Cazia is a dead world, it's mana locked away or exhausted in terrible conflict millennia ago. The world is Egyptian themed, and introduces a sixth basic land type (Desert). Mechanically the set is supposed to feel like a desperate race for survival, as players lose coloured mana to ruin and exhaust their limited supply of resources. Without further ado, here are the central mechanics:
Dune
Basic Land - Desert (B)
(T: Add 1 to your mana pool.)
Ruin a/target land (To ruin a land, exile it then put a Dune card from outside the game under that land's controller's control.) <- If anyone would like to suggest a new wording for Ruin, that would be great. Ruin doesn't actually appear in white (at common), but it is one of the primary ways to get Deserts.
Dunebound - [effect] as long as you control three or more Deserts. <- All nonbasics in the set are Deserts as well as the new basic land.
Desertwalk (This creature is unblockable as long as defending player controls a Desert.) <- Obvious. One of my conscious design decisions was to include different than normal forms of evasion, including Desertwalk and a new form of blue evasion (which I shamelessly stole from these forums).
Restore a/target [card type] (To restore, put a [card type] from your graveyard on top of your library.) <- Cards should be slightly weaker on average, but due to restore you should be able to use your key cards more than once. There is also a slight theme at uncommon and rare of the top card of your library mattering, enabled by restore and a new blue mechanic. Each color favours a particular type when restoring, the rule becoming more lax as you go up in rarity.
Light tribal <- Colorless Sand tokens, white Nomads
CW01 (Sandstalker)W
Creature - Human Nomad (C)
Desertwalk
1/1
CW052W
Creature - Vampire Soldier (C)
First strike
2/2
CW06 (Goldenfleece Ram)2W
Creature - Goat (C)
When CARD enters the battlefield, restore an enchantment (To restore, put an enchantment from your graveyard on top of your library.)
1/3
CW073W
Creature - Human Nomad (C) Dunebound - As long as you control three or more Deserts, CARD gets +0/+1 and gains first strike.
3/2
CW084W
Creature - Giant Nomad (C)
Vigilance
3/4
CW095W
Creature - Giant Nomad (C) Dunebound - When CARD enters the battlefield, as long as you control three or more Deserts, you gain 8 life.
4/6
CW101W
Instant (C)
Put two 1/1 colorless Sand creature tokens onto the battlefield.
CW132W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets -3/+3 and gains "Whenever this creature attacks or blocks, tap it and it doesn't untap during its controller's next untap step."
CW14W
Sorcery (C)
Choose one - Restore an enchantment; or tap target nonwhite creature until end of turn. (To restore, put an enchantment from your graveyard on top of your library.)
CW151W
Sorcery (C)
You gain 4 life.
CW163W
Sorcery (C)
Tap up to two target nonwhite creatures until end of turn.
CW171W
Instant (C)
Target creature gets +1/+1 and gains lifelink and first strike until end of turn.
CW183W
Instant (C)
Prevent all combat damage that would be dealt to players this turn. You gain 1 life for each attacking creature.
Dune
Basic Land - Desert (B)
(T: Add 1 to your mana pool.)
Ruin a/target land (To ruin a land, exile it then put a Dune card from outside the game under that land's controller's control.) <- If anyone would like to suggest a new wording for Ruin, that would be great. Ruin doesn't actually appear in white (at common), but it is one of the primary ways to get Deserts.
Dunebound - [effect] as long as you control three or more Deserts. <- All nonbasics in the set are Deserts as well as the new basic land.
Desertwalk (This creature is unblockable as long as defending player controls a Desert.) <- Obvious. One of my conscious design decisions was to include different than normal forms of evasion, including Desertwalk and a new form of blue evasion (which I shamelessly stole from these forums).
Restore a/target [card type] (To restore, put a [card type] from your graveyard on top of your library.) <- Cards should be slightly weaker on average, but due to restore you should be able to use your key cards more than once. There is also a slight theme at uncommon and rare of the top card of your library mattering, enabled by restore and a new blue mechanic. Each color favours a particular type when restoring, the rule becoming more lax as you go up in rarity.
Light tribal <- Colorless Sand tokens, white Nomads
CW01 (Sandstalker) W
Creature - Human Nomad (C)
Desertwalk
1/1
CW02 (Greyskin Wanderer) W
Creature - Merfolk Wizard (C)
T: Tap target nonwhite creature.
1/2
CW03 (Dust-Infused Warrior) 1W
Creature - Human Warrior (C)
Dunebound - As long as you control three or more Deserts, CARD becomes a 3/3 creature.
2/1
CW04 (REPRINT: Silvercoat Lion) 1W
Creature - Cat (C)
2/2
CW05 2W
Creature - Vampire Soldier (C)
First strike
2/2
CW06 (Goldenfleece Ram) 2W
Creature - Goat (C)
When CARD enters the battlefield, restore an enchantment (To restore, put an enchantment from your graveyard on top of your library.)
1/3
CW07 3W
Creature - Human Nomad (C)
Dunebound - As long as you control three or more Deserts, CARD gets +0/+1 and gains first strike.
3/2
CW08 4W
Creature - Giant Nomad (C)
Vigilance
3/4
CW09 5W
Creature - Giant Nomad (C)
Dunebound - When CARD enters the battlefield, as long as you control three or more Deserts, you gain 8 life.
4/6
CW10 1W
Instant (C)
Put two 1/1 colorless Sand creature tokens onto the battlefield.
CW11 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+1 and gains flying.
CW12 (REPRINT: Pacifism) 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block.
CW13 2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets -3/+3 and gains "Whenever this creature attacks or blocks, tap it and it doesn't untap during its controller's next untap step."
CW14 W
Sorcery (C)
Choose one - Restore an enchantment; or tap target nonwhite creature until end of turn. (To restore, put an enchantment from your graveyard on top of your library.)
CW15 1W
Sorcery (C)
You gain 4 life.
CW16 3W
Sorcery (C)
Tap up to two target nonwhite creatures until end of turn.
CW17 1W
Instant (C)
Target creature gets +1/+1 and gains lifelink and first strike until end of turn.
CW18 3W
Instant (C)
Prevent all combat damage that would be dealt to players this turn. You gain 1 life for each attacking creature.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
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