From the Great ranges of Valkas, through the windswept savannas of Thune, across the expansive seas of Evos, in the marshy swamps of Xathrid, and the vast forests of Kalonia, a planeswalker may find a great deal to learn on the plane of Shandalar. This wild plane holds many secrets and untapped potential for those who are brave, strong, cunning, passionate and ambitious enough to seek it. Those who are not perish. Who are you?
SHANDALAR features 280 all new cards. The set is designed for beginner to expert level play, and instead of using returning and new mechanics, it focuses on the simplicity of Magic the Gathering and works to showcase the ideology, culture, and flavor of each color and the strategies in each. The cards will be uploaded into the Custom Card Creation Forum Thread, then showcased here as a hub for all of the spoilers. The intent is to design a fun and interesting set to be drafted and played by itself, and even with other created sets. Everyone is welcome to comment, discuss, and post their ideas and thoughts. Thank you for looking!
The Cards
W White W
Divine Ultimatum4WW
Sorcery (Rare)
Destroy all permanents of the type of your choice. (The types of permanents are artifact, creature, enchantment, land, and Planeswalker.)
Vigil of Souls3W
Enchantment (Rare)
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying onto the battlefield.
Seraph of Salvation4WW
Creature - Angel (Rare)
Flying
Whenever another creature you control would die, you may return it to your hand instead. "Let me give you the chance you rightfully deserve."
4/4
Eternal Ascendancy3WW
Enchantment (Rare)
At the beginning of your upkeep, you gain 1 life. If your life total is equal to or greater than twice your starting life total, you win the game.
Rais, Martyr of Ideals2WW
Creature - Human Cleric (Rare)
Vigilance
Permanents you control have protection from spells and permanents your opponents control with converted mana costs less than their converted mana costs.
3/3
Order of Estates1W
Enchantment (Rare)
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for a plains card, reveal it, put it onto the battlefield tapped, then shuffle your library.
Celestial of Perseverance5WW
Creature - Elemental Spirit (Mythic Rare)
Vigilance
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
5/5
Golden DecreeXWW
Instant (Rare)
Put X target attacking or blocking creatures on the top or bottom of their owner's library.
Shuffle Golden Decree into its owner's library.
Paladin of ThuneWW
Creature - Human Soldier (Uncommon)
White creatures you control have Vigilance. "Preparation is key for survival."
2/2
Seance of the LostXWW
Sorcery (Uncommon)
Put X 1/1 white Spirit creature tokens with flying onto the battlefield.
Thune Battlepriest1WW
Creature - Human Cleric (Uncommon)
Flash
Whenever you or a permanent you control would be dealt damage, prevent 1 of that damage.
1/3
Guardian of Graces2WWW
Creature - Spirit Soldier (Uncommon)
Indestructible
3/3
Blessed Calling4W
Instant (Uncommon)
Put a 4/4 white Angel creature token with flying onto the battlefield.
Basic Landcycling 1W
Champion of Honor1W
Creature - Human Soldier (Uncommon) 1WW: Creatures you control get +1/+1 until the end of the turn.
Cycling 2
2/2
Skyknight of Thune1WW
Creature - Human Knight (Uncommon)
Flying, First strike, Lifelink
2/3
Thune Battle Captain3WW
Creature - Human Soldier (Uncommon)
First Strike
Whenever an opponent casts a nonwhite spell, you may put a 1/1 white soldier creature token onto the battlefield.
3/3
Exclude2WW
Sorcery (Common)
Put target artifact, creature, or enchantment on the bottom of it's owner's library.
Loyal Sentinel1W
Creature - Human Soldier (Common)
Loyal Sentinel can't attack or block alone.
3/3
Vigil of Eternity2W
Enchantment (Common)
At the beginning of your upkeep, you gain 2 life.
Thune Militia2WW
Creature - Human Soldier (Common)
Vigilance
Cycling 2 The safety of Thune's populace is guarded by Thune's populace.
2/4
Soldier of the RanksW
Creature - Human Soldier (Common)
First Strike "It's an honor to serve for the my lord, my people, and my home."
1/1
Essence Mender1WW
Creature - Human Wizard (Common)
When Essence Mender enters or leaves the battlefield, you may return target enchantment from your graveyard to your hand.
1/1
Outlast2W
Instant (Common)
Creatures you control are indestructible until the end of the turn.
Dawnrise RocWW
Creature - Bird (Common)
Flying It rises with the sun and hunts the cowards hiding in the shadows.
2/2
Wandering Healer1W
Creature - Human Cleric (Common)
At the beginning of your upkeep, you gain 1 life. "Wherever I may roam, I place my mending hands to use."
1/3
Thwarting DelayXUU
Instant (Common)
Counter target spell. If a spell was countered this way, put it into its owner's library X from the top.
Search the Coast3U
Sorcery (Common)
Reveal the top cards of your library until you reveal a land card, then put all cards revealed this way into your hand.
Shorewatch Ambusher2U
Creature - Merfolk Scout (Common)
Flash
When Shorewatch Ambusher enters the battlefield, untap each other creature you control.
1/3
Riptide3UU
Instant (Common)
Tap all creatures target player controls.
Guardian of EvosUU
Creature - Merfolk Wizard (Uncommon)
Islandwalk
Whenever an opponent casts a nomblue spell, you may tap or untap target permanent.
1/2
Magister of EvosUU
Creature - Merfolk Wizard (Uncommon)
Blue creatures you control have can't be the targets of spells or abilities your opponent controls unless they pay 1. "There are laws, and then there are unwritten rules that you should never attempt to break."
2/2
CounterburstUU
Instant (Uncommon)
Counter target spell. It's controller adds X mana of any color combination to his or her mana pool. This mana doesn't empty from their pool as steps and phases end.
AEther Summoner2UU
Creature - Human Wizard (Rare)
When AEther Summoner deals combat damage to an opponent, you may return it to your hand. If you do, you may put a permanent from your hand onto the battlefield.
2/2
Wall of Insight1U
Creature - Wall (Uncommon)
Defender
When Wall of Insight enters the battlefield, draw a card.
0/4
Tideswell Kraken5UU
Creature - Kraken (Rare)
Islandwalk
Whenever another permanent becomes tapped, it doesn't untap during its controller's next untap step. It took the coast by surprise, sending roils of waves down upon the streets and shipyards, taking our lives back with it out to sea.
7/7
Tideswell Mystic3U
Creature - Merfolk Wizard (Rare)
Islandwalk
Whenever you tap an island for mana, add U to your mana pool. The town feared the high tide for the monsters it brought to shore. The Merfolk loved the high tide for the same reason.
2/2
Opposing Will1UU
Enchantment (Rare) 1U: Tap target permanent.
Azure ReprisalXUU
Instant (Rare)
Tap X target permanents. They don't untap during their controller's next untap step.
Shuffle Azure Reprisal into its owner's library.
Temporal Domination2U
Sorcery (Rare)
Shuffle your hand and graveyard into your library, then draw three cards.
Sinking Sanity1UU
Enchantment (Rare)
Whenever an opponent casts a spell, that player reveals the top cards of his or her library until they reveal a land card, then puts all cards revealed this way into his or her graveyard.
Waketide Serpent4UU
Creature - Serpent (Rare)
Waketide Serpent's power and toughness are equal to the number of islands you control.
Nonland permanents other than Waketide Serpent with converted mana cost less than or equal to the number of islands you control don't untap during their controller's untap steps. "They say a fish only grows as big as its pond; but then again, we are dealing with serpents, and these are oceans."
*/*
Mental Omnipotence7UUU
Sorcery (Mythic)
Target player exchanges his or her hand with their library, then shuffles their library. They have no maximum hand size until their next turn. "The mind holds unfathomable possibilities and can be the ultimate weapon, provided you know how to correctly wield it." - Jace Beleren
B Black B
Dark Reclamation2B
Sorcery (Common)
Put the top 3 cards of your library into your graveyard, then return a card from your graveyard to your hand. "A Black mage will do whatever is necessary to make ends meet, which is why we must do whatever is necessary to make it meet its end." - Rais
Mindwrack2BB
Sorcery (Common)
Target player discards three cards.
Dredge the Wastes3B
Instant (Common)
Put any number of creature and/or land cards from your graveyard on top of your library.
Draw a card.
Caustic EmpowermentB
Instant (Common)
Target player draws a card and loses 1 life.
Nightmare Wraith2B
Creature - Wraith Spirit (Common)
When Nightmare Wraith enters the battlefield, each opponent discards a card.
2/2
Cemetery ServantB
Creature - Zombie (Common)
When Cemetery Servant enters the battlefield, each player puts the top two cards of his or her library into their graveyard.
1/1
Xathrid Disciple1BB
Creature - Zombie Cleric (Uncommon)
Deathtouch
Whenever an opponent casts a nonblack spell, they lose 1 life and you gain 1 life.
2/2
Gravelord of XathridBB
Creature - Zombie Cleric (Uncommon)
Black creatures you control have "BB: Regenerate this creature." "I revel in death, so shall you."
2/2
Nightmare Invoker2BB
Creature - Spirit Wizard (Uncommon)
Intimidate
whenever Nightmare Invoker attacks, each other attacking creature gains intimidate until end of turn.
2/2
Gravepact Warrior1B
Creature - Zombie Warrior (Uncommon)
Gravepact Warrior's power and toughness are equal to the number of creature cards in your graveyard.
*/*
Rise from Death2BB
Sorcery (Uncommon)
Return target creature from your graveyard to the battlefield.
Horrific End2BB
Sorcery (Rare)
Destroy all creatures. Death does us apart.
Tribute to Darkness3BB
Instant (Rare)
Target player sacrifices a creature. You draw cards equal to its power and gain life equal to its toughness.
Gravelord's Chant1BBB
Enchantment (Rare)
You may cast a creature card from your graveyard during each of your turns.
Bloodborn Reveler2BB
Creature - Vampire Shaman (Uncommon)
Flying
At the beginning of each end step, if a creature died this turn other than Bloodborn Vampire, return Bloodborn Vampire from your graveyard to the battlefield tapped.
2/3
Umbral ChannelingXBB
Instant (Rare)
Return target permanent with converted mana cost X or less from a graveyard to the battlefield under your control.
Shuffle Umbral Channeling into its owner's library.
Sanguine Tormentor4BB
Creature - Vampire (Rare)
Flying
Whenever Sanguine Tormentor or another creature dies, each opponent loses 1 life. You gain life equal to the total life lost this way.
5/5
Celestial of Death5BB
Creature - Elemental Spirit (Mythic Rare)
Deathtouch
Whenever a card is put into an opponent's graveyard from anywhere, you may cast that spell by spending any mana of any color to cast it.
5/5
Harrowing Choice2BB
Sorcery (Rare)
Target player reveals his or her hand. Separate the cards into two piles. That player discards one pile of his or her choice.
Poisonous Price1BB
Enchantment - Aura (Common)
Enchant nonland permanent
At the beginning of enchanted permanent's controller's upkeep, that player loses 2 life unless he or she sacrifices that permanent. "It surprises me how willing people are to cling to the things that harm them most." - Liliana
Scorn of Darkness2B
Instant (Uncommon)
Target creature gets -X/-X until the end of the turn, where X is equal to the number of swamps you control.
Oversoul of Death4BB
Creature - Elemental Spirit (Rare)
As long as a creature card with flying is in a graveyard, Oversoul of Death has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, inimidate, lifelink, protection, reach, trample, and vigilance. It harvests the malevolence of the fallen and sharpens it into its own wicked being.
5/5
Mire's Corruption3BB
Enchantment (Rare)
Whenever a player taps a nonswamp land for mana, that player loses 1 life. "Only those truly devoted can survive the coming darkness. Are you prepared?"
Doom4BBB
Sorcery (Mythic Rare)
Separate all permanents target player controls into two piles. That player sacrifices all permanents in the pile of his or her choice. "Death is not a great suffering. Great suffering is death."
R Red R
Disciple of the Ridge1R
Creature - Human Shaman (Common)
Whenever a mountain enters the battlefield under your control, you may deal 1 damage to each opponent.
1/1
Wash in Fire3RR
Sorcery (Common)
Wash in Fire deals 5 damage to each opponent. "Fire does not take sides unless its mine." - Chandra Nalaar
Ogre Mauler4R
Creature - Ogre Berserker (Common)
Ogre Mauler attacks each turn if able.
4/4
Pyreheart Duelist1RR
Creature - Human Warrior (Uncommon)
Double strike
2/2
Carpet of FlameR
Instant (Common)
Carpet of Flame deals 1 damage to each creature without flying and each player.
Volcanic Outrage1R
Enchantment (Common)
At the beginning of your upkeep, Volcanic Outrage deals 1 damage to each opponent. Only those who understand the mountains know how powerful they are.
Warchief of ValkasRR
Creature - Goblin Warrior (Uncommon)
Red creatures you control can't be blocked except by two or more creatures. "The fury in our hearts is unmatched by any single man."
2/2
Acolyte of Valkas2RR
Creature - Goblin Shaman (Uncommon)
Intimidate
Whenever an opponent casts a nonred spell, you may deal 1 damage to target creature or player.
2/2
Mania2R
Sorcery (Uncommon)
Discard a card at random, then draw cards equal to that cards converted mana cost.
Fervorcast1R
Instant (Uncommon)
Reveal the top 3 cards of your library. You may cast any number of instant or sorcery spells revealed this way, then put the rest into the graveyard.
Phoenix of the Burning Wind1RR
Creature - Phoenix (Rare)
Flying, haste
Whenever a mountain enters the battlefield under your control, you may return Phoenix of the Burning Wind from your graveyard to your hand.
2/2
Pyretic Vengeance2RR
Instant (Rare)
Pyretic Vengeance deals damage to target creature or player equal to the number of instant and sorcery cards in your graveyard. "Which is more dangerous, to forget ones past, or to remember its burning pain?"
Burning Ideals3R
Enchantment (Rare)
If a red instant or sorcery spell you control would deal damage, it deals double that damage instead. Those devoted to the ideals of fire find the fire in their hearts burn wild.
Burning Grounds1RR
Enchantment (Rare) 1RR: Put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you." (The land continues to burn after Burning Grounds has left the battlefield.) "Home at last." - Chandra Nalaar
Internal Wrath4R
Sorcery (Rare)
Each creature deals damage equal to its power to itself. Sometimes the fires of wrath can burn one from the inside out.
Crismon InvocationXRR
Instant (Rare)
Target player draws X cards. Crimson Invocation deals X damage to that player.
Shuffle Crimson Invocation into its owner's library.
Pyroclasmic Reminiscence7RR
Sorcery (Mythic)
Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.
Sarkhan, Born in Fire2RR
Planeswalker - Sarkhan (Mythic)
[+1] Draw a card, then discard a card.
[-3] Put a 5/5 red dragon creature token with flying onto the battlefield.
[-X] Sarkhan, Born in Fire deals X damage to up to X target creatures and/or players.
{3}
Veteran Cartographer1G
Creature - Human Scout (Common)
When Veteran Cartographer enters the battlefield, look at the top three cards of your library. You may put a land card from among them onto the battlefield tapped, then put the rest onto the bottom of your library in any order.
1/1
Natural Collapse3G
Sorcery (Common)
Destroy up to two target artifacts and/or enchantments.
Jungle Mists2G
Instant (Common)
Prevent all damage that would be dealt to you and creatures you control this turn.
Giant Serval2GG
Creature - Cat Beast (Common)
Flash "It may not be hungry, but it will still kill you out of some instinct that we have yet to understand." - Jungle Explorer
3/4
Verdant CollectiveG
Sorcery (Common)
Reveal the top card of your library. If it's a land card card, you may put it onto the battlefield tapped. If it's a nonland card, add it to your hand.
Kalonian Solifuge4G
Creature - Insect (Common)
Hexproof It lurks along the shadowed jungles, hunting for prey less deadly than itself.
5/1
TramplingGG
Instant
Creatures you control get +1/+1 and gain trample until the end of the turn.
Kalonian Empowerer4GG
Creature - Elf Druid (Uncommon)
Trample
Whenever an opponent casts a nongreen spell, you may have target creature you control get +2/+2 until the end of the turn.
4/4
Speaker of KaloniaGG
Creature - Elf Shaman (Uncommon)
Green creatures you control have Trample. "The greatest voice of nature is spoken with action."
2/2
Kalonian Packleader2GG
Creature - Beast (Uncommon)
When Kalonian Packleader enters the battlefield, look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order. It's ability to unite species across Shandalar cannot be explained.
3/3
Verdant GenesisXGG
Instant (Rare)
Put X 1/1 green Saproling tokens onto the battlefield.
Shuffle Verdant Genesis into its owner's library.
Saproling Spawning2GG
Enchantment (Rare)
At the beginning of your upkeep, put a spawn counter on Saproling Spawning, then put a 1/1 green Saproling token onto the battlefield for each spawn token on Saproling Spawning. The Forest protects itself in ways that would seem to mimic man and his armies, yet we forget the Forest had been here long before.
Celestial of Life5GG
Creature - Elemental Spirit (Mythic Rare)
Trample
Whenever a creature or land enters the battlefield under your control, you may search your library for a creature or land card, reveal it, then put it into your hand. Shuffle your library.
5/5
X Colorless X
Whim Chimes4
Artifact (Rare)
Whenever you would draw a card, you may Scry 1. T: Draw a card.
Pandemonium Machine3
Artifact (Rare)
At the beginning of your upkeep, put a charge counter on Pandemonium Machine, then each opponent puts the top X cards of his or her library into their graveyard, where X is equal to the number of charge counters on Pandemonium Machine. Each verse is a new level of chaos.
S Lands S
Dotted Savanna
Land - Plains Forest (Rare)
Dotted Savanna enters the battlefield tapped unless you control a basic Plains or a basic Forest.
Sunbathed Delta
Land - Island Plains (Rare)
Sunbathed Delta enters the battlefield tapped unless you control a basic Island or a basic Plains.
Rugged Badlands
Land - Mountain Swamp (Rare)
Rugged Badlands enters the battlefield tapped unless you control a basic Mountain or a basic Swamp.
Isleway Marsh
Land - Swamp Island (Rare)
Isleway Marsh enters the battlefield tapped unless you control a basic Swamp or a basic Island.
Highland Jungle
Land - Forest Mountain (Rare)
Highland Jungle enters the battlefield tapped unless you control a basic Forest or a basic Mountain.
I'm very curious mysel, I have a 'deck building' excersize called 'worlds tour' where I build decks based on worlds, and realized there are very few confirmed Shanalar cards. For sure it would have something to do with +1/+1 counters, since a lot of cards feature those.
Do you have a plan how to make the set without mechanical identity exciting?
The goal is to make cards that are simple as elegant without using abilities and keywords. It sounds weird at first, but the more cards you see, the more I think you will enjoy it. For example, many of the black cards will interact with the graveyard, use discard, removal, and pain and gain spells. Although the cards will be simplistic, they'll carrying the themes of their colors (like a core set) and be able to support a variety of decks in each color alone.
Essentially, I realize a lot of cool cards can be made without mechanics, like a Core Set, and I want to design it.
Altar of the Brood
Amulet of Vigor
Silent Arbiter
Elixir of Immortality
Citanul Flute
Smokestack
Snake Basket
Static Orb
Storage Matrix
Tangleroot
Teferi's Puzzle Box
Temporal Aperture
Veilstone Amulet
Venser's Journal
Vedalken Orrery
Blood Clock
Conjurer's Closet
Crawlspace
Crucible of Worlds
Culling Scales
Doubling Cube
Druidic Satchel
Ensnaring Bridge
Eon Hub
Font of Mythos
Journeyer's Kite
Keening Stone
Meekstone
Mind's Eye
Mesmeric Orb
Mirari
Minion Reflector
Omen Machine
Orb of Dreams
Proteus Staff
Ward of Bones
Worry Beads
I like what you've done here very dedicated. For more inspiration you might want to play the Game - Duel of the Planeswalkers (Micropose). It was a Magic: The Gathering computer game set in the world of Shandalar. Also a ton of Mtg comic books take place in Shandalar, as well as it being a stomping ground of Tvesh Shat & Leshrac. Check them out
The big thing is Shandalar was randomness, since mana was so abundant it became hard to control, maybe you could incorporate that into your aweseome set. Great job and keep up the good work, Shandalar is one of my favorite planes besides Rabiah
I don't think I understand your meaning of "making cards that are simple and elegant without using abilities and keywords"; I went over the list of White cards and there was Flying, First Strike and Vigilance everywhere.
From the Great ranges of Valkas, through the windswept savannas of Thune, across the expansive seas of Evos, in the marshy swamps of Xathrid, and the vast forests of Kalonia, a planeswalker may find a great deal to learn on the plane of Shandalar. This wild plane holds many secrets and untapped potential for those who are brave, strong, cunning, passionate and ambitious enough to seek it. Those who are not perish. Who are you?
SHANDALAR features 280 all new cards. The set is designed for beginner to expert level play, and instead of using returning and new mechanics, it focuses on the simplicity of Magic the Gathering and works to showcase the ideology, culture, and flavor of each color and the strategies in each. The cards will be uploaded into the Custom Card Creation Forum Thread, then showcased here as a hub for all of the spoilers. The intent is to design a fun and interesting set to be drafted and played by itself, and even with other created sets. Everyone is welcome to comment, discuss, and post their ideas and thoughts. Thank you for looking!
The Cards
W White W
Divine Ultimatum 4WW
Sorcery (Rare)
Destroy all permanents of the type of your choice. (The types of permanents are artifact, creature, enchantment, land, and Planeswalker.)
Vigil of Souls 3W
Enchantment (Rare)
At the beginning of your upkeep, put a 1/1 white Spirit creature token with flying onto the battlefield.
Seraph of Salvation 4WW
Creature - Angel (Rare)
Flying
Whenever another creature you control would die, you may return it to your hand instead.
"Let me give you the chance you rightfully deserve."
4/4
Eternal Ascendancy 3WW
Enchantment (Rare)
At the beginning of your upkeep, you gain 1 life. If your life total is equal to or greater than twice your starting life total, you win the game.
Rais, Martyr of Ideals 2WW
Creature - Human Cleric (Rare)
Vigilance
Permanents you control have protection from spells and permanents your opponents control with converted mana costs less than their converted mana costs.
3/3
Order of Estates 1W
Enchantment (Rare)
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for a plains card, reveal it, put it onto the battlefield tapped, then shuffle your library.
Celestial of Perseverance 5WW
Creature - Elemental Spirit (Mythic Rare)
Vigilance
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
5/5
Golden Decree XWW
Instant (Rare)
Put X target attacking or blocking creatures on the top or bottom of their owner's library.
Shuffle Golden Decree into its owner's library.
Battletide Archangel 3WW
Creature - Angel (Rare)
Flying, First Strike, Vigilance
4/4
Paladin of Thune WW
Creature - Human Soldier (Uncommon)
White creatures you control have Vigilance.
"Preparation is key for survival."
2/2
Seance of the Lost XWW
Sorcery (Uncommon)
Put X 1/1 white Spirit creature tokens with flying onto the battlefield.
Thune Battlepriest 1WW
Creature - Human Cleric (Uncommon)
Flash
Whenever you or a permanent you control would be dealt damage, prevent 1 of that damage.
1/3
Guardian of Graces 2WWW
Creature - Spirit Soldier (Uncommon)
Indestructible
3/3
Blessed Calling 4W
Instant (Uncommon)
Put a 4/4 white Angel creature token with flying onto the battlefield.
Basic Landcycling 1W
Champion of Honor 1W
Creature - Human Soldier (Uncommon)
1WW: Creatures you control get +1/+1 until the end of the turn.
Cycling 2
2/2
Skyknight of Thune 1WW
Creature - Human Knight (Uncommon)
Flying, First strike, Lifelink
2/3
Thune Battle Captain 3WW
Creature - Human Soldier (Uncommon)
First Strike
Whenever an opponent casts a nonwhite spell, you may put a 1/1 white soldier creature token onto the battlefield.
3/3
Exclude 2WW
Sorcery (Common)
Put target artifact, creature, or enchantment on the bottom of it's owner's library.
Loyal Sentinel 1W
Creature - Human Soldier (Common)
Loyal Sentinel can't attack or block alone.
3/3
Vigil of Eternity 2W
Enchantment (Common)
At the beginning of your upkeep, you gain 2 life.
Thune Militia 2WW
Creature - Human Soldier (Common)
Vigilance
Cycling 2
The safety of Thune's populace is guarded by Thune's populace.
2/4
Soldier of the Ranks W
Creature - Human Soldier (Common)
First Strike
"It's an honor to serve for the my lord, my people, and my home."
1/1
Essence Mender 1WW
Creature - Human Wizard (Common)
When Essence Mender enters or leaves the battlefield, you may return target enchantment from your graveyard to your hand.
1/1
Outlast 2W
Instant (Common)
Creatures you control are indestructible until the end of the turn.
Dawnrise Roc WW
Creature - Bird (Common)
Flying
It rises with the sun and hunts the cowards hiding in the shadows.
2/2
Wandering Healer 1W
Creature - Human Cleric (Common)
At the beginning of your upkeep, you gain 1 life.
"Wherever I may roam, I place my mending hands to use."
1/3
Sandsteppe Griffin 3WW
Creature - Griffin (Common)
Flying
3/5
Mark of Valor 1W
Enchantment - Aura (Common)
Enchant Creature
Enchanted creature has first strike and vigilance.
Indomitable Formation 3W
Instant (Common)
Prevent all combat damage that would be dealt by creatures you don't control this turn.
U Blue U
Miststalker Merfolk U
Creature - Merfolk Rogue (Common)
Hexproof
1/1
Thwarting Delay XUU
Instant (Common)
Counter target spell. If a spell was countered this way, put it into its owner's library X from the top.
Search the Coast 3U
Sorcery (Common)
Reveal the top cards of your library until you reveal a land card, then put all cards revealed this way into your hand.
Shorewatch Ambusher 2U
Creature - Merfolk Scout (Common)
Flash
When Shorewatch Ambusher enters the battlefield, untap each other creature you control.
1/3
Riptide 3UU
Instant (Common)
Tap all creatures target player controls.
Guardian of Evos UU
Creature - Merfolk Wizard (Uncommon)
Islandwalk
Whenever an opponent casts a nomblue spell, you may tap or untap target permanent.
1/2
Magister of Evos UU
Creature - Merfolk Wizard (Uncommon)
Blue creatures you control have can't be the targets of spells or abilities your opponent controls unless they pay 1.
"There are laws, and then there are unwritten rules that you should never attempt to break."
2/2
Counterburst UU
Instant (Uncommon)
Counter target spell. It's controller adds X mana of any color combination to his or her mana pool. This mana doesn't empty from their pool as steps and phases end.
AEther Summoner 2UU
Creature - Human Wizard (Rare)
When AEther Summoner deals combat damage to an opponent, you may return it to your hand. If you do, you may put a permanent from your hand onto the battlefield.
2/2
Wall of Insight 1U
Creature - Wall (Uncommon)
Defender
When Wall of Insight enters the battlefield, draw a card.
0/4
Tideswell Kraken 5UU
Creature - Kraken (Rare)
Islandwalk
Whenever another permanent becomes tapped, it doesn't untap during its controller's next untap step.
It took the coast by surprise, sending roils of waves down upon the streets and shipyards, taking our lives back with it out to sea.
7/7
Tideswell Mystic 3U
Creature - Merfolk Wizard (Rare)
Islandwalk
Whenever you tap an island for mana, add U to your mana pool.
The town feared the high tide for the monsters it brought to shore. The Merfolk loved the high tide for the same reason.
2/2
Opposing Will 1UU
Enchantment (Rare)
1U: Tap target permanent.
Azure Reprisal XUU
Instant (Rare)
Tap X target permanents. They don't untap during their controller's next untap step.
Shuffle Azure Reprisal into its owner's library.
Temporal Domination 2U
Sorcery (Rare)
Shuffle your hand and graveyard into your library, then draw three cards.
Sinking Sanity 1UU
Enchantment (Rare)
Whenever an opponent casts a spell, that player reveals the top cards of his or her library until they reveal a land card, then puts all cards revealed this way into his or her graveyard.
Waketide Serpent 4UU
Creature - Serpent (Rare)
Waketide Serpent's power and toughness are equal to the number of islands you control.
Nonland permanents other than Waketide Serpent with converted mana cost less than or equal to the number of islands you control don't untap during their controller's untap steps.
"They say a fish only grows as big as its pond; but then again, we are dealing with serpents, and these are oceans."
*/*
Mental Omnipotence 7UUU
Sorcery (Mythic)
Target player exchanges his or her hand with their library, then shuffles their library. They have no maximum hand size until their next turn.
"The mind holds unfathomable possibilities and can be the ultimate weapon, provided you know how to correctly wield it." - Jace Beleren
B Black B
Dark Reclamation 2B
Sorcery (Common)
Put the top 3 cards of your library into your graveyard, then return a card from your graveyard to your hand.
"A Black mage will do whatever is necessary to make ends meet, which is why we must do whatever is necessary to make it meet its end." - Rais
Mindwrack 2BB
Sorcery (Common)
Target player discards three cards.
Dredge the Wastes 3B
Instant (Common)
Put any number of creature and/or land cards from your graveyard on top of your library.
Draw a card.
Caustic Empowerment B
Instant (Common)
Target player draws a card and loses 1 life.
Nightmare Wraith 2B
Creature - Wraith Spirit (Common)
When Nightmare Wraith enters the battlefield, each opponent discards a card.
2/2
Cemetery Servant B
Creature - Zombie (Common)
When Cemetery Servant enters the battlefield, each player puts the top two cards of his or her library into their graveyard.
1/1
Xathrid Disciple 1BB
Creature - Zombie Cleric (Uncommon)
Deathtouch
Whenever an opponent casts a nonblack spell, they lose 1 life and you gain 1 life.
2/2
Gravelord of Xathrid BB
Creature - Zombie Cleric (Uncommon)
Black creatures you control have "BB: Regenerate this creature."
"I revel in death, so shall you."
2/2
Nightmare Invoker 2BB
Creature - Spirit Wizard (Uncommon)
Intimidate
whenever Nightmare Invoker attacks, each other attacking creature gains intimidate until end of turn.
2/2
Gravepact Warrior 1B
Creature - Zombie Warrior (Uncommon)
Gravepact Warrior's power and toughness are equal to the number of creature cards in your graveyard.
*/*
Rise from Death 2BB
Sorcery (Uncommon)
Return target creature from your graveyard to the battlefield.
Horrific End 2BB
Sorcery (Rare)
Destroy all creatures.
Death does us apart.
Tribute to Darkness 3BB
Instant (Rare)
Target player sacrifices a creature. You draw cards equal to its power and gain life equal to its toughness.
Gravelord's Chant 1BBB
Enchantment (Rare)
You may cast a creature card from your graveyard during each of your turns.
Bloodborn Reveler 2BB
Creature - Vampire Shaman (Uncommon)
Flying
At the beginning of each end step, if a creature died this turn other than Bloodborn Vampire, return Bloodborn Vampire from your graveyard to the battlefield tapped.
2/3
Umbral Channeling XBB
Instant (Rare)
Return target permanent with converted mana cost X or less from a graveyard to the battlefield under your control.
Shuffle Umbral Channeling into its owner's library.
Sanguine Tormentor 4BB
Creature - Vampire (Rare)
Flying
Whenever Sanguine Tormentor or another creature dies, each opponent loses 1 life. You gain life equal to the total life lost this way.
5/5
Celestial of Death 5BB
Creature - Elemental Spirit (Mythic Rare)
Deathtouch
Whenever a card is put into an opponent's graveyard from anywhere, you may cast that spell by spending any mana of any color to cast it.
5/5
Harrowing Choice 2BB
Sorcery (Rare)
Target player reveals his or her hand. Separate the cards into two piles. That player discards one pile of his or her choice.
Poisonous Price 1BB
Enchantment - Aura (Common)
Enchant nonland permanent
At the beginning of enchanted permanent's controller's upkeep, that player loses 2 life unless he or she sacrifices that permanent.
"It surprises me how willing people are to cling to the things that harm them most." - Liliana
Scorn of Darkness 2B
Instant (Uncommon)
Target creature gets -X/-X until the end of the turn, where X is equal to the number of swamps you control.
Oversoul of Death 4BB
Creature - Elemental Spirit (Rare)
As long as a creature card with flying is in a graveyard, Oversoul of Death has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, inimidate, lifelink, protection, reach, trample, and vigilance.
It harvests the malevolence of the fallen and sharpens it into its own wicked being.
5/5
Mire's Corruption 3BB
Enchantment (Rare)
Whenever a player taps a nonswamp land for mana, that player loses 1 life.
"Only those truly devoted can survive the coming darkness. Are you prepared?"
Doom 4BBB
Sorcery (Mythic Rare)
Separate all permanents target player controls into two piles. That player sacrifices all permanents in the pile of his or her choice.
"Death is not a great suffering. Great suffering is death."
R Red R
Disciple of the Ridge 1R
Creature - Human Shaman (Common)
Whenever a mountain enters the battlefield under your control, you may deal 1 damage to each opponent.
1/1
Wash in Fire 3RR
Sorcery (Common)
Wash in Fire deals 5 damage to each opponent.
"Fire does not take sides unless its mine." - Chandra Nalaar
Crimson-Peak Roc R
Creature - Bird (Common)
Flying
1/1
Valkas Stormer 2R
Creature - Human Warrior (Common)
Whenever Valkas Stormer attacks, it gets +2/+0 until the end of the turn.
2/2
Goblin Wrecklover 1R
Creature - Goblin (Common)
Sacrifice Goblin Wrecklover: Destroy target artifact.
2/1
Ogre Mauler 4R
Creature - Ogre Berserker (Common)
Ogre Mauler attacks each turn if able.
4/4
Pyreheart Duelist 1RR
Creature - Human Warrior (Uncommon)
Double strike
2/2
Carpet of Flame R
Instant (Common)
Carpet of Flame deals 1 damage to each creature without flying and each player.
Volcanic Outrage 1R
Enchantment (Common)
At the beginning of your upkeep, Volcanic Outrage deals 1 damage to each opponent.
Only those who understand the mountains know how powerful they are.
Warchief of Valkas RR
Creature - Goblin Warrior (Uncommon)
Red creatures you control can't be blocked except by two or more creatures.
"The fury in our hearts is unmatched by any single man."
2/2
Acolyte of Valkas 2RR
Creature - Goblin Shaman (Uncommon)
Intimidate
Whenever an opponent casts a nonred spell, you may deal 1 damage to target creature or player.
2/2
Mania 2R
Sorcery (Uncommon)
Discard a card at random, then draw cards equal to that cards converted mana cost.
Fervorcast 1R
Instant (Uncommon)
Reveal the top 3 cards of your library. You may cast any number of instant or sorcery spells revealed this way, then put the rest into the graveyard.
Phoenix of the Burning Wind 1RR
Creature - Phoenix (Rare)
Flying, haste
Whenever a mountain enters the battlefield under your control, you may return Phoenix of the Burning Wind from your graveyard to your hand.
2/2
Pyretic Vengeance 2RR
Instant (Rare)
Pyretic Vengeance deals damage to target creature or player equal to the number of instant and sorcery cards in your graveyard.
"Which is more dangerous, to forget ones past, or to remember its burning pain?"
Burning Ideals 3R
Enchantment (Rare)
If a red instant or sorcery spell you control would deal damage, it deals double that damage instead.
Those devoted to the ideals of fire find the fire in their hearts burn wild.
Burning Grounds 1RR
Enchantment (Rare)
1RR: Put a blaze counter on target land without a blaze counter on it. For as long as that land has a blaze counter on it, it has "At the beginning of your upkeep, this land deals 1 damage to you." (The land continues to burn after Burning Grounds has left the battlefield.)
"Home at last." - Chandra Nalaar
Internal Wrath 4R
Sorcery (Rare)
Each creature deals damage equal to its power to itself.
Sometimes the fires of wrath can burn one from the inside out.
Crismon Invocation XRR
Instant (Rare)
Target player draws X cards. Crimson Invocation deals X damage to that player.
Shuffle Crimson Invocation into its owner's library.
Pyroclasmic Reminiscence 7RR
Sorcery (Mythic)
Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.
Sarkhan, Born in Fire 2RR
Planeswalker - Sarkhan (Mythic)
[+1] Draw a card, then discard a card.
[-3] Put a 5/5 red dragon creature token with flying onto the battlefield.
[-X] Sarkhan, Born in Fire deals X damage to up to X target creatures and/or players.
{3}
G Green G
Primordial Mystic G
Creature - Elf Druid (Common)
T: Untap target basic land.
1/1
Veteran Cartographer 1G
Creature - Human Scout (Common)
When Veteran Cartographer enters the battlefield, look at the top three cards of your library. You may put a land card from among them onto the battlefield tapped, then put the rest onto the bottom of your library in any order.
1/1
Natural Collapse 3G
Sorcery (Common)
Destroy up to two target artifacts and/or enchantments.
Jungle Mists 2G
Instant (Common)
Prevent all damage that would be dealt to you and creatures you control this turn.
Giant Serval 2GG
Creature - Cat Beast (Common)
Flash
"It may not be hungry, but it will still kill you out of some instinct that we have yet to understand." - Jungle Explorer
3/4
Verdant Collective G
Sorcery (Common)
Reveal the top card of your library. If it's a land card card, you may put it onto the battlefield tapped. If it's a nonland card, add it to your hand.
Monstrous Tegu 5G
Creature - Lizard (Common)
Trample
5/5
Kalonian Solifuge 4G
Creature - Insect (Common)
Hexproof
It lurks along the shadowed jungles, hunting for prey less deadly than itself.
5/1
Trampling GG
Instant
Creatures you control get +1/+1 and gain trample until the end of the turn.
Kalonian Empowerer 4GG
Creature - Elf Druid (Uncommon)
Trample
Whenever an opponent casts a nongreen spell, you may have target creature you control get +2/+2 until the end of the turn.
4/4
Speaker of Kalonia GG
Creature - Elf Shaman (Uncommon)
Green creatures you control have Trample.
"The greatest voice of nature is spoken with action."
2/2
Kalonian Packleader 2GG
Creature - Beast (Uncommon)
When Kalonian Packleader enters the battlefield, look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
It's ability to unite species across Shandalar cannot be explained.
3/3
Kalonian Archdruid 1GG
Creature - Elf Druid (Rare)
1G: Regenerate target permanent.
2/3
Verdant Genesis XGG
Instant (Rare)
Put X 1/1 green Saproling tokens onto the battlefield.
Shuffle Verdant Genesis into its owner's library.
Saproling Spawning 2GG
Enchantment (Rare)
At the beginning of your upkeep, put a spawn counter on Saproling Spawning, then put a 1/1 green Saproling token onto the battlefield for each spawn token on Saproling Spawning.
The Forest protects itself in ways that would seem to mimic man and his armies, yet we forget the Forest had been here long before.
Celestial of Life 5GG
Creature - Elemental Spirit (Mythic Rare)
Trample
Whenever a creature or land enters the battlefield under your control, you may search your library for a creature or land card, reveal it, then put it into your hand. Shuffle your library.
5/5
X Colorless X
Whim Chimes 4
Artifact (Rare)
Whenever you would draw a card, you may Scry 1.
T: Draw a card.
Pandemonium Machine 3
Artifact (Rare)
At the beginning of your upkeep, put a charge counter on Pandemonium Machine, then each opponent puts the top X cards of his or her library into their graveyard, where X is equal to the number of charge counters on Pandemonium Machine.
Each verse is a new level of chaos.
S Lands S
Dotted Savanna
Land - Plains Forest (Rare)
Dotted Savanna enters the battlefield tapped unless you control a basic Plains or a basic Forest.
Sunbathed Delta
Land - Island Plains (Rare)
Sunbathed Delta enters the battlefield tapped unless you control a basic Island or a basic Plains.
Rugged Badlands
Land - Mountain Swamp (Rare)
Rugged Badlands enters the battlefield tapped unless you control a basic Mountain or a basic Swamp.
Isleway Marsh
Land - Swamp Island (Rare)
Isleway Marsh enters the battlefield tapped unless you control a basic Swamp or a basic Island.
Highland Jungle
Land - Forest Mountain (Rare)
Highland Jungle enters the battlefield tapped unless you control a basic Forest or a basic Mountain.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Safir Alliance | Hoennverse
Custom Sets
“Mind”: Preliminary Design | “Body”: Preliminary Design | “Spirit”: Preliminary Design
Do you have a plan how to make the set without mechanical identity exciting?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
www.theconnoisseurs.com
The goal is to make cards that are simple as elegant without using abilities and keywords. It sounds weird at first, but the more cards you see, the more I think you will enjoy it. For example, many of the black cards will interact with the graveyard, use discard, removal, and pain and gain spells. Although the cards will be simplistic, they'll carrying the themes of their colors (like a core set) and be able to support a variety of decks in each color alone.
Essentially, I realize a lot of cool cards can be made without mechanics, like a Core Set, and I want to design it.
Altar of the Brood
Amulet of Vigor
Silent Arbiter
Elixir of Immortality
Citanul Flute
Smokestack
Snake Basket
Static Orb
Storage Matrix
Tangleroot
Teferi's Puzzle Box
Temporal Aperture
Veilstone Amulet
Venser's Journal
Vedalken Orrery
Blood Clock
Conjurer's Closet
Crawlspace
Crucible of Worlds
Culling Scales
Doubling Cube
Druidic Satchel
Ensnaring Bridge
Eon Hub
Font of Mythos
Journeyer's Kite
Keening Stone
Meekstone
Mind's Eye
Mesmeric Orb
Mirari
Minion Reflector
Omen Machine
Orb of Dreams
Proteus Staff
Ward of Bones
Worry Beads
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
The big thing is Shandalar was randomness, since mana was so abundant it became hard to control, maybe you could incorporate that into your aweseome set. Great job and keep up the good work, Shandalar is one of my favorite planes besides Rabiah
It was supposed to be a replacement effect but I'm not sure if I worded it correctly.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries