Keel Over2U
Instant [C]
Counter target artifact or creature spell. If you control a creature with landwalk, draw a card.
Withering Shadow3BB
Creature — Human Ninja [C]
Ninjutsu 3B(3B, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Withering Shadow deals combat damage to a player, you may sacrifice it. If you do, that player sacrifices a land.
[3/3]
Sawaki-Tribe Ronin3B
Creature — Snake Samurai [C]
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
Sacrifice a creature: Sawaki-Tribe Ronin gets +2/+2 until end of turn.
[2/2]
Tekiya Caravan3G
Creature — Human [C]
At the beginning of your end step, put a +1/+1 counter on target creature with landwalk you control.
[3/4]
Kami of Vacant Dreams1UU
Creature — Spirit [R]
Flash
Ki bleed (This enters the battlefield with a ki counter on it. Remove the counter as a cost for it to attack or block.)
Permanents your opponents control enter the battlefield tapped.
[3/1]
EDIT: Bumped Smokedrinker up to uncommon. Changed its name from "Fumedrinker Ninja".
EDIT: Changed Smokedrinker's ability from draw three / lose 3. Bumped it back down to common. Changed its name to Withering Shadow.
Neat cards; all I could see being real. Change the Caravan to upkeep and dodge the red flag. Easy fix!
Unfortunately, that's not a fix. "Upkeep" is also a phrase that gets red-flagged, I think. It hasn't appeared on a single common in all of Standard.
Private Mod Note
():
Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
There were certainly cards in the standard before it! Innistrad's curses, for example. Some Ravnica cards. That guy who put +1/+1 counters on beasts from the core set.
I understand it seems they're moving away from it, but at the same time I think the upkeep is an important step that most new players won't forget considering its when you're beginning your turn and doing other essential things in the steps around it.
Yeah, I was simply noting it seems they're moving away from it, not that it doesn't exist. It certainly seems significant there isn't a single mention of upkeep in all of standard - but we're also in a small standard right now, so...
Private Mod Note
():
Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Yeah, I was simply noting it seems they're moving away from it, not that it doesn't exist. It certainly seems significant there isn't a single mention of upkeep in all of standard - but we're also in a small standard right now, so...
Very true. I find it surprising. I find it childish that wizards keeps dumbing down the game for newer players. I think the upkeep step is not that advanced... I mean I saw enough trouble at Ktk prerelease with morph haha idk why they thought upkeep effects were too advanced.
Anyhow, I think the card is fine. It's a limited powerhouse and I love it for that reason! It's simple enough that it could bypass the redflag in my books
Agreed Guesswork, was just noting it might be an issue depending on the set's complexity level.
Private Mod Note
():
Rollback Post to RevisionRollBack
Known as Inanimate at Goblin Artisans, and TyrRev at /r/custommagic!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Funny that, I'm even more not a fan of the new one. If you need to fill a black common slot, sure, but sacrificing to destroy a land sounds like a red card. And sacrificing to give the opponent the option to sacrifice a land sounds like an even worse deal, given the hoops you had to jump through (unblocked attacker + 3B available that you didn't want to spend on anything else this turn) to pull it off in the first place, especially since I'd assume keeping bodies on the field is disproportionately valuable in a combat-oriented format.
I don't count Smokedrinker's life loss as much of a drawback, seeing as you just made the opponent lose 3 life so it's a wash if anything, but I can see how LSPs might not grok that at first.
I get that this block is sunsetting landwalk, but I have to ask, how much fun is a format where there's enough landwalk running around that you'd actually care about the procs on Keel Over and Tekiya Caravan?
I get that this block is sunsetting landwalk, but I have to ask, how much fun is a format where there's enough landwalk running around that you'd actually care about the procs on Keel Over and Tekiya Caravan?
This set will have a number of "landwalk matters" cards, but there's only going to be slightly more actual landwalk than normal in this set.
I'm being pretty upfront about pilfering Magic 2014's Advocate of the Beast draft dynamics in Tekiya Caravan. There were only four Beasts in M14, and only two common ones. But people did draft to that archetype, even if it was a long shot, and if you managed to put enough of the pieces together (unlikely) it was pretty alright.
The pack order for draft is going to be MFB-CTG-CTG. I have decided to move all of the "landwalk matters" cards to MFB. So there needs to be enough of them in that first MFB pack for the "draft landwalk" archetype to be viable once the second and third packs hit. Landwalk decks in MFB-CTG-CTG might be a little bit more present than Advocate of the Beast decks in M14, but not greatly so. I don't expect landwalkers to be very relevant in CTG-CTG-CTG draft, so one of the chief purposes here is to disrupt those entrenched CTG-CTG-CTG draft dynamics by making the CTG landwalkers much more appealing once they are drafted in conjunction with the MFB cards.
I'm hoping that landwalk decks will just be robust ground assault decks where most of the creatures are blockable, but trade favorably. Then, one or two of your guys with assorted landwalk abilities will "click" with your opponent's land types, and you can funnel your efforts into pushing through with that unblockable damage. I thought Advocate of the Beast really captured that kind of play: you can spread the +1/+1 counters around your ground-pounders to make your front line more solid, or you can stack them up on the one guy who can sneak through for damage.
So, ronin, mourn not your liege,
Instant [C]
Counter target artifact or creature spell. If you control a creature with landwalk, draw a card.
Withering Shadow 3BB
Creature — Human Ninja [C]
Ninjutsu 3B (3B, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Withering Shadow deals combat damage to a player, you may sacrifice it. If you do, that player sacrifices a land.
[3/3]
Sawaki-Tribe Ronin 3B
Creature — Snake Samurai [C]
Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
Sacrifice a creature: Sawaki-Tribe Ronin gets +2/+2 until end of turn.
[2/2]
Tekiya Caravan 3G
Creature — Human [C]
At the beginning of your end step, put a +1/+1 counter on target creature with landwalk you control.
[3/4]
Kami of Vacant Dreams 1UU
Creature — Spirit [R]
Flash
Ki bleed (This enters the battlefield with a ki counter on it. Remove the counter as a cost for it to attack or block.)
Permanents your opponents control enter the battlefield tapped.
[3/1]
EDIT: Bumped Smokedrinker up to uncommon. Changed its name from "Fumedrinker Ninja".
EDIT: Changed Smokedrinker's ability from draw three / lose 3. Bumped it back down to common. Changed its name to Withering Shadow.
I'm not sure I'm a fan of the Smokedrinker's draw three.
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
In before Spirit Lord that gives each spirit a Ki counter during your upkeeps.
Neat cards; all I could see being real. Change the Caravan to upkeep and dodge the red flag. Easy fix!
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Unfortunately, that's not a fix. "Upkeep" is also a phrase that gets red-flagged, I think. It hasn't appeared on a single common in all of Standard.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
I understand it seems they're moving away from it, but at the same time I think the upkeep is an important step that most new players won't forget considering its when you're beginning your turn and doing other essential things in the steps around it.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
Very true. I find it surprising. I find it childish that wizards keeps dumbing down the game for newer players. I think the upkeep step is not that advanced... I mean I saw enough trouble at Ktk prerelease with morph haha idk why they thought upkeep effects were too advanced.
Anyhow, I think the card is fine. It's a limited powerhouse and I love it for that reason! It's simple enough that it could bypass the redflag in my books
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
It shouldn't surprise people that I'm generally posting the set's more complex commons and leaving the Wetland Sambars for later.
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
I don't count Smokedrinker's life loss as much of a drawback, seeing as you just made the opponent lose 3 life so it's a wash if anything, but I can see how LSPs might not grok that at first.
I get that this block is sunsetting landwalk, but I have to ask, how much fun is a format where there's enough landwalk running around that you'd actually care about the procs on Keel Over and Tekiya Caravan?
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I'm being pretty upfront about pilfering Magic 2014's Advocate of the Beast draft dynamics in Tekiya Caravan. There were only four Beasts in M14, and only two common ones. But people did draft to that archetype, even if it was a long shot, and if you managed to put enough of the pieces together (unlikely) it was pretty alright.
The pack order for draft is going to be MFB-CTG-CTG. I have decided to move all of the "landwalk matters" cards to MFB. So there needs to be enough of them in that first MFB pack for the "draft landwalk" archetype to be viable once the second and third packs hit. Landwalk decks in MFB-CTG-CTG might be a little bit more present than Advocate of the Beast decks in M14, but not greatly so. I don't expect landwalkers to be very relevant in CTG-CTG-CTG draft, so one of the chief purposes here is to disrupt those entrenched CTG-CTG-CTG draft dynamics by making the CTG landwalkers much more appealing once they are drafted in conjunction with the MFB cards.
I'm hoping that landwalk decks will just be robust ground assault decks where most of the creatures are blockable, but trade favorably. Then, one or two of your guys with assorted landwalk abilities will "click" with your opponent's land types, and you can funnel your efforts into pushing through with that unblockable damage. I thought Advocate of the Beast really captured that kind of play: you can spread the +1/+1 counters around your ground-pounders to make your front line more solid, or you can stack them up on the one guy who can sneak through for damage.