A Million Ways to Nowhere
Like wrinkles through a maniac's brain, the labyrinth world of Photrus follows an irrational course. It is a vivid, luminous plane whose inhabitants never see the sun. Many travelers speak of it as a subterranean plane — a world within a world — but those who call it home say that there simply is no world above. The maze is everything. Visitors who seek the maze's solution are soon struck by the realization that the labyrinth seems to ask no questions: if there is a way in, a way out, a way to, or a way from any grand discoveries in Photrus, it doesn't seem to matter. There is always one more layer, another path, another maddening puzzle on the way to a new, uncharted corner of the maze. This makes Photrus the perfect place to hide.
Claustrophilia
Outsiders who delve into the labyrinth quickly realize that they are not alone. The militant, eusocial Hyve forever sends its drones out to colonize new portions of the maze, carving out vaulted chambers for their birthing combs, and mercilessly subduing any perceived threats. No faster can the Hyve claim territory than the ethereal Architects will erect new fortifications, plan new structures, lay new pathways, carve out new doors, and create new physical riddles to thwart and confuse the Hyve and all other comers. In the Architects' wake, the Wormlight Crews scurry through the labyrinth, stealing treasures both new and forgotten to adorn their filthy nests. And for those who seek shortcuts, no better friends could be found than the Sappers, a motley gang of explorers who have never faced a Riddle Wall they wouldn't rather tunnel around or blow up.
An Elder Obsession
The primordial dragon Nemesfém is rumored to have once descended into a deeper level of Photrus, a place beyond the reach of the deadly Hyve and even the mysterious Architects. Rarified, fearsome, and incomparably rational, the philosopher-king of the dragons has not been seen once in the ages since. Stories written on faded scrolls in bygone libraries tell fables of how the dragon's great ego was challenged by a puzzle so fiendishly absurd that he swore to solve it even if it took him an eternity, which so far, it apparently has. Sarkhan believes that the clues which have led his party to Photrus will lead them to Nemesfém as well, but is the party ready for a battle that cannot be won with steel, but by a wit greater than the wit of the greatest riddle-solver among the Elder Dragons?
Wall Tribal W20%; U40%; B10%; R30%
Within the context of L2, Photrus represents the theme of "Wall Tribal", found in the four nongreen colors. "Wall Tribal" means, of course, Walls, but it also means effects that specifically care about or affect Walls, as well. Creatures with the Wall subtype should appear in the above weights in L2 (meaning green gets no Walls in the set). "Wall Tribal" is NOT the same thing as "Defender Matters". Additionally, the set will contain a number of cards that care about or reference the Wall subtype, some of which may be Walls themselves. My expectation is that there will be ~20 Walls in the set, and ~10 cards whose text references the Wall subtype, in the above weights. The idea is to really push Walls to their theoretical limits. For example, I expect to do at least one Wall without defender, and to find additional ways to challenge expectations.
The Hyve (W) are a composite race of vespid creatures. Over the centuries, innumerable visitors to Photrus have become Hyve victims, their biological matter digested into the sweetest soup, then regurgitated into birthing combs where it can grow into a new lineage of insectoid drone. In this way, the Hyve has grown to incorporate many of the most novel and useful characteristics of diverse species across the Multiverse, making the Hyve incredibly formidable, and easily among the greatest threats within Photrus. Concepts of peace and mercy are utterly alien to the Hyve. Their only goal is the continuing colonization of the ever-expanding labyrinths of the plane.
Hyve structures are beautiful, soaring works of pure organic matter. Workers construct cathedrals out of milky wax and golden honey, perfectly symmetrical, enticingly fragrant, and utterly horrifying. Inorganic materials left by unlucky (but delicious) travelers are sometimes reforged into weapons, but more frequently aggregated into slashing lattices or treacherous caltrops, employed in the defense of the most important combs. Rumors speak of even deadlier fortifications surrounding the lair of the Hyve Queen, but their nature is unknown to all but the rarest of adventurer. The first glimpse of the Hyve's telltale hexagonal structures is warning to the wary traveler to turn and head the other way, as fast as feet can run.
Design Notes: all Hyve creatures, save for Walls, have the creature type — Insect. Sometimes this is the creature's only race, sometimes it is a composite: Human Insect, Rat Insect, Treefolk Insect, etc. While most members of the Hyve are technically drones, they do NOT possess the creature type — Drone, but rather Soldier. Some other classes are technically existent within the Hyve, but since we're focusing mostly on Walls, here, we probably won't see them in this set unless they're legendary. We WON'T be meeting the Queen in L2. The Walls themselves possess no special creature types or design restrictions. The Hyve is strictly monowhite.
The Architects (U) are the most puzzling inhabitants of Photrus: glowing, ephemeral creators that appear and disappear from the labyrinth at whim. They come in a variety of shapes, mostly geometrical, with occasional misplaced biological features such as a single eye or an enormous, grinning mouth. They speak in a musical, coded language that emits from no orifice in particular, that no one save for other Architects understands. To the surprise of many newcomers, however, the Architects exhibit keen awareness of creatures both familiar and alien to Photrus, possess distinct (typically outgoing) personalities, and are often alternately quite friendly or unexpectedly anarchic. A number of labyrinth walls throughout Photrus are inscribed with obscene graffiti that one or more Architects found humorous enough to commemorate for posterity.
The works of the Architects go well beyond simple structures, however. They create maddening mazes of illusion, treacherous tunnels of the elements, and puzzles that employ every trick from gravitational traps to teleportation. No other beings have so left their mark on Photrus as the Architects, which is all the more baffling as no one really knows where they come from or what they want. They appear to want to build, and that's all that anyone can really figure out. Maybe that's all anybody needs to know.
Design Notes: the Architects all possess the creature type — Spirit, and no other creature types. Their Wall creations are diverse, and often possess additional creature types: Illusion Wall, Elemental Wall, Sponge Wall, etc. While the Architects create plenty of boring, utilitarian structures, they truly delight in the weird, and their Walls exhibit lots of odd abilities that are not simply (or at all) about blocking creatures in combat. It is not necessary for every Architect-created Wall to have defender (though most will). Architects themselves are predominately blue, but their creations may be of any color, or may be artifacts. A red/blue legendary Architect might be acceptable, but the nonlegendaries will just be blue.
The Wormlight Crews (B) are Photrus's ratfolk, working behind the scenes to accumulate stuff: any kind of stuff, really, and the more kinds of stuff the better. The Wormlight Crews' name comes from the eponymous Wormlight Tunnels, which the Crews dug out over the centuries, and continue to dig. This secret network of narrow, grungy passageways runs alongside and in-between the main corridors of the labyrinth, allowing the ratfolk secret access and escape routes that only they, or their very trusted friends know about. Unlike the rest of Photrus's bright, colorful halls, the Wormlight Tunnels are dark, save for the Wormlights: strings of glowing material stolen from the Architects' designs and repurposed as the Tunnels' twisting, dangling, sole source of light.
The Crews' middens are in-and-of themselves some of the most imposing — if incidental — structures in all of Photrus. These towering hills of garbage may in turn contain hundreds of individual or family nests, each with their own beloved treasures. Individual Crews sometimes specialize in collecting a certain kind of loot: the clerics of the Bone Crew collect and eulogize the the dead before the hated Hyve can find and process them (after which the Crews of course divvy up the deceased's stuff), while the rogues of the Dinner Crew undertake the most revered and most dangerous task of finding food wherever it may be, even if that means the golden syrup of a thousands-strong Hyve comb. These specialty Crews have the most distinctive middens: giant walls of skulls, fungus, shattered Riddle Wall pieces, or any number of other savory things.
Design Notes: the Wormlight Crew members all possess the creature type — Rat. While technically there are ratfolk in Photrus that aren't in the Crews, basically any ratfolk worth designing a card over is in a Crew, and many of their names should indicate that proud and hard-earned distinction: "Bone-Crew Witch", maybe, or "Dinner-Crew Grocer", for example. Crew Walls are pretty much just black or artifact affairs. A white-black or even a black-green (!) legendary Rat might be possible, but virtually all of the Crew members are themselves monoblack.
The Sappers (R) are a camaraderie of explorers dedicated to achieving the freedom that the Architects' designs would never permit. That means blowing up those designs. Or sometimes, drilling through them. Whatever gets the job done. Originally formed by desperate adventurers from other planes, the Sappers are now also comprised of individuals born within the maze. For those who wander into Photrus unprepared, the explosive appearance of a Sapper Demolition Team can mean the difference between life, or death and rebirth in the combs of the Hyve. The Sappers themselves traverse the labyrinth for varied, personal reasons: to find a lost companion, in search of a secret room, in order to boast of mileage explored, or frequently just because they like to wreck stuff. Of course, the Architects just grin and create two more puzzles for every one smashed. This frustrates some Sappers. Others just reload.
Although it seems inimical to their ways, the Sappers themselves have certainly left their mark on the edifices of Photrus. Walls of dust and rubble are just the beginning: certain fires are hard to un-light, and still burn generations later. Rather than travel, some Sappers take watch over a loosely-defined area of the labyrinth in order to extricate troubled wanderers. These Sappers often create static Depots for their munitions, which they guard through salvaged slabs of metal or stone, creating effective barriers from the various threats lurking in Photrus.
Design Notes: there is no strict uniformity to the Sappers as far as creature type or color goes, although most of them are red because that's simply what the methods entail. I've made some suggestions for Sapper-constructed Walls, above, and certainly some should exist, but probably just as many of the red Walls in this set are creations of the Architects. The level of specific Wall-hosing in this set is undefined as of the time of writing, but I expect it to be low. Still, anything that destroys or otherwise hoses a Wall should be tied flavorfully to the Sappers. Beyond that, things that make it difficult to block are good mechanics for the Sappers. The Goblin Tunneler ability springs to mind, in particular.
Design Notes: there's certainly green magic within the labyrinth, however, following the 4-color concession of these planes in L2, you're just not going to see much of it. But, rooms full of unexpected foliage, ferocious bestial guardians, and all of that kind of stuff exists somewhere in Photrus. As for any kind of green faction, let me just say this: I know what the green faction is, where it is, and what it's up to, but that's going to be my hook for if/when I want to revisit Photrus as a block setting, so you're not going to see the green faction in L2. Green's got something going on, it's big... but it's not for right now.
Also, would you prefer to do all these threads yourself? You're head and shoulders above me when it comes to creating lore but I think I could swing something similar for this for some of the other four.
I'm going to post Segovia, but I think you should post and executive direct Kagaqueirrot. I'm happy to consult / comment / critique on the lore and get into the mix with posting and critiquing cards, but I think the buck should stop with you on that one. I have a couple lore ideas as starters, but it's more to do with how Kagaqueirrot fits into the L2 story and not at all anything to do with what Kagaqueirrot is all about or what's happening there.
Again, I have what I think is a truly bangin' idea for the frenzy Elder Dragon, but I will post it when the time is right! (I have no flavor ideas for him, just a card design that makes me proud.)
EDIT: And as for oldschoolupkeepworld and avowistan, I think we should keep discussing those in the L2 thread until we get some solid direction. I might be a couple steps from cracking upkeep, but at the very least I think I still need some help getting there. I'm less confident on avow, and I think that discussion should be ongoing. Once we figure those two out we can decide who posts and oversees each (you, me, or somebody else).
Avowistan, I like that! Rolls off the tongue. I still like that Shadowmoor idea of mine, but everybody else gotta be heard out. And boy oh boy do I have ideas for Tarzan's Paul Bunyan Extravaganza in Oz, our upkeep world.
But in the more immediate term, strap in for the Kagaqeirrot trip. There's only one in-flight meal option. Hope you like orca liver.
Is it okay to put all ideas in one post (here in my case) or is it better to post them as we go?
Awesome writing Guesswork! Very inspiring! (Alter or reject any card submission of mine as you see fit. No hard feelings here.)
Bauble the Mind (Uncommon) U
Sorcery
Create three colorless artifact tokens with "2, Sacrifice this artifact: Draw a card."
Wall of Whips (Uncommon) xR
Creature - Wall
0/4
Wall of Whips enters the battlefield with X leather counters on it.
Defender t, Remove a leather counter from Wall of Whips: Wall of Whips deals 1 damage to target creature or player.
Maze Rat (Common) B
Creature - Rat
1/1
Maze Rat can't be blocked by Walls.
Skull-Crew Shaver (Common) 1B
Creature - Rat Assassin
2/1
You may have Skull-Crew Shaver assign combat damage equal to its toughness rather than its power. If you do, it gains deathtouch until end of turn.
Skull-Crew Augur (Common) 2B
Creature - Rat Cleric
2/3
When Skull-Crew Auger enters the battlefield, target player discards a card. You gain life equal to the discarded card's converted mana cost.
Rat Guide (Uncommon) B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and can't be blocked by Walls.
When enchanted creature dies, create a 2/1 black Rat creature token. It has "This creature can't be blocked by Walls."
Messenger Drone (Common) 3W
Creature - Insect
3/3
When Messenger Drone enters the battlefield, you may draw a card at the beginning of your next upkeep.
Wall of Wax (Common) W
Creature - Wall
0/4
Defender
When Wall of Wax dies, create a 1/1 white Insect creature token with flying.
Wall of Skulls (Uncommon) 1B
Creature - Skeleton Wall
0/1
Wall of Skulls enters the battlefield with a +1/+1 counter on it for each creature card you own in exile.
Defender
You may cast Wall of Skulls from your graveyard by exiling another creature card from your graveyard in addition to paying its other costs.
Wall of Nightmares (Common) UB
Creature - Wall
0/2
Defender
Whenever a creature deals combat damage to Wall of Nightmares, its controller puts that many cards from the top of his or her library into his or her graveyard.
Imprison in Stone (Uncommon) 3RR
Enchantment - Aura
Enchant creature
Enchanted creature loses all abilities and is a 0/8 Wall with defender.
Not sure how to word this.
Walking Wall (Rare) 4
Artifact Creature - Wall Construct
3/6
Defender 2: Change the text of target permanent or spell by replacing all instances of "defender" with "vigilance" until end of turn.
Fortification Field (Rare) 3W
Enchantment
Each noncreature artifact and noncreature enchantment you control is a Wall creature in addition to its other types with defender and power and toughness each equal to its converted mana cost. (Auras and Equipment that's a creature can't attach to a creature or player.)
Goblin Nomad (Common) 1R
Creature - Goblin Nomad
1/1 R: Goblin Nomad gets +1/+0 until end of turn. T: Target creature with power less than Goblin Nomad's can't be blocked this turn.
Wall of Webs (Uncommon) 2G
Creature - Wall
0/5
Defender
Reach
Whenever Wall of Webs blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.
Surprise Attack (Common) R
Sorcery
Target creature loses defender and gains haste until end of turn.
Cyclopean Serpent (Common) 1B
Creature – Cyclops Serpent
3/3
When Cyclopean Serpent is dealt exactly 1 damage, exile it.
Twisted Sisters (Uncommon) UBR
Legendary Creature - Hag
2/4
Whenever you cast a noncreature spell, you may switch target creature's power and toughness until end of turn.
Rock Wall (Common) 2R
Creature - Wall
4/1
Defender
When Rock Wall enters the battlefield, it loses defender and gains haste until end of turn.
Wall of Weirding (Uncommon) 2UR
Creature - Wall
2/6
Defender UR: Switch target Wall's power and toughness until end of turn.
Warp Wall (Rare) 2WBG
Creature - Wall
0/5
Defender
Each Wall creature you control assigns combat damage equal to its toughness rather than its power.
Cliff Wall (Uncommon) 2RG
Creature - Wall
0/4
Reach T: Target creature you control gains flying and "Sacrifice this permanent at the beginning of the next end step."
As always a great first impression. I assume this is a four-colored subsetting of Legends 2, right? The names are nice and concise. After just having watched the Xerex Single Day Design Challenge I can say I'm still intrigued by a labyrinthine world. I like that Photrus embraces being a maze just for the sake of being a maze.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Teeming Guard-Comb2W
Creature - Wall (C)
Defender T: Regenerate another target Insect or Wall.
1/5
Pellicle Curtain1U
Creature - Plant Wall (C)
Flash
Defender
When Pellicle Curtain dies, shuffle it into its owner's library and shuffle up to one other card from your graveyard into your library.
0/2
Snack-Scrap Midden3B
Creature - Skeleton Wall (U)
Defender
Whenever Snack-Scrap Midden blocks a creature, it deals 1 damage to that creature and 1 damage to that creature's controller and you gain 2 life.
0/6
Well-Defended Outpost3RR
Creature - Wall (U)
Defender "No place like home, right?" - Coll Grenadyn, Sapper veteran
6/5
I just want to put it out there that I have no design ideas for Nemesfém, as of yet.
So if you're psyched to design Elder Dragons, and want to take a crack at one that fits the Wall Tribal theme (however obliquely), please give it a shot!
I think an unabashedly Johnny-tastic design would fit especially well with where I hope to take Wall Tribal with Photrus.
Throne of the Sorcereress-Queen (Mythic) 3
Legendary Artifact - Equipment
Equipped creature is legendary, has indestructible, defender, and "T: Add this creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells, instant spells, and sorcery spells."
Equip 3
@Guesswork: you sir are a great story-teller as far as I can tell. You got my creatives started so, here are a couple of Architects cards I've drafted. Nothing too fancy, but trying to respect the flavor you told about; manipulative and unpredictable spirits that seem weirdly friendly but there's surely some second level of trickery to it. Let me know what you think:
Icy Architect1UU
Creature - Spirit (u)
Flying U, : Tap or untap target permanent.
2/2
Construction Amateur3U
Creature - Spirit (u)
Flying 2U, : Create a 1/5 Illusionary Wall token with Flying and Defender.
2/2
Architect of Manipulation2U
Creature - Spirit (r)
Vigilance U, : Target creature gains +1/-1 or -1/+1 until end of turn.
2/2
Architects of Illusion3U
Creature - Spirit (r)
Flying
At the beginning of each player's upkeep, create a 1/1 Illusion token with Flying and «If this token is targeted by a spell of effect or at the end of any turn, exile it».
2/2
Overly Optimistic SavantUU
Creature - Spirit (m)
At the beginning of each player's draw step, that player draws an additional card. U, , sacrifice Overly Optimistic Savant: target player discard his or her hand. Activate this ability only if target player has 7 cards in hand.
2/2
Some are probably unbalanced but I'm sharing mainly for the ideas & mechanics.
/e: also, was bouncing ideas for an underground cave dwelling, riddle-loving elder dragon that'd fit. What I found is scary.
Nemesfém the Hidden Primordial 4CCC
Creature - Elder Dragon (m)
Flying, Shroud, Haste
Each creature has Phasing and deals combat damage with its toughness instead of its power.
4/9
aka "Walltriballandia", a part of
Like wrinkles through a maniac's brain, the labyrinth world of Photrus follows an irrational course. It is a vivid, luminous plane whose inhabitants never see the sun. Many travelers speak of it as a subterranean plane — a world within a world — but those who call it home say that there simply is no world above. The maze is everything. Visitors who seek the maze's solution are soon struck by the realization that the labyrinth seems to ask no questions: if there is a way in, a way out, a way to, or a way from any grand discoveries in Photrus, it doesn't seem to matter. There is always one more layer, another path, another maddening puzzle on the way to a new, uncharted corner of the maze. This makes Photrus the perfect place to hide.
Claustrophilia
Outsiders who delve into the labyrinth quickly realize that they are not alone. The militant, eusocial Hyve forever sends its drones out to colonize new portions of the maze, carving out vaulted chambers for their birthing combs, and mercilessly subduing any perceived threats. No faster can the Hyve claim territory than the ethereal Architects will erect new fortifications, plan new structures, lay new pathways, carve out new doors, and create new physical riddles to thwart and confuse the Hyve and all other comers. In the Architects' wake, the Wormlight Crews scurry through the labyrinth, stealing treasures both new and forgotten to adorn their filthy nests. And for those who seek shortcuts, no better friends could be found than the Sappers, a motley gang of explorers who have never faced a Riddle Wall they wouldn't rather tunnel around or blow up.
An Elder Obsession
The primordial dragon Nemesfém is rumored to have once descended into a deeper level of Photrus, a place beyond the reach of the deadly Hyve and even the mysterious Architects. Rarified, fearsome, and incomparably rational, the philosopher-king of the dragons has not been seen once in the ages since. Stories written on faded scrolls in bygone libraries tell fables of how the dragon's great ego was challenged by a puzzle so fiendishly absurd that he swore to solve it even if it took him an eternity, which so far, it apparently has. Sarkhan believes that the clues which have led his party to Photrus will lead them to Nemesfém as well, but is the party ready for a battle that cannot be won with steel, but by a wit greater than the wit of the greatest riddle-solver among the Elder Dragons?
Hyve structures are beautiful, soaring works of pure organic matter. Workers construct cathedrals out of milky wax and golden honey, perfectly symmetrical, enticingly fragrant, and utterly horrifying. Inorganic materials left by unlucky (but delicious) travelers are sometimes reforged into weapons, but more frequently aggregated into slashing lattices or treacherous caltrops, employed in the defense of the most important combs. Rumors speak of even deadlier fortifications surrounding the lair of the Hyve Queen, but their nature is unknown to all but the rarest of adventurer. The first glimpse of the Hyve's telltale hexagonal structures is warning to the wary traveler to turn and head the other way, as fast as feet can run.
Design Notes: all Hyve creatures, save for Walls, have the creature type — Insect. Sometimes this is the creature's only race, sometimes it is a composite: Human Insect, Rat Insect, Treefolk Insect, etc. While most members of the Hyve are technically drones, they do NOT possess the creature type — Drone, but rather Soldier. Some other classes are technically existent within the Hyve, but since we're focusing mostly on Walls, here, we probably won't see them in this set unless they're legendary. We WON'T be meeting the Queen in L2. The Walls themselves possess no special creature types or design restrictions. The Hyve is strictly monowhite.
The works of the Architects go well beyond simple structures, however. They create maddening mazes of illusion, treacherous tunnels of the elements, and puzzles that employ every trick from gravitational traps to teleportation. No other beings have so left their mark on Photrus as the Architects, which is all the more baffling as no one really knows where they come from or what they want. They appear to want to build, and that's all that anyone can really figure out. Maybe that's all anybody needs to know.
Design Notes: the Architects all possess the creature type — Spirit, and no other creature types. Their Wall creations are diverse, and often possess additional creature types: Illusion Wall, Elemental Wall, Sponge Wall, etc. While the Architects create plenty of boring, utilitarian structures, they truly delight in the weird, and their Walls exhibit lots of odd abilities that are not simply (or at all) about blocking creatures in combat. It is not necessary for every Architect-created Wall to have defender (though most will). Architects themselves are predominately blue, but their creations may be of any color, or may be artifacts. A red/blue legendary Architect might be acceptable, but the nonlegendaries will just be blue.
The Crews' middens are in-and-of themselves some of the most imposing — if incidental — structures in all of Photrus. These towering hills of garbage may in turn contain hundreds of individual or family nests, each with their own beloved treasures. Individual Crews sometimes specialize in collecting a certain kind of loot: the clerics of the Bone Crew collect and eulogize the the dead before the hated Hyve can find and process them (after which the Crews of course divvy up the deceased's stuff), while the rogues of the Dinner Crew undertake the most revered and most dangerous task of finding food wherever it may be, even if that means the golden syrup of a thousands-strong Hyve comb. These specialty Crews have the most distinctive middens: giant walls of skulls, fungus, shattered Riddle Wall pieces, or any number of other savory things.
Design Notes: the Wormlight Crew members all possess the creature type — Rat. While technically there are ratfolk in Photrus that aren't in the Crews, basically any ratfolk worth designing a card over is in a Crew, and many of their names should indicate that proud and hard-earned distinction: "Bone-Crew Witch", maybe, or "Dinner-Crew Grocer", for example. Crew Walls are pretty much just black or artifact affairs. A white-black or even a black-green (!) legendary Rat might be possible, but virtually all of the Crew members are themselves monoblack.
Although it seems inimical to their ways, the Sappers themselves have certainly left their mark on the edifices of Photrus. Walls of dust and rubble are just the beginning: certain fires are hard to un-light, and still burn generations later. Rather than travel, some Sappers take watch over a loosely-defined area of the labyrinth in order to extricate troubled wanderers. These Sappers often create static Depots for their munitions, which they guard through salvaged slabs of metal or stone, creating effective barriers from the various threats lurking in Photrus.
Design Notes: there is no strict uniformity to the Sappers as far as creature type or color goes, although most of them are red because that's simply what the methods entail. I've made some suggestions for Sapper-constructed Walls, above, and certainly some should exist, but probably just as many of the red Walls in this set are creations of the Architects. The level of specific Wall-hosing in this set is undefined as of the time of writing, but I expect it to be low. Still, anything that destroys or otherwise hoses a Wall should be tied flavorfully to the Sappers. Beyond that, things that make it difficult to block are good mechanics for the Sappers. The Goblin Tunneler ability springs to mind, in particular.
And here I was wondering why you weren't posting all day. Assumed you were busy with that silly thing called Real Life.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Glad the initial impression is good! I will keep adding as I am able.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Again, I have what I think is a truly bangin' idea for the frenzy Elder Dragon, but I will post it when the time is right! (I have no flavor ideas for him, just a card design that makes me proud.)
EDIT: And as for oldschoolupkeepworld and avowistan, I think we should keep discussing those in the L2 thread until we get some solid direction. I might be a couple steps from cracking upkeep, but at the very least I think I still need some help getting there. I'm less confident on avow, and I think that discussion should be ongoing. Once we figure those two out we can decide who posts and oversees each (you, me, or somebody else).
But in the more immediate term, strap in for the Kagaqeirrot trip. There's only one in-flight meal option. Hope you like orca liver.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Awesome writing Guesswork! Very inspiring! (Alter or reject any card submission of mine as you see fit. No hard feelings here.)
Bauble the Mind (Uncommon)
U
Sorcery
Create three colorless artifact tokens with "2, Sacrifice this artifact: Draw a card."
Wall of Whips (Uncommon)
xR
Creature - Wall
0/4
Wall of Whips enters the battlefield with X leather counters on it.
Defender
t, Remove a leather counter from Wall of Whips: Wall of Whips deals 1 damage to target creature or player.
Maze Rat (Common)
B
Creature - Rat
1/1
Maze Rat can't be blocked by Walls.
Skull-Crew Shaver (Common)
1B
Creature - Rat Assassin
2/1
You may have Skull-Crew Shaver assign combat damage equal to its toughness rather than its power. If you do, it gains deathtouch until end of turn.
Skull-Crew Augur (Common)
2B
Creature - Rat Cleric
2/3
When Skull-Crew Auger enters the battlefield, target player discards a card. You gain life equal to the discarded card's converted mana cost.
Rat Guide (Uncommon)
B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and can't be blocked by Walls.
When enchanted creature dies, create a 2/1 black Rat creature token. It has "This creature can't be blocked by Walls."
Messenger Drone (Common)
3W
Creature - Insect
3/3
When Messenger Drone enters the battlefield, you may draw a card at the beginning of your next upkeep.
Wall of Wax (Common)
W
Creature - Wall
0/4
Defender
When Wall of Wax dies, create a 1/1 white Insect creature token with flying.
Wall of Skulls (Uncommon)
1B
Creature - Skeleton Wall
0/1
Wall of Skulls enters the battlefield with a +1/+1 counter on it for each creature card you own in exile.
Defender
You may cast Wall of Skulls from your graveyard by exiling another creature card from your graveyard in addition to paying its other costs.
Wall of Nightmares (Common)
UB
Creature - Wall
0/2
Defender
Whenever a creature deals combat damage to Wall of Nightmares, its controller puts that many cards from the top of his or her library into his or her graveyard.
Imprison in Stone (Uncommon)
3RR
Enchantment - Aura
Enchant creature
Enchanted creature loses all abilities and is a 0/8 Wall with defender.
Not sure how to word this.
Walking Wall (Rare)
4
Artifact Creature - Wall Construct
3/6
Defender
2: Change the text of target permanent or spell by replacing all instances of "defender" with "vigilance" until end of turn.
Fortification Field (Rare)
3W
Enchantment
Each noncreature artifact and noncreature enchantment you control is a Wall creature in addition to its other types with defender and power and toughness each equal to its converted mana cost. (Auras and Equipment that's a creature can't attach to a creature or player.)
Goblin Nomad (Common)
1R
Creature - Goblin Nomad
1/1
R: Goblin Nomad gets +1/+0 until end of turn.
T: Target creature with power less than Goblin Nomad's can't be blocked this turn.
Wall of Webs (Uncommon)
2G
Creature - Wall
0/5
Defender
Reach
Whenever Wall of Webs blocks a creature, tap that creature. It doesn't untap during its controller's next untap step.
Surprise Attack (Common)
R
Sorcery
Target creature loses defender and gains haste until end of turn.
Cyclopean Serpent (Common)
1B
Creature – Cyclops Serpent
3/3
When Cyclopean Serpent is dealt exactly 1 damage, exile it.
Twisted Sisters (Uncommon)
UBR
Legendary Creature - Hag
2/4
Whenever you cast a noncreature spell, you may switch target creature's power and toughness until end of turn.
Rock Wall (Common)
2R
Creature - Wall
4/1
Defender
When Rock Wall enters the battlefield, it loses defender and gains haste until end of turn.
Wall of Weirding (Uncommon)
2UR
Creature - Wall
2/6
Defender
UR: Switch target Wall's power and toughness until end of turn.
Warp Wall (Rare)
2WBG
Creature - Wall
0/5
Defender
Each Wall creature you control assigns combat damage equal to its toughness rather than its power.
Cliff Wall (Uncommon)
2RG
Creature - Wall
0/4
Reach
T: Target creature you control gains flying and "Sacrifice this permanent at the beginning of the next end step."
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Creature - Wall (C)
Defender
T: Regenerate another target Insect or Wall.
1/5
Pellicle Curtain 1U
Creature - Plant Wall (C)
Flash
Defender
When Pellicle Curtain dies, shuffle it into its owner's library and shuffle up to one other card from your graveyard into your library.
0/2
Snack-Scrap Midden 3B
Creature - Skeleton Wall (U)
Defender
Whenever Snack-Scrap Midden blocks a creature, it deals 1 damage to that creature and 1 damage to that creature's controller and you gain 2 life.
0/6
Well-Defended Outpost 3RR
Creature - Wall (U)
Defender
"No place like home, right?" - Coll Grenadyn, Sapper veteran
6/5
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
So if you're psyched to design Elder Dragons, and want to take a crack at one that fits the Wall Tribal theme (however obliquely), please give it a shot!
I think an unabashedly Johnny-tastic design would fit especially well with where I hope to take Wall Tribal with Photrus.
Throne of the Sorcereress-Queen (Mythic)
3
Legendary Artifact - Equipment
Equipped creature is legendary, has indestructible, defender, and "T: Add this creature's mana cost to your mana pool. Spend this mana only to cast enchantment spells, instant spells, and sorcery spells."
Equip 3
Creature - Spirit (u)
Flying
U, : Tap or untap target permanent.
2/2
Construction Amateur 3U
Creature - Spirit (u)
Flying
2U, : Create a 1/5 Illusionary Wall token with Flying and Defender.
2/2
Architect of Manipulation 2U
Creature - Spirit (r)
Vigilance
U, : Target creature gains +1/-1 or -1/+1 until end of turn.
2/2
Architects of Illusion 3U
Creature - Spirit (r)
Flying
At the beginning of each player's upkeep, create a 1/1 Illusion token with Flying and «If this token is targeted by a spell of effect or at the end of any turn, exile it».
2/2
Overly Optimistic Savant UU
Creature - Spirit (m)
At the beginning of each player's draw step, that player draws an additional card.
U, , sacrifice Overly Optimistic Savant: target player discard his or her hand. Activate this ability only if target player has 7 cards in hand.
2/2
/e: also, was bouncing ideas for an underground cave dwelling, riddle-loving elder dragon that'd fit. What I found is scary.
Creature - Elder Dragon (m)
Flying, Shroud, Haste
Each creature has Phasing and deals combat damage with its toughness instead of its power.
4/9
Talk about headaches. lol.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝