I actually liked wither and deathtouch. First strike and double strike are a little strong for that cost, anyways.
True, and it's more of a black ability anyways. What I was sort of tinkering with what'd be left over from Rainbowling is sort of having a cycle that was similar to the Volver cycle back in Apocalypse. I'll try and post those ideas soon (as I'm almost done with it). But I think that you get the gist of it with the Volver reference anyways ;).
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
You have 40 nonbasic lands in this block so far, counting the 10 reprints. Forty. Nonbasic. Lands. You should probably cut down on that.
Ok, here's the non-Sliver commentary. I'm probably done for now on commenting on this block for a while, but I will probably check up on this every once in a while if I have the time, just with a lot less comments.
Non-Land Cycles/Groups (3 or more):
Enchant Planeswalker 6-Cycle:
Set Design 101: As a general rule, if a card affects less than 5% of your set, it shouldn't be included. You would want at least 10 planeswalkers in a 200 card set (which is really too many) with all of the enchant planeswalkers in that same set to make them remotely playable. The white and blue ones are abysmal anyways and the black and red ones are confusing.
Rifts (treated as enchantments):
Evanescence:
This is broke. Giving Fading potentially less than 3 for minimal cost is insane. Maybe make this strictly give fading 3?
Boreal Rifts:
This is terrible. You have to think about how many permanents there will actually be out with cumulative upkeep when designing something like this. Also, the snow commitment makes this mostly unplayable unless all the basics in the set are snow, which doesn't make sense for your story, and still doesn't make this good.
Temporal Juxtaposition:
If you want the rifts to be world enchantments, then sure. Otherwise, this does basically nothing unless you include a ton of world enchantments in whatever set this is in, which could be fine, if that was supposed to be a theme of one of the sets. I wouldn't suggest it, but okay.
Unstable Rifts:
Just cost this BBBB. The current way is just wordy. The effect is fine, but could probably the base card could probably just cost BB or BBB.
Caster's Wormhole:
Just cost this 3UR. This card is really wordy. Also, just make the ability part of this card rather than a spell ability.
Transcending Envy:
See my very first comment on the enchant planeswalker cycle. Also, just cost this BB.
'Lings 3-Cycle:
Auraling:
"Attach target Aura to Auraling." This feels a little underwhelming. But it is a Morphling variant, so it might be okay.
Plagueling:
"The controller of target creature dealt damage this turn by Plagueling sacrifices that creature." "Plagueling gains provoke until end of turn." "Activate this ability only if" This card is insane. It's a recursive, provoke-deathtouch morphling. That's nuts.
Rainbowling:
My initial reaction:
OH GOD NO! KILL IT WITH FIRE! WHAT HAS THE HUMAN RACE DONE TO DESERVE THIS?
My current reaction:
OH GOD NO! KILL IT WITH FIRE! WHAT HAS THE HUMAN RACE DONE TO DESERVE THIS?
Simple Functional/Templating/Cleaning fixes:
After each ability cost, put a colon.
"If __ was spent to activate this ability"
The blue ability doesn't do anything different during your opponent's turn. Also, phasing is really complicated (even if it is understandable), especially for a card this wordy.
Every individual one of these abilities is insanely powerful and awkward. I even like the black one, but this is ridiculous.
The costs on this card are ridiculous.
Simpler version?:
RainbowlingWUBRG Creature - Shapeshifter W: Rainbowling gains first strike until end of turn. U: Rainbowling gains vigilance until end of turn. B: Rainbowling gains deathtouch until end of turn. R: Rainbowling gains haste until end of turn. G: Rainbowling gains hexproof until end of turn.
4/4
This is still crazy powerful.
Rods 5-cycle:
First, this entire cycle is inherently overpowered and overcomplicated. Every card played correctly simplified down to:
Skeleton Rod4B Artifact 1: Put a 1/1 black Skeleton creature token with "B: Regenerate this creature" onto the battlefield.
Fire Rod4R Artifact 1: Fire Rod deals 1 damage to target creature or player.
Dowsing Rod4G Artifact 1: Draw a card.
Well, what do we have here? From lowest to highest power, we have:
White: As much life gain each turn as you are willing to pay for.
Black: As many tokens each turn as you are willing to pay for.
Red: As much damage each turn as you are willing to pay for.
Blue: As much permanent (not even non-land) destruction each turn as you are willing to pay for.
Green: As many cards per turn as you are willing to pay for.
These are all completely ridiculous. Two of these would get restricted in Vintage and banned in every other competitive format before release. The green one is better than Yawgmoth's Bargain. (I never thought I would be saying that about anything not currently restricted in Vintage.) The blue one is a vastly better Legacy Weapon, the red a much better Kumano, Master Yamabushi, the black a much better Ant Queen, and the white one makes a joke out of every life gain card ever printed. You probably should just cut this cycle. It's incredibly messy anyways. If you want to keep it in, put a once-per-turn clause on the untap and adjust to a solid, higher than 1 untap cost (Like maybe 3).
Horoscope 11-cycle:
First things first, why the Leo hate? Did you hate Titanic? Did you have a younger sibling born under that sign?
Capricorn Healer:
This isn't at all blue. You could maybe put this into white and have the mana ability convert colorless to white... It would probably still want to cost an additional mana, though.
Sagittarius Hunter:
Well, we're back to the ridiculous mana cost theme again. 4GG is what you should have. Otherwise this seems fine
Aries Champion:
Super Haste?!?Super Haste?!?!?!?!? This card is ridiculously good. Make it a 3/3, reduce double strike to first strike, and just put first strike and trample next to super haste. Wow, I feel awkward saying that.
Taurus Warrior:
Ridiculous mana cost. Try 2RR. Also, how useful is this in this block? You don't have a heavy equipment theme. Maybe rework this? I can imagine other better flavors for Minotaur Warriors.
Gemini Assassins:
This card is nuts. It's also more of a blue-black card. As is, you have a better Kalitas, Bloodchief of Ghet on a 4-drop. That's too good. I could maybe see this as 4BB for a 2/2 (or 3/3 without shadow) with a 1BB mana cost on the ability. But at that point you're essentially just remaking Kalitas.
Cancer Kraken:
Five blue mana? Wow, that's unwieldy. Isn't this a bit too similar to Stormtide Leviathan?
Virgo Enchantress:
Ridiculous mana cost. Try 1WW. This is probably okay, but it is very swingy based on the context of the set. You need to pay significant attention to how many enchantments are in whatever set this is put into.
Libra Arbiter:
I kinda want this to be an actual card, because it would be really crazy good. But this also shouldn't ever get cast for free. So I'd suggest 6WW as a mana cost.
Scorpio Ten-Tails:
Bleh. It's an awkward and nerfed Blightsteel Colossus. I already hate Blightsteel... This should probably cost 7BBGG (at that point the colored mana doesn't matter so much and it might as well feel accurate). I still don't like this card and would suggest a re-do.
Aquarius Great-Maw:
The ability should cost 1UU. Wait... Oh. Islandhome is obsolete; it gets spelled out now. This card is awkward, because the ability is crazy good, but as a creature this card isn't very good. Islandhome and defender are kinda repetitive, too. You might as well just cut defender and spell out Islandhome.
Pisces Summoner:
I get it. I really do. But Bestial Menace in blue is just bizarre.
Land Cycles/Groups (3 or more):
Lair 5-cycle:
Ok, this is fine, but why? What relevance do the alternate Primeval Dragons have to anything?
Nega 5-cycle (4-colored Deity lands):
This is not really an okay design. Friends of mine and I have experimented with 4-color lands and found that they really are basically the same as having a five-color land 99% of the time. So you've made a cycle of five copies of City of Brass. Well, that's silly, and development-wise probably shouldn't get printed.
Enemy Alara 5-cycle:
Doesn't this kinda overlap with your Lair 5-cycle? This is cleaner and better, though.
Enchantment Land 6-cycle:
Why are all of the colored ones Songstitcher, the completely broken land version? Also, the black one is a white effect, the blue one is a white effect, the white one is fine, but could be blue, the green one is a blue effect. The red one only kinda fits into red via Planar Chaos. The colorless one is broken in its own respect; Coercion any number of times on a land is nuts. It doesn't even matter that you sacrifice a land for these; they'd be playable even if you had to sacrifice three.
Individual Lands:
Old School:
First things first, this land is ridiculously powerful; permanently making creatures unblockable (with either absurdly high flanking or horsemanship) and giving your opponents' creatures phasing. The rampage is rarely, but sometimes, just an icing on the fiery cake. That said, there is no reason most of the time to ever activate this for anything other than Horsemanship. While we're at it, please don't give things phasing permanently. While if everyone drafting this set was one of the two of us, they might understand it, it is unnecessarily confusing to most players. Also, the current wording is wrong. Try:
Old School Legendary Land T: Target creature gains your choice of flanking or horsemanship. (This effect lasts indefinitely.) X, T: Target creature gains rampage X. (This effect lasts indefinitely.)
Secret Library:
Wow, this is really unimpressive. It also isn't quite correctly worded, but there is no way you have enough of a fateseal sort of theme to make this worth it. And if you do, you shouldn't; that much fateseal makes games miserable.
Staircase Labyrinth:
Broke, broke, broke, broke, broke, broke... Seriously though. If you make one of the abilities activate a limited number of times per turn on its own, that could maybe be reasonable. In the context of the set, you might not have any individual cards that make this quite as broken? Nope, you do. Well, this needs to be nerfed. Maybe have the enabling ability only activate once per turn?
An-Havva Farmlands:
Well, this is way too good. For a relatively flat reasonable cost increase, increase each ability to 3.
Gates at Castle Sengir:
What's going on with this card? If it's supposed to tap, it's awkward that you have only one in this reprint cycle of Alara lands. If it's supposed to be an ETB effect, then this land is terrible.
Tamiyo's Library Land 3, T: Put a scroll counter on Tamiyo's Library. 3, T, Remove all scroll counters from Tamiyo's Library: Draw cards equal to the number of scroll counters removed this way.
Wandering Isle of Aron:
Uhh, what?!? No. This is not okay. This is so broken, I barely know where to start. And it's a mess, too. Let's try and clean this up a bit first:
Wandering Isle of Aron Legendary Land Creature - Forest Island Turtle (Wandering Isle of Aron isn't a spell, it's affected by summoning sickness, and has "T: Add G or U to your mana pool.")
Wandering Isle of Aron is green and blue.
When Wandering Isle of Aron enters the battlefield, sacrifice it unless you sacrifice three lands.
I know it's very different, but that's the closest I could get without it being ridiculous.
Massive Glacier:
The original Karoos aren't very good. But they shouldn't come into play untapped. That said, if this didn't, it would be terrible. As is, it's too good. Not sure how I would fix it, but you shouldn't just leave it as is. Whatever you decide to do with it, please don't just fix it by putting an additional disadvantage on it.
Hidden Paradise:
Why are you remaking Undiscovered Paradise? Yes, I know that this has a slight functional difference, but to be honest, this just feels lame, especially next to the innovation that a lot of the rest of the set has to show.
Individual Non-Lands:
Exceptional Transformation:
This card isn't a red card. Here's a suggested version:
Exceptional Transformation3UU Creature - Weird Shapeshifter
You may have Exceptional Transformation enter the battlefield as a copy of any artifact, creature, or non-Aura enchantment on the battlefield, except it's a creature in addition to its other types, with power and toughness each equal to the copied permanent's converted mana cost.
0/0
Simulating "The Spark":
See my earlier comments on enchant planeswalkers and other very focused things of this sort. Also, this card isn't a red card. Oh, and it has an abysmal name. Last but not least, here's a similar fix to Exceptional Transformation:
Simulating "The Spark"3UU Creature - Weird Shapeshifter
You may have Simulating "The Spark" enter the battlefield as a copy of any planeswalker on the battlefield, except it's a Weird Creature with power and toughness each equal to the copied permanent's converted mana cost.
0/0
Adarkar Banker:
See my comments on every other incredibly narrowly focused card. Also, "If you would pay the cumulative upkeep cost of a permanent you control"
Karplusan Slime:
See my comment on Boreal Rifts. Why you are trying for a tiny snow subtheme is a mystery to me, beyond you just trying to do everything.
Pact of Teleportation:
Ok, so this can go in the >=5% planeswalker set with the enchant planeswalkers. Also, why is this colorless?
Ral Zarek, Rift Transverser:
The plus ability is pretty bad; you always will want to do the minus ability first. Both minus abilities are nuts, but you might as well always just do the second three times. This needs a better balance, but I'm not even sure what I would suggest. It's just so bizarre and not really representative of Ral as a character.
Freyalise, of the World Spell:
The +1 is crazy powerful. It also doesn't make sense to choose black, and the red part isn't a green ability at all. The -2 is awkward, because at any cheaper, it would be too good, but as is, it's kinda ehh. The -X is completely unfair and is a black ability.
Bleeding Out:
This is awkward. This is also probably too good. Maybe try 2BB Well, at least it doesn't affect damage from attacking creatures in its current form.
Warping Wish:
Five mana wishes are not very good... And again, you probably want to put this in the set with planeswalkers. I guess have it also be the set with rifts.
Magus of the Vault:
I... don't even know what to say. How about you just don't do something that is inherently broken to the degree that this card is. I can't even suggest anything other than cutting this.
Enlightenment//Naivety:
This card suffers from the problem of the enchant planeswalkers, but to a new extreme. It also costs more than twice as much mana as it should on each half.
Giant Vaccuum:
This belongs in the planeswalker set.
Fixed version:
Giant Vaccuum6 Artifact X, T: Remove X counters from target permanent. For each counter removed this way, put a counter on Giant Vacuum. T, Remove all charge counters from Giant Vacuum: Target permanent with a counter on it gets half as many counters of a kind already on it as were removed this way.
Krark's Big Toe:
Why not just reprint Krark's Thumb? This is questionable territory in terms of custom card design; I'd say just go for the reprint.
Rift Jammer:
This belongs in the planeswalker set.
Fixed version:
Rift JammerUR
When Rift Jammer enters the battlefield, name a planeswalker type.
Emblems produced by planeswalkers of the chosen type lose all abilities.
2/2
Mana Burn:
Fixed Version:
Mana Burn1RG World Enchantment
Whenever mana empties from a player's mana pool, Mana Burn deals 1 damage to that player for each mana that emptied this way.
Terra Stabilizer:
This is so bad... Maybe a 0 mana artifact. Also, if you cut the lairs (which you should), then you should cut this too.
Darksteel Anchor:
This is ridiculous and doesn't work. There's so much that doesn't work, but here's my working version of this:
Darksteel Anchor5 Artifact
Cumulative upkeep 1
Indestructible
As Darksteel Anchor enters the battlefield, choose a permanent you control.
If a spell or ability an opponent controls would cause the chosen permanent to leave the battlefield, exile that spell or ability instead.
Blooming Mantrap:
Fixed version, though you might as well just have the growth counters go on no matter what and not have the sacrifice clause (This card is also quite wordy):
Blooming Mantrap3GG Enchantment Creature - Plant
At the beginning of your upkeep, you may sacrifice a creature. If you do, put a growth counter on Blooming Mantrap.
Sacrifice Blooming Mantrap: Search your library for X basic lands, where X is the number of growth counters on Blooming Mantrap, and put them onto the battlefield tapped. Then shuffle your library.
0/5
Airborne Virus:
This card is broken and wordy. Fixed version (still quite powerful):
Airborne Virus2B Enchantment - Aura
Whenever a creature is dealt damage by enchanted creature, put a token that's a copy of Airborne Virus onto the battlefield attached to that creature.
Enchanted creature has "At the beginning of your upkeep, put a -1/-1 counter this creature."
Shoot the Random Hostage:
I forgot that you were planning to have some Pirates in one of your sets. In that set, this is fine, I guess, if you follow the 5% rule.
An-Havva Poulterer:
Ridiculous mana cost. Try 2G. Also, the last time you used the word tokens, you meant to say counters. Also, this should be worded "At the beginning of your upkeep, put an egg..." and "T, Remove an egg counter from An-Havva Poulterer: Put a 1/1 green..."
Nekusar's Serfs:
This card is just fine. Hallelujah!
Nekusar's Advisors:
This card is nuts. Fixed Version (still quite powerful):
Nekusar's Advisors2UBR Creature - Zombie Advisor B: Regenerate Nekusar's Advisors. UR, T: Each player discards his or her hand and draws seven cards.
2/2
Penumbra Shadow:
This card should just be blue rather than green, and not specify the color of the creature token.
Reduce//Reuse:
This is awkward, but probably okay. You should replace blue with black on Reuse, and lower each mana cost by 1.
Oyster Lord:
Just make sure to follow the 5% rule.
Pearl Oyster:
This isn't really a blue card as is. You should replace the blue mana symbols with white mana symbols or vice-versa.
Recall the Nephilim:
The name is a bit misleading; it sounds like an instant that returns creatures to hand. Wording should be "Each creature you control gets +1/+1 for each of its colors" and it should cost [MANA]2GW[/MANA}.
Land Ho!:
For balance reasons, this should cost 2U.
Spyglass:
Add "Sacrifice Spyglass" to the third ability and remember to follow the 5% rule for the first ability.
Give No Quarter:
Wording should be "would be dealt damage" or "destroy that creature." (Removing the word 'instead' from the second clause and fixing that clause.)
Treasure Map:
This is too good. This should probably cost an additional mana on the base card.
Treasure Chest:
This is nuts and not quite worded correctly. My fixed version, which is still really crazy good:
Treasure Chest4 Artifact X, T: Search your library for an artifact with converted mana cost X, reveal it, and exile it. Then shuffle your library. T, Sacrifice Treasure Chest: Put an artifact card exiled with Treasure Chest into your hand.
Buried Treasure:
This is a black card. It should cost B and be an instant.
Frost Prism/Aurora Borealis:
Why are these essentially the same card but with different costs? This is silly. Also, these are both incredibly situational, incredibly awkward, and not very good, even when following the 5% rule for snow.
Breath of Niv Mizzet:
Just make both of the numbers incorporated in X to make this just fine:
Breath of Niv-MizzetXUR Sorcery
Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top X cards of his or her library into his or her graveyard.
Sound Reasoning:
Let's fix that up:
Sound ReasoningX2UU Instant
Prevent all combat damage that would be dealt this turn. For the next X turns, players skip their combat phase.
This is still going to ruin games, but it's up to you if you want to include it.
Inconsistent Bolt:
This is just a red card. You should change all the U/ symbols into R symbols. Oh, and cut Madness.
Hibernaculum:
In a snow deck, this is completely ridiculously good and should cost an additional two mana. In anything else, this is useless.
Gelid Mermaid:
Increase the multikicker mana cost by 1, and then this is fine.
Halcyon Days:
This is insane if snow is at all viable, and awful otherwise. Also "controllers' untap steps."
Neve:
"Whenever you tap a snow mountain you control for mana, that land adds an additional R to your mana pool."
Arachne, Hidden Guardian:
Everything about this card feels wrong. It's unpleasant to play against, it doesn't work in the rules, it's not really in color, it's completely broken... If you have to keep this around, make it mono-green, cut the loses all abilities clause, cut the activate abilities as though it had haste clause, cut flash, and then you will get an okay card.
Shipwreck Salvage:
This is so bad. At least make this hit any artifact. Then it will start to be potentially playable.
Elite Harpoonist:
This isn't really blue at all. It might be able to be black, but it probably wants to be green.
Barb-Hooked Harpoons:
So it's just better than Serrated Arrows. Why doesn't this cost 5 or have an ability cost of 1?
Fortified Coast:
This is quite undercosted and awkwardly colored. Try 4U to cast and 3 to equip.
Favorable Weather:
Uhh... What? This is awkward and not really blue, but how about 1U with Kicker 2U?
Pegasus Paladin:
Flanking nombos with the other two. Horsemanship nombos with the other two. Flying nombos with the other two. This is also overcosted by 1 for what it amounts to, a 2/2 that can't be blocked. Oh wait, that's a blue card. Hmph.
Angel of the Frontlines:
This is fine, but probably can just cost 2WW.
Primal Balance:
Reduce the cost to G, then it will be fine, albeit still not very good.
Endless Slime:
This card is completely broken. Remove the doubling clause, make it put only one copy out, and increase the starting number of counters to three, and then we might start getting somewhere.
Corrosive Cube:
You should just cut this card. It makes no sense. Or at least cut infect and trample (and make it a mono-black or black-white card). It still won't make any sense, but it will at least have some idea of what it wants to do in life.
Viscous Visionary:
This is more of a mono-green card. It also doesn't have a power and toughness. It's also too good as is; you should make the ability only activate at sorcery speed, only be based on power, and cost {1}{G}.
Pirate Galleon:
This is nuts if it follows the 5% rule. If you make it cost 2UU and have the player pay 1UU to gain control of an artifact, it'll still be really good, but maybe okay.
Commandeering a Fleet, Paradox Thaw:
Think about the 5% rule. Besides, that, moving on.
Tibalt, the Half-Devil:
"Each card in your hand has madness. The madness cost is equal to its casting cost." Also, the second ability is broke. You should make it a -2.
Pomp // Circumstance:
Pomp is fine. Circumstance should cost an additional 2.
Pride // Prejudice:
I see no reason for these not to be symmetric; Prejudice should be 1UB for a single -1/-1 counter on each creature of that type.
Sacred // Profane:
This card is stupidly powerful. Each half should probably cost 6 mana (4WW and 4BB).
And... done. That took way too long. It is 6 am, I'm not drunk enough for the pain from going over some of these, and I need some sleep. Happy Martin Luther King's day to all, and to all a good night?
About the 40 nonbasic lands, there are 4 sets in this block, remember? Besides, I'm cutting between 3-5 of them.
Enchant Planeswalkers:
I don't think it's abysmal to give hexproof to a planeswalker or prevent damage it would receive. There's a lot of cards out there that are anti-planeswalkers. There should then be some that are pro-planeswalker. If anything, the most broken of them would be to give a planeswalker hexproof. As for the red one, the idea is that if a creature has less power than a planeswalker has loyalty counters, it'll die before damaging the planeswalker. The black one's idea is to basically steal loyalty counters from another planeswalker. My goal it to try and work around that. And yes, this block has more than 10 planeswalker cards, which should merit it. Also, if I acknowlegde the rest of the actual sets in MtG, than there are many more planeswalkers that could receive love and not hate thanks to these cards. So I really want to work on this to make it more viable.
Rifts (they will be World Enchantments):
Evanescence: Agreed. Anything less than 3 is broken. Fading will be a fixed number.
Boreal Rifts: Besides the pirates and the ocean part of the plane, there is an icy part of the plane (which is why you see a lot of nautical and snow themes so far). However, if this card lacks the functionallity I meant for it, it's gonna be one of the cards to get cut.
Temporal Juxtaposition: I wanted the set to have a lot of world enchantments (and also to have this card exist for all the other world enchantments in MtG), but after considering to make the rifts into world enchantments, this is more feasible without designing any more world enchantments per se.
Unstable Rifts: I guess given the drawbacks already present, a BB casting cost is fine.
Caster's Wormhole: If the effect were just for this card, there'd be nothing else for the card. I could maybe simplify it. I'll edit in the changes later.
Transcending Envy: Again, there are other planeswalkers (besides my block) out there that give emblems. Also, these sets were originally intended to also augment Planechase play. So having this even in multiplayer EDH would be pretty epic.
Morphlings:
Auraling: Not every morphling can be broken.
Plagueling: Yes, it's meant to be broken. Although, its 3rd ability makes it too broken. I'll probably change it to something else.
Rainbowling: ~ will be cut but its pieces will be scrapped into some new ideas I will finish soon enough.
Rods:
Yes, I see your point. Master dominion of the game means knowing exactly what to spend to cast it. They were meant to be broken but now that you mention it, not so broken. I'd probably keep the mechanics as is, and have the untap cost more as you recommended.
Astrological cycle:
Oops! Now that you pointed it out I'd forgotten to paste the Leo card as well. Will do that shortly.
Leo Havocmonger3BB Creature - Cat Devil
Persist
Whenever Leo Havocmonger enters the battlefield, target player discards a card.
Whenever Leo Havocmonger leaves the battlefield, target player discards a card.
2/2
Before addressing each creature one by one, I know some of the abilities aren't necessarily pertaining to that color (traditionally). I wanted to be a bit outside the box (though either way it's not totally original because the Time Spiral block switched abilities around that weren't necessarily to their color). With that in mind, what new judgement calls do you recommend? These cards actually took me quite a while to design and conjure up. So I'd like them to be as existent as possible.
Capricorn Healer: I wanted to avoid making this WU, given its abilities, but almost all cards that change the colors of things are blue. So that'll probably stay as is. The life giving part I know is supposed to be white, but water gives life as well. I wanted to make a play on that. Yes, it costs too little to give you 4 life. I'd rather just lower the life gain to 3 and keep it inexpensive.
Sagittarius Hunter: I guess I could change the mana cost .
Aries Champion: Ah, yes. I wanted this card to be pretty broken. Aries after all is the god of war. However, having to pay for its abilities does provide a certain hinderance. How about reducing its +3/+3 effect and leaving the rest as is?
Taurus Warrior: I just haven't gotten around to designing many equipment cards yet.
Gemini Assassin: Yeah, I don't want to remake Kalitas. But I want the ability. I could probably make the ability (and the card) cost more. The shadow's sticking.
Cancer Kraken: Yes, the ability is an homage to Stormtide Leviathan. I gave it a difficult casting cost because of its abilities. In a multiplayer match this card gives new meaning to screaming "Release the Kraken!" at the top of your lungs.
Virgo Enchantress: Being as its abilities is pretty broken, it'd probably cost 2WW
Libra Arbiter: Agreed on the casting cost.
Scorpio Ten-Tails: I'll probably give it first strike, deathtouch, and the ability to block an additional 9 creatures each combat.
Aquarius Great-Maw: Yeah, maybe is too cheap for the ability.
Pisces Summoner: Oh well, I like the concept and it goes with what I'm going for with this area (in the plane). It stays.
Lairs:
The dragons don't have anything to do with anything. I'm just incredible annoyed that WotC only gives importance to shards and not wedges. This was my chance to take advantage of it. Besides, Selarom does travel to Dominaria.
4-colored lands:
Yeah, I've been meaning to change that. Basically, they'll come into play tapped and give you 1 damage when they enter play. After that there's no more drawback.
Alara wedges:
Same reasoning as with the Lairs. Wedges don't get much land love in MtG.
Enchantment lands:
Again, I wanted to try and have the name/theme/art fit the ability rather than the color (like Planar Chaos). However, the colorless one may be a bit on the broken side. I gotta find a way to tone it down.
Non-basic lands:
Old School: I just wanted to find a way to make a tongue in cheek reference to both it being a school and that by being Old School it would give outdated abilities to creatures. However, I might cut it because it's really broken and won't necessarily fit in with any theme in this block. Also, cutting it gave me a better idea for another card.
Secret Library: Well, how would the correct way to make it impossible for opponents to look through your library be worded?
Staircase Labyrinth: I'll probably make it a fortification and make it once per turn.
An-Havva Farmlands: I'll probably raise the first 2 activated abilities to 2,:symtap: and the last 2 to 3,:symtap:.
Gates at Castle Sengir: Developed when I was gonna give more importance to Ulgrotha, which I'm not gonna (now). So it'll get cut.
Tamiyo's Library: I think that 3 is a bit nerfed. I'll probably leave it at 2 and make it Legendary.
Wandering Isle of Aron: Yeah, maybe it was a bit too broken. I'll leave it as an Island Turtle, but I still want it to produce a lot of mana. Maybe I can give it 1,:symtap:: Add URG to your mana pool.
Massive Glacier: I'd just leave it as is. It's a karoo that doesn't give colored mana.
Hidden Paradise: I was trying to think of something to do with land and the pirates without reprinting Undiscovered Paradise. But it is quite lackluster. I'll probably just cut it.
Non-lands:
Exceptional Transformation: is a weird, so it should at least be hybrid or UR.
Simulating "The Spark": I like how you cleaned it up. But again, it's a weird. So it should be somewhat UR.
Adarkar Banker: One of the first cards I was designing when I had a lot of things in mind. This is a card that I designed when this was originally inteded to be a sort of Planechase set. However, when use with other MtG that have cummulative upkeep, this can be very formidable. However, in the end, it might get cut.
Karplusan Slime: The tiny snow theme has to do with one of the regions in Hatillo.
Pact of Teleportation: I made it colorless so as to not unbalance the previous, existing cycle of pacts.
Ral Zarek, Rift Transverser: Well, for Ral to "create" weirds isn't so farfetched. However, I might switch the first two abilities. As for the third one, it's supposed to be reminiscent of his 3rd ability in his original card, Ral Zarek - about taking extra turns.
Freyalise, of the World Spell: Freyalise is a red/green magic planeswalker. I'll probably just have her copy red spells. The last one may seem black, but it's actually Pernicious Deed, where Freyalise is the one who uses those bombs.
Bleeding Out: Yeah, I designed it in mind without having a player get too affected by combat damage.
Warping Wish: It'll cost 3.
Magus of the Vault: I'll probably cut it due to the fact that I couldn't come up with any other magi. Oh, and that it's splendiferously broken ;).
Enlightenment//Naïvety: Yes, I agree, I probably made it too expensive. And yes, I plan for this block to have some level-up cards as well.
Giant Vaccuum: Thanks for your help rewording it!
Krark's Big Toe: I plan on reprinting Krark's Thumb (as well as Goblin Bookie) being as this set has a lot of die casting. Krark's Thumb doesn't reroll dice; Krark's Big Toe will.
Rift Jammer: Thanks for your help rewording it!
Mana Burn: Thanks for your help rewording it!
Terra Stabilizer: Having it cost 0 is actually a great idea. Alas, it won't be cut - neither will the 10 lairs.
Darksteel Anchor: Ah, yes! I knew there had to be a way to clean that up. A question, though: does that wording also imply that the permanent can't be destroyed?
Blooming Mantrap: That's true about getting the counters either way. But, it'll get a bit ridiculous if after 5 turns you can get 5 lands into play just by waiting. I'd rather have the sacrifice clause. It's not that bad of a nerf. In any case, that could merit it costing 1 less.
Airborne Virus: Thanks for fixing it and cleaning it up! And yes, it's supposed to be broken.
An-Havva Poulterer: Yeah, I was probably too tired typing it up and got confused. Thanks!
Nekusar's Serfs and Nekusar's Advisors: I'm so into my Nekusar, the Mindrazer EDH deck that I designed those two cards with it in mind. I still don't know how to fit him at all in the story, lol. Is he from Innistrad, Alara? Who knows.
Penumbra Shadow: All the Penumbra ~ creatures from Apocalypse were green.
Reduce//Reuse: Basically functions as a switcheroo with things in your graveyard.
Oyster Lord: I'm still a bit doubtful as to whether whimsical Clamfolk creatures from the Un-sets could be viable in a more serious set. If anything else, I'll cut them altogether (thus also changing the Clamfolk token from Pisces Summoner into something else).
Pearl Oyster: Hell, look at Avacyn's Pilgrim. My logic: Oysters are sea creatures and thus U. However, anything pearl in MtG is W. Thus, Pearl Oyster's logic.
Recall the Nephilim: Got it. I was also considering Remember the Nephilim as the name.
Land Ho!: Farseek gets you any land type except Forest and it costs just 1G and it enters play (albeit tapped). If anything, the land could probably enter the battlefield tapped.
Spyglass: Yeah, reusing the 3rd ability is a bit broken. Though it does do a lot of damage to scry, tutors, etc. That's why I'm still on the fence. It's a good card for sideboard.
Give No Quarter: Got it; was a bit unsure to how to correctly word that.
Treasure Map: Costing 2 should be no problem.
Treasure Chest: Thanks for the rewording!
Buried Treasure: If I made it an instant black card it'd just be a weaker Entomb. Also, though the ability is black the theme is pirate so it could stay blue.
Frost Prism and Aurora Borealis: I get your point. But it also depends on how many snow cards I end up designing.
Breath of Niv-Mizzet: I was worried that by just leaving it as XUR it'd be too broken. But if you insist :nod:.
Sound Reasoning: Thanks for making it reasonable. Yeah, then again, is any other card related to Jace not broken?
Inconsistent Bolt: That's an Izzet themed spell. I wanted that chaotic aspect to it (and Izzet, hence the colors).
Hibernaculum: I actually designed this with Jhoira of the Ghitu in mind. In any case, this has the same converted mana cost and has the downside of only being used for creatures - unlike Jhoira, which is any non-land card.
Gelid Mermaid: Sounds reasonable.
Halcyon Days: Yes, it's meant to be used against snow decks. I'm still trying to figure out what to do with the vastness that is Hatillo, but at least ice and ocean are things I've considered.
Névé: Got it!
Arachne, Hidden Guardian: Yeah, she seemed like a hodgepodge even while designing her but I knew you'd be able to bring it back to earth when you saw it. She's BG because she's the leader of a race of sentient spiders I'm trying to piece ideas together for.
Shipwreck Salvage: Fair enough.
Elite Harpoonist: Again, I wanted to think outside the box like the Time Spiral block. It doesn't feel blue, but a pirate is a seafarer. I could probably go for blue and black, hybrid, or mono black.
Barb-Hooked Harpoons: The reason is because only blue creatures really feel the sting from this. If anything, I could make a 3rd ability that costs 1,:symtap: to activate and specifically does something to blue creatures.
Fortified Coast: True.
Favorable Weather. Fair enough. My logic for them getting haste is that favorable weather makes you move faster.
Pegasus Paladin: Yeah, I went overboard. I'll probably just cut flanking.
Angel of the Frontlines: Having immortal means that you go back to your hand. I plan on this card being common or uncommon. So having it cost 2WW is easier than 1WWW.
Primal Balance: Also meant to work with many of the existing cards in MtG, like lands that are broken.
Endless Slime: Yeah, I see your point.
Corrosive Cube: I'll see how I can make it more worthwhile. Still, I want to keep the concept. I'll also probably change it's name as well.
Viscous Visionary: I also made it blue because of the life magic of making more creatures. I also want to have some sentient oozes. Though that's an idea that I'm still unsure of because I dunno how to pull it off yet.
Pirate Galleon: I'll probably have the player pay something somewhere; don't worry.
Tibalt, the Half-Devil: Got it.
Pomp // Circumstance: I'll make Circumstance cost 1, 'cause otherwise it wouldn't be worthwhile. A creature could still regenerate from Circumstance.
Pride // Prejudice: Fair enough.
Sacred // Profane: Yeah, maybe this card is a bit profane. Costing 6 it is!
Yes! Thanks for all your help and attention! Your contribution is most appreciated! I'll make the major changes to OP all in due time. When I finish this latest revision I'll apply it to the whole main post. I'll probably have it up in a couple of days. Stay tuned to the next post reflecting that I've made the changes. Oh! And here's what Old School ended up becoming:
An-Havva Stables :sym2g::sym2w: Artifact - Fortification
Fortified land has: "3: Target creature gets horsemanship until end of turn."
Fortify 2
As for the name being An-Havva, I'll probably change it to a region in the new plane. I'll just leave An-Havva for the time being until I choose a better name (as for all the other An-Havva referenced cards so far).
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
You wouldn't want that by itself on a land, but the land would have "{T}: Add {1} to your mana pool." and "Cards in your library cannot be looked at by or revealed to other players."
Freyalise is actually just dead (as of Time Spiral).
Keep in mind functionality in addition to flavor-based design, and try not to stray too far out of the box for the sake of flavor. Also, outsourcing idea upon idea doesn't seem to be working out quite so well in a lot of cases for you. Maybe try for a bit more work on your own mechanics.
Oh, and Michealin: Silver-bordered cards are fine in a custom set.
@ Michealin:
Lol, commander sets constantly bring back the horsemanship theme and quite honestly it's not such a negative ability as people's hate warrants.
As for the silver-bordered cards: I agree with osieorb18. Besides, I don't plan on reprinting any silver-bordered cards that are too far out there or too non-functional.
@osieorb18:
Yeah, I've found that planeswalkers are about the most difficult card to design.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
UPDATE:
Here's the cycle of Harbingers. Soon the story will be developed even more. Sooooooon...
Harbingers:
Harbinger of CannacRG Creature - Human Cleric WB, :symtap:: Destroy all non land, non creature permanents. Use this ability only if you control a card named Cannac, the Savage. "Soon the world will be overcome by beasts and primal order will be restored."
2/2
Harbinger of NorariaBR Creature - Human Cleric WU, :symtap:: Return all permanents to their owners' hand. Use this ability only if you control a card called Noraria, the Proud. "Noraria may reside in her majestic palace in the center of Cirrus City but here she can gaze upon her entire realm - the entire world, ever searching for those worthy enough to be ascended into her paradise."
2/2
Harbinger of FerngathWU Creature - Human Cleric BG, :symtap:: Destroy all creatures. Use this ability only if you control a card named Ferngath, the Life. "When Ferngath decides to wipe the slate clean, I will be more than happy to return to dust if it so pleases my master."
2/2
Harbinger of TutankhWG Creature - Human Cleric UR, :symtap:: Tap all permanents. Use this ability only if you control a card named Tutankh, the Mercy. "The rest of this forsaken world need to learn to appreciate what is truly important; being a part of the balance around us. Soon will they know the reality of being just a speck of dust in this vast world."
2/2
Harbinger of AbismolusGU Creature - Merfolk Cleric BR, :symtap:: Destroy all lands. Use this ability only if you control a card named Abismolus, the Deep. "When Abismolus wakes, it will remember its purpose in this world. It will purge all. The world will not simply have an ocean but be an ocean."
2/2
Here's the cycle of deities (obviously the main focus of Hatillo):
Deities:
Noraria, the Light1WUBR Legendary Creature - Angel Deity
Non-green creatures you control get +1/+1 and have immortal, flying, and first strike.
Green permanents have echo.
:symtap:: Gain control of target creature.
3/3
Ferngath, the Life1GWUB Legendary Creature - Basilisk Deity
Non-red creatures you control get +1/+1 and have lifelink, persist, and deathtouch.
Red spells cost 2 more to cast.
:symtap:: Return target creature card from your graveyard to the battlefield.
3/3
Tutankh, the Mercy1RGWU Legendary Creature - Wurm Deity
Non-black creatures you control get +1/+1 and have vigilance, hexproof, and haste.
Permanents you control can't be the target of black spells.
:symtap:: Put a 5/5 green Wurm creature token with trample onto the battlefield.
3/3
Cannac, the Savage1BRGW Legendary Creature - Dragon Deity
Non-blue creatures you control get +1/+1 and have double strike, fear, and trample.
Blue spells cost 2 more to cast.
:symtap:: Destroy target creature.
3/3
Abismolus, the Deep1UBRG Legendary Creature - Leviathan Deity
Non-white creatures you control get +1/+1, are unblockable, and have frenzy 2 and poisonous 1.
White permanents and Plains come into play tapped.
:symtap:: Destroy target land.
3/3
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
A cycle of wedge familiars (and a reprint of the shard familiars):
Cloudscape Familiar1W Creature - Angel
Red spells and blue spells you cast cost 1 less to play.
Immortal "I may be frail, but for my devotion I've been blessed by Noraria to tread the clouds in her realm."
1/1
Wavescape Familiar1U Creature - Merfolk
Green spells and black spells you cast cost 1 less to play.
Wavescape Familiar is unblockable. "These pirates want control of the entire oceans. How foolish to the think the oceans are simply the surface."
1/1
Gravescape Familiar1B Creature - Goblin
White spells and red spells you cast cost 1 less to play.
Bombheart 2 "Amongst the aftermath of the savagery, something can always be salvaged from the death and bodies. Bones for tables, chairs, beds, cribs..."
1/1
Dunescape Familiar1R Creature - Human
Blue spells and green spells you cast cost 1 less to play.
Horsemanship "This desert life may seem harsh to outsiders, but my tribe is born and raised on the importance of harmony between every element here."
1/1
Marshscape Familiar1G Creature - Ooze
Black spells and white spells you cast cost 1 less to play.
Deathtouch "Life and death. These are the only things that matter to Ferngath. The balance between them depends on his mood, of course."
1/1
Also, an update on the story:
Since the Hatillo block is gonna be a 4-set block (like Lorwyn/Shadormoor), I decided to take advantage of this to move the story along. Here's a summary set for set:
Hatillo:
A huge plane governed by 5 warring deities: Noraria, Abismolus, Cannac, Tutankh, and Ferngath. For the moment, there is peace. However, each deity is planning to take the entire plane for itself. Trouble's brewing in the air... At the same time, a group of scientists who are devoted to no deity in particular, choose to devote their lives instead to science. Among these, a new planeswalker, Selarom Otreb, leader of the scientists, who leaves Hatillo in search of better specimens.
Planar Rifts:
A set dedicated to Selarom Otreb's planeswalking journeys through various planes (Dominaria (though only at Otaria), Rath, Shandalar, and Ravnica) and his study of the Sliver species. His actions eventually lead to a possible cataclysm that could collapse the entire Multiverse on itself.
Titanomachy:
While there's general turmoil between other planes due to Selarom's travels, Hatillo has finally been engulfed in the greatest war between the deities the realm has seen since. Ages ago, the deities fought over residence on the plane. Now, they fight to control the entire plane; a titanomachy that shakes the entire foundations of the plane.
The Collapse:
The climax and resolution of Selarom Otreb's multiverse collapse dilemma. With the aid of several (some reluctant) planeswalkers he's recruited from various planes he's located them at (Lorwyn, Zendikar, Innistrad, and some other unspecified planes) Selarom and company manage to take control of the situation causing the collapse and bring an end to it.
BONUS:
I'm also considering adding a "previous" set to this block (maybe an "11th edition" where some cards that don't quite fit the themes of the set but will complement them) to act as a base set. That way, all cards in the sets fill specific niches and themes to the sets so that all the hodgepodge, random cards can go to the base set. That's currently a pipe dream at the moment.
UPDATE:
The thread has been renamed in order to reflect the more permanent changes to the block. I will also take this opportunity to reveal some new cards that will be added:
Gone BerserkRRRR Sorcery
Each creature target player controls deals damage equal to its power to another creature that player controls, chosen at random.
Argentification2UU Enchantment
Whenever a creature deals damage to you, put a silver counter on it.
When Argentification leaves the battlefield, remove all silver counters from all creatures.
:symtap:: Tap all creatures with silver counters on them.
Apocalypse Slime3BG Creature - Ooze
Indestructible
At the beginning of your upkeep, sacrifice another permanent chosen at random, then put a number of +1/+1 counters on Apocalypse Slime equal to that permanent's converted mana cost.
If at any time you control no other permanents, sacrifice Apocalypse Slime.
1/1
Corpse HarvestB Sorcery
As an additional cost to cast Corpse Harvest, sacrifice any number of creatures.
Add BB to your mana pool for each creature sacrificed this way.
Unlimited Access4GG Enchantment
When Unlimited Access comes into play, each player puts his or her library into his or her hand.
Each player skips his or her discard phase and does not lose as a result of being unable to draw a card.
Each player cannot play more than one spell each turn.
If Unlimited Access leaves play, each player shuffles his or her hand and graveyard into his or her library.
To the trained eye, these cards are inspired by or renamed versions of silver-bordered cards (much like Barren Glory was redundant (albeit in a black-bordered legal playable card) for The Cheese Stands Alone). Gone Berserk is Season's Beatings, Argentification is Snow Mercy (to some extent - the tapping is reminiscent to Snow Mercy but the concept is more Aurification), Apocalypse Slime is inspired by Yule Ooze, Corpse Harvest is inspired by Organ Harvest (which should definitely be reprinted at least in Planechase, Archenemy, or Commander some time in the future), and Unlimited Access is Mine, Mine, Mine!.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Conspiracy Draftifact 3
Artifact Creature - Construct
Draft Conspiracy Draftifact face up.
Immediately after the draft, you may notice how freakin' screwed you are, as someone just used Lore Seeker to get a pack of Zendikar with a power nine inside.
2/3
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
That's actually a great idea for Terra Stabilizer!
Well, there are many nonbasic lands, but I want this set to be very multicolor deck heavy. These lands make it easier to build any assortment of possible decks within the 4 blocks - with a possibility of a precursor core set. As for the 4-colored lands, increasing the drawback a bit more would be too much. I find that presently it's pretty balanced between 2-colored lands and any-colored lands. For instance, City of Brass gives 1 point of damage whenever it's tapped, Unknown Shores is one of the many filter lands, Rupture Spire enters tapped and requires 1, etc. Yet the Alara triple lands simply enter the battlefield tapped and the Invasion triple lands enter untapped but return a land to your hand (which is actually a bonus if you run lands with ETB effects). So I think that entering tapped (like an Alara triple land) and losing one life is pretty balanced to make them worthwhile over simply designing more any-color lands - at least in my machinations.
EDIT:
Coincidentally, I was considering cutting two non-basic lands (Tamiyo's Library and Staircase Labyrinth) and after much consideration settled on cutting them after all.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
UPDATE:
Massive update on the story. Changed a lot of things that weren't as finished as I liked. I also added more specificity (lookin' at you osieorb18, lol) to make the story deeper. Also created a new character: Ulixeus
Gave cards that were divergent with the main story a purple-colored expansion symbol.
Added a lot more cards that I've designed since last updating. Here's an example (the new character, which is a planeswalker):
Ulixeus, Leader of Heroes4WU Planeswalker - Ulixeus
+1: Put three 1/1 white and blue Soldier creature tokens onto the battlefield under target player's control.
-3: Choose a hero card you own from outside the game and put it onto the battlefield under target player's control.
-5: Target player gets an emblem with "At the beginning of your upkeep, each opponent puts a 1/1 white and blue Soldier creature token onto the battlefield."
Loyalty: 4
I also wanted to try something new with this planeswalker (notice how he can give your normal MtG game access to the Hero's Path hero cards). He's also designed with a multiplayer feel, however he's still very doable in a 1-on-1 match. I'm really proud of this one.
EDIT:
Added some new cards. Out of them, some counterspells (which are obviously necessary) and some other fun things. Here's a taste: ReconfigureUR Instant
Counter target artifact spell. Reconfigure deals 2 damage to its controller.
ResynthesizeUURR Instant
Counter target spell. Resynthesize deals X damage to its controller, where X is that spell's converted mana cost. "It burns!"
MaleficeUBR Instant
Counter target spell. Its controller loses 2 life and discards a card at random.
Prevent1UU Instant
Kicker U
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
If Premonition was kicked, search its owner's graveyard, hand, and library for a card with the same name as the countered spell and exile it. Then that player shuffles his or her library.
Unhindered Response1U Instant
Riftcast 1
Counter target non creature spell.
Premonition1U Sorcery
Buyback U
Look at the bottom card of your library. You may put that card into your hand. "Ahhhhh...! I knew it!"
Chicken of the Golden EggsG Legendary Creature - Chicken
Shroud 2: Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool." No one knew where this fabled creature dwelled. Its keeper knew how to keep its existence a mere myth.
1/3
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Thanks to Xenagos Ascended from the Defeat a God challenge deck, I was able to reword Darksteel Anchor in true WotC sintaxis, though in the process I decided to change the card a bit and it became Limbo Anchor. Which, by the way, the reason for this post. I added two more cards to the set:
Anabethla, the Disgraced3WWBB Legendary Creature - Angel Demon
Flying, extort.
Each permanent with a limbo counter on it can't leave the battlefield as long as Anabethla is on the battlefield.
Pay 2 life, :symtap:: Put a limbo counter on target permanent other than Anabethla, the Disgraced. Caught between grace and damnation, limbo is the one true punishment.
5/5
Limbo Anchor2WB Enchantment - Aura
Enchant permanent.
Enchanted permanent can't leave the battlefield as long as Limbo Anchor is on the battlefield. 3: Attach Limbo Anchor to target permanent.
I've been too busy to give as much attention as I'd like to the set. I've been playing a lot of EDH, cube draft and finishing up a math degree (which is no easy feat). However, every now and again I hope to at least come up with ideas for this block.
Actually, today I came up with some ideas for a Planechase set. I'm gonna try and design 45 Plane cards and some possible decks to go with them containing new cards and reprints. I've yet to decide which reprints. But these preconstructed decks will have synergy and be good, at least. The major aspect, of course, being the 45 planes I have in mind. Stay tuned!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
It means that some of the state-based actions will attempt to put something in the graveyard continuously, I believe... Actually, wait. This wording works (the problematic wording is slightly different for the same effect), it's just gross. Every time a player receives priority, sba tries to put that in the graveyard, then can't. That's awkward. Yeah, this is weird with a creature with 0 toughness or a planeswalker with 0 loyalty. Technically it works, but I would suggest a different strategy. Maybe "if it would be destroyed" either regenerate or it isn't, so more like totem armor.
Well, I know it works, but I wanted to have a way to avoid exile or bouncing. There really isn't anything that would actually prevent that. I think that mechanic on Xenagos Ascended is a great way to get around just that.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Okay, here's the latest additions to the cards. Apparently, my set predicted a lot of things that would happen with Khans of Tarkir so some cards are gonna get scratched. I will do a massive update very soon (story and card organization). In the mean time, here are some new cards I've designed since I last gave some love to this current project:
Toxic Avatar1BBGG Creature - Avatar
You don't lose the game as a result of having 10 or more poison counters.
Toxic Avatar's power and toughness are equal to the amount of poison counters on each player.
At the beginning of your upkeep you may move a poison counter from one target player to another.
*/*
Toxic Landscape Land
:symtap:, Receive a poison counter: Add one mana of any color to your mana pool.
Spread Pestilence1BBB Enchantment
At the beginning of your upkeep target player gets a poison counter.
At the beginning of your end step target player without a poison counter gets a poison counter.
Eulib, Floating Fortress Legendary Artifact Land
:symtap:: Add 2 to your mana pool. Eulib, Floating Fortress deals 2 damage to you. X, :symtap:, Sacrifice a permanent: Search your library for an artifact card with converted mana cost X or less and put it onto the battlefield tapped. Then shuffle your library.
Feeding Frenzy1UUU Enchantment
If at any time you control no Islands, sacrifice Feeding Frenzy.
At the beginning of your upkeep, you lose 1 life and put a frenzy counter on Feeding Frenzy. Then put a 2/2 blue Fish creature token with islandwalk named Shark onto the battlefield for each frenzy counter on Feeding Frenzy.
Impenetrable Wall1WWW Enchantment Creature - Wall
Defender, reach
Impenetrable Wall can block creatures with shadow, horsemanship, and landwalk. 1W: Until end of turn, Impenetrable Wall can block creatures that can't be blocked.
0/5
Noraria's Edict1B Sorcery
Target player sacrifices a creature.
Flashback 2WB "Out of my sight, vile thing!"
Red ElementalRR Creature - Elemental R, :symtap:: Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
1/1
Blue ElementalUU Creature - Elemental U, :symtap:: Choose one —
• Counter target red spell.
• Destroy target red permanent.
1/1
Unicorn PegasusWW Creature - Unicorn Pegasus
Flying W: Target creature you control gains flying until end of turn. Use this ability only once each turn.
2/2
Mordant KrasueB Creature - Head
Flying, lifelink Created by the kalku who inhabit the Mordant Marshes, these usually serve as spies and as a way to obtain life force from those unluckily enough to wander about the marshes.
1/1
Floating Gorgon HeadBG Creature - Gorgon Head
Flying, deathtouch Some gorgons apply a generous amount of kalku cream on their necks. That way, when they're decapitated upon defeat, they can continue on living - even if it's only as a floating head.
1/1
Carefree Reveler1R Creature - Goblin Reveler
At the beginning of each combat step, exile Carefree Reveler until the beginning of the next main phase. Content with leaving all of their cares behind, some Araz goblins never return from the Eloramu Isles. Instead, they choose a life of careless debauchery and revelry along with the pirates.
2/2
Eloramu Revellers1U Creature - Human Pirate Reveler
At the beginning of each combat step, exile Eloramu Revelers until the beginning of the next main phase. "Oh, it's the pirate life for me!"
2/2
Mordant Kalku1BB Creature - Human Shaman
Kicker B
Head creatures you control get +1/+1 and lifelink. 1B, :symtap:: Put a 1/1 black Head creature token with flying onto the battlefield.
If Mordant Kalku was kicked, it has "Whenever this creature dies, put a 1/1 black Head creature token with flying onto the battlefield."
2/2
Kasike, Kalku Lord1BGU Legendary Creature - Human Shaman
Head creatures you control get +1/+1 and lifelink.
Whenever a nontoken creature you control dies, put a 1/1 black Head creature token with flying onto the battlefield. BB: Exile target creature card from a graveyard. Put a 1/1 black Head creature token with flying onto the battlefield.
1/3
Fruit of Yggdrasil Instant
Choose one - Populate; proliferate; or add two mana in any combination of colors to your mana pool. A single fruit from this tree provides untold bounty!
Nurikabe2W Creature - Spirit Wall
Defender
Nurikabe can block any number of creatures.
Creatures blocked by Nurikabe lose trample and can't have or gain trample until the beginning of the next main phase.
0/5
Quenepa TreeG Creature - Plant
Defender
:symtap:: Add G to your mana pool.
0/2
Parcha TreeG Creature - Plant
Defender
:symtap:: Add R to your mana pool.
0/2
Pana TreeG Creature - Plant
Defender
:symtap:: Add W to your mana pool.
0/2
Guanabana TreeG Creature - Plant
Defender
:symtap:: Add U
0/2
Yggdrasil, the World Tree1GG Legendary Creature - Plant
Defender
:symtap:: Add two mana in any combination of colors to your mana pool.
0/5
Decapitation2B Sorcery
Destroy target nonartifact creature. Put a 1/1 black Head creature token with flying onto the battlefield.
Selarom's TheoremU Enchantment
Whenever a player rolls a die, if the result is odd, target player gains twice that amount of life.
Whenever a player rolls a die, if the result is even, target opponent loses half that amount of life. "You're either wrong or I'm right; those are the only two outcomes." - Selarom Otreb
Mordant Tengu1BG Creature - Tengu
Flying G, :symtap:: Target creature becomes the color or colors of your choice until end of turn. B, :symtap:: Target creature's type become the type of your choice until end of turn.
2/2
Araz Tengu1BRG Creature - Tengu
Flying
Whenever Araz Tengu blocks a creature, it becomes a copy of that creature and gains this ability. (When blocking multiple creatures, choose only one.)
2/2
Multiply by 0U Instant
Counter target spell with X in its casting cost. "Now reduced to nothing." - Selarom Otreb
Divide by 01UUW Instant
Remove target nonland permanent from the game. "You simply don't exist." - Selarom Otreb
Occam's Razor10 Sorcery
Each player sacrifices his or her permanents. Remove all emblems from each command zone. "Why choose between which simplicity - whether parsimony or elegance, when one can have both?" - Selarom Otreb
Selarom's Principles5 Artifact
At the beginning of your upkeep, you may draw a card.
At the beginning of your end step, discard a card.
:symtap:, Discard a card: Draw a card.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Eulib is absurdly powerful... Maybe to hand instead of to battlefield, have a more restrictive cost, and/or have it come into play tapped?
On the assumption that you intended to only do four of the trees, blue should be the one left out, not black.
Yggdrasil should probably cost 1GG
Mordant Tengu is not really a black card. It could be a green-blue card, but really it's a blue card.
Araz Tengu is a blue-black or mono-blue card, similarly.
Divide by 0 is a white-blue card, rather than blue-red.
Chroma Filter is getting printed in Fate Reforged.
Feeding Frenzy is a black card pretending to be a blue card.
Impenetrable Wall may just not work in the rules as worded. I'm not sure if there is a correct wording for that, though. Maybe just make it something like "[mc]1W[/mc]: Impenetrable Wall is blocking target creature." That's super painful, but I think it works.
Good point on Eulib. As for the trees, the land they're on is of those colors - therefore they tap to provide one of those colors. I guess 1GG is a good casting cost for Yggdrasil. As for the Tengus, they may be Uish in their behavior, so I'll see what I can do storywise to make them U. However, remember that for this set I want to push the envelope on what colors can do thanks to flavor.
Divide by Zero could be WU. As for Chroma Filter, not only did I predict a lot of the things that happened for Khans of Tarkir, I apparently did the same with Fate Reforged. Still, it can stay as a functional reprint. Feeding Frenzy is U because it produces sharks. Also, it appears to be B because you lose life, but it's due to the sharks ;).
Yeah, Impenetrable Wall is a pain to reword. But its spirit is clear.
Thanks for your continuing interest! It's been awhile since I've dedicated any time to my set. I have written a lot of the story - like a lot. So I expect to update sometime soon.
By the way, what have you thought of the other cards?
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
By the way, what have you thought of the other cards?
There's really a lot to sort through. (And it's not exactly well-organized.) I guess I'll look over stuff, but no guarantees on when I have a good set of comments.
Yeah, that's the thing. If you reflavored the entire card to be mono-black (or heck, mono-green), it would work better within the color identity. It still would be a bit messy - that mana cost is suboptimal (3BB?) - but better. The only blue thing about it is the flavor.
True, and it's more of a black ability anyways. What I was sort of tinkering with what'd be left over from Rainbowling is sort of having a cycle that was similar to the Volver cycle back in Apocalypse. I'll try and post those ideas soon (as I'm almost done with it). But I think that you get the gist of it with the Volver reference anyways ;).
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Ok, here's the non-Sliver commentary. I'm probably done for now on commenting on this block for a while, but I will probably check up on this every once in a while if I have the time, just with a lot less comments.
Rifts (treated as enchantments):
Boreal Rifts:
Temporal Juxtaposition:
Unstable Rifts:
Caster's Wormhole:
Transcending Envy:
'Lings 3-Cycle:
Plagueling:
Rainbowling:
Creature - Shapeshifter
W: Rainbowling gains first strike until end of turn.
U: Rainbowling gains vigilance until end of turn.
B: Rainbowling gains deathtouch until end of turn.
R: Rainbowling gains haste until end of turn.
G: Rainbowling gains hexproof until end of turn.
4/4
This is still crazy powerful.
Rods 5-cycle:
Artifact
1: Do something.
So looking card by card, we get:
Artifact
1: Gain 1 life.
Ice Rod 4U
Artifact
1: Target permanent gains cumulative upkeep 1.
Skeleton Rod 4B
Artifact
1: Put a 1/1 black Skeleton creature token with "B: Regenerate this creature" onto the battlefield.
Fire Rod 4R
Artifact
1: Fire Rod deals 1 damage to target creature or player.
Dowsing Rod 4G
Artifact
1: Draw a card.
Well, what do we have here? From lowest to highest power, we have:
Black: As many tokens each turn as you are willing to pay for.
Red: As much damage each turn as you are willing to pay for.
Blue: As much permanent (not even non-land) destruction each turn as you are willing to pay for.
Green: As many cards per turn as you are willing to pay for.
These are all completely ridiculous. Two of these would get restricted in Vintage and banned in every other competitive format before release. The green one is better than Yawgmoth's Bargain. (I never thought I would be saying that about anything not currently restricted in Vintage.) The blue one is a vastly better Legacy Weapon, the red a much better Kumano, Master Yamabushi, the black a much better Ant Queen, and the white one makes a joke out of every life gain card ever printed. You probably should just cut this cycle. It's incredibly messy anyways. If you want to keep it in, put a once-per-turn clause on the untap and adjust to a solid, higher than 1 untap cost (Like maybe 3).
Horoscope 11-cycle:
Capricorn Healer:
Sagittarius Hunter:
Aries Champion:
Taurus Warrior:
Gemini Assassins:
Cancer Kraken:
Virgo Enchantress:
Libra Arbiter:
Scorpio Ten-Tails:
Aquarius Great-Maw:
Pisces Summoner:
Land Cycles/Groups (3 or more):
Nega 5-cycle (4-colored Deity lands):
Enemy Alara 5-cycle:
Enchantment Land 6-cycle:
Individual Lands:
Legendary Land
T: Target creature gains your choice of flanking or horsemanship. (This effect lasts indefinitely.)
X, T: Target creature gains rampage X. (This effect lasts indefinitely.)
Secret Library:
Staircase Labyrinth:
An-Havva Farmlands:
Gates at Castle Sengir:
Tamiyo's Library:
Land
3, T: Put a scroll counter on Tamiyo's Library.
3, T, Remove all scroll counters from Tamiyo's Library: Draw cards equal to the number of scroll counters removed this way.
Wandering Isle of Aron:
Legendary Land Creature - Forest Island Turtle
(Wandering Isle of Aron isn't a spell, it's affected by summoning sickness, and has "T: Add G or U to your mana pool.")
Wandering Isle of Aron is green and blue.
When Wandering Isle of Aron enters the battlefield, sacrifice it unless you sacrifice three lands.
Massive Glacier:
Hidden Paradise:
Individual Non-Lands:
Creature - Weird Shapeshifter
You may have Exceptional Transformation enter the battlefield as a copy of any artifact, creature, or non-Aura enchantment on the battlefield, except it's a creature in addition to its other types, with power and toughness each equal to the copied permanent's converted mana cost.
0/0
Simulating "The Spark":
Creature - Weird Shapeshifter
You may have Simulating "The Spark" enter the battlefield as a copy of any planeswalker on the battlefield, except it's a Weird Creature with power and toughness each equal to the copied permanent's converted mana cost.
0/0
Adarkar Banker:
Karplusan Slime:
Pact of Teleportation:
Ral Zarek, Rift Transverser:
Freyalise, of the World Spell:
Bleeding Out:
Warping Wish:
Magus of the Vault:
Enlightenment//Naivety:
Giant Vaccuum:
Fixed version:
Artifact
X, T: Remove X counters from target permanent. For each counter removed this way, put a counter on Giant Vacuum.
T, Remove all charge counters from Giant Vacuum: Target permanent with a counter on it gets half as many counters of a kind already on it as were removed this way.
Krark's Big Toe:
Rift Jammer:
Fixed version:
When Rift Jammer enters the battlefield, name a planeswalker type.
Emblems produced by planeswalkers of the chosen type lose all abilities.
2/2
Mana Burn:
World Enchantment
Whenever mana empties from a player's mana pool, Mana Burn deals 1 damage to that player for each mana that emptied this way.
Terra Stabilizer:
Darksteel Anchor:
Artifact
Cumulative upkeep 1
Indestructible
As Darksteel Anchor enters the battlefield, choose a permanent you control.
If a spell or ability an opponent controls would cause the chosen permanent to leave the battlefield, exile that spell or ability instead.
Blooming Mantrap:
Enchantment Creature - Plant
At the beginning of your upkeep, you may sacrifice a creature. If you do, put a growth counter on Blooming Mantrap.
Sacrifice Blooming Mantrap: Search your library for X basic lands, where X is the number of growth counters on Blooming Mantrap, and put them onto the battlefield tapped. Then shuffle your library.
0/5
Airborne Virus:
Enchantment - Aura
Whenever a creature is dealt damage by enchanted creature, put a token that's a copy of Airborne Virus onto the battlefield attached to that creature.
Enchanted creature has "At the beginning of your upkeep, put a -1/-1 counter this creature."
Shoot the Random Hostage:
An-Havva Poulterer:
Nekusar's Serfs:
Nekusar's Advisors:
Creature - Zombie Advisor
B: Regenerate Nekusar's Advisors.
UR, T: Each player discards his or her hand and draws seven cards.
2/2
Penumbra Shadow:
Reduce//Reuse:
Oyster Lord:
Pearl Oyster:
Recall the Nephilim:
Land Ho!:
Spyglass:
Give No Quarter:
Treasure Map:
Treasure Chest:
Artifact
X, T: Search your library for an artifact with converted mana cost X, reveal it, and exile it. Then shuffle your library.
T, Sacrifice Treasure Chest: Put an artifact card exiled with Treasure Chest into your hand.
Buried Treasure:
Frost Prism/Aurora Borealis:
Breath of Niv Mizzet:
Sorcery
Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top X cards of his or her library into his or her graveyard.
Sound Reasoning:
Instant
Prevent all combat damage that would be dealt this turn. For the next X turns, players skip their combat phase.
Inconsistent Bolt:
Hibernaculum:
Gelid Mermaid:
Halcyon Days:
Neve:
Arachne, Hidden Guardian:
Shipwreck Salvage:
Elite Harpoonist:
Barb-Hooked Harpoons:
Fortified Coast:
Favorable Weather:
Pegasus Paladin:
Angel of the Frontlines:
Primal Balance:
Endless Slime:
Corrosive Cube:
Viscous Visionary:
Pirate Galleon:
Commandeering a Fleet, Paradox Thaw:
Tibalt, the Half-Devil:
Pomp // Circumstance:
Pride // Prejudice:
Sacred // Profane:
And... done. That took way too long. It is 6 am, I'm not drunk enough for the pain from going over some of these, and I need some sleep. Happy Martin Luther King's day to all, and to all a good night?
Enchant Planeswalkers:
Rifts (they will be World Enchantments):
Morphlings:
Rods:
Astrological cycle:
Oops! Now that you pointed it out I'd forgotten to paste the Leo card as well. Will do that shortly.
Leo Havocmonger 3BB
Creature - Cat Devil
Persist
Whenever Leo Havocmonger enters the battlefield, target player discards a card.
Whenever Leo Havocmonger leaves the battlefield, target player discards a card.
2/2
Lairs:
4-colored lands:
Alara wedges:
Enchantment lands:
Non-basic lands:
Non-lands:
Yes! Thanks for all your help and attention! Your contribution is most appreciated! I'll make the major changes to OP all in due time. When I finish this latest revision I'll apply it to the whole main post. I'll probably have it up in a couple of days. Stay tuned to the next post reflecting that I've made the changes. Oh! And here's what Old School ended up becoming:
An-Havva Stables :sym2g::sym2w:
Artifact - Fortification
Fortified land has: "3: Target creature gets horsemanship until end of turn."
Fortify 2
As for the name being An-Havva, I'll probably change it to a region in the new plane. I'll just leave An-Havva for the time being until I choose a better name (as for all the other An-Havva referenced cards so far).
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Massive overhaul of the OP:
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Jace's Erasure.
A small number (seriously) of comments:
Keep in mind functionality in addition to flavor-based design, and try not to stray too far out of the box for the sake of flavor. Also, outsourcing idea upon idea doesn't seem to be working out quite so well in a lot of cases for you. Maybe try for a bit more work on your own mechanics.
Oh, and Michealin: Silver-bordered cards are fine in a custom set.
Lol, commander sets constantly bring back the horsemanship theme and quite honestly it's not such a negative ability as people's hate warrants.
As for the silver-bordered cards: I agree with osieorb18. Besides, I don't plan on reprinting any silver-bordered cards that are too far out there or too non-functional.
@osieorb18:
Yeah, I've found that planeswalkers are about the most difficult card to design.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Here's the cycle of Harbingers. Soon the story will be developed even more. Sooooooon...
Harbingers:
Harbinger of Cannac RG
Creature - Human Cleric
WB, :symtap:: Destroy all non land, non creature permanents. Use this ability only if you control a card named Cannac, the Savage.
"Soon the world will be overcome by beasts and primal order will be restored."
2/2
Harbinger of Noraria BR
Creature - Human Cleric
WU, :symtap:: Return all permanents to their owners' hand. Use this ability only if you control a card called Noraria, the Proud.
"Noraria may reside in her majestic palace in the center of Cirrus City but here she can gaze upon her entire realm - the entire world, ever searching for those worthy enough to be ascended into her paradise."
2/2
Harbinger of Ferngath WU
Creature - Human Cleric
BG, :symtap:: Destroy all creatures. Use this ability only if you control a card named Ferngath, the Life.
"When Ferngath decides to wipe the slate clean, I will be more than happy to return to dust if it so pleases my master."
2/2
Harbinger of Tutankh WG
Creature - Human Cleric
UR, :symtap:: Tap all permanents. Use this ability only if you control a card named Tutankh, the Mercy.
"The rest of this forsaken world need to learn to appreciate what is truly important; being a part of the balance around us. Soon will they know the reality of being just a speck of dust in this vast world."
2/2
Harbinger of Abismolus GU
Creature - Merfolk Cleric
BR, :symtap:: Destroy all lands. Use this ability only if you control a card named Abismolus, the Deep.
"When Abismolus wakes, it will remember its purpose in this world. It will purge all. The world will not simply have an ocean but be an ocean."
2/2
Here's the cycle of deities (obviously the main focus of Hatillo):
Deities:
Noraria, the Light 1WUBR
Legendary Creature - Angel Deity
Non-green creatures you control get +1/+1 and have immortal, flying, and first strike.
Green permanents have echo.
:symtap:: Gain control of target creature.
3/3
Ferngath, the Life 1GWUB
Legendary Creature - Basilisk Deity
Non-red creatures you control get +1/+1 and have lifelink, persist, and deathtouch.
Red spells cost 2 more to cast.
:symtap:: Return target creature card from your graveyard to the battlefield.
3/3
Tutankh, the Mercy 1RGWU
Legendary Creature - Wurm Deity
Non-black creatures you control get +1/+1 and have vigilance, hexproof, and haste.
Permanents you control can't be the target of black spells.
:symtap:: Put a 5/5 green Wurm creature token with trample onto the battlefield.
3/3
Cannac, the Savage 1BRGW
Legendary Creature - Dragon Deity
Non-blue creatures you control get +1/+1 and have double strike, fear, and trample.
Blue spells cost 2 more to cast.
:symtap:: Destroy target creature.
3/3
Abismolus, the Deep 1UBRG
Legendary Creature - Leviathan Deity
Non-white creatures you control get +1/+1, are unblockable, and have frenzy 2 and poisonous 1.
White permanents and Plains come into play tapped.
:symtap:: Destroy target land.
3/3
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
A cycle of wedge familiars (and a reprint of the shard familiars):
Cloudscape Familiar 1W
Creature - Angel
Red spells and blue spells you cast cost 1 less to play.
Immortal
"I may be frail, but for my devotion I've been blessed by Noraria to tread the clouds in her realm."
1/1
Wavescape Familiar 1U
Creature - Merfolk
Green spells and black spells you cast cost 1 less to play.
Wavescape Familiar is unblockable.
"These pirates want control of the entire oceans. How foolish to the think the oceans are simply the surface."
1/1
Gravescape Familiar 1B
Creature - Goblin
White spells and red spells you cast cost 1 less to play.
Bombheart 2
"Amongst the aftermath of the savagery, something can always be salvaged from the death and bodies. Bones for tables, chairs, beds, cribs..."
1/1
Dunescape Familiar 1R
Creature - Human
Blue spells and green spells you cast cost 1 less to play.
Horsemanship
"This desert life may seem harsh to outsiders, but my tribe is born and raised on the importance of harmony between every element here."
1/1
Marshscape Familiar 1G
Creature - Ooze
Black spells and white spells you cast cost 1 less to play.
Deathtouch
"Life and death. These are the only things that matter to Ferngath. The balance between them depends on his mood, of course."
1/1
Also, an update on the story:
Since the Hatillo block is gonna be a 4-set block (like Lorwyn/Shadormoor), I decided to take advantage of this to move the story along. Here's a summary set for set:
Hatillo:
A huge plane governed by 5 warring deities: Noraria, Abismolus, Cannac, Tutankh, and Ferngath. For the moment, there is peace. However, each deity is planning to take the entire plane for itself. Trouble's brewing in the air... At the same time, a group of scientists who are devoted to no deity in particular, choose to devote their lives instead to science. Among these, a new planeswalker, Selarom Otreb, leader of the scientists, who leaves Hatillo in search of better specimens.
Planar Rifts:
A set dedicated to Selarom Otreb's planeswalking journeys through various planes (Dominaria (though only at Otaria), Rath, Shandalar, and Ravnica) and his study of the Sliver species. His actions eventually lead to a possible cataclysm that could collapse the entire Multiverse on itself.
Titanomachy:
While there's general turmoil between other planes due to Selarom's travels, Hatillo has finally been engulfed in the greatest war between the deities the realm has seen since. Ages ago, the deities fought over residence on the plane. Now, they fight to control the entire plane; a titanomachy that shakes the entire foundations of the plane.
The Collapse:
The climax and resolution of Selarom Otreb's multiverse collapse dilemma. With the aid of several (some reluctant) planeswalkers he's recruited from various planes he's located them at (Lorwyn, Zendikar, Innistrad, and some other unspecified planes) Selarom and company manage to take control of the situation causing the collapse and bring an end to it.
BONUS:
I'm also considering adding a "previous" set to this block (maybe an "11th edition" where some cards that don't quite fit the themes of the set but will complement them) to act as a base set. That way, all cards in the sets fill specific niches and themes to the sets so that all the hodgepodge, random cards can go to the base set. That's currently a pipe dream at the moment.
UPDATE:
The thread has been renamed in order to reflect the more permanent changes to the block. I will also take this opportunity to reveal some new cards that will be added:
Gone Berserk RRRR
Sorcery
Each creature target player controls deals damage equal to its power to another creature that player controls, chosen at random.
Argentification 2UU
Enchantment
Whenever a creature deals damage to you, put a silver counter on it.
When Argentification leaves the battlefield, remove all silver counters from all creatures.
:symtap:: Tap all creatures with silver counters on them.
Apocalypse Slime 3BG
Creature - Ooze
Indestructible
At the beginning of your upkeep, sacrifice another permanent chosen at random, then put a number of +1/+1 counters on Apocalypse Slime equal to that permanent's converted mana cost.
If at any time you control no other permanents, sacrifice Apocalypse Slime.
1/1
Corpse Harvest B
Sorcery
As an additional cost to cast Corpse Harvest, sacrifice any number of creatures.
Add BB to your mana pool for each creature sacrificed this way.
Unlimited Access 4GG
Enchantment
When Unlimited Access comes into play, each player puts his or her library into his or her hand.
Each player skips his or her discard phase and does not lose as a result of being unable to draw a card.
Each player cannot play more than one spell each turn.
If Unlimited Access leaves play, each player shuffles his or her hand and graveyard into his or her library.
To the trained eye, these cards are inspired by or renamed versions of silver-bordered cards (much like Barren Glory was redundant (albeit in a black-bordered legal playable card) for The Cheese Stands Alone). Gone Berserk is Season's Beatings, Argentification is Snow Mercy (to some extent - the tapping is reminiscent to Snow Mercy but the concept is more Aurification), Apocalypse Slime is inspired by Yule Ooze, Corpse Harvest is inspired by Organ Harvest (which should definitely be reprinted at least in Planechase, Archenemy, or Commander some time in the future), and Unlimited Access is Mine, Mine, Mine!.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
ohohohohohoho
Artifact Creature - Construct
Draft Conspiracy Draftifact face up.
Immediately after the draft, you may notice how freakin' screwed you are, as someone just used Lore Seeker to get a pack of Zendikar with a power nine inside.
2/3
Lol, yeah. Though it'd only be playable if you use Living Wish to get it :p.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Well, there are many nonbasic lands, but I want this set to be very multicolor deck heavy. These lands make it easier to build any assortment of possible decks within the 4 blocks - with a possibility of a precursor core set. As for the 4-colored lands, increasing the drawback a bit more would be too much. I find that presently it's pretty balanced between 2-colored lands and any-colored lands. For instance, City of Brass gives 1 point of damage whenever it's tapped, Unknown Shores is one of the many filter lands, Rupture Spire enters tapped and requires 1, etc. Yet the Alara triple lands simply enter the battlefield tapped and the Invasion triple lands enter untapped but return a land to your hand (which is actually a bonus if you run lands with ETB effects). So I think that entering tapped (like an Alara triple land) and losing one life is pretty balanced to make them worthwhile over simply designing more any-color lands - at least in my machinations.
EDIT:
Coincidentally, I was considering cutting two non-basic lands (Tamiyo's Library and Staircase Labyrinth) and after much consideration settled on cutting them after all.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Massive update on the story. Changed a lot of things that weren't as finished as I liked. I also added more specificity (lookin' at you osieorb18, lol) to make the story deeper. Also created a new character: Ulixeus
Gave cards that were divergent with the main story a purple-colored expansion symbol.
Added a lot more cards that I've designed since last updating. Here's an example (the new character, which is a planeswalker):
Ulixeus, Leader of Heroes 4WU
Planeswalker - Ulixeus
+1: Put three 1/1 white and blue Soldier creature tokens onto the battlefield under target player's control.
-3: Choose a hero card you own from outside the game and put it onto the battlefield under target player's control.
-5: Target player gets an emblem with "At the beginning of your upkeep, each opponent puts a 1/1 white and blue Soldier creature token onto the battlefield."
Loyalty: 4
I also wanted to try something new with this planeswalker (notice how he can give your normal MtG game access to the Hero's Path hero cards). He's also designed with a multiplayer feel, however he's still very doable in a 1-on-1 match. I'm really proud of this one.
EDIT:
Added some new cards. Out of them, some counterspells (which are obviously necessary) and some other fun things. Here's a taste:
Reconfigure UR
Instant
Counter target artifact spell. Reconfigure deals 2 damage to its controller.
Resynthesize UURR
Instant
Counter target spell. Resynthesize deals X damage to its controller, where X is that spell's converted mana cost.
"It burns!"
Malefice UBR
Instant
Counter target spell. Its controller loses 2 life and discards a card at random.
Prevent 1UU
Instant
Kicker U
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
If Premonition was kicked, search its owner's graveyard, hand, and library for a card with the same name as the countered spell and exile it. Then that player shuffles his or her library.
Unhindered Response 1U
Instant
Riftcast 1
Counter target non creature spell.
Premonition 1U
Sorcery
Buyback U
Look at the bottom card of your library. You may put that card into your hand.
"Ahhhhh...! I knew it!"
Chicken of the Golden Eggs G
Legendary Creature - Chicken
Shroud
2: Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
No one knew where this fabled creature dwelled. Its keeper knew how to keep its existence a mere myth.
1/3
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Anabethla, the Disgraced 3WWBB
Legendary Creature - Angel Demon
Flying, extort.
Each permanent with a limbo counter on it can't leave the battlefield as long as Anabethla is on the battlefield.
Pay 2 life, :symtap:: Put a limbo counter on target permanent other than Anabethla, the Disgraced.
Caught between grace and damnation, limbo is the one true punishment.
5/5
Limbo Anchor 2WB
Enchantment - Aura
Enchant permanent.
Enchanted permanent can't leave the battlefield as long as Limbo Anchor is on the battlefield.
3: Attach Limbo Anchor to target permanent.
I've been too busy to give as much attention as I'd like to the set. I've been playing a lot of EDH, cube draft and finishing up a math degree (which is no easy feat). However, every now and again I hope to at least come up with ideas for this block.
Actually, today I came up with some ideas for a Planechase set. I'm gonna try and design 45 Plane cards and some possible decks to go with them containing new cards and reprints. I've yet to decide which reprints. But these preconstructed decks will have synergy and be good, at least. The major aspect, of course, being the 45 planes I have in mind. Stay tuned!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
How so?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Toxic Avatar 1BBGG
Creature - Avatar
You don't lose the game as a result of having 10 or more poison counters.
Toxic Avatar's power and toughness are equal to the amount of poison counters on each player.
At the beginning of your upkeep you may move a poison counter from one target player to another.
*/*
Toxic Landscape
Land
:symtap:, Receive a poison counter: Add one mana of any color to your mana pool.
Spread Pestilence 1BBB
Enchantment
At the beginning of your upkeep target player gets a poison counter.
At the beginning of your end step target player without a poison counter gets a poison counter.
Eulib, Floating Fortress
Legendary Artifact Land
:symtap:: Add 2 to your mana pool. Eulib, Floating Fortress deals 2 damage to you.
X, :symtap:, Sacrifice a permanent: Search your library for an artifact card with converted mana cost X or less and put it onto the battlefield tapped. Then shuffle your library.
Feeding Frenzy 1UUU
Enchantment
If at any time you control no Islands, sacrifice Feeding Frenzy.
At the beginning of your upkeep, you lose 1 life and put a frenzy counter on Feeding Frenzy. Then put a 2/2 blue Fish creature token with islandwalk named Shark onto the battlefield for each frenzy counter on Feeding Frenzy.
Impenetrable Wall 1WWW
Enchantment Creature - Wall
Defender, reach
Impenetrable Wall can block creatures with shadow, horsemanship, and landwalk.
1W: Until end of turn, Impenetrable Wall can block creatures that can't be blocked.
0/5
Noraria's Edict 1B
Sorcery
Target player sacrifices a creature.
Flashback 2WB
"Out of my sight, vile thing!"
Red Elemental RR
Creature - Elemental
R, :symtap:: Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
1/1
Blue Elemental UU
Creature - Elemental
U, :symtap:: Choose one —
• Counter target red spell.
• Destroy target red permanent.
1/1
Unicorn Pegasus WW
Creature - Unicorn Pegasus
Flying
W: Target creature you control gains flying until end of turn. Use this ability only once each turn.
2/2
Mordant Krasue B
Creature - Head
Flying, lifelink
Created by the kalku who inhabit the Mordant Marshes, these usually serve as spies and as a way to obtain life force from those unluckily enough to wander about the marshes.
1/1
Floating Gorgon Head BG
Creature - Gorgon Head
Flying, deathtouch
Some gorgons apply a generous amount of kalku cream on their necks. That way, when they're decapitated upon defeat, they can continue on living - even if it's only as a floating head.
1/1
Carefree Reveler 1R
Creature - Goblin Reveler
At the beginning of each combat step, exile Carefree Reveler until the beginning of the next main phase.
Content with leaving all of their cares behind, some Araz goblins never return from the Eloramu Isles. Instead, they choose a life of careless debauchery and revelry along with the pirates.
2/2
Eloramu Revellers 1U
Creature - Human Pirate Reveler
At the beginning of each combat step, exile Eloramu Revelers until the beginning of the next main phase.
"Oh, it's the pirate life for me!"
2/2
Mordant Kalku 1BB
Creature - Human Shaman
Kicker B
Head creatures you control get +1/+1 and lifelink.
1B, :symtap:: Put a 1/1 black Head creature token with flying onto the battlefield.
If Mordant Kalku was kicked, it has "Whenever this creature dies, put a 1/1 black Head creature token with flying onto the battlefield."
2/2
Kasike, Kalku Lord 1BGU
Legendary Creature - Human Shaman
Head creatures you control get +1/+1 and lifelink.
Whenever a nontoken creature you control dies, put a 1/1 black Head creature token with flying onto the battlefield.
BB: Exile target creature card from a graveyard. Put a 1/1 black Head creature token with flying onto the battlefield.
1/3
Fruit of Yggdrasil
Instant
Choose one - Populate; proliferate; or add two mana in any combination of colors to your mana pool.
A single fruit from this tree provides untold bounty!
Nurikabe 2W
Creature - Spirit Wall
Defender
Nurikabe can block any number of creatures.
Creatures blocked by Nurikabe lose trample and can't have or gain trample until the beginning of the next main phase.
0/5
Quenepa Tree G
Creature - Plant
Defender
:symtap:: Add G to your mana pool.
0/2
Parcha Tree G
Creature - Plant
Defender
:symtap:: Add R to your mana pool.
0/2
Pana Tree G
Creature - Plant
Defender
:symtap:: Add W to your mana pool.
0/2
Guanabana Tree G
Creature - Plant
Defender
:symtap:: Add U
0/2
Yggdrasil, the World Tree 1GG
Legendary Creature - Plant
Defender
:symtap:: Add two mana in any combination of colors to your mana pool.
0/5
Decapitation 2B
Sorcery
Destroy target nonartifact creature. Put a 1/1 black Head creature token with flying onto the battlefield.
Selarom's Theorem U
Enchantment
Whenever a player rolls a die, if the result is odd, target player gains twice that amount of life.
Whenever a player rolls a die, if the result is even, target opponent loses half that amount of life.
"You're either wrong or I'm right; those are the only two outcomes." - Selarom Otreb
Mordant Tengu 1BG
Creature - Tengu
Flying
G, :symtap:: Target creature becomes the color or colors of your choice until end of turn.
B, :symtap:: Target creature's type become the type of your choice until end of turn.
2/2
Araz Tengu 1BRG
Creature - Tengu
Flying
Whenever Araz Tengu blocks a creature, it becomes a copy of that creature and gains this ability. (When blocking multiple creatures, choose only one.)
2/2
Multiply by 0 U
Instant
Counter target spell with X in its casting cost.
"Now reduced to nothing." - Selarom Otreb
Divide by 0 1UUW
Instant
Remove target nonland permanent from the game.
"You simply don't exist." - Selarom Otreb
Chroma Filter 1U
Instant
Counter target multicolored spell.
Occam's Razor 10
Sorcery
Each player sacrifices his or her permanents. Remove all emblems from each command zone.
"Why choose between which simplicity - whether parsimony or elegance, when one can have both?" - Selarom Otreb
Selarom's Principles 5
Artifact
At the beginning of your upkeep, you may draw a card.
At the beginning of your end step, discard a card.
:symtap:, Discard a card: Draw a card.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
On the assumption that you intended to only do four of the trees, blue should be the one left out, not black.
Yggdrasil should probably cost 1GG
Mordant Tengu is not really a black card. It could be a green-blue card, but really it's a blue card.
Araz Tengu is a blue-black or mono-blue card, similarly.
Divide by 0 is a white-blue card, rather than blue-red.
Chroma Filter is getting printed in Fate Reforged.
Feeding Frenzy is a black card pretending to be a blue card.
Impenetrable Wall may just not work in the rules as worded. I'm not sure if there is a correct wording for that, though. Maybe just make it something like "[mc]1W[/mc]: Impenetrable Wall is blocking target creature." That's super painful, but I think it works.
Divide by Zero could be WU. As for Chroma Filter, not only did I predict a lot of the things that happened for Khans of Tarkir, I apparently did the same with Fate Reforged. Still, it can stay as a functional reprint. Feeding Frenzy is U because it produces sharks. Also, it appears to be B because you lose life, but it's due to the sharks ;).
Yeah, Impenetrable Wall is a pain to reword. But its spirit is clear.
Thanks for your continuing interest! It's been awhile since I've dedicated any time to my set. I have written a lot of the story - like a lot. So I expect to update sometime soon.
By the way, what have you thought of the other cards?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
There's really a lot to sort through. (And it's not exactly well-organized.) I guess I'll look over stuff, but no guarantees on when I have a good set of comments.
Yeah, that's the thing. If you reflavored the entire card to be mono-black (or heck, mono-green), it would work better within the color identity. It still would be a bit messy - that mana cost is suboptimal (3BB?) - but better. The only blue thing about it is the flavor.
Push the envelope is different from jump the shark, though. Which is where a decent number of my comments start to come in.