Foreword:
While thinking about making a miniset for experimental ideas, I vaguely remember from way back that people complained that drafting Coldsnap alone was repetitive, not enough variation. Hence to combat that, I want to use a special sheet to add replayability in drafts. Which then reminded me of an older idea I had that had both a special DFC (double faced card) sheet and a very daring concept.
This set is mainly about the colors blue and green UG against the colors white, black, and red WBR. Whereas UG will have the majority of double-faced cards, WBR will bear the new experimental Honor system.
Below is the general flavor and differences for each faction:
tentative ideas UG: flash, Kiora, merfolk, elf, gnome, snake, mutant, illusion, shapeshifter, hydra, wurm, leviathan, druid, wizard, dryad, monk W: human, soldier, cat, cleric, angel, knight, elephant B: rogue, mercenary, zombie, necromancer, demon, shaman, knight, rat R: dwarf, goblin, warrior, berserker, dragon, shaman, hound
Planeswalkers: UG Kiora, R Barag (Dwarf, artifice and warfare), BR Tibalt, W Gideon, G Susyon (Faerie, storm and harvest), WBR Gorkhhesh (Dragon, wrath and devastation) WBR: walls, fortifications, land destruction UG: alternate dimension, transformation, copy, clone
Major Mechanics (4-5):
Double face cards - majority UG (2 abilities)
Honor system - majority WBR (UG get some Fame cards) (4 abilities)
Learning - UG (draw card and +1/+1 counter)
Summon - majority WBR (keyword action = put some token into play) (WBR summon warrior token tapped and attacking; UG summon various creature types)
Lore - majority UG (instants, sorceries copy for each same name in grave)
Other themes:
Lands matter (DFC triggers, Fortifications (3), temp land stealers (3), land destruction (1-3) and search (1-3))
Walls (6-10 cards)
Vertical cycles: BR land denial, WB knights, RW artifice, UG mimicry
Honor System
Honor is used to represent the warring faction of WBR.
Basic idea:
Honor system uses honor points, like life.
Some abilities and effects makes you gain or lose honor.
Players start with 0 honor.
Positive Effects of Honor (When your honor is above zero):
Creatures you control get +1/+0 for each honor above zero.
At the beginning of your upkeep, you gain 1 life for each honor above zero.
Your maximum hand size is increased by one for each honor above zero.
Negative Effects of Dishonor (When your honor is below zero):
Creatures you control get -1/-0 for each honor below zero.
At the beginning of your upkeep, you lose 1 life for each honor below zero.
Your maximum hand size is decreased by one for each honor below zero.
Related abilities:
Fame (When this enters the battlefield, you gain 1 honor until this leaves the battlefield.)
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
Glory (When this creature defeats another creature, you may gain 1 honor.)
Treacherous (When this creature dies, you may have target player lose 1 honor.)
Double-faced cards
The majority of DFCs are from the UG faction. Many of them have a common trigger to transform back and forth. When you play a land, you may transform to the dark side. At the end of each opponent's end step, if that player didn't play a land, transform back to the light side.
Ex.
Flightless Bird U
Creature - Bird Mutant
Whenever you play a land, you may transform ~.
1/1
////////
Flapping Drake
Creature - Drake Mutant
Flying
At the end of each opponent's end step, if that player didn't play a land this turn, transform ~.
2/2
Other Mechanics
Learning is a new keyword ability. It means "Whenever ~ deals combat damage to a player, you may put a +1/+1 counter on it and draw a card."
Ex.
Word of Advice 1UU
Creature - Illusion Meme
Learning (Whenever ~ deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/1
Summon is a new keyword action. It means "Put a described token onto the battlefield."
Ex.
Sergeant Pyle 4W
Creature - Human Soldier
Whenever ~ attacks, summon a 1/1 white Soldier creature token tapped and attacking. (Put that token onto the battlefield.)
2/2
Sergeant Pile 4W
Creature — Human Soldier
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
When ~ enters the battlefield, summon a 1/1 white Soldier creature token. (Put that token onto the battlefield.)
1/2
Royal Treatment 1W
Instant
Gain 4 life. If your honor is greater than zero, draw a card.
Black (4 cards)
Defame Rogue 1BB
Creature — Rat Rogue
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
2/3
Famous Vampire 2BB
Creature — Vampire Warrior
Flying
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
2/1
Treacherous Impostor 2B
Creature — Snake Rogue
Treacherous (When this creature dies, target opponent loses 1 honor.)
When ~ dies, summon a 1/1 black Rogue creature token. (Put that token onto the battlefield.)
2/1
Debrief 2B
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
If your honor is greater than that player’s, that player chooses and discards another card.
Red (4 cards)
Defame Shaman 4R
Creature — Ogre Shaman
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
3/3
Fame Dwarf 2R
Creature — Dwarf Warrior
Haste
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
1/2
Notorious Goblin 2R
Creature — Goblin Warrior
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
2/1
Inside Job 1R
Instant
Inside Job deals 2 damage to target creature or player. If your honor is greater than that creature’s controller or that player, Inside Job deals 4 damage instead.
Supply Depot 2
Artifact -- Fortification (C)
Whenever fortified land is tapped for mana, add one mana to your mana pool of any type that land produced.
Fortify 1(1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Recruit Depot 3
Artifact -- Fortification (U)
Opponents can't gain control of fortified land.
Fortified land gains "4, t: Summon a 1/1 white Soldier creature token."
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Walking Fortress 3
Artifact -- Fortification (R)
Fortified land has indestructible. 6: Fortified land becomes a 4/4 creature until end of turn. It's still a land.
Fortify 3(3: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Land Stealers BR
vertical cycle of red/black temporary land-stealers.
Orcish Intruder 1BR
Creature -- Orc Warrior (C)
When ~ deals combat damage to a player, gain control of one of his lands until end of turn and untap that land.
2/2
Ogre Conqueror 3BR
Creature -- Ogre Warrior (U)
Double strike, trample
When ~ deals combat damage to a player, gain control of one of his lands until end of turn and untap that land.
2/4
Dragon Warlord 5BR
Creature -- Dragon Warrior (R)
Flying, haste
When ~ deals combat damage to a player, gain control of three of his lands until end of turn and untap those lands.
5/5
Land Destruction BR
Blast Zone 2RR
Sorcery (C)
Destroy target artifact, land or Wall.
Hellhole BB
Sorcery (C)
Destroy target land if its controller was dealt combat damage this turn.
Set the Night on Fire X1BR
Sorcery (R)
Each player sacrifices X lands. Creatures you control get +X/+0 until end of turn.
Altruistic Knight W
Creature -- Human Knight (C)
Sacrifice ~: Target creature you control gains protection from the color of your choice until end of turn.
1/1
Bloodshed Vampire 2B
Creature -- Vampire Knight (C)
Sacrifice another creature: ~ gets +2/+2 until end of turn.
2/2
Nightwatch Bodyguard WB
Creature -- Human Knight (C)
Vigilance
When ~ dies, you gain 1 honor and target opponent loses 1 honor.
2/1
Preening Vampire 1WB
Creature -- Vampire Knight (U)
Lifelink
When ~ dies, you gain 1 honor and target opponent loses 1 honor.
3/2
Vainglorious Demon 2WB
Creature -- Demon Knight (R)
Flying
When ~ dies, you gain 2 honor and target opponent loses 2 honor.
4/3
Our Life Will Never End 1WB
Instant
Return to the battlefield all creature cards in your graveyard that were put there from the battlefield this turn.
You have WAY too many honour variant mechanics. You should probably just remove them all and have honour be the mechanic on it's own. If you want to have some ability words associated with it, then I would suggest simplifying them down to one or two.
My suggestion:
(Fame/Glory/etc)- (trigger), you gain 1 honour.
(Treacherous/defame/etc)- (trigger), target player loses 1 honour.
Learning is too powerful to develop.
Summon is not a good idea, it's too late to keyword token making and it's boring to do it as well. I would suggest that returning Populate would be a much better idea (it can be done in black and red).
Honor is a cool idea. I think it should range from -5 to +5 so that it can't go below -5 or above +5. The vast majority of the cards that effect honor should only give or take 1 honor at a time. Those limits would make for simple math and better Honor gameplay in general. Honor should start at 0 (right in the center of -5 and +5). Use one keyword to tie the honor mechanic together (or drop it altogether) and use the terms you've keyworded as flavorful card names instead of keywords. There probably should be some kind of honor reminder text. Something like:
Defame (Common) B
Instant
Target player loses 1 honor.
Draw a card.
Notorious Rogue (Uncommon) 1B
Creature - Human Rogue
1/3
When Notorious Rogue deals combat damage to a player, that player loses 1 honor. (Each player starts with 0 honor. Honor can't go above +5 or below -5.)
As long as you have -5 honor, Notorious Rogue can't be blocked.
Setting limits honor would be good to make sure it doesn't get out of hand, too oppressive and locks down the opponent. The keyword could be turned into just ability words, or omit some to reduce the number of new terms. Although I want to keep Fame and Defame.
Most red and black and white's tokens are 1/1 or 2/2. So not sure populate will do much. (In comparison, Selesnya created tokens of various sizes.)
Learning was recently upgraded from just draw a card and added +1/+1 counter to counteract against negative honor (which reduces your maximum hand size and lowers your creatures' power.). In other words, it's hopeful that honor and summoned tokens will prevent learning from getting too overpowering. Another way to tone it down is that when it triggers, you can choose one of the two effects--draw a card or put a +1/+1 counter--which surprisingly has never been done before in this exact manner. (Although Slith Strider comes close. Hmm, maybe that could be keyworded.)
Field Repair 1RR
Instant (U)
As an additional cost to cast ~, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
Kor Engineer 1WW
Creature -- Kor Artificer (R)
When ~ enters the battlefield, you may search your library for an artifact card. If you do, reveal that card, shuffle your library, then put the card on top of it.
Activated abilities of Equipments and Fortifications you control cost 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
2/2
Goblin Coathanger RW
Creature -- Goblin Soldier (C)
First strike
Equip abilities that target ~ cost 1 less to activate.
1/1
Kor Weaponmaster 1RW
Creature -- Kor Soldier (U)
Haste
Equip abilities that target ~ cost 1 less to activate for each Equipment attached to it.
2/3
Angel Pathslicer 4RW
Creature -- Angel Soldier (R)
Flying, double strike
Equip abilities that target ~ cost 2 less to activate for each Equipment attached to it.
2/5
Pleasures from Treasures 2RW
Sorcery (R)
~ deals X damage to target creature or player. You gain X life. X is the number of artifacts you control. We chased our pleasures here
Dug our treasures there
Break on through to the other side
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Mimicking Parrot 2GU
Creature - Bird Shapeshifter (C)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Flying
2/2
Mimicking Chameleon 3GU
Creature - Lizard Shapeshifter (U)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
3/3
Mimicking Beast 5GU
Creature - Beast Shapeshifter (R)
Mimcry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Trample, hexproof
5/5
Adaptive Nature 1GU
Instant (C)
Target creature gets +2/+2 and gains your choice of flying, trample, hexproof, or learning until end of turn. (Whenever a creature with learning deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
Mimicry GU
Instant (U)
The next creature that enters the battlefield under your control has mimicry. (As that creature enters the battlefierd, you may have it gain a keyword ability that another creature has.)
Draw a card.
Basic Plot
Land (C) T: Add 1 to your mana pool. Put an age counter on ~.
When ~ has three or more age counters on it, remove all of them and transform it.
/////////
Advanced Plot
Land T: Add one mana of any color to your mana pool.
GU Dual
Land - Forest Island (U)
(T: Add G or U to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
WB Dual
Land - Plains Swamp (U)
(T: Add W or B to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
BR Dual
Land - Swamp Mountain (U)
(T: Add B or R to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
RW Dual
Land - Mountain Plains (U)
(T: Add R or W to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
* basic land types to play better with M10 checklands and replace Ravnica shocklands
Flightless Bird U
Creature - Bird Mutant (C)
Whenever you play a land, you may transform ~.
1/1
/////////////////
Flappy Drake
(U) Creature - Drake Mutant
Flying
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
2/2
Pet Guppy 1U
Creature - Fish Mutant (C)
Whenever you play a land, you may transform ~.
2/1
/////////////////
Deadly Piranha
(U) Creature - Fish Mutant
Islandwalk
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
3/2
Lame Ape G
Creature - Ape Mutant (C)
Whenever you play a land, you may transform ~.
1/2
/////////////////
Prime Ape
(G) Creature - Ape Mutant
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
3/4
Legless Snake 1G
Creature - Snake Mutant (C)
Whenever you play a land, you may transform ~.
2/1
/////////////////
Four-Legged Basilisk
(G) Creature - Basilisk Mutant
Deathtouch
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
2/4
Amphibious Hippo 2GU
Creature - Hippo Mutant (C)
Whenever you play a land, you may transform ~.
3/3
/////////////////
Hungry Hippo
(G/U) Creature - Hippo Mutant
Whenever this creature transforms into ~, you may draw a card.
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
4/4
Spiny Skin GU
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. If there are three or more counters on it, transform ~.
/////////////////
Protective Shell
(GU) Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice ~: Counter target spell or ability.
Cat Student 1W
Creature - Cat Cleric (C)
When you gain life, transform ~.
1/2
/////////////////
Cat Master
(W) Creature - Cat Cleric Master
Lifelink
3/4
Rat Student 2B
Creature - Rat Rogue (C)
When an opponent discards a card, transform ~.
2/2
/////////////////
Rat Master
(B) Creature - Rat Rogue Master
When ~ deals combat damage to a player, that player discards a card.
3/3
Ogre Student 3R
Creature - Ogre Berserker (C)
When a creature you control deals combat damage to a player, transform ~.
3/3
/////////////////
Ogre Master
(R) Creature - Ogre Berserker Master
Trample
4/4
Basic Plot
Land (C) t: Add 1 to your mana pool. Put an age counter on it.
When there are three or more age counters on ~, remove them all and transform it.
/////////////////
Advanced Plot
Land T: Add one mana of any color to your mana pool.
Hmmmm... I don't really like the odd-number tap-lands. They seem a little clunky and strange, but maybe that's just me. It's an interesting idea, for sure and I would like to know how it plays.
Mind Bogle 1GU
Creature - Beast (U)
You may have ~ enter the battlefield transformed.
When ~ enters the battlefield, you may return target creature to its owner’s hand.
1/3
/////////
Body Bogle (G/U) Creature - Beast
When ~ enters the battlefield, you may destroy target artifact.
2/2
Draw Yeti 2GU
Creature - Yeti (R)
You may have ~ enter the battlefield transformed. 2UU, t: Draw a card.
2/4
/////////
Counter Yeti (G/U) Creature - Yeti 2GG, t: Put a +1/+1 counter on a creature you control.
3/3
Mind Elemental 1GU
Creature - Elemental (M)
You may have ~ enter the battlefield transformed.
Protection from blue
When ~ deals combat damage to a player, that player puts the top ten cards of his or her library into his or her graveyard.
2/2
/////////
Body Elemental (G/U) Creature - Elemental
Protection from green
When ~ deals combat damage to a player, summon a 2/2 green Wolf creature token.
2/2
Call to Service 1WBR
Sorcery (C)
Summon a 1/1 white Soldier creature token, a 1/1 red Warrior creature token, and a 2/2 black Knight creature token.
Re-integrate WBR
Instant (U)
Exile target creature. Summon a 1/1 white Soldier creature token.
Liege’s Crusade 1WBR
Enchantment (R)
Warriors you control have haste.
Knights you control have first strike. 3, Discard a card: Summon a 2/2 black and red Warrior Knight creature token.
$Skyhunter Cub 2W
Creature — Cat Knight
As long as $Skyhunter Cub is equipped, it gets +1/+1 and has flying.
2/2
Art of War 1W
Sorcery
Summon a 1/1 white Soldier creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
First Sergeant 4W
Creature — Human Soldier
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
When enters the battlefield, summon a 1/1 white Soldier creature token. (Put that token onto the battlefield.)
1/1
Glorious Kithkin W
Creature — Kithkin Warrior
Glory (When this creature defeats another creature, you may gain 1 honor.)
1/1
Human Student 1W
Creature — Human Monk
When you gain life, transform Human Student.
1/2
/////
Human Master
(W) Creature — Human Monk Master
Lifelink
2/3
Nonflammable Wall W
Creature — Wall
Defender, protection from red
0/3
Royal Treatment W
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn.
If your honor is greater than zero, draw a card.
Valorous Angel 1W
Creature — Angel Knight
Flying
Sacrifice Valorous Angel: Target creature you control gains protection from the color of your choice until end of turn.
1/1
Black archetypes:
Honor, summon, tribal Soldier, sac knights, land disruption, wall
Black Commons (11 cards)
Bloodshed Vampire 2B
Creature — Vampire Knight
Sacrifice another creature: Bloodshed Vampire gets +2/+2 until end of turn.
2/2
Dark Night 1BB
Instant
Summon a 2/2 black Knight creature token. It gains haste and protection from white until end of turn.
Debrief 2B
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
If your honor is greater than that player’s, that player chooses and discards another card.
Defame Rogue 1BB
Creature — Rat Rogue
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
2/2
Demon of Betrayal 2BB
Creature — Demon
When Demon of Betrayal enters the battlefield, you lose 1 honor until it leaves the battlefield.
6/3
Famous Vampire 2BB
Creature — Vampire Warrior
Flying
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
2/1
Hellhole BB
Sorcery
Destroy target land if its controller was dealt combat damage this turn.
Horror Story 2BB
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Marked by Dishonor 3B
Enchantment — Aura
Enchant creature
Enchanted creature gets -2/-2 and can’t block.
Rat Student 2B
Creature — Rat Assassin
When an opponent discards a card, transform Rat Student.
2/2
/////
Rat Master
(B) Creature — Rat Assasin Master
When Rat Master deals combat damage to a player, that player discards a card.
3/3
Honor, summon, tribal Soldier, equipment, land disruption, wall
Red Commons (11 cards)
$Battle Rampart 2R
Creature — Wall
Defender T: Target creature gains haste until end of turn.
1/3
Blast Zone 2RR
Sorcery
Destroy target artifact, land, or Wall.
Defame Shaman 4R
Creature — Ogre Shaman
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
3/3
Dragon Kid 2R
Creature — Dragon Warrior
Flying R: Dragon Kidgets +1/+0 until end of turn.
1/2
Dwarven Ingenuity 1R
Instant
Target creature you control gains first strike until end of turn. You may attach an Equipment you control to it.
Famous Dwarf RR
Creature — Dwarf Knight
Haste
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
0/1
Inside Job 1R
Instant
Inside Job deals 2 damage to target creature or player. If your honor is greater than that creature’s controller or that player, Inside Job deals 4 damage instead.
Notorious Goblin 2R
Creature — Goblin Warrior
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
1/1
Ogre Student 3RR
Creature — Ogre Berserker
When a creature you control deals combat damage to a player, transform Ogre Student.
3/3
/////
Ogre Master
(R) Creature — Ogre Berserker Master
Trample
4/4
Pass the Torch 2R
Instant
Pass the Torch deals 2 damage to target creature or player.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Warriors Day 1RR
Sorcery
Summon two 1/1 red Warrior creature tokens. Creatures you control gain haste until end of turn.
Some spells are placeholder to fill in commons. Then I realized I wanted a mechanic for spells, like Ripple that adds variance to limited. so...
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Lore will show up mostly in UG which needs more subthemes.
Art of War 1W
Sorcery
Summon a 1/1 white Soldier creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Horror Story 2BB
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Heart-Pumping Song R
Sorcery
Target creature gains first strike until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Fact Check 1U
Instant
Counter target spell unless its controller pays 2.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Boring Story U
Instant
Target creature gets -2/-0 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Chilling Mystery 2U
Instant
Return target permanent to its owner's hand.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Transformative Dance 1G
Instant
Transform target creature you control. It fights target creature you don't control.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Epic Adventure 2G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
$Flight of Fancy 3U
Enchantment — Aura
Enchant creature
When $Flight of Fancy enters the battlefield, draw two cards.
Enchanted creature has flying.
$Harbor Serpent 4UU
Creature — Serpent
Islandwalk
$Harbor Serpent can’t attack unless there are five or more Islands on the battlefield.
5/5
$Spreading Seas 1U
Enchantment — Aura
Enchant land
When $Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
Boring Story U
Instant
Target creature gets -2/-0 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Chilling Mystery 2U
Instant
Return target permanent to its owner’s hand.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Fact Check 1U
Instant
Counter target spell unless its controller pays 2.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Flightless Bird U
Creature — Bird Mutant
Whenever you play a land, you may transform Flightless Bird.
1/1
/////
Flappy Drake
(U) Creature — Bird Mutant
Flying
At the end of each opponent's end step, if that player didn't play a land, transform Flappy Drake.
2/2
Memetic Faerie 3U
Creature — Faerie Mystic
Flying
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
2/2
Memetic Merfolk 1U
Creature — Merfolk Wizard
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/2
Metaphysicality U
Instant
Target creature gains protection from creatures until end of turn.
Draw a card.
Pet Guppy 1U
Creature — Fish Mutant
Whenever you play a land, you may transform Pet Guppy.
2/1
/////
Deadly Piranha
(U) Creature — Fish Mutant
Islandwalk
At the end of each opponent's end step, if that player didn't play a land, transform Deadly Piranha.
3/2
Green archetypes:
Transform, Learning, Keyword/Mimicry, Lore, ramp
Green Commons (11 cards)
Bullish Rage 1G
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has trample.
Buried Artifact 1G
Instant
Destroy target artifact.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Elf Adventurer G
Creature — Elf Druid T: You may put a land card from your hand onto the battlefield.
1/1
Epic Adventure G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Lame Ape G
Creature — Ape Mutant
Whenever you play a land, you may transform Lame Ape.
1/2
/////
Prime Ape
(G) Creature — Ape Mutant
At the end of each opponent's end step, if that player didn't play a land, transform Prime Ape.
3/4
Legless Snake 1G
Creature — Snake Mutant
Whenever you play a land, you may transform Legless Snake.
2/1
/////
Four-Legged Basilisk
(G) Creature — Basilisk Mutant
Deathtouch
At the end of each opponent's end step, if that player didn't play a land, transform Four-Legged Basilisk.
2/4
Memetic Elf G
Creature — Elf Mystic
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/1
Memetic Treefolk 3GG
Creature — Treefolk Druid
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
3/5
Primal Hydra XG
Creature — Hydra
Primal Hydra enters the battlefield with X +1/+1 counters on it.
Trample
0/0
Steelsilk Spider 2GG
Creature
Reach 1G: Target creature gets +1/+1 until end of turn.
2/4
Transformative Dance 1G
Instant
Transform target creature you control. It fights target creature you don’t control.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Multicolor Commons (8 cards)
Orcish Intruder 1BR
Creature — Orc Warrior (C)
When Orcish Intruder deals combat damage to a player, gain control of one of his lands until end of turn. Untap that land.
2/2
Nightwatch Bodyguard WB
Creature — Human Knight (C)
Vigilance
When Nightwatch Bodyguard dies, you gain 1 honor and target opponent loses 1 honor.
2/1
Goblin Coathanger RW
Creature — Goblin Soldier (C)
First strike
Equip abilities that target Goblin Coathanger cost 1 less to activate.
1/1
Adaptive Nature GU
Instant (C)
Target creature gets +2/+2 and gains your choice of flying, trample, hexproof or learning until end of turn.
Amphibious Hippo 2GU
Creature — Hippo Mutant (C)
Whenever you play a land, you may transform Amphibious Hippo.
3/3
////////
Hungry Hippo
(UG) Creature — Hippo Mutant
Whenever this creature transforms into Hungry Hippo, you may draw a card.
At the end of each opponent’s end step, if that player didn’t play a land, transform Hungry Hippo.
4/4
Mimicking Parrot GU
Creature — Bird Shapeshifter (C)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Flying
2/2
Spiny Skin GU
Enchantment — Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. If there are three or more counters on it, transform Spiny Skin.
////////
Protective Shell
(UG) Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice Protective Shell: Counter target spell or ability.
Call to Service 1WBR
Sorcery (C)
Summon a 1/1 white Soldier creature token, a 1/1 red Warrior creature token, and a 2/2 black Knight creature token.
Artifact Commons (4 cards)
Leather Saddle 1
Artifact — Equipment (C)
Equipped creature gets +0/+1 and has haste.
When a Knight creature enters the battlefield under your control, you may attach Leather Saddle to it.
Equip 1
Supply Depot 2
Artifact — Fortification (C)
Whenever fortified land is tapped for mana, add one mana to your mana pool of any type that land produced.
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Sword and Board 2
Artifact — Equipment (C)
Equipped creature gets +1/+1.
As long as equipped creature is a Soldier or Warrior, it gets an additional +2/+2.
Equip 3
Wall of Spears 3
Artifact Creature — Wall (C)
Defender, first strike
2/3
Land Commons (1 card)
Basic Plot
Land (C) T: Add 1 to your mana pool. Put an age counter on Basic Plot.
When there are three or more age counters on Basic Plot, remove them all and transform it.
////////
Advanced Plot
() Land T: Add one mana of any color to your mana pool.
Lifechanging Event 1W
Instant
Target player gains 4 life.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Horror Story 2BB
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Fire Ceremony 1R
Instant
Add RR to your mana pool.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Disturbing Rumors 1U
Sorcery
Target player puts the top 5 five cards of er library into er graveyard.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Stampede Shout 3G
Sorcery
Target creature gets +3/+3 and gains trample until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Repeating History 6UUU
Sorcery (M)
Target player takes an extra turn after this one.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Creation Myth 2GU
Instant (C)
Target land becomes a 3/3 Elemental creature with flying until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Status Quo 1GU
Instant (U)
Target creature’s base power and toughness is X/X until end of turn, where X is its converted mana cost.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Story Elements 5GU
Instant (R)
Summon a 5/5 green and blue Elemental creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Here some cards to push Lore decks:
$Eternal Witness1GG
Creature — Human Shaman (U)
When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.
2/1
Copyspell 2UU
Instant (R)
Copy target instant or sorcery card in a graveyard. You may cast the copy without paying its mana cost.
Repeating History 6UUU
Sorcery (M)
Target player takes an extra turn after this one.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Another idea is possibly push turbo-fog for constructed on the back of Lore spells.
Why are using summon? What's the point of it? It's something so basic it is in every other set. It's not a unique theme, it's not an expansion on the theme, it just does it. Isn't just better to find some new or at least mostly new effect to do.
Just because it's ubiquitous doesn't mean it can't be a theme. Why is +1/+1 counters still a theme when it seems majority of the blocks deal out counters? How is Outlast even a keyword when older cards already have this ability (at instant speed)? Who doesn't play lands? (Landfall.) Who doesn't attack with creatures? (Raid.) etc.
If you mean tokens are a theme and we define themes as appearing often at common rarity, then no, it's not really that common of a theme. It's just a typical effect. But in current standard with 6 sets, only 11 commons make tokens, so average of less than 2 per set. Moreover, 9 of those come from 3 sets, so at best 50% of the sets kind of count tokens as a theme. But not really, because the tokens don't interact with other cards or themes in their sets. Only Journey into Nyx have all 3 common token-making cards make tokens that matter to other cards. That is through intersecting with another theme, namely card type matters or tribal.
This is also exactly the purpose of my token cards. This set has a tribal theme for soldiers, warriors, and knights. Although it doesn't show yet except through the equipments for now, I would add some more tribal cards at common. Actually probably the strongest interaction is with Honor to pump the tokens. On the flip side, lore-based removal can target multiple creatures to make sure tokens don't get out of hand. Lastly it has inspired this original effect: target creature has base power and toughness equal to its converted mana cost. (this will appear on no more than a few cards.)
Just because it's a theme, doesn't mean it needs to be a keyword. Just because it works and isn't in copious quanties doesn't mean it's okay to keyword. It's not an argument that follows the point of keywords. Keywords are never made simple unless they are evergreen and there is no way in hell you could make this evergreen after twenty years without it keyworded, appearing on a total number of cards that is greater than a block. There's nothing interesting about the effect, which is not what you want in a keyword. I have no doubt this is a bad idea and call me arrogant but it's almost objectively wrong. This is an issue that stems largely on design philosophy of keywords, something well established. Go ahead and use a token theme, feel free to make token themed keywords. But please don't use summon. (Not trying to be rude here, BTW, just emphasizing my point).
i don't care that you and others don't like or accept it as a keyword. i don't care that it breaks tradition or nobody else will use the keyword action.
2 main reasons i continue to use Summon. 1) i hate typing out the whole put on the battlefield, esp clunky "battlefield". it's just easier to type a single simple word. 2) it's easier to sort and search cards when ubiquitous effects and actions are keywords. 3) it sounds cool.
PS they have simplified common effects into keywords. vigilance, lifelink, and more recently "dies".
Your reasons are so marginal. Is typing it out really a big deal? I thought part of the appeal of the whole custom card design process was overcoming challenges and actually accomplishing something, in a sense, that you can enjoy. The difficulties of design are innumerable, such that a design will never be perfect. But that's part of the fun, isn't it? Ultimately, what you want to do with this is your decision and I respect that, but when you start breaking rules you start to lose some of the point. You may gain something for yourself, but the question is what you are actually getting. Breaking rules that wouldn't normally be ever broken is not part of how I and many others design cards here. Consider your options and your goals. It's your idea, and it's likely going to remain not much more than that, so don't take my advice as me telling what you have to do.
In relation to keywords, as I implied, 'summon' could easily be evergreen, but it's too late for that. If you want to redesign magic, you could justify it in a realistic design vision, but as I said, not after so many cards have been printed with the same effect. It's the same reason things like 'put the top n cards of your library into your graveyard' isn't called 'discard the top n cards of your library' despite the general consensus among R&D that that would be simpler and more interactive.
Anyway, whatever you decide to do, I hope it works out well for you.
Foreword:
While thinking about making a miniset for experimental ideas, I vaguely remember from way back that people complained that drafting Coldsnap alone was repetitive, not enough variation. Hence to combat that, I want to use a special sheet to add replayability in drafts. Which then reminded me of an older idea I had that had both a special DFC (double faced card) sheet and a very daring concept.
This set is mainly about the colors blue and green UG against the colors white, black, and red WBR. Whereas UG will have the majority of double-faced cards, WBR will bear the new experimental Honor system.
Below is the general flavor and differences for each faction:
UG - WBR
counters - tokens
big monsters - big armies
passive aggressive - confrontation
intuition - sensation
metaphysical - reality
words - swords
potential - actual
opening phase - combat phase
temporary, ephemeral - permanent, persistent
future - present
transformation & reproduction - creation & destruction
classless - hierarchical
leviathans & shapeshifters & hydras - angels & demons & dragons
tentative ideas
UG: flash, Kiora, merfolk, elf, gnome, snake, mutant, illusion, shapeshifter, hydra, wurm, leviathan, druid, wizard, dryad, monk
W: human, soldier, cat, cleric, angel, knight, elephant
B: rogue, mercenary, zombie, necromancer, demon, shaman, knight, rat
R: dwarf, goblin, warrior, berserker, dragon, shaman, hound
Planeswalkers: UG Kiora, R Barag (Dwarf, artifice and warfare), BR Tibalt, W Gideon, G Susyon (Faerie, storm and harvest), WBR Gorkhhesh (Dragon, wrath and devastation)
WBR: walls, fortifications, land destruction
UG: alternate dimension, transformation, copy, clone
Major Mechanics (4-5):
Other themes:
Honor System
Honor is used to represent the warring faction of WBR.
Basic idea:
Honor system uses honor points, like life.
Some abilities and effects makes you gain or lose honor.
Players start with 0 honor.
Positive Effects of Honor (When your honor is above zero):
Creatures you control get +1/+0 for each honor above zero.
At the beginning of your upkeep, you gain 1 life for each honor above zero.
Your maximum hand size is increased by one for each honor above zero.
Negative Effects of Dishonor (When your honor is below zero):
Creatures you control get -1/-0 for each honor below zero.
At the beginning of your upkeep, you lose 1 life for each honor below zero.
Your maximum hand size is decreased by one for each honor below zero.
Related abilities:
Double-faced cards
The majority of DFCs are from the UG faction. Many of them have a common trigger to transform back and forth. When you play a land, you may transform to the dark side. At the end of each opponent's end step, if that player didn't play a land, transform back to the light side.
Ex.
Flightless Bird U
Creature - Bird Mutant
Whenever you play a land, you may transform ~.
1/1
////////
Flapping Drake
Creature - Drake Mutant
Flying
At the end of each opponent's end step, if that player didn't play a land this turn, transform ~.
2/2
Other Mechanics
Learning is a new keyword ability. It means "Whenever ~ deals combat damage to a player, you may put a +1/+1 counter on it and draw a card."
Ex.
Word of Advice 1UU
Creature - Illusion Meme
Learning (Whenever ~ deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/1
Summon is a new keyword action. It means "Put a described token onto the battlefield."
Ex.
Sergeant Pyle 4W
Creature - Human Soldier
Whenever ~ attacks, summon a 1/1 white Soldier creature token tapped and attacking. (Put that token onto the battlefield.)
2/2
........................
White (4 cards)
Honorable Soldier W
Creature — Kithkin Soldier
Glory (When this creature defeats another creature, you may gain 1 honor.)
1/1
Prideful Knight WW
Creature — Cat Knight
Vigilance
Treacherous (When this creature dies, target opponent loses 1 honor.)
2/1
Sergeant Pile 4W
Creature — Human Soldier
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
When ~ enters the battlefield, summon a 1/1 white Soldier creature token. (Put that token onto the battlefield.)
1/2
Royal Treatment 1W
Instant
Gain 4 life. If your honor is greater than zero, draw a card.
Black (4 cards)
Defame Rogue 1BB
Creature — Rat Rogue
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
2/3
Famous Vampire 2BB
Creature — Vampire Warrior
Flying
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
2/1
Treacherous Impostor 2B
Creature — Snake Rogue
Treacherous (When this creature dies, target opponent loses 1 honor.)
When ~ dies, summon a 1/1 black Rogue creature token. (Put that token onto the battlefield.)
2/1
Debrief 2B
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
If your honor is greater than that player’s, that player chooses and discards another card.
Red (4 cards)
Defame Shaman 4R
Creature — Ogre Shaman
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
3/3
Fame Dwarf 2R
Creature — Dwarf Warrior
Haste
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
1/2
Notorious Goblin 2R
Creature — Goblin Warrior
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
2/1
Inside Job 1R
Instant
Inside Job deals 2 damage to target creature or player. If your honor is greater than that creature’s controller or that player, Inside Job deals 4 damage instead.
........................
Fortification vertical cycle
Supply Depot 2
Artifact -- Fortification (C)
Whenever fortified land is tapped for mana, add one mana to your mana pool of any type that land produced.
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Recruit Depot 3
Artifact -- Fortification (U)
Opponents can't gain control of fortified land.
Fortified land gains "4, t: Summon a 1/1 white Soldier creature token."
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Walking Fortress 3
Artifact -- Fortification (R)
Fortified land has indestructible.
6: Fortified land becomes a 4/4 creature until end of turn. It's still a land.
Fortify 3 (3: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Land Stealers BR
vertical cycle of red/black temporary land-stealers.
Orcish Intruder 1BR
Creature -- Orc Warrior (C)
When ~ deals combat damage to a player, gain control of one of his lands until end of turn and untap that land.
2/2
Ogre Conqueror 3BR
Creature -- Ogre Warrior (U)
Double strike, trample
When ~ deals combat damage to a player, gain control of one of his lands until end of turn and untap that land.
2/4
Dragon Warlord 5BR
Creature -- Dragon Warrior (R)
Flying, haste
When ~ deals combat damage to a player, gain control of three of his lands until end of turn and untap those lands.
5/5
Land Destruction BR
Blast Zone 2RR
Sorcery (C)
Destroy target artifact, land or Wall.
Hellhole BB
Sorcery (C)
Destroy target land if its controller was dealt combat damage this turn.
Set the Night on Fire X1BR
Sorcery (R)
Each player sacrifices X lands. Creatures you control get +X/+0 until end of turn.
........................
Inflammable Wall W
Creature -- Wall (C)
Defender, Protection from red
0/3
Battle Rampart* 2R
Creature -- Wall (C)
Defender
t: Target creature gains haste until end of turn.
1/3
Wall of Spears* 3
Artifact Creature -- Wall (C)
Defender
First strike
2/3
Wall of Absorption 2W
Creature -- Wall (U)
Defender, flying
Whenever ~ is dealt damage, you gain that much life.
2/6
Wall of Explosives 1R
Creature -- Wall (U)
Defender
When ~ blocks, destroy it at end of combat.
5/5
Pile of Dead Bodies 1B
Creature -- Wall (U)
Defender
~'s power and toughness are each equal to the number of creature cards in your graveyard.
*/*
Mobile Wall 2WW
Creature -- Wall (R)
Defender
Tap three untapped creatures you control: ~ loses defender and gains vigilance until end of turn.
5/5
* means reprint
........................
Altruistic Knight W
Creature -- Human Knight (C)
Sacrifice ~: Target creature you control gains protection from the color of your choice until end of turn.
1/1
Bloodshed Vampire 2B
Creature -- Vampire Knight (C)
Sacrifice another creature: ~ gets +2/+2 until end of turn.
2/2
Nightwatch Bodyguard WB
Creature -- Human Knight (C)
Vigilance
When ~ dies, you gain 1 honor and target opponent loses 1 honor.
2/1
Preening Vampire 1WB
Creature -- Vampire Knight (U)
Lifelink
When ~ dies, you gain 1 honor and target opponent loses 1 honor.
3/2
Vainglorious Demon 2WB
Creature -- Demon Knight (R)
Flying
When ~ dies, you gain 2 honor and target opponent loses 2 honor.
4/3
Our Life Will Never End 1WB
Instant
Return to the battlefield all creature cards in your graveyard that were put there from the battlefield this turn.
........................
My suggestion:
(Fame/Glory/etc)- (trigger), you gain 1 honour.
(Treacherous/defame/etc)- (trigger), target player loses 1 honour.
Learning is too powerful to develop.
Summon is not a good idea, it's too late to keyword token making and it's boring to do it as well. I would suggest that returning Populate would be a much better idea (it can be done in black and red).
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Defame (Common)
B
Instant
Target player loses 1 honor.
Draw a card.
Notorious Rogue (Uncommon)
1B
Creature - Human Rogue
1/3
When Notorious Rogue deals combat damage to a player, that player loses 1 honor. (Each player starts with 0 honor. Honor can't go above +5 or below -5.)
As long as you have -5 honor, Notorious Rogue can't be blocked.
Most red and black and white's tokens are 1/1 or 2/2. So not sure populate will do much. (In comparison, Selesnya created tokens of various sizes.)
Learning was recently upgraded from just draw a card and added +1/+1 counter to counteract against negative honor (which reduces your maximum hand size and lowers your creatures' power.). In other words, it's hopeful that honor and summoned tokens will prevent learning from getting too overpowering. Another way to tone it down is that when it triggers, you can choose one of the two effects--draw a card or put a +1/+1 counter--which surprisingly has never been done before in this exact manner. (Although Slith Strider comes close. Hmm, maybe that could be keyworded.)
........................
Field Repair 1RR
Instant (U)
As an additional cost to cast ~, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
Kor Engineer 1WW
Creature -- Kor Artificer (R)
When ~ enters the battlefield, you may search your library for an artifact card. If you do, reveal that card, shuffle your library, then put the card on top of it.
Activated abilities of Equipments and Fortifications you control cost 1 less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.
2/2
Goblin Coathanger RW
Creature -- Goblin Soldier (C)
First strike
Equip abilities that target ~ cost 1 less to activate.
1/1
Kor Weaponmaster 1RW
Creature -- Kor Soldier (U)
Haste
Equip abilities that target ~ cost 1 less to activate for each Equipment attached to it.
2/3
Angel Pathslicer 4RW
Creature -- Angel Soldier (R)
Flying, double strike
Equip abilities that target ~ cost 2 less to activate for each Equipment attached to it.
2/5
Pleasures from Treasures 2RW
Sorcery (R)
~ deals X damage to target creature or player. You gain X life. X is the number of artifacts you control.
We chased our pleasures here
Dug our treasures there
Break on through to the other side
........................
Increases variation in limited formats.
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Mimicking Parrot 2GU
Creature - Bird Shapeshifter (C)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Flying
2/2
Mimicking Chameleon 3GU
Creature - Lizard Shapeshifter (U)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
3/3
Mimicking Beast 5GU
Creature - Beast Shapeshifter (R)
Mimcry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Trample, hexproof
5/5
Adaptive Nature 1GU
Instant (C)
Target creature gets +2/+2 and gains your choice of flying, trample, hexproof, or learning until end of turn. (Whenever a creature with learning deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
Mimicry GU
Instant (U)
The next creature that enters the battlefield under your control has mimicry. (As that creature enters the battlefierd, you may have it gain a keyword ability that another creature has.)
Draw a card.
........................
Basic Plot
Land (C)
T: Add 1 to your mana pool. Put an age counter on ~.
When ~ has three or more age counters on it, remove all of them and transform it.
/////////
Advanced Plot
Land
T: Add one mana of any color to your mana pool.
GU Dual
Land - Forest Island (U)
(T: Add G or U to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
WB Dual
Land - Plains Swamp (U)
(T: Add W or B to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
BR Dual
Land - Swamp Mountain (U)
(T: Add B or R to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
RW Dual
Land - Mountain Plains (U)
(T: Add R or W to your mana pool.)
~ enters the battlefield tapped unless you control an odd number of lands including this.
* basic land types to play better with M10 checklands and replace Ravnica shocklands
........................
Flightless Bird U
Creature - Bird Mutant (C)
Whenever you play a land, you may transform ~.
1/1
/////////////////
Flappy Drake
(U) Creature - Drake Mutant
Flying
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
2/2
Pet Guppy 1U
Creature - Fish Mutant (C)
Whenever you play a land, you may transform ~.
2/1
/////////////////
Deadly Piranha
(U) Creature - Fish Mutant
Islandwalk
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
3/2
Lame Ape G
Creature - Ape Mutant (C)
Whenever you play a land, you may transform ~.
1/2
/////////////////
Prime Ape
(G) Creature - Ape Mutant
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
3/4
Legless Snake 1G
Creature - Snake Mutant (C)
Whenever you play a land, you may transform ~.
2/1
/////////////////
Four-Legged Basilisk
(G) Creature - Basilisk Mutant
Deathtouch
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
2/4
Amphibious Hippo 2GU
Creature - Hippo Mutant (C)
Whenever you play a land, you may transform ~.
3/3
/////////////////
Hungry Hippo
(G/U) Creature - Hippo Mutant
Whenever this creature transforms into ~, you may draw a card.
At the end of each opponent’s end step, if that player didn’t play a land, transform ~.
4/4
Spiny Skin GU
Enchantment - Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. If there are three or more counters on it, transform ~.
/////////////////
Protective Shell
(GU) Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice ~: Counter target spell or ability.
Cat Student 1W
Creature - Cat Cleric (C)
When you gain life, transform ~.
1/2
/////////////////
Cat Master
(W) Creature - Cat Cleric Master
Lifelink
3/4
Rat Student 2B
Creature - Rat Rogue (C)
When an opponent discards a card, transform ~.
2/2
/////////////////
Rat Master
(B) Creature - Rat Rogue Master
When ~ deals combat damage to a player, that player discards a card.
3/3
Ogre Student 3R
Creature - Ogre Berserker (C)
When a creature you control deals combat damage to a player, transform ~.
3/3
/////////////////
Ogre Master
(R) Creature - Ogre Berserker Master
Trample
4/4
Basic Plot
Land (C)
t: Add 1 to your mana pool. Put an age counter on it.
When there are three or more age counters on ~, remove them all and transform it.
/////////////////
Advanced Plot
Land
T: Add one mana of any color to your mana pool.
........................
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Mind Bogle 1GU
Creature - Beast (U)
You may have ~ enter the battlefield transformed.
When ~ enters the battlefield, you may return target creature to its owner’s hand.
1/3
/////////
Body Bogle
(G/U) Creature - Beast
When ~ enters the battlefield, you may destroy target artifact.
2/2
Draw Yeti 2GU
Creature - Yeti (R)
You may have ~ enter the battlefield transformed.
2UU, t: Draw a card.
2/4
/////////
Counter Yeti
(G/U) Creature - Yeti
2GG, t: Put a +1/+1 counter on a creature you control.
3/3
Mind Elemental 1GU
Creature - Elemental (M)
You may have ~ enter the battlefield transformed.
Protection from blue
When ~ deals combat damage to a player, that player puts the top ten cards of his or her library into his or her graveyard.
2/2
/////////
Body Elemental
(G/U) Creature - Elemental
Protection from green
When ~ deals combat damage to a player, summon a 2/2 green Wolf creature token.
2/2
........................
Vertical cycle
Call to Service 1WBR
Sorcery (C)
Summon a 1/1 white Soldier creature token, a 1/1 red Warrior creature token, and a 2/2 black Knight creature token.
Re-integrate WBR
Instant (U)
Exile target creature. Summon a 1/1 white Soldier creature token.
Liege’s Crusade 1WBR
Enchantment (R)
Warriors you control have haste.
Knights you control have first strike.
3, Discard a card: Summon a 2/2 black and red Warrior Knight creature token.
........................
(Note: names starting with $ denotes reprint.)
White archetypes:
Honor, summon, tribal Soldier, equipment, sac knights, wall
White Commons (11 cards)
Enchantment — Aura
Enchant creature
Enchanted creature gets +2/+2 and has vigilance.
$Rebuke 2W
Instant
Destroy target attacking creature.
$Skyhunter Cub 2W
Creature — Cat Knight
As long as $Skyhunter Cub is equipped, it gets +1/+1 and has flying.
2/2
Art of War 1W
Sorcery
Summon a 1/1 white Soldier creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
First Sergeant 4W
Creature — Human Soldier
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
When enters the battlefield, summon a 1/1 white Soldier creature token. (Put that token onto the battlefield.)
1/1
Glorious Kithkin W
Creature — Kithkin Warrior
Glory (When this creature defeats another creature, you may gain 1 honor.)
1/1
Human Student 1W
Creature — Human Monk
When you gain life, transform Human Student.
1/2
/////
Human Master
(W) Creature — Human Monk Master
Lifelink
2/3
Nonflammable Wall W
Creature — Wall
Defender, protection from red
0/3
Prideful Knight WW
Creature — Cat Knight
Vigilance
Treacherous (When this creature dies, target opponent loses 1 honor.)
2/1
Royal Treatment W
Instant
Prevent the next 3 damage that would be dealt to target creature or player this turn.
If your honor is greater than zero, draw a card.
Valorous Angel 1W
Creature — Angel Knight
Flying
Sacrifice Valorous Angel: Target creature you control gains protection from the color of your choice until end of turn.
1/1
Black archetypes:
Honor, summon, tribal Soldier, sac knights, land disruption, wall
Black Commons (11 cards)
Creature — Vampire Knight
Sacrifice another creature: Bloodshed Vampire gets +2/+2 until end of turn.
2/2
Dark Night 1BB
Instant
Summon a 2/2 black Knight creature token. It gains haste and protection from white until end of turn.
Debrief 2B
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.
If your honor is greater than that player’s, that player chooses and discards another card.
Defame Rogue 1BB
Creature — Rat Rogue
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
2/2
Demon of Betrayal 2BB
Creature — Demon
When Demon of Betrayal enters the battlefield, you lose 1 honor until it leaves the battlefield.
6/3
Famous Vampire 2BB
Creature — Vampire Warrior
Flying
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
2/1
Hellhole BB
Sorcery
Destroy target land if its controller was dealt combat damage this turn.
Horror Story 2BB
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Marked by Dishonor 3B
Enchantment — Aura
Enchant creature
Enchanted creature gets -2/-2 and can’t block.
Rat Student 2B
Creature — Rat Assassin
When an opponent discards a card, transform Rat Student.
2/2
/////
Rat Master
(B) Creature — Rat Assasin Master
When Rat Master deals combat damage to a player, that player discards a card.
3/3
Treacherous Soldier 1B
Creature — Snake Soldier
Deathtouch
Treacherous (When this creature dies, target opponent loses 1 honor.)
1/1
Red archetypes:
Honor, summon, tribal Soldier, equipment, land disruption, wall
Red Commons (11 cards)
Creature — Wall
Defender
T: Target creature gains haste until end of turn.
1/3
Blast Zone 2RR
Sorcery
Destroy target artifact, land, or Wall.
Defame Shaman 4R
Creature — Ogre Shaman
Defame (When this enters the battlefield, target opponent loses 1 honor until this leaves the battlefield.)
3/3
Dragon Kid 2R
Creature — Dragon Warrior
Flying
R: Dragon Kidgets +1/+0 until end of turn.
1/2
Dwarven Ingenuity 1R
Instant
Target creature you control gains first strike until end of turn. You may attach an Equipment you control to it.
Famous Dwarf RR
Creature — Dwarf Knight
Haste
Fame (When this enters the battlefield, you gain 1 honor until it leaves the battlefield.)
0/1
Inside Job 1R
Instant
Inside Job deals 2 damage to target creature or player. If your honor is greater than that creature’s controller or that player, Inside Job deals 4 damage instead.
Notorious Goblin 2R
Creature — Goblin Warrior
Notorious (Whenever this creature deals combat damage to a player, that player loses 1 honor.)
1/1
Ogre Student 3RR
Creature — Ogre Berserker
When a creature you control deals combat damage to a player, transform Ogre Student.
3/3
/////
Ogre Master
(R) Creature — Ogre Berserker Master
Trample
4/4
Pass the Torch 2R
Instant
Pass the Torch deals 2 damage to target creature or player.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Warriors Day 1RR
Sorcery
Summon two 1/1 red Warrior creature tokens. Creatures you control gain haste until end of turn.
........................
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Lore will show up mostly in UG which needs more subthemes.
Art of War 1W
Sorcery
Summon a 1/1 white Soldier creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Horror Story 2BB
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Heart-Pumping Song R
Sorcery
Target creature gains first strike until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Fact Check 1U
Instant
Counter target spell unless its controller pays 2.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Boring Story U
Instant
Target creature gets -2/-0 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Chilling Mystery 2U
Instant
Return target permanent to its owner's hand.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Transformative Dance 1G
Instant
Transform target creature you control. It fights target creature you don't control.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Epic Adventure 2G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
(More Lore spells to come...)
........................
(Note: names starting with $ denotes reprint.)
Blue archetypes:
Transform, Learning, Keyword/Mimicry, Lore, cantrips
Blue Commons (11 cards)
Enchantment — Aura
Enchant creature
When $Flight of Fancy enters the battlefield, draw two cards.
Enchanted creature has flying.
$Harbor Serpent 4UU
Creature — Serpent
Islandwalk
$Harbor Serpent can’t attack unless there are five or more Islands on the battlefield.
5/5
$Spreading Seas 1U
Enchantment — Aura
Enchant land
When $Spreading Seas enters the battlefield, draw a card.
Enchanted land is an Island.
Boring Story U
Instant
Target creature gets -2/-0 until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Chilling Mystery 2U
Instant
Return target permanent to its owner’s hand.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Fact Check 1U
Instant
Counter target spell unless its controller pays 2.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Flightless Bird U
Creature — Bird Mutant
Whenever you play a land, you may transform Flightless Bird.
1/1
/////
Flappy Drake
(U) Creature — Bird Mutant
Flying
At the end of each opponent's end step, if that player didn't play a land, transform Flappy Drake.
2/2
Memetic Faerie 3U
Creature — Faerie Mystic
Flying
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
2/2
Memetic Merfolk 1U
Creature — Merfolk Wizard
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/2
Metaphysicality U
Instant
Target creature gains protection from creatures until end of turn.
Draw a card.
Pet Guppy 1U
Creature — Fish Mutant
Whenever you play a land, you may transform Pet Guppy.
2/1
/////
Deadly Piranha
(U) Creature — Fish Mutant
Islandwalk
At the end of each opponent's end step, if that player didn't play a land, transform Deadly Piranha.
3/2
Green archetypes:
Transform, Learning, Keyword/Mimicry, Lore, ramp
Green Commons (11 cards)
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has trample.
Buried Artifact 1G
Instant
Destroy target artifact.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Elf Adventurer G
Creature — Elf Druid
T: You may put a land card from your hand onto the battlefield.
1/1
Epic Adventure G
Sorcery
Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Lame Ape G
Creature — Ape Mutant
Whenever you play a land, you may transform Lame Ape.
1/2
/////
Prime Ape
(G) Creature — Ape Mutant
At the end of each opponent's end step, if that player didn't play a land, transform Prime Ape.
3/4
Legless Snake 1G
Creature — Snake Mutant
Whenever you play a land, you may transform Legless Snake.
2/1
/////
Four-Legged Basilisk
(G) Creature — Basilisk Mutant
Deathtouch
At the end of each opponent's end step, if that player didn't play a land, transform Four-Legged Basilisk.
2/4
Memetic Elf G
Creature — Elf Mystic
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
1/1
Memetic Treefolk 3GG
Creature — Treefolk Druid
Learning (Whenever this creature deals combat damage to a player, you may put a +1/+1 counter on it and draw a card.)
3/5
Primal Hydra XG
Creature — Hydra
Primal Hydra enters the battlefield with X +1/+1 counters on it.
Trample
0/0
Steelsilk Spider 2GG
Creature
Reach
1G: Target creature gets +1/+1 until end of turn.
2/4
Transformative Dance 1G
Instant
Transform target creature you control. It fights target creature you don’t control.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Multicolor Commons (8 cards)
Creature — Orc Warrior (C)
When Orcish Intruder deals combat damage to a player, gain control of one of his lands until end of turn. Untap that land.
2/2
Nightwatch Bodyguard WB
Creature — Human Knight (C)
Vigilance
When Nightwatch Bodyguard dies, you gain 1 honor and target opponent loses 1 honor.
2/1
Goblin Coathanger RW
Creature — Goblin Soldier (C)
First strike
Equip abilities that target Goblin Coathanger cost 1 less to activate.
1/1
Adaptive Nature GU
Instant (C)
Target creature gets +2/+2 and gains your choice of flying, trample, hexproof or learning until end of turn.
Amphibious Hippo 2GU
Creature — Hippo Mutant (C)
Whenever you play a land, you may transform Amphibious Hippo.
3/3
////////
Hungry Hippo
(UG) Creature — Hippo Mutant
Whenever this creature transforms into Hungry Hippo, you may draw a card.
At the end of each opponent’s end step, if that player didn’t play a land, transform Hungry Hippo.
4/4
Mimicking Parrot GU
Creature — Bird Shapeshifter (C)
Mimicry (As this creature enters the battlefield, you may have it gain a keyword ability that another creature has.)
Flying
2/2
Spiny Skin GU
Enchantment — Aura (C)
Enchant creature
At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. If there are three or more counters on it, transform Spiny Skin.
////////
Protective Shell
(UG) Enchantment — Aura
Enchant creature
Enchanted creature gets +0/+2.
Sacrifice Protective Shell: Counter target spell or ability.
Call to Service 1WBR
Sorcery (C)
Summon a 1/1 white Soldier creature token, a 1/1 red Warrior creature token, and a 2/2 black Knight creature token.
Artifact Commons (4 cards)
Artifact — Equipment (C)
Equipped creature gets +0/+1 and has haste.
When a Knight creature enters the battlefield under your control, you may attach Leather Saddle to it.
Equip 1
Supply Depot 2
Artifact — Fortification (C)
Whenever fortified land is tapped for mana, add one mana to your mana pool of any type that land produced.
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Sword and Board 2
Artifact — Equipment (C)
Equipped creature gets +1/+1.
As long as equipped creature is a Soldier or Warrior, it gets an additional +2/+2.
Equip 3
Wall of Spears 3
Artifact Creature — Wall (C)
Defender, first strike
2/3
Land Commons (1 card)
Land (C)
T: Add 1 to your mana pool. Put an age counter on Basic Plot.
When there are three or more age counters on Basic Plot, remove them all and transform it.
////////
Advanced Plot
() Land
T: Add one mana of any color to your mana pool.
........................
........................
Lifechanging Event 1W
Instant
Target player gains 4 life.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Horror Story 2BB
Instant
Destroy target creature.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Fire Ceremony 1R
Instant
Add RR to your mana pool.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Disturbing Rumors 1U
Sorcery
Target player puts the top 5 five cards of er library into er graveyard.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Stampede Shout 3G
Sorcery
Target creature gets +3/+3 and gains trample until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Repeating History 6UUU
Sorcery (M)
Target player takes an extra turn after this one.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Creation Myth 2GU
Instant (C)
Target land becomes a 3/3 Elemental creature with flying until end of turn.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Status Quo 1GU
Instant (U)
Target creature’s base power and toughness is X/X until end of turn, where X is its converted mana cost.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Story Elements 5GU
Instant (R)
Summon a 5/5 green and blue Elemental creature token.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Here some cards to push Lore decks:
$Eternal Witness 1GG
Creature — Human Shaman (U)
When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.
2/1
Copyspell 2UU
Instant (R)
Copy target instant or sorcery card in a graveyard. You may cast the copy without paying its mana cost.
Repeating History 6UUU
Sorcery (M)
Target player takes an extra turn after this one.
Lore (When you cast this, you may copy it for each card in all graveyards with the same name. You may choose new targets for the copies.)
Another idea is possibly push turbo-fog for constructed on the back of Lore spells.
........................
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
If you mean tokens are a theme and we define themes as appearing often at common rarity, then no, it's not really that common of a theme. It's just a typical effect. But in current standard with 6 sets, only 11 commons make tokens, so average of less than 2 per set. Moreover, 9 of those come from 3 sets, so at best 50% of the sets kind of count tokens as a theme. But not really, because the tokens don't interact with other cards or themes in their sets. Only Journey into Nyx have all 3 common token-making cards make tokens that matter to other cards. That is through intersecting with another theme, namely card type matters or tribal.
This is also exactly the purpose of my token cards. This set has a tribal theme for soldiers, warriors, and knights. Although it doesn't show yet except through the equipments for now, I would add some more tribal cards at common. Actually probably the strongest interaction is with Honor to pump the tokens. On the flip side, lore-based removal can target multiple creatures to make sure tokens don't get out of hand. Lastly it has inspired this original effect: target creature has base power and toughness equal to its converted mana cost. (this will appear on no more than a few cards.)
........................
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
2 main reasons i continue to use Summon. 1) i hate typing out the whole put on the battlefield, esp clunky "battlefield". it's just easier to type a single simple word. 2) it's easier to sort and search cards when ubiquitous effects and actions are keywords. 3) it sounds cool.
PS they have simplified common effects into keywords. vigilance, lifelink, and more recently "dies".
........................
In relation to keywords, as I implied, 'summon' could easily be evergreen, but it's too late for that. If you want to redesign magic, you could justify it in a realistic design vision, but as I said, not after so many cards have been printed with the same effect. It's the same reason things like 'put the top n cards of your library into your graveyard' isn't called 'discard the top n cards of your library' despite the general consensus among R&D that that would be simpler and more interactive.
Anyway, whatever you decide to do, I hope it works out well for you.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice