*UNDER CONSTRUCTION*
Kolros is a perfectly circular plane, full of mana. Because of the rich abundance of mana, multiple different races have made their home in Kolros. However, recently a mysterious vortex has sprung in the absolute center of the plane, and has begun to move outward. This vortex, named the Void by the residents of Kolros, is distorting the mana, allowing mages to cast spells with mana foreign to them. Known as Broken, these mages have been cast out from their clans, forced to walk alone for eternity, or until they are consumed by the Void itself.
In charge with the keeping the plane working and at peace, there are ten Spirit Lords, each of them in charge of various tasks. Collectively known as the Arch Council, they are extremely powerful, extremely arrogant, but also missing. The residents of Kolros have not seen the Arch Council for quite some time, and they are becoming increasingly anxious. With the Void's presence, the order of the plane has been upturned, and the peace has been destroyed. For now, the residents are trying to make sense of what is happening.
The Block
Kolros block will be made up of 2 large sets, followed by a small set. The set names are: Kolros (Large Set, 239 cards (not including basic lands)) Awakening of the Broken (Large Set, Card Amount not known) <Name not known> (Small Set, Card Amount not known)
Changelog
4/23/14 - Fixed casting cost on Promotion to General; Changed casting cost of Absolve Evil.
4/27/14 - Fixed wording of Phantom's Spell. Added activated ability on Weariness. Removed all instances of +1/+1 counters from the set, for the sake of simplicity. Revised Ignorance is Bliss.
5/22/14 - Discontinued project to work on another. Will be back up later!
Kolros is a large set, containing 239 cards, not including basic lands.
The Story
*UNDER CONSTRUCTION*
With the recent discovery of the Void, at the center of the plane, the residents of Kolros are only realizing the effect of the Void on the balance of the mana. With the emergence of Broken creatures, the residents are beginning of seek help from the Arch Council, which consists of ten spirit lords, all of which serve a different function and each represent a different combination of two colors of mana. However, straying from their original purpose, the Arch Council has decided to put their resources into a mysterious project, of which no one but the ten spirits know its true purpose. Forced to fend for themselves, the residents must work together to stop the Void from spreading, and destroying their plane for eternity.
The planeswalker Calra is not worried. The appearance of the Void has not surprised her, for she knew that it would arrive long before any of this happened. Wielding blue mana, Calra has connections all over Kolros, and her charisma has earned her many secrets. She can bend the minds of people, and she uses that to her advantage. Over many years, she has assembled a mass of information about the inner workings of Kolros. But the appearance of another planeswalker has made her uneasy. His presence here has not gone unnoticed. Calra is preparing herself for the battle that is about to ensue.
Arch Council: Part 1
In Kolros, you will see only five of the ten spirit lords (the ally-colored ones). We have: Karysian, Guardian of the Lost: Put in charge of keeping the peace of the plane, but he recently has begun researching the possible causes of the Broken. Controlling a fleet of angels, Karysian is often considered to be the most dangerous of the Council, much to the dislike of the other members. Elopa, Regent of Darkness: Put in charge of controlling the underworld of Kolros, has decided to seek more power, using the secrecy of the underworld to her advantage, using it to make plans for an upcoming revolution. But the appearance of the Void has recently began to present a problem for her. A problem that she will have to fix, before she extracts her... plans. Ixa, Vein Drinker: Put in charge of maintaining the balance of power in Kolros, Ixa serves as some sort of assassin for the Arch Council. Never personally getting involved, her henchmen are notorious for been the most heartless of people. Unpredictable and unloyal, Ixa is thinking of breaking away from the Arch Council, but for what cost? Sephalos, Punisher of the Meek: Put in charge of mana control, Sephalos siphons the mana among all the residents of Kolros. But the appearance of the Void, has made him uneasy, since it distorted the mana that was sent across Kolros, creating the Broken creatures. Short-tempered and headstrong, Sephalos will often destroy citizens that he deems "unfit" for living. Reshani, Nature's Embrace : Put in charge of allowing protecting the ecosystems of Kolros, Reshani is unhappy with the distortion of mana, which is threatening to destroy the balance of nature she sought to protect. Silent but powerful, she will stop at no end to get what she wants, no matter who stands in her way
Mechanics
Quick Strike
Quick Strike X - COST (You may cast this card from your hand for its quick strike cost. It enters the battlefield with X -1/-1 counters)
Example card:
Leonin Charger3W
Creature - Cat Soldier (C)
Quick Strike 1 - 2W(You may cast this card from your hand for its quick strike cost. It enters the battlefield with a -1/-1 counter.)
3/3
Virtue
Virtue (When this creature enters the battlefield, put a virtue counter on it. If this creature would take damage, you may instead remove the counter, and prevent all damage dealt to that creature this turn.)
Feline Prophet5W
Creature - Cat Warrior (C)
First Strike
Virtue (When this creature enters the battlefield, put a virtue counter on it. If this creature would take damage, you may instead remove the counter, and prevent all damage dealt to that creature this turn.)
2/3
A slight -1/-1 counter/sacrifice theme.
This block is all about distorting the color pie with the inclusion of Broken creatures. Don't worry, their are severe drawbacks to using a broken spell or creature, so hopefully they aren't too powerful.
Cards
White Cards
Common
Absolution of the WornW
Instant (C)
Exile target artifact or enchantment you control. Gain 7 life. Out with the old, in with the new.
Angelic Rescue5W
Instant (C)
Return target permanent you control to it's owner's hand.
Put a 4/4 white Angel token with flying onto the battlefield. It's always useful to have someone watching your back.
Angel's Blessing2W
Enchantment (C)
At the beginning of your upkeep, gain 2 life. An angel's blessing is considered to the most valuable prize, a blessing that extends beyond the grave into the Underworld.
Celestial Corruption2W
Broken Instant (C)
Put a -1/-1 counter on target creature.
Deal 2 damage to target player.
Lose 3 life if you don't control a Swamp or a Mountain. When even the angels you pray to turn to darkness, what else can you put your faith in?
Damned DeserterWW
Broken Creature - Human (C)
At the beginning of your upkeep, sacrifice Damned Deserter unless you pay
At the beginning of your combat step, choose red or black.
If you chose red, Damned Deserter gains haste until the end of the turn.
If you chose black, Damned Deserter gains deathtouch until the end of the turn. Shunned by his own kind, he now wields mana foreign to him in order to execute his revenge.
Destroy OrderXWWW
Broken Sorcery (C)
Choose red or black.
If you chose red, up to X target creatures can't block this turn.
If you chose black, up to X target creature get -1/-1 this turn.
Sacrifice a creature you control.
Dutiful Goliath3W
Creature - Giant Soldier (C)
Defender
Quick Strike 4 -W, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with four -1/-1 counters.) 3W: Remove four -1/-1 counters from Dutiful Goliath. Activate this ability only when a creature is attacking you or a planewalker you control. Sometimes, they need a little encouragement.
4/6
Etheral Seraph4W
Creature - Angel Spirit (C)
Flying
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.) Even in death, her power shines on.
3/3
Feline Prophet5W
Creature - Cat Soldier (C)
First Strike
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.) "I see the Void expanding. Can you still deny our world is out of balance?"
2/3
Holy Wards2WW
Enchantment (C) 1W: Prevent all damage that would be dealt by target red or black source. A silver cross to the heart purges most evils.
Knowing Soothsayer4W
Creature - Human Cleric (C)
When Knowing Soothsayer enters the battlefield, put two 1/1 white Spirit tokens with flying onto the battlefield. "He preaches madness, blasphemy, yet there seems to be nothing but truth in his words." -Calra, Warrior of Will
Leonin Charger3W
Creature - Cat Soldier (C)
Quick Strike 1 - 2W, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with a -1/-1 counter.) Sometimes you need to act sooner rather than later.
3/3
Repairing Angel4WW
Creature - Angel (C)
Flying
When Repairing Angel enters the battlefield, you may remove a -1/-1 counter from target creature you control. One touch is all it takes to reverse even the most severe of wounds.
4/4
Reshani's Apparition5WW
Creature - Elk (C)
Quick Strike 5 - W, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with five -1/-1 counters.)
When Reshani's Apparition enters the battlefield, you may sacrifice a creature. If you do, draw a card.
6/7
Restore OrderXWWW
Sorcery (C)
Choose blue or green.
If you chose blue, creatures target creature you control gains +0/+X and hexproof until the end of the turn.
If you chose green, up to X target creatures gain +1/+1 until the end of turn.
Sentinel Spirit1W
Creature - Spirit (C)
Flying, vigilance It watches over it's manor endlessly, often haunting the souls inside.
1/3
Sin of Greed5W
Enchantment (C)
When Sin of Greed enters the battlefield, put a greed counter on up to two target creatures.
At the beginning of your upkeep, remove all -1/-1 counters from all creatures. Distribute those counters as you choose among creatures with greed counters on them.
Virtuous ActW
Instant (C)
Target creature you control gains virtue until the end of the turn. (At the end of the turn, remove all virtue counters from that creature. If that creature would take damage, instead prevent that damage and remove a virtue counter from it instead.)
Uncommon
Absolve Evil2WW
Sorcery
Destroy target creature. Put a 1/1 white Spirit token with flying onto the battlefield.
Blessed Spirit2W
Creature - Spirit (U)
Flying
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
2/2
Bottled GeistWW
Creature - Spirit (U)
Flying T, Tap target creature. It doesn't untap during it's controller's next untap step. After being confined to a small jar for many year, the geist decided to wreak some havoc.
1/2
Feeble WarriorW
Creature - Human Warrior (U)
Feeble Warrior enters the battlefield tapped.
When Feeble Warrior enters the battlefield, if you control no other nonland permanents, put a 2/2 white Soldier token onto the battlefield.
1/1
Mantle of Heroes4W
Enchantment - Aura (U)
Enchant creature
Enchanted creature gains +2/+1 and flying W: Return enchanted creature and all Auras attached to it to its owner's hand. The mantle provides power beyond belief to the unready, consuming them until all that is left is their essence.
Pearl Mage2W
Creature - Human Cleric (U)
Vigilance 1W: Target creature gains vigilance until the end of the turn.
1/3
Shed Light9WW
Sorcery (U)
Shed Light costs 1 less for each Plains you control.
Deal X damage to target creature or player, and you gain X life, where X is the number of white permanents you control.
Soul Strengthen2WW
Enchantment (U)
Spirit creatures you control gain +1/+1 and vigilance
Whenever a Spirit creature you control dies, return it to the battlefield under your control with a -1/-1 counter.
When a Spirit creature you control with a -1/-1 dies, exile it instead.
Spirit's Calling3W
Sorcery (U)
Put three 1/1 white Spirit tokens with flying onto the battlefield. Even in death, a group of soldiers will fight together, never leaving the others' side.
Turn to Dust2WW
Instant (U)
Exile target nonland permanent. "Go then, and let your essence become one with the Void."
Wandering SpiritWWWW
Creature - Spirit (U)
Flying
Quick Strike 3 - WW(You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.)
When Wandering Spirit enters the battlefield, put a 1/1 white Spirit token with flying onto the battlefield.
3/4
Rare
Call of the Blessed3WW
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call of the Blessed. 3WW, Remove X call counters: Put X 1/1 white Spirit tokens with flying onto the battlefield. Reinforcements are always appreciated at your weakest moment.
Double Bladed Angel3W
Creature - Angel (W)
Flying, Double Strike
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.) One blade for the throat, one blade for the heart...
2/2
Heavenly DestructionWW
Instant (R)
Each player exiles all permanents they control. Return them to the battlefield under their owners' control at the beginning of your next end step. Messages from heaven are not always happy.
Light's Chosen3WW
Enchantment - Aura (R)
Enchant creature
Enchanted creature gains +1/+1, flying, first strike, lifelink, and protection from black and red.
Enchanted creature doesn't untap during your untap step. 2W: Untap enchanted creature When light chooses you, you become the embodiment of life itself.
Promotion to General4W
Enchantment - Aura (R)
Enchant target creature you control.
Promotion to General is indestructible.
Enchanted creature gains +3/+3, flying, first strike, and vigilance.
Other creatures you control get -1/-1. 1W: Return Promotion to General to its owner's hand. Somebody to lead the troops into battle.
Reshani's ChosenW
Creature - Human Shaman (R)
When Reshani's Chosen enters the battlfield, search your library for a creature card, reveal it, and shuffle your library and put that card on top of it.
Protection from white and green T, Add GG to your mana pool.
Reshani's Chosen gets +1/+1 for each green creature you control.
0/0
Supported Charge2W
Enchantment (R)
Creatures you control have vigilance.
Whenever a creature you control attacks, gain life equal to its toughness. Bands of soldiers travel relentlessly to the center of the plane, the Void, in the hopes that the lost mana could be reclaimed.
Ukato, Fallen Hero6WW
Legendary Creature - Spirit Soldier (R)
Flying
When Ukato, Fallen Hero enters the battlefield, put X 1/1 white Spirit tokens onto the battlefield, where X is equal to its power.
Quick Strike 4 - 1WW, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with four -1/-1 counters)
6/6
Vigilant CaptainWW
Creature - Human Soldier (R)
Vigilance, protection from black
When Vigilant Captain enters the battlefield, put two 1/1 white Soldier tokens onto the battlefield tapped. He has fought endlessly, searching blindly for his wife, taken from him ages ago.
2/1
Mythic Rare
Lotus Angel3WW
Creature - Angel (M)
Flying, vigilance
Whenever Lotus Angel deals combat damage to a player, add three mana of any one color to your mana pool. T, Deal 1 damage to target player. When the mana distorted, so did her promise of peace.
2/4
Serra's Messenger3WWW
Creature - Elemental (M)
Flying, vigilance, protection from creatures
Whenever Serra's Messenger attacks, destroy target creature and put a -1/-1 counter on it. 2W: Remove a -1/-1 counter from Serra's Messenger. Even in an apocalyptic world, Serra's message must be heard.
5/5
Blue Cards
Common
Drake Courier5U
Creature - Drake (C)
Flying
When Drake Courier attacks tap target creature. It doesn't untap during its owner's next untap step.
3/4
Forget KnowledgeXUUU
Broken Sorcery (C)
Choose red or green.
If you chose red, creatures you control get +X/+0 and must attack this turn if able.
If you chose green, target creature you control loses all abilities and becomes an X/X and gains trample until the end of the turn.
Inert Philosopher6U
Creature - Human Cleric (C)
Tap two creatures you control: Draw a card
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.) Unable to come to grips with his mortality, the mage searches desperately for a solution to his problem.
0/1
Karysian's Phantasm3UU
Creature - Spirit (C)
Quick Strike 2 - 1UU, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with two -1/-1 counters.)
When Karysian's Phantasm enters the battlefield, you may sacrifice a creature. If you do, draw a card.
3/5
Krakenize1UU
Enchantment (C) 3, Sacrifice a creature: Put a 4/4 blue Kraken token onto the battlfield It's a relatively painless transformation, until you can't breathe for lack of air.
Levitate1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack
Enchanted creature gains flying
If Levitate would enter a graveyard from anywhere, return it to its owner's hand instead. "It's amusing to watch them try to run away once you have them in your grasp" - Gunik, the Trickster
Mist Explorer2U
Creature - Human Scout (C)
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
2/1
Nullify Shield2UU
Enchantment (C) 2U: Draw a card if you were dealt damage by a red or green source this turn.
Ocean's Wrath1U
Sorcery (C)
Exile target nonland permanent. Return it to the battlefield under its owner's control at the beginning of its owner's end step. Dragged down to the bottom of the ocean, only to resurface somewhere else completely.
Recapture KnowledgeXUUU
Sorcery (C)
Choose either white or black.
If you chose white, tap up to X target creatures. Those creatures don't untap during their owner's next untap step.
If you chose black, put X 2/2 black Zombie tokens onto the battlefield tapped.
Renegade Merfolk2U
Broken Creature - Merfolk (C)
At the beginning of your upkeep, sacrifice Renegade Merfolk unless you pay
At the beginning of your combat step, choose red or green.
If you chose red, Renegade Merfolk gains first strike until the end of turn.
If you chose green, Renegade Merfolk gains reach until the end of turn.
3/1
Sage's Ineptitude3U
Broken Instant (C)
Target creature you control gains +3/+3 and trample until the end of the turn.
Deal 1 damage to up to two target creatures.
Lose 3 life if you don't control a Mountain or Forest.
Scaled Collector3U
Creature - Drake (C)
Scaled Collector gets +2/+2 and flying if its equipped. A drake often collects various objects from the people it kidnaps. Jewelry, coins, clothes, all a brought back to drake's lair.
2/2
Scientific Approach2U
Sorcery (C)
Look at the top eight cards of your library. You may choose to put any number of these cards into your graveyard. Put the rest on the top of your library in any order. In order to get the most accurate results, the scientist had to get rid of all variables, including himself.
Sin of Sloth2U
Enchantment (C)
When Sin of Sloth enters the battlefield, put a sloth counter on up to two target creature. Tap those creatures.
Creatures with sloth counters on them don't untap during their owner's untap step.
Sin of Vanity3U
Enchantment (C)
When Sin of Vanity enters the battlefield, put a vanity counter on up to two target creatures.
Creatures with vanity counters on them get -3/-0 and can't block.
Sudden Exhaustion2U
Instant (C)
Put a -1/-1 counter on target creature. Tap that creature. That creature doesn't untap during its owner's untap step. "Stopped him right in his tracks."
Weave Consciousness1U
Sorcery (C)
Target player shuffles their hand into their library, then draws that many cards. "I'm merely curious that's all."
Uncommon
Dismiss Into RealityXU
Sorcery (U)
Target player puts the top X cards of their library into their graveyard, then exiles X cards of their graveyard at random. "Go now, and let your essence be gone from this forsaken plane"
Excruciating Enlightenment3UU
Enchantment - Aura (U)
Enchant creature you don't control
Whenever enchanted creature is dealt combat damage, you draw that many cards. A shred of sanity, a drop of blood. Such things are insignificant without knowledge.
Mage's Essence1U
Creature - Spirit (U)
Flying
Mage's Essence enters the battlefield tapped.
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
2/1
Mind BetrayalU
Instant (U)
Counter target spell. That spell's controller put X 0/1 blue Spirit tokens with flying on the battlefield, where X is half the spell's converted mana cost, rounded up.
Protective Spirit3UU
Creature - Spirit (U)
Flying
Spirit creatures you control gain hexproof. "The Void is changing the dead Instead of departing as they should do, they linger, as if waiting for the Void to consume them itself."
Reset1U
Instant (U)
Exile all creatures, then return them to the battlefield under their owner's control tapped. Being able to fix your mistakes the second time around is a wonderful way to win.
Resurfacing MemoryU
Instant (U)
Until the beginning of your next upkeep, whenever a permanent you control would go to your graveyard, return it to its owner's hand instead.
Spells you control cost 1 more to cast.
Return Fire3UU
Instant (U)
Counter target spell.
If countered spell was a creature spell, put a 2/2 blue Drake token with flying on the battlefield under your control.
If countered spell was a noncreature spell, draw a card.
Sapphire Cleric2U
Creature - Human Cleric (U)
Hexproof 1U: Target creature you control gains hexproof until the end of the turn.
2/2
Shed Knowledge9UU
Sorcery (U)
Shed Knowledge costs 1 less to cast for each Island you control.
Put the top X cards of your library into your graveyard, and draw X cards, where X is the number of blue permanents you control.
Spiritly Scholar7UU
Creature - Spirit (U)
Flying
Quick Strike 5 - 2U, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with five -1/-1 counters.) 3U, Remove a -1/-1 counter from Spiritly Scholar: Draw a card.
5/7
Rare
Call of the Unknown3UU
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call of the Unknown. 3UU, Remove X call counters: Draw X cards. It's amazing how a little piece of information can turn the tide of war.
Changing Griffin3UU
Creature - Griffin (R)
Flying 1U, Sacrifice Changing Griffin: Put four 1/1 blue Spirit tokens with flying onto the battlefield. 1U, Sacrifice four creatures: Return Changing Griffin from your graveyard to the battlefield.
4/4
Drake Spawning5UU
Instant (R)
Drake Spawning costs 1 less to cast for each creature with flying you control.
Put four 2/2 blue Drake tokens with flying onto the battlefield. "Karysian sees himself as all powerful with his horde of angels. Let's show him how wrong he is." -Elopa, Regent of Darkness
Gunik, the Trickster5UU
Legendary Creature - Human Shaman (R)
Quick Strike 3 - 2UU(You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.) 1UU: Counter target spell unless its controller pays X, where X is equal to Gunik, the Trickster's power.
5/5
Invisible Courier3U
Creature - Human Rogue (R)
Invisible Courier is unblockable.
Whenever Invisible Courier deals combat damage to a player, that player puts the top X cards of their library into their graveyard, where X is equal to half your life total rounded up.
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
1/2
Karysian's FollowerU
Creature - Human Shaman (R)
When Karysian's Follower enters the battlefield, search your library for a creature card, reveal it, and shuffle your library and put that card on top of it.
Protection from white and blue T, Add WW to your mana pool.
Karysian's Follower gets +1/+1 for each white creature you control.
0/0
Phantom's Spell5U
Enchantment - Aura (R)
Enchant creature you don't own.
You control enchanted creature.
Enchanted creature can't attack or block.
Enchanted creature gains "2: Put a token on the battlefield that is a copy of enchanted creature. Exile it at the beginning of your end step." 2: Draw cards equal to number of creatures on the battlefield with the same name as enchanted creature. Sacrifice Phantom's Spell.
Seasummoned Kraken2U
Creature - Kraken (R)
Islandwalk
Seasummoned Kraken can't attack or block unless there are five Islands on the battlefield. 1U: Search your library for a Island card, and put it onto the battlefield under an opponent's control. "I don't remember us being this close to the coast..."
7/7
WearinessXU
Enchantment
Put X weariness counters divided as you choose among any number of target creatures.
Creatures can't attack, block, or activate abilities if they have a weariness counter on them.
At the beginning of your upkeep, remove a weariness counter from target creature at random. 1U: Return Weariness to its owner's hand.
Mythic Rare
Calra, Warrior of Will3UU
Planeswalker - Calra (M) +1: Until your next turn, whenever an opponent casts a spell, you may draw a card. If you do, discard a card. -2: Until you next turn, whenever a creature deals combat damage, return it to its owner's hand. -7: Each player exiles the top seven cards of their libraries. You may cast these cards without paying their mana costs. (4)
Ignorance is Bliss4UU
Instant (M)
Choose three - Shuffle your hand into your library and draw that many cards; or return target creature to its owner's hand; or counter target spell; or search your library for an instant or sorcery card and put that card into your hand; or target creature you control gains hexproof until the end of the turn.
Black Cards
Common
DevastateXBBB
Sorcery (C)
Choose either blue or red.
If you chose blue, return up to X target creatures to their owner's hands.
If you chose red, creatures you control get +X/+0 and haste until the end of the turn.
Elopa's Assassin3BB
Creature - Scorpion (C)
Quick Strike 3 - 1B, (You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.)
When Elopa's Assassin enters the battlefield, you may sacrifice a creature. If you do, draw a card.
Eventual Sickness1BB
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a drain counter on enchanted creature. Deal X damage to enchanted creature, and you gain X life, where X is the number of drain counters on enchanted creature. Sometimes a vampire will slowly suck a victim dry, weakening them day by day. Disguised as sickness, the vampire will wait for the opportune time to strike.
Graveyard Watcher3BB
Creature - Spirit (C)
When Graveyard Watcher enters the battlefield, return target creature from your graveyard to your hand.
3/3
Infringing LeechB
Creature - Insect (C)
When Infringing Leech enters the battlefield, target player discards a card.
1/1
Opaque Existence1B
Instant (C)
Target creature gets -X/-X until the end of the turn, where X is the number of black permanents you control.
Pollution2BB
Enchantment (C) 3B: Destroy target green or white creature that dealt 3 or more damage to your this turn.
Puppet Strings2B
Enchantment - Aura (C)
Enchant creature
You control enchanted creature
Enchanted creature gets -0/-2 and loses all creature types. "You lose who you truly are, nothing more than an empty shell, waiting to be filled. It is a fate worse than death."
Purity of the Necromancer4B
Broken Instant (C)
Return target card from your graveyard to your hand.
Put two 1/1 white Soldier tokens onto the battlefield.
Lose 3 life if you don't control a Forest or Plains.
RejuvenateXBBB
Broken Instant (C)
Choose either green or white.
If you chose green, put a X/X green ooze token on the battlefield.
If you chose white, creatures you control gain +0/+X and vigilance until the end of the turn.
Exile your graveyard.
Selfish Bloodsucker1B
Creature - Vampire (C)
Sacrifice another creature: Selfish Bloodsucker gets +1/+1 and lifelink until the end of the turn. It will do anything to make itself more powerful. So I'd stay away.
2/2
Shadow Form3BB
Creature - Shade (C)
Intimidate B: Shadow Form gets +1/+1 until the end of the turn.
1/1
Sin of Wrath4B
Enchantment (C)
When Sin of Wrath enters the battlefield, put a wrath counter on up to two target creatures.
At the beginning of your upkeep, creatures with wrath counters deal damage equal to their power to their controllers.
Treyla's Assistant1BBB
Creature - Vampire (C)
Quick Strike 3 - BYou may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.
When Treyla's Assistant deals combat damage to a player, remove a -1/-1 counter from it. "Treyla is a strong leader. I will follow her until the Void consumes my soul."
Unwilling DissectionB
Sorcery (C)
Sacrifice a creature. Destroy target creature with power X or less, where X is the converted mana cost of the sacrificed creature. A heart, two eyes, two kidneys, two lungs, and one brain. But no life left.
Vitality Zombie3BB
Broken Creature - Zombie (C)
At the beginning of your upkeep, sacrifice Vitality Zombie unless you pay
At the beginning of your combat step, choose green or white.
If you chose green, Vitality Zombie gains trample until the end of the turn.
If you chose white, Vitality Zombie gains lifelink until the end of the turn.
3/3
Wilt2B
Instant (C)
Put a -1/-1 counter on all creatures. "We charged at the enemy, but the closer we got to them, the more I noticed that less of us were reaching them."
Zombify6B
Sorcery (C)
Destroy target creature. Return that creature to the battlefield under your control tapped with a -1/-1 counter on it. It is black and a Zombie in addition to its other types. "Not my finest work, but it'll do.
Uncommon
Abolished Spirit3BB
Creature - Spirit (U)
Intimidate
Quick Strike 2 - 2B(You may cast this card for its quick strike cost. It enters the battlefield with two -1/-1 counters.)
4/4
Blood Trader4BB
Creature - Vampire (U)
Flying
Whenever Blood Trader deals combat damage to a player, put a -1/-1 counter on it. 3, Remove a -1/-1 counter from Blood Trader: Target creature gains lifelink until the end of the turn.
4/4
Contagious Cockroaches1BB
Creature - Insect (U)
When Contagious Cockroaches enters the battlefield, target player loses 1 life.
If Contagious Cockroaches is sacrificed, target player loses 1 life. 2BB, Sacrifice Contagious Cockroaches: Return target creature from your graveyard to your hand.
3/1
Creeping Horror2B
Creature - Horror (U)
Creeping Horror enters the battlefield with X -1/-1 counters, where X is your life total.
At the beginning of your upkeep, lose 1 life.
7/7
Demon's Wrath3BB
Instant (U)
All creatures lose hexproof until the end of the turn.
Destroy target creature. "You've evaded my grasp for far too long. It's time to make up for lost time..."
Intoxicated Geist3B
Creature - Spirit (U)
Flying
Spirit creatures you control gain deathtouch.
2/2 "That's disgusting."
Jet Cleric1B
Creature - Human Cleric
Deathtouch 2B: Target creature gains deathtouch until the end of the turn.
Rise of the MindlessBB
Enchantment (U)
At the end of your turn, if you didn't cast a spell this turn, put two 2/2 black Zombie tokens onto the battlefield tapped. Sacrifice them at the beginning of your next end step.
Shed Despair9BB
Sorcery (U)
Shed Despair costs 1 less for each Swamp you control.
Destroy X creatures, where X is the number of black permanents you control. For each creature destroyed this way, its controller puts a 2/2 black Zombie token onto the battlefield tapped.
Solitude2BB
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +4/-1.
At the beginning of each end step, enchanted creature's controller sacrifice all other creatures they control. For each creature sacrificed that way, put a +1/+1 counter on enchanted creature.
Toxic Zombie3B
Creature - Zombie (U)
Trample
Whenever Toxic Zombie deals combat damage to a player, that player discards a card. If the discarded card was a land, repeat this process.
Rare
Blood AmnesiaBBB
Instant (R)
Exile target player's hand. You lose X life, where X is twice the number of cards exiled this way.
Call from the Wicked3BB
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call from the Wicked. 3BB, Remove X counters from Call of the Wicked: Target player discards X cards. Sometimes, where your power comes from isn't important.
Elopa's FollowerB
Creature - Human Shaman (R)
When Elopa's Follower enters the battlefield, search your library for a creature card, then shuffle your library and put that card on top of it.
Protection from blue and black T, Add UU to your mana pool.
Elopa's Follower gets +1/+1 for each blue creature you control.
0/0
Harmony of Death5B
Enchantment (R)
Whenever you lose life, your opponents lose that much life.
Whenever you gain life, your opponents gain half that life, rounded down. 1B: You gain 1 life. 1B: You lose 1 life.
Maniacal Surgeon4B
Creature - Human
When Maniacal Surgeon enters the battlefield, gain control of target creature. At the beginning of each upkeep, put a -1/-1 counter on that creature. BBB: Return Maniacal Surgeon to its owner's hand. "I swear, the operation's painless..."
3/3
Pillager of the Land7BB
Creature - Demon (R)
Flying
Quick Strike 7 - 2B, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with seven -1/-1 counters.)
Whenever Pillage of the Land attacks, remove X -1/-1 counters from it, where X is its power.
1/1
Stadium of the Lost2BB
Enchantment (R)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
Whenever a creature would go to the graveyard, exile it instead. BB, Sacrifice Stadium of the Lost: Destroy all creatures with a -1/-1 counter on them.
Vampire Clan Leader4BB
Creature - Vampire (R)
Flying T, Vampire creatures you control get +1/+1 and lifelink until the end of the turn.
Whenever Vampire Clan Leader deals combat damage to a creature, that creature becomes a Vampire in addition to its other types.
Sacrifice a creature: Gain control of target Vampire.
Wipe from ExistenceBB
Instant (R)
Exile target creature. You lose X life, where X is half that creature's toughness, rounded down.
Mythic Rare
Burial Demon4BB
Creature - Demon (M)
Flying
Quick Strike 3 - 1BB, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with three -1/-1 counters.) 1, Remove a -1/-1 counter from target creature: Put a -1/-1 counter on each creature.
When Burial Demon enters the battlefield, remove all -1/-1 counters from creatures you control.
5/5
Treyla, Blood Trafficker1BB
Legendary Creature - Vampire Shaman(M)
Flying, intimidate
Whenever Treyla, Blood Trafficker deals combat damage to a player, put that many -1/-1 counters on target creature.
Remove a -1/-1 counter from a creature you control: Put a -1/-1 counter on each creature target player controls.
2/3
Red Cards
Common
Accelerant Magus1R
Creature - Human Wizard (C)
Haste
When Accelerant Magus enters the battlefield, target creature gets +1/+0 until the end of the turn.
2/1
Biome Burning1RR
Sorcery (C)
Destroy target nonbasic land. Lose 2 life. "As the fires spread closer and closer, the sense of impending doom over takes you. It is splendid. Absolutely spendid." - Tibalt, Pain Mage
ConflagrateXRRR
Sorcery (C)
Choose either black or green.
If you chose black, put X -1/-1 counters divided as you choose among any number of target creatures. Lose X life.
If you chose green, shuffle X cards from your graveyard into your library.
DischargeR
Sorcery (C)
Remove two -1/-1 counters from a creature you control.
Deal 2 damage to target creature.
Electric Pulse1R
Instant (C)
Deal 5 damage to target creature. If a creature dealt damage this way would die this turn, return it to the battlefield under its owner's control with a -1/-1 counter.
Ember's Sophistication1R
Broken Instant (C)
Exile target enchantment.
Tap target creature. It doesn't untap during its owner's next untap step.
Lose 3 life if you don't control a Plains or an Island.
Enraged Boar5R
Creature - Beast (C)
Quick Strike 3 - 2R, (You cast this card for its quick strike cost. If you do, it enters the battlefield with three -1/-1 counters.)
Enraged Boar must attack each turn if able. Just to be safe, stay out of its line of sight. And then an extra five miles or so.
6/5
Firespitter Spirit2R
Creature - Spirit (C)
Flying, haste
Virtue (This creature enters the battlefield with a virtue counter. If this creature would be dealt damage, you may prevent that damage and remove a virtue counter from it instead.)
Firespitter Spirit gets +1/+1 if it doesn't have a virtue counter on it.
1/1
Goblin Scholar1RR
Broken Creature - Goblin (C)
At the beginning of your upkeep, sacrifice Goblin Scholar unless you pay
At the beginning of your combat step, choose either white or blue.
If you chose white, Goblin Scholar gains vigilance until the end of the turn.
If you chose blue, Goblin Scholar gains unblockable until the end of the turn.
2/2
Hot Coals2RR
Enchantment (C) 2R: Target attacking blue or white creature gains -0/-1 until the end of the turn.
IlluminateXRRR
Broken Instant (C)
Choose either blue or white.
If you chose white, put X 1/1 white Soldier tokens on the battlefield.
If you chose blue, target player draws X cards, then discards X cards.
Spells you control cost 2 more to cast until the end of the turn.
Ixa's Groundpounder2RR
Creature - Golem (C)
Quick Strike 2 - R, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with two -1/-1 counters.)
When Ixa's Groundpounder enters the battlefield, you may sacrifice a creature. If you do, draw a card.
3/3
Lava Being3RR
Creature - Elemental (C)
Quick Strike 3 - 1R, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with three -1/-1 counters.)
5/4
Magma Flare6RR
Sorcery (C)
Magma Flare costs 6 less to cast if an opponent has 3 or less life.
Deal 5 damage to target creature. If a creature would die this turn, exile it instead.
Mana EbbR
Instant (C)
Put a -1/-1 counter on a creature you control.
Add RRR to your mana pool.
Sear3RR
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, deal 2 damage to enchanted creature and each other creature with the same name as enchanted creature.
Burning FuryXXR
Instant (U)
Deal X damage to X target creatures or players.
Enraged Spirit4RR
Creature - Spirit (U)
Flying
Spirit creatures you control have haste.
4/4
Experimental Genius1R
Sorcery (U)
Any player may choose to take 5 damage. If no player does, draw four cards, then discard two cards at random.
Flame's Associate4R
Creature - Elemental (U)
Haste
Flame's Associate gets +1/+0 for each red permanent you control.
Flame's Associate gets +0/+1 for each Mountain you control.
0/0
Goblin Freerider1RR
Creature - Goblin (U)
Haste
Goblin creatures you control get +1/+0.
Goblin creatures you control cost X less to cast, where X is the damage dealt by Goblin creature this turn.
2/1
Infant Dragon1RR
Creature - Dragon (U) 1R: Infant Dragon gains flying until the end of the turn. R: Infant Dragon gets +1/+0 until the end of the turn.
0/3
Ruby Cleric2R
Creature - Human Cleric (U)
First strike 1R: Target creature gets first strike until the end of the turn.
3/1
Shed Destruction9RR
Sorcery (U)
Shed Destruction costs 1 less to cast for each Mountain you control.
Deal X damage to up to two target creatures, where X is the number of red permanents you control.
Shock Soldier1RR
Creature - Elemental
Haste, first strike
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
3/1
Troops to Ash5R
Instant (U)
Troops to Ash deals 3 damage to target creature, 2 damage to a another target creature, and 1 damage to another target creature.
Violent Sacrifice3R
Sorcery (U)
You may sacrifice any number of creatures. For each permanent you sacrificed deal 1 damage to target creature or player.
Rare
Angelic Dragon5RR
Creature - Dragon (R)
Flying, haste, protection from blue
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
4/4
Call from the Reckless3RR
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call from the Reckless. 3RR, Remove X counters from Call from the Reckless: Deal X damage to target creature or player. This damage can't be prevented. If a creature would die this turn, exile it instead.
Duel of the Mountain6RR
Sorcery (R)
Exile all Mountains. Each player puts 4/4 red Hellion tokens with haste on the battlefield for each Mountain exiled this way. Untap all creatures. There is an additional combat step.
Fire's EmbraceXRRR
Sorcery (R)
Deal X damage to all creatures. If a creature dealt damage this way would die, exile it instead. Fire's Embrace deals 1 damage to you for each creature exiled this way.
Goblin Pyromancer3R
Creature - Goblin (R) T, Deal 1 damage to target creature or player. T, Lose 1 life: Deal 2 damage to target creature or player. T, Lose 2 life: Deal 3 damage to target creature or player.
Ixa's FollowerR
Creature - Human Shaman (R)
When Ixa's Follower enters the battlefield, search your library for a creature card, then shuffle your library and put that card on top of it.
Protection from black and red T, Add BB to your mana pool.
Ixa's Follower gets +1/+1 for each black creature you control.
Scatter the Flames3RR
Enchantment (R)
At the beginning of your upkeep, put a flame counter on Scatter the Flames.
Sacrifice Scatter the Flames: Deal X damage to each creature, where X is number of flame counters on Scatter the Flames.
Speed Demon4R
Enchantment - Aura (R)
Flash
Enchant creature
Enchanted creature gets +2/+0, haste, double strike, and protection from white and blue.
At the beginning of your upkeep, sacrifice Speed Demon.
Young Vampire1R
Creature - Vampire (R)
Haste, first strike
When Young Vampire enters the battlefield, up to two target creatures can't block this turn. RR: Return Young Vampire to its owner's hand.
Mythic Rare
Tibalt, Pain Mage1RR
Planeswalker - Tibalt (M) +2: Target creature gets +X/+0 and first strike until the end of the turn, where X is the number of cards in target opponent's hand. -1: At the beginning of your next upkeep, deal X damage to target creature or player, where X is the number of loyalty counters on Tibalt, Pain Mage. -10: You get an emblem with "Creatures you control gain "T, Deal X to target creature or player, where X is the number or red permanents you control.""
(2)
Green Cards
Common
Uncommon
Rare
Mythic Rare
Multicolored Cards
Mythic Rare
Karysian, Guardian of the Lost3WU
Legendary Creature - Spirit Lord (M)
Flying, vigilance
When Karysian, Guardian of the Lost enters the battlefield, you may sacrifice another creature. If you do, search your library for target instant or sorcery card with converted mana cost X or less, and put that card into your hand, where X is the converted mana cost of the sacrificed creature. Shuffle your library afterwards.
When Karysian, Guardian of the Lost dies, exile X creature cards from your graveyard. Put X 4/4 white flying Angel tokens onto the battlefield under your control.
3/2
Elopa, Regent of Darkness5UB
Legendary Creature - Spirit Lord (M)
Flying, intimidate
When Elopa, Regent of Darkness enters the battlefield, you may sacrifice another creature. If you do, each opponent loses X life and sacrifices X permanents, where X is the converted mana cost of the sacrificed creature.
When Elopa, Regent of Darkness dies, return another target creature from your graveyard to the battlefield.
3/5
Ixa, Vein Drinker3BR
Legendary Creature - Spirit Lord (M)
Flying, haste
When Ixa, Vein Drinker enters the battlefield, you may sacrifice another creature. Creatures you opponents control get +X/-X, where X is the converted mana cost of the sacrificed creature.
When Ixa, Vein Drinker dies, exile another target creature from your graveyard. Target opponent discards X cards, where X is the converted mana cost of the exiled creature.
4/2
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
White uncommons are now up Hopefully the white rares and mythics will be up soon!
(Also, I really need some feedback on the cards. I need to know if they are overpowered, broken, badly worded, needs a new name. But be specific. That makes things easier!)
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MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
Very interesting take on a high fantasy plane. Haven't got a chance to look at all the cards yet, but definitely intrigued by the mechanics. IMO quick strike should let you cast it as an instant. Also the name should probably be different to not confuse with First Strike.
I think there should be a mechanic with "as long as this card has a virtue counter on it, it has FOO".
The broken cards are a bit weird at first, but I get where you are going there. Wording and balancing might make them easier to cast and be more powerful. The way they are now, they require a very high commitment from the players to do what they are meant to.
Karysian is a confusing and with a lot of memory issues. Also, If X is greater than 4, then most games will end if he ever dies, but that leaves a lot of power in the opponent's hand.
This is what I've got for now. I'll look into some of the cards more deeply later and give some more specific feedback.
Black commons are now up. I'm hoping that I'll get around to posting the flavor update, which will go over the flavor more in depth, as well as reveal who the next planeswalker will be... Any guesses?
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MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
Hey look! Black Uncommons! Isn't that absolutely fascinating! ...Ok, not really, but it's a work in progress. As ever, Card reviews are needed to make sure that the set ends up being good.
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MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
You are using +1/+1 counters, -1/-1 counters, and virtue counters, all in the same set. This is probably a bad idea.....
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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
Remember that Scars of Mirrodin block had +1/+1 counters, -1/-1 counters and charge counters. +1/+1 counters are a staple of Magic, no one is confused by these (generally). Virtue counters is just to show that the creature has the "virtue" or the one time prevention of damage. Only one card in the set puts a virtue counter on a creature, "Virtuous Act" and the virtue counters are removed at the end of the turn. The -1/-1 counters are for mechanical reasons, it fuels the Quick Strike mechanic, as well as a mechanic in the next set (Yes, I am working on that. I've actually finished this set a while ago). Also, I believe that if a creature has a -1/-1 counter on it, and a +1/+1 counter is placed on the creature, both counters are removed (they cancel each other out.)
I believe the issue with the counters are fine, given that the players pay attention enough.
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MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
Remember that Scars of Mirrodin block had +1/+1 counters, -1/-1 counters and charge counters. +1/+1 counters are a staple of Magic, no one is confused by these (generally). Virtue counters is just to show that the creature has the "virtue" or the one time prevention of damage. Only one card in the set puts a virtue counter on a creature, "Virtuous Act" and the virtue counters are removed at the end of the turn. The -1/-1 counters are for mechanical reasons, it fuels the Quick Strike mechanic, as well as a mechanic in the next set (Yes, I am working on that. I've actually finished this set a while ago). Also, I believe that if a creature has a -1/-1 counter on it, and a +1/+1 counter is placed on the creature, both counters are removed (they cancel each other out.)
I believe the issue with the counters are fine, given that the players pay attention enough.
Scars of mirrodon did not have +1/+1 counters. Scars of mirrodon did not have +1/+1 counters. Scars of mirrodon did not have +1/+1 counters........
Scars of mirrodon had -1/-1 counters for creatures, and charge counters for artifacts. No artfiact creature ever put charge counters on itself and no non-creature artifact ever put -1/-1 counters on itself. When you were looking at a limited gamestate it was virtually always certain to know exactly what kind of counter was on a creature. SoM did not have memory issues from counters....
Having 3 different kinds of counters in a set that all interact with the same type (creatures) is a terrible idea...
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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
WotC has stated somewhere that +1/+1 counters and -1/-1 counters will not appear in the same set/block again, because of the confusion that could cause. The issue is not that +1/+1 and -1/-1 counters might end up on the same creature; as you stated, the counters cancel each other out as a State Based Action. The problem is that a player could conceivably have one or more creatures with +1/+1 counters on them, and then have some other mix of creatures with -1/-1 counters. This can create a challenging board state, unless players are more prepared to have a clear way to differentiate +1/+1 counters and -1/-1 counters.
With all that said, I don't entirely agree with WotC's decision, as it effectively removes some mechanics technology from design's wheelhouse. They could look at it as an opportunity for more merchandising- "get your special edition counters with two different colors so you can track your different counters!"
"Ignorance is Bliss" is too close of a title to Ignorant Bliss, plus the name doesn't fit a card that can do that much, including drawing cards which in Magic is linked to increasing your knowledge. Additionally, the formatting is incorrect as it does not clearly show the different modes available to choose. See Cryptic Command - you need semi-colons (;) and the word "or" in there, or else it is impossible to determine where one mode ends and the next begins. Also, you do not target a card while searching for a card in a library, you just search for it. Lastly, after the "choose three" you need a hyphen (-) and not a colon. The colon is used exclusively for activated abilities in Magic.
Ignorance is Bliss 4UU
Instant (M)
Choose three: Draw two cards, put target creature on top of its owner's library, counter target spell, untap six lands, search your library for target instant or sorcery card and put that card in your hand and shuffle your library afterwards, target creature you control gains hexproof until the end of the turn.
I've made changes to it and bolded them below.
Ignorance is Bliss 4UU
Instant (M)
Choose three - Draw two cards; or put target creature on top of its owner's library; or counter target spell; or untap up to six lands; or search your library for targetan instant or sorcery card and put that card in your hand and shuffle your library afterwards; or target creature you control gains hexproof until the end of the turn.
I've also found a critical error with Phantom Spell. If I enchanted an opponent's creature with this Aura, it would immediately fall off and go to the graveyard as a State Based Action because it would be enchanting an illegal object. As soon as you gain control of the creature, the Enchant ability here would then become illegal, because it is no longer a creature you don't control.
Phantom's Spell 5U
Enchantment - Aura (R)
Enchant creature you don't control.
You control enchanted creature.
Enchanted creature can't attack or block.
Enchanted creature gains "2: Put a token on the battlefield that is a copy of enchanted creature. Exile it at the beginning of your end step."
Sacrifice Phantom's Spell: Draw cards equal to the amount of creatures with the same name as enchanted creature.
How about this?
Phantom's Spell 5U
Enchantment - Aura (R)
Enchant creature you don't controlown.
You control enchanted creature.
Enchanted creature can't attack or block.
Enchanted creature gains "2: Put a token on the battlefield that is a copy of enchanted creature. Exile it at the beginning of your end step."
Sacrifice Phantom's Spell: Draw cards equal to the amountnumber of creatures on the battlefield with the same name as enchanted creature.
I also think the last ability probably doesn't work. I suspect that if you Sac the Aura, the ability won't know what the "enchanted creature" is because it is no longer enchanting a creature if you sacrifice it. This could be reworked into:
"COST(maybe 0 for same intended functionality?): Draw cards equal to the number of creatures on the battlefield with the same name as enchanted creature. Sacrifice Phantom's Spell."
Why not just make phantom spell say "enchant creature"?
Ignorance is bliss is completely broken. As is, it lets you draw 8 cards + tutor/counterspell/griptide on T6 completely free. Basically just cast it with chosen modes untap/draw/tutor. Then tutor for another ignorance is bliss, repeat until you have no ignorance is bliss left in your library. At the end of the sequence of plays, you have spent no mana, drawn 8 cards, and countered a spell, or griptided, or mystical tutored+draw. Its completely busted. At the very least, you need to remove the untap clause. Even without untap the card is still completely insane as it lets you griptide + counterspell/draw2 every turn for 4 turns straight. No deck is ever going to be able to get through that kind of CA and TA. The card should probably just be scrapped....
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
Thanks for all the comments. I really appreciate it.
After relooking over the set, I realize that Scars did not have +1/+1 counters. My apologies.
I have fixed the wording of Phantom's Spell to make it functional.
I have reworked Ignorance is Bliss to avoid people chaining it. I have got rid of the untap ability. I admit that this was the card in the set that I was not sure of how overpowered it was. I knew it was overpowered, but not to that degree.
And I've removed all instances of +1/+1 counters. I've changed a few of the cards, but since so few of them actually had +1/+1 counters on them, changing them was easier. But I am keeping Virtue counters for the mechanic.
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This signature is hilarious. You're laughing right now i bet.
MY DECKS
Standard BBBMono Black DevotionBBB
Modern WUBEsper Token/SuperfriendsWUB
Commander (EDH) WBRKaalia of the VastWBR
Why not just use persist. It fills the same function as virtue and doesn't have the multiple types of counters problem. It also plays better with your sacrifice theme. You don't seem to have any returning mechanics yet either, so...
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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
Ya... Unless you have a very good reason, I strongly recommend dumping virtue and replacing it with persist...
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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
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Kolros is a perfectly circular plane, full of mana. Because of the rich abundance of mana, multiple different races have made their home in Kolros. However, recently a mysterious vortex has sprung in the absolute center of the plane, and has begun to move outward. This vortex, named the Void by the residents of Kolros, is distorting the mana, allowing mages to cast spells with mana foreign to them. Known as Broken, these mages have been cast out from their clans, forced to walk alone for eternity, or until they are consumed by the Void itself.
In charge with the keeping the plane working and at peace, there are ten Spirit Lords, each of them in charge of various tasks. Collectively known as the Arch Council, they are extremely powerful, extremely arrogant, but also missing. The residents of Kolros have not seen the Arch Council for quite some time, and they are becoming increasingly anxious. With the Void's presence, the order of the plane has been upturned, and the peace has been destroyed. For now, the residents are trying to make sense of what is happening.
The Block
Kolros (Large Set, 239 cards (not including basic lands))
Awakening of the Broken (Large Set, Card Amount not known)
<Name not known> (Small Set, Card Amount not known)
Changelog
4/27/14 - Fixed wording of Phantom's Spell. Added activated ability on Weariness. Removed all instances of +1/+1 counters from the set, for the sake of simplicity. Revised Ignorance is Bliss.
5/22/14 - Discontinued project to work on another. Will be back up later!
More Information about the individual sets below.
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
Set Overview
The Story
With the recent discovery of the Void, at the center of the plane, the residents of Kolros are only realizing the effect of the Void on the balance of the mana. With the emergence of Broken creatures, the residents are beginning of seek help from the Arch Council, which consists of ten spirit lords, all of which serve a different function and each represent a different combination of two colors of mana. However, straying from their original purpose, the Arch Council has decided to put their resources into a mysterious project, of which no one but the ten spirits know its true purpose. Forced to fend for themselves, the residents must work together to stop the Void from spreading, and destroying their plane for eternity.
The planeswalker Calra is not worried. The appearance of the Void has not surprised her, for she knew that it would arrive long before any of this happened. Wielding blue mana, Calra has connections all over Kolros, and her charisma has earned her many secrets. She can bend the minds of people, and she uses that to her advantage. Over many years, she has assembled a mass of information about the inner workings of Kolros. But the appearance of another planeswalker has made her uneasy. His presence here has not gone unnoticed. Calra is preparing herself for the battle that is about to ensue.
Arch Council: Part 1
Karysian, Guardian of the Lost: Put in charge of keeping the peace of the plane, but he recently has begun researching the possible causes of the Broken. Controlling a fleet of angels, Karysian is often considered to be the most dangerous of the Council, much to the dislike of the other members.
Elopa, Regent of Darkness: Put in charge of controlling the underworld of Kolros, has decided to seek more power, using the secrecy of the underworld to her advantage, using it to make plans for an upcoming revolution. But the appearance of the Void has recently began to present a problem for her. A problem that she will have to fix, before she extracts her... plans.
Ixa, Vein Drinker: Put in charge of maintaining the balance of power in Kolros, Ixa serves as some sort of assassin for the Arch Council. Never personally getting involved, her henchmen are notorious for been the most heartless of people. Unpredictable and unloyal, Ixa is thinking of breaking away from the Arch Council, but for what cost?
Sephalos, Punisher of the Meek: Put in charge of mana control, Sephalos siphons the mana among all the residents of Kolros. But the appearance of the Void, has made him uneasy, since it distorted the mana that was sent across Kolros, creating the Broken creatures. Short-tempered and headstrong, Sephalos will often destroy citizens that he deems "unfit" for living.
Reshani, Nature's Embrace : Put in charge of allowing protecting the ecosystems of Kolros, Reshani is unhappy with the distortion of mana, which is threatening to destroy the balance of nature she sought to protect. Silent but powerful, she will stop at no end to get what she wants, no matter who stands in her way
Mechanics
Quick Strike X - COST (You may cast this card from your hand for its quick strike cost. It enters the battlefield with X -1/-1 counters)
Example card:
Leonin Charger 3W
Creature - Cat Soldier (C)
Quick Strike 1 - 2W (You may cast this card from your hand for its quick strike cost. It enters the battlefield with a -1/-1 counter.)
3/3
Virtue
Virtue (When this creature enters the battlefield, put a virtue counter on it. If this creature would take damage, you may instead remove the counter, and prevent all damage dealt to that creature this turn.)
Feline Prophet 5W
Creature - Cat Warrior (C)
First Strike
Virtue (When this creature enters the battlefield, put a virtue counter on it. If this creature would take damage, you may instead remove the counter, and prevent all damage dealt to that creature this turn.)
2/3
A slight -1/-1 counter/sacrifice theme.
This block is all about distorting the color pie with the inclusion of Broken creatures. Don't worry, their are severe drawbacks to using a broken spell or creature, so hopefully they aren't too powerful.
Cards
Instant (C)
Exile target artifact or enchantment you control. Gain 7 life.
Out with the old, in with the new.
Angelic Rescue 5W
Instant (C)
Return target permanent you control to it's owner's hand.
Put a 4/4 white Angel token with flying onto the battlefield.
It's always useful to have someone watching your back.
Angel's Blessing 2W
Enchantment (C)
At the beginning of your upkeep, gain 2 life.
An angel's blessing is considered to the most valuable prize, a blessing that extends beyond the grave into the Underworld.
Celestial Corruption 2W
Broken Instant (C)
Put a -1/-1 counter on target creature.
Deal 2 damage to target player.
Lose 3 life if you don't control a Swamp or a Mountain.
When even the angels you pray to turn to darkness, what else can you put your faith in?
Damned Deserter WW
Broken Creature - Human (C)
At the beginning of your upkeep, sacrifice Damned Deserter unless you pay
At the beginning of your combat step, choose red or black.
If you chose red, Damned Deserter gains haste until the end of the turn.
If you chose black, Damned Deserter gains deathtouch until the end of the turn.
Shunned by his own kind, he now wields mana foreign to him in order to execute his revenge.
Destroy Order XWWW
Broken Sorcery (C)
Choose red or black.
If you chose red, up to X target creatures can't block this turn.
If you chose black, up to X target creature get -1/-1 this turn.
Sacrifice a creature you control.
Dutiful Goliath 3W
Creature - Giant Soldier (C)
Defender
Quick Strike 4 -W, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with four -1/-1 counters.)
3W: Remove four -1/-1 counters from Dutiful Goliath. Activate this ability only when a creature is attacking you or a planewalker you control.
Sometimes, they need a little encouragement.
4/6
Etheral Seraph 4W
Creature - Angel Spirit (C)
Flying
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
Even in death, her power shines on.
3/3
Feline Prophet 5W
Creature - Cat Soldier (C)
First Strike
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
"I see the Void expanding. Can you still deny our world is out of balance?"
2/3
Holy Wards 2WW
Enchantment (C)
1W: Prevent all damage that would be dealt by target red or black source.
A silver cross to the heart purges most evils.
Knowing Soothsayer 4W
Creature - Human Cleric (C)
When Knowing Soothsayer enters the battlefield, put two 1/1 white Spirit tokens with flying onto the battlefield.
"He preaches madness, blasphemy, yet there seems to be nothing but truth in his words." -Calra, Warrior of Will
Leonin Charger 3W
Creature - Cat Soldier (C)
Quick Strike 1 - 2W, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with a -1/-1 counter.)
Sometimes you need to act sooner rather than later.
3/3
Repairing Angel 4WW
Creature - Angel (C)
Flying
When Repairing Angel enters the battlefield, you may remove a -1/-1 counter from target creature you control.
One touch is all it takes to reverse even the most severe of wounds.
4/4
Reshani's Apparition 5WW
Creature - Elk (C)
Quick Strike 5 - W, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with five -1/-1 counters.)
When Reshani's Apparition enters the battlefield, you may sacrifice a creature. If you do, draw a card.
6/7
Restore Order XWWW
Sorcery (C)
Choose blue or green.
If you chose blue, creatures target creature you control gains +0/+X and hexproof until the end of the turn.
If you chose green, up to X target creatures gain +1/+1 until the end of turn.
Sentinel Spirit 1W
Creature - Spirit (C)
Flying, vigilance
It watches over it's manor endlessly, often haunting the souls inside.
1/3
Sin of Greed 5W
Enchantment (C)
When Sin of Greed enters the battlefield, put a greed counter on up to two target creatures.
At the beginning of your upkeep, remove all -1/-1 counters from all creatures. Distribute those counters as you choose among creatures with greed counters on them.
Virtuous Act W
Instant (C)
Target creature you control gains virtue until the end of the turn. (At the end of the turn, remove all virtue counters from that creature. If that creature would take damage, instead prevent that damage and remove a virtue counter from it instead.)
Absolve Evil 2WW
Sorcery
Destroy target creature. Put a 1/1 white Spirit token with flying onto the battlefield.
Blessed Spirit 2W
Creature - Spirit (U)
Flying
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
2/2
Bottled Geist WW
Creature - Spirit (U)
Flying
T, Tap target creature. It doesn't untap during it's controller's next untap step.
After being confined to a small jar for many year, the geist decided to wreak some havoc.
1/2
Feeble Warrior W
Creature - Human Warrior (U)
Feeble Warrior enters the battlefield tapped.
When Feeble Warrior enters the battlefield, if you control no other nonland permanents, put a 2/2 white Soldier token onto the battlefield.
1/1
Mantle of Heroes 4W
Enchantment - Aura (U)
Enchant creature
Enchanted creature gains +2/+1 and flying
W: Return enchanted creature and all Auras attached to it to its owner's hand.
The mantle provides power beyond belief to the unready, consuming them until all that is left is their essence.
Pearl Mage 2W
Creature - Human Cleric (U)
Vigilance
1W: Target creature gains vigilance until the end of the turn.
1/3
Shed Light 9WW
Sorcery (U)
Shed Light costs 1 less for each Plains you control.
Deal X damage to target creature or player, and you gain X life, where X is the number of white permanents you control.
Soul Strengthen 2WW
Enchantment (U)
Spirit creatures you control gain +1/+1 and vigilance
Whenever a Spirit creature you control dies, return it to the battlefield under your control with a -1/-1 counter.
When a Spirit creature you control with a -1/-1 dies, exile it instead.
Spirit's Calling 3W
Sorcery (U)
Put three 1/1 white Spirit tokens with flying onto the battlefield.
Even in death, a group of soldiers will fight together, never leaving the others' side.
Turn to Dust 2WW
Instant (U)
Exile target nonland permanent.
"Go then, and let your essence become one with the Void."
Wandering Spirit WWWW
Creature - Spirit (U)
Flying
Quick Strike 3 - WW (You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.)
When Wandering Spirit enters the battlefield, put a 1/1 white Spirit token with flying onto the battlefield.
3/4
Call of the Blessed 3WW
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call of the Blessed.
3WW, Remove X call counters: Put X 1/1 white Spirit tokens with flying onto the battlefield.
Reinforcements are always appreciated at your weakest moment.
Double Bladed Angel 3W
Creature - Angel (W)
Flying, Double Strike
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
One blade for the throat, one blade for the heart...
2/2
Heavenly Destruction WW
Instant (R)
Each player exiles all permanents they control. Return them to the battlefield under their owners' control at the beginning of your next end step.
Messages from heaven are not always happy.
Light's Chosen 3WW
Enchantment - Aura (R)
Enchant creature
Enchanted creature gains +1/+1, flying, first strike, lifelink, and protection from black and red.
Enchanted creature doesn't untap during your untap step.
2W: Untap enchanted creature
When light chooses you, you become the embodiment of life itself.
Promotion to General 4W
Enchantment - Aura (R)
Enchant target creature you control.
Promotion to General is indestructible.
Enchanted creature gains +3/+3, flying, first strike, and vigilance.
Other creatures you control get -1/-1.
1W: Return Promotion to General to its owner's hand.
Somebody to lead the troops into battle.
Reshani's Chosen W
Creature - Human Shaman (R)
When Reshani's Chosen enters the battlfield, search your library for a creature card, reveal it, and shuffle your library and put that card on top of it.
Protection from white and green
T, Add GG to your mana pool.
Reshani's Chosen gets +1/+1 for each green creature you control.
0/0
Supported Charge 2W
Enchantment (R)
Creatures you control have vigilance.
Whenever a creature you control attacks, gain life equal to its toughness.
Bands of soldiers travel relentlessly to the center of the plane, the Void, in the hopes that the lost mana could be reclaimed.
Ukato, Fallen Hero 6WW
Legendary Creature - Spirit Soldier (R)
Flying
When Ukato, Fallen Hero enters the battlefield, put X 1/1 white Spirit tokens onto the battlefield, where X is equal to its power.
Quick Strike 4 - 1WW, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with four -1/-1 counters)
6/6
Vigilant Captain WW
Creature - Human Soldier (R)
Vigilance, protection from black
When Vigilant Captain enters the battlefield, put two 1/1 white Soldier tokens onto the battlefield tapped.
He has fought endlessly, searching blindly for his wife, taken from him ages ago.
2/1
Lotus Angel 3WW
Creature - Angel (M)
Flying, vigilance
Whenever Lotus Angel deals combat damage to a player, add three mana of any one color to your mana pool.
T, Deal 1 damage to target player.
When the mana distorted, so did her promise of peace.
2/4
Serra's Messenger 3WWW
Creature - Elemental (M)
Flying, vigilance, protection from creatures
Whenever Serra's Messenger attacks, destroy target creature and put a -1/-1 counter on it.
2W: Remove a -1/-1 counter from Serra's Messenger.
Even in an apocalyptic world, Serra's message must be heard.
5/5
Blue Cards
Creature - Drake (C)
Flying
When Drake Courier attacks tap target creature. It doesn't untap during its owner's next untap step.
3/4
Forget Knowledge XUUU
Broken Sorcery (C)
Choose red or green.
If you chose red, creatures you control get +X/+0 and must attack this turn if able.
If you chose green, target creature you control loses all abilities and becomes an X/X and gains trample until the end of the turn.
Inert Philosopher 6U
Creature - Human Cleric (C)
Tap two creatures you control: Draw a card
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
Unable to come to grips with his mortality, the mage searches desperately for a solution to his problem.
0/1
Karysian's Phantasm 3UU
Creature - Spirit (C)
Quick Strike 2 - 1UU, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with two -1/-1 counters.)
When Karysian's Phantasm enters the battlefield, you may sacrifice a creature. If you do, draw a card.
3/5
Krakenize 1UU
Enchantment (C)
3, Sacrifice a creature: Put a 4/4 blue Kraken token onto the battlfield
It's a relatively painless transformation, until you can't breathe for lack of air.
Levitate 1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack
Enchanted creature gains flying
If Levitate would enter a graveyard from anywhere, return it to its owner's hand instead.
"It's amusing to watch them try to run away once you have them in your grasp" - Gunik, the Trickster
Mist Explorer 2U
Creature - Human Scout (C)
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
2/1
Nullify Shield 2UU
Enchantment (C)
2U: Draw a card if you were dealt damage by a red or green source this turn.
Ocean's Wrath 1U
Sorcery (C)
Exile target nonland permanent. Return it to the battlefield under its owner's control at the beginning of its owner's end step.
Dragged down to the bottom of the ocean, only to resurface somewhere else completely.
Recapture Knowledge XUUU
Sorcery (C)
Choose either white or black.
If you chose white, tap up to X target creatures. Those creatures don't untap during their owner's next untap step.
If you chose black, put X 2/2 black Zombie tokens onto the battlefield tapped.
Renegade Merfolk 2U
Broken Creature - Merfolk (C)
At the beginning of your upkeep, sacrifice Renegade Merfolk unless you pay
At the beginning of your combat step, choose red or green.
If you chose red, Renegade Merfolk gains first strike until the end of turn.
If you chose green, Renegade Merfolk gains reach until the end of turn.
3/1
Sage's Ineptitude 3U
Broken Instant (C)
Target creature you control gains +3/+3 and trample until the end of the turn.
Deal 1 damage to up to two target creatures.
Lose 3 life if you don't control a Mountain or Forest.
Scaled Collector 3U
Creature - Drake (C)
Scaled Collector gets +2/+2 and flying if its equipped.
A drake often collects various objects from the people it kidnaps. Jewelry, coins, clothes, all a brought back to drake's lair.
2/2
Scientific Approach 2U
Sorcery (C)
Look at the top eight cards of your library. You may choose to put any number of these cards into your graveyard. Put the rest on the top of your library in any order.
In order to get the most accurate results, the scientist had to get rid of all variables, including himself.
Sin of Sloth 2U
Enchantment (C)
When Sin of Sloth enters the battlefield, put a sloth counter on up to two target creature. Tap those creatures.
Creatures with sloth counters on them don't untap during their owner's untap step.
Sin of Vanity 3U
Enchantment (C)
When Sin of Vanity enters the battlefield, put a vanity counter on up to two target creatures.
Creatures with vanity counters on them get -3/-0 and can't block.
Sudden Exhaustion 2U
Instant (C)
Put a -1/-1 counter on target creature. Tap that creature. That creature doesn't untap during its owner's untap step.
"Stopped him right in his tracks."
Weave Consciousness 1U
Sorcery (C)
Target player shuffles their hand into their library, then draws that many cards.
"I'm merely curious that's all."
Sorcery (U)
Target player puts the top X cards of their library into their graveyard, then exiles X cards of their graveyard at random.
"Go now, and let your essence be gone from this forsaken plane"
Excruciating Enlightenment 3UU
Enchantment - Aura (U)
Enchant creature you don't control
Whenever enchanted creature is dealt combat damage, you draw that many cards.
A shred of sanity, a drop of blood. Such things are insignificant without knowledge.
Mage's Essence 1U
Creature - Spirit (U)
Flying
Mage's Essence enters the battlefield tapped.
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
2/1
Mind Betrayal U
Instant (U)
Counter target spell. That spell's controller put X 0/1 blue Spirit tokens with flying on the battlefield, where X is half the spell's converted mana cost, rounded up.
Protective Spirit 3UU
Creature - Spirit (U)
Flying
Spirit creatures you control gain hexproof.
"The Void is changing the dead Instead of departing as they should do, they linger, as if waiting for the Void to consume them itself."
Reset 1U
Instant (U)
Exile all creatures, then return them to the battlefield under their owner's control tapped.
Being able to fix your mistakes the second time around is a wonderful way to win.
Resurfacing Memory U
Instant (U)
Until the beginning of your next upkeep, whenever a permanent you control would go to your graveyard, return it to its owner's hand instead.
Spells you control cost 1 more to cast.
Return Fire 3UU
Instant (U)
Counter target spell.
If countered spell was a creature spell, put a 2/2 blue Drake token with flying on the battlefield under your control.
If countered spell was a noncreature spell, draw a card.
Sapphire Cleric 2U
Creature - Human Cleric (U)
Hexproof
1U: Target creature you control gains hexproof until the end of the turn.
2/2
Shed Knowledge 9UU
Sorcery (U)
Shed Knowledge costs 1 less to cast for each Island you control.
Put the top X cards of your library into your graveyard, and draw X cards, where X is the number of blue permanents you control.
Spiritly Scholar 7UU
Creature - Spirit (U)
Flying
Quick Strike 5 - 2U, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with five -1/-1 counters.)
3U, Remove a -1/-1 counter from Spiritly Scholar: Draw a card.
5/7
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call of the Unknown.
3UU, Remove X call counters: Draw X cards.
It's amazing how a little piece of information can turn the tide of war.
Changing Griffin 3UU
Creature - Griffin (R)
Flying
1U, Sacrifice Changing Griffin: Put four 1/1 blue Spirit tokens with flying onto the battlefield.
1U, Sacrifice four creatures: Return Changing Griffin from your graveyard to the battlefield.
4/4
Drake Spawning 5UU
Instant (R)
Drake Spawning costs 1 less to cast for each creature with flying you control.
Put four 2/2 blue Drake tokens with flying onto the battlefield.
"Karysian sees himself as all powerful with his horde of angels. Let's show him how wrong he is." -Elopa, Regent of Darkness
Gunik, the Trickster 5UU
Legendary Creature - Human Shaman (R)
Quick Strike 3 - 2UU (You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.)
1UU: Counter target spell unless its controller pays X, where X is equal to Gunik, the Trickster's power.
5/5
Invisible Courier 3U
Creature - Human Rogue (R)
Invisible Courier is unblockable.
Whenever Invisible Courier deals combat damage to a player, that player puts the top X cards of their library into their graveyard, where X is equal to half your life total rounded up.
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
1/2
Karysian's Follower U
Creature - Human Shaman (R)
When Karysian's Follower enters the battlefield, search your library for a creature card, reveal it, and shuffle your library and put that card on top of it.
Protection from white and blue
T, Add WW to your mana pool.
Karysian's Follower gets +1/+1 for each white creature you control.
0/0
Phantom's Spell 5U
Enchantment - Aura (R)
Enchant creature you don't own.
You control enchanted creature.
Enchanted creature can't attack or block.
Enchanted creature gains "2: Put a token on the battlefield that is a copy of enchanted creature. Exile it at the beginning of your end step."
2: Draw cards equal to number of creatures on the battlefield with the same name as enchanted creature. Sacrifice Phantom's Spell.
Seasummoned Kraken 2U
Creature - Kraken (R)
Islandwalk
Seasummoned Kraken can't attack or block unless there are five Islands on the battlefield.
1U: Search your library for a Island card, and put it onto the battlefield under an opponent's control.
"I don't remember us being this close to the coast..."
7/7
Weariness XU
Enchantment
Put X weariness counters divided as you choose among any number of target creatures.
Creatures can't attack, block, or activate abilities if they have a weariness counter on them.
At the beginning of your upkeep, remove a weariness counter from target creature at random.
1U: Return Weariness to its owner's hand.
Planeswalker - Calra (M)
+1: Until your next turn, whenever an opponent casts a spell, you may draw a card. If you do, discard a card.
-2: Until you next turn, whenever a creature deals combat damage, return it to its owner's hand.
-7: Each player exiles the top seven cards of their libraries. You may cast these cards without paying their mana costs.
(4)
Ignorance is Bliss 4UU
Instant (M)
Choose three - Shuffle your hand into your library and draw that many cards; or return target creature to its owner's hand; or counter target spell; or search your library for an instant or sorcery card and put that card into your hand; or target creature you control gains hexproof until the end of the turn.
Black Cards
Sorcery (C)
Choose either blue or red.
If you chose blue, return up to X target creatures to their owner's hands.
If you chose red, creatures you control get +X/+0 and haste until the end of the turn.
Elopa's Assassin 3BB
Creature - Scorpion (C)
Quick Strike 3 - 1B, (You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.)
When Elopa's Assassin enters the battlefield, you may sacrifice a creature. If you do, draw a card.
Eventual Sickness 1BB
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a drain counter on enchanted creature. Deal X damage to enchanted creature, and you gain X life, where X is the number of drain counters on enchanted creature.
Sometimes a vampire will slowly suck a victim dry, weakening them day by day. Disguised as sickness, the vampire will wait for the opportune time to strike.
Graveyard Watcher 3BB
Creature - Spirit (C)
When Graveyard Watcher enters the battlefield, return target creature from your graveyard to your hand.
3/3
Infringing Leech B
Creature - Insect (C)
When Infringing Leech enters the battlefield, target player discards a card.
1/1
Opaque Existence 1B
Instant (C)
Target creature gets -X/-X until the end of the turn, where X is the number of black permanents you control.
Pollution 2BB
Enchantment (C)
3B: Destroy target green or white creature that dealt 3 or more damage to your this turn.
Puppet Strings 2B
Enchantment - Aura (C)
Enchant creature
You control enchanted creature
Enchanted creature gets -0/-2 and loses all creature types.
"You lose who you truly are, nothing more than an empty shell, waiting to be filled. It is a fate worse than death."
Purity of the Necromancer 4B
Broken Instant (C)
Return target card from your graveyard to your hand.
Put two 1/1 white Soldier tokens onto the battlefield.
Lose 3 life if you don't control a Forest or Plains.
Rejuvenate XBBB
Broken Instant (C)
Choose either green or white.
If you chose green, put a X/X green ooze token on the battlefield.
If you chose white, creatures you control gain +0/+X and vigilance until the end of the turn.
Exile your graveyard.
Selfish Bloodsucker 1B
Creature - Vampire (C)
Sacrifice another creature: Selfish Bloodsucker gets +1/+1 and lifelink until the end of the turn.
It will do anything to make itself more powerful. So I'd stay away.
2/2
Shadow Form 3BB
Creature - Shade (C)
Intimidate
B: Shadow Form gets +1/+1 until the end of the turn.
1/1
Sin of Wrath 4B
Enchantment (C)
When Sin of Wrath enters the battlefield, put a wrath counter on up to two target creatures.
At the beginning of your upkeep, creatures with wrath counters deal damage equal to their power to their controllers.
Treyla's Assistant 1BBB
Creature - Vampire (C)
Quick Strike 3 - B You may cast this card for its quick strike cost. It enters the battlefield with three -1/-1 counters.
When Treyla's Assistant deals combat damage to a player, remove a -1/-1 counter from it.
"Treyla is a strong leader. I will follow her until the Void consumes my soul."
Unwilling Dissection B
Sorcery (C)
Sacrifice a creature. Destroy target creature with power X or less, where X is the converted mana cost of the sacrificed creature.
A heart, two eyes, two kidneys, two lungs, and one brain. But no life left.
Vitality Zombie 3BB
Broken Creature - Zombie (C)
At the beginning of your upkeep, sacrifice Vitality Zombie unless you pay
At the beginning of your combat step, choose green or white.
If you chose green, Vitality Zombie gains trample until the end of the turn.
If you chose white, Vitality Zombie gains lifelink until the end of the turn.
3/3
Wilt 2B
Instant (C)
Put a -1/-1 counter on all creatures.
"We charged at the enemy, but the closer we got to them, the more I noticed that less of us were reaching them."
Zombify 6B
Sorcery (C)
Destroy target creature. Return that creature to the battlefield under your control tapped with a -1/-1 counter on it. It is black and a Zombie in addition to its other types.
"Not my finest work, but it'll do.
Creature - Spirit (U)
Intimidate
Quick Strike 2 - 2B (You may cast this card for its quick strike cost. It enters the battlefield with two -1/-1 counters.)
4/4
Blood Trader 4BB
Creature - Vampire (U)
Flying
Whenever Blood Trader deals combat damage to a player, put a -1/-1 counter on it.
3, Remove a -1/-1 counter from Blood Trader: Target creature gains lifelink until the end of the turn.
4/4
Contagious Cockroaches 1BB
Creature - Insect (U)
When Contagious Cockroaches enters the battlefield, target player loses 1 life.
If Contagious Cockroaches is sacrificed, target player loses 1 life.
2BB, Sacrifice Contagious Cockroaches: Return target creature from your graveyard to your hand.
3/1
Creeping Horror 2B
Creature - Horror (U)
Creeping Horror enters the battlefield with X -1/-1 counters, where X is your life total.
At the beginning of your upkeep, lose 1 life.
7/7
Demon's Wrath 3BB
Instant (U)
All creatures lose hexproof until the end of the turn.
Destroy target creature.
"You've evaded my grasp for far too long. It's time to make up for lost time..."
Intoxicated Geist 3B
Creature - Spirit (U)
Flying
Spirit creatures you control gain deathtouch.
2/2
"That's disgusting."
Jet Cleric 1B
Creature - Human Cleric
Deathtouch
2B: Target creature gains deathtouch until the end of the turn.
Rise of the Mindless BB
Enchantment (U)
At the end of your turn, if you didn't cast a spell this turn, put two 2/2 black Zombie tokens onto the battlefield tapped. Sacrifice them at the beginning of your next end step.
Shed Despair 9BB
Sorcery (U)
Shed Despair costs 1 less for each Swamp you control.
Destroy X creatures, where X is the number of black permanents you control. For each creature destroyed this way, its controller puts a 2/2 black Zombie token onto the battlefield tapped.
Solitude 2BB
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +4/-1.
At the beginning of each end step, enchanted creature's controller sacrifice all other creatures they control. For each creature sacrificed that way, put a +1/+1 counter on enchanted creature.
Toxic Zombie 3B
Creature - Zombie (U)
Trample
Whenever Toxic Zombie deals combat damage to a player, that player discards a card. If the discarded card was a land, repeat this process.
Instant (R)
Exile target player's hand. You lose X life, where X is twice the number of cards exiled this way.
Call from the Wicked 3BB
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call from the Wicked.
3BB, Remove X counters from Call of the Wicked: Target player discards X cards.
Sometimes, where your power comes from isn't important.
Elopa's Follower B
Creature - Human Shaman (R)
When Elopa's Follower enters the battlefield, search your library for a creature card, then shuffle your library and put that card on top of it.
Protection from blue and black
T, Add UU to your mana pool.
Elopa's Follower gets +1/+1 for each blue creature you control.
0/0
Harmony of Death 5B
Enchantment (R)
Whenever you lose life, your opponents lose that much life.
Whenever you gain life, your opponents gain half that life, rounded down.
1B: You gain 1 life.
1B: You lose 1 life.
Maniacal Surgeon 4B
Creature - Human
When Maniacal Surgeon enters the battlefield, gain control of target creature. At the beginning of each upkeep, put a -1/-1 counter on that creature.
BBB: Return Maniacal Surgeon to its owner's hand.
"I swear, the operation's painless..."
3/3
Pillager of the Land 7BB
Creature - Demon (R)
Flying
Quick Strike 7 - 2B, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with seven -1/-1 counters.)
Whenever Pillage of the Land attacks, remove X -1/-1 counters from it, where X is its power.
1/1
Stadium of the Lost 2BB
Enchantment (R)
At the beginning of your upkeep, put a -1/-1 counter on each creature.
Whenever a creature would go to the graveyard, exile it instead.
BB, Sacrifice Stadium of the Lost: Destroy all creatures with a -1/-1 counter on them.
Vampire Clan Leader 4BB
Creature - Vampire (R)
Flying
T, Vampire creatures you control get +1/+1 and lifelink until the end of the turn.
Whenever Vampire Clan Leader deals combat damage to a creature, that creature becomes a Vampire in addition to its other types.
Sacrifice a creature: Gain control of target Vampire.
Wipe from Existence BB
Instant (R)
Exile target creature. You lose X life, where X is half that creature's toughness, rounded down.
Mythic Rare
Creature - Demon (M)
Flying
Quick Strike 3 - 1BB, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with three -1/-1 counters.)
1, Remove a -1/-1 counter from target creature: Put a -1/-1 counter on each creature.
When Burial Demon enters the battlefield, remove all -1/-1 counters from creatures you control.
5/5
Treyla, Blood Trafficker 1BB
Legendary Creature - Vampire Shaman(M)
Flying, intimidate
Whenever Treyla, Blood Trafficker deals combat damage to a player, put that many -1/-1 counters on target creature.
Remove a -1/-1 counter from a creature you control: Put a -1/-1 counter on each creature target player controls.
2/3
Red Cards
Creature - Human Wizard (C)
Haste
When Accelerant Magus enters the battlefield, target creature gets +1/+0 until the end of the turn.
2/1
Biome Burning 1RR
Sorcery (C)
Destroy target nonbasic land. Lose 2 life.
"As the fires spread closer and closer, the sense of impending doom over takes you. It is splendid. Absolutely spendid." - Tibalt, Pain Mage
Conflagrate XRRR
Sorcery (C)
Choose either black or green.
If you chose black, put X -1/-1 counters divided as you choose among any number of target creatures. Lose X life.
If you chose green, shuffle X cards from your graveyard into your library.
Discharge R
Sorcery (C)
Remove two -1/-1 counters from a creature you control.
Deal 2 damage to target creature.
Electric Pulse 1R
Instant (C)
Deal 5 damage to target creature. If a creature dealt damage this way would die this turn, return it to the battlefield under its owner's control with a -1/-1 counter.
Ember's Sophistication 1R
Broken Instant (C)
Exile target enchantment.
Tap target creature. It doesn't untap during its owner's next untap step.
Lose 3 life if you don't control a Plains or an Island.
Enraged Boar 5R
Creature - Beast (C)
Quick Strike 3 - 2R, (You cast this card for its quick strike cost. If you do, it enters the battlefield with three -1/-1 counters.)
Enraged Boar must attack each turn if able.
Just to be safe, stay out of its line of sight. And then an extra five miles or so.
6/5
Firespitter Spirit 2R
Creature - Spirit (C)
Flying, haste
Virtue (This creature enters the battlefield with a virtue counter. If this creature would be dealt damage, you may prevent that damage and remove a virtue counter from it instead.)
Firespitter Spirit gets +1/+1 if it doesn't have a virtue counter on it.
1/1
Goblin Scholar 1RR
Broken Creature - Goblin (C)
At the beginning of your upkeep, sacrifice Goblin Scholar unless you pay
At the beginning of your combat step, choose either white or blue.
If you chose white, Goblin Scholar gains vigilance until the end of the turn.
If you chose blue, Goblin Scholar gains unblockable until the end of the turn.
2/2
Hot Coals 2RR
Enchantment (C)
2R: Target attacking blue or white creature gains -0/-1 until the end of the turn.
Illuminate XRRR
Broken Instant (C)
Choose either blue or white.
If you chose white, put X 1/1 white Soldier tokens on the battlefield.
If you chose blue, target player draws X cards, then discards X cards.
Spells you control cost 2 more to cast until the end of the turn.
Ixa's Groundpounder 2RR
Creature - Golem (C)
Quick Strike 2 - R, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with two -1/-1 counters.)
When Ixa's Groundpounder enters the battlefield, you may sacrifice a creature. If you do, draw a card.
3/3
Lava Being 3RR
Creature - Elemental (C)
Quick Strike 3 - 1R, (You may cast this card for its quick strike cost. If you do, it enters the battlefield with three -1/-1 counters.)
5/4
Magma Flare 6RR
Sorcery (C)
Magma Flare costs 6 less to cast if an opponent has 3 or less life.
Deal 5 damage to target creature. If a creature would die this turn, exile it instead.
Mana Ebb R
Instant (C)
Put a -1/-1 counter on a creature you control.
Add RRR to your mana pool.
Sear 3RR
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, deal 2 damage to enchanted creature and each other creature with the same name as enchanted creature.
Spirit Pulverizer 5R
Creature - Spirit (C)
Flying, Haste
4/2
Instant (U)
Deal X damage to X target creatures or players.
Enraged Spirit 4RR
Creature - Spirit (U)
Flying
Spirit creatures you control have haste.
4/4
Experimental Genius 1R
Sorcery (U)
Any player may choose to take 5 damage. If no player does, draw four cards, then discard two cards at random.
Flame's Associate 4R
Creature - Elemental (U)
Haste
Flame's Associate gets +1/+0 for each red permanent you control.
Flame's Associate gets +0/+1 for each Mountain you control.
0/0
Goblin Freerider 1RR
Creature - Goblin (U)
Haste
Goblin creatures you control get +1/+0.
Goblin creatures you control cost X less to cast, where X is the damage dealt by Goblin creature this turn.
2/1
Infant Dragon 1RR
Creature - Dragon (U)
1R: Infant Dragon gains flying until the end of the turn.
R: Infant Dragon gets +1/+0 until the end of the turn.
0/3
Ruby Cleric 2R
Creature - Human Cleric (U)
First strike
1R: Target creature gets first strike until the end of the turn.
3/1
Shed Destruction 9RR
Sorcery (U)
Shed Destruction costs 1 less to cast for each Mountain you control.
Deal X damage to up to two target creatures, where X is the number of red permanents you control.
Shock Soldier 1RR
Creature - Elemental
Haste, first strike
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
3/1
Troops to Ash 5R
Instant (U)
Troops to Ash deals 3 damage to target creature, 2 damage to a another target creature, and 1 damage to another target creature.
Violent Sacrifice 3R
Sorcery (U)
You may sacrifice any number of creatures. For each permanent you sacrificed deal 1 damage to target creature or player.
Creature - Dragon (R)
Flying, haste, protection from blue
Virtue (This creature enters the battlefield with a virtue counter. If this creature would take damage, prevent that damage and remove a virtue counter from it instead.)
4/4
Call from the Reckless 3RR
Enchantment (R)
At the beginning of your upkeep, put two call counters on Call from the Reckless.
3RR, Remove X counters from Call from the Reckless: Deal X damage to target creature or player. This damage can't be prevented. If a creature would die this turn, exile it instead.
Duel of the Mountain 6RR
Sorcery (R)
Exile all Mountains. Each player puts 4/4 red Hellion tokens with haste on the battlefield for each Mountain exiled this way. Untap all creatures. There is an additional combat step.
Fire's Embrace XRRR
Sorcery (R)
Deal X damage to all creatures. If a creature dealt damage this way would die, exile it instead. Fire's Embrace deals 1 damage to you for each creature exiled this way.
Goblin Pyromancer 3R
Creature - Goblin (R)
T, Deal 1 damage to target creature or player.
T, Lose 1 life: Deal 2 damage to target creature or player.
T, Lose 2 life: Deal 3 damage to target creature or player.
Ixa's Follower R
Creature - Human Shaman (R)
When Ixa's Follower enters the battlefield, search your library for a creature card, then shuffle your library and put that card on top of it.
Protection from black and red
T, Add BB to your mana pool.
Ixa's Follower gets +1/+1 for each black creature you control.
Scatter the Flames 3RR
Enchantment (R)
At the beginning of your upkeep, put a flame counter on Scatter the Flames.
Sacrifice Scatter the Flames: Deal X damage to each creature, where X is number of flame counters on Scatter the Flames.
Speed Demon 4R
Enchantment - Aura (R)
Flash
Enchant creature
Enchanted creature gets +2/+0, haste, double strike, and protection from white and blue.
At the beginning of your upkeep, sacrifice Speed Demon.
Young Vampire 1R
Creature - Vampire (R)
Haste, first strike
When Young Vampire enters the battlefield, up to two target creatures can't block this turn.
RR: Return Young Vampire to its owner's hand.
Planeswalker - Tibalt (M)
+2: Target creature gets +X/+0 and first strike until the end of the turn, where X is the number of cards in target opponent's hand.
-1: At the beginning of your next upkeep, deal X damage to target creature or player, where X is the number of loyalty counters on Tibalt, Pain Mage.
-10: You get an emblem with "Creatures you control gain "T, Deal X to target creature or player, where X is the number or red permanents you control.""
(2)
Green Cards
Uncommon
Rare
Mythic Rare
Multicolored Cards
Legendary Creature - Spirit Lord (M)
Flying, vigilance
When Karysian, Guardian of the Lost enters the battlefield, you may sacrifice another creature. If you do, search your library for target instant or sorcery card with converted mana cost X or less, and put that card into your hand, where X is the converted mana cost of the sacrificed creature. Shuffle your library afterwards.
When Karysian, Guardian of the Lost dies, exile X creature cards from your graveyard. Put X 4/4 white flying Angel tokens onto the battlefield under your control.
3/2
Elopa, Regent of Darkness 5UB
Legendary Creature - Spirit Lord (M)
Flying, intimidate
When Elopa, Regent of Darkness enters the battlefield, you may sacrifice another creature. If you do, each opponent loses X life and sacrifices X permanents, where X is the converted mana cost of the sacrificed creature.
When Elopa, Regent of Darkness dies, return another target creature from your graveyard to the battlefield.
3/5
Ixa, Vein Drinker 3BR
Legendary Creature - Spirit Lord (M)
Flying, haste
When Ixa, Vein Drinker enters the battlefield, you may sacrifice another creature. Creatures you opponents control get +X/-X, where X is the converted mana cost of the sacrificed creature.
When Ixa, Vein Drinker dies, exile another target creature from your graveyard. Target opponent discards X cards, where X is the converted mana cost of the exiled creature.
4/2
Artifact Cards
Uncommon
Rare
Mythic Rare
Land Cards
Rare
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
<None yet>
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
(Also, I really need some feedback on the cards. I need to know if they are overpowered, broken, badly worded, needs a new name. But be specific. That makes things easier!)
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
(Feedback is appreciated. )
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
I think there should be a mechanic with "as long as this card has a virtue counter on it, it has FOO".
The broken cards are a bit weird at first, but I get where you are going there. Wording and balancing might make them easier to cast and be more powerful. The way they are now, they require a very high commitment from the players to do what they are meant to.
Karysian is a confusing and with a lot of memory issues. Also, If X is greater than 4, then most games will end if he ever dies, but that leaves a lot of power in the opponent's hand.
This is what I've got for now. I'll look into some of the cards more deeply later and give some more specific feedback.
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MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
- Manite
I believe the issue with the counters are fine, given that the players pay attention enough.
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
Scars of mirrodon did not have +1/+1 counters. Scars of mirrodon did not have +1/+1 counters. Scars of mirrodon did not have +1/+1 counters........
Scars of mirrodon had -1/-1 counters for creatures, and charge counters for artifacts. No artfiact creature ever put charge counters on itself and no non-creature artifact ever put -1/-1 counters on itself. When you were looking at a limited gamestate it was virtually always certain to know exactly what kind of counter was on a creature. SoM did not have memory issues from counters....
Having 3 different kinds of counters in a set that all interact with the same type (creatures) is a terrible idea...
- Manite
With all that said, I don't entirely agree with WotC's decision, as it effectively removes some mechanics technology from design's wheelhouse. They could look at it as an opportunity for more merchandising- "get your special edition counters with two different colors so you can track your different counters!"
"Ignorance is Bliss" is too close of a title to Ignorant Bliss, plus the name doesn't fit a card that can do that much, including drawing cards which in Magic is linked to increasing your knowledge. Additionally, the formatting is incorrect as it does not clearly show the different modes available to choose. See Cryptic Command - you need semi-colons (;) and the word "or" in there, or else it is impossible to determine where one mode ends and the next begins. Also, you do not target a card while searching for a card in a library, you just search for it. Lastly, after the "choose three" you need a hyphen (-) and not a colon. The colon is used exclusively for activated abilities in Magic.
Ignorance is Bliss 4UU
Instant (M)
Choose three: Draw two cards, put target creature on top of its owner's library, counter target spell, untap six lands, search your library for target instant or sorcery card and put that card in your hand and shuffle your library afterwards, target creature you control gains hexproof until the end of the turn.
Ignorance is Bliss 4UU
Instant (M)
Choose three - Draw two cards; or put target creature on top of its owner's library; or counter target spell; or untap up to six lands; or search your library for
targetan instant or sorcery card and put that card in your hand and shuffle your library afterwards; or target creature you control gains hexproof until the end of the turn.Enchantment - Aura (R)
Enchant creature you don't control.
You control enchanted creature.
Enchanted creature can't attack or block.
Enchanted creature gains "2: Put a token on the battlefield that is a copy of enchanted creature. Exile it at the beginning of your end step."
Sacrifice Phantom's Spell: Draw cards equal to the amount of creatures with the same name as enchanted creature.
How about this?
Enchantment - Aura (R)
Enchant creature you don't
controlown.You control enchanted creature.
Enchanted creature can't attack or block.
Enchanted creature gains "2: Put a token on the battlefield that is a copy of enchanted creature. Exile it at the beginning of your end step."
Sacrifice Phantom's Spell: Draw cards equal to the
amountnumber of creatures on the battlefield with the same name as enchanted creature.I also think the last ability probably doesn't work. I suspect that if you Sac the Aura, the ability won't know what the "enchanted creature" is because it is no longer enchanting a creature if you sacrifice it. This could be reworked into:
"COST(maybe 0 for same intended functionality?): Draw cards equal to the number of creatures on the battlefield with the same name as enchanted creature. Sacrifice Phantom's Spell."
Ignorance is bliss is completely broken. As is, it lets you draw 8 cards + tutor/counterspell/griptide on T6 completely free. Basically just cast it with chosen modes untap/draw/tutor. Then tutor for another ignorance is bliss, repeat until you have no ignorance is bliss left in your library. At the end of the sequence of plays, you have spent no mana, drawn 8 cards, and countered a spell, or griptided, or mystical tutored+draw. Its completely busted. At the very least, you need to remove the untap clause. Even without untap the card is still completely insane as it lets you griptide + counterspell/draw2 every turn for 4 turns straight. No deck is ever going to be able to get through that kind of CA and TA. The card should probably just be scrapped....
- Manite
I assume he wanted to restrict someone from using it on their own creature, so that you couldn't just Splinter Twin. That said, it's no Splinter Twin.
After relooking over the set, I realize that Scars did not have +1/+1 counters. My apologies.
I have fixed the wording of Phantom's Spell to make it functional.
I have reworked Ignorance is Bliss to avoid people chaining it. I have got rid of the untap ability. I admit that this was the card in the set that I was not sure of how overpowered it was. I knew it was overpowered, but not to that degree.
And I've removed all instances of +1/+1 counters. I've changed a few of the cards, but since so few of them actually had +1/+1 counters on them, changing them was easier. But I am keeping Virtue counters for the mechanic.
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
- Manite
MY DECKS
Standard
BBBMono Black DevotionBBB
Modern
WUBEsper Token/SuperfriendsWUB
Commander (EDH)
WBRKaalia of the VastWBR
Custom Set - Kolros, the Mana Distortion
- Manite