Set Details:
Rarity Distribution: 15 Mythic, 53 Rare, 60 Uncommon, 101 Common, 20 Basic Land, 1 special common. Total: 250
My goal here is to construct a core set that is 100% playable while also having a balanced draft format. By this, I mean that each card in the set has a home in a tier 1-tier 3 deck in standard, modern, legacy, multiplayer, 2HG, highlander, tribal, or some other relevant format.
(Note: Reprints count as playable if they are playable in the block format they originally appeared in).
Most cards are designed to be constructed playable in standard. To do this, I have tried to make the set serve as a baseline for a wide variety of decks, including tribal decks that may only see play provided that the relevant tribe appears in a block. Because these cards play different roles even at the same CMC, this leaves plenty of room for future sets, for example each year's block, to add cards to each archetype as well as introduce new archetypes without obsoleting existing cards.
Note: I have obsoleted some cards in this set, most often to bring cards up to par, power-level, with an accepted standard minimum. On a rare occasion I have obsoleted constructed playable cards to fill out cycles. These, I believe, represent near the top of what a color can get for the cost, however gaps in quality at that cost can often lead lesser cards to see play in their wake. (This is, perhaps most notable with Child of Night which saw play in vampire tribal and I have reluctantly obsoleted here).
Note 2: A strong feature of this set is that it includes a large number of 5 card cycles, often tight cycles.
Keywords:
My core set is notable for featuring all and only evergreen keywords, including one of my own: Relentless (A deck may have any number of cards named ~ in it)
My goal is to ultimately have 8 or more instances of each keyword in the set, with several occurances at common so they can have full reminder text. The only exceptions to this are Indestructible, which occurs on one rare, and relentless, which occurs on a cycle of commons.
Regeneration and Fight both get axed because they're keyworded actions. I believe this is more difficult for new players to grasp, so they're relegated to advanced sets.
Double Strike, although I think fairly clear, gets cut because I can't fit it onto 8 cards in the core set without warping the environment. Typically Double Strike is a powerful effect that is used sparingly, but almost always on a creature with little other text.
Intimidate, protection, and landwalk all get cut for being unfun. Protection may play double-duty as hexproof and unblockable in certain scenarios, but not only is it pretty complex, but it's seriously unfun to play against when you happen to be playing the wrong color. All 3 of these abilities are arbitrarily unfun, and all 3 rarely meet even a keyword threshold of 5 in core sets, so it makes it much harder for new players to learn them. Several cores have had ONE card with protection, which must leave new players saying "where are they others? Did they keyword this effect for one card? WTF?".
Defender, in a sense, gets cut for lack of space. However, I do think defender is unintuitive as a keyword because it's the only drawback keyword in the set. Reminder text on Defender is short enough that expert sets can include it on defenders at common, or - really - any rarity.
10. Scrapclaw Orcs2R (C4)
Creature - Orc Warrior (C)
When ~ enters the battlefield, you may return an equipment card from your graveyard to the battlefield. If you do, equip it to ~.
~ cannot block.
2/2
16. Flash Collar1R
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature gets +2/+0 and First Strike.
17. Orcish Looter1R (C9)
Creature - Orc Shaman (C)
Haste T, discard a card at random: Draw a card.
1/1
18. Crude Giant3R (C10)
Creature - Giant Berserker (C)
When ~ enters the battlefield you may destroy target artifact.
3/3
19. Goblin Masquerader 1R (C11)
[the same goblin depicted in 30 different arts with different costumes. with different flavor text each card.]
Creature - Goblin Scout (C-S)
Relentless
2/2
20. Rageworn CharmR
Instant (C)
Choose 1 - Shuffle target library, or creatures you control gain haste until end of turn, or ~ deals 1 damage to each blocking creature.
6. Erratic Roc 4RR (C2)
Creature - Bird (U)
Flying
If ~ is discarded at random, you may put it onto the battlefield instead of into the graveyard.
3/3
7. Envious Boggart1R (C3)
Creature - Goblin Rogue (U)
As long as an opponent controls a creature with haste, ~ has haste. The same is true for first strike, vigilance, lifelink, deathtouch, flying, trample, reach, and hexproof.
2/1
7. Pyre Phoenix3RR (C4)
Creature - Phoenix (R)
Flying
When ~ enters the battlefield it deals 3 damage to each creature without flying and each player. 3RR: Return ~ from your graveyard to the battlefield.
3/3
8. Erratic Assault1RR
Enchantment (R) R, discard a card at random: ~ deals 2 damage to target creature or player.
9. Painful Choice2R
Sorcery (R)
Choose up to three instant or sorcery cards in your graveyard. Target opponent puts one of those cards on the bottom of your library, one on the top of your library, and returns one to your hand.
2 Mythics:
1. Chandra Nalaar
2. Alcar of Finite Rage3RRR
Legendary Creature - Cyclops Giant Warrior
Haste
Players cannot gain life. Damage cannot be prevented or redirected. T, Sacrifice another creature: ~ deals damage equal to the sacrificed creature's power to target creature or player.
6/6
Green
20 commons
1. llanowar elves (C1) (with new art depicting 2 elves. :/)
2. Thornweald Archer (C2)
3. Gladecover Scout (C3)
4. Naturalize
5. Rampant Growth
6. Nessian Courser (C4)(V1)
7. Giant Growth
8. Fruiting Baloth2GG
Creature - Beast (C)
When ~ dies, gain 4 life.
4/4
9. Centaur Redeemer1G (C6)
Creature - Centaur (C)
Whenever a spell or effect controlled by an opponent would cause you to discard a card, you may put a 1/1 green insect token onto the battlefield.
2/2
10. Dryad Soothsayer1G (C7)
Creature - Dryad (C)
Flash
Whenever an opponent draws a card during your turn, put a +1/+1 counter on ~.
2/1
11. Waxing Troll 2G (C8)
Creature - Troll Warrior (C)
Discard a card: ~ gets +1/+1 and Hexproof until end of turn. When ~ enters the battlefield you may put up to four cards from any one graveyard on the bottom of their owner's library.
2/2
12. Seasoned Explorer2G (C8)
Creature - Human Elf Shaman (C)
~ gets +1/+1 for each basic land type you control. (Basic land types are Forest, ...)
1/1
13. Crusher Wurm5GG (C9)
Creature - Wurm (C)
Trample
When ~ enters the battlefield you may destroy target nonbasic land.
6/6
14. The Trees are Revolting1G
Instant (C)
Untap a forest you control. It is a 2/4 green treefolk until end of turn. Then you may untap an additional forest for each card named ~ in a graveyard. Those are 2/4 green treefolk until end of turn. (They are still lands)
15. Defend the Hive2G
Instant
Put a 1/1 green insect token into play blocking each attacking creature. (those creatures are now blocked)
16. Ent SaplingG (C10)
Creature - Treefolk (C)
1/3
17. Flow of Scarabs1G (C11)
Creature - Insect (C)
Relentless
When ~ enters the battlefield you may reveal the top 4 cards of your library and put all cards named ~ into your hand and the rest into your graveyard.
1/1
19. Wake Wurm4GG
Creature - Wurm (C)
When ~ is put into your graveyard from anywhere, shuffle your graveyard into your library.
5/4
20. Undergrowth CharmG
instant
Choose 1 - destroy target equipment, or target creature gains hexproof until end of turn, or target creature is a 2/2 green bear until end of turn and loses all other abilities and types.
8 uncommons:
1. Eternal Witness (C1)
2. Stingerfling Spider (C2)
3. Bramblecrush
4. Yavimaya Enchantress (C3)
5. Thicket of Ants1G
Enchantment (U)
Discard a card: Put a 1/1 green insect token onto the battlefield.
If ~ is put into the graveyard from anywhere you may exile it. If you do, put a 1/1 green insect token onto the battlefield.
6. Beast Guide2G
Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature dies put a 3/3 beast token onto the battlefield.
7. Heavy Harvest 2GG
Sorcery (U)
Untap all lands you control. Gain 1 life for each land you control.
9 Rare:
1. Birds of Paradise (C1)
2. Protean Hydra (C2)
3. Elvish Archdruid (C3)
4. Dungrove Elder (C4)
5. Paths Untaken 3G
Sorcery (R)
Search your library for up to four land cards with different names and reveal them. Shuffle. Target opponent chooses two. Put those into your graveyard and the others onto the battlefield tapped.
6. Ageless Oak2GG (C5)
Creature - Treefolk Druid (R)
Vigilance
Whenever you gain life, put that many +1/+1 counters on ~.
2/4
7. llanowar Enchantress1GG (C6)
Creature - Elf Enchantress (R)
Hexproof
Whenever you play an enchantment you may draw a card.
1/1
8. BiodiversifierG (C7)
Creature - Elf Druid (R)
Discard a creature card, T: Search your library for a creature card that doesn't share a name with any creature on the battlefield, reveal it, and put it into your hand. Shuffle.
1/1
9. Endless Hive1GG
Enchantment (R)
During your upkeep you may put a 1/1 green insect token onto the battlefield and gain 1 life.
2 Mythics:
1. Garruk Wildspeaker
2. Elywn of the Craw3GGG
Legendary Creature - Giant Druid
Haste, Trample
When ~ attacks, each creature must block if able.
When ~ is blocked, ~ gets +2/+2 until end of turn for each creature blocking it.
6/6
18. Scaling Hope1W
Instant
Gain 4 life plus an additional 4 life for each card named ~ in all graveyards.
19. Favor of RighteousnessDivine Favor1W
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +1/+2
When enchanted creature dies, return it to the battlefield.
20. Fetters CharmW
Instant
Choose 1 - Target blocking creature gets +4/+4 until end of turn, attach target equipment to target creature, or destroy target aura.
6. Expert Learner1W (C3)
Creature - Human Soldier
As long as you control a creature with Flying, ~ has flying. The same is true for Lifelink, First Strike, Vigilance, Trample, Reach, Deathtouch, and Haste.
2/1
7. Feign Weakness1W
Instant (U)
Untap all creatures you control.
Creatures you control get +1/+1 until end of turn.
8. Foriysian DenderWW (C4)
Creature - Giant Soldier (U)
~ can block an additional creature each turn. W: ~ gets +0/+1 until end of turn.
1/3
9 Rares:
1. Glorious Anthem
2. Imposing Sovereign (C1)
3. Day of Judgment
4. Beacon of Immortality
5. Streategic DeflectionXW
Instant (R)
The next X damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
6. Company Commander1WW (C2)
Creature - Human Soldier
First Strike
Other Soldiers you control get First Strike and +1/+1.
2/2
7. Malen Priestess2W (C3)
Creature - Human Cleric (R)
Whenever an aura enchantment or equipment enters the battlefield under your control you may put a 1/1 white solider token onto the the battlefield. You may then attach it to that token.
2/2
8. Angelic Knight2WWW (C4)
Creature - Angel Knight
Flying, First Strike 1W: Choose 1 - creatures you control get +1/+1 until end of turn, or creatures you control gain lifelink until end of turn, or untap each creature you control. Play this ability only once per turn.
4/4
9. Ragtag Militia2W
Sorcery (R)
Search your library for four creatures with a CMC of 1 or less with different names and reveal them. Shuffle. Target opponent puts two into your graveyard. Put the other two onto the battlefield.
2 Mythics:
1. Ajani Goldmane
2. Sarin of the Concordia3WWW
Legendary Creature - Angel Cleric (M)
Flying, Lifelink
At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield.
4/4
16. Phantasmal Elephant1U (C8)
Creature - Elephant Illusion (C)
When ~ is the target of a spell or ability, sacrifice it.
3/3
17. Researcher Drake2U (C9)
Creature - Drake (C)
Flying
When ~ enters the battlefield you may draw two cards, then discard two cards.
2/2
18. Endless Researcher1U (C10)
Creature - Human Wizard (C)
Relentless (A deck can have any number of cards named ~)
When ~ enters the battlefield, draw a card.
1/1
19. Make Labrat1UU
Instant (C)
Target creature becomes a 1/1 black rat and loses all abilities until end of turn.
Draw a card.
20. Wave CharmU
Instant
Choose 1 - Each player puts the top 4 cards of their library into their graveyard, return target creature you control to its owner's hand, or tap target permanent (Permanents are artifacts, creatures, lands, enchantments, and planeswalkers)
9 rares:
1. Clone (C1)
2. Gifts Ungiven
3. Conundrum Sphinx (C2)
4. Battle of Wits
5. Mental Djinn4UU (C3)
Creature - Djinn (R)
Flying U: Target opponent puts the top card of their library into their graveyard.
Whenever a land is put into a graveyard from a player's library, you may draw a card.
4/5
6. Queen of the Skies1UU (C4)
Creature - Faerie Wizard (R)
Flying, Flash
Whenever ~ or another a creature is returned to it's owner's hand, you may put a 2/2 blue drake token with flying onto the battlefield 2U: Return ~ to it's owner's hand.
2/2
7. Compulsive Reasoning1UU
Enchantment (R)
Whenever you draw a card, each opponent puts the top 2 cards of their library into their graveyard.
8.Deluge Mind XU
Sorcery (R)
Each opponent puts the top X cards of their library into their graveyard.
9. Ocean Master1UU (c5)
Creature - Merfolk Wizard (R)
Other Merfolk you control get +1/+1.
Whenever ~ or another merfolk you control enters the battlefield you may have target player discard a card then draw a card.
2/2
20 Black commons:
1. Echoing Decay (R1)
2. Siphon Soul
3. Ravenous Rats (C1)
4. Gravedigger (C2)
5. Nantuko Husk (C3)
6. Sign in Blood
7. Corrupt (R2)
8. Erratic Nightstalker4B (C4)
Creature - Nightstalker Cleric (C)
When ~ is put into the graveyard from anywhere, you may exile it. If you do, each opponent discards a card.
4/3
9. Giant Mugger4BB (C5)
Creature - Giant Rogue (C)
When ~ enters the battlefield, each opponent discards two cards.
3/3
10. Necrotic Chains1B
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +2/+1
When enchanted creature dies, return it to the battlefield under it's owner's control.
11. Relentless Bats 1B (C6)
Creature - Bat (C)
Relentless (A deck may have any number of cards named ~), Flying
~ gets +1/+1 for each other bat you control.
1/1
12. Stint of Madness 2B
Sorcery (C)
Target opponent discards two cards at random, then returns any lands discarded in this way to their hand.
13. Vampiric Bite1B (R3)
Instant (C)
~ deals 2 damage to target creature or player. Gain 2 life.
14. Plague Bearer1B (C7)
Creature - Human Carrier (C)
When ~ dies, exile it from your graveyard and put a 2/2 black zombie token onto the battlefield.
1/1
15. Bone Collecting1B
Sorcery (C)
Return a creature card from your graveyard to your hand, then return another creature card from your graveyard to your hand for each card named ~ in a graveyard.
18. Necrotic RatsB (C10)
Creature - Zombie Rat
Deathtouch
1/1
19. Misgiving Imp1B (C11)
Creature - Imp Rogue (C)
Flying
When ~ enters the battlefield you may put a creature card from a player's graveyard on top of their library.
1/1
20. Darkmore CharmB (R4)
Instant
Choose 1 - Exile target player's graveyard, or target creature gains deathtouch until end of turn, or remove all the counters from target permanent.
8 Black Uncommons:(+1 land, 2 CD cycle)
1. Doom Blade (R1)
2. Reassembling Skeleton (C1)
3. Withered Wretch (C2)
4. Vampire Nighthawk (Deathtouch, Flying, Lifelink)(C3)
5. Soul Feast
6. Uncover Bodies1B
Sorcery (U)
Target player puts the top 3 cards of their library into their graveyard.
Creatures get -1/-1 until end of turn for each creature card put into the graveyard from that player's library in this way.
7. Corpse Dragger2B (C4)
Creature - Zombie Rogue (U)
When ~ enters the battlefield you may search target player's library for a creature card and put it into their graveyard. If you do, shuffle.
2/2
8. Zombie Powder3B
Sorcery (U)
Return a creature card in your graveyard to the battlefield. It is a black zombie in addition to its other colors and types.
9 Black Rares:
1. Hypnotic Specter (Flying)
2. Cemetery Reaper
3. Nantuko Shade
4. Phyrexian Arena
5. Thoughtseize
6. Necrotic Ooze
7. Grave Choice2B
Sorcery (R)
Choose up to three creature cards in your graveyard. Target opponent puts one of those cards on the bottom of your library, one on the top of your library, and returns one to the battlefield under your control. It is a black zombie in addition to its other types.
8. Dark Tutor1B
Sorcery (R)
Search your library for a card, shuffle your library, and put that card on top. Lose 2 life.
9. Loss of SanityXB
Sorcery (R)
Target player discards X cards.
2 Black Mythics:
1. Liliana Vess
2. Gargella, Gatekeeper to the Underworld3BBB
Legendary Creature - Wraith (M)
Haste T, sacrifice another creature: Return target creature card from a graveyard to the battlefield. That creature gains Haste until end of turn.
5/5
3. UW: (instant) VanishUW
Instant (U)
Exile target creature. Return it to the battlefield at the end of turn.
Draw a card.
4. Flaming OilBR
Sorcery (U)
Destroy target creature and each equipment attached to it.
5. Fires of BalduvianRG
Enchantment (U)
Creatures you control have haste.
Sacrifice ~: Target land becomes a 3/3 green and red elemental with haste until end of turn. It is still a land.
Artifacts
1 Common:
1. Tin Soldier0
Artifact Creature - Soldier
1/1
9 Uncommons:
1. Bonesplitter (E1)
2. Elixir of Immortality
3. Swiftfoot Boots (E2)
4. Mask of Memory (E3)
5. Prismatic Staff1
Artifact (U)
When ~ enters the battlefield, choose a color.
Whenever you plays a spell of the chosen color, you may gain 1 life.
6. Hallowed Armor1
Artifact - Equipment (U)
Equip 4
Equipped creature gets +2/+2 and First Strike 4: ~ becomes a 2/2 knight creature with First Strike until end of turn. (If ~ is equipped to a creature when this effect resolves, it becomes unequipped.)
7. Tome of Toils3
Artifact (U)
Pay 1 life, T: Add one mana of any color to your mana pool.
Pay 2 life, T: Draw a card.
Discard a card, T: Gain 3 life.
9. Vaulter Pole2 (E6)
Artifact - Equipment (U)
Equip 2
Equipped creature gets +2/+2.
Whenever equipped creature is blocked, you may unequip ~. If you do, equipped creature is no longer blocked.
5 Rares:
1. Crucible of Worlds
2. Howling Mine
3. Mesmeric Orb
4. Brightweaver Blade2 (E1)
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Lifelink. At the beginning of your upkeep if you have 50 or more life you win the game.
5. Ebon Blade2 (E2)
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Deathtouch.
When equipped creature dies, return it to the battlefield and equip ~ to it. You lose 4 life.
5 Mythics:
1. Darksteel colossus
2. Platinum Angel
3. Mirari
4. Tribal Markerv23
Artifact (M)
When ~ enters the battlefield choose a creature type.
Creatures of the chosen type you control get +1/+1. T: Add one mana of any color to your mana pool. Use this mana only to play creatures of the chosen type, or play activated abilities of creatures of the chosen type. Note: I'm afraid this might be pushing it. Please let me know.
5. Gauntlet of Leadership3
Artifact - Equipment (M)
Equip 2
Creatures you control that share a color with equipped creature get +1/+1.
Whenever you would tap a land for mana that shares a color with equipped creature, add one extra mana of that color to your mana pool.
6 Unommons:
1. Ghost Quarter
2. Protecting Fields
Land (U)
~ Enters the battlefield tapped. t: Add W to your mana pool. 1W: ~ becomes a 1/3 elemental with vigilance and lifelink until end of turn.
3. Awakening Woodland
Land (U)
~ Enters the battlefield tapped. t: Add G to your mana pool. 1G: ~ becomes a 2/4 Treefolk with Reach until end of turn.
4. Shifting Hill
Land (U)
~ Enters the battlefield tapped. t: Add R to your mana pool. 1R: ~ becomes a 3/3 giant until end of turn.
5. Necrotic Murk
Land (U)
~ enters the battlefield tapped! t: Add Bto your mana pool. 1B: ~ becomes a 2/1 Ooze with Deathtouch until end of turn.
6. Migrating Atoll
Land (U)
~ enters the battlefield tapped. t: Add U to your mana pool.
1u: ~ becomes a 1/4 Turtle with Hexproof until end of turn.
Questions:
1. What is the most powerful draft common of each color?
2. What is the least powerful draft common of each color?
3. What is the most powerful draft uncommon of each color?
4. What is the least powerful draft uncommon of each color?
5. Name one common, uncommon, rare, and mythic card (for each color) you would add to the set.
6. Name one common, uncommon, rare, and mythic card (for each color) you would remove from the set.
7. What cards are the most redundant in the set?
8. What effects need more presence in the set?
9. What reprint do you think is too powerful?
10. What are your top 5 new cards that you think are too powerful?
11. What is your favorite/least favorite highlander card here?
12. What is your favorite/least favorite multiplayer card here?
13. What is your favorite/least favorite commander card here?
14. What is your favorite/least favorite tribal card here?
15. What is your favorite/least favorite pauper card here?
1. Can you please arrange the spoiler by either name or (ideally) CMC within each color section? It can be hard to spot what's in your set or out of it when everything's thrown in a seemingly random order.
2. Two copies of your black legend create an infinite loop. Now can you take away all traces of haste on the card?
1. I want the reprints up front. I can try to arrange them by CMC later though.
2. Two copies aren't an infinite loop as if you reanimate one with the other then the legendary rule kills one of them before you can activate the other's ability.
Legend rule doesn't use the stack.
0. Ornithopter.
1. Play Legend 1.
2. Thoughseize Legend 2 into the 'yard.
3. Tap Legend 1, sacing ornithopter, targetting Legend 2.
4. Resolves, Legend 2 is on the field.
- Legend Rule applies. You choose 1 and bury it. - (does not use the stack)
5. 1 legend on the field. Preferably the untapped one.
Right? I mean I know they &*(*^ed the legend rule, but they didn't make it use the stack right?
1. What is the most powerful draft common of each color?
Probably Lightning Bolt although Elemental Attack might just be too good to pass up and Fire Imp shifting down to common obsoletes Ghitu Slinger and is a big deal.
2. What is the least powerful draft common of each color?
There's a bunch of bad ones. Burning Inquiry, Ogre Exploiter, the Looter, the 1 drops, ..
3. What is the most powerful draft uncommon of each color?
Your Minotaur is pretty good (feels like a card from Homelands though!) but its probably Disintegrate. Pyroclasm seems like a Wrath in your set, but I'm assuming most decks will want to play creatures which mitigates its value.
4. What is the least powerful draft uncommon of each color?
Progress Smogress
5. Name one common, uncommon, rare, and mythic card (for each color) you would add to the set.
Something splashy at each rarity to excite people. It is a core set after all.
which have a reputation for being "boring".
Or shift Act of Treason to common. Honestly, you could probably shift Balduvian Horde to common as well (compare to Gorehorn Minotaurs).
6. Name one common, uncommon, rare, and mythic card (for each color) you would remove from the set.
Goblin Masquerader -- I don't like Relentless or the Common Special gimmick
Envious Boggart -- I don't think this is a good idea
Painful Choice -- painful is the operative word
Chandra Nalaar -- this is your chance to design the red PW everyone is clamoring for.
7. What cards are the most redundant in the set?
Earthquake and Pyre Phoenix scream "redundant"
8. What effects need more presence in the set?
Red could use a "can't block" effect (how is that not a mode on Rageworn Charm?). Divisible damage (Arc Trail over Pyroclasm or something like that?)
9. What reprint do you think is too powerful?
None of them as they seem judicious, leaving aside the way Lightning Bolt shapes formats its in
10. What are your top 5 new cards that you think are too powerful?
Elemental Attack at common, not sure about Erratic Assault which is an improve Stormbind.
11-14
don't know
15. What is your favorite/least favorite pauper card here?
I don't love Fire Imp shifting to common. Design-wise Pauper would want the 2/1 haste trampler to be a Goblin. Elemental Attack seems like it might have a bit too much sweep for common.
Legend rule doesn't use the stack.
0. Ornithopter.
1. Play Legend 1.
2. Thoughseize Legend 2 into the 'yard.
3. Tap Legend 1, sacing ornithopter, targetting Legend 2.
4. Resolves, Legend 2 is on the field.
- Legend Rule applies. You choose 1 and bury it. - (does not use the stack)
5. 1 legend on the field. Preferably the untapped one.
Right? I mean I know they &*(*^ed the legend rule, but they didn't make it use the stack right?
I don't think Zoomba is arguing the Legend rule I think he just missed that its 'Sacrifice ANOTHER creature'
That's correct, my mistake. I retract my criticisms about the loop.
I'm still not sure its a great design especially since the cycle is pretty loose and doesn't center around haste. And a 5/5 haste with a powerful non-combat tap ability.
Gargella, Gatekeeper to the Underworld x 2 (1 in play, 1 in yard)
+
Necrotic Ooze x2 (x2 in yard)
+
Soul Warden (in play)
+
any other creature.
T Gargella sacking "any other creature", aiming at Ooze v1, which comes into play w/ Haste thanks to Gargella and Gargella's ability thanks to the 2nd. Gain 1 life. Ooze v1 sacs Gargella v1, targeting Gargella v2, gains 1 life. Gargella v2 sacs ooze v1, targeting ooze v2. gain 1 life.
Repeat.
I don't think Zoomba is arguing the Legend rule I think he just missed that its 'Sacrifice ANOTHER creature'
Oh, yeah. That was an important clause on the card! Thanks!
KBH, what's wrong with my cycle? Yeah, 3 guys in the cycle have haste... but that's because they're the 3 colors that get haste and they really like haste for their abilities. Black's wants haste so that it can attack the turn it enters the battlefield or use it's activated ability to get someone who can attack because it grants haste.
Green wants it for shock value.
Red wants it to fling.
To be fair this is, I think, the loosest cycle in the set, with only the legendary status, rarity, and mana cost + density being the same. That said, I don't like the idea of an even tighter cycle of legendary creatures - especially not like these.
I agree with much of what Zoomba wrote. I was reviewing red in a vacuum without realizing or taking into account the eccentricities of your set (like all the commons being 2 drops). Also, I can't believe I didn't notice Vulshok Sorcerer. I've always thought she should've been Vulshok SorcerESS so maybe you could do a functional reprint.
Also, I hate that Rekindling the Fire counts copies in every graveyard. I hadn't noticed that before.
Crown of Flames feels outclassed by the first strike on Flash Collar (and that's before counting the flash). Your legend and Fling both are cards that, well, fling. The Phoenix and Earthquake are way too similar.
I didn't think either of these issues was a big deal. I kind of expected him to put the flash on Crown of Flames which might've been cooler. But having Crown of Flames and Flash Collar in the same set feels fairly consistent with core set designs.
Also, having cards/abilities like Fling that overlap at the lowest and highest rarities might be a good thing as it highlights the ability at varying power levels.
10. What are your top 5 new cards that you think are too powerful? Minotaur Rebel, Erratic Assault, Elemental Attack, Pyre Phoenix, Rekindling Flame
The Minotaur is Mirri, Cat Warrior basically but sometimes Mirri is unblockable. Rekindling Flame averages 3 damage for the first 2 and 4 damage for the first 3. Those are pretty strong but passable.
The Phoenix I took another look at when you mentioned it, I'd been assuming it returned to hand. It definitely needs to change.
[b]I haven't looked at your Aura's and Equipment enough to know if Gladecover Scout will do any damage but I kind of doubt it.[/b]
8.
Fruiting Baloth
Creature - Beast (C)
When ~ dies, gain 4 life.
4/4
[b]If you made him GGG1 I think I would like it[/b]
9. Centaur Redeemer (C6)
Creature - Centaur (C)
Whenever a spell or effect controlled by an opponent would cause you to discard a card, you may put a 1/1 green insect token onto the battlefield.
2/2
10.
Dryad Soothsayer (C7)
Creature - Dryad (C)
Flash
Whenever an opponent draws a card during your turn, put a +1/+1 counter on ~.
2/1[/b]
[b]THREE two power 2 drops counting Thornweald at common and these two are clumsy hosers.[/b]
11.
Waxing Troll (C8)
Creature - Troll Warrior (C)
Discard a card: ~ gets +1/+1 and Hexproof until end of turn.
When ~ enters the battlefield you may put up to four cards from any one graveyard on the bottom of their owner's library.
2/2
[b]I sort of like the combination of hexproof and +1/+1. This is *maybe* the only card I like[/b]
12. Seasoned Explorer (C8)
Creature - Human Elf Shaman (C)
~ gets +1/+1 for each basic land type you control. (Basic land types are Forest, ...)
1/1
13. Crusher Wurm (C9)
Creature - Wurm (C)
Trample
When ~ enters the battlefield you may destroy target nonbasic land.
6/6
14.
The Trees are Revolting
Instant (C)
Untap a forest you control. It is a 2/4 green treefolk until end of turn. Then you may untap an additional forest for each card named ~ in a graveyard. Those are 2/4 green treefolk until end of turn. (They are still lands)
[b]I think this one could be improved on for simplicity[/b]
15.
Defend the Hive
Instant
Put a 1/1 green insect token into play blocking each attacking creature. (those creatures are now blocked)
[b]why do we need a more contrived Choking Vines?[/b]
16. Ent Sapling (C10)
Creature - Treefolk (C)
1/3
[b]This is a maybe[/b]
17. Flow of Scarabs (C11)
Creature - Insect (C)
Relentless
When ~ enters the battlefield you may reveal the top 4 cards of your library and put all cards named ~ into your hand and the rest into your graveyard.
1/1
[b]I don't even remember the name of the Coldsnap ability this is emulating. If that tells you anything.[/b]
19.
Wake Wurm
Creature - Wurm (C)
When ~ is put into your graveyard from anywhere, shuffle your graveyard into your library.
5/4
20.
Undergrowth Charm
instant
Choose 1 - destroy target equipment, or target creature gains hexproof until end of turn, or target creature is a 2/2 green bear until end of turn and loses all other abilities and types.
[b]Charms are really hard to design because they're bound to feel cobbled together. Which this one does, hugely.[/b]
[b]did you consider Regrowth instead of Eternal Witness? Both cards will turn some heads.[/b]
5.
Thicket of Ants
Enchantment (U)
Discard a card: Put a 1/1 green insect token onto the battlefield.
If ~ is put into the graveyard from anywhere you may exile it. If you do, put a 1/1 green insect token onto the battlefield.
[b]Everyone is right, the "graveyard from anywhere" schtick is forced, unnecessary, gimmicky and amounts to minutia except for your fetish for supporting "the madness deck" which I doubt even exists.[/b]
6.
Beast Guide
Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature dies put a 3/3 beast token onto the battlefield.
[b]Elephant Guide[/b]?
7.
Heavy Harvest
Sorcery (U)
Untap all lands you control. Gain 1 life for each land you control.
[b]a Flash common plus this and a deathtouch common plus this? Power<Toughness blocking creature but not a spider?[/b]
9 Rare:
1. Birds of Paradise (C1)
2. Protean Hydra (C2)
3. Elvish Archdruid (C3)
4. Dungrove Elder (C4)
5.
Paths Untaken
Sorcery (R)
Search your library for up to four land cards with different names and reveal them. Shuffle. Target opponent chooses two. Put those into your graveyard and the others onto the battlefield tapped.
[b]Four lands with different names?[/b]
6.
Ageless Oak (C5)
Creature - Treefolk Druid (R)
Vigilance
Whenever you gain life, put that many +1/+1 counters on ~.
2/4
7.
llanowar Enchantress (C6)
Creature - Elf Enchantress (R)
Hexproof
Whenever you play an enchantment you may draw a card.
1/1
8.
Biodiversifier (C7)
Creature - Elf Druid (R)
Discard a creature card, : Search your library for a creature card that doesn't share a name with any creature on the battlefield, reveal it, and put it into your hand. Shuffle.
1/1
[b]I don't think this is really an overall improvement on Fauna Shaman[/b]
9.
Endless Hive
Enchantment (R)
During your upkeep you may put a 1/1 green insect token onto the battlefield and gain 1 life.
[b]this is the second enchantment that makes 1/1 insect tokens. I don't know[/b]
2 Mythics:
1. Garruk Wildspeaker
2.
Elywn of the Craw
Legendary Creature - Giant Druid
Haste, Trample
When ~ attacks, each creature must block if able.
When ~ is blocked, ~ gets +2/+2 until end of turn for each creature blocking it.
6/6
[b]This guy feels like he should just be converted into a Planeswalker[/b]
HI everyone.
I'm a friend of gmail. He's been banned because he forgot his old user name so the moderator is accusing him of being a gimmick account.
If you think this is unfair, please contact a moderator.
I'll help him set up a blog or something where he can respond to your comments. He's very grateful for all of your feedback, and he's very upset that he hasn't been able to comment in person. He doesn't want to post here until the matter's resolved with the moderators, but they keep telling him that he needs to wait 6 months before appealing the ban.
The moderators say that if he understands what got him banned and desires to reform, he should be unbanned. I'm sure he'd thank you in person for any help you could give him in resolving the matter.
I'm not a fan of unsquare stats in things meant to ramp in size.
I wasn't sure if this was merely a personal quirk because I feel the same way. I disliked Cloudfin Raptor for this reason.
Choose 1 - Target blocking creature gets +4/+4 until end of turn, attach target equipment to target creature, or destroy target aura. The first mode is really strong, but I like the design here.
It would be a top end common for this this type of effect. It compares to Gallantry which was strictly uncommon and, of course, to Righteousness which got bumped DOWN to uncommon in core set once.
Man we haven't heard from Gmail in a while, I'm a little worried about the hellraiser.
I guess as long as he isn't making outlandish statements to respond to It'll give me some time to peruse the cool set he's made!
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Rarity Distribution: 15 Mythic, 53 Rare, 60 Uncommon, 101 Common, 20 Basic Land, 1 special common. Total: 250
My goal here is to construct a core set that is 100% playable while also having a balanced draft format. By this, I mean that each card in the set has a home in a tier 1-tier 3 deck in standard, modern, legacy, multiplayer, 2HG, highlander, tribal, or some other relevant format.
Most cards are designed to be constructed playable in standard. To do this, I have tried to make the set serve as a baseline for a wide variety of decks, including tribal decks that may only see play provided that the relevant tribe appears in a block. Because these cards play different roles even at the same CMC, this leaves plenty of room for future sets, for example each year's block, to add cards to each archetype as well as introduce new archetypes without obsoleting existing cards.
Note: I have obsoleted some cards in this set, most often to bring cards up to par, power-level, with an accepted standard minimum. On a rare occasion I have obsoleted constructed playable cards to fill out cycles. These, I believe, represent near the top of what a color can get for the cost, however gaps in quality at that cost can often lead lesser cards to see play in their wake. (This is, perhaps most notable with Child of Night which saw play in vampire tribal and I have reluctantly obsoleted here).
Note 2: A strong feature of this set is that it includes a large number of 5 card cycles, often tight cycles.
Keywords:
My core set is notable for featuring all and only evergreen keywords, including one of my own:
Relentless (A deck may have any number of cards named ~ in it)
Included Keywords:
Deathtouch (GB)
Enchant
Equip
First strike (WR)
Flash (GU...W)
Flying (WU...BR)
Haste (R...GB)
Hexproof (GU)
Indestructible
Lifelink (BW)
Reach
Trample (G...R)
Vigilance (WR...UG)
My goal is to ultimately have 8 or more instances of each keyword in the set, with several occurances at common so they can have full reminder text. The only exceptions to this are Indestructible, which occurs on one rare, and relentless, which occurs on a cycle of commons.
Excluded Keywords:
Defender
Double strike
Fight
Intimidate
Landwalk
Protection
Regeneration
Regeneration and Fight both get axed because they're keyworded actions. I believe this is more difficult for new players to grasp, so they're relegated to advanced sets.
Double Strike, although I think fairly clear, gets cut because I can't fit it onto 8 cards in the core set without warping the environment. Typically Double Strike is a powerful effect that is used sparingly, but almost always on a creature with little other text.
Intimidate, protection, and landwalk all get cut for being unfun. Protection may play double-duty as hexproof and unblockable in certain scenarios, but not only is it pretty complex, but it's seriously unfun to play against when you happen to be playing the wrong color. All 3 of these abilities are arbitrarily unfun, and all 3 rarely meet even a keyword threshold of 5 in core sets, so it makes it much harder for new players to learn them. Several cores have had ONE card with protection, which must leave new players saying "where are they others? Did they keyword this effect for one card? WTF?".
Defender, in a sense, gets cut for lack of space. However, I do think defender is unintuitive as a keyword because it's the only drawback keyword in the set. Reminder text on Defender is short enough that expert sets can include it on defenders at common, or - really - any rarity.
Red:
20 Red commons
1. Lightning Bolt
2. Smelt
3. Burning Inquiry
4. Fling
5. Crown of Flames
6. Fire Imp (C1)
7. Vulshok Sorcerer (C2)
8. Simian Spirit Guide (C3)
9.
Elemental Attack 1RR
Sorcery (C)
Put two 3/1 red elemental tokens with haste and trample onto the battlefield. Sacrifice them at the end of turn.
10.
Scrapclaw Orcs 2R (C4)
Creature - Orc Warrior (C)
When ~ enters the battlefield, you may return an equipment card from your graveyard to the battlefield. If you do, equip it to ~.
~ cannot block.
2/2
11.
Goblin Knight R (C5)
Creature - Goblin Knight (C)
First Strike
1/1
12.
Goblin Librarian R (C6)
Creature - Goblin Wizard (C)
Whenever a player shuffles their library, ~ deals 2 damage to them.
1/1
13.
Rekindling Flame 1R
Sorcery (C)
~ deals 2 damage to target creature or player plus an additional 2 damage for each card named ~ in each graveyard.
14.
Ogre Exploiter 3RR (C7)
Creature - Ogre Berserker (C)
Haste
~ gets +1/+1 for each nonbasic land an opponent controls.
2/2
15.
Dwarven Highwayman 1R (C8)
Creature - Dwarf Rogue (C)
Haste, Trample
2/1
16.
Flash Collar 1R
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature gets +2/+0 and First Strike.
17.
Orcish Looter1R (C9)
Creature - Orc Shaman (C)
Haste
T, discard a card at random: Draw a card.
1/1
18. Crude Giant 3R (C10)
Creature - Giant Berserker (C)
When ~ enters the battlefield you may destroy target artifact.
3/3
19.
Goblin Masquerader 1R (C11)
[the same goblin depicted in 30 different arts with different costumes. with different flavor text each card.]
Creature - Goblin Scout (C-S)
Relentless
2/2
20.
Rageworn Charm R
Instant (C)
Choose 1 - Shuffle target library, or creatures you control gain haste until end of turn, or ~ deals 1 damage to each blocking creature.
8 Red uncommons
1. Disintegrate
2. Act of Treason
3. Pyroclasm
4. Balduvian Horde (C1)
5.
Progress Smogress 1RR
Sorcery (U)
Destroy target Artifact or nonbasic land.
6.
Erratic Roc 4RR (C2)
Creature - Bird (U)
Flying
If ~ is discarded at random, you may put it onto the battlefield instead of into the graveyard.
3/3
7.
Envious Boggart 1R (C3)
Creature - Goblin Rogue (U)
As long as an opponent controls a creature with haste, ~ has haste. The same is true for first strike, vigilance, lifelink, deathtouch, flying, trample, reach, and hexproof.
2/1
8.
Minotaur Rebel 1RR (C4)
Creature - Minotaur Rebel (U)
First Strike, Haste, Vigilance
2/3
9 Rares:
1. Earthquake
2. Beacon of Destruction
3. Goblin Chieftain (C1)
4. Warp World
5. Two-Headed Dragon (C2)
6. Covetous Dragon (C3)
7.
Pyre Phoenix3RR (C4)
Creature - Phoenix (R)
Flying
When ~ enters the battlefield it deals 3 damage to each creature without flying and each player.
3RR: Return ~ from your graveyard to the battlefield.
3/3
8.
Erratic Assault 1RR
Enchantment (R)
R, discard a card at random: ~ deals 2 damage to target creature or player.
9.
Painful Choice 2R
Sorcery (R)
Choose up to three instant or sorcery cards in your graveyard. Target opponent puts one of those cards on the bottom of your library, one on the top of your library, and returns one to your hand.
2 Mythics:
1. Chandra Nalaar
2. Alcar of Finite Rage3RRR
Legendary Creature - Cyclops Giant Warrior
Haste
Players cannot gain life. Damage cannot be prevented or redirected.
T, Sacrifice another creature: ~ deals damage equal to the sacrificed creature's power to target creature or player.
6/6
Green
20 commons
1. llanowar elves (C1) (with new art depicting 2 elves. :/)
2. Thornweald Archer (C2)
3. Gladecover Scout (C3)
4. Naturalize
5. Rampant Growth
6. Nessian Courser (C4)(V1)
7. Giant Growth
8.
Fruiting Baloth 2GG
Creature - Beast (C)
When ~ dies, gain 4 life.
4/4
9. Centaur Redeemer 1G (C6)
Creature - Centaur (C)
Whenever a spell or effect controlled by an opponent would cause you to discard a card, you may put a 1/1 green insect token onto the battlefield.
2/2
10.
Dryad Soothsayer 1G (C7)
Creature - Dryad (C)
Flash
Whenever an opponent draws a card during your turn, put a +1/+1 counter on ~.
2/1
11.
Waxing Troll 2G (C8)
Creature - Troll Warrior (C)
Discard a card: ~ gets +1/+1 and Hexproof until end of turn.
When ~ enters the battlefield you may put up to four cards from any one graveyard on the bottom of their owner's library.2/2
12. Seasoned Explorer 2G (C8)
Creature - Human
ElfShaman (C)~ gets +1/+1 for each basic land type you control. (Basic land types are Forest, ...)
1/1
13. Crusher Wurm 5GG (C9)
Creature - Wurm (C)
Trample
When ~ enters the battlefield you may destroy target nonbasic land.
6/6
14.
The Trees are Revolting 1G
Instant (C)
Untap a forest you control. It is a 2/4 green treefolk until end of turn. Then you may untap an additional forest for each card named ~ in a graveyard. Those are 2/4 green treefolk until end of turn. (They are still lands)
15.
Defend the Hive2G
Instant
Put a 1/1 green insect token into play blocking each attacking creature. (those creatures are now blocked)
16. Ent SaplingG (C10)
Creature - Treefolk (C)
1/3
17. Flow of Scarabs 1G (C11)
Creature - Insect (C)
Relentless
When ~ enters the battlefield you may reveal the top 4 cards of your library and put all cards named ~ into your hand and the rest into your graveyard.
1/1
18.
Sudden Strength 1G
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature gets +2/+2
19.
Wake Wurm 4GG
Creature - Wurm (C)
When ~ is put into your graveyard from anywhere, shuffle your graveyard into your library.
5/4
20.
Undergrowth Charm G
instant
Choose 1 - destroy target equipment, or target creature gains hexproof until end of turn, or target creature is a 2/2 green bear until end of turn and loses all other abilities and types.
8 uncommons:
1. Eternal Witness (C1)
2. Stingerfling Spider (C2)
3. Bramblecrush
4. Yavimaya Enchantress (C3)
5.
Thicket of Ants 1G
Enchantment (U)
Discard a card: Put a 1/1 green insect token onto the battlefield.
If ~ is put into the graveyard from anywhere you may exile it. If you do, put a 1/1 green insect token onto the battlefield.
6.
Beast Guide 2G
Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature dies put a 3/3 beast token onto the battlefield.
7.
Heavy Harvest 2GG
Sorcery (U)
Untap all lands you control. Gain 1 life for each land you control.
8. Segmented Viper 1GG (C4)
Creature - Snake (U)
Deathtouch, Hexproof, Flash
2/3
9 Rare:
1. Birds of Paradise (C1)
2. Protean Hydra (C2)
3. Elvish Archdruid (C3)
4. Dungrove Elder (C4)
5.
Paths Untaken 3G
Sorcery (R)
Search your library for up to four land cards with different names and reveal them. Shuffle. Target opponent chooses two. Put those into your graveyard and the others onto the battlefield tapped.
6.
Ageless Oak2GG (C5)
Creature - Treefolk Druid (R)
Vigilance
Whenever you gain life, put that many +1/+1 counters on ~.
2/4
7.
llanowar Enchantress 1GG (C6)
Creature - Elf Enchantress (R)
Hexproof
Whenever you play an enchantment you may draw a card.
1/1
8.
Biodiversifier G (C7)
Creature - Elf Druid (R)
Discard a creature card, T: Search your library for a creature card that doesn't share a name with any creature on the battlefield, reveal it, and put it into your hand. Shuffle.
1/1
9.
Endless Hive 1GG
Enchantment (R)
During your upkeep you may put a 1/1 green insect token onto the battlefield and gain 1 life.
2 Mythics:
1. Garruk Wildspeaker
2.
Elywn of the Craw 3GGG
Legendary Creature - Giant Druid
Haste, Trample
When ~ attacks, each creature must block if able.
When ~ is blocked, ~ gets +2/+2 until end of turn for each creature blocking it.
6/6
White
20 Commons:
1. Auramancer (C1)
2. Excommunicate
3. Raise the Alarm
4. Soul Warden (C2) [CMC1#1]
5. Solemn Offering
6. Temple Acolyte (C3)
7. Ronom Unicorn (C4)
8. Whitemane Lion (C5)
9. Gideon's Lawkeeper (C6) [CMC1#2]
10. Holy Day
11. Test of Faith
12. Pacifism
13.
Skyhunter Griffin 1WW(C7)
Creature - Griffin (C)
Flying, first Strike
2/2
14.
Legion of Followers 1W
Creature - Human Cleric (C)
Relentless, Lifelink
~ gets +1/+1 for each other Cleric you control.
0/1
15.
Bazaar Caravan 3WW (C8)
Creature - Human Merchant (C)
When ~ enters the battlefield gain 4 life for each opponent.
2/4
16.
Pegasus Savior 1W (C9)
Creature - Pegasus (C)
Flying, Lifelink
2/1
17.
Kithkin Honor GuardW (C10) [CMC1#3]
Creature - Kithkin Soldier (C)
Vigilance
1/1
18.
Scaling Hope 1W
Instant
Gain 4 life plus an additional 4 life for each card named ~ in all graveyards.
19.
Favor of Righteousness
Divine Favor1WEnchantment - Aura (C)
Enchant Creature
Enchanted creature gets +1/+2
When enchanted creature dies, return it to the battlefield.
20.
Fetters Charm W
Instant
Choose 1 - Target blocking creature gets +4/+4 until end of turn, attach target equipment to target creature, or destroy target aura.
8 Uncommons:
1. Harm's Way
2. Condemn
3. Elite Vanguard (C1) [CMC1#4]
4. Oblivion Ring
5.
Shining Knight 1WW (C2)
Creature - Human Knight
First Strike, Flash, Lifelink
2/3
6.
Expert Learner 1W (C3)
Creature - Human Soldier
As long as you control a creature with Flying, ~ has flying. The same is true for Lifelink, First Strike, Vigilance, Trample, Reach, Deathtouch, and Haste.
2/1
7.
Feign Weakness1W
Instant (U)
Untap all creatures you control.
Creatures you control get +1/+1 until end of turn.
8.
Foriysian DenderWW (C4)
Creature - Giant Soldier (U)
~ can block an additional creature each turn.
W: ~ gets +0/+1 until end of turn.
1/3
9 Rares:
1. Glorious Anthem
2. Imposing Sovereign (C1)
3. Day of Judgment
4. Beacon of Immortality
5.
Streategic DeflectionXW
Instant (R)
The next X damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
6.
Company Commander1WW (C2)
Creature - Human Soldier
First Strike
Other Soldiers you control get First Strike and +1/+1.
2/2
7.
Malen Priestess 2W (C3)
Creature - Human Cleric (R)
Whenever an aura
enchantmentor equipment enters the battlefield under your control you may put a 1/1 white solider token onto the the battlefield. You may then attach it to that token.2/2
8.
Angelic Knight 2WWW (C4)
Creature - Angel Knight
Flying, First Strike
1W: Choose 1 - creatures you control get +1/+1 until end of turn, or creatures you control gain lifelink until end of turn, or untap each creature you control. Play this ability only once per turn.
4/4
9.
Ragtag Militia 2W
Sorcery (R)
Search your library for four creatures with a CMC of 1 or less with different names and reveal them. Shuffle. Target opponent puts two into your graveyard. Put the other two onto the battlefield.
2 Mythics:
1. Ajani Goldmane
2.
Sarin of the Concordia 3WWW
Legendary Creature - Angel Cleric (M)
Flying, Lifelink
At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield.
4/4
Blue
1. Compulsive Research
2. Disperse
3. Rune Snag
4. Telling Time
5. Scroll Thief (C1)
6. Sage Owl (c2)
7. Cancel
8. Trinket Mage (c3)
9. Quicken
10. Drowner of Secrets (c4)
11. Zephyr Sprite (C5)
12. Frost Breath
13.
Illusion CrafterU (c6)
Creature - Merfolk Wizard (C)
T: Choose a creature type. Target creature becomes that type until end of turn. (It loses all other creature types until end of turn.)
T: Choose a color. Target creature becomes that color until end of turn. (It loses all other colors until end of turn.)
1/1
14.
Bejeweled Wings1U
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature has hexproof and flying.
15.
Fae Wizard1U (C7)
Creature - Faerie Wizard (C)
Flying, Flash
2/1
16.
Phantasmal Elephant 1U (C8)
Creature - Elephant Illusion (C)
When ~ is the target of a spell or ability, sacrifice it.
3/3
17.
Researcher Drake 2U (C9)
Creature - Drake (C)
Flying
When ~ enters the battlefield you may draw two cards, then discard two cards.
2/2
18.
Endless Researcher 1U (C10)
Creature - Human Wizard (C)
Relentless (A deck can have any number of cards named ~)
When ~ enters the battlefield, draw a card.
1/1
19.
Make Labrat1UU
Instant (C)
Target creature becomes a 1/1 black rat and loses all abilities until end of turn.
Draw a card.
20.
Wave CharmU
Instant
Choose 1 - Each player puts the top 4 cards of their library into their graveyard, return target creature you control to its owner's hand, or tap target permanent (Permanents are artifacts, creatures, lands, enchantments, and planeswalkers)
8 Blue Uncommons:
1. Narcomoeba (C1)
2. Confiscate
3. Invisible Stalker (C2)
4. Compulsion
5. Theft of Dreams
6. Flow of Ideas
7.
Last Riddle Sphinx 3UU(C3)
Creature - Sphinx
Flying
When ~ is put into the graveyard from anywhere you may exile it. If you do, draw a card, then discard a card.
3/4
8.
Crystal Wyvern 1UU (C4)
Creature - Wyvern (U)
Hexproof, Flying, Vigilance
2/3
9 rares:
1. Clone (C1)
2. Gifts Ungiven
3. Conundrum Sphinx (C2)
4. Battle of Wits
5.
Mental Djinn 4UU (C3)
Creature - Djinn (R)
Flying
U: Target opponent puts the top card of their library into their graveyard.
Whenever a land is put into a graveyard from a player's library, you may draw a card.
4/5
6.
Queen of the Skies 1UU (C4)
Creature - Faerie Wizard (R)
Flying, Flash
Whenever ~ or another a creature is returned to it's owner's hand, you may put a 2/2 blue drake token with flying onto the battlefield
2U: Return ~ to it's owner's hand.
2/2
7. Compulsive Reasoning 1UU
Enchantment (R)
Whenever you draw a card, each opponent puts the top 2 cards of their library into their graveyard.
8.Deluge Mind XU
Sorcery (R)
Each opponent puts the top X cards of their library into their graveyard.
9.
Ocean Master 1UU (c5)
Creature - Merfolk Wizard (R)
Other Merfolk you control get +1/+1.
Whenever ~ or another merfolk you control enters the battlefield you may have target player discard a card then draw a card.
2/2
2 Mythics:
1. Jace Beleren
2. Arcanis the Omnipotent
Black
20 Black commons:
1. Echoing Decay (R1)
2. Siphon Soul
3. Ravenous Rats (C1)
4. Gravedigger (C2)
5. Nantuko Husk (C3)
6. Sign in Blood
7. Corrupt (R2)
8.
Erratic Nightstalker 4B (C4)
Creature - Nightstalker Cleric (C)
When ~ is put into the graveyard from anywhere, you may exile it. If you do, each opponent discards a card.
4/3
9. Giant Mugger 4BB (C5)
Creature - Giant Rogue (C)
When ~ enters the battlefield, each opponent discards two cards.
3/3
10. Necrotic Chains 1B
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +2/+1
When enchanted creature dies, return it to the battlefield under it's owner's control.
11. Relentless Bats 1B (C6)
Creature - Bat (C)
Relentless (A deck may have any number of cards named ~), Flying
~ gets +1/+1 for each other bat you control.
1/1
12.
Stint of Madness 2B
Sorcery (C)
Target opponent discards two cards at random, then returns any lands discarded in this way to their hand.
13.
Vampiric Bite 1B (R3)
Instant (C)
~ deals 2 damage to target creature or player. Gain 2 life.
14.
Plague Bearer 1B (C7)
Creature - Human Carrier (C)
When ~ dies, exile it from your graveyard and put a 2/2 black zombie token onto the battlefield.
1/1
15.
Bone Collecting 1B
Sorcery (C)
Return a creature card from your graveyard to your hand, then return another creature card from your graveyard to your hand for each card named ~ in a graveyard.
16.
Twice Bitten 1B (C8)
Creature - Zombie Vampire
Deathtouch, Lifelink
2/1
17.
Lunging Coprse 1B (C9)
Creature - Zombie (C)
3/1
18.
Necrotic Rats B (C10)
Creature - Zombie Rat
Deathtouch
1/1
19. Misgiving Imp 1B (C11)
Creature - Imp Rogue (C)
Flying
When ~ enters the battlefield you may put a creature card from a player's graveyard on top of their library.
1/1
20.
Darkmore Charm B (R4)
Instant
Choose 1 - Exile target player's graveyard, or target creature gains deathtouch until end of turn, or remove all the counters from target permanent.
8 Black Uncommons: (+1 land, 2 CD cycle)
1. Doom Blade (R1)
2. Reassembling Skeleton (C1)
3. Withered Wretch (C2)
4. Vampire Nighthawk (Deathtouch, Flying, Lifelink)(C3)
5. Soul Feast
6.
Uncover Bodies 1B
Sorcery (U)
Target player puts the top 3 cards of their library into their graveyard.
Creatures get -1/-1 until end of turn for each creature card put into the graveyard from that player's library in this way.
7.
Corpse Dragger 2B (C4)
Creature - Zombie Rogue (U)
When ~ enters the battlefield you may search target player's library for a creature card and put it into their graveyard. If you do, shuffle.
2/2
8.
Zombie Powder 3B
Sorcery (U)
Return a creature card in your graveyard to the battlefield. It is a black zombie in addition to its other colors and types.
9 Black Rares:
1. Hypnotic Specter (Flying)
2. Cemetery Reaper
3. Nantuko Shade
4. Phyrexian Arena
5. Thoughtseize
6. Necrotic Ooze
7.
Grave Choice 2B
Sorcery (R)
Choose up to three creature cards in your graveyard. Target opponent puts one of those cards on the bottom of your library, one on the top of your library, and returns one to the battlefield under your control. It is a black zombie in addition to its other types.
8.
Dark Tutor 1B
Sorcery (R)
Search your library for a card, shuffle your library, and put that card on top. Lose 2 life.
9.
Loss of SanityXB
Sorcery (R)
Target player discards X cards.
2 Black Mythics:
1. Liliana Vess
2. Gargella, Gatekeeper to the Underworld 3BBB
Legendary Creature - Wraith (M)
Haste
T, sacrifice another creature: Return target creature card from a graveyard to the battlefield. That creature gains Haste until end of turn.
5/5
Multicolor:
Uncommon (5/5)
1. Watchwolf
2. Cavern Harpy
3.
UW: (instant)
VanishUW
Instant (U)
Exile target creature. Return it to the battlefield at the end of turn.
Draw a card.
4.
Flaming Oil BR
Sorcery (U)
Destroy target creature and each equipment attached to it.
5.
Fires of Balduvian RG
Enchantment (U)
Creatures you control have haste.
Sacrifice ~: Target land becomes a 3/3 green and red elemental with haste until end of turn. It is still a land.
Artifacts
1 Common:
1.
Tin Soldier 0
Artifact Creature - Soldier
1/1
9 Uncommons:
1. Bonesplitter (E1)
2. Elixir of Immortality
3. Swiftfoot Boots (E2)
4. Mask of Memory (E3)
5.
Prismatic Staff 1
Artifact (U)
When ~ enters the battlefield, choose a color.
Whenever you plays a spell of the chosen color, you may gain 1 life.
6.
Hallowed Armor 1
Artifact - Equipment (U)
Equip 4
Equipped creature gets +2/+2 and First Strike
4: ~ becomes a 2/2 knight creature with First Strike until end of turn. (If ~ is equipped to a creature when this effect resolves, it becomes unequipped.)
7.
Tome of Toils3
Artifact (U)
Pay 1 life, T: Add one mana of any color to your mana pool.
Pay 2 life, T: Draw a card.
Discard a card, T: Gain 3 life.
8.
Light Shield 1 (E5)
Artifact - Equipment (U)
Equip 0
Equipped creature gets +0/+3.
9.
Vaulter Pole 2 (E6)
Artifact - Equipment (U)
Equip 2
Equipped creature gets +2/+2.
Whenever equipped creature is blocked, you may unequip ~. If you do, equipped creature is no longer blocked.
5 Rares:
1. Crucible of Worlds
2. Howling Mine
3. Mesmeric Orb
4.
Brightweaver Blade 2 (E1)
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Lifelink.
At the beginning of your upkeep if you have 50 or more life you win the game.
5.
Ebon Blade 2 (E2)
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Deathtouch.
When equipped creature dies, return it to the battlefield and equip ~ to it. You lose 4 life.
5 Mythics:
1. Darksteel colossus
2. Platinum Angel
3. Mirari
4.
Tribal Markerv23
Artifact (M)
When ~ enters the battlefield choose a creature type.
Creatures of the chosen type you control get +1/+1.
T: Add one mana of any color to your mana pool. Use this mana only to play creatures of the chosen type, or play activated abilities of creatures of the chosen type.
Note: I'm afraid this might be pushing it. Please let me know.
5.
Gauntlet of Leadership 3
Artifact - Equipment (M)
Equip 2
Creatures you control that share a color with equipped creature get +1/+1.
Whenever you would tap a land for mana that shares a color with equipped creature, add one extra mana of that color to your mana pool.
Forest x 4
Plains x 4
Island x 4
Swamp X 4
Mountain x 4
1 Common:
1. Evolving Wilds
6 Unommons:
1. Ghost Quarter
2.
Protecting Fields
Land (U)
~ Enters the battlefield tapped.
t: Add W to your mana pool.
1W: ~ becomes a 1/3 elemental with vigilance and lifelink until end of turn.
3.
Awakening Woodland
Land (U)
~ Enters the battlefield tapped.
t: Add G to your mana pool.
1G: ~ becomes a 2/4 Treefolk with Reach until end of turn.
4.
Shifting Hill
Land (U)
~ Enters the battlefield tapped.
t: Add R to your mana pool.
1R: ~ becomes a 3/3 giant until end of turn.
5.
Necrotic Murk
Land (U)
~ enters the battlefield tapped!
t: Add Bto your mana pool.
1B: ~ becomes a 2/1 Ooze with Deathtouch until end of turn.
6.
Migrating Atoll
Land (U)
~ enters the battlefield tapped.
t: Add U to your mana pool.
1u: ~ becomes a 1/4 Turtle with Hexproof until end of turn.
3 Rares:
1. Mutavault
2. City of Brass
3. Mystifying Maze
Questions:
1. What is the most powerful draft common of each color?
2. What is the least powerful draft common of each color?
3. What is the most powerful draft uncommon of each color?
4. What is the least powerful draft uncommon of each color?
5. Name one common, uncommon, rare, and mythic card (for each color) you would add to the set.
6. Name one common, uncommon, rare, and mythic card (for each color) you would remove from the set.
7. What cards are the most redundant in the set?
8. What effects need more presence in the set?
9. What reprint do you think is too powerful?
10. What are your top 5 new cards that you think are too powerful?
11. What is your favorite/least favorite highlander card here?
12. What is your favorite/least favorite multiplayer card here?
13. What is your favorite/least favorite commander card here?
14. What is your favorite/least favorite tribal card here?
15. What is your favorite/least favorite pauper card here?
1. I want the reprints up front. I can try to arrange them by CMC later though.
2. Two copies aren't an infinite loop as if you reanimate one with the other then the legendary rule kills one of them before you can activate the other's ability.
0. Ornithopter.
1. Play Legend 1.
2. Thoughseize Legend 2 into the 'yard.
3. Tap Legend 1, sacing ornithopter, targetting Legend 2.
4. Resolves, Legend 2 is on the field.
- Legend Rule applies. You choose 1 and bury it. - (does not use the stack)
5. 1 legend on the field. Preferably the untapped one.
Right? I mean I know they &*(*^ed the legend rule, but they didn't make it use the stack right?
Red
1. What is the most powerful draft common of each color?
Probably Lightning Bolt although Elemental Attack might just be too good to pass up and Fire Imp shifting down to common obsoletes Ghitu Slinger and is a big deal.
2. What is the least powerful draft common of each color?
There's a bunch of bad ones. Burning Inquiry, Ogre Exploiter, the Looter, the 1 drops, ..
3. What is the most powerful draft uncommon of each color?
Your Minotaur is pretty good (feels like a card from Homelands though!) but its probably Disintegrate. Pyroclasm seems like a Wrath in your set, but I'm assuming most decks will want to play creatures which mitigates its value.
4. What is the least powerful draft uncommon of each color?
Progress Smogress
5. Name one common, uncommon, rare, and mythic card (for each color) you would add to the set.
Something splashy at each rarity to excite people. It is a core set after all.
which have a reputation for being "boring".
Fireblast, Jackal Pup/Kird Ape, Char/Goblin Guide/Sulfuric Vortex, Thundermaw Hellkite
Or shift Act of Treason to common. Honestly, you could probably shift Balduvian Horde to common as well (compare to Gorehorn Minotaurs).
6. Name one common, uncommon, rare, and mythic card (for each color) you would remove from the set.
Goblin Masquerader -- I don't like Relentless or the Common Special gimmick
Envious Boggart -- I don't think this is a good idea
Painful Choice -- painful is the operative word
Chandra Nalaar -- this is your chance to design the red PW everyone is clamoring for.
7. What cards are the most redundant in the set?
Earthquake and Pyre Phoenix scream "redundant"
8. What effects need more presence in the set?
Red could use a "can't block" effect (how is that not a mode on Rageworn Charm?). Divisible damage (Arc Trail over Pyroclasm or something like that?)
9. What reprint do you think is too powerful?
None of them as they seem judicious, leaving aside the way Lightning Bolt shapes formats its in
10. What are your top 5 new cards that you think are too powerful?
Elemental Attack at common, not sure about Erratic Assault which is an improve Stormbind.
11-14
don't know
15. What is your favorite/least favorite pauper card here?
I don't love Fire Imp shifting to common. Design-wise Pauper would want the 2/1 haste trampler to be a Goblin. Elemental Attack seems like it might have a bit too much sweep for common.
I don't think Zoomba is arguing the Legend rule I think he just missed that its 'Sacrifice ANOTHER creature'
I'm still not sure its a great design especially since the cycle is pretty loose and doesn't center around haste. And a 5/5 haste with a powerful non-combat tap ability.
Gargella, Gatekeeper to the Underworld x 2 (1 in play, 1 in yard)
+
Necrotic Ooze x2 (x2 in yard)
+
Soul Warden (in play)
+
any other creature.
T Gargella sacking "any other creature", aiming at Ooze v1, which comes into play w/ Haste thanks to Gargella and Gargella's ability thanks to the 2nd. Gain 1 life. Ooze v1 sacs Gargella v1, targeting Gargella v2, gains 1 life. Gargella v2 sacs ooze v1, targeting ooze v2. gain 1 life.
Repeat.
Oh, yeah. That was an important clause on the card! Thanks!
KBH, what's wrong with my cycle? Yeah, 3 guys in the cycle have haste... but that's because they're the 3 colors that get haste and they really like haste for their abilities. Black's wants haste so that it can attack the turn it enters the battlefield or use it's activated ability to get someone who can attack because it grants haste.
Green wants it for shock value.
Red wants it to fling.
To be fair this is, I think, the loosest cycle in the set, with only the legendary status, rarity, and mana cost + density being the same. That said, I don't like the idea of an even tighter cycle of legendary creatures - especially not like these.
Also, I hate that Rekindling the Fire counts copies in every graveyard. I hadn't noticed that before.
I didn't think either of these issues was a big deal. I kind of expected him to put the flash on Crown of Flames which might've been cooler. But having Crown of Flames and Flash Collar in the same set feels fairly consistent with core set designs.
Also, having cards/abilities like Fling that overlap at the lowest and highest rarities might be a good thing as it highlights the ability at varying power levels.
The Minotaur is Mirri, Cat Warrior basically but sometimes Mirri is unblockable. Rekindling Flame averages 3 damage for the first 2 and 4 damage for the first 3. Those are pretty strong but passable.
The Phoenix I took another look at when you mentioned it, I'd been assuming it returned to hand. It definitely needs to change.
I'm a friend of gmail. He's been banned because he forgot his old user name so the moderator is accusing him of being a gimmick account.
If you think this is unfair, please contact a moderator.
I'll help him set up a blog or something where he can respond to your comments. He's very grateful for all of your feedback, and he's very upset that he hasn't been able to comment in person. He doesn't want to post here until the matter's resolved with the moderators, but they keep telling him that he needs to wait 6 months before appealing the ban.
The moderators say that if he understands what got him banned and desires to reform, he should be unbanned. I'm sure he'd thank you in person for any help you could give him in resolving the matter.
twintwist.
"A friend" huh? Banned. -Galspanic
I wasn't sure if this was merely a personal quirk because I feel the same way. I disliked Cloudfin Raptor for this reason.
It would be a top end common for this this type of effect. It compares to Gallantry which was strictly uncommon and, of course, to Righteousness which got bumped DOWN to uncommon in core set once.
I guess as long as he isn't making outlandish statements to respond to It'll give me some time to peruse the cool set he's made!
Cube talk, design community and much much more!