Hey, thanks for the feedback. I nearly fixed all the issues that are worded incorrectly on my card texts thanks to you.
Wrecking Boulder - Fixed
Flames of the Decimated - Fixed.
Wedioka - I intended to make this creature actually just make continous amount of itself when ever dies, put apparently the wording was way off. The creature only made one token, not multiple amounts.
Clangates - Fixed
Warden of the Courts - Fixed
Forensic Healing - I think you misinterpreted this card. This is a COMMON. Meaning it would be drastically bad compared to your example. There are cards in MTG that are reprint cards of previous sets, however with different flavor, cost, and rarity. So I dont understand your point, other than the fact that of course everyone would choose Angelic Chorus over this card.
Reinforce the troops- Like raise the alarm costs two mana and produces two 1/1 tokens, how can this be overpowered? Raise The Alarm
Grave Ravager Tukai - Firstly, this ability can only activate if you control a demon. Also, paying mana and life for a tap ability for a discard effect is not overpowered at all.
Alsedi Hunter - True that this card does seem less compatible compared to the bears, but this card can combo along with the other spells of the set. And like you said, commons can be too 'good' sometimes. But I will fix it.
About the rares - This set, like I said on one of the posts, focuses on big mana costed legendaries as the rares, even though they do seem to take alot of mana they will make a game changer. Its a risk that players have to take, and that was one of the primary elements of this set.
Forensic Healing - I think you misinterpreted this card. This is a COMMON. Meaning it would be drastically bad compared to your example. There are cards in MTG that are reprint cards of previous sets, however with different flavor, cost, and rarity. So I dont understand your point, other than the fact that of course everyone would choose Angelic Chorus over this card.
Well, the issue is that nobody would choose to play Angelic Chorus anyways. And if Angelic Chorus is a rare, maybe this should be rare too. Common cards shouldn't just be weak versions of rare cards.
Reinforce the troops- Like raise the alarm costs two mana and produces two 1/1 tokens, how can this be overpowered? Raise The Alarm
Captain's Call. Reinforce the Troops is too good because it gives you three tokens for one card. It's the same reason that Shock and Incinerate could be printed in the same set and still both be played.
Grave Ravager Tukai - Firstly, this ability can only activate if you control a demon. Also, paying mana and life for a tap ability for a discard effect is not overpowered at all.
You don't play life for the discard ability, and the issue isn't the power level, it'ss that it's instant speed. It can literally make your opponent unable to draw cards for the rest of the game.
About the rares - This set, like I said on one of the posts, focuses on big mana costed legendaries as the rares, even though they do seem to take alot of mana they will make a game changer. Its a risk that players have to take, and that was one of the primary elements of this set.
You put better versions of Omniscience and Enter the Infinite in your blue rares. Too many good big-mana spells means that limited games turn into "nobody does anything for 8 turns, then someone casts a spell and wins instantly", while the block is unplayable in constructed formats because everything's to expensive to play. You have to have some kind of balance. Look at Rise of the Eldrazi: There were 14 cards in the set that cost 8 or more mana to play, but two of those had ways to decrease their costs, there were around 20 cards in the set that gave you extra mana and 12 creatures with defender to keep you alive long enough to cast them. Also, the set had 40 creatures that cost 2 or less mana to cast. You can't just pack a bunch of high-cost cards into the set and hope that people play them unless you're building a set that's made specifically for Commander.
EDIT: Some more card-specific comments:
O'Sang Warcaller: Rather overpowered, since you can play it in an aggro deck and keep on pumping out 2/2s.
Alsedi Rujakin: Is the lifegain really necessary? Other than that, it's a bit underpowered, but overall OK.
The Calling of Beasts: Only playable in Turtle tribal, which is something that doesn't exist, and I don't think this card is worth building around.
Knowledge of the Mighty: A bit overcosted.
Life Through Strength: It's cool, but there's nothing you really want to play it with in the set.
Vesay Temple Dweller: Terrible on its own, and still unplayable in an aura-based deck. There are very few auras in the set, as well.
Strength of the Mighty One: This is a white card. The effect should not be on a green card. Maybe use Fight instead?
Ranth Landstomper: "X can't block" is a red or black effect, not green.
Urik Warhowler: Really really strong. The Prosper ability is way undercosted, and it's a better version of Air Elemental in GREEN. Green NEVER gets good fliers.
Fall Upon: Can draw insane amounts of cards really easily. I don't think you understand how powerful Prosper is.
Omen Exorcist: Should be blue, and should cost at least 5 mana. Compare Capsize.
Think Above the Skies: Insanely overpowered. Your creatures are now cantrips, but they cost G more... but they might cost 2 less anyways.
- Note: For a set based around big expensive cards, you have a lot of stuff that enables weenie strategies way too well.
See through the Mists: Should probably put the cards on the bottom of the library. That way, you aren't stuck drawing all the stuff you didn't want.
Dire Centurion: Effects that you have to remember are bad. This thing is also way too good in limited, since it can give its regeneration ability to itself.
Ravaging Sharpteeth: Ranth Landstomper with slightly different stats. It's a good idea to not have near-duplicate cards in your set.
Estden Warblade: Probably balanced, maybe slightly too good.
Burrowing Vibrations: Why mill? Mill is a blue effect. Other than that, it's just a bad land destruction card that won't see any play.
Tome of the Ancient: Does it really need to make three different types of tokens? Decide on one type of turtle token and stick with it. Also, 7 mana for 2/1 tokens is way overpriced.
Tinkal Marauder: Again with the flying in Green. It's a turtle, why is it flying? The +1/+0 tokens and conditional toughness boost are unnecessarily complicated when you could just make it give all turtles +1/+1.
Defensive Posture: A bit underpowered.
Untangle the Lands: Not a green effect, and rather overpowered. Temporary mana boosts are now in red's domain, and life payments are usually black. The Prosper effect is almost pointless, since you're already paying 4 to use it.
Blessing of the Ancient: Potentially gaining 4 life for every creature you play is a bit much. I'd lower the lifegain and the prosper cost.
Stompdweller of Alsedi: The downside is negligible, since it only helps your opponent cast instants. As an uncommon, it should probably be a bit weaker.
Guardian of Nature: Again, the downside doesn't really do anything, and the creature is a bit strong for its cost. And if I'm spending 6 mana to play a creature, I'm not going to want to make mana with it.
Nerosu Clanmage - 2R
Creature - Draconian Wizard 1R(tap) - Target creature gains haste until end of turn. 3R(tap) - Target creature gains +2/+0 and first strike until end of turn. My people can't live without war. How can we not relish the fact that we conquered something? How can we not fully comprehend the beauty of confrontations?
2/2
Nerosu Clangate -
Land
This land enters the battlefield tapped
(tap) - Add R to your mana pool. You gain 1 life To the majority of the Nerosu clan, they consider their race cannot live without war, and that pacifism will just bring loss to them.
Charging the Grounds - 2R
Instant -
Destroy target artifact or land. Warchief Kaichoran and his forces stampeded against the numerous Zharigan hive structures that were stationed around their region.
Fury of the Dragon - 3RR
Enchantment - Aura
Enchanted creature gains +2/+2 counters with flying and first strike. "Our ancestors gave us life to continue their fights within many wars they never got the opportunity to participate in." - Kaichoran, Warchief
Furious Landwrecker - 4RR
Creature - Cyclops
When this creature is enters the battlefield, deal 2 damage to target player or destroy target land. "To say that we are merciless killers is partially incorrect. We favor and relish the fact that we have such an ability to fight."- Waikoran, Commander 4/5
War Behemoth of Kai - 6RR
Creature - Cylcops
Trample 3R(tap) - Draconian and Cylcops you control gain +3/+3 until end of turn. "It hungers for killing and demolishing. Without war, it wouldnt be able to survive. It is perfect for our infantry." - Kaichoran, Warchief
6/7
Warhammer of Sun's Blood - 3
Artifact - Equipment
Equipped creature gains +2/+1 counters. If equipped creature is a Draconian, it gains- "Whenever this creature deals combat damage to a player, you may discard a card. If you do, draw a card."
Equip 1 The fact that it causes pain is more than enough for a Draconian to use it.
Well, the issue is that nobody would choose to play Angelic Chorus anyways. And if Angelic Chorus is a rare, maybe this should be rare too. Common cards shouldn't just be weak versions of rare cards.
Hm, makes sense. I'll take your word for that.
Captain's Call. Reinforce the Troops is too good because it gives you three tokens for one card. It's the same reason that Shock and Incinerate could be printed in the same set and still both be played.
I partially agree. Though I originally intended on making this a 6W and have Reinforce, but I agree with your statement.
You don't play life for the discard ability, and the issue isn't the power level, it'ss that it's instant speed. It can literally make your opponent unable to draw cards for the rest of the game.
I'll figure out a alternative cost out for this one, dont worry. This time, with more drawbacks and limitations.
You put better versions of Omniscience and Enter the Infinite in your blue rares. Too many good big-mana spells means that limited games turn into "nobody does anything for 8 turns, then someone casts a spell and wins instantly", while the block is unplayable in constructed formats because everything's to expensive to play. You have to have some kind of balance. Look at Rise of the Eldrazi: There were 14 cards in the set that cost 8 or more mana to play, but two of those had ways to decrease their costs, there were around 20 cards in the set that gave you extra mana and 12 creatures with defender to keep you alive long enough to cast them. Also, the set had 40 creatures that cost 2 or less mana to cast. You can't just pack a bunch of high-cost cards into the set and hope that people play them unless you're building a set that's made specifically for Commander.
Keep in mind, Im not actually done with the set yet. There's still the Zhargian brood, in which most of them will be relatively low costed and weenie-like so they can combo with the others. But I understand your point with the set containing a majority of high costed spells, I assure you the Zhargian Brood will make this set more compatible with the formats. Oh, and Commander is my favorite format, so I did technically make it sorely for that reason.
Grove Vineslasher - 2G
Creature - Treant (C)
When this creature enters play, add G to your mana pool for each other creature with power 2 or less. You can only pay that mana for creatures.
1/1
Guard of Deep Grove - 2G
Creature - Turtle Rogue
Trample - (C)
Sacrifice this creature- Tap target creature. What lies within the woods will bring more than just fear.
2/2
Hunting the Hidden 3G
Enchantment - (C)
Creatures you control with power 4 or greater have hexproof. To see a a large beast that hides, that means a even bigger beast will arrive.
Huntress of the Deep - 2G
Creature - Turtle Rogue (C)
Reach
(tap) - Add G to your mana pool. Play this ability only to cast creature spells.
2/1
Nature's Grasp - 3G
Sorcery - (C)
Tap all creatures target player controls. If you control a creature with power 5 or greater, they dont untap during its controller's next untap step. As nature witnessed the beasts getting slayed, it brought upon a horde of even bigger beasts to take down the slayers.
Prey the Predator - 2G
Enchantment - Aura (C)
Enchanted creature has protection from creatures with power 4 or greater. The prey became predator.
Alsedi Cursbreaker - 2GG
Creature - Turtle Rogue (C)
When this creature enters the battlefield, destroy target artifact or enchantment To say that we are protectors of the woods should not be underestimated.
2/2
Ewokii Ruins of Alsedi -
Land (U)
This land enters the battlefield tapped. This land doesnt untap during it controller's next untap step.
Sacrifice this land, (tap) - Add GGG to your mana pool. In the Alsedi ruins, many explorers encounter and study the scattered rubble that are located within the woods. They were once temples of the old gods.
Eyes of Nature - 2GG
Enchantment - (U)
Green creatures you control have - "(tap) - Add G to your mana pool."
Sacrifice this enchantment - Add GG Under the eyes of nature, invaders started getting apprehensive of meeting her forces.
Scythe of Nature's Wrath
Enchantment - Aura (U)
Enchanted creature gains +1/+1 counter and "(tap) - Add G to your mana pool." To the Alsedi, a weapon should only be utilized in self defense and rescue situations.
Exterminate the Unknown - 3G
Sorcery - (U)
Destroy up to three target Zhar creatures. The Zharigan Brood made a hidden approach to the Alsedi Tribes, but they were already prepared for the ambush.
Fight of Nature - 3G
Instant - (U)
Target creature you control and target creature you dont control fight each other. You gain 4 life if your creature won the fight.
Dukki, the Adventurer of Uran. 2GG
Legendary Creature - (R)
Other creatures you control gain +1/+1 counters with trample He traveled around forest of Uran, annoying and making pointless comments about the sentient life there.
1/3
Reclaiming the Lands - 2GG
Legendary Enchantment - (R)
Whenever a land comes into play, put a 1/1 green treant creature token on the battlefield. To say that we lost our lands to the Zharigans, is like stating that you can tame a behemoth by a stick.
Kaichoran, the Warchief - 4RR
Legendary Creature - Draconian Barbarian
Haste
Whenever this creature deals combat damage to a player, you may pay x1R. If you do, deal X damage to each creature that player controls. 2R(tap)- Target creature gains haste and first strike until end of turn. "It's war or nothing."
6/4
Gaul, the Forbidden One - 6RR
Legendary Creature - Cyclops
At the end of each of your upkeeps, put two fury counters on this creature. At the beginning of each of your upkeeps, this creature deals 2 damage to target player.
Remove X fury counters from this creature - Deal X damage to target creature. For over over ten thousand years, Gaul was imprisoned and isolated within the citadel named Iokadin,with every hour passed, his anger grew. When Kaichoran eventually infiltrates the citadel and frees him, Gaul forms a temporary allegiance with him. For he desired vengeance against those who imprisoned him.
8/8
Blade of the Dragon's Eye - 3
Legendary Artifact - Equipment
Whenever equipped creature deals combat damage to a player, add two fury counters on this artifact.
Remove a fury counter, choose one - "Deal 1 damage to target creature, equipped creature gains first strike, or equipped creature gains +2/+0 until end of turn."
Equip 3
Extinction of Nations - 7RRR
Sorcery -
Deal 8 damage to target player and deal 8 damage to all creatures that player controls. With the cyclops on his side, Kaichoran finally brought destruction upon the Zharigan territories. With every blade stabbing and slashing, his vision of a victory grew.
Shrine of Flaming Anger - 4R
Legendary Enchantment -
Creatures you control gain +2/+0 counters and have haste and first strike. Within the shrine on every full moon, the draconians revel beneath the monument of their god, Kakionga, the Master of Emotions. They pray that they will yet achieve another victory against the Zharigans.
I see a number of issues with this set that haven't been mentioned yet. Right now, I only have time to talk about the mechanics.
First off, Camouflage does not work within the rules of Magic. Face-down cards are always 2/2 creatures without shroud. I don't think Prosper works either, as the effects would have to become ETB effects, which I can't imagine how to template.
Next, Spellfuse seems like it would suffer a similar problem to buyback or dredge - "I play my favorite card for the 397845th time," AKA repetitive gamestates. The term "colorless mana" is also confusing here - are you referring to converted mana cost, or the noncolored part of the mana cost? The repetitive gamestates problem will probably come up again for Mutate.
Reinforce is also confusing - do you need more permanents than your opponent for it to work? It also seems like "number of permanents matter" is a lot to handle for an ability that will most often let you cast a card for 1 or 2 mana less. Also, reinforce is already the name of a mechanic from Morningtide.
Now for the most important part: You need to work on your templating. BADLY. Read actual Magic cards and learn their syntax, so you don't end up with more sorcery counterspells or cards that give your creatures "+2/+0 counters."
Hey, thanks for replying. Currently, this set is not finished so some of the cards will seem overpowered or underpowered at the moment.
Camouflage - This ability is currently under a test zone, so I haven't officially decided on making it part of the set.
Prosper - This keyword mechanic is very similar to the keyword "Splice into Arcane". It basically adds a ETB effect to the creature you cast and you add your revealed spell's effect to that creature for its cost.
Spellfuse - This keyword is similar to Soulshift, it basically returns a spell with the same colorless mana ( the noncolored mana ) and card type. You cant play the card that gets sent to the graveyard, so you can only return another spell with the identical cost from it. Kami of Lunacy
Reinforce - The spell that has this mechanic costs 1 less mana for the difference of permanents me and target opponent controls. For example, I have three lands and one creature and you have five lands and one creature. The spell with Reinforce would cost 2 less colorless mana because 6 -4 = 2, so its 2 colorless mana off.
You do realize, Im not done with the set right? Im not finished with the clans and I havent started on the Zhargian Brood yet. But dont worry, synergy will come and there wont be more 'independent' spells.
Templar of the Spirits -1U
Creature - Spirit (U)
Flying 1U(tap)- Draw a card. The spirits wander about the spirit pools within the Yukorian temples, singing to it to in enchanting tone
1/1
Remember - 1U
Instant - (C)
Return target instant or sorcery card from your graveyard on top of your library.
Spellfuse 1
Future Visionaire - 3U
Creature - Spirit (C)
When this creature enters the battlefield, return target creature back to its owner's hands. U(tap) - Tap target permanent
1/2
Know and Do - U
Instant - (C)
Draw a card. "If you know the answer, do it. If you want to do it, know it." - Student Kiuaka, Third Templar.
Chant of the Mystical Pool - 2UU
Enchantment - (C)
Whenever you draw a card, look at the top card of your library. You may put that card under your library. The spirits of Yukorian Temples werent born, they were created. Created through a complex ritual known as the 'Poligrathim Method'.
Calling of Spirits - 2UU
Sorcery - (C)
Search your library for a instant or a sorcery card and put it into your hand. Then shuffle your library.
Spellfuse 2 The native spirits cannot be summoned, instead, it comes to your aid if you have good intentions in mind.
Comprehension of Spells - 1U
Sorcery - (C)
Each player draws a card and discards a card. To further understand the Zhargians, the Cleyvaw clans gathered together for an important consultation.
Drown in Thought - 3UU
Sorcery - (R)
Each opponent reveals his or her hand and discards all instants and sorcery cards. The Zharigans were sent to oblivion as the portals materialized before them, sucking them into warped paths.
Flight and Fight - 2U
Instant - (C)
Draw a card for each creature with flying you control.
Spellfuse 1 The spirits rotated around the priest in the air, creating an aura of immense power in their wake.
Spellbook of Cleyvaw - 2
Artifact - (U)
You have no maximum hand size. When this artifact enters play, draw a card. To study knowledge, you must earn it.
Time Pause - 3UU
Sorcery - (U)
Tap all permanents each player controls. Those permanents dont untap during their controller's next untap step.
Spellfuse 1
Waterworks Contraption - 5U
Enchantment - (U)
Whenever you cast a instant or a sorcery spell, draw a card. The machinery under the surface contain and control different levels of mystical water supplies, in which they generate more power to their cities.
Cleyvaw Spellreaver - 2UU
Creature - Yukorian Wizard (U)
You may cast this spell any time you could cast an instant.
When this creature enters the battlefield, counter target noncreature spell. With knowledge, anything is possible.
2/2
Cleyvaw Manafall -
Land (U)
This land enters the battlefield tapped. This land doesnt untap during its controller's next untap step.
Sacrifice this land, (tap) - Add U to your mana pool. Draw a card. Within the pool lies an essence of purity and knowledge, only those who are gifted can seek such power.
Student Kiuaka, Temporal Wielder 2UU
Legendary Creature - Yurkorian Wizard (R)
Flying
Instant and sorcery spells cost 2 less to cast. "I will achieve my good results in the academy, and nothing can stop me from attaining my dreams. Not even the Zharigans."
2/2
I'm still not fully convinced on Prosper or Spellfuse. Splice added instant/sorcery effects to other instants/sorceries, while Prosper tries to add instant/sorcery effects to creatures. Note that creatures with ETB effects need to say "When this creature enters the battlefield..." to work within the rules. I think the issue here is that you don't understand the importance of templating. Cards' effects are entirely contingent on what happens inside the text box, and not at all on how they work in your head.
As an example, let's take a look at Drown in Thought:
"Drown in Thought - 4UU
Sorcery - (C)
Each opponent discards all creature spells they control."
Besides the color pie and rarity issues here, I assume the effect you wanted was "Each opponent reveals his or her hand and discards all creature cards." The card as originally typed out does nothing in a game of Magic: creatures are only referred to as "spells" while on the stack, and you don't "control" cards in your hand. This may seem super nitpicky, but it's actually extremely important to have a grip on card syntax. It especially keeps your cards from being too confusing to give feedback on. For example, many of your cards say something along the lines of "CARDNAME gains +2/+2 counters." When I see this, I can't tell if you mean "put two +1/+1 counters on CARDNAME" or "CARDNAME gains +2/+2 until end of turn."
Please take this to heart and try and learn how Magic cards are worded. If you don't know exactly, then Gatherer is your best friend - use Advanced Search to look for similar cards to what you're trying to do, then use them as references when making cards.
For Prosper, the spell's effect activates towards the creature, meaning when it hits the ETB mark, the spell activates. But since that clearly confuses you, how about I word it this way. 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. Does that sound better?
Spellfuse - Same thing as Soulshift, except it only brings instants and sorcery spells. How does this confuse you, I already showed you an example of the soulshift mechanic, other than the fact that it misses a few words which I will fix. And you didnt provide any reasons on your post about this mechanic, you just stated the problems with Prosper.
Whenever a text says "this", it means itself. For example - 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
In MTG, some cards do indeed use "this" instead of its name sometimes, I dont have to paste its name just to show what Im implying, also if it says target, it means something other than itself or itself. Texts that say "this" means that it only targets itself. You also need to understand the difference between normal +1/+1 counters and +1/+1 by itself. +X/+X counters are permanent effects and +X/+X are temporary, as this is many green cards.
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.
Creatures can't have "casting abilities" in the same way that instants and sorceries can, and they're definitely not the same as "enters the battlefield" effects.
Prosper is most likely going to have to be an ability word:
"Prosper - As you cast a creature spell, you may pay [cost] and reveal [this] from your hand. If you do, [effect]."
Essitu Deathgoer - 2BB
Creature - Monchrul Shaman (C)
Sacrifice this creature - target creature gains -X/-X until end of turn, where X equals to the number of creatures in your graveyard. Monchruls treat death as a powerful god, making various sacrifices and rituals towards it.
2/2
Unearth the Graves - B
Sorcery - (C)
Search your library for a creature card and put it into your graveyard. Then shuffle your library. Monchruls often excavate graveyards to search for corpses that have certain values.
Jesting Crackler - 3B
Creature - Demon Minion (C)
Flying
When this creature leaves play, return a creature card with converted mana cost 5 or more from your graveyard and put it in your hand. It questions you. And if you answer incorrectly, you're in for a hell of a treat.
1/2
Calls of the Tortured - 4B
Enchantment (C)
Whenever you discard a card, you gain 2 life. "The voice of hundreds of getting tortured was like a sonata of beauty to the Essitu tribes."
Exchange Between Souls - 2B
Sorcery - (C)
Each player reveals his or her hand. You choose and discard a card from each player's hands.
Resurrect 3- When you cast a spell that has converted mana cost 3 or more, you may discard this card. If you do, draw a card then discard a card. To converse and form a allegiance between the Monchruls and demons, the Monchruls had to lend their souls to them.
Bukoran Dampkiller -3B
Creature - Monchrul Warrior (C)
Whenever this creature deals combat damage to a player, that player discards a card at random. During the Zharigan War, the Essitu clans were more occupied with demonic sacrifices that were mandatory to them.
3/1
Sawblade Contraption - 4
Artifact- (C)
Sacrifice a creature ,(tap) - You gain life equal to the sacrificed creature's power. As Darren was pulled roughly into the dark and distressing cave, one of the monchruls pointed at the machine. Darren knew it was all over.
Entwine the Dead Souls - 3BB
Enchantment - (R)
Whenever you cast a black creature, you may discard a card. If you do, return a creature card from your graveyard and put it into your hand. To accumulate all the dead souls that linger within the morgue, the Essitu had a method that contained even more killing.
Dissect the Corpses - 2BB
Sorcery - (U)
Remove target card from your graveyard from the game. Target player loses X life and draws X cards, where X equals to the removed card's converted mana cost.
Resurrect 6 - When you cast a spell that has converted mana cost 6 or more, you may discard this card. If you do, draw a card and lose 2 life.
Destroy the Unknown - 2B
Instant (U)
Destroy target nonblack creature. You gain 2 life.
Resurrect 8 - When you cast a spell that has converted mana cost 8 or more, you may discard this card. If you do, destroy target creature with power 7 or greater. You lose 2 life. The Zharigans had their own strategy in the war, and that consisted of reviving their own kind from their deaths.
Hostile Disgracer - 2BB
Creature - Monchrul Shaman (U)
Sacrifice this creature - Destroy target creature with power 2 or less. To say that we are weak is only your ignorance showing. - Mukaichii, the Bloodraged
3/2
Grim Nightdweller - 4BB
Creature - Demon (U)
Flying
When this creature leaves play, put up to three target creature cards from your graveyard on top of your library in any order. 3B(tap) - Draw a card then discard a card. It revives a dead family from the graves at night. And at day, it sacrifices the family to the dark gods.
3/4
Buruka Guardian of Opals - 2BB
Creature - Monchrul Warrior (U) Buraka was one of the largest cities that existed within the Essitu region. Unfortunately, the entirety of the city was demolished by the Zharigans, as they eliminated nearly every living being to start a new hive.
4/3
Druukon, Lord of Baraka - 3BB
Legendary Creature - Monchrul Lord
When this creature leaves play, each player discards their hand. Before his death from the Zhargian invasion, Lord Druukon lead his people to countless amounts of death through unspeakable rituals that were forever banned from the region. Some say that the extermination of Baraka City was fortunate.
5/5
Jesting Cackler is really weak and rather convoluted. It has to die, and I have too choose a creature with converted mana cost 5 or more, and it goes to the top of my library. Alternatively, I could play Gravedigger, which gives me a better version of the effect right away.
Calls of the Tortured is too narrow and too weak. Lifegain is a weak ability on its own, and this card isn't efficient unless I'm discarding something like 7 or 8 cards after I play it. You also have the exact same effect on Hostile Disgracer, which is a better card because it can do other stuff as well.
Exchange Between Souls is ridiculously broken. Any activated ability with the cost "Discard a card:" turns every card in your hand into a tutor. Psychatog, Wild Mongrel, Oblivion Crown, and Phantatog swing for 40+ damage. Skirge Familiar lets you power out 40-point Drain Lifes.
Bukoran Dampkiller is OK, but the activated ability isn't really necessary. Instant-speed activated discard is frowned upon, even though it's not too bad as a one-time effect.
Sawblade Contraption: Way overcosted, and colored artifacts generally aren't done except as rares.
Entwine the Dead Souls: Would be playable if it wasn't limited to creatures that cost 4 or more, and maybe cost a bit less. Should be rare.
Disect (should be Dissect) the Corpses: Why does it give the option of gaining life? It should probably make the player lose X life and draw X cards, so it isn't reliably giving people 10 cards for 6 mana. If you do that, decrease the mana cost as well.
The Resurrect effect is too good. Free cycling with lifegain, even with a condition, means that most or all decks will include this so they can effectively be playing a 56-card deck that sometimes randomly gains life.
Flavor-wise, it's got some issues too. A card called Dissect the Corpses should probably be exiling creature cards specifically (and maybe able to exile your opponents' as well?). "Resurrect" is a bad name for the mechanic because it doesn't resurrect anything. I'd reconsider the mechanic overall.
Kill the Killed: OK balance-wise, though the game is going away from color-limited removal. Flavor-wise, why "Kill the Killed" when it's killing something that's not dead? It specifically can't destroy black creatures, which are the most likely to have been killed before.
Hostile Disgracer: The abilities have nothing to do with one another. It's kind of like you took Essitu Deathgoer, tweaked its ability a bit, and gave it a better version of the effect from Calls of the Tortured. I would cut the activated ability and make the creature stronger.
Grim Nightdweller: The shuffle effect is barely helpful, and only appears on green and blue cards. The activated ability is rarely going to get used (I can swing with a 3-power flier, or I can pay 4 to use it as a Merfolk Looter), and it's also an exclusively blue ability.
Buruka Guardian of Opals is too strong. It should be a 4/3 at best. Green doesn't get better than 4/4 as 4-mana vanilla creatures unless they're rare.
EDIT: Cleyvaw Clan Part 3
Templar of the Spirits: A bit weak, and repeated card draw isn't seen on commons. Could be bumped up in rarity and have its cost reduced.
Future Visionaire (Should probably be "Visionary"): Again, see Capsize. Three mana is too good for repeatable bounce. Its two effects aren't related in any way, and the name implies that it would Scry or something.
Know and Do: I guess it's meant to work with Spellfuse, but otherwise it's just totally pointless and uninteresting.
Chant of the Mystical Pool: Token-generator effects aren't usually blue. Cards that create a token every turn aren't done at common. And it's too good - it outclasses lots of green and white cards, and those are supposed to be the primary token-generation colors.
Calling of Spirits: Tutoring creatures is green, and tutors shoudln't be printed at common. The card's flavor is more white than blue, as well. And why include spellfuse when the card deals with creatures? It's pushing you both towards playing more creatures and towards playing more instants/sorceries.
Drown in Thought: Should be rare, should be black. Could probably cost 1 less.
Flight and Fight: Again, it's a card that wants you to play lots of creatures but also lots of instants and sorceries. The effect is too narrow to be common - I don't want to see a lot of these in packs because it's only good in specific decks.
Spellbook of Cleyvaw: Nice design. Spellbook isn't great because you need to have 9+ cards in hand to actually benefit from having it, and isn't great in multiples. This card fixes the first issue and mitigates the second. However, you might consider bumping it up to uncommon.
Time Pause: Just seems really annoying to play against. Should not be a common card. Also, why Spellfuse 1?
Waterworks Contraption: You might want to up the cost by 1 or more. Turning all your 1-mana cantrips into cheap Divinations is really good. This could be really broken, but I think it costs enough (or nearly enough) to balance it out.
Cleyvaw Spellreaver: Like a reverse Summoner's Bane. I like it.
Cleyvaw Manafall: Temporary mana boosts are red, not blue. It's potentially way too powerful, as well.
Student Kiuaka, Temporal Wielder: This should be balanced if you remove the card-draw ability. With that ability, it's just too good.
Overall, I noticed there's a lot of off-color effects, and common cards that should be uncommon or rare.
EDIT 2: Nerosu Clan Rares
Kaichoran, the Warchief: The damage ability is way overpriced, and why would I ever want to tap this guy to give something first strike?
Gaul, the Forbidden One: Really expensive, really slow, really likely to get removed before it does anything. 10-mana spells should be doing something exciting, not sitting around acting as a Time Bomb.
Blade of the Dragon's Eye: Like Umezawa's Jitte, but stronger. If your opponent has this out, you won't be able to keep a creature on the battlefield unless you destroy it. That's not good.
Extinction of Nations: Another expensive spell that's never going to be played. Big, splashy effects are cool and all, but they're only useable in Commander and maybe Limited. You can't pack too many into your set, because even in Commander, people don't play decks of "50 insanely expensive spells, 49 lands, Commander". I mean, this is only part of the set, but there's already way more 10-mana spells than most Standard formats have. Scale some of them down a little.
Shrine of Flaming Anger: Again, it's a bit too expensive to be practical, but it's strong enough that it might see play in Commander.
I've checked down everything you told me and added adjustments to the cards and even replaced a few cards with new ones, thanks to your feedback and support.
In fact, since you gave valuable feedback and information on my cards, I really want you to contribute in this development process, since card making can be ridiculously difficult and complex sometimes.
If you have the time, I would really appreciate it if you could make a third part for Eoldu and Nerosu clan. They require seven commons, six uncommons, and two rares. I would like to see your own perspective on these cards, dont worry about the flavor text, i'll try elaborating on them. Thanks again
The Zharigan invasion started when a planeswalker of Taighadan, named Eurik Dekinole, heard the calls of the Zharigans through visions he had. The calls of the Zharigans completely changed the mind of the planeswalker, as they kept deceiving him about the five clans that he watched over and that they can help reunite the entire plane with their freedom. Entirely convinced, Eurik asked them back in a vision on where they were held. In response, the mysterious alien like beasts told him that they were located within a portal somewhere around the abandoned and desolate areas of Taighadan. Eruik knew that he was required to do this, for he saw too much war and suffering within the clans, and more wars would occur after that, it was inevitable. The planeswalker used his spark to travel to the destination where the aliens told him to go and encountered an ancient and circular portal, with many symbols around the circumference, it was levitating in the air. Eruik heard many of the same familiar voices that spoke to him around the portal, the voices sounded excited and were full of anticipation. Eruik tried to translate the markings on the portal, but they were completely out of his comprehension. He acknowledged the fact that these weren't native to Taighadan, he wondered if he should consult with his other companion, Aruia Veshim, who was also a planeswalker of this land. But he was too curious from his old age that he activated the portal when he asked the aliens from the disembodied voices.
The portal lit up with a roar of thunder and a blue light illuminated the entirety of the surrounding. Out of the blue void, alien creatures started appearing out of the lands, all varying in different shapes and sizes. They all surrounded him in hundreds and thousands. Then appeared a creature with silver plates and skin, it had the lower body of a enormous centipede and the upper body that was reminiscent of a monster like human being, with four arms and a head with long threads of black hair. It crawled up to him over its minions and stopped and loomed over him. Eruik was scandalized with fear and awe, he had never encountered such creatures in his life. When the silver beast spoke, it was high pitched and was similar to a female. She thanks him quickly and introduces her and the creatures around her. The alien beasts were called Zharigans and she was entitled Xiona, and they were imprisoned within the portal for a long period of time. Eruik asked why and she answers in a dignified, that they were originally supposed to get killed by their supreme Queen, but was put into the portal for eternity along with her followers. They waged war against their Queen for they considered her ruling her kingdom poorly and that the penalty of failure was death.The pl With all the info said, she and her brood were imprisoned inside and were prepared to construct and establish a new hive as their primary objective, killing every life and starting new ones. Eruik knew that Taigahdan was in inevitable danger, he countered back by casting a spell at her, she deflected it and ordered her brood to capture her. Xiona knew the power of the Spark as her supreme Queen was a planeswalker herself, she was keen on taking Eurik's Spark and utilize it to construct even more powerful Zharigans......
Zhar of Running Miles - R
Creature - Zharigan Minion
Haste It runs and chomps anything in its fast pace, whatever it can be.
1/1
Zhar of Burning Rage - 2R
Infested Creature - Zharigan
Flying
When this creature enters the battlefield, deal 1 damage to target creature or player. To the Zharigans, all that matters is serving their master. However without one, they will die by slaying each other in utter confusion.
2/1
Reckless Zhar - 2RR
Infested Creature - Zharigan
Haste
Sacrifice this creature - Deal 2 damage to target creature. If the clans ever reunite, what would unification favor in them? The Zharigans would eventually overpower them in great numbers.
3/1
Zhar of Chased Flames - 3R
Creature - Zharigan
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. It chases and destroys the townsfolk in numbers so great, they look like flames from a distance.
3/2
Zhar of Molten Core - 4RR
Infested Creature - Zharigan
Haste With the explosions it causes, it considers destruction mandatory in its custom.
5/4
Unraveling the Lands- 1R
Instant -
Destroy target non- infested land The Zharigans ravaged every inch of the Taighadan Kiou Region, creating new hives during that procedure.
Dropping the Death Pods - 2R
Sorcery -
As an additional cost to cast this spell, sacrifice a Zharigan creature you control.
Deal X damage to target creature, where X is the sacrificed creature's power. Many of the floating Zharigans dropped pods that bombarded the lands underneath. The pods contained radioactive mucus that contained an explosive essence.
Infested lands have the identical concept like the snow covered permanents in Coldsnap set. Its basically worded differently and there will be a lot of cards that will have synergy with them respectively.
Infested Mountain
Infested Land -
(tap) - Add R to your mana pool Monchruls fought off many of the contaminated mutants that spawned from the infested vegetation and lands.
Infested Plains
Infested Land -
(tap) -Add W to your mana pool The humans did not get good harvests from the mutated vegetation that emanated from the hives.
Infested Swamp
Infested Land -
(tap) - Add B to your mana pool The already desolated swamps became worse from the infestation of the living inhabitants.
Infested Forest
Infested Land -
(tap) - Add G to your mana pool With the infestation, the forests became a graveyard for the millions lurking within the environment.
Infested Island
Infested Land -
(tap) - Add U to your mana pool.
The watery depths became something that were home to monstrosities that were once fish, now they lurking for kills.
Vicelancer Spitter - 3R
Creature - Zharigan
When this creature enters the battlefield, deal 4 damage to target creature. It shoots poisonous projectiles out of its mouth, creating a devastating injury.
4/2
Shatterback Driver - 2R
Infested Creature - Zharigan
Flying H(H can be paid from a infested permanent) - Target creature gains +1/+0 until end of turn. Activate this ability only if you control five or more mountains.
3/1
Razerteeth Grinder - 2R
Creature - Zharigan 1H( Hcan be paid from a infested permanent ) - Target creature gains +1/+0 and first strike until end of turn. Activate this ability only once per turn.
2/2
Doom Clawracker - 1R
Creature - Zharigan
Other creatures you control gain "(tap) - Deal 1 damage to target creature or player." To say that they kill is an understatement. They do more than kill, my friend. - Gurin, Lone Missionary.
1/1
Crusher of Auchrin - 4RR
Infested Creature - Zharigan
Other Zharigan creatures you control have haste. It lead its brood across the Nerosu mountain, causing numerous corpses to pile on one another.
6/3
Infest the Highest - 2R
Sorcery -
Target land becomes a 4/4 red infested elememental creature token with haste until end of turn. Its still a land. The infestation worsened everyday. Even the infested mountains started to fight against its own sentient beings.
Frudak the Flaming Raptor - 1R
Legendary Creature - Zharigan
Other creatures you control gain haste. It sprints faster than the fastest mount in Taighadan. It kills faster than a boulder crushing a feeble bug.
2/1
Thunderous Blowout - 1R
Instant -
Deal 2 damage to target player or creature. That player or creature's controller discards a cards. "The forces we sent to the east wing have all been diminished. The only thing we can do is hope that reinforcements come in time." -Commander Oddeye's letter to Kaichoran
Swarm of the Bloody Flames - 3RR
Enchantment -
At the beginning of your upkeep, put X 1/1 red Zharigan creature tokens with haste onto the battlefield, where X equals to the number of cards in your hand. Sacrifice them at the end of turn. "If you think those were a lot, look out the window." -Lieutenant Odunki to Recruit Okii
Suzerain of Nerosu - 2RR
Legendary Creature - Zharigan
Haste Flying
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Alsedi', 'Suzerain of Essitu', 'Suzerain of Eoldu', and 'Suzerain of Cleyvaw' are on the battlefield with this creature.
4/4
Last Man Standing - 3R
Legendary Enchantment -
If you control only one creature on the battlefield, that creature gains +2/+2 counters with first strike and flying. Commander Zhou stood standing and panting on the pile of Zharigan corpses, covered in abnormal blood. He heard rumbling vibrations across the distance and he knew there was another wave of them arriving.
Zhar of Blacklights - B
Creature - Zharigan
Deathtouch It shows a faint light to those who lurk around at night, lost. They see the light thinking it's a lantern till they find out what it truly is.
1/1
Zhar of Death's Bite - 1B
Infested Creature - Zharigan
Whenever this creature attacks you may pay B. If you do, this creature gains +2/-1 until end of turn. Its bite is so excruciating that the bitten person would beg for death before the poison even sinks in.
2/2
Zhar of Mindlessness -4BB
Creature - Zharigan
Flying Deathtouch They say that mindlessness comes from the ignorant minded fools that wander around. Ever since the Zharigan war, that statement started to become false.
4/4
Zhar of Bloodthirst 2B
Infested Creature - Zharigan
Whenever this creature attacks or blocks, other creatures gain -1/-1 until end of turn. Its thirst for blood has never been more violent and destructive.
2/1
Zhar of Gravestones - 3B
Creature - Zharigan
Flying 3H(tap) - Target creature gains intimidate until end of turn. It guards the graveyards that originated from the Zharigan War, howls of the dead echoing across the moor.
2/3
Mutation of Graves - 1B
Sorcery -
Put target Zharigan card from your graveyard into your hand. You lose 1 life. When the Zharigans moved towards the graveyards, they dug up the corpses of fallen Essitu residents and soldiers. Once they were diggen up, they were sent to the evolution chamber for more Zharigan production.
Infested Injury - 1B
Enchantment -Aura
Enchanted creature gains -3/-3 counters. You lose 2 life.
"It is convenient to gain these injuries, just get a Zharigan into a sealed cage and see what happens." -
Haunter of Broods - 2B
Creature - Zharigan
Whenever this creature attacks or blocks, each player loses 1 life.
Sacrifice this creature - you gain 4 life.
2/2
Jhaki Reveler - 2B
Creature - Zharigan
Whenever you cast a source that causes you to discard one or more cards , you gain 1 life.
Sacrifice this creature - Each player discards a card, you gain 1 life.
2/1
Overlord of Massacre - 2BB
Creature - Zharigan
Flying
As an additional cost to cast this creature, sacrifice two creatures you control.
At the beginning of your upkeep, put a 1/1 black Zharigan creature token on the battlefield. Be aware of the Zharigans that lurk within the infested caves, its broodmaster would surely be close around that area.
5/5
Darkspawn Ukuii - 1B
Creature - Zharigan
Other creatures you control get "(tap) - Target creature gains -1/-1 until end of turn." My lord, the villagers in the north have reported that all their livestock and vegetation have been mutated from the Zharigan forces, what are your orders? - General Ukill.
1/1
Bloodsucker Drake - 4B
Creature - Zharigan
Flying 1B- This creature gains deathtouch until end of turn. 4B- This creature gains +2/+2 counters until end of turn. Its prey are not left hindered rotting with blood, instead, it feeds on its victim like a carnivorous spider, drinking every drop of blood elastically.
4/4
Fetching the Prey - 3B
Instant -
Target creature gains -2/-2 and another target creature gains +2/+2 until end of turn.
Discard this card - Target creature gains -2/-2 until end of turn.
Xakero the Lifefeeder - 1B
Legendary Creature - Zharigan
Other creatures you control gain deathtouch With the mighty essence it drained from the corpses, it provided other Zharigans the same power of death.
1/1
Essence of Death - 3B
Instant -
Target player discards his or her hand and loses 1 life for each card discarded. Then that player draws a card for each card discarded. The numerous deaths that the brood caused, increased the strength and power of their overall capabilities.
Swarm of Death's Fingers - 3BB
Enchantment -
At the beginning of your upkeep, target player loses X life and draws X cards, where X equals to the number of cards in your hand. The Essitu we're more aggressive and brutal than ever before, but aggression and brutality was not enough for the Zharigans to stop their resolve.
Suzerain of Essitu - 2BB
Legendary Creature - Zharigan
Deathtouch Flying
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Alsedi', 'Suzerain of Nerosu', 'Suzerain of Eoldu', and 'Suzerain of Cleyvaw' are on the battlefield with this creature.
4/4
Executions of Dark Souls - B
Legendary Enchantment -
When a legendary permanent leaves play, remove it from the game instead. With the executions of various important leaders, the hope of salvation started to faint.
EDIT - The mechanic Camouflage will no longer be played due to the negative perspective against it, since Morph is already a mechanic a bit to similar towards it. Added a few changes on the mechanics so far. Made the Zharigan Brood cards more playable for their low casting cost.
Wrecking Boulder - Fixed
Flames of the Decimated - Fixed.
Wedioka - I intended to make this creature actually just make continous amount of itself when ever dies, put apparently the wording was way off. The creature only made one token, not multiple amounts.
Clangates - Fixed
Warden of the Courts - Fixed
Forensic Healing - I think you misinterpreted this card. This is a COMMON. Meaning it would be drastically bad compared to your example. There are cards in MTG that are reprint cards of previous sets, however with different flavor, cost, and rarity. So I dont understand your point, other than the fact that of course everyone would choose Angelic Chorus over this card.
Reinforce the troops- Like raise the alarm costs two mana and produces two 1/1 tokens, how can this be overpowered? Raise The Alarm
Grave Ravager Tukai - Firstly, this ability can only activate if you control a demon. Also, paying mana and life for a tap ability for a discard effect is not overpowered at all.
Alsedi Hunter - True that this card does seem less compatible compared to the bears, but this card can combo along with the other spells of the set. And like you said, commons can be too 'good' sometimes. But I will fix it.
About the rares - This set, like I said on one of the posts, focuses on big mana costed legendaries as the rares, even though they do seem to take alot of mana they will make a game changer. Its a risk that players have to take, and that was one of the primary elements of this set.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Well, the issue is that nobody would choose to play Angelic Chorus anyways. And if Angelic Chorus is a rare, maybe this should be rare too. Common cards shouldn't just be weak versions of rare cards.
Captain's Call. Reinforce the Troops is too good because it gives you three tokens for one card. It's the same reason that Shock and Incinerate could be printed in the same set and still both be played.
You don't play life for the discard ability, and the issue isn't the power level, it'ss that it's instant speed. It can literally make your opponent unable to draw cards for the rest of the game.
You put better versions of Omniscience and Enter the Infinite in your blue rares. Too many good big-mana spells means that limited games turn into "nobody does anything for 8 turns, then someone casts a spell and wins instantly", while the block is unplayable in constructed formats because everything's to expensive to play. You have to have some kind of balance. Look at Rise of the Eldrazi: There were 14 cards in the set that cost 8 or more mana to play, but two of those had ways to decrease their costs, there were around 20 cards in the set that gave you extra mana and 12 creatures with defender to keep you alive long enough to cast them. Also, the set had 40 creatures that cost 2 or less mana to cast. You can't just pack a bunch of high-cost cards into the set and hope that people play them unless you're building a set that's made specifically for Commander.
EDIT: Some more card-specific comments:
O'Sang Warcaller: Rather overpowered, since you can play it in an aggro deck and keep on pumping out 2/2s.
Alsedi Rujakin: Is the lifegain really necessary? Other than that, it's a bit underpowered, but overall OK.
The Calling of Beasts: Only playable in Turtle tribal, which is something that doesn't exist, and I don't think this card is worth building around.
Knowledge of the Mighty: A bit overcosted.
Life Through Strength: It's cool, but there's nothing you really want to play it with in the set.
Vesay Temple Dweller: Terrible on its own, and still unplayable in an aura-based deck. There are very few auras in the set, as well.
Strength of the Mighty One: This is a white card. The effect should not be on a green card. Maybe use Fight instead?
Ranth Landstomper: "X can't block" is a red or black effect, not green.
Urik Warhowler: Really really strong. The Prosper ability is way undercosted, and it's a better version of Air Elemental in GREEN. Green NEVER gets good fliers.
Fall Upon: Can draw insane amounts of cards really easily. I don't think you understand how powerful Prosper is.
Omen Exorcist: Should be blue, and should cost at least 5 mana. Compare Capsize.
Think Above the Skies: Insanely overpowered. Your creatures are now cantrips, but they cost G more... but they might cost 2 less anyways.
- Note: For a set based around big expensive cards, you have a lot of stuff that enables weenie strategies way too well.
See through the Mists: Should probably put the cards on the bottom of the library. That way, you aren't stuck drawing all the stuff you didn't want.
Dire Centurion: Effects that you have to remember are bad. This thing is also way too good in limited, since it can give its regeneration ability to itself.
Ravaging Sharpteeth: Ranth Landstomper with slightly different stats. It's a good idea to not have near-duplicate cards in your set.
Estden Warblade: Probably balanced, maybe slightly too good.
Burrowing Vibrations: Why mill? Mill is a blue effect. Other than that, it's just a bad land destruction card that won't see any play.
Tome of the Ancient: Does it really need to make three different types of tokens? Decide on one type of turtle token and stick with it. Also, 7 mana for 2/1 tokens is way overpriced.
Tinkal Marauder: Again with the flying in Green. It's a turtle, why is it flying? The +1/+0 tokens and conditional toughness boost are unnecessarily complicated when you could just make it give all turtles +1/+1.
Defensive Posture: A bit underpowered.
Untangle the Lands: Not a green effect, and rather overpowered. Temporary mana boosts are now in red's domain, and life payments are usually black. The Prosper effect is almost pointless, since you're already paying 4 to use it.
Blessing of the Ancient: Potentially gaining 4 life for every creature you play is a bit much. I'd lower the lifegain and the prosper cost.
Stompdweller of Alsedi: The downside is negligible, since it only helps your opponent cast instants. As an uncommon, it should probably be a bit weaker.
Guardian of Nature: Again, the downside doesn't really do anything, and the creature is a bit strong for its cost. And if I'm spending 6 mana to play a creature, I'm not going to want to make mana with it.
Creature - Draconian Wizard
1R(tap) - Target creature gains haste until end of turn.
3R(tap) - Target creature gains +2/+0 and first strike until end of turn.
My people can't live without war. How can we not relish the fact that we conquered something? How can we not fully comprehend the beauty of confrontations?
2/2
Nerosu Clangate -
Land
This land enters the battlefield tapped
(tap) - Add R to your mana pool. You gain 1 life
To the majority of the Nerosu clan, they consider their race cannot live without war, and that pacifism will just bring loss to them.
Charging the Grounds - 2R
Instant -
Destroy target artifact or land.
Warchief Kaichoran and his forces stampeded against the numerous Zharigan hive structures that were stationed around their region.
Fury of the Dragon - 3RR
Enchantment - Aura
Enchanted creature gains +2/+2 counters with flying and first strike.
"Our ancestors gave us life to continue their fights within many wars they never got the opportunity to participate in." - Kaichoran, Warchief
Furious Landwrecker - 4RR
Creature - Cyclops
When this creature is enters the battlefield, deal 2 damage to target player or destroy target land.
"To say that we are merciless killers is partially incorrect. We favor and relish the fact that we have such an ability to fight."- Waikoran, Commander
4/5
War Behemoth of Kai - 6RR
Creature - Cylcops
Trample
3R(tap) - Draconian and Cylcops you control gain +3/+3 until end of turn.
"It hungers for killing and demolishing. Without war, it wouldnt be able to survive. It is perfect for our infantry." - Kaichoran, Warchief
6/7
Warhammer of Sun's Blood - 3
Artifact - Equipment
Equipped creature gains +2/+1 counters. If equipped creature is a Draconian, it gains- "Whenever this creature deals combat damage to a player, you may discard a card. If you do, draw a card."
Equip 1
The fact that it causes pain is more than enough for a Draconian to use it.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Hm, makes sense. I'll take your word for that.
I partially agree. Though I originally intended on making this a 6W and have Reinforce, but I agree with your statement.
I'll figure out a alternative cost out for this one, dont worry. This time, with more drawbacks and limitations.
Keep in mind, Im not actually done with the set yet. There's still the Zhargian brood, in which most of them will be relatively low costed and weenie-like so they can combo with the others. But I understand your point with the set containing a majority of high costed spells, I assure you the Zhargian Brood will make this set more compatible with the formats. Oh, and Commander is my favorite format, so I did technically make it sorely for that reason.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Grove Vineslasher - 2G
Creature - Treant (C)
When this creature enters play, add G to your mana pool for each other creature with power 2 or less. You can only pay that mana for creatures.
1/1
Guard of Deep Grove - 2G
Creature - Turtle Rogue
Trample - (C)
Sacrifice this creature- Tap target creature.
What lies within the woods will bring more than just fear.
2/2
Hunting the Hidden 3G
Enchantment - (C)
Creatures you control with power 4 or greater have hexproof.
To see a a large beast that hides, that means a even bigger beast will arrive.
Huntress of the Deep - 2G
Creature - Turtle Rogue (C)
Reach
(tap) - Add G to your mana pool. Play this ability only to cast creature spells.
2/1
Nature's Grasp - 3G
Sorcery - (C)
Tap all creatures target player controls. If you control a creature with power 5 or greater, they dont untap during its controller's next untap step.
As nature witnessed the beasts getting slayed, it brought upon a horde of even bigger beasts to take down the slayers.
Prey the Predator - 2G
Enchantment - Aura (C)
Enchanted creature has protection from creatures with power 4 or greater.
The prey became predator.
Alsedi Cursbreaker - 2GG
Creature - Turtle Rogue (C)
When this creature enters the battlefield, destroy target artifact or enchantment
To say that we are protectors of the woods should not be underestimated.
2/2
Ewokii Ruins of Alsedi -
Land (U)
This land enters the battlefield tapped. This land doesnt untap during it controller's next untap step.
Sacrifice this land, (tap) - Add GGG to your mana pool.
In the Alsedi ruins, many explorers encounter and study the scattered rubble that are located within the woods. They were once temples of the old gods.
Eyes of Nature - 2GG
Enchantment - (U)
Green creatures you control have - "(tap) - Add G to your mana pool."
Sacrifice this enchantment - Add GG
Under the eyes of nature, invaders started getting apprehensive of meeting her forces.
Scythe of Nature's Wrath
Enchantment - Aura (U)
Enchanted creature gains +1/+1 counter and "(tap) - Add G to your mana pool."
To the Alsedi, a weapon should only be utilized in self defense and rescue situations.
Exterminate the Unknown - 3G
Sorcery - (U)
Destroy up to three target Zhar creatures.
The Zharigan Brood made a hidden approach to the Alsedi Tribes, but they were already prepared for the ambush.
Fight of Nature - 3G
Instant - (U)
Target creature you control and target creature you dont control fight each other. You gain 4 life if your creature won the fight.
Dukki, the Adventurer of Uran. 2GG
Legendary Creature - (R)
Other creatures you control gain +1/+1 counters with trample
He traveled around forest of Uran, annoying and making pointless comments about the sentient life there.
1/3
Reclaiming the Lands - 2GG
Legendary Enchantment - (R)
Whenever a land comes into play, put a 1/1 green treant creature token on the battlefield.
To say that we lost our lands to the Zharigans, is like stating that you can tame a behemoth by a stick.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Legendary Creature - Draconian Barbarian
Haste
Whenever this creature deals combat damage to a player, you may pay x1R. If you do, deal X damage to each creature that player controls.
2R(tap)- Target creature gains haste and first strike until end of turn.
"It's war or nothing."
6/4
Gaul, the Forbidden One - 6RR
Legendary Creature - Cyclops
At the end of each of your upkeeps, put two fury counters on this creature. At the beginning of each of your upkeeps, this creature deals 2 damage to target player.
Remove X fury counters from this creature - Deal X damage to target creature.
For over over ten thousand years, Gaul was imprisoned and isolated within the citadel named Iokadin,with every hour passed, his anger grew. When Kaichoran eventually infiltrates the citadel and frees him, Gaul forms a temporary allegiance with him. For he desired vengeance against those who imprisoned him.
8/8
Blade of the Dragon's Eye - 3
Legendary Artifact - Equipment
Whenever equipped creature deals combat damage to a player, add two fury counters on this artifact.
Remove a fury counter, choose one - "Deal 1 damage to target creature, equipped creature gains first strike, or equipped creature gains +2/+0 until end of turn."
Equip 3
Extinction of Nations - 7RRR
Sorcery -
Deal 8 damage to target player and deal 8 damage to all creatures that player controls.
With the cyclops on his side, Kaichoran finally brought destruction upon the Zharigan territories. With every blade stabbing and slashing, his vision of a victory grew.
Shrine of Flaming Anger - 4R
Legendary Enchantment -
Creatures you control gain +2/+0 counters and have haste and first strike.
Within the shrine on every full moon, the draconians revel beneath the monument of their god, Kakionga, the Master of Emotions. They pray that they will yet achieve another victory against the Zharigans.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
First off, Camouflage does not work within the rules of Magic. Face-down cards are always 2/2 creatures without shroud. I don't think Prosper works either, as the effects would have to become ETB effects, which I can't imagine how to template.
Next, Spellfuse seems like it would suffer a similar problem to buyback or dredge - "I play my favorite card for the 397845th time," AKA repetitive gamestates. The term "colorless mana" is also confusing here - are you referring to converted mana cost, or the noncolored part of the mana cost? The repetitive gamestates problem will probably come up again for Mutate.
Reinforce is also confusing - do you need more permanents than your opponent for it to work? It also seems like "number of permanents matter" is a lot to handle for an ability that will most often let you cast a card for 1 or 2 mana less. Also, reinforce is already the name of a mechanic from Morningtide.
Now for the most important part: You need to work on your templating. BADLY. Read actual Magic cards and learn their syntax, so you don't end up with more sorcery counterspells or cards that give your creatures "+2/+0 counters."
Camouflage - This ability is currently under a test zone, so I haven't officially decided on making it part of the set.
Prosper - This keyword mechanic is very similar to the keyword "Splice into Arcane". It basically adds a ETB effect to the creature you cast and you add your revealed spell's effect to that creature for its cost.
Spellfuse - This keyword is similar to Soulshift, it basically returns a spell with the same colorless mana ( the noncolored mana ) and card type. You cant play the card that gets sent to the graveyard, so you can only return another spell with the identical cost from it. Kami of Lunacy
Reinforce - The spell that has this mechanic costs 1 less mana for the difference of permanents me and target opponent controls. For example, I have three lands and one creature and you have five lands and one creature. The spell with Reinforce would cost 2 less colorless mana because 6 -4 = 2, so its 2 colorless mana off.
You do realize, Im not done with the set right? Im not finished with the clans and I havent started on the Zhargian Brood yet. But dont worry, synergy will come and there wont be more 'independent' spells.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Spirit (U)
Flying
1U(tap)- Draw a card.
The spirits wander about the spirit pools within the Yukorian temples, singing to it to in enchanting tone
1/1
Remember - 1U
Instant - (C)
Return target instant or sorcery card from your graveyard on top of your library.
Spellfuse 1
Future Visionaire - 3U
Creature - Spirit (C)
When this creature enters the battlefield, return target creature back to its owner's hands.
U(tap) - Tap target permanent
1/2
Know and Do - U
Instant - (C)
Draw a card.
"If you know the answer, do it. If you want to do it, know it." - Student Kiuaka, Third Templar.
Chant of the Mystical Pool - 2UU
Enchantment - (C)
Whenever you draw a card, look at the top card of your library. You may put that card under your library.
The spirits of Yukorian Temples werent born, they were created. Created through a complex ritual known as the 'Poligrathim Method'.
Calling of Spirits - 2UU
Sorcery - (C)
Search your library for a instant or a sorcery card and put it into your hand. Then shuffle your library.
Spellfuse 2
The native spirits cannot be summoned, instead, it comes to your aid if you have good intentions in mind.
Comprehension of Spells - 1U
Sorcery - (C)
Each player draws a card and discards a card.
To further understand the Zhargians, the Cleyvaw clans gathered together for an important consultation.
Drown in Thought - 3UU
Sorcery - (R)
Each opponent reveals his or her hand and discards all instants and sorcery cards.
The Zharigans were sent to oblivion as the portals materialized before them, sucking them into warped paths.
Flight and Fight - 2U
Instant - (C)
Draw a card for each creature with flying you control.
Spellfuse 1
The spirits rotated around the priest in the air, creating an aura of immense power in their wake.
Spellbook of Cleyvaw - 2
Artifact - (U)
You have no maximum hand size. When this artifact enters play, draw a card.
To study knowledge, you must earn it.
Time Pause - 3UU
Sorcery - (U)
Tap all permanents each player controls. Those permanents dont untap during their controller's next untap step.
Spellfuse 1
Waterworks Contraption - 5U
Enchantment - (U)
Whenever you cast a instant or a sorcery spell, draw a card.
The machinery under the surface contain and control different levels of mystical water supplies, in which they generate more power to their cities.
Cleyvaw Spellreaver - 2UU
Creature - Yukorian Wizard (U)
You may cast this spell any time you could cast an instant.
When this creature enters the battlefield, counter target noncreature spell.
With knowledge, anything is possible.
2/2
Cleyvaw Manafall -
Land (U)
This land enters the battlefield tapped. This land doesnt untap during its controller's next untap step.
Sacrifice this land, (tap) - Add U to your mana pool. Draw a card.
Within the pool lies an essence of purity and knowledge, only those who are gifted can seek such power.
Student Kiuaka, Temporal Wielder 2UU
Legendary Creature - Yurkorian Wizard (R)
Flying
Instant and sorcery spells cost 2 less to cast.
"I will achieve my good results in the academy, and nothing can stop me from attaining my dreams. Not even the Zharigans."
2/2
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
As an example, let's take a look at Drown in Thought:
"Drown in Thought - 4UU
Sorcery - (C)
Each opponent discards all creature spells they control."
Besides the color pie and rarity issues here, I assume the effect you wanted was "Each opponent reveals his or her hand and discards all creature cards." The card as originally typed out does nothing in a game of Magic: creatures are only referred to as "spells" while on the stack, and you don't "control" cards in your hand. This may seem super nitpicky, but it's actually extremely important to have a grip on card syntax. It especially keeps your cards from being too confusing to give feedback on. For example, many of your cards say something along the lines of "CARDNAME gains +2/+2 counters." When I see this, I can't tell if you mean "put two +1/+1 counters on CARDNAME" or "CARDNAME gains +2/+2 until end of turn."
Please take this to heart and try and learn how Magic cards are worded. If you don't know exactly, then Gatherer is your best friend - use Advanced Search to look for similar cards to what you're trying to do, then use them as references when making cards.
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. Does that sound better?
Spellfuse - Same thing as Soulshift, except it only brings instants and sorcery spells. How does this confuse you, I already showed you an example of the soulshift mechanic, other than the fact that it misses a few words which I will fix. And you didnt provide any reasons on your post about this mechanic, you just stated the problems with Prosper.
Whenever a text says "this", it means itself. For example -
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
In MTG, some cards do indeed use "this" instead of its name sometimes, I dont have to paste its name just to show what Im implying, also if it says target, it means something other than itself or itself. Texts that say "this" means that it only targets itself. You also need to understand the difference between normal +1/+1 counters and +1/+1 by itself. +X/+X counters are permanent effects and +X/+X are temporary, as this is many green cards.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creatures can't have "casting abilities" in the same way that instants and sorceries can, and they're definitely not the same as "enters the battlefield" effects.
Prosper is most likely going to have to be an ability word:
"Prosper - As you cast a creature spell, you may pay [cost] and reveal [this] from your hand. If you do, [effect]."
I'll change the cards sooner or later.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Monchrul Shaman (C)
Sacrifice this creature - target creature gains -X/-X until end of turn, where X equals to the number of creatures in your graveyard.
Monchruls treat death as a powerful god, making various sacrifices and rituals towards it.
2/2
Unearth the Graves - B
Sorcery - (C)
Search your library for a creature card and put it into your graveyard. Then shuffle your library.
Monchruls often excavate graveyards to search for corpses that have certain values.
Jesting Crackler - 3B
Creature - Demon Minion (C)
Flying
When this creature leaves play, return a creature card with converted mana cost 5 or more from your graveyard and put it in your hand.
It questions you. And if you answer incorrectly, you're in for a hell of a treat.
1/2
Calls of the Tortured - 4B
Enchantment (C)
Whenever you discard a card, you gain 2 life.
"The voice of hundreds of getting tortured was like a sonata of beauty to the Essitu tribes."
Exchange Between Souls - 2B
Sorcery - (C)
Each player reveals his or her hand. You choose and discard a card from each player's hands.
Resurrect 3- When you cast a spell that has converted mana cost 3 or more, you may discard this card. If you do, draw a card then discard a card.
To converse and form a allegiance between the Monchruls and demons, the Monchruls had to lend their souls to them.
Bukoran Dampkiller -3B
Creature - Monchrul Warrior (C)
Whenever this creature deals combat damage to a player, that player discards a card at random.
During the Zharigan War, the Essitu clans were more occupied with demonic sacrifices that were mandatory to them.
3/1
Sawblade Contraption - 4
Artifact- (C)
Sacrifice a creature ,(tap) - You gain life equal to the sacrificed creature's power.
As Darren was pulled roughly into the dark and distressing cave, one of the monchruls pointed at the machine. Darren knew it was all over.
Entwine the Dead Souls - 3BB
Enchantment - (R)
Whenever you cast a black creature, you may discard a card. If you do, return a creature card from your graveyard and put it into your hand.
To accumulate all the dead souls that linger within the morgue, the Essitu had a method that contained even more killing.
Dissect the Corpses - 2BB
Sorcery - (U)
Remove target card from your graveyard from the game. Target player loses X life and draws X cards, where X equals to the removed card's converted mana cost.
Resurrect 6 - When you cast a spell that has converted mana cost 6 or more, you may discard this card. If you do, draw a card and lose 2 life.
Destroy the Unknown - 2B
Instant (U)
Destroy target nonblack creature. You gain 2 life.
Resurrect 8 - When you cast a spell that has converted mana cost 8 or more, you may discard this card. If you do, destroy target creature with power 7 or greater. You lose 2 life.
The Zharigans had their own strategy in the war, and that consisted of reviving their own kind from their deaths.
Hostile Disgracer - 2BB
Creature - Monchrul Shaman (U)
Sacrifice this creature - Destroy target creature with power 2 or less.
To say that we are weak is only your ignorance showing. - Mukaichii, the Bloodraged
3/2
Grim Nightdweller - 4BB
Creature - Demon (U)
Flying
When this creature leaves play, put up to three target creature cards from your graveyard on top of your library in any order.
3B(tap) - Draw a card then discard a card.
It revives a dead family from the graves at night. And at day, it sacrifices the family to the dark gods.
3/4
Buruka Guardian of Opals - 2BB
Creature - Monchrul Warrior (U)
Buraka was one of the largest cities that existed within the Essitu region. Unfortunately, the entirety of the city was demolished by the Zharigans, as they eliminated nearly every living being to start a new hive.
4/3
Druukon, Lord of Baraka - 3BB
Legendary Creature - Monchrul Lord
When this creature leaves play, each player discards their hand.
Before his death from the Zhargian invasion, Lord Druukon lead his people to countless amounts of death through unspeakable rituals that were forever banned from the region. Some say that the extermination of Baraka City was fortunate.
5/5
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Jesting Cackler is really weak and rather convoluted. It has to die, and I have too choose a creature with converted mana cost 5 or more, and it goes to the top of my library. Alternatively, I could play Gravedigger, which gives me a better version of the effect right away.
Calls of the Tortured is too narrow and too weak. Lifegain is a weak ability on its own, and this card isn't efficient unless I'm discarding something like 7 or 8 cards after I play it. You also have the exact same effect on Hostile Disgracer, which is a better card because it can do other stuff as well.
Exchange Between Souls is ridiculously broken. Any activated ability with the cost "Discard a card:" turns every card in your hand into a tutor. Psychatog, Wild Mongrel, Oblivion Crown, and Phantatog swing for 40+ damage. Skirge Familiar lets you power out 40-point Drain Lifes.
Bukoran Dampkiller is OK, but the activated ability isn't really necessary. Instant-speed activated discard is frowned upon, even though it's not too bad as a one-time effect.
Sawblade Contraption: Way overcosted, and colored artifacts generally aren't done except as rares.
Entwine the Dead Souls: Would be playable if it wasn't limited to creatures that cost 4 or more, and maybe cost a bit less. Should be rare.
Disect (should be Dissect) the Corpses: Why does it give the option of gaining life? It should probably make the player lose X life and draw X cards, so it isn't reliably giving people 10 cards for 6 mana. If you do that, decrease the mana cost as well.
The Resurrect effect is too good. Free cycling with lifegain, even with a condition, means that most or all decks will include this so they can effectively be playing a 56-card deck that sometimes randomly gains life.
Flavor-wise, it's got some issues too. A card called Dissect the Corpses should probably be exiling creature cards specifically (and maybe able to exile your opponents' as well?). "Resurrect" is a bad name for the mechanic because it doesn't resurrect anything. I'd reconsider the mechanic overall.
Kill the Killed: OK balance-wise, though the game is going away from color-limited removal. Flavor-wise, why "Kill the Killed" when it's killing something that's not dead? It specifically can't destroy black creatures, which are the most likely to have been killed before.
Hostile Disgracer: The abilities have nothing to do with one another. It's kind of like you took Essitu Deathgoer, tweaked its ability a bit, and gave it a better version of the effect from Calls of the Tortured. I would cut the activated ability and make the creature stronger.
Grim Nightdweller: The shuffle effect is barely helpful, and only appears on green and blue cards. The activated ability is rarely going to get used (I can swing with a 3-power flier, or I can pay 4 to use it as a Merfolk Looter), and it's also an exclusively blue ability.
Buruka Guardian of Opals is too strong. It should be a 4/3 at best. Green doesn't get better than 4/4 as 4-mana vanilla creatures unless they're rare.
EDIT: Cleyvaw Clan Part 3
Future Visionaire (Should probably be "Visionary"): Again, see Capsize. Three mana is too good for repeatable bounce. Its two effects aren't related in any way, and the name implies that it would Scry or something.
Know and Do: I guess it's meant to work with Spellfuse, but otherwise it's just totally pointless and uninteresting.
Chant of the Mystical Pool: Token-generator effects aren't usually blue. Cards that create a token every turn aren't done at common. And it's too good - it outclasses lots of green and white cards, and those are supposed to be the primary token-generation colors.
Calling of Spirits: Tutoring creatures is green, and tutors shoudln't be printed at common. The card's flavor is more white than blue, as well. And why include spellfuse when the card deals with creatures? It's pushing you both towards playing more creatures and towards playing more instants/sorceries.
Drown in Thought: Should be rare, should be black. Could probably cost 1 less.
Flight and Fight: Again, it's a card that wants you to play lots of creatures but also lots of instants and sorceries. The effect is too narrow to be common - I don't want to see a lot of these in packs because it's only good in specific decks.
Spellbook of Cleyvaw: Nice design. Spellbook isn't great because you need to have 9+ cards in hand to actually benefit from having it, and isn't great in multiples. This card fixes the first issue and mitigates the second. However, you might consider bumping it up to uncommon.
Time Pause: Just seems really annoying to play against. Should not be a common card. Also, why Spellfuse 1?
Waterworks Contraption: You might want to up the cost by 1 or more. Turning all your 1-mana cantrips into cheap Divinations is really good. This could be really broken, but I think it costs enough (or nearly enough) to balance it out.
Cleyvaw Spellreaver: Like a reverse Summoner's Bane. I like it.
Cleyvaw Manafall: Temporary mana boosts are red, not blue. It's potentially way too powerful, as well.
Student Kiuaka, Temporal Wielder: This should be balanced if you remove the card-draw ability. With that ability, it's just too good.
Overall, I noticed there's a lot of off-color effects, and common cards that should be uncommon or rare.
EDIT 2: Nerosu Clan Rares
Kaichoran, the Warchief: The damage ability is way overpriced, and why would I ever want to tap this guy to give something first strike?
Gaul, the Forbidden One: Really expensive, really slow, really likely to get removed before it does anything. 10-mana spells should be doing something exciting, not sitting around acting as a Time Bomb.
Blade of the Dragon's Eye: Like Umezawa's Jitte, but stronger. If your opponent has this out, you won't be able to keep a creature on the battlefield unless you destroy it. That's not good.
Extinction of Nations: Another expensive spell that's never going to be played. Big, splashy effects are cool and all, but they're only useable in Commander and maybe Limited. You can't pack too many into your set, because even in Commander, people don't play decks of "50 insanely expensive spells, 49 lands, Commander". I mean, this is only part of the set, but there's already way more 10-mana spells than most Standard formats have. Scale some of them down a little.
Shrine of Flaming Anger: Again, it's a bit too expensive to be practical, but it's strong enough that it might see play in Commander.
In fact, since you gave valuable feedback and information on my cards, I really want you to contribute in this development process, since card making can be ridiculously difficult and complex sometimes.
If you have the time, I would really appreciate it if you could make a third part for Eoldu and Nerosu clan. They require seven commons, six uncommons, and two rares. I would like to see your own perspective on these cards, dont worry about the flavor text, i'll try elaborating on them. Thanks again
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
The portal lit up with a roar of thunder and a blue light illuminated the entirety of the surrounding. Out of the blue void, alien creatures started appearing out of the lands, all varying in different shapes and sizes. They all surrounded him in hundreds and thousands. Then appeared a creature with silver plates and skin, it had the lower body of a enormous centipede and the upper body that was reminiscent of a monster like human being, with four arms and a head with long threads of black hair. It crawled up to him over its minions and stopped and loomed over him. Eruik was scandalized with fear and awe, he had never encountered such creatures in his life. When the silver beast spoke, it was high pitched and was similar to a female. She thanks him quickly and introduces her and the creatures around her. The alien beasts were called Zharigans and she was entitled Xiona, and they were imprisoned within the portal for a long period of time. Eruik asked why and she answers in a dignified, that they were originally supposed to get killed by their supreme Queen, but was put into the portal for eternity along with her followers. They waged war against their Queen for they considered her ruling her kingdom poorly and that the penalty of failure was death.The pl With all the info said, she and her brood were imprisoned inside and were prepared to construct and establish a new hive as their primary objective, killing every life and starting new ones. Eruik knew that Taigahdan was in inevitable danger, he countered back by casting a spell at her, she deflected it and ordered her brood to capture her. Xiona knew the power of the Spark as her supreme Queen was a planeswalker herself, she was keen on taking Eurik's Spark and utilize it to construct even more powerful Zharigans......
And so the war began.....
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Zharigan Minion
Haste
It runs and chomps anything in its fast pace, whatever it can be.
1/1
Zhar of Burning Rage - 2R
Infested Creature - Zharigan
Flying
When this creature enters the battlefield, deal 1 damage to target creature or player.
To the Zharigans, all that matters is serving their master. However without one, they will die by slaying each other in utter confusion.
2/1
Reckless Zhar - 2RR
Infested Creature - Zharigan
Haste
Sacrifice this creature - Deal 2 damage to target creature.
If the clans ever reunite, what would unification favor in them? The Zharigans would eventually overpower them in great numbers.
3/1
Zhar of Chased Flames - 3R
Creature - Zharigan
Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
It chases and destroys the townsfolk in numbers so great, they look like flames from a distance.
3/2
Zhar of Molten Core - 4RR
Infested Creature - Zharigan
Haste
With the explosions it causes, it considers destruction mandatory in its custom.
5/4
Unraveling the Lands- 1R
Instant -
Destroy target non- infested land
The Zharigans ravaged every inch of the Taighadan Kiou Region, creating new hives during that procedure.
Dropping the Death Pods - 2R
Sorcery -
As an additional cost to cast this spell, sacrifice a Zharigan creature you control.
Deal X damage to target creature, where X is the sacrificed creature's power.
Many of the floating Zharigans dropped pods that bombarded the lands underneath. The pods contained radioactive mucus that contained an explosive essence.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Infested Mountain
Infested Land -
(tap) - Add R to your mana pool
Monchruls fought off many of the contaminated mutants that spawned from the infested vegetation and lands.
Infested Plains
Infested Land -
(tap) -Add W to your mana pool
The humans did not get good harvests from the mutated vegetation that emanated from the hives.
Infested Swamp
Infested Land -
(tap) - Add B to your mana pool
The already desolated swamps became worse from the infestation of the living inhabitants.
Infested Forest
Infested Land -
(tap) - Add G to your mana pool
With the infestation, the forests became a graveyard for the millions lurking within the environment.
Infested Island
Infested Land -
(tap) - Add U to your mana pool.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Zharigan
When this creature enters the battlefield, deal 4 damage to target creature.
It shoots poisonous projectiles out of its mouth, creating a devastating injury.
4/2
Shatterback Driver - 2R
Infested Creature - Zharigan
Flying
H(H can be paid from a infested permanent) - Target creature gains +1/+0 until end of turn. Activate this ability only if you control five or more mountains.
3/1
Razerteeth Grinder - 2R
Creature - Zharigan
1H( Hcan be paid from a infested permanent ) - Target creature gains +1/+0 and first strike until end of turn. Activate this ability only once per turn.
2/2
Doom Clawracker - 1R
Creature - Zharigan
Other creatures you control gain "(tap) - Deal 1 damage to target creature or player."
To say that they kill is an understatement. They do more than kill, my friend. - Gurin, Lone Missionary.
1/1
Crusher of Auchrin - 4RR
Infested Creature - Zharigan
Other Zharigan creatures you control have haste.
It lead its brood across the Nerosu mountain, causing numerous corpses to pile on one another.
6/3
Infest the Highest - 2R
Sorcery -
Target land becomes a 4/4 red infested elememental creature token with haste until end of turn. Its still a land.
The infestation worsened everyday. Even the infested mountains started to fight against its own sentient beings.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Legendary Creature - Zharigan
Other creatures you control gain haste.
It sprints faster than the fastest mount in Taighadan. It kills faster than a boulder crushing a feeble bug.
2/1
Thunderous Blowout - 1R
Instant -
Deal 2 damage to target player or creature. That player or creature's controller discards a cards.
"The forces we sent to the east wing have all been diminished. The only thing we can do is hope that reinforcements come in time." -Commander Oddeye's letter to Kaichoran
Swarm of the Bloody Flames - 3RR
Enchantment -
At the beginning of your upkeep, put X 1/1 red Zharigan creature tokens with haste onto the battlefield, where X equals to the number of cards in your hand. Sacrifice them at the end of turn.
"If you think those were a lot, look out the window." -Lieutenant Odunki to Recruit Okii
Suzerain of Nerosu - 2RR
Legendary Creature - Zharigan
Haste Flying
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Alsedi', 'Suzerain of Essitu', 'Suzerain of Eoldu', and 'Suzerain of Cleyvaw' are on the battlefield with this creature.
4/4
Last Man Standing - 3R
Legendary Enchantment -
If you control only one creature on the battlefield, that creature gains +2/+2 counters with first strike and flying.
Commander Zhou stood standing and panting on the pile of Zharigan corpses, covered in abnormal blood. He heard rumbling vibrations across the distance and he knew there was another wave of them arriving.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Zharigan
Deathtouch
It shows a faint light to those who lurk around at night, lost. They see the light thinking it's a lantern till they find out what it truly is.
1/1
Zhar of Death's Bite - 1B
Infested Creature - Zharigan
Whenever this creature attacks you may pay B. If you do, this creature gains +2/-1 until end of turn.
Its bite is so excruciating that the bitten person would beg for death before the poison even sinks in.
2/2
Zhar of Mindlessness -4BB
Creature - Zharigan
Flying Deathtouch
They say that mindlessness comes from the ignorant minded fools that wander around. Ever since the Zharigan war, that statement started to become false.
4/4
Zhar of Bloodthirst 2B
Infested Creature - Zharigan
Whenever this creature attacks or blocks, other creatures gain -1/-1 until end of turn.
Its thirst for blood has never been more violent and destructive.
2/1
Zhar of Gravestones - 3B
Creature - Zharigan
Flying
3H(tap) - Target creature gains intimidate until end of turn.
It guards the graveyards that originated from the Zharigan War, howls of the dead echoing across the moor.
2/3
Mutation of Graves - 1B
Sorcery -
Put target Zharigan card from your graveyard into your hand. You lose 1 life.
When the Zharigans moved towards the graveyards, they dug up the corpses of fallen Essitu residents and soldiers. Once they were diggen up, they were sent to the evolution chamber for more Zharigan production.
Infested Injury - 1B
Enchantment -Aura
Enchanted creature gains -3/-3 counters. You lose 2 life.
"It is convenient to gain these injuries, just get a Zharigan into a sealed cage and see what happens." -
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Creature - Zharigan
Whenever this creature attacks or blocks, each player loses 1 life.
Sacrifice this creature - you gain 4 life.
2/2
Jhaki Reveler - 2B
Creature - Zharigan
Whenever you cast a source that causes you to discard one or more cards , you gain 1 life.
Sacrifice this creature - Each player discards a card, you gain 1 life.
2/1
Overlord of Massacre - 2BB
Creature - Zharigan
Flying
As an additional cost to cast this creature, sacrifice two creatures you control.
At the beginning of your upkeep, put a 1/1 black Zharigan creature token on the battlefield.
Be aware of the Zharigans that lurk within the infested caves, its broodmaster would surely be close around that area.
5/5
Darkspawn Ukuii - 1B
Creature - Zharigan
Other creatures you control get "(tap) - Target creature gains -1/-1 until end of turn."
My lord, the villagers in the north have reported that all their livestock and vegetation have been mutated from the Zharigan forces, what are your orders? - General Ukill.
1/1
Bloodsucker Drake - 4B
Creature - Zharigan
Flying
1B- This creature gains deathtouch until end of turn.
4B- This creature gains +2/+2 counters until end of turn.
Its prey are not left hindered rotting with blood, instead, it feeds on its victim like a carnivorous spider, drinking every drop of blood elastically.
4/4
Fetching the Prey - 3B
Instant -
Target creature gains -2/-2 and another target creature gains +2/+2 until end of turn.
Discard this card - Target creature gains -2/-2 until end of turn.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Legendary Creature - Zharigan
Other creatures you control gain deathtouch
With the mighty essence it drained from the corpses, it provided other Zharigans the same power of death.
1/1
Essence of Death - 3B
Instant -
Target player discards his or her hand and loses 1 life for each card discarded. Then that player draws a card for each card discarded.
The numerous deaths that the brood caused, increased the strength and power of their overall capabilities.
Swarm of Death's Fingers - 3BB
Enchantment -
At the beginning of your upkeep, target player loses X life and draws X cards, where X equals to the number of cards in your hand.
The Essitu we're more aggressive and brutal than ever before, but aggression and brutality was not enough for the Zharigans to stop their resolve.
Suzerain of Essitu - 2BB
Legendary Creature - Zharigan
Deathtouch Flying
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Alsedi', 'Suzerain of Nerosu', 'Suzerain of Eoldu', and 'Suzerain of Cleyvaw' are on the battlefield with this creature.
4/4
Executions of Dark Souls - B
Legendary Enchantment -
When a legendary permanent leaves play, remove it from the game instead.
With the executions of various important leaders, the hope of salvation started to faint.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.
Destruction of Taighadan
Carnival of Insanity
A world without vision is like participating in an arena death match without any combat experience.