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    posted a message on [Primer] NWO + Redflagging
    NWO + Redflagging

    A primer on new world order, redflagging and custom card design.


    Introduction
    This is a primer on New World Order and Red Flagging to help inform magic players and custom card creators what these concepts are and how to apply them.
    My aim is to make this guide necessary reading for any custom card creator designing commons in a custom set.
    This guide may still be a little rough so feel free to ask questions, give suggestions or point out any errors.

    What is New World Order?
    New World Order (commonly abbreviated to NWO) is a concept used by Wizard of the Coast when designing commons to limit complexity at common.
    NWO is the brain child of lead designer Mark Rosewater and was first introduced in this article from December 2011. NWO's aim is to lower the barrier of entry of Magic and make magic more fun by introducing clarity to a blocks design while decreasing comprehension and board complexity that can lead to unsatisfying gameplay experiences.
    New World Order was first implemented partially in Shards of Alara block with Zendikar being the first block fully designed with NWO in mind.
    NWO and red flagging is potentially crucial if you plan on making custom magic card sets as keeping a lower complexity level at common will create better gameplay and allow you to focus the complexity on what you want to showcase in your set.

    Q: So how do you actually apply NWO?
    A: NWO is applied through the use of Redflagging common rarity cards that have an increased complexity by following certain rules and then making sure the total number of red flagged cards are less than 20% of your total commons.

    What is Redflagging?
    Red flagging is used to mark that a common card is breaking NWO complexity in some way so that the designer can make sure that the card is adding to the focus of the set and thus adding unnecessary complexity.
    A common card is red flagged if it breaks one or more of the follow rules that I'll go into more detail about shortly. Cards that break more than one of these rules must come under intense scrutiny and most likely moved up to uncommon in all but the most aberrant of cases.
    Any card that you keep in your set that is red flagged must make an important contribution to the set's theme or limited environment.

    A quick Red Flagging Rules checklist:
    • Does it affect other permanents?
    • Does it have four or more lines of rules text?
    • Does it need to be read twice?
    • Does it create card advantage?
    • Does it have the potential to kill multiple card at once?
    • Can it create a loop?
    • Problematic in larger numbers?
    • Does it use complex magic terminology.

    Red Flag Rules Details
    Ok so now that you've wrapped your head around what the basics of NWO and red flagging are let look in detail at each of the red flag rules and how to apply them.
    1) Does it affect other permanents?
    Does this common have the ability to effect other permanents? (especially creatures)
    It is the most important red flag for reducing board complexity that can be extremely hard for newer (or even experienced) players to parse effectively to make decision about what they want to do. In essence if there is too many things going on in the board state it becomes to hard and you end up making mistakes which doesn't lead to fun gameplay.
    This is one of the hardest red flags to understand correctly as it comes in a range of varieties and severities. So lets look at a few examples:

    Kithkin Shielddare is a common from Shadowmoor before NWO way implemented and the set was known for its confusing board states with extremely high board complexity. This is remarked upon in that year's State of Design article as being a mistake made in the set.
    So then what is wrong here about Kithkin Shielddare and how exactly is it adding to complexity?
    Whenever I attack a player who has Kithkin Shielddare I suddenly have to do a lot more combat math to figure other if the available blocks/trades are going to be worth it. Now this by itself is fine but because this card is common what happens if I had 2 or 3 of these? Suddenly you can see how while a single Kithkin Shielddare may be able to be calculated around (And this isn't even true for new players) a board state with 2 or 3 Kithkin Shielddare's is simply too much for our brain to handle which is a bad thing for your limited environment.

    Ok now lets look at another example:

    Now this looks like another example of a simple common that breaks this rule right?
    WRONG
    Tappers don't activate this red flag.
    This is because they have to be used before combat and thus actually simplify the board complexity by making less choices in attacker or blockers. This can then apply to any sorcery speed activated ability or an ability that doesn't effect the board state such as Voyaging Satyr.
    Ok one last example that tripped me up initially when applying Red Flagging to the commons of my custom set Dreamscape of Noctus.
    Lets look at the following common card:
    Now originally I saw cards like Crackling Triton in Theros and thought to myself that wizards must of decided that because the sacrifice creates card parity this effect wouldn't get red flagged under NWO. What it didn't realize was that was irrelevant and that instead the additional board complexity it added was what mattered irrespective of what power level the effect was.
    This also shows us dangerous assumptions we can make about precedent based on WOTC products as I assumed Crackling Triton wasn't red flagged when in fact I later confirmed it was.
    Remember that NWO says we can have 20% of our commons red flagged but they should each make an important contribution to the set's theme or limited environment.

    Triggered abilities that only effect itself are not red flagged, this means that a card like Steppe Lynx or Midnight Guard that is triggered by other cards but that trigger only effects itself are fine at common. But remember that this effect is slightly more complex that normal as players can forget them. Thus if you have these type of triggers be consistent among a subset of commons it can reduce the overall complexity. If you are not using cohesive triggers for triggered abilities then some of your commons may fall under Red Flagging.

    One last example is to show that cards don't need to have the word target on them to be red flagged under this rule.
    One of my favorite examples:

    Selfless Cathar in an example of a card that if a player forgets about it can lead to extremely bad situations. While it doesn't have the word "target" on it, it can still mess with the board state via its sacrifice ability. You may notice that this was a common in a core set (which try to reduce the common complexity even more than normal) but it was a role player in the white weenies limited archetype and thus WOTC felt it was worth having as part of their 20% allowance.

    Finally be aware that instants and sorceries that target creatures don't fall into this category as they stay in your hand and are thus hidden information that isn't taken into account for board complexity.

    2) Does it have four or more lines of rules text?
    Does the card have four or more lines of non-reminder, non-flavor text.
    This is by far the most common red flag, often making up for 75%+ of the total red flags in a set. Its also the red flag with the most leeway and that is most acceptable. Having a dozen wordy cards is going to happen to every set, but thats far better than having ridiculous board complexity due to having a dozen Samite Healer style cards.
    It is important that when a player looks at the cards on the board and in his or her hand that they are able to understand them quickly and without getting confused. This is particularly important for younger players who may not be as strong at reading. So this red flag allows us to maintain a coherent and easily accessible game. reducing comprehension complexity and thus meaning your players can focus on the fun gameplay complexity.
    Even if we assumed that all players of our set have strong reading abilities (a dangerous assumption) this restriction on wordiness prevents designers from creating cards that are mechanically too complex as we have to work within an extremely limited word limit.
    The reason this only looks at lines of rules text is that a mechanics rules text only needs to read once or twice when learning that mechanic and can then be skipped while still knowing the functionality of the card.
    Example:

    Necrobite from M15 has a whopping 8 lines of text. (most cards in general should aim for 7 or less lines and never more than 9)
    However this card doesn't actually fall under the red flag because nearly all of the card's text is reminder text that can be quickly mentally shortcutted by a player who knows what regenerate and deathtouch actually do. Be aware that red flagging doesn't take into consideration Average Words per Common which is still something to be aware of if you have lots of long reminder texts for your commons but that falls outside of the scope of this primer.
    Lets look at an example of text we can't ignore:

    Kinscaer Harpoonist as you can see has 4 lines of rules text and thus falls under the red flag here. However I've had designers try and argue that the flying text can be ignored due to being an evergreen mechanic. This however is not the case as the mechanic still contributes to what you have to think about when you read the card. Even if you know the mechanic, while your brain shortcut what flying means it is easy to will on a wordy card. How many times has the situation come up where your or an opponent forget that a certain creature has flying or first strike or other relevant evergreen keyword?
    Counting the evegreen words in the line count helps keep the complexity down on what each common does and thus helps avoid these "feel bad" situations
    One line of text that you can ignore when looking at word count is the enchant creature line on auras as this is considered part of learning the aura subtype except when given weird enchantment clauses that may fall off under certain conditions like Runner's Bane.


    Ability words are the single greatest source of confusion and questions about the wordyness redflag so I'm going to expand on this a little more than in previous version of this primer.
    An ability word is a word that thematically groups cards with a common functionality, but has no special meaning in the Comprehensive Rules. Examples include Battalion (Wojek Halberdiers) Landfall (Plated Geopede) or Converge (Brilliant Spectrum).
    Nearly every ability word has some sort of text that is repeated across all cards that use that ability. For example nearly every landfall card has the "Whenever a land enters the battlefield under your control." For the purposes of red flagging via the number of lines of text, this repeated ability word text is ignored and treated like reminder text.
    Thus a card like Plated Geopede that looks like it contains 4 lines of text and thus would normally be red flagged actually only contains 3 lines and isn't red falgged once you disregard the generic landfall text.
    The reason this is allowed is because of mental shortcutting. Applying a term to a specific ability means that we can gloss over the text and immediety look at what exactly the effect is without having to relearn what the card is caring about mechanically.
    -> ->

    Finally it is worth mentioning that sometimes you get "invisible mechanics" which are basically ability words with repeated text that don't have the italicized ability word text for whatever reason. Some examples of these are Eldrazi spawn/scions from ROE or BFZ, the Naya "5 power or greater" mechanic from Shards of Alara or the Processors from BFZ.
    Basically if you asked most players what some of the mechanics of the set where, they will include these despite not having an associated ability word.
    So when it comes to NWO Red Flagging we treat the repeated text of an "invisible mechanic" as exactly like as if it had an ability word, thus ignoring the repeated text.


    3) Does it need to be read twice?
    Is this card hard to parse or understand due to mechanical complexity or weird wording?
    This is one of the rarer and more intuitive red flagging rules that looks at if players have the ability to work out quickly what the card does. An example of cards that do weird things that can fall under this category is the conspiracy cards. These can be more difficult to understand by newer players and thus should usually be moved to uncommon. In the case of the conspiracies they actually had a conspiracy or "draft matters" card as a separate slot in the booster pack to avoid them flooding the commons and breaking the spirit of NWO.


    4) Does it create card advantage
    Does this card means I end up with a total net gain on cards compared to my opponent?
    This Red Flag is another major one after number 1 and 2 but is slightly less about design and more about developing a fun and balanced limited environment.
    Examples of cards that fall under this catagory are creatures with enter the battlefield effects that can destroy something on board such as Cultbrand Cinder.

    Be aware that cards that do straight card advantage without affecting the board such as Divination or Mind Rot don't fall under this category.

    5) Does it have the potential to kill multiple card at once?
    Can this card be used to reasonably create on board card advantage via killing two or more cards an opponent has.
    This Red Flag is similar to the one above except it is more to do with how a card can be used to create advantages of how many creatures a player has. Since creatures are the core of most limited environments this is another red flag that is more to do with development than design concerns.

    The most obvious example of this is something like Boulderfall which can easily kill two or more creatures. Even though the card was horrible in limited due to its high cost this card would of still bee red flagged due to its potential to turn a game around more than nearly any other common.

    Another source of multiple kills in limited are combat tricks. If a creature you control is double blocked and you cast Giant Growth you can kill both of their creatures with a single card. However this doesn't fall under this red flag as combat tricks (and enchantment - auras) all have the inherent possibility of card disadvantage build into them if in response to your Giant Growth your creature gets targeted by a Doom Blade.
    However some combat tricks can affect multiple permanents and thus do fall under this red flag such as Martial Glory or Break of Day as suddenly the two creatures you blocked with can now survive thus killing two of you opponent's creature with a single common spell.


    6) Can it create a loop?
    Does this card have the potential to create looping or repetitive gameplay?
    Another rarer Red Flag is that it is dangerous to have cards that can create gameplay loops by themselves at common.
    A gameplay loop is where an action can be repeated every turn without additional cards thus potentially not only creating card advantage but also making for an unfun enviorment for players.
    The main aspect that is important about these loops is that they are uninteractive which is why cipher cards are not considered as they require you to fulfill the requirements of combat damage against your opponent.
    The ability for cards such as Gravedigger to create a loop when played with another copy of gravedigger is why this card is now printed at uncommon. This loop creates card advantage it you block any opponent 2 toughness creatures and is very uninteractive for your opponent as even if they have removal it doesn't matter unless it exiles.
    However the worst offenders of this red flag are cards that create gameplay loops all by themselves such as Sprout Swarm. This card is considered a mistake by R&D and should not be at common.
    Be careful of your set mechanics as if you had a mechanic like Forecast or Buyback it is going to eat up a lot of your complexity by falling into this gameplay loop Red Flag.


    7) Problematic in larger numbers?
    Does this card become abusive if I have 5+ of them in a limited deck?
    This is another narrow red flag rule that you should be aware of when creating cards that scale with the number of copies such as Kindle or that are free like Memnite.In a 3 pack draft you can potentially have 24 or a single common with an average of seeing 2.4 of that common. However as this is an average you don't want an above average amount of that common to ruin the draft. For example in Scars of Mirrodin playtesting originally Memnite was a common but was moved to uncommon when a play got 7-8 of them in a draft and proceeded to have ridiculous draws. The deck still wasn't even good but it creates a negative drafting experience that you don't want from your commons.


    8) Does it mention uncommon magic terms?
    Does this card use terminology that is hard to parse for newer players?
    Common cards in magic form the bulk of cards seen by a newer player and are used as a learning tool when playing. However certain magic terms are not commonly used or essential to learn right away. To avoid overloading a new player on terminology certain words should be restricted to uncommon or greater or fall under this Red Flag.
    List of magic terms that are Red Flagged:
    • Converted Mana Cost
    • X as a Cost
    • Planeswalker
    • Emblem
    • Non-Standard counters - eg: Briber's Purse.

    Time to test your knowledge!
    In the following section I'm going to show you a variety of common custom cards and you should guess which Red Flags (if any) the card is breaking.

    Mireburn Gnoll 3R
    Creature - Gnoll Shaman (C)
    Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
    Whenever Mireburn Gnoll attacks, if you control three or more Gnolls, you may have Mireburn Gnoll deals 2 damage to target creature or player.
    Gnoll magic is the worst spawn of hate and blood.
    2/2
    RED FLAGGED
    This card would be red flagged for a having 5 lines of rules text as well as being red flagged for its ability to potentially kill multiple creatures.
    Finally this also targets during combat as the opponent has not idea which creature you are going to Shock, thus making predicting combat very difficult.

    Irridan Communer 1G
    Creature - Elf Druid (C)
    T: Untap up to one target Forest. You gain 1 life.
    "The voice of the land cries out to me. At first it cried in agony and now it cries in anger."
    1/1
    RED FLAGGED
    This card doesn't break any targeting red flag as lands don't affect the board complexity at common. However the "up to one" wording is non-standard wording that has nearly never been used at common. Thus this falls under the "does it have to be read twice" Red Flag. This card could be easily fixed by changing the wording to "untap target forest" similar to Arbor Elf.


    Shadow of Mistrust B
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature has "This creature gets -1/-1 for each other creature you control."
    Rumors spread about the court wizard and before he knew it his closest friends plotted his downfall.
    NOT RED FLAGGED
    While it looks like the card is 4 lines or greater the enchant X line on auras is usually not included unless it is a weird condition (In which case it probably shouldn't be at common regardless)
    However the constantly changing nature of the -1/-1 effect means this can be hard to keep track of and should probably be red flagged for board complexity.

    Fantasy Surge 1U
    Instant (C)
    Target creature gets -3/-0 until end of turn.
    Target creature gets -3/-0 until end of turn.
    RED FLAGGED
    This card would seemingly be red flagged for its rules text length but the wording here is broken into two lines actually makes it easier to read, thus following the spirit of the rules. However its ability to potentially create a double kill if it is used when two separate trades were going to occur in combat

    Caravan Sentry W
    Creature - Human Scout (C)
    T: Untap another target creature.
    Caravans are the lifeblood of trade on Mercalis. Each city maintaining vast guilds of drivers, horsemen and most importantly, guards.
    1/1
    RED FLAGGED
    This card breaks the targeting restriction Red Flag as unlike a tapper this can mess with combat math as your opponent has no idea which card you may untap.

    Light of Binding 2W
    Enchantment - Aura (C)
    Enchant creature
    Enchanted creature can't attack.
    At the beginning your upkeep, you may gain 1 life.
    RED FLAGGED
    This card doesn't break any of the text length or card advantage rules but upkeep triggers are not usually seen at common and would fall under the uncommon magic terms rule. Newer players especially forget that upkeep triggers come before you draw a card which is especially important to keep in mind. Be aware that cards like Parasitic Infestation can ignore this rule as they sacrifice themselves after a single turn, thus not maintaining the complexity over a number of turns.

    Desolate 3BB
    Sorcery (C)
    Target player sacrifices a creature. Target player sacrifices a land.
    "Dust is the legacy of the Eldrazi, and the future of this world."
    RED FLAGGED
    This card breaks card advantage and the multiple card kill rules. This is slightly offset by one of the permanents destroyed being a land but even a bad two for one can create imbalances in the commons and increase complexity of a set.

    Emeria's Faithful 1W
    Creature - Human Soldier (C)
    Whenever an Angel enters the battlefield under your control, put a +1/+1 counter on Emeria Faithful.
    I see the face of Emeria not in the monsters that hunt us, but in the angels that guide us.
    1/3
    NOT RED FLAGGED
    Triggered abilities that only effect itself are not red flagged, this card doesn't make every angel you control suddenly break NWO. However this is certainly slightly more complex and can be forgotten which can lead to feel bads, thus make your triggers like this consistent like Landfall. This card doesn't break any of the red flag rules and really helps lead players towards a subtheme of the set. If players see this at common then they are going to assume you have an angel subtheme so making sure you meet that expectation is important.

    Kor Reinforcements 2W
    Creature - Kor Soldier (C)
    Landfall — Whenever a land enters the battlefield under your control, another target creature you control gets +1/+1 until end of turn.
    Survival is not their goal. They delay the broods so others may enjoy life a few days longer, giving meaning to their struggle.
    2/2
    NOT RED FLAGGED
    This card has 4 or more lines of text but a large portion of this is the landfall repeated ability word text. Once this is removed from our evaluation, similar to the Plated Geopede examplein this primer then this card meets all the requirements of a non-redflagged card. Note that this also targets your creatures but land drops are only at sorcery speed the vast majority of the time which makes this unable to be used as an on-board trick.

    Rabid Sparkweaver 1R
    Creature - Human Shaman (U)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    Whenever you cast a noncreature spell, target creature gains haste until end of turn.
    2/1
    NOT RED FLAGGED
    The main issue with this card is that it is an uncommon. NWO red flags only applies to common cards. However even if this was an uncommon it would be red flagged for having 4 lines of text despite it being fairly simple. Note that one change would be to have an Elusive Spellfist style trigger to cut down on the total word count by not repeating the noncreature casting trigger.

    Nightmarish Choice B
    Sorcery (C)
    Trance — Target player reveals X cards from his or her hand, where X is the number of tapped creatures you control. You choose one of them and that player discards that card.
    RED FLAGGED
    Here trance is an ability word that cares about the number of tapped creatures you control which means for NWO we can disregard the "where X is the number of tapped creatures you control." text when assessing line count. Howevereven with nearly two lines of text removed this card is still too wordy, showing that you can't completely take for granted that cards with ability words won't go over the word limit for NWO. Thus this would end up red flagged.


    Summary
    • New world order is designed to reduce complexity at common
    • Red Flagging is a system of rules to keep complexity at common in check
    • No more than 20% of the commons in your set should be red flagged
    • Red flagged cards should each make an important contribution to your set's themes or archetypes
    I hope this has been helpful as a guide and resource to help you understand New World Order and how to apply Red Flagging to your custom common card designs.
    If you have any questions/comments post them below, PM me or you can contact me on twitter at @reubencovington.

    Extra Reading / Listening
    New World Order - DailyMTG
    http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/mm/172
    Understanding Complexity - Gathering Magic
    http://www.gatheringmagic.com/natasha-lewis-harrington-editorial-psychology-03282013-understanding-complexity/
    New World Order and Complexity Creep - Starcity Games
    http://www.starcitygames.com/article/23228_New-World-Order-And--Complexity-Creep-.html
    Red Flagging - Drive to work Podcast by Mark Rosewater
    http://podbay.fm/show/580709168/e/1406909700?autostart=1 (Podcast)
    http://dtwtranscripts.blogspot.com.au/2014/10/8114-episode-144-redflagging.html (Transcript)
    Posted in: Custom Card Creation
  • 1

    posted a message on [Podcast] Cardography Episode 12 - Voyage's End (ft. Reuben Covington)
    Yay. Thanks for having me on the podcast!
    Posted in: Custom Card Creation
  • 3

    posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    DREAMSCAPE
    ------------------------------------------------------------------------
    ------------------------------------------------------------------------
    Set Name: Dreamscape (Formally Dreamscape of Noctus)
    Release Date: SOON
    Mechanics: Dreamwalk, Flashback, Trance, Premonition
    Flavor: Those who sleep on the plane of Noctus enter the dreamscape, a roiling land of pure fantasy and endless power.
    Size: 256 (101 Common, 80 Uncommon, 55 Rare, 15 Mythic, 5 Basic Lands)
    Expansion Code: DMS
    Block Structure: Standalone set designed for draft.
    ------------------------------------------------------------------------

    PLANESCULPTOR SET LINK

    Welcome to my latest project. A mish mash of ideas I've had for a long time that has finally come together with a variety of interesting mechanics and design challenges.
    This is Dreamsacpe, a set about the collision of Dreams and Reality.
    Heavily inspired by works such as "The Sandman." and the DND plane "The heart of the Dreaming."
    The plane of Noctus is special in that its inhabitant's minds and souls are transported to the realm of the Dreamscape each night. A world of purest dreams, untold power and deep dangers.

    Design Goal
    Make the game feel alien and unknown again.

    Visual Spoiler
    Updated 27/09/2016


    Plot + Story
    A Planewalker's Guide to Noctus: To be Expanded
    Frustrated with Ravnica. Ral Zarek has left, searching for something greater to allow him to express his genius freely and without limits. On his planar travels he finds himself on Noctus, a remote seemingly peaceful plane with a tang of strange magic in the air.
    After meeting a small child named Mindi in his dreams he discovers a secret worthy of his study. The hidden realm of the Dreamscape. A powerful realm sealed beneath the passive dreaming of Noctus' inhabitants.
    In his recklessness Ral Zarek unseals the Dreamscape, turning the dreaming potentially fatal and your nightmares far too real.
    Heedless of the chaos he is unleashing Ral Zarek only wishes to master this realm of pure dreaming. Becoming a Dream Artist able to express him creativity unbound by reality and its limitations.

    Meanwhile Evis, former leader of the Daumas Order and recently ignited planeswalker has returned from her travels only to find Noctus roiling with chaos as soulless dreamers roam and some Mori play mischief with reality. Now she has taken back control of the Daumas Order and is desperately trying to understand and contain the dreamscape and its influence. However increasingly her once peaceful way is becoming increasingly rigid and authoritarian as the Daumas ready for war.

    Yemma, the greatest huntress in the multiverse was on Noctus hunting near the Sunbloom Haven when the Dreamscape erupted. Releasing huge Mori, creatures made of dreamstuff that represented the ideas or emotions. Striding through the forest she saw beasts and predators she had only ever dreamed of. A challenge that would test Yemma and her wolf companion Zola to their limits.

    And as the world of Noctus is changed forever a cult that worships the King of Nightmares, Ikelious grows ever more powerful. Hinting that releasing our greatest dreams unfortunately comes at the cost of our greatest nightmares.

    Mechanics
    Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
    The plane of Noctus is not all it seems, dreams are not merely a illusion in our sleep but is the Dreamscape, a roil of emotions and desires, that reflect those that dream there.
    Those with the right gift or power can walk among this world, attack or spying upon others in their dreams.
    Powerful elementals, illusions and nightmares native to the dreamscape can also prey upon those not prepared.


    702.XX. Dreamwalk
    702.XXa Dreamwalk is an evasion ability that modifies the rules for the declare blockers step. (See rule 509, "Declare Blockers Step.")
    702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
    702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
    702.XXd Multiple instances of dreamwalk on the same creature are redundant.

    And don't believe that dreams are safe on Noctus


    Ire Figment 2R
    Creature - Elemental (U)
    Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
    Ire Figment attacks each turn if able.
    4/2

    Flashback X (You may cast this card from your graveyard for its flashback cost. Then exile it.)
    Dreams are build upon the memories of the past and the desires of the future.
    The magic of the Dreamscape cause spells and memories to linger, possible to reuse with the right knowledge.


    Flashback has once again been added to the set, now replacing memoir. It will be a more minor theme than in Innistrad but provides lots of great gameplay.
    The main flashback colors will be UG

    Trance -- ([EFFECT], for each tapped creature you control.)
    An ability word that counts the number of tapped creatures you control. The exact flavor of this mechanic is still undecided and it may potentially be cut from the set in the future. Those in tune with the power of the dreamscape are ableto channel the dream energy of those around them, manifesting the power even in reality. This mechanic is more of a minor theme in the set but promotes interesting attacking situations and bluffs.



    Creative Revelation 3U
    Instant (C)
    Trance - Draw a card for each tapped creature you control.
    Ral Zarek saw only the fathomless potential of the Dreamscape, blind to the consequences of releasing it.

    Premonition X --[COST] (Rather than cast this card from your hand, you may pay [COST] and put this card into your library face up beneath the top X cards. As it reaches the top, cast it for free.)
    Dreams are our desires for the future and thus the Dreamscape can warp the future on noctus by its manipulation of these desires. This rare power allows a spell to be cast for a much cheaper cost by subtly inserting it into the future. This is a suspend variant inspired by MOON-E that plays excellently with the self mill themes of the set to allow for shorter wait times. Also the promotion of milling synergizes with Memoir making if a risky move for your opponent to try and mill you.
    This mechanic can be exciting and very powerful, and can create great interactions.

    Here is the comprehensive rules to that explains how it works with effects like shuffling etc:
    702.PRM. Premonition

    • 702.PRMa Premonition is a keyword that represents a static ability that functions while the card with premonition is in a player's hand. "Premonition N -- [cost]" means "If you could begin to cast this card by putting it onto the stack from your hand and your library has at least N cards in it, you may pay [cost] and put it onto your library beneath the Nth card of your library. This card becomes face up in your library. This action doesn't use the stack."
    • 702.PRMb Cards that are put into a player's library by the Premonition ability are put into the library face up. This is an exception to rule 401.2. Players should keep face up cards in an orientation separate from the orientation of cards in a library that are not face-up or otherwise easily visible to all players.
    • 702.PRMc If a face up card in a library would become the top card of a player's library, that player casts it without paying its mana cost instead. If that player can't, he or she turns the face up card face down instead and it becomes the top card of his or her library. It is no longer face up.
    • 702.PRMd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.
    • 702.PRMe If a continuous effect causes a face up card to be revealed, that card is both revealed and is face up. If the card somehow ceases to be revealed, the card remains face up.
    • 702.PRMf If a one-shot effect causes a card to be put into the library "face up beneath the top N cards of [a player's] library," and that player's library has N or more cards in it, that player puts that card onto his or her library using the process described in rule 702.PRMb.

    Temporal Journey 4UU
    Sorcery (M)
    Take an additional turn after this one. Exile Temporal Journey.
    Premonition 7-1U (Rather than cast this card from your hand, you may pay 1U and put this card into your library face up beneath the top seven cards. As it reaches the top, cast it for free.)


    Memoir [COST] (When this card is put into your graveyard from anywhere, including after you cast it, you may cast a copy by paying its memoir cost.)
    Memory is a powerful force in the Dreamscape, forming a basis for the raw emotions that inspire the strongest dreams. This power can be harnessed to double the effect of a spell. These spells powered on raw memories resist being forgotten and can be cast for a brief moment when removed from the user's mind. Some delvers even believe the past and future are malleable, a byproduct of our memories and desires that can be shaped to fit our whims.

    Here are the comprehensive rules for memoir:

    702.XX. Memoir
    702.XX.a Memoir is a triggered ability that appears on some instants and sorceries that functions in the graveyard. "Memoir [cost]" means "When this card is put into your graveyard from anywhere, you may copy this card. If you do, you may cast the copy by paying [cost] rather than paying its mana cost." Casting a spell using its memoir ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
    702.XX.b Memoir triggers when the card with memoir is put into its owner's graveyard from any zone for any reason, including after a spell with memoir resolves if that spell is represented by a card. Memoir triggers from the graveyard. If a replacement effect has the card move to a different zone instead of being put into the graveyard or if the card will lose memoir when it is put into the graveyard (due to Yixlid Jailer, for example), memoir will not trigger.
    702.XX.c Memoir will not trigger when a spell with memoir that is a copy and not represented by a card is put into a graveyard.
    702.XX.d If a card with memoir is removed from the graveyard after memoir triggers but before it resolves, the ability uses the card's last known information to make the copy.
    702.XX.e If a card has multiple instances of memoir, each triggers separately.

    However while the magic's origins are mysterious its result need not be subtle.


    Blaze of Inspiration 1R
    Sorcery (R)
    Put a token that's a copy of target creature you control onto the battlefield. That token has haste. Sacrifice it at the beginning of the next end step.
    Memoir 1R (When this card is put into your graveyard from anywhere, including after you cast it, You may cast a copy by paying its memoir cost.)

    Aspire -- Whenever you cast a spell with greater converted mana cost than CARDNAME, [EFFECT].
    As the power of the Dreamscape increases and the inhabitants of Noctus become increasingly aware of the power of their dreams, they know that achieving their utmost dreams is possible. Seeing the powerful magics of around them has the aspire to greater power and reach out for what they want.
    This mechanic works really nicely with flashback and promoting interesting play decisions about when to play your creatures and other expensive spells.


    Priestess of Daymas W
    Creature - Human Cleric (C)
    Aspire -Whenever you cast a spell with greater converted mana cost than Priestess of Daymas, Priestess of Daymas gets +1/+1 until end of turn.
    "All I wish for is hope and peaceful slumber."
    1/1

    Awaken (Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
    Optional: Whenever a creature awakens CARDNAME, [EFFECT]
    Recently the powers of the Dreamscape have been getting stronger, now there are those that can tap into the dreamscapes power, even within reality.
    This ability that has long been considered impossible now manifests among the inhabitants of Noctus.



    Twilight Ranger 3 mana green mana
    Creature - Elf Scout (C)
    Awaken (Whenever another creature enters the battlefield under your control, you may tap it. If you do, untap this creature.)
    Whenever a creature awakens Twilight Ranger, it gets +2/+2 until end of turn.
    I'm granted the primal strength that all hearts truly yearn for.
    3/1
    Trance - You may have CARDNAME enter the battlefield tapped. If you do, when it enters the battlefield, [EFFECT]
    Recently the powers of the Dreamscape have been getting stronger, now there are those that can tap into the dreamscapes power, even within reality.
    This ability that has long been considered impossible now manifests among the inhabitants of Noctus.



    Sommeil Mystic 2G
    Creature - Elf Shaman {C}
    Trance - You may have Sommeil Mystic enter the battlefield tapped. If you do, when it enters the battlefield, target creature gets +2/+2 until end of turn.
    I grant the primal strength that all hearts truly yearn for.
    2/2

    Flashback X (You may cast this card from your graveyard for its flashback cost. Then exile it.)
    Dreams are build upon the memories of the past and the desires of the future.
    The magic of the Dreamscape cause spells and memories to linger, possible to reuse with the right knowledge.
    However just as our memories define us, so do our greatest fears come back to haunt our dreams.

    And on Noctus nightmares can be all to real
    Unspeakable Entity 6BBBB

    Creature - Nightmare {MR}
    Dreamwalk (This creature can-t be blocked by untapped creatures. Tapped creatures can block it.)
    When Unspeakable Entity enters the battlefield, You control target player during that player's next turn.
    Flashback 9B (You may cast this card from your graveyard for its flashback cost. When it enters the battlefield, exile it.)
    7/7

    Yes thats right!
    Flashback can now appear on creature cards to reuse their ETB effects in a simmilar mana to Evoke.
    702.33. Flashback

    702.33a* [Flashback] represents two or more static abilities, depending on the type of card it's on: one that functions while the card is in a player's graveyard, and one or more that function while the card is on the stack and/or the battlefield.

    702.33b On instants and sorceries, "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."

    702.33c* On nonland permanent cards, "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost", "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would be put into a zone other than the battlefield", and "When this enters the battlefield, if the flashback cost was paid, exile it."

    702.33d* On land cards, "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] as you play it" and "When this enters the battlefield, if the flashback cost was paid, exile it."

    702.33e* Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.

    Regular flashback cards return as well including an old favourite:

    Feeling of Dread
    Instant (C)
    Tap up to two target creatures.
    Flashback 1U (You may cast this card from your graveyard for its flashback cost. then exile it.)
    Hesitate and your fears may just catch up to you.
    Augur X (Look at the top X cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
    The realm of the dreamscape that countless living things travel to each time they sleep is fueled by the churning hopes and dreams of mortals.
    Those with the power to tap into this massive stream of intentions can catch glimpses of the future but put great strain on their mind.
    To stride the weaves of fate and future is both a great gift but also a deadly burden that rapidly eats your sanity.

    Such boundless knowledge is a sight to behold...


    Irindi, Prophet Unwoven 4UU
    Legendary Creature - Human Wizard (MR)
    At the beginning of your upkeep, augur 5. (Look at the top five cards of your library. You may put one of them on top of your library, put the rest into your graveyard.)
    At the end of each opponent's turn, if you have ten or less cards in your library, take an extra turn after this one.
    2/4

    FAQ
    How does Premonition work with shuffle effects?
    Shuffling causes all face-up cards in the library to be turned face down, then you shuffle like normal.
    See the comprehensive rules changes for Premonition:

    702.PRMd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.


    How does premonition and face up cards work with Oracle of Mul Daya and similar cards?
    Face-up cards in the library and revealed cards are seperate states. A revealed card is not face-up.
    See the comprehensive rules changes for Premonition:

    702.PRMe If a continuous effect causes a face up card to be revealed, that card is both revealed and is face up. If the card somehow ceases to be revealed, the card remains face up.


    How does Premonition work with card draw and mill?

    702.PRMc If a face up card in a library would become the top card of a player's library, that player casts it without paying its mana cost instead. If that player can't, he or she turns the face up card face down instead and it becomes the top card of his or her library. It is no longer face up.
    120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
    Because the top of the library replacement effect on face up cards, if you have a faceup card in your library beneath the top two cards of your library and then cast a Treasure Cruise then you will draw two cards, then the replacement effect of the faceup card will cause you to cast the face-up card without paying its mana cost and thus be be placed on the stack and then the third card will be drawn.
    However this separate event type of resolution doesn't apply to milling which is a single event as seen by the triggers on cards such as Darksteel Colossus. So any face-up cards that are milled are not cast and instead placed in the graveyard like normal. This means mill is both an effective way to trigger face-up card more quickly but also a weapon to use against it.

    Will this set be released with art?:
    Yes I am planning on finding art for all cards.

    Card List
    No card list yet!
    See 2nd Post for full text card list sometime soon

    Notable Cycles
    - Common off colored activation cycle
    - Common Off color flashback cycle
    - Common Discard Flashback cycle
    - Uncommon gold cards
    - Uncommon Aspirant Cycle
    - Uncommon Foretold cycle
    - Rare gold cycle
    - Mythic Incarnation cycle

    Associated Threads
    Apparition Cycle
    Dreameater Engine+
    Are any of these broken?
    Hydra of the Twilight Grove
    Mechanic Naming
    A selection of Blue Cards
    Dreams and Nightmares
    Six more Commons
    Some Red Commons
    Off Color Flashbacks
    Memoir Wording Discussion
    DMS sample booster #1
    DMS sample booster #2
    Updated Watch List notes

    Changelog
    • 02/09/2014 - Initial Thread Start
    • 02/09/2014 - Reformatted due to all my spoiler tags breaking
    • 03/09/2014 - Added associated links
    • 05/09/2014 - First Pass on white commons
    • 09/09/2014 - First Pass on Blue commons
    • 17/09/2014 - Updated Visual Spoiler
    • 19/09/2014 - Replaced Trance with Awaken
    • 22/09/2014 - Red, black and other misc commons
    • 28/09/2014 - Artifacts commons added
    • 01/09/2014 - Updated visual spoiler and officially replaced Awaken with Aspire
    • 02/10/2014 - Second pass on White & Blue commons
    • 08/10/2014 - Second pass on Red Commons
    • 27/10/2014 - New wording for Aspire
    • 29/10/2014 - Second common pass complete
    • 23/02/2015 - Overhauled the main page
    • 12/03/2015 - All commons complete
    • 14/03/2015 - Visual spoiler + main page updated
    • 18/03/2015 - Showcase and archetypes completed
    • 29/03/2015 - 9 person draft playtest
    • 30/03/2015 - Memoir and Premonition Wording changes
    • 06/04/2015 - Planeswalkers Reworked
    • 10/03/2015 - Rares development Underway
    • 18/03/2015 - Sealed playtests underway.
    • 20/03/2015 - Flavor Text update and Main Page update
    • 05/05/2015 - All slots filled, dozens of changes.
    • 10/05/2015 - Lots of playtest changes, starting sealed testing
    • 12/05/2015 - Updated text spoiler
    • 29/05/2015 - Lots of new playtesting both online and on paper, updated the visual spoiler again
    • 11/06/2015 - Another main page update.
    • 26/06/2015 - Large number of development updates
    • 18/07/2015 - Many more development, art and flavor changes
    • 21/07/2015 - Visual Spoiler Updated
    • SEE THIS THREAD FOR MORE DETAILED FUTURE CHANGELOGS
    Posted in: Custom Set Creation and Discussion
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    posted a message on Custom Keyword Encyclopedia
    Ok there has been a bunch of issues with the wiki version I was trying to setup.
    Thus I'll be posting early iterations onto the end of this thread and when I have reached a satisfactory number of mechanics I'll start a new thread that will end up replacing this one.

    Note that the reboot of the custom mechanic encyclopedia is going to be a curated list, just suggesting a mechanic isn't enough to get it added.
    I will be happy to provide feedback on all mechanics suggested, including improvements that could be made to have it included.
    Once a mechanic is chosen to be included I will create a common example card and attempt to find any previous uses of that mechanic in custom cards projects.


    Mechanic Name (Reminder Text)

    Used in:
    Tags:
    ----------------------------
    The Custom Mechanic Encyclopedia
    ----------------------------
    The Custom Mechanic Encyclopedia is a curated resource for custom card creators, containing a database of custom keywords, ability words and keyword actions.
    ----------------------------

    Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
    702.XXa Dreamwalk is an evasion ability that modifies the rules for the declare blockers step. (See rule 509, "Declare Blockers Step.")
    702.XXb A creature with dreamwalk can't be blocked by untapped creatures. Instead, the defending player can choose tapped creatures that he or she controls to block an attacking creature with dreamwalk.
    702.XXc Dreamwalk does not allow tapped creatures to block creatures without dreamwalk.
    702.XXd Multiple instances of dreamwalk on the same creature are redundant.
    • Encourages an aggressive format
    • Has very low comprehension complexity
    • Has higher board and tracking complexity than you would initially guess
    • Has good flavor for Nightmares or Dreamwalking wizards
    • Greatly increases the complexity of instant speed T abilities
    • Good at warping a player's evaluation of previous cards and mechanics
    Dreamscape Purifier 3WW
    Creature - Human Knight (C)
    Dreamwalk (This creature can’t be blocked by untapped creatures. Tapped creatures can block it.)
    Vigilance
    “Reality must be protected.”
    2/5
    Used in: Dreamscape, Dreams of Lyanar (Sleepwalk)
    Tags: #Creature keyword #Evasion
    ----------------------------

    Lineage X (This creature enters the battlefield with X +1/+1 counters on it if it shares a creature type with a card in your graveyard.)
    • Encourages a tribal theme or subtheme
    • Flavorful for factions that care about ancestry, lineage etc.
    • Encourages graveyard themes
    • Has low tracking and comprehension complexity.
    • Could potentially combine with triggers caring about getting its lineage bonus or enabling another card's lineage.
    Arashin Heretic 2W
    Creature - Human Warrior (C)
    Lineage 1 (This creature enters the battlefield with a +1/+1 counter on it if it shares a creature type with a card in your graveyard.)
    “Unknown to Dromoka, a hidden grove of kin-trees remain, passing down the legacy of the Abzan.”
    3/1
    Used in: 20min Booster Challenge
    Tags: #Creature Keyword #Graveyard #Tribal #Modular
    ----------------------------

    Growth [COST] ([COST]: Put a +1/+1 counter on this creature. This costs 1 more to activate for each +1/+1 counter on it. Grow only as a sorcery.)
    • Creates a constant late game mana sink
    • Self restricts by getting linearly more expensive. Allowing it to be viable at common
    • Encourages ramp and breaks board stalls
    • Has medium tracking and low comprehension complexity.
    • Sorcery speed restriction reduces the tracking complexity of multiple activations.
    • Can be used with "when this grows" triggers at higher rarities.
    Ancient Wurm 5G
    Creature - Wurm (C)
    Growth 2G (2G: Put a +1/+1 counter on this creature. This costs 1 more to activate for each +1/+1 counter on it. Grow only as a sorcery.)
    Wurms never age or stop growing, either they eat or they die.
    5/5
    Used in: Overworld, Tesla Exploratory Design (Iterate)
    Tags: #Creature Keyword #+1/+1 Counter #Mana Sink
    ----------------------------

    Enchantment-Craft — As long as you control three or more enchantments, [EFFECT]
    • Enchantment version of metalcraft
    • More restrictive than metalcraft unless you have enchantment creatures in the enviroment
    • Can potentially be reduced to threshold of 2 rather than 3 due to the risks of auras and the uncommon-ness of global enchantments
    • Low comprehension and tracking complexity
    • Can be used on spells or permanents.
    Winged Manifest U
    Enchantment (C)
    Enchantment-Craft — Winged Manifest is a 2/2 Bird enchantment creature with flying as long as you control three or more enchantments.
    The best ideas take flight on their own.
    Used in: Dreams of Lyanar (Dreamscape), Various Others (Wonderous, Perfect, Enchantcraft etc..)
    Tags: #Creature Keyword #Spell Keyword, #Ability Word, #Threshold Mechanic
    ----------------------------

    Premonition X -[COST] (Rather than cast this card from your hand, you may pay [COST] and put this card into your library face up just beneath the top seven cards. As it reaches the top, cast it without paying its mana cost.)
    702.XXX. Premonition

    • 702.XXXa Premonition is a keyword that represents a static ability that functions while the card with premonition is in a player's hand. "Premonition N -- [cost]" means "If you could begin to cast this card by putting it onto the stack from your hand and your library has at least N cards in it, you may pay [cost] and put it onto your library beneath the Nth card of your library. This card becomes face up in your library. This action doesn't use the stack."
    • 702.XXXb Cards that are put into a player's library by the Premonition ability are put into the library face up. This is an exception to rule 401.2. Players should keep face up cards in an orientation separate from the orientation of cards in a library that are not face-up or otherwise easily visible to all players.
    • 702.XXXc If a face up card in a library would become the top card of a player's library, that player casts it without paying its mana cost instead. If that player can't, he or she turns the face up card face down instead and it becomes the top card of his or her library. It is no longer face up.
    • 702.XXXd If a one-shot effect causes a player to reveal, shuffle, or randomize the order of a card or cards in a library, at least one of which is face up, each such card is turned face down, and then the cards are revealed, shuffled, or randomized.
    • 702.XXXe If a continuous effect causes a face up card to be revealed, that card is both revealed and is face up. If the card somehow ceases to be revealed, the card remains face up.
    • 702.XXXf If a one-shot effect causes a card to be put into the library "face up beneath the top N cards of [a player's] library," and that player's library has N or more cards in it, that player puts that card onto his or her library using the process described in rule 702.PRMb.
    • Modified version of suspend that removed the upkeep triggers by modifying the rules to use face-up cards in the library.
    • More interactive than suspend due to card draw and milling effects
    • Shuffling the library will turn all face-up cards in a library face down.
    • High comprehension complexity and low-medium tracking complexity
    • Chaining multiple premonition spells together is extremely fun
    • Can be used on nearly any cardtype except planeswalker.
    • Can be combined with more expensive Premonition costs when combined with certain effects that work better when delayed
    Temporal Journey 4UU
    Sorcery (M)
    Take an additional turn after this one. Exile Temporal Journey.
    Premonition 7-1U (Rather than cast this card from your hand, you may pay 1U and put this card into your library face up just beneath the top seven cards. As it reaches the top, cast it without paying its mana cost.)
    Used in: Dreamscape, MOON-E's Big ol' Warp Thread (Warp)
    Tags: #Alternate Cost #Creature Keyword #Spell Keyword
    ----------------------------

    Colonization — As long as you control three lands with different names, [EFFECT]
    • Depending on the environment and playtesting should maybe be adjusted to a threshold of 4 names.
    • Promotes both multicolor and nonbasic lands
    • Low tracking and comprehension complexity
    • Can be used on both many different card types
    Flyrocopter Scout 2U
    Creature - Human Scout (C)
    Flying
    Colonization — Flyrocopter Scout gets +1/+1 as long as you control three lands with different names.
    2/1
    Used in: Kazundoo, Ankheret
    Tags: #Creature Keyword #Spell Keyword, #Ability Word, #Threshold Mechanic
    ----------------------------

    Eternal [COST] (If you cast this spell for [COST], change its text by removing all instances of "until end of turn" and exile it engraved to its target.)
    • Used on instant/sorcery spells
    • Wording may need minor tweaks
    • Medium tracking and comprehension complexity
    • Can be tweaked to target players to allow effects such as Ego Erasure to be permanent
    • "influencing that creature" is like encoding for cipher, its just used as a memory aid.
    Aeonic Binding W
    Instant (C)
    Until end of turn, prevent all damage target creature would deal.
    Eternal 2W (If you cast this spell for 2W, change its text by removing all instances of "until end of turn" and exile it engraved to its target.)
    “May a thousand years of history protect us.”
    Used in: Eternity, Fixing Eternal
    Tags: #Spell Keyword #Alternate Cost #Mana Sink
    ----------------------------

    Justice — At the beginning of your upkeep, if an opponent broke any laws since your last upkeep, [EFFECT]
    • Combines with effects such as "It is against the law for an opponent to [CONDITION]."
    • Being against the law doesn't mean you cant do it, just that it triggers an opponent's justice cards.
    • A single broken law will trigger all cards with justice. This creates a linear aspect to the mechanic where it gets better in multiples.
    • Playtesting has shown that wider and more proactive laws have better gameplay than narrow or reactive laws.
    • Medium/high tracking complexity and medium comprehension complexity. Depending on how different laws you have, especially at common.
    • Tends to make cards relatively wordy.
    • Very flavorful
    Mindleak Agent 1U
    Creature - Human Wizard (C)
    It is against the law for an opponent to cast no spells during his or her turn.
    Justice — At the beginning of your upkeep, if an opponent broke any laws since your last upkeep, that player puts the top three cards of his or her library into his or her graveyard.
    1/3
    Used in: Tesla, Consul Duel Deck, Suvnica Early Design
    Tags: #Creature Keyword, #Ability Word, #Linear
    ----------------------------

    Supplicate (Each creature you control which you put a -1/-1 counter on while casting this spell pays for 1 or one mana of that creature’s color.)
    • Convoke style mechanic for a -1/-1 counter environment. Only a single counter can be placed on each creature.
    • Developmentally dangerous due to using the same creature multiple times on the same time, playtesting may show that the ability to produce colorled mana is too powerful.
    • Low tracking complexity and medium comprehension complexity.
    Legions of Norn 3WW
    Sorcery (C)
    Supplicate (Each creature you control which you put a -1/-1 counter on while casting this spell pays for 1 or one mana of that creature’s color.)
    Put three 1/1 white Cleric creature tokens onto the battlefield.
    Used in:
    Tags: #Cost Reduction, #Creature Keyword, #Spell Keyword, #-1/-1 Counter #Modular
    ----------------------------

    Canister put a colorless Canister artifact token onto the battlefield. It has "T, Sacrifice this artifact: Untap target permanent. Activate this ability only only during your turn".
    • Eldrazi spawn variant that can't attack/block but instead provides additional options other than just producing mana.
    • Your turn activation prevents on-board tricks that can create "feel bad" moments during combat.
    • Low tracking complexity and medium comprehension complexity.
    • Very wordy.
    • That it can ramp you can create potential color pie bends but also is often overlooked initially.
    • Flavored as Kaladesh AEther canisters but can be easily re-used in other settings under different names.
    • Developmentally dangerous if mixed with lands like Cabal Coffers or Karoos
    • Note the created artifact tokens have the artifact subtype Canister.
    Power the Frontier 2G
    Sorcery (C)
    Search your library for a basic land card, reveal it, put it onto the battlefield tapped, then shuffle your library. Then put a colorless Canister artifact token onto the battlefield with "T, Sacrifice this: Untap target permanent. Activate this ability only during your turn."
    Used in: Tesla, Consul Duel Deck
    Tags: #Modular #Tokens #Creature Keyword #Spell Keyword
    ----------------------------

    Hostility — Whenever you cast a spell that targets one or more creatures you don’t control, [EFFECT]
    • Reversed style Heroic mechanic.
    • Promotes aggressive interactive decks.
    • Can be potentially restricted to a single target if developmentally difficult
    • Can be both built around or play standalone more than heroic.
    • Low tracking complexity and medium comprehension complexity.
    Ragesword Flamekin R
    Creature - Elemental Warrior (C)
    Hostility — Whenever you cast a spell that targets one or more creatures you don’t control, Ragesword Flamekin gets +2/+0 and gains haste until end of turn.
    1/2
    Used in:
    Tags: #Creature keyword #Ability Word #Modular #Linear
    ----------------------------

    Arm (Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this/those creature(s).
    • Keyword action similar to regenerate in that it specifies a creature or creatures. Eg: Arm each creature you control.
    • Is best used in a limited environment that doesn't use either +1/+1 or -1/-1 counters to reduce board complexity.
    • 2 equip cost is because playtests with 1 equip cost where found to be far too powerful at moving around a large number of Weapons.
    • Medium comprehension and tracking complexity.
    Prepared Traveller 1W
    Creature - Human Soldier (C)
    When Prepared Traveller enters the battlefield, arm it. (Put a colorless Equipment artifact token named Weapon onto the battlefield with "Equip 2" and “Equipped creature gets +1/+1” attached to this creature.)
    “These are unstable times. Best to be ready for anything.”
    1/1
    Used in: The Valla Wars, 20min Booster Challenge ,Netropolis
    Tags: #Action Keyword #Modular #Creature Keyword #Spell Keyword
    ----------------------------

    Corrupt (Whenever this deals damage to a creature, 1 of that damage is dealt in the form of a -1/-1 counter.)
    • Wither variant that allows for smaller numbers of -1/-1 counter to allow for pushed bodies and -1/-1 counter themes.
    • Worded this way to allow for lower board complexity.
    • Medium comprehension complexity and low tracking complexity
    Phyrexian Forerunner 1B
    Creature - Horror (C)
    Corrupt (Whenever this deals damage to a creature, 1 of that damage is dealt in the form of a -1/-1 counter.)
    2/2
    Used in:
    Tags: #-1/-1 Counters #Creature Keyword #Damage Modifier
    ----------------------------

    Foreshadow [COST] ([COST]: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
    • To play a card revealed from your hand you can simply turn it facing towards your opponent.
    • The revealed card remains revealed until it changes zones.
    • Can create some fun bluffing and mana sink situations.
    • Medium comprehension and board complexity
    • Be careful of foreshadowed cards creating too many on-board tricks.
    • Can appear on instants/sorceries or creature ETB/cast triggers.
    Charge into Legend 1W
    Sorcery (C)
    Foreshadow 2W 2W: Play with this card revealed as long as it's in your hand. You can’t cast it this turn. Foreshadow only as a sorcery.)
    Creatures you control get +1/+1 until end of turn. Those creatures get +2/+2 until end of turn instead if Charge into Legend was foreshadowed.
    Used in: Esparand
    Tags: #Creature Keyword #Spell Keyword #Modular #Mana Sink
    ----------------------------

    Embolden — If you control a planeswalker or legendary permanent, [EFFECT]
    • Requires a Kamigawa or EDH focused environment or product.
    • Can be used as both a bonus for instants/sorceries, a triggered effect on a creature, or a conditional or kicker effect for an ability.
    • Low tracking and comprehension complexity.
    Friend of the Gatewatch 1G
    Creature - Elf Druid (C)
    T: Add G to your mana pool.
    EmboldenT: Add three mana of any one color to your mana pool. Activate this ability only if you control a planeswalker or legendary permanent.
    1/2
    Used in:
    Tags: #Ability Word #Creature Keyword #Spell Keyword #Threshold Mechanic
    ----------------------------

    Revive [COST] ([COST], Exile this card from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery)
    • Unearth/flashback variant that creates a permanent creature copy.
    • Acts as a good mana sink like flashback for creatures.
    • Can create a large amount of board complexity as keeping track of which tokens are which can be tricky.
    • The exiled card can be placed under or on-top of the token, but you must remember no to put it back into the graveayard.
    • High tracking complexity and low comprehension complexity.
    • Can have silly interactions with Populate, bounce and other effects that care about tokens.
    Phantasmal Exemplar 3UU
    Creature - Illusion (C)
    Whenever Phantasmal Exemplar becomes the target of a spell or ability, sacrifice it.
    Revive 3UU (3UU, Exile this card from your graveyard: Put a token that’s a copy of it onto the battlefield. Revive only as a sorcery.)
    5/6
    Used in: Comic Book Set
    Tags: #Creature Keyword #Modular #Tokens #Graveyard Mechanic # Mana Sink
    ----------------------------

    Rebirth [COST]([COST]: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
    • Combination of Unearth and Undying.
    • Far easier to track than Revive (see above), but does require that you don't often have to grant +1/+1 counter to your own cards like undying.
    • +1/+1 counters allow it to act as a very potent mana sink
    • Is a flexible mechanic that can be made to work with -1/-1 counters or a variable such as Rebirth N that adds N counters.
    • low comprehension and tracking complexity
    Perverted Pegasus 2B
    Creature - Zombie Pegasus (C)
    Flying, haste
    Perverted Pegasus can’t block.
    Rebirth 3B (3B: Return this card from your graveyard to the battlefield with a +1/+1 counter on it. If this dies with a +1/+1 counter on it, exile it instead. Rebirth only as a sorcery.)
    2/1
    Used in:
    Tags: #Creature Keyword #Modular #Graveyard Mechanic #Mana Sink #+1/+1 Counters
    ----------------------------

    Nightmare [COST](If you cast this spell for [COST], it isn’t a creature until you embody it.)
    • Always appears on enchantment creatures
    • Combined with a conditional effect that embodies the card eg: "Whenever a creature your control becomes blocked, embody CARDNAME."
    • Should use a very restricted list of simple conditions at common to reduce board complexity.
    • Can have a passive or triggered effects that works when not a creature such as "Other creatures you control get +1/+0."
    • Can have at higher rarities abilities that feed into its embody condition.
    • Medium comprehension and medium -> high tracking complexity depending on the conditions used.
    Nyxstorm Elemental 4U
    Enchantment Creature - Elemental (C)
    Nightmare 2U (If you cast this spell for 2U, it isn’t a creature until you embody it.)
    Flying
    At the beginning your end step if you haven’t cast a spell this turn, embody Nyxstorm Elemental.
    3/3
    Used in: Dreams of Lyanar
    Tags: #Creature Keyword #Alternate Cost
    ----------------------------

    Revolution (T, Tap two untapped creatures you control: Transform all creatures with revolution you control. Revolt only as a sorcery.)
    • DFC based mechanic combined with "Creatures you control with revolution enter the battlefield transformed." on the backside
    • Creates great flavor of the revolution continuing until all revolutionaries are killed.
    • At common a +1/+1 and keyword or +2/+2 bonus is a good baseline
    • Can have "when transformed or ETBs" triggers or other more complex effects at higher rarities
    • The mechanic has been heavily playtested.
    • Creates both a linear "build around" strategy but the mechanic and each card still work standalone
    • Medium tracking and comprehension complexity
    Chain-Bound Ogre 3 mana red mana
    Creature — Ogre (C)
    Revolution ( :symtap:, Tap two untapped creatures you control: Transform all permanents with revolution you control. Revolt only as a sorcery.)
    3/3
    ---Flip---
    Chain-Whip Ogre
    Creatures you control with revolution enter the battlefield transformed.
    5/5
    Used in: Tesla
    Tags: #Linear #Modular #Creature Keyword #DFC
    ----------------------------

    Weaken N (Choose a creature with the greatest toughness among creatures you don’t control. Put N -1/-1 counter(s) on that creature.)
    • Reversed Bolster using-1/-1 counters to drag down the largest creature
    • Works well with other -1/-1 mechanics and "-1/-1 counters matters themes"
    • Low tracking and comprehension complexity
    Grixis Sentry 1B
    Creature - Zombie Scout (C)
    When Grixis Sentry enters the battlefield, weaken 1. (Choose a creature with the greatest toughness among creatures you don’t control. Put a -1/-1 counter on that creature.)
    “Death waits, death watches, secure in its own inevitability.”
    —Jharic, Disciple of Grixis

    1/3
    Used in:
    Tags: #-1/-1 Counters #Modular #Action Keyword #Spell Keyword #Creature Mechanic
    ----------------------------

    [Type] charged (You may tap an untapped [Type] you control as you cast this spell.)
    • Minor kicker variant that uses tribal creatures as the kicker to try to create the feeling of Tribal spells.
    • Potentially developmentally dangerous with changelings etc
    • Potentially too broad as a mechanic and should be narrowed to a specific tribe.
    • Low tracking and comprehension complexity
    Pulverizing Earth R
    Instant (C)
    Elemental charged (You may tap an untapped Elemental you control as you cast this spell.)
    Pulverizing Earth deals 2 damage to target creature or player. If it was charged it deals 3 damage to that creature or player instead.
    “Earthquake” has a bit of a different meaning on Kaltei.
    Used in:
    Tags: #Kicker #Modular #Linear #Tribal #Spell Keyword
    ----------------------------

    Charge attack (T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
    • Potential board stall breaker in a similar style to Outlast
    • Can be flavored either as Cavalry physical charge or a power charge similar to Dragon Ball Z
    • Can be combined with additional effects or keywords when charged.
    • Has potential variants as an ability word or with Charge N where it gets +N/+N
    • Medium tracking and low comprehension complexity.
    Coiling Wurm 5G
    Creature - Wurm (C)
    Charge attack (T: At the beginning of your next upkeep, this creature gets +2/+2 until end of turn. Charge only as a sorcery.)
    Whenever Coiling Wurm attacks, if its charged, it gains trample until end of turn.
    5/5
    Used in:
    Tags: #Modular #Creature Keyword
    ----------------------------

    Wealthy — As long as CARDNAME is enchanted or equipped, [EFFECT]
    • Ability word that cares if the create is enchanted or equipped. Flavored as high status or wealth.
    • Requires a specialized enviroment to support it that has a mix of both an enchantment and equipment subtheme.
    • Low tracking and comprehension complexity
    Hightower Noble 2W
    Creature - Human Citizen (C)
    Wealthy — As long as Hightower Noble is enchanted or equipped, it has first strike.
    3/1
    Used in: 20min Booster Challenge
    Tags: #Ability Word #Creature Keyword
    ----------------------------

    Overwhelm — Whenever CARDNAME attacks and any of your attacking creatures aren’t blocked, [EFFECT]
    • Ability word that rewards you for attacking unblocked with anything else.
    • Works best on creatures without evasion to create interaction.
    • Be really careful of how this ability "Snowballs" becoming continuously more powerful for each successful trigger.
    • Requires an environment where evasion isn't super powerful to make triggering the bonuses not too easy.
    • Low tracking and medium comprehension complexity.
    Village Raider 2R
    Creature - Human Warrior (C)
    Overwhelm — Whenever Village Raider attacks and any of your attacking creatures aren’t blocked, you may discard a card. If you do, draw a card.
    2/2
    Used in: Great Designer Search 2 (Breakout)
    Tags: #Ability Word, #Creature Keyword #Modular
    ----------------------------

    Retort [COST] You may cast this spell for its retort cost if a creature is attacking you.)
    • Cost reduction mechanic designed to go on instants. Allowing you to turn them into combat tricks more easily.
    • Can staunch aggression thus you want to be sure that is healthy for the format this is in.
    • Low tracking and comprehension complexity
    Mana Staunch 2U
    Instant (C)
    Retort U (You may cast this spell for its retort cost if a creature is attacking you.)
    Counter target spell unless its controller pays 3.
    Used in: Overworld (Riposte)
    Tags: #Spell Keyword #Modular #Alt Cost
    ----------------------------

    Virtuoso — Whenever you cast a multicolored spell, [EFFECT]
    • Ability word of the Multicolor themes most seen in RTR
    • Works best in a set with multicolor or 5 color themes, yet be careful of your multicolor as-fan
    • Can appear on any permanent.
    • Low comprehension and tracking complexity
    Flamespeak Bard 2R
    Creature - Human Rogue (C)
    Virtuoso — Whenever you cast a multicolored spell, Flamespeak Bard deals 1 damage to target player.
    3/2
    Used in: AEnyr
    Tags: #Ability Word, #Creature Keyword #Linear
    ----------------------------

    Trance — [EFFECT] for each tapped creature you control.
    • Encourages aggression and token strategies
    • Can appear on both permanents or instants/sorceries
    • Low comprehension and medium tracking complexity

    Sleepless Stupor 1B
    Enchantment - Aura (C)
    Enchant creature
    Trance — Enchanted creature gets -1/-1 for each tapped creature you control.
    The worst dreams are the ones you know are far too real.
    Used in: Dreamscape
    Tags: #Ability Word, #Modular
    ----------------------------

    Mindtouch (Damage dealt by this creature also causes an opponent to put that many cards from his or her library into his or her graveyard)
    • Causes milling when blocked and blocking
    • The milled player doesn't have to be the damaged player or the owner of the damaged creature. This is mainly due to bad wording and could be modified.
    • Medium Comprehension complexity and low tracking complexity
    Thought-Eater Neonate 2B
    Creature - Vampire Rogue (C)
    Mindtouch (Damage dealt by this creature also causes an opponent to put that many cards from his or her library into his or her graveyard)
    3/2

    Used in:
    Tags: #Creature Keyword, #Modular
    ----------------------------

    Congregate (Whenever another creature enters the battlefield under you control, you may pay W/G mana . If you do, put a +1/+1 counter on this creature.)
    • A potential Selesnya mechanic for a Ravnica set.
    • Uses extort style wording and can't work on itself.
    • Requires testing for power level concerns in multiples or with tokens.
    • Low Comprehension complexity and Medium tracking complexity.
    Animated Temple 4G
    Creature - Plant Elemental (C)
    Trample
    Congregate (Whenever another creature enters the battlefield under you control, you may pay W/G mana . If you do, put a +1/+1 counter on this creature.)
    3/5
    Used in:
    Tags: #Modular, #+1/+1 Counter Mechanic
    ----------------------------

    Foreboding (The next time a creature enters the battlefield under you control, exile this card from your graveyard. Put a +1/+1 counter on that creature.)
    • Could be used on any permanent but works best on instant/sorcery cards due to naturally going to the graveyard and better fitting the flavor.
    • Creates great tension in making the next creature cast larger.
    • Low Comprehension complexity and medium tracking complexity.
    Ominious Mist 1G
    Instant (C)
    Prevent all combat damage that would be dealt this turn.
    Foreboding (The next time a creature enters the battlefield under you control, exile this card from your graveyard. Put a +1/+1 counter on that creature.)
    Used in:
    Tags: #Modular, #+1/+1 Counter Mechanic, #Spell Mechanic
    ----------------------------

    Manipulate (Move a counter from target permanent to another target permanent of the same type)
    • Potentially a phyrexian or simic mechanic. Works with both -1/-1 and +1/+1 counters.
    • The same type is different to sharing a type, this means you can't offload -1/-1 counters on an artifact creature to a regular artifact
    • Be careful with instant speed activated abilities etc that may make combat math very difficult.
    • Low Comprehension complexity and Low Tracking Complexity
    Experimental Adjustment 1U
    Instant (C)
    Tap or untap target permanent.
    Manipulate (Move a counter from target permanent to another target permanent of the same type)
    Used in: Serenta - Star of Strife
    Tags: #Modular #Action Keyword
    ----------------------------

    Manalink (Damage dealt by this creature also adds that much C to your mana pool. That mana doesn’t empty from your mana pool until end of turn.)
    • Requires an enviroment that can make good use of lots of colorless manabut also not break with all the extra mana
    • Small design space
    • Works via any damage from the creature, meaning extra mana on the opponent's turn if blocking
    • Medium Comprehension complexity and Medium Tracking Complexity

    Leyline Ritualist 2B
    Creature — Human Shaman (C)
    Deathtouch
    Manalink (Damage dealt by this creature also adds that much C to your mana pool. That mana doesn’t empty from your mana pool until end of turn.)
    2/1
    Used in: Raksu Unchained
    Tags: #Creature Keyword, #Modular
    ----------------------------

    Convoke Type bonus If CARDNAME was convoked by a CREATURE TYPE
    • Expansion of the convoke keyword, adding a tribal element caring about what is helping convoke the card
    • Can be expanded to care about color, power or whatever other elements the set requires
    • Medium Comprehension complexity and Low Tracking Complexity

    Study the Tomes 3U
    Instant (C)
    Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
    Draw two cards, then discard a card. If Study the Tomes was convoked by a Wizard, draw three cards, then discard a card instead.
    Used in:
    Tags: #Modular #Tribal
    ----------------------------

    Jinx [COST]([COST]: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
    • Graveyard mechanic that allows you to reuse your creatures from the graveyard in a similar manner to an aura
    • Exiles attached to the creature to help tracking
    • Can give either positive or negative effects and easy to scale the effects at higher rarities
    • Medium Comprehension complexity and Medium Tracking Complexity

    Witch Doctor 1B
    Creature — Human Shaman (C)
    Jinx B (B: Exile this card from your graveyard jinxing target creature you don’t control. Jinx only as a sorcery.)
    When Witch Doctor or jinxed creature dies, target player loses 1 life and you gain 1 life.
    2/1
    Used in: Kazundoo
    Tags: #Creature Keyword, #Spell Keyword, #Alt Cost, #Graveyard Mechanic
    ----------------------------
    More to come.....


    Crew
    Vessel
    Quest hub
    Connection
    Gold counters
    Auramorph
    Worship ( bolster like )
    Worship (complex)
    Consign
    Access the Machine
    Ruincast
    Linger
    Temptation
    Convoke (type bonus)
    Artifactfall
    Artifact exploit
    Cleave (creature trample)
    Parry (blocking trample)
    Mechs charged
    Combine
    Transform flashback
    Underdog ( cmc 2 or less)
    Blood gift
    Epitaph
    Ensoul (valla)
    Ancestry (valla)
    Prosperity
    Prosper (other creaturefall)
    Chain/showdown
    Vanguard (blocked first)
    Duel (bonus if opponent has cast a spell this turn)
    Reshape
    Temptation
    Resonance
    Imaginarium (Chromatic)
    Posted in: Custom Card Creation
  • 1

    posted a message on CustomMagic Discord Channel - Great for playtesting
    Discord Invite link:
    https://discord.gg/Twc6FX2

    Recently some members of the custommagic subreddit have started a Discord channel.
    This is a great place to critique some custom cards, chat with other designers and receive quick feedback on your own cards.

    Also the channel has been the site of a number of playtesting sessions for sets like Aeynr and Tesla.
    For example here is a video of a game from an 8 player draft just a few days ago.

    Discord for those who don't know is a great online chat room service, with powerful features like voice chat, making playtesting easy
    Posted in: Custom Card Creation
  • 1

    posted a message on [Ænyr] Update! Second draft of all 101 commons (v2.0) for an Art-themed custom set — Feedback and criticism still needed!
    Overall I like the themes of the set and I think they are the strongest point of the commons.

    Overall comments:
    • You seem to have a large number of 1/2's and overall the creature sizes are fairly small. I'd be interested in what your average P/T is.
    • Some of the gold/hybrid cards seem a little conflicted in how much that want to support an archetype or even be very useful in draft.
    • I really dislike the clunky tri-lands, for common something similar to gainlands is probably fine.
    • White prowess is fine, especially in the context of this set
    • You have way way too much lifegain at common
    • overall the enviroment looks sluggishly slow and without the Eldrazi or mechanics like outlast to punch through in the lategame.

    Card Comments:
    • Araknis is totally fine as long as you have ways to overpower or bypass it at common. Rotting Mastadon was not an important card and I suspect is reasonably better.
    • Book Pest - Fateseal still isn't fun
    • Deepening Dementia - Having it always just mill you seems like a better imaginarium enabler right?
    • Ensorcelled Instrument - This isn't ever being played. Is that the intention?
    • Fearless Feline seems pretty damn pushed
    • I really like Flamedancer
    • Wouldn't High Road Bandit be way more interesting as a 2/1 without haste and that ability? Again you have so many 1/2's how do the games ever end?
    • Moltenheart Elemental could be a 8/2 to punch through the spider? its a sad Cobblebrute currently
    • I agree swiftstrike is probably a little too efficient for a cantrip.
    Posted in: Custom Card Creation
  • 2

    posted a message on [PODCAST] Re-Making Magic Episode 60 - SOI Mechanics Review Pt1
    Join Reuben Covington and Dan Felder for the sixtieth episode of Re-Making Magic, the podcast about game design and custom magic cards.

    DIRECT DOWNLOAD
    Podcast archive link
    RSS feed
    iTunes Channel
    MTGcast page
    Check out the Remaking Magic blog and ask us questions

    In this episode:
    • We return after our extended break due to Faeria and other commitments
    • Episode 59 becomes lost to the void
    • We talk in detail about the returning mechanics of Shadows over Innistrad
    • Dan takes guesses at how these mechanics would be re-implemented while Reuben says how they ended up playing.

    Card Renders:

    Contact details:
    remakingmagic.tumblr.com

    Reuben Covington
    Twitter: @reubencovington
    Email: reubencovington@gmail.com
    MTGsalvation Account: Doombringer

    Dan Felder
    Twitter: @DesignerDanF
    Email: minimallyexceptional@gmail.com
    MTGsalvation Account: Stairc
    Posted in: Custom Card Creation
  • 1

    posted a message on Shadows Over Innistrad Color Pie Thread [Spoiler Alert]
    Turbojustice crushed it with his explanation. I just want to add 1 minor addition

    A lot of the color pie is about Perception, you want blue to be perceived as the color with the smallest creatures? make it unable to have Grizzly Bears. You want to give the perception of white being the Weenie color, don't give it 6/6's at common.
    What the DFC's cleverly do is make you associate the color bend of Insidious Mist to blue with the frame's color even though there is zero blue mana in the cost of the card. The majority of players are not color pie experts, its more instinctual. They can recognize if something is off but don't delve into it deeply. Because the perception of the card is masked by the blue card frame and amazing flavor there isn't the same instinctual wrongness as regular major bend or break in the color pie.
    Posted in: Custom Card Creation
  • 1

    posted a message on [PODCAST] Re-Making Magic Episode 58 - Faeria
    Join Reuben Covington and Dan Felder for the fifty-eighth episode of Re-Making Magic, the podcast about game design and custom magic cards.

    DIRECT DOWNLOAD
    Podcast archive link
    RSS feed
    iTunes Channel
    MTGcast page
    Check out the Remaking Magic blog and ask us questions

    In this episode:

    Card Renders:

    Contact details:
    remakingmagic.tumblr.com

    Reuben Covington
    Twitter: @reubencovington
    Email: reubencovington@gmail.com
    MTGsalvation Account: Doombringer

    Dan Felder
    Twitter: @DesignerDanF
    Email: minimallyexceptional@gmail.com
    MTGsalvation Account: Stairc
    Posted in: Custom Card Creation
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