Cynax was once the pharoah of the greatest civilization in the Multiverse, until it met a mysterious end. Desert has covered the plane of Nerubia and the survivors fight the harsh deserts to survive. Cynax has now awoken as a lich, and seeks to use the Time Vault locked away in his tomb to reverse the demise of his empire and rule as he once did. The opening of the Time Vault's tomb has receded the sands and the people of Nerubia have begun to find clues about the ancient mega-civilization that proceeded them. The planeswalker Popus is leading the Expedition to find the secrets of Nerubia, while Khan's agent, the planeswalker Tibalt, scours the plane looking for the Time Vault. Anebos, the most prosperous civilization, ignores the clues from the past and instead builds monuments to the gods and their self-obsessed pharoah, Tahut.
Nerubia is a top-down Egyptian set. Inspired by the design of Theros, I looked for the basic "feel" of Egypt and Egyptian mythology, and I believe that to be "discovery." Theros was built around Gods, Monsters, and Heroes. I am building Nerubia around Monuments, Tomb Raiding, and Desert Survival.
Stone tokens are colorless artifact tokens that can be sacrificed for a colorless mana. They play similarly to Eldrazi spawn but are of course not creatures. The Stone is used to build Monuments, massive artifacts that serve as "battleships" in limited. Masons are creatures that create Stone or deal with Monuments in other ways.
Monument building is focused in White, Blue, and Green.
Popus leads an expedition into the desert ruins of Nerubia, searching for the ancient secrets. The tombs hold secrets and treasure, but they also hold traps and curses.
Excavate 1 (To excavate 1, exile the top card of your library without looking at it.
Effects allow you to put excavated cards into your hand. Most are triggers that have to be met, typically on creatures.
The Expedition is focused in Blue, Black, and White.
To survive the harsh desert, many peoples of Nerubia, especially the desert clans in red and green, use the ability Stalwart. Stalwart - Whenever this creature becomes untapped, =effect=.
Stalwart is a rewording and expansion of Inspired from Theros block.
The mana of Nerubia is hard to tap into. Planeswalkers using it can find themselves parched.
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
The next phase of design is trying to add as many Egyptian tropes as possible, as long as the card for the trope is well-designed. I'd love to have some suggestions for those.
After that, I will fill out the set via facilitating draft archetypes. The primary archetypes are Expedition tempo/control (U/W/B), Monument ramp (W/G/U), Stalwart aggro (R/G). Minor archetypes I'm planning are U/B zombies, G/B deathtouch, Quazigem control with X spells, and U/W flyers. More ideas for minor draft archetypes to promote would be great.
Also let me know if I missed any creature types that fit perfectly into the set.
Full Set (117/249)
Anebos Prospector 3W
Creature — Human Advisor (C)
Whenever you put an excavated card into your hand, gain 2 life.
2/4
Crumbling Battlement 2W
Creature — Wall (C)
Defender
When Crumbling Battlement enters the battlefield, put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
0/6
Desert Ghosts 1W
Sorcery (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
Expedition Healer W
Creature — Human Cleric (C)
When Expedition Healer enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever you gain life, you may put an excavated card you own into your hand.
1/1
Expedition Scout 2W
Creature — Aven Scout (C)
Flying
When Expedition Scout enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Scout deals combat damage to a player, you may put an excavated card you own into your hand.
2/2
Glare of Heresy 1W
Sorcery (U)
Exile target white permanent.
Hand of Tahut 1W
Creature — Human Soldier (R)
When Hand of Tahut enters the battlefield, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Whenever a Monument enters the battlefield under your control, put two 1/1 white Soldier creature tokens onto the battlefield.
2/2
Khati Stonemason 1W
Creature — Human Mason (C)
Whenever Khati Stonemason deals combat damage to a player, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
2/2
Kite Inventor 3W
Creature — Human Artificer (U)
Kite Inventor gets +2/+2 and has flying as long as you control three or more artifacts.
3/3
Scour 1W
Instant (C)
Destroy target enchantment. You gain 2 life.
Sekmet’s Blessing XW
Sorcery (C)
Gain X life.
Draw a card.
Silkwrap 1W
Enchantment (C)
When Silkwrap enters the battlefield, exile target creature with converted mana cost 3 or less an opponent controls until Silkwrap leaves the battlefield. (That creature returns under its owner’s control.)
Spirit of the Sands 1W
Creature — Spirit (C)
Flying
When Spirit of the Sands dies, put a +1/+1 counter on target creature you control.
1/1
Sun Incarnation 2W
Creature — Light Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Vigilance
3/4
Tahut’s Favor 1W
Instant (C)
Target creature gains protection from the color of your choice until end of turn.
Put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Tahut’s Judgment 4W
Sorcery (C)
Exile target creature.
Put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Aethermine 1U
Enchantment (R)
At the beginning of your upkeep, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Archaeology 2U
Instant (C)
Excavate 1 (To excavate 1, exile the top card of your library face down without looking at it.)
You may put up to two excavated cards you own into your hand.
Aven Builder 3U
Creature — Bird Mason (C)
Flying
When Aven Builder enters the battlefield, put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
2/2
City Planner 1UU
Creature — Human Mason (U)
Whenever you draw a card, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
2/2
Engineer’s Prerogative 3U
Sorcery (U)
Draw a card for each artifact you control.
Expedition Diver U
Creature — Human Scout (C)
Islandwalk
When Expedition Diver enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Diver deals combat damage to a player, you may put an excavated card you own into your hand.
1/1
Expedition Employer 1U
Creature — Human Advisor (C)
When Expedition Employer enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Employer blocks, you may put an excavated card you own into your hand.
0/3
Fleeting Precognition XU
Instant (C)
Look at the top X cards of your library and put them back in any order.
Draw a card.
Gainsay 1U
Instant (U)
Counter target blue spell.
Glimpse the Vault 2UU
Sorcery (M)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Take an extra turn after this one.
Insipid Denial UU
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Counter target spell.
Instant Turnabout 2U
Instant (C)
Counter target spell unless its controller pays 3.
Untap all lands you control.
Keeper of the Blueprints 2U
Creature — Human Mason (U)
When Keeper of the Blueprints enters the battlefield, search your library for a Monument card, reveal it, and put it into your hand.
T: Add 1 to your mana pool. Use this mana only to cast artifact spells or to activate abilities of artifacts.
0/3
Masoncraft 2U
Sorcery (C)
Draw two cards.
Put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Reduce in Stature 2U
Enchantment — Aura (C)
Enchant creature
Enchanted creature has base power and toughness 0/2.
Repeal XU
Instant (C)
Return target nonland permanent with converted mana cost X to its owner’s hand.
Draw a card.
River Serpent 7U
Creature — Serpent (C)
Defender
Sacrifice an Island: River Serpent loses defender until end of turn.
8/8
Sky Incarnation 2U
Creature — Wind Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Flying
3/3
Cursed Relics 1B
Enchantment — Aura (C)
Enchant creature
When Cursed Relics enters the battlefield, Excavate 2 (To excavate 2, exile the top two cards of your library face down without looking at it.)
Whenever enchanted creature dies, you may put up to two excavated cards you own into your hand.
Dark Betrayal B
Sorcery (U)
Destroy target black creature.
Deadly Thirst BB
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Destroy target creature.
Delve Into the Catacombs 2B
Sorcery (C)
Excavate 3. (To excavate 3, exile the top three cards of your library face down without looking at it.)
Expedition Bodyguard 3BB
Creature — Human Barbarian (C)
When Expedition Bodyguard enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Bodyguard deals combat damage to a player, you may put an excavated card you own into your hand.
5/3
Expedition Digger 2B
Creature — Human Shaman (C)
When Expedition Digger enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever another creature you control dies, you may put an excavated card you own into your hand.
2/2
Mind Scour 2B
Sorcery (C)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Target player discards 3 cards.
Night Incarnation 2B
Creature — Shadow Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Deathtouch
2/5
Reassembling Skeleton 1B
Creature — Skeleton (C)
1B: Return Reassembling Skeleton from your graveyard to the battlefield tapped.
1/1
Returned Vizier 3B
Creature — Zombie Advisor (C)
When Returned Vizier enters the battlefield, return target creature card with converted mana cost 3 or less from your graveyard to your hand.
2/4
Sand Shambler 1B
Creature — Zombie (C)
Stalwart - Whenever Sand Shambler becomes untapped, it gains unblockable until end of turn.
2/2
Sidewinder B
Creature — Snake (C)
Deathtouch
1/1
Touch of Cynax 2B
Instant (C)
Target creature gets -2/-2 until end of turn.
If you control a Zombie, draw a card.
Vampire Interloper 1B
Creature — Vampire Scout (C)
Flying
Vampire Interloper can’t block. The night skies of Anebos belong to me.
2/1
Clash of Whims R
Instant (U)
Counter target red instant or sorcery spell.
Desert Heat R
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Desert Heat deals 3 damage to target creature or player.
Desert Pyromancer 2R
Creature — Human Wizard (C)
Stalwart - Whenever Desert Pyromancer becomes untapped, it deals 2 damage to target player.
3/2
Dune Glider 1R
Creature — Human Wizard (C)
Flying
Dune Glider attacks each turn if able.
Stalwart - Whenever Dune Glider becomes untapped, it deals 1 damage to each player.
1/1
Expedition Enforcer 1R
Creature — Human Barbarian (C)
When Expedition Enforcer enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Enforcer deals combat damage to a player, you may put an excavated card you own into your hand.
2/1
Gust Invoker 2R
Creature — Hound Shaman (C)
Stalwart - Whenever Gust Invoker becomes untapped, target creature gains flying until end of turn.
3/2
Heat Incarnation 2R
Creature — Fire Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
5/1
Heat Ray XR
Instant — Fire (C)
Heat Ray deals X damage to target creature.
Jackal Skullcrusher 2RR
Creature — Hound Barbarian (C)
Haste
Stalwart - Whenever Jackal Skullcrusher becomes untapped, put a +1/+1 counter on it.
2/2
Jackal Slasher R
Creature — Hound Barbarian (C)
Stalwart - Whenever Jackal Slasher becomes untapped, it gets +2/+0 until end of turn.
1/1
Passion for Survival 1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and haste.
Stalwart - Whenever enchanted creature becomes untapped, put a +1/+1 counter on it.
Sandstone Strength 1R
Instant — Earth (C)
Target creature gets +4/+2 until end of turn.
Stun 1R
Instant (C)
Target creature can’t block this turn.
Draw a card.
Tibalt the Torturer 1RR
Planeswalker — Tibalt (M)
Starting Loyalty: 3
+1: Each player draws a card and discards a card.
-2: Target creature deals damage equal to its power to itself.
-7: You get an emblem with “Whenever a creature attacks you, that creature deals 5 damage to its controller.”
Anebosan Progress 2G
Sorcery (C)
Gain 6 life.
Put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Delta Incarnation 2G
Creature — Earth Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Reach
2/6
Desert Wurm 7G
Creature — Wurm (C)
Trample
7/7
Druid of Anebos 1G
Creature — Human Druid Mason (C)
T: Add G to your mana pool.
When Druid of Anebos enters the battlefield, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
1/1
Expedition Sage 2G
Creature — Human Shaman (C)
Excavate 1 (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever a creature with power 4 or greater enters the battlefield under your control, you may put an excavated card you own into your hand.
2/3
Heqet’s Chosen G
Creature — Human Bard (C)
Stalwart - Whenever Heqet’s Chosen becomes untapped, gain 2 life.
1/1
Loxodon Foreman 3GG
Creature — Elephant Mason (C)
When Loxodon Foreman enters the battlefield, put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
4/4
Loxodon Riverkeeper 3G
Creature — Elephant Warrior (C)
Stalwart - Whenever Loxodon Riverkeeper becomes untapped, put a +1/+1 counter on it.
3/3
Loxodon Stoneshaper 4G
Creature — Elephant Mason (U)
When Loxodon Stoneshaper enters the battlefield, put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
7G: Put five +1/+1 counters on target creature.
2/5
Natural Consumption 1GG
Enchantment (U)
Sacrifice an artifact: Draw a card.
Repurpose 3G
Sorcery (C)
Destroy target artifact, enchantment or land.
Put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Scarce Strength G
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Target creature gets +3/+3 and gains indestructible until end of turn.
Seb, Master Builder G
Legendary Creature — Human Mason (R)
T: Add 1 to your mana pool.
Whenever a Monument enters the battlefield under your control, put four +1/+1 counters on Seb, Master Builder.
1/1
Sedge Scorpion G
Creature — Scorpion (C)
Deathtouch
1/1
Stone-Eater Scarab 2G
Creature — Insect (C)
Deathtouch
When Stone-Eater Scarab enters the battlefield, you may destroy target artifact or enchantment.
1/1
Stoneheaver 2G
Creature — Loxodon Mason (C)
When Stoneheaver enters the battlefield, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
3/3
Survivor’s Fortitude 3G
Enchantment — Aura (C)
Enchant creature
Flash
Enchanted creature gets +2/+2
Stalwart - Whenever enchanted creature becomes untapped, put a +1/+1 counter on it.
Adjourn WU
Instant (U)
Return target spell to its owner’s hand. (Its effects are countered.)
Draw a card.
Anebos Inventor UR
Creature — Human Wizard (R)
At the beginning of your upkeep, you may draw a card and then discard a card.
2/2
Anzelm the Hammer 4GW
Planeswalker — Anzelm (M)
Starting Loyalty: 3
+2: Up to one target creature gets +4/+4 and gains trample and lifelink until end of turn.
0: Put three 1/1 green Saproling creature tokens onto the battlefield.
-5: You get an emblem with “Creature tokens you control get +4/+4 and have indestructible.”
Archpriest of Thoth 4WU
Creature — Bird Cleric (R)
Flying
When Archpriest of Thoth enters the battlefield, put three 1/1 blue and white Bird creature tokens with flying onto the battlefield.
At the beginning of your upkeep, put a 1/1 blue and white Bird creature token with flying onto the battlefield.
2/2
Crypt Delver UB
Creature — Zombie Rogue (R)
Whenever Crypt Delver deals combat damage to a player, put a 2/2 black Zombie creature token onto the battlefield tapped.
1/1
Cynax, Ancient Pharaoh 2UBB
Planeswalker — Cynax (M)
Starting Loyalty: 4
+2: Target player puts the top six cards of their library into their graveyard.
0: Put two 2/2 black Zombie creature tokens onto the battlefield tapped.
-1: Look the top six cards of your library. Put one into your hand and exile the rest.
-7: Draw six cards and put six 2/2 black Zombie creature tokens onto the battlefield tapped.
Dark Verdict WB
Sorcery (U)
Target player discards two cards. You gain 3 life for each land card discarded this way.
Desert Rage BR
Sorcery (U)
All creatures without flying get +1/+0 and can’t block this turn.
Embodiment of the Desert 3RW
Creature — Elemental (R)
Opponents’ spells have Parched 2.
At the beginning of each player’s upkeep, that player sacrifices a land.
4/6
Far Search 1GU
Sorcery (R)
Reveal the top two cards of your library. You may put any number of lands from among them onto the battlefield and put the rest into your hand.
Heqet, God of Fertility 5GGU
Legendary Creature — Frog God (M)
Whenever you tap a land for mana, you may draw a card.
8/8
Osirus, God of the Afterlife 5WBB
Legendary Creature — Zombie God (M)
Lifelink
At the beginning of your upkeep, put all creature cards from your graveyard onto the battlefield.
6/6
Rageweaver 1BR
Creature — Hound Barbarian (R)
First strike
Stalwart - Whenever Rageweaver becomes untapped, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
3/1
Sandstone Invoker RG
Creature — Hound Shaman (R)
R: Sandstone Invoker gains haste until end of turn.
2G: Sandstone Invoker gets +2/+2 until end of turn.
2/2
Sandstone Quake RG
Instant (U)
Choose one—
Sandstone Quake deals 3 damage to target creature without flying.
Sandstone Quake deals 4 damage to target player.
Sandstone Quake deals 5 damage to target creature with flying.
Scarab Queen 3BG
Creature — Insect (U)
Deathtouch
Other creatures you control with deathtouch get +2/+2.
2/5
Searing Helix 1RW
Instant (U)
Lifelink
Searing Helix deals 2 damage to target player and 2 damage to up to one creature that player controls.
Seht, God of Chaos 5BRR
Legendary Creature — Hound God (M)
When Seht, God of Chaos enters the battlefield, it deals damage equal to its power divided as you choose among any number of creatures and/or players.
10/7
Sekmet, God of Heroics 5RWW
Legendary Creature — Cat God (M)
Vigilance
Whenever a creature attacks you, Sekmet, God of Heroics deals 2 damage to that creature.
Whenever a creature you control attacks, it deals 2 damage to the defending player.
7/9
Shadow Mastery UB
Instant (U)
Target creature gets hexproof, lifelink, and unblockable until end of turn.
Draw a card.
Spelljolt UR
Instant (U)
Counter target spell unless its controller pays 2.
Spelljolt deals 2 damage to that spell’s controller
Temporal Bounce 1GU
Instant (U)
Put target nonland permanent on top of its owner’s library.
Utter Dominance 3WB
Instant (R)
Choose one attacking creature. Destroy all other creatures.
Valorous Bout GW
Instant (U)
Put a +1/+1 counter on target creature you control. It fights target creature you don’t control.
Voracious Scarabs BG
Creature — Insect (R)
Deathtouch
BG: Voracious Scarabs gets +2/+2 and gains trample until end of turn.
1/1
Wealth of Strength GW
Enchantment (R)
GW: Put a +1/+1 counter on target creature.
Colossus of the Wastes 7
Artifact Creature — Golem Monument (C)
Colossus of the Wastes is indestructible as long as it’s untapped.
7/7
Crypt of Guun 10
Artifact — Monument (U)
When Crypt of Guun enters the battlefield, return target creature card from your graveyard to the battlefield.
T: Target creature gets -3/-3 until end of turn.
Expedition Gear 2
Artifact — Equipment (C)
When Expedition Gear enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, you may put an excavated card you own into your hand.
Equip 2
Great Grove of Stone 7
Artifact — Monument (U)
When Great Grove of Stone enters the battlefield, gain 7 life.
5, T: Target creature gets +5/+5 until end of turn.
Obelisk of Cynax 7
Artifact — Monument (R)
T: Creatures your opponents control get -2/-1 until end of turn.
UB, Sacrifice Obelisk of Cynax: Search your hand or library for a Cynax planeswalker card and put it onto the battlefield.
Quazigem Nugget 4
Artifact — Quazigem (U)
Quazigem Nugget enters the battlefield tapped.
T: Add 2 to your mana pool for each Quazigem permanent you control.
Quazigem Pendant 2
Artifact — Quazigem (C)
Quazigem Pendant enters the battlefield tapped.
T: Add 1 to your mana pool for each Quazigem permanent you control.
Tahut’s Gate Guardian 8
Artifact Creature — Monument Golem (U)
Defender
Tahut’s Gate Guardian can block any number of creatures.
7/10
Temple of Heqet 11
Artifact — Monument (R)
Whenever you tap a land for mana, add one mana of any color to your mana pool.
Creatures can’t attack unless their controller pays 2 for each attacking creature.
5, Sacrifice Temple of Heqet: Search your hand or library for a card named Heqet, God of Fertility and put it onto the battlefield.
Temple of Market Alley 8
Artifact — Monument (C)
Creatures you control get +2/+2.
5, T: Draw a card.
Temple of Osirus 10
Artifact — Monument (R)
When Temple of Osirus enters the battlefield, gain 10 life.
At the beginning of your upkeep, return target permanent card from your graveyard to the battlefield.
5, Sacrifice Temple of Osirus: Search your hand or library for a card named Osirus, God of the Afterlife and put it onto the battlefield.
Temple of Seht 9
Artifact — Monument (R)
Whenever Temple of Seht enters the battlefield, destroy all creatures.
Whenever an opponent would lose life, that player loses twice that much life instead.
5, Sacrifice Temple of Seht: Search your hand or library for a card named Seht, God of Chaos and put it onto the battlefield.
Temple of Sekmet 8
Artifact — Monument (R)
Attacking creatures you control get +3/+0 and have first strike.
Blocking creatures you control get +0/+3 and have lifelink.
5, Sacrifice Temple of Sekmet: Search your hand or library for a card named Sekmet, God of Heroics and put it onto the battlefield.
Unstable Obelisk 3
Artifact (U)
T: Add 1 to your mana pool.
Vault of Secrets 11
Artifact — Monument (U)
When Vault of Secrets enters the battlefield, tap all creatures your opponents control. They don’t untap during their controller’s next untap step.
At the beginning of your upkeep, draw two cards.
White Cloud Tower 8
Artifact — Monument (U)
When White Cloud Tower enters the battlefield, put a +1/+1 counter on each creature you control.
Creatures you control have flying.
Wielder of the Scepter 9
Artifact Creature — Monument Golem (U)
When Wielder of the Scepter enters the battlefield, it deals 3 damage to each creature.
8/8
Ancient Trove
Land (C)
When Ancient Trove enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
T: Add 1 to your mana pool.
2, T, Sacrifice Ancient Trove: You may put an excavated card you own into your hand.
Marsh Quarry
Land (R)
Marsh Quarry enters the battlefield tapped.
When Marsh Quarry enters the battlefield, Excavate 1.
T: Add U or B to your mana pool.
1UB, T: You may put an excavated card you own into your hand.
Oasis Quarry
Land (R)
Oasis Quarry enters the battlefield tapped.
When Oasis Quarry enters the battlefield, Excavate 1.
T: Add W or U to your mana pool.
1WU, T: You may put an excavated card you own into your hand.
Quazigem Mine
Land — Quazigem (C)
Quazigem Mine enters the battlefield tapped.
T: Add 1 to your mana pool for each Quazigem permanent you control.
Riverside Quarry
Land (R)
Riverside Quarry enters the battlefield tapped.
When Riverside Quarry enters the battlefield, Excavate 1.
T: Add G or W to your mana pool.
1GW, T: You may put an excavated card you own into your hand.
Sunscorched Quarry
Land (R)
Sunscorched Quarry enters the battlefield tapped.
When Sunscorched Quarry enters the battlefield, Excavate 1.
T: Add B or R to your mana pool.
1BR, T: You may put an excavated card you own into your hand.
Tropical Quarry
Land (R)
Tropical Quarry enters the battlefield tapped.
When Tropical Quarry enters the battlefield, Excavate 1.
T: Add R or G to your mana pool.
1RG, T: You may put an excavated card you own into your hand.
Worker Factory
Land (U)
T: Add 1 to your mana pool.
7, T: Put a 2/2 colorless Golem artifact creature token onto the battlefield.
Anything that is a) intelligent and b) was "born" in any sense (not a machine or a being of pure magic like an Angel) can be a planeswalker. If you come back to life after you die and you had a spark, you may well get it back. There's no rule in-universe that says undead can't planeswalk.
To me the flavor of building monuments and tombraiding are in conflict. The set should focus either on the golden age of Egypt (Pharaohs, charriots, Gods, the nile, etc) or it shouldd focus on the adventuring tomb raiding angle (mummies, traps, treasure).
You clearly intend for stone tokens to aid in the casting of monuments, but have you considered how often that will really happen? Certainly if your goal is to cast a monument one might save up the tokens, but how often will that be the optimal winning strategy?
I might consider increasing the number of stone tokens generated whilst placing the restriction that they only be used to cast monument spells.
An alternative to stone tokens:
Aven Slave 3U
Creature - Bird slave (C)
Flying
Sacrifice Aven Slave: Add 4 colorless mana to your mana pool. Spend this mana only on monument spells.
2/2
Yeah, I agree that stone tokens are not the best way to go as far as aiding the casting of Monuments. I'm not sure Table's alternate solution is the best, but at least it's significantly different from Eldrazi Spawn.
Ok. So the mummy pharaoh doesn't have undead status either. The point of mummification was in part to bring into death what was in life. Undead pharaoh keeps his spark.
Ok. So the mummy pharaoh doesn't have undead status either. The point of mummification was in part to bring into death what was in life. Undead pharaoh keeps his spark.
As long as the lore establishes that he is not a true undead, that is fine.
As for parched, it should say tap 2 lands, rather than 2 lands become parched. That is if I'm understanding it correctly? When something is parched the lands become tapped correct?
I think the idea is that you would choose two of your already tapped lands to become parched. Likely lands you tapped to cast the spell in the first place.
@Metallix
Cynax is under a curse. It's not a typical form of undeath. It would be similar to g/b Garruk except this curse makes his body decay and gives him necromantic powers.
@Table
I wanted a setting that uses both Ancient Egyptian themes and Indiana Jones style themes at once. I don't think one or the other is robust enough. I think it works as long as you don't go in expecting one or the other.
I haven't played with the stone tokens yet. I do plan on trying other forms of mana for monuments if the stone tokens don't play well.
@khachuchrian
Parched prevents lands from untapping next turn. If you choose untapped lands to become parched, that means you have plenty of extra mana and the parched drawback wouldn't hurt you anyway. It's during normal turns when you tap all your lands each turn where parched is meant to be a drawback.
Perhaps Parched needs to be reworded?
Muffification is the most resonant egyptian theme in popular culture. I would strongly consider increasing focus in that direction. Muffify as a mechanic that is.
Ok. So the mummy pharaoh doesn't have undead status either. The point of mummification was in part to bring into death what was in life. Undead pharaoh keeps his spark.
As long as the lore establishes that he is not a true undead, that is fine.
You said he can only be a planeswalker, if he is not a true undead. That's like saying Karn can only be a planeswalker, if he is not a true golem.
That is correct. Karn's "exception" is based on his construction being unlike any other golem, as well as the super bizarre circumstances surrounding his getting sparks.
Nerubia is a top-down Egyptian set. Inspired by the design of Theros, I looked for the basic "feel" of Egypt and Egyptian mythology, and I believe that to be "discovery." Theros was built around Gods, Monsters, and Heroes. I am building Nerubia around Monuments, Tomb Raiding, and Desert Survival.
Monument building is focused in White, Blue, and Green.
Excavate 1 (To excavate 1, exile the top card of your library without looking at it.
Effects allow you to put excavated cards into your hand. Most are triggers that have to be met, typically on creatures.
The Expedition is focused in Blue, Black, and White.
Stalwart - Whenever this creature becomes untapped, =effect=.
Stalwart is a rewording and expansion of Inspired from Theros block.
The mana of Nerubia is hard to tap into. Planeswalkers using it can find themselves parched.
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
After that, I will fill out the set via facilitating draft archetypes. The primary archetypes are Expedition tempo/control (U/W/B), Monument ramp (W/G/U), Stalwart aggro (R/G). Minor archetypes I'm planning are U/B zombies, G/B deathtouch, Quazigem control with X spells, and U/W flyers. More ideas for minor draft archetypes to promote would be great.
Also let me know if I missed any creature types that fit perfectly into the set.
Full Set (117/249)
Creature — Human Advisor (C)
Whenever you put an excavated card into your hand, gain 2 life.
2/4
Crumbling Battlement 2W
Creature — Wall (C)
Defender
When Crumbling Battlement enters the battlefield, put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
0/6
Desert Ghosts 1W
Sorcery (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Put two 1/1 white Spirit creature tokens with flying onto the battlefield.
Dune Griffin 1WW
Creature — Griffin (C)
Flying, first strike
2/2
Expedition Healer W
Creature — Human Cleric (C)
When Expedition Healer enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever you gain life, you may put an excavated card you own into your hand.
1/1
Expedition Scout 2W
Creature — Aven Scout (C)
Flying
When Expedition Scout enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Scout deals combat damage to a player, you may put an excavated card you own into your hand.
2/2
Glare of Heresy 1W
Sorcery (U)
Exile target white permanent.
Hand of Tahut 1W
Creature — Human Soldier (R)
When Hand of Tahut enters the battlefield, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Whenever a Monument enters the battlefield under your control, put two 1/1 white Soldier creature tokens onto the battlefield.
2/2
Khati Stonemason 1W
Creature — Human Mason (C)
Whenever Khati Stonemason deals combat damage to a player, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
2/2
Kite Inventor 3W
Creature — Human Artificer (U)
Kite Inventor gets +2/+2 and has flying as long as you control three or more artifacts.
3/3
Sandbleached Mastodon 3WW
Creature — Elephant (C)
Vigilance
3/5
Scour 1W
Instant (C)
Destroy target enchantment. You gain 2 life.
Sekmet’s Blessing XW
Sorcery (C)
Gain X life.
Draw a card.
Silkwrap 1W
Enchantment (C)
When Silkwrap enters the battlefield, exile target creature with converted mana cost 3 or less an opponent controls until Silkwrap leaves the battlefield. (That creature returns under its owner’s control.)
Spirit of the Sands 1W
Creature — Spirit (C)
Flying
When Spirit of the Sands dies, put a +1/+1 counter on target creature you control.
1/1
Sun Incarnation 2W
Creature — Light Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Vigilance
3/4
Tahut’s Favor 1W
Instant (C)
Target creature gains protection from the color of your choice until end of turn.
Put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Tahut’s Judgment 4W
Sorcery (C)
Exile target creature.
Put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Aethermine 1U
Enchantment (R)
At the beginning of your upkeep, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Archaeology 2U
Instant (C)
Excavate 1 (To excavate 1, exile the top card of your library face down without looking at it.)
You may put up to two excavated cards you own into your hand.
Aven Builder 3U
Creature — Bird Mason (C)
Flying
When Aven Builder enters the battlefield, put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
2/2
City Planner 1UU
Creature — Human Mason (U)
Whenever you draw a card, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
2/2
Engineer’s Prerogative 3U
Sorcery (U)
Draw a card for each artifact you control.
Expedition Diver U
Creature — Human Scout (C)
Islandwalk
When Expedition Diver enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Diver deals combat damage to a player, you may put an excavated card you own into your hand.
1/1
Expedition Employer 1U
Creature — Human Advisor (C)
When Expedition Employer enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Employer blocks, you may put an excavated card you own into your hand.
0/3
Fleeting Precognition XU
Instant (C)
Look at the top X cards of your library and put them back in any order.
Draw a card.
Gainsay 1U
Instant (U)
Counter target blue spell.
Glimpse the Vault 2UU
Sorcery (M)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Take an extra turn after this one.
Insipid Denial UU
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Counter target spell.
Instant Turnabout 2U
Instant (C)
Counter target spell unless its controller pays 3.
Untap all lands you control.
Keeper of the Blueprints 2U
Creature — Human Mason (U)
When Keeper of the Blueprints enters the battlefield, search your library for a Monument card, reveal it, and put it into your hand.
T: Add 1 to your mana pool. Use this mana only to cast artifact spells or to activate abilities of artifacts.
0/3
Masoncraft 2U
Sorcery (C)
Draw two cards.
Put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Reduce in Stature 2U
Enchantment — Aura (C)
Enchant creature
Enchanted creature has base power and toughness 0/2.
Repeal XU
Instant (C)
Return target nonland permanent with converted mana cost X to its owner’s hand.
Draw a card.
River Serpent 7U
Creature — Serpent (C)
Defender
Sacrifice an Island: River Serpent loses defender until end of turn.
8/8
Sky Incarnation 2U
Creature — Wind Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Flying
3/3
Crypt Spirit 2BB
Creature — Spirit (C)
Unblockable
3/2
Cursed Relics 1B
Enchantment — Aura (C)
Enchant creature
When Cursed Relics enters the battlefield, Excavate 2 (To excavate 2, exile the top two cards of your library face down without looking at it.)
Whenever enchanted creature dies, you may put up to two excavated cards you own into your hand.
Dark Betrayal B
Sorcery (U)
Destroy target black creature.
Deadly Thirst BB
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Destroy target creature.
Delve Into the Catacombs 2B
Sorcery (C)
Excavate 3. (To excavate 3, exile the top three cards of your library face down without looking at it.)
Expedition Bodyguard 3BB
Creature — Human Barbarian (C)
When Expedition Bodyguard enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Bodyguard deals combat damage to a player, you may put an excavated card you own into your hand.
5/3
Expedition Digger 2B
Creature — Human Shaman (C)
When Expedition Digger enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever another creature you control dies, you may put an excavated card you own into your hand.
2/2
Giant Scorpion 2B
Creature — Scorpion (C)
Deathtouch
1/3
Mind Scour 2B
Sorcery (C)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Target player discards 3 cards.
Night Incarnation 2B
Creature — Shadow Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Deathtouch
2/5
Reassembling Skeleton 1B
Creature — Skeleton (C)
1B: Return Reassembling Skeleton from your graveyard to the battlefield tapped.
1/1
Returned Vizier 3B
Creature — Zombie Advisor (C)
When Returned Vizier enters the battlefield, return target creature card with converted mana cost 3 or less from your graveyard to your hand.
2/4
Sand Shambler 1B
Creature — Zombie (C)
Stalwart - Whenever Sand Shambler becomes untapped, it gains unblockable until end of turn.
2/2
Sidewinder B
Creature — Snake (C)
Deathtouch
1/1
Touch of Cynax 2B
Instant (C)
Target creature gets -2/-2 until end of turn.
If you control a Zombie, draw a card.
Vampire Interloper 1B
Creature — Vampire Scout (C)
Flying
Vampire Interloper can’t block.
The night skies of Anebos belong to me.
2/1
Clash of Whims R
Instant (U)
Counter target red instant or sorcery spell.
Desert Heat R
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Desert Heat deals 3 damage to target creature or player.
Desert Pyromancer 2R
Creature — Human Wizard (C)
Stalwart - Whenever Desert Pyromancer becomes untapped, it deals 2 damage to target player.
3/2
Dune Glider 1R
Creature — Human Wizard (C)
Flying
Dune Glider attacks each turn if able.
Stalwart - Whenever Dune Glider becomes untapped, it deals 1 damage to each player.
1/1
Expedition Enforcer 1R
Creature — Human Barbarian (C)
When Expedition Enforcer enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever Expedition Enforcer deals combat damage to a player, you may put an excavated card you own into your hand.
2/1
Gust Invoker 2R
Creature — Hound Shaman (C)
Stalwart - Whenever Gust Invoker becomes untapped, target creature gains flying until end of turn.
3/2
Heat Incarnation 2R
Creature — Fire Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
5/1
Heat Ray XR
Instant — Fire (C)
Heat Ray deals X damage to target creature.
Jackal Skullcrusher 2RR
Creature — Hound Barbarian (C)
Haste
Stalwart - Whenever Jackal Skullcrusher becomes untapped, put a +1/+1 counter on it.
2/2
Jackal Slasher R
Creature — Hound Barbarian (C)
Stalwart - Whenever Jackal Slasher becomes untapped, it gets +2/+0 until end of turn.
1/1
Passion for Survival 1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and haste.
Stalwart - Whenever enchanted creature becomes untapped, put a +1/+1 counter on it.
Sandstone Strength 1R
Instant — Earth (C)
Target creature gets +4/+2 until end of turn.
Sandstone Walker 2RR
Creature — Earth Elemental (C)
4/3
Seht’s Chosen 1R
Creature — Hound Barbarian (C)
Stalwart - Whenever Seht’s Chosen becomes untapped, target creature can’t block this turn.
2/1
Stun 1R
Instant (C)
Target creature can’t block this turn.
Draw a card.
Tibalt the Torturer 1RR
Planeswalker — Tibalt (M)
Starting Loyalty: 3
+1: Each player draws a card and discards a card.
-2: Target creature deals damage equal to its power to itself.
-7: You get an emblem with “Whenever a creature attacks you, that creature deals 5 damage to its controller.”
Anebosan Progress 2G
Sorcery (C)
Gain 6 life.
Put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Delta Incarnation 2G
Creature — Earth Elemental (U)
Parched 2 (When you cast this spell, choose two lands you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Reach
2/6
Desert Wurm 7G
Creature — Wurm (C)
Trample
7/7
Druid of Anebos 1G
Creature — Human Druid Mason (C)
T: Add G to your mana pool.
When Druid of Anebos enters the battlefield, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
1/1
Expedition Sage 2G
Creature — Human Shaman (C)
Excavate 1 (To excavate 1, exile the top card of your library face down without looking at it.)
Whenever a creature with power 4 or greater enters the battlefield under your control, you may put an excavated card you own into your hand.
2/3
Heqet’s Chosen G
Creature — Human Bard (C)
Stalwart - Whenever Heqet’s Chosen becomes untapped, gain 2 life.
1/1
Loxodon Foreman 3GG
Creature — Elephant Mason (C)
When Loxodon Foreman enters the battlefield, put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
4/4
Loxodon Riverkeeper 3G
Creature — Elephant Warrior (C)
Stalwart - Whenever Loxodon Riverkeeper becomes untapped, put a +1/+1 counter on it.
3/3
Loxodon Stoneshaper 4G
Creature — Elephant Mason (U)
When Loxodon Stoneshaper enters the battlefield, put three colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
7G: Put five +1/+1 counters on target creature.
2/5
Natural Consumption 1GG
Enchantment (U)
Sacrifice an artifact: Draw a card.
Natural Struggle 1GG
Sorcery (U)
Choose one—
Destroy target green noncreature permanent.
Destroy target Forest.
Repurpose 3G
Sorcery (C)
Destroy target artifact, enchantment or land.
Put two colorless artifact tokens named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
Scarce Strength G
Instant (C)
Parched 1 (When you cast this spell, choose a land you control to become parched until your next untap step. Parched lands don’t untap during that step.)
Target creature gets +3/+3 and gains indestructible until end of turn.
Seb, Master Builder G
Legendary Creature — Human Mason (R)
T: Add 1 to your mana pool.
Whenever a Monument enters the battlefield under your control, put four +1/+1 counters on Seb, Master Builder.
1/1
Sedge Scorpion G
Creature — Scorpion (C)
Deathtouch
1/1
Sporecap Spider 2G
Creature — Spider (C)
Reach
1/5
Stone-Eater Scarab 2G
Creature — Insect (C)
Deathtouch
When Stone-Eater Scarab enters the battlefield, you may destroy target artifact or enchantment.
1/1
Stoneheaver 2G
Creature — Loxodon Mason (C)
When Stoneheaver enters the battlefield, put a colorless artifact token named Stone onto the battlefield with “Sacrifice this artifact: Add 1 to your mana pool.”
3/3
Survivor’s Fortitude 3G
Enchantment — Aura (C)
Enchant creature
Flash
Enchanted creature gets +2/+2
Stalwart - Whenever enchanted creature becomes untapped, put a +1/+1 counter on it.
Adjourn WU
Instant (U)
Return target spell to its owner’s hand. (Its effects are countered.)
Draw a card.
Anebos Inventor UR
Creature — Human Wizard (R)
At the beginning of your upkeep, you may draw a card and then discard a card.
2/2
Anzelm the Hammer 4GW
Planeswalker — Anzelm (M)
Starting Loyalty: 3
+2: Up to one target creature gets +4/+4 and gains trample and lifelink until end of turn.
0: Put three 1/1 green Saproling creature tokens onto the battlefield.
-5: You get an emblem with “Creature tokens you control get +4/+4 and have indestructible.”
Archpriest of Thoth 4WU
Creature — Bird Cleric (R)
Flying
When Archpriest of Thoth enters the battlefield, put three 1/1 blue and white Bird creature tokens with flying onto the battlefield.
At the beginning of your upkeep, put a 1/1 blue and white Bird creature token with flying onto the battlefield.
2/2
Crypt Delver UB
Creature — Zombie Rogue (R)
Whenever Crypt Delver deals combat damage to a player, put a 2/2 black Zombie creature token onto the battlefield tapped.
1/1
Cynax, Ancient Pharaoh 2UBB
Planeswalker — Cynax (M)
Starting Loyalty: 4
+2: Target player puts the top six cards of their library into their graveyard.
0: Put two 2/2 black Zombie creature tokens onto the battlefield tapped.
-1: Look the top six cards of your library. Put one into your hand and exile the rest.
-7: Draw six cards and put six 2/2 black Zombie creature tokens onto the battlefield tapped.
Dark Verdict WB
Sorcery (U)
Target player discards two cards. You gain 3 life for each land card discarded this way.
Desert Rage BR
Sorcery (U)
All creatures without flying get +1/+0 and can’t block this turn.
Embodiment of the Desert 3RW
Creature — Elemental (R)
Opponents’ spells have Parched 2.
At the beginning of each player’s upkeep, that player sacrifices a land.
4/6
Far Search 1GU
Sorcery (R)
Reveal the top two cards of your library. You may put any number of lands from among them onto the battlefield and put the rest into your hand.
Heqet, God of Fertility 5GGU
Legendary Creature — Frog God (M)
Whenever you tap a land for mana, you may draw a card.
8/8
Osirus, God of the Afterlife 5WBB
Legendary Creature — Zombie God (M)
Lifelink
At the beginning of your upkeep, put all creature cards from your graveyard onto the battlefield.
6/6
Rageweaver 1BR
Creature — Hound Barbarian (R)
First strike
Stalwart - Whenever Rageweaver becomes untapped, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
3/1
Sandstone Invoker RG
Creature — Hound Shaman (R)
R: Sandstone Invoker gains haste until end of turn.
2G: Sandstone Invoker gets +2/+2 until end of turn.
2/2
Sandstone Quake RG
Instant (U)
Choose one—
Sandstone Quake deals 3 damage to target creature without flying.
Sandstone Quake deals 4 damage to target player.
Sandstone Quake deals 5 damage to target creature with flying.
Scarab Queen 3BG
Creature — Insect (U)
Deathtouch
Other creatures you control with deathtouch get +2/+2.
2/5
Searing Helix 1RW
Instant (U)
Lifelink
Searing Helix deals 2 damage to target player and 2 damage to up to one creature that player controls.
Seht, God of Chaos 5BRR
Legendary Creature — Hound God (M)
When Seht, God of Chaos enters the battlefield, it deals damage equal to its power divided as you choose among any number of creatures and/or players.
10/7
Sekmet, God of Heroics 5RWW
Legendary Creature — Cat God (M)
Vigilance
Whenever a creature attacks you, Sekmet, God of Heroics deals 2 damage to that creature.
Whenever a creature you control attacks, it deals 2 damage to the defending player.
7/9
Shadow Mastery UB
Instant (U)
Target creature gets hexproof, lifelink, and unblockable until end of turn.
Draw a card.
Spelljolt UR
Instant (U)
Counter target spell unless its controller pays 2.
Spelljolt deals 2 damage to that spell’s controller
Temporal Bounce 1GU
Instant (U)
Put target nonland permanent on top of its owner’s library.
Utter Dominance 3WB
Instant (R)
Choose one attacking creature. Destroy all other creatures.
Valorous Bout GW
Instant (U)
Put a +1/+1 counter on target creature you control. It fights target creature you don’t control.
Voracious Scarabs BG
Creature — Insect (R)
Deathtouch
BG: Voracious Scarabs gets +2/+2 and gains trample until end of turn.
1/1
Wealth of Strength GW
Enchantment (R)
GW: Put a +1/+1 counter on target creature.
Colossus of the Wastes 7
Artifact Creature — Golem Monument (C)
Colossus of the Wastes is indestructible as long as it’s untapped.
7/7
Crypt of Guun 10
Artifact — Monument (U)
When Crypt of Guun enters the battlefield, return target creature card from your graveyard to the battlefield.
T: Target creature gets -3/-3 until end of turn.
Expedition Gear 2
Artifact — Equipment (C)
When Expedition Gear enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, you may put an excavated card you own into your hand.
Equip 2
Great Grove of Stone 7
Artifact — Monument (U)
When Great Grove of Stone enters the battlefield, gain 7 life.
5, T: Target creature gets +5/+5 until end of turn.
Obelisk of Cynax 7
Artifact — Monument (R)
T: Creatures your opponents control get -2/-1 until end of turn.
UB, Sacrifice Obelisk of Cynax: Search your hand or library for a Cynax planeswalker card and put it onto the battlefield.
Quazigem Nugget 4
Artifact — Quazigem (U)
Quazigem Nugget enters the battlefield tapped.
T: Add 2 to your mana pool for each Quazigem permanent you control.
Quazigem Pendant 2
Artifact — Quazigem (C)
Quazigem Pendant enters the battlefield tapped.
T: Add 1 to your mana pool for each Quazigem permanent you control.
Tahut’s Gate Guardian 8
Artifact Creature — Monument Golem (U)
Defender
Tahut’s Gate Guardian can block any number of creatures.
7/10
Temple of Heqet 11
Artifact — Monument (R)
Whenever you tap a land for mana, add one mana of any color to your mana pool.
Creatures can’t attack unless their controller pays 2 for each attacking creature.
5, Sacrifice Temple of Heqet: Search your hand or library for a card named Heqet, God of Fertility and put it onto the battlefield.
Temple of Market Alley 8
Artifact — Monument (C)
Creatures you control get +2/+2.
5, T: Draw a card.
Temple of Osirus 10
Artifact — Monument (R)
When Temple of Osirus enters the battlefield, gain 10 life.
At the beginning of your upkeep, return target permanent card from your graveyard to the battlefield.
5, Sacrifice Temple of Osirus: Search your hand or library for a card named Osirus, God of the Afterlife and put it onto the battlefield.
Temple of Seht 9
Artifact — Monument (R)
Whenever Temple of Seht enters the battlefield, destroy all creatures.
Whenever an opponent would lose life, that player loses twice that much life instead.
5, Sacrifice Temple of Seht: Search your hand or library for a card named Seht, God of Chaos and put it onto the battlefield.
Temple of Sekmet 8
Artifact — Monument (R)
Attacking creatures you control get +3/+0 and have first strike.
Blocking creatures you control get +0/+3 and have lifelink.
5, Sacrifice Temple of Sekmet: Search your hand or library for a card named Sekmet, God of Heroics and put it onto the battlefield.
Unstable Obelisk 3
Artifact (U)
T: Add 1 to your mana pool.
7, T, Sacrifice Unstable Obelisk: Destroy target permanent.
Vault of Secrets 11
Artifact — Monument (U)
When Vault of Secrets enters the battlefield, tap all creatures your opponents control. They don’t untap during their controller’s next untap step.
At the beginning of your upkeep, draw two cards.
White Cloud Tower 8
Artifact — Monument (U)
When White Cloud Tower enters the battlefield, put a +1/+1 counter on each creature you control.
Creatures you control have flying.
Wielder of the Scepter 9
Artifact Creature — Monument Golem (U)
When Wielder of the Scepter enters the battlefield, it deals 3 damage to each creature.
8/8
Ancient Trove
Land (C)
When Ancient Trove enters the battlefield, Excavate 1. (To excavate 1, exile the top card of your library face down without looking at it.)
T: Add 1 to your mana pool.
2, T, Sacrifice Ancient Trove: You may put an excavated card you own into your hand.
Marsh Quarry
Land (R)
Marsh Quarry enters the battlefield tapped.
When Marsh Quarry enters the battlefield, Excavate 1.
T: Add U or B to your mana pool.
1UB, T: You may put an excavated card you own into your hand.
Oasis Quarry
Land (R)
Oasis Quarry enters the battlefield tapped.
When Oasis Quarry enters the battlefield, Excavate 1.
T: Add W or U to your mana pool.
1WU, T: You may put an excavated card you own into your hand.
Quazigem Mine
Land — Quazigem (C)
Quazigem Mine enters the battlefield tapped.
T: Add 1 to your mana pool for each Quazigem permanent you control.
Riverside Quarry
Land (R)
Riverside Quarry enters the battlefield tapped.
When Riverside Quarry enters the battlefield, Excavate 1.
T: Add G or W to your mana pool.
1GW, T: You may put an excavated card you own into your hand.
Sunscorched Quarry
Land (R)
Sunscorched Quarry enters the battlefield tapped.
When Sunscorched Quarry enters the battlefield, Excavate 1.
T: Add B or R to your mana pool.
1BR, T: You may put an excavated card you own into your hand.
Tropical Quarry
Land (R)
Tropical Quarry enters the battlefield tapped.
When Tropical Quarry enters the battlefield, Excavate 1.
T: Add R or G to your mana pool.
1RG, T: You may put an excavated card you own into your hand.
Worker Factory
Land (U)
T: Add 1 to your mana pool.
7, T: Put a 2/2 colorless Golem artifact creature token onto the battlefield.
- Main Cube
- No Brains, All Feelings Cube
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I might consider increasing the number of stone tokens generated whilst placing the restriction that they only be used to cast monument spells.
An alternative to stone tokens:
Aven Slave 3U
Creature - Bird slave (C)
Flying
Sacrifice Aven Slave: Add 4 colorless mana to your mana pool. Spend this mana only on monument spells.
2/2
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Sorin is not undead. On Innistrad, vampirism is a blood curse, not undead status. The same is true of vampires on Zendikar.
- Main Cube
- No Brains, All Feelings Cube
You also forgot a comma after Anzelm
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
As long as the lore establishes that he is not a true undead, that is fine.
- Main Cube
- No Brains, All Feelings Cube
As for parched, it should say tap 2 lands, rather than 2 lands become parched. That is if I'm understanding it correctly? When something is parched the lands become tapped correct?
Neither can golems
@Metallix
Cynax is under a curse. It's not a typical form of undeath. It would be similar to g/b Garruk except this curse makes his body decay and gives him necromantic powers.
@Table
I wanted a setting that uses both Ancient Egyptian themes and Indiana Jones style themes at once. I don't think one or the other is robust enough. I think it works as long as you don't go in expecting one or the other.
I haven't played with the stone tokens yet. I do plan on trying other forms of mana for monuments if the stone tokens don't play well.
@khachuchrian
Parched prevents lands from untapping next turn. If you choose untapped lands to become parched, that means you have plenty of extra mana and the parched drawback wouldn't hurt you anyway. It's during normal turns when you tap all your lands each turn where parched is meant to be a drawback.
Perhaps Parched needs to be reworded?
Karn had to basically have lore written around him to allow for him to be a special circumstance planeswalker.
- Main Cube
- No Brains, All Feelings Cube
Mmh, too bad custom sets can't have lore written for them, right.
As I said earlier, it's fine as long as the lore accounts for it. Too bad you can't read, right?
- Main Cube
- No Brains, All Feelings Cube
You said he can only be a planeswalker, if he is not a true undead. That's like saying Karn can only be a planeswalker, if he is not a true golem.
- Main Cube
- No Brains, All Feelings Cube