Krevan is a plane in ruins. Empires run into the ground, falling apart into feuding warlord's kingdoms. Rebels from the original empire huddle behind wood walls against the newfound threat of zombies and horrors. Elementals try to reclaim the lands they once called home.
TRIBES
Each tribe focuses on two colors and has a third less prominent color
,U: Rebels
,R: Lords
,W: Horrors
,G: Elementals
,B: Zombies
MECHANICS
Gravestorm: When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.
Used for zombies and horrors as a graveyard interaction
Energize X: Remove a +1/+1 counter form this creature, add one mana of any color to your mana pool. Use this ability only once per turn.
Elemental effect, good for fixing in the set
Rally: When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking sacrifice it at the end of the turn
Lords and Rebels use this ability
Cards to be posted soon. I would love some feedback on the mechanics.
White
Commons
Lordling1W
Creature - Human Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Soldiers you control get +1/+1
0/1
Righteous Guardian2W
Creature - Soldier Rebel (C)
Defender
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
0/4
Karvus Banshee2W
Creature - Spirit Horror (C)
Flying Screeches of the deceased constantly call from the grave in Krevan.
2/1
Lord of the Judged1W
Creature - Spirit Lord (C)
lifelink
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Soldiers you control gain lifelink
1/2
Rebel RecruitW
Creature - Rebel (C) The few who choose the life of a rebel, choose a life of war.
1/2
Old Empire Rebel2W
Creature - Human Rebel (C)
First strike
2/2
Cleric of the Holy Light1W
Creature - Cleric (C)
When this creature enters the battlefield, target creature gains +1/+2 until the end of the turn
1/1
Holy Light Devotee2W
Creature - Human (C)
When this creature enters the battlefield, you may exile target enchantment.
2/2
Lord's Knight1W
Creature - Lord Knight (C)
Vigilance
2/2
Cathedral SanctifierW
Creature - Human Cleric (C)
When Cathedral Sanctifier enters the battlefield, you gain 3 life.
1/1
Rebel Trapper2W
Creature - Human Rebel (C)
When this creature enters the battlefield, tap target creature
2/2
Lord of the MeekW
Creature - Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/1
Rebel Lordslayer2W
Creature - Rebel (C)
Protection form black
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/3
Aegis Light1W
Instant (C)
Target creature gains +1/+4 until the end of the turn.
Lord's Prison2W
Tribal Instant - Lord (C)
Put target attacking creature on the bottom of its owner's library.
Geist's LightW
Tribal Sorcery - Horror (C)
Target player gains 2 life.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Bound in Silence2W
Tribal Enchantment - Rebel Aura (C)
Enchant Creature
Enchanted creature cannot attack or block.
Uncommons
Exile the Traitors2W
Tribal Enchantment - Lord (U)
When Exile the Traitors enters the battlefield exile target non-land, non-Lord permanent until Exile the Traitors leaves the battlefield
Rebellious Paladin2WW
Creature - Rebel Knight (U)
Rally
Soldiers you control have double-strike.
2/3
Light Spirit1WW
Creature - Spirit Cleric (U)
Flying
When Light Spirit enters the battlefield, you may tap up to 2 target creatures.
When Light Spirit dies, untap all creatures you control.
2/2
Lord's Hound1W
Creature - Hound Lord (U)
Rally, Vigilance
Lord's Hound can block up to 4 creatures. W: Sacrifice Lord's Hound, Prevent the next 3 damage to target creature this turn.
1/2
Spiritstorm1W
Tribal Sorcery - Horror (U)
Put a 1/1 white and black Spirit Horror creature token with flying onto the battlefield.
Gravestrorm.
Taxation Lord1W
Creature - Human Lord (U)
Rally, Lifelink 3B: Target player loses 2 life, and you gain 2 life.
1/1
Rebel Bannerholder4WW
Creature - Angel Rebel (U)
Rally, Flying
When Rebel Bannerholder attacks alone, Soldiers you control get +2/+1 until the end of the turn.
4/4
Rebel Seeker2W
Creature - Human Rebel (U)
When Rebel Seeker enters the battlefield, search your library for a rebel card and put that card in your hand.
2/2
Holy Light Rebel1W
Creature - Human Rebel Cleric (U)
Rally
When Holy Light Rebel enters the battlefield, put a 1/3 Wall creature token with defender and rally onto the battlefield
1/1
Celestial Purge1W
Instant (U)
Exile target red or black creature As the lords closed in on Baravian, our god did not fail him.
Due Respect1W
Instant (U)
Permanents enter the battlefield tapped this turn.
Draw a card.
Spirit Confluence2WW
Tribal Enchantment - Spirit (U)
At the beginning of your upkeep, put 2 +1/+1 counters on target spirit you control.
Rares
Mother of the Holy LightWW
Legendary Creature - Human Cleric (R)
Hexproof
When this creature enters the battlefield, Create a 1/3 white wall creature token with defender and rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.). 2WWt creatures you control with defender get +2/+2 and lose defender until the end of the turn
0/1
Detrimey's Prison1WW
Enchantment - Aura (R)
Enchant creature or Planeswalker
Enchanted permanent cannot attack or use its activated abilities "Baravian may hold me on this plane, but someday he will give out, and then I will be free!"
Detrimey, the Hive Maker
Eternal Warmaker2WW
Creature - Spirit Lord (R)
Vigilance, Rally
You cannot sacrifice creatures.
Soldiers you control are spirits in addition to their other types.
3/4
Rebel Warleader2WW
Creature - Rebel Soldier (R)
Lifelink, First-strike, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
When Rebel Warleader enters the battlefield, you may return target creature from your graveyard with converted mana cost 3 or less to your hand.
3/1
Mythic Rares
Baravian, the Outcast1WW
Planeswalker - Baravian (M)
+1 Up to one target creature gains first strike until your next upkeep
-2 Create a 1/3 white wall creature token with defender and rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
-8 Search your library for as many creatures and enchantments as you wish. Put those cards onto the battlefield as if it had just been cast.
3
Angelic Drafter5W
Creature - Rebel Angel (M)
Rally, Vigilance, Flying 1U: Target creature you control gains rally until the end of the turn
4/4
Strength of the Holy3WW
Enchantment - Aura (M)
Enchant Creature
Enchanted creature gets +3/+3, flying, vigilance, first strike, and rally.
Whenever enchanted creature attacks alone, return target creature card from your graveyard to your hand.
Blue
Commons
River Elemental4U
Creature - Elemental (C)
Islandwalk
Energize 3 (This creature enters the battlefield with 3 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/0
Zombie Librarian1U
Creature - Zombie (C) 1, Sacrifice this creature: draw a card
1/1
Zombie Historian2UU
Creature - Zombie Wizard (C)
Sacrifice this creature: return target instant or sorcery from your graveyard to your hand
2/3
Icicle Elemental2U
Creature - Elemental (C)
Protection from red
Energize 2 (This creature enters the battlefield with 2 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/0
Iceberg Elemental4UU
Creature - Elemental (C)
Energize 4 (This creature enters the battlefield with 3 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Remove a +1/+1 from this creature: tap target creature
0/0
Drake of Clouds1U
Creature - Elemental Drake (C)
Energize 1 (This creature enters the battlefield with a +1/+1 counter on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Flying
0/1
Rebel Flickermage2U
Creature - Rebel Mage (C)
Hexproof
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/1
Frozen BodiesU
Tribal Instant - Zombie (C)
Tap target creature
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Rebel's Mindstop2UU
Tribal Instant - Rebel (C)
Counter target spell, target player puts the top 3 cards of their deck Into the graveyard.
If you control a Rebel, draw a card.
Icy Shell1U
Instant (C)
Target creature gains +0/+3 and Hexproof until the end of the turn
Rotting Limbs2U
Tribal Sorcery - Zombie (C)
Non-Zombie creatures your opponents control gain -4/-0 until the end of the turn.
Reform1U
Sorcery (C)
Target creature cannot be blocked until the end of the turn.
Brain Matter2U
Tribal Sorcery - Zombie (C)
Draw a card
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
River Water1U
Tribal Sorcery - Elemental (C)
Put a +1/+1 counter on target Elemental creature
Flying Banner1U
Tribal Enchantment - Rebel Aura (C)
Enchant Rebel Creature
Enchanted creature gains flying
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Chains of the Chilled2U
Enchantment - Aura (C)
Enchant Creature
Enchanted creature does not untap during its owner's untap phase.
Rotting Mind4U
Tribal Enchantment - Zombie
At the beginning of each upkeep, each player puts the top card of their deck into their graveyard.
Uncommons
Body Shaping2U
Tribal Sorcery - Zombie (U)
Discard the top 3 cards of target player's deck. For every Zombie card discarded this way, create a 2/2 Black Zombie creature token.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Zombie Spy2U
Creature - Zombie Rogue (U)
When Zombie Spy enters the battlefield, reveal the top 2 card of your library.
If both cards revealed are nonland cards, put one of them into your hand and the other on the bottom of your library.
If one or both of the cards revealed are land cards are land cards, put the revealed cards into your graveyard.
1/3
Retort1UU
Instant (U)
Counter target spell. If a creature is countered this way, draw a card then discard a card.
Flightsuit Rebel3U
Creature - Rebel Bird
Flying
Soldiers you control have flying
1/1
Rares
Undead Lorekeeper4U
Creature - Zombie Wizard (R)
Hexproof.
Undead Lorekeeper's power and toughness is equal to the number of cards in your hand. 3U: Draw two cards, then discard a card
*/*
Mythic Rares
Undead Known One4UU
Creature - Sphinx Zombie (M)
Hexproof, Flying, Flash 3G: Reveal the top card of your library. If that card is a land card, put that card onto the battlefield. If it is a non-land card, put that card into your hand.
3/5
Detrimey's Desire6UU
Sorcery (M)
Take an additional turn after this one.
Gravestorm. "I see the future of all worlds in their graves."
- Dertrimey, the Hive Maker
Overloaded6UU
Instant (M)
Cast any number of cards from your hand without paying their mana costs. You may play a copy of each instant or sorcery cast this way without paying its mana cost.
Black
Commons
Sinister Master5B
Creature - Demon Lord (C)
Flying
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
4/5
Horror of Nal'kut2B
Creature - Horror (C)
When this creature enters the battlefield, loose one life
Flying
2/1
Lord of the Damned2BB
Creature - Skeleton Lord (C)
Deathtouch, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
When a creature you control attacks alone, it gains Deathtouch until the end of the turn
2/1
Hivemind Unit2B
Creature - Zombie Soldier (C)
Hivemind Unit enters the battlefield tapped B, Sacrifice Hivemind Unit: Target player looses 3 life
3/1
Lord of Wealth3B
Creature - Human Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.), Lifelink
When a creature you control attacks alone, it gains lifelink until the end of the turn
2/3
Horror of the Marshes1B
Creature - Horror (C)
Sacrifice this creature: target creature gets +1/+1 until the end of the turn
1/2
Lord of Deforestation2B
Creature - Human Lord (C)
Protection from green
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/2
Lord of Mechanical Greatness4B
Artifact Creature - Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
3/3
Horror's Drink2BB
Tribal Instant - Horror (C)
Target player looses 2 life
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Lord's Armor1BB
Tribal Artifact - Equipment Lord (C)
Equipped Lord gets +1/+1
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Equip 1
Hive Birth1B
Tribal Sorcery - Zombie (C)
Exile target creature card form a graveyard. Put a 2/2 black Zombie creature token onto the battlefield
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Afflict2B
Instant (C)
Target creature gets -1/-1 until the end of the turn
Draw a card
Feast of Blood3B
Tribal Sorcery - Zombie
Target player discards 2 cards
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Drink to Life1BB
Tribal Instant - Horror
Draw a Card and loose 2 life
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Lord's CrestB
Tribal Artifact - Lord
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Uncommon
Doom to the Other5B
Tribal Instant - Horror (U)
Destroy target creature
Gravestorm
Consume the Dead1BB
Tribal Sorcery - Horror (U)
Exile target card from a graveyard. Then, gain life equal to the exiled card's converted mana cost.
Gravestorm
Lord of Shattered RemainsB
Creature - Lord Artificer (U)
Sacrifice and artifact creature: Lord of Shattered Remains gets +2/+1 and flying until the end of the turn He sits and tinkers with broken pieces... no one ever sees the shards.
0/1
Tenacious DeadB
Creature - Skeleton (U)
When Tenacious Dead dies, you may pay 1B. If you do, return it to the battlefield tapped under its owner's control.
1/1
DeathmarkB
Instant (U)
Destroy target green or white creature.
Return to Me4B
Tribal Sorcery - Zombie (U)
Return target creature from your graveyard to your hand.
Gravestorm.
Lord of the Broken2B
Artifact Creature - Lord Construct (U)
Rally
Sacrifice Lord of the Broken: Return target creature from your graveyard to your hand.
2/3
Rares
Skull King4BB
Creature - Skeleton Lord (R)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.) 1B: Regenrate Skull King.
Whenever a creature you control attacks alone, it gains "1B: Regenerate this creature." until the end of the turn
4/5
Doomsummoned12BB
Creature - Horror (R)
Flying
Doomsummoned costs 2 less to cast for each Horror card in your exiled zone.
8/10
Mythic Rares
True Lord of Light4BB
Creature - Demon Horror
Flying, Trample, Lifelink 4W: Search your library for a card and put that card into your hand. Then Shuffle your library. The clergy believe they worship a benevolent god. They could not be more wrong.
5/3
Grave Chant3BB
Enchantment
At the beginning of your upkeep, each player puts the top card of his or her library into his or her graveyard. Then, you may search your library for up to 3 cards with the same name as a card in your graveyard, reveal them, and put up to one into your hand, up to one into your graveyard, and exile up to one. Then shuffle your library. Then, you may cast one card exiled by Grave Chant without paying its mana cost. Any cards you revealed with Grave chant and did not put into your hand, graveyard, or exiled, put those cards onto the bottom of your library.
Demonic Revelation5BB
Sorcery
Search your library for 2 cards and put those cards into your hand. Then shuffle your library.
Gravestorm
Red
Commons
LifesparkR
Creature - Elemental (C)
Energize 1 ((This creature enters the battlefield with a +1/+1 counter on it. Once per turn you may remove a +1/+1 counter from this creature to add one mana of any color to your mana pool.)
0/0
Raging Rebel1R
Creature - Goblin Rebel (C)
Hase, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/1
Lord of Subjugation1RR
Creature - Devil Lord (C)
First Strike, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Whenever a creature you control attacks alone, it gains first strike until the end of the turn.
2/1
Dragon Hatchling1R
Creature - Dragon (C)
Flying R :Dragon Hatchling gets +1/+0 until the end of the turn.
0/1
Road Mimic Elemental2R
Creature - Elemental (C)
Energize 1 (This creature enters the battlefield with 1 +1/+1 counter on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Protection from white
2/0
Rebel Ragemonger2RR
Creature - Human Rebel (C)
Soldiers you control get +1/+0
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/2
Elemental Helix1R
Tribal Instant - Elemental (C)
Deal 3 damage to target creature or player
Dragon's SignetR
Tribal Artifact - Equipment Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Equipped creature has "R: this creature gets +1/+0 until the end of the turn
Equip: 3
Demolish3R
Sorcery (C)
Destroy target artifact or land
Lord's Banner4R
Tribal Artifact - Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Creatures you control have first strike
Rebel Torch1R
Tribal Enchantment - Rebel (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Enchant Creature
Enchanted creature gets "t: Deal 1 damage to target creature or player
FissionR
Tribal Instant - Elemental (C)
Remove any number of +1/+1 counters from target creature you control. Deal damage to target creature or player equal to the amount of +1/+1 counters removed this way
Delve Deeper2R
Sorcery(C)
Discard a card, then draw a card
Elemental's Reclaim2R
Tribal Instant - Elemental (C)
Destroy target artifact, then you may put a +1/+1 counter on target creature
Army's Strength2R
Instant
Deal 1 damage to target player for each Soldier you control.
Mass Insanity2R
Instant (C)
Deal 1 damage to each creature and each player
Heavy Resistance5R
Sorcery
Each creature you control may only be blocked by two or more creatures this turn.
Uncommons
Elemental's Fury2R
Tribal Instant - Elemental (U)
Target Elemental creature gets +3/+0, First-Strike, and trample until the end of the turn.
Rares
Lava Elemental6R
Creature - Elemental
Energize 6 (This creature enters the battlefield with 6 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Remove two +1/+1 counters from Lava Elemental, Deal 3 damage to target creature or player 4R: Put a +1/+1 counter on Lava Elemental
0/0
Mythic Rares
Fathris, the Dragon Lord4RR
Legendary Creature - Dragon Lord (M)
Haste, Flying, Trample B: Fathris gains first strike until the end of the turn. RR: Fathris gets +2/+0 and Rally until the end of the turn.
5/4
Nature's Eternal Flame6R
Tribal Enchantment - Elemental (M)
Whenever a creature enters the battlefield, deal 3 damage to it. Whenever an Elemental creature with Energize enters the battlefield, it enters the battlefield with an additional +1/+1 counter on it. All Elementals get Trample, First Strike, and Haste.
Rebel's Initiator3RR
Creature - Ogre Rebel (M)
Rally, Trample, Haste
When Rebel's Initiator attacks the first time each turn, untap each creature you control. After this combat phase, there is an additional combat phase.
5/2
Green
Commons
Carapace Zombie1GG
Creature - Insect Zombie (C)
When this creature dies, draw a card.
2/3 In the hive mind of the undead, those who fall are simply more food.
Elvish Elemental1G
Creature - Elf Elemental(C) t: Put a +1/+1 counter on Elvish Elemental
Energize 1 (This creature enters the battlefield with a +1/+1 counter on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/1
Grave Growth1G
Tribal Instant - Horror (C)
Target creature gets +2/+2 until the end of the turn
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Sea Drinking Horror1GG
Creature - Horror (C)
Protection from blue
Whenever an opponent casts a blue spell, you may gain 3 life.
2/2
Hive Hatching4GG
Tribal Sorcery - Zombie (C)
Put 2 2/2 black Zombie creature tokens onto the battlefield
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Elemental's Blessing3G
Tribal Instant - Elemental (C)
Put 3 +1/+1 counters on target Elemental creature.
Forced AdaptationG
Enchantment - Aura (C)
Enchant Creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Elemental Stomp1G
Tribal Enchantment - Elemental Aura (C)
Enchant land
Enchanted land untaps during each player's untap step
Naturalize1G
Instant (C)
Destroy target artifact or enchantment
Shall Not Die1G
Instant (C)
Target creature gets +1/+1 and indestructible until the end of the turn
Uncommon
Rares
Engulfing Horror5GG
Creature - Horror
Trample
When Engulfing Horror enters the battlefield, destroy all non-Horror flying creatures 6G: Engulfing gets +X/+X until the end of the turn, where X is the number of creatures in your graveyard.
6/6
Mythic Rares
Wild's Claim5G
Tribal Enchantment - Elemental (M)
Whenever a creature enters the battlefield, it gains Energize 3.
Whenever a +1/+1 counter is removed from a creature you control, draw a card and gain 2 life.
Whenever a creature enters the battlefield, put a +1/+1 counter on each other creature you control.
Treeborn HydraxxGG
Creature - Elemental Hydra (M)
Energize X
Flash, Trample
When Treeborn Hydra enters the battlefield, put X +1/+1 counters on each other creature you control with Energize. 1G: Put a +1/+1 counter on Treeborn Hydra
0/0
Zombified Hive4G
Creature - Zombie Wall (M)
Defender
Whenever Zombified Hive is dealt damage, put 3 black 2/2 Zombie creature tokens onto the battlefield tapped.
Whenever a creature you control dies, put a 2/2 black Zombie creature token onto the battlefield tapped.
Whenever Zombified Hive dies, destroy all Zombie creatures.
0/8
Artifact
Common
Rusted Lynx4
Artifact Creature - Cat Construct (C) Over the years, the statue came alive to protect those of Krevan. The legend states that the crafter of this statue used a real lynx covered in gold.
3/3
Prophetic Prism2
Artifact (C)
When Prophetic Prism enters the battlefield, draw a card. 1,t: Add one mana of any color to your mana pool.
Land
Rare
Horizon Canopy
Land (R) t, Pay one life: add G or W to your mana pool. 1,t, Sacrifice Horizon Canopy: Draw a card
Demonic Fortress
Land (R) t, Pay one life: add B or R to your mana pool. 1,t, Sacrifice Demonic Fortress: Draw a card
Spirit Hoard
Land (R) t, Pay one life: add W or B to your mana pool. 1,t, Sacrifice Spirit Hoard: Draw a card
Boiling Pool
Land (R) t, Pay one life: add U or R to your mana pool. 1,t, Sacrifice Boiling Pool: Draw a card
Wooded Pond
Land (R) t, Pay one life: add U or G to your mana pool. 1,t, Sacrifice Wooded Pond : Draw a card
Multicolored
Commons
Rebel Quickstrike1WR
Creature - Rebel Human (C)
Haste, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/3
Blooddrinker Lord1WB
Creature - Vampire Lord
Flying, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/2
Steam Elemental1UR
Creature - Elemental
Energize 3 (This creature enters the battlefield with 3 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/0
Minds of the DeadUB
Tribal Sorcery - Zombie (C)
Target player puts the top 3 cards of his or her library into his or her graveyard.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Ground's RageRG
Tribal Instant - Elemental (C)
Put a +1/+1 counter on target creature. That creature gains trample until the end of the turn.
Rebel's HawkUW
Creature - Rebel Bird (C)
Flying, Rally(When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
When this creature attacks, you may have target creature gain flying until the end of the turn.
1/1
Horror's GraceGW
Tribal Instant - Horror (C)
Tap target creature.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Lord's TortureRB
Tribal Instant - Lord (C)
Deal 2 damage to target creature. Its controller looses 1 life.
Rebel SkirmisherWUR
Creature - Rebel Warrior
Rally(When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.), Vigilance, First-strike
2/2
Dragon's SpawnBRW
Creature - Dragon Lord
Rally, Flying, Haste
2/2
Elemental CrusherRGU
Creature - Elemental
Energize 2 (This creature enters the battlefield with 2 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.), Haste, First Strike.
0/0
Rebel Arson2RRW
Tribal Sorcery - Rebel (R)
Deal 5 damage to all creatures and opponents "Burn you lords of falsehood and extortion!"
Baravian, the Outcast
Lord's Command4WBR
Tribal Instant - Lord (R)
Choose two - Destroy up to 2 target creatures, and/or deal 3 damage to target player, and/or gain 5 life, and/or draw two cards, then discard a card.
Rebel's Command2WUR
Tribal Instant - Rebel (R)
Choose two - Put a 1/3 white Wall creature token with defender and rally onto the battlefield, and/or creatures your opponents control enter the battlefield tapped this turn, and/or creatures your opponents control do not untap during their next untap phase, and/or untap up to 4 creatures.
Zombie's Command1UBG
Tribal Instant - Zombie (R)
Choose two - Put a 2/2 black zombie creature token onto the battlefield, and/or sacrifice a creature and draw cards equal to its power, and/or counter target spell, and/or the next spell you cast this turn has gravestorm.
Elemental's CommandRGU
Tribal Instant - Elemental (R)
Choose two - Put 3 +1/+1 counters on target creature, and/or deal 4 damage to target creature, and/or put a 1/0 blue Elemental creature token with Energize 1 onto the battlefield, and/or draw a card.
Horror's Command3WBG
Tribal Instant - Horror (R)
Choose two - Exile all enchantments, and/or exile all creatures from target player's graveyard, and/or exile all artifacts, and/or draw 2 cards and lose two life.
Mythic Rare
Hive Master2UBG
Legendary Creature - Zombie (M)
Zombies you control get +1/+1 2, Exile a card from a graveyard: Create a 2/2 Black Zombie Creature token 2, Sacrifice a creature: Target player discards a card 2, Discard a card: Target player draws a card
4/5
Detrimey, the Hive Maker2UG
Planeswalker - Detrimey (M)
+1 Make a 2/2 black Zombie creature token
-2 Sacrifice a creature, draw a card for each Zombie card in your graveyard
-7 You get an emblem that says, "Instants and Sorceries you control have Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
4
Animar, Soul of ElementsURG
Legendary Creature - Elemental
Protection from white and from black.
Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements
Creature spells you cast cost 1 less for each +1/+! counter on Animar
1/1
Jof, Lord of Lords2RWB
Legendary Creature - Human Lord
Rally, Rally
Whenever a creature you control attacks alone, creatures your opponents control get -1/-1 until the end of the turn.
Soldiers you control have first-strike and lifelink.
3/4
Keil, Rebel Leader1RWU
Legendary Creature - Human Rebel
Vigilance, Rally
Whenever a Soldier you control deals damage to a player, draw a card then discard a card.
Whenever Keil, Rebel Leader attacks alone, it gains indestuctable until the end of the turn.
2/3
Nagrath5WBG
Legendary Creature - Horror
Flying, Hexproof
Whenever Nagrath blocks a non-Horror creature, draw 3 cards and loose 7 life.
Whenever Nagrath is blocked by a non-Horror creature, all opponents loose 1 life and you gain life equal to the amount of life lost this way.
5/6
Could rally be numbered instead of granting only one soldier? Getting a temporary 1/1 seems like a small bonus for attacking alone. It doesn't help the solo creature "trade up" like exalted does.
Could rally be numbered instead of granting only one soldier? Getting a temporary 1/1 seems like a small bonus for attacking alone. It doesn't help the solo creature "trade up" like exalted does.
That normally would be true, but rally (like exalted) stacks for each creature that has it. For example, lets say i have a 1/1 with rally, and a 2/3 with rally. If I attack with the 2/3, I would get 2 1/1s. The point of this mechanic is to get as many creatures with rally as possible.
Yes, I understand that. I'm just not convinced that getting a temp 1/1 is worth much. I suppose once we see more cards we can tell if it's worth playing cards like an 0/1 for 2.
Baravian was born with high hopes. Son of a highborn lord, he showed amazing magical capabilities from a young age. He was expected to join his father's Vangaurd, however, Baravian ran from home after he saw a innocent man being tortured by a vampire warlord. He attempted to join the rebels who were outside of the swamp of Karvus. They turned Baravian away in scorn after they learned of his ancestry. As he trudged through the ancient woods, he heard a kind voice call out to him. "What are you doing out so far in the forest?" the voice said, "Come inside the Church of the Holy Light, we will not turn you away."
Mother of the Holy LightWW
Legendary Creature - Human Cleric (R)
Hexproof
When this creature enters the battlefield, Create a 1/3 white wall creature token with defender and rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.). 2WWt creatures you control with defender get +2/+2 and lose defender until the end of the turn
0/1
I hope to get the red commons up soon, but who knows...
Until then I might as well put another rare out to feed my own taste and give a little story
Detrimey's Prison1WW
Enchantment - Aura (R)
Enchant creature or Planeswalker
Enchanted permanent cannot attack or use its activated abilities
At the beginning of your upkeep, pay 1, or sacrifice this enchantment. "Baravian may hod me on this plane, but someday he will give out, and then I will be free!"
Detrimey, the Hive Maker
The story is that Detrimey wants to bring his "gifts" to other worlds, but Baravian has made a special enchantment that prevents him from planeswalking
I hope to get the green commons up sometime this weekend.... until then, How about a legendary mythic.
Fathris, the Dragon Lord4RR
Legendary Creature - Dragon Lord (M)
Haste, Flying, Trample 1B: Target creature gains first strike and rally until the end of the turn.
5/4
He has story importance in the next set, when we meet an old planeswalker we love to hate.
I don't like rally. It forces you to choose between attacking with a large number of creatures, or attacking with a large number of creatures. It just feels silly to me...
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
So... do you not like attacking with a ton of dudes? Or do you just not like having little choice in attacking within your aggro decks? Please explain your argument. I don't necessarily disagree with your opinion, I would just like some explanation.
So... do you not like attacking with a ton of dudes? Or do you just not like having little choice in attacking within your aggro decks? Please explain your argument. I don't necessarily disagree with your opinion, I would just like some explanation.
It feels like a mechanic which makes me make pointless decisions. Without playtesting, its hard for me to say for sure, but I feel like the ability is going to end up doing too little. If it was profitable to attack with a bunch of dudes, then you already had a bunch of dudes to attack with anyway so the mechanic will only marginally help you.
Also, American rebels? haven't rebels always been a WB tribe?
EDIT: Horrors are primary in white? some of your tribe choices seem strange...
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
So... do you not like attacking with a ton of dudes? Or do you just not like having little choice in attacking within your aggro decks? Please explain your argument. I don't necessarily disagree with your opinion, I would just like some explanation.
It feels like a mechanic which makes me make pointless decisions. Without playtesting, its hard for me to say for sure, but I feel like the ability is going to end up doing too little. If it was profitable to attack with a bunch of dudes, then you already had a bunch of dudes to attack with anyway so the mechanic will only marginally help you.
Also, American rebels? haven't rebels always been a WB tribe?
EDIT: Horrors are primary in white? some of your tribe choices seem strange...
Firstly, the decision is anything but pointless! The decision basically comes down to how many creatures with rally you have. If the answer is few, then you need to attack with your biggest attacker.
Secondly, while yes rebels are traditionally a BW tribe, this plane's rebels are... different from the ones from Time Spiral to say the least. They are smarter, and also much more aggressive. This also leads to a limited standpoint where you could feasibly draft a RW Aggro deck, then splash for your third colour.
Finally, perhaps you should have read the OP more carefully. Horrors are not mainly in white, Horrors are tertiary in white.
Firstly, the decision is anything but pointless! The decision basically comes down to how many creatures with rally you have. If the answer is few, then you need to attack with your biggest attacker.
Finally, perhaps you should have read the OP more carefully. Horrors are not mainly in white, Horrors are tertiary in white.
My bad, even still, horrors are tertiary in white? How do horrors fit into white flavor?
The decision may be interesting, it may not be. All I can say without playtesting is that I don't think the mechanic will play well because it may make the player make pointless decisions. I could be wrong though.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
I've read through your cards, i thought Break Flesh sounded more black then blue, even if tribal Zombie.
I also thought couldn't you try and make it so soldier tokens created by rally stay in play? Perhaps remove Rally from some cards if you do so? White is the army colour after all.
Maybe Rally could trigger when the creature enters the battlefield? To represent men rallying to a powerful warrior and to defend him.
I also thought couldn't you try and make it so soldier tokens created by rally stay in play? Perhaps remove Rally from some cards if you do so? White is the army colour after all.
CURSES! You've predicted a rare
Eternal Warmaker2WW
Creature - Spirit Lord
Vigilance, Rally
You cannot sacrifice creatures.
Soldiers you control are spirits in addition to their other types.
3/4
But in real response to your point, this world is different from others. The armies here don't stay around forever. They rise up, and then they fall back down.
Rebel - I'm curious as to why there are so many rebels, yet little for them to rebel against. Surely if they're the final bastions of humanity remaining, they won't be… rebelling?
Lord - Curious to see an 'extinct' creature type return. Any particular reason why Lord was chosen? Why not Wizard, or Advisor, or Cleric, or some such? Why do they even need their own tribal identity? And why on earth are you giving the same mechanic to two opposite factions? Lord and Rebel should be more distinct, otherwise players aren;t going to notice that there's a struggle between the factions. That they play identically and share 2/3 colours is not helping your tribal cause.
Generally, I don't see who the use of the Tribal card type adds value to this set. Sure, it looks pretty and is nice for thematic deck-building (the gold old Vorthos aesthetic interest), but it adds so little in terms of functionality that I'm wondering, why bother?
MECHANICS
Gravestorm - Curious use, as WotC have gone on record saying that Storm and its ilk are not mechanics they wish to see return, due to potential broken-ness.
Energize - That's a fair bit of mana fixing. I quite like this idea, and I've come up with a similar ability in the past. I'd recommend merging the abilities into one (BTW I always use Australian spelling, but you're welcome to change to American):
"Energise N (This enters the battlefield with N +1/+1 counters on it. Once per turn you may remove a counter from this to add one mana of any colour to your mana pool.)"
Rally - I'm guessing the "attacks alone" clause is because it was too strong otherwise? This reads just like Exalted, only it does little to protect the hapless creature going into combat to trigger this. You may need to up the number of combat tricks in the set to ensure this mechanic has space to thrive.
I get that you're wanting to express card ideas in the simplest form, without worrying about proper templating, however there may arise some confusing rules issues. That's okay though, that's a development thing.
CARDS
WHITE
Lordling - Sure, though pity it's harder to trigger with this unappealing attacker.
Righteous Guardian - Whilst okay as a one-off, you really wouldn't want too many cards with defender, and an ability which only works if you're pressing the attack.
Karvus Banshee - Oh dear. White can do so much better than this at common.
Lord of the Judged - Sure, it's annoying, but how many times can it attack and live?
Old Empire Rebel - Slightly better for Rally.
Cleric of the Holy Light - I would rather a square boost, like Kinsbaile Skirmisher. I'm not paying 1W so my little dude can attack and not die, whilst my newly created 1/1 dies to any old blocker.
Holy Light Devotee - Sadie, the Cleaning Lady!
Lord's Knight - Strange to see white get a cheap fat common, but sure. This feels a bit more green though.
Griffon Rider - Too strong for common. 4W 3/3 flyer with minor ability would be more suitable, and work nicely with Rally.
Rebel Trapper - Leonin Snarecaster would be a nicer effect to see as you want to race the opponent to make the most of Rally.
Lord of the Meek - Clean, simple, and likely to actually have effect.
Rebel Lordslayer - Sure.
Aegis Light - Weak but sure. Would be nice to see Glorious Anthem like instant effects in common.
Lord's Prison - Yup, except the tribal part. Where is my motivation to play this with other Lords, other than because they're the same colour?
Geist's Light - This is what happens when you try to balance storm-like effects.
Mother of the Holy Light - Um, right-o. Handy in defender decks, but the rally part feels tacked on. Besides, she gives bonuses to all your defenders, whilst Rally only likes having one creature attacking at a time. I'd rather attack with the extra +2/+2'd defender, than with just one so I get a cruddy little 1/1. When your cards make the new mechanic seem worse, they're not selling it right.
Detrimey's Prison - Cool effect. Why does this give you an upkeep cost? Banishing Light is easier to cast and does more (arguably). I'd prefer WW without any drawback for this kind of effect, but that comes down to a development call.
Eternal Warmaker - The non-sacrificey ability should be reworded to prevent rules confusion. How about "If you would sacrifice a creature token at the beginning of your end step, instead it remains on the battlefield."
Baravian, the Outcast - Reword the first ability like other Ajani, Caller of the Pride so that it can still be activated even if there aren't any creatures around. Making walls really doesn't excite me as a defence mechanism. Getting all my creatures and enchantments out is just crazy powerful, and needs to be changed pronto. Otherwise this card will be broken.
Angelic Drafter - This card has two uses. The first is to target itself so the Rally triggers accumulate, and you attack with this and send a small army into the fray. The second is to give your whole army flying and attack with them all, completely ignoring your brand new mechanic. I would recommend removing the "gains flying" clause from the activated ability, so that all focus can go onto this card's intended purpose - to showcase rally.
Strength of the Holy - Doesn't feel very mythic-y, and Rally just looks like it was thrown on for good measure. Make your new mechanic more of a central focus.
BLUE
River Elemental - Big for blue common. 4U?
Zombie Librarian - Um, zombies don't make good librarians...
Zombie Historian - Perhaps add a mana cost to the activated ability, just as a precaution. I dislike these indoor zombies; the tribe feels very forced in blue.
Icicle Elemental - Much colour-hosing going on at common in this set.
Iceberg Elemental - Too efficient for big blue common. Make it 3UU or 5U or something.
Drake of Clouds - Did you forget to add Energize to this? Because it's just awful as is.
Rebel Flickermage - Flash doesn't work with Rally quite the way less experienced players might think it will. I'd change the card to avoid confusion.
Frozen Bodies - Safe gravestorm so far...
Rebel's Mindstop - Countermand was just printed. Hard counters need two coloured mana.
Icy Shell - Oh, that's not very exciting.
Rotting Limbs - Needs to be instant! And could be about 1 cheaper, though depends on the limited environment.
Reform - Name makes me think of social reform, not re-forming. This effect can be done at U with extra abilities. Remember: make Rally a more potent archetype to play!
Brain Matter - Hmm, will have to watch this one.
River Water - Blue is the last colour I'd expect to get this kind of effect. No.
Flying Banner - A well-designed card. Except the Rebel bit. I mean, the card doesn't even produce Rebel tokens, so why on earth is it tribal Rebel?
Energy Dissolve - Pin to the Earth. Also, what's the deal with -6/-0 this set?
Break Flesh - How on earth is this blue? Totally black. Magus of the Abyss.
Body Shaping - Problem card. Firstly, it's randomly hosing its own tribe. Yes, it can be used to mill yourself, in which case it's more appealing, but I like me some versatility. Secondly, this will confuse players who don't get that "permanent card" is different to "permanent" in Gravestorm's wording. I would scrap this and try a different approach.
BLACK
Sinister Master - Like the angel, you will probably be attacking with this, so gaining flying is kinda useless.
Fathris, the Dragon Lord - See notes on the angel. Doesn't feel very legendary to me, as there's a non-legendary card that does pretty much the same thing.
GREEN
Carapace Zombie - I see your theme, but this doesn't feel very zombie-ish to me.
Elvish Elemental - Elves aren't an element.
Ent'i Horror - Sure.
Horrifying Spider - Strong in limited. Too much? Who knows. You have another 2-mana deathtoucher though, so drop one of them.
Fading Horror - Yup.
Zombie Cocoon - Okay
Consuming Horror - Green's looking rather boring and keyword-y.
Grave Growth - Considering green struggles to kill things pre-combat, and this will mostly be only copy-able post-combat, it's kinda bad. Try +1/+1 counters instead.
New Hives - Uh, needs to cost more.
Hive Hatching - This is a black spell, not a green one. Green zombies are making zero sense to me. The only thing zombie-ish about them is the creature type.
Elemental Stomp - Urban Burgeoning was often a 15th pick in limited, and barely saw any constructed play.
What is Dead - GoT reference? This is about staying alive, not dead. You have your colour philosophy all muddled.
MULTI
Rebel Quickstrike - Okay, but there's lots of dudes with keywords and rally. Anything more interesting? Something which rewards you for having a bigger army? Because isn't that the whole point of Rally?
Blooddrinker Lord - Nicer as mono-white. Why is this a vampire? Do creature types even matter in this set?
Hava'kut Horror - Could cost 1BB or 2G. Maybe 3/2?
Steam Elemental - Bland.
Zombie Biomutant - No U in this.
Minds of the Dead - See above notes re. milling and gravestorm.
Ground's Rage - Bleh.
Rebel's Fortress - More Rally on defenders? Why on earth is that a sub-theme in this set?
Horror's Grace - No G in this. How exactly does a horror show grace? And why does showing grace tap things?
Lord's Torture - Make it more like Lunge.
Rebel Skirmisher - No U in there.
Dragon's Spawn - Repetition.
Devastator of Kix'aa - Battle of the keywords. Doesn't seem very devastating.
Hive Master - No G in there. Highly efficient. I'd like to hear how it playlists.
Detrimey, the Hive Maker - I don't play UG to make Zombies. This guy is black, masquerading as UG.
FINAL COMMENTS
Overall this set looks like it's in its early stages of design, where the simplest versions of cards are made for playtesting. I think there are a number of issues which have emerged just from looking over the set:
1. Tribal is not a theme in this set, despite that being the set's tagline
2. The Tribal card type serves no benefit
3. There are tribal identity crises (Lords and Rebels, Zombies and Horros)
4. Rally needs a LOT more support
4a. There need to be more combat tricks, particularly those which boost your team
4b. Rally should appear on a maximum of one creature with defender / 0 power
4c. Rally suffers from an identity crisis, in that it creates an army you want to pump, yet encourages you to leave half your teem back not attacking
5. Gravestorm is going to need a lot of playtesting to ensure it doesn't break the set
5a. Gravestorm could be confusing on cards which mill
6a. Colour philosophy violations (Zombies aren't green, Horrors aren't White)
7. Your tribes could probably fall back to two colours each, for the first set, so that you direct players into deck archetypes
8. The overall power level of commons needs to be increased
8a. You need more two-drop creatures which naturally lend themselves to attacking
You have some interesting designs, but I felt like you held yourself back in order to flesh out numbers for the set. It would be good to see what other kinds of designs you can come up with, as some individual designs might turn into entire cycles or themes. Play around a little and see what kind of interesting cards you can create. Try not to use specific mechanics; rather, make one-off cards which are exciting and maybe a bit overpowered. They can be dialled back later on.
Private Mod Note
():
Rollback Post to RevisionRollBack
Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
so I WAS going to comment on every one of your card comments.........
but then my computer died and I lost all the information.
So instead I will just touch on a few key things you wrote that really stood out to me.
First off on your final comments.
1. Umm... Okay you caught me on this one. I kind of wanted to keep most of the actual tribal interactions out of common as to make the drafting more availiable to all players. I heard this was a real problem with Lowryn draft and it was an unfun draft if you didn't get the specific cards you needed for tribal. I tried to make it so that even if you were unable to get the really good tribe specific cards, you would still be able to pull off some form of fun deck that can compete.
2. I'll try to make it matter more at the higher rarities
3. Really, I did see this problem. So far I am looking for a way to fix it, and I think I found one... but I can't enable it until the next set in the block.
4. Huh? I thought I was really giving rally WAY too much support.
4b. Aight... so i'll put in some better pump spells at uncommon.
4b. Alright, maybe I'll do something to the one in UW. Other that that, I really like the defender tokens in testing, so I won't be changing those
4c. Hmmm.... can't really think of a way to fix that.
5. You betcha
5a. It can be, but I feel they need to exist, otherwise I found it very hard to enable gravestorm effectivley.
6. To the zombies, I point you towards Ghoultree. As for the Horror problem, I found that white was a good colour for them when I went to find what I wanted. Before I started out making the set, I wanted some of the horrors to be Spirit horrors. Spirits are white or black, so I found them a place in white.
7. looking back on it, I really could have pulled that off. Aw well, I did just make this set to challenge meself after all.
8. Hmm
8a. Totally right, that was a problematic design decision which I WILL fix.
Now on to the mechanics!
I like your idea of adding a number to energize, I'll fix the cards that currently have it to the new wording.
For rally what I was going for is the idea of a man rallying a force behind him, with support from other leaders.
Now on to the cards.
Detrimey: yes, normally you would not play UG to make zombies, but here me out. Detrimey is not a black mage. He is a mage, to be sure, but at his heart what he truly is is a biologist. and belive me, if a biologist had magic, they would have a serious god complex. How does Detrimey flex his god complex? By cloning the dead.
Fathris and the angel: I probably should remove the non rally ability from those creatures.
Baravian: I'll reword the first ability on baravian and up the ult cost by 2
TRIBES
Each tribe focuses on two colors and has a third less prominent color
,U: Rebels
,R: Lords
,W: Horrors
,G: Elementals
,B: Zombies
MECHANICS
Used for zombies and horrors as a graveyard interaction
Energize X: Remove a +1/+1 counter form this creature, add one mana of any color to your mana pool. Use this ability only once per turn.
Elemental effect, good for fixing in the set
Rally: When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking sacrifice it at the end of the turn
Lords and Rebels use this ability
Cards to be posted soon. I would love some feedback on the mechanics.
White
Commons
Creature - Human Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Soldiers you control get +1/+1
0/1
Righteous Guardian 2W
Creature - Soldier Rebel (C)
Defender
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
0/4
Karvus Banshee 2W
Creature - Spirit Horror (C)
Flying
Screeches of the deceased constantly call from the grave in Krevan.
2/1
Lord of the Judged 1W
Creature - Spirit Lord (C)
lifelink
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Soldiers you control gain lifelink
1/2
Rebel Recruit W
Creature - Rebel (C)
The few who choose the life of a rebel, choose a life of war.
1/2
Old Empire Rebel 2W
Creature - Human Rebel (C)
First strike
2/2
Cleric of the Holy Light 1W
Creature - Cleric (C)
When this creature enters the battlefield, target creature gains +1/+2 until the end of the turn
1/1
Holy Light Devotee 2W
Creature - Human (C)
When this creature enters the battlefield, you may exile target enchantment.
2/2
Lord's Knight 1W
Creature - Lord Knight (C)
Vigilance
2/2
Griffon Rider 4W
Creature - Rebel Griffon (C)
Flying
3/3
Cathedral Sanctifier W
Creature - Human Cleric (C)
When Cathedral Sanctifier enters the battlefield, you gain 3 life.
1/1
Rebel Trapper 2W
Creature - Human Rebel (C)
When this creature enters the battlefield, tap target creature
2/2
Lord of the Meek W
Creature - Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/1
Rebel Lordslayer 2W
Creature - Rebel (C)
Protection form black
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/3
Aegis Light 1W
Instant (C)
Target creature gains +1/+4 until the end of the turn.
Lord's Prison 2W
Tribal Instant - Lord (C)
Put target attacking creature on the bottom of its owner's library.
Geist's Light W
Tribal Sorcery - Horror (C)
Target player gains 2 life.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Bound in Silence 2W
Tribal Enchantment - Rebel Aura (C)
Enchant Creature
Enchanted creature cannot attack or block.
Uncommons
Tribal Enchantment - Lord (U)
When Exile the Traitors enters the battlefield exile target non-land, non-Lord permanent until Exile the Traitors leaves the battlefield
Horrific Cleansing 5WW
Tribal Sorcery - Horror (U)
Exile target non-Horror creature or enchantment.
Gravestorm.
Rebellious Paladin 2WW
Creature - Rebel Knight (U)
Rally
Soldiers you control have double-strike.
2/3
Light Spirit 1WW
Creature - Spirit Cleric (U)
Flying
When Light Spirit enters the battlefield, you may tap up to 2 target creatures.
When Light Spirit dies, untap all creatures you control.
2/2
Lord's Hound 1W
Creature - Hound Lord (U)
Rally, Vigilance
Lord's Hound can block up to 4 creatures.
W: Sacrifice Lord's Hound, Prevent the next 3 damage to target creature this turn.
1/2
Spiritstorm 1W
Tribal Sorcery - Horror (U)
Put a 1/1 white and black Spirit Horror creature token with flying onto the battlefield.
Gravestrorm.
Taxation Lord 1W
Creature - Human Lord (U)
Rally, Lifelink
3B: Target player loses 2 life, and you gain 2 life.
1/1
Rebel Bannerholder 4WW
Creature - Angel Rebel (U)
Rally, Flying
When Rebel Bannerholder attacks alone, Soldiers you control get +2/+1 until the end of the turn.
4/4
Rebel Seeker 2W
Creature - Human Rebel (U)
When Rebel Seeker enters the battlefield, search your library for a rebel card and put that card in your hand.
2/2
Holy Light Rebel 1W
Creature - Human Rebel Cleric (U)
Rally
When Holy Light Rebel enters the battlefield, put a 1/3 Wall creature token with defender and rally onto the battlefield
1/1
Celestial Purge 1W
Instant (U)
Exile target red or black creature
As the lords closed in on Baravian, our god did not fail him.
Due Respect 1W
Instant (U)
Permanents enter the battlefield tapped this turn.
Draw a card.
Spirit Confluence 2WW
Tribal Enchantment - Spirit (U)
At the beginning of your upkeep, put 2 +1/+1 counters on target spirit you control.
Legendary Creature - Human Cleric (R)
Hexproof
When this creature enters the battlefield, Create a 1/3 white wall creature token with defender and rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.).
2WWt creatures you control with defender get +2/+2 and lose defender until the end of the turn
0/1
Detrimey's Prison 1WW
Enchantment - Aura (R)
Enchant creature or Planeswalker
Enchanted permanent cannot attack or use its activated abilities
"Baravian may hold me on this plane, but someday he will give out, and then I will be free!"
Detrimey, the Hive Maker
Eternal Warmaker 2WW
Creature - Spirit Lord (R)
Vigilance, Rally
You cannot sacrifice creatures.
Soldiers you control are spirits in addition to their other types.
3/4
Rebel Warleader 2WW
Creature - Rebel Soldier (R)
Lifelink, First-strike, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
When Rebel Warleader enters the battlefield, you may return target creature from your graveyard with converted mana cost 3 or less to your hand.
3/1
Mythic Rares
Planeswalker - Baravian (M)
+1 Up to one target creature gains first strike until your next upkeep
-2 Create a 1/3 white wall creature token with defender and rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
-8 Search your library for as many creatures and enchantments as you wish. Put those cards onto the battlefield as if it had just been cast.
3
Angelic Drafter 5W
Creature - Rebel Angel (M)
Rally, Vigilance, Flying
1U: Target creature you control gains rally until the end of the turn
4/4
Strength of the Holy 3WW
Enchantment - Aura (M)
Enchant Creature
Enchanted creature gets +3/+3, flying, vigilance, first strike, and rally.
Whenever enchanted creature attacks alone, return target creature card from your graveyard to your hand.
Commons
Creature - Elemental (C)
Islandwalk
Energize 3 (This creature enters the battlefield with 3 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/0
Zombie Librarian 1U
Creature - Zombie (C)
1, Sacrifice this creature: draw a card
1/1
Zombie Historian 2UU
Creature - Zombie Wizard (C)
Sacrifice this creature: return target instant or sorcery from your graveyard to your hand
2/3
Icicle Elemental 2U
Creature - Elemental (C)
Protection from red
Energize 2 (This creature enters the battlefield with 2 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/0
Iceberg Elemental 4UU
Creature - Elemental (C)
Energize 4 (This creature enters the battlefield with 3 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Remove a +1/+1 from this creature: tap target creature
0/0
Drake of Clouds 1U
Creature - Elemental Drake (C)
Energize 1 (This creature enters the battlefield with a +1/+1 counter on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Flying
0/1
Rebel Flickermage 2U
Creature - Rebel Mage (C)
Hexproof
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/1
Frozen Bodies U
Tribal Instant - Zombie (C)
Tap target creature
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Rebel's Mindstop 2UU
Tribal Instant - Rebel (C)
Counter target spell, target player puts the top 3 cards of their deck Into the graveyard.
If you control a Rebel, draw a card.
Icy Shell 1U
Instant (C)
Target creature gains +0/+3 and Hexproof until the end of the turn
Rotting Limbs 2U
Tribal Sorcery - Zombie (C)
Non-Zombie creatures your opponents control gain -4/-0 until the end of the turn.
Reform 1U
Sorcery (C)
Target creature cannot be blocked until the end of the turn.
Brain Matter 2U
Tribal Sorcery - Zombie (C)
Draw a card
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
River Water 1U
Tribal Sorcery - Elemental (C)
Put a +1/+1 counter on target Elemental creature
Flying Banner 1U
Tribal Enchantment - Rebel Aura (C)
Enchant Rebel Creature
Enchanted creature gains flying
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Chains of the Chilled 2U
Enchantment - Aura (C)
Enchant Creature
Enchanted creature does not untap during its owner's untap phase.
Energy Dissolve 2U
Enchantment - Aura
Enchant Creature
Enchanted creature gains -6/-0
Rotting Mind 4U
Tribal Enchantment - Zombie
At the beginning of each upkeep, each player puts the top card of their deck into their graveyard.
Tribal Sorcery - Zombie (U)
Discard the top 3 cards of target player's deck. For every Zombie card discarded this way, create a 2/2 Black Zombie creature token.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Zombie Spy 2U
Creature - Zombie Rogue (U)
When Zombie Spy enters the battlefield, reveal the top 2 card of your library.
If both cards revealed are nonland cards, put one of them into your hand and the other on the bottom of your library.
If one or both of the cards revealed are land cards are land cards, put the revealed cards into your graveyard.
1/3
Retort 1UU
Instant (U)
Counter target spell. If a creature is countered this way, draw a card then discard a card.
Geyser Elemental 1U
Creature - Elemental (U)
Energize 1, Flash.
0/1
Rebel Loretheif 2U
Creature - Human Rebel (U)
Rally
Whenever Rebel Loremaster deals damage to a player, draw a card.
1/2
Aquatic Pool 1U
Tribal Sorcery - Elemental
Remove a +1/+1 counter from target elemental you control. Draw 2 cards.
Fearful Run 1U
Tribal Instant - Zombie (U)
Return target creature to its owner's hand. If you control a Zombie, draw a card.
Become Water 2U
Tribal Sorcery - Elemental (U)
Up to 3 Elemental creatures cannot be blocked until the end of the turn.
Consume the Unreal 2U
Instant (U)
The next time target creature would become the target of a spell or effect this turn, its owner sacrifices it.
Flashfreeze 1U
Instant (U)
Counter target red or green spell.
Exploding Elemental 2U
Creature - Elemental (U)
Energize 1
2R, Sacrifice Exploding Elemental: Deal 2 damage to target creature or player.
0/2
Force Grave 1U
Tribal Instant - Zombie (U)
Counter target spell unless its controller pays 1
Gravestorm
Sky Elemental 7U
Creature - Elemental (U)
Energize 7, Flying.
0/0
Flightsuit Rebel 3U
Creature - Rebel Bird
Flying
Soldiers you control have flying
1/1
Rares
Creature - Zombie Wizard (R)
Hexproof.
Undead Lorekeeper's power and toughness is equal to the number of cards in your hand.
3U: Draw two cards, then discard a card
*/*
Mythic Rares
Creature - Sphinx Zombie (M)
Hexproof, Flying, Flash
3G: Reveal the top card of your library. If that card is a land card, put that card onto the battlefield. If it is a non-land card, put that card into your hand.
3/5
Detrimey's Desire 6UU
Sorcery (M)
Take an additional turn after this one.
Gravestorm.
"I see the future of all worlds in their graves."
- Dertrimey, the Hive Maker
Overloaded 6UU
Instant (M)
Cast any number of cards from your hand without paying their mana costs. You may play a copy of each instant or sorcery cast this way without paying its mana cost.
Commons
Creature - Demon Lord (C)
Flying
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
4/5
Horror of Nal'kut2B
Creature - Horror (C)
When this creature enters the battlefield, loose one life
Flying
2/1
Lord of the Damned 2BB
Creature - Skeleton Lord (C)
Deathtouch, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
When a creature you control attacks alone, it gains Deathtouch until the end of the turn
2/1
Hivemind Unit 2B
Creature - Zombie Soldier (C)
Hivemind Unit enters the battlefield tapped
B, Sacrifice Hivemind Unit: Target player looses 3 life
3/1
Lord of Wealth 3B
Creature - Human Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.), Lifelink
When a creature you control attacks alone, it gains lifelink until the end of the turn
2/3
Horror of the Marshes 1B
Creature - Horror (C)
Sacrifice this creature: target creature gets +1/+1 until the end of the turn
1/2
Lord of Deforestation 2B
Creature - Human Lord (C)
Protection from green
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/2
Unfathomable Horror 4B
Creature - Demon Horror (C)
5/5
Walking Corpse 1B
Creature - Zombie (C)
2/2
Lord of Mechanical Greatness 4B
Artifact Creature - Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
3/3
Horror's Drink 2BB
Tribal Instant - Horror (C)
Target player looses 2 life
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Lord's Armor 1BB
Tribal Artifact - Equipment Lord (C)
Equipped Lord gets +1/+1
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Equip 1
Hive Birth 1B
Tribal Sorcery - Zombie (C)
Exile target creature card form a graveyard. Put a 2/2 black Zombie creature token onto the battlefield
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Murder 1BB
Instant (C)
Destroy target creature
Afflict 2B
Instant (C)
Target creature gets -1/-1 until the end of the turn
Draw a card
Feast of Blood 3B
Tribal Sorcery - Zombie
Target player discards 2 cards
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Drink to Life 1BB
Tribal Instant - Horror
Draw a Card and loose 2 life
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Lord's Crest B
Tribal Artifact - Lord
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Uncommon
Tribal Instant - Horror (U)
Destroy target creature
Gravestorm
Consume the Dead 1BB
Tribal Sorcery - Horror (U)
Exile target card from a graveyard. Then, gain life equal to the exiled card's converted mana cost.
Gravestorm
Lord of Shattered Remains B
Creature - Lord Artificer (U)
Sacrifice and artifact creature: Lord of Shattered Remains gets +2/+1 and flying until the end of the turn
He sits and tinkers with broken pieces... no one ever sees the shards.
0/1
Tenacious Dead B
Creature - Skeleton (U)
When Tenacious Dead dies, you may pay 1B. If you do, return it to the battlefield tapped under its owner's control.
1/1
Deathmark B
Instant (U)
Destroy target green or white creature.
Return to Me 4B
Tribal Sorcery - Zombie (U)
Return target creature from your graveyard to your hand.
Gravestorm.
Lord of the Broken 2B
Artifact Creature - Lord Construct (U)
Rally
Sacrifice Lord of the Broken: Return target creature from your graveyard to your hand.
2/3
Rares
Creature - Skeleton Lord (R)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1B: Regenrate Skull King.
Whenever a creature you control attacks alone, it gains "1B: Regenerate this creature." until the end of the turn
4/5
Doomsummoned 12BB
Creature - Horror (R)
Flying
Doomsummoned costs 2 less to cast for each Horror card in your exiled zone.
8/10
Mythic Rares
Creature - Demon Horror
Flying, Trample, Lifelink
4W: Search your library for a card and put that card into your hand. Then Shuffle your library.
The clergy believe they worship a benevolent god. They could not be more wrong.
5/3
Grave Chant 3BB
Enchantment
At the beginning of your upkeep, each player puts the top card of his or her library into his or her graveyard. Then, you may search your library for up to 3 cards with the same name as a card in your graveyard, reveal them, and put up to one into your hand, up to one into your graveyard, and exile up to one. Then shuffle your library. Then, you may cast one card exiled by Grave Chant without paying its mana cost. Any cards you revealed with Grave chant and did not put into your hand, graveyard, or exiled, put those cards onto the bottom of your library.
Demonic Revelation 5BB
Sorcery
Search your library for 2 cards and put those cards into your hand. Then shuffle your library.
Gravestorm
Commons
Creature - Elemental (C)
Energize 1 ((This creature enters the battlefield with a +1/+1 counter on it. Once per turn you may remove a +1/+1 counter from this creature to add one mana of any color to your mana pool.)
0/0
Raging Rebel 1R
Creature - Goblin Rebel (C)
Hase, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/1
Lord of Subjugation 1RR
Creature - Devil Lord (C)
First Strike, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Whenever a creature you control attacks alone, it gains first strike until the end of the turn.
2/1
Dragon Hatchling 1R
Creature - Dragon (C)
Flying
R :Dragon Hatchling gets +1/+0 until the end of the turn.
0/1
Road Mimic Elemental 2R
Creature - Elemental (C)
Energize 1 (This creature enters the battlefield with 1 +1/+1 counter on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Protection from white
2/0
Rebel Ragemonger 2RR
Creature - Human Rebel (C)
Soldiers you control get +1/+0
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
1/2
Elemental Helix 1R
Tribal Instant - Elemental (C)
Deal 3 damage to target creature or player
Dragon's Signet R
Tribal Artifact - Equipment Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Equipped creature has "R: this creature gets +1/+0 until the end of the turn
Equip: 3
Demolish 3R
Sorcery (C)
Destroy target artifact or land
Lord's Banner 4R
Tribal Artifact - Lord (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Creatures you control have first strike
Rebel Torch 1R
Tribal Enchantment - Rebel (C)
Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
Enchant Creature
Enchanted creature gets "t: Deal 1 damage to target creature or player
Fission R
Tribal Instant - Elemental (C)
Remove any number of +1/+1 counters from target creature you control. Deal damage to target creature or player equal to the amount of +1/+1 counters removed this way
Delve Deeper 2R
Sorcery(C)
Discard a card, then draw a card
Elemental's Reclaim 2R
Tribal Instant - Elemental (C)
Destroy target artifact, then you may put a +1/+1 counter on target creature
Army's Strength 2R
Instant
Deal 1 damage to target player for each Soldier you control.
Mass Insanity 2R
Instant (C)
Deal 1 damage to each creature and each player
Heavy Resistance 5R
Sorcery
Each creature you control may only be blocked by two or more creatures this turn.
Uncommons
Tribal Instant - Elemental (U)
Target Elemental creature gets +3/+0, First-Strike, and trample until the end of the turn.
Rares
Creature - Elemental
Energize 6 (This creature enters the battlefield with 6 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
Remove two +1/+1 counters from Lava Elemental, Deal 3 damage to target creature or player
4R: Put a +1/+1 counter on Lava Elemental
0/0
Mythic Rares
Legendary Creature - Dragon Lord (M)
Haste, Flying, Trample
B: Fathris gains first strike until the end of the turn.
RR: Fathris gets +2/+0 and Rally until the end of the turn.
5/4
Nature's Eternal Flame 6R
Tribal Enchantment - Elemental (M)
Whenever a creature enters the battlefield, deal 3 damage to it. Whenever an Elemental creature with Energize enters the battlefield, it enters the battlefield with an additional +1/+1 counter on it. All Elementals get Trample, First Strike, and Haste.
Rebel's Initiator 3RR
Creature - Ogre Rebel (M)
Rally, Trample, Haste
When Rebel's Initiator attacks the first time each turn, untap each creature you control. After this combat phase, there is an additional combat phase.
5/2
Commons
Creature - Insect Zombie (C)
When this creature dies, draw a card.
2/3
In the hive mind of the undead, those who fall are simply more food.
Elvish Elemental 1G
Creature - Elf Elemental(C)
t: Put a +1/+1 counter on Elvish Elemental
Energize 1 (This creature enters the battlefield with a +1/+1 counter on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/1
Ent'i Horror 4GG
Creature - Horror (C)
6/6
Cocoon Hatchling G
Creature - Zombie (C)
Trample
1/1
Horrifying Spider 2G
Creature - Spider Horror (C)
Reach, Vigilance
2/3
Fading Horror 3G
Creature - Horror (C)
Sacrifice Fading Horror: gain 4 life
2/3
Zombie Cocoon 4G
Creature - Zombie (C)
Vigilance, reach
2/4
Consuming Horror 3GG
Creature - Horror (C)
Trample
5/3
Slithering Undead 1G
Creature - Zombie Snake (C)
Flash, deathtouch
1/1
Grave Growth 1G
Tribal Instant - Horror (C)
Target creature gets +2/+2 until the end of the turn
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Sea Drinking Horror 1GG
Creature - Horror (C)
Protection from blue
Whenever an opponent casts a blue spell, you may gain 3 life.
2/2
Hive Hatching 4GG
Tribal Sorcery - Zombie (C)
Put 2 2/2 black Zombie creature tokens onto the battlefield
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Elemental's Blessing 3G
Tribal Instant - Elemental (C)
Put 3 +1/+1 counters on target Elemental creature.
Forced Adaptation G
Enchantment - Aura (C)
Enchant Creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Elemental Stomp 1G
Tribal Enchantment - Elemental Aura (C)
Enchant land
Enchanted land untaps during each player's untap step
Naturalize 1G
Instant (C)
Destroy target artifact or enchantment
Shall Not Die 1G
Instant (C)
Target creature gets +1/+1 and indestructible until the end of the turn
Rares
Creature - Horror
Trample
When Engulfing Horror enters the battlefield, destroy all non-Horror flying creatures
6G: Engulfing gets +X/+X until the end of the turn, where X is the number of creatures in your graveyard.
6/6
Mythic Rares
Tribal Enchantment - Elemental (M)
Whenever a creature enters the battlefield, it gains Energize 3.
Whenever a +1/+1 counter is removed from a creature you control, draw a card and gain 2 life.
Whenever a creature enters the battlefield, put a +1/+1 counter on each other creature you control.
Treeborn Hydra xxGG
Creature - Elemental Hydra (M)
Energize X
Flash, Trample
When Treeborn Hydra enters the battlefield, put X +1/+1 counters on each other creature you control with Energize.
1G: Put a +1/+1 counter on Treeborn Hydra
0/0
Zombified Hive 4G
Creature - Zombie Wall (M)
Defender
Whenever Zombified Hive is dealt damage, put 3 black 2/2 Zombie creature tokens onto the battlefield tapped.
Whenever a creature you control dies, put a 2/2 black Zombie creature token onto the battlefield tapped.
Whenever Zombified Hive dies, destroy all Zombie creatures.
0/8
Common
Artifact Creature - Cat Construct (C)
Over the years, the statue came alive to protect those of Krevan. The legend states that the crafter of this statue used a real lynx covered in gold.
3/3
Prophetic Prism 2
Artifact (C)
When Prophetic Prism enters the battlefield, draw a card.
1,t: Add one mana of any color to your mana pool.
Land (R)
t, Pay one life: add G or W to your mana pool.
1,t, Sacrifice Horizon Canopy: Draw a card
Demonic Fortress
Land (R)
t, Pay one life: add B or R to your mana pool.
1,t, Sacrifice Demonic Fortress: Draw a card
Spirit Hoard
Land (R)
t, Pay one life: add W or B to your mana pool.
1,t, Sacrifice Spirit Hoard: Draw a card
Boiling Pool
Land (R)
t, Pay one life: add U or R to your mana pool.
1,t, Sacrifice Boiling Pool: Draw a card
Wooded Pond
Land (R)
t, Pay one life: add U or G to your mana pool.
1,t, Sacrifice Wooded Pond : Draw a card
Commons
Rebel Quickstrike 1WR
Creature - Rebel Human (C)
Haste, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/3
Blooddrinker Lord 1WB
Creature - Vampire Lord
Flying, Rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
2/2
Hava'kut Horror 1BG
Creature - Horror
Deathtouch
3/1
Steam Elemental 1UR
Creature - Elemental
Energize 3 (This creature enters the battlefield with 3 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.)
0/0
Zombie Biomutant 1UG
Creature - Zombie Mutant
Trample
4/1
Minds of the Dead UB
Tribal Sorcery - Zombie (C)
Target player puts the top 3 cards of his or her library into his or her graveyard.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Ground's Rage RG
Tribal Instant - Elemental (C)
Put a +1/+1 counter on target creature. That creature gains trample until the end of the turn.
Rebel's Hawk UW
Creature - Rebel Bird (C)
Flying, Rally(When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.)
When this creature attacks, you may have target creature gain flying until the end of the turn.
1/1
Horror's Grace GW
Tribal Instant - Horror (C)
Tap target creature.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
Lord's Torture RB
Tribal Instant - Lord (C)
Deal 2 damage to target creature. Its controller looses 1 life.
Rebel Skirmisher WUR
Creature - Rebel Warrior
Rally(When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.), Vigilance, First-strike
2/2
Dragon's Spawn BRW
Creature - Dragon Lord
Rally, Flying, Haste
2/2
Devastator of Kix'aa GWB
Creature - Spirit Horror
Flying, Trample, Lifelink
2/2
Elemental Crusher RGU
Creature - Elemental
Energize 2 (This creature enters the battlefield with 2 +1/+1 counters on it. Once per turn you may remove a +1/+1 counter form this creature to add one mana of any color to your mana pool.), Haste, First Strike.
0/0
Cocoon Spinner UBG
Creature - Zombie
Deathtouch, Trample, Reach
2/2
Rare
Tribal Sorcery - Rebel (R)
Deal 5 damage to all creatures and opponents
"Burn you lords of falsehood and extortion!"
Baravian, the Outcast
Lord's Command 4WBR
Tribal Instant - Lord (R)
Choose two - Destroy up to 2 target creatures, and/or deal 3 damage to target player, and/or gain 5 life, and/or draw two cards, then discard a card.
Rebel's Command 2WUR
Tribal Instant - Rebel (R)
Choose two - Put a 1/3 white Wall creature token with defender and rally onto the battlefield, and/or creatures your opponents control enter the battlefield tapped this turn, and/or creatures your opponents control do not untap during their next untap phase, and/or untap up to 4 creatures.
Zombie's Command 1UBG
Tribal Instant - Zombie (R)
Choose two - Put a 2/2 black zombie creature token onto the battlefield, and/or sacrifice a creature and draw cards equal to its power, and/or counter target spell, and/or the next spell you cast this turn has gravestorm.
Elemental's Command RGU
Tribal Instant - Elemental (R)
Choose two - Put 3 +1/+1 counters on target creature, and/or deal 4 damage to target creature, and/or put a 1/0 blue Elemental creature token with Energize 1 onto the battlefield, and/or draw a card.
Horror's Command 3WBG
Tribal Instant - Horror (R)
Choose two - Exile all enchantments, and/or exile all creatures from target player's graveyard, and/or exile all artifacts, and/or draw 2 cards and lose two life.
Mythic Rare
Legendary Creature - Zombie (M)
Zombies you control get +1/+1
2, Exile a card from a graveyard: Create a 2/2 Black Zombie Creature token
2, Sacrifice a creature: Target player discards a card
2, Discard a card: Target player draws a card
4/5
Detrimey, the Hive Maker 2UG
Planeswalker - Detrimey (M)
+1 Make a 2/2 black Zombie creature token
-2 Sacrifice a creature, draw a card for each Zombie card in your graveyard
-7 You get an emblem that says, "Instants and Sorceries you control have Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)
4
Animar, Soul of Elements URG
Legendary Creature - Elemental
Protection from white and from black.
Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements
Creature spells you cast cost 1 less for each +1/+! counter on Animar
1/1
Jof, Lord of Lords 2RWB
Legendary Creature - Human Lord
Rally, Rally
Whenever a creature you control attacks alone, creatures your opponents control get -1/-1 until the end of the turn.
Soldiers you control have first-strike and lifelink.
3/4
Keil, Rebel Leader 1RWU
Legendary Creature - Human Rebel
Vigilance, Rally
Whenever a Soldier you control deals damage to a player, draw a card then discard a card.
Whenever Keil, Rebel Leader attacks alone, it gains indestuctable until the end of the turn.
2/3
Nagrath 5WBG
Legendary Creature - Horror
Flying, Hexproof
Whenever Nagrath blocks a non-Horror creature, draw 3 cards and loose 7 life.
Whenever Nagrath is blocked by a non-Horror creature, all opponents loose 1 life and you gain life equal to the amount of life lost this way.
5/6
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
That normally would be true, but rally (like exalted) stacks for each creature that has it. For example, lets say i have a 1/1 with rally, and a 2/3 with rally. If I attack with the 2/3, I would get 2 1/1s. The point of this mechanic is to get as many creatures with rally as possible.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
White commons up now. Looking for reviews
New Card. Planeswalker
Blue Commons up
New Planeswalker
Black Commons up
Woot woot, board wipes.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
Mother of the Holy Light WW
Legendary Creature - Human Cleric (R)
Hexproof
When this creature enters the battlefield, Create a 1/3 white wall creature token with defender and rally (When a creature you control attacks alone, create a 1/1 soldier creature onto the battlefield tapped and attacking. Sacrifice it at the end of the turn.).
2WWt creatures you control with defender get +2/+2 and lose defender until the end of the turn
0/1
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
Until then I might as well put another rare out to feed my own taste and give a little story
Detrimey's Prison 1WW
Enchantment - Aura (R)
Enchant creature or Planeswalker
Enchanted permanent cannot attack or use its activated abilities
At the beginning of your upkeep, pay 1, or sacrifice this enchantment.
"Baravian may hod me on this plane, but someday he will give out, and then I will be free!"
Detrimey, the Hive Maker
The story is that Detrimey wants to bring his "gifts" to other worlds, but Baravian has made a special enchantment that prevents him from planeswalking
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
Fathris, the Dragon Lord 4RR
Legendary Creature - Dragon Lord (M)
Haste, Flying, Trample
1B: Target creature gains first strike and rally until the end of the turn.
5/4
He has story importance in the next set, when we meet an old planeswalker we love to hate.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
- Manite
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
It feels like a mechanic which makes me make pointless decisions. Without playtesting, its hard for me to say for sure, but I feel like the ability is going to end up doing too little. If it was profitable to attack with a bunch of dudes, then you already had a bunch of dudes to attack with anyway so the mechanic will only marginally help you.
Also, American rebels? haven't rebels always been a WB tribe?
EDIT: Horrors are primary in white? some of your tribe choices seem strange...
- Manite
Firstly, the decision is anything but pointless! The decision basically comes down to how many creatures with rally you have. If the answer is few, then you need to attack with your biggest attacker.
Secondly, while yes rebels are traditionally a BW tribe, this plane's rebels are... different from the ones from Time Spiral to say the least. They are smarter, and also much more aggressive. This also leads to a limited standpoint where you could feasibly draft a RW Aggro deck, then splash for your third colour.
Finally, perhaps you should have read the OP more carefully. Horrors are not mainly in white, Horrors are tertiary in white.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
My bad, even still, horrors are tertiary in white? How do horrors fit into white flavor?
The decision may be interesting, it may not be. All I can say without playtesting is that I don't think the mechanic will play well because it may make the player make pointless decisions. I could be wrong though.
- Manite
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
I also thought couldn't you try and make it so soldier tokens created by rally stay in play? Perhaps remove Rally from some cards if you do so? White is the army colour after all.
Maybe Rally could trigger when the creature enters the battlefield? To represent men rallying to a powerful warrior and to defend him.
CURSES! You've predicted a rare
Eternal Warmaker 2WW
Creature - Spirit Lord
Vigilance, Rally
You cannot sacrifice creatures.
Soldiers you control are spirits in addition to their other types.
3/4
But in real response to your point, this world is different from others. The armies here don't stay around forever. They rise up, and then they fall back down.
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
As for the rare, he could become crazy if used well! o_O (in a good way)
Rebel - I'm curious as to why there are so many rebels, yet little for them to rebel against. Surely if they're the final bastions of humanity remaining, they won't be… rebelling?
Lord - Curious to see an 'extinct' creature type return. Any particular reason why Lord was chosen? Why not Wizard, or Advisor, or Cleric, or some such? Why do they even need their own tribal identity? And why on earth are you giving the same mechanic to two opposite factions? Lord and Rebel should be more distinct, otherwise players aren;t going to notice that there's a struggle between the factions. That they play identically and share 2/3 colours is not helping your tribal cause.
Generally, I don't see who the use of the Tribal card type adds value to this set. Sure, it looks pretty and is nice for thematic deck-building (the gold old Vorthos aesthetic interest), but it adds so little in terms of functionality that I'm wondering, why bother?
MECHANICS
Gravestorm - Curious use, as WotC have gone on record saying that Storm and its ilk are not mechanics they wish to see return, due to potential broken-ness.
Energize - That's a fair bit of mana fixing. I quite like this idea, and I've come up with a similar ability in the past. I'd recommend merging the abilities into one (BTW I always use Australian spelling, but you're welcome to change to American):
"Energise N (This enters the battlefield with N +1/+1 counters on it. Once per turn you may remove a counter from this to add one mana of any colour to your mana pool.)"
Rally - I'm guessing the "attacks alone" clause is because it was too strong otherwise? This reads just like Exalted, only it does little to protect the hapless creature going into combat to trigger this. You may need to up the number of combat tricks in the set to ensure this mechanic has space to thrive.
I get that you're wanting to express card ideas in the simplest form, without worrying about proper templating, however there may arise some confusing rules issues. That's okay though, that's a development thing.
CARDS
WHITE
Lordling - Sure, though pity it's harder to trigger with this unappealing attacker.
Righteous Guardian - Whilst okay as a one-off, you really wouldn't want too many cards with defender, and an ability which only works if you're pressing the attack.
Karvus Banshee - Oh dear. White can do so much better than this at common.
Lord of the Judged - Sure, it's annoying, but how many times can it attack and live?
Old Empire Rebel - Slightly better for Rally.
Cleric of the Holy Light - I would rather a square boost, like Kinsbaile Skirmisher. I'm not paying 1W so my little dude can attack and not die, whilst my newly created 1/1 dies to any old blocker.
Holy Light Devotee - Sadie, the Cleaning Lady!
Lord's Knight - Strange to see white get a cheap fat common, but sure. This feels a bit more green though.
Griffon Rider - Too strong for common. 4W 3/3 flyer with minor ability would be more suitable, and work nicely with Rally.
Rebel Trapper - Leonin Snarecaster would be a nicer effect to see as you want to race the opponent to make the most of Rally.
Lord of the Meek - Clean, simple, and likely to actually have effect.
Rebel Lordslayer - Sure.
Aegis Light - Weak but sure. Would be nice to see Glorious Anthem like instant effects in common.
Lord's Prison - Yup, except the tribal part. Where is my motivation to play this with other Lords, other than because they're the same colour?
Geist's Light - This is what happens when you try to balance storm-like effects.
Mother of the Holy Light - Um, right-o. Handy in defender decks, but the rally part feels tacked on. Besides, she gives bonuses to all your defenders, whilst Rally only likes having one creature attacking at a time. I'd rather attack with the extra +2/+2'd defender, than with just one so I get a cruddy little 1/1. When your cards make the new mechanic seem worse, they're not selling it right.
Detrimey's Prison - Cool effect. Why does this give you an upkeep cost? Banishing Light is easier to cast and does more (arguably). I'd prefer WW without any drawback for this kind of effect, but that comes down to a development call.
Eternal Warmaker - The non-sacrificey ability should be reworded to prevent rules confusion. How about "If you would sacrifice a creature token at the beginning of your end step, instead it remains on the battlefield."
Baravian, the Outcast - Reword the first ability like other Ajani, Caller of the Pride so that it can still be activated even if there aren't any creatures around. Making walls really doesn't excite me as a defence mechanism. Getting all my creatures and enchantments out is just crazy powerful, and needs to be changed pronto. Otherwise this card will be broken.
Angelic Drafter - This card has two uses. The first is to target itself so the Rally triggers accumulate, and you attack with this and send a small army into the fray. The second is to give your whole army flying and attack with them all, completely ignoring your brand new mechanic. I would recommend removing the "gains flying" clause from the activated ability, so that all focus can go onto this card's intended purpose - to showcase rally.
Strength of the Holy - Doesn't feel very mythic-y, and Rally just looks like it was thrown on for good measure. Make your new mechanic more of a central focus.
BLUE
River Elemental - Big for blue common. 4U?
Zombie Librarian - Um, zombies don't make good librarians...
Zombie Historian - Perhaps add a mana cost to the activated ability, just as a precaution. I dislike these indoor zombies; the tribe feels very forced in blue.
Icicle Elemental - Much colour-hosing going on at common in this set.
Iceberg Elemental - Too efficient for big blue common. Make it 3UU or 5U or something.
Drake of Clouds - Did you forget to add Energize to this? Because it's just awful as is.
Rebel Flickermage - Flash doesn't work with Rally quite the way less experienced players might think it will. I'd change the card to avoid confusion.
Frozen Bodies - Safe gravestorm so far...
Rebel's Mindstop - Countermand was just printed. Hard counters need two coloured mana.
Icy Shell - Oh, that's not very exciting.
Rotting Limbs - Needs to be instant! And could be about 1 cheaper, though depends on the limited environment.
Reform - Name makes me think of social reform, not re-forming. This effect can be done at U with extra abilities. Remember: make Rally a more potent archetype to play!
Brain Matter - Hmm, will have to watch this one.
River Water - Blue is the last colour I'd expect to get this kind of effect. No.
Flying Banner - A well-designed card. Except the Rebel bit. I mean, the card doesn't even produce Rebel tokens, so why on earth is it tribal Rebel?
Energy Dissolve - Pin to the Earth. Also, what's the deal with -6/-0 this set?
Break Flesh - How on earth is this blue? Totally black. Magus of the Abyss.
Body Shaping - Problem card. Firstly, it's randomly hosing its own tribe. Yes, it can be used to mill yourself, in which case it's more appealing, but I like me some versatility. Secondly, this will confuse players who don't get that "permanent card" is different to "permanent" in Gravestorm's wording. I would scrap this and try a different approach.
BLACK
Sinister Master - Like the angel, you will probably be attacking with this, so gaining flying is kinda useless.
Horror of Nal'kut - Blood-Toll Harpy?
Lord of the Damned - Hmm, gives Rally a new angle. Pity it's so weak by itself, like many of the other Rally cards.
Hivemind Unit - Hmm, interesting. Feels like it put there for development purposes.
Lord of Wealth - Not a fan of these duplicating lords.
Horror of the Marshes - This card is green, not black.
Lord of Deforestation - He mentions forests yet doesn't actually do anything about them. Hmm.
Unfathomable Horror - Sure. Nice for limited, especially Rally.
Lord of Greatness - For a card with 'greatness' in its title, it's really not.
Horror's Drink - Strange name for a card. Warning card as, like Storm, it can kill in one turn without requiring opponent interaction.
Lord's Armor - I see no reason why this is in this set. Would an Aura giving +2/+0 and intimidate and Rally, have been too much to ask?
Hive Birth - Hmm, it has a limit which is quite nice to see.
Feast of Blood - Perhaps you really wanted Morbid as your mechanic..?
Drink to Life - Way too cheap.
Lord's Crest - Why isn't this an enchantment? Given white has a 1/1 dude, why even bother have this card in the set?
RED
Lifespark - Hello Wild Cantor.
Raging Rebel - Sure.
Lord of Subjugation - Duplicating lord.
Road Mimic Elemental - Haha best flavour yet.
Rebel Ragemonger - Ugh.
Dragon's Signet - Aura-ify this.
Lord's Banner - Not common.
Rebel Torch - So, this card encourages you to attack and not attack at the same time?
Fission - Curious effect. Kinda like an Elemental Fling.
Delve Deeper - There must be a typo. 2R, discard two cards overall, to replace itself?
Elemental's Reclaim - Perhaps make the counter-adding optional, in case your dude dies midway through casting this?
Lord's Relic - Delete from the set.
Mass Insanity - Each opponent and each creature they control..?
Heavy Resistance - Goblin War Drums.
Fathris, the Dragon Lord - See notes on the angel. Doesn't feel very legendary to me, as there's a non-legendary card that does pretty much the same thing.
GREEN
Carapace Zombie - I see your theme, but this doesn't feel very zombie-ish to me.
Elvish Elemental - Elves aren't an element.
Ent'i Horror - Sure.
Horrifying Spider - Strong in limited. Too much? Who knows. You have another 2-mana deathtoucher though, so drop one of them.
Fading Horror - Yup.
Zombie Cocoon - Okay
Consuming Horror - Green's looking rather boring and keyword-y.
Slithering Undead - Ambush Viper.
Grave Growth - Considering green struggles to kill things pre-combat, and this will mostly be only copy-able post-combat, it's kinda bad. Try +1/+1 counters instead.
New Hives - Uh, needs to cost more.
Hive Hatching - This is a black spell, not a green one. Green zombies are making zero sense to me. The only thing zombie-ish about them is the creature type.
Elemental's Blessing - Not common. Solidarity of Heroes.
Elemental Stomp - Urban Burgeoning was often a 15th pick in limited, and barely saw any constructed play.
What is Dead - GoT reference? This is about staying alive, not dead. You have your colour philosophy all muddled.
MULTI
Rebel Quickstrike - Okay, but there's lots of dudes with keywords and rally. Anything more interesting? Something which rewards you for having a bigger army? Because isn't that the whole point of Rally?
Blooddrinker Lord - Nicer as mono-white. Why is this a vampire? Do creature types even matter in this set?
Hava'kut Horror - Could cost 1BB or 2G. Maybe 3/2?
Steam Elemental - Bland.
Zombie Biomutant - No U in this.
Minds of the Dead - See above notes re. milling and gravestorm.
Ground's Rage - Bleh.
Rebel's Fortress - More Rally on defenders? Why on earth is that a sub-theme in this set?
Horror's Grace - No G in this. How exactly does a horror show grace? And why does showing grace tap things?
Lord's Torture - Make it more like Lunge.
Rebel Skirmisher - No U in there.
Dragon's Spawn - Repetition.
Devastator of Kix'aa - Battle of the keywords. Doesn't seem very devastating.
Rebel Arson - Day of Judgment is easier to cast.
Hive Master - No G in there. Highly efficient. I'd like to hear how it playlists.
Detrimey, the Hive Maker - I don't play UG to make Zombies. This guy is black, masquerading as UG.
FINAL COMMENTS
Overall this set looks like it's in its early stages of design, where the simplest versions of cards are made for playtesting. I think there are a number of issues which have emerged just from looking over the set:
1. Tribal is not a theme in this set, despite that being the set's tagline
2. The Tribal card type serves no benefit
3. There are tribal identity crises (Lords and Rebels, Zombies and Horros)
4. Rally needs a LOT more support
4a. There need to be more combat tricks, particularly those which boost your team
4b. Rally should appear on a maximum of one creature with defender / 0 power
4c. Rally suffers from an identity crisis, in that it creates an army you want to pump, yet encourages you to leave half your teem back not attacking
5. Gravestorm is going to need a lot of playtesting to ensure it doesn't break the set
5a. Gravestorm could be confusing on cards which mill
6a. Colour philosophy violations (Zombies aren't green, Horrors aren't White)
7. Your tribes could probably fall back to two colours each, for the first set, so that you direct players into deck archetypes
8. The overall power level of commons needs to be increased
8a. You need more two-drop creatures which naturally lend themselves to attacking
You have some interesting designs, but I felt like you held yourself back in order to flesh out numbers for the set. It would be good to see what other kinds of designs you can come up with, as some individual designs might turn into entire cycles or themes. Play around a little and see what kind of interesting cards you can create. Try not to use specific mechanics; rather, make one-off cards which are exciting and maybe a bit overpowered. They can be dialled back later on.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
ok.....
so I WAS going to comment on every one of your card comments.........
but then my computer died and I lost all the information.
So instead I will just touch on a few key things you wrote that really stood out to me.
First off on your final comments.
1. Umm... Okay you caught me on this one. I kind of wanted to keep most of the actual tribal interactions out of common as to make the drafting more availiable to all players. I heard this was a real problem with Lowryn draft and it was an unfun draft if you didn't get the specific cards you needed for tribal. I tried to make it so that even if you were unable to get the really good tribe specific cards, you would still be able to pull off some form of fun deck that can compete.
2. I'll try to make it matter more at the higher rarities
3. Really, I did see this problem. So far I am looking for a way to fix it, and I think I found one... but I can't enable it until the next set in the block.
4. Huh? I thought I was really giving rally WAY too much support.
4b. Aight... so i'll put in some better pump spells at uncommon.
4b. Alright, maybe I'll do something to the one in UW. Other that that, I really like the defender tokens in testing, so I won't be changing those
4c. Hmmm.... can't really think of a way to fix that.
5. You betcha
5a. It can be, but I feel they need to exist, otherwise I found it very hard to enable gravestorm effectivley.
6. To the zombies, I point you towards Ghoultree. As for the Horror problem, I found that white was a good colour for them when I went to find what I wanted. Before I started out making the set, I wanted some of the horrors to be Spirit horrors. Spirits are white or black, so I found them a place in white.
7. looking back on it, I really could have pulled that off. Aw well, I did just make this set to challenge meself after all.
8. Hmm
8a. Totally right, that was a problematic design decision which I WILL fix.
Now on to the mechanics!
I like your idea of adding a number to energize, I'll fix the cards that currently have it to the new wording.
For rally what I was going for is the idea of a man rallying a force behind him, with support from other leaders.
Now on to the cards.
Detrimey: yes, normally you would not play UG to make zombies, but here me out. Detrimey is not a black mage. He is a mage, to be sure, but at his heart what he truly is is a biologist. and belive me, if a biologist had magic, they would have a serious god complex. How does Detrimey flex his god complex? By cloning the dead.
Fathris and the angel: I probably should remove the non rally ability from those creatures.
Baravian: I'll reword the first ability on baravian and up the ult cost by 2
Thanks for the feedback!
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block
CHECK OUT MY TRIBAL CUSTOM SET KREVAN
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/530273-krevan-the-first-set-in-a-tribal-block