For Dreamscape of Noctus See the first draft here
I'm a big believer in iteration so here is take number 2.
Added the Aspire mechanic, some enablers and a bunch of flavor text.
Lots of other tweaks.
Dayblade Scout
Creature — Human Scout (C) The Daymas Order believes in peace through a shared ideal. The unstable nature of the Dreamscape threatens everything they believe and thus must be contained.
1/2
Priestess of Daymas
Creature — Human Cleric (C)
Aspire —Whenever you cast a spell with greater converted mana cost than Priestess of Daymas, Priestess of Daymas gets +1/+1 until end of turn. “Fear not the night, instead hope in peaceful slumber.”
1/1
Armello Wanderer
Creature — Rabbit Soldier (C)
Aspire — Whenever you cast a spell with greater converted mana cost than Armello Wanderer, you may tap target creature you don’t control. The Armello rabbit-kin are sworn to help travelers, both physical and dreaming.
2/1
Forallen Historian
Creature — Human Wizard (C)
When Forallen Historian dies, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library. “The lessons of our ancestors pave the future of our community.”
1/1
Grizzled Borderer
Creature — Human Soldier (C)
: Grizzled Borderer gains double strike until end of turn. “The ideals of Daymas are not the only source of goodness”
2/2
Righteous Ancestor
Creature — Spirit (C)
Flying, vigilance, lifelink Nobody knows if or how the departed interact with the Dreamscape. Do our dreams contain messages from the dead or is it our own hopes reflected upon us?
1/1
Dawn Crusader
Creature — Human Soldier (C)
First Strike (This creature deals combat damage before creatures without first strike.)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
2/2
Equinox Dreamer
Creature — Human Cleric (C)
: Target player loses 1 life. Activate this ability only if you gained life this turn. Night and day. Life and death. All is balanced by our fragile dreams.
2/3
Nurturing Mori
Creature — Elemental (C)
Flying
When Nurturing Mori enters the battlefield, you gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.) A dream of hope and peace.
2/1
Reality Guardian
Creature — Human Knight (C)
Whenever Reality Guardian deals combat damage to a player, exile target card from that player’s graveyard. “The foundation of reality cannot be built on artifice and mystery.”
—Hinfela, Executor of Light
2/4
Dreamscape Purifier
Creature — Human Knight (C)
Vigilance (Attacking doesn’t cause this creature to tap.)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.) “What the order can’t restrict, will be purified.”
—Hinfela, Executor of Light
3/3
Binds of the Ideal
Enchantment — Aura (C)
Enchant creature
If you control enchanted creature it gets +2/+2. Otherwise it can’t attack or block. “You serve our world or your serve your punishment.”
—Lectia, Envoy of the Sun
Collective Duty
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1 for each creature you control and has vigilance. The weight of community grants the strength of heroes.
Vital Rest
Instant (C)
Put a +1/+1 counter on target creature, then tap it. Dreams can heal wounds that no medicine can touch.
Feeling of Dread
Instant (C)
Tap up to two target creatures.
Flashback (You may cast this card from your graveyard for its flashback cost. then exile it.) Hesitate and your fears may just catch up to you.
Resist your Fears
Instant (C)
Blocked creatures you control get +2/+2 until end of turn. “Resolved to walk the path of light,
We push against the dark of night.”
—Hymn of Daymas
Scapehunting
Instant (C)
Put three 1/1 white Hound creature tokens with lifelink onto the battlefield. The Order of Daymas aim to bring light and peace to the Dreamscape, hunting down those who haunt our darkest dreams.
Peaceful Prophecy
Instant (C)
Exile target attacking or blocking creature.
Augur 2 (Look at the top two cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
Touch of the Sun
Sorcery (C)
Put a +1/+1 counter on each creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. then exile it.)
Honestly, this is looking really nice. I only have a few complaints.
Firstly, Touch of the Sun is honestly just too strong at common. The only true comparison is Titania's Boon, and while its an old card, it isn't easily repeatable like yours is, and is uncommon. It really needs to be a lot higher (especially the flashback cost) - I'm thinking 3WW with 5WW flashback levels here, because its such a limited bomb. But, I think the cleanest option would be:
Touch of the Sun 4W
Sorcery (C)
Put a +1/+1 counter on each of up to 3 target creatures.
Flashback 2W
Secondly, rabbit people only seem to appear once here - I really hope your not pulling a Khans, where the Ainoks showed up in all of 3 creatures. What colors will they be appearing in?
Thirdly, Armello Wanderer seems like it has way too much tapdown potential - while it probably won't be a problem because dreamwalk interaction, it may lead to a bit more stale gameplay as you can consistently tap their main attackers.
And lastly, and this I'm assuming is mostly creator's choice, but there honestly aren't many badcommons among your ones here. Your only vanilla is an above the curve card, and while some like Equinox Dreamer or Forallen Historian are obviously situational draft picks at best, its looking a little too good as is, you know? But, of course, as a custom set you don't particularly have to worry about it as your not designing for an environment with large potential for power creep, so its definitely something you can ignore. I just wanted to make a note of it.
All that said, loving these cards.
Favorite cards: Collective Duty, Vital Rest, Dawn Crusader
Least favorite: Armello Wanderer, Righteous Ancestor
Touch of the Sun 4W
Sorcery (C)
Put a +1/+1 counter on each of up to 3 target creatures.
Flashback 2W
This seems like an easy change. I wanted a powerful yet expensive flashback card for white to enable Aspire in other colors as well as break up some of the board stalls I was found was happening in playtests.
Secondly, rabbit people only seem to appear once here - I really hope your not pulling a Khans, where the Ainoks showed up in all of 3 creatures. What colors will they be appearing in?
I initially had quite a few more rabbit folk but the lack of decent art meant I've had to cut back to 2-3 cards.
Thirdly, Armello Wanderer seems like it has way too much tapdown potential - while it probably won't be a problem because dreamwalk interaction, it may lead to a bit more stale gameplay as you can consistently tap their main attackers.
I initially had it a a higher mana cost but it actually is rather inconsistent as a tapper due to requiring instant speed spells that cost 3 or greater. Is far better as an offensive card like it currently is.
And lastly, and this I'm assuming is mostly creator's choice, but there honestly aren't many badcommons among your ones here. Your only vanilla is an above the curve card.
I'm a aware that these are possibly a little good, however I'm compensating a bit for my previous set Coins of Mercalis having too many unplayables.
A 1/2 vanilla for 1 is a bad card in limited.Sanctuary Cat isn't going in a deck unless your running very low on playable. Resist your Fears is certainly an awkward combat trick.
Favorite cards: Collective Duty, Vital Rest, Dawn Crusader
Least favorite: Armello Wanderer, Righteous Ancestor
I'll make note of these.
What do you like so much about Dawn Crusader?
I liked Dawn Crusader as it reminded me of Observant Alseid - 3drop, 2/2, evergreen keyword + set keyword seems like exactly the type of common sets need.
Collective Duty has a usual white effect that I don't think has been seen on Auras before, or at least very rarely, and as a fan of Auras I like simple ones like this (even if its sadly too overcosted for constructed play).
Vital Rest is just a simple, clean card, as well as a fantastic combat trick.
Armello Wanderer was mostly disliked due to the multitude of interactions it can have with things like dreamwalk, and how its usefulness depends entirely on the board state.
And Righteous Ancestor, while it is fine at common, I generally feel common should have 2 or less keywords (Alabaster Kirin, Dawnstrike Paladin), while uncommon gets into the 3+ keyword territory (Shepherd of the Lost, Gurmag Swiftwing). Again, as a 1/1 its fine, but it does make combat tricks a lot more potent while its on the field.
Maybe it's just seeing two examples so close next to each other, but I caution against using flavor text quotes without attribution (implying it is said by the creature itself) too often; it is great for legendary creatures, but on more 'generic' creatures it might be better to attribute the quote to a single flavor text character (or as a saying/vow common among their kind) if the space allows for it.
Armello Wanderer
Creature — Rabbit Soldier (C)
Aspire — Whenever you cast a spell with greater converted mana cost than Armello Wanderer, you may tap target creature you don’t control. The Armello rabbit-kin are sworn to help travelers, both physical and dreaming.
2/1
I'm interested to hear about your reasoning for "you don't control" over the more common "an opponent controls". If you have game play reasons (dreamwalk) to restrict this ability in this way, then maybe it should just strictly apply.
Nurturing Mori
Creature — Elemental (C)
Flying
When Nurturing Mori enters the battlefield, you gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.) A dream of hope and peace.
2/1
Have you considered triggering on casting and exiling on resolving to be consistent with nonpermanent flashback? It feels weird to have this work so differently on permanents and nonpermanents - like the issue with haunt.
Binds of the Ideal
Enchantment — Aura (C)
Enchant creature
If you control enchanted creature it gets +2/+2. Otherwise it can’t attack or block. “You serve our world or your serve your punishment.”
—Lectia, Envoy of the Sun
I wish this was a better flavor hit.
Vital Rest
Instant (C)
Put a +1/+1 counter on target creature, then tap it. Dreams can heal wounds that no medicine can touch.
Is there a mechanical reason for the order of effects? I feel the flavor works better if you start to rest and get vitalized afterwards as a 'result' - like a nap. I don't feel vitalized and afterwards suddenly decide to rest.
Scapehunting
Instant (C)
Put three 1/1 white Hound creature tokens with lifelink onto the battlefield. The Order of Daymas aim to bring light and peace to the Dreamscape, hunting down those who haunt our darkest dreams.
I like french vanilla tokens.
Peaceful Prophecy
Instant (C)
Exile target attacking or blocking creature.
Augur 2 (Look at the top two cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
Have you considered making augur a keyword action - it reads like it wants to be a keyword action.
Touch of the Sun
Sorcery (C)
Put a +1/+1 counter on each creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. then exile it.)
I have never seen Titania's Boon at common. Understandable since outside of tribal Glorious Anthem is rare. This smells like an uncommon to me.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
White should have 9-10 real creatures, plus 0-1 pure token producers; 3 enchantments, of which 2 should be Auras; and the remaining 5 cards should be pretty evenly Sorcery/Instant. As it stands you have too many creatures and not enough Auras.
I really like Aspire, it's very similar to Heroic and Prowess in a good way. Dreamwalk is awesome (PS I stole it if that's alright), but you might want to be careful making your most powerful combat creatures have such a good evasion ability. Flashback on creatures is flavourfully wrong, please just create a new mechanic. Augur's cool, falling somewhere between Scry and Dredge. As long as you're careful with graveyard interactions I think it's fine.
Dayblade Scout - I like this vanilla size, it's a relatively low pick but can enable a white tempo-aggro strategy.
Priestess of Daymas - This is the power common, and a great use of Aspire. I'd playtest this heavily as it might be too good for common.
Armello Wanderer - Repeatable removal (tempo or actual) just isn't common. Move this up to uncommon at minimum.
Forallen Historian - This is great, the kind of card I love to see. "Forallen" needs a new name, too close to "Fallen".
Grizzled Borderer - Interesting. Dangerous, but interesting. The cost seems right, but you'll need to meta test this heavily (especially with the Historian).
Righteous Ancestor - This is incredibly uninteresting and almost certainly not common. A white 2/1 lifelinker would be much more interesting a card and more importantly common.
Dawn Crusader - Mixing Dreamwalk and First strike seems very counter-productive. The primary way to defend against Dreamwalk is to swing with your bigger creatures, which naturally defend themselves against first strike on smaller creatures. On the defense the problem is the same, except now neither ability does anything. Instead of first strike, why not give flash and tap a creature on etb? The tension between Dreamwalk and tapping allows you to push the card more, enabling the addition of the flash. But now you have a blue card. I don't really get why you'd try to force dreamwalk into the colour which does the most tapping, as opposed to the colour which does the most Twiddling.
Equinox Dreamer - This is fantastic. You could change "target player" to "each opponent" and the card would be the same for Limited, but far more interesting in Constructed and now EDH playable.
Nurturing Mori - This is fine, but you badly need a flavour replacement for Flashback.
Reality Guardian - Does this do anything?
Dreamscape Purifier - Vigilance plus Dreamwalk makes a whole lot more sense, but does create the weird situation where you can't block their dreamwalkers with your own dreamwalker.
Binds of the Ideal - Pacifism+ is fine. What is "the Ideal"?
Collective Duty - Is this common? This seems really swingy, either being a lynchpin of doom or completely useless. Also if Dreamwalk is as pushed as it appears, Vigilance is a drawback.
Vital Rest - Nice.
Feeling of Dread - Perfect reprint.
Resist your Fears - Fine I suppose.
Scapehunting - Wow this is way too good for common. 3 lifelinking power on three creatures at instant speed? That's the best white Limited blowout trick since Path to Exile!
Peaceful Prophecy - This is fine, could potentially come down to 5cmc.
Touch of the Sun - This is way too efficient for common.
Maybe it's just seeing two examples so close next to each other, but I caution against using flavor text quotes without attribution (implying it is said by the creature itself) too often; it is great for legendary creatures, but on more 'generic' creatures it might be better to attribute the quote to a single flavor text character (or as a saying/vow common among their kind) if the space allows for it.
Interesting point, I'll keep that in mind and see if I can make a few changes to improve the flavor (which still needs a fair bot of work in my opinion)
Armello Wanderer
Creature — Rabbit Soldier (C)
Aspire — Whenever you cast a spell with greater converted mana cost than Armello Wanderer, you may tap target creature you don’t control. The Armello rabbit-kin are sworn to help travelers, both physical and dreaming.
2/1
I'm interested to hear about your reasoning for "you don't control" over the more common "an opponent controls". If you have game play reasons (dreamwalk) to restrict this ability in this way, then maybe it should just strictly apply.
This was actually just a terminology error which has been corrected to use the more common wording.
Nurturing Mori
Creature — Elemental (C)
Flying
When Nurturing Mori enters the battlefield, you gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.) A dream of hope and peace.
2/1
Have you considered triggering on casting and exiling on resolving to be consistent with nonpermanent flashback? It feels weird to have this work so differently on permanents and nonpermanents - like the issue with haunt.
I'm finding this one a little tricky as the ETB trigger both plays a lot better (more interaction with counterspells/triggered abilities) and has less weird terminology (casting triggers at common get confusing) but reads a lot less nicely.
I'm keeping it as it is for now until I've had another proper playtest session but I'm certainly aware of other options.
Vital Rest
Instant (C)
Put a +1/+1 counter on target creature, then tap it. Dreams can heal wounds that no medicine can touch.
Is there a mechanical reason for the order of effects? I feel the flavor works better if you start to rest and get vitalized afterwards as a 'result' - like a nap. I don't feel vitalized and afterwards suddenly decide to rest.
Good point, I'll change this.
Touch of the Sun
Sorcery (C)
Put a +1/+1 counter on each creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. then exile it.)
I have never seen Titania's Boon at common. Understandable since outside of tribal Glorious Anthem is rare. This smells like an uncommon to me.
This has been changed recently to "Put a +1/+1 counter on three target creatures you control." as well as red flagged for non common wording. This pushes the card into the token strategy I want this to support. Similar to Sanctified Charge in M15.
See the first draft here
I'm a big believer in iteration so here is take number 2.
Added the Aspire mechanic, some enablers and a bunch of flavor text.
Lots of other tweaks.
Dayblade Scout
Creature — Human Scout (C)
The Daymas Order believes in peace through a shared ideal. The unstable nature of the Dreamscape threatens everything they believe and thus must be contained.
1/2
Priestess of Daymas
Creature — Human Cleric (C)
Aspire —Whenever you cast a spell with greater converted mana cost than Priestess of Daymas, Priestess of Daymas gets +1/+1 until end of turn.
“Fear not the night, instead hope in peaceful slumber.”
1/1
Armello Wanderer
Creature — Rabbit Soldier (C)
Aspire — Whenever you cast a spell with greater converted mana cost than Armello Wanderer, you may tap target creature you don’t control.
The Armello rabbit-kin are sworn to help travelers, both physical and dreaming.
2/1
Forallen Historian
Creature — Human Wizard (C)
When Forallen Historian dies, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.
“The lessons of our ancestors pave the future of our community.”
1/1
Grizzled Borderer
Creature — Human Soldier (C)
: Grizzled Borderer gains double strike until end of turn.
“The ideals of Daymas are not the only source of goodness”
2/2
Righteous Ancestor
Creature — Spirit (C)
Flying, vigilance, lifelink
Nobody knows if or how the departed interact with the Dreamscape. Do our dreams contain messages from the dead or is it our own hopes reflected upon us?
1/1
Dawn Crusader
Creature — Human Soldier (C)
First Strike (This creature deals combat damage before creatures without first strike.)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
2/2
Equinox Dreamer
Creature — Human Cleric (C)
: Target player loses 1 life. Activate this ability only if you gained life this turn.
Night and day. Life and death. All is balanced by our fragile dreams.
2/3
Nurturing Mori
Creature — Elemental (C)
Flying
When Nurturing Mori enters the battlefield, you gain 2 life.
Flashback (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.)
A dream of hope and peace.
2/1
Reality Guardian
Creature — Human Knight (C)
Whenever Reality Guardian deals combat damage to a player, exile target card from that player’s graveyard.
“The foundation of reality cannot be built on artifice and mystery.”
—Hinfela, Executor of Light
2/4
Dreamscape Purifier
Creature — Human Knight (C)
Vigilance (Attacking doesn’t cause this creature to tap.)
Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
“What the order can’t restrict, will be purified.”
—Hinfela, Executor of Light
3/3
Binds of the Ideal
Enchantment — Aura (C)
Enchant creature
If you control enchanted creature it gets +2/+2. Otherwise it can’t attack or block.
“You serve our world or your serve your punishment.”
—Lectia, Envoy of the Sun
Collective Duty
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1 for each creature you control and has vigilance.
The weight of community grants the strength of heroes.
Vital Rest
Instant (C)
Put a +1/+1 counter on target creature, then tap it.
Dreams can heal wounds that no medicine can touch.
Feeling of Dread
Instant (C)
Tap up to two target creatures.
Flashback (You may cast this card from your graveyard for its flashback cost. then exile it.)
Hesitate and your fears may just catch up to you.
Resist your Fears
Instant (C)
Blocked creatures you control get +2/+2 until end of turn.
“Resolved to walk the path of light,
We push against the dark of night.”
—Hymn of Daymas
Scapehunting
Instant (C)
Put three 1/1 white Hound creature tokens with lifelink onto the battlefield.
The Order of Daymas aim to bring light and peace to the Dreamscape, hunting down those who haunt our darkest dreams.
Peaceful Prophecy
Instant (C)
Exile target attacking or blocking creature.
Augur 2 (Look at the top two cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
Touch of the Sun
Sorcery (C)
Put a +1/+1 counter on each creature you control.
Flashback (You may cast this card from your graveyard for its flashback cost. then exile it.)
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Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Firstly, Touch of the Sun is honestly just too strong at common. The only true comparison is Titania's Boon, and while its an old card, it isn't easily repeatable like yours is, and is uncommon. It really needs to be a lot higher (especially the flashback cost) - I'm thinking 3WW with 5WW flashback levels here, because its such a limited bomb. But, I think the cleanest option would be:
Touch of the Sun 4W
Sorcery (C)
Put a +1/+1 counter on each of up to 3 target creatures.
Flashback 2W
Secondly, rabbit people only seem to appear once here - I really hope your not pulling a Khans, where the Ainoks showed up in all of 3 creatures. What colors will they be appearing in?
Thirdly, Armello Wanderer seems like it has way too much tapdown potential - while it probably won't be a problem because dreamwalk interaction, it may lead to a bit more stale gameplay as you can consistently tap their main attackers.
And lastly, and this I'm assuming is mostly creator's choice, but there honestly aren't many bad commons among your ones here. Your only vanilla is an above the curve card, and while some like Equinox Dreamer or Forallen Historian are obviously situational draft picks at best, its looking a little too good as is, you know? But, of course, as a custom set you don't particularly have to worry about it as your not designing for an environment with large potential for power creep, so its definitely something you can ignore. I just wanted to make a note of it.
All that said, loving these cards.
Favorite cards: Collective Duty, Vital Rest, Dawn Crusader
Least favorite: Armello Wanderer, Righteous Ancestor
Avant Block: Avant -- Stormfront
This seems like an easy change. I wanted a powerful yet expensive flashback card for white to enable Aspire in other colors as well as break up some of the board stalls I was found was happening in playtests.
I initially had quite a few more rabbit folk but the lack of decent art meant I've had to cut back to 2-3 cards.
I initially had it a a higher mana cost but it actually is rather inconsistent as a tapper due to requiring instant speed spells that cost 3 or greater. Is far better as an offensive card like it currently is.
I'm a aware that these are possibly a little good, however I'm compensating a bit for my previous set Coins of Mercalis having too many unplayables.
A 1/2 vanilla for 1 is a bad card in limited.Sanctuary Cat isn't going in a deck unless your running very low on playable.
Resist your Fears is certainly an awkward combat trick.
I'll make note of these.
What do you like so much about Dawn Crusader?
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Collective Duty has a usual white effect that I don't think has been seen on Auras before, or at least very rarely, and as a fan of Auras I like simple ones like this (even if its sadly too overcosted for constructed play).
Vital Rest is just a simple, clean card, as well as a fantastic combat trick.
Armello Wanderer was mostly disliked due to the multitude of interactions it can have with things like dreamwalk, and how its usefulness depends entirely on the board state.
And Righteous Ancestor, while it is fine at common, I generally feel common should have 2 or less keywords (Alabaster Kirin, Dawnstrike Paladin), while uncommon gets into the 3+ keyword territory (Shepherd of the Lost, Gurmag Swiftwing). Again, as a 1/1 its fine, but it does make combat tricks a lot more potent while its on the field.
Avant Block: Avant -- Stormfront
I'm interested to hear about your reasoning for "you don't control" over the more common "an opponent controls". If you have game play reasons (dreamwalk) to restrict this ability in this way, then maybe it should just strictly apply.
Have you considered triggering on casting and exiling on resolving to be consistent with nonpermanent flashback? It feels weird to have this work so differently on permanents and nonpermanents - like the issue with haunt.
I wish this was a better flavor hit.
Is there a mechanical reason for the order of effects? I feel the flavor works better if you start to rest and get vitalized afterwards as a 'result' - like a nap. I don't feel vitalized and afterwards suddenly decide to rest.
I like french vanilla tokens.
Have you considered making augur a keyword action - it reads like it wants to be a keyword action.
I have never seen Titania's Boon at common. Understandable since outside of tribal Glorious Anthem is rare. This smells like an uncommon to me.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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I really like Aspire, it's very similar to Heroic and Prowess in a good way. Dreamwalk is awesome (PS I stole it if that's alright), but you might want to be careful making your most powerful combat creatures have such a good evasion ability. Flashback on creatures is flavourfully wrong, please just create a new mechanic. Augur's cool, falling somewhere between Scry and Dredge. As long as you're careful with graveyard interactions I think it's fine.
Dayblade Scout - I like this vanilla size, it's a relatively low pick but can enable a white tempo-aggro strategy.
Priestess of Daymas - This is the power common, and a great use of Aspire. I'd playtest this heavily as it might be too good for common.
Armello Wanderer - Repeatable removal (tempo or actual) just isn't common. Move this up to uncommon at minimum.
Forallen Historian - This is great, the kind of card I love to see. "Forallen" needs a new name, too close to "Fallen".
Grizzled Borderer - Interesting. Dangerous, but interesting. The cost seems right, but you'll need to meta test this heavily (especially with the Historian).
Righteous Ancestor - This is incredibly uninteresting and almost certainly not common. A white 2/1 lifelinker would be much more interesting a card and more importantly common.
Dawn Crusader - Mixing Dreamwalk and First strike seems very counter-productive. The primary way to defend against Dreamwalk is to swing with your bigger creatures, which naturally defend themselves against first strike on smaller creatures. On the defense the problem is the same, except now neither ability does anything. Instead of first strike, why not give flash and tap a creature on etb? The tension between Dreamwalk and tapping allows you to push the card more, enabling the addition of the flash. But now you have a blue card. I don't really get why you'd try to force dreamwalk into the colour which does the most tapping, as opposed to the colour which does the most Twiddling.
Equinox Dreamer - This is fantastic. You could change "target player" to "each opponent" and the card would be the same for Limited, but far more interesting in Constructed and now EDH playable.
Nurturing Mori - This is fine, but you badly need a flavour replacement for Flashback.
Reality Guardian - Does this do anything?
Dreamscape Purifier - Vigilance plus Dreamwalk makes a whole lot more sense, but does create the weird situation where you can't block their dreamwalkers with your own dreamwalker.
Binds of the Ideal - Pacifism+ is fine. What is "the Ideal"?
Collective Duty - Is this common? This seems really swingy, either being a lynchpin of doom or completely useless. Also if Dreamwalk is as pushed as it appears, Vigilance is a drawback.
Vital Rest - Nice.
Feeling of Dread - Perfect reprint.
Resist your Fears - Fine I suppose.
Scapehunting - Wow this is way too good for common. 3 lifelinking power on three creatures at instant speed? That's the best white Limited blowout trick since Path to Exile!
Peaceful Prophecy - This is fine, could potentially come down to 5cmc.
Touch of the Sun - This is way too efficient for common.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
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Interesting point, I'll keep that in mind and see if I can make a few changes to improve the flavor (which still needs a fair bot of work in my opinion)
This was actually just a terminology error which has been corrected to use the more common wording.
I'm finding this one a little tricky as the ETB trigger both plays a lot better (more interaction with counterspells/triggered abilities) and has less weird terminology (casting triggers at common get confusing) but reads a lot less nicely.
I'm keeping it as it is for now until I've had another proper playtest session but I'm certainly aware of other options.
Good point, I'll change this.
This has been changed recently to "Put a +1/+1 counter on three target creatures you control." as well as red flagged for non common wording. This pushes the card into the token strategy I want this to support. Similar to Sanctified Charge in M15.
I'm aware of take up arms and consider the cards roughly equivalent due to how the warrior type matters so much in Khans.
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My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD