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  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Seeing a couple cards with Devoid made me go back and check for BOZ spoilers (I hadn't done that in a while).

    GODDAMNIT, THEY STOLE MY MECHANIC AGAIN! (Though to be fair, I eventually just un-keyworded Stormtouched and made it a supertype, like Arcane, and will probably use Devoid for cards with colored casting costs, but still!)

    Also, me gusta the promise of text-to-image generation in the near future. Godspeed to you, pioneers!

    EDIT: THEY STOLE CONVERGE, TOO! FROM THE SAME SET! THOSE BASTARDS!
    Posted in: Custom Card Creation
  • posted a message on Nightfall in Puranta -- A top-down "color matters" set
    Seems like I make a new thread every year for this thing, hurr hurr hurr.

    Anyway, this is I'd say, give or take, the fourth major version of this set. It's gone through a name change, several mechanical revisions, and I've regularly thrown half the cards into the trash, but I think I'm in a good place now. So, without further ado...

    The Maelstrom happened somehow. Shineborn are at war with the Stormtouched, weird colorless dudebros who had their color drained from them by the Maelstrom. The Nightcrest cult has betrayed the Council of the Nephilim and is now actively and overtly aiding the Stormtouched, although in reality they are using the Stormtouched as their pawns. Their leader seeks to control the storm and use its power to take over Puranta. The public message is that the cult believes the storm to be an incarnation of the gods, and that it will wipe out life and then begin anew.

    Eulica is a prosperous land steeped in feudal tradition. Located near the center of Puranta, it is taught that the greatest service one can give to their country and their king is through military duty, though only the elite forces are permitted to knighthood.

    Illyca is an island nation off the coast of Eulica, home of the most prestigious magical academies. Fishing and birdkeeping are typical professions and hobbies for the common folk, and much of Puranta's seafood is exported from here.

    Yaloa is practically a third-world country. Most of the land is a run-down, swampy bayou, and the people live in boathouses, or wooden shacks called shantyhouses if they're particularly well-off.

    Haida is less a nation and more of a bandit camp that got too big to support itself through banditry. Descended from ancient looters and thieves, the citizens are all foul-mouthed and foul-tempered, and live in symbiosis with the cyclops population that inhabit the mountains.

    The Saisrin Forest is home to an equally ancient tribe of elves who have long been at odds with the Haidan bandits. When they're not holding off wave after wave of cyclopean raiders, they devote themselves to worship of the Shineborn.

    The Shimmervale valley is the capital of civilization on Puranta. An unusual amount of mana infuses the ground, and Shineborn are incredibly common here. Creatures born with the capacity to wield any color of mana naturally, it is the duty of the Shineborn to maintain balance on Puranta.

    The Maelstrom is a malevolent tempest that suddenly struck Puranta one day, forever changing the way of life on this plane. Deadly and unpredictable, it grew wildly out of control as it leeched mana from the plane itself. Those caught by it might find themselves infused with mana, becoming Shineborn, or they might have the color quite literally stripped from their souls. These victims came to be known as Stormtouched. The typical worldview, prominently supported by Eulica and the Nephilim Council of Shimmervale, holds the Maelstrom as a personification of chaos, disorder, and evil, and that it and the Stormtouched are perversions of nature that must be destroyed.

    The Nightcrest cult, however, rejects this view. Based mostly in Yaloa, though they have a moderate following in Illyca and a foothold in all nations, they perceive the Maelstrom as a manifestation of the gods, and take the nihilist view that it should be allowed to consume Puranta itself. They recruit sympathizers and Stormtouched alike, and actively wage war against the Shineborn.

    Keywords:

    Sunburst (Returning): [i]This [object] enters the battlefield with a [counter] for each color of mana spent to cast it.[/i] Sunburst is, obviously, a primarily Shineborn mechanic, but any color can have access to it, a reward from the Aurum for devotion to the Shimmervale and to Puranta.
    Revelation: [i]As [object] [is cast/enters the battlefield], reveal any number of cards from your hand.[i] Revelation is another clearly Shineborn mechanic, and for now is restricted to Shineborn cards. Similar to cards like Scent of Brine or the Amplify mechanic, cards with Revelation reward you for running mostly Shineborn spells, as the effects grow in scale based on how many you reveal.
    Cascade (Returning): [i]When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.[/i] Stormtouched cards make use of Cascade, as well as many effects that shuffle libraries, to represent the inherent chaos.
    Phasing (Returning/reworded) [i]As long as [this object] is phased out, it's treated as though it doesn't exist. It phases back in before its controller's next untap step.[/i] Now hear me out for a moment. I can name exactly one card that has the Phasing keyword ability as listed. There are, however, a good ten or so cards that cause themselves or other cards to phase out temporarily. Phasing is one of those abilities that can be easily grokked if explained properly: it's just like flickering, except that unlike an actual zone change, the object brings all of its luggage with it (counters, auras, equipment, modal choices, etc), and it isn't counted as entering or leaving the battlefield for effects like Archon of Justice or Pandemonium. Other than those two differences, it's just the same as "exile [this or target] [object] and bring it back in a turn." It's very important in this context, because there are a lot of cards that don't play well with proper flickering--for starters, the rampant use of Sunburst and similar mechanics prevent me from allowing traditional flicker effects of any sort.

    Shineborn permanents and spells have the Shineborn supertype. These cost only colorless mana to cast, but have WUBRG color indicators and often have effects that depend on the number of colors used to cast them. Their identity is one of unity and justice.
    Stormtouched permanents and spells are colorless and have the Stormtouched supertype. These cards are chaotic, ephemeral, and occasionally outright reject colored mana being spent on them. Their identity is one of wildness and pure entropy.
    Nightcrest creatures often have the Deserter subtype. They are usually black, but sometimes blue, and occasionally their effects bleed into the rest of the color spectrum, but never into Shineborn spells or permanents. They seek to aid the Maelstrom and bend it to their wills, and to undo the efforts of the Shineborn. Their identity is one of domination and nihilism.

    Cards separated by color, then by rarity:

    CW01 Eulican Regular 1W
    Creature — Human Soldier (C)
    Whenever CW01 Eulican Regular blocks or becomes blocked by a colorless creature, it gets +2/+2 until end of turn.
    [i]“Cowards! Infidels! Abominations! You cannot and shall not hide from my blade![/i]
    1/1

    CW02 Stardust Healer 2W
    Creature — Human Cleric (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    At the beginning of your upkeep, you may gain 1 life for each +1/+1 counter on CW02 Stardust Healer.
    0/1

    CW03 Shimmersun Mender 1W
    Creature — Human Cleric (C)
    T: You gain 1 life.
    WUBRG, T: You gain 5 life. Prevent the next 5 damage that would be dealt to target creature or player this turn.
    1/2

    CW04 Sunbeam Familiar 2W
    Creature — Beast (C)
    Defender [i](This creature can’t attack.)[/i]
    Whenever CW04 Sunbeam Familiar blocks a colorless creature, you gain life equal to its power.
    0/5

    CW05 Honor Guard W
    Creature — Human Soldier (C)
    W: CW05 Honor Guard gets +0/+1 until end of turn.
    [i]The strength of one. The courage of ten.[/i]
    1/1

    CW06 Bola Squadron WW
    Creature — Human Soldier (C)
    Whenever CW06 Bola Squadron deals combat damage to a colorless creature, tap that creature. It doesn’t untap during its controller’s next untap step.
    1/3

    CW07 White Flag 1W
    Instant (C)
    Untap all attacking and blocking creatures and remove them from combat. Those creatures can’t attack this turn.
    [i]“That was an unfair fight. Hopefully, next time we meet, you will be skilled enough that I may honorably take your life.”[/i]

    CW08 Eulican Throatgnasher 4W
    Creature — Goat (C)
    Vigilance
    [i]Underestimating the Eulican goats is a mistake outsiders make exactly once.[/i]
    4/4

    CW09 Impetus of Salvation 1WW
    Enchantment — Aura (C)
    Flash [i](You may cast this spell any time you could cast an instant.)[/i]
    Enchant Creature
    Prevent all damage that would be dealt to enchanted creature by creatures that aren’t monocolored.

    UW01 Wisened General 2W
    Creature — Human Elder (U)
    Multicolored creatures get +1/+1.
    [i]He may defer to the Shineborn knights, but that doesn’t mean he can’t show them a thing or two about fighting abominations.[/i]
    2/2

    UW02 Rigid Phalanx 2WW
    Creature — Human Knight (U)
    Protection from colorless [i](This creature can’t be blocked, targeted, dealt damage, or enchanted by anything colorles.)[/i]
    [i]Their spears are blessed with gemstones from the Shimmervale to seek out corruption and destroy it.[/i]
    3/3

    UW03 Knight of the Polished Crest 2W
    Creature — Human Knight (U)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    When UW03 Knight of the Polished Crest enters the battlefield, put a 0/1 white Human Serf token onto the battlefield for each +1/+1 counter on UW03 Knight of the Polished Crest
    1/1

    UW04 Shackled Brute 1WW
    Creature — Cyclops (U)
    When UW04 Shackled Brute dies, put a 4/4 black Cyclops creature token onto the battlefield under an opponent’s control.
    [i]“Better to turn him loose on the Stormtouched than spare men to keep him imprisoned? I’m holding you responsible for this, Jefial!”[/i]
    4/4

    UW05 Beacon of Redemption 4WW
    Creature — Spirit (U)
    Vigilance
    Whenever a creature attacks you or a planeswalker you control, you gain 2 life.
    [i]According to legend, they light the way for the Sun’s champion to return to Puranta and fight for the people.[/i]
    2/6

    UW06 Timely Reinforcements 2W
    Sorcery (U)
    If you have less life than an opponent, you gain 6 life. If you control fewer creatures than an opponent, put three 1/1 white Soldier creature tokens onto the battlefield.
    [i]“One of these days, the cavalry is going to show up [/i]before[i] they kick our butts!”[/i]

    UW07 Crystal Plating WWW
    Enchantment — Aura (U)
    Enchant Creature
    Enchanted creature has indestructible.
    Sacrifice UW07 Crystal Plating: Your life total can’t change until end of turn. [i](You can’t gain or lose life. You can’t pay any amount of life except 0.)[/i]

    CU01 Illycan Falcon U
    Creature — Bird (C)
    Flying [i](This creature can’t be blocked except by creatures with flying or reach.)[/i]
    Prevent all damage that would be dealt to CU01 Illycan Falcon by colorless creatures.
    1/1

    CU02 Comet Rider 2U
    Creature — Human Pirate (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    CU02 Comet Rider has flying as long as it has three or more +1/+1 counters on it.
    0/0

    CU03 Shimmerscroll Scribe 1U
    Creature — Human Advisor (C)
    1U, T: Draw a card, then discard a card.
    WUBRG T: Draw 5 cards. At the beginning of the next end step, discard 5 cards.
    1/2

    CU04 Soulsnatcher 2UU
    Creature — Human Pirate Deserter (C)
    When CU04 Soulsnatcher enters the battlefield, you may move any number of counters from target creature onto another target creature.
    [i]“Let’s be honest. You weren’t [/i]really[i] using it anyway.”[/i]
    2/1

    CU05 Sever the Bonds 1U
    Instant (C)
    Return target creature or enchantment to its owner’s hand. If that permanent is Shineborn, put it on top of its owner’s library instead.

    CU06 Draining Gust 3U
    Instant (C)
    Choose one — Tap all multicolored creatures; or tap all colorless creatures.
    [i]The winds of the Maelstrom give with one hand and take away with the other.[/i]

    CU07 Commune with Illyca 4U
    Sorcery (C)
    Draw a card for each nonland Shineborn permanent you control.
    [i]True enlightenment comes from oneness with the universe. In a pinch, oneness with your immediate surroundings can offer a suitable substitute.[/i]

    CU08 Emulsify 1UU
    Instant (C)
    Counter target spell. If it is Shineborn, draw a card. If it is Stormtouched, its controller discards a card.
    [i]Tainted spells must be dissected to remove the impurities.[/i]

    CU09 Impetus of Wisdom 1UU
    Enchantment — Aura (C)
    Enchant Creature
    Whenever you draw a card, enchanted creature gets +1/+1 and gains flying until end of turn.

    UU01 Illycan Racketeer 4U
    Creature — Human Pirate (U)
    When UU01 Illycan Racketeer enters the battlefield, each opponent exiles a nonland permanent they control.
    When UU01 Illycan Racketeer dies, return one card exiled with UU01 Illycan Racketeer to the battlefield under your control.
    [i]“Now [/i]why[i] should I let you through without paying the import tax?”[/i]
    3/3

    UU02 Steelfin School 4U
    Creature — Fish (U)
    Whenever a creature dealt damage by UU02 Steelfin School this turn dies, put a token onto the battlefield that’s a copy of UU02 Steelfin School.
    [i]They really know how to nickle and dime the local merchants.[/i]
    2/4

    UU03 Vortex Elemental U
    Creature — Elemental (U)
    U: Put UU03 Vortex Elemental and each creature blocking or blocked by it on top of their owners’ libraries, then those players shuffle their libraries.
    3UU: Target creature blocks UU03 Vortex Elemental this turn if able.
    [i]The sea is always hungry.[/i]
    0/1

    UU04 Mana Brokerage 1UU
    Instant (U)
    Put a 1/1 blue Fish creature token with Islandwalk onto the battlefield for each spell cast by opponents this turn.

    UU05 Updraft 1UU
    Enchantment (U)
    All creatures have Flying.
    [i]“Hm. This... will absolutely affect the cod harvest...”[/i]

    UU06 Pirate’s Fortune U
    Sorcery (U)
    Each player reveals the top card of their library. You may have each player shuffle their library.
    Draw a card.
    [i]It’s hard not to giggle when watching a fortune teller scam a pirate.[/i]

    UU07 Blockade UUU
    Enchantment (U)
    During your upkeep, sacrifice UU07 Blockade unless you pay 1 for each creature on the battlefield.
    Creatures cannot attack.
    Prevent all damage that would be dealt to creatures or players.

    CB01 Nightcrest Sympathizer 4B
    Creature — Human Deserter (C)
    When CB01 Nightcrest Sympathizer dies, each player loses 1 life for each Shineborn permanent they control.
    [i]“Ignorance, insolence... Even in my own death, my beliefs are only tempered further!”[/i]
    4/3

    CB02 Glowblood Seer 2B
    Creature — Human Wizard (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    Remove two +1/+1 counters from CB02 Glowblood Seer: Target player draws two cards and loses 2 life.
    0/1

    CB03 Shimmerwisp Torturer 1B
    Creature — Devil (C)
    B, T: Target creature gets -1/-1 until end of turn.
    WUBRG, T: Put five -1/-1 counters on target creature.
    [i]A sudden infusion of Shineborn power can be harmful or even fatal to those unaccustomed.[/i]
    1/1

    CB04 Typhoid Rats B
    Creature — Rat (C)
    Deathtouch [i](Any amount of damage this deals to a creature is enough to destroy it.)[/i]
    [i]Many believe the high percentage of Yaloans deserting to join the Nightcrest Cult to be a result of regional nihilism. The truth is far simpler: many locals would rather take their chances with the Maelstrom than the vermin.[/i]
    1/1

    CB05 Rotting Fensnake 3B
    Creature — Zombie Snake (C)
    [i]Bear traps are one of the most sold items per capita in all of Yaloa, despite the last bear sighting having been over four hundred years ago.[/i]
    5/1

    CB06 Death Wind XB
    Instant (C)
    Target creature gets -X/-X until end of turn.
    [i]A gust of wind from the Maelstrom can snuff out life as easily as it can snuff out a candle’s flame.[/i]

    CB07 Maelstrom Bolt 2B
    Instant (C)
    Cascade [i](When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)[/i]
    Target creature loses all abilities and becomes 0/2 until end of turn.

    CB08 Swamp Belch 1B
    Sorcery (C)
    Monocolored creatures get -1/-1 until end of turn.
    Multicolored creatures get -3/-3 until end of turn.
    [i]“Fog’s as thick as pea soup tonight.”
    “That’s no fog, Jobidaya...”[/i]

    CB09 Impetus of Malice 1BB
    Enchantment — Aura (C)
    Enchant Creature
    If damage would be dealt to enchanted creature, instead put that many -1/-1 counters on it and its controller loses that much life.

    UB01 Nightcrest Saboteur 2BB
    Creature — Human Deserter (U)
    At the beginning of your upkeep, you may pay 1. If you do, put a 1/1 black Human Deserter creature token onto the battlefield under target opponent’s control.
    Creature tokens have “At the beginning of your upkeep, this creature deals 1 damage to you.”
    2/2

    UB02 Mud Golem 3B
    Creature — Golem (U)
    Indestructible
    Whenever UB02 Mud Golem is dealt noncombat damage, sacrifice it.
    [i]They make good pets and great guardians. As long as they don’t dry out...[/i]
    3/2

    UB03 Yaloan Slithercrest 4B
    Creature — Snake (U)
    Deathtouch
    2B, T: UB03 Yaloan Slithercrest deals 1 damage to target creature unless it is multicolored.
    [i]The best antivenom is a molotov cocktail.[/i]
    1/4

    UB04 Muckcrust Viper 1B
    Creature — Snake (U)
    2: Return UB04 Muckcrust Viper from the graveyard to the battlefield tapped with a -1/-1 counter on it for each color of mana spent to activate this ability.
    1/2

    UB05 Nightcrest Nullrite 3BB
    Sorcery (U)
    As an additional cost to cast UB05 Nightcrest Nullrite, sacrifice all creatures you control.
    Destroy all creatures of the color of your choice.

    UB06 Unstable Bog 3B
    Enchantment (U)
    Whenever a creature without flying attacks, flip a coin. If you win the flip, that creature’s controller sacrifices it.
    [i]Quicksand would be an improvement.[/i]

    UB07 Rain of Shadow BBB
    Sorcery (U)
    Each player discards a card at random, then loses life equal to that card’s converted mana cost. Then, each player who discarded a land card this way sacrifices a permanent.
    [i]“Forecast says it’s gonna rain for a few days. Spears are still sharp, right?”[/i]

    CR01 Burst of Fury R
    Creature — Elemental (C)
    Haste [i](This creature can attack and T as soon as it comes under your control.)[/i]
    At the beginning of the end step, sacrifice CR01 Burst of Fury
    [i]All the anger of the Haidan people and as long-lived as their rulers.[/i]
    3/1

    CR02 Flickerash Stoker 2R
    Creature — Cyclops (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    Creatures with power less than CR02 Flickerash Stoker can’t block it.
    0/0

    CR03 Shimmerflame Wall 1R
    Creature — Wall (C)
    Defender [i](This creature can’t attack.)[/i]
    R: CR03 Shimmerflame Wall gets +1/+0 until end of turn.
    WUBRG: CR03 Shimmerflame Wall gets +5/+5 and can attack as though it didn’t have defender until end of turn.
    0/3

    CR04 Haidan Red-Eye 2R
    Creature — Cyclops (C)
    Whenever CR04 Haidan Red-Eye becomes blocked, it gets +4/+0 until end of turn.
    1/1

    CR05 Thunderborn Drake 5RR
    Creature — Drake (C)
    Flying
    CR05 Thunderborn Drake gets +1/+0 for each nonland colorless permanent you control.
    4/4

    CR06 Crack the Skies R
    Instant (C)
    CR06 Crack the Skies deals 2 damage to target creature. If that creature is colorless, it deals 4 damage to that creature instead.

    CR07 Burst of Adrenaline 3R
    Instant (C)
    Target creature you control gets +4/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.

    CR08 Electrosurge 2R
    Instant (C)
    Destroy target artifact. CR08 Electrosurge deals 1 damage to each creature that isn’t monocolored.
    [i]Haidan Thundercallers have no concept of “collateral damage.”[/i]

    CR09 Impetus of Fury 1RR
    Enchantment — Aura (C)
    Enchant Creature
    Double all damage dealt to and dealt by enchanted creature.
    [i]“I’ll catch him if I have to burn down every tree in Saisri!”[/i]

    UR01 One-Eyed Smoldershot 3R
    Creature — Cyclops (U)
    Whenever UR01 One-Eyed Smoldershot dies, it deals 3 damage to target creature. If a creature dealt damage this way would die this turn, exile it instead.
    3/2

    UR02 Haidan Mindstoker 3R
    Creature — Cyclops (U)
    Pay 5 life: Add RRR to your mana pool.
    [i]Immolation is the only fitting death for a Haidan warrior.[/i]
    3/3

    UR03 Vicious Drake RRR
    Creature — Drake (U)
    1R: UR03 Vicious Drake gains flying until end of turn.
    R: UR03 Vicious Drake gains first strike until end of turn.
    R: UR03 Vicious Drake gets +1/+0 until end of turn.
    3/3

    UR04 Haidan Enforcer 2RR
    Creature — Human Pirate (U)
    When UR04 Haidan Enforcer enters the battlefield, you may destroy target artifact or creature unless its controller pays life equal to its converted mana cost.
    [i]“Trust me, it’s easier to give up your wallet than guarantee your kids go hungry and cold without a family to support them...”[/i]
    2/2

    UR05 Terrablaze RR
    Instant (U)
    UR05 Terrablaze deals 2 damage to each creature, 2 damage to each green creature, and 3 damage to you.
    [i]“Okay, earthquakes I can deal with. But I draw the line at earthquakes that shoot fire out of the ground!”[/i]

    UR06 Bedrock Detonation 3RR
    Sorcery (U)
    Each player sacrifices three lands. UR06 Bedrock Detonation deals 3 damage to each creature and each player.

    UR07 Magma Crucible 2RR
    Enchantment (U)
    1R: Put a blaze counter on UR07 Magma Crucible.
    Sacrifice UR07 Magma Crucible: UR07 Magma Crucible deals damage equal to the number of blaze counters on it to each creature and each player.
    [i]Warning: Contents under pressure.[/i]

    CG01 Skycrawler G
    Creature — Bird Spider Mutant (C)
    Reach
    CG01 Skycrawler can’t be blocked by creatures with flying.
    [i]“Is it a bird, or a spider, or what?”
    “No.”[/i]
    1/1

    CG02 Sightless True-seer 2G
    Creature — Cyclops (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    Remove three +1/+1 counters from CG02 Sightless True-seer: Destroy target enchantment.
    1/1

    CG03 Shimmersoil Tender 1G
    Creature — Elf Druid (C)
    1G, T, Search your library for a Forest card, put it onto the battlefield tapped, and shuffle your library.
    WUBRG, T, Search your library for up to 5 basic land cards, put them onto the battlefield tapped, and shuffle your library.
    0/2

    CG04 Saisrin Herdcaller 1G
    Creature — Elf Druid (C)
    T, Tap two untapped creatures you control: Put a 3/3 green Beast creature token onto the battlefield.
    [i]Bred to eradicate corruption and unnatural beasts.[/i]
    1/2

    CG05 Lockjaw Gator 3G
    Creature — Crocodile (C)
    Deathtouch [i](Any amount of damage this deals to a creature is enough to destroy it.)[/i]
    [i]When they bite down on their prey, the venom they secrete not only paralyzes their victim, but also their own jaw muscles. They then extract nutrients from their meal until their jaws can reopen, then swallow the carcass whole.[/i]
    2/5

    CG06 Saisrin Banisher 4GG
    Creature — Cyclops (C)
    Shroud [i](This permanent can’t be the target of spells or abilities.)[/i]
    [i]See no evil, hear no evil, step on evil.[/i]
    5/4

    CG07 Cyclopean Colossus 6GG
    Creature — Cyclops (C)
    Prevent all damage CG07 Cyclopean Colossus would deal to Shineborn creatures.
    [i]Respect for the Shineborn runs deep throughout the Saisrin ecosystem, even to the top of the food chain.[/i]
    7/7

    CG08 Impetus of Primality 1GG
    Enchantment — Aura (C)
    Enchant Creature
    Whenever a creature dealt damage by enchanted creature dies, put a +1/+1 counter on enchanted creature.
    Enchanted creature has “G, T: This creature fights target creature you don’t control.” [i](Each deals damage equal to its power to the other.)[/i]

    CG09 Farseek 1G
    Sorcery (C)
    Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library.
    [i]“There are other lands outside our forest; there can be no denying this. Ignorance is no excuse to let the Maelstrom consume them.”[/i]

    UG01 Saisrin Renewalist 1GG
    Creature — Elf Warrior (U)
    Whenever another creature dies, you may pay XG. If you do, move up to X +1/+1 counters from that creature onto UG01 Saisrin Renewalist.
    [i]“No drop of blood, scrap of flesh or spark of mana goes unwasted by the Mealstrom’s servants. We must match their frugality.”[/i]
    1/2

    UG02 Empowered Berserker GG
    Creature — Cyclops (U)
    3G: UG02 Empowered Berserker gets +2/+2 until end of turn.
    6GG: UG02 Empowered Berserker gets +6/+6 and gains trample and indestructible until end of turn.
    [i]When he gets angry, he lets everybody know.[/i]
    3/2

    UG03 Eyeless Arbiter 4G
    Creature — Cyclops (U)
    Whenever a permanent deals damage to a creature or player, that permanent phases out. [i](While it’s phased out, it’s treated as though it doesn’t exist. It phases back in before its controller’s next untap step.)[/i]
    3/3

    UG04 Novaweaver Initiate 3G
    Creature — Elf Wizard (U)
    Whenever a creature enters the battlefield under your control, put a +1/+1 counter on it if three or more different colors of mana were spent to cast it.
    3/3

    UG05 Rhystic Upwelling G
    Enchantment (U)
    If a land you control would add mana to your mana pool, you may instead choose a color at random. If you do, that land produces mana of that color instead of any other type.

    UG06 Live Bait 1G
    Instant (U)
    Buyback—Sacrifice a Creature [i](You may sacrifice a creature in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)[/i]
    Prevent all combat damage that would be dealt this turn.

    UG07 Gaea’s Balance 3G
    Sorcery (U)
    As an additional cost to cast Gaea’s Balance, sacrifice five lands.
    Search your library for a land card of each basic land type and put them onto the battlefield. Then shuffle your library.

    CH01 Shineborn Goat 1
    Shineborn Creature — Goat (C)
    [i]Even the gentlest of the Shineborn were revered and respected before the Maelstrom... and conscripted to fight against it.[/i]
    1/1

    CH02 Aurum Channeler 3
    Shineborn Creature — Human Wizard (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    Remove a +1/+1 counter from CH02 Aurum Channeler: Add one mana of any color to your mana pool.
    0/0

    CH03 Flicker of Hope 2
    Shineborn Creature — Spirit (C)
    Flash [i](You may cast this spell any time you could cast an instant.)[/i]
    At the beginning of the end step, return CH03 Flicker of Hope to its owner’s hand.
    1/3

    CH04 Shimmerforce 3
    Shineborn Creature — Elemental (C)
    Shineborn creatures you control get +1/+1.
    1/1

    CH05 Monocular Hexmage 2
    Shineborn Creature — Cyclops (C)
    Sacrifice CH05 Monocular Hexmage: Move any number of counters from target creature onto another target creature with the same controller.
    1/2

    CH06 Holy Phalanx 3
    Shineborn Creature — Human Soldier (C)
    Revelation — As CH06 Holy Phalanx enters the battlefield, reveal any number of cards from your hand. CH06 Holy Phalanx enters the battlefield with a +1/+1 counter on it for each Shineborn card revealed this way.
    1/1

    CH07 Aurum Egocaller 4
    Shineborn Creature — Elf Soldier (C)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    T, Remove a +1/+1 counter from CH07 Aurum Egocaller: Put a Shineborn 1/1 Elf Soldier creature token that’s all five colors onto the battlefield.
    0/0

    CH08 Impetus of Unity 4
    Shineborn Enchantment — Aura (C)
    Enchant Creature
    Enchanted creature is all colors and is Shineborn in addition to its other types.
    Enchanted creature has “T: Add two mana of any one color to your mana pool.”

    CH09 Golden Touch 1
    Shineborn Instant (C)
    Target spell or permanent gains all colors and becomes Shineborn in addition to its other types until end of turn.
    Draw a card.

    CH10 Rite of the Shimmervale 7
    Shineborn Instant (C)
    Target creature gets +7/+7 until end of turn if it is all five colors.

    CH11 Aurum Influx 3
    Shineborn Sorcery (C)
    Put a +1/+1 counter on target creature for each color of mana spent to cast CH11 Aurum Influx.

    CH12 Prismatic Shield 3
    Shineborn Instant (C)
    Choose a color of mana that was spent to cast CH12 Prismatic Shield. Prevent all damage that would be dealt this turn by sources of the chosen color.

    CH13 Aurum Embrace 4
    Shineborn Enchantment — Aura (C)
    Enchant Creature
    If enchanted creature is multicolored, it gets +2/+2.
    If enchanted creature is colorless, it can’t attack or block, and its activated abilities can’t be activated.

    CH14 Chromasynthesis 4
    Shineborn Sorcery (C)
    Choose a color. You gain 1 life for each permanent of that color.

    CH15 Shield of Faith 3
    Shineborn Enchantment — Aura (C)
    Enchant Creature
    Totem Armor [i](If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)[/i]
    Enchanted creature gets +1/+1, is all colors and is Shineborn in addition to its other types.

    UH02 Aurabolt Canoneers 4
    Shineborn Creature — Human Soldier (U)
    1, Remove a +1/+1 counter from a creature you control: UH02 Aurabolt Canoneers deals 2 damage to target creature.
    2/3

    UH03 Shineborn Pathmage 4
    Shineborn Creature — Elf Shaman (U)
    All colorless creatures able to block UH03 Shineborn Pathmage do so.
    [i]He does not follow the path. The path follows him.[/i]
    2/4

    UH04 Rainbow Hydra X
    Shineborn Creature — Hydra (U)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    When UH04 Rainbow Hydra enters the battlefield, target creature gets +X/+0 until end of turn.
    0/0

    UH05 Shineborn Behemoth 5
    Shineborn Creature — Beast (U)
    Sunburst [i](This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)[/i]
    2/2

    UH06 Manifest of Unity 4
    Shineborn Enchantment (U)
    Multicolored creatures get +1/+1.
    [i]“You are the chosen, the blessed of Puranta. You are balance and justice personified. Go forth, and bring down the wicked in the name of the Shimmervale!” —Erin Mordona[/i]

    UH07 Prismatic Anchor 3
    Enchantment — Aura (U)
    Enchant nonland permanent
    As UH07 Prismatic Anchor enters the battlefield, choose a color.
    Enchanted permanent is the chosen color.
    0: Enchanted permanent becomes the chosen color. [i](This effect lasts indefinitely.)[/i]

    UH08 Shimmersun Regiment 3
    Shineborn Sorcery (U)
    Revelation — Reveal any number of cards from your hand. For each Shineborn card revealed this way, put a 1/1 white Human Soldier creature token onto the battlefield.

    UH09 Shimmerscroll Recital 3
    Shineborn Sorcery (U)
    Revelation — Reveal any number of cards in your hand. For each Shineborn card revealed this way, scry 2. [i](To scry 2, look at the top two cards of your library, then put each on the top or bottom of your library in any order.)[/i]

    UH10 Shimmerwisp Curse 3
    Shineborn Sorcery (U)
    Revelation — Reveal any number of cards from your hand. For each Shineborn card revealed this way, put a -1/-1 counter on target creature.

    UH11 Shimmerflame Inferno 4
    Shineborn Sorcery (U)
    Revelation — Reveal any number of cards from your hand. UH11 Shimmerflame Inferno deals damage equal to twice the number of Shineborn cards revealed this way to target creature or player.

    UH12 Shimmersoil Invocation 4
    Shineborn Sorcery (U)
    Revelation — Reveal any number of cards from your hand. For each Shineborn card revealed this way, search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

    CS01 Nightcrest Initiate 1
    Stormtouched Creature — Human Deserter (C)
    [i]Common public opinion holds the Maelstrom as an abomination of nature that must be destroyed. The Nightcrest Cult formed out of an alternative view that worships the storm as a blessing from the gods.[/i]
    1/1

    CS02 Nightcrest Conscript 3
    Stormtouched Creature — Human Deserter (C)
    Whenever CS02 Nightcrest Conscript blocks a Shineborn creature, it gets +3/+3 until end of turn.
    [i]Security is tight when the entire world wants you dead.[/i]
    1/3

    CS03 Maelstrom Elemental 6
    Stormtouched Creature — Elemental (C)
    Tap an untapped colorless creature you control: CS03 Maelstrom Elemental gets +1/+0 until end of turn.
    4, Untap a tapped colorless creature you control: CS03 Maelstrom Elemental gets +1/+0 until end of turn.
    2/4

    CS04 Nightcrest Invoker 3
    Stormtouched Creature — Human Deserter (C)
    7: The next spell you cast gains Cascade. [i](When you cast it, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Then put the exiled cards on the bottom of your library at random.)[/i]
    1/2

    CS05 Gale Stalker 4
    Stormtouched Creature — Horror (C)
    CS05 Gale Stalker enters the battlefield with a -1/-1 counter for each color of mana spent to cast it.
    [i]It’ll give you frostbite from the chills down your spine.[/i]
    5/5

    CS06 Blightburn Carrier 4
    Stormtouched Creature — Human Mutant (C)
    Whenever a creature enters the battlefield under an opponent’s control, you may put a -1/-1 counter on it. If you do, you lose 3 life unless you pay 1.
    2/2

    CS07 Mightgust 3
    Stormtouched Creature — Elemental (C)
    Stormtouched creatures you control get +1/+1.
    1/1

    CS08 Stormsurge Arbiter 4
    Stormtouched Creature — Human Mutant (C)
    Whenever a creature enters the battlefield under your control, you may put a +1/+1 counter on it. If you do, you lose 3 life unless you pay 1.
    2/2

    CS09 Impetus of Nullity 2
    Stormtouched Enchantment — Aura (C)
    Enchant Creature
    When enchanted creature dies, each player sacrifices a permanent and puts the top four cards of his or her library into his or her graveyard.

    CS10 Entropic Surge 2
    Stormtouched Instant (C)
    The next spell you cast this turn has Cascade. [i](When you cast your next spell this turn, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)[/i]

    CS11 Ritual of Maelstrom 2
    Stormtouched Sorcery (C)
    Add 1 to your mana pool for each nonland colorless permanent you control.

    CS12 Droplet of Maelstrom 1
    Stormtouched Instant (C)
    Target spell or permanent becomes colorless and is Stormtouched in addition to its other types until end of turn.
    Draw a card.
    [i]A taste of its power leaves one unable to taste.[/i]

    CS13 Flare of Retribution X3
    Stormtouched Instant (C)
    Cascade [i](When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)[/i]
    CS13 Flare of Retribution deals X damage to target creature or player.

    CS14 Soul Binding 2
    Stormtouched Enchantment — Aura (C)
    Enchant Creature
    When enchanted creature dies, exile it and put a +1/+1 counter on a creature you control.

    CS15 Vitality Shower X1
    Stormtouched Sorcery (C)
    Cascade [i](When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)[/i]
    You gain X life.

    US01 Soldier of Misfortune 2
    Stormtouched Creature — Human Deserter (U)
    Each player plays with the top card of their library revealed.
    Whenever CS06 Soldier of Misfortune deals combat damage to an opponent, you may have each player shuffle their library.
    [i]“It’s your unlucky day.”[/i]
    2/1

    US02 Crystalline Courser 6
    Stormtouched Creature — Elemental (U)
    Whenever US02 Crystalline Courser deals combat damage to a player, add that much colorless mana to your mana pool. Until end of turn, this mana doesn’t empty from your mana pool as steps and phases end.
    4/3

    US03 Djinn of the Storm 5
    Stormtouched Creature — Djinn (U)
    Whenever US03 Djinn of the Storm attacks, each player chooses a nonland permanent other than US03 Djinn of the Storm. Choose one of them at random. Its owner shuffles it into its library.
    3/4

    US04 Stormtouched Knight 5
    Stormtouched Creature — Human Knight (U)
    Whenever US04 Stormtouched Knight blocks or becomes blocked by a Shineborn creature, untap it and it gains double strike until end of turn.
    3/4

    US05 Stormbound Efreet 4
    Stormtouched Creature — Efreet (U)
    At the beginning of each player’s upkeep, that player shuffles the cards from his or her hand into his or her library, then draws that many cards.
    2/2

    US06 Disensouled Berserker 4
    Stormtouched Creature — Spirit Barbarian (U)
    Haste, first strike, phasing [i](This phases in or out before you untap during each of your untap steps. While it’s phased out, it’s treated as though it doesn’t exist.)[/i]
    [i]Not even death could stop his charge.[/i]
    4/2

    US07 Vorpal Tear 5
    Stormtouched Creature — Horror (U)
    Whenever a source deals damage to US07 Vorpal Tear, its controller puts the top X cards of his or her library into his or her graveyard, where X is US07 Vorpal Tear’s toughness.
    Tap an untapped colorless creature you control: US07 Vorpal Tear gets +0/+1 until end of turn.
    3/3

    US08 Chant of the Nightcrest 6
    Stormtouched Sorcery (U)
    As an additional cost to cast US08 Chant of the Nightcrest, tap any number of colorless creatures you control.
    US08 Chant of the Nightcrest deals damage to target creature or player equal to the total power of creatures tapped this way.

    US09 Possibility Forge X1
    Stormtouched Instant (U)
    Exile cards from the top of your library until you exile a nonland card with converted mana cost X. Put that card on top of your library and the rest on the bottom in a random order.
    The next time you would draw a card, you may instead put a card from the bottom of your library into your hand.

    US10 Aether Eruption 5
    Stormtouched Sorcery (U)
    Each player reveals the top card of his or her library. If a land cards is revealed this way, its owner puts it onto the battlefield under his or her control and repeats this process. Then, each player casts a card he or she owns revealed this way without paying its mana cost.

    US11 Chaos Tornado 4
    Stormtouched Sorcery (U)
    Kicker 2 [i](You may pay an additional 2 as you cast this spell.)[/i]
    Each player shuffles a nonland, nontoken permanent he or she owns into their library.
    US11 Chaos Tornado has Cascade if it was kicked.

    US12 Brain Fog 4
    Stormtouched Sorcery (U)
    Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
    Draw a card.
    [i]“What was I saying? It was just on the tip of my tongue...” “The spell, Krevir! Finish casting it!”[/i]

    CA01 Tarnished Blade 2
    Stormtouched Artifact — Equipment (C)
    Equipped creature gets +2/+0
    Equipped creature is colorless and is Stormtouched in addition to its other types.
    Equip 2

    CA02 Shield of the Just 2
    Shineborn Artifact — Equipment (C)
    Equipped creature gets +0/+2.
    Equipped creature is all colors and is Shineborn in addition to its other types.
    Equip 2

    CA03 Lightning Rod 3
    Artifact (C)
    T: Add 1 to your mana pool.
    T: Add 2 to your mana pool. Spend this mana only to cast a colorless spell.

    CA04 Aether Overlay 3
    Artifact (C)
    T: Add 1 to your mana pool.
    T: Target land becomes the basic land type of your choice until end of turn.

    UA01 Degaring 2/2/
    Artifact (U)
    T: Add W, B or R to your mana pool.

    UA02 Cetaring 2/2/
    Artifact (U)
    T: Add U, R or G to your mana pool.

    UA03 Necraring 2/2/
    Artifact (U)
    T: Add W, B or G to your mana pool.

    UA04 Rakaring 2/2/
    Artifact (U)
    T: Add W, U or R to your mana pool.

    UA05 Anaring 2/2/
    Artifact (U)
    T: Add U, B or G to your mana pool.

    UA06 Aura-Charged Bell 2
    Artifact (U)
    T: Add 1 to your mana pool.
    WUBRG, T, Sacrifice UA06 Aura-Charged Bell: Add 10 to your mana pool. Draw a card.
    [i]The sound it makes when struck is the sound of all of Puranta’s mana resonating at once.[/i]

    UA07 Transparent Belt 2
    Artifact — Equipment (U)
    Equip 2
    Equipped creature has “3: This creature phases out.” [i](While it’s phased out, it’s treated as though it doesn’t exist. It phases back in before its controller’s next untap step.)[/i]
    Sacrifice UA07 Transparent Belt: Target creature phases out.

    UA08 Skullscorcher 1
    Artifact (U)
    At the beginning of each player’s end step, if that player controls no creatures, UA08 Skullscorcher deals 1 damage to him or her.
    [i]It preys upon selfishness and dischord.[/i]

    CL01 Glacial Bordercrossing
    Land (C)
    CL01 Glacial Bordercrossing enters the battlefield tapped.
    T: Add W or U to your mana pool.

    CL02 Muckbeach Bordercrossing
    Land (C)
    CL02 Muckbeach Bordercrossing enters the battlefield tapped.
    T: Add U or B to your mana pool.

    CL03 Magmaslide Bordercrossing
    Land (C)
    CL03 Magmaslide Bordercrossing enters the battlefield tapped.
    T: Add B or R to your mana pool.

    CL04 Ashgrove Bordercrossing
    Land (C)
    CL04 Ashgrove Bordercrossing enters the battlefield tapped.
    T: Add R or G to your mana pool.

    CL05 Hallowgrove Bordercrossing
    Land (C)
    CL05 Hallowgrove Bordercrossing enters the battlefield tapped.
    T: Add G or W to your mana pool.

    UL01 Eulican Rampart
    Land (U)
    UL01 Eulican Rampart enters the battlefield tapped.
    T: Add W to your mana pool. If you spend this mana to cast a Shineborn spell, it gains “You gain 1 life.”

    UL02 Illycan Basin
    Land (U)
    UL02 Illycan Basin enters the battlefield tapped.
    T: Add U to your mana pool. If you spend this mana to cast a Shineborn spell, it gains “Scry 1.”

    UL03 Yaloan Shantyhouse
    Land (U)
    UL03 Yaloan Shantyhouse enters the battlefield tapped.
    T: Add B to your mana pool. If you spend this mana to cast a Shineborn spell, it gains “Up to one target opponent loses 1 life.”

    UL04 Haidan Obsidian Field
    Land (U)
    UL04 Haidan Obsidian Field enters the battlefield tapped.
    T: Add R to your mana pool. If you spend this mana to cast a Shineborn spell, it gains “This spell deals 1 damage to up to one target creature.”

    UL05 Saisrin Canopy
    Land (U)
    UL05 Saisrin Canopy enters the battlefield tapped.
    T: Add G to your mana pool. If you spend this mana to cast a Shineborn spell, it gains “Up to one target creature gets +1/+1 until end of turn.”

    BL01 Plains
    Basic Land — Plains (C)

    BL02 Island
    Basic Land — Island (C)

    BL03 Swamp
    Basic Land — Swamp (C)

    BL04 Mountain
    Basic Land — Mountain (C)

    BL05 Forest
    Basic Land — Forest (C)

    Feedback would be much appreciated! I'd also love suggestions to speed up playtesting, because as I'm sure you veterans are well aware, mocking up cards by hand is a time-consuming drag. =)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Ravnica Asunder
    So Mutate. Holy *****. I love this thing. A couple things to clean up though:

    First of all, I don't think it needs to cantrip. It shouldn't take too much imagination to utterly BREAK this mechanic in half, considering the bull***** that has been printed. Aside from that, I think we can take a page out of Splice for the wording. Rather than try to cast them simultaneously and bend the rules a bit, we can do something like this:

    Lifespark Ooze 1G
    Creature — Ooze
    Mutate 2GU (As you cast a creature spell, you may reveal this card from your hand and pay its Mutate cost. If you do, as that creature enters the battlefield, exile this card from your hand mutating that creature. Its power, toughness, mana cost, and colors are equal to the sum of the values printed on it and each card mutating it, it simultaneously has its own name and the name of all cards mutating it, and it has all abilities of each card mutating it. As that creature leaves the battlefield, return all cards mutating it to the battlefield under their owners' control.)
    1/2

    It's wordier than cumulative upkeep, cascade, and potentially definitely Banding, but it should be really grokkable (you take two guys and glue them together) and, besides that, it's just too cool not to use.

    Counterattack, sadly, I don't think can work. The game defines things like "attacking players" and "defending players" in the comp rules, and it uses the words "active player" in the definitions. Attacking without being an attacking player, or being simultaneously an attacking and defending player, would cause the game to have almost as big of a hissy fit as if you had an instant on the battlefield.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Potential interaction with Convoke
    So I've got a mechanic called Infusion. It's basically Delve, but eats your hand and/or guys on the battlefield instead. Also it only eats WUBRG-guys for flavor reasons.

    I mention this because I had a bit of a concern with a card I want to have. It would have both Infusion and Convoke, and I wasn't sure if you could use the same creature to reduce the cost twice--you'd tap it for Convoke's effect, then sacrifice it for Infusion's effect.

    For clarity:

    Infusion (As you cast this spell, you may discard any number of (Shineborn) cards and sacrifice any number of (Shineborn) permanents. This spell casts 1 less for each card discarded or sacrificed this way.)

    Shineborn is a supertype that basically doesn't do anything, because color indicators already exist. Just a visual reminder that all Shineborn cards are WUBRG-colored regardless of cost, and having it as a supertype makes referring to it slightly cleaner and also evades nasty interactions with Humility and Sudden Spoiling. It has no actual bearing on the rules interaction as posed, so I put it in parentheses here and wrote out this little clarification. The basic question is, can I do the following, with these cards:

    Shineborn Goat 1
    Shineborn Creature -- Goat (C)
    1/1

    Fateblaster XW
    Shineborn Instant (U)
    Infusion, Convoke
    The next X damage that would be dealt to target creature or player is dealt to target creature or player instead.

    Basically, if I spend turn one dropping the goat, then on my opponent's turn, they Shock me, can I cast Fateblaster for X = 1 by tapping the goat for Convoke's cost, and also sacrificing it for Infusion's cost?
    Posted in: Custom Card Rulings
  • posted a message on Maelstrom Reborn -- A "Color Matters" set (131/251)
    Yeah.... About a couple hours after I put that reply up, I thought it over, and decided that, while I really dislike the parasitic design I've given the Stormtouched faction, I wasn't going to address it until I had something thought up that could replace it. I think I've done that, and will be going through and reworking things. Probably going to copy the original OP and put it as a reply, so the old draft can be saved somewhere that isn't in the OP, as I want the most current versions of the set to be up there.

    I will say this much, though. I'm about to shake things up big-time. No spoilers, but, it's gonna be A Thing (tm).

    Also, total tangent and I really don't want to start the argument right here of all places... but I disagree that "any card" "needs" to work in "limited, standard, modern, legacy, vintage and commander." NO card can work in all of those formats--any card that is vintage viable is too powerful for standard and probably modern, and will probably get you some funny looks if you run it in Commander. I get what you mean by that--that it can't be useful in limited and nowhere else as a result of how the card is designed, not because of power level--but I feel like I just had to get that much off my chest. I'm not designing cards so that I can roll in and steamroll MUD or Delver or 12post or Arcum Worldslayer or Damia Timetwister. I'm designing cards because it's fun.

    EDIT: Holy [censored] [censored]. So I listen to a lot of campy power metal like Hammerfall and Dragonforce and Sonata Arctica and Dream Evil, etc etc. Well I'm just playin' video games with Pandora running in the background, and THIS SONG comes on. And it suddenly hits me that, while it wasn't actually an inspiration for this set, it TOTALLY FREAKING TELLS THE STORY. So thought I'd link it in because lol.

    Riders of the Storm -- Hammerfall
    Posted in: Custom Set Creation and Discussion
  • posted a message on Maelstrom Reborn -- A "Color Matters" set (131/251)
    Originally, they did say "colorless creature," but not only was it too clunky for my tastes, it didn't evoke the same flavor. Plus, aside from artifact creatures, the only colorless creatures are Eldrazi, and there really isn't much to justify making the Shineborn faction strong against artifacts AND the Stormtouched, without giving a similar advantage to the Stormtouched.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Maelstrom Reborn -- A "Color Matters" set (131/251)
    oh man it's been a while

    So I'd been clunking away at this thing for a while, off and on. Then one day I dug it out of the depths of my desktop and started working, and I had an epiphany. If this is going to be a full-on set, it has to be designed from the ground up as a full-on set. So I put all the cards I'd already made into the freezer and started from scratch. At last, I've finished designing the first draft of the commons, and it's time to share.

    Coming Soon

    Eulica is a prosperous land steeped in feudal tradition. Located near the center of Puranta, it is taught that the greatest service one can give to their country and their king is through military duty, though only the elite forces are permitted to knighthood.

    Illyca is an island nation off the coast of Eulica, home of the most prestigious magical academies. Fishing and birdkeeping are typical professions and hobbies for the common folk, and much of Puranta's seafood is exported from here.

    Yaloa is practically a third-world country. Most of the land is a run-down, swampy bayou, and the people live in boathouses, or wooden shacks called shantyhouses if they're particularly well-off.

    Haida is less a nation and more of a bandit camp that got too big to support itself through banditry. Descended from ancient looters and thieves, the citizens are all foul-mouthed and foul-tempered, and live in symbiosis with the cyclops population that inhabit the mountains.

    The Saisrin Forest is home to an equally ancient tribe of elves who have long been at odds with the Haidan bandits. When they're not holding off wave after wave of cyclopean raiders, they devote themselves to worship of the Shineborn.

    The Shimmervale valley is the capital of civilization on Puranta. An unusual amount of mana infuses the ground, and Shineborn are incredibly common here. Creatures born with the capacity to wield any color of mana naturally, it is the duty of the Shineborn to maintain balance on Puranta.

    The Maelstrom is a malevolent tempest that suddenly struck Puranta one day, forever changing the way of life on this plane. Deadly and unpredictable, it grew wildly out of control as it leeched mana from the plane itself. Those caught by it might find themselves infused with mana, becoming Shineborn, or they might have the color quite literally stripped from their souls. These victims came to be known as Stormtouched. The typical worldview, prominently supported by Eulica and the Nephilim Council of Shimmervale, holds the Maelstrom as a personification of chaos, disorder, and evil, and that it and the Stormtouched are perversions of nature that must be destroyed.

    The Nightcrest cult, however, rejects this view. Based mostly in Yaloa, though they have a moderate following in Illyca and a foothold in all nations, they perceive the Maelstrom as a manifestation of the gods, and take the nihilist view that it should be allowed to consume Puranta itself. They recruit sympathizers and Stormtouched alike, and actively wage war against the Shineborn.

    Keywords:
    Shimmer -- This card is all colors in all zones.
    Stormtouched -- This card is colorless and can't have or gain colors.
    Manalocked -- Colored mana can't be spent to cast this spell or activate this permanent's abilities.
    Infusion -- As you cast this spell, you may discard any number of cards with Shimmer and sacrifice any number of permanents with Shimmer. This spell casts 1 less for each card discarded or sacrificed this way.

    Many cards with Shimmer have effects that hate on Stormtouched cards, and vice versa. Pro-Shimmer and Pro-Stormtouched cards can be found in all five colors.
    Shimmer is predominately found on noncreature cards, while Stormtouched is found on creature cards.
    Infusion is found on some cards with Shimmer, and will be on powerful, expensive bombs at higher rarities, typically on spells with X in their cost. Some Stormtouched spells also have Cascade, and might have natively or cause other permanents to gain the Manalocked keyword.

    bah, wish there was still an option to insert a horizontal rule...

    Bola Squadron 1W
    Creature — Human Soldier (C)
    Whenever Bola Squadron deals combat damage to a creature with Stormtouched, tap that creature. It doesn’t untap during its controller’s next untap step.
    1/3

    Crumbling Pagoda 1W
    Enchantment — Aura (C)
    Enchant Ruins you control
    When Crumbling Pagoda enters the battlefield, put a colorless 1/1 Human Soldier Mutant creature token with Stormtouched and protection from Shimmer onto the battlefield.
    Enchanted land has “T: Prevent the next 1 damage that would be dealt to target creature with Stormtouched.”

    Eulican Hallowmage 1W
    Creature — Human Cleric (C)
    Plainswalk (This creature can’t be blocked as long as defending player controls a Plains)
    They devote their lives to the consecration of their homes and the eradication of the Stormtouched.
    1/3

    Eulican Throatgnasher 4W
    Creature — Goat (C)
    Vigilance
    Underestimating the Eulican goats is a mistake outsiders make exactly once.
    4/4

    Impetus of Salvation 1WW
    Enchantment — Aura (C)
    Flash
    Enchant Creature
    Prevent all damage that would be dealt to enchanted creature by creatures with Stormtouched or Shimmer.

    Shineborn Familiar 2W
    Creature — Beast (C)
    Defender (This creature can’t attack.)
    Whenever Mystic Familiar blocks a creature with Stormtouched, you gain life equal to its power.
    0/5

    Shimmersun Mender 1W
    Creature — Human Cleric (C)
    W, T: You gain 2 life.
    WUBRG, T: You gain 10 life.
    1/2

    Steadfast Regiment W
    Creature — Human Soldier (C)
    Protection from Stormtouched (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything Stormtouched.)
    “Eulica is above the tyranny and disorder of the Maelstrom, and so we are above its fell servants.”
    0/2

    Sunbeam Glider W
    Creature — Bird (C)
    Flying
    Whenever Sunbeam Glider blocks a creature with Stormtouched, it gains +2/+2 until end of turn.
    They prey upon the eyes of the sightless.
    1/1

    White Flag 1W
    Instant (C)
    Untap all creatures and remove them from combat. Those creatures can’t attack this turn.
    “That was an unfair fight. Hopefully, next time we meet, you will be skilled enough that I may honorably take your life.”

    Commune with Illyca 4U
    Sorcery (C)
    Draw a card for each nonland permanent with Shimmer you control.
    True knowledge comes from oneness with the universe. In a pinch, oneness with your immediate surroundings can offer a suitable substitute.

    Draining Gust 3U
    Instant (C)
    Choose one — Tap all creature with Stormtouched, or tap all creatures with Shimmer.
    The winds of the Maelstrom give with one hand and take away with the other.

    Emulsify 2UU
    Instant (C)
    Counter target creature spell. If it has Shimmer, draw a card. If it has Stormtouched, its controller discards a card.
    Tainted spells must be dissected to remove the impurities.

    Illycan Falcon U
    Creature — Bird (C)
    Flying (This creature can’t be blocked except by creatures with flying or reach.)
    Illycan Falcon can’t be blocked by creature with Stormtouched.
    1/1

    Illycan Hallowmage 1U
    Creature — Human Cleric (C)
    Islandwalk (This creature can’t be blocked as long as defending player controls an Island)
    After the betrayal of the Nightcrest cult, many hallowmages became consumed with nihilism, leaving only the most devout to continue the cause.
    1/2

    Impetus of Wisdom 1U
    Enchantment — Aura (C)
    Enchant Creature
    Whenever you draw a card, enchanted creature gets +1/+1 and gains flying until end of turn.

    Rusted Monument 1U
    Enchantment — Aura (C)
    Enchant Ruins you control
    Enchanted land has “T: Counter target spell if it has Shimmer unless its controller pays 1.”

    Sever the Bonds 1U
    Instant (C)
    Return target creature or enchantment to its owner’s hand. If that permanent has Shimmer, put it on top of its owner’s library instead.

    Shimmerscroll Scribe 2U
    Creature — Human Advisor (C)
    1U, T: Draw a card, then discard a card.
    2WUBRG, T: Draw 10 cards. At the beginning of the next end step, discard 10 cards.
    2/2

    Split-Tentacled Tako 4U
    Creature — Octopus (C)
    Whenever Split-Tentacled Tako blocks or becomes blocked by a creature with Stormtouched, put a +1/+1 counter on it.
    3/4

    Derelict Crypt 1B
    Enchantment — Aura (C)
    Enchant Ruins you control
    Enchanted land has “T: Target creature with Stormtouched gets +1/+0 and can’t be blocked by creatures with Shimmer this turn.

    Gnarltooth Ogre 3B
    Creature — Ogre (C)
    When the Maelstrom first formed, it did the most damage to the province of Yaloa. High ranking members of the Eulican court were quick to blame the Yaloan ogres, holding their fell rites responsible. Oddly enough, their raids never changed frequency during the new state of turmoil.
    3/3

    Impetus of Malice 1BB
    Enchantment — Aura (C)
    Enchant Creature
    If damage would be dealt to enchanted creature, instead put that many -1/-1 counters on it and its controller loses that much life.

    Maelstrom Bolt 1BB
    Sorcery (C)
    Destroy target creature unless it’s colorless.
    Even the zombies know to stay inside during a Yaloan thunderstorm.

    Nightcrest Sympathizer 4B
    Creature — Human Deserter (C)
    When Nightcrest Sympathizer dies, each player loses 1 life for each permanent with Shimmer they control.
    4/3

    Rain of Shadow BB
    Sorcery (C)
    Return target creature card with Stormtouched from your graveyard to your hand.
    “Forecast says it’s gonna rain for a few days. Spears are still sharp, right?”

    Shimmerwisp Torturer 2B
    Creature — Demon (C)
    B, T: Target creature gets -1/-1 until end of turn.
    WUBRG, T: Target creature gets -10/-10 until end of turn.
    1/1

    Shrieking Shadow 1B
    Creature — Shade (C)
    Whenever Shrieking Shadow deals combat damage to a creature with Stormtouched, destroy that creature at end of combat.
    1/1

    Yaloan Hallowmage 1B
    Creature — Human Cleric (C)
    Swampwalk (This creature can’t be blocked as long as defending player controls a Swamp)
    Sure, it’s just a shack. But in these turbulent times, a shack is worth fighting for.
    2/1

    Yaloan Skeleton B
    Creature — Skeleton Mutant (C)
    2: If no colored mana was spent to activate this ability, regenerate Yaloan Skeleton. (The next time it would be destroyed, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
    1/1

    Burst of Adrenaline 3R
    Instant (C)
    Target creature you control gets +4/+0 and gains haste until end of turn. Sacrifice it at the beginning of the next end step.

    Burst of Fury R
    Creature — Elemental (C)
    Haste (This creature can attack and T as soon as it comes under your control.)
    At the beginning of the end step, sacrifice Burst of Fury
    All the anger of the Haidan people and as long-lived as their rulers.
    4/1

    Charred Podium 2R
    Enchantment — Aura (C)
    Enchant Ruins you control
    Colorless creatures you control get +1/+0.
    The only surviving words on the pedestal are ill suited for polite company. Fitting for a Haidan temple.

    Crack the Skies R
    Sorcery (C)
    Choose one — Crack the Skies deals 2 damage to target creature; or Crack the Skies deals 4 damage to target creature with Stormtouched.

    Electrosurge 2R
    Instant (C)
    Destroy target artifact. If it has Stormtouched, its controller sacrifices a land.
    Haidan Thundercallers have no concept of “collateral damage.”

    Haidan Hallowmage 1R
    Creature — Human Cleric (C)
    Mountainwalk (This creature can’t be blocked as long as defending player controls a Mountain)
    Haidan law doesn’t so much forbid violence as much as guide it against enemies of the state.
    2/1

    Haidan Red-Eye 2R
    Creature — Cyclops (C)
    Whenever Haidan Red-Eye becomes blocked, it gets +4/+0 until end of turn.
    1/1

    Impetus of Fury 1R
    Enchantment — Aura (C)
    Enchant Creature
    Enchanted creature has haste and forestwalk.
    “I’ll catch him if I have to burn down every tree in Saisri!”

    Shimmerflame Wall 1R
    Creature — Wall (C)
    Defender (This creature can’t attack.)
    R: Shimmerflame Wall gets +1/+0 until end of turn.
    WUBRG: Shimmerflame Wall gets +10/+10 until end of turn.
    0/3

    Thunderborn Drake 5RR
    Creature — Drake (C)
    Flying
    Thunderborn Drake gets +1/+0 for each permanent with Stormtouched on the battlefield.
    5/5

    Cyclopean Colossus 6GG
    Creature — Cyclops (C)
    Prevent all damage Cyclopean Colossus would deal to creatures with Shimmer.
    Respect for the Shimmerborne runs deep throughout the Saisrin ecosystem, even to the top of the food chain.
    7/7

    Decaying Shrine 2G
    Enchantment — Aura (C)
    Enchant Ruins you control
    Enchanted land has “1, T: Regenerate target creature with Stormtouched.”
    The spirits of Saisri remain behind, seeking those touched by the Maelstrom to offer guidance and protection.

    Eye of the Beast 3G
    Sorcery (C)
    Target creature with Stormtouched fights another target creature. (Each deals damage equal to its power to the other.)
    “The Stormtouched already hate the natural world. That hatred will be their undoing.”

    Impetus of Primality G
    Enchantment — Aura (C)
    Enchant Creature
    Whenever a creature dealt combat damage by enchanted creature dies, you may search your library for a basic land card or a Ruins card, reveal it, and put it onto the battlefield tapped. If you do, shuffle your library.

    Lockjaw Gator 3G
    Creature — Crocodile (C)
    Deathtouch
    When they bite down on their prey, the venom they secrete not only paralyzes their victim, but also their jaw muscles. They then extract nutrients from their meal until their jaws can reopen, then typically swallow the carcass whole.
    2/5

    Saisrin Banisher 5G
    Creature — Cyclops (C)
    Shroud (This permanent can’t be the target of spells or abilities.)
    See no evil, hear no evil, step on evil.
    4/5

    Saisrin Hallowmage 2G
    Creature — Human Cleric (C)
    Forestwalk (This creature can’t be blocked as long as defending player controls a Forest)
    They are the front line of defense against the Maelstrom for the Saisrin Forest.
    2/2

    Saisrin Herdcaller 1G
    Creature — Elf Shaman (C)
    T, Tap two untapped creatures you control: Put a 4/4 green Beast creature token onto the battlefield.
    Bred to eradicate corruption and unnatural beasts.
    1/2

    Shimmersoil Tender 1G
    Creature — Elf Druid (C)
    1G, T, Search your library for a Forest card or a Ruins card, put it onto the battlefield tapped, and shuffle your library.
    1WUBRG, T, Search your library for a Plains card, an Island card, a Swamp card, a Mountain card, a Forest card, and a Ruins card, put them onto the battlefield tapped, and shuffle your library.
    0/1

    Skycrawler G
    Creature — Spider (C)
    Reach
    Skycrawler can’t be blocked by creatures with flying.
    Warped by the touch of the Maelstrom and twisted into chaos.
    1/1

    Æther Eruption 5
    Sorcery (C)
    Shimmer
    Each player reveals the top card of their library. Put all land cards revealed this way onto the battlefield under their owners’ control, then each player casts a card they own revealed this way without paying its mana cost.

    Channel the Rainbow 7
    Sorcery (C)
    Shimmer (This card is all colors in all zones.)
    Add WUBRG to your mana pool.

    Chromaflux 3
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Choose one — Target spell or permanent with Shimmer loses Shimmer and gains Stormtouched; or target spell or permanent with Stormtouch loses Stormtouch and gains Shimmer.

    Consecrated Colossus 10
    Creature — Giant (C)
    Shimmer, Trample
    Infusion (As you cast this spell, you may discard any number of cards with Shimmer and sacrifice any number of permanents with Shimmer. This spell casts 1 less for each card discarded or sacrificed this way.)
    7/7

    Golden Touch 1
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Target spell or permanent gains Shimmer until end of turn.
    Draw a card.
    A breath of hope in a world of madness.

    Illuminating Influx 1
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Target creature gets -3/-0 until end of turn. If that creature has Stormtouched, it gets an additional -3/-0 until end of turn.

    Impetus of Unification 2
    Enchantment — Aura (C)
    Enchant Creature
    Shimmer (This card is all colors in all zones.)
    Enchanted creature has Shimmer.
    Prevent all damage that would be dealt to enchanted creature by sources with Stormtouched.

    Majesty of the Heavens 6
    Sorcery (C)
    Shimmer (This card is all colors in all zones.)
    Up to one target white creature gets +1/+1 until end of turn. Up to one target blue creature gets +1/+1 until end of turn. Up to one target black creature gets +1/+1 until end of turn. Up to one target red creature gets +1/+1 until end of turn. Up to one target green creature gets +1/+1 until end of turn.

    Might of the Shimmervale 5
    Enchantment — Aura (C)
    Enchant Creature
    Shimmer
    At the beginning of your upkeep, put a +1/+1 counter on enchanted creature for each permanent with Shimmer you control.

    Power Charge X3
    Sorcery (C)
    Shimmer
    Infusion (As you cast this spell, you may discard any number of cards with Shimmer and sacrifice any number of permanents with Shimmer. This spell casts 1 less for each card discarded or sacrificed this way.)
    Put X +1/+1 counters on target creature.

    Purge the Chaotic X2
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Exile the bottom X cards from target player’s library.

    Retainer of Insight 4
    Creature — Sphinx Reflection (C)
    Shimmer (This card is all colors in all zones.)
    2, T: Draw a card. If an opponent controls a permanent with Stormtouched, draw another card.
    2/2

    Retainer of Mastery 3
    Creature — Cyclops Reflection (C)
    Shimmer (This card is all colors in all zones.)
    T: Exile target card from a graveyard.
    3, T: Exile target card with Stormtouched from a graveyard. You gain life equal to its converted mana cost.
    2/2

    Retainer of Passion 4
    Creature — Viashino Warrior Reflection (C)
    Shimmer (This card is all colors in all zones.)
    2, T: Target creature gains first strike until end of turn. If that creature blocks or becomes blocked by a creature with Stormtouched this turn, it gains double strike until end of turn.
    3/3

    Retainer of Purity 3
    Creature — Elf Elder Reflection (C)
    Shimmer (This card is all colors in all zones.)
    1, T: Put a purification counter on target enchantment. It gains “When this permanent has 3 or more purification counters on it, sacrifice it.”
    2, T: Destroy target enchantment with Stormtouched.
    1/2

    Retainer of Sanctity 2
    Creature — Human Cleric Reflection (C)
    Shimmer
    T: Prevent the next 1 damage that would be dealt to target creature or player.
    T: Prevent the next 2 damage that would be dealt to target creature with Shimmer.
    1/1

    Rite of the Shimmervale 7
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Target creature with Shimmer gets +7/+7 until end of turn.

    Shimmerborne Alljudge 3
    Creature — Human Mystic Reflection (C)
    Shimmer (This card is all colors in all zones.)
    2, T: Detain target creature with Stormtouched. (Until your next turn, that creature can’t attack or block and its activated abilities can’t be activated.)
    WUBRG, T: Destroy target permanent with Stormtouched. It can’t be regenerated.
    2/2

    Shimmerflame Inferno 4
    Sorcery (C)
    Shimmer (This card is all colors in all zones.)
    Reveal any number of cards from your hand. Shimmerflame Inferno deals X damage to target creature, where X is twice the number of cards with Shimmer revealed this way.

    Shimmerforce 3
    Creature — Elemental Reflection (C)
    Shimmer (This card is all colors in all zones.)
    Creatures with Shimmer get +1/+1.
    1/1

    Shimmerscroll Recital 3
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Reveal any number of cards in your hand. For each card with Shimmer revealed this way, draw a card.

    Shimmersoil Invocation 4
    Sorcery (C)
    Shimmer (This card is all colors in all zones.)
    Reveal any number of cards from your hand. For each card with Shimmer revealed this way, search your library for a basic land card or a Ruins card, put it onto the battlefield tapped, then shuffle your library. They don’t untap during your next untap step.

    Shimmersun Regiment 3
    Sorcery (C)
    Shimmer (This card is all colors in all zones.)
    Reveal any number of cards from your hand. For each card with Shimmer revealed this way, put a 1/1 white Soldier creature token onto the battlefield.

    Shimmervale Hallowmage 2
    Creature — Human Cleric Reflection (C)
    Shimmer (This card is all colors in all zones.)
    Ruinswalk (This creature can’t be blocked as long as defending player controls a Ruins)
    Only the most elite hallowmages are chosen to guard the Shimmervale palace itself.
    1/1

    Shimmerwisp Curse 3
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Reveal any number of cards from your hand. For each card with Shimmer revealed this way, put a -1/-1 counter on target creature.

    Shineborn Behemoth 5
    Creature — Beast (C)
    Shimmer (This card is all colors in all zones.)
    Magical beasts bestowed with the light of the heavens, they were once worshiped. Now, they are mere tools of war.
    3/4

    Shineborn Goat 1
    Creature — Goat Reflection (C)
    Shimmer (This card is all colors in all zones.)
    Even the gentlest of the Shineborn were revered and respected before the Maelstrom... and conscripted to fight against it.
    1/1

    Shining Pathmage 4
    Creature — Centaur Shaman Reflection (C)
    Shimmer (This card is all colors in all zones.)
    All creatures with Stormtouched able to block Shining Pathmage do so.
    2/6

    Temporal Detour 1
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Target permanent with Stormtouched phases out. Draw a card.

    Turn the Other Cheek 3
    Instant (C)
    Shimmer (This card is all colors in all zones.)
    Target creature with Stormtouched deals damage equal to its power to its controller.

    Chains of Chaos 3
    Enchantment — Aura (C)
    Enchant Creature
    Stormtouched
    Enchanted creature can’t attack or block unless its controller pays X, where X is the number of permanents with Stormtouched you control.

    Chant of the Nightcrest 6
    Sorcery (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    As an additional cost to cast Chant of the Nightcrest, tap any number of creatures with Stormtouched you control.
    Chant of the Nightcrest deals damage to target creature or player equal to the total power of creatures tapped this way.

    Chaos Tornado 4
    Sorcery (C)
    Stormtouched
    Kicker 4 (You may pay an additional 4 as you cast this spell.)
    Destroy target creature with Shimmer.
    Chaos Tornado has Cascade if it was kicked.

    Æther Crosswinds 3
    Instant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Counter target spell if it has Shimmer unless its controller pays 3.
    Cycling 2 (2, Discard this card: Draw a card.)

    Droplet of Maelstrom 1
    Instant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Target spell or permanent gains Stormtouched.
    Draw a card.
    A taste of its power leaves one unable to taste.

    Flare of Retribution X3
    Instant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Cascade
    Flare of Retribution deals X damage to target creature or player.

    Force of the Maelstrom 6
    Creature — Elemental Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Tap an untapped creature with Stormtouched you control: Force of the Maelstrom gets +1/+0 until end of turn.
    2/4

    Impetus of Nullity 4
    Enchantment — Aura (C)
    Enchant Creature
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Enchanted creature gets -13/-0 and gains Manalocked. (Colored mana can’t be spent to activate its abilities.)

    Keeper of the Clear Comet 3
    Creature (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Whenever an opponent casts a spell with Shimmer, you may have Keeper of the Clear Comet deal 2 damage to target creature.
    2/2

    Keeper of the Clear Meteor 3
    Creature (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Whenever an opponent casts a spell with Shimmer, you may untap target Ruins.
    2/2

    Keeper of the Clear Moon 3
    Creature (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Whenever an opponent casts a spell with Shimmer, you may have target permanent phase out. (It phases in before its controller’s next untap step.)
    2/2

    Keeper of the Clear Star 3
    Creature (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Whenever an opponent casts a spell with Shimmer, you may have each opponent lose 1 life. If you do, you gain life equal to the amount lost this way.
    2/2

    Keeper of the Clear Sun 3
    Creature (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Whenever an opponent casts a spell with Shimmer, you may gain 2 life.
    2/2

    Mightgust 3
    Creature — Elemental Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Creatures with Stormtouched get +1/+1.
    1/1

    Nightcrest Conscript 3
    Creature — Human Deserter Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Whenever Nightcrest Conscript blocks a creature with Shimmer, it gets +3/+3 until end of turn.
    Security is tight when the entire world wants you dead.
    1/3

    Nightcrest Initiate 1
    Creature — Human Deserter Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Common public opinion holds the Maelstrom as an abomination of nature that must be destroyed. The Nightcrest Cult formed out of an alternative view that worships the storm as a blessing from the gods.
    1/1

    Nightcrest Insignia 4
    Enchantment — Aura (C)
    Enchant Creature
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Enchanted creature gets +3/+3 if it has Stormtouched. Otherwise, it gets -1/-1 for each of its colors.

    Nightcrest Invoker 3
    Creature — Human Deserter Mutant (C)
    Stormtouched
    7: The next spell you cast this turn gains Cascade. (When you cast it, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Then put the exiled cards on the bottom of your library at random.)
    1/2

    Nightcrest Shantytown 3
    Enchantment — Aura (C)
    Enchant Ruins you control
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Spells with Stormtouched cost 1 less to cast.

    Soul-Draining Winds XX1
    Instant (C)
    Split Second (As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)
    Up to X target permanents gain Manalocked until end of turn. (Colored mana can’t be spent to activate their abilities.)

    Soulless Rebirth X3
    Sorcery (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Return target creature card with converted mana cost X from a graveyard to the battlefield under your control. It gains Stormtouched.

    Stormtouched Cyclops 3
    Creature — Cyclops Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Haste
    Reduced to a race of crazed berserkers by the Maelstrom, they seek only to die in battle and take as many lives with them as they can.
    4/1

    Stormtouched Demon 7
    Creature — Demon Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    When Stormtouched Demon enters the battlefield, you may search your library for a creature card with Stormtouched, reveal it, put it into your hand, and shuffle your library.
    3/4

    Stormtouched Drake 4
    Creature — Drake Mutant (C)
    Stormtouched
    Cascade (When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)
    2/3

    Stormtouched Elf 2
    Creature — Elf Druid Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    T: Add 1 to your mana pool.
    0/2

    Stormtouched Falcon 2
    Creature — Bird Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Flying
    1/1

    Stormtouched Gargantuan 9
    Creature — Beast Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Manalocked (Colored mana can’t be spent to cast this spell or activate this creature’s abilities.)
    Protection from all colors
    9/9

    Stormtouched Hallowmage 3
    Creature — Human Cleric Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Stormtouched Hallowmage can’t be blocked as long as defending player controls a land with Shimmer.
    2/2

    Tempest Runner 3
    Creature — Cephalid Mutant (C)
    Stormtouched (This card is colorless and can’t have or gain colors.)
    Protection from Shimmer
    2/2

    Vitality Shower X1
    Sorcery (C)
    Cascade (When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)
    You gain X life.

    Æther Overlay 3
    Artifact (C)
    T: Target land becomes the basic land type of your choice until end of turn.

    Lightning Rod 3
    Artifact (C)
    T: Add 1 to your mana pool.
    T: Add 2 to your mana pool. Spend this mana only to cast a spell with Stormtouched.

    Shield of the Just 2
    Artifact — Equipment (C)
    Equipped creature gets +0/+3 and has Shimmer.
    Equip 2

    Tarnished Blade 2
    Artifact — Equipment (C)
    Equipped creature has Stormtouched and Wither. (It deals damage in the form of -1/-1 counters.)
    Equip 2

    Web of Maelstrom 2
    Artifact (C)
    As Web of Maelstrom enters the battlefield, choose a basic land type.
    Lands of the chosen type are Ruins in addition to their other types and have “T: Add 1 to your mana pool.”

    Eulican Rampart
    Land (C)
    Eulican Rampart enters the battlefield tapped.
    T: Add W to your mana pool. If you spend this mana to cast a spell with Shimmer, you gain 1 life.

    Haidan Obsidian Field
    Land (C)
    Haidan Obsidian Field enters the battlefield tapped.
    T: Add R to your mana pool. If you spend this mana to cast a spell with Shimmer, Haidan Obsidian Field deals 1 damage to target creature.

    Illycan Basin
    Land (C)
    Illycan Basin enters the battlefield tapped.
    T: Add U to your mana pool. If you spend this mana to cast a spell with Shimmer, scry 1.

    Saisrin Canopy
    Land (C)
    Saisrin Canopy enters the battlefield tapped.
    T: Add G to your mana pool. If you spend this mana to cast a spell with Shimmer, target creature gets +1/+1 until end of turn.

    Yaloan Shantyhouse
    Land (C)
    Yaloan Shantyhouse enters the battlefield tapped.
    T: Add B to your mana pool. If you spend this mana to cast a spell with Shimmer, target opponent loses 1 life.

    Ashgrove Bordercrossing
    Land (C)
    Ashgrove Bordercrossing enters the battlefield tapped.
    T: Add R or G to your mana pool.

    Glacial Bordercrossing
    Land (C)
    Glacial Bordercrossing enters the battlefield tapped.
    T: Add W or U to your mana pool.

    Hallowgrove Bordercrossing
    Land (C)
    Hallowgrove Bordercrossing enters the battlefield tapped.
    T: Add G or W to your mana pool.

    Magmaslide Bordercrossing
    Land (C)
    Magmaslide Bordercrossing enters the battlefield tapped.
    T: Add B or R to your mana pool.

    Muckbeach Bordercrossing
    Land (C)
    Muckbeach Bordercrossing enters the battlefield tapped.
    T: Add U or B to your mana pool.

    Stormtouched Ruins
    Land — Ruins (C)
    T: Add 1 to your mana pool.
    A deck may have any number of cards named Stormtouched Ruins

    Plains
    Basic Land — Plains (C)

    Island
    Basic Land — Island (C)

    Swamp
    Basic Land — Swamp (C)

    Mountain
    Basic Land — Mountain (C)

    Forest
    Basic Land — Forest (C)
    Posted in: Custom Set Creation and Discussion
  • posted a message on Flavor Text Game - Version 2.0
    [b]Psychotic Goblin[/card] 1R
    Creature -- Goblin
    Unleash 3RR
    If Psychotic Goblin was Unleashed, it gets +5/+5 and gains haste and trample. Sacrifice it at the beginning of the next end step.
    1/1
    Just smile, nod, and back away slowly.


    next:
    Stripped of its identity, it seeks to craft a new one of destruction and mayhem.
    Posted in: Custom Card Contests and Games
  • posted a message on Cost the Card
    Hardbine Trickmage1W
    Creature - Human Wizard
    T: The next 1 damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.
    1/1

    I'm almost positive we've seen damage redirection effects all over the place. Redirecting a single damage per turn is almost trivial, especially considering the environment we're currently in. This kind of creature absolutely needs to be aggressively costed.

    NEXT:

    The Psychavolver
    Legendary Creature — Volver Wizard (R)
    (Cheap Activation Cost without T): Exile the top card of your library. You may play that card this turn.
    (More Expensive Activation Cost without T): Exile the top card of your library. You may play that card for as long as it remains in exile.
    1/4

    Would prefer for The Psychavolver to remain monocolored as it's part of a cycle, I'm just hoping I didn't cost it badly.
    Posted in: Custom Card Contests and Games
  • posted a message on The Lord Game
    Master of Disaster 2RR
    Creature — Berserker (R)
    Other Berserkers you control get +2/+0 and first strike.
    Other creatures attack each turn if able.
    Other creatures block each turn if able.
    6/3

    Next up: a WUBRG lord or something of that nature.
    Posted in: Custom Card Contests and Games
  • posted a message on [Daily Card Contest] July 28, 2013
    Inversion of Reality 6UB
    Sorcery (R)
    Exile all cards from target player’s graveyard and the top 10 cards from that player’s library. That player sacrifices all permanents they control, then returns a random noninstant, nonsorcery card that player owns from exile to the battlefield for each nontoken permanent sacrificed this way.
    Posted in: Monthly Contests Archive
  • posted a message on [Development] Maelstrom Reborn, gold set
    Dredging this thing back up from the dead because, holy ****. I've done a LOT of work on it. So much so, as a matter of fact, that it's not even conducive for me to do a changelog and "new cards" list. Instead, I'm just gonna dump the entire list of cards into a spoiler here, because, holy ****. There's a lot.

    Full Spoiler List for Maelstrom Reborn
    Set by Laularu Kyrumo


    Banishment 5
    Instant (U)
    Counter target spell unless it’s colorless.

    Chaos Elemental 4
    Creature — Mutant Elemental (M)
    You may cast Chaos Elemental from exile, but not from anywhere else.
    Shimmer
    At the beginning of your upkeep, choose an exiled card at random. Flip a coin. If you win, its owner casts it without paying its mana cost. Otherwise, shuffle that card into its owner’s library.
    5/5

    Chromatic Wall 2
    Creature — Elemental Wall (U)
    Defender
    Chromatic Wall gets +0/+1 for each multicolored permanent you control.
    Chromatic Wall gets +3/+0 for each permanent you control with five colors.
    0/2

    Droplet of Maelstrom 2
    Instant (C)
    Split second (As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)
    Target spell or permanent becomes colorless.

    Glow of the Great One 6
    Sorcery (C)
    Shimmer (This card is all colors (in all zones))
    You gain 2 life, put a +1/+1 counter on up to one target creature you control, and draw a card. Glow of the Great One deals 1 damage to target player and that player discards a card.

    Golden Embrace 5
    Instant (R)
    Shimmer (This card is all colors (in all zones))
    All nonland permanents gain shimmer until end of turn.
    Unity in color birthed the Maelstrom. Perhaps it could also vanquish it.

    Golden Grip 3
    Instant (U)
    Shimmer (This card is all colors (in all zones))
    Target creature gains shimmer and protection from colorless until end of turn.
    Wreathed in the light of purest rainbows, Laeya knew she would not fall to the twisted abominations today.

    Golden Touch 1
    Instant (C)
    Shimmer (This card is all colors (in all zones))
    Target permanent gains Shimmer until end of turn.
    A breath of hope in a world of madness.

    Soul Syphon 4
    Instant (U)
    All spells and permanents target player controls become colorless until end of turn.

    Sphere of the Stormtouched 6
    Enchantment (R)
    All cards that aren’t in play, spells, and permanents are colorless.
    Players may spend mana as though it were mana of any color.
    All for one and one for all.

    Storm’s Punishment 3
    Sorcery (U)
    Storm’s Punishment deals 1 damage to target creature for each of its colors.

    Stormtouched Bear 3
    Creature — Mutant Bear (C)
    Stormtouched (This card has no color.)
    2/2

    Stormtouched Beast 6
    Creature — Mutant Beast (U)
    Stormtouched (This card has no color.)
    5/4

    Stormtouched Eagle 4
    Creature — Mutant Bird (C)
    Flying, Stormtouched (This card has no color.)
    While it does not touch the ground, one cannot help but wonder if it is truly airborne.
    1/1

    Stormtouched Elf 3
    Creature — Mutant Elf (C)
    Stormtouched (This card has no color.)
    T: Add 1 to your mana pool.
    “Huh. The bamboo seems frozen in time... like it won’t grow an inch.”
    0/1

    Stormtouched Gargantuan 9
    Creature — Mutant Beast (R)
    Spend only colorless mana to cast Stormtouched Gargantuan.
    Protection from all colors, Stormtouched
    Stripped of its identity, it seeks to craft a new one of destruction and mayhem.
    13/13

    Stormtouched Ghoul 3
    Creature — Mutant Spirit (C)
    Stormtouched (This card has no color.)
    2: Regenerate (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
    1/1

    Stormtouched Goblin 3
    Creature — Mutant Goblin (C)
    Haste, Stormtouched (This card has no color.)
    Suddenly, Grok felt like meditating, despite not knowing what it was called.
    1/1

    Stormtouched Wall 3
    Creature — Elemental Wall (U)
    Defender
    Stormtouched Wall gets +0/+1 for each creature with no colors.
    Stormtouched Wall’s power is equal to one-third of its toughness, rounded down.
    0/1

    Stormtouched Whelp 4
    Creature — Mutant Drake (C)
    Stormtouched (This card has no color.)
    Cascade (When you cast this spell, exile the top card of your library until you exile a nonland card that costs less. You may cast that card without paying its mana cost. Put the exiled cards on the bottom of your library at random.)
    “They never did come alone...”
    1/1

    Tendrils of the Nexus 4
    Instant (C)
    Target colored creature gains Stormtouched. (It has no color.) You can’t spend colored mana to activate its abilities. Put two +1/+1 counters on that creature.

    Valiant Knight 5
    Creature — Human Knight (U)
    Shimmer (This card is all colors (in all zones)), Protection from Colorless
    There are those who have yet to be touched by the horror of the Maelstrom. Some are poor, defenseless, naive citizens on the outreaches of society. Some... are not.
    3/2

    Consummation of Purification 6WWW
    Sorcery (R)
    You gain 20 life, then put a white Avatar token into play with “This creature’s power and toughness are equal to your life total.”

    Degaring 2/2/
    Artifact (U)
    T: Add B, W, or R to your mana pool.

    Holy Judgement XXWWWW
    Sorcery (M)
    Infusion (As you cast this spell, you may sacrifice any number of permanents with shimmer and discard any number of cards with shimmer. This spell costs 1 less for each permanent you sacrifice or card you discard in this way.)
    Exile X target permanents.

    Pearl Scepter 1W
    Artifact (U)
    W: Prevent the next 2 damage that would be dealt to target creature or player. An opponent gains 3 life.

    Cetaring 2/2/
    Artifact (U)
    T: Add G, U, or R to your mana pool.

    The Chronavolver 2UU
    Legendary Creature — Volver Wizard (R)
    Stormtouched (This card has no color.)
    1U: Target spell or permanent becomes the color or colors of your choice until end of turn.
    2UU: Target spell or permanent becomes the color or colors of your choice.


    Consummation of Elucidation 6UUU
    Sorcery (R)
    Each player reveals their hand. You may cast any number of cards revealed this way without paying their mana costs.

    Flux Chain U
    Instant (U)
    Target opponent gains control of target spell. Then that player may pay 2. If the player does, he or she may copy this spell and may choose a new target for that copy.

    Sapphire Scepter 3U
    Artifact (U)
    3U: The controller of target enchantment sacrifices it, then reveals cards from the top of their library until an enchantment card is revealed. Put the revealed card into play under its owner’s control and the other cards into their owner’s graveyard.

    Silence for the Ages XXUUUU
    Sorcery (M)
    Infusion
    Exile Silence for the Ages with X forbid counters on it. Whenever a player casts a spell, if Silence for the Ages is exiled with a forbid counter on it, remove one and exile that spell.

    Chromatic Umbra 3B
    Enchantment (R)
    Lands you control have “T, Pay 3 life: Add two mana of any one color to your mana pool.”
    “This will show that blasted fool just what kind of fire he’s playing with.” —Karith Grakaar

    Consummation of Eradication 6BBB
    Sorcery (R)
    Target player’s life total becomes 1. Exile Consummation of Eradication with three doom counters on it. As long as this card is exiled with a doom counter on it, that player’s life total cannot change. When the final counter is removed, place this card in your graveyard.

    Jet Scepter 2B
    Artifact (U)
    1B: Destroy target creature of your choice and target creature of an opponent’s choice.

    Necraring 2/2/
    Artifact (U)
    T: Add G, B, or W to your mana pool.

    Return of the Hated XXBBBB
    Sorcery (M)
    Infusion (As you cast this spell, you may sacrifice any number of permanents with shimmer and discard any number of cards with shimmer. This spell costs 1 less for each permanent you sacrifice or card you discard in this way.)
    Return X target creatures from graveyards to the battlefield tapped under your control.

    Consummation of Conflagration 6RRR
    Sorcery (R)
    Each creature you don’t control deals damage equal to its power to its controller, then deals that much damage to itself.

    Fever Pitch XXRRRR
    Sorcery (M)
    Infusion
    Target opponent exiles the top X cards from their library. Put all lands exiled this way into their owner’s graveyard, then cast each card exiled this way without paying its mana cost.

    Rakaring 2/2/
    Artifact (U)
    T: Add W, R, or U to your mana pool.

    Ruby Scepter 2R
    Artifact (U)
    1RR: Copy target instant or sorcery spell twice. An opponent gains control of one of the copies. Each player may choose new targets for their copy.

    Anaring 2/2/
    Artifact (U)
    T: Add U, G, or B to your mana pool.

    Consummation of Consumption 6GGG
    Sorcery (R)
    Choose a creature you control. Sacrifice all other creatures you control, then the chosen creature gets +X/+X, where X is the total power of those creatures, and gains hexproof, trample, reach, and provoke. (This effect lasts indefinitely.)

    Heart of the World XXGGGG
    Sorcery (M)
    Infusion
    Search your library for X basic lands, put them onto the battlefield tapped, then shuffle your library. Each land put onto the battlefield this way becomes a 4/4 creature. They’re still lands.

    Jade Scepter 1G
    Artifact (U)
    1G: Put two +1/+1 counters on target creature of your choice and two +1/+1 counters on target creature of an opponent’s choice.

    Prismatic Paradigm 2G
    Enchantment (U)
    If a land would enter the battlefield under your control, you may have it enter the battlefield as a copy of a basic land of your choice.
    “Crop rotation, new and improved.” —Alundratis Orpham

    Rhystic Upwelling G
    Enchantment (C)
    If mana would be added to your mana pool, you may instead choose to add that much mana in a random combination of colors to your mana pool.
    “Not quite what I was expecting—but it’ll get the job done.” — Krovar Dequin

    Reality Flux XWU
    Sorcery (U)
    Exile X target permanents. As long as one of those permanents is exiled, at the beginning of your upkeep, return one of those permanents to the battlefield under its owner’s control.

    Inversion of Reality 6UB
    Sorcery (R)
    Exile all cards from target player’s graveyard and the top 10 cards of that player's library. That player sacrifices all permanents they control, then returns all noninstant, nonsorcery cards that player owns from exile to the battlefield.

    Sludge Bomb 5BR
    Instant (U)
    Destroy target artifact. All creatures get -X/-X until end of turn, where X is that artifact’s converted mana cost.

    Penultimate Charge 4RG
    Sorcery (R)
    Until end of turn, target creature gets +6/+6, gains trample, and all creatures able to block it do so. Untap all creatures target opponent controls.
    KABOOM!

    Hallowed Embrace 5GW
    Instant (U)
    For each token permanent you control, put a copy of that permanent onto the battlefield under your control, then exile target token permanent you don’t control.

    Soul Extraction 3WB
    Sorcery (R)
    Look at target opponent’s hand. Choose a noninstant, nonsorcery card from that player’s hand and put it onto the battlefield under your control.

    Maelstrom Reincarnation 5UR
    Sorcery (R)
    Destroy target creature. It can’t be regenerated. Its controller reveals cards from their library until they reveal a creature card, puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.

    Unspeakable Act 3BG
    Sorcery (R)
    Destroy target creature, target artifact, target enchantment, and target land. Return target creature, target artifact, target enchantment, and target land from graveyards to the battlefield under your control.

    Channeled Thunder 1RW
    Instant (C)
    Shuffle target artifact into its owner’s library.
    Draw a card.

    Flash of Inspiration 2GU
    Instant (U)
    Until end of turn, whenever target creature deals damage to a player, draw that many cards.

    Alundratis, Morphic Sage 1BRGW
    Legendary Creature — Nephilim Wizard (R)
    RW: Exchange control of target creature you control and target creature you don’t control with an equal or lesser converted mana cost.
    WBR: Counter target spell you don’t control. If that spell is countered this way, choose a player at random. That player reveals their hand. The first player may cast a random spell from that player’s hand without paying its mana cost.
    2/6

    Erin Mordona, High Arbiter 1GWUB
    Legendary Creature — Nephilim Wizard (R)
    First strike, provoke
    If an effect would refer to a player or players, instead that effect applies to all players, if possible.
    5/5

    Karith, Sunderer of Creation 1UBRG
    Legendary Creature — Nephilim Wizard (R)
    When Karith, Sunderer of Creation enters the battlefield, choose one — Destroy all other creatures and planeswalkers, or destroy all lands, or destroy all enchantments, or destroy all artifacts.
    5/5

    Kol’Kael, Soul of the Storm WUBRG
    Planeswalker — Kol’Kael (M)
    Starting Loyalty: 8
    +1: Destroy up to one target colorless nonland permanent.
    -4: Add 1 to your mana pool for each permanent with shimmer you control.
    -9: Search your library for a white card, a blue card, a black card, a green card, and a red card. Reveal those cards and put them into your hand. Shuffle your library.

    Krovar, Life’s Crusader 1RGWU
    Legendary Creature — Nephilim Wizard (R)
    If an effect would put one or more tokens onto the battlefield, it puts twice that many tokens onto the battlefield instead.
    If a player would gain or lose life, that player gains or loses twice that much life instead.
    If a source would deal or prevent damage to a creature, it deals or prevents double that damage to that creature instead.
    5/5

    Maelstrom Eruption XXXWUBRG
    Sorcery (M)
    Infusion
    Draw X cards. Put X 3/3 Beast creature tokens with shimmer onto the battlefield. Target opponent sacrifices X permanents. Target opponent loses three times X life. Return up to X target cards from your graveyard to your hand. Exile Maelstrom Eruption.

    Maelstrom Infusion 7WUBRG
    Sorcery (M)
    Target creature gets +10/+10 and gains trample, lifelink, first strike, hexproof, wither and shimmer. Exile that creature at the beginning of the end step or if it would leave the battlefield.

    Zenuvar, the Frost-Touched 1WUBR
    Legendary Creature — Nephilim Wizard (R)
    Pay 3 life: Exile another target nontoken permanent you own and target nontoken permanent you don’t own.
    Exile another nontoken permanent you own: Zenuvar, the Frost-Touched deals 2 damage to target creature or player and you gain 2 life. Tap that creature. It doesn’t untap during it’s controller’s next untap step.
    When Zenuvar, the Frost-Touched leaves the battlefield, return to play all cards exiled with it under their owners’ control.
    4/4

    Aura-Charged Bell 2
    Artifact (U)
    T: Add 1 to your mana pool
    WUBRG, T, Sacrifice Aura-Charged Bell: Add 10 to your mana pool.
    When struck, the world resonates.

    Maelstrom Gatepost 3
    Artifact (R)
    Imprint — When Maelstrom Gatepost enters the battlefield, look at the top 7 cards of your library. Exile up to one of them face-down under Maelstrom Gatepost, then exile the rest. (The face-down card is imprinted on this artifact.)
    When Maelstrom Gatepost leaves the battlefield, turn the imprinted card face-up and put three time counters on it. If it doesn’t have suspend, it gains suspend.

    Rainbow Cloud
    Land (R)
    Shimmer (This card is all colors (in all zones))
    Rainbow Cloud enters the battlefield tapped.
    T: Add one mana of any color to your mana pool.

    Stormtouched Ruins
    Land (C)
    T: Add 1 to your mana pool
    A deck can have any number of cards named Stormtouched Ruins.

    Okay. Let's go over the major changes here.... Of the cards that already existed, only a couple got changes that were anything more than aesthetic or clarifying. For example, the Sapphire Sphere forgot to specify that the new enchantment came into play to replace the old one, a la polymorph. I also fixed a couple of the consummations--specifically, the black one now, in addition to knocking a player to 1 life, freezes their life total for three turns. As written previously, you could fire one off, then Gut Shot for game, and short of a counterspell, there wasn't a whole lot you could do about it. Which was dumb. Along the same line of thought, I also completely rewrote the red one. While I originally intended to create a 'geddon that didn't end up being totally one-sided, the backlash from a mono-red card that messed with player's hands, destroyed artifacts, lands, creatures, enchantments, and even planeswalkers just for making mana, and generally turning the game into "whoever has the biggest creature right this second is the winner" was severe enough that I made it something a little more red, and a little less dumb.

    Now for the new stuff. Hoo boy. Two new keywords, first of all.

    Stormtouched (This card has no color.)
    Infusion (As you cast this spell, you may sacrifice any number of permanents with shimmer and discard any number of cards with shimmer. This spell costs 1 less for each permanent you sacrifice or card you discard in this way.)

    Stormtouched as a keyword is fairly innocuous. It serves a similar purpose as Shimmer, and while there aren't so many cards yet that interact with it, I hope to turn it into a more flavorful and varied option. Infusion, on the other hand, is exclusive to a cycle of Decree-style bombs (including the 5C one), and every single card with Infusion is a serious threat. In particular, Heart of the World looks really, really OP, since ramp is all Green does to begin with, and it's not difficult to stuff your deck with a zillion lands, ramp like crazy, drop a couple Boundless Realms, then when you untap, put all your mana into Heart of the World and get a buttload of 4/4 manlands that never de-animate. (Of course, the new Consummation of Conflagration is the perfect answer to that--fire one off after a Heart of the World and you probably just killed the green bastard.)

    There's also a few new cycles of slightly-less-sexy stuff, such as wedge-colored mana rocks, a handful of outliers that are just fun (Chaos Elemental, yes please!), and a ten card mega-cycle of what I call "twisted" spells. One in each color pair, they take inspiration from various other spells, mutating them into much more destructive forms. (Except for Channeled Thunder; I'm not gonna lie, I was having trouble coming up with good red ones, and I really fell short on that one. Definitely taking suggestions for a better RW Twisted spell.) The correlations are as follows, if anyone's curious:

    Reality Flux -- Dimensional Breach
    Inversion of Reality -- Living Death
    Sludge Bomb -- Ichor Explosion
    Penultimate Charge -- Revenge of the Hunted
    Hallowed Embrace -- Parallel Evolution
    Soul Extraction -- Duress
    Maelstrom Reincarnation -- Polymorph
    Unspeakable Act -- Decimate
    Channeled Thunder -- Oblation
    Flash of Inspiration -- Hunter's Insight

    My personal favorite out of these is probably a tie between Inversion of Reality and Maelstrom Reincarnation, which was the initial inspiration for the cycle. Ironically, it came up when we were going over the cards for errors, and it was when we discovered the oversight on Sapphire Scepter. One of the guys in the chat was like "Is it supposed to be able to steal an enchantment from your opponent's library?" and I was like "No, but that's a good idea." And yes, Inversion of Reality does not suffer from a similar oversight. It isn't intended to only return the cards it exiled; it takes EVERYTHING out of exile, in addition to what it sent there from the graveyard. It's definitely an EDH bomb if anything, but it definitely has the potential to be really, really trolly.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [ASAM][January] A World of Alpha - Community Set <Interrupted>
    Quote from MOON-E
    I might help out but this month has a bit of required reading... perhaps I'll come back later in the process.


    Oh boo, it requires a little bit of effort to design a good set, whatever shall I do?

    seriously though, I had this problem... started up a draft queue for alpha, and all went well, until I announced that we'd decided to play the games according to how the rulebook was originally written. Literally every person but one dropped out and said "eff that". :<
    Posted in: Custom Set Creation and Discussion
  • posted a message on [ASAM][January] A World of Alpha - Community Set <Interrupted>
    Caterpie, yes. That is exactly the point.

    Interesting fact. Alpha Grizzly Bears mentions "Don't try to outrun the bears of Dominia. Hmm...

    Anyway. I love this idea of using the Moxen as something other than just OP mana rocks. And wow. TIM as the villain? Now that's pretty epic. And wow, why didn't I think of Gaea's Liege? Hot damn. Slap a name on him, make him legendary, and give him an ability that doesn't make me want to throw up (Yes, transforming forests is cool, especially with forestwalk and the potential for silly nonbasics that do stuff other than mana, but he cost way too much to be usable on utility). Boom, we got ourselves a green lord.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [ASAM][January] A World of Alpha - Community Set <Interrupted>
    This. This is already delicious. Mmm....

    Mechanic-wise, blue had mind-magic (card drawing and counterspelling, control magics), but it also tended to use psionics and other tools to turn opponent's abilities against them, usually in the form of enchantments, and even a couple cards like Mana Short and Drain Power. There was a lot of color-specific and landtype-specific hosing, and I remember what may be the only aura with Enchant Enchantment. I imagine Blue's main race being like, psychic pseudo-eldritch thingies, maybe something that vaguely resembles a mind flayer in appearance. I know merfolk are probably going to be a thing, but I kind of want to stay away from them... they're a little boring to me o-o

    I'm not sure about green. It "has" a nature "feel" to it, but, the mechanical abilities are really all over the place. On the one hand, you have the giant Wall of Ice, but on the other hand, you have the giant Force of Nature. The only thing that was remotely consistent flavor-wise was elves, and those have been done to death...

    Red is interesting. It has a lot of burn effects and firebreathing, but there was also a lot of evasion, and even the odd Smoke. Focusing on the dwarven conflict between the orcs/goblins seems like a good way to go... but I personally think we should stick to just orcs. Goblins have been done to death, but orcs were pretty much forgotten about past 4E, and Dwarves didn't survive much longer either. I also recall a couple of trolls in the set... perhaps those could be employed instead of gobbos?

    White was interesting. It has that overt, obvious, Protect the Masses employ behind it, but then you get cards like Balance, Blaze of Glory, Armageddon, and Wrath of God, which evoke a sense of "If I"m going down then I'm taking you with me". Another thing I noticed, White's love of walls. Walls were a big theme in Alpha, with many, many cards that cared about walls or non-walls, and White got some wall-boosting enchantments, the strongest offensive wall Wall of Swords, and even Animate Wall. I wouldn't mind horribly to see Defender become relevant again.

    Artifacts. I don't even know where to start. Most widely varying power levels ever. You have stuff like Time Vault and Winter Orb and Meekstone sitting next to stuff like Rod of Ruin, The Hive, and Sunglasses of Urza. While Urza gets a couple mentions in flavor text, and in card names, artificers in general don't tend to get talked about, and artifacts seem to be relatively mundane, and not these fantastical doom contraptions of untold horror. I think this is where we'll have the toughest time working things out.
    Posted in: Custom Set Creation and Discussion
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