The draft is below. Unfortunately, there are still a few holes. Suggestions for those will be greatly appreciated.
CU01
OPEN- small creature
CU02
OPEN- small creature
CU03
Pickpocket 1U
Creature- Human Rogue
Whenever ~ blocks or becomes blocked, you get a gold counter.
1/3
CU04
Spellslinger's Apprentice 1U
Creature- Human Spellslinger
Rapidfire- T: Target creature can't be blocked this turn. Activate this ability only if you've cast two or more spells this turn.
1/1
CU05
Oakshell Ally 2U
Creature- Turtle Shaman Ally
Whenever ~ or another Ally enters the battlefield under your control, you may put a +1/+1 counter on ~.
1/1
CU06
Soaring Spellslinger 1UU
Creature- Human Spellslinger
"Flying
Rapidfire- ~ gets +2/+2 as long as you've cast two or more spells this turn."
1/1
CU07
Clever Counterfeiter 2U
Creature- Human Rogue
When ~ enters the battlefield, you get a gold counter. (Gold counters may be spent as mana of any color.)
2/2
CU08
Ghostshell Tortoise 3U
Creature- Turtle Spirit Ally
"~ enters the battlefield tapped unless you control another turtle.
As long as you control another turtle, ~ gets +1/+2"
2/4
CU09
Cistern Lurker 4UU
Creature- Leviathan 1B: Regenerate ~. ~ also gains lifelink until end of turn if you spent a gold counter to activate this ability.
4/3
CU10
Fainting Spell U
Instant
Target creature gets -2/-0 and can't block this turn.
Lock & load (Exile this spell as it resolves. You may cast it this turn. Put it into its owners graveyard at the beginning of the next turn's upkeep.)
CU11
(Needs a name) 1U
Instant
Counter target spell if it was not the first spell cast this turn.
Clever Counterfeiter looks like a green card to me. I'm not entirely clear how to put gold counters on blue creatures though (my main idea of "Whenever you draw a card for the second time this turn, you get a gold counter" feels like an uncommon).
Fainting spell is not blue. Blue has "target creature blocks/attacks this turn if able" (the siren abilities) and "target creature can't be blocked". But "target creature cant block" is very much a red thing. This can be U -3/-0 Lock & Load just fine IMO.
CU11 already exists, sorta. It's Second Guess and I'm guessing it's not a common card, if only because it's going to mess a lot of players assuming it prevents Rapidfire from working.
I should point out that Barrel Fever is also Narcolepsy. Have you considered making it a bounty Paralyzing Grasp that draws a card (or maybe that loots two?) when the creature dies? Bounties, like Curses, should probably have at least one full common cycle. Stopping at one common white and one common black will only make those tries to draft the deck frustrated, besides bounties in extra colors should be easy to splash with all the gold counters going around.
You definitely need a draw two or three spell of some sort. None of these cards draws, filters or even cantrips! Could CU01 or CU02 be an ally that loots when allies ETB?
Clever Counterfeiter looks like a green card to me. I'm not entirely clear how to put gold counters on blue creatures though (my main idea of "Whenever you draw a card for the second time this turn, you get a gold counter" feels like an uncommon).
Fainting spell is not blue. Blue has "target creature blocks/attacks this turn if able" (the siren abilities) and "target creature can't be blocked". But "target creature cant block" is very much a red thing. This can be U -3/-0 Lock & Load just fine IMO.
CU11 already exists, sorta. It's Second Guess and I'm guessing it's not a common card, if only because it's going to mess a lot of players assuming it prevents Rapidfire from working.
I should point out that Barrel Fever is also Narcolepsy. Have you considered making it a bounty Paralyzing Grasp that draws a card (or maybe that loots two?) when the creature dies? Bounties, like Curses, should probably have at least one full common cycle. Stopping at one common white and one common black will only make those tries to draft the deck frustrated, besides bounties in extra colors should be easy to splash with all the gold counters going around.
You definitely need a draw two or three spell of some sort. None of these cards draws, filters or even cantrips! Could CU01 or CU02 be an ally that loots when allies ETB?
Counterfeiter- True. I like your idea for an uncommon (as you said). I think blue should allow you to "copy" gold counters.
Fainting Spell- sounds good to me
CU11- Ah. You're right- It does reference my theme without really interacting with it.
Barrel Fever- I'm alright with renaming cards, so its fine with me if this is Narcolepsy. I'm hesitant to combined bounty effects with other effects at common. I probably with make a bounty for each color at common.
Yes, it would be good to add in some card drawing.
Counterfeiter- True. I like your idea for an uncommon (as you said). I think blue should allow you to "copy" gold counters.
If that's twhat you mean, I do like the idea of "When ~ ETBs, you get a gold counter for each other player that has a gold counter". I would've suggested the saboteur here rather than black, tbh (it's easier to come up with repeated gold counters in black than blue, e.g. tap, sacrifice a creature, you get a counter etc.).
Barrel Fever- I'm alright with renaming cards, so its fine with me if this is Narcolepsy.
I was only pointing that out since you were linking to Hubris in the same set of cards
"Now this is a nice big turtle! I like this card, although to be honest I don't know how I feel about the snake/turtle stuff. What's your plan?"
I'm going to have four "nations" in the set:
Ghosthorn- WG Minotaurs
Oakshell- UG Turtles
Dreadscale- BG Snakes
Bloodclaw- RG Viashino
The idea here as that the nations have mostly faded away for various reason, but some still persist. This will hopefully be shown by having a few allies, many of which are "ghosts", in the set.
Made changes based on suggestions. Thanks for your help and please give these cards another look.
CU01
Plucky Orphan U
Creature- Human 2W: ~ gains first strike until end of turn. It also gets +1/+1 until end of turn if you spent a gold counter to activate this ability.
1/1
CU02
Lorespeaker Elder 1U
Creature- Turtle Shaman Ally
Whenever ~ or another Ally enters the battlefield under your control, you may draw a card then discard a card.
1/2
CU03
Pickpocket 1U
Creature- Human Rogue
Whenever ~ blocks or becomes blocked, you get a gold counter.
1/3
CU04
Spellslinger's Apprentice 1U
Creature- Human Spellslinger
Rapidfire- T: Target creature can't be blocked this turn. Activate this ability only if you've cast two or more spells this turn.
1/1
CU05
Oakshell Ally 2U
Creature- Turtle Shaman Ally
Whenever ~ or another Ally enters the battlefield under your control, you may put a +1/+1 counter on ~.
1/2
CU06
Soaring Spellslinger 1UU
Creature- Human Spellslinger
Flying
Rapidfire- ~ gets +2/+2 as long as you've cast two or more spells this turn.
1/1
CU07
Clever Counterfeiter 2U
Creature- Human Rogue
When ~ enters the battlefield, if a player has at least one gold counter, you get a gold counter.
2/2
CU08
Ghostshell Tortoise 3U
Creature- Turtle Spirit Ally
"~ enters the battlefield tapped unless you control another turtle.
As long as you control another turtle, ~ gets +1/+2"
2/4
CU09
Cistern Lurker 4UU
Creature- Serpent
1B: Regenerate ~. ~ also gains lifelink until end of turn if you spent a gold counter to activate this ability.
4/3
CU10
Fainting Spell U
Instant
Target creature gets -3/-0 until end of turn.
Lock & load (Exile this spell as it resolves. You may cast it this turn. Put it into its owners graveyard at the beginning of the next turn's upkeep.)
CU11
Defensive Alchemy UU
Instant
Counter target permanent spell. You get a gold counter. (designed by foointherain for Babel)
CU12
Cancel* 1UU
Instant
CU13 Absquatulate 1U
Instant
Return target creature and all Auras attached to it to their owners' hands.
Ghosthorn- WG Minotaurs
Oakshell- UG Turtles
Dreadscale- BG Snakes
Bloodclaw- RG Viashino
I don't think people will buy wg minotaurs. Minotaurs are too strongly entrenched as base-red. I only bought your white minotaurs because stuff like spirit and zombies can override other types and impose other colors, but mono-green minotaurs wouldn't work.
Ghosthorn- WG Minotaurs
Oakshell- UG Turtles
Dreadscale- BG Snakes
Bloodclaw- RG Viashino
I don't think people will buy wg minotaurs. Minotaurs are too strongly entrenched as base-red. I only bought your white minotaurs because stuff like spirit and zombies can override other types and impose other colors, but mono-green minotaurs wouldn't work.
I think minotaurs (like the tauren in Warcraft) could be made to feel mono-green if needed. However, at this point in the planes time, no living minotaurs are know to exist. So, in actually, they are a white tribe not a wg tribe in this set. My bad.
CU01
OPEN- small creature
CU02
OPEN- small creature
CU03
Pickpocket
1U
Creature- Human Rogue
Whenever ~ blocks or becomes blocked, you get a gold counter.
1/3
CU04
Spellslinger's Apprentice
1U
Creature- Human Spellslinger
Rapidfire- T: Target creature can't be blocked this turn. Activate this ability only if you've cast two or more spells this turn.
1/1
CU05
Oakshell Ally
2U
Creature- Turtle Shaman Ally
Whenever ~ or another Ally enters the battlefield under your control, you may put a +1/+1 counter on ~.
1/1
CU06
Soaring Spellslinger
1UU
Creature- Human Spellslinger
"Flying
Rapidfire- ~ gets +2/+2 as long as you've cast two or more spells this turn."
1/1
CU07
Clever Counterfeiter
2U
Creature- Human Rogue
When ~ enters the battlefield, you get a gold counter. (Gold counters may be spent as mana of any color.)
2/2
CU08
Ghostshell Tortoise
3U
Creature- Turtle Spirit Ally
"~ enters the battlefield tapped unless you control another turtle.
As long as you control another turtle, ~ gets +1/+2"
2/4
CU09
Cistern Lurker
4UU
Creature- Leviathan
1B: Regenerate ~. ~ also gains lifelink until end of turn if you spent a gold counter to activate this ability.
4/3
CU10
Fainting Spell
U
Instant
Target creature gets -2/-0 and can't block this turn.
Lock & load (Exile this spell as it resolves. You may cast it this turn. Put it into its owners graveyard at the beginning of the next turn's upkeep.)
CU11
(Needs a name)
1U
Instant
Counter target spell if it was not the first spell cast this turn.
CU12
Cancel*
1UU
Instant
CU13
Absquatulate
1U
Instant
Return target creature and all Auras attached to it to their owners' hands.
CU14
Purloin
U
Sorcery
Target player puts the top three cards of his or her library into his or her graveyard. You get a gold counter.
CU15
OPEN- Sorcery
CU16
OPEN- Sorcery
CU17
Barrel Fever
1U
Enchantment- Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.
For reference:
White Commons
Black Commons
The main set thread is linked in my signature.
As always, your help is much appreciated.
Fainting spell is not blue. Blue has "target creature blocks/attacks this turn if able" (the siren abilities) and "target creature can't be blocked". But "target creature cant block" is very much a red thing. This can be U -3/-0 Lock & Load just fine IMO.
CU11 already exists, sorta. It's Second Guess and I'm guessing it's not a common card, if only because it's going to mess a lot of players assuming it prevents Rapidfire from working.
I should point out that Barrel Fever is also Narcolepsy. Have you considered making it a bounty Paralyzing Grasp that draws a card (or maybe that loots two?) when the creature dies? Bounties, like Curses, should probably have at least one full common cycle. Stopping at one common white and one common black will only make those tries to draft the deck frustrated, besides bounties in extra colors should be easy to splash with all the gold counters going around.
You definitely need a draw two or three spell of some sort. None of these cards draws, filters or even cantrips! Could CU01 or CU02 be an ally that loots when allies ETB?
Counterfeiter- True. I like your idea for an uncommon (as you said). I think blue should allow you to "copy" gold counters.
Fainting Spell- sounds good to me
CU11- Ah. You're right- It does reference my theme without really interacting with it.
Barrel Fever- I'm alright with renaming cards, so its fine with me if this is Narcolepsy. I'm hesitant to combined bounty effects with other effects at common. I probably with make a bounty for each color at common.
Yes, it would be good to add in some card drawing.
If that's twhat you mean, I do like the idea of "When ~ ETBs, you get a gold counter for each other player that has a gold counter". I would've suggested the saboteur here rather than black, tbh (it's easier to come up with repeated gold counters in black than blue, e.g. tap, sacrifice a creature, you get a counter etc.).
I was only pointing that out since you were linking to Hubris in the same set of cards
"Now this is a nice big turtle! I like this card, although to be honest I don't know how I feel about the snake/turtle stuff. What's your plan?"
I'm going to have four "nations" in the set:
Ghosthorn- WG Minotaurs
Oakshell- UG Turtles
Dreadscale- BG Snakes
Bloodclaw- RG Viashino
The idea here as that the nations have mostly faded away for various reason, but some still persist. This will hopefully be shown by having a few allies, many of which are "ghosts", in the set.
I will add cards back in soon.
Plucky Orphan
U
Creature- Human
2W: ~ gains first strike until end of turn. It also gets +1/+1 until end of turn if you spent a gold counter to activate this ability.
1/1
CU02
Lorespeaker Elder
1U
Creature- Turtle Shaman Ally
Whenever ~ or another Ally enters the battlefield under your control, you may draw a card then discard a card.
1/2
CU03
Pickpocket
1U
Creature- Human Rogue
Whenever ~ blocks or becomes blocked, you get a gold counter.
1/3
CU04
Spellslinger's Apprentice
1U
Creature- Human Spellslinger
Rapidfire- T: Target creature can't be blocked this turn. Activate this ability only if you've cast two or more spells this turn.
1/1
CU05
Oakshell Ally
2U
Creature- Turtle Shaman Ally
Whenever ~ or another Ally enters the battlefield under your control, you may put a +1/+1 counter on ~.
1/2
CU06
Soaring Spellslinger
1UU
Creature- Human Spellslinger
Flying
Rapidfire- ~ gets +2/+2 as long as you've cast two or more spells this turn.
1/1
CU07
Clever Counterfeiter
2U
Creature- Human Rogue
When ~ enters the battlefield, if a player has at least one gold counter, you get a gold counter.
2/2
CU08
Ghostshell Tortoise
3U
Creature- Turtle Spirit Ally
"~ enters the battlefield tapped unless you control another turtle.
As long as you control another turtle, ~ gets +1/+2"
2/4
CU09
Cistern Lurker
4UU
Creature- Serpent
1B: Regenerate ~. ~ also gains lifelink until end of turn if you spent a gold counter to activate this ability.
4/3
CU10
Fainting Spell
U
Instant
Target creature gets -3/-0 until end of turn.
Lock & load (Exile this spell as it resolves. You may cast it this turn. Put it into its owners graveyard at the beginning of the next turn's upkeep.)
CU11
Defensive Alchemy
UU
Instant
Counter target permanent spell. You get a gold counter.
(designed by foointherain for Babel)
CU12
Cancel*
1UU
Instant
CU13
Absquatulate
1U
Instant
Return target creature and all Auras attached to it to their owners' hands.
CU14
Sleight of Hand*
CU15
Purloin
1UU
Sorcery
Target player puts the top six cards of his or her library into his or her graveyard. You get two gold counters.
CU16
Scholar's Bounty
1U
Enchantment- Aura
"Enchant creature you don't control
When enchanted creature dies, draw two cards."
CU17
Barrel Fever
1U
Enchantment- Aura
Enchant creature
At the beginning of each upkeep, tap enchanted creature.
I don't think people will buy wg minotaurs. Minotaurs are too strongly entrenched as base-red. I only bought your white minotaurs because stuff like spirit and zombies can override other types and impose other colors, but mono-green minotaurs wouldn't work.
I think minotaurs (like the tauren in Warcraft) could be made to feel mono-green if needed. However, at this point in the planes time, no living minotaurs are know to exist. So, in actually, they are a white tribe not a wg tribe in this set. My bad.
Still it seems a lot of "tribal" themses if you don't intend for this to be a tribal set.