After a Planar collapse that left the plane without many of its once abundant resources, Zairo now has become a wasteland fit for only the strong. Survival is key in the world of Zairo. Its harsh desert landscape provides little refuge from its even harsher disasters, Yet five cultures have managed to make Zairo home; drawing strength from magic that balances their enemy weaknesses in turn to make them stronger. Yet the warring of the Five causes so much destruction; will their war bring an end to Zairo once and for all? Choose a side, make friends out of enemies. Survive.
A Planeswalker's Guide to Zairo
Overview Zairo is a large, ancient plane that has been around longer than most. Most of the plane is covered in a Sea of Sand; an arid desert that is a harsh climate that has forced the people of Zairo to adapt and survive. While many people still live on Zairo, there had once been many more. Millenias of War have torn Zairo apart, causing the unstable plane to further collapse under its own wake. Nobody is certain why the plane is failing, but many can sense it. Many people believe the Warring of the Five to be a leading contribution to the plane's destruction. Five factions; the Isari, Athara, Nekral, Uamos, and Rhazar hold grip over the plane, dominating landscape, each seeking control over more and more of Zairo in belief that their ways will bring sanctuary to the failing world they live in.
Landscape
Most of Zairo is an arid desert, where dunes as high as mountains tower endlessly, and roiling sandstorms can last for a week. The temperature ranges from boiling to freezing, shifting from day to night. Predatory insects and massive dune wurms as long as villages lurk among the dunes. Once can easily get lost in the shifting sands. However, there is still life clinging to the world. Pockets of oasis hang among the desert; refuges for those crossing the Sea of Sand.
Among the wasteland, there is other landscape where most of civilization borders. A vast Mesa spreads across the east, where the Atharans hold claim. Mountainous Grasslands reach a tall plateau where their greatest cities and stronghold lie among the rising sun. To the south lie the Uamos and the Nekral, thriving in jungles and mysterious temple villages. Traveling by river will lead you to them, or at least you hope. The Isari lie in the west, hiding from the scrublands in their massive citadels and cities. To the north, bordering the north sea lie the Rhazar; Stormcallers who channel the ocean storms along the jagged peaks that border it.
Factions WBThe Isari - The Isari are one of the five dominate clans who rule over Zairo. From their citadel ziggurats, they claim dominance over the ties of white and black magic. The Isari believe that survival is strictly fit for those who obey their laws, as they see their vision is the only way. They take in those who need help across the wasteland, but at a cost. The Isari will force those captured into working to promote the greater good of the people, which usually means the greater good of their leaders. The Isari wield powerful magic to bend their very lives, allowing them to persevere in such a harsh world, even if it means stealing life from someone else. The Isari have Keeps; places where they store great treasures and rarities in order to prospect a better life for the future. Although these treasures are rarely seen by the lower members of the caste, they often invoke hope and inspire everyone in the clan. The Keeps are well guarded and often secret.The Isari work to better themselves, even if it means helping others. However, that is not always the case. They slowly drain the lives of their workers and slaves in order to prolong their own stay in Zairo, predicting that they will simply outlast their enemies by staying within their powerful citadels and sustaining their own. The Isari understand sacrifice. Sometimes there must be a great tragedy in order for their to be a great healing. The Isari will fight to the death simply because they understand even if their life becomes eternal, when Zairo falls, what will be left for them to live for? They sacrifice themselves to preserve Zairo and the future of their people.
Set Information
ZAIRO is a large, stand-alone set focused on enemy-colored factions. The set will be suited for all sorts of drafting environments, as well as "block" play, pairing with its unannounced secondary set. ZAIRO is part of a two-set block, following Wizards latest design and development.
Mechanics
-- Dominance - As long as you have more life than each opponent, [effect].
-- Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to its other costs.)
-- Reverberate {cost} (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its Reverberate cost. If you do, add this card's effects to that spell.)
-- Envision — {cost}, Reveal [cardname] from your hand: [effect]. (Activate this ability only once each turn.)
-- Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
Official Spoiler
White
Common
Mesa Outlanders2W
Creature - Human Nomad (Common)
When Mesa Outlanders enters the battlefield, if an opponent controls more lands than you, search your library for a plains card and put it onto the battlefield tapped, then shuffle your library. Those who live on the outer dunes of the Mesa are said to have moved there to avoid the warring of the Five.
2/2
Exclude4W
Sorcery (Common)
Put target artifact, creature, or enchantment on the bottom of it's owner's library.
Loyal Sentinel1W
Creature - Human Soldier (Common)
Loyal Sentinel can't attack or block alone. Some would say loyal to a fault.
3/3
Atharan Assault3WW
Instant (Common)
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
Put three 1/1 white soldier creature tokens onto the battlefield.
Guardian SpiritW
Creature - Spirit Nomad (Common)
Sacrifice Guardian Spirit: Prevent all damage that would be dealt by a source this turn. "It followed us across the dunes for days. It wasn't until we were almost killed by the Raiders that we discovered the intentions of the Guardian." - Tales from the Dunes
1/1
Duneburst1W
Instant (Common)
Put target attacking or blocking creature on top of its owner's library.
Legion InfantryW
Creature - Human Soldier (Common)
First Strike "It's an honor to serve for my lord, my people, and my home."
1/1
Atharan Outrider2WW
Creature - Hound Soldier (Common)
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
First Strike
3/3
Wasteland Cursedealer3W
Creature - Camel Wizard (Common)
Whenever Wasteland Auramancer enters the battlefield, choose one:
- Destroy target enchantment.
- Return target enchantment from your graveyard to your hand.
2/3
Wasteland Dunecrafter2W
Creature - Human Wizard (Common) W, T: tap target creature. "Use what resources are available to you. Even the sand at your feet can be a powerful weapon."
1/3
Isarian Honor Guard1W
Creature - Human Soldier (Common)
Vigilance Dominance - As long as you have more life than each opponent, Citadel Guard gets +1/+1.
1/3
Outlast2W
Instant (Common)
Creatures you control gain indestructible until end of turn. "If there is one thing the people of Zairo are good at, it's survival."
Dawnrise RocWW
Creature - Bird (Common)
Flying It rises with the sun and hunts the cowards hiding in the shadows.
2/2
Sandscour Hunter1WW
Creature - Hound Warrior (Common)
Flash
When Sandscour Hunter enters the battlefield, tap target creature.
2/2
Wandering Healer1W
Creature - Human Cleric (Common)
When Wandering Healer or another creature enters the battlefield under your control, you gain 1 life. "Wherever I may roam, I will place my mending hands to use."
1/3
Sandsteppe Griffin3WW
Creature - Griffin (Common)
Flying It waits on its perch across the Mesa, watching the rising sun across the Dunes.
3/5
Mark of Valor1W
Enchantment - Aura (Common)
Enchant Creature
Enchanted creature has first strike and vigilance.
Moment's Sanctity1W
Instant (Common)
Prevent all damage that would be dealt this turn.
Cycling 2 Treaties between the Warring Five are rare, but they do occur.
Bound by OrderW
Enchantment - Aura (Common)
Enchant nonland permanent
At the beginning of your upkeep, you gain 1 life. Dominance - As long as you have more life than each opponent, enchanted permanent can't attack or block and its activated abilities can't be activated.
Uncommon
Refraction ElementalWW
Creature - Elemental (Uncommon)
When Refraction Elemental enters the battlefield, choose a color.
Refraction Elemental has protection from the chosen color.
2/2
OutcastingW
Instant (Uncommon)
Exile target permanent, then return it to the battlefield at the beginning of the next end step.
Rare
Prosper2W
Enchantment (Rare)
At the beginning of each end step, if you gained life this turn, draw a card.
Priest of the Sacred OrderWW
Creature - Human Cleric (Rare)
Your opponents can't pay life or sacrifice creatures to cast spells or activate abilities.
2/2
Planar Erasure4WW
Sorcery (Rare)
Put all nonland permanents on the bottom of their owner's libraries.
Warden of the Light3WW
Creature - Hound Soldier (Rare)
Creatures you control have Vigilance.
Whenever a creature you control attacks or blocks, you gain 1 life. Combat in the Dunes requires quick thinking and strategy. The Wardens provide both.
4/4
Eternal Ascendancy3WW
Enchantment (Rare)
At the beginning of your upkeep, you gain 2 life. If your life total is equal to or greater than twice your starting life total, you win the game.
Thwarting DelayXUU
Instant (Common)
Counter target spell. If a spell was countered this way, put it into its owner's library X from the top.
Shorewatch Ambusher2U
Creature - Merfolk Scout (Common)
Flash
When Mistwatch Ambusher enters the battlefield, untap each other creature you control.
1/4
Flood the Rivers3UU
Sorcery (Common)
Tap up to three target creatures. They don't untap during their owner's next untap step.
Stargaze1UU
Instant (Common)
Draw two cards.
Uncommon
CounterburstUU
Instant (Uncommon)
Counter target spell. It's controller adds X mana of any color combination to his or her mana pool, where X is equal to that spell's converted mana cost. This mana doesn't empty from their pool as steps and phases end.
Rare
WilltreaderUU
Creature - Bird Wizard (Rare)
Flying
Abilities of spells and permanents you control cost 1 less to activate.
2/2
Black
Common
Restless Horror2B
Creature - Zombie Horror (Common)
Exhume (You may cast this card from your graveyard by sacrificing a creature in addition to paying its other costs.)
When Restless Horror enters the battlefield, target player discards a card.
2/1
Nekral DeathdealerB
Creature - Zombie (Common)
Deathtouch Armed with deadly toxins, the Deathdealers serve as both defenders and assassins alike for the Nekral.
1/1
Dreadwing2BB
Creature - Bat (Common)
Flying
Exhume (You may cast this card from your graveyard by sacrificing a creature in addition to paying its other costs.) There are plenty of reasons to not go outside at night, let alone in Nekral territory.
3/2
Poisonous Price1BB
Enchantment - Aura (Common)
Enchant nonland permanent
At the beginning of enchanted permanent's controller's upkeep, that player loses 2 life unless he or she sacrifices that permanent. "It surprises me how willing people are to cling to the things that harm them most." - Liliana
Sundering Sorrow2BB
Sorcery (Common)
Target player discards three cards.
Uncommon
Gravepact Warrior1B
Creature - Zombie Warrior (Uncommon)
Gravepact Warrior's power and toughness are equal to the number of creature cards in your graveyard.
*/*
Gravescorn2B
Instant (Uncommon)
Target creature gets -X/-X until the end of the turn, where X is equal to the number of creature cards in all graveyards.
Caretaker of the Crypt1B
Creature - Zombie Cleric (Uncommon)
Sacrifice a creature: Each opponent loses 1 life and you gain 1 life.
2/1
Rise from Death2BB
Sorcery (Uncommon)
Return target creature from your graveyard to the battlefield.
Rare
Pain Agonist1B
Creature - Zombie Cleric (Rare)
At the beginning of each end step, if you lost life this turn, draw a card.
2/1
Oversoul of Death4BB
Creature - Elemental Spirit (Rare)
As long as a creature card with flying is in a graveyard, Oversoul of Death has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, intimidate, lifelink, protection, menace, prowess, reach, trample, and vigilance. It harvests the malevolence of the fallen and sharpens it into its own wicked being.
5/5
Mindwrack2BB
Sorcery (Rare)
Target player reveals his or her hand. Separate the cards into two piles. That player discards one pile of his or her choice.
Defiler of Hope4BB
Creature - Demon Horror (Rare)
Whenever a card is put into your graveyard, you gain 1 life.
Whenever a card is put into an opponent's graveyard, they lose 1 life. It strains to constrain, one soul at a time.
6/6
OverkillRR
Instant (Uncommon)
Until the end of the turn, whenever a source you control would deal damage, it deals that much damage plus 1 instead.
DeadboltR
Instant (Uncommon)
Deadbolt deals 2 damage to target creature or player. If a creature was dealt damage this way and dealt damage by another source this turn, destroy it.
Rare
Arcstorm1RR
Enchantment (Rare)
Whenever you cast an instant or sorcery spell, Arcstorm deals 2 damage to each opponent. Each spark of magic ignites a greater storm.
Bloodsand Hellion4RR
Creature - Hellion (Rare)
Trample
Whenever a player taps a land for mana, Bloodsand Hellion deals 1 damage to that player.
5/5
Green
Common
Oasis TenderG
Creature - Human Druid (Common) T: Add G to your mana pool.
0/2
Constellation Guide1G
Creature - Elf Druid (Uncommon)
When Constellation Guide enters the battlefield, reveal the top cards of your library until you reveal a land card, then put it onto the battlefield tapped and put the rest on the bottom of your library in a random order.
1/1
Rare
Worldshifting2G
Sorcery (Rare)
Put any number of land cards you control onto the bottom of their owner's library. For each land card put there this way, you may search your library for a land card and put it into your hand, then shuffle your library.
You may play any number of lands this turn.
Guardian of the Crucible2GG
Creature - Elemental (Rare)
Guardian of the Crucible's power and toughness are equal to the number of lands you control.
You may play land cards from your graveyard. Worlds do not die. They are simply reborn.
*/*
Multicolored
Common
Deadlurk4BG
Creature - Fungus Horror(Common)
Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to paying its other costs.) It scours the crypts of the dead in search to fill what was once its own grave.
5/5
Mire ScavengerBG
Creature - Zombie Druid
When Mire Scavenger enters the battlefield, reveal the top four cards of your library. You may put a creature or land from among them into your hand, then put the rest into your graveyard.
1/1
Death Adder1BG
Creature - Snake (Common)
Deathtouch
Exhume Sacred to the Nekral. Feared by everyone else.
2/2
DeathmightBG
Instant (Common)
Target creature gains deathtouch until end of turn. If that creature would be destroyed this turn, regenerate it.
ThoughtsparkUR
Sorcery (Common)
Draw two cards, then discard a card.
Reverberate 1UR(As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its Reverberate cost. If you do, add this card's effects to that spell.)
Gathering Storm1UR
Sorcery (Common)
Return target instant or sorcery spell from your graveyard to your hand at random.
Reverberate 2UR
Isari Collector1WB
Creature - Spirit (Common)
Flying Dominance - As long as you have more life than each opponent, Vyrmant Collector has lifelink.
2/2
ImpedanceWB
Sorcery (Common)
Target player reveals his or her hand. Choose a card from it. It's owner puts it on the bottom of his or her library. Dominance - If you have more life than each opponent, each opponent loses 1 life and you gain 1 life.
Soul DebtorWB
Creature - Human Cleric (Common)
Whenever another creature enters the battlefield under your control, you may gain 1 life.
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
1/1
Steelbreak Legionnaire4RW
Creature - Human Soldier (Common)
Flying
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
4/4
Unified Glory2RW
Instant (Common)
Untap each creature you control. Creatures you control get +2/+2 until the end of the turn.
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
Mistglade Rootwalla2GU
Creature - Lizard (Common)
Emerge (You may cast this spell anytime you could cast an instant by returning a permanent you control to it's owner's hand.)
4/4
Oasis MysticGU
Creature - Elf Wizard (Common)
Emerge (You may cast this spell anytime you could cast an instant by returning a permanent you control to it's owner's hand.) "The illusions of our magic far outweigh the perceptions of the mind."
2/2
Uncommon
Atharan OutriderRW
Creature - Human Warrior (Uncommon)
First Strike
When Atharian Outrider attacks, each other attacking creature you control gets +1/+1 until the end of the turn. The Atharians believe whatever the sun touches, from rise to set, belongs to them, and they are willing to wage war at anyone who thinks of defying them.
2/2
Rhazar Stormcaller3RU
Creature - Bird Wizard (Uncommon)
Flying
When Ramoset Stormcaller enters the battelfield, you may search your library for an instant or sorcery card, reveal it, then put it in your hand. Shuffle your library. "You asked for rain? I brought a storm."
2/2
Disciple of NekralBG
Creature - Naga Shaman (Uncommon)
Deathtouch
At the beginning of your upkeep, Look at the top card of your library. You may put that card into your graveyard.
2/2
Mystic of Uamos2UG
Creature - Human Druid (Uncommon)
Whenever Mystic of Uamos or another creature enters the battlefield under your control, draw a card. All walks of life are welcome to the mystics of Uamos.
2/2
Isari Declaration1WB
Enchantment (Uncommon)
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the total life lost this way. "Pay your tribute, or become the tribute. The choice is yours."
Isarian Breathstealer2WB
Creature - Spirit (Uncommon)
Lifelink
When Isarian Breathstealer enters the battlefield, each opponent loses 2 life. You gain life equal to the total life lost this way.
2/2
Rare
Tempest Hellkite3UR
Creature - Dragon (Rare)
Flying, flash
When Tempest Hellkite enters the battlefield or attacks, you may switch target creature's power and toughness until the end of the turn.
3/5
Necrovore2BG
Creature - Lhurgoyf (Rare)
Necrovore's power and toughness are equal to the number of all creature cards in all graveyards.
Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to paying its other costs.)
*/*
Mystified Coatl4GU
Creature - Snake (Rare)
Emerge (You may cast this spell anytime you could cast an instant by returning a permanent you control to it's owner's hand.)
Whenever Mystified Coatl becomes the target of a spell or ability, you may return it to its owner's hand.
6/6
Arbiter of Tributes1WB
Creature - Spirit Cleric (Rare)
Whenever you gain life, each opponent sacrifices a creature. His word is final. Your fate is sealed.
2/2
Tempest Requiem2UR
Enchantment (Rare)
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. "It has been proven that the energy millions of years ago is the same energy that guides our paths today." - Tempest Teachings
Ral Zarek, Stormbringer3UR
Planeswalker - Ral (Mythic)
[+1] Ral Zarek, Stormbringer deals 2 damage divided as you choose among one or two target creatures and/or players. If a creature is dealt damage this way, tap it. It doesn't Untap during its controller's next Untap step.
[-2] Return target instant or sorcery card from your graveyard to your hand.
[-7] you get an emblem with "For the rest of the game, whenever you cast an instant or sorcery spell, you may copy it. You may choose new targets for that copy."
{4}
Sunblaze WeaponsmithRW
Creature - Human Soldier Artificer (Rare) T: Target creature you control gains haste, double strike, or indestructible until the end of the turn. She forges weapons of not steel but spirit.
2/2
Final Sacrament5WB
Sorcery (Rare)
Each player sacrifices each creature he or she controls. Eternal life is void when there is nothing to live for.
Flood the Rivers is quite insane at common because of Limited.
Isn't Reverberate "splice onto instant or sorcery"? Not that there's anything wrong with a new keyword, but just saying.
Gathering Storm - I'd probably have "Exile ~this~" included in the card's effects, but the randomness seems to balance it out.
Impedance - Sorry to use real life cards as examples, but turn 1 [card]Scoured Barrens[/card, turn 2 this is very, very nasty. Your opponent can't use fetches/shocks too. How I'd design Dominance, from looking at these two cards with Dominance, is that I'll tack on life drain on common Dominance cards, and bigger effects at higher rarities. Just as an example:
Impedance WB
Sorcery
Look at target opponent's hand and choose a card from it. Put it on top of his or her library. Dominance - If you have more life than each opponent, each opponent loses 1 life, and you gain that much life.
Strike Team and Warcast - Probably "Creatures you control that attacked"? It's a little odd for Strike Team to feed off your opponent's attackers, or maybe that was your intention all along. Still, a combat trick at 2RW, or a cheap token spawner post-combat is very good (I'm saying if Warcast only fed off your attacking creatures.)
Just a quick general comment: Don't hide your cards under far too many layers of nested spoilers, especially when 90% of them are dead ends. It doesn't increase the clarity, and when you have to click ten times to get to the first cards, some people may have given up already. I was about to give up, when I clicked randomly on Multicolored. At least I was rewarded with some very cool cards .
Warcast, Dominance, and fixed Splice seem great. Mutate seems like it will be hard to make play well, but if you get it playing well it will be great. Exhume doesn't seem like a fun mechanic. Dredge is one of the biggest failures, and this mechanic keeps half of Dredge's fail (repetitive play patterns) and adds a new cost that seems too easy to pay. I would need to play with Exhume to really judge it, but based on initial impressions I would recommend looking another direction for Golgari.
I'd love to see more lore for your set at some point. It seems like it has a lot of potential.
Mutate does weird things to the game, and would almost certaintly result in complexity issues, and some broken combos in at least one format. Splicing on anything except for activated abilities is dangerous and avoided by R&D intentionally for this reason. Don't use this mechanic.
(Wow, this is like the third or fourth time in the last two months I have criticised a mechanic for splicing abilities)
I really like Mutate. It's the kinds of mechanic that stretches the limits of Magic. It's kind of like Cairn Wanderer or Soulflayer in a mechanic. Warcast I feel is overpowered, especially because it isn't hard to get cheep haste creatures early in the game making Steelbreak Legionnaire, for example, a 2 to cast 4/4. Warcast cards must be much more expensive than that, especially at common. Lastly, there should also be a 6th keyword that ties the 5 factions together, something to do with combat perhaps, because of the flavor of your set
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern Deck: RGW Naya Burn
Legacy Deck: R Mono Red Burn
Commander: UR Mizzix of the Izmagnus RG Ulrich of the Kralenhorde
No amount of intrigue, depth or flavour can justify broken mechanics. If it was printed, Mutate would do broken things. Cards like Soulflayer are OK because they can only gain simple evergreen keywords that don't have any exploitable interactions for combos and are also crucially regulated to only every now for complexity whereas Mutate needs to fill a set. It won't work. I am not saying I don't think it will work. I am saying I am absolutely certain it wouldn't. It is too risky.
I agree with DJK that Mutate is not a good keyword. Probably the closest you could come is copy effects. I could perhaps see putting an ability like this on one creature, at high rarity, with high cost - but then again, perhaps not. If you want to do something like Cairn Wanderer and Soulflayer, maybe...
Cost: Mutate (this creature becomes a copy of target creature you control until end of turn, except its power and toughness are unchanged)
Although there's no way any card with that mechanic could sit below rare. (Note that both the cards you cited are rares.)
How do people feel about Forecast as a returning mechanic for Blue/Green? I have been playing around with Forecast as a mechanic for my Innistrad - The Darkest Night Set, and it seems to be a neat ability.
I think Forecast is pretty cool too, and I also think there is plenty of design space left in it. However, it fills a similar role as your Reverberate mechanic (which, as PlanesJaywalker first pointed out, is pretty much a better and non-parasitic Splice). Not sure the set can use both in way that differentiates them enough. As for the other mechanics, as of right now:
Dominance - I love this mechanic, it's pretty much the perfect W/B mechanic.
Exhume - Seems good. Should be a lot of fun to design around. Also a good fit for B/G.
Envision - Probably the best option. Just saw the preview card in the main forum, and I think this is a win over even Forecast. Still think it has the same problem Forecast has though: It's a similar function to Reverberate.
Warcast - I also really love this mechanic. Not mush else to say. I assume Warcast stuff will be costed a little less than Convoke stuff but still higher than normal.
If I had to tell you to choose which to use between Reverberate and Forecast, I think "good Splice" would be more fun.
Besides that, I'm really loving the setting and looking forward to seeing what you make! I've always liked the idea of an arid and hostile desert world.
EDIT: You're newest version of Envision is different than listed here, and when I first wrote this. Ah well.
I think Forecast is pretty cool too, and I also think there is plenty of design space left in it. However, it fills a similar role as your Reverberate mechanic (which, as PlanesJaywalker first pointed out, is pretty much a better and non-parasitic Splice). Not sure the set can use both in way that differentiates them enough. As for the other mechanics, as of right now:
Dominance - I love this mechanic, it's pretty much the perfect W/B mechanic.
Exhume - Seems good. Should be a lot of fun to design around. Also a good fit for B/G.
Envision - Probably the best option. Just saw the preview card in the main forum, and I think this is a win over even Forecast. Still think it has the same problem Forecast has though: It's a similar function to Reverberate.
Warcast - I also really love this mechanic. Not mush else to say. I assume Warcast stuff will be costed a little less than Convoke stuff but still higher than normal.
If I had to tell you to choose which to use between Reverberate and Forecast, I think "good Splice" would be more fun.
Besides that, I'm really loving the setting and looking forward to seeing what you make! I've always liked the idea of an arid and hostile desert world.
EDIT: You're newest version of Envision is different than listed here, and when I first wrote this. Ah well.
That's okay! I appreciate the feedback anyhow. Thank you!
Mechanics
-- Dominance - As long as you have more life than each opponent, [effect].
-- Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to its other costs.)
-- Reverberate {cost} (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its Reverberate cost. If you do, add this card's effects to that spell.)
-- Envision — {cost}, Reveal [cardname] from your hand: [effect]. (Activate this ability only once each turn.)
-- Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
I really like the set great start. I noticed you haven't listed all of the mechanics like emerge. UG Emerge: play card as an instant if you return a permanent you control (is this supposed to be a non-land permanent that is returned?, it might be too broken if you could always activate it with lands)
As for the mechanics dominance is pretty great and a good fit for BW.
Reverberate is also quite good and shouldn't be too bad as long as mana production in UR doesn't become too easy.
As for envision what color combination is it, i can't seem to find an example for it. Seems WG as it is the only clan color combo left, but i don't think it fits well with the GW flavor. I assume its envision cost is actually somewhat higher than its normal cost but not quite convoke high. Also is this effect sorcery speed only? because once a turn is basically instant speed, does it mean you are limiting copying effect interactions? Would this be better as an overarching mechanic for the set since each clan envisions a future led by them. Seems like a great small-medium mechanic stretching all the colors. Maybe fixing its cost or effect to a standard value will give the mechanic an identity. For example adding a +1/+1 counter to target creature if you cast a card for its envision cost, or tapping X creature(s) as a standard cost not to make it cheaper but just to allow you to reuse it more.
Warcast seems great but the most overpowered as well. The effects listed are too good and like others pointed out early creature aggro is pretty easy to do with cheap creatures. I think increasing the mana costs or nerfing the spell effects needs to happen to balance its power level.
Also don't forget to make base stats of creatures match with color identity, green should have the best raw stats overall and red and white shouldn't be better at any time except perhaps early game.
After a Planar collapse that left the plane without many of its once abundant resources, Zairo now has become a wasteland fit for only the strong. Survival is key in the world of Zairo. Its harsh desert landscape provides little refuge from its even harsher disasters, Yet five cultures have managed to make Zairo home; drawing strength from magic that balances their enemy weaknesses in turn to make them stronger. Yet the warring of the Five causes so much destruction; will their war bring an end to Zairo once and for all? Choose a side, make friends out of enemies. Survive.
A Planeswalker's Guide to Zairo
Overview
Zairo is a large, ancient plane that has been around longer than most. Most of the plane is covered in a Sea of Sand; an arid desert that is a harsh climate that has forced the people of Zairo to adapt and survive. While many people still live on Zairo, there had once been many more. Millenias of War have torn Zairo apart, causing the unstable plane to further collapse under its own wake. Nobody is certain why the plane is failing, but many can sense it. Many people believe the Warring of the Five to be a leading contribution to the plane's destruction. Five factions; the Isari, Athara, Nekral, Uamos, and Rhazar hold grip over the plane, dominating landscape, each seeking control over more and more of Zairo in belief that their ways will bring sanctuary to the failing world they live in.
Landscape
Most of Zairo is an arid desert, where dunes as high as mountains tower endlessly, and roiling sandstorms can last for a week. The temperature ranges from boiling to freezing, shifting from day to night. Predatory insects and massive dune wurms as long as villages lurk among the dunes. Once can easily get lost in the shifting sands. However, there is still life clinging to the world. Pockets of oasis hang among the desert; refuges for those crossing the Sea of Sand.
Among the wasteland, there is other landscape where most of civilization borders. A vast Mesa spreads across the east, where the Atharans hold claim. Mountainous Grasslands reach a tall plateau where their greatest cities and stronghold lie among the rising sun. To the south lie the Uamos and the Nekral, thriving in jungles and mysterious temple villages. Traveling by river will lead you to them, or at least you hope. The Isari lie in the west, hiding from the scrublands in their massive citadels and cities. To the north, bordering the north sea lie the Rhazar; Stormcallers who channel the ocean storms along the jagged peaks that border it.
Factions
WB The Isari - The Isari are one of the five dominate clans who rule over Zairo. From their citadel ziggurats, they claim dominance over the ties of white and black magic. The Isari believe that survival is strictly fit for those who obey their laws, as they see their vision is the only way. They take in those who need help across the wasteland, but at a cost. The Isari will force those captured into working to promote the greater good of the people, which usually means the greater good of their leaders. The Isari wield powerful magic to bend their very lives, allowing them to persevere in such a harsh world, even if it means stealing life from someone else. The Isari have Keeps; places where they store great treasures and rarities in order to prospect a better life for the future. Although these treasures are rarely seen by the lower members of the caste, they often invoke hope and inspire everyone in the clan. The Keeps are well guarded and often secret.The Isari work to better themselves, even if it means helping others. However, that is not always the case. They slowly drain the lives of their workers and slaves in order to prolong their own stay in Zairo, predicting that they will simply outlast their enemies by staying within their powerful citadels and sustaining their own. The Isari understand sacrifice. Sometimes there must be a great tragedy in order for their to be a great healing. The Isari will fight to the death simply because they understand even if their life becomes eternal, when Zairo falls, what will be left for them to live for? They sacrifice themselves to preserve Zairo and the future of their people.
Set Information
ZAIRO is a large, stand-alone set focused on enemy-colored factions. The set will be suited for all sorts of drafting environments, as well as "block" play, pairing with its unannounced secondary set. ZAIRO is part of a two-set block, following Wizards latest design and development.
Mechanics
-- Dominance - As long as you have more life than each opponent, [effect].
-- Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to its other costs.)
-- Reverberate {cost} (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its Reverberate cost. If you do, add this card's effects to that spell.)
-- Envision — {cost}, Reveal [cardname] from your hand: [effect]. (Activate this ability only once each turn.)
-- Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
Official Spoiler
White
Common
Mesa Outlanders 2W
Creature - Human Nomad (Common)
When Mesa Outlanders enters the battlefield, if an opponent controls more lands than you, search your library for a plains card and put it onto the battlefield tapped, then shuffle your library.
Those who live on the outer dunes of the Mesa are said to have moved there to avoid the warring of the Five.
2/2
Exclude 4W
Sorcery (Common)
Put target artifact, creature, or enchantment on the bottom of it's owner's library.
Loyal Sentinel 1W
Creature - Human Soldier (Common)
Loyal Sentinel can't attack or block alone.
Some would say loyal to a fault.
3/3
Atharan Assault 3WW
Instant (Common)
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
Put three 1/1 white soldier creature tokens onto the battlefield.
Guardian Spirit W
Creature - Spirit Nomad (Common)
Sacrifice Guardian Spirit: Prevent all damage that would be dealt by a source this turn.
"It followed us across the dunes for days. It wasn't until we were almost killed by the Raiders that we discovered the intentions of the Guardian." - Tales from the Dunes
1/1
Duneburst 1W
Instant (Common)
Put target attacking or blocking creature on top of its owner's library.
Legion Infantry W
Creature - Human Soldier (Common)
First Strike
"It's an honor to serve for my lord, my people, and my home."
1/1
Atharan Outrider 2WW
Creature - Hound Soldier (Common)
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
First Strike
3/3
Wasteland Cursedealer 3W
Creature - Camel Wizard (Common)
Whenever Wasteland Auramancer enters the battlefield, choose one:
- Destroy target enchantment.
- Return target enchantment from your graveyard to your hand.
2/3
Wasteland Dunecrafter 2W
Creature - Human Wizard (Common)
W, T: tap target creature.
"Use what resources are available to you. Even the sand at your feet can be a powerful weapon."
1/3
Isarian Honor Guard 1W
Creature - Human Soldier (Common)
Vigilance
Dominance - As long as you have more life than each opponent, Citadel Guard gets +1/+1.
1/3
Outlast 2W
Instant (Common)
Creatures you control gain indestructible until end of turn.
"If there is one thing the people of Zairo are good at, it's survival."
Dawnrise Roc WW
Creature - Bird (Common)
Flying
It rises with the sun and hunts the cowards hiding in the shadows.
2/2
Sandscour Hunter 1WW
Creature - Hound Warrior (Common)
Flash
When Sandscour Hunter enters the battlefield, tap target creature.
2/2
Spiritbound Wanderer 3W
Creature - Spirit Cleric (Common)
Lifelink
Cycling W
1/4
Wandering Healer 1W
Creature - Human Cleric (Common)
When Wandering Healer or another creature enters the battlefield under your control, you gain 1 life.
"Wherever I may roam, I will place my mending hands to use."
1/3
Sandsteppe Griffin 3WW
Creature - Griffin (Common)
Flying
It waits on its perch across the Mesa, watching the rising sun across the Dunes.
3/5
Mark of Valor 1W
Enchantment - Aura (Common)
Enchant Creature
Enchanted creature has first strike and vigilance.
Moment's Sanctity 1W
Instant (Common)
Prevent all damage that would be dealt this turn.
Cycling 2
Treaties between the Warring Five are rare, but they do occur.
Bound by Order W
Enchantment - Aura (Common)
Enchant nonland permanent
At the beginning of your upkeep, you gain 1 life.
Dominance - As long as you have more life than each opponent, enchanted permanent can't attack or block and its activated abilities can't be activated.
Refraction Elemental WW
Creature - Elemental (Uncommon)
When Refraction Elemental enters the battlefield, choose a color.
Refraction Elemental has protection from the chosen color.
2/2
Outcasting W
Instant (Uncommon)
Exile target permanent, then return it to the battlefield at the beginning of the next end step.
Prosper 2W
Enchantment (Rare)
At the beginning of each end step, if you gained life this turn, draw a card.
Priest of the Sacred Order WW
Creature - Human Cleric (Rare)
Your opponents can't pay life or sacrifice creatures to cast spells or activate abilities.
2/2
Planar Erasure 4WW
Sorcery (Rare)
Put all nonland permanents on the bottom of their owner's libraries.
Warden of the Light 3WW
Creature - Hound Soldier (Rare)
Creatures you control have Vigilance.
Whenever a creature you control attacks or blocks, you gain 1 life.
Combat in the Dunes requires quick thinking and strategy. The Wardens provide both.
4/4
Eternal Ascendancy 3WW
Enchantment (Rare)
At the beginning of your upkeep, you gain 2 life. If your life total is equal to or greater than twice your starting life total, you win the game.
Common
Miststalker Merfolk U
Creature - Merfolk Rogue (Common)
Hexproof
1/1
Thwarting Delay XUU
Instant (Common)
Counter target spell. If a spell was countered this way, put it into its owner's library X from the top.
Shorewatch Ambusher 2U
Creature - Merfolk Scout (Common)
Flash
When Mistwatch Ambusher enters the battlefield, untap each other creature you control.
1/4
Flood the Rivers 3UU
Sorcery (Common)
Tap up to three target creatures. They don't untap during their owner's next untap step.
Stargaze 1UU
Instant (Common)
Draw two cards.
Counterburst UU
Instant (Uncommon)
Counter target spell. It's controller adds X mana of any color combination to his or her mana pool, where X is equal to that spell's converted mana cost. This mana doesn't empty from their pool as steps and phases end.
Willtreader UU
Creature - Bird Wizard (Rare)
Flying
Abilities of spells and permanents you control cost 1 less to activate.
2/2
Common
Restless Horror 2B
Creature - Zombie Horror (Common)
Exhume (You may cast this card from your graveyard by sacrificing a creature in addition to paying its other costs.)
When Restless Horror enters the battlefield, target player discards a card.
2/1
Nekral Deathdealer B
Creature - Zombie (Common)
Deathtouch
Armed with deadly toxins, the Deathdealers serve as both defenders and assassins alike for the Nekral.
1/1
Dreadwing 2BB
Creature - Bat (Common)
Flying
Exhume (You may cast this card from your graveyard by sacrificing a creature in addition to paying its other costs.)
There are plenty of reasons to not go outside at night, let alone in Nekral territory.
3/2
Bloodvine Cobra 3B
Creature - Snake (Common)
G: Regenerate Bloodvine Cobra.
4/1
Poisonous Price 1BB
Enchantment - Aura (Common)
Enchant nonland permanent
At the beginning of enchanted permanent's controller's upkeep, that player loses 2 life unless he or she sacrifices that permanent.
"It surprises me how willing people are to cling to the things that harm them most." - Liliana
Sundering Sorrow 2BB
Sorcery (Common)
Target player discards three cards.
Gravepact Warrior 1B
Creature - Zombie Warrior (Uncommon)
Gravepact Warrior's power and toughness are equal to the number of creature cards in your graveyard.
*/*
Gravescorn 2B
Instant (Uncommon)
Target creature gets -X/-X until the end of the turn, where X is equal to the number of creature cards in all graveyards.
Caretaker of the Crypt 1B
Creature - Zombie Cleric (Uncommon)
Sacrifice a creature: Each opponent loses 1 life and you gain 1 life.
2/1
Rise from Death 2BB
Sorcery (Uncommon)
Return target creature from your graveyard to the battlefield.
Pain Agonist 1B
Creature - Zombie Cleric (Rare)
At the beginning of each end step, if you lost life this turn, draw a card.
2/1
Oversoul of Death 4BB
Creature - Elemental Spirit (Rare)
As long as a creature card with flying is in a graveyard, Oversoul of Death has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, intimidate, lifelink, protection, menace, prowess, reach, trample, and vigilance.
It harvests the malevolence of the fallen and sharpens it into its own wicked being.
5/5
Mindwrack 2BB
Sorcery (Rare)
Target player reveals his or her hand. Separate the cards into two piles. That player discards one pile of his or her choice.
Defiler of Hope 4BB
Creature - Demon Horror (Rare)
Whenever a card is put into your graveyard, you gain 1 life.
Whenever a card is put into an opponent's graveyard, they lose 1 life.
It strains to constrain, one soul at a time.
6/6
Common
Ferocious Bladehound 1R
Creature - Hound Warrior (Common)
3/1
Overkill RR
Instant (Uncommon)
Until the end of the turn, whenever a source you control would deal damage, it deals that much damage plus 1 instead.
Deadbolt R
Instant (Uncommon)
Deadbolt deals 2 damage to target creature or player. If a creature was dealt damage this way and dealt damage by another source this turn, destroy it.
Rare
Arcstorm 1RR
Enchantment (Rare)
Whenever you cast an instant or sorcery spell, Arcstorm deals 2 damage to each opponent.
Each spark of magic ignites a greater storm.
Bloodsand Hellion 4RR
Creature - Hellion (Rare)
Trample
Whenever a player taps a land for mana, Bloodsand Hellion deals 1 damage to that player.
5/5
Common
Oasis Tender G
Creature - Human Druid (Common)
T: Add G to your mana pool.
0/2
Ambush Wurm 5GG
Creature - Wurm (Uncommon)
Trample, flash
7/7
Constellation Guide 1G
Creature - Elf Druid (Uncommon)
When Constellation Guide enters the battlefield, reveal the top cards of your library until you reveal a land card, then put it onto the battlefield tapped and put the rest on the bottom of your library in a random order.
1/1
Worldshifting 2G
Sorcery (Rare)
Put any number of land cards you control onto the bottom of their owner's library. For each land card put there this way, you may search your library for a land card and put it into your hand, then shuffle your library.
You may play any number of lands this turn.
Guardian of the Crucible 2GG
Creature - Elemental (Rare)
Guardian of the Crucible's power and toughness are equal to the number of lands you control.
You may play land cards from your graveyard.
Worlds do not die. They are simply reborn.
*/*
Common
Deadlurk 4BG
Creature - Fungus Horror(Common)
Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to paying its other costs.)
It scours the crypts of the dead in search to fill what was once its own grave.
5/5
Mire ScavengerBG
Creature - Zombie Druid
When Mire Scavenger enters the battlefield, reveal the top four cards of your library. You may put a creature or land from among them into your hand, then put the rest into your graveyard.
1/1
Death Adder 1BG
Creature - Snake (Common)
Deathtouch
Exhume
Sacred to the Nekral. Feared by everyone else.
2/2
Deathmight BG
Instant (Common)
Target creature gains deathtouch until end of turn. If that creature would be destroyed this turn, regenerate it.
Thoughtspark UR
Sorcery (Common)
Draw two cards, then discard a card.
Reverberate 1UR (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its Reverberate cost. If you do, add this card's effects to that spell.)
Gathering Storm 1UR
Sorcery (Common)
Return target instant or sorcery spell from your graveyard to your hand at random.
Reverberate 2UR
Isari Collector 1WB
Creature - Spirit (Common)
Flying
Dominance - As long as you have more life than each opponent, Vyrmant Collector has lifelink.
2/2
Impedance WB
Sorcery (Common)
Target player reveals his or her hand. Choose a card from it. It's owner puts it on the bottom of his or her library.
Dominance - If you have more life than each opponent, each opponent loses 1 life and you gain 1 life.
Soul Debtor WB
Creature - Human Cleric (Common)
Whenever another creature enters the battlefield under your control, you may gain 1 life.
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.
1/1
Steelbreak Legionnaire 4RW
Creature - Human Soldier (Common)
Flying
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
4/4
Unified Glory 2RW
Instant (Common)
Untap each creature you control. Creatures you control get +2/+2 until the end of the turn.
Warcast (This spell cost 1 less to cast for each creature that attacked this turn.)
Mistglade Rootwalla 2GU
Creature - Lizard (Common)
Emerge (You may cast this spell anytime you could cast an instant by returning a permanent you control to it's owner's hand.)
4/4
Oasis Mystic GU
Creature - Elf Wizard (Common)
Emerge (You may cast this spell anytime you could cast an instant by returning a permanent you control to it's owner's hand.)
"The illusions of our magic far outweigh the perceptions of the mind."
2/2
Atharan Outrider RW
Creature - Human Warrior (Uncommon)
First Strike
When Atharian Outrider attacks, each other attacking creature you control gets +1/+1 until the end of the turn.
The Atharians believe whatever the sun touches, from rise to set, belongs to them, and they are willing to wage war at anyone who thinks of defying them.
2/2
Rhazar Stormcaller 3RU
Creature - Bird Wizard (Uncommon)
Flying
When Ramoset Stormcaller enters the battelfield, you may search your library for an instant or sorcery card, reveal it, then put it in your hand. Shuffle your library.
"You asked for rain? I brought a storm."
2/2
Disciple of Nekral BG
Creature - Naga Shaman (Uncommon)
Deathtouch
At the beginning of your upkeep, Look at the top card of your library. You may put that card into your graveyard.
2/2
Mystic of Uamos 2UG
Creature - Human Druid (Uncommon)
Whenever Mystic of Uamos or another creature enters the battlefield under your control, draw a card.
All walks of life are welcome to the mystics of Uamos.
2/2
Isari Declaration 1WB
Enchantment (Uncommon)
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the total life lost this way.
"Pay your tribute, or become the tribute. The choice is yours."
Isarian Breathstealer 2WB
Creature - Spirit (Uncommon)
Lifelink
When Isarian Breathstealer enters the battlefield, each opponent loses 2 life. You gain life equal to the total life lost this way.
2/2
Tempest Hellkite 3UR
Creature - Dragon (Rare)
Flying, flash
When Tempest Hellkite enters the battlefield or attacks, you may switch target creature's power and toughness until the end of the turn.
3/5
Necrovore 2BG
Creature - Lhurgoyf (Rare)
Necrovore's power and toughness are equal to the number of all creature cards in all graveyards.
Exhume (You may cast this spell from your graveyard by sacrificing a creature in addition to paying its other costs.)
*/*
Mystified Coatl 4GU
Creature - Snake (Rare)
Emerge (You may cast this spell anytime you could cast an instant by returning a permanent you control to it's owner's hand.)
Whenever Mystified Coatl becomes the target of a spell or ability, you may return it to its owner's hand.
6/6
Arbiter of Tributes 1WB
Creature - Spirit Cleric (Rare)
Whenever you gain life, each opponent sacrifices a creature.
His word is final. Your fate is sealed.
2/2
Tempest Requiem 2UR
Enchantment (Rare)
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.
"It has been proven that the energy millions of years ago is the same energy that guides our paths today." - Tempest Teachings
Ral Zarek, Stormbringer 3UR
Planeswalker - Ral (Mythic)
[+1] Ral Zarek, Stormbringer deals 2 damage divided as you choose among one or two target creatures and/or players. If a creature is dealt damage this way, tap it. It doesn't Untap during its controller's next Untap step.
[-2] Return target instant or sorcery card from your graveyard to your hand.
[-7] you get an emblem with "For the rest of the game, whenever you cast an instant or sorcery spell, you may copy it. You may choose new targets for that copy."
{4}
Sunblaze Weaponsmith RW
Creature - Human Soldier Artificer (Rare)
T: Target creature you control gains haste, double strike, or indestructible until the end of the turn.
She forges weapons of not steel but spirit.
2/2
Final Sacrament 5WB
Sorcery (Rare)
Each player sacrifices each creature he or she controls.
Eternal life is void when there is nothing to live for.
Common
?
?
?
Common
?
?
?
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Isn't Reverberate "splice onto instant or sorcery"? Not that there's anything wrong with a new keyword, but just saying.
Gathering Storm - I'd probably have "Exile ~this~" included in the card's effects, but the randomness seems to balance it out.
Impedance - Sorry to use real life cards as examples, but turn 1 [card]Scoured Barrens[/card, turn 2 this is very, very nasty. Your opponent can't use fetches/shocks too. How I'd design Dominance, from looking at these two cards with Dominance, is that I'll tack on life drain on common Dominance cards, and bigger effects at higher rarities. Just as an example:
Impedance
WB
Sorcery
Look at target opponent's hand and choose a card from it. Put it on top of his or her library.
Dominance - If you have more life than each opponent, each opponent loses 1 life, and you gain that much life.
Strike Team and Warcast - Probably "Creatures you control that attacked"? It's a little odd for Strike Team to feed off your opponent's attackers, or maybe that was your intention all along. Still, a combat trick at 2RW, or a cheap token spawner post-combat is very good (I'm saying if Warcast only fed off your attacking creatures.)
No comments about Mutate yet.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I'd love to see more lore for your set at some point. It seems like it has a lot of potential.
(Wow, this is like the third or fourth time in the last two months I have criticised a mechanic for splicing abilities)
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
RGW Naya Burn
Legacy Deck:
R Mono Red Burn
Commander:
UR Mizzix of the Izmagnus
RG Ulrich of the Kralenhorde
Tiny Leaders:
GUR Yasova Dragonclaw
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
Cost: Mutate (this creature becomes a copy of target creature you control until end of turn, except its power and toughness are unchanged)
Although there's no way any card with that mechanic could sit below rare. (Note that both the cards you cited are rares.)
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Dominance - I love this mechanic, it's pretty much the perfect W/B mechanic.
Exhume - Seems good. Should be a lot of fun to design around. Also a good fit for B/G.
Envision - Probably the best option. Just saw the preview card in the main forum, and I think this is a win over even Forecast. Still think it has the same problem Forecast has though: It's a similar function to Reverberate.
Warcast - I also really love this mechanic. Not mush else to say. I assume Warcast stuff will be costed a little less than Convoke stuff but still higher than normal.
If I had to tell you to choose which to use between Reverberate and Forecast, I think "good Splice" would be more fun.
Besides that, I'm really loving the setting and looking forward to seeing what you make! I've always liked the idea of an arid and hostile desert world.
EDIT: You're newest version of Envision is different than listed here, and when I first wrote this. Ah well.
That's okay! I appreciate the feedback anyhow. Thank you!
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
I really like the set great start. I noticed you haven't listed all of the mechanics like emerge. UG Emerge: play card as an instant if you return a permanent you control (is this supposed to be a non-land permanent that is returned?, it might be too broken if you could always activate it with lands)
As for the mechanics dominance is pretty great and a good fit for BW.
Reverberate is also quite good and shouldn't be too bad as long as mana production in UR doesn't become too easy.
As for envision what color combination is it, i can't seem to find an example for it. Seems WG as it is the only clan color combo left, but i don't think it fits well with the GW flavor. I assume its envision cost is actually somewhat higher than its normal cost but not quite convoke high. Also is this effect sorcery speed only? because once a turn is basically instant speed, does it mean you are limiting copying effect interactions? Would this be better as an overarching mechanic for the set since each clan envisions a future led by them. Seems like a great small-medium mechanic stretching all the colors. Maybe fixing its cost or effect to a standard value will give the mechanic an identity. For example adding a +1/+1 counter to target creature if you cast a card for its envision cost, or tapping X creature(s) as a standard cost not to make it cheaper but just to allow you to reuse it more.
Warcast seems great but the most overpowered as well. The effects listed are too good and like others pointed out early creature aggro is pretty easy to do with cheap creatures. I think increasing the mana costs or nerfing the spell effects needs to happen to balance its power level.
Also don't forget to make base stats of creatures match with color identity, green should have the best raw stats overall and red and white shouldn't be better at any time except perhaps early game.
My Decks:
All my Decks are budget
EDH:GRWHazezon TamarGRW, RKazuul, Tyrant of the CliffsR, BMikaeus, the UnhallowedB, UTalrand, Sky SummonerU, GRXenagos, God of RevelsGR, BGPharika, God of AfflictionBG
Standard:BMono Black Control(devotion)B- retired
Casual:UWHeroicUW, UGWall tribalUG, BPhylactery LichB
Modern:UBAbyssal PersecutorUB, WKnight TribalW