----- Name: Clash on Beledin (Set 1 of the Beledin cycle) Size: 295 cards (107 Common, 85 Uncommon, 53 Rare, 15 Mythic, 35 Basic land) Purpose: Designed as a supplemental-style, playable out-of-the-box product for a custom format that has been dubbed 'Pile'. Mechanics:Twobrid, Morph, Typecraft, Typefall, *color*charged, Expose, Fortify, Cycling, Slivers Current status: In development/playtesting
After nodding at it in a post here and there in the past, getting feedback on the rare dual land cycle (which went unchanged), and playtesting it since last fall, I'm ready to unveil Clash on Beledin in the goal of getting honest, unbiased feedback. There are ideas that I know others have tried. Some ideas in the set are well-worn custom magic themes at this point. There are also mechanics in the set that probably share a name with a mechanic someone else created. No offense or plagiarism was intended - I developed this set in a virtual black box. But this set isn't just about the cards. This is where I finally tell the story of the Magic format that has been a personal project of mine for over 15 years. To understand the set, you have to know the format it's intended for, and the rules that format uses...
Background
Pile was developed in the winter of 1999, shortly following the release of Mercadian Masques. From one interesting afternoon playing Magic at a local game store, with a giant communal deck (or 'pile') composed of 1 of each card in it's owner's collection, Pile was born. Designed for multiplayer but playable in duels, Pile exists in a space somewhere between Cube and sealed deck. Power level fluctuates. Luck rules the day. Game states you'd never dream would occur appear before your vary eyes. Cards of varying rarities and power levels have been custom selected for Pile, which has been growing slowly almost every expansion since 1999, and now numbers well in excess of 3000 cards. Cards are chosen for mechanical uniqueness, power, synergy with the ruleset, and open-endedness. Narrow tribal cards, arcane cards, snow cards and many other parasitic mechanics are poor fits for the format.
The piles
What sets Pile apart from regular magic more than anything else, is that Pile is played with a shared library and a shared graveyard, and that spells and lands are not mixed together.
In regular Magic, each player has a single library and a single graveyard, and their deck contains a mix of both spells and lands. In Pile, individual libraries are replaced with a single spell pile and a single land pile, while individual graveyards are replaced with a spell graveyard and a land graveyard. All of these are shared by all players. If a card refers to an opponent's library or graveyard, it also refers to your own and vice versa.
- The Spell Pile is composed entirely of nonland cards, hence the name. A majority of them are creatures. The colors are evenly balanced.
- The Land Pile is composed entirely of lands, about half of them basic. The colors are evenly balanced.
- The Spell Graveyard is where all nonland cards go when they are put into the graveyard.
- The Land Graveyard is where all lands go when they are put into a graveyard.
In Clash on Beledin only Pile play, the Spell Pile is comprised of 222 cards and the Land Pile is 73 cards - the 295 cards in Clash on Beledin.
Starting the game
When you start the game, designate one player as the dealer. This player searches out basic lands for other players during the game, adds to piles if they get low, and takes care of the exile zone.
The dealer will take a chunk of the spell pile (usually a stack a couple inches high - 75 cards or so), and the land pile, then shuffles them. (DO NOT SHUFFLE THEM TOGETHER!) The dealer will then deal to each player four spells and three lands face-down. Players play with 20 life and 3 topdecks (more on that later)
The draw
In regular Magic, you draw a card at the beginning of your draw step. In Pile you have one of three choices. At the beginning of your draw step you may:
- Draw a spell
- Draw a land
- Use one of your Topdecks
If a spell or effect says 'draw a card' you may choose which of the piles to draw from.
Topdecks?
When you topdeck during your draw step, you consume one of three 'topdeck counters' that you begin the game with, and search the land pile for the basic land of your choice. When you have no topdeck counters remaining you can no longer do this (unless you happen upon a way to get more), so use them wisely!
Ownership
You might be asking yourself 'in a format where most of the players don't own the cards, who's the owner?' Ownership is 'bestowed' when a card is played from a player's hand. If there are corner cases where a question might arise, use your best judgment.
Search
The only card search that is legal in Pile is basic land search. Anything else, such as tutors, become... problematic in multiplayer environments. Any card that searches for a specific type of basic land, i.e. 'Search your library for a Forest...' are errata'd to search for a basic land only. No fetching dual lands in this format, folks.
One issue I'm definitely looking at closely is mechanical complexity. There are a pretty high number of keywords in this set, and not all of them might survive to see the final cut.
Twobrid mana - This rewards you for topdecking down a colored path with some cards, while keeping them somewhat castable if you've been shut out of a color. Many are even castable with no colored mana, though I've been very careful to adhere to the color pie as closely as I could.
Morph - Morph creatures don't need mana of any specific color to be played. You can play a creature face-down today, and draw into the mana you need to turn it face up tomorrow. Morph density in the set is very high, and spread evenly in all colors and across all rarities. A face-down creature has never been more terrifying.
Typefall - A landfall variant broken down by color. These provide incentives to topdeck, or to keep drawing land.
Typecraft - A metalcraft variant that counts a basic land type instead of artifacts. This also provides mid-range goals for mana development.
Typecharged - Based on Sunburst, this mechanic powers up permanents with counters based on the amount of a single color's mana that was spent to cast it.
Expose - When the top card of a pile is exposed, it's toggled into a revealed state that exists until the card is drawn, the pile is shuffled, or the top of it is reordered. When you reveal the top card of the spell pile during your turn, you gain information about what they might draw. If you expose the top card at the end of an opponent's turn, you can see whether you want to draw the exposed card, or go for a land. Some cards even have triggers that occur when exposed. The politics and intrigue the mechanic adds is a core of the Clash on Beledin experience.
"No abilities matters" - Many people have tried to carry the baton that Muraganda Petroglyphs passed, and this set is no different. It has synergy with morph, and is also supported with a number of token generators and vanilla creatures.
Basiccast - A mechanic that provides a bonus if the spell it's attached to is cast using only basic lands. Maybe you topdecked for the lands. Maybe you got lucky and drew them naturally. Either way, with slightly fewer than half of the lands in Clash on Beledin being basic lands, it might not have come easy.
Fortifications - In a set so thoroughly focused on land, where better than to bring back fortifications?
Enrich - What fortifications are to equipment, enrich is to bestow. Limited to one 5 card land cycle.
Cycling/landcycling - In reasonably small numbers to help game flow.
Devotion - Another 5 card land cycle, they play very well with some of the 'twobrid-rich' creatures.
Atoll Sliver3
Creature — Sliver (U)
Islandcharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have islandcharged.
0/0
Aurora Wastekin2
Creature — Elemental Soldier (C)
Plainscharged (This enters the battlefield with a +1/+1 counter on it for each white mana spent to cast it.) W, Remove a +1/+1 counter from Aurora Wastekin: Gain 2 life. It moves with the grace of an Oraxian breeze.
0/1
Champion of the Wastes8
Creature — Avatar (M)
When Champion of the Wastes enters the battlefield or is turned face up, turn all other nontoken creatures face down. (They’re 2/2 creatures.)
Morph 8 A hero for the faceless. He brings you down to their level.
6/6
Ebony Wastekin2
Creature — Elemental Horror (C)
Swampcharged (This enters the battlefield with a +1/+1 counter on it for each black mana spent to cast it.) B, Remove a +1/+1 counter from Ebony Wastekin: Target creature gets -1/-1 until end of turn. It slinks like the waters of the Morvinian fen.
0/1
Grove Sliver3
Creature — Sliver (U)
Forestcharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have forestcharged.
0/0
Hive Brain6
Enchantment (R)
Creatures you control are Slivers in addition to their other creature types. 3: Target creature becomes a Sliver in addition to it’s other creature types. 3: Gain control of target Sliver. (This effect lasts indefinitely.)
Magmatic Wastekin4
Creature — Elemental Spirit (C)
Mountaincharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
Magmatic Wastekin can’t attack or block alone. R, T, Remove a +1/+1 counter from Magmatic Wastekin: Target creature gains haste until end of turn.
0/1
Mimetic Sliver7
Creature — Sliver Shapeshifter (R)
You may have Mimetic Sliver enter the battlefield as a copy of any creature on the battlefield, except it’s name is still Mimetic Sliver, it’s a Sliver in addition to it’s other types, and it gains “Sliver creatures enter the battlefield as a copy of Mimetic Sliver.” No matter where it found itself, it always made itself at home.
0/0
Pearl Sliver3
Creature — Sliver (U)
Plainscharged (This enters the battlefield with a +1/+1 counter on it for each white mana spent to cast it.)
All Sliver creatures you control have plainscharged.
0/0
Ruby Sliver3
Creature — Sliver (U)
Mountaincharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have mountaincharged.
0/0
Sliver Landlord7
Legendary Creature — Sliver (M) T: Basic lands you control become 2/2 Sliver creatures until end of turn. They’re still lands. “Would you be able to trust your senses when the very ground your standing on takes to the air?”
—Barlet Rugendoff
5/5
Tar Sliver3
Creature — Sliver (U)
Swampcharged (This enters the battlefield with a +1/+1 counter on it for each black mana spent to cast it.)
All Sliver creatures you control have swampcharged.
0/0
Thicket Wastekin3
Creature — Elemental Treefolk (C)
Forestcharged (This enters the battlefield with a +1/+1 counter on it for each green mana spent to cast it.) 2G, Remove a +1/+1 counter from Thicket Wastekin: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
0/1
Tidal Wastekin3
Creature — Elemental Merfolk (C)
Islandcharged (This enters the battlefield with a +1/+1 counter on it for each blue mana spent to cast it.)
Tidal Wastekin can’t attack unless defending player controls an Island. 1U, Remove a +1/+1 counter from Tidal Wastekin: Tap target creature.
0/1
Angelic Raycaster(2/W)(2/W)(2/W)
Artifact (R) (2/W)(2/W), T: Exile target nontoken creature you control until end of turn. Put a 4/4 white Angel creature token with flying and haste onto the battlefield. Exile it at the beginning of the next end step. Inside every sunbeam, a ray of hope.
Blinded by Lights3W
Enchantment (U)
Whenever a player topdecks, gain 4 life. Plainsfall — Whenever a Plains enters the battlefield under your control, exile target nonwhite creature until Blinded By Lights leaves the battlefield. WWW: Destroy Blinded by Lights. Any player may activate this ability, but but only any time he or she could cast a sorcery
Champion of Oraxia(2/W)(2/W)(2/W)WW
Creature — Avatar (M)
Vigilance
When Champion of Oraxia enters the battlefield or is turned face up, return all creatures with converted mana cost 3 or less from all graveyards to the battlefield under your control.
Morph (2/W)(2/W)(2/W)WW A hero for the people. His wake gives form to memory.
5/7
Cloister Monk(2/W)W
Creature — Human Monk (C)
When Cloister Monk dies, destroy target artifact or enchantment.
Morph 1W(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2
Convalescent Center(2/W)(2/W)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional WW.
At the beginning of your upkeep, if Convalescent Center is attached to a Plains, you gain 2 life.
Fortify 1WW(1WW: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Crucifixion(2/W)(2/W)W
Instant (C)
Put target nonwhite attacking or blocking creature on top of the spell pile, exposed. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Whenever Crucifixion becomes exposed, the player who exposed it gains 4 life.
Dauntless Spirit1WW
Creature — Spirit (C)
Flying (2/W), T: Expose the top card of the spell pile. If a creature card is exposed this way, tap target creature. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
2/2
Delocate(2/W)(2/W)W
Instant (U)
Choose one —
- Exile target attacking creature.
- Exile target black or red creature.
Effervescent Wall2W
Creature — Wall (U)
Plainscharged (This enters the battlefield with a +1/+1 counter on it for each white mana spent to cast it.)
Flying, defender (This creature can’t attack.) (2/W), T: Prevent the next X damage that would be dealt to you, where X is the number of +1/+1 counters on Effervescent Wall.
0/2
Elk of the Veldt(2/W)(2/W)W
Creature — Elk (U) (2/W)W: Target white creature you control gains lifelink until end of turn. Plainscraft — Elk of the Veldt has double strike as long as you control three or more Plains.
3/3
Fading Mystique(2/W)(2/W)
Sorcery (C)
Put target enchantment on top of it’s owner’s library. “Mr Orghochex, tear down this magical wall!”
—Ran Rhughan
Frontline Exorcist2W
Creature — Human Cleric Soldier (C)
When Frontline Exorcist enters the battlefield, destroy target enchantment.
Plainscycling 3(3, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)
3/2
Ghostly Marshal(2/W)(2/W)W
Creature — Spirit (U)
Morph 4W(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Ghostly Marshal is turned face up or attacks, tap target creature.
3/3
Gone HomesteadingW
Instant (R)
Exile target creature. It’s controller gains a number of topdecks equal to the number of colored mana symbols in it’s mana cost. “Other than world conquest, my lifelong dream has always been to lay down my arms and take up farming.”
—Ix Rolaren, Morphoregent
Griffin Commander(2/W)(2/W)WW
Creature — Griffin (R)
Flying Plainsfall — Whenever a Plains enters the battlefield under your control, put a 3/3 white Griffin creature token with flying onto the battlefield.
4/4
Griffin of Light(2/W)(2/W)W
Creature — Griffin (C)
Flying Plainsfall — Whenever a Plains enters the battlefield under your control, put a +1/+1 counter on Griffin of Light. (2/W): Target permanent becomes white until end of turn.
2/2
Griffin Skymaster(2/W)(2/W)W
Creature — Griffin (U)
Flying Plainsfall — Whenever a Plains enters the battlefield under your control, other creatures you control gain flying until end of turn.
3/3
Griffinform Statue(2/W)
Artifact (C)
Griffinform Statue enters the battlefield tapped. T: Add W to your mana pool Plainscraft — Griffinform Statue is a 3/2 Griffin creature with flying as long as you control three or more Plains.
Hive Burst(2/W)(2/W)(2/W)
Sorcery (U)
Put three 1/1 colorless Sliver creature tokens onto the battlefield. Plainscraft — If you control three or more Plains, put a +1/+1 counter on each Sliver creature you control.
Opaline Charm(2/W)W
Instant (C)
Choose one —
- Target creature gains lifelink until end of turn.
- Destroy target nonwhite creature with converted mana cost 6 or greater.
- Search your library for a basic Plains card, reveal it, and put it onto the battlefield tapped. Then shuffle your library.
Oraxian Outpost(2/W)
Artifact — Fortification (U)
Fortified land is a Plains in addition to it’s other types
Fortified land has “(2/W)(2/W), T: Put a 1/1 white Soldier creature token onto the battlefield.”
Fortify (2/W)(2/W)({2W}{2W}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Oraxian Polemarch(2/W)(2/W)W
Creature — Human Soldier (R)
Oraxian Polemarch’s gets +1/+1 for each other creature you control.
Other creatures you control get +1/+1. Plainscraft — As long as you control three or more Plains, other creatures you control get +3/+3 instead.
2/2
Oraxian RecruiterW
Creature — Human Soldier (U)
When Oraxian Recruiter attacks a player, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking that player.
1/1
Oraxian Strategos(2/W)(2/W)W
Creature — Human Soldier (R)
When Oraxian Strategos enters the battlefield or is turned face up, choose a color or creature type. Creatures you control have protection from the chosen color or type.
Morph 3WW(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/3
Pearlescent Shield(2/W)
Artifact — Equipment (C)
Whenever Pearlescent Shield becomes attached to a creature, that creature gains vigilance until end of turn.
Equipped creature gets +0/+3 and can block an additional creature.
Equip (2/W)(2/W)
Prairie Zephyr(2/W)W
Instant (C)
Target creature gets +1/+1 for each Plains you control and gains first strike until end of turn.
Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Plainscraft — If you control three or more Plains, scry 3 instead.
Sibyl, Steward of Oraxia(2/W)WW
Legendary Creature — Human Cleric (R)
Other white creatures you control get +1/+1.
{2W}{2W}, T: When target creature other than Sibyl dies this turn, return that card to the battlefield under your control. Plainscraft — As long as you control three or more Plains, creatures you control with no abilities have indestructible.
2/4
Sibyl’s Decree(2/W)(2/W)WW
Sorcery (M)
Destroy all artifacts, enchantments, and nonwhite creatures with abilities.
Whenever Sibyl’s Decree becomes exposed, the player who exposed it may play it without paying it’s mana cost. If he or she doesn’t, shuffle the spell pile.
Sliver Attendant(2/W)(2/W)W
Creature — Human Cleric (U)
When Sliver Attendant enters the battlefield, put a +1/+1 counter on target Sliver.
When Sliver Attendant leaves the battlefield, put two 1/1 colorless Sliver creature tokens onto the battlefield.
2/2
Standing Sliver(2/W)W
Creature — Sliver (C)
Morph (2/W)(2/W)(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have vigilance.
2/2
Stout Conservator(2/W)
Artifact Creature — Warrior (C)
Defender (This creature can’t attack.) Plainsfall — Whenever a Plains enters the battlefield under your control, Stout Conservator gets +3/-1 until end of turn and can attack this turn as though it didn’t have defender.
0/3
Sunshower Invoker(2/W)W
Creature — Human Cleric (C) (2/W)(2/W)(2/W)(2/W)(2/W): Tap all nonwhite creatures. “I’ve got sunshine on a cloudy day!?”
2/2
Threads of Bondage(2/W)
Artifact Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block alone.
Plainscycling (2/W)((2/W), Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)
Tin Soldier(2/W)(2/W)
Artifact Creature — Soldier (U)
3/2
Vanguard Guardian(2/W)(2/W)(2/W)WW
Creature — Elemental (C) Thought to contain spirits of ancient gods, the Guardians are said to protect the temples of Oraxia from the faceless.
Or is it the other way around?
4/8
Vaporshell Sliver(2/W)(2/W)(2/W)
Artifact Creature — Sliver (U)
All Sliver creatures have “W, Sacrifice this permanent: Prevent all combat damage that would be dealt this turn.” and are artifacts in addition to their other types.
3/3
Venerable Cleric1W
Creature — Human Cleric (C)
Morph— Gain three life (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) It’s just here to be helpful.
1/3
Warrior’s Bravery {2W}WW
Instant (C)
Creatures you control get +2/+1 until end of turn.
Draw a card. Plainscraft — If you control three or more Plains, instead creatures you control get +3/+3 and have vigilance until end of turn.
Æthershell Sliver(2/U)(2/U)(2/U)
Artifact Creature — Sliver (U)
All Sliver creatures have “1U, Sacrifice this permanent: Return target creature to it’s owner’s hand.” and are artifacts in addition to their other types.
3/3
Aquaform Statue(2/U)
Artifact (C)
Aquaform Statue enters the battlefield tapped.
T: Add U to your mana pool. Islandcraft — Aquaform Statue is a 2/2 Merfolk creature that can’t be blocked as long as you control three or more Islands.
Arcane Interdictor(2/U)U
Creature — Human Wizard (R)
Flash
When Arcane Interdictor enters the battlefield or is turned face up, counter target triggered ability.
Morph U(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/1
Archmagus of Silence2UU
Creature — Human Wizard (U)
Morph 5U(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Archmagus of Silence is turned face up, counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into that player’s graveyard.
3/3
Back-Alley Aqueduct(2/U)
Artifact — Fortification (U)
Fortified land is an Island in addition to it’s other types.
Fortified land has “(2/U), T: Target creature can’t be blocked this turn.”
Fortify (2/U)(2/U)((2/U)(2/U): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Back-Alley OracleUU
Creature — Human Rogue (U) (2/U): Expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.) Islandcraft — 3U, T: Draw a card. Activate this ability only if you control three or more Islands.
1/1
Champion of Turri(2/U)(2/U)(2/U)UU
Creature — Avatar (M)
Flying
When Champion of Turri enters the battlefield or is turned face up, return all nonblue creatures to their owner’s hands.
Morph (2/U)(2/U)(2/U)UU A hero for for the prosperous. He rends competition asunder.
5/5
Codex Chronicler1U
Creature — Human Wizard (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Morph—Draw two cards then discard two cards. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/1
Crack Some Books(2/U)(2/U)
Sorcery (C)
Draw two cards. They say that knowledge is power. Sometimes it’s toughness too.
Department of Inquiry(2/U)(2/U)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional UU.
At the beginning of your upkeep, if Department of Inquiry is attached to an Island, draw a card.
Fortify 1UU(1UU: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Essence Factory(2/U)(2/U)(2/U)
Artifact (R) (2/U)(2/U), T: Exile target creature you control. (2/U)(2/U)(2/U), T: Put a token that’s a copy of a card exiled by Essence Factory onto the battlefield. It creates the very model of a modern major-general. And every other creature that’s imposing or respectable.
Forge Reflections(2/U)(2/U)(2/U)UU
Sorcery (M)
Choose from among the permanents on the battlefield an artifact, a creature, an enchantment, and a land. For each permanent chosen this way, put a token onto the battlefield that’s a copy of that permanent. “What’s yours is yours and what’s mine is also yours.”
—Mora
Identity Erasure(2/U)(2/U)U
Instant (U)
Turn target nontoken creature face down. (It’s a 2/2 creature) Islandcraft — If you control three or more Islands, you may copy Identity Erasure and choose new targets for the copy. Turric philosophy reasoned that the best way to see the barren wastes was through faceless eyes.
Intercepted Secrets2UU
Instant (C)
Counter target spell. Expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.) Precious little passes through the canals of Turri without escaping Mora’s watchful eye.
Kelp Elemental1UU
Creature — Plant Elemental (C) Many ensnared sailors in the Bay of Turri would mysteriously find themselves missing after attempting to free their vessels.
2/4
Lapis Charm(2/U)U
Instant (C)
Choose one —
- Turn target face-up creature with morph face down.
- Target land becomes the basic land type of your choice until end of turn.
- Search your library for a basic Island card, reveal it, and put it onto the battlefield tapped. Then shuffle your library
Leave of Absence3UU
Instant (C)
Put target nonblue creature on top of it’s owner’s library. Islandcraft — If you control three or more Islands, scry 4. (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Mimeophase1UU
Sorcery (R)
Put target nontoken creature on top of the spell pile. You put a token onto the battlefield that’s a copy of that creature. It has “Whenever a creature with the same name as this enters the battlefield, sacrifice this.”
Mora, Merchant of Turri(2/U)UU
Legendary Creature — Human Rogue (R)
Other blue creatures you control get +1/+1.
You may play exposed cards. Islandcraft — (2/U)(2/U)(2/U), T: Exchange control of target permanent you control and target permanent an opponent controls that shares a type with it. Activate this ability only if you control three or more Islands.
2/3
Mora’s Scrutiny1U
Sorcery (C)
Look at the top five cards of the spell pile, put them back in any order, then expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Whenever Mora’s Scrutiny becomes exposed, the player who exposed it may look at each of his or her opponent’s hands.
Overmind(2/U)(2/U)UU
Instant (R)
Counter target spell. Islandcraft — If you control three or more Islands, put that spell into your hand instead of putting it into its owner’s graveyard.
Put Under HeelU
Enchantment (U) Islandfall — Whenever an Island enters the battlefield under your control, tap target creature. It doesn’t untap during its controller’s next untap step.
At the beginning of each end step, if three or more creatures attacked you this turn, sacrifice Put Under Heel and draw two cards.
Ravenous Mists(2/U)UU
Creature — Illusion (C)
Flying Islandfall — Whenever an Island enters the battlefield under your control, switch Ravenous Mist’s power and toughness until end of turn.
2/4
Skilled Sliver(2/U)U
Creature — Sliver (C)
Morph (2/U)(2/U)(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
2/2
Spellsnap Arcanist4U
Creature — Human Wizard (C)
When Spellsnap Arcanist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
Islandcycling 3(3, Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.)
2/3
Spurn(2/U)(2/U)U
Instant (U)
Choose one —
- Counter target spell unless it’s controller pays 4.
- Counter target red or green spell. Draw a card.
Suspended in Æther3U
Enchantment (U)
Whenever a player topdecks, draw a spell. Islandfall – Whenever an Island enters the battlefield under your control, gain control of target creature with converted mana cost three or less until Suspended in Æther leaves the battlefield. UUU: Destroy Suspended in Æther. Any player may activate this ability, but only as a sorcery.
Threads of Annulment(2/U)
Artifact Enchantment — Aura (C)
Enchant creature
Enchanted creature has no abilities.
Islandcycling (2/U)((2/U), Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.)
Tidewash Spirit (2/U)(2/U)U
Creature — Spirit (U)
Whenever Tidewash Spirit deals combat damage to a player, you pay pay (2/U)(2/U). If you do, return target land that player controls to your hand. (You own that card.)
2/2
Tinkertrap Toy(2/U)(2/U)
Artifact Creature — Construct (C) (2/U)(2/U)(2/U), Sacrifice Tinkertrap Toy: Tap all creatures with power 2 or less. Activate this ability only any time you could cast a sorcery.
2/1
Turric Infiltrator2U
Creature — Human Rogue (U)
Whenever Turric Infiltrator deals combat damage to a player, you may expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.) (2/U)(2/U)U: Draw a card.
2/2
Turric Mistwalker(2/U)(2/U)U
Creature — Illusion (U)
Turric Mistwalker can’t be blocked. 1U: Expose the top card of the land pile. If a basic land is exposed this way, lands you control become that type in addition to their other types until end of turn.
3/2
Turric Operative2U
Creature — Human Rogue (C)
Flash
When Turric Operative enters the battlefield, expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.) Islandfall — Whenever an Island enters the battlefield under your control, expose the top card of the spell pile.
2/1
Vapor Spirit1UU
Creature — Illusion (C)
Flying Islandcraft — When Vapor Spirit dies, if you control three or more Islands, draw three cards.
Morph 4U(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/1
Void Conduit5U
Creature — Illusion (R)
Flying
Islandcharged (This enters the battlefield with a +1/+1 counter on it for each blue mana spent to cast it.) Islandfall — Whenever an Island enters the battlefield under your control, draw a card for each charge counter on Void Conduit.
0/1
Wavebreak Invoker(2/U)U
Creature — Human Wizard (C) (2/U)(2/U)(2/U)(2/U)(2/U): Creatures you control can’t be blocked this turn. It’s better down where it’s wetter.
2/2
Wizard’s Orb(2/U)
Artifact — Equipment (C)
Whenever Wizard’s Orb becomes attached to a creature, that creature can’t be blocked this turn.
Whenever equipped creature deals combat damage to a player, draw a card.
Equip (2/U)(2/U)
Atrophy2BB
Instant (C)
Target creature gets -3/-3 until end of turn. Scry 2 (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.) Swampcraft — If you control three or more Swamps, that creature gets -6/-6 instead.
Banecreep Plaguebearer2B
Creature — Horror (R)
Deathtouch
Morph (2/B)(2/B)BBB(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Banecreep Plaguebearer is turned face up, destroy all nonblack creatures. Put a +1/+1 counter on Banecreep Plaguebearer for each creature destroyed this way.
3/2
Borderland Ghast(2/B)(2/B)(2/B)
Artifact Creature — Horror (U)
Flying
Whenever an opponent topdecks, you may pay (2/B)(2/B). If you do, that player loses 3 life and you gain 3 life.
Whenever Borderland Ghast becomes exposed, the player who exposed it sacrifices a creature.
3/3
Champion of Morvinia(2/B)(2/B)(2/B)BB
Creature — Avatar (M)
Trample
When Champion of Morvinia enters the battlefield or is turned face up, exile all creature cards from your graveyard, then put a 2/2 black Zombie creature token onto the battlefield for each card exiled this way.
Morph (2/B)(2/B)(2/B)BB A hero for generations lost. A storm of footfalls bereft of heartbeats.
7/7
Corpse Wrangler1BB
Creature — Zombie (C)
When Corpse Wrangler enters the battlefield, return target creature card from your graveyard to your hand.
Swampcycling 3(3, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)
2/1
Corrupted SoulB
Creature — Human Rogue (C)
Menace (This creature can’t be blocked except by two or more creatures.) Swampfall — Whenever a Swamp enters the battlefield under your control, Corrupted Soul becomes a Horror creature with base power and toughness 3/3 and loses all abilities until end of turn.
1/1
Covered by Dirt3B
Enchantment (U)
Whenever a player topdecks, target creature gets -3/-3 until end of turn. Swampfall – Whenever a Swamp enters the battlefield under your control, Return target creature with converted mana cost three or less from your graveyard to the battlefield. BBB: Destroy Covered by Dirt. Any player may activate this ability, but only any time he or she could cast a sorcery.
Creeping Filth(2/B)(2/B)BB
Creature — Horror (R) Swampfall — Whenever a Swamp enters the battlefield under your control, target creature gets -1/-1 until end of turn for each Swamp you control. Swampcraft — Whenever a creature an opponent controls dies, if you control three or more Swamps, put two +1/+1 counters on Creeping Filth.
5/5
Extraction Facility(2/B)(2/B)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional BB.
At the beginning of your upkeep, if Extraction Facility is attached to a Swamp, each opponent loses 2 life.
Fortify 1BB(1BB: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Huge Cockroach4BB
Creature — Insect (C)
9/1
Ichor Creep(2/B)(2/B)BB
Sorcery (U)
Choose a basic land type. Each player sacrifices two lands that share a land type with the chosen type.
Each creature gets -1/-1 until end of turn for each land it’s controller sacrificed this way.
Ichor Sliver(2/B)B
Creature — Sliver (C)
Morph (2/B)(2/B)(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures get +1/+0.
2/2
Ichorform Statue(2/B)
Artifact (C)
Ichorform Statue enters the battlefield tapped. T: Add B to your mana pool. Swampcraft — Ichorform Statue is a 2/2 Imp creature with deathtouch as long as you control three or more Swamps.
Leechgrip Invoker(2/B)B
Creature — Human Wizard (C) (2/B)(2/B)(2/B)(2/B)(2/B): Target creature gets -3/-3 until end of turn. You gain 3 life. He’s stinky, and has a limp handshake.
3/1
Livia, Matriarch of Morvinia(2/B)BB
Legendary Creature — Human Cleric (R)
Other black creatures you control get +1/+1.
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Swamps you control. (2/B)(2/B)B, Sacrifice a nonblack creature: Each other player sacrifices a creature.
3/2
Livia’s Acolyte(2/B)(2/B)B
Creature — Human Cleric (C)
Menace (This creature can’t be blocked except by two or more creatures.) Swampcraft — When Livia’s Acolyte enters the battlefield, if you control three or more Swamps, each opponent sacrifices a creature.
3/3
Maim(2/B)(2/B)(2/B)B
Instant (C)
Destroy target creature. Swampcraft — If you control three or more Swamps, that creature’s controller loses 4 life. Morvinian scientists are all too eager to add insult to injury.
Morvinian Bloodseer3B
Creature — Human Cleric (U) Swampcraft — T: Choose target creature, then expose the top card of the spell pile. That creature gets -X/-X where X is the converted mana cost of the exposed card. Activate this ability only if you control three or more Swamps. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
3/3
Morvinian Exhumer(2/B)BB
Creature — Human Wizard (C) Swampfall — Whenever a Swamp enters the battlefield under your control, put a 2/2 black Zombie creature token onto the battlefield.
2/2
Morvinian Phantasm(2/B)(2/B)B
Creature — Spirit (C) (2/B)(2/B): Regenerate Morvinian Phantasm. (2/B): Target permanent becomes black until end of turn.
4/2
Morvinian Vivisectionist(2/B)(2/B)B
Creature — Human Cleric (U) (2/B)(2/B)(2/B), Sacrifice a nonblack, nontoken creature: Put two 1/1 colorless Sliver creature tokens onto the battlefield. Of all the experiments that were performed after the discovery of the sliver, none were more horrible than what transpired in the dark antechambers of Morvinia.
2/2
Necrologic Dais(2/B)(2/B)(2/B)
Artifact (R) X, T: You draw X cards, and lose X life. Spend only black mana this way. It’s not the size of the dais that counts, it’s the potency of the cogency.
Necronascency3B
Enchantment (U)
Swampcharged (This enters the battlefield with a charge counter on it for each black mana spent to cast it.)
Whenever a creature you control dies, you may pay (2/B)(2/B). If you do, put an X/X black Zombie creature token onto the battlefield, where X is the number of charge counters on Necronascency.
Necroshell Sliver(2/B)(2/B)(2/B)
Artifact Creature — Sliver (U)
All Sliver creatures have “2B, Sacrifice this permanent: Destroy target nonblack, nonartifact creature.” and are artifacts in addition to their other types.
3/3
Night Reaper(2/B)(2/B)B
Creature — Horror (U)
Whenever a creature you control with no abilities attacks, if there is a creature card exposed, defending player loses 1 life. 2B: Expose the top card of the spell pile. If a creature card is exposed this way, put a 2/2 black Zombie creature token onto the battlefield.
3/2
Nightmare Child(2/B)(2/B)B
Creature — Horror (C)
Flying
When Nightmare Child dies, destroy target land.
Morph 3B(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Don’t ask about the army of Meanwhiles and Neverweres.
2/2
Nightshade Geist(2/B)B
Creature — Spirit (U)
Morph 2B(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Nightshade Geist is turned face up, remove all counters from target permanent.
2/2
Obsidian Chardemon(2/B)(2/B)(2/B)BB
Creature — Demon (M)
Lifelink, deathtouch
When Obsidian Chardemon enters the battlefield, if you cast it from your hand, each opponent loses life equal to the number of Swamps on the battlefield. You gain life equal to the life lost this way. (2/B): Expose the top card of the land pile. If a Swamp is exposed this way, each opponent loses two life.
6/6
Obsidian Dagger(2/B)
Artifact — Equipment (C)
Whenever Obsidian Dagger becomes attached to a creature, that creature becomes black and gains intimidate until end of turn. (2/B): Equipped creature gets +1/+1 until end of turn.
Equip (2/B)(2/B)
Onyx Charm(2/B)B
Instant (C)
Choose one —
- Return target creature card from your graveyard to your hand
- Destroy target Sliver.
- Search your library for a basic Swamp card, reveal it, and put it onto the battlefield tapped. Then shuffle your library.
PilferBBB
Enchantment (R)
When Pilfer enters the battlefield, each opponent reveals his or her hand. For each of those players, choose a card revealed this way and exile it. You may play cards exiled this way.
Whenever Pilfer becomes exposed, each of the opponents of the player who exposed it discards a card.
Psyche CreeperB
Creature — Insect (C)
Morph—Target player discards a card. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) Hisssssssssssssssssssss
1/1
Revengeance(2/B)(2/B)BB
Instant (R)
Return target creature from a graveyard to the battlefield under your control. Swampcraft — If you control three or more Swamps, all other creatures get -X/-X until end of turn where X is that creature’s power.
Soul Decay(2/B)(2/B)
Sorcery (C)
Target player discards a card, then chooses a card in his or her hand and puts that card on top of that player’s library.
Tarflow Rig(2/B)
Artifact — Fortification (U)
Fortified land is a Swamp in addition to it’s other types.
Fortified land has “(2/B)(2/B)(2/B), T: Target player loses 3 life.”
Fortify (2/B)(2/B)((2/B)(2/B): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Threads of Despair(2/B)
Artifact Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature becomes tapped, it’s controller loses 2 life.
Swampcycling (2/B)((2/B), Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)
Writ of Blood(2/B)(2/B)B
Sorcery (U)
Choose one —
- You draw two cards and you lose two life.
- You draw X cards and lose X life where X is the number of green and white creatures your opponents control.
Æther Portal(2/R)(2/R)
Artifact (R) (2/R)(2/R)(2/R), T: Shuffle the spell pile, then expose the top card of it. For as long as that card remains exposed, you may play it without paying its mana cost. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card) Through it’s aperture, the whole of reality could be yours. Eventually.
Boulder Elemental(2/R)(2/R)(2/R)
Artifact Creature — Elemental (C) Mountaincraft — As long as you control three or more Mountains, Boulder Elemental gets +3/+3 and attacks each turn, if able.
3/4
Champion of Gruz(2/R)(2/R)(2/R)RR
Creature — Avatar (M)
Haste
When Champion of Gruz enters the battlefield or is turned face up, reveal the top seven cards of the spell pile. You may cast any number of instant and/or sorcery cards revealed this way without paying their mana costs.
Morph (2/R)(2/R)(2/R)RR A hero of the arcane. His cry contains myraid untranslatable secrets.
8/4
Charging Jhovall3R
Creature — Cat (U)
When Charging Jhovall enters the battlefield, expose the top card of the land pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
As long as a basic land is exposed, Charging Jhovall gets +2/+0 and has trample and haste.
3/3
Cliffside Fortress(2/R)(2/R)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional RR.
At the beginning of your upkeep, if Cliffside Fortress is attached to a Mountain, it deals 2 damage to target creature.
Fortify 1RR(1RR: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Dwarven Duplicator2RR
Creature — Dwarf Wizard (R)
Morph (2/R)(2/R)(2/R)(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Dwarven Duplicator is turned face up, copy target instant or sorcery spell. You may choose new targets for the copy.
At the beginning of your upkeep, you may turn Dwarven Duplicator face down.
2/2
Dwarven Flanker3R
Creature — Dwarf Warrior (U)
Double strike, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Morph 3RR(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Dwarven Flanker is turned face up, creatures you control gain double strike until end of turn.
2/2
Dwarven Punisher2R
Creature — Dwarf Warrior (C)
When Dwarven Punisher enters the battlefield, it deals 2 damage to target creature with no abilities.
Mountaincycling 3(3, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
3/1
Dwarven Tunneler(2/R)(2/R)R
Creature — Dwarf Warrior (U) (2/R): Dwarven Tunneler gets +1/+0 and gains menace until end of turn. (It can’t be blocked except by two or more creatures.) Mountaincraft — (2/R): Target creature gets +1/+0 and gains menace until end of turn. Activate this ability only if you control three or more Mountains.
2/3
Enrobed in Flames3R
Enchantment (U)
Whenever a player topdecks, draw two cards then discard two cards. Mountainfall – Whenever a Mountain enters the battlefield under your control, Enrobed in Flames deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
RRR: Destroy Enrobed in Flames. Any player may activate this ability, but only any time he or she could cast a sorcery.
Fiery Charm(2/R)R
Instant (C)
Choose one —
- Turn target face-down creature face up
- Draw two cards then discard two cards.
- Search your library for a basic Mountain card, reveal it, and put it onto the battlefield tapped. Then shuffle your library
Fire Jet(2/R)(2/R)RR
Sorcery (C)
Fire Jet deals 5 damage to target player. Mountaincraft — If you control three or more Mountains, Fire Jet also deals 5 damage to target creature. It will burn to the heart of you.
FireburstXR
Sorcery (U)
Fireburst deals X damage to target creature or player. Mountaincraft — If you control three or more Mountains, you may cast Fireburst as though it had flash. (You may cast it any time you could cast an instant.)
Furyshell Sliver(2/R)(2/R)(2/R)
Artifact Creature — Sliver (U)
All Sliver creatures have “3R, Sacrifice this permanent: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.” and are artifacts in addition to their other types. sdf sdf sdfsdf sdf s erg rth fth fth ftghs ert drt drg dfg drfg
3/3
Goblin Hooligan1RR
Creature — Goblin (C)
When Goblin Hooligan dies, destroy target artifact. Goblin Hooligan deals damage to that artifact’s controller equal to the artifact’s converted mana cost.
Morph 4R(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/2
Goblin Princess1RR
Creature — Goblin (U)
Creatures your opponents control with power 2 or less attack you, if able. Mountainfall – Whenever a Mountain enters the battlefield under your control, exchange control of Goblin Princess and target creature you don’t control with power 2 or less. Gruzik goblin princesses are so renowned for their beauty, they’ve been known to seduce even the most highborn dwarf.
1/1
Goblin Procession(2/R)(2/R)RR
Enchantment (R)
At the beginning of each upkeep, put a 1/1 red Goblin creature token onto the battlefield. Mountaincraft — (2/R)(2/R), Sacrifice a Goblin: Goblin Procession deals 2 damage to target creature or player. Activate this ability only if you control three or more Mountains.
Gruzik Sentinel(2/R)(2/R)R
Creature — Elemental (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Mountainfall — Whenever a Mountain enters the battlefield under your control, expose the top card of the spell pile. You may play it this turn. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
1/3
Lavacrest Platform(2/R)
Artifact — Fortification (U)
Fortified land is a Mountain in addition to it’s other types.
Fortified land has “(2/R)(2/R), T: This deals 1 damage to each creature and player.”
Fortify (2/R)(2/R)((2/R)(2/R): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Magma Cache1R
Enchantment (U)
Whenever you topdeck, you may pay (2/R). If you do, Magma Cache deals 2 damage divided as you choose among one or two target creatures and/or players. It burbles just underneath the surface of the far ends of the wastes, waiting for the unfortunate step of an unsuspecting traveler.
Marching Orders2R
Enchantment (U)
Mountaincharged (This enters the battlefield with a charge counter on it for each red mana spent to cast it.)
Whenever a creature you control becomes blocked, that creature gets +X/+0 until end of turn, where X is the number of charge counters on Marching Orders.
Marduk of Gruz(2/R)RR
Legendary Creature — Dwarf Shaman (R)
Other red creatures you control get +1/+1. T: Destroy target land. It’s controller puts the top card of the land pile onto the battlefield tapped.
Sacrifice a nonbasic land: Add RR to your mana pool.
4/2
Martyrize(2/R)(2/R)R
Instant (C)
As an additional cost to cast Martyrize, sacrifice a creature.
Martyrize deals damage equal to the sacrificed creature’s power to target creature. Mountaincraft — If you control three or more Mountains, Martyrize deals that much damage to that creature’s controller.
Martyr’s Belt(2/R)
Artifact — Equipment (C)
Whenever Martyr’s Belt becomes attached to a creature, that creature gets +1/+0 and gains haste until end of turn. (2/R)(2/R), Sacrifice equipped creature: Martyr’s Belt deals 2 damage to target creature or player.
Equip (2/R)(2/R)
Moggbot(2/R)
Artifact Creature — Goblin (U)
2/1
Razor Sliver(2/R)R
Creature — Sliver (C)
Morph (2/R)(2/R)(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have first strike.
2/2
Rockslide Pathfinder1R
Creature — Goblin Soldier (C)
Morph—Target creature gains haste until end of turn. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/1
Rubblerouser(2/R)(2/R)RR
Creature — Barbarian Giant (R) Mountainfall — Whenever a Mountain enters the battlefield under your control, you may put a 4/4 red Dragon creature token with flying onto the battlefield.
3/3
Sauroform Statue(2/R)
Artifact (C)
Sauroform Statue enters the battlefield tapped. T: Add R to your mana pool. Mountaincraft — Sauroform Statue is a 3/2 Lizard creature with first strike as long as you control three or more Mountains.
Spark Shower2R
Instant (C)
Choose one —
- Spark Shower deals 2 damage to target nonred creature. Scry 1 (To scry :1mana:, look at the top card of your library, then you may put that card on the bottom of your library.)
- Spark Shower deals 4 damage to target creature with no abilities.
Spellshred DwarfRR
Creature — Dwarf Shaman (M)
Double strike
Whenever Spellshred Dwarf deals combat damage to a player, exile that many cards from the top of the spell pile. You may play cards exiled this way as long as Spellshred Dwarf is on the battlefield. (2/R): Spellshred Dwarf gets +1/+0 until end of turn.
1/2
Steam Burst(2/R)(2/R)RR
Sorcery (U)
Choose one —
- Steam Burst deals 2 damage to each creature.
- Steam Burst deals 4 damage to each blue and white creature.
Steamrush Invoker(2/R)(2/R)R
Creature — Human Wizard (C) (2/R)(2/R)(2/R)(2/R)(2/R): Creatures can’t block this turn.
4/2
Tectonic Shift(2/R)(2/R)(2/R)
Sorcery (C)
Destroy two target lands controlled by the same player. That player puts the top two cards of the land pile onto the battlefield tapped.
Whenever Tectonic Shift becomes exposed, each player sacrifices a nonbasic land.
Threads of Fury(2/R)
Artifact Enchantment — Aura (C)
Enchant creature (2/R): Enchanted creature gets +1/+0 until end of turn.
Mountaincycling (2/R)((2/R), Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
Trial of Dragons3RR
Sorcery (R)
Put a 4/4 red Dragon creature token with flying onto the battlefield, then you may choose to flip a coin. If you win the flip, put a 4/4 red Dragon creature token with flying onto the battlefield, and you may decide to flip again. If you lose a flip, destroy all Dragons.
Whenever Trial of Dragons becomes exposed, the player who exposed it puts a 4/4 red Dragon creature token with flying onto the battlefield, then shuffles the spell pile.
Vanguard ChargerR
Creature — Goblin Warrior (C)
Haste
Whenever a player topdecks, that player untaps Vanguard Charger and gains control of it.
3/2
Akkzikorg(2/G)(2/G)GG
Creature — Beast (R) (2/G): Target creature gets +1/+1 until end of turn. Forestcraft — (2/G): Creatures you control with no abilities get +1/+1 until end of turn. Activate this ability only of you control three or more Forests.
5/5
Bear Rustler4GG
Creature — Human Warrior (U)
When Bear Rustler enters the battlefield, or is turned face up, put a 3/3 green Bear creature token onto the battlefield.
Morph 1GGG(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) 2G, T: Target Bear you control fights another target creature.
2/2
Bear Witness(2/G)GG
Sorcery (U)
Choose one —
- Put a 3/3 green Bear creature token onto the battlefield.
- Put X 3/3 green Bear creature tokens onto the battlefield, where X is the number of black and blue creatures your opponents control.
Brutal Charge2G
Instant (C)
Choose one —
- Target creature gets +2/+2 until end of turn. Scry 1 (To scry :1mana:, look at the top card of your library, then you may put that card on the bottom of your library.)
- Target creature with no abilities gets +4/+4 until end of turn.
Burrowing Lindworm(2/G)(2/G)(2/G)G
Creature — Dragon (R)
Morph—Skip your next turn. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Whenever Burrowing Lindworm becomes exposed, the player who exposed it may put it onto the battlefield face down as a 2/2 creature.
7/7
Champion of Jurga(2/G)(2/G)(2/G)GG
Creature — Avatar (M)
Trample
When Champion of Jurga enters the battlefield or is turned face up, creatures you control become a copy of it until end of turn.
Morph (2/G)(2/G)(2/G)GG A hero of the powerless. His strength makes giants of everyone.
7/7
Choked by Roots3G
Enchantment (U)
Whenever a player topdecks, untap target creature and put a +1/+1 counter on it. Forestfall – Whenever a Forest enters the battlefield under your control, destroy target artifact or enchantment. GGG: Destroy Choked by Roots. Any player may activate this ability, but only any time he or she could cast a sorcery.
Circle of Life(2/G)GG
Enchantment (R)
Whenever a nontoken creature you control dies, you gain one topdeck. Forestfall — Whenever a Forest enters the battlefield under your control, expose the top card of the spell pile. If you expose a creature card this way, you may put that card onto the battlefield. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
Dietek, Kaiser of Jurga(2/G)GG
Legendary Creature — Human Warrior (R)
Other green creatures you control get +1/+1.
Whenever a creature you control with no abilities enters the battlefield, put a +1/+1 counter on that creature and a +1/+1 counter on Dietek, Kaiser of Jurga. (2/G)(2/G)G, T: Put a creature card from your hand onto the battlefield face down as a 2/2 creature.
3/3
Elvish Invigorator2G
Creature — Elf (C)
Morph—Untap target permanent with a mana ability. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2
Elvish Naturalist2G
Creature — Elf Druid (C)
When Elvish Naturalist enters the battlefield, destroy target artifact.
Forestcycling 3(3, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
3/2
Gaea’s Emissary(2/G)(2/G)G
Creature — Elemental (M)
At the beginning of each upkeep, untap all basic lands and creatures you control. Forestcraft — As long as you control three or more Forests, basic lands you control are 2/2 creatures with indestructible. They’re still lands.
3/4
Harvester Elf1G
Creature — Elf Druid (C) Forestcraft — Harvester Elf gets +3/+3 as long as you control three or more Forests. (2/G), Sacrifice Harvester Elf: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
1/1
Hippoform Statue(2/G)
Artifact (C)
Hippoform Statue enters the battlefield tapped. T: Add G to your mana pool. Forestcraft — Hippoform Statue is a 4/3 Centaur creature as long as you control three or more Forests.
Ignoble Primacy2G
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+2 for each creature on the battlefield with no abilities.
Ironwood Invoker(2/G)(2/G)G
Creature — Human WIzard (C) (2/G)(2/G)(2/G)(2/G)(2/G): Put four +1/+1 counters on target creature. “When I find myself in times of trouble, Mother Jurga comes to me.”
— Dietek, Kaiser of Jurga
3/3
Jurgan Archer2G
Creature — Elf Archer (C)
Reach (This creature can block creatures with flying.)
When Jurgan Archer dies, Distribute two +1/+1 counters among one or two target creatures.
Morph 2G(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2
Jurgan Bear(2/G)G
Creature — Bear (C)
3/3
Jurgan Explorer(2/G)G
Creature — Elf Druid (C) T: You may put a land card from your hand onto the battlefield. Forestfall – Whenever a Forest enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/2
Jurgan Woodbeast(2/G)(2/G)(2/G)G
Creature — Beast (C)
Jurgan Woodbeast gets +2/+2 as long as you control a creature with no abilities. G: Jurgan Woodbeast gains trample until end of turn.
5/4
Might of the Woods(2/G)(2/G)G
Sorcery (U)
Target creature you control gets +3/+3 and has forestwalk until end of turn. Forestcraft – If you control three or more Forests, instead all creatures you control get +3/+3 and have trample until end of turn.
Nature’s Way(2/G)(2/G)G
Sorcery (C)
Destroy target artifact, enchantment, or nonbasic land. Forestcraft – If you control three or more Forests, draw a spell and a land. “Lorem ipsum lorem ipsum”
Path to the New World(2/G)(2/G)
Sorcery (C)
You gain one topdeck. Draw a land.
Whenever Path to the New World becomes exposed, the player who exposed it gains one topdeck.
Razorwood Canopy(2/G)
Artifact — Fortification (U)
Fortified land is a Forest in addition to it’s other types.
Fortified land has “(2/G)(2/G), T: Target creature gets +1/+1 until end of turn for each Forest you control.”
Fortify (2/G)(2/G)((2/G)(2/G): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Rootilid 1G
Creature — Plant (U) (2/G), Expose the top card of the land pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.) (2/G)(2/G), Sacrifice a land: Draw a land.
2/2
Sliver Breeder3G
Creature — Human Druid (U) (2/G), T: Tap two untapped Slivers you control: Put a 1/1 colorless Sliver creature token onto the battlefield. 2G: Target Sliver gets +3/+3 until end of turn. Activate this ability once each turn.
2/4
Snareleaf Sliver(2/G)G
Creature — Sliver (C)
Morph (2/G)(2/G)(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have reach. (They can block creatures with flying.)
2/2
Spectral Elf(2/G)(2/G)
Artifact Creature — Elf (C) (2/G)(2/G): Expose the top card of the spell pile. If you expose a creature card this way, put a +1/+1 counter on Spectral Elf. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
Whenever Spectral Elf becomes exposed, the player that exposed it puts a +1/+1 counter on each creature he or she controls.
2/2
Springleaf Sprite3G
Creature — Ouphe (U)
Forestcharged (This enters the battlefield with a +1/+1 counter on it for each green mana spent to cast it.) Forestfall — Whenever a Forest enters the battlefield under your control, put a +1/+1 counter on Springleaf Sprite. (2/G)(2/G), Remove two +1/+1 counters from among creatures you control: Gain one topdeck.
0/0
Terrain ExpansionX(2/G)(2/G)G
Sorcery (R)
Put the top X cards of the land pile onto the battlefield tapped. Forestcraft – If you control three or more Forests, those lands enter the battlefield untapped.
Thorned Cudgel(2/G)
Artifact — Equipment (C)
Whenever Thorned Cudgel becomes attached to a creature, that creature gains trample until end of turn.
Equipped creature gets +2/+2
Equip (2/G)(2/G)
Threads of Renewal(2/G)
Artifact Enchantment — Aura (C)
Enchant creature
Flash (You may cast this spell any time you could cast an instant.) (2/G): Regenerate enchanted creature.
Forestcycling (2/G)((2/G), Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
Treetop Arena(2/G)(2/G)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional GG.
At the beginning of your upkeep, if Treetop Arena is attached to a Forest, target creature you control gets +3/+3 until end of turn.
Fortify 1GG(1GG: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Utopia Agent(2/G)
Artifact Creature — Elf (R) T: Add one mana of any color to your mana pool. Dominion — As long as you control a basic land of each basic land type, basic lands you control have “T: Add one mana of any color to your mana pool.” It carries the map to the future.
1/1
Ventureshell Sliver(2/G)(2/G)(2/G)
Artifact Creature — Sliver (U)
All Slivers have “1G, Sacrifice this permanent: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.” and are artifacts in addition to their other types.
3/3
Verdant Charm(2/G)G
Instant (C)
Choose one —
- Put two +1/+1 counters on target creature.
- Target creature you control with no abilities fights another target creature you don’t control.
- Search your library for a basic Forest card, reveal it, and put it onto the battlefield tapped. Then shuffle your library
Woodland Fae G
Creature — Faerie (U) (2/G), Sacrifice Woodland Fae: The next creature spell you cast this turn has forestcharged. (It enters the battlefield with a +1/+1 counter on it for each green mana spent to cast it.)
1/1
Altar of Offerings1
Artifact (R) 3, T, Remove a counter from a permanent you control: Choose one —
- You gain 2 life
- Altar of Offerings deals 2 damage to target creature.
- Put a +1/+1 counter on target creature.
Champion Replica8
Artifact Creature — Avatar (M)
When Champion Replica enters the battlefield or is turned face up, choose a basic land type. Destroy all lands of the chosen type.
Morph 8 A masterwork of Turric technology, a symbol of sociopathic anarchy.
8/8
Cockroach Replica3
Artifact Creature — Insect (C) Swampcraft — Cockroach Replica gets +1/+1 and has deathtouch as long as you control three or more Swamps. (2/B)(2/B)B, Sacrifice Cockroach Replica: Target creature gets -2/-2 until end of turn.
3/1
Cursed Ring2
Artifact (R)
At the beginning of your upkeep, sacrifice a topdeck. If you can’t, you lose 2 life.
Return two lands you control to their owner’s hand: Target player gains control of Cursed Ring.
Drake Replica3
Artifact Creature — Drake (C) Islandcraft — Drake Replica gets +1/+1 and has flying as long as you control three or more Islands. (2/U)(2/U)U, Sacrifice Drake Replica: Return target permanent to it’s owner’s hand.
2/2
Frontier Blade4
Artifact — Equipment (U)
Whenever equipped creature deals combat damage to a player, you gain one topdeck.
Whenever an opponent topdecks, put two +1/+1 counters on equipped creature.
Equip 3
Hibernation Rod3
Artifact (U)
Whenever a creature with no abilities enters the battlefield under your control, scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.) 3, T: Turn target creature with morph face down.
Infantry Replica3
Artifact Creature — Soldier (C) Plainscraft — Infantry Replica gets +1/+1 and has first strike as long as you control three or more Plains. (2/W)(2/W)W, Sacrifice Infantry Replica: Destroy target blocking creature.
2/2
Iron Giant7
Artifact Creature — Golem Giant (U)
7/4
Jhovall Replica3
Artifact Creature — Cat (C) Mountaincraft — Jhovall Replica gets +1/+1 and has trample as long as you control three or more Mountains. (2/R)(2/R)R, Sacrifice Jhovall Replica: Jhovall Replica deals 4 damage to target creature.
3/1
Map to Utopia4
Legendary Artifact (M) 5, T: Exile Map to Utopia. Search your library for a basic land of each basic land type and put them onto the battlefield tapped.
Whenever Map to Utopia becomes exposed, the player who exposed it untaps all basic lands he or she controls. An object of centuries past; the blueprint of centuries to come.
Nexus Sphere3
Artifact (R)
When Nexus Sphere enters the battlefield, choose a color. 6, T, Sacrifice Nexus Sphere: Destroy all permanents of the chosen color. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Obelisk of Murmurs2
Artifact (R) X: Look at the top X cards of the spell pile, then put them back in any order. Activate this ability only if the top card of the spell pile isn’t exposed. 5: Shuffle the spell pile. Any player may activate this ability, but only any time he or she could cast a sorcery
Ring of Restoration2
Artifact (U) 1, T: Untap two target basic lands.
Scrapyard Myr1
Artifact Creature — Myr (C)
Morph—Draw a card. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
0/1
Stonehoof Replica3
Artifact Creature — Beast (C) Forestcraft — Stonehoof Replica gets +2/+2 as long as you control three or more Forests. (2/G)(2/G)G, Sacrifice Stonehoof Replica: Destroy target artifact or enchantment.
2/2
Synod Fountain3
Artifact (R)
At the beginning of each player’s draw step, if the top card of the spell pile isn’t exposed, that player draws an additional card. “True wisdom is rewarded to those who value faith over knowledge.”
— Magisterium proverb
The Wishing Wall of the Wastes5
Legendary Artifact Creature — Wall (R)
Defender (This creature can’t attack.) T, Discard a nonland card: Reveal cards from the top of the spell pile until you reveal a card that shares a color with the discarded card. Put that card in your hand and the rest in the graveyard.
0/5
Archmagus Tower
Land (U) T: Add 1 to your mana pool. 6, T: Draw a card. An ancient spire, full of Arcanium squatters, clever lowborn, and the fresh faceless of the Wastes.
Arctic Expanse
Land — Island Plains (R) (T: Add W or U to your mana pool.)
If Arctic Expanse is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Backwater Canopy
Land — Swamp Forest (R) (T: Add B or G to your mana pool.)
If Backwater Canopy is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Barren Foothills
Land — Mountain Plains (R) (T: Add R or W to your mana pool.)
If Barren Foothills is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Bleary Bottoms
Land (C)
Bleary Bottoms enters the battlefield tapped. T: Add B to your mana pool.
Cycling (2/B)((2/B), Discard this card: Draw a card.)
Borderland Garden
Land (U) T: Add 1 to your mana pool. T: Add 2 to your mana pool. Spend this mana only to cast face-down creature spells. It’s where the menagerie meets the masqueraders ball.
Boreal Apex
Land — Mountain Forest (R) (T: Add R or G to your mana pool.)
If Boreal Apex is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Crumbling Ridge
Land (U)
Crumbling Ridge enters the battlefield tapped. T: Add R to your mana pool. 3, T: Add RRR to your mana pool.
Desolate Magisterium
Land — Plains Swamp (R) (T: Add W or B to your mana pool.)
If Desolate Magisterium is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Dewy Meadow
Land (C)
Dewy Meadow enters the battlefield tapped. T: Add W to your mana pool.
Cycling (2/W)((2/W), Discard this card: Draw a card.)
Distant Peak
Land (U)
Distant Peak enters the battlefield tapped. T: Add R to your mana pool. Mountaincraft — R, T: Shuffle the spell pile. Activate this ability only if you control three or more Mountains.
Faraway Isle
Land (U)
Faraway Isle enters the battlefield tapped. T: Add U to your mana pool. Islandcraft — U, T: Untap target permanent. Activate this ability only if you control three or more Islands.
Fetid Quagmire
Land (U)
Fetid Quagmire enters the battlefield tapped. T: Add B to your mana pool. 3, T: Add BBB to your mana pool.
Foggy Weald
Land (C)
Foggy Weald enters the battlefield tapped. T: Add G to your mana pool.
Cycling (2/G)((2/G), Discard this card: Draw a card.)
Forsaken Path
Land (U)
Forsaken Path enters the battlefield tapped. T: Return Forsaken Path and another land you control to their owner’s hands. Add 3 to your mana pool.
Geomorphic Plane
Land (C) T: Add 1 to your mana pool. 6, T, Sacrifice Geomorphic Plane: Search your library for two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Hazy Reef
Land (C)
Hazy Reef enters the battlefield tapped. T: Add U to your mana pool.
Cycling (2/U)((2/U), Discard this card: Draw a card.)
Misty Hills
Land (C)
Misty Hills enters the battlefield tapped. T: Add R to your mana pool.
Cycling (2/R)((2/R), Discard this card: Draw a card.)
Mystic Forest
Land — Forest (C) (T: Add G to your mana pool.)
Mystic Forest enters the battlefield tapped.
Sacrifice Mystic Forest: Put the top card of the land pile onto the battlefield tapped.
Mystic Island
Land — Island (C) (T: Add U to your mana pool.)
Mystic Island enters the battlefield tapped.
Sacrifice Mystic Island: Put the top card of the land pile onto the battlefield tapped.
Mystic Mountain
Land — Mountain (C) (T: Add R to your mana pool.)
Mystic Mountain enters the battlefield tapped.
Sacrifice Mystic Mountain: Put the top card of the land pile onto the battlefield tapped.
Mystic Plains
Land — Plains (C) (T: Add W to your mana pool.)
Mystic Plains enters the battlefield tapped.
Sacrifice Mystic Plains: Put the top card of the land pile onto the battlefield tapped.
Mystic Swamp
Land — Swamp (C) (T: Add B to your mana pool.)
Mystic Swamp enters the battlefield tapped.
Sacrifice Mystic Swamp: Put the top card of the land pile onto the battlefield tapped.
Overgrown Steppe
Land — Forest Plains (R) (T: Add G or W to your mana pool.)
If Overgrown Steppe is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Placid Veldt
Land (U)
Placid Veldt enters the battlefield tapped. T: Add W to your mana pool. Plainscraft — 2W, T: Untap target attacking creature with no abilities. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Activate this ability only if you control three or more Plains.
Remote Woods
Land (U)
Remote Woods enters the battlefield tapped. T: Add G to your mana pool. Forestcraft — 4GG, T: Put a 3/3 green Bear creature token onto the battlefield. Activate this ability only if you control three or more Forests.
Sanctuary of the Wastes
Legendary Land (R)
Morph 2(You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.) T: Add 1 to your mana pool for each creature with no abilities you control.
Seaside Academy
Land (U)
Seaside Academy enters the battlefield tapped. T: Add U to your mana pool. 3, T: Add UUU to your mana pool.
Shifting Mirage
Land (U)
At the beginning of your upkeep, Shifting Mirage becomes a basic land of the most common basic land type among lands you control and gains this ability. If two or more types are tied for most common, you may choose. T: Add 1 to your mana pool.
Sliver Warrens
Land (U) T: Add 1 to your mana pool. 3: Sliver Warrens becomes a 2/2 colorless Sliver creature until end of turn.
Soggy Mesa
Land — Swamp Mountain (R) (T: Add B or R to your mana pool.)
If Soggy Mesa is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Subduction Zone
Land (U) T: Add 1 to your mana pool. 3, T, Sacrifice a land: Put the top card of the land pile onto the battlefield tapped.
Sunswept Prairie
Land (U)
Sunswept Prairie enters the battlefield tapped. T: Add W to your mana pool. 3, T: Add WWW to your mana pool.
Tar Shallows
Land — Island Swamp (R) (T: Add U or B to your mana pool.)
If Tar Shallows is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Thorned Thicket
Land (U)
Thorned Thicket enters the battlefield tapped. T: Add G to your mana pool. 3, T: Add GGG to your mana pool.
Unknown Bog
Land (U)
Unknown Bog enters the battlefield tapped. T: Add B to your mana pool. Swampcraft — 1B, T: Exile target creature card from a graveyard. You gain 2 life. Activate this ability only if you control three or more Swamps.
Verdant Island
Land — Forest Island (R) (T: Add G or U to your mana pool.)
If Verdant Island is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Volcanic Lake
Land — Island Mountain (R) (T: Add U or R to your mana pool.)
If Volcanic Lake is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
The biggest questions I've been asking myself are:
- Is the set fun?
- Is the set balanced?
- Are the fortifications and equipment too OP/at the wrong rarity?
- Does Basiccast work?
- Does Devotion need to go, or should it be pushed harder?
- Does Enrich need to go - it's just there to support basiccast?
- Do the 'ownership change' cards break an unbreakable rule - even in this set?
- Is 'Typecharged' worth it?
- Are the colorless creatures too weak?
- Do I need more ramp?
- Is the 'as-fan' of Slivers too low?
- Are the instances of -1/-1 counters in a set that has +1/+1 counters not something I should do?
- Are the modal color hosing uncommon basiccast spells just straight up garbage?
Archeron, please allow me to provide feedback as a player who has little design experience, yet would like to share my opinion to help others design great sets. I am mainly a limited player, so I hope you'll at least get some ideas from what I am writing
Going to start with just trying to answer your own questions based on looking at the set:
1) I enjoy the depth of the mechanics, but I'm not sure how fun it would be, as I have not played it. Also, Fading Mystique might have the greatest flavor text of all time.
4) I think Basiccast works, but it is easily in my opinion a mechanic that could be cut because I think players might get a "feel bad" attitude for having to play basic lands. I understand the lands come randomly from the Land Pile, but if this were a "normal" limited environment, the mechanic would not work at all as it would unfairly screw the power of certain cards.
5) I don't think Devotion needs to be in the set, as it only appears on the activated ability of a single cycle. If there weren't so many other mechanics pushing out design space, I would expand devotion into other forms.
6) I like Enrich and the cards it is on are balanced.
7) I think so, but I hope a much more experienced design could let you know the limits of breaking the unbreakable rule.
9) My only issue with the colorless creatures is that you are trying to print some colorless Slivers. Being colorless is not part of the identity of being a Sliver. Slivers are aligned with all colors of mana and are enriched by the different planes that they travel to/invade. The Eldrazi and their spawn are the only acceptable colorless creatures at the moment, IMHO. That's not to say the other colorless creatures don't work, I just don't think it is fitting to have colorless Slivers (unless they are tokens, as decided in M14).
11) The as-fan for Slivers looks fine after my review of the set, but you really need to change the wording on your Slivers to the modern "Sliver creatures you control..." for the sake of fairness to all the players in the game and to reduce board state complexity. I certainly would not want my opponent to, for example, have a Vaporshell Sliver that causes both me and my opponent to have a bunch of damage protection shields.
12) -1/-1 and +1/+1 counters should never be together in the same set, unless it is expected that the players have a full understanding of the cards that are in format. MM15 was the first set ever to combine them for a draft format, but no standard set will ever be able to do that. R&D spends a lot of time trying to reduce complexity with the New World Order and I think not combining -1/-1 and +1/+1 counters for any reason is acceptable.
Look forward to seeing this set develop and hearing back from you!
I've been considering whether I should just replace Basiccast with typecraft on spells. Currently, basiccast exists solely on spells, and typecraft is limited to permanents, despite the fact that the mechanics both work on spells and permanents. Basiccast was the first keyword in the file (other than Morph), so while it has a lot of mechanical support, what it was designed to do - force players to use topdecks - might be being accomplished better with the typecraft/typefall/typecharged trio.
About the slivers - The set is essentially a microcosm of what the actual Pile is, and old, Tempest-style slivers have been a linchpin of the format since it's inception. You can make a case for the uncommon ones having the new templating, but unless given a really compelling reason otherwise, the common ones will stay as-is. That's the reason they have morph, BTW. Does your opponent have some slivers you don't want to buff? Play yours face-down! Maybe they should all have morph...
As for the colorless slivers, I'd argue they make sense as slivers on Beledin, considering the story and flavor I've been working on (5 color-aligned 'countries', surrounding a colorless void that monsters are mysteriously emerging from, that are rediscovering colored mana after years and years and years without it.) Maybe I should turn the wastekin into typecharged slivers? Hmm.
Keep the feedback coming. I feel like I'm getting close to another 'pull 50 cards from the set' epiphany. Another multiplayer playtest is just around the corner, too.
I'm still not sold on the density of slivers. There are 12 cards with the creature type 'sliver', and 4 other sliver-related cards.
I've been toying with the idea of replacing the uncommon colorless Heart cycle with a cycle of colorcharged (and colorcharge-granting) slivers.
Something like:
Mountaincharged Sliver3
Creature - Sliver
Mountaincharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have mountaincharged.
0/0
Would just copy/pasting one of these for each color be too lazy? I don't know that I'd want more abilities on them, since I think they're rather good (rather too good?) as it is, and fairly simple. In fact, If I had a colorcharged sliver in each color, I'd probably be forced to actually reduce the mana costs of the uncommon artifact ****shell Sliver cycle so they aren't as good with colorcharged slivers. It seems like it would be fun.
Many changes so far in the month of June, for myriad reasons. Gone are Basiccast, Enrich, and Devotion. Morph was pushed even further, before deciding I needed to pull back a bit. Typecraft is now the densest mechanic in the set, existing on 45 cards. Several cards were changed in the name of reducing complexity. I think there's still room to improve there. A few more cards were replaced to put more fun cards in their slots. Many more still were brought in line with the change of evergreen keywords in Magic Origins - since the set is still in development, the 'release date' is assumed to be after Origin's release, and must reflect changes to the core rules.
A visual spoiler and rules and whatnot are also at mtgpile.com.
'Heart' cycle -(Befouled Heart, Brave Heart, Burning Heart, Hardened Heart, Serene Heart) pulled and replaced with typecharged Sliver cycle. (Atoll Sliver, Grove Sliver, Pearl Sliver, Ruby Sliver, Tar Sliver.) Ebony Wastekin - changed -1/-1 counters to "gets -1/-1 until EOT" Illiteracy - replaced with Hive Brain 'Topdeck by Typefall' enchanment cycle (Blinded by Lights, Suspended in Æther, Covered by Dirt, Enrobed in Flames, Choked by Roots) - templating errata Blinded by Lights - topdeck trigger changed from 4 life to 3. Delocate - removed Basiccast Hive Burst - Mana cost changed from (2/W)(2/W)(2/W)(2/W) to (2/W)(2/W)(2/W). Tokens created changed from 4 to 3. Replaced basiccast with plainscraft. Oraxian Polemarch - Changed from a */* with P/T equal to the number of creatures you control to a 2/2 that gets +1/+1 for each other creature you control. Prairie Zephyr - Replaced basiccast with plainscraft. Replaced cantrip with scry. Sibyl, Steward of Oraxia - Changed activated ability from working on 'no abilities' creature to working with any creature. Replaced sacrifice ability with plainscraft ability. Sibyl's Decree - Reduced mana cost from (2/W)(2/W)WWW to (2/W)(2/W)WW. Replaced basiccast with a 'becomes exposed' trigger. Stout Conservator - Turned plainscraft ability (+2/+0, loses defender) into plainsfall trigger (+3/-1, can attack until EOT). Warrior's Bravery - Replaced basiccast with plainscraft. Aquaform Statue - Replaced islandwalk with 'can't be blocked' Identity Erasure - Replaced basiccast with islandcraft. Leave of Absence - Replaced basiccast-(cantrip) with islandcraft-(scry). Mimeophase - Removed basiccast. Mora, Merchant of Turri - Added "You may play exposed cards." Overmind - Replaced basiccast with islandcraft Put Under Heel - Removed morph. Changed mana cost from (2/U)(2/U)U to U. Changed 'no abilities ETB' trigger into islandfall. Added 'when attacked' clause. Spurn - Removed basiccast. Tidewash Spirit - Pulled, replaced with Gleam Spirit. Turric Infiltrator - Removed 'becomes exposed' trigger. Turric Mistwalker - Changed mana cost from 2U to (2/U)(2/U)U. Added 'Can't be blocked'. Removed morph. Added expose ability. Changed P/T from 2/1 to 3/2. Void Conduit - Changed Islandfall-(Draw X, discard X) to Islandfall-(draw X). Wavebreak Invoker - Changed ability from "+1/+0 and islandwalk" to "can't be blocked". Atrophy - Replaced basiccast with swampcraft. Replaced cantrip with scry 2. Corrupted Soul - Replaced Swampwalk with Menace. Creeping Filth - Replaced -1/-1 counters with "gets -1/-1 until EOT". Livia's Acolyte - Replaced intimidate with menace. Maim - Replaced basiccast with swampcraft. Night Reaper - Removed morph. Changed 'no abilities' trigger to conditional upon an exposed creature. Added expose ability. Changed P/T from 2/2 to 3/2. Obsidian Chardemon - Replaced intimidate with lifelink. Pilfer - Changed from a sorcery that explicitly changes card ownership to an enchantment that actually works in normal Magic. Revengeance - Replaced basiccast with swampcraft. Writ of Blood - Removed basiccast. Æthernado - Replaced with Trial of Dragons Boulder Elemental - Changed "can't block" to "must attack". Dwarven Flanker - Added prowess. Dwarven Tunneler - Ability was retemplated as menace. Fire Jet - Replaced basiccast with mountaincraft. Fireburst - Changed mana cost from X(2/R)R to XR. Replaced basiccast-(copy) with mountaincraft-(flash). Gruzik Sentnel - Replaced defender with prowess. Changed P/T from 0/4 to 1/3. Martyrize - Replaced basiccast with mountaincraft. Spark Shower - Replaced cantrip with scry. Steam Burst - Removed basiccast. Bear Witness - Removed basiccast. Brutal Charge - Replaced cantrip with scry. Jurgan Woodbeast - Removed morph. Changed forestcraft ability into 'control creatures with no abilities' ability. Added trample ability. Changed P/T from 5/5 to 5/4. Might of the Woods - Replaced basiccast with forestcraft. Nature's Way - Replaced basiccast with forestcraft. Terrain Expansion - Changed mana cost from XGGG to X(2/G)(2/G)G. Replaced basiccast with forestcraft. Gallery of the Necrocaliph - Pulled and replaced with Obelisk of Murmurs at rare. Hibernation Rod - Removed morph. Added 'no abilities ETB, scry' ability. Jeweled Signet - Name changed to Ring of Restoration. Nexus Sphere - Changed from rare to mythic rare to fill slot vacated by Gallery of the Necrocaliph. Devotion land cycle (Crumbling Ridge, Fetid Quagmire, Seaside Academy, Sunswept Prairie, Thorned Thicket) - replaced with monocolor filter lands. Enrich land cycle (Distant Peak, Faraway Isle, Placid Veldt, Remote Woods, Unknown Bog) - Removed enrich, added typecraft abilities. Gemstone Gully - Pulled. Replaced with Subduction Zone.
'Topdeck by Typefall' enchanment cycle (Blinded by Lights, Suspended in Æther, Covered by Dirt, Enrobed in Flames, Choked by Roots) - reduced mana costs from 3C to 2C. Changed 'out clause' from CCC: Any player may destroy' to 'if attacked by 3 or more creatures, sacrifice at EOT'.
- Blinded by Lights - Changed topdeck trigger from 'gain 3' to 'get 1/1 Soldier token', changed plainsfall trigger from 'exile creature until this leaves' to 'put a +1/+1 counter on each creature you control".
- Suspended in Æther - Changed islandfall trigger from 'gain control of creature CMC <= 3' to 'Return target permanent to owner's hand'.
- Covered by Dirt - Changed topdeck trigger from 'target creature gets -3/-3 until EOT' to 'target player loses 2, you gain 2'. Changed swampfall trigger from 'reanimate creature CMC <= 3' to 'target creature gets -3/-3 until EOT'
- Enrobed in Flames - Topdeck trigger changed from 'draw 2, discard 2' to '3 damage to target player'. Mountainfall changed from '3 damage divided as you choose' to 'damage = # of Mountains you control to a creature'.
- Choked by Roots - Changed topdeck trigger from 'untap creature, put +1/+1 counter on it' to 'all creatures lose flying until EOT'.
Effervescent Wall - Pulled and replaced with Oraxian Priest. Warrior's Bravery - Changed from +2/+1 to +0/+3. Replaced cantrip with scry 2. Changed plainscraft bonus from '+3/+3 and vigilance' to '+1/+3 and first strike'. Mora, Merchant of Turri - Removed islandcraft permanent swapping ability. Replaced with '2U, T: donate permanent, draw X-3 cards where X is that permanent's CMC' Mystic land cycle (Mystic Plains, Mystic Island, Mystic Swamp, Mystic Mountain, Mystic Forest) - Added tap cost to sacrifice ability.
Any feedback welcome. Themes. Mechanics. Rules. Individual cards. Anything!
Clash on Beledin
-----
Name: Clash on Beledin (Set 1 of the Beledin cycle)
Size: 295 cards (107 Common, 85 Uncommon, 53 Rare, 15 Mythic, 35 Basic land)
Purpose: Designed as a supplemental-style, playable out-of-the-box product for a custom format that has been dubbed 'Pile'.
Mechanics:Twobrid, Morph, Typecraft, Typefall, *color*charged, Expose, Fortify, Cycling, Slivers
Current status: In development/playtesting
After nodding at it in a post here and there in the past, getting feedback on the rare dual land cycle (which went unchanged), and playtesting it since last fall, I'm ready to unveil Clash on Beledin in the goal of getting honest, unbiased feedback. There are ideas that I know others have tried. Some ideas in the set are well-worn custom magic themes at this point. There are also mechanics in the set that probably share a name with a mechanic someone else created. No offense or plagiarism was intended - I developed this set in a virtual black box. But this set isn't just about the cards. This is where I finally tell the story of the Magic format that has been a personal project of mine for over 15 years. To understand the set, you have to know the format it's intended for, and the rules that format uses...
Background
Pile was developed in the winter of 1999, shortly following the release of Mercadian Masques. From one interesting afternoon playing Magic at a local game store, with a giant communal deck (or 'pile') composed of 1 of each card in it's owner's collection, Pile was born. Designed for multiplayer but playable in duels, Pile exists in a space somewhere between Cube and sealed deck. Power level fluctuates. Luck rules the day. Game states you'd never dream would occur appear before your vary eyes. Cards of varying rarities and power levels have been custom selected for Pile, which has been growing slowly almost every expansion since 1999, and now numbers well in excess of 3000 cards. Cards are chosen for mechanical uniqueness, power, synergy with the ruleset, and open-endedness. Narrow tribal cards, arcane cards, snow cards and many other parasitic mechanics are poor fits for the format.
The piles
What sets Pile apart from regular magic more than anything else, is that Pile is played with a shared library and a shared graveyard, and that spells and lands are not mixed together.
In regular Magic, each player has a single library and a single graveyard, and their deck contains a mix of both spells and lands. In Pile, individual libraries are replaced with a single spell pile and a single land pile, while individual graveyards are replaced with a spell graveyard and a land graveyard. All of these are shared by all players. If a card refers to an opponent's library or graveyard, it also refers to your own and vice versa.
- The Spell Pile is composed entirely of nonland cards, hence the name. A majority of them are creatures. The colors are evenly balanced.
- The Land Pile is composed entirely of lands, about half of them basic. The colors are evenly balanced.
- The Spell Graveyard is where all nonland cards go when they are put into the graveyard.
- The Land Graveyard is where all lands go when they are put into a graveyard.
In Clash on Beledin only Pile play, the Spell Pile is comprised of 222 cards and the Land Pile is 73 cards - the 295 cards in Clash on Beledin.
Starting the game
When you start the game, designate one player as the dealer. This player searches out basic lands for other players during the game, adds to piles if they get low, and takes care of the exile zone.
The dealer will take a chunk of the spell pile (usually a stack a couple inches high - 75 cards or so), and the land pile, then shuffles them. (DO NOT SHUFFLE THEM TOGETHER!) The dealer will then deal to each player four spells and three lands face-down. Players play with 20 life and 3 topdecks (more on that later)
The draw
In regular Magic, you draw a card at the beginning of your draw step. In Pile you have one of three choices. At the beginning of your draw step you may:
- Draw a spell
- Draw a land
- Use one of your Topdecks
If a spell or effect says 'draw a card' you may choose which of the piles to draw from.
Topdecks?
When you topdeck during your draw step, you consume one of three 'topdeck counters' that you begin the game with, and search the land pile for the basic land of your choice. When you have no topdeck counters remaining you can no longer do this (unless you happen upon a way to get more), so use them wisely!
Ownership
You might be asking yourself 'in a format where most of the players don't own the cards, who's the owner?' Ownership is 'bestowed' when a card is played from a player's hand. If there are corner cases where a question might arise, use your best judgment.
Search
The only card search that is legal in Pile is basic land search. Anything else, such as tutors, become... problematic in multiplayer environments. Any card that searches for a specific type of basic land, i.e. 'Search your library for a Forest...' are errata'd to search for a basic land only. No fetching dual lands in this format, folks.
One issue I'm definitely looking at closely is mechanical complexity. There are a pretty high number of keywords in this set, and not all of them might survive to see the final cut.
Twobrid mana - This rewards you for topdecking down a colored path with some cards, while keeping them somewhat castable if you've been shut out of a color. Many are even castable with no colored mana, though I've been very careful to adhere to the color pie as closely as I could.
Morph - Morph creatures don't need mana of any specific color to be played. You can play a creature face-down today, and draw into the mana you need to turn it face up tomorrow. Morph density in the set is very high, and spread evenly in all colors and across all rarities. A face-down creature has never been more terrifying.
Typefall - A landfall variant broken down by color. These provide incentives to topdeck, or to keep drawing land.
Typecraft - A metalcraft variant that counts a basic land type instead of artifacts. This also provides mid-range goals for mana development.
Typecharged - Based on Sunburst, this mechanic powers up permanents with counters based on the amount of a single color's mana that was spent to cast it.
Expose - When the top card of a pile is exposed, it's toggled into a revealed state that exists until the card is drawn, the pile is shuffled, or the top of it is reordered. When you reveal the top card of the spell pile during your turn, you gain information about what they might draw. If you expose the top card at the end of an opponent's turn, you can see whether you want to draw the exposed card, or go for a land. Some cards even have triggers that occur when exposed. The politics and intrigue the mechanic adds is a core of the Clash on Beledin experience.
"No abilities matters" - Many people have tried to carry the baton that Muraganda Petroglyphs passed, and this set is no different. It has synergy with morph, and is also supported with a number of token generators and vanilla creatures.
Basiccast - A mechanic that provides a bonus if the spell it's attached to is cast using only basic lands. Maybe you topdecked for the lands. Maybe you got lucky and drew them naturally. Either way, with slightly fewer than half of the lands in Clash on Beledin being basic lands, it might not have come easy.Fortifications - In a set so thoroughly focused on land, where better than to bring back fortifications?
Enrich - What fortifications are to equipment, enrich is to bestow. Limited to one 5 card land cycle.
Cycling/landcycling - In reasonably small numbers to help game flow.
Devotion - Another 5 card land cycle, they play very well with some of the 'twobrid-rich' creatures.Colorless (14 cards - 5 Common, 5 Uncommon, 2 Rare, 2 Mythic)
Atoll Sliver 3
Creature — Sliver (U)
Islandcharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have islandcharged.
0/0
Aurora Wastekin 2
Creature — Elemental Soldier (C)
Plainscharged (This enters the battlefield with a +1/+1 counter on it for each white mana spent to cast it.)
W, Remove a +1/+1 counter from Aurora Wastekin: Gain 2 life.
It moves with the grace of an Oraxian breeze.
0/1
Champion of the Wastes 8
Creature — Avatar (M)
When Champion of the Wastes enters the battlefield or is turned face up, turn all other nontoken creatures face down. (They’re 2/2 creatures.)
Morph 8
A hero for the faceless. He brings you down to their level.
6/6
Ebony Wastekin 2
Creature — Elemental Horror (C)
Swampcharged (This enters the battlefield with a +1/+1 counter on it for each black mana spent to cast it.)
B, Remove a +1/+1 counter from Ebony Wastekin: Target creature gets -1/-1 until end of turn.
It slinks like the waters of the Morvinian fen.
0/1
Grove Sliver 3
Creature — Sliver (U)
Forestcharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have forestcharged.
0/0
Hive Brain 6
Enchantment (R)
Creatures you control are Slivers in addition to their other creature types.
3: Target creature becomes a Sliver in addition to it’s other creature types.
3: Gain control of target Sliver. (This effect lasts indefinitely.)
Magmatic Wastekin 4
Creature — Elemental Spirit (C)
Mountaincharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
Magmatic Wastekin can’t attack or block alone.
R, T, Remove a +1/+1 counter from Magmatic Wastekin: Target creature gains haste until end of turn.
0/1
Mimetic Sliver 7
Creature — Sliver Shapeshifter (R)
You may have Mimetic Sliver enter the battlefield as a copy of any creature on the battlefield, except it’s name is still Mimetic Sliver, it’s a Sliver in addition to it’s other types, and it gains “Sliver creatures enter the battlefield as a copy of Mimetic Sliver.”
No matter where it found itself, it always made itself at home.
0/0
Pearl Sliver 3
Creature — Sliver (U)
Plainscharged (This enters the battlefield with a +1/+1 counter on it for each white mana spent to cast it.)
All Sliver creatures you control have plainscharged.
0/0
Ruby Sliver 3
Creature — Sliver (U)
Mountaincharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have mountaincharged.
0/0
Sliver Landlord 7
Legendary Creature — Sliver (M)
T: Basic lands you control become 2/2 Sliver creatures until end of turn. They’re still lands.
“Would you be able to trust your senses when the very ground your standing on takes to the air?”
—Barlet Rugendoff
5/5
Tar Sliver 3
Creature — Sliver (U)
Swampcharged (This enters the battlefield with a +1/+1 counter on it for each black mana spent to cast it.)
All Sliver creatures you control have swampcharged.
0/0
Thicket Wastekin 3
Creature — Elemental Treefolk (C)
Forestcharged (This enters the battlefield with a +1/+1 counter on it for each green mana spent to cast it.)
2G, Remove a +1/+1 counter from Thicket Wastekin: Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
0/1
Tidal Wastekin 3
Creature — Elemental Merfolk (C)
Islandcharged (This enters the battlefield with a +1/+1 counter on it for each blue mana spent to cast it.)
Tidal Wastekin can’t attack unless defending player controls an Island.
1U, Remove a +1/+1 counter from Tidal Wastekin: Tap target creature.
0/1
White (38 cards - 17 Common, 12 Uncommon, 7 Rare, 2 Mythic)
Angelic Raycaster (2/W)(2/W)(2/W)
Artifact (R)
(2/W)(2/W), T: Exile target nontoken creature you control until end of turn. Put a 4/4 white Angel creature token with flying and haste onto the battlefield. Exile it at the beginning of the next end step.
Inside every sunbeam, a ray of hope.
Blinded by Lights 3W
Enchantment (U)
Whenever a player topdecks, gain 4 life.
Plainsfall — Whenever a Plains enters the battlefield under your control, exile target nonwhite creature until Blinded By Lights leaves the battlefield.
WWW: Destroy Blinded by Lights. Any player may activate this ability, but but only any time he or she could cast a sorcery
Champion of Oraxia (2/W)(2/W)(2/W)WW
Creature — Avatar (M)
Vigilance
When Champion of Oraxia enters the battlefield or is turned face up, return all creatures with converted mana cost 3 or less from all graveyards to the battlefield under your control.
Morph (2/W)(2/W)(2/W)WW
A hero for the people. His wake gives form to memory.
5/7
Cloister Monk (2/W)W
Creature — Human Monk (C)
When Cloister Monk dies, destroy target artifact or enchantment.
Morph 1W (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2
Convalescent Center (2/W)(2/W)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional WW.
At the beginning of your upkeep, if Convalescent Center is attached to a Plains, you gain 2 life.
Fortify 1WW (1WW: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Crucifixion (2/W)(2/W)W
Instant (C)
Put target nonwhite attacking or blocking creature on top of the spell pile, exposed. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Whenever Crucifixion becomes exposed, the player who exposed it gains 4 life.
Dauntless Spirit 1WW
Creature — Spirit (C)
Flying
(2/W), T: Expose the top card of the spell pile. If a creature card is exposed this way, tap target creature. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
2/2
Delocate (2/W)(2/W)W
Instant (U)
Choose one —
- Exile target attacking creature.
- Exile target black or red creature.
Effervescent Wall 2W
Creature — Wall (U)
Plainscharged (This enters the battlefield with a +1/+1 counter on it for each white mana spent to cast it.)
Flying, defender (This creature can’t attack.)
(2/W), T: Prevent the next X damage that would be dealt to you, where X is the number of +1/+1 counters on Effervescent Wall.
0/2
Elk of the Veldt (2/W)(2/W)W
Creature — Elk (U)
(2/W)W: Target white creature you control gains lifelink until end of turn.
Plainscraft — Elk of the Veldt has double strike as long as you control three or more Plains.
3/3
Fading Mystique (2/W)(2/W)
Sorcery (C)
Put target enchantment on top of it’s owner’s library.
“Mr Orghochex, tear down this magical wall!”
—Ran Rhughan
Frontline Exorcist 2W
Creature — Human Cleric Soldier (C)
When Frontline Exorcist enters the battlefield, destroy target enchantment.
Plainscycling 3 (3, Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)
3/2
Ghostly Marshal (2/W)(2/W)W
Creature — Spirit (U)
Morph 4W (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Ghostly Marshal is turned face up or attacks, tap target creature.
3/3
Gone Homesteading W
Instant (R)
Exile target creature. It’s controller gains a number of topdecks equal to the number of colored mana symbols in it’s mana cost.
“Other than world conquest, my lifelong dream has always been to lay down my arms and take up farming.”
—Ix Rolaren, Morphoregent
Griffin Commander (2/W)(2/W)WW
Creature — Griffin (R)
Flying
Plainsfall — Whenever a Plains enters the battlefield under your control, put a 3/3 white Griffin creature token with flying onto the battlefield.
4/4
Griffin of Light (2/W)(2/W)W
Creature — Griffin (C)
Flying
Plainsfall — Whenever a Plains enters the battlefield under your control, put a +1/+1 counter on Griffin of Light.
(2/W): Target permanent becomes white until end of turn.
2/2
Griffin Skymaster (2/W)(2/W)W
Creature — Griffin (U)
Flying
Plainsfall — Whenever a Plains enters the battlefield under your control, other creatures you control gain flying until end of turn.
3/3
Griffinform Statue (2/W)
Artifact (C)
Griffinform Statue enters the battlefield tapped.
T: Add W to your mana pool
Plainscraft — Griffinform Statue is a 3/2 Griffin creature with flying as long as you control three or more Plains.
Hive Burst (2/W)(2/W)(2/W)
Sorcery (U)
Put three 1/1 colorless Sliver creature tokens onto the battlefield.
Plainscraft — If you control three or more Plains, put a +1/+1 counter on each Sliver creature you control.
Opaline Charm (2/W)W
Instant (C)
Choose one —
- Target creature gains lifelink until end of turn.
- Destroy target nonwhite creature with converted mana cost 6 or greater.
- Search your library for a basic Plains card, reveal it, and put it onto the battlefield tapped. Then shuffle your library.
Oraxian Outpost (2/W)
Artifact — Fortification (U)
Fortified land is a Plains in addition to it’s other types
Fortified land has “(2/W)(2/W), T: Put a 1/1 white Soldier creature token onto the battlefield.”
Fortify (2/W)(2/W) ({2W}{2W}: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Oraxian Polemarch (2/W)(2/W)W
Creature — Human Soldier (R)
Oraxian Polemarch’s gets +1/+1 for each other creature you control.
Other creatures you control get +1/+1.
Plainscraft — As long as you control three or more Plains, other creatures you control get +3/+3 instead.
2/2
Oraxian Recruiter W
Creature — Human Soldier (U)
When Oraxian Recruiter attacks a player, put a 1/1 white Soldier creature token onto the battlefield tapped and attacking that player.
1/1
Oraxian Strategos (2/W)(2/W)W
Creature — Human Soldier (R)
When Oraxian Strategos enters the battlefield or is turned face up, choose a color or creature type. Creatures you control have protection from the chosen color or type.
Morph 3WW (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/3
Pearlescent Shield (2/W)
Artifact — Equipment (C)
Whenever Pearlescent Shield becomes attached to a creature, that creature gains vigilance until end of turn.
Equipped creature gets +0/+3 and can block an additional creature.
Equip (2/W)(2/W)
Prairie Zephyr (2/W)W
Instant (C)
Target creature gets +1/+1 for each Plains you control and gains first strike until end of turn.
Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)
Plainscraft — If you control three or more Plains, scry 3 instead.
Sibyl, Steward of Oraxia (2/W)WW
Legendary Creature — Human Cleric (R)
Other white creatures you control get +1/+1.
{2W}{2W}, T: When target creature other than Sibyl dies this turn, return that card to the battlefield under your control.
Plainscraft — As long as you control three or more Plains, creatures you control with no abilities have indestructible.
2/4
Sibyl’s Decree (2/W)(2/W)WW
Sorcery (M)
Destroy all artifacts, enchantments, and nonwhite creatures with abilities.
Whenever Sibyl’s Decree becomes exposed, the player who exposed it may play it without paying it’s mana cost. If he or she doesn’t, shuffle the spell pile.
Sliver Attendant (2/W)(2/W)W
Creature — Human Cleric (U)
When Sliver Attendant enters the battlefield, put a +1/+1 counter on target Sliver.
When Sliver Attendant leaves the battlefield, put two 1/1 colorless Sliver creature tokens onto the battlefield.
2/2
Standing Sliver (2/W)W
Creature — Sliver (C)
Morph (2/W)(2/W) (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have vigilance.
2/2
Stout Conservator (2/W)
Artifact Creature — Warrior (C)
Defender (This creature can’t attack.)
Plainsfall — Whenever a Plains enters the battlefield under your control, Stout Conservator gets +3/-1 until end of turn and can attack this turn as though it didn’t have defender.
0/3
Sunshower Invoker (2/W)W
Creature — Human Cleric (C)
(2/W)(2/W)(2/W)(2/W)(2/W): Tap all nonwhite creatures.
“I’ve got sunshine on a cloudy day!?”
2/2
Threads of Bondage (2/W)
Artifact Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block alone.
Plainscycling (2/W) ((2/W), Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.)
Tin Soldier (2/W)(2/W)
Artifact Creature — Soldier (U)
3/2
Vanguard Guardian (2/W)(2/W)(2/W)WW
Creature — Elemental (C)
Thought to contain spirits of ancient gods, the Guardians are said to protect the temples of Oraxia from the faceless.
Or is it the other way around?
4/8
Vaporshell Sliver (2/W)(2/W)(2/W)
Artifact Creature — Sliver (U)
All Sliver creatures have “W, Sacrifice this permanent: Prevent all combat damage that would be dealt this turn.” and are artifacts in addition to their other types.
3/3
Venerable Cleric 1W
Creature — Human Cleric (C)
Morph— Gain three life (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
It’s just here to be helpful.
1/3
Warrior’s Bravery {2W}WW
Instant (C)
Creatures you control get +2/+1 until end of turn.
Draw a card.
Plainscraft — If you control three or more Plains, instead creatures you control get +3/+3 and have vigilance until end of turn.
Blue (38 cards - 17 Common, 12 Uncommon, 7 Rare, 2 Mythic)
Æthershell Sliver (2/U)(2/U)(2/U)
Artifact Creature — Sliver (U)
All Sliver creatures have “1U, Sacrifice this permanent: Return target creature to it’s owner’s hand.” and are artifacts in addition to their other types.
3/3
Alloyed Leviathan (2/U)(2/U)(2/U)(2/U)
Artifact Creature — Leviathan (U)
5/5
Aquaform Statue (2/U)
Artifact (C)
Aquaform Statue enters the battlefield tapped.
T: Add U to your mana pool.
Islandcraft — Aquaform Statue is a 2/2 Merfolk creature that can’t be blocked as long as you control three or more Islands.
Arcane Interdictor (2/U)U
Creature — Human Wizard (R)
Flash
When Arcane Interdictor enters the battlefield or is turned face up, counter target triggered ability.
Morph U (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/1
Archmagus of Silence 2UU
Creature — Human Wizard (U)
Morph 5U (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Archmagus of Silence is turned face up, counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into that player’s graveyard.
3/3
Back-Alley Aqueduct (2/U)
Artifact — Fortification (U)
Fortified land is an Island in addition to it’s other types.
Fortified land has “(2/U), T: Target creature can’t be blocked this turn.”
Fortify (2/U)(2/U) ((2/U)(2/U): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Back-Alley Oracle UU
Creature — Human Rogue (U)
(2/U): Expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Islandcraft — 3U, T: Draw a card. Activate this ability only if you control three or more Islands.
1/1
Champion of Turri (2/U)(2/U)(2/U)UU
Creature — Avatar (M)
Flying
When Champion of Turri enters the battlefield or is turned face up, return all nonblue creatures to their owner’s hands.
Morph (2/U)(2/U)(2/U)UU
A hero for for the prosperous. He rends competition asunder.
5/5
Codex Chronicler 1U
Creature — Human Wizard (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Morph—Draw two cards then discard two cards. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
1/1
Crack Some Books (2/U)(2/U)
Sorcery (C)
Draw two cards.
They say that knowledge is power. Sometimes it’s toughness too.
Department of Inquiry (2/U)(2/U)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional UU.
At the beginning of your upkeep, if Department of Inquiry is attached to an Island, draw a card.
Fortify 1UU (1UU: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Essence Factory (2/U)(2/U)(2/U)
Artifact (R)
(2/U)(2/U), T: Exile target creature you control.
(2/U)(2/U)(2/U), T: Put a token that’s a copy of a card exiled by Essence Factory onto the battlefield.
It creates the very model of a modern major-general. And every other creature that’s imposing or respectable.
Forge Reflections (2/U)(2/U)(2/U)UU
Sorcery (M)
Choose from among the permanents on the battlefield an artifact, a creature, an enchantment, and a land. For each permanent chosen this way, put a token onto the battlefield that’s a copy of that permanent.
“What’s yours is yours and what’s mine is also yours.”
—Mora
Identity Erasure (2/U)(2/U)U
Instant (U)
Turn target nontoken creature face down. (It’s a 2/2 creature)
Islandcraft — If you control three or more Islands, you may copy Identity Erasure and choose new targets for the copy.
Turric philosophy reasoned that the best way to see the barren wastes was through faceless eyes.
Intercepted Secrets 2UU
Instant (C)
Counter target spell. Expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Precious little passes through the canals of Turri without escaping Mora’s watchful eye.
Kelp Elemental 1UU
Creature — Plant Elemental (C)
Many ensnared sailors in the Bay of Turri would mysteriously find themselves missing after attempting to free their vessels.
2/4
Lapis Charm (2/U)U
Instant (C)
Choose one —
- Turn target face-up creature with morph face down.
- Target land becomes the basic land type of your choice until end of turn.
- Search your library for a basic Island card, reveal it, and put it onto the battlefield tapped. Then shuffle your library
Leave of Absence 3UU
Instant (C)
Put target nonblue creature on top of it’s owner’s library.
Islandcraft — If you control three or more Islands, scry 4. (To scry 4, look at the top four cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Mimeophase 1UU
Sorcery (R)
Put target nontoken creature on top of the spell pile. You put a token onto the battlefield that’s a copy of that creature. It has “Whenever a creature with the same name as this enters the battlefield, sacrifice this.”
Mora, Merchant of Turri (2/U)UU
Legendary Creature — Human Rogue (R)
Other blue creatures you control get +1/+1.
You may play exposed cards.
Islandcraft — (2/U)(2/U)(2/U), T: Exchange control of target permanent you control and target permanent an opponent controls that shares a type with it. Activate this ability only if you control three or more Islands.
2/3
Mora’s Scrutiny 1U
Sorcery (C)
Look at the top five cards of the spell pile, put them back in any order, then expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Whenever Mora’s Scrutiny becomes exposed, the player who exposed it may look at each of his or her opponent’s hands.
Overmind (2/U)(2/U)UU
Instant (R)
Counter target spell.
Islandcraft — If you control three or more Islands, put that spell into your hand instead of putting it into its owner’s graveyard.
Put Under Heel U
Enchantment (U)
Islandfall — Whenever an Island enters the battlefield under your control, tap target creature. It doesn’t untap during its controller’s next untap step.
At the beginning of each end step, if three or more creatures attacked you this turn, sacrifice Put Under Heel and draw two cards.
Ravenous Mists (2/U)UU
Creature — Illusion (C)
Flying
Islandfall — Whenever an Island enters the battlefield under your control, switch Ravenous Mist’s power and toughness until end of turn.
2/4
Skilled Sliver (2/U)U
Creature — Sliver (C)
Morph (2/U)(2/U) (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
2/2
Spellsnap Arcanist 4U
Creature — Human Wizard (C)
When Spellsnap Arcanist enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
Islandcycling 3 (3, Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.)
2/3
Spurn (2/U)(2/U)U
Instant (U)
Choose one —
- Counter target spell unless it’s controller pays 4.
- Counter target red or green spell. Draw a card.
Suspended in Æther 3U
Enchantment (U)
Whenever a player topdecks, draw a spell.
Islandfall – Whenever an Island enters the battlefield under your control, gain control of target creature with converted mana cost three or less until Suspended in Æther leaves the battlefield.
UUU: Destroy Suspended in Æther. Any player may activate this ability, but only as a sorcery.
Threads of Annulment (2/U)
Artifact Enchantment — Aura (C)
Enchant creature
Enchanted creature has no abilities.
Islandcycling (2/U) ((2/U), Discard this card: Search your library for an Island card, reveal it, and put it into your hand. Then shuffle your library.)
Tidewash Spirit (2/U)(2/U)U
Creature — Spirit (U)
Whenever Tidewash Spirit deals combat damage to a player, you pay pay (2/U)(2/U). If you do, return target land that player controls to your hand. (You own that card.)
2/2
Tinkertrap Toy (2/U)(2/U)
Artifact Creature — Construct (C)
(2/U)(2/U)(2/U), Sacrifice Tinkertrap Toy: Tap all creatures with power 2 or less. Activate this ability only any time you could cast a sorcery.
2/1
Turric Infiltrator 2U
Creature — Human Rogue (U)
Whenever Turric Infiltrator deals combat damage to a player, you may expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
(2/U)(2/U)U: Draw a card.
2/2
Turric Mistwalker (2/U)(2/U)U
Creature — Illusion (U)
Turric Mistwalker can’t be blocked.
1U: Expose the top card of the land pile. If a basic land is exposed this way, lands you control become that type in addition to their other types until end of turn.
3/2
Turric Operative 2U
Creature — Human Rogue (C)
Flash
When Turric Operative enters the battlefield, expose the top card of the spell pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
Islandfall — Whenever an Island enters the battlefield under your control, expose the top card of the spell pile.
2/1
Vapor Spirit 1UU
Creature — Illusion (C)
Flying
Islandcraft — When Vapor Spirit dies, if you control three or more Islands, draw three cards.
Morph 4U (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/1
Void Conduit 5U
Creature — Illusion (R)
Flying
Islandcharged (This enters the battlefield with a +1/+1 counter on it for each blue mana spent to cast it.)
Islandfall — Whenever an Island enters the battlefield under your control, draw a card for each charge counter on Void Conduit.
0/1
Wavebreak Invoker (2/U)U
Creature — Human Wizard (C)
(2/U)(2/U)(2/U)(2/U)(2/U): Creatures you control can’t be blocked this turn.
It’s better down where it’s wetter.
2/2
Wizard’s Orb (2/U)
Artifact — Equipment (C)
Whenever Wizard’s Orb becomes attached to a creature, that creature can’t be blocked this turn.
Whenever equipped creature deals combat damage to a player, draw a card.
Equip (2/U)(2/U)
Black(38 cards - 17 Common, 12 Uncommon, 7 Rare, 2 Mythic)
Atrophy 2BB
Instant (C)
Target creature gets -3/-3 until end of turn. Scry 2 (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
Swampcraft — If you control three or more Swamps, that creature gets -6/-6 instead.
Banecreep Plaguebearer 2B
Creature — Horror (R)
Deathtouch
Morph (2/B)(2/B)BBB (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Banecreep Plaguebearer is turned face up, destroy all nonblack creatures. Put a +1/+1 counter on Banecreep Plaguebearer for each creature destroyed this way.
3/2
Borderland Ghast (2/B)(2/B)(2/B)
Artifact Creature — Horror (U)
Flying
Whenever an opponent topdecks, you may pay (2/B)(2/B). If you do, that player loses 3 life and you gain 3 life.
Whenever Borderland Ghast becomes exposed, the player who exposed it sacrifices a creature.
3/3
Champion of Morvinia (2/B)(2/B)(2/B)BB
Creature — Avatar (M)
Trample
When Champion of Morvinia enters the battlefield or is turned face up, exile all creature cards from your graveyard, then put a 2/2 black Zombie creature token onto the battlefield for each card exiled this way.
Morph (2/B)(2/B)(2/B)BB
A hero for generations lost. A storm of footfalls bereft of heartbeats.
7/7
Corpse Wrangler 1BB
Creature — Zombie (C)
When Corpse Wrangler enters the battlefield, return target creature card from your graveyard to your hand.
Swampcycling 3 (3, Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)
2/1
Corrupted Soul B
Creature — Human Rogue (C)
Menace (This creature can’t be blocked except by two or more creatures.)
Swampfall — Whenever a Swamp enters the battlefield under your control, Corrupted Soul becomes a Horror creature with base power and toughness 3/3 and loses all abilities until end of turn.
1/1
Covered by Dirt 3B
Enchantment (U)
Whenever a player topdecks, target creature gets -3/-3 until end of turn.
Swampfall – Whenever a Swamp enters the battlefield under your control, Return target creature with converted mana cost three or less from your graveyard to the battlefield.
BBB: Destroy Covered by Dirt. Any player may activate this ability, but only any time he or she could cast a sorcery.
Creeping Filth (2/B)(2/B)BB
Creature — Horror (R)
Swampfall — Whenever a Swamp enters the battlefield under your control, target creature gets -1/-1 until end of turn for each Swamp you control.
Swampcraft — Whenever a creature an opponent controls dies, if you control three or more Swamps, put two +1/+1 counters on Creeping Filth.
5/5
Extraction Facility (2/B)(2/B)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional BB.
At the beginning of your upkeep, if Extraction Facility is attached to a Swamp, each opponent loses 2 life.
Fortify 1BB (1BB: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Huge Cockroach 4BB
Creature — Insect (C)
9/1
Ichor Creep (2/B)(2/B)BB
Sorcery (U)
Choose a basic land type. Each player sacrifices two lands that share a land type with the chosen type.
Each creature gets -1/-1 until end of turn for each land it’s controller sacrificed this way.
Ichor Sliver (2/B)B
Creature — Sliver (C)
Morph (2/B)(2/B) (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures get +1/+0.
2/2
Ichorform Statue (2/B)
Artifact (C)
Ichorform Statue enters the battlefield tapped.
T: Add B to your mana pool.
Swampcraft — Ichorform Statue is a 2/2 Imp creature with deathtouch as long as you control three or more Swamps.
Leechgrip Invoker (2/B)B
Creature — Human Wizard (C)
(2/B)(2/B)(2/B)(2/B)(2/B): Target creature gets -3/-3 until end of turn. You gain 3 life.
He’s stinky, and has a limp handshake.
3/1
Livia, Matriarch of Morvinia (2/B)BB
Legendary Creature — Human Cleric (R)
Other black creatures you control get +1/+1.
At the beginning of your upkeep, you draw X cards and you lose X life, where X is the number of Swamps you control.
(2/B)(2/B)B, Sacrifice a nonblack creature: Each other player sacrifices a creature.
3/2
Livia’s Acolyte (2/B)(2/B)B
Creature — Human Cleric (C)
Menace (This creature can’t be blocked except by two or more creatures.)
Swampcraft — When Livia’s Acolyte enters the battlefield, if you control three or more Swamps, each opponent sacrifices a creature.
3/3
Maim (2/B)(2/B)(2/B)B
Instant (C)
Destroy target creature.
Swampcraft — If you control three or more Swamps, that creature’s controller loses 4 life.
Morvinian scientists are all too eager to add insult to injury.
Morvinian Bloodseer 3B
Creature — Human Cleric (U)
Swampcraft — T: Choose target creature, then expose the top card of the spell pile. That creature gets -X/-X where X is the converted mana cost of the exposed card. Activate this ability only if you control three or more Swamps. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
3/3
Morvinian Exhumer (2/B)BB
Creature — Human Wizard (C)
Swampfall — Whenever a Swamp enters the battlefield under your control, put a 2/2 black Zombie creature token onto the battlefield.
2/2
Morvinian Phantasm (2/B)(2/B)B
Creature — Spirit (C)
(2/B)(2/B): Regenerate Morvinian Phantasm.
(2/B): Target permanent becomes black until end of turn.
4/2
Morvinian Vivisectionist (2/B)(2/B)B
Creature — Human Cleric (U)
(2/B)(2/B)(2/B), Sacrifice a nonblack, nontoken creature: Put two 1/1 colorless Sliver creature tokens onto the battlefield.
Of all the experiments that were performed after the discovery of the sliver, none were more horrible than what transpired in the dark antechambers of Morvinia.
2/2
Necrologic Dais (2/B)(2/B)(2/B)
Artifact (R)
X, T: You draw X cards, and lose X life. Spend only black mana this way.
It’s not the size of the dais that counts, it’s the potency of the cogency.
Necronascency 3B
Enchantment (U)
Swampcharged (This enters the battlefield with a charge counter on it for each black mana spent to cast it.)
Whenever a creature you control dies, you may pay (2/B)(2/B). If you do, put an X/X black Zombie creature token onto the battlefield, where X is the number of charge counters on Necronascency.
Necroshell Sliver (2/B)(2/B)(2/B)
Artifact Creature — Sliver (U)
All Sliver creatures have “2B, Sacrifice this permanent: Destroy target nonblack, nonartifact creature.” and are artifacts in addition to their other types.
3/3
Night Reaper (2/B)(2/B)B
Creature — Horror (U)
Whenever a creature you control with no abilities attacks, if there is a creature card exposed, defending player loses 1 life.
2B: Expose the top card of the spell pile. If a creature card is exposed this way, put a 2/2 black Zombie creature token onto the battlefield.
3/2
Nightmare Child (2/B)(2/B)B
Creature — Horror (C)
Flying
When Nightmare Child dies, destroy target land.
Morph 3B (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Don’t ask about the army of Meanwhiles and Neverweres.
2/2
Nightshade Geist (2/B)B
Creature — Spirit (U)
Morph 2B (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Nightshade Geist is turned face up, remove all counters from target permanent.
2/2
Obsidian Chardemon (2/B)(2/B)(2/B)BB
Creature — Demon (M)
Lifelink, deathtouch
When Obsidian Chardemon enters the battlefield, if you cast it from your hand, each opponent loses life equal to the number of Swamps on the battlefield. You gain life equal to the life lost this way.
(2/B): Expose the top card of the land pile. If a Swamp is exposed this way, each opponent loses two life.
6/6
Obsidian Dagger (2/B)
Artifact — Equipment (C)
Whenever Obsidian Dagger becomes attached to a creature, that creature becomes black and gains intimidate until end of turn.
(2/B): Equipped creature gets +1/+1 until end of turn.
Equip (2/B)(2/B)
Onyx Charm (2/B)B
Instant (C)
Choose one —
- Return target creature card from your graveyard to your hand
- Destroy target Sliver.
- Search your library for a basic Swamp card, reveal it, and put it onto the battlefield tapped. Then shuffle your library.
Pilfer BBB
Enchantment (R)
When Pilfer enters the battlefield, each opponent reveals his or her hand. For each of those players, choose a card revealed this way and exile it. You may play cards exiled this way.
Whenever Pilfer becomes exposed, each of the opponents of the player who exposed it discards a card.
Possessed Automata (2/B)(2/B)(2/B)
Artifact Creature — Horror Construct (U)
3/6
Psyche Creeper B
Creature — Insect (C)
Morph—Target player discards a card. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Hisssssssssssssssssssss
1/1
Revengeance (2/B)(2/B)BB
Instant (R)
Return target creature from a graveyard to the battlefield under your control.
Swampcraft — If you control three or more Swamps, all other creatures get -X/-X until end of turn where X is that creature’s power.
Soul Decay (2/B)(2/B)
Sorcery (C)
Target player discards a card, then chooses a card in his or her hand and puts that card on top of that player’s library.
Tarflow Rig (2/B)
Artifact — Fortification (U)
Fortified land is a Swamp in addition to it’s other types.
Fortified land has “(2/B)(2/B)(2/B), T: Target player loses 3 life.”
Fortify (2/B)(2/B) ((2/B)(2/B): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Threads of Despair (2/B)
Artifact Enchantment — Aura (C)
Enchant creature
Whenever enchanted creature becomes tapped, it’s controller loses 2 life.
Swampcycling (2/B) ((2/B), Discard this card: Search your library for a Swamp card, reveal it, and put it into your hand. Then shuffle your library.)
Writ of Blood (2/B)(2/B)B
Sorcery (U)
Choose one —
- You draw two cards and you lose two life.
- You draw X cards and lose X life where X is the number of green and white creatures your opponents control.
Red (38 cards - 17 Common, 12 Uncommon, 7 Rare, 2 Mythic)
Æther Portal (2/R)(2/R)
Artifact (R)
(2/R)(2/R)(2/R), T: Shuffle the spell pile, then expose the top card of it. For as long as that card remains exposed, you may play it without paying its mana cost. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card)
Through it’s aperture, the whole of reality could be yours. Eventually.
Boulder Elemental (2/R)(2/R)(2/R)
Artifact Creature — Elemental (C)
Mountaincraft — As long as you control three or more Mountains, Boulder Elemental gets +3/+3 and attacks each turn, if able.
3/4
Champion of Gruz (2/R)(2/R)(2/R)RR
Creature — Avatar (M)
Haste
When Champion of Gruz enters the battlefield or is turned face up, reveal the top seven cards of the spell pile. You may cast any number of instant and/or sorcery cards revealed this way without paying their mana costs.
Morph (2/R)(2/R)(2/R)RR
A hero of the arcane. His cry contains myraid untranslatable secrets.
8/4
Charging Jhovall 3R
Creature — Cat (U)
When Charging Jhovall enters the battlefield, expose the top card of the land pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
As long as a basic land is exposed, Charging Jhovall gets +2/+0 and has trample and haste.
3/3
Cliffside Fortress (2/R)(2/R)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional RR.
At the beginning of your upkeep, if Cliffside Fortress is attached to a Mountain, it deals 2 damage to target creature.
Fortify 1RR (1RR: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Dwarven Duplicator 2RR
Creature — Dwarf Wizard (R)
Morph (2/R)(2/R)(2/R) (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Dwarven Duplicator is turned face up, copy target instant or sorcery spell. You may choose new targets for the copy.
At the beginning of your upkeep, you may turn Dwarven Duplicator face down.
2/2
Dwarven Flanker 3R
Creature — Dwarf Warrior (U)
Double strike, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Morph 3RR (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
When Dwarven Flanker is turned face up, creatures you control gain double strike until end of turn.
2/2
Dwarven Punisher 2R
Creature — Dwarf Warrior (C)
When Dwarven Punisher enters the battlefield, it deals 2 damage to target creature with no abilities.
Mountaincycling 3 (3, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
3/1
Dwarven Tunneler (2/R)(2/R)R
Creature — Dwarf Warrior (U)
(2/R): Dwarven Tunneler gets +1/+0 and gains menace until end of turn. (It can’t be blocked except by two or more creatures.)
Mountaincraft — (2/R): Target creature gets +1/+0 and gains menace until end of turn. Activate this ability only if you control three or more Mountains.
2/3
Enrobed in Flames 3R
Enchantment (U)
Whenever a player topdecks, draw two cards then discard two cards.
Mountainfall – Whenever a Mountain enters the battlefield under your control, Enrobed in Flames deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
RRR: Destroy Enrobed in Flames. Any player may activate this ability, but only any time he or she could cast a sorcery.
Fiery Charm (2/R)R
Instant (C)
Choose one —
- Turn target face-down creature face up
- Draw two cards then discard two cards.
- Search your library for a basic Mountain card, reveal it, and put it onto the battlefield tapped. Then shuffle your library
Fire Jet (2/R)(2/R)RR
Sorcery (C)
Fire Jet deals 5 damage to target player.
Mountaincraft — If you control three or more Mountains, Fire Jet also deals 5 damage to target creature.
It will burn to the heart of you.
Fireburst XR
Sorcery (U)
Fireburst deals X damage to target creature or player.
Mountaincraft — If you control three or more Mountains, you may cast Fireburst as though it had flash. (You may cast it any time you could cast an instant.)
Furyshell Sliver (2/R)(2/R)(2/R)
Artifact Creature — Sliver (U)
All Sliver creatures have “3R, Sacrifice this permanent: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.” and are artifacts in addition to their other types.
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3/3
Goblin Hooligan 1RR
Creature — Goblin (C)
When Goblin Hooligan dies, destroy target artifact. Goblin Hooligan deals damage to that artifact’s controller equal to the artifact’s converted mana cost.
Morph 4R (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
3/2
Goblin Princess 1RR
Creature — Goblin (U)
Creatures your opponents control with power 2 or less attack you, if able.
Mountainfall – Whenever a Mountain enters the battlefield under your control, exchange control of Goblin Princess and target creature you don’t control with power 2 or less.
Gruzik goblin princesses are so renowned for their beauty, they’ve been known to seduce even the most highborn dwarf.
1/1
Goblin Procession (2/R)(2/R)RR
Enchantment (R)
At the beginning of each upkeep, put a 1/1 red Goblin creature token onto the battlefield.
Mountaincraft — (2/R)(2/R), Sacrifice a Goblin: Goblin Procession deals 2 damage to target creature or player. Activate this ability only if you control three or more Mountains.
Gruzik Sentinel (2/R)(2/R)R
Creature — Elemental (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Mountainfall — Whenever a Mountain enters the battlefield under your control, expose the top card of the spell pile. You may play it this turn. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
1/3
Gruzik Stampeder (2/R)(2/R)R
Creature — Beast (C)
5/3
Lavacrest Platform (2/R)
Artifact — Fortification (U)
Fortified land is a Mountain in addition to it’s other types.
Fortified land has “(2/R)(2/R), T: This deals 1 damage to each creature and player.”
Fortify (2/R)(2/R) ((2/R)(2/R): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Magma Cache 1R
Enchantment (U)
Whenever you topdeck, you may pay (2/R). If you do, Magma Cache deals 2 damage divided as you choose among one or two target creatures and/or players.
It burbles just underneath the surface of the far ends of the wastes, waiting for the unfortunate step of an unsuspecting traveler.
Marching Orders 2R
Enchantment (U)
Mountaincharged (This enters the battlefield with a charge counter on it for each red mana spent to cast it.)
Whenever a creature you control becomes blocked, that creature gets +X/+0 until end of turn, where X is the number of charge counters on Marching Orders.
Marduk of Gruz (2/R)RR
Legendary Creature — Dwarf Shaman (R)
Other red creatures you control get +1/+1.
T: Destroy target land. It’s controller puts the top card of the land pile onto the battlefield tapped.
Sacrifice a nonbasic land: Add RR to your mana pool.
4/2
Martyrize (2/R)(2/R)R
Instant (C)
As an additional cost to cast Martyrize, sacrifice a creature.
Martyrize deals damage equal to the sacrificed creature’s power to target creature.
Mountaincraft — If you control three or more Mountains, Martyrize deals that much damage to that creature’s controller.
Martyr’s Belt (2/R)
Artifact — Equipment (C)
Whenever Martyr’s Belt becomes attached to a creature, that creature gets +1/+0 and gains haste until end of turn.
(2/R)(2/R), Sacrifice equipped creature: Martyr’s Belt deals 2 damage to target creature or player.
Equip (2/R)(2/R)
Moggbot (2/R)
Artifact Creature — Goblin (U)
2/1
Razor Sliver (2/R)R
Creature — Sliver (C)
Morph (2/R)(2/R) (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have first strike.
2/2
Rockslide Pathfinder 1R
Creature — Goblin Soldier (C)
Morph—Target creature gains haste until end of turn. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/1
Rubblerouser (2/R)(2/R)RR
Creature — Barbarian Giant (R)
Mountainfall — Whenever a Mountain enters the battlefield under your control, you may put a 4/4 red Dragon creature token with flying onto the battlefield.
3/3
Sauroform Statue (2/R)
Artifact (C)
Sauroform Statue enters the battlefield tapped.
T: Add R to your mana pool.
Mountaincraft — Sauroform Statue is a 3/2 Lizard creature with first strike as long as you control three or more Mountains.
Spark Shower 2R
Instant (C)
Choose one —
- Spark Shower deals 2 damage to target nonred creature. Scry 1 (To scry :1mana:, look at the top card of your library, then you may put that card on the bottom of your library.)
- Spark Shower deals 4 damage to target creature with no abilities.
Spellshred Dwarf RR
Creature — Dwarf Shaman (M)
Double strike
Whenever Spellshred Dwarf deals combat damage to a player, exile that many cards from the top of the spell pile. You may play cards exiled this way as long as Spellshred Dwarf is on the battlefield.
(2/R): Spellshred Dwarf gets +1/+0 until end of turn.
1/2
Steam Burst (2/R)(2/R)RR
Sorcery (U)
Choose one —
- Steam Burst deals 2 damage to each creature.
- Steam Burst deals 4 damage to each blue and white creature.
Steamrush Invoker (2/R)(2/R)R
Creature — Human Wizard (C)
(2/R)(2/R)(2/R)(2/R)(2/R): Creatures can’t block this turn.
4/2
Tectonic Shift (2/R)(2/R)(2/R)
Sorcery (C)
Destroy two target lands controlled by the same player. That player puts the top two cards of the land pile onto the battlefield tapped.
Whenever Tectonic Shift becomes exposed, each player sacrifices a nonbasic land.
Threads of Fury (2/R)
Artifact Enchantment — Aura (C)
Enchant creature
(2/R): Enchanted creature gets +1/+0 until end of turn.
Mountaincycling (2/R) ((2/R), Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)
Trial of Dragons 3RR
Sorcery (R)
Put a 4/4 red Dragon creature token with flying onto the battlefield, then you may choose to flip a coin. If you win the flip, put a 4/4 red Dragon creature token with flying onto the battlefield, and you may decide to flip again. If you lose a flip, destroy all Dragons.
Whenever Trial of Dragons becomes exposed, the player who exposed it puts a 4/4 red Dragon creature token with flying onto the battlefield, then shuffles the spell pile.
Vanguard Charger R
Creature — Goblin Warrior (C)
Haste
Whenever a player topdecks, that player untaps Vanguard Charger and gains control of it.
3/2
Green (38 cards - 17 Common, 12 Uncommon, 7 Rare, 2 Mythic)
Akkzikorg (2/G)(2/G)GG
Creature — Beast (R)
(2/G): Target creature gets +1/+1 until end of turn.
Forestcraft — (2/G): Creatures you control with no abilities get +1/+1 until end of turn. Activate this ability only of you control three or more Forests.
5/5
Bear Rustler 4GG
Creature — Human Warrior (U)
When Bear Rustler enters the battlefield, or is turned face up, put a 3/3 green Bear creature token onto the battlefield.
Morph 1GGG (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2G, T: Target Bear you control fights another target creature.
2/2
Bear Witness (2/G)GG
Sorcery (U)
Choose one —
- Put a 3/3 green Bear creature token onto the battlefield.
- Put X 3/3 green Bear creature tokens onto the battlefield, where X is the number of black and blue creatures your opponents control.
Brutal Charge 2G
Instant (C)
Choose one —
- Target creature gets +2/+2 until end of turn. Scry 1 (To scry :1mana:, look at the top card of your library, then you may put that card on the bottom of your library.)
- Target creature with no abilities gets +4/+4 until end of turn.
Burrowing Lindworm (2/G)(2/G)(2/G)G
Creature — Dragon (R)
Morph—Skip your next turn. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
Whenever Burrowing Lindworm becomes exposed, the player who exposed it may put it onto the battlefield face down as a 2/2 creature.
7/7
Champion of Jurga (2/G)(2/G)(2/G)GG
Creature — Avatar (M)
Trample
When Champion of Jurga enters the battlefield or is turned face up, creatures you control become a copy of it until end of turn.
Morph (2/G)(2/G)(2/G)GG
A hero of the powerless. His strength makes giants of everyone.
7/7
Choked by Roots 3G
Enchantment (U)
Whenever a player topdecks, untap target creature and put a +1/+1 counter on it.
Forestfall – Whenever a Forest enters the battlefield under your control, destroy target artifact or enchantment.
GGG: Destroy Choked by Roots. Any player may activate this ability, but only any time he or she could cast a sorcery.
Circle of Life (2/G)GG
Enchantment (R)
Whenever a nontoken creature you control dies, you gain one topdeck.
Forestfall — Whenever a Forest enters the battlefield under your control, expose the top card of the spell pile. If you expose a creature card this way, you may put that card onto the battlefield. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
Dietek, Kaiser of Jurga (2/G)GG
Legendary Creature — Human Warrior (R)
Other green creatures you control get +1/+1.
Whenever a creature you control with no abilities enters the battlefield, put a +1/+1 counter on that creature and a +1/+1 counter on Dietek, Kaiser of Jurga.
(2/G)(2/G)G, T: Put a creature card from your hand onto the battlefield face down as a 2/2 creature.
3/3
Elvish Invigorator 2G
Creature — Elf (C)
Morph—Untap target permanent with a mana ability. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2
Elvish Naturalist 2G
Creature — Elf Druid (C)
When Elvish Naturalist enters the battlefield, destroy target artifact.
Forestcycling 3 (3, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
3/2
Gaea’s Emissary (2/G)(2/G)G
Creature — Elemental (M)
At the beginning of each upkeep, untap all basic lands and creatures you control.
Forestcraft — As long as you control three or more Forests, basic lands you control are 2/2 creatures with indestructible. They’re still lands.
3/4
Harvester Elf 1G
Creature — Elf Druid (C)
Forestcraft — Harvester Elf gets +3/+3 as long as you control three or more Forests.
(2/G), Sacrifice Harvester Elf: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
1/1
Hippoform Statue (2/G)
Artifact (C)
Hippoform Statue enters the battlefield tapped.
T: Add G to your mana pool.
Forestcraft — Hippoform Statue is a 4/3 Centaur creature as long as you control three or more Forests.
Ignoble Primacy 2G
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +2/+2 for each creature on the battlefield with no abilities.
Ironwood Invoker (2/G)(2/G)G
Creature — Human WIzard (C)
(2/G)(2/G)(2/G)(2/G)(2/G): Put four +1/+1 counters on target creature.
“When I find myself in times of trouble, Mother Jurga comes to me.”
— Dietek, Kaiser of Jurga
3/3
Jurgan Archer 2G
Creature — Elf Archer (C)
Reach (This creature can block creatures with flying.)
When Jurgan Archer dies, Distribute two +1/+1 counters among one or two target creatures.
Morph 2G (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
2/2
Jurgan Bear (2/G)G
Creature — Bear (C)
3/3
Jurgan Explorer (2/G)G
Creature — Elf Druid (C)
T: You may put a land card from your hand onto the battlefield.
Forestfall – Whenever a Forest enters the battlefield under your control, put a 1/1 green Saproling creature token onto the battlefield.
2/2
Jurgan Woodbeast (2/G)(2/G)(2/G)G
Creature — Beast (C)
Jurgan Woodbeast gets +2/+2 as long as you control a creature with no abilities.
G: Jurgan Woodbeast gains trample until end of turn.
5/4
Might of the Woods (2/G)(2/G)G
Sorcery (U)
Target creature you control gets +3/+3 and has forestwalk until end of turn.
Forestcraft – If you control three or more Forests, instead all creatures you control get +3/+3 and have trample until end of turn.
Nature’s Way (2/G)(2/G)G
Sorcery (C)
Destroy target artifact, enchantment, or nonbasic land.
Forestcraft – If you control three or more Forests, draw a spell and a land.
“Lorem ipsum lorem ipsum”
Path to the New World (2/G)(2/G)
Sorcery (C)
You gain one topdeck. Draw a land.
Whenever Path to the New World becomes exposed, the player who exposed it gains one topdeck.
Razorwood Canopy (2/G)
Artifact — Fortification (U)
Fortified land is a Forest in addition to it’s other types.
Fortified land has “(2/G)(2/G), T: Target creature gets +1/+1 until end of turn for each Forest you control.”
Fortify (2/G)(2/G) ((2/G)(2/G): Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Rootilid 1G
Creature — Plant (U)
(2/G), Expose the top card of the land pile. (It’s revealed as long as it’s the top card. You can’t expose a revealed card.)
(2/G)(2/G), Sacrifice a land: Draw a land.
2/2
Sliver Breeder 3G
Creature — Human Druid (U)
(2/G), T: Tap two untapped Slivers you control: Put a 1/1 colorless Sliver creature token onto the battlefield.
2G: Target Sliver gets +3/+3 until end of turn. Activate this ability once each turn.
2/4
Snareleaf Sliver (2/G)G
Creature — Sliver (C)
Morph (2/G)(2/G) (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
All Sliver creatures have reach. (They can block creatures with flying.)
2/2
Spectral Elf (2/G)(2/G)
Artifact Creature — Elf (C)
(2/G)(2/G): Expose the top card of the spell pile. If you expose a creature card this way, put a +1/+1 counter on Spectral Elf. (An exposed card is revealed as long as it’s the top card. You can’t expose a revealed card.)
Whenever Spectral Elf becomes exposed, the player that exposed it puts a +1/+1 counter on each creature he or she controls.
2/2
Springleaf Sprite 3G
Creature — Ouphe (U)
Forestcharged (This enters the battlefield with a +1/+1 counter on it for each green mana spent to cast it.)
Forestfall — Whenever a Forest enters the battlefield under your control, put a +1/+1 counter on Springleaf Sprite.
(2/G)(2/G), Remove two +1/+1 counters from among creatures you control: Gain one topdeck.
0/0
Steely Mauler (2/G)(2/G)(2/G)
Artifact Creature — Beast (U)
4/5
Terrain Expansion X(2/G)(2/G)G
Sorcery (R)
Put the top X cards of the land pile onto the battlefield tapped.
Forestcraft – If you control three or more Forests, those lands enter the battlefield untapped.
Thorned Cudgel (2/G)
Artifact — Equipment (C)
Whenever Thorned Cudgel becomes attached to a creature, that creature gains trample until end of turn.
Equipped creature gets +2/+2
Equip (2/G)(2/G)
Threads of Renewal (2/G)
Artifact Enchantment — Aura (C)
Enchant creature
Flash (You may cast this spell any time you could cast an instant.)
(2/G): Regenerate enchanted creature.
Forestcycling (2/G) ((2/G), Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
Treetop Arena (2/G)(2/G)
Artifact — Fortification (R)
Whenever fortified land is tapped for mana, it produces an additional GG.
At the beginning of your upkeep, if Treetop Arena is attached to a Forest, target creature you control gets +3/+3 until end of turn.
Fortify 1GG (1GG: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Utopia Agent (2/G)
Artifact Creature — Elf (R)
T: Add one mana of any color to your mana pool.
Dominion — As long as you control a basic land of each basic land type, basic lands you control have “T: Add one mana of any color to your mana pool.”
It carries the map to the future.
1/1
Ventureshell Sliver (2/G)(2/G)(2/G)
Artifact Creature — Sliver (U)
All Slivers have “1G, Sacrifice this permanent: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.” and are artifacts in addition to their other types.
3/3
Verdant Charm (2/G)G
Instant (C)
Choose one —
- Put two +1/+1 counters on target creature.
- Target creature you control with no abilities fights another target creature you don’t control.
- Search your library for a basic Forest card, reveal it, and put it onto the battlefield tapped. Then shuffle your library
Woodland Fae G
Creature — Faerie (U)
(2/G), Sacrifice Woodland Fae: The next creature spell you cast this turn has forestcharged. (It enters the battlefield with a +1/+1 counter on it for each green mana spent to cast it.)
1/1
Artifact (18 cards - 5 Common, 5 Uncommon, 2 Rare, 2 Mythic)
Altar of Offerings 1
Artifact (R)
3, T, Remove a counter from a permanent you control: Choose one —
- You gain 2 life
- Altar of Offerings deals 2 damage to target creature.
- Put a +1/+1 counter on target creature.
Champion Replica 8
Artifact Creature — Avatar (M)
When Champion Replica enters the battlefield or is turned face up, choose a basic land type. Destroy all lands of the chosen type.
Morph 8
A masterwork of Turric technology, a symbol of sociopathic anarchy.
8/8
Cockroach Replica 3
Artifact Creature — Insect (C)
Swampcraft — Cockroach Replica gets +1/+1 and has deathtouch as long as you control three or more Swamps.
(2/B)(2/B)B, Sacrifice Cockroach Replica: Target creature gets -2/-2 until end of turn.
3/1
Cursed Ring 2
Artifact (R)
At the beginning of your upkeep, sacrifice a topdeck. If you can’t, you lose 2 life.
Return two lands you control to their owner’s hand: Target player gains control of Cursed Ring.
Drake Replica 3
Artifact Creature — Drake (C)
Islandcraft — Drake Replica gets +1/+1 and has flying as long as you control three or more Islands.
(2/U)(2/U)U, Sacrifice Drake Replica: Return target permanent to it’s owner’s hand.
2/2
Frontier Blade 4
Artifact — Equipment (U)
Whenever equipped creature deals combat damage to a player, you gain one topdeck.
Whenever an opponent topdecks, put two +1/+1 counters on equipped creature.
Equip 3
Hibernation Rod 3
Artifact (U)
Whenever a creature with no abilities enters the battlefield under your control, scry 2. (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)
3, T: Turn target creature with morph face down.
Infantry Replica 3
Artifact Creature — Soldier (C)
Plainscraft — Infantry Replica gets +1/+1 and has first strike as long as you control three or more Plains.
(2/W)(2/W)W, Sacrifice Infantry Replica: Destroy target blocking creature.
2/2
Iron Giant 7
Artifact Creature — Golem Giant (U)
7/4
Jhovall Replica 3
Artifact Creature — Cat (C)
Mountaincraft — Jhovall Replica gets +1/+1 and has trample as long as you control three or more Mountains.
(2/R)(2/R)R, Sacrifice Jhovall Replica: Jhovall Replica deals 4 damage to target creature.
3/1
Map to Utopia 4
Legendary Artifact (M)
5, T: Exile Map to Utopia. Search your library for a basic land of each basic land type and put them onto the battlefield tapped.
Whenever Map to Utopia becomes exposed, the player who exposed it untaps all basic lands he or she controls.
An object of centuries past; the blueprint of centuries to come.
Nexus Sphere 3
Artifact (R)
When Nexus Sphere enters the battlefield, choose a color.
6, T, Sacrifice Nexus Sphere: Destroy all permanents of the chosen color.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Obelisk of Murmurs 2
Artifact (R)
X: Look at the top X cards of the spell pile, then put them back in any order. Activate this ability only if the top card of the spell pile isn’t exposed.
5: Shuffle the spell pile. Any player may activate this ability, but only any time he or she could cast a sorcery
Ring of Restoration 2
Artifact (U)
1, T: Untap two target basic lands.
Scrapyard Myr 1
Artifact Creature — Myr (C)
Morph—Draw a card. (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
0/1
Stonehoof Replica 3
Artifact Creature — Beast (C)
Forestcraft — Stonehoof Replica gets +2/+2 as long as you control three or more Forests.
(2/G)(2/G)G, Sacrifice Stonehoof Replica: Destroy target artifact or enchantment.
2/2
Synod Fountain 3
Artifact (R)
At the beginning of each player’s draw step, if the top card of the spell pile isn’t exposed, that player draws an additional card.
“True wisdom is rewarded to those who value faith over knowledge.”
— Magisterium proverb
The Wishing Wall of the Wastes 5
Legendary Artifact Creature — Wall (R)
Defender (This creature can’t attack.)
T, Discard a nonland card: Reveal cards from the top of the spell pile until you reveal a card that shares a color with the discarded card. Put that card in your hand and the rest in the graveyard.
0/5
Land (73 cards - 11 Common, 16 Uncommon, 11 Rare, 35 Basic)
Archmagus Tower
Land (U)
T: Add 1 to your mana pool.
6, T: Draw a card.
An ancient spire, full of Arcanium squatters, clever lowborn, and the fresh faceless of the Wastes.
Arctic Expanse
Land — Island Plains (R)
(T: Add W or U to your mana pool.)
If Arctic Expanse is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Backwater Canopy
Land — Swamp Forest (R)
(T: Add B or G to your mana pool.)
If Backwater Canopy is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Barren Foothills
Land — Mountain Plains (R)
(T: Add R or W to your mana pool.)
If Barren Foothills is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Bleary Bottoms
Land (C)
Bleary Bottoms enters the battlefield tapped.
T: Add B to your mana pool.
Cycling (2/B) ((2/B), Discard this card: Draw a card.)
Borderland Garden
Land (U)
T: Add 1 to your mana pool.
T: Add 2 to your mana pool. Spend this mana only to cast face-down creature spells.
It’s where the menagerie meets the masqueraders ball.
Boreal Apex
Land — Mountain Forest (R)
(T: Add R or G to your mana pool.)
If Boreal Apex is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Crumbling Ridge
Land (U)
Crumbling Ridge enters the battlefield tapped.
T: Add R to your mana pool.
3, T: Add RRR to your mana pool.
Desolate Magisterium
Land — Plains Swamp (R)
(T: Add W or B to your mana pool.)
If Desolate Magisterium is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Dewy Meadow
Land (C)
Dewy Meadow enters the battlefield tapped.
T: Add W to your mana pool.
Cycling (2/W) ((2/W), Discard this card: Draw a card.)
Distant Peak
Land (U)
Distant Peak enters the battlefield tapped.
T: Add R to your mana pool.
Mountaincraft — R, T: Shuffle the spell pile. Activate this ability only if you control three or more Mountains.
Faraway Isle
Land (U)
Faraway Isle enters the battlefield tapped.
T: Add U to your mana pool.
Islandcraft — U, T: Untap target permanent. Activate this ability only if you control three or more Islands.
Fetid Quagmire
Land (U)
Fetid Quagmire enters the battlefield tapped.
T: Add B to your mana pool.
3, T: Add BBB to your mana pool.
Foggy Weald
Land (C)
Foggy Weald enters the battlefield tapped.
T: Add G to your mana pool.
Cycling (2/G) ((2/G), Discard this card: Draw a card.)
Forsaken Path
Land (U)
Forsaken Path enters the battlefield tapped.
T: Return Forsaken Path and another land you control to their owner’s hands. Add 3 to your mana pool.
Geomorphic Plane
Land (C)
T: Add 1 to your mana pool.
6, T, Sacrifice Geomorphic Plane: Search your library for two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Hazy Reef
Land (C)
Hazy Reef enters the battlefield tapped.
T: Add U to your mana pool.
Cycling (2/U) ((2/U), Discard this card: Draw a card.)
Misty Hills
Land (C)
Misty Hills enters the battlefield tapped.
T: Add R to your mana pool.
Cycling (2/R) ((2/R), Discard this card: Draw a card.)
Mystic Forest
Land — Forest (C)
(T: Add G to your mana pool.)
Mystic Forest enters the battlefield tapped.
Sacrifice Mystic Forest: Put the top card of the land pile onto the battlefield tapped.
Mystic Island
Land — Island (C)
(T: Add U to your mana pool.)
Mystic Island enters the battlefield tapped.
Sacrifice Mystic Island: Put the top card of the land pile onto the battlefield tapped.
Mystic Mountain
Land — Mountain (C)
(T: Add R to your mana pool.)
Mystic Mountain enters the battlefield tapped.
Sacrifice Mystic Mountain: Put the top card of the land pile onto the battlefield tapped.
Mystic Plains
Land — Plains (C)
(T: Add W to your mana pool.)
Mystic Plains enters the battlefield tapped.
Sacrifice Mystic Plains: Put the top card of the land pile onto the battlefield tapped.
Mystic Swamp
Land — Swamp (C)
(T: Add B to your mana pool.)
Mystic Swamp enters the battlefield tapped.
Sacrifice Mystic Swamp: Put the top card of the land pile onto the battlefield tapped.
Overgrown Steppe
Land — Forest Plains (R)
(T: Add G or W to your mana pool.)
If Overgrown Steppe is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Placid Veldt
Land (U)
Placid Veldt enters the battlefield tapped.
T: Add W to your mana pool.
Plainscraft — 2W, T: Untap target attacking creature with no abilities. Prevent all combat damage that would be dealt to and dealt by that creature this turn. Activate this ability only if you control three or more Plains.
Remote Woods
Land (U)
Remote Woods enters the battlefield tapped.
T: Add G to your mana pool.
Forestcraft — 4GG, T: Put a 3/3 green Bear creature token onto the battlefield. Activate this ability only if you control three or more Forests.
Sanctuary of the Wastes
Legendary Land (R)
Morph 2 (You may cast this face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
T: Add 1 to your mana pool for each creature with no abilities you control.
Seaside Academy
Land (U)
Seaside Academy enters the battlefield tapped.
T: Add U to your mana pool.
3, T: Add UUU to your mana pool.
Shifting Mirage
Land (U)
At the beginning of your upkeep, Shifting Mirage becomes a basic land of the most common basic land type among lands you control and gains this ability. If two or more types are tied for most common, you may choose.
T: Add 1 to your mana pool.
Sliver Warrens
Land (U)
T: Add 1 to your mana pool.
3: Sliver Warrens becomes a 2/2 colorless Sliver creature until end of turn.
Soggy Mesa
Land — Swamp Mountain (R)
(T: Add B or R to your mana pool.)
If Soggy Mesa is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Subduction Zone
Land (U)
T: Add 1 to your mana pool.
3, T, Sacrifice a land: Put the top card of the land pile onto the battlefield tapped.
Sunswept Prairie
Land (U)
Sunswept Prairie enters the battlefield tapped.
T: Add W to your mana pool.
3, T: Add WWW to your mana pool.
Tar Shallows
Land — Island Swamp (R)
(T: Add U or B to your mana pool.)
If Tar Shallows is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Thorned Thicket
Land (U)
Thorned Thicket enters the battlefield tapped.
T: Add G to your mana pool.
3, T: Add GGG to your mana pool.
Unknown Bog
Land (U)
Unknown Bog enters the battlefield tapped.
T: Add B to your mana pool.
Swampcraft — 1B, T: Exile target creature card from a graveyard. You gain 2 life. Activate this ability only if you control three or more Swamps.
Verdant Island
Land — Forest Island (R)
(T: Add G or U to your mana pool.)
If Verdant Island is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
Volcanic Lake
Land — Island Mountain (R)
(T: Add U or R to your mana pool.)
If Volcanic Lake is tapped for mana on the first, second, or third turns of the game, add that much colorless mana to your mana pool instead.
- Is the set fun?
- Is the set balanced?
- Are the fortifications and equipment too OP/at the wrong rarity?
- Does Basiccast work?
- Does Devotion need to go, or should it be pushed harder?
- Does Enrich need to go - it's just there to support basiccast?
- Do the 'ownership change' cards break an unbreakable rule - even in this set?
- Is 'Typecharged' worth it?
- Are the colorless creatures too weak?
- Do I need more ramp?
- Is the 'as-fan' of Slivers too low?
- Are the instances of -1/-1 counters in a set that has +1/+1 counters not something I should do?
- Are the modal color hosing uncommon basiccast spells just straight up garbage?
And many others.
Going to start with just trying to answer your own questions based on looking at the set:
1) I enjoy the depth of the mechanics, but I'm not sure how fun it would be, as I have not played it. Also, Fading Mystique might have the greatest flavor text of all time.
4) I think Basiccast works, but it is easily in my opinion a mechanic that could be cut because I think players might get a "feel bad" attitude for having to play basic lands. I understand the lands come randomly from the Land Pile, but if this were a "normal" limited environment, the mechanic would not work at all as it would unfairly screw the power of certain cards.
5) I don't think Devotion needs to be in the set, as it only appears on the activated ability of a single cycle. If there weren't so many other mechanics pushing out design space, I would expand devotion into other forms.
6) I like Enrich and the cards it is on are balanced.
7) I think so, but I hope a much more experienced design could let you know the limits of breaking the unbreakable rule.
9) My only issue with the colorless creatures is that you are trying to print some colorless Slivers. Being colorless is not part of the identity of being a Sliver. Slivers are aligned with all colors of mana and are enriched by the different planes that they travel to/invade. The Eldrazi and their spawn are the only acceptable colorless creatures at the moment, IMHO. That's not to say the other colorless creatures don't work, I just don't think it is fitting to have colorless Slivers (unless they are tokens, as decided in M14).
11) The as-fan for Slivers looks fine after my review of the set, but you really need to change the wording on your Slivers to the modern "Sliver creatures you control..." for the sake of fairness to all the players in the game and to reduce board state complexity. I certainly would not want my opponent to, for example, have a Vaporshell Sliver that causes both me and my opponent to have a bunch of damage protection shields.
12) -1/-1 and +1/+1 counters should never be together in the same set, unless it is expected that the players have a full understanding of the cards that are in format. MM15 was the first set ever to combine them for a draft format, but no standard set will ever be able to do that. R&D spends a lot of time trying to reduce complexity with the New World Order and I think not combining -1/-1 and +1/+1 counters for any reason is acceptable.
Look forward to seeing this set develop and hearing back from you!
I've been considering whether I should just replace Basiccast with typecraft on spells. Currently, basiccast exists solely on spells, and typecraft is limited to permanents, despite the fact that the mechanics both work on spells and permanents. Basiccast was the first keyword in the file (other than Morph), so while it has a lot of mechanical support, what it was designed to do - force players to use topdecks - might be being accomplished better with the typecraft/typefall/typecharged trio.
About the slivers - The set is essentially a microcosm of what the actual Pile is, and old, Tempest-style slivers have been a linchpin of the format since it's inception. You can make a case for the uncommon ones having the new templating, but unless given a really compelling reason otherwise, the common ones will stay as-is. That's the reason they have morph, BTW. Does your opponent have some slivers you don't want to buff? Play yours face-down! Maybe they should all have morph...
As for the colorless slivers, I'd argue they make sense as slivers on Beledin, considering the story and flavor I've been working on (5 color-aligned 'countries', surrounding a colorless void that monsters are mysteriously emerging from, that are rediscovering colored mana after years and years and years without it.) Maybe I should turn the wastekin into typecharged slivers? Hmm.
Keep the feedback coming. I feel like I'm getting close to another 'pull 50 cards from the set' epiphany. Another multiplayer playtest is just around the corner, too.
I've been toying with the idea of replacing the uncommon colorless Heart cycle with a cycle of colorcharged (and colorcharge-granting) slivers.
Something like:
Mountaincharged Sliver 3
Creature - Sliver
Mountaincharged (This enters the battlefield with a +1/+1 counter on it for each red mana spent to cast it.)
All Sliver creatures you control have mountaincharged.
0/0
Would just copy/pasting one of these for each color be too lazy? I don't know that I'd want more abilities on them, since I think they're rather good (rather too good?) as it is, and fairly simple. In fact, If I had a colorcharged sliver in each color, I'd probably be forced to actually reduce the mana costs of the uncommon artifact ****shell Sliver cycle so they aren't as good with colorcharged slivers. It seems like it would be fun.
Many changes so far in the month of June, for myriad reasons. Gone are Basiccast, Enrich, and Devotion. Morph was pushed even further, before deciding I needed to pull back a bit. Typecraft is now the densest mechanic in the set, existing on 45 cards. Several cards were changed in the name of reducing complexity. I think there's still room to improve there. A few more cards were replaced to put more fun cards in their slots. Many more still were brought in line with the change of evergreen keywords in Magic Origins - since the set is still in development, the 'release date' is assumed to be after Origin's release, and must reflect changes to the core rules.
A visual spoiler and rules and whatnot are also at mtgpile.com.
'Heart' cycle -(Befouled Heart, Brave Heart, Burning Heart, Hardened Heart, Serene Heart) pulled and replaced with typecharged Sliver cycle. (Atoll Sliver, Grove Sliver, Pearl Sliver, Ruby Sliver, Tar Sliver.)
Ebony Wastekin - changed -1/-1 counters to "gets -1/-1 until EOT"
Illiteracy - replaced with Hive Brain
'Topdeck by Typefall' enchanment cycle (Blinded by Lights, Suspended in Æther, Covered by Dirt, Enrobed in Flames, Choked by Roots) - templating errata
Blinded by Lights - topdeck trigger changed from 4 life to 3.
Delocate - removed Basiccast
Hive Burst - Mana cost changed from (2/W)(2/W)(2/W)(2/W) to (2/W)(2/W)(2/W). Tokens created changed from 4 to 3. Replaced basiccast with plainscraft.
Oraxian Polemarch - Changed from a */* with P/T equal to the number of creatures you control to a 2/2 that gets +1/+1 for each other creature you control.
Prairie Zephyr - Replaced basiccast with plainscraft. Replaced cantrip with scry.
Sibyl, Steward of Oraxia - Changed activated ability from working on 'no abilities' creature to working with any creature. Replaced sacrifice ability with plainscraft ability.
Sibyl's Decree - Reduced mana cost from (2/W)(2/W)WWW to (2/W)(2/W)WW. Replaced basiccast with a 'becomes exposed' trigger.
Stout Conservator - Turned plainscraft ability (+2/+0, loses defender) into plainsfall trigger (+3/-1, can attack until EOT).
Warrior's Bravery - Replaced basiccast with plainscraft.
Aquaform Statue - Replaced islandwalk with 'can't be blocked'
Identity Erasure - Replaced basiccast with islandcraft.
Leave of Absence - Replaced basiccast-(cantrip) with islandcraft-(scry).
Mimeophase - Removed basiccast.
Mora, Merchant of Turri - Added "You may play exposed cards."
Overmind - Replaced basiccast with islandcraft
Put Under Heel - Removed morph. Changed mana cost from (2/U)(2/U)U to U. Changed 'no abilities ETB' trigger into islandfall. Added 'when attacked' clause.
Spurn - Removed basiccast.
Tidewash Spirit - Pulled, replaced with Gleam Spirit.
Turric Infiltrator - Removed 'becomes exposed' trigger.
Turric Mistwalker - Changed mana cost from 2U to (2/U)(2/U)U. Added 'Can't be blocked'. Removed morph. Added expose ability. Changed P/T from 2/1 to 3/2.
Void Conduit - Changed Islandfall-(Draw X, discard X) to Islandfall-(draw X).
Wavebreak Invoker - Changed ability from "+1/+0 and islandwalk" to "can't be blocked".
Atrophy - Replaced basiccast with swampcraft. Replaced cantrip with scry 2.
Corrupted Soul - Replaced Swampwalk with Menace.
Creeping Filth - Replaced -1/-1 counters with "gets -1/-1 until EOT".
Livia's Acolyte - Replaced intimidate with menace.
Maim - Replaced basiccast with swampcraft.
Night Reaper - Removed morph. Changed 'no abilities' trigger to conditional upon an exposed creature. Added expose ability. Changed P/T from 2/2 to 3/2.
Obsidian Chardemon - Replaced intimidate with lifelink.
Pilfer - Changed from a sorcery that explicitly changes card ownership to an enchantment that actually works in normal Magic.
Revengeance - Replaced basiccast with swampcraft.
Writ of Blood - Removed basiccast.
Æthernado - Replaced with Trial of Dragons
Boulder Elemental - Changed "can't block" to "must attack".
Dwarven Flanker - Added prowess.
Dwarven Tunneler - Ability was retemplated as menace.
Fire Jet - Replaced basiccast with mountaincraft.
Fireburst - Changed mana cost from X(2/R)R to XR. Replaced basiccast-(copy) with mountaincraft-(flash).
Gruzik Sentnel - Replaced defender with prowess. Changed P/T from 0/4 to 1/3.
Martyrize - Replaced basiccast with mountaincraft.
Spark Shower - Replaced cantrip with scry.
Steam Burst - Removed basiccast.
Bear Witness - Removed basiccast.
Brutal Charge - Replaced cantrip with scry.
Jurgan Woodbeast - Removed morph. Changed forestcraft ability into 'control creatures with no abilities' ability. Added trample ability. Changed P/T from 5/5 to 5/4.
Might of the Woods - Replaced basiccast with forestcraft.
Nature's Way - Replaced basiccast with forestcraft.
Terrain Expansion - Changed mana cost from XGGG to X(2/G)(2/G)G. Replaced basiccast with forestcraft.
Gallery of the Necrocaliph - Pulled and replaced with Obelisk of Murmurs at rare.
Hibernation Rod - Removed morph. Added 'no abilities ETB, scry' ability.
Jeweled Signet - Name changed to Ring of Restoration.
Nexus Sphere - Changed from rare to mythic rare to fill slot vacated by Gallery of the Necrocaliph.
Devotion land cycle (Crumbling Ridge, Fetid Quagmire, Seaside Academy, Sunswept Prairie, Thorned Thicket) - replaced with monocolor filter lands.
Enrich land cycle (Distant Peak, Faraway Isle, Placid Veldt, Remote Woods, Unknown Bog) - Removed enrich, added typecraft abilities.
Gemstone Gully - Pulled. Replaced with Subduction Zone.
'Topdeck by Typefall' enchanment cycle (Blinded by Lights, Suspended in Æther, Covered by Dirt, Enrobed in Flames, Choked by Roots) - reduced mana costs from 3C to 2C. Changed 'out clause' from CCC: Any player may destroy' to 'if attacked by 3 or more creatures, sacrifice at EOT'.
- Blinded by Lights - Changed topdeck trigger from 'gain 3' to 'get 1/1 Soldier token', changed plainsfall trigger from 'exile creature until this leaves' to 'put a +1/+1 counter on each creature you control".
- Suspended in Æther - Changed islandfall trigger from 'gain control of creature CMC <= 3' to 'Return target permanent to owner's hand'.
- Covered by Dirt - Changed topdeck trigger from 'target creature gets -3/-3 until EOT' to 'target player loses 2, you gain 2'. Changed swampfall trigger from 'reanimate creature CMC <= 3' to 'target creature gets -3/-3 until EOT'
- Enrobed in Flames - Topdeck trigger changed from 'draw 2, discard 2' to '3 damage to target player'. Mountainfall changed from '3 damage divided as you choose' to 'damage = # of Mountains you control to a creature'.
- Choked by Roots - Changed topdeck trigger from 'untap creature, put +1/+1 counter on it' to 'all creatures lose flying until EOT'.
Effervescent Wall - Pulled and replaced with Oraxian Priest.
Warrior's Bravery - Changed from +2/+1 to +0/+3. Replaced cantrip with scry 2. Changed plainscraft bonus from '+3/+3 and vigilance' to '+1/+3 and first strike'.
Mora, Merchant of Turri - Removed islandcraft permanent swapping ability. Replaced with '2U, T: donate permanent, draw X-3 cards where X is that permanent's CMC'
Mystic land cycle (Mystic Plains, Mystic Island, Mystic Swamp, Mystic Mountain, Mystic Forest) - Added tap cost to sacrifice ability.
Any feedback welcome. Themes. Mechanics. Rules. Individual cards. Anything!