This seems to be the place to talk about my supplemental product.
A supplemental product seemed like the perfect place to get my feet wet. The smaller number of cards and the increased average rarity makes it much easier on newerr designers. I also love EDH with all my heart. I thought it would be fun to make cards specifically for my favorite format.
I settled on 4 color because its a theme that hasn't been explored in a normal set. 4 color cards are difficult to try to do in a normal set because of their prohibitive mana cost. Trying to build a draft format that specifically cares about 4 colors would be impossible, The 5 color sets of the past have really been sets that encourage you to play as many colors as possible, but don't require you to be playing more than 3 to have an acceptable limited deck. I choose to use the Angelarium art both because it is so striking and because the strangeness of it worked well with the nature of the 4 color cards. They should be esoteric.
The first draft of the decks planned to have the Nephilim backed up by 1 shard legend and 1 clan legend per deck. The 4 color nature of the headlining commanders felt special to me. I didn't want to have them lose some of that specialness by including a second 4 color legend in the decks. The plan was to include a sideboard of 15 or so cards to more easily allow for switching the commander for one of the smaller generals. However, this became a problem. Practically, the color identity rule really hampered design and development. The fact that the UBRG deck was going to split into Sultai and Grixis meant that any card with Green or Red mana was going to need to be cut for the transformation. So, definitely no G/R cards, probably only 6-7 cards of each color total. While not impossible, it would certainly be a challenge. My other reasons:
1 - Its unintuitive. Players, especially new players, would be confused by this decision. Even though the sideboard would make it easier to cut a color, it would still require some amount of work.
2- Its a waste of potential. According to Maro, 4 color doesn't have enough room to be a whole set on its own. That was the initial impetus to do 4 color commanders. What that implies, which is what I neglected, is that 4 color legends are something they will only do sparingly. So if I'm doing 4 colors, I should provide more than one option.
3 - The decks obviously want to spread out color wise. Having a 4 color leader with not a lot of multicolor cards would be strange.
I then added another cycle of legends at CCCC. This cemented the product as a 4 color lead, multicolor product. The second set was designed to be visceral and concrete since the original Npehilim were abstract and esoteric. They were themed as a cycle of Iconic creatures. This helped link them to more well known Magic. Of course this left me with another dilemma. I really liked the three color legends. I liked the idea of making 1 shard and 1 clan per deck. Previous Commander products have had 1 alternate and 1 minor, 1 alternate 1 minor 1 reprint, and finally 1 alternate no minor. This product as it currently stands will have 1 alternate and 2 minor. While a departure, heavy multicolor as a theme isn't likely to crop up again for a significant amount of time. As such, I think its totally fine to bend in the other direction and include an additional legend. I am willing to hear arguments against this course of action though.
Some math:
15 new cards per deck would be 75 cards, but other products have been about 60 new cards. As such, some number of cards are going to be shared between decks to get the overall number of cards I want to be consistent between the decks. This isn't an issue. The theme of 4 color means printing color fixing should be common to all the decks.
After some time, I came to a structure I liked.
Two 4 color cards
Four 3 color cards
Six 2 color cards
Plus 2 colorless fixers shared between all 5 decks
14 new cards per deck, 62 for the product.
Card list so far: [55/62]
White is the color of the group. Of society and community. It is the color of selflessness. Nonwhite Legends want to make the game about themselves. To consume resources to fuel their selfish desires.
http://imgur.com/a/3jJLS
New Legends:
Gevurah Who Hungers UBRG
Legendary Creature - Nephilim
Whenever a card is put into a graveyard from anywhere, put a +1/+1 counter on Gevurah Who Hungers
3, Sacrifice a creature: Draw a card.
4/4
Adremelech UBRG
Legendary Creature - Dragon
Flying, trample, haste
Discard a card: Put a -1/-1 counter on target creature.
Exile two cards from your graveyard: Adremelech get +2/+0 until end of turn.
5/3
Tiferet, Seen and Unseen UBG
Legendary Creature - Spirit
Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature.
1/1
Uriel of Fevered Dreams 1UBR
Legendary Creature - Spirit
Whenever a creature is put onto the battlefield from your graveyard, reveal the top card of your library. If its a creature card, put it onto the battlefield. That creature gains haste. Sacrifice it at end of turn. Otherwise, put the revealed card into your graveyard.
2/2
Bloodrite Shaman 3BR
Creature - Orc Shaman (R)
Persist
When Bloodrite Shaman enters that battlefield, exile a card from a graveyard.
You may play cards exiled by Bloodrite Shaman.
4/2
Blue is the color of perfection. Of knowledge. Blue is reactionary and deliberate. The nonblue legends what to be proactive and impulsive. They want to make decisions now and figure out the consequences later.
http://imgur.com/a/bBnFj
Hesed BRGW
Legendary Creature - Nephilim
Whenever a player would draw a card, if it isn’t the first card they would draw during their draw step, instead they discard a card, then draw a card.
3: Return up to three target land cards from your graveyard to your hand.
4/4
Krometh XBRGW
Legendary Creature - Hydra
Krometh enters the battlefield with X +1/+1 counters on it.
Trample
Other creatures you control get +X/+0 and gain menace where X is Krometh's power.
0/0
Suphlatus, the Vengeful Earth BRG
Legendary Creature - Spirit
1, Sacrifice a land: Suphlatus, The Vengeful Earth deals five damage to target creature.
Whenever a land is put into your graveyard from anywhere, put a +1/+1 counter on Suphlatus, the Vengeful Earth.
3/3
Netzach, Harbinger of Glory 3WBR
Legendary Creature - Spirit
Lifelink
When Netzach, Harbinger of Glory enters the battlefield, each player discards a card or sacrifices a permanent for each card in their hand.
Whenever you discard a card, Netzach, Harbinger of Glory deals two damage to target creature or player.
5/5
Emissary of Nature 2RG
Creature - Centaur Shaman (R)
You may play land cards from your graveyard.
(G/R), Sacrifice a land: Destroy target artifact. Emissary of Nature deals two damage to that artifact’s controller.
2/4
Oasis Drinker 4WBG
Creature - Wurm
Trample
Sacrifice a land: Put a +1/+1 counter on each creature you control.
3/4
Might of Naya 2RGW
Creature - Elemental
Might of Naya’s power and toughness are equal to the number of land cards in all graveyards.
You may assign Might of Naya’s combat damage divided as you choose among defending player and/or any number of creatures he or she controls.
*/*
Spiritual Retribution 1WB
Enchantment
Whenever you discard a card, put a 1/1 white spirit creature token with flying onto the battlefield under your control.
Loam-Tiller BG
Creature - Plant Zombie
Players may play an additional land each turn.
T, Sacrifice a land: Return a land card from your graveyard to your hand.
2/2
Sylvan Monk 2WG
When Sylvan Monk enters the battlefield, lands you control become 2/3 green and white treefolk creatures until end of turn. They are still lands.
Suspend 2 GW
2/5
Essence Blast 2WR
Instant
Deal damage to target creature or player equal to the number of lands you control. You gain that much life. If Essence Blast’s madness cost was paid, copy it. You may choose new targets for the copy.
Madness 5RW
Nether Demon 2BR
Creature - Demon
Flying, haste
Hellbent — As long as you have no cards in your hand, creatures you control have indestructible.
4/4
Black is the color of the self. It puts emphasis on power and is the color of degeneration. Black doesn't create, it corrupts. The nonblack legend wants to be about unbounded resource generation.
http://imgur.com/a/cHI6T
Ein'Sof, the Pillar of Eternity WURG
Legendary Creature - Nephilim (M)
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card.
3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4
Raziel 2WURG
Legendary Creature - Angel (M)
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5
Binah 2WRG
Legendary Creature - Spirit (M)
Whenever a land enters the battlefield under your control, you may put a 3/3 green beast creature token onto the battlefield under your control.
You may play an additional land on each of your turns. If you do, return a land you control to its owner’s hand at end of turn.
5/4
Chohkmah 3URG
Legendary Creature - Spirit (M)
Creatures you control have haste.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
4/4
Folly of the Masses 5WUR
Sorcery
Put all nonland, nontoken permanents on the bottom of their owner’s libraries, then gain control of all token permanents until end of turn. Those permanents gain haste until end of turn.
Group Think XWUG
Instant
Convoke
Draw X cards.
Radiant of Karametra 6GW
Enchantment Creature - Giant (R)
Creatures you control get +1/+1 for each land you control.
5/5
Rapid Fecundity 3RG
Enchantment (R)
If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.
Creature tokens you control have haste
Volcanic Auspices 3UURR
Instant
Draw a card for each land you control, then deal damage to target creature or player equal to the number of cards in your hand.
Benevolent Overmind 2UG
Creature - Elemental
Graft X (Benevolent Overmind enters the battlefield with X +1/+1 counters on it, where X is equal to the number of cards in your hand. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
0/0
Faith's Armor 2WU
Enchantment
Creatures you control get +0/+1 for each card in your hand.
Draconic Discipline 2RW
Enchantment
Creatures you control have vigilance and double strike.
2R: Creatures you control get +1/+0 until end of turn.
Red is the color of passion and impulse. Its about doing things in the moment and being proactive. Red has a short view on life. The nonred cards want, in a word, to durdle. Where red is immediate, the nonred card want to take a long view and slowly eek advantage.
*Note* - Names and art aren't final. Specifically, the Angel is going to get a new name.
http://imgur.com/a/2h2Dp
Keter, Hub of the Wheel WUBG
Legendary Creature - Nephilim
Whenever another nontoken creature you control dies, exile it. If you do, you gain life equal to its converted mana cost.
3: Return a creature card you own from exile to your hand. You lose life equal to its converted mana cost.
4/4
Wold 1WUBG
Legendary Creature Sphinx
Lifelink, flying
Whenever you gain life, put a +1/+1 counter on Wold and you draw a card.
Exile a creature card from your graveyard: Gain 2 life.
1/4
Hod, Supreme Being 2WUG
Legendary Creature - Spirit
Whenever a creature entering the battlefield causes an ability to trigger, you may copy that ability. You may choose new targets for the copy.
Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on Hod, Supreme Being.
3/3
Zackiel, Echoer of Existence WBG
Legendary Creature - Spirit
Whenever a nontoken creature you control dies, you gain life equal to its toughness.
X, T, Pay X life: Put an X/X colorless Avatar creature token with trample onto the battlefield under your control.
2/4
Soul Swindler 4WUB
Creature - Spirit
When Soul Swindler enters the battlefield under your control, switch two target players' life totals.
2/5
Rakshasa Antropomancy XUBG
Sorcery
Delve
Reveal the top X cards of your library. Choose up to three of them and put them into your hand. Put the rest into your graveyard.
Keeper of the Grove UG
Creature - Vedalken Wizard
When Keeper of the Grove enters the battlefield, if you cast it from your hand, add two mana of any color to your mana pool and draw a card.
2/1
Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, gain life equal to the power of each tapped creature. Those creatures don't untap during their controller's next untap step.
3/4
Power of the Grave 3UB
Enchantment
You may cast instant and sorcery cards from your graveyard. If an instant or sorcery card would be put into your graveyard, exile it instead.
Whenever your cast an instant or sorcery spell, each player loses 4 life.
Angel of Unfinished Business 3WB
Creature - Angel
Flying
When Angel of Unfinished Business enters the battlefield, sacrifice another creature. If you do, return a creature card from your graveyard to the battlefield.
2/2
Saffi's Embrace WG
Enchantment
Enchant creature you control.
When enchanted creature is put into a graveyard, return it to the battlefield under your control.
When Saffi's Embrace is put into a graveyard from the battlefield, return it to its owner's hand.
Call of the Beyond 1BG
Enchantment
BG: Exile target card in a graveyard.
Whenever a spell or ability you control exiles a card, each opponent loses one life and you gain one life.
Green is about growth, acceptance and being deterministic. Green believes that everything is as it should be. The nongreen card wants to be about change. About the malleability of identity and reality.
http://imgur.com/a/xXv6E
Yesod, Shade of Ruin WUBR
Legendary Creature - Nephilim (M)
Whenever a creature enters or leaves the battlefield, you may have Yesod become a copy of that creature until end of turn and it gains this ability.
3: Each player returns a creature they control to its owner’s hand.
4/4
Melkoth 1WUBR
Legendary Creature - Demon (M)
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put target creature card from a graveyard onto the battlefield tapped and attacking. You lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3
Alkuthier the Soul Jar 2WUB
Legendary Creature - Spirit (M)
T: Exile target creature until Alkuthier the Soul Jar leaves the battlefield, then put a token copy of a creature card exiled by Alkuthier the Soul Jar onto the battlefield under your control.
3/3
Da'at the Blessed Container
Legendary Creature - Spirit (M)
Whenever you draw a card, exile the top card of your library.
You may play cards exiled by Da’at the Blessed Container.
4/5
Mardu Warscreamer 2WBR
Creature - Orc Warrior (R)
Haste
When Mardu Warscreamer attacks, creatures you control get +2/+2 until end of turn, and creatures the defending player controls get -2/-2 until end of turn.
3/3
Master of the Damned 3UBR
Creature - Zombie Wizard (R)
Imprint — When Master of the Damned enters the battlefield or attacks, exile target creature card in a graveyard.
Master of the Damned has all activated and triggered abilities of cards it has exiled.
4/4
Puppet Maker 3UB
Artifact Creature - Construct Wizard (R)
When Puppet Maker enters the battlefield, destroy target nonartifact creature an opponent controls. If you do, put a token copy of that creature onto the battlefield under your control, except it’s an artifact in addition to its other types.
2/2
Soul of the Enlightened 3UW
Creature - Angel Spirit (R)
Soul of the Enlightened enters the battlefield as a copy of a creature card in a graveyard except it’s an angel in addition to its other types and gains flying and vigilance.
0/0
Seraph of Judgement 2WR
Creature - Angel (R)
Flying
Whenever an opponent gains life, Seraph of Judgement deals damage to that player equal to the amount of life they gained.
FT: It is not your place to live longer than fate intends
3/5
Volatile Tutor 1BR
Instant (R)
Search your library for a nonland card and exile it. You may cast that card this turn.
Ashes and Dust 2WB
Instant (R)
Exile two target creatures. You lose 5 life.
Battleform 1UR
Creature - Shapeshifter (R)
Prowess
Whenever you cast a noncreature spell, Battleform becomes a copy of another creature until end of turn except it gains this ability and it gains prowess.
1/1
Boundless Vistas
Land
Boundless Vistas enters the battlefield tapped.
T: Add 1 to your mana pool.
2, T, Sacrifice Boundless Vistas: Search your library for two basic lands with different names and put them onto the battlefield tapped. Then shuffle your library.
Commander's Ring 1
Artifact
T, pay 1 life: Add one mana of your commander's color identity to your mana pool.
I've been working on this and wanted to share an update. I have decided on the theme of each of the five decks and made some changes to the cards.
Themes:
Counter manipulation, sacrifice for value, reanimation
Change log:
Tiferet is still a bit too powerful, so it was reworded to, "Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature."
This should tone the card down with Delve and other similar effects while still maintaining its use in with persist and such.
New Cards:
Bloodrite Shaman 3BR
Creature - Orc Shaman (R)
Persist
When Bloodrite Shaman enters that battlefield, exile a card from a graveyard.
You may play cards exiled by Bloodrite Shaman.
4/2
Themes:
Lands, Discard for value, disruption
Change log:
Hesed has been the problem child of the headlining generals. She was in a good place mechanically, but not aesthetically. I wanted to maintain her ideal as the Earthmother archetype, and decided that her active returning lands played into that and played well with the 'Chains of Mephistopheles' trigger she has. Her current version,
Hesed WBRG
Legendary Creature - Divinity
Whenever a player would draw a card, if it isn’t the first card they would draw during their draw step, instead they discard a card, then draw a card.
3: Return up to three target land cards from your graveyard to your hand.
4/4
New Cards:
Desperation 1R
Enchantment
1R, Discard a card: Draw a card.
1R, Sacrifice Desperation: Draw a card.
Emissary of Nature 2RG
Creature - Centaur Shaman (R)
You may play land cards from your graveyard.
Sacrifice a land: Destroy target artifact, Emissary of Nature deals two damage to that artifact’s controller.
2/4
Themes:
Tokens, Anthems, Cards in hand. Minor land theme
Change log:
Ein'Sof WUGR
Legendary Creature - Divinity
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card.
3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4
In the attempt to differentiate Ein and Hesed, Ein became more about the draw trigger and making tokens. The +1/+1 counter got removed due to the card wanting to make a lot more tokens than previously. It still feels White to me because white cares the most about making multiple tokens at once, though the Red is a bit on the weaker side. I do think the card now has a strong mechanical identity so I doubt that'll change.
Raziel 2WURG
Legendary Creature - Angel
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5
Yay! New Angelarium art! I was looking to revamp this card and the art came out right as I was working. This is a pretty simple card, which is good since most of the product has pretty high complexity. This is sneakily good with Red mana nowadays due to the prevalence of rummage effects.
New Cards:
Radiant of Karametra 6WG
Enchantment Creature - Giant
Creatures you control get +1/+1 for each land you control.
5/5
Themes:
Life manipulation, recursion, flicker, drawing cards
Change log:
No changes
New Cards:
Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, tapped creature don’t untap during their controller’s next untap step. You gain life equal to the total power of all tapped creatures.
3/4
Themes:
Flicker, Cloning, Reanimation.
Change log:
Melkoth was just doing too much. The first ability deserves its own card, and the fantasy around the card is pretty solid already I think. the current version is,
Melkoth 1WUBR
Legendary Creature - Demon
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put a creature card from a graveyard onto the battlefield tapped and attacking. Lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3
New Cards:
Puppet Maker 3UB
Artifact Creature - Construct
When Puppet Maker enters the battlefield, destroy another target creature. If you do, put a token copy of that creature onto the battlefield under your control and its an artifact in addition to its other types.
2/2
Those are the updates so far. I am thinking pretty intently about the minor general problem. I feel like they pull focus from the central allied pair direction the product is headed in. Hopefully I'll have the decks together in the next few days to test with.
This is the projected Precon for Hesed. Currently thinking of a title for the deck. There will be 5 more cards coming for it.
Imgur link to the new card images: http://imgur.com/a/bBnFj#0
100/100
Ein'Sof, the Pillar of Eternity WURG
Legendary Creature - Nephilim (M)
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card. 3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4
Raziel 2WURG
Legendary Creature - Angel (M)
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5
Pillar's Mandate WURG
Instant (R)
Choose two, then each other player chooses one. (Modes can be choosen more than once.)
Target creature fights another target creature.
Target player puts 4 1/1 green Saproling creature tokens onto the battlefield under their control.
Target player populates.
Target player returns a nonland permanent they control to its owner’s hand.
Binah 2WRG
Legendary Creature - Spirit (M)
Whenever a land enters the battlefield under your control, you may put a 3/3 green beast creature token onto the battlefield under your control.
You may play an additional land on each of your turns. If you do, return a land you control to its owner’s hand at end of turn.
5/4
Chohkmah 3URG
Legendary Creature - Spirit (M)
Creatures you control have haste.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
4/4
Folly of the Masses 5WUR
Sorcery
Put all nonland, nontoken permanents on the bottom of their owner’s libraries, then gain control of all token permanents until end of turn. Those permanents gain haste until end of turn.
Group Think XWUG
Instant
Convoke
Draw X cards.
Radiant of Karametra 6GW
Enchantment Creature - Giant (R)
Creatures you control get +1/+1 for each land you control.
5/5
Rapid Fecundity 3RG
Enchantment (R)
If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.
Creature tokens you control have haste
Volcanic Auspices 3UURR
Instant
Draw a card for each land you control, then deal damage to target creature or player equal to the number of cards in your hand.
Benevolent Overmind 2UG
Creature - Elemental
Graft X (Benevolent Overmind enters the battlefield with X +1/+1 counters on it, where X is equal to the number of cards in your hand. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
0/0
Faith's Armor 2WU
Enchantment
Creatures you control get +0/+1 for each card in your hand.
Draconic Discipline 2RW
Enchantment
Creatures you control have vigilance and double strike.
2R: Creatures you control get +1/+0 until end of turn.
Commander's Ring 1
Artifact
T, Pay 1 life: Add one mana of your commander’s color identity to your mana pool.
Boundless Vistas
Land
Boundless Vistas enters the battlefield tapped.
T: Add 1 to your mana pool. 2, T, Sacrifice Boundless Vistas: Search your library for two basic lands with different names, put them onto the battlefield tapped, then shuffle your library.
*Note* - Names and art aren't final. Specifically, the Angel is going to get a new name.
Keter, Hub of the Wheel WUBG
Legendary Creature - Nephilim
Whenever another nontoken creature you control dies, exile it. If you do, you gain life equal to its converted mana cost.
3: Return a creature card you own from exile to your hand. You lose life equal to its converted mana cost.
4/4
Wold 1WUBG
Legendary Creature Sphinx
Lifelink, flying
Whenever you gain life, put a +1/+1 counter on Wold and you draw a card.
Exile a creature card from your graveyard: Gain 2 life.
1/4
Hod, Supreme Being 2WUG
Legendary Creature - Spirit
Whenever a creature entering the battlefield causes an ability to trigger, you may copy that ability. You may choose new targets for the copy.
Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on Hod, Supreme Being.
3/3
Zackiel, Echoer of Existence WBG
Legendary Creature - Spirit
Whenever a nontoken creature you control dies, you gain life equal to its toughness.
X, T, Pay X life: Put an X/X colorless Avatar creature token with trample onto the battlefield under your control.
2/4
Soul Swindler 4WUB
Creature - Spirit
When Soul Swindler enters the battlefield under your control, switch two target players' life totals.
2/5
Rakshasa Antropomancy XUBG
Sorcery
Delve
Reveal the top X cards of your library. Choose up to three of them and put them into your hand. Put the rest into your graveyard.
Keeper of the Grove UG
Creature - Vedalken Wizard
When Keeper of the Grove enters the battlefield, if you cast it from your hand, add two mana of any color to your mana pool and draw a card.
2/1
Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, gain life equal to the power of each tapped creature. Those creatures don't untap during their controller's next untap step.
3/4
Power of the Grave 3UB
Enchantment
You may cast instant and sorcery cards from your graveyard. If an instant or sorcery card would be put into your graveyard, exile it instead.
Whenever your cast an instant or sorcery spell, each player loses 4 life.
Angel of Unfinished Business 3WB
Creature - Angel
Flying
When Angel of Unfinished Business enters the battlefield, sacrifice another creature. If you do, return a creature card from your graveyard to the battlefield.
2/2
Saffi's Embrace WG
Enchantment
Enchant creature you control.
When enchanted creature is put into a graveyard, return it to the battlefield under your control.
When Saffi's Embrace is put into a graveyard from the battlefield, return it to its owner's hand.
Call of the Beyond 1BG
Enchantment
BG: Exile target card in a graveyard.
Whenever a spell or ability you control exiles a card, each opponent loses one life and you gain one life.
Yesod, Shade of Ruin WUBR
Legendary Creature - Nephilim (M)
Whenever a creature enters or leaves the battlefield, you may have Yesod become a copy of that creature until end of turn and it gains this ability.
3: Each player returns a creature they control to its owner’s hand.
4/4
Melkoth 1WUBR
Legendary Creature - Demon (M)
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put target creature card from a graveyard onto the battlefield tapped and attacking. You lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3
Alkuthier the Soul Jar 2WUB
Legendary Creature - Spirit (M)
T: Exile target creature until Alkuthier the Soul Jar leaves the battlefield, then put a token copy of a creature card exiled by Alkuthier the Soul Jar onto the battlefield under your control.
3/3
Da'at the Blessed Container
Legendary Creature - Spirit (M)
Whenever you draw a card, exile the top card of your library.
You may play cards exiled by Da’at the Blessed Container.
4/5
Mardu Warscreamer 2WBR
Creature - Orc Warrior (R)
Haste
When Mardu Warscreamer attacks, creatures you control get +2/+2 until end of turn, and creatures the defending player controls get -2/-2 until end of turn.
3/3
Master of the Damned 3UBR
Creature - Zombie Wizard (R)
Imprint — When Master of the Damned enters the battlefield or attacks, exile target creature card in a graveyard.
Master of the Damned has all activated and triggered abilities of cards it has exiled.
4/4
Puppet Maker 3UB
Artifact Creature - Construct Wizard (R)
When Puppet Maker enters the battlefield, destroy target nonartifact creature an opponent controls. If you do, put a token copy of that creature onto the battlefield under your control, except it’s an artifact in addition to its other types.
2/2
Soul of the Enlightened 3UW
Creature - Angel Spirit (R)
Soul of the Enlightened enters the battlefield as a copy of a creature card in a graveyard except it’s an angel in addition to its other types and gains flying and vigilance.
0/0
Seraph of Judgement 2WR
Creature - Angel (R)
Flying
Whenever an opponent gains life, Seraph of Judgement deals damage to that player equal to the amount of life they gained.
FT: It is not your place to live longer than fate intends
3/5
Volatile Tutor 1BR
Instant (R)
Search your library for a nonland card and exile it. You may cast that card this turn.
Ashes and Dust 2WB
Instant (R)
Exile two target creatures. You lose 5 life.
Battleform 1UR
Creature - Shapeshifter (R)
Prowess
Whenever you cast a noncreature spell, Battleform becomes a copy of another creature until end of turn except it gains this ability and it gains prowess.
1/1
You've got yourself some overpowered cards, man. Case in point (and this is just the first one I noticed): Emissary of Nature. A strictly better Crucible of Worlds for 1 less? You crazy!
Private Mod Note
():
Rollback Post to RevisionRollBack
Generation 15: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.
Emissary costs a mana more than Crucible of Worlds and being a creature makes it more vulnerable to removal. Also, since this is a commander product, adding 2 color identities to the card is a nontrivial change. I think its fine. I'd be concerned if it were in a standard product, but the supplemental products are allowed to breath a bit. Also, these are all pre-development. None of them have been playtested, as the plan is to finish all 5 decks, fabricate them, then play them in rotation against each other in 4 man pods of EDH.
Had some cards ideas. ABUR dual lands with "This land enters the battlefield tapped unless your commander is in the command zone." and Satkhar, Blight of Man {b}{g} 1/2 snake creature with deathtouch, {2}{b}{g}: monstrosity 4, and "As long as Satkhar, Blight of Man is monstrous, it has trample and all creatures able to block it do so."
Melkoth: should have a title after his name to link to the lore as to why he is rowing a boat instead of flying.
Mardu Warscreamer: don't buff himself, a hasty 5/5 for 5 elesh norn is too much.
Battleform: reword "it gains prowess and this ability." like lazav, also it should only copy P/T or trigger on your first spell of the turn.
Keter, the Hub of the Wheel: rename Keter, Hub of the Wheel.
Hod, Supreme Being: rename Hod, the Transcended(supreme being makes it sound like its creature type should be god).
Chohkmaw: an independant 3/3 every turn is too strong, creakwood liege was only able to do it because without him they were 1/1's, I suggest making them 2/2 spirit wolves, for balance and flavor.
Faith's Armor: +Vigilance.
Draconic Discipline: -Vigilance.
Bloodrite Shaman: exile only creature cards( using somethings blood to summon it from the underworld is flavorful).
Deatheater Hydra; proliferate doesn't make very much sense here, just add a +1/+1 counter and regenerate it.
Oracle of Nin: blue doesn't use wither, change it to infect and give it defender or remove the counters angle and the creatures hit don't untap next turn.
Assualt of the Moroii: love it, 10 outa 10, take my money.
Hesed: reword "Whenever a player would draw a card except the first one he or she draws in each of his or her draw steps, instead that player discards a card, then draws a card." geez that's wordy.
Krometh: his last ability doesn't make sense flavor wise. Maybe you could distribute new counters every time it takes damage so its like they're scavenging the severed heads for parts.
Oasis Drinker: -2 cmc, even with its ability 7 mana for a 3/4 is bad, you could up the P/T but lowering the cost would promote more tempo plays as compared to a big clumsy anthem if you're really worried then do something like "if this is the third time you activated this ability this turn, sacrifice Oasis Drinker." eating 3 mountains would make me pop too.
Sylvan Monk: You forgot to give it P/T.
Essence Blast: change it to a sorcery.
These are all just my opinions feel free to ignore them if you so wish.
A supplemental product seemed like the perfect place to get my feet wet. The smaller number of cards and the increased average rarity makes it much easier on newerr designers. I also love EDH with all my heart. I thought it would be fun to make cards specifically for my favorite format.
Relevant blog posts:
http://lefowens.blogspot.com/2015/05/new-project-edh-supplimentals.html
http://lefowens.blogspot.com/2015/05/update-on-supplemental-product.html
http://lefowens.blogspot.com/2015/06/commander-supplement-update.html
Imgur album of the rendered cards:
http://imgur.com/a/meduM
I settled on 4 color because its a theme that hasn't been explored in a normal set. 4 color cards are difficult to try to do in a normal set because of their prohibitive mana cost. Trying to build a draft format that specifically cares about 4 colors would be impossible, The 5 color sets of the past have really been sets that encourage you to play as many colors as possible, but don't require you to be playing more than 3 to have an acceptable limited deck. I choose to use the Angelarium art both because it is so striking and because the strangeness of it worked well with the nature of the 4 color cards. They should be esoteric.
The first draft of the decks planned to have the Nephilim backed up by 1 shard legend and 1 clan legend per deck. The 4 color nature of the headlining commanders felt special to me. I didn't want to have them lose some of that specialness by including a second 4 color legend in the decks. The plan was to include a sideboard of 15 or so cards to more easily allow for switching the commander for one of the smaller generals. However, this became a problem. Practically, the color identity rule really hampered design and development. The fact that the UBRG deck was going to split into Sultai and Grixis meant that any card with Green or Red mana was going to need to be cut for the transformation. So, definitely no G/R cards, probably only 6-7 cards of each color total. While not impossible, it would certainly be a challenge. My other reasons:
1 - Its unintuitive. Players, especially new players, would be confused by this decision. Even though the sideboard would make it easier to cut a color, it would still require some amount of work.
2- Its a waste of potential. According to Maro, 4 color doesn't have enough room to be a whole set on its own. That was the initial impetus to do 4 color commanders. What that implies, which is what I neglected, is that 4 color legends are something they will only do sparingly. So if I'm doing 4 colors, I should provide more than one option.
3 - The decks obviously want to spread out color wise. Having a 4 color leader with not a lot of multicolor cards would be strange.
I then added another cycle of legends at CCCC. This cemented the product as a 4 color lead, multicolor product. The second set was designed to be visceral and concrete since the original Npehilim were abstract and esoteric. They were themed as a cycle of Iconic creatures. This helped link them to more well known Magic. Of course this left me with another dilemma. I really liked the three color legends. I liked the idea of making 1 shard and 1 clan per deck. Previous Commander products have had 1 alternate and 1 minor, 1 alternate 1 minor 1 reprint, and finally 1 alternate no minor. This product as it currently stands will have 1 alternate and 2 minor. While a departure, heavy multicolor as a theme isn't likely to crop up again for a significant amount of time. As such, I think its totally fine to bend in the other direction and include an additional legend. I am willing to hear arguments against this course of action though.
Some math:
15 new cards per deck would be 75 cards, but other products have been about 60 new cards. As such, some number of cards are going to be shared between decks to get the overall number of cards I want to be consistent between the decks. This isn't an issue. The theme of 4 color means printing color fixing should be common to all the decks.
After some time, I came to a structure I liked.
Two 4 color cards
Four 3 color cards
Six 2 color cards
Plus 2 colorless fixers shared between all 5 decks
14 new cards per deck, 62 for the product.
Card list so far: [55/62]
White is the color of the group. Of society and community. It is the color of selflessness. Nonwhite Legends want to make the game about themselves. To consume resources to fuel their selfish desires.
http://imgur.com/a/3jJLS
New Legends:
Gevurah Who Hungers UBRG
Legendary Creature - Nephilim
Whenever a card is put into a graveyard from anywhere, put a +1/+1 counter on Gevurah Who Hungers
3, Sacrifice a creature: Draw a card.
4/4
Adremelech UBRG
Legendary Creature - Dragon
Flying, trample, haste
Discard a card: Put a -1/-1 counter on target creature.
Exile two cards from your graveyard: Adremelech get +2/+0 until end of turn.
5/3
Tiferet, Seen and Unseen UBG
Legendary Creature - Spirit
Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature.
1/1
Uriel of Fevered Dreams 1UBR
Legendary Creature - Spirit
Whenever a creature is put onto the battlefield from your graveyard, reveal the top card of your library. If its a creature card, put it onto the battlefield. That creature gains haste. Sacrifice it at end of turn. Otherwise, put the revealed card into your graveyard.
2/2
Bloodrite Shaman 3BR
Creature - Orc Shaman (R)
Persist
When Bloodrite Shaman enters that battlefield, exile a card from a graveyard.
You may play cards exiled by Bloodrite Shaman.
4/2
Blue is the color of perfection. Of knowledge. Blue is reactionary and deliberate. The nonblue legends what to be proactive and impulsive. They want to make decisions now and figure out the consequences later.
http://imgur.com/a/bBnFj
Hesed BRGW
Legendary Creature - Nephilim
Whenever a player would draw a card, if it isn’t the first card they would draw during their draw step, instead they discard a card, then draw a card.
3: Return up to three target land cards from your graveyard to your hand.
4/4
Krometh XBRGW
Legendary Creature - Hydra
Krometh enters the battlefield with X +1/+1 counters on it.
Trample
Other creatures you control get +X/+0 and gain menace where X is Krometh's power.
0/0
Suphlatus, the Vengeful Earth BRG
Legendary Creature - Spirit
1, Sacrifice a land: Suphlatus, The Vengeful Earth deals five damage to target creature.
Whenever a land is put into your graveyard from anywhere, put a +1/+1 counter on Suphlatus, the Vengeful Earth.
3/3
Netzach, Harbinger of Glory 3WBR
Legendary Creature - Spirit
Lifelink
When Netzach, Harbinger of Glory enters the battlefield, each player discards a card or sacrifices a permanent for each card in their hand.
Whenever you discard a card, Netzach, Harbinger of Glory deals two damage to target creature or player.
5/5
Emissary of Nature 2RG
Creature - Centaur Shaman (R)
You may play land cards from your graveyard.
(G/R), Sacrifice a land: Destroy target artifact. Emissary of Nature deals two damage to that artifact’s controller.
2/4
Oasis Drinker 4WBG
Creature - Wurm
Trample
Sacrifice a land: Put a +1/+1 counter on each creature you control.
3/4
Might of Naya 2RGW
Creature - Elemental
Might of Naya’s power and toughness are equal to the number of land cards in all graveyards.
You may assign Might of Naya’s combat damage divided as you choose among defending player and/or any number of creatures he or she controls.
*/*
Spiritual Retribution 1WB
Enchantment
Whenever you discard a card, put a 1/1 white spirit creature token with flying onto the battlefield under your control.
Loam-Tiller BG
Creature - Plant Zombie
Players may play an additional land each turn.
T, Sacrifice a land: Return a land card from your graveyard to your hand.
2/2
Sylvan Monk 2WG
When Sylvan Monk enters the battlefield, lands you control become 2/3 green and white treefolk creatures until end of turn. They are still lands.
Suspend 2 GW
2/5
Essence Blast 2WR
Instant
Deal damage to target creature or player equal to the number of lands you control. You gain that much life. If Essence Blast’s madness cost was paid, copy it. You may choose new targets for the copy.
Madness 5RW
Nether Demon 2BR
Creature - Demon
Flying, haste
Hellbent — As long as you have no cards in your hand, creatures you control have indestructible.
4/4
Black is the color of the self. It puts emphasis on power and is the color of degeneration. Black doesn't create, it corrupts. The nonblack legend wants to be about unbounded resource generation.
http://imgur.com/a/cHI6T
Ein'Sof, the Pillar of Eternity WURG
Legendary Creature - Nephilim (M)
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card.
3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4
Raziel 2WURG
Legendary Creature - Angel (M)
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5
Binah 2WRG
Legendary Creature - Spirit (M)
Whenever a land enters the battlefield under your control, you may put a 3/3 green beast creature token onto the battlefield under your control.
You may play an additional land on each of your turns. If you do, return a land you control to its owner’s hand at end of turn.
5/4
Chohkmah 3URG
Legendary Creature - Spirit (M)
Creatures you control have haste.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
4/4
Folly of the Masses 5WUR
Sorcery
Put all nonland, nontoken permanents on the bottom of their owner’s libraries, then gain control of all token permanents until end of turn. Those permanents gain haste until end of turn.
Group Think XWUG
Instant
Convoke
Draw X cards.
Radiant of Karametra 6GW
Enchantment Creature - Giant (R)
Creatures you control get +1/+1 for each land you control.
5/5
Rapid Fecundity 3RG
Enchantment (R)
If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.
Creature tokens you control have haste
Volcanic Auspices 3UURR
Instant
Draw a card for each land you control, then deal damage to target creature or player equal to the number of cards in your hand.
Benevolent Overmind 2UG
Creature - Elemental
Graft X (Benevolent Overmind enters the battlefield with X +1/+1 counters on it, where X is equal to the number of cards in your hand. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
0/0
Faith's Armor 2WU
Enchantment
Creatures you control get +0/+1 for each card in your hand.
Draconic Discipline 2RW
Enchantment
Creatures you control have vigilance and double strike.
2R: Creatures you control get +1/+0 until end of turn.
Red is the color of passion and impulse. Its about doing things in the moment and being proactive. Red has a short view on life. The nonred cards want, in a word, to durdle. Where red is immediate, the nonred card want to take a long view and slowly eek advantage.
*Note* - Names and art aren't final. Specifically, the Angel is going to get a new name.
http://imgur.com/a/2h2Dp
Keter, Hub of the Wheel WUBG
Legendary Creature - Nephilim
Whenever another nontoken creature you control dies, exile it. If you do, you gain life equal to its converted mana cost.
3: Return a creature card you own from exile to your hand. You lose life equal to its converted mana cost.
4/4
Wold 1WUBG
Legendary Creature Sphinx
Lifelink, flying
Whenever you gain life, put a +1/+1 counter on Wold and you draw a card.
Exile a creature card from your graveyard: Gain 2 life.
1/4
Hod, Supreme Being 2WUG
Legendary Creature - Spirit
Whenever a creature entering the battlefield causes an ability to trigger, you may copy that ability. You may choose new targets for the copy.
Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on Hod, Supreme Being.
3/3
Zackiel, Echoer of Existence WBG
Legendary Creature - Spirit
Whenever a nontoken creature you control dies, you gain life equal to its toughness.
X, T, Pay X life: Put an X/X colorless Avatar creature token with trample onto the battlefield under your control.
2/4
Soul Swindler 4WUB
Creature - Spirit
When Soul Swindler enters the battlefield under your control, switch two target players' life totals.
2/5
Rakshasa Antropomancy XUBG
Sorcery
Delve
Reveal the top X cards of your library. Choose up to three of them and put them into your hand. Put the rest into your graveyard.
Keeper of the Grove UG
Creature - Vedalken Wizard
When Keeper of the Grove enters the battlefield, if you cast it from your hand, add two mana of any color to your mana pool and draw a card.
2/1
Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, gain life equal to the power of each tapped creature. Those creatures don't untap during their controller's next untap step.
3/4
Power of the Grave 3UB
Enchantment
You may cast instant and sorcery cards from your graveyard. If an instant or sorcery card would be put into your graveyard, exile it instead.
Whenever your cast an instant or sorcery spell, each player loses 4 life.
Angel of Unfinished Business 3WB
Creature - Angel
Flying
When Angel of Unfinished Business enters the battlefield, sacrifice another creature. If you do, return a creature card from your graveyard to the battlefield.
2/2
Saffi's Embrace WG
Enchantment
Enchant creature you control.
When enchanted creature is put into a graveyard, return it to the battlefield under your control.
When Saffi's Embrace is put into a graveyard from the battlefield, return it to its owner's hand.
Call of the Beyond 1BG
Enchantment
BG: Exile target card in a graveyard.
Whenever a spell or ability you control exiles a card, each opponent loses one life and you gain one life.
Green is about growth, acceptance and being deterministic. Green believes that everything is as it should be. The nongreen card wants to be about change. About the malleability of identity and reality.
http://imgur.com/a/xXv6E
Yesod, Shade of Ruin WUBR
Legendary Creature - Nephilim (M)
Whenever a creature enters or leaves the battlefield, you may have Yesod become a copy of that creature until end of turn and it gains this ability.
3: Each player returns a creature they control to its owner’s hand.
4/4
Melkoth 1WUBR
Legendary Creature - Demon (M)
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put target creature card from a graveyard onto the battlefield tapped and attacking. You lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3
Alkuthier the Soul Jar 2WUB
Legendary Creature - Spirit (M)
T: Exile target creature until Alkuthier the Soul Jar leaves the battlefield, then put a token copy of a creature card exiled by Alkuthier the Soul Jar onto the battlefield under your control.
3/3
Da'at the Blessed Container
Legendary Creature - Spirit (M)
Whenever you draw a card, exile the top card of your library.
You may play cards exiled by Da’at the Blessed Container.
4/5
Mardu Warscreamer 2WBR
Creature - Orc Warrior (R)
Haste
When Mardu Warscreamer attacks, creatures you control get +2/+2 until end of turn, and creatures the defending player controls get -2/-2 until end of turn.
3/3
Master of the Damned 3UBR
Creature - Zombie Wizard (R)
Imprint — When Master of the Damned enters the battlefield or attacks, exile target creature card in a graveyard.
Master of the Damned has all activated and triggered abilities of cards it has exiled.
4/4
Puppet Maker 3UB
Artifact Creature - Construct Wizard (R)
When Puppet Maker enters the battlefield, destroy target nonartifact creature an opponent controls. If you do, put a token copy of that creature onto the battlefield under your control, except it’s an artifact in addition to its other types.
2/2
Soul of the Enlightened 3UW
Creature - Angel Spirit (R)
Soul of the Enlightened enters the battlefield as a copy of a creature card in a graveyard except it’s an angel in addition to its other types and gains flying and vigilance.
0/0
Seraph of Judgement 2WR
Creature - Angel (R)
Flying
Whenever an opponent gains life, Seraph of Judgement deals damage to that player equal to the amount of life they gained.
FT: It is not your place to live longer than fate intends
3/5
Volatile Tutor 1BR
Instant (R)
Search your library for a nonland card and exile it. You may cast that card this turn.
Ashes and Dust 2WB
Instant (R)
Exile two target creatures. You lose 5 life.
Battleform 1UR
Creature - Shapeshifter (R)
Prowess
Whenever you cast a noncreature spell, Battleform becomes a copy of another creature until end of turn except it gains this ability and it gains prowess.
1/1
Boundless Vistas
Land
Boundless Vistas enters the battlefield tapped.
T: Add 1 to your mana pool.
2, T, Sacrifice Boundless Vistas: Search your library for two basic lands with different names and put them onto the battlefield tapped. Then shuffle your library.
Commander's Ring 1
Artifact
T, pay 1 life: Add one mana of your commander's color identity to your mana pool.
http://lefowens.blogspot.com/
Themes:
Counter manipulation, sacrifice for value, reanimation
Change log:
Tiferet is still a bit too powerful, so it was reworded to, "Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature."
This should tone the card down with Delve and other similar effects while still maintaining its use in with persist and such.
New Cards:
Bloodrite Shaman 3BR
Creature - Orc Shaman (R)
Persist
When Bloodrite Shaman enters that battlefield, exile a card from a graveyard.
You may play cards exiled by Bloodrite Shaman.
4/2
Themes:
Lands, Discard for value, disruption
Change log:
Hesed has been the problem child of the headlining generals. She was in a good place mechanically, but not aesthetically. I wanted to maintain her ideal as the Earthmother archetype, and decided that her active returning lands played into that and played well with the 'Chains of Mephistopheles' trigger she has. Her current version,
Hesed WBRG
Legendary Creature - Divinity
Whenever a player would draw a card, if it isn’t the first card they would draw during their draw step, instead they discard a card, then draw a card.
3: Return up to three target land cards from your graveyard to your hand.
4/4
New Cards:
Desperation 1R
Enchantment
1R, Discard a card: Draw a card.
1R, Sacrifice Desperation: Draw a card.
Emissary of Nature 2RG
Creature - Centaur Shaman (R)
You may play land cards from your graveyard.
Sacrifice a land: Destroy target artifact, Emissary of Nature deals two damage to that artifact’s controller.
2/4
Themes:
Tokens, Anthems, Cards in hand. Minor land theme
Change log:
Ein'Sof WUGR
Legendary Creature - Divinity
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card.
3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4
In the attempt to differentiate Ein and Hesed, Ein became more about the draw trigger and making tokens. The +1/+1 counter got removed due to the card wanting to make a lot more tokens than previously. It still feels White to me because white cares the most about making multiple tokens at once, though the Red is a bit on the weaker side. I do think the card now has a strong mechanical identity so I doubt that'll change.
Raziel 2WURG
Legendary Creature - Angel
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5
Yay! New Angelarium art! I was looking to revamp this card and the art came out right as I was working. This is a pretty simple card, which is good since most of the product has pretty high complexity. This is sneakily good with Red mana nowadays due to the prevalence of rummage effects.
New Cards:
Radiant of Karametra 6WG
Enchantment Creature - Giant
Creatures you control get +1/+1 for each land you control.
5/5
Themes:
Life manipulation, recursion, flicker, drawing cards
Change log:
No changes
New Cards:
Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, tapped creature don’t untap during their controller’s next untap step. You gain life equal to the total power of all tapped creatures.
3/4
Themes:
Flicker, Cloning, Reanimation.
Change log:
Melkoth was just doing too much. The first ability deserves its own card, and the fantasy around the card is pretty solid already I think. the current version is,
Melkoth 1WUBR
Legendary Creature - Demon
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put a creature card from a graveyard onto the battlefield tapped and attacking. Lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3
New Cards:
Puppet Maker 3UB
Artifact Creature - Construct
When Puppet Maker enters the battlefield, destroy another target creature. If you do, put a token copy of that creature onto the battlefield under your control and its an artifact in addition to its other types.
2/2
Those are the updates so far. I am thinking pretty intently about the minor general problem. I feel like they pull focus from the central allied pair direction the product is headed in. Hopefully I'll have the decks together in the next few days to test with.
Cheers!
http://lefowens.blogspot.com/
Art for the renders is not final.
Emissary of Nature got a small mana cost just so that it couldn't immediately blow up all the artifacts.
Puppet Master now reads "an opponent controls" so as to better line up with previous Puppeteers, and so that its more difficult to go infinite with.
Azorius Warden's text was cleaned up. I accidentally worded it was affecting more creatures than intended.
http://lefowens.blogspot.com/
Imgur link to the new card images: http://imgur.com/a/bBnFj#0
100/100
1x Hesed*
Creatures
1x Ashen Rider
1x Bane of Progress
1x Boltwing Marauder
1x Borborygmos Enraged
1x Chohkmah*
1x Emissary of Nature*
1x Gisela, Blade of Goldnight
1x Greenseeker
1x Knight of the Reliquary
1x Krometh*
1x Loam-Tiller*
1x Malfegor
1x Nantuko Cultivator
1x Netzach, Harbinger of Glory*
1x Oasis Drinker*
1x Oracle of Mul Daya
1x Pack Rat
1x Sire Of Insanity
1x Suphaltus, the Vengeful Earth*
1x Sylvan Monk*
1x Titania, Protector of Argoth
1x Vexing Shusher
1x Weathered Wayfarer
1x Yavimaya Elder
Non-Creatures:
1x Aura Shards
1x Austere Command
1x Bitter Revelation
1x Commander's Ring*
1x Crucible of Worlds
1x Cultivate
1x Earthmother's Mandate*
1x Essence Blast*
1x Exploration
1x Fervent Charge
1x Fracturing Gust
1x Grisly Salvage
1x Harrow
1x Hull Breach
1x Journey of Discovery
1x Land Tax
1x Life from the Loam
1x Lingering Souls
1x Mulch
1x Overgrown Estate
1x Pernicious Deed
1x Raven's Crime
1x Restore
1x Rude Awakening
1x Scapeshift
1x Seismic Assault
1x Squandered Resources
1x Stony Silence
1x Stranglehold
1x Spiritual Retribution*
1x Utter End
1x Waves of Aggression
1x Wear//Tear
1x Worm Harvest
1x Xenagos, the Reveler
1x Barbarian Ring
1x Basic Krosan*
1x Cabal Pit
1x Centaur Garden
1x Command Tower
1x Dust Bowl
1x Evolving Wilds
1x Exotic Orchard
11x Forest
1x Geothermal Crevice
1x Ghost Quarter
1x Horizon Canopy
1x Jungle Shrine
1x Krosan Verge
1x Mana Confluence
3x Mountain
1x Nomad Outpost
1x Petrified Field
2x Plains
1x Reflecting Pool
1x Rupture Spire
1x Sandsteppe Citadel
1x Savage Lands
2x Swamp
1x Terramorphic Expanse
1x Tinder Farm
http://lefowens.blogspot.com/
The deck and the cards aren't set in stone so feedback is greatly appreciated!
Imgur link to the renders: http://imgur.com/a/cHI6T
Tapped out link to the deck: http://tappedout.net/mtg-decks/einsof/
1x Aeon Chronicler
1x Artifact Mutation
1x Assemble the Legion
1x Aura Mutation
1x Avenger of Zendikar
1x Azorius Signet
1x Biomantic Mastery
1x Cathars' Crusade
1x Chancellor of the Forge
1x Chasm Skulker
1x Collective Blessing
1x Consecrated Sphinx
1x Cyclonic Rift
1x Doubling Season
1x Elesh Norn, Grand Cenobite
1x Explore
1x Explosive Vegetation
1x Firemane Avenger
1x Fires of Yavimaya
1x Increasing Devotion
1x Izzet Signet
1x Khalni Heart Expedition
1x Kodama's Reach
1x Martial Coup
1x Master Warcraft
1x Mentor of the Meek
1x Mirari's Wake
1x Niv-Mizzet, the Firemind
1x Path to Exile
1x Ponder
1x Preordain
1x Primeval Bounty
1x Psychosis Crawler
1x Purphoros, God of the Forge
1x Reforge the Soul
1x Regal Force
1x Rhys the Redeemed
1x Rith's Grove
1x Seer's Sundial
1x Selesnya Signet
1x Sensei's Divining Top
1x Shaman of the Great Hunt
1x Shamanic Revelation
1x Simic Signet
1x Treasure Cruise
1x Urban Evolution
1x Wargate
1x Bant Panorama
1x Command Tower
1x Evolving Wilds
8x Forest
1x Frontier Bivouac
1x Gruul Turf
5x Island
1x Izzet Boilerworks
1x Jungle Shrine
1x Krosan Verge
5x Mountain
1x Mystic Monastery
1x Naya Panorama
5x Plains
1x Seaside Citadel
1x Selesnya Sanctuary
1x Simic Growth Chamber
1x Terramorphic Expanse
1x Treva's Ruins
Ein'Sof, the Pillar of Eternity WURG
Legendary Creature - Nephilim (M)
Whenever a land enters the battlefield under your control, you may pay 1. If you do, draw a card.
3: Put a 1/1 green and red elemental creature token onto the battlefield under your control for each card in your hand.
4/4
Raziel 2WURG
Legendary Creature - Angel (M)
Flying
Whenever you draw a card, put a +1/+1 counter on each creature you control.
5/5
Pillar's Mandate WURG
Instant (R)
Choose two, then each other player chooses one. (Modes can be choosen more than once.)
Target creature fights another target creature.
Target player puts 4 1/1 green Saproling creature tokens onto the battlefield under their control.
Target player populates.
Target player returns a nonland permanent they control to its owner’s hand.
Binah 2WRG
Legendary Creature - Spirit (M)
Whenever a land enters the battlefield under your control, you may put a 3/3 green beast creature token onto the battlefield under your control.
You may play an additional land on each of your turns. If you do, return a land you control to its owner’s hand at end of turn.
5/4
Chohkmah 3URG
Legendary Creature - Spirit (M)
Creatures you control have haste.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
4/4
Folly of the Masses 5WUR
Sorcery
Put all nonland, nontoken permanents on the bottom of their owner’s libraries, then gain control of all token permanents until end of turn. Those permanents gain haste until end of turn.
Group Think XWUG
Instant
Convoke
Draw X cards.
Radiant of Karametra 6GW
Enchantment Creature - Giant (R)
Creatures you control get +1/+1 for each land you control.
5/5
Rapid Fecundity 3RG
Enchantment (R)
If an effect would put one or more tokens onto the battlefield under your control, it puts twice that many of those tokens onto the battlefield instead.
Creature tokens you control have haste
Volcanic Auspices 3UURR
Instant
Draw a card for each land you control, then deal damage to target creature or player equal to the number of cards in your hand.
Benevolent Overmind 2UG
Creature - Elemental
Graft X (Benevolent Overmind enters the battlefield with X +1/+1 counters on it, where X is equal to the number of cards in your hand. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
0/0
Faith's Armor 2WU
Enchantment
Creatures you control get +0/+1 for each card in your hand.
Draconic Discipline 2RW
Enchantment
Creatures you control have vigilance and double strike.
2R: Creatures you control get +1/+0 until end of turn.
Commander's Ring 1
Artifact
T, Pay 1 life: Add one mana of your commander’s color identity to your mana pool.
Boundless Vistas
Land
Boundless Vistas enters the battlefield tapped.
T: Add 1 to your mana pool.
2, T, Sacrifice Boundless Vistas: Search your library for two basic lands with different names, put them onto the battlefield tapped, then shuffle your library.
http://lefowens.blogspot.com/
Tapped out link to the first draft of the precon - http://tappedout.net/mtg-decks/keter/
As always, any comments or feedback would be greatly appreciated.
Cheers!
*Note* - Names and art aren't final. Specifically, the Angel is going to get a new name.
Keter, Hub of the Wheel WUBG
Legendary Creature - Nephilim
Whenever another nontoken creature you control dies, exile it. If you do, you gain life equal to its converted mana cost.
3: Return a creature card you own from exile to your hand. You lose life equal to its converted mana cost.
4/4
Wold 1WUBG
Legendary Creature Sphinx
Lifelink, flying
Whenever you gain life, put a +1/+1 counter on Wold and you draw a card.
Exile a creature card from your graveyard: Gain 2 life.
1/4
Hod, Supreme Being 2WUG
Legendary Creature - Spirit
Whenever a creature entering the battlefield causes an ability to trigger, you may copy that ability. You may choose new targets for the copy.
Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on Hod, Supreme Being.
3/3
Zackiel, Echoer of Existence WBG
Legendary Creature - Spirit
Whenever a nontoken creature you control dies, you gain life equal to its toughness.
X, T, Pay X life: Put an X/X colorless Avatar creature token with trample onto the battlefield under your control.
2/4
Soul Swindler 4WUB
Creature - Spirit
When Soul Swindler enters the battlefield under your control, switch two target players' life totals.
2/5
Rakshasa Antropomancy XUBG
Sorcery
Delve
Reveal the top X cards of your library. Choose up to three of them and put them into your hand. Put the rest into your graveyard.
Keeper of the Grove UG
Creature - Vedalken Wizard
When Keeper of the Grove enters the battlefield, if you cast it from your hand, add two mana of any color to your mana pool and draw a card.
2/1
Azorius Warden 2WWU
Creature - Human Wizard
Flash
When Azorius Warden enters the battlefield, gain life equal to the power of each tapped creature. Those creatures don't untap during their controller's next untap step.
3/4
Power of the Grave 3UB
Enchantment
You may cast instant and sorcery cards from your graveyard. If an instant or sorcery card would be put into your graveyard, exile it instead.
Whenever your cast an instant or sorcery spell, each player loses 4 life.
Angel of Unfinished Business 3WB
Creature - Angel
Flying
When Angel of Unfinished Business enters the battlefield, sacrifice another creature. If you do, return a creature card from your graveyard to the battlefield.
2/2
Saffi's Embrace WG
Enchantment
Enchant creature you control.
When enchanted creature is put into a graveyard, return it to the battlefield under your control.
When Saffi's Embrace is put into a graveyard from the battlefield, return it to its owner's hand.
Call of the Beyond 1BG
Enchantment
BG: Exile target card in a graveyard.
Whenever a spell or ability you control exiles a card, each opponent loses one life and you gain one life.
http://lefowens.blogspot.com/
Imgur link to the new cards: http://imgur.com/a/xXv6E
Starting place for the precon: http://tappedout.net/mtg-decks/yesod/
Yesod, Shade of Ruin WUBR
Legendary Creature - Nephilim (M)
Whenever a creature enters or leaves the battlefield, you may have Yesod become a copy of that creature until end of turn and it gains this ability.
3: Each player returns a creature they control to its owner’s hand.
4/4
Melkoth 1WUBR
Legendary Creature - Demon (M)
Spells that target Melkoth cost 3 more to cast.
Whenever Melkoth attacks, put target creature card from a graveyard onto the battlefield tapped and attacking. You lose life equal to its converted mana cost. Exile that creature at end of turn.
3/3
Alkuthier the Soul Jar 2WUB
Legendary Creature - Spirit (M)
T: Exile target creature until Alkuthier the Soul Jar leaves the battlefield, then put a token copy of a creature card exiled by Alkuthier the Soul Jar onto the battlefield under your control.
3/3
Da'at the Blessed Container
Legendary Creature - Spirit (M)
Whenever you draw a card, exile the top card of your library.
You may play cards exiled by Da’at the Blessed Container.
4/5
Mardu Warscreamer 2WBR
Creature - Orc Warrior (R)
Haste
When Mardu Warscreamer attacks, creatures you control get +2/+2 until end of turn, and creatures the defending player controls get -2/-2 until end of turn.
3/3
Master of the Damned 3UBR
Creature - Zombie Wizard (R)
Imprint — When Master of the Damned enters the battlefield or attacks, exile target creature card in a graveyard.
Master of the Damned has all activated and triggered abilities of cards it has exiled.
4/4
Puppet Maker 3UB
Artifact Creature - Construct Wizard (R)
When Puppet Maker enters the battlefield, destroy target nonartifact creature an opponent controls. If you do, put a token copy of that creature onto the battlefield under your control, except it’s an artifact in addition to its other types.
2/2
Soul of the Enlightened 3UW
Creature - Angel Spirit (R)
Soul of the Enlightened enters the battlefield as a copy of a creature card in a graveyard except it’s an angel in addition to its other types and gains flying and vigilance.
0/0
Seraph of Judgement 2WR
Creature - Angel (R)
Flying
Whenever an opponent gains life, Seraph of Judgement deals damage to that player equal to the amount of life they gained.
FT: It is not your place to live longer than fate intends
3/5
Volatile Tutor 1BR
Instant (R)
Search your library for a nonland card and exile it. You may cast that card this turn.
Ashes and Dust 2WB
Instant (R)
Exile two target creatures. You lose 5 life.
Battleform 1UR
Creature - Shapeshifter (R)
Prowess
Whenever you cast a noncreature spell, Battleform becomes a copy of another creature until end of turn except it gains this ability and it gains prowess.
1/1
http://lefowens.blogspot.com/
http://lefowens.blogspot.com/
Melkoth: should have a title after his name to link to the lore as to why he is rowing a boat instead of flying.
Mardu Warscreamer: don't buff himself, a hasty 5/5 for 5 elesh norn is too much.
Battleform: reword "it gains prowess and this ability." like lazav, also it should only copy P/T or trigger on your first spell of the turn.
Keter, the Hub of the Wheel: rename Keter, Hub of the Wheel.
Hod, Supreme Being: rename Hod, the Transcended(supreme being makes it sound like its creature type should be god).
Chohkmaw: an independant 3/3 every turn is too strong, creakwood liege was only able to do it because without him they were 1/1's, I suggest making them 2/2 spirit wolves, for balance and flavor.
Faith's Armor: +Vigilance.
Draconic Discipline: -Vigilance.
Bloodrite Shaman: exile only creature cards( using somethings blood to summon it from the underworld is flavorful).
Deatheater Hydra; proliferate doesn't make very much sense here, just add a +1/+1 counter and regenerate it.
Oracle of Nin: blue doesn't use wither, change it to infect and give it defender or remove the counters angle and the creatures hit don't untap next turn.
Assualt of the Moroii: love it, 10 outa 10, take my money.
Hesed: reword "Whenever a player would draw a card except the first one he or she draws in each of his or her draw steps, instead that player discards a card, then draws a card." geez that's wordy.
Krometh: his last ability doesn't make sense flavor wise. Maybe you could distribute new counters every time it takes damage so its like they're scavenging the severed heads for parts.
Oasis Drinker: -2 cmc, even with its ability 7 mana for a 3/4 is bad, you could up the P/T but lowering the cost would promote more tempo plays as compared to a big clumsy anthem if you're really worried then do something like "if this is the third time you activated this ability this turn, sacrifice Oasis Drinker." eating 3 mountains would make me pop too.
Sylvan Monk: You forgot to give it P/T.
Essence Blast: change it to a sorcery.
These are all just my opinions feel free to ignore them if you so wish.