This is my custom set on the plane Muraganda. For those who don't know, Muraganda is a plane populated by dinosaurs and The Mimeoplasm. We want this to be as much like a real set as we can and we need some help. I'm getting to the stage where the initial idea work is pretty much done and so now I need people who are willing to become permanent or semi-permanent developers and designers to help me flesh out the set. PM me if you are interested in joining my crusade.
I see myself particularly needing help with the WU and UB factions because I am very unfamiliar with the playstyle of these pairings.
After some deliberation and some interesting comments, I have decided to set this set in the past, specifically during Garruk's early life, as I would like Muraganda to be one of the very first planes that he travels to. It has also been brought to my attention that many blocks have a planeswalker that is 'out of their element' meaning that they are on a plane that doesn't fit with their philosophy, powers, etc. For now this planeswalker is going to be a younger Tamiyo, before she travelled to Innistrad. Unfortunately, due to this set having a mono green Garruk, I do not want to put in Domri Rade as the third planeswalker (too much love for green), and will leave him for the second set. The third planeswalker is Ramaz, a GUR planeswalker who has been associated with Bolas, but not yet. He will be connected with the dinosaurs on the plane, and will be one of the few humans who are
The set will focus on allied colour pairs, with most of the cards fitting into one of these pairs, Lorwyn style. The Mimeoplasm is of course going to make a return, but it will not be the same as last time...
RG Dinosaurs and Viashino
New Keyword: Primordial
Primordial is an alternate cost. If you cast a creature for its primordial cost, it enters the battlefield with a primal counter on it. Creatures with primal counters have no abilities. The reason that I have changed from just having no abilities is both a memory issue, brought up in the comments, but also so I can reference primal counters in some of my cards, with ways to add, remove and manipulate them. Note that even though this is the dinosaur faction, all colours will get dinosaurs in some variety, just RG is where the most dinosaurs sit.
Charging Triceratops 4GGG
Creature - Dinosaur
Hexproof, Trample
Primordial 3GGYou may cast this creature for its primordial cost. If you do, it enters the battlefield with a primal counter on it. Creatures with primal counters have no abilities
5/5
UB Scarwitches
Returning Keyword: Madness
Hailing all the way back from Torment and Time Spiral, Madness makes a return in Muraganda Awakens! Madness is another alternate cost, although it is slightly different to other alternate costs. Madness costs are generally quite cheap for their effects due to one reason; to pay the madness cost, the card must be discarded. When a card with madness is discarded, its owner may choose to exile it. If they do, they may cast it at instant speed for its madness cost.
I'm going mad 2BB
Sorcery
Destroy target creature
Madness 1BIf you discard this card, you may cast it for its madness cost instead of discarding it
WU Mages, made up of various races
After hours of painstaking brainstorming, I have abandoned kithkin as the centre of the tribe, as they are too combat focused for what I am trying to do with these colours. Mages it is.
Returning Keyword: Spell Mastery
Another returning keyword is Spell Mastery. This keyword checks to see if there are two or more instant and sorcery cards in your graveyard, and if so, triggers an additional effect, usually an upgraded version of the main one. I hope to trial some permanent cards with spell mastery and have them as activated abilities, opening new frontiers for spell mastery.
Time transform 2U
Sorcery
Return target creature to its owner’s hand
Spell Mastery - If there are two or more instant or sorcery cards in your graveyard, return two target creatures to their owner’s hands instead
BR Demons
New Keyword: Carnage
Carnage is an activated ability that requires the sacrifice of a creature. When a creature with Carnage attacks, its controller may sacrifice a creature for an effect. The sacrifice occurs during the declare attackers step and thus the sacrificed creature deals no combat damage
Demonic Demon 3RB
Creature - Demon
Haste
Carnage - When Demonic Demon attacks, you may sacrifice a creature, if you do Demonic Demon deals 2 damage to target creature or player
4/5
GW Humans
This pairing is actually making me so mad
The new mechanic is Pack Hunter. Pack Hunter is always followed by a number and reads: When you cast ~ from your hand, reveal the top card of your library. If it's a creature card with converted mana cost N or less, you may cast it without paying its mana cost
All of the mechanics are subject to change and nothing is set in stone
I created a cycle of enchantments that are designed to work with each of the pairings and I have been given some sterling advice by horeeh. So without further adew, the new enchantment cycle
Ritual of Pteroglyphs 2GG
Enchantment (R)
Whenever a creature enters the battlefield under your control, if it was cast for an alternate cost, put two +1/+1 counters on that creature. (Casting without paying mana cost counts as alternative cost)
2R Target creature can't block this turn
Ritual of Sacred Spark 2WW
Enchantment (R)
Whenever you cast a spell, if it's the second spell of that type you cast this turn, put a 2/1 white Leonin Warrior creature token onto the battlefield
2G: Target creature you control gets +X/+X until end of turn, where X is the number of other creatures you control
Ritual of High Arcany 2UU
Enchantment (R)
At the beginning of your draw step, draw an additional card, then discard a card
2W: Gain 1 life for each instant and/or sorcery card in your graveyard.
Ritual of Scars 2BB
Enchantment (R)
Whenever you discard a card or sacrifice a creature, target creature gets -1/-1 until end of turn
2U: Put target noncreature, nonland card chosen at random from your graveyard on the top of your library.
Ritual of Carnage 2RR
Enchantment (R)
At the beginning of your second main phase, if a player lost 4 or more life this turn, exile the top card of your library. Until end of turn, you may play that card.
2B: Put a 0/1 black Thrall creature token onto the battlefield.
I have created a cycle of high-ups in each tribe, some leaders, some more like Borborgymos of the Gruul Clans - an alpha male/female. Names are temporary and will change.
King of the Dinos 3RRGG
Legendary Creature - Dinosaur (M)
Whenever King of the Dinos attacks, put a 4/4 red dinosaur creature token onto the battlefield tapped and attacking.
Whenever King of the Dinos blocks, put a 4/4 red dinosaur creature token onto the battlefield blocking 1 target creatures.
6/6
While this one doesn't have primordial, the tokens will be vanilla and therefore will be affected by the vanilla buffs that will be included in the set. I included an attacking and a blocking clause to give a bit of variety in the tokens, but I am concerned that it would be too strong.
Celeste, Herald of the Overmother 2UB
Legendary Creature - ? witch (M)
Cards in your hand Madness X where X is that card's converted mana cost minus 1
Whenever you discard a card, you may discard 2 card instead. UBT: Discard a card
3/3
Once again, doesn't have madness itself, but enables madness through its combination of abilities. She is completely self-contained and can be played with little or no madness cards in a deck.
Fardulf, Spell Shaper 3WU
Legendary Creature - ? Mage (M)
Instant and sorcery spells you cast cost 2 less to cast.
Whenever you cast an instant or sorcery spell, if there are 4 or more instant or sorcery cards in your graveyard you may copy that spell. You may choose new targets for the copy.
3/3
It's hard to make creatures that are all about spells, but I think this one is nice. Making the spells cheaper is always good, and the copy ability, while it looks like spell mastery, I felt that having only 2 instants or sorceries was too strong. Once again, fully playable outside of the tribe.
Sinar, the Resurrected 2BBRR
Legendary Creature - Demon (M)
At the beginning of combat on your turn, put a 01 Thrall token onto the battlefield under your control.
Carnage- When Sinar attacks, you may sacrifice any number of creatures. Sinar deals 3 damage to target creature or player for each creature sacrificed in this way.
5/4
Rakdos, my favourite guild. The thrall tokens are going to be a minor theme in this tribe, and they are 0/1s to capture the theme that they are absolute slaves, worth nothing at all except for sacrifice fodder. I gave him an unlimited sacrifice ability because he isn't just a minor demon or acolyte, he is the all-powerful demon-god. Not as playable on his own without his tribe, but lots of black and red cards are sacrifice friendly.
Vesstan, Sage Leader WG
Legendary Creature - Elf Shaman (M)
Whenever you cast a creature spell, if you cast it from your hand, scry 2.
Whenever you cast a creature spell, if you cast it from your library, draw a card.
2/2
Works with the new pack hunter which casts creatures from your library for free, but also works on her own, scrying every time you cast a creature is really nice.
Well those are the "Leaders" of each tribe, let me know what you think about them in the comments.
As an avid flavour nerd, I have crafted the background on the storyline for the set. I was hoping if you could let me know what you think of it, and give any advice on what to do with the story.
Garruk has just arrived on Muraganda, and obviously has no idea what is going on. His planeswalker spark has just ignited due to an unknown (at the moment) trauma, and it took him to Muraganda. The beasts he was connected with have disappeared and in their place are all new creatures. He meets and bonds with one (A large green reptilian creature he later learns is a dinosaur) and begins searching for people to help him understand what has happening. Meanwhile, the animosity between the scarwitches of UB and the mages of WU is on the rise. The mages and witches used to be one order, until a long forgotten conflict separated them, but while the reason may be lost to time, the hostility remains the same. The scarwitches prophets speak of the coming of The Overmother, the witch queen, and the one who is said to lead them in an empire encompassing all of Muraganda. During Garruk's travels, he learns of planeswalkers from the native elves of the Wrihr tribe, who have witnessed the acts of planeswalkers and pass on their stories like Chinese whispers. Ramaz, upon discovering both the rising tension between the mages and the scarwitches and the appearance of another planeswalker, starts to form a diabolic plan of his own, which will eventually gain the attention of Nicol Bolas.
When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
One of the coolest things that has been hinted at by Muraganda was the "no abilities" subtheme, as evidenced by Muraganda Petroglyphs. I played around with a few ideas of mechanics that would fit in with the theme and came up with what I called Primordial:
Big Bad Dino Man 5GG
Creature - Lizard Beast (U)
Trample
Primordial 3GG(You may cast this spell for its primordial cost. If you do, it loses all abilities when it enters the battlefield.)
6/6
This offers you the choice - do you play a 6/6 for 5, or a 6/6 with trample for 7? It depends on the board state. You can have other things that benefit off of "no abilities" as well -- the sky's the limit there!
That's a really cool idea, thanks. I hadn't even noticed Muraganda Petroglyphs when I was looking for Muraganda related cards
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
So you have any idea as to what sort of group you want to do for RB? Seems like you would want a custom mechanic since you've already got three returning one's which is a little high. I recommend staying away from combat oriented abilities like raid, dash, and unleash sine its all that had been done for a while now. Perhaps something punisher-y.
Im not really sure what the RB tribe will be. All my searching has turned up that the primary inhabitants of Muraganda are: Fang Druids, Mages, Saurid Warriors (Viashino), Elves and Scarwitches. None of these really feel RB to me. It did cross my mind to have a vampiric or demonic race in the RB slot, but I don't know whether they would suit the plane. Also regarding the 3 returning keywords, there is room to change any of them, especially monstrous, as it doesn't seem to fit with an elf faction.
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
Mages are referred to in the flavour text of Muraganda Petroglyphs and in the MTGSalvation wiki page for Muraganda
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
I've wanted to work on a Muraganda set for some time and would love to help you out with this. If you go with Schultzwald's idea of Monstrosity in red/black instead of green/white might I suggest a solidarity mechanic in the elf faction? Like an idea of them packing together to keep each other safe from dinosaurs and other dangers in their world.
EDIT: I recall reading that the elves of Muraganda believe that the Mimeoplasm's role in their ecosystem is basically to "put death back into life." Personally, I assume they mean like the thrill of being alive, knowing that they could die at any moment. Perhaps, give them an ability (as well as instants and sorceries related to them) that does something extra if your opponent controls a powerful creature. Maybe power 4 or more. So something like,
Canopy Traveler
2G
Creature - Elf Scout
Reach
Instinct - If your opponent controls a creature with power 4 or more Canopy Traveler can't be blocked by creatures without flying.
That's a really good idea. I'm definitely changing monstrosity from the WG faction but I'm not sure if I want to add it to the BR faction or if I want to make a new mechanic, though I'm leaning towards making a new mechanic. man_of_the_multiverse if you are keen to work on a Muraganda set, I would love some long term help and I can send you my initial designs for some card ideas if you like
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
Monstrosity doesn't not make sense in green and white. After all, white's definitely the next-best color at pump after green and uses +1/+1 counters in other contexts a lot. It certainly feels better there than in black-red; black getting to grow like that is not necessarily very fitting, although black did get a couple of monstrosity cards in Theros block, white technically had the same amount, and monstrosity appearing and not getting to be in green makes little sense.
1) You should have a mechanic where some creatures can ride other creatures.
2) Instead of elves, you should use some sentient but less human-looking creature type.
1) You should have a mechanic where some creatures can ride other creatures.
Don't know if you know this, but "riding" is the bane of every designer's existence because it seems impossible to make a flavorful "ride" mechanic that also is good mechanically.
2) Instead of elves, you should use some sentient but less human-looking creature type.
Muraganda canonically has Elves. At least some of them venerate The Mimeoplasm in a religious sense. However, presumably the Saurid - Lizardfolk of some descriptor - may have a green alignment.
Regarding monstrousity, I was never incredibly keen on using it for the WG nor did I especially like it in the BR tribe, so I think I would just make a new mechanic for both. I do like the idea of having a mount mechanic, but as has already been raised, that is very hard to create a mechanic that does that kind of thing well. Saurid warriors to me feel GR and so I have included them in the GR faction as Viashino, because Viashino and Saurid would most likely be very similar. The only reason that I would change Viashino to Saurid would be due to Viashino being descendent from dragogns while Saurid would seem to have descended from dinosaurs. However Viashino are an already developed creature type while Saurid are not.
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
I did some work on a Muraganda plane and a simple mechanic I liked (and used for a Viashino GR archetype) was Predator (Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this.) It's the old Sengir Vampire mechanic, but it just plays so well with things like fight/forced blocking, and works well with other +1/+1 counter synergy you might have in a set. The mechanic can be splashed into B as well.
Edit: There are also a bunch of people who have done work on Muraganda as a plane, it's a very popular idea, and their is a ton of useful stuff you can search up in this very forum.
Thanks for the idea of searching other stuff on the forum, I hadn't thought of that. I like the Sengir Vampire mechanic (Zurgo Helmsmasher is one of my favourite cards of all time) however I already have a GR mechanic that I'm pretty sure about. In saying that, Predator would fit very nicely in the RB tribe and I will definitely consider it as the RB mechanic. Thanks
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
It is, I think, for the best that you want a new mechanic. For as good as monstrous in green and white would be, it feels a little bit too much like the inverse of primordial.
Riding would be truly amazing in that color combo; I can spitball implementations for that later.
As of now, I have mechanics for WG and RB but I would be happy to hear your ideas for a riding mechanic
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
Take a look at my Muraganda Mini set. While it is purposefully quite small and limited, I feel like it was able to uncover some interesting space for the plane.
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I had noticed your set and I was wondering if I could adapt some of your ideas for my set. I would give you full credit for anything I use of course.
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
A bunch of versions might be viable, from banding variants to exalted ones...
Mount (T, Tap an untapped creature you control: This creature's rider dismounts, then the tapped creature rides this creature for as long as you control both. Riders and their mounts attack and block together, are blocked and block as a group, and their blockers and blocked creatures assign all combat damage to the mount.)
Mount (Whenever this creature attacks or blocks, you may tap an untapped creature you control. If you do, this creature gets +X/+Y until end of turn, where X is the tapped creature's power and Y is its toughness.)
Mount N (Tap an untapped creature you control: This creature gets +1/+1 {the pump is optional in this version}, can't be blocked except by an additional creature, and can block an additional creature this turn. Activate this ability no more than N times each turn.)
A bunch of versions might be viable, from banding variants to exalted ones...
Mount (T, Tap an untapped creature you control: This creature's rider dismounts, then the tapped creature rides this creature for as long as you control both. Riders and their mounts attack and block together, are blocked and block as a group, and their blockers and blocked creatures assign all combat damage to the mount.)
Mount (Whenever this creature attacks or blocks, you may tap an untapped creature you control. If you do, this creature gets +X/+Y until end of turn, where X is the tapped creature's power and Y is its toughness.)
Mount N (Tap an untapped creature you control: This creature gets +1/+1 {the pump is optional in this version}, can't be blocked except by an additional creature, and can block an additional creature this turn. Activate this ability no more than N times each turn.)
I feel like Soulbond's technology of "pairing" creatures can be used somehow. I like the feel of the second ability the most. Maybe something like pair with an unpaired creature and tap that creature, and as long as that creature is tapped it gets +X/+Y. Maybe some stuff can get an additional ability when paired like with Soulbond.
Also just wanted to say that I think Primordial is a really sweet mechanic. A very nice way to make vanilla matters a theme while still having non-vanillas, I think.
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They didn't care that he was the savior of Fort Keff, the great hunter of Ondu, the champion of Kabira. To them, he was just another piece of flesh, a thing with life to be drained away.
I really like Soulbond as a mechanic and would love to use something like it, however I don't know how I would make it different enough mechanically to Soulbond. Tapping a creature to give a boost to another creature sounds pretty cool, but I do feel like it would limit the number of non mount cards that can interact with it.
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When the Second Sun rests between the horns on the horizon, so begins the Hour of Revelation. Then the Hour of Glory, the Hour of Promise, and finally the Hour of Eternity
- The Accounting of Hours
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This is my custom set on the plane Muraganda. For those who don't know, Muraganda is a plane populated by dinosaurs and The Mimeoplasm. We want this to be as much like a real set as we can and we need some help. I'm getting to the stage where the initial idea work is pretty much done and so now I need people who are willing to become permanent or semi-permanent developers and designers to help me flesh out the set. PM me if you are interested in joining my crusade.
I see myself particularly needing help with the WU and UB factions because I am very unfamiliar with the playstyle of these pairings.
After some deliberation and some interesting comments, I have decided to set this set in the past, specifically during Garruk's early life, as I would like Muraganda to be one of the very first planes that he travels to. It has also been brought to my attention that many blocks have a planeswalker that is 'out of their element' meaning that they are on a plane that doesn't fit with their philosophy, powers, etc. For now this planeswalker is going to be a younger Tamiyo, before she travelled to Innistrad. Unfortunately, due to this set having a mono green Garruk, I do not want to put in Domri Rade as the third planeswalker (too much love for green), and will leave him for the second set. The third planeswalker is Ramaz, a GUR planeswalker who has been associated with Bolas, but not yet. He will be connected with the dinosaurs on the plane, and will be one of the few humans who are
The set will focus on allied colour pairs, with most of the cards fitting into one of these pairs, Lorwyn style. The Mimeoplasm is of course going to make a return, but it will not be the same as last time...
RG Dinosaurs and Viashino
New Keyword: Primordial
Primordial is an alternate cost. If you cast a creature for its primordial cost, it enters the battlefield with a primal counter on it. Creatures with primal counters have no abilities. The reason that I have changed from just having no abilities is both a memory issue, brought up in the comments, but also so I can reference primal counters in some of my cards, with ways to add, remove and manipulate them. Note that even though this is the dinosaur faction, all colours will get dinosaurs in some variety, just RG is where the most dinosaurs sit.
Charging Triceratops 4GGG
Creature - Dinosaur
Hexproof, Trample
Primordial 3GG You may cast this creature for its primordial cost. If you do, it enters the battlefield with a primal counter on it. Creatures with primal counters have no abilities
5/5
UB Scarwitches
Returning Keyword: Madness
Hailing all the way back from Torment and Time Spiral, Madness makes a return in Muraganda Awakens! Madness is another alternate cost, although it is slightly different to other alternate costs. Madness costs are generally quite cheap for their effects due to one reason; to pay the madness cost, the card must be discarded. When a card with madness is discarded, its owner may choose to exile it. If they do, they may cast it at instant speed for its madness cost.
I'm going mad 2BB
Sorcery
Destroy target creature
Madness 1B If you discard this card, you may cast it for its madness cost instead of discarding it
WU Mages, made up of various races
After hours of painstaking brainstorming, I have abandoned kithkin as the centre of the tribe, as they are too combat focused for what I am trying to do with these colours. Mages it is.
Returning Keyword: Spell Mastery
Another returning keyword is Spell Mastery. This keyword checks to see if there are two or more instant and sorcery cards in your graveyard, and if so, triggers an additional effect, usually an upgraded version of the main one. I hope to trial some permanent cards with spell mastery and have them as activated abilities, opening new frontiers for spell mastery.
Time transform 2U
Sorcery
Return target creature to its owner’s hand
Spell Mastery - If there are two or more instant or sorcery cards in your graveyard, return two target creatures to their owner’s hands instead
BR Demons
New Keyword: Carnage
Carnage is an activated ability that requires the sacrifice of a creature. When a creature with Carnage attacks, its controller may sacrifice a creature for an effect. The sacrifice occurs during the declare attackers step and thus the sacrificed creature deals no combat damage
Demonic Demon 3RB
Creature - Demon
Haste
Carnage - When Demonic Demon attacks, you may sacrifice a creature, if you do Demonic Demon deals 2 damage to target creature or player
4/5
GW Humans
This pairing is actually making me so mad
The new mechanic is Pack Hunter. Pack Hunter is always followed by a number and reads: When you cast ~ from your hand, reveal the top card of your library. If it's a creature card with converted mana cost N or less, you may cast it without paying its mana cost
All of the mechanics are subject to change and nothing is set in stone
Ritual of Pteroglyphs 2GG
Enchantment (R)
Whenever a creature enters the battlefield under your control, if it was cast for an alternate cost, put two +1/+1 counters on that creature. (Casting without paying mana cost counts as alternative cost)
2R Target creature can't block this turn
Ritual of Sacred Spark 2WW
Enchantment (R)
Whenever you cast a spell, if it's the second spell of that type you cast this turn, put a 2/1 white Leonin Warrior creature token onto the battlefield
2G: Target creature you control gets +X/+X until end of turn, where X is the number of other creatures you control
Ritual of High Arcany 2UU
Enchantment (R)
At the beginning of your draw step, draw an additional card, then discard a card
2W: Gain 1 life for each instant and/or sorcery card in your graveyard.
Ritual of Scars 2BB
Enchantment (R)
Whenever you discard a card or sacrifice a creature, target creature gets -1/-1 until end of turn
2U: Put target noncreature, nonland card chosen at random from your graveyard on the top of your library.
Ritual of Carnage 2RR
Enchantment (R)
At the beginning of your second main phase, if a player lost 4 or more life this turn, exile the top card of your library. Until end of turn, you may play that card.
2B: Put a 0/1 black Thrall creature token onto the battlefield.
I have created a cycle of high-ups in each tribe, some leaders, some more like Borborgymos of the Gruul Clans - an alpha male/female. Names are temporary and will change.
King of the Dinos 3RRGG
Legendary Creature - Dinosaur (M)
Whenever King of the Dinos attacks, put a 4/4 red dinosaur creature token onto the battlefield tapped and attacking.
Whenever King of the Dinos blocks, put a 4/4 red dinosaur creature token onto the battlefield blocking 1 target creatures.
6/6
While this one doesn't have primordial, the tokens will be vanilla and therefore will be affected by the vanilla buffs that will be included in the set. I included an attacking and a blocking clause to give a bit of variety in the tokens, but I am concerned that it would be too strong.
Celeste, Herald of the Overmother 2UB
Legendary Creature - ? witch (M)
Cards in your hand Madness X where X is that card's converted mana cost minus 1
Whenever you discard a card, you may discard 2 card instead.
UBT: Discard a card
3/3
Once again, doesn't have madness itself, but enables madness through its combination of abilities. She is completely self-contained and can be played with little or no madness cards in a deck.
Fardulf, Spell Shaper 3WU
Legendary Creature - ? Mage (M)
Instant and sorcery spells you cast cost 2 less to cast.
Whenever you cast an instant or sorcery spell, if there are 4 or more instant or sorcery cards in your graveyard you may copy that spell. You may choose new targets for the copy.
3/3
It's hard to make creatures that are all about spells, but I think this one is nice. Making the spells cheaper is always good, and the copy ability, while it looks like spell mastery, I felt that having only 2 instants or sorceries was too strong. Once again, fully playable outside of the tribe.
Sinar, the Resurrected 2BBRR
Legendary Creature - Demon (M)
At the beginning of combat on your turn, put a 01 Thrall token onto the battlefield under your control.
Carnage- When Sinar attacks, you may sacrifice any number of creatures. Sinar deals 3 damage to target creature or player for each creature sacrificed in this way.
5/4
Rakdos, my favourite guild. The thrall tokens are going to be a minor theme in this tribe, and they are 0/1s to capture the theme that they are absolute slaves, worth nothing at all except for sacrifice fodder. I gave him an unlimited sacrifice ability because he isn't just a minor demon or acolyte, he is the all-powerful demon-god. Not as playable on his own without his tribe, but lots of black and red cards are sacrifice friendly.
Vesstan, Sage Leader WG
Legendary Creature - Elf Shaman (M)
Whenever you cast a creature spell, if you cast it from your hand, scry 2.
Whenever you cast a creature spell, if you cast it from your library, draw a card.
2/2
Works with the new pack hunter which casts creatures from your library for free, but also works on her own, scrying every time you cast a creature is really nice.
Well those are the "Leaders" of each tribe, let me know what you think about them in the comments.
As an avid flavour nerd, I have crafted the background on the storyline for the set. I was hoping if you could let me know what you think of it, and give any advice on what to do with the story.
Garruk has just arrived on Muraganda, and obviously has no idea what is going on. His planeswalker spark has just ignited due to an unknown (at the moment) trauma, and it took him to Muraganda. The beasts he was connected with have disappeared and in their place are all new creatures. He meets and bonds with one (A large green reptilian creature he later learns is a dinosaur) and begins searching for people to help him understand what has happening. Meanwhile, the animosity between the scarwitches of UB and the mages of WU is on the rise. The mages and witches used to be one order, until a long forgotten conflict separated them, but while the reason may be lost to time, the hostility remains the same. The scarwitches prophets speak of the coming of The Overmother, the witch queen, and the one who is said to lead them in an empire encompassing all of Muraganda. During Garruk's travels, he learns of planeswalkers from the native elves of the Wrihr tribe, who have witnessed the acts of planeswalkers and pass on their stories like Chinese whispers. Ramaz, upon discovering both the rising tension between the mages and the scarwitches and the appearance of another planeswalker, starts to form a diabolic plan of his own, which will eventually gain the attention of Nicol Bolas.
- The Accounting of Hours
Big Bad Dino Man 5GG
Creature - Lizard Beast (U)
Trample
Primordial 3GG (You may cast this spell for its primordial cost. If you do, it loses all abilities when it enters the battlefield.)
6/6
This offers you the choice - do you play a 6/6 for 5, or a 6/6 with trample for 7? It depends on the board state. You can have other things that benefit off of "no abilities" as well -- the sky's the limit there!
- The Accounting of Hours
- The Accounting of Hours
G/W could have a power 5 matters theme. Similar to naya's theme in shards block.
BGGRock
Modern
BRGJund
BBGRock
- The Accounting of Hours
EDIT: I recall reading that the elves of Muraganda believe that the Mimeoplasm's role in their ecosystem is basically to "put death back into life." Personally, I assume they mean like the thrill of being alive, knowing that they could die at any moment. Perhaps, give them an ability (as well as instants and sorceries related to them) that does something extra if your opponent controls a powerful creature. Maybe power 4 or more. So something like,
Canopy Traveler
2G
Creature - Elf Scout
Reach
Instinct - If your opponent controls a creature with power 4 or more Canopy Traveler can't be blocked by creatures without flying.
2/3
BUGThe MimeoplasmBUG
WUBGAtraxa, Praetor's VoiceWUBG
BGhoulcaller GisaB
URMizzix of the IzmagnusUR
UBSygg,River CutthroatUB
RZada, Hedron GrinderR
RGUlrich, Krallenhorde AlphaRG
- The Accounting of Hours
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
2) Instead of elves, you should use some sentient but less human-looking creature type.
Don't know if you know this, but "riding" is the bane of every designer's existence because it seems impossible to make a flavorful "ride" mechanic that also is good mechanically.
Muraganda canonically has Elves. At least some of them venerate The Mimeoplasm in a religious sense. However, presumably the Saurid - Lizardfolk of some descriptor - may have a green alignment.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I didn't realize elves were as such. Okie dokie then.
- The Accounting of Hours
Edit: There are also a bunch of people who have done work on Muraganda as a plane, it's a very popular idea, and their is a ton of useful stuff you can search up in this very forum.
- The Accounting of Hours
Riding would be truly amazing in that color combo; I can spitball implementations for that later.
Black-red is still an issue, of course...
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
- The Accounting of Hours
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
- The Accounting of Hours
Mount (T, Tap an untapped creature you control: This creature's rider dismounts, then the tapped creature rides this creature for as long as you control both. Riders and their mounts attack and block together, are blocked and block as a group, and their blockers and blocked creatures assign all combat damage to the mount.)
Mount (Whenever this creature attacks or blocks, you may tap an untapped creature you control. If you do, this creature gets +X/+Y until end of turn, where X is the tapped creature's power and Y is its toughness.)
Mount N (Tap an untapped creature you control: This creature gets +1/+1 {the pump is optional in this version}, can't be blocked except by an additional creature, and can block an additional creature this turn. Activate this ability no more than N times each turn.)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I feel like Soulbond's technology of "pairing" creatures can be used somehow. I like the feel of the second ability the most. Maybe something like pair with an unpaired creature and tap that creature, and as long as that creature is tapped it gets +X/+Y. Maybe some stuff can get an additional ability when paired like with Soulbond.
Also just wanted to say that I think Primordial is a really sweet mechanic. A very nice way to make vanilla matters a theme while still having non-vanillas, I think.
But the people behind the barrier knew.
- The Accounting of Hours