This set will focus sorely on the Commander Format
Many years ago, a misty and ancient civilization was barred into existence by mysterious forces. Many races were created into the land, make particular diversification on their cultures. The colonists however, did not succeed on making a mighty civilization due to their poor leadership and collaboration to a mighty civilization. Unfortunately, this lead to many casualties and significant problems that issued, resulting them to separate into five clans that have follow their own customs and cultures. The forces that gave them life took an interest into the clan foundations and gave each clan their own supernatural powers, in exchange they had to dedicate themselves to them in form of sacrifices and worship. The five clans agreed on following this custom without further consultations, eager to gain powers outside of their world. The five clans fought against each other in order to gain the other clan's power, making them stronger than they ever were with their clan leaders supervising their actions...... And so the war began.... An alien race called Zhargians ambushed the clans, making them even weaker then from before. They arrived from an unknown source of power that could possibly originate from the beings that gave them life. Another war began, fighting these alien beasts. The clans formed a temporary alliance and faced against the mysterious brood, seeking their origins, purpose, and of course their greatest weakness. In this set, each clan will only have one color, however, the Zhargian Brood will consist of all five colors. Who will win? Which clan will survive? Will the Zhargian Brood demolish and conquer all of Taighadan? Find out with these new cards that were created just for you all!
There will be 240 clan cards.
These Clan and Zhargian cards can be played COMBINED, they arent made to be played separately like Khans of Takir.
Alsedi Clan - G Races - Turtle ( Yes there will be turtle people ) Beasts
Cleyvaw Clan U Races - Yukorian ( three eyed alien like humanoids ) Spirits
Essitu Clan - BRaces - Monchruls ( big and mighty humanoid beasts ) Demons
Eoldu Clan - WRaces - Humans , Bird
Nerosu Clan - R Races - Draconians ( Dragon People ) Cyclops ( ironic isnt it?)
Zhargian Brood- WBUGRRaces - Zhargians ( aliens that look similar to eldrazi and slivers).
Alsedi Clan Mechanic -
Prosper - As you play a creature spell, you may reveal this card from your hand and pay its Prosper cost. If you do, add this spell’s effect to that creature's casting ability.
Cleyvaw Clan Mechanic -
Spellfuse X - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana X cost or less and put into your hand.
Essitu Clan Mechanic -
Resurrect X - When you cast a spell that has converted mana cost X or more, you may sacrifice/discard this card, and _______
Eoldu Clan Mechanic -
Reinforce - This spell’s mana cost costs (1) less mana from the difference of permanents you control and target opponent.
Nerosu Clan Mechanic -
Invasion X - If you dealt X or more damage to an opponent last turn, then ______
Zhargian Brood - Mutate - When this creature dies, you may return a creature from your graveyard with the same converted mana cost and put it into your hand.
O'Sang Warcaller 3GG
Creature - Turtle Wizard
When this creature comes into play, put a 1/1 green beast creature token onto the battlefield.
Prosper - As you cast a creature spell, you may pay GG and reveal this card from your hand. If you do, put a 1/1 green beast token on the battlefield."
2/2
Alsedi Rujakin 2GG
Creature - Turtle Advisor
When this creature enters play, put a +1/+1 on target creature and give it trample. It calls and brings peace to the beasts surrounding her, making them sleep under her tree's shadow.
2/2
The Calling of beasts 3G
Sorcery
Put an X/X green creature token on the battlefield,where X equals to the number of beasts you control.
Prosper -As you cast a creature spell, you may pay 4G and reveal this card from your hand. If you do, put a 3/3 green beast creature token on the battlefield."
Knowledge of the Mighty 3G
Instant
Target creature gains +4/+4 along with trample until end of turn "What good is it for you to love those are good to you? Even those who despise you likes those who encourages them." - Esshon, the Ancient One.
Life Through Strength - GG
Enchantment - Aura
Enchanted creature's power is equal to its toughness. "Occasionally, your strength will lie upon you overall condition." - Esshon, the Ancient One.
Vesay Temple Dweller 3GG
Creature - Turtle Shaman
When this creature enters the battlefield, put a +1/+1 on each enchanted creature you control. Many of the remaining residents in the temple were slain by the other opposing clans, however, some were fortunate to survive.
2/4
Strength of the Mighty One - 4G
Instant -
Target creature an opponent controls fights target creature you control. Your creature is indestructible until end of turn.
Prosper -As you cast a creature spell, you may pay 5G and reveal this card from your hand. If you do, target creature fights another target creature."
Ranth Landstomper 2GGG
Creature - Beast
Trample Many of the elves use these colossal beasts to make destructive vibrations on the ground to warn trespassers.
4/6
Urik Warhowler - 3GG
Creature - Beast
Reach
When this creature enters play, each player puts a +1/+1 on target creature they control.
Prosper - As you cast a creature spell, you may pay 2G and reveal this card from your hand. If you do, put a +1/+1 counter on target creature."
3/3
Aldesi Hunter - 1G
Creature - Turtle Soldier They marched across the plains, keeping away interlopers with their clever tactics, while leaving many corpses on the fields. 2/2
Fall Upon - 3G
Instant
Draw a card for each creature with power 5 or greater 4GProsper - As you cast a creature spell, you may pay 4G and reveal this card from your hand. If you do, draw a card for each creature with power 6 or greater."
Omen Exorcist - 2G
Creature - Turtle Shaman
When this creature enters play, tap target creature. That creature doesnt untap during its controller's next untap step. He captures all evil omens that reside within his patient's minds.
2/2
Think Above the Skies - 1G
Instant
Draw a card, it it's a creature spell, it costs 1 less to cast
Prosper -As you cast a creature spell, you may pay 2G and reveal this card from your hand. If you do,put a 1/1 green beast creature token on the battlefield ."
See Through the Mists - 1G
Instant
Look at the top five cards of your library, put a creature one of them and put it into your hand. Put the rest on the bottom of your library in any order. "Look at the mist, what do you see? Death? Misery? Suffering? This is all unsurprising, we go through this everyday."
Dire Centurion - 4G
Creature - Turtle Warrior
When this creature enters the battlefield, search your library for a creature with converted mana 3 or less, and put it into your hand. Then shuffle your library
3/3
Ravaging Sharpteeth - 3GGG
Creature - Beast
Trample Reach It smells your scent, tracks you down, binds you to the ground, and it makes you wish you never existed. - Alsedi Poem, No. 34
5/5
Alsedi Clangate
Land
This land enters the battlefield tapped.
(tap) - Add G to your mana pool. You gain 1 life Behold, the holy beings that revel beneath nature's gaze, making sure no harm is done no matter what the consequences shall be.
Estden Warblade - 2
Artifact - Equipment
Equipped creature gains +1/+1 counters with vigilance.
Equip 1 The basic weaponry for the Alsedi clan, no weapon has ever been so flexible to utilize for combat until now.
Burrowing Vibrations - 4G
Sorcery
Destroy up to two target lands. Stiagha marched across with her expedition and sighted the opposing watch tower. "Give them the 'shake'." she whispers to her soldiers,and they obliged immediately.
Stiagha's Blessing - 3G
Enchantment -
As this enchantment comes into play, choose a color. Creatures with that color gain lifelink. Her presence motivated her army to continue forward regardless of the inevitable results of victory or death.
Tome of the Ancient - 5
Artifact
Whenever you cast a green noncreature spell, put a 2/2 green turtle creature token on the battlefield with reach.
Tinkal Marauder - 2GG
Creature - Turtle Warrior
Reach
Other turtle creatures you control gain +1/+1 2G - Turtle creatures you control gain reach until end of turn.
3/2
Alsedi Clanmate - 1G
Creature - Turtle Monk 1G(tap)- Target creature gains +1/+1 until end of turn. 3G (tap) - Creatures you control gain +2/+2 and trample until end of turn.
2/2
Defensive Posture - 1G
Enchantment - Aura
Enchanted creature gains +2/+2 counters "Be cautious, be aware of the dangers ahead, they might consume you with quick tragedies before you."
Untangle the Lands - G
Instant -
Add GGGto your mana pool. You lose 2 life.
Prosper - As you cast a creature spell, you may pay G and reveal this card from your hand. If you do, add GG to your mana pool."
Blessing of the Ancient - G
Sorcery -
You gain 3 life 1GProsper - As you cast a creature spell, you may pay 1G and reveal this card from your hand. If you do, you gain 2 life." The Alsedi tribes gathered around the ancient. The ancient stood upon them and provided their life sources to them, giving them good harvest and hunts.
Stompdweller of Alsedi - 5GG
Creature - Treefolk
Trample Lifelink
When this creature enters the battlefield, each opponent untaps up to four lands he or she controls. It oversees the forests, making sure no trespasser is not stomped underneath its trunks.
5/7
Guardian of Nature- 6G
Creature - Treefolk Soldier
Reach
When this creature enters the battlefield, each opponent untaps up to two target lands he or she controls. 3G - This creature gains trample until end of turn.
5/6
In this set, ALL of the rare creatures will be legendaries, similar to the sets like Kamigawa.
Esshon the Reclaimed One - 5GGG
Legendary Creature - Treant Lord
Whenever you cast a green noncreature spell, creatures you control gain +X/+X until end of turn, where X equals to the number of creatures you control. 3GG(tap)- Search your library for a creature then shuffle it with the chosen card on top.
7/7
Stigha, Mother of the Alsedi - 3GG
Legendary Creature - Turtle Wizard
Other creatures you control have -"G - This creature gains +1/+1 until end of turn."
Other green creatures you control have trample.
3/4
Wrath of Nature - 6GG
Sorcery
Destroy all artifacts,creatures, and enchantments. Draw a card for each artifact, creature, or enchantment destroyed. 7GProsper - As you play a turtle spell, you may reveal this card from your hand and pay its Prosper cost. If you do, add this spell’s effect to that creature. "You wish to see our full potential? Very well..."
Shrine of Mass Growth 4GG
Legendary Enchantment
Creatures you control have +3/+3 counters and have hexproof. The temple cannot be seen or visualized, however, some witnesses state that the temple only exists to those who are fully sustained in nature's light.
Staff of Mass Growth 5
Legendary Artifact
Turtles, beasts, and treefolks you control have hexproof and are indestructible. When it seems like defeat is imminent, hope flutters before you and gives a vision of victory and glory.
Ioan Arcanist - 2U
Creature - Yukorian Wizard
When this creature enters the battlefield, if you control five or more sorcery and instant cards in your graveyard, return one to your hand and exile all other sorcery and instant cards. Many of the spells taught by the Yukorians are inherited by offsprings, as the power can only be utilized from birth.
2/4
Peer Through the Mist - 1U
Instant -
Each player reveals the top card of his or her library, if at least one of them is a sorcery, you may cast it without paying its mana cost. The the descendants followed their mentor to the pool, each revealing a fragment of their visions through its mystical source.
Knowledge of Secrets - 5U
Instant
Draw five cards
Spellfuse 5 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 5 or less it and put into your hand.
Teleporting Shout - 1U
Sorcery -
Return a target creature you control and target creature you dont control back to their owner's hands.
Spellfuse 1 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 1 or less it and put into your hand.
Devotion of Spirit - 4U
Sorcery -
Counter target noncreature spell then put a 2/2 blue spirit token on the battlefield with flying.
Spellfuse 3 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 3 or less it and put into your hand.
Reclaiming the Taken 5U
Sorcery -
Take control of target creature. That creature has hexproof and flying as long as you control a Yukorian. A wise mage with many opposing threats would never eliminate them one by one, he would just make one of them do the job for him." - Erwana the Thoughtful Seer.
Direct Reversal - 3U
Instant
Counter target creature spell. If that creature had power 4 or greater, return that spell back to its owner's hand.
Spellfuse 2 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 2 or less it and put into your hand.
Glynis Mindwaker - 3U
Creature - Yukorian Wizard
Flying 3U(tap) - Look at the top three cards of your library, put one into your hand and the rest under your library. She flew across the opposing soldiers and composed many spells that stunned the soldiers into oblivion.
2/3
Kellye Shapecrafter - 1U
Creature - Yukorian Shaman
Flying
Whenever you cast a instant or a sorcery spell, sacrifice this creature. They observe the pools and meditate to the aura emanating from its eternal depths.
2/2
Cleyvaw Clanmate - 1U
Creature - Yukorian Wizard 1U(tap) - Target creature gains hexproof until end of turn. 3U(tap) - Draw a card. The Yukorians dedicate themselves to the clan by not just knowledge, but how to utilize that into different techniques.
2/2
Unyielding Irruption - 5U
Sorcery -
Return up to two target creatures back to their owner's hand. Draw a card.
Spellfuse 4 - When this spell gets sent to your graveyard, return a spell with the same type with converted mana cost 4 or less it and put into your hand.
Overwhelming Rupture - 3UU
Enchantment
Target opponent cant play noncreature spells with converted mana cost 3 or more.
"If you want to stop them permanently, eliminate their minds."
Mind of the Forgotten - 1U
Enchantment - Aura
Whenever enchanted creature attacks, draw a card. Whenever enchanted creature blocks, discard a card. Erwana gazed upon the helpless figure and passed on, knowing that he didn't have the essential information she required.
Redeemer of Lost Thoughts - 4UU
Creature - Spirit
Flying
Whenever an instant or a sorcery spell gets put into your graveyard, you may pay 2U. If you do, draw three cards then discard two cards.
Sacrifice this creature - Destroy target enchantment.
4/4
Sudden Thought - U
Instant
Cleyvaw Commons Part 3
Draw two cards then discard a card. Brielle woke from her daydream with a startle, a sudden inspiration struck her and she ran across the library hall.
Receiver of Gifts -1U
Creature - Spirit
Hexproof
Whenever an opponent casts a spell on your turns, draw a card then discard a card.
"Our civilization has been blinded by these atrocious traditions of giving gifts to spirits, my mind has been heavily lifted from reality itself."- Ardkill, Mentor of the Academy.
Consultant of Mentors -3U
Creature - Yukorian Wizard
Whenever you cast a noncreature spell, you may pay U. If you do, each player draws a card then discards a card. U(tap) - Tap or untap target permanent
2/5
Noble of Knowledge - 4U
Creature - Yukorian Wizard
Flying
When this creature enters the battlefield, return target creature back to its owner's hand. That player discards a card at random. U (tap) - Tap target creature.
3/5
Raindrop of Hints -U
Instant -
Tap target creature, that creature doesnt untap during its controller's next untap step.
A drop of rain can eventually lead to a colossal flood, our job is to prepare for it.
Follower of Ideals - U
Creature - Spirit
Flying
When this creature enters the battlefield, sacrifice it unless you played a instant this turn. It follows orders, doesnt ask questions, and ultimately follows one's ideal.
2/1
Time Elapse - 1U
Instant -
If a player would draw a card, prevent that draw when you cast this spell.
Spellfuse 1 - When this spell gets sent to your graveyard, return a spell with the same type with converted mana cost 1 or less it and put into your hand.
Deviant Soul Shifter - 3U
Creature - Spirit
When this creature enters play, this creature becomes a copy of target creature.
Whenever this creature becomes a target of a spell or ability, sacrifice it.
0/0
Cleyvaw Clangate -
Land -
This land enters the battlefield tapped
(tap) - Add U to your mana pool. You gain 1 life. The Yukorians and spirits they hold study and meditate towards the knowledgeable aura that surrounds the, draining off the energy.
Answer the Riddle - 4U
Sorcery -
Choose an opponent. That opponent chooses a nonland card in his or her hand. You guess if that chosen card costs 3 converted mana more, less, or same mana.
If you guess right, that player discards that card and you draw four cards. If you guess wrong, that player can cast that card without paying its mana cost.
Spellfuse 3
Aura Meditation - 3U
Enchantment -
Whenever you draw a card, look a the top card of your library. You may put that card under your library. If the revealed card was a land, put it onto the battlefield tapped. "We require thoughts and strategies to win this war, and by doing so, we meditate to the knowledge."
Scrying the Mists - X3U
Sorcery -
Reveal the top X cards of your library then put an X/X blue spirit creature token on the battlefield, where X equals to the number of instants or soceries revealed.
Spellfuse 4
Denying the Inevitable - 4UU
Instant -
Return up to three target permanents back to its owner's hands. Then look at the top three cards of your library, you may put them back in any order.
Spellfuse 3
Erwana's Accomplice -3UU
Creature - Yukorian Wizard
Instants and sorcery spells cost 2 less colorless mana to cast.
Whenever you cast an instant or a sorcery spell, discard a card.
3/5
Erwana's Ultimatum - 7UUU
Legendary Enchantment -
Tap any number of untapped permanents you control - Untap that many target permanents or draw that many cards. Erwana lead her people to spirit pool, many of them glancing at one another in utter confusion. Erwana levitated above the pool using her neural spells, and lead out an armada of spirits from the pool to confront the enemy.
Erwana, the Thoughtful One - 4UUU
Legendary Creature - Yukorian Wizard Lord
Flying Hexproof X2(tap) - Reveal the top X cards of your library, put any number of instant and sorcery spells from among them and put them in your hand. Remove those cards from the game at the end of the turn.
4/4
Kojii the Everlasting Knowledge - 6UUU
Legendary Creature - Spirit
Hexproof
Whenever you draw an instant or a sorcery spell, draw an additional card for each mana symbol on that instant or sorcery spell.
Whenever you discard an instant or a sorcery spell, put a instant or a sorcery from your graveyard and put it into your hand.
6/7
Iko, Orb of the Void - 3UU
Legendary Artifact
Whenever you cast an instant or a sorcery spell, you may pay 1U. If you do, discard your hand and draw cards equal to the number of cards discarded.
Sacrifice this artifact - Each player discards all creatures spells.
Shrine of Immense Knowledge- 5UUU
Legendary Enchantment
Whenever you cast a source that makes you draw one or more cards, draw three times that many cards instead. Unlimited power, limited options.
Mortal Despise - 1B
Instant -
Target creature gains -3/-3 until end of turn.
Resurrect 5 - When you cast a spell that has converted mana cost 5 or more, you may discard this card. If you do, put a -5/-5 on target creature until end of turn.
Skeletal Armsmith - 2B
Creature - Monchrul Soldier
When this creature enters play, return a creature from your graveyard into your hand.
Sacrifice this creature - Destroy target equipment.
2/2
Agonizing Skullbalde - 2
Artifact- Equipment
Equipped creature gains +1/+1 counters and deathtouch.
Equip 1 Weapons dont kill people, people kill people
Patronizing Pain - 2B
Instant -
Target creature gains -2/-2 counters and its controller discards a card.
Resurrect 3- When you cast a spell that has converted mana cost 3 or more, you may discard this card. If you do, target creature gains -4/-4 counters.
Shadowy Cultist - 2B
Creature - Monchrul Shaman
Whenever this creature deals combat damage to a player, put the top three cards of your library into your graveyard.
Sacrifice a creature B - Target player loses 3 life.
3/4
Wrecking Skullgrazer - 3B
Creature - Monchrul Warrior
Whenever you cast a creature spell sacrifice a creature you control unless you pay 2 life. 4B - Return a creature spell from your graveyard to your hand. You lose 2 life.
4/5
Reviving the Dead - B
Sorcery -
Return up to five cards from your graveyard shuffled into your library. You lose 3 life. "What we live in is neither life or death, Taighadan was already dead a long time ago." - Mukaichi, the Fallen One
Razerback Divider - 2B
Creature - Monchrul Shaman
Deathtouch
As an additional cost to cast this creature, discard a card or lose 2 life. The Monchruls occasionally attack the Zhargians, but mostly isolate themselves within their swampy homelands.
4/2
Voice of Horrid - 3B
Sorcery
All creatures gain -X/-X until end of turn, where X equals to the number of creatures on the battlefield.
Resurrect 5 - When you cast a spell that has converted mana cost 5 or more, you may discard this card. If you do, each creature gains -5/-5 until end of turn. You lose 2 life.
Voice of Hunger and Pain - 2B
Sorcery
Target player loses 3 life and you gain 3 life. The Zhargians almost never encounter the Monchruls due to their secrecy, but if they ever do, they will find a surprise waiting for them.
Reveler of the Fallen One - 2B
Creature - Monchrul Shaman
Whenever you discard a card, you gain 1 life. Whenever you draw a card, you lose 1 life
Pay 1 life B - Untap target creature.
3/3
Offering of Bones and Blood - 3B
Enchantment
Creatures you control have -" When this creature enters play, if you have 10 or less life, it gains +1/+1 counters."
Sacrifice this enchantment - Destroy target creature In their recent traditions, Monchruals make occasional sacrifices each day to their gods, hoping they will stay safe from the Zhargians.
Cavedweller Ugii - 2B
Creature - Monchrul Soldier
When this creature enters play, if you have 10 or less life, it gains +1/+1 counter and deathtouch. 2B(tap) - Target player loses 2 life.
3/2
Warden of Night's Fall - 3BB
Creature - Demon
Flying haste
As an additional cost to cast this creature, discard two cards. Though Monchruls dont usually associate with demons, they casually come in contact with them in secrecy.
5/7
Draining the Living - X3B
Sorcery -
Target creature gains -X/-X until end of turn and you gain X life.
Resurrect 3 - When you cast a spell that has converted mana cost 3 or more, you may discard this card.If you do, put a -2/-2 on target creature until end of turn and you gain 1 life.
Catering the Soul - 3B
Sorcery -
Destroy target creature. You gain life equal to its toughness. Mukaichi's shot out a bolt of deadly energy, making the Zhargians retreat in utter hurry.
Kill Spreehunter - 5B
Creature - Demon
Flying
When this creature enters play, if you have 10 or less life, this creature gains deathtouch and +1/+1 .
Pay 3 life, B - Remove a creature from your graveyard, draw a card.
6/4
Essitu Clanmage - 1B
Creature - Monchrul Shaman
Pay 2 life B - Draw a card then discard a card. 4B - Put a 2/2 black Monchrul creature token on the battlefield. In the Essitu Clan, they brutally treat their peasants and slaves, but because of the current war, they are more keen on protection.
2/2
Hunting the Unknown - 3BB
Sorcery
Target player sacrifices three creatures. Its controller loses 2 life. Through our patrols, we uncovered many of the Zhargians patrolling around our borders, and there appears to be many numbers of them. Let us fight these monstrosities. - General Ruko's letter to Mukaichii.
Essitu Clangate -
Land -
This land enters the battlefield tapped.
(tap) -Add B to your mana pool. You gain 1 life. Essitu value death and sacrifices, not because its part of their essential traditions, but also to survive.
Hidden Ambush - 5B
Instant -
Put two 3/3 black Monchrul creature tokens with deathtouch on the battlefield.
Resurrect 7- When you cast a spell that has converted mana cost 7 or more, you may discard this card. If you do, put two 2/2 black Monchrul creature tokens on the battlefield.
Grave Ravager Tukai - 5B
Creature - Monchrul Warrior
When this creature enters the battlefield, return up to two target creature cards from your graveyard on top of your library in any order.
Pay 1 life,3B(tap) - Target player discards a card. Activate this ability only if you control a demon.
3/4
Deadly Hellchamp - B
Creature - Demon Minion
When this creature enters the battlefield, its controller loses 3 life.
Sacrifice a creature, B - Regenerate this creature.
3/2
Hellish Commands - 1B
Sorcery -
Each creature you control gains +2/-2 until end of turn. If you control a demon, they gain +3/-2 instead.
Resurrect 4- When you cast a spell that has converted mana cost 6 or more, you may discard this card. If you do, each creature you control gains +3/-3 until end of turn.
Dead Acts of the Zhar - 4B
Enchantment -
Whenever a creature you control dies, you may pay 2B or 4 life. If you do, return that creature from your graveyard to your hand. The acts of the Zhargians enraged the Essitu clans further then their actual limits, as a result, they unleashed their anger with full force.
Act of Disgrace - 3B
Instant -
Target player discards his or her hand and draws cards equal to the number of cards discarded. If its your turn, you gain 2 life after this spell resolves. "The penalty for failure is death, general, but its your men's stupidity that caused this to result. You may rise." - Ouckagei to General Ukill.
Lord of the Utter End 4B
Creature - Demon
Flying Deathtouch
This creature's power and toughness is equal to the number of cards in your graveyard.
Pay 1 life, discard a card - Target creature gains -2/-2 until end of turn.
0/0
Doombringer of Essitu - 3BBB
Creature - Demon
Flying
When this creature enters the battlefield, put the top six cards of your library into your graveyard and you lose 6 life.
Whenever this creature attacks or deals damage, each opponent sacrifices a creature he or she controls. It brings doom to the ignorant and narrow minded ones that inadvertently wander into the swamps.However, it brings pleasure to the ones who practice seek to learn dark arts.
8/8
Oukagei the Condemned - 6BBB
Legendary Creature - Demon Lord
Flying
Whenever this creature attacks,you may pay 1B, if you do each player sacrifices a creature he or she controls. Whenever this creature blocks,you may pay 1B,if you do each player discards a card.
Sacrifice a creature, 3B(tap)- You gain life equal to the sacrificed creature's power.
9/9
Mukaichii the Bloodraged 2BB
Legendary Creature - Monchrul Lord
Deathtouch
When this creature leaves play, sacrifice all Non-Monchrul and nonland permanents you control. After becoming the lord of the Essitu clan, Mukaichii's first objective was to eliminate all threats that were around the proximity of his homeland. In order to succeed, he was keen on discovering the weakness of the Zhargians.
6/6
Soul Induction - 7BBB
Sorcery -
Destroy all creatures target player controls, you gain 1 life for each creature destroyed this way. With the many souls sacrificed and lost, the Essitu clan we're finally unleashing their fullest strength against their enemies.
Shrine of the Dark Hours 3B
Legendary Enchantment
Whenever a player casts a creature spell, sacrifice it unless its controller pays its casting cost again. The shrine contains nothing but a hallow altar that leads to a colossal monument that represented the old gods they worshiped, now the gods were finally clarified as the Zharigans.
Idol of the Dark God 5B
Legendary Artifact
Pay 3 life,(tap) - Target creature gains deathtouch until end of turn.
Sacrifice this artifact - Sacrifice all creatures you control and put a 6/6 black legendary demon creature token on the battlefield called 'Duuikiore'. Long ago, before the Zhargians arrived from the mysterious portal, another enemy from an ancient idol arose to conquer the lands of Taighadan, unleashing its wrath upon its path.
Lighting the Well - 2W
Sorcery -
Target creature you control gains protection from the color of your choice until end of turn. Draw a card. Even when the Zhars can outnumber us greatly, we can still reflect upon ourselves to true reality.
Reinforce the Troops - 3W
Sorcery -
Put three 1/1 white Soldier creature tokens on the battlefield. As Azhar's troops were sent from his officials towards the burning village, the villagers knew they were safe from the Zhargians at last.
Troop of the Shankai - 2W
Creature - Human Soldier
Vigilance
When this creature enters play, if you have 20 or more life, put two 1/1 white soldier creature tokens on the battlefield. "I will prevent harm to the Shankai with every wit I can use, even if it takes my own life."
2/2
Shankai Wardealers -6WW
Creature - Human Soldier
When this creature enters the battlefield, target creature gains +1/+1 counter and you gain 1 life. 4W(tap)- Put a 1/1 white soldier token on the battlefield.
Reinforce - This spell’s mana cost costs 1 less mana from the difference of permanents you control and target opponent.
4/5
Eoldu Trooper - W
Creature - Human Soldier
Lifelink As the troopers fought against the Zharigans, many of them fell in battle frequently. However, their spirit of nobility and courage still didnt die out.
1/1
Banishing the Zhar - 2W
Instant -
Exile target Zhar creature. You gain life equal to its power. General Rukio lead his army through numerous campaigns against barbarians, but confronting the Zhars were another level of courage. At this, General Rukio made another attempt at making a secret strategy.
Detain the Unknown - W
Instant -
Target creature cant attack or block and its activated abilities cant be activated. Lord Wedioka sent his most trusted advisers to deal with the imprisoned Zharigans within the hidden dungeon underneath his chambers.
Warden of the Courts - 4WW
Creature - Bird Monk
Vigilance Flying The high courts pass judgment on the evildoers within the Eoldu region, and they do not tolerate foul actions that consist of murder and blasphemous words.
4/4
Eoldu Light Giver - 3W
Creature - Bird Monk
Flying
When this creature enters the battlefield, if you have 20 or more life, it gains lifelink and +2/+2 counters. 2W(tap) - You gain 2 life
2/2
Forensic Healing - 5WW
Enchantment -
Whenever you cast a creature spell, you gain X life where X equals to that creature's power. Many of the injured soldiers and villagers were accumulated and moved to the safe house, where they tended for.
Healing Justice - 2W
Instant -
You gain 7 life Monks in the Eoldu clan make casual rituals to the spirits above, in return, they give out resources and heal the wounded.
Eoldu Meditation - 4W
Enchantment -
Whenever you cast a white noncreature spell, you gain life equal to its converted mana cost. Meditation takes years of practice and discipline to fully comprehend, though many of the monks seem to get the ability sorely right.
Ashkion's Bodyguard - 4WW
Creature - Bird Monk
Flying
When this creature enters the battlefield, exile target creature. When this creature leaves play, return the exiled creature back onto the battlefield under its owner's control.
Reinforce - This spell’s mana cost costs 1less mana from the difference of permanents you control and target opponent.
4/3
Ashkion's Disciple - 4WW
Creature - Bird Monk
Vigilance Flying
When this creature enters play, you gain 1 life for each creature you control.
Reinforce -This spell’s mana cost costs 1less mana from the difference of permanents you control and target opponent. Ashkion's disciple obey Ashkion not just because of his authority, but by his nobility and judgmental mind.
3/4
Goldlight Champions - 5WWW
Creature - Bird Soldier
Flying Vigilance
When this creature enters the battlefield, search your library for an equipment card and equip it to this creature. They look over the minuscule and dependent villages that are scattered across the region, eliminating all threats like Zhargian raids.
5/5
Crusader of Light - 2W
Creature - Human Soldier
First Strike
If this creature is equipped, it gains vigilance The crusaders, dedicating their lives to the light, will risk everything to stop the darkness that scattered across their region.
2/1
Call of Heroes - 3WW
Sorcery
Search your library for a planeswalker card, reveal it, then put it into your hand. Shuffle your library afterwards. When all seems lost, heroes lead the way.
Wedioka's Inner Vision - 2W
Enchantment
Nonwhite creatures deal half the damage to you rounded down. White creatures you control deal half the damage to a player rounded up. To prevent further confrontations, we must proceed with incapacitating both sides.
Guardians of the Free - 11WWW
Creature - Human Soldier
First Strike
When this creature enters play, each creatures you control gains +2/+2 until end of turn.
Reinforce - This spell’s mana cost costs 1less mana from the difference of permanents you control and target opponent. They fight for freedom, they conquer for the free.
7/7
Crusader of Truth - 2W
Creature - Bird Soldier
Flying
When this creature enters play, remove target creature from the game. When this creature leaves play, return that creature back onto the battlefield under its controller's control.
3/1
Fight for Freedom - 3WW
Sorcery -
Exile target creature power 5 or greater. You gain 2 life
In order to gain sustenance, many of the townsfolk raged at their captors and eventually won back their freedom.
Strength of a Thousand Men - x2WW
Sorcery -
Put X 1/1 white Soldier creature tokens on the battlefield. If you have 20 or more life, put twice that many tokens instead. With the strength of a thousand, the Eoldu won back their freedom from their foreign captors and brought peace and prosperity back into their land.... though this was just the beginning...
Power of the Sanctum - 2WW
Instant -
Choose one - Target player gains 5 life, target player draws two cards , or creatures you control gain +1/+1 until end of turn. When all seems lost, the monks and soldiers seek guidance within the sanctum of holy light.
Clash Between Rivals - 3WW
Sorcery -
All creatures on the battlefield gain +2/+2 counters along with vigilance and lifelink. Play this spell only on your pre combat main phase. Even with the Zhargians invading their lands, Eoldu clans were still in engaged in a reluctant battle between their other clans.
Eoldu Clangate -
Land
This land enters the battlefield tapped
(tap) - Add W to your mana pool. You gain 1 life. Eoldu, the clan of faith and justice, remained to this tradition for more than a millennium of war.
Arbiter of Light's Glass - 4W
Creature - Bird Monk
Flying
When this creature enters the battlefield, if you have 20 or more life, it gains vigilance and lifelink. 3W - Target creature gains flying until end of turn.
4/3
Ascendant of the Light - 5WW
Creature - Human Soldier
When this creature enters the battlefield, if you have 20 or more life, it gains +4/+4 counters. 2W(tap)- Choose one - Draw a card or gain 2 life.
4/4
Strategic Formation - 3WW
Enchantment -
Whenever a creature you control attacks, you may pay 1W. If you do, that creature gains +1/+1 with lifelink until end of turn. The Esoldu value strategies that are formed in their generals' minds, discussing valuable tactics about the war at hand.
Wedioka, Lord of the Eoldu - 4WWW
Legendary Creature - Human Lord
Vigilance First Strike 2W - Each creature you control gains +2/+2 until end of turn. "Do you think these pesky and insignificant aliens will stop me from supporting my kingdom? Even so, I will never retreat and will always fight till my soul reaches its finality."
4/4
Azhar, Mentor of the Meek - 4WW
Legendary Creature - Bird Monk
Flying
Whenever this creature deals combat damage to a player,you may pay x1W.If you do, put X 1/1 white soldier token on the battlefield.
Whenever this creature blocks and kills a creature, you may pay x1W. If you do, you gain X life.
3/5
Shrine of Revealing Light 3WW
Legendary Enchantment -
Creatures you control gain +1/+1 and have lifelink.
Creatures you dont control gain -1/-1 . "To presume something dead without further proof is not the way of a conscious mind. Instead, hope that source will come back in further time."- Azhar, Mentor of the Meek
Annihilating Light - 4WWW
Sorcery -
Exile all creatures, you gain 1 life for each creature exiled. A large portion of Zharigians were eliminated after the goddess of light herself revealed before them. The forces of Eoldu watched in awe as she destroyed more in exponential numbers.
Everlasting Life - 7WWW
Sorcery
You gain 100 life Wedioka does not tolerate the Zharigans raiding and ravaging his lands. As a result, he placed his forces to the maximum strength, including himself.
Demolishing Blow -
Instant - 1R
Deal 2 damage to target creature. If it that creature dies and gets sent to the graveyard, remove it from the game instead. Kaichoran dodged the Zhar's claw with quick reflexes and crushed its skull with his heavily spiked boulder fists.
Hijacker of Nerosu - 5R
Creature - Draconian Warrior
First Strike
When this creature enters the battlefield, destroy target artifact or land. If he ever gets cornered by your forces, he would knock out one of your horsemen and escape with his horse in instant speed.
3/4
Thunderous Elapse - 3R
Instant -
Deal 4 damage to target creature or player.
Invasion 5 - If you dealt 5 or more damage to an opponent last turn, then deal 5 damage instead. The Draconians rampaged against their enemies at their stronghold, blood of Zharigans splattering and their bones cracking.
Rushing Rampager - 2R
Creature - Draconian Warrior
This creature attacks each turn if able R - Put a +2/+0 counter on this creature until end of turn. Play this ability only once per turn.
3/2
Blood Shot - R
Deal 1 damage to target creature or player.
Invasion 2 - If you dealt 2 or more damage to an opponent last turn, then deal 3 damage instead. "War. War will never bring peace. But why question it, I have aliens to crush." - Commander Waikoran, 5th Attendant
Warhawk Marauder - 4R
Creature - Draconian Barbarian
When this creature enters the battlefield, deal 2 damage to target player or creature. 3R(tap) - Deal 2 damage to target player or creature.
4/2
Warhacker of Blood - 5R
Creature - Cyclops
Haste 1R(tap) - Deal 1 damage to target creature or player. 3R(tap) - Draw a card then discard a card. Face it, we cant slay such a colossal creature. And even if we did, we would all be badly injured from the aftermath.
4/4
Wrecking Boulder - 1R
Instant
As an additional cost to cast this spell, Sacrifice a creature you control.
Deal X damage to target creature or player, where X equals to the sacrificed creature's toughness. Nerosu Clanmates take reckless actions against their enemies, even if it means sacrificing one another.
Avalanche Crusher - 4R
Creature - Cyclops
You may discard three land cards to cast this creature instead of its casting cost. R2, sacrifice a land - Deal 4 damage to target creature. Across the region of the Nerosu, many of these cyclops wander about and wreck havoc on the mountain. It's another way of 'greeting' someone. - Guile, Lone Missionary
5/4
Defiler of Anger - 4R
Creature - Cyclops
First Strike
Invasion 3 - If you dealt 3 or more damage to an opponent last turn, then this creature gains reach. If you need someone to smash some skulls, call him. If you need someone to give you encouragements, dont call him.
4/2
Kaichoran's Rampage - 2RR
Enchantment
Creatures you control have- "R - this creature gains +2/+0 until end of turn. Activate this ability only once per turn." "Dont mess with the Warchief when he's in a sentimental state. As far as I can comprehend, he might as well smash your face in if you arent careful." - Recruit of the Nerosu Army
Blade of the Warhungry - 2
Artifact - Equipment
Equipped creature gains +1/+0 counters and first strike.
Equip 1 "The Nerosu use pretty much any weaponry as kitchen or butchering tools. Swords, axes, or scythes, you name it!" - Buka, the general of the frontier.
Flames of the Decimated - 5R
Sorcery -
Deal 4 damage divided among target creatures or target players.
Invasion 5 - If you dealt 5 or more damage to an opponent last turn, then deal 5 damage divided instead. As the hives of Zharigans started to incinerate in a fast manner, the soldiers began to add more fuel to it, making it brighter than before.
Grunt of the Skallri - 4R
Creature - Draconian Barbarian
When this creature enters the battlefield, search your library for an equipment card and put it into your hand. Shuffle your library. 2R(tap) - target creature gains haste.
2/3
All of these cards are poorly worded and poorly balanced. You should look at existing cards with similar effects and use them as a basis for balance.
Some standouts:
Wrecking Boulder is Fling for 3 more at sorcery speed.
Flames of the Decimated is Pyrotechnics but better, which is way too good for a common. It's also way to similar to Thunderous Elapse.
Wedioka's first token creates two copies of itself upon death, and each of those creates three copies upon death, and so on.
You use "counters" for temporary power/toughness-modifying effects, which is exactly what counters AREN'T.
Clangates: Too good. Compare Kabira Crossroads. You forgot the "ETB Tapped" clause from most of them as well.
Warden of the Courts is too good to be a common.
Forensic Healing is like Angelic Chorus but terrible.
Reiforce the Troops is overpowered and also misspelled.
Detain the Unknown's ability is permanent, so it's a strictly better version of Arrest.
Grave Ravager Tukai locks your opponent out of drawing cards if you can empty their hand.
Aldesi Hunter is just pointless. Why would I ever want to play this when Green gets a Grizzly Bears-type card in nearly every set?
There are too many rares that are just "Pay a ton of mana: Do something huge". They're never going to actually get cast. Also, Blue has two rares that basically say "You win the game."
Brutal Skulldriver - 3RR
Creature - Draconian Berserker
For each equipment attached to this creature, it gains +1/+0 counters. 2R(tap) -Target creature gains first strike until end of turn. War! Blood shall splatter! War! No Mercy to the opposed! War! Victory shall lead us to true freedom! War! - Chant of the Nerosu Clan
4/3
Deduct the Numbers - 4RR
Sorcery -
Each player sacrifices all creatures he or she controls until they only have one creature. Those creatures gain +3/+0 counters and first strike. Play this ability only on your pre combat main phase. "There can only be one victor, alien scum! And in order to gain that freedom to return back to our homes, there must be a corpse rotting among the others!"
Bloodfury Eradicator - 4RR
Creature - Cyclops
This creature attacks each turn if able. Whenever this creature deals combat damage to a player, put a fury counter on this creature.
Remove X fury counters from this creature- Deal X damage to target creature or player. Ravaging its path as it walks among the lands, crushing and munching anything that smells it glands. - Found poem on the burning village.
5/4
Greater Numbers - x2R
Sorcery -
Put an X/X red Cyclops creature token on the battlefield. If X is greater than four, it gains haste and if X is greater than six, it gains first strike. The Draconians cautiously opened the entrance of the insane cylcops, unfortunately for them, they didn't get to see them even reach out their legs outside.
Keeper of the Mighty - 3R
Creature - Draconian
Haste
Red creatures cant block. He's in charge of the imprisoned cyclops within their cages, they roar with rage at their captors, who will eventually train them to face the Zharigans.
4/4
Savage Roar - 2R
Instant -
Creatures you control gain +1/+0 and haste until end of turn.
Invasion 5- If you dealt 5 or more damage to an opponent last turn, then creatures gain +2/+0 instead. If you hear them, you already know that you've lost.
Rage of Mountain Giants - 5R
Sorcery -
Deal 4 damage to each creature and each player.
Invasion 6 - If you dealt 6 or more damage to an opponent last turn, then deal 5 damage instead. Cyclops occasionally drop boulders down upon villagers beneath their mountains, not for self defense but for savage fun.
This set will focus sorely on the Commander Format
Many years ago, a misty and ancient civilization was barred into existence by mysterious forces. Many races were created into the land, make particular diversification on their cultures. The colonists however, did not succeed on making a mighty civilization due to their poor leadership and collaboration to a mighty civilization. Unfortunately, this lead to many casualties and significant problems that issued, resulting them to separate into five clans that have follow their own customs and cultures. The forces that gave them life took an interest into the clan foundations and gave each clan their own supernatural powers, in exchange they had to dedicate themselves to them in form of sacrifices and worship. The five clans agreed on following this custom without further consultations, eager to gain powers outside of their world. The five clans fought against each other in order to gain the other clan's power, making them stronger than they ever were with their clan leaders supervising their actions...... And so the war began.... An alien race called Zhargians ambushed the clans, making them even weaker then from before. They arrived from an unknown source of power that could possibly originate from the beings that gave them life. Another war began, fighting these alien beasts. The clans formed a temporary alliance and faced against the mysterious brood, seeking their origins, purpose, and of course their greatest weakness. In this set, each clan will only have one color, however, the Zhargian Brood will consist of all five colors. Who will win? Which clan will survive? Will the Zhargian Brood demolish and conquer all of Taighadan? Find out with these new cards that were created just for you all!
There will be 240 clan cards.
These Clan and Zhargian cards can be played COMBINED, they arent made to be played separately like Khans of Takir.
Alsedi Clan - G Races - Turtle ( Yes there will be turtle people ) Beasts
Cleyvaw Clan U Races - Yukorian ( three eyed alien like humanoids ) Spirits
Essitu Clan - BRaces - Monchruls ( big and mighty humanoid beasts ) Demons
Eoldu Clan - WRaces - Humans , Bird
Nerosu Clan - R Races - Draconians ( Dragon People ) Cyclops ( ironic isnt it?)
Zhargian Brood- WBUGRRaces - Zhargians ( aliens that look similar to eldrazi and slivers).
Trample
Lifelink
Vigilance
Deathtouch
Flying
Haste
First Strike
Alsedi Clan Mechanic -
Prosper - As you play a creature spell, you may reveal this card from your hand and pay its Prosper cost. If you do, add this spell’s effect to that creature's casting ability.
Cleyvaw Clan Mechanic -
Spellfuse X - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana X cost or less and put into your hand.
Essitu Clan Mechanic -
Resurrect X - When you cast a spell that has converted mana cost X or more, you may sacrifice/discard this card, and _______
Eoldu Clan Mechanic -
Reinforce - This spell’s mana cost costs (1) less mana from the difference of permanents you control and target opponent.
Nerosu Clan Mechanic -
Invasion X - If you dealt X or more damage to an opponent last turn, then ______
Zhargian Brood -
Mutate - When this creature dies, you may return a creature from your graveyard with the same converted mana cost and put it into your hand.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Turtle Wizard
When this creature comes into play, put a 1/1 green beast creature token onto the battlefield.
Prosper - As you cast a creature spell, you may pay GG and reveal this card from your hand. If you do, put a 1/1 green beast token on the battlefield."
2/2
Alsedi Rujakin 2GG
Creature - Turtle Advisor
When this creature enters play, put a +1/+1 on target creature and give it trample.
It calls and brings peace to the beasts surrounding her, making them sleep under her tree's shadow.
2/2
The Calling of beasts 3G
Sorcery
Put an X/X green creature token on the battlefield,where X equals to the number of beasts you control.
Prosper -As you cast a creature spell, you may pay 4G and reveal this card from your hand. If you do, put a 3/3 green beast creature token on the battlefield."
Knowledge of the Mighty 3G
Instant
Target creature gains +4/+4 along with trample until end of turn
"What good is it for you to love those are good to you? Even those who despise you likes those who encourages them." - Esshon, the Ancient One.
Life Through Strength - GG
Enchantment - Aura
Enchanted creature's power is equal to its toughness.
"Occasionally, your strength will lie upon you overall condition." - Esshon, the Ancient One.
Vesay Temple Dweller 3GG
Creature - Turtle Shaman
When this creature enters the battlefield, put a +1/+1 on each enchanted creature you control.
Many of the remaining residents in the temple were slain by the other opposing clans, however, some were fortunate to survive.
2/4
Strength of the Mighty One - 4G
Instant -
Target creature an opponent controls fights target creature you control. Your creature is indestructible until end of turn.
Prosper -As you cast a creature spell, you may pay 5G and reveal this card from your hand. If you do, target creature fights another target creature."
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Beast
Trample
Many of the elves use these colossal beasts to make destructive vibrations on the ground to warn trespassers.
4/6
Urik Warhowler - 3GG
Creature - Beast
Reach
When this creature enters play, each player puts a +1/+1 on target creature they control.
Prosper - As you cast a creature spell, you may pay 2G and reveal this card from your hand. If you do, put a +1/+1 counter on target creature."
3/3
Aldesi Hunter - 1G
Creature - Turtle Soldier
They marched across the plains, keeping away interlopers with their clever tactics, while leaving many corpses on the fields.
2/2
Fall Upon - 3G
Instant
Draw a card for each creature with power 5 or greater
4GProsper - As you cast a creature spell, you may pay 4G and reveal this card from your hand. If you do, draw a card for each creature with power 6 or greater."
Omen Exorcist - 2G
Creature - Turtle Shaman
When this creature enters play, tap target creature. That creature doesnt untap during its controller's next untap step.
He captures all evil omens that reside within his patient's minds.
2/2
Think Above the Skies - 1G
Instant
Draw a card, it it's a creature spell, it costs 1 less to cast
Prosper -As you cast a creature spell, you may pay 2G and reveal this card from your hand. If you do,put a 1/1 green beast creature token on the battlefield ."
See Through the Mists - 1G
Instant
Look at the top five cards of your library, put a creature one of them and put it into your hand. Put the rest on the bottom of your library in any order.
"Look at the mist, what do you see? Death? Misery? Suffering? This is all unsurprising, we go through this everyday."
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Dire Centurion - 4G
Creature - Turtle Warrior
When this creature enters the battlefield, search your library for a creature with converted mana 3 or less, and put it into your hand. Then shuffle your library
3/3
Ravaging Sharpteeth - 3GGG
Creature - Beast
Trample Reach
It smells your scent, tracks you down, binds you to the ground, and it makes you wish you never existed. - Alsedi Poem, No. 34
5/5
Alsedi Clangate
Land
This land enters the battlefield tapped.
(tap) - Add G to your mana pool. You gain 1 life
Behold, the holy beings that revel beneath nature's gaze, making sure no harm is done no matter what the consequences shall be.
Estden Warblade - 2
Artifact - Equipment
Equipped creature gains +1/+1 counters with vigilance.
Equip 1
The basic weaponry for the Alsedi clan, no weapon has ever been so flexible to utilize for combat until now.
Burrowing Vibrations - 4G
Sorcery
Destroy up to two target lands.
Stiagha marched across with her expedition and sighted the opposing watch tower. "Give them the 'shake'." she whispers to her soldiers,and they obliged immediately.
Stiagha's Blessing - 3G
Enchantment -
As this enchantment comes into play, choose a color. Creatures with that color gain lifelink.
Her presence motivated her army to continue forward regardless of the inevitable results of victory or death.
Tome of the Ancient - 5
Artifact
Whenever you cast a green noncreature spell, put a 2/2 green turtle creature token on the battlefield with reach.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Tinkal Marauder - 2GG
Creature - Turtle Warrior
Reach
Other turtle creatures you control gain +1/+1
2G - Turtle creatures you control gain reach until end of turn.
3/2
Alsedi Clanmate - 1G
Creature - Turtle Monk
1G(tap)- Target creature gains +1/+1 until end of turn.
3G (tap) - Creatures you control gain +2/+2 and trample until end of turn.
2/2
Defensive Posture - 1G
Enchantment - Aura
Enchanted creature gains +2/+2 counters
"Be cautious, be aware of the dangers ahead, they might consume you with quick tragedies before you."
Untangle the Lands - G
Instant -
Add GGGto your mana pool. You lose 2 life.
Prosper - As you cast a creature spell, you may pay G and reveal this card from your hand. If you do, add GG to your mana pool."
Blessing of the Ancient - G
Sorcery -
You gain 3 life
1GProsper - As you cast a creature spell, you may pay 1G and reveal this card from your hand. If you do, you gain 2 life."
The Alsedi tribes gathered around the ancient. The ancient stood upon them and provided their life sources to them, giving them good harvest and hunts.
Stompdweller of Alsedi - 5 GG
Creature - Treefolk
Trample Lifelink
When this creature enters the battlefield, each opponent untaps up to four lands he or she controls.
It oversees the forests, making sure no trespasser is not stomped underneath its trunks.
5/7
Guardian of Nature- 6G
Creature - Treefolk Soldier
Reach
When this creature enters the battlefield, each opponent untaps up to two target lands he or she controls.
3G - This creature gains trample until end of turn.
5/6
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Esshon the Reclaimed One - 5GGG
Legendary Creature - Treant Lord
Whenever you cast a green noncreature spell, creatures you control gain +X/+X until end of turn, where X equals to the number of creatures you control.
3GG(tap)- Search your library for a creature then shuffle it with the chosen card on top.
7/7
Stigha, Mother of the Alsedi - 3GG
Legendary Creature - Turtle Wizard
Other creatures you control have -"G - This creature gains +1/+1 until end of turn."
Other green creatures you control have trample.
3/4
Wrath of Nature - 6GG
Sorcery
Destroy all artifacts,creatures, and enchantments. Draw a card for each artifact, creature, or enchantment destroyed.
7GProsper - As you play a turtle spell, you may reveal this card from your hand and pay its Prosper cost. If you do, add this spell’s effect to that creature.
"You wish to see our full potential? Very well..."
Shrine of Mass Growth 4GG
Legendary Enchantment
Creatures you control have +3/+3 counters and have hexproof.
The temple cannot be seen or visualized, however, some witnesses state that the temple only exists to those who are fully sustained in nature's light.
Staff of Mass Growth 5
Legendary Artifact
Turtles, beasts, and treefolks you control have hexproof and are indestructible.
When it seems like defeat is imminent, hope flutters before you and gives a vision of victory and glory.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Yukorian Wizard
When this creature enters the battlefield, if you control five or more sorcery and instant cards in your graveyard, return one to your hand and exile all other sorcery and instant cards.
Many of the spells taught by the Yukorians are inherited by offsprings, as the power can only be utilized from birth.
2/4
Peer Through the Mist - 1U
Instant -
Each player reveals the top card of his or her library, if at least one of them is a sorcery, you may cast it without paying its mana cost.
The the descendants followed their mentor to the pool, each revealing a fragment of their visions through its mystical source.
Knowledge of Secrets - 5U
Instant
Draw five cards
Spellfuse 5 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 5 or less it and put into your hand.
Teleporting Shout - 1U
Sorcery -
Return a target creature you control and target creature you dont control back to their owner's hands.
Spellfuse 1 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 1 or less it and put into your hand.
Devotion of Spirit - 4U
Sorcery -
Counter target noncreature spell then put a 2/2 blue spirit token on the battlefield with flying.
Spellfuse 3 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 3 or less it and put into your hand.
Reclaiming the Taken 5U
Sorcery -
Take control of target creature. That creature has hexproof and flying as long as you control a Yukorian.
A wise mage with many opposing threats would never eliminate them one by one, he would just make one of them do the job for him." - Erwana the Thoughtful Seer.
Direct Reversal - 3U
Instant
Counter target creature spell. If that creature had power 4 or greater, return that spell back to its owner's hand.
Spellfuse 2 - When this spell gets sent to your graveyard, return a spell with the same card type with converted mana cost 2 or less it and put into your hand.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Yukorian Wizard
Flying
3U(tap) - Look at the top three cards of your library, put one into your hand and the rest under your library.
She flew across the opposing soldiers and composed many spells that stunned the soldiers into oblivion.
2/3
Kellye Shapecrafter - 1U
Creature - Yukorian Shaman
Flying
Whenever you cast a instant or a sorcery spell, sacrifice this creature.
They observe the pools and meditate to the aura emanating from its eternal depths.
2/2
Cleyvaw Clanmate - 1U
Creature - Yukorian Wizard
1U(tap) - Target creature gains hexproof until end of turn.
3U(tap) - Draw a card.
The Yukorians dedicate themselves to the clan by not just knowledge, but how to utilize that into different techniques.
2/2
Unyielding Irruption - 5U
Sorcery -
Return up to two target creatures back to their owner's hand. Draw a card.
Spellfuse 4 - When this spell gets sent to your graveyard, return a spell with the same type with converted mana cost 4 or less it and put into your hand.
Overwhelming Rupture - 3UU
Enchantment
Target opponent cant play noncreature spells with converted mana cost 3 or more.
"If you want to stop them permanently, eliminate their minds."
Mind of the Forgotten - 1U
Enchantment - Aura
Whenever enchanted creature attacks, draw a card. Whenever enchanted creature blocks, discard a card.
Erwana gazed upon the helpless figure and passed on, knowing that he didn't have the essential information she required.
Redeemer of Lost Thoughts - 4UU
Creature - Spirit
Flying
Whenever an instant or a sorcery spell gets put into your graveyard, you may pay 2U. If you do, draw three cards then discard two cards.
Sacrifice this creature - Destroy target enchantment.
4/4
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Instant
Cleyvaw Commons Part 3
Draw two cards then discard a card.
Brielle woke from her daydream with a startle, a sudden inspiration struck her and she ran across the library hall.
Receiver of Gifts -1U
Creature - Spirit
Hexproof
Whenever an opponent casts a spell on your turns, draw a card then discard a card.
"Our civilization has been blinded by these atrocious traditions of giving gifts to spirits, my mind has been heavily lifted from reality itself."- Ardkill, Mentor of the Academy.
Consultant of Mentors -3U
Creature - Yukorian Wizard
Whenever you cast a noncreature spell, you may pay U. If you do, each player draws a card then discards a card.
U(tap) - Tap or untap target permanent
2/5
Noble of Knowledge - 4U
Creature - Yukorian Wizard
Flying
When this creature enters the battlefield, return target creature back to its owner's hand. That player discards a card at random.
U (tap) - Tap target creature.
3/5
Raindrop of Hints -U
Instant -
Tap target creature, that creature doesnt untap during its controller's next untap step.
A drop of rain can eventually lead to a colossal flood, our job is to prepare for it.
Follower of Ideals - U
Creature - Spirit
Flying
When this creature enters the battlefield, sacrifice it unless you played a instant this turn.
It follows orders, doesnt ask questions, and ultimately follows one's ideal.
2/1
Time Elapse - 1U
Instant -
If a player would draw a card, prevent that draw when you cast this spell.
Spellfuse 1 - When this spell gets sent to your graveyard, return a spell with the same type with converted mana cost 1 or less it and put into your hand.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Spirit
When this creature enters play, this creature becomes a copy of target creature.
Whenever this creature becomes a target of a spell or ability, sacrifice it.
0/0
Cleyvaw Clangate -
Land -
This land enters the battlefield tapped
(tap) - Add U to your mana pool. You gain 1 life.
The Yukorians and spirits they hold study and meditate towards the knowledgeable aura that surrounds the, draining off the energy.
Answer the Riddle - 4U
Sorcery -
Choose an opponent. That opponent chooses a nonland card in his or her hand. You guess if that chosen card costs 3 converted mana more, less, or same mana.
If you guess right, that player discards that card and you draw four cards. If you guess wrong, that player can cast that card without paying its mana cost.
Spellfuse 3
Aura Meditation - 3U
Enchantment -
Whenever you draw a card, look a the top card of your library. You may put that card under your library. If the revealed card was a land, put it onto the battlefield tapped.
"We require thoughts and strategies to win this war, and by doing so, we meditate to the knowledge."
Scrying the Mists - X3U
Sorcery -
Reveal the top X cards of your library then put an X/X blue spirit creature token on the battlefield, where X equals to the number of instants or soceries revealed.
Spellfuse 4
Denying the Inevitable - 4UU
Instant -
Return up to three target permanents back to its owner's hands. Then look at the top three cards of your library, you may put them back in any order.
Spellfuse 3
Erwana's Accomplice -3UU
Creature - Yukorian Wizard
Instants and sorcery spells cost 2 less colorless mana to cast.
Whenever you cast an instant or a sorcery spell, discard a card.
3/5
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Legendary Enchantment -
Tap any number of untapped permanents you control - Untap that many target permanents or draw that many cards.
Erwana lead her people to spirit pool, many of them glancing at one another in utter confusion. Erwana levitated above the pool using her neural spells, and lead out an armada of spirits from the pool to confront the enemy.
Erwana, the Thoughtful One - 4UUU
Legendary Creature - Yukorian Wizard Lord
Flying Hexproof
X2(tap) - Reveal the top X cards of your library, put any number of instant and sorcery spells from among them and put them in your hand. Remove those cards from the game at the end of the turn.
4/4
Kojii the Everlasting Knowledge - 6UUU
Legendary Creature - Spirit
Hexproof
Whenever you draw an instant or a sorcery spell, draw an additional card for each mana symbol on that instant or sorcery spell.
Whenever you discard an instant or a sorcery spell, put a instant or a sorcery from your graveyard and put it into your hand.
6/7
Iko, Orb of the Void - 3UU
Legendary Artifact
Whenever you cast an instant or a sorcery spell, you may pay 1U. If you do, discard your hand and draw cards equal to the number of cards discarded.
Sacrifice this artifact - Each player discards all creatures spells.
Shrine of Immense Knowledge- 5UUU
Legendary Enchantment
Whenever you cast a source that makes you draw one or more cards, draw three times that many cards instead.
Unlimited power, limited options.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Instant -
Target creature gains -3/-3 until end of turn.
Resurrect 5 - When you cast a spell that has converted mana cost 5 or more, you may discard this card. If you do, put a -5/-5 on target creature until end of turn.
Skeletal Armsmith - 2B
Creature - Monchrul Soldier
When this creature enters play, return a creature from your graveyard into your hand.
Sacrifice this creature - Destroy target equipment.
2/2
Agonizing Skullbalde - 2
Artifact- Equipment
Equipped creature gains +1/+1 counters and deathtouch.
Equip 1
Weapons dont kill people, people kill people
Patronizing Pain - 2B
Instant -
Target creature gains -2/-2 counters and its controller discards a card.
Resurrect 3- When you cast a spell that has converted mana cost 3 or more, you may discard this card. If you do, target creature gains -4/-4 counters.
Shadowy Cultist - 2B
Creature - Monchrul Shaman
Whenever this creature deals combat damage to a player, put the top three cards of your library into your graveyard.
Sacrifice a creature B - Target player loses 3 life.
3/4
Wrecking Skullgrazer - 3B
Creature - Monchrul Warrior
Whenever you cast a creature spell sacrifice a creature you control unless you pay 2 life.
4B - Return a creature spell from your graveyard to your hand. You lose 2 life.
4/5
Reviving the Dead - B
Sorcery -
Return up to five cards from your graveyard shuffled into your library. You lose 3 life.
"What we live in is neither life or death, Taighadan was already dead a long time ago." - Mukaichi, the Fallen One
Razerback Divider - 2B
Creature - Monchrul Shaman
Deathtouch
As an additional cost to cast this creature, discard a card or lose 2 life.
The Monchruls occasionally attack the Zhargians, but mostly isolate themselves within their swampy homelands.
4/2
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Sorcery
All creatures gain -X/-X until end of turn, where X equals to the number of creatures on the battlefield.
Resurrect 5 - When you cast a spell that has converted mana cost 5 or more, you may discard this card. If you do, each creature gains -5/-5 until end of turn. You lose 2 life.
Voice of Hunger and Pain - 2B
Sorcery
Target player loses 3 life and you gain 3 life.
The Zhargians almost never encounter the Monchruls due to their secrecy, but if they ever do, they will find a surprise waiting for them.
Reveler of the Fallen One - 2B
Creature - Monchrul Shaman
Whenever you discard a card, you gain 1 life. Whenever you draw a card, you lose 1 life
Pay 1 life B - Untap target creature.
3/3
Offering of Bones and Blood - 3B
Enchantment
Creatures you control have -" When this creature enters play, if you have 10 or less life, it gains +1/+1 counters."
Sacrifice this enchantment - Destroy target creature
In their recent traditions, Monchruals make occasional sacrifices each day to their gods, hoping they will stay safe from the Zhargians.
Cavedweller Ugii - 2B
Creature - Monchrul Soldier
When this creature enters play, if you have 10 or less life, it gains +1/+1 counter and deathtouch.
2B(tap) - Target player loses 2 life.
3/2
Warden of Night's Fall - 3BB
Creature - Demon
Flying haste
As an additional cost to cast this creature, discard two cards.
Though Monchruls dont usually associate with demons, they casually come in contact with them in secrecy.
5/7
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Sorcery -
Target creature gains -X/-X until end of turn and you gain X life.
Resurrect 3 - When you cast a spell that has converted mana cost 3 or more, you may discard this card.If you do, put a -2/-2 on target creature until end of turn and you gain 1 life.
Catering the Soul - 3B
Sorcery -
Destroy target creature. You gain life equal to its toughness.
Mukaichi's shot out a bolt of deadly energy, making the Zhargians retreat in utter hurry.
Kill Spreehunter - 5B
Creature - Demon
Flying
When this creature enters play, if you have 10 or less life, this creature gains deathtouch and +1/+1 .
Pay 3 life, B - Remove a creature from your graveyard, draw a card.
6/4
Essitu Clanmage - 1B
Creature - Monchrul Shaman
Pay 2 life B - Draw a card then discard a card.
4B - Put a 2/2 black Monchrul creature token on the battlefield.
In the Essitu Clan, they brutally treat their peasants and slaves, but because of the current war, they are more keen on protection.
2/2
Hunting the Unknown - 3BB
Sorcery
Target player sacrifices three creatures. Its controller loses 2 life.
Through our patrols, we uncovered many of the Zhargians patrolling around our borders, and there appears to be many numbers of them. Let us fight these monstrosities. - General Ruko's letter to Mukaichii.
Essitu Clangate -
Land -
This land enters the battlefield tapped.
(tap) -Add B to your mana pool. You gain 1 life.
Essitu value death and sacrifices, not because its part of their essential traditions, but also to survive.
Hidden Ambush - 5B
Instant -
Put two 3/3 black Monchrul creature tokens with deathtouch on the battlefield.
Resurrect 7- When you cast a spell that has converted mana cost 7 or more, you may discard this card. If you do, put two 2/2 black Monchrul creature tokens on the battlefield.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Monchrul Warrior
When this creature enters the battlefield, return up to two target creature cards from your graveyard on top of your library in any order.
Pay 1 life,3B(tap) - Target player discards a card. Activate this ability only if you control a demon.
3/4
Deadly Hellchamp - B
Creature - Demon Minion
When this creature enters the battlefield, its controller loses 3 life.
Sacrifice a creature, B - Regenerate this creature.
3/2
Hellish Commands - 1B
Sorcery -
Each creature you control gains +2/-2 until end of turn. If you control a demon, they gain +3/-2 instead.
Resurrect 4- When you cast a spell that has converted mana cost 6 or more, you may discard this card. If you do, each creature you control gains +3/-3 until end of turn.
Dead Acts of the Zhar - 4B
Enchantment -
Whenever a creature you control dies, you may pay 2B or 4 life. If you do, return that creature from your graveyard to your hand.
The acts of the Zhargians enraged the Essitu clans further then their actual limits, as a result, they unleashed their anger with full force.
Act of Disgrace - 3B
Instant -
Target player discards his or her hand and draws cards equal to the number of cards discarded. If its your turn, you gain 2 life after this spell resolves.
"The penalty for failure is death, general, but its your men's stupidity that caused this to result. You may rise." - Ouckagei to General Ukill.
Lord of the Utter End 4B
Creature - Demon
Flying Deathtouch
This creature's power and toughness is equal to the number of cards in your graveyard.
Pay 1 life, discard a card - Target creature gains -2/-2 until end of turn.
0/0
Doombringer of Essitu - 3BBB
Creature - Demon
Flying
When this creature enters the battlefield, put the top six cards of your library into your graveyard and you lose 6 life.
Whenever this creature attacks or deals damage, each opponent sacrifices a creature he or she controls.
It brings doom to the ignorant and narrow minded ones that inadvertently wander into the swamps.However, it brings pleasure to the ones who practice seek to learn dark arts.
8/8
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Legendary Creature - Demon Lord
Flying
Whenever this creature attacks,you may pay 1B, if you do each player sacrifices a creature he or she controls. Whenever this creature blocks,you may pay 1B,if you do each player discards a card.
Sacrifice a creature, 3B(tap)- You gain life equal to the sacrificed creature's power.
9/9
Mukaichii the Bloodraged 2BB
Legendary Creature - Monchrul Lord
Deathtouch
When this creature leaves play, sacrifice all Non-Monchrul and nonland permanents you control.
After becoming the lord of the Essitu clan, Mukaichii's first objective was to eliminate all threats that were around the proximity of his homeland. In order to succeed, he was keen on discovering the weakness of the Zhargians.
6/6
Soul Induction - 7BBB
Sorcery -
Destroy all creatures target player controls, you gain 1 life for each creature destroyed this way.
With the many souls sacrificed and lost, the Essitu clan we're finally unleashing their fullest strength against their enemies.
Shrine of the Dark Hours 3B
Legendary Enchantment
Whenever a player casts a creature spell, sacrifice it unless its controller pays its casting cost again.
The shrine contains nothing but a hallow altar that leads to a colossal monument that represented the old gods they worshiped, now the gods were finally clarified as the Zharigans.
Idol of the Dark God 5B
Legendary Artifact
Pay 3 life,(tap) - Target creature gains deathtouch until end of turn.
Sacrifice this artifact - Sacrifice all creatures you control and put a 6/6 black legendary demon creature token on the battlefield called 'Duuikiore'.
Long ago, before the Zhargians arrived from the mysterious portal, another enemy from an ancient idol arose to conquer the lands of Taighadan, unleashing its wrath upon its path.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Sorcery -
Target creature you control gains protection from the color of your choice until end of turn. Draw a card.
Even when the Zhars can outnumber us greatly, we can still reflect upon ourselves to true reality.
Reinforce the Troops - 3W
Sorcery -
Put three 1/1 white Soldier creature tokens on the battlefield.
As Azhar's troops were sent from his officials towards the burning village, the villagers knew they were safe from the Zhargians at last.
Troop of the Shankai - 2W
Creature - Human Soldier
Vigilance
When this creature enters play, if you have 20 or more life, put two 1/1 white soldier creature tokens on the battlefield.
"I will prevent harm to the Shankai with every wit I can use, even if it takes my own life."
2/2
Shankai Wardealers -6WW
Creature - Human Soldier
When this creature enters the battlefield, target creature gains +1/+1 counter and you gain 1 life.
4W(tap)- Put a 1/1 white soldier token on the battlefield.
Reinforce - This spell’s mana cost costs 1 less mana from the difference of permanents you control and target opponent.
4/5
Eoldu Trooper - W
Creature - Human Soldier
Lifelink
As the troopers fought against the Zharigans, many of them fell in battle frequently. However, their spirit of nobility and courage still didnt die out.
1/1
Banishing the Zhar - 2W
Instant -
Exile target Zhar creature. You gain life equal to its power.
General Rukio lead his army through numerous campaigns against barbarians, but confronting the Zhars were another level of courage. At this, General Rukio made another attempt at making a secret strategy.
Detain the Unknown - W
Instant -
Target creature cant attack or block and its activated abilities cant be activated.
Lord Wedioka sent his most trusted advisers to deal with the imprisoned Zharigans within the hidden dungeon underneath his chambers.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Bird Monk
Vigilance Flying
The high courts pass judgment on the evildoers within the Eoldu region, and they do not tolerate foul actions that consist of murder and blasphemous words.
4/4
Eoldu Light Giver - 3W
Creature - Bird Monk
Flying
When this creature enters the battlefield, if you have 20 or more life, it gains lifelink and +2/+2 counters.
2W(tap) - You gain 2 life
2/2
Forensic Healing - 5WW
Enchantment -
Whenever you cast a creature spell, you gain X life where X equals to that creature's power.
Many of the injured soldiers and villagers were accumulated and moved to the safe house, where they tended for.
Healing Justice - 2W
Instant -
You gain 7 life
Monks in the Eoldu clan make casual rituals to the spirits above, in return, they give out resources and heal the wounded.
Eoldu Meditation - 4W
Enchantment -
Whenever you cast a white noncreature spell, you gain life equal to its converted mana cost.
Meditation takes years of practice and discipline to fully comprehend, though many of the monks seem to get the ability sorely right.
Ashkion's Bodyguard - 4WW
Creature - Bird Monk
Flying
When this creature enters the battlefield, exile target creature. When this creature leaves play, return the exiled creature back onto the battlefield under its owner's control.
Reinforce - This spell’s mana cost costs 1less mana from the difference of permanents you control and target opponent.
4/3
Ashkion's Disciple - 4WW
Creature - Bird Monk
Vigilance Flying
When this creature enters play, you gain 1 life for each creature you control.
Reinforce -This spell’s mana cost costs 1less mana from the difference of permanents you control and target opponent.
Ashkion's disciple obey Ashkion not just because of his authority, but by his nobility and judgmental mind.
3/4
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Bird Soldier
Flying Vigilance
When this creature enters the battlefield, search your library for an equipment card and equip it to this creature.
They look over the minuscule and dependent villages that are scattered across the region, eliminating all threats like Zhargian raids.
5/5
Crusader of Light - 2W
Creature - Human Soldier
First Strike
If this creature is equipped, it gains vigilance
The crusaders, dedicating their lives to the light, will risk everything to stop the darkness that scattered across their region.
2/1
Call of Heroes - 3WW
Sorcery
Search your library for a planeswalker card, reveal it, then put it into your hand. Shuffle your library afterwards.
When all seems lost, heroes lead the way.
Wedioka's Inner Vision - 2W
Enchantment
Nonwhite creatures deal half the damage to you rounded down. White creatures you control deal half the damage to a player rounded up.
To prevent further confrontations, we must proceed with incapacitating both sides.
Guardians of the Free - 11WWW
Creature - Human Soldier
First Strike
When this creature enters play, each creatures you control gains +2/+2 until end of turn.
Reinforce - This spell’s mana cost costs 1less mana from the difference of permanents you control and target opponent.
They fight for freedom, they conquer for the free.
7/7
Crusader of Truth - 2W
Creature - Bird Soldier
Flying
When this creature enters play, remove target creature from the game. When this creature leaves play, return that creature back onto the battlefield under its controller's control.
3/1
Fight for Freedom - 3WW
Sorcery -
Exile target creature power 5 or greater. You gain 2 life
In order to gain sustenance, many of the townsfolk raged at their captors and eventually won back their freedom.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Sorcery -
Put X 1/1 white Soldier creature tokens on the battlefield. If you have 20 or more life, put twice that many tokens instead.
With the strength of a thousand, the Eoldu won back their freedom from their foreign captors and brought peace and prosperity back into their land.... though this was just the beginning...
Power of the Sanctum - 2WW
Instant -
Choose one - Target player gains 5 life, target player draws two cards , or creatures you control gain +1/+1 until end of turn.
When all seems lost, the monks and soldiers seek guidance within the sanctum of holy light.
Clash Between Rivals - 3WW
Sorcery -
All creatures on the battlefield gain +2/+2 counters along with vigilance and lifelink. Play this spell only on your pre combat main phase.
Even with the Zhargians invading their lands, Eoldu clans were still in engaged in a reluctant battle between their other clans.
Eoldu Clangate -
Land
This land enters the battlefield tapped
(tap) - Add W to your mana pool. You gain 1 life.
Eoldu, the clan of faith and justice, remained to this tradition for more than a millennium of war.
Arbiter of Light's Glass - 4W
Creature - Bird Monk
Flying
When this creature enters the battlefield, if you have 20 or more life, it gains vigilance and lifelink.
3W - Target creature gains flying until end of turn.
4/3
Ascendant of the Light - 5WW
Creature - Human Soldier
When this creature enters the battlefield, if you have 20 or more life, it gains +4/+4 counters.
2W(tap)- Choose one - Draw a card or gain 2 life.
4/4
Strategic Formation - 3WW
Enchantment -
Whenever a creature you control attacks, you may pay 1W. If you do, that creature gains +1/+1 with lifelink until end of turn.
The Esoldu value strategies that are formed in their generals' minds, discussing valuable tactics about the war at hand.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Legendary Creature - Human Lord
Vigilance First Strike
2W - Each creature you control gains +2/+2 until end of turn.
"Do you think these pesky and insignificant aliens will stop me from supporting my kingdom? Even so, I will never retreat and will always fight till my soul reaches its finality."
4/4
Azhar, Mentor of the Meek - 4WW
Legendary Creature - Bird Monk
Flying
Whenever this creature deals combat damage to a player,you may pay x1W.If you do, put X 1/1 white soldier token on the battlefield.
Whenever this creature blocks and kills a creature, you may pay x1W. If you do, you gain X life.
3/5
Shrine of Revealing Light 3WW
Legendary Enchantment -
Creatures you control gain +1/+1 and have lifelink.
Creatures you dont control gain -1/-1 .
"To presume something dead without further proof is not the way of a conscious mind. Instead, hope that source will come back in further time."- Azhar, Mentor of the Meek
Annihilating Light - 4WWW
Sorcery -
Exile all creatures, you gain 1 life for each creature exiled.
A large portion of Zharigians were eliminated after the goddess of light herself revealed before them. The forces of Eoldu watched in awe as she destroyed more in exponential numbers.
Everlasting Life - 7WWW
Sorcery
You gain 100 life
Wedioka does not tolerate the Zharigans raiding and ravaging his lands. As a result, he placed his forces to the maximum strength, including himself.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Instant - 1R
Deal 2 damage to target creature. If it that creature dies and gets sent to the graveyard, remove it from the game instead.
Kaichoran dodged the Zhar's claw with quick reflexes and crushed its skull with his heavily spiked boulder fists.
Hijacker of Nerosu - 5R
Creature - Draconian Warrior
First Strike
When this creature enters the battlefield, destroy target artifact or land.
If he ever gets cornered by your forces, he would knock out one of your horsemen and escape with his horse in instant speed.
3/4
Thunderous Elapse - 3R
Instant -
Deal 4 damage to target creature or player.
Invasion 5 - If you dealt 5 or more damage to an opponent last turn, then deal 5 damage instead.
The Draconians rampaged against their enemies at their stronghold, blood of Zharigans splattering and their bones cracking.
Rushing Rampager - 2R
Creature - Draconian Warrior
This creature attacks each turn if able
R - Put a +2/+0 counter on this creature until end of turn. Play this ability only once per turn.
3/2
Blood Shot - R
Deal 1 damage to target creature or player.
Invasion 2 - If you dealt 2 or more damage to an opponent last turn, then deal 3 damage instead.
"War. War will never bring peace. But why question it, I have aliens to crush." - Commander Waikoran, 5th Attendant
Warhawk Marauder - 4R
Creature - Draconian Barbarian
When this creature enters the battlefield, deal 2 damage to target player or creature.
3R(tap) - Deal 2 damage to target player or creature.
4/2
Warhacker of Blood - 5R
Creature - Cyclops
Haste
1R(tap) - Deal 1 damage to target creature or player.
3R(tap) - Draw a card then discard a card.
Face it, we cant slay such a colossal creature. And even if we did, we would all be badly injured from the aftermath.
4/4
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Instant
As an additional cost to cast this spell, Sacrifice a creature you control.
Deal X damage to target creature or player, where X equals to the sacrificed creature's toughness.
Nerosu Clanmates take reckless actions against their enemies, even if it means sacrificing one another.
Avalanche Crusher - 4R
Creature - Cyclops
You may discard three land cards to cast this creature instead of its casting cost.
R2, sacrifice a land - Deal 4 damage to target creature.
Across the region of the Nerosu, many of these cyclops wander about and wreck havoc on the mountain. It's another way of 'greeting' someone. - Guile, Lone Missionary
5/4
Defiler of Anger - 4R
Creature - Cyclops
First Strike
Invasion 3 - If you dealt 3 or more damage to an opponent last turn, then this creature gains reach.
If you need someone to smash some skulls, call him. If you need someone to give you encouragements, dont call him.
4/2
Kaichoran's Rampage - 2RR
Enchantment
Creatures you control have- "R - this creature gains +2/+0 until end of turn. Activate this ability only once per turn."
"Dont mess with the Warchief when he's in a sentimental state. As far as I can comprehend, he might as well smash your face in if you arent careful." - Recruit of the Nerosu Army
Blade of the Warhungry - 2
Artifact - Equipment
Equipped creature gains +1/+0 counters and first strike.
Equip 1
"The Nerosu use pretty much any weaponry as kitchen or butchering tools. Swords, axes, or scythes, you name it!" - Buka, the general of the frontier.
Flames of the Decimated - 5R
Sorcery -
Deal 4 damage divided among target creatures or target players.
Invasion 5 - If you dealt 5 or more damage to an opponent last turn, then deal 5 damage divided instead.
As the hives of Zharigans started to incinerate in a fast manner, the soldiers began to add more fuel to it, making it brighter than before.
Grunt of the Skallri - 4R
Creature - Draconian Barbarian
When this creature enters the battlefield, search your library for an equipment card and put it into your hand. Shuffle your library.
2R(tap) - target creature gains haste.
2/3
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Some standouts:
Wrecking Boulder is Fling for 3 more at sorcery speed.
Flames of the Decimated is Pyrotechnics but better, which is way too good for a common. It's also way to similar to Thunderous Elapse.
Wedioka's first token creates two copies of itself upon death, and each of those creates three copies upon death, and so on.
You use "counters" for temporary power/toughness-modifying effects, which is exactly what counters AREN'T.
Clangates: Too good. Compare Kabira Crossroads. You forgot the "ETB Tapped" clause from most of them as well.
Warden of the Courts is too good to be a common.
Forensic Healing is like Angelic Chorus but terrible.
Reiforce the Troops is overpowered and also misspelled.
Detain the Unknown's ability is permanent, so it's a strictly better version of Arrest.
Grave Ravager Tukai locks your opponent out of drawing cards if you can empty their hand.
Aldesi Hunter is just pointless. Why would I ever want to play this when Green gets a Grizzly Bears-type card in nearly every set?
There are too many rares that are just "Pay a ton of mana: Do something huge". They're never going to actually get cast. Also, Blue has two rares that basically say "You win the game."
Creature - Draconian Berserker
For each equipment attached to this creature, it gains +1/+0 counters.
2R(tap) -Target creature gains first strike until end of turn.
War! Blood shall splatter! War! No Mercy to the opposed! War! Victory shall lead us to true freedom! War! - Chant of the Nerosu Clan
4/3
Deduct the Numbers - 4RR
Sorcery -
Each player sacrifices all creatures he or she controls until they only have one creature. Those creatures gain +3/+0 counters and first strike. Play this ability only on your pre combat main phase.
"There can only be one victor, alien scum! And in order to gain that freedom to return back to our homes, there must be a corpse rotting among the others!"
Bloodfury Eradicator - 4RR
Creature - Cyclops
This creature attacks each turn if able. Whenever this creature deals combat damage to a player, put a fury counter on this creature.
Remove X fury counters from this creature- Deal X damage to target creature or player.
Ravaging its path as it walks among the lands, crushing and munching anything that smells it glands. - Found poem on the burning village.
5/4
Greater Numbers - x2R
Sorcery -
Put an X/X red Cyclops creature token on the battlefield. If X is greater than four, it gains haste and if X is greater than six, it gains first strike.
The Draconians cautiously opened the entrance of the insane cylcops, unfortunately for them, they didn't get to see them even reach out their legs outside.
Keeper of the Mighty - 3R
Creature - Draconian
Haste
Red creatures cant block.
He's in charge of the imprisoned cyclops within their cages, they roar with rage at their captors, who will eventually train them to face the Zharigans.
4/4
Savage Roar - 2R
Instant -
Creatures you control gain +1/+0 and haste until end of turn.
Invasion 5- If you dealt 5 or more damage to an opponent last turn, then creatures gain +2/+0 instead.
If you hear them, you already know that you've lost.
Rage of Mountain Giants - 5R
Sorcery -
Deal 4 damage to each creature and each player.
Invasion 6 - If you dealt 6 or more damage to an opponent last turn, then deal 5 damage instead.
Cyclops occasionally drop boulders down upon villagers beneath their mountains, not for self defense but for savage fun.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.