Blood Will Floe
Ice, boundless and without pity. That is every traveler's perception of Kagaqeirrot. The natives will confirm their beliefs. Little or no foliage can grow, forcing almost every species into carnivorism, and among the many other brutal adaptations taken on by Kagaqeirrot's fauna to survive, the so-called "ice-sickness" has become most prominent. This mental state appears to be a universal feature of Kagaqeirrot's denizens when they fall under some great stress; they snap into a sudden battle fury, attacking indiscriminately and performing feats great and terrible, and then just as suddenly falling out of the heightened state with no memory of the events. Some whisper that the ice-sickness was intended as a gift by the ancient planeswalker Freyalise, who took pity on Kagaqeirrot's ragged and harried people, granting them also a portion of Terisian snow magic in order that they might make functional societies from their unforgiving environment. A more recent, less benevolent visit has begun to change all that: A small renegade militia from Urabrask's Quiet Furnace once incurred into Kagaqeirrot by means of a salvaged planar portal, failing in their missions of compleation and revolution thanks to the inhospitable surroundings, but succeeding in both wiping any traces of the snow magic that held civilization together from the plane and in turning the ice-sickness into a refined weapon of war, then accidentally releasing it before anyone could have been ready. The result: Nature and civilization rewritten in the gravity of a single disease.
Who Braves the Cold
Outsiders may be shocked to discover just how strong social structures on Kagaqeirrot are, by necessity, even after the psychological Phyrexian catastrophe. The Northeastern Throng are gluttonous and slavering undead, some sapient and those less so, paying homage to a dark goddess whom they discern correctly has forsaken them and filling their rotted bellies with aplomb upon any unfortunate enough to fall into their path. The tattooed and body-modified Barbsledges are likewise roamers, embracing the ice-sickness as the only true way to access and express their long-frozen innermost desires. The pelt-wearing Dawn-Clan and their semiferal pets see it differently, wishing to purge the bloodiest and most negative consequences of the sickness and attain transcendent connection to the entire animal world. And lastly, only the Tundrafarer Council truly desires a cure, their desperate group of healers and guardians holed up in the ruins of former seal-folk safehouse Teggasarsoq, facing ever-deepening despair and a possible split over whether to try and excise the ice-sickness or merely rein it in and use its vigor towards constructive purposes.
An Elder Fury
Unorr-Temelun is the Great Survivor, Kagaqeirrot's eldest being and a correspondent of both Freyalise and Urabrask. For ages, all were awed by his infrequent visits from his hidden lair, which no one dared seek on pain of death by his very claw. And for good reason - although vicious in the way that a Dragon and Kagaqeirrot native must be, Unorr-Temelun was also unspeakably wise and, what's more, just, the very threat of his appearance succoring the weak and the magnanimity of his gifts supplying those who would otherwise have starved or lost everything. But no one has seen him in living memory, and his lair remains impossible to find as ever. Few believe him to be dead - indeed, the Tundrafarers consider the very suggestion to be blasphemy - but no one knows why he is now gone, although the Dawn-Clan's seers murmur about a grievous wound and a dying mate. Healing has never been Sarkhan's specialty, especially not in a world so raw and pained - but he will have to do his damnedest to comfort a Dragon if hope is not to be lost for Kagaqeirrot.
Frenzy W 30%; U 0%; B 20%; R 40%; G 10%
Within the context of L2, Kagaqeirrot represents the theme of frenzy, found in the four nonblue colors. Frenzy is a combat mechanic found only in Future Sight up until now, which reads "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." The likes of Murk Dwellers make this feel particularly old-school, and it is a potent combat mechanic in a very defensive and slow environment. Kagaqeirrot will have many ways to make good use of frenzy creatures besides plainly swinging with them, and each faction will have a different take.
The Northeastern Throng (B) are a conglomerate of Zombie hordes loosely affiliated under a single banner. The Zombies of Kagaqeirrot maintain the same level of consciousness they had as they died. This means that many of the humanoid Zombies are quite intelligent while the vast number of animal Zombies stay as feral beasts, but the humanoids who died under the influence of the ice-sickness are cursed to feel its effects for the entire length of their undeath. Mother Northeast Wind is the deity served by the Northeastern Throng - she is thought of as a huge, undead lupine creature who birthed the first Zombies before abandoning them in her attempt to swallow the sun and moon. Without a mother to rear them, the Zombies reason, they must do all they can to fend for themselves, and and nothing is off limits to their hunger.
The Throng build nothing, make nothing, and leave no life in their path. The surest way to see where they have been is too look for ruined settlements and chewed bones.
Design Notes: The Throng use frenzy in a relatively straightforward way, playing the "suicide" game with it. They are likely to favor all-out attacks and clearing the board with both targeted and mass destruction in order to get frenzy hits through. Of all the factions, the Throng generally have the weakest creatures for creature-to-creature combat with the best frenzy bonuses.
All members of the Throng have the Zombie type. They have no class types as they're unemployed drifters and, oh yeah, cannibalistic monsters. There are Zombies created from every sapient and nonsapient creature on Kagaqeirrot. The sapient races are detailed in the other faction pages but the animal zombies often have their own specific names, such as Wolf Zombies being called Amaroqs.
Some see the Barbsledges (R) as nothing more than self-mutilating nihilistic outlaws in search of nothing but deviant pleasure and ill-gotten gain. The truth is they are, to a point and to a fault, all more philosophical than that. They see the ice-sickness' takeover as a necessary and perhaps beneficial overhaul of the Kagaqeirrot way of life, and seek out the many variations and permutations in its effects as a means of self-expression (and of confusing and dominating their enemies in battle).
The name "Barbsledges" comes from the bizarre transports and weapons employed by this group, among the most technologically ingenious possible with the scarce resources of Kagaqeirrot. Whomever is adjudged the most cunning builder and fighter, as well as the person who is most in tune with the "inspiration" of the ice-sickness at the time, are jointly acclaimed as leaders.
Design Notes: It is the Barbsledges who get "clever" with frenzy - combat tricks and evasion granting may only be the tip of the iceberg, so to speak, here, and saboteur-type triggers are welcome.
The Barbsledges come from many races: Humans, Orcs, Ogres, and Elementals are all known to be represented among their ranks. As far as class types, they should all generally have at least one from the Lovisa Coldeyes list: Barbarian, Berserker, and Warrior. In this context, a Barbarian means the classic "Barbarian Hero," a lone and wild Conan type who may stand head and shoulders above the rest. A Berserker is a step below that, being someone who may be a leadership candidate due to very infamous ice-sickness rages. A Warrior is an ordinary member of the Barbsledge bands.
The Dawn-Clan (G) are, even by Kagaqeirrot's measure, a bit off their nuts. They're seen as ranting cranks clad in leather and antlers, as covered in lichen (both physically and metaphorically) as their spiritual home, Eminun Glacier, one of the few strikingly verdant places on Kagaqeirrot, is. They have "gone native" with regard to the ice-sickness, preferring to use their own name for it, the Veinhowl. The more they undergo its effects, they believe, the closer to an animal existence they get - and for the Dawn-Clan, this is a desirable end.
The Dawn-Clan has small settlements across the length and breadth of Kagaqeirrot, with names like Seglalik, Orcabone Howe, and Bittersalt, and often have an at worst neutral outlook towards any visiting outsiders.
Design Notes: The Dawn-Clan like using decoys, forcing their non-frenzy creatures to be blocked while those more taken with the ice-sickness go to get their rightful kills. They also often use simple pump and have large creatures for their cost that also have frenzy as a hard-hitting bonus.
Races represented in the Dawn-Clan include Humans, Yetis, and Ouphes as sapients and all manner of animals (the non-undead versions of those seen in the Throng) otherwise. Shaman, Druid, and green-themed combative creature types are all appropriate.
To hear the Tundrafarer Council (W) tell it, they are the last vestiges of civilization on Kagaqeirrot. Hunkered down in the great soapstone halls of Teggasarsoq, the Council is the most unified cultural and political group on the plane, its tireless mission having long been "cure the ice-sickness." With such a possibility growing seemingly ever more-distant, however, others (a "loyal opposition" calling themselves the Pale Realists) are becoming more resigned to the fate of their world and hope to convince the Council proper to seek palliative treatment rather than extirpation of the disease. Naturally, this gets them called collaborators and accessories to the failed Phyrexian invasion after the fact, or worse.
The Council is by nature a rather collegial body, and also a rather motley one, with both fanatical clergy and hard-nosed politicians rubbing elbows with stern military types and altruistic freelance researchers.
Design Notes: The Tundrafarer Council goes for a balanced game plan, having strong blockers to hold down the fort while whittling away opponents and gaining advantage over the long game with their frenzy attackers. Vigilance and lifelink are both good keywords to add to the frenzy, here.
Humans and (sapient) Seals may be seen as part of the Council, with types ranging from Cleric to Scout to Warrior, but there are generally no Soldiers on Kagaqeirrot.
Design Notes: Blue may be the color closest to Kagaqeirrot's heart, paradoxically enough - the primal, inscrutable, dangerous, majestic aspects of blue pulse at Kagaqeirrot's very core, infusing it with the cold, wind, waves, and ice that so sharply define its environs. But given the four-color structure of the planes most prominently featured in Legends 2, you won't see many blue Kagaqeirrot cards, and certainly none with frenzy. This is, perhaps, for the best... things we may not want to know lurk in the infinite depths and we ought not to venture further than the shallows.
Inuit culture has always been a favorite part of my history studies and I hope to do it justice here while also writing a cracking good dystopian wilderness adventure.
Dead of Winter (Rare) 4B
Creature - Zombie
3/3
At the beginning of each player's upkeep, that player sacrifices a nonartifact creature.
Icy Wind (Common) W
Instant
Tap target creature. It doesn't untap during its controller's next untap step.
Mad Nomad (Common) R
Creature - Human Nomad
0/1
Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
Mad Nomad attacks each turn if able.
Snowcat (Uncommon) W
Creature - Cat
1/2
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
Brave the Wilds (Common) G
Sorcery
Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
If a creature you control attacked this turn, put the card onto the battlefield instead.
Pack Mentality (Uncommon) RGW
Enchantment
Each creature you control has frenzy 1. (Whenever it attacks and isn't blocked, it gets +1/+0 until end of turn.)
Safety In Numbers (Common) 3W
Sorcery
You gain 1 life for each creature you control.
Creatures can't attack you next turn.
Seclusion Fever (Uncommon) 2B
Enchantment
As long as you control exactly one creature, it has frenzy 5. (Whenever it attacks and isn't blocked, it gets +5/+0 until end of turn.)
Wandering Yeti (Uncommon) 1R
Creature - Yeti
4/4
Haste
Whenever a land enters the battlefield, that land's controller gains control of and untaps Wandering Yeti.
Legend's direction for frenzy so far cleaves to my own: spikey and cheap, typically in low values, a fast aggro mechanic in a set that isn't really optimized for fast aggro. So, high risk / high reward. Fun!
Heck, Legend and I even designed the same card (Wildcat) save I put it at common.
Anyway, I figured I'd just dump my whole frenzy contingent that I designed back before Kagaqeirrot was a thing. The flavor on each is essentially just throwaway callback, so ignore it and and associated creature types with impunity.
Raging Bully2R
Creature — Human Berserker [C]
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
[2/2]
Winter WolfW
Creature — Wolf [C]
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
[1/2]
Ice Giant4RR
Creature — Giant [C]
Haste
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
[4/4]
Lesser Wiitigo3B
Creature — Yeti [C]
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
[2/4]
Wombat Pack2GG
Creature — Wombat [U]
Vigilance
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
[2/4]
Hateful Dead1B
Creature — Zombie [U]
Deathtouch
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
[1/2]
Primordial AngerR
Creature — Elemental [R]
Primordial Anger attacks each combat if able.
Whenever Primordial Anger attacks, it gains frenzy X until end of combat, where X is the number of creatures defending player controls. (Whenever it isn't blocked this combat, it gets +X/+0 until end of turn.)
[1/1]
Thunder-Eater1WW
Creature — Human Shaman [R]
Lifelink, protection from red
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
Whenever Thunder-Eater becomes blocked, it gets +0/+2 until end of turn.
[2/2]
The Big Guy3BRGW
Legendary Creature — Elder Dragon [M]
Flying
Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +3/+0 until end of turn.)
Whenever The Big Guy attacks and isn't blocked, destroy target permanent defending player controls. Creatures blocked by that permanent this combat become unblocked.
[7/7]
Hacking together. As I recall there's supposed to be a greater number of frenzied doods than some of the other mechanics, so there's a greater workload.
It was my hunch that L2 could probably support frenzy at greater numbers than its other mechanics, but I wasn't really basing that on anything. So, not necessarily "supposed to", but if things are going well, keep designing, by all means...
aka "Frenzyworld", a part of
Ice, boundless and without pity. That is every traveler's perception of Kagaqeirrot. The natives will confirm their beliefs. Little or no foliage can grow, forcing almost every species into carnivorism, and among the many other brutal adaptations taken on by Kagaqeirrot's fauna to survive, the so-called "ice-sickness" has become most prominent. This mental state appears to be a universal feature of Kagaqeirrot's denizens when they fall under some great stress; they snap into a sudden battle fury, attacking indiscriminately and performing feats great and terrible, and then just as suddenly falling out of the heightened state with no memory of the events. Some whisper that the ice-sickness was intended as a gift by the ancient planeswalker Freyalise, who took pity on Kagaqeirrot's ragged and harried people, granting them also a portion of Terisian snow magic in order that they might make functional societies from their unforgiving environment. A more recent, less benevolent visit has begun to change all that: A small renegade militia from Urabrask's Quiet Furnace once incurred into Kagaqeirrot by means of a salvaged planar portal, failing in their missions of compleation and revolution thanks to the inhospitable surroundings, but succeeding in both wiping any traces of the snow magic that held civilization together from the plane and in turning the ice-sickness into a refined weapon of war, then accidentally releasing it before anyone could have been ready. The result: Nature and civilization rewritten in the gravity of a single disease.
Who Braves the Cold
Outsiders may be shocked to discover just how strong social structures on Kagaqeirrot are, by necessity, even after the psychological Phyrexian catastrophe. The Northeastern Throng are gluttonous and slavering undead, some sapient and those less so, paying homage to a dark goddess whom they discern correctly has forsaken them and filling their rotted bellies with aplomb upon any unfortunate enough to fall into their path. The tattooed and body-modified Barbsledges are likewise roamers, embracing the ice-sickness as the only true way to access and express their long-frozen innermost desires. The pelt-wearing Dawn-Clan and their semiferal pets see it differently, wishing to purge the bloodiest and most negative consequences of the sickness and attain transcendent connection to the entire animal world. And lastly, only the Tundrafarer Council truly desires a cure, their desperate group of healers and guardians holed up in the ruins of former seal-folk safehouse Teggasarsoq, facing ever-deepening despair and a possible split over whether to try and excise the ice-sickness or merely rein it in and use its vigor towards constructive purposes.
An Elder Fury
Unorr-Temelun is the Great Survivor, Kagaqeirrot's eldest being and a correspondent of both Freyalise and Urabrask. For ages, all were awed by his infrequent visits from his hidden lair, which no one dared seek on pain of death by his very claw. And for good reason - although vicious in the way that a Dragon and Kagaqeirrot native must be, Unorr-Temelun was also unspeakably wise and, what's more, just, the very threat of his appearance succoring the weak and the magnanimity of his gifts supplying those who would otherwise have starved or lost everything. But no one has seen him in living memory, and his lair remains impossible to find as ever. Few believe him to be dead - indeed, the Tundrafarers consider the very suggestion to be blasphemy - but no one knows why he is now gone, although the Dawn-Clan's seers murmur about a grievous wound and a dying mate. Healing has never been Sarkhan's specialty, especially not in a world so raw and pained - but he will have to do his damnedest to comfort a Dragon if hope is not to be lost for Kagaqeirrot.
W 30%; U 0%; B 20%; R 40%; G 10%
Within the context of L2, Kagaqeirrot represents the theme of frenzy, found in the four nonblue colors. Frenzy is a combat mechanic found only in Future Sight up until now, which reads "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." The likes of Murk Dwellers make this feel particularly old-school, and it is a potent combat mechanic in a very defensive and slow environment. Kagaqeirrot will have many ways to make good use of frenzy creatures besides plainly swinging with them, and each faction will have a different take.
The Northeastern Throng (B) are a conglomerate of Zombie hordes loosely affiliated under a single banner. The Zombies of Kagaqeirrot maintain the same level of consciousness they had as they died. This means that many of the humanoid Zombies are quite intelligent while the vast number of animal Zombies stay as feral beasts, but the humanoids who died under the influence of the ice-sickness are cursed to feel its effects for the entire length of their undeath. Mother Northeast Wind is the deity served by the Northeastern Throng - she is thought of as a huge, undead lupine creature who birthed the first Zombies before abandoning them in her attempt to swallow the sun and moon. Without a mother to rear them, the Zombies reason, they must do all they can to fend for themselves, and and nothing is off limits to their hunger.
The Throng build nothing, make nothing, and leave no life in their path. The surest way to see where they have been is too look for ruined settlements and chewed bones.
Design Notes: The Throng use frenzy in a relatively straightforward way, playing the "suicide" game with it. They are likely to favor all-out attacks and clearing the board with both targeted and mass destruction in order to get frenzy hits through. Of all the factions, the Throng generally have the weakest creatures for creature-to-creature combat with the best frenzy bonuses.
All members of the Throng have the Zombie type. They have no class types as they're unemployed drifters and, oh yeah, cannibalistic monsters. There are Zombies created from every sapient and nonsapient creature on Kagaqeirrot. The sapient races are detailed in the other faction pages but the animal zombies often have their own specific names, such as Wolf Zombies being called Amaroqs.
Some see the Barbsledges (R) as nothing more than self-mutilating nihilistic outlaws in search of nothing but deviant pleasure and ill-gotten gain. The truth is they are, to a point and to a fault, all more philosophical than that. They see the ice-sickness' takeover as a necessary and perhaps beneficial overhaul of the Kagaqeirrot way of life, and seek out the many variations and permutations in its effects as a means of self-expression (and of confusing and dominating their enemies in battle).
The name "Barbsledges" comes from the bizarre transports and weapons employed by this group, among the most technologically ingenious possible with the scarce resources of Kagaqeirrot. Whomever is adjudged the most cunning builder and fighter, as well as the person who is most in tune with the "inspiration" of the ice-sickness at the time, are jointly acclaimed as leaders.
Design Notes: It is the Barbsledges who get "clever" with frenzy - combat tricks and evasion granting may only be the tip of the iceberg, so to speak, here, and saboteur-type triggers are welcome.
The Barbsledges come from many races: Humans, Orcs, Ogres, and Elementals are all known to be represented among their ranks. As far as class types, they should all generally have at least one from the Lovisa Coldeyes list: Barbarian, Berserker, and Warrior. In this context, a Barbarian means the classic "Barbarian Hero," a lone and wild Conan type who may stand head and shoulders above the rest. A Berserker is a step below that, being someone who may be a leadership candidate due to very infamous ice-sickness rages. A Warrior is an ordinary member of the Barbsledge bands.
The Dawn-Clan (G) are, even by Kagaqeirrot's measure, a bit off their nuts. They're seen as ranting cranks clad in leather and antlers, as covered in lichen (both physically and metaphorically) as their spiritual home, Eminun Glacier, one of the few strikingly verdant places on Kagaqeirrot, is. They have "gone native" with regard to the ice-sickness, preferring to use their own name for it, the Veinhowl. The more they undergo its effects, they believe, the closer to an animal existence they get - and for the Dawn-Clan, this is a desirable end.
The Dawn-Clan has small settlements across the length and breadth of Kagaqeirrot, with names like Seglalik, Orcabone Howe, and Bittersalt, and often have an at worst neutral outlook towards any visiting outsiders.
Design Notes: The Dawn-Clan like using decoys, forcing their non-frenzy creatures to be blocked while those more taken with the ice-sickness go to get their rightful kills. They also often use simple pump and have large creatures for their cost that also have frenzy as a hard-hitting bonus.
Races represented in the Dawn-Clan include Humans, Yetis, and Ouphes as sapients and all manner of animals (the non-undead versions of those seen in the Throng) otherwise. Shaman, Druid, and green-themed combative creature types are all appropriate.
To hear the Tundrafarer Council (W) tell it, they are the last vestiges of civilization on Kagaqeirrot. Hunkered down in the great soapstone halls of Teggasarsoq, the Council is the most unified cultural and political group on the plane, its tireless mission having long been "cure the ice-sickness." With such a possibility growing seemingly ever more-distant, however, others (a "loyal opposition" calling themselves the Pale Realists) are becoming more resigned to the fate of their world and hope to convince the Council proper to seek palliative treatment rather than extirpation of the disease. Naturally, this gets them called collaborators and accessories to the failed Phyrexian invasion after the fact, or worse.
The Council is by nature a rather collegial body, and also a rather motley one, with both fanatical clergy and hard-nosed politicians rubbing elbows with stern military types and altruistic freelance researchers.
Design Notes: The Tundrafarer Council goes for a balanced game plan, having strong blockers to hold down the fort while whittling away opponents and gaining advantage over the long game with their frenzy attackers. Vigilance and lifelink are both good keywords to add to the frenzy, here.
Humans and (sapient) Seals may be seen as part of the Council, with types ranging from Cleric to Scout to Warrior, but there are generally no Soldiers on Kagaqeirrot.
Design Notes: Blue may be the color closest to Kagaqeirrot's heart, paradoxically enough - the primal, inscrutable, dangerous, majestic aspects of blue pulse at Kagaqeirrot's very core, infusing it with the cold, wind, waves, and ice that so sharply define its environs. But given the four-color structure of the planes most prominently featured in Legends 2, you won't see many blue Kagaqeirrot cards, and certainly none with frenzy. This is, perhaps, for the best... things we may not want to know lurk in the infinite depths and we ought not to venture further than the shallows.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Inuit culture has always been a favorite part of my history studies and I hope to do it justice here while also writing a cracking good dystopian wilderness adventure.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
4B
Creature - Zombie
3/3
At the beginning of each player's upkeep, that player sacrifices a nonartifact creature.
Icy Wind (Common)
W
Instant
Tap target creature. It doesn't untap during its controller's next untap step.
Mad Nomad (Common)
R
Creature - Human Nomad
0/1
Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
Mad Nomad attacks each turn if able.
Snowcat (Uncommon)
W
Creature - Cat
1/2
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
Brave the Wilds (Common)
G
Sorcery
Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
If a creature you control attacked this turn, put the card onto the battlefield instead.
Pack Mentality (Uncommon)
RGW
Enchantment
Each creature you control has frenzy 1. (Whenever it attacks and isn't blocked, it gets +1/+0 until end of turn.)
Safety In Numbers (Common)
3W
Sorcery
You gain 1 life for each creature you control.
Creatures can't attack you next turn.
Seclusion Fever (Uncommon)
2B
Enchantment
As long as you control exactly one creature, it has frenzy 5. (Whenever it attacks and isn't blocked, it gets +5/+0 until end of turn.)
Wandering Yeti (Uncommon)
1R
Creature - Yeti
4/4
Haste
Whenever a land enters the battlefield, that land's controller gains control of and untaps Wandering Yeti.
Mortal Blight (Common)
BG
Enchantment - Aura
Enchant permanent
Whenever enchanted permanent becomes tapped, destroy it.
Heck, Legend and I even designed the same card (Wildcat) save I put it at common.
Anyway, I figured I'd just dump my whole frenzy contingent that I designed back before Kagaqeirrot was a thing. The flavor on each is essentially just throwaway callback, so ignore it and and associated creature types with impunity.
Raging Bully 2R
Creature — Human Berserker [C]
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
[2/2]
Winter Wolf W
Creature — Wolf [C]
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
[1/2]
Ice Giant 4RR
Creature — Giant [C]
Haste
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
[4/4]
Lesser Wiitigo 3B
Creature — Yeti [C]
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
[2/4]
Wombat Pack 2GG
Creature — Wombat [U]
Vigilance
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
[2/4]
Hateful Dead 1B
Creature — Zombie [U]
Deathtouch
Frenzy 1 (Whenever this creature attacks and isn't blocked, it gets +1/+0 until end of turn.)
[1/2]
(Uncommon RW frenzy + first/double strike + immortalize legend goes here)
Primordial Anger R
Creature — Elemental [R]
Primordial Anger attacks each combat if able.
Whenever Primordial Anger attacks, it gains frenzy X until end of combat, where X is the number of creatures defending player controls. (Whenever it isn't blocked this combat, it gets +X/+0 until end of turn.)
[1/1]
Thunder-Eater 1WW
Creature — Human Shaman [R]
Lifelink, protection from red
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
Whenever Thunder-Eater becomes blocked, it gets +0/+2 until end of turn.
[2/2]
The Big Guy 3BRGW
Legendary Creature — Elder Dragon [M]
Flying
Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +3/+0 until end of turn.)
Whenever The Big Guy attacks and isn't blocked, destroy target permanent defending player controls. Creatures blocked by that permanent this combat become unblocked.
[7/7]
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
They hope he likes caribou moss and are glad he brought his own skull helmet.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
It was my hunch that L2 could probably support frenzy at greater numbers than its other mechanics, but I wasn't really basing that on anything. So, not necessarily "supposed to", but if things are going well, keep designing, by all means...
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝