Pearl Stallion: this isn't white as far as i can tell
Rune of Invincibility: Why is this worded differently from the rest?
Sapphire Spirit: Oh, is this a cycle? why?
Absence of Light: Personally I would make this cost BB. The restriction on this is much closer to that of Victim of Night than it is to Doom Blade or Go for the Throat in terms of how relevant it will be in a random magic game.
Drakhelm Orgre: Is this spelt correctly?
Fugue Specter: This seems really powerful. Not sure if it's overpowered, but it's possible.
Ashwing: Only the first time you mention a legend's name in its text box do you have to use the full name. Each instance after that, you can just say "Ashwing."
Brimstone Shower: Is it possible to word this better? Perhaps: ~ costs X less to cast, where X is half of the total of your opponents' life totals rounded down.
That sounds better to me, but i feel like it's a matter of opinion. Though it's nice when it's cheap, the fact it's just a burn spell makes it kinda boring for rare.
Lava Whirl: Slagstorm says this doesn't have to hit you.
Capture net: not sure how I feel about this. Green doesn't usually get this kind of thing. (Most of this has probably come up earlier, so sorry if I'm just repeating what others have said.)
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.
Pearl Stallion: this isn't white as far as i can tell
Rune of Invincibility: Why is this worded differently from the rest?
Sapphire Spirit: Oh, is this a cycle? why?
Absence of Light: Personally I would make this cost BB. The restriction on this is much closer to that of Victim of Night than it is to Doom Blade or Go for the Throat in terms of how relevant it will be in a random magic game.
Drakhelm Orgre: Is this spelt correctly?
Fugue Specter: This seems really powerful. Not sure if it's overpowered, but it's possible.
Ashwing: Only the first time you mention a legend's name in its text box do you have to use the full name. Each instance after that, you can just say "Ashwing."
Brimstone Shower: Is it possible to word this better? Perhaps: ~ costs X less to cast, where X is half of the total of your opponents' life totals rounded down.
That sounds better to me, but i feel like it's a matter of opinion. Though it's nice when it's cheap, the fact it's just a burn spell makes it kinda boring for rare.
Lava Whirl: Slagstorm says this doesn't have to hit you.
Capture net: not sure how I feel about this. Green doesn't usually get this kind of thing. (Most of this has probably come up earlier, so sorry if I'm just repeating what others have said.)
Legendary Lands: Flagstones of Trokair does abuse legendary the same way these do, but I don't like making it a regular thing.
All in all, this set looks very cool. Good themes, good cards, good flavor.
Thanks for the awesome feedback as always MOON-E.
@ The mana-trip cycle. The cycle was partially inspired by the original Moxen cycle, which will play a part in later in the block. Also, they aid in getting themselves or other creatures you control enchanted or equipped after you play them.
@ Absence of Light: Good call. Changes will be posted.
@ Brimstone: The complexity part is what put it into Rare category for me at first. But I could see this being uncommon. Will play with its design after work.
@ Unleashed Fury: Soul's Fire limits you to one of your own creatures. This allows you to net a kill if your board position is empty and they have two+ creatures. The cost could probably come down though.
@ Ruhan changed to Judon.
@ Lava Whirl: Instant vs Sorcery? in comparison to Slagstorm.
@ Flagstones can grab any Plains, these are restricted to basic only. Not sure if that helps their cause.
Lava Whirl: didn't see that part. Still not sure if you need it though: you gain instant speed but lose the ability to choose between the two modes. Not sure if that's a fair trade off.
The thing is; flagstones abuses the legend rule for it's effect. However, it's the only land of it's kind, which at least makes it feel unique enough to be legendary. In this scenario, you've created a cycle of 5 legends that all do the same thing; that's really not what legendary is meant for. This cycle just abuses the legend rule for a specific effect, which IMO isn't how it should be used.
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.
Gilded - Interesting concept, but I'm not certain it works as a full keyworded ability. The number of auras and equipment necessary to make this work in limited is really too many. Keep this on a number of cards sure, but drop it as a primary keyword.
Runes - I really like these, they make playing with lots of auras much more rewarding. However I think like gilded you have far too many as is. A cycle at common, plus a split cycle between rare and uncommon is more than enough.
Anthem - This isn't a common ability, therefore it isn't a good keyword mechanic.
Quests - Quests were great in limited, and its cool to see you using them. It's great to see you using the Quest subtype as well, it always seemed odd that traps had a subtype and quests didn't. If you want to differentiate your quests more from Zendikars, why not try and create some kind of unique cyclical mechanic, akin to landfall?
Sigil - This is awesome, but you can't really print more than half a dozen cards with it. Like Storm, this is incredibly abusable.
Tribal - Tribal is fun in constructed, but has a tendency to warp limited formats. I think you need to decrease the tribal element significantly, as it really pulls you away from your focus on enchantments.
It seems like you need a couple fresh keyword mechanics, one for creatures and one for spells.
Altar's Light - This could easily be 2W, or have some kind of additional bonus.
Angel of Avalon - This is great, but as I said earlier you should probably drop Gilded as a mechanic.
Armory Adept - Spot on, but may be too good in the set as is.
Arm's Race - I really don't like the bid cycle. The bidding process involving loss of life is a total black mechanic, completely out of place in the other colours. Bidding cards like this can also be easily abused in degenerate combos.
Brazen Archknight - This is fine. You need at least two common knights and two uncommons to make this limited capable.
Brilliant Rune - This is a great example of what Runes should be like. However I would propose that Runes affect all Auras, not just Runes.
Burnished Knight - As I said, Anthem isn't a keyword mechanic. Without that, this cards seems too good as is. A 4/4 with a rather decent etb ability for 5 is incredible in limited.
Castle Walls - This is fine, a pretty good defensive card in limited.
Chivalrous Charge - This is fine. However I think a reprint of Windborne Charge would be better, since flying is just better than vigilance.
Court Archers - Ugh. This just wrecks limited environments. Such efficient multiple repeatable removal is way too good.
Dragon Slaying - This doesn't feel white. I do think your quest mechanic has potential, but this really doesn't show it well.
Elspeth Truth Bearer - I like her first two abilities, but her ultimate is terrible.
Enchanted Pegasus - Cool card. I'd prefer a more forgiving mana cost if possible.
Flow of Abundance - Sigil is really cool, but this is a horrible example of it. Sigil is incredibly parasitic, so filler cards like this are just boring.
Healing Rune - Cool rune. Spot on the cost and the abilities. As I said earlier, should affect all auras.
Higher Self - Fine. I like that she herself doesn't have hexproof.
Hillside Scout - Spot on.
Into the Vaults - Cool concept. I like the way it can go off really quickly.
Kithkin Purifier - Why is this a kithkin? It shouldn't be unless they're a major tribe. As it stands, its ability is too good in your set. Pull the card.
Knightly Justice - I don't like these sort of 'Play Me!' tribal cards, they're never very good. In limited this rocks, no constructed application.
Lancer's Rune - Nice common rune.
Lightworkers - Metallurgeon was boring, but had its place in limited.
Pearl Stallion - This cycle, like the bid cycle, feels really off colour in not black/red. I think since they only add C they're mostly fine, but considering dropping some or all of the cycle.
Pure Knight - This is incredible in limited, probably the best common white creature. As I've said several times before, drop gilded. Keep this card as its a great common gilded.
Quaker Giant - Why does this do what it does? This ability feels blue (though it does work on occasion in white) and the flavour feels red (why is this giant white with that art?). Scrap.
Quest for Redemption - This is cool. Drop it early, turning lost creatures into later pump. This is exactly what quests should do, create a fun minigame while working towards the larger goal of winning.
Radiant Recruiter - Bramble Elemental the white card? Seems fine. Should probably be uncommon in this set.
Rally Knight - Anthem is bad, and this is a really bad use of it. Scrap.
Shining Knight - Cool concept.
Shire Champion - Punishing your opponent for playing auras in a set which wants you to play auras isn't generally a good idea. In principal this card is fine, but it doesn't work in this set.
Shire Kithkin - Boring gilded. Drop.
Silver Hand Crusader - Another terribly overpower Anthem card. Scrap.
Solemn Monk - Fine. Should probably be a 1/2.
Sworn Protection - Fine.
Templar Charm - This does too much as a 1-cmc charm. Smite and anthem? This should cost at least 1W or have different abilities.
Templar Warden - Boring gilded is boring. Scrap.
Trav, the Raggen Paladin - This is a really lame Mythic. Drop gilded and have it do something.
White Paladin - Now this is a cool gilded card.
Rune of Invincibility - Excellent rare rune.
Blue cards:
Aura Auger - I get that enchantments are a theme of the set, but this feels much more green than blue. Repeatable card draw should also not be common.
Aurashield Sentinel - This card has a clever ability which greatly weakens removal. It's fine.
Aurawing Drake - This is not blue. It is a green-white card. It is also not a common.
Blinding Faerie - Spot on. I'd rather this cost 1U and be a 1/1, so as to increase its utility as a combat trick.
Curious Kithkin - This should be an uncommon 1-off blue gilded creature.
Dancing Duelist - Gilded isn't a blue mechanic because blue doesn't have a very strong association with enchantments or Equipment. Scrap this.
Drown in Illusion - This could do a little more for 2U as a preventative Aura.
Faerie Dust - Spot on as a powerful uncommon blue enchantment.
Faerie Shortblade - Gilded isn't blue. Scrap.
Flight of Drakes - Cool card.
Frost Rune - This should probably be uncommon due to complexity. Otherwise fine card.
Grand Auramancer - I really like the concept of this card. However it could be significantly simpler.
Greeb the Persuasive - Bribery for anything is really, really good. This is way overpowered.
Homunculus Twins - Clever. I like it.
Icy Touch - This is a very, very dangerous Sigil card. Use this on their mana base to psuedo destroy lands.
Lord of the Arcane - Very cool. Feels like a Wizard Lord. It's probably too good at 1UU though.
Magical Sprite - Interesting card. Seems fine, but its applications are large and wide so much playtesting is needed.
Magic Rune - I think you're really overusing this ability. Scrap this card.
Magus Charm - This charm is much better than your white one. The draw mode may be too good.
Master Clone - If you're not going to give the planeswalker type then it shouldn't be able to copy planeswalkers. Other than that cool card. Could probably cost 2UU.
Meddling Kithkin - Repeatable counters are more annoying than repeatable removal, especially with weird costs. Scrap.
Mystic Owl - Now this is a good example of how blue interacts with Auras.
Nick of Time - Awesome! This is another bang on quest.
Null Inscription - This is a very weak use of Sigil. Scrap.
Penseive - Cool blue restoration effect. Nice name too.
Quest for the Arcane - Another great quest.
Radiant Falcon - This is not a blue ability. This is a white card. It is also uncommon. Scrap.
Rune of Possesion - YES. This card is awesome! It should cost at least 4UU though.
Runecaster Mage - Nice riff on Auratouched Mage. It should be green or white though.
Saphire Spirit - This isn't blue. Scrap.
Seeking Guidance - One of your weaker quest concepts. I really don't like the "T: Quest counter," cycle, they don't feel very questy. Scrap.
Show of Charisma - You know my opinion on the bid cycle.
Spellcrafting - This is a weird use of Sigil. Aren't most of the Sigil cards instants already? Scrap.
Tempoweaver - Nice EDH hoser. Needs a new name.
Treabhazure Ambrose - This is a fairly powerful walker. His +1 ability is quite strong (you seem to really like this mechanic), but fine on a 5-cmc walker. The 2nd ability is extremely powerful (Return two lands to their owner's hands as soon as he hits the field), and I really don't like the -XX functionality. "-4: Return two target permanents to their owner's hands," would work much better. His ultimate is awesome, instantly winning the game when you activate it. Overall this card is a pretty cool walker, not particularly strong, but with several cool abilities. He also needs a better name.
Unwind - Perfectly fine.
Wizard's Portal - Now this is a cool 'Play Me!' tribal card, as it gives you a free counter. I like it.
Zephyr Rune - If this was the only common blue rune, I'd say its fine.
Black cards:
Absence of Light - This is totally fine. However it should be uncommon, ala Go for the Throat.
Battering Bones - What a weird ability. I really don't like Aura or Equipment tokens, so I'd just have this make some Skeletons with +1/+1 counters.
Black Paladin - Cool card, fine opposite White Paladin.
Bleakwood Ent - Fine.
Bonespines - Awesome, mythic feeling Mythic. My only complaint is the 3/0 P/T; it feels really weird and makes combat math awkward to count. I think you could drop this to 7-cmc and make it an 0/0 comfortably. This would also have the upside of making it limited playable.
Cackling Skull - This is way too good as is. As is this should cost 3BB minimum. You could get away with keeping it at 3-cmc if you cut the P/T and made it an uncommon.
Corrupt Knight - Boring off-colour gilded is boring. Scrap.
Dark Assassin - Such an efficient creature should be at least uncommon. Also why does this hit tapped nonblack creatures? Only include one of these descriptors.
Deadly Dealings - This seems fine. However playtesting may reveal this to actually cost 4-cmc. You have a lot of removal in the set so far. Keep in mind removal punishes playing Auras. So if you want to keep Auras your primary theme, decrease the amount or quality of the removal.
Demented Shade - This is fine. Could perhaps do more for 4-cmc.
Disciple of Tyrandar - This is a very cool Necromancer. The only issue I see with this card is its ability to instantly take over limited games.
Drakhelm Bat - Totally fine.
Drakhelm Ogre - Totally fine.
Ebonbone Butcher - This should have an additional cost beyond just the sacrifice if you want to keep it at common.
Fatal Wound - This is a cool black combat trick. Wording note, "When" should be "If".
Fate Exchange - Another cool quest, although significantly weaker than its white and blue equivalents. I think six counters is too steep, three would be fine.
Festering Rat - This is not 1-cmc. Considering you already have loads of removal, cut this.
Forsake - Boring LD is boring.
Fugue Specter - Wow this card is cool. However I would lower its P/T and decrease the black commitment so as to make it playable in limited.
Grave Robbing - Sweet! Great limited quest.
Hand of Tyrandar - Wow this is too good. First strike, deathtouch, regenerate, and 2 power? Drop the First Strike at least.
Impure Thoughts - Why not enchantments? This shouldn't hit lands bro.
Marrow Charm - Fine, however it is much weaker than its white or blue equivalents.
Marrow Rune - As the singleton common black rune, this is fine. However you already have quite a bit of regenerate, so be careful.
Master Skeleton - Wow that ability is too good. I'd put this at 4-cmc until playtesting.
Midnight Rune - Again with the Aura-hosing destruction. Cut this.
Mire Conquest - I've expressed my opinion on this cycle already. Scrap.
Necrodome Skeletons - A better Mortus Strider is fine I guess. However you already have a lot of regenerate, so I'd cut some if you want to keep this.
Ogre of the Dark Forest - Crap off-colour gilded is crap.
Power Struggle - You know my opinion on the bid cycle. Cut.
Rune of Horrors - Why does this have the first ability? The second is more than good enough.
Servant of Darkness - It's gilded. Cut.
Shrieking Hallows - You need to give them the choice to discard those cards at random: "Target player discards two cards and loses. That player may instead choose to discard two cards at random." New Hymn of Tourach is cool, but may be too good.
Skeletal Colossus - Very cool. However this will take over limited games, so I'd drop the regenerate.
Skeletal Warriors - This is a Skeleton. However you already have far too much regenerate. Scrap.
Succumb to Agony - Mass removal? Really? Cut this.
Thronkel the Wicked - Very nice. Change regenerate.
Trace of Blood - This is a really bad Sigil card. Scrap.
Bone Council - Cool limited monster.
Red Cards:
Ashwing, Bane of Avalon - Very cool big monster. However both second abilities seems excessive. Cut one of them.
Aura Flare - Wow this is too good for this set. Scrap.
Awe Hammer - Fine limited damage enabler. There should be exactly one of these in your set.
Axe Thrower - Interesting concept, but the mechanic itself is bad and too complex to make for a good card. Cut this.
Baby Dragon - Great way to encourage players to play Auras.
Battle Dwarf - Why doesn't he give himself haste? How many creatures do you really expect to play with this guy? See Flame-kin Zealot. Scrap this card.
Bloodsport Orc - Extremely powerful repeatable removal gilded is too good.
Bludgeon Dwarves - Weird ability. I really don't like it for the same reason I don't like Aura or Equipment tokens.
Brimstone Shower - So if they have 16 or more life this cost R? Sweet! However you already have far too much removal.
Brute Charm - This would be fine but for the last mode being way too good.
Burning Crusades - I like this concept most out of this cycle. You know my opinion on the activation.
Charging Ogre - Fine. Should cost more or be uncommon.
Dagger Throwing - Fine, but again you have too much removal. I don't think I can stress this point enough.
Eruption - Wow this is a cool card. Plus Vorinclex you just win. Which is fine because that would only happen in EDH.
Fiendsparks - This is probably the best Sigil card so far. Which means its really too good.
Fire Rune - Nice red rune. I like the way it fuels its own firebreathing.
Gear for War - This is a cool card that isn't a quest. You're not working towards a goal here, you just get incremental benefit for having this card on the board. I also don't get why its RR.
Goblin Gavaleer - Fine reprint.
Hoarding Hellkite - What? Why does this become your opponent's? This should just cost something like 5RR and have the second ability hit you.
Impetuous Rebel - Do you realize how good anthem is? Scrap.
Ironsmith Dwarf - Fine.
Lava Whirl - While this is a fine card (and great art find by the way), mass removal is not something you want in this set.
Lomli the Quick - As a Goblins player, this is too good. If it didn't have double strike I'd say it was perfect.
Manic Vandal - Perfect reprint.
Market Bandit - Madcap bandit is kind of too good. Scrap.
Raider Captain - Cool Lord. Spot on with the mechanics. The fight cost might be able to be pushed to simply R.
Rampage Giant - Fine use of gilded. Although my flavour sense leads me to ask what a giant wants with some toy sword.
Restless Revolutionary - Jesus Christ. This is unbelievably too good. Cut.
Ring of Destruction - Bad cards are needed, and this does a good job.
Ruby Elemental - Too good as a 4/3. Make it a 3/3 and its probably fine.
Rune of Lightning - Cool concept, but might I propose switching the two abilities? Its too good as is.
Seething Fury - Who's going to run creatures with Sigil? Bad mechanics are bad.
Spoils of Battle - Bad uncommons are good sometimes.
Staunch Blademaster - This is fine as is. I might drop it to a 2/2 for 3RR.
Tempting Fate - YES. Excellant quest design.
Test of Fire - You know my opinion on the bid cycle.
War Rune - Trample is secondary in red and thus shouldn't be grantable at common. Scrap.
Warrior's Wake - You already have too much removal. Scrap.
Green cards:
Alpha Wolf - This is a clever way to encourage players to run Auras and Equipment.
Ancient Oakin - Forestfall is cool, but this could be better as an uncommon. See Grazing Gladeheart.
Arrow Rune - Fine, but this should provide trample or something else more positive.
Beastial Rune - This is an awesome big green rune. However I feel like it could easily cost less. 3GG is definitely safe to try, perhaps even as low as 2GG.
Capture Net - This doesn't feel very green at all. Scrap.
Changing Leaves - This is excellent. I want this to cost G though, as it comes online much sooner then.
Decorated Elf - Bad gilded is bad.
Elven Guardianship - This is fine. It could cost less so as to make it a more viable combat trick. It also shouldn't be common.
Emerald Wurm - This is fine.
Expedition Elf - Reminds me of Frontier Guide. Seems fine.
Finding Strength - Cut.
Greater Cockatrice - This is a very cool, flavourful rare. However I question it gaining flying, its very off-colour for green.
Green Thumb - One of the better Sigil cards. But still Sigil. Scrap.
Hidden Drove - Nice call back. Really punishes your opponent in the good way.
Ivorybow Archer - I don't get how this card's second ability is Archers. You seem to have reversed the traditional Archer defensive nature with this mechanic.
Lefriendel Sureshot - Bad gilded is bad.
Ley Elf - This needs to cost at least 2 so as to not break legacy. Other than that I really like it.
Marching Sagittar - Anthem is bad, though this is the most Archer-feeling Archer of the bunch.
Mighty Rune - This thing is awesome, but could cost less. 3G is definitely fine, perhaps even 2G.
Natural End - This is spot on for this set. Naturalize would be too good.
Oakin's Familiar - This is totally fine.
Quest for Continuance - I think this should have a simpler trigger. Just creatures or something.
Radiant Recluse - Cool uncommon.
Rampaging Ent - This isn't a common, its at least uncommon. This type of card never tends to go over well. It's either a Spike's dream or everyone else's least favourite card. See Scythe Tiger.
Ranger Charm - This is too good for 1-cmc.
Royal Scattershot - I have said it several times, mass removal of any kind doesn't belong in this set. Its also worth considering how many flyers with 1 toughness.
Rune of Calling - This is an awesome Mythic Aura.
Rune of Oaks - This is a pretty cool card.
Skyshot Ranger - This shouldn't be in this set.
Stun Archer - Bad gilded is bad.
Survival Skill - You know my opinion on the bid cycle.
Syvaris Fortrend - I don't like the first ability's mechanic. The second ability is cool. I dislike the lack of ultimate, perhaps reorganize the abilities so you can add a proper ultimate.
Traveling Tutor - Cool card. Could put into your hand.
Unwavering Wolverine - I don't really like this ability.
Wolfhand Hunter - Cool. Could probably cost 4-cmc.
Judon the Communer - Legendary Eldrazi says this is too good.
Oakin Awakener - This is incredible.
Wandering Marksman - Good use of the Quest subtype.
Quick note: White doesn't get to unconditionally destroy or exile creatures. All examples of it are breaking the color pie. Dragon Quest is a black card masquerading as white and knightly justice doesn't work in white either. Needs to be destroying an attacking creature at least.
Rune of Invincibility: Why is this worded differently from the rest?
Sapphire Spirit: Oh, is this a cycle? why?
Absence of Light: Personally I would make this cost BB. The restriction on this is much closer to that of Victim of Night than it is to Doom Blade or Go for the Throat in terms of how relevant it will be in a random magic game.
Drakhelm Orgre: Is this spelt correctly?
Fugue Specter: This seems really powerful. Not sure if it's overpowered, but it's possible.
Ashwing: Only the first time you mention a legend's name in its text box do you have to use the full name. Each instance after that, you can just say "Ashwing."
Brimstone Shower: Is it possible to word this better? Perhaps: ~ costs X less to cast, where X is half of the total of your opponents' life totals rounded down.
That sounds better to me, but i feel like it's a matter of opinion. Though it's nice when it's cheap, the fact it's just a burn spell makes it kinda boring for rare.
Lava Whirl: Slagstorm says this doesn't have to hit you.
Unleashed Fury: Soul's Fire need not cost so much
Capture net: not sure how I feel about this. Green doesn't usually get this kind of thing. (Most of this has probably come up earlier, so sorry if I'm just repeating what others have said.)
Ruhan: This name is taken.
Runeblade: This seems rare to me
Legendary Lands: Flagstones of Trokair does abuse legendary the same way these do, but I don't like making it a regular thing.
All in all, this set looks very cool. Good themes, good cards, good flavor.
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
Thanks for the awesome feedback as always MOON-E.
@ The mana-trip cycle. The cycle was partially inspired by the original Moxen cycle, which will play a part in later in the block. Also, they aid in getting themselves or other creatures you control enchanted or equipped after you play them.
@ Absence of Light: Good call. Changes will be posted.
@ Brimstone: The complexity part is what put it into Rare category for me at first. But I could see this being uncommon. Will play with its design after work.
@ Unleashed Fury: Soul's Fire limits you to one of your own creatures. This allows you to net a kill if your board position is empty and they have two+ creatures. The cost could probably come down though.
@ Ruhan changed to Judon.
@ Lava Whirl: Instant vs Sorcery? in comparison to Slagstorm.
@ Flagstones can grab any Plains, these are restricted to basic only. Not sure if that helps their cause.
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 thing is; flagstones abuses the legend rule for it's effect. However, it's the only land of it's kind, which at least makes it feel unique enough to be legendary. In this scenario, you've created a cycle of 5 legends that all do the same thing; that's really not what legendary is meant for. This cycle just abuses the legend rule for a specific effect, which IMO isn't how it should be used.
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
Lava Whirl 1RR
Instant
Lava Whirl deals 3 damage to each creature. Then, choose target player at random. Lava Whirl deals 3 damage to that player.
And what if the land cycle were world permanents rather than legendary?
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Gilded - Interesting concept, but I'm not certain it works as a full keyworded ability. The number of auras and equipment necessary to make this work in limited is really too many. Keep this on a number of cards sure, but drop it as a primary keyword.
Runes - I really like these, they make playing with lots of auras much more rewarding. However I think like gilded you have far too many as is. A cycle at common, plus a split cycle between rare and uncommon is more than enough.
Anthem - This isn't a common ability, therefore it isn't a good keyword mechanic.
Quests - Quests were great in limited, and its cool to see you using them. It's great to see you using the Quest subtype as well, it always seemed odd that traps had a subtype and quests didn't. If you want to differentiate your quests more from Zendikars, why not try and create some kind of unique cyclical mechanic, akin to landfall?
Sigil - This is awesome, but you can't really print more than half a dozen cards with it. Like Storm, this is incredibly abusable.
Tribal - Tribal is fun in constructed, but has a tendency to warp limited formats. I think you need to decrease the tribal element significantly, as it really pulls you away from your focus on enchantments.
It seems like you need a couple fresh keyword mechanics, one for creatures and one for spells.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
Altar's Light - This could easily be 2W, or have some kind of additional bonus.
Angel of Avalon - This is great, but as I said earlier you should probably drop Gilded as a mechanic.
Armory Adept - Spot on, but may be too good in the set as is.
Arm's Race - I really don't like the bid cycle. The bidding process involving loss of life is a total black mechanic, completely out of place in the other colours. Bidding cards like this can also be easily abused in degenerate combos.
Brazen Archknight - This is fine. You need at least two common knights and two uncommons to make this limited capable.
Brilliant Rune - This is a great example of what Runes should be like. However I would propose that Runes affect all Auras, not just Runes.
Burnished Knight - As I said, Anthem isn't a keyword mechanic. Without that, this cards seems too good as is. A 4/4 with a rather decent etb ability for 5 is incredible in limited.
Castle Walls - This is fine, a pretty good defensive card in limited.
Chivalrous Charge - This is fine. However I think a reprint of Windborne Charge would be better, since flying is just better than vigilance.
Court Archers - Ugh. This just wrecks limited environments. Such efficient multiple repeatable removal is way too good.
Dragon Slaying - This doesn't feel white. I do think your quest mechanic has potential, but this really doesn't show it well.
Elspeth Truth Bearer - I like her first two abilities, but her ultimate is terrible.
Enchanted Pegasus - Cool card. I'd prefer a more forgiving mana cost if possible.
Flow of Abundance - Sigil is really cool, but this is a horrible example of it. Sigil is incredibly parasitic, so filler cards like this are just boring.
Healing Rune - Cool rune. Spot on the cost and the abilities. As I said earlier, should affect all auras.
Higher Self - Fine. I like that she herself doesn't have hexproof.
Hillside Scout - Spot on.
Into the Vaults - Cool concept. I like the way it can go off really quickly.
Kithkin Purifier - Why is this a kithkin? It shouldn't be unless they're a major tribe. As it stands, its ability is too good in your set. Pull the card.
Knightly Justice - I don't like these sort of 'Play Me!' tribal cards, they're never very good. In limited this rocks, no constructed application.
Lancer's Rune - Nice common rune.
Lightworkers - Metallurgeon was boring, but had its place in limited.
Pearl Stallion - This cycle, like the bid cycle, feels really off colour in not black/red. I think since they only add C they're mostly fine, but considering dropping some or all of the cycle.
Pure Knight - This is incredible in limited, probably the best common white creature. As I've said several times before, drop gilded. Keep this card as its a great common gilded.
Quaker Giant - Why does this do what it does? This ability feels blue (though it does work on occasion in white) and the flavour feels red (why is this giant white with that art?). Scrap.
Quest for Redemption - This is cool. Drop it early, turning lost creatures into later pump. This is exactly what quests should do, create a fun minigame while working towards the larger goal of winning.
Radiant Recruiter - Bramble Elemental the white card? Seems fine. Should probably be uncommon in this set.
Rally Knight - Anthem is bad, and this is a really bad use of it. Scrap.
Shining Knight - Cool concept.
Shire Champion - Punishing your opponent for playing auras in a set which wants you to play auras isn't generally a good idea. In principal this card is fine, but it doesn't work in this set.
Shire Kithkin - Boring gilded. Drop.
Silver Hand Crusader - Another terribly overpower Anthem card. Scrap.
Solemn Monk - Fine. Should probably be a 1/2.
Sworn Protection - Fine.
Templar Charm - This does too much as a 1-cmc charm. Smite and anthem? This should cost at least 1W or have different abilities.
Templar Warden - Boring gilded is boring. Scrap.
Trav, the Raggen Paladin - This is a really lame Mythic. Drop gilded and have it do something.
White Paladin - Now this is a cool gilded card.
Rune of Invincibility - Excellent rare rune.
Aura Auger - I get that enchantments are a theme of the set, but this feels much more green than blue. Repeatable card draw should also not be common.
Aurashield Sentinel - This card has a clever ability which greatly weakens removal. It's fine.
Aurawing Drake - This is not blue. It is a green-white card. It is also not a common.
Blinding Faerie - Spot on. I'd rather this cost 1U and be a 1/1, so as to increase its utility as a combat trick.
Cunning Aethermage - Fine. Vedalken Dismisser is great limited filler.
Curious Kithkin - This should be an uncommon 1-off blue gilded creature.
Dancing Duelist - Gilded isn't a blue mechanic because blue doesn't have a very strong association with enchantments or Equipment. Scrap this.
Drown in Illusion - This could do a little more for 2U as a preventative Aura.
Faerie Dust - Spot on as a powerful uncommon blue enchantment.
Faerie Shortblade - Gilded isn't blue. Scrap.
Flight of Drakes - Cool card.
Frost Rune - This should probably be uncommon due to complexity. Otherwise fine card.
Grand Auramancer - I really like the concept of this card. However it could be significantly simpler.
Greeb the Persuasive - Bribery for anything is really, really good. This is way overpowered.
Homunculus Twins - Clever. I like it.
Icy Touch - This is a very, very dangerous Sigil card. Use this on their mana base to psuedo destroy lands.
Lord of the Arcane - Very cool. Feels like a Wizard Lord. It's probably too good at 1UU though.
Magical Sprite - Interesting card. Seems fine, but its applications are large and wide so much playtesting is needed.
Magic Rune - I think you're really overusing this ability. Scrap this card.
Magus Charm - This charm is much better than your white one. The draw mode may be too good.
Master Clone - If you're not going to give the planeswalker type then it shouldn't be able to copy planeswalkers. Other than that cool card. Could probably cost 2UU.
Meddling Kithkin - Repeatable counters are more annoying than repeatable removal, especially with weird costs. Scrap.
Mystic Owl - Now this is a good example of how blue interacts with Auras.
Nick of Time - Awesome! This is another bang on quest.
Null Inscription - This is a very weak use of Sigil. Scrap.
Penseive - Cool blue restoration effect. Nice name too.
Quest for the Arcane - Another great quest.
Radiant Falcon - This is not a blue ability. This is a white card. It is also uncommon. Scrap.
Rune of Possesion - YES. This card is awesome! It should cost at least 4UU though.
Runecaster Mage - Nice riff on Auratouched Mage. It should be green or white though.
Saphire Spirit - This isn't blue. Scrap.
Seeking Guidance - One of your weaker quest concepts. I really don't like the "T: Quest counter," cycle, they don't feel very questy. Scrap.
Show of Charisma - You know my opinion on the bid cycle.
Spellcrafting - This is a weird use of Sigil. Aren't most of the Sigil cards instants already? Scrap.
Tempoweaver - Nice EDH hoser. Needs a new name.
Treabhazure Ambrose - This is a fairly powerful walker. His +1 ability is quite strong (you seem to really like this mechanic), but fine on a 5-cmc walker. The 2nd ability is extremely powerful (Return two lands to their owner's hands as soon as he hits the field), and I really don't like the -XX functionality. "-4: Return two target permanents to their owner's hands," would work much better. His ultimate is awesome, instantly winning the game when you activate it. Overall this card is a pretty cool walker, not particularly strong, but with several cool abilities. He also needs a better name.
Unwind - Perfectly fine.
Wizard's Portal - Now this is a cool 'Play Me!' tribal card, as it gives you a free counter. I like it.
Zephyr Rune - If this was the only common blue rune, I'd say its fine.
Absence of Light - This is totally fine. However it should be uncommon, ala Go for the Throat.
Battering Bones - What a weird ability. I really don't like Aura or Equipment tokens, so I'd just have this make some Skeletons with +1/+1 counters.
Black Paladin - Cool card, fine opposite White Paladin.
Bleakwood Ent - Fine.
Bonespines - Awesome, mythic feeling Mythic. My only complaint is the 3/0 P/T; it feels really weird and makes combat math awkward to count. I think you could drop this to 7-cmc and make it an 0/0 comfortably. This would also have the upside of making it limited playable.
Cackling Skull - This is way too good as is. As is this should cost 3BB minimum. You could get away with keeping it at 3-cmc if you cut the P/T and made it an uncommon.
Corrupt Knight - Boring off-colour gilded is boring. Scrap.
Dark Assassin - Such an efficient creature should be at least uncommon. Also why does this hit tapped nonblack creatures? Only include one of these descriptors.
Deadly Dealings - This seems fine. However playtesting may reveal this to actually cost 4-cmc. You have a lot of removal in the set so far. Keep in mind removal punishes playing Auras. So if you want to keep Auras your primary theme, decrease the amount or quality of the removal.
Demented Shade - This is fine. Could perhaps do more for 4-cmc.
Disciple of Tyrandar - This is a very cool Necromancer. The only issue I see with this card is its ability to instantly take over limited games.
Drakhelm Bat - Totally fine.
Drakhelm Ogre - Totally fine.
Ebonbone Butcher - This should have an additional cost beyond just the sacrifice if you want to keep it at common.
Fatal Wound - This is a cool black combat trick. Wording note, "When" should be "If".
Fate Exchange - Another cool quest, although significantly weaker than its white and blue equivalents. I think six counters is too steep, three would be fine.
Festering Rat - This is not 1-cmc. Considering you already have loads of removal, cut this.
Forsake - Boring LD is boring.
Fugue Specter - Wow this card is cool. However I would lower its P/T and decrease the black commitment so as to make it playable in limited.
Grave Robbing - Sweet! Great limited quest.
Hand of Tyrandar - Wow this is too good. First strike, deathtouch, regenerate, and 2 power? Drop the First Strike at least.
Impure Thoughts - Why not enchantments? This shouldn't hit lands bro.
Marrow Charm - Fine, however it is much weaker than its white or blue equivalents.
Marrow Rune - As the singleton common black rune, this is fine. However you already have quite a bit of regenerate, so be careful.
Master Skeleton - Wow that ability is too good. I'd put this at 4-cmc until playtesting.
Midnight Rune - Again with the Aura-hosing destruction. Cut this.
Mire Conquest - I've expressed my opinion on this cycle already. Scrap.
Necrodome Skeletons - A better Mortus Strider is fine I guess. However you already have a lot of regenerate, so I'd cut some if you want to keep this.
Ogre of the Dark Forest - Crap off-colour gilded is crap.
Power Struggle - You know my opinion on the bid cycle. Cut.
Rune of Horrors - Why does this have the first ability? The second is more than good enough.
Servant of Darkness - It's gilded. Cut.
Shrieking Hallows - You need to give them the choice to discard those cards at random: "Target player discards two cards and loses. That player may instead choose to discard two cards at random." New Hymn of Tourach is cool, but may be too good.
Skeletal Colossus - Very cool. However this will take over limited games, so I'd drop the regenerate.
Skeletal Warriors - This is a Skeleton. However you already have far too much regenerate. Scrap.
Succumb to Agony - Mass removal? Really? Cut this.
Thronkel the Wicked - Very nice. Change regenerate.
Trace of Blood - This is a really bad Sigil card. Scrap.
Bone Council - Cool limited monster.
Ashwing, Bane of Avalon - Very cool big monster. However both second abilities seems excessive. Cut one of them.
Aura Flare - Wow this is too good for this set. Scrap.
Awe Hammer - Fine limited damage enabler. There should be exactly one of these in your set.
Axe Thrower - Interesting concept, but the mechanic itself is bad and too complex to make for a good card. Cut this.
Baby Dragon - Great way to encourage players to play Auras.
Battle Dwarf - Why doesn't he give himself haste? How many creatures do you really expect to play with this guy? See Flame-kin Zealot. Scrap this card.
Bloodsport Orc - Extremely powerful repeatable removal gilded is too good.
Bludgeon Dwarves - Weird ability. I really don't like it for the same reason I don't like Aura or Equipment tokens.
Brimstone Shower - So if they have 16 or more life this cost R? Sweet! However you already have far too much removal.
Brute Charm - This would be fine but for the last mode being way too good.
Burning Crusades - I like this concept most out of this cycle. You know my opinion on the activation.
Charging Ogre - Fine. Should cost more or be uncommon.
Dagger Throwing - Fine, but again you have too much removal. I don't think I can stress this point enough.
Eruption - Wow this is a cool card. Plus Vorinclex you just win. Which is fine because that would only happen in EDH.
Fiendsparks - This is probably the best Sigil card so far. Which means its really too good.
Fire Rune - Nice red rune. I like the way it fuels its own firebreathing.
Gear for War - This is a cool card that isn't a quest. You're not working towards a goal here, you just get incremental benefit for having this card on the board. I also don't get why its RR.
Goblin Gavaleer - Fine reprint.
Hoarding Hellkite - What? Why does this become your opponent's? This should just cost something like 5RR and have the second ability hit you.
Impetuous Rebel - Do you realize how good anthem is? Scrap.
Ironsmith Dwarf - Fine.
Lava Whirl - While this is a fine card (and great art find by the way), mass removal is not something you want in this set.
Lomli the Quick - As a Goblins player, this is too good. If it didn't have double strike I'd say it was perfect.
Manic Vandal - Perfect reprint.
Market Bandit - Madcap bandit is kind of too good. Scrap.
Raider Captain - Cool Lord. Spot on with the mechanics. The fight cost might be able to be pushed to simply R.
Rampage Giant - Fine use of gilded. Although my flavour sense leads me to ask what a giant wants with some toy sword.
Restless Revolutionary - Jesus Christ. This is unbelievably too good. Cut.
Ring of Destruction - Bad cards are needed, and this does a good job.
Ruby Elemental - Too good as a 4/3. Make it a 3/3 and its probably fine.
Rune of Lightning - Cool concept, but might I propose switching the two abilities? Its too good as is.
Seething Fury - Who's going to run creatures with Sigil? Bad mechanics are bad.
Spoils of Battle - Bad uncommons are good sometimes.
Staunch Blademaster - This is fine as is. I might drop it to a 2/2 for 3RR.
Tempting Fate - YES. Excellant quest design.
Test of Fire - You know my opinion on the bid cycle.
Unleashed Fury - See Soul's Fire. Scrap.
War Rune - Trample is secondary in red and thus shouldn't be grantable at common. Scrap.
Warrior's Wake - You already have too much removal. Scrap.
Alpha Wolf - This is a clever way to encourage players to run Auras and Equipment.
Ancient Oakin - Forestfall is cool, but this could be better as an uncommon. See Grazing Gladeheart.
Arrow Rune - Fine, but this should provide trample or something else more positive.
Beastial Rune - This is an awesome big green rune. However I feel like it could easily cost less. 3GG is definitely safe to try, perhaps even as low as 2GG.
Capture Net - This doesn't feel very green at all. Scrap.
Changing Leaves - This is excellent. I want this to cost G though, as it comes online much sooner then.
Decorated Elf - Bad gilded is bad.
Elven Guardianship - This is fine. It could cost less so as to make it a more viable combat trick. It also shouldn't be common.
Emerald Wurm - This is fine.
Expedition Elf - Reminds me of Frontier Guide. Seems fine.
Finding Strength - Cut.
Greater Cockatrice - This is a very cool, flavourful rare. However I question it gaining flying, its very off-colour for green.
Green Thumb - One of the better Sigil cards. But still Sigil. Scrap.
Hidden Drove - Nice call back. Really punishes your opponent in the good way.
Ivorybow Archer - I don't get how this card's second ability is Archers. You seem to have reversed the traditional Archer defensive nature with this mechanic.
Lefriendel Sureshot - Bad gilded is bad.
Ley Elf - This needs to cost at least 2 so as to not break legacy. Other than that I really like it.
Marching Sagittar - Anthem is bad, though this is the most Archer-feeling Archer of the bunch.
Mighty Rune - This thing is awesome, but could cost less. 3G is definitely fine, perhaps even 2G.
Natural End - This is spot on for this set. Naturalize would be too good.
Oakin's Familiar - This is totally fine.
Quest for Continuance - I think this should have a simpler trigger. Just creatures or something.
Radiant Recluse - Cool uncommon.
Rampaging Ent - This isn't a common, its at least uncommon. This type of card never tends to go over well. It's either a Spike's dream or everyone else's least favourite card. See Scythe Tiger.
Ranger Charm - This is too good for 1-cmc.
Royal Scattershot - I have said it several times, mass removal of any kind doesn't belong in this set. Its also worth considering how many flyers with 1 toughness.
Rune of Calling - This is an awesome Mythic Aura.
Rune of Oaks - This is a pretty cool card.
Skyshot Ranger - This shouldn't be in this set.
Stun Archer - Bad gilded is bad.
Survival Skill - You know my opinion on the bid cycle.
Syvaris Fortrend - I don't like the first ability's mechanic. The second ability is cool. I dislike the lack of ultimate, perhaps reorganize the abilities so you can add a proper ultimate.
Traveling Tutor - Cool card. Could put into your hand.
Unwavering Wolverine - I don't really like this ability.
Wolfhand Hunter - Cool. Could probably cost 4-cmc.
Judon the Communer - Legendary Eldrazi says this is too good.
Oakin Awakener - This is incredible.
Wandering Marksman - Good use of the Quest subtype.
Shire Bowyer - Weird tribal card is weird.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
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