After having a bit of a break over christmas I'm back and have been deep in development.
Currently I've been tweaking a bunch of uncommons to further develop certain draft archetypes such as W/B gold counters, U/B mill, U/R "spells matters" and R/W glorious aggro.
Insanity Mantis :2mana::symu::symb:
Creature — Insect (U)
Flying
At the beginning of each player’s end step, if a card has entered that player’s graveyard this turn, put a +1/+1 counter on Insanity Mantis. A scavenger of both death and madness.
2/2
Blackfall Ritual :1mana::symb::symr:
Enchantment (U)
Whenever you sacrifice a permanent, you may have Blackfall Ritual deal 1 damage to target creature or player.
Searing Memory :3mana::symu::symr:
Sorcery (U)
Return target instant or sorcery card from your graveyard to you hand. Searing Memory deals damage equal to that card’s converted mana cost to target creature or player.
Exile Searing Memory.
Also started putting a planeswalker guide to Mercalis together and weeding out some of rares that haven't worked so well in playtesting.
Expect more updates soon.
So with Gold counters, is the wincon 10 gold counters amongst creatures you control? or is it counting how many times you're spending the gold coins?
The text for gold counters is: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
This means that:
- Gold counters go on players (similar to poison counters)
- If you get 10 gold counters you win
- You can spend a gold counter once per turn to add 1 to your mana pool.
- Spending a gold counter removes a gold counter from you.
- The Reshape mechanic can add or reduce the amount of gold counter on a player (as long as they have one initially)
I'll add this the the FAQ when I get a chance to help others.
The text for gold counters is: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
This means that:
- Gold counters go on players (similar to poison counters)
- If you get 10 gold counters you win
- You can spend a gold counter once per turn to add 1 to your mana pool.
- Spending a gold counter removes a gold counter from you.
- The Reshape mechanic can add or reduce the amount of gold counter on a player (as long as they have one initially)
I'll add this the the FAQ when I get a chance to help others.
Ok, I see. I think the text should be changed to "[blah blah] spend a gold counter to add 1 to your mana pool" to make it clearer, but what you say makes sense
Ok, I see. I think the text should be changed to "[blah blah] spend a gold counter to add 1 to your mana pool" to make it clearer, but what you say makes sense
Do you mind expanding on that as I've tried dozens of different wordings but am always happy to have someone else find something better.
Been making a lot of rapid updates and a few art and flavour changes as well.
currently I'm fixing the last few rares I'm unhappy with.
However I've once again updated the VISUAL SPOILER where you can see most of the recent changes.
The main change is nearly all the art is finished and that the 10 card multicolour uncommon cycle is far better at leading to different archetypes.
The next main update before I reprint my cards for another physical draft test is to go over all flavour text with a fine comb to make the world far more interesting and consistent as well as add some character to each of the main groups.
Hey there, I've been checking out your set and I thought I'd share my thoughts. Take them with any size grain of salt that you please
To begin, kudos on completing a whole set--that's no small accomplishment. It's clear that you've put a lot of thought into the world (can't wait for you to fill in the Plot + Story) and your cards, both individually and how they function as a set, and that deserves a round of applause
Alright, now that the sunshine and rainbows are out of the way, it's time to tear your sh#t apart. It's pretty late here, so this post will focus on the set as a whole, and subsequent posts will tackle individual cards.
So, first of all, your mechanics don't feel like they have a strong thematic connection either mechanically or flavorfully. You've stated that they all revolve around counters, so there's at least some connection, but counters are used so frequently for so many different things that they don't do a great job of defining a set on their own. Mechanics involving counters work best when they help sell a larger theme, not as a theme by themselves.
I also noticed--and you may have done this on purpose--that your mechanics are sort of a semi-companion of Scars of Mirrodin block. You have a counter that only players get (gold vs. poison), a mechanic that puts p/t-affecting counters on creatures (glorious vs. infect), a mechanic that represents a limited number of uses (vanishing vs. charge counters), and a mechanic that alters the amount of counters on a player/permanent (reshape vs. proliferate). Whether accidental or intentional, it's interesting to note. Unfortunately, CMC's set of mechanics doesn't gel quite as flavorfully as SOM's did. You've got money, creatures fighting for glory, creatures slowly vanishing, and some (thus far unexplained) force that can manipulate all three. That's not nearly as impactful as the Phyrexian infection slowly consuming everything it touches. Perhaps it will feel more cohesive when you explain more of the set's backstory, but for now it feels disjointed.
Also, you've got two mechanics that involve counters on creatures, but one slowly adds them and one slowly takes them away. That seems like it could lead to confusing board states, as you have remember whether each creature with counters on it is getting stronger or getting ready to disappear, and how to deal accordingly. To continue the comparison, Scars of Mirrodin also had two kinds of counters on permanents, but on creatures they were always -1/-1, so when you looked at the mass of counters on your opponent's army you always knew what they meant. Having twice as many creature-based counter mechanics leads to much more than twice as much complexity.
Another thing I noticed is that none of your mechanics are very sexy. They all made me go "huh...that's neat", but none of them made me go "wow, that's really cool!" the way Monstrosity or double-faced cards did. Now that's not to say every set has to have one really sexy mechanic--Return to Ravnica and Gatecrash didn't--but if it doesn't the set has to have some sexy in another way, which RtR and GTC did with the cool things the guild structure brings with it. To be fair, this is more of a marketability issue than a card design issue, but still something to consider.
And finally, be careful of making cards that are too parasitic; that is, cards that function just fine within the context of your set but see a significantly different function outside of it. I'll point these out when I go card-by-card, but just as an example for now, I'm thinking of this card in particular:
B Gold-Drainer Dude
Creature--Dude
Whenever ~ attacks, target player loses life and you gain life equal to the number of gold counters you have.
1/1
This guy has a bunch of rules text which has no function outside of a set with gold counters, which right now is only your set. After the splice mechanic (among others) in the Kamigawa block, this is something that modern Magic design tries to avoid at all costs. Simply having this guy generate his own gold counter would go a long way in preventing parasitism.
I hope this was helpful and not too harsh. I'll start breaking down the white cards as soon as I can!
To begin, kudos on completing a whole set--that's no small accomplishment. It's clear that you've put a lot of thought into the world (can't wait for you to fill in the Plot + Story) and your cards, both individually and how they function as a set, and that deserves a round of applause
I definitely wouldn't call it completed. I'm well aware that the set needs a bit of work to polish it off.
My main challenge after changing the rares I'm not happy with is doing a large overhaul of the creative flavour to help establish a stronger flavour. Reshape especially is a bit all over the place in this regard.
So, first of all, your mechanics don't feel like they have a strong thematic connection either mechanically or flavorfully. You've stated that they all revolve around counters, so there's at least some connection, but counters are used so frequently for so many different things that they don't do a great job of defining a set on their own. Mechanics involving counters work best when they help sell a larger theme, not as a theme by themselves.
I also noticed--and you may have done this on purpose--that your mechanics are sort of a semi-companion of Scars of Mirrodin block.......
Thats actually really interesting and completely unintentional. As you have said the set feels disjointed which is largely a creative problem which I'm well aware needs addressing but would like to get the gameplay as fun as possible before I put all my efforts into reflavouring and world building.
Another thing I noticed is that none of your mechanics are very sexy. They all made me go "huh...that's neat", but none of them made me go "wow, that's really cool!"......
I've had several playtesters comment on how they thing gold counters are "cool" but I am aware that none of my mechanics are revolutionary like double faced cards etc. That is one of the reason I'm remaking a few of the less interesting rares to increase the "wow factor."
And finally, be careful of making cards that are too parasitic; that is, cards that function just fine within the context of your set but see a significantly different function outside of it. I'll point these out when I go card-by-card, but just as an example for now, I'm thinking of this card in particular:
BGold-Drainer Dude
Creature--Dude
Whenever ~ attacks, target player loses life and you gain life equal to the number of gold counters you have.
1/1
This guy has a bunch of rules text which has no function outside of a set with gold counters, which right now is only your set. After the splice mechanic (among others) in the Kamigawa block, this is something that modern Magic design tries to avoid at all costs. Simply having this guy generate his own gold counter would go a long way in preventing parasitism.
I have been been aware from the start of making this set with gold counters that parasitic designs must be cut down to a minimum especially at lower rarity.
Cards like Chained Throatseeker and Corrupted Resolve show that modern magic still has room for very small amounts of parasitic design as long as they are not at common. At uncommon these are very useful in building draft archetypes as players unwilling to invest in gold/poison counters are not going to use them.
My rules for cards that use gold counters is:
-No parasitic designs at common
-If at uncommon it must be central to a draft archetype and be non parasitic if possible.
-At rare it must have a use at all times but you can have a bonus when using gold counters as people like there rares to not ever be useless.
The reason Debt Baron doesn't simply give a gold counter on ETB is because it means that it is worth more to other players who don't use lots of gold counter but instead want to use it as a 1 mana ramp (in black!)
Always interested in any feedback that will improve the quality of the set. Happy also to return the favour for any set you may have in development.
If you could send me your MSE file, I can write my suggestions in the card comments. Then you can decide for each card whether you want to apply them. I think this would be the most convenient way.
Æther Judgment :4mana::symw::symw:
Instant (C)
Exile target creature. If you are its owner, return it to the battlefield under your control at the beginning of the next end step.
You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Neat concept--the creature gets sent to the Æther, judged, and then either returned or banished forever. (Naturally, all of your creatures are deemed worthy of returning, while all of your enemies' creatures must be punished.) The gold token feels tacked on though, which seems at cross-purposes with the role if gold tokens in your set. If you want gold to be one of the featured mechanics of the set, I think it should be more special/splashier than an "oh by the way" on several cards.
Airgrip Eagle :3mana::symw:
Creature — Bird (U)
Flying
When Airgrip Eagle enters the battlefield, target creature gains flying until Airgrip Eagle leaves the battlefield. If that creature isn’t under your control it can’t attack or block until Airgrip Eagle leaves the battlefield.
1/3
Consider the following wording instead: "When ~ ETB, choose one -- target creature gains flying until ~ LTB; or target creature can't attack or block until ~ LTB." Slightly less flavorful, but it eliminates the need to remember that an opposing creature locked under the Eagle still has flying (which won't matter in 99.9% of cases, but has to be keep track of for the .1% when it does matter). If you want to keep it as is for flavor reasons though, I wouldn't blame you.
Also consider tapping or putting a token on a creature locked down by the Eagle so it's not hanging out all Pacified but without an enchantment or anything else indicating it can't move, which could lead to sadness when someone forgets it can't move and combat math gets screwed up.
Arena Sell-Sword :1mana::symw:
Creature — Human Soldier (C)
Glorious 1 (At end of combat, if this creature attacked or blocked this turn and has less than one +1/+1 counters on it, put a +1/+1 counter on it.) The arena of Oestra is many things. Entertainment, battlefield and the training pit for some of the best sell-swords in Mercalis.
2/2
Aggressively costed, but cute. A very clean introduction to Glorious. Be sure to change the plural ("less than one +1/+1 counter") in reminder text for all creatures with Glorious 1.
Blessing of the Flock :3mana::symw:
Enchantment — Aura (C)
Enchant creature
When Blessing of the Flock enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
Enchanted creature gets +1/+1 and has flying.
The current incarnation feels more like Blessing of the Bird. "...gets +1/+1 for each Bird you control..." might feel Flock-ier.
Caravan Mastadon :2mana::symw::symw:
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield put a 1/1 white Soldier creature token onto the battlefield. Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Sure. Peeking ahead revealed that you have a cycle of these landwalkers. Out of curiosity, do they have a particular purpose in the set, and is there a reason you went in this color pie direction as opposed to the other (white gets islandwalk, blue gets swampwalk, etc.)?
Caravan Sentry
Creature — Human Scout (C)
:symtap:: Untap another target creature. Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
1/1
This guy would be fun (but powerful--maybe annoyingly so) in Born of the Gods.
Cloudborn Harbinger :4mana::symw::symw:
Creature — Angel (M)
Flying, vigilance
Cloudborn Harbinger enters the battlefield with five +1/+1 counters on it.
At the beginning of each end step, if another creature attacked this turn, remove a +1/+1 counter on Cloudborn Harbinger. Otherwise, you may put a +1/+1 counter on it. A change is coming, she is only the beginning.
0/0
This does not feel Mythic, and is at odds with Glorious. If you have two Glorious dudes, would you sit back just to put a +1/+1 on the Angel? Or do you attack anyway, weakening the Mythic you just played? Big overhaul needed here. Maybe start her off weaker, but at the end of your turn give her +1/+1 for each creature you control that didn't attack? Still rewarding holding some guys back without neutering your dudes with Glorious.
Counselor’s Toll :1mana::symw:
Enchantment — Aura (U)
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, you get two gold counters. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
An interesting Pacifism variant. Part of me wants it to read "Enchant creature; Whenever ench. creature attacks of blocks, it's controller chooses an opponent. That opponent gets two gold counters" just for the kooky situation when putting this on your guy is the right play, but my love of "corner-case Magic" isn't enough to justify the clunkiness. Nice card.
What function do Counselors play in this world?
Countryside Warden :4mana::symw:
Creature — Human Knight (C)
When Countryside Warden enters the battlefield, for each opponent, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) In Mercalis no road goes unguarded.
3/4
Warden calls to mind for more of park ranger or nature druid, rather than a tax collector, but sure.
Courier Dove
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.) Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Oooh, a one-mana 3/4 flyer! I like the effort -> reward here. Simple but fun.
Daybreak Blessing :4mana::symw:
Instant (R)
Until end of turn, if a creature would deal damage to you, you gain that much life instead.
LifegainFog, sure. I also like that it triggers off your creatures damaging you (on the rare instances that that happens).
Daywatch Commander :3mana::symw:
Creature — Human Soldier (R)
Vigilance
Glorious 4 (At end of combat, if this creature attacked or blocked this turn and has less than four +1/+1 counters on it, put a +1/+1 counter on it.)
All other creatures you control have Glorious X, where X is equal to its converted mana cost. (Multiple instances of glorious trigger separately.)
2/2
And here we have the Glorious Lord (GLordious?). Would need to be playtested a lot to find the right cost (which it may currently have, who knows), but would be fun nonetheless (Funtheless? ...Sorry, I'll stop now).
Dazzling Presence
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card. “A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Not sure how relevant this is here, but why not. Knocks off an annoying Counselor's Toll if nothing else.
Defensive ChargeX:symw::symw:
Instant (U)
Put X 2/2 white Knight creature tokens onto the battlefield.
Creatures you control get +0/+2 until end of turn.
Seems way undercosted. In Return to Ravnica, we had Hussar Patrol, who could wreck your day if you weren't careful. For the same cost, you get two Hussar Patrols (granted, temporary and without vigilance) as well as boosting your whole team. And if you're willing to spend a little more, you're talking 6 instant-speed power (and a little extra) for 5 mana. I think you need to tweak the numbers here.
Flawless Dodge :1mana::symw:
Instant (C)
Untap target creature, prevent all damage that would be dealt to it this turn.
Should be two separate sentences ("Untap... Prevent..."). Seems like a fine card otherwise.
Grizzled Counselor :1mana::symw:
Creature — Human Advisor (C)
Grizzled Counselor gets +2/+2 and has vigilance as long as you control another Advisor. “A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Boy, Counselors in this world seem to run the show. Took a peek at the other colors--not many Advisors (12, I believe, and 5 are rare) to be found, and none of them other than this guy get any benefit from hanging out with other Advisors. Advisor is an odd enough card type that just having an Advisor bonus on one guy feel jarring to me. I like the idea of a cycle of Advisors at common that don't do much alone, but become better when they combine their wisdom.
Hermia, Wandering Hero :2mana::symw::symw:
Legendary Creature — Human Soldier (M)
Indestructible
Glorious 20 (At end of combat, if this creature attacked or blocked this turn and has less than twenty +1/+1 counters on it, put a +1/+1 counter on it.)
When Hermia, Wandering Hero has twenty or more +1/+1 counters on it, you win the game.
1/1
Glorious 20 looks epic, but the counters get added so slowly that it won't feel nearly as epic ("Bwahaha! My mighty indestructible hero just bashed your face in and got...a little bigger..."). Also 20 turns is a loooong time in a game of Magic, and even you help the alt-win text along, it seems unnecessary since if you have an indestructible threat with that many counters on it, you should be able to win anyway.
Impervious Blessing :4mana::symw:
Enchantment — Aura (R)
Flash (You may cast this spell any time you could cast an instant.)
Enchant permanent
Enchanted permanent has indestructible
"Your Highness! Hermia is attacking our kingdom!"
"Oh no! Royal Wizard, can you save us?"
"Of course, my liege!" *casts a spell*
"There, that should do it! ...For 20 turns, anyway."
Jokes aside, this seems a lot more fun than its sorcery-speed cousin (the name of which is escaping me now).
Laresai Paladin :4mana::symw:
Creature — Human Knight (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Laresai may be considered fat with merchants and trade deals, but break a contract and you’ll soon hear the thundering of armored hoofs.
3/3
Nothin' to say here, just a solid French vanilla dude.
...Mmmm...French vanilla...
Laresai Temple Guard :2mana::symw:
Creature — Human Soldier (C)
Defender (This creature can’t attack.)
Whenever Laresai Temple Guard blocks, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) The temple toll must be paid, willingly or not.
1/3
"Ow! Hey, you just punched me! That's it--I was gonna let you in this Temple for free, but now it's gonna cost you!"
Yay for flavorful gold-gaining!
Laresei Captain :1mana::symw::symw:
Creature — Human Soldier (U)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Tap an untapped human you control: Target creature gains first strike until end of turn.
2/2
We're bordering on too many combat tricks for White. An exile/flicker, instant-speed knights and defense, instant-speed indestructible, instant-speed LifegainFog, and now this guy, and we're only about halfway through. I like this guy more than most because of how he helps Glorious guys (like himself), but his presence makes me wary of the volume and potency of your other trickery. Maybe scale the others back in number and/or effect.
Light of the Citadel :3mana::symw:
Sorcery (U)
Creatures you control get +0/+11 until your next turn.
Untap all creatures you control.
Not sure how these two parts fit together. Untap all is useful after combat, and +0/+11 is useful before (or during, but sorcery), but the two don't work great together except at instant speed. Consider replacing this, or recosting it as an Instant and replacing a different combat trick.
Maned Cavalier :2mana::symw:
Creature — Cat Knight (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
First Strike (This creature deals combat damage before creatures without first strike.)
1/3
A little non-synergy between first strike and a big butt (not to mention that guy that grants first strike), but not awful. Maybe vigilance, or lifelink, or some other white ability instead?
Matron of the Roads :2mana::symw:
Creature — Human Wizard (U)
Flash
When Matron of the Roads enters the battlefield, untap target creature. That creature gains protection from the color of your choice until the end of turn. Traveling the long trade roads, they are seen as guardian of fortune. Always appearing just as as their magic is needed most.
1/2
And more instant-speed trickery. A fine standalone card, but too many tricks.
Prejudicial Mending :2mana::symw:
Sorcery (C)
Gain 6 life.
If mana from a gold counter was spent to cast Prejudicial Mending, put a +1/+1 counter on up to two target creatures. Halvar healers are open to all but tossing them a few extra coins can certainly be worth it.
Sure, adding more potency to gold counters.
Pure Mendmage :symw::symw:
Creature — Human Wizard (U)
:1mana::symw:, :symtap:: Gain 2 life.
:3mana::symw:, :symtap:: Prevent all combat damage dealt by target creature this turn.
1/1
You have a cycle of these guys, but they don't really do anything interesting or clever either by themselves or in the context of your set. I appreciate a good cycle, but cycles usually highlight some aspect of the set, or are badass enough to make the player go "oooh...I wonder what the rest of this cycle looks like." This cycle does neither.
Sell-Sword Captain
Creature — Human Soldier (R)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
At the beginning of each end step, If a creature with glorious you control attacked or blocked this turn but didn’t have a +1/+1 counter put on it this turn, you get a gold counter.
1/1
Eugh, that is one clunky gold clause. I like that it gives a reward once the natural rewards of Glorious run dry though, and I must admit that a second reading of the clause rendered it much more grokkable than I first thought. I'd like to playtest with this guy to see the ability in practice, but I like it.
Solar Erasure :2mana::symw::symw:
Sorcery (R)
Destroy all tapped creatures. Don’t look into the light.
So you untap, nuke his army and then swing with yours? Seems too good--all the upside of a board wipe without having to worrying about your guys getting caught in the blast, and at the same cost, no less.
Tax into Exile :3mana::symw:
Instant (U)
Exile target attacking creature.
You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Meh, the name is a weak justification for the gold counter, as the spell is what causes the exile, not the tax, and also because I can see someone being taxed into poverty, but not out of existence (unless you have a reason in your world why money could do such a thing). And also, another combat trick.
Temporal Sanctuary :4mana::symw:
Instant (U)
Exile all creatures. Return them to play under their owner’s control at end of turn.
You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
...Aaaand another combat trick, and another card with gold tacked on. Thus far gold does not seem like a natural extension of your world whatsoever. I'm hoping gold will make more sense when you explain your world.
Town Tradesmith :3mana::symw:
Creature — Human Advisor (C)
:symw:, :symtap:, Tap an untapped creature you control: You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Now this I like. Two merchants make a trade, and you get a cut of the profits. More logical, flavorful inclusions of gold please.
Trademaster of Warfare :4mana::symw:
Creature — Human Advisor (R)
Whenever you spend a gold counter, put a 2/2 white Knight creature token onto the battlefield.
:3mana::symw:: Put a 2/2 white Knight creature token onto the battlefield.
4/4
The ability might be a little strong, but I like the synergy, and the built-in creature frailty at least means there's a chance he could die before he takes over. This is a cycle I can get behind.
Traderoom Silence :2mana::symw:
Enchantment (R)
Triggered abilities can’t trigger. (A triggered ability uses the words “when,” “whenever,” or “at.”) Laresai traderooms follow complex rules to guarantee no undeclared magics threaten a contract.
Simple, interesting, Johnnies will love it and drafters will hate it. Good addition.
Travelling Woundknitter :4mana::symw:
Creature — Human Cleric (U)
At the beginning of each end step, if you gained 3 or more life this turn, you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/5
Another gold flavor success--"Thank you for your aid, please take this in appreciation." "...If you prevented 3 or more damage..." might be slightly better flavor, but lifegain is more frequent and has less rules wonkiness, so this will work great as is.
Unsleeping One :5mana::symw:
Creature — Construct (C)
Unsleeping One can attack or block while tapped. Steady and unstoppable like the laws it seeks to uphold.
3/6
Interesting, and potential synergy with the "Tap me and someone else for a gold" guy. I'm a little put off that he can attack while tapped, but that attacking still causes him to tap, but putting Vigilance on this guy might be weird too. Vigilance would fit with "Unsleeping" though...
Valiant Mountblade :2mana::symw:
Creature — Human Knight (U)
Whenever Valiant Mountblade becomes blocked, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “Good deeds require no payment but great heroics are surely worth a few coins”
2/3
What does Valiant have to do with you getting a gold counter when he's blocked? The flavor text kinda sells it, but overall it feels like he's taking gold from the guy who blocks him, which isn't a very valiant thing to do. I like the idea, but maybe rethink the presentation.
Ward of Serenity
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
:symw:: Tap enchanted creature. In peace we may find both great strength and great inaction.
Sure, a dual-use enchantment. I like cards like this, and this one is no exception.
Wardwatch Griffin :3mana::symw:
Creature — Griffin (C)
Flying
When Wardwatch Griffin enters the battlefield, destroy target enchantment. Oestra, Laresai and Halvar all try to gain the griffin’s favor. Their ability to detect and demolish magical wards is too valuable to ignore.
2/3
I don't think two enchantment destruction cards are necessary. Yes, one only deals with Auras, but I think it's worth mentioning that of all the white cards in Theros--the enchantment-centric block--only two cards care about enchantments, and one destroys them while the other gains you life if you have one. Granted, maybe enchantment hate was intentionally turned down to promote Auras, but perhaps you could consider a different ability here.
Warehouse Mastiff :1mana::symw:
Creature — Hound (C) “The roads are not safe.
The towns are at risk.
Elementals attack.
and business is booming.”
—Bobby, Warhound Merchant
3/1
"And on your right, we have...the token vanilla! Please, no pictures." I think the set as a whole could stand to have a few more vanilla/French vanilla creatures, but I could certainly be wrong on that score.
Watcher of the Balance :2mana::symw::symw:
Creature — Human Soldier (R)
When Watcher of the Balance enters the battlefield, choose an opponent.
If chosen opponent life total is less than your life total, Watcher of the Balance gets +X/+X where X is equal to the difference in life totals.
1/1
Speaking of French vanilla. But why isn't the boost permanent? I hope that was an oversight, because reverting to a 1/1 without getting to attack (barring haste shenanigans) feels disappointing.
@clcallag: Seems my text version that you copied off is slightly less up to date that the visual spoiler. Will update it tonight so you can review the correct cards
Ætherwash Smoke :2mana::symu:
Enchantment — Aura (C)
Enchant creature
When Ætherwash Smoke enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Enchanted creature gets -5/-0.
Astral Musing :3mana::symu:
Sorcery (C)
Draw three cards, then put a permanent you control on the bottom of its owner’s library. “From legends we discovered the Æther. From the Aether we seek knowledge. From knowledge we seek a spark of legends greater still.
—Alesta, Priestess of Eternity
Cloud Sovereign :5mana::symu:
Creature — Elemental (R)
Flying, hexproof
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever you cast an instant or sorcery spell, you may draw a card.
5/6
Contractual Sabotage :1mana::symu::symu:
Instant (U)
Counter target spell. You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.) “The powers have been amassed, the ritual has begun and your grand plans coalesce into....A tidy profit for me”
Counterbid :1mana::symu:
Instant (C)
Counter target creature, artifact or enchantment spell unless its controller pays 1 plus an additional 1 for each gold counter you have. “This magical enchantment now belongs to a higher bidder.”
—Sword Inscription
Fading Researcher :2mana::symu:
Creature — Spirit Wizard (U)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:1mana::symu:, :symtap:, Remove a time counter from Fading Researcher: Draw a card.
1/3
Feedback Glyph
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature becomes tapped, you may return it to its owners hand. If you do, you may pay :2mana::symu: and return Feedback Glyph to its owner’s hand.
Forced Introspection :4mana::symu::symu:
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library. The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Forward into History :3mana::symu::symu::symu:
Sorcery (M)
Each opponent shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards and their life total becomes their starting life total. Skip your next six turns. Exile Forward into History.
Gliding Presence
Sorcery (C)
Target creature you control gains flying until end of turn.
Draw a card. Priests of Eternity do not walk, they simply flicker between reality and the Æther. Such travel is amazing, dangerous and completely unrestricted.
Harbor StormX
Instant (U)
Up to X target creatures don’t untap during their controller’s next untap steps. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Insomnia Behemoth :4mana::symu::symu:
Creature — Elemental (R)
Flying
Insomnia Behemoth’s power and toughness are each equal to the number of nonland cards in your opponents’ graveyards.
Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard.
*/*
Irrigation Wanderer :2mana::symu::symu:
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Wanderer enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Laresai Attendents :2mana::symu:
Creature — Spirit (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:1mana::symu:, :symtap:: Tap target creature. That creature doesn’t untap during its controllers next untap step.
1/4
Lighthouse Keeper :3mana::symu:
Creature — Human Wizard (C)
Flash (You may cast this spell any time you could cast an instant.)
When Lighthouse Keeper enters the battlefield, look at the top card of your library. If it’s an instant or sorcery card, you may reveal it and put it into your hand.
2/4
Liquideous Sprite :2mana::symu:
Creature — Elemental (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Liquideous Sprite enters the battlefield, return target creature you control to its owner’s hand.
3/3
Manaflare Phantom :4mana::symu:
Creature — Elemental (U)
Flying
You may reveal each card you draw. Whenever you reveal a nonland card this way, Manaflare Phantom gets +X/-X until end of turn, where X is that card’s converted mana cost.
1/6
Master Spellsnatcher :2mana::symu:
Creature — Human Wizard (R)
Whenever an instant or sorcery card is put into an opponent’s graveyard from anywhere, you may exile it. X, :symtap:: Copy a card exiled with Master Spellsnatcher. You may cast the copy without paying its mana cost. X is the converted mana cost of the exiled card.
2/3
Mistwalk Entity :1mana::symu:
Creature — Elemental (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
2/3
Morphskin Miasma :4mana::symu:
Instant (R)
Each creature target opponent controls becomes a copy of target nonlegendary creature until end of turn.
Numbing Concoction :1mana::symu:
Instant (U)
Tap target creature. It doesn’t untap during it’s controllers next untap step. Its controller puts the top four cards of his or her library into his or her graveyard. A single drop will kill the pain, a dozen will see you sleeping for a week.
Pearly Ectozoa :4mana::symu:
Creature — Jellyfish (U)
Flying
Whenever another creature an opponent controls becomes tapped, you may untap Pearly Ectozoa. “Hidden in its reflective mass are echoes of elaborate schemes”
—Dravern, Laresai Counselor
2/5
Repeat :1mana::symu:
Instant (C)
You may tap or untap target creature. You may search your library for up to three cards named Repeat, reveal them, put them into your hand, then shuffle your library. “Here we go again”
Rethread the Weave :1mana::symu:
Instant (C)
Counter target instant or sorcery spell. Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Riptide Plunderer :2mana::symu:
Creature — Merfolk Rogue (C)
When Riptide Plunderer enters the battlefield, draw two cards, then discard two cards. As elementals start to attack their water capital, Alt’Valis. Some merfolk have turned to desperate ‘borrowing.’
2/2
Seer of Lucid Depths :1mana::symu:
Creature — Human Wizard (C)
:symtap:: Look at the bottom card of your library. You may put that card on top of your library. “The Æther is awash with fragments of our desires. Piece enough together and countless futures are revealed.”
1/1
Shapemelding :2mana::symu:
Enchantment — Aura (R)
Enchant creature
:2mana::symu:: Enchanted creature becomes a copy of another target creature. (This effect lasts indefinitely.)
Sleeper of Alt’Valis :5mana::symu::symu::symu:
Legendary Creature — Octopus (M)
Flash (You may cast this spell any time you could cast an instant.)
Sleeper of Alt’Valis can block seven additional creatures.
When Sleeper of Alt’Valis enters the battlefield, up to eight target creatures get -8/-0 until end of turn.
8/8
Spellwrit Contract :2mana::symu:
Enchantment (U)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever you cast an instant or sorcery spell put a time counter on Spellwrit Contract.
Whenever a creature deals combat damage to you put it on top of its owners library.
Study the Æther :2mana::symu:
Sorcery (U)
Reveal the top five cards of your library. all instant and/or sorcery cards revealed this way into your hand and the rest into your graveyard.
Summoning Rift :5mana::symu::symu:
Sorcery (R)
Return all creatures to their owner’s hand. For each creature returned this way put a token thats a copy of that creature onto the battlefield under your control.
Temple Phasemage :symu::symu:
Creature — Human Wizard (U)
:1mana::symu:, :symtap:: Target creature can’t be blocked this turn.
:3mana::symu:, :symtap:: Return target creature you control to its owner’s hand.
1/1
Tidal Ambassador :4mana::symu:
Creature — Merfolk Advisor (C)
When Tidal Ambassador enters the battlefield, if you cast it from your hand, you may exile another target creature you control, then return that card to the battlefield under your control. “Research, not conflict is our salvation.”
3/3
Tidal Ingus :symu::symu:
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever Tidal Ingus attacks, target creature gets -2/-0 until end of turn.
2/1
Timeweft Runes :2mana::symu::symu:
Enchantment (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your upkeep, choose one — Draw a card; or put two time counters on Timeweft Runes. “Time is an essential ingredient to any idea. I’m just simply speeding up the process a little.”
Trademaster of Secrets :4mana::symu:
Creature — Sphinx Advisor (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever you spend a gold counter, draw a card.
:3mana::symu:: Draw a card.
2/5
Vortex Crystals :2mana::symu:
Enchantment (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Vortex Crystals enters or leaves the battlefield you may return another target creature to it’s owners hand.
Whisperweave Trader :4mana::symu:
Creature — Djinn Advisor (C)
Flying
Whenever you draw the second card each turn, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
3/3
Windwisp Sentry
Creature — Elemental Scout (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.) “Another gold mine was attacked today. The elementals have been vanquished but I fear every attack is simply another test. Another probe for weakness in our ranks.”
—Jordan, Halvar Overseer
0/3
Winged Notion :1mana::symu:
Creature — Illusion Bird (C)
Flying
Whenever Winged Notion attacks or blocks, tap Winged Notion and it doesn’t untap during your next untap step. Counselors can’t risk fleeting emotions effecting trading deals. instead, siphoning them off to form useful servants.
3/2
Dozens of changes in this update. I've been busy getting feedback from several players and have actually had time for once to work on the set for several hours. The final thing I need to fix in the next week is several of the rares that I'm still unhappy with.
On my list to fix or replace next are:
-Boundless Summoning
-Summoning Rift
-Crystal Amulet
-Wolfpack Alpha
-Obelisk of Existence
-Oneria, the Dreamshaper
Massive thank you to Apoquallyp for an absolutely amazing job going through each card with a fine tooth comb pointing out dozens of tiny (and glaring) wording errors.
Also thanks for pointing out several cards missing artist credits and a potential infinite loop at common.
Also thank you clcallag, your comments about to many tricks for white is totally correct and will be addressed. Most likely will cut Temporal sanctuary and make Tax into Exile a Oblivion Ring variant with some sort of gold connection. Maybe another enchantment at uncommon is needed as well. Will think about it.
After reading more of clcallag's very helpful feedback I've decided to scrap the uncommon mage cycle (phasemage, battlemage etc...) and replace them with a cycle that reinforces one of the main themes of the set. COUNTERS
you can find them at the link below: [CMC] Counselor Cycle
I have also been working on several of the rare cards that need redesigning.
Summoning Rift has been changed to: Strands of Influence2UU
Enchantment - Aura {R}
Enchant permanent
Vanishing 3
You control enchanted permanent.
This is an undercosted but temporary Confiscate and plays well with a G/U tempo deck or a R/U deck that uses Thunderous Entity as a finisher.
The previous card was very cool but had issues when not played online as the tokens/clones all had memory issues.
I'm also still looking for additional comments on my 5 reworked designs linked in the previous post.
Glad my comments were helpful--more will be coming soon, I promise! I'm working on my own set quite a bit at the moment, but I'll try and find time to critique the blue cards and the two sets of updates that you're looking for feedback on.
Briefly, however, I can say that I dig the Counselor cycle, and that Strands of Influence is a cool and well-designed Mind Control variant. Kudos!
Also, I may go back and correct a few of my white critiques after rereading some of the cards that I clearly misread the first time around. ...Oops.
(Incidentally, how do you update the title of your thread? I thought the answer would be in the Thread Tools dropdown, but no dice...NevermindIfoundit...)
I've been doing a bunch of playtests over the last few weeks as well as had a lot of stuff going on in real life. However I am very much still working on this project and I intend to finish development as well as redo the flavour of this world.
I have recently posted the [CMC]Costing/Power Check thread which has some cards I would like a second opinion on. However I also want to show off some of the creative changes I've been working hard on.
The first thing is to solidly define the flavour of both Vanishing and Reshape.
Vanishing
Previously Vanishing had been on Elementals as well as some random spirits but wasn't really explained much.
Now vanishing is only on Elementals. Elementals in Mercalis are formed by counselors in the cities to provide a cheap but unstable source of power, heat and labour. This is especially true in the Forge Distrcit of Oestra which supplies the best weapons and armor money can buy.
Unfortunatly due to the long reminder text of vanishing this is hard to show so names become very important. Forge Sparker2R
Creature - elemental {C}
Vanishing 5 [i](This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)[/i] R: Forge Sparker gets +1/+0 until end of turn.
As long as Forge Sparker has exactly one time counter on it, it has trample.
2/2
Also not every elemental has vanishing so I can use some to provide some flavour.
Windwisp SentryU
Creature - Elemental Scout {C}
Flying
[i]An elemental's existence is short but cheap. Perfect servants for the city counselors.[/i
0/3
However I currently have elementals and vanishing tertiary in green so I need a way to flavour them. I have a great force called the Earthsoul that is worshiped by some elves and seems to have the power to create natural elementals some of whch are stable while others still vanish eventually.
Force of the Earthsoul3GG
Creature - Elemental {U}
Trample
Vanishing 2 [i](This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)[/i]
8/8
I plan on elementals having a larger impact on the story now with some possible twists I've got planted incase I ever do a 2nd and 3rd set on this plane.
Reshape
Now reshape has been the far harder mechanic to flavour as it affects all different types of counters which can be a mix of physical and non-physical flavour wise. Time counters from vanishing are non physical while gold counters and +1/+1 are more physical. This was a problem saved by the flavour change of elementals. Now that most elementals are artificial servants the ability to manipulate there lifespan makes a lot more sense. The changing of +1/+1 and gold counters are now flavoured as the manipulation of trade and equipment which makes sense with the "Trade World" vibe and goes hand in hand with the Counselors who are masters of manipulating trade as well as the creators of elemental servants.
I have also decided to splash reshape into every colour to reinforce the importance of the menchanic and answer "why can't white be good at trade?"
Red and white are still last in reshape with only 3-4 cards between them.
Oestran Battle-Smith1WW
Creature - Human Soldier {R}
First Strike
Whenever ~ attacks or blocks, reshape. [i](Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)[/i]
2/2
Green
One thing I wanted was for green to completely not have access to gold counters and so the where originally very wild and hated the cities. However this made them being primary in Reshape confusing so I've made them far less anti capitalist but they still reject the concept of money. This means they are willing to trade and interect with the cities (though not all of them) but they won't produce gold themselves.
Green still far prefer to use reshape as a way of returning things to how they consider "natural" but they are not all as strict as before.
Unity of Autumn2GW
Instant {U}
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each of those creatures.
[i]The autumn harvests bring great riches to Mercalis and form the core of the fragile peace between the elves and the cities.[/i]
Trademaster of the Forest4G
Creature — Elf Advisor (R)
If you would reshape, reshape twice instead. 3G: Reshape [i](Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)[/i]
[i]“The only currency in Irridwood is growth.”[/i]
5/4
Anyway I'm always looking for more comments and I'll update the card list and visual spoiler soon.
CONTRACTS & DISTRICTS
I have renamed and reflavoured two cycles to better convey a world full of trade and cities.
Contracts to replace Presence Cycle
Contract of PurityW
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card. “A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Contract of FlightU
Sorcery (C)
Target creature gains flying until end of turn.
Draw a card.
Contract of HorrorsB
Sorcery (C)
Until end of turn, target creature gains “Whenever this creature deals combat damage to an opponent, that player discards a card.”
Draw a card.
Contract of WrathR
Sorcery (C)
Target creature gets +1/+0 and gains haste until end of turn.
Draw a card. Oestra doesn’t quite have the negotiating skills of other cities, but don’t let that think you can cheat them and live.
Contract of StrengthG
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card. Marked not in ink, but in scars upon his hide.
Blighted District
Land (R)
Blighted District enters the battlefield tapped.
T: Add W, B or G to your mana pool.
Forge District
Land (R)
Forge District enters the battlefield tapped.
T: Add W, B or R to your mana pool. Elementals provide a searing blaze that smelt the best Oestran steel.
Harbour District
Land (R)
Harbour District enters the battlefield tapped.
T: Add U, R or G to your mana pool.
Market District
Land (R)
Market District enters the battlefield tapped.
T: Add W, U or R to your mana pool. Markets in Laresai build skyward like the profits they hope to achieve.
Moonlit District
Land (R)
Moonlit District enters the battlefield tapped.
T: Add U, B or G to your mana pool. Here you can acquire untold wonders or simply an early grave.
Could you make the .mse file available for download? That would be much appreciated
I would prefer to wait until I consider the project complete as I don't want to regularly update it.
If you would like a copy give me a PM.
I'll see about updating the visual spoiler tonight.
Still looking for feedback on my [CMC] Costing/Power Check thread....
Just wanted to show off an uncommon blue card that I made today to replace a card that was proving too powerful for uncommon and not particularly fun to play against.
Wealth of Knowledge5U
Sorcery {U}
You get a gold counter, then draw a card for each gold counter you have. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
This fulfills the late game draw card slot for blue while also fitting really nicely with certain commons such as Whisperweave Trader and Counterbid.
Fits nicely into either UB or WU gold counter control decks in draft.
Today I'm showing off two loose cycles at common that help define the limited environment and help build into a variety of different archetypes.
Also note I have updated the visual spoiler and will try and update the text spoiler soon.
Landwalk Cycle
Each card in this cycle helps each of the colours have a way to finish long games that can occur due to the generally slower nature of the format required by the inclusion of gold counters.
I have recently changed the cost of these creatures from 2CC to 3C to make them far more splashable as it was really annoying not being able to properly use these simple foundation cards reliably. They should now better support the limited environment while still having weak enough bodies that they don't become unfun to play against when the landwalk is effective.
Caravan Mastadon3W
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield. Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
This helps build into the defensive nature of various W/X stategies while also provide two bodies to overcome the large green threats when running WR aggro.
Irrigation Servant3U
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Servant enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
A useful ability in nearly any combination due to how much counters matter in this block. Also provides the ability for blue to fight back against defensive white decks especially in UR vanishing decks.
Drowned Mass3B
Creature — Zombie (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.) Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
A solid body for black which rarely gets 3/3's for 4. Allows black to run more aggressively against blue control decks but can also trade profitly with a good number of commons that would normaly pressure a WB gold counter control deck.
Mireburn Gnoll3R
Creature — Gnoll Shaman (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player. Gnoll magic is the worst spawn of hate and blood.
2/2
Obviously a strong build around card that really really wants to push gnolls if no other player is running them. The weaker body of most Gnolls allows them to easily wheel the table in drafts so that an opportunistic player can take advantage of this. This is one of the only multiple removal cards at common so can be brutal if activated. The swampwalk helps against one of the two colour's that has high enough toughness to not worry as much about the shock effect.
Canyon Spider3G
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
My favourite design of this cycle as this Giant Spider is most useful against the flyers of blue and white. However red is tied for the colour of the least fliers so this allows for the card to suddenly have a aggressive approach against red decks if the opening presents itself. Also the high toughness naturally hoses aggressive red decks which makes this card far more versatile that it initially seems.
Overcosted removal cycle
This cycle follows in the footsteps of cards like Angelic Edict or Trostani's Judgement. They also play well into the slower nature of the format.
Each of these cards have a CC cost meaning they cannot be splashed as easily so they don't get grabbed up straight away.
Æther Judgment4WW
Instant (C)
Exile target creature. You may return it to the battlefield under its owner’s control at the beginning of the next end step. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Forced Introspection4UU
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library. The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Grasp of Oblivion4BB
Instant (C)
Destroy target creature. It can’t be regenerated. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.) “One death can change everything.”
—Midasa, the Golden Gaze
Quas Nova5RR
Instant (C)
Quas Nova deals 6 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. “Quasfire is the rage of the land made manifest. Why it is angry we do not know.”
—Warick, Oestran Battlemage
Brutal Hunger4GG
Sorcery (C)
Put two +1/+1 counters on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.) Are you predator or prey? Nothing else matters.
Draft ArcheTypes Part 1
Today I will be going through the main draft archetypes that have come up in testing and the cards I have been designing to support them.
Linked to each card mentioned will be a render of the card. You may also view them in the Visual Spoiler.
I aim for each colour combination to have a draft archetype just like most modern sets. I also will discuss some other minor archetypes you can play if you pull the right cards.
So lets start with each the first half of the two colour pairs.
WUWhite/Blue Gold Counter + Reshape ControlWU
This deck uses the bounce and removal spells in blue and white most effectively while gaining a constant stream of gold counters through card like Travelling Woundknitter and City Tradesmith. The use of cards such as Counselor's Toll can make your opponent second guess if attacking is worth it. While using life gain and defensive creatures keeps you alive. Blue provides plenty of time while simultaneously getting you closer to your goal of 10 gold counters by using the reshape mechanic on cards such as Harbor Storm and AEtherwash Smoke. Voiceless Prism provides one of the most powerful and versatile removal spells in the format for this archetype to use.
RWRed/White Glorious AggroRW
This deck provides a fast aggressive strategy that takes advantage of those unable to get early board presence. Due to how glorious works, having a low curve and and mixing in red removal really helps get the first couple of glorious triggers up and running. Cards like Arena Veteran provide a good build around uncommon that is nearly unbeatable on the field. Courier Dove and Darting Gladiator provides good finishers and Flawless dodge has great synergy with glorious.
UBBlue/Black Flying + MillUB
Insanity Mantis blacked up with both Milling, Discard and Looting cards such as Riptide Plunderer and Mind Tithe can make a brutal flying threat that can easily win games. Combined with other flyers such as Manaflare Phantom this can catch ground based decks off guard. Getting a deck with Insomnia Behemoth while running this colour combination can be nearly unstoppable.
BGBlack/Green Reshape MidrangeBG
The aim for this midrange style deck is to use the powerful bodies and +1/+1 counter on the green creatures to take a good board presence while backing it up with Re-animation such as Vaporous Return and removal spells like Grasp of Oblivion that double as a source of reshape to add additional +1/+1 counters or slow an opponent that relies on gold counters to win or ramp. Gravewood Lurker provides a powerful threat that takes advantage of every death to benefit you as you build to an unstoppable force that overwhelms your opponents.
RGRed/Green Reshape + Glorious MidrangeRG
Green glorious creatures, unlike white tend to be far larger but also have a greater final reward. This when combined with powerful and repeatable reshape cards such as Flux of Nature allow a powerful red/green creature based midrange deck that can make good use of both glorious and vanishing creatures. Vanishing creatures such as Force of the Earthsoul get far more deadly when the constant have time counters added to them. Also attaching cards like Elemental Authority to high power creatures such as Crackle Fiend can swiftly remove an opponents life total. Irridwood Savage provides a frighteningly effective glorious creature who's combination of haste and trample can really surprise players who may think themselves safe.
Just a small update today while finish writing the second part of the Draft Archetype guide.
I realized I had no red vanishing creatures at uncommon and that I realy needed another gnoll at common so I have switched around the cards that used to be Cinder Flayer and Gnoll Pillager.
Gnoll Pillager has become Gnoll Raider a common that is either a 2/2 for 1R that must attack each turn. (not great). However if you have enougth gnolls it gains haste. making it actually really good.
Gnoll Raiders1R
Creature — Gnoll Warrior (C)
Gnoll Raiders attacks each turn if able.
Gnoll Raiders has haste as long as you control three or more gnolls.
2/2
On the other hand I have the new Cinder Flayer. Cinder Flayer1R
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Cinder Flayer gets +4/+0 as long as it has exactly one time counter on it.
1/3
This allows for basically a 5/3 for two mana and can be built around for a red/green or red/blue deck that uses reshape to keep the vanishing bonus for multiple turns or surprise an opponent by raising its power mid-combat. The large backside for a red creature also helps with the slightly more defensive nature of Red/Black and Red/Blue and means it isn't too similar to the 4/1 Crackle Fiend.
Currently I've been tweaking a bunch of uncommons to further develop certain draft archetypes such as W/B gold counters, U/B mill, U/R "spells matters" and R/W glorious aggro.
Creature — Insect (U)
Flying
At the beginning of each player’s end step, if a card has entered that player’s graveyard this turn, put a +1/+1 counter on Insanity Mantis.
A scavenger of both death and madness.
2/2
Blackfall Ritual :1mana::symb::symr:
Enchantment (U)
Whenever you sacrifice a permanent, you may have Blackfall Ritual deal 1 damage to target creature or player.
Searing Memory :3mana::symu::symr:
Sorcery (U)
Return target instant or sorcery card from your graveyard to you hand. Searing Memory deals damage equal to that card’s converted mana cost to target creature or player.
Exile Searing Memory.
Also started putting a planeswalker guide to Mercalis together and weeding out some of rares that haven't worked so well in playtesting.
Expect more updates soon.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
enchanting Witchstalker with Raised by Wolves
The text for gold counters is: You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
This means that:
- Gold counters go on players (similar to poison counters)
- If you get 10 gold counters you win
- You can spend a gold counter once per turn to add 1 to your mana pool.
- Spending a gold counter removes a gold counter from you.
- The Reshape mechanic can add or reduce the amount of gold counter on a player (as long as they have one initially)
I'll add this the the FAQ when I get a chance to help others.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Ok, I see. I think the text should be changed to "[blah blah] spend a gold counter to add 1 to your mana pool" to make it clearer, but what you say makes sense
enchanting Witchstalker with Raised by Wolves
Do you mind expanding on that as I've tried dozens of different wordings but am always happy to have someone else find something better.
Been making a lot of rapid updates and a few art and flavour changes as well.
currently I'm fixing the last few rares I'm unhappy with.
However I've once again updated the VISUAL SPOILER where you can see most of the recent changes.
The main change is nearly all the art is finished and that the 10 card multicolour uncommon cycle is far better at leading to different archetypes.
The next main update before I reprint my cards for another physical draft test is to go over all flavour text with a fine comb to make the world far more interesting and consistent as well as add some character to each of the main groups.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Always interested in any feedback that will improve the quality of the set. Happy also to return the favour for any set you may have in development.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
To begin, kudos on completing a whole set--that's no small accomplishment. It's clear that you've put a lot of thought into the world (can't wait for you to fill in the Plot + Story) and your cards, both individually and how they function as a set, and that deserves a round of applause
Alright, now that the sunshine and rainbows are out of the way, it's time to tear your sh#t apart. It's pretty late here, so this post will focus on the set as a whole, and subsequent posts will tackle individual cards.
So, first of all, your mechanics don't feel like they have a strong thematic connection either mechanically or flavorfully. You've stated that they all revolve around counters, so there's at least some connection, but counters are used so frequently for so many different things that they don't do a great job of defining a set on their own. Mechanics involving counters work best when they help sell a larger theme, not as a theme by themselves.
I also noticed--and you may have done this on purpose--that your mechanics are sort of a semi-companion of Scars of Mirrodin block. You have a counter that only players get (gold vs. poison), a mechanic that puts p/t-affecting counters on creatures (glorious vs. infect), a mechanic that represents a limited number of uses (vanishing vs. charge counters), and a mechanic that alters the amount of counters on a player/permanent (reshape vs. proliferate). Whether accidental or intentional, it's interesting to note. Unfortunately, CMC's set of mechanics doesn't gel quite as flavorfully as SOM's did. You've got money, creatures fighting for glory, creatures slowly vanishing, and some (thus far unexplained) force that can manipulate all three. That's not nearly as impactful as the Phyrexian infection slowly consuming everything it touches. Perhaps it will feel more cohesive when you explain more of the set's backstory, but for now it feels disjointed.
Also, you've got two mechanics that involve counters on creatures, but one slowly adds them and one slowly takes them away. That seems like it could lead to confusing board states, as you have remember whether each creature with counters on it is getting stronger or getting ready to disappear, and how to deal accordingly. To continue the comparison, Scars of Mirrodin also had two kinds of counters on permanents, but on creatures they were always -1/-1, so when you looked at the mass of counters on your opponent's army you always knew what they meant. Having twice as many creature-based counter mechanics leads to much more than twice as much complexity.
Another thing I noticed is that none of your mechanics are very sexy. They all made me go "huh...that's neat", but none of them made me go "wow, that's really cool!" the way Monstrosity or double-faced cards did. Now that's not to say every set has to have one really sexy mechanic--Return to Ravnica and Gatecrash didn't--but if it doesn't the set has to have some sexy in another way, which RtR and GTC did with the cool things the guild structure brings with it. To be fair, this is more of a marketability issue than a card design issue, but still something to consider.
And finally, be careful of making cards that are too parasitic; that is, cards that function just fine within the context of your set but see a significantly different function outside of it. I'll point these out when I go card-by-card, but just as an example for now, I'm thinking of this card in particular:
B Gold-Drainer Dude
Creature--Dude
Whenever ~ attacks, target player loses life and you gain life equal to the number of gold counters you have.
1/1
This guy has a bunch of rules text which has no function outside of a set with gold counters, which right now is only your set. After the splice mechanic (among others) in the Kamigawa block, this is something that modern Magic design tries to avoid at all costs. Simply having this guy generate his own gold counter would go a long way in preventing parasitism.
I hope this was helpful and not too harsh. I'll start breaking down the white cards as soon as I can!
I definitely wouldn't call it completed. I'm well aware that the set needs a bit of work to polish it off.
My main challenge after changing the rares I'm not happy with is doing a large overhaul of the creative flavour to help establish a stronger flavour. Reshape especially is a bit all over the place in this regard.
Thats actually really interesting and completely unintentional. As you have said the set feels disjointed which is largely a creative problem which I'm well aware needs addressing but would like to get the gameplay as fun as possible before I put all my efforts into reflavouring and world building.
I've had several playtesters comment on how they thing gold counters are "cool" but I am aware that none of my mechanics are revolutionary like double faced cards etc. That is one of the reason I'm remaking a few of the less interesting rares to increase the "wow factor."
I have been been aware from the start of making this set with gold counters that parasitic designs must be cut down to a minimum especially at lower rarity.
Cards like Chained Throatseeker and Corrupted Resolve show that modern magic still has room for very small amounts of parasitic design as long as they are not at common. At uncommon these are very useful in building draft archetypes as players unwilling to invest in gold/poison counters are not going to use them.
My rules for cards that use gold counters is:
-No parasitic designs at common
-If at uncommon it must be central to a draft archetype and be non parasitic if possible.
-At rare it must have a use at all times but you can have a bonus when using gold counters as people like there rares to not ever be useless.
The reason Debt Baron doesn't simply give a gold counter on ETB is because it means that it is worth more to other players who don't use lots of gold counter but instead want to use it as a 1 mana ramp (in black!)
Not too harsh at all.
Thank you for the honest advice and comments
I look forward to further feedback.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
If you could send me your MSE file, I can write my suggestions in the card comments. Then you can decide for each card whether you want to apply them. I think this would be the most convenient way.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Instant (C)
Exile target creature. If you are its owner, return it to the battlefield under your control at the beginning of the next end step.
You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Airgrip Eagle :3mana::symw:
Creature — Bird (U)
Flying
When Airgrip Eagle enters the battlefield, target creature gains flying until Airgrip Eagle leaves the battlefield. If that creature isn’t under your control it can’t attack or block until Airgrip Eagle leaves the battlefield.
1/3
Also consider tapping or putting a token on a creature locked down by the Eagle so it's not hanging out all Pacified but without an enchantment or anything else indicating it can't move, which could lead to sadness when someone forgets it can't move and combat math gets screwed up.
Arena Sell-Sword :1mana::symw:
Creature — Human Soldier (C)
Glorious 1 (At end of combat, if this creature attacked or blocked this turn and has less than one +1/+1 counters on it, put a +1/+1 counter on it.)
The arena of Oestra is many things. Entertainment, battlefield and the training pit for some of the best sell-swords in Mercalis.
2/2
Blessing of the Flock :3mana::symw:
Enchantment — Aura (C)
Enchant creature
When Blessing of the Flock enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
Enchanted creature gets +1/+1 and has flying.
Caravan Mastadon :2mana::symw::symw:
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield put a 1/1 white Soldier creature token onto the battlefield.
Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
Caravan Sentry
Creature — Human Scout (C)
:symtap:: Untap another target creature.
Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
1/1
Cloudborn Harbinger :4mana::symw::symw:
Creature — Angel (M)
Flying, vigilance
Cloudborn Harbinger enters the battlefield with five +1/+1 counters on it.
At the beginning of each end step, if another creature attacked this turn, remove a +1/+1 counter on Cloudborn Harbinger. Otherwise, you may put a +1/+1 counter on it.
A change is coming, she is only the beginning.
0/0
Counselor’s Toll :1mana::symw:
Enchantment — Aura (U)
Enchant creature you don’t control
Whenever enchanted creature attacks or blocks, you get two gold counters. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
What function do Counselors play in this world?
Countryside Warden :4mana::symw:
Creature — Human Knight (C)
When Countryside Warden enters the battlefield, for each opponent, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
In Mercalis no road goes unguarded.
3/4
Courier Dove
Creature — Bird (C)
Flying
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Trained for battle as much as speed, Laresai generals know a message can win a battle as surely as any army.
0/1
Daybreak Blessing :4mana::symw:
Instant (R)
Until end of turn, if a creature would deal damage to you, you gain that much life instead.
Daywatch Commander :3mana::symw:
Creature — Human Soldier (R)
Vigilance
Glorious 4 (At end of combat, if this creature attacked or blocked this turn and has less than four +1/+1 counters on it, put a +1/+1 counter on it.)
All other creatures you control have Glorious X, where X is equal to its converted mana cost. (Multiple instances of glorious trigger separately.)
2/2
Dazzling Presence
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card.
“A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Defensive Charge X:symw::symw:
Instant (U)
Put X 2/2 white Knight creature tokens onto the battlefield.
Creatures you control get +0/+2 until end of turn.
Flawless Dodge :1mana::symw:
Instant (C)
Untap target creature, prevent all damage that would be dealt to it this turn.
Grizzled Counselor :1mana::symw:
Creature — Human Advisor (C)
Grizzled Counselor gets +2/+2 and has vigilance as long as you control another Advisor.
“A lone counselor is an easy bribe, but get a pair of them and next thing you know you’ll be in the slammer.”
—Fagin the Black
1/1
Hermia, Wandering Hero :2mana::symw::symw:
Legendary Creature — Human Soldier (M)
Indestructible
Glorious 20 (At end of combat, if this creature attacked or blocked this turn and has less than twenty +1/+1 counters on it, put a +1/+1 counter on it.)
When Hermia, Wandering Hero has twenty or more +1/+1 counters on it, you win the game.
1/1
Impervious Blessing :4mana::symw:
Enchantment — Aura (R)
Flash (You may cast this spell any time you could cast an instant.)
Enchant permanent
Enchanted permanent has indestructible
"Oh no! Royal Wizard, can you save us?"
"Of course, my liege!"
*casts a spell*
"There, that should do it! ...For 20 turns, anyway."
Jokes aside, this seems a lot more fun than its sorcery-speed cousin (the name of which is escaping me now).
Laresai Paladin :4mana::symw:
Creature — Human Knight (C)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Laresai may be considered fat with merchants and trade deals, but break a contract and you’ll soon hear the thundering of armored hoofs.
3/3
...Mmmm...French vanilla...
Laresai Temple Guard :2mana::symw:
Creature — Human Soldier (C)
Defender (This creature can’t attack.)
Whenever Laresai Temple Guard blocks, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
The temple toll must be paid, willingly or not.
1/3
Yay for flavorful gold-gaining!
Laresei Captain :1mana::symw::symw:
Creature — Human Soldier (U)
Glorious 3 (At end of combat, if this creature attacked or blocked this turn and has less than three +1/+1 counters on it, put a +1/+1 counter on it.)
Tap an untapped human you control: Target creature gains first strike until end of turn.
2/2
Light of the Citadel :3mana::symw:
Sorcery (U)
Creatures you control get +0/+11 until your next turn.
Untap all creatures you control.
Maned Cavalier :2mana::symw:
Creature — Cat Knight (C)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
First Strike (This creature deals combat damage before creatures without first strike.)
1/3
Matron of the Roads :2mana::symw:
Creature — Human Wizard (U)
Flash
When Matron of the Roads enters the battlefield, untap target creature. That creature gains protection from the color of your choice until the end of turn.
Traveling the long trade roads, they are seen as guardian of fortune. Always appearing just as as their magic is needed most.
1/2
Prejudicial Mending :2mana::symw:
Sorcery (C)
Gain 6 life.
If mana from a gold counter was spent to cast Prejudicial Mending, put a +1/+1 counter on up to two target creatures.
Halvar healers are open to all but tossing them a few extra coins can certainly be worth it.
Pure Mendmage :symw::symw:
Creature — Human Wizard (U)
:1mana::symw:, :symtap:: Gain 2 life.
:3mana::symw:, :symtap:: Prevent all combat damage dealt by target creature this turn.
1/1
Sell-Sword Captain
Creature — Human Soldier (R)
Glorious 2 (At end of combat, if this creature attacked or blocked this turn and has less than two +1/+1 counters on it, put a +1/+1 counter on it.)
At the beginning of each end step, If a creature with glorious you control attacked or blocked this turn but didn’t have a +1/+1 counter put on it this turn, you get a gold counter.
1/1
Solar Erasure :2mana::symw::symw:
Sorcery (R)
Destroy all tapped creatures.
Don’t look into the light.
Tax into Exile :3mana::symw:
Instant (U)
Exile target attacking creature.
You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Temporal Sanctuary :4mana::symw:
Instant (U)
Exile all creatures. Return them to play under their owner’s control at end of turn.
You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Town Tradesmith :3mana::symw:
Creature — Human Advisor (C)
:symw:, :symtap:, Tap an untapped creature you control: You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/2
Trademaster of Warfare :4mana::symw:
Creature — Human Advisor (R)
Whenever you spend a gold counter, put a 2/2 white Knight creature token onto the battlefield.
:3mana::symw:: Put a 2/2 white Knight creature token onto the battlefield.
4/4
Traderoom Silence :2mana::symw:
Enchantment (R)
Triggered abilities can’t trigger. (A triggered ability uses the words “when,” “whenever,” or “at.”)
Laresai traderooms follow complex rules to guarantee no undeclared magics threaten a contract.
Travelling Woundknitter :4mana::symw:
Creature — Human Cleric (U)
At the beginning of each end step, if you gained 3 or more life this turn, you get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
2/5
Unsleeping One :5mana::symw:
Creature — Construct (C)
Unsleeping One can attack or block while tapped.
Steady and unstoppable like the laws it seeks to uphold.
3/6
Valiant Mountblade :2mana::symw:
Creature — Human Knight (U)
Whenever Valiant Mountblade becomes blocked, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“Good deeds require no payment but great heroics are surely worth a few coins”
2/3
Ward of Serenity
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +0/+3.
:symw:: Tap enchanted creature.
In peace we may find both great strength and great inaction.
Wardwatch Griffin :3mana::symw:
Creature — Griffin (C)
Flying
When Wardwatch Griffin enters the battlefield, destroy target enchantment.
Oestra, Laresai and Halvar all try to gain the griffin’s favor. Their ability to detect and demolish magical wards is too valuable to ignore.
2/3
Warehouse Mastiff :1mana::symw:
Creature — Hound (C)
“The roads are not safe.
The towns are at risk.
Elementals attack.
and business is booming.”
—Bobby, Warhound Merchant
3/1
Watcher of the Balance :2mana::symw::symw:
Creature — Human Soldier (R)
When Watcher of the Balance enters the battlefield, choose an opponent.
If chosen opponent life total is less than your life total, Watcher of the Balance gets +X/+X where X is equal to the difference in life totals.
1/1
EDIT: OMG gold tokens in Born of the Gods. Be interesting to see what wizards do with them.
EDIT 2: Visual Spoiler & Text Spoiler both Updated
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Enchantment — Aura (C)
Enchant creature
When Ætherwash Smoke enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Enchanted creature gets -5/-0.
Astral Musing :3mana::symu:
Sorcery (C)
Draw three cards, then put a permanent you control on the bottom of its owner’s library.
“From legends we discovered the Æther. From the Aether we seek knowledge. From knowledge we seek a spark of legends greater still.
—Alesta, Priestess of Eternity
Cloud Sovereign :5mana::symu:
Creature — Elemental (R)
Flying, hexproof
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever you cast an instant or sorcery spell, you may draw a card.
5/6
Contractual Sabotage :1mana::symu::symu:
Instant (U)
Counter target spell. You get a gold counter (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
“The powers have been amassed, the ritual has begun and your grand plans coalesce into....A tidy profit for me”
Counterbid :1mana::symu:
Instant (C)
Counter target creature, artifact or enchantment spell unless its controller pays 1 plus an additional 1 for each gold counter you have.
“This magical enchantment now belongs to a higher bidder.”
—Sword Inscription
Fading Researcher :2mana::symu:
Creature — Spirit Wizard (U)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:1mana::symu:, :symtap:, Remove a time counter from Fading Researcher: Draw a card.
1/3
Feedback Glyph
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature becomes tapped, you may return it to its owners hand. If you do, you may pay :2mana::symu: and return Feedback Glyph to its owner’s hand.
Forced Introspection :4mana::symu::symu:
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library.
The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Forward into History :3mana::symu::symu::symu:
Sorcery (M)
Each opponent shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards and their life total becomes their starting life total. Skip your next six turns. Exile Forward into History.
Gliding Presence
Sorcery (C)
Target creature you control gains flying until end of turn.
Draw a card.
Priests of Eternity do not walk, they simply flicker between reality and the Æther. Such travel is amazing, dangerous and completely unrestricted.
Harbor Storm X
Instant (U)
Up to X target creatures don’t untap during their controller’s next untap steps. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Insomnia Behemoth :4mana::symu::symu:
Creature — Elemental (R)
Flying
Insomnia Behemoth’s power and toughness are each equal to the number of nonland cards in your opponents’ graveyards.
Tap an untapped creature you control: Target player puts the top card of his or her library into his or her graveyard.
*/*
Irrigation Wanderer :2mana::symu::symu:
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Wanderer enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
Laresai Attendents :2mana::symu:
Creature — Spirit (C)
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
:1mana::symu:, :symtap:: Tap target creature. That creature doesn’t untap during its controllers next untap step.
1/4
Lighthouse Keeper :3mana::symu:
Creature — Human Wizard (C)
Flash (You may cast this spell any time you could cast an instant.)
When Lighthouse Keeper enters the battlefield, look at the top card of your library. If it’s an instant or sorcery card, you may reveal it and put it into your hand.
2/4
Liquideous Sprite :2mana::symu:
Creature — Elemental (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Liquideous Sprite enters the battlefield, return target creature you control to its owner’s hand.
3/3
Manaflare Phantom :4mana::symu:
Creature — Elemental (U)
Flying
You may reveal each card you draw. Whenever you reveal a nonland card this way, Manaflare Phantom gets +X/-X until end of turn, where X is that card’s converted mana cost.
1/6
Master Spellsnatcher :2mana::symu:
Creature — Human Wizard (R)
Whenever an instant or sorcery card is put into an opponent’s graveyard from anywhere, you may exile it.
X, :symtap:: Copy a card exiled with Master Spellsnatcher. You may cast the copy without paying its mana cost. X is the converted mana cost of the exiled card.
2/3
Mistwalk Entity :1mana::symu:
Creature — Elemental (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Vanishing 5 (This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
2/3
Morphskin Miasma :4mana::symu:
Instant (R)
Each creature target opponent controls becomes a copy of target nonlegendary creature until end of turn.
Numbing Concoction :1mana::symu:
Instant (U)
Tap target creature. It doesn’t untap during it’s controllers next untap step. Its controller puts the top four cards of his or her library into his or her graveyard.
A single drop will kill the pain, a dozen will see you sleeping for a week.
Pearly Ectozoa :4mana::symu:
Creature — Jellyfish (U)
Flying
Whenever another creature an opponent controls becomes tapped, you may untap Pearly Ectozoa.
“Hidden in its reflective mass are echoes of elaborate schemes”
—Dravern, Laresai Counselor
2/5
Repeat :1mana::symu:
Instant (C)
You may tap or untap target creature. You may search your library for up to three cards named Repeat, reveal them, put them into your hand, then shuffle your library.
“Here we go again”
Rethread the Weave :1mana::symu:
Instant (C)
Counter target instant or sorcery spell. Reshape (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
Riptide Plunderer :2mana::symu:
Creature — Merfolk Rogue (C)
When Riptide Plunderer enters the battlefield, draw two cards, then discard two cards.
As elementals start to attack their water capital, Alt’Valis. Some merfolk have turned to desperate ‘borrowing.’
2/2
Seer of Lucid Depths :1mana::symu:
Creature — Human Wizard (C)
:symtap:: Look at the bottom card of your library. You may put that card on top of your library.
“The Æther is awash with fragments of our desires. Piece enough together and countless futures are revealed.”
1/1
Shapemelding :2mana::symu:
Enchantment — Aura (R)
Enchant creature
:2mana::symu:: Enchanted creature becomes a copy of another target creature. (This effect lasts indefinitely.)
Sleeper of Alt’Valis :5mana::symu::symu::symu:
Legendary Creature — Octopus (M)
Flash (You may cast this spell any time you could cast an instant.)
Sleeper of Alt’Valis can block seven additional creatures.
When Sleeper of Alt’Valis enters the battlefield, up to eight target creatures get -8/-0 until end of turn.
8/8
Spellwrit Contract :2mana::symu:
Enchantment (U)
Vanishing 2 (This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever you cast an instant or sorcery spell put a time counter on Spellwrit Contract.
Whenever a creature deals combat damage to you put it on top of its owners library.
Study the Æther :2mana::symu:
Sorcery (U)
Reveal the top five cards of your library. all instant and/or sorcery cards revealed this way into your hand and the rest into your graveyard.
Summoning Rift :5mana::symu::symu:
Sorcery (R)
Return all creatures to their owner’s hand. For each creature returned this way put a token thats a copy of that creature onto the battlefield under your control.
Temple Phasemage :symu::symu:
Creature — Human Wizard (U)
:1mana::symu:, :symtap:: Target creature can’t be blocked this turn.
:3mana::symu:, :symtap:: Return target creature you control to its owner’s hand.
1/1
Tidal Ambassador :4mana::symu:
Creature — Merfolk Advisor (C)
When Tidal Ambassador enters the battlefield, if you cast it from your hand, you may exile another target creature you control, then return that card to the battlefield under your control.
“Research, not conflict is our salvation.”
3/3
Tidal Ingus :symu::symu:
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever Tidal Ingus attacks, target creature gets -2/-0 until end of turn.
2/1
Timeweft Runes :2mana::symu::symu:
Enchantment (R)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your upkeep, choose one — Draw a card; or put two time counters on Timeweft Runes.
“Time is an essential ingredient to any idea. I’m just simply speeding up the process a little.”
Trademaster of Secrets :4mana::symu:
Creature — Sphinx Advisor (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Whenever you spend a gold counter, draw a card.
:3mana::symu:: Draw a card.
2/5
Vortex Crystals :2mana::symu:
Enchantment (C)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Vortex Crystals enters or leaves the battlefield you may return another target creature to it’s owners hand.
Whisperweave Trader :4mana::symu:
Creature — Djinn Advisor (C)
Flying
Whenever you draw the second card each turn, you get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
3/3
Windwisp Sentry
Creature — Elemental Scout (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
“Another gold mine was attacked today. The elementals have been vanquished but I fear every attack is simply another test. Another probe for weakness in our ranks.”
—Jordan, Halvar Overseer
0/3
Winged Notion :1mana::symu:
Creature — Illusion Bird (C)
Flying
Whenever Winged Notion attacks or blocks, tap Winged Notion and it doesn’t untap during your next untap step.
Counselors can’t risk fleeting emotions effecting trading deals. instead, siphoning them off to form useful servants.
3/2
On my list to fix or replace next are:
-Boundless Summoning
-Summoning Rift
-Crystal Amulet
-Wolfpack Alpha
-Obelisk of Existence
-Oneria, the Dreamshaper
Massive thank you to Apoquallyp for an absolutely amazing job going through each card with a fine tooth comb pointing out dozens of tiny (and glaring) wording errors.
Also thanks for pointing out several cards missing artist credits and a potential infinite loop at common.
Also thank you clcallag, your comments about to many tricks for white is totally correct and will be addressed. Most likely will cut Temporal sanctuary and make Tax into Exile a Oblivion Ring variant with some sort of gold connection. Maybe another enchantment at uncommon is needed as well. Will think about it.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Showcasing 5 cards that replace certain designed I'm not currently happy with.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
COUNTERS
you can find them at the link below:
[CMC] Counselor Cycle
I have also been working on several of the rare cards that need redesigning.
Summoning Rift has been changed to:
Strands of Influence 2UU
Enchantment - Aura {R}
Enchant permanent
Vanishing 3
You control enchanted permanent.
This is an undercosted but temporary Confiscate and plays well with a G/U tempo deck or a R/U deck that uses Thunderous Entity as a finisher.
The previous card was very cool but had issues when not played online as the tokens/clones all had memory issues.
I'm also still looking for additional comments on my 5 reworked designs linked in the previous post.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Briefly, however, I can say that I dig the Counselor cycle, and that Strands of Influence is a cool and well-designed Mind Control variant. Kudos!
Also, I may go back and correct a few of my white critiques after rereading some of the cards that I clearly misread the first time around. ...Oops.
(
Incidentally, how do you update the title of your thread? I thought the answer would be in the Thread Tools dropdown, but no dice...NevermindIfoundit...)I have recently posted the [CMC]Costing/Power Check thread which has some cards I would like a second opinion on. However I also want to show off some of the creative changes I've been working hard on.
The first thing is to solidly define the flavour of both Vanishing and Reshape.
Vanishing
Previously Vanishing had been on Elementals as well as some random spirits but wasn't really explained much.
Now vanishing is only on Elementals. Elementals in Mercalis are formed by counselors in the cities to provide a cheap but unstable source of power, heat and labour. This is especially true in the Forge Distrcit of Oestra which supplies the best weapons and armor money can buy.
Unfortunatly due to the long reminder text of vanishing this is hard to show so names become very important.
Forge Sparker 2R
Creature - elemental {C}
Vanishing 5 [i](This permanent enters the battlefield with five time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)[/i]
R: Forge Sparker gets +1/+0 until end of turn.
As long as Forge Sparker has exactly one time counter on it, it has trample.
2/2
Also not every elemental has vanishing so I can use some to provide some flavour.
Windwisp Sentry U
Creature - Elemental Scout {C}
Flying
[i]An elemental's existence is short but cheap. Perfect servants for the city counselors.[/i
0/3
However I currently have elementals and vanishing tertiary in green so I need a way to flavour them. I have a great force called the Earthsoul that is worshiped by some elves and seems to have the power to create natural elementals some of whch are stable while others still vanish eventually.
Force of the Earthsoul 3GG
Creature - Elemental {U}
Trample
Vanishing 2 [i](This permanent enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)[/i]
8/8
I plan on elementals having a larger impact on the story now with some possible twists I've got planted incase I ever do a 2nd and 3rd set on this plane.
Reshape
Now reshape has been the far harder mechanic to flavour as it affects all different types of counters which can be a mix of physical and non-physical flavour wise. Time counters from vanishing are non physical while gold counters and +1/+1 are more physical. This was a problem saved by the flavour change of elementals. Now that most elementals are artificial servants the ability to manipulate there lifespan makes a lot more sense. The changing of +1/+1 and gold counters are now flavoured as the manipulation of trade and equipment which makes sense with the "Trade World" vibe and goes hand in hand with the Counselors who are masters of manipulating trade as well as the creators of elemental servants.
I have also decided to splash reshape into every colour to reinforce the importance of the menchanic and answer "why can't white be good at trade?"
Red and white are still last in reshape with only 3-4 cards between them.
Oestran Battle-Smith 1WW
Creature - Human Soldier {R}
First Strike
Whenever ~ attacks or blocks, reshape. [i](Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)[/i]
2/2
Green
One thing I wanted was for green to completely not have access to gold counters and so the where originally very wild and hated the cities. However this made them being primary in Reshape confusing so I've made them far less anti capitalist but they still reject the concept of money. This means they are willing to trade and interect with the cities (though not all of them) but they won't produce gold themselves.
Green still far prefer to use reshape as a way of returning things to how they consider "natural" but they are not all as strict as before.
Unity of Autumn 2GW
Instant {U}
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each of those creatures.
[i]The autumn harvests bring great riches to Mercalis and form the core of the fragile peace between the elves and the cities.[/i]
Trademaster of the Forest 4G
Creature — Elf Advisor (R)
If you would reshape, reshape twice instead.
3G: Reshape [i](Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)[/i]
[i]“The only currency in Irridwood is growth.”[/i]
5/4
Anyway I'm always looking for more comments and I'll update the card list and visual spoiler soon.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
I have renamed and reflavoured two cycles to better convey a world full of trade and cities.
Contracts to replace Presence Cycle
Sorcery (C)
Target creature gains protection from enchantments and from enchanted creatures until end of turn. (Auras attached to that creature will be unattached.)
Draw a card.
“A ward may be invisible, but it stops a mans true conviction shine”
—Yandor, Arena Champion
Contract of Flight U
Sorcery (C)
Target creature gains flying until end of turn.
Draw a card.
Contract of Horrors B
Sorcery (C)
Until end of turn, target creature gains “Whenever this creature deals combat damage to an opponent, that player discards a card.”
Draw a card.
Contract of Wrath R
Sorcery (C)
Target creature gets +1/+0 and gains haste until end of turn.
Draw a card.
Oestra doesn’t quite have the negotiating skills of other cities, but don’t let that think you can cheat them and live.
Contract of Strength G
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card.
Marked not in ink, but in scars upon his hide.
Land (R)
Blighted District enters the battlefield tapped.
T: Add W, B or G to your mana pool.
Forge District
Land (R)
Forge District enters the battlefield tapped.
T: Add W, B or R to your mana pool.
Elementals provide a searing blaze that smelt the best Oestran steel.
Harbour District
Land (R)
Harbour District enters the battlefield tapped.
T: Add U, R or G to your mana pool.
Market District
Land (R)
Market District enters the battlefield tapped.
T: Add W, U or R to your mana pool.
Markets in Laresai build skyward like the profits they hope to achieve.
Moonlit District
Land (R)
Moonlit District enters the battlefield tapped.
T: Add U, B or G to your mana pool.
Here you can acquire untold wonders or simply an early grave.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
I would prefer to wait until I consider the project complete as I don't want to regularly update it.
If you would like a copy give me a PM.
I'll see about updating the visual spoiler tonight.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Just wanted to show off an uncommon blue card that I made today to replace a card that was proving too powerful for uncommon and not particularly fun to play against.
Wealth of Knowledge 5U
Sorcery {U}
You get a gold counter, then draw a card for each gold counter you have. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
This fulfills the late game draw card slot for blue while also fitting really nicely with certain commons such as Whisperweave Trader and Counterbid.
Fits nicely into either UB or WU gold counter control decks in draft.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Also note I have updated the visual spoiler and will try and update the text spoiler soon.
Landwalk Cycle
Each card in this cycle helps each of the colours have a way to finish long games that can occur due to the generally slower nature of the format required by the inclusion of gold counters.
I have recently changed the cost of these creatures from 2CC to 3C to make them far more splashable as it was really annoying not being able to properly use these simple foundation cards reliably. They should now better support the limited environment while still having weak enough bodies that they don't become unfun to play against when the landwalk is effective.
Caravan Mastadon 3W
Creature — Elephant (C)
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When Caravan Mastadon enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
Take a single step off the elf paths and your entire caravan is fair game to the forest.
2/3
This helps build into the defensive nature of various W/X stategies while also provide two bodies to overcome the large green threats when running WR aggro.
Irrigation Servant 3U
Creature — Elemental (C)
Plainswalk (This creature is unblockable as long as defending player controls a Plains.)
When Irrigation Servant enters the battlefield, reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
2/3
A useful ability in nearly any combination due to how much counters matter in this block. Also provides the ability for blue to fight back against defensive white decks especially in UR vanishing decks.
Drowned Mass 3B
Creature — Zombie (C)
Islandwalk (This creature is unblockable as long as defending player controls an Island.)
Unprofitable hollows are dumped in Halvar bay. Nobody swims there anymore, at least not willingly.
3/3
A solid body for black which rarely gets 3/3's for 4. Allows black to run more aggressively against blue control decks but can also trade profitly with a good number of commons that would normaly pressure a WB gold counter control deck.
Mireburn Gnoll 3R
Creature — Gnoll Shaman (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player.
Gnoll magic is the worst spawn of hate and blood.
2/2
Obviously a strong build around card that really really wants to push gnolls if no other player is running them. The weaker body of most Gnolls allows them to easily wheel the table in drafts so that an opportunistic player can take advantage of this. This is one of the only multiple removal cards at common so can be brutal if activated. The swampwalk helps against one of the two colour's that has high enough toughness to not worry as much about the shock effect.
Canyon Spider 3G
Creature — Spider (C)
Mountainwalk (This creature is unblockable as long as defending player controls a Mountain.)
Reach (This creature can block creatures with flying.)
2/4
My favourite design of this cycle as this Giant Spider is most useful against the flyers of blue and white. However red is tied for the colour of the least fliers so this allows for the card to suddenly have a aggressive approach against red decks if the opening presents itself. Also the high toughness naturally hoses aggressive red decks which makes this card far more versatile that it initially seems.
Overcosted removal cycle
This cycle follows in the footsteps of cards like Angelic Edict or Trostani's Judgement. They also play well into the slower nature of the format.
Each of these cards have a CC cost meaning they cannot be splashed as easily so they don't get grabbed up straight away.
Æther Judgment 4WW
Instant (C)
Exile target creature. You may return it to the battlefield under its owner’s control at the beginning of the next end step. You get a gold counter. (Once per turn you may spend a gold counter for 1. A player with ten or more gold counters wins the game.)
Forced Introspection 4UU
Sorcery (C)
Put target permanent on top of its owner’s library, then that player puts the bottom two cards of his or her library on top of his or her library.
The Temple of Eternity lies in the center of Laresai. They provide amazing new magics while searching for some mysterious secret.
Grasp of Oblivion 4BB
Instant (C)
Destroy target creature. It can’t be regenerated. Reshape. (Choose a counter on a permanent or player. Remove that counter from it or put another of those counters on it.)
“One death can change everything.”
—Midasa, the Golden Gaze
Quas Nova 5RR
Instant (C)
Quas Nova deals 6 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
“Quasfire is the rage of the land made manifest. Why it is angry we do not know.”
—Warick, Oestran Battlemage
Brutal Hunger 4GG
Sorcery (C)
Put two +1/+1 counters on target creature you control. Then that creature fights target creature you don’t control. (Each deals damage equal to its power to the other.)
Are you predator or prey? Nothing else matters.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
Today I will be going through the main draft archetypes that have come up in testing and the cards I have been designing to support them.
Linked to each card mentioned will be a render of the card. You may also view them in the Visual Spoiler.
I aim for each colour combination to have a draft archetype just like most modern sets. I also will discuss some other minor archetypes you can play if you pull the right cards.
So lets start with each the first half of the two colour pairs.
WUWhite/Blue Gold Counter + Reshape ControlWU
This deck uses the bounce and removal spells in blue and white most effectively while gaining a constant stream of gold counters through card like Travelling Woundknitter and City Tradesmith. The use of cards such as Counselor's Toll can make your opponent second guess if attacking is worth it. While using life gain and defensive creatures keeps you alive. Blue provides plenty of time while simultaneously getting you closer to your goal of 10 gold counters by using the reshape mechanic on cards such as Harbor Storm and AEtherwash Smoke. Voiceless Prism provides one of the most powerful and versatile removal spells in the format for this archetype to use.
RWRed/White Glorious AggroRW
This deck provides a fast aggressive strategy that takes advantage of those unable to get early board presence. Due to how glorious works, having a low curve and and mixing in red removal really helps get the first couple of glorious triggers up and running. Cards like Arena Veteran provide a good build around uncommon that is nearly unbeatable on the field. Courier Dove and Darting Gladiator provides good finishers and Flawless dodge has great synergy with glorious.
UBBlue/Black Flying + MillUB
Insanity Mantis blacked up with both Milling, Discard and Looting cards such as Riptide Plunderer and Mind Tithe can make a brutal flying threat that can easily win games. Combined with other flyers such as Manaflare Phantom this can catch ground based decks off guard. Getting a deck with Insomnia Behemoth while running this colour combination can be nearly unstoppable.
BGBlack/Green Reshape MidrangeBG
The aim for this midrange style deck is to use the powerful bodies and +1/+1 counter on the green creatures to take a good board presence while backing it up with Re-animation such as Vaporous Return and removal spells like Grasp of Oblivion that double as a source of reshape to add additional +1/+1 counters or slow an opponent that relies on gold counters to win or ramp. Gravewood Lurker provides a powerful threat that takes advantage of every death to benefit you as you build to an unstoppable force that overwhelms your opponents.
RGRed/Green Reshape + Glorious MidrangeRG
Green glorious creatures, unlike white tend to be far larger but also have a greater final reward. This when combined with powerful and repeatable reshape cards such as Flux of Nature allow a powerful red/green creature based midrange deck that can make good use of both glorious and vanishing creatures. Vanishing creatures such as Force of the Earthsoul get far more deadly when the constant have time counters added to them. Also attaching cards like Elemental Authority to high power creatures such as Crackle Fiend can swiftly remove an opponents life total. Irridwood Savage provides a frighteningly effective glorious creature who's combination of haste and trample can really surprise players who may think themselves safe.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD
I realized I had no red vanishing creatures at uncommon and that I realy needed another gnoll at common so I have switched around the cards that used to be Cinder Flayer and Gnoll Pillager.
Gnoll Pillager has become Gnoll Raider a common that is either a 2/2 for 1R that must attack each turn. (not great). However if you have enougth gnolls it gains haste. making it actually really good.
Gnoll Raiders 1R
Creature — Gnoll Warrior (C)
Gnoll Raiders attacks each turn if able.
Gnoll Raiders has haste as long as you control three or more gnolls.
2/2
On the other hand I have the new Cinder Flayer.
Cinder Flayer 1R
Creature — Elemental (U)
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Cinder Flayer gets +4/+0 as long as it has exactly one time counter on it.
1/3
This allows for basically a 5/3 for two mana and can be built around for a red/green or red/blue deck that uses reshape to keep the vanishing bonus for multiple turns or surprise an opponent by raising its power mid-combat. The large backside for a red creature also helps with the slightly more defensive nature of Red/Black and Red/Blue and means it isn't too similar to the 4/1 Crackle Fiend.
Are you designing commons? Check out my primer on NWO.
Interested in making a custom set? Check out my Set skeleton and archetype primer.
I also write articles about getting started with custom card creation.
Go and PLAYTEST your designs, you will learn more in a single playtests than a dozen discussions.
My custom sets:
Dreamscape
Coins of Mercalis [COMPLETE]
Exodus of Zendikar - ON HOLD