Heya everybody, I just recently started recreating a set I've been thinking of. I had scrapped the set idea when I first tried it because I wasn't quite experienced enough to create anything particularly interesting, but this time I feel like I might want to make another swing at it.
Here's the info for the set:
Set Name: Marcada
Set Description:
The Marcada Isles make up one of the most densely populated planes in the known multiverse. A center hive for trade and commerce, Marcada has made refuge for fugitives and heroes alike. It stands as a place where anyone can escape for a while, as long as he doesn't mind losing all his coin in the process.
(I'll probably add more later)
Setting: (Not entirely completed yet)
Juira Isle:
Color: Blue, White
Races/Classes: Human, Cat, Merfolk, Pirate, Rebel, Merchant, Soldier, Knight Haavvra Desert:
Color: Red, White
Races/Classes: Goblin, Giant, Human, Rebel, Merchant, Warrior Dadga Incline:
Color: Red, White, Green
Races/Classes: Human, Giant, Shaman, Warrior, Scout the Flying Kaza Market:
Color: Green
Races: Cat, Elf, Bird, Human, Druid, Merchant, Warrior Merceida:
Color: White, Black
Races: Human, Merchant, Noble Humlan Slums:
Color: Black
Races: Human, Cat, Rat, Assassin, Rogue, Fungus Journeymen's Road:
Color: All Colors
Races: All races included in other locations.
(The Journeyman Road runs through the entirety of Marcada, and has travelers from all places traveling through it daily.)
Set Breakdown
249 card set
43 cards for each color (21 common, 11 uncommon, 8 rare, 3 mythic)
14 artifact, multicolor, or nonbasic land
20 basic lands
Set Themes:
Trading theme
“Each player Matters” theme
Multiplayer Cards
Merchants and Marketplaces
Mechanics:
Buyback 'might' be returning for all colors
Purchase M (As you cast this spell, each player may pay M. For each player who does, that player may copy this spell and may choose new targets for the copy.)
Colors appearing in: WUBRG
Trade M (You may cast this spell for it's trade cost. If you do, it enters the battlefield under target opponent's control and you gain control of target creature with converted mana cost M or less.)
Colors appearing in: WUG1
Sell M (At the beginning of your upkeep, you may sacrifice this permanent. If you do, add M to your mana pool at the beginning of your next main phase.)
Colors appearing in: BR1
Cards so far: (109/249)
White:
Artis, Commander of the Watch - 3WW
Legendary Creature - Human Soldier M
First strike, Vigilance
If Artis, Commander of the Watch would be destroyed and is untapped, regenerate it instead.
4/4
Communal Benedictions - 3WW
Sorcery M
Each player’s life total becomes X, where X is equal to the combined life total of all players. Goodwillers of the Merceidan capital enjoy an extravagant and wealthy lifestyle through the combined efforts and profits of the market.
Defender of the Righteous - 4WW
Creature - Angel R
Flying, Vigilance
Defender of the Righteous can block any number of creatures.
Whenever Defender of the Righteous blocks a creature, it gets +0/+2 until end of turn.
2/4
Disaffect - W
Sorcery C
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step. “Loyalty is a fickle thing. Atleast I can rest knowing that my men will stand by me when I need them most.” — Artis
Final Retributions - 4WWWW
Enchantment M
When Final Retributions enters the battlefield, exile all nonland permanents and all cards in all graveyards.
Nonwhite spells cost WW more to cast.
White spells cost WW less to cast. And the light shined across the land, and all traces of imperfection were lost to the winds forever...
Glory of the Pure - 1WW
Enchantment R
Creatures you control get +2/+2 as long as you control no nonland nonwhite permanents. “Only through the powers of communion and hard work can we succeed as a people. The riffraff of the markets will never understand this fact.” — Artis
Mark of Nobility - 3W
Enchantment - Aura U
Enchant creature
Enchanted creature has “Protection from converted mana cost 3 or less.”
Market of Ordnance - 1WW
Enchantment U 1W: Gain 1 life. 2W: Put a +1/+1 counter on target creature you control.
Merceidan Benefactor - 1WWW
Creature - Human Noble R
White spells cost 1 less to cast.
Nonwhite spells cost 1 more to cast.
Whenever a player plays a white spell, you may gain 2 life.
1/4
Merceidan Tax Collector - W
Creature - Human SoldierU T: Tap target creature unless it's controller pays 3. Its time to pay your due...
1/1
Noble's Charm - 1W
Instant C
Choose one — Spells cost 1 less to cast until end of turn; spells cost 1 more to cast until end of turn; or exile target creature with converted mana cost 3 or less.
Noblis Wings - 1W
Enchantment - Aura C
Enchant creature
Enchanted creature gets +1/+2. If its converted mana cost is 3 or greater, it gets an additional +1/+2 and has flying.
Nourishing Provision - W
Sorcery C
Purchase 1
Gain 3 life. “It’s a long way to the next town, and you look quite parched my friend...”
Persuasive Emend - W
Instant C
Purchase 3
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Peasant Tax - 2W
Enchantment R
Spells with converted mana cost 3 or less cost 1 more to play.
Protection of Communion - WW
Enchantment R 1W: Prevent the next X damage that would be dealt to target creature you control this turn, where X is the number of creatures you control. Violence in the Mercedien capital is nearly unheard of, as the bonds that keep the citizens together insure that those who would wish harm to others are found and apprehended quickly.
Salvation - 2WW
Sorcery R
Purchase 1
Exile target creature. Return it to play tapped at the beginning of the next upkeep.
At the beginning of the end of turn step, destroy all creatures.
Blue:
Communative Knowledge - 2U
Instant C
Purchase 1
You draw two cards, then each other player draws a card.
Eclectic Highbrow - 1UU
Creature - Merfolk Wizard U
Trade U T: Draw two cards, then return Eclectic Highbrow to its owner’s hand.
1/3
Elusive Whipsnipper - 4U
Creature - Drake C
Flying, Shroud Despite appearances, the Whipsnipper is actually a rather docile creature, and it is not unheard of to see travelers taming and riding the beasts from market to market.
3/3
Fat Sheep - U
Creature - Sheep R
Trade 4UU “Best trade in my life!” — Gerrard, foolish salesman
0/2
Fierce Debate - 1U
Instant C
Purchase 2
Counter target spell. Children of the Juira Isle are taught not to accept any deal that does not benefit them personally.
Flotsam Navigator - 2U
Creature - Human Pirate Wizard C U, T: Target land is an island until end of turn. Draw a card.
0/2
Juira Hawk - 1U
Creature - Bird C
Trade U
Flying
2/1
Kazrul, Trader of Trinkets - 2UU
Legendary Creature - Human Artificer M 1U, T: Put a colorless artifact token into play with “U, T, Sacrifice this token: Draw a card” 3U, T: Put a colorless artifact token into play with “U, T, Sacrifice this token: Counter target spell”
1/3
(Yah I know, Artifact tokens are generally a no-no, but I wanted to perhaps have this guy serve as an introduction to them, and I don't think the tokens are too complicated. Plus he's mythic, so limited wouldn't see too much of him anyways.)
Marked Plunder - UU
Enchantment - Aura C
Enchant Land
Enchanted land has shroud and is an island in addition to its other types.
Market of Inquest - 1UU
Enchantment U U: Look at the top three cards of your library, then put them back in any order. 3U: Draw a card.
Oath of Isolation - 3UUU
Enchantment R
All permanents other than Oath of Isolation and all players have shroud.
Private Study - 3UU
Sorcery R
Purchase 4
At the beginning of your end of turn step, you may take another turn. The libraries in the Juira Isle contain some of the most astounding and groundbreaking bits of knowledge known, provided of course that its reader can handle the hefty prices.
Scourge Nautilus - 5UU
Creature - Pirate Ship R
Islandwalk
Scourge Nautilus gets +2/+2 for each other Pirate you control.
Scourge Nautilus cannot attack unless the defending player controls an Island.
When you control no Islands, sacrifice Scourge Nautilus.
0/6
Seabuckler Captain - 1UU
Creature - Human Pirate R
Islandwalk
Other Pirate creatures you control get +2/+2 and have islandwalk.
2/2
Shifter of Betrayal - U
Creature - Shapeshifter R
At the beginning of your upkeep, if a creature you own is controlled by an opponent, you may have ~ become a copy of that creature. If you do, ~ gains this ability.
0/1
Supreme Bartering - 2U
Enchantment U
Purchase costs cost 2 less to pay. A gilded tongue, a clever trick; the barter of the market makes everything easier on everyone involved.
Trader's Charm - 1U
Instant C
Choose one — Copy target spell you control and you choose new targets for the copy; each player draws a card then discards a card; or untap and exchange control of two target creatures until end of turn.
Wall of Words - 1UU
Creature - Wall U
Trade 1U
Defender
Creatures cannot attack you unless their controller pays 3.
0/5
Black:
Altar of Awakening - 4BB
Enchantment U B, sacrifice a creature: Add BBB to your mana pool at the beginning of your next main phase.
Barter of Souls - 4BB
Sorcery C
Purchase 3
Destroy target creature, then return up to one creature card from your graveyard to the battlefield.
Blistering Fungi - BBB
Creature - Fungus U
Sell BBB
When you sacrifice Blistering Fungi, you lose four life and discard two cards. “Hardest part of the sale is getting the blasted thing out of the cage!” — Marrut
2/1
Bloodpact Ritual - 1BB
Sorcery U
Each player loses 1 life. You draw cards equal to the total life lost this way. “Here we are, this ritual requires four people.”
“But, we don’t have four people willing to do that one, do we?”
“I never said they needed to be willing...”
Compost Harvester - 5BB
Creature - Zombie Horror R
Sell 2B
At the beginning of your main phase, if Compost Harvester is in your graveyard, you may pay 2B. If you do, put Compost Harvester from your graveyard onto the battlefield.
4/4
Culling the Meek - 1B
Instant C
Target creature gets -3/-0 until end of turn. Switch that creature’s power and toughness until end of turn. “The frilly lifestyle of the noble life gets them feeling so safe. They won’t be feeling quite the same once I’m done with them...” — Unknown
Essence Harvester - B
Creature - Human Cleric C
Whenever a creature is sacrificed, you may gain 2 life. Not even the souls of the dead are spared from the ever greedy eyes of Marrut.
1/1
Filth Rats - 2B
Creature - Rat C
Sell 1
When Filth Rats enters the battlefield or is sacrificed, each player discards a card. “If not for their horrid stench, I’d almost consider keeping one for a pet...” — Marrut
1/1
Grubstalker - 3B
Creature - Horror U
Sell B
Swampwalk
When you sacrifice Grubstalker, gain 1 life for each creature in your graveyard.
2/2
Humlan Bondserver - 3BB
Creature - Zombie Wizard U BB, T, Sacrifice a creature: Return target creature from your graveyard to play.
1/2
Humlan Corpse-Burner - 4B
Creature - Human Serf C
Sell B
When Humlan Corpse-Burner is sacrificed, exile target graveyard.
1/2
Humlan Garroter - B
Creature - Human Assassin U
When Humlan Garroter enters the battlefield, distribute up to three hit counters on up to three different target creatures. T: Destroy target tapped creature with a hit counter on it.
1/1
Market of Nepotism - 1BB
Enchantment U 2B: Search your library for a card and put it into your graveyard, then shuffle your library. 2B: Return target creature card from your graveyard to your hand.
Marrut, Slave Trader - 3BBB
Legendary Creature - Zombie M
Intimidate
Black creatures you control have Sell BB “Everyone has a price...” -Marrut
3/2
Pirate Slave - 5B
Creature - Zombie Pirate C
Sell 1B
First Strike
At the beginning of your upkeep, you lose 2 life.
5/2
Requited Extraction - 2B
Sorcery C
Purchase 1
Target player discards a card at random and loses two life.
Slaver's Charm - 1B
Instant C
Choose one — Return target creature from your graveyard to your hand; target player discards a card; or target creature gets -X/-X, where X is the number of creature cards in your graveyard.
Wave of Malice - 5BB
Sorcery R
Purchase 5
Destroy all creatures target opponent controls.
Red:
Arcanic Inferno - XRRRR
Sorcery M
Arcanic Inferno deals three times X damage to each creature and player and you add three times X red mana to your mana pool.
Climber's Charm - 1R
Instant C
Choose one — Add RR to your mana pool at the beginning of your next main phase; Add RRRR to your mana pool at the beginning of target opponent’s upkeep; or creatures you control gain first strike until end of turn.
Clumsy Handling - 1R
Sorcery C
Purchase 2
Destroy target artifact. Sometimes these kinds of things just get away from you.
Gather the Horde - 4RRR
Sorcery R
Purchase 4
Put six 2/1 red Goblin creature tokens with haste onto the battlefield. The only difference between a goblin market and a goblin raiding camp is what time you show up.
Goblin Body Guard - 1R
Creature - Goblin U
As Goblin Body Guard enters the battlefield, choose a creature you control other than Goblin Body Guard.
All damage that would be dealt to that creature is dealt to Goblin Body Guard instead. Don’t worry, you’re in good hands...
1/1
Goblin Pyromaniac - 3R
Creature - Goblin C
Intimidate R: Goblin Pyromaniac gets +1/+0 and loses intimidate until the beginning of the end of turn step. Its rather frightening until you realize he has no idea what he’s doing. Then it's absolutely terrifying."
2/3
Intrepid Ravager - 3RR
Creature - Giant Warrior C
Put a -1/-1 counter on Intrepid Ravager: Intrepid Ravager gains double strike until end of turn. Destruction can be destructive to one’s health...
4/3
Jadga Enthusiast - 2R
Creature - Human Shaman C
Sell RR Jadga Incline is the steepest and harshest mountain trail known to mankind. To reach the peak requires a dedication almost unheard of.
1/1
Jadga Ascension - R
Enchantment M R: Add a climb counter to Jadga Ascension. This ability may only be paid for by mana generated by creatures.
Creatures you control get +2/+2 for every 5 climb counters on Jadga Ascension.
Market of Impulse - 1RR
Enchantment U 2R: Market of Impulse deals 1 damage to target creature. 1R: Target creature gets +1/+0 until end of turn.
Punish Insolence - R
Instant C
Target creature cannot block this turn. If that creature is not controlled and owned by the same player, Punish Insolence deals 4 damage to it and it’s controller.
Recreant Behemoth - 1RR
Creature - Minotaur R
Sell R
If Recreant Behemoth would be put into a graveyard from play, target opponent gains control of it instead.
6/1
Spited Shot - 1R
Instant C
Purchase 3
Spited Shot deals 3 damage to target creature or player.
Green:
Beastial Breakout - 3GG
Sorcery R
Purchase 3
Each player may search his or her library for a creature card and put it onto the battlefield, then shuffle his or her library.
Bojan Jungle Beast - 3GG
Creature - Elephant C
Trade 2GG
Trample
4/4
Erro, the Balance - GGG
Creature - Cat Monk M
Shroud
Whenever a spell or ability targets a player, put a copy of that spell or ability on the stack for each other player that spell or ability could have targeted. Each of those copies targets a different player.
2/3
Forthcoming Laryx - 3G
Creature - Cat Beast U
As long as you both own and control Forthcoming Laryx, it gets +2/+2 and has trample.
2/2
Growth Tonic - G
Instant C
Purchase 2
Target creature gets +3/+3 until end of turn.
Kaza Bugcatcher - 1G
Creature - Cat Merchant C
Trade 1G
Reach 1G, T: Kaza Bugcatcher deals 2 damage to target creature with flying.
1/3
Kaza Grower - 2G
Creature - Elf Druid C
Trade 1G
When ~ enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
2/2
Market of Beasts - 1GG
Enchantment U 2G: Put a 1/1 green Insect creature token onto the battlefield. 4G: Put a 3/3 green Elephant creature token onto the battlefield.
Monk's Charm - 1G
Instant C
Choose one — Each creature gets +1/+1 until end of turn; each player gains shroud until end of turn; or tap all untapped creatures and they do not untap during their controller’s next untap step.
Spurred Irrigation - G
Instant C
Purchase 1
Each player may put a land card from his or her hand onto the battlefield.
Other:
Influence of Darrus - WUBRG
Enchantment R
All instants and sorceries have Purchase 3 (As each spell is cast, each player may pay 3. For each player who does, that player may copy the spell and may choose new targets for the copy.)
Bringer of Broken Promises - 4
Legendary Artifact Creature M
Trade 8
When Bringer of Broken Promises leaves the battlefield, target opponent gains control of all nonland permanents you control.
10/4
Soul Gem - 2
Artifact U
Trade 1 T: Add one mana of any color to your mana pool.
Twinkling Trinket - 1
Artifact U
Sell 2
White Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step unless your life total is below 10. T: Gain 3 life and add W to your mana pool.
Blue Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step if an opponent has at least four cards in his or her hand. T: Return target creature you don’t control to its owner’s hand and add U to your mana pool.
Black Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step unless there are at least three cards in a graveyard. T: Exile target card in a graveyard and add B to your mana pool.
Red Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step unless there are at least two creatures in play under an opponent’s control. T: ~ deals 2 damage to target creature and you add R to your mana pool.
Green Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step if you control any creature tokens. T: Put a 1/1 green Plant creature token into play and add G to your mana pool.
The Journeyman Road
Legendary Land M
The Journeyman Road enters the battlefield tapped. T: Add one mana of any color to your mana pool. 4, T: Spells cost 1 less to cast this turn. “Wherever yee walk. Whatever path yee takes. All roads will lead yee to the Journeyman’s...” — Old saying
20 Basic Land
Comments? Suggestions? Perhaps you'd like to recommend a card? If you want to have a card or two added go ahead and post (Though I'm not looking for any more purchase cards, for this set atleast).
As purchase stands now it can be "bought" by the player casting the spell. That makes many of these cards very odd / overpowered. I think you mean to have it be each other player or even "each opponent" to prevent 2Headed Giant shenanigans.
Tax collector looks odd with 4 being the required cost. I would make it 2 instead.
I rather like salvation.
Fierce Debate doesn't need to be double blue.
Private Study is very awkwardly worded. Not entirely sure what the fix is.
Gather the Horde is 16 Hasted power for 7. And think about this card in 2headed Giant. That would be rather disgusting.
Spited Shot with no self-purchase is bad, with self purchase it isn't.
I had been designing the cards so that the player would be able to purchase their own spells, but with 2HG that might present a problem...
I'll have to think about that.
Gather the Horde probably is too much power. Perhaps 6 goblins? or 5? The idea for the card was that if the opponent purchased it from you the card would sort of cancel out...
I had been designing the cards so that the player would be able to purchase their own spells, but with 2HG that might present a problem...
I'll have to think about that.
Gather the Horde probably is too much power. Perhaps 6 goblins? or 5? The idea for the card was that if the opponent purchased it from you the card would sort of cancel out...
Say we are playing a normal standard game of Magic.
Player 2 is tapped out. Player 1 plays Requitted Extraction. Player 1 then pays the purchase cost of the card getting another copy of it. The card now reads as follows:
3B
Sorcery
Target player discards two cards and loses four life.
or
4B
Sorcery
Target player discards three cards and loses six life.
It is happening as a spell and a copied spell, but the effect is basically the same unless there are counterspells involved (in which case this is slightly better than the one above.) Doesn't that seem a little strong / not flavorful to you? As it is it is basically Replicate with an opponent being able to replicate things if you can't time it well. Seems a little too good. (Every time the copy is placed on the stack the copy has the purchase ability as well, so it can be paid making another copy etc etc.)
Another good example is how good that life gain card can be:
"Marcada" and "Merceida" sound a lot like "Mercadia" and your set's theme seems pretty similar to that of Mercadian Masques block. Many of the cards with Purchase seem like they'd play like the Rhystic cards from Prophecy, which as a whole did not go over well.
Sell is a problematic mechanic: ritual effects are dangerous in multiples, even with the need to wait for your upkeep to use them. Thus, you wouldn't want to put it on enough cards to warrant giving it an actual keyword.
Trade should probably not appear on green or white cards. Blue deals with controller exchange often enough, red gets it from time to time (though usually either at rare or as a temporary effect), and in black it might be a bit of a color pie stretch but somewhat permissible (Sleeper Agent goes one way, or you could kill a creature and then use Rise from the Grave on it). Also, a minor quibble: 1G and 3GG are mana costs, not converted mana costs.
Say we are playing a normal standard game of Magic.
Player 2 is tapped out. Player 1 plays Requitted Extraction. Player 1 then pays the purchase cost of the card getting another copy of it. The card now reads as follows:
3B
Sorcery
Target player discards two cards and loses four life.
or
4B
Sorcery
Target player discards three cards and loses six life.
It is happening as a spell and a copied spell, but the effect is basically the same unless there are counterspells involved (in which case this is slightly better than the one above.) Doesn't that seem a little strong / not flavorful to you? As it is it is basically Replicate with an opponent being able to replicate things if you can't time it well. Seems a little too good. (Every time the copy is placed on the stack the copy has the purchase ability as well, so it can be paid making another copy etc etc.)
That's incorrect. Purchase triggers when the spell is cast, while the copies are put directly onto the stack. Each player can pay the purchase cost at most once.
That's incorrect. Purchase triggers when the spell is cast, while the copies are put directly onto the stack. Each player can pay the purchase cost at most once.
Exactly, if anything its more related to kicker than to replicate.
And as far as the theme and mechanics of the set, I'd like to at least create and playtest the set some before I decide that it's not fun enough. Sure it goes against predetermined results (the Rhystics), but I'd rather not immediately dismiss the idea without trying it first...
How about a compromise with the Tax collector? paying 3 instead?
Usually, Sell will be appearing on higher costing cards, and with the exception of the trinket the sell amount will be much less than the cost of the spell. Sell will be most dominant on the Red side, and will have a few cards in black and colorless.
I'd like to have trade in white and green, but it's probably not going to work very well... I'm not sure where to go with the mechanic quite as much as the others.
And yah, the set theme is pretty similar to Mercadian Masques, but I'm trying a different approach to it, hopefully. Perhaps a better name for the set would be good, they are quite similar...
Trade might be a bit unclear, as I didn't actually show a specific example. It'd be like this:
Trade 1G (You may cast this spell for it’s trade cost. If you do, it enters the battlefield under target opponent’s control and you gain control of target creature with converted mana cost 2 or less.)
So it would be a converted, just wasn't sure how to translate that in the template.
Added 5 new cards, 4 new black cards and the legendary land The Journeyman's Road which will probably need some power adjustments, as it's likely a bit over the curve atm.
Added 3 new cards, a white Human commander that's tough to kill, a blue shapeshifter that costs only U, and probably the best "Sell" creature in the set.
Added 4 new cards, A white mythic spell that gains a ton of life, a blue trade creature with flying, a blue enchantment that makes purchasing spells much easier, and a mythic green cat monk that attempts to "balance" the game.
Also, I'm considering removing the trade mechanic from the two green cards, but I'd need an interesting replacement for them first...
Added 8 new cards. A common land cycle that can only be used if the proper condition is met, a red trade creature, a wall made of words, and a legendary enchantment that makes all spells gain Purchase.
As always, comments, suggestions, critiques, ideas, complaints, and all other things in between are welcome and appreciated.
The wall needs to have P/T since it is a creature with defender, right? T
The wall is interesting with how you can trade it but it would be nice if it were a bit more generous to the blue player. Like "Creatures cannot attack you unless their controller pays 3 or UU." so it is kinder to you.
The wall needs to have P/T since it is a creature with defender, right? T
The wall is interesting with how you can trade it but it would be nice if it were a bit more generous to the blue player. Like "Creatures cannot attack you unless their controller pays 3 or UU." so it is kinder to you.
Whoops, did I forget the power and toughness? Aright, I'll go fix it.
Interesting idea with the blue cost, I'll consider it.
Somewhat large update, added 15 new cards! I'm hoping these new additions will help to hint at the color themes just a bit, without giving them away.
White gets a good counter for Trade, a power and toughness boost that checks the colors of your nonland permanents, an aura that makes a creature "Noble", a noble creature that makes casting spells easier for you, and an enchantment that gains power based on the number of creatures you control.
Blue gets a trade creature that stays loyal to it's original owner, a generic flyer (I was short, and I felt the set could use some additional flying), A trade creature that is basically unblockable if you trade it, an aura that allows your pirates to attack, and a pirate lord.
Black gets quite a few sell creatures: One that keeps coming back after it dies, one that gains you some life when it dies, and a rat with the generic "Discard" effect when it dies. It also gets a modified Hell's Caretaker-like card.
Red gets it's first sell creature. Red will deal with Sell a bit differently than Black, as Red is the color of temporary mana acceleration currently, so it will be quite a bit faster at generation at the expense of other drawbacks.
This might take a bit to update, so if the cards aren't there yet, just bear with me, I'm adding them right now.
Added 11 new cards. A white angel that makes a really good defense, an aura that wants to be put on "Noble creatures", a black draw spell that likes having big multiplayer battles, a Mythic red mana accelerate, a red elemental with Sell RRRR, a goblin Pyro, a red Panic effect that punishes Trade, A cowardly minotaur that surrenders when defeated, a Bugcatcher, A HUGE artifact creature with a pretty severe drawback, and an artifact you can trade.
I'm having a bit of trouble with Trade. It only really is justified in Blue, but I really need it to be in White or Green because Blue tends to get the smallest cut of creatures. Black and Red are both stuffed, and White and Blue are decently filled, but I'm running short on ideas for Green...
Any comments for the set so far? I'd really appreciate some sort of response to know I'm not just wasting my time here...
Here's the info for the set:
Set Name: Marcada
Set Description:
(I'll probably add more later)
Setting: (Not entirely completed yet)
Color: Blue, White
Races/Classes: Human, Cat, Merfolk, Pirate, Rebel, Merchant, Soldier, Knight
Haavvra Desert:
Color: Red, White
Races/Classes: Goblin, Giant, Human, Rebel, Merchant, Warrior
Dadga Incline:
Color: Red, White, Green
Races/Classes: Human, Giant, Shaman, Warrior, Scout
the Flying Kaza Market:
Color: Green
Races: Cat, Elf, Bird, Human, Druid, Merchant, Warrior
Merceida:
Color: White, Black
Races: Human, Merchant, Noble
Humlan Slums:
Color: Black
Races: Human, Cat, Rat, Assassin, Rogue, Fungus
Journeymen's Road:
Color: All Colors
Races: All races included in other locations.
(The Journeyman Road runs through the entirety of Marcada, and has travelers from all places traveling through it daily.)
Set Breakdown
43 cards for each color (21 common, 11 uncommon, 8 rare, 3 mythic)
14 artifact, multicolor, or nonbasic land
20 basic lands
Set Themes:
“Each player Matters” theme
Multiplayer Cards
Merchants and Marketplaces
Mechanics:
Purchase M (As you cast this spell, each player may pay M. For each player who does, that player may copy this spell and may choose new targets for the copy.)
Colors appearing in: WUBRG
Trade M (You may cast this spell for it's trade cost. If you do, it enters the battlefield under target opponent's control and you gain control of target creature with converted mana cost M or less.)
Colors appearing in: WUG1
Sell M (At the beginning of your upkeep, you may sacrifice this permanent. If you do, add M to your mana pool at the beginning of your next main phase.)
Colors appearing in: BR1
Cards so far: (109/249)
White:
Artis, Commander of the Watch - 3WW
Legendary Creature - Human Soldier M
First strike, Vigilance
If Artis, Commander of the Watch would be destroyed and is untapped, regenerate it instead.
4/4
Communal Benedictions - 3WW
Sorcery M
Each player’s life total becomes X, where X is equal to the combined life total of all players.
Goodwillers of the Merceidan capital enjoy an extravagant and wealthy lifestyle through the combined efforts and profits of the market.
Defender of the Righteous - 4WW
Creature - Angel R
Flying, Vigilance
Defender of the Righteous can block any number of creatures.
Whenever Defender of the Righteous blocks a creature, it gets +0/+2 until end of turn.
2/4
Disaffect - W
Sorcery C
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
“Loyalty is a fickle thing. Atleast I can rest knowing that my men will stand by me when I need them most.” — Artis
Final Retributions - 4WWWW
Enchantment M
When Final Retributions enters the battlefield, exile all nonland permanents and all cards in all graveyards.
Nonwhite spells cost WW more to cast.
White spells cost WW less to cast.
And the light shined across the land, and all traces of imperfection were lost to the winds forever...
Glory of the Pure - 1WW
Enchantment R
Creatures you control get +2/+2 as long as you control no nonland nonwhite permanents.
“Only through the powers of communion and hard work can we succeed as a people. The riffraff of the markets will never understand this fact.” — Artis
Mark of Nobility - 3W
Enchantment - Aura U
Enchant creature
Enchanted creature has “Protection from converted mana cost 3 or less.”
Market of Ordnance - 1WW
Enchantment U
1W: Gain 1 life.
2W: Put a +1/+1 counter on target creature you control.
Merceidan Benefactor - 1WWW
Creature - Human Noble R
White spells cost 1 less to cast.
Nonwhite spells cost 1 more to cast.
Whenever a player plays a white spell, you may gain 2 life.
1/4
Merceidan Tax Collector - W
Creature - Human SoldierU
T: Tap target creature unless it's controller pays 3.
Its time to pay your due...
1/1
Noble's Charm - 1W
Instant C
Choose one — Spells cost 1 less to cast until end of turn; spells cost 1 more to cast until end of turn; or exile target creature with converted mana cost 3 or less.
Noblis Wings - 1W
Enchantment - Aura C
Enchant creature
Enchanted creature gets +1/+2. If its converted mana cost is 3 or greater, it gets an additional +1/+2 and has flying.
Nourishing Provision - W
Sorcery C
Purchase 1
Gain 3 life.
“It’s a long way to the next town, and you look quite parched my friend...”
Persuasive Emend - W
Instant C
Purchase 3
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to target creature or player instead.
Peasant Tax - 2W
Enchantment R
Spells with converted mana cost 3 or less cost 1 more to play.
Protection of Communion - WW
Enchantment R
1W: Prevent the next X damage that would be dealt to target creature you control this turn, where X is the number of creatures you control.
Violence in the Mercedien capital is nearly unheard of, as the bonds that keep the citizens together insure that those who would wish harm to others are found and apprehended quickly.
Salvation - 2WW
Sorcery R
Purchase 1
Exile target creature. Return it to play tapped at the beginning of the next upkeep.
At the beginning of the end of turn step, destroy all creatures.
Communative Knowledge - 2U
Instant C
Purchase 1
You draw two cards, then each other player draws a card.
Eclectic Highbrow - 1UU
Creature - Merfolk Wizard U
Trade U
T: Draw two cards, then return Eclectic Highbrow to its owner’s hand.
1/3
Elusive Whipsnipper - 4U
Creature - Drake C
Flying, Shroud
Despite appearances, the Whipsnipper is actually a rather docile creature, and it is not unheard of to see travelers taming and riding the beasts from market to market.
3/3
Fat Sheep - U
Creature - Sheep R
Trade 4UU
“Best trade in my life!” — Gerrard, foolish salesman
0/2
Fierce Debate - 1U
Instant C
Purchase 2
Counter target spell.
Children of the Juira Isle are taught not to accept any deal that does not benefit them personally.
Flotsam Navigator - 2U
Creature - Human Pirate Wizard C
U, T: Target land is an island until end of turn. Draw a card.
0/2
Juira Hawk - 1U
Creature - Bird C
Trade U
Flying
2/1
Juira Tideflowist - 2U
Creature - Merfolk Pirate C
Trade 1U
Islandwalk
2/2
Kazrul, Trader of Trinkets - 2UU
Legendary Creature - Human Artificer M
1U, T: Put a colorless artifact token into play with “U, T, Sacrifice this token: Draw a card”
3U, T: Put a colorless artifact token into play with “U, T, Sacrifice this token: Counter target spell”
1/3
(Yah I know, Artifact tokens are generally a no-no, but I wanted to perhaps have this guy serve as an introduction to them, and I don't think the tokens are too complicated. Plus he's mythic, so limited wouldn't see too much of him anyways.)
Marked Plunder - UU
Enchantment - Aura C
Enchant Land
Enchanted land has shroud and is an island in addition to its other types.
Market of Inquest - 1UU
Enchantment U
U: Look at the top three cards of your library, then put them back in any order.
3U: Draw a card.
Oath of Isolation - 3UUU
Enchantment R
All permanents other than Oath of Isolation and all players have shroud.
Private Study - 3UU
Sorcery R
Purchase 4
At the beginning of your end of turn step, you may take another turn.
The libraries in the Juira Isle contain some of the most astounding and groundbreaking bits of knowledge known, provided of course that its reader can handle the hefty prices.
Scourge Nautilus - 5UU
Creature - Pirate Ship R
Islandwalk
Scourge Nautilus gets +2/+2 for each other Pirate you control.
Scourge Nautilus cannot attack unless the defending player controls an Island.
When you control no Islands, sacrifice Scourge Nautilus.
0/6
Seabuckler Captain - 1UU
Creature - Human Pirate R
Islandwalk
Other Pirate creatures you control get +2/+2 and have islandwalk.
2/2
Shifter of Betrayal - U
Creature - Shapeshifter R
At the beginning of your upkeep, if a creature you own is controlled by an opponent, you may have ~ become a copy of that creature. If you do, ~ gains this ability.
0/1
Supreme Bartering - 2U
Enchantment U
Purchase costs cost 2 less to pay.
A gilded tongue, a clever trick; the barter of the market makes everything easier on everyone involved.
Trader's Charm - 1U
Instant C
Choose one — Copy target spell you control and you choose new targets for the copy; each player draws a card then discards a card; or untap and exchange control of two target creatures until end of turn.
Wall of Words - 1UU
Creature - Wall U
Trade 1U
Defender
Creatures cannot attack you unless their controller pays 3.
0/5
Altar of Awakening - 4BB
Enchantment U
B, sacrifice a creature: Add BBB to your mana pool at the beginning of your next main phase.
Barter of Souls - 4BB
Sorcery C
Purchase 3
Destroy target creature, then return up to one creature card from your graveyard to the battlefield.
Blistering Fungi - BBB
Creature - Fungus U
Sell BBB
When you sacrifice Blistering Fungi, you lose four life and discard two cards.
“Hardest part of the sale is getting the blasted thing out of the cage!” — Marrut
2/1
Bloodpact Ritual - 1BB
Sorcery U
Each player loses 1 life. You draw cards equal to the total life lost this way.
“Here we are, this ritual requires four people.”
“But, we don’t have four people willing to do that one, do we?”
“I never said they needed to be willing...”
Compost Harvester - 5BB
Creature - Zombie Horror R
Sell 2B
At the beginning of your main phase, if Compost Harvester is in your graveyard, you may pay 2B. If you do, put Compost Harvester from your graveyard onto the battlefield.
4/4
Culling the Meek - 1B
Instant C
Target creature gets -3/-0 until end of turn. Switch that creature’s power and toughness until end of turn.
“The frilly lifestyle of the noble life gets them feeling so safe. They won’t be feeling quite the same once I’m done with them...” — Unknown
Doltish Brute - 4B
Creature - Ogre C
Sell 1B
~ cannot block.
4/1
Essence Harvester - B
Creature - Human Cleric C
Whenever a creature is sacrificed, you may gain 2 life.
Not even the souls of the dead are spared from the ever greedy eyes of Marrut.
1/1
Filth Rats - 2B
Creature - Rat C
Sell 1
When Filth Rats enters the battlefield or is sacrificed, each player discards a card.
“If not for their horrid stench, I’d almost consider keeping one for a pet...” — Marrut
1/1
Grubstalker - 3B
Creature - Horror U
Sell B
Swampwalk
When you sacrifice Grubstalker, gain 1 life for each creature in your graveyard.
2/2
Humlan Bondserver - 3BB
Creature - Zombie Wizard U
BB, T, Sacrifice a creature: Return target creature from your graveyard to play.
1/2
Humlan Corpse-Burner - 4B
Creature - Human Serf C
Sell B
When Humlan Corpse-Burner is sacrificed, exile target graveyard.
1/2
Humlan Garroter - B
Creature - Human Assassin U
When Humlan Garroter enters the battlefield, distribute up to three hit counters on up to three different target creatures.
T: Destroy target tapped creature with a hit counter on it.
1/1
Market of Nepotism - 1BB
Enchantment U
2B: Search your library for a card and put it into your graveyard, then shuffle your library.
2B: Return target creature card from your graveyard to your hand.
Marrut, Slave Trader - 3BBB
Legendary Creature - Zombie M
Intimidate
Black creatures you control have Sell BB
“Everyone has a price...” -Marrut
3/2
Pirate Slave - 5B
Creature - Zombie Pirate C
Sell 1B
First Strike
At the beginning of your upkeep, you lose 2 life.
5/2
Requited Extraction - 2B
Sorcery C
Purchase 1
Target player discards a card at random and loses two life.
Slaver's Charm - 1B
Instant C
Choose one — Return target creature from your graveyard to your hand; target player discards a card; or target creature gets -X/-X, where X is the number of creature cards in your graveyard.
Wave of Malice - 5BB
Sorcery R
Purchase 5
Destroy all creatures target opponent controls.
Arcanic Inferno - XRRRR
Sorcery M
Arcanic Inferno deals three times X damage to each creature and player and you add three times X red mana to your mana pool.
Climber's Charm - 1R
Instant C
Choose one — Add RR to your mana pool at the beginning of your next main phase; Add RRRR to your mana pool at the beginning of target opponent’s upkeep; or creatures you control gain first strike until end of turn.
Clumsy Handling - 1R
Sorcery C
Purchase 2
Destroy target artifact.
Sometimes these kinds of things just get away from you.
Everburning Elemental - 2RRR
Creature - Elemental U
Sell RRRR
3/1
Gather the Horde - 4RRR
Sorcery R
Purchase 4
Put six 2/1 red Goblin creature tokens with haste onto the battlefield.
The only difference between a goblin market and a goblin raiding camp is what time you show up.
Goblin Body Guard - 1R
Creature - Goblin U
As Goblin Body Guard enters the battlefield, choose a creature you control other than Goblin Body Guard.
All damage that would be dealt to that creature is dealt to Goblin Body Guard instead.
Don’t worry, you’re in good hands...
1/1
Goblin Pyromaniac - 3R
Creature - Goblin C
Intimidate
R: Goblin Pyromaniac gets +1/+0 and loses intimidate until the beginning of the end of turn step.
Its rather frightening until you realize he has no idea what he’s doing. Then it's absolutely terrifying."
2/3
Intrepid Ravager - 3RR
Creature - Giant Warrior C
Put a -1/-1 counter on Intrepid Ravager: Intrepid Ravager gains double strike until end of turn.
Destruction can be destructive to one’s health...
4/3
Jadga Enthusiast - 2R
Creature - Human Shaman C
Sell RR
Jadga Incline is the steepest and harshest mountain trail known to mankind. To reach the peak requires a dedication almost unheard of.
1/1
Jadga Ascension - R
Enchantment M
R: Add a climb counter to Jadga Ascension. This ability may only be paid for by mana generated by creatures.
Creatures you control get +2/+2 for every 5 climb counters on Jadga Ascension.
Market of Impulse - 1RR
Enchantment U
2R: Market of Impulse deals 1 damage to target creature.
1R: Target creature gets +1/+0 until end of turn.
Punish Insolence - R
Instant C
Target creature cannot block this turn. If that creature is not controlled and owned by the same player, Punish Insolence deals 4 damage to it and it’s controller.
Recreant Behemoth - 1RR
Creature - Minotaur R
Sell R
If Recreant Behemoth would be put into a graveyard from play, target opponent gains control of it instead.
6/1
Spited Shot - 1R
Instant C
Purchase 3
Spited Shot deals 3 damage to target creature or player.
Beastial Breakout - 3GG
Sorcery R
Purchase 3
Each player may search his or her library for a creature card and put it onto the battlefield, then shuffle his or her library.
Bojan Jungle Beast - 3GG
Creature - Elephant C
Trade 2GG
Trample
4/4
Erro, the Balance - GGG
Creature - Cat Monk M
Shroud
Whenever a spell or ability targets a player, put a copy of that spell or ability on the stack for each other player that spell or ability could have targeted. Each of those copies targets a different player.
2/3
Forthcoming Laryx - 3G
Creature - Cat Beast U
As long as you both own and control Forthcoming Laryx, it gets +2/+2 and has trample.
2/2
Growth Tonic - G
Instant C
Purchase 2
Target creature gets +3/+3 until end of turn.
Kaza Bugcatcher - 1G
Creature - Cat Merchant C
Trade 1G
Reach
1G, T: Kaza Bugcatcher deals 2 damage to target creature with flying.
1/3
Kaza Grower - 2G
Creature - Elf Druid C
Trade 1G
When ~ enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
2/2
Market of Beasts - 1GG
Enchantment U
2G: Put a 1/1 green Insect creature token onto the battlefield.
4G: Put a 3/3 green Elephant creature token onto the battlefield.
Monk's Charm - 1G
Instant C
Choose one — Each creature gets +1/+1 until end of turn; each player gains shroud until end of turn; or tap all untapped creatures and they do not untap during their controller’s next untap step.
Spurred Irrigation - G
Instant C
Purchase 1
Each player may put a land card from his or her hand onto the battlefield.
Influence of Darrus - WUBRG
Enchantment R
All instants and sorceries have Purchase 3 (As each spell is cast, each player may pay 3. For each player who does, that player may copy the spell and may choose new targets for the copy.)
Bringer of Broken Promises - 4
Legendary Artifact Creature M
Trade 8
When Bringer of Broken Promises leaves the battlefield, target opponent gains control of all nonland permanents you control.
10/4
Soul Gem - 2
Artifact U
Trade 1
T: Add one mana of any color to your mana pool.
Twinkling Trinket - 1
Artifact U
Sell 2
White Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step unless your life total is below 10.
T: Gain 3 life and add W to your mana pool.
Blue Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step if an opponent has at least four cards in his or her hand.
T: Return target creature you don’t control to its owner’s hand and add U to your mana pool.
Black Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step unless there are at least three cards in a graveyard.
T: Exile target card in a graveyard and add B to your mana pool.
Red Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step unless there are at least two creatures in play under an opponent’s control.
T: ~ deals 2 damage to target creature and you add R to your mana pool.
Green Land Cycle
Land C
~ enters the battlefield tapped and does not untap during your untap step if you control any creature tokens.
T: Put a 1/1 green Plant creature token into play and add G to your mana pool.
The Journeyman Road
Legendary Land M
The Journeyman Road enters the battlefield tapped.
T: Add one mana of any color to your mana pool.
4, T: Spells cost 1 less to cast this turn.
“Wherever yee walk. Whatever path yee takes. All roads will lead yee to the Journeyman’s...” — Old saying
20 Basic Land
Comments? Suggestions? Perhaps you'd like to recommend a card? If you want to have a card or two added go ahead and post (Though I'm not looking for any more purchase cards, for this set atleast).
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
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Tax collector looks odd with 4 being the required cost. I would make it 2 instead.
I rather like salvation.
Fierce Debate doesn't need to be double blue.
Private Study is very awkwardly worded. Not entirely sure what the fix is.
Gather the Horde is 16 Hasted power for 7. And think about this card in 2headed Giant. That would be rather disgusting.
Spited Shot with no self-purchase is bad, with self purchase it isn't.
I had been designing the cards so that the player would be able to purchase their own spells, but with 2HG that might present a problem...
I'll have to think about that.
Gather the Horde probably is too much power. Perhaps 6 goblins? or 5? The idea for the card was that if the opponent purchased it from you the card would sort of cancel out...
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
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Say we are playing a normal standard game of Magic.
Player 2 is tapped out. Player 1 plays Requitted Extraction. Player 1 then pays the purchase cost of the card getting another copy of it. The card now reads as follows:
3B
Sorcery
Target player discards two cards and loses four life.
or
4B
Sorcery
Target player discards three cards and loses six life.
It is happening as a spell and a copied spell, but the effect is basically the same unless there are counterspells involved (in which case this is slightly better than the one above.) Doesn't that seem a little strong / not flavorful to you? As it is it is basically Replicate with an opponent being able to replicate things if you can't time it well. Seems a little too good. (Every time the copy is placed on the stack the copy has the purchase ability as well, so it can be paid making another copy etc etc.)
Another good example is how good that life gain card can be:
XW
Sorcery
Gain 3(X+1) life.
Sell is a problematic mechanic: ritual effects are dangerous in multiples, even with the need to wait for your upkeep to use them. Thus, you wouldn't want to put it on enough cards to warrant giving it an actual keyword.
Trade should probably not appear on green or white cards. Blue deals with controller exchange often enough, red gets it from time to time (though usually either at rare or as a temporary effect), and in black it might be a bit of a color pie stretch but somewhat permissible (Sleeper Agent goes one way, or you could kill a creature and then use Rise from the Grave on it). Also, a minor quibble: 1G and 3GG are mana costs, not converted mana costs.
That's incorrect. Purchase triggers when the spell is cast, while the copies are put directly onto the stack. Each player can pay the purchase cost at most once.
Don't doublepost. Posts merged.
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
Exactly, if anything its more related to kicker than to replicate.
And as far as the theme and mechanics of the set, I'd like to at least create and playtest the set some before I decide that it's not fun enough. Sure it goes against predetermined results (the Rhystics), but I'd rather not immediately dismiss the idea without trying it first...
How about a compromise with the Tax collector? paying 3 instead?
Usually, Sell will be appearing on higher costing cards, and with the exception of the trinket the sell amount will be much less than the cost of the spell. Sell will be most dominant on the Red side, and will have a few cards in black and colorless.
I'd like to have trade in white and green, but it's probably not going to work very well... I'm not sure where to go with the mechanic quite as much as the others.
And yah, the set theme is pretty similar to Mercadian Masques, but I'm trying a different approach to it, hopefully. Perhaps a better name for the set would be good, they are quite similar...
Trade might be a bit unclear, as I didn't actually show a specific example. It'd be like this:
Trade 1G (You may cast this spell for it’s trade cost. If you do, it enters the battlefield under target opponent’s control and you gain control of target creature with converted mana cost 2 or less.)
So it would be a converted, just wasn't sure how to translate that in the template.
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Also, I'm considering removing the trade mechanic from the two green cards, but I'd need an interesting replacement for them first...
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
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As always, comments, suggestions, critiques, ideas, complaints, and all other things in between are welcome and appreciated.
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The wall is interesting with how you can trade it but it would be nice if it were a bit more generous to the blue player. Like "Creatures cannot attack you unless their controller pays 3 or UU." so it is kinder to you.
Whoops, did I forget the power and toughness? Aright, I'll go fix it.
Interesting idea with the blue cost, I'll consider it.
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
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White gets a good counter for Trade, a power and toughness boost that checks the colors of your nonland permanents, an aura that makes a creature "Noble", a noble creature that makes casting spells easier for you, and an enchantment that gains power based on the number of creatures you control.
Blue gets a trade creature that stays loyal to it's original owner, a generic flyer (I was short, and I felt the set could use some additional flying), A trade creature that is basically unblockable if you trade it, an aura that allows your pirates to attack, and a pirate lord.
Black gets quite a few sell creatures: One that keeps coming back after it dies, one that gains you some life when it dies, and a rat with the generic "Discard" effect when it dies. It also gets a modified Hell's Caretaker-like card.
Red gets it's first sell creature. Red will deal with Sell a bit differently than Black, as Red is the color of temporary mana acceleration currently, so it will be quite a bit faster at generation at the expense of other drawbacks.
This might take a bit to update, so if the cards aren't there yet, just bear with me, I'm adding them right now.
EDIT: And they are up! Feel free to comment away!
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
Check out my set and leave a comment if you'd like!
:20mana::19mana::18mana::17mana::16mana::15mana::14mana::13mana::12mana::11mana::10mana::9mana::8mana::7mana::6mana::5mana::4mana::3mana::2mana::1mana:
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
Check out my set and leave a comment if you'd like!
:20mana::19mana::18mana::17mana::16mana::15mana::14mana::13mana::12mana::11mana::10mana::9mana::8mana::7mana::6mana::5mana::4mana::3mana::2mana::1mana:
I'm having a bit of trouble with Trade. It only really is justified in Blue, but I really need it to be in White or Green because Blue tends to get the smallest cut of creatures. Black and Red are both stuffed, and White and Blue are decently filled, but I'm running short on ideas for Green...
Any comments for the set so far? I'd really appreciate some sort of response to know I'm not just wasting my time here...
:1mana::2mana::3mana::4mana::5mana::6mana::7mana::8mana::9mana::10mana::11mana::12mana::13mana::14mana::15mana::16mana::17mana::18mana::19mana::20mana:
Check out my set and leave a comment if you'd like!
:20mana::19mana::18mana::17mana::16mana::15mana::14mana::13mana::12mana::11mana::10mana::9mana::8mana::7mana::6mana::5mana::4mana::3mana::2mana::1mana:
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Check out my set and leave a comment if you'd like!
:20mana::19mana::18mana::17mana::16mana::15mana::14mana::13mana::12mana::11mana::10mana::9mana::8mana::7mana::6mana::5mana::4mana::3mana::2mana::1mana: