Any new card ideas are very welcome. Just post some cards and I'll consider them to be officially part of the set. You may create your own characters and significant worlds if you want to, stories are also appreciated. Remember that the cards need to fit the drafting limited elements.
Orbital Detector - 3
Artifact Creature - Construct (C)
Flying
Reveal this card as you draft it and note how many artifact creatures with flying you've drafted this draft round.
When this creature enters the battlefield, destroy target artifact with converted mana cost X or less, where X equals to the number noted.
2/3
Warpgate Illuk - 4
Artifact - (C)
(tap) - Return target creature you control back to its owner's hand. Add 2 to your mana pool. The alien race did not arrive only through their advanced warships, they have other technological advancements out there we still didn't see.
Alien Wargazer - 2
Creature - Alien(C)
Put this card face up when you draft it.
When you draft this card, target player removes a card from his or her booster pack that he or she is drafting. Many of the alien sentries guarded the prison halls, not moving a muscle from their current position.
2/1
Alien War Disrupter 4
Creature - Alien (C)
When this creature enters play, you may reveal X number of artifacts in your hand. If you do, it enters the battlefield with X +1+1 counters on it.
1/1
Shield Generator - 5
Artifact (C) 3 Warp - Put this card from your hand shuffled into your library, draw a card.
(tap) - Prevent the next 3 damage that will be dealt to target creature this turn. The energy that it emanates is ten times more than the power that is generated in the Izzet cities.
Energy Cells - 2
Artifact - Equipment
Equipped creature cant attack or block and its activated abilties cant activate.
Equip 1 Many of the 'test subjects' were held in these deadly cells, one mere touch can cause you to be stunned.
Alien Protean Dropship - 4
Artifact Creature - Ship (C)
Flying
Reveal this card as you draft it if you drafted a creature on your last booster pack and note its name.
When this creature enters play, search your library for the noted creature and put it into your hand. Then shuffle your library.
3/2
Heavydam Engines - 5
Artifact - (C)
(tap) - Add a charge counter on this artifact.
Remove three charge counters (tap) - Search your library for an artifact with Energize, reveal it, then put it on top of your library. If the chosen artifact has converted mana cost 5 or less, put it into your hand instead.
Abducted by the Unknown -
Scenario -
When this scenario becomes revealed, each player returns all creatures he or she controls back to their owner's heads. Once detected, there is no going back.
Escape Coordination -
Scenario -
When this scenario becomes revealed, each player reveals the top card of his or her library. The player with the most converted mana cost or is tied draws two cards.
Security Alert -
Scenario -
When this scenario becomes revealed, each opponent puts a 1/1 colorless construct artifact creature token on the battlefield with flying. Creatures you control gain +1/+0 and reach until end of turn.
Venturing Through the Halls -
Scenario
When this scenario becomes revealed, each player draws a card and discards a card at random. If a player discards an artifact card, that player loses 2 life.
Castigation of Foes -
Scenario
When this scenario becomes revealed, tap up to two target creatures. Those creatures dont untap during their controller's next untap step.
Hijacking the Ships -
Scenario
When this scenario becomes revealed, creatures you control gain flying until end of turn.
Incomprehension-
Scenario -
When this scenario becomes revealed, each player discards their hand.
Blasted to Oblivion -
Scenario -
When this scenario becomes revealed, exile all nonland permanents you control.
Kidnapping the Natives -
Scenario -
When this scenario becomes revealed, take control of target creature.
Commanding the Fleet -
Scenario -
When this scenario becomes revealed, you and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn.
This is a group collab set, I welcome any new ideas and feedback.
This is a mini intro set for a brand new colossal sci fi expansion that will be developed after this set. This set will combine elements from the Conspiracy set, incorporating their draft mechanics and other limited elements. This set will combine both Limited format and Commander, just to add more strategic plays and diversity.
New Card types -
Scenarios -
Similar to Conspiracies and Schemes, each player may draft a Scenario card and another non scenario card, they can draft two cards from a booster pack as long as long as they draft a Scenario and a different card. When the game starts, they put all the drafted Scenarios from their decks onto the middle of the table. At the beginning of a player's upkeep, they may reveal the top card of the Scenario pile and the effect takes place. Scenarios can only be played this way and dont cost any mana. Any player can do this at the beginning of their upkeep. Scenarios can either be positive to the players or negative. They are unpredictable, which makes the game even more intense.
Flavor - An alien mothership has intercepted into the Multiverse, arriving and abducting different specimen from each plane that it crosses. You, a lone wanderer, have been abducted by its magnetic rays and is now castigated within their prison cells! Do what you must to survive their unpredictable motives, survive the random encounters from the different areas in the ship( they will be depicted as booster packs), and fight your way off of the Mothership! You and your opponent will do ANYTHING to escape, using the stolen alien ships to escape the mothership, the only way to escape is to eliminate all opponents to use your escape. With many aggressive survivors, chase your way to freedom! Use and meet new characters inside the ship that you can utilize for your advantage. Will you be tormented by their deadly experiments forever? Will you free the other abducted prisoners? Will you discover their major secret within the heart of their ship? Find out with Abduction Mini Set!!
Card Amount -
40 commons
25 uncommons
15 rares
Card Info - There will be a new addition of a race type, aliens. They will be colorless and there will be an enormous amount of artifacts within the game. ALL of the conspiracy cards will be returning except for the legendaries and the planeswalker. All the new additional cards will be colorless cards including the Scenarios.
New Mechanics -
Warp - Put this card from your hand shuffled into your library, draw a card.
Energize - As you draw this card, you may reveal it if you control __________. If you do, ___________
Objective of the game -
Just like commander and other formats, the main objective is to obviously beat your opponents to 0. In this game, there is another alternative. You can destroy your opponent's command ship ( aka all the ship modules that player controls ) and win the game by doing so. Before the game starts, each player puts their chosen legendary creature into the command zone and begin the draft round afterwards. After the drafting rounds end, each player selects lands from outside the game and inset them into their decks.
Arm the Pavilion 2W
Instant - (C)
Prevent all damage that will be dealt to target creature this turn. Put a 1/1 white Soldier creature token on the battlefield. If many of the reinforcements arriving, the market square was saved from further Zharigan troops.
Deportment of Unknown - 1W
Enchantment - Aura (C)
When enchanted creature leaves play, remove it from the game instead. Even a mere suspicion of being a Zharigan will lead to that supposed disguised person's exile.
Parry the Inevitable - 3W
Instant - (C)
Prevent the next 13 damage that will be dealt to target creature or player this turn. Knowing that they will get ambushed, General Rukio told his other men to prepare for an inexplicable enemy force, also known as the Zharigans.
Detecting Trouble - 2W
Instant - (C)
Look at the top five cards of your library and choose a card. You gain life equal to the chosen card's converted mana cost. Then shuffle your library. To prevent trouble, you must become the trouble.
Eruik Dekinole - 3WR
Planeswalker - Eruik
+1 -Put two 1/1 white Soldier creature tokens onto the battlefield. If you had 7 or more loyalty counters before this ability resolved, put three tokens instead.
-3 - Exile target creature. Its controller gains life equal to its power. If you had 7 or more loyalty counters before this ability resolved, the controller doesn't gain life.
0 - Until end of turn, this planeswalker becomes an 4/4 legendary white Soldier creature token with indestructible, haste, and first strike until end of turn.
(4)
Eruik was the main Planeswalker of Taighadan. From his young to elderly age, he had protected and guided the clans to a more conditional state, providing them resources and power for their peace among the other clans. That objective changed completely when he heard the voice of the Zharigan forces whispering to him from an unknown source. This resulted in Eruik getting manipulated into freeing them from a non sentient portal within the wastelands of Taighadan. Xiora, the Queen of her remnants, had opposed Eruik to her captivity, but she had one primary and significant mind for him. She had noticed how powerful his abilities were, as he was a planewalker. Xiora was keen on extracting his Spark into her, realizing her potential becoming an ingenious and invincible Queen for her brood..... She studied his spark while he was imprisoned, while she was experimenting with him, she sent her brood to conquer all lands of Taighadan to produce more structures and spread the infestation among all living creatures, resulting in them to transform into the mutated Zharigans themselves. Xiora would later focus more on the war after extracting the spark from Eruik......
Xiora,Mistress of the Brood - WRGBU
Legendary Creature - Zharigan Lord (R)
Other Zharigan creatures you control gain +1/+1. Other Non-Zharigan creatures you control gain -1/-1. Taighadan was not originally planned to be conquered by my forces, but I liked the added excitement of gathering resources from such a petty world.
5/7
Guardian of Iokadin - 3
Artifact Creature - (c)
Defender
When this creature enters play, tap target creature. That creature doesn't untap during its controller's next untap step. 3(tap) - Target land cant produce mana this turn. Within the prison, Lord Wedioka sent his trusted his mages to perform a spell that can secure the prison from intruders and outbreaks. This was the result.
0/5
Blade of Nature's Empowerment - 3
Artifact - Equipment (c)
Equipped creature gains +1/+1 and has trample. If equipped creature is legendary and is green, it gains +2/+2 instead.
When equipped creature dies, sacrifice this artifact.
Equip 1
Blade of Fierce Emotions 3
Artifact - Equipment (c)
Equipped creature gains +2/+0 and has first strike. If equipped creature is legendary and is red, it gains +4/+0 instead.
When Equipped creature dies, sacrifice this artifact
Equip 2
Blade of Deadly Shadows - 3
Artifact - Equipment (c)
Equipped creature gains deathtouch and gains +0/+2. If equipped creature is legendary and is black, it gains +0/+4 instead.
When equipped creature dies, sacrifice this artifact
Equip 1
Blade of Overwhelming Thoughts - 3
Artifact - Equipment (c)
Equipped creature gains +1/+1 and gains flying. If equipped creature is legendary and is blue, it gains +2/+2 instead.
When equipped creature dies, sacrifice this artifact
Equip 1
Blade of Banishing Lights - 3
Artifact - Equipment (c)
Equipped creature gains +1/+1 and gains lifelink. If equipped creature is legendary and is white, it gains +2/+2 instead.
When equipped creature dies, sacrifice this artifact.
Equip 1
Darkshaper Converter - 5
Artifact - (C)
Choose a creature type as you cast this artifact.
Whenever a creature with the chosen creature type you control dies, put a 0/1 colorless Zharigan creature token on the battlefield. Corpses are brought to this machine, once they are mutilated, they get sent to the evolution chambers to transform into the infested Zharigans.
Faceless Deceiver - 5
Creature - Zharigan (C)
This creature enters the battlefield as a copy of target creature.
When this creature becomes the target of a spell or an ability, sacrifice it. Careful not to put your trust into a person you recently met, it could be one of them.
0/0
Zharigan Drone - 1
Creature - Zharigan Minion (C)
Sacrifice this creature - Add 1 to your mana pool. Drones construct the different Zharigan structures that are scattered across the infested lands. They are even willing to sacrifice themselves to mutate into a non-living structure.
0/1
Treshka, Trees of Esshon
Land - (r)
(tap) - Add G to your mana pool. G (tap) - Target legendary creature gains forestwalk until end of turn. Within the ALsedi region, Treshka Forest overlaps the many valleys and beast inhabitants that reside there, twisted with other life.
Itokko, Temples of Thoughts
Land - (r)
(tap) - Add U to your mana pool U (tap) - Target legendary creature gains islandwalk until end of turn. To those who enter the temples will see the true sources of knowledge within the Yukorians.
Ukaichii, Caves of Darkness
Land - (r)
(tap) - Add B to your mana pool B (tap) - Target legendary creature gains swampwalk until end of turn. He who wanders around the backwater areas of the Essitu without experience shall be devoured by the swamps itself.
Negarami, Hills of Anger -
Land - (r)
(tap) - Add R to your mana pool. R (tap) - Target legendary creature gains mountainwalk until end of turn. To join the Nerosu, one must prove his strength in both combat situations and in strategic forms of discussion.
Cuzjango, Lands of Justice -
Land - (r)
(tap) - Add W to your mana pool. W (tap) - Target legendary creature gains plainswalk until end of turn. Justice, order, and prosperity are key elements of the Eoldu region. Since the Zhars arrived, these elements became more prominent.
Iokadin, Prison of Gaul -
Legendary Land - (r)
(tap) - Add 1 to your mana pool. 7, Sacrifice this land - Search your library for a legendary creature named 'Gaul, the Forbidden One', and put it into your hand. Then shuffle your library.
Seduluo, Palace of the Horizon
Legendary Land - (r)
(tap) - Add 1 to your mana pool. 2 (tap)- Return target creature you control back to their owner's hands. Even though nowhere was safe, the Yukorians had already built a metropolis within the skies, filled up with an intelligent and sophisticated atmosphere.
Hukimolo, Adbandoned Fortress -
Legendary Land - (r)
Pay 3 life, (tap) - Add 1 to your mana pool. If that mana is cast on a creature spell, that creature enters the battlefield with a +1/+1 counter on it. For over a thousand years, the ruins of Hukimolo stood within the very center of Taighadan. Each year that passed, it grew more vines scattered across its heavy walls, with memories of horrible deaths within the halls. Some assumed this was where the clan war temporarily ended.
Hatchery of Xiora -
Legendary Land - (R)
(tap) - Add 1 to your mana pool.
The 'legend rule' doesn't apply on Zharigan creatures. After her freedom, her first order to her brood was to construct a massive hatchery for more Zharigan production. This resulted in more innocents dying off by their overwhelming numbers.
Falki the Inquisitor - 1W
Legendary Creature - Zharigan
Other creatures you control gain first strike. To enforce their armada of decrees and laws, Falki sent his enforcement department of ten thousand to handle this serious business on regulating Eoldu.
2/1
Disrupting the Core - 4WW
Instant -
Destroy all creatures. Eoldu's mystical core was destroyed by the Zharigan ambush, resulting in very living being to become obliterated.
Swarm of the Detaining Light - 3W
Legendary Enchantment -
At the beginning of your upkeep, you may gain X life and put a 1/1 white Zharigan creature token on the battlefield, where X equals to the number of creatures you control. Their definition of detain was vastly different from the most common term. Moreover, their detaining methods contain more than just simple accusations
Suzerain of Eoldu - 2WW
Legendary Creature - Zharigan
Lifelink Flying
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Alsedi', 'Suzerain of Essitu', 'Suzerain of Nerosu', and 'Suzerain of Cleyvaw' are on the battlefield with this creature.
4/4
Last Salvation - 3WW
Legendary Enchantment
Whenever you cast a creature spell with power 4 or greater, put a +1/+1 counter on that creature
Whenever you cast a creature spell with power 4 or less, that creature gains first strike. No hope can come if their army quantity cant be counted like the string of hair on your scalp.
Any many of you know, many of the clan cards with a singular color seem to be very costly to cast, and that nearly all the rares they have categorized have a colossal cost. I solved this problem using the Zharigan Brood. Nearly all these spells are cheap to cast and convenient to utilize. Because of this, it seems A LOT More balanced than it was previously.TO make things better, more of these cheap spells will be on in the next expansion of this set.
Overseer of Justful - 2WW
Creature - Zharigan
First Strike
Whenever this creature deals combat damage to a player, put a 0/1 colorless Drone creature token on the battlefield.
Sacrfice this creature - Destroy target creature with power 5 or greater.
2/3
Guide of the Lost - 1W
Creature - Zharigan
Other creatures you control gain - "(tap) - You gain 1 life." It guides the lost who lurk around the borderlands of Taighdan, leading them towards their death in a friendly and manipulative manner.
2/1
Drone of Consistency 2WW
Creature - Zharigan
When this creature leaves play, put two 1/1 white Zharigan creature tokens on the battlefield.
Sacrifice this creature - Put three 1/1 white Zharigan creature tokens on the battlefield. It comes, it dies. It comes again, it makes two more. It comes yet again, it makes an army.
2/2
Eater of Justice - 5WW
Creature - Zharigan
When this creature enters play, exile all creatures in each player's graveyards. It devours the life that lurk within the lawful capitals within the Eoldu Region, crushing every resistance and law enforcement. It devours by the scent of securities in the many cities.
7/6
Marauder of Blood - 5WW
Creature - Zharigan
First Strike Flying
When this creature enters the battlefield, if you control five or more creatures, this creature gains lifelink. As many of the blood splattered across the battlefield, the scent of them encouraged it to fight even more.
5/5
Sent to Oblivion - WW
Instant -
Exile target creature with power 4 or greater. Many of the bodies were found, counted, and were sent to graves. Though most of them seemed to have evaporated from Eoldu knowledge.
As the Zharigan invasion continued, Stigha lead her people to safety within the ancient groves of Alsedi. Within the story, all the men and women are actually turtle people, since they are native within the Alsedi Region.
Stigha held her breath and sighed in utter relief. She had successfully lead her tribes people to the very heart of the grove, where food and water was plentiful, it was also protected by the many guardian treants that kept watch around the proximity. Sitgha watched the tribes people in sympathy and in caution. Many of the villagers appeared wounded from the Zharigan ambush, injured from many major and excruciating stab wounds and scratches across their bodies. Many of them thanked her as they past, showing gratitude, considering she retrieved them from Zharigan hands. The men started unpacking their belongings and started encampments hastily. Stigha watched them work. Stigha remembered how difficult it was to guide more than ten thousand people to immediate safety from the coordinated minds of the Zhar. If she had not unleashed her fullest strength on the Zharigans, she was completely sure there would've been more casualties. She sighed again and sat down absentmindedly. She was exhausted.
"Mother Stigha, the headmaster would like to speak with you."
Stigha looked up. A soldier looked down at her with a large wooden bow attached to his back. Judging by his expression, she knew she had to follow his command. She heaved herself up and followed him to a large cave near a colossal waterfall, where children were playing and laughing. She went inside with an uneasy sentiment.Within the interior, she saw the headmaster, Hukamio Urktail, beside him were two heavily armed guards, and near the entrance of the cave, seven people that Stigha knew were political council members judging by their appearance. Hukamio was seated on the a leather rug, meditating with candles lit around him. He opened his eyes and looked upon Stigha.
"Sit." He said with an expressionless and raspy old voice.
Stigha reluctantly walked towards him and sat opposite of him, she was keen on isolating herself from the current situation for a while. For a moment, there was nothing but silence. Then -
"We have seen your work on leading an exodus." The headmaster said curtly, "Unfortunately, many of our tribes people were killed instantaneously cause of you. Do you have a counter statement?" Stigha looked at him awe and disbelief.
"You believe this was all because of me? I have put most of my effort escorting your people to safety." she said with a quiver of anger, trying her best to keep her tone normal. "You think ---" She continued.
"You didnt put all the energy you had into this significant task on saving your people? Yes I do." Hukamio replied coldly,he eyed the necklace that was strung around Stigha's neck. "For such a powerful mage, you certainly didn't put in such much thought into this objective. I demand a proper punishment for you." Rage struck Stigha like a fiery arrow striking her very heart.
"I care much for this clan as much as you do!" she said with bravado, "If you think I just sat there waiting, think again! If it weren't for me, none of these people would've made it!!! Stigha got up and pointed her index finger directly on the headmaster.
"Those extraterrestrial beings outnumbered us heavily by five to one!" Stigha roared, tears in her eyes. She couldn't and did not want to visualize all the deaths she encountered across the burnt villages that happened. "I risked everything, my life, my powers, my ...."
"Intuition? Coordination? Participation? These are all the traits you are missing to be clan savior." Hukamio said, he got up also and glared down right into her eyes, he was a foot taller than Stigha. "Our numbers have greatly decreased,population declined, with limited supplies. We have gone to dust!!"
Hukamio kicked away the candles, all of their lights diminished. The cave had gone significantly darker than its previous self. He picked up his staff and pointed it at Stigha's face.
"I have always known that you weren't suitable for such a responsibility but I kept quiet. But until now, you have gone too far, I demand you get exiled! Permanently!" The headmaster spat with a force. Stigha never seen him this enraged before and wanted to counter back. But her heart was still struck with complete depression and sympathy that she stood there, tears dripping from her eyes. She then saw her lost children and husband within her mind, they were gone forever.....forever..... One of the political members stepped forward. He was a burly old man, dressed in a magnificent robe. He looked very angry indeed.
"Headmaster, you have gone too far with this!" says the advisor, "We must remain optimistic even when we are in such dark circumstances-"
"Optimism?!" says Hukamio in a voice reminiscent of a beast's growl. "I apologize that we dont share that same sentiment, but we have other cases to take control of, Orall! We shall banish this incompetent woman. And we shall seek another location within the ---" Oral stepped forward again and pointed at the headmaster with full anger.
He said with a devouring voice, "If we cant settle this matter, we shall take this as a vote from our council. You cannot make all the decisions for the sake of this tribe. We shall return later." Oral walked out with the council members along with the two guards, leaving only Stigha and Hukamio in the darkening silence....
Zhar of Protection - W
Creature - Zharigan 1W(tap) - Prevent the next 1 damage that will be dealt to target creature this turn. There are Zharigans that do indeed heal the wounded, but they do is by mind command and not by concerns.
1/1
Zhar of Revealing Light - 1W
Creature - Zharigan 2W(tap) - Prevent the next 2 damage that will be dealt to target creature this turn. It heals the wounded Zharigans around its proximity, it harms those other than Zharigans.
2/2
Zhar of Light's Heal - 2W
Creature - Zharigan
Lifelink
Sacrifice this creature - You gain 3 life. It serves and does what it does, dont question its tasks. For no being has ever understood the overall anatomy of their mind and their mysterious origins.
3/1
Zhar of Justice - 5W
Creature - Zharigan
First Strike Lifelink To the Zharigans, justice can only be fully conducted under many deadly trials and confiscations. For justice is blind in their definition.
3/4
Zhar of Servitude - 1W
Creature - Zharigan
First Strike
Sacrfice this creature - Put a 1/1 white Zharigan creature token on the battlefield with lifelink.
Chaos Prevention - 1W
Instant -
Prevent the next 5 damage that will be dealt to target creature or player this turn. The Zharigans had many defenses surrounding their nests, this caused the Eoldu region to immediately change their tactics completely.
Swift Justice of Zhars - 2W
Enchantment - Aura
Enchanted creature gains +1/+0 and has lifelink and first strike. To give order over the people of Eoldu, the Zharigans established their own decrees and laws over their region in full force.
Ukalar the Mighty Hunter - 2G
Legendary Creature - Zharigan
Other creatures you control gain trample. For Ukalar, hunting is not to gain sustenance and survive , instead, it's for savage pleasure for power.
3/2
Unnatural Empowerment - 4G
Enchantment -
Enchanted creature gains +X/+X counters along with trample and hexproof, where X equals to the number of lands you control. Within the Zharigan bodies, we uncovered an essence that may contain the source we need for more power. - Hunter Dukila, in the watch zone
Hunt of the Century - 3G
Sorcery -
Each player reveals the top card of his or her library until they have a creature. If you revealed the creature with the most power, put that onto the battlefield without paying its mana cost. If an opponent revealed the creature with most power, that opponent destroys target creature . Then each player shuffles his or her library.
Suzerain of Alsedi - 2GG
Legendary Creature - Zharigan
Trample Reach
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Cleyvaw', 'Suzerain of Essitu', 'Suzerain of Eoldu', and 'Suzerain of Nerosu' are on the battlefield with this creature.
4/4
Presence of the Mighty - 2GG
Legendary Enchantment -
Green creatures you control gain +2/+2 and have trample. "If we lose this war, this entire plane will soon become an infested graveyard with history and knowledge forever lost." -Student Kiuaka, Temporal Wielder
Crusher of Ukalar - 4G
Creature - Zharigan
When this creature enters the battlefield, put a +1/+1 on target creature and give it trample until end of turn. With Ukalar's enforcers leading their minions, Ukalar sent more of his destructive minions to bash the forest of Alsedi apart.
4/3
Muncher of Great Trees - 4G
Creature - Zharigan
Trample
Whenever this creature deals combat damage to a creature and kills it, add GGGG to your mana pool. It impales the bark of trees scattered across the region, creating a vibration that shakes the undergrowth.
3/3
Eater of Many - 5GG
Creature - Zharigan
Whenever this creature attacks, it gains +1/+1 for each other creature you control on the battlefield until end of turn. It forgot how many Alsedi trutle tribe mates its eaten, but the numbers seemed to have been above one thousand.
5/5
Hunter of Vast Fields - 1G
Creature - Zharigan
Haste
If you control six or more forests, this creature gains +2/+2 counters. Alsedi hunters often encounter them lurking in the wilds, devouring prey. They dont hunt them, as they might bring reinforcements.
1/1
Hunter of Escapees - 2G
Creature - Zharigan
Whenever this creature attacks, target creature you dont control blocks it if able. "Get them."
3/1
Rampage of the Unknown - 2GG
Enchantment -
Whenever a green creature you control deals combat damage to a player, add a hunt counter on this enchantment.
Remove X hunt counters - Each creature you control gains +X/+X and trample until end of turn.
Any new card ideas are very welcome. Just post some cards and I'll consider them to be officially part of the set. You may create your own characters and significant worlds if you want to, stories are also appreciated. Remember that the cards need to fit the drafting limited elements.
Art by Radojavor
Orbital Detector - 3
Artifact Creature - Construct (C)
Flying
Reveal this card as you draft it and note how many artifact creatures with flying you've drafted this draft round.
When this creature enters the battlefield, destroy target artifact with converted mana cost X or less, where X equals to the number noted.
2/3
Warpgate Illuk - 4
Artifact - (C)
(tap) - Return target creature you control back to its owner's hand. Add 2 to your mana pool.
The alien race did not arrive only through their advanced warships, they have other technological advancements out there we still didn't see.
Alien Wargazer - 2
Creature - Alien(C)
Put this card face up when you draft it.
When you draft this card, target player removes a card from his or her booster pack that he or she is drafting.
Many of the alien sentries guarded the prison halls, not moving a muscle from their current position.
2/1
Alien War Disrupter 4
Creature - Alien (C)
When this creature enters play, you may reveal X number of artifacts in your hand. If you do, it enters the battlefield with X +1+1 counters on it.
1/1
Shield Generator - 5
Artifact (C)
3 Warp - Put this card from your hand shuffled into your library, draw a card.
(tap) - Prevent the next 3 damage that will be dealt to target creature this turn.
The energy that it emanates is ten times more than the power that is generated in the Izzet cities.
Energy Cells - 2
Artifact - Equipment
Equipped creature cant attack or block and its activated abilties cant activate.
Equip 1
Many of the 'test subjects' were held in these deadly cells, one mere touch can cause you to be stunned.
Alien Protean Dropship - 4
Artifact Creature - Ship (C)
Flying
Reveal this card as you draft it if you drafted a creature on your last booster pack and note its name.
When this creature enters play, search your library for the noted creature and put it into your hand. Then shuffle your library.
3/2
Heavydam Engines - 5
Artifact - (C)
(tap) - Add a charge counter on this artifact.
Remove three charge counters (tap) - Search your library for an artifact with Energize, reveal it, then put it on top of your library. If the chosen artifact has converted mana cost 5 or less, put it into your hand instead.
Scenario -
When this scenario becomes revealed, each player returns all creatures he or she controls back to their owner's heads.
Once detected, there is no going back.
Escape Coordination -
Scenario -
When this scenario becomes revealed, each player reveals the top card of his or her library. The player with the most converted mana cost or is tied draws two cards.
Security Alert -
Scenario -
When this scenario becomes revealed, each opponent puts a 1/1 colorless construct artifact creature token on the battlefield with flying. Creatures you control gain +1/+0 and reach until end of turn.
Venturing Through the Halls -
Scenario
When this scenario becomes revealed, each player draws a card and discards a card at random. If a player discards an artifact card, that player loses 2 life.
Castigation of Foes -
Scenario
When this scenario becomes revealed, tap up to two target creatures. Those creatures dont untap during their controller's next untap step.
Hijacking the Ships -
Scenario
When this scenario becomes revealed, creatures you control gain flying until end of turn.
Incomprehension-
Scenario -
When this scenario becomes revealed, each player discards their hand.
Blasted to Oblivion -
Scenario -
When this scenario becomes revealed, exile all nonland permanents you control.
Kidnapping the Natives -
Scenario -
When this scenario becomes revealed, take control of target creature.
Commanding the Fleet -
Scenario -
When this scenario becomes revealed, you and target opponent each gain control of all creatures the other controls until end of turn. Untap those creatures. Those creatures gain haste until end of turn.
This is a group collab set, I welcome any new ideas and feedback.
This is a mini intro set for a brand new colossal sci fi expansion that will be developed after this set. This set will combine elements from the Conspiracy set, incorporating their draft mechanics and other limited elements. This set will combine both Limited format and Commander, just to add more strategic plays and diversity.
New Card types -
Scenarios -
Similar to Conspiracies and Schemes, each player may draft a Scenario card and another non scenario card, they can draft two cards from a booster pack as long as long as they draft a Scenario and a different card. When the game starts, they put all the drafted Scenarios from their decks onto the middle of the table. At the beginning of a player's upkeep, they may reveal the top card of the Scenario pile and the effect takes place. Scenarios can only be played this way and dont cost any mana. Any player can do this at the beginning of their upkeep. Scenarios can either be positive to the players or negative. They are unpredictable, which makes the game even more intense.
Flavor - An alien mothership has intercepted into the Multiverse, arriving and abducting different specimen from each plane that it crosses. You, a lone wanderer, have been abducted by its magnetic rays and is now castigated within their prison cells! Do what you must to survive their unpredictable motives, survive the random encounters from the different areas in the ship( they will be depicted as booster packs), and fight your way off of the Mothership! You and your opponent will do ANYTHING to escape, using the stolen alien ships to escape the mothership, the only way to escape is to eliminate all opponents to use your escape. With many aggressive survivors, chase your way to freedom! Use and meet new characters inside the ship that you can utilize for your advantage. Will you be tormented by their deadly experiments forever? Will you free the other abducted prisoners? Will you discover their major secret within the heart of their ship? Find out with Abduction Mini Set!!
Card Amount -
40 commons
25 uncommons
15 rares
Card Info - There will be a new addition of a race type, aliens. They will be colorless and there will be an enormous amount of artifacts within the game. ALL of the conspiracy cards will be returning except for the legendaries and the planeswalker. All the new additional cards will be colorless cards including the Scenarios.
New Mechanics -
Warp - Put this card from your hand shuffled into your library, draw a card.
Energize - As you draw this card, you may reveal it if you control __________. If you do, ___________
Objective of the game -
Just like commander and other formats, the main objective is to obviously beat your opponents to 0. In this game, there is another alternative. You can destroy your opponent's command ship ( aka all the ship modules that player controls ) and win the game by doing so. Before the game starts, each player puts their chosen legendary creature into the command zone and begin the draft round afterwards. After the drafting rounds end, each player selects lands from outside the game and inset them into their decks.
Art by Brian Yam.
Arm the Pavilion 2W
Instant - (C)
Prevent all damage that will be dealt to target creature this turn. Put a 1/1 white Soldier creature token on the battlefield.
If many of the reinforcements arriving, the market square was saved from further Zharigan troops.
Deportment of Unknown - 1W
Enchantment - Aura (C)
When enchanted creature leaves play, remove it from the game instead.
Even a mere suspicion of being a Zharigan will lead to that supposed disguised person's exile.
Parry the Inevitable - 3W
Instant - (C)
Prevent the next 13 damage that will be dealt to target creature or player this turn.
Knowing that they will get ambushed, General Rukio told his other men to prepare for an inexplicable enemy force, also known as the Zharigans.
Detecting Trouble - 2W
Instant - (C)
Look at the top five cards of your library and choose a card. You gain life equal to the chosen card's converted mana cost. Then shuffle your library.
To prevent trouble, you must become the trouble.
Planeswalker - Eruik
+1 -Put two 1/1 white Soldier creature tokens onto the battlefield. If you had 7 or more loyalty counters before this ability resolved, put three tokens instead.
-3 - Exile target creature. Its controller gains life equal to its power. If you had 7 or more loyalty counters before this ability resolved, the controller doesn't gain life.
0 - Until end of turn, this planeswalker becomes an 4/4 legendary white Soldier creature token with indestructible, haste, and first strike until end of turn.
(4)
Eruik was the main Planeswalker of Taighadan. From his young to elderly age, he had protected and guided the clans to a more conditional state, providing them resources and power for their peace among the other clans. That objective changed completely when he heard the voice of the Zharigan forces whispering to him from an unknown source. This resulted in Eruik getting manipulated into freeing them from a non sentient portal within the wastelands of Taighadan. Xiora, the Queen of her remnants, had opposed Eruik to her captivity, but she had one primary and significant mind for him. She had noticed how powerful his abilities were, as he was a planewalker. Xiora was keen on extracting his Spark into her, realizing her potential becoming an ingenious and invincible Queen for her brood..... She studied his spark while he was imprisoned, while she was experimenting with him, she sent her brood to conquer all lands of Taighadan to produce more structures and spread the infestation among all living creatures, resulting in them to transform into the mutated Zharigans themselves. Xiora would later focus more on the war after extracting the spark from Eruik......
Legendary Creature - Zharigan Lord (R)
Other Zharigan creatures you control gain +1/+1. Other Non-Zharigan creatures you control gain -1/-1.
Taighadan was not originally planned to be conquered by my forces, but I liked the added excitement of gathering resources from such a petty world.
5/7
Guardian of Iokadin - 3
Artifact Creature - (c)
Defender
When this creature enters play, tap target creature. That creature doesn't untap during its controller's next untap step.
3(tap) - Target land cant produce mana this turn.
Within the prison, Lord Wedioka sent his trusted his mages to perform a spell that can secure the prison from intruders and outbreaks. This was the result.
0/5
Blade of Nature's Empowerment - 3
Artifact - Equipment (c)
Equipped creature gains +1/+1 and has trample. If equipped creature is legendary and is green, it gains +2/+2 instead.
When equipped creature dies, sacrifice this artifact.
Equip 1
Blade of Fierce Emotions 3
Artifact - Equipment (c)
Equipped creature gains +2/+0 and has first strike. If equipped creature is legendary and is red, it gains +4/+0 instead.
When Equipped creature dies, sacrifice this artifact
Equip 2
Blade of Deadly Shadows - 3
Artifact - Equipment (c)
Equipped creature gains deathtouch and gains +0/+2. If equipped creature is legendary and is black, it gains +0/+4 instead.
When equipped creature dies, sacrifice this artifact
Equip 1
Blade of Overwhelming Thoughts - 3
Artifact - Equipment (c)
Equipped creature gains +1/+1 and gains flying. If equipped creature is legendary and is blue, it gains +2/+2 instead.
When equipped creature dies, sacrifice this artifact
Equip 1
Blade of Banishing Lights - 3
Artifact - Equipment (c)
Equipped creature gains +1/+1 and gains lifelink. If equipped creature is legendary and is white, it gains +2/+2 instead.
When equipped creature dies, sacrifice this artifact.
Equip 1
Darkshaper Converter - 5
Artifact - (C)
Choose a creature type as you cast this artifact.
Whenever a creature with the chosen creature type you control dies, put a 0/1 colorless Zharigan creature token on the battlefield.
Corpses are brought to this machine, once they are mutilated, they get sent to the evolution chambers to transform into the infested Zharigans.
Faceless Deceiver - 5
Creature - Zharigan (C)
This creature enters the battlefield as a copy of target creature.
When this creature becomes the target of a spell or an ability, sacrifice it.
Careful not to put your trust into a person you recently met, it could be one of them.
0/0
Zharigan Drone - 1
Creature - Zharigan Minion (C)
Sacrifice this creature - Add 1 to your mana pool.
Drones construct the different Zharigan structures that are scattered across the infested lands. They are even willing to sacrifice themselves to mutate into a non-living structure.
0/1
Land - (r)
(tap) - Add G to your mana pool.
G (tap) - Target legendary creature gains forestwalk until end of turn.
Within the ALsedi region, Treshka Forest overlaps the many valleys and beast inhabitants that reside there, twisted with other life.
Itokko, Temples of Thoughts
Land - (r)
(tap) - Add U to your mana pool
U (tap) - Target legendary creature gains islandwalk until end of turn.
To those who enter the temples will see the true sources of knowledge within the Yukorians.
Ukaichii, Caves of Darkness
Land - (r)
(tap) - Add B to your mana pool
B (tap) - Target legendary creature gains swampwalk until end of turn.
He who wanders around the backwater areas of the Essitu without experience shall be devoured by the swamps itself.
Negarami, Hills of Anger -
Land - (r)
(tap) - Add R to your mana pool.
R (tap) - Target legendary creature gains mountainwalk until end of turn.
To join the Nerosu, one must prove his strength in both combat situations and in strategic forms of discussion.
Cuzjango, Lands of Justice -
Land - (r)
(tap) - Add W to your mana pool.
W (tap) - Target legendary creature gains plainswalk until end of turn.
Justice, order, and prosperity are key elements of the Eoldu region. Since the Zhars arrived, these elements became more prominent.
Iokadin, Prison of Gaul -
Legendary Land - (r)
(tap) - Add 1 to your mana pool.
7, Sacrifice this land - Search your library for a legendary creature named 'Gaul, the Forbidden One', and put it into your hand. Then shuffle your library.
Seduluo, Palace of the Horizon
Legendary Land - (r)
(tap) - Add 1 to your mana pool.
2 (tap)- Return target creature you control back to their owner's hands.
Even though nowhere was safe, the Yukorians had already built a metropolis within the skies, filled up with an intelligent and sophisticated atmosphere.
Hukimolo, Adbandoned Fortress -
Legendary Land - (r)
Pay 3 life, (tap) - Add 1 to your mana pool. If that mana is cast on a creature spell, that creature enters the battlefield with a +1/+1 counter on it.
For over a thousand years, the ruins of Hukimolo stood within the very center of Taighadan. Each year that passed, it grew more vines scattered across its heavy walls, with memories of horrible deaths within the halls. Some assumed this was where the clan war temporarily ended.
Hatchery of Xiora -
Legendary Land - (R)
(tap) - Add 1 to your mana pool.
The 'legend rule' doesn't apply on Zharigan creatures.
After her freedom, her first order to her brood was to construct a massive hatchery for more Zharigan production. This resulted in more innocents dying off by their overwhelming numbers.
Legendary Creature - Zharigan
Other creatures you control gain first strike.
To enforce their armada of decrees and laws, Falki sent his enforcement department of ten thousand to handle this serious business on regulating Eoldu.
2/1
Disrupting the Core - 4WW
Instant -
Destroy all creatures.
Eoldu's mystical core was destroyed by the Zharigan ambush, resulting in very living being to become obliterated.
Swarm of the Detaining Light - 3W
Legendary Enchantment -
At the beginning of your upkeep, you may gain X life and put a 1/1 white Zharigan creature token on the battlefield, where X equals to the number of creatures you control.
Their definition of detain was vastly different from the most common term. Moreover, their detaining methods contain more than just simple accusations
Suzerain of Eoldu - 2WW
Legendary Creature - Zharigan
Lifelink Flying
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Alsedi', 'Suzerain of Essitu', 'Suzerain of Nerosu', and 'Suzerain of Cleyvaw' are on the battlefield with this creature.
4/4
Last Salvation - 3WW
Legendary Enchantment
Whenever you cast a creature spell with power 4 or greater, put a +1/+1 counter on that creature
Whenever you cast a creature spell with power 4 or less, that creature gains first strike.
No hope can come if their army quantity cant be counted like the string of hair on your scalp.
Any many of you know, many of the clan cards with a singular color seem to be very costly to cast, and that nearly all the rares they have categorized have a colossal cost. I solved this problem using the Zharigan Brood. Nearly all these spells are cheap to cast and convenient to utilize. Because of this, it seems A LOT More balanced than it was previously.TO make things better, more of these cheap spells will be on in the next expansion of this set.
More cards to come......
Creature - Zharigan
First Strike
Whenever this creature deals combat damage to a player, put a 0/1 colorless Drone creature token on the battlefield.
Sacrfice this creature - Destroy target creature with power 5 or greater.
2/3
Guide of the Lost - 1W
Creature - Zharigan
Other creatures you control gain - "(tap) - You gain 1 life."
It guides the lost who lurk around the borderlands of Taighdan, leading them towards their death in a friendly and manipulative manner.
2/1
Drone of Consistency 2WW
Creature - Zharigan
When this creature leaves play, put two 1/1 white Zharigan creature tokens on the battlefield.
Sacrifice this creature - Put three 1/1 white Zharigan creature tokens on the battlefield.
It comes, it dies. It comes again, it makes two more. It comes yet again, it makes an army.
2/2
Eater of Justice - 5WW
Creature - Zharigan
When this creature enters play, exile all creatures in each player's graveyards.
It devours the life that lurk within the lawful capitals within the Eoldu Region, crushing every resistance and law enforcement. It devours by the scent of securities in the many cities.
7/6
Marauder of Blood - 5WW
Creature - Zharigan
First Strike Flying
When this creature enters the battlefield, if you control five or more creatures, this creature gains lifelink.
As many of the blood splattered across the battlefield, the scent of them encouraged it to fight even more.
5/5
Sent to Oblivion - WW
Instant -
Exile target creature with power 4 or greater.
Many of the bodies were found, counted, and were sent to graves. Though most of them seemed to have evaporated from Eoldu knowledge.
Within the story, all the men and women are actually turtle people, since they are native within the Alsedi Region.
Stigha held her breath and sighed in utter relief. She had successfully lead her tribes people to the very heart of the grove, where food and water was plentiful, it was also protected by the many guardian treants that kept watch around the proximity. Sitgha watched the tribes people in sympathy and in caution. Many of the villagers appeared wounded from the Zharigan ambush, injured from many major and excruciating stab wounds and scratches across their bodies. Many of them thanked her as they past, showing gratitude, considering she retrieved them from Zharigan hands. The men started unpacking their belongings and started encampments hastily. Stigha watched them work. Stigha remembered how difficult it was to guide more than ten thousand people to immediate safety from the coordinated minds of the Zhar. If she had not unleashed her fullest strength on the Zharigans, she was completely sure there would've been more casualties. She sighed again and sat down absentmindedly. She was exhausted.
"Mother Stigha, the headmaster would like to speak with you."
Stigha looked up. A soldier looked down at her with a large wooden bow attached to his back. Judging by his expression, she knew she had to follow his command. She heaved herself up and followed him to a large cave near a colossal waterfall, where children were playing and laughing. She went inside with an uneasy sentiment.Within the interior, she saw the headmaster, Hukamio Urktail, beside him were two heavily armed guards, and near the entrance of the cave, seven people that Stigha knew were political council members judging by their appearance. Hukamio was seated on the a leather rug, meditating with candles lit around him. He opened his eyes and looked upon Stigha.
"Sit." He said with an expressionless and raspy old voice.
Stigha reluctantly walked towards him and sat opposite of him, she was keen on isolating herself from the current situation for a while. For a moment, there was nothing but silence. Then -
"We have seen your work on leading an exodus." The headmaster said curtly, "Unfortunately, many of our tribes people were killed instantaneously cause of you. Do you have a counter statement?" Stigha looked at him awe and disbelief.
"You believe this was all because of me? I have put most of my effort escorting your people to safety." she said with a quiver of anger, trying her best to keep her tone normal. "You think ---" She continued.
"You didnt put all the energy you had into this significant task on saving your people? Yes I do." Hukamio replied coldly,he eyed the necklace that was strung around Stigha's neck. "For such a powerful mage, you certainly didn't put in such much thought into this objective. I demand a proper punishment for you." Rage struck Stigha like a fiery arrow striking her very heart.
"I care much for this clan as much as you do!" she said with bravado, "If you think I just sat there waiting, think again! If it weren't for me, none of these people would've made it!!! Stigha got up and pointed her index finger directly on the headmaster.
"Those extraterrestrial beings outnumbered us heavily by five to one!" Stigha roared, tears in her eyes. She couldn't and did not want to visualize all the deaths she encountered across the burnt villages that happened. "I risked everything, my life, my powers, my ...."
"Intuition? Coordination? Participation? These are all the traits you are missing to be clan savior." Hukamio said, he got up also and glared down right into her eyes, he was a foot taller than Stigha. "Our numbers have greatly decreased,population declined, with limited supplies. We have gone to dust!!"
Hukamio kicked away the candles, all of their lights diminished. The cave had gone significantly darker than its previous self. He picked up his staff and pointed it at Stigha's face.
"I have always known that you weren't suitable for such a responsibility but I kept quiet. But until now, you have gone too far, I demand you get exiled! Permanently!" The headmaster spat with a force. Stigha never seen him this enraged before and wanted to counter back. But her heart was still struck with complete depression and sympathy that she stood there, tears dripping from her eyes. She then saw her lost children and husband within her mind, they were gone forever.....forever..... One of the political members stepped forward. He was a burly old man, dressed in a magnificent robe. He looked very angry indeed.
"Headmaster, you have gone too far with this!" says the advisor, "We must remain optimistic even when we are in such dark circumstances-"
"Optimism?!" says Hukamio in a voice reminiscent of a beast's growl. "I apologize that we dont share that same sentiment, but we have other cases to take control of, Orall! We shall banish this incompetent woman. And we shall seek another location within the ---" Oral stepped forward again and pointed at the headmaster with full anger.
He said with a devouring voice, "If we cant settle this matter, we shall take this as a vote from our council. You cannot make all the decisions for the sake of this tribe. We shall return later." Oral walked out with the council members along with the two guards, leaving only Stigha and Hukamio in the darkening silence....
Creature - Zharigan
1W(tap) - Prevent the next 1 damage that will be dealt to target creature this turn.
There are Zharigans that do indeed heal the wounded, but they do is by mind command and not by concerns.
1/1
Zhar of Revealing Light - 1W
Creature - Zharigan
2W(tap) - Prevent the next 2 damage that will be dealt to target creature this turn.
It heals the wounded Zharigans around its proximity, it harms those other than Zharigans.
2/2
Zhar of Light's Heal - 2W
Creature - Zharigan
Lifelink
Sacrifice this creature - You gain 3 life.
It serves and does what it does, dont question its tasks. For no being has ever understood the overall anatomy of their mind and their mysterious origins.
3/1
Zhar of Justice - 5W
Creature - Zharigan
First Strike Lifelink
To the Zharigans, justice can only be fully conducted under many deadly trials and confiscations. For justice is blind in their definition.
3/4
Zhar of Servitude - 1W
Creature - Zharigan
First Strike
Sacrfice this creature - Put a 1/1 white Zharigan creature token on the battlefield with lifelink.
Chaos Prevention - 1W
Instant -
Prevent the next 5 damage that will be dealt to target creature or player this turn.
The Zharigans had many defenses surrounding their nests, this caused the Eoldu region to immediately change their tactics completely.
Swift Justice of Zhars - 2W
Enchantment - Aura
Enchanted creature gains +1/+0 and has lifelink and first strike.
To give order over the people of Eoldu, the Zharigans established their own decrees and laws over their region in full force.
Legendary Creature - Zharigan
Other creatures you control gain trample.
For Ukalar, hunting is not to gain sustenance and survive , instead, it's for savage pleasure for power.
3/2
Unnatural Empowerment - 4G
Enchantment -
Enchanted creature gains +X/+X counters along with trample and hexproof, where X equals to the number of lands you control.
Within the Zharigan bodies, we uncovered an essence that may contain the source we need for more power. - Hunter Dukila, in the watch zone
Hunt of the Century - 3G
Sorcery -
Each player reveals the top card of his or her library until they have a creature. If you revealed the creature with the most power, put that onto the battlefield without paying its mana cost. If an opponent revealed the creature with most power, that opponent destroys target creature . Then each player shuffles his or her library.
Suzerain of Alsedi - 2GG
Legendary Creature - Zharigan
Trample Reach
The 'legend rule' doesnt apply when legendary creatures named 'Suzerain of Cleyvaw', 'Suzerain of Essitu', 'Suzerain of Eoldu', and 'Suzerain of Nerosu' are on the battlefield with this creature.
4/4
Presence of the Mighty - 2GG
Legendary Enchantment -
Green creatures you control gain +2/+2 and have trample.
"If we lose this war, this entire plane will soon become an infested graveyard with history and knowledge forever lost." -Student Kiuaka, Temporal Wielder
Creature - Zharigan
When this creature enters the battlefield, put a +1/+1 on target creature and give it trample until end of turn.
With Ukalar's enforcers leading their minions, Ukalar sent more of his destructive minions to bash the forest of Alsedi apart.
4/3
Muncher of Great Trees - 4G
Creature - Zharigan
Trample
Whenever this creature deals combat damage to a creature and kills it, add GGGG to your mana pool.
It impales the bark of trees scattered across the region, creating a vibration that shakes the undergrowth.
3/3
Eater of Many - 5GG
Creature - Zharigan
Whenever this creature attacks, it gains +1/+1 for each other creature you control on the battlefield until end of turn.
It forgot how many Alsedi trutle tribe mates its eaten, but the numbers seemed to have been above one thousand.
5/5
Hunter of Vast Fields - 1G
Creature - Zharigan
Haste
If you control six or more forests, this creature gains +2/+2 counters.
Alsedi hunters often encounter them lurking in the wilds, devouring prey. They dont hunt them, as they might bring reinforcements.
1/1
Hunter of Escapees - 2G
Creature - Zharigan
Whenever this creature attacks, target creature you dont control blocks it if able.
"Get them."
3/1
Rampage of the Unknown - 2GG
Enchantment -
Whenever a green creature you control deals combat damage to a player, add a hunt counter on this enchantment.
Remove X hunt counters - Each creature you control gains +X/+X and trample until end of turn.