Chroma Champion - 1x
Artifact Creature - R
Spend only 1 color of mana to cast Chroma Champion
Chroma Champion is the color of mana you spend to cast it.
If Chroma Champion is black it has deathtouch; green it has reach; white it has vigilance; red it has haste (too overpowered?); blue it has shround; colorless it has (I can't think of a colorless ability? Maybe tap for mana?).
Another idea for it is that it is the colors of mana you spend to cast it, and that it has each ability of each color you spend to cast it (like black/blue it has shroud and deathtouch), but I think the main idea is more balanced.
Manafinery
Land - U
Manafinery enters the battlefield with zero charge counters on it.
At the beginning of each turn, you may choose to tap Manafinery. If you, put one charge counter on Manafinery.
:symtap:, Remove a charge counter from Manafinery, add one mana of any color to your mana pool.
Another idea for the card is:
Manafinery
Land - U
Manafinery enters the battlefield with zero charge counters on it.
At the beginning of each turn, you may choose to remove X charge counters from Manafinery. If you do, add X mana of any color to your mana pool.
:symtap:, Put a charge counter on Manafinery.
And one last idea:
Spellbattery0
Artifact
At the beginning of your opponent's upkeep, add 1 mana of any color to your mana pool.
Brush The Mind
Tribal Instant - Wizard
Each opponent chooses hand or battlefield. For each color among those permanents or cards you own, target opponent discards
I'm not really sure what you mean by "(mirrodin plane) lands". Do you mean a land from a mirrodin set, or a whole type of land that is based on a plane?
Intrepid Galleon1U
Creature - Ship
Trade Route (When you cast this spell, at the beginning of the next end step, you may discard a card. If you do, draw a card.)
1/1
Talos the mighty! Talos the unerring! Talos the unassailable! To you we give praise!
Anyways, the card seems pretty well balanced. The only thing I would say is that the last seems out of place. It might just be me, but something about it seems off...
Glehar, Spirit - Just noticed that, thanks for pointing it out
Trade Route - I meant to word it that way so it can be applied to various things, although your wording makes more sense and functions pretty much the same way.
Forest Spirit - It's meant to be green-only, when I put up the flavor, you'll see that all the green cards (primarily beasts and other animals) have a strong connections to Glehar, who is essentially the "forest-father". Perhaps it can be renamed to something like "spirit"?
Pilgrim's Path - Thanks! The pilgrims are essentially meant to be a lot of tokens, but I wanted to add something to them to spice them up. I decided they would add one life. I guess they go and join up with another frontier town?
Port Of Ashad - Yup, I meant to change that!
Trading Post - Yup, pretty much for flavor!
Black-Market Deal - I think I'll scrap the card and make it into something else. What I do for inspiration for cards is just go on art websites and look for pieces of art that would make good cards. The art stood out to me.
Braving The Seas - When I eventually add in the flavor, you'll see that blue is primarily "neutral" merchant vessels and things of the sea. I'll see if I can change the idea of the card.
Deepsea Goliath - I'll fix it's type. As for high-tide, that wording makes sense, but I wanted High Tide/Low tide to be pretty much copies of each other with the opposite affect. I'll change them both, because the opponent's creatures don't block on his/her turn either.
The Eventyr plane is somewhat based around the Americas. First you have settlers and pilgrims coming to colonize the land. Then, after a while, the colonies split from the mainland. In this case, you have pilgrims coming to the continent of Rishari (I need a better name) to colonize. Here's the breakdown of colors:
Red - The native tribal people of Rishari. They are primitive, but they know their way around the vast forests and jungles (similar to the Native Americans).
Blue - "Neutral" merchant vessels and sea monsters. These are the trade ships that have no affiliation. They aren't brining colonists, and they aren't shipping slaves.
Black - Colonists that are trying to exploit the natives through slavery and other nefarious deeds (different from white).
White - The regular colonists and pilgrims that are coming simply to found a new life for themselves and others.
Green - Beasts and animals that have a strong connection to the forest. That are somewhat tied together with red, but they aren't allies.
As for affiliations:
Blue - White : The Ships and the Colonists
Red - Green : Natives and Native Animals
Black is somewhat on it's own, no one likes them 'cause they're evil.
Anyways, there's a lot of work to be done, and this is a very, very, very, very, very unfinished set (background and card wise).
Barren-Steppe Express 3W
Enchantment (R)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
At the beginning of your upkeep step, put a 1/1 Courier token onto the battlefield.
Eagle-Eye Hunter WWW
Creature — Human Pilgrim (R)
First Strike, Protection from Green
2/3
Pilgrim’s Path 1W
Instant (C)
Put a 1/1 Pilgrim with token onto the battlefield with “Sacrifice this creature: Gain 1 life.”
Braving The Seas 1U
Instant (C)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Prevent the next 1 damage to any creature you control.
Call to Explorers 1UU
Sorcery (U)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Target opponent reveals his or her hand. For every land revealed this way, put a 1/1 Galleon token onto the battlefield.
Deepsea Goliath 4UU
Creature — Sea Monster (R)
High Tide 2 (When a creature with High tide enters the battlefield, target 2 creature(s) an opponent control(s) can’t attack this turn.)
5/6
Gaper Of The Maren Sea 1UU
Creature — Shark (R)
Low Tide 1 (When a creature with Low tide enters the battlefield, target 1 creature(s) an opponent control(s) can’t block this turn.)
3/2
Intrepid Galleon 1U
Creature — Ship (C)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
1/1
Black-Market Deal 1B
Sorcery (U)
As an additional cost to Black-Market Deal, pay 2 life.
Search your deck for a card and put that card into your hand. Then Shuffle your deck.
Jihari, Master of Slaves 1BB
Legendary Creature — Human (M)
3, T, Target opponent loses 1 life. Gain control of target creature that opponent controls until of turn. That creatures gains haste.
Glehar, Sprit of the Forest GGG
Legendary Creature — Spirit (M)
Glehar, Sprit of the Forest’s power and toughness is equal to the number of forests you control.
When Glehar, Sprit of the Forest is sent to the graveyard from play, you may sacrifice a card named “Roots of Glehar”. If you do, return Glehar, Sprit of the Forest to the battlefield.
4/9
Moravi Headhunter 1G
Creature — Lizard Warrior (C)
Deathtouch
Forest Spirit 2 (When this creature is sent to the graveyard from play, you may sacrifice 2 forests and return it to play tapped.)
1/1
Roots of Glehar
Land (R)
Beast creatures you control get +0/+2
When Roots of Glehar enters the battlefield, return target Forest you control to your hand.
T, Add GG to your mana pool.
Tusk Beast GG
Creature — Beast (U)
Forest Spirit 1 (When this creature is sent to the graveyard from play, you may sacrifice 1 forests and return it to play tapped.)
2/2
Trading Post 4
Artifact (R)
1, T, Discard a card: You gain 4 life.
1, T, Pay 1 life: Put a 0/1 white goat creature token onto the battlefield.
1, T, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
1, T, Sacrifice an artifact: Draw a card.
Port of Ashad
Land (R)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
When Port of Ashad enters the battlefield, return target Plains to your hand.
T, Add WW to your mana pool.
You can have some reprints in non-core sets, right?
Manalink is pretty darn strong. You can play something like a strangleroot geist one turn two and next turn have something that costs 6 mana. Pretty strong.
How's this? It's for a set I'm working on.
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Looks pretty strong, there isn't really anything I can say. It's a little slow, as it takes 2 extra turns to take it back up, equal to it's CMC.
Sund, Who Seeks Knowledge1UB
Legendary Creature - Human
You may cast sorceries as though they had flash.
Whenever you cast a sorcery outside of your main phases, you lose 1 life. "I thirst for knowledge, knowledge at any cost."
1/2
Anapathinis, the hospital plane! The perfect place for rest and recuperation. Don't let the Thrulls who have flourished as a natural species of grotesque assistants bother you. Just be careful no one has an eye on your body parts - especially not the crazed Ogre, Doctor Glafeth, or the Forceps-Clan Goblins who wreak merry hell with the Human and Vedalken healers trying to keep the place together.
Goblin Medics 2R
Creature - Goblin Shaman (Common)
Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.
1/1
Agana Clothshaper2W
Creature - Human Cleric Spellshaper (C)
:symw:, :symtap:, Discard a card: Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card.
1/2
Ward Sister1W
Creature — Thrull (C) T: Target creature gains Absorb 1 until end of turn.
1/2
Bandage ElementalW Creature - Elemental(C)
Sacrifice ~: Prevent the next 1 damage that would be deatl to target creature or player this turn. 1/1
Bloodletting1B
Enchantment - Aura C
Enchant creature
At the beginning of your upkeep, you may put a -1/-1 counter on enchanted creature. If you do, that creature's controller loses 1 life. "In hindsight, I should have relieved Dr. Szail of all routine duties after he was found to have contracted vampirism." —Dr. Theomenos, Sixth Ward Administrator
Elemental Disease2GG
Creature - Elemental
Trample, Infect
2/2 No matter how careful you are you can never contain the entire infection
Temporary ReliefU
Instant C
Choose one — You may have target player lose up to one poison counter; or you may remove up to one counter from target noncreature permanent.
Draw a card. Not recommended for subjects with existing heart conditions, female organisms in late-stage pregnancy, nonhumanoid patients, or vedalken. May cause drowsiness, itchiness, mild claustrophobia and/or minor psychoses. Please consult your physician for advice.
Common 8/10
Time To Recover1UU
Sorcery C
Exile target creature for the next two turns. Sometimes a little rest is all that's needed
Also, can we use sets thought up here and continue them and make them into a full set? Of course, with credit given where it is needed.
Artifact Creature - R
Spend only 1 color of mana to cast Chroma Champion
Chroma Champion is the color of mana you spend to cast it.
If Chroma Champion is black it has deathtouch; green it has reach; white it has vigilance; red it has haste (too overpowered?); blue it has shround; colorless it has (I can't think of a colorless ability? Maybe tap for mana?).
Another idea for it is that it is the colors of mana you spend to cast it, and that it has each ability of each color you spend to cast it (like black/blue it has shroud and deathtouch), but I think the main idea is more balanced.
Manafinery
Land - U
Manafinery enters the battlefield with zero charge counters on it.
At the beginning of each turn, you may choose to tap Manafinery. If you, put one charge counter on Manafinery.
:symtap:, Remove a charge counter from Manafinery, add one mana of any color to your mana pool.
Another idea for the card is:
Manafinery
Land - U
Manafinery enters the battlefield with zero charge counters on it.
At the beginning of each turn, you may choose to remove X charge counters from Manafinery. If you do, add X mana of any color to your mana pool.
:symtap:, Put a charge counter on Manafinery.
And one last idea:
Spellbattery 0
Artifact
At the beginning of your opponent's upkeep, add 1 mana of any color to your mana pool.
Dar'jargo
Tribal Instant - Wizard
Each opponent chooses hand or battlefield. For each color among those permanents or cards you own, target opponent discards
Dar'jargo
Dar'jargo
Intrepid Galleon 1U
Creature - Ship
Trade Route (When you cast this spell, at the beginning of the next end step, you may discard a card. If you do, draw a card.)
1/1
Dar'jargo
Anyways, the card seems pretty well balanced. The only thing I would say is that the last seems out of place. It might just be me, but something about it seems off...
Dar'jargo
Dar'jargo
Whoa, thanks for the long post!
Glehar, Spirit - Just noticed that, thanks for pointing it out
Trade Route - I meant to word it that way so it can be applied to various things, although your wording makes more sense and functions pretty much the same way.
Forest Spirit - It's meant to be green-only, when I put up the flavor, you'll see that all the green cards (primarily beasts and other animals) have a strong connections to Glehar, who is essentially the "forest-father". Perhaps it can be renamed to something like "spirit"?
Pilgrim's Path - Thanks! The pilgrims are essentially meant to be a lot of tokens, but I wanted to add something to them to spice them up. I decided they would add one life. I guess they go and join up with another frontier town?
Port Of Ashad - Yup, I meant to change that!
Trading Post - Yup, pretty much for flavor!
Black-Market Deal - I think I'll scrap the card and make it into something else. What I do for inspiration for cards is just go on art websites and look for pieces of art that would make good cards. The art stood out to me.
Braving The Seas - When I eventually add in the flavor, you'll see that blue is primarily "neutral" merchant vessels and things of the sea. I'll see if I can change the idea of the card.
Deepsea Goliath - I'll fix it's type. As for high-tide, that wording makes sense, but I wanted High Tide/Low tide to be pretty much copies of each other with the opposite affect. I'll change them both, because the opponent's creatures don't block on his/her turn either.
Anyways, thanks for feedback!
Dar'jargo
Red - The native tribal people of Rishari. They are primitive, but they know their way around the vast forests and jungles (similar to the Native Americans).
Blue - "Neutral" merchant vessels and sea monsters. These are the trade ships that have no affiliation. They aren't brining colonists, and they aren't shipping slaves.
Black - Colonists that are trying to exploit the natives through slavery and other nefarious deeds (different from white).
White - The regular colonists and pilgrims that are coming simply to found a new life for themselves and others.
Green - Beasts and animals that have a strong connection to the forest. That are somewhat tied together with red, but they aren't allies.
As for affiliations:
Blue - White : The Ships and the Colonists
Red - Green : Natives and Native Animals
Black is somewhat on it's own, no one likes them 'cause they're evil.
Anyways, there's a lot of work to be done, and this is a very, very, very, very, very unfinished set (background and card wise).
Image Spoilers:
http://imgur.com/a/T8h6c
Text Spoilers:
Evolving Wilds
(C)
Barren-Steppe Express 3W
Enchantment (R)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
At the beginning of your upkeep step, put a 1/1 Courier token onto the battlefield.
Eagle-Eye Hunter WWW
Creature — Human Pilgrim (R)
First Strike, Protection from Green
2/3
Pilgrim’s Path 1W
Instant (C)
Put a 1/1 Pilgrim with token onto the battlefield with “Sacrifice this creature: Gain 1 life.”
Braving The Seas 1U
Instant (C)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Prevent the next 1 damage to any creature you control.
Call to Explorers 1UU
Sorcery (U)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Target opponent reveals his or her hand. For every land revealed this way, put a 1/1 Galleon token onto the battlefield.
Deepsea Goliath 4UU
Creature — Sea Monster (R)
High Tide 2 (When a creature with High tide enters the battlefield, target 2 creature(s) an opponent control(s) can’t attack this turn.)
5/6
Gaper Of The Maren Sea 1UU
Creature — Shark (R)
Low Tide 1 (When a creature with Low tide enters the battlefield, target 1 creature(s) an opponent control(s) can’t block this turn.)
3/2
Intrepid Galleon 1U
Creature — Ship (C)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
1/1
Black-Market Deal 1B
Sorcery (U)
As an additional cost to Black-Market Deal, pay 2 life.
Search your deck for a card and put that card into your hand. Then Shuffle your deck.
Jihari, Master of Slaves 1BB
Legendary Creature — Human (M)
3, T, Target opponent loses 1 life. Gain control of target creature that opponent controls until of turn. That creatures gains haste.
Glehar, Sprit of the Forest GGG
Legendary Creature — Spirit (M)
Glehar, Sprit of the Forest’s power and toughness is equal to the number of forests you control.
When Glehar, Sprit of the Forest is sent to the graveyard from play, you may sacrifice a card named “Roots of Glehar”. If you do, return Glehar, Sprit of the Forest to the battlefield.
4/9
Moravi Headhunter 1G
Creature — Lizard Warrior (C)
Deathtouch
Forest Spirit 2 (When this creature is sent to the graveyard from play, you may sacrifice 2 forests and return it to play tapped.)
1/1
Roots of Glehar
Land (R)
Beast creatures you control get +0/+2
When Roots of Glehar enters the battlefield, return target Forest you control to your hand.
T, Add GG to your mana pool.
Tusk Beast GG
Creature — Beast (U)
Forest Spirit 1 (When this creature is sent to the graveyard from play, you may sacrifice 1 forests and return it to play tapped.)
2/2
Trading Post 4
Artifact (R)
1, T, Discard a card: You gain 4 life.
1, T, Pay 1 life: Put a 0/1 white goat creature token onto the battlefield.
1, T, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
1, T, Sacrifice an artifact: Draw a card.
Port of Ashad
Land (R)
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
When Port of Ashad enters the battlefield, return target Plains to your hand.
T, Add WW to your mana pool.
You can have some reprints in non-core sets, right?
Dar'jargo
How's this? It's for a set I'm working on.
Trade Route (Whenever you cast a spell that has Trade Route, at the end of your turn, you may discard a card. If you do, draw a card.)
Dar'jargo
Sund, Who Seeks Knowledge 1UB
Legendary Creature - Human
You may cast sorceries as though they had flash.
Whenever you cast a sorcery outside of your main phases, you lose 1 life.
"I thirst for knowledge, knowledge at any cost."
1/2
Dar'jargo
Artifact - Equipment
Equipped creatures get +2/+2 and gain trample.
Whenever equipped creature attacks, target land
Dar'jargo
Deepwater Siren U
Creature - Merfolk Rogue
Islandwalk
1, :symtap:, Search your library for an island card and put it under your opponent's control.
1/1
Dar'jargo
Creature - Goblin
Breach 4R (You may cast this card for its breach cost. It gains haste and is unblockable this turn.)
4/1
Next:
Fabricate
Shatter
Awe
Dar'jargo
Sorcery
Only one creature you control can attack this turn.
Target creature gets +2/+5.
Next:
Tempting Time
Dar'jargo
Goblin Medics 2R
Creature - Goblin Shaman (Common)
Whenever Goblin Medics becomes tapped, it deals 1 damage to target creature or player.
1/1
Agana Clothshaper 2W
Creature - Human Cleric Spellshaper (C)
:symw:, :symtap:, Discard a card: Prevent the next 1 damage that would be dealt to target creature or player this turn. Draw a card.
1/2
Ward Sister 1W
Creature — Thrull (C)
T: Target creature gains Absorb 1 until end of turn.
1/2
Bandage Elemental W
Creature - Elemental (C)
Sacrifice ~: Prevent the next 1 damage that would be deatl to target creature or player this turn.
1/1
Bloodletting 1B
Enchantment - Aura C
Enchant creature
At the beginning of your upkeep, you may put a -1/-1 counter on enchanted creature. If you do, that creature's controller loses 1 life.
"In hindsight, I should have relieved Dr. Szail of all routine duties after he was found to have contracted vampirism." —Dr. Theomenos, Sixth Ward Administrator
Elemental Disease 2GG
Creature - Elemental
Trample, Infect
2/2
No matter how careful you are you can never contain the entire infection
Temporary Relief U
Instant C
Choose one — You may have target player lose up to one poison counter; or you may remove up to one counter from target noncreature permanent.
Draw a card.
Not recommended for subjects with existing heart conditions, female organisms in late-stage pregnancy, nonhumanoid patients, or vedalken. May cause drowsiness, itchiness, mild claustrophobia and/or minor psychoses. Please consult your physician for advice.
Time To Recover 1UU
Sorcery C
Exile target creature for the next two turns.
Sometimes a little rest is all that's needed
Also, can we use sets thought up here and continue them and make them into a full set? Of course, with credit given where it is needed.
Dar'jargo