Set Size:
272 cards (101 Commons, 80 Uncommons, 55110 Rares, 1632 Mythic Rares, 20 Basic Land)
Tentative Breakdown:
Commons: 19 for each color, 6 artifacts/lands
Uncommons: 12 for each color, 14 artifacts/ 6 lands
Rares: 16 for each color, 15 lands/10 artifacts
Mythics: 4 for each color, 12 artifacts/lands
Keywords:
HICS Keywords: UWBR... GFlying, UWG... RBFlash UWVigilance WG Reach GR Haste RB Menace BU Skulk UR Prowess - N RW First Strike WB Lifelink BG Death Touch GU Hexproof
Design Philosophy:
(part of) my general design philosophy:
1) All cards printed should be constructed playable in some format.
- - Constructed formats include, but are not limited to: Standard, Modern, Vintage, Highlander-variants, multiplayer-variants, tribal-variants, commander, etc.
- - By "constructed playable," I mean a card that is, roughly, found in a tier 1-3 deck semi-regularly. This is a rather low threshold for playability, but much higher than "it has to play a role in draft even if it's not played in draft; IE Defensive Stance.
1a) All cards printed should not be strictly inferior (or even near-strictly inferior) to previous cards unless previous cards seriously restricted/harmed play (Counterspell, Black Lotus, etc.)
- - This is, of course, highly contentious with regards to certain cards. We could have this debate - sensibly - but probably not in this thread, given the scope.
- - Call this the Mindless Null or Akroan Jailer clause. This is to say that Scathe Zombies and Gideon's Lawkeeper did not create an "unfair" or "warped" play environment like Counterspell or Skullclamp did, so they should not be obsoleted in principle.
2) A set should also be draftable, and provide a fair, balanced, and memorable drafting experience.
- - Some might argue that (1) and (2) are incompatible. I believe this to be false, and have argued for this elsewhere. Reminder: Discussion of this point is outside the scope of this rather bloated thread, please respect that. If you wish to have the discussion of this elsewhere, please let me know - I'd all for a spirited, but respectful debate.
3) Cards should not needlessly obsolete previous, fair, playable cards. (This goes for the "highest fair playable" version of the design, not the most recently printed or the first playable version of the design) This is to say that if a card was/is constructed playable, it should remain the standard.
- - Changes in creature type to a more desirable type might not quality as "needlessly," but lateral creature type changes are preferable. Changes to an inferior creature type might allow for some small bonuses as well.
4) "Reprint" is not a dirty word. If a card is fit for reprint and fits the set, do so.
5) Rarity is not an issue with regards to power level. Rarity is only an issue with regards to limited and "coolness" factor; as some "super cool" cards that could be printed at common or uncommon might be cooler at rare or mythic.
6) Rarity is mildly an issue with regards to reprinting. Rarity shifts are acceptable if the bonus to memorability in limited or the draftability of the set is at issue; however we shouldn't be printing common dual lands "just because" it'll help fix mana bases.
- - My justification for Quicken at common is that it's such an iconic, fun ability that was rarely seen due to it's rarity. At common, it fulfills several roles in standard - a cheap "draw a card" spell, mostly, for deck thinning and storm-esque effects, and it allows for some control deck hijinks (that, to be fair, never saw constructed play when the spell was in standard, so who knows if it's legitimately constructed playable...). However, the fun of actually pulling off a Quicken in limited is something not to miss out on for rarity concerns.
7) *SOME* staple cards should be rares (note "Rares" not "Mythics"); this is to say that lands like the Ravnica dual lands that see play in pretty much every format deserve to be rares, while other lands that see play in mostly standard formats do not.
- - One might call this a $$$ clause, but I don't think this is entirely fair.
(part of) my Hypothetical Ideal Core Set philosophy:
1) The set should print cards that should be "evergreen", and while some of the cards will necessarily change from printing to printing, the goal is for the majority of the cards in the set to remain the same.
2) The set should be designed to bring new players in, and to provide cards that returning players can keep and return to the game in the future (see the above point).
3) Because the set is designed to be an introductory set, it should include a number of "simple" creatures - commonly referred to as "vanilla" and "french vanilla."
4) Keywords should be used at least 5 times within the set, and should have their complete reminder text spelled out on (non-foil) commons and uncommons.
- - Exception: Indestructible (because I want to print Darksteel Colossus).
My rationale here is that indestructible is "too cool" not to print on ONE card, and printing it on more than one (especially commons) would make it much less "cool." I think that this is substantively different from printing Paladin en-Vec as the ONE card with protection in a set (bad!) for a number of reasons, most notably that indestructible is easy to understand where as protection - certainly - is not.
5) Complexity - This set is designed to be accessible for new players to draft and play, and thus there will be a push to include constructed playable common and uncommon vanilla and french vanilla creatures. Spells will, typically, be "simpler" and will thus be the absolute top of what the color can do for the cost (Lightning Bolt, Giant Growth, etc.). Complexity is warranted for "cool" effects (think: Echoing Decay).
2. Trickster MageU
Creature - Human Wizard Spellshaper (C) U,T, Discard a card: You may tap or untap target artifact, creature, or land.
1/1
3. Sea's TricksterU
Creature - Merfolk Wizard (C)
When ~ enters the battlefield, target player puts the top four cards of his or her library into his or her graveyard.
1/1
18. Sneak Around1U
Instant (C)
You may untap target creature. It gains hexproof and skulk until end of turn and until end of turn whenever it deals combat damage to an opponent, draw a card.
19. CHARM Placeholder
Uncommon: /?
1. Illusion CrafterU
Creature - Merfolk Wizard (U) T: Choose one —
- Choose a creature type. Target creature becomes that creature type until end of turn.
- Choose a basic land type. Target land becomes that type until end of turn.
- Choose a color. Target spell or permanent becomes that color until end of turn.
1/1[/box]
2. Trinket Mage
3. Narcomoeba
4. Aether Sliver2U
Creature - Sliver (U)
Slivers have "1: Return this creature to it's owner's hand."
Slivers have "Discard a card: This creature gets +1/+1 until end of turn.
2/2
5. Theft of Dreams
6. Invisible Stalker
7. Lesser Truths1U
Enchantment (U)
Whenever a spell or effect would cause one or more opponents to put one or more cards from their library into their graveyard, you may pay 1U. If you do, reveal the top two cards of your library. Target opponent chooses one card revealed in this way and puts it on the bottom of your library. Put the other card into your hand.
Rare: /?
1. Gifts Ungiven
2. Battle of Wits
3. Lord of the Library1UU
Creature - Merfolk Wizard
Other Wizards you control get +1/+1.
Whenever ~ or another wizard you control enters the battlefield, you may have each opponent put the top two cards of their library into their graveyard.
2/2
4. Queen of the Skies1UU
Creature - Faerie Wizard (R)
Flying, Flash
Whenever ~ or another a creature is returned to it's owner's hand, you may put a 2/2 blue drake token with flying onto the battlefield 2U: Return ~ to it's owner's hand.
2/2
5. Dopple1UU
Creature - Clone (R)
You may have ~ enter the battlefield as a copy of any non-legendary creature on the battlefield.
1/1
3.
4. Vexus, Command Charmer1UU
Legendary Creature - Faerie Wizard (R)
Prowess - 1 (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Flying
Whenever you play a command spell, you may return ~ to it's owner's hand. If you do, copy that spell. Choose a new mode and you can only choose 1 mode. Choose new targets for the copy.
2/2
White
Common: /?
1. Kithkin Archer W
Creature - Kithkin Soldier Archer (C)
First Strike, Reach
1/1
2. Gideon's LawkeeperW
Creature - Human Solider (C) W, T: Tap target creature.
1/1
3. Soul's AttendantW
Creature - Human Cleric (C)
Whenever another creature enters the battlefield, you may gain 1 life.
1/1
4. Inspired Soldier2W
Creature - Human Cleric Soldier (C)
When ~ enters the battlefield, you may return an aura card with a converted mana cost of 2 or less from your graveyard to the battlefield attached to ~.
2/1
5. Raise the Alarm
6. Solemn Offering
7. Temple Acolyte
9. Ronom Unicorn
10. Holy Day
11. pacifism
12. Favor Sliver1W
Creature - Sliver (C)
Slivers have Lifelink
1/1
13. Angel from Beyond3WW
Creature - Angel Warrior (C)
Flying
First Strike
~ gets +1/+1 for each player that owns a card in exile.
3/3
15. Favor of Righteousness1W
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +1/+2
When enchanted creature dies, return it to the battlefield.
Uncommon: /?
1. Delora Guardian4WW
Creature - Angel Guardian (U)
Flying, Lifelink
At the beginning of each end step, if you gained 5 or more life this turn, you may pay 1W. If you do, return ~ from your graveyard to the battlefield.
4/4
2. Test of Faith
3. Harm's Way
4. Condemn
5. Elite Vanguard
6. Oblivion Ring
7. Knight of Meadowgrain
8. Pinacle Sliver2W
Creature - Sliver (U)
Slivers have First Strike.
Slivers have Vigilance.
2/2
9. Kithkin Auror2W
Creature - Kithkin Cleric (U)
Lifelink
When ~ enters the battlefield, you may search your library for aura card, reveal it, and put it into your hand. If you do, shuffle your library.
2/2
10. Expert Student1W
Creature - Human Soldier (U)
As long as you control a creature with Flying, ~ has flying. The same is true for lifelink, trample, hexproof, skulk, vigilance, reach, deathtouch, prowess, menace, and haste.
2/1
11. Transcendent Slide1W
Enchantment (U)
Whenever you gain life, you may pay 1W. If you do, exile target creature and return that card to the battlefield under its owner's control at the beginning of the next end step.
Rare: /?
1. Glorious Anthem
2. Imposing Sovereign
3. Day of Judgment
4. Beacon of Immortality
5. Divine Deflection
6. Company Commander1WW
Creature - Human Soldier
First Strike
Other Soldiers you control get First Strike and +1/+1.
2/2
7. Ragtag Militia3W
Sorcery (R)
Search your library for four creatures with a CMC of 1 or less with different names and reveal them. Shuffle. Target opponent puts two into your graveyard. Put the other two onto the battlefield with a +1/+1 counter on each.
8. White Command
9. Miracle HealerW
Creature - Human Cleric Spellshaper (R) 4W, Discard a card, T: Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
1/2
10.
11.
12.
13.
14.
15.
16.
Mythic: /2
1. Gideon Jura
2. Sophin of the Accord3WWW
Legendary Creature - Angel Cleric (M)
Flying, Lifelink
At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield.
4/4
2. Elvish MysticG
Creature - Elf Druid (C) T: Add G to your mana pool.
1/1
3. Ent Sapling G
Creature - Treefolk (C)
1/3
4. Naturalize
5. Cultivate
6. Giant Growth
7. Yavimaya Enchantress
8. The Trees are Revolting1G
Instant (C)
Untap a forest you control. It is a 2/4 green treefolk until end of turn. Then you may untap an additional forest for each card named ~ in a graveyard. Those are 2/4 green treefolk until end of turn. (They are still lands)
10. Crusher Wurm5GG
Creature - Wurm (C)
Trample
When ~ enters the battlefield you may destroy target nonbasic land.
6/6
11. Seasoned Explorer2G
Creature - Human Scout(C)
~ gets +1/+1 for each basic land type among lands you control. (Basic land types are Forest, ...)
1/1
12.Waxing Troll 2G
Creature - Troll Warrior (C)
Discard a card: ~ gets +1/+1 and Hexproof until end of turn. When ~ enters the battlefield you may put up to four cards from any one graveyard on the bottom of their owner's library.
2/2
13. Gorilla Tactician4G
Creature - Ape Soldier (C)
Whenever a spell or effect controlled by an opponent would cause you to discard ~, you may put it onto the battlefield instead.
When ~ enters the battlefield, draw a card.
3/3
14. Wake Wurm4GG
Creature - Wurm (C)
When ~ is put into your graveyard from anywhere you may exile it. If you do, shuffle your graveyard into your library.
6/4
5. Yargoth Sentry3GG
Creature - Treefolk Warrior (U)
At the beginning of each end step, if two or more lands have entered the battlefield under your control you may pay 1G. If you do, return ~ from your graveyard to your battlefield.
5/5
6. Token Dualism1G
Enchantment (U)
Whenever a token enters the battlefield under your control, you may pay 1G. If you do, put a copy of that token onto the battlefield.
7. Beast Guide2G
Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature dies put a 3/3 beast token onto the battlefield.
8. Heavy Harvest 2GG
Sorcery (U)
Untap all lands you control. Gain 1 life for each land you control.
10. Defend the Hive2G
Instant (U)
Put a 1/1 green insect token into play blocking each attacking creature. (those creatures are now blocked)
11. Alluring Thicket2G
Enchantment (U)
When Alluring Thicket enters the battlefield, draw a card.
Discard a card: Put a 1/1 green insect token onto the battlefield. 1G, Sacrifice ~: Put a 3/3 green beast token onto the battlefield.
12. Elvish HivemasterG
Creature - Elf Shaman Spellshaper (U) 3G, Discard a card, T: Put a 1/1 green insect token onto the battlefield for each card in your hand.
1/2
9. llanowar Enchantress1GG
Creature - Elf Enchantress (R)
Hexproof
Whenever you play an enchantment you may draw a card.
1/1
10.Exotic Breeder 1G
Creature - Elf Druid (R) G, Discard a creature card, T: You may choose a creature card you own from outside the game that doesn't share a name with a card you control or in your graveyard, reveal that card, and put it into your hand.
2/2
11. Paths Untaken 3G
Sorcery (R)
Search your library for up to four land cards with different names and reveal them. Shuffle. Target opponent chooses two. Put those into your graveyard and the others onto the battlefield tapped.
12. Ageless Oak2GG (C5)
Creature - Treefolk Druid (R)
Trample
Whenever you gain life, put that many +1/+1 counters on ~.
2/4
13. Ravenous Baloth
14. Muraganda Petroglyphs
15. Panglacial Wurm
16. Bifurcating Beast3GG
Creature - Beast (R)
When ~ dies, put 2 3/3 green beast tokens onto the battlefield. 3GG, sacrifice two beasts: Return ~ from your graveyard to the battlefield.
6/6
Mythic: 2/2
1. Garruk Wildspeaker
2. Elywn of the Craw3GGG
Legendary Creature - Giant Druid
Hexproof, Trample
When ~ is blocked, ~ gets +2/+2 until end of turn for each creature blocking it.
6/4
2.Kris MageR
Creature - Human Wizard Spellshaper (C) R, T, Discard a card: Kris Mage deals 1 damage to target creature or player.
1/1
3. Displaced Anger R
Enchantment - Aura (C)
Enchant Creature
Enchanted creature has haste.
Whenever enchanted creature attacks, you may return ~ to your hand. If you do, target creature an opponent controls cannot block this turn.
6. Envious Boggart1R
Creature - Goblin Rogue
As long as a creature you don't control has Flying, ~ has flying. The same is true for lifelink, trample, hexproof, skulk, vigilance, reach, deathtouch, prowess, menace, and haste.
2/1
7. Orcish Looter1R
Creature - Orc Shaman (C)
Haste T, discard a card at random: Draw a card.
1/1
8.Flash Collar1R
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature gets +2/+0 and First Strike.
9. Crude Giant3R
Creature - Giant Berserker (C)
When ~ enters the battlefield you may destroy target artifact.
3/3
18. Ogre Exploiter3RR (C7)
Creature - Ogre Berserker (C)
Haste, Trample
~ gets +1/+1 for each nonbasic land an opponent controls.
2/2
19. Red Charm
Uncommon: /?
1. Menacing KnightRR
Creature - Human Knight Rogue (U)
First Strike, Menace
2/2
2. Bipart Sliver2R
Creature - Sliver (U)
Slivers have Menace.
Slivers have "1, Sacrifice this creature: This creature deals 1 damage to target creature or player."
2/2
3. Chaotic Summoning1R
Enchantment (U)
Whenever you discard one or more cards at random, you may pay 1R. If you do, reveal the top card of your library until you reveal a creature card. Put that creature card onto the battlefield, and exile the other cards revealed in this way. That creature gains haste. Exile it at the beginning of your next end step.
5. Scrapclaw Orcs2R
Creature - Orc Warrior (u)
When ~ enters the battlefield, you may return an equipment card from your graveyard to the battlefield. If you do, equip it to ~.
~ cannot block.
2/2
10. Chaotic Roc 4RR
Creature - Bird (U)
Flying
If ~ is discarded at random, you may play R. IF you, put it onto the battlefield instead of into the graveyard.
3/3
12. Goblin Sidekick2R
Creature - Goblin Scout (U)
When ~ enters the battlefield, you may search your library for a dragon or legendary creature card, reveal it, and put it into your hand. If you do, shuffle your library.
2/2
Rare: /?
1. Abbot of Keral Keep
2. Goblin Chieftain
3. Two-Headed Dragon
4. Covetous Dragon
5. The Gathering Storm3R
Sorcery (R)
Search your library for up to four dragon and/or legendary creature cards with different names and reveal them. Shuffle. Target opponent puts two into your graveyard. Put the rest into your hand.
6. Erratic Assault1RR
Enchantment (R) R, discard a card at random: ~ deals 2 damage to target creature or player.
7. IgniteXR
Sorcery
Ignite deals X damage to target creature or player. This damage cannot be prevented. If a creature dealt damage this way would die this turn, exile it instead.
8. Red Command
9. Chaotic Dragon 5RR
Creature - Dragon (R)
Flying
If ~ is discarded at random, you may sacrifice 2 mountains. If you, put it onto the battlefield instead of into the graveyard. R: ~ gets +1/+0 until end of turn
5/5
Mythic: /?
1. Chandra Nalaar
2. Alcar of Finite Rage3RRR
Legendary Creature - Cyclops Giant Warrior
Haste
Players cannot gain life. Damage cannot be prevented.
T, Sacrifice another creature: ~ deals damage equal to the sacrificed creature's power to target creature or player.
6/6
2. Finrot BlackmailerB
Creature - Merfolk Rogue Spellshaper (C) B, T, Discard a card: Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Activate this ability only any time you could cast a sorcery
1/1
3. Shambling GoblinB
Creature - Goblin Zombie (C)
When Shambling Goblin dies, target creature an opponent controls gets -1/-1 until end of turn.
1/1
4. Stint of Madness2B
Sorcery (C)
Each opponent discards two cards at random, then returns any lands discarded in this way to his or her hand.
5. Zombie Assassin3BB
Creature - Zombie Assassin (C)
When ~ enters the battlefield, you may destroy target tapped creature.
Deathtouch They're slow, and you can smell them coming from a mile away... but that's the thing about zombies - they'll get you when you sleep.
2/2
12. Necrotic Chains1B
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +2/+1
When enchanted creature dies, return it to the battlefield under it's owner's control.
13. Vampiric Bite1B (R3)
Instant (C)
~ deals 2 damage to target creature or player. Gain 2 life.
14. Plague Carrier1B (C7)
Creature - Human Carrier (C)
When ~ dies, exile it from your graveyard and put a 2/2 black zombie token onto the battlefield.
1/1
15. Bone Collecting1B
Sorcery (C)
Return a creature card from your graveyard to your hand, then return another creature card from your graveyard to your hand for each card named ~ in a graveyard.
7. Corpse Dragger2B
Creature - Zombie Rogue (U)
When ~ enters the battlefield you may search target player's library for a creature card and put it into their graveyard. If you do, shuffle.
2/2
8. Misgiving Imp1B
Creature - Imp Rogue (U)
Flying
When ~ enters the battlefield you may put a creature card from a player's graveyard on top of their library.
1/1
9.Uncover Bodies1B
Sorcery (U)
Target player puts the top 3 cards of their library into their graveyard.
Creatures get -1/-1 until end of turn for each creature card put into the graveyard from that player's library in this way.
10. Frightful Sight1B
Enchantment (U)
Whenever a spell or effect you control would remove one or more creature cards from your graveyard, you may pay 1B. If you do, each opponent discards a card.
11. Necrotic Sliver2B
Creature - Sliver Zombie (U)
Slivers have "2, Sacrifice this creature: Return target sliver card in your graveyard to your hand."
Slivers have "Exile a creature card from your graveyard: This creature gets +1/+1 until end of turn."
2/2
12. Corpse PuppeteerB
Creature - Insect Horror (U) 3B: Return target creature card from your graveyard to the battlefield. If you do, exile ~ until that creature leaves the battlefield. Play this ability as a sorcery.
1/1
5. Undead Master1BB
Creature - Human Cleric
Other Zombies you control get +1/+1.
You may play ~ from your graveyard as thought it was in your hand. If you do, it is a black zombie in addition to it's other types.
You may play zombie creature cards in your graveyard as though they were in your hand.
2/2
6.Grave Choice3B
Sorcery (R)
Choose up to four creature cards with different names from a single graveyard. Target opponent chooses two of them and exiles them. Put the other two onto the battlefield under your control and lose life equal to their combined power.
7.Dark Tutor1B
Sorcery (R)
Search your library for a card, shuffle your library, and put that card on top. Lose 2 life.
8. Black Command
9. Skeletal Dragon4BB
Creature - Skeletal Dragon (R)
Flying
Sacrifice a creature, 1B: Return ~ from your graveyard to the battlefield tapped.
5/4
Mythic: /?
1. Liliana Vess
2. Gargella, Gatekeeper to the Underworld3BBB
Legendary Creature - Wraith (M)
Haste T, sacrifice another creature: Return target creature card from a graveyard to the battlefield. That creature gains Haste until end of turn.
5/5
Artifacts
Common: /?
1. Tin Soldier0
Artifact Creature - Soldier
1/1
2. Sliverskin Armor1
Artifact - Equipment (C)
Equip 1
Equipped creature gets +1/+1 and is a sliver in addition to it's other types.
7. Vaulter Pole2
Artifact - Equipment (U)
Equip 2
Equipped creature gets +2/+2.
Whenever equipped creature is blocked, you may unequip ~. If you do, equipped creature is no longer blocked.
8. Haunted Armor3
Artifact - Equipment (U)
Equip - Pay 2 life.
Equipped creature gets +2/+2 and First Strike 3: ~ becomes a 2/2 knight creature with First Strike until end of turn. Play this ability only if ~ is not equipped to a creature.
Rare: /?
1. Crucible of Worlds
2. Howling Mine
3. Morphing Mask1
Artifact - Equipment (R) 3: You may put a creature card from your hand onto the battlefield face-down. It is a 2/2 colorless creature. Attach ~ to that creature. Play this ability only if ~ is not attached to a creature. (If a face down creature leaves the battlefield, reveal it.)
Equipped creature gets +1/+1.
As long as the equipped creature is face-down, it has has "0: Turn this face-up, then sacrifice that creature unless you pay it's mana cost."
4. Brightweaver Blade2
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Lifelink.
At the beginning of your upkeep if you have 50 or more life you win the game.
5. Ebon Blade2
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Deathtouch.
At the end of your turn if your opponent, if a player has 20 or more creature cards in their graveyard, they lose the game.
Mythic: 6/6
1. Darksteel colossus
2. Platinum Angel
3. Mirari
4. Gauntlet of Leadership3
Legendary Artifact - Equipment (M)
Equip 2
Equipped creature gets +2/+2. Other creatures you control that share a color with equipped creature get +1/+1.
Whenever you would tap a land for mana that shares a color with equipped creature, add one extra mana of that color to your mana pool.
5. Tribal Totem3
Artifact (M)
When ~ enters the battlefield choose a creature type.
Other creatures of the chosen type you control get +1/+1. T: Add one mana of any color to your mana pool. Use this mana only to play creatures of the chosen type, or play activated abilities of creatures of the chosen type.
Uncommon: /?
1. Ghost Quarter
2. Migrating Atoll
Land (U)
~ enters the battlefield tapped. t: Add U to your mana pool. 1U: ~ becomes a 1/4 Turtle with Hexproof until end of turn.
3. Necrotic Murk
Land (U)
~ enters the battlefield tapped! t: Add B to your mana pool. 1B: ~ becomes a 2/1 Ooze with Deathtouch until end of turn.
4. Shifting Hill
Land (U)
~ Enters the battlefield tapped. t: Add R to your mana pool. 1R: ~ becomes a 3/1 Elemental Berserker with Menace until end of turn.
5. Awakening Woodland
Land (U)
~ Enters the battlefield tapped. t: Add G to your mana pool. 1G: ~ becomes a 2/4 Treefolk Warrior with Reach until end of turn.
6. Protecting Fields
Land (U)
~ Enters the battlefield tapped. t: Add W to your mana pool. 1W: ~ becomes a 2/3 Angel Soldier with lifelink until end of turn.
Shambling Giant1B
Creature - Giant Zombie Soldier (U)
~ cannot attack or block unless you have four or more creature cards in your graveyard.
4/4
Deepshadow Spawn1B
Creature - Elf Zombie (U)
Pay 2 life, Tap: Add B to your mana pool.
2/1
Spirit of the Dead3BB
Creature - Zombie Spirit (R)
~ gets +1/+1 for each creature card in your graveyard.
As long as ~ is on the battlefield or in your graveyard, it has all activated abilities of all creature cards in all graveyards.
1/1
Goblin LibrarianR
Creature - Goblin Wizard (C)
Whenever a player shuffles their library, ~ deals 2 damage to them.
1/1
Diverse Summons3GG
Sorcery (U)
Put a 1/1 green insect creature token, a 2/2 green bear creature token, and a 3/3 green beast creature token onto the battlefield.
Endless Hive1GG
Enchantment (R)
During your upkeep you may put a 1/1 green insect token onto the battlefield and gain 1 life.
Now this one I did know existed, I just wanted a cooler name. But maybe I should go with the reprint so that there aren't 2 copies you can run in vintage?
272 cards (101 Commons, 80 Uncommons,
55110 Rares,1632 Mythic Rares, 20 Basic Land)Tentative Breakdown:
Commons: 19 for each color, 6 artifacts/lands
Uncommons: 12 for each color, 14 artifacts/ 6 lands
Rares: 16 for each color, 15 lands/10 artifacts
Mythics: 4 for each color, 12 artifacts/lands
Keywords:
HICS Keywords:
UWBR... GFlying, UWG... RBFlash
UWVigilance WG Reach GR Haste RB Menace BU Skulk
UR Prowess - N RW First Strike WB Lifelink BG Death Touch GU Hexproof
(part of) my general design philosophy:
1) All cards printed should be constructed playable in some format.
- - Constructed formats include, but are not limited to: Standard, Modern, Vintage, Highlander-variants, multiplayer-variants, tribal-variants, commander, etc.
- - By "constructed playable," I mean a card that is, roughly, found in a tier 1-3 deck semi-regularly. This is a rather low threshold for playability, but much higher than "it has to play a role in draft even if it's not played in draft; IE Defensive Stance.
1a) All cards printed should not be strictly inferior (or even near-strictly inferior) to previous cards unless previous cards seriously restricted/harmed play (Counterspell, Black Lotus, etc.)
- - This is, of course, highly contentious with regards to certain cards. We could have this debate - sensibly - but probably not in this thread, given the scope.
- - Call this the Mindless Null or Akroan Jailer clause. This is to say that Scathe Zombies and Gideon's Lawkeeper did not create an "unfair" or "warped" play environment like Counterspell or Skullclamp did, so they should not be obsoleted in principle.
2) A set should also be draftable, and provide a fair, balanced, and memorable drafting experience.
- - Some might argue that (1) and (2) are incompatible. I believe this to be false, and have argued for this elsewhere. Reminder: Discussion of this point is outside the scope of this rather bloated thread, please respect that. If you wish to have the discussion of this elsewhere, please let me know - I'd all for a spirited, but respectful debate.
3) Cards should not needlessly obsolete previous, fair, playable cards. (This goes for the "highest fair playable" version of the design, not the most recently printed or the first playable version of the design) This is to say that if a card was/is constructed playable, it should remain the standard.
- - Changes in creature type to a more desirable type might not quality as "needlessly," but lateral creature type changes are preferable. Changes to an inferior creature type might allow for some small bonuses as well.
4) "Reprint" is not a dirty word. If a card is fit for reprint and fits the set, do so.
5) Rarity is not an issue with regards to power level. Rarity is only an issue with regards to limited and "coolness" factor; as some "super cool" cards that could be printed at common or uncommon might be cooler at rare or mythic.
6) Rarity is mildly an issue with regards to reprinting. Rarity shifts are acceptable if the bonus to memorability in limited or the draftability of the set is at issue; however we shouldn't be printing common dual lands "just because" it'll help fix mana bases.
- - My justification for Quicken at common is that it's such an iconic, fun ability that was rarely seen due to it's rarity. At common, it fulfills several roles in standard - a cheap "draw a card" spell, mostly, for deck thinning and storm-esque effects, and it allows for some control deck hijinks (that, to be fair, never saw constructed play when the spell was in standard, so who knows if it's legitimately constructed playable...). However, the fun of actually pulling off a Quicken in limited is something not to miss out on for rarity concerns.
7) *SOME* staple cards should be rares (note "Rares" not "Mythics"); this is to say that lands like the Ravnica dual lands that see play in pretty much every format deserve to be rares, while other lands that see play in mostly standard formats do not.
- - One might call this a $$$ clause, but I don't think this is entirely fair.
(part of) my Hypothetical Ideal Core Set philosophy:
1) The set should print cards that should be "evergreen", and while some of the cards will necessarily change from printing to printing, the goal is for the majority of the cards in the set to remain the same.
2) The set should be designed to bring new players in, and to provide cards that returning players can keep and return to the game in the future (see the above point).
3) Because the set is designed to be an introductory set, it should include a number of "simple" creatures - commonly referred to as "vanilla" and "french vanilla."
4) Keywords should be used at least 5 times within the set, and should have their complete reminder text spelled out on (non-foil) commons and uncommons.
- - Exception: Indestructible (because I want to print Darksteel Colossus).
My rationale here is that indestructible is "too cool" not to print on ONE card, and printing it on more than one (especially commons) would make it much less "cool." I think that this is substantively different from printing Paladin en-Vec as the ONE card with protection in a set (bad!) for a number of reasons, most notably that indestructible is easy to understand where as protection - certainly - is not.
5) Complexity - This set is designed to be accessible for new players to draft and play, and thus there will be a push to include constructed playable common and uncommon vanilla and french vanilla creatures. Spells will, typically, be "simpler" and will thus be the absolute top of what the color can do for the cost (Lightning Bolt, Giant Growth, etc.). Complexity is warranted for "cool" effects (think: Echoing Decay).
Notable Threads:
Original Hypothetical Ideal Core Set
Common, 1 drop creature cycles.
Slivers
Booster 1
Booster 2
Booster 3
Booster 4 with notes on Slivers moving forward.
Rebels/Mercenaries
Psuedo-lhurgoyf Cycle
Inspired Cards
Good cards and Zombies
Blue
Common:
1. Fae Teleporter U
Creature - Faerie Wizard (C)
Flying, Flash
1/1
2. Trickster Mage U
Creature - Human Wizard Spellshaper (C)
U,T, Discard a card: You may tap or untap target artifact, creature, or land.
1/1
3. Sea's Trickster U
Creature - Merfolk Wizard (C)
When ~ enters the battlefield, target player puts the top four cards of his or her library into his or her graveyard.
1/1
4. Aquamoeba
5. Claustrophobia
6. Echoing Truth
7. Rune Snag
8. Quicken
9. Compulsive Research
10. Dissipate
11. Telling Time
12. Frost Breath
13. Jhessian Thief
14. Winged Sliver
15. Bejeweled Wings 1U
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature has hexproof and flying.
16. Researcher Drake 2U
Creature - Drake (C)
Flying
When ~ enters the battlefield you may draw two cards, then discard two cards.
2/2
17. Aether Adept
18. Sneak Around 1U
Instant (C)
You may untap target creature. It gains hexproof and skulk until end of turn and until end of turn whenever it deals combat damage to an opponent, draw a card.
19. CHARM Placeholder
Uncommon: /?
1. Illusion Crafter U
Creature - Merfolk Wizard (U)
T: Choose one —
- Choose a creature type. Target creature becomes that creature type until end of turn.
- Choose a basic land type. Target land becomes that type until end of turn.
- Choose a color. Target spell or permanent becomes that color until end of turn.
1/1[/box]
2. Trinket Mage
3. Narcomoeba
4. Aether Sliver 2U
Creature - Sliver (U)
Slivers have "1: Return this creature to it's owner's hand."
Slivers have "Discard a card: This creature gets +1/+1 until end of turn.
2/2
5. Theft of Dreams
6. Invisible Stalker
7. Lesser Truths 1U
Enchantment (U)
Whenever a spell or effect would cause one or more opponents to put one or more cards from their library into their graveyard, you may pay 1U. If you do, reveal the top two cards of your library. Target opponent chooses one card revealed in this way and puts it on the bottom of your library. Put the other card into your hand.
8. Flow of Ideas
Rare: /?
1. Gifts Ungiven
2. Battle of Wits
3. Lord of the Library 1UU
Creature - Merfolk Wizard
Other Wizards you control get +1/+1.
Whenever ~ or another wizard you control enters the battlefield, you may have each opponent put the top two cards of their library into their graveyard.
2/2
4. Queen of the Skies 1UU
Creature - Faerie Wizard (R)
Flying, Flash
Whenever ~ or another a creature is returned to it's owner's hand, you may put a 2/2 blue drake token with flying onto the battlefield
2U: Return ~ to it's owner's hand.
2/2
5. Dopple 1UU
Creature - Clone (R)
You may have ~ enter the battlefield as a copy of any non-legendary creature on the battlefield.
1/1
6. twincast
7. Deluge Mind XU
Sorcery (R)
Each opponent puts the top X cards of their library into their graveyard.
8. Blue Command.
9. Mizzium Meddler
10.
11.
12.
13.
14.
15.
16.
Mythic: /?
3.
4. Vexus, Command Charmer 1UU
Legendary Creature - Faerie Wizard (R)
Prowess - 1 (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Flying
Whenever you play a command spell, you may return ~ to it's owner's hand. If you do, copy that spell. Choose a new mode and you can only choose 1 mode. Choose new targets for the copy.
2/2
White
Common: /?
1. Kithkin Archer W
Creature - Kithkin Soldier Archer (C)
First Strike, Reach
1/1
2. Gideon's Lawkeeper W
Creature - Human Solider (C)
W, T: Tap target creature.
1/1
3. Soul's Attendant W
Creature - Human Cleric (C)
Whenever another creature enters the battlefield, you may gain 1 life.
1/1
4. Inspired Soldier2W
Creature - Human Cleric Soldier (C)
When ~ enters the battlefield, you may return an aura card with a converted mana cost of 2 or less from your graveyard to the battlefield attached to ~.
2/1
5. Raise the Alarm
6. Solemn Offering
7. Temple Acolyte
9. Ronom Unicorn
10. Holy Day
11. pacifism
12. Favor Sliver 1W
Creature - Sliver (C)
Slivers have Lifelink
1/1
13. Angel from Beyond 3WW
Creature - Angel Warrior (C)
Flying
First Strike
~ gets +1/+1 for each player that owns a card in exile.
3/3
14. Life Burst
15. Favor of Righteousness 1W
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +1/+2
When enchanted creature dies, return it to the battlefield.
16. Pegasus Savior 1W
Creature - Pegasus (C)
Flying, Lifelink
2/1
17. Pillar of Light
18. Otherworldly Journey
19. White Charm
Uncommon: /?
1. Delora Guardian 4WW
Creature - Angel Guardian (U)
Flying, Lifelink
At the beginning of each end step, if you gained 5 or more life this turn, you may pay 1W. If you do, return ~ from your graveyard to the battlefield.
4/4
2. Test of Faith
3. Harm's Way
4. Condemn
5. Elite Vanguard
6. Oblivion Ring
7. Knight of Meadowgrain
8. Pinacle Sliver 2W
Creature - Sliver (U)
Slivers have First Strike.
Slivers have Vigilance.
2/2
9. Kithkin Auror2W
Creature - Kithkin Cleric (U)
Lifelink
When ~ enters the battlefield, you may search your library for aura card, reveal it, and put it into your hand. If you do, shuffle your library.
2/2
10. Expert Student 1W
Creature - Human Soldier (U)
As long as you control a creature with Flying, ~ has flying. The same is true for lifelink, trample, hexproof, skulk, vigilance, reach, deathtouch, prowess, menace, and haste.
2/1
11. Transcendent Slide 1W
Enchantment (U)
Whenever you gain life, you may pay 1W. If you do, exile target creature and return that card to the battlefield under its owner's control at the beginning of the next end step.
12. Peace of Mind
Rare: /?
1. Glorious Anthem
2. Imposing Sovereign
3. Day of Judgment
4. Beacon of Immortality
5. Divine Deflection
6. Company Commander 1WW
Creature - Human Soldier
First Strike
Other Soldiers you control get First Strike and +1/+1.
2/2
7. Ragtag Militia 3W
Sorcery (R)
Search your library for four creatures with a CMC of 1 or less with different names and reveal them. Shuffle. Target opponent puts two into your graveyard. Put the other two onto the battlefield with a +1/+1 counter on each.
8. White Command
9. Miracle Healer W
Creature - Human Cleric Spellshaper (R)
4W, Discard a card, T: Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
1/2
10.
11.
12.
13.
14.
15.
16.
Mythic: /2
1. Gideon Jura
2. Sophin of the Accord 3WWW
Legendary Creature - Angel Cleric (M)
Flying, Lifelink
At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield.
4/4
Green
Common: /?
1. Yavimaya Shaman G
Creature - Dryad Shaman (C)
Hexproof, Flash
1/1
2. Elvish Mystic G
Creature - Elf Druid (C)
T: Add G to your mana pool.
1/1
3. Ent Sapling G
Creature - Treefolk (C)
1/3
4. Naturalize
5. Cultivate
6. Giant Growth
7. Yavimaya Enchantress
8. The Trees are Revolting 1G
Instant (C)
Untap a forest you control. It is a 2/4 green treefolk until end of turn. Then you may untap an additional forest for each card named ~ in a graveyard. Those are 2/4 green treefolk until end of turn. (They are still lands)
9. Instant Strength 1G
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature gets +2/+2
10. Crusher Wurm 5GG
Creature - Wurm (C)
Trample
When ~ enters the battlefield you may destroy target nonbasic land.
6/6
11. Seasoned Explorer 2G
Creature - Human Scout(C)
~ gets +1/+1 for each basic land type among lands you control. (Basic land types are Forest, ...)
1/1
12.Waxing Troll 2G
Creature - Troll Warrior (C)
Discard a card: ~ gets +1/+1 and Hexproof until end of turn.
When ~ enters the battlefield you may put up to four cards from any one graveyard on the bottom of their owner's library.2/2
13. Gorilla Tactician 4G
Creature - Ape Soldier (C)
Whenever a spell or effect controlled by an opponent would cause you to discard ~, you may put it onto the battlefield instead.
When ~ enters the battlefield, draw a card.
3/3
14. Wake Wurm 4GG
Creature - Wurm (C)
When ~ is put into your graveyard from anywhere you may exile it. If you do, shuffle your graveyard into your library.
6/4
15. Gemhide Sliver
16.
17.
18.
19. Green Charm
Uncommon: /?
1. Acidic Slime
2. Eternal Witness
3. Stingerfling Spider
4. Sylvan Scrying
5. Yargoth Sentry 3GG
Creature - Treefolk Warrior (U)
At the beginning of each end step, if two or more lands have entered the battlefield under your control you may pay 1G. If you do, return ~ from your graveyard to your battlefield.
5/5
6. Token Dualism 1G
Enchantment (U)
Whenever a token enters the battlefield under your control, you may pay 1G. If you do, put a copy of that token onto the battlefield.
7. Beast Guide 2G
Enchantment - Aura
Enchant Creature
Enchanted creature gets +3/+3.
When enchanted creature dies put a 3/3 beast token onto the battlefield.
8. Heavy Harvest 2GG
Sorcery (U)
Untap all lands you control. Gain 1 life for each land you control.
9. Segmented Viper 1GG
Creature - Snake (U)
Deathtouch, Hexproof, Flash
2/3
10. Defend the Hive2G
Instant (U)
Put a 1/1 green insect token into play blocking each attacking creature. (those creatures are now blocked)
11. Alluring Thicket 2G
Enchantment (U)
When Alluring Thicket enters the battlefield, draw a card.
Discard a card: Put a 1/1 green insect token onto the battlefield.
1G, Sacrifice ~: Put a 3/3 green beast token onto the battlefield.
12. Elvish HivemasterG
Creature - Elf Shaman Spellshaper (U)
3G, Discard a card, T: Put a 1/1 green insect token onto the battlefield for each card in your hand.
1/2
Rare: /?
1. Birds of Paradise
2. Protean Hydra
3. Elvish Archdruid
4. Dungrove Elder
5. Brood Sliver
6. Heartbeat of Spring
7. Molder Slug
8. Green Command
9. llanowar Enchantress 1GG
Creature - Elf Enchantress (R)
Hexproof
Whenever you play an enchantment you may draw a card.
1/1
10.Exotic Breeder 1G
Creature - Elf Druid (R)
G, Discard a creature card, T: You may choose a creature card you own from outside the game that doesn't share a name with a card you control or in your graveyard, reveal that card, and put it into your hand.
2/2
11. Paths Untaken 3G
Sorcery (R)
Search your library for up to four land cards with different names and reveal them. Shuffle. Target opponent chooses two. Put those into your graveyard and the others onto the battlefield tapped.
12. Ageless Oak2GG (C5)
Creature - Treefolk Druid (R)
Trample
Whenever you gain life, put that many +1/+1 counters on ~.
2/4
13. Ravenous Baloth
14. Muraganda Petroglyphs
15. Panglacial Wurm
16. Bifurcating Beast3GG
Creature - Beast (R)
When ~ dies, put 2 3/3 green beast tokens onto the battlefield.
3GG, sacrifice two beasts: Return ~ from your graveyard to the battlefield.
6/6
Mythic: 2/2
1. Garruk Wildspeaker
2.
Elywn of the Craw 3GGG
Legendary Creature - Giant Druid
Hexproof, Trample
When ~ is blocked, ~ gets +2/+2 until end of turn for each creature blocking it.
6/4
3. Azusa, Lost but Seeking
4. Song of the Dryads
Red
Common: /?
1. Mad Dasher R
Creature - Goblin Warrior (C)
Menace, Haste
1/1
2.Kris Mage R
Creature - Human Wizard Spellshaper (C)
R, T, Discard a card: Kris Mage deals 1 damage to target creature or player.
1/1
3. Displaced Anger R
Enchantment - Aura (C)
Enchant Creature
Enchanted creature has haste.
Whenever enchanted creature attacks, you may return ~ to your hand. If you do, target creature an opponent controls cannot block this turn.
4. Goblin Grunt 1R
Creature - Goblin Warrior
3/1
5. Heart Sliver
6. Envious Boggart 1R
Creature - Goblin Rogue
As long as a creature you don't control has Flying, ~ has flying. The same is true for lifelink, trample, hexproof, skulk, vigilance, reach, deathtouch, prowess, menace, and haste.
2/1
7. Orcish Looter 1R
Creature - Orc Shaman (C)
Haste
T, discard a card at random: Draw a card.
1/1
8.Flash Collar 1R
Enchantment - Aura (C)
Enchant Creature
Flash
Enchanted creature gets +2/+0 and First Strike.
9. Crude Giant 3R
Creature - Giant Berserker (C)
When ~ enters the battlefield you may destroy target artifact.
3/3
10. Dwarven Highwayman 1R
Creature - Dwarf Rogue (C)
Haste, Trample
2/1
11. Lightning Bolt
12. Smelt
13. Burning Inquiry
14. Fling
15. Vulshok Sorcerer
16. Simian Spirit Guide
17. Rekindling Flame 1R
Sorcery (C)
~ deals 2 damage to target creature or player plus an additional 2 damage for each card named ~ in each graveyard.
18. Ogre Exploiter 3RR (C7)
Creature - Ogre Berserker (C)
Haste, Trample
~ gets +1/+1 for each nonbasic land an opponent controls.
2/2
19. Red Charm
Uncommon: /?
1. Menacing Knight RR
Creature - Human Knight Rogue (U)
First Strike, Menace
2/2
2. Bipart Sliver 2R
Creature - Sliver (U)
Slivers have Menace.
Slivers have "1, Sacrifice this creature: This creature deals 1 damage to target creature or player."
2/2
3. Chaotic Summoning 1R
Enchantment (U)
Whenever you discard one or more cards at random, you may pay 1R. If you do, reveal the top card of your library until you reveal a creature card. Put that creature card onto the battlefield, and exile the other cards revealed in this way. That creature gains haste. Exile it at the beginning of your next end step.
4. Fire Imp
5. Scrapclaw Orcs 2R
Creature - Orc Warrior (u)
When ~ enters the battlefield, you may return an equipment card from your graveyard to the battlefield. If you do, equip it to ~.
~ cannot block.
2/2
6. Act of Treason
7. Balduvian Horde
8. Pyroclasm
9. Progress Smogress 1RR
Sorcery (U)
Destroy target Artifact or nonbasic land.
10. Chaotic Roc 4RR
Creature - Bird (U)
Flying
If ~ is discarded at random, you may play R. IF you, put it onto the battlefield instead of into the graveyard.
3/3
11. Minotaur Rebel 1RR
Creature - Minotaur Rebel (U)
First Strike, Haste, Prowess - 1
2/3
12. Goblin Sidekick2R
Creature - Goblin Scout (U)
When ~ enters the battlefield, you may search your library for a dragon or legendary creature card, reveal it, and put it into your hand. If you do, shuffle your library.
2/2
Rare: /?
1. Abbot of Keral Keep
2. Goblin Chieftain
3. Two-Headed Dragon
4. Covetous Dragon
5. The Gathering Storm 3R
Sorcery (R)
Search your library for up to four dragon and/or legendary creature cards with different names and reveal them. Shuffle. Target opponent puts two into your graveyard. Put the rest into your hand.
6. Erratic Assault 1RR
Enchantment (R)
R, discard a card at random: ~ deals 2 damage to target creature or player.
7. Ignite XR
Sorcery
Ignite deals X damage to target creature or player. This damage cannot be prevented. If a creature dealt damage this way would die this turn, exile it instead.
8. Red Command
9. Chaotic Dragon 5RR
Creature - Dragon (R)
Flying
If ~ is discarded at random, you may sacrifice 2 mountains. If you, put it onto the battlefield instead of into the graveyard.
R: ~ gets +1/+0 until end of turn
5/5
Mythic: /?
1. Chandra Nalaar
2. Alcar of Finite Rage 3RRR
Legendary Creature - Cyclops Giant Warrior
Haste
Players cannot gain life. Damage cannot be prevented.
T, Sacrifice another creature: ~ deals damage equal to the sacrificed creature's power to target creature or player.
6/6
Black
Common: /?
1. Darting Ghoul B
Creature - Merfolk Zombie (C)
Skulk, Menace
1/1
2. Finrot Blackmailer B
Creature - Merfolk Rogue Spellshaper (C)
B, T, Discard a card: Target player reveals three cards from his or her hand and you choose one of them. That player discards that card. Activate this ability only any time you could cast a sorcery
1/1
3. Shambling Goblin B
Creature - Goblin Zombie (C)
When Shambling Goblin dies, target creature an opponent controls gets -1/-1 until end of turn.
1/1
4.
Stint of Madness 2B
Sorcery (C)
Each opponent discards two cards at random, then returns any lands discarded in this way to his or her hand.
5. Zombie Assassin3BB
Creature - Zombie Assassin (C)
When ~ enters the battlefield, you may destroy target tapped creature.
Deathtouch
They're slow, and you can smell them coming from a mile away... but that's the thing about zombies - they'll get you when you sleep.
2/2
6. Relentless Rats
7. Syphon Soul
8. Nantuko Husk
9. Sign in Blood
10.Echoing Decay
11.
Zombie Powder 3B
Sorcery (C)
Return a creature card in your graveyard to the battlefield. It is a black zombie in addition to its other colors and types.
12.
Necrotic Chains 1B
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +2/+1
When enchanted creature dies, return it to the battlefield under it's owner's control.
13.
Vampiric Bite 1B (R3)
Instant (C)
~ deals 2 damage to target creature or player. Gain 2 life.
14.
Plague Carrier 1B (C7)
Creature - Human Carrier (C)
When ~ dies, exile it from your graveyard and put a 2/2 black zombie token onto the battlefield.
1/1
15.
Bone Collecting 1B
Sorcery (C)
Return a creature card from your graveyard to your hand, then return another creature card from your graveyard to your hand for each card named ~ in a graveyard.
16.
Menacing Assassin 1B
Creature - Human Assassin (C)
Deathtouch
Menace
2/1
17.
Rotting Messenger 2B
Creature - Zombie Fairie (C)
Flying
When ~ enters the battlefield lose 2 life and draw 1 card.
2/1
18. Poisonous Sliver 1B
Creature - Sliver (C)
Slivers have Deathtouch
1/1
19. Black Charm
Uncommon: /?
1. Corrupt
2. Doom Blade
3. Reassembling Skeleton
4. Hypnotic Specter
5. Vampire Nighthawk
6. Nantuko Shade
7. Corpse Dragger 2B
Creature - Zombie Rogue (U)
When ~ enters the battlefield you may search target player's library for a creature card and put it into their graveyard. If you do, shuffle.
2/2
8.
Misgiving Imp 1B
Creature - Imp Rogue (U)
Flying
When ~ enters the battlefield you may put a creature card from a player's graveyard on top of their library.
1/1
9.Uncover Bodies 1B
Sorcery (U)
Target player puts the top 3 cards of their library into their graveyard.
Creatures get -1/-1 until end of turn for each creature card put into the graveyard from that player's library in this way.
10. Frightful Sight 1B
Enchantment (U)
Whenever a spell or effect you control would remove one or more creature cards from your graveyard, you may pay 1B. If you do, each opponent discards a card.
11. Necrotic Sliver 2B
Creature - Sliver Zombie (U)
Slivers have "2, Sacrifice this creature: Return target sliver card in your graveyard to your hand."
Slivers have "Exile a creature card from your graveyard: This creature gets +1/+1 until end of turn."
2/2
12. Corpse Puppeteer B
Creature - Insect Horror (U)
3B: Return target creature card from your graveyard to the battlefield. If you do, exile ~ until that creature leaves the battlefield. Play this ability as a sorcery.
1/1
Rare: /?
1. Phyrexian Arena
2. Plague Sliver
3. Thoughtseize
4. Loss of SanityXB
Sorcery (R)
Target player discards X cards.
5. Undead Master 1BB
Creature - Human Cleric
Other Zombies you control get +1/+1.
You may play ~ from your graveyard as thought it was in your hand. If you do, it is a black zombie in addition to it's other types.
You may play zombie creature cards in your graveyard as though they were in your hand.
2/2
6.Grave Choice 3B
Sorcery (R)
Choose up to four creature cards with different names from a single graveyard. Target opponent chooses two of them and exiles them. Put the other two onto the battlefield under your control and lose life equal to their combined power.
7.Dark Tutor 1B
Sorcery (R)
Search your library for a card, shuffle your library, and put that card on top. Lose 2 life.
8. Black Command
9. Skeletal Dragon4BB
Creature - Skeletal Dragon (R)
Flying
Sacrifice a creature, 1B: Return ~ from your graveyard to the battlefield tapped.
5/4
Mythic: /?
1. Liliana Vess
2. Gargella, Gatekeeper to the Underworld 3BBB
Legendary Creature - Wraith (M)
Haste
T, sacrifice another creature: Return target creature card from a graveyard to the battlefield. That creature gains Haste until end of turn.
5/5
Artifacts
Common: /?
1. Tin Soldier 0
Artifact Creature - Soldier
1/1
2. Sliverskin Armor 1
Artifact - Equipment (C)
Equip 1
Equipped creature gets +1/+1 and is a sliver in addition to it's other types.
Uncommon: /?
1. Bonesplitter
2. Swiftfoot Boots
3. Explorer's Scope
4. Sword of the Meek
5. Elixir of Immortality
6. Prism Ring.
7. Vaulter Pole 2
Artifact - Equipment (U)
Equip 2
Equipped creature gets +2/+2.
Whenever equipped creature is blocked, you may unequip ~. If you do, equipped creature is no longer blocked.
8. Haunted Armor 3
Artifact - Equipment (U)
Equip - Pay 2 life.
Equipped creature gets +2/+2 and First Strike
3: ~ becomes a 2/2 knight creature with First Strike until end of turn. Play this ability only if ~ is not equipped to a creature.
9. Liar's Pendulum[/card]
10.
11.
12.
13.
14.
Rare: /?
1. Crucible of Worlds
2. Howling Mine
3. Morphing Mask 1
Artifact - Equipment (R)
3: You may put a creature card from your hand onto the battlefield face-down. It is a 2/2 colorless creature. Attach ~ to that creature. Play this ability only if ~ is not attached to a creature. (If a face down creature leaves the battlefield, reveal it.)
Equipped creature gets +1/+1.
As long as the equipped creature is face-down, it has has "0: Turn this face-up, then sacrifice that creature unless you pay it's mana cost."
4. Brightweaver Blade 2
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Lifelink.
At the beginning of your upkeep if you have 50 or more life you win the game.
5. Ebon Blade 2
Artifact - Equipment (R)
Equip 2
Equipped creature gets +2/+2 and has Deathtouch.
At the end of your turn if your opponent, if a player has 20 or more creature cards in their graveyard, they lose the game.
Mythic: 6/6
1. Darksteel colossus
2. Platinum Angel
3. Mirari
4. Gauntlet of Leadership 3
Legendary Artifact - Equipment (M)
Equip 2
Equipped creature gets +2/+2. Other creatures you control that share a color with equipped creature get +1/+1.
Whenever you would tap a land for mana that shares a color with equipped creature, add one extra mana of that color to your mana pool.
5. Tribal Totem 3
Artifact (M)
When ~ enters the battlefield choose a creature type.
Other creatures of the chosen type you control get +1/+1.
T: Add one mana of any color to your mana pool. Use this mana only to play creatures of the chosen type, or play activated abilities of creatures of the chosen type.
Forest x 4 Plains x 4 Island x 4 Swamp X 4 Mountain x 4
Common: /?
1. Evolving Wilds
Uncommon: /?
1. Ghost Quarter
2. Migrating Atoll
Land (U)
~ enters the battlefield tapped.
t: Add U to your mana pool.
1U: ~ becomes a 1/4 Turtle with Hexproof until end of turn.
3. Necrotic Murk
Land (U)
~ enters the battlefield tapped!
t: Add B to your mana pool.
1B: ~ becomes a 2/1 Ooze with Deathtouch until end of turn.
4. Shifting Hill
Land (U)
~ Enters the battlefield tapped.
t: Add R to your mana pool.
1R: ~ becomes a 3/1 Elemental Berserker with Menace until end of turn.
5. Awakening Woodland
Land (U)
~ Enters the battlefield tapped.
t: Add G to your mana pool.
1G: ~ becomes a 2/4 Treefolk Warrior with Reach until end of turn.
6. Protecting Fields
Land (U)
~ Enters the battlefield tapped.
t: Add W to your mana pool.
1W: ~ becomes a 2/3 Angel Soldier with lifelink until end of turn.
Rare: 8/10
1. Hallowed Fountain
2. Watery Grave
3. Blood Crypt
4. Stomping Ground
5. Temple Garden
6. Sliver Hive
7. Mutavault
8. City of Brass
9. Urborg, Tomb of Yawgmoth
10.
Cut:
Shambling Giant 1B
Creature - Giant Zombie Soldier (U)
~ cannot attack or block unless you have four or more creature cards in your graveyard.
4/4
Deepshadow Spawn 1B
Creature - Elf Zombie (U)
Pay 2 life, Tap: Add B to your mana pool.
2/1
Spirit of the Dead 3BB
Creature - Zombie Spirit (R)
~ gets +1/+1 for each creature card in your graveyard.
As long as ~ is on the battlefield or in your graveyard, it has all activated abilities of all creature cards in all graveyards.
1/1
Goblin Librarian R
Creature - Goblin Wizard (C)
Whenever a player shuffles their library, ~ deals 2 damage to them.
1/1
Diverse Summons3GG
Sorcery (U)
Put a 1/1 green insect creature token, a 2/2 green bear creature token, and a 3/3 green beast creature token onto the battlefield.
Endless Hive 1GG
Enchantment (R)
During your upkeep you may put a 1/1 green insect token onto the battlefield and gain 1 life.
Gravedigger
Congregate
Soul Feast
Not sure if Winged Sliver violates your own Mindless Null rule, since Galerider Sliver exists.
Scaling Hope is Life Burst
Expert Student should not be Common, and has dependency issues, which is why Concerted Effort triggers every upkeep.
Strategic Deflection is a worse Divine Deflection
Seasoned Explorer should be worded like Wayfaring Giant - 'CARDNAME gets +1/+1 for each basic land type among lands you control.'
Beast Guide is basically Elephant Guide
Plaguebearer is already a card.
Prismatic Staff is Prism Ring.
I'd like to say I did it just because I like the name better, but I didn't look it up in gatherer... my bad. I'll probably change it soon.
I think Galerider Sliver is akin to Counterspell here - too good. But yes, I wrestle with this decision.
Now this one I did know existed, I just wanted a cooler name. But maybe I should go with the reprint so that there aren't 2 copies you can run in vintage?
I'm thinking about moving this and the red one back to uncommon for this reason. I'll try to make the #s work.
I'll probably use that then. But it's not strictly worse, as I can deflect deathtouch...
Fixed.
Yup, this was changed so I didn't have both beast and elephant tokens in the set.
Doh! I know that! I have that! I'm so disappointed in myself!
I knew WOTC would do it eventually. Thanks!
Thanks for all of your help!