Since time immemorial, the people of our world have lived within the boundaries of the four great nations. The sun-cracked heaths of Kal'Rask, the Wavering Isles, Efree, the Hallowed Marsh and the towering Frell mountain range.
Beyond these borders lie the deadly forests of the Malignance and the nothingness of the wastes. We have huddle around the campfires that are the blessed tombs, knowing that out in the darkness, we can't survive. And now our campfire the campfires are guttering out.
For ten years, we have watched the wastes encroach upon our borders. If this continues, we will not survive to see another ten pass. Overview
Welcome to the world of Arkedes. Things are a little odd here.
I mainly started working on this, funnily enough, due to a card I submitted to the DCC. It was an enchant planeswalker card. Whilst it did alright in the votes, I realised it wouldn't be able to ever really see print since you only get a maximum of 5 planeswalkers per set and they're all mythics, so I decided to try my hand at making a set where making that sort of enchantment would work. Then, since you can't really carry an entire set on planeswalkers, even when you have common/uncommon ones, I decided to add a wedge theme (actually, originally it was going to be shard coloured, but I couldn't think of how to suitably differentiate it from Shards). It kinda went from there.
The general story is as thus. Arkedes as a plane was created as an experiment by five planeswalkers, one of each colour of mana (the experiment was mainly for the benefit of the blue walker and the others had their own reasons to help). In its infancy, the planeswalkers screwed with the plane's mana in order to experiment on how the different colours of mana interact with 'enemy colours'. Later, the blue planeswalker would use it as the testing ground for experiments involving sparks. The culmination of his work was a library of essays and theses on both matters and a final process that could grant mana bonds to a person. As a blue mage, the planeswalker insisted on testing out the process's effects. The results were both expected and somewhat unexpected. The process greatly empowered each individual on a personal level, but made planeswalking nearly impossible, trapping each planeswalker on the plane. The effects of forcing mana bonds on each individuals' mind also left them each at least slightly insane. Tempers flared and they went their separate ways, each taking a portion of the plane to make their own. Eons passed and the plane's mana, tortured into obeying the plane's laws, began to dissipate. The walkers each chose to bind themselves to the land, one after another, in order to keep the small patch of the world they'd staked for themselves in check. Around their 'tombs' formed the capital cities of the four great nations. Away from these safe havens, the land could not sustain the strange, unnatural mana that'd been forced upon it and became the dead zones known as the wastes. Despite thousands of years passing, the world has changed very little from those days. Well, had at least. Things have changed in the last ten years.
After the mending, however, the powerful spells that held Arkedes's discordant mana in check started to fail once more and the wastes are spreading, leaving the world to die a slow death. Order is already breaking down. Enter the 'main characters' of the set; Jex Lutharia, Silvian Emmay and Versk Athal, on a quest to find the blue planeswalker's lost library. Maybe do something about the looming catastrophe whilst they're here. Aside for Versk's backstory, none of these characters have anything to do with the mtg plotline at large (on account of my lack of knowledge of the subject). Please note that almost everything here is subject to change; many of the names/effects are tentative and I don't exactly have any way to test the power levels of these cards aside from using logic (which I don't have a spectacular amount of).
Themes
Planeswalkers Matter
The original point of the set. The set features three cycles of 'Ersatz' planeswalkers; mechanical beings powered by the spark extracted from a living being, created by the blue planeswalker, Threlt in an attempt to find out why the 5 creators could no longer planeswalk. There's a cycle for each rarity, common as monocolour, uncommon for enemy colours and rare for the wedges. They can't gain loyalty naturally, but each of them has 'You may control any number of planeswalkers with the type 'Ersatz''. Being completely mechanical and non-sentient, Ersatzs are Artifacts, in addition to being planeswalkers, meaning they're much easier to kill than the usual planeswalkers, hopefully reducing the potential problems they place on the set's limited environment.
Enemy Wedges
Yes, yes, it's overdone. Hopefully, the themes for each wedge aren't too stale. Something to note is that there are no allied coloured cards in this set; cards are always either mono coloured, enemy coloured or wedge coloured. Wedge Specific Themes
Kal'Rask
RWB
Graveyard Matters [Main]
For those who live in 'The Great Arena', dying is rarely the end. Not the first time at least. Being six foot under doesn't mean you're allowed to shirk your duty. For those enlisted, duty compels you to charge with the trumpets and the land's unstable mix of mana ensures you do so regardless of how many times over you should be dead. Generally manifests itself as Kal'Rask's signature Keyword, 'Allegiance'. Please note that rather than the usual idea of 're-animate big monsters to reduce cost', Kal'Rask generally involves reanimating small monsters for incremental value (or just re-animating a small army of them with one of the 'commanders').
Tribal (Humans/Angels V Goblins) [Minor]
After being forcibly connected to Red and Black mana, the white planeswalker, Adarask, slowly became obsessed with taking vengeance on the goblin race (a goblin raid on his home village caused his spark to ignite). Each side has a couple of cards that buff other creatures of their faction and hose creatures of the other faction. Humans/Angels generally turn up in White/Black whilst the goblins are White/Red.
Wavering Isles
GUR
Creature Combos/Ramp [Main]
Everything living on the Wavering Isles is a descendant of one of Threlt's experiments with mana. As a result, every being living there is an elemental and many do weird things in regards to mana. The main keyword of the Wavering Isles, Dynamize, is half the puzzle, the other half being either big, expensive creatures, or...
Creature Tap Effects [Minor]
Sentient beings living in the Wavering Isles are almost universally spell casters. Not in the manner of academies and schools, but as a more instinctual process. Generally, magic is used for the purpose of spectacle; something to impress other mages, as danger isn't especially common upon the wavering isles. That said, they can have some rather... interesting effects.
Efree, The Hallowed Marsh
WBG
Planning Ahead/Telegraphing Your Play [Main]
For the people of Efree, making pacts with demons is less a horrible taboo and more a way of making life easier. The demons of Efree have all long been broken in spirit and, as long as you hold up your end of the deal, are willing to perform even menial tasks. That said, you need to be rather exact with your wording, or else they'll try and wriggle out of it. This mainly manifests itself in Covenant, the main Key Ability of Efree, but things like instants that give bonuses if played during your main phase. For the people of Efree, life is routine.
Sacrificing/Returning Creatures [Minor]
Imps often vanish once they've completed their task, but a discerning mage knows how to keep getting them back. This ties into Covenant as well, as one can loop creatures to either reset Covenant targets or re-use Covenant triggers. Like in Kal'rask, death is rarely the absolute end for those of Efree, but in a less violent way.
Frell Mountains
URW
Graveyard Hate matters [Main]
This one might seem a little strange. Those living in the Frell Mountains generally aren't especially concerned with the waking world, preferring to exist in their own fantasies. So long as there's nothing to distract them, certain Frell mages, known as fantasists, are able to even bring dreams to pseudo-life. The presence of death, generally being a 'source' of black and/or green mana disrupts these fantasists. Fantasists have become the focus of society, especially in the capital city of Kroll, where the populous is kept in a magical half sleep, keeping them content to labour whilst dreaming of paradise. As a result, those of the Frell have an entire corps of individuals, known as the Lucid, tasked with ensuring death doesn't disrupt the work of the mages, whether it be by disposing of bodies, healing the injured or ensuring unsavoury individuals are dealt with.
Instants/Sorceries Matter [Minor]
Whilst not as naturally powerful as the elementals of the Wavering Isles, Frell is the only place one can find actual academies of wizards on Arkedes. In fact, most of the Lucid are potent spell casters, able to dispose of disruptive forces (mana based or otherwise) with a flick of their wrists. Some cards are able to bring used spells back to your hand or search them out, whilst some others gain bonuses from casting sorceries/instants.
The Malignance
BGU
Creature Power Matters [Main]
A semi-twisted echo of Naya. For creatures living in The Malignance, life is dirty, brutish and generally short. You want to get on top of the food chain by hook or by crook. Whether you're strengthening yourself or removing your competition doesn't matter; anything goes. This ties into The Malignance's signature mechanic, Menace. The Malignance also has a bunch of cards which add +1/+1 or -1/-1 counters to creatures plus a number of cards that have the fight mechanic.
'Sacrifice the trees for the sake of the forest' [Minor]
The Malignance shows no mercy to anything or anyone, from the smallest of insects to the greatest apex predator (whatever it may be that day). Like Efree, The Malignance has a minor sacrifice/do permanent injury (with -1/-1 counters) to your own creatures/permanents in order to power up whatever your next creature is. Unlike Efree, The Malignance has no interest in bringing anything back.
New Mechanics
Allegiance N (Kal'Rask) (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
Dynamize N (Wavering Isle) (When this creature dies, exile it and untap N target permanents.)
Covenant (Efree)
When [CREATURE NAME] enters the battlefield, name a non-land card. Whenever you cast the named card, [DO STUFF]
Reverie (Kroll)
As long as there are no creatures in your graveyard, [DO STUFF]
Menace (The Malignance)
When [CREATURE NAME] enters the battlefield, if it has the highest power amongst all creatures in play, [DO STUFF].
Artifact Planeswalkers/Ersatz (Unaligned)
You may control any number of planeswalkers with the type 'Ersatz'.
Card List
UNDER CONSTRUCTION (Haven't gotten all the cards already made up yet, nor have I made all the cards yet)
Adarask TrooperW
Creature – Human Soldier (C)
Allegiance 2W(Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
1/1
Adarask Sergeant2WW
Creature - Human Soldier (C)
Allegiance 1WW(Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
When Adarask Sergeant enters the battlefield, if it was cast for its Allegiance cost, it gains First Strike.
3/2
Frontline FodderWR
Creature - Goblin Warrior
Allegiance WR(Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
When Frontline Fodder enters the battlefield, if it was cast for its Allegiance cost, it gains 'This creature can't block'.
2/1
Verteran Mercenary1BB
Creature - Human Soldier (C)
Allegiance B, Pay 4 Life (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
3/2 Whether through price in devotion or price in gold, loyalty is expensive.
Cervasal's Honour Guard1WW
Creature - Human Soldier (U)
Allegiance 1WW(Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
When Cervasal's Honour Guard enters the battlefield, if you cast it for its Allegiance cost, put a +1/+1 counter on it.
3/3 Cervasal takes only the elite soldiers for her personal guard, thus ensuring the strongest fighters are where they're least needed.
Press Gang2WR
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Until the end of your turn, creature spells you control cost 1 less to cast.
Adarask Commander2WB
Creature - Human Soldier (R)
When Adarask Commander enters the battlefield, put a creature from your hand or graveyard with a converted mana cost of 3 or less onto the battlefield, then lose life equal to its power.
2/2
Eskoll War-Leader2WR
Creature - Goblin Soldier (R)
Whenever you cast a creature for its Allegiance cost, it gets +2/+2 and Haste until the end of the turn.
2/2 When everyone else is out to get you, even Goblins are able to put aside their differences.
Cervasal of Adarask2WBR
Legendary Creature - Angel (M)
Flying, Haste, Vigilance
You may cast creatures for their allegiance cost without playing a creature with a higher converted mana cost.
Whenever a creature you control dies, target player loses 1 life and you gain 1 life.
4/4
Jungle-Dweller Arcanist1G
Creature - Elf Elemental Shaman (C)
Dynamize 1 (When this creature dies, exile it and untap N target permanents.) T: Add G to your mana pool.
Steam Burst ConjurerUR
Creature - Human Elemental Shaman (C) UR,T: Deal 2 damage to target creature. It doesn't untap during its controller's next untap phase.
1/2
Squall-Bringer Simurgh5UG
Creature - Bird Elemental (C)
Flying
When Squall-Bringer Simurgh enters the battlefield, return up to two target creatures to their owners' hands.
4/4
Energizer Cottontail1GG
Creature – Beast Elemental (U)
Dynamize 6 (When this creature dies, exile it and add untap 6 permanents.)
When ~ dies, you may not cast spells until the end of your turn.
1/1 Pact-Makers travel to the Isles to hunt them, ensuring they can stay awake for the longer rituals.
Fairmosk, The Eternal Cycle3URG
Legendary Creature - Elemental (M)
Flying, Haste
Whenever Fairmosk, The Eternal Cycle becomes untapped, you may return target permanent to its owner's hand.
Whenever another creature you control becomes untapped, it gets +1/+0 until the end of the turn.
Whenever a land you control becomes untapped, you may add one mana of any colour that land could produce to your mana pool.
2/5
Feral Fiend3BG
Creature - Devil (C)
Trample
When Feral Fiend enters the battlefield, target creature gets -2/-2 until the end of the turn.
4/3 The madness of the pits traded for the madness of a mindless beast.
Morose Drudge2WB
Creature - Demon (C)
When Morose Drudge enters the battlefield, target player loses 1 life and you gain 1 life. At the beginning of your upkeep, if Morose Drudge is in your graveyard, you may discard a card and return it to your hand.
3/3 Pact-Makers use the word 'drudges' to describe the truly defeated demons, whose wills have been completely eroded by thousands of years of servitude.
Novice Pact-MakerWB
Creature - Human Wizard (C)
Covenant - When this creature enters the battlefield, name a creature card. Whenever the named card enters the battlefield under your control, you may sacrifice Novice Pact-Maker. If you do, return target creature from your graveyard to your hand.
1/1
Servant ImpB
Creature - Imp (C)
Whenever a player names Servant Imp, you may reveal it from your hand. If you do, target opponent loses 1 life and you gain 1 life. You may only activate this ability once per turn.
1/1
Memory BreachB
Sorcery (U)
Target player reveals their hand. You choose a nonland card from it. At the end of that player's next turn, they reveal their hand again and discard each copy of the chosen card.
Silent Apothecary1BG
Creature - Demon (R)
Whenever another creature enters the battlefield under your control, draw a card and lose 2 life.
2/2 Will take payment in coin, gems and souls.
Sel'Gloth The Unbroken5WBG
Legendary Creature - Demon
Flying, Trample
When Sel'Goth The Unbroken enters the battlefield, name five different cards that are not currently in your graveyard.
Play with your hand revealed.
At the beginning of your upkeep, if all five named cards are in your graveyard, you win the game.
5/5 Bound longer that living history, yet still they fear to say his name.
Daydream EpiphanyUR
Sorcery (C)
Target opponent looks at the top 3 cards of your library. They may choose 1 card and put it on the bottom of your library, then put the rest back in any order. Draw 2 cards.
Illusory Barricade2UU
Instant (C)
Put two blue 1/1 Illusion Soldier tokens onto the battlefield and a blue 2/6 Illusion Wall token with Flying and Defender onto the battlefield. "I'm pretty sure that gate wasn't here yesterday."
Lucid Bodyguard1WR
Creature - Goblin Cleric (C)
When Lucid Bodyguard blocks, all combat damage must be assigned to it.
1/5
Lucid Eulogist1W
Creature - Human Cleric (C)
At the beginning of your upkeep, exile a creature from your graveyard. If you do, gain 1 life.
2/2
Power Fantasy1WR
Enchantment - Aura (C)
Enchanted creature gets +3/+0 and First Strike. It can't attack or block unless its controller has no creatures in their graveyard.
Sweet DreamsW
Instant (C)
Exile target creature, then return it to the battlefield under its owner's control tapped. It doesn't untap during its controller's next untap phase.
Draconic Fantasist1RR
Creature – Human Wizard (U)
Reverie – As long as there are no creatures in your graveyard, Draconic Fantasist gets +2/+2 and Flying and is a dragon in addition to its other creature types.
2/2 He could kill you in his sleep.
Erudite Fantasist1UU
Creature – Human Wizard (U)
Reverie – As long as there are no creatures in your graveyard, Erudite Fantasist has '1U, T: Draw a card' and is an Advisor in addition to its other creature types.
1/3
Lordly Fantasist1WW
Creature – Human Wizard (U)
Reverie – As long as there are no creatures in your graveyard, creatures you control get +1/+1 and Lordly Fantasist is a Soldier in addition to its other creature types.
1/2
Absurd UltimatumWWRRRUU
Sorcery
Exile all permanents that entered the battlefield since the beginning of last turn and all cards in your hand. Until the end of the turn, you may cast any spell exiled this way without paying its mana cost. “What a terrible nightmare. Good thing I woke up.” - Xelgon Ximinimin, Master Fantasist
Wish-Granter Fantasist1WRU
Creature - Human Wizard (R)
Reverie – As long as there are no creatures in your graveyard, Wish-Granter Fantasist gets +2/+2 and has '1WRU,T: Choose one - Gain 8 life OR deal 4 damage to target creature or player OR look at the top three cards of your deck, put on in your hand and put the other two on the bottom of your library in any order', and is a Djinn in addition to its other creature types
1/3
Xelgon Ximinimin, Emperor of Dreams2WUR
Legendary Creature – Human Wizard (M) Reverie – As long as there are no creatures in your graveyard, Xelgon Ximinimin gets +1/+1 for each card in your hand, can't be blocked, is every creature type and gets 'whenever a creature you control would die, exile it and return it to the battlefield at the beginning of your next upkeep'
2/3 “Amongst all the dreamers in dreamland, there are none as imaginative or as many-titled as I.” - Xelgon Ximinimin, The Slumbering God.
Briar Trick1U
Instant (C)
Return target creature and all creatures blocking or blocked by it to their owners' hands. Not all pursuits are equal. Some involve prey stricken by terror and others are...Less straight forward.
Cacophony BeetleG
Creature - Insect (C)
When Cacophony Beetle dies, you may pay GG. If you do, search your library for a creature card and put it into your hand, then shuffle your library.
1/1 Few creatures dare prey on it, in fear of attracting larger predators.
Preying Mantis2GG
Creature - Insect (C)
Menace - When Preying Mantis enters the battlefield, if it has the highest power amongst all creatures in play, it fights target creature you don't control.
4/2
Torturer AntB
Creature - Insect (C)
Whenever Torturer Ant blocks or becomes blocked by a creature, put a -1/-1 counter on that creature.
0/1 Those who are bitten are plagued by pain for the rest of their lives.
Treetop Eel1UU
Creature - Fish (C)
Whenever Treetop Eel attacks or blocks, you may pay U and return it to your hand. If you do, return target creature to its owner's hand.
0/1
Vitriol Spitter1GB
Creature - Insect (C)
Deathtouch
Whenever Vitriol Spitter attacks, put a -1/-1 counter on target creature an opponent controls.
1/1
Fen Hallucination2BG
Instant (U)
Put two -1/-1 counters on target creature, then it fights target creature controlled by another player. Sometimes the Malignance is subtle. Sometimes it isn't.
Stinger PlagueUBG
Creature - Insect (U)
Flying
When Stinger Swarm enters the battlefield, as long as it isn't a token, put two tokens into play that are copies of it.
Whenever Stinger Swarm attacks or blocks, put a -1/-1 counter on target creature
0/1
Ruthless UltimatumUUGGGBB
Sorcery (R)
Shuffle target creature into its owner's library. Permanents target player controls do not untap during their next untap step. Search your library for a creature and put it onto the battlefield. Untap all permanents you control.
The Apex Predator4BGU
Legendary Creature - Hydra (M)
When The Apex Predator enters the battlefield, you may put any number between five and twenty +1/+1 counters on it.
Menace - When The Apex Predator enters the battlefield, if it has the highest power amongst all creatures in play, return all other creatures to their owners' hands.
At the beginning of your upkeep, sacrifice another permanent you control and put three +1/+1 counters on The Apex Predator. If you can't, The Apex Predator does damage to you equal to its power.
0/0 Try as it might, the Malignance has never topped itself in shear deadliness.
Ersatz, AcumenUU
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'
<-1> Target creature gains flying until the end of the turn.
<-2> Return target creature to its owner's hand.
[3]
Ersatz, Desire2BB
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-1> Target player draws a card and loses 2 life.
<-3> Target creature gets -3/-3.
[4]
Ersatz, Instinct3GG
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-1> You may play an additional land this turn.
<-4> Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
[5]
Ersatz, RageRR
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-X> Deal X damage to target creature or player.
[3]
Ersatz, Stoic1WW
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-1> Target creature gains protection from the colour of your choice until the end of the turn.
<-3> Tap up to 3 target creatures.
[4]
Fascinating Keepsake2
Artifact (C) 1,T: Add U,R or G to your mana pool. If you control an Island, a Mountain and a Forest, add an additional 1 to your mana pool. Many a beach dweller has spent hours trying to figure out the secret of these seemingly simple pieces of metal.
Meaningless Trinket2
Artifact (C) 1,T: Add U,B or G to your mana pool. If you control an Island, a Swamp and a Forest, add an additional 1 to your mana pool. Sentimentality is not a useful trait in the Malignance.
Novel Keepsake2
Artifact (C) 1,T: Add W,U or R to your mana pool. If you control a Plains, an Island and a Mountain, add an additional 1 to your mana pool. The Frell try to forget the physical world, but sometimes, it still manages to catch their attention.
Sanctified Keepsake2
Artifact (C) 1,T: Add W,B or G to your mana pool. If you control a Plains, a Swamp and a Forest, add an additional 1 to your mana pool. It might have been thousands of years since the last demon claimed a soul upon Arkedes, but some still follow old traditions.
Tragic Keepsake2
Artifact (C) 1,T: Add W,B or R to your mana pool. If you control a Plains, a Swamp and a Mountain, add an additional 1 to your mana pool. As a soldier in Kal'Rask, you only have time to mourn symbolically.
Ersatz, Serenity2GU
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'
<0> Creatures you control gain hexproof until the end of the turn.
<-3> Whenever a creature you control deals combat damage to a player this turn, draw a card.
[4]
Ersatz, Dominion2WB
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'
<0> Target opponent loses 1 life and you gain 1 life.
<-3> Return target creature with 3 power or less from the graveyard to the battlefield.
[4]
Ersatz, Mania1RU
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'.
<0> Whenever you cast a non-copy spell this turn, you may pay its casting cost. If you do, cast an additional copy of that spell.
<-2> Return an instant or sorcery with a converted mana cost of 3 or less from your graveyard to your hand.
[4]
Ersatz, Persistance4GB
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'.
<0> Put a +1/+1 counter on target creature and regenerate it.
<-1> Target creature gets Indestructible and Deathtouch until the end of the turn.
[6]
Ersatz, Zeal1WR
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'.
<0> Target creature gets +1/+0 and Haste.
<-1> Creatures you control get +1/+0 and First Strike.
[2]
Jex Lutharia1BB
Planeswalker - Jex (M)
<+1> Look at the top five cards of your library, chose a card and put it in your graveyard, then put the other four cards on the bottom of your library in any order.
<-1> Exile a creature from target player's graveyard. Put a 2/2 black Zombie token onto the battlefield.
<-X> Return target creature card with a converted mana cost of X from a graveyard to the battlefield under your control.
[3]
Silvian Emmay3UU
Planeswalker - Silvian (M)
<+1>: Look at target opponent's hand. Choose a non-land card. That player can't cast spells with the same name as that card until the beginning of your next upkeep.
<-3> Put target creature on top of its owner's library.
<-8> Look at the top 20 cards of target player's library and put them back in any order. That player gets an emblem with 'Whenever you shuffle or search your library, target opponent looks at the top 20 cards of your library and puts them back in any order. You can't scry.'.
[4]
Depleted Terrain
Land (C) T: Add 1 to your mana pool 2: Choose a basic land type. Depleted Terrain becomes a land of that type in addition to its other land types (This effect does not end at the end of the turn). That which has been drained can be refilled.
Efree Territory
Land (C)
Efree Territory comes into play tapped. T: Add 1 to your mana pool. 2,T: Search your deck for a basic Plains, Swamp or Forest card and put it into play, then shuffle Efree Territory into its owner's library.
Frell Territory
Land (C)
Frell Territory comes into play tapped. T: Add 1 to your mana pool. 2,T: Search your deck for a basic Island, Mountain or Plains card and put it into play, then shuffle Frell Territory into its owner's library.
Kal'Rask Territory
Land (C)
Kal'Rask Territory comes into play tapped. T: Add 1 to your mana pool. 2,T: Search your deck for a basic Mountain, Plains or Swamp card and put it into play, then shuffle Kal'Rask Territory into its owner's library.
Malignant Territory
Land (C)
Malignant Territory comes into play tapped. T: Add 1 to your mana pool. 2,T: Search your deck for a basic Swamp, Forest or Island card and put it into play, then shuffle Malignant Territory into its owner's library.
Wavering Territory
Land (C)
Wavering Territory comes into play tapped. T: Add 1 to your mana pool. 2,T: Search your deck for a basic Forest, Island or Mountain card and put it into play, then shuffle Wavering Territory into its owner's library.
No Man's Land
Land (U) T: Add 1 to your mana pool. 1, T: Destroy target non-basic land. Its controller gains control of No Man's Land..
Dreamer's Overlook
Land (R)
When Dreamer's Overlook enters the battlefield, exile all creatures in your graveyard and target opponent gains 1 life for each creature exiled this way. T: Add U, R or W to your mana pool.
Pact-Maker's Clearing
Land (R)
At the beginning of each upkeep, name a card. T: Add W, B or G to your mana pool. Spend this mana only to cast spells with the same name as the card you last named with Pact-Maker's Clearing. Some names are invoked so often that even the landscape remembers.
Scavenger's Copse
Land (R)
At the end of each turn, if Scavenger's Copse is tapped and no creatures died this turn, return Scavenger's Copse to your hand. T: Add U, G or B to your mana pool.
Soldier's Outpost
Land (R)
During your opponent's turn, as long as Soldier's Outpost is tapped, instants you control cost an additional 1 to cast. T: Add W, B or R to your mana pool.
I think this is an orginal idea! Your mechanics are pretty original, but I think I would change Covanent... maybe something like Karador's ability? That said, I'd like to see some mainstream Mythic Planeswalkers, you know, to hook people in.
Two of the five 'protagonist' planeswalkers are up (Versk and the planeswalker that joins them from the plane would be probably in the next set, since both are kinda weird in their abilities, and the final one in the third set, since she turns up at the climax of the set).
Whilst WBG has a minor graveyard theme, I didn't want to make it their focused mechanic. Whenever someone does a WBG wedge, it's almost always mechanically focused around graveyard shenanigans, and whilst it fits the colour well, I already wanted to make the WBR wedge graveyard based and I wanted each wedge to have a separate identity. Plus, one of the most famous WBG cards ever printed, Doran, The Siege Tower, has nothing to do with the graveyard. I also wanted the WBG land to not be quite as unfortunate to live in as it might otherwise be. Decided go with it as a swamp city where demonic pacts are used in place of servants. Where even the demons have given in to routine. Covenant, whilst not perfect, I think represents that reasonably well.
Awesome set! I especially like the Name mechanic, very unique!
What you wrote about the Planeswalkers, so there will be a Planeswalker in every colour and rarity? And the addendum, will they be legendary or why is it necessary?
Planeswalkers turn up in all 5 colours at common, each enemy colour at uncommon and each wedge at rare. Normal magic rules mean you can't control more than one planeswalker with the same type (since the implication is that each planeswalker with the same type is the same guy). 'Ersatzs' are artificial planeswalkers and as a result, you can have more than one as there's more than one of each kind in actual existence.
Private Mod Note
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Our world is dying.
Since time immemorial, the people of our world have lived within the boundaries of the four great nations. The sun-cracked heaths of Kal'Rask, the Wavering Isles, Efree, the Hallowed Marsh and the towering Frell mountain range.
Beyond these borders lie the deadly forests of the Malignance and the nothingness of the wastes. We have huddle around the campfires that are the blessed tombs, knowing that out in the darkness, we can't survive. And now our campfire the campfires are guttering out.
For ten years, we have watched the wastes encroach upon our borders. If this continues, we will not survive to see another ten pass.
Overview
Welcome to the world of Arkedes. Things are a little odd here.
I mainly started working on this, funnily enough, due to a card I submitted to the DCC. It was an enchant planeswalker card. Whilst it did alright in the votes, I realised it wouldn't be able to ever really see print since you only get a maximum of 5 planeswalkers per set and they're all mythics, so I decided to try my hand at making a set where making that sort of enchantment would work. Then, since you can't really carry an entire set on planeswalkers, even when you have common/uncommon ones, I decided to add a wedge theme (actually, originally it was going to be shard coloured, but I couldn't think of how to suitably differentiate it from Shards). It kinda went from there.
The general story is as thus. Arkedes as a plane was created as an experiment by five planeswalkers, one of each colour of mana (the experiment was mainly for the benefit of the blue walker and the others had their own reasons to help). In its infancy, the planeswalkers screwed with the plane's mana in order to experiment on how the different colours of mana interact with 'enemy colours'. Later, the blue planeswalker would use it as the testing ground for experiments involving sparks. The culmination of his work was a library of essays and theses on both matters and a final process that could grant mana bonds to a person. As a blue mage, the planeswalker insisted on testing out the process's effects. The results were both expected and somewhat unexpected. The process greatly empowered each individual on a personal level, but made planeswalking nearly impossible, trapping each planeswalker on the plane. The effects of forcing mana bonds on each individuals' mind also left them each at least slightly insane. Tempers flared and they went their separate ways, each taking a portion of the plane to make their own. Eons passed and the plane's mana, tortured into obeying the plane's laws, began to dissipate. The walkers each chose to bind themselves to the land, one after another, in order to keep the small patch of the world they'd staked for themselves in check. Around their 'tombs' formed the capital cities of the four great nations. Away from these safe havens, the land could not sustain the strange, unnatural mana that'd been forced upon it and became the dead zones known as the wastes. Despite thousands of years passing, the world has changed very little from those days. Well, had at least. Things have changed in the last ten years.
After the mending, however, the powerful spells that held Arkedes's discordant mana in check started to fail once more and the wastes are spreading, leaving the world to die a slow death. Order is already breaking down. Enter the 'main characters' of the set; Jex Lutharia, Silvian Emmay and Versk Athal, on a quest to find the blue planeswalker's lost library. Maybe do something about the looming catastrophe whilst they're here. Aside for Versk's backstory, none of these characters have anything to do with the mtg plotline at large (on account of my lack of knowledge of the subject). Please note that almost everything here is subject to change; many of the names/effects are tentative and I don't exactly have any way to test the power levels of these cards aside from using logic (which I don't have a spectacular amount of).
Themes
Planeswalkers Matter
The original point of the set. The set features three cycles of 'Ersatz' planeswalkers; mechanical beings powered by the spark extracted from a living being, created by the blue planeswalker, Threlt in an attempt to find out why the 5 creators could no longer planeswalk. There's a cycle for each rarity, common as monocolour, uncommon for enemy colours and rare for the wedges. They can't gain loyalty naturally, but each of them has 'You may control any number of planeswalkers with the type 'Ersatz''. Being completely mechanical and non-sentient, Ersatzs are Artifacts, in addition to being planeswalkers, meaning they're much easier to kill than the usual planeswalkers, hopefully reducing the potential problems they place on the set's limited environment.
Enemy Wedges
Yes, yes, it's overdone. Hopefully, the themes for each wedge aren't too stale. Something to note is that there are no allied coloured cards in this set; cards are always either mono coloured, enemy coloured or wedge coloured.
Wedge Specific Themes
Kal'Rask
RWB
Graveyard Matters [Main]
For those who live in 'The Great Arena', dying is rarely the end. Not the first time at least. Being six foot under doesn't mean you're allowed to shirk your duty. For those enlisted, duty compels you to charge with the trumpets and the land's unstable mix of mana ensures you do so regardless of how many times over you should be dead. Generally manifests itself as Kal'Rask's signature Keyword, 'Allegiance'. Please note that rather than the usual idea of 're-animate big monsters to reduce cost', Kal'Rask generally involves reanimating small monsters for incremental value (or just re-animating a small army of them with one of the 'commanders').
Tribal (Humans/Angels V Goblins) [Minor]
After being forcibly connected to Red and Black mana, the white planeswalker, Adarask, slowly became obsessed with taking vengeance on the goblin race (a goblin raid on his home village caused his spark to ignite). Each side has a couple of cards that buff other creatures of their faction and hose creatures of the other faction. Humans/Angels generally turn up in White/Black whilst the goblins are White/Red.
Wavering Isles
GUR
Creature Combos/Ramp [Main]
Everything living on the Wavering Isles is a descendant of one of Threlt's experiments with mana. As a result, every being living there is an elemental and many do weird things in regards to mana. The main keyword of the Wavering Isles, Dynamize, is half the puzzle, the other half being either big, expensive creatures, or...
Creature Tap Effects [Minor]
Sentient beings living in the Wavering Isles are almost universally spell casters. Not in the manner of academies and schools, but as a more instinctual process. Generally, magic is used for the purpose of spectacle; something to impress other mages, as danger isn't especially common upon the wavering isles. That said, they can have some rather... interesting effects.
Efree, The Hallowed Marsh
WBG
Planning Ahead/Telegraphing Your Play [Main]
For the people of Efree, making pacts with demons is less a horrible taboo and more a way of making life easier. The demons of Efree have all long been broken in spirit and, as long as you hold up your end of the deal, are willing to perform even menial tasks. That said, you need to be rather exact with your wording, or else they'll try and wriggle out of it. This mainly manifests itself in Covenant, the main Key Ability of Efree, but things like instants that give bonuses if played during your main phase. For the people of Efree, life is routine.
Sacrificing/Returning Creatures [Minor]
Imps often vanish once they've completed their task, but a discerning mage knows how to keep getting them back. This ties into Covenant as well, as one can loop creatures to either reset Covenant targets or re-use Covenant triggers. Like in Kal'rask, death is rarely the absolute end for those of Efree, but in a less violent way.
Frell Mountains
URW
Graveyard Hate matters [Main]
This one might seem a little strange. Those living in the Frell Mountains generally aren't especially concerned with the waking world, preferring to exist in their own fantasies. So long as there's nothing to distract them, certain Frell mages, known as fantasists, are able to even bring dreams to pseudo-life. The presence of death, generally being a 'source' of black and/or green mana disrupts these fantasists. Fantasists have become the focus of society, especially in the capital city of Kroll, where the populous is kept in a magical half sleep, keeping them content to labour whilst dreaming of paradise. As a result, those of the Frell have an entire corps of individuals, known as the Lucid, tasked with ensuring death doesn't disrupt the work of the mages, whether it be by disposing of bodies, healing the injured or ensuring unsavoury individuals are dealt with.
Instants/Sorceries Matter [Minor]
Whilst not as naturally powerful as the elementals of the Wavering Isles, Frell is the only place one can find actual academies of wizards on Arkedes. In fact, most of the Lucid are potent spell casters, able to dispose of disruptive forces (mana based or otherwise) with a flick of their wrists. Some cards are able to bring used spells back to your hand or search them out, whilst some others gain bonuses from casting sorceries/instants.
The Malignance
BGU
Creature Power Matters [Main]
A semi-twisted echo of Naya. For creatures living in The Malignance, life is dirty, brutish and generally short. You want to get on top of the food chain by hook or by crook. Whether you're strengthening yourself or removing your competition doesn't matter; anything goes. This ties into The Malignance's signature mechanic, Menace. The Malignance also has a bunch of cards which add +1/+1 or -1/-1 counters to creatures plus a number of cards that have the fight mechanic.
'Sacrifice the trees for the sake of the forest' [Minor]
The Malignance shows no mercy to anything or anyone, from the smallest of insects to the greatest apex predator (whatever it may be that day). Like Efree, The Malignance has a minor sacrifice/do permanent injury (with -1/-1 counters) to your own creatures/permanents in order to power up whatever your next creature is. Unlike Efree, The Malignance has no interest in bringing anything back.
New Mechanics
Allegiance N (Kal'Rask)
(Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
Dynamize N (Wavering Isle)
(When this creature dies, exile it and untap N target permanents.)
Covenant (Efree)
When [CREATURE NAME] enters the battlefield, name a non-land card. Whenever you cast the named card, [DO STUFF]
Reverie (Kroll)
As long as there are no creatures in your graveyard, [DO STUFF]
Menace (The Malignance)
When [CREATURE NAME] enters the battlefield, if it has the highest power amongst all creatures in play, [DO STUFF].
Artifact Planeswalkers/Ersatz (Unaligned)
You may control any number of planeswalkers with the type 'Ersatz'.
Card List
UNDER CONSTRUCTION (Haven't gotten all the cards already made up yet, nor have I made all the cards yet)
Creature – Human Soldier (C)
Allegiance 2W (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
1/1
Adarask Sergeant 2WW
Creature - Human Soldier (C)
Allegiance 1WW (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
When Adarask Sergeant enters the battlefield, if it was cast for its Allegiance cost, it gains First Strike.
3/2
Frontline Fodder WR
Creature - Goblin Warrior
Allegiance WR (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
When Frontline Fodder enters the battlefield, if it was cast for its Allegiance cost, it gains 'This creature can't block'.
2/1
Verteran Mercenary 1BB
Creature - Human Soldier (C)
Allegiance B, Pay 4 Life (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
3/2
Whether through price in devotion or price in gold, loyalty is expensive.
Creature - Human Soldier (U)
Allegiance 1WW (Whenever you cast a spell with a greater converted mana cost than this creature, you may cast this creature for its Allegiance cost from your hand or your graveyard.)
When Cervasal's Honour Guard enters the battlefield, if you cast it for its Allegiance cost, put a +1/+1 counter on it.
3/3
Cervasal takes only the elite soldiers for her personal guard, thus ensuring the strongest fighters are where they're least needed.
Press Gang 2WR
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Until the end of your turn, creature spells you control cost 1 less to cast.
Creature - Human Soldier (R)
When Adarask Commander enters the battlefield, put a creature from your hand or graveyard with a converted mana cost of 3 or less onto the battlefield, then lose life equal to its power.
2/2
Eskoll War-Leader 2WR
Creature - Goblin Soldier (R)
Whenever you cast a creature for its Allegiance cost, it gets +2/+2 and Haste until the end of the turn.
2/2
When everyone else is out to get you, even Goblins are able to put aside their differences.
Legendary Creature - Angel (M)
Flying, Haste, Vigilance
You may cast creatures for their allegiance cost without playing a creature with a higher converted mana cost.
Whenever a creature you control dies, target player loses 1 life and you gain 1 life.
4/4
Creature - Elf Elemental Shaman (C)
Dynamize 1 (When this creature dies, exile it and untap N target permanents.)
T: Add G to your mana pool.
Steam Burst Conjurer UR
Creature - Human Elemental Shaman (C)
UR,T: Deal 2 damage to target creature. It doesn't untap during its controller's next untap phase.
1/2
Squall-Bringer Simurgh 5UG
Creature - Bird Elemental (C)
Flying
When Squall-Bringer Simurgh enters the battlefield, return up to two target creatures to their owners' hands.
4/4
Creature – Beast Elemental (U)
Dynamize 6 (When this creature dies, exile it and add untap 6 permanents.)
When ~ dies, you may not cast spells until the end of your turn.
1/1
Pact-Makers travel to the Isles to hunt them, ensuring they can stay awake for the longer rituals.
Legendary Creature - Elemental (M)
Flying, Haste
Whenever Fairmosk, The Eternal Cycle becomes untapped, you may return target permanent to its owner's hand.
Whenever another creature you control becomes untapped, it gets +1/+0 until the end of the turn.
Whenever a land you control becomes untapped, you may add one mana of any colour that land could produce to your mana pool.
2/5
Creature - Devil (C)
Trample
When Feral Fiend enters the battlefield, target creature gets -2/-2 until the end of the turn.
4/3
The madness of the pits traded for the madness of a mindless beast.
Morose Drudge 2WB
Creature - Demon (C)
When Morose Drudge enters the battlefield, target player loses 1 life and you gain 1 life. At the beginning of your upkeep, if Morose Drudge is in your graveyard, you may discard a card and return it to your hand.
3/3
Pact-Makers use the word 'drudges' to describe the truly defeated demons, whose wills have been completely eroded by thousands of years of servitude.
Novice Pact-Maker WB
Creature - Human Wizard (C)
Covenant - When this creature enters the battlefield, name a creature card. Whenever the named card enters the battlefield under your control, you may sacrifice Novice Pact-Maker. If you do, return target creature from your graveyard to your hand.
1/1
Servant Imp B
Creature - Imp (C)
Whenever a player names Servant Imp, you may reveal it from your hand. If you do, target opponent loses 1 life and you gain 1 life. You may only activate this ability once per turn.
1/1
Sorcery (U)
Target player reveals their hand. You choose a nonland card from it. At the end of that player's next turn, they reveal their hand again and discard each copy of the chosen card.
Creature - Demon (R)
Whenever another creature enters the battlefield under your control, draw a card and lose 2 life.
2/2
Will take payment in coin, gems and souls.
Legendary Creature - Demon
Flying, Trample
When Sel'Goth The Unbroken enters the battlefield, name five different cards that are not currently in your graveyard.
Play with your hand revealed.
At the beginning of your upkeep, if all five named cards are in your graveyard, you win the game.
5/5
Bound longer that living history, yet still they fear to say his name.
Sorcery (C)
Target opponent looks at the top 3 cards of your library. They may choose 1 card and put it on the bottom of your library, then put the rest back in any order. Draw 2 cards.
Illusory Barricade 2UU
Instant (C)
Put two blue 1/1 Illusion Soldier tokens onto the battlefield and a blue 2/6 Illusion Wall token with Flying and Defender onto the battlefield.
"I'm pretty sure that gate wasn't here yesterday."
Lucid Bodyguard 1WR
Creature - Goblin Cleric (C)
When Lucid Bodyguard blocks, all combat damage must be assigned to it.
1/5
Lucid Eulogist 1W
Creature - Human Cleric (C)
At the beginning of your upkeep, exile a creature from your graveyard. If you do, gain 1 life.
2/2
Power Fantasy1WR
Enchantment - Aura (C)
Enchanted creature gets +3/+0 and First Strike. It can't attack or block unless its controller has no creatures in their graveyard.
Sweet Dreams W
Instant (C)
Exile target creature, then return it to the battlefield under its owner's control tapped. It doesn't untap during its controller's next untap phase.
Creature – Human Wizard (U)
Reverie – As long as there are no creatures in your graveyard, Draconic Fantasist gets +2/+2 and Flying and is a dragon in addition to its other creature types.
2/2
He could kill you in his sleep.
Erudite Fantasist 1UU
Creature – Human Wizard (U)
Reverie – As long as there are no creatures in your graveyard, Erudite Fantasist has '1U, T: Draw a card' and is an Advisor in addition to its other creature types.
1/3
Lordly Fantasist 1WW
Creature – Human Wizard (U)
Reverie – As long as there are no creatures in your graveyard, creatures you control get +1/+1 and Lordly Fantasist is a Soldier in addition to its other creature types.
1/2
Sorcery
Exile all permanents that entered the battlefield since the beginning of last turn and all cards in your hand. Until the end of the turn, you may cast any spell exiled this way without paying its mana cost.
“What a terrible nightmare. Good thing I woke up.” - Xelgon Ximinimin, Master Fantasist
Wish-Granter Fantasist 1WRU
Creature - Human Wizard (R)
Reverie – As long as there are no creatures in your graveyard, Wish-Granter Fantasist gets +2/+2 and has '1WRU,T: Choose one - Gain 8 life OR deal 4 damage to target creature or player OR look at the top three cards of your deck, put on in your hand and put the other two on the bottom of your library in any order', and is a Djinn in addition to its other creature types
1/3
Legendary Creature – Human Wizard (M)
Reverie – As long as there are no creatures in your graveyard, Xelgon Ximinimin gets +1/+1 for each card in your hand, can't be blocked, is every creature type and gets 'whenever a creature you control would die, exile it and return it to the battlefield at the beginning of your next upkeep'
2/3
“Amongst all the dreamers in dreamland, there are none as imaginative or as many-titled as I.” - Xelgon Ximinimin, The Slumbering God.
Instant (C)
Return target creature and all creatures blocking or blocked by it to their owners' hands.
Not all pursuits are equal. Some involve prey stricken by terror and others are...Less straight forward.
Cacophony Beetle G
Creature - Insect (C)
When Cacophony Beetle dies, you may pay GG. If you do, search your library for a creature card and put it into your hand, then shuffle your library.
1/1
Few creatures dare prey on it, in fear of attracting larger predators.
Preying Mantis 2GG
Creature - Insect (C)
Menace - When Preying Mantis enters the battlefield, if it has the highest power amongst all creatures in play, it fights target creature you don't control.
4/2
Snake-Hunter Shrike 1UG
Creature - Bird (C)
Flying, Hexproof
2/2
Torturer Ant B
Creature - Insect (C)
Whenever Torturer Ant blocks or becomes blocked by a creature, put a -1/-1 counter on that creature.
0/1
Those who are bitten are plagued by pain for the rest of their lives.
Treetop Eel 1UU
Creature - Fish (C)
Whenever Treetop Eel attacks or blocks, you may pay U and return it to your hand. If you do, return target creature to its owner's hand.
0/1
Vitriol Spitter 1GB
Creature - Insect (C)
Deathtouch
Whenever Vitriol Spitter attacks, put a -1/-1 counter on target creature an opponent controls.
1/1
Instant (U)
Put two -1/-1 counters on target creature, then it fights target creature controlled by another player.
Sometimes the Malignance is subtle. Sometimes it isn't.
Stinger Plague UBG
Creature - Insect (U)
Flying
When Stinger Swarm enters the battlefield, as long as it isn't a token, put two tokens into play that are copies of it.
Whenever Stinger Swarm attacks or blocks, put a -1/-1 counter on target creature
0/1
Sorcery (R)
Shuffle target creature into its owner's library. Permanents target player controls do not untap during their next untap step. Search your library for a creature and put it onto the battlefield. Untap all permanents you control.
Legendary Creature - Hydra (M)
When The Apex Predator enters the battlefield, you may put any number between five and twenty +1/+1 counters on it.
Menace - When The Apex Predator enters the battlefield, if it has the highest power amongst all creatures in play, return all other creatures to their owners' hands.
At the beginning of your upkeep, sacrifice another permanent you control and put three +1/+1 counters on The Apex Predator. If you can't, The Apex Predator does damage to you equal to its power.
0/0
Try as it might, the Malignance has never topped itself in shear deadliness.
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'
<-1> Target creature gains flying until the end of the turn.
<-2> Return target creature to its owner's hand.
[3]
Ersatz, Desire 2BB
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-1> Target player draws a card and loses 2 life.
<-3> Target creature gets -3/-3.
[4]
Ersatz, Instinct3GG
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-1> You may play an additional land this turn.
<-4> Put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
[5]
Ersatz, Rage RR
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-X> Deal X damage to target creature or player.
[3]
Ersatz, Stoic 1WW
Artifact Planeswalker – Ersatz (C)
You may control any number of planeswalkers with the type 'Ersatz'.
<-1> Target creature gains protection from the colour of your choice until the end of the turn.
<-3> Tap up to 3 target creatures.
[4]
Fascinating Keepsake 2
Artifact (C)
1,T: Add U,R or G to your mana pool. If you control an Island, a Mountain and a Forest, add an additional 1 to your mana pool.
Many a beach dweller has spent hours trying to figure out the secret of these seemingly simple pieces of metal.
Meaningless Trinket 2
Artifact (C)
1,T: Add U,B or G to your mana pool. If you control an Island, a Swamp and a Forest, add an additional 1 to your mana pool.
Sentimentality is not a useful trait in the Malignance.
Novel Keepsake 2
Artifact (C)
1,T: Add W,U or R to your mana pool. If you control a Plains, an Island and a Mountain, add an additional 1 to your mana pool.
The Frell try to forget the physical world, but sometimes, it still manages to catch their attention.
Sanctified Keepsake 2
Artifact (C)
1,T: Add W,B or G to your mana pool. If you control a Plains, a Swamp and a Forest, add an additional 1 to your mana pool.
It might have been thousands of years since the last demon claimed a soul upon Arkedes, but some still follow old traditions.
Tragic Keepsake 2
Artifact (C)
1,T: Add W,B or R to your mana pool. If you control a Plains, a Swamp and a Mountain, add an additional 1 to your mana pool.
As a soldier in Kal'Rask, you only have time to mourn symbolically.
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'
<0> Creatures you control gain hexproof until the end of the turn.
<-3> Whenever a creature you control deals combat damage to a player this turn, draw a card.
[4]
Ersatz, Dominion 2WB
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'
<0> Target opponent loses 1 life and you gain 1 life.
<-3> Return target creature with 3 power or less from the graveyard to the battlefield.
[4]
Ersatz, Mania 1RU
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'.
<0> Whenever you cast a non-copy spell this turn, you may pay its casting cost. If you do, cast an additional copy of that spell.
<-2> Return an instant or sorcery with a converted mana cost of 3 or less from your graveyard to your hand.
[4]
Ersatz, Persistance 4GB
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'.
<0> Put a +1/+1 counter on target creature and regenerate it.
<-1> Target creature gets Indestructible and Deathtouch until the end of the turn.
[6]
Ersatz, Zeal 1WR
Artifact Planeswalker – Ersatz (U)
You may control any number of planeswalkers with the type 'Ersatz'.
<0> Target creature gets +1/+0 and Haste.
<-1> Creatures you control get +1/+0 and First Strike.
[2]
Planeswalker - Jex (M)
<+1> Look at the top five cards of your library, chose a card and put it in your graveyard, then put the other four cards on the bottom of your library in any order.
<-1> Exile a creature from target player's graveyard. Put a 2/2 black Zombie token onto the battlefield.
<-X> Return target creature card with a converted mana cost of X from a graveyard to the battlefield under your control.
[3]
Silvian Emmay 3UU
Planeswalker - Silvian (M)
<+1>: Look at target opponent's hand. Choose a non-land card. That player can't cast spells with the same name as that card until the beginning of your next upkeep.
<-3> Put target creature on top of its owner's library.
<-8> Look at the top 20 cards of target player's library and put them back in any order. That player gets an emblem with 'Whenever you shuffle or search your library, target opponent looks at the top 20 cards of your library and puts them back in any order. You can't scry.'.
[4]
Land (C)
T: Add 1 to your mana pool
2: Choose a basic land type. Depleted Terrain becomes a land of that type in addition to its other land types (This effect does not end at the end of the turn).
That which has been drained can be refilled.
Efree Territory
Land (C)
Efree Territory comes into play tapped.
T: Add 1 to your mana pool.
2,T: Search your deck for a basic Plains, Swamp or Forest card and put it into play, then shuffle Efree Territory into its owner's library.
Frell Territory
Land (C)
Frell Territory comes into play tapped.
T: Add 1 to your mana pool.
2,T: Search your deck for a basic Island, Mountain or Plains card and put it into play, then shuffle Frell Territory into its owner's library.
Kal'Rask Territory
Land (C)
Kal'Rask Territory comes into play tapped.
T: Add 1 to your mana pool.
2,T: Search your deck for a basic Mountain, Plains or Swamp card and put it into play, then shuffle Kal'Rask Territory into its owner's library.
Malignant Territory
Land (C)
Malignant Territory comes into play tapped.
T: Add 1 to your mana pool.
2,T: Search your deck for a basic Swamp, Forest or Island card and put it into play, then shuffle Malignant Territory into its owner's library.
Wavering Territory
Land (C)
Wavering Territory comes into play tapped.
T: Add 1 to your mana pool.
2,T: Search your deck for a basic Forest, Island or Mountain card and put it into play, then shuffle Wavering Territory into its owner's library.
Land (U)
T: Add 1 to your mana pool.
1, T: Destroy target non-basic land. Its controller gains control of No Man's Land..
Land (R)
When Dreamer's Overlook enters the battlefield, exile all creatures in your graveyard and target opponent gains 1 life for each creature exiled this way.
T: Add U, R or W to your mana pool.
Pact-Maker's Clearing
Land (R)
At the beginning of each upkeep, name a card.
T: Add W, B or G to your mana pool. Spend this mana only to cast spells with the same name as the card you last named with Pact-Maker's Clearing.
Some names are invoked so often that even the landscape remembers.
Scavenger's Copse
Land (R)
At the end of each turn, if Scavenger's Copse is tapped and no creatures died this turn, return Scavenger's Copse to your hand.
T: Add U, G or B to your mana pool.
Soldier's Outpost
Land (R)
During your opponent's turn, as long as Soldier's Outpost is tapped, instants you control cost an additional 1 to cast.
T: Add W, B or R to your mana pool.
Whilst WBG has a minor graveyard theme, I didn't want to make it their focused mechanic. Whenever someone does a WBG wedge, it's almost always mechanically focused around graveyard shenanigans, and whilst it fits the colour well, I already wanted to make the WBR wedge graveyard based and I wanted each wedge to have a separate identity. Plus, one of the most famous WBG cards ever printed, Doran, The Siege Tower, has nothing to do with the graveyard. I also wanted the WBG land to not be quite as unfortunate to live in as it might otherwise be. Decided go with it as a swamp city where demonic pacts are used in place of servants. Where even the demons have given in to routine. Covenant, whilst not perfect, I think represents that reasonably well.
What you wrote about the Planeswalkers, so there will be a Planeswalker in every colour and rarity? And the addendum, will they be legendary or why is it necessary?