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  • posted a message on U/R Spells
    First and foremost, this ISN'T a U/R control deck. While it does run some counter spells, this deck is more focused on casting pump spells or spells that give me some kind of advantage. Secondly, this deck doesn't have any cards in it from Dragons of Tarkir or Magic Origins, but it does have cards from Eldritch Moon.

    The Idea of this deck i to cast spells to win. There are not currently any burn spells that can win you the game alone. Utilizing Stormchaser Mage as an early prowess flyer with burn spells can deal a noticeable amount of damage, but we need more. Mercurial Geists can deal very significant amounts of damage- dropping it on turn six and casting Expedite followed bySlip Through Space is an unblock able 7 damage, and if you already had another Geists on the field, it's 14. A Stormchaser brings the damage up to 17, all of which is flying. Flying is good in standard, not much can stop us. If the opponent doesn't have flyers, cast Galvanic Bombardment with another one in the yard for lethal. Overall, this is an incredibly dream scenario, but it shows the gist of the deck. You cast spells, your creatures get bigger, you swing for damage. That sounds U/R enough for me.

    Game 1 is extremely straightforward. Play creatures, play pump and other aggressive spells, win. Game 2 we want to be more interactive. Optimally, there will be no game 3. So where do we start? First off, we want to get a Stormchaser or Geists in our opening hand, or before turn 2. This allows us to drop the Stormchaser turn 2, or have the Geists at the ready. A play set of each is a good start. Beyond that, only two Thing in the Ice mainboard. While the Thing is good, it bounces all of our other win conditions. We can recover quickly from a flip, but having a lets say two Geists while your opponent is at eight life, and casting a spell(flipping Thing) will lose lethal, unless of course the one spell is a burn spell. Curious Homunculus is good, but only if we can transform it. 2 of them. That sums up all our creatures. Now the real meat of the deck- the spells. 4 Galvanic Bombardment kick us off. The first one is shock, then it's a bolt, then it's just value. 2 Expedite allow our creatures to get in for damage sooner, and is a cantrip, which is nice. 4 Take Inventory because it's card draw, and lots of it. 2 Turn Aside are the few counter spells we run. We like our creatures, so let's keep them.Collective Defiance is absurdly powerful, but costs a lot of many(since we probably wont to escalate it), so only 2 of them. Anticipate is anticipate, 4 of them. Rush of Adrenaline is a 1 mana pump spell, so we are running three. Brute Strength is a similar card, but costs more mana, we're running 2. Geistblast can be hilarious, but is expensive, so 2. Last card in the deck... 2 Harness the Storm. Cast your spells. Then cast them again. Sounds good to me.

    The Mana base is the hardest part. Without Shivan Reef, we have problems. We only really have access to basic lands, so that's what we'll have to deal with. Wandering Fumarole exists, but it is a tapland, so it is to slow for our purposes. We are pretty evenly split U to R, but we tend to need to draw more islands, so the break up is 11 islands, 10 mountains.


    Sideboard Stuff: For the most part, my Meta is Mono R, creature based(humans/tokens), and recently an absurd number of mill decks have popped up. Basically everyone who doesn't play one of those decks plays some variant of sacrifice/Westvale, and my sideboard reflects that.


    Nibls Is great against any creature based deck ever, tap down their team to stop them from doing... anything. Disperse bounces basically anything(notably Ormendahl, Profane Prince). Negate and Turn Aside are protection for my creatures. Day's Undoing is for mill. I realize it's from origins, but there isn't another anti-mill card in standard or that has been spoiled, so it has to do. Incendiary flow beats sacrifice(stops recursion) and creature based strategies. Mirrorwing copies my pump spells for all my creatures, and makes removal a one sided board wipe. Docent comes in against other spell based strategies, often winning because of a swarm of Human Insects.
    Posted in: Standard Archives
  • posted a message on WU Deck Help?
    Thanks for the feedback. I run the life gain to flip Lone Rider, but I your right about Chaplain's Blessing. I'm going to replace it entirely, but I'm going to keep Blessed Alliance, since it can have other uses besides life gain. I also can't believe I forgot about reflector mage...

    I don't think I will run that list, but I can definitely take some inspiration from it!
    Posted in: Standard Archives
  • posted a message on WU Deck Help?
    With Eldritch Moon coming in,I want to try to stop playing my Assault Formation deck. Optimally, I would like to play WU, and I've been trying to brew a deck using Invocation of Saint Traft and/or Ashmouth Blade as win-cons. I want the deck to be aggressive, but be able to become a control deck in an instant. I know that this is a tall order, but I hope that it is possible. The budget I have is only 50$ (not much, but hopefully enough). I want to try to keep all the cards from BFZ, OGW, SOI, and EMN if possible.

    My local meta is mostly creature based decks, mostly Mono R, Werewolves, and some Token Strategies. Sometimes a Collected Company deck shows up, but it's uncommon. Anyone who doesn't plays those plays Mill/Control or Sacrifice(usually a Westvale Abbey deck of some sort). There is one dominant mono B control deck too, but is usually gets beat down be the mono R decks, so it isn't played very often. Sideboard help(in addition to the mainboard) would be greatly appreciated. This is what I have so far:


    I realize Day's Undoing is against my set restrictions, but I don't know what else to sideboard against mill

    The deck is a very basic WU control shell, with the added aggressive cards. I tried to setup the sideboard to counter my local meta-game, but I'm not extremely good at it. The general idea is Dispel and Scatter to the Winds come in against spell or removal heavy decks, Day's Undoing comes in against mill, Stasis Snare and Just the Wind against Westvale and other decks that rely on a large creatures, Thing in the Ice when I board in a lot of spells, and Expose Evil and Blessed Alliance against creature heavy decks.
    Posted in: Standard Archives
  • posted a message on Lord of the Rings custom set
    The flavor of the set is great, but there are a few small things I saw in the wording.

    I saw a few issues with wording, like on Frodo, instead of reading patronage– if you control two or more creatures of the same creature type, !SELF gains indestructible until end of turn, it should read patronage– !SELF has indestructible as long as you control two or more creatures of the same creature type(This is true for most of the creatures with Patronage). The Elven Mastery ability is a rules nightmare for rules, as having the NEXT X damage redirected on as the text on a permanent is written as if it was on an instant or sorcery. It would make more sense for the ability to read The first N combat damage this creature takes is dealt to target creature instead, or Whenever this creature takes combat damage, X of that damage is dealt to target creature instead of !SELF.
    Another thing, on the Uruk-Hai, the creature types of Uruk-Hai Orc ______ sounds like two races. The race could be changed to just Orcs, as the Uruk-Hai are described as such, or just Uruk-Hai. On the Orc cards, having the sub-type Mordor Orc seems extraneous, and could probably be simplified to just Orc. On Ringwraith, being a Wraith Spirit brings up the double race problem again.
    Nullify evil should just be blue and white, the red border should be excluded.

    For card balance, The Ring of Power is a bit crazy... possibly remove trample, and it's equip cost seems low. Definitely add to the ability "Then put The One Ring onto the battlefield Transformed under an opponent's control", and remove the last clause if you intend to add any way to exile it other than it's activated ability. Also, you to make the ability sound better, it could be written as "3, T, Exile The One Ring: You may Exile up to three creatures your opponent's control. If you do, you may draw three, then discard a card. {previous statement}". I think that this just overall sounds better, but that's just me.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Eradication of Sparks
    [b]Eradication of Sparks[/b]
    [b]Updated June 2, 2016[/b]

    [b]Story[/b]
    On the plane of Izaldor, on the outer reaches of the known multiverse, planeswalkers are gathering. Alton, through careful study of Karn, had developed a method for removing a planesswalkerspnrk from one
    being, and placing into another. He has slowly built a small cult following, calling themselves the Hallowsin, and is beginning to become a threat to all planeswalkers. All planeswalkers opposed to
    Alteon have gathered, forming the temporary alliance, self-named the Planeguard.

    Izaldor is a barren plane in the distant reaches of the multiverse. An ancient and unknown calamity had wiped all life from the surface, driving it into large underground caverns. In the Largest of these
    caverns, Dragons rule the peeks of stalagmites, merfolk swim in the vast underground lakes, and giant beasts thunder through tangles of large vines. Massive Wurms move throughout a vast underground
    network of tunnels, and a seemingly infinite population of insects can be found infesting the plane. On the surface, a faceless and empty world stares into an empty sky. Occasionally, some monstrosity
    will force it's way to the surface, quickly retreating from the bright light back underground.

    [b]Set Breakdown:[/b]
    60 cards of each color, 30 multicolored/colorless, 20 colorless/land, about 25 planeswalker(not counted in colors.)= ~375 Cards when finished
    15 mythics(2 in each color, 5 colorless/multi), 6-7 races in each color, 15- uncommon in each color, ~35 common in each color


    [b]General Information/Mechanics[/b]
    So far, that's what we've got for the story(me and two friends are working on this set). The original idea was an underground plane, but with when origins came out, we decided that instead, we wanted a set that was a war between planeswalkers. In the end, we ended up with this story. Only recently have we actually begun any designing(we had been to busy with school). The intention of this set is to be centered entirely around the idea of limited play, though more specifically, drafting. Planeswalkers will, of course, be central to gameplay, so a good number of cards will require a planeswalker to play around. We decided, however, making the set dependent on them would cause... problems in a limited environment, so it should, when the set is complete, be possible to build a deck that is centered around planeswalkers, but most decks can work well without them.

    The set will focus mostly on individual colors. Insects will serve as the sliver-esque tribe, spanning all five colors. Wurms will serve as a BRG suedo-tribe. They won's get any real lords, but will interact with each other more than usual. In certain colors, there will be smaller tribes that are associated with them- red and goblins, blue and merfolk, green and elves. Humans in white, as well as zombies in black, while not as iconic, will be included. These tribes will not take up much space in each color, with a maximum of 15 cards per tribe and no more than three lords.

    There will be two planeswalkers in each color, one in each set of two colors(RG, WB, etc.), one colorless, and one five-colored AT LEAST. We may possibly add 3 or 4 more, making about 25-ish planeswalkers.

    The focus of the set will not be on guilds or tribe colors, and planeswalkers will end up being a sub-theme. The main focus of the set will be individual color power, really try to go back to the color-pie. Black will support black, and this will be true for all colors. This is so colors really hold onto each of their individual strengths and weaknesses, so you can use other colors to compensate for those weaknesses. The intended effect of doing this is to enrich limited play by using colors not because you drafted a strong card in those colors, but because you have a weakness that another color can hold up.

    [b]Mechanics:[/b]

    Absorb N- If a source would deal damage to thiscreatue, prevent N of that damage. A keyword used only once before- Lymph Sliver- that we think would go well with white in this set. Flavor wise, it down't offer a lot though, and since we barely have any cards designed right now, we're open to replacements.
    Tunnel N- When this creature enters the battlefield, you may tap N untapped lands you control. If you do, effect. This keyword goes to wurms, and works with wurms.
    Fateseal N- To fateseal N, look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order. This will be black's keyword. Black is going to consist mostly of demons and their servants, so messing with the opponents library seemed... fitting. This ability is als a returning ability.
    Contain [Cost]- You may cast this card for it's outrage cost. If you do, effect. This is the red keyword. The idea is that if the creature can contain it's rage, it will come out more powerful.
    Consume [Cost]- Whenever this creature attacks, you may pay [cost], if you do, this creature gets +2/+2 and gains trample until end of turn. Green keyword. It's stomp. It turns little guys into threats, and threats into bigger threats. What more do you want?
    Enlighten N- Look at the top N cards of your library. You may put one into your hand. Put the rest on the top or bottom of your library in any order. This is essentially scry, but it lets you put a card in your hand, and ALL the cards either go on top or on the bottom. This is the blue keyword.
    Evergreen Keywords- What kind of set would this be if we dropped these?

    [b]Cards:[/b]

    [b]Planeswalkers[/b]

    [b]Hallowsin[/b]

    [b]Alteon, Spark Thief[/b] 2WUBRG
    Planeswalker- Alteon {S}
    +1, Destroy Target Planeswalker
    +3, Discard a Card, then draw a card for each loyalty counter on Alteon, Spark Thief
    -4, Destroy Target Planeswalker. For each loyalty counter on that Planeswalker, place a loyalty counter on Alteon, Spark Thief
    0, You win the game as long as Alteon, Spark Thief is the only Planeswalker permanent on the battlefield, and he has 20 or more loyalty counters on him
    8

    [b]Tozar, Townbutcher[/b] BB
    Planeswalker- Tozar {S}
    +1, Lose 1 life, then draw a card
    -2, Destroy target creature with power 5 or less.
    -5, Destroy all nonland permanents, they can’t be regenerated.

    [b]Jayden, Flamegaurd[/b] BR
    Legendary Creature– Human Soldier {S}
    Doublestrike
    Whenever Jayden, Flameguard deals damage to a Planeswalker, transform it.
    T,BR: Remove a loyalty counter from target planeswalker
    2/1
    FLIP {BR} [b]Jayden, the Worldfire[/b]
    Planeswalker- Jayden {S}
    +1, Jayden, The Worldfire deals 1 damage to target creature and 1 damage to that creatures controller
    -1, Discard a card at random, draw a card
    -4, Jayden, The Worldfire deals 4 damage to target player, and 2 damage to each creature that player controls
    2

    [b]Yoneh, Evolutionary Force[/b] GUU
    Legendary Creature- Merfolk Wizard {S}
    T, GU: Put a +1/+1 counter on Yoneh, Evolutionary Force
    Aslong As Yoneh, Evolutionary Force's toughness is 5 or greater, it has ascend.
    3/3
    FLIP {GU} [b]Yoneh, Wordly Expirement[/b]
    Planeswalker- Yoneh {S}
    +1, Target creature gets +2/+2 and gains vigilance until end of turn
    -3, Draw a card for each creature you control with power 4 or greater
    -8, Untap up to eight target permenants, and gain control of them.
    3

    [b]Taisha, Unknowing Servant[/b] WWUU
    Legendary Creature- Human Servant {S}
    Defender, Hexproof
    Prevent all damage that would be dealt to Taisha, Unknowing Servant
    At the beginning of your upkeep, you may sacrifice a planeswalker. If you do, transform Taisha, Unknowing Servant
    1/1
    FLIP {B} [b]Taisha, Abandoned Loyalties[/b]
    Planeswalker- Taisha {S}
    +1, Exile a creature you own. You may return it to the battlefield under your control at the beginning of the next end step. If you don’t, put a 3/3 black Runaway creature token onto the battlefield under your control.
    0, For Each creature card you own in exile, you gain a life and draw a card.
    -6, Exile any number of target creatures you own. For each creature exiled this way, you may put a 3/3 black Runaway creature token onto the battlefield under your control, then, foreach creature you didn’t do this for, return it to the battlefield tapped.
    5
    All other flip planeswalkers keep their color identities when they transform. Taisha becomes black

    [b]Phaza, Indifferent Bloodlord[/b] 2BR
    Legendary Creature- Vampire Warrior {S}
    Flying
    At the beginning each end step, if 7 or more damage was dealt this turn, transform Phaza, Indifferent Bloodlord.
    Whenever a creature damaged by Phaza, Indifferent Bloodlord this turn dies, put a +1/+1 counter on Phaza, Indifferent Bloodlord
    When Phaza, Indifferent Bloodlord transforms, remove all +1/+1 counters on it. For each counter removed this way, put a loyalty counter on Phaza, Indifferent Bloodlord
    3/3
    FLIP {BR} [b]Phaza, Lord of the Damned[/b]
    Planeswalker- Phaza {S}
    Whenever a creature with a -1/-1 counter on it dies, put two loyalty counters on Phaza, Lord of the Damned
    0, Distribute two -1/-1 counters among two target creatures
    -10, You get an emblem with "Whenever you cast a spell, put a number of -1/-1 counters equal to the converted mana cost of that spell onto target creature"
    2

    [b]Erissa, the Troublemaker[/b] 3U
    Legendary Creature- Faerie Rogue {S}
    Flying
    At the beginning of your end step, if you cast two or more spells this turn, transform Erissa, the Troublemaker.
    When Erissa, the Troublemaker enters the battlefield, Enlighten 3
    2/2
    FLIP {U} [b]Erissa, Eternal Agitator[/b]
    Planeswalker- Erissa {S}
    +1, Enlighten 2
    -2, Target Player draws a card
    -8, You get an emblem with “Whenever you cast a spell, Enlighten 2”
    3

    [b]Kivva, Lost in Thought[/b] UBB
    Legendary Creature- Human Horror {S}
    Kivva, Lost in Thought can't be blocked.
    Whenever Kivva, Dreams end deals damage to a player, that player puts the top card of their library into their graveyard. At the beginning of each end step, if a graveyard has ten or more cards in it, transform Kivva, Lost in Thought.
    1/3
    FLIP {UB} [b]Kivva, Dream's End[/b]
    Planeswalker- Kivva {S}
    +1, Put the top 3 cards of your library into your graveyard
    -2, each player puts the top 5 cards of their library into their graveyard
    -6,  For each card in all graveyards, put a 2/2 black nightmare creature tokens onto the battlefield
    3

    [b]Holden Divided[/b] WR
    Legendary Creature- Human Soldier {S}
    Firststrike
    Contain WR
    If you cast Holden, Divided for it's contain cost, it enters the battlefield transformed
    3/2
    FLIP {WR} [b]Holden, Rage Driven[/b]
    0, Destroy X other permanents you control, put two times X experience counters onto Holden, Driven by Rage
    -2, Destroy target permanent 
    -30, You get an emblem with "At the beginning of each other player's end step, they lose the game"
    6

    [b]Planesguard[/b]

    [b]Bolas, Reluctant Ally[/b] 1UUBBRR
    Planeswalker– Bolas {S}
    0, Place a loyalty counter on Bolas, Reluctant Ally for each spell you've cast this turn, then gain life equal to the number of loyalty counters on Bolas, Reluctant Ally
    -3, Copy Target Spell, you may choose new targets for the Copy
    -13, you get an emblem with "Whenever a player casts a spell, you may copy it. You choose new targets for the copy"
    6
    Story point to why Bolas is on the Planesgaurd- Alteon refuses to allow anyone above, or even next, to him, so Alteon is a threat to Bolas. An enemy who can take his spark, and can't be recruited

    [b]Ugin, the Spearhead[/b] 9
    Planeswalker- Ugin {S}
    +2, Ugin, the Spearhead becomes a 6/6 dragon with flying and indestructible until your next turn. It's still a planeswalker
    -6, Until your next turn, you can't lose the game, and your opponents can't win the game and any damage that would reduce your life total to less than one reduces it to one instead
    -15, You get an emblem with “At the beginning of each upkeep, untap all permanents you control, then draw a card.”
    9

    [b]Gideon, Light of the Law[/b] 2WWW
    Planeswalker- Gideon {S}
    +1, put a 2/2 Soldier creature token with first strike into the battlefield
    0, Gideon, Light of the Law becomes a Soldier creature with indestructible and power and toughness equal to the number of creatures you control until end of turn. He is still a Planeswalker
    -7, Creatures you control gain +3/+3, indestructible, vigilance, flying, and double strike until end of turn
    4

    [b]Jace, the Foresight[/b] UUUU
    Planeswalker- Jace {S}
    +2, Scry 1, draw a card, then Scry 2
    -3, Your opponents can't cast spells this turn
    -9, You may cast instant and sorcery cards this turn without paying their mana cost
    2

    [b]Chandra, the Flame's Passion[/b] 2RR
    Planeswalker- Chandra {S}
    -1, Deal 2 damage to target creature. If it dies this turn, put loyalty counters onto Chandra, the Flame's passion equal to it's power
    -1, Deal 2 damage to target creature. If it dies this turn, put loyalty counters onto Chandra, the Flame's passion equal to it's toughness
    -8, you get an emblem with "Whenever you cast a spell, it deals 5 damage to target player"
    3

    [b]Nissa, the Shifting Earth[/b] 2GG
    Planeswalker- Nissa {S}
    +1, Put a 1/1 green Elf creature token with "T: Add G to your mana pool" onto the battlefield under your control
    -3, Draw a card, then gain one life for each land you control
    -7, Lands you control are elemental creatures with base power and toughness equal to the number of lands you control. They are still lands.
    3

    [b]Lilianna, Silent Supporter[/b] 1BB
    Planeswalker- Lilianna {S}
    +1, Each Player exiles a card from their hand
    -2, Target player reveals their hand. You may choose a card from their hand and have them exile it
    -8, Each player exiles their graveyard. You may cast all cards exiled by Lilianna, Silent Supporter without paying their mana costs as long as you control her.
    3
    Some story context- Lilianna isn't actually fighting, she's doing more behind the scenes type work. Because of this, the card mostly plays hand hate, but in the end can make a huge impact

    [b]Sareash, Valiant Archangel[/b] 4WW
    Legendary Creature- Angel {S}
    Flying, Vigilance
    At the beginning of your upkeep, if you control three or more creatures, you may transform Sareash, Valiant Archangel.
    4/4
    FLIP {W} [b] Sareash, Planar Grace[/b]
    Planeswalker- Sareash {S}
    +1, Untap up to two target creatures you control.
    +1, Exile target creature. Return that creature to the battlefield under it's controller's control. Activate this ability only on your turn at any time you could cast an instant.
    -5, Target creature you control gains Vigilance and Hexproof. It's an angel in addition to it's other types
    4

    [b]Yolmir of the Mines[/b] 1R
    Legendary Creature- Dwarf {S}
    Contain 4R
    At the beginning of your upkeep, if you control 6 or more mountains, you may transform Yolmir of the Mines.
    If you cast Yolmir of the Mines for it's Contain cost, it gets +2/+1 and first strike
    2/2
    FLIP {R} [b]Yolmir, Earthshaker[/b]
    Planeswalker- Yolmir {S}
    +2, Untap up to two target mountains you control
    -5, Destroy target land
    -8, You get an emblem with "Whenever you tap a land for mana, add R to your mana pool"
    3

    [b]Gallia the Patient[/b] 3GG
    Legendary Creature- Treefolk Elder {S}
    Defender, Hexproof
    At the beginning of your end step, if you took no damage this turn, transform Gallia the Patient.
    0/8
    FLIP {G} [b]Gallia, Ancient of the Woods[/b]
    Planeswalker- Gallia {S}
    +2, Target untapped creatures gain defender until your next turn.
    -3, Target creature you control gains hexproof.
    -11, You get an emblem with "All creatures you don’t control have defender and lose hexproof, and can’t gain hexproof"
    5

    [b]Sorin, the Eternal[/b] 3WB
    Planeswalker- Sorin {S}
    +2, Target creature you control gets +2/+0 and lifeline until end of turn.
    -X, Sacrifice a creature with toughness X or less, you gain X life, target opponent loses X life, and draw cards equal to the sacrificed creature's power
    -10, For each player, choose 6 permanents they control. The controller of each permanent sacrifices it.
    4

    [b]Wyr, Plane Bound[/b] WUU
    Legendary Creature- Bird {S}
    Flying
    At the beginning of your upkeep, you may reveal the top card of your library. If it has converted mana cost 3 or may put it into your hand and transform Wyr, Planebound.
    3/2
    FLIP {WU} [b]Wyr, Returned to the Sky[/b] 
    Planeswalker- Wyr {S}
    +1, Target creature you control gains flying until end of turn.
    -2, Up to two target creatures you control are unblockable until end of turn
    -7, You get an emblem with "Creatures you control are unblockable"
    3
    [b]Rogue[/b]

    [b]Leatus, Tunnel Guide[/b] 1GGG
    Legendary Creature- Elf Warrior {S}
    Tunnel 2- Leatus, Guiding Voice enters the battlefield transformed
    I visited every tunnel the wurms have dug. Then I made my own
    4/5
    FLIP {G} [b]Leatus, Guiding Voice[/b]
    Planeswalker- Leatus {S}
    +2, Put a +1/+1 counter on up to two target creatures.
    -1, You gain life equal to the number of +1/+1 counters on creatures you control; or draw a card for each +1/+1 counter on target creature you control
    -11, Put two +1/+1 counter on each creature you control, then you get an emblem with "At the beginning of each upkeep, each creature without a +1/+1 counter on it becomes tapped"
    5

    [b]Talier, Destructive Engineer[/b] 1
    Legendary Creature- Goblin Engineer {S}
    Contain UR
    If you cast Talier, Destructive Engineer for it's contain cost, it enters the battlefield transformed
    2/1
    FLIP {UR} [b]Talier, Combat Designator[/b]
    Planeswalker- Talier {S}
    +1, All creatures attack this turn if able. Talier, Combat designator becomes a 2/2 goblin creature with "Goblins you control get +1/+1 and haste" until end of turn. It is still a Planeswalker.
    -3, Sacrifice a goblin, Talier does 3 damage to target creature or player
    -5, You get an emblem with "At the begining of your upkeep, put two 1/1 red goblin creature tokens onto the battlefield under your control."
    2

    [b]Fyrea of the Deepcaves[/b] 2BG
    Planeswalker- Fyrea {S}
    +1, Put a 2/2 black fly creature token with flying onto the battlefield.
    +1, Sacrifice a creature,  then put a 1/1 black rat creature token with firststrike, deathtouch and "Whenever this creature blocks, sacrifice it" onto the battlefield
    -6, You get an emblem with "Creatures your opponent controls get -2/-1 and lose deathtouch and can't get deathtouch" and an emblem with "Ceeatures you control have deathtouch"
    3

    [b]Nameless Ascendant[/b] 0
    Legendary Creature- Mystery {S}
    At the beginning of your upkeep, Transform Nameless Ascendant
    I have no name, no home, and not a single breath in my lungs
    0/0
    FLIP {0} [b]Ultimate Aberration[/b]
    +3, Enlighten 3, then Fateseal 2
    -4, Exile Target Creature
    -X, where X is the number of loyalty counters on Ultimate Aberration. Put X Monolith artifact tokens onto the battle field with "1: Monolith deals 2 damage to target creature or player" and "Sacrifice monolith, draw a card, then gain 1 life"
    4

    [b]Dloyn of the Hunt[/b] RRGG
    Legendary Creature- Human Scout {S}
    Trample
    At the beginning of each endstep, if an opponent took six or more damage this turn, transform Dloyn, of the Hunt.
    5/3
    FLIP {RG} [b]Dloyn, Wildfire[/b]
    Planeswalker- Dloyn {S}
    +2, Creatures you control get +1/+1 and trample until end of turn
    -2, Put a 3/3 green beast creature token onto the battlefield
    -9, Target opponent gets an emblem with "Creatures attacking you get +3/+3 and trample" and "Blocking creatures you control get -2/-2"
    4

    [b]Caet, Greatwoods Shaman[/b] WWGGG
    Legendary Creature- Elf Shaman {S}
    Vigilance
    T: Target elf gains +2/+1 and absorb 1 until end of turn
    When another elf enters the battlefield under your control, you may transform Caet, Greatwoods Shaman.
    2/2
    FLIP {WG} [b]Caet, the Lost[/b]
    Planeswalkers- Caet {S}
    +2, Target creature you control gets +1/+1 and Vigilance until end of turn
    -3, Target creature can't attack you until your next turn
    -8, You get an emblem with "Creatures you control have absorb 3"
    4
    [b]Creatures[/b]

    [b]White[/b]

    [b]Angelic Persecutor[/b] 3WWW
    Creature- Angel {R}
    Flying, Vigilance
    Absorb 2
    4/5

    [b]Wings for the weak[/b] 2WW
    Legendary Creature- Angel {M}
    Absorb X, where X is the number of creatures you control
    Whenever a creature you control would be dealt damage, deal that damage to Wings for the Weak instead
    1/7
    [b]Blue[/b]

    [b]Deepcavern Watcher[/b] 1UU
    Creature- Merfolk Rogue {R}
    T, 1UU: Counter target spell unless it's controller pays 2
    Defence is a simple matter.
    2/1

    [b]Infinity Seer[/b] 1UU
    Creature- Merfolk {R}
    Islandwalk
    Other Merfolk you control get +1/+1 and Islandwalk
    2/2
    [b]Black[/b]

    [b]Oblivion Recluse[/b] 3BB
    Creature- Spider Horror {R}
    Firststrike, reach
    Oblivion Recluse has Doublestrike as long as you control a Planeswalker.
    The creatures of Izaldor used the planeswalker's arrival for their own benefit
    3/5

    [b]Depths Crawler[/b] 2B
    Creature- Spider Horror {U}
    Reach
    When Depths crawler enters the battlefield, Fateseal 1
    1/3
    [b]Red[/b]

    [b]Raging Searwing[/b] 2RR
    Creature- Dragon {R}
    Contain 4RR
    Flying
    If you cast Raging Searing for it's Contain cost, it gains "R: Raging Searing gets +1/+0 until end of turn"
    4/4

    [b]Foundry Street Denizen[/b] R REPRINT
    Creature- Goblin {C}
    Whenever another red creature enters the battlefield,p under your control, Foundry Street Denizen gets +1/+0 until end of turn
    1/1
    [b]Green[/b]

    [b]Jungle Ancient[/b] 6GG
    Creature- Beast {R}
    Consume 1GG
    Whenever you cast a spell that targets Jungle Ancient, you may copy it. You may choose new targets for the copy, but it cannot target Jungle Ancient.
    6/8

    [b]Groundgorger[/b] 5GG
    Creature- Wurm {M}
    Tunnel 5- Worldgorger gains +5/+5 and "Whenever another creature you control dies, during combat, put a 3/3 green Wurm creature token onto the battlefield under your control"
    Consume 1G, Target creature gets +2/+2 until end of turn
    4/4

    [b]Gilded Ranger[/b] GG
    Creature- Elf Scout {U}
    If your life total is greater than your opponents, Gilded ranger has +1/+1 and first strike
    2/1

    [b]Tunnel Driver[/b] 3G
    Creature- Wurm {C}
    4/4
    [b]Multi-Colored[/b]

    [b]Horizon Swarm[/b] WUBRG
    Legendary Creature- Insect {M}
    Creatures you control get +1/+1 for each creature that shares a creature type with it.
    5/5
    [b]Non-Creature Spells[/b]

    [b]Colorless[/b]

    [b]Left in the Eternities[/b] 2
    Instant {R}
    Exile target creature with power 3 or less.
    If you control a planeswalker, exile target creature instead.

    [b]Astral Brace[/b] 5
    Legendary Artifact {M}
    6: Attach Astral Brace to target Planeswalker you control. Activate only as a sorcery.
    The activated abilities of the Planeswalker that Astral Brace is attached to may be activated at any time you could cast an instant.

    [b]Cross the Eternities[/b] 5
    Sorcery {R}
    Exile a permanent you control, search your library for a permanent with converted mana cost one higher than the exiled card's converted mana cost or less that shares
    [b]White[/b]

    [b]Planar Ruin[/b] XWW
    Sorcery {R}
    Destroy X nonland permanents. If X is 4 or greater, destroy all nonland permanents instead.
    [b]Blue[/b]

    [b]Demystify[/b] U
    Instant {U}
    Enlighten 3


    [b]End Time[/b] 3UUUUU
    Sorcery {M}
    Enlighten 5, then exile up to two instant or sorcery cards from your hand. You may cast them at any time you could play an instant without paying their mana cost. Take an extra turn after this one, then end the turn.
    [b]Black[/b]

    [b]Ultimate Price[/b] 1B REPRINT
    Instant {U}

    [b]Query[/b] B
    Instant {U}
    Fateseal 1
    Destroy target moncolored creature.
    [b]Red[/b]

    [b]Dragon Fodder[/b] 1R REPRINT
    Sorcery {C}
    Put two 1/1 red goblin creature tokens into play.
    [b]Green[/b]

    [b]True Nature[/b] GGG
    Instant {R}
    Exile target creature. It's controller puts a 2/2 Green badger creature token with trample onto the battlefield under their control.
    I was offered a choice to become anything in the entire multiverse. I made[/b] the logical choice

    [b]Unexpected Growth[/b] 3G
    Sorcery {U}
    Choose 1- Search your library for up to two basic land cards and put them onto the battlefield tapped; or search your library for a land card, and put it onto the battlefield
    [b]Lands[/b]

    [b]Golden Forest[/b]
    Land {R}
    T: Add C to your mana pool.
    T: Target basic land gains "T: Add one mana of any color to your mana pool" until end of turn.

    [b]The Greatwoods[/b]
    Land- Forest {U}
    T: Add G to your mana pool
    1G: Put a 1/1 green elf creature token onto the battlefield

    [b]Changelog:[/b]

    [b]June 2, 2016:[/b]

    -Added New Cards
    -Reformatted Thread
    -Started Balance Reviews of Planeswalkers
    -Removed Fallen and Ascend, replaced with triggered abilities
    -Replaced Outrage with Contain, fixed ability so it made sense
    [b]June 7,2016[/b]

    -Added new cards
    -Added Rogue Planeswalker faction
    -Added tribal intentions
    -Taisha is no longer considered the WU planeswalker
    -Added rarity breakdown
    -Changed Ugin’s ultimate
    -Began adding reprints
    [b]June 9, 2016[/b]

    -Added new Cards
    -Removed Hivemind
    -White tribe is now Soldiers
    -Began to add tribal support
    -Added color indicator to flip planeswalkers

    Focus has shifted away from planeswalkers and onto tribes. Any ideas you could give me in regards to mana fixing and reprints for the set would be great. Any feedback is great. It would be even better if you could check my wording, or offer shorter but functionally identical replacements for my walls of text. Grin
    Posted in: Custom Set Creation and Discussion
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