The main idea of the set is life, death and what comes between them. The name of the second set of the block is "Mortality", and the third- "Shadows".
Generally, each color has its own uinque ability, and the whole set is based on single colors- wich means there are no mulitcolored cards in the set. (But it doen't mean that you can't make a deck with two colors.)
The abilities are:
White- GodhoodX- X: This creature becomes indestructible until your next upkeep. Blue- BreakthroughX(You may play this spell for its breakthrough cost. If you do, draw a card.) Black-Undeath X, Pay Y life (When this creature is put into a graveyard from play, you may pay X+Y life. If you do, return it to play under its owner's control at end of turn. If you don't, remove it from the game.) Red- CharX/Y damage (When this comes into play, you may pay X. If you don't, it deals Y damage to you.) Green- QuestX(When yo play this card, you may pay X. If you do, search your library for a card with the same name as that card, reveal it and put it into your hand. Then shuffle your library.)
Ofcours that all of the Xs' costs in the aiblities would contain colored mana as well.
You're all welcom to give me advices and ideas. (But not cards though; since it my first set I want it to be all-mine.)
I will update this thread daily.
White:(20 cards out of 20. 5 rares out of 5. 7 uncommons out of 7. 8 commons out of 8.)
Rares:
Barlet, Invulnerable WarriorWW
Legendary Creature-Human Warrior (R)
Barlet, Invulnerable Warrior can't be countered by spells or abilities.
Godhood W 2/2
Gasy, Guardian of the Innocents1W
Legendary Creature-Guardian (R)
Defender
Gasy, Guardian of the Innocents may block any number of creatures.
Godhood 2WW 0/4
Touch of Wrath1WW
Enchantment-Aura (R)
Enchant creautre
Whenver enchated creature deals combat damage to an opponent, destroy each other creature. Those creatures can't be regenerated.
Final Fight2WW
Instant (R)
Play only during combat.
Attacking or blocking creatures you control get +4/+4 until end of turn. Sacrifice those creatures at end of turn.
Total RuinationWWW
Sorcery (R)
Destroy all creatures.
Uncommons:
Faithful Knight2WW
Creature-Knight (U)
Other creatures you control get +1/+1. 2/1
Nasty SurpriseWW
Instant (U)
Destroy target attacking creature. It can't be regenerated.
Unbreakable Object1WW
Enchantment-Aura (U)
Enchant permanent
Enchanted permanent is indestructible.
Light Marshal2WW
Creature-Soldier Rogue (U) T: Put a 1/1 white soldier crreature token into play. 1/3
Endless Source of PowerW
Enchantment-Aura (U)
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creautre is put into a graveyard, you may return Endless Source of Power to play attached to target creature.
ImmuintyW
Instant (U)
Target creature becomes indestructible until end of turn.
Avyier, Who Saves the DayUU
Legendary Creature-Drake Rogue (R)
Flying
Creatures you control have "U: Retrun this creature to its owner's hand at end of turn." 2/1
Vertigo State2UU
Enchantment (R)
Permanents don't untap during their controlle's untap step. 0: Destroy Vertigo State. You skip your next turn. Any player may play this ability.
Transference2UUU
Sorcery (R)
Take an extra turn after this one. Each opponent draws three cards.
Breakthrough 3UUU
Source of Knowledge1U
Enchantment-Aura (R)
Enchant permanent
Enchanted permanent has "T: Draw a card."
Uncommons:
Renewing Energy3U
Enchantment-Aura (U)
Enchant creautre
Enchanted creautre is unblockable.
When enchanted creature is put into a graveyard, you may return Renewing Energy fron your graveyard to play attached to target creature.
Tense GranterU
Creature-Human Rogue (U) 5UU, T, Remove Tense Granter from the game: Take an extra turn after this one. 1/1
Diving Restrained3UU
Creature-Dragon Wizard (U)
Flying 4UUU, T, Remove Diving Restrained from the game: End the turn. 4/3
RecognitionU
Sorcery (U)
Draw a card.
Breakthrough UU
Sophisticated PlanUU
Instant (U)
Counter target spell unless its controller pays 3. If that player does, draw a card.
Complicated Thoughts2UU
Enchantment (U)
Spells you play have Breakthrough. The Breakthrough cost is equal to those spell's mana cost plus 2. (Mana cost icludes colors.)
Wings of Winds1U
Enchantment-Aura (C)
Enchant creautre
Enchanted creautre has flying and it can't be the target of spell or abilities.
Breakthrough 2U
Flow of IcebergsX1U
Instant (C)
Tap X+1 target permanents. Those permanents don't untap during their controller's next untap step.
Hallucination IllusionistU
Creature-Illusion (C)
When Hallucination Illusionist comes into play, look at the top card of your library. You may put that card on the bottom of your library.
At the begining of your upkeep, you may pay 1. If you do, return Hallucination Illusionist from your graveyard to your hand. 0/1
Protective Sky Master1U
Creature-Spirit (C)
Defender 1U: Protective Sky Master gains flying. (This effect doesn't end at end of turn.) 0/6
Control the WildU
Instant (C)
Untap target land and gain control of it until end of turn.
More than Enough1UUU
Sorcery (C)
Draw three cards.
Breakthrough 3UUU
Black:(20 cards out of 20. 5 rares out of 5. 7 uncommons out of 7. 8 commons out of 8.)
Rares:
Mort, Undead AssassinBB
Legendary Creature-Assassin Rogue (R)
Sacrifice Mort, Undead Assassin: Destroy target tapped creature. It can't be regenerated.
Undeath 1B, Pay 3 life 1/1
Anxiety StateB
Enchantment (R)
When Anxiety State comes into play, put a legendary 3/2 black horror creature token named Tar into play.
At the begining of your upkeep, you lose 1 life.
ContaminationXBB
Instant (R)
Pay only black mana on X.
All creatures get -X/-X until end of turn.
Hand of Victory3BBB
Creature-Human Rogue (R) B, Sacrifice a creature not named Hand of Victory: Destroy target creature. Play only as a sorcery. 4/5
Loss of Sanity3B
Sorcery (R)
Target player discards 2 cards at random. For each land card discarded this way, that player loses 3 life.
Uncommons:
Frightening Screamer2BB
Creature-Horror (U)
Fear
Undeath BB, Pay 1 life 3/1
InsanityXB
Sorcery (U)
Pay only black mana on X.
Target player discards X cards.
Nocturnal CeremonyB
Instant (U)
As an additional cost to play Nocturnal Ceremony, remove a card in your hand from the game.
Destroy target creature.
Soul Bidding2B
Enchantment (U) B, Sacrifice a permanent: Draw a card. Play only as a sorcery.
Cursed AnimalBBB
Creature-Horror Beast (U)
Trample
Cursed Animal comes into play with five +1/+1 counters on it.
Whenever Cursed Animal attacks or blocks, remove a +1/+1 counter from it.
Undeath 2BB, Pay 4 life 0/0
Shadow Bringer2BBB
Creature-Knight Rogue (U)
When Shadow Bringer comes into play, creatures you control gain fear until end of turn.
Haste 5/3
Mark of Pain1B
Enchantment-Aura (U)
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creautre is put into a graveyard, you may return Mark of Pain to play attached to target creature.
Commons:
Bidder of Blood1BB
Creature-Bird Horror (C)
Flying
Undeath B, Pay 2 life 2/1
Pursuer Dead2BB
Creature-Zombie Assassin (C)
Whenever Pursuer Dead deals combat damage to a creature, you may sacrifice Pursuer Dead. If you do, destroy that creature. It can't regenerated. 4/1
Empty MindB
Sorcery (C)
Target player reveals his or her hand. Choose a land card from it. That player discards that card.
Ease the PainB
Instant (C)
Target creature gets -2/-2 until end of turn.
Hunting ArmiesB
Creature-Zombie (C) T, Sacrifice Hunting Armies: Put a -1/-1 counter on target creature. 1/1
Immortal Being4B
Creature-Spirit (C)
Undeath 2B, Pay 1 life 3/3
The Sin and its PunishmentB
Sorcery (C)
Play only during your precombat main phase.
Creatures you don't control get -0/-1 until end of turn.
Creatures you control get -1/-0 until end of turn.
Crawling Dirt5B
Creature-Worm (C)
Sacrifice Crawling Filth: Target player discards a card at random. 6/3
Red:(20 cards out of 20. 5 rares out of 5. 7 uncommons out of 7. 8 commons out of 8.)
Flamehand the FuriousRR
Legendary Creature-Goblin Rogue (R)
When Flamehand the Furious comes into play, it deals 3 damage to target creature or player.
Char 1R/6 damage 3/1
Exhausted2RR
Instant (R)
Exhausted deals 5 damage to target creature or player and 3 damage to you.
Torch of SalvationRR
Enchantment (R)
Red creatures you control have haste.
Conflagration3RRR
Sorcery (R)
Choose one- Destroy all artifacts; or destroy all creautres; or destroy all lands.
Uncommons:
Flaming Breeze3R
Sorcery (U)
Choose one- Destroy target land; or Flaming Breeze deals 4 damage to target creature or player.
Fire-Breathing Dragon5R
Creature-Dragon (U)
Flying R, T: Fire-Breathing Dragon deals 2 damage to target creature or player. 3/2
RelinquishR
Enchantment (U)
If a creature you don't control would be put into a graveyard from anywhere, remove it from the game instead.
Char R/1 damage
Singeing Flesh2R
Enchantment-Aura (U)
Enchant creature
Enchanted creature has haste and "1, T: This creature deals 1 damage to target creature or player."
When enchanted creature is put into a graveyad, you may return Singeing Flesh to play attached to target creature.
Flames of Destruction2RR
Enchantment (U)
As permanents you don't control come into play, they gain "Char 2/2 damage"
Anguish of Assets2RRR
Instant (U)
Anguish of Assets deals damage to target player equal to the number of permanents he or she controls.
Commons:
DisturbanceR
Sorcery (C)
Disturbance deals 2 damage devided as your choose, among any number of target creatures and/or players.
Oppressor Goblin2R
Creature-Goblin Rogue (C)
Sacrifice Oppressor Goblin: Oppressor Goblin deals 1 damage to target creature or player. 2/2
Hardship Warrior1R
Creature-Warrior (C) X, Sacrifice Hardship Warrior: Hardship Warrior deals X damage to target player. 2/1
Living ScarsRR
Enchantment-Aura (C)
Enchant land
At the end of enchanted land's controller's turn, that player sacrifice that land.
Char R/2 damage
Surprise Attack1R
Sorcery (C)
Whenever a creature you control deals combat damage to a player this turn, untap that creature. After this phase, you get an additional combat phase followed by an additional main phase. You can't get more than one additional combat phase this way.
Cruical Act3R
Enchantment (C)
At the begining of your upkeep, Cruical Act deals 2 damage to target creature or player and 2 damage to you.
Char R/1 damage
Disposable ForcesRR
Sorcery (C)
Put two 2/1 red warrior creature tokens with haste into play. Sacrifice them at end of turn.
Green:(20 cards out of 20. 5 rares out of 5. 7 uncommons out of 7. 8 commons out of 8.)
Rares:
Fabric of WisdomGG
Creature-Monk (R)
Sacrifice Fabric of Wisdom: Draw a card.
When Fabric of Wisdom is put into a grabeyard from anywhere, you gain 2 life.
Quest G 2/2
Hand of Power2GGG
Creature-Human Warrior (R)
Trample
Whenever Hand of Power attacks or blocks, put a +1/+1 counter on it. 3/3
Fact of Intesnity4G
Enchantment (R)
Creatures you control get +1/+1 and have trample.
Survival2G
Enchantment (R)
Tap an untapped creature you control: Add one mana of any color to your mana pool.
Fatal GowthGG
Sorcery (U)
Search your library for a land card and put it into play tapped. Then shuffle your library.
Quest 1G
Undying Warrior4GGG
Creature-Human Warrior (U)
When Eternal Warrior is put into a graveyard from play, retrun it to play under its owner's control at the begining of the next turn's upkeep. 5/4
Neverending Supplies1G
Enchantment-Aura (U)
Enchant creature
Enchanted creature gets +1/+0 and has trample.
When enchanted creature is put into a graveyad, you may return Neverending Supplies to play attached to target creature.
Order of the Wild2GG
Creature-Beast (U)
Order of the Wild comes into play with a +1/+1 counter on it for each other creature you cotnrol. 1, Remove a +1/+1 counter from Order of the Wild: Order of the Wild gains trample until end of turn. 2/2
StrengtheningGG
Instnat (U)
Target creature gets +4/+4 until end of turn.
Quest 1G
Boost of EnergyGG
Sorcery (U)
Put a +1/+1 counter on each creature you control.
Commons:
Rubble2G
Instant (C)
Destroy target artifact or enchantment. It can't be regenerated.
Quest G
Learn to SurviveG
Enchantment (C)
At the begining of your upkeep, you gain 1 life.
Quest GG
Trees Climber1GG
Creature-Elf (C)
Trees Climber can't be blocked exept by creatures with flying.
Trees Climber can block as though it had flying. 2/3
Arming Elf3G
Creature-Elf Rogue (C) 1: Put an arm counter on Arming Elf. G, T, Remove an arm counter from Arming Elf: Put a +1/+1 counter on target creature not named Arming Elf. 2/1
Student of Nature2GG
Creature-Dryad (C)
At the begining of your upkeep, you may add one mana of any color to your mana pool. 2/5
Protector of LeavesGG
Creature-Spirit (C)
Defender
When Protector of Leaves comes into play, draw a card.
Quest 2G 1/4
Elven Hunter2GGG
Creature-Elf Warrior (C)
Whenever Elven Hunter deals combat damage to a creature, put a venom counter on it.
At the begining of each opponent's upkeep, destroy each creature with a venom counter on it. 2/4
Artifacts:(20 cards out of 20. 10 rares out of 10. 0 uncommons out of 5. 0 commons out of 5.)
Rares:
Twisted Universe7
Aritfact (R)
If a player would win the game, he or she loses it instead.
If a player would lose the game, he or she wins it instead.
Mana burn doesn't cause players to lose life.
Bronze Angel5
Artifact Creature-Angel (R)
Flying W: Creatures you control get +1/+1 until end of turn. 1/1
Revocable Universe6
Artifact (R)
Whenever an opponent plays a spell, counter it unless that player pays 2.
Inferno Universe5
Aritfact (R)
Whenever a creature comes into play, you may pay X. If you do, Inferno Universe deals X damage to that creature.
Raging Angel4
Artifact Creature-Angel (R)
Flying 2R: Raging Angel deals 1 damage to target creature or player. 2/2
Spawning Universe6
Artifact (R)
Whenever a creature you control deals combat damage to an opponent, put two 1/1 colorless elemental creature tokens into play.
Emerald Angel4
Artifact creature-Angel (R)
Flying G: Whenver Emerald Angel deals combat damage to an opponent this turn, draw a card. Play only once each turn. 2/3
Changer of Destiny5
Artifact (U)
You may play Changer of Destiny any time you could play an instant. T, Sacrifice Changer of Destiny: Change the targets of target spell or ability.
Breakthrough 1UU
Harming Metal1
Artifact (U) T: Harming Metal deals 1 damage to target creature or player.
Char 1R/5 damage
Muscles of Steel0
Artifact-Equipment (U)
Equipped creature gets +1/+1.
Equip 2
Quest G
Commons:
Glint Amulet1
Artifact (C)
Glint Amulet comes into play tapped. T: Add W to your mana pool.
Pearl Amulet1
Artifact (C)
Pearl Amulet comes into play tapped. T: Add U to your mana pool.
Soot Amulet1
Artifact (C)
Soot Amulet comes into play tapped. T: Add B to your mana pool.
Murky Amulet1
Artifact (C)
Murky Amulet comes into play tapped. T: Add R to your mana pool.
Patina Amulet1
Artifact (C)
Patina Amulet comes into play tapped. T: Add G to your mana pool.
Lands:(15 cards out of 15. 5 rares out of 5. 5 uncommons out of 5. 5 commons out of 5.)
Rares:
Fortress of Vitality
Legendary Land-Plains (R) (T: Add W to your mana pool.)
Whenever you tap Fortress of Vitality for mana, you may gain 1 life.
Fortress of Acquaintance
Legendary Land-Island (R) (T: Add U to your mana pool.)
Whenever you tap Fortress of Acquaintance for mana, you may have each player draw a card. If you do, discard a card.
Fortress of Wickedness
Legendary Land-Swamp (R) (T: Add B to your mana pool.)
Whenever you tap Fortress of Wickedness for mana, you may have each player lose 1 life.
Fortress of Vendetta
Legendary Land-Mountain (R) (T: Add R to your mana pool.)
Whenever you tap Fortress of Vendetta for mana, you may have it deal 1 damage to target creature. If you do, it deals 2 damage to you.
Fortress of Nihilo
Legendary Land-Forest (R) (T: Add G to your mana pool.)
Whenever you tap Fortress of Nihilo for mana, you may put a 1/1 green sparoling creature token into play. If you do, Fortress of Nihilo doesn't untap during your next untap step.
Uncommons:
Earthly Paradise
Land (U) T: Add 1 to your mana pool. T: Add W to your mana pool. Earthly Paradise deals 1 damage to you. 2W: Earthly Paradise becomes a 2/4 white spirit creature with vigilance until end of turn.
Palace of Clouds
Land (U) T: Add 1 to your mana pool. T: Add U to your mana pool. Palace of Clouds deals 1 damage to you. 3U: Palace of Clouds becomes a 3/1 blue spirit creature with flying until end of turn.
Morass Encircled Castle
Land (U) T: Add 1 to your mana pool. T: Add B to your mana pool. Morass Encircled Castle deals 1 damage to you. 4B: Morass Encircled Castle becomes a 4/3 black spirit creature with fear until end of turn.
Forging Furnace
Land (U) T: Add 1 to your mana pool. T: Add R to your mana pool. Forging Furnace deals 1 damage to you. 3R: Forging Furnace becomes a 2/2 red spirit creature with double strike until end of turn.
Crushing Woods
Land (U) T: Add 1 to your mana pool. T: Add G to your mana pool. Crushing Woods deals 1 damage to you. 4G: Crushing Woods becomes a 5/5 green spirit creature with trample until end of turn.
Commons:
Estate of Light
Land (C)
Estate of Light comes into play tapped. T: Add W to your mana pool. W, T, Sacrifice Estate of Light: Prevent all damage that would be dealt to you or to creatures you control this turn.
Knowledge Chamber
Land (C)
Knowledge Chamber comes into play tapped. T: Add U to your mana pool. U, T, Sacrifice Knowledge Chamber: Look at the top two cards of your library. Put one of them into your hand and the other on top or on bottom of your library.
Glen of Insanity
Land (C)
Glen of Insanity comes into play tapped. T: Add B to your mana pool. B, T, Sacrifice Glen of Insanity: Target player reveal his or her hand and you choose a card from it. That player discard that card. If that card was a land card, you lose 3 life.
Volcano Rift
Land (C)
Volcano Rift comes into play tapped. T: Add R to your mana pool. R, T, Sacrifice Volcano Rift: Volcano Rift deals 3 damage to target creature or player.
Char R/2 damage
Seeking Valley
Land (C)
Seeking Valley comes into play tapped. T: Add G to your mana pool. G, T, Sacrifice Seeking Valley: Retrun target card from your graveyard to your hand.
Quest 2G
This looks great. Here are my views on the mechanics:
White - This be worded as an activated ability (plus be on noncreature permanents) like this: (x: This becomes indestructible until your next upkeep.) Very cool.
Breakthrough - Subtle and nice.
Undead - Way too similar to regeneration in my opinion.
Char - Cool mechanic. But be careful not to make any broken cards with this one.
Quest - Nice.
Tnx, I've edited Godhood.
And about "Undead"- the main difference from regeneration is that with this ability, the creature can be saved from "minus" spell. Oh, and I've edited it so it would protect rfg as well. and another this it's different from regeneration, that it only comes back at end of turn.
Undead is still very similar to regeneration. I'd hate to say this, but I'd cut the bit about RFG if you're dead-set on using the mechanic at all. It pollutes the elegance of the ability somewhat without adding a lot of functionality. (If you're actually going to use that name, I'd call it "undeath" so it's a noun.)
Undead is still very similar to regeneration. I'd hate to say this, but I'd cut the bit about RFG if you're dead-set on using the mechanic at all. It pollutes the elegance of the ability somewhat without adding a lot of functionality. (If you're actually going to use that name, I'd call it "undeath" so it's a noun.)
Being removed the game is alsow kind of death, is it?
And about the name- I think that "Undead" is fine, becasue it descirbes the creature of him being, well, undead.
Immunity - Death Ward doesn't need to be cantripped. This is somewhat better than Death ward. One-mana cantrips are things that are only very situationally useful or which have somewhat trivial effects. This is neither. If you want to save the cantrip, 1WW is probably a reasonable cost.
Touch of Wrath - I feel like this should destroy the creature it's attached to as well.
Gasy - Quite potent, but probably within the realm of fair.
Invulnerable Warrior - Unless you plan on not using Godhood very much at all, this should be pushed down in rarity, since just about any other Godhood card would be more complex than this.
Immunity - Death Ward doesn't need to be cantripped. This is somewhat better than Death ward. One-mana cantrips are things that are only very situationally useful or which have somewhat trivial effects. This is neither. If you want to save the cantrip, 1WW is probably a reasonable cost.
Touch of Wrath - I feel like this should destroy the creature it's attached to as well.
Gasy - Quite potent, but probably within the realm of fair.
Invulnerable Warrior - Unless you plan on not using Godhood very much at all, this should be pushed down in rarity, since just about any other Godhood card would be more complex than this.
Death ward is pretty lousy, so my card being strickly better isn't justifice ebough to change it. as for me, I honestly think that immunity isn't oveporwered. so until I get a second oppoinion, I'm leaving it as it is.
Invulnerable Warrior- a 2/2 creature for WW, that if you pay W every two turns is indestructible, is pretty good I believe. but it's pretty normal, you right. I've edited it, I just hope it's not overpoewred right now.
I honestly don't think Death Ward is lousy enough to get cantripped for nothing, and neither does Refresh.
I never said that Invulnerable Warrior isn't good; the power level of the original version was extrordinarily high. I said that it was simple. If you're planning on making several cards with Godhood, most are going to be more complex than a 2/2 creature that is otherwise vanilla. Since if all other things are equal, a more complex card should be rarer than a simpler card, I suggested making the Warrior more common, not more powerful. Furthermore, it now is sitting around with two unsynrgistic abilities, since first strike already makes a creature less likely to be destroyed. (That said, Godhood is an extremely rare-feeling ability, and should probably only appear on rare cards or maybe an occasional uncommon.)
I honestly don't think Death Ward is lousy enough to get cantripped for nothing, and neither does Refresh.
I never said that Invulnerable Warrior isn't good; the power level of the original version was extrordinarily high. I said that it was simple. If you're planning on making several cards with Godhood, most are going to be more complex than a 2/2 creature that is otherwise vanilla. Since if all other things are equal, a more complex card should be rarer than a simpler card, I suggested making the Warrior more common, not more powerful. Furthermore, it now is sitting around with two unsynrgistic abilities, since first strike already makes a creature less likely to be destroyed. (That said, Godhood is an extremely rare-feeling ability, and should probably only appear on rare cards or maybe an occasional uncommon.)
ok, after alot of thinking I've changed Immunity.
about the warrior- you right about the first strike. it had been changed. for the rarity- godhood W for a low-cost creature justifices it being rare IMO.
Faithfull Knight - The normal spelling is "Faithful". Glorious Anthem on a 2/1 stick for one more seems fair. (Note that this is much better than anthem against White and Green, and much worse against black and red, so this is a very different card than Anthem.)
Sudden Impact - White normally RFGs things, not destroys them. The relevant comparisons here are AWOL and Devouring Light. This card is very powerful, but not neccesarily too strong to print. Sudden Impact is already taken, though. (It's in Tempest, Seventh, Eighth, and Ninth.)
Total Ruination - Wow. It's like Wrath, but easier to build around, because regenerators can get through.
Sky Ruler - Powerful, but not overly so.
Unbreakable Object - Reasonable.
Light Marshal - It's not a human? You should probably add 1 to the cost of the ability.
Endless Source of Power - Because the return is always free, this might be able to cost 1W, at least.
Final Fight - This will usually make you win the game, so the sacrifice may not matter that much. This is probably more in flavor in red, but it isn't horrible in white.
-------------
White Uncommon and Rare is extrordinarily powerful. There's not a below-average card in the bunch. Do you plan on giving this much power to every color? If you do, the set as a whole is going to be too powerful. If you don't, the other colors may have trouble competing with white. (That said, there's nothing that screams to have a deck built around it.) Right now, most of the cards are as powerful as it is at all reasonable for them to be. Some of them may have to be reined in a bit to keep things balanced.
EDIT: Oh, look, Commons.
Fighting Troops - Fair.
Charged - Guided Strike gets +1/+0 for an additoal mana. Fair.
Energy Resource - Fair, but probably more green. White is okay, though.
Lone Soldier - This drawback has no defined color as far as I know; the closest things are things that get a bonus if that attack alone, and those are red and blue. Frankly, I don't think the drawback is significant enough to warrant +1/+2 and Vigilance. (Assuming that 1W is a fair price for 2/2 First Strike, which itself would be powerful.), especially since "can only block alone" isn't a real big drawback.
Swordsinger - I'd up the Godhood cost a hair.
Vitality - Waaaaaaay too narrow for a common. It interacts with only five other cards in the entire game. (And is too strong with those cards.) Royal Decree - Already a card name. Are you going for the Gustcloak Savior effect here? Use the Gustcloak Savior wording.
Fractured - Pretty dang strong, but the fact that it's a sorcery can be relevent, so it's probably okay.
To be honest, "Royal Decree" could be made an instant and allow you to do it to them, too. It would be a little more interesting, although undoubtedly more powerful.
Private Mod Note
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Quote from RanDomino »
I think you mean "PoN", but it seems to me that "PwN" is more appropriate
(the 'w' stands for 'win', I think)
Quote from Tang4433 »
I think that WoTC felt that a lot of the players thought Standard was becoming mundane and a joke from all the nuked cards floating around. R&D took a vacation, and MaRo just started reprinting things.
I just want to understand: You can play this one for 1UU, or you can pay 1U less and draw a card in addition to the effect? Can you make up a more broken card?
Transference :2mana::symu::symu::symu:
Sorcery (R)
Take an extra turn after this one. Each opponent draws three cards.
Breakthrough :1mana::symu:
Same here. Breakthrough should cost more than the spell. It isn't such a good idea to let the player pay less and get more effect just because he wishes to. Both your "Breakthrough" spells just read "Play me for less than half of my price. Get the effect. Draw a card". Too overpowered.
Royal Decree
Sorcery (C)
Until end of turn, whenever a creature you control attacks, you may untap that creature and remove it from combat.
So... I play this one, I attack, now I choose to cancel some attackers. What for?
Yeah, I'm not sure where you're going with breakthrough. Why would getting a spell cantripped make it cost less? It should cost significantly more. Why would you ever pay the normal cost?
Forgotton Memories - Seems okay, though very powerful. The existing cantripped Counter costs 2UU, but was printed before counters were generally weakened.
Avier - 2/1 flying is arguably too good for UU. The ability has synergy with the breakthrough creatures, though.
Skip your next turn: Destroy Vertigo Slate. Any player may play this ability.
Transference - Seems fair enough. I feel like Breakthough costs should in general be at least two higher than the regular cost, but whatever.
Source of Knowledge - Very powerful, but not busted.
Tense Granter - Seems fair.
Flow of Icebergs - Try again. Look at Malicious Advice or Gigadrowse.
Obtainer - Extremely potent. Compare to Merchant of Secrets.
Diving Restrained - Seems fair. Note that it's conceptually very similar to Tense Granter.
Recognition - This is your best use of Breakthrough.
Sophisticated plan - I'll say this is fair. No one ever can ever pay the mana for Mana Leak anyway.
Complicated Thoughts - It's a more expensive one-sided Unifying theory. Seems fair.
Tracer - This is fair.
Renewing Energy - This seems fair.
Wings of Winds - Looks fair compared to the similar cards availible. However, there are only three blue creatures in the set that don't already have flying, and one's a wierd 0/0.
Illusionist - I have no idea how good this is.
Sky Master - Angelic Wall is only a 0/4.
Dreams Shatter - Seems fair enough.
Control the Wild - I'm sure it's possible to find a use for this. This has the distinction of being one of the few cards in the set that's not very powerful.
More than Enough - Well, it's less splashable than Sift or Concentrate. Pretty okay.
Overall, I feel like you did a better job on blue than on white. On the whole, the cards are better balanced, and there's a little internal synergy. (Although the better Wrath in white combos with Godhood.) Both colors would be worth revisiting once more of the set falls into place.
You still haven't answered my question about Royal Decree. What would you do with it?
Hallucination Illusionist
Creature-Illusion (C)
When Hallucination Illusionist comes into play, look at the top card of your library. You may put that card on the bottom of your library.
At the begining of your upkeep, you may pay :1mana:. If you do, return Hallucination Illusionist from your graveyard to play. 0/0
Wouldn't it be just a sorcery? Why is this a creature?
Yeah, right now Undeath has become so good that all the cards that have it are going to have to be like a 1/1 for 4 mana. Think of it as an Ashen Ghoul with no requirements.
Generally, each color has its own uinque ability, and the whole set is based on single colors- wich means there are no mulitcolored cards in the set. (But it doen't mean that you can't make a deck with two colors.)
The abilities are:
White- Godhood X- X: This creature becomes indestructible until your next upkeep.
Blue- Breakthrough X (You may play this spell for its breakthrough cost. If you do, draw a card.)
Black- Undeath X, Pay Y life (When this creature is put into a graveyard from play, you may pay X+Y life. If you do, return it to play under its owner's control at end of turn. If you don't, remove it from the game.)
Red- Char X/Y damage (When this comes into play, you may pay X. If you don't, it deals Y damage to you.)
Green- Quest X (When yo play this card, you may pay X. If you do, search your library for a card with the same name as that card, reveal it and put it into your hand. Then shuffle your library.)
Ofcours that all of the Xs' costs in the aiblities would contain colored mana as well.
You're all welcom to give me advices and ideas. (But not cards though; since it my first set I want it to be all-mine.)
I will update this thread daily.
White: (20 cards out of 20. 5 rares out of 5. 7 uncommons out of 7. 8 commons out of 8.)
Barlet, Invulnerable Warrior WW
Legendary Creature-Human Warrior (R)
Barlet, Invulnerable Warrior can't be countered by spells or abilities.
Godhood W
2/2
Gasy, Guardian of the Innocents 1W
Legendary Creature-Guardian (R)
Defender
Gasy, Guardian of the Innocents may block any number of creatures.
Godhood 2WW
0/4
Touch of Wrath 1WW
Enchantment-Aura (R)
Enchant creautre
Whenver enchated creature deals combat damage to an opponent, destroy each other creature. Those creatures can't be regenerated.
Final Fight 2WW
Instant (R)
Play only during combat.
Attacking or blocking creatures you control get +4/+4 until end of turn. Sacrifice those creatures at end of turn.
Total Ruination WWW
Sorcery (R)
Destroy all creatures.
Uncommons:
Faithful Knight 2WW
Creature-Knight (U)
Other creatures you control get +1/+1.
2/1
Nasty Surprise WW
Instant (U)
Destroy target attacking creature. It can't be regenerated.
Sky Ruler 4W
Creature-Bird (U)
Flying, vigilance
Godhood WW
2/4
Unbreakable Object 1WW
Enchantment-Aura (U)
Enchant permanent
Enchanted permanent is indestructible.
Light Marshal 2WW
Creature-Soldier Rogue (U)
T: Put a 1/1 white soldier crreature token into play.
1/3
Endless Source of Power W
Enchantment-Aura (U)
Enchant creature
Enchanted creature gets +1/+1.
When enchanted creautre is put into a graveyard, you may return Endless Source of Power to play attached to target creature.
Immuinty W
Instant (U)
Target creature becomes indestructible until end of turn.
Commons:
Fighting Troops W
Creautre-Soldier Warrior (C)
Godhood 4W
1/1
Charged W
Instant (C)
Target creature gets +2/+0 and gains first strike until end of turn.
Energy Resource 3W
Enchantment-Aura (C)
Enchant creautre
At the begining of your upkeep, put a +1/+1 counter on enchanted creature.
Lone Soldier 1W
Creautre-Human Soldeir (C)
First strike, vigilance
Lone Soldier can only attack ot block alone.
3/4
Swordswinger 4WW
Creature-Bird Knight (C)
Flying
Godhood 2W
4/4
Vitality State WW
Enchantment (C)
Whenever you play a godhood ability, you may gain X+1 life, where X is that ability's converted mana cost.
Royal Decree W
Sorcery (C)
Until end of turn, whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
Fractured W
Sorcery (C)
Destroy target artifact or enchantment.
Forgotten Memories 1UU
Instant (R)
Counter target spell.
Breakthrough 1UUU
Avyier, Who Saves the Day UU
Legendary Creature-Drake Rogue (R)
Flying
Creatures you control have "U: Retrun this creature to its owner's hand at end of turn."
2/1
Vertigo State 2UU
Enchantment (R)
Permanents don't untap during their controlle's untap step.
0: Destroy Vertigo State. You skip your next turn. Any player may play this ability.
Transference 2UUU
Sorcery (R)
Take an extra turn after this one. Each opponent draws three cards.
Breakthrough 3UUU
Source of Knowledge 1U
Enchantment-Aura (R)
Enchant permanent
Enchanted permanent has "T: Draw a card."
Uncommons:
Renewing Energy 3U
Enchantment-Aura (U)
Enchant creautre
Enchanted creautre is unblockable.
When enchanted creature is put into a graveyard, you may return Renewing Energy fron your graveyard to play attached to target creature.
Obtainer UU
Creature-Human Wizard (U)
Breakthrough UUU
2/2
Tense Granter U
Creature-Human Rogue (U)
5UU, T, Remove Tense Granter from the game: Take an extra turn after this one.
1/1
Diving Restrained 3UU
Creature-Dragon Wizard (U)
Flying
4UUU, T, Remove Diving Restrained from the game: End the turn.
4/3
Recognition U
Sorcery (U)
Draw a card.
Breakthrough UU
Sophisticated Plan UU
Instant (U)
Counter target spell unless its controller pays 3. If that player does, draw a card.
Complicated Thoughts 2UU
Enchantment (U)
Spells you play have Breakthrough. The Breakthrough cost is equal to those spell's mana cost plus 2. (Mana cost icludes colors.)
Commons:
Tracer 2UU
Creature-Drake (C)
Flying
Breakthrough 2UUU
3/2
Wings of Winds 1U
Enchantment-Aura (C)
Enchant creautre
Enchanted creautre has flying and it can't be the target of spell or abilities.
Breakthrough 2U
Flow of Icebergs X1U
Instant (C)
Tap X+1 target permanents. Those permanents don't untap during their controller's next untap step.
Hallucination Illusionist U
Creature-Illusion (C)
When Hallucination Illusionist comes into play, look at the top card of your library. You may put that card on the bottom of your library.
At the begining of your upkeep, you may pay 1. If you do, return Hallucination Illusionist from your graveyard to your hand.
0/1
Protective Sky Master 1U
Creature-Spirit (C)
Defender
1U: Protective Sky Master gains flying. (This effect doesn't end at end of turn.)
0/6
Dreams Shatter 4UU
Creature-Drake Wizard (C)
Flying
Sacrifice Dreams Shatter: Counter target spell.
2/3
Control the Wild U
Instant (C)
Untap target land and gain control of it until end of turn.
More than Enough 1UUU
Sorcery (C)
Draw three cards.
Breakthrough 3UUU
Mort, Undead Assassin BB
Legendary Creature-Assassin Rogue (R)
Sacrifice Mort, Undead Assassin: Destroy target tapped creature. It can't be regenerated.
Undeath 1B, Pay 3 life
1/1
Anxiety State B
Enchantment (R)
When Anxiety State comes into play, put a legendary 3/2 black horror creature token named Tar into play.
At the begining of your upkeep, you lose 1 life.
Contamination XBB
Instant (R)
Pay only black mana on X.
All creatures get -X/-X until end of turn.
Hand of Victory 3BBB
Creature-Human Rogue (R)
B, Sacrifice a creature not named Hand of Victory: Destroy target creature. Play only as a sorcery.
4/5
Loss of Sanity 3B
Sorcery (R)
Target player discards 2 cards at random. For each land card discarded this way, that player loses 3 life.
Uncommons:
Frightening Screamer 2BB
Creature-Horror (U)
Fear
Undeath BB, Pay 1 life
3/1
Insanity XB
Sorcery (U)
Pay only black mana on X.
Target player discards X cards.
Nocturnal Ceremony B
Instant (U)
As an additional cost to play Nocturnal Ceremony, remove a card in your hand from the game.
Destroy target creature.
Soul Bidding 2B
Enchantment (U)
B, Sacrifice a permanent: Draw a card. Play only as a sorcery.
Cursed Animal BBB
Creature-Horror Beast (U)
Trample
Cursed Animal comes into play with five +1/+1 counters on it.
Whenever Cursed Animal attacks or blocks, remove a +1/+1 counter from it.
Undeath 2BB, Pay 4 life
0/0
Shadow Bringer 2BBB
Creature-Knight Rogue (U)
When Shadow Bringer comes into play, creatures you control gain fear until end of turn.
Haste
5/3
Mark of Pain 1B
Enchantment-Aura (U)
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creautre is put into a graveyard, you may return Mark of Pain to play attached to target creature.
Commons:
Bidder of Blood 1BB
Creature-Bird Horror (C)
Flying
Undeath B, Pay 2 life
2/1
Pursuer Dead 2BB
Creature-Zombie Assassin (C)
Whenever Pursuer Dead deals combat damage to a creature, you may sacrifice Pursuer Dead. If you do, destroy that creature. It can't regenerated.
4/1
Empty Mind B
Sorcery (C)
Target player reveals his or her hand. Choose a land card from it. That player discards that card.
Ease the Pain B
Instant (C)
Target creature gets -2/-2 until end of turn.
Hunting Armies B
Creature-Zombie (C)
T, Sacrifice Hunting Armies: Put a -1/-1 counter on target creature.
1/1
Immortal Being 4B
Creature-Spirit (C)
Undeath 2B, Pay 1 life
3/3
The Sin and its Punishment B
Sorcery (C)
Play only during your precombat main phase.
Creatures you don't control get -0/-1 until end of turn.
Creatures you control get -1/-0 until end of turn.
Crawling Dirt 5B
Creature-Worm (C)
Sacrifice Crawling Filth: Target player discards a card at random.
6/3
Feo, Incinerating Fighter R
Legendary Creature-Human Warrior (R)
Haste
Char R/4 damage
2/1
Flamehand the Furious RR
Legendary Creature-Goblin Rogue (R)
When Flamehand the Furious comes into play, it deals 3 damage to target creature or player.
Char 1R/6 damage
3/1
Exhausted 2RR
Instant (R)
Exhausted deals 5 damage to target creature or player and 3 damage to you.
Torch of Salvation RR
Enchantment (R)
Red creatures you control have haste.
Conflagration 3RRR
Sorcery (R)
Choose one- Destroy all artifacts; or destroy all creautres; or destroy all lands.
Uncommons:
Flaming Breeze 3R
Sorcery (U)
Choose one- Destroy target land; or Flaming Breeze deals 4 damage to target creature or player.
Alerting Troops RRR
Creature-Warrior (U)
Haste
Char R/3 damage
4/2
Fire-Breathing Dragon 5R
Creature-Dragon (U)
Flying
R, T: Fire-Breathing Dragon deals 2 damage to target creature or player.
3/2
Relinquish R
Enchantment (U)
If a creature you don't control would be put into a graveyard from anywhere, remove it from the game instead.
Char R/1 damage
Singeing Flesh 2R
Enchantment-Aura (U)
Enchant creature
Enchanted creature has haste and "1, T: This creature deals 1 damage to target creature or player."
When enchanted creature is put into a graveyad, you may return Singeing Flesh to play attached to target creature.
Flames of Destruction 2RR
Enchantment (U)
As permanents you don't control come into play, they gain "Char 2/2 damage"
Anguish of Assets 2RRR
Instant (U)
Anguish of Assets deals damage to target player equal to the number of permanents he or she controls.
Commons:
Disturbance R
Sorcery (C)
Disturbance deals 2 damage devided as your choose, among any number of target creatures and/or players.
Oppressor Goblin 2R
Creature-Goblin Rogue (C)
Sacrifice Oppressor Goblin: Oppressor Goblin deals 1 damage to target creature or player.
2/2
Hardship Warrior 1R
Creature-Warrior (C)
X, Sacrifice Hardship Warrior: Hardship Warrior deals X damage to target player.
2/1
Living Scars RR
Enchantment-Aura (C)
Enchant land
At the end of enchanted land's controller's turn, that player sacrifice that land.
Char R/2 damage
Scorching Fighters 2RR
Creature-Goblin Warrior (C)
Double strike
Char 1R/5 damage
3/2
Surprise Attack 1R
Sorcery (C)
Whenever a creature you control deals combat damage to a player this turn, untap that creature. After this phase, you get an additional combat phase followed by an additional main phase. You can't get more than one additional combat phase this way.
Cruical Act 3R
Enchantment (C)
At the begining of your upkeep, Cruical Act deals 2 damage to target creature or player and 2 damage to you.
Char R/1 damage
Disposable Forces RR
Sorcery (C)
Put two 2/1 red warrior creature tokens with haste into play. Sacrifice them at end of turn.
Fabric of Wisdom GG
Creature-Monk (R)
Sacrifice Fabric of Wisdom: Draw a card.
When Fabric of Wisdom is put into a grabeyard from anywhere, you gain 2 life.
Quest G
2/2
Hand of Power 2GGG
Creature-Human Warrior (R)
Trample
Whenever Hand of Power attacks or blocks, put a +1/+1 counter on it.
3/3
Fact of Intesnity 4G
Enchantment (R)
Creatures you control get +1/+1 and have trample.
Survival 2G
Enchantment (R)
Tap an untapped creature you control: Add one mana of any color to your mana pool.
Leo, Forest Lion G
Legendary Creature-Cat (R)
Trample
2/1
Uncommons:
Fatal Gowth GG
Sorcery (U)
Search your library for a land card and put it into play tapped. Then shuffle your library.
Quest 1G
Undying Warrior 4GGG
Creature-Human Warrior (U)
When Eternal Warrior is put into a graveyard from play, retrun it to play under its owner's control at the begining of the next turn's upkeep.
5/4
Neverending Supplies 1G
Enchantment-Aura (U)
Enchant creature
Enchanted creature gets +1/+0 and has trample.
When enchanted creature is put into a graveyad, you may return Neverending Supplies to play attached to target creature.
Increasing Elements GGG
Creature-Elemental (U)
Quest 2G
3/4
Order of the Wild 2GG
Creature-Beast (U)
Order of the Wild comes into play with a +1/+1 counter on it for each other creature you cotnrol.
1, Remove a +1/+1 counter from Order of the Wild: Order of the Wild gains trample until end of turn.
2/2
Strengthening GG
Instnat (U)
Target creature gets +4/+4 until end of turn.
Quest 1G
Boost of Energy GG
Sorcery (U)
Put a +1/+1 counter on each creature you control.
Commons:
Rubble 2G
Instant (C)
Destroy target artifact or enchantment. It can't be regenerated.
Quest G
Learn to Survive G
Enchantment (C)
At the begining of your upkeep, you gain 1 life.
Quest GG
Trees Climber 1GG
Creature-Elf (C)
Trees Climber can't be blocked exept by creatures with flying.
Trees Climber can block as though it had flying.
2/3
Arming Elf 3G
Creature-Elf Rogue (C)
1: Put an arm counter on Arming Elf.
G, T, Remove an arm counter from Arming Elf: Put a +1/+1 counter on target creature not named Arming Elf.
2/1
Student of Nature 2GG
Creature-Dryad (C)
At the begining of your upkeep, you may add one mana of any color to your mana pool.
2/5
Protector of Leaves GG
Creature-Spirit (C)
Defender
When Protector of Leaves comes into play, draw a card.
Quest 2G
1/4
Reinforcement 1GG
Enchantment-Aura (C)
Enchant creature
Enchanted creature gets +3/+3.
Quest G
Elven Hunter 2GGG
Creature-Elf Warrior (C)
Whenever Elven Hunter deals combat damage to a creature, put a venom counter on it.
At the begining of each opponent's upkeep, destroy each creature with a venom counter on it.
2/4
Twisted Universe 7
Aritfact (R)
If a player would win the game, he or she loses it instead.
If a player would lose the game, he or she wins it instead.
Mana burn doesn't cause players to lose life.
Bronze Angel 5
Artifact Creature-Angel (R)
Flying
W: Creatures you control get +1/+1 until end of turn.
1/1
Revocable Universe 6
Artifact (R)
Whenever an opponent plays a spell, counter it unless that player pays 2.
Dominating Angel 7
Artifact Creature-Angel (R)
Flying
1UU, T: Counter target spell.
3/4
Darkness Universe 4
Aritfact (R)
Whenver an opponent plays a spell, that player loses 1 life and you gain 1 life.
Assassinating Angel 7
Artifact Creature-Angel (R)
Flying
1BB: Destroy target tapped creature.
5/5
Inferno Universe 5
Aritfact (R)
Whenever a creature comes into play, you may pay X. If you do, Inferno Universe deals X damage to that creature.
Raging Angel 4
Artifact Creature-Angel (R)
Flying
2R: Raging Angel deals 1 damage to target creature or player.
2/2
Spawning Universe 6
Artifact (R)
Whenever a creature you control deals combat damage to an opponent, put two 1/1 colorless elemental creature tokens into play.
Emerald Angel 4
Artifact creature-Angel (R)
Flying
G: Whenver Emerald Angel deals combat damage to an opponent this turn, draw a card. Play only once each turn.
2/3
Uncommons:
Unfragile Fighter [MANA]3[/MANA]
Artifact Creature (U)
Godhood 1WW
2/2
Changer of Destiny 5
Artifact (U)
You may play Changer of Destiny any time you could play an instant.
T, Sacrifice Changer of Destiny: Change the targets of target spell or ability.
Breakthrough 1UU
Immortal Quarrel 6
Artifact Creature (U)
Undeath B, Pay 2 life
4/4
Harming Metal 1
Artifact (U)
T: Harming Metal deals 1 damage to target creature or player.
Char 1R/5 damage
Muscles of Steel 0
Artifact-Equipment (U)
Equipped creature gets +1/+1.
Equip 2
Quest G
Commons:
Glint Amulet 1
Artifact (C)
Glint Amulet comes into play tapped.
T: Add W to your mana pool.
Pearl Amulet 1
Artifact (C)
Pearl Amulet comes into play tapped.
T: Add U to your mana pool.
Soot Amulet 1
Artifact (C)
Soot Amulet comes into play tapped.
T: Add B to your mana pool.
Murky Amulet 1
Artifact (C)
Murky Amulet comes into play tapped.
T: Add R to your mana pool.
Patina Amulet 1
Artifact (C)
Patina Amulet comes into play tapped.
T: Add G to your mana pool.
Fortress of Vitality
Legendary Land-Plains (R)
(T: Add W to your mana pool.)
Whenever you tap Fortress of Vitality for mana, you may gain 1 life.
Fortress of Acquaintance
Legendary Land-Island (R)
(T: Add U to your mana pool.)
Whenever you tap Fortress of Acquaintance for mana, you may have each player draw a card. If you do, discard a card.
Fortress of Wickedness
Legendary Land-Swamp (R)
(T: Add B to your mana pool.)
Whenever you tap Fortress of Wickedness for mana, you may have each player lose 1 life.
Fortress of Vendetta
Legendary Land-Mountain (R)
(T: Add R to your mana pool.)
Whenever you tap Fortress of Vendetta for mana, you may have it deal 1 damage to target creature. If you do, it deals 2 damage to you.
Fortress of Nihilo
Legendary Land-Forest (R)
(T: Add G to your mana pool.)
Whenever you tap Fortress of Nihilo for mana, you may put a 1/1 green sparoling creature token into play. If you do, Fortress of Nihilo doesn't untap during your next untap step.
Uncommons:
Earthly Paradise
Land (U)
T: Add 1 to your mana pool.
T: Add W to your mana pool. Earthly Paradise deals 1 damage to you.
2W: Earthly Paradise becomes a 2/4 white spirit creature with vigilance until end of turn.
Palace of Clouds
Land (U)
T: Add 1 to your mana pool.
T: Add U to your mana pool. Palace of Clouds deals 1 damage to you.
3U: Palace of Clouds becomes a 3/1 blue spirit creature with flying until end of turn.
Morass Encircled Castle
Land (U)
T: Add 1 to your mana pool.
T: Add B to your mana pool. Morass Encircled Castle deals 1 damage to you.
4B: Morass Encircled Castle becomes a 4/3 black spirit creature with fear until end of turn.
Forging Furnace
Land (U)
T: Add 1 to your mana pool.
T: Add R to your mana pool. Forging Furnace deals 1 damage to you.
3R: Forging Furnace becomes a 2/2 red spirit creature with double strike until end of turn.
Crushing Woods
Land (U)
T: Add 1 to your mana pool.
T: Add G to your mana pool. Crushing Woods deals 1 damage to you.
4G: Crushing Woods becomes a 5/5 green spirit creature with trample until end of turn.
Commons:
Estate of Light
Land (C)
Estate of Light comes into play tapped.
T: Add W to your mana pool.
W, T, Sacrifice Estate of Light: Prevent all damage that would be dealt to you or to creatures you control this turn.
Knowledge Chamber
Land (C)
Knowledge Chamber comes into play tapped.
T: Add U to your mana pool.
U, T, Sacrifice Knowledge Chamber: Look at the top two cards of your library. Put one of them into your hand and the other on top or on bottom of your library.
Glen of Insanity
Land (C)
Glen of Insanity comes into play tapped.
T: Add B to your mana pool.
B, T, Sacrifice Glen of Insanity: Target player reveal his or her hand and you choose a card from it. That player discard that card. If that card was a land card, you lose 3 life.
Volcano Rift
Land (C)
Volcano Rift comes into play tapped.
T: Add R to your mana pool.
R, T, Sacrifice Volcano Rift: Volcano Rift deals 3 damage to target creature or player.
Char R/2 damage
Seeking Valley
Land (C)
Seeking Valley comes into play tapped.
T: Add G to your mana pool.
G, T, Sacrifice Seeking Valley: Retrun target card from your graveyard to your hand.
Quest 2G
Avatar & banner made by myself
Tnx, I've edited Godhood.
And about "Undead"- the main difference from regeneration is that with this ability, the creature can be saved from "minus" spell. Oh, and I've edited it so it would protect rfg as well. and another this it's different from regeneration, that it only comes back at end of turn.
Avatar & banner made by myself
Being removed the game is alsow kind of death, is it?
And about the name- I think that "Undead" is fine, becasue it descirbes the creature of him being, well, undead.
p.s. I've posted some white cards.
Avatar & banner made by myself
p.s. please check out the white cards I've posted.
Avatar & banner made by myself
Touch of Wrath - I feel like this should destroy the creature it's attached to as well.
Gasy - Quite potent, but probably within the realm of fair.
Invulnerable Warrior - Unless you plan on not using Godhood very much at all, this should be pushed down in rarity, since just about any other Godhood card would be more complex than this.
Death ward is pretty lousy, so my card being strickly better isn't justifice ebough to change it. as for me, I honestly think that immunity isn't oveporwered. so until I get a second oppoinion, I'm leaving it as it is.
Invulnerable Warrior- a 2/2 creature for WW, that if you pay W every two turns is indestructible, is pretty good I believe. but it's pretty normal, you right. I've edited it, I just hope it's not overpoewred right now.
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I never said that Invulnerable Warrior isn't good; the power level of the original version was extrordinarily high. I said that it was simple. If you're planning on making several cards with Godhood, most are going to be more complex than a 2/2 creature that is otherwise vanilla. Since if all other things are equal, a more complex card should be rarer than a simpler card, I suggested making the Warrior more common, not more powerful. Furthermore, it now is sitting around with two unsynrgistic abilities, since first strike already makes a creature less likely to be destroyed. (That said, Godhood is an extremely rare-feeling ability, and should probably only appear on rare cards or maybe an occasional uncommon.)
ok, after alot of thinking I've changed Immunity.
about the warrior- you right about the first strike. it had been changed. for the rarity- godhood W for a low-cost creature justifices it being rare IMO.
p.s. more cards have been posted.
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Sudden Impact - White normally RFGs things, not destroys them. The relevant comparisons here are AWOL and Devouring Light. This card is very powerful, but not neccesarily too strong to print. Sudden Impact is already taken, though. (It's in Tempest, Seventh, Eighth, and Ninth.)
Total Ruination - Wow. It's like Wrath, but easier to build around, because regenerators can get through.
Sky Ruler - Powerful, but not overly so.
Unbreakable Object - Reasonable.
Light Marshal - It's not a human? You should probably add 1 to the cost of the ability.
Endless Source of Power - Because the return is always free, this might be able to cost 1W, at least.
Final Fight - This will usually make you win the game, so the sacrifice may not matter that much. This is probably more in flavor in red, but it isn't horrible in white.
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White Uncommon and Rare is extrordinarily powerful. There's not a below-average card in the bunch. Do you plan on giving this much power to every color? If you do, the set as a whole is going to be too powerful. If you don't, the other colors may have trouble competing with white. (That said, there's nothing that screams to have a deck built around it.) Right now, most of the cards are as powerful as it is at all reasonable for them to be. Some of them may have to be reined in a bit to keep things balanced.
EDIT: Oh, look, Commons.
Fighting Troops - Fair.
Charged - Guided Strike gets +1/+0 for an additoal mana. Fair.
Energy Resource - Fair, but probably more green. White is okay, though.
Lone Soldier - This drawback has no defined color as far as I know; the closest things are things that get a bonus if that attack alone, and those are red and blue. Frankly, I don't think the drawback is significant enough to warrant +1/+2 and Vigilance. (Assuming that 1W is a fair price for 2/2 First Strike, which itself would be powerful.), especially since "can only block alone" isn't a real big drawback.
Swordsinger - I'd up the Godhood cost a hair.
Vitality - Waaaaaaay too narrow for a common. It interacts with only five other cards in the entire game. (And is too strong with those cards.)
Royal Decree - Already a card name. Are you going for the Gustcloak Savior effect here? Use the Gustcloak Savior wording.
Fractured - Pretty dang strong, but the fact that it's a sorcery can be relevent, so it's probably okay.
p.s. congrats to me! I've finished white! soon I'll start blue.
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I just want to understand: You can play this one for 1UU, or you can pay 1U less and draw a card in addition to the effect? Can you make up a more broken card?
Same here. Breakthrough should cost more than the spell. It isn't such a good idea to let the player pay less and get more effect just because he wishes to. Both your "Breakthrough" spells just read "Play me for less than half of my price. Get the effect. Draw a card". Too overpowered.
So... I play this one, I attack, now I choose to cancel some attackers. What for?
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Only 110 cards to go!
p.s. about the breakthrough ability- I hope there are no misunderstandings- the cost of the ability is payd instead of the regular cost.
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Avier - 2/1 flying is arguably too good for UU. The ability has synergy with the breakthrough creatures, though.
Skip your next turn: Destroy Vertigo Slate. Any player may play this ability.
Transference - Seems fair enough. I feel like Breakthough costs should in general be at least two higher than the regular cost, but whatever.
Source of Knowledge - Very powerful, but not busted.
Tense Granter - Seems fair.
Flow of Icebergs - Try again. Look at Malicious Advice or Gigadrowse.
Obtainer - Extremely potent. Compare to Merchant of Secrets.
Diving Restrained - Seems fair. Note that it's conceptually very similar to Tense Granter.
Recognition - This is your best use of Breakthrough.
Sophisticated plan - I'll say this is fair. No one ever can ever pay the mana for Mana Leak anyway.
Complicated Thoughts - It's a more expensive one-sided Unifying theory. Seems fair.
Tracer - This is fair.
Renewing Energy - This seems fair.
Wings of Winds - Looks fair compared to the similar cards availible. However, there are only three blue creatures in the set that don't already have flying, and one's a wierd 0/0.
Illusionist - I have no idea how good this is.
Sky Master - Angelic Wall is only a 0/4.
Dreams Shatter - Seems fair enough.
Control the Wild - I'm sure it's possible to find a use for this. This has the distinction of being one of the few cards in the set that's not very powerful.
More than Enough - Well, it's less splashable than Sift or Concentrate. Pretty okay.
Overall, I feel like you did a better job on blue than on white. On the whole, the cards are better balanced, and there's a little internal synergy. (Although the better Wrath in white combos with Godhood.) Both colors would be worth revisiting once more of the set falls into place.
Wouldn't it be just a sorcery? Why is this a creature?
Black's coming soon. more cards have been slightly edited.
p.s. notice I've changed the "Undeath" ability: now you don't have to pay for it.
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Undeath is now even more broken than before.
so is the illusion.
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