Hankala, a plane full of fertile land, diverse food, and crime. The plane of Hankala is the multiverse's biggest source of food, herbs, and plantlife. Hankala's ships are able to sail across the planes with a Hankalian technique called "planesailing". Durmill Bay is the main harbor for planesailing. "Termblade Cove" is the other half of the bay. However it is home to the infamous Hankala Pirates, a ruthless group where the swear by their oath that no one leaves the bay alive. How much longer can they live side-by-side? But no matter what happens, Hankala... is ALWAYS... doomed.
Hankala Landscape
Thanks to AlvinHew on deviantart for these pics!
Harbor
Caves in Bay
Termblade Cove
A village
Hankala Residents
Pirates - The main residents in the southeastern part of Hankala. They take over ships, raid towns, and steal for sport.
Humans - The most dominant race of Hankala. Although there is no segregation or discrimination against other races, the pirates are strictly humans. Other than their leader of course.
Rekians - Reptile human hybrids. Since they're the natives of Hankala and a peaceful race, they welcomed the humans as a token of their friendship.
Elves - Though in many other planes they are the rulers of the woodlands, in Hankala most work on farms as a form of peacefulness.
New Mechanics
Eternal Counters - Aw yeah! Bringin' back card counters! Eternal counters are put on a "doom card". A doom card is a powerful card at a big price. Eternal counters (if you have enough) lose you the game or come close to it.
Borrow x - Borrow is a new ability that let's you use +1/+1 counters on your other creatures and put them on your creature with Borrow. However, if used these counters get removed at the end of the turn. The good thing is you can play this ability as an instant.
Pain - Whenever a creature deals damage to a creature that dies this turn, deal 2 damage to the creature's controller.
Unlimited - This basically just negates the legendary rule. But only for lands. Simple as that.
(Blank)walking (ex. Forestwalk) - Just bringing back a fun mechanic.
Transport x - This mechanic is for ships only, brings special types, counters, etc.
Archetypes
UR Combo GR Aggro WR Unblockable BR Tokens UG Control WG Ramp BG Infect WU Lifegain BU Counters WB Flyers
New Cards
Lands 8/17 Termblade Cove
Legendary Land {M}
When Termblade Cove enters the battlefield put one 2/1 Pirate creature token onto the battlefield. t: Add 1 to your mana pool and all Pirate creatures get +0/+1 until end of turn.
Durmill Bay
Land {R} Durmill Bay enters the battlefield tapped. t: Add 1 to your mana pool, all creatures you control get +0/+1 until end of turn.
Caves of Gold
Legendary Land {R}
Whenever Caves of Gold becomes tapped for mana, all Pirate creatures you control get +1/+0 and First Strike until end of turn. t: Add 1 to your mana pool and you lose 1 life.
Grexoks, the Dormant Precipice
Legendary Land {M} Grexoks, the Dormant Precipice enters the battlefield tapped. 1, t: Add an Eternal counter to Grexoks, the Dormant Precipice. t: Remove X Eternal counters from Grexoks, the Dormant Precipice, deal X damage to all creatures times three.
Lunar Beach
Land - {R}
All multicolored creatures you control get +1/+1 t: Add one mana of any color to your mana pool and put an Eternal counter on Lunar Beach.
If Lunar Beach has 3 or more Eternal counters on it, you lose 10 life and sacrifice Lunar Beach.
Carthyiad Jungles
Land {R} Carthyiad Jungles enters the battlefield tapped.
All Elf creatures you control have G, t: Add one mana of any color to you mana pool. t: Add G or W to your mana pool.
Millstone Farmlands
Land {R} (G/W), t: Add GG, GW, or WW to your mana pool.
Whenever Millstone Farmlands is tapped for mana you lose 2 life.
Durmill Caves
Land {R}
Whenever Durmill Caves is tapped for mana, Human creatures you control gain Vigilance until end of turn. t: Add 1 to your mana pool.
Spells 12/230 Green Nature's Revelry 1GG
Sorcery {R}
All creatures your opponent controls become 2/1 Green Beasts until end of turn. "We have no need for your stuck-up pleasantries!" -Garruk Wildspeaker MIGHT CHANGE
Hankalaian Cavalry 1G
Instant {R}
Choose one -
Distribute up to two +1/+1 counters to among creatures you control.
Target creature gains Trample and a +1/+1 counter.
Fear of Nature 1GG
All green creatures you control gain Forestwalk.
When Fear of Nature is destroyed, exile it instead.
Multicolored Mendor, Hankala's Fate WWBBUURRGG
Legendary Creature - God {M} t: Choose one -
Sacrifice Mendor, Hankala's Fate: Destroy all creatures your opponent controls.
Sacrifice Mendor, Hankala's Fate: You gain 7 life and your opponent loses 7 life.
Sacrifice Mendor, Hankala's Fate: Take an extra turn after this one.
I am the puppet master, the judge, the great decider, of Hankala.
7/7
MIGHT CHANGE
Garruk, Savage Brute 2GGR
Planeswalker - Garruk {M}
+1: Deal 2 damage to target creature or player.
-3: Put two 3/3 Green and Red Beast tokens with Pain on to the battlefield.
-5: All creatures you control get +2/+2, Trample, and Pain until end of turn.
Loyalty: 3
Drastic Measures 2RGU
Enchantment - Aura {M}
All lands you control have Unlimited. When in doubt, gamble with the world.
Colorless Emerald Golem {R} 4
Creature - Golem
All green creatures you control gain t: Add G to your mana pool. Nature is a beautiful sight that is a part of everyone. Unless you're a Golem made of minerals of course.
4/4
Ships Supply Vessel 2
Ship - Support {U}
Transport 1: Distribute a +1/+1 counter to all creatures you control until end of turn. "Most Hankalian ships are used for traveling to Drybor and back for it's resources." -Hankalian Manifest
Medical Ship 3
Ship - Support {U}
Hexproof t, 1: You gain 3 life. "We are the medics! We are the medics! We don't like to fight, fight, FIGHT!" -Sea shanty sung by the Hankalian medics
Hijacker 4
Ship - Raid {R} t, 4: Gain control of target creature until end of turn. You'll be surprised by how many people accept the kidnapping. -Ginni, farmer from Zendikar
Raider 3
Ship - Raid t, 3: All creatures you control gain Unblockable until end of turn.
Your lands are sickenly overpowered. Termblade Cove will be played in every deck possible, and will bust every format. Mendor, Peak of Drybor will be used for turn 2 combo wins (or turn 1, with some specific deck-building). Carthyiad Jungles is so much better than a standard Forest and will lead to even more degenerate elf-ball decks which don't even care which elves you play. Durmill Caves is a Glorious Anthem on a land, tribal be damned given how prevalent humans are in Magic. As worded, Millstone Farmlands is instantly broken as it will never be tapped, and just produces infinite mana if you can start it.
You need to put much more work into your lands. I think you are treating things like Legendary, tap for colourless mana and tribal focus as drawbacks, when in fact they just make tailored decks degenerate.
Private Mod Note
():
Rollback Post to RevisionRollBack
Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
I really appreciate your response! It takes a while to get a set goin'! Anyway I fixed up some broken cards and I hope you can give me tips to make it better!
Caves of Gold - Firstly, the typical style these days is "T, Pay 1 life: Add..." Secondly, I have no idea why you would give a toughness boost and first strike. The cards seems to have too many unconnected pieces attached. Try just giving it a regular tap ability, and a second ability which helps Pirates out.
Mendor, Peak of Drybor - Now it just looks like you've heaped no less than 5 negative abilities onto the one card to try and balance it. It looks very inelegant. I suggest scrapping it and starting again. Why not something akin to Crystal Quarry if you really want to make 5-colour playable?
Lunar Beach - Firstly, it's sacrifice, not discard (from the battlefield). Secondly, most people will simply play this as a free-yet-specific Glorious Anthem. Adding colourless mana does create tension, but is it the kind you want? What's with these bizarre multi-colour lands?
Carthyiad Jungles - Still better than a basic Forest. Is your set tribal? Does this card really need to be there?
Hankalaian Cavalry - Yeah this could probably cost 1G. Cute trick.
Emerald Golem - Um, why is a golem, an unnatural creation, a green card valuing nature? Apart from that it's a decent uncommon or rare.
Rental Scam - In no way, shape or form is this green or even close to balanced.
Garruk, Savage Brute - This looks very powerful, especially the second ability. I'd like to see it playtested. I'm hopeless at evaluating planeswalkers, but it sure looks good.
Private Mod Note
():
Rollback Post to RevisionRollBack
Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Mendor, Peak of Drybor - Scrapped and re-made, I have a feeling that card still needs work.
Lunar Beach - Fixed discard thing. First of all, in your post you said "Adding a colorless even with bizarre multicolor lands". Lunar Beach adds ANY COLOR. So that changes.
Carthyiad Jungles - Fixed
Millstone Farmlands - I know it's like Darkwater Catacombs, but why not play this, better color fixing.
Durmill Caves - Fixed.
Nature's Revelry - Changed effect.
Hankalaian Cavalry - Changed to 1G
Emerald Golem - Put in colorless.
Rental Scam - Scrapped completely.
Garruk, Savage Brute - I know! This card is like Garruk Wildspeaker on steroids!
really neat idea. Although if its such a diverse area shouldn't there be more than 4 species? Maybe just me be picky. but than what has been said nice.
as for borrow how to the creatures get counters? are all of them ETB effects? Or something more like evolve?
Borrow. Basically let's say you have 3 creatures on the field, two of them are 2/2s and have a +1/+1 counter on them. The third creature is a 3/3 and uses Borrow. You choose to give him both the counters. The creatures who had the counters revert to 2/2s and the other creature becomes a 5/5. But once the turn is over the counters are discarded. They don't get returned.
MORE SHIPS!!! Man i'm having fun with this set. Got rid of the "Set info" spoiler for better efficiency so I don't have to worry if I add too little or too much. Open to suggestions for cards!
Pirates will be Red and Blue. Red kind of makes more sense to me than Black because Pirates are aggressive and savage. Not raising zombies from the dead. Also, the current archetypes are what I would think they would be, 99% of the time I'll change them, but for now that's it.
Side note: I love your ideas! I'll definitely put them in
Private Mod Note
():
Rollback Post to RevisionRollBack
Decks:
Modern RGWBU Amulet Bloom G Infect
Screw other formats.
To post a comment, please login or register a new account.
Hankala Landscape
Thanks to AlvinHew on deviantart for these pics!
Harbor
Caves in Bay
Termblade Cove
A village
Hankala Residents
New Mechanics
Archetypes
UR Combo
GR Aggro
WR Unblockable
BR Tokens
UG Control
WG Ramp
BG Infect
WU Lifegain
BU Counters
WB Flyers
New Cards
Lands 8/17
Termblade Cove
Legendary Land {M}
When Termblade Cove enters the battlefield put one 2/1 Pirate creature token onto the battlefield.
t: Add 1 to your mana pool and all Pirate creatures get +0/+1 until end of turn.
Durmill Bay
Land {R}
Durmill Bay enters the battlefield tapped.
t: Add 1 to your mana pool, all creatures you control get +0/+1 until end of turn.
Caves of Gold
Legendary Land {R}
Whenever Caves of Gold becomes tapped for mana, all Pirate creatures you control get +1/+0 and First Strike until end of turn.
t: Add 1 to your mana pool and you lose 1 life.
Grexoks, the Dormant Precipice
Legendary Land {M}
Grexoks, the Dormant Precipice enters the battlefield tapped.
1, t: Add an Eternal counter to Grexoks, the Dormant Precipice.
t: Remove X Eternal counters from Grexoks, the Dormant Precipice, deal X damage to all creatures times three.
Lunar Beach
Land - {R}
All multicolored creatures you control get +1/+1
t: Add one mana of any color to your mana pool and put an Eternal counter on Lunar Beach.
If Lunar Beach has 3 or more Eternal counters on it, you lose 10 life and sacrifice Lunar Beach.
Carthyiad Jungles
Land {R}
Carthyiad Jungles enters the battlefield tapped.
All Elf creatures you control have G, t: Add one mana of any color to you mana pool.
t: Add G or W to your mana pool.
Millstone Farmlands
Land {R}
(G/W), t: Add GG, GW, or WW to your mana pool.
Whenever Millstone Farmlands is tapped for mana you lose 2 life.
Durmill Caves
Land {R}
Whenever Durmill Caves is tapped for mana, Human creatures you control gain Vigilance until end of turn.
t: Add 1 to your mana pool.
Spells 12/230
Green
Nature's Revelry
1GG
Sorcery {R}
All creatures your opponent controls become 2/1 Green Beasts until end of turn.
"We have no need for your stuck-up pleasantries!" -Garruk Wildspeaker
MIGHT CHANGE
Hankalaian Cavalry
1G
Instant {R}
Choose one -
1GG
All green creatures you control gain Forestwalk.
When Fear of Nature is destroyed, exile it instead.
Multicolored
Mendor, Hankala's Fate
WWBBUURRGG
Legendary Creature - God {M}
t: Choose one -
7/7
MIGHT CHANGE
Garruk, Savage Brute
2GGR
Planeswalker - Garruk {M}
+1: Deal 2 damage to target creature or player.
-3: Put two 3/3 Green and Red Beast tokens with Pain on to the battlefield.
-5: All creatures you control get +2/+2, Trample, and Pain until end of turn.
Loyalty: 3
Drastic Measures
2RGU
Enchantment - Aura {M}
All lands you control have Unlimited.
When in doubt, gamble with the world.
Colorless
Emerald Golem {R}
4
Creature - Golem
All green creatures you control gain t: Add G to your mana pool.
Nature is a beautiful sight that is a part of everyone. Unless you're a Golem made of minerals of course.
4/4
Ships
Supply Vessel
2
Ship - Support {U}
Transport 1: Distribute a +1/+1 counter to all creatures you control until end of turn.
"Most Hankalian ships are used for traveling to Drybor and back for it's resources." -Hankalian Manifest
Medical Ship
3
Ship - Support {U}
Hexproof
t, 1: You gain 3 life.
"We are the medics! We are the medics! We don't like to fight, fight, FIGHT!" -Sea shanty sung by the Hankalian medics
Cannon Ship
2
Ship - Assault {U}
t: Deal 1 damage to target attacking creature.
Hijacker
4
Ship - Raid {R}
t, 4: Gain control of target creature until end of turn.
You'll be surprised by how many people accept the kidnapping. -Ginni, farmer from Zendikar
Raider
3
Ship - Raid
t, 3: All creatures you control gain Unblockable until end of turn.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
You need to put much more work into your lands. I think you are treating things like Legendary, tap for colourless mana and tribal focus as drawbacks, when in fact they just make tailored decks degenerate.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Termblade Cove - Dragon Fodder is quite a well-played card. This costs 1R less and can make those tokens better. Still quite broken.
Durmill Bay - Pristine Talisman land might be too good. Maybe try Radiant Fountain?
Caves of Gold - Firstly, the typical style these days is "T, Pay 1 life: Add..." Secondly, I have no idea why you would give a toughness boost and first strike. The cards seems to have too many unconnected pieces attached. Try just giving it a regular tap ability, and a second ability which helps Pirates out.
Mendor, Peak of Drybor - Now it just looks like you've heaped no less than 5 negative abilities onto the one card to try and balance it. It looks very inelegant. I suggest scrapping it and starting again. Why not something akin to Crystal Quarry if you really want to make 5-colour playable?
Lunar Beach - Firstly, it's sacrifice, not discard (from the battlefield). Secondly, most people will simply play this as a free-yet-specific Glorious Anthem. Adding colourless mana does create tension, but is it the kind you want? What's with these bizarre multi-colour lands?
Carthyiad Jungles - Still better than a basic Forest. Is your set tribal? Does this card really need to be there?
Millstone Farmlands - Darkwater Catacombs.
Durmill Caves - This land can "regenerate" your entire army without even having to dedicate resources to do so. That's too strong.
Nature's Revelry - Creeping Corrosion.
Hankalaian Cavalry - Yeah this could probably cost 1G. Cute trick.
Emerald Golem - Um, why is a golem, an unnatural creation, a green card valuing nature? Apart from that it's a decent uncommon or rare.
Rental Scam - In no way, shape or form is this green or even close to balanced.
Garruk, Savage Brute - This looks very powerful, especially the second ability. I'd like to see it playtested. I'm hopeless at evaluating planeswalkers, but it sure looks good.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Termblade Cove - Fixed.
Durmill Bay - Dif. effect.
Caves of Gold - Changed to power boost.
Mendor, Peak of Drybor - Scrapped and re-made, I have a feeling that card still needs work.
Lunar Beach - Fixed discard thing. First of all, in your post you said "Adding a colorless even with bizarre multicolor lands". Lunar Beach adds ANY COLOR. So that changes.
Carthyiad Jungles - Fixed
Millstone Farmlands - I know it's like Darkwater Catacombs, but why not play this, better color fixing.
Durmill Caves - Fixed.
Nature's Revelry - Changed effect.
Hankalaian Cavalry - Changed to 1G
Emerald Golem - Put in colorless.
Rental Scam - Scrapped completely.
Garruk, Savage Brute - I know! This card is like Garruk Wildspeaker on steroids!
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Nature's Revelry - Green hasn't animated artifacts since Titania's Song. March of the Machines is solidly in blue and far removed from green.
Fear of Nature - Also an effect that is solidly established in blue.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
as for borrow how to the creatures get counters? are all of them ETB effects? Or something more like evolve?
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
Side note: I love your ideas! I'll definitely put them in
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.