Kaldarjar AssemblyW
Snow Instant [C]
Tap any number of untapped creatures you control. Add W to your mana pool for each creature tapped this way.
Rime Seer1U
Snow Creature — Human Wizard [C] T: Add U to your mana pool. Rime Seer doesn’t untap during your next untap step.
[0/3]
Ice RotB
Snow Enchantment — Aura [C]
Enchant land you control
Enchanted land is a snow Swamp in addition to its other types.
Sacrifice Ice Rot: Add B to your mana pool.
Cryostatic Spark1R
Snow Instant [C]
Cryostatic Spark deals 1 damage to target creature or player. Add R to your mana pool.
Out of the NorthG
Snow Sorcery [C]
Search your library for a snow land card, reveal it, and put it into your hand. Then shuffle your library.
I am aware that some of these are quite strong. I think they need to be.
EDIT: It's also bears repeating that, for Dominaria block, I am revising the definition of S to be "one mana from a snow source." So any mana-generating snow instants or snow sorceries in the set will also make snow mana for you.
EDIT: Updated Mara Seer from a 0/2 for U.
EDIT: Made Mara Seer a Human (was a Hag).
EDIT: Removed the Wild Growth clause from Ice Rot, went with Sliver Lord's suggestion for a sac clause.
EDIT: Renamed Rime Seer (was "Mara Seer).
EDIT: Out of the North now costs 1 less and goes to your hand instead of the battlefield, has no basic or Forest interactions.
EDIT: Simplified Kaldarjar Assembly. Used to provide an extra W for each snow creature tapped.
These are some really fun cards! My only concern (and take my advice lightly, I'm only just getting into card designing) is that Kaldarjar Assembly has an effect too great for its mana cost and/or rarity. Also, I think Maya Seer can be slightly improved. It's like an Elvish Mystic that will only produce half the mana (U every 2 turns). Other than that, they are very flavorful and well-thought out!
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These are some really fun cards! My only concern (and take my advice lightly, I'm only just getting into card designing) is that Kaldarjar Assembly has an effect too great for its mana cost and/or rarity. Also, I think Maya Seer can be slightly improved. It's like an Elvish Mystic that will only produce half the mana (U every 2 turns). Other than that, they are very flavorful and well-thought out!
Thanks! I appreciate the compliments.
EDIT: And welcome to the forums.
For Mara Seer, I'm trying not to go too bonkers with blue mana-tappers. Deranged Assistant and Vedalken Engineer both have noticeable drawbacks over the typical 1 CMC Elf ramp. In any case I think any card that can effectively turn a Cancel into a Counterspell is nothing to sneeze at.
You might be right about Kaldarjar Assembly, but I guess we'll have to test it to find the right cost. My inspirations were convoke and High Tide... so in the case of the latter, you can see that I'm not necessarily afraid of going big here.
It's pretty weird that the red one is the only one that can't net you any mana. Surely there is an actual snow ritual though.
The white and blue ones are bleeds - obviously - but that's okay; they're flavorful and developmentwise necessary I'm sure.
Minotaurtarus hit upon the potential scariness of Kaldarjar Assembly (but Mara Seer is a blue mana dork that's harder to kill than your average one-mana one so there).
I mean, is it truly? It feels more like an Evil Presence than it does a Wild Growth. Black is all about making things as black/Swamp-y as possible.
That feeling was exactly what I was going for... so, awesome!
I think you can say the same thing about Ice Rot, Mara Seer, and Kaldarjar Assembly... IMO, they feel right, and they may even be right, in a very pie-crust sense. As I mentioned, convoke is securely white these days, and blue has gotten mana dorks as tertiary designs from Magic prehistory up through the beginning of the Modern era and into recent memory. And stuff like Nirkana Revenant suggests that black can get some Swampy accel, too.
One question... I'm considering bumping Mara Seer up to 1U and 0/3. This is partially because Llanowar Goblins are a hard lock for the set, and I'm feeling a little fudgey about having two 1 CMC mana dorks at common. The other reason being, the more I meditate on the "turn your Cancel into a Counterspell" advantage that I advertised earlier (meaning, drop a hard counter on T2,) the more that sounds like a bad experience for everybody. Plus, at 0/3, I really like the tension between the Hag's slow mana ability and her utility as a blocker.
I think your decision to bump up Mara Seer is a great idea. The version 2.0 would play a lot better! The only problem that I can find is the boost in toughness may distract players from Mara Seer's real purpose, which is mana fixing (if that's what you are going for).
Kaldarjar is very flavorful after thinking about it for a bit and you probably should keep it the way it is, maybe just making it an uncommon.
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Ice Rot has good flavor, but I think it should be at 1B. I think there's a sound developmental reason we haven't seen Wild Growth or a comparable effect in the past half dozen years, and giving the first one to black feels like printing Hornet Sting at 3 damage.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Ice Rot has good flavor, but I think it should be at 1B. I think there's a sound developmental reason we haven't seen Wild Growth or a comparable effect in the past half dozen years, and giving the first one to black feels like printing Hornet Sting at 3 damage.
I'm desperately trying to keep this one at B.
The "enchanted land is a snow Swamp" clause is the heart and soul of the card. And that ability isn't worth more than B.
"Enchant land you control" is a product of the metagame. I know a nice side-effect of Evil Presence is that it can bork your opponent's lands, but I'm doing virtually no Auras in Dominaria block that will sit on your opponent's stuff, unless they use a control-changing effect (because it messes with the ease of play for spectrum.)
The Wild Growth functionality is actually the thing I'm most able to change. Is there another ability you would put here (mana or nonmana) that would make this card attractive?
ETB cantrip seems to make it pretty playable when you want snow fixing. "Whenever you tap enchanted land for mana, gain a life." is fine as Ajani's Mantra+. Considering Curse of the Pierced Heart, you could maybe do "Whenever you tap enchanted land for mana, target player loses a life." Enchanted land has "T: Target player loses a life." is safer powerwise, but at odds with its snow fixing use.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Ice Rot B
Snow Enchantment — Aura [C]
Enchant land you control
Enchanted land is a snow Swamp in addition to its other types.
Sacrifice Ice Rot: Add B to your mana pool.
I don't think it's fair that black gets a one-mana once per turn ramp spell while blue's was bumped up to 2 mana and can only be used every other turn.
Could Cryostatic Spark cost just R? Spawning Breath gave you an Eldrazi token which is arguably better than one floating red, and it still wasn't very good. (Assuming that increasing the damage to 2 would bump up against too many other Shock effects - I believe I've seen a couple from the Coalition side already.)
Set 1 of 3 in Dominaria block
Kaldarjar Assembly W
Snow Instant [C]
Tap any number of untapped creatures you control. Add W to your mana pool for each creature tapped this way.
Rime Seer 1U
Snow Creature — Human Wizard [C]
T: Add U to your mana pool. Rime Seer doesn’t untap during your next untap step.
[0/3]
Ice Rot B
Snow Enchantment — Aura [C]
Enchant land you control
Enchanted land is a snow Swamp in addition to its other types.
Sacrifice Ice Rot: Add B to your mana pool.
Cryostatic Spark 1R
Snow Instant [C]
Cryostatic Spark deals 1 damage to target creature or player. Add R to your mana pool.
Out of the North G
Snow Sorcery [C]
Search your library for a snow land card, reveal it, and put it into your hand. Then shuffle your library.
----------------------------------------------------
I am aware that some of these are quite strong. I think they need to be.
EDIT: It's also bears repeating that, for Dominaria block, I am revising the definition of S to be "one mana from a snow source." So any mana-generating snow instants or snow sorceries in the set will also make snow mana for you.
EDIT: Updated Mara Seer from a 0/2 for U.
EDIT: Made Mara Seer a Human (was a Hag).
EDIT: Removed the Wild Growth clause from Ice Rot, went with Sliver Lord's suggestion for a sac clause.
EDIT: Renamed Rime Seer (was "Mara Seer).
EDIT: Out of the North now costs 1 less and goes to your hand instead of the battlefield, has no basic or Forest interactions.
EDIT: Simplified Kaldarjar Assembly. Used to provide an extra W for each snow creature tapped.
Check out my new blog about artificial intelligence. Thanks!
EDIT: And welcome to the forums.
For Mara Seer, I'm trying not to go too bonkers with blue mana-tappers. Deranged Assistant and Vedalken Engineer both have noticeable drawbacks over the typical 1 CMC Elf ramp. In any case I think any card that can effectively turn a Cancel into a Counterspell is nothing to sneeze at.
You might be right about Kaldarjar Assembly, but I guess we'll have to test it to find the right cost. My inspirations were convoke and High Tide... so in the case of the latter, you can see that I'm not necessarily afraid of going big here.
The white and blue ones are bleeds - obviously - but that's okay; they're flavorful and developmentwise necessary I'm sure.
Minotaurtarus hit upon the potential scariness of Kaldarjar Assembly (but Mara Seer is a blue mana dork that's harder to kill than your average one-mana one so there).
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I think you can say the same thing about Ice Rot, Mara Seer, and Kaldarjar Assembly... IMO, they feel right, and they may even be right, in a very pie-crust sense. As I mentioned, convoke is securely white these days, and blue has gotten mana dorks as tertiary designs from Magic prehistory up through the beginning of the Modern era and into recent memory. And stuff like Nirkana Revenant suggests that black can get some Swampy accel, too.
One question... I'm considering bumping Mara Seer up to 1U and 0/3. This is partially because Llanowar Goblins are a hard lock for the set, and I'm feeling a little fudgey about having two 1 CMC mana dorks at common. The other reason being, the more I meditate on the "turn your Cancel into a Counterspell" advantage that I advertised earlier (meaning, drop a hard counter on T2,) the more that sounds like a bad experience for everybody. Plus, at 0/3, I really like the tension between the Hag's slow mana ability and her utility as a blocker.
Kaldarjar is very flavorful after thinking about it for a bit and you probably should keep it the way it is, maybe just making it an uncommon.
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I guess that's all I have to say about that.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That change will also motivate me to break up the Fylgjur cycle a bit, I think. Which is good.
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The "enchanted land is a snow Swamp" clause is the heart and soul of the card. And that ability isn't worth more than B.
"Enchant land you control" is a product of the metagame. I know a nice side-effect of Evil Presence is that it can bork your opponent's lands, but I'm doing virtually no Auras in Dominaria block that will sit on your opponent's stuff, unless they use a control-changing effect (because it messes with the ease of play for spectrum.)
The Wild Growth functionality is actually the thing I'm most able to change. Is there another ability you would put here (mana or nonmana) that would make this card attractive?
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Ice Rot B
Snow Enchantment — Aura [C]
Enchant land you control
Enchanted land is a snow Swamp in addition to its other types.
Sacrifice Ice Rot: Add B to your mana pool.
I don't think it's fair that black gets a one-mana once per turn ramp spell while blue's was bumped up to 2 mana and can only be used every other turn.
Could Cryostatic Spark cost just R? Spawning Breath gave you an Eldrazi token which is arguably better than one floating red, and it still wasn't very good. (Assuming that increasing the damage to 2 would bump up against too many other Shock effects - I believe I've seen a couple from the Coalition side already.)
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