Plaxweaver (Common1) G
Creature - Spider
1/2
Mutate 2G(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Reach G, Remove a +1/+1 counter from a creature you control: Plaxweaver deals 1 damage to target creature with flying. Tap that creature.
Card Name (Common2) GU
Creature – Fungus
2/2
Mutate 3GU(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.) 2GU: Put a +1/+1 counter on Card Name.
Simic Biomancer (Common3) 1(G/U)
Creature - Salamander Wizard
2/1
Mutate 4(G/U)(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.) (G/U), Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on target creature.
Card Name (Common4) 4U
Creature - Drake
3/3
Mutate 6UU(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Flying
UNCOMMONS
Acidic Scrayl (Uncommon1) 1G
Creature – Lizard
1/1
Mutate 2G(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Deathtouch 3G, Remove a +1/+1 counter from a creature you control: Destroy target artifact.
Root Troll (Uncommon2) 1G
Creature - Plant Troll
2/1
Mutate 3G(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.) G, Remove a +1/+1 counter from a creature you control: Regenerate target creature.
Card Name (Uncommon3) 1GU
Creature – Plant
2/2
Mutate 3GU(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.) GU, T: Put a +1/+1 counter on target creature.
Card Name (Uncommon4) U
Creature - Jellyfish
1/2
Mutate 2U(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.) U, Remove a +1/+1 counter from a creature you control: Return target creature to its owner's hand.
RARES
Card Name (Rare1) G
Creature - Plant
1/1
Mutate 1G(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Haste G, T, Remove a +1/+1 counter from a creature you control: Double the amount of each type of mana in your mana pool.
Oozelope (Rare3) 2GG
Creature - Antelope Ooze
3/3
Mutate 4GU(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Hexproof
Trample
Zegana, the Genesis Seed (Mythic2) GU
Legendary Creature - Merfolk Wizard
2/2
Mutate 2GU(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Spells your opponents control that target Zegana cost 1 more to cast for each +1/+1 counter on her. 4GU: Double the number of +1/+1 counters on each creature you control.
Cytomancer (Rare4) 2U
Creature - Human Wizard
1/4
Mutate 4U(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Flying U, Remove three +1/+1 counters from among creatures you control: Put a token that's a copy of target creature onto the battlefield.
Previous versions of Mutate.
Mutated # (This creature enters the battlefield with # +1/+1 counters on it.)
Mutate 1 - (G/U)(You may cast this spell for its mutate cost. If you do, it enters the battlefield with a +1/+1 counter on it.)
One question that immediately comes to mind is: Why are you just assigning a keyword to something that is printed very frequently on cards?
I understand that part of the significance of using a keyword is to enforce guild identity, but the keyword content itself should be more than just a masking-over of an already-frequently seen ability on many cards. deidarakoon's adapt mechanic would work fine, not only to enforce the Simic's identity, but also to put a small and simple twist to the typical "ETB with +1/+1 counters" ability that we've seen plenty of times already.
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How to use card tags (please use them for everybody's sanity)
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format Minimum deck size: 60 Maximum number of identical cards: 4 Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
Not bad, but I think the most defining characteristic of Simic is interdependency of creatures facilitated with +1/+1 counters. So if you pursue Adapt, you should perhaps make the rider ability check for each creature you control with a +1/+1 counter on it, such as "Each creature you control with a +1/+1 counter on it has reach." and so-forth.
One question that immediately comes to mind is: Why are you just assigning a keyword to something that is printed very frequently on cards?
I understand that part of the significance of using a keyword is to enforce guild identity, but the keyword content itself should be more than just a masking-over of an already-frequently seen ability on many cards. deidarakoon's adapt mechanic would work fine, not only to enforce the Simic's identity, but also to put a small and simple twist to the typical "ETB with +1/+1 counters" ability that we've seen plenty of times already.
I completely missed this earlier because we simulposted. Good point. And now that Azorius no longer has a kicker mechanic, I could certainly use one for Simic.
Heh, now that I think about it, Simic actually had Adapt as a prior mechanic but dropped it to give Azorius the kicker mechanic. I also abandoned it because it was considered boring by players. However, that was before the rider mechanics seen in the op, which I think makes a huge difference. You might be surprised, as I was, that Ghave, Guru of Spores, Korozda Gorgon, Sage of Fables, Spike Rogue, and Zameck Guildmage are the only cards that exist with the rider mechanic.
I think the activated abilities do make this interesting and this is an alright kicker variant for Simic. I wouldn't expect or want every mutate card to have a "Remove a +1/+1 counter from a creature you control" ability, though.
I think the activated abilities do make this interesting and this is an alright kicker variant for Simic. I wouldn't expect or want every mutate card to have a "Remove a +1/+1 counter from a creature you control" ability, though.
Yeah, when I mentally playtesting designs, it quickly became boring, so there'll be vanilla mutants, and "wtetb, if it was mutated", etc.
I think the mechanic is fine and a perfect example of elegant guild design. I believe you're overdoing the "remove a counter for cost" effect, though. I suspect a mix of vanilla/french vanillas, creatures that gain an ability with a counter, remove for effects and "spreader effects" (i.e. Tuskguard Captain) would make for a more interesting and less overwhelming mechanic.
This is a good simple mechanic. I don't know which part is the rider.
I imagine there are quite a few interesting french vanillas that can be done with this. In fact there are quite a few examples already thanks to kicker.
I agree that I like this mechanic because it's nice and simple. One thing I'd probably change though, is there any particular reason this isn't worded more like Kicker rather than being an alternate cost? Something like
Mutate (You may pay an additional as you cast this creature. If you do, it enters the battlefield with a +1/+1 counter on it.)
Legitimate question, not necessarily a suggestion to change, just wondering if they actively don't do this any more for a particular reason and opt for alternate costs. I like that the kicker wording lends itself better to being used as in an interesting way on cards thanks to kicker establishing that cards can be worded that way (replaced "If this card was kicked" with "if this card was mutated") more than an alternative cost does. It's a small thing but I think it "feels" better.
And at that point, maybe the mechanic could even scale and function more like Multikicker, letting you cast the mutate cost multiple times for additional counters. I'm a big fan of scaling mechanics so I suppose that's not necessary but I like the idea. I guess a problem with the kicker additional cost thing is that it would really be "just kicker" except the kicker is always adding counters. But I think it could make for interesting cards, like ones that care about when you "mutate" a creature like evolve had which I don't think work as well with an alternative casting cost.
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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 imagine there are quite a few interesting french vanillas that can be done with this. In fact there are quite a few examples already thanks to kicker.
While a +1/+1 counter kicker mechanic is a neat idea, I feel it should let you choose which creatures to put the +1/+1 counters on. Graft and Evolve both involved creature-to-creature interactions, and while the secondary abilities do provide a little, I think it would make more sense if the primary mechanic also allowed for more interaction.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
So much great input. Thanks everyone. Every idea will be considered if not implemented. To answer S_I, Shadowfate is correct. I'll put a change log in the OP.
The first time I looked at this thread I wondered why the mechanic seemed so familiar, but then suddenly it became all clear: I used the flipside of this mechanic for another set - for thematic reasons "disfigure" used -1/-1 counters and that lead to some other interactions and synergies.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Plaxweaver (Common1)
G
Creature - Spider
1/2
Mutate 2G (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Reach
G, Remove a +1/+1 counter from a creature you control: Plaxweaver deals 1 damage to target creature with flying. Tap that creature.
Card Name (Common2)
GU
Creature – Fungus
2/2
Mutate 3GU (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
2GU: Put a +1/+1 counter on Card Name.
Simic Biomancer (Common3)
1(G/U)
Creature - Salamander Wizard
2/1
Mutate 4(G/U) (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
(G/U), Remove a +1/+1 counter from a creature you control: Put a +1/+1 counter on target creature.
Card Name (Common4)
4U
Creature - Drake
3/3
Mutate 6UU (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Flying
UNCOMMONS
Acidic Scrayl (Uncommon1)
1G
Creature – Lizard
1/1
Mutate 2G (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Deathtouch
3G, Remove a +1/+1 counter from a creature you control: Destroy target artifact.
Root Troll (Uncommon2)
1G
Creature - Plant Troll
2/1
Mutate 3G (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
G, Remove a +1/+1 counter from a creature you control: Regenerate target creature.
Card Name (Uncommon3)
1GU
Creature – Plant
2/2
Mutate 3GU (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
GU, T: Put a +1/+1 counter on target creature.
Card Name (Uncommon4)
U
Creature - Jellyfish
1/2
Mutate 2U (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
U, Remove a +1/+1 counter from a creature you control: Return target creature to its owner's hand.
RARES
Card Name (Rare1)
G
Creature - Plant
1/1
Mutate 1G (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Haste
G, T, Remove a +1/+1 counter from a creature you control: Double the amount of each type of mana in your mana pool.
Oozelope (Rare3)
2GG
Creature - Antelope Ooze
3/3
Mutate 4GU (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Hexproof
Trample
Zegana, the Genesis Seed (Mythic2)
GU
Legendary Creature - Merfolk Wizard
2/2
Mutate 2GU (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Spells your opponents control that target Zegana cost 1 more to cast for each +1/+1 counter on her.
4GU: Double the number of +1/+1 counters on each creature you control.
Cytomancer (Rare4)
2U
Creature - Human Wizard
1/4
Mutate 4U (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a number of +1/+1 counters on it equal to its base power.)
Flying
U, Remove three +1/+1 counters from among creatures you control: Put a token that's a copy of target creature onto the battlefield.
Previous versions of Mutate.
Mutated # (This creature enters the battlefield with # +1/+1 counters on it.)
Mutate 1 - (G/U) (You may cast this spell for its mutate cost. If you do, it enters the battlefield with a +1/+1 counter on it.)
"Adapt cost (If you cast this creature for its adapt cost, it enters the battlefield with a +1/+1 counter on it."
It was almost always coupled with abilities that care if it has a +1/+1 counter on it, to play up the flavor of it Adapting to become more powerful.
"This creature has reach as long as it has a +1/+1 counter on it."
I understand that part of the significance of using a keyword is to enforce guild identity, but the keyword content itself should be more than just a masking-over of an already-frequently seen ability on many cards. deidarakoon's adapt mechanic would work fine, not only to enforce the Simic's identity, but also to put a small and simple twist to the typical "ETB with +1/+1 counters" ability that we've seen plenty of times already.
[c]Lightning Bolt[/c] -> Lightning Bolt
[c=Lightning Bolt]Apple Pie[/c] -> Apple Pie
Vowels-Only Format
Minimum deck size: 60
Maximum number of identical cards: 4
Ban list: Cards whose English names begin with a consonant, Unglued and Unhinged cards, cards involving ante, Ancestral Recall
I completely missed this earlier because we simulposted. Good point. And now that Azorius no longer has a kicker mechanic, I could certainly use one for Simic.
Heh, now that I think about it, Simic actually had Adapt as a prior mechanic but dropped it to give Azorius the kicker mechanic. I also abandoned it because it was considered boring by players. However, that was before the rider mechanics seen in the op, which I think makes a huge difference. You might be surprised, as I was, that Ghave, Guru of Spores, Korozda Gorgon, Sage of Fables, Spike Rogue, and Zameck Guildmage are the only cards that exist with the rider mechanic.
I think the activated abilities do make this interesting and this is an alright kicker variant for Simic. I wouldn't expect or want every mutate card to have a "Remove a +1/+1 counter from a creature you control" ability, though.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Yeah, when I mentally playtesting designs, it quickly became boring, so there'll be vanilla mutants, and "wtetb, if it was mutated", etc.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I imagine there are quite a few interesting french vanillas that can be done with this. In fact there are quite a few examples already thanks to kicker.
Isn't that exactly what mutate is?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Mutate (You may pay an additional as you cast this creature. If you do, it enters the battlefield with a +1/+1 counter on it.)
Legitimate question, not necessarily a suggestion to change, just wondering if they actively don't do this any more for a particular reason and opt for alternate costs. I like that the kicker wording lends itself better to being used as in an interesting way on cards thanks to kicker establishing that cards can be worded that way (replaced "If this card was kicked" with "if this card was mutated") more than an alternative cost does. It's a small thing but I think it "feels" better.
And at that point, maybe the mechanic could even scale and function more like Multikicker, letting you cast the mutate cost multiple times for additional counters. I'm a big fan of scaling mechanics so I suppose that's not necessary but I like the idea. I guess a problem with the kicker additional cost thing is that it would really be "just kicker" except the kicker is always adding counters. But I think it could make for interesting cards, like ones that care about when you "mutate" a creature like evolve had which I don't think work as well with an alternative casting cost.
But the people behind the barrier knew.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Here's my original version of the mechanic.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Those two illustrations contain weirdly similar poses. This is obviously the start of a new intentional megacycle...
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I'm looking for awesome community designs. All other guilds are ready for playtesting. Just need to finish Simic. Please halp I'm so close. tyia
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.