Workers! Peasants! Unite for Victory!
The Segovian Revolution is at hand! New paths to the Multiverse's most microscopic plane have brought amazing new power to the people of Segovia, instilling in them the boldness to challenge the ages-long rule of their immortal Dragon Emperor and his petty, spoiled brood. Songs erupt in the streets at night, heartfelt alliances are forged in the cantinas at dawn, and flags of the resistance fly over the vineyards at noon. The hour is coming! A new age of heroes awaits! There remains only the very small matter of toppling an eons-old dynasty that has heretofore squashed all challenges to its arbitrary authority. And, caracoles! How many challenges there have been...
Damn the Odds!
Only one thing unites all Segovians, including those loyal to the Dragon Emperor, and those eternal resisters whose time is ever-approaching: the Hippodrome. Dyed into the fabric of Segovian culture, the Multiverse's biggest (and also its smallest) sporting venue is the place where innumerable Segovian political conflicts find their ultimate resolution. That these resolutions have so far always favored Segovia's ruling elite does nothing to distill the passion with which the people flock to the great chariot races to place their bets. Death and destruction on the horse track is a regular occurrence; dirty deeds are a guarantee. Sarkhan finds himself at the threshold, but what will he have to do to win an audience with an Elder Dragon?
An Elder Challenge
Katus Rextugenos came to rule Segovia long ago. So long, that his presence there is no more strange than that of the wind which blows down from Segovia's mountains or the waves that crash upon its shore. Not even the Rebels question the Dragon Emperor's reasons for first assuming leadership of this most diminutive plane, and none but the Dragon himself knows the answer. But now, with the Multiverse in shock from the Nexus realignment, what is known by only Katus Rextugenos may be the difference between saving the pathways to a thousand planes, or casting those worlds out into the Blind Eternities forever. One thing is clear: this most vainglorious of Elder Dragons cares not. And, he will stake everything to prove to Sarkhan that his power is absolute. A challenge with mortal consequences is about to be issued, and all of Segovia is the playing field. At the very outset of his quest, Sarkhan finds himself without allies on a tiny plane that may just spell his doom.
Shrink(You may cast this spell for X less. If you do, it enters the battlefield with X -1/-1 counters on it.) R20%; G40%; W10%; U30%
Segovia's signature magic is represented by the shrink ability, which allows players to place -1/-1 counters on the creature spells they cast in exchange for a reduced cost. The mechanic appears in each of the set's nonblack colors — an unusual turn for -1/-1 counters, to be sure. Mechanics that interact with -1/-1 counters in L2 should typically treat them as advantageous, rarely be focused on removing them, and almost never (if ever) put them on an opponent's creature. Shrink's purpose in L2 is first and foremost as a cost reduction mechanic, and effects that interact with shrink should try to focus on that aspect of the mechanic rather than fiddling around with maximizing the utility of -1/-1 counters, if possible. The preponderance of cards with shrink need two or more colored mana in their mana costs in order to properly balance and diversify the mechanic (same or different colors), and shrink creatures should tend towards higher CMCs. In general, cards with shrink should have at least 2 generic mana in their costs to allow the mechanic the proper flexibility. For these reasons, in order to keep shrink from clogging up too many common slots with difficult mana costs, the mechanic will skew rare. My breakdown is for 2-3 commons, 2-3 uncommons, 4-6 rares, and 2-3 mythic rares, though these numbers can shift.
The Silverheads ((W/U)) and the Mudmen ((B/G)) are eternal rivals in the Hippodrome's deadly chariot races. The Silverheads represent Katus Rextugenos and his Imperial Dynasty, each charioteer bedecked in the gleaming silver armor from which the team takes their popular name. The Mudmen represent the common people, and are customarily dressed in only a loin sash and layers of ritually-applied funerary mud. Despite the obvious inequality in arms, the Mudmen take great pride in their lowly state, and refuse the repeated offers by the Elder Dragon to compete against the Silverheads on equal footing. Though on a given day they may race for one cause or another, both teams are composed of professional charioteers who have been trained from birth for the sport; guest performances are strictly forbidden. Curiously to some, the teams have roughly equal historical records of wins and losses. When the Mudmen win, it usually signals an overturning of some political status quo and a change in priorities by Katus Rextugenos. Rebel critics claim that the entire game is rigged to provide the illusion of change within a Dynasty that never really does. Some suspect the best charioteers of playing both sides: mud-clad one day, disguised under a silver helm the next, at the Elder Dragon's command.
Design Notes: Silverheads all have the creature type — Soldier, while Mudmen all have the creature type — Warrior. Both teams are comprised almost entirely of Humans, but there are a few rare exceptions. The life of a Segovian charioteer is short, particularly those of the death-greeting Mudmen. The most honored charioteers are the ones who either win in spectacular fashion, or die in the same, and card designs should reflect that fact. A charioteer who plays it safe is no charioteer at all.
Although the Segovian countryside teems with well-tended pastures and sprawling vineyards, Segovia has many areas of true wilderness, as well. Within these remote places, strange creatures flourish.
The Ramidrejus ((R/G), singular: Ramidreju) are a species of serpentine mustelids native to the pristine, alpine forests of Segovia. Though they have proven impossible to domesticate or even tame, the Ramidrejus' emerald-green fur is so valuable that the hunting and collection thereof is one of the most economically-important of Segovia's many luxury industries. A single unblemished fur can fetch the equivalent of an Imperial customs agent's annual salary. The risk of the hunt is commensurate to the reward, as Ramidrejus' potent venom and shockingly-robust metabolism make them lethal quarries for all but the bravest and most adept of hunters.
Segovian Moss (G) is a dangerous magical plant, found only in the plane's deep forests. Moss colonies of sufficient size and age sometimes gain a form of primitive intelligence, become ambulatory, and wander the wilderness causing destruction. These creatures might appear in a variety of different forms, sometimes even narrowly resembling a human, but their minds — if they can be called minds — are utterly rudimentary. Though destructive, these plant-things are not carnivorous, and continue to feed primarily on sunlight and water. Accordingly, some adventurous souls feel comfortable co-existing with them, and have developed an extensive body of lore around their alien behavior. Segovian Druids often develop reciprocal behaviors with their mossy brethren, and sing melodies that are rumored to be able to control them.
The Cyclopes (R) of Segovia are among the strangest anywhere. They commonly have wild, thick hair that covers every inch of their face and scalp. Their mouths are disproportionately large and their noses virtually nonexistent. They eat rocks, sleep on rocks, and throw rocks for sport. Some of the greatest monuments of the Segovian wilderness can be found atop massive boulders that were tossed there by a Cyclops. As with the moss creatures of Segovia, Cyclopes do not need to eat meat or hunt, but unlike the moss creatures, the Cyclopes find violence fun, and therefore are exceptionally dangerous. Luckily, they are also exceptionally stupid in ways even plants would find hard to achieve.
Design Notes: Ramidrejus all have the creature types — Snake Weasel. They are not hugely abundant, but they are iconic Segovian creatures and probably warrant at least one card in L2. Appropriate abilities include: deathtouch, neo-regeneration (aka indestructible UEOT) haste, ETB/death-trigger lifegain, and/or some kind of evasion ability (Ramidrejus are notoriously effective burrowers). A green/red uncommon, rare, or mythic might be good. For those curious, yes, these are actual creatures I am taking directly from Spanish mythology!
Segovian Moss creatures will always have the word "Moss" in their name, and will always have creature type — Elemental (not Plant). The classic Moss Monster is a prime example. They may be big or small, but they tend to be uncomplicated in their actions, and their card mechanics should reflect that simplicity. Vanillas, french vanillas, and cards with single, simple ETB / death triggers all might be good fits, here.
Cyclopes on Segovia bear little mechanical differences from Cyclopes anywhere else — the differences are really just cosmetic. Don't let that stop you from making interesting cards, though!
The Cabritus ((R/W), singular: Cabritu) are the gruff, nomadic dwarves of the Segovian hills and countrysides. Woe to the vintner who refuses a Cabritu a jug of his liquor! Tales abound of terrible storms called down upon the estates of stingy nobles, washing their heirloom vines down the slopes and out to sea. Conversely, a generous host will receive generous gifts, often taking the forms of free labor and livestock. Every Cabritu appears old and gaunt: if asked, most will swear that they were never young. Neither Cabritu men nor women cut their hair, with the beards of the oldest men trailing behind them as they walk the backcountry trails. Cabritu dress is at once both flamboyant and rustic, with tall boots and wide-brimmed hats, all carved from irregular patches of tanned goat hide. Segovian children sing comical songs of the Cabritus, but their parents know them as anything but silly. There is no surer portent of doom in Segovia than the beady, black-eyed gaze of a slighted dwarf.
Design Notes: Cabritus themselves are more often white than red, reflecting their quite-serious obsession with fairness and reciprocity. Their magic is usually the opposite: when judgment falls, it falls in the form of destructive wind and lightning. Cabritus, as their name implies, have a special fondness for Goats, and are often seen tending creatures of that type. Although Cabritus are nomadic, the Nomad creature type is not used. Cabritus are Dwarves, but they do not always have a class. The most common class is Shaman, though like all other major Segovian races, some are Rebels.
The Dubra ((U/B)) is the seemingly limitless, quite possibly bottomless ocean that surrounds the Segovian mainland. Commonly understood to play a role in the strange magic that affects the plane's physical scale as compared to the Multiverse at large, the Dubra is nevertheless one of Segovia's great mysteries. And, like any good mystery, the Dubra inspires both mystical fascination and religious ideation. Those attitudes are exemplified by Segovia's Druidic circles, who study the Dubra's tides like students at the feet of their master. Among the most avid of the Druids are the fish-people of the coastal waters, who have earned the reverence of the land-dwellers through their uncanny ability to predict storms, earthquakes, and other natural phenomena by way of their communion with the sea. Even the Druids from the highest inland forests will make seasonal treks to the Dubra to soak their feet and breathe in its cold salt spray.
Design Notes: Segovian Merfolk hail from this vast body of water, and enjoy high status among the land-dwelling races. Merfolk are commonly accepted into diverse parts of society, and are accordingly found in every color combination that includes blue. Enormous creatures lurk beneath the waves of the Dubra, and there's really no upper limit to how big such creatures can be. Monoblue Segovian Druids are commonplace (as are monogreen, but that's no surprise).
The true number of Segovian Royal Houses numbers in the dozens, and has historically been even higher, although most of these Houses must be considered minor powers, at best. Only three great Houses remain that truly hold influence over Katus Rextugenos:
House Justani (W) are the moral imperators of Segovia, Clerics who spread the religion of their distant Godhead and its earthly representative, Katus Rextugenos. The Elder Dragon himself appears to care little for the Justanis, seeing them as necessary for quelling the rebellious commoners but for little else. This dismissive attitude dissuades the Justanis not at all, who promote their religion all the more fervently. The Justanis stand against the fruitless debauchery of the Hippodrome and its races, against the other Houses and their inadequate reverence for the Dragon Emperor, and most of all against Segovia's Druids and their ongoing acts of grave infidelity. Though one might think the Justanis friendless for all their severity, they actually enjoy substantial sway among the common masses, and their dogma is so infectious it has even infiltrated a number of Rebel cells, who perceive their rebellion as not one against Katus Rextugenos, but against the other corrupt Houses and their degenerate influence on the Emperor.
House Verzali (U) are Segovia's most celebrated equestrian breeders, famed for domesticating Segovia's wild and dangerous Hippogriffs. Opulent and insular, the Verzalis hide behind castle walls within their sprawling estates, hosting lavish parties for the Segovian upper crust. Their fingers reach into every aspect of Segovia's luxury trades, and their ability to supply the finest goods has made them the favorites of the Imperial Dynasty, not to mention absurdly wealthy. They command spells that can tame both beasts and men, and wield magic to procure extravagances for any occasion. Many social climbers will spend both a lifetime and a fortune simply to gain the passing recognition of the Verzalis. Any association with the Verzali name, so synonymous with affluence, usually makes that time and money well spent.
House Zurri (B) are the great antagonists of Katus Rextugenos and his Dynasty. The Zurris are so fluent in the language of crime that none dare oppose them for control of Segovia's underworld — not even an Elder Dragon. Peddlers of every kind of vice, the Zurris take their cut of each wager placed on the Hippodrome races, and such wagers are legion. Despite their outward feuds with Katus Rextugenos, those in the know acknowledge that the Zurris exist in a symbiotic dance with the ruling Dynasty, guaranteeing that the Elder Dragon's power go unchecked, and receiving leniency from him in return. It comes as no surprise, then, that Segovia's Rebels have no more tenacious adversaries than the Assassins of House Zurri. Each new Rebel recruit could just as easily be a Zurri mole, waiting for his opportunity to strike.
Design Notes: the Royal Houses, based on blood kinship as they are, are exclusively comprised of Humans. The lone exception to this is House Zurri, which is known to occasionally adopt truly ruthless underlings into the family as a reward for a lifetime of unflinching service. Thus, one minor branch of the Zurris are actually Faeries, descendants of one of the House's most notorious spies. Even House Justani, dedicated to spreading its faith among the common people, holds those people as lessers over whom the Justanis are the righteously-appointed stewards.
Most members of House Justani have the creature type — Cleric. The Verzalis culture a mix of Knights and Wizards. The Zurris tend to be Rogues or Assassins, but any profession might be employed by that House if it yields results. Each of the major Houses (and some lucky few among the minor ones) has a handful of Advisers who consult directly with the Imperial Dynasty, or perhaps even with Katus Rextugenos himself.
Mutiny (Rare) 5RR
Sorcery
Choose a creature type other than Wall. Gain control of all creatures of the chosen type until end of turn. Untap those creatures. They gain haste until end of turn.
Venomancy (Uncommon) 2B
Enchantment
Whenever you cast a spell, each opponent gets a poison counter.
Divine Judgement (Rare) 4WW
Sorcery
Return each creature with a fate counter on it to its owner's hand. Then destroy all non-Wall creatures. 2W, Reveal Divine Judgement from your hand: Put a fate counter on target creature. Activate this ability only at any time you could cast a sorcery.
Crown of Obedience (Rare) 4
Legendary Artifact X, T: Target opponent reveals cards from the top of his or her library until a legendary card or X cards are revealed, whichever comes first. If a legendary card is revealed this way, put it onto the battlefield under your control and sacrifice Crown of Obedience. Put the rest of the revealed cards into that player's graveyard.
Vazox (Mythic) 5
Legendary Artifact Creature – Construct Assassin
1/1
Indestructible T: Put a disintegration counter on target nonland permanent. Then, if the number of disintegration counters on that permanent is equal to its converted mana cost, exile it. Activate this ability only during your upkeep.
Hall of Heroes (Rare) 6
Legendary Artifact
As long as a legendary creature you control has flying, all creatures you control have flying. The same is true for vigilance, lifelink, first strike, double strike, haste, trample, reach, hexproof, indestructible, and deathtouch.
Urtef Weaponeer (Common) WU
Creature - Human Soldier
2/2
Permanents attached to Urtef Weaponeer have hexproof and indestructible.
Dethrone (Uncommon) W
Instant
Exile target legendary creature.
Duchess Ufectra (Uncommon) UBR
Legendary Creature - Human Wizard
1/1 UBR, T: Duchess Ufectra deals 1 damage to target player. That player discards a card and you draw a card.
Shifting Sands (Uncommon) 2UR
Enchantment - Aura
Enchant land
You control enchanted land.
Whenever enchanted land is tapped for mana, it produces 2 instead of any other type or amount.
Five more shrink designs, in the approximate color / rarity weights outlined above. Really looking to push to the edges of this mechanic, as it's not a likely one to return in the future.
Replacement design suggestions for any of the opening salvo that you find problematic for any reason.
Designs without shrink, but with a "-1/-1 counters matter" angle, especially designs that treat -1/-1 counters as a positive.
Any flavorful ideas based off my worldbuilding fluff, above, even if those ideas have no mechanical connection to anything else here.
Having set this up in the way I want it, I'm mostly going to leave Segovia alone for a while and focus on other aspects of L2, so really, take this opportunity to put forward any and all ideas you have for this chunk while I'm doing other stuff. And if you have any criticisms or concerns about my direction for Segovia, whether flavor- or mechanics-related, please let me know ASAP!
Sabbat Keeper has to be replaced. I mean, at least possibly? Or have its cost changed a bit? There are no outright autowin combos with it, but there's a fine line with its combos between the fun dumb and the dangerously dumb.
Oh yeah, there's zero chance that Sabbat Keeper makes the set as-is. The shrink-granting ability needs to be re-homed on a different design, if that's even possible.
The question for me is what Sabbat Keeper becomes. Because I want a green rare shrinker at about that mana cost. I briefly contemplated the idea of making it a mana dork, but I don't like the combo of a cost-reduction ability and a mana-ramping ability on one card.
Oh, I see. I was exploring this forum for the first time and there were so many [L2] designations that I figured it must have a special meaning. Good luck with the (ambitious) custom set
Private Mod Note
():
Rollback Post to RevisionRollBack
Follow me on Twitch if you're interested in watching competitive league drafts.
Play MTGO? Check out my latest MTGO finance articles on Quiet Speculation.
Yup, that Segovia, a part of
The Segovian Revolution is at hand! New paths to the Multiverse's most microscopic plane have brought amazing new power to the people of Segovia, instilling in them the boldness to challenge the ages-long rule of their immortal Dragon Emperor and his petty, spoiled brood. Songs erupt in the streets at night, heartfelt alliances are forged in the cantinas at dawn, and flags of the resistance fly over the vineyards at noon. The hour is coming! A new age of heroes awaits! There remains only the very small matter of toppling an eons-old dynasty that has heretofore squashed all challenges to its arbitrary authority. And, caracoles! How many challenges there have been...
Damn the Odds!
Only one thing unites all Segovians, including those loyal to the Dragon Emperor, and those eternal resisters whose time is ever-approaching: the Hippodrome. Dyed into the fabric of Segovian culture, the Multiverse's biggest (and also its smallest) sporting venue is the place where innumerable Segovian political conflicts find their ultimate resolution. That these resolutions have so far always favored Segovia's ruling elite does nothing to distill the passion with which the people flock to the great chariot races to place their bets. Death and destruction on the horse track is a regular occurrence; dirty deeds are a guarantee. Sarkhan finds himself at the threshold, but what will he have to do to win an audience with an Elder Dragon?
An Elder Challenge
Katus Rextugenos came to rule Segovia long ago. So long, that his presence there is no more strange than that of the wind which blows down from Segovia's mountains or the waves that crash upon its shore. Not even the Rebels question the Dragon Emperor's reasons for first assuming leadership of this most diminutive plane, and none but the Dragon himself knows the answer. But now, with the Multiverse in shock from the Nexus realignment, what is known by only Katus Rextugenos may be the difference between saving the pathways to a thousand planes, or casting those worlds out into the Blind Eternities forever. One thing is clear: this most vainglorious of Elder Dragons cares not. And, he will stake everything to prove to Sarkhan that his power is absolute. A challenge with mortal consequences is about to be issued, and all of Segovia is the playing field. At the very outset of his quest, Sarkhan finds himself without allies on a tiny plane that may just spell his doom.
Design Notes: Silverheads all have the creature type — Soldier, while Mudmen all have the creature type — Warrior. Both teams are comprised almost entirely of Humans, but there are a few rare exceptions. The life of a Segovian charioteer is short, particularly those of the death-greeting Mudmen. The most honored charioteers are the ones who either win in spectacular fashion, or die in the same, and card designs should reflect that fact. A charioteer who plays it safe is no charioteer at all.
The Ramidrejus ((R/G), singular: Ramidreju) are a species of serpentine mustelids native to the pristine, alpine forests of Segovia. Though they have proven impossible to domesticate or even tame, the Ramidrejus' emerald-green fur is so valuable that the hunting and collection thereof is one of the most economically-important of Segovia's many luxury industries. A single unblemished fur can fetch the equivalent of an Imperial customs agent's annual salary. The risk of the hunt is commensurate to the reward, as Ramidrejus' potent venom and shockingly-robust metabolism make them lethal quarries for all but the bravest and most adept of hunters.
Segovian Moss (G) is a dangerous magical plant, found only in the plane's deep forests. Moss colonies of sufficient size and age sometimes gain a form of primitive intelligence, become ambulatory, and wander the wilderness causing destruction. These creatures might appear in a variety of different forms, sometimes even narrowly resembling a human, but their minds — if they can be called minds — are utterly rudimentary. Though destructive, these plant-things are not carnivorous, and continue to feed primarily on sunlight and water. Accordingly, some adventurous souls feel comfortable co-existing with them, and have developed an extensive body of lore around their alien behavior. Segovian Druids often develop reciprocal behaviors with their mossy brethren, and sing melodies that are rumored to be able to control them.
The Cyclopes (R) of Segovia are among the strangest anywhere. They commonly have wild, thick hair that covers every inch of their face and scalp. Their mouths are disproportionately large and their noses virtually nonexistent. They eat rocks, sleep on rocks, and throw rocks for sport. Some of the greatest monuments of the Segovian wilderness can be found atop massive boulders that were tossed there by a Cyclops. As with the moss creatures of Segovia, Cyclopes do not need to eat meat or hunt, but unlike the moss creatures, the Cyclopes find violence fun, and therefore are exceptionally dangerous. Luckily, they are also exceptionally stupid in ways even plants would find hard to achieve.
Design Notes: Ramidrejus all have the creature types — Snake Weasel. They are not hugely abundant, but they are iconic Segovian creatures and probably warrant at least one card in L2. Appropriate abilities include: deathtouch, neo-regeneration (aka indestructible UEOT) haste, ETB/death-trigger lifegain, and/or some kind of evasion ability (Ramidrejus are notoriously effective burrowers). A green/red uncommon, rare, or mythic might be good. For those curious, yes, these are actual creatures I am taking directly from Spanish mythology!
Segovian Moss creatures will always have the word "Moss" in their name, and will always have creature type — Elemental (not Plant). The classic Moss Monster is a prime example. They may be big or small, but they tend to be uncomplicated in their actions, and their card mechanics should reflect that simplicity. Vanillas, french vanillas, and cards with single, simple ETB / death triggers all might be good fits, here.
Cyclopes on Segovia bear little mechanical differences from Cyclopes anywhere else — the differences are really just cosmetic. Don't let that stop you from making interesting cards, though!
Design Notes: Cabritus themselves are more often white than red, reflecting their quite-serious obsession with fairness and reciprocity. Their magic is usually the opposite: when judgment falls, it falls in the form of destructive wind and lightning. Cabritus, as their name implies, have a special fondness for Goats, and are often seen tending creatures of that type. Although Cabritus are nomadic, the Nomad creature type is not used. Cabritus are Dwarves, but they do not always have a class. The most common class is Shaman, though like all other major Segovian races, some are Rebels.
Design Notes: Segovian Merfolk hail from this vast body of water, and enjoy high status among the land-dwelling races. Merfolk are commonly accepted into diverse parts of society, and are accordingly found in every color combination that includes blue. Enormous creatures lurk beneath the waves of the Dubra, and there's really no upper limit to how big such creatures can be. Monoblue Segovian Druids are commonplace (as are monogreen, but that's no surprise).
House Justani (W) are the moral imperators of Segovia, Clerics who spread the religion of their distant Godhead and its earthly representative, Katus Rextugenos. The Elder Dragon himself appears to care little for the Justanis, seeing them as necessary for quelling the rebellious commoners but for little else. This dismissive attitude dissuades the Justanis not at all, who promote their religion all the more fervently. The Justanis stand against the fruitless debauchery of the Hippodrome and its races, against the other Houses and their inadequate reverence for the Dragon Emperor, and most of all against Segovia's Druids and their ongoing acts of grave infidelity. Though one might think the Justanis friendless for all their severity, they actually enjoy substantial sway among the common masses, and their dogma is so infectious it has even infiltrated a number of Rebel cells, who perceive their rebellion as not one against Katus Rextugenos, but against the other corrupt Houses and their degenerate influence on the Emperor.
House Verzali (U) are Segovia's most celebrated equestrian breeders, famed for domesticating Segovia's wild and dangerous Hippogriffs. Opulent and insular, the Verzalis hide behind castle walls within their sprawling estates, hosting lavish parties for the Segovian upper crust. Their fingers reach into every aspect of Segovia's luxury trades, and their ability to supply the finest goods has made them the favorites of the Imperial Dynasty, not to mention absurdly wealthy. They command spells that can tame both beasts and men, and wield magic to procure extravagances for any occasion. Many social climbers will spend both a lifetime and a fortune simply to gain the passing recognition of the Verzalis. Any association with the Verzali name, so synonymous with affluence, usually makes that time and money well spent.
House Zurri (B) are the great antagonists of Katus Rextugenos and his Dynasty. The Zurris are so fluent in the language of crime that none dare oppose them for control of Segovia's underworld — not even an Elder Dragon. Peddlers of every kind of vice, the Zurris take their cut of each wager placed on the Hippodrome races, and such wagers are legion. Despite their outward feuds with Katus Rextugenos, those in the know acknowledge that the Zurris exist in a symbiotic dance with the ruling Dynasty, guaranteeing that the Elder Dragon's power go unchecked, and receiving leniency from him in return. It comes as no surprise, then, that Segovia's Rebels have no more tenacious adversaries than the Assassins of House Zurri. Each new Rebel recruit could just as easily be a Zurri mole, waiting for his opportunity to strike.
Design Notes: the Royal Houses, based on blood kinship as they are, are exclusively comprised of Humans. The lone exception to this is House Zurri, which is known to occasionally adopt truly ruthless underlings into the family as a reward for a lifetime of unflinching service. Thus, one minor branch of the Zurris are actually Faeries, descendants of one of the House's most notorious spies. Even House Justani, dedicated to spreading its faith among the common people, holds those people as lessers over whom the Justanis are the righteously-appointed stewards.
Most members of House Justani have the creature type — Cleric. The Verzalis culture a mix of Knights and Wizards. The Zurris tend to be Rogues or Assassins, but any profession might be employed by that House if it yields results. Each of the major Houses (and some lucky few among the minor ones) has a handful of Advisers who consult directly with the Imperial Dynasty, or perhaps even with Katus Rextugenos himself.
5RR
Sorcery
Choose a creature type other than Wall. Gain control of all creatures of the chosen type until end of turn. Untap those creatures. They gain haste until end of turn.
Venomancy (Uncommon)
2B
Enchantment
Whenever you cast a spell, each opponent gets a poison counter.
Divine Judgement (Rare)
4WW
Sorcery
Return each creature with a fate counter on it to its owner's hand. Then destroy all non-Wall creatures.
2W, Reveal Divine Judgement from your hand: Put a fate counter on target creature. Activate this ability only at any time you could cast a sorcery.
Crown of Obedience (Rare)
4
Legendary Artifact
X, T: Target opponent reveals cards from the top of his or her library until a legendary card or X cards are revealed, whichever comes first. If a legendary card is revealed this way, put it onto the battlefield under your control and sacrifice Crown of Obedience. Put the rest of the revealed cards into that player's graveyard.
Vazox (Mythic)
5
Legendary Artifact Creature – Construct Assassin
1/1
Indestructible
T: Put a disintegration counter on target nonland permanent. Then, if the number of disintegration counters on that permanent is equal to its converted mana cost, exile it. Activate this ability only during your upkeep.
Hall of Heroes (Rare)
6
Legendary Artifact
As long as a legendary creature you control has flying, all creatures you control have flying. The same is true for vigilance, lifelink, first strike, double strike, haste, trample, reach, hexproof, indestructible, and deathtouch.
Urtef Weaponeer (Common)
WU
Creature - Human Soldier
2/2
Permanents attached to Urtef Weaponeer have hexproof and indestructible.
Dethrone (Uncommon)
W
Instant
Exile target legendary creature.
Duchess Ufectra (Uncommon)
UBR
Legendary Creature - Human Wizard
1/1
UBR, T: Duchess Ufectra deals 1 damage to target player. That player discards a card and you draw a card.
Shifting Sands (Uncommon)
2UR
Enchantment - Aura
Enchant land
You control enchanted land.
Whenever enchanted land is tapped for mana, it produces 2 instead of any other type or amount.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
My opening salvo with shrink is here.
I am now soliciting the following:
I like the flavor right now, though.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
The question for me is what Sabbat Keeper becomes. Because I want a green rare shrinker at about that mana cost. I briefly contemplated the idea of making it a mana dork, but I don't like the combo of a cost-reduction ability and a mana-ramping ability on one card.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
First I was like, nah.
But then I was like, oh, EDH.
I'm tickled that we're at the point where we need a FAQ for that.