Tag: For ten-thousand years, the empire has united the continent under the rule of the Crimson Throne, protecting her from strife. For centuries, threats from within and without have worn away at the last holdout of civilization against the chaos, but now a tipping point has been reached. The capital indulges in itself, reliving past glories, while barbarians gnaw at the edge, and darker forces loom, ready to strike, and the Gods do not hear our prayers. Who can save us?
Empire’s End is a large set, followed by two smaller sets, Grima and Resistance. In Empire’s End, we get to know The Empire in it’s current state, the world, the monsters and barbarians destroying it, as well as the dark plot enacted by Grima (centuries in the making) that has led to it’s fall, as well as meeting the eventual hero, Alaric, a slave-gladiator.
In the second set we are introduced to Grima himself, an undead Lich still worshiped as the lord of the dead. He unleashes his cult on the empire, as well as his army of the dead, succeeding spectacularly and destroying the empire, replacing it with an empire of the dead and dying, all built to worship and empower him. Alaric attempts to form a resistance to Grima’s new regime, but is hard pressed.
In Resistance, a final showdown between Alaric’s rebels and Grima’s dark army ensues. One great battle will determine whether life or death prevails. In the end, Alaric prevails, but Grima escapes his final punishment with the aid of a mysterious outsider (Nicol Bolas).
This can all be changed, but is a fine framework to build from, though it's slightly generic. Grima may be better served as an ancient Rival to Bolas as opposed to an ally, for example.
Mechanics/Feel: Empire’s End is a top-down, flavor driven set based in the mythos of greek and roman mythology.
Cyclops Thundersmith3RR
Creature - Cyclops (M)
R, T: Put a red Thunderbolt artifact token into play with “Sacrifice Thunderbolt: Thunderbolt deals 3 damage to target creature or player.
3/4
Gladiators, Classical monsters, barbarians, corrupt politicians/oligarchs, divine heroes and dark gods make up the populace.
Siren of the Rocks2UU
Creature - Siren (R)
At the beginning of each opponent’s upkeep, choose a creature that player controls. That creature attacks you this turn if able.
2/4 Totally innocent, she sings for the simple joy of it, never knowing the catastrophe that occurs whenever she opens her lips.
Rookie Gladiator1RR
Creature - Human Gladiator (C)
When Rookie Gladiator enters the battlefield, it fights another target creature.
3/2 First in, First out.
Colors emphasize different parts of their pie then normal, all driven by flavor. For example, red has less of an emphasis on haste and direct damage and more of an emphasis on combat, fighting and manipulating combat..
Drunken Reveler1R
Creature - Human (U)
Drunken Reveler attacks and is blocked each turn, if able.
3/1 Impossible to stop, Impossible to Ignore.
Human-Wave Tactics2BB
Enchantment (R)
Sacrifice a creature: Tap target creature an opponent controls. That creature does not untap on your opponent’s next untap step. Play this ability at any time you could play a sorcery. Works best with NON-humans.
There are minor tribal themes, with Gladiators in all colors, and Skeletons in black.
Master TrainerRR
Creature - Human Gladiator (R)
Whenever another gladiator fights, attacks or blocks, it get’s +1/+1 until end of turn.
2/2
Grima’s Supplicant2BB
Creature - Skeleton Cleric (R)
When Grima’s Supplicant dies, return two other skeleton creatures from your graveyard to the battlefield, tapped.
2/2
As well, there is the “famed” non-keyworded mechanic. Famed creatures all have a quest that they must fulfill, the completion of which (Tracked by Quest counters)allows that creature to access a greater, more powerful ability.
Disciple of Etrusc1G
Creature - Human Shaman (C)
T: Untap target land and put a fame counter on Disciple of Etrusc
Famed - T: Search your library for a basic land card and put it onto the battlefield. Activate this ability only if Disciple of Etrusc has two or more fame counters on it.
1/2
Giant of Sunder Pass1BB
Creature - Giant (R)
Whenever a creature dealt damage by Giant of Sunder Pass dies, put a fame counter on Giant of Sunder Pass.
Famed - For each fame counter on Giant of Sunder Pass, Giant of Sunder Pass gets +X/+X, where X Equals the number of fame Counters on Giant of Sunder Pass.
3/3
Using this thread as a hub for the set. Been working on the particulars of it for a long time, and would love some help critiquing cards. Hope you guys like the preview, I put a lot of thought into it.
I feel like maybe either the token should be renamed or it should perform the function of actual Thunderbolt, to prevent confusion. It's a really flavorful card as-is, so I hesitate, but maybe there's another word you can use.
Drunken Reveler:
I think this one should be separated into two abilities. One is "Drunken Reveler attacks each turn if able." and the other is "Drunken Reveler must be blocked if able." (See: Goblin Fire Fiend)
Human Wave Tactics:
Consider perhaps "Play this ability only on your turn." This adds to the "wave" aspect of the card, and also prevents an Opposition/Glare of Subdual instant-speed soft lock effect in black, particularly with your intended skeleton resurrection sub-theme.
Master Trainer:
It's not as flavorful, but "Other Gladiators you control get +1/+1." gets the job done just as easily (slightly stronger) and is a lot more elegant. If you wanted, you could consider an ability with a moderate/high cost (3-4 mana?) that let you tap it and give another gladiator an additional bonus until end of turn to symbolize "training" that person with combat/fighting today.
Grima's Supplicant:
My thoughts on this card change depending on your intentions. I would consider changing this to "...dies, return up to two other skeleton creatures from your graveyard to the battlefield tapped." Or, if you want to be able to bring itself back, "...return Grima's Skeleton and up to one other target skeleton creature..."
I've used the common template that both targets and specifies "up to" for clarity, but returning without targeting is still a valid option if there's a specific reason for it.
Be aware that the ability to bring itself back is really powerful even though it costs 4 and is merely a 2/2. Determining whether you want this to be a Spike card or a Johnny card will be key.
Giant of Sunder Pass:
I really want to like this card, and the flavor is right (though I would expect a Giant to be red?), this may need to be bigger in general for it to work correctly, and may need either a helper ability or a different trigger, since even the loftly Sengir Vampire hardly ever grows in size. At the current size/abilities, I would expect this to be a 4-mana uncommon, and then be an average draft pick.
bwian - Made some changes based on your critiques. Master trainer is a problem, one that I do not know has an answer in current rules. Ideally, any time a gladiator attacked, blocked, or fought they would immediatly get +1/+1, meaning that, should a gladiator attack or fight multiple times in a turn, it would get a bonus each time it fought.
Also, the Giant is black as opposed to red because of his behavior - he haunts Sunder Pass, and gets stronger off of his victims. Perhaps the character of him was once red, but he's DEFINITELY black now. Also, I have him at a 3 mana rare as opposed to a 4 mana uncommon based on how mathy his ability is. If he got +1/+1 for each one, then sure, he could be an uncommon.
Here's some more cards. More simple effects, as well as a couple reprints and colorshifts.
Reassembling Skeleton - Flat out reprint.
Skeleton Chain1BB
Enchant Creature (R)
Enchant Creature you control
Whenever Enchanted Creature attacks, return target skeleton creature card from your graveyard to play and attach Skeleton Chain to it.
Friend helped with this one. Each skeleton pulls the next one out
Some simple commons, but both very potent cards to be bringing back in limited, due to how easily they trade with things. I also like the flavor of the necromancer not being limited to just HUMAN skeletons, but also going with monster skeletons as well or, in this case, giant insect exoskeletons. Why limit yourself?
Rookie Firemage2R
Creature - Human Wizard (U)
T: Deals 1 damage to target creature or player, put a fame counter on this.
Famed - T, Sacrifice this: Deals X Damage to target creature or player, where X equals the number of famed counters on RF.
1/1
Slight variation on fame, but a neat card regardless.
Exorcist2W
Creature - Human Cleric (C)
Whenever a creature damaged by Exorcist is put into a graveyard from play, instead exile it and put a fame counter on this.
Exocist has lifelink as long as it has a fame counter.
2/3
Seems like a decent card on it's thanks to the body, but a good tool to help combat skeletons in limited.
Pirates1U
Creature - Human Pirate (U)
Famed - Whenever Pirates deal combat damage to a player, that player discards a card and you put a fame counter on Pirates. Then, if pirates has 2 or more fame counters on them, draw a card.
1/1
A decent card on it's own, but gets stronger with fame. I like Blue discard, and feel it should have more of it.
Sky Smuggler3U
Creature - Human Pirate (C)
Flying
Whenever Sky Smuggler attacks, choose target creature you control. It gains flying until end of turn.
2/2
Colorshift, but I really love the old version, and it works well with the "on attack" trigger famed creatures.
Great Serpent5UU
Creature - Serpent (C)
Islandwalk
Famed - Whenever Great Serpent attacks, put a famed counter on Great Serpent and, if there are 3 or more famed counters on Great Serpent, target land defending player controls becomes an island until end of turn.
6/6
EDIT: Changed to 5UU 6/6 from 4UU 6/4. Feels better to play with, and more like a win condition.
Famed is in the right direction, but it's really wordy/reading intensive at the moment. Would it be possible to standardize some part of famed? Maybe fame counters always get added when damage is dealt?
Famed is in the right direction, but it's really wordy/reading intensive at the moment. Would it be possible to standardize some part of famed? Maybe fame counters always get added when damage is dealt?
Glad you like the ability I don't think it's possible to standardize the way creatures get fame counters, as different creatures have different ways to become "famous", as well as different applications for their fame. The Giant that eats people (Giant of Sunder Pass) becomes more powerful and deadly with each victim. The druid (Disciple of Etrusc) moves on from restoring the land to cultivating new land. Here's another example:
Famed Researcher2UU
Creature - Human Wizard (R)
Famed - T: Put a famed counter on Famed Researcher, then Draw X cards, where X is equal to the number of Famed Counters on Famed Researcher.
1/1
(Art - Scholarly Wizard, directing other robed wizards about their tasks)
Flavor-wise, Think a Plato figure whose wisdom attracts students and accelerates his work.
I understand that most of these cards are wordy, but in essence they all are EXTREMELY easy to understand abilities. The card above, for instance, is essentially an Archivist that grows each turn. Very neat, potentially VERY powerful if unanswered.
Famed basically takes two forms (1) Where the creature has to reach a certain threshold to get it's bonus and (2) Where Famed scales. To deal with potential complexity, Common (And most uncommon) instances of famed will be of the first variety, whereas rare versions can be either, but generally scale.
Some cards:
Back-Alley Slanderer1B
Creature - Human Rogue (U)
B, T: Remove a Famed counter from target creature.
2/2
The Publicist1U
Creature - Human Townsfolk (U)
When the publicist enters the battlefield under your control, put a famed counter on each creature with a fame counter on it under your control.
1/2
Epic Fail1B
Instant (C)
Target creature gets -2/-2 until end of turn. Remove 2 famed counters from that creature.
TerciusRW
Creature - Human Gladiator (R)
First Strike 0: Equip target equipment you control to Tercius.
2/2 Few are able to make the transition from slave to hero.
Beginner's Shield2
Artifact - Equipment (C)
Equipped Creature gets +0/+2.
Whenever a creature enters the battlefield under your control, you may equip Beginner's Shield to it.
Equip 3
Net and Trident3
Artifact - Equipment (U)
Equipped creature gains first strike.
Whenever Equipped creature attacks, tap target creature defending player controls.
Equip 2
The Barbarian King4RRR
Legendary Creature - Human Barbarian (M)
First Strike
Whenever The Barbarian King attacks, untap all creatures your opponent controls. Those creatures block The Barbarian King, if able.
7/7
Mass SkeletonizeX3BB
Sorcery (U)
Destroy X target creatures, then put X 1/1 Skeleton tokens into play, where X is equal to the number of creatures destroyed in this way.
It's not that they are too difficult to understand, it's that there's a lot to remember when you have 30+ different famed creatures. Some of them will be memorable, but not all of them (especially commons, if you're going for NWO-style commons). It's the sort of thing that Battalion/Evolve/Bloodrush address: all creatures with the same ability have the same basic beginning clause (3 attackers/bigger guy/cast on attacker). Two of those abilities (Evolve and Bloodrush) even doing very consistent things. Evolve always puts a +1/+1 counter on the creature and little else. Bloodrush always gives the P/T and keywords of the creature.
If you want to have a variety of Famed conditions, maybe standardize to 2 different setups? Combat damage and tapping, for example. That sort of tightness will help bring it to commons. Rares can always do crazy things beyond the core mechanic, like rares always do.
Side comment: Could some (not all) of Slanderer/Publicist/Epic Fail affect general counters? Would help them be useful in general. I feel like Epic Fail would be tons of fun if it affected counters in general.
It's not that they are too difficult to understand, it's that there's a lot to remember when you have 30+ different famed creatures. Some of them will be memorable, but not all of them (especially commons, if you're going for NWO-style commons). It's the sort of thing that Battalion/Evolve/Bloodrush address: all creatures with the same ability have the same basic beginning clause (3 attackers/bigger guy/cast on attacker). Two of those abilities (Evolve and Bloodrush) even doing very consistent things. Evolve always puts a +1/+1 counter on the creature and little else. Bloodrush always gives the P/T and keywords of the creature.
If you want to have a variety of Famed conditions, maybe standardize to 2 different setups? Combat damage and tapping, for example. That sort of tightness will help bring it to commons. Rares can always do crazy things beyond the core mechanic, like rares always do.
Side comment: Could some (not all) of Slanderer/Publicist/Epic Fail affect general counters? Would help them be useful in general. I feel like Epic Fail would be tons of fun if it affected counters in general.
I see your point. I'm also not the person to judge for this sort of thing, as I'm too close to the project. It's definitely something to consider.
My personal opinion/prediction is that Famed will work out something like a mix of level up and Cards like Blademane Baku from Kamigawa. Level Up certainly adds complexity to a board position, but the simple fact that essentially all of the Famed cards can only level up once a turn should cut back on the headaches. Still, it is a potential issue, and once I get the set done and get some testers, I'll see if it's a problem.
As for the side comment - They certainly COULD. I don't know if I especially WANT them two, though, as if I made any of them effect any type of counter I might feel compelled to make all of them do so...I'll need to think about it
I'll be interested to see how it goes as it's fleshed out. Remember that Level Up has only one activation style: paying mana at sorcery speed.
Could the mechanic work if it used (and checked for) +1/+1 counters? From your sample cards, I could see it working flavor-wise. That would reduce counter complexity (on board), and perhaps even tie into some of the other comments I had on your "cares about famed" cards. It also adds some of the flavor of a hero or villain growing stronger as they become more experienced and famous. A common creature can grow into a famous and powerful one by fulfilling its potential and growing strong.
From the sounds of it, why not just use the level up mechanic? You could make the leveling a non-mana ability (like tapping), and then the card could gain powers as it gained levels. Level up feels quite similar to the feel you're going for anyways, in my humble opinion.
Could the mechanic work if it used (and checked for) +1/+1 counters? From your sample cards, I could see it working flavor-wise. That would reduce counter complexity (on board), and perhaps even tie into some of the other comments I had on your "cares about famed" cards. It also adds some of the flavor of a hero or villain growing stronger as they become more experienced and famous. A common creature can grow into a famous and powerful one by fulfilling its potential and growing strong.
Short Answer: Yes, it could.
Long Answer: Yes, it could, but it would make for a dramatically different limited environment then what I'm planning. This set is going to go for a LOT of untraditional removal, with VERY few instant speed tricks of the sort we are used to in limited. Here's an example:
Sucker Punch1R
Sorcery
Until end of turn, Target creature you control gains first strike and must be blocked, if able. An effective way to get what you want - provided what you want is to fight a man and seven of his friends.
This card, while interesting in the average limited set due to it's potential as removal, in THIS set is a premier common removal spell, along with Rookie Gladiator. Instant speed tricks that would blow this out, such as Epic Fail, are few and far between.
The point being, all of my combat tomfoolery would essentially be thrown out the window if there was an entire set of creatures that could grow beyond the effective range of my tricks. It would also require creatures in general to be larger to cope with the presence of +1/+1 counters, which would in turn require stronger removal. Pretty vicious cycle, all in all.
From the sounds of it, why not just use the level up mechanic? You could make the leveling a non-mana ability (like tapping), and then the card could gain powers as it gained levels. Level up feels quite similar to the feel you're going for anyways, in my humble opinion.
Thanks for responding!
There are indeed flavor similarities, I'll give you that.
Play-wise, however, the abilities are worlds apart. Level Up is EXTREMELY passive - you put multiple turns and HUGE amounts of mana into your creatures so that you can finally break through to the opponent. Basically, it takes 2-3 turns until you finally get your awesome creature. I suppose you could leave your guy underleveled, and that may often be the correct play, but it's such a letdown not to fully level up your guy - It makes you feel like you failed your creature.
With Famed, you are still doing everything that you would normally do in a magic game - Attacking, blocking, playing spells, making mana - All very reasonable things. However, once you hit the threshold, you suddenly kick into overdrive...Actually, Threshold is a good analogy. Werebear is a fine card to play in general, but it's only once you hit seven cards in your graveyard that it becomes exciting. Some cards, like Krosan Beast, are bad to the point that you won't even PLAY them without Threshold. Famed is sort of a happy medium between these two abilities - Your creatures start acceptable, but kick into overdrive once you get them famous.
The especially-low-power thing you're going for can be fine, though if that is your intention I have some other feedback on your cards.
What's your expectations for the speed of the format? Slow? How good do you expect evasion to be?
The "Pirates" card is going to have a hard time getting even one hit in with no evasion and low removal in a set. On the other end, a no-drawback, occasionally evasive Craw Wurm seems a bit out of place in the weakest creature color.
The especially-low-power thing you're going for can be fine, though if that is your intention I have some other feedback on your cards.
What's your expectations for the speed of the format? Slow? How good do you expect evasion to be?
The "Pirates" card is going to have a hard time getting even one hit in with no evasion and low removal in a set. On the other end, a no-drawback, occasionally evasive Craw Wurm seems a bit out of place in the weakest creature color.
It's not so much low power level, but more average. To put it into perspective, RtR has a high power to cost ratio on it's creatures, with all of the multicolor, as well as evolve and scavenge also increasing the size of its creatures. Innistrad, on the other hand, had a much lower power to cost ratio. We'll be closer to Innistrad in the power to cost ratio, but a little below that - No Vorstclaws, for instance. We'll also be a little slower - We have to be, so that famed creatures have a decent shot at getting famous.
Here's my view of how limited will work out. Average game length will be around the 8-9 turn mark (Closer to Rise of the Eldrazi, but a little faster). Creatures are generally smaller. There will be lots of excellent blockers, as well as lots of tricks to get through blockers. Instant speed Tricks will (mostly) be narrow, while sorcery speed removal will be quite powerful. I'm trying to emphasize combat as much as possible. As would be expected in a mythical set, there is an above average amount of flying.
Also, that's a valid criticism on the Serpent. What do you think of a 5UU 6/6? Might be more interesting, and is certainly more likely to eventually get famous.
I love the idea behind this set. There are some changes that I think that you should make.
First, it seems like Famed would be an ability word like threshold or battalion, not a keyword ability.
Second, Skeleton Chain is overpowered. The flavor is good, but reanimation whenever you attack for a one-time cost of 3 mana isn't balanced. And because it moves to another creature whenever it reanimates, it can't be destroyed by combat.
Third, the names need a little bit of work. The Barbarian King definitely looks like he needs a name. Pirates and The Publicist just don't sound right. Mass Skeletonize needs to sound far more bone-chilling and evil. And Epic Fail is funny and conveys some flavor, but the only real cards that sound as strange as it are Urza's Sunglasses and Phelddagriff.
Finally, the set needs more direction. Famed is amazing. It seems like exactly what level up should have been. But one keyword does not make a set. Some existing ones that might be of use to you are Reinforce, Battalion, and Fortify for the empire, Exalted for the gladiators, and Unearth, Morbid, Madness, and Undying for the skeletons.
I love the idea behind this set. There are some changes that I think that you should make.
First, it seems like Famed would be an ability word like threshold or battalion, not a keyword ability.
Second, Skeleton Chain is overpowered. The flavor is good, but reanimation whenever you attack for a one-time cost of 3 mana isn't balanced. And because it moves to another creature whenever it reanimates, it can't be destroyed by combat.
Third, the names need a little bit of work. The Barbarian King definitely looks like he needs a name. Pirates and The Publicist just don't sound right. Mass Skeletonize needs to sound far more bone-chilling and evil. And Epic Fail is funny and conveys some flavor, but the only real cards that sound as strange as it are Urza's Sunglasses and Phelddagriff.
Finally, the set needs more direction. Famed is amazing. It seems like exactly what level up should have been. But one keyword does not make a set. Some existing ones that might be of use to you are Reinforce, Battalion, and Fortify for the empire, Exalted for the gladiators, and Unearth, Morbid, Madness, and Undying for the skeletons.
1. Famed, as it currently reads, should BE an ability word. That was certainly the intention!
2. It's a strong card, but I haven't found it to be super overpowered yet. There simply aren't any enablers for the card in the set that would make it very powerful. It can certainly take over a game, though, but the fragile nature of skeletons limits it's effectiveness. As I have mostly tested with myself, my opinions may be slanted, so I'll definitely be watching this when I start testing with people.
3. Of course, but I can flavor them later. For now, they each convey the sort of flavor that I want. Epic Fail, for instance, will eventually have some sort of name like "Public Misfortune" or something, but for now it's Epic Fail. Think of it like the playtest name or something.
4. Agreed. Simply put, I haven't gotten there yet. First, I can't use any mechanic that involves non-fame counters. Proliferate, Dredge, Delve - All could work mechanically/flavorfully in the set. I would lean towards delve - It's a spell-based mechanic (Well, I'd limit it to spells) that counters my creature based fame mechanic, and I can work the flavor to be pretty good - Here's a decent shot at a mythic delve card:
Relive the Past8UU
Sorcery (R)
Delve.
Take an Extra Turn after this one.
This was just a shot in the dark. This card CAN be time walk, but you need to exile 8 cards from your graveyard. May be too strong, perhaps in legacy, but I doubt it, and including one or two decent ways to self mill a bit would allow people to live the dream, and help fuel skeletons a bit.
With Delve (Or another mechanic) the set will actually have a lot going on - Fame, Fame Interactions, Gladiator Tribal, Skeleton Tribal, and the Classical Monster theme, which I personally think is enough for one set, and leaves me a decent amount of room to grow.
Thanks a lot for the comments! I appreciate it, and sorry to wait until now to reply.
Ok, but remember my suggestions for mechanics for later sets in the block. Also, famed counters could be in the same set as +1/+1 counters. Rise of the Eldrazi had both level counters and +1/+1 counters.
Back with more cards. A lot of vanillas, some reprints, and playing with Delve a bit. Also, a couple cards that should elicit some discussion.
Tercius's Spear1
Legendary Artifact - Equipment (U)
Equipped Creature gains +3/+0, trample, and haste
Equip 4 It's not the spear that's important, but the man HOLDING the spear. Especially when that man is ME. - Tercius
I wanted to enable something like a Tercius deck in limited/constructed. You can potentially be swinging with a 5/2 trample first strike on the second turn, which is a little bonkers. This card essentially spawned from the flavor text - basically, this card is hilariously bad (in constructed) unless Tercius himself is holding the spear. Still quite a beating in limited, so I expect it to be a fairly high pick, so the times that you get this and Tercius in limited will be very few - But when you do, oh the stories you will tell.
Crossroads Legion3W
Creature - Human Townsfolk (C)
2/5
Alley Toughs1B
Creature - Human Townsfolk (C)
2/2
Fighting Drake2UU
Creature - Drake (C)
Fying
2/4
Abandoned Livestock4G
Creature - Boar (C)
4/5
Lowland Giant2RR
Creature - Giant (C)
4/3
Barbarians2R
Creature - Barbarians (C)
3/2
Some vanillas/french vanillas/reprints. Alley toughs and Barbarians are pretty bad in this set, while Fighting Drake, as you can imagine, is quite good.
Millennial Flame20R
Sorcery (M)
Delve
Millennial Flame deals 20 damage to target creature or player Ten Thousand years of civilization, gone in an instant.
Art is of a burning city, with a mage in the foreground, arms upstretched.
Epicurean FestivalXW
Sorcery (R)
Delve.
Gain X life. If you delved more than 4, Gain twice that much instead. Think not of tomorrow, for you might not live to see it.
Some interesting Delve cards. Millennial Flame accomplishes one of my secret goals in design - Print a card with Converted mana cost +20 for the johnnies to play with. It's also a fun mythic that people will build decks with, hoping to unlock the puzzle. It'll probably be pretty bad, in the end, though.
Epicurian Festival, on the other hand, I expect to be VERY good in constructed in control sideboards, especially for a lifegain card.
Ruinstone6
Artifact (M)
Ruinstone comes into play tapped.
T: Reveal a card in your hand. Each player sends the top X cards of their library to the graveyard, where X is equal to the converted manacost of the revealed card.
This card is THE delve enabler, fueling your spells and then some, while also acting as a potent win condition on it's own. Obviously, if you reveal a Millennial Fire from your hand with this card, then you can cast it for a single red mana. It comes into play tapped to prevent to give your opponent time to prepare. I personally think it's balanced, but would love a second opinion on it.
Also, the name is AWESOME.
Drunken RageR
Instant (C)
Target creature an opponent controls gets +1/-1 and attacks this turn if able.
More red tricks.
Secret TrainingG
Enchantment - Aura (C)
At the beginning of your upkeep, put a fame counter on enchanted creature.
Heroic Act2W
Instant (C)
Target creature you control gets +2/+2 until end of turn. Put a fame counter on that creature.
Every set has a horrible common aura and a bad white pump spell. These might not be so bad, though.
Lifebreather3G
Creature - Dryad (U) GG, Tap: Regenerate another target creature, or exile target skeleton.
2/2
Riffing on the idea of healing magic being deadly to the undead gives us this beauty. She can only heal other creatures to keep her from being OVERLY obnoxious.
Would love some critique on these cards, as well as the direction the set is going.
For delve in general, do you expect for players to get other value from selfmill to make delve worth it? Or will there be very little selfmill so that delve cards are generally fueled by natural creature death/spell casting? What's the pricing like on your common/uncommon delve?
Millenial Flame is definitely big. Do you think it will be castable before turn 8 in your set/block format?
I wouldn't generally consider Mythic to be the spot to put "enablers". MFlame and Ruinstone seem kinda low on the playability scale, even if they're preposterously good together.
Drunken Rage seems like a card built to 1-for-2 yourself.
Secret Training seems awkward since some creatures only care about a single fame counter, and only a subset of all creatures even care about fame at all. You said you wanted it to be bad, but did you mean that bad?
Cool ideas overall. Hope you don't mind the specific feedback.
For delve in general, do you expect for players to get other value from selfmill to make delve worth it? Or will there be very little selfmill so that delve cards are generally fueled by natural creature death/spell casting? What's the pricing like on your common/uncommon delve?
Millenial Flame is definitely big. Do you think it will be castable before turn 8 in your set/block format?
I wouldn't generally consider Mythic to be the spot to put "enablers". MFlame and Ruinstone seem kinda low on the playability scale, even if they're preposterously good together.
Drunken Rage seems like a card built to 1-for-2 yourself.
Secret Training seems awkward since some creatures only care about a single fame counter, and only a subset of all creatures even care about fame at all. You said you wanted it to be bad, but did you mean that bad?
Cool ideas overall. Hope you don't mind the specific feedback.
Don't mind the comments at all
There will be a few grave fueling cards at lower rarities, MOSTLY in blue, but not many. I'm thinking maybe something like this:
Not Strategic Planning 1U
Sorcery (C)
Look at the top 3 cards of your library. Put 1 into your hand and the rest into your graveyard.
Wasteful Spender 4U
Creature - Human (U)
When Wasteful Spender enters the battlefield, each player sends the top 5 cards of their library to the graveyard.
1/3
Maybe a mulch reprint. Just enough so that your delve cards can work in limited, with MAYBE a few good enough for competitive that I haven't thought up yet. Also, I want the limited format to have a mill deck, and wasteful spender would be part of that.
So, basically, a little of both. Delve will MOSTLY be fueled by your own spells, but there will be the tools so that a delve deck is possible in standard.
Millennial Flame - I imagine a dedicated delve deck to be able to cast this turn 7-8 with decent consistency...provided they draw it, and it doesn't get milled...and they don't get hit by graveyard hate.
Ruinstone - It's mythic because it's cool and splashy, and ABSURDLY good in limited, not because it's a delve enabler.
Drunken Rage - Yeah, sometimes, but it will often be removal for X/1s, which some of the weaker famed creatures are. Similarly, with the high toughness creatures in blue, white, or green, or with skeletons in black, this can easily make favorable trades happen. It may just be horribad, though. We'll see.
Secret Training - Yeah, I want it to be bad, except in that niche case where it's REALLY REALLY good...Like putting it on your Giant of Sunder Pass in limited.
On Giant of Sunder Pass, Secret Training is Forced Adaptation. Not a card that sets the world on fire. If the Christmasland application for a card is a 12th pick in normal sets, it might just be a really bad card. Even if I have (one, rare) Giant, I'm never putting Secret Training in a deck.
More generally, are there other uses of cards in the graveyard beyond delving? One of the cool things about ISD was that you could self-mill into multiple purposes: skaabs, flashback, splinterfright, etc.
Selfmill-as-delve-ramp could certainly be useful occasionally, but I think it might help to have other uses for the GY.
On Giant of Sunder Pass, Secret Training is Forced Adaptation. Not a card that sets the world on fire. If the Christmasland application for a card is a 12th pick in normal sets, it might just be a really bad card. Even if I have (one, rare) Giant, I'm never putting Secret Training in a deck.
Oh, you've misread Giant of Sunder Pass, my friend. Secret Training is MUCH better then a Forced Adaptation on it
Even on commons or uncommons, there are uses. My Serpent would appreciate being unblockable sooner, and it charges up my Rookie Firemage for his finale quicker as well.
Generally, of course, you are right. It's a bad card, and won't be played in most decks. But...It will sometimes make for INCREDIBLE stories.
More generally, are there other uses of cards in the graveyard beyond delving? One of the cool things about ISD was that you could self-mill into multiple purposes: skaabs, flashback, splinterfright, etc.
Selfmill-as-delve-ramp could certainly be useful occasionally, but I think it might help to have other uses for the GY.
Well, the skeleton tribal subtheme makes fairly extensive use of the graveyard, and would LOVE a few efficient ways to fill it.
Tag: For ten-thousand years, the empire has united the continent under the rule of the Crimson Throne, protecting her from strife. For centuries, threats from within and without have worn away at the last holdout of civilization against the chaos, but now a tipping point has been reached. The capital indulges in itself, reliving past glories, while barbarians gnaw at the edge, and darker forces loom, ready to strike, and the Gods do not hear our prayers. Who can save us?
Empire’s End is a large set, followed by two smaller sets, Grima and Resistance. In Empire’s End, we get to know The Empire in it’s current state, the world, the monsters and barbarians destroying it, as well as the dark plot enacted by Grima (centuries in the making) that has led to it’s fall, as well as meeting the eventual hero, Alaric, a slave-gladiator.
In the second set we are introduced to Grima himself, an undead Lich still worshiped as the lord of the dead. He unleashes his cult on the empire, as well as his army of the dead, succeeding spectacularly and destroying the empire, replacing it with an empire of the dead and dying, all built to worship and empower him. Alaric attempts to form a resistance to Grima’s new regime, but is hard pressed.
In Resistance, a final showdown between Alaric’s rebels and Grima’s dark army ensues. One great battle will determine whether life or death prevails. In the end, Alaric prevails, but Grima escapes his final punishment with the aid of a mysterious outsider (Nicol Bolas).
This can all be changed, but is a fine framework to build from, though it's slightly generic. Grima may be better served as an ancient Rival to Bolas as opposed to an ally, for example.
Currently 62/265 cards.
Cyclops Thundersmith 3RR
Creature - Cyclops (M)
R, T: Put a red Thunderbolt artifact token into play with “Sacrifice Thunderbolt: Thunderbolt deals 3 damage to target creature or player.
3/4
Gladiators, Classical monsters, barbarians, corrupt politicians/oligarchs, divine heroes and dark gods make up the populace.
Siren of the Rocks 2UU
Creature - Siren (R)
At the beginning of each opponent’s upkeep, choose a creature that player controls. That creature attacks you this turn if able.
2/4
Totally innocent, she sings for the simple joy of it, never knowing the catastrophe that occurs whenever she opens her lips.
Rookie Gladiator 1RR
Creature - Human Gladiator (C)
When Rookie Gladiator enters the battlefield, it fights another target creature.
3/2
First in, First out.
Colors emphasize different parts of their pie then normal, all driven by flavor. For example, red has less of an emphasis on haste and direct damage and more of an emphasis on combat, fighting and manipulating combat..
Drunken Reveler 1R
Creature - Human (U)
Drunken Reveler attacks and is blocked each turn, if able.
3/1
Impossible to stop, Impossible to Ignore.
Human-Wave Tactics 2BB
Enchantment (R)
Sacrifice a creature: Tap target creature an opponent controls. That creature does not untap on your opponent’s next untap step. Play this ability at any time you could play a sorcery.
Works best with NON-humans.
There are minor tribal themes, with Gladiators in all colors, and Skeletons in black.
Master Trainer RR
Creature - Human Gladiator (R)
Whenever another gladiator fights, attacks or blocks, it get’s +1/+1 until end of turn.
2/2
Grima’s Supplicant 2BB
Creature - Skeleton Cleric (R)
When Grima’s Supplicant dies, return two other skeleton creatures from your graveyard to the battlefield, tapped.
2/2
As well, there is the “famed” non-keyworded mechanic. Famed creatures all have a quest that they must fulfill, the completion of which (Tracked by Quest counters)allows that creature to access a greater, more powerful ability.
Disciple of Etrusc 1G
Creature - Human Shaman (C)
T: Untap target land and put a fame counter on Disciple of Etrusc
Famed - T: Search your library for a basic land card and put it onto the battlefield. Activate this ability only if Disciple of Etrusc has two or more fame counters on it.
1/2
Giant of Sunder Pass 1BB
Creature - Giant (R)
Whenever a creature dealt damage by Giant of Sunder Pass dies, put a fame counter on Giant of Sunder Pass.
Famed - For each fame counter on Giant of Sunder Pass, Giant of Sunder Pass gets +X/+X, where X Equals the number of fame Counters on Giant of Sunder Pass.
3/3
Currently 62/265 cards.
Currently 62/265 cards.
Cyclops Thundersmith:
I feel like maybe either the token should be renamed or it should perform the function of actual Thunderbolt, to prevent confusion. It's a really flavorful card as-is, so I hesitate, but maybe there's another word you can use.
Drunken Reveler:
I think this one should be separated into two abilities. One is "Drunken Reveler attacks each turn if able." and the other is "Drunken Reveler must be blocked if able." (See: Goblin Fire Fiend)
Human Wave Tactics:
Consider perhaps "Play this ability only on your turn." This adds to the "wave" aspect of the card, and also prevents an Opposition/Glare of Subdual instant-speed soft lock effect in black, particularly with your intended skeleton resurrection sub-theme.
Master Trainer:
It's not as flavorful, but "Other Gladiators you control get +1/+1." gets the job done just as easily (slightly stronger) and is a lot more elegant. If you wanted, you could consider an ability with a moderate/high cost (3-4 mana?) that let you tap it and give another gladiator an additional bonus until end of turn to symbolize "training" that person with combat/fighting today.
Grima's Supplicant:
My thoughts on this card change depending on your intentions. I would consider changing this to "...dies, return up to two other skeleton creatures from your graveyard to the battlefield tapped." Or, if you want to be able to bring itself back, "...return Grima's Skeleton and up to one other target skeleton creature..."
I've used the common template that both targets and specifies "up to" for clarity, but returning without targeting is still a valid option if there's a specific reason for it.
Be aware that the ability to bring itself back is really powerful even though it costs 4 and is merely a 2/2. Determining whether you want this to be a Spike card or a Johnny card will be key.
Giant of Sunder Pass:
I really want to like this card, and the flavor is right (though I would expect a Giant to be red?), this may need to be bigger in general for it to work correctly, and may need either a helper ability or a different trigger, since even the loftly Sengir Vampire hardly ever grows in size. At the current size/abilities, I would expect this to be a 4-mana uncommon, and then be an average draft pick.
My Cube Blog @theCubeMiser on Twitter
Also, the Giant is black as opposed to red because of his behavior - he haunts Sunder Pass, and gets stronger off of his victims. Perhaps the character of him was once red, but he's DEFINITELY black now. Also, I have him at a 3 mana rare as opposed to a 4 mana uncommon based on how mathy his ability is. If he got +1/+1 for each one, then sure, he could be an uncommon.
Here's some more cards. More simple effects, as well as a couple reprints and colorshifts.
Reassembling Skeleton - Flat out reprint.
Skeleton Chain 1BB
Enchant Creature (R)
Enchant Creature you control
Whenever Enchanted Creature attacks, return target skeleton creature card from your graveyard to play and attach Skeleton Chain to it.
Friend helped with this one. Each skeleton pulls the next one out
Deadly Skeleton 1B
Creature - Skeleton (C)
Deathtouch
1/2
Giant Exoskeleton 3B
Creature - Insect Skeleton (C)
5/1
Some simple commons, but both very potent cards to be bringing back in limited, due to how easily they trade with things. I also like the flavor of the necromancer not being limited to just HUMAN skeletons, but also going with monster skeletons as well or, in this case, giant insect exoskeletons. Why limit yourself?
Rookie Firemage 2R
Creature - Human Wizard (U)
T: Deals 1 damage to target creature or player, put a fame counter on this.
Famed - T, Sacrifice this: Deals X Damage to target creature or player, where X equals the number of famed counters on RF.
1/1
Slight variation on fame, but a neat card regardless.
Exorcist 2W
Creature - Human Cleric (C)
Whenever a creature damaged by Exorcist is put into a graveyard from play, instead exile it and put a fame counter on this.
Exocist has lifelink as long as it has a fame counter.
2/3
Seems like a decent card on it's thanks to the body, but a good tool to help combat skeletons in limited.
Pirates 1U
Creature - Human Pirate (U)
Famed - Whenever Pirates deal combat damage to a player, that player discards a card and you put a fame counter on Pirates. Then, if pirates has 2 or more fame counters on them, draw a card.
1/1
A decent card on it's own, but gets stronger with fame. I like Blue discard, and feel it should have more of it.
Sky Smuggler 3U
Creature - Human Pirate (C)
Flying
Whenever Sky Smuggler attacks, choose target creature you control. It gains flying until end of turn.
2/2
Colorshift, but I really love the old version, and it works well with the "on attack" trigger famed creatures.
Great Serpent 5UU
Creature - Serpent (C)
Islandwalk
Famed - Whenever Great Serpent attacks, put a famed counter on Great Serpent and, if there are 3 or more famed counters on Great Serpent, target land defending player controls becomes an island until end of turn.
6/6
EDIT: Changed to 5UU 6/6 from 4UU 6/4. Feels better to play with, and more like a win condition.
Currently 62/265 cards.
Glad you like the ability I don't think it's possible to standardize the way creatures get fame counters, as different creatures have different ways to become "famous", as well as different applications for their fame. The Giant that eats people (Giant of Sunder Pass) becomes more powerful and deadly with each victim. The druid (Disciple of Etrusc) moves on from restoring the land to cultivating new land. Here's another example:
Famed Researcher 2UU
Creature - Human Wizard (R)
Famed - T: Put a famed counter on Famed Researcher, then Draw X cards, where X is equal to the number of Famed Counters on Famed Researcher.
1/1
(Art - Scholarly Wizard, directing other robed wizards about their tasks)
Flavor-wise, Think a Plato figure whose wisdom attracts students and accelerates his work.
I understand that most of these cards are wordy, but in essence they all are EXTREMELY easy to understand abilities. The card above, for instance, is essentially an Archivist that grows each turn. Very neat, potentially VERY powerful if unanswered.
Famed basically takes two forms (1) Where the creature has to reach a certain threshold to get it's bonus and (2) Where Famed scales. To deal with potential complexity, Common (And most uncommon) instances of famed will be of the first variety, whereas rare versions can be either, but generally scale.
Some cards:
Back-Alley Slanderer 1B
Creature - Human Rogue (U)
B, T: Remove a Famed counter from target creature.
2/2
The Publicist 1U
Creature - Human Townsfolk (U)
When the publicist enters the battlefield under your control, put a famed counter on each creature with a fame counter on it under your control.
1/2
Epic Fail 1B
Instant (C)
Target creature gets -2/-2 until end of turn. Remove 2 famed counters from that creature.
Tercius RW
Creature - Human Gladiator (R)
First Strike
0: Equip target equipment you control to Tercius.
2/2
Few are able to make the transition from slave to hero.
Beginner's Shield 2
Artifact - Equipment (C)
Equipped Creature gets +0/+2.
Whenever a creature enters the battlefield under your control, you may equip Beginner's Shield to it.
Equip 3
Net and Trident 3
Artifact - Equipment (U)
Equipped creature gains first strike.
Whenever Equipped creature attacks, tap target creature defending player controls.
Equip 2
The Barbarian King 4RRR
Legendary Creature - Human Barbarian (M)
First Strike
Whenever The Barbarian King attacks, untap all creatures your opponent controls. Those creatures block The Barbarian King, if able.
7/7
Mass Skeletonize X3BB
Sorcery (U)
Destroy X target creatures, then put X 1/1 Skeleton tokens into play, where X is equal to the number of creatures destroyed in this way.
Currently 62/265 cards.
If you want to have a variety of Famed conditions, maybe standardize to 2 different setups? Combat damage and tapping, for example. That sort of tightness will help bring it to commons. Rares can always do crazy things beyond the core mechanic, like rares always do.
Side comment: Could some (not all) of Slanderer/Publicist/Epic Fail affect general counters? Would help them be useful in general. I feel like Epic Fail would be tons of fun if it affected counters in general.
I see your point. I'm also not the person to judge for this sort of thing, as I'm too close to the project. It's definitely something to consider.
My personal opinion/prediction is that Famed will work out something like a mix of level up and Cards like Blademane Baku from Kamigawa. Level Up certainly adds complexity to a board position, but the simple fact that essentially all of the Famed cards can only level up once a turn should cut back on the headaches. Still, it is a potential issue, and once I get the set done and get some testers, I'll see if it's a problem.
As for the side comment - They certainly COULD. I don't know if I especially WANT them two, though, as if I made any of them effect any type of counter I might feel compelled to make all of them do so...I'll need to think about it
Currently 62/265 cards.
Could the mechanic work if it used (and checked for) +1/+1 counters? From your sample cards, I could see it working flavor-wise. That would reduce counter complexity (on board), and perhaps even tie into some of the other comments I had on your "cares about famed" cards. It also adds some of the flavor of a hero or villain growing stronger as they become more experienced and famous. A common creature can grow into a famous and powerful one by fulfilling its potential and growing strong.
Club Flamingo Wins: 1!
Short Answer: Yes, it could.
Long Answer: Yes, it could, but it would make for a dramatically different limited environment then what I'm planning. This set is going to go for a LOT of untraditional removal, with VERY few instant speed tricks of the sort we are used to in limited. Here's an example:
Sucker Punch 1R
Sorcery
Until end of turn, Target creature you control gains first strike and must be blocked, if able.
An effective way to get what you want - provided what you want is to fight a man and seven of his friends.
This card, while interesting in the average limited set due to it's potential as removal, in THIS set is a premier common removal spell, along with Rookie Gladiator. Instant speed tricks that would blow this out, such as Epic Fail, are few and far between.
The point being, all of my combat tomfoolery would essentially be thrown out the window if there was an entire set of creatures that could grow beyond the effective range of my tricks. It would also require creatures in general to be larger to cope with the presence of +1/+1 counters, which would in turn require stronger removal. Pretty vicious cycle, all in all.
Thanks for responding!
There are indeed flavor similarities, I'll give you that.
Play-wise, however, the abilities are worlds apart. Level Up is EXTREMELY passive - you put multiple turns and HUGE amounts of mana into your creatures so that you can finally break through to the opponent. Basically, it takes 2-3 turns until you finally get your awesome creature. I suppose you could leave your guy underleveled, and that may often be the correct play, but it's such a letdown not to fully level up your guy - It makes you feel like you failed your creature.
With Famed, you are still doing everything that you would normally do in a magic game - Attacking, blocking, playing spells, making mana - All very reasonable things. However, once you hit the threshold, you suddenly kick into overdrive...Actually, Threshold is a good analogy. Werebear is a fine card to play in general, but it's only once you hit seven cards in your graveyard that it becomes exciting. Some cards, like Krosan Beast, are bad to the point that you won't even PLAY them without Threshold. Famed is sort of a happy medium between these two abilities - Your creatures start acceptable, but kick into overdrive once you get them famous.
Currently 62/265 cards.
What's your expectations for the speed of the format? Slow? How good do you expect evasion to be?
The "Pirates" card is going to have a hard time getting even one hit in with no evasion and low removal in a set. On the other end, a no-drawback, occasionally evasive Craw Wurm seems a bit out of place in the weakest creature color.
It's not so much low power level, but more average. To put it into perspective, RtR has a high power to cost ratio on it's creatures, with all of the multicolor, as well as evolve and scavenge also increasing the size of its creatures. Innistrad, on the other hand, had a much lower power to cost ratio. We'll be closer to Innistrad in the power to cost ratio, but a little below that - No Vorstclaws, for instance. We'll also be a little slower - We have to be, so that famed creatures have a decent shot at getting famous.
Here's my view of how limited will work out. Average game length will be around the 8-9 turn mark (Closer to Rise of the Eldrazi, but a little faster). Creatures are generally smaller. There will be lots of excellent blockers, as well as lots of tricks to get through blockers. Instant speed Tricks will (mostly) be narrow, while sorcery speed removal will be quite powerful. I'm trying to emphasize combat as much as possible. As would be expected in a mythical set, there is an above average amount of flying.
Also, that's a valid criticism on the Serpent. What do you think of a 5UU 6/6? Might be more interesting, and is certainly more likely to eventually get famous.
Currently 62/265 cards.
First, it seems like Famed would be an ability word like threshold or battalion, not a keyword ability.
Second, Skeleton Chain is overpowered. The flavor is good, but reanimation whenever you attack for a one-time cost of 3 mana isn't balanced. And because it moves to another creature whenever it reanimates, it can't be destroyed by combat.
Third, the names need a little bit of work. The Barbarian King definitely looks like he needs a name. Pirates and The Publicist just don't sound right. Mass Skeletonize needs to sound far more bone-chilling and evil. And Epic Fail is funny and conveys some flavor, but the only real cards that sound as strange as it are Urza's Sunglasses and Phelddagriff.
Finally, the set needs more direction. Famed is amazing. It seems like exactly what level up should have been. But one keyword does not make a set. Some existing ones that might be of use to you are Reinforce, Battalion, and Fortify for the empire, Exalted for the gladiators, and Unearth, Morbid, Madness, and Undying for the skeletons.
Storm Crow is strictly worse than Seacoast Drake.
1. Famed, as it currently reads, should BE an ability word. That was certainly the intention!
2. It's a strong card, but I haven't found it to be super overpowered yet. There simply aren't any enablers for the card in the set that would make it very powerful. It can certainly take over a game, though, but the fragile nature of skeletons limits it's effectiveness. As I have mostly tested with myself, my opinions may be slanted, so I'll definitely be watching this when I start testing with people.
3. Of course, but I can flavor them later. For now, they each convey the sort of flavor that I want. Epic Fail, for instance, will eventually have some sort of name like "Public Misfortune" or something, but for now it's Epic Fail. Think of it like the playtest name or something.
4. Agreed. Simply put, I haven't gotten there yet. First, I can't use any mechanic that involves non-fame counters. Proliferate, Dredge, Delve - All could work mechanically/flavorfully in the set. I would lean towards delve - It's a spell-based mechanic (Well, I'd limit it to spells) that counters my creature based fame mechanic, and I can work the flavor to be pretty good - Here's a decent shot at a mythic delve card:
Relive the Past 8UU
Sorcery (R)
Delve.
Take an Extra Turn after this one.
This was just a shot in the dark. This card CAN be time walk, but you need to exile 8 cards from your graveyard. May be too strong, perhaps in legacy, but I doubt it, and including one or two decent ways to self mill a bit would allow people to live the dream, and help fuel skeletons a bit.
With Delve (Or another mechanic) the set will actually have a lot going on - Fame, Fame Interactions, Gladiator Tribal, Skeleton Tribal, and the Classical Monster theme, which I personally think is enough for one set, and leaves me a decent amount of room to grow.
Thanks a lot for the comments! I appreciate it, and sorry to wait until now to reply.
Currently 62/265 cards.
Storm Crow is strictly worse than Seacoast Drake.
Tercius's Spear 1
Legendary Artifact - Equipment (U)
Equipped Creature gains +3/+0, trample, and haste
Equip 4
It's not the spear that's important, but the man HOLDING the spear. Especially when that man is ME. - Tercius
I wanted to enable something like a Tercius deck in limited/constructed. You can potentially be swinging with a 5/2 trample first strike on the second turn, which is a little bonkers. This card essentially spawned from the flavor text - basically, this card is hilariously bad (in constructed) unless Tercius himself is holding the spear. Still quite a beating in limited, so I expect it to be a fairly high pick, so the times that you get this and Tercius in limited will be very few - But when you do, oh the stories you will tell.
Crossroads Legion 3W
Creature - Human Townsfolk (C)
2/5
Alley Toughs 1B
Creature - Human Townsfolk (C)
2/2
Fighting Drake 2UU
Creature - Drake (C)
Fying
2/4
Abandoned Livestock 4G
Creature - Boar (C)
4/5
Lowland Giant 2RR
Creature - Giant (C)
4/3
Barbarians 2R
Creature - Barbarians (C)
3/2
Some vanillas/french vanillas/reprints. Alley toughs and Barbarians are pretty bad in this set, while Fighting Drake, as you can imagine, is quite good.
Millennial Flame 20R
Sorcery (M)
Delve
Millennial Flame deals 20 damage to target creature or player
Ten Thousand years of civilization, gone in an instant.
Art is of a burning city, with a mage in the foreground, arms upstretched.
Epicurean Festival XW
Sorcery (R)
Delve.
Gain X life. If you delved more than 4, Gain twice that much instead.
Think not of tomorrow, for you might not live to see it.
Some interesting Delve cards. Millennial Flame accomplishes one of my secret goals in design - Print a card with Converted mana cost +20 for the johnnies to play with. It's also a fun mythic that people will build decks with, hoping to unlock the puzzle. It'll probably be pretty bad, in the end, though.
Epicurian Festival, on the other hand, I expect to be VERY good in constructed in control sideboards, especially for a lifegain card.
Ruinstone 6
Artifact (M)
Ruinstone comes into play tapped.
T: Reveal a card in your hand. Each player sends the top X cards of their library to the graveyard, where X is equal to the converted manacost of the revealed card.
This card is THE delve enabler, fueling your spells and then some, while also acting as a potent win condition on it's own. Obviously, if you reveal a Millennial Fire from your hand with this card, then you can cast it for a single red mana. It comes into play tapped to prevent to give your opponent time to prepare. I personally think it's balanced, but would love a second opinion on it.
Also, the name is AWESOME.
Drunken Rage R
Instant (C)
Target creature an opponent controls gets +1/-1 and attacks this turn if able.
More red tricks.
Secret Training G
Enchantment - Aura (C)
At the beginning of your upkeep, put a fame counter on enchanted creature.
Heroic Act 2W
Instant (C)
Target creature you control gets +2/+2 until end of turn. Put a fame counter on that creature.
Every set has a horrible common aura and a bad white pump spell. These might not be so bad, though.
Lifebreather 3G
Creature - Dryad (U)
GG, Tap: Regenerate another target creature, or exile target skeleton.
2/2
Riffing on the idea of healing magic being deadly to the undead gives us this beauty. She can only heal other creatures to keep her from being OVERLY obnoxious.
Would love some critique on these cards, as well as the direction the set is going.
Currently 62/265 cards.
Millenial Flame is definitely big. Do you think it will be castable before turn 8 in your set/block format?
I wouldn't generally consider Mythic to be the spot to put "enablers". MFlame and Ruinstone seem kinda low on the playability scale, even if they're preposterously good together.
Drunken Rage seems like a card built to 1-for-2 yourself.
Secret Training seems awkward since some creatures only care about a single fame counter, and only a subset of all creatures even care about fame at all. You said you wanted it to be bad, but did you mean that bad?
Cool ideas overall. Hope you don't mind the specific feedback.
Don't mind the comments at all
There will be a few grave fueling cards at lower rarities, MOSTLY in blue, but not many. I'm thinking maybe something like this:
Not Strategic Planning 1U
Sorcery (C)
Look at the top 3 cards of your library. Put 1 into your hand and the rest into your graveyard.
Wasteful Spender 4U
Creature - Human (U)
When Wasteful Spender enters the battlefield, each player sends the top 5 cards of their library to the graveyard.
1/3
Maybe a mulch reprint. Just enough so that your delve cards can work in limited, with MAYBE a few good enough for competitive that I haven't thought up yet. Also, I want the limited format to have a mill deck, and wasteful spender would be part of that.
So, basically, a little of both. Delve will MOSTLY be fueled by your own spells, but there will be the tools so that a delve deck is possible in standard.
Millennial Flame - I imagine a dedicated delve deck to be able to cast this turn 7-8 with decent consistency...provided they draw it, and it doesn't get milled...and they don't get hit by graveyard hate.
Ruinstone - It's mythic because it's cool and splashy, and ABSURDLY good in limited, not because it's a delve enabler.
Drunken Rage - Yeah, sometimes, but it will often be removal for X/1s, which some of the weaker famed creatures are. Similarly, with the high toughness creatures in blue, white, or green, or with skeletons in black, this can easily make favorable trades happen. It may just be horribad, though. We'll see.
Secret Training - Yeah, I want it to be bad, except in that niche case where it's REALLY REALLY good...Like putting it on your Giant of Sunder Pass in limited.
Thanks for the comments!
Currently 62/265 cards.
Selfmill-as-delve-ramp could certainly be useful occasionally, but I think it might help to have other uses for the GY.
Oh, you've misread Giant of Sunder Pass, my friend. Secret Training is MUCH better then a Forced Adaptation on it
Even on commons or uncommons, there are uses. My Serpent would appreciate being unblockable sooner, and it charges up my Rookie Firemage for his finale quicker as well.
Generally, of course, you are right. It's a bad card, and won't be played in most decks. But...It will sometimes make for INCREDIBLE stories.
Well, the skeleton tribal subtheme makes fairly extensive use of the graveyard, and would LOVE a few efficient ways to fill it.
Currently 62/265 cards.