The Hatiilo block is composed of the sets 1) Hatillo (HAT), 2) Planar Rifts (PLR), 3) Titanomachy (TMY), and 4) The Collapse (TC). Given the story, this block spans across many planes: the main plane (new), Hatillo, and others like Dominaria (though only at Otaria), Rath, Shandalar, Ravnica, Lorwyn, Zendikar, Innistrad, and other unspecified planes.
There are 236 cards so far (including reprints but excluding split cards, transformations, flip cards, etc.)
STORY:
Hatillo:
The setting is a plane called Hatillo (pronounced ah-TEE-yo), rivaled in size only by Dominaria. It consists of three gigantic continents where each of its inhabitants worship a deity. The ocean is where a fourth deity dwells and the sky is where the fifth deity dwells. There are many sentient races and self-conscious creatures in Hatillo. There are 5 deities in this plane, which are the supreme beings with powers that rival planeswalkers. The three "terrestrial" deities (the ones worshiped by their respective continent) are Ferngath, the Life (a Basilisk Deity), Tutankh, the Mercy (a Wurm Deity), and Cannac, the Savage (a Dragon Deity). Noraria, the Proud (an Angel Deity) is the sky deity and Abismolus, the Deep (a Leviathan Deity) is the ocean deity.
There are those who pray to no deity or follow any religious code. These are the Scientists. They tinker with life itself either by biomutation or constructs. Out of these, the most famous is Selarom Otreb (the "sixth deity" and main character of this block), one who awakened his spark. Selarom Otreb is obsessed with creating life. Selarom Otreb realized that he could not find the answer to his research in the vast plane of Hatillo and took advantage of his abilities and immortality and ventured into the Multiverse.
While there's an exiting planeswalker, there is an entering planeswalker: Ulixeus. Ulixeus is a planeswalker native to Theros. Having dealt with how problematic gods could be, Ulixeus was attracted to Hatillo due to the unrest between the deities there. Ulixeus was unhappy in Theros and is searching for a plane to call his own. Ulixeus's name comes from Ulysses and Odysseus (both the same hero - one is the Roman counterpart to the Greek one). Ulixeus has a Greek hero feel to him (obviously, since coming from Theros) and his abilities reflect this. Ulixeus also has that multiplayer feel to him as well, being as his abilities aren't limited to the controller. I wanted to do something different with him in the sense that rather then just having a planeswalker that gives 'emblems', Ulixeus gives 'heroes' too. You can check him out in the planeswalker section of the card list. The rest of the story has yet to be written.
Planar Rifts:
Almost by fate, Selarom planeswalked to Rath, where he was marveled by Slivers and The Hive. With the war over and Volrath defeated, the plane was left to its own devices, where the Sliver flourished. Selarom spent many years studying the Sliver to try and find the key to creating life. Unable to do nothing more than create tools to help him study and probe the Hive, Selarom became restless. Until his probes began to go haywire, indicating that there were Slivers elsewhere – beyond Rath. Selarom traveled to Dominaria, where he found the Sliver even more evolved and resilient than Rath in Otaria, where the Cephalid Riptide scientists tried to revive and create Slivers of their own. Selarom studied their research to learn where they failed. Selarom was able to develop a Husk that enabled him to communicate directly with the Hive. Selarom was a bit more satisfied and decided to travel back to Hatillo and bring some of his best scientists with him. Unbeknownst to him, the Sliver Husk he developed was amplified by his Spark. As he planeswalked, he was able sense other Slivers across the planes in the Multiverse. Additionally, he was aware of other strong beings who had readings close to his own. Selarom would soon realize that he's able to sense other planeswalkers.
Selarom’s final stretch in his Sliver quest lands him on Shandalar. Here, the Sliver has evolved to its current apex. In Shandalar, there are multiple Hives, for lack of a Queen. Contrary to the savage Slivers of Dominaria, these Sliver appear more humanoid and only work for their own Hive. Thus there are different hives of Slivers that fight amongst each other. Selarom studied the evolution in these Slivers in order to enhance his husk. In doing so, he developed a “hive sense” that allowed him to follows others with “The Spark” across the Multiverse. He was now finally able to lock on to these sensations he felt across the Multiverse.
Able to sense the paths of others before him, he followed what seemed to feel like the greatest spark, Jace Beleren. Selarom Otreb reaches Ravnica and is marveled by the great city-plane. He is instantly drawn to the power emanating from a certain sector of the city, the Dragon’s Maze. Much to his dismay, he found nothing there, except two planeswalkers, Jace Beleren and Ral Zarek. Jace's incredible levels of power filled Selarom with marvel at how strong a planeswalker could actually become. However, it was Ral who interested him more. Ral Zarek not only possessed The Spark, but he was covered in magic-fuelled machinations. Following Ral, he realized that Ravnica was a plane of great magic, both life magic and developed magic. Selarom catches up with Ral and an instant bond is formed. Both do anything in the name of research, regardless of the outcome. Ral and Selarom come to the conclusion that the key to stable life is in “The Spark” itself. Planeswakers are the pinnacle of evolution. Ral is already able to create artificial life in the form of spell-based Weirds, but they lack stability. Selarom comments on the impressive and strange life wandering through Ravnica. Ral scoffs at the “aberrations” that are the Simic Guild’s mutants. Though Ral is selfish and Machiavellian, he realizes that Selarom's scientific mind is of great advantage. He determines that there is great convenience in maintaining Selarom as an ally. Leaving on good terms, Selarom embarks to the Simic in order to see what he can learn. In the mean time, Ral begins to study and experiment on creating beings that can emulate “The Spark”.
In order to earn the Simic’s trust, Selarom commits the naïve mistake of presenting Momir Vig with various Sliver specimens. Thanks to the Simic, Selarom is able to develop his own species of Sliver and not just constructs. However, as with the Riptide wizards, the lack of a Queen drove the Sliver uncontrollable. Before solving the problem, Selarom leaves Ravnica chasing after some Powerstone Silvers that seemed to have ripped through the very fabric of the Ravnican plane. The Simic are nearly annihilated by the Sliver until realizing that maybe, like the Golgari, the Sliver need a Hive. The Simic then develop Experiment S, a Queen-like Sliver Mutant that could control the Sliver. With this, the Simic could go from the brink of annihilation, to total dominance in Ravnica. Ral, not willing to stay and defend his guild and protect Niv-Mizzet’s dreams, decides to abandon Ravnica and follows Selarom to leave Ravnica at the mercy of the once again warring guilds. Having found nothing at the end of the Dragon’s Maze, Ral feels that there is nothing left for him in Ravnica. Using an apparatus Selarom provided him, Ral planeswalks towars Selarom.
If not for Ral’s technology, he would not survive arriving at the Blind Eternities. Selarom, near-death if not for his Husk, had fallen between planes, where the Slivers reached after ripping through Ravnica. Ral grabbed Selarom and planeswalked to a plane farthest from the Slivers while having no other choice than leaving the Slivers in the Blind Eternities, believing that they would not survive there. Ral and Selarom arrive at Velis Vel in Lorwyn. Unbeknownst to them, the Slivers began evolving in the Blind Eternities, merging into the entity called Judgement Sliver. After spending quite some time recuperating in Velis Vel, Selarom is able to communicate and control, to a certain extent, all the Changelings in Velis Vel. Ral and Selarom built a laboratory near Velis Vel where they continue their experiments. Just as Selarom is marveled by the Changelings as a possible species better than the Sliver, he and Ral get the feeling as if the very fabric of space-time was disintegrating. That’s when, beyond the rifts, they see the form of an unfathomable monster: Judgement Sliver. They suddenly hear a voice behind them: “These new planeswalkers… sigh… the agreement was to never summon a Sliver in Velis Vel…” Nissa Revane reached Velis Vel upon seeing some strange occurrences only to find these two strangers there. She planeswalks Ral and Selarom away from Lorwyn and to Zendikar. Here, she explains that she was back in Lorwyn to gather an army of elves to invade Innistrad and drag Sorin Markov to Zendikar to help with the Eldrazi menace. However, she saw a similar event happening in Velis Vel and found them there. So, hoping to kill two birds with one stone, she took them to Zendikar in the hopes that the monster they summoned in Velis Vel would follow them there and away from Lorwyn. Maybe the Eldrazi would fight with it and they would destroy themselves. This plan would backfire, being as the Lorwyn Changelings bonded with Judgement Sliver to form a new Hive, with none of the weaknesses of the other Hives. Judgement Sliver and its Hive of Changelings was controlling and adding all creatures of Lorwyn to its Hive, destroying the very fabric between the planes and the Æther in the process, collapsing the Multiverse amongst itself, distorting time and space.
Titanomachy: To be written.
The Collapse:
Realizing that the Judgement Sliver wasn’t going to Zendikar, Ral and Selarom knew that they couldn’t stay in such an inhospitable environment just waiting. Before leaving Nissa to her mission with Sorin, she said that they may need others to stop this "Collapse". Sorin Markov wanted to prevent it from happening in Zendikar, so he sealed the Eldrazi there. However, if they should leave, then the new Hive wouldn’t be the only menace to the Multiverse. With Selarom’s ability to sense other planeswalkers, he left with Ral to recruit others while Nissa went to Innistrad. Reluctant, Ral wasn't really interested in saving anything other than his own interests. However, he is no fool and understands that if the very fabric of space/time becomes unstable, nothing would be able to exist - himself included. Ral mentioned that he already knew of other planeswalkers in Ravnica. That’s where they should start. Upon leaving Selarom gave Nissa a similar apparatus as Ral in order to facilitate contact between them upon separation.
Upon reaching the chaos that became of Ravnica, they realized that their quest would prove even more difficult. While en route to the planeswalkers sensed, Niv-Mizzet appeared and attacked Ral for his betrayal. Selarom soon realized that Ravnica would be doomed regardless of the Judgement Sliver and left the fray with Ral while they could. Selarom finally tracked down Jace Beleren. Jace, having dealt with the Rise of the Eldrazi, would be an obvious choice to help, being as he also helped Ravnica with the eminent doom of the Dragon’s Maze.
Jace first worried about the war in Ravnica and how the Slivers’ inevitable evolution would be beyond the Simic’s control and they will destroy the plane. Jace told Selarom to enlist other planeswalkers while he went to once again solve Ravnica’s unrest. He agreed that Nissa should once again enlist Sorin in order to quell the problems in Zendikar, yet the Slivers must be stopped first – at all costs. Once again, Selarom provided this planeswalking colleague with an apparatus.
Sensing other planeswalkers that planeswalked via Ravnica, Selarom tracks down a planeswalker named Dack Fayden. Dack proved to be the greatest asset in the quest, being that he could simply touch the walls of Velis Vel and learn its secrets. While Dack planeswalked to Velis Vel, Selarom once again went with Ral to search for more planeswalkers. Sensing the Collapse, Karn ventured to the source of the collapse. The instability began to be so massive, that even deep within his created plane, Karn sensed something terribly wrong and left to its source. There, he encountered Dack Fayden who then explained the situation. Yet upon touching Karn, he was overcome by all the knowledge and was left in a coma. Remembering the situation with Phyrexia, Karn knew that this would destroy the entire Multiverse. He created a small, pocket plane and took Dack to it to recover. He then left in search of Selarom thanks to the apparatus given to Dack.
Karn finds Selarom and they discuss the plan. Karn had left a beacon in his plane for the rest to follow. Karn mentioned that he will not allow any more friends to sacrifice themselves for the greater good, just as his creator, Urza, had done along with the likes of Teferi, Venser, and Freyalise. If enough planeswalker use their abilities, maybe the collapse could be dealt with and avoided. Soon afterwards, Jace reaches Selarom with Domri Rade and Gideon Jura. Domri, attracted by the allure of the monsters that lay ahead, and Gideon, finally able to return to Zendikar with a battalion (he commanded in the Boros Legion) in order to resolve the problems he left there in standby. Though Domri is a planeswalker who had only recently awakenend his Spark, Ral and Selarom are in the same state. The team should take advantage of all the help they can get. However, not wanting to wait for Nissa, they go to Innistrad. Upon their arrival, they encounter a great war. However, not between Nissa and Sorin, but between Sorin and Tibalt, where Nissa ended up aiding Sorin. With the group of planeswalkers entering Innistrad, Tibalt is overwhelmed and leaves. With all settled, everyone planeswalks to Karn's pocket plane to regroup.
Sorin is underwhelmed by the planeswalkers assembled in order to deal with the problems not only of Zendikar but of the entire Multiverse. He reminds Jace and Nissa that even with Jideon they failed. Ugin before them had failed. Ral, realizing that the new planeswalkers were basically being insulted, was just about to give Sorin a piece of his mind when Karn's plane started to distort.
Ironically, the Judgement Sliver amalgamation was actually pursuing Selarom Otreb, considering him to be its/their Queen. Before even being able to travel the Multiverse in search of other planeswalkers, the problem arrived to them. Selarom then realized that Judgement Sliver was following him. There was no other way for it to have reached Karn's synthesized plane. Sorin was against taking the entity to Zendikar and would rather just take advantage of it having found them. Nothing was working against Judgement Sliver. During the battle Selarom was sensing Judgement Sliver's feelings and instincts. Selarom notices that it's a scrambled mess and that this amalgamation just wanted stability; it's merely following its instinct. It's the drawback of being without a Queen. Selarom realized that it would have to merge with Judgement Sliver just as the other creatures had done so. His Husk that made him so sensitive to Slivers would undoubtedly be a tool to accomplish it. He lets his allies know of his intentions. There's a risk of the monster becoming stronger. However, there's been no other way to deal with it. Karn was a bit hesitant but Selarom simply replies with: "Don't worry, shiny, I've only known you a few moments. Just don't consider me a friend." Selarom happily volunteers his life to merge with his greatest creation. Using his Spark and his husk, Selarom merges with Judgement Sliver becoming Selarom, Sliver King in the process, a sentient Sliver Deity, no longer possessing “The Spark”, but still capable of planeswalking and having Selarom’s mind and conscience. With his plan a success, Selarom then follows the driving force within him and goes to every plane possessing Slivers and takes them to all to Rath. The damage not being so massive as to be irreversible, slowly but surely the rifts were mended, thus halting the Collapse.
NOTE:
I'm considering doing something a bit different for this block. The main story is the warring deities in Hatillo. However, there is a side story of a collapse caused by Selarom Otreb. Therefore, in the sets Planar Rifts and The Collapse, all cards pertaining to the side story will have a purple expansion symbol (like the Timeshifted cards in the Time Spiral block). However, these cards will occupy a space in the "booster pack" pertaining to its rarity.
Key places in this new plane, Hatillo (as ruled by their respective deity):
Abismolus:
Cryozh Ridge (UBRS)
Gargantua Ocean (UBG)
Abysmol Trench (URG)
Eloramu Isles (BRG)
Noraria:
Cirrus City (WBR)
Stratus Planes (RWU)
Nimbus Mount (UBR)
Cumulus Circles (WUB)
Ferngath:
Mordant Marshes (GUB)
Rakuen Eden (GWU)
Yumac Caverns (WUB)
Verlorene Forest (BGW)
Tutankh:
Scorchfeld Brushland (RGW)
Adiv Oasis (GWU)
Oriya Canyons (RWU)
Ondof Valley (URG)
Cannac:
Araz Jungle (BRG)
Blisterblast Plateu (WBR)
Oces Deepwood (RGW)
Dira Scrubland(BGW)
MECHANICS:
I'm still working on unique mechanics per se for the set, but for the moment I got these:
- New keyword: Hiveshift X. This is basically just soulshift X with slivers instead of sprits.
- New keyword: Chaotic - (effect). Whenever is rolled on the planar die, this ability triggers.
- Upgraded to keyword: Flicker. Much like Fear became a keyword (static ability), Flicker will become a keyword that basically has the card's wording effect (like so many cards that have said effect). For example, Cloudshift would be reworded: Flicker target creature you control.
- New mechanic: Riftcast (cost). The riftcast mechanic works like Flicker but it's an activated ability for spells while they're on the stack. For instance, say I cast a spell (called Spell #1 for sake of the argument) which has Riftcast UU. An opponent does something in response that targets that spell (casts Spell #2). While Spell #1 is on the stack, I can pay its Riftcast spell (like an activated ability). This effect goes on the stack (after Spell #2). When the Riftcast ability resolves, Spell #1 is exiled from the stack then returned to the stack. And where's it returned? You guess it, at the end of the stack. And, just as with permanents that are flickered, a riftcast spell is a new instance of a spell, so spells or effects that targeted that spell lose their legal target. Also, a riftcast spell that has a target can change its target upon being riftcast.
So basically, a riftcast spell is being "moved" to the point in the stack where its Riftcast ability first resolves. Pretty cool, huh? This mechanic is tied to the theme and flavor of my set having to do with rifts, teleportation, shapeshifting, planeswalking, flickering, etc. I hope I explained this mechanic with as much clarity as possible.
In summation, all cards with Riftcast will be like this:
Riftcast {Mana} (If this spell is on the stack, you may pay {Mana}. If you do, exile this spell, then put it back on the stack. You may choose new targets for this spell.) Tons of thanks to osieorb18 for the simplification!
- new keyword: Immortal. (Whenever this creature dies, return it to your hand.)
- new keyword: Summon - (effect). (Whenever a is rolled, this ability triggers.)
- new keyword: Upgrade - (effect). (You may sacrifice a non-creature artifact as part of this creature's casting cost. If you do, this creature enters play with the upgrade effect.)
- new keyword: Tribute - (effect). (You may sacrifice a non-artifact creature as part of this creature's casting cost. If you do, this creature enters play with the tribute effect.)
- new keyword: Bombheart X. (When this creature dies, it deals X damage to target creature or player.)
- new keyword: Manasurge (mana). (When this creature enters the battlefield, add (mana) to your mana pool.)
Anywho, on with the unveiling (to date, I've yet to organize the sets - will do so soon!). By no means do these cards belong to the same set. These are the ideas of all the cards (so far) that I've designed for the block. They will eventually be divided and organized (and the rarity as well). For the moment, I'm gonna identify which of the 3 sets the Sliver-related cards are gonna appear in. EDIT:
The sliver-related cards have been placed in their respective sets. They can be found here and here.
Others:
Lands:
Secret Library Land
:symtap:: Add 1 to your mana pool.
Cards in your library cannot be looked at, by, or revealed to other players by abilities your opponents control.
Massive Glacier Snow Land
When Massive Glacier enters the battlefield, sacrifice it unless you return an untapped Island you control to its owners hand.
:symtap:: Add 2 to your mana pool.
Wandering Isle of Aron Legendary Land Creature - Island Turtle(Color indicator: Blue) (Wandering Isle of Aron isn't a spell, it's affected by summoning sickness, and it has ":symtap:: Add U to your mana pool.")
When Wandering Isle of Aron enters the battlefield, tap three Islands you control or sacrifice Wandering Isle of Aron.
If you control less than three Islands, sacrifice Wandering Isle of Aron. 1, :symtap:: Add URG to your mana pool.
3/5
Bog of Illusions Enchantment Land - Illusion(Color indicator: B) (Bog of Illusions isn't a spell.)
:symtap:: Add B to your mana pool.
Isle of Illusions Enchantment Land - Illusion(Color indicator: U) (Isle of Illusions isn't a spell.)
:symtap:: Add U to your mana pool.
Field of Illusions Enchantment Land - Illusion(Color indicator: W) (Field of Illusions isn't a spell.)
:symtap:: Add W to your mana pool.
Jungle of Illusions Enchantment Land - Illusion(Color indicator: G) (Jungle of Illusions isn't a spell.)
:symtap:: Add G to your mana pool.
Fissure of Illusions Enchantment Land - Illusion(Color indicator: R) (Fissure of Illusions isn't a spell.)
:symtap:: Add R to your mana pool.
Village of Illusions Enchantment Land - Illusion (Village of Illusions isn't a spell.)
:symtap:: Add 1 to your mana pool.
Scorchfeld Farmlands Land
Chickens, Goats, and Cows get +1/+1. 2:symtap:: Put a 0/1 green Cow creature token into play. 2:symtap:: Put a 0/1 white Goat creature token into play. 3, sacrifice X Cows: Put X +1/+1 counters to target creature you control. 3, sacrifice X Goats: Gain X life.
Intet's Basin Land - Lair
When Intet's Basin enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add U, R, or G to your mana pool.
Numot's Wasteland Land - Lair
When Numot's Wasteland enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add R, W, or U to your mana pool.
Oros's Ridge Land - Lair
When Oron's Ridge enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add W, B, or R to your mana pool.
Teneb's Cemetery Land - Lair
When Teneb's Cemetery enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add B, G, or W to your mana pool.
Vorosh's Marsh Land - Lair
When Vorosh's Marsh enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add G, U, or B to your mana pool.
Thermal Spring Land
Thermal Spring enters the battlefield tapped.
:symtap:: Add U, R, or G to your mana pool.
Volcanic Temple Land
Volcanic Temple enters the battlefield tapped.
:symtap:: Add W, B, or R to your mana pool.
Revitalizing Springs Land
Revitalizing Oasis enters the battlefield tapped.
:symtap:: Add R, W, or U to your mana pool.
Lush Wetlands Land
Lush Wetlands enters the battlefield tapped.
:symtap:: Add G, U, or B to your mana pool.
Hidden Gravesite Land
Hidden Gravesite enters the battlefield tapped.
:symtap:: Add B, G, or W to your mana pool.
Noraria's Cloudscape Land
Noraria's Cloudscape enters the battlefield tapped.
When Noraria's Cloudscape enters the battlefield, you lose 1 life.
:symtap:: Add W, U, B, or R to your mana pool.
Ferngath's Grotto Land
Ferngath's Grotto enters the battlefield tapped.
When Ferngath's Grotto enters the battlefield, you lose 1 life.
:symtap:: Add W, U, B, or G to your mana pool.
Tutankh's Oasis Land
Tutankh's Oasis enters the battlefield tapped.
When Tutankh's Oasis enters the battlefield, you lose 1 life.
:symtap:: Add W, U, R, or G to your mana pool.
Cannac's Ridge Land
Cannac's Ridge enters the battlefield tapped.
When Cannac's Ridge enters the battlefield, you lose 1 life.
:symtap:: Add W, B, R, or G to your mana pool.
Abismolus's Abyss Land
Abismolus's Abyss enters the battlefield tapped.
When Abismolus's Abyss enters the battlefield, you lose 1 life.
:symtap:: Add U, B, R, or G to your mana pool.
Enchantments:
Auras:
Limbo Anchor2WB Enchantment - Aura
Enchant permanent
Enchanted permanent can't leave the battlefield as long as Limbo Anchor is on the battlefield. 3: Attach Limbo Anchor to target permanent.
Greaves from The Shard4 Enchantment - Aura
Enchant Planeswalker
Whenever enchanted planeswalker uses a loyalty ability, add one loyalty counter to it.
Shield from The Shard2WW Enchantment - Aura
Enchant Planeswalker
All noncombat damage dealt to you cannot be redirected to enchanted planeswalker.
Armor from The Shard2GG Enchantment - Aura
Enchant Planeswalker 2: Prevent 1 damage to enchanted planeswalker.
Weapon from The Shard2RR Enchantment - Aura
Enchant Planeswalker
Whenever a creature would assign combat damage to enchanted planeswalker, that creature first receives X damage, where X is the amount of loyalty counters on enchanted planeswalker.
Helm from The Shard2UU Enchantment - Aura
Enchant Planeswalker
Enchanted planewalker gains hexproof.
Cloak from The Shard2BB Enchantment - Aura
Enchant Planeswalker
Enchanted planeswalker gains "-X: Remove X loyalty counters from target planeswalker and add X-2 loyalty counters to enchanted planeswalker. X cannot exceed the number of loyalty counters on target planeswalker."
Airborne Virus2B Enchantment - Aura
Enchant creature
Whenever a creature is dealt damage by enchanted creature, put a token that's a copy of Airborne Virus onto the battlefield attached to that creature.
Enchanted creature has "At the beginning of your upkeep, put a -1/-1 counter this creature."
Shoot the Random Hostage1UB Tribal Enchantment - Pirate Aura
Enchant creature
As long as enchanted creature is a Pirate it has ":symtap:: Destroy target creature opponent controls chosen at random.". "Parley...? They have 5 seconds to comply."
Penumbra Shadow3G Enchantment - Aura
Enchant creature
When enchanted creature dies, put a token onto the battlefield that's a copy of it except it's black.
Marooned on a SandbarU Tribal Enchantment - Pirate Aura
Enchant Island you control
When Marooned on a Sandbar enters the battlefield, exile target creature until Marooned on a Sandbar leaves the battlefield.
World Enchantments:
Evanescence2UU World Enchantment - Rift U, Exile a nonland card from your hand: Target permanent gains fading 3.
Boreal RiftsSS World Enchantment - Rift S: Roll the planar die. On a , remove all age counters from all permanents on the battlefield. On a :chaos:, double the amount of age counters on all permanents on the battlefield. Any player may play this ability only during his/her turn and only any time he/she could cast a sorcery.
Temporal Juxtaposition3 World Enchantment - Rift
The "world rule" does not apply.
Unstable RiftsBB World Enchantment - Rift
As Unstable Rifts enters play, choose a creature type. BB, roll the planar die: On a , exile all creatures of the chosen type. On a :chaos:, return to the battlefield all creatures of the chosen type that are exiled. (All creatures exiled so far in the game, not just exiled with Unstable Rifts.) You may play this ability only any time you could cast a sorcery.
Caster's Wormhole3UR World Enchantment - Rift
All spells have "Roll the planar die: On a , this spell is riftcast. On a :chaos:, counter this spell."
Transcending EnvyBB World Enchantment
Whenever a player gets an emblem, each other player gets the same emblem.
Mana Burn :sym2r::sym2g: World Enchantment
Whenever mana empties from a player's mana pool, Mana Burn deals 1 damage to that player for each mana that emptied this way.
Primal BalanceG World Enchantment
Except for mana abilities, all lands lose all abilities. "Finally, the world is peaceful; retored to its original beauty." - Arachne
Paradox ThawSSSS World Enchantment
Cummulative upkeep - Remove a counter from another target permanent. "It's quite a trick to warm things with cold air, no?" - Freyalise
Enchantments:
Masque of Death1WWBB Enchantment
Whenever a creature dies, it's controller may choose a creature card in his or her graveyard and put it onto the battlefield. Everyone in Noraria's court waltzes to the rhythm of the rise and fall of souls in Hatillo.
RegretBB Enchantment
Whenever an opponent discards a card, that player loses 2 life. Trust me, there is no worse feeling than regret.
Unlimited Access4GG Enchantment
When Unlimited Access comes into play, each player puts his or her library into his or her hand.
Each player skips his or her discard phase and does not lose as a result of being unable to draw a card.
Each player cannot play more than one spell each turn.
If Unlimited Access leaves play, each player shuffles his or her hand and graveyard into his or her library.
Argentification2UU Enchantment
Whenever a creature deals damage to you, put a silver counter on it.
When Argentification leaves the battlefield, remove all silver counters from all creatures.
:symtap:: Tap all creatures with silver counters on them.
Commandeering a Fleet1U Tribal Enchantment - Pirate UU: Search your library for a Ship card and put it in your hand. Then shuffle your library. "Just how does one come about commandeering an entire fleet? One ship at a time."
Give No Quarter2UB Tribal Enchantment - Pirate
Whenever a creature would be dealt damage, destroy that creature.
Remember the Nephilim2GW Tribal Enchantment - Nephilim
Each creature you control get +1/+1 for each of its colors. "They were not vanquished; they were merely interrupted..." - Bougrat, of the Cult of Yore
Aurora BorealisS Snow Enchantment S: Target land is Snow in addition to its other types.
Hibernaculum2S Snow Enchantment SS, exile a creature card from your hand: Put four time counters on the exiled card. If it doesn't have suspend it gains suspend.
Halcyon Days1U Snow Enchantment
Snow permanents don't untap during their controllers' untap step. At any time, any player may lose 5 life and you sacrifice Halcyon Days.
Névé3RS Snow Enchantment
Mountains you control are snow in addition to their other types.
Whenever you tap a snow mountain you control for mana, that land adds an additional R to your mana pool.
Tangible Shadows2BB Enchantment
Creatures you control can't be blocked except by two or more creatures.
Creatures you control can block an additional creature.
Creatures:
Anabethla, the Disgraced3WWBB Legendary Creature - Angel Demon
Flying, extort.
Each permanent with a limbo counter on it can't leave the battlefield as long as Anabethla is on the battlefield.
Pay 2 life, :symtap:: Put a limbo counter on target permanent other than Anabethla, the Disgraced. Caught between grace and damnation, limbo is the one true punishment.
5/5
Chicken of the Golden EggsG Legendary Creature - Chicken
Shroud 2: Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool." No one knew where this fabled creature dwelled. Its keeper knew how to keep its existence a mere myth.
1/3
Mercenary Armada3UB Creature - Human Rogue
Mercenary Armada can't attack unless defending player controls an Island. 3: Target creature other than Mercenary Armada gains protection from creatures until end of turn.
When you control no Islands, sacrifice Mercenary Armada.
2/4
Goblin SycophantR Creature - Goblin Advisor
Prevent all damage that would be dealt to Goblin Sycophant from sources you control. Araz Goblins's survival skillset includes deception, betrayal, and flattery - none of which are useful outside of a forum.
1/1
Tropical PoachersG Creature - Human Pirate G, :symtap:, Discard a card: Put a 0/1 green Bird creature token with flying named Birds of Paradise onto the battlefield. It has ":symtap:: Add one mana of any color to your mana pool." "To some pirates no kind of merchandise is taboo."
1/1
Scroll Merchant1U Creature - Human
When Scroll Merchant dies, you may exile it. If you do, search your library for an instant or sorcery card, reveal that card, and put it in your hand. Then shuffle your library. Not only did the pirates take his secrets, but they did an amazing job of disposing the evidence.
1/1
Goblin Bureaucrat2R Creature - Goblin Advisor
Creatures you control have haste.
Creatures your opponents control lose haste and can't have or gain haste. Araz is a strange place if people are the savages and goblins the diplomats.
1/1
Araz BerserkerRR Creature - Human Berserker
Haste
3/1
Corrupt Council1RR Creature - Goblin Advisor
Whenever a Dragon enters the battlefield, you may sacrifice any number of goblins. If you do, that Dragon enters the battlefield with X +1/+1 counters on it, where X is the number of Goblins sacrificed. Elected to serve the populace. Paid to serve the menace.
2/2
Apocalypse Slime3BG Creature - Ooze
Indestructible
At the beginning of your upkeep, sacrifice another permanent chosen at random, then put a number of +1/+1 counters on Apocalypse Slime equal to that permanent's converted mana cost.
If at any time you control no other permanents, sacrifice Apocalypse Slime.
1/1
Exceptional Transformation3:symur::symur: Creature - Weird Shapeshifter
You may have Exceptional Transformation enter the battlefield as a copy of any artifact, creature, or non-Aura enchantment on the battlefield, except it's a creature in addition to its other types, with power and toughness each equal to the copied permanent's converted mana cost.
0/0
Simulating "The Spark"3:symur::symur: Creature - Weird Shapeshifter
You may have Simulating "The Spark" enter the battlefield as a copy of any planeswalker on the battlefield, except it's a Weird Creature with power and toughness each equal to the copied permanent's converted mana cost. "So close, yet so far! Still not enough!" - Ral Zarek
0/0
Cirrus BankerWU Creature - Human Advisor
If you would pay the cumulative upkeep cost of a permanent you control, you may tap Cirrus Banker instead.
0/1
Cryozh Tortoise1U Snow Creature - Turtle
Cryozh Tortoise's power and toughness is equal to the amount of age counters on all permanents you control. S: Add an age counter to target permanent with cumulative upkeep you control. S: Remove an age counter from target permanent with cumulative upkeep you control. A shell as massive as the ice it accumulates.
*/*
Auraling3WW Creature - Shapeshifter W: Move target creature enchantment to Auraling. W: Attach target Equipment to Auraling. W: Auraling gains protection from the color of your choice until end of turn. 1: Auraling gets +1/-1 until end of turn. 1: Auraling gets -1/+1 until end of turn.
3/3
Plagueling3BB Creature - Shapeshifter B: Target creature damaged this turn by Plagueling must be sacrificed by its controller. B: Provoke. B: Plagueling gets poisonous 1 until end of turn. 1: Plagueling gets +1/-1 until end of turn. 1: Plagueling gets -1/+1 until end of turn.
3/3
Blooming Mantrap3GG Enchantment Creature - Plant
During your upkeep you may sacrifice a creature. If you do, add a growth counter on Blooming Mantrap.
Sacrifice Blooming Mantrap: Search your library for a number of lands equal to the number of Growth Counters that were on it and put them into play tapped, then shuffle your library.
1/5
Capricorn Healer2U Creature - Goat Merfolk 1: Add one mana of any color to your mana pool.
:symtap:: Target player gains 4 life.
0/5
Sagittarius Hunter4GG Creature - Centaur Archer
Reach
Sagittarius Hunter enters the battlefield with 8 arrowhead counters on it.
:symtap:, remove an arrowhead counter from Sagittarius Hunter: Put a -1/-1 counter on target creature.
4/4
Aries Champion5R Creature - Goat Berserker
Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.)) RRR: Aries Champion gets double strike and trample until end of turn.
3/3
Taurus Warrior2RR Creature - Minotaur Warrior
Taurus Warrior gets +2/+1 for each equipment attached to it.
:sym2r:: Attach target equipment you control to Taurus Warrior.
3/3
Gemini Assassins4BB Creature - Shapeshifter Assassin
Shadow 1BB, :symtap:: Destroy target creature. You may put a token that's a copy of the destroyed creature onto the battlefield.
2/2
Cancer Kraken7UU Creature - Crab Kraken
Cancer Kraken's power and toughness are equal to the number of Islands in play.
All lands are Islands in addition to their other types.
*/*
Virgo Enchantress1WW Creature - Human Wizard
Whenever an enchantment enters play, gain 2 life.
Whenever a nontoken enchantment enters the battlefield, you may pay 2. If you do, put a token into play that's a copy of that enchantment.
0/2
Scorpio Hydra-Tailed5G Creature - Scorpion Hydra
First strike, deathtouch, poisonous 5.
Scorpio Ten-Tails enters the battlefield with 5 +1/+1 counters on it.
-1/-1
Aquarius Great-Maw6UU Creature - Leviathan Whale
Defender
If at any time you control no Islands, sacrifice Aquarius Great-Maw. 1UU: Tap target permanent. That permanent doesn't untap during its controller's untap step.
10/10
Pisces Summoner3UU Creature - Fish Wizard
When Pisces Summoner enters the battlefield, put a 1/1 blue Homarid creature token, 2/2 blue Oyster creature token, and a 3/3 blue Crab creature token onto the battlefield. 3UU,:symtap:: Flicker Pisces Summoner.
2/2
Leo Havocmonger3BB Creature - Cat Devil
Persist
Whenever Leo Havocmonger enters the battlefield or leaves the battlefield, target player discards a card.
2/2
Scorchfeld Poulterer2G Creature - Human
At the beginning of your upkeep, put an egg counter on Scorchfeld Poulterer.
:symtap:, Remove an egg counter from Scorchfeld Poulterer: Put a 1/1 green Chicken creature token into play.
When Scorchfeld Poulterer dies, put X 1/1 green Chicken tokens into play, where X is the amount of egg counters on Scorchfeld Poulterer.
1/1
Pearl Oyster2UU Creature - Oyster
Indestructible
:symtap:: Put a pearl counter on Pearl Oyster.
Remove a pearl counter from Pearl Oyster: Add W to your mana pool.
0/3
Nekusar's SerfsUBR Creature - Zombie B: Regenerate Nekusar's Serfs.
Sacrifice Nekusar's Serfs: Add UBR to your mana pool.
1/1
Nekusar's Advisors1UBR Creature - Zombie Advisor B: Regenerate Nekusar's Advisors. UR,:symtap:: Each player discards his or her hand and draws seven cards.
1/1
Gelid MermaidUU Creature - Siren
Multikicker S
Gelid Mermaid enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1/1
Arachne, Hidden Guardian3BG Legendary Creature - Spider Human
Reach
:symtap:: Tap target creature and put a web counter on it.
Each creature with a web counter on it doesn't untap during its controller's untap step.
2/5
Elite Harpoonist1UB Creature - Human Pirate
First strike, reach.
:symtap:: Destroy target blue creature.
3/1
Pegasus Paladin1WW Creature - Human Knight
Horsemanship, flying
2/2
Angel of the Frontlines1WWW Creature - Angel
Flying, immortal
2/2 Anyone would volunteer to be on the frontlines - if they couldn't die...
Endless Slime3GG Creature - Ooze
Endless Slime enters the battlefield with three +1/+1 counters on it. 3GG, Sacrifice Endless Slime: Put a token onto the battlefield that's a copy of Endless Slime.
0/0
Caustic Ooze1GUB Creature - Ooze
Wither
Caustic ooze can block any number of creatures.
3/5
Viscous Visionary1GU Creature - Ooze Wizard
Prevent all damage dealt to Viscous Visionary. 1G, Sacrifice an untapped creature: Put a green X/X Ooze creature token into play where X is the sacrificed creature's power. "All the powers that Ferngath has given me. I was but muck on the ground. Now, I give new shape to life!"
2/2
Goblin Cardiologist1RR Creature - Goblin Cleric
Other goblin creatures you control have bombheart 1. "I can't promise the procedure will completely heal you. But at least everyone's gonna know when you pass away...!"
1/1
Harbinger of CannacRG Creature - Human Cleric WB, :symtap:: Destroy all non land, non creature permanents. Use this ability only if you control a card named Cannac, the Savage. "Soon the world will be overcome by beasts and primal order will be restored."
2/2
Harbinger of NorariaBR Creature - Human Cleric WU, :symtap:: Return all non land permanents to their owners' hand. Use this ability only if you control a card called Noraria, the Proud. "Noraria may reside in her majestic palace in the center of Cirrus City but here she can gaze upon her entire realm - the entire world, ever searching for those worthy enough to be ascended into her paradise."
2/2
Harbinger of FerngathWU Creature - Human Cleric BG, :symtap:: Destroy all creatures. Use this ability only if you control a card named Ferngath, the Life. "When Ferngath decides to wipe the slate clean, I will be more than happy to return to dust if it so pleases my master."
2/2
Harbinger of TutankhWG Creature - Human Cleric UR, :symtap:: Tap all permanents. Use this ability only if you control a card named Tutankh, the Mercy. "The rest of this forsaken world need to learn to appreciate what is truly important; being a part of the balance around us. Soon will they know the reality of being just a speck of dust in this vast world."
2/2
Harbinger of AbismolusGU Creature - Merfolk Cleric BR, :symtap:: Destroy all lands. Use this ability only if you control a card named Abismolus, the Deep. "When Abismolus wakes, it will remember its purpose in this world. It will purge all. The world will not simply have an ocean but be an ocean."
2/2
Noraria, the Light1WUBR Legendary Creature - Angel Deity
Non-green creatures you control get +1/+1 and have immortal, flying, and first strike.
Green permanents have echo.
:symtap:: Gain control of target creature.
3/3
Ferngath, the Life1GWUB Legendary Creature - Basilisk Deity
Non-red creatures you control get +1/+1 and have lifelink, persist, and deathtouch.
Red spells cost 2 more to cast.
:symtap:: Return target creature from your graveyard to the battlefield.
3/3
Tutankh, the Mercy1RGWU Legendary Creature - Wurm Deity
Non-black creatures you control get +1/+1 and have vigilance, hexproof, and haste.
Permanents you control can't be the target of black spells.
:symtap:: Put a 5/5 green Wurm creature token with trample onto the battlefield.
3/3
Cannac, the Savage1BRGW Legendary Creature - Dragon Deity
Non-blue creatures you control get +1/+1 and have double strike, fear, and trample.
Blue spells cost 2 more to cast.
:symtap:: Destroy target creature.
3/3
Abismolus, the Deep1UBRG Legendary Creature - Leviathan Deity
Non-white creatures you control get +1/+1, are unblockable, and have frenzy 2 and poisonous 1.
White permanents and Plains come into play tapped.
:symtap:: Destroy target land.
3/3
Thundercloud Summoner3WW Creature - Angel Wizard
Flying Summon - Put a 6/1 red Elemental creature token with trample, haste, and "At the beginning of the end step, sacrifice this creature." onto the battlefield. "It's one thing to cast thunder; quite another to give it life."
3/3
Dragonridge Summoner2R Creature - Goblin Wizard Summon - Put a 5/5 green Wurm creature token with trample onto the battlefield. "They all laughed at Bok. Since Bok's tamed the wurm cave, only Bok laughs now."
1/1
Cloudscape Familiar1W Creature - Angel
Red spells and blue spells you cast cost 1 less to play.
Immortal "I may be frail, but for my devotion I've been blessed by Noraria to tread the clouds in her realm."
1/1
Wavescape Familiar1U Creature - Merfolk
Green spells and black spells you cast cost 1 less to play.
Wavescape Familiar is unblockable. "These pirates want control of the entire oceans. How foolish to the think the oceans are simply the surface."
1/1
Gravescape Familiar1B Creature - Goblin
White spells and red spells you cast cost 1 less to play.
Bombheart 2 "Amongst the aftermath of the savagery, something can always be salvaged from the death and bodies. Bones for tables, chairs, beds, cribs..."
1/1
Dunescape Familiar1R Creature - Human
Blue spells and green spells you cast cost 1 less to play.
Horsemanship "This desert life may seem harsh to outsiders, but my tribe is born and raised on the importance of harmony between every element here."
1/1
Marshscape Familiar1G Creature - Ooze
Black spells and white spells you cast cost 1 less to play.
Deathtouch "Life and death. These are the only things that matter to Ferngath. The balance between them depends on his mood, of course."
1/1
Archangel of Glory3WWW Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Glory deals combat damage to a player, put a +1/+1 counter on each of your creatures. "The glory of Noraria is measured by her followers' devotion."
5/5
Archangel of Reason3UUU Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Reason deals combat damage to a player, you may draw two cards. "We are always prepared to thwart any threat to Noraria's skies."
5/5
Archangel of Pennance3BBB Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Pennance deals combat damage to a player, you may choose a creature card in that player's graveyard and put it onto the battlefield under your control. "You have no idea of Noraria's expectations of your pennance..."
5/5
Archangel of Retribution3RRR Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Retribution deals combat damage to a player, you may have Archangel of Retribution deal 5 damage to target creature or player. "Immolation is guaranteed for those who cross Noraria!"
5/5
Spells:
ReconfigureUR Instant
Counter target artifact spell. Reconfigure deals 2 damage to its controller.
ResynthesizeUURR Instant
Counter target spell. Resynthesize deals X damage to its controller, where X is that spell's converted mana cost. "It burns!"
MaleficeUBR Instant
Counter target spell. Its controller loses 2 life and discards a card at random.
Prevent1UU Instant
Kicker U
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
If Premonition was kicked, search its owner's graveyard, hand, and library for a card with the same name as the countered spell and exile it. Then that player shuffles his or her library.
Unhindered Response1U Instant
Riftcast 1
Counter target non creature spell.
Premonition1U Sorcery
Buyback U
Look at the bottom card of your library. You may put that card into your hand. "Ahhhhh...! I knew it!"
Corpse HarvestB Sorcery
As an additional cost to cast Corpse Harvest, sacrifice any number of creatures.
Add BB to your mana pool for each creature sacrificed this way.
Gone BerserkRRRR Sorcery
Each creature target player controls deals damage equal to its power to another creature that player controls, chosen at random.
Pact of Teleportation0 Instant
Exile target planeswalker.
At the beginning of your next upkeep, pay 4. If you don't, you lose the game.
Bleeding Out2BB Instant
Cast Bleeding Out only during an upkeep step.
When you cast Bleeding Out, choose a player.
Until end of turn, whenever a spell or effect causes the chosen player to lose life, they lose twice that amount instead.
Warping Wish5 Sorcery
You may choose a planeswalker card you own from outside the game, reveal that card, and put it into your hand. Exile Warping Wish. He wished for a route, but not for the directions to navigate it.
Enlightenment/Naïvety Enlightenment2W Sorcery
Put X level counters on target permanent where X is the amount of level counters needed to reach its maximum level. Naïvety1B Sorcery
Remove all level counters from target permanent.
Reduce/Reuse Reduce3BR Sorcery
Each player sacrifices a permanent of each type.
Fuse (You may cast one or both halves of this card from your hand.) Reuse3WB Sorcery
Each player returns a permanent card of each type from his or her graveyard to the battlefield.
Fuse (You may cast one or both halves of this card from your hand.)
Land Ho!U Tribal Sorcery - Pirate
Search your library for an Island, Mountain, or Forest and put it onto the battlefield. Then shuffle your library.
Buried TreasureU Tribal Sorcery - Pirate
Search your library for a non land card and put that card into your graveyard. Then shuffle your library.
Breath of Niv-MizzetXUR Sorcery
Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top X cards of his or her library into his or her graveyard. "May I burn away everything but your betrayal!"
Sound ReasoningX2UU Instant
Prevent all combat damage. For the next X turns, players skip their combat phase. "There was nothing here besides a test to prove that your true strength lies in unity." - Jace Beleren
Inconsistent Bolt1UR Instant
Madness :symur:, kicker 1:symur:, flashback 2
Roll a four-sided die. Inconsistent Bolt deals damage equal to the number rolled to target creature or player.
If the kicker cost was paid, roll a six-sided die instead.
Shipwreck SalvageU Tribal Sorcery - Pirate
Return target artifact from your graveyard to your hand.
Favorable Weather1U Instant
Multikicker 2U
Until end of turn, blue creatures you control gain haste.
For each time Favorable Weather was kicked, target blue creature becomes unblockable until end of turn.
Pomp // Circumstance PompWU Instant
Target creature gets +1/+1, flying, and hexproof until end of turn. Circumstance1BR Instant
Destroy target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Pride // Prejudice Pride1GW Sorcery
Choose a creature type. Put a +1/+1 counter on each creature of the chosen type. Prejudice1UB Sorcery
Choose a creature type. Put a -1/-1 counter on each creature of the chosen type.
Fuse (You may cast one or both halves of this card from your hand.)
Sacred // Profane Sacred4WW Sorcery
For the rest of the game, white creatures you control get +1/+1. Profane4BB Sorcery
For the rest of the game, black creatures you control get +1/+1
Fuse (You may cast one or both halves of this card from your hand.)
Planeswalkers:
Ral Zarek, Rift Transverser2UR Planeswalker - Ral
+1: Return target creature to its owner's hand.
-2: Put a 1/1 blue and red Weird Wizard creature token with ":symur::symur:, :symtap:, sacrifice this creature: copy target instant or sorcery spell." onto the battlefield.
-7: You get an emblem with "Chaotic - Take an extra turn after this one."
Loyalty: 3
Tibalt, the Half-Devil1RR Planeswalker - Tibalt
+1: Draw 2 cards, then discard 2 cards at random.
-2: Tibalt, the Half-Devil deals 3 damage to target creature or player.
-5: You get an emblem with "Each card in your hand has madness. The madness cost is equal to its casting cost."
Loyalty: 3
Ulixeus, Leader of Heroes4WU Planeswalker - Ulixeus
+1: Put three 1/1 white and blue Soldier creature tokens onto the battlefield under target player's control.
-3: Choose a hero card you own from outside the game and put it onto the battlefield under target player's control.
-5: Target player gets an emblem with "At the beginning of your upkeep, each opponent puts a 1/1 white and blue Soldier creature token onto the battlefield."
Loyalty: 4
Artifacts:
Abyss, the Dreadship3WUB Legendary Tribal Artifact - Spirit Ship
Whenever you control no Islands, sacrifice Abyss, the Dreadship.
At the beginning of each end step, gain control of all creatures that died that turn.
Eloramu Slave Ship2BB Artifact - Ship
:symtap:: Gain control of target creature for as long as you control Eloramu Slave Ship. Use this ability only if you control more creatures than target creature's controller.
Ice RodX3U Artifact
Ice Rod comes into play tapped with X charge counters on it.
Ice Rod doesn't untap during your untap step.
:symtap:: Target permanent gains cumulative upkeep X, where X is the number of charge counters on Ice Rod. 3: Untap Ice Rod. Use this ability only once per turn. (X is the number of charge counters on Ice Rod.)
Fire RodX3R Artifact
Fire Rod comes into play tapped with X charge counters on it.
Fire Rod doesn't untap during your untap step.
:symtap:: Fire Rod deals X damage to target creature or player, where X is the number of charge counters on Fire Rod. 3: Untap Fire Rod. Use this ability only once per turn. (X is the number of charge counters on Fire Rod.)
Healing RodX3W Artifact
Healing Rod comes into play tapped with X charge counters on it.
Healing Rod doesn't untap during your untap step.
:symtap:: Gain X life, where X is the number of charge counters on Healing Rod. 3: Untap Healing Rod. Use this ability only once per turn. (X is the number of charge counters on Healing Rod.)
Dowsing RodX3G Artifact
Dowsing Rod comes into play tapped with X charge counters on it.
Dowsing Rod doesn't untap during your untap step.
:symtap:: Draw X cards, where X is the number of charge counters on Dowsing Rod. 3: Untap Dowsing Rod. Use this ability only once per turn. (X is the number of charge counters on Dowsing Rod.)
Skeleton RodX3B Artifact
Skeleton Rod comes into play tapped with X charge counters on it.
Skeleton Rod doesn't untap during your untap step.
:symtap:: Put X 1/1 black Skeleton creature tokens with "B: Regenerate" onto the battlefield, where X is the number of charge counters on Skeleton Rod. 3: Untap Skeleton Rod. Use this ability only once per turn. (X is the number of charge counters on Skeleton Rod.)
Giant Vaccuum6 Artifact X,:symtap:: Remove X counters from target permanent. For each counter removed this way, put a counter on Giant Vacuum.
:symtap:, Remove all charge counters from Giant Vaccum: Target permanent with a counter on it gets half as many counters of a kind already on it as were removed this way.
Krark's Big Toe2 Legendary Artifact
If you would roll a die, instead roll two dice and ignore one.
Terra Stabilizer0 Artifact
Lands entering the battlefield don't cause abilities to trigger.
Spyglass1 Artifact
:symtap:: Look at any facedown card. 1, :symtap:: Look at the top card of any library. 3, :symtap:: Look through any player's library. Shuffle that library afterwards.
Treasure Map2 Artifact 2, :symtap:, sacrifice Treasure Map: Search your library for an artifact and put it into your hand.
Treasure Chest3 Artifact X, :symtap:: Search your library for an artifact with converted mana cost X, reveal it, and exile it. Then shuffle your library.
:symtap:, Sacrifice Treasure Chest: Put an artifact card exiled with Treasure Chest into your hand.
Frost Prism1S Snow Artifact S: Add one mana of any color to your mana pool.
Barb-Hooked Harpoons4 Artifact
Barb-Hooked Harpoons enters the battlefield with three harpoon counters on it.
At the beginning of your upkeep, if there are no harpoon counters on Barb-Hooked Harpoons, sacrifice it.
:symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put a -1/-1 counter on target creature. 1, :symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put two -1/-1 counters on target blue creature.
Fortified Coast3U Artifact - Fortification
Fortified land is indestructible.
Whenever fortified land becomes tapped, it deals 3 damage to target creature.
Fortify 3
Pirate Galleon2UU Tribal Artifact - Pirate Ship
When you control no Islands, sacrifice Pirate Galleon.
Whenever a Pirate creature you control deals combat damage to a player, you may pay 1UU. If you do, take control of target artifact that player controls.
Ondof Stables :sym2g::sym2w: Artifact - Fortification
Fortified land has: "3: Target creature gets horsemanship until end of turn."
Fortify 2 "Undoubtedly the best horsemen of the realm."
Terror from the DeepUUUUUUU Creature - Terror
A deck cannot contain Terror from the Deep.
24/24
Acknowledgements:
Special thanks to osieorb18 for support, proofreading, making a lot of these cards functional, and rewording them to be more faithful to WotC syntaxis.
Special thanks to Arkanian for support, ideas on how to fix some of the cards, and corrections.
To all of those who've read it all and have found interest: thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I will take advantage of this post to include the cards from the Planar Rifts set:
Absorption Sliver2GW Creature - SliverPLR
All Sliver creatures have "Chaotic - Whenever is rolled, gain 3 life." "It would appear these species sense and feed off life energy that flow through the planes." - Selarom Otreb
2/2
Alchemical Sliver2UB Creature - Sliver ShapeshifterPLR
Each Sliver creature card in your hand has transmute. Its transmute cost is the same as its casting cost.
Transmute 2UB "Is this spontaneous evolution?" - Selarom Otreb
3/3
Amassing SliverW Creature - SliverPLR
All Sliver creatures have banding. "Hmmm, I still can't determine how it is they fuse and separate with such ease." - Selarom Otreb
2/2
Amorphic Sliver4GU Creature - Sliver ShapeshifterPLR
All Sliver creatures have "you may have this creature enter the battlefield as a copy of any creature on the battlefield except it's a Sliver in addition to its other types." "Instantaneous adaptability means these creatures will never go extinct." - Simic master biomancer
0/0
Armor-Plating Sliver2WW Creature - SliverPLR
Each Sliver creature card in your hand has Reinforce X, where X is its toughness. The reinforce cost is equal to its mana cost.
Reinforce 3 - 2WW
2/3
Arsenal Sliver3UUR Artifact Creature - Sliver ConstructPLR
All Sliver creatures have "Whenever you activate an ability of a Sliver creature you control, if it isn't a mana ability, you may pay 2 and tap this creature. If you do, copy that ability. You may choose new targets for the copy." "Most likely my greatest creation." - Selarom Otreb
2/3
Burrowing Sliver3R Creature - SliverPLR
All Sliver creatures have "Sacrifice this creature: Search your library for a Sliver creature card and exile it with X time counters on it, where X is its converted mana cost. It gains suspend." "Slivers sometimes make their tunnels so deep that it takes them a while to surface." - Selarom Otreb
2/2
Caretaker Sliver2GW Creature - SliverPLR
Sliver creatures you control have "During your upkeep, put a +1/+1 counter on this creature." "A strong development ensures survival against warring Hives" - Selarom Otreb
2/2
Chakra Sliver2UB Creature - SliverPLR
Ninjutsu 2UB
Each Sliver creature card in each player's hand has ninjutsu. The ninjutsu cost is equal to its mana cost. "Apparently these slivers can hone on the energies in nature and use them to move invisibly fast." - Selarom Otreb
4/1
Chivalrous Sliver2WW Creature - SliverPLR
All Sliver creatures have bushido 1. "Calm and tranquil until it becomes time to defend the Hive." - Selarom Otreb
2/2
Chosen Sliver1WW Creature - Sliver PLR
All Sliver creatures have exalted. (Multiple instances of exalted each trigger seperately.) "It would appear their hive sense allows the title of "alpha" to be rotated amongst themselves on at a time." - Selarom Otreb
2/2
Clairvoyant Sliver4UU Creature - SliverPLR
All Slivers have ":symtap:: Scry 1." "With the keenest senses of all, these Slivers are able to even perceive what has yet to happen." - Selarom Otreb
4/4
Darksteel Sliver9 Artifact Creature - Sliver ConstructPLR
All Sliver creatures have indestructible. "Experimenting with darksteel inadvertently ensured that the Sliver will endure everlastingly." - Selarom Otreb
5/5
Delegating SliverGWU Creature - SliverPLR
Sliver creatures you control have "Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, you may put it in your hand."
2/2
Dextrous Sliver3WW Creature - SliverPLR
All Sliver creatures have ":symtap:: Attach target Equipment you control to this creature." "From swarm to army in an instant." - Selarom Otreb
3/3
Disrupting Sliver1UU Creature - SliverPLR
All Sliver creatures have "1U,:symtap:: Counter target spell unless its controller pays 1." "These Slivers manipulate the surrounding mana to disrupt even the simplest of spells." - Selarom Otreb
1/1
Distributing Sliver1UB Creature - SliverPLR
All Sliver creatures have ":symtap:, Sacrifice this creature: Proliferate." "Slivers plague in more ways than one." - Selarom Otreb
2/2
Erasing Sliver2U Artifact Creature - Sliver ConstructPLR
All Sliver creatures have: ":symtap:, Sacrifice this creature: All creatures lose all creature types until end of turn." "If ever there were a failsafe, this would be it!" - Selarom Otreb
2/2
Feasting Sliver2B Creature - SliverPLR
All Sliver creatures have "Morbid - Whenever a creature dies, this creature gets +0/+1 until end of turn." "Constantly consuming." - Selarom Otreb
2/2
Feral Sliver1RG Creature - SliverPLR
All Sliver creatures have ":symtap:: This creature fights target creature opponent controls." "The pinnacle of survival of the fittest." - Selarom Otreb
2/2
Frost SliverUU Snow Creature - SliverPLR
All Slivers are snow and have: ":symtap:: Add 1 to your man pool." "It takes in the cold powers of ice for the benefit of the Hive." - Selarom Otreb
1/1
Graveborn Sliver1:symbg::symbg: Creature - SliverPLR
All Sliver creatures have "1:symbg:, :symtap:, Exile target card in a graveyard: Put a 1/1 colorless Sliver creature token onto the battlefield." "Feeding on carrion like maggots. Interesting." - Selarom Otreb
2/2
↑ Hermit Sliver2 Creature - SliverPLR
If you have five or more lands in your graveyard, you may flip Hermit Sliver.
2/2
↓ Venturing Sliver Creature - Sliver
Each Sliver creature card in each player's hand has nonbasic landcycling 2.
2/2
Hive Without a QueenWUBRG Legendary Tribal Enchantment - SliverPLR
Whenever another Sliver creature enters the battlefield under your control, destroy target permanent. "The Slivers are rampaging out of control!"
"Let the Boros and Azorius deal with protecting and reconstructing Ravnica. You just make sure to collect all the data."
Infiltration SliverUBR Creature - SliverPLR
As Infiltration Sliver enters the battlefield choose a basic land type.
All Slivers have landwalk of the chosen type.
3/3
Larvæ-Carrier Sliver4G Creature - SliverPLR
All Sliver creatures have "Whenever this creature dies, if this creature isn't a token, put a 1/1 colorless Sliver creature token on the battlefield." "The best way to transport (and feed) Sliver larva between nests." - Selaron Otreb
3/3
Lunging SliverR Creature - SliverPLR
All Sliver creatures can block creatures with horsemanship. "I've never seen a knight go down so hard! - Selarom Otreb
1/1
Manaburst Sliver2G Creature - SliverPLR
All Sliver creatures have "1, Sacrifice this creature: Add two mana in any combination to your mana pool." "From death comes the energy for new life." - Selarom Otreb
1/1
Mobilizing Sliver2G Creature - SliverPLR
All Sliver creatures have "During each untap phase, untap this creature." Ever vigilant. Ever restless." - Selarom Otreb
2/2
Offering Sliver2BGW Creature - SliverPLR
All Sliver creatures have hiveshift X, where X is its converted mana cost minus 1. (When this creature dies, you may return target Sliver card with converted mana cost X or less from your graveyard to your hand.) "It's almost as if they continue to feed even when dead and decaying" - Selarom Otreb
3/3
Oxidizing Sliver2B Creature - SliverPLR
All Sliver creatures have wither. "They can whittle down a prey's defenses in no time." - Selarom Otreb
2/2
Powerstone Sliver2R Creature - SliverPLR
All Sliver creatures have ":symtap:: Roll the planar die. Activate this ability only any time you could cast a sorcery." "Are they... what are they... they're ripping through...!" - Selarom Otreb
2/2
Raging SliverRG Creature - SliverPLR
All Sliver creatures have rampage 2. (Multiple instances of rampage each trigger seperately.) "Do not challenge these ones..." - Selarom Otreb
2/2
Ravenous Sliver2BB Creature - SliverPLR
All Sliver creatures have "Whenever a creature dealt damage by this creature would die, you may pay 1. If you do, exile that creature instead." "The depth of their hunger is beyond compare" - Selarom Otreb
3/3
Reverberating Sliver3UUR Artifact Creature - Sliver ConstructPLR
All Sliver creatures have "Whenever you cast an instant or sorcery spell, you may pay 3 and tap this creature. If you do, copy that spell. You may choose new targets for the copy." "Now, this is overpowered!" - Selarom Otreb
2/3
Salvage Sliver3 Artifact Creature - Sliver ConstructPLR
All Sliver creatures have ":symtap:, Exile this creature: Put target artifact card in a graveyard with mana cost less than this creature's converted mana cost into your hand." "Excellent lab hands." - Selarom Otreb
1/1
Savage Sliver1BR Creature - SliverPLR
Each Sliver creature card in each player's hand has bloodthirst 1.
Bloodthirst 1 "They at least seem to have some feelings besides hunger." - Selarom Otreb
2/2
Scavenging SliverBG Creature - SliverPLR
Each Sliver creature in a graveyard has scavenge. The scavenge cost is equal to its mana cost. "At least their cannibalism is limited to carrion." - Selarom Otreb
2/2
Selarom Otreb1URG Planeswalker - SelaromPLR
+1: Put a 1/1 colorless Sliver creature token onto the battlefield.
-3: Put a token on the battlefield that's a copy of target Sliver creature card in your graveyard.
-7: You get an emblem with "You may pay 0 rather than pay the casting cost of Sliver creatures in your hand."
Loyalty: 3
Selarom's Workshop3 Artifact - FortificationPLR
Fortified land has "3, :symtap:: Put a 1/1 colorless Sliver creature token onto the battlefield."
Fortify 3 "What?! Two weeks have passed already?! How long have I been tinkering about?!" - Selarom Otreb
Shrieking Sliver2:symwr::symwr::symwr: Creature - SliverPLR
Sliver creatures you control have battle cry. "Nothing like a little encouragement to make them go all out!" - Selarom Otreb
2/2
Sliver Husk1 Artifact - EquipmentPLR
Equipped creature is a Sliver in addition to its other types.
Equip 1 "I sneaked amongst the Hive under the cover of a dead Sliver. Hopefully, this disguise will continue to hold." - Selarom Otreb
Sliver Tunnels LandPLR
:symtap:: Add 1 to your mana pool. 1, :symtap:: Add two mana in any combination to your mana pool. Spend this mana only to cast Sliver spells.
Strionic Sliver3UUR Artifact Creature - Sliver ConstructPLR
All Sliver creatures have "2, :symtap:: Copy target triggered ability of a Sliver creature you control. You may choose new targets for the copy." "Most likely my most useful creation." - Selarom Otreb
2/3
Stun-Gaze Sliver1WU Artifact Creature - Sliver ConstructPLR
All Sliver creatures have "whenever this creature enters the battlefield, detain target creature." "My creations may provide them with an alternative way to catch their prey." - Selarom Otreb
2/2
Supporting Sliver3RW Creature - SliverPLR
Each Sliver creature card in each player's hand has amplify 1.
Amplify 1 "Even from the sidelines, Slivers manage to make their presence known on the battlefield." - Selarom Otreb
2/3
Voracious Sliver1BR Creature - SliverPLR
Each Sliver creature card in each player's hand has devour 1.
Devour 1 "At least cannibalism is only a last resort amongst the Hive." - Selarom Otreb
2/2
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I will take advantage of this post to include the cards from the The Collapse set:
Adoption to the Hive Tribal Sorcery - SliverTC
Target creature is a Sliver in addition to its other types. (This effect lasts indefinitely.) Welcome home.
Conquest Sliver2G Creature - SliverTC
All Sliver creatures have "Landfall - Whenever a land enters the battlefield under your control, this creature gets +1/+0 until end of turn." "Always charging into wherever they roam." - Selarom Otreb
1/1
Experiment S2GGUU Legendary Creature - Sliver MutantTC
All instances of "All Sliver creatures" on permanents, spells, and cards in any zone are changed to "Sliver creatures you control." 2GU: Put a token onto the battlefield that's a copy of target Sliver creature. "Heh-! I guess that bastard Selarom Otreb was useful after all...!" - Momir Vig
7/7
Ghost-Flicker Sliver4UB Creature - SliverTC
All Sliver creatures have: "1:symub::symub:: Flicker this creature." "Damn! All my attacks just seem to phase through!" - Selarom Otreb
3/3
Hindering Sliver1WU Artifact Creature - Sliver ConstructTC
Sliver creatures you don't control lose all abilities. "Heh-! I am the one to make you docile!" - Selarom Otreb
1/4
Judgement Sliver3WUBRG Legendary Creature - Sliver AvatarTC
Changeling, annihilator 2
Sliver creatures you control have "Whenever this creature deals combat damage to a player, that player sacrifices a permanent he or she controls." "What have I awakened...!?" - Selarom Otreb
7/7
Portal Sliver5U Creature - SliverTC
All Sliver creatures have ":symtap:, Exile this creature: Choose a Sliver creature card with converted mana cost equal to this creature's converted mana cost you own from outside the game, reveal that card, and put it into your hand."
4/4
Reassembling Sliver3BBB Creature - SliverTC
All Sliver creatures have undying. "Didn't I just blast you just a moment ago?" - Selarom Otreb
3/3
Resonating Sliver4 Artifact Creature - Sliver ConstructTC
All Sliver creatures have echo. "That ought to hinder them for a while" - Selarom Otreb
6/5
Retreat to the Hive3U Tribal Sorcery - SliverTC
Return all Sliver creatures to their owners' hands. If there's something I wouldn't want to encounter, it's something that would make Slivers just up and scamper the other way.
Rift-Shredding Sliver2UR Creature - SliverTC
Each Sliver spell on the stack has riftcast. The riftcast cost is equal to its mana cost.
Riftcast 2UR "These slivers are hellbent on ripping through...!" - Selarom Otreb
2/2
Selarom Otreb, Sliver KingWUBRG Legendary Creature - Sliver WizardTC URG: You may choose a Sliver creature card you own from outside the game, reveal that card, and shuffle it into your library. 3, :symtap:: Gain control of all Sliver creatures. "Now I feel complete - ! Time to reunite the family..."
7/7
☼ Solar-Powered Sliver2 Artifact Creature - Sliver ConstructTC
Players can only play activated abilities of Sliver creatures any time they could cast a sorcery.
At the end of your turn, transform Solar-Powered Sliver. "Maybe the brightness will make them more docile." - Selarom Otreb
1/1
☾ Lunar-Powered Sliver Artifact Creature - Sliver Construct
Sliver creatures you control have split second.
At the beginning of your upkeep, transform Lunar-Powered Sliver. "Just as I hypothesized: Slivers seems to be more active in the darkness." - Selarom Otreb
2/2
Soul-Drain Sliver3WB Creature - SliverTC
All Sliver creatures have extort. (Multiple instances of extort each trigger seperately.) "The ferocity of a Sliver and the subtlety of a tax collector are a fearful mix." - Selarom Otreb
2/5
Soul-Fueled SliverWUBRG Legendary Creature - Sliver AvatarTC
Pay 2 life: Sliver creatures you control get +1/+1 until end of turn. "It drains the very soul itself to feed strength to the Hive." - Selarom Otreb
7/7
Topsy-Turvy SliverWU Creature - SliverTC
All Sliver creatures have "2:symwu:, :symq:: Tap target creature." "Now that's a neat trick." - Selarom Otreb
1/1
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Now we have Ninja and Samurai Slivers. Wow... just... wow.
Yup! Since there are more "humanoid" slivers, the Bushido ones take advantage of their armor to be like "samurai" and the "ninja" ones absorb chakra from their environment (like mana) in order to use primitive ninjutsu. Because MtG ninjutsu is just like switching places with an attacker. It's more teleportation than anything. And since slivers are all connected, then a sliver switching place with another was just a natural thing for me to come up with! I was just trying to come up with all the logical ways to give Slivers the abilities they had yet to be printed with.
This custom set is very Sliver heavy, as you noticed. I probably spent all inspiration possible for them. Now, I'm currently using my muse to design cards from the other aspect of my set!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Haven't read the story yet, but I'm rather enjoying the flavor text. Can't say much on the balance unfortunately -- I'm not so hot at that. Does that make me a Vorthos?
So, uh... Wording and Flavor (Mostly wording) comments!
~I think you may want to consider excluding the Sliver with Banding. I like the idea behind it, but... WotC discontinued Banding as a keyword because people had trouble understanding it.
~Similarly, you may want to reword Feral Sliver's cost, as WotC makes a point of avoiding multiple, separate variables in somethings mana cost for similar reasons. Like Banding it's not something I personally have a problem with and I doubt many other people on the forum would get confused by it... but still.
~Love Dextrous Sliver. Nothing else to say, I just really like it for some reason.
~Amplify on a Sliver is hilarious. You might want to make it more expensive though (yes this isn't a flavor or wording-related comment, but even I can see that giving amplify to Slivers for a three-drop is on the cheap side. I suppose I may just be wrong though). Also, I think it should be called Supporting Sliver rather than Supported Sliver -- the ones in the hand are being supported, the one on the field is doing the supporting, so I can't help but feel the name has it the wrong way round.
~Larvae Carrier should probably only trigger when a non-token Sliver dies. Otherwise it gets pretty ridiculous. Well, unless your intention was to have the tokens constantly respawn each time they die (Preventing the number of Slivers on the battlefield from ever decreasing so long as Carrier is in play), in which case I suspect it may be undercosted.
~I think you're missing a comma somewhere in Soul-Drain Sliver's Flavor Text.
~Armor-Plating Sliver's text should probably read "Each Sliver in every graveyard" rather than "Each Sliver in all graveyards."
~Considering how many Slivers have abilities that tap them, Topsy-Turvy Sliver seems a bit overpowered. At the very least, it's begging for infinite mana comboes considering how many Slivers can tap for mana. Not that infinite mana comboes are neccesarily a bad thing, but I think you should at least make it a little harder for them.
~I feel like Ghost-Flicker and Blinking Sliver got their names switched at some point or something. I suppose it would probably be a poor idea to put "Flicker" in the name of a creature that doesn't actually have it now that it's a keyword, but I still feel that the one with Flicker should have been named "blinking" and the one with Rift-Cast should have been named "Ghost-[Whatever]". It's just a matter of personal Preference rather than an actual flavor thing though, so feel free to ignore me on the matter.
~Drone Sliver should either read "If you have five or more lands..." or "Whenever you have five or more lands you may flip..."
~Portal Sliver should say Creature or Permanent, not Spell. A card is only ever referred to as a Spell if it's on the stack... unless that was your intention, in which case you should clarify that it only applies to Sliver Spells that are on the stack, since not everyone knows that fact.
~You should probably change Sunburst Sliver's name, as it does not actually have Sunburst. At first I thought it did -- and even started writing a comment about how the Sunburst keyword is exclusive to artifacts so it should be an artifact creature -- until i actually took more than a passing glance at the text. Not that it shouldn't be an artifact creature anyway, since it's colorless and the only colorless creatures are artifact creatures and Eldrazi.
~Similar to Feral Sliver, you should remove the use of +x/+y in soul-fueled sliver's text. Just say "all Slivers get power equal to ~'s power and toughness equal to ~'s toughness" and you should be fine.
~I really like Experiment S. The majority of your cards have good flavor, but this trumps all of them, hands down. Every other Sliver card having a quotation from Otreb really helps here -- you immediately get the context and grasp the implications. Five stars.
~While it does make them more vulnerable to removal, from a flavor perspective I'd consider making the "X from the Shard" cards Artifact Enchantments, since those are actually a valid card type now (i.e., Whip of Erebos and similar). It's worth noting that according to the flavor, all currently extant Artifact Enchantments are so powerful that only Planeswalkers may wield them (That's the flavor reason; the real reason is that they couldn't make them legendary, artifacts, enchantments and equipment without running out of room on the card, so they removed the "equipment" typing and claimed that the reason they weren't equipment was because they were equipped to the player themselves).
~Aura from the shard should read: Enchanted planeswalker gains "-X: Remove X Loyalty Counters from Target Planeswalker and add X-2 loyalty counters to enchanted planeswalker. X cannot exceed the number of Loyalty Counters on the targeted Planeswalker." I'd also consider renaming it, as unlike the other Shard enchantments its current name is non-indicative of what it does.
~I like the flavor for Old School, but it needs a way to keep track of what keywords it gave to what permanents.
~Flavorwise, I'd have Simulating the Spark enter play with less Loyalty counters than the Walker it's imitating. An imitation won't be quite as good as the original, after all.
~With Adarkar Banker, you can probably just have it say "You may tap this Permanent instead of paying a Permanent's Cumulative Upkeep Cost."
~Auraling has too many abilities -- I don't believe a card with 5 abilities exists in magic, though I'm probably wrong on that count. I'd suggest removing the ability that attaches equipment to it, since it doesn't really fit as well as the others flavor-wise (In my opinion, anyway). The same applies to Plagueling, and in this case I'd suggest removing Provoke. As for Rainbowling, I don't think that much text would be able to fit on a standard sized card.
~I really like what you did with Ral Zarek's ultimate, I've gotta say.
~With Enlightenment, you should probably just have it read "Target Leveler Card is leveled up to its maximum level." Well, except that leveler cards technically don't have a maximum level so I suppose you could just have it read "Place 12 level counters on target Permanent" since there aren't any levelers that have a maximum level higher than twelve (And if you make any, they're probably powerful enough at max level that not fully leveling them helps balance the card).
~For Ice Rod, the first line should just read "Ice Rod comes into play tapped with X charge counters on it." Also, you have two separate values for X on the card, which is bad. This applies to all of the other rods, too.
~Giant Vacuum's second tap ability should read "Remove all Charge counters from Giant Vaccum, then place half that many counters on target permanent."
~Secret Library's effect should state that "Players may not look at cards in your Library," since looking at and revealing are two different things. Also, you should probably remove the last ability for space since almost every effect that would allow a player to play or take control of a card from your library would require them to look at the cards in your library first, which they already can't do.
~Is there a reason why Caster's Wormhole is Countered if you don't pay the correct cost while all of the other Rifts are Sacrificed?
~Mana Burn should read "At the end of each phase or step, each player is dealt 1 damage by Mana Burn for each Mana in their Mana Pool." ...Or something like that (My wording here was kind of clumsy, unfortunately). Regardless of how you word it, "unused" should be left out; if it's been used, it's not in their Mana Pool any more. Also, this card is hilarious and you should feel good for making it.
~Blooming Mantrap should read "Sacrifice Blooming Mantrap: Search your library for a number of lands equal to the number of Growth Counters that were on it and put them into play tapped, then shuffle your library."
~Airborne Virus should read "Whenever enchanted creature blocks or becomes blocked by enchanted creature, put a token that's a copy of Airborne Virus into playfor each blocking or blocked creature and attach a copy to each of those creatures.
During your Upkeep Step, place a -1/-1 Counter on Enchanted Creature."
~Shoot the Random Hostage should clarify the "So long as it's a pirate" part; as it is, it could mean that the enchantment only has an effect if the enchanted creature is a pirate, or it could mean that it can only destroy pirates. Assuming that the former is your intention, the text should read "If enchanted creature is a pirate, it has..."
~You should remove the first set of parentheses (This may attack the turn before you play it.() From the Super Haste keyword and just leave the second set in. While I love what you did with that (And I'll admit that I laughed when I read that part of the description), from a wording standpoint it's needlessly confusing to include it.
~Gemini Assassins should read "Destroy target creature. You may put a token that's a copy of the destroyed creature onto the battlefield."
~Islandhome technically isn't a keyword anymore but honestly I don't think anyone cares.
~You may want to consider reducing the number of abilities An-Havva Farmlands has.
~Penumbra Shadow should read "When enchanted creature dies, put into play a Token that is a copy of the enchanted creature except it is black."
~Tamiyo's Library should say "t: Remove all scroll counters from tamiyo's Library, then draw cards equal to the number of scroll counters you removed."
~Wandering Isle of Aron should read:
"Wandering Isle of Aron is Blue and Green.
When Wandering Isle of Aron enters the battlefield, tap three Islands you control or sacrifice Wandering Isle of Aron.
If you control less than three Islands, sacrifice Wandering Isle of Aron."
The rest reads the same, though like the Lings it has too many abilities to comfortably fit on the card. Amusingly, there's precedent for a card being a color other than it's casting cost, which I used as a template here -- Ghostfire has Red in its casting cost, but is colorless. Similar changes to the above apply to the Illusion lands.
~Speaking of which, the Illusion Lands should read "As [this card] enters the battlefield, sacrifice a [Land]. If you do not, sacrifice [this card].
~Bog of Illusions should say "Prevent all damage dealt to and by that creature." Isle of Illusions should say "target creature without flying or Islandwalk." Field of Illusions should read "Until end of turn, target creature is a 0/1 creature with no abilities." And for the ultimate in semantics, fissure of illusions should read "Target attacking creature is returned to its owner's hand." (This may not actually be the case)
~Village of Illusions should read "Target player reveals his or her hand and you choose a card from it. That player discards that card."
~Recall the Nephilim should read something like "Creatures you control get +1/+1 for each color in their color identity."
Whew! Done!
...Did I seriously just spend 3 and a half hours writing this? Jeeze...
Well anyway, I'm not 100% sure that the above is100% correct, but hopefully it's helpful! Now off to read the Story parts...
The only thing I would advise is that you use the current updated wording on slivers. As of M14 they only affect other slivers you control.
Actually, only the M14 slivers have that wording. All slivers from previous sets didn't have their wording changed nor have they been errata-ed. That's one of the points where I make distinctions. Since this set has travel between planes, some slivers are humanoid (like M14) so they only affect slivers you control. Others affect all. This is all designed for the set and the flavor. There are many mechanics that deal with slivers. So I'm trying to make the distinction clear and useful.
On the cards: Arbiter would be my new favorite card if it gets printed, I love pillowfort
I'm afraid the Library, the Staircase and the Farmlands are all too good. The staircase is just plain broken, allowing for turn 2 emrakuls hardcast (think city of traitors, or even ravnica bouncelands). Library draws a card a turn, and although weak to cards like wasteland and stifle, those hate cards aren't available in some formats. Maybe if you gove an activation cost of 1U and let it tap for colorless? The latter is a mist on modern lands no matter what. The farmland is really cute, but I don't think a free 1/2 every turn is really fair: compare it to Kher Keep for example... I love the morphling cycle, I think the black one can go straight to hand...
Anyways I like it! More pirates maybe?
Thanks! I'm working on the story for the Hatillo plane now that the Selarom Otreb planeswalking to save the multiverse has already been written. I want to deal with many races and factions for this set to deal with the whole Deity concept of the plane (I wrote this quite the time ago and I was sort of bummed with the Theros "gods" 'cause I wouldn't be able to give my deities the God subtype without being too relevant :(). As for the pirates, I'm still unsure as too keeping it classical or giving a new spin on piracy (being as Mercadian Masques was a set completely devoted to politics, piracy, and rebellion, lol). But pirates do play an important role in the story.
@Arkanian:
Wow! Thanks so much! I was really hoping someone would help me proofread and edit the cards to be more in the syntax of MtG. Thanks for really taking a deep dive into my project! It's much appreciated! Now, just as you spent the time dissecting the cards (hope you like the main story, btw!), I will do the same with your analysis!
* Changed Pestilent Sliver to Oxidizing Sliver. I think that gives a better idea to wither.
* As for the banding keyword, yeah it is extremely confusing. However, banding is super broken when you block with it. It is true that most people hated banding. I was still unsure of including it (resurrecting it, more like it) so I just put it to have all my ideas out there. But I'm still on the fence about it. I may end up scratching it in the end.
* As for different variable casting costs: I really have no other way to get around it. WotC has done it before and it's not really that confusing. You simply state what you paid for X and what you paid for Y. However, it does look a bit uncomfortable on the eyes so any suggestions are more than welcome! But, in the mean time, I think I can leave them as is.
* Dextrous Sliver was actually one of the first slivers I designed. I mean, how epic would it be if slivers carried weapons and armor?
* Supporting Sliver (yup, changed the name already :p) I'm thinking about giving it a 2RW casting cost. In a sliver deck, your whole hand is probably sliver. So a 3-drop with amplify is in fact too broken.
* Larvae-Carrier is meant to be an epic sliver. It's an immediate target for removal. Maybe a cmc of 5 is too cheap. Maybe a casting cost of 8. If I do get art, I'll probably make it a gargantuan-sized sliver. It is carrying all the larva, after all. So I'll probably make it cost 4BBGG.
* Topsy-Turvy Sliver is probably is too broken. I'll probably change it's ability cost to 2:symuw:.
* As for Blinking Sliver, most people I know, call "flickering" "blinking". Even in my playgroup, when I target something with Restoration Angel I say: "I'm gonna blink Thragtusk.". Also, I didn't want to necessarily call the sliver that flickers "Flickering Sliver". Sort of how I wouldn't call a sliver that gave trample "Trampling Sliver", etc. That's sorta why I didn't name it like that.
* Gave specifications for Portal Sliver (explanation text).
* Changed Sunburst Sliver's name to Chromatic Sliver. I think with the name change it still stays true to its concept.
* I'm glad you liked Experiment S! That was the last sliver I designed (and probably won't add anymore to the set) and it was inspired by the story on how Selarom meets with the Simic. I mean, who else would want to tinker with slivers than these guys, right?
As for the rest of your suggestions, I changed the Slivers for the moment. The other cards I'll check on when I come back (I have to go deal with an emergency at the moment and can't continue on the computer; but I wrote so much I can't just abandon it!). But I did read all your suggestions and started working on it right away!
Thanks to all you guys' interest so far! I'm absorbing all these suggestions and am glad you've found things I have overlooked! I really hope to make a great project out of this and to continue sparking interest and support in the community!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
@Arkanian:
Wow! Thanks so much! I was really hoping someone would help me proofread and edit the cards to be more in the syntax of MtG. Thanks for really taking a deep dive into my project! It's much appreciated! Now, just as you spent the time dissecting the cards (hope you like the main story, btw!), I will do the same with your analysis!
Aw, Thanks! Right back at you then!
* As for the banding keyword, yeah it is extremely confusing. However, banding is super broken when you block with it. It is true that most people hated banding. I was still unsure of including it (resurrecting it, more like it) so I just put it to have all my ideas out there. But I'm still on the fence about it. I may end up scratching it in the end.
True. Like I said, I like the idea behind it and I like the card. I was simply pointing out something that, as it turns out, you already knew.
* As for different variable casting costs: I really have no other way to get around it. WotC has done it before and it's not really that confusing. You simply state what you paid for X and what you paid for Y. However, it does look a bit uncomfortable on the eyes so any suggestions are more than welcome! But, in the mean time, I think I can leave them as is.
Well, you could make the cost just x and replace "where X is this creature's power and Y is target creature's toughness" with "where X is this creature's Power plus target creature's toughness"... but I'm not entirely certain if that's valid wording.
* As for Blinking Sliver, most people I know, call "flickering" "blinking". Even in my playgroup, when I target something with Restoration Angel I say: "I'm gonna blink Thragtusk.". Also, I didn't want to necessarily call the sliver that flickers "Flickering Sliver". Sort of how I wouldn't call a sliver that gave trample "Trampling Sliver", etc. That's sorta why I didn't name it like that.
Huh. I've only ever heard it called Flicker, so...
* Changed Sunburst Sliver's name to Chromatic Sliver. I think with the name change it still stays true to its concept.
Except now you have two creatures up there called Chromatic Sliver:tongue:.
* I'm glad you liked Experiment S! That was the last sliver I designed (and probably won't add anymore to the set) and it was inspired by the story on how Selarom meets with the Simic. I mean, who else would want to tinker with slivers than these guys, right?
Oh, very true. One of the cards I nixed for my own set was called Mutant Sliver, and it was a Sliver Mutant with the ability "If this creature has an ability that is not printed on its card, all Mutants have that ability." I decided to discard it because... well, for any number of reasons. But Simic working with Slivers is a thought that has occurred to me, yes.
As for the rest of your suggestions, I changed the Slivers for the moment. The other cards I'll check on when I come back (I have to go deal with an emergency at the moment and can't continue on the computer; but I wrote so much I can't just abandon it!). But I did read all your suggestions and started working on it right away!
Yeah, I did drop a lot on you didn't I? Don't worry, take your time. It's enough that I know you appreciate it!
Thanks to all you guys' interest so far! I'm absorbing all these suggestions and am glad you've found things I have overlooked! I really hope to make a great project out of this and to continue sparking interest and support in the community!
I'll go point by point with some of my main criticisms and appreciations.
1. As worded, Riftcast doesn't work. You need to have targets be chosen again or declare in the rules text that they are the same.
2. I've only gotten part of the way through the Sliver-related cards, but I can already sort them into four groups: Overpowered, overcosted, overdesigned, okay. (Mostly in the first three groups.) I may come back to this thread and make lists with bits of explanation if and when I have the time.
3. I like seeing disadvantage slivers, but they should have a decently good body for their cost.
4. A significant number of these abilities should never get put on sliver-related cards for power-level or other design reasons. A list of at least some example creatures: Judgement Sliver, Selarom Otreb's ultimate, Disruptive Sliver, Raging Sliver (sadly), Offering Sliver, Strionic Sliver (uggh), Arsenal Sliver (even more uggh), Reverberating Sliver (uggh), Supporting Sliver, Topsy-Turvy Sliver, Ghost-Flicker Sliver (uggh), Gatherer Sliver, Portal Sliver, Primordial Sliver, Burrowing Sliver, Amorphic Sliver, Graveborn Sliver, Chakra Sliver.
5. Why are there so few planeswalkers for the number of cards that work around them?
6. A more varied sliver set and new planechase-related cards are both cool ideas. They don't necessarily go in the same place, though.
I like a lot of the ideas that you have here, but there's a lot of "Everything and the kitchen sink," and less attention to detail in terms of numbers/costs and in terms of standards of design.
I'll go point by point with some of my main criticisms and appreciations.
1. As worded, Riftcast doesn't work. You need to have targets be chosen again or declare in the rules text that they are the same.
2. I've only gotten part of the way through the Sliver-related cards, but I can already sort them into four groups: Overpowered, overcosted, overdesigned, okay. (Mostly in the first three groups.) I may come back to this thread and make lists with bits of explanation if and when I have the time.
3. I like seeing disadvantage slivers, but they should have a decently good body for their cost.
4. A significant number of these abilities should never get put on sliver-related cards for power-level or other design reasons. A list of at least some example creatures: Judgement Sliver, Selarom Otreb's ultimate, Disruptive Sliver, Raging Sliver (sadly), Offering Sliver, Strionic Sliver (uggh), Arsenal Sliver (even more uggh), Reverberating Sliver (uggh), Supporting Sliver, Topsy-Turvy Sliver, Ghost-Flicker Sliver (uggh), Gatherer Sliver, Portal Sliver, Primordial Sliver, Burrowing Sliver, Amorphic Sliver, Graveborn Sliver, Chakra Sliver.
5. Why are there so few planeswalkers for the number of cards that work around them?
6. A more varied sliver set and new planechase-related cards are both cool ideas. They don't necessarily go in the same place, though.
I like a lot of the ideas that you have here, but there's a lot of "Everything and the kitchen sink," and less attention to detail in terms of numbers/costs and in terms of standards of design.
Thanks for the help! Yeah, I see some of your points and understand where you're coming from. As for the hodgepodge of cards that seem randomly placed together: remember, this is still a work in progress where I'm placing all the ideas I had at the moment. Of course, not only are most of the cards not posted yet, but I've also to put in which of the 3 sets they belong. When it comes time to design more cards (simply put, the rest of the cards), they will be designed to not only be useful but to fill in the spaces between the story, mechanics, other important cards, etc. I've yet to finish working on the rest of the story so when I'm done, the rest of the cards will reflect this. Thanks for the support and I'm glad you like the ideas. However, they're just that at the moment: ideas ;).
The slivers may seem overpowered (and some are actually very overpowered, which is something I'd like some help to dial down). However, that's the point. The main story of this set is sliver heavy. So, contrary to other formats, I really want sliver decks to be competitively viable. MtG has had its share of ridiculously broken cards (Spiritmonger) with no drawback whatsoever besides a disgruntled opponent. Thus, I feel that I should be able to get away with some of these slivers. Granted, I need to balance out the brokenness with increasing the casting cost, activation cost, etc. But those are the details and kinks that I'm still working on. Hopefully, by the time I'm done, it will be sufficiently balanced to not be exceedingly broken, yet broken enough to be a menace. That being said, I have taken into consideration your worries about my slivers and have edited some of the ones you had issues with (revision showed me of their overpoweredness). Not only did I tone it down for the overpowered ones, but there were some underpowered ones (like the anti-Sliver Slivers) that I made a bit beefier. Still, I've still yet to reach a Goldilocks level of porridge perfection.
Also, I'm a bit unclear as to why you think Riftcast won't work. Can you elaborate a bit? I know I'm thinking so far out the box with that ability that I'm probably lost in space, but please, spare no details.
@ Arkanian:
Ok! On with responding to the rest of your dissection!
* Aura from the Shard: changed its name to Cloak from the Shard.
* As for Old School, the abilities should be kept track like monstrosity on the new Theros cards. A creature with monstrosity can have +1/+1 counters on it and not be monstrous. So, a different counter should be used to represent it being monstrous. The same can be done for creatures affected by Old School.
* Simulating "The Spark" already has the limitation of being an imitation: it's still a creature - thus there is much more removal to take care of it ;).
* As for my morphlings: Cromat has 5 activated abilities. Additionally, Morphling, Thornling, Torchling each have 5 activated abilities. The only morphling with less than 5 abilities is Aetherling. That's precisely why I gave them 5 abilities - to keep the symmetry :p. Auraling has the equipment ability because if you recall all the Mirrodin sets, W was the color of all the equipment based cards (the cats, the artificers, smiths, etc.) so it only made sense to me. Plagueling has provoke because Plagueling kills creatures. So provoke is a B ability that goes great with its first ability.
* Ral Zarek's ability was something spur of the moment that really clicked with its Maze's End card so thanks!
* I still have qualms on how I should word Enlightenment. Adding excessive amounts of counters means that cards that play with counters will have too many to manipulate thanks to it. And that's not really the point of Enlightenment.
* Adarkar Banker: I decided to make its ability as a replacement effect. Much easier. I hope the wording is correct, though.
* Fixed the Rods problem. Just added 3 to the casting cost :p.
* Fixed a bunch of other qualms.
* Lol, yeah, Mana Burn really plays into the feel of the retro aspect of this set.
* Fixed a bunch of other qualms.
* Since super haste was literally taken from Unhinged, I decided to leave the same rules text as was placed on the card (Rocket-Powered Turbo Slug).
* I decided to make An-Havva Farmlands's abilities cost more. The thing with this land is that Homelands was such a bad and underpowered set with cards that had too strict drawbacks. This land is sort of like a vindication of that. A broken card from Homelands. But yeah, a land that taps for a 1/2 is pretty broken.
* As for saying that Wandering Isle of Aron is the colors it is (the Illusion lands as well), I think the color indicator is the way to go. That's what WotC did with Garruk, the Veil-Cursed. It also saves space on the card.
* The wording of the Illusion lands when they enter play is taken straight from the WotC wording for cards like Lotus Vale. Village of Illusions is worded the same way as Duress.
Whew! You were right! That was overwhelming! Thankfully, there weren't that many cards that were designed :p. Well, in any case, thanks for all the help! It was useful on so many levels. It helped me see things as worded incorrectly, too overpowered, etc.
As for the rest of you guys that gave me suggestions:
Keep 'em coming! They are always analyzed and appreciated! Anything that can help me out with my project speeds up the process! I'm currently on vacation so I hope to find the time to sit down and write out the rest of the stories from Hatillo!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Rather than explain what's wrong with Riftcast directly, I'll just give you a fixed version of the ability and you should be able to tell what was wrong from what I added.
Fixed Riftcast (Use this format any time the ability itself is on a card):
Riftcast {Mana} (If CARDNAME is on the stack, you may pay {Mana}. If you do, exile CARDNAME, then put it back on the stack. You may choose new targets for CARDNAME.)
---------------------------------------
On a side-note before card comments, I think you might want to have a decently higher percentage of the flavor texts be by someone other than Selarom Otreb.
---------------------------------------
Moving on...
Card by card comments:
Sliver-related:
Selarom Otreb: The first ability seems fine, the second seems too powerful for its cost, and the third is something that should be replaced with something that isn't as problematic of an ability (Mangara of Corondor is a weird card in the rules). The mana cost of this guy is ridiculous. As a general rule, it is wise to try to avoid mana costs one would never see on a card. From now on, I'll mark cards with unnatural mana costs by including just "Ridiculous mana cost." as one of the sentences.
Resonating Sliver: I like this guy as a 5/5, but this may be a little too good now. Maybe a 4/5?
Disruptive Sliver: Watch out for this being too oppressive.
Erasing Sliver: This is pretty awkward. Maybe cut or make it not a Sliver effect?
Shrieking Sliver: Ridiculous mana cost. Also, this card is too powerful. Giving all of your creatures battle cry is already insane. I once designed something for a custom set that was a Sorcery for 2RW that gave my creatures that for a turn. That in and of itself would be powerful. This is much worse. Maybe a 5-6 mana creature with size no more than 3/3, less if it costs 5?
Judgement Sliver: Annihilator has some issues as a mechanic. Annihilator 1 on a single creature can be fine. Annihilator for more than 1 gets incredibly oppressive very fast. I'd probably just say cut this card.
Rhystic Sliver: Ridiculous mana cost. This is an anti-sliver that has two faults: First, not being strong enough as a creature. And second, causing confusing rules interactions.
Scavenging Sliver: This might be okay, but keep in mind that Varolz costs the same amount for this effect.
Chosen Sliver: This has similar problems to Shrieking Sliver power-level-wise, and it's one of the primary examples of feeling pulled from a random card. This might be okay, but probably wants to be 3WW for a 2/2.
Lunging Sliver: Ridiculous mana cost. This card is just awful power-level-wise. Please, for the sake of all that is good in this world, hide horsemanship-related card ideas far away and never let them resurface.
Reassembling Sliver: This could probably be okay, but needs reasonable balance. Probably 4BB for its current body. (Note the lack of high numbers of mana symbols, as suggested in earlier cards.)
Raging Sliver: Ridiculous mana cost. Ah, Rampage. That ability that basically does nothing most of the time, that most people don't remember, and that has a better version in Spined Sliver. I would not suggest putting rampage on one of these creatures.
Offering Sliver: Hiveshift seems like it could be okay. I'm not 100% comfortable with it with Slivers, but I'm not necessarily against it. Oh, and order your mana symbols correctly.
Delegating Sliver: This card is cool, but I'm not really sure if this should be given to all slivers. Oh, and you should order your mana symbols correctly.
Amassing Sliver: I love banding, but for the sake of anyone that might consider playing with this set, please don't use it without having it be an explained theme.
Ravenous Sliver: This could probably be a 3/3. Otherwise, this is very good.
Oxidizing Sliver: This is fine. Maybe it could gain a toughness, or even become a 2/2.
Strionic Sliver, Arsenal Sliver, Reverberating Sliver: All three of these have the same pair of comments: Ridiculous mana cost, and this ability should be nowhere near a Sliver, because of the power level.
Dextrous Sliver: Probably can be a 3/3 or maybe even a 4/3. I'm otherwise fine with this card.
Manaburst Sliver: This should cost G less and be a 2/2.
Feral Sliver: Why not just have this be a T ability?
Voracious Sliver: Ridiculous mana cost. Otherwise, sure. Make this cost 1BR and it will be fine.
Savage Sliver: Ridiculous mana cost. Otherwise, sure. Make this cost 1BR and it will be fine.
Supporting Sliver: Ridiculous mana cost. Make this a 2/2 for 2RRW, and then you'll probably be okay.
Larvae-Carrier Sliver: If you want this effect to be in Black-Green, that's fine, though I'd probably just suggest green. Maybe 4G for a 3/3.
Stun-Gaze Sliver: Ridiculous mana cost. Make this 1WU for a 2/2, and then you'll probably be okay.
Soul-Drain Sliver: A little bit ridiculous mana cost. You probably should just choose one of white or black. Also, it could be a 2/5.
Distributing Sliver: Capitalize 'sacrifice' and 'proliferate.' That would be all, but also, this is in completely the wrong colors. 1GW as a mana cost, and then this is fine.
Armor-Plating Sliver: This isn't how Reinforce works. I think you mean the following card:
Armor-Plating Sliver2WW Creature - Sliver
Each Sliver creature card in your hand has Reinforce X, where X is its toughness. The reinforce cost is equal to its mana cost.
Reinforce 3 - 2WW
2/3
Topsy-Turvy Sliver: Untap effects are really quite good. Be careful with giving it to all slivers.
Ghost-Flicker Sliver: Deadeye Navigator can be a very oppressive card. This would be even more so, especially with etb triggers on slivers. I would not suggest keeping this card.
Blinking Sliver: Mana symbol ordering, and this should probably be worded and costed as such:
Blinking Sliver2UR Creature - Sliver
Each Sliver spell on the stack has riftcast. The riftcast cost is equal to its mana cost.
Riftcast 2UR
2/2
Frost Sliver: This doesn't seem very useful...
Solar-Powered/Lunar-Powered Sliver: This is so wordy. This also is rather ehh design-wise. I'd probably just cut it.
Drone/Constructor Sliver: This seems fine.
Conquest Sliver: Landfall as a word on a card means nothing. You'd want the card text "Landfall - Whenever a land enters the battlefield under your control, this creature gets +1/+0 until end of turn." Also, this can be a 1/2.
Feasting Sliver: Morbid as a word on a card means nothing. You'd want the card text "Morbid - Whenever a creature dies, this creature gets +0/+1 until end of turn." Also, this can be a 2/1.
Mobilizing Sliver: In red? Red??? Really? This isn't a red effect at all. It's green, then blue, then white.
Gatherer Sliver: Just exile. No need to sacrifice first. Also capitalize 'Put' and 'Exile' once that is fixed. Oh, and this can be a 1/1.
Portal Sliver: Please just cut this card. This is going to be horrifying to balance and horrifying to read.
Primordial Sliver: This should cost 2UB. For wording and templating, see my comments on Armor-Plating Sliver.
Burrowing Sliver: This will piss people off to play against or with. It feels like cheating, it feels unfair. I'd suggest just cutting it.
Darksteel Sliver: This can be 12 for a 7/7, I think.
Amorphic Sliver: Ridiculous mana cost. For 4UU this would probably be okay.
Chromatic Sliver: See the first 5 and last 3 words of my comment on Portal Sliver.
Soul-Fueled Sliver: This could be okay, but it does provide for a memory record that one doesn't necessarily want to have to deal with. Also, flickering and P/T boosts are completely broken with this card. Also, a 14/14 for 10 life is dumb. Also, I believe this goes infinite with itself. In the layer system. It creates a queue overflow.
Graveborn Sliver: This is fine except for templating; 'exile' and 'put' should be capitalized. I might suggest moving a B/ symbol from the ability cost to the base mana cost though.
Powerstone Sliver: Ridiculous mana cost. This can also be a 2/3 or maybe even 3/3 for 2R. Otherwise, sure.
Chaotic Sliver: Ridiculous mana cost. Also, in the form that you have Chaotic, you want to template this as such:
Chaotic Sliver1GW Creature - Sliver
All Sliver creatures have "Chaotic - Whenever {CHAOS} is rolled, gain 5 life."
2/3
Oh, and you probably should reduce the life gain to 2 life to be reasonable.
Chakra Sliver: Ridiculous mana cost. More preferable and magic-correct wording and costing:
Chakra Sliver2UB Creature - Sliver
Ninjutsu 2UB
Each Sliver creature card in each player's hand has Ninjutsu. The Ninjutsu cost is equal to its mana cost.
3/2
Chivalrous Sliver: Bushido 3?!? What?!? That's insanely high for this cost, and makes combat a mess. How about 2WW for a 2/2 that gives all slivers Bushido 1?
Sliver Hive: I'm very hesitant to say that this is okay, since it's really quite crazy good, but maybe. Perhaps make the second ability cost 1, T?
Selarom's Workshop: Why is there 7/7 on this? This probably should cost more for the ability; maybe 4 or 5?
Sliver Husk: This is rather underwhelming. This probably could just cost 1 and 1.
Experiment S: Ridiculous mana cost. This is a mess design-wise. Maybe just cut this.
The non-sliver-related cards have a lot of the same problems to deal with, but I'm not going to go through those right now.
Rather than explain what's wrong with Riftcast directly, I'll just give you a fixed version of the ability and you should be able to tell what was wrong from what I added.
Fixed Riftcast (Use this format any time the ability itself is on a card):
Riftcast {Mana} (If CARDNAME is on the stack, you may pay {Mana}. If you do, exile CARDNAME, then put it back on the stack. You may choose new targets for CARDNAME.)
---------------------------------------
On a side-note before card comments, I think you might want to have a decently higher percentage of the flavor texts be by someone other than Selarom Otreb.
---------------------------------------
Moving on...
Card by card comments:
Sliver-related:
Selarom Otreb: The first ability seems fine, the second seems too powerful for its cost, and the third is something that should be replaced with something that isn't as problematic of an ability (Mangara of Corondor is a weird card in the rules). The mana cost of this guy is ridiculous. As a general rule, it is wise to try to avoid mana costs one would never see on a card. From now on, I'll mark cards with unnatural mana costs by including just "Ridiculous mana cost." as one of the sentences.
Resonating Sliver: I like this guy as a 5/5, but this may be a little too good now. Maybe a 4/5?
Disruptive Sliver: Watch out for this being too oppressive.
Erasing Sliver: This is pretty awkward. Maybe cut or make it not a Sliver effect?
Shrieking Sliver: Ridiculous mana cost. Also, this card is too powerful. Giving all of your creatures battle cry is already insane. I once designed something for a custom set that was a Sorcery for 2RW that gave my creatures that for a turn. That in and of itself would be powerful. This is much worse. Maybe a 5-6 mana creature with size no more than 3/3, less if it costs 5?
Judgement Sliver: Annihilator has some issues as a mechanic. Annihilator 1 on a single creature can be fine. Annihilator for more than 1 gets incredibly oppressive very fast. I'd probably just say cut this card.
Rhystic Sliver: Ridiculous mana cost. This is an anti-sliver that has two faults: First, not being strong enough as a creature. And second, causing confusing rules interactions.
Scavenging Sliver: This might be okay, but keep in mind that Varolz costs the same amount for this effect.
Chosen Sliver: This has similar problems to Shrieking Sliver power-level-wise, and it's one of the primary examples of feeling pulled from a random card. This might be okay, but probably wants to be 3WW for a 2/2.
Lunging Sliver: Ridiculous mana cost. This card is just awful power-level-wise. Please, for the sake of all that is good in this world, hide horsemanship-related card ideas far away and never let them resurface.
Reassembling Sliver: This could probably be okay, but needs reasonable balance. Probably 4BB for its current body. (Note the lack of high numbers of mana symbols, as suggested in earlier cards.)
Raging Sliver: Ridiculous mana cost. Ah, Rampage. That ability that basically does nothing most of the time, that most people don't remember, and that has a better version in Spined Sliver. I would not suggest putting rampage on one of these creatures.
Offering Sliver: Hiveshift seems like it could be okay. I'm not 100% comfortable with it with Slivers, but I'm not necessarily against it. Oh, and order your mana symbols correctly.
Delegating Sliver: This card is cool, but I'm not really sure if this should be given to all slivers. Oh, and you should order your mana symbols correctly.
Amassing Sliver: I love banding, but for the sake of anyone that might consider playing with this set, please don't use it without having it be an explained theme.
Ravenous Sliver: This could probably be a 3/3. Otherwise, this is very good.
Oxidizing Sliver: This is fine. Maybe it could gain a toughness, or even become a 2/2.
Strionic Sliver, Arsenal Sliver, Reverberating Sliver: All three of these have the same pair of comments: Ridiculous mana cost, and this ability should be nowhere near a Sliver, because of the power level.
Dextrous Sliver: Probably can be a 3/3 or maybe even a 4/3. I'm otherwise fine with this card.
Manaburst Sliver: This should cost G less and be a 2/2.
Feral Sliver: Why not just have this be a T ability?
Voracious Sliver: Ridiculous mana cost. Otherwise, sure. Make this cost 1BR and it will be fine.
Savage Sliver: Ridiculous mana cost. Otherwise, sure. Make this cost 1BR and it will be fine.
Supporting Sliver: Ridiculous mana cost. Make this a 2/2 for 2RRW, and then you'll probably be okay.
Larvae-Carrier Sliver: If you want this effect to be in Black-Green, that's fine, though I'd probably just suggest green. Maybe 4G for a 3/3.
Stun-Gaze Sliver: Ridiculous mana cost. Make this 1WU for a 2/2, and then you'll probably be okay.
Soul-Drain Sliver: A little bit ridiculous mana cost. You probably should just choose one of white or black. Also, it could be a 2/5.
Distributing Sliver: Capitalize 'sacrifice' and 'proliferate.' That would be all, but also, this is in completely the wrong colors. 1GW as a mana cost, and then this is fine.
Armor-Plating Sliver: This isn't how Reinforce works. I think you mean the following card:
Armor-Plating Sliver2WW Creature - Sliver
Each Sliver creature card in your hand has Reinforce X, where X is its toughness. The reinforce cost is equal to its mana cost.
Reinforce 3 - 2WW
2/3
Topsy-Turvy Sliver: Untap effects are really quite good. Be careful with giving it to all slivers.
Ghost-Flicker Sliver: Deadeye Navigator can be a very oppressive card. This would be even more so, especially with etb triggers on slivers. I would not suggest keeping this card.
Blinking Sliver: Mana symbol ordering, and this should probably be worded and costed as such:
Blinking Sliver2UR Creature - Sliver
Each Sliver spell on the stack has riftcast. The riftcast cost is equal to its mana cost.
Riftcast 2UR
2/2
Frost Sliver: This doesn't seem very useful...
Solar-Powered/Lunar-Powered Sliver: This is so wordy. This also is rather ehh design-wise. I'd probably just cut it.
Drone/Constructor Sliver: This seems fine.
Conquest Sliver: Landfall as a word on a card means nothing. You'd want the card text "Landfall - Whenever a land enters the battlefield under your control, this creature gets +1/+0 until end of turn." Also, this can be a 1/2.
Feasting Sliver: Morbid as a word on a card means nothing. You'd want the card text "Morbid - Whenever a creature dies, this creature gets +0/+1 until end of turn." Also, this can be a 2/1.
Mobilizing Sliver: In red? Red??? Really? This isn't a red effect at all. It's green, then blue, then white.
Gatherer Sliver: Just exile. No need to sacrifice first. Also capitalize 'Put' and 'Exile' once that is fixed. Oh, and this can be a 1/1.
Portal Sliver: Please just cut this card. This is going to be horrifying to balance and horrifying to read.
Primordial Sliver: This should cost 2UB. For wording and templating, see my comments on Armor-Plating Sliver.
Burrowing Sliver: This will piss people off to play against or with. It feels like cheating, it feels unfair. I'd suggest just cutting it.
Darksteel Sliver: This can be 12 for a 7/7, I think.
Amorphic Sliver: Ridiculous mana cost. For 4UU this would probably be okay.
Chromatic Sliver: See the first 5 and last 3 words of my comment on Portal Sliver.
Soul-Fueled Sliver: This could be okay, but it does provide for a memory record that one doesn't necessarily want to have to deal with. Also, flickering and P/T boosts are completely broken with this card. Also, a 14/14 for 10 life is dumb. Also, I believe this goes infinite with itself. In the layer system. It creates a queue overflow.
Graveborn Sliver: This is fine except for templating; 'exile' and 'put' should be capitalized. I might suggest moving a B/ symbol from the ability cost to the base mana cost though.
Powerstone Sliver: Ridiculous mana cost. This can also be a 2/3 or maybe even 3/3 for 2R. Otherwise, sure.
Chaotic Sliver: Ridiculous mana cost. Also, in the form that you have Chaotic, you want to template this as such:
Chaotic Sliver1GW Creature - Sliver
All Sliver creatures have "Chaotic - Whenever {CHAOS} is rolled, gain 5 life."
2/3
Oh, and you probably should reduce the life gain to 2 life to be reasonable.
Chakra Sliver: Ridiculous mana cost. More preferable and magic-correct wording and costing:
Chakra Sliver2UB Creature - Sliver
Ninjutsu 2UB
Each Sliver creature card in each player's hand has Ninjutsu. The Ninjutsu cost is equal to its mana cost.
3/2
Chivalrous Sliver: Bushido 3?!? What?!? That's insanely high for this cost, and makes combat a mess. How about 2WW for a 2/2 that gives all slivers Bushido 1?
Sliver Hive: I'm very hesitant to say that this is okay, since it's really quite crazy good, but maybe. Perhaps make the second ability cost 1, T?
Selarom's Workshop: Why is there 7/7 on this? This probably should cost more for the ability; maybe 4 or 5?
Sliver Husk: This is rather underwhelming. This probably could just cost 1 and 1.
Experiment S: Ridiculous mana cost. This is a mess design-wise. Maybe just cut this.
The non-sliver-related cards have a lot of the same problems to deal with, but I'm not going to go through those right now.
First off, thanks for your interest and in-depth analysis and break down of that first part of cards I posted. It's so exciting to have someone really help me with this as much as you have. Secondly, wow! You really understood what I was trying to accomplish with Riftcast and simplified it so well! Most impressive! I will get to editing that thanks to your suggestions and simplification. That was exactly what I wanted to pull off with that new mechanic / keyword. Now, on to the present main discussion!
For the most part, I know most of the mana costs seem ridiculous. It might seem like an excuse, but I wanted to be a bit playful with the mana cost for most of my cards. They look weird as hell, but it's part of the charm I wanted to try and pull off. It looks messy and I'm still vague as to what exactly are the guidelines to the template of mana cost, but it's basically what I wanted to do in most cases - especially the slivers. I wanted to try and be as flexible as possible with casting them, yet restrict how much generic mana would be used. That would try and help the difficulty of casting them. That being said, you do have a point. Maybe I should tone it down on the frivolousness but I'd still like to keep some of the unorthodox casting costs. I hope it's possible and that you might help me with that as well. As for Selrom Otreb seeming to be the only one in flavor texts, this is just the case with the Slivers. Storywise, he is the one studying/creating/discovering them. So I wanted that to be a way into his character. Obviously, there are other characters in the set and other themes that will be touched on for the other cards. But basically, Selarom Otreb is the way to go for my slivers.
Card by card:
Selarom Otreb: You're right on his ultimate ability. I was just thinking of "what ability would be the most broken for a Sliver to have?" and really didn't give much thought beyond that. I'd hoped that maybe other able and capable minds would come butcher it and from that a most exquisite steak would come. This of course, is that case. I changed it to just basically making all your Slivers free of charge. He is the boss so it seems natural that through him you would speed up the process of obtaining Slivers. I also raised the loyalty cost of his second ability. He was designed before most of the broken slivers so it became broken after the fact. Now I believe it's pretty balanced for his abilities and his casting cost.
Resonating Sliver: Liked your recommendation. Kept it as is but 4/5.
Disruptive Sliver: Yeah, having a dozen Disruptive Students is bad (possible if you run all of these: Disruptive Student, Vodalian Mage, and Disruptive Pitmage in a deck) but you also need a ton of Uand Slivers to pull it off. However, since Disruptive Sliver turns all Slivers into a Vodalian Mage, it's possible to abuse this power. Thus, I raised the activation cost from U to 1U.
Erasing Sliver: Yeah, thinking back on this it might not be so Sliver after all. Slivers usually get boons or keyword abilities from each other. However, given the flavor, that's where I tried to have it make sense. It's a synthetic Sliver (a robot made by Selarom Otreb) in his attempts to try and control the Sliver by hindering them. If you ignore that fact that it's an artifact creature instead of just an artifact, it seems to make more sense to what your feeling. However, sideboarding this against a broken sliver deck is a must. Erasing Sliver is one of those Slivers that are like sabotage against the Hive. There are many Sliver Constructs like this and it's sort of part of the flavor and story of Selarom Otreb. It may seem a bit off, but it makes a lot of sense to me and this is one of those ones that I'll keep as is.
Shrieking Sliver: One of my many attempts to give Slivers as many keywords as possible. Sure, it seems exceedingly broken and overpowered. I may be able to balance it by giving it a p/t of 0/1. If you noticed, I don't have (and don't plan on adding) any boon Slivers to the set. So this bugger dies from so much as a sneeze. That's where I'd like its weakness to lie to counterbalance its ability. I'd probably augment its casting cost to :symwr::symwr::symwr::symwr: and leave it 0/1.
Judgement Sliver: Yes. It's meant to be as broken as hell. Yes. It's meant to be menacing. Judgement Sliver has to be so broken as to merit a buttload of planeswalkers to join together to take it out. However, I made it a bit too broken. I'm gonna give it a bunch of hindering clauses to only make it hardcast like Phage the Untouchable, Blightsteel Colossus, and most of the Eldrazi gods. Maybe that'll give it some balance. Now, flavorwise, it's so menacing, that it's even menacing to its owner under certain situations. So I feel it's win/win now! Thanks!
Rhystic Sliver: Yeah, made it a 1/4 and changed its clause to "Sliver creatures you don't control", that way, someone won't target it and thus make it completely useless. I almost completely overshot that. Thanks!
Scavenging Sliver: Yeah, Varolz, the Scar-Striped was the obvious inspiration here. However, Varolz gives scavenge to all your creatures. This sliver just gives scavenge to slivers. So I might reduce its casting cost and make it stronger (2/2) to make it more worthwhile.
Chosen Sliver: Inspired by Sublime Archangel. However, it doesn't make all Slivers give exalted amongst themselves. So slivers only get exalted for each Chosen Sliver in play and not some other slivers. In either case, Chosen Sliver is less powerful than Sublime Archangel given the fact that Sublime Archangel gives it to every other creature whereas Chosen Sliver just gives exalted to Slivers. The only thing different is that it ends up giving exalted to itself and even so, Sublime Archangel already has exalted on itself. Also, Sublime Archangel does all this (while also having Flying and being a whopping 4/3) for a mere 4 mana. And Chosen Sliver is a 1/1 with nothing else for 3 mana. If anything, it's underpowered. I could probably even make it 2/2. Sorry, but I have to disagree with you on this one...
Lunging Sliver: Lol, such horsemanship hate! Personally, I don't mind horsemanship and every so often creatures with said ability are reprinted in casual sets (Archenemy, Planechase, From the Vault, Commander, etc.) which end up hurting because they're basically unblockable. I'm planning on adding knights to this set. Knights in the sense of yore, which ride horses. So, you guessed it, most of them are probably gonna have horsemanship. Also, if you remember flanking (from the Mirage set), that was something for horseriding creatures. Yet Sidewinder Sliver gave all Slivers flanking. That made even less sense to me. At least I'm not giving Slivers horsemanship ;). But, alas, I'm keeping horsemanship in my set. Sorry!
Reassembling Sliver: Okay, I raised its mana cost to 2BBBB, to make it even more difficult to cast.
Raging Sliver: Once again, I just wanted to give slivers access to as much keywords as possible. I'd just keep it for the sake of that. Even if it ends up being considered a junk sliver like so many others already printed. Even so, in the end, under more consideration, I may end up scrapping it after all.
Offering Sliver: Done.
Delegating Sliver: Done.
Amassing Sliver: Yeah, I'm probably only gonna use banding for Slivers in this set. Make it as less troublesome as possible.
Ravenous Sliver: Done.
Oxidizing Sliver: Done.
Strionic Sliver, Arsenal Sliver, and Reverberating Sliver: Sure, the power levels are level 50,000,000 super saiyan. However, you need the mana to pull it off. Even if you had 50 Slivers in play and wanted to copy a spell 50 times, you'd need 100 mana to do so. I'd probably make them cost a bit more (3UR) and make you tap the Sliver to use the ability as well. Would that make it balanced enough?
Dextrous Sliver: Done.
Manaburst Sliver: Done.
Feral Sliver: Lol, I actually thought that by just tapping the ability would be too broken. So this was an ability that I thought was too overpowered by just tapping instead of paying mana. But you've seemed to consider a lot of other abilities overpowered so maybe I overestimated this one. Tapping it is!
Voracious Sliver, Savage Sliver, and Stun-Gaze Sliver: Once again, I know that casting cost may seem ridiculous, but it's my way of giving certain flexibility yet at the same time not allowing generic mana to be used to cast them. Yet, for aesthetic reasons, if it's really not feasible that way then I guess it'll have to be generic.
Supporting Sliver: Done.
Larvæ-Carrier Sliver: Done.
Soul-Drain Sliver: Done.
Distributing Sliver: Done. By the way, I don't get why it would be in the wrong colors. A lot of black cards have proliferate.
Armor-Plating Sliver: Thanks for the rewording!
Topsy-Turvy Sliver: Got it :thumbsup:.
Ghost-Flicker Sliver: I just really like the flickering mechanic. This is a great way to give this keyword to slivers, just as flying, trample, haste, etc. being as the keyword is new to this set - that just so happens to have a lot of Slivers.
Frost Sliver: Agreed. I eliminated the filtering and just made it a tapping mana ability.
Solar-Powered Sliver / Lunar-Powered Sliver: Yeah, I just didn't really know what else to do with it. I wanted a Sliver that transforms. I'll probably just keep the Solar-Powered / Lunar-Powered theme but change what each does.
Conquest Sliver, Feasting Sliver: Since Landfall and Morbid don't have different effects (like Chroma does), I just wanted to reduce it to a one word for its effect. Landfall always refers to a land you control entering play and Morbid always refer to a creature dying that turn. But if it is what it is then I have no other alternative.
Mobilizing Sliver: Done.
Gatherer Sliver: Done.
Portal Sliver: Yeah, I just wanted it to be something more intrinsic. Complicated was not what I was going for. Changed it to more or less just turn Slivers into Sliver Wishes.
Burrowing Sliver: Well, I can see where you'd feel it will piss people off and have it look like cheating. However, I feel Homing Sliver's just as broken. At least here, the bigger the sliver the longer it'll take to come out. If you wanna "cheat" a big sliver, you might not last 10 more turns to cast it from suspend. That being said, I raised its casting cost to 3R and just pumped it up a bit to 2/2.
Darksteel Sliver: Done.
Amorphic Sliver: Done.
Chromatic Sliver: I see how you can probably consider this card to be a nightmare. However, it really shouldn't be so difficult to keep track of its colors. I mean, that's what counters are for. There are plenty of MtG cards that change colors indefinitely and one needs to find ways to keep track of it. However, even when I designed this, I wanted to try and find a way to give sliver landwalk in a unique way. Maybe this was the way to go and maybe not. What I do know is that this is not an idea I want to cut. I may change it or reword it or make it less conflicting. But I'd have to come back to it (much like the Solor-Powered Sliver / Lunar-Powered Sliver).
Soul-Fueled Sliver: I feel like this Sliver has promise. I already made a clause that would prevent abuse from flickering (If 10 life was paid to cast Soul-Fueled Sliver, ...). What else do you recommend to make it more viable?
Graveborn Sliver: Done.
Chaotic Sliver: Thanks for the rewording! Well, I know gaining 2 life does seem sensible, but rolling a on the planar die is a 1/6 chance of occuring. Gaining 5 life 17% of the time you roll the planar die isn't so overpowered when you look at it that way. With all the other Slivers worth playing this one has to be worth playing as well.
Chakra Sliver: Done.
Chivalrous Sliver: Done.
Sliver Hive: Done.
Selarom's Workshop: Yeah, I don't know where the 7/7 came from. It was probably something I copy/pasted by accident when moving text around. Thanks for noticing that.
Sliver Husk: Done.
Experiment S: Well, given that there are Sliver bonuses which I wouldn't necessarily want to give my opponent, and to add to the feel of really controlling slivers, I really want to keep this design (that and there are some who like it so even more so I'm not necessarily cutting it :p). But please, help me then to reword it to something more viable. I mean, the essence is there. Basically, all slivers I control that say "All Slivers" become "Sliver creatures you control". I'd really appreciate some help here!
Once again, I cannot thank you enough for your time and interest! I hope you enjoy the story and find some of the ideas in the present hodgepodge of cards interesting as well!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Ok... So I spent my day working on putting the sliver-related cards into at least semi-workable forms. Helping you with this has kinda become my pet project for the week or so before I head back to school. I will warn you ahead of time that despite prior years of experience with custom set design and development (not on this site, but I've been working on a custom cube with classmates for the past four years or so and had done some design before that), my picture and flavor choice skills may not be anything special (though I don't think that either are particularly terrible); I'm mostly a mechanics-focused designer. That said, I will definitely have flavor comments to make either from my self and/or from other people before this is over.
If you have any specific questions about suggested changes, either post them, and/or I may go about attempting to set up an additional contact of some sort.
Oh, and I realized a slight change that makes Riftcast wording even a little nicer: 'CARDNAME' to 'this spell'.
The ones with panda pictures I have some further comments on beyond suggested changes:
Blinking Sliver: I might call this, say, Riftcast Sliver...
Chaotic Sliver: Yes, I'm still suggesting you reduce the life. Think about this situation: You have three Slivers out, for a reasonable generic number (with Slivers, the chances are actually that you might have more, but whatever). You roll the dice four times each turn, for 6 mana each turn. Your chances of rolling are just above 50% each turn. So probabilistically with the original life gain, and this is disregarding any other helping factors of any sort (such as Powerstone Sliver), each other turn you gain fifteen life. If you get more lucky, it feels even more ridiculous. Hence my suggestion of no more than 3 life per sliver. Which is still really good.
Chromatic Sliver: Here's a simplified version. It still provides for potential memory problems, and the use of counters would put this back to unwieldy word-wise.
Delegating Sliver: This card is way too good. It's up to you how significantly you want to change the effect.
Distributing Sliver: I was wrong earlier; confused proliferate and populate. This should be blue-black. Sorry about that. I also don't like the name very much; maybe you can think of something better.
Experiment S: Reworded and Recosted. This is a lot more clean mana cost and templating-wise. That type line is awful, but viable, though.
Gatherer Sliver: I'd suggest finding a better name for this, mainly, though its power level has always been questionable...
Judgement Sliver: Balanced Annihilator variant is not impossible, hmm? The issues with Annihilator are mostly solved by making it not an attack trigger and not any permanent. (Oh, and yet still keeping it no more than a single sacrifice.)
Primordial Sliver: This just wants a better name. Right now it sounds like a green card.
Resonating Sliver: This was the other main mistake on my part. A friend of mine pointed out that this should be a larger creature if anything.
Reverberating Sliver: This is still crazy good, but it can't necessarily be helped...
Rhystic Sliver: This still is disgusting rules-wise. But an activated ability that removes abilities is even more disgusting. So comparatively this is okay. But it's also no longer Rhystic. So I don't know what you want to do about this. This also may still have rules problems with any Tarmogoyf-styled Slivers. Though hopefully those won't exist.
Soul-Fueled Sliver: Okay, so you know what's completely unreasonable? A 7/7, 14/14, or infinity/infinity turn 1 for 10 life. So instead, here's another phyrexian-mana-based Sliver legendary. I don't like it very much, but at least it's not broken to all get-out or rules-breaking even.
Thanks for all your work and effort! It's great to have you aboard this project! I appreciate the work you put into creating some cards and uploading them. Now, onto the recommendations (pretty soon the Sliver cards will all be finished!):
Amassing Sliver: I still think banding should be optional. It can get quite messy and I'd just rather you choose to give them banding or not. Like I said, attacking in a band is bad and blocking in a band is good.
Arsenal Sliver: I liked where you where going with giving it to Sliver abilities only and once per turn. However, Rings of Brighthearth (which is what I based this ability on) isn't legendary. So you can copy an activated ability once per copy of Rings of Brighthearth. So instead of limiting it to once per turn, I'd rather leave it Sliver abilities only (and tapping). That way, it reduces its brokenness (to avoid decking an opponent by copying Jace, Memory Adept's second ability 5 more times with 5 slivers). It'll probably be reworded to something like: "Slivers you control have "Whenever you activate an ability of a Sliver creature, if it isn't a mana ability, you may pay 2 and :symtap:. If you do, copy that ability. You may choose new targets for the copy."
Blinking Sliver: Yeah, I came up with a better name for it: Riftsliding Sliver.
Burrowing Sliver: Love the artwork you chose for it; really goes with the theme. As far as the wording for the ability, I think it best to leave it the way I had original worded it. It's taken straight from Jhoira of the Ghitu and it's probably as official as it gets.
Chakra Sliver: Are you sure keywords get capitalized midsentence? That doesn't happen with trample, flying, etc.
Chaotic Sliver: Yeah, 3 life is probably best. I'm considering changing its name, since Chaotic hints at it being a red or black creature and it's neither.
Chosen Sliver: Love the artwork. With color it'll look amazing.
Chromatic Sliver: I don't want Chromatic Sliver to be flexible in the type of landwalk it gives. The way its worded feels that I could pay B and R yet give Slivers islandwalk and forestwalk. We probably gotta keep working on this one.
Conquest Sliver: Love the artwork.
Darksteel Sliver: I'd probably make it cost 8 and make it 2/2. I really liked your flavortext.
Delegating Sliver: I don't want the Kinship effect to be like scry. I'd rather just give Slivers scry, lol. Maybe the way I originally have it is too overpowered. Maybe something more designed around flavor text will help me with this one.
Dextrous Sliver: I lolled a bit when I read "suit up" in the flavor text 'cause it reminded me of Barney Stinson. I think I'd prefer my own flavor text.
Disrupting Sliver: I like your direction with the flavor text. Maybe it could read: "These Slivers manipulate the surrounding mana to frustrate even the simplest of spells." - Selarom Otreb
Distributing Sliver: Remember that you don't necessarily just proliferate +1/+1 counters: you can also proliferate other kinds of counters. That's why it's called Distributing Sliver (though I'll probably try and think of another name for it). So I'm thinkning of something else entirely for the flavor text.
Drone Sliver / Constructor Sliver: I'm really considering renaming these two to try and fit some kind of land theme.
Erasing Sliver: Great artwork!
Experiment S: Since this is a Sliver engineered by the Simic, it should stay as a Sliver Mutant and not an artifact creature. As for the rewording, what you put works amazingly well! As for the casting cost, I want to keep it as Simic colored as possible. I'll probably work on that.
Frost Sliver: Making all the Slivers snow doesn't necessarily mean that they now tap to produce S. I'd rather just keep it as is. I like your idea in the flavor text as well.
Gatherer Sliver: It may seem broken, but you gotta exile a Sliver to do so - and pay mana, too. If you don't use tokens this card is pretty self-harming. There are way more broken cards that do the same thing without the handicaps.
Ghost-Flicker Sliver: Love the artwork!
Graveborn Sliver: Love the artwork!
Judgement Sliver: I really wanted to give Slivers annihilator. Just give them every possible keyword (I've even found ways to give them ninjutsu and bushido, for crying out loud). Though Judgement Sliver might seem broken, and one can always justify the brokenness of a card by find a card that's even more broken, but I think I'll compromise if it's sacrificing a permanent upon receiving combat damage. I'm still giving Judgement Sliver annihilator - even if it doesn't give other Slivers annihilator. Also, given the story, I'm making Judgement Sliver have changeling as well.
Larvæ-Carrier Sliver: Still unsure if this is too broken or not. I should probably change it to a non-token Sliver creature. It'd probably be: All Sliver creatures have "Whenever this creature dies, if this creature isn't a token, put a 1/1 colorless Sliver creature token on the battlefield."
Manaburst Sliver: Amazing artwork! I also like the way you reworded the flavor text.
Mobilizing Sliver: I'm keeping the menacing flavor text for this one.
Offering Sliver: I like the artwork.
Oxidizing Sliver: Like your flavor text.
Portal Sliver: I'm thinking about changing this card to: Each Sliver card in each player's hand has "2GU, Exile this spell: choose a Sliver card you own from outside the game, reveal that card, and put it into your hand."
Powerstone Sliver: I'd rather keep my flavor text because it's part of the story of how Selarom Otreb abandons Ravnica to follow the Slivers that ripped through the planes.
Primordial Sliver: I think I'll change its name to Alchemical Sliver.
Raging Sliver: Love the artwork. Also like the flavor text.
Ravenous Sliver: It really shouldn't be "any player". Though I have considered changing this one a bit. It should probably be: All Sliver creatures have "Whenever a creature dealt damage by this creature this turn dies, you may pay 1. If you do, exile that creature instead." Love the artwork, too. And the flavor text.
Reassembling Sliver: Epic artwork.
Resonating Sliver: I like the change to 6/5. I'd almost forgot that it does give itself echo.
Rhystic Sliver: Yeah, I'll probably change its name to Hindering Sliver. But I want to keep the idea of the original flavor text in some extent. I'll probably change it but that's the idea I want for it.
Scavenging Sliver: I feel that the wording "in a graveyard" seems weird. I feel like its targeting a graveyard. I'd rather have it "each graveyard" or "your graveyard".
Selarom Otreb: Yeah, maybe the casting cost is a bit farfetched. However, given that his philosophy in magic is the same as Riku of Two Reflections, I'd probably leave his colors the same. So his casting cost should probably be 1URG. Btw, lol at the artwork. It's amazing, but I envision Selarom Otreb as a magician like Ral Zarek or Riku of Two Reflections. In that style.
Sliver Husk: I like your flavor text. However, I'd probably change it from being a quote from Nekusar's Serfs.
Solar-Powered Sliver: I like how you gave Slivers a boon with it to make it worthwhile.
Soul-Drain Sliver: I like how in the flavor text you make mention of the tax collecting aspect of the extort ability. It should be a Selarom Otreb quote, though.
Soul-Fueled Sliver: Yeah, I get what you mean. Since I wanted to use Phyrexian mana somewhere on the Slivers, then it'd be good to use it to pay for abilities. I'd probably change it to <<:sympw::sympu::sympb::sympr::sympg:: Sliver creatures you control get +2/+2 until end of turn for each 2 life used to activate this ability.>> Something to that extent at least, where you basically pay 2 life up to 10 for your slivers to gain up to +10/+10 until end of turn (per activation).
Strionic Sliver: Once again, I know you wanna dial it down because it can be overpowered, but it shouldn't be once per turn. It could be: Sliver creatures you control have: "2, :symtap:: Copy target triggered ability of a Sliver you control. You may choose new targets for the copy." Amazing artwork, btw.
Stun-Gaze Sliver: Like your flavor text. Nice artwork.
Supporting Sliver: Amazing artwork.
Voracious Sliver: Epic artwork.
I'll try and organize the cards so far (alphabetical order or color order, etc.) now that I have more cards to add and with all the changes made so far. Many changes have been profound and it's hard at times to keep track of it all. I also have a new Sliver creature (will probably be the last one) idea to throw out there (I still have yet to determine if it's too broken or not):
Clairvoyant Sliver4UU Creature - Sliver
All Slivers have ":symtap:: Scry 1." "With the keenest senses of all, these Slivers are able to even perceive what has yet to happen." - Selarom Otreb
Adoption to the Hive Tribal Sorcery - Sliver
Target creature is a Sliver in addition to its other types. (This effect lasts indefinitely.) Welcome home."
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Okay, just added some new cards recently. I'm still trying to get a feel for the ocean part of the plane first (though some other ideas seep through). In either case, here's the latest update for the set:
Newest cards added:
Clairvoyant Sliver4UU Creature - Sliver
All Slivers have ":symtap:: Scry 1." "With the keenest senses of all, these Slivers are able to even perceive what has yet to happen." - Selarom Otreb
2/5
Adoption to the Hive Tribal Sorcery - Sliver
Target creature is a Sliver in addition to its other types. (This effect lasts indefinitely.) Welcome home.
Land Ho!U Tribal Sorcery - Pirate
Search your library for an Island, Mountain, or Forest and put it onto the battlefield. Then shuffle your library.
Spyglass1 Artifact
:symtap:: Look at any facedown card. 1, :symtap:: Look at the top card of any library. 2, :symtap:: Look through any player's library. Shuffle that library afterwards.
Give No Quarter2UB Tribal Enchantment - Pirate
Whenever a creature is dealt damage, destroy it instead.
Treasure Map1 Artifact 2, :symtap:, sacrifice Treasure Map: Search your library for an artifact and put it into your hand.
Treasure Chest3 Artifact X, :symtap:: Search your library for an artifact with converted mana cost X. Exile it face down under Treasure Chest.
:symtap:, sacrifice Treasure Chest: Put all cards exiled with Treasure Chest into your hand.
Buried TreasureU Tribal Sorcery - Pirate
Search your library for a non land card and put that card into your graveyard. Then shuffle your library.
Frost Prism1S Snow Artifact S: Add one mana of any color to your mana pool.
Aurora BorealisS Snow Enchantment S: Add one mana of any color to your mana pool.
Massive Glacier Snow Land
When Massive Glacier enters the battlefield, sacrifice it unless you return an untapped Island you control to its owners hand.
:symtap:: Add 2 to your mana pool.
Breath of Niv-MizzetXYRU Sorcery
Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top Y cards of his or her library into his or her graveyard. "May I burn away everything but your betrayal!"
Sound ReasoningXUU Instant
Prevent all combat damage. For the next X turns, players skip their combat phase. "There was nothing here besides a test to prove that your true strength lies in unity." - Jace Beleren
Inconsistent Bolt2 Instant
Madness :symur:, kicker 1:symur:, flashback 2
Roll a four-sided die. Inconsistent Bolt deals damage equal to the number rolled to target creature or player.
If the kicker cost was paid, roll a six-sided die instead.
Hibernaculum2S Snow Enchantment SS, exile a creature card from your hand: Put four time counters on the exiled card. If it doesn't have suspend it gains suspend.
Gelid MermaidU Creature - Siren
Multikicker S
Gelid Mermaid enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1/1
Halcyon Days1U Snow Enchantment
Snow permanents don't untap during their controllers untap step.
Névé3RS Snow Enchantment
Mountains you control are snow in addition to their other types.
Snow mountains you control produce an additional S when tapped for mana.
Arachne, Hidden Guardian3BG Legendary Creature - Spider Human
Flash
You may activate abilities of Arachne, Hidden Guardian as if it had haste.
:symtap:: Tap target creature and put a web counter on it.
Each creature with a web counter on it loses all abilties and does not untap during its controller's untap step.
2/5
Shipwreck SalvageU Tribal Sorcery - Pirate
Return target blue artifact from your graveyard to your hand.
Elite HarpoonistUU Creature - Human Pirate
First strike, reach.
:symtap:: Destroy target blue creature.
2/1
Barb-Hooked Harpoons4 Artifact
Barb-Hooked Harpoons enters the battlefield with three harpoon counters on it.
At the beginning of your upkeep, if there are no harpoon counters on Barb-Hooked Harpoons, sacrifice it.
:symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put a -1/-1 counter on target creature. If that creature is blue, put two -1/-1 counters on it instead.
Fortified Coast3U Artifact - Fortification
Fortified land is indestructible.
Whenever fortified land becomes tapped, it deals 3 damage to target creature.
Fortify 2
Favorable WeatherU Instant
Multikicker 1U
Until end of turn, blue creatures you control gain haste.
For each time Favorable Weather was kicked, target blue creature becomes unblockable until end of turn.
Pegasus Paladin2WW Creature - Human Knight
Horsemanship, flanking, flying.
2/2
Angel of the Frontlines1WWW Creature - Angel
Flying, immortal
2/2 Anyone would volunteer to be on the frontlines - if they couldn't die...
Primal Balance2G World Enchantment
Except for mana abilities, all lands lose all abilities. "Finally, the world is peaceful; retored to its original beauty." - Arachne
Endless Slime3GG Creature - Ooze
Endless Slime enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, double the amount of +1/+1 counters on Endless Slime. 3GG, Sacrifice Endless Slime: Put two tokens onto the battlefield that's a copy of Endless Slime.
0/0
Corrosive Cube1GUB Creature - Ooze
Deathtouch, infect, trample
Corrosive Cube can block any number of creatures.
1/5
Viscous Visionary1GU Creature - Ooze Wizard
Prevent all damage dealt to Viscous Visionary.
Sacrifice an untapped creature: Put a green */* Ooze creature token into play with power and toughness equal to the sacrificed creature's power and toughness. I think this goes above and beyond "shedding your mortal coil".
Hidden Paradise Land
:symtap:: Add one mana of any color to your mana pool. During your next end step, return Hidden Paradise to its owner's hand.
Pirate Galleon2U Tribal Artifact - Pirate Ship
When you control no Islands, sacrifice Pirate Galleon.
Whenever a Pirate creature you control deals combat damage to a player, take control of target artifact that player controls.
Commandeering a Fleet3UU Tribal Enchantment - Pirate UU: Search your library for a Ship card and put it in your hand. Then shuffle your library. "Just how does one come about commandeering an entire fleet? One ship at a time."
Am also in the process of doing some massive revision of the Sliver-based cards. Most of the changes have already been made and edited in the OP (these newest cards have also already been added in the OP).
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Amassing Sliver: You get to choose whether or not you put the creatures into a band though, so it might as well just be simple and not gain it at random times.
Arsenal Sliver: Hmph. Rings of Brighthearth is kinda crazy, but I suppose... "Slivers you control have "If this creature is untapped, whenever you activate an ability of a Sliver creature, if it isn't a mana ability, you may pay 2 and tap this creature. If you do, copy that ability. You may choose new targets for the copy.""
Burrowing Sliver: Reread Jhoira of the Ghitu. Then look at your version. Then look at my version. I'm pretty sure about this one.
Chakra Sliver: You're right.
Chromatic Sliver: I don't think there is actually a way to word this that isn't either insanely wordy or quite functionally different from what you are intending.
Darksteel Sliver: But that would be bad... 9 for a 5/5 is reasonable...
Delegating Sliver: I'm pretty sure I copy-pasted this. Your current version is insanely good (and still has an incorrect mana cost; GWU is correct).
Drone Sliver/Constructor Sliver: This is one of the most egregious examples of the "everything and the kitchen sink" approach, anyways...
Experiment S: 2GGUU; this isn't really a WUBRG card anyways.
Frost Sliver: Hate to break it to you, but "Add S to your mana pool." doesn't actually do anything within the rules of the game. If you want to do something like that, make them produce colorless, or make this also have Gemhide Sliver's text.
Judgement Sliver: I'm just going to ignore this card so I don't just throw up my hands and give up on this altogether. (Though this is also where I am with some other stuff right now, but that's for a later design point, after the Slivers are all fixed up.) I will remind you, though that annihilator for any more than 2 is incredibly oppressive.
Larvae-Carrier Sliver: Oh, yeah, that could be reasonable. But I don't think it's necessary. Look at Brood Sliver.
Portal Sliver: As crazy good as it is, it's more reasonable as is.
Powerstone Sliver: I didn't think I was going to comment on the flavor texts, but you want to keep them from being overly confusing; they need to mean something to the player. I think this was one of the most notable examples where it didn't seem to do so.
Ravenous Sliver: All Sliver creatures have "If a creature dealt damage by this creature this turn would die, you may pay 1. If you do, exile that creature instead."
Scavenging Sliver: Well, "in a graveyard" or "in your graveyard" are the two correct wordings. Make of it what you will.
Selarom Otreb: How old? Also his effects are actually pretty solidly in green, blue, and black.
Sliver Husk: I wanted to have it be "An-Havva Scout" or something of that sort...
Solar-Powered Sliver: See my comment on Drone Sliver, though.
Soul-Drain Sliver: I was somewhat trying to differentiate flavor text, because honestly, having them all be Selarom Otreb is ehh.
Soul-Fueled Sliver (nothing to do with Soul-Drain Sliver, lol): Why not at that point just say "Pay X life: Sliver creatures you control get +X/+X until end of turn?" It's much simpler and more elegant.
Strionic Sliver: For the most part, your cycle of three are the most over-powered things here... Giving any of these effects to all your slivers (or even just all slivers) is completely ridiculous.
Clairvoyant Sliver is fine; make it a 3/3 if it wants to be common/uncommon, a 4/4 if it wants to be rare.
I'm working on some comments about the non-Slivers, but I'm going to wait for the steps of getting the Slivers and the sets as a whole into workable forms first to be done. To give you a hint of one of the "as a whole" points to come... Yes, I said sets plural, not set.
On second thought, I hadn't seen some of the changes that you put in. Also here's some solutions to some of the problems brought up in my earlier post:
Selarom Otreb: I still think the minus abilities should be -3 and -7. Oh, and if you want this to be blue-red-green, assuming you want to keep the same functionality, its second ability should become "Put a copy of target Sliver creature card in your graveyard onto the battlefield."
Judgement Sliver: Okay, so the issue here is that you're not designing a Sliver right now. So here's a cleaned up version, as stupid as I may or may not feel even dignifying this card with a response any more. I'm sorry, but this card is frustratingly dumb.
Judgement Sliver3WUBRG Legendary Creature - Sliver Avatar
Changeling, annihilator 2.
Sliver creatures you control have "Whenever this creature deals combat damage, that player sacrifices a permanent he or she controls." "What have I awakened...!?" - Selarom Otreb
7/7
Arsenal Sliver: "an ability of a sliver creature" and cut the last sentence, actually.
Manaburst Sliver: So I'll get back to this later, but I made this a 1/1 so that you could have a rarity spread. That's a similar reason for a lot of my power/toughness changes. Though also it is good design philosophy (especially with Slivers) to use equal power and toughness often (but not all the time). Hence the change on Stun-Gaze Sliver, too.
Hermit/Venturing Sliver: Fix the text of Hermit Sliver...
Gatherer Sliver: What about a name change, at the very least?
Portal Sliver: Noooooooooo!!! This was better designed in its earlier version.
Infiltration Sliver: This is already looking better. Now just cut the WUBRG ability and it could even be called well-designed.
Powerstone Sliver: See my comment on Manaburst Sliver.
Experiment S: Keep in mind, hybrid is very different from gold. And most of the time in this set, you should be using the latter.
Agreed on Selarom Otreb and Portal Sliver. Now I'm happy with Judgment Sliver :D. Lol, I actually forgot to update Gatherer Sliver. I'd changed its name to Salvage Sliver.
With this latest revision I'm comfortable with considering the Sliver cards to be over and done with. What do you think?
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Agreed on Selarom Otreb and Portal Sliver. Now I'm happy with Judgment Sliver :D. Lol, I actually forgot to update Gatherer Sliver. I'd changed its name to Salvage Sliver.
With this latest revision I'm comfortable with considering the Sliver cards to be over and done with. What do you think?
Almost...
Judgement Sliver really doesn't need the Progenitus/Colossus shuffle clause.
There's no reason for Amassing Sliver to not just give all Slivers banding, given how banding works. (It's entirely optional to put stuff into a band.) That said, given the flavor, you could also change it a different way:
"0: This creature gains or loses banding until end of turn."
Solar-Powered Sliver isn't changing? I thought you liked that idea...
Hermit Sliver: How do you have "fove" lands?
Mobilizing Sliver: Capitalize 'during'.
Portal Sliver: Spelling of 'creature' and capitalization of 'exile'.
Burrowing Sliver: Capitalize 'sacrifice'. Also, READ Jhoira of the Ghitu. THIS IS NOT HOW YOU WORD THIS CARD.
Frost Sliver: You really can't add S to your mana pool. You can add 1 and make all slivers snow creatures, though.
Stun-Gaze Sliver: Capitalize 'whenever'.
Amorphic Sliver: Capitalize 'you', and comma between 'battlefield' and 'except'.
Infiltration Sliver: Comma after the word 'battlefield'.
Sliver Hive: Comma between the symbols 1 and T.
Chakra Sliver: You're right; don't capitalize ninjutsu in the sentences (though leave it capitalized for the ability itself).
Absorption Sliver: Remember to lower the life gain to 3.
Soul-Fueled Sliver: This is still awkward. Paying 2 life is almost always better than mana anyways, and now you're giving more incentive. You might as well just say "Pay 10 life" in this case. Assuming you want Phyrexian mana, don't do the gimmick of counting how much life is paid. It's just messy.
This brings up another important point, which is the power/toughness differences that I was putting in. It is sensible to try to distribute rarity. I attempted to do that when I made these into pictures. You can see for yourself the power and toughness levels I used. I would suggest you go with those and put rarities on the Slivers that way.
I think after addressing all these points (and any unaddressed ones in the last couple of posts, such as READING Jhoira of the Ghitu), unless there's any little things that I'm still missing, you should be good on just the Sliver cards, for now. (Little edits will probably come up later as the sets change.)
Okay, I've finished updating the OP to reflect the latest changes. The Sliver cards should be finished for the moment (though a couple of ideas are still simmering about :p). Also, one more Sliver I just finished designing:
Selarom Otreb, Sliver KingWUBRG Legendary Creature - Sliver Wizard URG: You may choose a Sliver creature card you own from outside the game, reveal that card, and put it on top of your library. Then shuffle your library. "Now I feel complete - ! Time to reunite the family..."
7/7
@ osieorb18:
I think we could safely consider the Sliver cards to be as revised as possible. I liked your idea for Solar-Powered Sliver, but thought that maybe that idea could be put to use elsewhere. I somehow got what I wanted with making Slivers slow during the day and fast during the night. I think I'm happy now with how it worked out.
I know there are a lot of Slivers, but they're meant to be distributed from amongst 3 sets. Also, I avoided reprinting or remaking any Slivers from other sets (avoided remaking a sliver that gave flying, trample, haste, boons, etc.). That's why I designed Portal Sliver. In order to be able to play Slivers from other sets.
The OP has the latest revision of the Sliver cards and they're in alphabetical order as well. To make it easier for you to observe the latest revision.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Selarom Otreb, Sliver KingWUBRG Legendary Creature - Sliver Wizard URG: You may choose a Sliver creature card you own from outside the game, reveal that card, and shuffle it into your library. "Now I feel complete - ! Time to reunite the family..."
7/7
But isn't this a little too similar to Portal Sliver?
Also, besides little templating and capitalization edits, you're mostly done with revisions, except for two things:
Distributing Sliver should go back to being blue-black.
and
Arsenal Sliver should be restricted to abilities of Slivers you control.
There are 236 cards so far (including reprints but excluding split cards, transformations, flip cards, etc.)
STORY:
The setting is a plane called Hatillo (pronounced ah-TEE-yo), rivaled in size only by Dominaria. It consists of three gigantic continents where each of its inhabitants worship a deity. The ocean is where a fourth deity dwells and the sky is where the fifth deity dwells. There are many sentient races and self-conscious creatures in Hatillo. There are 5 deities in this plane, which are the supreme beings with powers that rival planeswalkers. The three "terrestrial" deities (the ones worshiped by their respective continent) are Ferngath, the Life (a Basilisk Deity), Tutankh, the Mercy (a Wurm Deity), and Cannac, the Savage (a Dragon Deity). Noraria, the Proud (an Angel Deity) is the sky deity and Abismolus, the Deep (a Leviathan Deity) is the ocean deity.
There are those who pray to no deity or follow any religious code. These are the Scientists. They tinker with life itself either by biomutation or constructs. Out of these, the most famous is Selarom Otreb (the "sixth deity" and main character of this block), one who awakened his spark. Selarom Otreb is obsessed with creating life. Selarom Otreb realized that he could not find the answer to his research in the vast plane of Hatillo and took advantage of his abilities and immortality and ventured into the Multiverse.
While there's an exiting planeswalker, there is an entering planeswalker: Ulixeus. Ulixeus is a planeswalker native to Theros. Having dealt with how problematic gods could be, Ulixeus was attracted to Hatillo due to the unrest between the deities there. Ulixeus was unhappy in Theros and is searching for a plane to call his own. Ulixeus's name comes from Ulysses and Odysseus (both the same hero - one is the Roman counterpart to the Greek one). Ulixeus has a Greek hero feel to him (obviously, since coming from Theros) and his abilities reflect this. Ulixeus also has that multiplayer feel to him as well, being as his abilities aren't limited to the controller. I wanted to do something different with him in the sense that rather then just having a planeswalker that gives 'emblems', Ulixeus gives 'heroes' too. You can check him out in the planeswalker section of the card list.
The rest of the story has yet to be written.
Planar Rifts:
Almost by fate, Selarom planeswalked to Rath, where he was marveled by Slivers and The Hive. With the war over and Volrath defeated, the plane was left to its own devices, where the Sliver flourished. Selarom spent many years studying the Sliver to try and find the key to creating life. Unable to do nothing more than create tools to help him study and probe the Hive, Selarom became restless. Until his probes began to go haywire, indicating that there were Slivers elsewhere – beyond Rath. Selarom traveled to Dominaria, where he found the Sliver even more evolved and resilient than Rath in Otaria, where the Cephalid Riptide scientists tried to revive and create Slivers of their own. Selarom studied their research to learn where they failed. Selarom was able to develop a Husk that enabled him to communicate directly with the Hive. Selarom was a bit more satisfied and decided to travel back to Hatillo and bring some of his best scientists with him. Unbeknownst to him, the Sliver Husk he developed was amplified by his Spark. As he planeswalked, he was able sense other Slivers across the planes in the Multiverse. Additionally, he was aware of other strong beings who had readings close to his own. Selarom would soon realize that he's able to sense other planeswalkers.
Selarom’s final stretch in his Sliver quest lands him on Shandalar. Here, the Sliver has evolved to its current apex. In Shandalar, there are multiple Hives, for lack of a Queen. Contrary to the savage Slivers of Dominaria, these Sliver appear more humanoid and only work for their own Hive. Thus there are different hives of Slivers that fight amongst each other. Selarom studied the evolution in these Slivers in order to enhance his husk. In doing so, he developed a “hive sense” that allowed him to follows others with “The Spark” across the Multiverse. He was now finally able to lock on to these sensations he felt across the Multiverse.
Able to sense the paths of others before him, he followed what seemed to feel like the greatest spark, Jace Beleren. Selarom Otreb reaches Ravnica and is marveled by the great city-plane. He is instantly drawn to the power emanating from a certain sector of the city, the Dragon’s Maze. Much to his dismay, he found nothing there, except two planeswalkers, Jace Beleren and Ral Zarek. Jace's incredible levels of power filled Selarom with marvel at how strong a planeswalker could actually become. However, it was Ral who interested him more. Ral Zarek not only possessed The Spark, but he was covered in magic-fuelled machinations. Following Ral, he realized that Ravnica was a plane of great magic, both life magic and developed magic. Selarom catches up with Ral and an instant bond is formed. Both do anything in the name of research, regardless of the outcome. Ral and Selarom come to the conclusion that the key to stable life is in “The Spark” itself. Planeswakers are the pinnacle of evolution. Ral is already able to create artificial life in the form of spell-based Weirds, but they lack stability. Selarom comments on the impressive and strange life wandering through Ravnica. Ral scoffs at the “aberrations” that are the Simic Guild’s mutants. Though Ral is selfish and Machiavellian, he realizes that Selarom's scientific mind is of great advantage. He determines that there is great convenience in maintaining Selarom as an ally. Leaving on good terms, Selarom embarks to the Simic in order to see what he can learn. In the mean time, Ral begins to study and experiment on creating beings that can emulate “The Spark”.
In order to earn the Simic’s trust, Selarom commits the naïve mistake of presenting Momir Vig with various Sliver specimens. Thanks to the Simic, Selarom is able to develop his own species of Sliver and not just constructs. However, as with the Riptide wizards, the lack of a Queen drove the Sliver uncontrollable. Before solving the problem, Selarom leaves Ravnica chasing after some Powerstone Silvers that seemed to have ripped through the very fabric of the Ravnican plane. The Simic are nearly annihilated by the Sliver until realizing that maybe, like the Golgari, the Sliver need a Hive. The Simic then develop Experiment S, a Queen-like Sliver Mutant that could control the Sliver. With this, the Simic could go from the brink of annihilation, to total dominance in Ravnica. Ral, not willing to stay and defend his guild and protect Niv-Mizzet’s dreams, decides to abandon Ravnica and follows Selarom to leave Ravnica at the mercy of the once again warring guilds. Having found nothing at the end of the Dragon’s Maze, Ral feels that there is nothing left for him in Ravnica. Using an apparatus Selarom provided him, Ral planeswalks towars Selarom.
If not for Ral’s technology, he would not survive arriving at the Blind Eternities. Selarom, near-death if not for his Husk, had fallen between planes, where the Slivers reached after ripping through Ravnica. Ral grabbed Selarom and planeswalked to a plane farthest from the Slivers while having no other choice than leaving the Slivers in the Blind Eternities, believing that they would not survive there. Ral and Selarom arrive at Velis Vel in Lorwyn. Unbeknownst to them, the Slivers began evolving in the Blind Eternities, merging into the entity called Judgement Sliver. After spending quite some time recuperating in Velis Vel, Selarom is able to communicate and control, to a certain extent, all the Changelings in Velis Vel. Ral and Selarom built a laboratory near Velis Vel where they continue their experiments. Just as Selarom is marveled by the Changelings as a possible species better than the Sliver, he and Ral get the feeling as if the very fabric of space-time was disintegrating. That’s when, beyond the rifts, they see the form of an unfathomable monster: Judgement Sliver. They suddenly hear a voice behind them: “These new planeswalkers… sigh… the agreement was to never summon a Sliver in Velis Vel…”
Nissa Revane reached Velis Vel upon seeing some strange occurrences only to find these two strangers there. She planeswalks Ral and Selarom away from Lorwyn and to Zendikar. Here, she explains that she was back in Lorwyn to gather an army of elves to invade Innistrad and drag Sorin Markov to Zendikar to help with the Eldrazi menace. However, she saw a similar event happening in Velis Vel and found them there. So, hoping to kill two birds with one stone, she took them to Zendikar in the hopes that the monster they summoned in Velis Vel would follow them there and away from Lorwyn. Maybe the Eldrazi would fight with it and they would destroy themselves. This plan would backfire, being as the Lorwyn Changelings bonded with Judgement Sliver to form a new Hive, with none of the weaknesses of the other Hives. Judgement Sliver and its Hive of Changelings was controlling and adding all creatures of Lorwyn to its Hive, destroying the very fabric between the planes and the Æther in the process, collapsing the Multiverse amongst itself, distorting time and space.
Titanomachy:
To be written.
The Collapse:
Realizing that the Judgement Sliver wasn’t going to Zendikar, Ral and Selarom knew that they couldn’t stay in such an inhospitable environment just waiting. Before leaving Nissa to her mission with Sorin, she said that they may need others to stop this "Collapse". Sorin Markov wanted to prevent it from happening in Zendikar, so he sealed the Eldrazi there. However, if they should leave, then the new Hive wouldn’t be the only menace to the Multiverse. With Selarom’s ability to sense other planeswalkers, he left with Ral to recruit others while Nissa went to Innistrad. Reluctant, Ral wasn't really interested in saving anything other than his own interests. However, he is no fool and understands that if the very fabric of space/time becomes unstable, nothing would be able to exist - himself included. Ral mentioned that he already knew of other planeswalkers in Ravnica. That’s where they should start. Upon leaving Selarom gave Nissa a similar apparatus as Ral in order to facilitate contact between them upon separation.
Upon reaching the chaos that became of Ravnica, they realized that their quest would prove even more difficult. While en route to the planeswalkers sensed, Niv-Mizzet appeared and attacked Ral for his betrayal. Selarom soon realized that Ravnica would be doomed regardless of the Judgement Sliver and left the fray with Ral while they could. Selarom finally tracked down Jace Beleren. Jace, having dealt with the Rise of the Eldrazi, would be an obvious choice to help, being as he also helped Ravnica with the eminent doom of the Dragon’s Maze.
Jace first worried about the war in Ravnica and how the Slivers’ inevitable evolution would be beyond the Simic’s control and they will destroy the plane. Jace told Selarom to enlist other planeswalkers while he went to once again solve Ravnica’s unrest. He agreed that Nissa should once again enlist Sorin in order to quell the problems in Zendikar, yet the Slivers must be stopped first – at all costs. Once again, Selarom provided this planeswalking colleague with an apparatus.
Sensing other planeswalkers that planeswalked via Ravnica, Selarom tracks down a planeswalker named Dack Fayden. Dack proved to be the greatest asset in the quest, being that he could simply touch the walls of Velis Vel and learn its secrets. While Dack planeswalked to Velis Vel, Selarom once again went with Ral to search for more planeswalkers. Sensing the Collapse, Karn ventured to the source of the collapse. The instability began to be so massive, that even deep within his created plane, Karn sensed something terribly wrong and left to its source. There, he encountered Dack Fayden who then explained the situation. Yet upon touching Karn, he was overcome by all the knowledge and was left in a coma. Remembering the situation with Phyrexia, Karn knew that this would destroy the entire Multiverse. He created a small, pocket plane and took Dack to it to recover. He then left in search of Selarom thanks to the apparatus given to Dack.
Karn finds Selarom and they discuss the plan. Karn had left a beacon in his plane for the rest to follow. Karn mentioned that he will not allow any more friends to sacrifice themselves for the greater good, just as his creator, Urza, had done along with the likes of Teferi, Venser, and Freyalise. If enough planeswalker use their abilities, maybe the collapse could be dealt with and avoided. Soon afterwards, Jace reaches Selarom with Domri Rade and Gideon Jura. Domri, attracted by the allure of the monsters that lay ahead, and Gideon, finally able to return to Zendikar with a battalion (he commanded in the Boros Legion) in order to resolve the problems he left there in standby. Though Domri is a planeswalker who had only recently awakenend his Spark, Ral and Selarom are in the same state. The team should take advantage of all the help they can get. However, not wanting to wait for Nissa, they go to Innistrad. Upon their arrival, they encounter a great war. However, not between Nissa and Sorin, but between Sorin and Tibalt, where Nissa ended up aiding Sorin. With the group of planeswalkers entering Innistrad, Tibalt is overwhelmed and leaves. With all settled, everyone planeswalks to Karn's pocket plane to regroup.
Sorin is underwhelmed by the planeswalkers assembled in order to deal with the problems not only of Zendikar but of the entire Multiverse. He reminds Jace and Nissa that even with Jideon they failed. Ugin before them had failed. Ral, realizing that the new planeswalkers were basically being insulted, was just about to give Sorin a piece of his mind when Karn's plane started to distort.
Ironically, the Judgement Sliver amalgamation was actually pursuing Selarom Otreb, considering him to be its/their Queen. Before even being able to travel the Multiverse in search of other planeswalkers, the problem arrived to them. Selarom then realized that Judgement Sliver was following him. There was no other way for it to have reached Karn's synthesized plane. Sorin was against taking the entity to Zendikar and would rather just take advantage of it having found them. Nothing was working against Judgement Sliver. During the battle Selarom was sensing Judgement Sliver's feelings and instincts. Selarom notices that it's a scrambled mess and that this amalgamation just wanted stability; it's merely following its instinct. It's the drawback of being without a Queen. Selarom realized that it would have to merge with Judgement Sliver just as the other creatures had done so. His Husk that made him so sensitive to Slivers would undoubtedly be a tool to accomplish it. He lets his allies know of his intentions. There's a risk of the monster becoming stronger. However, there's been no other way to deal with it. Karn was a bit hesitant but Selarom simply replies with: "Don't worry, shiny, I've only known you a few moments. Just don't consider me a friend." Selarom happily volunteers his life to merge with his greatest creation. Using his Spark and his husk, Selarom merges with Judgement Sliver becoming Selarom, Sliver King in the process, a sentient Sliver Deity, no longer possessing “The Spark”, but still capable of planeswalking and having Selarom’s mind and conscience. With his plan a success, Selarom then follows the driving force within him and goes to every plane possessing Slivers and takes them to all to Rath. The damage not being so massive as to be irreversible, slowly but surely the rifts were mended, thus halting the Collapse.
NOTE:
I'm considering doing something a bit different for this block. The main story is the warring deities in Hatillo. However, there is a side story of a collapse caused by Selarom Otreb. Therefore, in the sets Planar Rifts and The Collapse, all cards pertaining to the side story will have a purple expansion symbol (like the Timeshifted cards in the Time Spiral block). However, these cards will occupy a space in the "booster pack" pertaining to its rarity.
Key places in this new plane, Hatillo (as ruled by their respective deity):
Abismolus:
Noraria:
Ferngath:
Tutankh:
Cannac:
MECHANICS:
I'm still working on unique mechanics per se for the set, but for the moment I got these:
- New keyword: Hiveshift X. This is basically just soulshift X with slivers instead of sprits.
- New keyword: Chaotic - (effect). Whenever is rolled on the planar die, this ability triggers.
- Upgraded to keyword: Flicker. Much like Fear became a keyword (static ability), Flicker will become a keyword that basically has the card's wording effect (like so many cards that have said effect). For example, Cloudshift would be reworded: Flicker target creature you control.
- New mechanic: Riftcast (cost). The riftcast mechanic works like Flicker but it's an activated ability for spells while they're on the stack. For instance, say I cast a spell (called Spell #1 for sake of the argument) which has Riftcast UU. An opponent does something in response that targets that spell (casts Spell #2). While Spell #1 is on the stack, I can pay its Riftcast spell (like an activated ability). This effect goes on the stack (after Spell #2). When the Riftcast ability resolves, Spell #1 is exiled from the stack then returned to the stack. And where's it returned? You guess it, at the end of the stack. And, just as with permanents that are flickered, a riftcast spell is a new instance of a spell, so spells or effects that targeted that spell lose their legal target. Also, a riftcast spell that has a target can change its target upon being riftcast.
So basically, a riftcast spell is being "moved" to the point in the stack where its Riftcast ability first resolves. Pretty cool, huh? This mechanic is tied to the theme and flavor of my set having to do with rifts, teleportation, shapeshifting, planeswalking, flickering, etc. I hope I explained this mechanic with as much clarity as possible.
In summation, all cards with Riftcast will be like this:
Riftcast {Mana} (If this spell is on the stack, you may pay {Mana}. If you do, exile this spell, then put it back on the stack. You may choose new targets for this spell.) Tons of thanks to osieorb18 for the simplification!
- new keyword: Immortal. (Whenever this creature dies, return it to your hand.)
- new keyword: Summon - (effect). (Whenever a is rolled, this ability triggers.)
- new keyword: Upgrade - (effect). (You may sacrifice a non-creature artifact as part of this creature's casting cost. If you do, this creature enters play with the upgrade effect.)
- new keyword: Tribute - (effect). (You may sacrifice a non-artifact creature as part of this creature's casting cost. If you do, this creature enters play with the tribute effect.)
- new keyword: Bombheart X. (When this creature dies, it deals X damage to target creature or player.)
- new keyword: Manasurge (mana). (When this creature enters the battlefield, add (mana) to your mana pool.)
Anywho, on with the unveiling (to date, I've yet to organize the sets - will do so soon!). By no means do these cards belong to the same set. These are the ideas of all the cards (so far) that I've designed for the block. They will eventually be divided and organized (and the rarity as well).
For the moment, I'm gonna identify which of the 3 sets the Sliver-related cards are gonna appear in.EDIT:
The sliver-related cards have been placed in their respective sets. They can be found here and here.
Others:
Lands:
Secret Library
Land
:symtap:: Add 1 to your mana pool.
Cards in your library cannot be looked at, by, or revealed to other players by abilities your opponents control.
Massive Glacier
Snow Land
When Massive Glacier enters the battlefield, sacrifice it unless you return an untapped Island you control to its owners hand.
:symtap:: Add 2 to your mana pool.
Wandering Isle of Aron
Legendary Land Creature - Island Turtle (Color indicator: Blue)
(Wandering Isle of Aron isn't a spell, it's affected by summoning sickness, and it has ":symtap:: Add U to your mana pool.")
When Wandering Isle of Aron enters the battlefield, tap three Islands you control or sacrifice Wandering Isle of Aron.
If you control less than three Islands, sacrifice Wandering Isle of Aron.
1, :symtap:: Add URG to your mana pool.
3/5
Bog of Illusions
Enchantment Land - Illusion (Color indicator: B)
(Bog of Illusions isn't a spell.)
:symtap:: Add B to your mana pool.
Isle of Illusions
Enchantment Land - Illusion (Color indicator: U)
(Isle of Illusions isn't a spell.)
:symtap:: Add U to your mana pool.
Field of Illusions
Enchantment Land - Illusion (Color indicator: W)
(Field of Illusions isn't a spell.)
:symtap:: Add W to your mana pool.
Jungle of Illusions
Enchantment Land - Illusion (Color indicator: G)
(Jungle of Illusions isn't a spell.)
:symtap:: Add G to your mana pool.
Fissure of Illusions
Enchantment Land - Illusion (Color indicator: R)
(Fissure of Illusions isn't a spell.)
:symtap:: Add R to your mana pool.
Village of Illusions
Enchantment Land - Illusion
(Village of Illusions isn't a spell.)
:symtap:: Add 1 to your mana pool.
Scorchfeld Farmlands
Land
Chickens, Goats, and Cows get +1/+1.
2:symtap:: Put a 0/1 green Cow creature token into play.
2:symtap:: Put a 0/1 white Goat creature token into play.
3, sacrifice X Cows: Put X +1/+1 counters to target creature you control.
3, sacrifice X Goats: Gain X life.
Intet's Basin
Land - Lair
When Intet's Basin enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add U, R, or G to your mana pool.
Numot's Wasteland
Land - Lair
When Numot's Wasteland enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add R, W, or U to your mana pool.
Oros's Ridge
Land - Lair
When Oron's Ridge enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add W, B, or R to your mana pool.
Teneb's Cemetery
Land - Lair
When Teneb's Cemetery enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add B, G, or W to your mana pool.
Vorosh's Marsh
Land - Lair
When Vorosh's Marsh enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
:symtap:: Add G, U, or B to your mana pool.
Thermal Spring
Land
Thermal Spring enters the battlefield tapped.
:symtap:: Add U, R, or G to your mana pool.
Volcanic Temple
Land
Volcanic Temple enters the battlefield tapped.
:symtap:: Add W, B, or R to your mana pool.
Revitalizing Springs
Land
Revitalizing Oasis enters the battlefield tapped.
:symtap:: Add R, W, or U to your mana pool.
Lush Wetlands
Land
Lush Wetlands enters the battlefield tapped.
:symtap:: Add G, U, or B to your mana pool.
Hidden Gravesite
Land
Hidden Gravesite enters the battlefield tapped.
:symtap:: Add B, G, or W to your mana pool.
Noraria's Cloudscape
Land
Noraria's Cloudscape enters the battlefield tapped.
When Noraria's Cloudscape enters the battlefield, you lose 1 life.
:symtap:: Add W, U, B, or R to your mana pool.
Ferngath's Grotto
Land
Ferngath's Grotto enters the battlefield tapped.
When Ferngath's Grotto enters the battlefield, you lose 1 life.
:symtap:: Add W, U, B, or G to your mana pool.
Tutankh's Oasis
Land
Tutankh's Oasis enters the battlefield tapped.
When Tutankh's Oasis enters the battlefield, you lose 1 life.
:symtap:: Add W, U, R, or G to your mana pool.
Cannac's Ridge
Land
Cannac's Ridge enters the battlefield tapped.
When Cannac's Ridge enters the battlefield, you lose 1 life.
:symtap:: Add W, B, R, or G to your mana pool.
Abismolus's Abyss
Land
Abismolus's Abyss enters the battlefield tapped.
When Abismolus's Abyss enters the battlefield, you lose 1 life.
:symtap:: Add U, B, R, or G to your mana pool.
Enchantments:
Auras:
Limbo Anchor 2WB
Enchantment - Aura
Enchant permanent
Enchanted permanent can't leave the battlefield as long as Limbo Anchor is on the battlefield.
3: Attach Limbo Anchor to target permanent.
Greaves from The Shard 4
Enchantment - Aura
Enchant Planeswalker
Whenever enchanted planeswalker uses a loyalty ability, add one loyalty counter to it.
Shield from The Shard 2WW
Enchantment - Aura
Enchant Planeswalker
All noncombat damage dealt to you cannot be redirected to enchanted planeswalker.
Armor from The Shard 2GG
Enchantment - Aura
Enchant Planeswalker
2: Prevent 1 damage to enchanted planeswalker.
Weapon from The Shard 2RR
Enchantment - Aura
Enchant Planeswalker
Whenever a creature would assign combat damage to enchanted planeswalker, that creature first receives X damage, where X is the amount of loyalty counters on enchanted planeswalker.
Helm from The Shard 2UU
Enchantment - Aura
Enchant Planeswalker
Enchanted planewalker gains hexproof.
Cloak from The Shard 2BB
Enchantment - Aura
Enchant Planeswalker
Enchanted planeswalker gains "-X: Remove X loyalty counters from target planeswalker and add X-2 loyalty counters to enchanted planeswalker. X cannot exceed the number of loyalty counters on target planeswalker."
Airborne Virus 2B
Enchantment - Aura
Enchant creature
Whenever a creature is dealt damage by enchanted creature, put a token that's a copy of Airborne Virus onto the battlefield attached to that creature.
Enchanted creature has "At the beginning of your upkeep, put a -1/-1 counter this creature."
Shoot the Random Hostage 1UB
Tribal Enchantment - Pirate Aura
Enchant creature
As long as enchanted creature is a Pirate it has ":symtap:: Destroy target creature opponent controls chosen at random.".
"Parley...? They have 5 seconds to comply."
Penumbra Shadow 3G
Enchantment - Aura
Enchant creature
When enchanted creature dies, put a token onto the battlefield that's a copy of it except it's black.
Marooned on a Sandbar U
Tribal Enchantment - Pirate Aura
Enchant Island you control
When Marooned on a Sandbar enters the battlefield, exile target creature until Marooned on a Sandbar leaves the battlefield.
World Enchantments:
Evanescence 2UU
World Enchantment - Rift
U, Exile a nonland card from your hand: Target permanent gains fading 3.
Boreal Rifts SS
World Enchantment - Rift
S: Roll the planar die. On a , remove all age counters from all permanents on the battlefield. On a :chaos:, double the amount of age counters on all permanents on the battlefield. Any player may play this ability only during his/her turn and only any time he/she could cast a sorcery.
Temporal Juxtaposition 3
World Enchantment - Rift
The "world rule" does not apply.
Unstable Rifts BB
World Enchantment - Rift
As Unstable Rifts enters play, choose a creature type.
BB, roll the planar die: On a , exile all creatures of the chosen type. On a :chaos:, return to the battlefield all creatures of the chosen type that are exiled. (All creatures exiled so far in the game, not just exiled with Unstable Rifts.) You may play this ability only any time you could cast a sorcery.
Caster's Wormhole 3UR
World Enchantment - Rift
All spells have "Roll the planar die: On a , this spell is riftcast. On a :chaos:, counter this spell."
Transcending Envy BB
World Enchantment
Whenever a player gets an emblem, each other player gets the same emblem.
Mana Burn :sym2r::sym2g:
World Enchantment
Whenever mana empties from a player's mana pool, Mana Burn deals 1 damage to that player for each mana that emptied this way.
Primal Balance G
World Enchantment
Except for mana abilities, all lands lose all abilities.
"Finally, the world is peaceful; retored to its original beauty." - Arachne
Paradox Thaw SSSS
World Enchantment
Cummulative upkeep - Remove a counter from another target permanent.
"It's quite a trick to warm things with cold air, no?" - Freyalise
Enchantments:
Masque of Death 1WWBB
Enchantment
Whenever a creature dies, it's controller may choose a creature card in his or her graveyard and put it onto the battlefield.
Everyone in Noraria's court waltzes to the rhythm of the rise and fall of souls in Hatillo.
Regret BB
Enchantment
Whenever an opponent discards a card, that player loses 2 life.
Trust me, there is no worse feeling than regret.
Unlimited Access 4GG
Enchantment
When Unlimited Access comes into play, each player puts his or her library into his or her hand.
Each player skips his or her discard phase and does not lose as a result of being unable to draw a card.
Each player cannot play more than one spell each turn.
If Unlimited Access leaves play, each player shuffles his or her hand and graveyard into his or her library.
Argentification 2UU
Enchantment
Whenever a creature deals damage to you, put a silver counter on it.
When Argentification leaves the battlefield, remove all silver counters from all creatures.
:symtap:: Tap all creatures with silver counters on them.
Commandeering a Fleet 1U
Tribal Enchantment - Pirate
UU: Search your library for a Ship card and put it in your hand. Then shuffle your library.
"Just how does one come about commandeering an entire fleet? One ship at a time."
Give No Quarter 2UB
Tribal Enchantment - Pirate
Whenever a creature would be dealt damage, destroy that creature.
Remember the Nephilim 2GW
Tribal Enchantment - Nephilim
Each creature you control get +1/+1 for each of its colors.
"They were not vanquished; they were merely interrupted..." - Bougrat, of the Cult of Yore
Aurora Borealis S
Snow Enchantment
S: Target land is Snow in addition to its other types.
Hibernaculum 2S
Snow Enchantment
SS, exile a creature card from your hand: Put four time counters on the exiled card. If it doesn't have suspend it gains suspend.
Halcyon Days 1U
Snow Enchantment
Snow permanents don't untap during their controllers' untap step. At any time, any player may lose 5 life and you sacrifice Halcyon Days.
Névé 3RS
Snow Enchantment
Mountains you control are snow in addition to their other types.
Whenever you tap a snow mountain you control for mana, that land adds an additional R to your mana pool.
Tangible Shadows 2BB
Enchantment
Creatures you control can't be blocked except by two or more creatures.
Creatures you control can block an additional creature.
Creatures:
Anabethla, the Disgraced 3WWBB
Legendary Creature - Angel Demon
Flying, extort.
Each permanent with a limbo counter on it can't leave the battlefield as long as Anabethla is on the battlefield.
Pay 2 life, :symtap:: Put a limbo counter on target permanent other than Anabethla, the Disgraced.
Caught between grace and damnation, limbo is the one true punishment.
5/5
Chicken of the Golden Eggs G
Legendary Creature - Chicken
Shroud
2: Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
No one knew where this fabled creature dwelled. Its keeper knew how to keep its existence a mere myth.
1/3
Mercenary Armada 3UB
Creature - Human Rogue
Mercenary Armada can't attack unless defending player controls an Island.
3: Target creature other than Mercenary Armada gains protection from creatures until end of turn.
When you control no Islands, sacrifice Mercenary Armada.
2/4
Goblin Sycophant R
Creature - Goblin Advisor
Prevent all damage that would be dealt to Goblin Sycophant from sources you control.
Araz Goblins's survival skillset includes deception, betrayal, and flattery - none of which are useful outside of a forum.
1/1
Tropical Poachers G
Creature - Human Pirate
G, :symtap:, Discard a card: Put a 0/1 green Bird creature token with flying named Birds of Paradise onto the battlefield. It has ":symtap:: Add one mana of any color to your mana pool."
"To some pirates no kind of merchandise is taboo."
1/1
Scroll Merchant 1U
Creature - Human
When Scroll Merchant dies, you may exile it. If you do, search your library for an instant or sorcery card, reveal that card, and put it in your hand. Then shuffle your library.
Not only did the pirates take his secrets, but they did an amazing job of disposing the evidence.
1/1
Goblin Bureaucrat 2R
Creature - Goblin Advisor
Creatures you control have haste.
Creatures your opponents control lose haste and can't have or gain haste.
Araz is a strange place if people are the savages and goblins the diplomats.
1/1
Araz Berserker RR
Creature - Human Berserker
Haste
3/1
Corrupt Council 1RR
Creature - Goblin Advisor
Whenever a Dragon enters the battlefield, you may sacrifice any number of goblins. If you do, that Dragon enters the battlefield with X +1/+1 counters on it, where X is the number of Goblins sacrificed.
Elected to serve the populace. Paid to serve the menace.
2/2
Apocalypse Slime 3BG
Creature - Ooze
Indestructible
At the beginning of your upkeep, sacrifice another permanent chosen at random, then put a number of +1/+1 counters on Apocalypse Slime equal to that permanent's converted mana cost.
If at any time you control no other permanents, sacrifice Apocalypse Slime.
1/1
Exceptional Transformation 3:symur::symur:
Creature - Weird Shapeshifter
You may have Exceptional Transformation enter the battlefield as a copy of any artifact, creature, or non-Aura enchantment on the battlefield, except it's a creature in addition to its other types, with power and toughness each equal to the copied permanent's converted mana cost.
0/0
Simulating "The Spark" 3:symur::symur:
Creature - Weird Shapeshifter
You may have Simulating "The Spark" enter the battlefield as a copy of any planeswalker on the battlefield, except it's a Weird Creature with power and toughness each equal to the copied permanent's converted mana cost.
"So close, yet so far! Still not enough!" - Ral Zarek
0/0
Rift Jammer :symur::symur:
Creature - Weird
Emblems lose all abilities.
2/2
Cirrus Banker WU
Creature - Human Advisor
If you would pay the cumulative upkeep cost of a permanent you control, you may tap Cirrus Banker instead.
0/1
Cryozh Tortoise 1U
Snow Creature - Turtle
Cryozh Tortoise's power and toughness is equal to the amount of age counters on all permanents you control.
S: Add an age counter to target permanent with cumulative upkeep you control.
S: Remove an age counter from target permanent with cumulative upkeep you control.
A shell as massive as the ice it accumulates.
*/*
Auraling 3WW
Creature - Shapeshifter
W: Move target creature enchantment to Auraling.
W: Attach target Equipment to Auraling.
W: Auraling gains protection from the color of your choice until end of turn.
1: Auraling gets +1/-1 until end of turn.
1: Auraling gets -1/+1 until end of turn.
3/3
Plagueling 3BB
Creature - Shapeshifter
B: Target creature damaged this turn by Plagueling must be sacrificed by its controller.
B: Provoke.
B: Plagueling gets poisonous 1 until end of turn.
1: Plagueling gets +1/-1 until end of turn.
1: Plagueling gets -1/+1 until end of turn.
3/3
Blooming Mantrap 3GG
Enchantment Creature - Plant
During your upkeep you may sacrifice a creature. If you do, add a growth counter on Blooming Mantrap.
Sacrifice Blooming Mantrap: Search your library for a number of lands equal to the number of Growth Counters that were on it and put them into play tapped, then shuffle your library.
1/5
Capricorn Healer 2U
Creature - Goat Merfolk
1: Add one mana of any color to your mana pool.
:symtap:: Target player gains 4 life.
0/5
Sagittarius Hunter 4GG
Creature - Centaur Archer
Reach
Sagittarius Hunter enters the battlefield with 8 arrowhead counters on it.
:symtap:, remove an arrowhead counter from Sagittarius Hunter: Put a -1/-1 counter on target creature.
4/4
Aries Champion 5R
Creature - Goat Berserker
Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.))
RRR: Aries Champion gets double strike and trample until end of turn.
3/3
Taurus Warrior 2RR
Creature - Minotaur Warrior
Taurus Warrior gets +2/+1 for each equipment attached to it.
:sym2r:: Attach target equipment you control to Taurus Warrior.
3/3
Gemini Assassins 4BB
Creature - Shapeshifter Assassin
Shadow
1BB, :symtap:: Destroy target creature. You may put a token that's a copy of the destroyed creature onto the battlefield.
2/2
Cancer Kraken 7UU
Creature - Crab Kraken
Cancer Kraken's power and toughness are equal to the number of Islands in play.
All lands are Islands in addition to their other types.
*/*
Virgo Enchantress 1WW
Creature - Human Wizard
Whenever an enchantment enters play, gain 2 life.
Whenever a nontoken enchantment enters the battlefield, you may pay 2. If you do, put a token into play that's a copy of that enchantment.
0/2
Libra Arbiter 6WW
Artifact Creature - Construct
Affinity for artifacts.
Creatures can't attack.
5/5
Scorpio Hydra-Tailed 5G
Creature - Scorpion Hydra
First strike, deathtouch, poisonous 5.
Scorpio Ten-Tails enters the battlefield with 5 +1/+1 counters on it.
-1/-1
Aquarius Great-Maw 6UU
Creature - Leviathan Whale
Defender
If at any time you control no Islands, sacrifice Aquarius Great-Maw.
1UU: Tap target permanent. That permanent doesn't untap during its controller's untap step.
10/10
Pisces Summoner 3UU
Creature - Fish Wizard
When Pisces Summoner enters the battlefield, put a 1/1 blue Homarid creature token, 2/2 blue Oyster creature token, and a 3/3 blue Crab creature token onto the battlefield.
3UU,:symtap:: Flicker Pisces Summoner.
2/2
Leo Havocmonger 3BB
Creature - Cat Devil
Persist
Whenever Leo Havocmonger enters the battlefield or leaves the battlefield, target player discards a card.
2/2
Scorchfeld Poulterer 2G
Creature - Human
At the beginning of your upkeep, put an egg counter on Scorchfeld Poulterer.
:symtap:, Remove an egg counter from Scorchfeld Poulterer: Put a 1/1 green Chicken creature token into play.
When Scorchfeld Poulterer dies, put X 1/1 green Chicken tokens into play, where X is the amount of egg counters on Scorchfeld Poulterer.
1/1
Pearl Oyster 2UU
Creature - Oyster
Indestructible
:symtap:: Put a pearl counter on Pearl Oyster.
Remove a pearl counter from Pearl Oyster: Add W to your mana pool.
0/3
Nekusar's Serfs UBR
Creature - Zombie
B: Regenerate Nekusar's Serfs.
Sacrifice Nekusar's Serfs: Add UBR to your mana pool.
1/1
Nekusar's Advisors 1UBR
Creature - Zombie Advisor
B: Regenerate Nekusar's Advisors.
UR,:symtap:: Each player discards his or her hand and draws seven cards.
1/1
Gelid Mermaid UU
Creature - Siren
Multikicker S
Gelid Mermaid enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1/1
Arachne, Hidden Guardian 3BG
Legendary Creature - Spider Human
Reach
:symtap:: Tap target creature and put a web counter on it.
Each creature with a web counter on it doesn't untap during its controller's untap step.
2/5
Elite Harpoonist 1UB
Creature - Human Pirate
First strike, reach.
:symtap:: Destroy target blue creature.
3/1
Pegasus Paladin 1WW
Creature - Human Knight
Horsemanship, flying
2/2
Angel of the Frontlines 1WWW
Creature - Angel
Flying, immortal
2/2
Anyone would volunteer to be on the frontlines - if they couldn't die...
Endless Slime 3GG
Creature - Ooze
Endless Slime enters the battlefield with three +1/+1 counters on it.
3GG, Sacrifice Endless Slime: Put a token onto the battlefield that's a copy of Endless Slime.
0/0
Caustic Ooze 1GUB
Creature - Ooze
Wither
Caustic ooze can block any number of creatures.
3/5
Viscous Visionary 1GU
Creature - Ooze Wizard
Prevent all damage dealt to Viscous Visionary.
1G, Sacrifice an untapped creature: Put a green X/X Ooze creature token into play where X is the sacrificed creature's power.
"All the powers that Ferngath has given me. I was but muck on the ground. Now, I give new shape to life!"
2/2
Goblin Cardiologist 1RR
Creature - Goblin Cleric
Other goblin creatures you control have bombheart 1.
"I can't promise the procedure will completely heal you. But at least everyone's gonna know when you pass away...!"
1/1
Harbinger of Cannac RG
Creature - Human Cleric
WB, :symtap:: Destroy all non land, non creature permanents. Use this ability only if you control a card named Cannac, the Savage.
"Soon the world will be overcome by beasts and primal order will be restored."
2/2
Harbinger of Noraria BR
Creature - Human Cleric
WU, :symtap:: Return all non land permanents to their owners' hand. Use this ability only if you control a card called Noraria, the Proud.
"Noraria may reside in her majestic palace in the center of Cirrus City but here she can gaze upon her entire realm - the entire world, ever searching for those worthy enough to be ascended into her paradise."
2/2
Harbinger of Ferngath WU
Creature - Human Cleric
BG, :symtap:: Destroy all creatures. Use this ability only if you control a card named Ferngath, the Life.
"When Ferngath decides to wipe the slate clean, I will be more than happy to return to dust if it so pleases my master."
2/2
Harbinger of Tutankh WG
Creature - Human Cleric
UR, :symtap:: Tap all permanents. Use this ability only if you control a card named Tutankh, the Mercy.
"The rest of this forsaken world need to learn to appreciate what is truly important; being a part of the balance around us. Soon will they know the reality of being just a speck of dust in this vast world."
2/2
Harbinger of Abismolus GU
Creature - Merfolk Cleric
BR, :symtap:: Destroy all lands. Use this ability only if you control a card named Abismolus, the Deep.
"When Abismolus wakes, it will remember its purpose in this world. It will purge all. The world will not simply have an ocean but be an ocean."
2/2
Noraria, the Light 1WUBR
Legendary Creature - Angel Deity
Non-green creatures you control get +1/+1 and have immortal, flying, and first strike.
Green permanents have echo.
:symtap:: Gain control of target creature.
3/3
Ferngath, the Life 1GWUB
Legendary Creature - Basilisk Deity
Non-red creatures you control get +1/+1 and have lifelink, persist, and deathtouch.
Red spells cost 2 more to cast.
:symtap:: Return target creature from your graveyard to the battlefield.
3/3
Tutankh, the Mercy 1RGWU
Legendary Creature - Wurm Deity
Non-black creatures you control get +1/+1 and have vigilance, hexproof, and haste.
Permanents you control can't be the target of black spells.
:symtap:: Put a 5/5 green Wurm creature token with trample onto the battlefield.
3/3
Cannac, the Savage 1BRGW
Legendary Creature - Dragon Deity
Non-blue creatures you control get +1/+1 and have double strike, fear, and trample.
Blue spells cost 2 more to cast.
:symtap:: Destroy target creature.
3/3
Abismolus, the Deep 1UBRG
Legendary Creature - Leviathan Deity
Non-white creatures you control get +1/+1, are unblockable, and have frenzy 2 and poisonous 1.
White permanents and Plains come into play tapped.
:symtap:: Destroy target land.
3/3
Thundercloud Summoner 3WW
Creature - Angel Wizard
Flying
Summon - Put a 6/1 red Elemental creature token with trample, haste, and "At the beginning of the end step, sacrifice this creature." onto the battlefield.
"It's one thing to cast thunder; quite another to give it life."
3/3
Dragonridge Summoner 2R
Creature - Goblin Wizard
Summon - Put a 5/5 green Wurm creature token with trample onto the battlefield.
"They all laughed at Bok. Since Bok's tamed the wurm cave, only Bok laughs now."
1/1
Cloudscape Familiar 1W
Creature - Angel
Red spells and blue spells you cast cost 1 less to play.
Immortal
"I may be frail, but for my devotion I've been blessed by Noraria to tread the clouds in her realm."
1/1
Wavescape Familiar 1U
Creature - Merfolk
Green spells and black spells you cast cost 1 less to play.
Wavescape Familiar is unblockable.
"These pirates want control of the entire oceans. How foolish to the think the oceans are simply the surface."
1/1
Gravescape Familiar 1B
Creature - Goblin
White spells and red spells you cast cost 1 less to play.
Bombheart 2
"Amongst the aftermath of the savagery, something can always be salvaged from the death and bodies. Bones for tables, chairs, beds, cribs..."
1/1
Dunescape Familiar 1R
Creature - Human
Blue spells and green spells you cast cost 1 less to play.
Horsemanship
"This desert life may seem harsh to outsiders, but my tribe is born and raised on the importance of harmony between every element here."
1/1
Marshscape Familiar 1G
Creature - Ooze
Black spells and white spells you cast cost 1 less to play.
Deathtouch
"Life and death. These are the only things that matter to Ferngath. The balance between them depends on his mood, of course."
1/1
Archangel of Glory 3WWW
Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Glory deals combat damage to a player, put a +1/+1 counter on each of your creatures.
"The glory of Noraria is measured by her followers' devotion."
5/5
Archangel of Reason 3UUU
Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Reason deals combat damage to a player, you may draw two cards.
"We are always prepared to thwart any threat to Noraria's skies."
5/5
Archangel of Pennance 3BBB
Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Pennance deals combat damage to a player, you may choose a creature card in that player's graveyard and put it onto the battlefield under your control.
"You have no idea of Noraria's expectations of your pennance..."
5/5
Archangel of Retribution 3RRR
Legendary Creature - Angel
Flying, vigilance, immortal
Whenever Archangel of Retribution deals combat damage to a player, you may have Archangel of Retribution deal 5 damage to target creature or player.
"Immolation is guaranteed for those who cross Noraria!"
5/5
Spells:
Reconfigure UR
Instant
Counter target artifact spell. Reconfigure deals 2 damage to its controller.
Resynthesize UURR
Instant
Counter target spell. Resynthesize deals X damage to its controller, where X is that spell's converted mana cost.
"It burns!"
Malefice UBR
Instant
Counter target spell. Its controller loses 2 life and discards a card at random.
Prevent 1UU
Instant
Kicker U
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
If Premonition was kicked, search its owner's graveyard, hand, and library for a card with the same name as the countered spell and exile it. Then that player shuffles his or her library.
Unhindered Response 1U
Instant
Riftcast 1
Counter target non creature spell.
Premonition 1U
Sorcery
Buyback U
Look at the bottom card of your library. You may put that card into your hand.
"Ahhhhh...! I knew it!"
Corpse Harvest B
Sorcery
As an additional cost to cast Corpse Harvest, sacrifice any number of creatures.
Add BB to your mana pool for each creature sacrificed this way.
Gone Berserk RRRR
Sorcery
Each creature target player controls deals damage equal to its power to another creature that player controls, chosen at random.
Pact of Teleportation 0
Instant
Exile target planeswalker.
At the beginning of your next upkeep, pay 4. If you don't, you lose the game.
Bleeding Out 2BB
Instant
Cast Bleeding Out only during an upkeep step.
When you cast Bleeding Out, choose a player.
Until end of turn, whenever a spell or effect causes the chosen player to lose life, they lose twice that amount instead.
Warping Wish 5
Sorcery
You may choose a planeswalker card you own from outside the game, reveal that card, and put it into your hand. Exile Warping Wish.
He wished for a route, but not for the directions to navigate it.
Enlightenment/Naïvety
Enlightenment 2W
Sorcery
Put X level counters on target permanent where X is the amount of level counters needed to reach its maximum level.
Naïvety 1B
Sorcery
Remove all level counters from target permanent.
Reduce/Reuse
Reduce 3BR
Sorcery
Each player sacrifices a permanent of each type.
Fuse (You may cast one or both halves of this card from your hand.)
Reuse 3WB
Sorcery
Each player returns a permanent card of each type from his or her graveyard to the battlefield.
Fuse (You may cast one or both halves of this card from your hand.)
Land Ho! U
Tribal Sorcery - Pirate
Search your library for an Island, Mountain, or Forest and put it onto the battlefield. Then shuffle your library.
Buried Treasure U
Tribal Sorcery - Pirate
Search your library for a non land card and put that card into your graveyard. Then shuffle your library.
Breath of Niv-Mizzet XUR
Sorcery
Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top X cards of his or her library into his or her graveyard.
"May I burn away everything but your betrayal!"
Sound Reasoning X2UU
Instant
Prevent all combat damage. For the next X turns, players skip their combat phase.
"There was nothing here besides a test to prove that your true strength lies in unity." - Jace Beleren
Inconsistent Bolt 1UR
Instant
Madness :symur:, kicker 1:symur:, flashback 2
Roll a four-sided die. Inconsistent Bolt deals damage equal to the number rolled to target creature or player.
If the kicker cost was paid, roll a six-sided die instead.
Shipwreck Salvage U
Tribal Sorcery - Pirate
Return target artifact from your graveyard to your hand.
Favorable Weather 1U
Instant
Multikicker 2U
Until end of turn, blue creatures you control gain haste.
For each time Favorable Weather was kicked, target blue creature becomes unblockable until end of turn.
Pomp // Circumstance
Pomp WU
Instant
Target creature gets +1/+1, flying, and hexproof until end of turn.
Circumstance 1BR
Instant
Destroy target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Pride // Prejudice
Pride 1GW
Sorcery
Choose a creature type. Put a +1/+1 counter on each creature of the chosen type.
Prejudice 1UB
Sorcery
Choose a creature type. Put a -1/-1 counter on each creature of the chosen type.
Fuse (You may cast one or both halves of this card from your hand.)
Sacred // Profane
Sacred 4WW
Sorcery
For the rest of the game, white creatures you control get +1/+1.
Profane 4BB
Sorcery
For the rest of the game, black creatures you control get +1/+1
Fuse (You may cast one or both halves of this card from your hand.)
Planeswalkers:
Ral Zarek, Rift Transverser 2UR
Planeswalker - Ral
+1: Return target creature to its owner's hand.
-2: Put a 1/1 blue and red Weird Wizard creature token with ":symur::symur:, :symtap:, sacrifice this creature: copy target instant or sorcery spell." onto the battlefield.
-7: You get an emblem with "Chaotic - Take an extra turn after this one."
Loyalty: 3
Tibalt, the Half-Devil 1RR
Planeswalker - Tibalt
+1: Draw 2 cards, then discard 2 cards at random.
-2: Tibalt, the Half-Devil deals 3 damage to target creature or player.
-5: You get an emblem with "Each card in your hand has madness. The madness cost is equal to its casting cost."
Loyalty: 3
Ulixeus, Leader of Heroes 4WU
Planeswalker - Ulixeus
+1: Put three 1/1 white and blue Soldier creature tokens onto the battlefield under target player's control.
-3: Choose a hero card you own from outside the game and put it onto the battlefield under target player's control.
-5: Target player gets an emblem with "At the beginning of your upkeep, each opponent puts a 1/1 white and blue Soldier creature token onto the battlefield."
Loyalty: 4
Artifacts:
Abyss, the Dreadship 3WUB
Legendary Tribal Artifact - Spirit Ship
Whenever you control no Islands, sacrifice Abyss, the Dreadship.
At the beginning of each end step, gain control of all creatures that died that turn.
Eloramu Slave Ship 2BB
Artifact - Ship
:symtap:: Gain control of target creature for as long as you control Eloramu Slave Ship. Use this ability only if you control more creatures than target creature's controller.
Ice Rod X3U
Artifact
Ice Rod comes into play tapped with X charge counters on it.
Ice Rod doesn't untap during your untap step.
:symtap:: Target permanent gains cumulative upkeep X, where X is the number of charge counters on Ice Rod.
3: Untap Ice Rod. Use this ability only once per turn. (X is the number of charge counters on Ice Rod.)
Fire Rod X3R
Artifact
Fire Rod comes into play tapped with X charge counters on it.
Fire Rod doesn't untap during your untap step.
:symtap:: Fire Rod deals X damage to target creature or player, where X is the number of charge counters on Fire Rod.
3: Untap Fire Rod. Use this ability only once per turn. (X is the number of charge counters on Fire Rod.)
Healing Rod X3W
Artifact
Healing Rod comes into play tapped with X charge counters on it.
Healing Rod doesn't untap during your untap step.
:symtap:: Gain X life, where X is the number of charge counters on Healing Rod.
3: Untap Healing Rod. Use this ability only once per turn. (X is the number of charge counters on Healing Rod.)
Dowsing Rod X3G
Artifact
Dowsing Rod comes into play tapped with X charge counters on it.
Dowsing Rod doesn't untap during your untap step.
:symtap:: Draw X cards, where X is the number of charge counters on Dowsing Rod.
3: Untap Dowsing Rod. Use this ability only once per turn. (X is the number of charge counters on Dowsing Rod.)
Skeleton Rod X3B
Artifact
Skeleton Rod comes into play tapped with X charge counters on it.
Skeleton Rod doesn't untap during your untap step.
:symtap:: Put X 1/1 black Skeleton creature tokens with "B: Regenerate" onto the battlefield, where X is the number of charge counters on Skeleton Rod.
3: Untap Skeleton Rod. Use this ability only once per turn. (X is the number of charge counters on Skeleton Rod.)
Giant Vaccuum 6
Artifact
X,:symtap:: Remove X counters from target permanent. For each counter removed this way, put a counter on Giant Vacuum.
:symtap:, Remove all charge counters from Giant Vaccum: Target permanent with a counter on it gets half as many counters of a kind already on it as were removed this way.
Krark's Big Toe 2
Legendary Artifact
If you would roll a die, instead roll two dice and ignore one.
Terra Stabilizer 0
Artifact
Lands entering the battlefield don't cause abilities to trigger.
Spyglass 1
Artifact
:symtap:: Look at any facedown card.
1, :symtap:: Look at the top card of any library.
3, :symtap:: Look through any player's library. Shuffle that library afterwards.
Treasure Map 2
Artifact
2, :symtap:, sacrifice Treasure Map: Search your library for an artifact and put it into your hand.
Treasure Chest 3
Artifact
X, :symtap:: Search your library for an artifact with converted mana cost X, reveal it, and exile it. Then shuffle your library.
:symtap:, Sacrifice Treasure Chest: Put an artifact card exiled with Treasure Chest into your hand.
Frost Prism 1S
Snow Artifact
S: Add one mana of any color to your mana pool.
Barb-Hooked Harpoons 4
Artifact
Barb-Hooked Harpoons enters the battlefield with three harpoon counters on it.
At the beginning of your upkeep, if there are no harpoon counters on Barb-Hooked Harpoons, sacrifice it.
:symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put a -1/-1 counter on target creature.
1, :symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put two -1/-1 counters on target blue creature.
Fortified Coast 3U
Artifact - Fortification
Fortified land is indestructible.
Whenever fortified land becomes tapped, it deals 3 damage to target creature.
Fortify 3
Pirate Galleon 2UU
Tribal Artifact - Pirate Ship
When you control no Islands, sacrifice Pirate Galleon.
Whenever a Pirate creature you control deals combat damage to a player, you may pay 1UU. If you do, take control of target artifact that player controls.
Ondof Stables :sym2g::sym2w:
Artifact - Fortification
Fortified land has: "3: Target creature gets horsemanship until end of turn."
Fortify 2
"Undoubtedly the best horsemen of the realm."
Reprints:
Arcane Sanctum
Jungle Shrine
Crumbling Necropolis
Seaside Citadel
Savage Lands
Crosis's Catacombs
Darigaaz's Caldera
Dromar's Cavern
Rith's Grove
Treva's Ruins
Goblin Bookie
Form of the Squirrel
Krark's Thumb
Who/What/Where/When/Why
Aswan Jaguar
Portal Elf
Velican Dragon
Gifts Given
Gifts Ungiven
Nightscape Familiar
Stormscape Familiar
Sunscape Familiar
Thornscape Familiar
Thunderscape Familiar
Gem Bazaar
Golden Wish
Cunning Wish
Death Wish
Burning Wish
Living Wish
Glittering Wish
Errata-ed:
Terror from the Deep UUUUUUU
Creature - Terror
A deck cannot contain Terror from the Deep.
24/24
Acknowledgements:
Special thanks to osieorb18 for support, proofreading, making a lot of these cards functional, and rewording them to be more faithful to WotC syntaxis.
Special thanks to Arkanian for support, ideas on how to fix some of the cards, and corrections.
To all of those who've read it all and have found interest: thanks!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Absorption Sliver 2GW
Creature - Sliver PLR
All Sliver creatures have "Chaotic - Whenever is rolled, gain 3 life."
"It would appear these species sense and feed off life energy that flow through the planes." - Selarom Otreb
2/2
Alchemical Sliver 2UB
Creature - Sliver Shapeshifter PLR
Each Sliver creature card in your hand has transmute. Its transmute cost is the same as its casting cost.
Transmute 2UB
"Is this spontaneous evolution?" - Selarom Otreb
3/3
Amassing Sliver W
Creature - Sliver PLR
All Sliver creatures have banding.
"Hmmm, I still can't determine how it is they fuse and separate with such ease." - Selarom Otreb
2/2
Amorphic Sliver 4GU
Creature - Sliver Shapeshifter PLR
All Sliver creatures have "you may have this creature enter the battlefield as a copy of any creature on the battlefield except it's a Sliver in addition to its other types."
"Instantaneous adaptability means these creatures will never go extinct." - Simic master biomancer
0/0
Armor-Plating Sliver 2WW
Creature - Sliver PLR
Each Sliver creature card in your hand has Reinforce X, where X is its toughness. The reinforce cost is equal to its mana cost.
Reinforce 3 - 2WW
2/3
Arsenal Sliver 3UUR
Artifact Creature - Sliver Construct PLR
All Sliver creatures have "Whenever you activate an ability of a Sliver creature you control, if it isn't a mana ability, you may pay 2 and tap this creature. If you do, copy that ability. You may choose new targets for the copy."
"Most likely my greatest creation." - Selarom Otreb
2/3
Burrowing Sliver 3R
Creature - Sliver PLR
All Sliver creatures have "Sacrifice this creature: Search your library for a Sliver creature card and exile it with X time counters on it, where X is its converted mana cost. It gains suspend."
"Slivers sometimes make their tunnels so deep that it takes them a while to surface." - Selarom Otreb
2/2
Caretaker Sliver 2GW
Creature - Sliver PLR
Sliver creatures you control have "During your upkeep, put a +1/+1 counter on this creature."
"A strong development ensures survival against warring Hives" - Selarom Otreb
2/2
Chakra Sliver 2UB
Creature - Sliver PLR
Ninjutsu 2UB
Each Sliver creature card in each player's hand has ninjutsu. The ninjutsu cost is equal to its mana cost.
"Apparently these slivers can hone on the energies in nature and use them to move invisibly fast." - Selarom Otreb
4/1
Chivalrous Sliver 2WW
Creature - Sliver PLR
All Sliver creatures have bushido 1.
"Calm and tranquil until it becomes time to defend the Hive." - Selarom Otreb
2/2
Chosen Sliver 1WW
Creature - Sliver PLR
All Sliver creatures have exalted. (Multiple instances of exalted each trigger seperately.)
"It would appear their hive sense allows the title of "alpha" to be rotated amongst themselves on at a time." - Selarom Otreb
2/2
Clairvoyant Sliver 4UU
Creature - Sliver PLR
All Slivers have ":symtap:: Scry 1."
"With the keenest senses of all, these Slivers are able to even perceive what has yet to happen." - Selarom Otreb
4/4
Darksteel Sliver 9
Artifact Creature - Sliver Construct PLR
All Sliver creatures have indestructible.
"Experimenting with darksteel inadvertently ensured that the Sliver will endure everlastingly." - Selarom Otreb
5/5
Delegating Sliver GWU
Creature - Sliver PLR
Sliver creatures you control have "Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, you may put it in your hand."
2/2
Dextrous Sliver 3WW
Creature - Sliver PLR
All Sliver creatures have ":symtap:: Attach target Equipment you control to this creature."
"From swarm to army in an instant." - Selarom Otreb
3/3
Disrupting Sliver 1UU
Creature - Sliver PLR
All Sliver creatures have "1U,:symtap:: Counter target spell unless its controller pays 1."
"These Slivers manipulate the surrounding mana to disrupt even the simplest of spells." - Selarom Otreb
1/1
Distributing Sliver 1UB
Creature - Sliver PLR
All Sliver creatures have ":symtap:, Sacrifice this creature: Proliferate."
"Slivers plague in more ways than one." - Selarom Otreb
2/2
Erasing Sliver 2U
Artifact Creature - Sliver Construct PLR
All Sliver creatures have: ":symtap:, Sacrifice this creature: All creatures lose all creature types until end of turn."
"If ever there were a failsafe, this would be it!" - Selarom Otreb
2/2
Feasting Sliver 2B
Creature - Sliver PLR
All Sliver creatures have "Morbid - Whenever a creature dies, this creature gets +0/+1 until end of turn."
"Constantly consuming." - Selarom Otreb
2/2
Feral Sliver 1RG
Creature - Sliver PLR
All Sliver creatures have ":symtap:: This creature fights target creature opponent controls."
"The pinnacle of survival of the fittest." - Selarom Otreb
2/2
Frost Sliver UU
Snow Creature - Sliver PLR
All Slivers are snow and have: ":symtap:: Add 1 to your man pool."
"It takes in the cold powers of ice for the benefit of the Hive." - Selarom Otreb
1/1
Graveborn Sliver 1:symbg::symbg:
Creature - Sliver PLR
All Sliver creatures have "1:symbg:, :symtap:, Exile target card in a graveyard: Put a 1/1 colorless Sliver creature token onto the battlefield."
"Feeding on carrion like maggots. Interesting." - Selarom Otreb
2/2
↑
Hermit Sliver 2
Creature - Sliver PLR
If you have five or more lands in your graveyard, you may flip Hermit Sliver.
2/2
↓
Venturing Sliver
Creature - Sliver
Each Sliver creature card in each player's hand has nonbasic landcycling 2.
2/2
Hive Without a Queen WUBRG
Legendary Tribal Enchantment - Sliver PLR
Whenever another Sliver creature enters the battlefield under your control, destroy target permanent.
"The Slivers are rampaging out of control!"
"Let the Boros and Azorius deal with protecting and reconstructing Ravnica. You just make sure to collect all the data."
Infiltration Sliver UBR
Creature - Sliver PLR
As Infiltration Sliver enters the battlefield choose a basic land type.
All Slivers have landwalk of the chosen type.
3/3
Larvæ-Carrier Sliver 4G
Creature - Sliver PLR
All Sliver creatures have "Whenever this creature dies, if this creature isn't a token, put a 1/1 colorless Sliver creature token on the battlefield."
"The best way to transport (and feed) Sliver larva between nests." - Selaron Otreb
3/3
Lunging Sliver R
Creature - Sliver PLR
All Sliver creatures can block creatures with horsemanship.
"I've never seen a knight go down so hard! - Selarom Otreb
1/1
Manaburst Sliver 2G
Creature - Sliver PLR
All Sliver creatures have "1, Sacrifice this creature: Add two mana in any combination to your mana pool."
"From death comes the energy for new life." - Selarom Otreb
1/1
Mobilizing Sliver 2G
Creature - Sliver PLR
All Sliver creatures have "During each untap phase, untap this creature."
Ever vigilant. Ever restless." - Selarom Otreb
2/2
Offering Sliver 2BGW
Creature - Sliver PLR
All Sliver creatures have hiveshift X, where X is its converted mana cost minus 1. (When this creature dies, you may return target Sliver card with converted mana cost X or less from your graveyard to your hand.)
"It's almost as if they continue to feed even when dead and decaying" - Selarom Otreb
3/3
Oxidizing Sliver 2B
Creature - Sliver PLR
All Sliver creatures have wither.
"They can whittle down a prey's defenses in no time." - Selarom Otreb
2/2
Powerstone Sliver 2R
Creature - Sliver PLR
All Sliver creatures have ":symtap:: Roll the planar die. Activate this ability only any time you could cast a sorcery."
"Are they... what are they... they're ripping through...!" - Selarom Otreb
2/2
Raging Sliver RG
Creature - Sliver PLR
All Sliver creatures have rampage 2. (Multiple instances of rampage each trigger seperately.)
"Do not challenge these ones..." - Selarom Otreb
2/2
Ravenous Sliver 2BB
Creature - Sliver PLR
All Sliver creatures have "Whenever a creature dealt damage by this creature would die, you may pay 1. If you do, exile that creature instead."
"The depth of their hunger is beyond compare" - Selarom Otreb
3/3
Reverberating Sliver 3UUR
Artifact Creature - Sliver Construct PLR
All Sliver creatures have "Whenever you cast an instant or sorcery spell, you may pay 3 and tap this creature. If you do, copy that spell. You may choose new targets for the copy."
"Now, this is overpowered!" - Selarom Otreb
2/3
Salvage Sliver 3
Artifact Creature - Sliver Construct PLR
All Sliver creatures have ":symtap:, Exile this creature: Put target artifact card in a graveyard with mana cost less than this creature's converted mana cost into your hand."
"Excellent lab hands." - Selarom Otreb
1/1
Savage Sliver 1BR
Creature - Sliver PLR
Each Sliver creature card in each player's hand has bloodthirst 1.
Bloodthirst 1
"They at least seem to have some feelings besides hunger." - Selarom Otreb
2/2
Scavenging Sliver BG
Creature - Sliver PLR
Each Sliver creature in a graveyard has scavenge. The scavenge cost is equal to its mana cost.
"At least their cannibalism is limited to carrion." - Selarom Otreb
2/2
Selarom Otreb 1URG
Planeswalker - Selarom PLR
+1: Put a 1/1 colorless Sliver creature token onto the battlefield.
-3: Put a token on the battlefield that's a copy of target Sliver creature card in your graveyard.
-7: You get an emblem with "You may pay 0 rather than pay the casting cost of Sliver creatures in your hand."
Loyalty: 3
Selarom's Workshop 3
Artifact - Fortification PLR
Fortified land has "3, :symtap:: Put a 1/1 colorless Sliver creature token onto the battlefield."
Fortify 3
"What?! Two weeks have passed already?! How long have I been tinkering about?!" - Selarom Otreb
Shrieking Sliver 2:symwr::symwr::symwr:
Creature - Sliver PLR
Sliver creatures you control have battle cry.
"Nothing like a little encouragement to make them go all out!" - Selarom Otreb
2/2
Sliver Husk 1
Artifact - Equipment PLR
Equipped creature is a Sliver in addition to its other types.
Equip 1
"I sneaked amongst the Hive under the cover of a dead Sliver. Hopefully, this disguise will continue to hold." - Selarom Otreb
Sliver Tunnels
Land PLR
:symtap:: Add 1 to your mana pool.
1, :symtap:: Add two mana in any combination to your mana pool. Spend this mana only to cast Sliver spells.
Strionic Sliver 3UUR
Artifact Creature - Sliver Construct PLR
All Sliver creatures have "2, :symtap:: Copy target triggered ability of a Sliver creature you control. You may choose new targets for the copy."
"Most likely my most useful creation." - Selarom Otreb
2/3
Stun-Gaze Sliver 1WU
Artifact Creature - Sliver Construct PLR
All Sliver creatures have "whenever this creature enters the battlefield, detain target creature."
"My creations may provide them with an alternative way to catch their prey." - Selarom Otreb
2/2
Supporting Sliver 3RW
Creature - Sliver PLR
Each Sliver creature card in each player's hand has amplify 1.
Amplify 1
"Even from the sidelines, Slivers manage to make their presence known on the battlefield." - Selarom Otreb
2/3
Voracious Sliver 1BR
Creature - Sliver PLR
Each Sliver creature card in each player's hand has devour 1.
Devour 1
"At least cannibalism is only a last resort amongst the Hive." - Selarom Otreb
2/2
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Adoption to the Hive
Tribal Sorcery - Sliver TC
Target creature is a Sliver in addition to its other types. (This effect lasts indefinitely.)
Welcome home.
Conquest Sliver 2G
Creature - Sliver TC
All Sliver creatures have "Landfall - Whenever a land enters the battlefield under your control, this creature gets +1/+0 until end of turn."
"Always charging into wherever they roam." - Selarom Otreb
1/1
Experiment S 2GGUU
Legendary Creature - Sliver Mutant TC
All instances of "All Sliver creatures" on permanents, spells, and cards in any zone are changed to "Sliver creatures you control."
2GU: Put a token onto the battlefield that's a copy of target Sliver creature.
"Heh-! I guess that bastard Selarom Otreb was useful after all...!" - Momir Vig
7/7
Ghost-Flicker Sliver 4UB
Creature - Sliver TC
All Sliver creatures have: "1:symub::symub:: Flicker this creature."
"Damn! All my attacks just seem to phase through!" - Selarom Otreb
3/3
Hindering Sliver 1WU
Artifact Creature - Sliver Construct TC
Sliver creatures you don't control lose all abilities.
"Heh-! I am the one to make you docile!" - Selarom Otreb
1/4
Judgement Sliver 3WUBRG
Legendary Creature - Sliver Avatar TC
Changeling, annihilator 2
Sliver creatures you control have "Whenever this creature deals combat damage to a player, that player sacrifices a permanent he or she controls."
"What have I awakened...!?" - Selarom Otreb
7/7
Portal Sliver 5U
Creature - Sliver TC
All Sliver creatures have ":symtap:, Exile this creature: Choose a Sliver creature card with converted mana cost equal to this creature's converted mana cost you own from outside the game, reveal that card, and put it into your hand."
4/4
Reassembling Sliver 3BBB
Creature - Sliver TC
All Sliver creatures have undying.
"Didn't I just blast you just a moment ago?" - Selarom Otreb
3/3
Resonating Sliver 4
Artifact Creature - Sliver Construct TC
All Sliver creatures have echo.
"That ought to hinder them for a while" - Selarom Otreb
6/5
Retreat to the Hive 3U
Tribal Sorcery - Sliver TC
Return all Sliver creatures to their owners' hands.
If there's something I wouldn't want to encounter, it's something that would make Slivers just up and scamper the other way.
Rift-Shredding Sliver 2UR
Creature - Sliver TC
Each Sliver spell on the stack has riftcast. The riftcast cost is equal to its mana cost.
Riftcast 2UR
"These slivers are hellbent on ripping through...!" - Selarom Otreb
2/2
Selarom Otreb, Sliver King WUBRG
Legendary Creature - Sliver Wizard TC
URG: You may choose a Sliver creature card you own from outside the game, reveal that card, and shuffle it into your library.
3, :symtap:: Gain control of all Sliver creatures.
"Now I feel complete - ! Time to reunite the family..."
7/7
☼
Solar-Powered Sliver 2
Artifact Creature - Sliver Construct TC
Players can only play activated abilities of Sliver creatures any time they could cast a sorcery.
At the end of your turn, transform Solar-Powered Sliver.
"Maybe the brightness will make them more docile." - Selarom Otreb
1/1
☾
Lunar-Powered Sliver
Artifact Creature - Sliver Construct
Sliver creatures you control have split second.
At the beginning of your upkeep, transform Lunar-Powered Sliver.
"Just as I hypothesized: Slivers seems to be more active in the darkness." - Selarom Otreb
2/2
Soul-Drain Sliver 3WB
Creature - Sliver TC
All Sliver creatures have extort. (Multiple instances of extort each trigger seperately.)
"The ferocity of a Sliver and the subtlety of a tax collector are a fearful mix." - Selarom Otreb
2/5
Soul-Fueled Sliver WUBRG
Legendary Creature - Sliver Avatar TC
Pay 2 life: Sliver creatures you control get +1/+1 until end of turn.
"It drains the very soul itself to feed strength to the Hive." - Selarom Otreb
7/7
Topsy-Turvy Sliver WU
Creature - Sliver TC
All Sliver creatures have "2:symwu:, :symq:: Tap target creature."
"Now that's a neat trick." - Selarom Otreb
1/1
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Yup! Since there are more "humanoid" slivers, the Bushido ones take advantage of their armor to be like "samurai" and the "ninja" ones absorb chakra from their environment (like mana) in order to use primitive ninjutsu. Because MtG ninjutsu is just like switching places with an attacker. It's more teleportation than anything. And since slivers are all connected, then a sliver switching place with another was just a natural thing for me to come up with! I was just trying to come up with all the logical ways to give Slivers the abilities they had yet to be printed with.
This custom set is very Sliver heavy, as you noticed. I probably spent all inspiration possible for them. Now, I'm currently using my muse to design cards from the other aspect of my set!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Proud Father of a beautiful baby Girl as of 12-27-13.
So, uh... Wording and Flavor (Mostly wording) comments!
~Pestilent Sliver should probably be renamed, as disease is associated with Infect rather than Wither. Flavorwise, Wither seems to be associated with searing or flaying away flesh (Hateflayer, Smoldering Butcher, Stigma Lasher, Sickle Ripper, etc.). It's sometimes associated with Rust (Rustrazor Butcher, Scuzzback Scrapper, etc.) or just general foulness (Noxious Hatchling), but most often it's the first one.
~I think you may want to consider excluding the Sliver with Banding. I like the idea behind it, but... WotC discontinued Banding as a keyword because people had trouble understanding it.
~Similarly, you may want to reword Feral Sliver's cost, as WotC makes a point of avoiding multiple, separate variables in somethings mana cost for similar reasons. Like Banding it's not something I personally have a problem with and I doubt many other people on the forum would get confused by it... but still.
~Love Dextrous Sliver. Nothing else to say, I just really like it for some reason.
~Amplify on a Sliver is hilarious. You might want to make it more expensive though (yes this isn't a flavor or wording-related comment, but even I can see that giving amplify to Slivers for a three-drop is on the cheap side. I suppose I may just be wrong though). Also, I think it should be called Supporting Sliver rather than Supported Sliver -- the ones in the hand are being supported, the one on the field is doing the supporting, so I can't help but feel the name has it the wrong way round.
~Larvae Carrier should probably only trigger when a non-token Sliver dies. Otherwise it gets pretty ridiculous. Well, unless your intention was to have the tokens constantly respawn each time they die (Preventing the number of Slivers on the battlefield from ever decreasing so long as Carrier is in play), in which case I suspect it may be undercosted.
~I think you're missing a comma somewhere in Soul-Drain Sliver's Flavor Text.
~Armor-Plating Sliver's text should probably read "Each Sliver in every graveyard" rather than "Each Sliver in all graveyards."
~Considering how many Slivers have abilities that tap them, Topsy-Turvy Sliver seems a bit overpowered. At the very least, it's begging for infinite mana comboes considering how many Slivers can tap for mana. Not that infinite mana comboes are neccesarily a bad thing, but I think you should at least make it a little harder for them.
~I feel like Ghost-Flicker and Blinking Sliver got their names switched at some point or something. I suppose it would probably be a poor idea to put "Flicker" in the name of a creature that doesn't actually have it now that it's a keyword, but I still feel that the one with Flicker should have been named "blinking" and the one with Rift-Cast should have been named "Ghost-[Whatever]". It's just a matter of personal Preference rather than an actual flavor thing though, so feel free to ignore me on the matter.
~Drone Sliver should either read "If you have five or more lands..." or "Whenever you have five or more lands you may flip..."
~Portal Sliver should say Creature or Permanent, not Spell. A card is only ever referred to as a Spell if it's on the stack... unless that was your intention, in which case you should clarify that it only applies to Sliver Spells that are on the stack, since not everyone knows that fact.
~You should probably change Sunburst Sliver's name, as it does not actually have Sunburst. At first I thought it did -- and even started writing a comment about how the Sunburst keyword is exclusive to artifacts so it should be an artifact creature -- until i actually took more than a passing glance at the text. Not that it shouldn't be an artifact creature anyway, since it's colorless and the only colorless creatures are artifact creatures and Eldrazi.
~Similar to Feral Sliver, you should remove the use of +x/+y in soul-fueled sliver's text. Just say "all Slivers get power equal to ~'s power and toughness equal to ~'s toughness" and you should be fine.
~I really like Experiment S. The majority of your cards have good flavor, but this trumps all of them, hands down. Every other Sliver card having a quotation from Otreb really helps here -- you immediately get the context and grasp the implications. Five stars.
~While it does make them more vulnerable to removal, from a flavor perspective I'd consider making the "X from the Shard" cards Artifact Enchantments, since those are actually a valid card type now (i.e., Whip of Erebos and similar). It's worth noting that according to the flavor, all currently extant Artifact Enchantments are so powerful that only Planeswalkers may wield them (That's the flavor reason; the real reason is that they couldn't make them legendary, artifacts, enchantments and equipment without running out of room on the card, so they removed the "equipment" typing and claimed that the reason they weren't equipment was because they were equipped to the player themselves).
~Aura from the shard should read: Enchanted planeswalker gains "-X: Remove X Loyalty Counters from Target Planeswalker and add X-2 loyalty counters to enchanted planeswalker. X cannot exceed the number of Loyalty Counters on the targeted Planeswalker." I'd also consider renaming it, as unlike the other Shard enchantments its current name is non-indicative of what it does.
~I like the flavor for Old School, but it needs a way to keep track of what keywords it gave to what permanents.
~Flavorwise, I'd have Simulating the Spark enter play with less Loyalty counters than the Walker it's imitating. An imitation won't be quite as good as the original, after all.
~With Adarkar Banker, you can probably just have it say "You may tap this Permanent instead of paying a Permanent's Cumulative Upkeep Cost."
~Auraling has too many abilities -- I don't believe a card with 5 abilities exists in magic, though I'm probably wrong on that count. I'd suggest removing the ability that attaches equipment to it, since it doesn't really fit as well as the others flavor-wise (In my opinion, anyway). The same applies to Plagueling, and in this case I'd suggest removing Provoke. As for Rainbowling, I don't think that much text would be able to fit on a standard sized card.
~I really like what you did with Ral Zarek's ultimate, I've gotta say.
~With Enlightenment, you should probably just have it read "Target Leveler Card is leveled up to its maximum level." Well, except that leveler cards technically don't have a maximum level so I suppose you could just have it read "Place 12 level counters on target Permanent" since there aren't any levelers that have a maximum level higher than twelve (And if you make any, they're probably powerful enough at max level that not fully leveling them helps balance the card).
~For Ice Rod, the first line should just read "Ice Rod comes into play tapped with X charge counters on it." Also, you have two separate values for X on the card, which is bad. This applies to all of the other rods, too.
~Giant Vacuum's second tap ability should read "Remove all Charge counters from Giant Vaccum, then place half that many counters on target permanent."
~Secret Library's effect should state that "Players may not look at cards in your Library," since looking at and revealing are two different things. Also, you should probably remove the last ability for space since almost every effect that would allow a player to play or take control of a card from your library would require them to look at the cards in your library first, which they already can't do.
~Is there a reason why Caster's Wormhole is Countered if you don't pay the correct cost while all of the other Rifts are Sacrificed?
~Mana Burn should read "At the end of each phase or step, each player is dealt 1 damage by Mana Burn for each Mana in their Mana Pool." ...Or something like that (My wording here was kind of clumsy, unfortunately). Regardless of how you word it, "unused" should be left out; if it's been used, it's not in their Mana Pool any more. Also, this card is hilarious and you should feel good for making it.
~Blooming Mantrap should read "Sacrifice Blooming Mantrap: Search your library for a number of lands equal to the number of Growth Counters that were on it and put them into play tapped, then shuffle your library."
~Airborne Virus should read "Whenever enchanted creature blocks or becomes blocked by enchanted creature, put a token that's a copy of Airborne Virus into playfor each blocking or blocked creature and attach a copy to each of those creatures.
During your Upkeep Step, place a -1/-1 Counter on Enchanted Creature."
~Shoot the Random Hostage should clarify the "So long as it's a pirate" part; as it is, it could mean that the enchantment only has an effect if the enchanted creature is a pirate, or it could mean that it can only destroy pirates. Assuming that the former is your intention, the text should read "If enchanted creature is a pirate, it has..."
~You should remove the first set of parentheses (This may attack the turn before you play it.() From the Super Haste keyword and just leave the second set in. While I love what you did with that (And I'll admit that I laughed when I read that part of the description), from a wording standpoint it's needlessly confusing to include it.
~Gemini Assassins should read "Destroy target creature. You may put a token that's a copy of the destroyed creature onto the battlefield."
~Islandhome technically isn't a keyword anymore but honestly I don't think anyone cares.
~You may want to consider reducing the number of abilities An-Havva Farmlands has.
~Penumbra Shadow should read "When enchanted creature dies, put into play a Token that is a copy of the enchanted creature except it is black."
~Tamiyo's Library should say "t: Remove all scroll counters from tamiyo's Library, then draw cards equal to the number of scroll counters you removed."
~Wandering Isle of Aron should read:
"Wandering Isle of Aron is Blue and Green.
When Wandering Isle of Aron enters the battlefield, tap three Islands you control or sacrifice Wandering Isle of Aron.
If you control less than three Islands, sacrifice Wandering Isle of Aron."
The rest reads the same, though like the Lings it has too many abilities to comfortably fit on the card. Amusingly, there's precedent for a card being a color other than it's casting cost, which I used as a template here -- Ghostfire has Red in its casting cost, but is colorless. Similar changes to the above apply to the Illusion lands.
~Speaking of which, the Illusion Lands should read "As [this card] enters the battlefield, sacrifice a [Land]. If you do not, sacrifice [this card].
~Bog of Illusions should say "Prevent all damage dealt to and by that creature." Isle of Illusions should say "target creature without flying or Islandwalk." Field of Illusions should read "Until end of turn, target creature is a 0/1 creature with no abilities." And for the ultimate in semantics, fissure of illusions should read "Target attacking creature is returned to its owner's hand." (This may not actually be the case)
~Village of Illusions should read "Target player reveals his or her hand and you choose a card from it. That player discards that card."
~Recall the Nephilim should read something like "Creatures you control get +1/+1 for each color in their color identity."
Whew! Done!
...Did I seriously just spend 3 and a half hours writing this? Jeeze...
Well anyway, I'm not 100% sure that the above is100% correct, but hopefully it's helpful! Now off to read the Story parts...
Actually, only the M14 slivers have that wording. All slivers from previous sets didn't have their wording changed nor have they been errata-ed. That's one of the points where I make distinctions. Since this set has travel between planes, some slivers are humanoid (like M14) so they only affect slivers you control. Others affect all. This is all designed for the set and the flavor. There are many mechanics that deal with slivers. So I'm trying to make the distinction clear and useful.
Thanks! I'm working on the story for the Hatillo plane now that the Selarom Otreb planeswalking to save the multiverse has already been written. I want to deal with many races and factions for this set to deal with the whole Deity concept of the plane (I wrote this quite the time ago and I was sort of bummed with the Theros "gods" 'cause I wouldn't be able to give my deities the God subtype without being too relevant :(). As for the pirates, I'm still unsure as too keeping it classical or giving a new spin on piracy (being as Mercadian Masques was a set completely devoted to politics, piracy, and rebellion, lol). But pirates do play an important role in the story.
@Arkanian:
Wow! Thanks so much! I was really hoping someone would help me proofread and edit the cards to be more in the syntax of MtG. Thanks for really taking a deep dive into my project! It's much appreciated! Now, just as you spent the time dissecting the cards (hope you like the main story, btw!), I will do the same with your analysis!
* Changed Pestilent Sliver to Oxidizing Sliver. I think that gives a better idea to wither.
* As for the banding keyword, yeah it is extremely confusing. However, banding is super broken when you block with it. It is true that most people hated banding. I was still unsure of including it (resurrecting it, more like it) so I just put it to have all my ideas out there. But I'm still on the fence about it. I may end up scratching it in the end.
* As for different variable casting costs: I really have no other way to get around it. WotC has done it before and it's not really that confusing. You simply state what you paid for X and what you paid for Y. However, it does look a bit uncomfortable on the eyes so any suggestions are more than welcome! But, in the mean time, I think I can leave them as is.
* Dextrous Sliver was actually one of the first slivers I designed. I mean, how epic would it be if slivers carried weapons and armor?
* Supporting Sliver (yup, changed the name already :p) I'm thinking about giving it a 2RW casting cost. In a sliver deck, your whole hand is probably sliver. So a 3-drop with amplify is in fact too broken.
* Larvae-Carrier is meant to be an epic sliver. It's an immediate target for removal. Maybe a cmc of 5 is too cheap. Maybe a casting cost of 8. If I do get art, I'll probably make it a gargantuan-sized sliver. It is carrying all the larva, after all. So I'll probably make it cost 4BBGG.
* Topsy-Turvy Sliver is probably is too broken. I'll probably change it's ability cost to 2:symuw:.
* As for Blinking Sliver, most people I know, call "flickering" "blinking". Even in my playgroup, when I target something with Restoration Angel I say: "I'm gonna blink Thragtusk.". Also, I didn't want to necessarily call the sliver that flickers "Flickering Sliver". Sort of how I wouldn't call a sliver that gave trample "Trampling Sliver", etc. That's sorta why I didn't name it like that.
* Gave specifications for Portal Sliver (explanation text).
* Changed Sunburst Sliver's name to Chromatic Sliver. I think with the name change it still stays true to its concept.
* I'm glad you liked Experiment S! That was the last sliver I designed (and probably won't add anymore to the set) and it was inspired by the story on how Selarom meets with the Simic. I mean, who else would want to tinker with slivers than these guys, right?
As for the rest of your suggestions, I changed the Slivers for the moment. The other cards I'll check on when I come back (I have to go deal with an emergency at the moment and can't continue on the computer; but I wrote so much I can't just abandon it!). But I did read all your suggestions and started working on it right away!
Thanks to all you guys' interest so far! I'm absorbing all these suggestions and am glad you've found things I have overlooked! I really hope to make a great project out of this and to continue sparking interest and support in the community!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Aw, Thanks! Right back at you then!
True. Like I said, I like the idea behind it and I like the card. I was simply pointing out something that, as it turns out, you already knew.
Well, you could make the cost just x and replace "where X is this creature's power and Y is target creature's toughness" with "where X is this creature's Power plus target creature's toughness"... but I'm not entirely certain if that's valid wording.
Huh. I've only ever heard it called Flicker, so...
Except now you have two creatures up there called Chromatic Sliver:tongue:.
Oh, very true. One of the cards I nixed for my own set was called Mutant Sliver, and it was a Sliver Mutant with the ability "If this creature has an ability that is not printed on its card, all Mutants have that ability." I decided to discard it because... well, for any number of reasons. But Simic working with Slivers is a thought that has occurred to me, yes.
Yeah, I did drop a lot on you didn't I? Don't worry, take your time. It's enough that I know you appreciate it!
I look forward to it!
1. As worded, Riftcast doesn't work. You need to have targets be chosen again or declare in the rules text that they are the same.
2. I've only gotten part of the way through the Sliver-related cards, but I can already sort them into four groups: Overpowered, overcosted, overdesigned, okay. (Mostly in the first three groups.) I may come back to this thread and make lists with bits of explanation if and when I have the time.
3. I like seeing disadvantage slivers, but they should have a decently good body for their cost.
4. A significant number of these abilities should never get put on sliver-related cards for power-level or other design reasons. A list of at least some example creatures: Judgement Sliver, Selarom Otreb's ultimate, Disruptive Sliver, Raging Sliver (sadly), Offering Sliver, Strionic Sliver (uggh), Arsenal Sliver (even more uggh), Reverberating Sliver (uggh), Supporting Sliver, Topsy-Turvy Sliver, Ghost-Flicker Sliver (uggh), Gatherer Sliver, Portal Sliver, Primordial Sliver, Burrowing Sliver, Amorphic Sliver, Graveborn Sliver, Chakra Sliver.
5. Why are there so few planeswalkers for the number of cards that work around them?
6. A more varied sliver set and new planechase-related cards are both cool ideas. They don't necessarily go in the same place, though.
I like a lot of the ideas that you have here, but there's a lot of "Everything and the kitchen sink," and less attention to detail in terms of numbers/costs and in terms of standards of design.
Thanks for the help! Yeah, I see some of your points and understand where you're coming from. As for the hodgepodge of cards that seem randomly placed together: remember, this is still a work in progress where I'm placing all the ideas I had at the moment. Of course, not only are most of the cards not posted yet, but I've also to put in which of the 3 sets they belong. When it comes time to design more cards (simply put, the rest of the cards), they will be designed to not only be useful but to fill in the spaces between the story, mechanics, other important cards, etc. I've yet to finish working on the rest of the story so when I'm done, the rest of the cards will reflect this. Thanks for the support and I'm glad you like the ideas. However, they're just that at the moment: ideas ;).
The slivers may seem overpowered (and some are actually very overpowered, which is something I'd like some help to dial down). However, that's the point. The main story of this set is sliver heavy. So, contrary to other formats, I really want sliver decks to be competitively viable. MtG has had its share of ridiculously broken cards (Spiritmonger) with no drawback whatsoever besides a disgruntled opponent. Thus, I feel that I should be able to get away with some of these slivers. Granted, I need to balance out the brokenness with increasing the casting cost, activation cost, etc. But those are the details and kinks that I'm still working on. Hopefully, by the time I'm done, it will be sufficiently balanced to not be exceedingly broken, yet broken enough to be a menace. That being said, I have taken into consideration your worries about my slivers and have edited some of the ones you had issues with (revision showed me of their overpoweredness). Not only did I tone it down for the overpowered ones, but there were some underpowered ones (like the anti-Sliver Slivers) that I made a bit beefier. Still, I've still yet to reach a Goldilocks level of porridge perfection.
Also, I'm a bit unclear as to why you think Riftcast won't work. Can you elaborate a bit? I know I'm thinking so far out the box with that ability that I'm probably lost in space, but please, spare no details.
@ Arkanian:
Ok! On with responding to the rest of your dissection!
* Aura from the Shard: changed its name to Cloak from the Shard.
* As for Old School, the abilities should be kept track like monstrosity on the new Theros cards. A creature with monstrosity can have +1/+1 counters on it and not be monstrous. So, a different counter should be used to represent it being monstrous. The same can be done for creatures affected by Old School.
* Simulating "The Spark" already has the limitation of being an imitation: it's still a creature - thus there is much more removal to take care of it ;).
* As for my morphlings: Cromat has 5 activated abilities. Additionally, Morphling, Thornling, Torchling each have 5 activated abilities. The only morphling with less than 5 abilities is Aetherling. That's precisely why I gave them 5 abilities - to keep the symmetry :p. Auraling has the equipment ability because if you recall all the Mirrodin sets, W was the color of all the equipment based cards (the cats, the artificers, smiths, etc.) so it only made sense to me. Plagueling has provoke because Plagueling kills creatures. So provoke is a B ability that goes great with its first ability.
* Ral Zarek's ability was something spur of the moment that really clicked with its Maze's End card so thanks!
* I still have qualms on how I should word Enlightenment. Adding excessive amounts of counters means that cards that play with counters will have too many to manipulate thanks to it. And that's not really the point of Enlightenment.
* Adarkar Banker: I decided to make its ability as a replacement effect. Much easier. I hope the wording is correct, though.
* Fixed the Rods problem. Just added 3 to the casting cost :p.
* Fixed a bunch of other qualms.
* Lol, yeah, Mana Burn really plays into the feel of the retro aspect of this set.
* Fixed a bunch of other qualms.
* Since super haste was literally taken from Unhinged, I decided to leave the same rules text as was placed on the card (Rocket-Powered Turbo Slug).
* I decided to make An-Havva Farmlands's abilities cost more. The thing with this land is that Homelands was such a bad and underpowered set with cards that had too strict drawbacks. This land is sort of like a vindication of that. A broken card from Homelands. But yeah, a land that taps for a 1/2 is pretty broken.
* As for saying that Wandering Isle of Aron is the colors it is (the Illusion lands as well), I think the color indicator is the way to go. That's what WotC did with Garruk, the Veil-Cursed. It also saves space on the card.
* The wording of the Illusion lands when they enter play is taken straight from the WotC wording for cards like Lotus Vale. Village of Illusions is worded the same way as Duress.
* Recall the Nephilim is worded the same way as Blessing of the Nephilim.
Whew! You were right! That was overwhelming! Thankfully, there weren't that many cards that were designed :p. Well, in any case, thanks for all the help! It was useful on so many levels. It helped me see things as worded incorrectly, too overpowered, etc.
As for the rest of you guys that gave me suggestions:
Keep 'em coming! They are always analyzed and appreciated! Anything that can help me out with my project speeds up the process! I'm currently on vacation so I hope to find the time to sit down and write out the rest of the stories from Hatillo!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Fixed Riftcast (Use this format any time the ability itself is on a card):
Riftcast {Mana} (If CARDNAME is on the stack, you may pay {Mana}. If you do, exile CARDNAME, then put it back on the stack. You may choose new targets for CARDNAME.)
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On a side-note before card comments, I think you might want to have a decently higher percentage of the flavor texts be by someone other than Selarom Otreb.
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Moving on...
Card by card comments:
Sliver-related:
Resonating Sliver: I like this guy as a 5/5, but this may be a little too good now. Maybe a 4/5?
Disruptive Sliver: Watch out for this being too oppressive.
Erasing Sliver: This is pretty awkward. Maybe cut or make it not a Sliver effect?
Shrieking Sliver: Ridiculous mana cost. Also, this card is too powerful. Giving all of your creatures battle cry is already insane. I once designed something for a custom set that was a Sorcery for 2RW that gave my creatures that for a turn. That in and of itself would be powerful. This is much worse. Maybe a 5-6 mana creature with size no more than 3/3, less if it costs 5?
Judgement Sliver: Annihilator has some issues as a mechanic. Annihilator 1 on a single creature can be fine. Annihilator for more than 1 gets incredibly oppressive very fast. I'd probably just say cut this card.
Rhystic Sliver: Ridiculous mana cost. This is an anti-sliver that has two faults: First, not being strong enough as a creature. And second, causing confusing rules interactions.
Scavenging Sliver: This might be okay, but keep in mind that Varolz costs the same amount for this effect.
Chosen Sliver: This has similar problems to Shrieking Sliver power-level-wise, and it's one of the primary examples of feeling pulled from a random card. This might be okay, but probably wants to be 3WW for a 2/2.
Lunging Sliver: Ridiculous mana cost. This card is just awful power-level-wise. Please, for the sake of all that is good in this world, hide horsemanship-related card ideas far away and never let them resurface.
Reassembling Sliver: This could probably be okay, but needs reasonable balance. Probably 4BB for its current body. (Note the lack of high numbers of mana symbols, as suggested in earlier cards.)
Raging Sliver: Ridiculous mana cost. Ah, Rampage. That ability that basically does nothing most of the time, that most people don't remember, and that has a better version in Spined Sliver. I would not suggest putting rampage on one of these creatures.
Offering Sliver: Hiveshift seems like it could be okay. I'm not 100% comfortable with it with Slivers, but I'm not necessarily against it. Oh, and order your mana symbols correctly.
Delegating Sliver: This card is cool, but I'm not really sure if this should be given to all slivers. Oh, and you should order your mana symbols correctly.
Amassing Sliver: I love banding, but for the sake of anyone that might consider playing with this set, please don't use it without having it be an explained theme.
Ravenous Sliver: This could probably be a 3/3. Otherwise, this is very good.
Oxidizing Sliver: This is fine. Maybe it could gain a toughness, or even become a 2/2.
Strionic Sliver, Arsenal Sliver, Reverberating Sliver: All three of these have the same pair of comments: Ridiculous mana cost, and this ability should be nowhere near a Sliver, because of the power level.
Dextrous Sliver: Probably can be a 3/3 or maybe even a 4/3. I'm otherwise fine with this card.
Manaburst Sliver: This should cost G less and be a 2/2.
Feral Sliver: Why not just have this be a T ability?
Voracious Sliver: Ridiculous mana cost. Otherwise, sure. Make this cost 1BR and it will be fine.
Savage Sliver: Ridiculous mana cost. Otherwise, sure. Make this cost 1BR and it will be fine.
Supporting Sliver: Ridiculous mana cost. Make this a 2/2 for 2RRW, and then you'll probably be okay.
Larvae-Carrier Sliver: If you want this effect to be in Black-Green, that's fine, though I'd probably just suggest green. Maybe 4G for a 3/3.
Stun-Gaze Sliver: Ridiculous mana cost. Make this 1WU for a 2/2, and then you'll probably be okay.
Soul-Drain Sliver: A little bit ridiculous mana cost. You probably should just choose one of white or black. Also, it could be a 2/5.
Distributing Sliver: Capitalize 'sacrifice' and 'proliferate.' That would be all, but also, this is in completely the wrong colors. 1GW as a mana cost, and then this is fine.
Armor-Plating Sliver: This isn't how Reinforce works. I think you mean the following card:
Creature - Sliver
Each Sliver creature card in your hand has Reinforce X, where X is its toughness. The reinforce cost is equal to its mana cost.
Reinforce 3 - 2WW
2/3
Topsy-Turvy Sliver: Untap effects are really quite good. Be careful with giving it to all slivers.
Ghost-Flicker Sliver: Deadeye Navigator can be a very oppressive card. This would be even more so, especially with etb triggers on slivers. I would not suggest keeping this card.
Blinking Sliver: Mana symbol ordering, and this should probably be worded and costed as such:
Creature - Sliver
Each Sliver spell on the stack has riftcast. The riftcast cost is equal to its mana cost.
Riftcast 2UR
2/2
Frost Sliver: This doesn't seem very useful...
Solar-Powered/Lunar-Powered Sliver: This is so wordy. This also is rather ehh design-wise. I'd probably just cut it.
Drone/Constructor Sliver: This seems fine.
Conquest Sliver: Landfall as a word on a card means nothing. You'd want the card text "Landfall - Whenever a land enters the battlefield under your control, this creature gets +1/+0 until end of turn." Also, this can be a 1/2.
Feasting Sliver: Morbid as a word on a card means nothing. You'd want the card text "Morbid - Whenever a creature dies, this creature gets +0/+1 until end of turn." Also, this can be a 2/1.
Mobilizing Sliver: In red? Red??? Really? This isn't a red effect at all. It's green, then blue, then white.
Gatherer Sliver: Just exile. No need to sacrifice first. Also capitalize 'Put' and 'Exile' once that is fixed. Oh, and this can be a 1/1.
Portal Sliver: Please just cut this card. This is going to be horrifying to balance and horrifying to read.
Primordial Sliver: This should cost 2UB. For wording and templating, see my comments on Armor-Plating Sliver.
Burrowing Sliver: This will piss people off to play against or with. It feels like cheating, it feels unfair. I'd suggest just cutting it.
Darksteel Sliver: This can be 12 for a 7/7, I think.
Amorphic Sliver: Ridiculous mana cost. For 4UU this would probably be okay.
Chromatic Sliver: See the first 5 and last 3 words of my comment on Portal Sliver.
Soul-Fueled Sliver: This could be okay, but it does provide for a memory record that one doesn't necessarily want to have to deal with. Also, flickering and P/T boosts are completely broken with this card. Also, a 14/14 for 10 life is dumb. Also, I believe this goes infinite with itself. In the layer system. It creates a queue overflow.
Graveborn Sliver: This is fine except for templating; 'exile' and 'put' should be capitalized. I might suggest moving a B/ symbol from the ability cost to the base mana cost though.
Powerstone Sliver: Ridiculous mana cost. This can also be a 2/3 or maybe even 3/3 for 2R. Otherwise, sure.
Chaotic Sliver: Ridiculous mana cost. Also, in the form that you have Chaotic, you want to template this as such:
Creature - Sliver
All Sliver creatures have "Chaotic - Whenever {CHAOS} is rolled, gain 5 life."
2/3
Chakra Sliver: Ridiculous mana cost. More preferable and magic-correct wording and costing:
Creature - Sliver
Ninjutsu 2UB
Each Sliver creature card in each player's hand has Ninjutsu. The Ninjutsu cost is equal to its mana cost.
3/2
Chivalrous Sliver: Bushido 3?!? What?!? That's insanely high for this cost, and makes combat a mess. How about 2WW for a 2/2 that gives all slivers Bushido 1?
Sliver Hive: I'm very hesitant to say that this is okay, since it's really quite crazy good, but maybe. Perhaps make the second ability cost 1, T?
Selarom's Workshop: Why is there 7/7 on this? This probably should cost more for the ability; maybe 4 or 5?
Sliver Husk: This is rather underwhelming. This probably could just cost 1 and 1.
Experiment S: Ridiculous mana cost. This is a mess design-wise. Maybe just cut this.
The non-sliver-related cards have a lot of the same problems to deal with, but I'm not going to go through those right now.
First off, thanks for your interest and in-depth analysis and break down of that first part of cards I posted. It's so exciting to have someone really help me with this as much as you have. Secondly, wow! You really understood what I was trying to accomplish with Riftcast and simplified it so well! Most impressive! I will get to editing that thanks to your suggestions and simplification. That was exactly what I wanted to pull off with that new mechanic / keyword. Now, on to the present main discussion!
For the most part, I know most of the mana costs seem ridiculous. It might seem like an excuse, but I wanted to be a bit playful with the mana cost for most of my cards. They look weird as hell, but it's part of the charm I wanted to try and pull off. It looks messy and I'm still vague as to what exactly are the guidelines to the template of mana cost, but it's basically what I wanted to do in most cases - especially the slivers. I wanted to try and be as flexible as possible with casting them, yet restrict how much generic mana would be used. That would try and help the difficulty of casting them. That being said, you do have a point. Maybe I should tone it down on the frivolousness but I'd still like to keep some of the unorthodox casting costs. I hope it's possible and that you might help me with that as well. As for Selrom Otreb seeming to be the only one in flavor texts, this is just the case with the Slivers. Storywise, he is the one studying/creating/discovering them. So I wanted that to be a way into his character. Obviously, there are other characters in the set and other themes that will be touched on for the other cards. But basically, Selarom Otreb is the way to go for my slivers.
Card by card:
Selarom Otreb: You're right on his ultimate ability. I was just thinking of "what ability would be the most broken for a Sliver to have?" and really didn't give much thought beyond that. I'd hoped that maybe other able and capable minds would come butcher it and from that a most exquisite steak would come. This of course, is that case. I changed it to just basically making all your Slivers free of charge. He is the boss so it seems natural that through him you would speed up the process of obtaining Slivers. I also raised the loyalty cost of his second ability. He was designed before most of the broken slivers so it became broken after the fact. Now I believe it's pretty balanced for his abilities and his casting cost.
Resonating Sliver: Liked your recommendation. Kept it as is but 4/5.
Disruptive Sliver: Yeah, having a dozen Disruptive Students is bad (possible if you run all of these: Disruptive Student, Vodalian Mage, and Disruptive Pitmage in a deck) but you also need a ton of U and Slivers to pull it off. However, since Disruptive Sliver turns all Slivers into a Vodalian Mage, it's possible to abuse this power. Thus, I raised the activation cost from U to 1U.
Erasing Sliver: Yeah, thinking back on this it might not be so Sliver after all. Slivers usually get boons or keyword abilities from each other. However, given the flavor, that's where I tried to have it make sense. It's a synthetic Sliver (a robot made by Selarom Otreb) in his attempts to try and control the Sliver by hindering them. If you ignore that fact that it's an artifact creature instead of just an artifact, it seems to make more sense to what your feeling. However, sideboarding this against a broken sliver deck is a must. Erasing Sliver is one of those Slivers that are like sabotage against the Hive. There are many Sliver Constructs like this and it's sort of part of the flavor and story of Selarom Otreb. It may seem a bit off, but it makes a lot of sense to me and this is one of those ones that I'll keep as is.
Shrieking Sliver: One of my many attempts to give Slivers as many keywords as possible. Sure, it seems exceedingly broken and overpowered. I may be able to balance it by giving it a p/t of 0/1. If you noticed, I don't have (and don't plan on adding) any boon Slivers to the set. So this bugger dies from so much as a sneeze. That's where I'd like its weakness to lie to counterbalance its ability. I'd probably augment its casting cost to :symwr::symwr::symwr::symwr: and leave it 0/1.
Judgement Sliver: Yes. It's meant to be as broken as hell. Yes. It's meant to be menacing. Judgement Sliver has to be so broken as to merit a buttload of planeswalkers to join together to take it out. However, I made it a bit too broken. I'm gonna give it a bunch of hindering clauses to only make it hardcast like Phage the Untouchable, Blightsteel Colossus, and most of the Eldrazi gods. Maybe that'll give it some balance. Now, flavorwise, it's so menacing, that it's even menacing to its owner under certain situations. So I feel it's win/win now! Thanks!
Rhystic Sliver: Yeah, made it a 1/4 and changed its clause to "Sliver creatures you don't control", that way, someone won't target it and thus make it completely useless. I almost completely overshot that. Thanks!
Scavenging Sliver: Yeah, Varolz, the Scar-Striped was the obvious inspiration here. However, Varolz gives scavenge to all your creatures. This sliver just gives scavenge to slivers. So I might reduce its casting cost and make it stronger (2/2) to make it more worthwhile.
Chosen Sliver: Inspired by Sublime Archangel. However, it doesn't make all Slivers give exalted amongst themselves. So slivers only get exalted for each Chosen Sliver in play and not some other slivers. In either case, Chosen Sliver is less powerful than Sublime Archangel given the fact that Sublime Archangel gives it to every other creature whereas Chosen Sliver just gives exalted to Slivers. The only thing different is that it ends up giving exalted to itself and even so, Sublime Archangel already has exalted on itself. Also, Sublime Archangel does all this (while also having Flying and being a whopping 4/3) for a mere 4 mana. And Chosen Sliver is a 1/1 with nothing else for 3 mana. If anything, it's underpowered. I could probably even make it 2/2. Sorry, but I have to disagree with you on this one...
Lunging Sliver: Lol, such horsemanship hate! Personally, I don't mind horsemanship and every so often creatures with said ability are reprinted in casual sets (Archenemy, Planechase, From the Vault, Commander, etc.) which end up hurting because they're basically unblockable. I'm planning on adding knights to this set. Knights in the sense of yore, which ride horses. So, you guessed it, most of them are probably gonna have horsemanship. Also, if you remember flanking (from the Mirage set), that was something for horseriding creatures. Yet Sidewinder Sliver gave all Slivers flanking. That made even less sense to me. At least I'm not giving Slivers horsemanship ;). But, alas, I'm keeping horsemanship in my set. Sorry!
Reassembling Sliver: Okay, I raised its mana cost to 2BBBB, to make it even more difficult to cast.
Raging Sliver: Once again, I just wanted to give slivers access to as much keywords as possible. I'd just keep it for the sake of that. Even if it ends up being considered a junk sliver like so many others already printed. Even so, in the end, under more consideration, I may end up scrapping it after all.
Offering Sliver: Done.
Delegating Sliver: Done.
Amassing Sliver: Yeah, I'm probably only gonna use banding for Slivers in this set. Make it as less troublesome as possible.
Ravenous Sliver: Done.
Oxidizing Sliver: Done.
Strionic Sliver, Arsenal Sliver, and Reverberating Sliver: Sure, the power levels are level 50,000,000 super saiyan. However, you need the mana to pull it off. Even if you had 50 Slivers in play and wanted to copy a spell 50 times, you'd need 100 mana to do so. I'd probably make them cost a bit more (3UR) and make you tap the Sliver to use the ability as well. Would that make it balanced enough?
Dextrous Sliver: Done.
Manaburst Sliver: Done.
Feral Sliver: Lol, I actually thought that by just tapping the ability would be too broken. So this was an ability that I thought was too overpowered by just tapping instead of paying mana. But you've seemed to consider a lot of other abilities overpowered so maybe I overestimated this one. Tapping it is!
Voracious Sliver, Savage Sliver, and Stun-Gaze Sliver: Once again, I know that casting cost may seem ridiculous, but it's my way of giving certain flexibility yet at the same time not allowing generic mana to be used to cast them. Yet, for aesthetic reasons, if it's really not feasible that way then I guess it'll have to be generic.
Supporting Sliver: Done.
Larvæ-Carrier Sliver: Done.
Soul-Drain Sliver: Done.
Distributing Sliver: Done. By the way, I don't get why it would be in the wrong colors. A lot of black cards have proliferate.
Armor-Plating Sliver: Thanks for the rewording!
Topsy-Turvy Sliver: Got it :thumbsup:.
Ghost-Flicker Sliver: I just really like the flickering mechanic. This is a great way to give this keyword to slivers, just as flying, trample, haste, etc. being as the keyword is new to this set - that just so happens to have a lot of Slivers.
Frost Sliver: Agreed. I eliminated the filtering and just made it a tapping mana ability.
Solar-Powered Sliver / Lunar-Powered Sliver: Yeah, I just didn't really know what else to do with it. I wanted a Sliver that transforms. I'll probably just keep the Solar-Powered / Lunar-Powered theme but change what each does.
Conquest Sliver, Feasting Sliver: Since Landfall and Morbid don't have different effects (like Chroma does), I just wanted to reduce it to a one word for its effect. Landfall always refers to a land you control entering play and Morbid always refer to a creature dying that turn. But if it is what it is then I have no other alternative.
Mobilizing Sliver: Done.
Gatherer Sliver: Done.
Portal Sliver: Yeah, I just wanted it to be something more intrinsic. Complicated was not what I was going for. Changed it to more or less just turn Slivers into Sliver Wishes.
Burrowing Sliver: Well, I can see where you'd feel it will piss people off and have it look like cheating. However, I feel Homing Sliver's just as broken. At least here, the bigger the sliver the longer it'll take to come out. If you wanna "cheat" a big sliver, you might not last 10 more turns to cast it from suspend. That being said, I raised its casting cost to 3R and just pumped it up a bit to 2/2.
Darksteel Sliver: Done.
Amorphic Sliver: Done.
Chromatic Sliver: I see how you can probably consider this card to be a nightmare. However, it really shouldn't be so difficult to keep track of its colors. I mean, that's what counters are for. There are plenty of MtG cards that change colors indefinitely and one needs to find ways to keep track of it. However, even when I designed this, I wanted to try and find a way to give sliver landwalk in a unique way. Maybe this was the way to go and maybe not. What I do know is that this is not an idea I want to cut. I may change it or reword it or make it less conflicting. But I'd have to come back to it (much like the Solor-Powered Sliver / Lunar-Powered Sliver).
Soul-Fueled Sliver: I feel like this Sliver has promise. I already made a clause that would prevent abuse from flickering (If 10 life was paid to cast Soul-Fueled Sliver, ...). What else do you recommend to make it more viable?
Graveborn Sliver: Done.
Chaotic Sliver: Thanks for the rewording! Well, I know gaining 2 life does seem sensible, but rolling a on the planar die is a 1/6 chance of occuring. Gaining 5 life 17% of the time you roll the planar die isn't so overpowered when you look at it that way. With all the other Slivers worth playing this one has to be worth playing as well.
Chakra Sliver: Done.
Chivalrous Sliver: Done.
Sliver Hive: Done.
Selarom's Workshop: Yeah, I don't know where the 7/7 came from. It was probably something I copy/pasted by accident when moving text around. Thanks for noticing that.
Sliver Husk: Done.
Experiment S: Well, given that there are Sliver bonuses which I wouldn't necessarily want to give my opponent, and to add to the feel of really controlling slivers, I really want to keep this design (that and there are some who like it so even more so I'm not necessarily cutting it :p). But please, help me then to reword it to something more viable. I mean, the essence is there. Basically, all slivers I control that say "All Slivers" become "Sliver creatures you control". I'd really appreciate some help here!
Once again, I cannot thank you enough for your time and interest! I hope you enjoy the story and find some of the ideas in the present hodgepodge of cards interesting as well!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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Oh, and I realized a slight change that makes Riftcast wording even a little nicer: 'CARDNAME' to 'this spell'.
The ones with panda pictures I have some further comments on beyond suggested changes:
Chaotic Sliver: Yes, I'm still suggesting you reduce the life. Think about this situation: You have three Slivers out, for a reasonable generic number (with Slivers, the chances are actually that you might have more, but whatever). You roll the dice four times each turn, for 6 mana each turn. Your chances of rolling are just above 50% each turn. So probabilistically with the original life gain, and this is disregarding any other helping factors of any sort (such as Powerstone Sliver), each other turn you gain fifteen life. If you get more lucky, it feels even more ridiculous. Hence my suggestion of no more than 3 life per sliver. Which is still really good.
Chromatic Sliver: Here's a simplified version. It still provides for potential memory problems, and the use of counters would put this back to unwieldy word-wise.
Delegating Sliver: This card is way too good. It's up to you how significantly you want to change the effect.
Distributing Sliver: I was wrong earlier; confused proliferate and populate. This should be blue-black. Sorry about that. I also don't like the name very much; maybe you can think of something better.
Experiment S: Reworded and Recosted. This is a lot more clean mana cost and templating-wise. That type line is awful, but viable, though.
Gatherer Sliver: I'd suggest finding a better name for this, mainly, though its power level has always been questionable...
Judgement Sliver: Balanced Annihilator variant is not impossible, hmm? The issues with Annihilator are mostly solved by making it not an attack trigger and not any permanent. (Oh, and yet still keeping it no more than a single sacrifice.)
Primordial Sliver: This just wants a better name. Right now it sounds like a green card.
Resonating Sliver: This was the other main mistake on my part. A friend of mine pointed out that this should be a larger creature if anything.
Reverberating Sliver: This is still crazy good, but it can't necessarily be helped...
Rhystic Sliver: This still is disgusting rules-wise. But an activated ability that removes abilities is even more disgusting. So comparatively this is okay. But it's also no longer Rhystic. So I don't know what you want to do about this. This also may still have rules problems with any Tarmogoyf-styled Slivers. Though hopefully those won't exist.
Soul-Fueled Sliver: Okay, so you know what's completely unreasonable? A 7/7, 14/14, or infinity/infinity turn 1 for 10 life. So instead, here's another phyrexian-mana-based Sliver legendary. I don't like it very much, but at least it's not broken to all get-out or rules-breaking even.
Thanks for all your work and effort! It's great to have you aboard this project! I appreciate the work you put into creating some cards and uploading them. Now, onto the recommendations (pretty soon the Sliver cards will all be finished!):
Arsenal Sliver: I liked where you where going with giving it to Sliver abilities only and once per turn. However, Rings of Brighthearth (which is what I based this ability on) isn't legendary. So you can copy an activated ability once per copy of Rings of Brighthearth. So instead of limiting it to once per turn, I'd rather leave it Sliver abilities only (and tapping). That way, it reduces its brokenness (to avoid decking an opponent by copying Jace, Memory Adept's second ability 5 more times with 5 slivers). It'll probably be reworded to something like: "Slivers you control have "Whenever you activate an ability of a Sliver creature, if it isn't a mana ability, you may pay 2 and :symtap:. If you do, copy that ability. You may choose new targets for the copy."
Blinking Sliver: Yeah, I came up with a better name for it: Riftsliding Sliver.
Burrowing Sliver: Love the artwork you chose for it; really goes with the theme. As far as the wording for the ability, I think it best to leave it the way I had original worded it. It's taken straight from Jhoira of the Ghitu and it's probably as official as it gets.
Chakra Sliver: Are you sure keywords get capitalized midsentence? That doesn't happen with trample, flying, etc.
Chaotic Sliver: Yeah, 3 life is probably best. I'm considering changing its name, since Chaotic hints at it being a red or black creature and it's neither.
Chosen Sliver: Love the artwork. With color it'll look amazing.
Chromatic Sliver: I don't want Chromatic Sliver to be flexible in the type of landwalk it gives. The way its worded feels that I could pay B and R yet give Slivers islandwalk and forestwalk. We probably gotta keep working on this one.
Conquest Sliver: Love the artwork.
Darksteel Sliver: I'd probably make it cost 8 and make it 2/2. I really liked your flavortext.
Delegating Sliver: I don't want the Kinship effect to be like scry. I'd rather just give Slivers scry, lol. Maybe the way I originally have it is too overpowered. Maybe something more designed around flavor text will help me with this one.
Dextrous Sliver: I lolled a bit when I read "suit up" in the flavor text 'cause it reminded me of Barney Stinson. I think I'd prefer my own flavor text.
Disrupting Sliver: I like your direction with the flavor text. Maybe it could read: "These Slivers manipulate the surrounding mana to frustrate even the simplest of spells." - Selarom Otreb
Distributing Sliver: Remember that you don't necessarily just proliferate +1/+1 counters: you can also proliferate other kinds of counters. That's why it's called Distributing Sliver (though I'll probably try and think of another name for it). So I'm thinkning of something else entirely for the flavor text.
Drone Sliver / Constructor Sliver: I'm really considering renaming these two to try and fit some kind of land theme.
Erasing Sliver: Great artwork!
Experiment S: Since this is a Sliver engineered by the Simic, it should stay as a Sliver Mutant and not an artifact creature. As for the rewording, what you put works amazingly well! As for the casting cost, I want to keep it as Simic colored as possible. I'll probably work on that.
Frost Sliver: Making all the Slivers snow doesn't necessarily mean that they now tap to produce S. I'd rather just keep it as is. I like your idea in the flavor text as well.
Gatherer Sliver: It may seem broken, but you gotta exile a Sliver to do so - and pay mana, too. If you don't use tokens this card is pretty self-harming. There are way more broken cards that do the same thing without the handicaps.
Ghost-Flicker Sliver: Love the artwork!
Graveborn Sliver: Love the artwork!
Judgement Sliver: I really wanted to give Slivers annihilator. Just give them every possible keyword (I've even found ways to give them ninjutsu and bushido, for crying out loud). Though Judgement Sliver might seem broken, and one can always justify the brokenness of a card by find a card that's even more broken, but I think I'll compromise if it's sacrificing a permanent upon receiving combat damage. I'm still giving Judgement Sliver annihilator - even if it doesn't give other Slivers annihilator. Also, given the story, I'm making Judgement Sliver have changeling as well.
Larvæ-Carrier Sliver: Still unsure if this is too broken or not. I should probably change it to a non-token Sliver creature. It'd probably be: All Sliver creatures have "Whenever this creature dies, if this creature isn't a token, put a 1/1 colorless Sliver creature token on the battlefield."
Manaburst Sliver: Amazing artwork! I also like the way you reworded the flavor text.
Mobilizing Sliver: I'm keeping the menacing flavor text for this one.
Offering Sliver: I like the artwork.
Oxidizing Sliver: Like your flavor text.
Portal Sliver: I'm thinking about changing this card to: Each Sliver card in each player's hand has "2GU, Exile this spell: choose a Sliver card you own from outside the game, reveal that card, and put it into your hand."
Powerstone Sliver: I'd rather keep my flavor text because it's part of the story of how Selarom Otreb abandons Ravnica to follow the Slivers that ripped through the planes.
Primordial Sliver: I think I'll change its name to Alchemical Sliver.
Raging Sliver: Love the artwork. Also like the flavor text.
Ravenous Sliver: It really shouldn't be "any player". Though I have considered changing this one a bit. It should probably be: All Sliver creatures have "Whenever a creature dealt damage by this creature this turn dies, you may pay 1. If you do, exile that creature instead." Love the artwork, too. And the flavor text.
Reassembling Sliver: Epic artwork.
Resonating Sliver: I like the change to 6/5. I'd almost forgot that it does give itself echo.
Rhystic Sliver: Yeah, I'll probably change its name to Hindering Sliver. But I want to keep the idea of the original flavor text in some extent. I'll probably change it but that's the idea I want for it.
Scavenging Sliver: I feel that the wording "in a graveyard" seems weird. I feel like its targeting a graveyard. I'd rather have it "each graveyard" or "your graveyard".
Selarom Otreb: Yeah, maybe the casting cost is a bit farfetched. However, given that his philosophy in magic is the same as Riku of Two Reflections, I'd probably leave his colors the same. So his casting cost should probably be 1URG. Btw, lol at the artwork. It's amazing, but I envision Selarom Otreb as a magician like Ral Zarek or Riku of Two Reflections. In that style.
Sliver Husk: I like your flavor text. However, I'd probably change it from being a quote from Nekusar's Serfs.
Solar-Powered Sliver: I like how you gave Slivers a boon with it to make it worthwhile.
Soul-Drain Sliver: I like how in the flavor text you make mention of the tax collecting aspect of the extort ability. It should be a Selarom Otreb quote, though.
Soul-Fueled Sliver: Yeah, I get what you mean. Since I wanted to use Phyrexian mana somewhere on the Slivers, then it'd be good to use it to pay for abilities. I'd probably change it to <<:sympw::sympu::sympb::sympr::sympg:: Sliver creatures you control get +2/+2 until end of turn for each 2 life used to activate this ability.>> Something to that extent at least, where you basically pay 2 life up to 10 for your slivers to gain up to +10/+10 until end of turn (per activation).
Strionic Sliver: Once again, I know you wanna dial it down because it can be overpowered, but it shouldn't be once per turn. It could be: Sliver creatures you control have: "2, :symtap:: Copy target triggered ability of a Sliver you control. You may choose new targets for the copy." Amazing artwork, btw.
Stun-Gaze Sliver: Like your flavor text. Nice artwork.
Supporting Sliver: Amazing artwork.
Voracious Sliver: Epic artwork.
I'll try and organize the cards so far (alphabetical order or color order, etc.) now that I have more cards to add and with all the changes made so far. Many changes have been profound and it's hard at times to keep track of it all. I also have a new Sliver creature (will probably be the last one) idea to throw out there (I still have yet to determine if it's too broken or not):
Clairvoyant Sliver 4UU
Creature - Sliver
All Slivers have ":symtap:: Scry 1."
"With the keenest senses of all, these Slivers are able to even perceive what has yet to happen." - Selarom Otreb
Adoption to the Hive
Tribal Sorcery - Sliver
Target creature is a Sliver in addition to its other types. (This effect lasts indefinitely.)
Welcome home."
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Newest cards added:
Creature - Sliver
All Slivers have ":symtap:: Scry 1."
"With the keenest senses of all, these Slivers are able to even perceive what has yet to happen." - Selarom Otreb
2/5
Adoption to the Hive
Tribal Sorcery - Sliver
Target creature is a Sliver in addition to its other types. (This effect lasts indefinitely.)
Welcome home.
Land Ho! U
Tribal Sorcery - Pirate
Search your library for an Island, Mountain, or Forest and put it onto the battlefield. Then shuffle your library.
Spyglass 1
Artifact
:symtap:: Look at any facedown card.
1, :symtap:: Look at the top card of any library.
2, :symtap:: Look through any player's library. Shuffle that library afterwards.
Give No Quarter 2UB
Tribal Enchantment - Pirate
Whenever a creature is dealt damage, destroy it instead.
Treasure Map 1
Artifact
2, :symtap:, sacrifice Treasure Map: Search your library for an artifact and put it into your hand.
Treasure Chest 3
Artifact
X, :symtap:: Search your library for an artifact with converted mana cost X. Exile it face down under Treasure Chest.
:symtap:, sacrifice Treasure Chest: Put all cards exiled with Treasure Chest into your hand.
Buried Treasure U
Tribal Sorcery - Pirate
Search your library for a non land card and put that card into your graveyard. Then shuffle your library.
Frost Prism 1S
Snow Artifact
S: Add one mana of any color to your mana pool.
Aurora Borealis S
Snow Enchantment
S: Add one mana of any color to your mana pool.
Massive Glacier
Snow Land
When Massive Glacier enters the battlefield, sacrifice it unless you return an untapped Island you control to its owners hand.
:symtap:: Add 2 to your mana pool.
Breath of Niv-Mizzet XYRU
Sorcery
Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top Y cards of his or her library into his or her graveyard.
"May I burn away everything but your betrayal!"
Sound Reasoning XUU
Instant
Prevent all combat damage. For the next X turns, players skip their combat phase.
"There was nothing here besides a test to prove that your true strength lies in unity." - Jace Beleren
Inconsistent Bolt 2
Instant
Madness :symur:, kicker 1:symur:, flashback 2
Roll a four-sided die. Inconsistent Bolt deals damage equal to the number rolled to target creature or player.
If the kicker cost was paid, roll a six-sided die instead.
Hibernaculum 2S
Snow Enchantment
SS, exile a creature card from your hand: Put four time counters on the exiled card. If it doesn't have suspend it gains suspend.
Gelid Mermaid U
Creature - Siren
Multikicker S
Gelid Mermaid enters the battlefield with a +1/+1 counter on it for each time it was kicked.
1/1
Halcyon Days 1U
Snow Enchantment
Snow permanents don't untap during their controllers untap step.
Névé 3RS
Snow Enchantment
Mountains you control are snow in addition to their other types.
Snow mountains you control produce an additional S when tapped for mana.
Arachne, Hidden Guardian 3BG
Legendary Creature - Spider Human
Flash
You may activate abilities of Arachne, Hidden Guardian as if it had haste.
:symtap:: Tap target creature and put a web counter on it.
Each creature with a web counter on it loses all abilties and does not untap during its controller's untap step.
2/5
Shipwreck Salvage U
Tribal Sorcery - Pirate
Return target blue artifact from your graveyard to your hand.
Elite Harpoonist UU
Creature - Human Pirate
First strike, reach.
:symtap:: Destroy target blue creature.
2/1
Barb-Hooked Harpoons 4
Artifact
Barb-Hooked Harpoons enters the battlefield with three harpoon counters on it.
At the beginning of your upkeep, if there are no harpoon counters on Barb-Hooked Harpoons, sacrifice it.
:symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put a -1/-1 counter on target creature. If that creature is blue, put two -1/-1 counters on it instead.
Fortified Coast 3U
Artifact - Fortification
Fortified land is indestructible.
Whenever fortified land becomes tapped, it deals 3 damage to target creature.
Fortify 2
Favorable Weather U
Instant
Multikicker 1U
Until end of turn, blue creatures you control gain haste.
For each time Favorable Weather was kicked, target blue creature becomes unblockable until end of turn.
Pegasus Paladin 2WW
Creature - Human Knight
Horsemanship, flanking, flying.
2/2
Angel of the Frontlines 1WWW
Creature - Angel
Flying, immortal
2/2
Anyone would volunteer to be on the frontlines - if they couldn't die...
Primal Balance 2G
World Enchantment
Except for mana abilities, all lands lose all abilities.
"Finally, the world is peaceful; retored to its original beauty." - Arachne
Endless Slime 3GG
Creature - Ooze
Endless Slime enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, double the amount of +1/+1 counters on Endless Slime.
3GG, Sacrifice Endless Slime: Put two tokens onto the battlefield that's a copy of Endless Slime.
0/0
Corrosive Cube 1GUB
Creature - Ooze
Deathtouch, infect, trample
Corrosive Cube can block any number of creatures.
1/5
Viscous Visionary 1GU
Creature - Ooze Wizard
Prevent all damage dealt to Viscous Visionary.
Sacrifice an untapped creature: Put a green */* Ooze creature token into play with power and toughness equal to the sacrificed creature's power and toughness.
I think this goes above and beyond "shedding your mortal coil".
Hidden Paradise
Land
:symtap:: Add one mana of any color to your mana pool. During your next end step, return Hidden Paradise to its owner's hand.
Pirate Galleon 2U
Tribal Artifact - Pirate Ship
When you control no Islands, sacrifice Pirate Galleon.
Whenever a Pirate creature you control deals combat damage to a player, take control of target artifact that player controls.
Commandeering a Fleet 3UU
Tribal Enchantment - Pirate
UU: Search your library for a Ship card and put it in your hand. Then shuffle your library.
"Just how does one come about commandeering an entire fleet? One ship at a time."
Am also in the process of doing some massive revision of the Sliver-based cards. Most of the changes have already been made and edited in the OP (these newest cards have also already been added in the OP).
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Arsenal Sliver: Hmph. Rings of Brighthearth is kinda crazy, but I suppose... "Slivers you control have "If this creature is untapped, whenever you activate an ability of a Sliver creature, if it isn't a mana ability, you may pay 2 and tap this creature. If you do, copy that ability. You may choose new targets for the copy.""
Burrowing Sliver: Reread Jhoira of the Ghitu. Then look at your version. Then look at my version. I'm pretty sure about this one.
Chakra Sliver: You're right.
Chromatic Sliver: I don't think there is actually a way to word this that isn't either insanely wordy or quite functionally different from what you are intending.
Darksteel Sliver: But that would be bad... 9 for a 5/5 is reasonable...
Delegating Sliver: I'm pretty sure I copy-pasted this. Your current version is insanely good (and still has an incorrect mana cost; GWU is correct).
Drone Sliver/Constructor Sliver: This is one of the most egregious examples of the "everything and the kitchen sink" approach, anyways...
Experiment S: 2GGUU; this isn't really a WUBRG card anyways.
Frost Sliver: Hate to break it to you, but "Add S to your mana pool." doesn't actually do anything within the rules of the game. If you want to do something like that, make them produce colorless, or make this also have Gemhide Sliver's text.
Judgement Sliver: I'm just going to ignore this card so I don't just throw up my hands and give up on this altogether. (Though this is also where I am with some other stuff right now, but that's for a later design point, after the Slivers are all fixed up.) I will remind you, though that annihilator for any more than 2 is incredibly oppressive.
Larvae-Carrier Sliver: Oh, yeah, that could be reasonable. But I don't think it's necessary. Look at Brood Sliver.
Portal Sliver: As crazy good as it is, it's more reasonable as is.
Powerstone Sliver: I didn't think I was going to comment on the flavor texts, but you want to keep them from being overly confusing; they need to mean something to the player. I think this was one of the most notable examples where it didn't seem to do so.
Ravenous Sliver: All Sliver creatures have "If a creature dealt damage by this creature this turn would die, you may pay 1. If you do, exile that creature instead."
Scavenging Sliver: Well, "in a graveyard" or "in your graveyard" are the two correct wordings. Make of it what you will.
Selarom Otreb: How old? Also his effects are actually pretty solidly in green, blue, and black.
Sliver Husk: I wanted to have it be "An-Havva Scout" or something of that sort...
Solar-Powered Sliver: See my comment on Drone Sliver, though.
Soul-Drain Sliver: I was somewhat trying to differentiate flavor text, because honestly, having them all be Selarom Otreb is ehh.
Soul-Fueled Sliver (nothing to do with Soul-Drain Sliver, lol): Why not at that point just say "Pay X life: Sliver creatures you control get +X/+X until end of turn?" It's much simpler and more elegant.
Strionic Sliver: For the most part, your cycle of three are the most over-powered things here... Giving any of these effects to all your slivers (or even just all slivers) is completely ridiculous.
Clairvoyant Sliver is fine; make it a 3/3 if it wants to be common/uncommon, a 4/4 if it wants to be rare.
I'm working on some comments about the non-Slivers, but I'm going to wait for the steps of getting the Slivers and the sets as a whole into workable forms first to be done. To give you a hint of one of the "as a whole" points to come... Yes, I said sets plural, not set.
Judgement Sliver: Okay, so the issue here is that you're not designing a Sliver right now. So here's a cleaned up version, as stupid as I may or may not feel even dignifying this card with a response any more. I'm sorry, but this card is frustratingly dumb.
Legendary Creature - Sliver Avatar
Changeling, annihilator 2.
Sliver creatures you control have "Whenever this creature deals combat damage, that player sacrifices a permanent he or she controls."
"What have I awakened...!?" - Selarom Otreb
7/7
Arsenal Sliver: "an ability of a sliver creature" and cut the last sentence, actually.
Manaburst Sliver: So I'll get back to this later, but I made this a 1/1 so that you could have a rarity spread. That's a similar reason for a lot of my power/toughness changes. Though also it is good design philosophy (especially with Slivers) to use equal power and toughness often (but not all the time). Hence the change on Stun-Gaze Sliver, too.
Hermit/Venturing Sliver: Fix the text of Hermit Sliver...
Gatherer Sliver: What about a name change, at the very least?
Portal Sliver: Noooooooooo!!! This was better designed in its earlier version.
Infiltration Sliver: This is already looking better. Now just cut the WUBRG ability and it could even be called well-designed.
Powerstone Sliver: See my comment on Manaburst Sliver.
Experiment S: Keep in mind, hybrid is very different from gold. And most of the time in this set, you should be using the latter.
With this latest revision I'm comfortable with considering the Sliver cards to be over and done with. What do you think?
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Almost...
There's no reason for Amassing Sliver to not just give all Slivers banding, given how banding works. (It's entirely optional to put stuff into a band.) That said, given the flavor, you could also change it a different way:
"0: This creature gains or loses banding until end of turn."
Solar-Powered Sliver isn't changing? I thought you liked that idea...
Hermit Sliver: How do you have "fove" lands?
Mobilizing Sliver: Capitalize 'during'.
Portal Sliver: Spelling of 'creature' and capitalization of 'exile'.
Burrowing Sliver: Capitalize 'sacrifice'. Also, READ Jhoira of the Ghitu. THIS IS NOT HOW YOU WORD THIS CARD.
Frost Sliver: You really can't add S to your mana pool. You can add 1 and make all slivers snow creatures, though.
Stun-Gaze Sliver: Capitalize 'whenever'.
Amorphic Sliver: Capitalize 'you', and comma between 'battlefield' and 'except'.
Infiltration Sliver: Comma after the word 'battlefield'.
Sliver Hive: Comma between the symbols 1 and T.
Chakra Sliver: You're right; don't capitalize ninjutsu in the sentences (though leave it capitalized for the ability itself).
Absorption Sliver: Remember to lower the life gain to 3.
Soul-Fueled Sliver: This is still awkward. Paying 2 life is almost always better than mana anyways, and now you're giving more incentive. You might as well just say "Pay 10 life" in this case. Assuming you want Phyrexian mana, don't do the gimmick of counting how much life is paid. It's just messy.
This brings up another important point, which is the power/toughness differences that I was putting in. It is sensible to try to distribute rarity. I attempted to do that when I made these into pictures. You can see for yourself the power and toughness levels I used. I would suggest you go with those and put rarities on the Slivers that way.
I think after addressing all these points (and any unaddressed ones in the last couple of posts, such as READING Jhoira of the Ghitu), unless there's any little things that I'm still missing, you should be good on just the Sliver cards, for now. (Little edits will probably come up later as the sets change.)
Selarom Otreb, Sliver King WUBRG
Legendary Creature - Sliver Wizard
URG: You may choose a Sliver creature card you own from outside the game, reveal that card, and put it on top of your library. Then shuffle your library.
"Now I feel complete - ! Time to reunite the family..."
7/7
@ osieorb18:
I think we could safely consider the Sliver cards to be as revised as possible. I liked your idea for Solar-Powered Sliver, but thought that maybe that idea could be put to use elsewhere. I somehow got what I wanted with making Slivers slow during the day and fast during the night. I think I'm happy now with how it worked out.
I know there are a lot of Slivers, but they're meant to be distributed from amongst 3 sets. Also, I avoided reprinting or remaking any Slivers from other sets (avoided remaking a sliver that gave flying, trample, haste, boons, etc.). That's why I designed Portal Sliver. In order to be able to play Slivers from other sets.
The OP has the latest revision of the Sliver cards and they're in alphabetical order as well. To make it easier for you to observe the latest revision.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Legendary Creature - Sliver Wizard
URG: You may choose a Sliver creature card you own from outside the game, reveal that card, and shuffle it into your library.
"Now I feel complete - ! Time to reunite the family..."
7/7
But isn't this a little too similar to Portal Sliver?
Also, besides little templating and capitalization edits, you're mostly done with revisions, except for two things:
and
Arsenal Sliver should be restricted to abilities of Slivers you control.