CURRENTLY ON HOLD UNTIL I FIND TIME TO DO A FIRST IRL DRAFT
In the meantime, any criticism and feedback is still welcome via private message!
Welcome to my first custom set project. Everything here can still change as I'm still in "early" development process. Feedback is always really apreciated! The card list is at the end of this post !
(Please forgive my english: it's not my main language.)
1. Lore
Background story
Aszakir is a plane where people lived in harmony with magic and in fragile peace until a mysterious force, the Arcanae, has been brought into the plane disrupting its magical energy, making it unstable and chaotic, waking the Spirits[ ] and opening rifts leading to the Void, a mysterious plane of unknown horrors, which is now praised by the Vozalus Cult[ ]. Various Elemental entities[WUBRG] were also summoned everywhere on the plane, living embodiement of the chaotic magic of the Arcanae. Through this chaos, the Harmony Order Priests [ ] attempts to forbid any magical practice to stabilize Azsakir and ensure its purification and the Widlai Elves [ ] try to protect their beloved forest from the dangers of the outside. The Azzali Goblins [ ] , strengthened by the chaos that now rules Aszakir, are gaining in power, and the Last Marai Wizards [ ] struggle to survive in a world where their own magic is no use anymore.
Planeswalkers
Mérany was born on Dominaria in a very religious family that worshiped an Angel whose name is now forgotten. When she was born, the Angel blessed her with holy powers. Their farm was halas raided by bandits and her whole family was killed; she was hiding. When they found her, herspark ignited and she planeswalked away to Aszakir.
There, she was found by Asi, an old Lightward monk who was living alone near the Gardens of Visions. He sensed a very promising potential in this afraid young girl and took her under his protection. The Angel’s blessing allowed her to hear the voices of the spirits, which was a very rare gift.
When the Arcanae was unleashed, it shattered the spirit world, releasing them all into the physical world. Asi instructed Mérany to roam the plane and become one with the lost spirits, for she is the only one who can communicate with them and wield their power with perfection.
Once a powerful Marai Wizard, Eternas was the one who brought the Arcanae to Aszakir because of his ambitious quest for infinite power. He was right in the epicenter of the energy outburst when it happened; all this power unleashed at once created a planeswalker spark that he absorbed, which turned him into an unknown elemental being.
Although the Arcanae didn’t make Eternas “infinitely powerful”, it made him able to manipulate reality in a way that no one has ever done before. His own physical appearance and powers can change by the simple power of his will: he is now a master of illusions.
The only one who knows something about
Kamila’s past is herself. One thing is certain, though. She is one of the best assassins of the Multiverse. On Aszakir, she is the leader of the Magebane order. Since magic is the source of chaos in the plane, she tries to eleminate its most powerul spellcasters to clean it from the most dangerous potential Arcanae accidents.
Karthan was born in the plane of Saeculus. When he was sixteen, an unexplained cataclysm ravaged his homeworld, destroying all life in it. As this caused his spark to ignite, he planewalked away. Karthan was the only survivor of Saeculus.
He was horrified yet fascinated by the destruction of his homeworld. If only such power could be his own... During his many travels, he learned Chaos magic, a very powerfull yet very erratic form of red magic.
He also found Tamiyo, the Moon Sage’s lost journal. In it, she explained the powers of Aszakir’s moons. She also wrote that she felt a great danger threatening the plane, and that she must never return there. Curious, Karthan went to Aszakir to learn if the mysterious energy threatening the plane was somehow linked to the destruction of Saeculus.
Shortly after the Arcanae was unleashed unpon the plane by Eternas, Void rifts began to open. It wasn’t long until the Vozalus cultists, fanatics worshiping chaos and turmoil, saw the almost limitless power that the Void could grand them. They began doing experimental trials with Void magic in the dephts of the Widlai forest, causing endless twisted and unpredictable mutations among denizens of the forest.
Ferlyp is certainly the strangest of all those
mutations. The Fungus was the only one that was growing attached to a very ancient and powerful magic tree. When the cultists destroyed the tree with their chaotic spells, all its power went into Ferlyp and it ignited his planeswalker spark.
As the cultists were about to destroy Ferlyp and, with it, the power of the tree, he planeswalked to Zendikar. There, he slowly learned to master his power and to become one with nature. Two decades later, he is ready to return to Aszakir to avenge his mother-tree and free his beloved forest from the influence of Void magic.
2. Mechanics
Discharge [Number] – [Cost]: You may choose to cast this spell for its discharge cost. If you do, when you cast this spell, target opponent puts [Number] 1/1 colorless Elemental creature token onto the battlefield.
The unstable magic of Azsakir may cause spells to be easier to cast. However, this is not without consequence: pay less mana than the normal cost of a spell summons hostile Elementals. These Elementals are living shards of the chaotic energy that is now part of the magic in Aszakir.
Primary:BR Secondary:UG
Soulbond (Returning from Avacyn Restored): You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.
Marai Wizards formed an alliance with Priests of the Harmony Order to protect the world from Chaos. They engrave their souls with powerful magic runes, which allows them to share their unique skills and powers.
Primary:WU Secondary:G
Energize: Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.
Some creatures on Azsakir, corrupted by the Arcanae, feed on the mana energy produced by lands. By draining all the energy of a land, these creatures become « energized » and gain aditionnal powers.
Primary:RG Secondary: U
Induction: Reveal the top card of your library. If it's an instant or sorcery card, [effect].
Casting a spell on Aszakir entails many risks, but it can be rewarding as well. Spells on Aszakir can be empowered by nearby magic sources, granting additional effects.
17/07: Formerly Deluge.
Primary:UR
3. Design goal and the five colors in Aszakir
I want to make the feeling of a "Chaotic World" to have a direct impact on the game.
I will do this by trying to make the five colors feel unique and interacting in new ways with elements of the game.
W: Last human resistance, Light Elementals, Spirits and Monks of the Light Well (Talora)
White being the less chaotic color, it will be the pillar of human resistance to the elemental forces that overflow Aszakir. I designed Purge to be the "whitest" ability of the set.
There are two main factions in white: the spirits of the Talora well, who are peaceful and work with lifegain, and the Spellbreak Church Clerics, who try to hold back the chaos in the plane by forbidding all forms of magic to stabilize it. U: The bottom of the library, Marai Wizards and Mist elementals.
Many of the blue cards of this set interact with cards on the bottom of the library instead of the cards from the top as blue usually does. It doesn't "change" the mill effects, but it creates a twist that I really like with blue. It allows some new possibilities and I really enjoy exploring where I can go with this ! There is also an energy called The Mist that blue uses. Nobody knows what it is exactly, but it can alter reality in ways that weren't possible at all before. B: Cards in exile, Vozalus Cult, Void elementals and Magebane Assassins.
The Arcanae caused many Void Rifts to open all over Aszakir, brigning all sorts of Void creatures onto the plane. I decided to represent the Void in Aszakir with the exile zone since it's the furthest a card can be from being usable by the player. I won't make cards in exile too easy to return, but many black cards will be able to exile cards from the graveyard or from a player's hand, while other cards will have bonuses based on the number of cards that are in exile. R: Discharge, Azzali Goblins and Lightning/Fire elementals.
Red magic is the most chaotic of all. I created the Discharge mechanic with mostly red in mind, as it allows a spell to cost less if the player takes the risk. The red Elementals, unlike the black ones which are more related to the Void, are the living embodiment of Lightning and Fire energy that was once manipulated by the mages of Aszakir. G: Lands in the graveyard, Widlai Elves and Elementals of Earth/Nature.
The chaotic energies of the Arcanae severely damaged the mana on Aszakir, often destroying the lands in the process (see Energize). In this set, Green will have many interactions with lands, and especially "destroyed" ones, as the Widlai elves try to restore the land as it once were.
5. Card list - (198/249) Last update of the card list: 09/04/2015 PM
Apparition HunterW
Creature — Human Soldier (U)
Protection from Elementals and from Spirits. These disciplined soldiers are trained since their childhood to fight all kinds of magical beings brought into the world by the Arcanae, no matter their allegiance.
2/1
Astral Walker3W
Creature — Fox Spirit (C)
Vigilance, lifelink Impervious to the chaos that fell upon the world below them, the astral walkers of Aszakir are among the last truly beautiful creatures left on the plane.
1/5
BanishW
Instant (U)
Exile target Spirit, Elemental, Horror or Demon. “Go back to where you belong, outsider!”
— Telgor, Runepriest
Bodiless Ghastguard4W
Creature — Spirit Knight (C) “I shall surrender my soul;
I shall feel no more;
I shall serve this world in undeath;
For the living are safe no longer.”
— Ghastguard vow
4/4
Circle of IsolationW
Enchantment — Aura (C)
Enchant creature
Enchanted creature can only attack or block alone. W: Return Circle of Isolation to its owner’s hand.
Dichotomium2WW
Sorcery (R)
Each player chooses from among permanents he or she controls two lands and two nonland permanents and sacrifices the rest. “A step further in our crusade against chaos.”
— Runemaster Kyla
Echo of Serenity3W
Creature — Spirit (C)
Flying
Sacrifice Echo of Serenity: Exile target enchantment. Few people in Aszakir remember what peace and harmony feels like. When asked, the old monk Asi show them those magnificent light spirits.
2/2
Edge of Oblivion3WW
Enchantment (C)
Flash
When Edge of Oblivion enters the battlefield, exile target nonland permanent until Edge of Oblivion leaves the battlefield. “Have you ever traveled so far that you don’t even remember when you left and where you come from?”
— Fisa, the Explorer
Enlightened Sage2W
Creature — Human Monk (U)
Enlightened Sage gets +2/+2 as long as it’s enchanted.
Whenever Enlightened Sage dies, you may return target Aura card from your graveyard to your hand. Body and soul become one for those who follow to the true path of enlightenment.
3/2
Essence of Light2WW
Creature — Elemental (R)
Essence of Light gets +1/+1 for each Spirit you control.
Whenever you gain life for the first time each turn, you may put a 1/1 white Spirit creature token with flying onto the battlefield.
3/3
Faithbound Crusader2W
Creature — Human Knight (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Faithbound Crusader is paired with another creature, each of those creatures has “Whenever this creature attacks, tap target creature.”
2/2
Faithbound InitiateW
Creature — Human Cleric (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Faithbound Initiate is paired with another creature, each of those creatures gets +0/+2.
1/1
Ghosts of Distant Echoes1WW
Creature — Spirit (M)
Flying, lifelink
At the beginning of your upkeep, if Ghosts of Distant Echoes is exiled and you control a Plains, you may have target creature you control get +1/+1 and gain lifelink until end of turn. They sing sadness, they sing sorrow and, most importantly, they sing nostalgia of times long forgotten. Their anthem is yet the most perfect melody that can be heard through all Aszakir.
3/2
Goralan Martyr1W
Creature — Human Cleric (C) W, Sacrifice Goralan Martyr: Search your library for an Aura card, reveal it and put it into your hand. Then shuffle your library.
2/1
Harmony Vigilante4WW
Creature — Angel Spirit (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flying
As long as Harmony Vigilante is paired with another creature, each of those creatures have first strike and vigilance. She answers to the millions of Aszakians who prayed for stability.
4/6
Hollowmoan TriadWW
Creature — Spirit (U)
Whenever you gain life, Spirit creatures you control get +1/+1 until end of turn.
2/2
Iron Fortitude1WW
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+2 and has indestructible. The mind is the only true shield against Chaos.
Knight of Remembrance3W
Creature — Human Knight (U)
For each card in exile, Knight of Remembrance has protection from that card’s colors. “Don’t pity our dead. Pity those we will crush to avenge them.”
2/4
Knight of the Harmony Order4W
Creature — Human Knight (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Vigilance
As long as Knight of the Harmony Order is paired with another creature, each of those creatures has “When this creature dies, if it’s not a token, put a 1/1 white Soldier creature token onto the battlefield.” A just cause implies death that will be avenged.
3/4
Lightward Disciple1W
Creature — Human Monk (C)
As long as you control a Spirit, Lightward Disciple gets +1/+1 and has lifelink. To find balance, the Lightward Monks must become one with the purest spirits of the Talora well.
2/2
Lightward Mentor4WW
Creature — Monk Spirit Avatar (R)
Vigilance
Whenever Lightward Mentor attacks, put two 1/1 white Spirit creature tokens with flying onto the battlefield.
1W, Sacrifice a Spirit: Target non-Spirit creature you control gains lifelink and indestructible until end of turn.
4/4
Lightward Transcendent3W
Creature — Spirit Monk (U)
Lifelink
At the beginning of your end step, if you’ve gained 3 or more life this turn, you may return target Spirit card from your graveyard to your hand. The training is truly finished when the soul doesn’t need a body anymore.
2/4
Mantra of Infinite Blessings2WW
Enchantment — Aura (R)
Enchant creature
At the beginning of your upkeep, you may search your library for an Aura card that could be attached to enchanted creature and attach it to it. Then shuffle your library.
Mérany, the Spirit Dancer2WWW
Planeswalker — Mérany (M)
Starting Loyalty: 3
+2: Put a 1/1 white Spirit creature token with flying onto the battlefield.
-1: Until your next turn, target creature you control gets +1/+1, gains protection from creatures and becomes a Spirit in addition to its other types.
-8: Mérany, the Spirit Dancer becomes a 7/7 Spirit creature with flying, lifelink and indestructible that’s still a planeswalker. Prevent all damage that would be dealt to her. (This effect lasts indefinitely.)
Pain Extraction1WW
Instant (U)
Prevent the next 2 damage that would be dealt to target creature or player this turn. For each damage prevented this way, put a 1/1 white Spirit creature token with flying onto the battlefield. Kayla blinked when she finished healing Jonar. As she extracted the pain from his wound, it looked like the pain itself took shape and floated away.
Paranoid ExplorerWW
Creature — Human Soldier (C)
When Paranoid Explorer dies, exile it instead of putting it into its owner’s graveyard. “I swear, someone is watching me...”
2/3
Path to Righteousness1W
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+2 as long as you control it. Otherwise, it can’t attack. “The concept of righteousness is defined by priests. It’s not surprising at all that it’s always what suits them best.”
— Karthan, the Chaomancer
The Purest Light1W
Instant (C)
Choose one —
You gain 4 life;
Put a 1/1 white Spirit creature token with flying onto the battlefield. “There seem to be a direct link between this Light magic and the lost spirits that roam this world.”
— Asi, Lightward Monk
Purifier Adept1W
Creature — Human Cleric (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
When Purifier Adept becomes paired with a creature, target nonland permanent loses all activated and triggered abilities until your next turn. “Preventing the use of magic is a good way to combat chaos, but it’s not... final enough for my tastes.”
— Kamila Lessidor
2/2
Purity RitualW
Instant (C)
Destroy target artifact or enchantment. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield. There is nothing harder to erase than magic itself.
Runic Inspiration2WW
Instant (C)
Creatures you control get +2/+2 until end of turn.
Soothing Luminescence2W
Instant (C)
Prevent all damage that would be dealt to creatures you control this turn. “This world tries to defend itself against the rising chaos. Our duty is to help it.”
— Asi, to Mérany
Spellshield PaladinWW
Creature — Human Cleric Knight (R)
Spells your opponents cast that target Spellshield Paladin cost 1 more to cast.
Spells you cast that target Spellshield Paladin cost 1 less to cast. Blessed by the Light, they can fight the Arcanae as if it were a person.
2/2
Taloran ApparitionW
Creature — Spirit (C) T: You gain 1 life. No magic source is more pure than the light well of Talora.
1/1
Taloran Manifestation2W
Creature — Elemental Spirit (U)
Lifelink
If a source would cause you to gain life, you gain that much life plus 2 instead.
2/2
Tormented Sage2W
Creature — Human Monk (C)
Whenever a card is put into exile from anywhere, Tormented Sage gets +1/+1 until end of turn. “Dead people. Day and night I hear their voices, and meditation can’t help. If only something could make them stop...”
3/2
Truesight Hunter1WW
Creature — Human Archer (C)
Double strike They are trained to fight creatures of the Arcanae with their arrows.
1/2
AnamnesisU
Sorcery (C)
Look at the bottom four cards of your library. You may put any of them on top of it in any order. A look in the past to reshape the present.
Arcanaezoa2U
Creature — Jellyfish (U)
Flying Induction — Whenever Arcanaezoa attacks or blocks, reveal the top card of your library. If it’s not an instant or sorcery card, untap Arcanaezoa and remove it from combat.
5/5
Astral Convergence3U
Sorcery (U)
Scry 1, then scry 2, then scry 3.
Draw a card. “The three moons of Aszakir have never been aligned like this before. I fear something terrible will happen here.”
— Tamiyo’s log
Bury in Thoughts3UU
Instant (C)
Put target nonland permanent into its owner’s library second from the top. Suddently, Ojuk vanished. Fisa didn’t even notice his absence. Anyway, they had not seen each other for years... hadn’t they?
Channel the Runes1U
Enchantment — Aura (C)
Enchant creature
When Channel the Runes enters the battlefield, draw a card.
Whenever enchanted creature deals combat damage to a player, scry 2.
Compulsive Research2U
Sorcery (C)
Target player draws three cards. Then that player discards two cards unless he or she discards a land card. “This stone is the key to unmeasurable power. I must understand how to unseal it.”
—Eternas, seconds before unleashing the Arcanae
Dualyze3UUU
Sorcery (R)
Search your library for up to two instant and/or sorcery cards with different names, reveal them and put them into your hand. Then shuffle your library. Exile Dualyze.
Electrified Owl4UU
Creature — Bird (C)
Flying
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Electrified Owl becomes energized, return target creature to its owner’s hand. Electrified owl descending, power unleashing. Electrified owl departing, lull arriving.
3/3
Engrave the Soul1U
Instant (U)
Draw two cards, then put a card from your hand on top of your library.
Essence of the Mists2UU
Creature — Elemental (R)
Whenever a card is put into a graveyard from a library, Essence of the Mists gets +1/+1 until end of turn.
Whenever one or more cards are put into a graveyard from a library, draw a card.
3/3
Eternas, the Faceless2UU
Planeswalker — Eternas (M)
Starting Loyalty: 4
+2: Look at the top card and the bottom card of target player’s library. You may switch them
0: Eternas becomes a copy of target planeswalker except its planeswalker type is still Eternas and he gains this ability.
-X: Put a token onto the battlefield that’s a copy of target creature with converted mana cost X or less.-10:
Foreshaper Metamorph1UU
Legendary Creature — Shapeshifter (R)
Play with the top card of your library revealed. As long as that card is a creature, Foreshaper Metamorph is a copy of that creature, except it keeps this ability. Its body is a reflection of the future. Its soul, however, is as ancient as Aszakir itself.
2/2
Irritated Drake2UU
Creature — Drake (C)
Flash
Flying
When Irritated Drake enters the battlefield, you may have target creature not untap during its controller’s next untap step. The Arcanae made the drakes unpredictable and violent. More than before, that is.
2/3
Marai Apprentice1U
Creature — Human Wizard (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Marai Apprentice is paired with a creature, each of those creatures has “U, T: Target creature gets -3/-0 until end of turn.” “What doesn’t kill you makes you weaker."
1/1
Marai Mystic1U
Creature — Human Wizard (R)
When Marai Mystic enters the battlefield, scry 2. Induction — 1UU, T: Reveal the top card of your library. If it’s an instant or sorcery card, you may cast it without paying its mana cost.
1/1
Marai Transmuter4UU
Creature — Human Wizard (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) T, Tap the creature Marai Transmuter is paired to: Scry 3, draw two cards, then discard a card.
3/5
Mindshatter Djinn5U
Creature — Djinn (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Flying
Whenever you cast a spell, if Mindshatter Djinn is energized, each opponent put the top and the bottom card of his or her library into his or her graveyard.
4/4
Mist ApparitionU
Creature — Illusion (C) T: Target player puts the bottom card of his or her library into his or her graveyard.
1/1
Mist Elemental4UU
Creature — Elemental Illusion (U)
When Mist Elemental enters the battlefield, draw two cards.
Whenever Mist Elemental becomes the target of a spell or ability, sacrifice it.
3/6
Misty Geyser1U
Instant (C)
Return target creature to its owner’s hand. Scry 1. Aszakir is now full of strangely shaped luminescent clouds. Which means it’s also full of sages trying to understand how they are linked to the Arcanae.
Reality Manipulator1U
Creature — Human Wizard (C) Induction — T: Reveal the top card of your library. If it’s an instant or sorcery card, you may tap or untap another target permanent. “This new form of magic is unbelievably unstable, yet incredibly versatile.”
1/2
Reshape Memories1U
Sorcery (C)
Target player puts the top three cards and the bottom three cards of his or her library into his or her graveyard. “Your future and your past will end up the same way — dismissed from existence.”
— Eternas
RetroversionU
Enchantment (U)
If a player would draw a card, that player skips that draw and puts the bottom card of his or her library into his or her hand instead. 1U, Put a card from your hand on top of your library: Draw a card.
Runebound Fluxwielder2UU
Creature — Elemental Wizard (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flash
When Runebound Fluxwielder becomes paired, you may tap target permanent.
When Runebound Fluxwielder becomes unpaired, you may untap target permanent.
3/2
Runebound Infiltrator3U
Runic Creature — Elemental Rogue (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Runebound Infiltrator is paired to a creature, each of those creature has “Whenever this creature deals combat damage to a player, draw a card.”
3/3
Runelink EntityU
Creature — Elemental (U)
As long as Runelink Entity is paired with a creature, it gets +1/+1 and has flying. Working together to restore the world as it once were, Marai wizards and priests of the Harmony Order engrave their very souls with powerful runes to link themselves with the ancient wardens of Aszakir.
1/1
Seastorm Elemental4UUUU
Creature — Elemental (M)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
Nonbasic lands are Islands.
At the beginning of your upkeep, if there are fifteen or more Islands on the battlefield, you win the game.
8/8
Servant of Eternas2U
Creature — Eel Illusion (C)
Servant of Eternas gets +1/+1 and has flying as long as a graveyard has five or more cards in it. The power of Eternas is infinite, yet he takes pleasure in using it to create simple and very beautiful magical beings.
2/3
Tidemare1U
Creature — Elemental Horse (C)
When Tidemare enters the battlefield, target player puts the bottom four cards of his or her library into his or her graveyard. The Arcanae shaped the waves into a new form of creatures of the sea.
1/2
Touch of Eternas2U
Instant (C)
Tap up to three target nonland permanents. Induction — Reveal the top card of your library. If it’s an instant or sorcery card, those permanents don’t untap during their controllers’ next untap steps.
Turn to BrumeU
Instant (C)
Choose one —
Return target creature you control to its owner’s hand;
Target creature can’t be blocked this turn. The frontier between illusions and reality is now thinner than ever before.
Twisted Chimera3U
Creature — Elemental (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Flying
When Mistral Chimera becomes energized, each player draws a card, then discards a card. When a wizard dies on Aszakir, all the magic he could wield unleashes at once, creating a mystic being of pure power.
2/3
Unstable Denial1U
Instant (C)
Counter target spell unless its controller pays 2.
Discharge 2 — U(If you cast this spell for U, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Waterdancer2U
Creature — Spirit (C)
Whenever you cast a noncreature spell, you may switch Waterdancer’s power and toughness until end of turn. Every step is a but a brushstroke in a greater work.
1/4
Apprentice Nethermancer3B
Creature — Human Cleric (U)
When Apprentice Nethermancer enters the battlefield, return target Elemental or Horror creature with power 3 or less from your graveyard to the battlefield.
3/2
Chaotic Tutor4B
Sorcery (U)
Search your library for a card and put that card into your hand. Then shuffle your library.
Discharge 2 — 2B(If you cast this spell for 2B, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Dark Bargain2B
Sorcery (C)
Target player draws two cards, then loses 2 life unless he or she exiles a card from his or her hand. “No plane has ever been this close to the Void before. This allows those with enough ambition to use a power beyond imagination... at the cost of their very sanity.”
— A Study of Arcanae, vol. II
Envoid3BB
Sorcery (U)
Put target creature card from a graveyard onto the battlefield under your control.
Discharge 3 — BB(If you cast this spell for BB, target opponent also puts three 1/1 colorless Elemental creature tokens onto the battlefield.)
Essence of the Void2BB
Creature — Elemental (R)
Whenever a card is put into exile from anywhere, Essence of the Void gets +1/+1 until end of turn.
You may cast cards from your graveyard by exiling a spell you control with the same card type and converted mana cost. If a card cast this way would be put into a graveyard from anywhere this turn, exile it instead.
3/3
Herald of Affliction3BB
Creature — Zombie Horror (C)
Whenever an opponent discards a creature card, put a +1/+1 counter on Herald of Affliction. Necromancy has always been a powerful force in Aszakir. The Arcanae only made it worse.
3/5
Kamila Lessidor4BB
Planeswalker — Kamila (M)
Starting Loyalty: 5
+1: Target player loses 3 life.
-3: Target creature gets -1/-1 until end of turn. Target creature gets -1/-1 until end of turn. Target creature gets -1/-1 until end of turn.
-7: You get an emblem with “0: Destroy target tapped creature. Use this ability only if you didn’t use it since your last upkeep.”
Kamila’s Ploy3B
Instant (U)
Kamila’s Ploy costs 3 less to cast if an opponent has cast two or more spells this turn.
Destroy target creature. It can’t be regenerated. “If we are lucky enough to survive a backfiring spell, Kamila and her assassins will make sure we don’t live long enough to talk about it.”
— Afkor, Marai Spell-Crafter
Lurking Ghenki1B
Creature — Beast Horror (C)
Lurking Ghenki has deathtouch as long as an opponent has five or more cards in his or her graveyard. When a memory is forgotten, it dies. When a memory dies, it becomes food for the Ghenkis.
1/3
Magebane Assassin1B
Creature — Human Assassin (R)
Deathtouch 2BB: Put Magebane Assassin from your hand onto the battlefield. If you do, destroy another target creature or planeswalker that used an ability this turn. “No more mages, no more chaos.”
— Kamila Lessidor
2/1
Mindless Wanderer3B
Creature — Zombie (C)
When Mindless Wanderer enters the battlefield or dies, target opponent discards a card. He wandered too close to a Rift. All he can do now is wander.
2/2
Nether Reflection2B
Enchantment — Aura (U)
Enchant creature you don’t control
When Nether Reflection enters the battlefield, put a 1/1 black Shade creature token onto the battlefield.
When you control no Shade token, exile enchanted creature.
Netherspore Corruptor1BB
Creature — Human Cleric Mutant (C)
Netherspore Corruptor enters the battlefield with three +1/+1 counters on it.
Whenever Netherspore Corruptor attacks or blocks, remove a +1/+1 counter from it at the end of combat. Widlai spirits reacted violently to the forest’s corruption, cursing those who were fool enough to mess with it.
1/0
Netherspore Voidmancer3B
Creature — Human Cleric (U)
When Netherspore Voidmancer enters the battlefield, put a +1/+1 counter on target creature.
Creatures you control have “Whenever this creature attacks, target opponent lose 1 life for each +1/+1 counter on this creature.” “Let me teach you how to wield the true power of the Void.”
3/2
Overwhelming Darkness2B
Instant (C)
Choose one —
Target creature gets -3/-3 until end of turn;
Put a +1/+1 counter on target creature for each creature card in your graveyard. Using Void magic is a shortcut towards either immeasurable power or endless doom.
Quell1B
Instant (C)
Exile target creature. Its controller puts an X/X black Zombie creature token onto the battlefield, where X is the exiled creature’s base toughness. “You don’t look like you need your soul anymore. Let me take care of this for you.”
— Voidcaller Lazmar
Rift Manifestation1BB
Creature — Elemental Spirit (U)
When Rift Manifestation enters the battlefield, exile the top card of target player’s library.
When Rift Manifestation becomes blocked by a creature, that creature gets -X/-X until end of turn, where X is the number of cards in exile.
2/1
Riftborn Skeleton2B
Creature — Skeleton (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.) 1B: Regenerate Riftborn Skeleton. This ability costs 1 less to activate if Riftborn Skeleton is energized. Those Skeletons are the undead remains of those who were reckless enough to get too close to a Void rift.
3/1
Riftborn Stalion2BB
Creature — Elemental Nightmare (C)
Flying
Menace (This creature can’t be blocked except by two or more creatures.)
2/2
RiftlingB
Creature — Elemental Beast (C) B, T: Exile target card from a graveyard. The first Void creatures to cross over to Aszakir were the Riftlings. They eat, gather power, and return to their home-rift, which grows it so that it can spawn more Riftlings.
1/1
Riftwalker3BB
Creature — Elemental Horror (M)
Whenever Riftwalker deals combat damage to a player, if that player didn’t skip his or her last turn, that player skips his or her next turn.
Whenever Riftwalker deals combat damage to a creature, exile that creature. Return it to the battlefield tapped under its owner’s control at the beginning of its owner’s next upkeep.
2/5
Thought DismissalB
Sorcery (C)
Target player discards a card at random. “Embrace the inevitable oblivion.”
— High Voidcaller Lazmar
Touch of Nothingness1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +3/+1 as long as it’s an Elemental. Otherwise, it gets -3/-1. “You either drain strength from the Void or get consumed by its magnificence.”
— High Voidcaller Lazmar
Twisting BreachB
Enchantment (C)
Sacrifice a creature: Put a +1/+1 counter on target creature. Activate this ability only any time you could cast a sorcery. A direct gateway to the Void and its endless hunger.
Unseal the Void2B
Sorcery (U)
Put a 1/1 black Shade creature token onto the battlefield for each card in exile. “I don’t understand. The rift is closed, but they keep coming...”
— Rune-Priest Kovan’s journal
Unstable Shadows2B
Sorcery (C)
Return up to two target creature cards from your graveyard to your hand.
Discharge 2 — B(If you cast this spell for B, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Vile Qizznak4B
Creature — Demon (C)
As long as a player owns a card in exile, Vile Qizznak gets +2/-1 and has flying. They roam close to the rifts, feeding of the Void energy emanating from them.
3/4
Vitality Deflection1B
Sorcery (C)
Put a +1/+1 counter on target creature, then you may have target creature get -1/-1 for each +1/+1 counter on that creature. “I can easily manipulate this new power and give it to you. And don’t worry, your enemies will get a taste as well.”
Void Breach2BB
Instant (C)
Destroy target creature. It can’t be regenerated.
Discharge 2 — BB(If you cast this spell for BB, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
VoidlingB
Creature — Elemental (U)
Voidling enters the battlefield tapped.
Voidling doesn’t untap during your untap step.
At the beginning of your upkeep, you may exile a card from your hand or two cards from your graveyard. If you do, untap Voidling.
3/2
Voidspawn1B
Creature — Elemental (C)
When Voidspawn dies, target opponent loses 1 life and you gain 1 life for each Elemental that died this turn. Many of these strange apparitions wander randomly around the Void rifts all over Aszakir.
2/1
Vozalus Initiate2B
Creature — Human Cleric (C)
When Vozalus Initiate enters the battlefield, if a player controls an Elemental, target opponent loses 2 life and you gain 2 life. “Where lie their allegiance isn’t important, only the power they allow us to manipulate is.”
3/2
Vozalus Mindstripper1BB
Creature — Zombie Cleric (U)
When Vozalus Mindstripper enters the battlefield, look at target player’s hand. You may exile a card from it until Vozalus Mindstripper leaves the battlefield. “What’s a body without a mind but another puppet to play with?”
2/2
Arcanized Gumpo1R
Creature — Elemental Beast (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
As long as Arcanized Gumpo is energized, it has first strike. The Gumpos, once peaceful animals, are transformed by the undisciplined Arcanae energy that flows all over Aszakir.
2/1
Axefury Battlerager2R
Creature — Human Barbarian (C)
Axefury Battlerager has double strike as long as there is a land card in your graveyard. “One axe to avenge my destroyed homeland. Another axe because it’s twice as efficient.”
2/2
Azzali FirelordR
Creature — Goblin Shaman (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
R, T: Put a 2/1 red Elemental creature token onto the battlefield. Use this ability only if Azzali Firelord is energized.
1/1
Azzali War Brigade3R
Creature — Goblin Warrior (C)
R, Sacrifice Azzali War Brigade: Target player shuffles his or her library. You might think you know what the war brigade’s next move will be, but no one has ever guessed right.
4/2
Blinding ShockR
Sorcery (C)
Blinding Shock deals 1 damage to target player. Up to one target creature that player controls can’t block this turn.
Burning Anger3R
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+1.
Whenever enchanted creature attacks, put a 2/1 red Elemental creature token onto the battlefield tapped and attacking.
Burning Pit1R
Sorcery (C)
Burning Pit deals X damage to target creature or player, where X is the number of basic land cards in your graveyard. “The power we can draw from all those destroyed landscapes is unimaginable.”
— Karthan
Channel the Storm1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+0, gains first strike and has “Whenever this creature attacks, it deals 1 damage to defending player.”
Cloudburst Phoenix3RR
Creature — Elemental Phoenix (R)
Flying, haste
You may cast Cloudburst Phoenix from your graveyard for its discharge cost.
Discharge 3 — 1RR(If you cast this spell for 1RR, target opponent also puts three 1/1 colorless Elemental creature tokens onto the battlefield.)
3/3
Conflagration4RR
Sorcery (U)
Conflagration deals 6 damage to target creature. If Conflagration would deal enough damage to that creature to destroy it, you may have it deals the rest of its damage to that creature’s controller.
Crackling Colossus5R
Creature — Elemental Giant (C)
Haste, trample
At the beginning of the end step, sacrifice Crackling Colossus. Brief as lightning, frightening as thunder, strong as a giant.
6/6
Dhunkar Thundercaller1R
Creature — Dwarf Shaman (C)
Whenever you cast a spell that targets Dhunkar Thundercaller, Dhunkar Thundercaller deals 1 damage to target player. The only thing that could be worse than the Arcanae is an angry dwarf that can manipulate it.
2/1
Disciple of the Pyria1R
Creature — Human Shaman (C) T, Discard a card: Scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.) The Pyria is a mysterious stone that was infused with Arcanae magic by Eternas seconds before he unleashed turmoil on Aszakir. Some are drawn towards the chaotic magic still contained within the artifact.
2/1
Dustborn ApparitionR
Creature — Elemental (C)
When Dustborn Apparition attacks, target creature with power 3 or less can’t block this turn. Born from dust, sworn to make you bite it.
1/1
Earthquake Entity4R
Creature — Elemental (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Earthquake entity becomes energized, creatures without flying can’t block this turn. When you feel the ground starting to shake, it’s already too late.
4/3
Echoing Tremors2RRR
Enchantment (R)
Whenever a land you control is put into a graveyard from the battlefield, each other player sacrifices a land. “The world is falling apart quicker that we can heal it. It’s too late.”
— A Study of Arcanae, last page
Energy Breach2R
Enchantment (U) Induction — Whenever you cast a noncreature spell, reveal the top card of your library. If it’s an instant or sorcery card, Energy Breach deals 2 damage to target creature or player. “We did all we could, but this world’s magic grows more and more unstable as time goes by. And I fear this is only the beginning.”
— Gorelon, Rune-Priest
Essence of the Storm2RR
Creature — Elemental (R)
Whenever a player casts a spell, Essence of the Storm gets +1/+1 until end of turn.
When you cast your second instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy if it applies.
3/3
Fiery Summoning2RR
Instant (C)
Fiery Summoning deals 4 damage to target creature. Induction — Reveal the top card of your library. If it’s an instant or sorcery card, put a 2/1 red Elemental creature token onto the battlefield.
Flameweaver1R
Creature — Spider (C)
Reach
Whenever Flameweaver blocks or becomes blocked by a creature, Flameweaver deals damage equal to its power to that creature. Kill it with fire! Wait...
1/1
Insurgent Shocker2RR
Creature — Elemental (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Insurgent Shocker attacks each turn if able unless it’s energized.
5/3
Karthan, the Chaomancer1RR
Planeswalker — Karthan (M)
Starting Loyalty: 3
+1: Up to one target creature can’t block this turn.
-2: Target creature deals damage to itself equal to its power.
-5: You get an emblem with: “Discard a card at random: The next spell you cast this turn costs R to cast.”
Living Storm1RR
Creature — Elemental (C)
First strike, haste “This is no ordinary cloudburst.”
— Fisa, the Explorer
2/1
Manasurge Twister1R
Instant (C)
Manasurge Twister deals 2 damage to target player. Each player shuffles his or her library. It allows you to remember the present, live the future and foresee the past all at once.
Manipulate the Elements1RR
Instant (U)
Choose one —
Manipulate the Elements deals 2 damage to each Elemental creature;
Manipulate the Elements deals 2 damage to each non-Elemental creature.
Pawn of Karthan2RR
Creature — Elemental Wizard (C)
Discharge 2 — RR (If you cast this spell for RR, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.) Some Elementals make perfect allies for those who succeed to control them without being reduced to dust.
4/2
Prophetic WildfireXXR
Instant (R)
Prophetic Wildfire deals X damage to target creature or player. Scry X.
Discharge X — XR(If you cast this spell for XR, target opponent also puts X 1/1 colorless Elemental creature tokens onto the battlefield.) It melts the frontier between present and future.
Soul Combustion2R
Instant (C)
Choose one —
Target creature deals damage to itself equal to its power;
Target creature gets +4/+0 and gains menace until end of turn. (It can’t be blocked except by two or more creatures.) The greatest souls are also the most unstable and fit for unpredictable power outbursts.
Sparkshaper2R
Creature — Goblin Shaman (C) Induction — When Sparkshaper enters the battlefield, reveal the top card of your library. If it’s an instant or sorcery card, Sparkshaper deals 2 damage to target creature or player.
3/2
Spellflux Manifestation1RR
Creature — Elemental Spirit (U)
Haste Induction — Whenever Spellflux Manifestation attacks, reveal the top card of your library. If it’s an instant or sorcery card, exile it. You may cast that card until the end of your next turn.
2/2
Thunderborn Ancient4RR
Creature — Elemental Giant (R)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Whenever Thunderborn Ancient attacks, you may have it deals damage equal to its power to target creature or player. If it’s energized, you may divide the damage that would be dealt this way among any number of target creatures and/or players instead.
3/3
Unstable Lightning2R
Instant (C)
Unstable Lightning deals 3 damage to target creature or player.
Discharge 2 — R(If you cast this spell for R, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Arcanoplasm3GG
Creature — Ooze (U)
Whenever a player taps a land for mana, Arcanoplasm gets +1/+1 until end of turn. “It looks like it eats magic.”
— Kob the Wise, Azzali shaman, last words.
2/2
Blessed by Nature1G
Enchantment — Aura (C)
Enchant creature
When enchanted creature dies, search your library for up to two basic land cards and reveal them. Put one of them into your hand and the other onto the battlefield tapped. Then shuffle your library.
Burrowed Groundshaker5GG
Creature — Wurm (C)
Flash The ground started to shake as everyone froze, wondering if some lone wizard caused another Arcanae incident. However, what was coming for them was by far hungrier than the Arcanae.
6/7
Colossal Growth3G
Instant (C)
Put three +1/+1 counters on target creature.
Discharge 3 — G(If you cast this spell for G, target opponent also puts three 1/1 colorless Elemental creature tokens onto the battlefield.)
Crystal Biter1G
Creature — Spider (C)
When Crystal Biter enters the battlefield, put a +1/+1 counter on another target creature you control. Strangely, people actually want to be bitten by this spider.
2/1
Deepwood Genesis2GG
Sorcery (M)
Reveal cards from the top of your library until you reveal a noncreature card. You gain life equal to the total toughness of creature cards revealed this way, then put the revealed cards into your hand. If only one card was revealed this way, return Deepwood Genesis to its owner’s hand.
Deepwood Wisps2G
Creature — Spirit (C)
Whenever you gain life, add G to your mana pool.
2/3
Dense Mist1GG
Instant (C)
Choose one —
Prevent all combat damage that would be dealt this turn;
Destroy target creature with flying. Try to cross the forest and get lost in it. Try to fly over the forest and fall in it.
Elvish Spiritcaller1G
Creature — Elf Shaman (C)
T: Add G or U to your mana pool. Even though the Arcanae angered the spirits, Earth and Water still answer his calls.
1/2
Enchanted Meditation3G
Instant (C)
You gain 6 life.
Draw a card.
Essence of the Wild2GG
Creature — Elemental (R)
Essence of the Wild gets +1/+1 for each land type among lands you control.
Whenever a land enters the battlefield, you may have it becomes a Plains, an Island, a Swamp, a Mountain or a Forest until end of turn.
3/3
Ferlyp, the Living EnigmaGG
Planeswalker — Ferlyp (M)
Starting Loyalty: 2
+1: Add G to your mana pool. Spend this mana only to cast creature spells or activate abilities of creatures.
-1: Put a +1/+1 counter on target creature. You gain 1 life.
-4: Put a legendary 2/2 green Fungus creature token named Ferlyp’s Sapling onto the battlefield. It has “At the beginning of each upkeep, put a 1/1 green Saproling creature token onto the battlefield.”
Fertilium4GG
Creature — Plant (U)
Fertilium enters the battlefield with a +1/+1 counter on it for each land you control and an additional +1/+1 counter on it for each land card in your graveyard.
0/0
Goretooth Glutton2GG
Creature — Beast (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Goretooth Glutton becomes energized, you may have it fight target creature you don’t control. (Each deals damage equal to its power to the other.) Its diet consists of humans, beasts and, sometimes, magic.
4/3
Grove ApparitionG
Creature — Dryad (C)
When Grove Apparition dies, search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library. Even in the heart of the Widlai forest, the Arcanae woke the spirits.
1/1
Hunt the Weak3G
Sorcery (C)
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.) Even after the incident, the law of the strongest still prevails in the Widlai forest.
Mana Harvest1G
Enchantment — Aura (C)
Enchant land
When Mana Harvest enters the battlefield, draw a card.
Whenever enchanted land is tapped for mana, you may gain 1 life.
Moonlight Apparition1G
Creature — Wolf Spirit (C)
Flash
When Moonlight Apparition dies, you gain 2 life. “It draws its power from only one of Aszakir’s moons. How magnificent it could be if it used all three.”
— Tamiyo, the Moon Sage
1/2
Mushling2GG
Creature — Fungus (R)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
At the beginning of each upkeep, Mushling gets +1/+1 until end of turn. If it’s energized, put a +1/+1 counter on it instead. Some Azzali shamans tried to smoke Mushlings in a reckless attempt to foresee the future. They don’t want to talk about what they’ve seen, but it most certainly isn’t the future.
4/4
Oldbark Guardian3GG
Creature — Treefolk (C)
Oldbark Guardian enters the battlefield with a +1/+1 counter on it. 1G, Remove a +1/+1 counter from Oldbark Guardian: Destroy target artifact or enchantment.
3/3
Poison Spitter3G
Creature — Plant (C)
Reach
Whenever a land you control is put into a graveyard from the battlefield, put a +1/+1 counter on Poison Spitter. The Woodlai Elves had never seen anything like that before the Arcanae. That energy transformed their forest in a way they would never have imagined.
3/2
Restoration DruidG
Creature — Elf Druid (U) T: Return target basic land card from your graveyard to your hand. “I will gladly give my life to preserve the heart of this place from the outside world”
1/2
Sleepy Protector4G
Creature — Plant (C)
Defender Even the Widlai Elves lost count of how many they have in their beloved forest. When the Arcanae was brought into the plane, they woke up, patrolling the borders and preventing intruders from wreaking even more havoc into their land.
5/6
Soul of Purity5GG
Creature — Spirit (U)
Trample
Whenever Soul of Purity attacks, you gain 6 life. The majestic souls of purity are the only wardens of Aszakir left unchanged by the chaotic energy of the Arcanae.
6/7
Unstable EvolutionGG
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Discharge 1 — G(If you cast this spell for G, target opponent also puts a 1/1 colorless Elemental creature tokens onto the battlefield.)
Untamed Greyhorn4GG
Creature — Rhino (C)
Trample, hexproof The Azzali Goblins are now scavenging the natural resources of Aszakir since everybody else has bigger problems with the Arcanae. They tend however to let the Greyhorn rhinos alone.
4/4
Vengeful Guardian6GG
Creature — Spirit (U)
Trample
Vengeful Guardian costs 2 less to cast for each land card in your graveyard. Every dying landscape only increases its wrath.
7/7
Widlai Guardian1GG
Creature — Plant (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Widlai Guardian can’t attack unless it’s energized. Simple energy of the soil isn’t enough anymore. What it really craves is magic itself.
3/4
Widlai HydraXGG
Creature — Plant Hydra (R)
Widlai Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Widlai Hydra, instead prevent that damage, remove a +1/+1 counter from Widlai Hydra and you may put a land card from your hand or graveyard onto the battlefield tapped. A tree grows for each head you chop off.
0/0
WildspawnG
Creature — Fungus (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Wildspawn becomes energized, put another +1/+1 counter on it and a +1/+1 counter on another target creature you control.
1/1
Rune-Priest of MaraWU
Creature — Human Wizard Cleric (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Paired creatures you control have hexproof.
2/2
Mindgorger Abomination1UB
Creature — Horror (U)
Mindgorger Abomination’s power is equal to the number of cards in your opponents’ graveyards.
If an opponent would discard a card, you may have that player puts the top three cards of his or her library into his or her graveyard instead.
*/3
Blazing Hellhound2BR
Creature — Elemental Hound (U)
1, Sacrifice another creature: Blazing Hellhound deals 1 damage to target creature or player. One would think it’s just a dog set ablaze by some unfortunate natural event. In fact, it’s a hound-shaped living inferno that sets everything else on fire willingly.
4/3
Earthspeaker1RG
Creature — Human Shaman (U)
Whenever Earthspeaker deals combat damage to a player, reveal the top card of your library. If it’s a land card, add RG to your mana pool at the beginning of your next main phase. Otherwise, Earthspeaker deals 2 damage to target creature or player. It doesn’t matter whether the Earth spirit answers your call with calm or anger. Getting the answer is always enough.
2/3
Widlai AncestorGW
Creature — Elf Spirit (U)
As long as you have at least 5 life more than your starting life total, Widlai Ancestor gets +3/+3.
As long as you have at least 10 life more than your starting life total, Widlai Ancestor has trample and lifelink.
2/2
NethermorphoseXWB
Instant (R)
Choose one —
Exile up to X cards from their owner’s graveyards and you gain 2 life for each card exiled this way;
Put target face-up card with converted mana cost X or less from exile into its owner’s graveyard and target player loses X life.
Soulless Knight2WB
Creature — Shade Knight (U)
Whenever one or more cards are put into exile from anywhere, put a +1/+1 counter on Soulless Knight. WB, Exile a card from your hand or graveyard: Each opponent loses 1 life and you gain 1 life. Use this ability only once each turn. The Void can unveil the secrets of both Light and Shadow.
4/3
Arcanic Spellemental1UR
Creature — Elemental (U)
As long as Arcanic Spellemental isn’t on the battlefield, it’s an instant and a sorcery in addition to any other card type. T: Arcanic Spellemental deal 2 damage to target creature or player. Put Arcanic Spellemental on top of your library.
2/2
Divaricate3UR
Instant (R)
Choose one —
Return target creature to its owner’s hand, then Divaricate deals damage equal to that creature’s power to its owner;
Draw two cards, then Divaricate deals damage to target creature equal to the number of cards in your hand.
Deepwood Parasite1BG
Creature — Insect Mutant (U)
Whenever one or more +1/+1 counters are placed on another creature you control for the first time each turn, you may put a +1/+1 counter on Deepwood Parasite. 1, Remove X +1/+1 counters from Deepwood Parasite: Target creature gets -X/-X until end of turn.
2/2
Deepwood Spores1BG
Instant (R)
Choose one —
Target player loses 2 life. Put two +1/+1 counters on target creature.
You gain 4 life. Target creature gets -2/-2 until end of turn. One will cure you, the other will make you beg for a quick death.
Inner Light, Inner fireRW
Enchantment — Aura (R)
Enchant creature
As Inner Light, Inner fire enters the battlefield, choose Light or Fire.
Light — Enchanted creature gets +3/+1 and gains vigilance and lifelink.
Fire — Enchanted creature gets +1/+3 and gains menace and first strike.
Lightfire Angel3RW
Creature — Angel Warrior (U)
Flying, haste
Whenever Lightfire Angel becomes enchanted, you may have it deal 2 damage to target creature or player. If you do, you gain 2 life.
4/4
Hypnagogia Viper4GU
Creature — Snake (U)
Flash, deathtouch
When Hypnagogia Viper enters the battlefield, counter target noncreature spell. Rune-priests coat their weapons with its venom for it paralyzes people’s minds, making them unable to cast spells.
3/3
Protoplasmic Reversal2GU
Instant (R)
Choose one —
Target land becomes a copy of any nonlegendary creature on the battlefield until end of turn; (It’s no longer a land.)
Target creature becomes a copy of any nonlegendary land on the battlefield until end of turn. (It’s no longer a creature.)
Chromatic Chalice3
Artifact (C)
When Chromatic Chalice enters the battlefield, scry 2. T: Add one mana of any color to your mana pool.
Defective Reclaimer2
Artifact Creature — Construct (C)
Defective Reclaimer enters the battlefield tapped. They used to regenerate the lands of Aszakir. The immensity of the task since the incident has broken their internal systems, making them completely useless.
2/2
Steam Sentry5
Artifact Creature — Golem (C)
Hexproof Magic flows on its metallic shell as if it were rain.
3/5
Vial of Arcanae1
Artifact (C) 1, Sacrifice Vial of Arcanae: Target creature gets +2/+2 until end of turn. If that creature has a +1/+1 counter on it, put two +1/+1 counters on it instead. Its power is even greater for those who already had a taste.
Witch Hunter’s Blade4
Artifact — Equipment (C)
Equipped creature gets +2/+2 and has hexproof.
Equip 2(2: Attach to target creature you control. Equip only as a sorcery.)
Altar of Turmoil
Land (U)
As Altar of Turmoil enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Altar of Turmoil enters the battlefield tapped.
T: Add B or R to your mana pool. It is said that even the strongest minds can lose their sanity only by looking at the Vozalus cult’s house of worship.
Austere Cathedral
Land (U)
As Austere Cathedral enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Austere Cathedral enters the battlefield tapped.
T: Add W or U to your mana pool. Those are the last strongholds of stability and order in Aszakir.
Emerged Necropolis
Land (U)
As Emerged Necropolis enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Emerged Necropolis enters the battlefield tapped.
T: Add U or B to your mana pool. The increase in natural disasters in Aszakir brought up some long lost remains of ancient civilizations.
Ethereal Portal
Land — Arch (R)
At the beginning of your upkeep, you gain an amount of life equal to 1 plus the number of Arch cards in your graveyard.
T: Add 1 to your mana pool. If there is an Arch card in your graveyard, add one mana of any color to your mana pool instead. Once dormant, those gateways between the physical world and the spirit world were reopened by Eternas when he unleashed the Arcanae.
Garden of Visions
Land (U)
As Garden of Visions enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Garden of Visions enters the battlefield tapped.
T: Add G or W to your mana pool. The last step of the Lightward monk training is a ten year long meditation session in this secluded sanctum to receive the Spirits’ blessings.
Mistfire Ridge
Land (U)
As Mistfire Ridge enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Mistfire Ridge enters the battlefield tapped.
T: Add U or R to your mana pool. The unstable nature of magic in Aszakir is partially caused by the Mist, an unknown yet very powerful substance that appeared in the plane shortly after the Arcanae was unleashed.
Moltenroot Timber
Land (U)
As Moltenroot Timber enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Moltenroot Timber enters the battlefield tapped.
T: Add R or G to your mana pool. This tree has gown in the wake of a lava outburst, and its sap burns hotter that the warmest fire.
Netherspore Cave
Land (U)
As Netherspore Cave enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Netherspore Cave enters the battlefield tapped.
T: Add B or G to your mana pool. Created by the influence of Void rift shards in the depths of an ancestral forest, this cavern is causing many unstable and twisted mutations among denizens of the woods.
Ring of Trials
Land (U)
As Ring of Trials enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Ring of Trials enters the battlefield tapped.
T: Add R or W to your mana pool. The bravest warriors go there to train against both Chaos and Light elementals, learning to master every possible fighting style.
Serene Sanctuary
Land (U)
As Serene Sanctuary enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Serene Sanctuary enters the battlefield tapped.
T: Add G or U to your mana pool. The last haven of peace.
Sunlit Wasteland
Land (U)
As Sunlit Wasteland enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Sunlit Wasteland enters the battlefield tapped.
T: Add W or B to your mana pool. Some Void rifts are really massive and can engulf cities within minutes. What’s left beyond is stunningly beautiful... and truly horrific.
Terramorphic Expanse
Land (C) T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. “What the Arcanae does to this world is obviously terrifying, yet somehow fascinating...”
— A Study of Arcanae, Vol. III
All updates except for the last one are compacted in this post to avoid useless comments in the thread.
JUNE 12, 2015: CREATION OF THIS THREAD.
36 new cards added.
Mainly commons, but there are some uncom, rares and mythics too. I guess this will give you a better idea of where I'm trying to go with this set.
Please let me know what you think!
Added Eternas, the Faceless: first planeswalker of the set to the card list AND gallery !
41 new cards added to the card list. The gallery is also up to date !
Many of the new cards are uncommon and rares, with one new mythic.
Added Karthan, the Chaomancer as the second planeswalker ot the set ! Not sure about his emblem though... especially because of doubling season.
All white, black and blue commons uploaded into the card list !
I will probably finish red and green common within the next few days.
The newly updated commons were also added the gallery!
Added first rough ideas of draft archetypes as well.
All commons are now on the card list !
They have been added to the gallery as well !
Since I'm not done with the draft archetypes, all these commons may change at anytime.
Feedback would be appreciated
New Uncommons, Rares and Mythic added !
Many typos were corrected, and some commons have been changed a bit to fit more into the set themes and draft archetypes I'm trying to build around.The gallery is also up to date with all the changes!
I'm still looking for feedback as it would really help me moving forward in the card creation process!
Update!
1. First post revisited. I am now more clear on my desing goals and how I want the Chaos of the Arcanae to affect each of the five colors. The background stories of the two Planeswalkers of the set were added to the main post. I am thinking of adding a third G Planeswalker, but I'm not sure about it yet. 2. Many typos corrected on the cardlist. 3. Added six new cards. (Uncommons and Rares)
Also added "Note 3: Many commons were desinged while I had only a theme idea (chaos) but no draft archetypes really planned. That means many of them will change to fit the archetypes better within the next few months." to the main post.
I'm still looking for feedback, as always
Some updates on the desing process following some discussions I have had with DJK3654 (whom I thank a lot!):
Mechanics Deluge - Too similar to Prowess. Will be revisited. The interaction with other players will most likely be removed. I still need a "casting spells = chaos" mechanic. Maybe I will bring Storm back ? Purge - I was told that it wasn't a good idea since it would reduce interactivity. And it's true. That reopens the space for a mostly white mechanic in the set related to the Spellbreak Church. ("Forbid magic to cleanse the world from chaos") Energize - Will almost stay the same; only the wording has been changed and a +1/+1 counter was added (tracking/memory issues). I'll see how it'll be this way.
Energize (Sacrifice an untapped land you control: If this creature isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Discharge will stay the same. It was desinged to be the "core" mechanic of the set.
The Cards
Since the mechanics are being reviewed, many cards will change. I'm very opened to suggestions (of cards or mechanics!).
Update (not a card update though).
1. Purge
I changed my mind. I liked the ability. It was changed a little bit to prevent weird interactions with creatures like Maro. It now reads like this: Until your next turn, target creature loses all activated and triggered abilities.
2. Deluge???
Not happy with this ability. I feel like it doesn't have its place in the set anymore. I'm thinking of replacing it with Rebound if I don't come up with a better idea.
3. The Draft Archetypes
See this thread for an explanation of the changes I made to the draft archetypes.
TL;DR: I changed them because they didn't work.
4. Reddit I am on reddit. My name is the same (Zervintz) and I post many quick updates on this project to quickly gather opinons. Yours is always welcome !
Major update !
All the commons have been redesigned and adapted to the draft archetypes. They are all available in the gallery as well ! In the meantime, the other cards are removed from the list because they will be changed very soon. Those changed will be much less significant, though. (the outdated version of the card list is still available in the second post of the forum). While this may seem like a step back, it really is a huge step forward for me in this set's development. I started this projet without having any idea where I was going, and that is much clearer for me right now.
Those commons can still change (especially those with purge, as I'm still not very happy with this mechanic), but they are way less likely to do so since their 2.0 update.
As always, all feedback would be very appreciated
Update!
-Changed many commons after many comments I've had on reddit and this forum.
-Added some of the old uncommons and rares of the set to the card list ! Some were changed to fit draft archetypes better, and some are the same. 45 new cards!
-Purge will be reworked. See this thread for more information. Any suggestion concerning a new mechanic suitable for the Spellbreak Church is most welcome.
-New set symbol ! I didn't like it, and someone on reddit pointed out that it looked like a Star Wars TIE Fighter. You can see the new symbol on the main post of this thread.
It's been a while since I posted anything. School started over this monday, so I'm going to slow dowm on card design. I won't stop, though, because I like it too much and I need something to do in my spare time, right ?
Now, updates:
- 26 new uncommons, rares and mythics have been added to the card list. This includes three new planeswalkers, as I decided that each color needed one due to Eternas' 0 ability that copies a planeswalker in limited. The set also had a lot of potential for planeswalkers stories since the plane of Aszakir, now submerged by Chaos, is a very interesting place in the Multiverse.
- The set symbol changed again. This will be the final version, I like it a lot that way. You can see it on the first post of this thread.
- I have decided to post one card of my set on a daily basis on https://www.reddit.com/r/custommagic/ . It helps getting feedback and criticism and I don't need to take a lot of time to upload the cards, so it's a good way for me to keep posting my custom cards even though I have less time.
- The main thread has been updated with stories for all five planeswalkers of the set.
About the Purge rework: The new ability for the WU archetype is named Runelink. It even changed since I posted it on this forum on the other thread, and I'm not ready to post it right now since it needs refinement on the wording and complexity level, but I'm quite happy about the mechanic as it currently is!
Good job with this set, it is one of the best fan sets I have seen. The mechanics are great and work well with the plane to create that chaotic sense. My only suggestion (besides green rares which I know you are getting to) is a change in the card Molten Hills. When the similar cards like it get destroyed they give some special bonus to the player. Molten Hills simply gives you the same mana that you would have gotten had you kept it and tapped next turn. Especially if you are looking for green/red to be land discard you may want to change Molten Hills destroyed ability to be something more beneficial to the player. Keep up the good work!
As for Molten Hills, I changed it as you suggested. I realized that adding mana wasn't very rewarding for that kind of ability, especially on a land. It now reads:
Molten Hills
Land {C}
Molten Hills enters the battlefield tapped T: Add to your mana pool.
When Molten Hills is put into a graveyard from the battlefield, you may have it deals 1 damage to target creature or player.
As for the green rares, I am working on them. Strange as it seems, green is the most challenging color to desing for this set. I can reveal one of the green rares I'm quite satisfied with:
Widlai HydraXGG
Creature - Plant Hydra {R}
Widlai Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Widlai Hydra, prevent that damage, remove a +1/+1 counter from Widlai Hydra and put a 1/1 green Plant creature token onto the battlefield.
0/0
I feel that Eternas is underpowered for a planeswalker:
1)His +1 exchanges bottom to top so eventually you will get an awful card you don't want on the bottom and won't exchange it. I know you like the bottom-top card interaction, but I think it may be better just to have him allow you to shuffle instead after looking
2)his 0 ability will usually be useless, especially since the only other planeswalker in the set is karthan and unless your opponent has him on the field Eternas just has one less useful ability. Maybe something else with the bottom of your deck can be here instead; draw the bottom of your deck for 0?
Again, great work with the set!
Your card renders aren't showing the correct font on the name and type line. You need to install the "Beleren" font on your computer or it gets replaced by Arial I think.
@QuillKey: Thanks again for the feedback. I agree that Eternas might be a bit weak compared to other planeswalkers. I already have noticed it and I am working on some changes for him, here are a few ideas I've had:
- Changed its +1 so that it can target any player. That way you can manipulate an opponent's library, which makes it very interesting.
- His copy planeswalker ability will become a fourth ability, which means it will be more like a "bonus" meant to be cool in EDH or extended formats, where there are more planeswalkers. I am also thinking of adding a green planeswalker to the set, but I'm not sure about it yet.
- About his fourth ability, I'm thinking of making it a -6 that does something very cool/unique, as are meant to be all or Eternas's abilies, but not too powerful. I don't have precise ideas of what it mignt be yet.
@Apoquallyp: Thank you for the heads up ! The Beleren font is now used for my custom cards as it should be. And also: I really like your Sands of Time block
Small update on the set's progress: I'm currently finishing the second version of the commons so that they fit the new draft archetypes. It's going pretty well! I will update the card list when I'm satisfied with the new commons.
Two things:
One is Purge, you've said that you like it, but I'm not convinced of it's merit. The current version is less complex and less oppressive so that's good, but now it's less relevant. It's currently a niche effect and not an effect that you want a lot of. The problem is that activated and triggered abilities just aren't typically very important, and hence that purge would likely serve to generally discourage creatures with such abilities from being played. It's still oppressive and it still isn't very interesting. What purpose does it serve for the set? It represents part of your flavour, but at what cost?
And the other is that you have no returning mechanics (not evergreens) in this set. Reusing previous block mechanics is done in every modern block to conserve design space, so you should definitely consider adding one. Maybe Evoke, Inspired (potentially matches with flavour slot) or split cards including fuse?
@DJK3654
Purge : The more cards I make, the more I agree with you. I'm still not ready to remove the mechanic, though. The current version I'm toying with is: Until your next turn, that permanent loses all activated and triggered abilities and gets -1/-0 if it’s a creature. I wand to playtest the ability to really see how it affects the gameplay and global feeling of the set. I'd say that about 50% of the people to whom I showed the ability like it and the other half is very sceptical.
About a returning mechanic, I agree with you that I should bring one back. I like the idea of split cards using fuse, but there is no M15-styled card frame with this desing on MSE yet, so I would avoid that only for uniformity hahaha. I think that I will bring back either Flashback or Rebound since I have no mechanic in the set that is desinged for spells only, and the WB archetype is exile matters, so those abilities would fit well in the set. They have a certain degree of "chaotic feeling" to them as well.
Thanks for all the feedback you're giving me, it helps a lot
@DJK3654
Purge : The more cards I make, the more I agree with you. I'm still not ready to remove the mechanic, though. The current version I'm toying with is: Until your next turn, that permanent loses all activated and triggered abilities and gets -1/-0 if it’s a creature. I wand to playtest the ability to really see how it affects the gameplay and global feeling of the set. I'd say that about 50% of the people to whom I showed the ability like it and the other half is very sceptical.
If you like it and you think it could work, then make a few different versions and playtest them. You can't find a better way of knowing whether something plays well than just playing with it.
About a returning mechanic, I agree with you that I should bring one back. I like the idea of split cards using fuse, but there is no M15-styled card frame with this desing on MSE yet, so I would avoid that only for uniformity hahaha. I think that I will bring back either Flashback or Rebound since I have no mechanic in the set that is desinged for spells only, and the WB archetype is exile matters, so those abilities would fit well in the set. They have a certain degree of "chaotic feeling" to them as well.
Flashback is the easiest choice of those as it works very well generally.
UPDATED CARD REVIEW
(Note this is not a complete review, more of a first impression)
Bodyless (sic- Bodiless) Ghastguard: a bit too weak perhaps
Purity Ritual: Considering that you have a whole mechanic that gives opponents creatures, having other cards that also do it, especially like this that do it in a very similar way, is a bad idea. It's aesthetically strange, adds complexity in that it confuses players over the differences and has issues with having so many effects of the same kind.
Safety Barrier and Soothing Luminescence: These cards are too similar, especially for the same rarity and colour. Maybe if one of them was uncommon they'd both fit, but I recommend simply removing one of them at least for now.
To the Edge of Oblivion: Kinda weak
Dissipation: Why doesn't this have the -1/-0 text like the other Purge cards?
Mistshaped Weapon: Same as dissipation. Also, the flavour text is confusing.
Misty Geyser: Quite weak in comparison to Cancel. I don't think this design is very developable (i.e. it seems hard to balance).
Dark Bargain: "lose 2 life". Life, damage, power/toughness, and converted mana cost are listed with a number whereas other effects like tokens and cards are written out.
Gather the Shadows: "target creature card" Cards are always referred to as such when in the graveyard, hand or library.
Power Thirsty Fanatic: The name is weird, it would make more sense to call it Power Hungry Fanatic, it's just a more common phrase. The fact that a counter is removed from this before it can use that extra counter is weird and counteracts the utility of it. It would recommend adding "at the end of combat".
Arcanized Gumpo: doesn't get 2/2 creatures for 2 CMC at common, the reason for this is because red has good cheap removal in limited already so having quite a good base of small creatures would make red aggro decks too strong. I would recommend shifting to a 2/1 or 3/2.
Azali War Brigade: Repetable shuffling effects are avoided, especially at common and those that effect the opponent. This is due to the time-consuming nature of shuffling.
Crackling Colossus: Could cost based on Lightning Shrieker.
Dhunkar Thundercaller: Not a very fun card, especially for common. It's just too restrictive for a low rarity and maybe too restrictive for a higher rarity as well.
Disciple of Pyria: Seems like an overly wordy way of doing Rummaging Goblin.
Earthquake Entity: Not a common, but a fine uncommon. Land disruption effects are not done at lower CMC at common, only at 5-6 range. Even at higher rarities, 3 CMC is the lowest cost used for straight up destroy (arbitrary to power level).
Flameweaver: Spiders should almost always have reach in the same way that birds should almost always have flying. Red is now allowed reach (as of Magic: Origins) so this should have it.
Manasurge Twister: Should probably be
Manasurge Twister ( )
Instant (C)
Manasurge Twister deals 2 damage to target player. Each player shuffles his or her library.
Burrowed Groundshaker: Probably too big for common and too efficient. I would recommend changing to 5/5.
Lost in the Mist: Lost in the Mist exists. Also this should just universally prevent combat damage, maybe changing the cost too , due to the current unnecessary complexity and the fact that green normally only prevents combat damage.
Moonlight Apparition: Green normally doesn't care for instants and sorceries, this is probably an unnecessary colour bend
Poison Spitter: Same reasoning behind Purity Ritual, this is a "fake mechanic" card in a set with that mechanic.
Sleepy Protector: Might be better as a 5/6
Unstable Evolution: Strictly better Rampant Growth is questionable and definitely shouldn't be done at common.
Untamed Greyhorn: Shroud has been phased out in favour of Hexproof.
@DJK3654 Thank you ! I took note of your comments and wrote them beneath each common in my MSE file. They will be very useful when I'll review and fix them
Looking at your commons:
[List]
[*]Thought Dismissal is horribly overpowered. Even half of a Hymn is way too much for today's limited format at common.
[*]Unstable Lightning is fantastic design. Love it.
[/list]
Looking at uncommons:
[List]
[*]Earthspeaker Shaman looks good. Kinda like a mini-Keranos but not.
List tags are malformed.
Private Mod Note
():
Rollback Post to RevisionRollBack
Generation 15: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.
1) The Purge reworking saga has come to an end.
Runelink is gone as well. I decided to make Soulbond come back from Avacyn Restored to represent the alliance between two factions: Wizards of Mara and the Harmony Order Priests.
2) I've playtested the set for the first time!
I'm very happy with the results, and it allowed me to change MANY cards to improve the set. Soulbond also works very well, both flavorfully and mechanically.
3) The set now has 198 cards. All those cards also have been added to the card gallery on my website!
4) The symbol changed AGAIN.
Yes, yes, last time I said that it was the last time, but the two lightning bolts were still too distinct, and I didn't want the symbol to have a bad meaning. I like it quite a lot the way it is now.
5) I'm ready to make a fist IRL draft with friends with this 198 cards partial list. I think it will take place within the month, but I can't be sure.
The thread will be locked until I find time and players to do a first IRL draft.
Note that in the meantime I'll be working on a new set called Kazundoo. A thread will soon be created in this forum.
I'm not abandonning Aszakir. It will be continued.
Welcome to my first custom set project. Everything here can still change as I'm still in "early" development process. Feedback is always really apreciated!
The card list is at the end of this post !
(Please forgive my english: it's not my main language.)
1. Lore
Background story
Aszakir is a plane where people lived in harmony with magic and in fragile peace until a mysterious force, the Arcanae, has been brought into the plane disrupting its magical energy, making it unstable and chaotic, waking the Spirits[ ] and opening rifts leading to the Void, a mysterious plane of unknown horrors, which is now praised by the Vozalus Cult[ ]. Various Elemental entities[WUBRG] were also summoned everywhere on the plane, living embodiement of the chaotic magic of the Arcanae. Through this chaos, the Harmony Order Priests [ ] attempts to forbid any magical practice to stabilize Azsakir and ensure its purification and the Widlai Elves [ ] try to protect their beloved forest from the dangers of the outside. The Azzali Goblins [ ] , strengthened by the chaos that now rules Aszakir, are gaining in power, and the Last Marai Wizards [ ] struggle to survive in a world where their own magic is no use anymore.
Planeswalkers
There, she was found by Asi, an old Lightward monk who was living alone near the Gardens of Visions. He sensed a very promising potential in this afraid young girl and took her under his protection. The Angel’s blessing allowed her to hear the voices of the spirits, which was a very rare gift.
When the Arcanae was unleashed, it shattered the spirit world, releasing them all into the physical world. Asi instructed Mérany to roam the plane and become one with the lost spirits, for she is the only one who can communicate with them and wield their power with perfection.
Although the Arcanae didn’t make Eternas “infinitely powerful”, it made him able to manipulate reality in a way that no one has ever done before. His own physical appearance and powers can change by the simple power of his will: he is now a master of illusions.
Kamila’s past is herself. One thing is certain, though. She is one of the best assassins of the Multiverse. On Aszakir, she is the leader of the Magebane order. Since magic is the source of chaos in the plane, she tries to eleminate its most powerul spellcasters to clean it from the most dangerous potential Arcanae accidents.
He was horrified yet fascinated by the destruction of his homeworld. If only such power could be his own... During his many travels, he learned Chaos magic, a very powerfull yet very erratic form of red magic.
He also found Tamiyo, the Moon Sage’s lost journal. In it, she explained the powers of Aszakir’s moons. She also wrote that she felt a great danger threatening the plane, and that she must never return there. Curious, Karthan went to Aszakir to learn if the mysterious energy threatening the plane was somehow linked to the destruction of Saeculus.
Ferlyp is certainly the strangest of all those
mutations. The Fungus was the only one that was growing attached to a very ancient and powerful magic tree. When the cultists destroyed the tree with their chaotic spells, all its power went into Ferlyp and it ignited his planeswalker spark.
As the cultists were about to destroy Ferlyp and, with it, the power of the tree, he planeswalked to Zendikar. There, he slowly learned to master his power and to become one with nature. Two decades later, he is ready to return to Aszakir to avenge his mother-tree and free his beloved forest from the influence of Void magic.
Primary: BR Secondary:UG
Primary: WU Secondary:G
Primary: RG Secondary: U
17/07: Formerly Deluge.
Primary: UR
I will do this by trying to make the five colors feel unique and interacting in new ways with elements of the game.
W: Last human resistance, Light Elementals, Spirits and Monks of the Light Well (Talora)
White being the less chaotic color, it will be the pillar of human resistance to the elemental forces that overflow Aszakir. I designed Purge to be the "whitest" ability of the set.
There are two main factions in white: the spirits of the Talora well, who are peaceful and work with lifegain, and the Spellbreak Church Clerics, who try to hold back the chaos in the plane by forbidding all forms of magic to stabilize it.
U: The bottom of the library, Marai Wizards and Mist elementals.
Many of the blue cards of this set interact with cards on the bottom of the library instead of the cards from the top as blue usually does. It doesn't "change" the mill effects, but it creates a twist that I really like with blue. It allows some new possibilities and I really enjoy exploring where I can go with this ! There is also an energy called The Mist that blue uses. Nobody knows what it is exactly, but it can alter reality in ways that weren't possible at all before.
B: Cards in exile, Vozalus Cult, Void elementals and Magebane Assassins.
The Arcanae caused many Void Rifts to open all over Aszakir, brigning all sorts of Void creatures onto the plane. I decided to represent the Void in Aszakir with the exile zone since it's the furthest a card can be from being usable by the player. I won't make cards in exile too easy to return, but many black cards will be able to exile cards from the graveyard or from a player's hand, while other cards will have bonuses based on the number of cards that are in exile.
R: Discharge, Azzali Goblins and Lightning/Fire elementals.
Red magic is the most chaotic of all. I created the Discharge mechanic with mostly red in mind, as it allows a spell to cost less if the player takes the risk. The red Elementals, unlike the black ones which are more related to the Void, are the living embodiment of Lightning and Fire energy that was once manipulated by the mages of Aszakir.
G: Lands in the graveyard, Widlai Elves and Elementals of Earth/Nature.
The chaotic energies of the Arcanae severely damaged the mana on Aszakir, often destroying the lands in the process (see Energize). In this set, Green will have many interactions with lands, and especially "destroyed" ones, as the Widlai elves try to restore the land as it once were.
4. Draft archetypes
WU: Soulbond
UB: Discard/mill, cards in graveyard matter.
BR: Elemental aggro
RG: Energize, lands matter
GW: Spirit lifegain
WR: Auras
UG: Ramp
BW: Control, cards in exile matter
UR: Induction
GB: +1/+1 counters
5. Card list - (198/249)
Last update of the card list: 09/04/2015 PM
Creature — Human Soldier (U)
Protection from Elementals and from Spirits.
These disciplined soldiers are trained since their childhood to fight all kinds of magical beings brought into the world by the Arcanae, no matter their allegiance.
2/1
Astral Walker 3W
Creature — Fox Spirit (C)
Vigilance, lifelink
Impervious to the chaos that fell upon the world below them, the astral walkers of Aszakir are among the last truly beautiful creatures left on the plane.
1/5
Banish W
Instant (U)
Exile target Spirit, Elemental, Horror or Demon.
“Go back to where you belong, outsider!”
— Telgor, Runepriest
Bodiless Ghastguard 4W
Creature — Spirit Knight (C)
“I shall surrender my soul;
I shall feel no more;
I shall serve this world in undeath;
For the living are safe no longer.”
— Ghastguard vow
4/4
Circle of Isolation W
Enchantment — Aura (C)
Enchant creature
Enchanted creature can only attack or block alone.
W: Return Circle of Isolation to its owner’s hand.
Dichotomium 2WW
Sorcery (R)
Each player chooses from among permanents he or she controls two lands and two nonland permanents and sacrifices the rest.
“A step further in our crusade against chaos.”
— Runemaster Kyla
Echo of Serenity 3W
Creature — Spirit (C)
Flying
Sacrifice Echo of Serenity: Exile target enchantment.
Few people in Aszakir remember what peace and harmony feels like. When asked, the old monk Asi show them those magnificent light spirits.
2/2
Edge of Oblivion 3WW
Enchantment (C)
Flash
When Edge of Oblivion enters the battlefield, exile target nonland permanent until Edge of Oblivion leaves the battlefield.
“Have you ever traveled so far that you don’t even remember when you left and where you come from?”
— Fisa, the Explorer
Enlightened Sage 2W
Creature — Human Monk (U)
Enlightened Sage gets +2/+2 as long as it’s enchanted.
Whenever Enlightened Sage dies, you may return target Aura card from your graveyard to your hand.
Body and soul become one for those who follow to the true path of enlightenment.
3/2
Essence of Light 2WW
Creature — Elemental (R)
Essence of Light gets +1/+1 for each Spirit you control.
Whenever you gain life for the first time each turn, you may put a 1/1 white Spirit creature token with flying onto the battlefield.
3/3
Faithbound Crusader 2W
Creature — Human Knight (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Faithbound Crusader is paired with another creature, each of those creatures has “Whenever this creature attacks, tap target creature.”
2/2
Faithbound Initiate W
Creature — Human Cleric (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Faithbound Initiate is paired with another creature, each of those creatures gets +0/+2.
1/1
Ghosts of Distant Echoes 1WW
Creature — Spirit (M)
Flying, lifelink
At the beginning of your upkeep, if Ghosts of Distant Echoes is exiled and you control a Plains, you may have target creature you control get +1/+1 and gain lifelink until end of turn.
They sing sadness, they sing sorrow and, most importantly, they sing nostalgia of times long forgotten. Their anthem is yet the most perfect melody that can be heard through all Aszakir.
3/2
Goralan Martyr 1W
Creature — Human Cleric (C)
W, Sacrifice Goralan Martyr: Search your library for an Aura card, reveal it and put it into your hand. Then shuffle your library.
2/1
Harmony Vigilante 4WW
Creature — Angel Spirit (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flying
As long as Harmony Vigilante is paired with another creature, each of those creatures have first strike and vigilance.
She answers to the millions of Aszakians who prayed for stability.
4/6
Hollowmoan Triad WW
Creature — Spirit (U)
Whenever you gain life, Spirit creatures you control get +1/+1 until end of turn.
2/2
Iron Fortitude 1WW
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+2 and has indestructible.
The mind is the only true shield against Chaos.
Knight of Remembrance 3W
Creature — Human Knight (U)
For each card in exile, Knight of Remembrance has protection from that card’s colors.
“Don’t pity our dead. Pity those we will crush to avenge them.”
2/4
Knight of the Harmony Order 4W
Creature — Human Knight (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Vigilance
As long as Knight of the Harmony Order is paired with another creature, each of those creatures has “When this creature dies, if it’s not a token, put a 1/1 white Soldier creature token onto the battlefield.”
A just cause implies death that will be avenged.
3/4
Lightward Disciple 1W
Creature — Human Monk (C)
As long as you control a Spirit, Lightward Disciple gets +1/+1 and has lifelink.
To find balance, the Lightward Monks must become one with the purest spirits of the Talora well.
2/2
Lightward Mentor 4WW
Creature — Monk Spirit Avatar (R)
Vigilance
Whenever Lightward Mentor attacks, put two 1/1 white Spirit creature tokens with flying onto the battlefield.
1W, Sacrifice a Spirit: Target non-Spirit creature you control gains lifelink and indestructible until end of turn.
4/4
Lightward Transcendent 3W
Creature — Spirit Monk (U)
Lifelink
At the beginning of your end step, if you’ve gained 3 or more life this turn, you may return target Spirit card from your graveyard to your hand.
The training is truly finished when the soul doesn’t need a body anymore.
2/4
Mantra of Infinite Blessings 2WW
Enchantment — Aura (R)
Enchant creature
At the beginning of your upkeep, you may search your library for an Aura card that could be attached to enchanted creature and attach it to it. Then shuffle your library.
Mérany, the Spirit Dancer 2WWW
Planeswalker — Mérany (M)
Starting Loyalty: 3
+2: Put a 1/1 white Spirit creature token with flying onto the battlefield.
-1: Until your next turn, target creature you control gets +1/+1, gains protection from creatures and becomes a Spirit in addition to its other types.
-8: Mérany, the Spirit Dancer becomes a 7/7 Spirit creature with flying, lifelink and indestructible that’s still a planeswalker. Prevent all damage that would be dealt to her. (This effect lasts indefinitely.)
Pain Extraction 1WW
Instant (U)
Prevent the next 2 damage that would be dealt to target creature or player this turn. For each damage prevented this way, put a 1/1 white Spirit creature token with flying onto the battlefield.
Kayla blinked when she finished healing Jonar. As she extracted the pain from his wound, it looked like the pain itself took shape and floated away.
Paranoid Explorer WW
Creature — Human Soldier (C)
When Paranoid Explorer dies, exile it instead of putting it into its owner’s graveyard.
“I swear, someone is watching me...”
2/3
Path to Righteousness 1W
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+2 as long as you control it. Otherwise, it can’t attack.
“The concept of righteousness is defined by priests. It’s not surprising at all that it’s always what suits them best.”
— Karthan, the Chaomancer
The Purest Light 1W
Instant (C)
Choose one —
You gain 4 life;
Put a 1/1 white Spirit creature token with flying onto the battlefield.
“There seem to be a direct link between this Light magic and the lost spirits that roam this world.”
— Asi, Lightward Monk
Purifier Adept 1W
Creature — Human Cleric (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
When Purifier Adept becomes paired with a creature, target nonland permanent loses all activated and triggered abilities until your next turn.
“Preventing the use of magic is a good way to combat chaos, but it’s not... final enough for my tastes.”
— Kamila Lessidor
2/2
Purity Ritual W
Instant (C)
Destroy target artifact or enchantment. Its controller puts a 1/1 white Spirit creature token with flying onto the battlefield.
There is nothing harder to erase than magic itself.
Runic Inspiration 2WW
Instant (C)
Creatures you control get +2/+2 until end of turn.
Soothing Luminescence 2W
Instant (C)
Prevent all damage that would be dealt to creatures you control this turn.
“This world tries to defend itself against the rising chaos. Our duty is to help it.”
— Asi, to Mérany
Spellshield Paladin WW
Creature — Human Cleric Knight (R)
Spells your opponents cast that target Spellshield Paladin cost 1 more to cast.
Spells you cast that target Spellshield Paladin cost 1 less to cast.
Blessed by the Light, they can fight the Arcanae as if it were a person.
2/2
Taloran Apparition W
Creature — Spirit (C)
T: You gain 1 life.
No magic source is more pure than the light well of Talora.
1/1
Taloran Manifestation 2W
Creature — Elemental Spirit (U)
Lifelink
If a source would cause you to gain life, you gain that much life plus 2 instead.
2/2
Tormented Sage 2W
Creature — Human Monk (C)
Whenever a card is put into exile from anywhere, Tormented Sage gets +1/+1 until end of turn.
“Dead people. Day and night I hear their voices, and meditation can’t help. If only something could make them stop...”
3/2
Truesight Hunter 1WW
Creature — Human Archer (C)
Double strike
They are trained to fight creatures of the Arcanae with their arrows.
1/2
Sorcery (C)
Look at the bottom four cards of your library. You may put any of them on top of it in any order.
A look in the past to reshape the present.
Arcanaezoa 2U
Creature — Jellyfish (U)
Flying
Induction — Whenever Arcanaezoa attacks or blocks, reveal the top card of your library. If it’s not an instant or sorcery card, untap Arcanaezoa and remove it from combat.
5/5
Astral Convergence 3U
Sorcery (U)
Scry 1, then scry 2, then scry 3.
Draw a card.
“The three moons of Aszakir have never been aligned like this before. I fear something terrible will happen here.”
— Tamiyo’s log
Bury in Thoughts 3UU
Instant (C)
Put target nonland permanent into its owner’s library second from the top.
Suddently, Ojuk vanished. Fisa didn’t even notice his absence. Anyway, they had not seen each other for years... hadn’t they?
Channel the Runes 1U
Enchantment — Aura (C)
Enchant creature
When Channel the Runes enters the battlefield, draw a card.
Whenever enchanted creature deals combat damage to a player, scry 2.
Compulsive Research 2U
Sorcery (C)
Target player draws three cards. Then that player discards two cards unless he or she discards a land card.
“This stone is the key to unmeasurable power. I must understand how to unseal it.”
—Eternas, seconds before unleashing the Arcanae
Dualyze 3UUU
Sorcery (R)
Search your library for up to two instant and/or sorcery cards with different names, reveal them and put them into your hand. Then shuffle your library. Exile Dualyze.
Electrified Owl 4UU
Creature — Bird (C)
Flying
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Electrified Owl becomes energized, return target creature to its owner’s hand.
Electrified owl descending, power unleashing. Electrified owl departing, lull arriving.
3/3
Engrave the Soul 1U
Instant (U)
Draw two cards, then put a card from your hand on top of your library.
Essence of the Mists 2UU
Creature — Elemental (R)
Whenever a card is put into a graveyard from a library, Essence of the Mists gets +1/+1 until end of turn.
Whenever one or more cards are put into a graveyard from a library, draw a card.
3/3
Eternas, the Faceless 2UU
Planeswalker — Eternas (M)
Starting Loyalty: 4
+2: Look at the top card and the bottom card of target player’s library. You may switch them
0: Eternas becomes a copy of target planeswalker except its planeswalker type is still Eternas and he gains this ability.
-X: Put a token onto the battlefield that’s a copy of target creature with converted mana cost X or less.-10:
Foreshaper Metamorph 1UU
Legendary Creature — Shapeshifter (R)
Play with the top card of your library revealed. As long as that card is a creature, Foreshaper Metamorph is a copy of that creature, except it keeps this ability.
Its body is a reflection of the future. Its soul, however, is as ancient as Aszakir itself.
2/2
Irritated Drake 2UU
Creature — Drake (C)
Flash
Flying
When Irritated Drake enters the battlefield, you may have target creature not untap during its controller’s next untap step.
The Arcanae made the drakes unpredictable and violent. More than before, that is.
2/3
Marai Apprentice 1U
Creature — Human Wizard (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Marai Apprentice is paired with a creature, each of those creatures has “U, T: Target creature gets -3/-0 until end of turn.”
“What doesn’t kill you makes you weaker."
1/1
Marai Mystic 1U
Creature — Human Wizard (R)
When Marai Mystic enters the battlefield, scry 2.
Induction — 1UU, T: Reveal the top card of your library. If it’s an instant or sorcery card, you may cast it without paying its mana cost.
1/1
Marai Transmuter 4UU
Creature — Human Wizard (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
T, Tap the creature Marai Transmuter is paired to: Scry 3, draw two cards, then discard a card.
3/5
Mindshatter Djinn 5U
Creature — Djinn (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Flying
Whenever you cast a spell, if Mindshatter Djinn is energized, each opponent put the top and the bottom card of his or her library into his or her graveyard.
4/4
Mist Apparition U
Creature — Illusion (C)
T: Target player puts the bottom card of his or her library into his or her graveyard.
1/1
Mist Elemental 4UU
Creature — Elemental Illusion (U)
When Mist Elemental enters the battlefield, draw two cards.
Whenever Mist Elemental becomes the target of a spell or ability, sacrifice it.
3/6
Misty Geyser 1U
Instant (C)
Return target creature to its owner’s hand. Scry 1.
Aszakir is now full of strangely shaped luminescent clouds. Which means it’s also full of sages trying to understand how they are linked to the Arcanae.
Reality Manipulator 1U
Creature — Human Wizard (C)
Induction — T: Reveal the top card of your library. If it’s an instant or sorcery card, you may tap or untap another target permanent.
“This new form of magic is unbelievably unstable, yet incredibly versatile.”
1/2
Reshape Memories 1U
Sorcery (C)
Target player puts the top three cards and the bottom three cards of his or her library into his or her graveyard.
“Your future and your past will end up the same way — dismissed from existence.”
— Eternas
Retroversion U
Enchantment (U)
If a player would draw a card, that player skips that draw and puts the bottom card of his or her library into his or her hand instead.
1U, Put a card from your hand on top of your library: Draw a card.
Runebound Fluxwielder 2UU
Creature — Elemental Wizard (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Flash
When Runebound Fluxwielder becomes paired, you may tap target permanent.
When Runebound Fluxwielder becomes unpaired, you may untap target permanent.
3/2
Runebound Infiltrator 3U
Runic Creature — Elemental Rogue (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Runebound Infiltrator is paired to a creature, each of those creature has “Whenever this creature deals combat damage to a player, draw a card.”
3/3
Runelink Entity U
Creature — Elemental (U)
As long as Runelink Entity is paired with a creature, it gets +1/+1 and has flying.
Working together to restore the world as it once were, Marai wizards and priests of the Harmony Order engrave their very souls with powerful runes to link themselves with the ancient wardens of Aszakir.
1/1
Seastorm Elemental 4UUUU
Creature — Elemental (M)
Islandwalk (This creature can’t be blocked as long as defending player controls an Island.)
Nonbasic lands are Islands.
At the beginning of your upkeep, if there are fifteen or more Islands on the battlefield, you win the game.
8/8
Servant of Eternas 2U
Creature — Eel Illusion (C)
Servant of Eternas gets +1/+1 and has flying as long as a graveyard has five or more cards in it.
The power of Eternas is infinite, yet he takes pleasure in using it to create simple and very beautiful magical beings.
2/3
Tidemare 1U
Creature — Elemental Horse (C)
When Tidemare enters the battlefield, target player puts the bottom four cards of his or her library into his or her graveyard.
The Arcanae shaped the waves into a new form of creatures of the sea.
1/2
Touch of Eternas 2U
Instant (C)
Tap up to three target nonland permanents.
Induction — Reveal the top card of your library. If it’s an instant or sorcery card, those permanents don’t untap during their controllers’ next untap steps.
Turn to Brume U
Instant (C)
Choose one —
Return target creature you control to its owner’s hand;
Target creature can’t be blocked this turn.
The frontier between illusions and reality is now thinner than ever before.
Twisted Chimera 3U
Creature — Elemental (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Flying
When Mistral Chimera becomes energized, each player draws a card, then discards a card.
When a wizard dies on Aszakir, all the magic he could wield unleashes at once, creating a mystic being of pure power.
2/3
Unstable Denial 1U
Instant (C)
Counter target spell unless its controller pays 2.
Discharge 2 — U (If you cast this spell for U, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Waterdancer 2U
Creature — Spirit (C)
Whenever you cast a noncreature spell, you may switch Waterdancer’s power and toughness until end of turn.
Every step is a but a brushstroke in a greater work.
1/4
Creature — Human Cleric (U)
When Apprentice Nethermancer enters the battlefield, return target Elemental or Horror creature with power 3 or less from your graveyard to the battlefield.
3/2
Chaotic Tutor 4B
Sorcery (U)
Search your library for a card and put that card into your hand. Then shuffle your library.
Discharge 2 — 2B (If you cast this spell for 2B, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Dark Bargain 2B
Sorcery (C)
Target player draws two cards, then loses 2 life unless he or she exiles a card from his or her hand.
“No plane has ever been this close to the Void before. This allows those with enough ambition to use a power beyond imagination... at the cost of their very sanity.”
— A Study of Arcanae, vol. II
Envoid 3BB
Sorcery (U)
Put target creature card from a graveyard onto the battlefield under your control.
Discharge 3 — BB (If you cast this spell for BB, target opponent also puts three 1/1 colorless Elemental creature tokens onto the battlefield.)
Essence of the Void 2BB
Creature — Elemental (R)
Whenever a card is put into exile from anywhere, Essence of the Void gets +1/+1 until end of turn.
You may cast cards from your graveyard by exiling a spell you control with the same card type and converted mana cost. If a card cast this way would be put into a graveyard from anywhere this turn, exile it instead.
3/3
Herald of Affliction 3BB
Creature — Zombie Horror (C)
Whenever an opponent discards a creature card, put a +1/+1 counter on Herald of Affliction.
Necromancy has always been a powerful force in Aszakir. The Arcanae only made it worse.
3/5
Kamila Lessidor 4BB
Planeswalker — Kamila (M)
Starting Loyalty: 5
+1: Target player loses 3 life.
-3: Target creature gets -1/-1 until end of turn. Target creature gets -1/-1 until end of turn. Target creature gets -1/-1 until end of turn.
-7: You get an emblem with “0: Destroy target tapped creature. Use this ability only if you didn’t use it since your last upkeep.”
Kamila’s Ploy 3B
Instant (U)
Kamila’s Ploy costs 3 less to cast if an opponent has cast two or more spells this turn.
Destroy target creature. It can’t be regenerated.
“If we are lucky enough to survive a backfiring spell, Kamila and her assassins will make sure we don’t live long enough to talk about it.”
— Afkor, Marai Spell-Crafter
Lurking Ghenki 1B
Creature — Beast Horror (C)
Lurking Ghenki has deathtouch as long as an opponent has five or more cards in his or her graveyard.
When a memory is forgotten, it dies. When a memory dies, it becomes food for the Ghenkis.
1/3
Magebane Assassin 1B
Creature — Human Assassin (R)
Deathtouch
2BB: Put Magebane Assassin from your hand onto the battlefield. If you do, destroy another target creature or planeswalker that used an ability this turn.
“No more mages, no more chaos.”
— Kamila Lessidor
2/1
Mindless Wanderer 3B
Creature — Zombie (C)
When Mindless Wanderer enters the battlefield or dies, target opponent discards a card.
He wandered too close to a Rift. All he can do now is wander.
2/2
Nether Reflection 2B
Enchantment — Aura (U)
Enchant creature you don’t control
When Nether Reflection enters the battlefield, put a 1/1 black Shade creature token onto the battlefield.
When you control no Shade token, exile enchanted creature.
Netherspore Corruptor 1BB
Creature — Human Cleric Mutant (C)
Netherspore Corruptor enters the battlefield with three +1/+1 counters on it.
Whenever Netherspore Corruptor attacks or blocks, remove a +1/+1 counter from it at the end of combat.
Widlai spirits reacted violently to the forest’s corruption, cursing those who were fool enough to mess with it.
1/0
Netherspore Voidmancer 3B
Creature — Human Cleric (U)
When Netherspore Voidmancer enters the battlefield, put a +1/+1 counter on target creature.
Creatures you control have “Whenever this creature attacks, target opponent lose 1 life for each +1/+1 counter on this creature.”
“Let me teach you how to wield the true power of the Void.”
3/2
Overwhelming Darkness 2B
Instant (C)
Choose one —
Target creature gets -3/-3 until end of turn;
Put a +1/+1 counter on target creature for each creature card in your graveyard.
Using Void magic is a shortcut towards either immeasurable power or endless doom.
Quell 1B
Instant (C)
Exile target creature. Its controller puts an X/X black Zombie creature token onto the battlefield, where X is the exiled creature’s base toughness.
“You don’t look like you need your soul anymore. Let me take care of this for you.”
— Voidcaller Lazmar
Rift Manifestation 1BB
Creature — Elemental Spirit (U)
When Rift Manifestation enters the battlefield, exile the top card of target player’s library.
When Rift Manifestation becomes blocked by a creature, that creature gets -X/-X until end of turn, where X is the number of cards in exile.
2/1
Riftborn Skeleton 2B
Creature — Skeleton (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
1B: Regenerate Riftborn Skeleton. This ability costs 1 less to activate if Riftborn Skeleton is energized.
Those Skeletons are the undead remains of those who were reckless enough to get too close to a Void rift.
3/1
Riftborn Stalion 2BB
Creature — Elemental Nightmare (C)
Flying
Menace (This creature can’t be blocked except by two or more creatures.)
2/2
Riftling B
Creature — Elemental Beast (C)
B, T: Exile target card from a graveyard.
The first Void creatures to cross over to Aszakir were the Riftlings. They eat, gather power, and return to their home-rift, which grows it so that it can spawn more Riftlings.
1/1
Riftwalker 3BB
Creature — Elemental Horror (M)
Whenever Riftwalker deals combat damage to a player, if that player didn’t skip his or her last turn, that player skips his or her next turn.
Whenever Riftwalker deals combat damage to a creature, exile that creature. Return it to the battlefield tapped under its owner’s control at the beginning of its owner’s next upkeep.
2/5
Thought Dismissal B
Sorcery (C)
Target player discards a card at random.
“Embrace the inevitable oblivion.”
— High Voidcaller Lazmar
Touch of Nothingness 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +3/+1 as long as it’s an Elemental. Otherwise, it gets -3/-1.
“You either drain strength from the Void or get consumed by its magnificence.”
— High Voidcaller Lazmar
Twisting Breach B
Enchantment (C)
Sacrifice a creature: Put a +1/+1 counter on target creature. Activate this ability only any time you could cast a sorcery.
A direct gateway to the Void and its endless hunger.
Unseal the Void 2B
Sorcery (U)
Put a 1/1 black Shade creature token onto the battlefield for each card in exile.
“I don’t understand. The rift is closed, but they keep coming...”
— Rune-Priest Kovan’s journal
Unstable Shadows 2B
Sorcery (C)
Return up to two target creature cards from your graveyard to your hand.
Discharge 2 — B (If you cast this spell for B, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Vile Qizznak 4B
Creature — Demon (C)
As long as a player owns a card in exile, Vile Qizznak gets +2/-1 and has flying.
They roam close to the rifts, feeding of the Void energy emanating from them.
3/4
Vitality Deflection 1B
Sorcery (C)
Put a +1/+1 counter on target creature, then you may have target creature get -1/-1 for each +1/+1 counter on that creature.
“I can easily manipulate this new power and give it to you. And don’t worry, your enemies will get a taste as well.”
Void Breach 2BB
Instant (C)
Destroy target creature. It can’t be regenerated.
Discharge 2 — BB (If you cast this spell for BB, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Voidling B
Creature — Elemental (U)
Voidling enters the battlefield tapped.
Voidling doesn’t untap during your untap step.
At the beginning of your upkeep, you may exile a card from your hand or two cards from your graveyard. If you do, untap Voidling.
3/2
Voidspawn 1B
Creature — Elemental (C)
When Voidspawn dies, target opponent loses 1 life and you gain 1 life for each Elemental that died this turn.
Many of these strange apparitions wander randomly around the Void rifts all over Aszakir.
2/1
Vozalus Initiate 2B
Creature — Human Cleric (C)
When Vozalus Initiate enters the battlefield, if a player controls an Elemental, target opponent loses 2 life and you gain 2 life.
“Where lie their allegiance isn’t important, only the power they allow us to manipulate is.”
3/2
Vozalus Mindstripper 1BB
Creature — Zombie Cleric (U)
When Vozalus Mindstripper enters the battlefield, look at target player’s hand. You may exile a card from it until Vozalus Mindstripper leaves the battlefield.
“What’s a body without a mind but another puppet to play with?”
2/2
Creature — Elemental Beast (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
As long as Arcanized Gumpo is energized, it has first strike.
The Gumpos, once peaceful animals, are transformed by the undisciplined Arcanae energy that flows all over Aszakir.
2/1
Axefury Battlerager 2R
Creature — Human Barbarian (C)
Axefury Battlerager has double strike as long as there is a land card in your graveyard.
“One axe to avenge my destroyed homeland. Another axe because it’s twice as efficient.”
2/2
Azzali Firelord R
Creature — Goblin Shaman (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
R, T: Put a 2/1 red Elemental creature token onto the battlefield. Use this ability only if Azzali Firelord is energized.
1/1
Azzali War Brigade 3R
Creature — Goblin Warrior (C)
R, Sacrifice Azzali War Brigade: Target player shuffles his or her library.
You might think you know what the war brigade’s next move will be, but no one has ever guessed right.
4/2
Blinding Shock R
Sorcery (C)
Blinding Shock deals 1 damage to target player. Up to one target creature that player controls can’t block this turn.
Burning Anger 3R
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+1.
Whenever enchanted creature attacks, put a 2/1 red Elemental creature token onto the battlefield tapped and attacking.
Burning Pit 1R
Sorcery (C)
Burning Pit deals X damage to target creature or player, where X is the number of basic land cards in your graveyard.
“The power we can draw from all those destroyed landscapes is unimaginable.”
— Karthan
Channel the Storm 1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+0, gains first strike and has “Whenever this creature attacks, it deals 1 damage to defending player.”
Cloudburst Phoenix 3RR
Creature — Elemental Phoenix (R)
Flying, haste
You may cast Cloudburst Phoenix from your graveyard for its discharge cost.
Discharge 3 — 1RR (If you cast this spell for 1RR, target opponent also puts three 1/1 colorless Elemental creature tokens onto the battlefield.)
3/3
Conflagration 4RR
Sorcery (U)
Conflagration deals 6 damage to target creature. If Conflagration would deal enough damage to that creature to destroy it, you may have it deals the rest of its damage to that creature’s controller.
Crackling Colossus 5R
Creature — Elemental Giant (C)
Haste, trample
At the beginning of the end step, sacrifice Crackling Colossus.
Brief as lightning, frightening as thunder, strong as a giant.
6/6
Dhunkar Thundercaller 1R
Creature — Dwarf Shaman (C)
Whenever you cast a spell that targets Dhunkar Thundercaller, Dhunkar Thundercaller deals 1 damage to target player.
The only thing that could be worse than the Arcanae is an angry dwarf that can manipulate it.
2/1
Disciple of the Pyria 1R
Creature — Human Shaman (C)
T, Discard a card: Scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
The Pyria is a mysterious stone that was infused with Arcanae magic by Eternas seconds before he unleashed turmoil on Aszakir. Some are drawn towards the chaotic magic still contained within the artifact.
2/1
Dustborn Apparition R
Creature — Elemental (C)
When Dustborn Apparition attacks, target creature with power 3 or less can’t block this turn.
Born from dust, sworn to make you bite it.
1/1
Earthquake Entity 4R
Creature — Elemental (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Earthquake entity becomes energized, creatures without flying can’t block this turn.
When you feel the ground starting to shake, it’s already too late.
4/3
Echoing Tremors 2RRR
Enchantment (R)
Whenever a land you control is put into a graveyard from the battlefield, each other player sacrifices a land.
“The world is falling apart quicker that we can heal it. It’s too late.”
— A Study of Arcanae, last page
Energy Breach 2R
Enchantment (U)
Induction — Whenever you cast a noncreature spell, reveal the top card of your library. If it’s an instant or sorcery card, Energy Breach deals 2 damage to target creature or player.
“We did all we could, but this world’s magic grows more and more unstable as time goes by. And I fear this is only the beginning.”
— Gorelon, Rune-Priest
Essence of the Storm 2RR
Creature — Elemental (R)
Whenever a player casts a spell, Essence of the Storm gets +1/+1 until end of turn.
When you cast your second instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy if it applies.
3/3
Fiery Summoning 2RR
Instant (C)
Fiery Summoning deals 4 damage to target creature.
Induction — Reveal the top card of your library. If it’s an instant or sorcery card, put a 2/1 red Elemental creature token onto the battlefield.
Flameweaver 1R
Creature — Spider (C)
Reach
Whenever Flameweaver blocks or becomes blocked by a creature, Flameweaver deals damage equal to its power to that creature.
Kill it with fire! Wait...
1/1
Insurgent Shocker 2RR
Creature — Elemental (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Insurgent Shocker attacks each turn if able unless it’s energized.
5/3
Karthan, the Chaomancer 1RR
Planeswalker — Karthan (M)
Starting Loyalty: 3
+1: Up to one target creature can’t block this turn.
-2: Target creature deals damage to itself equal to its power.
-5: You get an emblem with: “Discard a card at random: The next spell you cast this turn costs R to cast.”
Living Storm 1RR
Creature — Elemental (C)
First strike, haste
“This is no ordinary cloudburst.”
— Fisa, the Explorer
2/1
Manasurge Twister 1R
Instant (C)
Manasurge Twister deals 2 damage to target player. Each player shuffles his or her library.
It allows you to remember the present, live the future and foresee the past all at once.
Manipulate the Elements 1RR
Instant (U)
Choose one —
Manipulate the Elements deals 2 damage to each Elemental creature;
Manipulate the Elements deals 2 damage to each non-Elemental creature.
Pawn of Karthan 2RR
Creature — Elemental Wizard (C)
Discharge 2 — RR (If you cast this spell for RR, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Some Elementals make perfect allies for those who succeed to control them without being reduced to dust.
4/2
Prophetic Wildfire XXR
Instant (R)
Prophetic Wildfire deals X damage to target creature or player. Scry X.
Discharge X — XR (If you cast this spell for XR, target opponent also puts X 1/1 colorless Elemental creature tokens onto the battlefield.)
It melts the frontier between present and future.
Soul Combustion 2R
Instant (C)
Choose one —
Target creature deals damage to itself equal to its power;
Target creature gets +4/+0 and gains menace until end of turn. (It can’t be blocked except by two or more creatures.)
The greatest souls are also the most unstable and fit for unpredictable power outbursts.
Sparkshaper 2R
Creature — Goblin Shaman (C)
Induction — When Sparkshaper enters the battlefield, reveal the top card of your library. If it’s an instant or sorcery card, Sparkshaper deals 2 damage to target creature or player.
3/2
Spellflux Manifestation 1RR
Creature — Elemental Spirit (U)
Haste
Induction — Whenever Spellflux Manifestation attacks, reveal the top card of your library. If it’s an instant or sorcery card, exile it. You may cast that card until the end of your next turn.
2/2
Thunderborn Ancient 4RR
Creature — Elemental Giant (R)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Whenever Thunderborn Ancient attacks, you may have it deals damage equal to its power to target creature or player. If it’s energized, you may divide the damage that would be dealt this way among any number of target creatures and/or players instead.
3/3
Unstable Lightning 2R
Instant (C)
Unstable Lightning deals 3 damage to target creature or player.
Discharge 2 — R (If you cast this spell for R, target opponent also puts two 1/1 colorless Elemental creature tokens onto the battlefield.)
Creature — Ooze (U)
Whenever a player taps a land for mana, Arcanoplasm gets +1/+1 until end of turn.
“It looks like it eats magic.”
— Kob the Wise, Azzali shaman, last words.
2/2
Blessed by Nature 1G
Enchantment — Aura (C)
Enchant creature
When enchanted creature dies, search your library for up to two basic land cards and reveal them. Put one of them into your hand and the other onto the battlefield tapped. Then shuffle your library.
Burrowed Groundshaker 5GG
Creature — Wurm (C)
Flash
The ground started to shake as everyone froze, wondering if some lone wizard caused another Arcanae incident. However, what was coming for them was by far hungrier than the Arcanae.
6/7
Colossal Growth 3G
Instant (C)
Put three +1/+1 counters on target creature.
Discharge 3 — G (If you cast this spell for G, target opponent also puts three 1/1 colorless Elemental creature tokens onto the battlefield.)
Crystal Biter 1G
Creature — Spider (C)
When Crystal Biter enters the battlefield, put a +1/+1 counter on another target creature you control.
Strangely, people actually want to be bitten by this spider.
2/1
Deepwood Genesis 2GG
Sorcery (M)
Reveal cards from the top of your library until you reveal a noncreature card. You gain life equal to the total toughness of creature cards revealed this way, then put the revealed cards into your hand. If only one card was revealed this way, return Deepwood Genesis to its owner’s hand.
Deepwood Wisps 2G
Creature — Spirit (C)
Whenever you gain life, add G to your mana pool.
2/3
Dense Mist 1GG
Instant (C)
Choose one —
Prevent all combat damage that would be dealt this turn;
Destroy target creature with flying.
Try to cross the forest and get lost in it. Try to fly over the forest and fall in it.
Elvish Spiritcaller 1G
Creature — Elf Shaman (C)
T: Add G or U to your mana pool.
Even though the Arcanae angered the spirits, Earth and Water still answer his calls.
1/2
Enchanted Meditation 3G
Instant (C)
You gain 6 life.
Draw a card.
Essence of the Wild 2GG
Creature — Elemental (R)
Essence of the Wild gets +1/+1 for each land type among lands you control.
Whenever a land enters the battlefield, you may have it becomes a Plains, an Island, a Swamp, a Mountain or a Forest until end of turn.
3/3
Ferlyp, the Living Enigma GG
Planeswalker — Ferlyp (M)
Starting Loyalty: 2
+1: Add G to your mana pool. Spend this mana only to cast creature spells or activate abilities of creatures.
-1: Put a +1/+1 counter on target creature. You gain 1 life.
-4: Put a legendary 2/2 green Fungus creature token named Ferlyp’s Sapling onto the battlefield. It has “At the beginning of each upkeep, put a 1/1 green Saproling creature token onto the battlefield.”
Fertilium 4GG
Creature — Plant (U)
Fertilium enters the battlefield with a +1/+1 counter on it for each land you control and an additional +1/+1 counter on it for each land card in your graveyard.
0/0
Goretooth Glutton 2GG
Creature — Beast (U)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Goretooth Glutton becomes energized, you may have it fight target creature you don’t control. (Each deals damage equal to its power to the other.)
Its diet consists of humans, beasts and, sometimes, magic.
4/3
Grove Apparition G
Creature — Dryad (C)
When Grove Apparition dies, search your library for a basic land card, reveal it and put it into your hand. Then shuffle your library.
Even in the heart of the Widlai forest, the Arcanae woke the spirits.
1/1
Hunt the Weak 3G
Sorcery (C)
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.)
Even after the incident, the law of the strongest still prevails in the Widlai forest.
Mana Harvest 1G
Enchantment — Aura (C)
Enchant land
When Mana Harvest enters the battlefield, draw a card.
Whenever enchanted land is tapped for mana, you may gain 1 life.
Moonlight Apparition 1G
Creature — Wolf Spirit (C)
Flash
When Moonlight Apparition dies, you gain 2 life.
“It draws its power from only one of Aszakir’s moons. How magnificent it could be if it used all three.”
— Tamiyo, the Moon Sage
1/2
Mushling 2GG
Creature — Fungus (R)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
At the beginning of each upkeep, Mushling gets +1/+1 until end of turn. If it’s energized, put a +1/+1 counter on it instead.
Some Azzali shamans tried to smoke Mushlings in a reckless attempt to foresee the future. They don’t want to talk about what they’ve seen, but it most certainly isn’t the future.
4/4
Oldbark Guardian 3GG
Creature — Treefolk (C)
Oldbark Guardian enters the battlefield with a +1/+1 counter on it.
1G, Remove a +1/+1 counter from Oldbark Guardian: Destroy target artifact or enchantment.
3/3
Poison Spitter 3G
Creature — Plant (C)
Reach
Whenever a land you control is put into a graveyard from the battlefield, put a +1/+1 counter on Poison Spitter.
The Woodlai Elves had never seen anything like that before the Arcanae. That energy transformed their forest in a way they would never have imagined.
3/2
Restoration Druid G
Creature — Elf Druid (U)
T: Return target basic land card from your graveyard to your hand.
“I will gladly give my life to preserve the heart of this place from the outside world”
1/2
Sleepy Protector 4G
Creature — Plant (C)
Defender
Even the Widlai Elves lost count of how many they have in their beloved forest. When the Arcanae was brought into the plane, they woke up, patrolling the borders and preventing intruders from wreaking even more havoc into their land.
5/6
Soul of Purity 5GG
Creature — Spirit (U)
Trample
Whenever Soul of Purity attacks, you gain 6 life.
The majestic souls of purity are the only wardens of Aszakir left unchanged by the chaotic energy of the Arcanae.
6/7
Unstable Evolution GG
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Discharge 1 — G (If you cast this spell for G, target opponent also puts a 1/1 colorless Elemental creature tokens onto the battlefield.)
Untamed Greyhorn 4GG
Creature — Rhino (C)
Trample, hexproof
The Azzali Goblins are now scavenging the natural resources of Aszakir since everybody else has bigger problems with the Arcanae. They tend however to let the Greyhorn rhinos alone.
4/4
Vengeful Guardian 6GG
Creature — Spirit (U)
Trample
Vengeful Guardian costs 2 less to cast for each land card in your graveyard.
Every dying landscape only increases its wrath.
7/7
Widlai Guardian 1GG
Creature — Plant (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
Widlai Guardian can’t attack unless it’s energized.
Simple energy of the soil isn’t enough anymore. What it really craves is magic itself.
3/4
Widlai Hydra XGG
Creature — Plant Hydra (R)
Widlai Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Widlai Hydra, instead prevent that damage, remove a +1/+1 counter from Widlai Hydra and you may put a land card from your hand or graveyard onto the battlefield tapped.
A tree grows for each head you chop off.
0/0
Wildspawn G
Creature — Fungus (C)
Energize (Sacrifice an untapped land you control: If this isn’t energized, put a +1/+1 counter on it and it becomes energized.)
When Wildspawn becomes energized, put another +1/+1 counter on it and a +1/+1 counter on another target creature you control.
1/1
Creature — Human Wizard Cleric (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Paired creatures you control have hexproof.
2/2
Mindgorger Abomination 1UB
Creature — Horror (U)
Mindgorger Abomination’s power is equal to the number of cards in your opponents’ graveyards.
If an opponent would discard a card, you may have that player puts the top three cards of his or her library into his or her graveyard instead.
*/3
Blazing Hellhound 2BR
Creature — Elemental Hound (U)
1, Sacrifice another creature: Blazing Hellhound deals 1 damage to target creature or player.
One would think it’s just a dog set ablaze by some unfortunate natural event. In fact, it’s a hound-shaped living inferno that sets everything else on fire willingly.
4/3
Earthspeaker 1RG
Creature — Human Shaman (U)
Whenever Earthspeaker deals combat damage to a player, reveal the top card of your library. If it’s a land card, add RG to your mana pool at the beginning of your next main phase. Otherwise, Earthspeaker deals 2 damage to target creature or player.
It doesn’t matter whether the Earth spirit answers your call with calm or anger. Getting the answer is always enough.
2/3
Widlai Ancestor GW
Creature — Elf Spirit (U)
As long as you have at least 5 life more than your starting life total, Widlai Ancestor gets +3/+3.
As long as you have at least 10 life more than your starting life total, Widlai Ancestor has trample and lifelink.
2/2
Nethermorphose XWB
Instant (R)
Choose one —
Exile up to X cards from their owner’s graveyards and you gain 2 life for each card exiled this way;
Put target face-up card with converted mana cost X or less from exile into its owner’s graveyard and target player loses X life.
Soulless Knight 2WB
Creature — Shade Knight (U)
Whenever one or more cards are put into exile from anywhere, put a +1/+1 counter on Soulless Knight.
WB, Exile a card from your hand or graveyard: Each opponent loses 1 life and you gain 1 life. Use this ability only once each turn.
The Void can unveil the secrets of both Light and Shadow.
4/3
Arcanic Spellemental 1UR
Creature — Elemental (U)
As long as Arcanic Spellemental isn’t on the battlefield, it’s an instant and a sorcery in addition to any other card type.
T: Arcanic Spellemental deal 2 damage to target creature or player. Put Arcanic Spellemental on top of your library.
2/2
Divaricate 3UR
Instant (R)
Choose one —
Return target creature to its owner’s hand, then Divaricate deals damage equal to that creature’s power to its owner;
Draw two cards, then Divaricate deals damage to target creature equal to the number of cards in your hand.
Deepwood Parasite 1BG
Creature — Insect Mutant (U)
Whenever one or more +1/+1 counters are placed on another creature you control for the first time each turn, you may put a +1/+1 counter on Deepwood Parasite.
1, Remove X +1/+1 counters from Deepwood Parasite: Target creature gets -X/-X until end of turn.
2/2
Deepwood Spores 1BG
Instant (R)
Choose one —
Target player loses 2 life. Put two +1/+1 counters on target creature.
You gain 4 life. Target creature gets -2/-2 until end of turn.
One will cure you, the other will make you beg for a quick death.
Inner Light, Inner fire RW
Enchantment — Aura (R)
Enchant creature
As Inner Light, Inner fire enters the battlefield, choose Light or Fire.
Light — Enchanted creature gets +3/+1 and gains vigilance and lifelink.
Fire — Enchanted creature gets +1/+3 and gains menace and first strike.
Lightfire Angel 3RW
Creature — Angel Warrior (U)
Flying, haste
Whenever Lightfire Angel becomes enchanted, you may have it deal 2 damage to target creature or player. If you do, you gain 2 life.
4/4
Hypnagogia Viper 4GU
Creature — Snake (U)
Flash, deathtouch
When Hypnagogia Viper enters the battlefield, counter target noncreature spell.
Rune-priests coat their weapons with its venom for it paralyzes people’s minds, making them unable to cast spells.
3/3
Protoplasmic Reversal 2GU
Instant (R)
Choose one —
Target land becomes a copy of any nonlegendary creature on the battlefield until end of turn; (It’s no longer a land.)
Target creature becomes a copy of any nonlegendary land on the battlefield until end of turn. (It’s no longer a creature.)
Chromatic Chalice 3
Artifact (C)
When Chromatic Chalice enters the battlefield, scry 2.
T: Add one mana of any color to your mana pool.
Defective Reclaimer 2
Artifact Creature — Construct (C)
Defective Reclaimer enters the battlefield tapped.
They used to regenerate the lands of Aszakir. The immensity of the task since the incident has broken their internal systems, making them completely useless.
2/2
Steam Sentry 5
Artifact Creature — Golem (C)
Hexproof
Magic flows on its metallic shell as if it were rain.
3/5
Vial of Arcanae 1
Artifact (C)
1, Sacrifice Vial of Arcanae: Target creature gets +2/+2 until end of turn. If that creature has a +1/+1 counter on it, put two +1/+1 counters on it instead.
Its power is even greater for those who already had a taste.
Witch Hunter’s Blade 4
Artifact — Equipment (C)
Equipped creature gets +2/+2 and has hexproof.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Altar of Turmoil
Land (U)
As Altar of Turmoil enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Altar of Turmoil enters the battlefield tapped.
T: Add B or R to your mana pool.
It is said that even the strongest minds can lose their sanity only by looking at the Vozalus cult’s house of worship.
Austere Cathedral
Land (U)
As Austere Cathedral enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Austere Cathedral enters the battlefield tapped.
T: Add W or U to your mana pool.
Those are the last strongholds of stability and order in Aszakir.
Emerged Necropolis
Land (U)
As Emerged Necropolis enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Emerged Necropolis enters the battlefield tapped.
T: Add U or B to your mana pool.
The increase in natural disasters in Aszakir brought up some long lost remains of ancient civilizations.
Ethereal Portal
Land — Arch (R)
At the beginning of your upkeep, you gain an amount of life equal to 1 plus the number of Arch cards in your graveyard.
T: Add 1 to your mana pool. If there is an Arch card in your graveyard, add one mana of any color to your mana pool instead.
Once dormant, those gateways between the physical world and the spirit world were reopened by Eternas when he unleashed the Arcanae.
Garden of Visions
Land (U)
As Garden of Visions enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Garden of Visions enters the battlefield tapped.
T: Add G or W to your mana pool.
The last step of the Lightward monk training is a ten year long meditation session in this secluded sanctum to receive the Spirits’ blessings.
Mistfire Ridge
Land (U)
As Mistfire Ridge enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Mistfire Ridge enters the battlefield tapped.
T: Add U or R to your mana pool.
The unstable nature of magic in Aszakir is partially caused by the Mist, an unknown yet very powerful substance that appeared in the plane shortly after the Arcanae was unleashed.
Moltenroot Timber
Land (U)
As Moltenroot Timber enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Moltenroot Timber enters the battlefield tapped.
T: Add R or G to your mana pool.
This tree has gown in the wake of a lava outburst, and its sap burns hotter that the warmest fire.
Netherspore Cave
Land (U)
As Netherspore Cave enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Netherspore Cave enters the battlefield tapped.
T: Add B or G to your mana pool.
Created by the influence of Void rift shards in the depths of an ancestral forest, this cavern is causing many unstable and twisted mutations among denizens of the woods.
Ring of Trials
Land (U)
As Ring of Trials enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Ring of Trials enters the battlefield tapped.
T: Add R or W to your mana pool.
The bravest warriors go there to train against both Chaos and Light elementals, learning to master every possible fighting style.
Serene Sanctuary
Land (U)
As Serene Sanctuary enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Serene Sanctuary enters the battlefield tapped.
T: Add G or U to your mana pool.
The last haven of peace.
Sunlit Wasteland
Land (U)
As Sunlit Wasteland enters the battlefield, you may reveal the top card of your library. If a land card isn’t revealed this way, Sunlit Wasteland enters the battlefield tapped.
T: Add W or B to your mana pool.
Some Void rifts are really massive and can engulf cities within minutes. What’s left beyond is stunningly beautiful... and truly horrific.
Terramorphic Expanse
Land (C)
T, Sacrifice Terramorphic Expanse: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
“What the Arcanae does to this world is obviously terrifying, yet somehow fascinating...”
— A Study of Arcanae, Vol. III
Last update of the card gallery: 09/04/2015 PM
Note 1: If the text here and the card image aren't the same, the most recently updated page is right! (Currently: Card list > Card gallery)
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
All updates except for the last one are compacted in this post to avoid useless comments in the thread.
JUNE 12, 2015: CREATION OF THIS THREAD.
Mainly commons, but there are some uncom, rares and mythics too. I guess this will give you a better idea of where I'm trying to go with this set.
Please let me know what you think!
Added Eternas, the Faceless: first planeswalker of the set to the card list AND gallery !
Many of the new cards are uncommon and rares, with one new mythic.
Added Karthan, the Chaomancer as the second planeswalker ot the set ! Not sure about his emblem though... especially because of doubling season.
I will probably finish red and green common within the next few days.
The newly updated commons were also added the gallery!
Added first rough ideas of draft archetypes as well.
They have been added to the gallery as well !
Since I'm not done with the draft archetypes, all these commons may change at anytime.
Feedback would be appreciated
Many typos were corrected, and some commons have been changed a bit to fit more into the set themes and draft archetypes I'm trying to build around.The gallery is also up to date with all the changes!
I'm still looking for feedback as it would really help me moving forward in the card creation process!
1. First post revisited. I am now more clear on my desing goals and how I want the Chaos of the Arcanae to affect each of the five colors. The background stories of the two Planeswalkers of the set were added to the main post. I am thinking of adding a third G Planeswalker, but I'm not sure about it yet.
2. Many typos corrected on the cardlist.
3. Added six new cards. (Uncommons and Rares)
Also added "Note 3: Many commons were desinged while I had only a theme idea (chaos) but no draft archetypes really planned. That means many of them will change to fit the archetypes better within the next few months." to the main post.
I'm still looking for feedback, as always
Mechanics
Deluge - Too similar to Prowess. Will be revisited. The interaction with other players will most likely be removed. I still need a "casting spells = chaos" mechanic. Maybe I will bring Storm back ?
Purge - I was told that it wasn't a good idea since it would reduce interactivity. And it's true. That reopens the space for a mostly white mechanic in the set related to the Spellbreak Church. ("Forbid magic to cleanse the world from chaos")
Energize - Will almost stay the same; only the wording has been changed and a +1/+1 counter was added (tracking/memory issues). I'll see how it'll be this way.
Discharge will stay the same. It was desinged to be the "core" mechanic of the set.
The Cards
Since the mechanics are being reviewed, many cards will change. I'm very opened to suggestions (of cards or mechanics!).
1. Purge
I changed my mind. I liked the ability. It was changed a little bit to prevent weird interactions with creatures like Maro. It now reads like this: Until your next turn, target creature loses all activated and triggered abilities.
2. Deluge???
Not happy with this ability. I feel like it doesn't have its place in the set anymore. I'm thinking of replacing it with Rebound if I don't come up with a better idea.
3. The Draft Archetypes
See this thread for an explanation of the changes I made to the draft archetypes.
TL;DR: I changed them because they didn't work.
4. Reddit
I am on reddit. My name is the same (Zervintz) and I post many quick updates on this project to quickly gather opinons. Yours is always welcome !
All the commons have been redesigned and adapted to the draft archetypes. They are all available in the gallery as well ! In the meantime, the other cards are removed from the list because they will be changed very soon. Those changed will be much less significant, though. (the outdated version of the card list is still available in the second post of the forum).
While this may seem like a step back, it really is a huge step forward for me in this set's development. I started this projet without having any idea where I was going, and that is much clearer for me right now.
Those commons can still change (especially those with purge, as I'm still not very happy with this mechanic), but they are way less likely to do so since their 2.0 update.
As always, all feedback would be very appreciated
-Changed many commons after many comments I've had on reddit and this forum.
-Added some of the old uncommons and rares of the set to the card list ! Some were changed to fit draft archetypes better, and some are the same. 45 new cards!
-Purge will be reworked. See this thread for more information. Any suggestion concerning a new mechanic suitable for the Spellbreak Church is most welcome.
-New set symbol ! I didn't like it, and someone on reddit pointed out that it looked like a Star Wars TIE Fighter. You can see the new symbol on the main post of this thread.
Now, updates:
- 26 new uncommons, rares and mythics have been added to the card list. This includes three new planeswalkers, as I decided that each color needed one due to Eternas' 0 ability that copies a planeswalker in limited. The set also had a lot of potential for planeswalkers stories since the plane of Aszakir, now submerged by Chaos, is a very interesting place in the Multiverse.
- The set symbol changed again. This will be the final version, I like it a lot that way. You can see it on the first post of this thread.
- I have decided to post one card of my set on a daily basis on https://www.reddit.com/r/custommagic/ . It helps getting feedback and criticism and I don't need to take a lot of time to upload the cards, so it's a good way for me to keep posting my custom cards even though I have less time.
- The main thread has been updated with stories for all five planeswalkers of the set.
About the Purge rework: The new ability for the WU archetype is named Runelink. It even changed since I posted it on this forum on the other thread, and I'm not ready to post it right now since it needs refinement on the wording and complexity level, but I'm quite happy about the mechanic as it currently is!
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
As for Molten Hills, I changed it as you suggested. I realized that adding mana wasn't very rewarding for that kind of ability, especially on a land. It now reads:
Land {C}
Molten Hills enters the battlefield tapped
T: Add to your mana pool.
When Molten Hills is put into a graveyard from the battlefield, you may have it deals 1 damage to target creature or player.
As for the green rares, I am working on them. Strange as it seems, green is the most challenging color to desing for this set. I can reveal one of the green rares I'm quite satisfied with:
Creature - Plant Hydra {R}
Widlai Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Widlai Hydra, prevent that damage, remove a +1/+1 counter from Widlai Hydra and put a 1/1 green Plant creature token onto the battlefield.
0/0
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
1)His +1 exchanges bottom to top so eventually you will get an awful card you don't want on the bottom and won't exchange it. I know you like the bottom-top card interaction, but I think it may be better just to have him allow you to shuffle instead after looking
2)his 0 ability will usually be useless, especially since the only other planeswalker in the set is karthan and unless your opponent has him on the field Eternas just has one less useful ability. Maybe something else with the bottom of your deck can be here instead; draw the bottom of your deck for 0?
Again, great work with the set!
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Small update on the set's progress: I'm currently finishing the second version of the commons so that they fit the new draft archetypes. It's going pretty well! I will update the card list when I'm satisfied with the new commons.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
One is Purge, you've said that you like it, but I'm not convinced of it's merit. The current version is less complex and less oppressive so that's good, but now it's less relevant. It's currently a niche effect and not an effect that you want a lot of. The problem is that activated and triggered abilities just aren't typically very important, and hence that purge would likely serve to generally discourage creatures with such abilities from being played. It's still oppressive and it still isn't very interesting. What purpose does it serve for the set? It represents part of your flavour, but at what cost?
And the other is that you have no returning mechanics (not evergreens) in this set. Reusing previous block mechanics is done in every modern block to conserve design space, so you should definitely consider adding one. Maybe Evoke, Inspired (potentially matches with flavour slot) or split cards including fuse?
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Purge : The more cards I make, the more I agree with you. I'm still not ready to remove the mechanic, though. The current version I'm toying with is: Until your next turn, that permanent loses all activated and triggered abilities and gets -1/-0 if it’s a creature. I wand to playtest the ability to really see how it affects the gameplay and global feeling of the set. I'd say that about 50% of the people to whom I showed the ability like it and the other half is very sceptical.
About a returning mechanic, I agree with you that I should bring one back. I like the idea of split cards using fuse, but there is no M15-styled card frame with this desing on MSE yet, so I would avoid that only for uniformity hahaha. I think that I will bring back either Flashback or Rebound since I have no mechanic in the set that is desinged for spells only, and the WB archetype is exile matters, so those abilities would fit well in the set. They have a certain degree of "chaotic feeling" to them as well.
Thanks for all the feedback you're giving me, it helps a lot
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
If you like it and you think it could work, then make a few different versions and playtest them. You can't find a better way of knowing whether something plays well than just playing with it.
Flashback is the easiest choice of those as it works very well generally.
No problem
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
(Note this is not a complete review, more of a first impression)
Bodyless (sic- Bodiless) Ghastguard: a bit too weak perhaps
Purity Ritual: Considering that you have a whole mechanic that gives opponents creatures, having other cards that also do it, especially like this that do it in a very similar way, is a bad idea. It's aesthetically strange, adds complexity in that it confuses players over the differences and has issues with having so many effects of the same kind.
Safety Barrier and Soothing Luminescence: These cards are too similar, especially for the same rarity and colour. Maybe if one of them was uncommon they'd both fit, but I recommend simply removing one of them at least for now.
To the Edge of Oblivion: Kinda weak
Dissipation: Why doesn't this have the -1/-0 text like the other Purge cards?
Mistshaped Weapon: Same as dissipation. Also, the flavour text is confusing.
Misty Geyser: Quite weak in comparison to Cancel. I don't think this design is very developable (i.e. it seems hard to balance).
Dark Bargain: "lose 2 life". Life, damage, power/toughness, and converted mana cost are listed with a number whereas other effects like tokens and cards are written out.
Gather the Shadows: "target creature card" Cards are always referred to as such when in the graveyard, hand or library.
Power Thirsty Fanatic: The name is weird, it would make more sense to call it Power Hungry Fanatic, it's just a more common phrase. The fact that a counter is removed from this before it can use that extra counter is weird and counteracts the utility of it. It would recommend adding "at the end of combat".
Arcanized Gumpo: doesn't get 2/2 creatures for 2 CMC at common, the reason for this is because red has good cheap removal in limited already so having quite a good base of small creatures would make red aggro decks too strong. I would recommend shifting to a 2/1 or 3/2.
Azali War Brigade: Repetable shuffling effects are avoided, especially at common and those that effect the opponent. This is due to the time-consuming nature of shuffling.
Crackling Colossus: Could cost based on Lightning Shrieker.
Dhunkar Thundercaller: Not a very fun card, especially for common. It's just too restrictive for a low rarity and maybe too restrictive for a higher rarity as well.
Disciple of Pyria: Seems like an overly wordy way of doing Rummaging Goblin.
Earthquake Entity: Not a common, but a fine uncommon. Land disruption effects are not done at lower CMC at common, only at 5-6 range. Even at higher rarities, 3 CMC is the lowest cost used for straight up destroy (arbitrary to power level).
Flameweaver: Spiders should almost always have reach in the same way that birds should almost always have flying. Red is now allowed reach (as of Magic: Origins) so this should have it.
Manasurge Twister: Should probably be
Manasurge Twister ( )
Instant (C)
Manasurge Twister deals 2 damage to target player. Each player shuffles his or her library.
Burrowed Groundshaker: Probably too big for common and too efficient. I would recommend changing to 5/5.
Lost in the Mist: Lost in the Mist exists. Also this should just universally prevent combat damage, maybe changing the cost too , due to the current unnecessary complexity and the fact that green normally only prevents combat damage.
Moonlight Apparition: Green normally doesn't care for instants and sorceries, this is probably an unnecessary colour bend
Poison Spitter: Same reasoning behind Purity Ritual, this is a "fake mechanic" card in a set with that mechanic.
Sleepy Protector: Might be better as a 5/6
Unstable Evolution: Strictly better Rampant Growth is questionable and definitely shouldn't be done at common.
Untamed Greyhorn: Shroud has been phased out in favour of Hexproof.
The set is coming along pretty well, good work .
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
[List]
[*]Thought Dismissal is horribly overpowered. Even half of a Hymn is way too much for today's limited format at common.
[*]Unstable Lightning is fantastic design. Love it.
[/list]
Looking at uncommons:
[List]
[*]Earthspeaker Shaman looks good. Kinda like a mini-Keranos but not.
List tags are malformed.
1) The Purge reworking saga has come to an end.
Runelink is gone as well. I decided to make Soulbond come back from Avacyn Restored to represent the alliance between two factions: Wizards of Mara and the Harmony Order Priests.
2) I've playtested the set for the first time!
I'm very happy with the results, and it allowed me to change MANY cards to improve the set. Soulbond also works very well, both flavorfully and mechanically.
3) The set now has 198 cards.
All those cards also have been added to the card gallery on my website!
4) The symbol changed AGAIN.
Yes, yes, last time I said that it was the last time, but the two lightning bolts were still too distinct, and I didn't want the symbol to have a bad meaning. I like it quite a lot the way it is now.
5) I'm ready to make a fist IRL draft with friends with this 198 cards partial list. I think it will take place within the month, but I can't be sure.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
The thread will be locked until I find time and players to do a first IRL draft.
Note that in the meantime I'll be working on a new set called Kazundoo. A thread will soon be created in this forum.
I'm not abandonning Aszakir. It will be continued.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan