This is a return to the basics. In the wake of the multicolor extravaganza of Ravnica and the sheer madness of Time Spiral, we get back to the underlying basics of what makes Magic great; the colors. Don't get me wrong, multicolor is a blast and I loved Ravnica, but it's only fun because it's special. I want to see what I can do in a more restricted environment. Restrictions breed creativity.
The Setting The Tower of Ages floats in the infinite void. Who created this huge and impossible bastion? Why? The answers to this have been long lost to history and the constant wars that ravage it's surface and depths. What is known, then? Geography, to start, if such a simple term can be applied this monstrostity. The Tower is a rough cylinder of stone, both worked and rough, that floats in the blue nothingness. It was long ago calculated by the mages of Ghastus to be roughly seven hundred miles high and some three hundred miles in diameter. The sun circles it in an erratic orbit whose motions can be predicted by few. The lower third or so of the tower, as well as most of the inner core all the way up, is rough and unworked solid granite, but the upper and outer sections were clearly formed by sentient hands. These areas are made up almost entirely of long, winding corridors interspersed with thick wooden doors... Corridors, closets, vast halls, cellars, windows, spiralling stairways, and even crude elevators honeycomb it through, like an ant colony in the universe's grandest tree stump. And, wandering these millions of miles of halls and passages are the bitter survivors of the Tower of Ages' crude judgement. No people is truly native to the Tower. Even those whose ancestors have dwelled here for generations uncounted hold tight to the myths of their true origen on some other world. But, wherever they came from, all have become creatures of their environment. In a world designed by a mad geometer and capriciously filled with beasts unknown to any other world, the strong adapt and live while the weak stagnate and die. The Tower is full of the strong.
The Tower of Ages is based on a number of themes, but all are focused on one overarching concept. Color identity. It is meant to explore the bounds of what each color may accomplish when forced to turn inward and forsake alliance with other colors. Each must stand on its own in order to survive. Supporting themes include the growth, death, rebirth, and the interactions between mortals and the unnatural Wyrds that populate the Tower.
White The fortified city of Tarranoa hangs beneath the jagged belly of the tower, a mad vision of stilted huts turned upside down. Here, protected by miles of solid stone above and miles of empty air below, a small refuge of relative safety endures. Dwarves, leonin, and a few aven refugees struggle to eke out a living in this rocky, arid place. Most work to collect dew from massive wind traps to water the vast trellis farms that hang hundreds of feet down into the clouds to allow the vines to catch the sun. The rest patrol the skies below or man the inverted watch towers on the frontier, constantly on guard for invasion from the chaotic world above or attacks from wyrds wrapped in shells of wind, dust, stone, and even the Terranoan's own discarded refuse.
Terranoan's are, without doubt, the most diligent people of the Tower when it comes to fighting the wyrds. Their mages constantly work to reenforce the stone ceiling of their city, sealing cracks that might allow the little balls of hate to squirm down from the inner depths. Their entire society is organised in military style to remain forever watchful. Terranoa is a cold, hard, humorless place filled with those who are determined to survive at any cost.
Green
Red A massive crack running out from almost the core of the Tower, a chasm too huge to comprehend. This is the Rift of the Third Assault, usually known as just The Rift. The gods know what terrible war blasted such a thing into the flank of the Tower, back in the ages before history. Ninety miles long, over five miles wide, and just over seven hundred miles deep. Impossibly vast cliff walls, pitted with caves and passages and dotted with magma vents that spew glowing, molten rock into the void to cool into vast boulders as it falls. And across all of this are the steel lines. Thick cables that stretch from the chasm wall out into the gap, tying into other lines, tangling and stretching and dotted with steel platforms that sway in the constant winds that blast the Rift. This is the home of the riggers. Goblins, renegade dwarves, viashino daredevils, anyone crazy enough to trust their life to these fragile silken lines of woven steel. Drawn here by the thrill of danger and of speed, hey live by mining, blasting or picking chunks of ore out of the very walls that support their frail network of supports. The Rift is perhaps the ultimate expression of the dangers of the Tower and there are many who feel that it is only in such extremity that they are truly alive. Rifters largely ignore the dangers of the wyrds until one actually appears. They are usually far too busy feuding amongst themselves to worry about such things. When a wyrd wrapped in a shell of flint shards or molten magma suddenly bursts from the Rift's walls, all combatants simply absorb the unnatural being into the ongoing battle like any other target. Most of them figure that fireballs, axes, and falling rocks work on everything else, so it should work just fine on wyrds. So far, they've been largely correct.
Black
Blue
The Wyrds
The mortal races of the Tower of Ages have more to fear than just each other. They live in a world gone mad, quite literally. The Tower itself hates them; the very stones from which they build their homes vibrate with loathing and malevolence. For reasons lost to history, the Tower seeks to purge all mortal life from its domain, and this blinding hatred manifests itself in the wyrds.
Wyrds are manifestations of pure will. Small, powerless beings, they are quite pathetic in their unalloyed form... a mass of some half-dozen oily tentacles no bigger than a fist and centered around a perfectly round, unblinking eye. Weak, harmless, slightly squishy. But they are so much more. Slithering up from the depths and emerging from cracks and fissures, a wryd latches onto whatever it first finds... a pile of gravel, a rotting tree, a pool of water, or the wind itself... and binds it, animating it and shaping it into a physical form with which to lash out at any intelligent creature it finds. The deeps are full of pillars of flame, serpentine leviathons of slime, and shearing, stone-filled gales... and in the heart of each one resides a wyrd, each with its unblinking single eye.
These creatures are the true danger of the Tower, driven from one shattered husk only to build another and fling themselves back into battle, they fight without fatigue and without remorse and no one knows why. Most seem almost mindless in their assault, and those few that have been found to speak mortal tongues have only spoken in riddles and veiled threats, seeming to revel in the fear of others.
Ghastus Tidereader3U
Creature - Merfolk Sage (U) U,T: Draw a card, then discard a card. UUU,T: Draw two cards, then discard a card.
2/2
Frontier Patrol :3mana::symw:
Creature - Dwarf Scout (U) W,T: Tap target creature. WWW,T: Tap two target creatures.
1/4
Darkling Hypnotist4B
Creature - Ogre Wizard (U) B,T: Target player discards a card. BBB,T: Target player discards a card at random.
3/3
Bringer of the Storms 3G
Creature - Viashino Shaman (U) G,T: ~ deals 1 damage to each creature with flying and each player. GGG,T: Destroy target creature with flying.
3/3
Just curious: how is the rift over 700 miles deep when the tower has a diameter of 300 miles and a height of 700 miles? Unless it runs diagonally from top to bottom.
The Tower of Ages is a dangerous place, not only for the desperate people who live there, but in and of itself. Mysterious being, apparently projections of the Tower's own hatred for its denizens, constantly rise up from the depths to torment mortals and foil their works.
The Dweller in Silence3UU
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from blue.
Whenever a player plays a wyrd, sacrifice a non-wyrd permanent and draw two cards.
4/3 He writhes with wisdom and wails from the weight of knowledge. Think on this before you ask your questions.
Lyson, Trumpet of the Grave2WWW
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from white.
Whenever a wyrd you control would go to the graveyard, instead remove it from the game and return a wyrd in your graveyard to your hand.
When there are no wyrds in your graveyard, sacrifice ~.
3/3
Vas, the Equalizer2GGG
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from green.
When ~ comes into play each player sacrifices all creatures he controls. For each wyrd sacrificed this way, its owner puts into play a 1/1 colorless wyrd creature token.
2/2
Scint, the Dusk Fire3RR
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from red.
When ~ comes into play, gain control of all creatures. They are wyrds in addition to their other types and gain haste until end of turn.
At end of turn, you lose the game.
2/2
Gaebrus, the Rising Dark3BB
Legendary Creature - Elemental Wyrd
Protection from wyrds and from black.
When ~ comes into play, remove all wyrds in all graveyards from the game. Put a +1/+1 counter on ~ for each card removed this way.
Remove a wyrd in your graveyard from the game: Regenerate ~.
0/0
Lonely Mulcher3G
Creature - Wyrd (U) G, return ~ to your hand: Shuffle four target cards in your graveyard into your library.
3/4 It was too pitiful to kill... It shuffled off happily into the brush after Tuk Tuk threw it the scraps from the day's meal.
Graven DevourerGG
Creature - Wyrd (R)
At the beginning of your upkeep, sacrifice ~ unless you sacrifice a land.
~'s power and toughness are equal to the number of forests in your graveyard.
*/* When the hills move, so should you.
Typhic Scribe1WW
Creature - Wyrd (U)
Flying
At the beginning of your upkeep, put a +1/+1 counter on ~ then destroy all creatures with converted mana cost is less than or equal to the number of +1/+1 counters on ~.
1/1 When the winds fell, only bones remained, tangled in the trellises and carved with a fine script that spoke of promises of doom.
Fist of CloudsXW
Tribal Instant - Wyrd (U)
~ does X damage to target attacking or blocking creature and you gain X life.
Ethereal Graft 3WW
Tribal Sorcery - Wyrd (R)
Choose a wyrd creature card and an aura card in your graveyard. Return the creature to play and return the aura to play attached to it.
Splinterfiend 3R
Creature - Wyrd (U)
Whenever ~ attacks, it deals damage equal to its power to each non-wyrd creature.
1/1
Slickfire Witch 2R
Creature - Goblin Shaman (U)
Protection from wyrds
When ~ attacks, it deals damage equal to its power to target wyrd creature.
2/1 He claimed that the scent of burning ogre fat would drive off the vicious demons. His nauseous companions were willing to believe it.
EddymageU
Creature - Merfolk Wizard (C) 2U,T: Target creature gets -X/-0 until end of turn where X is the number of islands you control.
1/1
*grin* Thanks, both for the mention of my project and for the cards themselves. I actually wasn't planning on using the "assemble a contraption" bit, but chose Rigger as an appropriate name for the people of the Rift. However, your interpretation intrigues me greatly, and I may have to reinvestigate that. As for the cards, the first two bear potential and may be included. The third simply does not fit for flavor reasons.
Update on the direction of the set. In trying to capture the spirit of the setting, I stumbled onto the wyrds; abstract incarnations of the Tower's hatred for all sentient beings. The world literally seems to despise its residents and generates the wyrds to bring about their death. I really liked the feel of this, as it helps establish that this really is a world where simple survival is more important that beating one's neighbors. However, as I began to explore this, I realized that this ground has been tread before; Kamigawa. The war between spirit and mortal worlds had much the same feel to it, both conceptually and mechanically. I have decided that I'm fine with that. Kamigawa was the first set I ever had contact with in the game of magic, and I loved the interactions and mechanics it brought to the table. I remember how disappointed I was when I began to understand the game enough to realize just how much the set failed. I am going to try to recapture what I loved about Kamigawa without falling into the pitfalls it did.
For your purposes, that means emphasis placed on the wyrd/non-wyrd interactions and an increased emphasis on both incremental card advantage (think Spiritcraft and Soulshift in intent but not in mechanics) and on the graveyard.
On that note...
Rasping Syphon4
Artifact - Equipment (R)
Wyrd creatures get -1/-1.
When there are no wyrds in play, sacrifice ~.
Equipped creature gets +1/+1 for each wyrd in play.
Equip BB
Runic Circle of Binding4
Artifact (R)
Whenever a wyrd comes into play, gain 2 life. XWWW: Return target wyrd creature with converted mana cost X from a graveyard to play under your control.
Twisted Mana Coil2
Artifact (U) ,T: Add one mana of any color to your mana pool. GG,T: Add four mana of any one color to your mana pool.
Lodestone Wand2
Artifact (U) ,T: Tap target creature. UU,T: Return ~ and target creature to their owner's hands.
Rusted Helm of Rage2
Artifact - Equipment (R)
Equipped creature gets +3/+0 and gains haste and "RRR, sacrifice this: This deals damage equal to its power to target creature or player."
Equip 2
I have decided to include contraptions in this set, with "assemble" simply being defined as the act of putting an artifact token with subtype "contraption" into play. For the purposes of this set, all contraptions will be assembled by creatures, either as triggered or activated abilities. All will be relatively simple, since their abilities must be included in the card text of the creature that assembles them. And all contraption-assembling creatures will be of the mortal races, using them to battle the wyrds for survival.
Vine Tender3W
Creature - Aven Rigger (U)
Flying WW,T: ~ assembles a contraption named Sun Trellis with "W,T: Gain 2 life."
2/2
Gimble Technician2WW
Creature - Dwarf Rigger (R)
Sacrifice a plains,T: ~ assembles a contraption named Watch Tower with "W,T: Prevent next three damage that target non-white creature would deal this turn. If you don't control a rigger, sacrifice this."
1/1
Blackfin Dispeller3U
Creature - Merfold Wizard (U)
When ~ comes into play it assembles a contraption named Dissonance Web with "Sacrifice this: return target non-land permanent to its owner's hand."
2/1
Ruthless Promoter4UU
Creature - Vedalkin Advisor (R)
Flash
Whenever another creature would assemble a contraption, ~ assembles that contraption instead.
3/3
Scorched Channeler1R
Creature - Dwarf Rigger (C) 1R,T: ~ assembles a contraption artifact named Lava Bulb with "Sacrifice this: add R to your mana pool."
1/2
Decoy MechanistRR
Creature - Viashino Scout (U)
When ~ comes into play it assembles a contraption named Dummy with "T: Target creature can't block this turn."
2/2
Joyful Luddite 3R
Creature - Goblin Rigger (C)
Firststrike
Sacrifice a contraption: ~ does one damage to target creature.
2/1
Rust Bug4G
Creature - Wyrd (U)
Trample
When ~ comes into play destroy all contraptions. Put a +1/+1 counter on ~ for each contraption destroyed this way.
1/1
Dissonant RythmXUUU
Sorcery (R)
Return all artifacts and enchantments with converted mana cost of X or less to their owner's hand.
Vile Sludgling3B
Creature - Wyrd (U)
All contraptions have "At the beginning of your upkeep, sacrifice this unless you pay one life."
2/2
Moving over some old cards from the Costom Sets & Cards forum, with adjustments to meet my current view of the setting.
Lethe Muckdredger :2mana::symu:
Creature - Merfolk Rogue (C)
Islandwalk Infuse - When ~ comes into play, if exactly one color of mana was spent on it, draw two cards then discard a card.
1/2
Terranoan Miracleworker :2mana::symw:
Creature - Dwarf Cleric (C)
Protection from wyrds Infuse - When ~ comes into play, if exactly one color of mana was spent on it, return target creature card with converted mana cost 2 or less from your graveyard to play.
2/1
Krisia's Scriviner :2mana::symb:
Creature - Rat Advisor (C)
~ cannot block. Infuse - When ~ comes into play, if exactly one color of mana was spent on it, draw a card and lose one life.
3/2
Gap Clan Renewer :2mana::symg:
Creature - Viashino Shaman (C)
:1mana::symg:: Regenerate ~. Infuse - When ~ comes into play, if exactly one color of mana was spent on it, return green card from you graveyard to your hand.
2/2
Westface Riftsledder :2mana::symr:
Creature - Goblin Berserker (C)
Haste
Sacrifice ~ at end of turn. Infuse - When ~ comes into play, if exactly one color of mana was spent on it, target creature can't block this turn. AAAAAAAAAAAAIIIIIIIIIII! -Goblin saying for "Oh no, a ledge."
4/1
Rockslide Engineer :1mana::symr::symr:
Creature - Dwarf Rigger (U)
:2mana::symr::symr:, T: Search your library for a mountain card and put it into play tapped under target player's control. If you do, destroy target land that player controls. Use this ability only any time you could play a sorcery.
1/2
Caller in the Depths :symw::symw:
Creature - Wyrd (C)
When ~ comes into play you may play target wyrd card in your graveyard.
1/1
Deeploam Tiller :1mana::symg:
Creature - Elf Druid (U)
When ~ comes into play, sacrifice a forest. If you do, search your library for a basic land card and put it into play, then shuffle your library.
2/1
Gap Clan Bonesetter :2mana::symg::symg:
Creature - Troll Shaman (U)
Tap two untapped green creatures you control: Regenerate target green creature.
3/3
Viashino Wellwatcher :2mana::symg:
Creature - Viashino Warrior (C)
~ is black.
~ cannot be the target of wyrd spells or abilities of wyrd permanents.
3/2
I know you would not like the last card, it was just the first thing that popped into my head. If you started playing in Kami block I am sure you do not even know what a "World" card is, or what it means flavor-wise.
I see. So the Contraptions are what the inhabitants of the tower made in response to the Wyrd.
I too liked the flavor of Kami block, even-though it was far from my first set. I was sorry they made it such a weak block with a few broken cards. The discrepancy in power-level of the block was what I did not like. I did like that they finally fixed the legend rule. I always liked the idea of legend in magic and the last set that specialized in them, Legend, did them all wrong. (and made some super weak ones. When they first had legends they made the restricted too.... worst idea ever.)
Your idea for your plane is an intresting one. I reminds me of the fortress of indifference.(judging by your avatar you know what i am talking about) The differnce between you world and the kami one is that your inhabanaces CANNOT win the war. The mortals in the kami world just need to give back that which was taken and the kami would be nice again. Your mortals cannot win, if they kill the Tower they will have no where to live. (unless there trying to get off of the plane, if so they would love to see a planewalker)
Alot of people's take on contraptions is that the things that make them give them abilities, a lot like slivers. Using your take I think this card is worded right:
Mana MakerG
Creature- Human Rigger T: Assemble.
All contraptions have "Sacrifice: Add one mana of any color to your mana pool.
1/1
Oh, there's a way to win. Just like the mortals of Kamigawa (and the players/readers) didn't know about That Which Was Taken until near the end of the storyline, neither will people know what is causing the Tower's enmity in the beginning. Particularly, I can't reveal much at the moment simply because I'm using this same setting (with a few tweaks) to run a D&D game and don't want to give my players any hints. But you can know that the idea of escape is indeed quite an enticing one to the people of the Tower; the storyline focuses around exactly that.
Updates on direction: I'm removing humans from the set. Can't quite articulate why, but they don't feel right. We'll see how it goes and if they need to be added back in.
Also, having trouble deciding on a second mortal race for blue; I'm overusing merfolk, I think. Any thoughts?
I'm working on the number crunch, or starting to. I'm looking at 55 cards for each color, ten lands, and fifteen artifacts (total 305 for the set). Can anyone advise on the breakdown of creature types within each color?
And some more cards being moved over...
Spreading Calm
Instant (R)
Replicate
Prevent the next 2 damage that would be dealt to target creature or player.
Spreading Caution
Sorcery (R)
Replicate
Return target creature to it's owners hand unless its controller pays 1.
Spreading Psychosis
Sorcery (R)
Replicate
Target creature gets +1/-1 until end of turn.
Spreading Resolve
Instant (R)
Replicate
Sacrifice a land and put a 2/2 green Viashino Warrior token into play.
Spreading Terror
Sorcery (R)
Replicate
Destroy target nonblack, nonartifact creature. Lose four life.
Ragespinner :symr::symr::symr:
Creature - Goblin Shaman (R)
All creatues gain haste and get +2/-2.
2/3
Hatespinner :symb::symb::symb:
Creature - Rat Wizard (R)
All creatures gain deathtouch
3/2
Peacespinner :symw::symw::symw:
Creature - Dwarf Cleric (R)
All creatures gain defender.
0/1
Talespinner :symu::symu::symu:
Creature - Merfolk Wizard (R)
All creatures gain ",T: Draw a card."
1/2
Soilspinner :symg::symg::symg:
Creature - Viashino Shaman (R)
All creatures gain "T: Add one mana of any color to your mana pool. Spend this mana only on creatures."
4/4
A bit more of a challenge, the updated Hero cycle. I need to find a race for the blue one, as I'm ditching humans but Merfolk just does not fit.
EDIT: This cycle has been eliminated entirely.
Fledgling Seer
Creature - Vedalkin Wizard (R)
When ~ blocks, flip it at end of combat.
1/1
///////// Martus the Cynical
Legendary Creature - Wedalkin Wizard
At the beginning of your upkeep scry X, where X is the number of islands in play.
2/3
Lowly Drudge
Creature - Viashino (R)
When ~ becomes blocked, flip it at end of combat
1/1
///////// THAC0 the Bitter
Legendary Creature - Viashino Berzerker
Doublestrike, trample.
Whenever ~ becomes blocked, it gets +X/+0 until end of turn, where X is the number of mountains in play.
1/1
Naive Recruit
Creature - Dwarf Soldier (R)
When ~ is dealt combat damage, flip it at end of combat.
1/1
///////// Glanwick the Steadfast
Legendary Creature - Dwarf Cleric
Whenever another creature you control would be dealt damage, prevent X of that damage, where X is the number of plains in play.
3/3
Ambitious Ratling
Creature - Rat Rogue (R)
When a creature dealt combat damage by ~ this turn goes to the graveyard, flip ~.
1/1
///////////// Remus the Coldhearted
Legendary Creature - Rat Rogue
Deathtouch, Frenzy X
X is equal to the number of swamps in play.
:symb:, lose three life: Regenerate ~
1/1
Viashino Whelp
Creature - Viashino Warrior (R)
When ~ deals combat damage to a creature, flip it.
1/1
/////////// Chief Ungawa
Legendary Creature - Viashino Warrior
Trample
~'s power and toughness are equal to the number of forests in play.
Whenever ~ deals combat damage to a player, you may search your library for two basic forests and put them into play.
*/*
Dispell :2mana::symw:
Instant (C)
Destroy target enchantment. Infuse - If only one color of mana was spent on ~, gain 4 life.
Erode :2mana::symg:
Sorcery (C)
Destroy target artifact or enchantment. Infuse - If only one color of mana was spent on ~, search your library for a basic forest and put it into play tapped.
Shear :2mana::symr:
Instant (C)
Destroy target artifact. Infuse - If only one color of mana was spent on ~, it also deals 3 damage to the artifact's controller.
Lessen2B
Sorcery (C)
Target creature gets -2/-2 until end of turn. Infuse - If only one color of mana was spent on ~, draw a card.
Twist2U
Instant (C)
Tap or untap up to two target creatures. Infuse - If only one color of mana was spent on ~, untap up to two target islands.
And with that, I have moved over all my old cards that I intend to include. Everything from here out will be new.
Oh, there's a way to win. Just like the mortals of Kamigawa (and the players/readers) didn't know about That Which Was Taken until near the end of the storyline, neither will people know what is causing the Tower's enmity in the beginning.
Well there was always the The Labyrinth from the death gate cycle. That plane was trying to kill everyone in it, as a result the race that emerged from that plane was crazy powerful.
I think for your setting you should go with the Cephalid or the Vedalken (I like the vedalken more) Both are the embodiment of blue logic and reasoning.
Hmmmm... Going to go with Vedalkin for now; Cephalid overlap way too much with Merfolk. Come to think, I may bleed Vedalkin over into black a bit, making them the darker, more sinister side of blue.
I'd really love a little imput on individual cards; anything that seems particularly fun or interesting? Too good? Too weak? Too complicated?
Blankeye Prognosticator1B
Creature - Vedalkin Wizard (C)
When ~ comes into play, reveal the top card of your library. It it's black, target player discards a card.
2/1
Darkcurrent Fortunist 2U
Creature - Merfolk Wizard (C)
When ~ comes into play, reveal the top card of your library. If it's blue, put target creature on top of its owner's library.
2/1
Tradewind Seer2W
Creature - Aven Mystic (C)
Flying
When ~ comes into play, reveal the top card of your library. It it's white, put a +1/+1 counter on ~.
2/2
Bonecaster3G
Creature - Elf Shaman (C)
When ~ comes into play, reveal the top card of your library. If it's green, put three 1/1 colorless wyrd creature tokens into play.
1/3
Myopic Vectorist3R
Creature - Viashino Rigger (C)
Haste
When ~ comes into play, reveal the top card of your library. It it's red, sacrifice ~ and draw two cards.
4/1
A cycle of lands to make Infuse and similar effects more playable in limited.
The Great Rift
Land - Mountain (C) (T: Add R to your mana pool)
~ comes into play tapped with three purity counters on it. 1, remove a purity counter from ~: Add R to your mana pool.
The Root of Eternity
Land - Forest (C) (T: Add G to your mana pool)
~ comes into play tapped with three purity counters on it. 1, remove a purity counter from ~: Add G to your mana pool.
The Black Sea
Land - Island (C) (T: Add U to your mana pool)
~ comes into play tapped with three purity counters on it. 1, remove a purity counter from ~: Add U to your mana pool.
The Hanging City
Land - Plains (C) (T: Add W to your mana pool)
~ comes into play tapped with three purity counters on it. 1, remove a purity counter from ~: Add W to your mana pool.
The Cave of Echoes
Land - Swamp (C) (T: Add B to your mana pool)
~ comes into play tapped with three purity counters on it. 1, remove a purity counter from ~: Add B to your mana pool.
I'd really love a little imput on individual cards; anything that seems particularly fun or interesting? Too good? Too weak? Too complicated?
I am not one to ask about too complicated, I had a talk with a level 3 judge about the cards in my set... they are all dumb complicated.
"Too powerful" is also a hard question since, right now, wizards is still upping the power level of the game. This is doubly true for creatures. Over all I think your set seems to have a lower power level for guys. But if you make them more powerful (by lowering their casting cost say) people that are used to the old power level, like you, will say their too broken. But I mean look at the tree guy in the new set. 5/5 for 3? common! Is it because he is a legend? or 3 colors? I think wizards has been pushing the "no creature has ever been banned in magic" a bit. But to some extent creatures are the easiest thing to kill in the game, do they might be right.
Any way
Ethereal Graft: Does not target so they could cast it without an wyrd or an aura in the yard, but that was probably your intent looking at the casting cost.
The "Spreading" Cycle varies in power level. The blue one is borderline over powered, and the black one is.
Soilspinner: probably should be a 3/3 looking at the other ones and the power of the set.
Honestly though, I feel I am really good at picking out rules errors and what not from cards(not grammar and spelling errors), and all your cards seem very balanced and well thought out. This set seems very very well put together and I could not find any other things that jumped out at me, which is surprising given the number of cards. I am guessing your a very good DM too, wish we had one of them around here.
Clarify1UU
Instant (U)
Choose one - Put target wyrd permanent on top of its owner's library or return target non-wyrd creature to its owner's hand and draw a card.
Mask in Mists2U
Tribal Instant - Wyrd (U)
Target creature is a wyrd and cannot be blocked until end of turn.
Sacrifice a wyrd: Return ~ from your graveyard to your hand. Play this ability as a sorcery.
Sever the Tie1BB
Sorcery (U)
Destroy target wyrd.
Sever the Breath2B
Tribal Sorcery - Wyrd (U)
Destroy target non-wyrd creature.
Plasmic RenderXRR
Tribal Sorcery - Wyrd (R)
~ deals X damage to target creature or player. If a creature dealt damage by ~ goes to the graveyard this turn, return it to play under your control and it gains wyrd in addition to its other types.
Coalblast1R
Tribal Instant - Wyrd (U)
~ deals two damage to target creature or player. Destroy target artifact.
Focused Burn2RR
Instant (C)
Choose one - ~ deals two damage to target non-wyrd creature and draw a card, or ~ deals seven damage to target wyrd creature.
Muffle in Stone2GG
Sorcery (U)
Choose one - Destroy target artifact or enchantment and draw a card, or counter target non-creature wyrd spell.
Buffet1WW
Sorcery (U)
Choose one - Tap target non-wyrd creature and draw a card, or remove target wyrd from the game.
Just a bunch of instants and sorceries to balance out the masses of creatures I've been churning out. Note that this batch includes the following...
A green counter.
A mono-black card that destroys enchantments.
You can easily have Nip only cost U. Just look at Annul in the Mirrodin block. And compare Nip to Nix, your card seems to only counter cards that are in your block, so you don't need to worry about it only casting U.
Herald of Suffering1U
Tribal Sorcery - Wyrd (C)
Reveal cards from the top of your library until you reveal a wyrd card. Put it into your hand, then put the rest of the revealed cards on the bottom of your deck in any order.
Seek the Horizon1G
Sorcery (C)
Reveal cards from the top of your library until you reveal two land cards. Put them into your hand, then put the rest of the revealed cards on the bottom of your library in any order.
The Setting
The Tower of Ages floats in the infinite void. Who created this huge and impossible bastion? Why? The answers to this have been long lost to history and the constant wars that ravage it's surface and depths. What is known, then? Geography, to start, if such a simple term can be applied this monstrostity. The Tower is a rough cylinder of stone, both worked and rough, that floats in the blue nothingness. It was long ago calculated by the mages of Ghastus to be roughly seven hundred miles high and some three hundred miles in diameter. The sun circles it in an erratic orbit whose motions can be predicted by few. The lower third or so of the tower, as well as most of the inner core all the way up, is rough and unworked solid granite, but the upper and outer sections were clearly formed by sentient hands. These areas are made up almost entirely of long, winding corridors interspersed with thick wooden doors... Corridors, closets, vast halls, cellars, windows, spiralling stairways, and even crude elevators honeycomb it through, like an ant colony in the universe's grandest tree stump. And, wandering these millions of miles of halls and passages are the bitter survivors of the Tower of Ages' crude judgement. No people is truly native to the Tower. Even those whose ancestors have dwelled here for generations uncounted hold tight to the myths of their true origen on some other world. But, wherever they came from, all have become creatures of their environment. In a world designed by a mad geometer and capriciously filled with beasts unknown to any other world, the strong adapt and live while the weak stagnate and die. The Tower is full of the strong.
The Tower of Ages is based on a number of themes, but all are focused on one overarching concept. Color identity. It is meant to explore the bounds of what each color may accomplish when forced to turn inward and forsake alliance with other colors. Each must stand on its own in order to survive. Supporting themes include the growth, death, rebirth, and the interactions between mortals and the unnatural Wyrds that populate the Tower.
White
The fortified city of Tarranoa hangs beneath the jagged belly of the tower, a mad vision of stilted huts turned upside down. Here, protected by miles of solid stone above and miles of empty air below, a small refuge of relative safety endures. Dwarves, leonin, and a few aven refugees struggle to eke out a living in this rocky, arid place. Most work to collect dew from massive wind traps to water the vast trellis farms that hang hundreds of feet down into the clouds to allow the vines to catch the sun. The rest patrol the skies below or man the inverted watch towers on the frontier, constantly on guard for invasion from the chaotic world above or attacks from wyrds wrapped in shells of wind, dust, stone, and even the Terranoan's own discarded refuse.
Terranoan's are, without doubt, the most diligent people of the Tower when it comes to fighting the wyrds. Their mages constantly work to reenforce the stone ceiling of their city, sealing cracks that might allow the little balls of hate to squirm down from the inner depths. Their entire society is organised in military style to remain forever watchful. Terranoa is a cold, hard, humorless place filled with those who are determined to survive at any cost.
Green
Red
A massive crack running out from almost the core of the Tower, a chasm too huge to comprehend. This is the Rift of the Third Assault, usually known as just The Rift. The gods know what terrible war blasted such a thing into the flank of the Tower, back in the ages before history. Ninety miles long, over five miles wide, and just over seven hundred miles deep. Impossibly vast cliff walls, pitted with caves and passages and dotted with magma vents that spew glowing, molten rock into the void to cool into vast boulders as it falls. And across all of this are the steel lines. Thick cables that stretch from the chasm wall out into the gap, tying into other lines, tangling and stretching and dotted with steel platforms that sway in the constant winds that blast the Rift. This is the home of the riggers. Goblins, renegade dwarves, viashino daredevils, anyone crazy enough to trust their life to these fragile silken lines of woven steel. Drawn here by the thrill of danger and of speed, hey live by mining, blasting or picking chunks of ore out of the very walls that support their frail network of supports. The Rift is perhaps the ultimate expression of the dangers of the Tower and there are many who feel that it is only in such extremity that they are truly alive.
Rifters largely ignore the dangers of the wyrds until one actually appears. They are usually far too busy feuding amongst themselves to worry about such things. When a wyrd wrapped in a shell of flint shards or molten magma suddenly bursts from the Rift's walls, all combatants simply absorb the unnatural being into the ongoing battle like any other target. Most of them figure that fireballs, axes, and falling rocks work on everything else, so it should work just fine on wyrds. So far, they've been largely correct.
Black
Blue
The Wyrds
The mortal races of the Tower of Ages have more to fear than just each other. They live in a world gone mad, quite literally. The Tower itself hates them; the very stones from which they build their homes vibrate with loathing and malevolence. For reasons lost to history, the Tower seeks to purge all mortal life from its domain, and this blinding hatred manifests itself in the wyrds.
Wyrds are manifestations of pure will. Small, powerless beings, they are quite pathetic in their unalloyed form... a mass of some half-dozen oily tentacles no bigger than a fist and centered around a perfectly round, unblinking eye. Weak, harmless, slightly squishy. But they are so much more. Slithering up from the depths and emerging from cracks and fissures, a wryd latches onto whatever it first finds... a pile of gravel, a rotting tree, a pool of water, or the wind itself... and binds it, animating it and shaping it into a physical form with which to lash out at any intelligent creature it finds. The deeps are full of pillars of flame, serpentine leviathons of slime, and shearing, stone-filled gales... and in the heart of each one resides a wyrd, each with its unblinking single eye.
These creatures are the true danger of the Tower, driven from one shattered husk only to build another and fling themselves back into battle, they fight without fatigue and without remorse and no one knows why. Most seem almost mindless in their assault, and those few that have been found to speak mortal tongues have only spoken in riddles and veiled threats, seeming to revel in the fear of others.
More specifics to come.
Wow, that sounds really cool. Growth, evolution, death, rebirth, introspection, and color identity? I can't wait to see this one.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Duatle Bombard 2R
Creature - Goblin Warrior (U)
R,T: ~ deals 1 damage to target creature.
RRR,T: ~ deals 3 damage to target creature.
1/1
Ghastus Tidereader 3U
Creature - Merfolk Sage (U)
U,T: Draw a card, then discard a card.
UUU,T: Draw two cards, then discard a card.
2/2
Frontier Patrol :3mana::symw:
Creature - Dwarf Scout (U)
W,T: Tap target creature.
WWW,T: Tap two target creatures.
1/4
Darkling Hypnotist 4B
Creature - Ogre Wizard (U)
B,T: Target player discards a card.
BBB,T: Target player discards a card at random.
3/3
Bringer of the Storms 3G
Creature - Viashino Shaman (U)
G,T: ~ deals 1 damage to each creature with flying and each player.
GGG,T: Destroy target creature with flying.
3/3
My Custom Set: Solescurio
Yes, Seeoneeit should probably have said "about 700 miles deep" for the rift.
Hopefully I'll be able to find time soon to continue work on this project, but life remains hectic at the moment
The Dweller in Silence 3UU
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from blue.
Whenever a player plays a wyrd, sacrifice a non-wyrd permanent and draw two cards.
4/3
He writhes with wisdom and wails from the weight of knowledge. Think on this before you ask your questions.
Lyson, Trumpet of the Grave 2WWW
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from white.
Whenever a wyrd you control would go to the graveyard, instead remove it from the game and return a wyrd in your graveyard to your hand.
When there are no wyrds in your graveyard, sacrifice ~.
3/3
Vas, the Equalizer 2GGG
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from green.
When ~ comes into play each player sacrifices all creatures he controls. For each wyrd sacrificed this way, its owner puts into play a 1/1 colorless wyrd creature token.
2/2
Scint, the Dusk Fire 3RR
Legendary Creature - Elemental Wyrd (R)
Protection from wyrds and from red.
When ~ comes into play, gain control of all creatures. They are wyrds in addition to their other types and gain haste until end of turn.
At end of turn, you lose the game.
2/2
Gaebrus, the Rising Dark 3BB
Legendary Creature - Elemental Wyrd
Protection from wyrds and from black.
When ~ comes into play, remove all wyrds in all graveyards from the game. Put a +1/+1 counter on ~ for each card removed this way.
Remove a wyrd in your graveyard from the game: Regenerate ~.
0/0
Creature - Wyrd (U)
G, return ~ to your hand: Shuffle four target cards in your graveyard into your library.
3/4
It was too pitiful to kill... It shuffled off happily into the brush after Tuk Tuk threw it the scraps from the day's meal.
Graven Devourer GG
Creature - Wyrd (R)
At the beginning of your upkeep, sacrifice ~ unless you sacrifice a land.
~'s power and toughness are equal to the number of forests in your graveyard.
*/*
When the hills move, so should you.
Typhic Scribe 1WW
Creature - Wyrd (U)
Flying
At the beginning of your upkeep, put a +1/+1 counter on ~ then destroy all creatures with converted mana cost is less than or equal to the number of +1/+1 counters on ~.
1/1
When the winds fell, only bones remained, tangled in the trellises and carved with a fine script that spoke of promises of doom.
Fist of Clouds XW
Tribal Instant - Wyrd (U)
~ does X damage to target attacking or blocking creature and you gain X life.
Ethereal Graft 3WW
Tribal Sorcery - Wyrd (R)
Choose a wyrd creature card and an aura card in your graveyard. Return the creature to play and return the aura to play attached to it.
Splinterfiend 3R
Creature - Wyrd (U)
Whenever ~ attacks, it deals damage equal to its power to each non-wyrd creature.
1/1
Slickfire Witch 2R
Creature - Goblin Shaman (U)
Protection from wyrds
When ~ attacks, it deals damage equal to its power to target wyrd creature.
2/1
He claimed that the scent of burning ogre fat would drive off the vicious demons. His nauseous companions were willing to believe it.
Eddymage U
Creature - Merfolk Wizard (C)
2U,T: Target creature gets -X/-0 until end of turn where X is the number of islands you control.
1/1
http://forums.mtgsalvation.com/showthread.php?t=90317
And i made a few cards for it. (do not know if you care, but thought you should know)
Update on the direction of the set. In trying to capture the spirit of the setting, I stumbled onto the wyrds; abstract incarnations of the Tower's hatred for all sentient beings. The world literally seems to despise its residents and generates the wyrds to bring about their death. I really liked the feel of this, as it helps establish that this really is a world where simple survival is more important that beating one's neighbors. However, as I began to explore this, I realized that this ground has been tread before; Kamigawa. The war between spirit and mortal worlds had much the same feel to it, both conceptually and mechanically. I have decided that I'm fine with that. Kamigawa was the first set I ever had contact with in the game of magic, and I loved the interactions and mechanics it brought to the table. I remember how disappointed I was when I began to understand the game enough to realize just how much the set failed. I am going to try to recapture what I loved about Kamigawa without falling into the pitfalls it did.
For your purposes, that means emphasis placed on the wyrd/non-wyrd interactions and an increased emphasis on both incremental card advantage (think Spiritcraft and Soulshift in intent but not in mechanics) and on the graveyard.
On that note...
Rasping Syphon 4
Artifact - Equipment (R)
Wyrd creatures get -1/-1.
When there are no wyrds in play, sacrifice ~.
Equipped creature gets +1/+1 for each wyrd in play.
Equip BB
Runic Circle of Binding 4
Artifact (R)
Whenever a wyrd comes into play, gain 2 life.
XWWW: Return target wyrd creature with converted mana cost X from a graveyard to play under your control.
Twisted Mana Coil 2
Artifact (U)
,T: Add one mana of any color to your mana pool.
GG,T: Add four mana of any one color to your mana pool.
Lodestone Wand 2
Artifact (U)
,T: Tap target creature.
UU,T: Return ~ and target creature to their owner's hands.
Rusted Helm of Rage 2
Artifact - Equipment (R)
Equipped creature gets +3/+0 and gains haste and "RRR, sacrifice this: This deals damage equal to its power to target creature or player."
Equip 2
Vine Tender 3W
Creature - Aven Rigger (U)
Flying
WW,T: ~ assembles a contraption named Sun Trellis with "W,T: Gain 2 life."
2/2
Gimble Technician 2WW
Creature - Dwarf Rigger (R)
Sacrifice a plains,T: ~ assembles a contraption named Watch Tower with "W,T: Prevent next three damage that target non-white creature would deal this turn. If you don't control a rigger, sacrifice this."
1/1
Blackfin Dispeller 3U
Creature - Merfold Wizard (U)
When ~ comes into play it assembles a contraption named Dissonance Web with "Sacrifice this: return target non-land permanent to its owner's hand."
2/1
Ruthless Promoter 4UU
Creature - Vedalkin Advisor (R)
Flash
Whenever another creature would assemble a contraption, ~ assembles that contraption instead.
3/3
Scorched Channeler 1R
Creature - Dwarf Rigger (C)
1R,T: ~ assembles a contraption artifact named Lava Bulb with "Sacrifice this: add R to your mana pool."
1/2
Decoy Mechanist RR
Creature - Viashino Scout (U)
When ~ comes into play it assembles a contraption named Dummy with "T: Target creature can't block this turn."
2/2
Joyful Luddite 3R
Creature - Goblin Rigger (C)
Firststrike
Sacrifice a contraption: ~ does one damage to target creature.
2/1
Rust Bug 4G
Creature - Wyrd (U)
Trample
When ~ comes into play destroy all contraptions. Put a +1/+1 counter on ~ for each contraption destroyed this way.
1/1
Dissonant Rythm XUUU
Sorcery (R)
Return all artifacts and enchantments with converted mana cost of X or less to their owner's hand.
Vile Sludgling 3B
Creature - Wyrd (U)
All contraptions have "At the beginning of your upkeep, sacrifice this unless you pay one life."
2/2
Lethe Muckdredger :2mana::symu:
Creature - Merfolk Rogue (C)
Islandwalk
Infuse - When ~ comes into play, if exactly one color of mana was spent on it, draw two cards then discard a card.
1/2
Terranoan Miracleworker :2mana::symw:
Creature - Dwarf Cleric (C)
Protection from wyrds
Infuse - When ~ comes into play, if exactly one color of mana was spent on it, return target creature card with converted mana cost 2 or less from your graveyard to play.
2/1
Krisia's Scriviner :2mana::symb:
Creature - Rat Advisor (C)
~ cannot block.
Infuse - When ~ comes into play, if exactly one color of mana was spent on it, draw a card and lose one life.
3/2
Gap Clan Renewer :2mana::symg:
Creature - Viashino Shaman (C)
:1mana::symg:: Regenerate ~.
Infuse - When ~ comes into play, if exactly one color of mana was spent on it, return green card from you graveyard to your hand.
2/2
Westface Riftsledder :2mana::symr:
Creature - Goblin Berserker (C)
Haste
Sacrifice ~ at end of turn.
Infuse - When ~ comes into play, if exactly one color of mana was spent on it, target creature can't block this turn.
AAAAAAAAAAAAIIIIIIIIIII!
-Goblin saying for "Oh no, a ledge."
4/1
Rockslide Engineer :1mana::symr::symr:
Creature - Dwarf Rigger (U)
:2mana::symr::symr:, T: Search your library for a mountain card and put it into play tapped under target player's control. If you do, destroy target land that player controls. Use this ability only any time you could play a sorcery.
1/2
Caller in the Depths :symw::symw:
Creature - Wyrd (C)
When ~ comes into play you may play target wyrd card in your graveyard.
1/1
Deeploam Tiller :1mana::symg:
Creature - Elf Druid (U)
When ~ comes into play, sacrifice a forest. If you do, search your library for a basic land card and put it into play, then shuffle your library.
2/1
Gap Clan Bonesetter :2mana::symg::symg:
Creature - Troll Shaman (U)
Tap two untapped green creatures you control: Regenerate target green creature.
3/3
Viashino Wellwatcher :2mana::symg:
Creature - Viashino Warrior (C)
~ is black.
~ cannot be the target of wyrd spells or abilities of wyrd permanents.
3/2
Trick Bridge :2mana::symw:
Instant (C)
Replicate :symw::symw:
Destroy target attacking creature.
Pester :1mana::symu:
Instant (C)
Replicate UU
Counter target spell unless its controller pays 2.
Braise 3R
Sorcery (C)
Replicate RR
~ does 4 damage to target creature.
Lilting Call 2G
Instant (C)
Replicate GG
Put a 2/2 green Viashino Warrior token into play.
Krisia's Likeness 4B
Sorcery (C)
Replicate BB
Target creature gets +3/-1 and gains fear until end of turn.
I see. So the Contraptions are what the inhabitants of the tower made in response to the Wyrd.
I too liked the flavor of Kami block, even-though it was far from my first set. I was sorry they made it such a weak block with a few broken cards. The discrepancy in power-level of the block was what I did not like. I did like that they finally fixed the legend rule. I always liked the idea of legend in magic and the last set that specialized in them, Legend, did them all wrong. (and made some super weak ones. When they first had legends they made the restricted too.... worst idea ever.)
Your idea for your plane is an intresting one. I reminds me of the fortress of indifference.(judging by your avatar you know what i am talking about) The differnce between you world and the kami one is that your inhabanaces CANNOT win the war. The mortals in the kami world just need to give back that which was taken and the kami would be nice again. Your mortals cannot win, if they kill the Tower they will have no where to live. (unless there trying to get off of the plane, if so they would love to see a planewalker)
Alot of people's take on contraptions is that the things that make them give them abilities, a lot like slivers. Using your take I think this card is worded right:
Mana Maker G
Creature- Human Rigger
T: Assemble.
All contraptions have "Sacrifice: Add one mana of any color to your mana pool.
1/1
Updates on direction: I'm removing humans from the set. Can't quite articulate why, but they don't feel right. We'll see how it goes and if they need to be added back in.
Also, having trouble deciding on a second mortal race for blue; I'm overusing merfolk, I think. Any thoughts?
I'm working on the number crunch, or starting to. I'm looking at 55 cards for each color, ten lands, and fifteen artifacts (total 305 for the set). Can anyone advise on the breakdown of creature types within each color?
And some more cards being moved over...
Spreading Calm
Instant (R)
Replicate
Prevent the next 2 damage that would be dealt to target creature or player.
Spreading Caution
Sorcery (R)
Replicate
Return target creature to it's owners hand unless its controller pays 1.
Spreading Psychosis
Sorcery (R)
Replicate
Target creature gets +1/-1 until end of turn.
Spreading Resolve
Instant (R)
Replicate
Sacrifice a land and put a 2/2 green Viashino Warrior token into play.
Spreading Terror
Sorcery (R)
Replicate
Destroy target nonblack, nonartifact creature. Lose four life.
Ragespinner :symr::symr::symr:
Creature - Goblin Shaman (R)
All creatues gain haste and get +2/-2.
2/3
Hatespinner :symb::symb::symb:
Creature - Rat Wizard (R)
All creatures gain deathtouch
3/2
Peacespinner :symw::symw::symw:
Creature - Dwarf Cleric (R)
All creatures gain defender.
0/1
Talespinner :symu::symu::symu:
Creature - Merfolk Wizard (R)
All creatures gain ",T: Draw a card."
1/2
Soilspinner :symg::symg::symg:
Creature - Viashino Shaman (R)
All creatures gain "T: Add one mana of any color to your mana pool. Spend this mana only on creatures."
4/4
EDIT: This cycle has been eliminated entirely.
Fledgling Seer
Creature - Vedalkin Wizard (R)
When ~ blocks, flip it at end of combat.
1/1
/////////
Martus the Cynical
Legendary Creature - Wedalkin Wizard
At the beginning of your upkeep scry X, where X is the number of islands in play.
2/3
Lowly Drudge
Creature - Viashino (R)
When ~ becomes blocked, flip it at end of combat
1/1
/////////
THAC0 the Bitter
Legendary Creature - Viashino Berzerker
Doublestrike, trample.
Whenever ~ becomes blocked, it gets +X/+0 until end of turn, where X is the number of mountains in play.
1/1
Naive Recruit
Creature - Dwarf Soldier (R)
When ~ is dealt combat damage, flip it at end of combat.
1/1
/////////
Glanwick the Steadfast
Legendary Creature - Dwarf Cleric
Whenever another creature you control would be dealt damage, prevent X of that damage, where X is the number of plains in play.
3/3
Ambitious Ratling
Creature - Rat Rogue (R)
When a creature dealt combat damage by ~ this turn goes to the graveyard, flip ~.
1/1
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Remus the Coldhearted
Legendary Creature - Rat Rogue
Deathtouch, Frenzy X
X is equal to the number of swamps in play.
:symb:, lose three life: Regenerate ~
1/1
Viashino Whelp
Creature - Viashino Warrior (R)
When ~ deals combat damage to a creature, flip it.
1/1
///////////
Chief Ungawa
Legendary Creature - Viashino Warrior
Trample
~'s power and toughness are equal to the number of forests in play.
Whenever ~ deals combat damage to a player, you may search your library for two basic forests and put them into play.
*/*
Dispell :2mana::symw:
Instant (C)
Destroy target enchantment.
Infuse - If only one color of mana was spent on ~, gain 4 life.
Erode :2mana::symg:
Sorcery (C)
Destroy target artifact or enchantment.
Infuse - If only one color of mana was spent on ~, search your library for a basic forest and put it into play tapped.
Shear :2mana::symr:
Instant (C)
Destroy target artifact.
Infuse - If only one color of mana was spent on ~, it also deals 3 damage to the artifact's controller.
Lessen 2B
Sorcery (C)
Target creature gets -2/-2 until end of turn.
Infuse - If only one color of mana was spent on ~, draw a card.
Twist 2U
Instant (C)
Tap or untap up to two target creatures.
Infuse - If only one color of mana was spent on ~, untap up to two target islands.
And with that, I have moved over all my old cards that I intend to include. Everything from here out will be new.
Blue races: Birds(Aven), Shapeshifter, Illusion, Sphinx, Beeble, Drake, Homarid, Djinn, Moonfolk, Faerie, Vedalken, Metathran, Cephalid
I think for your setting you should go with the Cephalid or the Vedalken (I like the vedalken more) Both are the embodiment of blue logic and reasoning.
I'd really love a little imput on individual cards; anything that seems particularly fun or interesting? Too good? Too weak? Too complicated?
Blankeye Prognosticator 1B
Creature - Vedalkin Wizard (C)
When ~ comes into play, reveal the top card of your library. It it's black, target player discards a card.
2/1
Darkcurrent Fortunist 2U
Creature - Merfolk Wizard (C)
When ~ comes into play, reveal the top card of your library. If it's blue, put target creature on top of its owner's library.
2/1
Tradewind Seer 2W
Creature - Aven Mystic (C)
Flying
When ~ comes into play, reveal the top card of your library. It it's white, put a +1/+1 counter on ~.
2/2
Bonecaster 3G
Creature - Elf Shaman (C)
When ~ comes into play, reveal the top card of your library. If it's green, put three 1/1 colorless wyrd creature tokens into play.
1/3
Myopic Vectorist 3R
Creature - Viashino Rigger (C)
Haste
When ~ comes into play, reveal the top card of your library. It it's red, sacrifice ~ and draw two cards.
4/1
The Great Rift
Land - Mountain (C)
(T: Add R to your mana pool)
~ comes into play tapped with three purity counters on it.
1, remove a purity counter from ~: Add R to your mana pool.
The Root of Eternity
Land - Forest (C)
(T: Add G to your mana pool)
~ comes into play tapped with three purity counters on it.
1, remove a purity counter from ~: Add G to your mana pool.
The Black Sea
Land - Island (C)
(T: Add U to your mana pool)
~ comes into play tapped with three purity counters on it.
1, remove a purity counter from ~: Add U to your mana pool.
The Hanging City
Land - Plains (C)
(T: Add W to your mana pool)
~ comes into play tapped with three purity counters on it.
1, remove a purity counter from ~: Add W to your mana pool.
The Cave of Echoes
Land - Swamp (C)
(T: Add B to your mana pool)
~ comes into play tapped with three purity counters on it.
1, remove a purity counter from ~: Add B to your mana pool.
Creature - Rat Warrior (U)
If ~ is a wyrd, it gets +3/+0 and gains fear.
1/3
Imperious Traitor 1WW
Creature - Aven Soldier (U)
Flying
If ~ is a wyrd, it gains lifelink and firststrike.
3/1
Cowardly Traitor 3U
Creature - Vedalkin Wizard (U)
If ~ is a wyrd, it gains shroud and flying.
2/3
Crazed Traitor 2R
Creature - Goblin Shaman (U)
If ~ is a wyrd, it gains doublestrike.
2/2
Bestial Traitor 2G
Creature - Viashino Druid (U)
T: Add 1 to you mana pool.
If ~ is a wyrd, it gets +3/+2.
1/2
"Too powerful" is also a hard question since, right now, wizards is still upping the power level of the game. This is doubly true for creatures. Over all I think your set seems to have a lower power level for guys. But if you make them more powerful (by lowering their casting cost say) people that are used to the old power level, like you, will say their too broken. But I mean look at the tree guy in the new set. 5/5 for 3? common! Is it because he is a legend? or 3 colors? I think wizards has been pushing the "no creature has ever been banned in magic" a bit. But to some extent creatures are the easiest thing to kill in the game, do they might be right.
Any way
Ethereal Graft: Does not target so they could cast it without an wyrd or an aura in the yard, but that was probably your intent looking at the casting cost.
The "Spreading" Cycle varies in power level. The blue one is borderline over powered, and the black one is.
Soilspinner: probably should be a 3/3 looking at the other ones and the power of the set.
Honestly though, I feel I am really good at picking out rules errors and what not from cards(not grammar and spelling errors), and all your cards seem very balanced and well thought out. This set seems very very well put together and I could not find any other things that jumped out at me, which is surprising given the number of cards. I am guessing your a very good DM too, wish we had one of them around here.
Instant (C)
Counter target wyrd spell.
Clarify 1UU
Instant (U)
Choose one - Put target wyrd permanent on top of its owner's library or return target non-wyrd creature to its owner's hand and draw a card.
Mask in Mists 2U
Tribal Instant - Wyrd (U)
Target creature is a wyrd and cannot be blocked until end of turn.
Sacrifice a wyrd: Return ~ from your graveyard to your hand. Play this ability as a sorcery.
Sever the Tie 1BB
Sorcery (U)
Destroy target wyrd.
Sever the Breath 2B
Tribal Sorcery - Wyrd (U)
Destroy target non-wyrd creature.
Plasmic Render XRR
Tribal Sorcery - Wyrd (R)
~ deals X damage to target creature or player. If a creature dealt damage by ~ goes to the graveyard this turn, return it to play under your control and it gains wyrd in addition to its other types.
Coalblast 1R
Tribal Instant - Wyrd (U)
~ deals two damage to target creature or player. Destroy target artifact.
Focused Burn 2RR
Instant (C)
Choose one - ~ deals two damage to target non-wyrd creature and draw a card, or ~ deals seven damage to target wyrd creature.
Muffle in Stone 2GG
Sorcery (U)
Choose one - Destroy target artifact or enchantment and draw a card, or counter target non-creature wyrd spell.
Buffet 1WW
Sorcery (U)
Choose one - Tap target non-wyrd creature and draw a card, or remove target wyrd from the game.
Just a bunch of instants and sorceries to balance out the masses of creatures I've been churning out. Note that this batch includes the following...
A green counter.
A mono-black card that destroys enchantments.
-Steven
Tribal Sorcery - Wyrd (C)
Reveal cards from the top of your library until you reveal a wyrd card. Put it into your hand, then put the rest of the revealed cards on the bottom of your deck in any order.
Seek the Horizon 1G
Sorcery (C)
Reveal cards from the top of your library until you reveal two land cards. Put them into your hand, then put the rest of the revealed cards on the bottom of your library in any order.