A long, long time ago I formed a clan on MTGnews called The Dark Nation. We embarked on a quest to complete our own set, and continue later with two smaller expansions, like seen in Magic. This is the resurrection of that project. There was alot of cards done, and alot of the ideas were done as well. Once I find the final story, I'll post it here.
The set's main mechanic we came up with was Solvency, which read:
Solvency (You may put this into play without this paying its mana cost. At the beginning of your next upkeep, pay its mana cost or sacrifice it.)
We also decided we wanted to use Kicker Costs, because alot of people in the clan liked that ability.
Information taken from the deceased clan thread:
Habitat/Environment Ideas:
(None)
Important Location Ideas:
White DeHerritanial (Herrita from Herritance = Place of Birth) -
The cities of the angels float within the sky, just above the clouds. Their temples are ancient, and large, nearly like floating castles that look as though they were ripped from their foundation. They are connected by ancient marble stairways and bridges, regardless that the angels can fly. They watch over [insert plane name here] from there, staying isolated from the world below.
Blue Kadath, The Great Crystal City - Main city where Merfolk (if used) live: A giant city made entirely of crystal, it would be this huge underwater city, with parts of it above water.
Black Ruined City of Dis - An ancient city where the greedy citizens gambled with their fate by using forbidden magic to summon an unholy army to vanquish there foes, while it did that, they also killed avery last person and took over the region, shrouding it in an impenetrable black mist, making it anaccessible to all other races. Thus the demons plot a war against the angels above, for they envy them, because they canno fly into the sky, because they cannot fly so close to the sun.
Necdeterotia (the area) - An utter wasteland on the outside of the mountains that encircle the City of Dis. A deadly mist hovers at the mountains bottom as all of the liquid flows towards the mountains, rather than being stagnant and dead. There is no source of pollution or wastes that have tainted the waters and the scattered above-water, thin lands of the swamp known as Dead Mist At the base of the mountains on the south side is a large cave that holds the entrance and gate to the City of Dis.
Character Ideas/Names:
Main Characters
Maugun Ra, Iyanna Arienal
White
(None)
Blue
(None)
Black
Akubar, Demon King
Red
(None)
Green
(None)
Possibilities for Different Races:
White:
Angels
Blue:
Mages/Wizards
Black:
Demons
Necromancers
Imps
Specters
Red:
Wizards/Mages
Green:
Druids
Set Stats
1/46 White
3/46 Blue
21/46 Black
1/46 Red
1/46 Green
0/18 Multicolor
0/18 Artifacts
0/8 Non-Basic Lands
0/20 Basic Lands
Total: 306 Cards
16/88 Rares
5/88 Uncommons
8/130 Commons
0/028 Lands
1/139 Creatures
0/139 Spells
White
0/23 Creatures
0/23 Spells
0/14 Rares
0/14 Uncommons
0/18 Commons
Total Each: 0/46
Blue
2/23 Creatures
0/23 Spells
1/14 Rares
1/14 Uncommons
0/18 Commons
Total Each: 2/46
Black
23/23 Creatures
23/23 Spells
14/14 Rares
14/14 Uncommons
18/18 Commons
Total Each: 46/46
Red
20/23 Creatures
0/23 Spells
1/14 Rares
0/14 Uncommons
0/18 Commons
Total Each: 0/46
Green
1/23 Creatures
0/23 Spells
1/14 Rares
0/14 Uncommons
0/18 Commons
Total Each: 0/46
Without further adieu, I present the first batch of cards I'll be posting, all mostly black:
Absence of Light - 1BB
Enchant Creature (Common)
Enchanted creature has Fear, protection from white, and "Whenever this deals combat damage to a player, that player discards a card at random unless he or she pays 2."
Azael, Demon of War - 3BBB
Creature - Demon Legend
Double Strike
When Azael comes into play, you lose 1 life for each card in your hand in excess of three. If you have no cards in hand, sacrifice Azael.
1B, T: Destroy target creature. It can't be regnereated. Put a +1/+1 counter on Azael.
1B: Azael gets +1/+1 until end of turn.
3/4
Corrosive Mage - 3BB
Creature - Skeleton Mage (Rare)
1BB, T: Destroy target creature. It can't be regenerated. You may distribute X -1/-1 counters among any number of creatures, where X is half of the destroyed creature's toughness rounded up.
1/5
Dark Praetor - 2BB
Creature - Necromancer (Uncommon)
Protection from white, Protection from green.
1B, T: Add B to your mana pool for each green and white creature your opponent controls.
2/2
Death-Watch Dragon - 5BB
Creature - Dragon Demon (Rare)
Flying, Fear
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on Death-Watch Dragon.
Even undead, the dragon still has a never-ending hunger. Now it has an eternity to satisfy it.
5/5
Demonic Hordes - 3BBB
Creature - Demon Squad (Rare)
T: Destroy target land.
Pay BBB during your upkeep or the Hordes become tapped and your opponent chooses a land you control and its destroyed.
As the the demons began their assault on DeHerritanial in careless fury, pieces of the temples fell from the sky, and scattered buildings below were struck.
5/5
Grotesque Monitor - 2B
Creature - Horror (Common)
3B, T: Look at target player's hand and choose a card. That player discards all copies of that card from his or her hand.
1/3
Guardian Demon - 1BB
Creature - Demon Guardian (Common)
Flying
When Guardian Demon comes into play, you may have target player reveal his or her hand and choose a creature card. That player discards that card.
2/2
Loss of Hope - 3B
Instant (Common)
Each opponent loses 1 life for each creature he or she controls. "Its only a matter of time until their armies wither away, and the prophecy is fulfilled."
(Note: Loss of Hope was actually created months before Fifth Dawn came out. Kind of funny that the name is almost the same as Lose Hope, eh?)
Manic Charge - 2BBB
Instant (Uncommon)
Black creatures you control get +3/+3 and Fear until end of turn.
Merciless Drowning - BB
Instant (Common)
Destroy target creature. It can't be regenerated. "My fears want to get inside of you."
Pain Elemental - 4BB
Creature - Spirit (Rare)
Flying
When Pain Elemental comes into play, put two 2/2 black Spirit creature tokens with flying into play.
When Pain Elemental leaves play, put two 2/2 black Spirit creature tokens with flying into play.
1BB: Put a 1/1 black Spirit creature token with flying into play.
4/4
Soul Summoner - 3BBB
Creature - Human Necromancer (Rare)
First Strike
Whenever Soul Summoner deals combat damage to a player, you may choose target creature in any graveyard and remove it from the game. If you do, put X +1/+1 counters on target creature in play, where X is the converted mana cost of the creature removed this way.
3/5
Sudden Bleeding - B
Instant (Common)
Target creature gets -2/-2 until end of turn.
The Feared - 1BBB
Creature - Spirit (Rare)
Protection from White.
Whenever The Feared deals combat damage to a ceature, that creature gets -2/-2 until end of turn.
Whenever The Feared deals combat damage to a player, that player discards a card at random. "Suffered through tragedy of it's slow decay."
- Book of Resurrection.
2/3
Tormented Assassin - BBB
Creature - Assassin Rogue (Rare)
First Strike
At the end of your turn, you lose 2 life.
Whenever Tormented Assassin deals damage, you may destroy target creature. It can't be regenerated.
4/3
Undead Warlock - 5B
Creature - Skeleton Mage (Rare)
1BB, T: Undead Warlock deals 2 damage to each creature and each player.
3B, Remove a creature in your graveyard from the game: return Undead Warlock from your graveyard to play and put a number of +1/+1 counters on it equal to half of the removed creature's converted mana cost, rounded up. Use this ability only if Undead Warlock is in your graveyard.
4/4
Vicous Demon - 2BB
Creature - Demon Soldier (Uncommon)
Trample
BB, T: Choose two target creatures target player controls, then flip a coin. If you win, destroy those creatues. If you lose, you lose 2 life. If eyes could kill...
3/2
Wicked Laughter - 2B
Instant (Common)
Target creature you control gains Fear and gets +3/+2 until end of turn.
Also attached are a few of the cards made. They need to obviously be re-done, as the template and font looks alot better in the newer version of MTG Set Editor.
"Maugun Ra" sounds like a cool name for a legend...
I hope he's big, black armored, with a skeletal pattern on his army... Hmm... Why not? Let's call him a Phoenix Lord and have him the leader of the Dark Reapers... Now that would be the epitome of originality...
"Maugun Ra" sounds like a cool name for a legend...
I hope he's big, black armored, with a skeletal pattern on his army... Hmm... Why not? Let's call him a Phoenix Lord and have him the leader of the Dark Reapers... Now that would be the epitome of originality...
I take it who came up with the name didn't come up with it on their own? Because I didn't recognize the name when they posted it.
I take it who came up with the name didn't come up with it on their own? Because I didn't recognize the name when they posted it.
-TNK
I play Warhammer 40,000 (As seen on the Icon) and in the game there is a character by that name... It could be total coincidence, but being that it's a very "unusual" fantasy name, I jumped to harsh conclusions...
I retract my previous accusation and ask:
Is "Maugun Ra" influenced in any part by the Eldar character in Warhammer 40k?
I play Warhammer 40,000 (As seen on the Icon) and in the game there is a character by that name... It could be total coincidence, but being that it's a very "unusual" fantasy name, I jumped to harsh conclusions...
I retract my previous accusation and ask:
Is "Maugun Ra" influenced in any part by the Eldar character in Warhammer 40k?
I don't know, I'm not the one who came up with the idea for the name As it is I play Warhammer40K very lightly (Necrons, to be exact), but I don't know much about the Eldar Anyways, if its been taken from Warhammer40K I can guarantee I'll be coming up with a different name.
The set's main mechanic we came up with was Solvency, which read:
Solvency (You may put this into play without this paying its mana cost. At the beginning of your next upkeep, pay its mana cost or sacrifice it.)
We also decided we wanted to use Kicker Costs, because alot of people in the clan liked that ability.
Information taken from the deceased clan thread:
Habitat/Environment Ideas:
(None)
Important Location Ideas:
White
DeHerritanial (Herrita from Herritance = Place of Birth) -
The cities of the angels float within the sky, just above the clouds. Their temples are ancient, and large, nearly like floating castles that look as though they were ripped from their foundation. They are connected by ancient marble stairways and bridges, regardless that the angels can fly. They watch over [insert plane name here] from there, staying isolated from the world below.
Blue
Kadath, The Great Crystal City - Main city where Merfolk (if used) live: A giant city made entirely of crystal, it would be this huge underwater city, with parts of it above water.
Black
Ruined City of Dis - An ancient city where the greedy citizens gambled with their fate by using forbidden magic to summon an unholy army to vanquish there foes, while it did that, they also killed avery last person and took over the region, shrouding it in an impenetrable black mist, making it anaccessible to all other races. Thus the demons plot a war against the angels above, for they envy them, because they canno fly into the sky, because they cannot fly so close to the sun.
Necdeterotia (the area) - An utter wasteland on the outside of the mountains that encircle the City of Dis. A deadly mist hovers at the mountains bottom as all of the liquid flows towards the mountains, rather than being stagnant and dead. There is no source of pollution or wastes that have tainted the waters and the scattered above-water, thin lands of the swamp known as Dead Mist At the base of the mountains on the south side is a large cave that holds the entrance and gate to the City of Dis.
Character Ideas/Names:
Main Characters
Maugun Ra, Iyanna Arienal
White
(None)
Blue
(None)
Black
Akubar, Demon King
Red
(None)
Green
(None)
Possibilities for Different Races:
White:
Angels
Blue:
Mages/Wizards
Black:
Demons
Necromancers
Imps
Specters
Red:
Wizards/Mages
Green:
Druids
Set Stats
1/46 White
3/46 Blue
21/46 Black
1/46 Red
1/46 Green
0/18 Multicolor
0/18 Artifacts
0/8 Non-Basic Lands
0/20 Basic Lands
Total: 306 Cards
16/88 Rares
5/88 Uncommons
8/130 Commons
0/028 Lands
1/139 Creatures
0/139 Spells
White
0/23 Creatures
0/23 Spells
0/14 Rares
0/14 Uncommons
0/18 Commons
Total Each: 0/46
Blue
2/23 Creatures
0/23 Spells
1/14 Rares
1/14 Uncommons
0/18 Commons
Total Each: 2/46
Black
23/23 Creatures
23/23 Spells
14/14 Rares
14/14 Uncommons
18/18 Commons
Total Each: 46/46
Red
20/23 Creatures
0/23 Spells
1/14 Rares
0/14 Uncommons
0/18 Commons
Total Each: 0/46
Green
1/23 Creatures
0/23 Spells
1/14 Rares
0/14 Uncommons
0/18 Commons
Total Each: 0/46
Multicolor Distribution:
0/12 Creatures
0/12 Spells
0/7 Rares
0/7 Uncommons
0/10 Commons
Total: 24
Artifact Distribution:
0/12 Creatures
0/12 Spells
0/9 Rares
0/8 Uncommons
0/7 Commons
Total: 24
Non-Basic Land Stats:
0/2 Rare
1/2 Uncommon
0/4 Common
Total: 08
Basic Land Distribution:
20 Commons
0/4 Plains
1/4 Islands
0/4 Swamp
0/4 Mountain
0/4 Forest
Total: 20
Without further adieu, I present the first batch of cards I'll be posting, all mostly black:
Absence of Light - 1BB
Enchant Creature (Common)
Enchanted creature has Fear, protection from white, and "Whenever this deals combat damage to a player, that player discards a card at random unless he or she pays 2."
Azael, Demon of War - 3BBB
Creature - Demon Legend
Double Strike
When Azael comes into play, you lose 1 life for each card in your hand in excess of three. If you have no cards in hand, sacrifice Azael.
1B, T: Destroy target creature. It can't be regnereated. Put a +1/+1 counter on Azael.
1B: Azael gets +1/+1 until end of turn.
3/4
Corrosive Mage - 3BB
Creature - Skeleton Mage (Rare)
1BB, T: Destroy target creature. It can't be regenerated. You may distribute X -1/-1 counters among any number of creatures, where X is half of the destroyed creature's toughness rounded up.
1/5
Dark Praetor - 2BB
Creature - Necromancer (Uncommon)
Protection from white, Protection from green.
1B, T: Add B to your mana pool for each green and white creature your opponent controls.
2/2
Death-Watch Dragon - 5BB
Creature - Dragon Demon (Rare)
Flying, Fear
Whenever a creature is put into a graveyard from play, put a +1/+1 counter on Death-Watch Dragon.
Even undead, the dragon still has a never-ending hunger. Now it has an eternity to satisfy it.
5/5
Demonic Hordes - 3BBB
Creature - Demon Squad (Rare)
T: Destroy target land.
Pay BBB during your upkeep or the Hordes become tapped and your opponent chooses a land you control and its destroyed.
As the the demons began their assault on DeHerritanial in careless fury, pieces of the temples fell from the sky, and scattered buildings below were struck.
5/5
Grotesque Monitor - 2B
Creature - Horror (Common)
3B, T: Look at target player's hand and choose a card. That player discards all copies of that card from his or her hand.
1/3
Guardian Demon - 1BB
Creature - Demon Guardian (Common)
Flying
When Guardian Demon comes into play, you may have target player reveal his or her hand and choose a creature card. That player discards that card.
2/2
Loss of Hope - 3B
Instant (Common)
Each opponent loses 1 life for each creature he or she controls.
"Its only a matter of time until their armies wither away, and the prophecy is fulfilled."
(Note: Loss of Hope was actually created months before Fifth Dawn came out. Kind of funny that the name is almost the same as Lose Hope, eh?)
Manic Charge - 2BBB
Instant (Uncommon)
Black creatures you control get +3/+3 and Fear until end of turn.
Merciless Drowning - BB
Instant (Common)
Destroy target creature. It can't be regenerated.
"My fears want to get inside of you."
Pain Elemental - 4BB
Creature - Spirit (Rare)
Flying
When Pain Elemental comes into play, put two 2/2 black Spirit creature tokens with flying into play.
When Pain Elemental leaves play, put two 2/2 black Spirit creature tokens with flying into play.
1BB: Put a 1/1 black Spirit creature token with flying into play.
4/4
Soul Summoner - 3BBB
Creature - Human Necromancer (Rare)
First Strike
Whenever Soul Summoner deals combat damage to a player, you may choose target creature in any graveyard and remove it from the game. If you do, put X +1/+1 counters on target creature in play, where X is the converted mana cost of the creature removed this way.
3/5
Sudden Bleeding - B
Instant (Common)
Target creature gets -2/-2 until end of turn.
The Feared - 1BBB
Creature - Spirit (Rare)
Protection from White.
Whenever The Feared deals combat damage to a ceature, that creature gets -2/-2 until end of turn.
Whenever The Feared deals combat damage to a player, that player discards a card at random.
"Suffered through tragedy of it's slow decay."
- Book of Resurrection.
2/3
Tormented Assassin - BBB
Creature - Assassin Rogue (Rare)
First Strike
At the end of your turn, you lose 2 life.
Whenever Tormented Assassin deals damage, you may destroy target creature. It can't be regenerated.
4/3
Undead Warlock - 5B
Creature - Skeleton Mage (Rare)
1BB, T: Undead Warlock deals 2 damage to each creature and each player.
3B, Remove a creature in your graveyard from the game: return Undead Warlock from your graveyard to play and put a number of +1/+1 counters on it equal to half of the removed creature's converted mana cost, rounded up. Use this ability only if Undead Warlock is in your graveyard.
4/4
Vicous Demon - 2BB
Creature - Demon Soldier (Uncommon)
Trample
BB, T: Choose two target creatures target player controls, then flip a coin. If you win, destroy those creatues. If you lose, you lose 2 life.
If eyes could kill...
3/2
Wicked Laughter - 2B
Instant (Common)
Target creature you control gains Fear and gets +3/+2 until end of turn.
Also attached are a few of the cards made. They need to obviously be re-done, as the template and font looks alot better in the newer version of MTG Set Editor.
(Also known as Xenphire)
With the way it's set up, it'll only appear on permanents, as when all's said and done, the Kicker Costs will mostly appear on instants/sorceries
(Also known as Xenphire)
I hope he's big, black armored, with a skeletal pattern on his army... Hmm... Why not? Let's call him a Phoenix Lord and have him the leader of the Dark Reapers... Now that would be the epitome of originality...
I take it who came up with the name didn't come up with it on their own? Because I didn't recognize the name when they posted it.
-TNK
(Also known as Xenphire)
I play Warhammer 40,000 (As seen on the Icon) and in the game there is a character by that name... It could be total coincidence, but being that it's a very "unusual" fantasy name, I jumped to harsh conclusions...
I retract my previous accusation and ask:
Is "Maugun Ra" influenced in any part by the Eldar character in Warhammer 40k?
I don't know, I'm not the one who came up with the idea for the name As it is I play Warhammer40K very lightly (Necrons, to be exact), but I don't know much about the Eldar Anyways, if its been taken from Warhammer40K I can guarantee I'll be coming up with a different name.
(Also known as Xenphire)