Clans:
Lundala: WUB - Value order and control
Wuglor; UBR - Value knowledge and manipulation
Belvak; BRG - Value power and passion
Enasia; RGW - Value strength and honor
Chausia; GUW - Value peace and serenity
Keywords:
WUB: Bide {cost} ({cost}, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
UBR: Cunning – When you cast this, if you have X or more cards in your hand, effect.
BRG: Berserk {cost} – Whenever this creature attacks, you may pay {cost} and double it's power. If you do, sacrifice it at the end of turn. You may only activate this ability once each turn.
RGW: Alpha – Whenever this creature becomes blocked, if its power is greater than the power of a creature blocking it, [short effect].
or
Alpha -- As long as this creature's power is greater than the power of a creature blocking it, [static effect].
GUW: Valor - Whenever {this creature} blocks, [effect].
Returning mechanic - Madness
White
Ascetic Knight2W
Creature — Human Knight Wizard (U) G, : Regenerate another target creature. U, : Target creature gets -2/-0 until end of turn. “I am peace. Only through knowledge and serenity can I exist.” — Knight’s pledge
2/2
Battlefield DevoteeWW
Creature — Human Knight (R)
Bide 1WW(1WW, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Battlefield Devotee enters the battlefield, prevent all damage that would be dealt to creatures you control this turn.
When Battlefield Devotee enters the battlefield, if it was cast from exile, put a 2/2 white Human Knight creature token onto the battlefield.
2/2
Blind FaithWW
Enchantment (C)
Return Blind Faith to its owner’s hand: Prevent all combat damage that would be dealt by target unblocked creature this turn. “I trust my master completely.”
Breach of PeaceW
Instant (U)
You gain 2 life for each creature attacking you. “The call to war may bring fear to others, but it brings hope to us.” — Creed of Chausia
Celestial Retribution3WW
Instant (R)
Destroy all creatures with power 4 or greater.
Dismantling DirectiveW
Instant (C)
Exile target tapped artifact. “What was made now must be unmade.”
Divine Blessing2W
Enchantment (R)
Whenever you gain life, put that many faith counters on Divine Blessing. 1W, Remove X faith counters from Divine Blessing: Prevent the next X damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
Ephemeral Incantation1WW
Enchantment (U)
Whenever a player discards a card, you may tap target nonland permanent.
Evict2W
Sorcery (C)
Put target creature with power 5 or greater on the bottom of its owner’s library. “There is just no room for a growing giant in these halls.” — Matron
Fenblade SlicerW
Creature — Human Knight (C)
Bide 1W(1W, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Fenblade Slicer enters the battlefield, if it was cast from exile, target creature gets +1/+0 and gains first strike until end of turn.
1/1
Fireblooded Knight1W
Creature — Human Knight (C) 3R: Fireblooded Knight gets +3/+0 until end of turn.
2/2
Gallant CavalryWW
Creature — Human Knight (U)
First Strike
Valor — Whenever Gallant Cavalry blocks, other creatures you control gain first strike until end of turn.
2/2
Glorypath Summoner1WW
Creature — Human Cleric (R)
Spirit creatures you control get +1/+1.
At the beginning of each upkeep, target opponent may exile a card from his or her graveyard. If that player doesn’t, put a 1/1 white Spirit creature token with flying onto the battlefield.
1/2
Hildebrant, Rynali StrategistWW
Legendary Creature — Human Soldier (M)
Whenever a creature an opponent controls attacks you or a planeswalker you control, you may pay W. If you do, put a white 1/1 Human Soldier creature token onto the battlefield. That creature blocks this turn if able.
1/2
Humbling HopeW
Instant (C)
Prevent all damage that would be dealt by creatures with power 2 or greater this turn.
Legion Captain2WW
Creature — Human Knight (R)
Other Knight creatures you control get +1/+1 and have protection from black. WW: Target Knight gains lifelink until end of turn.
2/2
Lundala Swiftfoot2W
Creature — Human Knight (C)
Vigilance W: Lundala Swiftfoot gets +0/+1 until end of turn.
2/2
Paladin of Arda2W
Creature — Human Cleric (U)
: Target creature gains protection from a color of a creature you control until end of turn.
2/3
Planar Reclamation3WWW
Sorcery (R)
Return all land cards from your graveyard to the battlefield tapped.
Protectors of Yoldin1W
Creature — Human Warrior (C)
Defender 1U: Protectors of Yoldin gains hexproof until end of turn.
1/3
Reviver of the Meek3W
Creature — Spirit (C)
Flying
When Reviver of the Meek dies, return another white creature card with power 1 or less from your graveyard to your hand.
2/3
Rynali Crusader1W
Creature — Human Soldier (C)
Valor — Whenever Rynali Crusader blocks, it gets +1/+2 until end of turn.
1/2
Savior of EqualityW
Creature — Human Cleric (U)
Tap an untapped multicolored creature you control: You gain 2 life.
1/1
Silverbeak Sustainer2W
Creature — Griffin (C)
Flying
Sacrifice Silverbeak Sustainer: Target creature gains protection from the color of your choice until end of turn.
1/3
Slay the Titan3W
Instant (C)
Exile the creature with the highest power or is tied for the highest power among creatures on the battlefield.
Soul of the Mighty2W
Instant (C)
Target creature gets +2/+2 until end of turn. You gain life equal to that creatures toughness.
Spiritblade Invoker1W
Creature — Human Monk (R)
: Spiritblade Invoker deals X damage to attacking or blocking creature. Where X is equal to the highest power among creatures you control.
1/1
Steadfast Archangel3WW
Creature — Angel (R)
Flying, vigilance
Valor — Whenever Steadfast Archangel blocks, other creatures you control get +0/+5 until end of turn.
3/4
Strongarm Giant3WW
Creature — Giant (C)
Alpha — As long as Strongarm Giant’s power is greater than the power of a creature blocking it, it has lifelink.
3/5
Supreme OppressionWW
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block unless its controller pays 4.
Activated abilities of enchanted creature cost 4 more to activate
Madness W
Wildsteed Rider1W
Creature — Human Scout (U)
Vigilance, plainswalk You can not break a wild horse of the fields of Cahdaria, you can merely come to an understanding with them.
1/3
Yoldin Cleaver4WW
Creature — Giant Warrior (U)
First Strike
Madness 5WW
When Yoldin Cleaver enters the battlefield, if its madness cost was paid, other creatures you control gain first strike until end of turn.
4/4
Blue
Ætherstorm Leviathan5UUU
Creature — Leviathan (R)
When you cast Ætherstorm Leviathan return up to three target nonland permanents to their owner’s hands
Cunning — When you cast Ætherstorm Leviathan, if you have five or more cards in your hand, return up to six target nonland permanents to their owners’ hands instead.
6/6
Archive of Delirium3UU
Enchantment (U)
At the beginning of your upkeep reveal the top card of your library. Put the top X cards of target opponent’s library into his or her graveyard where X is the converted mana cost of the revealed card.
Bend to Will3UUU
Instant (R)
Gain control of target creature. (This effect lasts indefinitely.) “A mind is a terrible thing to waste. Don’t worry, I’ll make better use of it than you ever did.” — Ulrorth Bregun
Conflict of Interest1UU
Instant (C)
Counter target spell.
Conflict of Interest costs 1 less as long as an opponent has seven or more cards in his or her graveyard.
Critical Thinking3U
Sorcery (R)
Exile your hand. Draw a card for each card exiled this way.
At the end of turn, discard your hand, then return all cards exiled by Critical Thinking to your hand.
Crusader of Ildonia2U
Creature — Human Knight (U) W, : Target creature gains vigilance until end of turn. B, : Target creature gains intimidate until end of turn. “I am balance. I seek a harmony between what is considered good and the evil.” — Crusader’s pledge
2/3
Crushing Intellect2UU
Sorcery (U)
Cunning — When you cast Crushing Intellect, if you have five or more cards in your hand, draw two cards.
Target opponent puts the top X cards of his or her library into his or her graveyard, where X is equal to the number of cards in your hand.
Driving Ambition2U
Enchantment — Aura (C)
Enchant creature
Enchanted creature has hexproof.
Whenever enchanted creature deals combat damage to an opponent, draw a card.
Efface1U
Instant (C)
Counter target spell. Its controller may draw up to two cards. Draw a card.
Fairhad Monk1U
Creature — Human Cleric Wizard (U)
Bide 1UU(1UU, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Fairhad Monk enters the battlefield, if it was cast from exile, you may tap target creature. That creature doesn’t untap during its controller’s next untap step.
1/2
Fairhad Reverend1U
Creature — Human Cleric Wizard (C) 1W: Fairhad Reverend gains lifelink until end of turn.
2/1
Fluttering InformantU
Creature — Faerie Wizard (U)
Flying
Madness 2U
When Fluttering Informant enters the battlefield scry 2. If its madness cost was paid, draw a card.
1/1
Frostshield Gallant3U
Creature — Human Knight (C)
Valor — Whenever Frostshield Gallant blocks, each creature blocked by Frostshield Gallant gets -3/-0 until end of turn.
1/3
Hovering Fallacy2U
Creature — Illusion (C)
Flying
Discard a card: Hovering Fallacy gains Hexproof until end of turn.
2/1
HydromancerUU
Creature — Human Wizard (R)
Hexproof, islandwalk
Madness 3UUU
When Hydromancer enters the battlefield, if its madness cost was paid, tap all nonland permanents target player controls. Those permanents don’t untap during their controller’s next untap step.
2/2
Ildonia Inspector1U
Creature — Human Artificer (C)
: Return an artifact you control to its owner’s hand. “It still isn’t perfect, send it back for more adjustments.” — Master Artificer
1/1
ImagimancerU
Creature — Human Artificer (U)
At the beginning of your precombat main phase, as long as you control an artifact, add C to your mana pool.
1/1
ImpedeU
Instant (C)
Return target nonland permanent with converted mana cost X or less to its owner’s hand, where X is equal to the number of cards in your hand.
Master of Minds1UU
Creature — Human Wizard (R)
You may choose not to untap Master of Minds during your untap step.
: Gain control of target creature with converted mana cost X or less, where X is equal to the number of cards in your hand for as long as Master of Minds remains tapped.
1/2
Mental Projection2U
Sorcery (C)
Draw two cards.
Madness UU
Oracle’s Helix3UU
Enchantment (R)
At the beginning of your main phase, you may tap or untap target nonland permanent.
Predestined Sphinx4UU
Creature — Sphinx (R)
Flying
Whenever Predestined Sphinx deals damage to an opponent, scry 2, then draw a card.
4/5
Relic Warper3U
Creature — Sphinx (U)
Flying 2U, Sacrifice an artifact you control: Target player puts the top X cards of his or her library into his or her graveyard, where X is the converted mana cost of that artifact. “People use items to reflect on memories. If you destroy that item, you destroy that memory.” — Veknus
2/4
Runes of Gliding1U
Enchantment (C) U, Discard a card: Target creature gains flying until end of turn.
Serendipity Seeker3U
Creature — Bird Wizard (C)
Flying
Cunning — When you cast Serendipity Seeker, if you have five or more cards in your hand, scry 2.
2/2
Shipwreck Tyrant2UU
Creature — Serpent (C)
Bide 4UU(4UU, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Shipwreck Tyrant or another creature enters the battlefield under your control, if it was cast from exile, you may have target creature gain islandwalk until end of turn.
3/3
Skysiege Drake3U
Creature — Drake (C)
Flying 2W: Skysiege Drake gains first strike until end of turn.
3/3
Stumbling2U
Sorcery (C)
Return target creature to its owner’s hand. If that creature was tapped, return another target creature to its owner’s hand.
Telepathic Toll2UU
Enchantment (R)
Creatures can’t attack you or planeswalkers you control unless their controller puts the top two cards of his or her library into his or her graveyard for each creature he or she controls that’s attacking you.
Undarian EntrancerUU
Creature — Human Wizard (C)
: Each opponent puts the top three cards of his or her library into his or her graveyard.
1/1
Black
Ascendant Archdemon4BBB
Creature — Demon (M)
Flying
Whenever Ascendant Archdemon attacks, target creature gets -X/-X until end of turn where X is Ascendant Archdemon’s power.
7/7
Backwater Drifter1B
Creature — Horror Rogue (C) U: Backwater Drifter gains islandwalk until end of turn.
2/1
Consuming DespairBB
Enchantment (U)
Sacrifice Consuming Despair: Target player sacrifices a creature.
Dementia1B
Enchantment (C)
Sacrifice Dementia: Target player discards a card.
Deranged ThoughtsBB
Sorcery (C)
Target opponent discards two cards unless he or she sacrifices a creature.
Diabolical AfflictionB
Enchantment — Aura (C)
Enchant nonland permanent
Whenever an ability of enchanted permanent is activated, its controller loses 1 life.
Dregs of Frugdal3B
Creature — Zombie (C) U, Sacrifice a creature: Scry 2.
2/1
Festering Ogre3B
Creature — Ogre Shaman (C) 3B, Sacrifice Festering Ogre: Target player loses life equal to Festering Ogre’s power.
4/2
Firefiend Scourge1B
Creature — Devil (C) 1R, Sacrifice Firefiend Scourge: Firefiend Scourge deals damage equal to its power to target creature.
2/1
Flay the Flesh1B
Instant (C)
As an additional cost to cast Flay the Flesh, discard a creature card.
Destroy target creature if its power is less than or equal to the discarded creature card’s power.
Gemgaze Mesmerizer2BB
Creature — Gorgon Wizard (R)
Deathtouch
Bide 4BB(4BB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Gemgaze Mesmerizer enters the battlefield, if it was cast from exile, destroy target creature, it can’t be regenerated.
2/4
Grave Misfortune1BB
Sorcery (U)
Target creature gets -X/-X until end of turn where X is equal to the number of cards in its controller’s graveyard.
Grim DevilkinBB
Creature — Devil (U)
Whenever an opponent sacrifices a permanent, he or she loses 1 life.
2/2
Grim Succession2BB
Enchantment (R)
At the end of each turn, if an opponent discarded one or more cards this turn, you may return target creature card from your graveyard to the battlefield.
Grotesque Goliath4B
Creature — Giant Horror Berserker (C)
Deathtouch
Berserk 2B(Whenever this creature attacks you may pay 2B. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
3/2
Hul’Krod Horror4B
Creature — Horror (U)
Whenever Hul’Krod Horror attacks and isn’t blocked, it gets +2/+1 until end of turn.
4/3
Jek’Dar Ogre3BB
Creature — Ogre (U)
Intimidate
Madness 4BB
When Jek’Dar Ogre enters the battlefield, if its madness cost was paid, other black creatures you control get +2/+1 and gain intimidate until end of turn.
4/4
Manic VerdictBB
Sorcery (R)
Search your library for a card with Madness, reveal it, put it into your hand, then shuffle your library. If Manic Verdict was cast for its madness cost was paid, search your library for any card instead.
Madness 1BB
Mindfeeder Drake3B
Creature — Drake (U)
Flying
Whenever an opponent discards a card, put a +1/+1 counter on Mindfeeder Drake. When one loses a thought, this is where it goes.
1/1
Noxious Desecrator1BB
Creature — Horror (R)
Other Horror creatures you control get +1/+1.
Madness 3BB
When Noxious Desecrator enters the battlefield, if its madness cost was paid, target player sacrifices a creature.
2/2
Noxious Stinger1B
Creature — Insect (C)
Deathtouch B, : Target creature gains deathtouch until end of turn.
1/1
Peatbog Snapjaw2B
Creature — Turtle Beast (C)
Bide 2BB(2BB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Peatbog Snapjaw enters the battlefield, if it was cast from exile, target creature gets +1/+1 and gains swampwalk (This creature can’t be blocked as long as defending player controls an and gains swamp.) until end of turn.
2/2
Plasma DrinkerB
Creature — Leech (C)
When you cast Plasma Drinker, each player loses 1 life.
Cunning — When you cast Plasma Drinker, if you have five or more cards in your hand, each opponent loses 1 life instead.
1/1
Ragefist Reaper4BB
Creature — Demon (R)
Flying, first strike
Berserk 2BB(Whenever this creature attacks you may pay 2BB. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
5/5
Skurdrav Warlock2B
Creature — Human Wizard (U) U, : Scry 2. R, : Skurdrav Warlock deals 1 damage to target creature. “I am power. Through passion and strength I shall rule.” — Warlock’s pledge
2/2
Torturous LashesB
Instant (C)
Bide 1BB(1BB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
Target creature gets -2/-2 until end of turn. If Torturous Lashes was cast from exile, that creature gets -4/-4 until end of turn instead.
Tyrannical Dealbroker4BB
Creature — Devil (R)
Flying RR, : Tyrannical Dealbroker deals damage equal to it’s power to target player unless that player has another creature you control get +X/+0 until end of turn, where X is Tyrannical Dealbroker’s power.
5/5
Unnerving Specter1BB
Creature — Specter (R)
Flying
At the beginning of each player’s upkeep, that player discards a card at random.
2/1
Vile Shambler5BB
Creature — Horror (R)
Intimidate
When Vile Shambler dies, return it to the battlefield unless a player exiles all cards from his or her graveyard.
7/7
Void Purge2B
Sorcery (C)
Exile all cards from target player’s graveyard.
Draw a card.
Vroxdar DregmasterBB
Creature — Human Cleric (U)
Cunning — When you cast Vroxdar Dregmaster, if you have five or more cards in your hand, put a 2/2 black Zombie creature token onto the battlefield tapped.
1/1
Vroxdar RipperB
Creature — Spirit (C)
Madness 2B
When Vroxdar Ripper enters the battlefield, if its madness cost was paid, target player loses 2 life and you gain 2 life.
2/1
Red
Avalanche Herald2RR
Creature — Elemental (R)
Alpha — Whenever Avalanche Herald becomes blocked, if its power is greater than the power of a creature blocking it, you may destroy target nonbasic land.
5/4
Avalaunch2RR
Enchantment (R) 2, Sacrifice a mountain: Put two 1/1 red Goblin creature tokens with haste onto the battlefield.
Avdar Visceromancer2R
Creature — Human Wizard (U) B, : Put a 1/1 black Skeleton creature token onto the battlefield. G, : Target creature gets +2/+2 until end of turn. “I am passion. Only through strength can power be achieved.” — Avdar pledge
2/2
BackslashR
Instant (C)
Backslash deals 4 damage to target creature. That creature deals damage to you equal to its power.
Bloodshed Arena2RR
Enchantment (R)
Whenever a creature with power 5 or greater enters the battlefield under your control, you may have that creature fight target creature an opponent controls.
Cragsmasher Ogre3RR
Creature — Ogre Elemental (U)
Alpha — Whenever Cragsmasher Ogre becomes blocked, if its power is greater than the power of a creature blocking it, it deals 2 damage to target player.
4/4
Crush Terrain3R
Sorcery (U)
Destroy target artifact or land. If Crush Terrain was cast for its madness cost, Crush Terrain deals 2 damage to that permanent’s controller.
Madness 2RR
Fierce Pyreform4R
Creature — Elemental (C)
Alpha — As long as Fierce Pyreform’s power is greater than the power of a creature blocking it, it has first strike.
4/1
Flint GrinderR
Creature — Goblin Shaman (U) R, Discard a card at random: Flint Grinder deals 1 damage to target creature. All goblins like playing with fire, Dtuxm liked being on fire.
0/1
Fodder BombRR
Sorcery (R)
Destroy all Goblins.
Fodder Bomb deals X damage to target player, where X is equal to the number of Goblins destroyed this way. “It’s raining crags and moggs!” — Gakx, goblin igniter.
Forgeflare2R
Instant (C)
Forgeflare deals X damage to target player, where X is equal to the number of artifacts he or she controls.
Furywing Hellkite3RR
Creature — Dragon (R)
Flying
Madness 4RRR
When Furywing Hellkite enters the battlefield, if its madness cost was paid, other creatures you control get +2/+0 and gain haste until end of turn.
5/5
Hearth Vandal3R
Creature — Devil (U)
Whenever Hearth Vandal attacks, you may destroy target artifact. You make it, he breaks it.
3/2
Hearth’s Branding1R
Sorcery (C)
Target creature gets +1/+0 and can’t be blocked except by two or more creatures until end of turn.
Heretical Ceremony2R
Enchantment (R)
Whenever an opponent taps an artifact, that player sacrifices it unless they have Heretical Ceremony deal 2 damage to him or her.
Highpass Traveler3R
Creature — Minotaur Scout (C) 1U: Highpass Traveler can’t be blocked this turn.
3/2
Ireheart Brute4RR
Creature — Minotaur (M)
Alpha — Whenever Ireheart Brute becomes blocked, if its the first combat phase of this turn and its power is greater than the power of a creature blocking it, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
4/4
Living LightningRR
Creature — Elemental (C)
Madness 3R
When Living Lightning enters the battlefield, if its madness cost was paid, it deals 3 damage to target creature or player.
3/1
Magma Shower2R
Instant (C)
Choose target creature. Reveal the top card of your library. Magma Shower deals X damage to the chosen creature where X is the converted mana cost of the revealed card.
Magmaborn Servant4R
Creature — Elemental (C) 1W: Magmaborn Servant gains lifelink until end of turn.
4/3
Misplaced Fury1RR
Sorcery (C)
Target creature deals damage equal to its power to its controller.
Ogmound Bouldertosser4RR
Creature — Giant (C) 1R, :symtap:, Sacrifice a land: Creatures you control get +2/+0 until end of turn.
4/4
Opportunistic Brigand2R
Creature — Human Rogue (C)
Haste
Cunning — When you cast Opportunistic Brigand, if you have five or more cards in your hand, it gets +2/+0 until end of turn.
2/1
Roaring Lavavore1RR
Creature — Elemental Beast (R)
Trample, haste
Berserk 2RR(Whenever this creature attacks you may pay 2RR. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
4/1
Singecloak2R
Enchantment — Aura (C)
Enchant creautre
Enchanted creature has intimidate.
Whenever enchanted creature attacks, it deals 1 damage to target player.
Summit Surveyor1R
Creature — Human Scout (C)
Mountainwalk
Whenever Summit Surveyor attacks, target land becomes a Mountain until the beginning of the next end step.
1/1
Tascar MaraduerRR
Creature — Goblin Berserker (C)
Berserk RR(Whenever this creature attacks you may pay RR. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
1/1
Tectonic Reaver1R
Creature — Elemental Warrior (U)
Whenever Tectonic Reaver attacks it gets +X/+0 until end of turn, where X is equal to the number of Mountains you control.
0/1
Wuglor Hellkite5RR
Creature — Dragon (R)
Flying
Cunning — When you cast Wuglor Hellkite, if you have five or more cards in your hand, it deals 5 damage divided among any number of target creatures.
5/5
Zerdrin Pummeler4RR
Creature — Giant (U)
First Strike
Berserk 2RR(Whenever this creature attacks you may pay 2RR. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
4/5
Green
Ancient Primarch3GG
Creature — Elemental (R)
Alpha — Whenever Ancient Primarch becomes blocked, if its power is greater than the power of a creature blocking it, put a +1/+1 counter on each creature you control.
4/4
Ballistic HydraXG
Creature — Hydra (R)
Ballistic Hydra enters the battlefield with X +1/+1 counters.
Berserk 2GG(Whenever this creature attacks you may pay 2GG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
0/0
Belvak GrubG
Creature — Insect (C)
Belvak Grub gets +1/+0 as long as you control a Swamp.
Belvak Grub gets +1/+0 as long as you control a Mountain.
0/1
Bramblevine Bestower3G
Creature — Elf Druid (R) G, : Destroy target enchantment. If an aura is destroyed this way, return that card from a graveyard to the battlefield attached to a permanent you control.
1/1
Bramblevine BoonG
Sorcery (C)
Choose target creature. Reveal the top card of your library. The chosen creature gets +X/+X until end of turn, where X is that card’s converted mana cost.
Brondun Crasher2G
Creature — Beast (C)
Alpha — As long as Brondun Crasher’s power is greater than the power of a creature blocking it, it has trample.
3/3
Canopy Shooters1G
Creature — Elf Archer (C)
Reach 1R: Canopy Shooters gets +1/+0 until end of turn.
: Canopy Shooters deals damage equal to its power to target creature with flying.
1/2
Chausia Weaver1G
Creature — Elf Druid (U)
: Add G to your mana pool. 1: Add W or U to your mana pool.
1/1
Cleanse Dweomer1G
Instant (C)
Destroy target enchantment.
Draw a card.
Collective Communer2G
Creature — Insect (U) 1GG, : Put a +1/+1 counter on target creature. That creature gains your choice of reach or trample until end of turn.
2/2
Delvari Troopers2G
Creature — Elf Soldier (C)
Valor — Whenever Delvari Troopers blocks, it gains deathtouch until end of turn.
2/2
Gift of the LotusG
Enchantment — Aura (C)
Enchant creature
Enchanted creature has “:symtap: : Add one mana of any color to your mana pool.”
Gladewatch Gifter3G
Creature — Human Shaman (C) 1W, : Target creature gets +2/+2 and gains vigilance until end of turn.
2/3
Harsh TerrainG
Enchantment — Aura (C)
Enchant land
Enchanted land is a Mountain, Forest, and Swamp.
Kincalling3GG
Enchantment (R)
At the beginning of your upkeep, you may tap an untapped creature you control. If you do, search your library for a creature card that shares a type with that creature, reveal it, and put it into your hand. Then shuffle your library.
Mossvine Augurer1G
Creature — Elf Cleric (C)
As long as W was added to your mana pool this turn, Mossvine Augurer gets +1/+1 until end of turn.
1/2
Nelani MeditationsG
Sorcery (C)
Shuffle up to two target green cards from your graveyard into your library.
Madness 0
Nelani Warfarer2G
Creature — Elf Druid (R)
At the beginning of your postcombat main phase, add GG to your mana pool if you attacked with one or more creatures this turn.
1/1
Pack Noble4G
Creature — Beast (R)
Trample
Valor — Whenever Pack Noble blocks, put a +1/+1 counter on each creature you control.
4/5
Path to Serenity1G
Instant (C)
Regenerate each creature you control. You gain 1 life for each creature you control.
Peldra Savage4G
Creature — Beast (C) 1R: Peldra Savage gets +2/+2 and can’t be blocked except by two or more creatures until end of turn. Activate this ability only once each turn.
4/3
Primal Mightweaver2GG
Creature — Elf Shaman (R)
Basic lands you control are 1/1 creatures. (They are still lands.) 2GG, : Creatures you control get +2/+2 until end of turn.
2/2
Silverback Sovereign5GG
Creature — Ape (R)
Alpha — Whenever Silverback Sovereign becomes blocked, if its power is greater than the power of a creature blocking it, you may have Silverback Sovereign fight another target creature you don’t control. 1G: Regenerate Silverback Sovereign.
6/6
Tenacious Rhox3G
Creature — Rhino Warrior (U)
Trample
Valor — Whenever Tenacious Rhox blocks, it gains indestructible until end of turn.
3/3
Triumph of Ferocity2G
Enchantment (U)
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
Ulk’Tranal Spiritcaller1GG
Creature — Troll Shaman (C)
Sacrifice Ulk’Tranal Spiritcaller: Regenerate all creatures you control. “Flesh shall heal and bone shall mend.
Life is given so life won’t end.”
— Spiritcaller’s chant
1/2
Videral Trooper3G
Creature — Elf Berserker (U)
Trample
Berserk 2G(Whenever this creature attacks you may pay 2G. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
2/2
Woodland Speaker1GG
Creature — Elf Shaman (C)
Flash
When Woodland Speaker enters the battlefield, target creature or land you control gains indestructible until end of turn. All living things in the forest hear her words.
1/2
Zerdrin Thaumaturge2G
Creature — Human Shaman (U) R, : Target creature gains haste until end of turn. W, : Target creature gains lifelink until end of turn. “I am harmony. I make things of chaos exist in order.” — Thaumaturge pledge
2/2
Multicolored
Ascetic ShieldingGWU
Instant (R)
Creatures you control gain protection from each of their colors until end of turn.
Balador, Inspiring Soul2GWU
Planeswalker — Balador (M)
[+1]: Tap or untap up to two target creatures.
[-2]: Put two 1/1 white Human Soldier creature tokens onto the battlefield. Then put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
[-7]: For each nonland, nontoken permanent you control, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle your library.
{4}
Battlewise ScholarGWU
Creature — Angel (R)
Flying, vigilance
Valor — Whenever Battlewise Scholar blocks, draw a card. “The knowledge of war makes us that much more prepared for any enemy.” — Book of Chausia.
2/3
Bellowing AxewielderRG
Creature — Human Barbarian (C)
Trample The shout of war can echo for eons.
2/2
Belvak IndictmentBRG
Instant (R)
Creatures your opponents control get -1/-1 until end of turn. Put a +1/+1 counter on each creature you control. Until end of turn, whenever a creature an opponent controls dies, Belvak Indictment deals 1 damage to its controller.
Belvak MenaceBRG
Creature — Troll (C)
Berserk BRG(Whenever this creature attacks you may pay BRG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
3/3
Bloodcall ManiacBRG
Creature — Minotaur Berserker Shaman (R)
Berserk BRG(Whenever this creature attacks you may pay BRG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
When Bloodcall Maniac dies, distribute three +1/+1 counters among one, two, or three target creatures.
3/2
Bowmen of ChausiaGWU
Creature — Human Archer (U)
: Bowmen of Chausia deals 2 damage to target attacking or blocking creature. If a creature dealt damage this way dies this turn, draw a card.
2/4
Brainfeeder Ooze2GU
Creature — Mutant Ooze (U) XGU, : Put X +1/+1 counters on Brainfeeder Ooze. X is the number of cards in your hand as you activate this ability. “You know that feeling when your mind turns to goo? Well this is where it goes.” — Arnham’s last words.
0/1
Brondun Sire2RGW
Creature — Beast (R)
Alpha — Whenever Brondun Sire becomes blocked, if its power is greater than the power of a creature blocking it, put a 3/3 green Beast creature token onto the battlefield under your control.
4/4
Chausian Conservationist1GW
Creature — Human Monk (U)
Whenever a land card would be put into your graveyard from the battlefield, put it onto the bottom of your library instead.
1/3
Cinderfist ThrasherBR
Creature — Devil Warrior (C)
Whenever Cinderfist Thrasher attacks, it cant be blocked unless defending player discards a card.
2/1
Delvari MaulerRGW
Creature — Beast (U)
Alpha — Whenever Delvari Mauler becomes blocked, if its power is greater than the power of a creature blocking it, attacking creatures you control get +1/+1 until end of turn.
3/3
Embodiment of Bravery3GWU
Legendary Creature — Avatar (M)
Flying, vigilance
Valor — Whenever Embodiment of Bravery blocks, creatures you control gain protection from the color of your choice until end of turn. GWU: Other creatures you control gain flying until end of turn.
5/5
Enasia SentinelRGW
Creature — Beast (C)
Alpha — Whenever Enasia Sentinel becomes blocked, if its power is greater than the power of a creature blocking it, untap it.
4/3
Enduring Rejection1WUB
Instant (R)
Counter target spell. Exile all cards in its owner’s graveyard that share a type with it. Gain 1 life for each card exiled this way.
Feathers of Peace2WU
Instant (U)
Put target attacking or blocking creature on top of its owner’s library. Then put a 1/1 white Bird creature token with flying onto the battlefield under your control.
Fleshrend InvocationUBR
Instant (U)
As an additional cost to cast Fleshrend Invocation, exile a creature card from your graveyard.
Target creature gets -X/-X until end of turn where X is equal to the converted mana cost of the exiled card.
Flourishing FrontiersGGW
Sorcery (C)
Search your library for up to three basic land cards and reveal them. Shuffle your library, then put one onto the battlefield tapped, one into your hand, and one on top of your library.
Frenzied Willcrusher1UBR
Creature — Dragon (M)
Flying, first strike
Madness 5UBR
When Frenzied Willcrusher enters the battlefield, if you paid its madness cost each player discards their hand and draws 7 cards. Frenzied Willcrusher deals damage to each opponent equal to the number of cards he or she has drawn this turn.
5/5
Glaryon, Essence Channeler1GW
Legendary Creature — Elf Druid (M)
Lifelink, vigilance
: Add an amount of G to your mana pool equal to the amount of life you have gained this turn. “New life brings new growth.” — Glaryon.
1/3
Graceful ShrubhornGW
Creature — Elemental (C)
: Target creature with a +1/+1 counter on it gets +3/+3 until end of turn.
2/2
Hellspawn Ringleader2BR
Creature — Devil (U)
Flying
Hellspawn Ringleader can’t block.
Other Devil creatures you control get +1/+0 and can’t block.
2/2
Intrepid InvocationGWU
Instant (U)
As an additional cost to cast Intrepid Invocation, return a creature you own to your hand.
Target creature gets +X/+X and gains trample and lifelink until end of turn, where X is equal to the power or toughness of the creature returned this way.
Jalgarian Dismantler3WUB
Creature — Sphinx (M)
Flying, vigilance WUB, : Return target artifact or enchantment to its owner’s hand. Its controller loses life equal to that card’s converted mana cost. Draw a card.
5/5
Lundalan Fanatic1WB
Creature — Human Cleric Soldier (U) 1WB, : Target player sacrifices an attacking creature.
1/1
Masterful SwordsmanGWU
Creature — Human Soldier (C)
Valor — Whenever Masterful Swordsman blocks, it gets +1/+0 and gains first strike until end of turn.
2/3
Mindblast SpecterUBR
Creature — Specter (U)
Flying
Cunning — When you cast Mindblast Specter, if you have five or more cards in your hand, target player reveals his or her hand. You choose a card from it. That player discards that card. Mindblast Specter deals damage equal to that card’s converted mana cost to that player.
2/2
MindrakingBR
Sorcery (C)
Mindraking deals 2 damage to target creature. That creature’s controller discards a card.
Ogmound ApprenticeUBR
Creature — Human Wizard (C)
Cunning — When you cast Ogmound Apprentice, if you have five or more cards in your hand, target creature you control gets +2/+1 and gains hexproof until end of turn.
2/3
Ognar the Chosen2RGW
Planeswalker — Ognar (M)
[+1]: Until end of turn, whenever a creature an opponent controls blocks, Ongar deals 1 damage to that creature.
[-3]: Choose a creature you control. That creature deals damage equal to its power to target creature or player.
[-7]: You gain an emblem with “Creatures you control get +3/+3 and have ‘creatures with power less than this creature can’t block it.’
{4}
Packmind Predator3BRG
Creature — Hydra (M)
Packmind Predator enters the battlefield with a number of +1/+1 counters on it equal to the number of creatures controlled by opponents.
Whenever a creature enters the battlefield under an opponent’s control, put a +1/+1 on each other creature you control.
0/0
Peldra HarvesterBRG
Creature — Elemental Shaman (U)
At the beginning of your end step, if you sacrificed a nontoken creature this turn, put a 1/1 green Saproling creature token onto the battlefield.
3/3
PsyboltUR
Instant (U)
Psybolt deals 2 damage to target player. Then look at the top 2 cards of any library and put them back in any order.
Ragefire InvocationBRG
Instant (U)
As an additional cost to cast Ragefire Invocation, discard a creature card.
Ragefire Invocation deals X damage divided as you choose among any number of target creatures, where X is equal to the converted mana cost of the discarded card.
Ruldan AssailantWUB
Creature — Human Rogue (C)
: Target player loses 1 life for each attacking or blocking creature.
1/2
Savage FuryRG
Instant (C)
Target creature you control gets +2/+2 and has first strike until end of turn.
Savant’s ForcefieldWU
Instant (C)
Target creature gets +0/+3 until end of turn.
Target creature gets -3/-0 until end of turn.
Seedspread InvocationRGW
Instant (U)
As an additional cost to cast Seedspread Invocation, tap an untapped creature you control.
Put X 1/1 green Saproling creature tokens onto the battlefield where X is equal to the power or toughness of the creature tapped this way.
Smashcrag Brutilizer3RGW
Creature — Elemental (M)
Indestructible
Alpha — Whenever Smashcrag Brutilizer becomes blocked, if its power is greater than the power of a creature blocking it, untap all permanents you control. Peasants kneel before kings. Kings kneel before gods. Everyone kneels before the Mountains of Enasia.
6/6
Soul Tormentor1UBR
Creature — Human Wizard (R)
Cunning — When you cast Soul Tormentor, if you have five or more cards in your hand, return up to one target creature card from your graveyard to the battlefield. That creature gets +2/+0 and gains haste until end of turn. UBR, : Soul Tormentor deals 1 damage to target player for each creature in your graveyard.
2/3
Soulseep InvocationWUB
Instant (U)
As an additional cost to cast Soulseep Invocation, reveal a creature card from your hand.
Target player loses X life and you gain X life where X is equal to the revealed creature’s power or toughness.
Stagnation of DecayBG
Enchantment (U) 2: Exile target land card from a graveyard. Each opponent loses 1 life.
Syan, Voice of Pain2UBR
Planeswalker — Syan (M)
[+1]: Scry 2 (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
[-3]: Syan deals damage equal to the number of cards in your hand to target player.
[-7]: Each opponent draws three cards then discards his or her hand. Syan deals 2 damage to each player for each card he or she discarded this way.
{4}
Talran the Defiant2BRG
Planeswalker — Talran (M)
[+1]: Target opponent exiles two cards from his or her graveyard. If that player can’t, put a 2/2 black Zombie creature token onto the battlefield.
[-2]: Talran deals 1 damage to target player for each creature you control.
[-6]: For each card exiled with Talran, put a 3/3 green Beast creature token with haste and intimidate onto the battlefield under your control. Exile those creatures at the beginning of the next end step.
{4}
Templar of LundalaWUB
Creature — Human Cleric (R)
Bide 2WUB(2WUB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Templar of Lundala enters the battlefield, target player loses 2 life and you gain 2 life.
Whenever another creature enters the battlefield under your control, if it was cast from exile, each opponent loses 2 life. You gain life equal to the life lost this way.
3/4
Terramount Goliath4RG
Creature — Elemental (M)
Whenever an instant or sorcery you control deals damage to an opponent, you may untap a nonland permanent you control.
Red creatures you control get +1/+0 for each untapped permanent you control.
Green creatures you control get +0/+1 for each untapped permanent you control.
5/5
Thought Pry1UB
Instant (C)
Target player discards a card.
Draw a card. “Is draining the power of your enemies not gaining power yourself?” — Dirkanian Seraphim
Thoughtgrip Rending2UBR
Instant (R)
Target opponent sacrifices a permanent for each card in his or her hand.
Tournament of Champions2RRGG
Sorcery (U)
For each creature you control, you may have that creature fight another target creature you don’t control.
Undarian Mindmage1WU
Creature — Human Wizard Cleric (C)
Flash
When Undarian Mindmage enters the battlefield, gain 1 life for each card in your hand.
1/1
Veknus, Fateshaper2WUB
Planeswalker — Veknus (M)
[+1]: Up to one target creature gets -2/-2 until end of turn.
[-2]: You gain 1 life for each tapped creature target player control, then that player loses that much life.
[-8]: Return all nonland permanents target player controls to their owner’s hand. Then that player chooses seven cards in his or her hand and discards the rest.
{4}
Vicious Reprocessing3BRG
Sorcery (R)
As an additional cost to cast Vicious Reprocessing, sacrifice a creature.
Put a 2/2 black Zombie creature token onto the battlefield for each creature card in your graveyard.
Zombies you control gain trample, haste, and first strike until end of turn as long as a green, a red, and a black creature card is in your graveyard.
Vile ÆthermancerUB
Creature — Zombie Wizard (C) UB, Sacrifice Vile Æthermancer: Return target creature to its owner’s hand. That creature’s controller loses 2 life.
1/1
Warsong of EnasiaRGW
Instant (R)
Target creature gets +2/+2 until end of turn. Creatures your opponents control with power less than that creature’s power can’t block this turn.
Xaldrag AbominationUB
Creature — Horror (U)
Whenever Xaldrag Abomination becomes blocked, creatures blocking it get -1/-1 until end of turn.
2/2
Xaldrag ApparitionWUB
Creature — Spirit (U)
Lifelink
Bide 1WUB(1WUB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
Whenever Xaldrag Apparition or another creature enters the battlefield, if it was cast from exile, creatures you control gain flying until end of turn.
2/3
Colorless
Astral Monolith6
Legendary Artifact (M)
Artifacts you control have “ : Add one mana of any color to your mana pool.”
Belvak Runestones2
Artifact (C)
At the beginning of your precombat main phase add B, R, or G to your mana pool.
Chausia Runestones2
Artifact (C)
At the beginning of your precombat main phase add G, W, or U to your mana pool.
Enasia Runestones2
Artifact (C)
At the beginning of your precombat main phase add R, G, or W to your mana pool.
Lundala Runestones2
Artifact (C)
At the beginning of your precombat main phase add W, U, or B to your mana pool.
Mask of Insanity3
Artifact (R)
Madness costs you pay cost up to 2 less.
Discard a card: Add 1 to your mana pool. Activate this ability only once each turn.
Sanctum of Veknus2
Artifact (R)
Players have no maximum hand size.
: Each player draws a card then discards a card.
Shield of Entanglement2
Artifact — Equipment (U)
Equipped creature can block any number of creatures. WW: Attach Shield of Entanglement to target creature you control.
Equip 4
Temple of Cahdaria5
Artifact (R) 5, : Untap all other permanents you control. Activate this ability only once each turn.
Traveler’s Lantern2
Artifact (C)
: Add 1 to your mana pool.
:symtap:, Sacrifice Traveler’s Lantern: Add one mana of any color to your mana pool.
Wuglor Runestones2
Artifact (C)
At the beginning of your precombat main phase add U, B, or R to your mana pool.
Ancient Spring
Land (C)
Ancient Spring enters the battlefield tapped.
: Add U to your mana pool.
:symtap:, Sacrifice Ancient Spring: Add WB to your mana pool.
Arcticslag Range
Land (U)
: Add 1 to your mana pool.
: Add U, B, or R to your mana pool. Arcticslag Range doesn’t untap during your next untap step.
Fieldpool Slough
Land (U)
: Add 1 to your mana pool.
: Add W, U or B to your mana pool. Fieldpool Slough doesn’t untap during your next untap step.
Geothermal Crevice
Land (C)
Geothermal Crevice enters the battlefield tapped.
: Add R to your mana pool.
:symtap:, Sacrifice Geothermal Crevice: Add BG to your mana pool.
Gladespring Meadow
Land (U)
: Add 1 to your mana pool.
: Add G, U, or W to your mana pool. Gladespring Meadow doesn’t untap during your next untap step.
Irrigation Ditch
Land (C)
Irrigation Ditch enters the battlefield tapped.
: Add W to your mana pool.
:symtap:, Sacrifice Irrigation Ditch: Add GU to your mana pool.
Jadepyre Valley
Land (U)
: Add 1 to your mana pool.
: Add R, G or W to your mana pool. Jadepyre Valley doesn’t untap during your next untap step.
Moorpeak Wilds
Land (U)
: Add 1 to your mana pool.
: Add B, R, or G to your mana pool. Moorpeak Wilds doesn’t untap during your next untap step.
Sulfur Vent
Land (C)
Sulfur Vent enters the battlefield tapped.
: Add B to your mana pool.
:symtap:, Sacrifice Sulfur Vent: Add UR to your mana pool.
Tinder Farm
Land (C)
Tinder Farm enters the battlefield tapped.
: Add G to your mana pool.
, Sacrifice Tinder Farm: Add RW to your mana pool.
I like how you went with an original story, and I like a lot of your mechanics. Cunning seams tricky but well worth the reward, Alpha (I like the first version better) is great for the colors. I'd go with a truly painful effect, punishing chumpblocks. It seems that you didn't take that step fully yet.
Bide - has potential, though it is a somewhat overcomplicated suspend 1. I like how you've simplified the mechanic, but drawing a card on top seems like it would hurt balance. Lacking haste when entering the battlefield is a bit weird.
Valor is a bit meh.
Berserk is the worst of the bunch, as I just don't see a room for it to grow. It creates multiple Ball Lightnings, but would either make a deck absolutely insane to play against, or would have to be balanced so extremely that it would mostly suck.
As for individual cards - I'll go other the few that caught my eye, as there's no way to go over all of them:
Battlefield Devotee - seems like something that would appear in a later set as the evolution of the mechanic. I'm not blown by either mode of the card. Either you get a 2/2 for 2 (not very exciting) or you get two 2/2 plus a card on turn 4 (much better, but still feels like it could do more).
Cragsmasher Ogre - a 2 powered creature with Alpha won't trigger too much. Switch the p/t.
Astral Monolith - For a mythic, can cost much less. I'd love to do something crazy and vintage-y with this thing, but not at 6 mana.
The runestones - Interesting design, but too powerful in my eyes. Compare to Sky Diamond and its ilk - two drop mana rock with only one color that's still considered too powerful to be reprinted today. Can't be common for sure. Imagine a deck with three of those babies in limited - No need for other 2 drops and the entire curve gets pulled to a much higher range.
Vile Shambler - this trigger is wasted on this creature, and in a set that doesn't have heavy graveyard matters. Would be better on a more efficiently cost 4/4, and even better if there was something that cared about having a large graveyard as a subtheme.
Bide - I think the cantrip makes up for no haste, and getting more out of the ability if you use the bide.
Berserk - I felt it would be good for those colors.
Astral Monolith would be insane in Affinity, and could hit the field turn 1 or 2 in Vintage or Legacy.
I based the Runestones half on the Signets, and half on the Obelisks. The Ravnica themed Signets cost 2, and filter 1 mana into two different colors. You could activate it the turn you drop it, but possibly not on the turn you drop it. The Alara themed Obelisks cost 3 and can tap for one of the three colors, you can use it the turn it hits the field. The Runestones cost 2, and don't do anything till the next turn, similar to the Diamonds. However, you then can't use them anytime you can, but you do get a choice of one of three colors. It was a difficult design to cost appropriately. 3 would be too much, and you'd run Obelisks instead, 2 would be better. Maybe if I pushed them to uncommon.
Battlewise ScholarGWU
Creature — Angel (R)
Flying, vigilance
Valor — Whenever Battlewise Scholar blocks, draw a card. “The knowledge of war makes us that much more prepared for any enemy.” — Book of Chausia.
2/3
Oh, look! How peaceful and serene they are. They are so peaceful that their book talks about their knowledge of war and their faction mechanic happens entirely in combat! They are so peaceful that using Pacifism on an opponent's creature is detrimental to their faction mechanic, but Taunting them into battle would be beneficial. If no combat happens our faction mechanic does nothing!
---
I suggest you reconsider your flavor snippets to actually go into enough depth to explain such discrepancies. Further you seem to have five planeswalkers with a faction each, so it would be great to at least explore that flavor.
Your flavor descriptions in general result in somehead-scracthing. You explain your factions with two terms that do not necessarily encapsulate the three colors. the blue-black-red faction apparently values "knowledge and manipulation". That does sound very blue. In fact "perfection through knowledge" has been the blue mantra. So what does red add to the faction? Manipulation? Is that something you associated with red?
etc.
It is hard to care about the cards when the setup is so generic and inconsistent.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
So a group of peace keepers shouldn't want to defend themselves and their peace right? That wouldn't make sense.
Yes, their mechanic relies on combat, but only when you are the one being attacked.
Having knowledge of war and thy enemy and being prepared to keep the peace is definitely not a sign of Valor.
So are you suggesting Peacekeeper be the mechanic instead? or Ghostly Prison? Because those sound fun to play against.
I like to keep things simple with set up. Think of GWU as Jedi. Think of UBR as Sith.
I think you are overloading on your mechanics. As far as I can tell, you have 6 commons for each of your faction mechanic. That's significantly more than you need, especially since each color features three mechanics (and I'm not sure if you have them in multicolor common). Compare Khans of Tarkir (4 commons in each clan, spread 2-1-1) and Return to Ravnica block (mostly 5 commons, spread 2-2-1).
Does this set need a sixth mechanic? When checking out the other threads I hoped multicolor cards would explain why there is madness at all in this set, but checking here there is apparently only a single mythic rare with uncommon among the gold cards. I feel you could cut down on that - especially since it seems you do not support madness enough in the cards I have seen. On every discard outlet that allows you to discard a card and access madness there are multiple cards that use discard offensively which would be a waste to use on yourself. I count a total of three discard outlets at common and multiple discard hosers.
You have madness in the set but almost entirely put the means to instill madness into the opponent's hand and then add some cards that punish you if you discard in the first place. With the current support madness wouldn't even work if you concentrated it and its components in the three colors of a single faction - as a faction-neutral mechanic it seems it would fall flat entirely.
So a group of peace keepers shouldn't want to defend themselves and their peace right? That wouldn't make sense.
I don't know. You haven't told me enough about them to answer this in an educated manner. And that is exactly my problem. I have so little information and have to make up so much on my own that I can arrive at a different interpretation of the flavor than you, the author, intend. Hence I ask you to "go into enough depth to explain".
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Did Khans need a 6th mechanic? Because I based this set on a blend of Alara and Khans. I used their design skeletons as a blueprint for this set. Each clan got a keyword. Delve, Raid, Outlast, Prowess, Ferocious and one for every color in Morph. I agree that Madness is much harder to fit into every color than Morph is. White has no discard outlets, or very rarely it has one and only one. Black, Blue, and Red are your primary sources of any sort of discard outlet.
Well morph as opposed to madness (the way you use it) at the very least serves to combat color screw in a multicolor environment, so while morph was not strictly needed, it is a mechanic that smoothes out Limited.
White has no discard outlets, or very rarely it has one and only one. Black, Blue, and Red are your primary sources of any sort of discard outlet.
And my argument is that you have too few. In SOI white doesn't even have madness and gets a common discard outlet. Black red and blue have twice as many common discard outlets as you have.
In addition you should add mana costs to the repeatable outlets - at the very least at common. I suggest e. g. turning the "gains hexproof" blue card into "return ~ to its owner's hand".
---
On another note I noticed that your "Battlemage"-style cards are not all Knights as I first assumed. With that in mind a blue Knight does not really fit. In general these do not feel like Knights and likely should be Wizards, but especially so in blue.
---
Does this set need Evict AND Slay the Titan in addition to the rare Celestia Retribution? It seems like a strong hosing of a theme that you probably want to encourage (since you give it two keywords). Also the two cards are very similar.
Misplaced Fury is another such hoser that I would be worried about weakening the theme of one faction. I wouldn't remove all of those, but cutting back a little seems in order.
On the note of removal based on power Flay the Flesh does much right the others do wrong.
---
If you ever feel like replacing Alpha with another mechanic you might want to consider the "power or toughness" mechanic I spot on a few of your spells. It's nice and has the variability that evolve has that comes with caring not about power alone.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
The point about white and madness is that it makes no sense to put madness in white and not give white any enablers (same logic that Angelic Purge, and Vessel of Ephemera are Delirium enablers). Note that White has no madness cards in SOI, yet still has an enabler (which doubles as a delirium enabler).
Green is the only color with no common madness outlets because its plans with black, red and blue generally work poorly with madness cards (they are either very aggressive or focused in areas that naturally squeeze out madness engines).
I don't know about that. It could be an incentive to give greater cost reduction on white madness cards, since the only way to achieve madness is to wait for a forced opportunity or splash other colors. It's also a meaningful image that beings aligned with white magic don't question their beliefs, but can be provoked to bend reality in madness when their faith is threatened.
As a first impression, I want to know more about the plane and the storm of madness. What sets this plane apart from others? What is real here and only here? What events have been caused by the storm in the past that demonstrate hints at what it does or raise interesting questions about its origin or nature? How do characters react to its presence on the plane? Which clans care about it, and do they worship, fear, or doubt it? Attempt to control it?
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This is the first set of my newest custom block.
The story follows three friends who become allies and discover they are Planeswalkers. This realization of power creates a rift between the friends as they fight for control over the realm. Two other walkers emerge into the mix and the living beings of the world take sides and form clans.
Madness is within each of the colors due to the mana that flows through the plane. When the plane was first created, there was a mystical storm that combined its force with the mana, and thus every living thing is 'tainted' by this madness, and therefore anything can have it.
The codename for this set is 'Television'.
©2015 – Designed By Kevin Deninger
Clans:
Lundala: WUB - Value order and control
Wuglor; UBR - Value knowledge and manipulation
Belvak; BRG - Value power and passion
Enasia; RGW - Value strength and honor
Chausia; GUW - Value peace and serenity
Keywords:
WUB: Bide {cost} ({cost}, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
UBR: Cunning – When you cast this, if you have X or more cards in your hand, effect.
BRG: Berserk {cost} – Whenever this creature attacks, you may pay {cost} and double it's power. If you do, sacrifice it at the end of turn. You may only activate this ability once each turn.
RGW: Alpha – Whenever this creature becomes blocked, if its power is greater than the power of a creature blocking it, [short effect].
or
Alpha -- As long as this creature's power is greater than the power of a creature blocking it, [static effect].
GUW: Valor - Whenever {this creature} blocks, [effect].
Returning mechanic - Madness
White
Ascetic Knight 2W
Creature — Human Knight Wizard (U)
G, : Regenerate another target creature.
U, : Target creature gets -2/-0 until end of turn.
“I am peace. Only through knowledge and serenity can I exist.” — Knight’s pledge
2/2
Battlefield Devotee WW
Creature — Human Knight (R)
Bide 1WW (1WW, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Battlefield Devotee enters the battlefield, prevent all damage that would be dealt to creatures you control this turn.
When Battlefield Devotee enters the battlefield, if it was cast from exile, put a 2/2 white Human Knight creature token onto the battlefield.
2/2
Blind Faith WW
Enchantment (C)
Return Blind Faith to its owner’s hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.
“I trust my master completely.”
Breach of Peace W
Instant (U)
You gain 2 life for each creature attacking you.
“The call to war may bring fear to others, but it brings hope to us.” — Creed of Chausia
Celestial Retribution 3WW
Instant (R)
Destroy all creatures with power 4 or greater.
Dismantling Directive W
Instant (C)
Exile target tapped artifact.
“What was made now must be unmade.”
Divine Blessing 2W
Enchantment (R)
Whenever you gain life, put that many faith counters on Divine Blessing.
1W, Remove X faith counters from Divine Blessing: Prevent the next X damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
Ephemeral Incantation 1WW
Enchantment (U)
Whenever a player discards a card, you may tap target nonland permanent.
Evict 2W
Sorcery (C)
Put target creature with power 5 or greater on the bottom of its owner’s library.
“There is just no room for a growing giant in these halls.” — Matron
Fenblade Slicer W
Creature — Human Knight (C)
Bide 1W (1W, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Fenblade Slicer enters the battlefield, if it was cast from exile, target creature gets +1/+0 and gains first strike until end of turn.
1/1
Fireblooded Knight 1W
Creature — Human Knight (C)
3R: Fireblooded Knight gets +3/+0 until end of turn.
2/2
Gallant Cavalry WW
Creature — Human Knight (U)
First Strike
Valor — Whenever Gallant Cavalry blocks, other creatures you control gain first strike until end of turn.
2/2
Glorypath Summoner 1WW
Creature — Human Cleric (R)
Spirit creatures you control get +1/+1.
At the beginning of each upkeep, target opponent may exile a card from his or her graveyard. If that player doesn’t, put a 1/1 white Spirit creature token with flying onto the battlefield.
1/2
Hildebrant, Rynali Strategist WW
Legendary Creature — Human Soldier (M)
Whenever a creature an opponent controls attacks you or a planeswalker you control, you may pay W. If you do, put a white 1/1 Human Soldier creature token onto the battlefield. That creature blocks this turn if able.
1/2
Humbling Hope W
Instant (C)
Prevent all damage that would be dealt by creatures with power 2 or greater this turn.
Legion Captain 2WW
Creature — Human Knight (R)
Other Knight creatures you control get +1/+1 and have protection from black.
WW: Target Knight gains lifelink until end of turn.
2/2
Lundala Swiftfoot 2W
Creature — Human Knight (C)
Vigilance
W: Lundala Swiftfoot gets +0/+1 until end of turn.
2/2
Paladin of Arda 2W
Creature — Human Cleric (U)
: Target creature gains protection from a color of a creature you control until end of turn.
2/3
Planar Reclamation 3WWW
Sorcery (R)
Return all land cards from your graveyard to the battlefield tapped.
Protectors of Yoldin 1W
Creature — Human Warrior (C)
Defender
1U: Protectors of Yoldin gains hexproof until end of turn.
1/3
Reviver of the Meek 3W
Creature — Spirit (C)
Flying
When Reviver of the Meek dies, return another white creature card with power 1 or less from your graveyard to your hand.
2/3
Rynali Crusader 1W
Creature — Human Soldier (C)
Valor — Whenever Rynali Crusader blocks, it gets +1/+2 until end of turn.
1/2
Savior of Equality W
Creature — Human Cleric (U)
Tap an untapped multicolored creature you control: You gain 2 life.
1/1
Silverbeak Sustainer 2W
Creature — Griffin (C)
Flying
Sacrifice Silverbeak Sustainer: Target creature gains protection from the color of your choice until end of turn.
1/3
Slay the Titan 3W
Instant (C)
Exile the creature with the highest power or is tied for the highest power among creatures on the battlefield.
Soul of the Mighty 2W
Instant (C)
Target creature gets +2/+2 until end of turn. You gain life equal to that creatures toughness.
Spiritblade Invoker 1W
Creature — Human Monk (R)
: Spiritblade Invoker deals X damage to attacking or blocking creature. Where X is equal to the highest power among creatures you control.
1/1
Steadfast Archangel 3WW
Creature — Angel (R)
Flying, vigilance
Valor — Whenever Steadfast Archangel blocks, other creatures you control get +0/+5 until end of turn.
3/4
Strongarm Giant 3WW
Creature — Giant (C)
Alpha — As long as Strongarm Giant’s power is greater than the power of a creature blocking it, it has lifelink.
3/5
Supreme Oppression WW
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block unless its controller pays 4.
Activated abilities of enchanted creature cost 4 more to activate
Madness W
Wildsteed Rider 1W
Creature — Human Scout (U)
Vigilance, plainswalk
You can not break a wild horse of the fields of Cahdaria, you can merely come to an understanding with them.
1/3
Yoldin Cleaver 4WW
Creature — Giant Warrior (U)
First Strike
Madness 5WW
When Yoldin Cleaver enters the battlefield, if its madness cost was paid, other creatures you control gain first strike until end of turn.
4/4
Blue
Ætherstorm Leviathan 5UUU
Creature — Leviathan (R)
When you cast Ætherstorm Leviathan return up to three target nonland permanents to their owner’s hands
Cunning — When you cast Ætherstorm Leviathan, if you have five or more cards in your hand, return up to six target nonland permanents to their owners’ hands instead.
6/6
Archive of Delirium 3UU
Enchantment (U)
At the beginning of your upkeep reveal the top card of your library. Put the top X cards of target opponent’s library into his or her graveyard where X is the converted mana cost of the revealed card.
Bend to Will 3UUU
Instant (R)
Gain control of target creature. (This effect lasts indefinitely.)
“A mind is a terrible thing to waste. Don’t worry, I’ll make better use of it than you ever did.” — Ulrorth Bregun
Conflict of Interest 1UU
Instant (C)
Counter target spell.
Conflict of Interest costs 1 less as long as an opponent has seven or more cards in his or her graveyard.
Critical Thinking 3U
Sorcery (R)
Exile your hand. Draw a card for each card exiled this way.
At the end of turn, discard your hand, then return all cards exiled by Critical Thinking to your hand.
Crusader of Ildonia 2U
Creature — Human Knight (U)
W, : Target creature gains vigilance until end of turn.
B, : Target creature gains intimidate until end of turn.
“I am balance. I seek a harmony between what is considered good and the evil.” — Crusader’s pledge
2/3
Crushing Intellect 2UU
Sorcery (U)
Cunning — When you cast Crushing Intellect, if you have five or more cards in your hand, draw two cards.
Target opponent puts the top X cards of his or her library into his or her graveyard, where X is equal to the number of cards in your hand.
Driving Ambition 2U
Enchantment — Aura (C)
Enchant creature
Enchanted creature has hexproof.
Whenever enchanted creature deals combat damage to an opponent, draw a card.
Efface 1U
Instant (C)
Counter target spell. Its controller may draw up to two cards. Draw a card.
Fairhad Monk 1U
Creature — Human Cleric Wizard (U)
Bide 1UU (1UU, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Fairhad Monk enters the battlefield, if it was cast from exile, you may tap target creature. That creature doesn’t untap during its controller’s next untap step.
1/2
Fairhad Reverend 1U
Creature — Human Cleric Wizard (C)
1W: Fairhad Reverend gains lifelink until end of turn.
2/1
Fluttering Informant U
Creature — Faerie Wizard (U)
Flying
Madness 2U
When Fluttering Informant enters the battlefield scry 2. If its madness cost was paid, draw a card.
1/1
Frostshield Gallant 3U
Creature — Human Knight (C)
Valor — Whenever Frostshield Gallant blocks, each creature blocked by Frostshield Gallant gets -3/-0 until end of turn.
1/3
Hovering Fallacy 2U
Creature — Illusion (C)
Flying
Discard a card: Hovering Fallacy gains Hexproof until end of turn.
2/1
Hydromancer UU
Creature — Human Wizard (R)
Hexproof, islandwalk
Madness 3UUU
When Hydromancer enters the battlefield, if its madness cost was paid, tap all nonland permanents target player controls. Those permanents don’t untap during their controller’s next untap step.
2/2
Ildonia Inspector 1U
Creature — Human Artificer (C)
: Return an artifact you control to its owner’s hand.
“It still isn’t perfect, send it back for more adjustments.” — Master Artificer
1/1
Imagimancer U
Creature — Human Artificer (U)
At the beginning of your precombat main phase, as long as you control an artifact, add C to your mana pool.
1/1
Impede U
Instant (C)
Return target nonland permanent with converted mana cost X or less to its owner’s hand, where X is equal to the number of cards in your hand.
Master of Minds 1UU
Creature — Human Wizard (R)
You may choose not to untap Master of Minds during your untap step.
: Gain control of target creature with converted mana cost X or less, where X is equal to the number of cards in your hand for as long as Master of Minds remains tapped.
1/2
Mental Projection 2U
Sorcery (C)
Draw two cards.
Madness UU
Oracle’s Helix 3UU
Enchantment (R)
At the beginning of your main phase, you may tap or untap target nonland permanent.
Predestined Sphinx 4UU
Creature — Sphinx (R)
Flying
Whenever Predestined Sphinx deals damage to an opponent, scry 2, then draw a card.
4/5
Relic Warper 3U
Creature — Sphinx (U)
Flying
2U, Sacrifice an artifact you control: Target player puts the top X cards of his or her library into his or her graveyard, where X is the converted mana cost of that artifact.
“People use items to reflect on memories. If you destroy that item, you destroy that memory.” — Veknus
2/4
Runes of Gliding 1U
Enchantment (C)
U, Discard a card: Target creature gains flying until end of turn.
Serendipity Seeker 3U
Creature — Bird Wizard (C)
Flying
Cunning — When you cast Serendipity Seeker, if you have five or more cards in your hand, scry 2.
2/2
Shipwreck Tyrant 2UU
Creature — Serpent (C)
Bide 4UU (4UU, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Shipwreck Tyrant or another creature enters the battlefield under your control, if it was cast from exile, you may have target creature gain islandwalk until end of turn.
3/3
Skysiege Drake 3U
Creature — Drake (C)
Flying
2W: Skysiege Drake gains first strike until end of turn.
3/3
Stumbling 2U
Sorcery (C)
Return target creature to its owner’s hand. If that creature was tapped, return another target creature to its owner’s hand.
Telepathic Toll 2UU
Enchantment (R)
Creatures can’t attack you or planeswalkers you control unless their controller puts the top two cards of his or her library into his or her graveyard for each creature he or she controls that’s attacking you.
Undarian Entrancer UU
Creature — Human Wizard (C)
: Each opponent puts the top three cards of his or her library into his or her graveyard.
1/1
Black
Ascendant Archdemon 4BBB
Creature — Demon (M)
Flying
Whenever Ascendant Archdemon attacks, target creature gets -X/-X until end of turn where X is Ascendant Archdemon’s power.
7/7
Backwater Drifter 1B
Creature — Horror Rogue (C)
U: Backwater Drifter gains islandwalk until end of turn.
2/1
Consuming Despair BB
Enchantment (U)
Sacrifice Consuming Despair: Target player sacrifices a creature.
Dementia 1B
Enchantment (C)
Sacrifice Dementia: Target player discards a card.
Deranged Thoughts BB
Sorcery (C)
Target opponent discards two cards unless he or she sacrifices a creature.
Diabolical Affliction B
Enchantment — Aura (C)
Enchant nonland permanent
Whenever an ability of enchanted permanent is activated, its controller loses 1 life.
Dregs of Frugdal 3B
Creature — Zombie (C)
U, Sacrifice a creature: Scry 2.
2/1
Festering Ogre 3B
Creature — Ogre Shaman (C)
3B, Sacrifice Festering Ogre: Target player loses life equal to Festering Ogre’s power.
4/2
Firefiend Scourge 1B
Creature — Devil (C)
1R, Sacrifice Firefiend Scourge: Firefiend Scourge deals damage equal to its power to target creature.
2/1
Flay the Flesh 1B
Instant (C)
As an additional cost to cast Flay the Flesh, discard a creature card.
Destroy target creature if its power is less than or equal to the discarded creature card’s power.
Gemgaze Mesmerizer 2BB
Creature — Gorgon Wizard (R)
Deathtouch
Bide 4BB (4BB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Gemgaze Mesmerizer enters the battlefield, if it was cast from exile, destroy target creature, it can’t be regenerated.
2/4
Grave Misfortune 1BB
Sorcery (U)
Target creature gets -X/-X until end of turn where X is equal to the number of cards in its controller’s graveyard.
Grim Devilkin BB
Creature — Devil (U)
Whenever an opponent sacrifices a permanent, he or she loses 1 life.
2/2
Grim Succession 2BB
Enchantment (R)
At the end of each turn, if an opponent discarded one or more cards this turn, you may return target creature card from your graveyard to the battlefield.
Grotesque Goliath 4B
Creature — Giant Horror Berserker (C)
Deathtouch
Berserk 2B (Whenever this creature attacks you may pay 2B. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
3/2
Hul’Krod Horror 4B
Creature — Horror (U)
Whenever Hul’Krod Horror attacks and isn’t blocked, it gets +2/+1 until end of turn.
4/3
Jek’Dar Ogre 3BB
Creature — Ogre (U)
Intimidate
Madness 4BB
When Jek’Dar Ogre enters the battlefield, if its madness cost was paid, other black creatures you control get +2/+1 and gain intimidate until end of turn.
4/4
Manic Verdict BB
Sorcery (R)
Search your library for a card with Madness, reveal it, put it into your hand, then shuffle your library. If Manic Verdict was cast for its madness cost was paid, search your library for any card instead.
Madness 1BB
Mindfeeder Drake 3B
Creature — Drake (U)
Flying
Whenever an opponent discards a card, put a +1/+1 counter on Mindfeeder Drake.
When one loses a thought, this is where it goes.
1/1
Noxious Desecrator 1BB
Creature — Horror (R)
Other Horror creatures you control get +1/+1.
Madness 3BB
When Noxious Desecrator enters the battlefield, if its madness cost was paid, target player sacrifices a creature.
2/2
Noxious Stinger 1B
Creature — Insect (C)
Deathtouch
B, : Target creature gains deathtouch until end of turn.
1/1
Peatbog Snapjaw 2B
Creature — Turtle Beast (C)
Bide 2BB (2BB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Peatbog Snapjaw enters the battlefield, if it was cast from exile, target creature gets +1/+1 and gains swampwalk (This creature can’t be blocked as long as defending player controls an and gains swamp.) until end of turn.
2/2
Plasma Drinker B
Creature — Leech (C)
When you cast Plasma Drinker, each player loses 1 life.
Cunning — When you cast Plasma Drinker, if you have five or more cards in your hand, each opponent loses 1 life instead.
1/1
Ragefist Reaper 4BB
Creature — Demon (R)
Flying, first strike
Berserk 2BB (Whenever this creature attacks you may pay 2BB. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
5/5
Skurdrav Warlock 2B
Creature — Human Wizard (U)
U, : Scry 2.
R, : Skurdrav Warlock deals 1 damage to target creature.
“I am power. Through passion and strength I shall rule.” — Warlock’s pledge
2/2
Torturous Lashes B
Instant (C)
Bide 1BB (1BB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
Target creature gets -2/-2 until end of turn. If Torturous Lashes was cast from exile, that creature gets -4/-4 until end of turn instead.
Tyrannical Dealbroker 4BB
Creature — Devil (R)
Flying
RR, : Tyrannical Dealbroker deals damage equal to it’s power to target player unless that player has another creature you control get +X/+0 until end of turn, where X is Tyrannical Dealbroker’s power.
5/5
Unnerving Specter 1BB
Creature — Specter (R)
Flying
At the beginning of each player’s upkeep, that player discards a card at random.
2/1
Vile Shambler 5BB
Creature — Horror (R)
Intimidate
When Vile Shambler dies, return it to the battlefield unless a player exiles all cards from his or her graveyard.
7/7
Void Purge 2B
Sorcery (C)
Exile all cards from target player’s graveyard.
Draw a card.
Vroxdar Dregmaster BB
Creature — Human Cleric (U)
Cunning — When you cast Vroxdar Dregmaster, if you have five or more cards in your hand, put a 2/2 black Zombie creature token onto the battlefield tapped.
1/1
Vroxdar Ripper B
Creature — Spirit (C)
Madness 2B
When Vroxdar Ripper enters the battlefield, if its madness cost was paid, target player loses 2 life and you gain 2 life.
2/1
Red
Avalanche Herald 2RR
Creature — Elemental (R)
Alpha — Whenever Avalanche Herald becomes blocked, if its power is greater than the power of a creature blocking it, you may destroy target nonbasic land.
5/4
Avalaunch 2RR
Enchantment (R)
2, Sacrifice a mountain: Put two 1/1 red Goblin creature tokens with haste onto the battlefield.
Avdar Visceromancer 2R
Creature — Human Wizard (U)
B, : Put a 1/1 black Skeleton creature token onto the battlefield.
G, : Target creature gets +2/+2 until end of turn.
“I am passion. Only through strength can power be achieved.” — Avdar pledge
2/2
Backslash R
Instant (C)
Backslash deals 4 damage to target creature. That creature deals damage to you equal to its power.
Bloodshed Arena 2RR
Enchantment (R)
Whenever a creature with power 5 or greater enters the battlefield under your control, you may have that creature fight target creature an opponent controls.
Cragsmasher Ogre 3RR
Creature — Ogre Elemental (U)
Alpha — Whenever Cragsmasher Ogre becomes blocked, if its power is greater than the power of a creature blocking it, it deals 2 damage to target player.
4/4
Crush Terrain 3R
Sorcery (U)
Destroy target artifact or land. If Crush Terrain was cast for its madness cost, Crush Terrain deals 2 damage to that permanent’s controller.
Madness 2RR
Fierce Pyreform 4R
Creature — Elemental (C)
Alpha — As long as Fierce Pyreform’s power is greater than the power of a creature blocking it, it has first strike.
4/1
Flamespike Charger 1RR
Creature — Elemental (C)
Haste
3/2
Flint Grinder R
Creature — Goblin Shaman (U)
R, Discard a card at random: Flint Grinder deals 1 damage to target creature.
All goblins like playing with fire, Dtuxm liked being on fire.
0/1
Fodder Bomb RR
Sorcery (R)
Destroy all Goblins.
Fodder Bomb deals X damage to target player, where X is equal to the number of Goblins destroyed this way.
“It’s raining crags and moggs!” — Gakx, goblin igniter.
Forgeflare 2R
Instant (C)
Forgeflare deals X damage to target player, where X is equal to the number of artifacts he or she controls.
Furywing Hellkite 3RR
Creature — Dragon (R)
Flying
Madness 4RRR
When Furywing Hellkite enters the battlefield, if its madness cost was paid, other creatures you control get +2/+0 and gain haste until end of turn.
5/5
Hearth Vandal 3R
Creature — Devil (U)
Whenever Hearth Vandal attacks, you may destroy target artifact.
You make it, he breaks it.
3/2
Hearth’s Branding 1R
Sorcery (C)
Target creature gets +1/+0 and can’t be blocked except by two or more creatures until end of turn.
Heretical Ceremony 2R
Enchantment (R)
Whenever an opponent taps an artifact, that player sacrifices it unless they have Heretical Ceremony deal 2 damage to him or her.
Highpass Traveler 3R
Creature — Minotaur Scout (C)
1U: Highpass Traveler can’t be blocked this turn.
3/2
Ireheart Brute 4RR
Creature — Minotaur (M)
Alpha — Whenever Ireheart Brute becomes blocked, if its the first combat phase of this turn and its power is greater than the power of a creature blocking it, untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
4/4
Living Lightning RR
Creature — Elemental (C)
Madness 3R
When Living Lightning enters the battlefield, if its madness cost was paid, it deals 3 damage to target creature or player.
3/1
Magma Shower 2R
Instant (C)
Choose target creature. Reveal the top card of your library. Magma Shower deals X damage to the chosen creature where X is the converted mana cost of the revealed card.
Magmaborn Servant 4R
Creature — Elemental (C)
1W: Magmaborn Servant gains lifelink until end of turn.
4/3
Misplaced Fury 1RR
Sorcery (C)
Target creature deals damage equal to its power to its controller.
Ogmound Bouldertosser 4RR
Creature — Giant (C)
1R, :symtap:, Sacrifice a land: Creatures you control get +2/+0 until end of turn.
4/4
Opportunistic Brigand 2R
Creature — Human Rogue (C)
Haste
Cunning — When you cast Opportunistic Brigand, if you have five or more cards in your hand, it gets +2/+0 until end of turn.
2/1
Roaring Lavavore 1RR
Creature — Elemental Beast (R)
Trample, haste
Berserk 2RR (Whenever this creature attacks you may pay 2RR. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
4/1
Singecloak 2R
Enchantment — Aura (C)
Enchant creautre
Enchanted creature has intimidate.
Whenever enchanted creature attacks, it deals 1 damage to target player.
Summit Surveyor 1R
Creature — Human Scout (C)
Mountainwalk
Whenever Summit Surveyor attacks, target land becomes a Mountain until the beginning of the next end step.
1/1
Tascar Maraduer RR
Creature — Goblin Berserker (C)
Berserk RR (Whenever this creature attacks you may pay RR. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
1/1
Tectonic Reaver 1R
Creature — Elemental Warrior (U)
Whenever Tectonic Reaver attacks it gets +X/+0 until end of turn, where X is equal to the number of Mountains you control.
0/1
Wuglor Hellkite 5RR
Creature — Dragon (R)
Flying
Cunning — When you cast Wuglor Hellkite, if you have five or more cards in your hand, it deals 5 damage divided among any number of target creatures.
5/5
Zerdrin Pummeler 4RR
Creature — Giant (U)
First Strike
Berserk 2RR (Whenever this creature attacks you may pay 2RR. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
4/5
Green
Ancient Primarch 3GG
Creature — Elemental (R)
Alpha — Whenever Ancient Primarch becomes blocked, if its power is greater than the power of a creature blocking it, put a +1/+1 counter on each creature you control.
4/4
Ballistic Hydra XG
Creature — Hydra (R)
Ballistic Hydra enters the battlefield with X +1/+1 counters.
Berserk 2GG (Whenever this creature attacks you may pay 2GG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
0/0
Belvak Grub G
Creature — Insect (C)
Belvak Grub gets +1/+0 as long as you control a Swamp.
Belvak Grub gets +1/+0 as long as you control a Mountain.
0/1
Bramblevine Bestower 3G
Creature — Elf Druid (R)
G, : Destroy target enchantment. If an aura is destroyed this way, return that card from a graveyard to the battlefield attached to a permanent you control.
1/1
Bramblevine Boon G
Sorcery (C)
Choose target creature. Reveal the top card of your library. The chosen creature gets +X/+X until end of turn, where X is that card’s converted mana cost.
Brondun Crasher 2G
Creature — Beast (C)
Alpha — As long as Brondun Crasher’s power is greater than the power of a creature blocking it, it has trample.
3/3
Canopy Shooters 1G
Creature — Elf Archer (C)
Reach
1R: Canopy Shooters gets +1/+0 until end of turn.
: Canopy Shooters deals damage equal to its power to target creature with flying.
1/2
Chausia Weaver 1G
Creature — Elf Druid (U)
: Add G to your mana pool.
1: Add W or U to your mana pool.
1/1
Cleanse Dweomer 1G
Instant (C)
Destroy target enchantment.
Draw a card.
Collective Communer 2G
Creature — Insect (U)
1GG, : Put a +1/+1 counter on target creature. That creature gains your choice of reach or trample until end of turn.
2/2
Delvari Troopers 2G
Creature — Elf Soldier (C)
Valor — Whenever Delvari Troopers blocks, it gains deathtouch until end of turn.
2/2
Gift of the Lotus G
Enchantment — Aura (C)
Enchant creature
Enchanted creature has “:symtap: : Add one mana of any color to your mana pool.”
Gladewatch Gifter 3G
Creature — Human Shaman (C)
1W, : Target creature gets +2/+2 and gains vigilance until end of turn.
2/3
Harsh Terrain G
Enchantment — Aura (C)
Enchant land
Enchanted land is a Mountain, Forest, and Swamp.
Kincalling 3GG
Enchantment (R)
At the beginning of your upkeep, you may tap an untapped creature you control. If you do, search your library for a creature card that shares a type with that creature, reveal it, and put it into your hand. Then shuffle your library.
Mossvine Augurer 1G
Creature — Elf Cleric (C)
As long as W was added to your mana pool this turn, Mossvine Augurer gets +1/+1 until end of turn.
1/2
Nelani Meditations G
Sorcery (C)
Shuffle up to two target green cards from your graveyard into your library.
Madness 0
Nelani Warfarer 2G
Creature — Elf Druid (R)
At the beginning of your postcombat main phase, add GG to your mana pool if you attacked with one or more creatures this turn.
1/1
Pack Noble 4G
Creature — Beast (R)
Trample
Valor — Whenever Pack Noble blocks, put a +1/+1 counter on each creature you control.
4/5
Path to Serenity 1G
Instant (C)
Regenerate each creature you control. You gain 1 life for each creature you control.
Peldra Savage 4G
Creature — Beast (C)
1R: Peldra Savage gets +2/+2 and can’t be blocked except by two or more creatures until end of turn. Activate this ability only once each turn.
4/3
Primal Mightweaver 2GG
Creature — Elf Shaman (R)
Basic lands you control are 1/1 creatures. (They are still lands.)
2GG, : Creatures you control get +2/+2 until end of turn.
2/2
Quarut Skyclawer 3G
Creature — Elemental (U)
Defender, reach
1G: Regenerate Quarut Skyclawer.
Madness 1GG
3/4
Silverback Sovereign 5GG
Creature — Ape (R)
Alpha — Whenever Silverback Sovereign becomes blocked, if its power is greater than the power of a creature blocking it, you may have Silverback Sovereign fight another target creature you don’t control.
1G: Regenerate Silverback Sovereign.
6/6
Tenacious Rhox 3G
Creature — Rhino Warrior (U)
Trample
Valor — Whenever Tenacious Rhox blocks, it gains indestructible until end of turn.
3/3
Triumph of Ferocity 2G
Enchantment (U)
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
Ulk’Tranal Spiritcaller 1GG
Creature — Troll Shaman (C)
Sacrifice Ulk’Tranal Spiritcaller: Regenerate all creatures you control.
“Flesh shall heal and bone shall mend.
Life is given so life won’t end.”
— Spiritcaller’s chant
1/2
Videral Trooper 3G
Creature — Elf Berserker (U)
Trample
Berserk 2G (Whenever this creature attacks you may pay 2G. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
2/2
Woodland Speaker 1GG
Creature — Elf Shaman (C)
Flash
When Woodland Speaker enters the battlefield, target creature or land you control gains indestructible until end of turn.
All living things in the forest hear her words.
1/2
Zerdrin Thaumaturge 2G
Creature — Human Shaman (U)
R, : Target creature gains haste until end of turn.
W, : Target creature gains lifelink until end of turn.
“I am harmony. I make things of chaos exist in order.” — Thaumaturge pledge
2/2
Multicolored
Ascetic Shielding GWU
Instant (R)
Creatures you control gain protection from each of their colors until end of turn.
Balador, Inspiring Soul 2GWU
Planeswalker — Balador (M)
[+1]: Tap or untap up to two target creatures.
[-2]: Put two 1/1 white Human Soldier creature tokens onto the battlefield. Then put a +1/+1 counter on each creature that entered the battlefield under your control this turn.
[-7]: For each nonland, nontoken permanent you control, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle your library.
{4}
Battlewise Scholar GWU
Creature — Angel (R)
Flying, vigilance
Valor — Whenever Battlewise Scholar blocks, draw a card.
“The knowledge of war makes us that much more prepared for any enemy.” — Book of Chausia.
2/3
Bellowing Axewielder RG
Creature — Human Barbarian (C)
Trample
The shout of war can echo for eons.
2/2
Belvak Indictment BRG
Instant (R)
Creatures your opponents control get -1/-1 until end of turn. Put a +1/+1 counter on each creature you control. Until end of turn, whenever a creature an opponent controls dies, Belvak Indictment deals 1 damage to its controller.
Belvak Menace BRG
Creature — Troll (C)
Berserk BRG (Whenever this creature attacks you may pay BRG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
3/3
Bloodcall Maniac BRG
Creature — Minotaur Berserker Shaman (R)
Berserk BRG (Whenever this creature attacks you may pay BRG. If you do, it gets +X/+0 until end of turn, where X is equal to its power. Sacrifice it at the beginning of the next end step.)
When Bloodcall Maniac dies, distribute three +1/+1 counters among one, two, or three target creatures.
3/2
Bowmen of Chausia GWU
Creature — Human Archer (U)
: Bowmen of Chausia deals 2 damage to target attacking or blocking creature. If a creature dealt damage this way dies this turn, draw a card.
2/4
Brainfeeder Ooze 2GU
Creature — Mutant Ooze (U)
XGU, : Put X +1/+1 counters on Brainfeeder Ooze. X is the number of cards in your hand as you activate this ability.
“You know that feeling when your mind turns to goo? Well this is where it goes.” — Arnham’s last words.
0/1
Brondun Sire 2RGW
Creature — Beast (R)
Alpha — Whenever Brondun Sire becomes blocked, if its power is greater than the power of a creature blocking it, put a 3/3 green Beast creature token onto the battlefield under your control.
4/4
Chausian Conservationist 1GW
Creature — Human Monk (U)
Whenever a land card would be put into your graveyard from the battlefield, put it onto the bottom of your library instead.
1/3
Cinderfist Thrasher BR
Creature — Devil Warrior (C)
Whenever Cinderfist Thrasher attacks, it cant be blocked unless defending player discards a card.
2/1
Delvari Mauler RGW
Creature — Beast (U)
Alpha — Whenever Delvari Mauler becomes blocked, if its power is greater than the power of a creature blocking it, attacking creatures you control get +1/+1 until end of turn.
3/3
Embodiment of Bravery 3GWU
Legendary Creature — Avatar (M)
Flying, vigilance
Valor — Whenever Embodiment of Bravery blocks, creatures you control gain protection from the color of your choice until end of turn.
GWU: Other creatures you control gain flying until end of turn.
5/5
Enasia Sentinel RGW
Creature — Beast (C)
Alpha — Whenever Enasia Sentinel becomes blocked, if its power is greater than the power of a creature blocking it, untap it.
4/3
Enduring Rejection 1WUB
Instant (R)
Counter target spell. Exile all cards in its owner’s graveyard that share a type with it. Gain 1 life for each card exiled this way.
Feathers of Peace 2WU
Instant (U)
Put target attacking or blocking creature on top of its owner’s library. Then put a 1/1 white Bird creature token with flying onto the battlefield under your control.
Fleshrend Invocation UBR
Instant (U)
As an additional cost to cast Fleshrend Invocation, exile a creature card from your graveyard.
Target creature gets -X/-X until end of turn where X is equal to the converted mana cost of the exiled card.
Flourishing Frontiers GGW
Sorcery (C)
Search your library for up to three basic land cards and reveal them. Shuffle your library, then put one onto the battlefield tapped, one into your hand, and one on top of your library.
Frenzied Willcrusher 1UBR
Creature — Dragon (M)
Flying, first strike
Madness 5UBR
When Frenzied Willcrusher enters the battlefield, if you paid its madness cost each player discards their hand and draws 7 cards. Frenzied Willcrusher deals damage to each opponent equal to the number of cards he or she has drawn this turn.
5/5
Glaryon, Essence Channeler 1GW
Legendary Creature — Elf Druid (M)
Lifelink, vigilance
: Add an amount of G to your mana pool equal to the amount of life you have gained this turn.
“New life brings new growth.” — Glaryon.
1/3
Graceful Shrubhorn GW
Creature — Elemental (C)
: Target creature with a +1/+1 counter on it gets +3/+3 until end of turn.
2/2
Hellspawn Ringleader 2BR
Creature — Devil (U)
Flying
Hellspawn Ringleader can’t block.
Other Devil creatures you control get +1/+0 and can’t block.
2/2
Intrepid Invocation GWU
Instant (U)
As an additional cost to cast Intrepid Invocation, return a creature you own to your hand.
Target creature gets +X/+X and gains trample and lifelink until end of turn, where X is equal to the power or toughness of the creature returned this way.
Jalgarian Dismantler 3WUB
Creature — Sphinx (M)
Flying, vigilance
WUB, : Return target artifact or enchantment to its owner’s hand. Its controller loses life equal to that card’s converted mana cost. Draw a card.
5/5
Lundalan Fanatic 1WB
Creature — Human Cleric Soldier (U)
1WB, : Target player sacrifices an attacking creature.
1/1
Masterful Swordsman GWU
Creature — Human Soldier (C)
Valor — Whenever Masterful Swordsman blocks, it gets +1/+0 and gains first strike until end of turn.
2/3
Mindblast Specter UBR
Creature — Specter (U)
Flying
Cunning — When you cast Mindblast Specter, if you have five or more cards in your hand, target player reveals his or her hand. You choose a card from it. That player discards that card. Mindblast Specter deals damage equal to that card’s converted mana cost to that player.
2/2
Mindraking BR
Sorcery (C)
Mindraking deals 2 damage to target creature. That creature’s controller discards a card.
Ogmound Apprentice UBR
Creature — Human Wizard (C)
Cunning — When you cast Ogmound Apprentice, if you have five or more cards in your hand, target creature you control gets +2/+1 and gains hexproof until end of turn.
2/3
Ognar the Chosen 2RGW
Planeswalker — Ognar (M)
[+1]: Until end of turn, whenever a creature an opponent controls blocks, Ongar deals 1 damage to that creature.
[-3]: Choose a creature you control. That creature deals damage equal to its power to target creature or player.
[-7]: You gain an emblem with “Creatures you control get +3/+3 and have ‘creatures with power less than this creature can’t block it.’
{4}
Packmind Predator 3BRG
Creature — Hydra (M)
Packmind Predator enters the battlefield with a number of +1/+1 counters on it equal to the number of creatures controlled by opponents.
Whenever a creature enters the battlefield under an opponent’s control, put a +1/+1 on each other creature you control.
0/0
Peldra Harvester BRG
Creature — Elemental Shaman (U)
At the beginning of your end step, if you sacrificed a nontoken creature this turn, put a 1/1 green Saproling creature token onto the battlefield.
3/3
Psybolt UR
Instant (U)
Psybolt deals 2 damage to target player. Then look at the top 2 cards of any library and put them back in any order.
Ragefire Invocation BRG
Instant (U)
As an additional cost to cast Ragefire Invocation, discard a creature card.
Ragefire Invocation deals X damage divided as you choose among any number of target creatures, where X is equal to the converted mana cost of the discarded card.
Razavi Lynx 2RW
Creature — Cat Warrior (U)
Haste, first strike
3/3
Ruldan Assailant WUB
Creature — Human Rogue (C)
: Target player loses 1 life for each attacking or blocking creature.
1/2
Savage Fury RG
Instant (C)
Target creature you control gets +2/+2 and has first strike until end of turn.
Savant’s Forcefield WU
Instant (C)
Target creature gets +0/+3 until end of turn.
Target creature gets -3/-0 until end of turn.
Seedspread Invocation RGW
Instant (U)
As an additional cost to cast Seedspread Invocation, tap an untapped creature you control.
Put X 1/1 green Saproling creature tokens onto the battlefield where X is equal to the power or toughness of the creature tapped this way.
Smashcrag Brutilizer 3RGW
Creature — Elemental (M)
Indestructible
Alpha — Whenever Smashcrag Brutilizer becomes blocked, if its power is greater than the power of a creature blocking it, untap all permanents you control.
Peasants kneel before kings. Kings kneel before gods. Everyone kneels before the Mountains of Enasia.
6/6
Soul Tormentor 1UBR
Creature — Human Wizard (R)
Cunning — When you cast Soul Tormentor, if you have five or more cards in your hand, return up to one target creature card from your graveyard to the battlefield. That creature gets +2/+0 and gains haste until end of turn.
UBR, : Soul Tormentor deals 1 damage to target player for each creature in your graveyard.
2/3
Soulseep Invocation WUB
Instant (U)
As an additional cost to cast Soulseep Invocation, reveal a creature card from your hand.
Target player loses X life and you gain X life where X is equal to the revealed creature’s power or toughness.
Stagnation of Decay BG
Enchantment (U)
2: Exile target land card from a graveyard. Each opponent loses 1 life.
Syan, Voice of Pain 2UBR
Planeswalker — Syan (M)
[+1]: Scry 2 (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
[-3]: Syan deals damage equal to the number of cards in your hand to target player.
[-7]: Each opponent draws three cards then discards his or her hand. Syan deals 2 damage to each player for each card he or she discarded this way.
{4}
Talran the Defiant 2BRG
Planeswalker — Talran (M)
[+1]: Target opponent exiles two cards from his or her graveyard. If that player can’t, put a 2/2 black Zombie creature token onto the battlefield.
[-2]: Talran deals 1 damage to target player for each creature you control.
[-6]: For each card exiled with Talran, put a 3/3 green Beast creature token with haste and intimidate onto the battlefield under your control. Exile those creatures at the beginning of the next end step.
{4}
Templar of Lundala WUB
Creature — Human Cleric (R)
Bide 2WUB (2WUB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
When Templar of Lundala enters the battlefield, target player loses 2 life and you gain 2 life.
Whenever another creature enters the battlefield under your control, if it was cast from exile, each opponent loses 2 life. You gain life equal to the life lost this way.
3/4
Terramount Goliath 4RG
Creature — Elemental (M)
Whenever an instant or sorcery you control deals damage to an opponent, you may untap a nonland permanent you control.
Red creatures you control get +1/+0 for each untapped permanent you control.
Green creatures you control get +0/+1 for each untapped permanent you control.
5/5
Thought Pry 1UB
Instant (C)
Target player discards a card.
Draw a card.
“Is draining the power of your enemies not gaining power yourself?” — Dirkanian Seraphim
Thoughtgrip Rending 2UBR
Instant (R)
Target opponent sacrifices a permanent for each card in his or her hand.
Tournament of Champions 2RRGG
Sorcery (U)
For each creature you control, you may have that creature fight another target creature you don’t control.
Undarian Mindmage 1WU
Creature — Human Wizard Cleric (C)
Flash
When Undarian Mindmage enters the battlefield, gain 1 life for each card in your hand.
1/1
Veknus, Fateshaper 2WUB
Planeswalker — Veknus (M)
[+1]: Up to one target creature gets -2/-2 until end of turn.
[-2]: You gain 1 life for each tapped creature target player control, then that player loses that much life.
[-8]: Return all nonland permanents target player controls to their owner’s hand. Then that player chooses seven cards in his or her hand and discards the rest.
{4}
Vicious Reprocessing 3BRG
Sorcery (R)
As an additional cost to cast Vicious Reprocessing, sacrifice a creature.
Put a 2/2 black Zombie creature token onto the battlefield for each creature card in your graveyard.
Zombies you control gain trample, haste, and first strike until end of turn as long as a green, a red, and a black creature card is in your graveyard.
Vile Æthermancer UB
Creature — Zombie Wizard (C)
UB, Sacrifice Vile Æthermancer: Return target creature to its owner’s hand. That creature’s controller loses 2 life.
1/1
Warsong of Enasia RGW
Instant (R)
Target creature gets +2/+2 until end of turn. Creatures your opponents control with power less than that creature’s power can’t block this turn.
Xaldrag Abomination UB
Creature — Horror (U)
Whenever Xaldrag Abomination becomes blocked, creatures blocking it get -1/-1 until end of turn.
2/2
Xaldrag Apparition WUB
Creature — Spirit (U)
Lifelink
Bide 1WUB (1WUB, Exile this card from your hand: Draw a card. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost. Bide only as a sorcery.)
Whenever Xaldrag Apparition or another creature enters the battlefield, if it was cast from exile, creatures you control gain flying until end of turn.
2/3
Colorless
Astral Monolith 6
Legendary Artifact (M)
Artifacts you control have “ : Add one mana of any color to your mana pool.”
Belvak Runestones 2
Artifact (C)
At the beginning of your precombat main phase add B, R, or G to your mana pool.
Chausia Runestones 2
Artifact (C)
At the beginning of your precombat main phase add G, W, or U to your mana pool.
Enasia Runestones 2
Artifact (C)
At the beginning of your precombat main phase add R, G, or W to your mana pool.
Lundala Runestones 2
Artifact (C)
At the beginning of your precombat main phase add W, U, or B to your mana pool.
Mask of Insanity 3
Artifact (R)
Madness costs you pay cost up to 2 less.
Discard a card: Add 1 to your mana pool. Activate this ability only once each turn.
Sanctum of Veknus 2
Artifact (R)
Players have no maximum hand size.
: Each player draws a card then discards a card.
Shield of Entanglement 2
Artifact — Equipment (U)
Equipped creature can block any number of creatures.
WW: Attach Shield of Entanglement to target creature you control.
Equip 4
Temple of Cahdaria 5
Artifact (R)
5, : Untap all other permanents you control. Activate this ability only once each turn.
Traveler’s Lantern 2
Artifact (C)
: Add 1 to your mana pool.
:symtap:, Sacrifice Traveler’s Lantern: Add one mana of any color to your mana pool.
Wuglor Runestones 2
Artifact (C)
At the beginning of your precombat main phase add U, B, or R to your mana pool.
Ancient Spring
Land (C)
Ancient Spring enters the battlefield tapped.
: Add U to your mana pool.
:symtap:, Sacrifice Ancient Spring: Add WB to your mana pool.
Arcticslag Range
Land (U)
: Add 1 to your mana pool.
: Add U, B, or R to your mana pool. Arcticslag Range doesn’t untap during your next untap step.
Fieldpool Slough
Land (U)
: Add 1 to your mana pool.
: Add W, U or B to your mana pool. Fieldpool Slough doesn’t untap during your next untap step.
Geothermal Crevice
Land (C)
Geothermal Crevice enters the battlefield tapped.
: Add R to your mana pool.
:symtap:, Sacrifice Geothermal Crevice: Add BG to your mana pool.
Gladespring Meadow
Land (U)
: Add 1 to your mana pool.
: Add G, U, or W to your mana pool. Gladespring Meadow doesn’t untap during your next untap step.
Irrigation Ditch
Land (C)
Irrigation Ditch enters the battlefield tapped.
: Add W to your mana pool.
:symtap:, Sacrifice Irrigation Ditch: Add GU to your mana pool.
Jadepyre Valley
Land (U)
: Add 1 to your mana pool.
: Add R, G or W to your mana pool. Jadepyre Valley doesn’t untap during your next untap step.
Moorpeak Wilds
Land (U)
: Add 1 to your mana pool.
: Add B, R, or G to your mana pool. Moorpeak Wilds doesn’t untap during your next untap step.
Sulfur Vent
Land (C)
Sulfur Vent enters the battlefield tapped.
: Add B to your mana pool.
:symtap:, Sacrifice Sulfur Vent: Add UR to your mana pool.
Tinder Farm
Land (C)
Tinder Farm enters the battlefield tapped.
: Add G to your mana pool.
, Sacrifice Tinder Farm: Add RW to your mana pool.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Bide - has potential, though it is a somewhat overcomplicated suspend 1. I like how you've simplified the mechanic, but drawing a card on top seems like it would hurt balance. Lacking haste when entering the battlefield is a bit weird.
Valor is a bit meh.
Berserk is the worst of the bunch, as I just don't see a room for it to grow. It creates multiple Ball Lightnings, but would either make a deck absolutely insane to play against, or would have to be balanced so extremely that it would mostly suck.
As for individual cards - I'll go other the few that caught my eye, as there's no way to go over all of them:
Battlefield Devotee - seems like something that would appear in a later set as the evolution of the mechanic. I'm not blown by either mode of the card. Either you get a 2/2 for 2 (not very exciting) or you get two 2/2 plus a card on turn 4 (much better, but still feels like it could do more).
Cragsmasher Ogre - a 2 powered creature with Alpha won't trigger too much. Switch the p/t.
Astral Monolith - For a mythic, can cost much less. I'd love to do something crazy and vintage-y with this thing, but not at 6 mana.
The runestones - Interesting design, but too powerful in my eyes. Compare to Sky Diamond and its ilk - two drop mana rock with only one color that's still considered too powerful to be reprinted today. Can't be common for sure. Imagine a deck with three of those babies in limited - No need for other 2 drops and the entire curve gets pulled to a much higher range.
Vile Shambler - this trigger is wasted on this creature, and in a set that doesn't have heavy graveyard matters. Would be better on a more efficiently cost 4/4, and even better if there was something that cared about having a large graveyard as a subtheme.
That's all for now
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Bide - I think the cantrip makes up for no haste, and getting more out of the ability if you use the bide.
Berserk - I felt it would be good for those colors.
Astral Monolith would be insane in Affinity, and could hit the field turn 1 or 2 in Vintage or Legacy.
I based the Runestones half on the Signets, and half on the Obelisks. The Ravnica themed Signets cost 2, and filter 1 mana into two different colors. You could activate it the turn you drop it, but possibly not on the turn you drop it. The Alara themed Obelisks cost 3 and can tap for one of the three colors, you can use it the turn it hits the field. The Runestones cost 2, and don't do anything till the next turn, similar to the Diamonds. However, you then can't use them anytime you can, but you do get a choice of one of three colors. It was a difficult design to cost appropriately. 3 would be too much, and you'd run Obelisks instead, 2 would be better. Maybe if I pushed them to uncommon.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Oh, look! How peaceful and serene they are. They are so peaceful that their book talks about their knowledge of war and their faction mechanic happens entirely in combat! They are so peaceful that using Pacifism on an opponent's creature is detrimental to their faction mechanic, but Taunting them into battle would be beneficial. If no combat happens our faction mechanic does nothing!
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I suggest you reconsider your flavor snippets to actually go into enough depth to explain such discrepancies. Further you seem to have five planeswalkers with a faction each, so it would be great to at least explore that flavor.
Your flavor descriptions in general result in somehead-scracthing. You explain your factions with two terms that do not necessarily encapsulate the three colors. the blue-black-red faction apparently values "knowledge and manipulation". That does sound very blue. In fact "perfection through knowledge" has been the blue mantra. So what does red add to the faction? Manipulation? Is that something you associated with red?
etc.
It is hard to care about the cards when the setup is so generic and inconsistent.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Yes, their mechanic relies on combat, but only when you are the one being attacked.
Having knowledge of war and thy enemy and being prepared to keep the peace is definitely not a sign of Valor.
So are you suggesting Peacekeeper be the mechanic instead? or Ghostly Prison? Because those sound fun to play against.
I like to keep things simple with set up. Think of GWU as Jedi. Think of UBR as Sith.
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
You have madness in the set but almost entirely put the means to instill madness into the opponent's hand and then add some cards that punish you if you discard in the first place. With the current support madness wouldn't even work if you concentrated it and its components in the three colors of a single faction - as a faction-neutral mechanic it seems it would fall flat entirely.
I don't know. You haven't told me enough about them to answer this in an educated manner. And that is exactly my problem. I have so little information and have to make up so much on my own that I can arrive at a different interpretation of the flavor than you, the author, intend. Hence I ask you to "go into enough depth to explain".
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Servien
Chaos' Realm
Escalation of Chaos
Tales of Cahdaria
Enigmatic Distrubance
Celestial Unveiling
Well morph as opposed to madness (the way you use it) at the very least serves to combat color screw in a multicolor environment, so while morph was not strictly needed, it is a mechanic that smoothes out Limited.
And my argument is that you have too few. In SOI white doesn't even have madness and gets a common discard outlet. Black red and blue have twice as many common discard outlets as you have.
In addition you should add mana costs to the repeatable outlets - at the very least at common. I suggest e. g. turning the "gains hexproof" blue card into "return ~ to its owner's hand".
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On another note I noticed that your "Battlemage"-style cards are not all Knights as I first assumed. With that in mind a blue Knight does not really fit. In general these do not feel like Knights and likely should be Wizards, but especially so in blue.
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Does this set need Evict AND Slay the Titan in addition to the rare Celestia Retribution? It seems like a strong hosing of a theme that you probably want to encourage (since you give it two keywords). Also the two cards are very similar.
Misplaced Fury is another such hoser that I would be worried about weakening the theme of one faction. I wouldn't remove all of those, but cutting back a little seems in order.
On the note of removal based on power Flay the Flesh does much right the others do wrong.
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If you ever feel like replacing Alpha with another mechanic you might want to consider the "power or toughness" mechanic I spot on a few of your spells. It's nice and has the variability that evolve has that comes with caring not about power alone.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Green is the only color with no common madness outlets because its plans with black, red and blue generally work poorly with madness cards (they are either very aggressive or focused in areas that naturally squeeze out madness engines).