Altar’s Light2WW
Instant (C)
Exile target artifact or enchantment.
Angel of Avalon3WW
Creature — Angel (M)
Flying, lifelink Gilded — Whenever Celestial Archangel deals combat damage to a player, if its enchanted or equipped, double your life total.
5/5
Armory Adept2W
Creature — Human Soldier (C)
Flash
When Armory Adept enters the battlefield, you may attach target Equipment you control to target creature you control.
2/2
Arm’s Race1W
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and puts that many 1/1 white Soldier creature tokens onto the battlefield.
Brazen Archknight1WW
Creature — Human Knight (R)
Vigilance
Other Knight creatures you control get +1/+1 and have vigilance.
2/2
Brilliant RuneW
Enchantment — Aura Rune (C)
Enchant creature
All Runes you control have “Enchanted creature gets +1/+1.”
Burnished Knight3WW
Creature — Human Knight (U)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
When Burnished Knight enters the battlefield, creatures you control gain vigilance until end of turn.
4/4
Castle Walls1WW
Creature — Wall (U)
Defender
Other creatures you control get +0/+2 as long as they are untapped.
0/5
Chivalrous Charge2WW
Sorcery (U)
Two target creatures you control each get +2/+2 and gain vigilance until end of turn.
Court Archers2W
Creature — Human Archer (U) 1W, T: Court Archers deals 1 damage to each attacking creature.
2/2
Dragon Slaying1W
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Dragon Slaying.
Remove three quest counters from Dragon Slaying and sacrifice it: Destroy target creature. If its a Dragon creature, you gain life equal to its toughness.
Elspeth Truther-Bearer1WW
Planeswalker — Elspeth (M)
Starting Loyalty: 3
+1: Creatures you control get +1/+1 until end of turn.
-2: Exile target creature with power 4 or greater.
-5: Each player chooses a number of lands he or she controls equal to the number of lands you control, then sacrifices the rest. Players discard cards the same way.
Enchanted Pegasus3WWW
Creature — Pegasus (R)
Flying
When Enchanted Pegasus enters the battlefield, you may put an enchantment card from your hand onto the battlefield.
4/4
Flow of Abudance2W
Instant (C)
You gain 2 life.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Healing Rune1W
Enchantment — Aura Rune (U)
Enchant creature
When Healing Rune enters the battlefield, you gain 3 life.
All Runes you control have “Enchanted creature has lifelink.”
Higher Self3W
Creature — Angel (R)
Flash
Flying
You have hexproof.
3/4
Hillside Scout1W
Creature — Kithkin Scout (C) W, Sacrifice Hillside Scout: Return target artifact or enchantment card from a graveyard to its owner’s hand.
2/1
Into the Vaults1W
Enchantment — Quest (R)
At the beginning of each end step, if an opponent controls more permanents than you, put a quest counter on Into the Vaults.
Remove three quest counters from Into the Vaults and sacrifice it: Return all artifact and enchantment cards from your graveyard to the battlefield.
Knightly Justice3WW
Instant (U)
You may tap three untapped Knight creatures you control rather than pay Knightly Justice’s mana costs.
Exile target creature.
Lancer’s Rune1W
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature has first strike.”
Pearl Stallion2W
Creature — Horse (C)
When Pearl Stallion enters the battlefield, add W to your mana pool.
2/3
Pure Knight2W
Creature — Human Knight (C)
First strike Gilded — As long as Pure Knight is enchanted or equipped, it gets +1/+2.
2/2
Quaker Giant4W
Creature — Giant Warrior (C)
When Quaker Giant enters the battlefield, tap target permanent. It doesn’t untap during its controller’s next untap step.
3/3
Quest for RedemptionW
Enchantment — Quest (U)
Whenever a creature you control dies, put a quest counter on Quest for Redemption.
Remove all quest counters from Quest for Redemption and sacrifice it: Creatures you control get +1/+1 until end of turn for each counter removed this way.
Radiant Recruiter3W
Creature — Human Soldier (C)
Whenever an Aura becomes attached to Radiant Recruiter or enters the battlefield attached to to Radiant Recruiter, put two 1/1 white Soldier creature tokens onto the battlefield.
2/3
Rally Knight2W
Creature — Human Knight (C)
Flash
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
2/2
Rune of Invincibility3W
Enchantment — Aura Rune (R)
Enchant creature
Creatures you control enchanted by Runes you control are indestructible.
Shining Knight2WW
Creature — Human Knight (R)
First strike Gilded — As long as Shining Knight is enchanted or equipped, it has protection from all colors. This effect doesn’t remove Auras and Equipment attached to Shining Knight.
2/2
Shire ChampionWW
Creature — Kithkin Knight (R)
First strike
When Shire Champion enters the battlefield, you may destroy target creature with the highest power. (If two or more creatures are tied for greatest power, target any one of them.)
2/2
Shire KithkinW
Creature — Kithkin Soldier (C) Gilded — As long as Shire Kithkin is enchanted or equipped, it gets +1/+1 and has first strike.
1/1
Silver Hand Crusader1W
Creature — Human Knight (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
2/2
Solemn Monk1W
Creature — Human Monk (C)
When Solemn Monk enters the battlefield, you gain 4 life.
1/3
Sworn ProtectionW
Instant (U)
You and up to one target creature you control gain protection from all colors until end of turn.
Templar CharmW
Instant (C)
Choose one — Target creature gains first strike until end of turn; or destroy target blocked creature; or Knight creatures you control get +1/+1 until end of turn.
Templar Warden3W
Creature — Human Knight (C) Gilded — As long as Templar Warden is enchanted or equipped, it gets +2/+2.
2/4
Trav, the Raggen Paladin5WW
Legendary Creature — Human Knight (M)
Vigilance, protection from nonwhite Gilded — Whenever Trav, the Raggen Paladin attacks, if its enchanted or equipped, you may destroy target permanent defending player controls
6/6
White PaladinWW
Creature — Human Knight (U)
Protection from black Gilded — As long as White Paladin is enchanted or equipped, it has double strike.
2/2
Aura Augar1U
Creature — Human Wizard (C)
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an Aura card is revealed this way, put it into your hand.
1/1
Aurashield Sentinel2U
Creature — Human Wizard (C)
Defender T, Return an Aura you control to its owner’s hand: Creatures you control gain hexproof until end of turn.
1/4
Aurawing Drake4U
Creature — Drake (C)
Flying
Aurawing Drake gets +1/+1 for each Aura on the battlefield.
3/3
Blinding Faerie2U
Creature — Faerie Wizard (C)
Flash
Flying
When Blinding Faerie enters the battlefield, another target creature gets -3/-0 until end of turn.
2/1
Cunning Æthermage5U
Creature — Human Wizard (C)
When Cunning Æthermage enters the battlefield, put target creature on top of its owner’s library.
2/2
Curious KithkinU
Creature — Kithkin Wizard (C) Gilded — Whenever Curious Kithkin deals combat damage to a player, if its enchanted or equipped, draw a card.
1/1
Dancing Duelist2U
Creature — Human Rogue (U) Gilded — 1: Master Duelist gets +1/-1 or -1/+1 until end of turn. Activate this ability only if Master Duelist is enchanted or equipped.
2/2
Drown in Illusion2U
Enchantment — Aura (C)
Enchant creature
When enchanted creature becomes the target of a spell or ability, its controller sacrifices it.
Faerie Dust2UU
Enchantment — Aura (U)
Enchanted creature gets +2/+2 and has flying and hexproof.
Faerie Shortblade1U
Creature — Faerie Rogue (C) Gilded — As long as Faerie Shortblade is enchanted or equipped, it gets +1/+1 and has flying.
1/1
Flight of Drakes4UU
Creature — Drake (R)
Flying
When Flight of Drakes enters the battlefield, put two 2/2 blue Drake creature tokens with flying onto the battlefield.
2/2
Frost Rune1U
Enchantment — Aura Rune (C)
Enchant artifact, creature or land.
All Runes you control have “Whenever enchanted permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 2.”
Grand Auramancer3UU
Creature — Human Wizard (R) U: Grand Auramancer gains hexproof until end of turn. U, Return an Aura you control to its owner’s hand: If Grand Auramancer would be destroyed this turn, put a token that's a copy of it onto the battlefield at the beginning of the end step. 1: Attach target Aura you control to target creature.
3/3
Greeb, the Persuasive2UU
Legendary Creature — Human Wizard (M)
When Greeb, the Persuasive enters the battlefield, you may pay X. If you do, search target opponent’s library for a permanent card with converted mana cost X or less and put it onto the battlefield under your control. Then that player shuffles his or her library.
2/4
Homonculus Twins3U
Creature — Homonculus (U)
When Homonculus Twins enters the battlefield, draw a card.
When Homonculus Twins enters the battlefield, if its not a token, put a token thats a copy of it onto the battlefield.
1/1
Icy Touch2U
Sorcery (C)
Target permanent doesn’t untap during its controller’s next untap step.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Lord of the Arcane1UU
Creature — Human Wizard (R)
Flash
Other Wizard creatures you control get +1/+1.
You may cast Wizard creature cards in your hand as though they had flash.
2/2
Magical SpriteU
Creature — Faerie Wizard (U)
Flying, protection from artifacts
Spells that target Magical Pixie cost 2 less to cast.
1/1
Magik Rune1U
Enchantment — Aura Rune (U)
Enchant creature
When Magik Rune enters the battlefield, draw a card.
All Runes you control have “Spells you cast that target enchanted creature cost 1 less to cast.”
Magus CharmU
Instant (C)
Choose one — Draw a card; or look at the top three cards of your library and put them back in any order; or Wizard creatures you control gain hexproof until end of turn.
Master Clone3UU
Creature — Shapeshifter (M)
You may have Master Clone enter the battlefield as a copy of any permanent on the battlefield, except its name is still Master Clone and it has no planeswalker type.
0/0
Meddling Kithkin1U
Creature — Kithkin Wizard (U)
1U, Return an Aura you control to its owner’s hand: Counter target spell unless its controller pays 3.
1/1
Mystic Owl2UU
Creature — Bird (U)
Flash (You may cast this spell any time you could cast an instant.)
Flying
When Mystic Owl enters the battlefield, you may attach target Aura you control to Mystic Owl.
2/4
Nick of Time1U
Enchantment — Quest (R)
At the beginning of your end step, if you control no tapped lands, put a quest counter on Nick of Time.
Remove three quest counters from Nick of Time and sacrifice it: Take an extra turn after this one.
Null Inscription1U
Instant (C)
Counter target spell unless its controller pays 1.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
PenseiveU
Sorcery (C)
Put target instant, sorcery or Aura card from your graveyard on top of your library.
Quest for the ArcaneU
Enchantment — Quest (U)
Whenever you cast a spell during an opponents turn, put a quest counter on Quest for the Arcane.
Remove two quest counters from Quest for the Arcane and sacrifice it: Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library.
Radiant Falcon3U
Creature — Bird (C)
Flying
Whenever an Aura becomes attached to Radiant Falcon or enters the battlefield attached to Radiant Falcon, put a 1/1 blue Bird creature token with flying onto the battlefield.
2/2
Rune of Possesion3UU
Enchantment — Aura Rune (R)
Enchant creature
All Runes you control have “You control enchanted creature.” Claim the mind of one and the rest will follow.
Runecaster Mage4U
Creature — Human Wizard (U)
When Runecaster Mage enters the battlefield, search your library for a Rune card that could enchant it. If Runecaster Mage is still on the battlefield, put that Rune card onto the battlefield attached to it. Otherwise, reveal the Rune card and put it into your hand. Then shuffle your library.
2/2
Sapphire SpiritU
Creature — Spirit (C)
When Sapphire Spirit enters the battlefield, add U to your mana pool.
0/3
Seeking Guidance1U
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Seeking Guidance.
Remove three quest counters from Seeking Guidance and sacrifice it: Draw three cards.
Show of Charisma2UU
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of up to one creature from each of his or her opponents.
Spellcrafting U
Instant (R)
The next sorcery card you cast this turn can be cast as though it had flash.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Tempoweaver1U
Creature — Human Wizard (R)
Whenever a player casts a spell, counter that spell if no mana was spent to cast it. As the moon pulls on the tide, we too ebb and flow on the shores of dark and light.
2/1
Treabhazure Ambrose3UU
Planeswalker — Treabhazure (M)
Starting Loyalty: 5
+1: The first spell target opponent casts during his or her next turn costs 2 more to cast.
-X: Return all nonland permanents with converted mana cost X or less to their owner's hands.
-11: Cast any number of instant and/or sorcery cards you own from outside the game without paying their mana costs.
Unwind2UU
Instant (C)
Return target permanent to its owner’s hand.
Draw a card.
Wizard’s Portal1UU
Instant (U)
You may tap three untapped Wizard creatures you control rather than pay Wizard’s Portal’s mana costs.
Counter target spell.
Zephyr Rune1U
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature has flying.” “Soar on the wings of the west wind.”
Absence of Light1B
Instant (C)
Destroy target creature that isn’t enchanted.
Battering Bones3BB
Creature — Skeleton Warrior (R)
When Battering Bones dies, put three colorless Equipment artifact tokens named “Bone Club” with “Equipped creature gets +1/+1” and “Equip 1” onto the battlefield.
3/3
Black PaladinBB
Creature — Human Knight (U)
Protection from white Gilded — As long as Black Paladin is enchanted or equipped it has double strike. A scion of fear and brutality.
2/2
Bleakwood Ent3B
Creature — Treefolk (C)
When Bleakwood Ent enters the battlefield, add B to your mana pool.
4/2
Bone Council2BB
Sorcery (U)
You may tap three untapped Skeleton creatures you control rather than pay Bone Council’s mana costs.
Target player draws three cards and loses 3 life.
Bonespines5BBB
Legendary Creature — Skeleton Horror (M)
Bonespines enters the battlefield with a +1/+1 counter on it for each creature card in all graveyards.
Whenever a creature dealt damage by Bonespines this turn dies, put X +1/+1 counters on Bonespines, where X is that creature’s toughness.
Remove a +1/+1 counter from Bonespines: Regenerate Bonespines.
3/0
Cackling Skull2B
Creature — Skeleton (C) 2B: Regenerate Cackling Skull.
Sacrifice Cackling Skull: Target player discards two cards. Activate this ability only any time you could cast a sorcery.
2/2
Corrupt Knight2B
Creature — Human Knight (C)
First strike Gilded — As long as Corrupt Knight is enchanted or equipped, it gets +2/+1.
2/2
Dark Assassin2B
Creature — Human Assassin (C)
When Dark Assassin enters the battlefield, you may destroy target tapped nonblack creature.
2/1
Deadly Dealings1BB
Sorcery (R)
Destroy target creature. It can’t be regenerated. Then, you may pay 5 life. If you do, destroy another target creature. It can’t be regenerated.
Demented Shade3B
Creature — Shade (C) B: Demented Shade gets +1/+1 until end of turn.
2/1
Disciple of Tyrandar BB
Creature — Human Wizard Minion (R) B, T: Exile target creature card from a graveyard. Put a 1/1 black Skeleton creature token onto the battlefield. with “B: Regenerate this creature.”
Whenever a nontoken creature dies, you may untap Disciple of Tyrandar.
1/1
Drakhelm Bat1B
Creature — Bat (C)
Flying B: Drakhelm Bat gets +2/-1 until end of turn.
0/2
Drakhelm Orgre4B
Creature — Ogre Warrior (U)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
3/3
Fatal WoundB
Instant (C)
Target creature gets -1/-1 until end of turn. When that creature dies this turn, its controller loses 2 life.
Fate ExchangeBB
Enchantment — Quest (R)
Whenever a source an opponent controls causes you to lose life, put a quest counter on Fate Exchange. (Damage causes loss of life.)
Remove six quest counters from Fate Exchange and sacrifice it: Exchange life totals with target opponent. Activate this ability only during your turn.
Festering RatB
Creature — Rat (C)
When Festering Rat enters the battlefield, target creature gets -2/-2 until end of turn unless its controller discards a card.
1/1
Forsake4B
Sorcery (C)
Destroy target land. Creatures can’t be regenerated this turn.
Fugue Specter2BBB
Creature — Specter (R)
Flying
Whenever Fugue Specter deals combat damage to a player, that player discards three cards.
4/4
Grave Robbing3B
Enchantment — Quest (U)
Whenever a card is put into an opponents graveyard from anywhere, put a quest counter on Grave Robbing.
Remove five quest counters from Grave Robbing and sacrifice it: Put target artifact or creature card from an opponents graveyard onto the battlefield under your control.”
Hand of Tyrandar1BB
Creature — Skeleton Knight (U)
First strike, deathtouch BB: Regenerate Hand of Tyrandar.
2/1
Impure ThoughtsB
Sorcery (U)
Choose a card type other than enchantment. Target opponent reveals his or her hand. You choose a card of the chosen type. That player discards that card.
Marrow CharmB
Instant (C)
Choose one — Regenerate target creature; or return a creature card at random from your graveyard to your hand; or Skeleton creatures you control gain intimidate until end of turn.
Marrow Rune1B
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “2: Regenerate this creature.”
Master Skeleton1BB
Creature — Skeleton Wizard (R)
Other Skeleton creatures you control get +1/+1. 1B: Return target Skeleton card from your graveyard to the battlefield tapped.
2/2
Midnight RuneBB
Enchantment — Aura Rune (U)
Enchant creature
When Midnight Rune enters the battlefield, target opponent loses 2 life.
All Runes you control have “When this permanent is put into a graveyard from the battlefield, destroy target nonblack creature.”
Mire Conquest1B
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Mire Conquest.
Remove three quest counters from Mire Conquest and sacrifice it: Mire Conquest Deals X damage to target player and you gain X life, where X is the number of Swamps you control.
Necrodome SkeletonsBB
Creature — Skeleton Warrior (U)
Whenever Necrodome Skeletons dies, return it an any number of other target cards named Necrodome Skeletons from your graveyard to your hand.
1/1
Ogre of the Dark Forest4B
Creature — Ogre Warrior (C) Gilded — As long as Ogre of the Dark Forest is enchanted or equipped, it gets +2/+2 and can’t block.
3/2
Power StruggleBB
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and searches his or her library for two cards, puts those cards into his or her hand, then shuffles his or her library.
Rune of Horrors1BB
Enchantment — Aura Rune (R)
Enchant creature 1B, Discard a card: Target creature gets -1/-1 until end of turn.
Each Rune you control has “Enchanted creature gets +1/+1 for each creature card in your graveyard.”
Servant of Darkness1B
Creature — Human Minion (C) Gilded — As long as Servant of Darkness is enchanted or equipped, it gets +1/+1 and has intimidate.
2/1
Shrieking HallowsBB
Sorcery (U)
Target player discards two cards and loses 2 life unless he or she discards those cards at random.
Skeletal Colossus4BB
Creature — Skeleton Giant (R)
Whenever Skeletal Colossus is dealt damage, put that many bone counters on it.
When Skeletal Colossus dies, put X 1/1 black Skeleton creature tokens with “B: Regenerate this creature” onto the battlefield, where X is equal to the number of bone counters on it. 1B: Regenerate Skeletal Colossus.
5/5
Succumb to Agony2BB
Instant (U)
Nonblack creatures get -2/-2 until end of turn.
Thronkel, the Wicked4BB
Legendary Creature — Skeleton Warrior (M)
Whenever Thronkel, the Wicked deals combat damage to a player, name a nonland card. You may search that player’s graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library. B: Regenerate Thronkel, the Wicked.
4/4
Trace of Blood2B
Sorcery (C)
Target creature gets -1/-1 until end of turn.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Ashwing, Bane of Avalon6RRR
Legendary Creature — Dragon (M)
Ashwing, Bane of Avalon can’t be countered.
Flying, trample R: Change the target of target spell or ability that targets only Ashwing, Bane of Avalon. The new target must be a creature.
Whenever a creature enters the battlefield under an opponent’s control, Ashwing, Bane of Avalon deals 2 damage that creature and its controller.
7/7
Aura Flare2R
Instant (U)
Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it’s attached to.
Awe Hammer3R
Sorcery (C)
Creatures target player control can’t block this turn. Damage dealt to that player can’t be prevented this turn.
Axe Thrower2R
Creature — Dwarf Warrior (C)
When Axe Thrower attacks, you may have it deal damage equal to the number of Equipment attached to it to another target creature or player. If you do, Axe Thrower assigns no combat damage this turn.
2/2
Baby Dragon2RR
Creature — Dragon (U)
Baby Dragon has flying and trample as long as its power is 4 or greater.
2/2
Battle Dwarf3R
Creature — Dwarf Warrior (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
When Battle Dwarf enters the battlefield, other creatures you control gain haste until end of turn.
2/2
Bloodsport Orc 3RR
Creature — Orc Warrior (U) Gilded — T: Bloodsport Orc fights target creature you don’t control. Activate this ability only if Bloodsport Orc is enchanted or equipped and only any time you could cast a sorcery.
3/3
Bludgeon Dwarves3RR
Creature — Dwarf Warrior (R)
Each noncreature, non-Equipment artifact is an Equipment with equip X and “Equipped creature gets +X/+0,” where X is that artifact’s converted mana cost.
3/3
Brimstone Shower8R
Instant (R)
Reduce the cost of this spell by 1 for each 2 life your opponents have rounded down.
Brimstone Shower deals 4 damage to target creature or player.
Brute CharmR
Instant (C)
Choose one — Target creature can't block this turn; or destroy target noncreature artifact; or Warrior creatures you control get +1/+0 and gain trample until end of turn.
Burning Crusades1R
Enchantment — Aura Quest (C)
Tap an untapped creature you control: Put a quest counter on Burning Crusades.
Remove three quest counters from Burning Crusades and sacrifice it: Double the amount of R in your mana pool.
Charging Ogre3R
Creature — Ogre Warrior (C)
When Charging Ogre attacks, target creature can’t block this turn.
4/2
Dagger ThrowingR
Instant (C)
As an additional cost to cast Dagger Throwing, sacrifice an Equipment.
Dagger Throwing deals 5 damage to target creature.
Eruption4RR
Sorcery (R)
Destroy all tapped lands. “Sometimes, the mountain does the work for us.” — Blastminer Grundi
Fiendsparks1R
Sorcery (U)
Put a 1/1 red Elemental creature token with haste onto the battlefield.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Fire Rune2R
Enchantment — Aura Rune (U)
Enchant creature
When Fire Rune enters the battlefield, add RRR to your mana pool.
All Runes you control have “R: Enchanted creature gets +1/+0 until end of turn.”
Gear for WarRR
Enchantment — Quest (U)
Whenever you cast an Equipment spell, put a quest counter on Gear for War.
Equip costs of Equipment you control cost 1 less for each quest counter on Gear for War.
Goblin GavalierR
Creature — Goblin Warrior (C)
Trample
Goblin Gavalier gets +2/+0 for each Equipment attached to it.
1/1
Hoarding Hellkite2RR
Creature — Dragon (R)
Flying
When Hoarding Hellkite enters the battlefield, you may have target player gain control of it.
When Hoarding Hellkite dies, each opponent searches his or her library for an artifact card and puts it onto the battlefield under their control.
5/5
Impetuous Rebel2R
Creature — Human Rebel (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
3/1
Ironsmith Dwarf1R
Creature — Dwarf Warrior Artificer (C)
First strike Gilded — As long as Ironsmith Dwarf is enchanted or equipped, it gets +2/+0.
1/1
Lava Whirl1RR
Instant (R)
Lava Whirl deals 3 damage to each creature and 3 damage to you.
Lomli the QuickR
Legendary Creature — Goblin Rogue (M)
If Lomli the Quick is in your opening hand, you may begin the game with it on the battlefield.
Haste, double strike.
1/1
Manic Vandal2R
Creature — Human Warrior (C)
When Manic Vandal enters the battlefield, destroy target artifact.
2/2
Market Bandit1R
Creature — Human Rogue (C) Gilded — As long as Market Bandit is enchanted or equipped, it gets +1/+1 and can’t be blocked except by two or more creatures.
2/1
Raider Captain 1RR
Creature — Human Warrior (R)
Other Warrior creatures you control get +1/+1. 1R, T: Target Warrior you control fights another target creature.
2/2
Rampage Giant4R
Creature — Giant Warrior (C) Gilded — As long as Rampage Giant is enchanted or equipped, it has trample.
4/4
Restless Revolutionary1RR
Creature — Human Rebel (U)
Haste
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
At end of turn, return Restless Revolutionary to its owner’s hand.
2/2
Ring of Destruction1R
Enchantment — Aura (C)
Enchant artifact or land
When enchanted permanent is put into a graveyard from the battlefield, destroy target permanent that shares a type with it.
Ruby Elemental2RR
Creature — Elemental (C)
When Ruby Elemental enters the battlefield, add R to your mana pool.
4/3
Rune of LightningR
Enchantment — Aura Rune (R)
Enchant creature
Enchanted creature has haste.
All Runes you control have “Sacrifice this permanent: This permanent deals 3 damage to target creature or player.”
Seething Fury2R
Instant (C)
Target creature gets +2/+0 until end of turn.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Spoils of Battle4R
Sorcery (U)
Target creature you control fights target creature you don’t control. When a creature you don’t control dealt damage this way dies this turn, gain control of all Equipment attached to that creature.
Staunch Blademaster4RR
Creature — Dwarf Warrior (U)
Whenever Staunch Blademaster enters the battlefield, you may put an Equipment card from your hand onto the battlefield attached to Staunch Blademaster.
3/2
Tempting Fate2R
Enchantment — Quest (R)
At the beginning of your upkeep, flip a coin. If you win the flip, put a quest counter on Tempting Fate.
Remove three quest counters from Tempting Fate and sacrifice it: Discard your hand, then draw seven cards.
Test of Fire2RR
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and Test of Fire deals 6 damage to each creature he or she doesn’t control.
Unleashed Fury4R
Sorcery (C)
Target creature deals damage equal to its power to another target creature or player.
War Rune1R
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature has trample.”
Warrior’s Wake4RR
Instant (U)
You may tap three untapped Warrior creatures you control rather than pay Warrior’s Wake’s mana costs.
Warrior’s Wake deals 5 damage to target creature or player.
Alpha Wolf2G
Creature — Wolf (U)
Whenever Alpha Wolf deals 3 or more damage to a player or planeswalker, you may draw a card.
2/2
Ancient Oakin4GG
Creature — Treefolk Shaman (U)
Whenever a Forest enters the battlefield under your control, you gain 2 life.
4/6
Arrow Rune2G
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature must be blocked if able.”
Beastial Rune4GG
Enchantment — Aura Rune (U)
Enchant creature
All Runes you control have “Enchanted creature gets +3/+3 and has trample.”
Capture Net3GG
Instant (U)
You may tap three untapped Archer creatures you control rather than pay Capture Net’s mana costs.
Gain control of target creature with flying.
Changing Leaves1G
Enchantment — Quest (U)
Whenever a Forest enters the battlefield under your control, put a quest counter on Changing Leaves.
As long as there are four or more quest counters on Changing Leaves, lands you control have “T: Add one mana of any color to your mana pool.”
Decorated ElfGG
Creature — Elf Archer (C) Gilded — As long as Decorated Elf is enchanted or equipped, it gets +2/+2.
2/2
Elven Guardianship3G
Instant (C)
Creatures you control gain hexproof until end of turn. (They can’t be the target of spells or abilities your opponents control.)
Emerald Wurm5G
Creature — Wurm (C)
When Emerald Wurm enters the battlefield, add G to your mana pool.
6/5
Expedition Elf1G
Creature — Elf Scout (U) 3G, T: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Finding Strength1G
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Finding Strength.
Remove three counters from Finding Strength and sacrifice it: Creatures you control get +2/+2 until end of turn.
Greater Cockatrice3GGG
Creature — Cockatrice (R) G: Until end of turn, Greater Cockatrice gets -1/-1 and gains your choice of flying, protection from black, deathtouch or vigilance.
6/6
Green Thumb2G
Sorcery (C)
You may play up to two additional lands this turn.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Hidden Drove2GG
Enchantment (R)
When an opponent targets a creature you control with a spell or ability, if Hidden Drove is an enchantment, Hidden Drove becomes an 8/8 green Beast creature with trample.
Ivorybow Archer1GG
Creature — Elf Archer (R)
Other Archer creatures you control get +1/+1.
Whenever an Archer you control attacks, you may have target creature untap and block it this turn if able.
2/2
Lefriendel Sureshot1G
Creature — Elf Archer (C) Gilded — As long as Lefriendel Sureshot is enchanted or equipped, it gets +1/+1 and must be blocked if able.
1/1
Ley ElfG
Creature — Elf Druid (R)
You may play land cards from your graveyard.
1/1
Marching Sagittar2G
Creature — Elf Archer (C)
Reach (This creature can block creatures with flying.)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
1/3
Mighty Rune4G
Enchantment — Aura Rune (C)
Enchant creature
Runes you control have “Enchanted creature gets +2/+2.”
Natural End2G
Instant (C)
Destroy target artifact or enchantment.
You gain 3 life.
Oakin Awakener5GG
Creature — Treefolk (R)
When Oakin Awakener enters the battlefield, Forests you control become 4/5 green Treefolk creatures for as long as Oakin Awakener remains on the battlefield. They’re still a land.
4/5
Oakin’s FamiliarG
Creature — Dryad (C)
When Oakin’s Familiar enters the battlefield, you may search your library for a basic Forest card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Quest for Continuance1G
Enchantment — Quest (R)
At the beginning of your upkeep, put a quest counter on Quest for Continuance for each card type among cards in your graveyard. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
Remove five quest counters from Quest for Continuance and sacrifice it: Return up to three target cards from your graveyard to your hand.
Radiant Recluse4G
Creature — Spider (C)
Reach
Whenever an Aura becomes attached to Radiant Recluse or enters the battlefield Attach to Radiant Recluse, put a 1/2 green Spider creature token with Reach onto the battlefield.
2/4
Rampaging Ent1GG
Creature — Treefolk (C)
Vigilance
When Rampaging Ent enters the battlefield, sacrifice it unless you sacrifice a Forest.
4/5
Ranger CharmG
Instant (C)
Choose one — Target creature gains reach until end of turn; or Ranger Charm deals 2 damage to target creature with flying; or Archer creatures you control must be blocked this turn if able.
Royal Scattershot2G
Creature — Human Archer (C)
Reach T: Royal Scattershot deals 1 damage to each creature with flying.
2/2
Ruhan, the Communer1G
Legendary Creature — Human Druid (M)
When Ruhan, the Communer enters the battlefield, each player may put a creature card from his or her hand onto the battlefield.
2/1
Rune of Calling5G
Enchantment — Aura Rune (M)
Enchant permanent
All Runes you control have “At the beginning of your upkeep, you may search your library for a card with the same name as enchanted permanent and put that card onto the battlefield under your control. Then shuffle your library.”
Rune of Oaks2G
Enchantment — Aura Rune (R)
Enchant creature
All Runes you control have “Enchanted creature gets +1/+1 for each Forest you control.”
Shire Bowyer1G
Creature — Kithkin Archer (C)
Activated abilities of Archers you control cost 1 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
1/2
Skyshot Ranger2G
Creature — Elf Archer (U) 1G: Skyshot Ranger deals 1 damage to target creature with flying.
Whenever Skyshot Ranger deals damage to a creature, it deals that much damage to that creature’s controller.
2/3
Stun Archer1G
Creature — Human Archer (U) Gilded — As long as Stun Archer is enchanted or equipped, it has “T: Stun Archer deals 1 damage to target creature. Tap that creature.”
1/2
Survival Skill3GG
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gets an emblem with “Creatures you control are indestructible.”
Syvaris Fortrend2GG
Planeswalker — Syvaris (M)
Starting Loyalty: 4
+2: Creatures you control get +1/+1 until end of turn and must be blocked this turn if able.
0: Untap each permanent you control during each other player’s next untap steps.
-2: The next time target creature deals combat damage to a player or planeswalker this turn, draw that many cards.
Traveling TutorG
Instant (U)
Search your library for a Quest card and reveal that card. Shuffle your library, then put the card on top of it.
Unwavering Wolverine3G
Creature — Wolverine (C)
Whenever Unwavering Wolverine becomes blocked, you may return target card named Unwavering Wolverine from your graveyard to your hand.
3/1
Wandering Marksman2G
Creature — Human Archer (C)
When Wandering Marksman enters the battlefield, you may put a quest counter on each Quest you control.
2/2
Wolfhand Hunter4G
Creature — Elf Archer (R)
Reach (This creature can block creatures with flying.)
Whenever Wolfhand Hunter attacks, put a 2/2 green Wolf creature token onto the battlefield.
2/3
Æther Wand1
Artifact — Equipment (C)
Whenever equipped creature blocks or becomes blocked by a creature, return that creature to its owner’s hand.
Equip 1
Anthem Flag2
Artifact — Equipment (R)
Anthem (When this permanent enters the battlefield, other creatures you control get +1/+1 until end of turn.)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose equipped creature if able.
Equip 1
Banishing Axe3
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has “Whenever this creature deals damage to a creature, exile that creature.”
Equip 2
Bard’s Pipe1
Artifact — Equipment (C)
Whenever equipped creature attacks, untap each other creature you control.
Equip 3
Champion’s Helm3
Artifact — Equipment (R)
Equipped creature gets +2/+2.
As long as equipped creature is Legendary, it has hexproof. (It can’t be the target of spells or abilities your opponents control.)
Equip 1
Crystal Chimes3
Artifact (U) 3, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.
Ferrum War Axe3
Artifact — Equipment (U)
Equipped creature gets +2/+0 and has haste.
Whenever a Warrior creature enters the battlefield under your control, you may attach Ferrum War Axe to it.
Equip 3
Flamberge Sword3
Artifact — Equipment (R)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, activated and triggered abilities from sources defending player controls can’t be put on the stack this combat.
Equip 2
Golden Armilla5
Legendary Artifact (M)
When Golden Armilla enters the battlefield, each player shuffles his or her hand and graveyard into his or her library.
When Golden Armilla is put into a graveyard from the battlefield, each player draw seven cards.
Hero’s Blade3
Artifact — Equipment (C)
When Hero’s Blade enters the battlefield, draw a card.
Equipped creature gets +1/+1.
Equip 1
Holy Grail1
Artifact (U) 2, T, Exile Holy Grail: Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. You gain 2 life.
Hunter’s Bow2
Artifact — Equipment (C)
Equipped creature has first strike and reach.
Equip 1
Iron Wall3
Artifact — Wall (C)
Defender
Iron Wall can block any number of creatures.
Lefriendel Arbalest2
Artifact — Equipment (U)
Equipped creature has “T: This creature deals 2 damage to target attacking or blocking creature.”
Whenever an Archer creature enters the battlefield under your control, you may attach Lefriendel Arbalest to it.
Equip 3
Necrodome Helm2
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has intimidate.
Whenever a Skeleton creature enters the battlefield under your control, you may attach Necrodome Helm to it.
Equip 2
Ragemail Armor1
Artifact — Equipment (C)
Equipped creature gets +2/+2 and attacks each turn if able.
Equip 3
Resonance Sphere3
Artifact (R) T: Choose target creature you control. That creature gains flying until end of turn if another creature you control has flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, hexproof, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
Royal Lance4
Artifact — Equipment (U)
Equipped creature has double strike.
Whenever a Knight creature you control enters the battlefield under your control, you may attach Royal Lance to it.
Equip 4
Runeblade3
Artifact — Equipment (M)
You may target and attach Runeblade with Aura spells as though it were a creature.
Treat equipped creature as if it were enchanted by each Aura enchanting Runeblade.
Equip 3
Sanctum Staff3
Artifact — Equipment (U)
Equipped creature has “Whenever you draw a card, this creature gets +1/+1 and gains hexproof until end of turn” and “4: Draw a card.”
Whenever a Wizard creature enters the battlefield under your control, you may attach Sanctum Staff to it.
Equip 3
Scramasasx4
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, that player gets a bleed counter. Each player with a bleed counter loses 1 life at the beginning of his or her upkeep for each bleed counter he or she has. (Players continue to bleed after Scramasasx has left the battlefield.)
Equip 1
Silver Censer3
Artifact (U) 1, T: Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Sol Courier4
Artifact — Creature (C)
When Sol Courier enters the battlefield, add 2 to your mana pool.
2/2
Ward Amulet2
Artifact — Equipment (C)
When Ward Amulet enters the battlefield, choose a color.
Equipped creature has protection from the chosen color.
Equip 2
Wizard’s Orb2
Artifact (C) T: Add 1 to your mana pool. T: Target land becomes the basic land type of your choice until end of turn.
Animated Oak
Land Creature — Forest Treefolk (U) (Animated Oak isn’t a spell, it’s affected by summoning sickness, and it has “T: Add G to your mana pool.”)
0/3
The Crimson Pass
Legendary Land (R)
When The Crimson Pass is put into a graveyard from the battlefield, search your library for a basic Mountain or Forest card and put it onto the battlefield tapped. Then shuffle your library. T: Add R or G to your mana pool.
Drakehlm Keep
Legendary Land (R)
When Drakehlm Keep is put into a graveyard from the battlefield, search your library for a basic Swamp or Mountain card and put it onto the battlefield tapped. Then shuffle your library. T: Add B or R to your mana pool.
Kingdom of Amelott
Legendary Land (R)
When Kingdom of Amelott is put into a graveyard from the battlefield, search your library for a basic Plains or Island card and put it onto the battlefield tapped. Then shuffle your library. T: Add W or U to your mana pool.
Lefriendel Palace
Legendary Land (R)
When Lefriendel Palace is put into a graveyard from the battlefield, search your library for a basic Forest or Plains card and put it onto the battlefield tapped. Then shuffle your library. T: Add G or W to your mana pool.
Necrodome
Legendary Land (R)
When Necrodome is put into a graveyard from the battlefield, search your library for a basic Island or Swamp card and put it onto the battlefield tapped. Then shuffle your library. T: Add U or B to your mana pool.
The Shire
Legendary Land (U) T: Add 1 to your mana pool. T, Sacrifice The Shire: You may put a creature card with converted mana cost 1 from your hand onto the battlefield.
you got some interesting stuff going on here. It would be nice to know some of the context thou as right now some of the mechanics are coming up flavorless. Gilded is the big one for me I like the mechanic in essence, but am not sure why it's both artifacts or enchantments, but more importantly I'm not sure what I'm supposed to think when I here the word gilded which makes it hard for the key word to make any association for me. Also I think Shrieking Hollows is to cheap magic has always made a point that discarding on your opponents turn is vary hard there for vary expensive like that bat they just released that cost like 4 or 5 to play then another 5 to trigger. so in spell form I think your looking at like at least a 5 or higher. I know their are exceptions but they also have limitations. I mean I could by the 3 if they chose but that's my thought. Other wise at first read looks good.
Thanks for the C+C. I thought Shrieking Hallows might be a bit powerful. My point of reference was Resounding Scream, where you can get:
"Resounding Scream5UBR
Instant
Resounding Scream Can't be Countered
Target player discards two cards at random.
Draw a card."
So I thought I might try to play with instant speed discard since its pretty underused areas of black's pie.
Also UPDATE 4/21 Added Red Commons.
As for the flavor I'll be posting more of that soon. But the premise is that the commoners/people of Avalon are just starting a revolt against the "Dark Lord" whom has cast the realm in an Empire of Darkness for eons.
The "Dark Lord"'s magic is weak against Enchantment Magic and thus Rune are a powerful magic used by the people to combat the Dark Lord's Skeleton Armies.
I was reading these again and noticed u have two different Rune of modesty they both seem playable they just have the same name. I like the feel of the red except axe thrower I think he should be able to assign damage and trigger the to a creature ability. I mean he has to be equipped and it's only to a creature. so it's vary positional I would look at allowing both. Also I love the ring of destruction but for an ability that breaks red into a whole new realm of versatility it seems a bit cheap despite the tricky nature of it's use. I mean all the sudden you can destroy enchantments, out right destroy creatures, even plaewlalkers all stuff reds never had access to before I would also consider the final version of this at a higher rarity. Otherwise love the direction the sets going.
I was reading these again and noticed u have two different Rune of modesty they both seem playable they just have the same name. I like the feel of the red except axe thrower I think he should be able to assign damage and trigger the to a creature ability. I mean he has to be equipped and it's only to a creature. so it's vary positional I would look at allowing both. Also I love the ring of destruction but for an ability that breaks red into a whole new realm of versatility it seems a bit cheap despite the tricky nature of it's use. I mean all the sudden you can destroy enchantments, out right destroy creatures, even plaewlalkers all stuff reds never had access to before I would also consider the final version of this at a higher rarity. Otherwise love the direction the sets going.
I think you may have glazed over that Ring of Destruction can only enchant artifacts or lands.
I'm also not sure I follow you on Axe thrower either.
Is there a reason you're using both shroud and hexproof at common in this set? Cloud in Myth and Haze Over are the exact same card. Compared to Ranger's Guile, I think the upside of saving my creature and Aura from removal in response (plus being able to target it with additional beneficial effects) outweighs the disadvantage of not randomly being able to screw over my opponent's Auras.
"Amelott" and "Amelorian" are too similar, especially since they're both on 4cmc 2/4 common Scout creatures with gilded.
Rune of Favor feels like an uncommon - it's an enabler for the Rune theme deck but pretty useless everywhere else. The Rune mechanic itself feels like Allies, but worse - you can't just snatch up every Rune you see since you also need creatures that don't suck to attach them to, and the power level of both Runes and gilded creatures is spread out across all colors.
There are zero common creatures with a power higher than their toughness in white, or a toughness higher than their power in black. Is this intentional?
Ring of Destruction has nothing to do with the Rune mechanic, so it shouldn't be a Rune.
I think you did a good job of putting cycling on cards where either option can be the superior choice (except probably Horned Griffin - it's hard to go wrong with a 2/3 flier).
Ghoulcaller's Bane should not be common. There's a grand total of five and zero common cards it affects, respectively, and the great majority of those are in the black deck. Even with the cycling ability, I'd never feel good about putting it into my deck.
Has removal been intentionally powered down in this set? Black has a pseudo-sacrifice theme in Bone Splinters and Ebonbone Warrior, but no leaves-the-battlefield effects or token makers to take advantage of it. Red has Dragon Swoop, which is absurd albeit sorcery speed, but there's zero common faceburn, and the creature-damage effects require you to control one creature and one Equipment attached to it, at minimum. In comparison, white has a full four removal spells at common, including two that work at instant speed and a splashable Unmake.
I'll give a full review of all the cards when the common equipment and lands go up.
Added Artifacts
Removed Ghoulcaller's Bane/Added Enlist the Fallen
Removed Shrieking Hallows/Added Disgrace
Remove Rune of Favor/Added Rune of Frost
Removed Cloud in Myth/Added Impermanence
@ Jenesis Amelott and Amelorian were supposed to represent the same faction, but the latter has since been changed to "Watchful"
Ring of Destruction was/is supposed to be a non-Rune Aura. It was a typing error. Fixed.
I did try to purposely tone down spot removal in the set so that way 2 for 1's would be less common since the Rune mechanic is one of the highlights of the set. As such abilities like hexproof, protection and indestructible will be more common so that players have a solid pool of creatures to choose from to build up with Auras and Equipment.
Shroud and Hexproof were both chosen for the set because Shrouds ability to "counter" Aura spells or activations of Equipment. Though beyond Mystic Swordsman and Haze Over, there will likely be little to no more shroud cards.
Running down the list, if I don't mention a card it means I didn't have anything particularly interesting to say about its design.
Quaker Giant: That's a big Hookmaster. Name fits well.
Radiant Recruiter: White's shtick is weenies, so I can see him being smaller than Bramble Elemental (also note the updated wording). Could probably be 1cmc cheaper and still be okay.
Captains: They fit in different strategies, which helps distinguish them. Why doesn't the Kor Outfitter upgrade have flash as well, though?
Longblade Cavalier: A cavalier is by definition a knight, so this guy should be a Knight. First strike wouldn't be a bad addition either to help mitigate his suckness when gilded isn't turned on.
Warden of Amelott: I see you've been taking inspiration from Ghalma.
Unchurch: Really strong removal for white. What's the flavor? Why not just exile (fits the flavor of "excommunicating" as well, the card of that name notwithstanding)?
Blind Faith: It's a neat concept and the bonus isn't too oppressive.
Lake Guardian: Defense early, cycles late. A good implementation.
Scheming Faerie: There's a plural disagreement between the name and the flavor text. Why doesn't this just borrow the mechanic of Chittering Rats? It does basically the same thing and avoids messy DEC penalties.
I get that there's an Auras-matter theme going on in this block, but the saturation here feels excessive. Just at blue common, for cards that suck unless you control Auras, you have Aura Augur (I'm assuming you mean the priest and not the drilling device), Faerie Shortblade, Radiant Falcon, Barrier Mage, and Of Wands and Robes. You have an additional four cards that mention Auras or being enchanted. That's almost as many cards as mention Auras in their rules text in all of Ravnica block. In particular, Of Wands and Robes feels really crappy, since you need to two Auras on a single creature before it's better than just cycling it.
Watchful Scout's text box retains its old name.
Why doesn't Drown in Illusion have the triggered ability instead of granting it to the creature?
Pens(ie?)ve: ...like Harry Potter?
Mire Witch: Targeting at random is by definition impossible. Just get rid of the word "target", like Ghoulraiser.
Cackling Bones, Ebonbone Warrior: I don't understand what these are doing for your theme. Maybe if Ebonbone performed a Raise Dead effect, so you could pseudo-"cycle" your sac-fodder creatures to reuse the Skeleton's cycling ability? (I take it there are "cycling matters" cards at uncommon and up?)
Fleeting Specter: A 3/1 flier for 3cmc is already above the curve from what I'd expect to see at common, to say nothing of it being black and having upside.
Enlist the Fallen: The mediocre upside doesn't nearly justify the hoops you have to jump through to get this to do anything.
Disgrace: Cycling helps make it less of a dead card, but so far it only works on Runes? Where are the common quests alluded to in your most recent thread?
Market Bandit: I like the ways you're coming up with to make different colors' evasion mechanics feel unique.
Dwarven Blacksmith: A nicely red-feeling recursion effect.
Plateshift: This is a strictly worse Tectonic Rift. I don't see how increasing the mana cost by 1 justifies making it show up more in Limited, since this is a narrow effect that few decks want anyway.
Why aren't there any direct damage burn spells in this set? It bothers me that common red in this set is even narrower than the color is as a whole; there aren't really any supported strategies other than equipping creatures and swinging with them.
Decorated Elf and High Elf are almost the same when gilded up, except that one costs more and has hexproof. Why not make Decorated a strictly better bear? The paradigm seems to be making creatures with gilded suck when they aren't equipped or enchanted, which creates feel bad moments when you don't draw your enhancer cards, and the problem with nerfing removal so that enhanced gilded creatures are hard to remove is that you're forced to comparably limit the power level of your set's marquee rares so that they don't singlehandedly run away with the game.
Mother Bear: Where is the detrimental Aura with flash, to really get value off this?
Emerald Wurm, Elven Guardianship, Oakin's Favor: All of these are excellent cycling cards, though the Favor should cost 1cmc less - it doesn't even manafix in Limited, and in Constructed I have better things to do on turn 4 than tap out for one measly land.
Buckler's Shield: A buckler is a shield. Should just say "loses first strike and double strike."
Dragoon's Reins: What is that, in the context of this set? The word "dragoon" is not historically contemporary to Arthurian times and has never been mentioned up to this point.
I've updated the original post with a visual spoiler of what the set has become. A lot of rehauls were done and the old commons scrapped. I will get around to posting text versions of the cards asap. I just posted the renders for easier feedback and comment for now.
I still need Mythics for white so if anyone has suggestions feel free to post them.
Story line and things of that nature will be coming soon as well. I'm complete with the five colors and have them all pictured out. I still need mythics for every color but Red and am still about 25 artifacts from being complete with the set.
What's the point of Emancipate? I think it's an instant or a sorcery card.
Also, I have Runes as a enchantment subtype in my set too (enchantments is a sub-theme) and I have more or less the same idea as you. My enchantments power up others by having more in the battlefield and giving them generic abilities to everyone.
Caceria is confusing with cards like Preacher and Swerve. The lack of symmetry is inelegant, but I suppose necessary to prevent infinite loops. See Ashenmoor Liege: "Whenever a creature you control becomes the target of a spell or ability an opponent controls..."
Castle Walls: Nice reference. I don't like how it's a "stealth" 0/7, but I suppose an effect could tap it down.
Cavalry Archers: Why does a utility creature have an evasion ability? And why does its utility ability only turn on when you give it an effect that presumably increases its power and toughness? This one is a miss for me.
Dragon Slaying is really neat flavorwise and still a powerful removal spell for Limited. The Dragon clause subtly helps players see that you shouldn't waste it on any random ordinary creature.
Elspeth Truth Bearer: There's some garbled plurals in the ultimate. I'm assuming you meant to say: "Each player chooses a number of lands he or she controls equal to the number of lands you control, then sacrifices the rest. Players discard cards the same way." Balance.
Emancipate: Counter target removal or Mind Control spell. Okay limited filler.
Enchanted Pegasus's reminder text is once again, wrong. If you have an Aura in your hand with nothing to enchant, you can't even begin to put it onto the battlefield in the first place.
Holy Rune: Odd that this is the most expensive Rune, since it's the weakest by my estimation. Maybe could be bumped up to uncommon and its cmc lowered by 1 because of how narrow it is.
Just Rewards: See Caceria for the wording. Also, it should just "gain 10 life". The way the "instead" replacement clause works causes the spell to ignore the entire previous effect, so "that much" has nothing to reference.
Lightworkers: The way it's currently worded requires you to choose two targets and only regenerate one. Getting rid of the second "target" fixes the problem.
Quaker Giant's type is incorrectly listed as "Horse."
Quest for Redemption: Scaling quests? Nice.
Separate: Up to now only "protection from <quality>" has been used, but because of Progenitus I don't see a reason we can't write a new rule to accommodate this too. It's grokkable enough.
Trav: I know he's a 7-mana mythic, but what a funwrecker. How many ways are there to get him off the board in nonwhite nonrare? At least Gaea's Revenge could be chumpblocked indefinitely. Also note that while he has gilded, he can't become equipped, which is another reason I think you can kill the stupid protection ability and still have him be really strong. Maybe lower his mana cost to compensate.
Blue Spoiler posted. Will have text versions up latter tonight. Please catch any errors and comment/crit if you can see the visual spoilers.
^^ @ Jenesis: Thank you for the crit on the first draft of the white cards. I will have those polished up latter this week as well. Including the errors in artist credit.
I like where the set is going. The enchanted or equipped theme seems really cool. Just a few things I noticed:
Arms Race - It seems like paying mana might be better suited for this. Paying life just doesn't seem very white. Also, the wording is very awkward as I don't know if you can just "bid" like that. Maybe i'm wrong though, I don't remember ever seeing a card like this.
"Can't be blocked except by walls or flying" - Why? This ability doesn't really make sense to me.
Rune - Is there a reason this can't just be "enchanted creatures you control have ~" like the Magemark cycle?
Cycling - Why is cycling in this set? It seems like a completely random addition
Elspeth - Why doesn't her ult also make them sacrifice creatures like otherbalance effects?
Radiant Recruiter - This is a common? A repeatable token generator should probably not be a common, even if the cost is steep.
Selfless kithkin - This is the only card i've seen that has a discard trigger. Why? It seems completely random when pretty much no other cards do this.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
@ Jenesis: I fixed the wording on the one's you pointed out needed it. I also updated the following cards -
Caceria, Shire Matriarch
Whenever a creature you control becomes the target of a spell or ability you gain 2 life.
Whenever a creature you control is dealt damage, you gain 2 life.
Castle Walls
Defender
Other creatures you control get +0/+2 as long as they are untapped.
Cavalry Archers
Cavalry Archers can’t be blocked except by Walls and/or creatures with flying. Gilded — As long as Cavalry Archers is enchanted or equipped, it gets +1/+2 and has reach.
On Trav, I kept the protection ability and made it so that way any Aura/Equipment attached to him became Argentum Armor.
==
@ MoonE.
Mages' Contest is the card that I wanted to make a cycle around. To capture the flavor of a Medieval "Duel".
Elven Riders also inspired me to make the Wall/Flying evasion ability appear in the set to capture the flavor of horsemanship.
Cycling is in the set because I wanted the set to be really simple and as such easier to design. Also, latter in the block cycling will be developed to help capture the themes and help combo decks.
Elspeth I kept from destroying creatures because A: It kept the text box less cluttered, and B: I was planning on her having a large roll in white weenie decks, where you're going to have more creatures out already anyways.
Radiant Recruiter was made to mirror Bramble Elemental. And I wanted token generation @ Common so that way players could have an easier time ensuring they had targets for their Aura and Equipment. As such a 3 card cycle of cards like this were made in Blue and Green as well. The blue one posted above is Radiant Falcon and the soon to be spoiled Radiant Recluse from green.
On selfless kithking: Good idea. I changed it to a Sacrifice THIS: Regenerate.
====
Also, Blue, Black and Red now posted. I will withhold any renders until the set is fully complete.
Ah, so the bid wording is correct. I still feel it's incredibly awkward, but whatever. I totally love the concept and flavor of arm's race, I just don't like that a white card has you paying life.
The problem with the "horesmanship is that it feels very specific. It specifically mentions flying creatures. Why can flying creatures block creatures riding horses? I mean, when you don't mention it at all, it makes sense, but when you call attention to it, it starts to become awkward. I don't know, maybe it's just me, but I don't like it.
Private Mod Note
():
Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Arcane Wall: Why is this a mythic? I don't know about the other colors, but WU doesn't have a lot of ETB abilities you'd want to reuse, and that quad-blue requirement is a killer. Against non-aggro decks, I'd rather have Frost Titan or Consecrated Sphinx any day.
Aurashield Sentinel: Really nifty. Probably a top common, since you can bounce "bad Auras" attached to your opponents' creatures when something bigger comes along as well.
Cloudust Faerie: Should probably be two words - "cloud-dust." Love the concept.
Drown in Illusion: There's no repeatable creature targeting in blue, but it does hose Gilded.
Guile Rune: "exchange." I like it.
Homunculus Twins: It's like two Elvish Visionaries glued onto each other. Probably a bit strong given the enchant/equip theme going on, but seems fair for uncommon.
Master Clone can just say "except its name is still Master Clone and it has no planeswalker type." If it doesn't copy a planeswalker (like Quicksilver Gargantuan copying an animated Inkmoth Nexus), that part of the ability just doesn't do anything.
Nick of Time: With three counterspells and a smattering of flash, the draw-go deck might just work.
Of Wands and Robes has the wrong card type.
Phasing Illusion should probably have its Masako the Humorless ability on a separate line.
Plotting Pixie: Chittering Rats only targeted a single opponent, but I don't expect this card to make many waves in multiplayer casual anyway.
Runed Serpent: Why does this have flying? I'm envisioning sea monster, not feathered snake.
Seeking Guidance: Why is this a common? It's clear that the build around me theme of blue is Auras, and trying to shoehorn in an instants-and-sorceries-matter theme with virtually no support is just going to make this a dead card in many decks. There isn't even a single blue common with flash.
Tempoweaver: I'm just now noticing that there are no blue enchantments that are not either Auras or Quests. Given that bouncing your own Quests is a pretty silly idea unless they're about to be destroyed, why doesn't this vertical cycle just say "Aura"?
Treabhazure Amborse: How the heck is that pronounced? His ultimate is a huge whiff in Draft, since any instants and sorceries worth ramping up into (i.e. none in blue) will probably be in your main deck anyway. He could be fun in sealed though. I think -XX is reasonably grokkable.
Absence of Light: Brainspoil was a common that cost 5cmc. Given your stated intention to make removal suck in this set, I think this could be a 3cmc common.
Battering Bones: Super wordy, but it's a cool concept. I'm not sure the second ability is needed though, since that will make him a boring indestructible 3/3 a non-negligible amount of the time.
Should Bleakwood Assassin have a "may" escape clause?
Bonespines: Does this card need that 7 power in addition to probably having 3+ toughness (either through lategame attrition or aggressive self-milling)? I think it could be a 0/0 like Golgari Grave-Troll and still be fine, especially since it counts all graveyards. Being virtually indestructible and powering up from chump blockers probably ensures that this thing will kill on the first hit, so all that extra power really isn't needed.
Disciple of Tyrandar: The token's p/t is missing. Adding a small mana cost onto the activation wouldn't be a bad idea either, depending on what you think the power level of 1/1 regenerators relative to 3/3 zombies is.
Ebonbone Elite: This isn't really a black ability. I know Deadly Allure was technically monoblack, but I see the deathtouch as being the black part and the lure as being the green part. To me this card feels more like Turntimber Basilisk, which was monogreen.
Forsake: Solely because it's a common, probably one of the best removal spells in the set for Limited.
Why are Marrow Drones and Cackling Marrow in the same set? They fill basically the same slot. And why is there a random Drone in the set?
Marrow Knight: The amount of unkillability in black is getting a little ridiculous. Going through, I see three commons, two uncommons, two rares, and two mythics with some kind of I-don't-stay-dead ability. That's compared to two commons in white, one each of common (Bone to Ash, a counterspell), uncommon, and rare in blue, and zero cards of any rarity in red that can permanently get rid of them. Really, you couldn't give red at least one regeneration prevention damage spell?
Midnight Rune: Makes your guys always trade up? Sure.
Rune of Mutilation: First strike/deathtouch. Ick.
Awe Hammer: Nice.
Axe Thrower: I'd like this better if it was an all-upside Gilded ability - it shouldn't trigger pointlessly if he's neither enchanted nor equipped. He can throw his axe over at that Llanowar Elf, then pummel the enemy planeswalker with his fists.
Baby Dragon: A nice way to make Auras and Equipment matter without hammering in the Gilded theme.
Dagger Throwing: With such a low mana cost, when are you ever going to pay the alternate cost? Make it 5 damage like Shrapnel Blast and I might be interested.
Demolition Dwarf should say "up to one target artifact and up to one target land." Relic Crush.
Dragon Egg: Roc Egg was never an impressive uncommon, and there are no common Dragons, so this seems like a waste of a rare. Maybe if it didn't have defender it could be useful if you suited it up with Equipment.
Dragon Swoop: Well, now I see why you made Absence of Light uncommon.
Fiendspark: In any other set, this would be common. Here it competes with Dagger Throwing, and has the primary effect of making Dagger Throwing look really bad.
Fire Rune: What's the point of giving me 3 mana back if I can only spend 2 of it. Screw multicolor, this Rune should just grant straight firebreathing.
Gear for War: Would this be too good if it just reduced costs by 1 for each counter on it? I want to see more scaling Quests in the vein of Quest for Redemption.
Lomli the Quick: A better Goblin Guide in every deck that wants Goblin Guide. Sad.
Market Bandit: This card mistakenly has Lomli's rules text listed.
Mountain Dwarf: Maybe "Clan Chieftain" or something else appropriately lordly?
Restless Revolutionary: Goldnight Commanding all day long!
Ruby Giant: This is pitifully small for a Giant. 3/2 at the least, I'd say.
Lightning Rune: This is out of alphabetical order. Red's Rune of Mind Control. Probably will just go to the face in a U/R deck.
Spoils of Battle: I like it. It's a good setup that seems neither too hard nor too easy to gain advantage off of.
"and Test of Fire deals 6 damage..." Players can't be sources of damage.
Tyrant Dragon: All the interesting dragon cards that haven't been done yet and you choose a Goliath Sphinx reprint? Yawn. I understand that there's a case to be made for reducing the complexity of a set already brimming with interactions, but rare is not the place to do it.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Honor Rune: I don't like how it looks strictly worse next to Edged Rune in isolation. Would a cmc of 1 be too strong?
Pearl Stallion: Here's a little extra mana to equip your creature. I like it.
Arcane Wall: The "less than zero" clause is a little clunky, I suppose, but it reduces the odds that a creature with negative power will actually get a boost.
Mystic Owl: Should be a Bird.
Drakhelm Bat: What's the point of this ability if activating it once will kill it? Shouldn't it be a Gilded ability, since the main way of buffing p/t in this set is through Auras and Equipment anyway?
Heartless Phantom: Seems a little strong, because of all the ways to buff it. I liked it better at -1/-1.
Bludgeon Dwarves: An artifact that isn't an Equipment can't even begin to become attached in the first place. You'll need to find some way to turn it into an Equipment first.
Disintegrate: "Defender"?
Gear for War: Should this affect only you or opponents as well?
Hoarding Hellkite: This is a fun minigame, but not appropriate for common. Most of the time you will just cast it as a 5/5 flier and ride it to victory unless your opponent coughs up one of the scant few removal spells in the set that can kill it.
Animated Oak: This triggered ability doesn't work.
CR 603.2e If a triggered ability's trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
You'll have to make it a timing-restricted activated ability that costs 0 and has a reveal condition.
Giant Plow-Wurm: Quite the beast, but considering the busted OPness of the other mythics in the set it's fair enough.
Leyline Elves: Some spicy nonbasics in the set coming up, I take it...
Lone Adventurer: This could have said "quest counter on target permanent" to avoid having to errata all previous Quests with the subtype, but I'm assuming there will be more "Quests matter" cards in future sets.
With three cards all name "Oakspeaker" (deck registration errors ahoy!) I'd expected them to be a vertical cycle, but they really don't have much of anything to do with each other.
Rampaging Ent, Redwood Dryad: These have the wrong creature type. Also, Redwood Dryad seems OP in the one matchup you'd actually side it in, since green's primary method of removal is creature combat.
Spirit Garden: There are a couple other common Spirits in the set, but none in green, and this card has a quad-green mana cost. Odd.
Syvaris' second ability is oddly worded. "Until your next turn, untap all permanents you control during each other player's untap step." would be clearer, and accounts for extra turns as well.
"Buckler Shield" is still redundant. Something like "Sturdy Buckler" would make sense.
Cat-Tail Whip: The usual way to word this is "X can't be 0." Helm of Obedience.
Dragon Ball: Was it crafted by the great smith Toriyama, from across the eastern sea?
Hunter's Bow says "pay" but doesn't specify an amount.
Rune Blade could just use imprint technology.
The spoiler states there are 26 lands, but I only see 5 nonbasics. Also, disappoint. Leyline Elves is not rare-worthy and Flagstones of Trokair is no longer special.
There are a lot of interesting cards in the set and I like both gilded and anthem as new mechanics. Some cards I especially liked:
Celestial Archangel - good card
Enchanted Pegasus - show and tell effect without the brokenness
Faerie Enchantress - I like the variation on the enchantress effect
Master Clone - cool idea and seems very useful
Animated Oak - I like the decision making with this
Syvaris Fortrend - Abilities are well-costed, flavorful and powerful enough to see play without being overpowered
Dragon Ball - Although I think it would be cooler if it was 6 mana and could return an exiled card as well
Overall I think the powerlevel of many of the cards is too high (especially on creatures).
Elspeth, Truth-Bearer - 5 loyalty is way too much for a 3 mana planeswalker, the +1 ability is okay, the -2 is okay as well although it's too good with 5 loyalty, and the -5 is pretty insane. A lot of decks would only play her for the -5 ability especially in legacy / vintage / EDH where the conditions for abuse are much more powerful.
Possibility : Turn 1 on the draw - Chrome Mox + Hierarch + Tarmogoyf, Turn 2 - Lotus Petal, Play Elspeth, ultimate, leaving you with only 4 cards which means your opponent will probably have to discard at least one unless they had a turn 1 & 2 play, and sac 2 lands as well. The longer you wait the more powerful it becomes, especially in aggro decks that can build up board position quickly and then drop this as a better armageddon.
I would give her 3 starting loyalty and then the ultimate should be okay.
Shire Champion - At its worst it is a 2/2 first strike for 2, but in creature matchups it will almost always kill an opponent's creature (how often will your opponent not at least have a 2/x out). I think this is comparable in power level to snapcaster mage. I would make it 1WW.
Impermanence - This counter is too good. At the beginning of the game you really want to counter creatures and this does better than mana leak. It should be 1U or target non-creature permanent spell.
Eruption - Seems too easy to abuse with either rituals and/or tap effects like turnabout. Armageddon effects already reward you for playing mana rocks, this rewards you even more by leaving your lands intact if you time it well. I'm not sure how you could improve this card, maybe 4RR?
Lomli the Quick - Goblin Guide is already very good as a 2/2 haste for R with a big drawback. This card will be free 40% of the time in constructed as well as pretty much being a 2/2 unblockable haste creature with only the legendary drawback. It also interacts insanely well with anthem effects, equipment. I would remove the haste and the can't be blocked except by creatures with haste - this also makes putting it into play for free more worthwhile.
Demolition Dwarf - ETB ability is very powerful in both limited and EDH. I would change this to or.
And the dual lands are way too good - you managed to design duals that are more powerful than the original duals. Legendary really isn't a drawback in fetchland three-color manabases where you can easily choose to fetch a basic/other dual after the first one. The wasteland protection is very useful and pretty much means wasteland becomes unplayable in legacy. Why would I play 2 color when I can easily play 4-5 color mana bases without any fear of wasteland? You could make them come into play tapped without any way of untapping them, that seems the best way to balance them. Honestly though, designing duals with basic land typing is just asking for problems.
Aside from these cards though I like the flavor and most of the cards in the set.
Thanks for the feedback everyone. I'm actually going to reinvent the set so some or most of these cards will be removed and replaced. Also instead of scry, I will be bringing back exalted as it plays really well with gilded. Also I will be trying to balance a cycle of five plus two cards with a Sigil mechanics I'm working on at the moment for instant and sorceries. Anthem will also be dropped and likely saved for another project.
Lets begin with a general run down of the first set Avalon
Plane Name: Avalon
Tagline: A Hero's Journey Beings With A Call to Adventure
Set Symbol:
FULL IMAGE SPOILER: WHITE CARDS
Altar’s Light 2WW
Instant (C)
Exile target artifact or enchantment.
Angel of Avalon 3WW
Creature — Angel (M)
Flying, lifelink
Gilded — Whenever Celestial Archangel deals combat damage to a player, if its enchanted or equipped, double your life total.
5/5
Armory Adept 2W
Creature — Human Soldier (C)
Flash
When Armory Adept enters the battlefield, you may attach target Equipment you control to target creature you control.
2/2
Arm’s Race 1W
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and puts that many 1/1 white Soldier creature tokens onto the battlefield.
Brazen Archknight 1WW
Creature — Human Knight (R)
Vigilance
Other Knight creatures you control get +1/+1 and have vigilance.
2/2
Brilliant Rune W
Enchantment — Aura Rune (C)
Enchant creature
All Runes you control have “Enchanted creature gets +1/+1.”
Burnished Knight 3WW
Creature — Human Knight (U)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
When Burnished Knight enters the battlefield, creatures you control gain vigilance until end of turn.
4/4
Castle Walls 1WW
Creature — Wall (U)
Defender
Other creatures you control get +0/+2 as long as they are untapped.
0/5
Chivalrous Charge 2WW
Sorcery (U)
Two target creatures you control each get +2/+2 and gain vigilance until end of turn.
Court Archers 2W
Creature — Human Archer (U)
1W, T: Court Archers deals 1 damage to each attacking creature.
2/2
Dragon Slaying 1W
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Dragon Slaying.
Remove three quest counters from Dragon Slaying and sacrifice it: Destroy target creature. If its a Dragon creature, you gain life equal to its toughness.
Elspeth Truther-Bearer 1WW
Planeswalker — Elspeth (M)
Starting Loyalty: 3
+1: Creatures you control get +1/+1 until end of turn.
-2: Exile target creature with power 4 or greater.
-5: Each player chooses a number of lands he or she controls equal to the number of lands you control, then sacrifices the rest. Players discard cards the same way.
Enchanted Pegasus 3WWW
Creature — Pegasus (R)
Flying
When Enchanted Pegasus enters the battlefield, you may put an enchantment card from your hand onto the battlefield.
4/4
Flow of Abudance 2W
Instant (C)
You gain 2 life.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Healing Rune 1W
Enchantment — Aura Rune (U)
Enchant creature
When Healing Rune enters the battlefield, you gain 3 life.
All Runes you control have “Enchanted creature has lifelink.”
Higher Self 3W
Creature — Angel (R)
Flash
Flying
You have hexproof.
3/4
Hillside Scout 1W
Creature — Kithkin Scout (C)
W, Sacrifice Hillside Scout: Return target artifact or enchantment card from a graveyard to its owner’s hand.
2/1
Into the Vaults 1W
Enchantment — Quest (R)
At the beginning of each end step, if an opponent controls more permanents than you, put a quest counter on Into the Vaults.
Remove three quest counters from Into the Vaults and sacrifice it: Return all artifact and enchantment cards from your graveyard to the battlefield.
Kithkin Purifier 1W
Creature — Kithkin Cleric (C)
Sacrifice Kithkin Purifier: Exile target Aura or Equipment.
2/2
Knightly Justice 3WW
Instant (U)
You may tap three untapped Knight creatures you control rather than pay Knightly Justice’s mana costs.
Exile target creature.
Lancer’s Rune 1W
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature has first strike.”
Lightworkers W
Creature — Kithkin Wizard (U)
W, T: Regenerate target enchantment or enchanted creature.
0/1
Pearl Stallion 2W
Creature — Horse (C)
When Pearl Stallion enters the battlefield, add W to your mana pool.
2/3
Pure Knight 2W
Creature — Human Knight (C)
First strike
Gilded — As long as Pure Knight is enchanted or equipped, it gets +1/+2.
2/2
Quaker Giant 4W
Creature — Giant Warrior (C)
When Quaker Giant enters the battlefield, tap target permanent. It doesn’t untap during its controller’s next untap step.
3/3
Quest for Redemption W
Enchantment — Quest (U)
Whenever a creature you control dies, put a quest counter on Quest for Redemption.
Remove all quest counters from Quest for Redemption and sacrifice it: Creatures you control get +1/+1 until end of turn for each counter removed this way.
Radiant Recruiter 3W
Creature — Human Soldier (C)
Whenever an Aura becomes attached to Radiant Recruiter or enters the battlefield attached to to Radiant Recruiter, put two 1/1 white Soldier creature tokens onto the battlefield.
2/3
Rally Knight 2W
Creature — Human Knight (C)
Flash
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
2/2
Rune of Invincibility 3W
Enchantment — Aura Rune (R)
Enchant creature
Creatures you control enchanted by Runes you control are indestructible.
Shining Knight 2WW
Creature — Human Knight (R)
First strike
Gilded — As long as Shining Knight is enchanted or equipped, it has protection from all colors. This effect doesn’t remove Auras and Equipment attached to Shining Knight.
2/2
Shire Champion WW
Creature — Kithkin Knight (R)
First strike
When Shire Champion enters the battlefield, you may destroy target creature with the highest power. (If two or more creatures are tied for greatest power, target any one of them.)
2/2
Shire Kithkin W
Creature — Kithkin Soldier (C)
Gilded — As long as Shire Kithkin is enchanted or equipped, it gets +1/+1 and has first strike.
1/1
Silver Hand Crusader 1W
Creature — Human Knight (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
2/2
Solemn Monk 1W
Creature — Human Monk (C)
When Solemn Monk enters the battlefield, you gain 4 life.
1/3
Sworn Protection W
Instant (U)
You and up to one target creature you control gain protection from all colors until end of turn.
Templar Charm W
Instant (C)
Choose one — Target creature gains first strike until end of turn; or destroy target blocked creature; or Knight creatures you control get +1/+1 until end of turn.
Templar Warden 3W
Creature — Human Knight (C)
Gilded — As long as Templar Warden is enchanted or equipped, it gets +2/+2.
2/4
Trav, the Raggen Paladin 5WW
Legendary Creature — Human Knight (M)
Vigilance, protection from nonwhite
Gilded — Whenever Trav, the Raggen Paladin attacks, if its enchanted or equipped, you may destroy target permanent defending player controls
6/6
White Paladin WW
Creature — Human Knight (U)
Protection from black
Gilded — As long as White Paladin is enchanted or equipped, it has double strike.
2/2
FULL IMAGE SPOILER: BLUE CARDS
Aura Augar 1U
Creature — Human Wizard (C)
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an Aura card is revealed this way, put it into your hand.
1/1
Aurashield Sentinel 2U
Creature — Human Wizard (C)
Defender
T, Return an Aura you control to its owner’s hand: Creatures you control gain hexproof until end of turn.
1/4
Aurawing Drake 4U
Creature — Drake (C)
Flying
Aurawing Drake gets +1/+1 for each Aura on the battlefield.
3/3
Blinding Faerie 2U
Creature — Faerie Wizard (C)
Flash
Flying
When Blinding Faerie enters the battlefield, another target creature gets -3/-0 until end of turn.
2/1
Cunning Æthermage 5U
Creature — Human Wizard (C)
When Cunning Æthermage enters the battlefield, put target creature on top of its owner’s library.
2/2
Curious Kithkin U
Creature — Kithkin Wizard (C)
Gilded — Whenever Curious Kithkin deals combat damage to a player, if its enchanted or equipped, draw a card.
1/1
Dancing Duelist 2U
Creature — Human Rogue (U)
Gilded — 1: Master Duelist gets +1/-1 or -1/+1 until end of turn. Activate this ability only if Master Duelist is enchanted or equipped.
2/2
Drown in Illusion 2U
Enchantment — Aura (C)
Enchant creature
When enchanted creature becomes the target of a spell or ability, its controller sacrifices it.
Faerie Dust 2UU
Enchantment — Aura (U)
Enchanted creature gets +2/+2 and has flying and hexproof.
Faerie Shortblade 1U
Creature — Faerie Rogue (C)
Gilded — As long as Faerie Shortblade is enchanted or equipped, it gets +1/+1 and has flying.
1/1
Flight of Drakes 4UU
Creature — Drake (R)
Flying
When Flight of Drakes enters the battlefield, put two 2/2 blue Drake creature tokens with flying onto the battlefield.
2/2
Frost Rune 1U
Enchantment — Aura Rune (C)
Enchant artifact, creature or land.
All Runes you control have “Whenever enchanted permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 2.”
Grand Auramancer 3UU
Creature — Human Wizard (R)
U: Grand Auramancer gains hexproof until end of turn.
U, Return an Aura you control to its owner’s hand: If Grand Auramancer would be destroyed this turn, put a token that's a copy of it onto the battlefield at the beginning of the end step.
1: Attach target Aura you control to target creature.
3/3
Greeb, the Persuasive 2UU
Legendary Creature — Human Wizard (M)
When Greeb, the Persuasive enters the battlefield, you may pay X. If you do, search target opponent’s library for a permanent card with converted mana cost X or less and put it onto the battlefield under your control. Then that player shuffles his or her library.
2/4
Homonculus Twins 3U
Creature — Homonculus (U)
When Homonculus Twins enters the battlefield, draw a card.
When Homonculus Twins enters the battlefield, if its not a token, put a token thats a copy of it onto the battlefield.
1/1
Icy Touch 2U
Sorcery (C)
Target permanent doesn’t untap during its controller’s next untap step.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Lord of the Arcane 1UU
Creature — Human Wizard (R)
Flash
Other Wizard creatures you control get +1/+1.
You may cast Wizard creature cards in your hand as though they had flash.
2/2
Magical Sprite U
Creature — Faerie Wizard (U)
Flying, protection from artifacts
Spells that target Magical Pixie cost 2 less to cast.
1/1
Magik Rune 1U
Enchantment — Aura Rune (U)
Enchant creature
When Magik Rune enters the battlefield, draw a card.
All Runes you control have “Spells you cast that target enchanted creature cost 1 less to cast.”
Magus Charm U
Instant (C)
Choose one — Draw a card; or look at the top three cards of your library and put them back in any order; or Wizard creatures you control gain hexproof until end of turn.
Master Clone 3UU
Creature — Shapeshifter (M)
You may have Master Clone enter the battlefield as a copy of any permanent on the battlefield, except its name is still Master Clone and it has no planeswalker type.
0/0
Meddling Kithkin 1U
Creature — Kithkin Wizard (U)
1U, Return an Aura you control to its owner’s hand: Counter target spell unless its controller pays 3.
1/1
Mystic Owl 2UU
Creature — Bird (U)
Flash (You may cast this spell any time you could cast an instant.)
Flying
When Mystic Owl enters the battlefield, you may attach target Aura you control to Mystic Owl.
2/4
Nick of Time 1U
Enchantment — Quest (R)
At the beginning of your end step, if you control no tapped lands, put a quest counter on Nick of Time.
Remove three quest counters from Nick of Time and sacrifice it: Take an extra turn after this one.
Null Inscription 1U
Instant (C)
Counter target spell unless its controller pays 1.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Penseive U
Sorcery (C)
Put target instant, sorcery or Aura card from your graveyard on top of your library.
Quest for the Arcane U
Enchantment — Quest (U)
Whenever you cast a spell during an opponents turn, put a quest counter on Quest for the Arcane.
Remove two quest counters from Quest for the Arcane and sacrifice it: Search your library for an instant card or a card with flash, reveal it, and put it into your hand. Then shuffle your library.
Radiant Falcon 3U
Creature — Bird (C)
Flying
Whenever an Aura becomes attached to Radiant Falcon or enters the battlefield attached to Radiant Falcon, put a 1/1 blue Bird creature token with flying onto the battlefield.
2/2
Rune of Possesion 3UU
Enchantment — Aura Rune (R)
Enchant creature
All Runes you control have “You control enchanted creature.”
Claim the mind of one and the rest will follow.
Runecaster Mage 4U
Creature — Human Wizard (U)
When Runecaster Mage enters the battlefield, search your library for a Rune card that could enchant it. If Runecaster Mage is still on the battlefield, put that Rune card onto the battlefield attached to it. Otherwise, reveal the Rune card and put it into your hand. Then shuffle your library.
2/2
Sapphire Spirit U
Creature — Spirit (C)
When Sapphire Spirit enters the battlefield, add U to your mana pool.
0/3
Seeking Guidance 1U
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Seeking Guidance.
Remove three quest counters from Seeking Guidance and sacrifice it: Draw three cards.
Show of Charisma 2UU
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of up to one creature from each of his or her opponents.
Spellcrafting U
Instant (R)
The next sorcery card you cast this turn can be cast as though it had flash.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Tempoweaver 1U
Creature — Human Wizard (R)
Whenever a player casts a spell, counter that spell if no mana was spent to cast it.
As the moon pulls on the tide, we too ebb and flow on the shores of dark and light.
2/1
Treabhazure Ambrose 3UU
Planeswalker — Treabhazure (M)
Starting Loyalty: 5
+1: The first spell target opponent casts during his or her next turn costs 2 more to cast.
-X: Return all nonland permanents with converted mana cost X or less to their owner's hands.
-11: Cast any number of instant and/or sorcery cards you own from outside the game without paying their mana costs.
Unwind 2UU
Instant (C)
Return target permanent to its owner’s hand.
Draw a card.
Wizard’s Portal 1UU
Instant (U)
You may tap three untapped Wizard creatures you control rather than pay Wizard’s Portal’s mana costs.
Counter target spell.
Zephyr Rune 1U
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature has flying.”
“Soar on the wings of the west wind.”
FULL IMAGE SPOILER: BLACK CARDS
Absence of Light 1B
Instant (C)
Destroy target creature that isn’t enchanted.
Battering Bones 3BB
Creature — Skeleton Warrior (R)
When Battering Bones dies, put three colorless Equipment artifact tokens named “Bone Club” with “Equipped creature gets +1/+1” and “Equip 1” onto the battlefield.
3/3
Black Paladin BB
Creature — Human Knight (U)
Protection from white
Gilded — As long as Black Paladin is enchanted or equipped it has double strike.
A scion of fear and brutality.
2/2
Bleakwood Ent 3B
Creature — Treefolk (C)
When Bleakwood Ent enters the battlefield, add B to your mana pool.
4/2
Bone Council 2BB
Sorcery (U)
You may tap three untapped Skeleton creatures you control rather than pay Bone Council’s mana costs.
Target player draws three cards and loses 3 life.
Bonespines 5BBB
Legendary Creature — Skeleton Horror (M)
Bonespines enters the battlefield with a +1/+1 counter on it for each creature card in all graveyards.
Whenever a creature dealt damage by Bonespines this turn dies, put X +1/+1 counters on Bonespines, where X is that creature’s toughness.
Remove a +1/+1 counter from Bonespines: Regenerate Bonespines.
3/0
Cackling Skull 2B
Creature — Skeleton (C)
2B: Regenerate Cackling Skull.
Sacrifice Cackling Skull: Target player discards two cards. Activate this ability only any time you could cast a sorcery.
2/2
Corrupt Knight 2B
Creature — Human Knight (C)
First strike
Gilded — As long as Corrupt Knight is enchanted or equipped, it gets +2/+1.
2/2
Dark Assassin 2B
Creature — Human Assassin (C)
When Dark Assassin enters the battlefield, you may destroy target tapped nonblack creature.
2/1
Deadly Dealings 1BB
Sorcery (R)
Destroy target creature. It can’t be regenerated. Then, you may pay 5 life. If you do, destroy another target creature. It can’t be regenerated.
Demented Shade 3B
Creature — Shade (C)
B: Demented Shade gets +1/+1 until end of turn.
2/1
Disciple of Tyrandar BB
Creature — Human Wizard Minion (R)
B, T: Exile target creature card from a graveyard. Put a 1/1 black Skeleton creature token onto the battlefield. with “B: Regenerate this creature.”
Whenever a nontoken creature dies, you may untap Disciple of Tyrandar.
1/1
Drakhelm Bat 1B
Creature — Bat (C)
Flying
B: Drakhelm Bat gets +2/-1 until end of turn.
0/2
Drakhelm Orgre 4B
Creature — Ogre Warrior (U)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
3/3
Ebonbone Butcher 3B
Creature — Skeleton Warrior (C)
Sacrifice a creature: Regenerate Ebonbone Butcher.
3/2
Fatal Wound B
Instant (C)
Target creature gets -1/-1 until end of turn. When that creature dies this turn, its controller loses 2 life.
Fate Exchange BB
Enchantment — Quest (R)
Whenever a source an opponent controls causes you to lose life, put a quest counter on Fate Exchange. (Damage causes loss of life.)
Remove six quest counters from Fate Exchange and sacrifice it: Exchange life totals with target opponent. Activate this ability only during your turn.
Festering Rat B
Creature — Rat (C)
When Festering Rat enters the battlefield, target creature gets -2/-2 until end of turn unless its controller discards a card.
1/1
Forsake 4B
Sorcery (C)
Destroy target land. Creatures can’t be regenerated this turn.
Fugue Specter 2BBB
Creature — Specter (R)
Flying
Whenever Fugue Specter deals combat damage to a player, that player discards three cards.
4/4
Grave Robbing 3B
Enchantment — Quest (U)
Whenever a card is put into an opponents graveyard from anywhere, put a quest counter on Grave Robbing.
Remove five quest counters from Grave Robbing and sacrifice it: Put target artifact or creature card from an opponents graveyard onto the battlefield under your control.”
Hand of Tyrandar 1BB
Creature — Skeleton Knight (U)
First strike, deathtouch
BB: Regenerate Hand of Tyrandar.
2/1
Impure Thoughts B
Sorcery (U)
Choose a card type other than enchantment. Target opponent reveals his or her hand. You choose a card of the chosen type. That player discards that card.
Marrow Charm B
Instant (C)
Choose one — Regenerate target creature; or return a creature card at random from your graveyard to your hand; or Skeleton creatures you control gain intimidate until end of turn.
Marrow Rune 1B
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “2: Regenerate this creature.”
Master Skeleton 1BB
Creature — Skeleton Wizard (R)
Other Skeleton creatures you control get +1/+1.
1B: Return target Skeleton card from your graveyard to the battlefield tapped.
2/2
Midnight Rune BB
Enchantment — Aura Rune (U)
Enchant creature
When Midnight Rune enters the battlefield, target opponent loses 2 life.
All Runes you control have “When this permanent is put into a graveyard from the battlefield, destroy target nonblack creature.”
Mire Conquest 1B
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Mire Conquest.
Remove three quest counters from Mire Conquest and sacrifice it: Mire Conquest Deals X damage to target player and you gain X life, where X is the number of Swamps you control.
Necrodome Skeletons BB
Creature — Skeleton Warrior (U)
Whenever Necrodome Skeletons dies, return it an any number of other target cards named Necrodome Skeletons from your graveyard to your hand.
1/1
Ogre of the Dark Forest 4B
Creature — Ogre Warrior (C)
Gilded — As long as Ogre of the Dark Forest is enchanted or equipped, it gets +2/+2 and can’t block.
3/2
Power Struggle BB
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and searches his or her library for two cards, puts those cards into his or her hand, then shuffles his or her library.
Rune of Horrors 1BB
Enchantment — Aura Rune (R)
Enchant creature
1B, Discard a card: Target creature gets -1/-1 until end of turn.
Each Rune you control has “Enchanted creature gets +1/+1 for each creature card in your graveyard.”
Servant of Darkness 1B
Creature — Human Minion (C)
Gilded — As long as Servant of Darkness is enchanted or equipped, it gets +1/+1 and has intimidate.
2/1
Shrieking Hallows BB
Sorcery (U)
Target player discards two cards and loses 2 life unless he or she discards those cards at random.
Skeletal Colossus 4BB
Creature — Skeleton Giant (R)
Whenever Skeletal Colossus is dealt damage, put that many bone counters on it.
When Skeletal Colossus dies, put X 1/1 black Skeleton creature tokens with “B: Regenerate this creature” onto the battlefield, where X is equal to the number of bone counters on it.
1B: Regenerate Skeletal Colossus.
5/5
Skeleton Warriors 1B
Creature — Skeleton Warrior (C)
B: Regenerate Skeleton Warriors.
1/1
Succumb to Agony 2BB
Instant (U)
Nonblack creatures get -2/-2 until end of turn.
Thronkel, the Wicked 4BB
Legendary Creature — Skeleton Warrior (M)
Whenever Thronkel, the Wicked deals combat damage to a player, name a nonland card. You may search that player’s graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.
B: Regenerate Thronkel, the Wicked.
4/4
Trace of Blood 2B
Sorcery (C)
Target creature gets -1/-1 until end of turn.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
FULL IMAGE SPOILER: RED CARDS
Ashwing, Bane of Avalon 6RRR
Legendary Creature — Dragon (M)
Ashwing, Bane of Avalon can’t be countered.
Flying, trample
R: Change the target of target spell or ability that targets only Ashwing, Bane of Avalon. The new target must be a creature.
Whenever a creature enters the battlefield under an opponent’s control, Ashwing, Bane of Avalon deals 2 damage that creature and its controller.
7/7
Aura Flare 2R
Instant (U)
Each enchantment deals 2 damage to its controller, then each Aura attached to a creature deals 2 damage to the creature it’s attached to.
Awe Hammer 3R
Sorcery (C)
Creatures target player control can’t block this turn. Damage dealt to that player can’t be prevented this turn.
Axe Thrower 2R
Creature — Dwarf Warrior (C)
When Axe Thrower attacks, you may have it deal damage equal to the number of Equipment attached to it to another target creature or player. If you do, Axe Thrower assigns no combat damage this turn.
2/2
Baby Dragon 2RR
Creature — Dragon (U)
Baby Dragon has flying and trample as long as its power is 4 or greater.
2/2
Battle Dwarf 3R
Creature — Dwarf Warrior (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
When Battle Dwarf enters the battlefield, other creatures you control gain haste until end of turn.
2/2
Bloodsport Orc 3RR
Creature — Orc Warrior (U)
Gilded — T: Bloodsport Orc fights target creature you don’t control. Activate this ability only if Bloodsport Orc is enchanted or equipped and only any time you could cast a sorcery.
3/3
Bludgeon Dwarves 3RR
Creature — Dwarf Warrior (R)
Each noncreature, non-Equipment artifact is an Equipment with equip X and “Equipped creature gets +X/+0,” where X is that artifact’s converted mana cost.
3/3
Brimstone Shower 8R
Instant (R)
Reduce the cost of this spell by 1 for each 2 life your opponents have rounded down.
Brimstone Shower deals 4 damage to target creature or player.
Brute Charm R
Instant (C)
Choose one — Target creature can't block this turn; or destroy target noncreature artifact; or Warrior creatures you control get +1/+0 and gain trample until end of turn.
Burning Crusades 1R
Enchantment — Aura Quest (C)
Tap an untapped creature you control: Put a quest counter on Burning Crusades.
Remove three quest counters from Burning Crusades and sacrifice it: Double the amount of R in your mana pool.
Charging Ogre 3R
Creature — Ogre Warrior (C)
When Charging Ogre attacks, target creature can’t block this turn.
4/2
Dagger Throwing R
Instant (C)
As an additional cost to cast Dagger Throwing, sacrifice an Equipment.
Dagger Throwing deals 5 damage to target creature.
Eruption 4RR
Sorcery (R)
Destroy all tapped lands.
“Sometimes, the mountain does the work for us.” — Blastminer Grundi
Fiendsparks 1R
Sorcery (U)
Put a 1/1 red Elemental creature token with haste onto the battlefield.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Fire Rune 2R
Enchantment — Aura Rune (U)
Enchant creature
When Fire Rune enters the battlefield, add RRR to your mana pool.
All Runes you control have “R: Enchanted creature gets +1/+0 until end of turn.”
Gear for War RR
Enchantment — Quest (U)
Whenever you cast an Equipment spell, put a quest counter on Gear for War.
Equip costs of Equipment you control cost 1 less for each quest counter on Gear for War.
Goblin Gavalier R
Creature — Goblin Warrior (C)
Trample
Goblin Gavalier gets +2/+0 for each Equipment attached to it.
1/1
Hoarding Hellkite 2RR
Creature — Dragon (R)
Flying
When Hoarding Hellkite enters the battlefield, you may have target player gain control of it.
When Hoarding Hellkite dies, each opponent searches his or her library for an artifact card and puts it onto the battlefield under their control.
5/5
Impetuous Rebel 2R
Creature — Human Rebel (C)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
3/1
Ironsmith Dwarf 1R
Creature — Dwarf Warrior Artificer (C)
First strike
Gilded — As long as Ironsmith Dwarf is enchanted or equipped, it gets +2/+0.
1/1
Lava Whirl 1RR
Instant (R)
Lava Whirl deals 3 damage to each creature and 3 damage to you.
Lomli the Quick R
Legendary Creature — Goblin Rogue (M)
If Lomli the Quick is in your opening hand, you may begin the game with it on the battlefield.
Haste, double strike.
1/1
Manic Vandal 2R
Creature — Human Warrior (C)
When Manic Vandal enters the battlefield, destroy target artifact.
2/2
Market Bandit 1R
Creature — Human Rogue (C)
Gilded — As long as Market Bandit is enchanted or equipped, it gets +1/+1 and can’t be blocked except by two or more creatures.
2/1
Raider Captain 1RR
Creature — Human Warrior (R)
Other Warrior creatures you control get +1/+1.
1R, T: Target Warrior you control fights another target creature.
2/2
Rampage Giant 4R
Creature — Giant Warrior (C)
Gilded — As long as Rampage Giant is enchanted or equipped, it has trample.
4/4
Restless Revolutionary 1RR
Creature — Human Rebel (U)
Haste
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
At end of turn, return Restless Revolutionary to its owner’s hand.
2/2
Ring of Destruction 1R
Enchantment — Aura (C)
Enchant artifact or land
When enchanted permanent is put into a graveyard from the battlefield, destroy target permanent that shares a type with it.
Ruby Elemental 2RR
Creature — Elemental (C)
When Ruby Elemental enters the battlefield, add R to your mana pool.
4/3
Rune of Lightning R
Enchantment — Aura Rune (R)
Enchant creature
Enchanted creature has haste.
All Runes you control have “Sacrifice this permanent: This permanent deals 3 damage to target creature or player.”
Seething Fury 2R
Instant (C)
Target creature gets +2/+0 until end of turn.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Spoils of Battle 4R
Sorcery (U)
Target creature you control fights target creature you don’t control. When a creature you don’t control dealt damage this way dies this turn, gain control of all Equipment attached to that creature.
Staunch Blademaster 4RR
Creature — Dwarf Warrior (U)
Whenever Staunch Blademaster enters the battlefield, you may put an Equipment card from your hand onto the battlefield attached to Staunch Blademaster.
3/2
Tempting Fate 2R
Enchantment — Quest (R)
At the beginning of your upkeep, flip a coin. If you win the flip, put a quest counter on Tempting Fate.
Remove three quest counters from Tempting Fate and sacrifice it: Discard your hand, then draw seven cards.
Test of Fire 2RR
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and Test of Fire deals 6 damage to each creature he or she doesn’t control.
Unleashed Fury 4R
Sorcery (C)
Target creature deals damage equal to its power to another target creature or player.
War Rune 1R
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature has trample.”
Warrior’s Wake 4RR
Instant (U)
You may tap three untapped Warrior creatures you control rather than pay Warrior’s Wake’s mana costs.
Warrior’s Wake deals 5 damage to target creature or player.
FULL IMAGE SPOILER: GREEN CARDS
Alpha Wolf 2G
Creature — Wolf (U)
Whenever Alpha Wolf deals 3 or more damage to a player or planeswalker, you may draw a card.
2/2
Ancient Oakin 4GG
Creature — Treefolk Shaman (U)
Whenever a Forest enters the battlefield under your control, you gain 2 life.
4/6
Arrow Rune 2G
Enchantment — Aura Rune (C)
Enchant creature
Enchanted creature gets +1/+1.
All Runes you control have “Enchanted creature must be blocked if able.”
Beastial Rune 4GG
Enchantment — Aura Rune (U)
Enchant creature
All Runes you control have “Enchanted creature gets +3/+3 and has trample.”
Capture Net 3GG
Instant (U)
You may tap three untapped Archer creatures you control rather than pay Capture Net’s mana costs.
Gain control of target creature with flying.
Changing Leaves 1G
Enchantment — Quest (U)
Whenever a Forest enters the battlefield under your control, put a quest counter on Changing Leaves.
As long as there are four or more quest counters on Changing Leaves, lands you control have “T: Add one mana of any color to your mana pool.”
Decorated Elf GG
Creature — Elf Archer (C)
Gilded — As long as Decorated Elf is enchanted or equipped, it gets +2/+2.
2/2
Elven Guardianship 3G
Instant (C)
Creatures you control gain hexproof until end of turn. (They can’t be the target of spells or abilities your opponents control.)
Emerald Wurm 5G
Creature — Wurm (C)
When Emerald Wurm enters the battlefield, add G to your mana pool.
6/5
Expedition Elf 1G
Creature — Elf Scout (U)
3G, T: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Finding Strength 1G
Enchantment — Quest (C)
Tap an untapped creature you control: Put a quest counter on Finding Strength.
Remove three counters from Finding Strength and sacrifice it: Creatures you control get +2/+2 until end of turn.
Greater Cockatrice 3GGG
Creature — Cockatrice (R)
G: Until end of turn, Greater Cockatrice gets -1/-1 and gains your choice of flying, protection from black, deathtouch or vigilance.
6/6
Green Thumb 2G
Sorcery (C)
You may play up to two additional lands this turn.
Sigil (When you play a card with sigil, exile it. Then, copy each exiled card you own with sigil. You may cast the copies without paying their mana cost.)
Hidden Drove 2GG
Enchantment (R)
When an opponent targets a creature you control with a spell or ability, if Hidden Drove is an enchantment, Hidden Drove becomes an 8/8 green Beast creature with trample.
Ivorybow Archer 1GG
Creature — Elf Archer (R)
Other Archer creatures you control get +1/+1.
Whenever an Archer you control attacks, you may have target creature untap and block it this turn if able.
2/2
Lefriendel Sureshot 1G
Creature — Elf Archer (C)
Gilded — As long as Lefriendel Sureshot is enchanted or equipped, it gets +1/+1 and must be blocked if able.
1/1
Ley Elf G
Creature — Elf Druid (R)
You may play land cards from your graveyard.
1/1
Marching Sagittar 2G
Creature — Elf Archer (C)
Reach (This creature can block creatures with flying.)
Anthem (When this creature enters the battlefield, other creatures you control get +1/+1 until end of turn.)
1/3
Mighty Rune 4G
Enchantment — Aura Rune (C)
Enchant creature
Runes you control have “Enchanted creature gets +2/+2.”
Natural End 2G
Instant (C)
Destroy target artifact or enchantment.
You gain 3 life.
Oakin Awakener 5GG
Creature — Treefolk (R)
When Oakin Awakener enters the battlefield, Forests you control become 4/5 green Treefolk creatures for as long as Oakin Awakener remains on the battlefield. They’re still a land.
4/5
Oakin’s Familiar G
Creature — Dryad (C)
When Oakin’s Familiar enters the battlefield, you may search your library for a basic Forest card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Quest for Continuance 1G
Enchantment — Quest (R)
At the beginning of your upkeep, put a quest counter on Quest for Continuance for each card type among cards in your graveyard. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
Remove five quest counters from Quest for Continuance and sacrifice it: Return up to three target cards from your graveyard to your hand.
Radiant Recluse 4G
Creature — Spider (C)
Reach
Whenever an Aura becomes attached to Radiant Recluse or enters the battlefield Attach to Radiant Recluse, put a 1/2 green Spider creature token with Reach onto the battlefield.
2/4
Rampaging Ent 1GG
Creature — Treefolk (C)
Vigilance
When Rampaging Ent enters the battlefield, sacrifice it unless you sacrifice a Forest.
4/5
Ranger Charm G
Instant (C)
Choose one — Target creature gains reach until end of turn; or Ranger Charm deals 2 damage to target creature with flying; or Archer creatures you control must be blocked this turn if able.
Royal Scattershot 2G
Creature — Human Archer (C)
Reach
T: Royal Scattershot deals 1 damage to each creature with flying.
2/2
Ruhan, the Communer 1G
Legendary Creature — Human Druid (M)
When Ruhan, the Communer enters the battlefield, each player may put a creature card from his or her hand onto the battlefield.
2/1
Rune of Calling 5G
Enchantment — Aura Rune (M)
Enchant permanent
All Runes you control have “At the beginning of your upkeep, you may search your library for a card with the same name as enchanted permanent and put that card onto the battlefield under your control. Then shuffle your library.”
Rune of Oaks 2G
Enchantment — Aura Rune (R)
Enchant creature
All Runes you control have “Enchanted creature gets +1/+1 for each Forest you control.”
Shire Bowyer 1G
Creature — Kithkin Archer (C)
Activated abilities of Archers you control cost 1 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
1/2
Skyshot Ranger 2G
Creature — Elf Archer (U)
1G: Skyshot Ranger deals 1 damage to target creature with flying.
Whenever Skyshot Ranger deals damage to a creature, it deals that much damage to that creature’s controller.
2/3
Stun Archer 1G
Creature — Human Archer (U)
Gilded — As long as Stun Archer is enchanted or equipped, it has “T: Stun Archer deals 1 damage to target creature. Tap that creature.”
1/2
Survival Skill 3GG
Sorcery (R)
Each player may bid life. You start the bidding with a bid of 1 life. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gets an emblem with “Creatures you control are indestructible.”
Syvaris Fortrend 2GG
Planeswalker — Syvaris (M)
Starting Loyalty: 4
+2: Creatures you control get +1/+1 until end of turn and must be blocked this turn if able.
0: Untap each permanent you control during each other player’s next untap steps.
-2: The next time target creature deals combat damage to a player or planeswalker this turn, draw that many cards.
Traveling Tutor G
Instant (U)
Search your library for a Quest card and reveal that card. Shuffle your library, then put the card on top of it.
Unwavering Wolverine 3G
Creature — Wolverine (C)
Whenever Unwavering Wolverine becomes blocked, you may return target card named Unwavering Wolverine from your graveyard to your hand.
3/1
Wandering Marksman 2G
Creature — Human Archer (C)
When Wandering Marksman enters the battlefield, you may put a quest counter on each Quest you control.
2/2
Wolfhand Hunter 4G
Creature — Elf Archer (R)
Reach (This creature can block creatures with flying.)
Whenever Wolfhand Hunter attacks, put a 2/2 green Wolf creature token onto the battlefield.
2/3
FULL IMAGE SPOILER: ARTIFACT CARDS
Æther Wand 1
Artifact — Equipment (C)
Whenever equipped creature blocks or becomes blocked by a creature, return that creature to its owner’s hand.
Equip 1
Anthem Flag 2
Artifact — Equipment (R)
Anthem (When this permanent enters the battlefield, other creatures you control get +1/+1 until end of turn.)
While choosing targets as part of casting a spell or activating an ability, your opponents must choose equipped creature if able.
Equip 1
Banishing Axe 3
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has “Whenever this creature deals damage to a creature, exile that creature.”
Equip 2
Bard’s Pipe 1
Artifact — Equipment (C)
Whenever equipped creature attacks, untap each other creature you control.
Equip 3
Bone Club 1
Artifact — Equipment (C)
Equipped creature gets +1/+1.
Equip 1
Champion’s Helm 3
Artifact — Equipment (R)
Equipped creature gets +2/+2.
As long as equipped creature is Legendary, it has hexproof. (It can’t be the target of spells or abilities your opponents control.)
Equip 1
Crystal Chimes 3
Artifact (U)
3, Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.
Ferrum War Axe 3
Artifact — Equipment (U)
Equipped creature gets +2/+0 and has haste.
Whenever a Warrior creature enters the battlefield under your control, you may attach Ferrum War Axe to it.
Equip 3
Flamberge Sword 3
Artifact — Equipment (R)
Equipped creature gets +2/+2.
Whenever equipped creature attacks, activated and triggered abilities from sources defending player controls can’t be put on the stack this combat.
Equip 2
Golden Armilla 5
Legendary Artifact (M)
When Golden Armilla enters the battlefield, each player shuffles his or her hand and graveyard into his or her library.
When Golden Armilla is put into a graveyard from the battlefield, each player draw seven cards.
Herbal Poultice 0
Artifact (C)
3, Sacrifice Herbal Poultice: Regenerate target creature.
Hero’s Blade 3
Artifact — Equipment (C)
When Hero’s Blade enters the battlefield, draw a card.
Equipped creature gets +1/+1.
Equip 1
Holy Grail 1
Artifact (U)
2, T, Exile Holy Grail: Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library. You gain 2 life.
Hunter’s Bow 2
Artifact — Equipment (C)
Equipped creature has first strike and reach.
Equip 1
Iron Wall 3
Artifact — Wall (C)
Defender
Iron Wall can block any number of creatures.
Lefriendel Arbalest 2
Artifact — Equipment (U)
Equipped creature has “T: This creature deals 2 damage to target attacking or blocking creature.”
Whenever an Archer creature enters the battlefield under your control, you may attach Lefriendel Arbalest to it.
Equip 3
Necrodome Helm 2
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has intimidate.
Whenever a Skeleton creature enters the battlefield under your control, you may attach Necrodome Helm to it.
Equip 2
Ragemail Armor 1
Artifact — Equipment (C)
Equipped creature gets +2/+2 and attacks each turn if able.
Equip 3
Resonance Sphere 3
Artifact (R)
T: Choose target creature you control. That creature gains flying until end of turn if another creature you control has flying. The same is true for intimidate, first strike, double strike, deathtouch, haste, hexproof, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.
Royal Lance 4
Artifact — Equipment (U)
Equipped creature has double strike.
Whenever a Knight creature you control enters the battlefield under your control, you may attach Royal Lance to it.
Equip 4
Runeblade 3
Artifact — Equipment (M)
You may target and attach Runeblade with Aura spells as though it were a creature.
Treat equipped creature as if it were enchanted by each Aura enchanting Runeblade.
Equip 3
Sanctum Staff 3
Artifact — Equipment (U)
Equipped creature has “Whenever you draw a card, this creature gets +1/+1 and gains hexproof until end of turn” and “4: Draw a card.”
Whenever a Wizard creature enters the battlefield under your control, you may attach Sanctum Staff to it.
Equip 3
Scramasasx 4
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, that player gets a bleed counter. Each player with a bleed counter loses 1 life at the beginning of his or her upkeep for each bleed counter he or she has. (Players continue to bleed after Scramasasx has left the battlefield.)
Equip 1
Silver Censer 3
Artifact (U)
1, T: Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Sol Courier 4
Artifact — Creature (C)
When Sol Courier enters the battlefield, add 2 to your mana pool.
2/2
Ward Amulet 2
Artifact — Equipment (C)
When Ward Amulet enters the battlefield, choose a color.
Equipped creature has protection from the chosen color.
Equip 2
Wizard’s Orb 2
Artifact (C)
T: Add 1 to your mana pool.
T: Target land becomes the basic land type of your choice until end of turn.
FULL IMAGE SPOILER: LAND CARDS
Animated Oak
Land Creature — Forest Treefolk (U)
(Animated Oak isn’t a spell, it’s affected by summoning sickness, and it has “T: Add G to your mana pool.”)
0/3
The Crimson Pass
Legendary Land (R)
When The Crimson Pass is put into a graveyard from the battlefield, search your library for a basic Mountain or Forest card and put it onto the battlefield tapped. Then shuffle your library.
T: Add R or G to your mana pool.
Drakehlm Keep
Legendary Land (R)
When Drakehlm Keep is put into a graveyard from the battlefield, search your library for a basic Swamp or Mountain card and put it onto the battlefield tapped. Then shuffle your library.
T: Add B or R to your mana pool.
Kingdom of Amelott
Legendary Land (R)
When Kingdom of Amelott is put into a graveyard from the battlefield, search your library for a basic Plains or Island card and put it onto the battlefield tapped. Then shuffle your library.
T: Add W or U to your mana pool.
Lefriendel Palace
Legendary Land (R)
When Lefriendel Palace is put into a graveyard from the battlefield, search your library for a basic Forest or Plains card and put it onto the battlefield tapped. Then shuffle your library.
T: Add G or W to your mana pool.
Necrodome
Legendary Land (R)
When Necrodome is put into a graveyard from the battlefield, search your library for a basic Island or Swamp card and put it onto the battlefield tapped. Then shuffle your library.
T: Add U or B to your mana pool.
The Shire
Legendary Land (U)
T: Add 1 to your mana pool.
T, Sacrifice The Shire: You may put a creature card with converted mana cost 1 from your hand onto the battlefield.
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Plains
Basic Land — Plains (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Island
Basic Land — Island (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land (C)
Swamp
Basic Land — Swamp (C)
Swamp
Basic Land — Swamp (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Mountain
Basic Land — Mountain (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
Forest
Basic Land — Forest (C)
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Added Black Commons.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Thanks for the C+C. I thought Shrieking Hallows might be a bit powerful. My point of reference was Resounding Scream, where you can get:
"Resounding Scream 5UBR
Instant
Resounding Scream Can't be Countered
Target player discards two cards at random.
Draw a card."
So I thought I might try to play with instant speed discard since its pretty underused areas of black's pie.
Also UPDATE 4/21 Added Red Commons.
As for the flavor I'll be posting more of that soon. But the premise is that the commoners/people of Avalon are just starting a revolt against the "Dark Lord" whom has cast the realm in an Empire of Darkness for eons.
The "Dark Lord"'s magic is weak against Enchantment Magic and thus Rune are a powerful magic used by the people to combat the Dark Lord's Skeleton Armies.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
I think you may have glazed over that Ring of Destruction can only enchant artifacts or lands.
I'm also not sure I follow you on Axe thrower either.
Also UPDATE: Added Green Commons.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
"Amelott" and "Amelorian" are too similar, especially since they're both on 4cmc 2/4 common Scout creatures with gilded.
Rune of Favor feels like an uncommon - it's an enabler for the Rune theme deck but pretty useless everywhere else. The Rune mechanic itself feels like Allies, but worse - you can't just snatch up every Rune you see since you also need creatures that don't suck to attach them to, and the power level of both Runes and gilded creatures is spread out across all colors.
There are zero common creatures with a power higher than their toughness in white, or a toughness higher than their power in black. Is this intentional?
Ring of Destruction has nothing to do with the Rune mechanic, so it shouldn't be a Rune.
I think you did a good job of putting cycling on cards where either option can be the superior choice (except probably Horned Griffin - it's hard to go wrong with a 2/3 flier).
Ghoulcaller's Bane should not be common. There's a grand total of five and zero common cards it affects, respectively, and the great majority of those are in the black deck. Even with the cycling ability, I'd never feel good about putting it into my deck.
Has removal been intentionally powered down in this set? Black has a pseudo-sacrifice theme in Bone Splinters and Ebonbone Warrior, but no leaves-the-battlefield effects or token makers to take advantage of it. Red has Dragon Swoop, which is absurd albeit sorcery speed, but there's zero common faceburn, and the creature-damage effects require you to control one creature and one Equipment attached to it, at minimum. In comparison, white has a full four removal spells at common, including two that work at instant speed and a splashable Unmake.
I'll give a full review of all the cards when the common equipment and lands go up.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Added Artifacts
Removed Ghoulcaller's Bane/Added Enlist the Fallen
Removed Shrieking Hallows/Added Disgrace
Remove Rune of Favor/Added Rune of Frost
Removed Cloud in Myth/Added Impermanence
@ Jenesis Amelott and Amelorian were supposed to represent the same faction, but the latter has since been changed to "Watchful"
Ring of Destruction was/is supposed to be a non-Rune Aura. It was a typing error. Fixed.
I did try to purposely tone down spot removal in the set so that way 2 for 1's would be less common since the Rune mechanic is one of the highlights of the set. As such abilities like hexproof, protection and indestructible will be more common so that players have a solid pool of creatures to choose from to build up with Auras and Equipment.
Shroud and Hexproof were both chosen for the set because Shrouds ability to "counter" Aura spells or activations of Equipment. Though beyond Mystic Swordsman and Haze Over, there will likely be little to no more shroud cards.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Quaker Giant: That's a big Hookmaster. Name fits well.
Radiant Recruiter: White's shtick is weenies, so I can see him being smaller than Bramble Elemental (also note the updated wording). Could probably be 1cmc cheaper and still be okay.
Captains: They fit in different strategies, which helps distinguish them. Why doesn't the Kor Outfitter upgrade have flash as well, though?
Longblade Cavalier: A cavalier is by definition a knight, so this guy should be a Knight. First strike wouldn't be a bad addition either to help mitigate his suckness when gilded isn't turned on.
Warden of Amelott: I see you've been taking inspiration from Ghalma.
Unchurch: Really strong removal for white. What's the flavor? Why not just exile (fits the flavor of "excommunicating" as well, the card of that name notwithstanding)?
Blind Faith: It's a neat concept and the bonus isn't too oppressive.
Horsemanship: Nice callback to Riding the Dilu Horse.
Lake Guardian: Defense early, cycles late. A good implementation.
Scheming Faerie: There's a plural disagreement between the name and the flavor text. Why doesn't this just borrow the mechanic of Chittering Rats? It does basically the same thing and avoids messy DEC penalties.
I get that there's an Auras-matter theme going on in this block, but the saturation here feels excessive. Just at blue common, for cards that suck unless you control Auras, you have Aura Augur (I'm assuming you mean the priest and not the drilling device), Faerie Shortblade, Radiant Falcon, Barrier Mage, and Of Wands and Robes. You have an additional four cards that mention Auras or being enchanted. That's almost as many cards as mention Auras in their rules text in all of Ravnica block. In particular, Of Wands and Robes feels really crappy, since you need to two Auras on a single creature before it's better than just cycling it.
Watchful Scout's text box retains its old name.
Why doesn't Drown in Illusion have the triggered ability instead of granting it to the creature?
Pens(ie?)ve: ...like Harry Potter?
Mire Witch: Targeting at random is by definition impossible. Just get rid of the word "target", like Ghoulraiser.
Cackling Bones, Ebonbone Warrior: I don't understand what these are doing for your theme. Maybe if Ebonbone performed a Raise Dead effect, so you could pseudo-"cycle" your sac-fodder creatures to reuse the Skeleton's cycling ability? (I take it there are "cycling matters" cards at uncommon and up?)
Fleeting Specter: A 3/1 flier for 3cmc is already above the curve from what I'd expect to see at common, to say nothing of it being black and having upside.
Enlist the Fallen: The mediocre upside doesn't nearly justify the hoops you have to jump through to get this to do anything.
Disgrace: Cycling helps make it less of a dead card, but so far it only works on Runes? Where are the common quests alluded to in your most recent thread?
Market Bandit: I like the ways you're coming up with to make different colors' evasion mechanics feel unique.
Dwarven Blacksmith: A nicely red-feeling recursion effect.
Plateshift: This is a strictly worse Tectonic Rift. I don't see how increasing the mana cost by 1 justifies making it show up more in Limited, since this is a narrow effect that few decks want anyway.
Why aren't there any direct damage burn spells in this set? It bothers me that common red in this set is even narrower than the color is as a whole; there aren't really any supported strategies other than equipping creatures and swinging with them.
Decorated Elf and High Elf are almost the same when gilded up, except that one costs more and has hexproof. Why not make Decorated a strictly better bear? The paradigm seems to be making creatures with gilded suck when they aren't equipped or enchanted, which creates feel bad moments when you don't draw your enhancer cards, and the problem with nerfing removal so that enhanced gilded creatures are hard to remove is that you're forced to comparably limit the power level of your set's marquee rares so that they don't singlehandedly run away with the game.
Mother Bear: Where is the detrimental Aura with flash, to really get value off this?
Emerald Wurm, Elven Guardianship, Oakin's Favor: All of these are excellent cycling cards, though the Favor should cost 1cmc less - it doesn't even manafix in Limited, and in Constructed I have better things to do on turn 4 than tap out for one measly land.
Buckler's Shield: A buckler is a shield. Should just say "loses first strike and double strike."
Dragoon's Reins: What is that, in the context of this set? The word "dragoon" is not historically contemporary to Arthurian times and has never been mentioned up to this point.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I still need Mythics for white so if anyone has suggestions feel free to post them.
Story line and things of that nature will be coming soon as well. I'm complete with the five colors and have them all pictured out. I still need mythics for every color but Red and am still about 25 artifacts from being complete with the set.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Also, I have Runes as a enchantment subtype in my set too (enchantments is a sub-theme) and I have more or less the same idea as you. My enchantments power up others by having more in the battlefield and giving them generic abilities to everyone.
And nice set going out! Keep it =)
UR Murktide
Pauper
RW Monarch
UW Caw-Gate
UBR Affinity
Caceria is confusing with cards like Preacher and Swerve. The lack of symmetry is inelegant, but I suppose necessary to prevent infinite loops. See Ashenmoor Liege: "Whenever a creature you control becomes the target of a spell or ability an opponent controls..."
Castle Walls: Nice reference. I don't like how it's a "stealth" 0/7, but I suppose an effect could tap it down.
Cavalry Archers: Why does a utility creature have an evasion ability? And why does its utility ability only turn on when you give it an effect that presumably increases its power and toughness? This one is a miss for me.
Dragon Slaying is really neat flavorwise and still a powerful removal spell for Limited. The Dragon clause subtly helps players see that you shouldn't waste it on any random ordinary creature.
Elspeth Truth Bearer: There's some garbled plurals in the ultimate. I'm assuming you meant to say: "Each player chooses a number of lands he or she controls equal to the number of lands you control, then sacrifices the rest. Players discard cards the same way." Balance.
Emancipate: Counter target removal or Mind Control spell. Okay limited filler.
Enchanted Pegasus's reminder text is once again, wrong. If you have an Aura in your hand with nothing to enchant, you can't even begin to put it onto the battlefield in the first place.
Holy Rune: Odd that this is the most expensive Rune, since it's the weakest by my estimation. Maybe could be bumped up to uncommon and its cmc lowered by 1 because of how narrow it is.
Just Rewards: See Caceria for the wording. Also, it should just "gain 10 life". The way the "instead" replacement clause works causes the spell to ignore the entire previous effect, so "that much" has nothing to reference.
Lightworkers: The way it's currently worded requires you to choose two targets and only regenerate one. Getting rid of the second "target" fixes the problem.
Quaker Giant's type is incorrectly listed as "Horse."
Quest for Redemption: Scaling quests? Nice.
Separate: Up to now only "protection from <quality>" has been used, but because of Progenitus I don't see a reason we can't write a new rule to accommodate this too. It's grokkable enough.
Trav: I know he's a 7-mana mythic, but what a funwrecker. How many ways are there to get him off the board in nonwhite nonrare? At least Gaea's Revenge could be chumpblocked indefinitely. Also note that while he has gilded, he can't become equipped, which is another reason I think you can kill the stupid protection ability and still have him be really strong. Maybe lower his mana cost to compensate.
The artist for Armory Adept is Wayne Reynolds.
The art for Nimbus Hawk is the exact same as original Suntail Hawk, and the artist is Heather Hudson, not whatever rip-off website you found.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
^^ @ Jenesis: Thank you for the crit on the first draft of the white cards. I will have those polished up latter this week as well. Including the errors in artist credit.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Arms Race - It seems like paying mana might be better suited for this. Paying life just doesn't seem very white. Also, the wording is very awkward as I don't know if you can just "bid" like that. Maybe i'm wrong though, I don't remember ever seeing a card like this.
"Can't be blocked except by walls or flying" - Why? This ability doesn't really make sense to me.
Rune - Is there a reason this can't just be "enchanted creatures you control have ~" like the Magemark cycle?
Cycling - Why is cycling in this set? It seems like a completely random addition
Elspeth - Why doesn't her ult also make them sacrifice creatures like other balance effects?
Radiant Recruiter - This is a common? A repeatable token generator should probably not be a common, even if the cost is steep.
Selfless kithkin - This is the only card i've seen that has a discard trigger. Why? It seems completely random when pretty much no other cards do this.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Caceria, Shire Matriarch
Whenever a creature you control becomes the target of a spell or ability you gain 2 life.
Whenever a creature you control is dealt damage, you gain 2 life.
Castle Walls
Defender
Other creatures you control get +0/+2 as long as they are untapped.
Cavalry Archers
Cavalry Archers can’t be blocked except by Walls and/or creatures with flying.
Gilded — As long as Cavalry Archers is enchanted or equipped, it gets +1/+2 and has reach.
On Trav, I kept the protection ability and made it so that way any Aura/Equipment attached to him became Argentum Armor.
==
@ MoonE.
Mages' Contest is the card that I wanted to make a cycle around. To capture the flavor of a Medieval "Duel".
Elven Riders also inspired me to make the Wall/Flying evasion ability appear in the set to capture the flavor of horsemanship.
Cycling is in the set because I wanted the set to be really simple and as such easier to design. Also, latter in the block cycling will be developed to help capture the themes and help combo decks.
Elspeth I kept from destroying creatures because A: It kept the text box less cluttered, and B: I was planning on her having a large roll in white weenie decks, where you're going to have more creatures out already anyways.
Radiant Recruiter was made to mirror Bramble Elemental. And I wanted token generation @ Common so that way players could have an easier time ensuring they had targets for their Aura and Equipment. As such a 3 card cycle of cards like this were made in Blue and Green as well. The blue one posted above is Radiant Falcon and the soon to be spoiled Radiant Recluse from green.
On selfless kithking: Good idea. I changed it to a Sacrifice THIS: Regenerate.
====
Also, Blue, Black and Red now posted. I will withhold any renders until the set is fully complete.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
The problem with the "horesmanship is that it feels very specific. It specifically mentions flying creatures. Why can flying creatures block creatures riding horses? I mean, when you don't mention it at all, it makes sense, but when you call attention to it, it starts to become awkward. I don't know, maybe it's just me, but I don't like it.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Aurashield Sentinel: Really nifty. Probably a top common, since you can bounce "bad Auras" attached to your opponents' creatures when something bigger comes along as well.
Cloudust Faerie: Should probably be two words - "cloud-dust." Love the concept.
Drown in Illusion: There's no repeatable creature targeting in blue, but it does hose Gilded.
Guile Rune: "exchange." I like it.
Homunculus Twins: It's like two Elvish Visionaries glued onto each other. Probably a bit strong given the enchant/equip theme going on, but seems fair for uncommon.
Master Clone can just say "except its name is still Master Clone and it has no planeswalker type." If it doesn't copy a planeswalker (like Quicksilver Gargantuan copying an animated Inkmoth Nexus), that part of the ability just doesn't do anything.
Nick of Time: With three counterspells and a smattering of flash, the draw-go deck might just work.
Of Wands and Robes has the wrong card type.
Phasing Illusion should probably have its Masako the Humorless ability on a separate line.
Plotting Pixie: Chittering Rats only targeted a single opponent, but I don't expect this card to make many waves in multiplayer casual anyway.
Runed Serpent: Why does this have flying? I'm envisioning sea monster, not feathered snake.
Seeking Guidance: Why is this a common? It's clear that the build around me theme of blue is Auras, and trying to shoehorn in an instants-and-sorceries-matter theme with virtually no support is just going to make this a dead card in many decks. There isn't even a single blue common with flash.
Tempoweaver: I'm just now noticing that there are no blue enchantments that are not either Auras or Quests. Given that bouncing your own Quests is a pretty silly idea unless they're about to be destroyed, why doesn't this vertical cycle just say "Aura"?
Treabhazure Amborse: How the heck is that pronounced? His ultimate is a huge whiff in Draft, since any instants and sorceries worth ramping up into (i.e. none in blue) will probably be in your main deck anyway. He could be fun in sealed though. I think -XX is reasonably grokkable.
Absence of Light: Brainspoil was a common that cost 5cmc. Given your stated intention to make removal suck in this set, I think this could be a 3cmc common.
Battering Bones: Super wordy, but it's a cool concept. I'm not sure the second ability is needed though, since that will make him a boring indestructible 3/3 a non-negligible amount of the time.
Should Bleakwood Assassin have a "may" escape clause?
Bonespines: Does this card need that 7 power in addition to probably having 3+ toughness (either through lategame attrition or aggressive self-milling)? I think it could be a 0/0 like Golgari Grave-Troll and still be fine, especially since it counts all graveyards. Being virtually indestructible and powering up from chump blockers probably ensures that this thing will kill on the first hit, so all that extra power really isn't needed.
Disciple of Tyrandar: The token's p/t is missing. Adding a small mana cost onto the activation wouldn't be a bad idea either, depending on what you think the power level of 1/1 regenerators relative to 3/3 zombies is.
Ebonbone Elite: This isn't really a black ability. I know Deadly Allure was technically monoblack, but I see the deathtouch as being the black part and the lure as being the green part. To me this card feels more like Turntimber Basilisk, which was monogreen.
Fatal Wound: The bad Hideous End. Sure.
Forsake: Solely because it's a common, probably one of the best removal spells in the set for Limited.
Why are Marrow Drones and Cackling Marrow in the same set? They fill basically the same slot. And why is there a random Drone in the set?
Marrow Knight: The amount of unkillability in black is getting a little ridiculous. Going through, I see three commons, two uncommons, two rares, and two mythics with some kind of I-don't-stay-dead ability. That's compared to two commons in white, one each of common (Bone to Ash, a counterspell), uncommon, and rare in blue, and zero cards of any rarity in red that can permanently get rid of them. Really, you couldn't give red at least one regeneration prevention damage spell?
Midnight Rune: Makes your guys always trade up? Sure.
Rune of Mutilation: First strike/deathtouch. Ick.
Awe Hammer: Nice.
Axe Thrower: I'd like this better if it was an all-upside Gilded ability - it shouldn't trigger pointlessly if he's neither enchanted nor equipped. He can throw his axe over at that Llanowar Elf, then pummel the enemy planeswalker with his fists.
Baby Dragon: A nice way to make Auras and Equipment matter without hammering in the Gilded theme.
Dagger Throwing: With such a low mana cost, when are you ever going to pay the alternate cost? Make it 5 damage like Shrapnel Blast and I might be interested.
Demolition Dwarf should say "up to one target artifact and up to one target land." Relic Crush.
Dragon Egg: Roc Egg was never an impressive uncommon, and there are no common Dragons, so this seems like a waste of a rare. Maybe if it didn't have defender it could be useful if you suited it up with Equipment.
Dragon Swoop: Well, now I see why you made Absence of Light uncommon.
Fiendspark: In any other set, this would be common. Here it competes with Dagger Throwing, and has the primary effect of making Dagger Throwing look really bad.
Fire Rune: What's the point of giving me 3 mana back if I can only spend 2 of it. Screw multicolor, this Rune should just grant straight firebreathing.
Gear for War: Would this be too good if it just reduced costs by 1 for each counter on it? I want to see more scaling Quests in the vein of Quest for Redemption.
Lomli the Quick: A better Goblin Guide in every deck that wants Goblin Guide. Sad.
Market Bandit: This card mistakenly has Lomli's rules text listed.
Mountain Dwarf: Maybe "Clan Chieftain" or something else appropriately lordly?
Restless Revolutionary: Goldnight Commanding all day long!
Ruby Giant: This is pitifully small for a Giant. 3/2 at the least, I'd say.
Lightning Rune: This is out of alphabetical order. Red's Rune of Mind Control. Probably will just go to the face in a U/R deck.
Spoils of Battle: I like it. It's a good setup that seems neither too hard nor too easy to gain advantage off of.
"and Test of Fire deals 6 damage..." Players can't be sources of damage.
Tyrant Dragon: All the interesting dragon cards that haven't been done yet and you choose a Goliath Sphinx reprint? Yawn. I understand that there's a case to be made for reducing the complexity of a set already brimming with interactions, but rare is not the place to do it.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Set is Complete (rough first draft anyway).
Ready for first round of full crits and then will refine until playtesting.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Pearl Stallion: Here's a little extra mana to equip your creature. I like it.
Arcane Wall: The "less than zero" clause is a little clunky, I suppose, but it reduces the odds that a creature with negative power will actually get a boost.
Mystic Owl: Should be a Bird.
Drakhelm Bat: What's the point of this ability if activating it once will kill it? Shouldn't it be a Gilded ability, since the main way of buffing p/t in this set is through Auras and Equipment anyway?
Heartless Phantom: Seems a little strong, because of all the ways to buff it. I liked it better at -1/-1.
Aura Flare: Genericshifted Aura Barbs. Nice find.
Bludgeon Dwarves: An artifact that isn't an Equipment can't even begin to become attached in the first place. You'll need to find some way to turn it into an Equipment first.
Disintegrate: "Defender"?
Gear for War: Should this affect only you or opponents as well?
Hoarding Hellkite: This is a fun minigame, but not appropriate for common. Most of the time you will just cast it as a 5/5 flier and ride it to victory unless your opponent coughs up one of the scant few removal spells in the set that can kill it.
Animated Oak: This triggered ability doesn't work.
CR 603.2e If a triggered ability's trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
You'll have to make it a timing-restricted activated ability that costs 0 and has a reveal condition.
Giant Plow-Wurm: Quite the beast, but considering the busted OPness of the other mythics in the set it's fair enough.
Leyline Elves: Some spicy nonbasics in the set coming up, I take it...
Lone Adventurer: This could have said "quest counter on target permanent" to avoid having to errata all previous Quests with the subtype, but I'm assuming there will be more "Quests matter" cards in future sets.
With three cards all name "Oakspeaker" (deck registration errors ahoy!) I'd expected them to be a vertical cycle, but they really don't have much of anything to do with each other.
Rampaging Ent, Redwood Dryad: These have the wrong creature type. Also, Redwood Dryad seems OP in the one matchup you'd actually side it in, since green's primary method of removal is creature combat.
Spirit Garden: There are a couple other common Spirits in the set, but none in green, and this card has a quad-green mana cost. Odd.
Syvaris' second ability is oddly worded. "Until your next turn, untap all permanents you control during each other player's untap step." would be clearer, and accounts for extra turns as well.
"Buckler Shield" is still redundant. Something like "Sturdy Buckler" would make sense.
Cat-Tail Whip: The usual way to word this is "X can't be 0." Helm of Obedience.
Dragon Ball: Was it crafted by the great smith Toriyama, from across the eastern sea?
Hunter's Bow says "pay" but doesn't specify an amount.
Rune Blade could just use imprint technology.
The spoiler states there are 26 lands, but I only see 5 nonbasics. Also, disappoint. Leyline Elves is not rare-worthy and Flagstones of Trokair is no longer special.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Celestial Archangel - good card
Enchanted Pegasus - show and tell effect without the brokenness
Faerie Enchantress - I like the variation on the enchantress effect
Master Clone - cool idea and seems very useful
Animated Oak - I like the decision making with this
Syvaris Fortrend - Abilities are well-costed, flavorful and powerful enough to see play without being overpowered
Dragon Ball - Although I think it would be cooler if it was 6 mana and could return an exiled card as well
Overall I think the powerlevel of many of the cards is too high (especially on creatures).
Elspeth, Truth-Bearer - 5 loyalty is way too much for a 3 mana planeswalker, the +1 ability is okay, the -2 is okay as well although it's too good with 5 loyalty, and the -5 is pretty insane. A lot of decks would only play her for the -5 ability especially in legacy / vintage / EDH where the conditions for abuse are much more powerful.
Possibility : Turn 1 on the draw - Chrome Mox + Hierarch + Tarmogoyf, Turn 2 - Lotus Petal, Play Elspeth, ultimate, leaving you with only 4 cards which means your opponent will probably have to discard at least one unless they had a turn 1 & 2 play, and sac 2 lands as well. The longer you wait the more powerful it becomes, especially in aggro decks that can build up board position quickly and then drop this as a better armageddon.
I would give her 3 starting loyalty and then the ultimate should be okay.
Shire Champion - At its worst it is a 2/2 first strike for 2, but in creature matchups it will almost always kill an opponent's creature (how often will your opponent not at least have a 2/x out). I think this is comparable in power level to snapcaster mage. I would make it 1WW.
Impermanence - This counter is too good. At the beginning of the game you really want to counter creatures and this does better than mana leak. It should be 1U or target non-creature permanent spell.
Eruption - Seems too easy to abuse with either rituals and/or tap effects like turnabout. Armageddon effects already reward you for playing mana rocks, this rewards you even more by leaving your lands intact if you time it well. I'm not sure how you could improve this card, maybe 4RR?
Lomli the Quick - Goblin Guide is already very good as a 2/2 haste for R with a big drawback. This card will be free 40% of the time in constructed as well as pretty much being a 2/2 unblockable haste creature with only the legendary drawback. It also interacts insanely well with anthem effects, equipment. I would remove the haste and the can't be blocked except by creatures with haste - this also makes putting it into play for free more worthwhile.
Demolition Dwarf - ETB ability is very powerful in both limited and EDH. I would change this to or.
And the dual lands are way too good - you managed to design duals that are more powerful than the original duals. Legendary really isn't a drawback in fetchland three-color manabases where you can easily choose to fetch a basic/other dual after the first one. The wasteland protection is very useful and pretty much means wasteland becomes unplayable in legacy. Why would I play 2 color when I can easily play 4-5 color mana bases without any fear of wasteland? You could make them come into play tapped without any way of untapping them, that seems the best way to balance them. Honestly though, designing duals with basic land typing is just asking for problems.
Aside from these cards though I like the flavor and most of the cards in the set.
BRWC Mardu Shops - Tymna and Akiri Artifacts BRWC
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
New tribal elements represented with Lords, charms and equipment.
Sigil new mechanic, replacing scry from older versions of the set.
Visual spoilers coming soon.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.