EDIT: I've updated this a lot in the past few days, so there might be a few things that don't make sense bear with me.
Grimm is the first set of a block of the same name which focuses on the themes of fairy tails, dreams, nightmares and surreal things.It's a set I've been tinkering with, on and off, for about 2 years. Its been through so many different iterations and changed so much over that time to what I've got now.
The Story of Grimm
Grimm is a plane where the dreams and nightmares of the inhabitants of other planes become reality. Creatures and humans alike are born on Grimm from the imagination of other planes. This is why Grimm s inhabitants appear to be from a fairy tale, they quite literally are. However with dreams come nightmares and the darker side of Grimm is full of these.
Grimm is currently undergoing a period of unrest. Grimm was for a long time, ruled by the nightmare planeswalker Ashiok. Ashiok was born on Grimm from the nightmares of planeswalkers, and from the moment he was born lorded over the other beings of Grimm. However after years of ruling Grimm Ashiok became bored and decided to leave to travel the multiverse. In his absence their has been a power struggle to replace him. The vampire planeswalker Kaladise has staked a claim on the plane and with her army of vampires and blood mad humans has been attacking anyone who would appose her. The humans of Grimm have banded together under the banner of the White Queen, while the faeries and talking beasts have retreated into their forests to escape the conflict. But with Ashiok gone a powerful unchecked force has begun to stir. Every creature in the multiverse has an irrational fear of the dark, but on Grimm that fear is rational.
However the stalemate between the factions is about to break. The planeswalker Alicia, a young girl from Innistrad whose spark has just ignited, finds herself caught up in the conflict in a world she knows nothing about. And most pivotal of all, Ashiok himself has returned to find his plane fragmented and rule undermined. The fate of Grimm is about to be decided once and for all.
Story - Story - {Cost} (You may exile this card face down at any time you could cast a sorcery.) When {Condition} you may cast NAME if it was exiled as a Story by paying its Story cost.
This is one of the first mechanics that I designed. Its gone through a couple of changes but I'm fairly happy with what it is now. There's still some things that I might want to change, like maybe you don't even need to exile the card and can just cast it from your hand by revealing it and paying the cost. Or maybe exile it face-up so it combos with the dream mechanic. But that might be too powerful having free triggers. Like is said it needs a bit of tweaking.
Entwine x (cost) - (Entwine only appears on cards with multiple abilities. If the entwine cost is payed then both abilities on the card are cast)
The second returning mechanics in Grimm. When I originally designed this set entwine was one of the mechanics that I was truly happy with. It just felt right on most of the cards.
Dream - Whenever you exile (Card) face-up, [Action].
There's a theme of exiling your own cards in Grimm and dream takes advantage of this. Most of the cards look for specific types of cards, like green creatures for example.
Transform
It's a keyword ability I know but I figured I'd stick it here and not on its own somewhere. Transform is quite important for this set and it's something that I was tinkering around with but after I made the set more focused on fairy tales it fitted perfectly. It replaced wondrous as the "changing" mechanic.
Story (First version) - (Exile this card face down. You may only do this as a sorcery. At any time this cards story conditions are met you may cast this card without paying its mana cost)
This was the first iteration of the story mechanic. If found it to be too powerful in pretty much every situation. Casting stuff for free is really good especially when it can be so easy to do. I tried to make the requirements more strict but it was too complicated to do at common. I had thought that you would exile the card in advance and have to wait until you could finally cast the card but in reality that didn't happen. To balance this out I added a reduced cost to pay to cast the card as a story.
Wonder (Cost) - CARDNAME becomes Wondrous. While CARDNAME is Wondrous (effect)
This mechanic was too close to monstrous to be an individual mechanic and so was cut early on.
Bloodthirst x - (This creature enters the battlefield with x +1/+1 counters on it, where x is the damage dealt to your opponents this turn.)
This mechanic literally appeared on a few red cards. Originally I wanted their to be a vampire theme in the set to go with the planeswalker but it just didnt fit the rest of the set and when I changed a large chunk of the set the idea with the mechanic got scrapped.
Youthful Messenger W
Creature - Human Soldier
1/2
Dreaming Skyrider 2W
Creature – Human Warrior
Flying
First Strike
2/1
Medi-Cat 1W
Creature – Cat
When Medi-Cat enters the battlefield gain 3 life.
1/2
Purelight Priest 3W
Creature – Rhino Cleric
Story WW
When you take 4 or more damage you may cast Purelight Priest if it was a Story.
3/4
Town Mayor 3W
Creature – Human Advisor
Story 1
If two or more creatures have been cast this turn you may cast Town Mayor if it was a Story.
2/3
Snickering Noble 2W
Creature – Human
Whenever Snickering Noble deals damage to an opponent you may untap a creature you control.
1/3
Lost Shopkeeper 3W
Creature – Human Citizen
Dream - Whenever you exile a white card, Lost Shopkeeper gets +1/+1 until the end of the turn.
2/2
Princeling Escort 1W
Creature – Human
Whenever you cast a creature with converted mana cost 5 or greater Princeling Escort gains indestructible until the end of the turn.
1/1
Puzzled Hound 4W
Creature – Hound
Dream - Whenever you exile a human, Puzzled Hound gains lifelink until the end of the turn.
3/2
On the Offensive 4W
Sorcery
Creatures you control gain vigilance until the end of the turn.
Even After Death W
Sorcery
Put a 1/1 white Spirit token with flying onto the battlefield.
Divine Rays 1W
Instant
Choose one -
* Tap target creature.
* Target creature gains indestructible until the end of turn.
Entwine 1W (Choose both if you pay the entwine cost)
Searing Punishment 3W
Instant
Exile target attacking or blocking creature.
Merfolk Hunter 3U
Creature – Merfolk Mercenary
When Merfolk Hunter enters the battlefield exile the top card of your library.
2/3
Morphing Wolf 3UU
Creature – Wolf
Morphing Wolf cannot be blocked.
3/3
Kraken of Deep Water 6U
Creature – Kraken
Trample
7/7
Mind Flicker U
Sorcery
Draw a card.
Shadows of Self XUU
Sorcery
Create a X/X blue and black Nightmare token.
Debilitating Ooze 4U
Instant
All creatures get -4/-0 until the end of turn.
Draw a card.
Dream’s Grip U
Instant
Choose one —
* Tap target permanent.
* Untap target permanent.
Entwine 1 (Choose both if you pay the entwine cost.)
Complete Sealing 2UU
Instant
Counter target spell. If it wasn’t cast from its owners hand exile it.
Blur Vision 1U
Instant
Counter target spell unless its owner pays 2.
Smoke and Mirrors 3U
Instant
Untap up to 3 target creatures you control
Maddening Mists 1U
Enchantment – Aura
Enchanted creature doesn’t untap during its owners untap step unless they control another creature of the same colour as they enchanted creature.
Continuing Research 2U
Enchantment
At the beginning of your upkeep, exile the top card of your library. Then if you have 10 or more card exiled face-up, draw a card.
Oppressed Villagers 1B
Creature – Human Citizen
Story 0
If your opponent controls a creature with higher power than any of your creatures you may cast Oppressed Villagers if it was a Story.
0/3
Stonebane Gorgon 2B
Creature – Gorgon
Protection from Artifact’s
3/2
Deathswarm Bat 1BB
Creature – Bat
Flying
Haste
1/3
Bloodprice Demon 4BB
Creature – Demon
When Bloodprice Demon dies target creature gets -3/-3.
4/5
Midnight Stroller BB
Creature – Human Citizen
Dream - Whenever you exile a black creature, you may return one creature from your graveyard to your hand.
1/1
Manor Caretaker 2B
Creature – Human
When Manor Caretaker enters the battlefield exile target creature from your graveyard.
3/1
Unified Forgetfulness 1B
Sorcery
Each player discards a card.
Dark Moon Rising 2B
Sorcery
All black creatures get +1/+1 until end of turn.
Cripple 4B
Sorcery
Target creature gets -4/-4 until end of turn.
Corpse Run B
Sorcery
Choose one:
* Return target creature from your graveyard to your hand.
* Target creature gets -1/-1 until end of turn.
Entwine 1B (Choose both if you pay the entwine cost)
Clinging Evil 2B
Instant
Target player loses 5 life.
Mind Purge 4B
Instant
Target player reveals their hand. Choose a nonland card from it. That player discards that card.
Shadow Complex 1BB
Enchantment
Whenever a Nightmare enters the battlefield target opponent loses 1 life and you gain 1 life.
Goblin Backbreaker R
Creature – Goblin
Goblin Backbreaker attacks each turn if able.
2/1
Countryside Swiftblade RR
Creature – Goblin Knight
First Strike
2/2
Battlefield Reveller 2R
Creature – Human Knight
When another creature dies Battlefield Reveller gains +1/+0 until end of turn.
2/1
Gorestained Hunter 1RR
Creature – Human
Story 1
If a creature died this turn you may cast Gorestained Hunter if it was a Story.
3/1
Blood Maddened Lancer 2R
Creature – Human Soldier
First Strike
Blood Maddened Lancer can’t block.
2/3
Merchant Hunter 2R
Creature – Hound
When this card deals damage to an opponent, destroy target artifact they control.
2/2
Fleshhungry Knight 3R
Creature – Human Knight
Haste
When Fleshhungry Knight enters the battlefield target creature gains first strike until end of turn.
3/2
Reckless Squire 3R
Creature – Human
Haste
4/3
Demonblood Wolf 4R
Creature – Wolf Demon
When Demonblood Wolf enters the battlefield all creatures you control gain +1/+0 until the end of turn.
5/3
Minotaur Cannibal 4RR
Creature – Minotaur 1R: Minotaur Cannibal gets +1/+0 until end of turn.
5/5
Kaladise’s Command 1R
Sorcery
Create a 2/1 red Knight with Menace.
Bought in Blood XR
Sorcery
Deal X damage to target creature or player.
Brutal Strike R
Instant
Brutal Strike deals 3 damage to target creature.
Kaladise’s Pact 2R
Instant
Choose one:
* Draw 2 cards then discard two cards
* Target creature can’t be blocked this turn
Entwine RR (Choose both if you pay the entwine cost)
Lava Axe 4R
Instant
Lava Axe deals 5 damage to target player.
Head Swap 4R
Instant
All players discard all cards. Then each player draws cards equal to the number they discarded.
Bloodlust R
Enchantment – Aura
Enchant Creature R: Enchanted Creature gains haste and trample until end of turn.
Fey-Path Ambassador G
Creature – Elf
: Add U to your mana pool
1/1
Boar Binder G
Creature – Boar Shaman
Tap three untapped Beasts you control: add GGG to your mana pool.
0/1
Death Python 1G
Creature – Snake
Deathtouch
2/1
Grizzly Bear 1G
Creature – Bear
2/2
Mage of Autumn 2G
Creature – Bird Wizard
Story 1G
When you cast a Green creature you may cast Mage of Autumn if it was a Story.
Flying
2/3
Swelling Ooze 2G
Creature – Ooze 1G: Swelling Ooze gets +2/+0 until end of turn.
1/1
Duelling Cat 2G
Creature – Cat Warrior
Story G
If you control a creature with first strike you may cast Duelling Cat if it was a Story
First strike
2/1
Preservation Sage 3G
Creature - Bear Druid
: Gain x life where x is the number of creatures you control.
3/4
Bolstering Frog 4G
Creature – Frog
When Bolstering Frog enters the battlefield put a +1/+1 counter on it for each green creature you control.
0/0
Great Forest Proudmane 6G
Creature – Beast
8/8
Expansion 1G
Sorcery
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Wild Rage 2G
Sorcery
Put a +1/+1 counter on target creature. Then it fights target creature an opponent controls.
Giant Growth G
Instant
Target creature gets +3/+3 until end of turn.
Boon of the Forest 2G
Instant
Choose one:
* Target creature gets +2/+2 until end of turn.
* Target creature gains hexproof until end of turn.
Entwine G (Choose both if you pay the entwine cost)
Back to Nature 3G
Instant
Destroy all artifacts and enchantments.
Snake Trap 5G
Instant
Put five 1/1 green snake creature tokens onto the battlefield.
Faerie Youngling 1U
Creature - Faerie
When you cast a creature with flying transform Faerie Youngling.
1/1
>
Young Skyknight
Creature - Faerie Knight
Flying
2/3
Greedy Fisherman 3U
Creature - Human
When another blue creature dies transform Greedy Fisherman.
0/4
>
Satisfied Gargant
Creature - Fish
4/6
Nervous Insomniac 2B
Creature - Human
Dream - Whenever you exile a card, transform Nervous Insomniac.
2/1
>
Walking Nightmare
Creature - Nightmare
Deathtouch
3/3
Black Market Broker 5B
Creature - Human Advisor
When you lose 3 or more life transform Black Market Broker.
6/7
>
Broke Merchant
Creature - Human
3/4
Goblin Pickpocket R
Creature - Goblin
When Goblin Pickpocket deals damage to a player transform it.
1/1
>
Goblin Treasure Hunter
Creature - Goblin
3/2
Weary Knight 1RR
Creature - Human Knight
When Weary Knight is dealt damage transform it.
1/4
>
Thrill Seeker
Creature - Vampire Knight
Trample
4/4
Aspiring Boar GG
Creature - Beast
If you control a creature with 5 or more power transform Aspiring Boar.
1/1
>
Stampeding Gouger
Creature - Beast
Haste
4/1
Naturebound Guardian 3G
Creature - Elf Warrior
If you control 6 or more lands transform Naturebound Guardian.
2/4
>
Treetop Guardian
Creature - Treefolk Warrior
Reach
6/5
This is the first set I've attempted to make so some of the cards might be over/underpowered.
Any feedback or suggestions are greatly appreciated.
Thanks for the feedback.
I can completely agree with your comments on Wonder. It was, alongside Entwine, one of the mechanics from the original design of the set. When I changed the mechanics and theme of the set I did notice that it was pretty similar to Monstrous but decided to leave it in. The idea of flipping creatures seems to fit the theme of the set really well so it might change to something like that.
Double Faced cards and by extension, transform, would be great for this set. There's some space related issues, but it's worth considering whether it can be made to fit.
With 'Story', why are the cards exiled face-down as opposed to just exiled? Not that I can't see why you might have done it this way and why to do it this way, but that it might be better without for other reasons. Namely, exiling face-up can pull focus from the 'trap' aspect of it and more toward the sequence of events concept.
Bloodthirst, while it fits fine, is expendable in case of replacements due to not contributing to the themes directly, only slotting into them. Keep it for now, but if other mechanics later prove to want to be in this set, ditching Bloodthirst would be a good option to consider.
Entwine fits very well due to it fitting the concepts of duality and opposing forces in fairy tales and the sense of stories being a part of this world. I'd make sure to emphasize that through card design somewhat and mostly through creative.
I would suggest adding another mechanic, whatever it may be. Five is a good default for sets, so working from their tends to be the most effective in my opinion. Moving to four should be done to reduce complexity to make things less confusing or disorientating, whereas moving to six should be done to increase complexity to create greater depth or allow room in a complex set.
With 'Story', why are the cards exiled face-down as opposed to just exiled? Not that I can't see why you might have done it this way and why to do it this way, but that it might be better without for other reasons. Namely, exiling face-up can pull focus from the 'trap' aspect of it and more toward the sequence of events concept.
True, but it would give away what you are planning, and that's terrible, There is no need to inform your opponent what your story will be before you play it, otherwise it would limit the design space. Stories which require you to have a certain number of creatures or a pumped one would hardly come true if your opponent knows it beforehand.
I can completely agree with your comments on Wonder. It was, alongside Entwine, one of the mechanics from the original design of the set. When I changed the mechanics and theme of the set I did notice that it was pretty similar to Monstrous but decided to leave it in. The idea of flipping creatures seems to fit the theme of the set really well so it might change to something like that.
Well, if you flip them, either Kamigawaflip or doublefaced cards, it will help distinguish Wonder from Monstrous, especially if wondrous creatures are supposed to be very different from their normal side.
True, but it would give away what you are planning, and that's terrible, There is no need to inform your opponent what your story will be before you play it, otherwise it would limit the design space. Stories which require you to have a certain number of creatures or a pumped one would hardly come true if your opponent knows it beforehand.
Not really. If you have a 'Story' that says you cast it when you control four or more creatures, you can exile it at the time that you do, then cast it. Informing the opponent also has gameplay upsides as well as flavour, in that it is more interactive and creates interesting counterplay. Again, not that face-up would be better necessarily, as it face-down version makes it more effective to play exile the card in advance, which is obviously part of the point.
Not really. If you have a 'Story' that says you cast it when you control four or more creatures, you can exile it at the time that you do, then cast it. Informing the opponent also has gameplay upsides as well as flavour, in that it is more interactive and creates interesting counterplay. Again, not that face-up would be better necessarily, as it face-down version makes it more effective to play exile the card in advance, which is obviously part of the point.
That might be true for a condition like that, but every temporary Story has to be cast beforehand, like when you gain X life or when a creature with power X dies. If your opponent always knows what you are planing you are giving him/her a huge advantage. Yes, in constructed you might be able to deceive someone, but in limited it can mean that you just threw away a card, possibly more. You give the opponent the chance to dictate your game! It's a really bad moment losing a good card just cause your opponent was able to counter it, it's even worse if you enabled him/her in the first place.
Face Up exiled cards would certainly not be played that often, especially with complicated triggers for expensive spells. I rather wait and accumulate lands than risk losing an awesome card for possibly ever.
That might be true for a condition like that, but every temporary Story has to be cast beforehand, like when you gain X life or when a creature with power X dies. If your opponent always knows what you are planing you are giving him/her a huge advantage. Yes, in constructed you might be able to deceive someone, but in limited it can mean that you just threw away a card, possibly more. You give the opponent the chance to dictate your game! It's a really bad moment losing a good card just cause your opponent was able to counter it, it's even worse if you enabled him/her in the first place.
Face Up exiled cards would certainly not be played that often, especially with complicated triggers for expensive spells. I rather wait and accumulate lands than risk losing an awesome card for possibly ever.
Yes, for more situational triggers it certainly matters more, but having a trigger that is harder to reach isn't necessarily bad, yes sometimes the opponent will be able to effectively counter it, but other times they won't be able to or can but in a inefficient way that you can also work around. One great thing about Magic that I feel is often overlooked is that their is a very effective counterplay system, there is rarely a time when an opponent does something that you don't have any way to play around in your deck. The swinginess of it is limiting, but you probably don't want very many situational triggers anyway.
I don't think face-up is better, but I think there is definitely plenty of reason why it might be.
Bloodthirst seems like the odd man out here. For one thing there's two returning mechanics, Bloodthirst and Entwine. I can see Entwine as having fairy tale flavor, but not Bloodthirst not so much outside of vampires and werewolves. Have you considered something a little more broad?
Also, it just occurred to me that Bloodthirst and Morbid share nearly the same timing compulsion.
Started working on this set again, this time got up to posting all the commons. Looking for feedback on them as I'm pretty sure some could be uncommon.
With dream, I suggest unifying it with what cards it cares about. Specifically, I recommend doing it where it cares about any card but restricting for development as 'whenever you exile any number of cards...'.
With dream, I suggest unifying it with what cards it cares about. Specifically, I recommend doing it where it cares about any card but restricting for development as 'whenever you exile any number of cards...'.
So like: Dream - Whenever you exile cards...
Is there a better way of wording it?
That does actually seem like a good fix, I worded it that way initially so that it couldn't be abused as easily with mass exiling but this works too. I'll draw up some cards with this version on and see what I think.
Also I wanted to see if these mechanics are to overpowered. The first one is pack. The creature with pack gets +1/+1 for each creature you control. I am thinking of changing the +1/+1 for each creature you control to +1/+1 for each (specific mana colored creature) you control or +1/+1 for each (creature type) you control. The other is primitive. The creature with primitive gets +1/+1 for each land you control. I am thinking of changing it to 1+/1+ for each (blank) mana you control. What do you think.
How about a playtest for them? Probably much better for evaluating all the commons.
A good way of testing it is with Planesculptors and Cockatrice. If you need somebody to test it with you just ask, i would really like to test it.
How about a playtest for them? Probably much better for evaluating all the commons.
A good way of testing it is with Planesculptors and Cockatrice. If you need somebody to test it with you just ask, i would really like to test it.
Yeah, I'd love to playtest some of this stuff
I've got to sort some stuff out in the next few days but help would defiantly be appreciated
Name: Grimm
Mechanics: Story, Entwine, Dream, Transform
Flavor: Fairy Tales, Wonderland, Imagination, Dreams, Nightmares
Size: 220 cards (100 commons, 60 uncommons, 40 rares, 15 mythics, 5 basic lands)
Expansion Code: GIM
Development codename: Lay (of Lay and Wake)
EDIT: I've updated this a lot in the past few days, so there might be a few things that don't make sense bear with me.
Grimm is the first set of a block of the same name which focuses on the themes of fairy tails, dreams, nightmares and surreal things.It's a set I've been tinkering with, on and off, for about 2 years. Its been through so many different iterations and changed so much over that time to what I've got now.
The Story of Grimm
Grimm is a plane where the dreams and nightmares of the inhabitants of other planes become reality. Creatures and humans alike are born on Grimm from the imagination of other planes. This is why Grimm s inhabitants appear to be from a fairy tale, they quite literally are. However with dreams come nightmares and the darker side of Grimm is full of these.
Grimm is currently undergoing a period of unrest. Grimm was for a long time, ruled by the nightmare planeswalker Ashiok. Ashiok was born on Grimm from the nightmares of planeswalkers, and from the moment he was born lorded over the other beings of Grimm. However after years of ruling Grimm Ashiok became bored and decided to leave to travel the multiverse. In his absence their has been a power struggle to replace him. The vampire planeswalker Kaladise has staked a claim on the plane and with her army of vampires and blood mad humans has been attacking anyone who would appose her. The humans of Grimm have banded together under the banner of the White Queen, while the faeries and talking beasts have retreated into their forests to escape the conflict. But with Ashiok gone a powerful unchecked force has begun to stir. Every creature in the multiverse has an irrational fear of the dark, but on Grimm that fear is rational.
However the stalemate between the factions is about to break. The planeswalker Alicia, a young girl from Innistrad whose spark has just ignited, finds herself caught up in the conflict in a world she knows nothing about. And most pivotal of all, Ashiok himself has returned to find his plane fragmented and rule undermined. The fate of Grimm is about to be decided once and for all.
Story - Story - {Cost} (You may exile this card face down at any time you could cast a sorcery.) When {Condition} you may cast NAME if it was exiled as a Story by paying its Story cost.
This is one of the first mechanics that I designed. Its gone through a couple of changes but I'm fairly happy with what it is now. There's still some things that I might want to change, like maybe you don't even need to exile the card and can just cast it from your hand by revealing it and paying the cost. Or maybe exile it face-up so it combos with the dream mechanic. But that might be too powerful having free triggers. Like is said it needs a bit of tweaking.
Entwine x (cost) - (Entwine only appears on cards with multiple abilities. If the entwine cost is payed then both abilities on the card are cast)
The second returning mechanics in Grimm. When I originally designed this set entwine was one of the mechanics that I was truly happy with. It just felt right on most of the cards.
Dream - Whenever you exile (Card) face-up, [Action].
There's a theme of exiling your own cards in Grimm and dream takes advantage of this. Most of the cards look for specific types of cards, like green creatures for example.
Transform
It's a keyword ability I know but I figured I'd stick it here and not on its own somewhere. Transform is quite important for this set and it's something that I was tinkering around with but after I made the set more focused on fairy tales it fitted perfectly. It replaced wondrous as the "changing" mechanic.
Story (First version) - (Exile this card face down. You may only do this as a sorcery. At any time this cards story conditions are met you may cast this card without paying its mana cost)
This was the first iteration of the story mechanic. If found it to be too powerful in pretty much every situation. Casting stuff for free is really good especially when it can be so easy to do. I tried to make the requirements more strict but it was too complicated to do at common. I had thought that you would exile the card in advance and have to wait until you could finally cast the card but in reality that didn't happen. To balance this out I added a reduced cost to pay to cast the card as a story.
Wonder (Cost) - CARDNAME becomes Wondrous. While CARDNAME is Wondrous (effect)
This mechanic was too close to monstrous to be an individual mechanic and so was cut early on.
Bloodthirst x - (This creature enters the battlefield with x +1/+1 counters on it, where x is the damage dealt to your opponents this turn.)
This mechanic literally appeared on a few red cards. Originally I wanted their to be a vampire theme in the set to go with the planeswalker but it just didnt fit the rest of the set and when I changed a large chunk of the set the idea with the mechanic got scrapped.
Youthful Messenger W
Creature - Human Soldier
1/2
Dreaming Skyrider 2W
Creature – Human Warrior
Flying
First Strike
2/1
Medi-Cat 1W
Creature – Cat
When Medi-Cat enters the battlefield gain 3 life.
1/2
Purelight Priest 3W
Creature – Rhino Cleric
Story WW
When you take 4 or more damage you may cast Purelight Priest if it was a Story.
3/4
Town Mayor 3W
Creature – Human Advisor
Story 1
If two or more creatures have been cast this turn you may cast Town Mayor if it was a Story.
2/3
Snickering Noble 2W
Creature – Human
Whenever Snickering Noble deals damage to an opponent you may untap a creature you control.
1/3
Patrolman 1W
Creature – Human Warrior
W, :Tap target creature.
2/2
Lost Shopkeeper 3W
Creature – Human Citizen
Dream - Whenever you exile a white card, Lost Shopkeeper gets +1/+1 until the end of the turn.
2/2
Princeling Escort 1W
Creature – Human
Whenever you cast a creature with converted mana cost 5 or greater Princeling Escort gains indestructible until the end of the turn.
1/1
Puzzled Hound 4W
Creature – Hound
Dream - Whenever you exile a human, Puzzled Hound gains lifelink until the end of the turn.
3/2
On the Offensive 4W
Sorcery
Creatures you control gain vigilance until the end of the turn.
Even After Death W
Sorcery
Put a 1/1 white Spirit token with flying onto the battlefield.
Divine Rays 1W
Instant
Choose one -
* Tap target creature.
* Target creature gains indestructible until the end of turn.
Entwine 1W (Choose both if you pay the entwine cost)
Searing Punishment 3W
Instant
Exile target attacking or blocking creature.
Rewards of Faith 1W
Instant
Gain 8 life.
Light Blades 2W
Enchantment – Aura
Enchant Creature
Enchanted Creature gains +1/+1 and lifelink.
Gathering Dreamers 1W
Enchantment
Whenever you exile a card face-up gain 1 life.
Fey-Path Gnat U
Creature – Insect
Flying
1/1
Fey-Path Wisewoman 1U
Creature – Faerie Sage
Story U
If an instant has been cast this turn you may cast Fey-Path Wisewoman if it was a Story.
1/2
Quicksilver Sprite 2U
Creature – Faerie
Flash
Flying
2/1
Shell Shedder 2U
Creature – Insect
1U: Shell Shedder gets +2/-1 until end of turn. Activate this ability only once per turn.
2/2
Fey-Path Protector 2UU
Creature – Faerie Knight
Flying
First Strike
2/2
Merfolk Hunter 3U
Creature – Merfolk Mercenary
When Merfolk Hunter enters the battlefield exile the top card of your library.
2/3
Morphing Wolf 3UU
Creature – Wolf
Morphing Wolf cannot be blocked.
3/3
Kraken of Deep Water 6U
Creature – Kraken
Trample
7/7
Mind Flicker U
Sorcery
Draw a card.
Shadows of Self XUU
Sorcery
Create a X/X blue and black Nightmare token.
Debilitating Ooze 4U
Instant
All creatures get -4/-0 until the end of turn.
Draw a card.
Dream’s Grip U
Instant
Choose one —
* Tap target permanent.
* Untap target permanent.
Entwine 1 (Choose both if you pay the entwine cost.)
Complete Sealing 2UU
Instant
Counter target spell. If it wasn’t cast from its owners hand exile it.
Blur Vision 1U
Instant
Counter target spell unless its owner pays 2.
Smoke and Mirrors 3U
Instant
Untap up to 3 target creatures you control
Maddening Mists 1U
Enchantment – Aura
Enchanted creature doesn’t untap during its owners untap step unless they control another creature of the same colour as they enchanted creature.
Continuing Research 2U
Enchantment
At the beginning of your upkeep, exile the top card of your library. Then if you have 10 or more card exiled face-up, draw a card.
Wandering Soul B
Creature - Spirit
Wandering Soul cannot block.
1/1
Oppressed Villagers 1B
Creature – Human Citizen
Story 0
If your opponent controls a creature with higher power than any of your creatures you may cast Oppressed Villagers if it was a Story.
0/3
Stonebane Gorgon 2B
Creature – Gorgon
Protection from Artifact’s
3/2
Deathswarm Bat 1BB
Creature – Bat
Flying
Haste
1/3
Skulking Shadow 3B
Creature – Nightmare
Menace
3/2
Restless Goliath 3B
Creature – Giant
Story 1B
If you attacked with a creature this turn, you may cast Restless Goliath if it was a Story.
3/3
Overbearing Shadow 3BB
Creature – Nightmare
Reach
5/4
Bloodprice Demon 4BB
Creature – Demon
When Bloodprice Demon dies target creature gets -3/-3.
4/5
Midnight Stroller BB
Creature – Human Citizen
Dream - Whenever you exile a black creature, you may return one creature from your graveyard to your hand.
1/1
Manor Caretaker 2B
Creature – Human
When Manor Caretaker enters the battlefield exile target creature from your graveyard.
3/1
Unified Forgetfulness 1B
Sorcery
Each player discards a card.
Dark Moon Rising 2B
Sorcery
All black creatures get +1/+1 until end of turn.
Cripple 4B
Sorcery
Target creature gets -4/-4 until end of turn.
Corpse Run B
Sorcery
Choose one:
* Return target creature from your graveyard to your hand.
* Target creature gets -1/-1 until end of turn.
Entwine 1B (Choose both if you pay the entwine cost)
Clinging Evil 2B
Instant
Target player loses 5 life.
Mind Purge 4B
Instant
Target player reveals their hand. Choose a nonland card from it. That player discards that card.
Shadow Complex 1BB
Enchantment
Whenever a Nightmare enters the battlefield target opponent loses 1 life and you gain 1 life.
Goblin Backbreaker R
Creature – Goblin
Goblin Backbreaker attacks each turn if able.
2/1
Countryside Swiftblade RR
Creature – Goblin Knight
First Strike
2/2
Battlefield Reveller 2R
Creature – Human Knight
When another creature dies Battlefield Reveller gains +1/+0 until end of turn.
2/1
Gorestained Hunter 1RR
Creature – Human
Story 1
If a creature died this turn you may cast Gorestained Hunter if it was a Story.
3/1
Blood Maddened Lancer 2R
Creature – Human Soldier
First Strike
Blood Maddened Lancer can’t block.
2/3
Merchant Hunter 2R
Creature – Hound
When this card deals damage to an opponent, destroy target artifact they control.
2/2
Fleshhungry Knight 3R
Creature – Human Knight
Haste
When Fleshhungry Knight enters the battlefield target creature gains first strike until end of turn.
3/2
Reckless Squire 3R
Creature – Human
Haste
4/3
Demonblood Wolf 4R
Creature – Wolf Demon
When Demonblood Wolf enters the battlefield all creatures you control gain +1/+0 until the end of turn.
5/3
Minotaur Cannibal 4RR
Creature – Minotaur
1R: Minotaur Cannibal gets +1/+0 until end of turn.
5/5
Kaladise’s Command 1R
Sorcery
Create a 2/1 red Knight with Menace.
Bought in Blood XR
Sorcery
Deal X damage to target creature or player.
Brutal Strike R
Instant
Brutal Strike deals 3 damage to target creature.
Kaladise’s Pact 2R
Instant
Choose one:
* Draw 2 cards then discard two cards
* Target creature can’t be blocked this turn
Entwine RR (Choose both if you pay the entwine cost)
Lava Axe 4R
Instant
Lava Axe deals 5 damage to target player.
Head Swap 4R
Instant
All players discard all cards. Then each player draws cards equal to the number they discarded.
Bloodlust R
Enchantment – Aura
Enchant Creature
R: Enchanted Creature gains haste and trample until end of turn.
Fey-Path Ambassador G
Creature – Elf
: Add U to your mana pool
1/1
Boar Binder G
Creature – Boar Shaman
Tap three untapped Beasts you control: add GGG to your mana pool.
0/1
Death Python 1G
Creature – Snake
Deathtouch
2/1
Grizzly Bear 1G
Creature – Bear
2/2
Mage of Autumn 2G
Creature – Bird Wizard
Story 1G
When you cast a Green creature you may cast Mage of Autumn if it was a Story.
Flying
2/3
Swelling Ooze 2G
Creature – Ooze
1G: Swelling Ooze gets +2/+0 until end of turn.
1/1
Duelling Cat 2G
Creature – Cat Warrior
Story G
If you control a creature with first strike you may cast Duelling Cat if it was a Story
First strike
2/1
Naturebound Tiger 2GG
Creature – Beast
Trample
5/5
Preservation Sage 3G
Creature - Bear Druid
: Gain x life where x is the number of creatures you control.
3/4
Bolstering Frog 4G
Creature – Frog
When Bolstering Frog enters the battlefield put a +1/+1 counter on it for each green creature you control.
0/0
Great Forest Proudmane 6G
Creature – Beast
8/8
Expansion 1G
Sorcery
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Wild Rage 2G
Sorcery
Put a +1/+1 counter on target creature. Then it fights target creature an opponent controls.
Giant Growth G
Instant
Target creature gets +3/+3 until end of turn.
Boon of the Forest 2G
Instant
Choose one:
* Target creature gets +2/+2 until end of turn.
* Target creature gains hexproof until end of turn.
Entwine G (Choose both if you pay the entwine cost)
Back to Nature 3G
Instant
Destroy all artifacts and enchantments.
Snake Trap 5G
Instant
Put five 1/1 green snake creature tokens onto the battlefield.
Bridge Guard 3
Artifact Creature – Knight Construct
Bridge Guard doesn’t untap during your untap step.
2: Untap Bridge Guard
4/4
Oversized Siege Engine 4
Artifact Creature – Construct
Oversized Siege Engine costs 1 more for each creature you control
6/6
Heat Stones 2
Artifact
3, : draw a card.
Black Market Credits 4
Artifact
Sacrifice Black Market Credits: draw 2 cards.
Ancient Rune 4
Artifact
: Add 2 to your mana pool.
Abusive Prince W
Creature - Human Noble
When an opponent casts a noncreature spell transform Abusive Leader.
2/1
>
Common Sheep
Creature - Beast
0/3
Lonely Watchdog 2W
Creature - Hound
3WW: Transform Lonely Watchdog.
1/1
>
Proud Pureblood
Creature - Hound
Vigilance
5/5
Faerie Youngling 1U
Creature - Faerie
When you cast a creature with flying transform Faerie Youngling.
1/1
>
Young Skyknight
Creature - Faerie Knight
Flying
2/3
Greedy Fisherman 3U
Creature - Human
When another blue creature dies transform Greedy Fisherman.
0/4
>
Satisfied Gargant
Creature - Fish
4/6
Nervous Insomniac 2B
Creature - Human
Dream - Whenever you exile a card, transform Nervous Insomniac.
2/1
>
Walking Nightmare
Creature - Nightmare
Deathtouch
3/3
Black Market Broker 5B
Creature - Human Advisor
When you lose 3 or more life transform Black Market Broker.
6/7
>
Broke Merchant
Creature - Human
3/4
Goblin Pickpocket R
Creature - Goblin
When Goblin Pickpocket deals damage to a player transform it.
1/1
>
Goblin Treasure Hunter
Creature - Goblin
3/2
Weary Knight 1RR
Creature - Human Knight
When Weary Knight is dealt damage transform it.
1/4
>
Thrill Seeker
Creature - Vampire Knight
Trample
4/4
Aspiring Boar GG
Creature - Beast
If you control a creature with 5 or more power transform Aspiring Boar.
1/1
>
Stampeding Gouger
Creature - Beast
Haste
4/1
Naturebound Guardian 3G
Creature - Elf Warrior
If you control 6 or more lands transform Naturebound Guardian.
2/4
>
Treetop Guardian
Creature - Treefolk Warrior
Reach
6/5
This is the first set I've attempted to make so some of the cards might be over/underpowered.
Any feedback or suggestions are greatly appreciated.
Grimm - A plane of dreams, nightmares and fairy tales
Nice background, especially for Ashiok who was kinda homeless, so far
About the Mechanics:
Wonder: Is it like Monstrous? Sounds like Monstrous. How are they becoming abstract, to they change creature types, or do they flip?
Story: Very nice, seems to be a better trap variant, but not that narrow.
Bloodthirst & Entwine: Fitting, storywise.
That's my biggest concern with what little there is. A mechanic like that needs a way to track what's wondrous and what's not.
I can completely agree with your comments on Wonder. It was, alongside Entwine, one of the mechanics from the original design of the set. When I changed the mechanics and theme of the set I did notice that it was pretty similar to Monstrous but decided to leave it in. The idea of flipping creatures seems to fit the theme of the set really well so it might change to something like that.
Grimm - A plane of dreams, nightmares and fairy tales
With 'Story', why are the cards exiled face-down as opposed to just exiled? Not that I can't see why you might have done it this way and why to do it this way, but that it might be better without for other reasons. Namely, exiling face-up can pull focus from the 'trap' aspect of it and more toward the sequence of events concept.
Bloodthirst, while it fits fine, is expendable in case of replacements due to not contributing to the themes directly, only slotting into them. Keep it for now, but if other mechanics later prove to want to be in this set, ditching Bloodthirst would be a good option to consider.
Entwine fits very well due to it fitting the concepts of duality and opposing forces in fairy tales and the sense of stories being a part of this world. I'd make sure to emphasize that through card design somewhat and mostly through creative.
I would suggest adding another mechanic, whatever it may be. Five is a good default for sets, so working from their tends to be the most effective in my opinion. Moving to four should be done to reduce complexity to make things less confusing or disorientating, whereas moving to six should be done to increase complexity to create greater depth or allow room in a complex set.
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
True, but it would give away what you are planning, and that's terrible, There is no need to inform your opponent what your story will be before you play it, otherwise it would limit the design space. Stories which require you to have a certain number of creatures or a pumped one would hardly come true if your opponent knows it beforehand.
Well, if you flip them, either Kamigawaflip or doublefaced cards, it will help distinguish Wonder from Monstrous, especially if wondrous creatures are supposed to be very different from their normal side.
Not really. If you have a 'Story' that says you cast it when you control four or more creatures, you can exile it at the time that you do, then cast it. Informing the opponent also has gameplay upsides as well as flavour, in that it is more interactive and creates interesting counterplay. Again, not that face-up would be better necessarily, as it face-down version makes it more effective to play exile the card in advance, which is obviously part of the point.
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
That might be true for a condition like that, but every temporary Story has to be cast beforehand, like when you gain X life or when a creature with power X dies. If your opponent always knows what you are planing you are giving him/her a huge advantage. Yes, in constructed you might be able to deceive someone, but in limited it can mean that you just threw away a card, possibly more. You give the opponent the chance to dictate your game! It's a really bad moment losing a good card just cause your opponent was able to counter it, it's even worse if you enabled him/her in the first place.
Face Up exiled cards would certainly not be played that often, especially with complicated triggers for expensive spells. I rather wait and accumulate lands than risk losing an awesome card for possibly ever.
Yes, for more situational triggers it certainly matters more, but having a trigger that is harder to reach isn't necessarily bad, yes sometimes the opponent will be able to effectively counter it, but other times they won't be able to or can but in a inefficient way that you can also work around. One great thing about Magic that I feel is often overlooked is that their is a very effective counterplay system, there is rarely a time when an opponent does something that you don't have any way to play around in your deck. The swinginess of it is limiting, but you probably don't want very many situational triggers anyway.
I don't think face-up is better, but I think there is definitely plenty of reason why it might be.
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
Also, it just occurred to me that Bloodthirst and Morbid share nearly the same timing compulsion.
Grimm - A plane of dreams, nightmares and fairy tales
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
So like: Dream - Whenever you exile cards...
Is there a better way of wording it?
That does actually seem like a good fix, I worded it that way initially so that it couldn't be abused as easily with mass exiling but this works too. I'll draw up some cards with this version on and see what I think.
Grimm - A plane of dreams, nightmares and fairy tales
A good way of testing it is with Planesculptors and Cockatrice. If you need somebody to test it with you just ask, i would really like to test it.
Yeah, I'd love to playtest some of this stuff
I've got to sort some stuff out in the next few days but help would defiantly be appreciated
Grimm - A plane of dreams, nightmares and fairy tales