Uncommons! First time I'm releasing them on Salvation! I have a some notes already on the changes they need, but feel free to make more notes. I also updated the commons (and will continue to do so as updates occur).
As a side note, outside of the "look and feel" of the set, I'm more inclined to market this towards "casual-enfranchised" players rather than the same audience as a normal expansion. I am realizing more that I am making a gaiden, and I run under the assumption that gaidens particularly appeal to casual-enfranchised players rather than new players (who would be doing the main storyline) or competitive folks (who are more into cards that earn them glory and fame--something a custom set isn't going to quite do). Thus, I'll be able to lean on a few more Magic tropes than a typical expansion set, but that will still force me to pay attention to New World Order, but a little less on acquisition and a little more on comprehension/board complexity.
Full Spoiler List for Winds of Imani
Set by shomishoyuramen
Celandine's Striker
Creature - Rheubidian Knight (U)
Flying, double strike "Watch the skies. The Redhead has her Rheubidians, and if they spot us, we will suffer heavy casualties."
-High Priestess Kala
3/2
Celandine's Watcher
Creature - Rheubidian Warrior (U)
Flying, vigilance
: Prevent all damage dealt to and by Celandine's Watcher this turn. Celandine has survived a millennium by only exposing herself as necessary. Her watchers are quick students.
4/2
Defender of the Wind
Creature - Dwarf Cleric (U)
: Creatures you control get +0/+1 until end of turn. "The wind symbolizes power that we cannot see. Have faith in her will."
-High Priestess Kala
2/3
Dwarven Lay Elder
Creature - Dwarf Advisor (U)
Whenever Dwarven Lay Elder becomes tapped, put a 1/1 white Spirit creature token with flying onto the battlefield. Involvement in the Church of Imani is not restricted to clergy.
2/3
Londesian Cheetah
Creature - Cat (U)
When Londesian Cheetah enters the battlefield, untap target creature. The sight of the rare Londesian Cheetah stirs national pride, even in dire straits.
2/1
Pray for Serenity
Instant (U)
Prayer - As an additional cost to cast Pray for Serenity, tap X untapped creatures you control.
Tap X target creatures. "Honestly, Kala, there is only one way to experience eternal peace."
-Celandine the Redhead
Psionic Tactician
Creature - Gnome Psion (U)
First strike
When Psionic Tactician enters the battlefield, another target creature you control gets +2/+1 and gains first strike until end of turn. He defeats his foes before he even leaves his research.
2/1
Rising Tide
Instant (U)
Target creature gets +1/+1 and gains lifelink until end of turn.
Memoria - If each other graveyard has fewer cards than yours, that creature also gains double strike until end of turn. The tide favors the prepared.
Sign of Enmity
Instant (U)
Choose a creature type. Until end of turn, prevent all damage dealt by creatures of the chosen type that your opponents control. "Bears are the greatest threat to Londes."
-Famous Scarlet Pirate taunt
Steadfast Prayer
Enchantment (U)
, Exile four cards from your graveyard: You gain 1 life for each tapped creature you control. "May Imani's wind steel my hand against the coming storm."
-Traditional Imani prayer
Watch of Ginger's Blessing
Creature - Faerie Scout (U)
Flying, flash
When Watch of Ginger's Blessing enters the battlefield, untap all creatures you control. Faeries use Celandine's psionics both to spy and to hide. They keep Ginger's Blessing alert in case of invasion.
3/1
Aqueous Form
Enchantment - Aura (U)
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. Beings of water are deadly on the water.
Avian Rebirth
Instant (U)
Exile target creature. Its controller puts a 2/1 blue Bird creature token with flying onto the battlefield. "Once you fly above the storm, you shall understand the happenings in the multiverse."
-The Scarlet Lady
Celandine's Informant
Creature - Merfolk Psion (U)
: Scry 1. "Psionics only go so far. Find out how others view your enemy, and learn."
-Celandine the Redhead
0/3
Deny Solicitation
Instant (U)
Counter target spell that targets a creature.
Draw a card. "Your corruption is not welcome here."
-Brother Unicron, the Reborn
Favorable Winds
Enchantment (U)
Creatures you control with flying get +1/+1. "Meld your mind into the wind-then the wind can't stop you."
-Celandine the Redhead
Fleeting Thought
Sorcery (U)
Choose one-
* Return target instant or sorcery card from your graveyard to your hand.
* Put a 2/1 blue Bird creature token with flying onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Invoker of the Sea
Creature - Merfolk Druid (U)
Prowess
Whenever you can a noncreature spell, token creatures you control get +1/+1. "The merfolk sing the Lady's melody, and we too must hum that song."
-Janet Belding, Scarlet Pirate Captain
3/3
Psileak
Instant (U)
Counter target spell unless its controller pays 1.
Memoria - If each other graveyard has fewer cards than yours, instead counter target spell unless its controller pays 4. "I think not."
-Celandine the Redhead
Repair Apparatus
Artifact Creature - Golem Artificer (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter, : Return target artifact card from your graveyard to your hand.
2/6
Shardling Soul
Enchantment - Aura (U)
Enchant artifact
When Shardling Soul enters the battlefield, put three charge counters on enchanted artifact.
Enchanted artifact is a Shardling creature with base power and toughness X/X in addition to its other types, where X is the number of charge counters on it.
Speak to the Void
Enchantment (U)
, Exile four cards from your graveyard: Return target creature to its owner's hand. Beyond the mortal realm lies the Dreaming, then the Farplane, then the Void.
Cruel Edict
Sorcery (U)
Target opponent sacrifices a creature. Imani's patience for insolence is all but none.
Death Wind :symx:
Instant (U)
Target creature gets -X/-X until end of turn. "I send this cursed wind towards these abominations in the name of Imani!"
-High Priestess Kala
Imani Shade
Creature - Shade (U)
Flying
Prayer - , Tap X untapped creatures you control: Imani Shade gets +X/+X until end of turn. "Let your mourning wail into the wind, and Imani shall reward your faith!"
-High Priestess Kala
2/2
Orcish Ritualist
Creature - Orc Shaman (U)
: When target non-Zombie creature dies, put a 2/2 black Zombie creature token onto the battlefield tapped.
Sacrifice a creature: Regenerate Orcish Ritualist. Orcish rituals lack subtlety.
3/2
Ostracize
Sorcery (U)
Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card. Without Imani's wind to guide her, the cherif wandered the Highlands alone, uncertain of her future.
Overboard Sailor
Creature - Zombie Pirate (U)
Overboard Sailor enters the battlefield tapped. The soul might have drowned with the body, but not the bitterness.
2/2
Raven of Corruption
Creature - Bird (U)
Flying
When Raven of Corruption dies, return target artifact creature card from your graveyard to your hand. Shardblood cannot beget more shardblood; new shardblood must be derived from existing blood.
3/1
Retrieval Apparatus
Artifact Creature - Golem Artificer (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Return target creature card from your graveyard to your hand.
3/5
Seaborne Plague
Sorcery (U)
Nonartifact creatures get -2/-2 until end of turn. "The shardlings are polluting the seas, Kala. We must stop this encroachment before they find us!"
-Imani, God of the Wind
Spiteful Drowned
Creature - Zombie Knight (U)
Spiteful Drowned enters the battlefield tapped.
Exile four other cards from your graveyard: Return Spiteful Drowned from your graveyard to your hand. Siobhan's death to Belding didn't stop her hatred for the Scarlet Pirates.
3/2
Unholy Decay
Enchantment (U)
, Exile four cards from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield tapped. "Their use of resources is an abomination, though admittedly clever."
-Brother Unicron, the Reborn
Arc Lightning
Sorcery (U)
Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players. "You don't have to be a psion to be everywhere at once."
-Celandine the Redhead
Concentrated Lightning
Instant (U)
Choose one-
* Concentrated Lightning deals 3 damage to target creature or player.
* Put a 2/1 red Elemental creature token with haste onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Conversion Shock
Enchantment (U)
, Exile four cards from your graveyard: Conversion Shock deals 2 damage to target creature or player. A high-level psion can convert her memories directly into energy-a high, but often necessary cost for survival.
Elemental Strike
Sorcery (U)
Destroy target land. Put a 2/1 red Elemental creature token with haste onto the battlefield. "If you don't respect the land which sustains you, nature itself will destroy you."
-The Scarlet Lady
Goblin Riotstarter
Creature - Goblin Pirate (U)
Goblin Riotstarter must attack each turn if able.
When Goblin Riotstarter dies, it deals 1 damage to target creature. "Our lives may be short, but we live as full as any other."
-Ilgos, Captain of The Storm
2/1
Intangible Indignation
Enchantment (U)
: Creature tokens you control get +1/+0 until end of turn. "It is lamentable how fervently they seek to be lauded by their masters, and how little they will be remembered by those same masters but a century later."
-Brother Unicron, the Reborn
Lightning Apparatus
Artifact Creature - Golem Artificer (U)
Whenever an artifact enters the battlefield under your control, put a charge counter on target artifact, enchantment, or land you control.
, Remove a charge counter: Lightning Apparatus deals 2 damage to target creature or player.
2/4
Overextend
Sorcery (U)
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. "Into the eye we go! Too far in to turn back now!"
-Ilgos, Captain of The Storm
Psiflames on the Water
Sorcery (U)
Psiflames on the Water deals 2 damage to each creature without flying and each player.
Memoria - If each other graveyard has fewer cards than yours, Psiflames on the Water costs 2 less to cast. Psionics care little for natural logic.
Recitation Apparatus
Artifact Creature - Golem Artificer (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter, : Exile the top three cards of your library. You may play instants or sorceries exiled this way until end of turn.
2/4
Thunderblast Elemental
Creature - Elemental (U)
Prowess
Whenever you cast a noncreature spell, you may destroy target artifact. The sound is the fury.
3/3
Chirnac Basilisk
Creature - Basilisk (U)
Deathtouch
: Target creature must block Chirnac Basilisk this turn if able. "The stillness here comes not from your anticipation, student."
-Brother Unicron, the Reborn
3/4
Deathpurge
Instant (U)
Choose one-
* Target player shuffles his or her graveyard into his or her library. You gain 3 life.
* Put a 3/2 green Beast creature token onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Duskdale Wurm
Creature - Wurm (U)
Trample "Boys, that's why we don't raid the Dalelands. Let's get out of here!"
-Ilgos, Captain of The Storm
7/7
Elementalization
Enchantment - Aura (U)
Enchant creature
Enchanted creature is an Elemental in addition to its other types and has ":symx: : This creature gets +X/+X until end of turn." "In the end, we all return to the Lady."
-Janet Belding, Scarlet Pirate Captain
Imani Vicar
Creature - Human Cleric (U)
Prayer - , Tap X creatures you control: Target creature gets +X/+X until end of turn. "My god shall give you strength in your time of need, so fight onward!"
-High Priestess Kala
2/2
Islebound Druid
Creature - Elf Druid (U)
Whenever you activate a mana ability on a nonland permanent, Islebound Druid gets +1/+1 until end of turn. Many allies of the Scarlet Pirates grow their power on the mana-rich terrain of the Scarlet Isle.
1/2
The Lady's Chosen
Creature - Elf Druid (U)
As long as The Lady's Chosen is enchanted, it has hexproof. "If you are especially blessed by the lady, you will have nothing to fear."
-Janet Belding, Scarlet Pirate Captain
2/2
Nature's Rampage
Sorcery (U)
Destroy target noncreature, nonplaneswalker permanent. "The Lady abhors many things, for many things are affronts to nature."
-Janet Belding, Scarlet Pirate Captain
Primal Rancor
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+2 and has trample.
, Exile four other cards from your graveyard: Return Primal Rancor from your graveyard to your hand. Hatred outlives its history.
Triumph of Ferocity
Enchantment (U)
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. "We may be few and bound to no nation, but we rule the Great Ocean!"
-Janet Belding, Scarlet Pirate Captain
Windstorm :symx:
Instant (U)
Windstorm deals X damage to each creature with flying. Often, Imani grants her supplicants more than they asked for.
Rheubidian Battlemaster
Creature - Rheubidian Psion (U)
Flying, prowess
Memoria - As long as each other graveyard has fewer cards than yours, Rheubidian creatures you control get +1/+1 and have vigilance. No one matches her tactics.
3/2
Swirling Winds
Instant (U)
Put target attacking creature on top of its owner's library.
Draw a card. The weather of Ginger's Bay rivals that of the Londesian Sea.
Fuel Extraction
Sorcery (U)
Target player sacrifices a creature. If he or she does so, draw two cards, then mill 2. (Put the top two cards of your library into your graveyard.) Chirnac alchemists especially enjoy experimenting upon unwilling specimens.
Plaguetide Strix
Artifact Creature - Bird (U)
Flying, deathtouch
Other Bird creatures you control get +1/+0 and have deathtouch. The strixes are the choice familiar for alchemists and artificers in the Londesian Sea, and were thus the first shardblood recipients.
2/2
Goblin Hellspeaker
Creature - Goblin Wizard (U)
Whenever a creature you control attacks, Goblin Hellspeaker deals 1 damage to target creature or player.
Other Goblin creatures you control get +1/+0 and must attack each turn if able. "Serve demons or serve Londes? Not a hard decision."
-Ilgos, Captain of The Storm
4/1
Shardblood Revival
Sorcery (U)
Shardblood Revival deals 2 damage to target creature. Return target creature card from your graveyard to your hand. "The alchemists' shardblood is a path of consumption. It is not sustainable."
-The Scarlet Lady
Cheap Shot
Instant (U)
Target creature you control gets +2/+2 until end of turn. It then deals damage equal to its power to target creature you don't control. "How dare you attack my ship whilst I enumerate your many trespasses, Belding!"
-Londesian Admiral Siobhan
Suffering of the Land
Sorcery (U)
Choose one-
* Target land you control becomes a 4/4 colorless Elemental creature in addition to its other types. It's still a land.
* Put X 2/1 red Elemental creature tokens with haste onto the battlefield, where X is the number of Elemental creatures you control.
Entwine (Choose both if you pay the entwine cost.)
Blessings of the Wind
Instant (U)
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1. "The wind can't be stopped because it's everywhere at once."
-Imani, God of the Wind
Elvish Paragon
Creature - Elf Archer (U)
Reach, lifelink
Other Elf creatures you control get +0/+1 and have reach and lifelink. "Beware the Paragons. The West took all they had, and they will not hold back."
-Brother Unicron, the Reborn
2/3
Imani Voidseeker
Creature - Human Cleric (U)
Whenever a Zombie creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.
Prayer - , Tap X untapped creatures you control: Exile target non-Zombie, non-Spirit creature with toughness X or less. Put a 2/2 black Zombie creature token onto the battlefield tapped.
3/2
Zealous Inquisition
Sorcery (U)
Until end of turn, creatures you control gain lifelink and deathtouch. "Nothing stands in the way of the righteousness of Imani! Cleanse the impure!"
-High Priestess Kala
Primary Apparatus
Artifact Creature - Golem Artificer (U)
Prowess
Whenever Primary Apparatus or another Golem creature enters the battlefield, put a charge counter on Primary Apparatus.
, Remove a charge counter: Return target noncreature, nonland card from your graveyard to your hand.
4/4
Psilectrolyze
Sorcery (U)
Psilectrolyze deals 1 damage to each of two target creatures and/or players. Draw a card.
Memoria - If each other graveyard has fewer cards than yours, draw an additional card. Energy and knowledge are both expressions.
Kala's Underhand
Creature - Human Cleric (U)
Other Human creatures you control gain deathtouch.
: All creatures able to block target Human creature do so this turn. "Kala makes doing evil look good."
-Celandine the Redhead
2/2
Putrefy
Instant (U)
Destroy target artifact or creature. It can't be regenerated. "Victory is at hand! Stay the charge, Kala!"
-Imani, God of Wind
Dragonhammer Captain
Creature - Dwarf Soldier (U)
Dwarf creatures you control can block an additional creature and have ":symtap: : Target creature can't block this turn." "Don't get caught up with the dwarves! They're not the true threat!"
-Janet Belding, Scarlet Pirate Captain
2/5
Radiant Lightning
Instant (U)
Radiant Lightning deals 2 damage to target creature or player.
Prevent the next 2 damage that would be dealt to target creature or player this turn. Celandine's displays of power are brilliant, both tactically and literally.
Stormsurge Merfolk
Creature - Merfolk Druid (U)
, Tap a Merfolk creature you control: The next nonland spell you cast this turn has flash. With the secrecy of the ocean and the aid of the Scarlet Lady, the merfolk of the Londesian Sea choose their own timing.
2/3
Tidal Burst
Instant (U)
Target creature gets +3/+3 and gains hexproof until end of turn. "I will not be touched. My children will not be touched."
-The Scarlet Lady
Kitesail
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has flying.
Equip 2 Kitesailing is practical until you enter a serpent's mouth.
Merchant Vessel
Artifact Creature - Construct (U)
When Merchant Vessel enters the battlefield, draw a card.
When Merchant Vessel dies, each opponent draws a card. "No matter what alliances we have bribed ourselves into, the coastal raiders and the Scarlet Pirates will spare no quarter."
-Norgan, Chirnac merchant captain
1/5
Miller's Contraption
Artifact (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Target player mills 2. (That player puts the top two cards of his or her library into his or her graveyard.)
Obelisk Shard
Artifact (U)
: Add one mana of any color to your mana pool.
, , Sacrifice Obelisk Shard: Draw a card. Shardling energy is so mesmerizing that it's easy to forget its deadly power.
Shardling Search Drone
Artifact Creature - Thopter Drone (U)
Flying
When Shardling Search Drone enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. The Shardlings have a knack for acquiring resources in hostile regions.
0/2
I just uploaded another major update to the commons card list! I'm not going to say much, except that I'm very close to releasing the uncommons! Hooray!
I have updated the cards to the third print run (the third version of the set).
I have rough sketches of the other rarities, and I'll add them here at some point when I have the time to do so. (Putting this many cards up is very time-consuming!) I'll put those cards in the above post as well.
I only playtest with the commons via the suggestion of Maro, since this is early. So far, that has worked brilliantly, because I now have archetypes that formed out of the playtest rather than out of theory (and I don't want to force square pegs into round holes).
There are three major design challenges that I'm facing after the playtests that I mentioned happened. (I should mention that the set is a LOT of fun and it plays pretty well.)
The set's feel ended up being a hybrid of Memoria and Fuel, rather than Memoria (formerly High Tide) by itself. Rather than center the set on Memoria alone, I think the tension of Memoria v. Fuel was very memorable for a lot of players and it made them feel like they had a lot of investment in the game and graveyard. I'm definitely going to center the set from here on out on the interaction between the two mechanics.
The promotion of Scry to evergreen led me to decide, eventually, not to replace that mechanic. Rather, Scry will be spread out over all five colors, and the mechanic space previously held by Scry now goes to Memoria (hence the name change). It suits the Memoria v. Fuel theme well to do so. I also have to put in prowess and menace cards in a lot of spots. Fun times. (The set is planned to be "released" in June 2016.) I should note that I am really in favor of these evergreen changes and it makes set design a LOT easier for blue, black, and red.
The ten identified archetypes are as follows:
WU Tempo Fliers
UB Fuel Control
BR Fuel Combo
RG Elemental Tokens
GW Prayer Wide Creatures
WB Prayer Grind
UR Aggro Tokens
BG Midrange Good Stuff
RW Aggro Haste
UB Midrange Hexproof
So I'm going to have to tweak cards to make the set a little more linear.
For the record, it's show-me-show-you-ramen. Soy sauce ramen is my favorite kind, and an old Kikkoman flash animation had "Show me shoyu," where shoyu is the Japanese word for soy sauce. Completely obscure reference
When I created Mother of Phoenixes, I was thinking "what would get me to make this a commander general?" I know there's a lot of talk about Timmy, which is related to commander, and Maro has stated that not every legendary creature is built with commander in mind, but I really think a first legendary creature of a specific subtype should have commander implications...
Mother of Phoenixes2RRR
Legendary Creature - Phoenix
Flying, haste
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
Whenever Mother of Phoenixes enters the battlefield from your graveyard, return all non-legendary Phoenix creature cards from your graveyard to the battlefield. Those creatures gain haste until end of turn.
4/1
Memoria (favors having the biggest graveyard) Prayer (taps X untapped creatures you control for an X effect)
The following below is a returning keyword with the reminder text I use on cards:
Entwine: Choose both if you pay the entwine cost.
The following below is a new keyword with the reminder text I use on cards:
Fuel: As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.
The following is evergreen in my set design:
Mill(s) X: {Target puts, you put} the top X cards of {his or her, your} library into {his or her, your} graveyard.
Full Spoiler List for Winds of Imani
Set by shomishoyuramen
Cowardly Merchant
Creature - Dwarf Coward (C)
Cowardly Merchant can't attack or block alone. "Ilgos's raiders are upon us! Someone, anyone, defend meeeee!"
-Norgan, Chirnac merchant captain, last words
4/3
Divine Plenty
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2 and has lifelink. "Go, spread forth the message of Imani, and your crops shall yield threefold upon your return."
-High Priestess Kala
Divine Severance
Instant (C)
Exile target attacking creature. "I have renounced your name at the gathering table."
-High Priestess Kala
Fae Navigator
Creature - Faerie Scout (C)
Flying
, : Tap target creature. "Londes isn't particularly good at stopping us, but they are annoying like ant-infested molasses in your privates."
-Janet Belding, Scarlet Pirate Captain
1/1
Gather Together
Instant (C)
You gain 2 life for each creature you control. "Blessed be the largest congregations that gather in my name."
-Imani, God of Wind
Guardian of Ginger's Bay
Creature - Rheubidian Warrior (C)
Flying
Whenever Guardian of Ginger's Bay blocks or becomes blocked, scry 1. Long ago, Celandine made a pact with the Forefather, Rheubido, well aware of how that agreement would forge both her future and her friend's.
2/2
Imani Confessor
Creature - Dwarf Cleric (C)
Prayer - , Tap X untapped creatures you control: You gain X life. "Your sins are regrettable, but the wind shall blow away the past and bring new life to you."
-High Priestess Kala
1/3
Londesian Giant
Creature - Giant Soldier (C) The Scarlet Pirates rule the seas, but they have no hope of conquering the Port of Londeton. Londes guards its most precious port with giants twice the height of the majestic rheubidians.
3/5
Londesian Sailor
Creature - Elf Rogue (C)
: Londesian Sailor gains vigilance until end of turn. Admiral Siobhan had a grand and rather obvious objective: return control of the Londesian Sea to Londes.
2/2
Pious Healer
Creature - Dwarf Nomad (C)
Lifelink "Without breath, there is no life."
-Imani, God of Wind
2/3
Pray for Guidance
Sorcery (C)
Prayer - As an additional cost to cast Pray for Guidance, tap X untapped creatures you control.
Put X 1/1 white Spirit creature tokens with flying onto the battlefield. The Church of Imani believes that their ancestors' spirits follow the wind.
Psionic Burst
Instant (C)
Target creature gets +1/+2 until end of turn.
Memoria - If each other graveyard has fewer cards than yours, each other creature you control also gets +1/+2 until end of turn. "The greatest psions spread their power amongst their students."
-Brother Unicron, the Reborn
Psionic Student
Creature - Gnome Psion (C)
When Psionic Student enters the battlefield, creatures you control get +1/+1 until end of turn. Celandine accepts gnomes because they are eager to learn, but she finds their tendency to go overboard obnoxious.
2/1
Punish Insolence
Sorcery (C)
Exile target creature with power 4 or greater. You gain life equal to that creature's power. Kala quickly eliminated her "peers."
Revoke Existence
Sorcery (C)
Exile target artifact or enchantment. "I am here to eradicate the wickedness that the gods and the shardlings bring to Ermas and all of Aquille!"
-Brother Unicron, the Reborn
Rheubidian Protector
Creature - Rheubidian Psion (C)
Flying, flash
When Rheubidian Protector enters the battlefield, another target creature you control gets +2/+2 and gains flying until end of turn. Normally called upon to strike, rheubidians also make fantastic bodyguards.
2/2
Rheubidian Telekineticist
Creature - Rheubidian Psion (C)
Flying
When Rheubidian Telekineticist enters the battlefield, another target creature you control gets +3/+2 and gains flying until end of turn.
Memoria - When Rheubidian Telekineticist enters the battlefield, if each other graveyard has fewer cards than yours, tap each creature with flying you don't control.
3/2
Suppression Bonds
Enchantment - Aura (C)
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated. "In the name of thine king, I order you to cease and desist!"
-Londesian Admiral Siobhan
Transcendental Vision
Sorcery (C)
Draw a card. Scry 2. You gain 3 life. "Live long enough to see what lies beyond."
-Brother Unicron, the Reborn
Avian Premonition
Sorcery (C)
Choose one-
* Draw two cards.
* Put a 2/1 blue Bird creature token with flying onto the battlefield.
Entwine (Choose both if you pay the entwine cost.) "Don't they ever stop migrating?"
-High Priestess Kala
Celandine's Galley
Artifact Creature - Construct (C)
Prowess
Whenever you cast a noncreature spell, target creature can't be blocked this turn. As a port town, Celandine keeps ships at Ginger's Blessing. She doesn't necessarily use them for sea travel.
2/4
Claustrophobia
Enchantment - Aura (C)
Enchant creature
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step. The sailor's life is a life of cramped spaces; the imprisoned sailor, worse.
Coastal Scavenger
Creature - Merfolk Druid (C)
: Mill 1. (Put the top card of your library into your graveyard.) Most merfolk of the Londesian Sea are closely tied to the Scarlet Lady. They keep the shores clean while providing gleaned knowledge of the world above.
1/3
Corrupted Merfolk
Artifact Creature - Merfolk Artificer (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Target player mills 2. (That player puts the top two cards of his or her library into his or her graveyard.)
3/4
Defender of Ginger's Bay
Creature - Merfolk Psion (C)
Defender, prowess "The merfolk of Ginger's Bay are loyal to me. It's of their own free will. No psychic shenanigans! I'm serious!"
-Celandine the Redhead, to Janet Belding
0/3
Flickering Glimpse
Instant (C)
Choose one-
* Exile two target permanents you control, then return those cards to the battlefield under your control at the beginning of the next end step.
* Put a 2/1 blue Bird creature token with flying onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Hydropulse
Instant (C)
Target creature gets -5/-0 until end of turn. Scry 1.
Draw a card. "This isn't a joke!"
-Celandine the Redhead
Ill Tidings
Instant (C)
Counter target creature spell. Draw a card, then discard a card. The Londesian Sea is not a welcoming place.
Lost in the Mist
Instant (C)
Counter target spell. Return target permanent to its owner's hand. Once the fog gathers in the Londesian Sea, it's impossible to see anything.
Merfolk of the Depths
Creature - Merfolk Druid (C) Most merfolk stay at the bottom of the ocean, content to remain outside the affairs of surface dwellers. However, like the Scarlet Pirates, some feel compelled to halt the corrosive creep of civilization.
2/3
Mind Scour
Instant (C)
Target player mills 5. (That player puts the top five cards of his or her library into his or her graveyard.) "The problem with reading people's minds is that you have to read them."
-Celandine the Redhead
Psionic Cleansing
Sorcery (C)
Target player mills 3. (That player puts the top three cards of his or her library into his or her graveyard.) Scry 2.
Draw a card. "Focus within, purge the chaff."
-Mantra of Brother Unicron, the Reborn
Seahawk of Ginger's Bay
Creature - Bird (C)
Flying
Memoria - As long as each other graveyard has fewer cards than yours, noncreature spells you control cost 1 less to to cast. Celandine observes Ginger's Blessing with thousands of different eyes.
2/1
Stormsurge Serpent
Creature - Serpent (C)
Prowess
Stormsurge Serpent can't attack unless it has power 6 or greater. The enormous serpents of Ginger's Bay only respond to tremendous bursts of energy.
5/5
Sudden Storm
Instant (C)
Tap up to two target creatures. They don't untap during their controller's next untap step. Scry 1. Using a meteomancer is pointless on the Londesian Sea, where winds and rain continuously fluctuate.
Undertow Current
Instant (C)
Return target creature to its owner's hand. Scry 2.
Memoria - If each other graveyard has fewer cards than yours, instead put that creature on top of its owner's library. "Let me introduce you to some merfolk."
-Celandine the Redhead
Vanguard of the Lady
Creature - Merfolk Druid (C)
: Vanguard of the Lady gains hexproof until end of turn. The Scarlet Lady jostles with Celandine the Redhead for dominance of the sea-a centuries-long struggle with the merfolk of the Great Ocean as the prize at stake.
1/3
Zephyr Propulsion
Artifact (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Target creature gains flying and gets +1/+0 until end of turn.
Apprentice Necromancer
Creature - Human Mystic (C)
When Apprentice Necromancer enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield tapped. The Dread Necromancers are a secret guild with exclusive privileges. Aspiring necromancers hide in exotic places-such as the Scarlet Isle.
2/2
Blood-Drunk Raider
Creature - Orc Barbarian (C)
: Blood-Drunk Raider gains lifelink until end of turn. "Since your state isn't willing to help out your brethren to the south, I decided that we'd a courier service."
-Ilgos, Captain of The Storm
2/2
Engineered Strix
Artifact Creature - Bird (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Flying
Remove a charge counter: Engineered Strix gains deathtouch until end of turn.
1/2
Fracture Soul
Sorcery (C)
Destroy target nonartifact creature. It can't be regenerated. "They use those obelisks as phylacteries. Annihilate them before they hide cravenly in their stone houses!"
-High Priestess Kala
Hulking Apparatus
Artifact Creature - Golem Artificer (C) Artificers the world over travel to the Chirnac Coast to try their hand at the latest golem technology featuring shardblood. Those artificers call these golems "apparatuses." Their ultimate goal is to harness the power of shardblood to make their own shardlings.
2/6
Illicit Transaction
Sorcery (C)
Draw three cards. You lose 2 life. Discard a card. "Knowledge is a currency, just like gold, or even souls."
-Norgan, Chirnac merchant captain
Imani Chanter
Creature - Goblin Cleric (C)
Prayer - , Tap X untapped creatures you control: Target opponent loses X life. "Should you stray from the path, the winds shall follow you and bring despair."
-Imani, God of Wind
3/1
Mind Erosion
Sorcery (C)
Target opponent discards two cards. Mill 2. (Put the top two cards of your library into your graveyard.) Her final thought was of home, in a completely different time and place from everyone else.
Necrotic Siphon
Instant (C)
Target creature gains deathtouch and lifelink until end of turn. Regenerate it. "Don't ever ask a Dread Necromancer to solve your problems."
-Ilgos, Captain of The Storm
Pray for Death
Instant (C)
Prayer - As an additional cost to cast Pray for Death, tap X untapped creatures you control.
Target creature gets -X/-X until end of turn. "May your voyage to the Farplane be swift."
-High Priestess Kala
Price of Power
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +4/-2. "Kala, do you know what price I exact upon my chosen ones?"
-Imani, God of Wind
Reconstructed Sailor
Artifact Creature - Zombie Pirate (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter: Regenerate Reconstructed Sailor.
2/3
Shardblood Crocodile
Artifact Creature - Crocodile (C)
Deathtouch, menace While sentient creatures wisely avoid shardblood, wildlife unfortunately cannot tell the difference. This is the result.
2/4
Shardblood Shrike
Artifact Creature - Bird (C)
Flying
When Shardblood Shrike enters the battlefield, each player loses 3 life.
Pay 3 life: Shardblood Shrike gains indestructible until end of turn. Shardblood makes animals resilient, but it also deprives them of tranquility.
3/2
Throttle
Instant (C)
Target creature gets -4/-4 until end of turn. Kala was sometimes conveniently absent when misfortune befell rival Imani factions.
Tireless Miner
Creature - Zombie Nomad (C)
At the beginning of your upkeep, mill 1. (Put the top card of your library into your graveyard.) Mining within the mountain ranges of Chirnac has intensified with the increased demand.
1/2
Unhallowed Pact
Enchantment - Aura (C)
Enchant creature
When enchanted creature dies, return that card to the battlefield under your control. "You are more indebted to Imani than you'll ever know."
-High Priestess Kala
Warped Alchemist
Creature - Zombie Wizard (C)
Sacrifice a creature: Put a charge counter on target artifact, enchantment, or land. Unlike artificers, alchemists are more concerned about the substance of shardblood. Their initial findings seem to involve a lot of murder.
2/2
Washed Ashore
Sorcery (C)
Return up to two target creature cards from your graveyard to your hand. Scry 1. A Dread Necromancer can do a lot with a simple walk on the beach.
Dissonant Bolt
Instant (C)
Dissonant Bolt deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead. "It is not power that leads the dead to the Farplane, but guidance."
-The Scarlet Lady
Dragonhammer Berserker
Creature - Dwarf Berserker (C)
Menace, haste
When Dragonhammer Berserker enters the battlefield, it gets +2/+0 until end of turn. "Sailors? Merfolk? Rheubidians? I spar with giants and dragons! Hah!"
4/3
Dragonhammer Dwarf
Creature - Dwarf Barbarian (C) The dwarves of the Dragonhammer are the descendents of a group of migrant dwarves who sought out draconic dwenomer, a highly valuable resource. The enormous denizens of that mountain range have caused them to become strong and formidable.
2/3
Flames of Conflict
Sorcery (C)
Choose one-
* Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
* Put a 2/1 red Elemental creature token with haste onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Fuel Vessel
Artifact Creature - Construct (C)
, Sacrifice Fuel Vessel: Add 2 to your mana pool. Use this mana only to cast artifact spells. Fuel Vessel deals 2 damage to each player. "Well, that didn't go as planned."
-Ilgos, Captain of The Storm
1/3
Furious Storm
Sorcery (C)
Until end of turn, creatures you control have haste and creatures you don't control without flying can't block. Sailors tell rumors of mysterious figures in the Londesian Sea that appear before events of mass destruction.
Goblin Bullymonger
Creature - Goblin Berserker (C)
Haste
When Goblin Bullymonger enters the battlefield, creatures you control get +2/+0 until end of turn. "Goblin morale seems to increase the more they are denigrated."
-Celandine the Redhead
3/1
Goblin Pirate
Creature - Goblin Pirate (C)
Prowess Recruiting a goblin is easy: Say that death and mayhem are involved.
1/1
Goblin Skirmisher
Creature - Goblin Pirate (C)
: Goblin Skirmisher gains first strike until end of turn. Captain Ilgos used the Scarlet Pirates' notoriety to raid towns for reasons aside from "the cleansing power of nature."
2/1
Lightning Empowerment
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has haste and menace. "Weapons? The weather is the greatest weapon we have!"
-Janet Belding, Scarlet Pirate Captain
Practical Psionics
Instant (C)
Target creature gets +1/+0 and gains first strike until end of turn.
Memoria - If each other graveyard has fewer cards than yours, instead creatures you control get +1/+0 and gain first strike until end of turn. "Psionics is best used invisibly."
-Celandine the Redhead
Psionic Immolation
Sorcery (C)
Psionic Immolation deals 4 damage to target creature. Scry 2. "Cleanse the mind with the flames of purity, and cleanse the impure with the flames of the mind."
-Brother Unicron, the Reborn
Psionic Pulse
Sorcery (C)
As an additional cost to cast Psionic Pulse, discard a card.
Draw two cards. Scry 3. "Sacrifice the past to obtain the present, and you shall receive the future."
-Brother Unicron, the Reborn
Psionmental
Creature - Elemental (C)
Menace, prowess Celandine experimented a great deal to compete with the Scarlet Lady.
3/3
Ragemutt of Ilgos
Creature - Hound (C)
Haste "If we are to strike first, we will need speed. What is faster than an orc?"
-Ilgos, Captain of the Storm
3/1
Shardling Madness
Enchantment (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter: Target creature can't block this turn.
Smash to Smithereens
Instant (C)
Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller. "It's not enough to kill a shardling. Smash it, burn it, crush it, churn it, punch it, kick it, then just nix it."
-Celandine the Redhead
Thunderous Attack
Sorcery (C)
Choose one-
* Put a 2/1 red Elemental creature token with haste onto the battlefield.
* Until end of turn, creatures you control get +1/+0 and gain trample.
Entwine (Choose both if you pay the entwine cost.)
Violent End
Sorcery (C)
Target creature you control fights target creature you don't control. When a creature that fights this way dies this turn, Violent End deals 2 damage to that creature's controller. The cannons breached the hull, instantly annihilating Admiral Siobhan's ship.
Ancient Turtle
Creature - Turtle (C)
Hexproof "No one enters Shipwreck Cove without encountering one of the ancients."
-Janet Belding, Scarlet Pirate Captain
3/4
Beastly Growth
Instant (C)
Choose one-
* Target creature gets +5/+5 until end of turn.
* Put a 3/2 green Beast creature token onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Call of the Land
Sorcery (C)
Choose one-
* Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
* Put a 3/2 green Beast creature token onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Covethicket Lizard
Creature - Lizard (C)
Trample
: Covethicket Lizard gets +2/+2 until end of turn. Activate this ability only once each turn. "The Scarlet Isle is full of fascinating creatures! Most of them will eat you."
-Norgan, Chirnac merchant captain
2/3
Covethicket Recluse
Creature - Spider (C)
Reach
Whenever Covethicket Recluse blocks a creature with flying, that creature doesn't untap during its controller's next untap step. "No one leaves Shipwreck Cove alive."
-Janet Belding, Scarlet Pirate captain
1/4
Elvish Refugee
Creature - Elf Druid (C)
: Add to your mana pool. The genocide of the elves in western Ermas has forced a widespread diaspora. The Scarlet Lady welcomes them and their mana.
1/2
Epic Confrontation
Sorcery (C)
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. Admiral Siobhan presumed her forces' sophisticated military training would prove more than enough for a scurvy lot of pirates. She was more than wrong.
Eroding Landscape
Sorcery (C)
Reveal the top three cards of your library. Put up to two land cards from among them into your hand and the rest into your graveyard. You gain 1 life for each card put into your hand this way. "The sea will sicken the land if we abide."
-The Scarlet Lady
Harbor Mists
Instant (C)
Prevent all combat damage that would be dealt by blocked and blocking creatures this turn. The only thing more frightening than fog on the Londesian Sea is what awaits on the other side.
Imani Windsweeper
Creature - Elf Cleric (C)
Imani Windsweeper can't be blocked by more than one creature.
Prayer - , Tap X untapped creatures you control: Imani Windsweeper deals X damage to target creature with flying. She sings a song that blows her adversaries away.
4/2
Natural Reclamation
Instant (C)
Destroy target artifact or enchantment. Scry 1. "Books fall apart, but nature lasts forever."
-Janet Belding, Scarlet Pirate Captain
Poisonous Mantis
Creature - Insect (C)
: Poisonous Mantis gains deathtouch until end of turn. "If you prefer your blood on the inside, stay away from Shipwreck Cove."
-Celandine the Redhead
1/3
Pray for Protection
Sorcery (C)
Prayer - As an additional cost to cast Pray for Protection, tap X untapped creatures you control.
Put an X/X green Elemental creature token onto the battlefield. The prayer for protection is a dance not unlike the wind Imani dances upon.
Renewal Elemental
Creature - Elemental (C)
When Renewal Elemental enters the battlefield, return target permanent you control to its owner's hand. It heralds what may come again, and what comes again is usually not good.
6/6
Savage Silhouette
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has ":1mana: : Regenerate this creature." Sometimes, the mere silhouette of a Scarlet Pirate ship is enough for victory.
Savage Surge
Instant (C)
Target creature gets +2/+2 until end of turn. Untap that creature. "We're not done with Belding, no matter how far ahead we may seem!"
-Ilgos, Captain of The Storm
Scarlet Pirate
Creature - Human Pirate (C) The relationship between the Scarlet Lady and the Scarlet Pirates is older than history itself, leading many to believe that the Scarlet Lady is more powerful than any god.
4/2
Stormswallow
Instant (C)
Exile target creature with flying. Between Imani and the Scarlet Lady, the Londesian Sea punishes interlopers in the most severe way possible.
Verdant Haven
Enchantment - Aura (C)
Enchant land
When Verdant Haven enters the battlefield, you gain 2 life.
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
Artificer's Vessel
Artifact Creature - Construct (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter: Artificer's Vessel gets +1/-1 until end of turn. Alchemists speculate that shardblood-infused fuel will allow for fantastic shipcraft.
2/5
Escape Skiff
Artifact - Equipment (C)
Equipped creature gets +0/+2.
If equipped creature would die, destroy Escape Skiff instead.
Equip 2 "The lifeboats were struck first! Crew, battle positions! Ilgos is upon us!"
-Janet Belding, Scarlet Pirate captain
Londesian Vessel
Artifact Creature - Construct (C)
Defender, reach
: Londesian Vessel can block an additional creature. Before unification, Londes's largest threats were the northern Highlands and the mainland nation of Dorwan. Thus, their navy remains defensive.
2/6
Pirate's Cocktail
Artifact (C)
, , Sacrifice Pirate's Cocktail: Pirate's Cocktail deals 2 damage to target creature. If that creature is an artifact, destroy it. "Say, Janet, this brew is pretty spicy!"
-Celandine the Redhead
Evolving Wilds
Land (C)
, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. The Chirnac riverbed is easy to manipulate with a few dams, a few rocks, and a few druids.
Mechanics look interesting, though I'd have to play with them to see if the feel is captured.
I'll warn you, sets go through so much testing and iteration that a 720 card set may be more difficult than you realize. It would make for an interesting draft format, but it's going to take a ton of time and labor. You may end up shrinking the set as you go, and don't feel bad for doing it.
To clarify, the set only has 260 cards (20 basic lands included). I just want to print 720 cards for funsies also, yes, the original plan was to make a custom cube and I quickly decided that singleton formats were something I had no interested in.
High Tide - I'm curious how the name connects with the graveyard, but I quite like the idea of an ever-swaying mechanic. Cool centring theme.
Prayer - Adds a sense of desperation and banding together. Sounds good!
Fuel - It'll be interesting to see how this plays out. I can imagine many time not wanting to actually use the ability because of HT; it might create an uncomfortable feeling for players when two themes pull in different directions, especially in a limited environment where you are likely to be playing the two mechanics together. Fuel already interacts with itself (by your description) in the same was Delve did. I don't see why you need a mechanic that pulls away focus from the primary mechanic.
Animate - If you cast just the creature token side, isn't that animated? The name confuses me. Something akin to blending / fusing might be more appropriate.
While I note that High Tide has the greatest tracking complexity, and it's also the most texturally important mechanic in the set, I'm not sure it's more "fun" than Fuel. I see Fuel as being very Johnny-able while High Tide isn't all that combo-rific. In early testing, I liked the decisions between Fuel and High Tide, but I'm a Spike and definitely other players may disagree. I will look closely during the next Playtest and see how people react.
As for High Tide's flavor, currently I'm just doing it via flavor text, card names, and art, though I also want to give the idea that higher deck velocity leads to being on the advantage, in terms of cinematic design.
Animate may need a better name; I'm not married to the name, but it does need to fit the needs of an uber-nature deity.
Thanks, DJK3654 I've been looking for a way to template that idea in a non-confusing manner that completely cannot be misinterpreted to include ties (as it shouldn't include them).
I have most of the work I've done on a Facebook page, but I figure I should make a post here too. The Facebook page is at 140/260, and over the course of the next couple of weeks, I hope to get the Salvation page caught up.
I have a somewhat busy work schedule, but I wanted to start off by posting a summary of my goals and ideas here (adapted off the Facebook page).
1) The allocations will be:
100 Commons
80 Uncommons
45 Rares (I definitely am feeling the squeeze from having 8 less rare slots.)
15 Mythic Rares
2) The design goal is to make a faction-driven set where the feel of back-and-forth can be accomplished in ways that are not totally dependent on card advantage or life total. This back-and-forth motion is meant to simulate the feel of being on a boat in the ocean, which is the setting of the set, and which is why I don't want the swingy feeling to come solely from the feeling of being ahead or behind.
3) There are lesser design "desires" (since "goal" isn't the right word) to make this fit as part of a long story arc.
4) This originally was started as a top-down design ("How do I fit my D&D world into MtG?") but has since become driven by the mechanics chosen (Memoria (formerly High Tide), Prayer, Scry, Fuel, and Animate). While Memoria has the highest tracking complexity, as a mechanic that seeks to emulate the back-and-forth feeling, the other mechanics are indicative of their various factions. It was figured out through playtesting that the best back-and-forth feeling wasn't from Memoria or Fuel by itself, but from the tension between those two mechanics.
4a) Memoria cares about having more cards in your graveyard than anyone else. It's a riff on Threshold, was designed last of the set's five four mechanics, and was meant to interact with Fuel, Animate, and exile effects in strange ways.
4b) Prayer cares about tapping untapped creatures to produce a bigger effect. It's like if Convoke cared about making an X spell rather than reducing mana costs. It played on a notion that, before Theros was released, people speculated that the mechanic being brought back would be Convoke rather than Chroma. Cinematically, it feels like creatures praying for an effect as you tap them. It's great.
4c) Scry, because psions.
4d) Fuel is like Delve, but instead of paying for a mana cost, it puts charge counters on an artifact, land, or enchantment. The flavor is that you're converting your dead resources into fuel for your living resources (like we do with fossil fuels today).
4e) The idea of Animate is that life energy can be used to create one of two effects: an effect that is tied to an instant or sorcery, or to make a creature. Currently, they're templated as modal spells, where the token generation is given the Animate key word to unite them as a theme.
5) This set is meant to be drafted by itself, drafted with a small set coming in the future, and also meant to be played in a constructed format with five other sets called "Arc Constructed," which will be more apparent as more sets are released.
So, hopefully, that overview will get you up to speed with the goals of my set.
High Tide requires folks to keep track of the number of cards in their graveyard, and whether that number is higher than their opponent(s)'s. While I think the mechanic, by its very nature and by the as-fan, will encourage players to play in such a way that makes graveyard size clear (even if not as extravagantly done as Adrian Sullivan), it's still a cost, and I am curious if the payoff is worth it.
With the thought that I might make instant-speed self-mill a thing at some point, would the cards I have attached here excite you? Have I anchored them well enough to existing cards (Control Magic, Pyroclasm, Temur Battle Rage, Favorable Winds, and Craw Wurm respectively) such that the excitement would pump you up to try out the mechanic?
As I mentioned above, I can give you an update on whether the tracking complexity is indeed too much by the end of the weekend.
Hi all! Sorry for not keeping up as much as I could--I've had a few busy days, and I'm definitely behind in my tasks. so thanks for everyone's patience in advance.
As for learning about the set, I've been keeping the posts on Facebook since that's how I know most of the Magic players in my area. I've been writing an article series talking randomly about various design challenges I've had in making the set, but now that I think about it, it's pretty monolithic. I'll devote the next article to be clearer about what I'm hoping for in the set and whatnot.
I wanted High Tide and Prayer to take up most of the tracking complexity of the set, with High Tide being the big one. I'm having the first big Playtest be this weekend, but I'm thinking that the size of the graveyard is one of those things that people will care about so long as the as-fan is big enough. Fuel being available to colorless artifacts also nicely keeps graveyards at a manageable size. Nonetheless, I'm already moving plenty of higher-tracking cards to uncommon, and I'm simplifying initial designs whenever possible.
Willow, I'll definitely post some cards here! As I mentioned, I've been extrodinarily busy the past few days, but now I have a little bit of extra time to do some internet-related cleanup of the set I'll do that when I get home, in fact. Thanks for your suggestion, and thanks Jetvans for taking the time despite the barrier
Vigilance, while in green's color pie, is very rare in green. Why not trample or deathtouch?
Second, the hexproof one is absurdly powerful. Flying would be fine, but hexproof needs to have a totally different design (bigger, etc.)... So go to flash, flying, or more heavily costed?
I'd look to the recent slivers in terms of costing and whatnot, because creatures like this are way more inherently powerful than slivers. A 60-legend+heroes' podium deck should be the thought process, not having had looked at the LE2 design goals specificallyx
My goal is to build "arcs" of three large/small blocks at a time, so that each block and large set is draftable, and each arc is competitive constructed-playable. (I'm not focusing on Commander or non-rotating formats outside of these cards.) I'm also posting notes as I come up with them.
The design goal of Winds of Imani is to have the feeling of back-and-forth struggles between a variety of factions without being so swingy that games are determined solely by variance; that feeling should underline a more general sense that the setting of the set is on a sea (with islands, harbors, and ships implied) rather than land.
The set is nominally top-down but the mechanics (High Tide, Animate, Prayer, Scry, Fuel) determine a lot of design, as well.
I need to update some of the cards that have been uploaded, so if there's a templating issue, I'm likely aware of it
Lastly, I'm based in Portland, OR, so somebody on some podcast I listen to that has led me to this site might be interested in that I also am running paper playtests because unfortunately, my schedule doesn't really allow for me to be at my home computer all that often.
Thanks for reading, and like most of us here, I would looooove feedback.
As a side note, outside of the "look and feel" of the set, I'm more inclined to market this towards "casual-enfranchised" players rather than the same audience as a normal expansion. I am realizing more that I am making a gaiden, and I run under the assumption that gaidens particularly appeal to casual-enfranchised players rather than new players (who would be doing the main storyline) or competitive folks (who are more into cards that earn them glory and fame--something a custom set isn't going to quite do). Thus, I'll be able to lean on a few more Magic tropes than a typical expansion set, but that will still force me to pay attention to New World Order, but a little less on acquisition and a little more on comprehension/board complexity.
Set by shomishoyuramen
Celandine's Striker
Creature - Rheubidian Knight (U)
Flying, double strike
"Watch the skies. The Redhead has her Rheubidians, and if they spot us, we will suffer heavy casualties."
-High Priestess Kala
3/2
Celandine's Watcher
Creature - Rheubidian Warrior (U)
Flying, vigilance
: Prevent all damage dealt to and by Celandine's Watcher this turn.
Celandine has survived a millennium by only exposing herself as necessary. Her watchers are quick students.
4/2
Defender of the Wind
Creature - Dwarf Cleric (U)
: Creatures you control get +0/+1 until end of turn.
"The wind symbolizes power that we cannot see. Have faith in her will."
-High Priestess Kala
2/3
Dwarven Lay Elder
Creature - Dwarf Advisor (U)
Whenever Dwarven Lay Elder becomes tapped, put a 1/1 white Spirit creature token with flying onto the battlefield.
Involvement in the Church of Imani is not restricted to clergy.
2/3
Londesian Cheetah
Creature - Cat (U)
When Londesian Cheetah enters the battlefield, untap target creature.
The sight of the rare Londesian Cheetah stirs national pride, even in dire straits.
2/1
Pray for Serenity
Instant (U)
Prayer - As an additional cost to cast Pray for Serenity, tap X untapped creatures you control.
Tap X target creatures.
"Honestly, Kala, there is only one way to experience eternal peace."
-Celandine the Redhead
Psionic Tactician
Creature - Gnome Psion (U)
First strike
When Psionic Tactician enters the battlefield, another target creature you control gets +2/+1 and gains first strike until end of turn.
He defeats his foes before he even leaves his research.
2/1
Rising Tide
Instant (U)
Target creature gets +1/+1 and gains lifelink until end of turn.
Memoria - If each other graveyard has fewer cards than yours, that creature also gains double strike until end of turn.
The tide favors the prepared.
Sign of Enmity
Instant (U)
Choose a creature type. Until end of turn, prevent all damage dealt by creatures of the chosen type that your opponents control.
"Bears are the greatest threat to Londes."
-Famous Scarlet Pirate taunt
Steadfast Prayer
Enchantment (U)
, Exile four cards from your graveyard: You gain 1 life for each tapped creature you control.
"May Imani's wind steel my hand against the coming storm."
-Traditional Imani prayer
Watch of Ginger's Blessing
Creature - Faerie Scout (U)
Flying, flash
When Watch of Ginger's Blessing enters the battlefield, untap all creatures you control.
Faeries use Celandine's psionics both to spy and to hide. They keep Ginger's Blessing alert in case of invasion.
3/1
Aqueous Form
Enchantment - Aura (U)
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1.
Beings of water are deadly on the water.
Avian Rebirth
Instant (U)
Exile target creature. Its controller puts a 2/1 blue Bird creature token with flying onto the battlefield.
"Once you fly above the storm, you shall understand the happenings in the multiverse."
-The Scarlet Lady
Celandine's Informant
Creature - Merfolk Psion (U)
: Scry 1.
"Psionics only go so far. Find out how others view your enemy, and learn."
-Celandine the Redhead
0/3
Deny Solicitation
Instant (U)
Counter target spell that targets a creature.
Draw a card.
"Your corruption is not welcome here."
-Brother Unicron, the Reborn
Favorable Winds
Enchantment (U)
Creatures you control with flying get +1/+1.
"Meld your mind into the wind-then the wind can't stop you."
-Celandine the Redhead
Fleeting Thought
Sorcery (U)
Choose one-
* Return target instant or sorcery card from your graveyard to your hand.
* Put a 2/1 blue Bird creature token with flying onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Invoker of the Sea
Creature - Merfolk Druid (U)
Prowess
Whenever you can a noncreature spell, token creatures you control get +1/+1.
"The merfolk sing the Lady's melody, and we too must hum that song."
-Janet Belding, Scarlet Pirate Captain
3/3
Psileak
Instant (U)
Counter target spell unless its controller pays 1.
Memoria - If each other graveyard has fewer cards than yours, instead counter target spell unless its controller pays 4.
"I think not."
-Celandine the Redhead
Repair Apparatus
Artifact Creature - Golem Artificer (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter, : Return target artifact card from your graveyard to your hand.
2/6
Shardling Soul
Enchantment - Aura (U)
Enchant artifact
When Shardling Soul enters the battlefield, put three charge counters on enchanted artifact.
Enchanted artifact is a Shardling creature with base power and toughness X/X in addition to its other types, where X is the number of charge counters on it.
Speak to the Void
Enchantment (U)
, Exile four cards from your graveyard: Return target creature to its owner's hand.
Beyond the mortal realm lies the Dreaming, then the Farplane, then the Void.
Cruel Edict
Sorcery (U)
Target opponent sacrifices a creature.
Imani's patience for insolence is all but none.
Death Wind :symx:
Instant (U)
Target creature gets -X/-X until end of turn.
"I send this cursed wind towards these abominations in the name of Imani!"
-High Priestess Kala
Imani Shade
Creature - Shade (U)
Flying
Prayer - , Tap X untapped creatures you control: Imani Shade gets +X/+X until end of turn.
"Let your mourning wail into the wind, and Imani shall reward your faith!"
-High Priestess Kala
2/2
Orcish Ritualist
Creature - Orc Shaman (U)
: When target non-Zombie creature dies, put a 2/2 black Zombie creature token onto the battlefield tapped.
Sacrifice a creature: Regenerate Orcish Ritualist.
Orcish rituals lack subtlety.
3/2
Ostracize
Sorcery (U)
Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card.
Without Imani's wind to guide her, the cherif wandered the Highlands alone, uncertain of her future.
Overboard Sailor
Creature - Zombie Pirate (U)
Overboard Sailor enters the battlefield tapped.
The soul might have drowned with the body, but not the bitterness.
2/2
Raven of Corruption
Creature - Bird (U)
Flying
When Raven of Corruption dies, return target artifact creature card from your graveyard to your hand.
Shardblood cannot beget more shardblood; new shardblood must be derived from existing blood.
3/1
Retrieval Apparatus
Artifact Creature - Golem Artificer (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Return target creature card from your graveyard to your hand.
3/5
Seaborne Plague
Sorcery (U)
Nonartifact creatures get -2/-2 until end of turn.
"The shardlings are polluting the seas, Kala. We must stop this encroachment before they find us!"
-Imani, God of the Wind
Spiteful Drowned
Creature - Zombie Knight (U)
Spiteful Drowned enters the battlefield tapped.
Exile four other cards from your graveyard: Return Spiteful Drowned from your graveyard to your hand.
Siobhan's death to Belding didn't stop her hatred for the Scarlet Pirates.
3/2
Unholy Decay
Enchantment (U)
, Exile four cards from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield tapped.
"Their use of resources is an abomination, though admittedly clever."
-Brother Unicron, the Reborn
Arc Lightning
Sorcery (U)
Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players.
"You don't have to be a psion to be everywhere at once."
-Celandine the Redhead
Concentrated Lightning
Instant (U)
Choose one-
* Concentrated Lightning deals 3 damage to target creature or player.
* Put a 2/1 red Elemental creature token with haste onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Conversion Shock
Enchantment (U)
, Exile four cards from your graveyard: Conversion Shock deals 2 damage to target creature or player.
A high-level psion can convert her memories directly into energy-a high, but often necessary cost for survival.
Elemental Strike
Sorcery (U)
Destroy target land. Put a 2/1 red Elemental creature token with haste onto the battlefield.
"If you don't respect the land which sustains you, nature itself will destroy you."
-The Scarlet Lady
Goblin Riotstarter
Creature - Goblin Pirate (U)
Goblin Riotstarter must attack each turn if able.
When Goblin Riotstarter dies, it deals 1 damage to target creature.
"Our lives may be short, but we live as full as any other."
-Ilgos, Captain of The Storm
2/1
Intangible Indignation
Enchantment (U)
: Creature tokens you control get +1/+0 until end of turn.
"It is lamentable how fervently they seek to be lauded by their masters, and how little they will be remembered by those same masters but a century later."
-Brother Unicron, the Reborn
Lightning Apparatus
Artifact Creature - Golem Artificer (U)
Whenever an artifact enters the battlefield under your control, put a charge counter on target artifact, enchantment, or land you control.
, Remove a charge counter: Lightning Apparatus deals 2 damage to target creature or player.
2/4
Overextend
Sorcery (U)
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way.
"Into the eye we go! Too far in to turn back now!"
-Ilgos, Captain of The Storm
Psiflames on the Water
Sorcery (U)
Psiflames on the Water deals 2 damage to each creature without flying and each player.
Memoria - If each other graveyard has fewer cards than yours, Psiflames on the Water costs 2 less to cast.
Psionics care little for natural logic.
Recitation Apparatus
Artifact Creature - Golem Artificer (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter, : Exile the top three cards of your library. You may play instants or sorceries exiled this way until end of turn.
2/4
Thunderblast Elemental
Creature - Elemental (U)
Prowess
Whenever you cast a noncreature spell, you may destroy target artifact.
The sound is the fury.
3/3
Chirnac Basilisk
Creature - Basilisk (U)
Deathtouch
: Target creature must block Chirnac Basilisk this turn if able.
"The stillness here comes not from your anticipation, student."
-Brother Unicron, the Reborn
3/4
Deathpurge
Instant (U)
Choose one-
* Target player shuffles his or her graveyard into his or her library. You gain 3 life.
* Put a 3/2 green Beast creature token onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Duskdale Wurm
Creature - Wurm (U)
Trample
"Boys, that's why we don't raid the Dalelands. Let's get out of here!"
-Ilgos, Captain of The Storm
7/7
Elementalization
Enchantment - Aura (U)
Enchant creature
Enchanted creature is an Elemental in addition to its other types and has ":symx: : This creature gets +X/+X until end of turn."
"In the end, we all return to the Lady."
-Janet Belding, Scarlet Pirate Captain
Imani Vicar
Creature - Human Cleric (U)
Prayer - , Tap X creatures you control: Target creature gets +X/+X until end of turn.
"My god shall give you strength in your time of need, so fight onward!"
-High Priestess Kala
2/2
Islebound Druid
Creature - Elf Druid (U)
Whenever you activate a mana ability on a nonland permanent, Islebound Druid gets +1/+1 until end of turn.
Many allies of the Scarlet Pirates grow their power on the mana-rich terrain of the Scarlet Isle.
1/2
The Lady's Chosen
Creature - Elf Druid (U)
As long as The Lady's Chosen is enchanted, it has hexproof.
"If you are especially blessed by the lady, you will have nothing to fear."
-Janet Belding, Scarlet Pirate Captain
2/2
Nature's Rampage
Sorcery (U)
Destroy target noncreature, nonplaneswalker permanent.
"The Lady abhors many things, for many things are affronts to nature."
-Janet Belding, Scarlet Pirate Captain
Primal Rancor
Enchantment - Aura (U)
Enchant creature
Enchanted creature gets +2/+2 and has trample.
, Exile four other cards from your graveyard: Return Primal Rancor from your graveyard to your hand.
Hatred outlives its history.
Triumph of Ferocity
Enchantment (U)
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
"We may be few and bound to no nation, but we rule the Great Ocean!"
-Janet Belding, Scarlet Pirate Captain
Windstorm :symx:
Instant (U)
Windstorm deals X damage to each creature with flying.
Often, Imani grants her supplicants more than they asked for.
Rheubidian Battlemaster
Creature - Rheubidian Psion (U)
Flying, prowess
Memoria - As long as each other graveyard has fewer cards than yours, Rheubidian creatures you control get +1/+1 and have vigilance.
No one matches her tactics.
3/2
Swirling Winds
Instant (U)
Put target attacking creature on top of its owner's library.
Draw a card.
The weather of Ginger's Bay rivals that of the Londesian Sea.
Fuel Extraction
Sorcery (U)
Target player sacrifices a creature. If he or she does so, draw two cards, then mill 2. (Put the top two cards of your library into your graveyard.)
Chirnac alchemists especially enjoy experimenting upon unwilling specimens.
Plaguetide Strix
Artifact Creature - Bird (U)
Flying, deathtouch
Other Bird creatures you control get +1/+0 and have deathtouch.
The strixes are the choice familiar for alchemists and artificers in the Londesian Sea, and were thus the first shardblood recipients.
2/2
Goblin Hellspeaker
Creature - Goblin Wizard (U)
Whenever a creature you control attacks, Goblin Hellspeaker deals 1 damage to target creature or player.
Other Goblin creatures you control get +1/+0 and must attack each turn if able.
"Serve demons or serve Londes? Not a hard decision."
-Ilgos, Captain of The Storm
4/1
Shardblood Revival
Sorcery (U)
Shardblood Revival deals 2 damage to target creature. Return target creature card from your graveyard to your hand.
"The alchemists' shardblood is a path of consumption. It is not sustainable."
-The Scarlet Lady
Cheap Shot
Instant (U)
Target creature you control gets +2/+2 until end of turn. It then deals damage equal to its power to target creature you don't control.
"How dare you attack my ship whilst I enumerate your many trespasses, Belding!"
-Londesian Admiral Siobhan
Suffering of the Land
Sorcery (U)
Choose one-
* Target land you control becomes a 4/4 colorless Elemental creature in addition to its other types. It's still a land.
* Put X 2/1 red Elemental creature tokens with haste onto the battlefield, where X is the number of Elemental creatures you control.
Entwine (Choose both if you pay the entwine cost.)
Blessings of the Wind
Instant (U)
Until end of turn, target creature you control gets +3/+3 and other creatures you control get +1/+1.
"The wind can't be stopped because it's everywhere at once."
-Imani, God of the Wind
Elvish Paragon
Creature - Elf Archer (U)
Reach, lifelink
Other Elf creatures you control get +0/+1 and have reach and lifelink.
"Beware the Paragons. The West took all they had, and they will not hold back."
-Brother Unicron, the Reborn
2/3
Imani Voidseeker
Creature - Human Cleric (U)
Whenever a Zombie creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.
Prayer - , Tap X untapped creatures you control: Exile target non-Zombie, non-Spirit creature with toughness X or less. Put a 2/2 black Zombie creature token onto the battlefield tapped.
3/2
Zealous Inquisition
Sorcery (U)
Until end of turn, creatures you control gain lifelink and deathtouch.
"Nothing stands in the way of the righteousness of Imani! Cleanse the impure!"
-High Priestess Kala
Primary Apparatus
Artifact Creature - Golem Artificer (U)
Prowess
Whenever Primary Apparatus or another Golem creature enters the battlefield, put a charge counter on Primary Apparatus.
, Remove a charge counter: Return target noncreature, nonland card from your graveyard to your hand.
4/4
Psilectrolyze
Sorcery (U)
Psilectrolyze deals 1 damage to each of two target creatures and/or players. Draw a card.
Memoria - If each other graveyard has fewer cards than yours, draw an additional card.
Energy and knowledge are both expressions.
Kala's Underhand
Creature - Human Cleric (U)
Other Human creatures you control gain deathtouch.
: All creatures able to block target Human creature do so this turn.
"Kala makes doing evil look good."
-Celandine the Redhead
2/2
Putrefy
Instant (U)
Destroy target artifact or creature. It can't be regenerated.
"Victory is at hand! Stay the charge, Kala!"
-Imani, God of Wind
Dragonhammer Captain
Creature - Dwarf Soldier (U)
Dwarf creatures you control can block an additional creature and have ":symtap: : Target creature can't block this turn."
"Don't get caught up with the dwarves! They're not the true threat!"
-Janet Belding, Scarlet Pirate Captain
2/5
Radiant Lightning
Instant (U)
Radiant Lightning deals 2 damage to target creature or player.
Prevent the next 2 damage that would be dealt to target creature or player this turn.
Celandine's displays of power are brilliant, both tactically and literally.
Stormsurge Merfolk
Creature - Merfolk Druid (U)
, Tap a Merfolk creature you control: The next nonland spell you cast this turn has flash.
With the secrecy of the ocean and the aid of the Scarlet Lady, the merfolk of the Londesian Sea choose their own timing.
2/3
Tidal Burst
Instant (U)
Target creature gets +3/+3 and gains hexproof until end of turn.
"I will not be touched. My children will not be touched."
-The Scarlet Lady
Kitesail
Artifact - Equipment (U)
Equipped creature gets +1/+0 and has flying.
Equip 2
Kitesailing is practical until you enter a serpent's mouth.
Merchant Vessel
Artifact Creature - Construct (U)
When Merchant Vessel enters the battlefield, draw a card.
When Merchant Vessel dies, each opponent draws a card.
"No matter what alliances we have bribed ourselves into, the coastal raiders and the Scarlet Pirates will spare no quarter."
-Norgan, Chirnac merchant captain
1/5
Miller's Contraption
Artifact (U)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Target player mills 2. (That player puts the top two cards of his or her library into his or her graveyard.)
Obelisk Shard
Artifact (U)
: Add one mana of any color to your mana pool.
, , Sacrifice Obelisk Shard: Draw a card.
Shardling energy is so mesmerizing that it's easy to forget its deadly power.
Shardling Search Drone
Artifact Creature - Thopter Drone (U)
Flying
When Shardling Search Drone enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
The Shardlings have a knack for acquiring resources in hostile regions.
0/2
I have rough sketches of the other rarities, and I'll add them here at some point when I have the time to do so. (Putting this many cards up is very time-consuming!) I'll put those cards in the above post as well.
I only playtest with the commons via the suggestion of Maro, since this is early. So far, that has worked brilliantly, because I now have archetypes that formed out of the playtest rather than out of theory (and I don't want to force square pegs into round holes).
There are three major design challenges that I'm facing after the playtests that I mentioned happened. (I should mention that the set is a LOT of fun and it plays pretty well.)
You're welcome!
Also, wooboy that dates me
When I created Mother of Phoenixes, I was thinking "what would get me to make this a commander general?" I know there's a lot of talk about Timmy, which is related to commander, and Maro has stated that not every legendary creature is built with commander in mind, but I really think a first legendary creature of a specific subtype should have commander implications...
Legendary Creature - Phoenix
Flying, haste
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
Whenever Mother of Phoenixes enters the battlefield from your graveyard, return all non-legendary Phoenix creature cards from your graveyard to the battlefield. Those creatures gain haste until end of turn.
4/1
Memoria (favors having the biggest graveyard)
Prayer (taps X untapped creatures you control for an X effect)
The following below is a returning keyword with the reminder text I use on cards:
Entwine: Choose both if you pay the entwine cost.
The following below is a new keyword with the reminder text I use on cards:
Fuel: As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.
The following is evergreen in my set design:
Mill(s) X: {Target puts, you put} the top X cards of {his or her, your} library into {his or her, your} graveyard.
Set by shomishoyuramen
Cowardly Merchant
Creature - Dwarf Coward (C)
Cowardly Merchant can't attack or block alone.
"Ilgos's raiders are upon us! Someone, anyone, defend meeeee!"
-Norgan, Chirnac merchant captain, last words
4/3
Divine Plenty
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2 and has lifelink.
"Go, spread forth the message of Imani, and your crops shall yield threefold upon your return."
-High Priestess Kala
Divine Severance
Instant (C)
Exile target attacking creature.
"I have renounced your name at the gathering table."
-High Priestess Kala
Fae Navigator
Creature - Faerie Scout (C)
Flying
, : Tap target creature.
"Londes isn't particularly good at stopping us, but they are annoying like ant-infested molasses in your privates."
-Janet Belding, Scarlet Pirate Captain
1/1
Gather Together
Instant (C)
You gain 2 life for each creature you control.
"Blessed be the largest congregations that gather in my name."
-Imani, God of Wind
Guardian of Ginger's Bay
Creature - Rheubidian Warrior (C)
Flying
Whenever Guardian of Ginger's Bay blocks or becomes blocked, scry 1.
Long ago, Celandine made a pact with the Forefather, Rheubido, well aware of how that agreement would forge both her future and her friend's.
2/2
Imani Confessor
Creature - Dwarf Cleric (C)
Prayer - , Tap X untapped creatures you control: You gain X life.
"Your sins are regrettable, but the wind shall blow away the past and bring new life to you."
-High Priestess Kala
1/3
Londesian Giant
Creature - Giant Soldier (C)
The Scarlet Pirates rule the seas, but they have no hope of conquering the Port of Londeton. Londes guards its most precious port with giants twice the height of the majestic rheubidians.
3/5
Londesian Sailor
Creature - Elf Rogue (C)
: Londesian Sailor gains vigilance until end of turn.
Admiral Siobhan had a grand and rather obvious objective: return control of the Londesian Sea to Londes.
2/2
Pious Healer
Creature - Dwarf Nomad (C)
Lifelink
"Without breath, there is no life."
-Imani, God of Wind
2/3
Pray for Guidance
Sorcery (C)
Prayer - As an additional cost to cast Pray for Guidance, tap X untapped creatures you control.
Put X 1/1 white Spirit creature tokens with flying onto the battlefield.
The Church of Imani believes that their ancestors' spirits follow the wind.
Psionic Burst
Instant (C)
Target creature gets +1/+2 until end of turn.
Memoria - If each other graveyard has fewer cards than yours, each other creature you control also gets +1/+2 until end of turn.
"The greatest psions spread their power amongst their students."
-Brother Unicron, the Reborn
Psionic Student
Creature - Gnome Psion (C)
When Psionic Student enters the battlefield, creatures you control get +1/+1 until end of turn.
Celandine accepts gnomes because they are eager to learn, but she finds their tendency to go overboard obnoxious.
2/1
Punish Insolence
Sorcery (C)
Exile target creature with power 4 or greater. You gain life equal to that creature's power.
Kala quickly eliminated her "peers."
Revoke Existence
Sorcery (C)
Exile target artifact or enchantment.
"I am here to eradicate the wickedness that the gods and the shardlings bring to Ermas and all of Aquille!"
-Brother Unicron, the Reborn
Rheubidian Protector
Creature - Rheubidian Psion (C)
Flying, flash
When Rheubidian Protector enters the battlefield, another target creature you control gets +2/+2 and gains flying until end of turn.
Normally called upon to strike, rheubidians also make fantastic bodyguards.
2/2
Rheubidian Telekineticist
Creature - Rheubidian Psion (C)
Flying
When Rheubidian Telekineticist enters the battlefield, another target creature you control gets +3/+2 and gains flying until end of turn.
Memoria - When Rheubidian Telekineticist enters the battlefield, if each other graveyard has fewer cards than yours, tap each creature with flying you don't control.
3/2
Suppression Bonds
Enchantment - Aura (C)
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
"In the name of thine king, I order you to cease and desist!"
-Londesian Admiral Siobhan
Transcendental Vision
Sorcery (C)
Draw a card. Scry 2. You gain 3 life.
"Live long enough to see what lies beyond."
-Brother Unicron, the Reborn
Avian Premonition
Sorcery (C)
Choose one-
* Draw two cards.
* Put a 2/1 blue Bird creature token with flying onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
"Don't they ever stop migrating?"
-High Priestess Kala
Celandine's Galley
Artifact Creature - Construct (C)
Prowess
Whenever you cast a noncreature spell, target creature can't be blocked this turn.
As a port town, Celandine keeps ships at Ginger's Blessing. She doesn't necessarily use them for sea travel.
2/4
Claustrophobia
Enchantment - Aura (C)
Enchant creature
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
The sailor's life is a life of cramped spaces; the imprisoned sailor, worse.
Coastal Scavenger
Creature - Merfolk Druid (C)
: Mill 1. (Put the top card of your library into your graveyard.)
Most merfolk of the Londesian Sea are closely tied to the Scarlet Lady. They keep the shores clean while providing gleaned knowledge of the world above.
1/3
Corrupted Merfolk
Artifact Creature - Merfolk Artificer (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Target player mills 2. (That player puts the top two cards of his or her library into his or her graveyard.)
3/4
Defender of Ginger's Bay
Creature - Merfolk Psion (C)
Defender, prowess
"The merfolk of Ginger's Bay are loyal to me. It's of their own free will. No psychic shenanigans! I'm serious!"
-Celandine the Redhead, to Janet Belding
0/3
Flickering Glimpse
Instant (C)
Choose one-
* Exile two target permanents you control, then return those cards to the battlefield under your control at the beginning of the next end step.
* Put a 2/1 blue Bird creature token with flying onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Hydropulse
Instant (C)
Target creature gets -5/-0 until end of turn. Scry 1.
Draw a card.
"This isn't a joke!"
-Celandine the Redhead
Ill Tidings
Instant (C)
Counter target creature spell. Draw a card, then discard a card.
The Londesian Sea is not a welcoming place.
Lost in the Mist
Instant (C)
Counter target spell. Return target permanent to its owner's hand.
Once the fog gathers in the Londesian Sea, it's impossible to see anything.
Merfolk of the Depths
Creature - Merfolk Druid (C)
Most merfolk stay at the bottom of the ocean, content to remain outside the affairs of surface dwellers. However, like the Scarlet Pirates, some feel compelled to halt the corrosive creep of civilization.
2/3
Mind Scour
Instant (C)
Target player mills 5. (That player puts the top five cards of his or her library into his or her graveyard.)
"The problem with reading people's minds is that you have to read them."
-Celandine the Redhead
Psionic Cleansing
Sorcery (C)
Target player mills 3. (That player puts the top three cards of his or her library into his or her graveyard.) Scry 2.
Draw a card.
"Focus within, purge the chaff."
-Mantra of Brother Unicron, the Reborn
Seahawk of Ginger's Bay
Creature - Bird (C)
Flying
Memoria - As long as each other graveyard has fewer cards than yours, noncreature spells you control cost 1 less to to cast.
Celandine observes Ginger's Blessing with thousands of different eyes.
2/1
Stormsurge Serpent
Creature - Serpent (C)
Prowess
Stormsurge Serpent can't attack unless it has power 6 or greater.
The enormous serpents of Ginger's Bay only respond to tremendous bursts of energy.
5/5
Sudden Storm
Instant (C)
Tap up to two target creatures. They don't untap during their controller's next untap step. Scry 1.
Using a meteomancer is pointless on the Londesian Sea, where winds and rain continuously fluctuate.
Undertow Current
Instant (C)
Return target creature to its owner's hand. Scry 2.
Memoria - If each other graveyard has fewer cards than yours, instead put that creature on top of its owner's library.
"Let me introduce you to some merfolk."
-Celandine the Redhead
Vanguard of the Lady
Creature - Merfolk Druid (C)
: Vanguard of the Lady gains hexproof until end of turn.
The Scarlet Lady jostles with Celandine the Redhead for dominance of the sea-a centuries-long struggle with the merfolk of the Great Ocean as the prize at stake.
1/3
Zephyr Propulsion
Artifact (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
, Remove a charge counter: Target creature gains flying and gets +1/+0 until end of turn.
Apprentice Necromancer
Creature - Human Mystic (C)
When Apprentice Necromancer enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield tapped.
The Dread Necromancers are a secret guild with exclusive privileges. Aspiring necromancers hide in exotic places-such as the Scarlet Isle.
2/2
Blood-Drunk Raider
Creature - Orc Barbarian (C)
: Blood-Drunk Raider gains lifelink until end of turn.
"Since your state isn't willing to help out your brethren to the south, I decided that we'd a courier service."
-Ilgos, Captain of The Storm
2/2
Engineered Strix
Artifact Creature - Bird (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Flying
Remove a charge counter: Engineered Strix gains deathtouch until end of turn.
1/2
Fracture Soul
Sorcery (C)
Destroy target nonartifact creature. It can't be regenerated.
"They use those obelisks as phylacteries. Annihilate them before they hide cravenly in their stone houses!"
-High Priestess Kala
Hulking Apparatus
Artifact Creature - Golem Artificer (C)
Artificers the world over travel to the Chirnac Coast to try their hand at the latest golem technology featuring shardblood. Those artificers call these golems "apparatuses." Their ultimate goal is to harness the power of shardblood to make their own shardlings.
2/6
Illicit Transaction
Sorcery (C)
Draw three cards. You lose 2 life. Discard a card.
"Knowledge is a currency, just like gold, or even souls."
-Norgan, Chirnac merchant captain
Imani Chanter
Creature - Goblin Cleric (C)
Prayer - , Tap X untapped creatures you control: Target opponent loses X life.
"Should you stray from the path, the winds shall follow you and bring despair."
-Imani, God of Wind
3/1
Mind Erosion
Sorcery (C)
Target opponent discards two cards. Mill 2. (Put the top two cards of your library into your graveyard.)
Her final thought was of home, in a completely different time and place from everyone else.
Necrotic Siphon
Instant (C)
Target creature gains deathtouch and lifelink until end of turn. Regenerate it.
"Don't ever ask a Dread Necromancer to solve your problems."
-Ilgos, Captain of The Storm
Pray for Death
Instant (C)
Prayer - As an additional cost to cast Pray for Death, tap X untapped creatures you control.
Target creature gets -X/-X until end of turn.
"May your voyage to the Farplane be swift."
-High Priestess Kala
Price of Power
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +4/-2.
"Kala, do you know what price I exact upon my chosen ones?"
-Imani, God of Wind
Reconstructed Sailor
Artifact Creature - Zombie Pirate (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter: Regenerate Reconstructed Sailor.
2/3
Shardblood Crocodile
Artifact Creature - Crocodile (C)
Deathtouch, menace
While sentient creatures wisely avoid shardblood, wildlife unfortunately cannot tell the difference. This is the result.
2/4
Shardblood Shrike
Artifact Creature - Bird (C)
Flying
When Shardblood Shrike enters the battlefield, each player loses 3 life.
Pay 3 life: Shardblood Shrike gains indestructible until end of turn.
Shardblood makes animals resilient, but it also deprives them of tranquility.
3/2
Throttle
Instant (C)
Target creature gets -4/-4 until end of turn.
Kala was sometimes conveniently absent when misfortune befell rival Imani factions.
Tireless Miner
Creature - Zombie Nomad (C)
At the beginning of your upkeep, mill 1. (Put the top card of your library into your graveyard.)
Mining within the mountain ranges of Chirnac has intensified with the increased demand.
1/2
Unhallowed Pact
Enchantment - Aura (C)
Enchant creature
When enchanted creature dies, return that card to the battlefield under your control.
"You are more indebted to Imani than you'll ever know."
-High Priestess Kala
Warped Alchemist
Creature - Zombie Wizard (C)
Sacrifice a creature: Put a charge counter on target artifact, enchantment, or land.
Unlike artificers, alchemists are more concerned about the substance of shardblood. Their initial findings seem to involve a lot of murder.
2/2
Washed Ashore
Sorcery (C)
Return up to two target creature cards from your graveyard to your hand. Scry 1.
A Dread Necromancer can do a lot with a simple walk on the beach.
Dissonant Bolt
Instant (C)
Dissonant Bolt deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
"It is not power that leads the dead to the Farplane, but guidance."
-The Scarlet Lady
Dragonhammer Berserker
Creature - Dwarf Berserker (C)
Menace, haste
When Dragonhammer Berserker enters the battlefield, it gets +2/+0 until end of turn.
"Sailors? Merfolk? Rheubidians? I spar with giants and dragons! Hah!"
4/3
Dragonhammer Dwarf
Creature - Dwarf Barbarian (C)
The dwarves of the Dragonhammer are the descendents of a group of migrant dwarves who sought out draconic dwenomer, a highly valuable resource. The enormous denizens of that mountain range have caused them to become strong and formidable.
2/3
Flames of Conflict
Sorcery (C)
Choose one-
* Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
* Put a 2/1 red Elemental creature token with haste onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Fuel Vessel
Artifact Creature - Construct (C)
, Sacrifice Fuel Vessel: Add 2 to your mana pool. Use this mana only to cast artifact spells. Fuel Vessel deals 2 damage to each player.
"Well, that didn't go as planned."
-Ilgos, Captain of The Storm
1/3
Furious Storm
Sorcery (C)
Until end of turn, creatures you control have haste and creatures you don't control without flying can't block.
Sailors tell rumors of mysterious figures in the Londesian Sea that appear before events of mass destruction.
Goblin Bullymonger
Creature - Goblin Berserker (C)
Haste
When Goblin Bullymonger enters the battlefield, creatures you control get +2/+0 until end of turn.
"Goblin morale seems to increase the more they are denigrated."
-Celandine the Redhead
3/1
Goblin Pirate
Creature - Goblin Pirate (C)
Prowess
Recruiting a goblin is easy: Say that death and mayhem are involved.
1/1
Goblin Skirmisher
Creature - Goblin Pirate (C)
: Goblin Skirmisher gains first strike until end of turn.
Captain Ilgos used the Scarlet Pirates' notoriety to raid towns for reasons aside from "the cleansing power of nature."
2/1
Lightning Empowerment
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has haste and menace.
"Weapons? The weather is the greatest weapon we have!"
-Janet Belding, Scarlet Pirate Captain
Practical Psionics
Instant (C)
Target creature gets +1/+0 and gains first strike until end of turn.
Memoria - If each other graveyard has fewer cards than yours, instead creatures you control get +1/+0 and gain first strike until end of turn.
"Psionics is best used invisibly."
-Celandine the Redhead
Psionic Immolation
Sorcery (C)
Psionic Immolation deals 4 damage to target creature. Scry 2.
"Cleanse the mind with the flames of purity, and cleanse the impure with the flames of the mind."
-Brother Unicron, the Reborn
Psionic Pulse
Sorcery (C)
As an additional cost to cast Psionic Pulse, discard a card.
Draw two cards. Scry 3.
"Sacrifice the past to obtain the present, and you shall receive the future."
-Brother Unicron, the Reborn
Psionmental
Creature - Elemental (C)
Menace, prowess
Celandine experimented a great deal to compete with the Scarlet Lady.
3/3
Ragemutt of Ilgos
Creature - Hound (C)
Haste
"If we are to strike first, we will need speed. What is faster than an orc?"
-Ilgos, Captain of the Storm
3/1
Shardling Madness
Enchantment (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter: Target creature can't block this turn.
Smash to Smithereens
Instant (C)
Destroy target artifact. Smash to Smithereens deals 3 damage to that artifact's controller.
"It's not enough to kill a shardling. Smash it, burn it, crush it, churn it, punch it, kick it, then just nix it."
-Celandine the Redhead
Thunderous Attack
Sorcery (C)
Choose one-
* Put a 2/1 red Elemental creature token with haste onto the battlefield.
* Until end of turn, creatures you control get +1/+0 and gain trample.
Entwine (Choose both if you pay the entwine cost.)
Violent End
Sorcery (C)
Target creature you control fights target creature you don't control. When a creature that fights this way dies this turn, Violent End deals 2 damage to that creature's controller.
The cannons breached the hull, instantly annihilating Admiral Siobhan's ship.
Ancient Turtle
Creature - Turtle (C)
Hexproof
"No one enters Shipwreck Cove without encountering one of the ancients."
-Janet Belding, Scarlet Pirate Captain
3/4
Beastly Growth
Instant (C)
Choose one-
* Target creature gets +5/+5 until end of turn.
* Put a 3/2 green Beast creature token onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Call of the Land
Sorcery (C)
Choose one-
* Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
* Put a 3/2 green Beast creature token onto the battlefield.
Entwine (Choose both if you pay the entwine cost.)
Covethicket Lizard
Creature - Lizard (C)
Trample
: Covethicket Lizard gets +2/+2 until end of turn. Activate this ability only once each turn.
"The Scarlet Isle is full of fascinating creatures! Most of them will eat you."
-Norgan, Chirnac merchant captain
2/3
Covethicket Recluse
Creature - Spider (C)
Reach
Whenever Covethicket Recluse blocks a creature with flying, that creature doesn't untap during its controller's next untap step.
"No one leaves Shipwreck Cove alive."
-Janet Belding, Scarlet Pirate captain
1/4
Elvish Refugee
Creature - Elf Druid (C)
: Add to your mana pool.
The genocide of the elves in western Ermas has forced a widespread diaspora. The Scarlet Lady welcomes them and their mana.
1/2
Epic Confrontation
Sorcery (C)
Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control.
Admiral Siobhan presumed her forces' sophisticated military training would prove more than enough for a scurvy lot of pirates. She was more than wrong.
Eroding Landscape
Sorcery (C)
Reveal the top three cards of your library. Put up to two land cards from among them into your hand and the rest into your graveyard. You gain 1 life for each card put into your hand this way.
"The sea will sicken the land if we abide."
-The Scarlet Lady
Harbor Mists
Instant (C)
Prevent all combat damage that would be dealt by blocked and blocking creatures this turn.
The only thing more frightening than fog on the Londesian Sea is what awaits on the other side.
Imani Windsweeper
Creature - Elf Cleric (C)
Imani Windsweeper can't be blocked by more than one creature.
Prayer - , Tap X untapped creatures you control: Imani Windsweeper deals X damage to target creature with flying.
She sings a song that blows her adversaries away.
4/2
Natural Reclamation
Instant (C)
Destroy target artifact or enchantment. Scry 1.
"Books fall apart, but nature lasts forever."
-Janet Belding, Scarlet Pirate Captain
Poisonous Mantis
Creature - Insect (C)
: Poisonous Mantis gains deathtouch until end of turn.
"If you prefer your blood on the inside, stay away from Shipwreck Cove."
-Celandine the Redhead
1/3
Pray for Protection
Sorcery (C)
Prayer - As an additional cost to cast Pray for Protection, tap X untapped creatures you control.
Put an X/X green Elemental creature token onto the battlefield.
The prayer for protection is a dance not unlike the wind Imani dances upon.
Renewal Elemental
Creature - Elemental (C)
When Renewal Elemental enters the battlefield, return target permanent you control to its owner's hand.
It heralds what may come again, and what comes again is usually not good.
6/6
Savage Silhouette
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and has ":1mana: : Regenerate this creature."
Sometimes, the mere silhouette of a Scarlet Pirate ship is enough for victory.
Savage Surge
Instant (C)
Target creature gets +2/+2 until end of turn. Untap that creature.
"We're not done with Belding, no matter how far ahead we may seem!"
-Ilgos, Captain of The Storm
Scarlet Pirate
Creature - Human Pirate (C)
The relationship between the Scarlet Lady and the Scarlet Pirates is older than history itself, leading many to believe that the Scarlet Lady is more powerful than any god.
4/2
Stormswallow
Instant (C)
Exile target creature with flying.
Between Imani and the Scarlet Lady, the Londesian Sea punishes interlopers in the most severe way possible.
Verdant Haven
Enchantment - Aura (C)
Enchant land
When Verdant Haven enters the battlefield, you gain 2 life.
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
Artificer's Vessel
Artifact Creature - Construct (C)
Fuel (As this permanent enters the battlefield, exile any number of cards from your graveyard. This permanent enters the battlefield with that many charge counters on it.)
Remove a charge counter: Artificer's Vessel gets +1/-1 until end of turn.
Alchemists speculate that shardblood-infused fuel will allow for fantastic shipcraft.
2/5
Escape Skiff
Artifact - Equipment (C)
Equipped creature gets +0/+2.
If equipped creature would die, destroy Escape Skiff instead.
Equip 2
"The lifeboats were struck first! Crew, battle positions! Ilgos is upon us!"
-Janet Belding, Scarlet Pirate captain
Londesian Vessel
Artifact Creature - Construct (C)
Defender, reach
: Londesian Vessel can block an additional creature.
Before unification, Londes's largest threats were the northern Highlands and the mainland nation of Dorwan. Thus, their navy remains defensive.
2/6
Pirate's Cocktail
Artifact (C)
, , Sacrifice Pirate's Cocktail: Pirate's Cocktail deals 2 damage to target creature. If that creature is an artifact, destroy it.
"Say, Janet, this brew is pretty spicy!"
-Celandine the Redhead
Evolving Wilds
Land (C)
, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
The Chirnac riverbed is easy to manipulate with a few dams, a few rocks, and a few druids.
To clarify, the set only has 260 cards (20 basic lands included). I just want to print 720 cards for funsies also, yes, the original plan was to make a custom cube and I quickly decided that singleton formats were something I had no interested in.
While I note that High Tide has the greatest tracking complexity, and it's also the most texturally important mechanic in the set, I'm not sure it's more "fun" than Fuel. I see Fuel as being very Johnny-able while High Tide isn't all that combo-rific. In early testing, I liked the decisions between Fuel and High Tide, but I'm a Spike and definitely other players may disagree. I will look closely during the next Playtest and see how people react.
As for High Tide's flavor, currently I'm just doing it via flavor text, card names, and art, though I also want to give the idea that higher deck velocity leads to being on the advantage, in terms of cinematic design.
Animate may need a better name; I'm not married to the name, but it does need to fit the needs of an uber-nature deity.
I have a somewhat busy work schedule, but I wanted to start off by posting a summary of my goals and ideas here (adapted off the Facebook page).
1) The allocations will be:
3) There are lesser design "desires" (since "goal" isn't the right word) to make this fit as part of a long story arc.
4) This originally was started as a top-down design ("How do I fit my D&D world into MtG?") but has since become driven by the mechanics chosen (Memoria (formerly High Tide), Prayer,
Scry, Fuel, and Animate). While Memoria has the highest tracking complexity, as a mechanic that seeks to emulate the back-and-forth feeling, the other mechanics are indicative of their various factions. It was figured out through playtesting that the best back-and-forth feeling wasn't from Memoria or Fuel by itself, but from the tension between those two mechanics.4a) Memoria cares about having more cards in your graveyard than anyone else. It's a riff on Threshold, was designed last of the set's
fivefour mechanics, and was meant to interact with Fuel, Animate, and exile effects in strange ways.4b) Prayer cares about tapping untapped creatures to produce a bigger effect. It's like if Convoke cared about making an X spell rather than reducing mana costs. It played on a notion that, before Theros was released, people speculated that the mechanic being brought back would be Convoke rather than Chroma. Cinematically, it feels like creatures praying for an effect as you tap them. It's great.
4c) Scry, because psions.4d) Fuel is like Delve, but instead of paying for a mana cost, it puts charge counters on an artifact, land, or enchantment. The flavor is that you're converting your dead resources into fuel for your living resources (like we do with fossil fuels today).
4e) The idea of Animate is that life energy can be used to create one of two effects: an effect that is tied to an instant or sorcery, or to make a creature. Currently, they're templated as modal spells, where the token generation is given the Animate key word to unite them as a theme.
5) This set is meant to be drafted by itself, drafted with a small set coming in the future, and also meant to be played in a constructed format with five other sets called "Arc Constructed," which will be more apparent as more sets are released.
So, hopefully, that overview will get you up to speed with the goals of my set.
High Tide requires folks to keep track of the number of cards in their graveyard, and whether that number is higher than their opponent(s)'s. While I think the mechanic, by its very nature and by the as-fan, will encourage players to play in such a way that makes graveyard size clear (even if not as extravagantly done as Adrian Sullivan), it's still a cost, and I am curious if the payoff is worth it.
With the thought that I might make instant-speed self-mill a thing at some point, would the cards I have attached here excite you? Have I anchored them well enough to existing cards (Control Magic, Pyroclasm, Temur Battle Rage, Favorable Winds, and Craw Wurm respectively) such that the excitement would pump you up to try out the mechanic?
As I mentioned above, I can give you an update on whether the tracking complexity is indeed too much by the end of the weekend.
As for learning about the set, I've been keeping the posts on Facebook since that's how I know most of the Magic players in my area. I've been writing an article series talking randomly about various design challenges I've had in making the set, but now that I think about it, it's pretty monolithic. I'll devote the next article to be clearer about what I'm hoping for in the set and whatnot.
I wanted High Tide and Prayer to take up most of the tracking complexity of the set, with High Tide being the big one. I'm having the first big Playtest be this weekend, but I'm thinking that the size of the graveyard is one of those things that people will care about so long as the as-fan is big enough. Fuel being available to colorless artifacts also nicely keeps graveyards at a manageable size. Nonetheless, I'm already moving plenty of higher-tracking cards to uncommon, and I'm simplifying initial designs whenever possible.
Willow, I'll definitely post some cards here! As I mentioned, I've been extrodinarily busy the past few days, but now I have a little bit of extra time to do some internet-related cleanup of the set I'll do that when I get home, in fact. Thanks for your suggestion, and thanks Jetvans for taking the time despite the barrier
Be back in a hot minute
Vigilance, while in green's color pie, is very rare in green. Why not trample or deathtouch?
Second, the hexproof one is absurdly powerful. Flying would be fine, but hexproof needs to have a totally different design (bigger, etc.)... So go to flash, flying, or more heavily costed?
I'd look to the recent slivers in terms of costing and whatnot, because creatures like this are way more inherently powerful than slivers. A 60-legend+heroes' podium deck should be the thought process, not having had looked at the LE2 design goals specificallyx
I'm Taryn, and I'm slowly building a number of custom sets here during my free time: https://www.facebook.com/groups/wosmtgboo/
My goal is to build "arcs" of three large/small blocks at a time, so that each block and large set is draftable, and each arc is competitive constructed-playable. (I'm not focusing on Commander or non-rotating formats outside of these cards.) I'm also posting notes as I come up with them.
The design goal of Winds of Imani is to have the feeling of back-and-forth struggles between a variety of factions without being so swingy that games are determined solely by variance; that feeling should underline a more general sense that the setting of the set is on a sea (with islands, harbors, and ships implied) rather than land.
The set is nominally top-down but the mechanics (High Tide, Animate, Prayer, Scry, Fuel) determine a lot of design, as well.
I need to update some of the cards that have been uploaded, so if there's a templating issue, I'm likely aware of it
Lastly, I'm based in Portland, OR, so somebody on some podcast I listen to that has led me to this site might be interested in that I also am running paper playtests because unfortunately, my schedule doesn't really allow for me to be at my home computer all that often.
Thanks for reading, and like most of us here, I would looooove feedback.