Welcome to my second custom set project!
The story happens on the plane of Terys.
1. Quick lore overview: The Story of Kazundoo and Saleisa
On the plane of Terys, there are two major continents: Saleisa and Kazundoo.
Saleisa is home of civilization in the plane. Akkan IV united all its nations under a unique and powerful empire (WUG) where all cities are part of the Trading Alliance.
There is one problem: the ressources of Saleisa are starting to dry out. They need to start exploring the world to survive. They always feared what was beyond the sea, and thus they had no ships. Akkan IV had heard of a mysterious land called Kazundoo that was rich in ressources and inhabited by natives. He had no choice but to conclude an alliance with the Kahana crew Pirates (RB): they provide ships for settlers, soldiers and tradesmen against a generous part of any treasure they could peacefully find in Kazundoo. Akkan IV didn't want war, he needed to establish trade routes with the natives to benefit from their knowledge of their land. The pact was quickly concluded.
Kazundoo is the ancestral homeland of natives called Spirtachi tribesmen, which are divided in five united clans:
Soltachi (W), Wavtachi (U), Dektachi (B), Fyrtachi (R) and Zestachi (G).
They worship spirits that come from the world of Velundi and they wield dark and unknown magic.
A few days after the Saleisan expedition arrrived to Kazundoo, the Pirates betrayed the pact and attacked the natives to steal their treasures. The Spirtachi's answer was quick: they declared
war to all outsiders, claiming the land as no one's proprety. Saleisan settlers and tradesmen are caught in the middle of this way, still trying to build colonies on Kazundoo for the glory
of the Empire. Akkan IV was asked for more men and ressources.
The set takes place two years later. The situation hasn't changed much, and despite the Pirate's betrayal, Saleisan men had to try to keep their alliance safe to survive. They don't get along well, though.
2. Design goal and themes
I'd divide my desing goal into two parts: Flavor: Create within the Multiverse a world where is depicted a clash between civilization and tribal lifestyle inspired by colonialism on Earth. Mechanical: Create new types of interactions between cards and abilities. Since there are three distinct factions in this war, I want the player's gameplay to be mechanically influenced by the faction he or she picks.
The themes:
Spirtachi Natives:Cycle of life & Death, Voodoo magic, Spirits, Prophecies, Totems
That means Graveyard matters, debuffs, lifegain/lifeloss.
Kahana crew Pirates:Chaos, Plunder, Warfare
That means AGGRO. Attack matters, destroy all kinds of permanents and draw/discard cards with a drawback (loot).
Saleisan Settlers:Survival, Colonization, Imperialism
That means lands matter, long-term defensive strategies and lots of possible win-cons.
3. Mechanics
Spirtachi Natives
3.1. Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
So it's like a mix of Flashback and Retrace with an interesting new twist: Totems.
- The set won't have lots of other tokens so that the majority of packs will contain a Totem.
- What's cool is that you can sacrifice the Totem produced by a spell to Recall a different spell.
- This set will obviously have artifact removal and graveyard-hate spells to counter Totems and Recall.
- Other Spirtachi related cards will interact with Totems, especially by having activation costs that requires to tap one or more Totems.
- Colors: UR Main, BG Secondary, W Tertiary
3.2. Curses are back from Innistrad: Spirtachi use voodoo-like magic to curse their foes. I implemented a new keyword in the set: a cursed player is a player with a Curse attached to him or her.
- Colors: UB Main, WRG Secondary
3.3. Jinx [COST]([COST]: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
- So it's basically a mix between Scavenge and Haunt that makes the card become an untargetable enchant creature.
- Colors: BG Main, U Secondary
- The cards with Jinx will have a new card frame created by /u/TenebraeOmega on Reddit/r/custommagic.
Zestachi Lifebinder1G
Creature — Human Shaman (C)
Jinx G(3G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
When Zestachi Lifebinder or jinxed creature attacks, target creature gets +1/+1 until end of turn.
1/1
Kahana crew Pirates
3.4. Raid - [Effect] if you attacked with a creature this turn.
- It returns from the Tarkir block.
- Colors: RB
- Note: Raid also appears secondarily in W
Saleisan settlers
3.5. NEW! Colonization - [Effect] if you control three lands with different names.
- The more lands you will have, the bigger is your colony, and your settlers become more powerful, gaining new abilities and effects.
- Colors: W Main, UG Secondary
- I might have to bump the required number of lands to 4 after some playtesting.
3.6. NEW! Doule-faced lands
- They require to tap two Human creatures to transform.
- They represent the colonization theme of the settlers and they are useful for the mechanic above, because they are nonbasic lands.
Ancestral Blessing1W
Instant (C)
Target creature gets +1/+1 and gains first strike or lifelink until end of turn.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Archwarden of Saleisa4WW
Creature — Angel Warrior (R)
Flying
Other creatures you control get +1/+1. If you control a Colony, other creatures you control get +2/+2 instead. “I came to this savage world to bring the greatest gift of all: civilization.”
4/5
Curse of Blinding Light4WW
Enchantment — Aura Curse (R)
Enchant player
Creatures cursed player controls can’t be tapped unless that player pays X, where X is that creature’s converted mana cost. (They can’t attack if they don’t have vigilance and can’t be tapped as part of an ability cost, as an additional cost to cast a spell or in any other way.)
Curse of Silence1WW
Enchantment — Aura Curse (U)
Enchant player
Spells cursed player cast cost 1 more to cast. “All the outsiders do is talk, talk, talk. I really could use some peace.”
—Teijuk, Soltachi Elder
Desperate Prayer2WW
Sorcery (R)
If you have 15 or less life, you may distribute three +1/+1 counters among creatures you control. Then, if you have 10 or less life, you may return target creature card with power 3 or less from your graveyard to the battlefield. Then, if you have 5 or less life, you gain 10 life.
Disenchant1W
Instant (C)
Destroy target artifact or enchantment. “The outsiders brought their magic with them, and the spirits don’t like it.”
Emergency Encampment1W
Instant (C)
Prevent all damage that would be dealt to target creature this turn.
Colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) “We should stop here for tonight. Gadrel can barely walk.”
Excoriate3W
Sorcery (C)
Exile target tapped creature. “Those natives are very tough. If we execute them properly, they come back, or worse, they haunt us until we join them in death. We had no other choice.”
—Commander Korial’s reports
Guardian of Kazundoo1WW
Creature — Bird Spirit (C)
Flying
When Guardian of Kazundoo enters the battlefield, you gain 2 life.
2/2
Hand of AkkanWW
Creature — Human Settler Knight (R)
Whenever you cast a Settler spell, colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/2)
[COLONIES 2+]: Settler spells you cast cost 1 less to cast. (3/3)
[COLONIES 6+]: Settlers you control have vigilance. (4/4)
Herdsman2W
Creature — Human Settler (U)
At the beginning of your upkeep, you may pay 1W. If you do, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/3)
[COLONIES 2+]: T: Put a 0/1 white Goat creature token onto the battlefield. (1/4)
[COLONIES 5+]: Sacrifice a Goat: You gain 2 life. (1/5)
Kejji Rider2W
Creature — Human Scout (C)
Whenever Kejji Rider blocks or becomes blocked, it gets +1/+1 until end of turn. “We were getting tired as the battle kept going on around us. But them... they fought as if they started a few seconds ago. We had no choice but to retreat.”
—Yega, Saleisan soldier
2/2
Lifecaller1W
Creature — Human Shaman (C)
Lifelink
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Each Soltachi shaman is initiated by its own ancestors.
1/2
Lone Evangelist2W
Creature — Human Settler Cleric (C)
When Lone Evangelist enters the battlefield, choose one —
Tap target creature.
Colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
1/3
MilitiaW
Sorcery (U)
Colonize target land you control, then put a 1/1 white Settler Soldier creature token onto the battlefield for each Colony you control. (To colonize a land, put an outpost counter on that land. It becomes a Colony in addition to its other types.)
Patrol Brigade3W
Creature — Human Settler Soldier (C)
When Patrol Brigade enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/3)
[COLONIES 5+]: Vigilance (3/4) The unpredictable nature of native attacks and natural disasters on Kazundoo requires the Patrol Brigades to be among the best soldiers of Akkan’s army.
Prophet of Dawn1WW
Creature — Human Shaman (R)
Whenever you gain life for the first time each turn, put a colorless Totem artifact token onto the battlefield.
Tap two untapped Totems you control: Prevent all damage that would be dealt to target creature this turn.
2/2
Rallying Cry4W
Instant (C)
Creatures you control get +1/+1 until end of turn. You gain 1 life for each of those creatures.
Resilient Avenger3WW
Creature — Spirit Warrior (C) 3W: Resilient Avenger becomes indestructible until end of turn. Death on Kazundoo can be either the last time you fall asleep or the last time you wake up.
4/4
Saleisan Blacksmith3W
Creature — Human Settler Artificer (U)
When Saleisan Blacksmith enters the battlefield, choose one —
Put an equipment card from your hand onto the battlefield.
Return target equipment card from your graveyard to your hand.
2/4
Saleisan Vanguard1W
Creature — Human Settler Soldier (C)
When Saleisan Vanguard enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/2)
[COLONIES 3+]: First strike (3/2) “You may stand now, soldier. Be my hands and my law in this foreign island.”
—Emperor Akkan IV
Settler’s CaravanW
Creature — Human Settler (C)
When Settler’s Caravan enters the battlefield, colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/1)
[COLONIES 2+]: Whenener Settler’s Caravan attacks, you may untap target Colony. (1/3) The first settlers to arrive in Kazundoo didn’t believe how rich the island was.
Soltachi Pilgrim3W
Creature — Human Monk (C)
Whenever you gain life for the first time each turn, Soltachi Pilgrim gets +1/+1 until end of turn.
2/4
Soltachi Ritualist2W
Creature — Human Shaman (C) 2B, T: Target player loses 2 life and you gain 2 life. “I hope you don’t mind me giving the spirits a shard of your soul, outsider.”
2/3
Spearmaster Ancestor1W
Creature — Spirit Warrior (C)
As long as Spearmaster Ancestor is equipped, it gets +1/+1 and has vigilance. Decades of training aren’t enough. The most determined Soltachi warriors choose to perfect their fighting skills for all eternity.
2/1
Spiritual JourneyW
Sorcery (C)
Exile target creature, then return it to the battlefield under its owner’s control. “Velundi and Terys occupy the exact same space in the Multiverse, and yet they are two distinct planes. This should be impossible.”
— The mysteries of Velundi, chap. I
Twilight SentryW
Creature — Human Warrior (C)
Vigilance Dusk and dawn are the realms of uncertainty and doubt. The mask protects its wearer from such weaknesses.
1/2
Befuddle1UU
Instant (U)
Shuffle target spell into its owner’s library. “!thgiarts kniht t’nac I !em pleh enoemoS”
— Telekinesist Hyar
Curse of Deep Trance2UU
Enchantment — Aura Curse (C)
Enchant player
At the beginning of cursed player’s upkeep, tap target creature that player controls. Addicted to the feeling, some Wavtachi shamans choose to curse themselves.
Curse of Mind Leak1U
Enchantment — Aura Curse (C)
Enchant player
Whenever cursed player draws a card, that player reveals a card at random from his or her hand. “It’s funny, every time he sneezes, I see his thoughts floating around his head.”
— Hex-Mage Idundu
Curse of the Puppeteer2UU
Enchantment — Aura Curse (M)
Enchant player
At the beginning of cursed player’s upkeep, that player reveals the top three cards of his or her library. You may put a creature card you don’t own from among those cards onto the battlefield under your control. At the beginning of your next end step, return that creature to its owner’s hand. Put the revealed cards on the bottom of their owner’s library in any order.
Danduru Widemaw3U
Creature — Lizard (C) 1G: Danduru Widemaw gets +2/+2 until end of turn. Use this ability only once each turn. Evolution on Kazundoo seem to follow its own twisted rules.
3/2
DivergenceU
Instant (C)
Counter target spell that targets a noncreature permanent you control. Even the most powerful charm or bauble needs some kind of protection.
Elixir of Vivid Dreams2U
Instant (U)
Draw three cards, then discard two cards unless you sacrifice a permanent.
Fishing Operations2U
Sorcery (C)
Scry X, where X is the number of Islands you control.
Draw a card if you control a Colony. People who are told that there are plenty of fish in the sea don’t really believe it until they go to Kazundoo.
Flyrocopter Scout3U
Creature — Human Settler Scout (C)
When Flyrocopter Scout enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/3)
[COLONIES 4+]: Flying (2/4) The only way to map Kazundoo properly is to see it from above.
Forgotten Ritual2UU
Instant (C)
Counter target spell. Put a colorless Totem artifact token onto the battlefield.
Hexblade Infiltrator2U
Creature — Human Rogue (C)
Whenever you cast an enchantment spell, Hexblade Infiltrator gets +1/+1 and gains hexproof until end of turn. “Their misfortune is both my shroud and my sword.”
2/3
Imperial Tradesman2U
Creature — Human Advisor (U)
Whenever you colonize a land, draw a card.
1/3
Juju Collector3UU
Creature — Merfolk Rogue (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Juju Collector enters the battlefield, draw a card, then discard a card. They roam Kazundoo’s coasts in search of lost charms, hoping to find one that isn’t completely dried of its magic.
3/3
Mind Architect4U
Creature — Human Settler Wizard (C)
When Mind Architect enters the battlefield, choose one —
Return target creature to its owner’s hand.
Colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) “I can’t build a whole town with my mind yet, but let me show you what I can do.”
3/2
Novice Architect1U
Creature — Human Settler (C)
When Novice Architect enters the battlefield, colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/2)
[COLONIES 3+]: 3U: Scry 2. (1/4) “I have great plans for this island.”
Prophet of Tides 1UU
Creature — Human Shaman (R)
Whenever you draw a card, if it’s the second card you draw this turn, put a colorless Totem artifact token onto the battlefield.
Tap an untapped Totem you control: Target creature gets -1/+1 until end of turn.
2/2
Psychic Leech1UU
Creature — Leech Illusion (R)
Whenever Psychic Leech deals combat damage to a player, draw a card.
Jinx 3UU(3UU: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature’s controller draws a card, draw a card.
2/2
Purunga GlowfishU
Creature — Fish (C)
Whenever Purunga Glowfish blocks or becomes blocked, you may sacrifice it. If you do, draw a card. “To catch a Purunga.”
— Wavtachi proverb that means “being lucky.”
1/1
Qelura Guide1UU
Creature — Spirit (C)
Flying They are the Wavtachi tribe’s eyes on the island, reporting everything they see to the shamans and prophets of the underwater tribe.
2/3
Rain Dance1U
Instant (C)
Scry 3.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Soulkeeper Phantasm3UU
Creature — Spirit (R)
Flying
Spells your opponents cast that target you or Soulkeeper Phantasm cost 2 more to cast.
Jinx 1U(1U: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Spells you cast that target jinxed creature or jinxed creature’s controller cost 2 less to cast.
4/3
SubjugateU
Sorcery (C)
Tap target creature. That creature doesn’t untap at the beginning of it’s controller’s next untap step.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.) “Stare deep into my eyes, outsider.”
Supply Delivery1U
Sorcery (C)
Draw two cards, then discard a card unless you control two or more Colonies. Wavtachi ambushers ensure that very few supply crates sent by the Saleisan Empire actually reach its colonies.
Takhenna Duo2UU
Creature — Human Rogue Shaman (U)
When Takhenna Duo enters the battlefield, put two colorless Totem artifact tokens onto the battlefield.
Tap an untapped Totem you control: Choose one —
Takhenna Duo gets +1/+1 until end of turn.
Target creature can’t be blocked this turn.
2/2
Unbound Qelura2UU
Creature — Elemental (U)
Flying
Unbound Qelura can’t attack unless you control a Totem.
4/4
Voice of Akkan2UU
Sorcery (R)
Colonize target land you control, then gain control of target creature if its power is less than or equal to the number of Colonies you control. (To colonize a land, put an outpost counter on that land. It becomes a Colony in addition to its other types.) “Join us, and feel how glorious it is to be part of the Great Empire of Saleisa.”
Wave of Dispersion1UU
Instant (C)
Return target nonland permanent to its owner’s hand.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Wavtachi Hexmage1UU
Creature — Fish Wizard (R)
Whenever you cast a Curse spell, draw a card. T: Target creature gets -2/-0 until end of turn.
2/2
Wavtachi Storm-Seer1U
Creature — Fish Shaman (C)
Tap an untapped Totem you control: Wavtachi Storm-Seer gets +1/-1 until end of turn.
1/3
Blooddrinker Cultist4B
Creature — Human Cleric (C)
Pay 1 life: Blooddrinker Cultist gets +1/+1 until end of turn. Activate this ability no more than three times each turn. Nothing gets lost when a Dektachi dies. The most valuable resource is blood. Warrior want it to bless their weapons, witches want it for their potions, and cultists want it for its exquisite taste.
3/2
Corsair Mercenary3B
Creature — Human Pirate (C)
Haste “They said this jungle would make me rich. Still, they forgot to tell me about the rats, giant insects, voodoo psychopaths, zombies, killer plants and bloody dinosaurs.”
— Corsair Boldun’s journal
3/2
Crypt Pillager1B
Creature — Human Pirate (U)
Whenever Crypt Pillager deals combat damage to a player, exile target card from that player’s graveyard. Then, if that player has no cards in his or her graveyard, scry 2.
2/1
Curse of Affliction3B
Enchantment — Aura Curse (U)
Enchant player
At the beginning of each upkeep, put a plague counter on Curse of Affliction. 1B, Sacrifice Curse of Affliction: Cursed player loses 1 life for each plague counter on Curse of Affliction. You don’t realize you are dying until its too late.
Curse of Fatigue1B
Enchantment — Aura Curse (C)
Enchant player
Cursed player’s maximum hand size is reduced by 2. The valiant settlers of Saleisa were promised a flourishing land full of riches. Instead, they found nothing but a hostile jungle inhabited by territorial natives.
Curse of the Horror MaskB
Enchantment — Aura Curse (C)
Enchant player
Whenever one or more creatures attack cursed player, you may have target attacking creature gains menace until end of turn. It stays engraved in your mind so that it appears on every other face you see.
Curse of the Returned2BB
Enchantment — Aura Curse (U)
Enchant player
Whenever a creature cursed player controls dies, that player puts a 2/2 black Zombie creature onto the battlefield tapped under one of his or her opponent’s control. Like countless other settlers, Shellig and Kyana came to Kazundoo to live the new life they were promised.
Deathblessed Witch1B
Creature — Human Wizard (U)
Menace (This creature can’t be blocked except by two or more creatures.)
When Deathblessed Witch enters the battlefield, you may discard a card. If you do, Deathblessed Witch enters the battlefield with a +1/+1 counter on it.
2/2
Deathless CaptainB
Creature — Zombie Pirate (R)
Deathless Captain can’t block.
Whenever two or more creatures you control attack, you may return Deathless Captain from your graveyard to the battlefield tapped and attacking. “There is no point in fighting the curse. Embrace what you’re becoming and make it your biggest strength.”
2/1
Dektachi Skull-Witch3B
Creature — Human Wizard (C)
Whenever Dektachi Skull-Witch attacks, if defending player is cursed, that player loses 2 life.
2/4
Echoes of Velundi1B
Sorcery (C)
Return target creature card or Curse card from your graveyard to your hand. “Rest now, brother
May your body return to the earth mother
May your soul rest a peaceful sleep in Velundi
And may he who disturbs it be cursed for eternity.”
—Dektachi funerary prayer
Embalming RitualB
Instant (C)
Exile target card from a graveyard.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.) In the end, everything returns to dust. The Dektachi know every secret that can accelerate the process.
Essence Drinker2B
Creature — Zombie Shaman (C)
Lifelink He is neither completely dead nor completely alive, permanently switching between both states as he feeds on souls of those foolish enough to fight him.
2/2
Grave Robbery1B
Sorcery (C)
Target opponent puts a 2/2 black Zombie creature token onto the battlefield tapped.
Draw two cards. “The most dangerous part of tomb raiding on this wicked island isn’t breaking in. It’s getting out.”
— Gyland, graverobber
Gulgud Abomination4BB
Creature — Zombie Giant (U)
Gulgud Abomination gets +1/+1 for each creature card in your opponents’ graveyards.
3/3
Hexcaster2B
Creature — Human Wizard (C)
Whenever Hexcaster enters the battlefield, you may search your library for a Curse card, reveal it and put it into your hand. Then shuffle your library.
2/2
Jungle Ambush2BB
Instant (C) Raid — Jungle Ambush costs 2 less to cast if you attacked with a creature this turn.
Destroy target tapped creature. “Didn’t expect me there, did ye, landlubber?”
Kahana Cutthroat2B
Creature — Human Pirate (C)
Whenever Kahana Cuttroat attacks, defending player loses 1 life. “Do you know the Kahana spider? Its venom is so deadly that it leaves you dead within ten seconds. We are trained to kill faster than that.”
2/3
Kahana Smuggler1BB
Creature — Human Pirate (U) Raid — When Kahana Smuggler enters the battlefield, if you attacked with a creature this turn, you draw two cards and you lose two life.
2/3
Kahana Sting-BladeB
Creature — Human Pirate (C) Raid — When Kahana Sting-Blade enters the battlefield, it deals 2 damage to you unless you attacked with a creature this turn.
2/1
Malicious Imp1B
Creature — Imp (C)
Flying
Whenever you gain life for the first time each turn, each opponent lose 1 life. Some rituals performed by the Dektachi tribesmen backfire, summoning all kinds of unwanted nuisances. Those imps are the least annoying of them.
1/1
Mindless Gulgud1B
Creature — Zombie (C)
When Mindless Gulgud enters the battlefield, put the top three cards of your library into your graveyard. One can lose his mind while wandering in the Jungle of Danduru. Literally.
1/3
Nameless Aberration3BB
Creature — Horror Mutant (R)
Jinx 4BB(4BB: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature dies, return Nameless Aberration from exile to the battlefield.
5/5
Nazora’s ReaperB
Creature — Spirit Horror (R)
Jinx 1B(1B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
At the beginning of your upkeep, if Nazora’s Reaper jinxes a creature, put a 1/1 black Nightmare creature token onto the battlefield. They told you it would all go away when you wake up. They told you it was just a dream, nothing more. They were wrong.
1/1
Necromantic Tutor2B
Sorcery (R)
Search your library for a card and reveal it. You may put that card into your hand and lose life equal to its converted mana cost. If you don’t, put that card into your graveyard. Then shuffle your library. “Without life, there is no death. Without death, life is meaningless.”
— Shayala, Prophet of Skulls
Prophet of Disease1BB
Creature — Human Shaman (R)
Whenever another creature dies, if it’s the second creature that dies this turn, put a colorless Totem artifact token onto the battlefield.
Tap two untapped Totems you control: Target player discards a card. Activate this ability only any time you could cast a sorcery.
2/2
Reborn Ancestor3B
Creature — Skeleton Spirit (C)
Jinx 2B(2B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature gets -4/-0. Death is merely the beginning of a Dektachi’s spiritual journey.
4/1
Soul Drain3BB
Sorcery (C)
Destroy target creature. You gain life equal to that creature’s toughness.
Stitched Gulgud5B
Creature — Zombie (C)
Menace (This creature can’t be blocked except by two or more creatures.)
Jinx 2B(2B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature can’t attack alone. In times of war, the Dektachi natives unearth their dead and stitch their pieces together, creating brutish zombies to protect the Danduru jungle.
5/4
Tainted StringsB
Instant (U)
The next time target opponent loses life this turn, target creature gets -X/-X until end of turn, where X is equal to the life lost. Most people that are killed by a Dektachi have never seen one.
Ubundu, Skullmask Witch2BB
Planeswalker — Ubundu (M)
Starting Loyalty: 3
+1: Up to one target creature you don’t control gets -1/-1 until end of turn. Up to one target creature you control gets +1/+1 until end of turn.
-X: Exile X target creature cards from any number of graveyards. For each card exiled this way, put a 2/2 black Zombie creature token onto the battlefield.
-2: You get an emblem with “At the beginning of your upkeep, each opponent loses 1 life.”
Wandering SpiritB
Creature — Spirit (C)
Flying
Jinx 1BB(1BB: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Wandering Spirit and jinxed creature can’t block.
1/1
Corsair’s DiplomacyR
Instant (C)
Corsair’s Diplomacy deals 2 damage to target creature. Raid — Corsair’s Diplomacy deals 4 damage to that creature instead if you attacked with a creature this turn. “Hey there, lad. What a nice, shiny bracelet ye got here!”
Curse of Endless Betrayals4RR
Enchantment — Aura Curse (U)
Enchant player
At the beginning of each player’s upkeep, that player may gain control of target creature cursed player controls until end of turn. Untap that creature. It gains haste until end of turn.
Desecrate and Loot1R
Instant (C)
Destroy target artifact. Raid — If you attacked with a creature this turn, you may discard up to two cards. If you do, draw that many cards. “Burn their houses, burn their idols, but if ye ever damage the gold, ye lose yer head.”
—Captain Gerith
Fires of Velundi2R
Instant (U)
Fires of Velundi deals 2 damage to target creature or player.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Flame Seer4R
Creature — Human Shaman (C)
When Flame Seer enters the battlefield, if you control a Totem it deals 3 damage to target creature or player. “The only future I see for you is fire, outsider.”
3/3
Flamecaller Shaman1R
Creature — Human Shaman (C)
When Flamecaller Shaman becomes the target of a spell or ability for the first time each turn, add RR to your mana pool. The purest fires of Kazundoo come from the spirit world of Velundi, where dreams and reality collide in an eternal whirlwind of pure magic.
2/1
Frenzied Corsair1R
Creature — Human Pirate (C)
Whenever a Pirate enters the battlefield under your control, Frenzied Corsair gets +1/+0 until end of turn. “An alliance with those pirates was the worst thing we could do. You wanted to open new trade routes with the natives and those fools started a bloody war instead.”
—Counselor Amvir, to Akkan IV
1/3
Fyrtachi Axewielder3R
Creature — Human Berserker (C)
When Fyrtachi Axewielder enters the battlefield, you may attach target equipment you control to it.
3/3
Fyrtachi Ritualist2R
Creature — Human Shaman (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Fyrtachi Ritualist enters the battlefield, put a colorless Totem artifact token onto the battlefield.
2/2
Grododon3R
Cerature — Beast (C)
Reach (This creature can block creatures with flying.) “I really thought those mountains would be the easiest zone to map of this island. I was wrong, oh so wrong.”
—Siron, Flyrocopter scout
Gulikar CorsairR
Creature — Goblin Pirate (C)
First strike, haste
Gulikar Corsair attacks each turn if able. While rats abandon the sinking ship, Gulikar goblins make sure they loot everything they can from the wreck first.
1/1
Kahana Gang-Mate1R
Creature — Human Pirate (C) Raid — Kahana Gang-Mate enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn. There sometimes comes a time in a man’s life when he feels the need to be freed from the countless laws of the Saleisan empire. When that time arrives, that man joins the Kahana crew.
2/1
Kahana Spotter2R
Creature — Human Pirate Scout (C) Raid — When Kahana Spotter enters the battlefield, if you attacked with a creature this turn, put a 1/1 blue Bird creature token with flying onto the battlefield.
2/2
Mining Operations1R
Sorcery (C)
Add R to your mana pool for each Mountain you control. Kahana crew mates took some of the natives into slavery, forcing them to defile their own land in search of buried treasures.
Prophet of Rage1RR
Creature — Human Shaman (R)
Whenever you cast a spell, if it’s the second spell you cast this turn, put a colorless Totem artifact token onto the battlefield.
Tap three untapped Totems you control: Prophet of Rage deals 2 damage to target creature or player.
2/2
Raidleader Captain3RR
Creature — Human Pirate (R)
Haste
When Raidleader Captain enters the battlefield, untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase. “Charrrrrrge!”
3/2
Razortooth Cliffstrider3RR
Creature — Beast (C)
Menace (This creature can’t be blocked except by two or more creatures.) The dream of any Saleisan blacksmith is to craft weapons as sharp as a Cliffstrider tooth.
4/4
Ritual of the Living Flame2R
Sorcery (C)
Put a 3/1 red Elemental creature token with haste onto the battlefield. Exile that token at the beginning of the end step.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Saleisan Sellsword2R
Creature — Human Mercenary (C)
Whenever Saleisan Sellsword attacks and it’s equipped, target creature gets +1/+0 until end of turn. “Put a good sword in my hands, and I’ll give your empire the victory it deserves.”
3/2
Shaman of the Living Flame2R
Creature — Human Shaman (M) R, T, Discard a card at random: If the discarded card is a creature card, put a token onto the battlefield that’s a copy of that creature. It gains haste. Exile that token at the beginning of the end step.
2/2
Spiritfire2RR
Instant (C)
Spiritfire deals damage to target player equal to the number of noncreature cards in your graveyard.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Swift RiposteR
Instant (C)
Target creature gets +2/+1 until end of turn. If it’s equipped, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
Totemic Firecraft3RR
Sorcery (R)
Put two colorless Totem artifact tokens onto the battlefield. Until end of turn, Totems you control gain “T: This permanent deals 2 damage to target creature or player.”
Tunnel Rokling4RR
Creature — Beast (C)
Beast creatures you control have haste. “I think we dug too deep inside the mountains. We reached another tunnel network. Wait, there’s something......”
—Miner’s log
5/4
War DanceR
Instant (C)
Target creature attacks this turn if able. Scry 1.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Wrath of the Fire SpiritsR
Instant (U)
Wrath of the Fire Spirits deals 1 damage to each creature and each player.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Arcanescale Lizard1G
Creature — Lizard (U)
Hexproof
Jinx 1G(1G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature can’t be the target of spells or abilities your opponents control.
2/2
Beast Hunter2G
Creature — Human Scout (C)
Beast spells you cast cost 1 less to cast. “The only bait you need in Kazundoo is yourself.”
—Rykken’s hunting guide, chapter I
2/2
Build a Settlement2G
Sorcery (C)
Search your library for a basic land card, put it onto the battlefield tapped and colonize it. Then shuffle your library. (To colonize a land, put an outpost counter on that land. It becomes a Colony in addition to its other types.) A sacred resting place for the Zestachi’s ancestors, an infinite source of wood for the settlers.
Curse of Locusts2G
Enchantment — Aura Curse (C)
Enchant player
Creatures cursed player controls lose flying and can’t have or gain flying. “The clouds look very unusual. Maybe we should skip aerial patrol today.”
—Scout Gris, to scout Lothe
Danduru Sporemental2GG
Creature — Elemental (R)
Jinx 3GG(3GG: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever Danduru Sporemental or jinxed creature deals combat damage, put that many +1/+1 counters on target creature. The mushrooms that grow on its forehead shall never be consumed.
1/4
Dreameater Parasites2G
Creature — Insect (C)
Put the top card of your library into your graveyard: Dreameater Parasites gets +2/+2 until end of turn. Activate this ability only once each turn. Zestachi children are taught how dangerous it is to fall asleep in the Danduru jungle before they even learn to walk.
1/1
Echo of OrsolG
Sorcery (C)
Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, put a +1/+1 counter on target creature. You never hear Orsol’s roar. You feel it.
Favor of the Mighty3G
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +3/+3.
As long as you control a Beast, enchanted creature has trample.
Fructify1G
Enchantment — Aura (C)
Enchant land
When Fructify enters the battlefield, colonize enchanted land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
Enchanted land has “T: Add one mana of any color to your mana pool.”
Luminescent Crokka3G
Creature — Frog (C)
Jinx 3G(3G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
If jinxed creature would deal combat damage, prevent 2 of that damage.
4/2
Mark of Velundi1G
Enchantment — Aura (U)
Enchant creature
When Mark of Velundi enters the battlefield, put a colorless Totem artifact token onto the battlefield.
Enchanted creature gets +2/+2 and has “Sacrifice a Totem: Regenerate this creature.” (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
Might of the Earth Mother1G
Instant (C)
Target creature gets +2/+2 until end of turn.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Mossbeard Elder4GG
Creature — Elemental Treefolk (R)
When Mossbeard Elder of enters the battlefield or dies, destroy target noncreature permanent. The Spirtachi summoned them to be freed from the greatest prison there is: civilization.
4/6
Mulch1G
Sorcery (C)
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. “Cut this forest clean! We establish our outpost here.”
— Commander Korial’s first order
Primal Thornback4GG
Creature — Lizard Beast (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.) What look like scales from afar truly are thousands of small venom soaked spikes.
5/4
Prophet of Roots1GG
Creature — Human Shaman (R)
Whenever a creature enters the battlefield under your control for the second time this turn, put a colorless Totem artifact token onto the battlefield.
Tap X untapped Totems you control: Target land you control becomes an X/X Elemental creature until end of turn that’s still a land.
2/2
Rejuvenating FumesG
Instant (C)
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn’t. Instead tap it.)
Scry 1. Zestachi witchdoctors treat their patients by burning a mix of herbs and Crokka slime which name can be traduced as “smelly smoke that makes me feel good.” Try to say that out loud repeatedly.
Saleisan Explorer1G
Creature — Human Settler Scout (C)
Whenever you colonize a land, put a +1/+1 counter on Saleisan Explorer. “Of course it’s a disguise. You really think I’d dress up like this if my life didn’t depend on it?”
1/2
Saleisan LumberjackG
Creature — Human Settler (C)
When Saleisan Lumberjack enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/1)
[COLONIES 2+]: T: Add G to your mana pool. (1/2) “The only way to make the ghosts go away is to chop the trees.”
Tamed Bukino3G
Creature — Beast (C)
When Tamed Bukino enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (3/3)
[COLONIES 3+]: Trample (4/4) Bukino hooves are used by Zestachi witches to fertilize the land. Saleisan settlers use them all the same, but without detaching them from the body.
Wild Tryndorus6G
Creature — Lizard Beast (C)
Trample One of the first things Saleisan men tried to do when arriving in Kazundoo was to tame the ferocious Tryndori as mounts. Two years and 167 dead riders later, they finally gave up.
6/6
Zestachi Beastcaller2GG
Creature — Human Shaman (R)
When Zestachi Beastcaller enters the battlefield, put two colorless Totem artifact tokens onto the battlefield.
You may cast Beast creature cards from your graveyard by sacrificing a Totem in addition to paying their other costs.
3/3
Zestachi Converter3GG
Creature — Insect Warrior Mutant (C)
Jinx B(B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature dies, exile it.
4/4
Zestachi Strongarm1G
Creature — Human Shaman (C)
Jinx 3GG(3GG: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature can’t attack as long as it’s power is 2 or less.
2/2
Curse of Memory Theft2UB
Enchantment — Aura Curse (U)
Enchant player
At the beginning of enchanted player’s upkeep, exile the top two cards of that player’s library face down. You may look at cards exiled this way. XUB, Sacrifice Curse of Thoughtsteal: Cast a card with converted mana cost X or less exiled with Curse of Thoughtsteal.
Deathleaf Converter1BG
Creature — Zombie Plant (U)
Jinx B/GB/G (B/GB/G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature dies, put X +1/+1 counters on target creature you control, where X is jinxed creature’s base power.
3/2
Ferocious Bukino4RG
Creature — Beast (U)
Trample
Ferocious Bukino attacks each turn if able.
7/7
Herald of Velundi2WB
Creature — Human Shaman (U)
Deathtouch
Whenever Herald of Velundi deals combat damage to a player, put a 1/1 white Spirit creature token with lifelink onto the battlefield. “There are two types of people: those I send to the Spirit-Realm and those I make come back to help me.”
2/2
Jungle Runner1GW
Creature — Human Scout (U)
Whenever a land enters the battlefield under your control, you may tap it. If you do, colonize it. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (3/2)
[COLONIES 2+]: Reach (4/3)
[COLONIES 6+]: Vigilance (5/4)
Merciless Officer1BR
Creature — Human Pirate (U)
Other Pirate creatures you control get +1/+1 and attack each turn if able.
Whenever Merciless Officer attacks, target Pirate you control gains first strike until end of turn.
2/2
Corrupted Knife2
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has “Whenever this creature becomes tapped, target creature gets -1/-1 until end of turn.”
Equip 1
Corsair’s Rapier2
Artifact — Equipment (C)
Equipped creature gets +1/+0 and has first strike.
Equip 2 “I’d marry that beauty if she wasn’t so sharp.”
Creepy Puppet2
Artifact Creature — Doll (U)
Jinx 1(1: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever Creepy Puppet or jinxed creature is dealt damage, target player loses 1 life.
1/3
Explorer’s Compass1
Artifact — Equipment (U)
Whenever equipped creature attacks, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
Equip 2)
[COLONIES 2+]: Equipped creature gets +1/+1.
Equip 1)
[COLONIES 4+]: Equipped creature gains vigilance.
Equip 0)
Lost Idol2
Artifact — Totem (U)
At the beginning of your precombat main phase, add 1 to your mana pool.
Whenever Lost Idol is put into your graveyard from the battlefield, draw a card.
Mask of the Many Faces4
Artifact — Equipment (R)
Whenever Mask of the Many Faces becomes attached to a creature, that creature becomes a copy of another creature of your choice on the battlefield for as long as Mask of the Many faces is attached to it
Equip 3
Monstruous Puppet6
Artifact Creature — Doll (U)
Jinx 2(2: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature blocks or becomes blocked by a creature, the creature blocking or blocked by it gets +4/+4 until end of turn. Everyone you encounter afterwards seem as massive as this doll.
4/4
Monument of Growth4
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of Growth is on the battlefield or in your graveyard, you may pay 3/G. If you do, distribute two +1/+1 among one or two target creatures. (3/G can be paid with either 3 or G.)
Monument of Pain5
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of Pain is on the battlefield or in your graveyard, you may pay 3/R. If you do, Monument of Pain deals 2 damage to target creature or player. (3/R can be paid with either 3 or R.)
Monument of Prescience3
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of Prescience is on the battlefield or in your graveyard, you may pay 3/U. If you do, scry 2. (3/U can be paid with either 3 or U.)
Monument of the Ancestors3
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of the Ancestors is on the battlefield or in your graveyard, you may pay 3/W. If you do, put a 1/1 white Spirit creature token with lifelink onto the battlefield. (3/W can be paid with either 3 or W.)
Monument of the Returned6
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of the Returned is on the battlefield or in your graveyard, you may pay 3/B. If you do, return target creature with converted mana cost 2 or less from your graveyard to your hand. (3/B can be paid with either 3 or B.)
Needle Puppet4
Artifact Creature — Doll (U)
Whenever a source deals damage to Needle Puppet, that source’s controller loses that much life.
Jinx 2(2: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature is dealt damage, its controller loses that much life.
2/2
Qiti Sentinel3
Artifact Creature — Totem (C)
Vigilance Perfect lifeless constructs created by the joint efforts of all five Spirtachi tribes, they are the eternal watchers of the Danduru jungle.
2/2
Ring of the Spirit Walker1
Artifact — Equipment (C)
Equipped creature can’t be blocked.
Equip 3 One ring to trick them all.
Tower Shield3
Artifact — Equipment (C)
Equipped creature gets +0/+3 and has vigilance.
Equip 1
Twinblade Puppet1
Artifact Creature — Doll (C)
Jinx 2(2: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature has “At the beginning of your upkeep, you lose 1 life.” You can still feel its blades cut through your skin for weeks after it died.
1/1
Urn of the Ancestors1
Artifact (U) T: Exile target creature card from a graveyard. 1, Sacrifice Urn of the Ancestors: You gain 1 life for each card exiled by Urn of the Ancestors.
Grassland Village
Land — Colony (C)
Grassland Village enters the battlefield tapped.
T: Add W to your mana pool.
Market Town
Land (R) T: Add 1 to your mana pool. 2, T: Colonize another target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.))
[COLONIES 5+]: T: Add one mana of any color to your mana pool.)
[COLONIES 10+]: Whenever Market Town is tapped for mana, draw a card.)
Merazal, the Spirit Tree
Legendary Land — Forest (R) (T: Add G to your mana pool.)
Merazal, the Spirit Tree enters the battlefield tapped. G, T: Put a Forest card from your hand onto the battlefield tapped.
Riverland Village
Land — Colony (C)
Riverland Village enters the battlefield tapped. T: Add U to your mana pool.
Unknown Shores
Land (C) T: Add 1 to your mana pool. 1, T: Add one mana of any color to your mana pool. “The stories speak of a far, distant world with rich lands and countless treasures. Citizens of Saleisa, I’m going to give you this world.”
—Emperor Akkan IV
Woodland Village
Land — Colony (C)
Woodland Village enters the battlefield tapped.
T: Add G to your mana pool.
First update: The first bunch of cards have been added !
Note:
The numbers for Colony related creatures might not be balanced for now, it's hard to predict how good it will be without playtesting the cards.
The visual spoiler will be uploaded soon to my website.
Feedback and criticism is, as always, needed and appreciated !
JINX CHANGE Jinx(Whenever this is put into your graveyard from anywhere, you may exile it jinxing target creature.)
Now: Jinx [COST]([COST], Exile this card from your graveyard: Jinx target creature you don't control. Jinx only as a sorcery.)
COLONIZE CHANGE House counters
Now: Outpost counters
CARD LIST
- Various changes from previous cards
- 22 new cards added !
- Now displays cards by colors
-The card gallery will be updated soon.
Awesome set, the plane looks very believable and your new mechanics sound very nice.
Regarding Colonize, will there be a way to get rid of your opponents outpost counters? So far, it seems that if you keep on playing creatures on curve, you will get quite a lot for your mana, especially those with boni starting at 2 colonies.
The finished cards with artwork look great, very believable, especially the pirates
Also, small update: I found art for all 20 basic lands of the set! They were added to the main thread but also can be found in this album: http://imgur.com/a/OmgY2
1. Mechanics
- Jinx now has it's own card frame designed by /u/TenebraeOmega on /r/custommagic. Thanks to him, it's awesome. This is to make jinx cards more recognizable to new players.
- Commons with colonize only trigger with ETB. They also only have one additionnal mode instead of two; they are still red-flagged.
- I've added a few cards that toy with Totems and I'm quite happy about it, the Recall mechanic is getting more and more interesting.
2. Archetypes
- Three archetypes use Colonize: G/U, G/W and W/U. I'll try to make them unique in their own way, but it's not going to be easy.
- The W/R archetype is now Equipments.
- The R/G archetype is now Beasts.
3. New cards
- More than 40 new cards have been added to the card list.
- All commons are now uploaded.
It's been a while since I posted anything, but anyway. Here we go for some changes:
1. Mechanics
- Common creatures with Jinx now all have the same effect for the creature and the jinxed creature. Reduced complexity and less red flags for wordiness because of the repeated words.
- The settlers now have a brand new mechanic called Colonization that cares about the number of lands you control with different names. It represents them, obviously, colonizing this new continent for the glory of their empire.
- Double faced lands added! They reinforce the Colonization mechanic and make a good use of the predominant Human theme in my set, because they require to tap two humans to transform.
2. Archetypes
- The archetypes in Bant colors are now clarified to be distinct from each other.
- The W/R archetype is now Raid/tokens.
3. Visual spoiler update
- Many commons were reworked, bumped to uncommon and/or removed after some brief playtesting, which means that this thread doesn't have all the set's commons anymore.
- Though the card list is currently outdated (it will be updated soon), the visual spoiler for the set is perfectly up to date.
- The cards here are those I'm quite happy about. I still need strong feedback and criticism regarding those cards, because this list isn't final at all. It's constantly changing and adapting to new playtests and comments!
Welcome to my second custom set project!
The story happens on the plane of Terys.
1. Quick lore overview: The Story of Kazundoo and Saleisa
On the plane of Terys, there are two major continents: Saleisa and Kazundoo.
Saleisa is home of civilization in the plane. Akkan IV united all its nations under a unique and powerful empire (WUG) where all cities are part of the Trading Alliance.
There is one problem: the ressources of Saleisa are starting to dry out. They need to start exploring the world to survive. They always feared what was beyond the sea, and thus they had no ships. Akkan IV had heard of a mysterious land called Kazundoo that was rich in ressources and inhabited by natives. He had no choice but to conclude an alliance with the Kahana crew Pirates (RB): they provide ships for settlers, soldiers and tradesmen against a generous part of any treasure they could peacefully find in Kazundoo. Akkan IV didn't want war, he needed to establish trade routes with the natives to benefit from their knowledge of their land. The pact was quickly concluded.
Kazundoo is the ancestral homeland of natives called Spirtachi tribesmen, which are divided in five united clans:
Soltachi (W), Wavtachi (U), Dektachi (B), Fyrtachi (R) and Zestachi (G).
They worship spirits that come from the world of Velundi and they wield dark and unknown magic.
A few days after the Saleisan expedition arrrived to Kazundoo, the Pirates betrayed the pact and attacked the natives to steal their treasures. The Spirtachi's answer was quick: they declared
war to all outsiders, claiming the land as no one's proprety. Saleisan settlers and tradesmen are caught in the middle of this way, still trying to build colonies on Kazundoo for the glory
of the Empire. Akkan IV was asked for more men and ressources.
The set takes place two years later. The situation hasn't changed much, and despite the Pirate's betrayal, Saleisan men had to try to keep their alliance safe to survive. They don't get along well, though.
2. Design goal and themes
3. Mechanics
4. Draft archetypes
WU: Settlers, with tap/untap shenanigans
UB: Curses
BR: Pirates aggro
RG: Beasts
GW: Settler tribal + colonization
WR: Raid aggro with tokens
UG: Colonization mechanic: lands matter + library manipulation
BW: Lifegain
UR: Totems + Recall
GB: Jinx
5. Card list
The text spoiler will be on the second post of this thread. CURRENDLY OUTDATED
6. Click here for the card gallery (with art!) NOW UP TO DATE! (12/16/2015)
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
Instant (C)
Target creature gets +1/+1 and gains first strike or lifelink until end of turn.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Archwarden of Saleisa 4WW
Creature — Angel Warrior (R)
Flying
Other creatures you control get +1/+1. If you control a Colony, other creatures you control get +2/+2 instead.
“I came to this savage world to bring the greatest gift of all: civilization.”
4/5
Curse of Blinding Light 4WW
Enchantment — Aura Curse (R)
Enchant player
Creatures cursed player controls can’t be tapped unless that player pays X, where X is that creature’s converted mana cost. (They can’t attack if they don’t have vigilance and can’t be tapped as part of an ability cost, as an additional cost to cast a spell or in any other way.)
Curse of Silence 1WW
Enchantment — Aura Curse (U)
Enchant player
Spells cursed player cast cost 1 more to cast.
“All the outsiders do is talk, talk, talk. I really could use some peace.”
—Teijuk, Soltachi Elder
Desperate Prayer 2WW
Sorcery (R)
If you have 15 or less life, you may distribute three +1/+1 counters among creatures you control. Then, if you have 10 or less life, you may return target creature card with power 3 or less from your graveyard to the battlefield. Then, if you have 5 or less life, you gain 10 life.
Disenchant 1W
Instant (C)
Destroy target artifact or enchantment.
“The outsiders brought their magic with them, and the spirits don’t like it.”
Emergency Encampment 1W
Instant (C)
Prevent all damage that would be dealt to target creature this turn.
Colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
“We should stop here for tonight. Gadrel can barely walk.”
Excoriate 3W
Sorcery (C)
Exile target tapped creature.
“Those natives are very tough. If we execute them properly, they come back, or worse, they haunt us until we join them in death. We had no other choice.”
—Commander Korial’s reports
Guardian of Kazundoo 1WW
Creature — Bird Spirit (C)
Flying
When Guardian of Kazundoo enters the battlefield, you gain 2 life.
2/2
Hand of Akkan WW
Creature — Human Settler Knight (R)
Whenever you cast a Settler spell, colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/2)
[COLONIES 2+]: Settler spells you cast cost 1 less to cast. (3/3)
[COLONIES 6+]: Settlers you control have vigilance. (4/4)
Herdsman 2W
Creature — Human Settler (U)
At the beginning of your upkeep, you may pay 1W. If you do, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/3)
[COLONIES 2+]: T: Put a 0/1 white Goat creature token onto the battlefield. (1/4)
[COLONIES 5+]: Sacrifice a Goat: You gain 2 life. (1/5)
Kejji Rider 2W
Creature — Human Scout (C)
Whenever Kejji Rider blocks or becomes blocked, it gets +1/+1 until end of turn.
“We were getting tired as the battle kept going on around us. But them... they fought as if they started a few seconds ago. We had no choice but to retreat.”
—Yega, Saleisan soldier
2/2
Lifecaller 1W
Creature — Human Shaman (C)
Lifelink
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Each Soltachi shaman is initiated by its own ancestors.
1/2
Lone Evangelist 2W
Creature — Human Settler Cleric (C)
When Lone Evangelist enters the battlefield, choose one —
Tap target creature.
Colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
1/3
Militia W
Sorcery (U)
Colonize target land you control, then put a 1/1 white Settler Soldier creature token onto the battlefield for each Colony you control. (To colonize a land, put an outpost counter on that land. It becomes a Colony in addition to its other types.)
Patrol Brigade 3W
Creature — Human Settler Soldier (C)
When Patrol Brigade enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/3)
[COLONIES 5+]: Vigilance (3/4)
The unpredictable nature of native attacks and natural disasters on Kazundoo requires the Patrol Brigades to be among the best soldiers of Akkan’s army.
Prophet of Dawn 1WW
Creature — Human Shaman (R)
Whenever you gain life for the first time each turn, put a colorless Totem artifact token onto the battlefield.
Tap two untapped Totems you control: Prevent all damage that would be dealt to target creature this turn.
2/2
Rallying Cry 4W
Instant (C)
Creatures you control get +1/+1 until end of turn. You gain 1 life for each of those creatures.
Resilient Avenger 3WW
Creature — Spirit Warrior (C)
3W: Resilient Avenger becomes indestructible until end of turn.
Death on Kazundoo can be either the last time you fall asleep or the last time you wake up.
4/4
Saleisan Blacksmith 3W
Creature — Human Settler Artificer (U)
When Saleisan Blacksmith enters the battlefield, choose one —
Put an equipment card from your hand onto the battlefield.
Return target equipment card from your graveyard to your hand.
2/4
Saleisan Vanguard 1W
Creature — Human Settler Soldier (C)
When Saleisan Vanguard enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/2)
[COLONIES 3+]: First strike (3/2)
“You may stand now, soldier. Be my hands and my law in this foreign island.”
—Emperor Akkan IV
Settler’s Caravan W
Creature — Human Settler (C)
When Settler’s Caravan enters the battlefield, colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/1)
[COLONIES 2+]: Whenener Settler’s Caravan attacks, you may untap target Colony. (1/3)
The first settlers to arrive in Kazundoo didn’t believe how rich the island was.
Soltachi Pilgrim 3W
Creature — Human Monk (C)
Whenever you gain life for the first time each turn, Soltachi Pilgrim gets +1/+1 until end of turn.
2/4
Soltachi Ritualist 2W
Creature — Human Shaman (C)
2B, T: Target player loses 2 life and you gain 2 life.
“I hope you don’t mind me giving the spirits a shard of your soul, outsider.”
2/3
Spearmaster Ancestor 1W
Creature — Spirit Warrior (C)
As long as Spearmaster Ancestor is equipped, it gets +1/+1 and has vigilance.
Decades of training aren’t enough. The most determined Soltachi warriors choose to perfect their fighting skills for all eternity.
2/1
Spiritual Journey W
Sorcery (C)
Exile target creature, then return it to the battlefield under its owner’s control.
“Velundi and Terys occupy the exact same space in the Multiverse, and yet they are two distinct planes. This should be impossible.”
— The mysteries of Velundi, chap. I
Twilight Sentry W
Creature — Human Warrior (C)
Vigilance
Dusk and dawn are the realms of uncertainty and doubt. The mask protects its wearer from such weaknesses.
1/2
Befuddle 1UU
Instant (U)
Shuffle target spell into its owner’s library.
“!thgiarts kniht t’nac I !em pleh enoemoS”
— Telekinesist Hyar
Curse of Deep Trance 2UU
Enchantment — Aura Curse (C)
Enchant player
At the beginning of cursed player’s upkeep, tap target creature that player controls.
Addicted to the feeling, some Wavtachi shamans choose to curse themselves.
Curse of Mind Leak 1U
Enchantment — Aura Curse (C)
Enchant player
Whenever cursed player draws a card, that player reveals a card at random from his or her hand.
“It’s funny, every time he sneezes, I see his thoughts floating around his head.”
— Hex-Mage Idundu
Curse of the Puppeteer 2UU
Enchantment — Aura Curse (M)
Enchant player
At the beginning of cursed player’s upkeep, that player reveals the top three cards of his or her library. You may put a creature card you don’t own from among those cards onto the battlefield under your control. At the beginning of your next end step, return that creature to its owner’s hand. Put the revealed cards on the bottom of their owner’s library in any order.
Danduru Widemaw 3U
Creature — Lizard (C)
1G: Danduru Widemaw gets +2/+2 until end of turn. Use this ability only once each turn.
Evolution on Kazundoo seem to follow its own twisted rules.
3/2
Divergence U
Instant (C)
Counter target spell that targets a noncreature permanent you control.
Even the most powerful charm or bauble needs some kind of protection.
Elixir of Vivid Dreams 2U
Instant (U)
Draw three cards, then discard two cards unless you sacrifice a permanent.
Fishing Operations 2U
Sorcery (C)
Scry X, where X is the number of Islands you control.
Draw a card if you control a Colony.
People who are told that there are plenty of fish in the sea don’t really believe it until they go to Kazundoo.
Flyrocopter Scout 3U
Creature — Human Settler Scout (C)
When Flyrocopter Scout enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (2/3)
[COLONIES 4+]: Flying (2/4)
The only way to map Kazundoo properly is to see it from above.
Forgotten Ritual 2UU
Instant (C)
Counter target spell. Put a colorless Totem artifact token onto the battlefield.
Hexblade Infiltrator 2U
Creature — Human Rogue (C)
Whenever you cast an enchantment spell, Hexblade Infiltrator gets +1/+1 and gains hexproof until end of turn.
“Their misfortune is both my shroud and my sword.”
2/3
Imperial Tradesman 2U
Creature — Human Advisor (U)
Whenever you colonize a land, draw a card.
1/3
Juju Collector 3UU
Creature — Merfolk Rogue (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Juju Collector enters the battlefield, draw a card, then discard a card.
They roam Kazundoo’s coasts in search of lost charms, hoping to find one that isn’t completely dried of its magic.
3/3
Mind Architect 4U
Creature — Human Settler Wizard (C)
When Mind Architect enters the battlefield, choose one —
Return target creature to its owner’s hand.
Colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
“I can’t build a whole town with my mind yet, but let me show you what I can do.”
3/2
Novice Architect 1U
Creature — Human Settler (C)
When Novice Architect enters the battlefield, colonize target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/2)
[COLONIES 3+]: 3U: Scry 2. (1/4)
“I have great plans for this island.”
Prophet of Tides 1UU
Creature — Human Shaman (R)
Whenever you draw a card, if it’s the second card you draw this turn, put a colorless Totem artifact token onto the battlefield.
Tap an untapped Totem you control: Target creature gets -1/+1 until end of turn.
2/2
Psychic Leech 1UU
Creature — Leech Illusion (R)
Whenever Psychic Leech deals combat damage to a player, draw a card.
Jinx 3UU (3UU: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature’s controller draws a card, draw a card.
2/2
Purunga Glowfish U
Creature — Fish (C)
Whenever Purunga Glowfish blocks or becomes blocked, you may sacrifice it. If you do, draw a card.
“To catch a Purunga.”
— Wavtachi proverb that means “being lucky.”
1/1
Qelura Guide 1UU
Creature — Spirit (C)
Flying
They are the Wavtachi tribe’s eyes on the island, reporting everything they see to the shamans and prophets of the underwater tribe.
2/3
Rain Dance 1U
Instant (C)
Scry 3.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Soulkeeper Phantasm 3UU
Creature — Spirit (R)
Flying
Spells your opponents cast that target you or Soulkeeper Phantasm cost 2 more to cast.
Jinx 1U (1U: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Spells you cast that target jinxed creature or jinxed creature’s controller cost 2 less to cast.
4/3
Subjugate U
Sorcery (C)
Tap target creature. That creature doesn’t untap at the beginning of it’s controller’s next untap step.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
“Stare deep into my eyes, outsider.”
Supply Delivery 1U
Sorcery (C)
Draw two cards, then discard a card unless you control two or more Colonies.
Wavtachi ambushers ensure that very few supply crates sent by the Saleisan Empire actually reach its colonies.
Takhenna Duo 2UU
Creature — Human Rogue Shaman (U)
When Takhenna Duo enters the battlefield, put two colorless Totem artifact tokens onto the battlefield.
Tap an untapped Totem you control: Choose one —
Takhenna Duo gets +1/+1 until end of turn.
Target creature can’t be blocked this turn.
2/2
Unbound Qelura 2UU
Creature — Elemental (U)
Flying
Unbound Qelura can’t attack unless you control a Totem.
4/4
Voice of Akkan 2UU
Sorcery (R)
Colonize target land you control, then gain control of target creature if its power is less than or equal to the number of Colonies you control. (To colonize a land, put an outpost counter on that land. It becomes a Colony in addition to its other types.)
“Join us, and feel how glorious it is to be part of the Great Empire of Saleisa.”
Wave of Dispersion 1UU
Instant (C)
Return target nonland permanent to its owner’s hand.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Wavtachi Hexmage 1UU
Creature — Fish Wizard (R)
Whenever you cast a Curse spell, draw a card.
T: Target creature gets -2/-0 until end of turn.
2/2
Wavtachi Storm-Seer 1U
Creature — Fish Shaman (C)
Tap an untapped Totem you control: Wavtachi Storm-Seer gets +1/-1 until end of turn.
1/3
Blooddrinker Cultist 4B
Creature — Human Cleric (C)
Pay 1 life: Blooddrinker Cultist gets +1/+1 until end of turn. Activate this ability no more than three times each turn.
Nothing gets lost when a Dektachi dies. The most valuable resource is blood. Warrior want it to bless their weapons, witches want it for their potions, and cultists want it for its exquisite taste.
3/2
Corsair Mercenary 3B
Creature — Human Pirate (C)
Haste
“They said this jungle would make me rich. Still, they forgot to tell me about the rats, giant insects, voodoo psychopaths, zombies, killer plants and bloody dinosaurs.”
— Corsair Boldun’s journal
3/2
Crypt Pillager 1B
Creature — Human Pirate (U)
Whenever Crypt Pillager deals combat damage to a player, exile target card from that player’s graveyard. Then, if that player has no cards in his or her graveyard, scry 2.
2/1
Curse of Affliction 3B
Enchantment — Aura Curse (U)
Enchant player
At the beginning of each upkeep, put a plague counter on Curse of Affliction.
1B, Sacrifice Curse of Affliction: Cursed player loses 1 life for each plague counter on Curse of Affliction.
You don’t realize you are dying until its too late.
Curse of Fatigue 1B
Enchantment — Aura Curse (C)
Enchant player
Cursed player’s maximum hand size is reduced by 2.
The valiant settlers of Saleisa were promised a flourishing land full of riches. Instead, they found nothing but a hostile jungle inhabited by territorial natives.
Curse of the Horror Mask B
Enchantment — Aura Curse (C)
Enchant player
Whenever one or more creatures attack cursed player, you may have target attacking creature gains menace until end of turn.
It stays engraved in your mind so that it appears on every other face you see.
Curse of the Returned 2BB
Enchantment — Aura Curse (U)
Enchant player
Whenever a creature cursed player controls dies, that player puts a 2/2 black Zombie creature onto the battlefield tapped under one of his or her opponent’s control.
Like countless other settlers, Shellig and Kyana came to Kazundoo to live the new life they were promised.
Deathblessed Witch 1B
Creature — Human Wizard (U)
Menace (This creature can’t be blocked except by two or more creatures.)
When Deathblessed Witch enters the battlefield, you may discard a card. If you do, Deathblessed Witch enters the battlefield with a +1/+1 counter on it.
2/2
Deathless Captain B
Creature — Zombie Pirate (R)
Deathless Captain can’t block.
Whenever two or more creatures you control attack, you may return Deathless Captain from your graveyard to the battlefield tapped and attacking.
“There is no point in fighting the curse. Embrace what you’re becoming and make it your biggest strength.”
2/1
Dektachi Skull-Witch 3B
Creature — Human Wizard (C)
Whenever Dektachi Skull-Witch attacks, if defending player is cursed, that player loses 2 life.
2/4
Echoes of Velundi 1B
Sorcery (C)
Return target creature card or Curse card from your graveyard to your hand.
“Rest now, brother
May your body return to the earth mother
May your soul rest a peaceful sleep in Velundi
And may he who disturbs it be cursed for eternity.”
—Dektachi funerary prayer
Embalming Ritual B
Instant (C)
Exile target card from a graveyard.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
In the end, everything returns to dust. The Dektachi know every secret that can accelerate the process.
Essence Drinker 2B
Creature — Zombie Shaman (C)
Lifelink
He is neither completely dead nor completely alive, permanently switching between both states as he feeds on souls of those foolish enough to fight him.
2/2
Grave Robbery 1B
Sorcery (C)
Target opponent puts a 2/2 black Zombie creature token onto the battlefield tapped.
Draw two cards.
“The most dangerous part of tomb raiding on this wicked island isn’t breaking in. It’s getting out.”
— Gyland, graverobber
Gulgud Abomination 4BB
Creature — Zombie Giant (U)
Gulgud Abomination gets +1/+1 for each creature card in your opponents’ graveyards.
3/3
Hexcaster 2B
Creature — Human Wizard (C)
Whenever Hexcaster enters the battlefield, you may search your library for a Curse card, reveal it and put it into your hand. Then shuffle your library.
2/2
Jungle Ambush 2BB
Instant (C)
Raid — Jungle Ambush costs 2 less to cast if you attacked with a creature this turn.
Destroy target tapped creature.
“Didn’t expect me there, did ye, landlubber?”
Kahana Cutthroat 2B
Creature — Human Pirate (C)
Whenever Kahana Cuttroat attacks, defending player loses 1 life.
“Do you know the Kahana spider? Its venom is so deadly that it leaves you dead within ten seconds. We are trained to kill faster than that.”
2/3
Kahana Smuggler 1BB
Creature — Human Pirate (U)
Raid — When Kahana Smuggler enters the battlefield, if you attacked with a creature this turn, you draw two cards and you lose two life.
2/3
Kahana Sting-Blade B
Creature — Human Pirate (C)
Raid — When Kahana Sting-Blade enters the battlefield, it deals 2 damage to you unless you attacked with a creature this turn.
2/1
Malicious Imp 1B
Creature — Imp (C)
Flying
Whenever you gain life for the first time each turn, each opponent lose 1 life.
Some rituals performed by the Dektachi tribesmen backfire, summoning all kinds of unwanted nuisances. Those imps are the least annoying of them.
1/1
Mindless Gulgud 1B
Creature — Zombie (C)
When Mindless Gulgud enters the battlefield, put the top three cards of your library into your graveyard.
One can lose his mind while wandering in the Jungle of Danduru. Literally.
1/3
Nameless Aberration 3BB
Creature — Horror Mutant (R)
Jinx 4BB (4BB: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature dies, return Nameless Aberration from exile to the battlefield.
5/5
Nazora’s Reaper B
Creature — Spirit Horror (R)
Jinx 1B (1B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
At the beginning of your upkeep, if Nazora’s Reaper jinxes a creature, put a 1/1 black Nightmare creature token onto the battlefield.
They told you it would all go away when you wake up. They told you it was just a dream, nothing more. They were wrong.
1/1
Necromantic Tutor 2B
Sorcery (R)
Search your library for a card and reveal it. You may put that card into your hand and lose life equal to its converted mana cost. If you don’t, put that card into your graveyard. Then shuffle your library.
“Without life, there is no death. Without death, life is meaningless.”
— Shayala, Prophet of Skulls
Prophet of Disease 1BB
Creature — Human Shaman (R)
Whenever another creature dies, if it’s the second creature that dies this turn, put a colorless Totem artifact token onto the battlefield.
Tap two untapped Totems you control: Target player discards a card. Activate this ability only any time you could cast a sorcery.
2/2
Reborn Ancestor 3B
Creature — Skeleton Spirit (C)
Jinx 2B (2B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature gets -4/-0.
Death is merely the beginning of a Dektachi’s spiritual journey.
4/1
Soul Drain 3BB
Sorcery (C)
Destroy target creature. You gain life equal to that creature’s toughness.
Stitched Gulgud 5B
Creature — Zombie (C)
Menace (This creature can’t be blocked except by two or more creatures.)
Jinx 2B (2B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature can’t attack alone.
In times of war, the Dektachi natives unearth their dead and stitch their pieces together, creating brutish zombies to protect the Danduru jungle.
5/4
Tainted Strings B
Instant (U)
The next time target opponent loses life this turn, target creature gets -X/-X until end of turn, where X is equal to the life lost.
Most people that are killed by a Dektachi have never seen one.
Ubundu, Skullmask Witch 2BB
Planeswalker — Ubundu (M)
Starting Loyalty: 3
+1: Up to one target creature you don’t control gets -1/-1 until end of turn. Up to one target creature you control gets +1/+1 until end of turn.
-X: Exile X target creature cards from any number of graveyards. For each card exiled this way, put a 2/2 black Zombie creature token onto the battlefield.
-2: You get an emblem with “At the beginning of your upkeep, each opponent loses 1 life.”
Wandering Spirit B
Creature — Spirit (C)
Flying
Jinx 1BB (1BB: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Wandering Spirit and jinxed creature can’t block.
1/1
Corsair’s Diplomacy R
Instant (C)
Corsair’s Diplomacy deals 2 damage to target creature.
Raid — Corsair’s Diplomacy deals 4 damage to that creature instead if you attacked with a creature this turn.
“Hey there, lad. What a nice, shiny bracelet ye got here!”
Curse of Endless Betrayals 4RR
Enchantment — Aura Curse (U)
Enchant player
At the beginning of each player’s upkeep, that player may gain control of target creature cursed player controls until end of turn. Untap that creature. It gains haste until end of turn.
Desecrate and Loot 1R
Instant (C)
Destroy target artifact.
Raid — If you attacked with a creature this turn, you may discard up to two cards. If you do, draw that many cards.
“Burn their houses, burn their idols, but if ye ever damage the gold, ye lose yer head.”
—Captain Gerith
Fires of Velundi 2R
Instant (U)
Fires of Velundi deals 2 damage to target creature or player.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Flame Seer 4R
Creature — Human Shaman (C)
When Flame Seer enters the battlefield, if you control a Totem it deals 3 damage to target creature or player.
“The only future I see for you is fire, outsider.”
3/3
Flamecaller Shaman 1R
Creature — Human Shaman (C)
When Flamecaller Shaman becomes the target of a spell or ability for the first time each turn, add RR to your mana pool.
The purest fires of Kazundoo come from the spirit world of Velundi, where dreams and reality collide in an eternal whirlwind of pure magic.
2/1
Frenzied Corsair 1R
Creature — Human Pirate (C)
Whenever a Pirate enters the battlefield under your control, Frenzied Corsair gets +1/+0 until end of turn.
“An alliance with those pirates was the worst thing we could do. You wanted to open new trade routes with the natives and those fools started a bloody war instead.”
—Counselor Amvir, to Akkan IV
1/3
Fyrtachi Axewielder 3R
Creature — Human Berserker (C)
When Fyrtachi Axewielder enters the battlefield, you may attach target equipment you control to it.
3/3
Fyrtachi Ritualist 2R
Creature — Human Shaman (C)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Fyrtachi Ritualist enters the battlefield, put a colorless Totem artifact token onto the battlefield.
2/2
Grododon 3R
Cerature — Beast (C)
Reach (This creature can block creatures with flying.)
“I really thought those mountains would be the easiest zone to map of this island. I was wrong, oh so wrong.”
—Siron, Flyrocopter scout
Gulikar Corsair R
Creature — Goblin Pirate (C)
First strike, haste
Gulikar Corsair attacks each turn if able.
While rats abandon the sinking ship, Gulikar goblins make sure they loot everything they can from the wreck first.
1/1
Kahana Gang-Mate 1R
Creature — Human Pirate (C)
Raid — Kahana Gang-Mate enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn.
There sometimes comes a time in a man’s life when he feels the need to be freed from the countless laws of the Saleisan empire. When that time arrives, that man joins the Kahana crew.
2/1
Kahana Spotter 2R
Creature — Human Pirate Scout (C)
Raid — When Kahana Spotter enters the battlefield, if you attacked with a creature this turn, put a 1/1 blue Bird creature token with flying onto the battlefield.
2/2
Mining Operations 1R
Sorcery (C)
Add R to your mana pool for each Mountain you control.
Kahana crew mates took some of the natives into slavery, forcing them to defile their own land in search of buried treasures.
Prophet of Rage 1RR
Creature — Human Shaman (R)
Whenever you cast a spell, if it’s the second spell you cast this turn, put a colorless Totem artifact token onto the battlefield.
Tap three untapped Totems you control: Prophet of Rage deals 2 damage to target creature or player.
2/2
Raidleader Captain 3RR
Creature — Human Pirate (R)
Haste
When Raidleader Captain enters the battlefield, untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase followed by an additional main phase.
“Charrrrrrge!”
3/2
Razortooth Cliffstrider 3RR
Creature — Beast (C)
Menace (This creature can’t be blocked except by two or more creatures.)
The dream of any Saleisan blacksmith is to craft weapons as sharp as a Cliffstrider tooth.
4/4
Ritual of the Living Flame 2R
Sorcery (C)
Put a 3/1 red Elemental creature token with haste onto the battlefield. Exile that token at the beginning of the end step.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Saleisan Sellsword 2R
Creature — Human Mercenary (C)
Whenever Saleisan Sellsword attacks and it’s equipped, target creature gets +1/+0 until end of turn.
“Put a good sword in my hands, and I’ll give your empire the victory it deserves.”
3/2
Shaman of the Living Flame 2R
Creature — Human Shaman (M)
R, T, Discard a card at random: If the discarded card is a creature card, put a token onto the battlefield that’s a copy of that creature. It gains haste. Exile that token at the beginning of the end step.
2/2
Spiritfire 2RR
Instant (C)
Spiritfire deals damage to target player equal to the number of noncreature cards in your graveyard.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Swift Riposte R
Instant (C)
Target creature gets +2/+1 until end of turn. If it’s equipped, you may have it fight another target creature. (Each deals damage equal to its power to the other.)
Totemic Firecraft 3RR
Sorcery (R)
Put two colorless Totem artifact tokens onto the battlefield. Until end of turn, Totems you control gain “T: This permanent deals 2 damage to target creature or player.”
Tunnel Rokling 4RR
Creature — Beast (C)
Beast creatures you control have haste.
“I think we dug too deep inside the mountains. We reached another tunnel network. Wait, there’s something......”
—Miner’s log
5/4
War Dance R
Instant (C)
Target creature attacks this turn if able. Scry 1.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Wrath of the Fire Spirits R
Instant (U)
Wrath of the Fire Spirits deals 1 damage to each creature and each player.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Arcanescale Lizard 1G
Creature — Lizard (U)
Hexproof
Jinx 1G (1G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature can’t be the target of spells or abilities your opponents control.
2/2
Beast Hunter 2G
Creature — Human Scout (C)
Beast spells you cast cost 1 less to cast.
“The only bait you need in Kazundoo is yourself.”
—Rykken’s hunting guide, chapter I
2/2
Build a Settlement 2G
Sorcery (C)
Search your library for a basic land card, put it onto the battlefield tapped and colonize it. Then shuffle your library. (To colonize a land, put an outpost counter on that land. It becomes a Colony in addition to its other types.)
A sacred resting place for the Zestachi’s ancestors, an infinite source of wood for the settlers.
Curse of Locusts 2G
Enchantment — Aura Curse (C)
Enchant player
Creatures cursed player controls lose flying and can’t have or gain flying.
“The clouds look very unusual. Maybe we should skip aerial patrol today.”
—Scout Gris, to scout Lothe
Danduru Sporemental 2GG
Creature — Elemental (R)
Jinx 3GG (3GG: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever Danduru Sporemental or jinxed creature deals combat damage, put that many +1/+1 counters on target creature.
The mushrooms that grow on its forehead shall never be consumed.
1/4
Dreameater Parasites 2G
Creature — Insect (C)
Put the top card of your library into your graveyard: Dreameater Parasites gets +2/+2 until end of turn. Activate this ability only once each turn.
Zestachi children are taught how dangerous it is to fall asleep in the Danduru jungle before they even learn to walk.
1/1
Echo of Orsol G
Sorcery (C)
Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, put a +1/+1 counter on target creature.
You never hear Orsol’s roar. You feel it.
Favor of the Mighty 3G
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +3/+3.
As long as you control a Beast, enchanted creature has trample.
Fructify 1G
Enchantment — Aura (C)
Enchant land
When Fructify enters the battlefield, colonize enchanted land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
Enchanted land has “T: Add one mana of any color to your mana pool.”
Luminescent Crokka 3G
Creature — Frog (C)
Jinx 3G (3G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
If jinxed creature would deal combat damage, prevent 2 of that damage.
4/2
Mark of Velundi 1G
Enchantment — Aura (U)
Enchant creature
When Mark of Velundi enters the battlefield, put a colorless Totem artifact token onto the battlefield.
Enchanted creature gets +2/+2 and has “Sacrifice a Totem: Regenerate this creature.” (The next time this would be destroyed this turn, it isn’t. Instead tap it.)
Might of the Earth Mother 1G
Instant (C)
Target creature gets +2/+2 until end of turn.
Recall (As you cast this from your hand, put a colorless Totem artifact token onto the battlefield. You may cast this card from your graveyard by sacrificing a Totem in addition to paying its other costs.)
Mossbeard Elder 4GG
Creature — Elemental Treefolk (R)
When Mossbeard Elder of enters the battlefield or dies, destroy target noncreature permanent.
The Spirtachi summoned them to be freed from the greatest prison there is: civilization.
4/6
Mulch 1G
Sorcery (C)
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
“Cut this forest clean! We establish our outpost here.”
— Commander Korial’s first order
Primal Thornback 4GG
Creature — Lizard Beast (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
What look like scales from afar truly are thousands of small venom soaked spikes.
5/4
Prophet of Roots 1GG
Creature — Human Shaman (R)
Whenever a creature enters the battlefield under your control for the second time this turn, put a colorless Totem artifact token onto the battlefield.
Tap X untapped Totems you control: Target land you control becomes an X/X Elemental creature until end of turn that’s still a land.
2/2
Rejuvenating Fumes G
Instant (C)
Regenerate target creature. (The next time that creature would be destroyed this turn, it isn’t. Instead tap it.)
Scry 1.
Zestachi witchdoctors treat their patients by burning a mix of herbs and Crokka slime which name can be traduced as “smelly smoke that makes me feel good.” Try to say that out loud repeatedly.
Saleisan Explorer 1G
Creature — Human Settler Scout (C)
Whenever you colonize a land, put a +1/+1 counter on Saleisan Explorer.
“Of course it’s a disguise. You really think I’d dress up like this if my life didn’t depend on it?”
1/2
Saleisan Lumberjack G
Creature — Human Settler (C)
When Saleisan Lumberjack enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (1/1)
[COLONIES 2+]: T: Add G to your mana pool. (1/2)
“The only way to make the ghosts go away is to chop the trees.”
Tamed Bukino 3G
Creature — Beast (C)
When Tamed Bukino enters the battlefield, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (3/3)
[COLONIES 3+]: Trample (4/4)
Bukino hooves are used by Zestachi witches to fertilize the land. Saleisan settlers use them all the same, but without detaching them from the body.
Wild Tryndorus 6G
Creature — Lizard Beast (C)
Trample
One of the first things Saleisan men tried to do when arriving in Kazundoo was to tame the ferocious Tryndori as mounts. Two years and 167 dead riders later, they finally gave up.
6/6
Zestachi Beastcaller 2GG
Creature — Human Shaman (R)
When Zestachi Beastcaller enters the battlefield, put two colorless Totem artifact tokens onto the battlefield.
You may cast Beast creature cards from your graveyard by sacrificing a Totem in addition to paying their other costs.
3/3
Zestachi Converter 3GG
Creature — Insect Warrior Mutant (C)
Jinx B (B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature dies, exile it.
4/4
Zestachi Strongarm 1G
Creature — Human Shaman (C)
Jinx 3GG (3GG: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature can’t attack as long as it’s power is 2 or less.
2/2
Curse of Memory Theft 2UB
Enchantment — Aura Curse (U)
Enchant player
At the beginning of enchanted player’s upkeep, exile the top two cards of that player’s library face down. You may look at cards exiled this way.
XUB, Sacrifice Curse of Thoughtsteal: Cast a card with converted mana cost X or less exiled with Curse of Thoughtsteal.
Deathleaf Converter 1BG
Creature — Zombie Plant (U)
Jinx B/GB/G (B/GB/G: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature dies, put X +1/+1 counters on target creature you control, where X is jinxed creature’s base power.
3/2
Ferocious Bukino 4RG
Creature — Beast (U)
Trample
Ferocious Bukino attacks each turn if able.
7/7
Herald of Velundi 2WB
Creature — Human Shaman (U)
Deathtouch
Whenever Herald of Velundi deals combat damage to a player, put a 1/1 white Spirit creature token with lifelink onto the battlefield.
“There are two types of people: those I send to the Spirit-Realm and those I make come back to help me.”
2/2
Jungle Runner 1GW
Creature — Human Scout (U)
Whenever a land enters the battlefield under your control, you may tap it. If you do, colonize it. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.) (3/2)
[COLONIES 2+]: Reach (4/3)
[COLONIES 6+]: Vigilance (5/4)
Merciless Officer 1BR
Creature — Human Pirate (U)
Other Pirate creatures you control get +1/+1 and attack each turn if able.
Whenever Merciless Officer attacks, target Pirate you control gains first strike until end of turn.
2/2
Corrupted Knife 2
Artifact — Equipment (U)
Equipped creature gets +1/+1 and has “Whenever this creature becomes tapped, target creature gets -1/-1 until end of turn.”
Equip 1
Corsair’s Rapier 2
Artifact — Equipment (C)
Equipped creature gets +1/+0 and has first strike.
Equip 2
“I’d marry that beauty if she wasn’t so sharp.”
Creepy Puppet 2
Artifact Creature — Doll (U)
Jinx 1 (1: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever Creepy Puppet or jinxed creature is dealt damage, target player loses 1 life.
1/3
Explorer’s Compass 1
Artifact — Equipment (U)
Whenever equipped creature attacks, colonize target land you control. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.)
Equip 2)
[COLONIES 2+]: Equipped creature gets +1/+1.
Equip 1)
[COLONIES 4+]: Equipped creature gains vigilance.
Equip 0)
Lost Idol 2
Artifact — Totem (U)
At the beginning of your precombat main phase, add 1 to your mana pool.
Whenever Lost Idol is put into your graveyard from the battlefield, draw a card.
Mask of the Many Faces 4
Artifact — Equipment (R)
Whenever Mask of the Many Faces becomes attached to a creature, that creature becomes a copy of another creature of your choice on the battlefield for as long as Mask of the Many faces is attached to it
Equip 3
Monstruous Puppet 6
Artifact Creature — Doll (U)
Jinx 2 (2: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature blocks or becomes blocked by a creature, the creature blocking or blocked by it gets +4/+4 until end of turn.
Everyone you encounter afterwards seem as massive as this doll.
4/4
Monument of Growth 4
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of Growth is on the battlefield or in your graveyard, you may pay 3/G. If you do, distribute two +1/+1 among one or two target creatures. (3/G can be paid with either 3 or G.)
Monument of Pain 5
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of Pain is on the battlefield or in your graveyard, you may pay 3/R. If you do, Monument of Pain deals 2 damage to target creature or player. (3/R can be paid with either 3 or R.)
Monument of Prescience 3
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of Prescience is on the battlefield or in your graveyard, you may pay 3/U. If you do, scry 2. (3/U can be paid with either 3 or U.)
Monument of the Ancestors 3
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of the Ancestors is on the battlefield or in your graveyard, you may pay 3/W. If you do, put a 1/1 white Spirit creature token with lifelink onto the battlefield. (3/W can be paid with either 3 or W.)
Monument of the Returned 6
Artifact — Totem (R)
At the beginning of your upkeep, if Monument of the Returned is on the battlefield or in your graveyard, you may pay 3/B. If you do, return target creature with converted mana cost 2 or less from your graveyard to your hand. (3/B can be paid with either 3 or B.)
Needle Puppet 4
Artifact Creature — Doll (U)
Whenever a source deals damage to Needle Puppet, that source’s controller loses that much life.
Jinx 2 (2: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Whenever jinxed creature is dealt damage, its controller loses that much life.
2/2
Qiti Sentinel 3
Artifact Creature — Totem (C)
Vigilance
Perfect lifeless constructs created by the joint efforts of all five Spirtachi tribes, they are the eternal watchers of the Danduru jungle.
2/2
Ring of the Spirit Walker 1
Artifact — Equipment (C)
Equipped creature can’t be blocked.
Equip 3
One ring to trick them all.
Tower Shield 3
Artifact — Equipment (C)
Equipped creature gets +0/+3 and has vigilance.
Equip 1
Twinblade Puppet 1
Artifact Creature — Doll (C)
Jinx 2 (2: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
Jinxed creature has “At the beginning of your upkeep, you lose 1 life.”
You can still feel its blades cut through your skin for weeks after it died.
1/1
Urn of the Ancestors 1
Artifact (U)
T: Exile target creature card from a graveyard.
1, Sacrifice Urn of the Ancestors: You gain 1 life for each card exiled by Urn of the Ancestors.
Grassland Village
Land — Colony (C)
Grassland Village enters the battlefield tapped.
T: Add W to your mana pool.
Market Town
Land (R)
T: Add 1 to your mana pool.
2, T: Colonize another target land. (Put an outpost counter on that land. It becomes a Colony in addition to its other types.))
[COLONIES 5+]: T: Add one mana of any color to your mana pool.)
[COLONIES 10+]: Whenever Market Town is tapped for mana, draw a card.)
Merazal, the Spirit Tree
Legendary Land — Forest (R)
(T: Add G to your mana pool.)
Merazal, the Spirit Tree enters the battlefield tapped.
G, T: Put a Forest card from your hand onto the battlefield tapped.
Riverland Village
Land — Colony (C)
Riverland Village enters the battlefield tapped.
T: Add U to your mana pool.
Unknown Shores
Land (C)
T: Add 1 to your mana pool.
1, T: Add one mana of any color to your mana pool.
“The stories speak of a far, distant world with rich lands and countless treasures. Citizens of Saleisa, I’m going to give you this world.”
—Emperor Akkan IV
Woodland Village
Land — Colony (C)
Woodland Village enters the battlefield tapped.
T: Add G to your mana pool.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
Note:
The numbers for Colony related creatures might not be balanced for now, it's hard to predict how good it will be without playtesting the cards.
The visual spoiler will be uploaded soon to my website.
Feedback and criticism is, as always, needed and appreciated !
EDIT: Card gallery added.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
JINX CHANGE
Jinx (Whenever this is put into your graveyard from anywhere, you may exile it jinxing target creature.)Now: Jinx [COST] ([COST], Exile this card from your graveyard: Jinx target creature you don't control. Jinx only as a sorcery.)
COLONIZE CHANGE
House countersNow: Outpost counters
CARD LIST
- Various changes from previous cards
- 22 new cards added !
- Now displays cards by colors
-The card gallery will be updated soon.
EDIT: The gallery is now up to date.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
Awesome set, the plane looks very believable and your new mechanics sound very nice.
Regarding Colonize, will there be a way to get rid of your opponents outpost counters? So far, it seems that if you keep on playing creatures on curve, you will get quite a lot for your mana, especially those with boni starting at 2 colonies.
The finished cards with artwork look great, very believable, especially the pirates
Also, small update: I found art for all 20 basic lands of the set! They were added to the main thread but also can be found in this album: http://imgur.com/a/OmgY2
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
1. Mechanics
- Jinx now has it's own card frame designed by /u/TenebraeOmega on /r/custommagic. Thanks to him, it's awesome. This is to make jinx cards more recognizable to new players.
- Commons with colonize only trigger with ETB. They also only have one additionnal mode instead of two; they are still red-flagged.
- I've added a few cards that toy with Totems and I'm quite happy about it, the Recall mechanic is getting more and more interesting.
2. Archetypes
- Three archetypes use Colonize: G/U, G/W and W/U. I'll try to make them unique in their own way, but it's not going to be easy.
- The W/R archetype is now Equipments.
- The R/G archetype is now Beasts.
3. New cards
- More than 40 new cards have been added to the card list.
- All commons are now uploaded.
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
It's been a while since I posted anything, but anyway. Here we go for some changes:
1. Mechanics
- Common creatures with Jinx now all have the same effect for the creature and the jinxed creature. Reduced complexity and less red flags for wordiness because of the repeated words.
- The settlers now have a brand new mechanic called Colonization that cares about the number of lands you control with different names. It represents them, obviously, colonizing this new continent for the glory of their empire.
- Double faced lands added! They reinforce the Colonization mechanic and make a good use of the predominant Human theme in my set, because they require to tap two humans to transform.
2. Archetypes
- The archetypes in Bant colors are now clarified to be distinct from each other.
- The W/R archetype is now Raid/tokens.
3. Visual spoiler update
- Many commons were reworked, bumped to uncommon and/or removed after some brief playtesting, which means that this thread doesn't have all the set's commons anymore.
- Though the card list is currently outdated (it will be updated soon), the visual spoiler for the set is perfectly up to date.
- The cards here are those I'm quite happy about. I still need strong feedback and criticism regarding those cards, because this list isn't final at all. It's constantly changing and adapting to new playtests and comments!
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan