Guashan is inspired by Chinese Buddhist myths and wuxia legends. I won't go on a long spiel about it; here are the cards! (Currently commons and uncommons.)
Beckon Through Gates
Instant (C)
Kicker 2
Exile target creature. Its controller gains life equal to its toughness. If Beckon Through Gates was kicked, you also gain that amount of life.
Blademaster of Qinzai
Creature — Human Warrior (U)
Creatures you control that are enchanted or equipped get +1/+1.
2/2
Carp Painter
Creature — Human Wizard (C)
When Carp Painter enters the battlefield, create a 1/1 white Spirit creature token.
1/1
Daoling Alchemist
Creature — Human Monk (U)
When you pay 5 or more mana to cast a spell, you gain 5 life. Shuffle Daoling Alchemist and your graveyard into their owner’s library.
1/3
Daoling Archivist
Creature — Human Monk (C)
When Daoling Archivist enters the battlefield, you gain 1 life. Scry 1.
1/3
Daoling Falconer
Creature — Human Scout (C)
When Daoling Falconer enters the battlefield, create a 1/1 white Bird creature token with flying.
2/3
For All Under Heaven
Instant (C)
Kicker 2W
Creatures you control get +1/+1 until end of turn. If For All Under Heaven was kicked, those creatures gain first strike until end of turn.
Front-Line Footman
Creature — Human Soldier (U)
First strike
Inherit (:4mana: : Return this from the graveyard to the battlefield transformed.)
2/4
---Other Side--- Front-Line Tactics
Enchant creature
Enchanted creature gets +4/+2 and has first strike.
If Front-Line Tactics would leave the battlefield, exile it instead.
Garuda Valiant
Creature — Spirit Bird Soldier (U)
Flying, double strike
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/3
Humble Cultivation
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1.
Whenever you cast a spell, you may pay 1. When you do, untap enchanted creature.
Marble Heroine
Creature — Spirit (C)
Lifelink
When Marble Heroine enters the battlefield, you gain 3 life.
3/3
Monastic Seclusion
Enchantment (U)
When Monastic Seclusion enters the battlefield, exile target creature until Monastic Seclusion leaves the battlefield.
: Return a creature card exiled with Monastic Seclusion to the battlefield under your control. Sacrifice Monastic Seclusion.
Nightingales Help
Instant (C)
Up to three target creatures you control get +2/+2 and gain flying until end of turn.
Nurturing Crane
Creature — Bird (C)
Flying
As long as it’s your turn, Nurturing Crane has first strike.
2/2
Peach Garden Encounter
Enchantment (U)
When Peach Garden Encounter enters the battlefield, create a 1/1 white Spirit creature token for each enchantment you control.
Creature tokens you control get +1/+1 and have flying.
Qilin Advisor
Creature — Kirin Advisor (C)
Flying, vigilance
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
3/3
Rustwing Falcon
Creature — Bird (C)
Flying
1/2
Sage of the Pearl
Creature — Human Wizard (U)
Whenever you cast a spell, you may pay 1. When you do, tap target creature.
2/2
Secret Spear Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.
Serene Shelter
Instant (C)
Choose one—
• Untap target creature.
• Target creature gains indestructible until end of turn.
• You gain 3 life.
Summoned to Court
Sorcery (C)
Put target creature, planeswalker, or enchantment into its owner’s library second from the top.
Sword Dreamer
Creature — Human Warrior (U)
First strike
Whenever an Aura becomes attached to Sword Dreamer, create a 1/1 white Spirit creature token.
1/1
Tiger Shifu
Creature — Spirit Cat (C)
When Tiger Shifu enters the battlefield, if you control an enchantment, scry 1.
3/1
Vanara Pathwarden
Creature — Ape Scout (C)
:symw:, : Tap target creature.
1/2
Windtamer Training
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Whenever enchanted creature attacks, tap target creature.
Wushu Swordsman
Creature — Human Warrior (C)
Lifelink
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
2/2
---Other Side--- Soul of Wushu
Enchant creature
Enchanted creature gets +1/+1 and has flying and lifelink.
If Soul of Wushu would leave the battlefield, exile it instead.
Xiyin Enchantress
Creature — Human Cleric (U)
Whenever an enchantment enters the battlefield under your control, draw a card.
0/2
Xiyin Monk
Creature — Human Monk (C)
Xiyin Monk can’t attack unless you control an enchantment.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
3/3
---Other Side--- Bound by Xiyin
Enchant creature
Enchanted creature can’t attack.
If Bound by Xiyin would leave the battlefield, exile it instead.
Zhiwan Boatman
Creature — Human Scout (U)
Activated abilities of creatures you control cost up to 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
1/2
Baxia Under the Bridge
Creature — Salamander Dragon (U)
Flash
2/3
Become Carp
Sorcery (C)
Up to two target creatures you control can’t be blocked this turn. Draw a card.
Counsel of the Waves
Instant (U)
Chant (If you cast this for :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in a random order.
Dream Gardener
Creature — Faerie Cleric (U)
:symu:, : Tap target creature.
Whenever you cast a noncreature spell, if Dream Gardener is tapped, put a +1/+1 counter on it.
1/2
Enhanced Awareness
Instant (C)
Draw three cards, then discard a card.
Floodbind
Enchantment — Aura (U)
Flash
Enchant creature
When Floodbind enters the battlefield, counter up to one target spell and tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Flutter
Instant (C)
Choose one or both:
• Target creature gains flying until end of turn.
• Target creature gets -2/-0 until end of turn.
Frostbow Liang
Creature — Faerie Warrior (U)
Whenever Frostbow Liang attacks, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step.
3/2
Heavenly Protection
Instant (C)
Counter target spell. If you own a card in exile, draw a card.
Hummingbird's Advice
Instant (C)
Choose one—
• Draw a card, then discard a card.
• Return target creature you control to its owner’s hand.
• Tap or untap target creature.
Lightfoot
Enchantment — Aura (C)
Enchant creature
Enchanted creature has flying and prowess.
Meditation Riddle
Sorcery (U)
If you control at least three creatures that don’t share a name, scry 2.
Draw two cards.
Mirrorthrower Liang
Creature — Faerie Wizard (C)
When Mirrorthrower Liang enters the battlefield, return target creature you don’t control to its owner’s hand.
2/3
Misty Transformation
Instant (U)
Target creature can’t be blocked this turn.
Until end of turn, when you cast a spell from exile, return Misty Transformation from your graveyard to your hand.
Pull into Water
Instant (U)
Target creature gets -4/-0 until end of turn. If you own an instant or sorcery card in exile, it loses all abilities and can’t have or gain abilities until end of turn.
Roaring Chiwen
Creature — Hound Dragon (U)
Humans can’t block Roaring Chiwen.
When Roaring Chiwen enters the battlefield, scry :2mana:, then draw a card.
2/2
Scrolls of the Ages
Instant (C)
If you control a Dragon, scry 2.
Draw two cards, then discard a card.
Secret Fan Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can’t be blocked except by creatures that are enchanted.
Sink Into Silence
Instant (C)
Counter target spell unless its controller pays 2. Scry 1.
Spectral Crow
Creature — Spirit Bird (U)
Flying
When Spectral Crow enters the battlefield, scry 1.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
1/1
---Other Side--- Crow’s Insight
Enchant player
At the beginning of enchanted player’s upkeep, that player scries 1.
If Crow’s Insight would leave the battlefield, exile it instead.
Tengshe
Creature — Fish Bird Dragon (C)
Flying
When Tengshe enters the battlefield, scry 2.
1/3
Torrential Bixi
Creature — Fish Dragon (C) vanilla
2/5
Vanish
Instant (C)
Chant (If you cast this for :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Return target creature to its owner’s hand.
Wavecraft Student
Creature — Human Monk (C)
Prowess
0/2
Waveshaping
Sorcery (C)
Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step. Scry 1.
Wavestep Xia
Creature — Human Monk (C)
Wavestep Xia can’t block or be blocked.
Inherit (:4mana: : Return this from the graveyard to the battlefield transformed.)
2/1
---Other Side--- Wavestep Technique
Enchant creature
Enchanted creature can’t block or be blocked.
If Wavestep Technique would leave the battlefield, exile it instead.
Wisdom Elixir
Instant (C)
Chant (If you cast this for :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Scry 1. Draw a card.
Zhiwan Bay Jelly
Creature — Jellyfish (C)
Defender
Whenever Zhiwan Bay Jelly blocks a creature, that creature doesn’t untap during its controller’s next untap step.
0/3
Ancestor's Awakening
Sorcery (C)
Kicker 1B
Create a tapped 2/2 black Zombie creature token.
If Ancestor’s Awakening was kicked, return target creature card from your graveyard to your hand.
Cackling Heiress
Creature — Spirit (C)
Kicker BB
Flying, lifelink
When Cackling Heiress enters the battlefield, if it was kicked, create a 2/2 black Zombie creature token.
2/2
Chilling Rise
Sorcery (C)
Create two black 2/2 Zombie creature tokens.
Target player loses 2 life.
Cruel Impulse
Sorcery (U)
Target player sacrifices an enchanted creature. If they can’t, they sacrifice a creature instead.
Demean
Sorcery (U)
Demean costs 1 less for each counter on its target.
Destroy target creature.
Efface
Sorcery (C)
Chant (If you cast this for :symb:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Target creature gets -2/-2 until end of turn. Remove all counters from it.
Feed the Crows
Sorcery (C)
Destroy target creature with power 3 or less.
Flesh Alchemist
Creature — Demon Wizard (C)
Flying
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/2
Funeral Bell
Sorcery (C)
Chant (If you cast this for :symb:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Target player discards a card.
Gaze Into the Strange
Sorcery (U)
Target player discards two cards unless they discard a sorcery card.
Hungry Jiangshi
Creature — Zombie (C)
Sacrifice another creature: Hungry Jiangshi gains flying until end of turn.
2/1
Implacable Xia
Creature — Zombie Knight (U)
Menace
You may cast Implacable Xia from your graveyard as long as a creature died this turn.
2/2
Juhua Duelist
Creature — Human Rogue (C)
Whenever a creature an opponent controls dies, put a +1/+1 counter on Juhua Duelist.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
3/2
---Other Side--- Chrysanthemum Dagger
Enchant creature
Enchanted creature has lifelink and “Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.”
If Chrysanthemum Dagger would leave the battlefield, exile it instead.
One-Eyed Sisters
Creature — Human Demon (U)
Whenever you cast a sorcery spell, you may have target creature get -2/-2 until end of turn.
2/2
Phantomblast
Sorcery (C)
Target opponent loses 3 life and discards a card. You gain 3 life.
Professional Mourner
Creature — Human Shaman (C)
Whenever Professional Mourner or another creature dies, you gain 1 life.
1/1
Restless Ancestor
Creature — Zombie (C)
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
1/1
Return From Yellow Springs
Enchantment (U)
When Return From Yellow Springs enters the battlefield, return target creature card from your graveyard to your hand.
Whenever you cast a sorcery spell, return Return From Yellow Springs to your hand.
Rope Dart Attack
Instant (C)
Target creature gains deathtouch and indestructible until end of turn.
Secret Death Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have menace.
Shameful Demise
Sorcery (C)
Destroy target creature. For each sorcery card in your graveyard, that creature’s controller loses 1 life and you gain 1 life.
Shen Slayer
Creature — Human Shaman (C)
Menace
Whenever Shen Slayer attacks, it gets +1/+0 until end of turn for each sorcery card in your graveyard.
1/3
Sign in Blood
Sorcery (C)
Target player draws two cards and loses 2 life.
Society of Fangs
Enchantment (C)
Whenever you cast a sorcery spell, you may pay 1. If you do, create a 2/1 black Vampire creature token.
Tiger Knight
Creature — Human Knight (C) vanilla
6/4
Tomb-Priestess
Creature — Human Shaman (U)
: Potential 3. (If this permanent has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put a +1/+1 counter on Tomb-Priestess, target creature gets -1/-1 until end of turn.
1/1
Widowhunter
Creature — Vampire (C)
Widowhunter has flying as long as it’s attacking.
2/2
Witchtongue Vampire
Creature — Vampire (U)
Deathtouch
Witchtongue Vampire has flying as long as it’s attacking.
2/2
Yaogui Mask
Enchantment (U)
At the beginning of combat on each turn, each creature you control with the greatest power gains menace and lifelink until end of turn.
Celestial Dancer
Creature — Human Spirit (U)
Whenever you cast a sorcery spell, Celestial Dancer gets +2/+0 and gains flying until end of turn.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
3/2
---Other Side--- Sky Maidens’ Dances
Enchant creature
Enchanted creature gets +1/+1.
Whenever you cast a sorcery spell, enchanted creature gets +2/+0 and gains flying until end of turn.
If Sky Maidens’ Dances would leave the battlefield, exile it instead.
Charge of the Fair
Instant (U)
Attacking creatures get +2/+0 until end of turn. Faeries you control gain menace until end of turn.
Charm Barrage
Sorcery (C)
Charm Barrage deals X damage to any target, where X is 2 plus the number of sorcery cards in your graveyard.
City-Crushing Staff
Sorcery (U)
Chant (If you cast this for :symr:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Destroy target land.
Confront the Ancestors
Sorcery (U)
Until end of turn, gain control of target creature and each Aura attached to it. Transform those Auras. Those permanents gain haste until end of turn.
Crushing Fist
Sorcery (C)
Crushing Fist deals 2 damage to target creature. Destroy all Equipment attached to it.
Disassemble
Sorcery (C)
Destroy target artifact. If an artifact with converted mana cost 4 or greater is destroyed in this way, draw a card.
Disturb a Dragon
Sorcery (C)
Disturb a Dragon deals 4 damage to any target. You may tap or untap up to one target Dragon.
Dragonbreath Conjurer
Creature — Faerie Shaman (U)
: Dragonbreath Conjurer and up to one target Dragon get +1/+0 until end of turn.
2/4
Drunken Poet
Creature — Human Wizard (C)
When Drunken Poet enters the battlefield, you may exile a sorcery card from your graveyard. You may cast it until the end of your next turn.
3/1
Flickering Candle Meditation
Sorcery (U)
As an additional cost to cast Flickering Candle Meditation, discard a land card.
Draw two cards.
Hound of Yama
Creature — Elemental Hound (C)
Trample
Hound of Yama gets +1/+0 for each sorcery card in your graveyard.
0/2
Inner-Dragon Unbinding
Instant (C)
Until end of turn, target creature becomes a Dragon Spirit with base power and toughness 5/5 and flying. (It doesn’t lose its other abilities and types.)
Liu's Dragon Standard
Enchantment (C)
At the beginning of combat on your turn, up to two target creatures gain menace and get +1/+0 until end of turn.
Murderous Liang
Creature — Faerie Warrior (C)
Landfall — Whenever a land enters the battlefield under your control, Murderous Liang gains first strike until end of turn.
2/2
Nomadic Wagh
Creature — Cat Wizard (C)
When Nomadic Wagh enters the battlefield, exile target land you control, then return it to the battlefield under your control.
4/3
Red Banner Archer
Creature — Human Soldier (U)
Double strike
2/3
Red-Hot Trident
Instant (C)
Target attacking creature gets +2/+0 until end of turn. You may play an additional land this turn.
Roaring Pulao
Creature — Lizard Dragon (C)
Flying
Roaring Pulao attacks each combat if able. The dragon’s third child has a voice like a bronze bell.
1/2
Secret Sword Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have trample.
Stonehand Arhat
Creature — Human Monk (C)
Prowess
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
1/3
---Other Side--- Stonehand Meditation
Enchant creature
Enchanted creature gets +1/+1 and has prowess.
If Stonehand Meditation would leave the battlefield, exile it.
Student of the Staff
Creature — Human Warrior (C)
Student of the Staff can’t block.
2/1
Thunder Rite
Sorcery (U)
Chant (If you cast this for :symr:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Target creature you control fights target creature an opponent controls.
Thunderfletcher
Creature — Human Warrior (U)
First strike
Landfall — Whenever a land enters the battlefield under your control, Thunderfletcher deals 2 damage to target opponent.
2/2
Vanara Staff Master
Creature — Ape Monk (C)
First strike
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
2/2
---Other Side--- Leaping Staff Attack
Enchant creature
Enchanted creature has double strike.
If Leaping Staff Attack would leave the battlefield, exile it instead.
Vanara Warrior
Creature — Ape Warrior (C)
Haste
If you cast a noncreature spell this turn, Vanara Warrior gets +2/+0.
1/1
Western Sands Nomad
Creature — Human Soldier (U)
Whenever Western Sands Nomad attacks, if you cast a noncreature spell this turn, Western Sands Nomad deals damage equal to its power to target creature.
2/3
Yama Minister
Creature — Ogre Warrior (C)
Landfall — Whenever a land enters the battlefield under your control, Yama Minister gets +1/+1 and gains menace until end of turn.
3/3
Constrictor Maiden
Creature — Human Wizard (C)
Trample
Constrictor Maiden gets +1/+1 for each name among lands you control.
2/2
Cultivated Terraces
Enchantment (U)
At the beginning of your upkeep, look at the top card of your library. If it’s a land card, you may put it onto the battlefield.
Foxface Liang
Creature — Faerie Druid (C)
Foxface Liang can’t be blocked by creatures with power 2 or less.
1/1
Ghostwatcher Wurm
Creature — Wurm (C)
When Ghostwatcher Wurm enters the battlefield, create a 1/1 white Spirit creature token.
5/5
Ghostwolf Summons
Sorcery (U)
Create two 2/2 green Wolf Spirit creature tokens.
Landfall — If you had a land enter the battlefield under your control this turn, create three of those tokens instead.
Greatmane Tiger
Creature — Spirit Cat (C)
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Greatmane Tiger.
2/2
Greensward Duelist
Creature — Human Soldier (C)
: Potential 3. (If this permanent has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
2/3
Hawktalon Liang
Creature — Faerie Scout (C)
:symg:, Sacrifice Hawktalon Liang: Hawktalon Liang deals damage equal to its power to target creature.
2/1
Honorable Duel
Instant (C)
Target creature you control fights target creature you don’t control. Prevent all damage that would be dealt to and by other creatures this turn.
Howling Yazi
Creature — Wolf Dragon (U)
Trample
Landfall — Whenever a land enters the battlefield under your control, Howling Yazi gets +2/+2 until end of turn.
2/2
Illmist Wurm
Creature — Wurm (C)
Deathtouch
3/4
Jade-Edge Guardian
Creature — Faerie Soldier (U)
Haste
When Jade-Edge Guardian enters the battlefield, creatures you control get +2/+2 until end of turn.
2/2
Kueizimu Piper
Creature — Human Wizard (C)
:symg:, : Creatures attacking you lose flying until end of turn.
3/2
Leafspinner Liang
Creature — Faerie Scout (C)
: Add :symw:, :symu:, :symb:, or R.
1/2
Liang Herbalist
Creature — Faerie Alchemist (U)
: Potential 4. (If this permanent has fewer than four +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put a +1/+1 counter on Liang Herbalist, you gain 3 life.
3/3
Mangrove Lurker
Creature — Crocodile Soldier (C)
: Mangrove Lurker gains indestructible until end of turn.
2/2
Mantis Tamer
Creature — Human Wizard (C)
Trample, menace
: Mantis Tamer becomes a 6/5 Insect creature and gains flying until end of turn.
4/5
Meditant Mystic
Creature — Human Monk (C)
Hexproof
: Until end of turn, Meditant Mystic gets +1/+1 for each name among lands you control.
2/2
Meet the Mighty
Instant (C)
Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on it.
Monastic Settlement
Enchantment — Aura (C)
Enchant land
Enchanted land has, “:2mana: :symg:, : Create a 1/1 green Monk creature token.”
Morning Mist
Instant (U)
Prevent all damage that would be dealt this turn by creatures without one or more counters on them.
Offerings to the Forgotten
Instant (C)
Kicker G
Target creature gets +3/+3 until end of turn.
If Offerings to the Forgotten was kicked, that creature gains hexproof until end of turn.
Peacock Spring
Sorcery (C)
Return a land you control to its owner’s hand. Search your library for a basic land card and put it onto the battlefield. Shuffle your library.
Release Attachment
Sorcery (C)
Destroy target artifact or enchantment. If it was attached to a creature, gain 4 life.
Secret Battle Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can’t be blocked by creatures with power 2 or less.
Seek the Horizon
Sorcery (U)
Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library.
Silent-Garden Monk
Creature — Human Monk (U)
When Silent-Garden Monk enters the battlefield, you may destroy target artifact or enchantment.
1/3
Stalk Through Shadows
Instant (U)
Target creature gains hexproof until end of turn. You may have it fight another target creature.
Strength to Surmount
Sorcery (C)
You gain 2 life for each name among lands you control.
Landfall — If you had a land enter the battlefield under your control this turn, draw a card.
Dragon Guide
Creature — Human Barbarian (U)
Landfall — Whenever Dragon Guide attacks, if you had a land enter the battlefield under your control this turn, creatures you control get +1/+1 until end of turn.
3/3
Frostworker
Creature — Faerie Shaman (U)
When Frostworker enters the battlefield, tap up to one target creature for each name among lands you control. Those creatures don’t untap during their controllers’ next untap steps.
3/1
Gleaming Meditation
Enchantment (U)
When Gleaming Meditation enters the battlefield, put the top 3 cards of your library into your graveyard.
Return Gleaming Meditation to your hand: You can cast target sorcery card from your graveyard this turn. Exile it as it resolves. Activate this ability only on your turn.
Hathi Auramancer
Creature — Elephant Monk (U)
If an Aura would be put into your graveyard, exile it instead.
You may cast cards exiled with cards named Hathi Auramancer.
1/4
Hawkbrother Archer
Creature — Human Archer (U)
: Potential 4. (If this permanent has fewer than four +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put a +1/+1 counter on a creature, it gains indestructible until end of turn.
2/4
Learned General
Creature — Human Soldier (U)
Whenever a creature you control with a counter on it or a permanent attached to it attacks, Learned General deals 1 damage to any target.
2/2
Lieutenant of the Scale
Creature — Human Soldier (U)
Dragons you control get +1/+1.
As long as you control a Dragon, spells your opponents cast that target Lieutenant of the Scale cost 2 more to cast, and creatures can’t block Lieutenant of the Scale unless their controller pays 2 for each creature they control blocking Lieutenant of the Scale.
2/2
Minister of Lies
Creature — Demon Wizard (U)
Whenever you cast a spell for its chant cost, scry 2.
Whenever you cast a spell from exile, put a +1/+1 counter on Minister of Lies.
3/4
South Lake Oracle
Creature — Human Shaman (U)
Lifelink
Whenever a creature dies, you gain X life and scry :symx:, where X is the number of counters that were on it.
2/2
Viperskull
Creature — Zombie Snake (U)
Vigilance
Whenever a creature you control dies, gain life equal to its toughness.
3/2
Ancient Powergem
Artifact (U)
Ancient Powergem enters the battlefield tapped.
: Add CC to your mana pool.
Dragonfang Dagger
Artifact — Equipment (U)
Equipped creature gets +2/+2 and is a Dragon in addition to its types.
Equip 2
Evoker’s Wheel
Artifact — Equipment (U)
Whenever equipped creature attacks, create a tapped and attacking 1/1 white Spirit creature token.
Equipped creature gets +2/+0.
Equip 2
Gilded Armor
Artifact — Equipment (U)
Equipped creature gets +0/+5 and can block any number of creatures.
Equip 2
Methods of Sima
Artifact (U)
:3mana:, Sacrifice Methods of Sima: You choose how creatures block this turn.
Minister’s Seal
Artifact (U)
:3mana:, Sacrifice Minister’s Seal: Return target permanent you control to its owner’s hand.
Palace Dungeon
Artifact (U)
When Palace Dungeon enters the battlefield, exile target creature until Palace Dungeon leaves the battlefield.
:4mana:, : Exile Palace Dungeon, then return it to the battlefield tapped.
Relic Giant
Artifact Creature — Golem (U)
When Relic Giant dies, draw a card.
5/5
Steel Swordswoman
Artifact Creature — Golem (U)
: Untap Steel Swordswoman.
: Steel Swordswoman gains first strike until end of turn.
3/3
Trade Fleet
Artifact (U)
: Each player discards a card. Each player who does draws a card.
Abandoned Mansion
Land (C)
When Abandoned Mansion enters the battlefield, each player gains 2 life.
: Add B.
Bamboo Hills
Land (C)
When Bamboo Hills enters the battlefield, each player gains 2 life.
: Add G.
Cliffside Temple
Land — Mountain Plains (U)
Cliffside Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Distant Settlement
Land (C)
When Distant Settlement enters the battlefield, each player gains 2 life.
: Add W.
Glacial Temple
Land — Island Mountain (U)
Glacial Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Golden Temple
Land — Plains Swamp (U)
Golden Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Grotto Temple
Land — Swamp Forest (U)
Grotto Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Harbor Overlook
Land (C)
When Harbor Overlook enters the battlefield, each player gains 2 life.
: Add U.
Lagoon Temple
Land — Forest Island (U)
Lagoon Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Limestone Spires
Land (C)
When Limestone Spires enters the battlefield, each player gains 2 life.
: Add R.
Added uncommons to all colors.
Removed Morning Mist. (Probably coming back at uncommon.)
Swapped base effect and kicker on Offerings to the Forgotten. Greatmane Tiger: Changed landfall effect from "untap" to "put a +1/+1 counter on ~" Strength to Surmount: Changed from "You gain 1 life for each name among lands and creatures you control" to "You gain 2 life for each name among lands you control. // Landfall — If you had a land enter the battlefield under your control this turn, draw a card." Greensward Duelist: Changed Potential value to 3. Meditant Mystic: Removed Potential. Added 4G: Until end of turn, Meditant Mystic gets +1/+1 for each name among lands you control. New Card: Constrictor Maiden
Fuller comments later. But two things: sad you dropped bless but I'm sure you have good reason for that; and sorry you got (sorta) jumped on potential with adapt in RNA.
Sword DreamerW
Creature — Human Warrior
Whenever an Aura becomes attached to ~, create a 1/1 white Spirit creature token.
1/1
Blademaster of Qinzai1W
Creature — Human Warrior
Creatures you control that are enchanted or equipped get +1/+1.
2/2
Daoling Alchemist1W
Creature — Human Monk
When you pay 5 or more mana to cast a spell, you gain 5 life. Shuffle ~ and your graveyard into their owner's library.
1/3
Sage of the PearlWW
Creature — Human Wizard
When you cast a spell, you may pay 1. When you do, tap target creature.
2/2
Front-Line Footman2W
Creature — Human Soldier
First strike
Inherit 4W (4W: Return this from the graveyard to the battlefield transformed.)
2/4
--- Other Side --- Front-Line Tactics White Color Indicator
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+2 and has first strike.
If Front-Line Tactics would leave the battlefield, exile it instead.
Monastic Seclusion2W
Enchantment
When ~ enters the battlefield, exile target creature until ~ leaves the battlefield. 4U: Return a creature card exiled with ~ to the battlefield under your control. Sacrifice ~.
Secret Spear Arts2W
Enchantment — Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.
Xiyin Enchantress1WW
Creature — Human Cleric
Whenever an enchantment enters the battlefield under your control, draw a card.
0/2
Zhiwan Boatman2W
Creature — Human Scout
Activated abilities of creatures you control cost up to 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
1/2
Peach Garden Encounter3W
Enchantment
When ~ enters the battlefield, create a 1/1 white Spirit creature token for each enchantment you control.
Creature tokens you control get +1/+1 and have flying.
Garuda Valiant4W
Creature — Bird Spirit Soldier
Flying, double strike 4WW: Potential 2 (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/3
Secret Fan Arts2U
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can’t be blocked except by creatures that are enchanted.
Meditation Riddle2U
Sorcery (U)
If you control at least three creatures that don’t share a name, scry 2.
Draw two cards.
Misty TransformationU
Instant (U)
Target creature can’t be blocked this turn.
Until end of turn, when you cast a spell from exile, return Misty Transformation from your graveyard to your hand.
Dream Gardener2U
Creature — Human Cleric (U)
Hexproof
Whenever you cast a noncreature spell, if Dream Gardener is tapped, untap it and put a +1/+1 counter on it.
1/2
Pull into Water1U
Instant (U)
Target creature gets -4/-0 until end of turn. If you own an instant or sorcery card in exile, it loses all abilities and can’t have or gain abilities until end of turn.
Floodbind3UU
Enchantment — Aura (U)
Flash
Enchant creature
When Floodbind enters the battlefield, counter up to one target spell and tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Roaring Chiwen3U
Creature — Hound Dragon (U)
Humans can’t block Roaring Chiwen.
When Roaring Chiwen enters the battlefield, scry 2, then draw a card.
2/2
Spectral Crow1U
Creature — Spirit Bird (U)
Flying
When Spectral Crow enters the battlefield, scry 1.
Inherit 3U(3U: Return this from the graveyard to the battlefield transformed.)
1/1
---Other Side--- Crow’s Insight
Enchant player
At the beginning of enchanted player’s upkeep, that player scries 1.
If Crow’s Insight would leave the battlefield, exile it instead.
Frostbow Liang3U
Creature — Faerie Warrior (U)
Whenever Frostbow Liang attacks, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step.
3/2
Counsel of the Waves1U
Instant (U)
Chant 3U(If you cast this for 3U, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in a random order.
Baxia Under the Bridge2U
Creature — Salamander Dragon (U)
Flash
2/3
I really like Potential. Great flavor, great mana sink ability. Might not need to be as steeply costed. Both Outlast and Adapt can be used as guideposts for how to cost it. Probably something that can be easily adjusted in playtesting too, so maybe nothing to really worry about atm.
So the mechanic suite is Inherit, Potential, Landfall, and Chant?
The only mechanic I didn't like upon first read was Chant. I thought that at first because it was giving off a Thief of Sanity vibe where once you strike you get a huge edge. BUT, upon further thought, because you're having the player pay more mana to get the repeat effect, that's more of a mana sink than a tempo play. Players can choose to take the tempo play or the card advantage play. So I think I like the mechanic (could rename it though. I don't think "chant" does much to immerse the players in what's going on).
If you ever want me to give this a careful eye or ask a question about it, PM me.
Chant reads wierd, because it seems like a Cipher ability at first, which would be way too strong. Instead its a Rebound variant that waits until combat damage. Oddly, Rebound feels more like a "chant" than this mechanic. Chant feels like it should be rhythmic and ongoing, rather than combat focused.
How about:
Vanish U
Instant (C)
Chant 2U(If you cast this for its Chant cost, exile it as it resolves. While it is exiled, at the beginning of your upkeep, you may cast a copy of this card for its manacost. If you do not, put it in your graveyard.)
Return target creature to its owner’s hand.
So you pay an extra cost to start the chant, and then have to pay to keep it going every turn until you stop. This card would need to be uncommon and more expensive to balance, but if feels like it fits your chant theme well.
I really like Potential. Great flavor, great mana sink ability. Might not need to be as steeply costed. Both Outlast and Adapt can be used as guideposts for how to cost it. Probably something that can be easily adjusted in playtesting too, so maybe nothing to really worry about atm.
So the mechanic suite is Inherit, Potential, Landfall, and Chant?
The only mechanic I didn't like upon first read was Chant. I thought that at first because it was giving off a Thief of Sanity vibe where once you strike you get a huge edge. BUT, upon further thought, because you're having the player pay more mana to get the repeat effect, that's more of a mana sink than a tempo play. Players can choose to take the tempo play or the card advantage play. So I think I like the mechanic (could rename it though. I don't think "chant" does much to immerse the players in what's going on).
If you ever want me to give this a careful eye or ask a question about it, PM me.
Thanks for the input! I've been trying to be pretty conservative with Potential; I hope some of the costs can be dropped in playtest!
That's the mechanic suite, yes. I'm feeling out what to do in BR and UG since they don't have mechanic overlaps, although I think you can kinda see the development of the BR 'sorceries matter' theme in the commons. Not sure whether that has legs or not!
I thought about "incantation" or "mantra" as alternative names for chant, and recently I've added "from exile" to the reminder text to clarify how it works so it looks less like Cipher.
Chant reads wierd, because it seems like a Cipher ability at first, which would be way too strong. Instead its a Rebound variant that waits until combat damage. Oddly, Rebound feels more like a "chant" than this mechanic. Chant feels like it should be rhythmic and ongoing, rather than combat focused.
How about:
Vanish U
Instant (C)
Chant 2U(If you cast this for its Chant cost, exile it as it resolves. While it is exiled, at the beginning of your upkeep, you may cast a copy of this card for its manacost. If you do not, put it in your graveyard.)
Return target creature to its owner’s hand.
So you pay an extra cost to start the chant, and then have to pay to keep it going every turn until you stop. This card would need to be uncommon and more expensive to balance, but if feels like it fits your chant theme well.
Thanks for your thoughts!
I'd rather not make chant as repeatable as that because of concerns I have about repetitive gameplay and costing. Remember how disappointing Cipher was? Your approach is pretty interesting! But I think it preferable to adjust the flavor of the mechanic while retaining the 'reward for attacking' carrot situation I have set up.
Hey Willows, do you think you could put all the uncommons on the same post? It might get a bit unwieldy to have each uncommon have its own post haphazardly strewn throughout the thread.
Big Picture: *Be careful with the hexproof + auras theme*
*Your set is concentrated at lower CMC. That means most decks are going to want 15-16 lands, and all decks are going to want some form of flood insurance. Introducing some looting effects or scrying would be nice, as would increasing landfall. This also means that 1s/2s/3s are going to be slamming into each other, and they all seem to be able to kill each other. That means this set is going to play out more like Origins/Khans/Ixalan in that all decks more or less are doing the same thing on the first several turns (playing creatures and turning them sideways). Be sure that everything else in the set is designed aware of this reality.*
*With the above in mind, I think having mechanics and synergy themes play a moderate role is advisable. Some of the synergy themes need to come out more (Green Landfall and Black tokens come to mind), but overall I think you've gotten close to the right level.*
Important Notes:
- creature sizing is small. Perhaps to keep auras under control.
- very low average CMC. Multiple white ones and 3 twos at common. Making me think that this format is supposed to be lower to the ground and fast, more like Ixalan or Amonkhet. Wondering whether the other colors will follow suit.
- yes, this low CMC theme continues with the uncommons. Two-drop city! Could be fun if all colors are like this. Would be a weird/interesting change of pace from most limited environments.
- a lot of stuff granting flying. I'm skeptical of the Bogles theme innately, but I'm having a hard time envisioning this set being fun if all of these common/uncommon enchantments grant flying.
- Uncommons are strong and look fun. Well done! Other notes:
- Any reason why there's a ton more Lifelink and First Strike going around than Vigilance?
- I'd bump the enchantress up to an 0/3 or 1/3, and I'd bump the enchantment Tiger to a 3/2.
- I love the Murmuring Mystic for auras. Could probably make it cost 2 and make it all enchantments, but it's fine as is.
- The Inherit cards are A+ in the flavor department. I think I would work to make the 3/3 common guy able to attack (maybe do a "must pay 2 to attack"). Maybe not...for playtesting I suppose. I think the back half is so good that that card will lead to board stalls too often.
- I'd make the 2/4 First Strike uncommon a 2/3.
- The Bowman should probably be a 4 mana 3/3, not a 3 mana 1/2.
Important Notes: - Continuing with the low CMC theme. It feels weird not to have a five/six at common. Maybe that's okay.
- You can't make hexproof + lifelink + flying + unblockable so easily accessible. It was obnoxious even in Dominaria, and that was a slower format. This format feels fast, so you're not going to give players a ton of time to draw their sideboard hate or combat such a potent combo of cards.
- I like the theme of blue: unblockable small dudes, bounce, and freezing. That's classic tempo blue. Also good for combatting auras, so you're putting a check in on bogles players, which feels essential.
- Noting that the bigger blue creatures are dragons. Maybe that'll matter.
- Chant works well with these creatures.
- I count 2 blue creatures with flying. Maybe transfer some of the "grants flying" auras over to blue.
- I like White better, but not sure why. White has a lot more for Johnny...Blue doesn't have much of anything for Johnny. Not that I'm a Johnny (I'm probably a Spike/Timmy more than anything), but I don't sense any sexiness here. There's a lot of well-designed cards and Blue has a clear plan (tempo). With the 0/3 Jellyfish and the 2/5 Dragon I expected to see a big fat 6/7 drop to serve as a finisher for a control deck, but I don't see one. Perhaps in other colors! I'm definitely going to be on the lookout for what the end game will look like for the various colors. Individual Card Notes: - Again, I love the Inherit cards.
- Cards I don't like: Dream Gardener (too difficult to enable), Wavecraft Student, Tengshe (what purpose is it serving?).
- Windsome Elixir is a strictly better Opt. That's interesting. Moderately exciting, even. Would it be busted for the Chant cost to be 1U?
- Floodbind...woof! Seems busted in most Limited environments, but 5 mana in this format is a lot, so maybe that'll make it just a premium uncommon instead of the next Elite Scaleguard or In Bolas's Clutches.
Important Notes- Black needs some work in the asfan department. I like what you're doing here though.
- "Sorcery Matters" is cool and flavorful here, but "Chant" needs to be a part of that so that the ritual flavor carries through.
- If we're going to be doing "Sorcery Matters" and Tokens as Black's major themes, then we need real enablers and payoffs. There's too much fluff. Separate the wheat from the chaff. Shen Slayer is the best designed card in this batch. Why do only two cards create tokens, and why do they cost 5 and 6 mana (Chilling Rise and Crackling Heiress)?
- There's a lot of life drain. Maybe something in Red/Green works well with that mechanically? Maybe it's just arbitrary. Fine either way.
- Can the vampiric be made to feel more organic and essential? Tie them to sorcery matters or chant? Individual Card Notes: - Restless Ancestor is too weak.
- Don't count Professional Mourner as a real "tokens matter" payoff. It's fine to include it in the set, but it's no draw to tokens.
- Flesh Alchemist could cost 1 less. Maybe increasing potential cost by 1 would be required, but no one wants to pay 4 mana for a vanilla 2/2 flyer.
- Rope Dart Attack is too expensive.
- Cut Funeral Bell. Pointless card in this set, and some cards here need to be cut so that others can be included that better support the token theme. I think you have too many sorceries (you could cut some sorceries and still support the "Sorcery Matters" theme).
- 3B Ritual Grounds. Enchantment. "Whenever you cast a sorcery, you may pay 2. When you do, create a black 2/1 Vampire Cleric creature token."
- Tiger Knight should be more powerful. Maybe a 6/4 or 6/5. Black and Green are the slower colors, so it'd be nice to give Black a *good* 6 drop.
Important Notes: - Green has less of an identity than the other colors. White has the strongest thematic identity, and I keep wanting to push the other colors toward White in this way. I think Black is 2nd (it's close. With some work it'll be just as cohesive as White). Blue 3rd, and Green 4th. Of course, you could take an approach closer to RNA or EMN or XLN or C19 where "gameplay themes" don't matter as much, or only matter for a narrow range of archetypes.
- But, I'm left wondering why we're even going to have landfall if the payoffs are so small and infrequent? I suppose it's possible to do --> OGW was a good limited environment and it had landfall only on two cards.
- Realize that in draft the 4s-6s in your set are sparser, so they're going to be more premium. UW seem faster, and GB seems slower. This also means that drafters will be choosier on their 1s, 2s, and 3s, focusing more on power level and narrow archetypal/card synergies. So concentrate on having the 2s be better for different decks.
--> For example, perhaps having a 2/2 hexproof Potential and a 2/3 hexproof Potential at the same rarity and CMC might be something to consider changing.
- I'd be much happier if Green's Potential cards had higher potentials. Maybe 3-4 instead of 2. Individual Card Notes:
- Very happy to see a 3/4 Deathtouch at common. Seems essential.
- move a one-two drop to a 4 drop.
- I like the two top end creatures.
- I'm not a big fan of having a trio of one-mana instants. Cards like Morning Mist and Honorable Duel might be better uncommons. Offering to the Forgotten seems like a good common (though, do I like it in a set with lifelink flying auras?). In the abstract I like this version better than the one I'll propose, but in this environment maybe consider: 1G Instant +3/+3, Kicker G Hexproof.
- Make sure the 2/2 hexproof for 3 at common isn't the next Jade Guardian.
Important Notes: - I expected to see a R 2/1, and there it was. Good job.
- the Sorcery Matters theme is given adequate support here in Red. Key is the 3R Poet.
- UR Dragons should be a feasible archetype, especially if you're going to print some "Dragons matters" cards in Blue. Put some dragons into Red too.
- Overall I think Red is the best color from a set design perspective right now, and is the color whose cards I'd change the least. Good powerlevel, and many of the commons seem fun to play with. The 4 mana 3/3 landfall creature is fantastic design, and maybe is a card that you should use to check the P/T levels of creatures in other colors. Individual Card Notes: - the Red and Green common landfall twos don't work well together. Fix the Green one.
- Flame Slash is too good for common here. Make it uncommon.
- Inner Dragon Unbinding needs its mana cost reduced by 1-2.
- Seeing the inherit card here made me wish I had seen a green/black one. Can we get them in those colors too?
- Not sure what that land cycle is doing here. This is definitely a low-to-the-ground environment. Might as well embrace it eh?
- the equipment is good. Will be a valuable pick I think.
I like the cards here. I do hope you flesh out a background plane for them at some point.
Most of the cards look to be fine. I could easily see them being printed as is or in an Asian-influenced set.
But there are some concerns I had:
-Chant seems possibly too strong. Even two unblocked hits [it currently triggers for every creature] a turn provides a lot of value.
It's not too overpowered a mechanic, but I think it would make for a quite powerful deck archetype if built around, like Bogles. It also depends on what rare Chants there are.
Thanks for the thoughts so far! I have consolidated the uncommons into one post, I'll keep adding to there as I add new colors.
I'll have to go through the white cards with my own fine-tooth comb; the imbalanced amount of flying isn't deliberate and if there's too much of it, that should definitely change. The low-CMC pattern might need some reengineering as well, since I don't want the format to be all that fast; actually my goal is to present a slower format that opens out into "big turns" later in the game.
Compleately, chant doesn't repeat. The newest reminder text wording (not a functional change) is:
Chant X (If you cast this for X, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast this from exile without paying its mana cost.)
As you can see, once you cast off the first trigger, you don't have it in exile to recast it a second time.
I'll examine comparable cards for Disturb a Dragon and see what's up with that, thanks for the heads-up.
Rustwing Falcon - I like having this in Limited environments quite a lot. Makes me wish for a toughness matters theme, lol.
Humble Cultivation - Okay. Almost feels more blue. Or even green. But white getting it is fine.
Sealkeeper - Sure. I guess I will have to see what kind of enchants are in this Limited before I try to figure out how pickable it is.
Serene Shelter - The untap mode seems quite bad compared to the others. Untap and +1/+0? Or is that out of flavor?
Carp Painter - Not getting the flavor unless it made Fish tokens.
Daoling Archivist - Sure, very useful Limited control tool for the early game.
For All Under Heaven - Now we're really getting that ancient China flavor, huh? Kicker cost seems overcosted by 1; five is expensive for any combat trick. Or is that just a relic of bless?
Vanara Pathwarden - Sure, I love Fan Bearer and friends. Pretty sure I have this same card in Mercadian Mysteries as a 1/3.
Wushu Swordsman - Ahh, there's the enchantment keyword. Interesting take on bestow which I think is better to play with (and I love bestow) for the simple fact of not having to frontload the cost.
Beckon Through the Gates - Windmill slam design perfection. I love that kicked effect so, so much.
Tiger Shifu - The "Shifu" in the name is throwing me off; why the hell is something that I assume to be the ghost of a nonsapient tiger teaching me? Although hey, it's JttW, talking animals abound. Fine for supporting inherit.
Xiyin Monk - Feels quite beefy for a Human but hey, it's a Monk, martial arts masters can have unnaturally high p/t. Seems reasonable although I don't get the name of the enchantment half.
Nurturing Crane - Name makes this seem like it should have first strike to block with, not attack with.
Nightingales Help - I do wish this were in a set with heroic. Otherwise like the flavor and effect. Really great reward at common for going wide in Limited.
Windtamer Training - What a great Limited Aura. I just dig this, flavor and effect both.
Daoling Falconer - More strong stuff in Limited. I like.
Summoned to Court - "into its owner's library second from the top"? Flavor is perfect.
Qilin Advisor - This does exactly what I'd expect it to. Fine. 4W too much to ask for a poor little Limited player like me?
Marble Heroine - Give it the Soldier type (or even Warrior?) and it's perfect.
Chant sounds a lot better now - not in power level, but design.
Power level wise, it seems a little on the weak side, but not so much that it really needs changing. Like a weaker Cipher or slower, conditional Rebound.
Wavecraft Student - Good. I mean, the card's not very good, but the design is pleasing.
Flutter - An excellent and flavorful combat trick. Feels like Applied Biomancy.
Vanish - Fine. Pretty strong if chanted, that's a lot of tempo for a low cost. Chant is cipher and rebound's baby, huh? Well it probably plays better than cipher, at any rate.
Wisdom Elixir - Another fairly strong chant for the rarity. Constructed-able?
Sink Into Silence - Good name.
Wavestep Xia - I think this exact execution of unblockability is black, not blue?
Zhiwan Bay Jelly - Sure.
Lightfoot - Another sure. When prowess was evergreen (and I do hope it's still deciduous) R&D was reticent to have abilities that granted it, and I'm not sure why.
Hummingbird's Advice - Could that first mode be draw two/discard two? As is UU to loot is a really, really bad rate - I know modal costs a premium but the other two effects are ~one mana effects but the first mode is worth much less than one mana.
Tengshe - Someone wants to play control in Limited, huh? I'm not sure a tengshe could be described as a "Bird Fish" but you do you.
Scrolls of the Ages - Dragon tribal in blue? That's unusual. Also, there seems to be an exceptional amount of card draw at common.
Heavenly Protection - This feels good.
Mirrorthrower Liang - I'm sure you know this is very very strong in Limited. Double colored cost helps that.
Liang Hierolune - Great name.
Torrential Bixi - Hold up, is this a Nine Sons of the Dragon theme?? Beautiful.
Waveshaping - More good tempo for Limited. I sense how blue would play.
Become Carp - Hilarious flavor. Effect seems fun also.
This is really great feedback, thank you! I'm going to go through it in depth later, but right now I wanted to drill down on just one critical point — it seems like there's too much card draw in blue. What sort of effects could I build into there to replace some of those? Enhanced Awareness is particularly on the chopping block, I think.
Well, let's focus on what you don't have at common in blue.
There's no put-on-top-of-library removal, although there are a couple pieces of bounce.
There's no instant or sorcery recursion.
Maybe you could put an uncounterable creature in there? That's technically more green but blue can always get "can't be countered", can't it? Another prowess creature so you could maybe a little build that deck in Limited?
Okay, I'm going to slowly go through all the detailed feedback now.
kjsharp: Big picture
Oh poop. I intended this to be a slower environment, so it seems that I have some work to do there. I suppose I want to adjust the curves for each color and push the p/t ratio of early game creatures in favor of toughness. What other repairs need to be made to generate a slower early game?
I'll keep a close eye on hexproof.
Now I know there are some color-specific comments on set pacing, which I'll fold into this section if they seem like I haven't covered them, otherwise...
White
I'll check on the keyword balance; I do tend to reach for flying without thinking and I imagine that can cause some problems, so I'll take a look around and see what can be changed to a different keyword.
P/T adjustments noted!
I will keep a close eye on the 3/3 monk, maybe he doesn't need to be a payoff for an enchantments deck that you'll just ... want to make anyway.
Blue
I'll definitely add a big dumb creature at 5 or 6.
It seems like you're saying blue's tempo plays are okay, but it's a bit too easy to build a crazy Voltron creature, am I reading that right? I'll pull back on hard to target/block bodies since it'll be hard to pull back on the Auras with inherit in the set.
There is a bit of a "dragons everywhere" theme that I'm developing, but it's not quite alive yet.
I'm so glad you spotted Dream Gardener. What a weird card! I'll try and fix that. Yikes. Not sure how to handle Wavecraft Student. I'll experiment with Wisdom Elixir's costs as well.
Black
The more I look at black the shakier it feels. Needs some serious revamping.
Great idea incorporating chant into the sorcery matters theme. I'll play around with that somehow!
I wanted the life drain in there to allow a red/black sorcery burn deck, I'm not sure if it gels yet?
I didn't intend tokens to be a major black theme, but if that's what it looks like (I can see it now that you have given it a name), I can push harder on it. As you say farther down in the individual card notes, we can cut Funeral Bell for something more relevant.
The enchantment that makes clerics is really cool. I'll put that (or something near-identical) in for sure.
Can certainly pump up Tiger Knight.
Red
I notice that the Pulao in red isn't Dragon-typed and should be, that should help the Dragon archetype.
Will address green landfall issues as well as Flame Slash and IDU.
I didn't plan to put inherit into five colors but since they seem to be so appealing, I'll look into it!
Green
You're right, I screwed up green landfall pretty badly. I wanted that to be a significant component of the green-forward "all the different lands" deck I'm kind of hinting at with eg Strength to Surmount but it's not really ... there.
Allowing green potential to go up higher is a cool idea! I'm going forward with that. Maybe one of the 3-drop potential creatures can be this and the other can lose potential for some other ability.
If Soul of Wushu is going to warp other card designs, perhaps it's the card that needs to bend?
Will adjust the mana curve as you recommend. I was a bit unhappy about how many 1-or-2-drops green had as well.
FTR, I haven't looked at a single card in this thread. I will now evaluate each of the uncommon gold signpost cards one at a time without looking ahead to see how I do.
Dragon Guide - Upon seeing this, I would assume Landfall/aggro is the archetype. If you have the room for haste in your set, this would be a good place to put it. Not necessary by any means, but nice. Spike is hooked.
Frostworker - This would put me on the lookout for nonbasics and perhaps on a good-stuff/lands-matter draft path similar to "Gates" in Ravnica. I'd surely notice that green has Landfall to tie into the landy theme as well. Johnny/Jenny wants to make this work.
Gleaming Meditation - The name is off for this color pair. It just sounds too happy. This looks like the centerpiece of a recursive control suite. The self-mill would have me looking for some worthy graveyard recursion as well as quality sorceries, hopefully removal/burn. Spike is intrigued, but won't go for it unless they're in a Johnny/Jenny mood today.
Hathi Auramancer - Auras! I'd scoop up every Hathi Auramancer I could get my hands on. Even weak Auras become strong with this guy on the field. Timmy/Tammy is attracted.
Hawkbrother Archer - "Archer" is the wrong creature type for this. Seems a bit slow/grindy. I'd keep my eye out for ramp and lifegain to make this relevant. Timmy/Tammy is in love.
Learned General - Well, here's the static effect. (Like I said, I'm not looking ahead.) The name is not good. It seems to me like white is doing all of the work here by dipping into the archetypes of its other color pairs (rather than having a unique one for this color pair) and red is just along for the ride. It's perfectly fine to have an "other-archetypes-dependent" archetype, but both colors should be in on the action. Spike would like this.
Lieutenant of the Scale - Dragon tribal archetype with "keep the lord alive" mechanic tacked on. Sorry if that sounded harsh. Only the most extreme or inexperienced Timmy/Tammy likes this and everyone else is avoiding like the plague because we all know that the only help Dragons need is mana, haste, and maybe built in protection.
Minister of Lies - I saw the Chant mechanic in post #11. Scry is misleading. Evasion seems appropriate. Then Spike, Johnny/Jenny, and even Timmy/Tammy would all be excited at the prospect of drafting this archetype.
South Lake Oracle - The name doesn't fit. The card seems less like a signpost and more like an anti-archetype card.
Viperskull - Simple, but unlike South Lake Oracle, it gets the point across. I'm on the lookout for creatures with big butts. Vigilance feels tacked on.
Thanks for the feedback! As it turns out, I spotted two of the problem cards and cut them: Dragon Guide and Lieutenant of the Scale, and replaced them with:
Light of Autumn1RG
Sorcery
Scry 1, then reveal the top card of your library. If it’s a land card, put it onto the battlefield tapped.
Whenever a creature you control attacks this turn, it gets +1/+1 until end of turn.
Hard-Shelled Bixi2RU
Creature — Turtle Dragon
Whenever a Dragon you control attacks, you may have Hard-Shelled Bixi deal 2 damage to any target and 2 damage to target creature you control.
2/4
Light of Autumn - Scry 1 is very weak and doesn't feel right but there's both red impulse and green digging to work with.
Hard-Shelled Bixi - The rules text should probably mention "Whenever Hard-Shelled Bixi or another Dragon you control attacks..." since it's conventional and not obvious from the card name.
I'm curious what your thoughts on these are: Learned General
Minister of Lies
South Lake Oracle
Digging for a land sounds right. I'll see how that looks on the card!
I'll also take your advice on that wording change on the Bixi.
Learned General - Was not-great to start, now it's too similar to Bixi, so something has to give way. I'll be putting some thought into that before I have an answer for it, though.
Minister of Lies - I love the idea of making this evasive instead of having a triggered scry.
South Lake Oracle - Another one that needs replacement; it's maybe too similar to Viperskull right now.
Learned General becomes Esteemed Tactician: Esteemed Tactician
Creature — Human Advisor (U)
Whenever Esteemed Tactician attacks, choose up to one target creature an opponent controls. You choose how that creature blocks this turn.
2/2
Minister of Lies scry ability changed to menace
South Lake Oracle becomes Yunhai Shaman: Yunhai Shaman
Creature — Human Shaman (U)
Whenever you put a +1/+1 counter on a creature you control, target opponent loses 1 life and you gain 1 life.
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/2
Instant (C)
Kicker 2
Exile target creature. Its controller gains life equal to its toughness. If Beckon Through Gates was kicked, you also gain that amount of life.
Blademaster of Qinzai
Creature — Human Warrior (U)
Creatures you control that are enchanted or equipped get +1/+1.
2/2
Carp Painter
Creature — Human Wizard (C)
When Carp Painter enters the battlefield, create a 1/1 white Spirit creature token.
1/1
Daoling Alchemist
Creature — Human Monk (U)
When you pay 5 or more mana to cast a spell, you gain 5 life. Shuffle Daoling Alchemist and your graveyard into their owner’s library.
1/3
Daoling Archivist
Creature — Human Monk (C)
When Daoling Archivist enters the battlefield, you gain 1 life. Scry 1.
1/3
Daoling Falconer
Creature — Human Scout (C)
When Daoling Falconer enters the battlefield, create a 1/1 white Bird creature token with flying.
2/3
For All Under Heaven
Instant (C)
Kicker 2W
Creatures you control get +1/+1 until end of turn. If For All Under Heaven was kicked, those creatures gain first strike until end of turn.
Front-Line Footman
Creature — Human Soldier (U)
First strike
Inherit (:4mana: : Return this from the graveyard to the battlefield transformed.)
2/4
---Other Side---
Front-Line Tactics
Enchant creature
Enchanted creature gets +4/+2 and has first strike.
If Front-Line Tactics would leave the battlefield, exile it instead.
Garuda Valiant
Creature — Spirit Bird Soldier (U)
Flying, double strike
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/3
Humble Cultivation
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1.
Whenever you cast a spell, you may pay 1. When you do, untap enchanted creature.
Marble Heroine
Creature — Spirit (C)
Lifelink
When Marble Heroine enters the battlefield, you gain 3 life.
3/3
Monastic Seclusion
Enchantment (U)
When Monastic Seclusion enters the battlefield, exile target creature until Monastic Seclusion leaves the battlefield.
: Return a creature card exiled with Monastic Seclusion to the battlefield under your control. Sacrifice Monastic Seclusion.
Nightingales Help
Instant (C)
Up to three target creatures you control get +2/+2 and gain flying until end of turn.
Nurturing Crane
Creature — Bird (C)
Flying
As long as it’s your turn, Nurturing Crane has first strike.
2/2
Peach Garden Encounter
Enchantment (U)
When Peach Garden Encounter enters the battlefield, create a 1/1 white Spirit creature token for each enchantment you control.
Creature tokens you control get +1/+1 and have flying.
Qilin Advisor
Creature — Kirin Advisor (C)
Flying, vigilance
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
3/3
Rustwing Falcon
Creature — Bird (C)
Flying
1/2
Sage of the Pearl
Creature — Human Wizard (U)
Whenever you cast a spell, you may pay 1. When you do, tap target creature.
2/2
Sealkeeper
Creature — Human Cleric (C)
:symw:, Sacrifice Sealkeeper: Destroy target enchantment.
1/1
Secret Spear Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.
Serene Shelter
Instant (C)
Choose one—
• Untap target creature.
• Target creature gains indestructible until end of turn.
• You gain 3 life.
Summoned to Court
Sorcery (C)
Put target creature, planeswalker, or enchantment into its owner’s library second from the top.
Sword Dreamer
Creature — Human Warrior (U)
First strike
Whenever an Aura becomes attached to Sword Dreamer, create a 1/1 white Spirit creature token.
1/1
Tiger Shifu
Creature — Spirit Cat (C)
When Tiger Shifu enters the battlefield, if you control an enchantment, scry 1.
3/1
Vanara Pathwarden
Creature — Ape Scout (C)
:symw:, : Tap target creature.
1/2
Windtamer Training
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+1 and has flying.
Whenever enchanted creature attacks, tap target creature.
Wushu Swordsman
Creature — Human Warrior (C)
Lifelink
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
2/2
---Other Side---
Soul of Wushu
Enchant creature
Enchanted creature gets +1/+1 and has flying and lifelink.
If Soul of Wushu would leave the battlefield, exile it instead.
Xiyin Enchantress
Creature — Human Cleric (U)
Whenever an enchantment enters the battlefield under your control, draw a card.
0/2
Xiyin Monk
Creature — Human Monk (C)
Xiyin Monk can’t attack unless you control an enchantment.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
3/3
---Other Side---
Bound by Xiyin
Enchant creature
Enchanted creature can’t attack.
If Bound by Xiyin would leave the battlefield, exile it instead.
Zhiwan Boatman
Creature — Human Scout (U)
Activated abilities of creatures you control cost up to 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
1/2
Creature — Salamander Dragon (U)
Flash
2/3
Become Carp
Sorcery (C)
Up to two target creatures you control can’t be blocked this turn. Draw a card.
Counsel of the Waves
Instant (U)
Chant (If you cast this for :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in a random order.
Cranewing Liang
Creature — Faerie Warrior (C)
Flash
Flying
3/3
Dream Gardener
Creature — Faerie Cleric (U)
:symu:, : Tap target creature.
Whenever you cast a noncreature spell, if Dream Gardener is tapped, put a +1/+1 counter on it.
1/2
Enhanced Awareness
Instant (C)
Draw three cards, then discard a card.
Floodbind
Enchantment — Aura (U)
Flash
Enchant creature
When Floodbind enters the battlefield, counter up to one target spell and tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Flutter
Instant (C)
Choose one or both:
• Target creature gains flying until end of turn.
• Target creature gets -2/-0 until end of turn.
Frostbow Liang
Creature — Faerie Warrior (U)
Whenever Frostbow Liang attacks, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step.
3/2
Heavenly Protection
Instant (C)
Counter target spell. If you own a card in exile, draw a card.
Hummingbird's Advice
Instant (C)
Choose one—
• Draw a card, then discard a card.
• Return target creature you control to its owner’s hand.
• Tap or untap target creature.
Liang Hierolune
Creature — Faerie Cleric (C)
Hexproof
3/2
Lightfoot
Enchantment — Aura (C)
Enchant creature
Enchanted creature has flying and prowess.
Meditation Riddle
Sorcery (U)
If you control at least three creatures that don’t share a name, scry 2.
Draw two cards.
Mirrorthrower Liang
Creature — Faerie Wizard (C)
When Mirrorthrower Liang enters the battlefield, return target creature you don’t control to its owner’s hand.
2/3
Misty Transformation
Instant (U)
Target creature can’t be blocked this turn.
Until end of turn, when you cast a spell from exile, return Misty Transformation from your graveyard to your hand.
Pull into Water
Instant (U)
Target creature gets -4/-0 until end of turn. If you own an instant or sorcery card in exile, it loses all abilities and can’t have or gain abilities until end of turn.
Roaring Chiwen
Creature — Hound Dragon (U)
Humans can’t block Roaring Chiwen.
When Roaring Chiwen enters the battlefield, scry :2mana:, then draw a card.
2/2
Scrolls of the Ages
Instant (C)
If you control a Dragon, scry 2.
Draw two cards, then discard a card.
Secret Fan Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can’t be blocked except by creatures that are enchanted.
Sink Into Silence
Instant (C)
Counter target spell unless its controller pays 2. Scry 1.
Spectral Crow
Creature — Spirit Bird (U)
Flying
When Spectral Crow enters the battlefield, scry 1.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
1/1
---Other Side---
Crow’s Insight
Enchant player
At the beginning of enchanted player’s upkeep, that player scries 1.
If Crow’s Insight would leave the battlefield, exile it instead.
Tengshe
Creature — Fish Bird Dragon (C)
Flying
When Tengshe enters the battlefield, scry 2.
1/3
Torrential Bixi
Creature — Fish Dragon (C)
vanilla
2/5
Vanish
Instant (C)
Chant (If you cast this for :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Return target creature to its owner’s hand.
Wavecraft Student
Creature — Human Monk (C)
Prowess
0/2
Waveshaping
Sorcery (C)
Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step. Scry 1.
Wavestep Xia
Creature — Human Monk (C)
Wavestep Xia can’t block or be blocked.
Inherit (:4mana: : Return this from the graveyard to the battlefield transformed.)
2/1
---Other Side---
Wavestep Technique
Enchant creature
Enchanted creature can’t block or be blocked.
If Wavestep Technique would leave the battlefield, exile it instead.
Wisdom Elixir
Instant (C)
Chant (If you cast this for :symu:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Scry 1. Draw a card.
Zhiwan Bay Jelly
Creature — Jellyfish (C)
Defender
Whenever Zhiwan Bay Jelly blocks a creature, that creature doesn’t untap during its controller’s next untap step.
0/3
Sorcery (C)
Kicker 1B
Create a tapped 2/2 black Zombie creature token.
If Ancestor’s Awakening was kicked, return target creature card from your graveyard to your hand.
Cackling Heiress
Creature — Spirit (C)
Kicker BB
Flying, lifelink
When Cackling Heiress enters the battlefield, if it was kicked, create a 2/2 black Zombie creature token.
2/2
Chilling Rise
Sorcery (C)
Create two black 2/2 Zombie creature tokens.
Target player loses 2 life.
Cruel Impulse
Sorcery (U)
Target player sacrifices an enchanted creature. If they can’t, they sacrifice a creature instead.
Demean
Sorcery (U)
Demean costs 1 less for each counter on its target.
Destroy target creature.
Efface
Sorcery (C)
Chant (If you cast this for :symb:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Target creature gets -2/-2 until end of turn. Remove all counters from it.
Feed the Crows
Sorcery (C)
Destroy target creature with power 3 or less.
Flesh Alchemist
Creature — Demon Wizard (C)
Flying
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/2
Funeral Bell
Sorcery (C)
Chant (If you cast this for :symb:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Target player discards a card.
Gaze Into the Strange
Sorcery (U)
Target player discards two cards unless they discard a sorcery card.
Hungry Jiangshi
Creature — Zombie (C)
Sacrifice another creature: Hungry Jiangshi gains flying until end of turn.
2/1
Implacable Xia
Creature — Zombie Knight (U)
Menace
You may cast Implacable Xia from your graveyard as long as a creature died this turn.
2/2
Juhua Duelist
Creature — Human Rogue (C)
Whenever a creature an opponent controls dies, put a +1/+1 counter on Juhua Duelist.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
3/2
---Other Side---
Chrysanthemum Dagger
Enchant creature
Enchanted creature has lifelink and “Whenever a creature an opponent controls dies, put a +1/+1 counter on this creature.”
If Chrysanthemum Dagger would leave the battlefield, exile it instead.
Nanhai Assassin
Creature — Human Assassin (C)
Deathtouch
Nanhai Assassin can’t block alone.
1/3
One-Eyed Sisters
Creature — Human Demon (U)
Whenever you cast a sorcery spell, you may have target creature get -2/-2 until end of turn.
2/2
Phantomblast
Sorcery (C)
Target opponent loses 3 life and discards a card. You gain 3 life.
Professional Mourner
Creature — Human Shaman (C)
Whenever Professional Mourner or another creature dies, you gain 1 life.
1/1
Restless Ancestor
Creature — Zombie (C)
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
1/1
Return From Yellow Springs
Enchantment (U)
When Return From Yellow Springs enters the battlefield, return target creature card from your graveyard to your hand.
Whenever you cast a sorcery spell, return Return From Yellow Springs to your hand.
Rope Dart Attack
Instant (C)
Target creature gains deathtouch and indestructible until end of turn.
Secret Death Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have menace.
Shameful Demise
Sorcery (C)
Destroy target creature. For each sorcery card in your graveyard, that creature’s controller loses 1 life and you gain 1 life.
Shen Slayer
Creature — Human Shaman (C)
Menace
Whenever Shen Slayer attacks, it gets +1/+0 until end of turn for each sorcery card in your graveyard.
1/3
Sign in Blood
Sorcery (C)
Target player draws two cards and loses 2 life.
Society of Fangs
Enchantment (C)
Whenever you cast a sorcery spell, you may pay 1. If you do, create a 2/1 black Vampire creature token.
Tiger Knight
Creature — Human Knight (C)
vanilla
6/4
Tomb-Priestess
Creature — Human Shaman (U)
: Potential 3. (If this permanent has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put a +1/+1 counter on Tomb-Priestess, target creature gets -1/-1 until end of turn.
1/1
Widowhunter
Creature — Vampire (C)
Widowhunter has flying as long as it’s attacking.
2/2
Witchtongue Vampire
Creature — Vampire (U)
Deathtouch
Witchtongue Vampire has flying as long as it’s attacking.
2/2
Yaogui Mask
Enchantment (U)
At the beginning of combat on each turn, each creature you control with the greatest power gains menace and lifelink until end of turn.
Creature — Human Spirit (U)
Whenever you cast a sorcery spell, Celestial Dancer gets +2/+0 and gains flying until end of turn.
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
3/2
---Other Side---
Sky Maidens’ Dances
Enchant creature
Enchanted creature gets +1/+1.
Whenever you cast a sorcery spell, enchanted creature gets +2/+0 and gains flying until end of turn.
If Sky Maidens’ Dances would leave the battlefield, exile it instead.
Charge of the Fair
Instant (U)
Attacking creatures get +2/+0 until end of turn. Faeries you control gain menace until end of turn.
Charm Barrage
Sorcery (C)
Charm Barrage deals X damage to any target, where X is 2 plus the number of sorcery cards in your graveyard.
City-Crushing Staff
Sorcery (U)
Chant (If you cast this for :symr:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Destroy target land.
Confront the Ancestors
Sorcery (U)
Until end of turn, gain control of target creature and each Aura attached to it. Transform those Auras. Those permanents gain haste until end of turn.
Crushing Fist
Sorcery (C)
Crushing Fist deals 2 damage to target creature. Destroy all Equipment attached to it.
Disassemble
Sorcery (C)
Destroy target artifact. If an artifact with converted mana cost 4 or greater is destroyed in this way, draw a card.
Disturb a Dragon
Sorcery (C)
Disturb a Dragon deals 4 damage to any target. You may tap or untap up to one target Dragon.
Dragonbreath Conjurer
Creature — Faerie Shaman (U)
: Dragonbreath Conjurer and up to one target Dragon get +1/+0 until end of turn.
2/4
Drunken Poet
Creature — Human Wizard (C)
When Drunken Poet enters the battlefield, you may exile a sorcery card from your graveyard. You may cast it until the end of your next turn.
3/1
Explosive Impact
Instant (C)
Explosive Impact deals 5 damage to target creature.
Flame Slash
Sorcery (C)
Flame Slash deals 4 damage to target creature.
Flickering Candle Meditation
Sorcery (U)
As an additional cost to cast Flickering Candle Meditation, discard a land card.
Draw two cards.
Hound of Yama
Creature — Elemental Hound (C)
Trample
Hound of Yama gets +1/+0 for each sorcery card in your graveyard.
0/2
Inner-Dragon Unbinding
Instant (C)
Until end of turn, target creature becomes a Dragon Spirit with base power and toughness 5/5 and flying. (It doesn’t lose its other abilities and types.)
Liu's Dragon Standard
Enchantment (C)
At the beginning of combat on your turn, up to two target creatures gain menace and get +1/+0 until end of turn.
Murderous Liang
Creature — Faerie Warrior (C)
Landfall — Whenever a land enters the battlefield under your control, Murderous Liang gains first strike until end of turn.
2/2
Nomadic Wagh
Creature — Cat Wizard (C)
When Nomadic Wagh enters the battlefield, exile target land you control, then return it to the battlefield under your control.
4/3
Red Banner Archer
Creature — Human Soldier (U)
Double strike
2/3
Red-Hot Trident
Instant (C)
Target attacking creature gets +2/+0 until end of turn. You may play an additional land this turn.
Roaring Pulao
Creature — Lizard Dragon (C)
Flying
Roaring Pulao attacks each combat if able.
The dragon’s third child has a voice like a bronze bell.
1/2
Secret Sword Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and have trample.
Stonehand Arhat
Creature — Human Monk (C)
Prowess
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
1/3
---Other Side---
Stonehand Meditation
Enchant creature
Enchanted creature gets +1/+1 and has prowess.
If Stonehand Meditation would leave the battlefield, exile it.
Student of the Staff
Creature — Human Warrior (C)
Student of the Staff can’t block.
2/1
Thunder Rite
Sorcery (U)
Chant (If you cast this for :symr:, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Target creature you control fights target creature an opponent controls.
Thunderfletcher
Creature — Human Warrior (U)
First strike
Landfall — Whenever a land enters the battlefield under your control, Thunderfletcher deals 2 damage to target opponent.
2/2
Vanara Staff Master
Creature — Ape Monk (C)
First strike
Inherit (:3mana: : Return this from the graveyard to the battlefield transformed.)
2/2
---Other Side---
Leaping Staff Attack
Enchant creature
Enchanted creature has double strike.
If Leaping Staff Attack would leave the battlefield, exile it instead.
Vanara Warrior
Creature — Ape Warrior (C)
Haste
If you cast a noncreature spell this turn, Vanara Warrior gets +2/+0.
1/1
Western Sands Nomad
Creature — Human Soldier (U)
Whenever Western Sands Nomad attacks, if you cast a noncreature spell this turn, Western Sands Nomad deals damage equal to its power to target creature.
2/3
Yama Minister
Creature — Ogre Warrior (C)
Landfall — Whenever a land enters the battlefield under your control, Yama Minister gets +1/+1 and gains menace until end of turn.
3/3
Creature — Human Wizard (C)
Trample
Constrictor Maiden gets +1/+1 for each name among lands you control.
2/2
Cultivated Terraces
Enchantment (U)
At the beginning of your upkeep, look at the top card of your library. If it’s a land card, you may put it onto the battlefield.
Farseer Liang
Creature — Faerie Scout (U)
Enchantments lose all abilities except enchant abilities.
2/2
Foxface Liang
Creature — Faerie Druid (C)
Foxface Liang can’t be blocked by creatures with power 2 or less.
1/1
Ghostwatcher Wurm
Creature — Wurm (C)
When Ghostwatcher Wurm enters the battlefield, create a 1/1 white Spirit creature token.
5/5
Ghostwolf Summons
Sorcery (U)
Create two 2/2 green Wolf Spirit creature tokens.
Landfall — If you had a land enter the battlefield under your control this turn, create three of those tokens instead.
Greatmane Tiger
Creature — Spirit Cat (C)
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Greatmane Tiger.
2/2
Greensward Duelist
Creature — Human Soldier (C)
: Potential 3. (If this permanent has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
2/3
Hawktalon Liang
Creature — Faerie Scout (C)
:symg:, Sacrifice Hawktalon Liang: Hawktalon Liang deals damage equal to its power to target creature.
2/1
Honorable Duel
Instant (C)
Target creature you control fights target creature you don’t control. Prevent all damage that would be dealt to and by other creatures this turn.
Howling Yazi
Creature — Wolf Dragon (U)
Trample
Landfall — Whenever a land enters the battlefield under your control, Howling Yazi gets +2/+2 until end of turn.
2/2
Illmist Wurm
Creature — Wurm (C)
Deathtouch
3/4
Jade-Edge Guardian
Creature — Faerie Soldier (U)
Haste
When Jade-Edge Guardian enters the battlefield, creatures you control get +2/+2 until end of turn.
2/2
Kueizimu Piper
Creature — Human Wizard (C)
:symg:, : Creatures attacking you lose flying until end of turn.
3/2
Leafspinner Liang
Creature — Faerie Scout (C)
: Add :symw:, :symu:, :symb:, or R.
1/2
Liang Herbalist
Creature — Faerie Alchemist (U)
: Potential 4. (If this permanent has fewer than four +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put a +1/+1 counter on Liang Herbalist, you gain 3 life.
3/3
Mangrove Lurker
Creature — Crocodile Soldier (C)
: Mangrove Lurker gains indestructible until end of turn.
2/2
Mantis Tamer
Creature — Human Wizard (C)
Trample, menace
: Mantis Tamer becomes a 6/5 Insect creature and gains flying until end of turn.
4/5
Meditant Mystic
Creature — Human Monk (C)
Hexproof
: Until end of turn, Meditant Mystic gets +1/+1 for each name among lands you control.
2/2
Meet the Mighty
Instant (C)
Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on it.
Monastic Settlement
Enchantment — Aura (C)
Enchant land
Enchanted land has, “:2mana: :symg:, : Create a 1/1 green Monk creature token.”
Morning Mist
Instant (U)
Prevent all damage that would be dealt this turn by creatures without one or more counters on them.
Offerings to the Forgotten
Instant (C)
Kicker G
Target creature gets +3/+3 until end of turn.
If Offerings to the Forgotten was kicked, that creature gains hexproof until end of turn.
Peacock Spring
Sorcery (C)
Return a land you control to its owner’s hand. Search your library for a basic land card and put it onto the battlefield. Shuffle your library.
Release Attachment
Sorcery (C)
Destroy target artifact or enchantment. If it was attached to a creature, gain 4 life.
Secret Battle Arts
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can’t be blocked by creatures with power 2 or less.
Seek the Horizon
Sorcery (U)
Search your library for up to three basic land cards, reveal them, and put them into your hand. Then shuffle your library.
Silent-Garden Monk
Creature — Human Monk (U)
When Silent-Garden Monk enters the battlefield, you may destroy target artifact or enchantment.
1/3
Stalk Through Shadows
Instant (U)
Target creature gains hexproof until end of turn. You may have it fight another target creature.
Strength to Surmount
Sorcery (C)
You gain 2 life for each name among lands you control.
Landfall — If you had a land enter the battlefield under your control this turn, draw a card.
Creature — Human Barbarian (U)
Landfall — Whenever Dragon Guide attacks, if you had a land enter the battlefield under your control this turn, creatures you control get +1/+1 until end of turn.
3/3
Frostworker
Creature — Faerie Shaman (U)
When Frostworker enters the battlefield, tap up to one target creature for each name among lands you control. Those creatures don’t untap during their controllers’ next untap steps.
3/1
Gleaming Meditation
Enchantment (U)
When Gleaming Meditation enters the battlefield, put the top 3 cards of your library into your graveyard.
Return Gleaming Meditation to your hand: You can cast target sorcery card from your graveyard this turn. Exile it as it resolves. Activate this ability only on your turn.
Hathi Auramancer
Creature — Elephant Monk (U)
If an Aura would be put into your graveyard, exile it instead.
You may cast cards exiled with cards named Hathi Auramancer.
1/4
Hawkbrother Archer
Creature — Human Archer (U)
: Potential 4. (If this permanent has fewer than four +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever you put a +1/+1 counter on a creature, it gains indestructible until end of turn.
2/4
Learned General
Creature — Human Soldier (U)
Whenever a creature you control with a counter on it or a permanent attached to it attacks, Learned General deals 1 damage to any target.
2/2
Lieutenant of the Scale
Creature — Human Soldier (U)
Dragons you control get +1/+1.
As long as you control a Dragon, spells your opponents cast that target Lieutenant of the Scale cost 2 more to cast, and creatures can’t block Lieutenant of the Scale unless their controller pays 2 for each creature they control blocking Lieutenant of the Scale.
2/2
Minister of Lies
Creature — Demon Wizard (U)
Whenever you cast a spell for its chant cost, scry 2.
Whenever you cast a spell from exile, put a +1/+1 counter on Minister of Lies.
3/4
South Lake Oracle
Creature — Human Shaman (U)
Lifelink
Whenever a creature dies, you gain X life and scry :symx:, where X is the number of counters that were on it.
2/2
Viperskull
Creature — Zombie Snake (U)
Vigilance
Whenever a creature you control dies, gain life equal to its toughness.
3/2
Artifact (U)
Ancient Powergem enters the battlefield tapped.
: Add CC to your mana pool.
Dragonfang Dagger
Artifact — Equipment (U)
Equipped creature gets +2/+2 and is a Dragon in addition to its types.
Equip 2
Evoker’s Wheel
Artifact — Equipment (U)
Whenever equipped creature attacks, create a tapped and attacking 1/1 white Spirit creature token.
Equipped creature gets +2/+0.
Equip 2
Gilded Armor
Artifact — Equipment (U)
Equipped creature gets +0/+5 and can block any number of creatures.
Equip 2
Methods of Sima
Artifact (U)
:3mana:, Sacrifice Methods of Sima: You choose how creatures block this turn.
Minister’s Seal
Artifact (U)
:3mana:, Sacrifice Minister’s Seal: Return target permanent you control to its owner’s hand.
Palace Dungeon
Artifact (U)
When Palace Dungeon enters the battlefield, exile target creature until Palace Dungeon leaves the battlefield.
:4mana:, : Exile Palace Dungeon, then return it to the battlefield tapped.
Relic Giant
Artifact Creature — Golem (U)
When Relic Giant dies, draw a card.
5/5
Steel Swordswoman
Artifact Creature — Golem (U)
: Untap Steel Swordswoman.
: Steel Swordswoman gains first strike until end of turn.
3/3
Strategist's Saber
Artifact — Equipment (C)
Equipped creature gets +1/+1.
:2mana:, : Attach Strategist’s Saber to target creature you control.
Equip 1
Trade Fleet
Artifact (U)
: Each player discards a card. Each player who does draws a card.
Land (C)
When Abandoned Mansion enters the battlefield, each player gains 2 life.
: Add B.
Bamboo Hills
Land (C)
When Bamboo Hills enters the battlefield, each player gains 2 life.
: Add G.
Cliffside Temple
Land — Mountain Plains (U)
Cliffside Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Distant Settlement
Land (C)
When Distant Settlement enters the battlefield, each player gains 2 life.
: Add W.
Glacial Temple
Land — Island Mountain (U)
Glacial Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Golden Temple
Land — Plains Swamp (U)
Golden Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Grotto Temple
Land — Swamp Forest (U)
Grotto Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Harbor Overlook
Land (C)
When Harbor Overlook enters the battlefield, each player gains 2 life.
: Add U.
Lagoon Temple
Land — Forest Island (U)
Lagoon Temple enters the battlefield tapped unless you have four or fewer cards in your hand.
Limestone Spires
Land (C)
When Limestone Spires enters the battlefield, each player gains 2 life.
: Add R.
Added uncommons to all colors.
Removed Morning Mist. (Probably coming back at uncommon.)
Swapped base effect and kicker on Offerings to the Forgotten.
Greatmane Tiger: Changed landfall effect from "untap" to "put a +1/+1 counter on ~"
Strength to Surmount: Changed from "You gain 1 life for each name among lands and creatures you control" to "You gain 2 life for each name among lands you control. // Landfall — If you had a land enter the battlefield under your control this turn, draw a card."
Greensward Duelist: Changed Potential value to 3.
Meditant Mystic: Removed Potential. Added 4G: Until end of turn, Meditant Mystic gets +1/+1 for each name among lands you control.
New Card: Constrictor Maiden
Fuller comments later. But two things: sad you dropped bless but I'm sure you have good reason for that; and sorry you got (sorta) jumped on potential with adapt in RNA.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Creature — Human Warrior
Whenever an Aura becomes attached to ~, create a 1/1 white Spirit creature token.
1/1
Blademaster of Qinzai 1W
Creature — Human Warrior
Creatures you control that are enchanted or equipped get +1/+1.
2/2
Daoling Alchemist 1W
Creature — Human Monk
When you pay 5 or more mana to cast a spell, you gain 5 life. Shuffle ~ and your graveyard into their owner's library.
1/3
Sage of the Pearl WW
Creature — Human Wizard
When you cast a spell, you may pay 1. When you do, tap target creature.
2/2
Front-Line Footman 2W
Creature — Human Soldier
First strike
Inherit 4W (4W: Return this from the graveyard to the battlefield transformed.)
2/4
--- Other Side ---
Front-Line Tactics
White Color Indicator
Enchantment — Aura
Enchant creature
Enchanted creature gets +4/+2 and has first strike.
If Front-Line Tactics would leave the battlefield, exile it instead.
Monastic Seclusion 2W
Enchantment
When ~ enters the battlefield, exile target creature until ~ leaves the battlefield.
4U: Return a creature card exiled with ~ to the battlefield under your control. Sacrifice ~.
Secret Spear Arts 2W
Enchantment — Aura
Enchant creature
Creatures you control that are enchanted get +1/+1 and have first strike.
Xiyin Enchantress 1WW
Creature — Human Cleric
Whenever an enchantment enters the battlefield under your control, draw a card.
0/2
Zhiwan Boatman 2W
Creature — Human Scout
Activated abilities of creatures you control cost up to 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
1/2
Peach Garden Encounter 3W
Enchantment
When ~ enters the battlefield, create a 1/1 white Spirit creature token for each enchantment you control.
Creature tokens you control get +1/+1 and have flying.
Garuda Valiant 4W
Creature — Bird Spirit Soldier
Flying, double strike
4WW: Potential 2 (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/3
Enchantment — Aura (U)
Enchant creature
Creatures you control that are enchanted get +1/+1 and can’t be blocked except by creatures that are enchanted.
Meditation Riddle 2U
Sorcery (U)
If you control at least three creatures that don’t share a name, scry 2.
Draw two cards.
Misty Transformation U
Instant (U)
Target creature can’t be blocked this turn.
Until end of turn, when you cast a spell from exile, return Misty Transformation from your graveyard to your hand.
Dream Gardener 2U
Creature — Human Cleric (U)
Hexproof
Whenever you cast a noncreature spell, if Dream Gardener is tapped, untap it and put a +1/+1 counter on it.
1/2
Pull into Water 1U
Instant (U)
Target creature gets -4/-0 until end of turn. If you own an instant or sorcery card in exile, it loses all abilities and can’t have or gain abilities until end of turn.
Floodbind 3UU
Enchantment — Aura (U)
Flash
Enchant creature
When Floodbind enters the battlefield, counter up to one target spell and tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Roaring Chiwen 3U
Creature — Hound Dragon (U)
Humans can’t block Roaring Chiwen.
When Roaring Chiwen enters the battlefield, scry 2, then draw a card.
2/2
Spectral Crow 1U
Creature — Spirit Bird (U)
Flying
When Spectral Crow enters the battlefield, scry 1.
Inherit 3U (3U: Return this from the graveyard to the battlefield transformed.)
1/1
---Other Side---
Crow’s Insight
Enchant player
At the beginning of enchanted player’s upkeep, that player scries 1.
If Crow’s Insight would leave the battlefield, exile it instead.
Frostbow Liang 3U
Creature — Faerie Warrior (U)
Whenever Frostbow Liang attacks, tap target creature defending player controls. It doesn’t untap during its controller’s next untap step.
3/2
Counsel of the Waves 1U
Instant (U)
Chant 3U (If you cast this for 3U, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast it from exile without paying its mana cost.)
Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in a random order.
Baxia Under the Bridge 2U
Creature — Salamander Dragon (U)
Flash
2/3
So the mechanic suite is Inherit, Potential, Landfall, and Chant?
The only mechanic I didn't like upon first read was Chant. I thought that at first because it was giving off a Thief of Sanity vibe where once you strike you get a huge edge. BUT, upon further thought, because you're having the player pay more mana to get the repeat effect, that's more of a mana sink than a tempo play. Players can choose to take the tempo play or the card advantage play. So I think I like the mechanic (could rename it though. I don't think "chant" does much to immerse the players in what's going on).
If you ever want me to give this a careful eye or ask a question about it, PM me.
How about:
Vanish U
Instant (C)
Chant 2U (If you cast this for its Chant cost, exile it as it resolves. While it is exiled, at the beginning of your upkeep, you may cast a copy of this card for its manacost. If you do not, put it in your graveyard.)
Return target creature to its owner’s hand.
So you pay an extra cost to start the chant, and then have to pay to keep it going every turn until you stop. This card would need to be uncommon and more expensive to balance, but if feels like it fits your chant theme well.
That's the mechanic suite, yes. I'm feeling out what to do in BR and UG since they don't have mechanic overlaps, although I think you can kinda see the development of the BR 'sorceries matter' theme in the commons. Not sure whether that has legs or not!
I thought about "incantation" or "mantra" as alternative names for chant, and recently I've added "from exile" to the reminder text to clarify how it works so it looks less like Cipher. Thanks for your thoughts!
I'd rather not make chant as repeatable as that because of concerns I have about repetitive gameplay and costing. Remember how disappointing Cipher was? Your approach is pretty interesting! But I think it preferable to adjust the flavor of the mechanic while retaining the 'reward for attacking' carrot situation I have set up.
Big Picture: *Be careful with the hexproof + auras theme*
*Your set is concentrated at lower CMC. That means most decks are going to want 15-16 lands, and all decks are going to want some form of flood insurance. Introducing some looting effects or scrying would be nice, as would increasing landfall. This also means that 1s/2s/3s are going to be slamming into each other, and they all seem to be able to kill each other. That means this set is going to play out more like Origins/Khans/Ixalan in that all decks more or less are doing the same thing on the first several turns (playing creatures and turning them sideways). Be sure that everything else in the set is designed aware of this reality.*
*With the above in mind, I think having mechanics and synergy themes play a moderate role is advisable. Some of the synergy themes need to come out more (Green Landfall and Black tokens come to mind), but overall I think you've gotten close to the right level.*
Important Notes:
- creature sizing is small. Perhaps to keep auras under control.
- very low average CMC. Multiple white ones and 3 twos at common. Making me think that this format is supposed to be lower to the ground and fast, more like Ixalan or Amonkhet. Wondering whether the other colors will follow suit.
- yes, this low CMC theme continues with the uncommons. Two-drop city! Could be fun if all colors are like this. Would be a weird/interesting change of pace from most limited environments.
- a lot of stuff granting flying. I'm skeptical of the Bogles theme innately, but I'm having a hard time envisioning this set being fun if all of these common/uncommon enchantments grant flying.
- Uncommons are strong and look fun. Well done!
Other notes:
- Any reason why there's a ton more Lifelink and First Strike going around than Vigilance?
- I'd bump the enchantress up to an 0/3 or 1/3, and I'd bump the enchantment Tiger to a 3/2.
- I love the Murmuring Mystic for auras. Could probably make it cost 2 and make it all enchantments, but it's fine as is.
- The Inherit cards are A+ in the flavor department. I think I would work to make the 3/3 common guy able to attack (maybe do a "must pay 2 to attack"). Maybe not...for playtesting I suppose. I think the back half is so good that that card will lead to board stalls too often.
- I'd make the 2/4 First Strike uncommon a 2/3.
- The Bowman should probably be a 4 mana 3/3, not a 3 mana 1/2.
Important Notes: - Continuing with the low CMC theme. It feels weird not to have a five/six at common. Maybe that's okay.
- You can't make hexproof + lifelink + flying + unblockable so easily accessible. It was obnoxious even in Dominaria, and that was a slower format. This format feels fast, so you're not going to give players a ton of time to draw their sideboard hate or combat such a potent combo of cards.
- I like the theme of blue: unblockable small dudes, bounce, and freezing. That's classic tempo blue. Also good for combatting auras, so you're putting a check in on bogles players, which feels essential.
- Noting that the bigger blue creatures are dragons. Maybe that'll matter.
- Chant works well with these creatures.
- I count 2 blue creatures with flying. Maybe transfer some of the "grants flying" auras over to blue.
- I like White better, but not sure why. White has a lot more for Johnny...Blue doesn't have much of anything for Johnny. Not that I'm a Johnny (I'm probably a Spike/Timmy more than anything), but I don't sense any sexiness here. There's a lot of well-designed cards and Blue has a clear plan (tempo). With the 0/3 Jellyfish and the 2/5 Dragon I expected to see a big fat 6/7 drop to serve as a finisher for a control deck, but I don't see one. Perhaps in other colors! I'm definitely going to be on the lookout for what the end game will look like for the various colors.
Individual Card Notes: - Again, I love the Inherit cards.
- Cards I don't like: Dream Gardener (too difficult to enable), Wavecraft Student, Tengshe (what purpose is it serving?).
- Windsome Elixir is a strictly better Opt. That's interesting. Moderately exciting, even. Would it be busted for the Chant cost to be 1U?
- Floodbind...woof! Seems busted in most Limited environments, but 5 mana in this format is a lot, so maybe that'll make it just a premium uncommon instead of the next Elite Scaleguard or In Bolas's Clutches.
- "Sorcery Matters" is cool and flavorful here, but "Chant" needs to be a part of that so that the ritual flavor carries through.
- If we're going to be doing "Sorcery Matters" and Tokens as Black's major themes, then we need real enablers and payoffs. There's too much fluff. Separate the wheat from the chaff. Shen Slayer is the best designed card in this batch. Why do only two cards create tokens, and why do they cost 5 and 6 mana (Chilling Rise and Crackling Heiress)?
- There's a lot of life drain. Maybe something in Red/Green works well with that mechanically? Maybe it's just arbitrary. Fine either way.
- Can the vampiric be made to feel more organic and essential? Tie them to sorcery matters or chant?
Individual Card Notes: - Restless Ancestor is too weak.
- Don't count Professional Mourner as a real "tokens matter" payoff. It's fine to include it in the set, but it's no draw to tokens.
- Flesh Alchemist could cost 1 less. Maybe increasing potential cost by 1 would be required, but no one wants to pay 4 mana for a vanilla 2/2 flyer.
- Rope Dart Attack is too expensive.
- Cut Funeral Bell. Pointless card in this set, and some cards here need to be cut so that others can be included that better support the token theme. I think you have too many sorceries (you could cut some sorceries and still support the "Sorcery Matters" theme).
- 3B Ritual Grounds. Enchantment. "Whenever you cast a sorcery, you may pay 2. When you do, create a black 2/1 Vampire Cleric creature token."
- Tiger Knight should be more powerful. Maybe a 6/4 or 6/5. Black and Green are the slower colors, so it'd be nice to give Black a *good* 6 drop.
- But, I'm left wondering why we're even going to have landfall if the payoffs are so small and infrequent? I suppose it's possible to do --> OGW was a good limited environment and it had landfall only on two cards.
- Realize that in draft the 4s-6s in your set are sparser, so they're going to be more premium. UW seem faster, and GB seems slower. This also means that drafters will be choosier on their 1s, 2s, and 3s, focusing more on power level and narrow archetypal/card synergies. So concentrate on having the 2s be better for different decks.
--> For example, perhaps having a 2/2 hexproof Potential and a 2/3 hexproof Potential at the same rarity and CMC might be something to consider changing.
- I'd be much happier if Green's Potential cards had higher potentials. Maybe 3-4 instead of 2.
Individual Card Notes:
- Very happy to see a 3/4 Deathtouch at common. Seems essential.
- move a one-two drop to a 4 drop.
- I like the two top end creatures.
- I'm not a big fan of having a trio of one-mana instants. Cards like Morning Mist and Honorable Duel might be better uncommons. Offering to the Forgotten seems like a good common (though, do I like it in a set with lifelink flying auras?). In the abstract I like this version better than the one I'll propose, but in this environment maybe consider: 1G Instant +3/+3, Kicker G Hexproof.
- Make sure the 2/2 hexproof for 3 at common isn't the next Jade Guardian.
- the Sorcery Matters theme is given adequate support here in Red. Key is the 3R Poet.
- UR Dragons should be a feasible archetype, especially if you're going to print some "Dragons matters" cards in Blue. Put some dragons into Red too.
- Overall I think Red is the best color from a set design perspective right now, and is the color whose cards I'd change the least. Good powerlevel, and many of the commons seem fun to play with. The 4 mana 3/3 landfall creature is fantastic design, and maybe is a card that you should use to check the P/T levels of creatures in other colors.
Individual Card Notes: - the Red and Green common landfall twos don't work well together. Fix the Green one.
- Flame Slash is too good for common here. Make it uncommon.
- Inner Dragon Unbinding needs its mana cost reduced by 1-2.
- Seeing the inherit card here made me wish I had seen a green/black one. Can we get them in those colors too?
- the equipment is good. Will be a valuable pick I think.
Most of the cards look to be fine. I could easily see them being printed as is or in an Asian-influenced set.
But there are some concerns I had:
-Chant seems possibly too strong. Even two unblocked hits [it currently triggers for every creature] a turn provides a lot of value.
It's not too overpowered a mechanic, but I think it would make for a quite powerful deck archetype if built around, like Bogles. It also depends on what rare Chants there are.
-Disturb a Dragon seems much too powerful for a common. Compare it to Char, Flames of the Blood Hand, and Bathe In Dragonfire/Bombard. 4 to any target should be an uncommon at least, and with an upside a rare.
I'll have to go through the white cards with my own fine-tooth comb; the imbalanced amount of flying isn't deliberate and if there's too much of it, that should definitely change. The low-CMC pattern might need some reengineering as well, since I don't want the format to be all that fast; actually my goal is to present a slower format that opens out into "big turns" later in the game.
Compleately, chant doesn't repeat. The newest reminder text wording (not a functional change) is:
Chant X (If you cast this for X, exile it as it resolves. Whenever a creature you control deals combat damage to a player, you may cast this from exile without paying its mana cost.)
As you can see, once you cast off the first trigger, you don't have it in exile to recast it a second time.
I'll examine comparable cards for Disturb a Dragon and see what's up with that, thanks for the heads-up.
Rustwing Falcon - I like having this in Limited environments quite a lot. Makes me wish for a toughness matters theme, lol.
Humble Cultivation - Okay. Almost feels more blue. Or even green. But white getting it is fine.
Sealkeeper - Sure. I guess I will have to see what kind of enchants are in this Limited before I try to figure out how pickable it is.
Serene Shelter - The untap mode seems quite bad compared to the others. Untap and +1/+0? Or is that out of flavor?
Carp Painter - Not getting the flavor unless it made Fish tokens.
Daoling Archivist - Sure, very useful Limited control tool for the early game.
For All Under Heaven - Now we're really getting that ancient China flavor, huh? Kicker cost seems overcosted by 1; five is expensive for any combat trick. Or is that just a relic of bless?
Vanara Pathwarden - Sure, I love Fan Bearer and friends. Pretty sure I have this same card in Mercadian Mysteries as a 1/3.
Wushu Swordsman - Ahh, there's the enchantment keyword. Interesting take on bestow which I think is better to play with (and I love bestow) for the simple fact of not having to frontload the cost.
Beckon Through the Gates - Windmill slam design perfection. I love that kicked effect so, so much.
Tiger Shifu - The "Shifu" in the name is throwing me off; why the hell is something that I assume to be the ghost of a nonsapient tiger teaching me? Although hey, it's JttW, talking animals abound. Fine for supporting inherit.
Xiyin Monk - Feels quite beefy for a Human but hey, it's a Monk, martial arts masters can have unnaturally high p/t. Seems reasonable although I don't get the name of the enchantment half.
Nurturing Crane - Name makes this seem like it should have first strike to block with, not attack with.
Nightingales Help - I do wish this were in a set with heroic. Otherwise like the flavor and effect. Really great reward at common for going wide in Limited.
Windtamer Training - What a great Limited Aura. I just dig this, flavor and effect both.
Daoling Falconer - More strong stuff in Limited. I like.
Summoned to Court - "into its owner's library second from the top"? Flavor is perfect.
Qilin Advisor - This does exactly what I'd expect it to. Fine. 4W too much to ask for a poor little Limited player like me?
Marble Heroine - Give it the Soldier type (or even Warrior?) and it's perfect.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Chant sounds a lot better now - not in power level, but design.
Power level wise, it seems a little on the weak side, but not so much that it really needs changing. Like a weaker Cipher or slower, conditional Rebound.
Wavecraft Student - Good. I mean, the card's not very good, but the design is pleasing.
Flutter - An excellent and flavorful combat trick. Feels like Applied Biomancy.
Vanish - Fine. Pretty strong if chanted, that's a lot of tempo for a low cost. Chant is cipher and rebound's baby, huh? Well it probably plays better than cipher, at any rate.
Wisdom Elixir - Another fairly strong chant for the rarity. Constructed-able?
Sink Into Silence - Good name.
Wavestep Xia - I think this exact execution of unblockability is black, not blue?
Zhiwan Bay Jelly - Sure.
Lightfoot - Another sure. When prowess was evergreen (and I do hope it's still deciduous) R&D was reticent to have abilities that granted it, and I'm not sure why.
Hummingbird's Advice - Could that first mode be draw two/discard two? As is UU to loot is a really, really bad rate - I know modal costs a premium but the other two effects are ~one mana effects but the first mode is worth much less than one mana.
Tengshe - Someone wants to play control in Limited, huh? I'm not sure a tengshe could be described as a "Bird Fish" but you do you.
Scrolls of the Ages - Dragon tribal in blue? That's unusual. Also, there seems to be an exceptional amount of card draw at common.
Heavenly Protection - This feels good.
Mirrorthrower Liang - I'm sure you know this is very very strong in Limited. Double colored cost helps that.
Liang Hierolune - Great name.
Torrential Bixi - Hold up, is this a Nine Sons of the Dragon theme?? Beautiful.
Waveshaping - More good tempo for Limited. I sense how blue would play.
Become Carp - Hilarious flavor. Effect seems fun also.
Cranewing Liang - Functional reprints deserve good flavor like this.
Enhanced Awareness - Is this card necessary with all the other draw?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
There's no put-on-top-of-library removal, although there are a couple pieces of bounce.
There's no instant or sorcery recursion.
Maybe you could put an uncounterable creature in there? That's technically more green but blue can always get "can't be countered", can't it? Another prowess creature so you could maybe a little build that deck in Limited?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
kjsharp:
Big picture
Oh poop. I intended this to be a slower environment, so it seems that I have some work to do there. I suppose I want to adjust the curves for each color and push the p/t ratio of early game creatures in favor of toughness. What other repairs need to be made to generate a slower early game?
I'll keep a close eye on hexproof.
Now I know there are some color-specific comments on set pacing, which I'll fold into this section if they seem like I haven't covered them, otherwise...
White
I'll check on the keyword balance; I do tend to reach for flying without thinking and I imagine that can cause some problems, so I'll take a look around and see what can be changed to a different keyword.
P/T adjustments noted!
I will keep a close eye on the 3/3 monk, maybe he doesn't need to be a payoff for an enchantments deck that you'll just ... want to make anyway.
Blue
I'll definitely add a big dumb creature at 5 or 6.
It seems like you're saying blue's tempo plays are okay, but it's a bit too easy to build a crazy Voltron creature, am I reading that right? I'll pull back on hard to target/block bodies since it'll be hard to pull back on the Auras with inherit in the set.
There is a bit of a "dragons everywhere" theme that I'm developing, but it's not quite alive yet.
I'm so glad you spotted Dream Gardener. What a weird card! I'll try and fix that. Yikes. Not sure how to handle Wavecraft Student. I'll experiment with Wisdom Elixir's costs as well.
Black
The more I look at black the shakier it feels. Needs some serious revamping.
Great idea incorporating chant into the sorcery matters theme. I'll play around with that somehow!
I wanted the life drain in there to allow a red/black sorcery burn deck, I'm not sure if it gels yet?
I didn't intend tokens to be a major black theme, but if that's what it looks like (I can see it now that you have given it a name), I can push harder on it. As you say farther down in the individual card notes, we can cut Funeral Bell for something more relevant.
The enchantment that makes clerics is really cool. I'll put that (or something near-identical) in for sure.
Can certainly pump up Tiger Knight.
Red
I notice that the Pulao in red isn't Dragon-typed and should be, that should help the Dragon archetype.
Will address green landfall issues as well as Flame Slash and IDU.
I didn't plan to put inherit into five colors but since they seem to be so appealing, I'll look into it!
Green
You're right, I screwed up green landfall pretty badly. I wanted that to be a significant component of the green-forward "all the different lands" deck I'm kind of hinting at with eg Strength to Surmount but it's not really ... there.
Allowing green potential to go up higher is a cool idea! I'm going forward with that. Maybe one of the 3-drop potential creatures can be this and the other can lose potential for some other ability.
If Soul of Wushu is going to warp other card designs, perhaps it's the card that needs to bend?
Will adjust the mana curve as you recommend. I was a bit unhappy about how many 1-or-2-drops green had as well.
Dragon Guide - Upon seeing this, I would assume Landfall/aggro is the archetype. If you have the room for haste in your set, this would be a good place to put it. Not necessary by any means, but nice. Spike is hooked.
Frostworker - This would put me on the lookout for nonbasics and perhaps on a good-stuff/lands-matter draft path similar to "Gates" in Ravnica. I'd surely notice that green has Landfall to tie into the landy theme as well. Johnny/Jenny wants to make this work.
Gleaming Meditation - The name is off for this color pair. It just sounds too happy. This looks like the centerpiece of a recursive control suite. The self-mill would have me looking for some worthy graveyard recursion as well as quality sorceries, hopefully removal/burn. Spike is intrigued, but won't go for it unless they're in a Johnny/Jenny mood today.
Hathi Auramancer - Auras! I'd scoop up every Hathi Auramancer I could get my hands on. Even weak Auras become strong with this guy on the field. Timmy/Tammy is attracted.
Hawkbrother Archer - "Archer" is the wrong creature type for this. Seems a bit slow/grindy. I'd keep my eye out for ramp and lifegain to make this relevant. Timmy/Tammy is in love.
Learned General - Well, here's the static effect. (Like I said, I'm not looking ahead.) The name is not good. It seems to me like white is doing all of the work here by dipping into the archetypes of its other color pairs (rather than having a unique one for this color pair) and red is just along for the ride. It's perfectly fine to have an "other-archetypes-dependent" archetype, but both colors should be in on the action. Spike would like this.
Lieutenant of the Scale - Dragon tribal archetype with "keep the lord alive" mechanic tacked on. Sorry if that sounded harsh. Only the most extreme or inexperienced Timmy/Tammy likes this and everyone else is avoiding like the plague because we all know that the only help Dragons need is mana, haste, and maybe built in protection.
Minister of Lies - I saw the Chant mechanic in post #11. Scry is misleading. Evasion seems appropriate. Then Spike, Johnny/Jenny, and even Timmy/Tammy would all be excited at the prospect of drafting this archetype.
South Lake Oracle - The name doesn't fit. The card seems less like a signpost and more like an anti-archetype card.
Viperskull - Simple, but unlike South Lake Oracle, it gets the point across. I'm on the lookout for creatures with big butts. Vigilance feels tacked on.
Light of Autumn 1RG
Sorcery
Scry 1, then reveal the top card of your library. If it’s a land card, put it onto the battlefield tapped.
Whenever a creature you control attacks this turn, it gets +1/+1 until end of turn.
Hard-Shelled Bixi 2RU
Creature — Turtle Dragon
Whenever a Dragon you control attacks, you may have Hard-Shelled Bixi deal 2 damage to any target and 2 damage to target creature you control.
2/4
Hard-Shelled Bixi - The rules text should probably mention "Whenever Hard-Shelled Bixi or another Dragon you control attacks..." since it's conventional and not obvious from the card name.
I'm curious what your thoughts on these are:
Learned General
Minister of Lies
South Lake Oracle
I'll also take your advice on that wording change on the Bixi.
Learned General - Was not-great to start, now it's too similar to Bixi, so something has to give way. I'll be putting some thought into that before I have an answer for it, though.
Minister of Lies - I love the idea of making this evasive instead of having a triggered scry.
South Lake Oracle - Another one that needs replacement; it's maybe too similar to Viperskull right now.
Learned General becomes Esteemed Tactician:
Esteemed Tactician
Creature — Human Advisor (U)
Whenever Esteemed Tactician attacks, choose up to one target creature an opponent controls. You choose how that creature blocks this turn.
2/2
Minister of Lies scry ability changed to menace
South Lake Oracle becomes Yunhai Shaman:
Yunhai Shaman
Creature — Human Shaman (U)
Whenever you put a +1/+1 counter on a creature you control, target opponent loses 1 life and you gain 1 life.
: Potential 2. (If this permanent has fewer than two +1/+1 counters on it, put a +1/+1 counter on it.)
2/2