Armulun is a plane with little mana left, its surface is desert, most of the creatures live in the tunnels net that reach the core of the main planet. For each species, there is a territory in the net. Recently the species of the surface have grown exhausted for the lack of mana and started a crusade looking for better resources. Each time they discover new territories, they have to face local disputes for the mana sources. At the end, the crusade has reached the core, where there is enough amount of mana and few creatures. Despite of this, the species of the core can be really dangerous and the central caves are deceptive.
FACTIONS
CONQUERORS
-Humans
-Dwarfs
-Demons and devils
Mechanics
Border Patrol W
Creature - Dwarf Soldier C Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
Border Patrol gets +1/+1 for each captured land by you that is tapped.
1/1
LOCALS FORMS OF LIFE
-Wurms, hellions, moles and serpents
Serpen´t Invulnerability 3U
Instant C
Counter target spell. Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Shades
Internalized Dark 1BB
Creature - Shade C Reshape – Put a -1/-1 counter on this: Target opponent discards a card if its your main phase.
3/2
MECHANICS OF BOTH FACTIONS
Tunnel Illutions U
Sorcery U
Distrubute three lost counters among any number of targets.(Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
Lost Survivior 1W
Creature - Human Soldier U
Whenever Lost Survivior dies, return it into its owner's control with two lost counters on it. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
2/2
Hybrid Hatchling RG
Creature - Wurm Hellion C
Haste T: Add R.
2/1
Collector Mole G
Creature - Mole C T: Add 1. T: Put a deep counter on target permanent or exiled card. 1: Remove X deep conters from Collector Mole: Add X mana of any color.
1/1
Ambushade BB
Creature - Shade U
Lifelink
Reshape – Put a -1/-1 counter on this: Ambushade deals 1 damage to any target.
2/2
Dwarven Conqueror 2W
Creature - Dwarf Knight U
First strike, ligelink 2R: Dwarven Conqueror gains +2/+0 until at end of turn.
3/3
Enranged Hellion 3RR
Creature - Hellion R
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Trample, double strike.
Enranged Hellion has haste if it was carted from your hand.
3/3
Hellion's Breath 4R
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Hellion's Breath Deals 5 damage to any target.
Wurm´s Territory 3G
Enchantment - Aura C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional GG.
Serpent's Insight 3UU
Sorcery C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Draw three Cards.
Dark Pass B
Sorcery U
Target player reveals his or her hand. Choose two cards from it. That player discards one of the chosen cards.
Locus of Dark B
Creature - Shade C
Reshape – Put a -1/-1 counter on this: Add B.
1/1
Subworld Darckness B
Enchantment R
At the beggining of your upkeep, Subworld Darckness deals 1 damage to you.
Black creatures you control get +1/+1.
Champion Pioner 1W
Creature - Human Knight U
When Champion Pioner attacks or blocks, if it doesn't have lost counters on it, put two of those on Champion Pioner. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
4/4
Amteris, Pioner´s Guardian 1WW
Legendary Planeaswalker - Amteris M
+1: Spells you controll cost 1 less to cast until your next turn.
0: Opponent creatures can't attack unless their controllers pays 2 for each attacking creature.
-1: Until your next postcombat main phase, Amteris becomes a 4/4 Angel creature with flying and is not a planeswalker.
3
Kiresh, Slippery Shade 1B
Legendary Planeaswalker - Kiresh M
0: Lose 1 life and create a 1/1 black Shade creature token with flying.
+1: Target player loses one life and you gain 1 life.
-4: You get an amblem with "Pay 1 life: Add B."
2
Dwarfen Pyrotechnics R
Enchantment C
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
At the beginning of your upkeep, Dwarfen Pyrotechnics daeals damage to target player equal to the number of conkered tapped lands you don´t control.
Pioner´s Interdict 1WW
Sorcery U
Put a lost counter on target permanent. If that permanent was nonland, put two additional counter on it.(Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
Conqueror Liege WR
Creature - Drwarf Knight R
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
Whenever a conquered land you don´t control becomes tapped, choose flying, lifelink, double strike or indestructible. Conqueror Liege gains that ability until that land becomes untapped.
2/3
Hellion´s Catastrophe 1R
Sorcery U
Target player sacrifices a land. That player can cast an additional land furing their next turn.
Alpha Mole 2G
Creature - Mole U 2: Put a deep counter on target permanent or exiled card.
Alpha Mole has hexproof of converted mana cost X or less. X is the deep conter on it.
Alpha Mole can´t be blocked by creatures with power X or less.
3/3
Hunting Wurm 3GG
Creature - Wurm U
When Hunting Wurm enters the battlefield gaind 4 life and choose target creature an opponent controls. Hunting Wurm can be blocked only by that creature.
When chosen leveas the battlefield, choose another target creature an opponent controls.
5/5
Moles Nest 4G
Sorcery C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Create four 1/1 green Mole creature tokens onto the battlefield.
Hostile Larba 1RG
Creature - Hellion U
When Hostile Larba enters the battlefield, it fights another target creature. 1G: Hostile Larba gets +2/+2 until at end of turn. Activate this ability only once each turn.
2/3
Cannon Runner 1WR
Creature - Dwarf Soldier U
Haste, first strike, vigilance
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.) T: Cannon Runner deals 1 damage to target creature if there's a tapped land conquered by you.
2/2
Smith Pyromancer WR
Creature - Dwarf Soldier U
Creature you control get +0/+1.
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
If there's a tapped land conquered by you, sources you cotrol deals an additional damage.
2/2
Shining Cleric W
Creature - Human Cleric U
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
If there's a tapped land conquered by you, opponent creatures enters the battlefield tapped.
2/1
Shadow Caller 2B
Creature - Shadow C
Reshape – Put a -1/-1 counter on this: Return target creature card from your graveyard to your hand.
3/2
Swadow Strengthener 2BB
Creature - Shadow R
Reshape – Put a -1/-1 counter on this: Creatures you control get +1/+0 and gains first strike until at end of turn.
4/3
Shadowly Touch B
Enchantment - Aura C
Enchant creature.
Enchant creature gets +0/+2 and has deathtouch.
Dark Fiend B
Creature - Shadow R
Pay 1 life: Dark Absorver gets +1/-1 until at end of turn.
1/3
Loss of Caravan 2W
Instant U
Prevent all combat damage that would be dealt this turn.
If a creature would attack this turn, put two lost counters on it. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
Dwarf Banisher W
Creature - Dwarf Advisor C WT: Put a lost counter on target nonland permanent. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
1/1
Alpha Mole 2G
Creature - Mole U
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
If you own a card exiled this game, Alpha Mole gets +1/+1.
3/3
Ambusher Wurm 3GG
Creature - Wurm C
Flash
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
4/4
Infernal Hellkite 5RR
Creature - Hellion R
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
When Infernal Hellkite enters the battlefield, it deals 2 damage to each creature, if it was casted from your hand, it deals 3 damage instead.
5/5
Primal Wurm 6GG
Creature - Wurm R
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
When Primal Wurm enters the battlefield, choose one or both —
• Destroy creature with flying.
• Destroy target noncreature permanent.
6/6
Furtive Scraper 2G
Creature - Mole R
Haste, trample
When Furtive Scraper eneters the bettlefield, cast a card from your graveyard into the stack without paying its casting cost if as a spell it targets a creature you control.
1/2
Excavator Hardness 3G
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Distrubute four +1/+1 counters among any number of target creatures.
Heavy Shadow B
Enchantment - Aura C
Enchant creature
When Heavy Shadow enters the battlefield, put a -1/-1 counter on enchanted creature.
Whenever enchanted creature dies, create a 1/1 black Shade creature token with flying.
Vampiric Shade 1B
Creature - Shade U 0: Until at end of turn, another target creature you control gets -1/-1 and Vampiric Shade gets +1/+1. Actibate this ability only as a sorcery.
1/1
Survivor's Hope W
Enchantment - Aura U
Enchant creature
When Survivor's Hope enters the battlefield, put two lost counters on enchanted creature. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has X lost counters on it. )
Enchanted creature gets +3/+3 and has lifelink.
Misleading Spirirt 2WW
Creature - Spirit U
When Misleading Spirirt eneters the battlefield, put three lost counter on trarget nonland permanent. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has X lost counters on it.)
3/3
Expansive Shade B
Creature - Shade C
Flying
Reshape 1 (When this creature deals combat damage to a player, put a -1/-1 counter on it unless it has already.)
2/2
Madden by Anger 3R
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Target creature gains double strike and trample until at end of turn.
Shadowy Necromancer 1B
Creature - Shade M
Exile a creature card from your graveyard: If Shadowy Necromancer's toughness isn't greater than exiled card's converted mana cost, put that card onto the battlefield and X counters on Shadowy Necromancer. X is the returned creature's converted mana cost. B: Shadowy Necromancer gets +1/+1 until at end of turn.
2/2
Dark Dweller BB
Creature - Shade U
Put a -1/-1 counter on this: Target player loses 1 life.
2/3
Wurm's Arribal RG
Sorcery R
Target player sacrfices a land. That player may play an dditional land during their next turn.
Hunted Hellion 2RG
Creature - Hellion U
Haste
All creatures able to block Hunted Heellion do so.
3/2
Heroic Action W
Enchantment R
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
Whenever a land captured by you becomes tapped, sacrifice Heroic Action. If you do, exile target creature.
Ousting Angel 3WW
Creature - Angel U
Flying 2: Put a lost counter on target nonland permanent.
4/4
Pioner´s Pillage R
Sorcery C
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes captured by you.)
Discard a card then draw a card for each captured land by you that is tapped.
Risk to Discovery 1RR
Sorcery U
Target player discards his or her hand, then draws three cards.
Wild Gift 1RG
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Add CCCC.
Vampiric Shade 1BB
Creature - Shade Vampire U
Reshape – Put a -1/-1 counter on this: Target creature gains lifelink until until at end of turn.
Vampiric Shade gains flying if it has -1/-1 counters on it.
4/2
Cautios Mole 3G
Creature - Mole U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.) 1G: Cautios Mole gains indestructible until at end of turn.
3/3
Visions of the Tunnel XUU
Sorcery R
Create two copies of target creature of converted mana cost X.
Crack Encampment
Land – Plains Mountain R
(T: Add W or R.)
Whenever you cast a blue or black spell, Crack Encampmentdoesn´t untap during your next untap steep.
Hellion´s Nest
Land – Mountain Forest R
(T: Add R or G.)
Whenever you cast a blue or black spell, Crack Encampmentdoesn´t untap during your next untap steep.
Survivior´s Farm
Land – Plains Forest R
(T: Add W or G.)
Whenever you cast a blue or red spell, Crack Encampmentdoesn´t untap during your next untap steep.
Underground River
Land – Island Forest R
(T: Add U or B.)
Whenever you cast a white or green spell, Crack Encampmentdoesn´t untap during your next untap steep.
Conqueror Liuterant 1W
Creature - Dwarf Soldier U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes captured by you.)
When Conqueror Liuterant attacks, create a 1/1 white Dwarf Soldier creature token tapped and attacking for each captured land by you that is tapped.
1/3
Community Fountain
Land C
Community Fountain eters the battlefield tapped.
When Community Fountain enters the battlefield, add W. T: Add U.
Fort of the Conqueror
Land C
Fort of the Conqueror eters the battlefield tapped.
When Fort of the Conqueror enters the battlefield, add R. T: Add W.
Hellion´s Territory
Land C
Hellion´s Territory eters the battlefield tapped.
When Hellion´s Territory enters the battlefield, add G. T: Add R.
Conqueror´s Court
Land C
Conqueror´s Court eters the battlefield tapped.
When Conqueror´s Court enters the battlefield, add W. T: Add B.
Fungi Cavern
Land C
Fungi Caverneters the battlefield tapped.
When Fungi Cavern nters the battlefield, add B. T: Add G.
Cave Phantom 1UU
Creature - Illusion U
Flying
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
3/1
Surprising Illusion U
Creature - Illusion C
Flash
Flying
1/1
Mineral Hardness 2G
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Creatures you control gain indestruclible until at end of turn.
Unexpected Separation 1UU
Enchantment U
When Unexpected Separation enters the battlefield, return target creature to its owner's hand.
Sacrifice Unexpected Separation: Counter target spell unless its controller pays 3.
Denied Existence U
Instant U
Counter target spell unless its controller exiles a creature card from his or her graveyard.
Tail Ricochet 2R
Instant R
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Change any number of targets of target spell or ability.
Collector Mole 1G
Creature - Mole U
Collector Mole attacks each turn able.
Whenever you cast an enchantment spell, draw a card.
2/1
Strengthening Anomaly 1W
Enchantment - Aura R
Enchant aura
When you cast Strengthening Anomaly, opponents can't cast spells until the end of your next turn.
Enchanted creature gets +2/+2.
Search Campagn G
Sorcery U
Search your library for a basic land card, reveal it, and put it into your hand.
Each player puts a land from their hand onto the battlefield tapped.
Veteran Squire 1W
Creature - Dwarf Soldier C W: Veteran Squire gets +0/+2 until at end of turn.
2/1
Massive Deluge 6U
Instant R
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Return all nonland permanents to its owner´s hand.
Jade Cave
Land U
Jade Cave enters the battlefield with tree charge counters on it. T, Remove a charge counter from Jade Cave: Add W or G. Then pay 2. If you do, gain 1 life.
Ametrine Cave
Land U
Ametrine Cave enters the battlefield with tree charge counters on it. T, Remove a charge counter from Ametrine Cave: Add U or B. Then pay 2. If you do, put the top two cards from target player´s library into their graveyard.
Spinel Cave
Land U
Spinel Cave enters the battlefield with tree charge counters on it. T, Remove a charge counter from Spinel Cave: Add B or R. Then you may pay 2. If you do, target player loses 1 life.
Aquamarine Cave
Land U
Aquamarine Cave enters the battlefield with tree charge counters on it. T, Remove a charge counter from Aquamarine Cave: Add W or U. Then you may pay 2. If you do, draw a card and the put a card from your hand on top of your library.
Agate Cave
Land U
Agate Cave enters the battlefield with tree charge counters on it. T, Remove a charge counter from Agate Cave: Add R or G. Then you may pay 2. If you do, target creature gets +1/+1 until at end of turn.
Conquering Battalion R
Enchantment R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Discard a land card: Create a red 1/1 Dwarf Soldier creature token with "This creature can´t block."
If there´s a tapped land conquered by you, creatures you control enter the battlefield an additional +1/+1 counter.
Winning Strategy 1WR
Sorcery M
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Create a red 1/1 Dwarf Soldier creature token with "This creature can´t block." Then put a +1/+1 counter on each creature you control.
At the beginning of your upkeep, If there´s a tapped land conquered by you, return Winning Strategy from your graveyard to your hand.
Zealot Lieutenant R
Creature - Dwarf Soldier U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Whenever Zealot Lieutenant attacks and there’s a tapped land conquered by you, create two red 1/1 Dwarf Soldier creature tokens tapped and attacking with “This creature can´t block.”
0/3
Ancient Auramancer W
Creature - Human Cleric C T: Add W. Spent mana produced this way only to cast enchantment spell.
Whenever an Aura is attached to Ancient Auramancer, untap it.
1/1
Some thoughts on the mechanics of Armulun - The Core:
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
This feels like a state based binary mode to me. Similar to how a creature is either monstrous, or not monstrous. If the game play of Armulun wants to have control battles, conquering lands in terms of game play flow, should incorporate some sort of tit-for-tat to create some tension of having lands being conquered back and forth.
Personally I don’t like using counters to track binary states. Separating those cards on the battlefield is typically sufficient for memory tracking purposes. Much like how when a card is banished people tend to put it to a corner on their board, until it returns. Another alternative could be to have a tracker players are using, like with poison counters, and the board state could care about conquered thresholds like Ixalan did with the ‘City’s Blessing”.
Consider:
Border Patrol W
Creature - Dwarf Soldier C
Conquer (As this enters the battlefield, you may conquer target land an opponent controls. If you have conquered five or more lands an opponent controls you Reign Supreme over that player.)
For each player you reign supreme over, Border Patrol gets +1/+1 for each tapped land that player controls.
1/1
Obviously it plays very different from your initial design, but it does help with memory issues by establishing thresholds so that once hit threshold, you no long have to keep track of.
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
This is exploring some space somewhere between suspend, delve, and the pact spells. Mechanically from your example this is a stable looking mechanic. I think it would need to be costed in a balanced way to ensure given that with the blue counterspell example it could be abusive for the blue player if they start ahead of an opponent who is behind. Cleaning up the template, I would consider recosting the spell for a common, and make sure it does some good things for the cost. Consider:
Serpents Invulnerability 2UU
Instant C
Counter target spell.
Scry 2.
Inter (Pay X and exile this card from your hand face down with X deep counters on it. You may cast this card from exile. It costs X less to where X is equal to the number of deep counters on it.)
Reshape
Making my creatures weaker to make an opponent discard cards is full of feel bads unless I know I’m going to get great value on returns through some kind of graveyard shenanigans. Unless I know my opponent has a big bomb card in hand that I need to hit, I would probably never activate this ability, unless the damage was somehow completely negated, I.E. Pacifism effect. For me I think this ability needs some restructuring to make it at least fun in some way. Mechanically speaking, instant speed, repeatable discard is also very degenerate. Mana costs are typical for this type of ability, at the very least this card should look similar to:
Internalized Dark 1BB
Creature - Shade C
Reshape – B,T, Put a -1/-1 counter on Internalized Dark: Target opponent discards a card. Activate this ability only as a sorcery.
3/2
Lost Counters
I’m looking at this ability, and wondering how to mechanically make that work. Consider cumulative upkeep. It uses age counters to track the cost of the ability trigger. But putting age counters on a permanent without the cumulative upkeep ability doesn’t create one for that permanent. From the comprehensive rules:
121.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics.
So in other words there has to be additional rules creation to allow a creature that has a lost counter placed on it, to act in the way you expect, because the counter itself does not create an effect.
Like Conquer, Lost would need to become a state based action, that changes the expected state of the permanent in question. Either the creature is lost, or not lost. But having lost counters on a creature doesn’t necessarily mean it’s in a lost state.
702.16. Lost –
700.16.a - A creature that becomes lost gains “This creature can’t attack, block, or activate abilities unless its controller pay X, where X is equal to the number of lost counters on it.”
700.16.b - A lost creature can have any number of lost counters placed on it.
700.16.c – Multiple instances of lost on the same object are redundant.
Cleaning up the templates, to make these creatures work as you intended they would need to read along the lines of:
Tunnel Illutions U
Sorcery U
Up to three target creatures become lost. Distrubute three lost counters among those creatures. (Those creatures can’t attack, block, or activate abilities unless their controller pays X, where X is equal to the number of lost counters on that creature.)
Lost Survivior 1W
Creature - Human Soldier U
Whenever Lost Survivior dies, return it to the battlefield under its owner's control with two lost counters on it. It becomes lost. (Lost creatures can’t attack, block, or activate abilities unless their controller pays X, where X is equal to the number of lost counters on that creature.)
2/2
In summary:
I think there’s some good opportunity here to make a solid top down set design around this underground world. What I would pay attention to, is how your mechanics synergize. Conquering lands, and being lost based on the mechanics you have created don’t seem to want to play around in the same game space very much. Inter is very by itself as well. I think this set could benefit from some tinkering to bring together some cohesion. I mentioned tit-for-tat, maybe having cards that care about the conquered state that then cause opponents creatures to become lost would alleviate some the synergy concerns, and creature a game flow where both players are vying to establish board control could make for a great game play environment. Most players aren’t going to want to instinctively play downside cards unless they can convert those downsides into an upside. There’s a reason why Mercadian Masques block is quite reviled. That’s not to say that board state control fights are all bad, they just need to be managed so that each player feels like they are in control of the fight, and not just suffering from it. I would consider some of the ideas I’ve put out there. I see a lot of potential for Armulun - The Core, but no set can achieve that potential without refinement.
Also, As you’ve been posting cards, I recommend grouping them: Rarity/Color/CMC. Something along those lines. When evaluating a set as a whole, it’s easier to see the forest for the trees when the design skeleton is well lined out. You’re doing great, so keep plugging along, I’d be happy to provide additional feedback on individual designs once the whole set is complete.
Private Mod Note
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Rollback Post to RevisionRollBack
Easy Dude. You're being very un-Dude.
____________________________________________
The concept for this world seems interesting. If find it a bit strange though that there doesn't seem to be a defining 'small tribe' in U (Serpents are usually mid- to large-sized creatures). I'm also not sure what to think about the frequent use of the Shade type in black, as that type is pretty heavily associated with certain mechanics. Also, what is the difference between a 'Shade' and a 'Shadow' (you use both)? How about making the black 'small tribe' darkness elementals instead (similar to the Flamekin on Lorwyn)?
When I start a set I don't feel the need of making a compendium of the cards, but I have posted to many. So since a recived your councel I made a file with all the cards. I have created 76 cards for this set. Depending of how large I want The Core, I'm between the 30-50%.
It is good to have advise of somebody with deep knowlege the magic rules, I´ll correct the mechanic of lost.
I have some issues with the suggestions for conquer. Meanwhile it would have flavor as you suggested, it would be hard to reach the Reign Supreme.
Reshape might seem uninteresting but It can be powerful combined with effects that enlarge creatures. For example:
Assassin of Shadows BB
Creature – Shade Assassin U
Reshape – Put a -1/-1 counter on this: Target opponent sacrifices a creature If it’s your turn.
3/1
If you are able to enlarge this creature you will decimate opponent creatures.
Also, it would be possible to reduce the cost you're paying for reshape:
Dark Dweller BB
Creature - Shade U
Creatures you control get +1/+0 for each counter on them.
Reshape – Put a -1/-1 counter on this: Target Creature gains first strike and gets +1/+0 until at end of turn.
2/3
Finally, It's true that I have troubles with blue, I will try to create some small illusions to compensate the lack of blue small creatures.
Luminous Armor 2W
Enchantment - Aura C
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Enchant Creature
Enchanted creature gets +0/+4. If there's a tapped land captured by you, enchanted creature gets +4/+4 instead.
Seasonal Mole G
Creature - Mole R
Sacrifice an enchantment: Return Seasonal Mole from your graveyard to the battlefield.
Counter an enchantment spell you control: Return Seasonal Mole from your graveyard to the battlefield.
Seasonal Mole gets +1/+1 for each enchantment card into your graveyard.
1/1
Forced Tribute R
Sorcery U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Forced Tribute deals 1 damage to target player equal to the conkered lands by you. Tap those lands. They don't untap suring their next controller's untap steep.
Illusory World 2UU
Enchantment R
Whenever a nonland permanent an opponent controls becomes target of a spell or ability, its controller sacrifices it.
Corporeal Transmutation 1U
Enchantment U
Sacrifice Corporeal Transmutation: The next nonland permanent that enters the battlefield this turn, it does as lost and with four deep counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays X, where X is equal to the number of deep counters on it.)
Ranger's Loss 2U
Enchantment R
Your opponents skip their draw steep. 1: Players can't skip phases this turn. Any player may activate this ability.
Conkeror's Stronghold
Land U
When Conkeror's Stronghold enters the battlefield, put a conquer counter on an opponent land, it becomes conquered by you. T: Add 1. T: Add one mana of any color. Activate this ability only if there's a tapped land conquered by you.
Tunnel's Suction 2U
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Return target permanent to its owner´s hand.
Awaken Hellkite 5R
Creature - Hellion C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
When Awaken Hellkite enters the battlefield, creatures you control get +2/+0 until at end of turn.
4/4
Ancient Sword 2
Artifact C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Equip 1
Equipped creature gets +1/+2.
Advent the Hellion 4RR
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Target player sacrifices two lands.
Soldier of Mortars 1R
Creature - Dwarf Soldier C
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
When Soldier of Mortars dies, it deals 2 damage to any target if an opponent controls a tapped land that is conquered.
2/2
Tunnel Chanter 1U
Creature - Illusion U
Sacrifice Tunnel Chanter: The next instant or sorcery card that yuo cast this turn costs 1U less to cast.
2/1
Armulun's Awakening 3G
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
All lands you control become 2/2 creatures until end of turn. They’re still lands.
Infinite Tunnel
Land U T: Add 1. T: Add 2. You can't cast spells for the rest of this turn.
Overwhelming Tremor 2R
Sorcery C
Opponent creatures can't block this turn.
Wall of Gems 1G
Creature - Elemental Wall C
When Wall of Gems enters the battlefeild, put two deep counters on traget permanent or exiled card.
0/4
Stone of Silence 7
Artifact R
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
When Stone of Silence enters the battlefield, choose a number.
Spells with converted mana cost equal to that number can's be casted.
Hypnotic Illusion 3U
Creature - Illusion R
Flash
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
You may do Hypnotic Illusion enters the battlefield tapped. If you do, exile target instant or sorcery card from your graveyrad. You may cast it that card from exile this turn.
3/2
Hyashar, Overlord's Hier 6URG
Legendary Creature - Dragon M
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Trample, flying
When Hyashar enters the battlefield or at the beginning of your upkeep, look at the top card of your library, then you may exile it with three deep counters on it, it gains inter. You can´t cast land cards exiled this way.
9/9
Demon Bloodrinker 1B
Creature - Devil Warrior R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
At the beginning of your upkeep, lose 2 life unless an opponent controls a conkered land that is tapped.
4/3
Urot, Cursecaster 3B
Legendary Creature - Demon R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Flying
Whenever a land an opponent controls becomes tapped, that player sacrifices a creature. Trigger this ability only once each turn.
3/4
Urot's Inquisition 2B
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
At the beginning of your upkeep, each opponent who controls a conkered land discards a card.
Inspiring Captain 1W
Creature - Dwarf Soldier U
Whenever Inspiring Captain attacks, the next spell you cast cost W less to cast.
2/1
Demonic Antorchist 1BR
Creature - Devil Warrior U
Lifelink RB: Demonic Antorchist deals 1 damage to any target.
3/3
Evil Adviser 1B
Creature - Devil U
When Evil Adviser enters the battlefield, a player reveals their hand. Choose a creature card from there and exile it until Evil Adviser leaves the battlefield. You may cast that card for as long as it remains exiled. Spend mana as though it were mana of any type to cast that spell.
0/3
Despotic Tutor 1B
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Search your library for a card, then shuffle your library and put that card second from the top.
When an opponent taps a conquered land, exile Despotic Tutor. If you do, draw a card.
Archive Sinking 1U
Sorcery C
Target player puts the top four cards from his or her library.
Search your library for up to three cards named Archive Sinking, reaveal the and put them into your hand. Shuffle you library.
Devil's Mockery 2B
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
When you cast Devil's Mockery, target creature gets -3/-3 until at end of turn.
As long as a conquered land an opponent contols is tapped, Devil's Mockery becomes a 2/2 red Devil creture.
Illusionary Pupetter 1UU
Creature - Illusion C
Hexproof T: Tap or untap target creature.
0/1
Letargic Echoes 1UU
Instant C
Target player puts the top five cards from their library into their graveyard. For each land card put there this way, all creatures get -1/-0 until at edn of turn.
Archives Looting U
Sorcery R
An opponent puts the top three cards from their library into their graveyard. For each land card put there this way, you draw a card.
Inaccessible Find 1W
Sorcery C
Gain 3 life. Up to one target creature becomes lost and put three lost counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays 1, for each deep counter on it.)
Mine the World 2R
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Conquered lands your oppoenents control are Mountains.
Foredwarf 1R
Creature - Dwarf Soldier U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
At the beginning of your upkeep, gain control of target creature with power not greater than Foredwarf if an opponent control a conquered land that is tapped.
2/1
Underworld Echoes U
Enchantment U
Sacrifice Underworld Echoes: Copy target activated or triggered ability. Choose new targets for the copies.
FACTIONS
CONQUERORS
-Humans
-Dwarfs
-Demons and devils
Mechanics
Border Patrol W
Creature - Dwarf Soldier C
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
Border Patrol gets +1/+1 for each captured land by you that is tapped.
1/1
LOCALS FORMS OF LIFE
-Wurms, hellions, moles and serpents
Serpen´t Invulnerability 3U
Instant C
Counter target spell.
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Shades
Internalized Dark 1BB
Creature - Shade C
Reshape – Put a -1/-1 counter on this: Target opponent discards a card if its your main phase.
3/2
MECHANICS OF BOTH FACTIONS
Tunnel Illutions U
Sorcery U
Distrubute three lost counters among any number of targets.(Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
Lost Survivior 1W
Creature - Human Soldier U
Whenever Lost Survivior dies, return it into its owner's control with two lost counters on it. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
2/2
Creature - Wurm Hellion C
Haste
T: Add R.
2/1
Collector Mole G
Creature - Mole C
T: Add 1.
T: Put a deep counter on target permanent or exiled card.
1: Remove X deep conters from Collector Mole: Add X mana of any color.
1/1
Ambushade BB
Creature - Shade U
Lifelink
Reshape – Put a -1/-1 counter on this: Ambushade deals 1 damage to any target.
2/2
Dwarven Conqueror 2W
Creature - Dwarf Knight U
First strike, ligelink
2R: Dwarven Conqueror gains +2/+0 until at end of turn.
3/3
Enranged Hellion 3RR
Creature - Hellion R
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Trample, double strike.
Enranged Hellion has haste if it was carted from your hand.
3/3
Hellion's Breath 4R
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Hellion's Breath Deals 5 damage to any target.
Wurm´s Territory 3G
Enchantment - Aura C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional GG.
Serpent's Insight 3UU
Sorcery C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Draw three Cards.
Dark Pass B
Sorcery U
Target player reveals his or her hand. Choose two cards from it. That player discards one of the chosen cards.
Locus of Dark B
Creature - Shade C
Reshape – Put a -1/-1 counter on this: Add B.
1/1
Subworld Darckness B
Enchantment R
At the beggining of your upkeep, Subworld Darckness deals 1 damage to you.
Black creatures you control get +1/+1.
Champion Pioner 1W
Creature - Human Knight U
When Champion Pioner attacks or blocks, if it doesn't have lost counters on it, put two of those on Champion Pioner. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
4/4
Amteris, Pioner´s Guardian 1WW
Legendary Planeaswalker - Amteris M
+1: Spells you controll cost 1 less to cast until your next turn.
0: Opponent creatures can't attack unless their controllers pays 2 for each attacking creature.
-1: Until your next postcombat main phase, Amteris becomes a 4/4 Angel creature with flying and is not a planeswalker.
3
Kiresh, Slippery Shade 1B
Legendary Planeaswalker - Kiresh M
0: Lose 1 life and create a 1/1 black Shade creature token with flying.
+1: Target player loses one life and you gain 1 life.
-4: You get an amblem with "Pay 1 life: Add B."
2
Enchantment C
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
At the beginning of your upkeep, Dwarfen Pyrotechnics daeals damage to target player equal to the number of conkered tapped lands you don´t control.
Pioner´s Interdict 1WW
Sorcery U
Put a lost counter on target permanent. If that permanent was nonland, put two additional counter on it.(Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
Conqueror Liege WR
Creature - Drwarf Knight R
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
Whenever a conquered land you don´t control becomes tapped, choose flying, lifelink, double strike or indestructible. Conqueror Liege gains that ability until that land becomes untapped.
2/3
Hellion´s Catastrophe 1R
Sorcery U
Target player sacrifices a land. That player can cast an additional land furing their next turn.
Alpha Mole 2G
Creature - Mole U
2: Put a deep counter on target permanent or exiled card.
Alpha Mole has hexproof of converted mana cost X or less. X is the deep conter on it.
Alpha Mole can´t be blocked by creatures with power X or less.
3/3
Hunting Wurm 3GG
Creature - Wurm U
When Hunting Wurm enters the battlefield gaind 4 life and choose target creature an opponent controls. Hunting Wurm can be blocked only by that creature.
When chosen leveas the battlefield, choose another target creature an opponent controls.
5/5
Moles Nest 4G
Sorcery C
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
Create four 1/1 green Mole creature tokens onto the battlefield.
Hostile Larba 1RG
Creature - Hellion U
When Hostile Larba enters the battlefield, it fights another target creature.
1G: Hostile Larba gets +2/+2 until at end of turn. Activate this ability only once each turn.
2/3
Creature - Dwarf Soldier U
Haste, first strike, vigilance
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
T: Cannon Runner deals 1 damage to target creature if there's a tapped land conquered by you.
2/2
Smith Pyromancer WR
Creature - Dwarf Soldier U
Creature you control get +0/+1.
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
If there's a tapped land conquered by you, sources you cotrol deals an additional damage.
2/2
Shining Cleric W
Creature - Human Cleric U
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
If there's a tapped land conquered by you, opponent creatures enters the battlefield tapped.
2/1
Shadow Caller 2B
Creature - Shadow C
Reshape – Put a -1/-1 counter on this: Return target creature card from your graveyard to your hand.
3/2
Swadow Strengthener 2BB
Creature - Shadow R
Reshape – Put a -1/-1 counter on this: Creatures you control get +1/+0 and gains first strike until at end of turn.
4/3
Shadowly Touch B
Enchantment - Aura C
Enchant creature.
Enchant creature gets +0/+2 and has deathtouch.
Dark Fiend B
Creature - Shadow R
Pay 1 life: Dark Absorver gets +1/-1 until at end of turn.
1/3
Instant U
Prevent all combat damage that would be dealt this turn.
If a creature would attack this turn, put two lost counters on it. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
Dwarf Banisher W
Creature - Dwarf Advisor C
W T: Put a lost counter on target nonland permanent. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has lost counters on it. X is its lost counters.)
1/1
Alpha Mole 2G
Creature - Mole U
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
If you own a card exiled this game, Alpha Mole gets +1/+1.
3/3
Ambusher Wurm 3GG
Creature - Wurm C
Flash
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
4/4
Infernal Hellkite 5RR
Creature - Hellion R
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
When Infernal Hellkite enters the battlefield, it deals 2 damage to each creature, if it was casted from your hand, it deals 3 damage instead.
5/5
Primal Wurm 6GG
Creature - Wurm R
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
When Primal Wurm enters the battlefield, choose one or both —
• Destroy creature with flying.
• Destroy target noncreature permanent.
6/6
Furtive Scraper 2G
Creature - Mole R
Haste, trample
When Furtive Scraper eneters the bettlefield, cast a card from your graveyard into the stack without paying its casting cost if as a spell it targets a creature you control.
1/2
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Distrubute four +1/+1 counters among any number of target creatures.
Heavy Shadow B
Enchantment - Aura C
Enchant creature
When Heavy Shadow enters the battlefield, put a -1/-1 counter on enchanted creature.
Whenever enchanted creature dies, create a 1/1 black Shade creature token with flying.
Vampiric Shade 1B
Creature - Shade U
0: Until at end of turn, another target creature you control gets -1/-1 and Vampiric Shade gets +1/+1. Actibate this ability only as a sorcery.
1/1
Survivor's Hope W
Enchantment - Aura U
Enchant creature
When Survivor's Hope enters the battlefield, put two lost counters on enchanted creature. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has X lost counters on it. )
Enchanted creature gets +3/+3 and has lifelink.
Misleading Spirirt 2WW
Creature - Spirit U
When Misleading Spirirt eneters the battlefield, put three lost counter on trarget nonland permanent. (Cost X to attack or block with it, activate or trigger its other abilities for as long as it has X lost counters on it.)
3/3
Expansive Shade B
Creature - Shade C
Flying
Reshape 1 (When this creature deals combat damage to a player, put a -1/-1 counter on it unless it has already.)
2/2
Madden by Anger 3R
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Target creature gains double strike and trample until at end of turn.
Creature - Shade M
Exile a creature card from your graveyard: If Shadowy Necromancer's toughness isn't greater than exiled card's converted mana cost, put that card onto the battlefield and X counters on Shadowy Necromancer. X is the returned creature's converted mana cost.
B: Shadowy Necromancer gets +1/+1 until at end of turn.
2/2
Dark Dweller BB
Creature - Shade U
Put a -1/-1 counter on this: Target player loses 1 life.
2/3
Wurm's Arribal RG
Sorcery R
Target player sacrfices a land. That player may play an dditional land during their next turn.
Hunted Hellion 2RG
Creature - Hellion U
Haste
All creatures able to block Hunted Heellion do so.
3/2
Heroic Action W
Enchantment R
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
Whenever a land captured by you becomes tapped, sacrifice Heroic Action. If you do, exile target creature.
Ousting Angel 3WW
Creature - Angel U
Flying
2: Put a lost counter on target nonland permanent.
4/4
Sorcery C
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes captured by you.)
Discard a card then draw a card for each captured land by you that is tapped.
Risk to Discovery 1RR
Sorcery U
Target player discards his or her hand, then draws three cards.
Wild Gift 1RG
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Add CCCC.
Vampiric Shade 1BB
Creature - Shade Vampire U
Reshape – Put a -1/-1 counter on this: Target creature gains lifelink until until at end of turn.
Vampiric Shade gains flying if it has -1/-1 counters on it.
4/2
Cautios Mole 3G
Creature - Mole U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
1G: Cautios Mole gains indestructible until at end of turn.
3/3
Visions of the Tunnel XUU
Sorcery R
Create two copies of target creature of converted mana cost X.
Crack Encampment
Land – Plains Mountain R
(T: Add W or R.)
Whenever you cast a blue or black spell, Crack Encampmentdoesn´t untap during your next untap steep.
Hellion´s Nest
Land – Mountain Forest R
(T: Add R or G.)
Whenever you cast a blue or black spell, Crack Encampmentdoesn´t untap during your next untap steep.
Survivior´s Farm
Land – Plains Forest R
(T: Add W or G.)
Whenever you cast a blue or red spell, Crack Encampmentdoesn´t untap during your next untap steep.
Underground River
Land – Island Forest R
(T: Add U or B.)
Whenever you cast a white or green spell, Crack Encampmentdoesn´t untap during your next untap steep.
Conqueror Liuterant 1W
Creature - Dwarf Soldier U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes captured by you.)
When Conqueror Liuterant attacks, create a 1/1 white Dwarf Soldier creature token tapped and attacking for each captured land by you that is tapped.
1/3
Community Fountain
Land C
Community Fountain eters the battlefield tapped.
When Community Fountain enters the battlefield, add W.
T: Add U.
Fort of the Conqueror
Land C
Fort of the Conqueror eters the battlefield tapped.
When Fort of the Conqueror enters the battlefield, add R.
T: Add W.
Hellion´s Territory
Land C
Hellion´s Territory eters the battlefield tapped.
When Hellion´s Territory enters the battlefield, add G.
T: Add R.
Conqueror´s Court
Land C
Conqueror´s Court eters the battlefield tapped.
When Conqueror´s Court enters the battlefield, add W.
T: Add B.
Fungi Cavern
Land C
Fungi Caverneters the battlefield tapped.
When Fungi Cavern nters the battlefield, add B.
T: Add G.
Creature - Illusion U
Flying
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
3/1
Surprising Illusion U
Creature - Illusion C
Flash
Flying
1/1
Mineral Hardness 2G
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Creatures you control gain indestruclible until at end of turn.
Unexpected Separation 1UU
Enchantment U
When Unexpected Separation enters the battlefield, return target creature to its owner's hand.
Sacrifice Unexpected Separation: Counter target spell unless its controller pays 3.
Instant U
Counter target spell unless its controller exiles a creature card from his or her graveyard.
Tail Ricochet 2R
Instant R
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Change any number of targets of target spell or ability.
Collector Mole 1G
Creature - Mole U
Collector Mole attacks each turn able.
Whenever you cast an enchantment spell, draw a card.
2/1
Strengthening Anomaly 1W
Enchantment - Aura R
Enchant aura
When you cast Strengthening Anomaly, opponents can't cast spells until the end of your next turn.
Enchanted creature gets +2/+2.
Search Campagn G
Sorcery U
Search your library for a basic land card, reveal it, and put it into your hand.
Each player puts a land from their hand onto the battlefield tapped.
Veteran Squire 1W
Creature - Dwarf Soldier C
W: Veteran Squire gets +0/+2 until at end of turn.
2/1
Massive Deluge 6U
Instant R
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Return all nonland permanents to its owner´s hand.
Jade Cave
Land U
Jade Cave enters the battlefield with tree charge counters on it.
T, Remove a charge counter from Jade Cave: Add W or G. Then pay 2. If you do, gain 1 life.
Ametrine Cave
Land U
Ametrine Cave enters the battlefield with tree charge counters on it.
T, Remove a charge counter from Ametrine Cave: Add U or B. Then pay 2. If you do, put the top two cards from target player´s library into their graveyard.
Spinel Cave
Land U
Spinel Cave enters the battlefield with tree charge counters on it.
T, Remove a charge counter from Spinel Cave: Add B or R. Then you may pay 2. If you do, target player loses 1 life.
Aquamarine Cave
Land U
Aquamarine Cave enters the battlefield with tree charge counters on it.
T, Remove a charge counter from Aquamarine Cave: Add W or U. Then you may pay 2. If you do, draw a card and the put a card from your hand on top of your library.
Agate Cave
Land U
Agate Cave enters the battlefield with tree charge counters on it.
T, Remove a charge counter from Agate Cave: Add R or G. Then you may pay 2. If you do, target creature gets +1/+1 until at end of turn.
Enchantment R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Discard a land card: Create a red 1/1 Dwarf Soldier creature token with "This creature can´t block."
If there´s a tapped land conquered by you, creatures you control enter the battlefield an additional +1/+1 counter.
Winning Strategy 1WR
Sorcery M
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Create a red 1/1 Dwarf Soldier creature token with "This creature can´t block." Then put a +1/+1 counter on each creature you control.
At the beginning of your upkeep, If there´s a tapped land conquered by you, return Winning Strategy from your graveyard to your hand.
Zealot Lieutenant R
Creature - Dwarf Soldier U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Whenever Zealot Lieutenant attacks and there’s a tapped land conquered by you, create two red 1/1 Dwarf Soldier creature tokens tapped and attacking with “This creature can´t block.”
0/3
Ancient Auramancer W
Creature - Human Cleric C
T: Add W. Spent mana produced this way only to cast enchantment spell.
Whenever an Aura is attached to Ancient Auramancer, untap it.
1/1
Conqueror (As this enters the battlefield, put a conquer counter on an opponent land, it becomes captured by you.)
This feels like a state based binary mode to me. Similar to how a creature is either monstrous, or not monstrous. If the game play of Armulun wants to have control battles, conquering lands in terms of game play flow, should incorporate some sort of tit-for-tat to create some tension of having lands being conquered back and forth.
Personally I don’t like using counters to track binary states. Separating those cards on the battlefield is typically sufficient for memory tracking purposes. Much like how when a card is banished people tend to put it to a corner on their board, until it returns. Another alternative could be to have a tracker players are using, like with poison counters, and the board state could care about conquered thresholds like Ixalan did with the ‘City’s Blessing”.
Consider:
Border Patrol W
Creature - Dwarf Soldier C
Conquer (As this enters the battlefield, you may conquer target land an opponent controls. If you have conquered five or more lands an opponent controls you Reign Supreme over that player.)
For each player you reign supreme over, Border Patrol gets +1/+1 for each tapped land that player controls.
1/1
Obviously it plays very different from your initial design, but it does help with memory issues by establishing thresholds so that once hit threshold, you no long have to keep track of.
Inter (X: Exile this face down with X deep counters on it. You can cast it paying X less to cast it.)
This is exploring some space somewhere between suspend, delve, and the pact spells. Mechanically from your example this is a stable looking mechanic. I think it would need to be costed in a balanced way to ensure given that with the blue counterspell example it could be abusive for the blue player if they start ahead of an opponent who is behind. Cleaning up the template, I would consider recosting the spell for a common, and make sure it does some good things for the cost. Consider:
Serpents Invulnerability 2UU
Instant C
Counter target spell.
Scry 2.
Inter (Pay X and exile this card from your hand face down with X deep counters on it. You may cast this card from exile. It costs X less to where X is equal to the number of deep counters on it.)
Reshape
Making my creatures weaker to make an opponent discard cards is full of feel bads unless I know I’m going to get great value on returns through some kind of graveyard shenanigans. Unless I know my opponent has a big bomb card in hand that I need to hit, I would probably never activate this ability, unless the damage was somehow completely negated, I.E. Pacifism effect. For me I think this ability needs some restructuring to make it at least fun in some way. Mechanically speaking, instant speed, repeatable discard is also very degenerate. Mana costs are typical for this type of ability, at the very least this card should look similar to:
Internalized Dark 1BB
Creature - Shade C
Reshape – B,T, Put a -1/-1 counter on Internalized Dark: Target opponent discards a card. Activate this ability only as a sorcery.
3/2
Lost Counters
I’m looking at this ability, and wondering how to mechanically make that work. Consider cumulative upkeep. It uses age counters to track the cost of the ability trigger. But putting age counters on a permanent without the cumulative upkeep ability doesn’t create one for that permanent. From the comprehensive rules:
So in other words there has to be additional rules creation to allow a creature that has a lost counter placed on it, to act in the way you expect, because the counter itself does not create an effect.
Like Conquer, Lost would need to become a state based action, that changes the expected state of the permanent in question. Either the creature is lost, or not lost. But having lost counters on a creature doesn’t necessarily mean it’s in a lost state.
702.16. Lost –
700.16.a - A creature that becomes lost gains “This creature can’t attack, block, or activate abilities unless its controller pay X, where X is equal to the number of lost counters on it.”
700.16.b - A lost creature can have any number of lost counters placed on it.
700.16.c – Multiple instances of lost on the same object are redundant.
Cleaning up the templates, to make these creatures work as you intended they would need to read along the lines of:
Tunnel Illutions U
Sorcery U
Up to three target creatures become lost. Distrubute three lost counters among those creatures. (Those creatures can’t attack, block, or activate abilities unless their controller pays X, where X is equal to the number of lost counters on that creature.)
Lost Survivior 1W
Creature - Human Soldier U
Whenever Lost Survivior dies, return it to the battlefield under its owner's control with two lost counters on it. It becomes lost. (Lost creatures can’t attack, block, or activate abilities unless their controller pays X, where X is equal to the number of lost counters on that creature.)
2/2
In summary:
I think there’s some good opportunity here to make a solid top down set design around this underground world. What I would pay attention to, is how your mechanics synergize. Conquering lands, and being lost based on the mechanics you have created don’t seem to want to play around in the same game space very much. Inter is very by itself as well. I think this set could benefit from some tinkering to bring together some cohesion. I mentioned tit-for-tat, maybe having cards that care about the conquered state that then cause opponents creatures to become lost would alleviate some the synergy concerns, and creature a game flow where both players are vying to establish board control could make for a great game play environment. Most players aren’t going to want to instinctively play downside cards unless they can convert those downsides into an upside. There’s a reason why Mercadian Masques block is quite reviled. That’s not to say that board state control fights are all bad, they just need to be managed so that each player feels like they are in control of the fight, and not just suffering from it. I would consider some of the ideas I’ve put out there. I see a lot of potential for Armulun - The Core, but no set can achieve that potential without refinement.
Also, As you’ve been posting cards, I recommend grouping them: Rarity/Color/CMC. Something along those lines. When evaluating a set as a whole, it’s easier to see the forest for the trees when the design skeleton is well lined out. You’re doing great, so keep plugging along, I’d be happy to provide additional feedback on individual designs once the whole set is complete.
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When I start a set I don't feel the need of making a compendium of the cards, but I have posted to many. So since a recived your councel I made a file with all the cards. I have created 76 cards for this set. Depending of how large I want The Core, I'm between the 30-50%.
It is good to have advise of somebody with deep knowlege the magic rules, I´ll correct the mechanic of lost.
I have some issues with the suggestions for conquer. Meanwhile it would have flavor as you suggested, it would be hard to reach the Reign Supreme.
Reshape might seem uninteresting but It can be powerful combined with effects that enlarge creatures. For example:
Assassin of Shadows BB
Creature – Shade Assassin U
Reshape – Put a -1/-1 counter on this: Target opponent sacrifices a creature If it’s your turn.
3/1
If you are able to enlarge this creature you will decimate opponent creatures.
Also, it would be possible to reduce the cost you're paying for reshape:
Dark Dweller BB
Creature - Shade U
Creatures you control get +1/+0 for each counter on them.
Reshape – Put a -1/-1 counter on this: Target Creature gains first strike and gets +1/+0 until at end of turn.
2/3
Finally, It's true that I have troubles with blue, I will try to create some small illusions to compensate the lack of blue small creatures.
Enchantment - Aura C
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Enchant Creature
Enchanted creature gets +0/+4. If there's a tapped land captured by you, enchanted creature gets +4/+4 instead.
Seasonal Mole G
Creature - Mole R
Sacrifice an enchantment: Return Seasonal Mole from your graveyard to the battlefield.
Counter an enchantment spell you control: Return Seasonal Mole from your graveyard to the battlefield.
Seasonal Mole gets +1/+1 for each enchantment card into your graveyard.
1/1
Forced Tribute R
Sorcery U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Forced Tribute deals 1 damage to target player equal to the conkered lands by you. Tap those lands. They don't untap suring their next controller's untap steep.
Illusory World 2UU
Enchantment R
Whenever a nonland permanent an opponent controls becomes target of a spell or ability, its controller sacrifices it.
Enchantment U
Sacrifice Corporeal Transmutation: The next nonland permanent that enters the battlefield this turn, it does as lost and with four deep counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays X, where X is equal to the number of deep counters on it.)
Ranger's Loss 2U
Enchantment R
Your opponents skip their draw steep.
1: Players can't skip phases this turn. Any player may activate this ability.
Conkeror's Stronghold
Land U
When Conkeror's Stronghold enters the battlefield, put a conquer counter on an opponent land, it becomes conquered by you.
T: Add 1.
T: Add one mana of any color. Activate this ability only if there's a tapped land conquered by you.
Instant C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Return target permanent to its owner´s hand.
Awaken Hellkite 5R
Creature - Hellion C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
When Awaken Hellkite enters the battlefield, creatures you control get +2/+0 until at end of turn.
4/4
Ancient Sword 2
Artifact C
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Equip 1
Equipped creature gets +1/+2.
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Target player sacrifices two lands.
Soldier of Mortars 1R
Creature - Dwarf Soldier C
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
When Soldier of Mortars dies, it deals 2 damage to any target if an opponent controls a tapped land that is conquered.
2/2
Tunnel Chanter 1U
Creature - Illusion U
Sacrifice Tunnel Chanter: The next instant or sorcery card that yuo cast this turn costs 1U less to cast.
2/1
Sorcery U
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
All lands you control become 2/2 creatures until end of turn. They’re still lands.
Infinite Tunnel
Land U
T: Add 1.
T: Add 2. You can't cast spells for the rest of this turn.
Overwhelming Tremor 2R
Sorcery C
Opponent creatures can't block this turn.
Creature - Elemental Wall C
When Wall of Gems enters the battlefeild, put two deep counters on traget permanent or exiled card.
0/4
Stone of Silence 7
Artifact R
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
When Stone of Silence enters the battlefield, choose a number.
Spells with converted mana cost equal to that number can's be casted.
Hypnotic Illusion 3U
Creature - Illusion R
Flash
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
You may do Hypnotic Illusion enters the battlefield tapped. If you do, exile target instant or sorcery card from your graveyrad. You may cast it that card from exile this turn.
3/2
Hyashar, Overlord's Hier 6URG
Legendary Creature - Dragon M
Inter (X: Exile this face down with X deep counters on it. You can cast for 1 less to cast it for each deep counter on it.)
Trample, flying
When Hyashar enters the battlefield or at the beginning of your upkeep, look at the top card of your library, then you may exile it with three deep counters on it, it gains inter. You can´t cast land cards exiled this way.
9/9
Creature - Devil Warrior R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
At the beginning of your upkeep, lose 2 life unless an opponent controls a conkered land that is tapped.
4/3
Urot, Cursecaster 3B
Legendary Creature - Demon R
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Flying
Whenever a land an opponent controls becomes tapped, that player sacrifices a creature. Trigger this ability only once each turn.
3/4
Urot's Inquisition 2B
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
At the beginning of your upkeep, each opponent who controls a conkered land discards a card.
Inspiring Captain 1W
Creature - Dwarf Soldier U
Whenever Inspiring Captain attacks, the next spell you cast cost W less to cast.
2/1
Creature - Devil Warrior U
Lifelink
RB: Demonic Antorchist deals 1 damage to any target.
3/3
Evil Adviser 1B
Creature - Devil U
When Evil Adviser enters the battlefield, a player reveals their hand. Choose a creature card from there and exile it until Evil Adviser leaves the battlefield. You may cast that card for as long as it remains exiled. Spend mana as though it were mana of any type to cast that spell.
0/3
Despotic Tutor 1B
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Search your library for a card, then shuffle your library and put that card second from the top.
When an opponent taps a conquered land, exile Despotic Tutor. If you do, draw a card.
Sorcery C
Target player puts the top four cards from his or her library.
Search your library for up to three cards named Archive Sinking, reaveal the and put them into your hand. Shuffle you library.
Devil's Mockery 2B
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
When you cast Devil's Mockery, target creature gets -3/-3 until at end of turn.
As long as a conquered land an opponent contols is tapped, Devil's Mockery becomes a 2/2 red Devil creture.
Illusionary Pupetter 1UU
Creature - Illusion C
Hexproof
T: Tap or untap target creature.
0/1
Instant C
Target player puts the top five cards from their library into their graveyard. For each land card put there this way, all creatures get -1/-0 until at edn of turn.
Archives Looting U
Sorcery R
An opponent puts the top three cards from their library into their graveyard. For each land card put there this way, you draw a card.
Inaccessible Find 1W
Sorcery C
Gain 3 life. Up to one target creature becomes lost and put three lost counters on it. (Lost permanents can’t attack, block, activate or trigger abilities unless their controller pays 1, for each deep counter on it.)
Enchantment U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
Conquered lands your oppoenents control are Mountains.
Foredwarf 1R
Creature - Dwarf Soldier U
Conqueror (When you cast this, put a conquer counter on an opponent land, it becomes conquered by you.)
At the beginning of your upkeep, gain control of target creature with power not greater than Foredwarf if an opponent control a conquered land that is tapped.
2/1
Underworld Echoes U
Enchantment U
Sacrifice Underworld Echoes: Copy target activated or triggered ability. Choose new targets for the copies.