What follows is are white commons for Guild Wars, including the multicolored, hybrid, split cards, and lands.
Most have art in the MSE file.
Air Supply (Common) 3W
Creature — Pegasus
1/4
Flying
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Azorius Plaza (Common)
Land
Azorius Plaza enters the battlefield tapped.
When Azorius Plaza enters the battlefield, add 1 to your mana pool. t: Add W or U to your mana pool.
Centaur’s Blessing (Common) 4GW
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
When Centaur’s Blessing enters the battlefield, create a 3/3 green and white Centaur creature token.
Chancery Owl (Common) W
Creature — Bird
1/1
Flying
When Chancery Owl enters the battlefield, obstruct 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Conclave Cadet (Common) 1W
Creature — Human Knight
2/1
Vigilance
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Elite Hussar (Common) 1WU
Creature — Human Knight
3/2
Flying
Embrace the Afterlife (Common) 4WW
Sorcery
Exile target creature and target creature card from a graveyard.
Enduring Faith (Common) 1W
Instant
Each creature you control with a +1/+1 counter on it gains indestructible until end of turn.
Faith Mender (Common) 2W
Creature — Human Cleric
2/3
When Faith Mender enters the battlefield, you gain 3 life.
Giant Sloth (Common) 4W
Creature — Sloth
3/3
First strike 5G: Giant Sloth gets +3/+3 until end of turn.
Grove Guardian (Common) 2W
Creature — Giant Soldier
1/3
As long as Card Name has a +1/+1 counter on it, it can block an additional creature each combat.
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Judge the Unruly (Common) 1WW
Instant
Destroy target tapped creature.
Lawmage’s Apprentice (Common) 2W
Creature — Human Wizard
2/2
When Lawmage’s Apprentice dies, obstruct 2. (Spells your opponents cast cost 2 more to cast until your next turn.)
Leap of Logic (Common) 2W
Instant
Target creature gets +2/+2 and gains flying until end of turn.
Draw a card.
Live (Common) W
Instant
Prevent all damage that would be dealt to target creature this turn.
/// Learn (Common) U
Instant
Scry 3.
Nature (Common) G
Sorcery
Target creature you control fights another target creature.
/// Nurture (Common) W
Sorcery
Put a +1/+1 counter on target creature.
Peaceful Gathering (Common) 3W
Instant
You gain 1 life for each creature on the battlefield.
Prevent all combat damage that would be dealt this turn.
Prized Griffin (Common) 1W
Creature — Griffin
3/1 3U: Prized Griffin gains flying until end of turn.
Procrastinate (Common) 4W
Sorcery
Obstruct 4. (Spells your opponents cast cost 4 more to cast until your next turn.)
Sanctify (Common) 1(G/W)
Sorcery
Destroy target artifact or enchantment.
Selesnya Grove (Common)
Land
Selesnya Grove enters the battlefield tapped.
When Selesnya Grove enters the battlefield, add 1 to your mana pool. t: Add G or W to your mana pool.
Sphinx’s Inspiration (Common) 1WU
Sorcery
You gain 2 life and draw two cards.
Turn to Mist (Common) 1(W/U)
Instant
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Vel-Tyra Cultivator (Common) 1W
Creature — Elf Druid
1/2 T, Discard a land card: Create a 1/1 green Saproling creature token.
Maybe I missed your goals for this set, but are you trying to have the guild identities bleed into one another? I ask this because the idea of playing Selesnya and spending the entire time stacking +1/+1 counters on your white fliers definitely feels like a Simic thing, but maybe you want to give the Simic Thrive as well. It fits into both more-or-less equally, and Fabricate did originally come from a block in which token and counter themes had equal representation. The fact that you chose to go the variable-size route underscores the weirdness in a go-wide guild.
Power-wise, you do have the expected number of unplayable commons such as Temporary Blockade and Project Pain, but you also have more than a few that could definitely pass as uncommons, such as Spirit of Procrastination (which sounds brutal if drafted in multiples) and Guardian Lynx.
Counteract and Gather Strength are definitely color pie bends, though. Mana Tithe sets a poor precendent for the former, and the latter is a black card, straight-up. You clearly intend it for Selesnya, but your version of that guild doesn't even go that wide anyways, much less have the sac outlets required to make such a card function.
There is indeed some mechanical overlap of the archetypal guild identities, but not at the expense of their established unique identities. I think this makes for a more fun limited environment as it's less linear and more open-ended.
Spirit of Procrastination - Just the insight I needed. Changed from 1/1 for W to 1/3 for 1W.
Gather Strength - You are correct. It's a color shifted Eternal Thirst, but certainly within white's slice of the color pie. That being said, I'm not pleased with this card and welcome suggestions for a different (preferably custom Aura) design to replace it.
Guardian Lynx - A 1/3 vanilla is slightly pushed at common, but I don't think it'll be a problem. Testing will tell.
Counteract - I've been a proponent of spell taxing effects in white for years and am well aware of the points for and against it. I think there's just enoughprecedence for this effect to exist as hybrid. White also has a couple of hard (albeit niche) counterspells in its portfolio.
Centaur Sentry - This card was previously unfinished, but is now finished.
Vel-Tyra Uprising (Common) 4WW
Sorcery
Thrive 4. (Create a 4/4 green Saproling creature token or put four +1/+1 counters on target creature.)
Wouldn't this be a green example of thrive?
Vel-Tyra Uprising - Yesss... thank you. There was a Thrive death trigger in green that should have been in white all along. It has been moved out of green into white resulting in Verdant Avenger replacing Vel-tyra Uprising. This makes much more sense.
Oh wow, Verdant Avenger is a bomb common if I've ever seen one.
What about this design for Gather Strength: Gather StrengthW Enchantment - Aura
Enchant nontoken creature
Enchanted creature gets +X/+X, where X is the highest power among creature tokens you control.
This design plays well with Thrive, though I'm not sure on the cost or whether to add any keywords. The current version is unfortunately parasitic, but parasitism basically defines the entire guild anyways.
Elemental Boon is more Green than White, I'd say. What if instead it had multiple instances of a smaller Thrive number?
Elemental Boon (Common)
4WW
Thrive 2
Thrive 2
Spore Glider seems really pushed for a common. My gut tells me that this would need some toning down, cause it's uncommon bomb levels at that rate. Thrive 2>Thrive 1 and maybe a drop to a 2/1 as well. Also, aren't fungi more related to the Golgari rather than Selesnya?
I was rather surprised to see Assassinate color-shifted into Judge the Unruly; while white's dealt with tapped creatures before, it's usually fluffed as a result of attack.
Prized Griffin really should have flying, and Giant Sloth should not have *first strike* (!) Most of the others are fine; even though it's for a set in development, I'd work on flavor text, since other wise commons are often going to feel "meh".
The Flash centaur looks weird as a 2/2. A 2/2 centaur. Feels bettwr as 3/3. It seems like it can get a powerboost as RtR had this WU flash, bouncer "Deputy of Somethin". Maybe because white and green are the more "muscle" colors maybe a buff to 2/3 3/2 or 3/3?
Most have art in the MSE file.
Air Supply (Common)
3W
Creature — Pegasus
1/4
Flying
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Azorius Plaza (Common)
Land
Azorius Plaza enters the battlefield tapped.
When Azorius Plaza enters the battlefield, add 1 to your mana pool.
t: Add W or U to your mana pool.
Azorius Proctor (Common)
4(W/U)
Creature — Vedalken Soldier
3/5
*vanilla*
Centaur Charger (Common)
GW
Creature — Centaur Warrior
2/2
Flash
Centaur’s Blessing (Common)
4GW
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+3.
When Centaur’s Blessing enters the battlefield, create a 3/3 green and white Centaur creature token.
Chancery Owl (Common)
W
Creature — Bird
1/1
Flying
When Chancery Owl enters the battlefield, obstruct 1. (Spells your opponents cast cost 1 more to cast until your next turn.)
Conclave Cadet (Common)
1W
Creature — Human Knight
2/1
Vigilance
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Elite Hussar (Common)
1WU
Creature — Human Knight
3/2
Flying
Embrace the Afterlife (Common)
4WW
Sorcery
Exile target creature and target creature card from a graveyard.
Enduring Faith (Common)1W
Instant
Each creature you control with a +1/+1 counter on it gains indestructible until end of turn.
Faith Mender (Common)
2W
Creature — Human Cleric
2/3
When Faith Mender enters the battlefield, you gain 3 life.
Giant Sloth (Common)
4W
Creature — Sloth
3/3
First strike
5G: Giant Sloth gets +3/+3 until end of turn.
Grove Guardian (Common)
2W
Creature — Giant Soldier
1/3
As long as Card Name has a +1/+1 counter on it, it can block an additional creature each combat.
Thrive (Whenever a creature enters the battlefield, you may pay 1. If you do, put a +1/+1 counter on that creature.)
Judge the Unruly (Common)
1WW
Instant
Destroy target tapped creature.
Lawmage’s Apprentice (Common)
2W
Creature — Human Wizard
2/2
When Lawmage’s Apprentice dies, obstruct 2. (Spells your opponents cast cost 2 more to cast until your next turn.)
Leap of Logic (Common)
2W
Instant
Target creature gets +2/+2 and gains flying until end of turn.
Draw a card.
Live (Common)
W
Instant
Prevent all damage that would be dealt to target creature this turn.
///
Learn (Common)
U
Instant
Scry 3.
Nature (Common)
G
Sorcery
Target creature you control fights another target creature.
///
Nurture (Common)
W
Sorcery
Put a +1/+1 counter on target creature.
Peaceful Gathering (Common)
3W
Instant
You gain 1 life for each creature on the battlefield.
Prevent all combat damage that would be dealt this turn.
Prized Griffin (Common)
1W
Creature — Griffin
3/1
3U: Prized Griffin gains flying until end of turn.
Procrastinate (Common)
4W
Sorcery
Obstruct 4. (Spells your opponents cast cost 4 more to cast until your next turn.)
Sanctify (Common)
1(G/W)
Sorcery
Destroy target artifact or enchantment.
Selesnya Grove (Common)
Land
Selesnya Grove enters the battlefield tapped.
When Selesnya Grove enters the battlefield, add 1 to your mana pool.
t: Add G or W to your mana pool.
Selesnya Sentry (Common)
(G/W)
Creature — Cat
1/3
*vanilla*
Sphinx’s Inspiration (Common)
1WU
Sorcery
You gain 2 life and draw two cards.
Turn to Mist (Common)
1(W/U)
Instant
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Vel-Tyra Cultivator (Common)
1W
Creature — Elf Druid
1/2
T, Discard a land card: Create a 1/1 green Saproling creature token.
Power-wise, you do have the expected number of unplayable commons such as Temporary Blockade and Project Pain, but you also have more than a few that could definitely pass as uncommons, such as Spirit of Procrastination (which sounds brutal if drafted in multiples) and Guardian Lynx.
Counteract and Gather Strength are definitely color pie bends, though. Mana Tithe sets a poor precendent for the former, and the latter is a black card, straight-up. You clearly intend it for Selesnya, but your version of that guild doesn't even go that wide anyways, much less have the sac outlets required to make such a card function.
There is indeed some mechanical overlap of the archetypal guild identities, but not at the expense of their established unique identities. I think this makes for a more fun limited environment as it's less linear and more open-ended.
Spirit of Procrastination - Just the insight I needed. Changed from 1/1 for W to 1/3 for 1W.
Gather Strength - You are correct. It's a color shifted Eternal Thirst, but certainly within white's slice of the color pie. That being said, I'm not pleased with this card and welcome suggestions for a different (preferably custom Aura) design to replace it.
Guardian Lynx - A 1/3 vanilla is slightly pushed at common, but I don't think it'll be a problem. Testing will tell.
Counteract - I've been a proponent of spell taxing effects in white for years and am well aware of the points for and against it. I think there's just enough precedence for this effect to exist as hybrid. White also has a couple of hard (albeit niche) counterspells in its portfolio.
Centaur Sentry - This card was previously unfinished, but is now finished.
Card Name - This card is still unfinished.
Wouldn't this be a green example of thrive?
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
Vel-Tyra Uprising - Yesss... thank you. There was a Thrive death trigger in green that should have been in white all along. It has been moved out of green into white resulting in Verdant Avenger replacing Vel-tyra Uprising. This makes much more sense.
What about this design for Gather Strength:
Gather Strength W
Enchantment - Aura
Enchant nontoken creature
Enchanted creature gets +X/+X, where X is the highest power among creature tokens you control.
This design plays well with Thrive, though I'm not sure on the cost or whether to add any keywords. The current version is unfortunately parasitic, but parasitism basically defines the entire guild anyways.
Cleaned up the whole suite. Thanks again.
Elemental Boon (Common)
4WW
Thrive 2
Thrive 2
Spore Glider seems really pushed for a common. My gut tells me that this would need some toning down, cause it's uncommon bomb levels at that rate. Thrive 2>Thrive 1 and maybe a drop to a 2/1 as well. Also, aren't fungi more related to the Golgari rather than Selesnya?
Prized Griffin really should have flying, and Giant Sloth should not have *first strike* (!) Most of the others are fine; even though it's for a set in development, I'd work on flavor text, since other wise commons are often going to feel "meh".
obstruct worries me
i don't think there should be a turn 1 play with obstruct