Coins of Mercalis
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------------------------------------------------------------------------ Set Name: Coins of Mercalis Release Date: First Draft: 27/11/2013, Extensive playtests from 01/02/2014, Final Version: 02/05/2014 Mechanics: Gold Counters, Glorious, Reshape, Vanishing Flavour: Markets, Mercenaries and Money. Size: 243 (101 Common, 71 Uncommon, 51 Rare, 15 Mythic, 5 Basic Lands) Expansion Code: CMC Development Codename: "Life", of "Life, Liberty, Luxury"
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This is a set I've slowly been working on for a while now. Originally called "Dreamshift" I recycled it into a far more mechanically interesting set. The set is designed around "counters matter" theme as well as a semi topdown world based around bustling medieval style merchant tropes. I will be trying to update this with at least one card each day. Enjoy
Mercalis is a bustling merchant world dominated by the three main trading cities of Oestra, Halvar and Laresai. Each maintains huge trading fleets and caravans to transport the extremely precious gold mined in the wilderness. Each city covets gold in its own way and for its own reasons. Meanwhile the elves of Irridwood lament the strip mining of their lands and seek aid from their mysterious connection to the Earthsoul. As the land slowly stirs into action, Halvar plots dark schemes, the Gnolls grow more daring and a Herald of whats to come appears in the skies.
Mechanics
Gold counters: (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
The primary mechanic that appears in every color except green. White and Black are the primary gold producing colours with Red and Blue being secondary.
I have been trying to provide a variety of effects that benefit from using gold counters to create a interesting dynamic between spending for extra effect or trying to get 10 to win. Another challenge is to make the gold counters be useful enough that they are not too parasitic.
Communal Tradesmith3W
Creature — Human Advisor (C) W,T, Tap an untapped creature you control: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
BountyB
Enchantment — Aura (C)
Enchant creature an opponent controls.
When enchanted creature dies, you get two gold counters. (Once per phase a gold counter can be spent for 1. A player with ten or more gold counters wins the game.)
Vault Custodian4
Artifact Creature — Golem (U)
Whenever you spend a gold counter you may put a +1/+1 counter on Vault Custodian.
3/3
Glorious {X}: (At end of combat, if this creature attacked or blocked this turn and has less than {X} +1/+1 counters on it, put a +1/+1 counter on it.)
My main combat mechanic in the set that helps break stalls that players using gold counters often want to create. Appears primarily in Red, Green and White. This also works well with Reshape and other +1/+1 counter manipulation cards.
Courier DoveW
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.) Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Darting Gladiator2R
Creature — Human Warrior (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Darting Gladiator can’t be blocked except by two or more creatures.
2/1
Irridwood Behemoth6G
Creature — Beast (C)
Glorious 5 (At end of combat, if this creature attacked or blocked this turn and has less than five +1/+1 counters on it, put a +1/+1 counter on it.) Lord of the forest and master of beasts. Every movement brimming with savage grace backed up the strength of titans.
5/5
Reshape:(Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
This is the core mechanic that reinforces the "counters matter" theme of the set/block and works extremely well with all three other mechanics. This is often not incredibly powerful but is extremely flexible as it allows you to increase time/ +1/+1 counters on your permanents as well as increase your gold counters. However it can also be used offensivly by removing +1/+1 counters mid combat, removing time counters to kill vanishing creatures and finally remove gold counter to prevent opponent's ramp/win condition. This mechanic is primary in Green and secondary in Blue and Black. In Green this represents the nature magic of growth and decay while in blue and black it is more about the manipulation of magic itself rather than nature.
Norgrove Warden2G
Creature — Human Druid (C) 1G,T: Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.).
1/2
Keyblade Hollow3B
Creature — Zombie Rogue (C)
Intimidate
When Keyblade Hollow enters the battlefield, Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) A thief that fails his assignment in life may find his second chance a grim affair.
2/3
Irrigation Servant3U
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Pest enters the battlefield, reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Returning Mechanic Vanishing {X}:(This permanent enters the battlefield with {X} time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
My returning mechanic is coming back to provide some faster aggro strategies compared to the midrangy Glorious cards. Vanishing is very interesting this time as it works really well with Reshape, allowing you to have cards usually balanced to only last a small amount of time last longer. Red also has a "brink" mechanic on most of it's Vanishing creatures were they get bonuses when on the final counter. Reshape can also be used against you, providing additional weaknesses that balance the increassed power of some vanishing cards. Vanishing is Primary in Blue, Red and Secondary in Green. Vanishing is flavored as the Elemental creatures unable to manifest for long as well as highly unstable magic they slowly decays.
Laresai Attendents :3mana::symu:
Creature — Spirit Wizard (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:1mana::symu:, :symtap:: Tap target creature, it doesn’t untap during its controllers next untap step.
1/3
Flarespitter
Creature — Elemental (C)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:symtap:: Flarespitter deals 1 damage to target player. If Flarespitter has exactly one time counter on it, deal 2 damage to target creature or player instead.
1/1
Delayed Explosive2
Artifact (R)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Sacrifice Delayed Explosive: Destroy all creatures with converted mana cost equal to the number of time counters on Delayed Explosive.
FAQ
When I spend a gold counter does it get removed?:
Yes.
Spending a gold counter is simply another way of saying "remove a gold counter" except that it allows me to trigger abilites of it without Reshape causing those same abilites to trigger.
This means you can either save your gold counters or spend, making it very flexible and providing the basis for a variety of archetypes.
Why doesn't green, the mana producing color, get gold counters?:
Green gets normal mana ramping and mana production but doesn't get gold counters as the concept of money is alien to green. This is mainly a flavour thing as money is an unnatural concept created by societies and is linked to the major cities that are generally all too happy to strip the wilderness of resources.
Green is able to add/remove gold counters using Reshape but you need to splash another colour if you want the gold counters.
Remember that you can only spend one gold counter a turn making it far weaker than most ramp that green has access too.
Does reshape allow me to change one counter for another?:
No.
Reshape simply addes or removes a counter from a single permanent. You can't add a counter unless it already has a counter of that type. This is very similar to how the card Clockspinning works. Look at the rulings of clockspinning if your interested.
Can I use Reshape to kill a creature with vanishing by reducing it to zero counters?:
Yes.
Reshape also allows you to make your dangerous vanishing creatures last longer which can be very powerful. This also means if you are keeping a creature at one time counter to activate its bonus ability (if itmis a red card) then you run the risk of an opponent's reshape.
Is spending a gold counter an instant or mana ability?:
A mana ability.
This means it cannot be responded to with a reshape therefore denying an opponent mana. This is because mana denial like this can create very unfun situations especially for new players.
Will this set be released with art?:
Yes I am planning on finding art for all cards.
Card List
See 3rd Post for full card list
Notable Cycles
A cycle of trademasters for each colour that each have an ability that gets a free activations upon spending a gold counter. Green instead gets a reshape enhancer as it doesn't use gold counters for both mechanical and flavour reasons. Not 100% happy with the green card yet.
Trademaster of Warfare :4mana::symw:
Creature — Human Advisor (R)
Whenever you spend a gold counter, put a 2/2 white Knight creature token onto the battlefield.
:3mana::symw:: Put a 2/2 white Knight creature token onto the battlefield.
2/4
Trademaster of Secrets :4mana::symu:
Creature — Human Advisor (R)
Whenever you spend a gold counter, draw a card.
:3mana::symu:: Draw a card.
2/5
Trademaster of Debts :4mana::symb:
Creature — Vampire Advisor (R)
Whenever you spend a gold counter, target player discards a card.
:3mana::symb:: Target player discards a card. Activate this ability only any time you could play a sorcery.
3/3
Trademaster of Passions :4mana::symr:
Creature — Human Advisor (R)
Whenever you spend a gold counter, gain control of target creature until end of turn. Untap it. It gains haste.
:3mana::symr:: Gain control of target creature until end of turn. Untap it. It gains haste. Activate this ability any time you could cast a sorcery.
4/2
Trademaster of the Forest :4mana::symg:
Creature — Elf Advisor (R)
Whenever you reshape you may reshape twice instead.
:3mana::symg:: Move a +1/+1 counter from target creature to another target creature. “The only currency in Irridwood is growth.”
3/3
Basic wedge land designs that mirror the tri colour alara lands. Blighted District
Land (R)
Blighted District enters the battlefield tapped. T: Add W, B or G to your mana pool.
Forge District
Land (R)
Forge District enters the battlefield tapped. T: Add W, B or R to your mana pool. Elementals provide a searing blaze that smelt the best Oestran steel.
Harbour District
Land (R)
Harbour District enters the battlefield tapped. T: Add U, R or G to your mana pool.
Market District
Land (R)
Market District enters the battlefield tapped. T: Add W, U or R to your mana pool. Markets in Laresai build skyward like the profits they hope to achieve.
Moonlit District
Land (R)
Moonlit District enters the battlefield tapped. T: Add U, B or G to your mana pool. Here you can acquire untold wonders or simply an early grave.
Courthouse Counselor :symw::symw:
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you gain 3 life.
1/2
Archive Counselor :2mana::symu::symu:
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may draw a card.
2/2
Halvar Counselor1BB
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may sacrifice a creature. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Battlepit Counselor :1mana::symr::symr:
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, Battlepit Counselor deals 1 damage to target creature or player.
3/1
Earthsoul Counselor :3mana::symg::symg:
Creature — Elf Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
3/3
Caravan Mastadon3W
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield. Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Irrigation Servant3U
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Servant enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Drowned Mass3B
Creature — Zombie (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.) Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
Mireburn Gnoll3R
Creature — Gnoll Shaman (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player. Gnoll magic is the worst spawn of hate and blood.
2/2
Canyon Spider3G
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
Contract of PurityW
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card. “A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Contract of FlightU
Sorcery (C)
Target creature gains flying until end of turn.
Draw a card.
Contract of HorrorsB
Sorcery (C)
Until end of turn, target creature gains “Whenever this creature deals combat damage to an opponent, that player discards a card.”
Draw a card.
Contract of WrathR
Sorcery (C)
Target creature gets +1/+0 and gains haste until end of turn.
Draw a card. Oestra doesn’t quite have the negotiating skills of other cities, but don’t let that think you can cheat them and live.
Contract of StrengthG
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card. Marked not in ink, but in scars upon his hide.
Æther Judgment4WW
Instant (C)
Exile target creature. You may return it to the battlefield under its owner’s control at the beginning of the next end step. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Forced Introspection4UU
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library. The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Grasp of Oblivion4BB
Instant (C)
Destroy target creature. It can’t be regenerated. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) “One death can change everything.”
—Midasa, the Golden Gaze
Quas Nova5RR
Instant (C)
Quas Nova deals 6 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. “Quasfire is the rage of the land made manifest. Why it is angry we do not know.”
—Warick, Oestran Battlemage
Brutal Hunger4GG
Sorcery (C)
Put two +1/+1 counters on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.) Are you predator or prey? Nothing else matters.
REMOVED Cycles
Mono colour guildmage style cycle designed to promote less multicolour decks in limited.
Pure Mendmage :symw::symw:
Creature — Human Wizard (U)
:1mana::symw:, :symtap:: Gain 2 life.
:3mana::symw:, :symtap:: Prevent all combat damage dealt by target creature this turn.
1/1
Temple Phasemage :symu::symu:
Creature — Human Wizard (U)
:1mana::symu:, :symtap:: Target creature can’t be blocked this turn.
:3mana::symu:, :symtap:: Return target creature you control to its owner’s hand.
1/1
Halvar Soulmage :symb::symb:
Creature — Vampire Wizard (U)
:1mana::symb:, :symtap:: Each opponent loses 1 life and you gain that much life.
:3mana::symb:, :symtap:: Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield.
1/1
Mercanary Battlemage :symr::symr:
Creature — Human Wizard (U)
:1mana::symr:, :symtap:: Target creature attacks this turn if able.
:3mana::symr:, :symtap:: Target creature gains double strike until end of turn.
1/1
Wild Ecomage :symg::symg:
Creature — Elf Wizard (U)
:1mana::symg:, :symtap:: Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
:3mana::symg:, :symtap:: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
I'm really confused about reshape. Are we dealing with multiple types of counters on permanents often in this set? Does this mechanic allow a lot of ambiguity vs what sort of counter you replace the old one with? I think you need really really specific wording for that sort of thing to fly.
Sounds like people will be messing with counters constantly in your limited season and there will be a lot of judges called to tables because of discomfort or shady plays.
Multiple types of counters and regularly turning one into the other is a lot to hold in your head and a lot to have to accurately represent.
Full Card List Last Updated 02/05/2014
Set by Reuben Covington
Æther Judgment
Instant (C)
Exile target creature. You may return it to the battlefield under its owner’s control at the beginning of the next end step. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Airgrip Eagle
Creature — Bird (U)
Flying
When Airgrip Eagle enters the battlefield, choose one — Target creature you control gains flying until Airgrip Eagle leaves the battlefield; or target creature can’t attack or block until Airgrip Eagle leaves the battlefield.”
2/2
Arena Sell-Sword
Creature — Human Soldier (C)
Glorious 1 (At end of combat, if this creature attacked or blocked this turn and has less than one +1/+1 counter on it, put a +1/+1 counter on it.) The arena of Oestra is many things. Entertainment, battlefield and the training pit for some of the best sell-swords in Mercalis.
2/2
Blessing of the Bird
Enchantment — Aura (C)
Enchant creature
When Blessing of the Bird enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
Enchanted creature gets +1/+1 and has flying.
Caravan Mastodon
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastodon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield. Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Caravan Sentry
Creature — Human Scout (C)
: Untap another target creature. Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
1/1
City Tradesmith
Creature — Human Advisor (C)
, , Tap an untapped creature you control: You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
1/4
Cloudborn Harbinger
Creature — Angel (M)
Flying, vigilance
Cloudborn Harbinger enters the battlefield with five +1/+1 counters on it.
At the beginning of each end step, if another creature attacked this turn, remove a +1/+1 counter from Cloudborn Harbinger. Otherwise, you put a +1/+1 counter on it. A change is coming, she is only the beginning.
0/0
Contract of Purity
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card. Shaped not with deception, but a clarity of both body and mind.
Counselor’s Decree
Sorcery (U)
Exile target creature that dealt damage this turn. You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) A contract in Mercalis is law. To break one is to break your right to exist.
Counselor’s Toll
Enchantment — Aura (U)
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, you get two gold counters. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Countryside Warden
Creature — Human Knight (C)
When Countryside Warden enters the battlefield, for each opponent, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) In Mercalis no road goes unguarded.
3/4
Courier Dove
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.) Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Courthouse Counselor
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you gain 3 life.
2/2
Dauntless Mountblade
Creature — Human Knight (U)
Whenever Dauntless Mountblade becomes blocked, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “Good deeds require no payment but great heroics are surely worth a few coins”
2/3
Daybreak Blessing
Instant (R)
Prevent all damage that would be dealt to you by creatures this turn. If damage is prevented this way, you gain that much life.
Daywatch Commander
Creature — Human Soldier (R)
Vigilance
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Each other creature you control has Glorious :symx:, where X is its converted mana cost. (Multiple instances of glorious trigger separately.)
2/2
Flawless Dodge
Instant (C)
Prevent all damage that would be dealt to target creature this turn. Untap that creature. The best sell-swords in Mercalis fight not for the promise of gold but for the chance to promote awe in their skills.
Grizzled Counselor
Creature — Human Advisor (C)
As long as you control another Advisor, Grizzled Counselor gets +2/+2 and has vigilance. “A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Hermia, Wandering Hero
Legendary Creature — Human Soldier (M)
Indestructible
Glorious 20 (At end of combat, if this creature attacked or blocked this turn and has less than twenty +1/+1 counters on it, put a +1/+1 counter on it.)
When Hermia, Wandering Hero has twenty or more +1/+1 counters on it, you win the game.
1/1
Hired Mastiff
Creature — Hound (C) “The roads are not safe.
The towns are at risk.
Elementals break their shackles.
and business is booming.”
—Bobby, Warhound Merchant
3/1
Impervious Blessing
Enchantment — Aura (R)
Flash (You may cast this spell any time you could cast an instant.)
Enchant permanent
Enchanted permanent has indestructible.
Infantry Rally :symx:
Sorcery (U)
Put X 1/1 white Soldier creature tokens onto the battlefield. You gain 1 life for each creature you control.
Laresai Market Guard
Creature — Human Soldier (C)
Defender (This creature can’t attack.)
Whenever Laresai Market Guard blocks, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “Have you paid the entry fee?”
0/5
Laresai Paladin
Creature — Human Knight (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Laresai may be considered fat with merchants and trade deals, but break a contract and you’ll soon hear a thundering of armored hoofs.
3/3
Light of the Citadel
Sorcery (U)
Creatures you control get +0/+11 and gain vigilance until end of turn.
Maned Cavalier
Creature — Cat Knight (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
First Strike (This creature deals combat damage before creatures without first strike.)
1/3
Matron of the Roads
Creature — Human Wizard (U)
Flash
When Matron of the Roads enters the battlefield, another target creature gains protection from the color of your choice until end of turn. Traveling the long trade roads, they are seen as guardian of fortune. Always appearing just as as their magic is needed most.
1/2
Parliment General
Creature — Human Knight (U)
First Strike
Whenever Parliment General or another creature you control enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) The battle was shaped to victory not with his sword but his political influence.
2/2
Prejudicial Mending
Instant (C)
Gain 6 life. If mana from a gold counter was spent to cast Prejudicial Mending, put a +1/+1 counter on each of up to two target creatures. Halvar healers are open to all but tossing them a few extra coins can certainly be worth it.
Sell-Sword Captain
Creature — Human Soldier (R)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
At the beginning of each end step, If a creature with glorious you control attacked or blocked this turn but didn’t have a +1/+1 counter put on it this turn, you get a gold counter.
1/1
Solar Erasure
Sorcery (R)
Destroy all tapped creatures. Don’t look into the light.
Temporal Sanctuary
Instant (U)
Exile any number of target creatures. Return the exiled cards to the battlefield under their owner’s control. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Trademaster of Warfare
Creature — Human Advisor (R)
Whenever you spend a gold counter, put a 2/2 white Knight creature token onto the battlefield.
: Put a 2/2 white Knight creature token onto the battlefield.
3/4
Traderoom Silence
Enchantment (R)
Triggered abilities don’t trigger. (A triggered ability uses the words “when,” “whenever,” or “at.”) Laresai traderooms follow complex rules to guarantee no undeclared magics threaten a contract.
Travelling Woundknitter
Creature — Human Cleric (U)
At the beginning of each end step, if you gained 3 or more life this turn, you get two gold counters. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/5
Triumphant Leader
Creature — Human Soldier (R)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put one or more +1/+1 counters on Triumphant Leader, you may put that many +1/+1 counters on each other creature you control not named Triumphant Leader.
3/7
Unsleeping One
Creature — Construct (C)
Unsleeping One can attack or block while tapped. Steady and unstoppable like the laws it seeks to uphold.
3/6
Ward of Serenity
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
: Tap enchanted creature. In peace we may find both great strength and great inaction.
Wardwatch Griffin
Creature — Griffin (C)
Flying
When Wardwatch Griffin enters the battlefield, you may destroy target enchantment. Oestra, Laresai and Halvar will all try to gain a griffin’s favor. Their ability to detect and demolish unwanted magics is too valuable to ignore.
2/3
Ætherwash Smoke
Enchantment — Aura (C)
Enchant creature
When Ætherwash Smoke enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Enchanted creature gets -4/-0.
Archive Counselor
Creature — Human Wizard (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, draw a card.
2/2
Astral Musing
Sorcery (C)
Draw three cards, then put a permanent you control on the bottom of its owner’s library. “From legends we discovered the Æther. From the Aether we seek knowledge. From knowledge we seek a spark of legends greater still.
—Dravern, Laresai Counselor
Cloud Sovereign
Creature — Elemental (R)
Flying, hexproof
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever you cast an instant or sorcery spell, you may draw a card.
5/6
Contract of Flight
Sorcery (C)
Target creature gains flying until end of turn.
Draw a card. Weft no in this world, but the liquid of the Æther.
Counterbid
Instant (C)
Counter target creature, artifact or planeswalker spell unless its controller pays 2 plus an additional 2 for each gold counter you have. “This magical enchantment now belongs to a higher bidder.”
—Sword Inscription
Dowse in Forgetting
Enchantment — Aura (U)
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of the upkeep of enchanted creature’s controller, that player puts the top two cards from his or her library into his or her graveyard.
Dreamscape Miasma
Instant (R)
Each creature target opponent controls becomes a copy of target nonlegendary creature until end of turn.
Forced Introspection
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library. The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Forward into History
Sorcery (M)
Each opponent shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards and their life total becomes their starting life total. Skip your next six turns. Exile Forward into History.
Harbor Storm :symx:
Instant (U)
Up to X target creatures don’t untap during their controller’s next untap steps. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) Great tides bring great change.
Insomnia Behemoth
Creature — Elemental (R)
Flying
Insomnia Behemoth’s power and toughness are each equal to the number of nonland cards in your opponents’ graveyards.
Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard.
*/*
Intellectual Sabotage
Instant (U)
Counter target spell. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “The powers have been amassed, the ritual has begun and your grand plans coalesce into....A tidy profit for me”
Irrigation Servant
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Servant enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Laresai Attendents
Creature — Elemental (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
, : Tap target creature. That creature doesn’t untap during its controllers next untap step.
1/4
Lighthouse Keeper
Creature — Human Wizard (C)
Flash (You may cast this spell any time you could cast an instant.)
When Lighthouse Keeper enters the battlefield, look at the top card of your library. If it’s an instant or sorcery card, you may reveal it and put it into your hand.
2/4
Liquideous Sprite
Creature — Elemental (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Liquideous Sprite enters the battlefield, return target creature you control to its owner’s hand.
3/3
Manaflare Phantom
Creature — Elemental (U)
Flying
You may reveal each card you draw. Whenever you reveal a nonland card this way, Manaflare Phantom gets +X/-X until end of turn, where X is that card’s converted mana cost.
1/6
Master Spellsnatcher
Creature — Human Wizard (R)
Whenever an instant or sorcery card is put into an opponent’s graveyard from anywhere, you may exile it.
, , Sacrifice Master Spellsnatcher: Copy a card exiled with Master Spellsnatcher. You may cast the copy without paying its mana cost.
2/3
Mistwalk Entity
Creature — Elemental (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
2/3
Numbing Concoction
Instant (U)
Return target creature to its owner’s hand. If you have five or more gold counters, you may put that creature on top of its owner’s library instead. A single drop will kill the pain, an ‘accidental’ overdose will see you sleeping for a week.
Pearly Ectozoa
Creature — Jellyfish (U)
Flying
Whenever another creature an opponent controls becomes tapped, you may untap Pearly Ectozoa. “Hidden in its reflective mass are echoes of elaborate schemes”
—Dravern, Laresai Counselor
3/4
Repeat
Instant (C)
You may tap or untap target creature. You may search your library for up to three cards named Repeat, reveal them, put them into your hand, then shuffle your library. “Here we go again”
Rethread the Weave
Instant (C)
Counter target instant or sorcery spell. Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Riptide Plunderer
Creature — Merfolk Rogue (C)
When Riptide Plunderer enters the battlefield, draw two cards, then discard two cards. As elementals started to attack their water capital, Alt’Valis. Some merfolk turned to desperate ‘borrowing.’
2/2
Seer of Lucid Depths
Creature — Human Wizard (C)
: Look at the bottom card of your library. You may put that card on top of your library. “The Æther is awash with fragments of our desires. Piece enough together and countless futures are revealed.”
1/1
Shapemelding
Enchantment — Aura (R)
Enchant creature
: Enchanted creature becomes a copy of another target creature. (This effect lasts indefinitely.)
Sleeper of Alt’Valis
Legendary Creature — Octopus (M)
Flash (You may cast this spell any time you could cast an instant.)
Sleeper of Alt’Valis can block seven additional creatures.
When Sleeper of Alt’Valis enters the battlefield, up to eight target creatures get -8/-0 until end of turn.
8/8
Strands of Influence
Enchantment — Aura (R)
Enchant permanent
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
You control enchanted permanent.
Study the Æther
Sorcery (U)
Reveal the top seven cards of your library. Put all instant and/or sorcery cards revealed this way into your hand and the rest into your graveyard.
Tidal Ambassador
Creature — Merfolk Advisor (C)
When Tidal Ambassador enters the battlefield, if you cast it from your hand, you may exile another target creature you control, then return that card to the battlefield under your control. “Research, not conflict is our salvation.”
3/3
Tidal Ignus
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever Tidal Ignus attacks, you may have target creature get -2/-0 until end of turn.
2/1
Timeweft Runes
Enchantment (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your upkeep, choose one — Draw a card; or put two time counters on Timeweft Runes. “Time is an essential ingredient to any great idea.”
Trademaster of Secrets
Creature — Sphinx Advisor (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever you spend a gold counter, draw a card.
: Draw a card.
2/5
Vapourform Ignus
Creature — Elemental (U)
Vanishing 6 (This permanent enters the battlefield with six time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
, Remove a time counter from Vapourform Ignus: Target creature can’t be blocked this turn.
3/2
Vortex Crystals
Enchantment (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Vortex Crystals enters or leaves the battlefield you may return another target creature to it’s owners hand.
Wealth of Knowledge
Sorcery (U)
You get a gold counter, then draw a card for each gold counter you have. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Whisperweave Trader
Creature — Djinn Advisor (C)
Flying
Whenever you draw the second card each turn, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
3/3
Windwisp Sentry
Creature — Elemental Scout (C)
Flying An elemental’s existence is short but cheap. Perfect servants of the city counselors.
0/3
Winged Notion
Creature — Illusion Bird (C)
Flying
Whenever Winged Notion attacks or blocks, tap Winged Notion and it doesn’t untap during your next untap step. Counselors can’t risk fleeting emotions effecting trading deals. instead, siphoning them off to form useful servants.
3/2
Bounty
Enchantment — Aura (C)
Enchant creature an opponent controls
When enchanted creature dies, you get two gold counters. (Once per phase a gold counter can be spent for 1. A player with ten or more gold counters wins the game.) Nothing is safe when money gets involved.
Cash Street Sentry
Creature — Vampire Scout (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Cash Street Sentry gets +3/+3 as long as you have five or more gold counters. Spend enough gold in Halvar and you can get anything or anyone you want.
1/1
Claret Collector
Creature — Vampire (C)
Flying
Claret Collector can’t block.
When Claret Collector enters the battlefield, each opponent loses 1 life. “History will forget you but I will remember your blood forever.”
2/1
Coffin Trader
Creature — Vampire Wizard (R)
Whenever another creature dies, you may pay 2. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Whenever you get a gold counter, you may have target creature get -1/-1 until end of turn. Death is always a good investment.
2/3
Commisioned Killing
Instant (U)
Destroy target creature. If that creature was tapped, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Contract of Horrors
Sorcery (C)
Until end of turn, target creature gains “Whenever this creature deals combat damage to an opponent, that player discards a card.”
Draw a card. Signed not on paper, but the screams that pierce the air.
Cranial Gnawer
Creature — Rat (C)
Deathtouch
When Cranial Gnawer dies, target player puts the top five cards of his or her library into his or her graveyard.
3/1
Crossroad Shade
Creature — Shade (U)
When Crossroad Shade enters the battlefield, target creature gains intimidate and haste until end of turn.
: Crossroad Shade gets +1/+1 until end of turn.
1/1
Dark Knowledge
Sorcery (C)
Draw two cards. If mana from a gold counter was spent to cast Dark Knowledge, you gain 3 life. Otherwise, you lose 3 life. When it comes to morbid secrets. The counselors of Halvar know even the dead crave the touch of gold.
Debt Baron
Creature — Vampire Advisor (U)
Whenever Debt Baron attacks, target player loses 1 life for each gold counter you have. You gain life equal to the life lost this way. The vampires of Halvar are vicious loan sharks, accepting interest only in blood.
1/1
Debtslave Hollow
Creature — Zombie (C)
When Debtslave Hollow enters the battlefield, you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) Hollow are perfect workers, untiring and eternal. That their souls suffer is of no concern to Halvar’s profits.
2/2
Drowned Mass
Creature — Zombie (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.) Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
False Foundation
Sorcery (R)
Name a creature card. Search target player’s hand, library and graveyard for any number of cards with that name and exiles them. Exile all permanents that player controls with that name. Then that player shuffles his or her library.
Forsaken Precinct
Enchantment — Aura (U)
Enchant land you don’t control
Whenever enchanted land becomes tapped, its controller loses 2 life and you put a 2/2 black Zombie creature token onto the battlefield.
Gift of Pestilence
Instant (U)
Target player sacrifices the creature with the greatest power he or she controls. (If two or more creatures are tied for greatest power, sacrifice any one of them.) “Heed my advice. Never accept a gift in the streets of Halvar.”
—Dravern, Laresai Counselor
Grasp of Oblivion
Instant (C)
Destroy target creature. It can’t be regenerated. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) “One death can change everything.”
—Midasa, the Golden Gaze
Graveyard Counselor
Creature — Human Wizard (U)
When Graveyard Counselor enters the battlefield, you may return a creature card at random from your graveyard to your hand. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/3
Halvar Blessing
Instant (C)
Target creature gains lifelink until end of turn. Regenerate it. “Compliance we reward with peace,. transgression with annihilation.”
—Stanis, the Noble Enigma
Halvar Counselor
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may sacrifice a creature. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Hex the Weak
Instant (C)
Target creature gets -2/-4 until end of turn. “We protect society from slipping into chaos, ensuring that the only those truly capable safeguard our future.”
—Mervir, Parliament Counselor
Hollowed Titan
Creature — Zombie Giant (C)
: Regenerate Hollowed Titan. “Greed and power breeds here yet the parliament works together for the benefit of everyone.
Well everyone of importance that is.”
—Stanis, the Noble Enigma
4/4
Keyblade Hollow
Creature — Zombie Rogue (C)
Intimidate
When Keyblade Hollow enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) A thief that fails his assignment in life may find any second chance a grim affair.
2/3
Life’s Eclipse
Enchantment (R)
All creatures have deathtouch.
Whenever a creature dies, its controller loses 1 life. “Each life has worth. Not equal worth and definitely not as much as you’d think.”
—Stanis, the Noble Enigma
Miasma Hound
Creature — Hound Spirit (C)
When Miasma Hound dies, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) It hunts screams. Leaving twisted magic in its wake.
2/1
Midasa, the Golden Gaze
Legendary Creature — Gorgon (M)
Whenever Midasa, the Golden Gaze deals damage to a non-Gorgon creature, exile that creature then you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
, : Exile target non-Gorgon creature then its controller gets a gold counter.
5/7
Mind Tithe :symx:
Sorcery (U)
Target player discards X cards. For each card discarded this way, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Nightdread Demon
Creature — Demon (R)
Flying
As an additional cost to cast Nightdread Demon, untap two tapped creatures you don’t control. His victims wake to find the nightmare has only just begun.
6/6
Nightmare Paladin
Creature — Human Knight (U)
Lifelink
Pay 3 life: Reshape. Activate this ability only once each turn and only any time you could cast a sorcery. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
3/2
Parliment Assistant
Creature — Human Advisor (C) Halvar’s parliament rules the city, carefully eliminating any that threaten their society. Each citizen provided for so long as they remain dedicated to increasing the city’s sinister influence.
1/3
Pitborn Harbinger
Creature — Demon (M)
Flying, trample
Whenever Pitborn Harbinger attacks, you may discard your hand. If you do, draw six cards and lose 6 life.
6/6
Rite of Undeath
Sorcery (C)
As an additional cost to cast Rite of Undeath, sacrifice a creature.
Return three creature cards at random from your graveyard to your hand. For those with money and the right magic, death is only an inconvenience.
Sacrificial Acolyte
Creature — Human Minion (R)
If you would sacrifice another creature, you may pay and sacrifice Sacrificial Acolyte instead. “May I serve the parliament as well in death as I have in life.”
2/2
Sleepless Extortion
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -1/-1.
At the beginning of the upkeep of enchanted creature’s controller, that player loses 1 life and you gain 1 life.
Soulslave Merchant
Creature — Vampire Advisor (U)
When Soulslave Merchant enters the battlefield, you get a gold counter and you put a 2/2 black Zombie creature token onto the battlefield for each gold counter you have. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
1/3
Strip to the Flesh
Instant (R)
Remove all counters from all permanents. “Lay yourself bare to how weak you truly are.”
—Stanis, the Noble Enigma
Trademaster of Debts
Creature — Vampire Advisor (R)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever you spend a gold counter, if its your turn, target player discards a card.
: Target player discards a card. Activate this ability only any time you could cast a sorcery.
3/3
Treasure Ooze
Creature — Ooze (C)
Sacrifice Treasure Ooze: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “It’s acid doesn’t tarnish gold nor silver, but is excellent at burning thieving fingers”
—Lucied, Halvar Enforcer
2/6
Underslum Cutpurse
Creature — Human Rogue (C)
Whenever Underslum Cutpurse deals combat damage to a player, you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
1/1
Vaporous Return
Sorcery (U)
Return target creature card from your graveyard to the battlefield. Put three time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Vital Exchange
Sorcery (R)
Target opponent sacrifices each creature he or she controls. Return a creature from your graveyard to the battlefield for each creature sacrificed this way.
Battlelust Ignus :symx:
Creature — Elemental (R)
Haste, trample
Battlelust Ignus enters the battlefield with X time counters on it.
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
Battlelust Ignus gets +1/+1 for each time counter on it.
2/0
Battlepit Counselor
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, Battlepit Counselor deals 1 damage to target creature or player.
3/2
Bloodsport Ogre
Creature — Ogre (C)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Bloodsport Ogre attacks each turn if able. A dance of swords and skill may appeal to the rich. However the Arena of Oestra knows some crowds have more brutal tastes.
3/2
Burning Redirection
Instant (R)
You may choose new targets for target instant or sorcery spell. Burning Redirection deals damage to target player equal to that spell’s converted mana cost.
Cinder Flayer
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Cinder Flayer gets +4/+0 as long as it has exactly one time counter on it.
1/3
Consuming Passion
Enchantment — Aura (C)
Enchant creature
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Enchanted creature gets +1/+0 for each time counter on Consuming Passion.
Contract of Blades
Sorcery (C)
Target creature gets +1/+0 and gains haste until end of turn.
Draw a card. Forged not with greed, but in the passion for battle.
Crackle Fiend
Creature — Elemental (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
As long as Crackle Fiend has exactly one time counter on it, it has first strike.
4/1
Crackling Imagination
Sorcery (U)
As an additional cost to cast Crackling Imagination, exile a nonland card from your hand.
Crackling Imagination deals 1 damage to target creature or player. You may play the exiled card this turn.
Draw a card.
Darting Gladiator
Creature — Human Warrior (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Darting Gladiator can’t be blocked except by two or more creatures.
2/1
Fireblood Tyrant
Creature — Dragon (M)
Flying
Whenever Fireblood Tyrant attacks, gain control of up to two target creatures controlled by defending player, These creatures are tapped and attacking. Return these creatures to their owner’s control at end of combat. Men pray for power, men who’ve seen dragons pray to never see power again.
7/6
First Blood
Instant (C)
Target creature you control gains first strike until end of turn. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) Oestran sell-swords may seem an unruly lot but on the battlefield they fight with passionate perfection.
Flarespitter
Creature — Elemental (C)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Flarespitter deals 1 damage to target player. If Flarespitter has exactly one time counter on it, it deals 2 damage to target creature or player instead.
1/1
Flashfire
Instant (C)
Choose one — Flashfire deals 3 damage to target player; or Flashfire deals 2 damage to target creature and that creature can’t block this turn.
Forge Sparker
Creature — Elemental (C)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Forge Sparker gets +1/+0 until end of turn.
As long as Forge Sparker has exactly one time counter on it, it has trample.
2/2
Forked Inferno
Sorcery (U)
Forked Inferno deals 2 damage to target creature or player and 2 damage to another target creature or player.
GlintEye Cyclops
Creature — Cyclops Warrior (C)
At the beginning of your upkeep, if an opponent has more gold counters than you, tap GlintEye Cyclops. He fights for one thing.... “Shiny”
4/4
Gnoll Packmaster
Creature — Gnoll Warrior (U)
Gnoll creatures you control get +2/+0 as long as you control three or more Gnolls.
2/2
Gnoll Raiders
Creature — Gnoll Warrior (C)
Gnoll Raiders attacks each turn if able.
As long as you control three or more gnolls, Gnoll Raiders has haste. They pillage not for wealth or supplies but because they simply enjoy it.
2/2
Gnoll Sentry
Creature — Gnoll Scout (C)
Gnoll creatures you control have intimidate as long as you control three or more Gnolls. The tunnels under Grancliff Pass are swarming with gnolls. The trade route is lucrative but any caravan needs a heavy guard.
1/1
Gnoll Slashers
Creature — Gnoll Warrior (C) Gnolls are cowardly scavengers only daring to attack the weak or injured. Dangerous in packs. If they sense your weakness you should pray they kill you quickly, as they’re known to take pleasure in ‘playing’ with their food.
2/1
Grancliff Ogre
Creature — Ogre (R)
When Grancliff Ogre enters the battlefield, put three 1/1 red Gnoll creature tokens onto the battlefield.
Tap a Gnoll you control: Grancliff Ogre gets +1/+0 and gains trample until end of turn. Its hard to get an ogre even more angry than usual but the gnolls manage it somehow.
3/3
Grancliff Rahkjaw
Creature — Cat Beast (C)
When Grancliff Rahkjaw enters the battlefield, you may destroy target artifact. Their pelts are worth a fortune but so is the price in blood required to acquire one.
4/3
Hymn of Ignition :symx:
Instant (R)
Hymn of Ignition deals X damage to target creature or player, Add an amount of to your mana pool equal to the damage dealt this way.”
Loot in Flames
Sorcery (C)
As an additional cost to cast Loot in Flames, discard a card.
Choose target player. Reveal the top two cards of your library and put them into your hand. Loot in Flames deals 1 damage to that player for each red card revealed this way.
Lustful Glamour
Sorcery (R)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn and must be blocked this turn if able.
Mercenary Cunning
Enchantment — Aura (U)
Enchant Creature
Enchanted creature has Glorious :symx:, where X is its converted mana cost. (At end of combat, if this creature attacked or blocked this turn and has less than X +1/+1 counters on it, put a +1/+1 counter on it.)
Meteor Pheonix
Creature — Phoenix (R)
Flying
Vanishing 3
Whenever Meteor Pheonix attacks, if it has exactly one time counter on it, it deals 13 damage to target creature an opponent controls.
Discard a Mountain or red card: Return Meteor Pheonix from your graveyard to your hand.
2/2
Mighty Cleave
Instant (U)
Put a +1/+1 counter on target creature. It gains double strike until end of turn.
Mireburn Gnoll
Creature — Gnoll Shaman (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player. Gnoll magic is the worst spawn of hate and blood.
2/2
Oestran Ambusher
Creature — Cat Soldier (C)
Haste
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.) Oestra’s sell-swords are in constant demand. Be it to protect a caravan or for a more destructive purpose.
4/2
Profitable Mutiny
Sorcery (C)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Quas Nova
Instant (C)
Quas Nova deals 6 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. “Quasfire is the rage of the land made manifest. Why it is angry we do not know.”
—Warick, Oestran Battlemage
Quasfire :symx:
Instant (U)
X target creatures attack this turn if able. Normal fire burns the flesh.
Quasfire burns something deep inside us. Stripping us of everything but our hate.
Rupture Quake
Sorcery (C)
Destroy target land. Then if its controller controls six or more lands, you may destroy another target land that player controls. Elemental servants that escape often turn their rage back on the cities that enslaved them.
Sell-Sword Elite
Creature — Human Warrior (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
When Sell-Sword Elite enters the battlefield, if mana from a gold counter was spent to cast it, it gains haste.
Whenever Sell-Sword Elite attacks, target creature can’t block this turn.
3/3
Smelter Collosus
Creature — Elemental (U)
Whenever a creature you control attacks, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) The world is his to forge.
6/4
Thunderous Entity
Creature — Elemental (R)
Flying
Vanishing 1 (This permanent enters the battlefield with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creatures you control have trample and haste.
6/2
Trademaster of Passions
Creature — Human Advisor (R)
Whenever you spend a gold counter, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Activate this ability any time you could cast a sorcery.
4/2
Alluring Menace
Sorcery (U)
Put a +1/+1 counter on target creature. It must be blocked this turn if able. “In nature the cities find gold, their most prized possession. They also find us, their most deadly enemy.”
—Feldisa, the Leaf Marked
Boundless Mapping :symx:
Sorcery (U)
Reveal X cards from the top of your library. Put all basic land cards revealed this way onto the battlefield tapped and the rest into your graveyard. For the elves each new vista is a potential wonder. For the cities its a potential profit.
Boundless Summoning
Sorcery (R)
For each creature and land you control, you may search your library for a card with the same name and put it onto the battlefield. Shuffle your library.
Bounty of Nature
Sorcery (R)
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and all other cards revealed this way on the bottom of your library in any order. Repeat this process for each creature you control.
Brutal Hunger
Sorcery (C)
Put two +1/+1 counters on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.) Are you predator or prey? Nothing else matters.
Burst of Vitality
Instant (C)
Put a +1/+1 counter on target creature. It gets +1/+1 until end of turn. “Is it the elves that attack our precious gold mines or the elementals? Have mercy on us if its both.
—Mervir, Parliament Counselor
Canopy Ranger
Creature — Elf Archer (C)
When Canopy Ranger enters the battlefield, you may have it deal 3 damage to target creature with flying.
2/2
Canyon Spider
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
Contract of Strength
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card. Marked not in ink, but in scars upon his hide.
Crumble into Nature
Sorcery (C)
Destroy target artifact or enchantment. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) “Gold and steel are the foundations of cities. Without them they shall collapse under their greed.”
Crumbling Forestral
Creature — Elemental (U)
Hexproof
Crumbling Forestral enters the battlefield with a time counter on it for each Forest you control.
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
Crumbling Forestral’s power and toughness are each equal to the number of Forests you control.
*/*
Earthcall Hydra :symx:
Creature — Elemental Hydra (R)
Trample
Earthcall Hydra enters the battlefield with X +1/+1 counters on it.
When Earthcall Hydra enters the battlefield, up to X lands you control become 3/3 green Elemental creatures until Earthcall Hydra leaves the battlefield. They’re still lands.
2/2
Earthsoul Bear
Creature — Bear (C)
When Earthsoul Bear enters the battlefield, distribute two +1/+1 counters among one or two target creatures.
2/2
Earthsoul Counselor
Creature — Elf Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
3/3
Elemental Authority
Enchantment — Aura (C)
Enchant creature
Enchanted creature has trample.
Whenever enchanted creature deals combat damage to a player, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Featherbind Murk
Instant (C)
Prevent all combat damage that would be dealt this turn. Creatures with flying your opponents control don’t untap during their controller’s next untap steps. “Illwood mists are a griffin’s bane.”
—Laresai saying
Flux of Nature
Enchantment (U)
At the beginning of your upkeep, you may reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Force of the Earthsoul
Creature — Elemental (U)
Trample
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
8/8
Giant Landshark
Creature — Beast (C)
Giant Landshark enters the battlefield with a +1/+1 counter on it.
Giant Landshark has trample as long as its power is 7 or greater.
4/3
Greyhide Stomper
Creature — Beast (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Remove a +1/+1 counter from Greyhide Stomper: Regenerate Greyhide Stomper.
2/2
Grizzled Fangthane
Creature — Beast (U)
Whenever Grizzled Fangthane attacks, if it has one or more +1/+1 counter on it, you may have it fight another target creature.
: Regenerate Grizzled Fangthane.
3/2
Indis, Voice of the Earthsoul
Legendary Creature — Elf Druid (M)
Whenever an Elemental creature enters the battlefield under your control, you may search your library for a basic land card and put it into your hand. If you do, shuffle your library.
, Sacrifice a basic land: Put a 3/3 green Elemental creature token onto the battlefield.
2/2
Irridan Communer
Creature — Elf Druid (C)
: Untap up to one target Forest. You gain 1 life. “The voice of the land cries out to me. At first it cried in agony and now it cries in anger.”
1/1
Irridwood Behemoth
Creature — Elk Beast (C)
Glorious 5 (At end of combat, if this creature attacked or blocked this turn and has less than five +1/+1 counters on it, put a +1/+1 counter on it.) Lord of the leaf-marked and master of beasts. Each movement brims with grace and power.
5/5
Leaf-Marked Elder
Creature — Elf Druid (R)
Leaf-Marked Elder can’t be countered.
Each player can’t draw more than one card each turn.
1/1
Leaf-Marked Highborn
Creature — Elf Warrior (C)
Flash
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.) He runs across the canopy, with a grace unimaginable to those who live so briefly.
2/2
Mosswood Shambler
Creature — Elemental (C) “Every month the guards have been doubled. We didn’t know why until the forest itself seemed to assault us.”
—Gavin, Caravan Driver
4/3
Norgrove Sentry
Creature — Elf Scout (C)
Vigilance (Attacking doesn’t cause this creature to tap.)
: Norgrove Sentry gets +2/+2 until end of turn. Activate this ability only once each turn.
1/1
Norgrove Warden
Creature — Elf Druid (C)
, : Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) “The Norgrove elves may hold a fragile peace with us. But step into Irridwood and your looking for a quick death.”
—Dravern, Laresai Counselor
1/2
Overwhelming Instincts
Instant (U)
Until end of turn, target creature gains trample and “Whenever this creature deals combat damage to a player or planeswalker, draw that many cards.”
Primal Stirrings
Enchantment — Aura (R)
Enchant land you control
Enchanted land is a 3/3 green Elemental creature. It’s still a land.
When enchanted land leaves the battlefield, you may return Primal Stirrings from your graveyard to the battlefield.
Scavenging Boar
Creature — Boar (U)
Whenever Scavenging Boar or another creature enters the battlefield under your control, you may exile a target creature card from a graveyard. If you do, you gain 3 life.
2/2
Supreme Fangthane
Creature — Beast (R)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Remove a +1/+1 counter from Supreme Fangthane: Supreme Fangthane gains your choice of trample, deathtouch, hexproof or reach until end of turn.
3/3
Toxic Lucanid
Creature — Insect (C)
Deathtouch
Whenever a creature dealt damage by Toxic Lucanid this turn dies, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/2
Trademaster of the Forest
Creature — Elf Advisor (R)
If you would reshape, reshape twice instead.
: Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) “The only currency in Irridwood is growth.”
5/4
Unbound Terrain
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield tapped. If it’s a Forest, put a +1/+1 counter on up to one target creature. Then shuffle your library. “The Earthsoul is angry, but the wilds shall simply grow stronger.”
—Feldisa, the Leaf Marked
Voraginous Wurm
Creature — Wurm (U)
Trample
Voraginous Wurm can’t be blocked by more than one creature. “Its only dream is food.
Its only fear is hunger.”
—Oneria, the Dreamweaver
5/5
Wolfpack Alpha
Creature — Wolf (R)
Wolfpack Alpha has intimidate as long as you control three or more Wolves.
Whenever you cast a creature spell put a 2/2 green Wolf creature token onto the battlefield.
5/4
Wolfpack Outrunner
Creature — Wolf (C)
Wolfpack Outrunner enters the battlefield with a +1/+1 counter on it if another creature entered the battlefield under your control this turn. The howl before the horde.
2/1
Laresai High Counselor
Legendary Creature — Human Advisor (M)
Noncreature spells you cast cost 1 less to cast.
Creature spells your opponents cast cost 1 more to cast.
Whenever a creature deals combat damage to you, you may return it to its owner’s hand.
2/4
Voiceless Prism
Enchantment (U)
Flash (You may cast this spell any time you could cast an instant.)
When Voiceless Prism enters the battlefield, exile target spell or creature until Voiceless Prism leaves the battlefield. (That spell or creature returns to play under its owner’s control.)
Insanity Mantis
Creature — Insect (U)
Flying
At the beginning of each player’s end step, if a card was put into that player’s graveyard from anywhere this turn, put a +1/+1 counter on Insanity Mantis. A scavenger of both death and madness.
2/2
Grimflame Rite
Enchantment (U)
Whenever you sacrifice a permanent, you may have Grimflame Rite deal 1 damage to target creature or player.
Irridwood Savage
Creature — Elf Warrior (U)
Trample, haste
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
3/2
Unity of Autumn
Instant (U)
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each of those creatures. The autumn harvests bring great riches to Mercalis and form the core of the fragile peace between the elves and the cities.
Stanis, the Noble Enigma
Planeswalker — Stanis (M)
Starting Loyalty: 2
+1: Name a nonland card. Until your next turn, the named card can’t be played and prevent all damage from sources with that name.
-X: Destroy all creatures with converted mana cost X or less.
-6: You get an emblem with “At the beginning of your upkeep, you may return target permanent card from your graveyard to the battlefield.”
Writ of Supremacy
Enchantment (U)
As an additional cost to cast Writ of Supremacy, sacrifice a creature.
Creatures you control get +1/+1. “The corpses of the many shall serve the needs of the few.”
—Halvar saying
Searing Memory
Sorcery (U)
Choose target creature or player. Return target instant or sorcery card from your graveyard to you hand. Searing Memory deals damage equal to that card’s converted mana cost to that creature or player. Exile Searing Memory.
Gravewood Lurker
Creature — Treefolk Horror (U)
Whenever another creature dies, put a +1/+1 counter on target creature you control. “Halvar’s armies didn’t simply massacre the elves that lived here. They twisted the land so no one would ever return.”
—Hermia, Wandering Hero
4/4
Arena Veteran
Creature — Human Soldier (U)
First Strike, vigilance
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.) Art and war are inseparable to him, his every blow focused as much to the crowd as to his opponent.
1/1
Katie, Ascended Sword
Planeswalker — Katie (M)
Starting Loyalty: 3
+1: Creatures you control get +1/+0 and gain vigilance until end of turn.
-3: You get an emblem with “At the beginning of your upkeep, put a 1/1 red and white Soldier creature token with haste onto the battlefield.”
-7: Katie, Ascended Sword deal 5 damage to each opponent and each creature you don’t control. You gain life equal to the damage dealt this way.
Yandor, Oestran Champion
Legendary Creature — Cat Soldier (M)
Double Strike, protection from enchanted creatures.
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever Yandor, Oestran Champion deals combat damage to a player, you may exile target enchantment or enchanted creature.
3/3
Dreamscape Emissary
Creature — Human Advisor (U)
Protection from creatures with +1/+1 counters.
, : Put a +1/+1 counter on target creature. They once were Laresai counselors. Now they study the dreamscape, hoping to someday tap the full potential of mortal dreams.
2/2
Dreamscape Hydra
Legendary Creature — Illusion Hydra (M)
Trample
Dreamscape Hydra’s power and toughness are each equal to the total number of cards in all player’s hands.
If a source would deal damage to Dreamscape Hydra, prevent that damage. Each player draws cards equal to the damage prevented this way.
*/*
Oneria, the Dreamshaper
Planeswalker — Oneria (M)
Starting Loyalty: 4
+2: Until your next turn, you may cast creature cards as though they had flash.
-3: Draw a card for each creature you control.
-10: Gain control of all creatures. Put three +1/+1 counters on each creature you control.
Captivating Bauble
Artifact (R)
At the beginning of your upkeep, if you are not the owner of Captivating Bauble, that player gets a gold counter.
: Put the top seven cards of your library into your graveyard. Target player gains control of Captivating Bauble. Weak minds deserve to be cheated.
Conversion Matrix
Artifact (U)
You may spend mana from gold counters as though it were mana of any color.
:7mana:: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Crystal Amulet
Artifact — Equipment (R)
Equipped creature has “ : Add one mana of any color to your mana pool for each counter on it.”
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.) A refraction of Mercalis in colors impossible to behold.
Delayed Explosive
Artifact (R)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Sacrifice Delayed Explosive: Destroy each creature with converted mana cost equal to the number of time counters on Delayed Explosive.
Ebony Gargoyle
Artifact Creature — Gargoyle (C)
Flying
Ebony Gargoyle enters the battlefield tapped. Halvar mansions never go unguarded.
3/4
Ebony Plate
Artifact — Equipment (R)
If equipped creature would be destroyed, regenerate it and put a +1/+1 counter on it.
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.) “Ebony, an endless void for eternal life”
—Contracts of Halvar, Volume XII
Hunter Automaton
Artifact Creature — Construct Soldier (U)
Double Strike
Tap two other untapped creatures you control: Hunter Automaton gets +2/+0 until end of turn. “Behold! Halvar’s latest clockwork hunter. Be sure to wind it up for maximum effectiveness.”
—Mervir, Parliament Counselor
1/1
Mana-Trade Courier
Artifact Creature — Golem (C)
: Add one mana of any color to your mana pool. Mana-Trade Courier doesn’t untap during your next untap step. Gathering foreign mana. These neutral constructs travel Mercalis providing a rare but vital service for every marketplace.
0/2
Manipulator Spear
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has “ : You may tap or untap another target creature”.
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Reliquary of Exuberance
Artifact (M)
If you would gain life, you gain twice that much life instead.
If you would draw a card, draw two cards instead.
If you tap a permanent for mana, it produces twice as much of that mana instead.
Skycrash Blimp
Artifact — Equipment (C)
Equipped creature has flying and trample.
Equip 2 (:2mana:: Attach to target creature you control. Equip only as a sorcery.) The roads may be used for most trade and travel but when something urgent is needed by one of the cities, they call upon these unstoppable airships.
Sleepless Sentry
Artifact Creature — Construct Scout (C)
:2mana:: Untap Sleepless Sentry. “Elementals are unstable. Mercenaries are greedy, and the dead are slow. Replace them all with machines.”
—Mervir, Parliament Counselor
1/1
Smuggler’s Sword
Artifact — Equipment (U)
Equipped creature gets +3/+0 and has “Whenever this creature deals combat damage to a player, you get a gold counter.” (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Equip 1 (:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Trade Nexus
Artifact (R)
: Each opponent gains 1 life then you gain 2 life.
:2mana:, : Each opponent draws a card, then you draw two cards.
:4mana:, : Each opponent may return a creature card from his or her graveyard to his or her hand, then you may return up to two creature cards from your graveyard to your hand.
Trader Sigil
Artifact (C)
:1mana:, : Add one mana of any color to your mana pool.
Sacrifice Trader Sigil: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Vault Custodian
Artifact Creature — Golem (U)
Whenever you spend a gold counter, you may put a +1/+1 counter on Vault Custodian.
3/3
Blighted District
Land (R)
Blighted District enters the battlefield tapped.
: Add , or to your mana pool. Pollution in Halvar is not seen as a problem but simply another weapon.
Cobbled Traderoute
Land (C)
As Cobbled Traderoute enters the battlefield, you may pay 2. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
: Add 1 to your mana pool. Roads are the veins of Mercalis and trade is its blood.
Forge District
Land (R)
Forge District enters the battlefield tapped.
: Add , or to your mana pool. The flames of elementals heat the furnaces of industry.
Harbour District
Land (R)
Harbour District enters the battlefield tapped.
: Add , or to your mana pool. The bounties of nature provide both endless beauty and untapped profits.
Market District
Land (R)
Market District enters the battlefield tapped.
: Add , or to your mana pool. Markets in Laresai build skyward like the profits they hope to achieve.
Moonlit District
Land (R)
Moonlit District enters the battlefield tapped.
: Add , or to your mana pool. Here you can acquire untold wonders or simply an early grave.
Surgescape
Land (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Add one mana of any color to your mana pool.
Trading Den
Land (U)
: Add 1 to your mana pool.
, Sacrifice Trading Den: Reshape. Activate this ability only any time you could cast a sorcery. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Ah thank god, I thought it did both! So it's like a more interesting proliferate?
Kinda, proliferate allows for addition to ALL counter while this selects a single counter on a single permanent or player and allows you to either add or remove one.
Courier Dove: Nice flavour text.
Laresai Attendants: How come it's blue and not white?
Keyblade Hollow: Is the idea here that he steals gold?
Irrigation Pest: I know pest is often a name used for faeries, but I think this card sounds like a black insect. Then plainswalk would make more sense mechanically
Delayed Explosives and Bounty are my favourites here. Nice work!
Not 100% sure on what I want the flavour for black reshape to be yet. Currently it is Stealing/warping magic while green is more the constant flux of nature.
Will be remaking Irrigation Pest as I am not happy with it flavour wise. Plainswalk is a difficult one but I need it to complete a cycle.
Glad you enjoy Bounty, Courier Dove and Delayed Explosives. I actually have art and renders for all three of those cards which I can post up to make you happy.
Remember to check out my [CMC] White commons thread as I would love some more feedback.
Extra cards added today because I had some extra time.
A cycle of uncommon X spells:
Desperate Reinforcementsx:symw::symw::symw:
Instant (U)
Put X 2/2 white Knight creature tokens onto the battlefield.
Creatures you control get +0/+2 until end of turn.
Harbor Stormx
Instant (U)
Up to X target creatures don’t untap during their controller’s next untap step.
Gravebound Bargainx:symb::symb:
Sorcery (U)
Return X target creature cards from your graveyard to your hand. A contract in Halvar cannot be escaped. The Hollows providing a grim reminder to those that think death will set them free.
Quasfirex:symr::symr:
Instant (U)
Up to X target creatures attack this turn if able. Normal fire burns the flesh.
Quasfire burns something deep inside us. Stripping us of everything but our hate.
Boundless Mappingx
Sorcery (U)
Reveal X cards from the top of your library, put all basic land cards revealed this way onto the battlefield tapped, and the rest into your graveyard.
Also thinking of changing Dazzling Presence as currently is too narrow.
Current version: Dazzling PresenceW
Sorcery (C)
Destroy all Auras attached to target creature.
Draw a card. “A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
New Version: Dazzling PresenceW
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card. “A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Here is a showcase of a few cards that show some of the flavour I've been exploring.
Warehouse Mastiff :1mana::symw:
Creature — Hound (C) “The roads are not safe.
The towns are at risk.
Elementals attack.
and business is booming.”
—Bobby, Warhound Merchant
3/1
Contractual Sabotage :1mana::symu::symu:
Instant (C)
Counter target spell.
You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “The powers have been amassed, the ritual has begun and your grand plans coalesce into....A tidy profit for me”
Riptide Pluderer :3mana::symu:
Creature — Merfolk Rogue (C)
When Riptide Pluderer enters the battlefield, draw two cards, then discard two cards. As elementals start to attack their water capital, Alt’Valis. Some merfolk have turned to desperate ‘borrowing.’
1/2
Windwisp Sentry
Creature — Elemental Scout (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.) “Another lumin mine was attacked today. The elementals have been vanquished but I fear every attack is simply another test. Another probe for weakness in our ranks.”
—Jordan, Halvar Overseer
0/3
Debtslave Hollow :3mana::symb:
Creature — Zombie (C)
When Debtslave Hollow enters the battlefield you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) Hollow are perfect worker, untiring and eternal. That their souls suffer is of no concern to Halvar’s profits.
2/3
Drowned Mass :2mana::symb::symb:
Creature — Zombie Horror (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.) Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
Lumin Rot :2mana::symg:
Sorcery (C)
Destroy target artifact or enchantment.
Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) Gold, silver and lumin. The cities go to so much effort to acquire these yet with but a word I can return them them to their earthy womb.
lol Moneywalk(creature is unblockable if your opponent has a gold counter). Could make another engine that if a player loses 5 or more gold counters in one turn, they lose the game by being "taxed to death"? Don't know how well that'd go over, but its a thought
lol Moneywalk(creature is unblockable if your opponent has a gold counter). Could make another engine that if a player loses 5 or more gold counters in one turn, they lose the game by being "taxed to death"? Don't know how well that'd go over, but its a thought
Moneywalk is planned, just not 100% sure where to put it in my set skeleton. Don't think the death by taxes will happen. (Though it is a good name for a card)
A cycle of common landwalk creatures today. Will be making tweaks to White and Blue commons and hopefully releasing the rest of the blue commons tommorow.
Caravan Mastadon :2mana::symw::symw:
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield put a 1/1 while Soldier creature token onto the battlefield. Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Irrigation Wanderer :2mana::symu::symu:
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Wanderer leaves the battlefield, reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/1
Drowned Mass :2mana::symb::symb:
Creature — Zombie Horror (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.) Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
Mirestained Brigand :2mana::symr::symr:
Creature — Human Warrior (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mirestained Brigand deals combat damage to a player, you may discard a card. If you do, draw a card. Too unruly to be a profitable mercenary he instead accepts insane dares to pay for his revelry.
3/2
Canyon Spider :2mana::symg::symg:
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
The major change is to the wording of Glorious
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
This means that the +1/+1 counter is applied at end of combat rather than end of turn which is more intuitive and means burn based removal is slightly more pressured to be used before combat.
Here are the new cards bringing us up to 50 cards
Winged Notion :1mana::symu:
Creature — Illusion Bird (C)
Flying
Whenever Winged Notion attacks or blocks, tap Winged Notion and it doesn’t untap during your next untap step. Counselors can’t risk fleeting emotions effecting trading deals. instead, siphoning them off to form useful servants.
3/2
Claret Collector :2mana::symb:
Creature — Vampire (C)
Flying
Claret Collector cant block.
When Claret Collector enters the battlefield, Claret Collector deals 1 damage to each player. “History will forget you but I will remember your blood forever.”
2/1
Rite of Return :3mana::symb:
Sorcery (C)
As an additional cost to cast Rite of Return, sacrifice a creature.
Return up to three cards at random from your graveyard to your hand.
Made a few changes to my blue commons today as well as finished a few mythics. Some are story related (Yandor) while others are just cool cards I think fit.
Sleeper of Alt’Valis :5mana::symu::symu::symu:
Legendary Creature — Octopus (M)
Flash (You may cast this spell any time you could cast an instant.)
Sleeper of Alt’Valis can block seven additional creatures.
When Sleeper of Alt’Valis enters the battlefield, up to eight target creatures get -8/-0 until end of turn.
8/8
Fireblood Tyrant :4mana::symr::symr::symr:
Creature — Dragon (M)
Flying, Haste
Whenever Fireblood Tyrant attacks, gain control of up to two target creatures controlled by defending player, These creatures are tapped and attacking. Return these creatures to their owner’s control at end of combat. Men pray for power, men who’ve seen dragons pray to never see power again.
6/6
Yandor, Oestran Champion :3mana::symr::symw:
Legendary Creature — Cat Soldier (M)
First Strike, trample
Protection from enchanted creatures.
Yandor, Oestran Champion has Glorious X where X is the number of creatures you control. (At end of combat, if this creature attacked or blocked this turn and has less than X +1/+1 counters on it, put a +1/+1 counter on it.)
3/2
Dreamheart Hydra :5mana::symg::symu::symu:
Legendary Creature — Illusion Hydra (M)
Trample
Dreamheart Hydra’s power and toughness are equal to the total number of cards in all player’s hands.
If a source would deal damage to Dreamheart Hydra, prevent that damage. Each player draws cards equal to the damage prevented this way.
*/*
Trader Sigil
Artifact (C)
:1mana:, :symtap:: Add one mana of any color to your mana pool.
:symtap:, sacrifice Trader Sigil: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Just some minor changes to a couple of commons and 2 new cards.
Gnoll SentryR
Creature - Gnoll Scout {C}
Gnoll Sentry can’t be blocked by creatures with flying.
1/1
Gnoll PillagerR
Creature - Gnoll Rogue {U}
Whenever Gnoll Pillager deals combat damage to a player, that player discards a card at random then draws a card.
“Hey where did our bags go?”
—Caravan Escort
1/1
When I think of gold counters I think of the wild west and gunslingers and bank robbers but I love gold counters. It is nice but to confirm you get gold counters but why not also allow creatures to have them and they get a bonus.
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
When I think of gold counters I think of the wild west and gunslingers and bank robbers but I love gold counters. It is nice but to confirm you get gold counters but why not also allow creatures to have them and they get a bonus.
Complexity issues would be a major reason.
I already have 2 types of counters on creatures in this set. (time counters and +1/+1 counters) adding gold counters to creatures would also make for a very different flavour to what I'm going for.
Sorry I missed posting a card yesterday, been stupid busy with real life.
Todays card. An interesting soft pacifism variant.
Counselor’s TollWB
Enchantment - Aura {U}
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
End of a very long week..... Surgescape
Land {R}
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) T: Add one mana of any color to your mana pool.
Realized I've forgotten to update the main page. Will do it Tonight
Vaporous Return3B
Sorcery {U}
Return target creature card from your graveyard to the battlefield. Put three time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Surgescape is an amazing card and should totally earns the rarity. In limited this card is pretty much I can play pretty much any bomb in any color with this card and in constructed... its like Sol Ring for Colored though it might be broken 4.4/5 AMAZING.
Vaporous Return could easily cost 3 or 2 mana and could be a pushed common. But I like it though if this set has a tribal I wish it gained that type as long as it has a time counter or some thing. With Balancing 3.6/5
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Nearly finished the black commons.
Will release them on Friday as I have a massive assignment due on Thursday night so need to concentrate on that.
ValantineX
Glad you like Surgescape. Considering Gemstone Mine and how this vanishes so fast I believe it should be balanced.
Vaporous Return is uncommon due to it being insane with other vanishing creatures (they ETB with an additional 3 counters) therefore justifying the cost.
Not sure how this creature will tie into the set flavour wise but I like the mechanics it has. Morphskin Emmisary1GU
Creature - Human Advisor {U}
Protection from creatures with +1/+1 counters. (This permanent can’t be blocked, targeted, dealt damage, or enchanted by creatures with +1/+1 counter.) 1GU,T: Put a +1/+1 counter on target creature.
2/2
-One of the black commons changed
-the BW uncommon changed to mono white
-added new card
Horrific PresenceB
Sorcery {C}
Until end of turn, whenever target creature deals combat damage to an opponent, that player discards a card.
Draw a card.
Counselor’s Toll1W
Enchantment - Aura {U}
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
New Card Greater GoodWB
Enchantment {U}
As an additional cost to cast Greater Good, sacrifice a creature.
Creatures you control get +1/+1.
------------------------------------------------------------------------
------------------------------------------------------------------------
Set Name: Coins of Mercalis
Release Date: First Draft: 27/11/2013, Extensive playtests from 01/02/2014, Final Version: 02/05/2014
Mechanics: Gold Counters, Glorious, Reshape, Vanishing
Flavour: Markets, Mercenaries and Money.
Size: 243 (101 Common, 71 Uncommon, 51 Rare, 15 Mythic, 5 Basic Lands)
Expansion Code: CMC
Development Codename: "Life", of "Life, Liberty, Luxury"
------------------------------------------------------------------------
This is a set I've slowly been working on for a while now. Originally called "Dreamshift" I recycled it into a far more mechanically interesting set. The set is designed around "counters matter" theme as well as a semi topdown world based around bustling medieval style merchant tropes. I will be trying to update this with at least one card each day. Enjoy
MSE FILE LINK
Plot + Story
Mechanics
Gold counters: (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
The primary mechanic that appears in every color except green. White and Black are the primary gold producing colours with Red and Blue being secondary.
I have been trying to provide a variety of effects that benefit from using gold counters to create a interesting dynamic between spending for extra effect or trying to get 10 to win. Another challenge is to make the gold counters be useful enough that they are not too parasitic.
Creature — Human Advisor (C)
W,T, Tap an untapped creature you control: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Bounty B
Enchantment — Aura (C)
Enchant creature an opponent controls.
When enchanted creature dies, you get two gold counters. (Once per phase a gold counter can be spent for 1. A player with ten or more gold counters wins the game.)
Vault Custodian 4
Artifact Creature — Golem (U)
Whenever you spend a gold counter you may put a +1/+1 counter on Vault Custodian.
3/3
Glorious {X}: (At end of combat, if this creature attacked or blocked this turn and has less than {X} +1/+1 counters on it, put a +1/+1 counter on it.)
My main combat mechanic in the set that helps break stalls that players using gold counters often want to create. Appears primarily in Red, Green and White. This also works well with Reshape and other +1/+1 counter manipulation cards.
Courier Dove W
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Darting Gladiator 2R
Creature — Human Warrior (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Darting Gladiator can’t be blocked except by two or more creatures.
2/1
Irridwood Behemoth 6G
Creature — Beast (C)
Glorious 5 (At end of combat, if this creature attacked or blocked this turn and has less than five +1/+1 counters on it, put a +1/+1 counter on it.)
Lord of the forest and master of beasts. Every movement brimming with savage grace backed up the strength of titans.
5/5
Reshape: (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
This is the core mechanic that reinforces the "counters matter" theme of the set/block and works extremely well with all three other mechanics. This is often not incredibly powerful but is extremely flexible as it allows you to increase time/ +1/+1 counters on your permanents as well as increase your gold counters. However it can also be used offensivly by removing +1/+1 counters mid combat, removing time counters to kill vanishing creatures and finally remove gold counter to prevent opponent's ramp/win condition. This mechanic is primary in Green and secondary in Blue and Black. In Green this represents the nature magic of growth and decay while in blue and black it is more about the manipulation of magic itself rather than nature.
Creature — Human Druid (C)
1G,T: Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.).
1/2
Keyblade Hollow 3B
Creature — Zombie Rogue (C)
Intimidate
When Keyblade Hollow enters the battlefield, Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
A thief that fails his assignment in life may find his second chance a grim affair.
2/3
Irrigation Servant 3U
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Pest enters the battlefield, reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Returning Mechanic
Vanishing {X}: (This permanent enters the battlefield with {X} time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
My returning mechanic is coming back to provide some faster aggro strategies compared to the midrangy Glorious cards. Vanishing is very interesting this time as it works really well with Reshape, allowing you to have cards usually balanced to only last a small amount of time last longer. Red also has a "brink" mechanic on most of it's Vanishing creatures were they get bonuses when on the final counter. Reshape can also be used against you, providing additional weaknesses that balance the increassed power of some vanishing cards. Vanishing is Primary in Blue, Red and Secondary in Green. Vanishing is flavored as the Elemental creatures unable to manifest for long as well as highly unstable magic they slowly decays.
Creature — Spirit Wizard (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:1mana::symu:, :symtap:: Tap target creature, it doesn’t untap during its controllers next untap step.
1/3
Flarespitter
Creature — Elemental (C)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:symtap:: Flarespitter deals 1 damage to target player. If Flarespitter has exactly one time counter on it, deal 2 damage to target creature or player instead.
1/1
Delayed Explosive 2
Artifact (R)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Sacrifice Delayed Explosive: Destroy all creatures with converted mana cost equal to the number of time counters on Delayed Explosive.
FAQ
When I spend a gold counter does it get removed?:
Yes.
Spending a gold counter is simply another way of saying "remove a gold counter" except that it allows me to trigger abilites of it without Reshape causing those same abilites to trigger.
This means you can either save your gold counters or spend, making it very flexible and providing the basis for a variety of archetypes.
Why doesn't green, the mana producing color, get gold counters?:
Green gets normal mana ramping and mana production but doesn't get gold counters as the concept of money is alien to green. This is mainly a flavour thing as money is an unnatural concept created by societies and is linked to the major cities that are generally all too happy to strip the wilderness of resources.
Green is able to add/remove gold counters using Reshape but you need to splash another colour if you want the gold counters.
Remember that you can only spend one gold counter a turn making it far weaker than most ramp that green has access too.
Does reshape allow me to change one counter for another?:
No.
Reshape simply addes or removes a counter from a single permanent. You can't add a counter unless it already has a counter of that type. This is very similar to how the card Clockspinning works. Look at the rulings of clockspinning if your interested.
Can I use Reshape to kill a creature with vanishing by reducing it to zero counters?:
Yes.
Reshape also allows you to make your dangerous vanishing creatures last longer which can be very powerful. This also means if you are keeping a creature at one time counter to activate its bonus ability (if itmis a red card) then you run the risk of an opponent's reshape.
Is spending a gold counter an instant or mana ability?:
A mana ability.
This means it cannot be responded to with a reshape therefore denying an opponent mana. This is because mana denial like this can create very unfun situations especially for new players.
Will this set be released with art?:
Yes I am planning on finding art for all cards.
Card List
See 3rd Post for full card list
Notable Cycles
A cycle of trademasters for each colour that each have an ability that gets a free activations upon spending a gold counter. Green instead gets a reshape enhancer as it doesn't use gold counters for both mechanical and flavour reasons. Not 100% happy with the green card yet.
Trademaster of Warfare :4mana::symw:
Creature — Human Advisor (R)
Whenever you spend a gold counter, put a 2/2 white Knight creature token onto the battlefield.
:3mana::symw:: Put a 2/2 white Knight creature token onto the battlefield.
2/4
Trademaster of Secrets :4mana::symu:
Creature — Human Advisor (R)
Whenever you spend a gold counter, draw a card.
:3mana::symu:: Draw a card.
2/5
Trademaster of Debts :4mana::symb:
Creature — Vampire Advisor (R)
Whenever you spend a gold counter, target player discards a card.
:3mana::symb:: Target player discards a card. Activate this ability only any time you could play a sorcery.
3/3
Trademaster of Passions :4mana::symr:
Creature — Human Advisor (R)
Whenever you spend a gold counter, gain control of target creature until end of turn. Untap it. It gains haste.
:3mana::symr:: Gain control of target creature until end of turn. Untap it. It gains haste. Activate this ability any time you could cast a sorcery.
4/2
Trademaster of the Forest :4mana::symg:
Creature — Elf Advisor (R)
Whenever you reshape you may reshape twice instead.
:3mana::symg:: Move a +1/+1 counter from target creature to another target creature.
“The only currency in Irridwood is growth.”
3/3
Basic wedge land designs that mirror the tri colour alara lands.
Blighted District
Land (R)
Blighted District enters the battlefield tapped.
T: Add W, B or G to your mana pool.
Forge District
Land (R)
Forge District enters the battlefield tapped.
T: Add W, B or R to your mana pool.
Elementals provide a searing blaze that smelt the best Oestran steel.
Harbour District
Land (R)
Harbour District enters the battlefield tapped.
T: Add U, R or G to your mana pool.
Market District
Land (R)
Market District enters the battlefield tapped.
T: Add W, U or R to your mana pool.
Markets in Laresai build skyward like the profits they hope to achieve.
Moonlit District
Land (R)
Moonlit District enters the battlefield tapped.
T: Add U, B or G to your mana pool.
Here you can acquire untold wonders or simply an early grave.
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you gain 3 life.
1/2
Archive Counselor :2mana::symu::symu:
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may draw a card.
2/2
Halvar Counselor 1BB
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may sacrifice a creature. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Battlepit Counselor :1mana::symr::symr:
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, Battlepit Counselor deals 1 damage to target creature or player.
3/1
Earthsoul Counselor :3mana::symg::symg:
Creature — Elf Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
3/3
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Irrigation Servant 3U
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Servant enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Drowned Mass 3B
Creature — Zombie (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
Mireburn Gnoll 3R
Creature — Gnoll Shaman (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player.
Gnoll magic is the worst spawn of hate and blood.
2/2
Canyon Spider 3G
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card.
“A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Contract of Flight U
Sorcery (C)
Target creature gains flying until end of turn.
Draw a card.
Contract of Horrors B
Sorcery (C)
Until end of turn, target creature gains “Whenever this creature deals combat damage to an opponent, that player discards a card.”
Draw a card.
Contract of Wrath R
Sorcery (C)
Target creature gets +1/+0 and gains haste until end of turn.
Draw a card.
Oestra doesn’t quite have the negotiating skills of other cities, but don’t let that think you can cheat them and live.
Contract of Strength G
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card.
Marked not in ink, but in scars upon his hide.
Instant (C)
Exile target creature. You may return it to the battlefield under its owner’s control at the beginning of the next end step. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Forced Introspection 4UU
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library.
The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Grasp of Oblivion 4BB
Instant (C)
Destroy target creature. It can’t be regenerated. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
“One death can change everything.”
—Midasa, the Golden Gaze
Quas Nova 5RR
Instant (C)
Quas Nova deals 6 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
“Quasfire is the rage of the land made manifest. Why it is angry we do not know.”
—Warick, Oestran Battlemage
Brutal Hunger 4GG
Sorcery (C)
Put two +1/+1 counters on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.)
Are you predator or prey? Nothing else matters.
REMOVED Cycles
Mono colour guildmage style cycle designed to promote less multicolour decks in limited.
Pure Mendmage :symw::symw:
Creature — Human Wizard (U)
:1mana::symw:, :symtap:: Gain 2 life.
:3mana::symw:, :symtap:: Prevent all combat damage dealt by target creature this turn.
1/1
Temple Phasemage :symu::symu:
Creature — Human Wizard (U)
:1mana::symu:, :symtap:: Target creature can’t be blocked this turn.
:3mana::symu:, :symtap:: Return target creature you control to its owner’s hand.
1/1
Halvar Soulmage :symb::symb:
Creature — Vampire Wizard (U)
:1mana::symb:, :symtap:: Each opponent loses 1 life and you gain that much life.
:3mana::symb:, :symtap:: Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield.
1/1
Mercanary Battlemage :symr::symr:
Creature — Human Wizard (U)
:1mana::symr:, :symtap:: Target creature attacks this turn if able.
:3mana::symr:, :symtap:: Target creature gains double strike until end of turn.
1/1
Wild Ecomage :symg::symg:
Creature — Elf Wizard (U)
:1mana::symg:, :symtap:: Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
:3mana::symg:, :symtap:: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
1/1
Visual Spoilers
Full Visual Spoiler Updated 02/05/2014
Associated Threads
White Commons
Blue Commons
Black Commons
Red Commons
Green Commons
Artifact Commons
Gnolls
On the Brink of Vanishing
Planeswalker Concepts
5 Reworked Designs
Counselor Cycle
Costing Checks
Changelog
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Sounds like people will be messing with counters constantly in your limited season and there will be a lot of judges called to tables because of discomfort or shady plays.
Multiple types of counters and regularly turning one into the other is a lot to hold in your head and a lot to have to accurately represent.
Cube talk, design community and much much more!
Set by Reuben Covington
Æther Judgment
Instant (C)
Exile target creature. You may return it to the battlefield under its owner’s control at the beginning of the next end step. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Airgrip Eagle
Creature — Bird (U)
Flying
When Airgrip Eagle enters the battlefield, choose one — Target creature you control gains flying until Airgrip Eagle leaves the battlefield; or target creature can’t attack or block until Airgrip Eagle leaves the battlefield.”
2/2
Arena Sell-Sword
Creature — Human Soldier (C)
Glorious 1 (At end of combat, if this creature attacked or blocked this turn and has less than one +1/+1 counter on it, put a +1/+1 counter on it.)
The arena of Oestra is many things. Entertainment, battlefield and the training pit for some of the best sell-swords in Mercalis.
2/2
Blessing of the Bird
Enchantment — Aura (C)
Enchant creature
When Blessing of the Bird enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
Enchanted creature gets +1/+1 and has flying.
Caravan Mastodon
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastodon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Caravan Sentry
Creature — Human Scout (C)
: Untap another target creature.
Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
1/1
City Tradesmith
Creature — Human Advisor (C)
, , Tap an untapped creature you control: You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
1/4
Cloudborn Harbinger
Creature — Angel (M)
Flying, vigilance
Cloudborn Harbinger enters the battlefield with five +1/+1 counters on it.
At the beginning of each end step, if another creature attacked this turn, remove a +1/+1 counter from Cloudborn Harbinger. Otherwise, you put a +1/+1 counter on it.
A change is coming, she is only the beginning.
0/0
Contract of Purity
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card.
Shaped not with deception, but a clarity of both body and mind.
Counselor’s Decree
Sorcery (U)
Exile target creature that dealt damage this turn. You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
A contract in Mercalis is law. To break one is to break your right to exist.
Counselor’s Toll
Enchantment — Aura (U)
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, you get two gold counters. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Countryside Warden
Creature — Human Knight (C)
When Countryside Warden enters the battlefield, for each opponent, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
In Mercalis no road goes unguarded.
3/4
Courier Dove
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Courthouse Counselor
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you gain 3 life.
2/2
Dauntless Mountblade
Creature — Human Knight (U)
Whenever Dauntless Mountblade becomes blocked, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“Good deeds require no payment but great heroics are surely worth a few coins”
2/3
Daybreak Blessing
Instant (R)
Prevent all damage that would be dealt to you by creatures this turn. If damage is prevented this way, you gain that much life.
Daywatch Commander
Creature — Human Soldier (R)
Vigilance
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Each other creature you control has Glorious :symx:, where X is its converted mana cost. (Multiple instances of glorious trigger separately.)
2/2
Flawless Dodge
Instant (C)
Prevent all damage that would be dealt to target creature this turn. Untap that creature.
The best sell-swords in Mercalis fight not for the promise of gold but for the chance to promote awe in their skills.
Grizzled Counselor
Creature — Human Advisor (C)
As long as you control another Advisor, Grizzled Counselor gets +2/+2 and has vigilance.
“A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Hermia, Wandering Hero
Legendary Creature — Human Soldier (M)
Indestructible
Glorious 20 (At end of combat, if this creature attacked or blocked this turn and has less than twenty +1/+1 counters on it, put a +1/+1 counter on it.)
When Hermia, Wandering Hero has twenty or more +1/+1 counters on it, you win the game.
1/1
Hired Mastiff
Creature — Hound (C)
“The roads are not safe.
The towns are at risk.
Elementals break their shackles.
and business is booming.”
—Bobby, Warhound Merchant
3/1
Impervious Blessing
Enchantment — Aura (R)
Flash (You may cast this spell any time you could cast an instant.)
Enchant permanent
Enchanted permanent has indestructible.
Infantry Rally :symx:
Sorcery (U)
Put X 1/1 white Soldier creature tokens onto the battlefield. You gain 1 life for each creature you control.
Laresai Market Guard
Creature — Human Soldier (C)
Defender (This creature can’t attack.)
Whenever Laresai Market Guard blocks, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“Have you paid the entry fee?”
0/5
Laresai Paladin
Creature — Human Knight (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Laresai may be considered fat with merchants and trade deals, but break a contract and you’ll soon hear a thundering of armored hoofs.
3/3
Light of the Citadel
Sorcery (U)
Creatures you control get +0/+11 and gain vigilance until end of turn.
Maned Cavalier
Creature — Cat Knight (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
First Strike (This creature deals combat damage before creatures without first strike.)
1/3
Matron of the Roads
Creature — Human Wizard (U)
Flash
When Matron of the Roads enters the battlefield, another target creature gains protection from the color of your choice until end of turn.
Traveling the long trade roads, they are seen as guardian of fortune. Always appearing just as as their magic is needed most.
1/2
Parliment General
Creature — Human Knight (U)
First Strike
Whenever Parliment General or another creature you control enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
The battle was shaped to victory not with his sword but his political influence.
2/2
Prejudicial Mending
Instant (C)
Gain 6 life. If mana from a gold counter was spent to cast Prejudicial Mending, put a +1/+1 counter on each of up to two target creatures.
Halvar healers are open to all but tossing them a few extra coins can certainly be worth it.
Sell-Sword Captain
Creature — Human Soldier (R)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
At the beginning of each end step, If a creature with glorious you control attacked or blocked this turn but didn’t have a +1/+1 counter put on it this turn, you get a gold counter.
1/1
Solar Erasure
Sorcery (R)
Destroy all tapped creatures.
Don’t look into the light.
Temporal Sanctuary
Instant (U)
Exile any number of target creatures. Return the exiled cards to the battlefield under their owner’s control. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Trademaster of Warfare
Creature — Human Advisor (R)
Whenever you spend a gold counter, put a 2/2 white Knight creature token onto the battlefield.
: Put a 2/2 white Knight creature token onto the battlefield.
3/4
Traderoom Silence
Enchantment (R)
Triggered abilities don’t trigger. (A triggered ability uses the words “when,” “whenever,” or “at.”)
Laresai traderooms follow complex rules to guarantee no undeclared magics threaten a contract.
Travelling Woundknitter
Creature — Human Cleric (U)
At the beginning of each end step, if you gained 3 or more life this turn, you get two gold counters. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/5
Triumphant Leader
Creature — Human Soldier (R)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put one or more +1/+1 counters on Triumphant Leader, you may put that many +1/+1 counters on each other creature you control not named Triumphant Leader.
3/7
Unsleeping One
Creature — Construct (C)
Unsleeping One can attack or block while tapped.
Steady and unstoppable like the laws it seeks to uphold.
3/6
Ward of Serenity
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
: Tap enchanted creature.
In peace we may find both great strength and great inaction.
Wardwatch Griffin
Creature — Griffin (C)
Flying
When Wardwatch Griffin enters the battlefield, you may destroy target enchantment.
Oestra, Laresai and Halvar will all try to gain a griffin’s favor. Their ability to detect and demolish unwanted magics is too valuable to ignore.
2/3
Ætherwash Smoke
Enchantment — Aura (C)
Enchant creature
When Ætherwash Smoke enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Enchanted creature gets -4/-0.
Archive Counselor
Creature — Human Wizard (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, draw a card.
2/2
Astral Musing
Sorcery (C)
Draw three cards, then put a permanent you control on the bottom of its owner’s library.
“From legends we discovered the Æther. From the Aether we seek knowledge. From knowledge we seek a spark of legends greater still.
—Dravern, Laresai Counselor
Cloud Sovereign
Creature — Elemental (R)
Flying, hexproof
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever you cast an instant or sorcery spell, you may draw a card.
5/6
Contract of Flight
Sorcery (C)
Target creature gains flying until end of turn.
Draw a card.
Weft no in this world, but the liquid of the Æther.
Counterbid
Instant (C)
Counter target creature, artifact or planeswalker spell unless its controller pays 2 plus an additional 2 for each gold counter you have.
“This magical enchantment now belongs to a higher bidder.”
—Sword Inscription
Dowse in Forgetting
Enchantment — Aura (U)
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of the upkeep of enchanted creature’s controller, that player puts the top two cards from his or her library into his or her graveyard.
Dreamscape Miasma
Instant (R)
Each creature target opponent controls becomes a copy of target nonlegendary creature until end of turn.
Forced Introspection
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library.
The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Forward into History
Sorcery (M)
Each opponent shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards and their life total becomes their starting life total. Skip your next six turns. Exile Forward into History.
Harbor Storm :symx:
Instant (U)
Up to X target creatures don’t untap during their controller’s next untap steps. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Great tides bring great change.
Insomnia Behemoth
Creature — Elemental (R)
Flying
Insomnia Behemoth’s power and toughness are each equal to the number of nonland cards in your opponents’ graveyards.
Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard.
*/*
Intellectual Sabotage
Instant (U)
Counter target spell. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“The powers have been amassed, the ritual has begun and your grand plans coalesce into....A tidy profit for me”
Irrigation Servant
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Servant enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Laresai Attendents
Creature — Elemental (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
, : Tap target creature. That creature doesn’t untap during its controllers next untap step.
1/4
Lighthouse Keeper
Creature — Human Wizard (C)
Flash (You may cast this spell any time you could cast an instant.)
When Lighthouse Keeper enters the battlefield, look at the top card of your library. If it’s an instant or sorcery card, you may reveal it and put it into your hand.
2/4
Liquideous Sprite
Creature — Elemental (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Liquideous Sprite enters the battlefield, return target creature you control to its owner’s hand.
3/3
Manaflare Phantom
Creature — Elemental (U)
Flying
You may reveal each card you draw. Whenever you reveal a nonland card this way, Manaflare Phantom gets +X/-X until end of turn, where X is that card’s converted mana cost.
1/6
Master Spellsnatcher
Creature — Human Wizard (R)
Whenever an instant or sorcery card is put into an opponent’s graveyard from anywhere, you may exile it.
, , Sacrifice Master Spellsnatcher: Copy a card exiled with Master Spellsnatcher. You may cast the copy without paying its mana cost.
2/3
Mistwalk Entity
Creature — Elemental (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
2/3
Numbing Concoction
Instant (U)
Return target creature to its owner’s hand. If you have five or more gold counters, you may put that creature on top of its owner’s library instead.
A single drop will kill the pain, an ‘accidental’ overdose will see you sleeping for a week.
Pearly Ectozoa
Creature — Jellyfish (U)
Flying
Whenever another creature an opponent controls becomes tapped, you may untap Pearly Ectozoa.
“Hidden in its reflective mass are echoes of elaborate schemes”
—Dravern, Laresai Counselor
3/4
Repeat
Instant (C)
You may tap or untap target creature. You may search your library for up to three cards named Repeat, reveal them, put them into your hand, then shuffle your library.
“Here we go again”
Rethread the Weave
Instant (C)
Counter target instant or sorcery spell. Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Riptide Plunderer
Creature — Merfolk Rogue (C)
When Riptide Plunderer enters the battlefield, draw two cards, then discard two cards.
As elementals started to attack their water capital, Alt’Valis. Some merfolk turned to desperate ‘borrowing.’
2/2
Seer of Lucid Depths
Creature — Human Wizard (C)
: Look at the bottom card of your library. You may put that card on top of your library.
“The Æther is awash with fragments of our desires. Piece enough together and countless futures are revealed.”
1/1
Shapemelding
Enchantment — Aura (R)
Enchant creature
: Enchanted creature becomes a copy of another target creature. (This effect lasts indefinitely.)
Sleeper of Alt’Valis
Legendary Creature — Octopus (M)
Flash (You may cast this spell any time you could cast an instant.)
Sleeper of Alt’Valis can block seven additional creatures.
When Sleeper of Alt’Valis enters the battlefield, up to eight target creatures get -8/-0 until end of turn.
8/8
Strands of Influence
Enchantment — Aura (R)
Enchant permanent
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
You control enchanted permanent.
Study the Æther
Sorcery (U)
Reveal the top seven cards of your library. Put all instant and/or sorcery cards revealed this way into your hand and the rest into your graveyard.
Tidal Ambassador
Creature — Merfolk Advisor (C)
When Tidal Ambassador enters the battlefield, if you cast it from your hand, you may exile another target creature you control, then return that card to the battlefield under your control.
“Research, not conflict is our salvation.”
3/3
Tidal Ignus
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever Tidal Ignus attacks, you may have target creature get -2/-0 until end of turn.
2/1
Timeweft Runes
Enchantment (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your upkeep, choose one — Draw a card; or put two time counters on Timeweft Runes.
“Time is an essential ingredient to any great idea.”
Trademaster of Secrets
Creature — Sphinx Advisor (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever you spend a gold counter, draw a card.
: Draw a card.
2/5
Vapourform Ignus
Creature — Elemental (U)
Vanishing 6 (This permanent enters the battlefield with six time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
, Remove a time counter from Vapourform Ignus: Target creature can’t be blocked this turn.
3/2
Vortex Crystals
Enchantment (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Vortex Crystals enters or leaves the battlefield you may return another target creature to it’s owners hand.
Wealth of Knowledge
Sorcery (U)
You get a gold counter, then draw a card for each gold counter you have. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Whisperweave Trader
Creature — Djinn Advisor (C)
Flying
Whenever you draw the second card each turn, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
3/3
Windwisp Sentry
Creature — Elemental Scout (C)
Flying
An elemental’s existence is short but cheap. Perfect servants of the city counselors.
0/3
Winged Notion
Creature — Illusion Bird (C)
Flying
Whenever Winged Notion attacks or blocks, tap Winged Notion and it doesn’t untap during your next untap step.
Counselors can’t risk fleeting emotions effecting trading deals. instead, siphoning them off to form useful servants.
3/2
Bounty
Enchantment — Aura (C)
Enchant creature an opponent controls
When enchanted creature dies, you get two gold counters. (Once per phase a gold counter can be spent for 1. A player with ten or more gold counters wins the game.)
Nothing is safe when money gets involved.
Cash Street Sentry
Creature — Vampire Scout (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Cash Street Sentry gets +3/+3 as long as you have five or more gold counters.
Spend enough gold in Halvar and you can get anything or anyone you want.
1/1
Claret Collector
Creature — Vampire (C)
Flying
Claret Collector can’t block.
When Claret Collector enters the battlefield, each opponent loses 1 life.
“History will forget you but I will remember your blood forever.”
2/1
Coffin Trader
Creature — Vampire Wizard (R)
Whenever another creature dies, you may pay 2. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Whenever you get a gold counter, you may have target creature get -1/-1 until end of turn.
Death is always a good investment.
2/3
Commisioned Killing
Instant (U)
Destroy target creature. If that creature was tapped, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Contract of Horrors
Sorcery (C)
Until end of turn, target creature gains “Whenever this creature deals combat damage to an opponent, that player discards a card.”
Draw a card.
Signed not on paper, but the screams that pierce the air.
Cranial Gnawer
Creature — Rat (C)
Deathtouch
When Cranial Gnawer dies, target player puts the top five cards of his or her library into his or her graveyard.
3/1
Crossroad Shade
Creature — Shade (U)
When Crossroad Shade enters the battlefield, target creature gains intimidate and haste until end of turn.
: Crossroad Shade gets +1/+1 until end of turn.
1/1
Dark Knowledge
Sorcery (C)
Draw two cards. If mana from a gold counter was spent to cast Dark Knowledge, you gain 3 life. Otherwise, you lose 3 life.
When it comes to morbid secrets. The counselors of Halvar know even the dead crave the touch of gold.
Debt Baron
Creature — Vampire Advisor (U)
Whenever Debt Baron attacks, target player loses 1 life for each gold counter you have. You gain life equal to the life lost this way.
The vampires of Halvar are vicious loan sharks, accepting interest only in blood.
1/1
Debtslave Hollow
Creature — Zombie (C)
When Debtslave Hollow enters the battlefield, you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Hollow are perfect workers, untiring and eternal. That their souls suffer is of no concern to Halvar’s profits.
2/2
Drowned Mass
Creature — Zombie (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
False Foundation
Sorcery (R)
Name a creature card. Search target player’s hand, library and graveyard for any number of cards with that name and exiles them. Exile all permanents that player controls with that name. Then that player shuffles his or her library.
Forsaken Precinct
Enchantment — Aura (U)
Enchant land you don’t control
Whenever enchanted land becomes tapped, its controller loses 2 life and you put a 2/2 black Zombie creature token onto the battlefield.
Gift of Pestilence
Instant (U)
Target player sacrifices the creature with the greatest power he or she controls.
(If two or more creatures are tied for greatest power, sacrifice any one of them.)
“Heed my advice. Never accept a gift in the streets of Halvar.”
—Dravern, Laresai Counselor
Grasp of Oblivion
Instant (C)
Destroy target creature. It can’t be regenerated. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
“One death can change everything.”
—Midasa, the Golden Gaze
Graveyard Counselor
Creature — Human Wizard (U)
When Graveyard Counselor enters the battlefield, you may return a creature card at random from your graveyard to your hand. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/3
Halvar Blessing
Instant (C)
Target creature gains lifelink until end of turn. Regenerate it.
“Compliance we reward with peace,. transgression with annihilation.”
—Stanis, the Noble Enigma
Halvar Counselor
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may sacrifice a creature. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Hex the Weak
Instant (C)
Target creature gets -2/-4 until end of turn.
“We protect society from slipping into chaos, ensuring that the only those truly capable safeguard our future.”
—Mervir, Parliament Counselor
Hollowed Titan
Creature — Zombie Giant (C)
: Regenerate Hollowed Titan.
“Greed and power breeds here yet the parliament works together for the benefit of everyone.
Well everyone of importance that is.”
—Stanis, the Noble Enigma
4/4
Keyblade Hollow
Creature — Zombie Rogue (C)
Intimidate
When Keyblade Hollow enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
A thief that fails his assignment in life may find any second chance a grim affair.
2/3
Life’s Eclipse
Enchantment (R)
All creatures have deathtouch.
Whenever a creature dies, its controller loses 1 life.
“Each life has worth. Not equal worth and definitely not as much as you’d think.”
—Stanis, the Noble Enigma
Miasma Hound
Creature — Hound Spirit (C)
When Miasma Hound dies, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
It hunts screams. Leaving twisted magic in its wake.
2/1
Midasa, the Golden Gaze
Legendary Creature — Gorgon (M)
Whenever Midasa, the Golden Gaze deals damage to a non-Gorgon creature, exile that creature then you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
, : Exile target non-Gorgon creature then its controller gets a gold counter.
5/7
Mind Tithe :symx:
Sorcery (U)
Target player discards X cards. For each card discarded this way, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Nightdread Demon
Creature — Demon (R)
Flying
As an additional cost to cast Nightdread Demon, untap two tapped creatures you don’t control.
His victims wake to find the nightmare has only just begun.
6/6
Nightmare Paladin
Creature — Human Knight (U)
Lifelink
Pay 3 life: Reshape. Activate this ability only once each turn and only any time you could cast a sorcery. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
3/2
Parliment Assistant
Creature — Human Advisor (C)
Halvar’s parliament rules the city, carefully eliminating any that threaten their society. Each citizen provided for so long as they remain dedicated to increasing the city’s sinister influence.
1/3
Pitborn Harbinger
Creature — Demon (M)
Flying, trample
Whenever Pitborn Harbinger attacks, you may discard your hand. If you do, draw six cards and lose 6 life.
6/6
Rite of Undeath
Sorcery (C)
As an additional cost to cast Rite of Undeath, sacrifice a creature.
Return three creature cards at random from your graveyard to your hand.
For those with money and the right magic, death is only an inconvenience.
Sacrificial Acolyte
Creature — Human Minion (R)
If you would sacrifice another creature, you may pay and sacrifice Sacrificial Acolyte instead.
“May I serve the parliament as well in death as I have in life.”
2/2
Sleepless Extortion
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -1/-1.
At the beginning of the upkeep of enchanted creature’s controller, that player loses 1 life and you gain 1 life.
Soulslave Merchant
Creature — Vampire Advisor (U)
When Soulslave Merchant enters the battlefield, you get a gold counter and you put a 2/2 black Zombie creature token onto the battlefield for each gold counter you have. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
1/3
Strip to the Flesh
Instant (R)
Remove all counters from all permanents.
“Lay yourself bare to how weak you truly are.”
—Stanis, the Noble Enigma
Trademaster of Debts
Creature — Vampire Advisor (R)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever you spend a gold counter, if its your turn, target player discards a card.
: Target player discards a card. Activate this ability only any time you could cast a sorcery.
3/3
Treasure Ooze
Creature — Ooze (C)
Sacrifice Treasure Ooze: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“It’s acid doesn’t tarnish gold nor silver, but is excellent at burning thieving fingers”
—Lucied, Halvar Enforcer
2/6
Underslum Cutpurse
Creature — Human Rogue (C)
Whenever Underslum Cutpurse deals combat damage to a player, you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
1/1
Vaporous Return
Sorcery (U)
Return target creature card from your graveyard to the battlefield. Put three time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Vital Exchange
Sorcery (R)
Target opponent sacrifices each creature he or she controls. Return a creature from your graveyard to the battlefield for each creature sacrificed this way.
Battlelust Ignus :symx:
Creature — Elemental (R)
Haste, trample
Battlelust Ignus enters the battlefield with X time counters on it.
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
Battlelust Ignus gets +1/+1 for each time counter on it.
2/0
Battlepit Counselor
Creature — Human Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, Battlepit Counselor deals 1 damage to target creature or player.
3/2
Bloodsport Ogre
Creature — Ogre (C)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Bloodsport Ogre attacks each turn if able.
A dance of swords and skill may appeal to the rich. However the Arena of Oestra knows some crowds have more brutal tastes.
3/2
Burning Redirection
Instant (R)
You may choose new targets for target instant or sorcery spell. Burning Redirection deals damage to target player equal to that spell’s converted mana cost.
Cinder Flayer
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Cinder Flayer gets +4/+0 as long as it has exactly one time counter on it.
1/3
Consuming Passion
Enchantment — Aura (C)
Enchant creature
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Enchanted creature gets +1/+0 for each time counter on Consuming Passion.
Contract of Blades
Sorcery (C)
Target creature gets +1/+0 and gains haste until end of turn.
Draw a card.
Forged not with greed, but in the passion for battle.
Crackle Fiend
Creature — Elemental (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
As long as Crackle Fiend has exactly one time counter on it, it has first strike.
4/1
Crackling Imagination
Sorcery (U)
As an additional cost to cast Crackling Imagination, exile a nonland card from your hand.
Crackling Imagination deals 1 damage to target creature or player. You may play the exiled card this turn.
Draw a card.
Darting Gladiator
Creature — Human Warrior (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Darting Gladiator can’t be blocked except by two or more creatures.
2/1
Fireblood Tyrant
Creature — Dragon (M)
Flying
Whenever Fireblood Tyrant attacks, gain control of up to two target creatures controlled by defending player, These creatures are tapped and attacking. Return these creatures to their owner’s control at end of combat.
Men pray for power, men who’ve seen dragons pray to never see power again.
7/6
First Blood
Instant (C)
Target creature you control gains first strike until end of turn. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Oestran sell-swords may seem an unruly lot but on the battlefield they fight with passionate perfection.
Flarespitter
Creature — Elemental (C)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Flarespitter deals 1 damage to target player. If Flarespitter has exactly one time counter on it, it deals 2 damage to target creature or player instead.
1/1
Flashfire
Instant (C)
Choose one — Flashfire deals 3 damage to target player; or Flashfire deals 2 damage to target creature and that creature can’t block this turn.
Forge Sparker
Creature — Elemental (C)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Forge Sparker gets +1/+0 until end of turn.
As long as Forge Sparker has exactly one time counter on it, it has trample.
2/2
Forked Inferno
Sorcery (U)
Forked Inferno deals 2 damage to target creature or player and 2 damage to another target creature or player.
GlintEye Cyclops
Creature — Cyclops Warrior (C)
At the beginning of your upkeep, if an opponent has more gold counters than you, tap GlintEye Cyclops.
He fights for one thing.... “Shiny”
4/4
Gnoll Packmaster
Creature — Gnoll Warrior (U)
Gnoll creatures you control get +2/+0 as long as you control three or more Gnolls.
2/2
Gnoll Raiders
Creature — Gnoll Warrior (C)
Gnoll Raiders attacks each turn if able.
As long as you control three or more gnolls, Gnoll Raiders has haste.
They pillage not for wealth or supplies but because they simply enjoy it.
2/2
Gnoll Sentry
Creature — Gnoll Scout (C)
Gnoll creatures you control have intimidate as long as you control three or more Gnolls.
The tunnels under Grancliff Pass are swarming with gnolls. The trade route is lucrative but any caravan needs a heavy guard.
1/1
Gnoll Slashers
Creature — Gnoll Warrior (C)
Gnolls are cowardly scavengers only daring to attack the weak or injured. Dangerous in packs. If they sense your weakness you should pray they kill you quickly, as they’re known to take pleasure in ‘playing’ with their food.
2/1
Grancliff Ogre
Creature — Ogre (R)
When Grancliff Ogre enters the battlefield, put three 1/1 red Gnoll creature tokens onto the battlefield.
Tap a Gnoll you control: Grancliff Ogre gets +1/+0 and gains trample until end of turn.
Its hard to get an ogre even more angry than usual but the gnolls manage it somehow.
3/3
Grancliff Rahkjaw
Creature — Cat Beast (C)
When Grancliff Rahkjaw enters the battlefield, you may destroy target artifact.
Their pelts are worth a fortune but so is the price in blood required to acquire one.
4/3
Hymn of Ignition :symx:
Instant (R)
Hymn of Ignition deals X damage to target creature or player, Add an amount of to your mana pool equal to the damage dealt this way.”
Loot in Flames
Sorcery (C)
As an additional cost to cast Loot in Flames, discard a card.
Choose target player. Reveal the top two cards of your library and put them into your hand. Loot in Flames deals 1 damage to that player for each red card revealed this way.
Lustful Glamour
Sorcery (R)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn and must be blocked this turn if able.
Mercenary Cunning
Enchantment — Aura (U)
Enchant Creature
Enchanted creature has Glorious :symx:, where X is its converted mana cost. (At end of combat, if this creature attacked or blocked this turn and has less than X +1/+1 counters on it, put a +1/+1 counter on it.)
Meteor Pheonix
Creature — Phoenix (R)
Flying
Vanishing 3
Whenever Meteor Pheonix attacks, if it has exactly one time counter on it, it deals 13 damage to target creature an opponent controls.
Discard a Mountain or red card: Return Meteor Pheonix from your graveyard to your hand.
2/2
Mighty Cleave
Instant (U)
Put a +1/+1 counter on target creature. It gains double strike until end of turn.
Mireburn Gnoll
Creature — Gnoll Shaman (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player.
Gnoll magic is the worst spawn of hate and blood.
2/2
Oestran Ambusher
Creature — Cat Soldier (C)
Haste
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Oestra’s sell-swords are in constant demand. Be it to protect a caravan or for a more destructive purpose.
4/2
Profitable Mutiny
Sorcery (C)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Quas Nova
Instant (C)
Quas Nova deals 6 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
“Quasfire is the rage of the land made manifest. Why it is angry we do not know.”
—Warick, Oestran Battlemage
Quasfire :symx:
Instant (U)
X target creatures attack this turn if able.
Normal fire burns the flesh.
Quasfire burns something deep inside us. Stripping us of everything but our hate.
Rupture Quake
Sorcery (C)
Destroy target land. Then if its controller controls six or more lands, you may destroy another target land that player controls.
Elemental servants that escape often turn their rage back on the cities that enslaved them.
Sell-Sword Elite
Creature — Human Warrior (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
When Sell-Sword Elite enters the battlefield, if mana from a gold counter was spent to cast it, it gains haste.
Whenever Sell-Sword Elite attacks, target creature can’t block this turn.
3/3
Smelter Collosus
Creature — Elemental (U)
Whenever a creature you control attacks, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
The world is his to forge.
6/4
Thunderous Entity
Creature — Elemental (R)
Flying
Vanishing 1 (This permanent enters the battlefield with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creatures you control have trample and haste.
6/2
Trademaster of Passions
Creature — Human Advisor (R)
Whenever you spend a gold counter, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Activate this ability any time you could cast a sorcery.
4/2
Alluring Menace
Sorcery (U)
Put a +1/+1 counter on target creature. It must be blocked this turn if able.
“In nature the cities find gold, their most prized possession. They also find us, their most deadly enemy.”
—Feldisa, the Leaf Marked
Boundless Mapping :symx:
Sorcery (U)
Reveal X cards from the top of your library. Put all basic land cards revealed this way onto the battlefield tapped and the rest into your graveyard.
For the elves each new vista is a potential wonder. For the cities its a potential profit.
Boundless Summoning
Sorcery (R)
For each creature and land you control, you may search your library for a card with the same name and put it onto the battlefield. Shuffle your library.
Bounty of Nature
Sorcery (R)
Choose land or nonland. Reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and all other cards revealed this way on the bottom of your library in any order. Repeat this process for each creature you control.
Brutal Hunger
Sorcery (C)
Put two +1/+1 counters on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.)
Are you predator or prey? Nothing else matters.
Burst of Vitality
Instant (C)
Put a +1/+1 counter on target creature. It gets +1/+1 until end of turn.
“Is it the elves that attack our precious gold mines or the elementals? Have mercy on us if its both.
—Mervir, Parliament Counselor
Canopy Ranger
Creature — Elf Archer (C)
When Canopy Ranger enters the battlefield, you may have it deal 3 damage to target creature with flying.
2/2
Canyon Spider
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
Contract of Strength
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card.
Marked not in ink, but in scars upon his hide.
Crumble into Nature
Sorcery (C)
Destroy target artifact or enchantment. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
“Gold and steel are the foundations of cities. Without them they shall collapse under their greed.”
Crumbling Forestral
Creature — Elemental (U)
Hexproof
Crumbling Forestral enters the battlefield with a time counter on it for each Forest you control.
Vanishing (At the beginning of your upkeep, remove a time counter from this permanent. When the last is removed, sacrifice it.)
Crumbling Forestral’s power and toughness are each equal to the number of Forests you control.
*/*
Earthcall Hydra :symx:
Creature — Elemental Hydra (R)
Trample
Earthcall Hydra enters the battlefield with X +1/+1 counters on it.
When Earthcall Hydra enters the battlefield, up to X lands you control become 3/3 green Elemental creatures until Earthcall Hydra leaves the battlefield. They’re still lands.
2/2
Earthsoul Bear
Creature — Bear (C)
When Earthsoul Bear enters the battlefield, distribute two +1/+1 counters among one or two target creatures.
2/2
Earthsoul Counselor
Creature — Elf Advisor (U)
At the beginning of your end step, If one or more counters were placed on or removed from a permanent you control this turn, you may reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
3/3
Elemental Authority
Enchantment — Aura (C)
Enchant creature
Enchanted creature has trample.
Whenever enchanted creature deals combat damage to a player, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Featherbind Murk
Instant (C)
Prevent all combat damage that would be dealt this turn. Creatures with flying your opponents control don’t untap during their controller’s next untap steps.
“Illwood mists are a griffin’s bane.”
—Laresai saying
Flux of Nature
Enchantment (U)
At the beginning of your upkeep, you may reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Force of the Earthsoul
Creature — Elemental (U)
Trample
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
8/8
Giant Landshark
Creature — Beast (C)
Giant Landshark enters the battlefield with a +1/+1 counter on it.
Giant Landshark has trample as long as its power is 7 or greater.
4/3
Greyhide Stomper
Creature — Beast (U)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
Remove a +1/+1 counter from Greyhide Stomper: Regenerate Greyhide Stomper.
2/2
Grizzled Fangthane
Creature — Beast (U)
Whenever Grizzled Fangthane attacks, if it has one or more +1/+1 counter on it, you may have it fight another target creature.
: Regenerate Grizzled Fangthane.
3/2
Indis, Voice of the Earthsoul
Legendary Creature — Elf Druid (M)
Whenever an Elemental creature enters the battlefield under your control, you may search your library for a basic land card and put it into your hand. If you do, shuffle your library.
, Sacrifice a basic land: Put a 3/3 green Elemental creature token onto the battlefield.
2/2
Irridan Communer
Creature — Elf Druid (C)
: Untap up to one target Forest. You gain 1 life.
“The voice of the land cries out to me. At first it cried in agony and now it cries in anger.”
1/1
Irridwood Behemoth
Creature — Elk Beast (C)
Glorious 5 (At end of combat, if this creature attacked or blocked this turn and has less than five +1/+1 counters on it, put a +1/+1 counter on it.)
Lord of the leaf-marked and master of beasts. Each movement brims with grace and power.
5/5
Leaf-Marked Elder
Creature — Elf Druid (R)
Leaf-Marked Elder can’t be countered.
Each player can’t draw more than one card each turn.
1/1
Leaf-Marked Highborn
Creature — Elf Warrior (C)
Flash
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
He runs across the canopy, with a grace unimaginable to those who live so briefly.
2/2
Mosswood Shambler
Creature — Elemental (C)
“Every month the guards have been doubled. We didn’t know why until the forest itself seemed to assault us.”
—Gavin, Caravan Driver
4/3
Norgrove Sentry
Creature — Elf Scout (C)
Vigilance (Attacking doesn’t cause this creature to tap.)
: Norgrove Sentry gets +2/+2 until end of turn. Activate this ability only once each turn.
1/1
Norgrove Warden
Creature — Elf Druid (C)
, : Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
“The Norgrove elves may hold a fragile peace with us. But step into Irridwood and your looking for a quick death.”
—Dravern, Laresai Counselor
1/2
Overwhelming Instincts
Instant (U)
Until end of turn, target creature gains trample and “Whenever this creature deals combat damage to a player or planeswalker, draw that many cards.”
Primal Stirrings
Enchantment — Aura (R)
Enchant land you control
Enchanted land is a 3/3 green Elemental creature. It’s still a land.
When enchanted land leaves the battlefield, you may return Primal Stirrings from your graveyard to the battlefield.
Scavenging Boar
Creature — Boar (U)
Whenever Scavenging Boar or another creature enters the battlefield under your control, you may exile a target creature card from a graveyard. If you do, you gain 3 life.
2/2
Supreme Fangthane
Creature — Beast (R)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Remove a +1/+1 counter from Supreme Fangthane: Supreme Fangthane gains your choice of trample, deathtouch, hexproof or reach until end of turn.
3/3
Toxic Lucanid
Creature — Insect (C)
Deathtouch
Whenever a creature dealt damage by Toxic Lucanid this turn dies, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/2
Trademaster of the Forest
Creature — Elf Advisor (R)
If you would reshape, reshape twice instead.
: Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
“The only currency in Irridwood is growth.”
5/4
Unbound Terrain
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield tapped. If it’s a Forest, put a +1/+1 counter on up to one target creature. Then shuffle your library.
“The Earthsoul is angry, but the wilds shall simply grow stronger.”
—Feldisa, the Leaf Marked
Voraginous Wurm
Creature — Wurm (U)
Trample
Voraginous Wurm can’t be blocked by more than one creature.
“Its only dream is food.
Its only fear is hunger.”
—Oneria, the Dreamweaver
5/5
Wolfpack Alpha
Creature — Wolf (R)
Wolfpack Alpha has intimidate as long as you control three or more Wolves.
Whenever you cast a creature spell put a 2/2 green Wolf creature token onto the battlefield.
5/4
Wolfpack Outrunner
Creature — Wolf (C)
Wolfpack Outrunner enters the battlefield with a +1/+1 counter on it if another creature entered the battlefield under your control this turn.
The howl before the horde.
2/1
Laresai High Counselor
Legendary Creature — Human Advisor (M)
Noncreature spells you cast cost 1 less to cast.
Creature spells your opponents cast cost 1 more to cast.
Whenever a creature deals combat damage to you, you may return it to its owner’s hand.
2/4
Voiceless Prism
Enchantment (U)
Flash (You may cast this spell any time you could cast an instant.)
When Voiceless Prism enters the battlefield, exile target spell or creature until Voiceless Prism leaves the battlefield. (That spell or creature returns to play under its owner’s control.)
Insanity Mantis
Creature — Insect (U)
Flying
At the beginning of each player’s end step, if a card was put into that player’s graveyard from anywhere this turn, put a +1/+1 counter on Insanity Mantis.
A scavenger of both death and madness.
2/2
Grimflame Rite
Enchantment (U)
Whenever you sacrifice a permanent, you may have Grimflame Rite deal 1 damage to target creature or player.
Irridwood Savage
Creature — Elf Warrior (U)
Trample, haste
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
3/2
Unity of Autumn
Instant (U)
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each of those creatures.
The autumn harvests bring great riches to Mercalis and form the core of the fragile peace between the elves and the cities.
Stanis, the Noble Enigma
Planeswalker — Stanis (M)
Starting Loyalty: 2
+1: Name a nonland card. Until your next turn, the named card can’t be played and prevent all damage from sources with that name.
-X: Destroy all creatures with converted mana cost X or less.
-6: You get an emblem with “At the beginning of your upkeep, you may return target permanent card from your graveyard to the battlefield.”
Writ of Supremacy
Enchantment (U)
As an additional cost to cast Writ of Supremacy, sacrifice a creature.
Creatures you control get +1/+1.
“The corpses of the many shall serve the needs of the few.”
—Halvar saying
Searing Memory
Sorcery (U)
Choose target creature or player. Return target instant or sorcery card from your graveyard to you hand. Searing Memory deals damage equal to that card’s converted mana cost to that creature or player. Exile Searing Memory.
Gravewood Lurker
Creature — Treefolk Horror (U)
Whenever another creature dies, put a +1/+1 counter on target creature you control.
“Halvar’s armies didn’t simply massacre the elves that lived here. They twisted the land so no one would ever return.”
—Hermia, Wandering Hero
4/4
Arena Veteran
Creature — Human Soldier (U)
First Strike, vigilance
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Art and war are inseparable to him, his every blow focused as much to the crowd as to his opponent.
1/1
Katie, Ascended Sword
Planeswalker — Katie (M)
Starting Loyalty: 3
+1: Creatures you control get +1/+0 and gain vigilance until end of turn.
-3: You get an emblem with “At the beginning of your upkeep, put a 1/1 red and white Soldier creature token with haste onto the battlefield.”
-7: Katie, Ascended Sword deal 5 damage to each opponent and each creature you don’t control. You gain life equal to the damage dealt this way.
Yandor, Oestran Champion
Legendary Creature — Cat Soldier (M)
Double Strike, protection from enchanted creatures.
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever Yandor, Oestran Champion deals combat damage to a player, you may exile target enchantment or enchanted creature.
3/3
Dreamscape Emissary
Creature — Human Advisor (U)
Protection from creatures with +1/+1 counters.
, : Put a +1/+1 counter on target creature.
They once were Laresai counselors. Now they study the dreamscape, hoping to someday tap the full potential of mortal dreams.
2/2
Dreamscape Hydra
Legendary Creature — Illusion Hydra (M)
Trample
Dreamscape Hydra’s power and toughness are each equal to the total number of cards in all player’s hands.
If a source would deal damage to Dreamscape Hydra, prevent that damage. Each player draws cards equal to the damage prevented this way.
*/*
Oneria, the Dreamshaper
Planeswalker — Oneria (M)
Starting Loyalty: 4
+2: Until your next turn, you may cast creature cards as though they had flash.
-3: Draw a card for each creature you control.
-10: Gain control of all creatures. Put three +1/+1 counters on each creature you control.
Captivating Bauble
Artifact (R)
At the beginning of your upkeep, if you are not the owner of Captivating Bauble, that player gets a gold counter.
: Put the top seven cards of your library into your graveyard. Target player gains control of Captivating Bauble.
Weak minds deserve to be cheated.
Conversion Matrix
Artifact (U)
You may spend mana from gold counters as though it were mana of any color.
:7mana:: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Crystal Amulet
Artifact — Equipment (R)
Equipped creature has “ : Add one mana of any color to your mana pool for each counter on it.”
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
A refraction of Mercalis in colors impossible to behold.
Delayed Explosive
Artifact (R)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Sacrifice Delayed Explosive: Destroy each creature with converted mana cost equal to the number of time counters on Delayed Explosive.
Ebony Gargoyle
Artifact Creature — Gargoyle (C)
Flying
Ebony Gargoyle enters the battlefield tapped.
Halvar mansions never go unguarded.
3/4
Ebony Plate
Artifact — Equipment (R)
If equipped creature would be destroyed, regenerate it and put a +1/+1 counter on it.
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
“Ebony, an endless void for eternal life”
—Contracts of Halvar, Volume XII
Hunter Automaton
Artifact Creature — Construct Soldier (U)
Double Strike
Tap two other untapped creatures you control: Hunter Automaton gets +2/+0 until end of turn.
“Behold! Halvar’s latest clockwork hunter. Be sure to wind it up for maximum effectiveness.”
—Mervir, Parliament Counselor
1/1
Mana-Trade Courier
Artifact Creature — Golem (C)
: Add one mana of any color to your mana pool. Mana-Trade Courier doesn’t untap during your next untap step.
Gathering foreign mana. These neutral constructs travel Mercalis providing a rare but vital service for every marketplace.
0/2
Manipulator Spear
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has “ : You may tap or untap another target creature”.
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Reliquary of Exuberance
Artifact (M)
If you would gain life, you gain twice that much life instead.
If you would draw a card, draw two cards instead.
If you tap a permanent for mana, it produces twice as much of that mana instead.
Skycrash Blimp
Artifact — Equipment (C)
Equipped creature has flying and trample.
Equip 2 (:2mana:: Attach to target creature you control. Equip only as a sorcery.)
The roads may be used for most trade and travel but when something urgent is needed by one of the cities, they call upon these unstoppable airships.
Sleepless Sentry
Artifact Creature — Construct Scout (C)
:2mana:: Untap Sleepless Sentry.
“Elementals are unstable. Mercenaries are greedy, and the dead are slow. Replace them all with machines.”
—Mervir, Parliament Counselor
1/1
Smuggler’s Sword
Artifact — Equipment (U)
Equipped creature gets +3/+0 and has “Whenever this creature deals combat damage to a player, you get a gold counter.”
(Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Equip 1 (:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Trade Nexus
Artifact (R)
: Each opponent gains 1 life then you gain 2 life.
:2mana:, : Each opponent draws a card, then you draw two cards.
:4mana:, : Each opponent may return a creature card from his or her graveyard to his or her hand, then you may return up to two creature cards from your graveyard to your hand.
Trader Sigil
Artifact (C)
:1mana:, : Add one mana of any color to your mana pool.
Sacrifice Trader Sigil: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Vault Custodian
Artifact Creature — Golem (U)
Whenever you spend a gold counter, you may put a +1/+1 counter on Vault Custodian.
3/3
Blighted District
Land (R)
Blighted District enters the battlefield tapped.
: Add , or to your mana pool.
Pollution in Halvar is not seen as a problem but simply another weapon.
Cobbled Traderoute
Land (C)
As Cobbled Traderoute enters the battlefield, you may pay 2. If you do, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
: Add 1 to your mana pool.
Roads are the veins of Mercalis and trade is its blood.
Forge District
Land (R)
Forge District enters the battlefield tapped.
: Add , or to your mana pool.
The flames of elementals heat the furnaces of industry.
Harbour District
Land (R)
Harbour District enters the battlefield tapped.
: Add , or to your mana pool.
The bounties of nature provide both endless beauty and untapped profits.
Market District
Land (R)
Market District enters the battlefield tapped.
: Add , or to your mana pool.
Markets in Laresai build skyward like the profits they hope to achieve.
Moonlit District
Land (R)
Moonlit District enters the battlefield tapped.
: Add , or to your mana pool.
Here you can acquire untold wonders or simply an early grave.
Surgescape
Land (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
: Add one mana of any color to your mana pool.
Trading Den
Land (U)
: Add 1 to your mana pool.
, Sacrifice Trading Den: Reshape. Activate this ability only any time you could cast a sorcery. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Plains
Basic Land — Plains (C)
Island
Basic Land — Island (C)
Swamp
Basic Land — Swamp (C)
Mountain
Basic Land — Mountain (C)
Forest
Basic Land — Forest (C)
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Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Also, its not too easy to get 10 gold counters, right?
One interesting thought is how they are poison counters in reverse. Could have a lot of fun with that kind of thinking.
Cube talk, design community and much much more!
Kinda, proliferate allows for addition to ALL counter while this selects a single counter on a single permanent or player and allows you to either add or remove one.
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
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Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Not 100% sure on what I want the flavour for black reshape to be yet. Currently it is Stealing/warping magic while green is more the constant flux of nature.
Will be remaking Irrigation Pest as I am not happy with it flavour wise. Plainswalk is a difficult one but I need it to complete a cycle.
Glad you enjoy Bounty, Courier Dove and Delayed Explosives. I actually have art and renders for all three of those cards which I can post up to make you happy.
Remember to check out my [CMC] White commons thread as I would love some more feedback.
Are you designing commons? Check out my primer on NWO.
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
A cycle of uncommon X spells:
Instant (U)
Put X 2/2 white Knight creature tokens onto the battlefield.
Creatures you control get +0/+2 until end of turn.
Harbor Storm x
Instant (U)
Up to X target creatures don’t untap during their controller’s next untap step.
Gravebound Bargain x:symb::symb:
Sorcery (U)
Return X target creature cards from your graveyard to your hand.
A contract in Halvar cannot be escaped. The Hollows providing a grim reminder to those that think death will set them free.
Quasfire x:symr::symr:
Instant (U)
Up to X target creatures attack this turn if able.
Normal fire burns the flesh.
Quasfire burns something deep inside us. Stripping us of everything but our hate.
Boundless Mapping x
Sorcery (U)
Reveal X cards from the top of your library, put all basic land cards revealed this way onto the battlefield tapped, and the rest into your graveyard.
Current version:
Dazzling Presence W
Sorcery (C)
Destroy all Auras attached to target creature.
Draw a card.
“A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
New Version:
Dazzling Presence W
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card.
“A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Are you designing commons? Check out my primer on NWO.
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Here is a showcase of a few cards that show some of the flavour I've been exploring.
Warehouse Mastiff :1mana::symw:
Creature — Hound (C)
“The roads are not safe.
The towns are at risk.
Elementals attack.
and business is booming.”
—Bobby, Warhound Merchant
3/1
Contractual Sabotage :1mana::symu::symu:
Instant (C)
Counter target spell.
You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“The powers have been amassed, the ritual has begun and your grand plans coalesce into....A tidy profit for me”
Riptide Pluderer :3mana::symu:
Creature — Merfolk Rogue (C)
When Riptide Pluderer enters the battlefield, draw two cards, then discard two cards.
As elementals start to attack their water capital, Alt’Valis. Some merfolk have turned to desperate ‘borrowing.’
1/2
Windwisp Sentry
Creature — Elemental Scout (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
“Another lumin mine was attacked today. The elementals have been vanquished but I fear every attack is simply another test. Another probe for weakness in our ranks.”
—Jordan, Halvar Overseer
0/3
Debtslave Hollow :3mana::symb:
Creature — Zombie (C)
When Debtslave Hollow enters the battlefield you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Hollow are perfect worker, untiring and eternal. That their souls suffer is of no concern to Halvar’s profits.
2/3
Drowned Mass :2mana::symb::symb:
Creature — Zombie Horror (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
Lumin Rot :2mana::symg:
Sorcery (C)
Destroy target artifact or enchantment.
Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Gold, silver and lumin. The cities go to so much effort to acquire these yet with but a word I can return them them to their earthy womb.
Are you designing commons? Check out my primer on NWO.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Moneywalk is planned, just not 100% sure where to put it in my set skeleton. Don't think the death by taxes will happen. (Though it is a good name for a card)
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Caravan Mastadon :2mana::symw::symw:
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield put a 1/1 while Soldier creature token onto the battlefield.
Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Irrigation Wanderer :2mana::symu::symu:
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Wanderer leaves the battlefield, reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/1
Drowned Mass :2mana::symb::symb:
Creature — Zombie Horror (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
Mirestained Brigand :2mana::symr::symr:
Creature — Human Warrior (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mirestained Brigand deals combat damage to a player, you may discard a card. If you do, draw a card.
Too unruly to be a profitable mercenary he instead accepts insane dares to pay for his revelry.
3/2
Canyon Spider :2mana::symg::symg:
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Made a few changes to some of my white commons detailed in the [CMC] White Commons Thread
The major change is to the wording of Glorious
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
This means that the +1/+1 counter is applied at end of combat rather than end of turn which is more intuitive and means burn based removal is slightly more pressured to be used before combat.
Here are the new cards bringing us up to 50 cards
Winged Notion :1mana::symu:
Creature — Illusion Bird (C)
Flying
Whenever Winged Notion attacks or blocks, tap Winged Notion and it doesn’t untap during your next untap step.
Counselors can’t risk fleeting emotions effecting trading deals. instead, siphoning them off to form useful servants.
3/2
Claret Collector :2mana::symb:
Creature — Vampire (C)
Flying
Claret Collector cant block.
When Claret Collector enters the battlefield, Claret Collector deals 1 damage to each player.
“History will forget you but I will remember your blood forever.”
2/1
Rite of Return :3mana::symb:
Sorcery (C)
As an additional cost to cast Rite of Return, sacrifice a creature.
Return up to three cards at random from your graveyard to your hand.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Would also love some additional feedback on my white commons.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Sleeper of Alt’Valis :5mana::symu::symu::symu:
Legendary Creature — Octopus (M)
Flash (You may cast this spell any time you could cast an instant.)
Sleeper of Alt’Valis can block seven additional creatures.
When Sleeper of Alt’Valis enters the battlefield, up to eight target creatures get -8/-0 until end of turn.
8/8
Fireblood Tyrant :4mana::symr::symr::symr:
Creature — Dragon (M)
Flying, Haste
Whenever Fireblood Tyrant attacks, gain control of up to two target creatures controlled by defending player, These creatures are tapped and attacking. Return these creatures to their owner’s control at end of combat.
Men pray for power, men who’ve seen dragons pray to never see power again.
6/6
Yandor, Oestran Champion :3mana::symr::symw:
Legendary Creature — Cat Soldier (M)
First Strike, trample
Protection from enchanted creatures.
Yandor, Oestran Champion has Glorious X where X is the number of creatures you control. (At end of combat, if this creature attacked or blocked this turn and has less than X +1/+1 counters on it, put a +1/+1 counter on it.)
3/2
Dreamheart Hydra :5mana::symg::symu::symu:
Legendary Creature — Illusion Hydra (M)
Trample
Dreamheart Hydra’s power and toughness are equal to the total number of cards in all player’s hands.
If a source would deal damage to Dreamheart Hydra, prevent that damage. Each player draws cards equal to the damage prevented this way.
*/*
Are you designing commons? Check out my primer on NWO.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Will have most of the commons out by the end of next week.
Also someone on the Blue commons thread suggested renames Reshape to Recount. Wondering if it made it more intuitive?
Just a few common artifacts today.
Ebony Gargoyle
Artifact Creature — Gargoyle (C)
Flying
Ebony Gargoyle enters the battlefield tapped.
3/3
Sleepless Sentry
Artifact Creature — Construct Scout (C)
:1mana:: Untap Sleepless Sentry.
1/1
Trader Sigil
Artifact (C)
:1mana:, :symtap:: Add one mana of any color to your mana pool.
:symtap:, sacrifice Trader Sigil: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Gnoll Sentry R
Creature - Gnoll Scout {C}
Gnoll Sentry can’t be blocked by creatures with flying.
1/1
Gnoll Pillager R
Creature - Gnoll Rogue {U}
Whenever Gnoll Pillager deals combat damage to a player, that player discards a card at random then draws a card.
“Hey where did our bags go?”
—Caravan Escort
1/1
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Complexity issues would be a major reason.
I already have 2 types of counters on creatures in this set. (time counters and +1/+1 counters) adding gold counters to creatures would also make for a very different flavour to what I'm going for.
Sorry I missed posting a card yesterday, been stupid busy with real life.
Todays card. An interesting soft pacifism variant.
Enchantment - Aura {U}
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Surgescape
Land {R}
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
T: Add one mana of any color to your mana pool.
Are you designing commons? Check out my primer on NWO.
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I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Vaporous Return 3B
Sorcery {U}
Return target creature card from your graveyard to the battlefield. Put three time counters on it and it gains vanishing. (At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Vaporous Return could easily cost 3 or 2 mana and could be a pushed common. But I like it though if this set has a tribal I wish it gained that type as long as it has a time counter or some thing. With Balancing 3.6/5
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Will release them on Friday as I have a massive assignment due on Thursday night so need to concentrate on that.
ValantineX
Glad you like Surgescape. Considering Gemstone Mine and how this vanishes so fast I believe it should be balanced.
Vaporous Return is uncommon due to it being insane with other vanishing creatures (they ETB with an additional 3 counters) therefore justifying the cost.
Not sure how this creature will tie into the set flavour wise but I like the mechanics it has.
Morphskin Emmisary 1GU
Creature - Human Advisor {U}
Protection from creatures with +1/+1 counters. (This permanent can’t be blocked, targeted, dealt damage, or enchanted by creatures with +1/+1 counter.)
1GU,T: Put a +1/+1 counter on target creature.
2/2
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Would love your comments
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
-the BW uncommon changed to mono white
-added new card
Horrific Presence B
Sorcery {C}
Until end of turn, whenever target creature deals combat damage to an opponent, that player discards a card.
Draw a card.
Counselor’s Toll 1W
Enchantment - Aura {U}
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
New Card
Greater Good WB
Enchantment {U}
As an additional cost to cast Greater Good, sacrifice a creature.
Creatures you control get +1/+1.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD