to double the effect of a spell. These spells powered on raw memories resist being forgotten and can be cast for a brief moment when removed from the user's mind. Some delvers even believe the past and future are malleable, a byproduct of our memories and desires that can be shaped to fit our whims.
Here are the comprehensive rules for memoir:
702.XX.a Memoir is a triggered ability that appears on some instants and sorceries that functions in the graveyard. "Memoir [cost]" means "When this card is put into your graveyard from anywhere, you may copy this card. If you do, you may cast the copy by paying [cost] rather than paying its mana cost." Casting a spell using its memoir ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
702.XX.b Memoir triggers when the card with memoir is put into its owner's graveyard from any zone for any reason, including after a spell with memoir resolves if that spell is represented by a card. Memoir triggers from the graveyard. If a replacement effect has the card move to a different zone instead of being put into the graveyard or if the card will lose memoir when it is put into the graveyard (due to Yixlid Jailer, for example), memoir will not trigger.
702.XX.c Memoir will not trigger when a spell with memoir that is a copy and not represented by a card is put into a graveyard.
702.XX.d If a card with memoir is removed from the graveyard after memoir triggers but before it resolves, the ability uses the card's last known information to make the copy.
702.XX.e If a card has multiple instances of memoir, each triggers separately.
However while the magic's origins are mysterious its result need not be subtle.
Blaze of Inspiration 1R
Sorcery (R)
Put a token that's a copy of target creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step.
Memoir 1R (When this card is put into your graveyard from anywhere, including after you cast it, You may cast a copy by paying its memoir cost.)
Aspire -- Whenever you cast a spell with greater converted mana cost than CARDNAME, [EFFECT].
As the power of the Dreamscape increases and the inhabitants of Noctus become increasingly aware of the power of their dreams, they know that achieving their utmost dreams is possible. Seeing the powerful magics of around them has the aspire to greater power and reach out for what they want.
This mechanic works really nicely with flashback and promoting interesting play decisions about when to play your creatures and other expensive spells.
Priestess of Daymas W
Creature - Human Cleric (C)
Aspire -Whenever you cast a spell with greater converted mana cost than Priestess of Daymas, Priestess of Daymas gets +1/+1 until end of turn.
"All I wish for is hope and peaceful slumber."
1/1
Optional: Whenever a creature awakens CARDNAME, [EFFECT]
Recently the powers of the Dreamscape have been getting stronger, now there are those that can tap into the dreamscapes power, even within reality.
This ability that has long been considered impossible now manifests among the inhabitants of Noctus.
Twilight Ranger
Creature - Elf Scout (C)
Awaken (Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
Whenever a creature awakens Twilight Ranger, it gets +2/+2 until end of turn.
I'm granted the primal strength that all hearts truly yearn for.
3/1
Recently the powers of the Dreamscape have been getting stronger, now there are those that can tap into the dreamscapes power, even within reality.
This ability that has long been considered impossible now manifests among the inhabitants of Noctus.
Sommeil Mystic 2G
Creature - Elf Shaman {C}
Trance - You may have Sommeil Mystic enter the battlefield tapped. If you do, when it enters the battlefield, target creature gets +2/+2 until end of turn.
I grant the primal strength that all hearts truly yearn for.
2/2
Flashback X (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Dreams are build upon the memories of the past and the desires of the future.
The magic of the Dreamscape cause spells and memories to linger, possible to reuse with the right knowledge.
However just as our memories define us, so do our greatest fears come back to haunt our dreams.
And on Noctus nightmares can be all to real
Creature - Nightmare {MR}
Dreamwalk (This creature can-t be blocked by untapped creatures. Tapped creatures can block it.)
When Unspeakable Entity enters the battlefield, You control target player during that player's next turn.
Flashback 9B (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.)
7/7
Yes thats right!
Flashback can now appear on creature cards to reuse their ETB effects in a simmilar mana to Evoke.
702.33a* [Flashback] represents two or more static abilities, depending on the type of card it's on: one that functions while the card is in a player's graveyard, and one or more that function while the card is on the stack and/or the battlefield.
702.33b On instants and sorceries, "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
702.33c* On nonland permanent cards, "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost", "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would be put into a zone other than the battlefield", and "When this enters the battlefield, if the flashback cost was paid, exile it."
702.33d* On land cards, "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] as you play it" and "When this enters the battlefield, if the flashback cost was paid, exile it."
702.33e* Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.
Regular flashback cards return as well including an old favourite:
Feeling of Dread
Instant (C)
Tap up to two target creatures.
Flashback 1U (You may cast this card from your graveyard for its flashback cost. then exile it.)
Hesitate and your fears may just catch up to you.
The realm of the dreamscape that countless living things travel to each time they sleep is fueled by the churning hopes and dreams of mortals.
Those with the power to tap into this massive stream of intentions can catch glimpses of the future but put great strain on their mind.
To stride the weaves of fate and future is both a great gift but also a deadly burden that rapidly eats your sanity.
Such boundless knowledge is a sight to behold...
Irindi, Prophet Unwoven 4UU
Legendary Creature - Human Wizard (MR)
At the beginning of your upkeep, augur 5. (Look at the top five cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
At the end of each opponent's turn, if you have ten or less cards in your library, take an extra turn after this one.
2/4
FAQ
How does Premonition work with shuffle effects?
Shuffling causes all face-up cards in the library to be turned face down, then you shuffle like normal.
See the comprehensive rules changes for Premonition:
How does premonition and face up cards work with Oracle of Mul Daya and similar cards?
Face-up cards in the library and revealed cards are seperate states. A revealed card is not face-up.
See the comprehensive rules changes for Premonition:
How does Premonition work with card draw and mill?
Because the top of the library replacement effect on face up cards, if you have a faceup card in your library beneath the top two cards of your library and then cast a Treasure Cruise then you will draw two cards, then the replacement effect of the faceup card will cause you to cast the face-up card without paying its mana cost and thus be be placed on the stack and then the third card will be drawn.
However this separate event type of resolution doesn't apply to milling which is a single event as seen by the triggers on cards such as Darksteel Colossus. So any face-up cards that are milled are not cast and instead placed in the graveyard like normal. This means mill is both an effective way to trigger face-up card more quickly but also a weapon to use against it.
Will this set be released with art?:
Yes I am planning on finding art for all cards.
Card List
No card list yet!
See 2nd Post for full text card list sometime soon
Notable Cycles
- Common off colored activation cycle
- Common Off color flashback cycle
- Common Discard Flashback cycle
- Uncommon gold cards
- Uncommon Aspirant Cycle
- Uncommon Foretold cycle
- Rare gold cycle
- Mythic Incarnation cycle
Associated Threads
Apparition Cycle
Dreameater Engine+
Are any of these broken?
Hydra of the Twilight Grove
Mechanic Naming
A selection of Blue Cards
Dreams and Nightmares
Six more Commons
Some Red Commons
Off Color Flashbacks
Blue Commons - First Pass
Black Commons - First Pass
Red Commons - First Pass
Green Commons - First Pass
White Commons - Second Pass
Blue Commons - Second Pass
Red Commons - Second Pass
U/W Tempo
U/B Mill
B/R Tokens
R/G Ramp
R/W Auras
G/W counters
U/G Memoir
B/W lifegain
U/R Premonition
Foretold Mox
More Rares
Rares batch #3
Rares batch #4
DMS sample booster #2
Updated Watch List notes
Changelog
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Aural Renewal
Sorcery (R)
Return target creature card from your graveyard to the battlefield. Then return any number of Aura cards from your graveyard to the battlefield and attach them to that creature.
Battle Vigor
Enchantment - Aura (U)
Enchant creature
Enchanted creature has double strike.
Trance - Whenever enchanted creature attacks, its gets +1/+1 for each tapped creature you control.
Celestial Seal
Enchantment (R)
When Celestial Seal enters the battlefield, exile all creatures until Celestial Seal leaves the battlefield. (Those creatures return under their owners' control.)
Dawn Crusader
Creature - Human Soldier (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
3/2
Dayblade Scout
Creature - Human Scout (C)
The Daymas Order believes in peace through a shared ideal. The unstable nature of the Dreamscape threatens everything they hold sacred.
3/1
Daylight's Emissary
Creature - Human Cleric (C)
Daylight's Emissary has flying as long as it has a +1/+1 counter on it.
1/3
Decree of Light
Instant (C)
Destroy target attacking creature, blocking creature, or enchantment.
"Begone, spawn of dreaming."
-Lectia, Envoy of the Sun
Dreamblessed Scout
Creature - Human Scout (R)
Spells you control that target Dreamblessed Scout cost 0 to cast.
3/3
Dreamscape Purifier
Creature - Human Knight (C)
Vigilance
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
"The foundation of reality cannot be built on artifice and mystery."
-Evis, Executor of Light
2/5
Dusk Watcher
Creature - Human Knight (C)
Trance - Dusk Watcher enters the battlefield with a +1/+1 counter on it for each tapped creature you control.
Those chosen as dusk watchers are blessed by the community, trusted to keep them safe at night.
3/2
Dutytouched Knight
Creature - Human Knight (U)
When Dutytouched Knight enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has first strike.
2/2
Equinox Preacher
Creature - Human Cleric (U)
If you would gain 2 or less life, you gain 3 life instead.
2/2
Equinox Sage
Creature - Human Cleric (C)
: Target player loses 1 life. Activate this ability only if you gained life this turn.
"Night and day. Life and death. All is balanced by our fragile dreams."
2/3
Evis's Elite
Creature - Human Knight (U)
Whenever Evis's Elite attacks, if defending player controls at least one tapped creature and no untapped creatures, Evis's Elite gets +2/+2 until end of turn.
"Evis' crusade against the dreamscape is madness. Upsetting the current balance risks further calamity."
-Reevus, the Denier
1/1
Flittering Existence
Enchantment (U)
When Flittering Existence enters the battlefield, exile target nonland permanent until Flittering Existence leaves the battlefield.
: Return Flittering Existence to its owner's hand.
Foretold Heroics
Instant (U)
Creatures you control get +2/+2 until end of turn.
Premonition 3-:symw: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Frontline Purifier
Creature - Human Knight (U)
Vigilance
When Frontline Purifier enters the battlefield, return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
3/3
Healing Visionary
Creature - Human Shaman (C)
:symw:, : You gain 3 life. Activate this ability only any time you could cast a sorcery.
He once healed the body, but too often now the soul is what suffers harm.
1/1
Hope Familiar
Creature - Elemental Bird (U)
Flying
Hope Familiar gets +X/+:symx:, where X is the amount of life you have gained this turn
1/1
Life's Grandeur
Enchantment - Aura (C)
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature gets +1/+1 and gains lifelink.
Lost in the Moment
Instant (C)
Tap or untap target creature.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Lucidity Guardian
Creature - Griffin (R)
Flash
Flying
If a spell would resolve, if it wasn't cast from its owner's hand, exile it instead.
2/1
Luminal Crusader
Creature - Human Soldier (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.
2/2
Nimbus Guide
Creature - Elemental Elk (C)
When Nimbus Guide enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.
2/2
Nurturing Mori
Creature - Elemental Bird (U)
Flying, lifelink
Trance - Nurturing Mori enters the battlefield with a +1/+1 counter on it for each tapped creature you control.
2/2
Overwatch Eagle
Creature - Bird (C)
Defender, flying
: Put a +1/+1 counter on target creature you control. Activate this ability only any time you could cast a sorcery.
3/6
Peace
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Other creatures you control get +2/+2.
As long as Peace is in your graveyard and you control a plains, creatures you control get +1/+1.
6/6
Peace Aspirant
Creature - Human Cleric (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Peace Aspirant becomes tapped, put a 1/1 white Hound creature token with lifelink onto the battlefield.
2/3
Recumbent Bliss
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block.
At the beginning of your upkeep, you may gain 1 life.
Resist your Fears
Instant (U)
Blocked creatures you control get +2/+2 until end of turn.
"Resolved to walk the path of light,
We push against the dark of night."
-Hymn of Daymas
Righteous Ancestor
Creature - Spirit (C)
Flying, vigilance, lifelink
Nobody knows if or how the departed interact with the Dreamscape.
Do our dreams contain messages from the dead, or is it our own hopes reflected back to us?
1/1
Scapehunting
Instant (C)
Put two 1/1 white Hound creature tokens with lifelink onto the battlefield.
The Order of Daymas aim to bring light and peace to the Dreamscape, hunting down those who haunt our darkest dreams.
Serene Dreamhunter
Creature - Human Warrior (C)
Trance - Whenever Serene Dreamhunter blocks or becomes blocked, it gets +1/+1 until end of turn for each tapped creature you control.
"The Daymas Order has such conviction. It's a shame it's so misguided."
-Reevus, the Denier
1/1
Suncloak Elite
Creature - Human Scout (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Protection from Nightmares
2/1
Torpor Visitant
Creature - Spirit (C)
When Torpor Visitant enters the battlefield, you may untap target creature.
2/2
United Dream
Sorcery (U)
If you control three or more tapped creatures, put a 4/4 white Angel creature token with flying onto the battlefield. Otherwise put two 1/1 white Soldier creature tokens onto the battlefield.
Visions of Paradise
Enchantment (R)
Tap an untapped permanent you control: Put a utopia counter on Visions of Paradise. Activate this ability only any time you could cast a sorcery.
At the beginning of your upkeep, if there are 50 or more utopia counters on Visions of Paradise, you win the game.
Vital Rest
Instant (C)
Put a +1/+1 counter on target untapped creature. Tap that creature.
Draw a card.
Dreams can heal wounds that no medicine can touch.
Vitality Unending
Sorcery (M)
You gain 100 life.
"Life, peace and community. Together these values will preserve our way of life."
-Reevus, pre Dreamscape
Aleen, Prophet Unwoven
Legendary Creature - Human Wizard (M)
Whenever you cast a spell, put the top three cards of your library into your graveyard.
At the end of each opponent's turn, if your library has fifteen or less cards in it, take an extra turn after this one.
3/3
Anamnezoa
Creature - Jellyfish (R)
Flying
If you pay a memoir cost to cast a copy of a card, you may cast an additional copy of that card.
2/3
Cloud of Whispers
Creature - Elemental (C)
Flying
When Cloud of Whispers enters the battlefield, you may draw a card. If you do, discard a card.
A thousand secrets murmur in its depths.
2/1
Creative Revelation
Instant (C)
Trance - Draw a card for each tapped creature you control.
Ral Zarek saw only the fathomless potential of the Dreamscape, blind to the consequences of releasing it.
Dissipate
Instant (U)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
A wealth of experience fading away to nothing, leaving only doubt.
Dreamglider Mori
Creature - Elemental (U)
Flying
At the beginning of your end step, return a tapped creature you control to its owner's hand.
3/3
Dreamscape Adept
Creature - Human Wizard (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
When Dreamscape Adept enters the battlefield, you may return target creature to its owner's hand.
3/2
Enigmatic Sphinx
Creature - Sphinx (R)
Flying
: Put Enigmatic Sphinx into your library face up second from the top. (As a face up card is on top of your library, cast it for free.)
5/5
Enter the Dreamscape
Instant (C)
Return up to one target creature you control and up to one target creature you don't control to their owner's hands.
Frustrated with Ravnica, Ral Zarek embarked on a search for something greater.
Fendilah Hypnotist
Creature - Merfolk Wizard (C)
When Fendilah Hypnotist enters the battlefield, target creature you don't control gets -2/-0 until end of turn.
Aleen was renowned as Jorellen's greatest prophet. Now she lives on the brink of madness, unable to stop the visions bursting from the Dreamscape.
2/1
Flowling
Creature - Shapeshifter (R)
You may have Flowling enter the battlefield as a copy of any creature on the battlefield except it gains
":1mana: : This creature gets +1/-1 or -1/+1 until end of turn."
0/0
Foretold Discovery
Instant (U)
Until end of turn, whenever a creature you control deals combat damage to a player, draw a card.
Premonition 3-:symu: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Gushing Form
Instant (C)
Target creature gets -4/-0 or +0/+4 until end of turn.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Illusionary Giant
Creature - Illusion (U)
At the beginning of your upkeep, if you control more creatures than an opponent, sacrifice Illusionary Giant.
3/3
Inquisitive Mori
Creature - Elemental (C)
Flash (You may cast this spell any time you could cast an instant.)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
2/3
Inspiration Seeker
Creature - Human Rogue (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
At the end of each combat, put all creatures that blocked Inspiration Seeker on top of their owners' libraries in any order.
3/3
Inspired Researcher
Creature - Human Wizard (C)
:symr:, Sacrifice Inspired Researcher: Inspired Researcher deals 2 damage to target creature or player.
Studying the Dreamscape is best left to those with a dash of either madness or genius.
0/3
Introspection
Instant (C)
Put target creature into its owner's library second from the top.
There is no future in looking only inwards.
Jorallen Entwiner
Creature - Merfolk Scout (C)
When Jorallen Entwiner enters the battlefield, target play puts the top three cards of his or her library into his or her graveyard.
Jorallen's researchers are known as entwiners, delving the Dreamscape in search of what the future holds.
1/1
Knowledge
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
At the beginning of your draw step, draw an additional card.
At the beginning of your draw step, if Knowledge is in your graveyard and you control an island, draw an additional card then discard a card.
6/6
Lethargy
Enchantment - Aura (C)
Enchant creature
When Lethargy enters the battlefield, if enchanted creature is untapped, tap it.
Whenever enchanted creature becomes tapped, it doesn't untap during its controller's next untap step.
Loss of Clarity
Instant (C)
Target player puts the top four cards of his or her library into his or her graveyard.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memetic Casting
Enchantment (R)
Whenever you cast a creature spell, put a token onto the battlefield that's a copy of that creature.
Whenever you cast an instant or sorcery spell, copy that spell. You may choose new targets for the copy.
Memory Glider
Creature - Elemental (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Memory Glider gets +4/+4 as long as you have ten or more cards in your graveyard.
1/1
Mental Inertia
Instant (C)
Trance - Counter target spell unless its controller pays 1 for each tapped creature you control.
"Sadly, we too often resist our dreams."
-Ral Zarek
Mori of Genius
Creature - Elemental (C)
"Mori are creatures of elemental dreamstuff. They roam the Dreamscape, drawn to the emotions or concepts that created them."
- Chapter XI, Jorallen Research notes
2/4
Ovination
Enchantment - Aura (U)
Enchant creature
Enchanted creature has base power and toughness 0/1.
Premonition 3-:symu: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Reality Wave
Sorcery (R)
Return all nonland permanents to their owner's hand.
Premonition 3-:2mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Realm of the Mori
Enchantment (R)
:symu:, Exile an instant or sorcery spell you control: Put an X/X Elemental creature token onto the battlefield where X is that spell's converted mana cost.
Rewinder Agent
Creature - Human Rogue (U)
When Rewinder Agent dies, you may put it into your library face up beneath the top three cards. (As a face up card is on top of your library, cast it for free.)
2/1
Sleep
Sorcery (U)
Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.
Subconscious Recall
Sorcery (C)
Draw three cards.
Premonition 7-:symu: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Temporal Journey
Sorcery (M)
Take an extra turn after this one. Exile Temporal Journey.
Premonition 7-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Thought Aspirant
Creature - Human Wizard (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Thought Aspirant becomes tapped, you may draw a card.
2/5
Thought Spasm :symx:
Instant (U)
Tap or untap up to X target nonland permanents.
Target player puts the top X cards of his or her library into his or her graveyard.
Tideflow Denizen
Creature - Elemental Serpent (C)
: Tideflow Denizen gets +2/-2 until end of turn.
0/5
Weave Visionary
Creature - Human Rogue (C)
: Put the top card of target player's library into his or her graveyard. Activate this ability only as a sorcery.
"Magic is intention manifest, forcing the strands of fate to obey."
1/3
Will Crasher
Creature - Elemental (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, spell you cast cost 1 less to cast until end of turn.
2/1
Winged Reminiscence
Creature - Elemental (C)
Flying
Premonition 4-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top four cards. As it reaches the top, cast it for free.)
3/4
Yank to the Past
Instant (U)
Return target creature to its owner's hand.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Cruel Memories
Instant (C)
Creatures you control get +1/+0 and gain haste until end of turn.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Demean
Instant (C)
Destroy target creature with toughness 3 or greater.
Dementia Bat
Creature - Bat (C)
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Dementia Bat enters the battlefield, target player puts the top two cards of his or her library into his or her graveyard.
2/2
Despair Familiar
Creature - Nightmare Bat (U)
Flying
Despair Familiar gets +X/+:symx:, where X is the amount of life your opponents have lost this turn.
1/1
Dread Visionary
Creature - Human Wizard (C)
: Target creature you control gains lifelink until end of turn. Activate this ability only as a sorcery.
2/1
Dreamwaster
Creature - Nightmare (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, tapped creatures your opponents control get -1/-1.
3/2
Dusk Screecher
Creature - Nightmare (C)
The dark realms of the Dreamscape are not fit for mortal minds. Few who delve there ever wake up.
2/2
Eternity
Creature - Incarnation (M)
Dreamwalk
At the beginning of your upkeep, return target creature card from your graveyard to your hand.
At the beginning of your upkeep, if Eternity is in your graveyard and you control a swamp, exile another creature card in you graveyard. If you do, put a 2/2 black Zombie creature token onto the battlefield tapped.
6/6
Fetid Slumber
Sorcery (U)
Untapped creatures get -1/-1 until end of turn.
"Don't delude yourself that the Dreamscape should be embraced. Just look at my world being plunged into chaos."
-Evis, to Reevus
Foreboding Shade
Creature - Shade (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Foreboding Shade gets +1/+1 until end of turn.
Tap another untapped creature you control: Foreboding Shade gets +1/+1 until end of turn.
1/1
Foredoom
Sorcery (R)
Destroy all creatures.
Premonition 7-:symb: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)
Foretold Despair
Instant (U)
Target player sacrifices a creature and loses 2 life.
Premonition 3-:symb: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Frightsip Prowler
Creature - Nightmare (R)
Lifelink
Frightsip Prowler enters the battlefield with a number of +1/+1 counters on it equal to the number of creature cards in all graveyards.
When Frightsip Prowler enters the battlefield, exile all creature cards from all graveyards.
0/0
Ghoulish Nightwalker
Creature - Nightmare (C)
When Ghoulish Nightwalker enters the battlefield, sacrifice it unless you exile a creature card from an opponent's graveyard.
The darkest horrors are born not from the unknown, but from twisting that we once knew.
4/3
Herald of Nihilism
Creature - Zombie Demon (R)
Flying
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice a creature and lose 6 life.
It will not stop until the world is blank.
6/6
Hope Slicer
Creature - Nightmare (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Hope Slicer gains deathtouch until end of turn.
2/1
Ikelious, Nightmare King
Legendary Creature - Nightmare (M)
At the beginning of your end step, if Ikelious, Nightmare King is tapped, destroy each other tapped creature.
"Sleep, if you dare. I'll be waiting for you."
5/4
Lost Dreamer
Creature - Zombie (C)
Lost Dreamer enters the battlefield tapped.
Death in the Dreamscape kills only the soul, leaving the dreamer an aimless shell.
2/1
Maddening Revelation
Sorcery (C)
Trance - Target player discards a card for each tapped creature you control.
The Dreamscape was sealed for a reason.
Manifest the Depths
Instant (U)
Trance -Put target creature card from a graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of tapped creatures you control.
Moans of the Darkscape
Sorcery (C)
Put two 2/2 black Zombie creature tokens onto the battlefield tapped.
Premonition 2-:2mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top two cards. As it reaches the top, cast it for free.)
Noctus Bloodwing
Creature - Vampire (U)
Flying
At the beginning of each end step, if you gained 3 or more life this turn, target opponent loses 3 life.
"Power such as mine is always hungry."
3/2
Personal Trauma
Instant (U)
If a player gains life this turn, that player loses that much life instead.
"Ours dreams are lies no longer.
Nor our fears bound by sleep."
-Vinnian, Jorallen Entwiner
Pouncing Murkbeast
Creature - Beast (C)
: Target creature blocks Pouncing Murkbeast this turn if able.
Nightmares have to be inspired by something.
3/3
Power Unbound
Enchantment (R)
At the beginning of your upkeep, put a greed counter on Power Unbound, then draw a card and lose 1 life for each greed counter on Power Unbound.
Prophetic Tutor
Sorcery (R)
Search your library for a card and put that card into your hand. Then shuffle your library.
Premonition 5-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top five cards. As it reaches the top, cast it for free.)
Raise the Lost
Instant (C)
Return target creature card from your graveyard to your hand.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Relentless Nightwalker
Creature - Nightmare (U)
Deathtouch
Whenever a creature you don't control dies, you may put Relentless Nightwalker from your graveyard to the top of your library.
3/3
Restless Horror
Creature - Nightmare (C)
Premonition 5-:symb: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top five cards. As it reaches the top, cast it for free.)
5/5
Resurgent Agony
Instant (C)
Target player loses 4 life and you gain 4 life.
Premonition 4-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top four cards. As it reaches the top, cast it for free.)
Shadowy Blessing
Instant (C)
Target creature gets +1/+0 and gains lifelink until end of turn. Regenerate it. (The next time this would be destroyed this turn, it isn't. Instead tap it.)
Shrouded Rider
Creature - Zombie Knight (C)
When Shrouded Rider enters the battlefield, you may destroy target creature that was dealt damage this turn.
Our darkest dreams have come to life, attracted to the slightest hint of fear.
3/2
Sleepless Stupor
Enchantment - Aura (C)
Enchant creature
Trance - Enchanted creature gets -1/-1 for each tapped creature you control.
Solitary Dominion
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+2.
If enchanted creature would be destroyed while you control exactly one creature, regenerate it.
Starshadow Sneak
Creature - Nightmare (R)
Whenever Starshadow Sneak attacks, defending player loses 2 life.
:symb:, Tap two creatures you control: Return Starshadow Sneak from your graveyard to the battlefield.
0/1
Tainted Aspirant
Creature - Rat Warrior (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Tainted Aspirant becomes tapped, each opponent discards a card.
2/2
Touch of Ikelious
Sorcery (C)
Destroy target creature. If that creature was tapped, put a 2/2 black Zombie creature token onto the battlefield tapped.
Unfortunate End
Sorcery (U)
Target player sacrifices a tapped creature.
Withering Penumbra
Creature - Nightmare (U)
When Withering Penumbra enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until you control no creatures.
2/2
Action
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Attacking creatures you control have double strike.
As long as Action is in your graveyard and you control a mountain, attacking creatures you control have first strike.
6/6
Bellowing Dreamkite
Creature - Dragon (R)
Flying, haste
Other creatures you control have haste.
Whenever a permanent enters the battlefield tapped and under your control, untap it.
4/4
Blaze of Inspiration
Sorcery (R)
Put a token onto the battlefield that's a copy of target creature you control. That token has haste. Exile it at the beginning of the next end step.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Blinding Finesse
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+0.
: Enchanted creature gains first strike until end of turn.
A moment's hesitation can slice a foe to ribbons.
Charred Visionary
Creature - Goblin Shaman (C)
: Charred Visionary deals 1 damage to target player. Activate this ability only any time you could cast a sorcery.
2/1
Cleaved Fire
Instant (R)
The next time a source of your choice deals damage to a creature you don't control this turn, Cleaved Fire deals that much damage to that creature's controller.
Crackling Figments
Sorcery (C)
Put two 1/1 red Elemental creature tokens with haste onto the battlefield.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Creativity Figment
Creature - Elemental (U)
When Creativity Figment enters the battlefield, exile the top three cards of your library. Until end of turn, you may play cards exiled this way.
Premonition 3-:3mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
4/3
Cultist Berserker
Creature - Minotaur Warrior (C)
The Cult of Ikelious worship their nightmarish founder, unbound by laws, decency or sanity.
5/2
Cultist Channeler
Creature - Human Warrior (U)
Enchanted creatures you control get +1/+1 and have trample and ":symr: : This creature gets +1/+0 until end of turn.
2/1
Darkcinder Rager
Creature - Elemental (R)
First Strike (This creature deals combat damage before creatures without first strike.)
Players can't gain life.
2/2
Destiny Crusher
Creature - Beast (C)
Haste
Premonition 3-:1mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
3/3
Dreamheart Seal
Creature - Wall (C)
Defender (This creature can't attack.)
When Dreamheart Seal blocks, destroy it at end of combat.
"One shall come, reckless beyond measure, who shall grant all our dreams and release all our fears."
-Aleen Prophecy, pre-Dreamscape
5/5
Dreamspark
Instant (U)
Dreamspark deals 2 damage to target tapped creature. Put a 1/1 red Elemental creature token with haste onto the battlefield.
"Your roiling emotions will aid your enemies more than you can imagine."
-Elum, Reality Warden
Fit of Impulse
Sorcery (U)
Discard all the cards in your hand, then draw that many cards.
Premonition 4-:symr: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top four cards. As it reaches the top, cast it for free.)
Flamemind Phoenix
Creature - Phoenix (R)
Flying, haste
When Flamemind Phoenix dies or at the beginning of your end step, return it to its owner's hand.
Premonition 1-:symr: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top card. As it reaches the top, cast it for free.)
3/1
Flash of Inspiration
Instant (C)
Flash of Inspiration deals 5 damage to target creature or player.
Premonition 3-:2mana: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Foretold Betrayal
Instant (U)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Premonition 3-:symr: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Ire Figment
Creature - Elemental (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Ire Figment attacks each turn if able.
Some Jorallen researchers say the difference between the mori and nightmares are semantic. They usually end up dead.
4/2
Jorallen Battlemage
Creature - Human Shaman (C)
Whenever Jorallen Battlemage deals combat damage to a player, you may discard a card. If you do, draw a card.
"The flames of the future always blow in my favor."
2/1
Master Somnomancer
Creature - Human Wizard (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, you may exile the top card of your library. You may play it this turn.
5/3
Memories of the Earth
Sorcery (C)
Sacrifice a land. If you do, put a 4/4 red Elemental creature token onto the battlefield.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memory Flare
Sorcery (C)
Up to two target creatures can't block this turn.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Mindi's Dramatics
Instant (C)
As an additional cost to cast Mindi's Dramatics, discard a card.
Draw two cards.
Many myths surround the heart of the Dreamscape, including that of a young child, lost in a playful dream.
Mori Shards
Enchantment (U)
Whenever a nontoken creature enters the battlefield under your control, you may put a 1/1 red Elemental creature token with haste onto the battlefield.
Mori's Chosen
Creature - Human Warrior (C)
As long as Mori's Chosen is enchanted, it can't be blocked except by two or more creatures.
The realm of reality is incompatible for the mori. Instead they can channel their power through those whose emotions match their own.
3/1
Nightfire Brute
Creature - Minotaur Warrior (C)
Trance - Whenever Nightfire Brute attacks, it gets +1/+0 until end of turn for each tapped creature you control.
1/3
Rage of the Mori
Enchantment (R)
Trance - At the beginning of your end step, put a 1/1 red Elemental creature tokens onto the battlefield for each tapped creature you control.
Raving Spree
Enchantment - Aura (C)
Enchant creature
Enchanted creature attacks each turn if able.
Sacrifice Raving Spree: Destroy target artifact.
Whether it be hopes, dreams or simply furniture, a cult revel always ends in something broken.
Reality Boil
Sorcery (U)
Reality Boil deals 2 damage to each creature without dreamwalk.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Reignition Mage
Creature - Human Wizard (U)
When Reignition Mage enters the battlefield, return an instant or sorcery card at random from your graveyard to your hand.
3/3
Savage Cultblade
Creature - Human Warrior (U)
Double Strike
Savage Cultblade can't be blocked except by two or more creatures.
3/3
Scapesmasher
Creature - Elemental (C)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
: Scapesmasher gets +2/+0 until end of turn.
Some mori inspire our greatest dreams. Others burn them to a crisp.
3/3
Shredded Fate
Instant (U)
Shredded Fate deals 6 damage to target creature. Its controller shuffles his or her library. (Shuffling turns all face-up cards in that library face down.)
Somni, Memory Nomad
Legendary Creature - Human Wizard (M)
Instant and sorcery cards you control have memoir. The memoir cost is equal to its mana cost.
3/3
Sparkweaver Kirin
Creature - Kirin (C)
:symr:, Sacrifice Sparkweaver Kirin: Add to your mana pool.
"To ignite inspiration requires just the right kind of kindling."
-Ral Zarek, Dream Artist
1/1
Sting of the Past
Instant (C)
Sting of the Past deals 1 damage to target creature or player.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Touch of the Mori
Sorcery (C)
Gain control of target creature until end of turn. Untap it. It gains dreamwalk and haste until end of turn. (It can't be blocked by untapped creatures. Tapped creatures can block it.)
Warflame Aspirant
Creature - Human Warrior (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Warflame Aspirant becomes tapped, it deals 1 damage to target creature or player.
1/1
AEther Predator
Creature - Beast (C)
: Return AEther Predator to its owner's hand.
Able to cross between Reality and the Dreamscape, it hounds its prey until they drop from exhaustion.
4/2
Ancestor's Vitality
Sorcery (C)
You gain 1 life for each card in your graveyard.
Draw a card.
In the acts of our forebears lie the foundation of the world.
Apparition of Savagery
Enchantment (R)
Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
:symx: : Apparition of Savagery becomes a X/X green Hydra enchantment creature with trample until end of turn.
Aspiring Chord :symx:
Instant (R)
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
Memoir--Tap X untapped creaturres you control. (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Avatar of Vigor
Creature - Elemental (R)
Each creature you control with a +1/+1 counter on it has hexproof.
Trance - At the beginning of your end step, put a +1/+1 counter on Avatar of Vigor for each tapped creature you control.
3/3
Blossom-Veil Spirit
Creature - Plant Spirit (C)
Flash (You may cast this spell any time you could cast an instant.)
When Blossom-Veil Spirit enters the battlefield, return a nonland permanent you control to its owner's hand.
Reality teaches harsh and fatal lessons, but is not without its kinder aspects.
2/2
Cognizance Hatcher
Creature - Spider (U)
Reach (This creature can block creatures with flying.)
Whenever you pay a memoir cost, you may put a 1/2 Spider creature token with reach onto the battlefield.
2/5
Communal Tromper
Creature - Centaur Cleric (U)
When Communal Tromper enters the battlefield, tap any number of untapped creatures you control. Put a +1/+1 counter on Communal Tromper for each creature tapped this way.
2/2
Dream Titan
Creature - Giant (R)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever a creature you control with dreamwalk attacks, you may have that creature fight target creature you don't control.
7/7
Dreamweaver
Creature - Spider (C)
Reach (This creature can block creatures with flying.)
Whenever Dreamweaver blocks a creature with dreamwalk or flying, Dreamweaver gets +3/+0 until end of turn.
1/4
Earth Surge
Instant (C)
Target creature gets +2/+2 until end of turn.
Memoir 2 (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Engulfing Scapewurm
Creature - Elemental Wurm (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
All creatures able to block Engulfing Scapewurm do so.
5/4
Foretold Magnificence
Instant (U)
Target creature gets +5/+5 until end of turn.
Premonition 3-:symg: (Rather than cast this card from your hand, you may pay and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Guardian of Sommeil
Creature - Elf Druid (R)
Vigilance (Attacking doesn't cause this creature to tap.)
At the beginning of your upkeep, shuffle all nonland cards from your graveyard into your library.
2/2
Harmony
Creature - Incarnation (M)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Creature spells you cast cost 6 less to cast.
As long as Harmony is in your graveyard and you control a forest, creatures spells you cast cost 1 less to cast.
6/6
Haven Watcher
Creature - Dryad (U)
If you would put a +1/+1 counter on Haven Watcher, you may put a +1/+1 counter on each non-Dryad creature you control instead.
3/2
Hydra of the Twilight Grove :symx:
Creature - Hydra (R)
Hydra of the Twilight Grove enters the battlefield with X +1/+1 counters on it.
:symg:, Tap another untapped creature you control: Put a +1/+1 counter on Hydra of the Twilight Grove.
0/0
Midnight Howling
Sorcery (C)
Put a 2/2 green Wolf Elemental creature token onto the battlefield.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Nocturnal Hunt
Instant (C)
Untap target tapped creature you control. You may have it fight target tapped creature an opponent controls. (Each deals damage equal to its power to the other.)
Primal Visionary
Creature - Elf Shaman (C)
: Put a +1/+1 counter on Primal Visionary. Activate this ability only any time you could cast a sorcery.
2/2
Reality Aspirant
Creature - Elf Wizard (U)
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
Whenever Reality Aspirant becomes tapped, creatures you control gain trample until end of turn.
3/1
Reality Pull
Instant (C)
Destroy target artifact, enchantment, or creature with dreamwalk.
Dreams have no place in our future.
Replenishing Rites
Sorcery (U)
Return target card from your graveyard to your hand.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Runed Treeheart
Creature - Spirit (C)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
2/2
Sommeil Delver
Creature - Elf Druid (C)
: Reveal the top card of your library. If it's a nonland card, put it into your graveyard.
The elves of Sommeil and Sunbloom Haven were once a single community, now sundered by the Dreamscape's emergence.
1/1
Sommeil Sage
Creature - Elf Druid (U)
Trance - : Add to your mana pool for each tapped creature you control.
1/3
Somnosaurus Force
Creature - Elemental (C)
Trample
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
As the Dreamscape erupted around Yemma, she finally saw creatures worthy of her hunt.
4/4
Soulmight Mori
Creature - Elemental (R)
Soulmight Mori's Power and toughness is equal to the greatest converted mana cost among permanents you control.
*/*
Strength of the Ancestors
Sorcery (C)
Put a +1/+1 counter on each of up to two target creatures.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Sunbloom Chorus
Enchantment (C)
When Sunbloom Chorus enters the battlefield, put a +1/+1 counter on target creature you control.
Each creature you control with a +1/+1 counter on it has trample.
Sunbloom Elf
Creature - Elf (C)
Whenever Sunbloom Elf attacks, add to your mana pool at the beginning of your next main phase.
The elves of Sunwood Haven worship the beauty of nature, rejecting the Dreamscape's illusionary realm.
2/1
Touch of the Unreal
Enchantment - Aura (U)
Enchant land
Trance - Enchanted land has ":symtap: : Add X mana in any combination of colors to your mana pool, where X is the number of tapped creatures you control."
Unimaginable Force
Sorcery (U)
Creatures you control get +3/+3 until end of turn.
Creatures you control with a +1/+1 counter on it gain trample until end of turn
Unrecognized Horizons
Sorcery (C)
Reveal the top three cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Viridescent Kirin
Creature - Kirin (C)
Kirin have long been known as harbingers of great change. The night Ral Zarek broke the Dreamscape's seals, hundreds of them appeared across Noctus.
4/1
Vitality Colossus
Creature - Elemental (U)
At the beginning of your upkeep, put a +1/+1 counter on Vitality Colossus.
"When you spend so much time in the Dreamscape you forget that nature plows on regardless of your whims and fancies."
-Delver of the Blossom Veil
3/3
Whispering Bashe
Creature - Snake (C)
Trance - Whispering Bashe costs 1 less to cast for each tapped creature you control.
Bashe speak only with wisdom, but few appreciate being told they're food.
7/6
Wild-Touched Knight
Creature - Human Knight (U)
When Wild-Touched Knight enters the battlefield, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has ":1mana: : Regenerate this creature."
2/2
Yemma, Planar Huntress
Planeswalker - Yemma (M)
Starting Loyalty: 3
When Yemma, Planar Huntress enters the battlefield, put a legendary 2/2 green Wolf creature token with vigilance named Zola onto the battlefield.
+1: Up to one target creature you control gains trample and indestructible until end of turn. If it's called Zola, put a +1/+1 counter on it.
-2: Put a +1/+1 counter on target creature you control. That creature fights target creature you don't control.
-7: You get an emblem with "At the beginning of combat on your turn, put five +1/+1 counters on target creature you control."
Planeswalker - Evis (M)
Starting Loyalty: 1
When Evis, Executor of Light enters the battlefield, you may exile target creature until she leaves the battlefield.
+1: Up to one target creature you control gains vigilance and can't be blocked until end of turn.
+1: Put a +1/+1 counter on target creature and all other creatures you control with the same name as that creature.
-6: Choose a creature card exiled with Evis as you activate this ability. Put five tokens onto the battlefield that are copies of the chosen card.
Fire to Feathers
Instant (R)
Counter target spell. Put X 1/1 white and blue Bird creature tokens onto the battlefield, where X is that spell's converted mana cost.
Jorallen Dualminds
Creature - Human Wizard (U)
Whenever you cast a spell, you may tap or untap target nonland permanent.
Some Jorallen mages occupy a net of shared dreams. Rumors of forced assimilation persist, but it endures nonetheless.
3/2
Cognitive Violation
Sorcery (R)
Search target opponent's library for a nonland card and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that card.
Mindsnatcher
Creature - Elemental Bird (U)
Flying
If a card would be put into an opponent's graveyard from his or her library, exile that card instead.
At the beginning of each end step, if a card was exiled by Mindsnatcher this turn, draw a card.
2/2
Galloping Dread
Creature - Nightmare (R)
Trample, haste
Whenever a opponent is dealt 3 or more damage from a single source, that player discards a card.
4/3
Herald of Carnage
Creature - Nightmare (U)
Whenever a creature you control is blocked, it gets +2/+0 until end of turn.
3/3
Earth Flare :symx:
Instant (R)
Earth Flare deals X damage divided as you choose among any number of target creatures and/or players.
Search your library for up to X basic land cards, reveal them and put them into your hand. Then shuffle your library.
Mori Gargantuan
Creature - Elemental Elk (U)
Trample
Other Elemental creatures you control get +1/+0 and have trample.
Whenever you cast a spell, target creature you control gets +2/+0 until end of turn.
5/5
Majestic Eleon
Creature - Cat (R)
Whenever Majestic Eleon attacks, put a +1/+1 counter on up to two other target creatures.
Majestic Eleon gets +1/+1 for each +1/+1 counter on other creatures you control.
3/3
Sunwood Eleon
Creature - Cat (U)
When Sunwood Eleon enters the battlefield, put a +1/+1 counter on each other creature you control.
Each other creature you control enters the battlefield with an additional +1/+1 counter on it.
"I saw it, sunlit and graceful. The Eleon stared for a moment, filling me with a sense of completeness I can't explain."
-Lectia, Envoy of the Sun
4/4
Acolyte of Reevus
Creature - Human Cleric (U)
At the beginning of each end step, if you gained 3 or more life this turn, put two +1/+1 counters on Acolyte of Reevus.
3/2
Equinox Reaper
Creature - Human Cleric (R)
Deathtouch, lifelink
Whenever you gain life, target opponent loses that much life.
4/4
Reevus, the Denier
Legendary Creature - Human Cleric (M)
If an opponent would draw a card, that player exiles the top card of his or her library instead.
Each player may play cards he or she owns exiled with Reevus, the Denier.
He preaches balance, yet hides a darker intent.
2/2
Augury Storm
Enchantment (U)
Whenever you cast a face-up card from your library, you may pay 1. If you do, Augury Storm deals 2 damage to target creature or player.
When you mess with the fabric of time, things are bound to get a bit exciting.
Mindi, Child Dreamer
Legendary Creature - Human (R)
When Mindi, Child Dreamer enters the battlefield, put a legendary 7/7 blue and red Elemental creature token with dreamwalk and trample named Mr. Grumpy onto the battlefield.
When Mindi leaves the battlefield, exile all tokens put onto the battlefield with it.
1/1
Ral Zarek, Dream Artist
Planeswalker - Ral (M)
Starting Loyalty: 4
Ral Zarek, Dream Artist may activate his loyalty abilities twice during your turn.
+1: Look at the top two cards of your library, exile one of them. You may play cards exiled this way this turn.
-1: Put a 3/1 blue and red Weird creature token with haste onto the battlefield. Exile it at the beginning of your next upkeep.
-9: You get an emblem with "Whenever you cast a spell, this emblem deals 2 damage to target creature or player and you draw a card."
Ceaseless Recomposition
Enchantment (R)
At the beginning of your upkeep, put the top card of your library into your graveyard. Then put a card from your graveyard into your hand, and a card from your hand on the bottom of your library.
Lifedusk Veil
Enchantment (U)
As long as you control exactly one creature, that creature has trample and lifelink.
Sacrifice a creature: Target creature you control gets +2/+2 until end of turn.
Battle Nimbus
Enchantment - Aura (U)
Enchant creature
Enchanted creature has vigilance.
As long as it's your turn, enchanted creature gets +3/+0.
As long as it's not your turn, enchanted creature gets +0/+3.
Crusade of the Daymas
Sorcery (R)
After your next main phase, there is an additional combat phase followed by an additional main phase. At the beginning of that combat phase, untap all creatures.
Memoir (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
Memory Guide
Creature - Elemental (U)
Whenever you pay a memoir cost, reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. Otherwise put it into your graveyard.
3/3
Mindi's Caretaker
Creature - Turtle (R)
: Put the top card of your library into your graveyard.
:3mana:, : Put a card from your hand into your library face up beneath the top X cards of that library, where X is that card's converted mana cost. (As a face up card is on top of your library, cast it for free.)
3/8
Altar of our Forebears
Artifact (C)
: Add 1 to your mana pool.
: Target player puts the top card of his or her library into his or her graveyard.
Cultist Dagger
Artifact - Equipment (U)
At the beginning of your upkeep, you lose 1 life.
Equipped creature gets +1/+1 and has lifelink.
Equip 3 (:3mana: : Attach to target creature you control. Equip only as a sorcery.)
Daylight's Warden
Artifact Creature - Gargoyle (U)
Defender (This creature can't attack.)
Flying
As long as Daylight's Warden has a +1/+1 counter on it, it can attack as though it didn't have defender.
3/3
Delusion Guantlets
Artifact - Equipment (U)
Whenever equipped creature attacks, you may tap or untap target permanent.
Equip 1 (:1mana: : Attach to target creature you control. Equip only as a sorcery.)`
Dreameater Engine
Artifact (R)
At the beginning of your upkeep, put a charge counter on Dreameater Engine.
: Target player puts the top X cards of his or her library into his or her graveyard and you gain X life, where X is the number of charge counters on Dreameater Engine.
Dreamsteel Golem
Artifact Creature - Golem (C)
Ral Zarek had finally found a medium worthy of his talent.
2/1
Entwiner Amulet
Artifact - Equipment (C)
Equipped creature has dreamwalk. (It can't be blocked by untapped creatures. Tapped creatures can block it.)
Equip 3
Focusing Astrovus
Artifact (R)
If Focusing Astrovus is in your opening hand, and you haven't revealed another card named Focusing Astrovus, you may reveal it to search your library for up to seven cards and exile them. Then shuffle your library.
: Add one mana of any color to your mana pool.
Foretold Mox
Artifact (M)
: Add one mana of any color to your mana pool.
Premonition 3-0 (Rather than cast this card from your hand, you may pay 0 and put this card into your library face up beneath the top three cards. As it reaches the top, cast it for free.)
Hypnotic Prism
Artifact (U)
If a creature you control would untap, you may put a +1/+1 counter on it instead.
Lumbering Ancient
Artifact Creature - Construct (U)
Vigilance (Attacking doesn't cause this creature to tap.)
When Lumbering Ancient enters the battlefield, tap it. it doesn't untap during your next untap step.
Slow to wake but difficult to lull.
3/4
Nullstone Orb
Artifact (U)
:1mana:, :symtap:, Sacrifice Nullstone Orb: If a card would be put into an opponent's graveyard from anywhere this turn, exile that card instead.
:1mana:, :symtap:, Sacrifice Nullstone Orb: Draw a card.
Reality Gateway
Artifact Creature - Wall (C)
Defender (This creature can't attack.)
At the beginning of your upkeep, you may tap Reality Gateway.
In reality, a fortification. In the Dreamscape, a denial.
0/6
Sword of Myth
Artifact - Equipment (C)
Whenever equipped creature attacks, it gets +2/+2 until end of turn.
Equip 2 (:2mana: : Attach to target creature you control. Equip only as a sorcery.)
Blurred Horizons
Land (R)
:symtap:, Pay 1 life, Sacrifice Blurred Horizons: Choose a basic land card you own from outside the game and put it onto the battlefield.
Dream Frontier
Land (U)
: Add 1 to your mana pool.
:symtap:, Tap another untapped creature you control: Add one mana of any color to your mana pool. The tapped creature doesn't untap during your next untap step
Dreamfire Canopy
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Frigid Nether
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Hateful Furnace
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Memory Plantation
Land (U)
: Add 1 to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to pay a memoir cost or cast a spell with memoir.
Secluded Archives
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Serene Haven
Land (R)
: Add 1 to your mana pool.
: Add or to your mana pool. Activate this ability only if you have three or more cards in your graveyard.
Shattered Depths
Land (C)
When Shattered Depths enters the battlefield, target opponent loses 1 life.
: Add 1 to your mana pool.
The deepest reaches of the dreamscape are home to the unimaginables. The darkest of our reflections.
Slumbering Altar
Land (C)
Slumbering Altar enters the battlefield tapped.
When Slumbering Altar enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Garden
Land (C)
Slumbering Garden enters the battlefield tapped.
When Slumbering Garden enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Prairie
Land (C)
Slumbering Prairie enters the battlefield tapped.
When Slumbering Prairie enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Spires
Land (C)
Slumbering Spires enters the battlefield tapped.
When Slumbering Spires enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Slumbering Vault
Land (C)
Slumbering Vault enters the battlefield tapped.
When Slumbering Vault enters the battlefield, you may put the top card of your library into your graveyard.
: Add or to your mana pool.
Vista of the Mori
Land (U)
: Add 1 to your mana pool.
When Vista of the Mori is put into a graveyard from your library, you may pay 1. If you do put a 1/1 red Elemental creature token onto the battlefield.
Wondrous Expanse
Land (U)
:symtap:, Sacrifice Wondrous Expanse: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Plains
Basic Land - Plains (C)
Island
Basic Land - Island (C)
Swamp
Basic Land - Swamp (C)
Mountain
Basic Land - Mountain (C)
Forest
Basic Land - Forest (C)
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Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
I'm also still looking for feedback on the Apparition Cycle as I'm not happy with the blue one especially.
I've also been starting on design of the creative side of each color. So far I'm happy with white and will start adding more flavor text soon, however blue and black are still a bit all over the place creatively.
Still early days I guess....
As always I'd love feedback.
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Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Things also seem well costed. can't wait to see more
The creative elements of the set are still very much in development, Djinn are currently planned in blue though probably not at common.
Don't worry, more is coming
My first draft of the blue commons are up.
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I also write articles about getting started with custom card creation.
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My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
In the meantime have a look at A couple of uncommons I'd love feedback on.
Will have the visual spoiler updated in the next day or so....
Are you designing commons? Check out my primer on NWO.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
- Augur seems too good as a basic keyword with N attached. I'd fix the number to one, giving you the option to leave that card where it is or dump it into your graveyard. You could then have the spell you just cast care about some characteristic of the milled card. This would combine card advantage with tension, but is simple enough that it doesn't slow down the game and isn't as hard to play well. Other than being too good, Augur N really slows down the game and punishes weaker players who will not take full advantage of the psuedo-scry. Augur N reminds me a lot of Dredge, in a bad way.
- Dreamwalk is a great way to make combat interesting, and results in very unique gameplay. Dreamwalk is a great example of a teaching mechanic, encouraging new players to swing even if their opponent has creatures.
- Trance is spot on the money and interacts well with Dreamwalk.
- Flashback on creatures. Hmmm, how about no. Flashback has clearly defined rules and design space, and makes zero sense on creatures. The mechanic you were looking for is Unearth.
- I'd recommend bringing back Inspired as well as including Theros-esque, "tap me!" enchantments. The core of this set seems to be around being tapped or untapped, which makes this the prefect place to include Inspired. I might also include the return of the untap symbol, despite its huge amounts of complexity baggage.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
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Always happy to hear them!
This is something I need to do more playtests before I decide about this. On one hand the scry aspect of the mechanic makes me reluctant to remove the N clause. However I am aware this is more powerful than scry in most instances and therefore am keeping the possibility of removing the N clause as a possibility. As for punishing weaker players and slowing the game down, it is a skill testing mechanic just like scry. Skill testers are an integral part of all magic sets.
I'm glad you like it as much as I do. I've really liked the idea of a dreamworld set and messing around with this mechanic is what pushed me to put EOZ on hold and start this project.
Yeh it is such a simple mechanic that fits so nicely here. Only trouble is creating powerful Trance cards is a interesting design exercise.
But unearth isn't what I'm looking for....
This plays more like evoke that interacts with the graveyard while requiring only the smallest of tweaks to the rules. SEE HERE
As for flashback making sense creatively well I've got quite a few ideas for that.
I originally had the same idea but my very early playtests that I did to get a feel for how Dreamwalk played actually ran into the problem that Inspired just hoses dreamwalk (a lot harder than Trance does) If I want dreamwalk to be exciting in this set then inspired isn't a good fit gameplay wise. I'm definitely considering it if I do a second set in the same block.
After recently realizing first hand how extremely confusing the untap symbol is to new players when teaching several relatives how to play, I'm not really interested.
Thanks for the feedback, I'm hoping to have the black commons released soon as well as an updated visual spoiler.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Added lots of new images and flavor text though.
Also added text spoiler with card notes
Are you designing commons? Check out my primer on NWO.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
PermaFlashback [cost] ([cost]: Put this card from your graveyard onto the battlefield then exile it.)
Very simple, plays well, and doesn't involve casting. This is much more like Evoke than Flashback, which seems to be more your objective.
On Augur, Scry is a skill testing mechanic, but in a good way. I've rarely seen new players use Scry 100% effectively, but I've never seen anyone use Scry poorly. Dredge is an example of a skill testing mechanic in a bad way. I've never seen a new player use Dredge correctly, let alone efficiently. Augur N feels much closer to Dredge than Scry, which leads me to fixing it at one. In fact Augur is so much closer to Dredge in terms of play and power level, I think comparing it ti Scry is misleading.
I get your points on Inspired and the untap symbol. I do think cards with useful untap abilities should be a thing, perhaps most regular tap abilities should be untap instead? You should also include some mass tappers (ala Heritage Druid) to allow you to set up blockers and untap abilities.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
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Augur is nearly identical to scry except that you put cards into the graveyard instead of the bottom of library. The only other difference is that when using Augur 2+ you can't keep all three cards on top, only one.
I'm currently exploring new space about how to use tapping/untapping and am possibly replacing trance as it has very limited design space on higher rarity cards.
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My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Black Commons - First Pass
Trance has now been replaced with Awaken
eg:
Dazed Flesheater 2B
Creature - Zombie (C)
Lifelink
Awaken (Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
Whenever Dazed Flesheater awakens, it gets +1/+0 until end of turn.
1/4
My wording for this needs a bit of work, as it is currently unclear when awakens activates. However I'm finding it works a lot better than Trance did.
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My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Today was mainly spent finishing a few rough green commons.
I've also stopped with the Illusion creature type being randomly thrown everywhere. Instead the Mori shall be Elementals native to the Dreamscape.
Updated the main page with the new awaken mechanic.
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Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
So I've been pondering replacing it with a mechanic I call Aspire.
I'd love some feedback on the different versions I've proposed.
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I also write articles about getting started with custom card creation.
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My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Also updated the visual spoiler...
The Aspire mechanic now officially replaces awaken as well but I haven't updated the main page yet.
Are you designing commons? Check out my primer on NWO.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Second Pass on my black commons
Updated the front page and have started work on the bulk of the uncommons
Here are a few cards I've made over he last week or so.
Memory Fracture UB
Enchantment (U)
Whenever a card is put into an opponent’s graveyard from his or her library, exile that card.
At the beginning of each end step, if a card was exiled by Memory Fractal this turn, draw a card.
Memory Glider U
Creature - Elemental
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
Memory Glider gets +4/+4 as long as you have ten or more cards in your graveyard.
1/1
Communal Commander 3W
Creature - Human Soldier (U)
Aspire — Whenever you cast a spell with greater converted mana cost than Communal Commander, creatures you control get +1/+1 until end of turn.
3/2
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Also, I was surprised not to see a white card with "Aspire - ...you may untap CARDNAME." It seems like a mechanic called "Aspire" is looking for effects that read "Whenever you cast a spell with greater converted mana cost than CARDNAME, CARDNAME gains [keyword] until end of turn," rather than effects such as "target creature loses flying until end of turn." Come to think of it, though, Aspire's interaction with Flashback (inc. creature Flashback) is kinda weird and unintuitive altogether right now, since you are technically "casting" those spells.
Some ideas for more "dream" stuff might be the illusion mechanic (though it doesn't have much design space left, especially at common), and possibly a cycle of uncommons with "As an additional cost to cast CARDNAME, tap a creature you control."
I think what Jaxck wanted to say is, Dredge isn't really used as it was designed but instead is a hell of a way to combo off, since it is so easy to find other cards that work really well with your graveyard. And Augur enables exactly the same thing. On its own it is similar to scry. Give it something to work with (like Drege or reanimation) and it is too easy to abuse this for extremely broken things. This happens naturally when combined with older magic products, but is still something to be aware of in a stand-alone set.
Also on this regard, I would probably have an eye on Unspeakable Entity, if you have planned to add reanimator spells.
I'm currently in the process of rebuilding the set. I've stripped out every mechanic except Dreamwalk, currently exploring mechanics with low board complexity to help compliment it.
Will hopefully update this sometime in the near future.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Visual spoiler will be updated sometime soon.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Keep an ear out for the next episode of Re-Making Magic which will have more info on the set.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Warning: All creative elements subject to change.
All modern large sets with the exception of Future Sight have the name of the plane as part of the set name.
From a storytelling perspective to have the Dreamscape feel weird and alien I need a plane with "normal" inhabitants that act as the dreamers.
So the name certainly serves a purpose but I agree that it isn't perfect.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Fordoom 5BB
Sorcery (R)
Destroy all creatures.
Premonition 7—B (Rather than cast this card from your hand, you may pay B and put it into your library face up seventh from the top. If you would draw a face-up card, cast it without paying its mana cost instead.)
Some new threads with Dreamscape discussion.
[DMS] Mechanics Rework
[DMS] Off color memoir commons
ReMaking Magic E08
Slight edit to the Premonition wording + Rules stuff
Premonition 5—B (Rather than cast this card from your hand, you may pay B and put it into your library face up fifth from the top. If you would draw a face-up card, cast it without paying its mana cost instead.)
- Cards put into libraries face up are revealed to all players. Players may turn these cards to stick out of their library to be easily identifiable.
- If a face up card in a library would be drawn, it is cast for free instead.
- If a player is required to shuffle his or her library, all face up cards are turned face down and are not returned to their face up position after the shuffling is complete.
- If a card would put a face down card on the top or bottom of the library in a random order (eg: Jalira, Master Polymorphist) then the card is turned face down.
- Effects such as scry or Index that simply re-arrange cards do not turn face-up cards in the library face down.
- A face up card in a library is different from a revealed card in a library (say from an effect like Courser of Kruphix).
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
(Before you shuffle your library, remove all face up cards. After you shuffle put those cards back into your library in the same position they were before.)
Needs rewording, but you get my point.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
Ummm.... Shuffling currently turns all the face-up cards face down, then you shuffle like normal.
At the end you have a randomly shuffled deck with zero face up cards.
Easy to do and not a nightmare for judges unless I'm missing something....
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD