Hello there. I know there's been a lot of talk of wedge cards as of late, so I've been working on a wedge set with viridiancircle. The title above is just a makeshift title for the time being, as I attempt to come up with a better name for the set. The primary theme of this set is how each colour is being held hostage by its enemy colours in each wedge.
The Flavour:
Five small planets circle a dead planet in this plane of existence. Each one is home to a bizzare, self contained world, where only three different kinds of mana hold reign. Ranging from the battle-raging Crucible, the insane and erratic Fumo, the vast sky-based world of Lopteris, the deathly twilight world of Perditus and the (GUB Wedge).
Crucible WBR
Crucible is a world of glory, warfare and death. Its inhabitants are like the gladiators of old, and the entire world is one large arena. The ultimate goal of each combatant is to make their name remembered forever, and they will spill any amount of blood they have to in order to achieve it. Parts of the plane are covered by vast expanses of sand, rocky mountains and murky bogs. The foliage of these bogs is often few and far, and often are little more than tainted soaks of water with a large number of corpses lining its murky bottom. Each gladiator enjoys fighting against each other in the most barren and difficult places to fight in.
The philosophy of white comes in with the idea of honour and of glory. The plane's inhabitants, even the ones influenced by black mana, each have a personal code of honour, although black associated inhabitants have a very minimal one. Red's idealology of passion and warfare comes into play with the inhabitants' lust for battle. Each person seeks to defeat foes greater than his or herself, thereby increasing their honour and glory. Black-aligned inhabitants will use any means at their disposal to achieve victory in combat, whether it's through cunning, trickery or even dirty fighting like throwing sand into their opponents' eyes. It is not considered dishonourable to use such tricks, because a true warrior should use any means at his disposal to achieve victory. Even black warriors value honour and glory, and will still praise others for their achievements.
Each inhabitant keeps a memoir from each of their victories, sometimes with grim trophies like their opponents' heads, but more often with their opponents' armour and weapons.
Despite the rampant conflict and battles, there are still plenty of safe places in Crucible. Taverns scattered throughout the plane are “neutral zones”, where gladiators can come and boast about their victories, letting other people know about their honour value. Such settlements never come under attack, because they are often the only building for kilometres around, and to destroy it would mean to destroy a gathering place, and death for many gladiators. The worst fate for a gladiator is to die in a way that doesn't involve someone else killing you, such as dehydration, at the hands of a beast or to disease. Gladiators, while they value their own lives, know that they pass on their honour and glory to whoever slays them. When they die to no rival gladiator, that glory is wasted and forgotten in the vast expanses of desolate land.
People who do not choose to become warriors become artisians and merchants instead. While they do not fight, they are still honoured by the gladiators for the essential services they provide. The gladiators know that they could not have their battles and their glory were it not for the merchants who provide them with their weapons, armour and mead after a long day of slaying rivals. It is considered extremely dishonourable to slay, extort or bring any sort of harm towards merchants and artisians.
So, to sum it up, Crucible is a world based on honour (white), passion for battle (red) and victory by any means (black).
Primary Races: Humans, Giants, Vampires
Crucible's Mechanic and Theme: [I]Conquer[/I] – If [permanent] dies this turn, [effect].
This is a mechanic that embodies the philsophy of dividing, conquering and making what was once your enemy's yours. There is also a “Equipment matters” theme.
Card list:
Crucible, 46/46 cards, by Gold Myr and viridiancircle
Archon's Intervention2W
Instant (U)
When target creature you control dies this turn, return it to the battlefield.
[i]An arbiter can intervene should she believe that there has been foul play or unfair conditions for the battle.[/i]
Arbiter of the Arena4WWW
Creature — Archon (M)
Flying
Warrior creatures you control get +1/+1 and have first strike, lifelink and haste.
[i]Each arena has an arbiter to watch the matches, passing judgment on the combatants.[/i]
6/6
Artisan of Steel2W
Creature — Human Artificer (R)
Equipment you control is indestructible. T: Target equipment becomes a X/X white construct artifact creature until end of turn, where X is its converted mana cost.
1/1
Assail the Soul1W
Instant (C)
Assail the Soul deals 3 damage to target attacking creature.
Conquer — If that creature dies this turn, you gain 3 life.
[i]Strength of soul is important in a gladiator’s training, for there are many that would cut it down.[/i]
Aura CleanserWW
Creature — Human Cleric (U)
Sacrifice an enchantment: You gain 4 life.
[i]He sweeps over his arena, recycling enchantments designed to rig the combat between gladiators.[/i]
1/3
Brightblade Guardian1W
Creature — Human Warrior (C)
Lifelink, defender
[i]“If you’re traveling through the wastes, you’ll find no one better at your side.”[/i]
2/3
Lifeforge Blade2W
Artifact — Equipment (R)
Whenever equipped creature attacks, you gain 2 life.
Whenever you gain life, equipped creature gets +X/+X until end of turn, where X is the amount of life you gained.
Equip 2W
Mentor of Gladiators2W
Creature — Human Warrior (U)
Other warrior creatures you control get +1/+1. W, T: Warrior creatures you control gain vigilance until end of turn.
[i]He claimed his glory long ago, and has spent the last few decades training the new generations of warriors.[/i]
2/2
Metaltwister3W
Creature — Human Artificer (C)
Conquer — T: Tap target artifact you don’t control. If that artifact is put into a graveyard this turn, return it to the battlefield tapped and under your control.
[i]His caravan is lined with the twisted weapons of enemies he has bested.[/i]
2/3
Proud Swordsinger1W
Creature — Human Warrior (C)
First strike
Proud Swordsinger gets +1/+0 for each equipment attached to it.
[i]The swordsingers share their glory with each other, aiming to become known as the greatest group of warriors of their time.[/i]
2/1
Razor BucklerW
Artifact — Equipment (C)
Equipped creature gets +1/+2.
Equip W
[i]“This is one of my favourite weapons. Not only can it deflect a killing blow, but the edge can also deliver one.”
— Tyr, Dune Conqueror[/i]
Smith Apprentice1W
Creature — Human Artificer (C)
When Smith Apprentice enters the battlefield, you may put an equipment card with converted mana cost 1 or less from your hand onto the battlefield.
[i]He labours over the fire of the forge, practicing and practicing to get his craft right.[/i]
1/2
Stalwart Titan3WW
Creature — Giant Warrior (C)
[i]The strength of the giants is heavily relied upon in Crucible, because arenas and outposts often need a lot of repairing.[/i]
4/5
Titanic Gladiator3W
Creature — Giant Warrior (C)
Vigilance
When Titanic Gladiator attacks, you may tap another untapped creature you control. If you do, Titanic Gladiator gets +1/+0 and gains lifelink until end of turn.
[i]Of all the gladiators, the giants seem to enjoy having someone cheer them on the most.[/i]
2/4
Blacksteel Smith2B
Creature — Vampire Artificer (U)
Equipped creatures you control have lifelink.
[i]“Steel hungers just as we do, and that hunger must be sated.”[/i]
1/1
Blood ConsumerB
Artifact — Equipment (C)
Whenever a creature dealt combat damage by equipped creature this turn dies, put a +1/+1 counter on equipped creature.
Equip 0
[i]Some gladiators seek things more precious than honor.[/i]
Denier of Death4B
Creature — Human Wizard (R)
If a warrior creature you control dies, you may pay 1B. If you do, return that creature from your graveyard to the battlefield. It becomes a black zombie.
[i]Each gladiator harbors a deep hatred of necromancers, the beings who bring back the dead to a existence without honor.[/i]
2/2
Dishonored Corpse2B
Creature — Zombie Warrior (C) B: Regenerate Dishonored Corpse.
[i]Zombies are considered to be the greatest aberrations in Crucible. Such a transformation brings a warrior back to suffer an existence with no honor or glory.[/i]
2/1
Draining Vapors2B
Instant (C)
Target creature gets -2/-2 until end of turn.
Conquer — If that creature dies this turn, you may have up to two creatures you control get +1/+1 until end of turn.
Hungering ScarbladeB
Creature — Vampire Warrior (C)
Whenever Hungering Scarblade deals combat damage to an opponent, you may have each opponent lose 1 life. You gain life equal to the amount lost this way.
[i]Vampires in Crucible have no trouble satisfying their hunger.[/i]
1/1
Moaning AbominationB
Creature — Zombie Horror (U)
If a creature an opponent controls attacks, Moaning Abomination blocks that creature if able.
[i]It has several mouths stitched across its nightmarish body, each one moaning for a release from its undeath.[/i]
2/2
Obsidian Destroyer2B
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, that player sacrifices a creature.
Equip 1B
[i]“Killing your opponent isn’t nearly as satisfying as crushing any trace of existence.”[/i]
Ripping HookswordB
Artifact — Equipment (C)
Equipped creature gets +2/+1.
Equip B
[i]Hookswords are another fine example of weaponry in Crucible: Savage, merciless weapons that are also good for parrying in a pinch.[/i]
Bash Through1R
Instant (C)
Bash Through deals 2 damage to target creature.
Conquer — If that creature dies this turn, Bash Through deals 2 damage to that creature’s controller.
[i]“Sometimes, you need to be more direct to get through to people.”[/i]
Blazing Duelist1RR
Creature — Human Warrior (U) (R/W): Blazing Duelist gets +1/+1 until end of turn.
[i]“Wield the light of the sun in your hands, and your enemies will be cleansed in fire.”[/i]
2/1
Charging Strike1R
Instant (C)
Target attacking creature gets +2/+0 and gains first strike until end of turn.
Enraged Bellow2RR
Sorcery (R)
Choose one — Creatures you control get +2/+0 and haste until end of turn, or Enraged Bellow deals 3 damage to each creature.
[i]As the battle raged, one of the gladiators let forth a shout that could sunder stone. There were no survivors.[/i]
Furnace Stoker2R
Creature — Human Artificer (U)
Whenever an equipment card enters the battlefield, you may have Furnace Stoker deal 2 damage to target player.
[i]His face covered in soot, his lungs choked with smoke, he watches the metal boil and dance within his furnace.[/i]
2/1
Honorless OneR
Creature — Human Warrior (C) T, Sacrifice Honorless One: Honorless One deals 2 damage to target creature.
[i]The honorless ones are those who have fallen from grace in the world of Crucible. All they have left is an opportunity to go out in a blaze of glory.[/i]
1/1
Longshot Giant4R
Creature — Giant Warrior (C)
Conquer — If a creature dealt damage by Longshot Giant dies this turn, Longshot Giant deals 1 damage to target player.
[i]After defeating his opponents, he picks up what remains of them and flings it at his next opponent.[/i]
4/3
Neverending Rage2R
Instant (R)
Target creature gets +3/+0 until end of turn.
Whenever a creature you control deals combat damage to a player, you may return Neverending Rage from your graveyard to your hand.
[i]Once ignited, the rage of a gladiator seldom stops burning.[/i]
Rage CarverR
Artifact — Equipment (C)
Equipped creature gets +3/+0.
Equip R
[i]Crucible’s most savage weaponry is often crafted by the most disgruntled artisans.[/i]
Absolute Destruction2BR
Instant (U)
Whenever a creature you control dies this turn, each of your opponents sacrifice a creature.
[i]Sometimes, there is no victor to claim glory from a battle.[/i]
Bloodcrazed Stomper3BR
Creature — Giant Warrior (C) T: Bloodcrazed Stomped deals 2 damage to each creature without flying and player.
[i]When the Marrowgrinder clan of giants turn up, no spectator stays to watch.[/i]
4/4
Grim Mender1WB
Creature — Human Cleric (C) 1, T: Target creature you control gets -1/-1 until end of turn. If that creature’s toughness is 1 or greater, regenerate it.
[i]Although she heals, the gladiators would rather put up with their injuries then let her filthy hands tend to their wounds.[/i]
2/1
Lifebond1WB
Instant (C)
Choose one — Target player loses 1 life for each attacking creature he or she controls, or target player gains 1 life for each attacking creature he or she controls.
[i]Prosper together, suffer together.[/i]
Forger’s Hammer1RW
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, put a charge counter on Forger’s Hammer.
Remove three charge counters from Forger’s Hammer: Search your library for an equipment card, put it onto the battlefield attached to a creature you control, then shuffle your library.
Equip 1RW
Shattering Strike1RW
Instant (C)
Destroy target noncreature artifact or enchantment. Shattering Strike deals 2 damage to that permanent’s controller.
[i]Certain warriors are scornful of the use of magical augmentation and weaponry, and like to enforce their beliefs on their opponents.[/i]
Arena WatchwardWBR
Creature — Giant Warrior (C)
First strike, vigilance
[i]The arenas often employ giants as peacekeepers, both to keep unruly combatants separated and the crowd in check.[/i]
3/4
Blackmaw Hunter3WBR
Creature — Vampire Warrior (M)
Whenever Blackmaw Hunter attacks, you may have target creature block it this turn if able.
Conquer — Whenever a creature dealt damage by Blackmaw Hunter this turn dies, put X +1/+1 counters on Blackmaw Hunter, where X is Blackmaw Hunter’s power.
3/4
Glorious Bloodshed1WBR
Enchantment (R)
Whenever a creature an opponent controls dies, you may have creatures you control get +1/+1 until end of turn.
[i]“I chose the way of the artisan, for I have seen the fate of those who choose the way of the warrior.”
— Abdiesus, weapon smith[/i]
Tyr, Dune ConquerorWBR
Legendary Creature — Human Warrior (M)
Double strike
Conquer — Whenever a creature dealt damage by Tyr dies this turn, you may attach target equipment to Tyr.
[i]Tyr, greatest of the gladiators, feared for his recklessness, revered for his honor and envied for his fame.[/i]
3/2
Savage ParryW(B/R)
Instant (U)
Prevent all damage that would be dealt by target creature this turn. Savage Parry deals damage to that creature equal to the damage prevented this way.
[i]“Remember students, you must always be prepared for counter attacks. I’ve seen too many gladiators who weren’t.”[/i]
Crucible Gemstone2
Artifact (C) T: Add 1 to your mana pool. 2, T: Add WBR to your mana pool.
[i]Carved from beautiful marble, the stone has been splattered with the blood of many gladiators, and has changed many hands since its creation.[/i]
Glorious Arena
Land (U)
Glorious Arena enters the battlefield tapped. T: Add W, B or R to your mana pool.
[i]Crucible, the world of glory, honor and violence, trapped in a never ending cycle of death.[/i]
Lifegorged Dunes
Land — Plains (U)
Lifegorged Dunes enters the battlefield tapped. T: Add W to your mana pool. T, Sacrifice Lifegorged Dunes: Creatures you control gain first strike and lifelink until end of turn. Only activate this ability if you control a white permanent, a black permanent and a red permanent.
Fumo URG
Fumo is a completely shattered world. Gigantic streams of mana pour and sweep through the plane, causing space-time rifts and abnormalities in the local fauna and flora. These streams are known as veins by Fumo's natives. As veins travel across the landscape, they often create bizarre creatures in their wake, either by mutating lifeforms it comes into contact with or by forming elementals. Elementals fly off veins like sparks from a fire, quickly taking on a form. These elementals vary in size, function and power, but each one seems to busy itself with seemingly meaningless tasks. Some magi on Fumo have theorised that the veins are actually sentinent, and the Elementals are extensions of their will. Because of the huge quantities of mana flowing through the plane, Fumo is an ideal place for magi and casters of all descriptions.
Green's influence is found in the abnormal and insane rate of growth in the plane. Plants are morphed by passing veins, twisting them into almost alien lifeforms and accelerating their growth to terrifying speeds. There are few places in Fumo which are not covered by dense alien foliage. Red's aspect comes in as chaos and power in the plane. Significant amounts of raw energy and power go through the plane on a regular basis, providing the perfect grounds for creating extremely potent spells. Blue's influence is found in the sentinent inhabitants of the plane, who possess a constant hunger for learning more about the mysterious veins that flow over their world and the desire to discover even more potent magic.
Fumo's skies are often a dark purple colour, a side effect of the plane ignoring the normal cycle of night and day that most worlds follow. There is only a moon that sits in the middle of the shattered sky, shining a bizarre array of lights over Fumo. The moon never moves, it always stays in the same place, looking like a mad god's eye is watching the plane.
Some crafty mages have managed to create buildings which can ward off the unnatural growth and the passing veins in Fumo. These buildings often serve as libraries, collecting stored knowledge about the veins and potent magical spells. All the inhabitants work together to collect knowledge and share knowledge, hoping to one day find a way to control their world.
To sum it up, Fumo is a world of chaotic power, abnormal growth and collective knowledge.
Primary Races: Humans, Elementals, Mutants
Primary Mechanic and Theme: Renew X [I](When this permanent enters the battlefield, return an instant or sorcery card with converted mana cost X or less from your graveyard to your hand.)[/I] “Casting matters” theme.
Card List:
Fumo, Current List of cards (46 currently), by Gold Myr and viridiancircle
Biting Gales2U
Creature — Elemental (C)
Flying
When Biting Gales enters the battlefield, tap target creature your opponent controls.
[i]You will feel its fangs long before you even become aware of its presence.[/i]
2/2
Brilliant Retainer4U
Creature — Human Wizard (R)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may draw a card.
1/2
Consult the Elements1U
Sorcery (U)
Look at the top X cards of your library, where X is the number of elemental creatures you control. You may put one of those cards in your hand and the rest on the bottom of your library in any order.
Dreams of YesterdayU
Sorcery (C)
Look at the bottom three cards of your library. You may reveal a card from among them and put it into your hand. Put the rest of the bottom of your library.
[I]“I dreamt of a Fumo where our children could play outside in peace, unafraid and safe from the veins.”[/I]
Howling GalesXU
Instant (U)
Choose one — Tap X target nonland permanents, or X target creatures gain flying until end of turn.
[i]“Dominate the winds, and all other elements will follow.”[/i]
Knowledge Salvager1U
Creature — Human Wizard (C)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
[i]The Knowledge Salvagers travel across Fumo, exploring the ruins of libraries which couldn’t endure the impact of the veins.[/i]
1/1
Land Stiller2U
Creature — Human Wizard (C)
When Land Stiller enters the battlefield, return target land to its owner’s hand.
[i]“The land constantly rages and storms. We must do what we can to calm it.”[/i]
1/2
Mindstorm Mutant3U
Creature — Wizard Mutant (U)
Sacrifice Mindstorm Mutant: Return target instant or sorcery card from your graveyard to your hand.
[i]“This wretched body can still give to the cause of my fellow wizards’ survival.”[/i]
3/3
Old Knowledge3U
Sorcery (R)
For each instant and sorcery card in all graveyards, you may draw a card.
[i]“Wisdom is never truly lost. It merely sleeps, waiting for us to find it again.”[/i]
Quiet Observer1U
Creature — Human Wizard (C)
[I]The wizards specifically train some of their own as watchmen for the libraries. Without their sharp eyes, many libraries would be but forgotten memories.[/I]
2/2
Reject1U
Instant (C)
Counter target spell that targets a permanent.
Draw a card.
[i]“No matter what the elements throw at us, we will dismiss it.”[/i]
Rushing Steam2U
Creature — Elemental (C)
When Rushing Steam enters the battlefield, if R was spent to cast it, it gets +2/+0 and gains haste until end of turn.
[i]“Beware even the smallest puddle. A single crack in the earth can raise a scalding fiend.”
— Ignatius, Oldest Sage[/i]
2/2
Shrewd Shroudmage3U
Creature — Human Wizard (C)
Flash
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may have creatures you control gain shroud until your next turn.
2/3
Monsoon Leviathan5UU
Creature — Leviathan (M)
Islandwalk
At the beginning of each upkeep, tap each creature without flying or islandwalk.
[I]“The sea has masters who tower above even the greatest waves. I have only ever seen one of them, and that was an encounter I barely escaped.”
— Ignatius, Oldest Sage[/I]
7/7
Burning Retainer3R
Creature — Human Wizard (R)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may have Burning Retainer deal 2 damage to each other creature.
1/2
Fragment Igniter2R
Creature — Human Shaman (C)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, Fragment Igniter deals 1 damage to target creature or player.
1/1
Fumo’s Rage1R
Instant (C)
Fumo’s Rage deals 3 damage to target creature or player.
Whenever you cast a blue or green spell, you may pay URG. If you do, return Fumo’s Rage from your graveyard to your hand.
Primal BoltR
Instant (C)
Primal Bolt deals 2 damage to target player. Add R to your mana pool.
[i]“All magic in Fumo is based on primal, uncontrollable elements. When a spell is cast, all you can do it hope for the best results.”
— Ignatius, Oldest Sage[/i]
Raging Spark1R
Creature — Elemental (U)
When Raging Spark enters the battlefield, if you didn’t cast an instant or sorcery spell this turn, sacrifice it.
[i]“Such sparks absorb nearby energies to sustain themselves. Without any energy, they simply fade away.”
— Observations of Fumo, Vol. 1[/i]
4/2
Spellstoked Fury2RR
Enchantment (R)
Whenever you cast an instant or sorcery spell, you may have creatures you control gain double strike until end of turn.
[i]When the charge of mana crackled in the air, even the most rational of the wizards gave in to their most primal instincts.[/i]
Stormcharged Claws1R
Enchantment — Aura (C)
Enchant creature
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Enchanted creature gets +1/+0 and has first strike.
Vein RitualR
Instant (U)
As an additional cost to cast Vein Ritual, tap an untapped creature you control or pay 1.
Add URG to your mana pool.
[i]“The land offers nearly infinite quantities of mana every day, you simply have to ask politely for it.”[/i]
Volcanic Jumper4R
Creature — Elemental (C)
“These particular elementals bombard the nearby landscape after launching from active volcanoes. Their presence often heralds disaster.”
— Observations of Fumo, Vol. 1[/i]
5/3
Accelerate Growth2G
Sorcery (R)
You may play any number of lands until end of turn.
[i]“The excessive amount of mana causes the plants to react with explosive growth.”
— Observations of Fumo, Vol. I[/i]
Lagoon Dancer1G
Creature — Human Shaman (C)
Islandwalk
Lagoon Dancer gets +1/+1 if you control an island.
[i]The Lagoon Dancers celebrate strange rites beneath the lunatic moon, dancing and leaping around ancient totems of unknown origin.[/i]
1/2
Land ScourG
Sorcery (C)
Search your library for a forest, island or mountain card, reveal it, put it into your hand, then shuffle your library.
[i]“The seas constantly clash with giant strangling forests of seaweed and volcanic vents that rise from the unstable seabed.”
— Observations of Fumo, Vol. 1[/i]
Majestic Retainer2G
Creature — Human Wizard (R)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, add two mana in any combination of colors to your mana pool.
1/2
Primal Energies1G
Sorcery (U)
When you cast Primal Energies, choose a color.
Until end of turn, whenever you tap a land for mana of the chosen color, add one mana of that color to your mana pool.
[I]From Fumo’s core radiates nearly infinite power. To tap into it is to tap into creation itself.[/I]
Storm Speaker1G
Creature — Human Druid (C) T: Add U, R, or G to your mana pool.
[i]She converses with the crashing sea and raging skies, sharing news with the elements themselves.[/i]
1/1
Tranquil SageG
Creature — Human Wizard (C) T: Add 1 to your mana pool. 1, Sacrifice Tranquil Sage: Draw a card.
[i]“The cycle of life ever brings fresh wisdom. From death and from life, we learn.”[/i]
1/1
Vein Spark1G
Creature — Elemental (C)
Sacrifice Vein Spark: Add UR to your mana pool.
[i]Chaotic energies run rampant over the landscape of Fumo, creating tiny sparks of life which only last for a fleeting moment.[/i]
1/1
Wolf-Totem Guide4G
Creature — Elemental Spirit (U)
Renew 2 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 2 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may put a 2/2 green Wolf creature token onto the battlefield.
2/2
Herald of DustRG
Creature — Elemental (C)
When Herald of Dust enters the battlefield, destroy target artifact or enchantment.
[i]Wards and buildings shatter in its wake, leaving the wizards and their knowledge at the mercy of the veins.[/i]
2/1
Stormgrove Creeper1RG
Creature — Plant Mutant (C)
Haste
Whenever you cast an instant or sorcery spell, Stormgrove Creeper gets +1/+0 and gains first strike until end of turn.
[i]Lightning itself became part of the tree, supercharging it with unbelievable speed and strength.[/i]
2/1
Mage’s DesperationUR
Enchantment (U)
You may cast sorcery cards as though they had flash.
[i]“In a world of chaos, time is something we cannot waste.”
— Ignatius, Oldest Sage[/i]
Rift Runner2UR
Creature — Elemental (U)
Renew 2 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 2 or less in your graveyard and return it to your hand.)[/i] 2UR: Exile Rift Runner. Return it to the battlefield under your control at the beginning of the next end step.
3/2
Chant of the Lagoon1GU
Sorcery (C)
Search your library for a basic island card and a basic forest card, put them onto the battlefield tapped, then shuffle your library.
[i]When the Lagoon Dancers begin their strange rites, the very soil and water rises up to join in.[/i]
Pondering SageGU
Creature — Human Wizard (C)
As Pondering Sage enters the battlefield, name a card other than a basic land.
At the beginning of your upkeep, look at the top card of your library. If it’s the named card, reveal it and put it into your hand.
[i]Despite its extreme volatility, Fumo has some places of undisturbed tranquility.[/i]
2/2
Abnormal FoliageURG
Creature — Plant Mutant (U)
Whenever you cast a blue spell, you may have Abnormal Foliage become a 3/3 Bird with flying until end of turn.
Whenever you cast a red spell, you may have Abnormal Foliage become a 5/1 Elemental with first strike until end of turn.
Whenever you cast a green spell, you may have Abnormal Foliage become a 4/4 Beast with trample until end of turn.
0/5
Ignatius, Oldest SageURG
Legendary Creature — Human Shaman (M)
Ignatius can’t be countered.
Spells you control can’t be countered. U(R/G): Target creature gains shroud until end of turn.
[I]“We will not survive through strength or numbers, but through cunning.”[/I]
2/3
Lunatic’s Moon1URG
Enchantment (R)
Renew 3 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 3 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may copy that card. Cast the copy without paying its mana cost.
Vein Titan4URG
Creature — Elemental (M)
Trample
Whenever Vein Titan deals combat damage to a player, you may cast target instant or sorcery card in a graveyard without paying its mana cost. When that card enters a graveyard this turn, exile it.
7/7
DistortionU(R/G)
Instant (R)
Choose one — Counter target instant or sorcery spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
[i]“Never cast a spell near a vein. The elements just may play tricks with you.”
— Ignatius, Oldest Sage[/i]
Fumo Gemstone
Artifact (C) T: Add 1 to your mana pool. 2, T: Add URG to your mana pool.
[I]The stone is a perfect representation of the world it comes from: Volatile, nearly controllable power that wants to break free.[/I]
Chasm of Lost Wisdom
Land — Island (U)
Chasm of Lost Wisdom enters the battlefield tapped. T: Add U to your mana pool. T, Sacrifice Chasm of Lost Wisdom: Return target instant or sorcery card from your graveyard to your hand. Activate this ability only if you control a green permanent, a red permanent and a blue permanent.
Moontotem Canyon
Land (U)
Moontotem Canyon enters the battlefield tapped.
T: Add U, R or G to your mana pool.
[i]Fumo, the plane of volatility, knowledge and growth, thriving beneath a lunatic’s moon.[/i]
Lopteris RWU
Lopteris is an ocean world with few land masses above sea level. Large rocky outcrops, created by underwater volcanic eruptions, jut out of the sea to form igneous landmasses, ranging from small atoll clusters to great craggy ranges and large, flat tessellated rock plains. Towering spires stand as monuments to the tectonic power beneath the waves. The landforms end in jagged cliff edges, and some islands are connected by narrow, crumbling naturally-formed bridges. Several of these islands house tunnels leading down to the molten core of the plane. Vented thermal energy blasts through these tunnels sporadically.
The sentient species that call this plane home live on the many islands. The prominent race is the Aven, who live in a structured social hierarchy. The believe themselves to be the dominant species and impose sanctions on the other races. they are the only ones who can travel freely amongst the islands through effortless flight. Merfolk inhabit the oceans, living in the cavern networks which run under the rockforms. They have established a trade embargo with the aven, giving hunted sea beast meat and other deep-sea delicacies in exchange for aven wind magic to aid their creation of new tunnels.
Goblins inhabit some of the mountain ranges and tend to cluster around the tunnel vents, worshipping them as the many mouths of the earth deity, who lets them live on the back of his rocky 'hands'. The goblins make crude gliders to travel to nearby landforms, more for survival than convenience as the cliff faces erode away and the aven hunt down those who wander too close to their aeries. Whilst the aven and merfolk live prosperous lives, the goblins do not have such luxuries. Every day they face the perils of survival against the beasts of the mountains and caves, and receive no succour from the other races. Many have attempted to crawl through the tunnels to be closer to the earth deity, but none have returned.
Ultimately, those who have the greatest freedom are those who can prosper. The aven believe they control the skies, however recently tales of great dragons and sphinxes are being told. Perhaps their once tight reign over Lopteris is threatened?
Primary Races: Aven, Merfolk, Goblins, Rabbits (known as Pooka)
Primary theme: “Flying matters” theme.
Card list:
Lopteris Current Card List (46) by Gold Myr and viridiancircle
Aerie Hatchlings2W
Sorcery (C)
Put two 1/1 white Bird creature tokens with flying onto the battlefield.
[i]From the day they take wing, every aven reveres in their freedom and pities the earth-bound creatures below them.[/i]
Aven Mentor4W
Creature — Bird Wizard (U)
Flying
When Aven Mentor enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
3/3
Aven Pest Skewer2WW
Creature — Bird Soldier (C)
Flying, protection from red
[i]The aven see the goblins as vermin, and often conscript soldiers into pest extermination roles.[/i]
2/3
Crag GrazerW
Creature — Antelope (C)
Sacrifice Crag Grazer: Creatures you control get +0/+1 until end of turn.
1/1
Feathered Flanks3W
Enchantment (U)
Whenever a nontoken creature enters the battlefield under your control, put a 1/1 white Bird creature token with flying onto the battlefield.
[i]“It always pays to have a wingman.”[/i]
Gustra’s Guard1W
Creature — Bird Soldier (C)
Flying T: Target attacking or blocking creature gets +1/+1 until end of turn.
Playful Skygazer1W
Creature — Rabbit Wizard (C)
Whenever a creature with flying enters the battlefield under your control, you may gain 2 life.
[i]He always sends his best wishes to all passing creatures of the sky.[/i]
2/2
Warden of the Wingless4WW
Creature — Bird Soldier (R)
Flying, lifelink
Tap an untapped creature without flying you control: Warden of the Wingless gets +1/+1 until end of turn.
[i]“These pathetic, land-bound creatures wish for wings as majestic as mine. I will let them rejoice in the freedom of flight through me.”[/i]
3/4
Windborn RitesWW
Enchantment (R)
Creatures with flying you control get +1/+1.
[i]The aven constantly practice their mastery of the winds, creating just the perfect conditions for flight.[/i]
Benthic Serpent5U
Creature — Serpent (C)
Flash
Benthic Serpent can’t attack unless defending player controls an island.
4/5
Bubblejet Battlemage3UU
Creature — Merfolk Wizard (R)
Whenever Bubblejet Battlemage attacks, you may return target creature to its owner’s hand.
3/3
Everglider3U
Creature — Bird Scout (U)
Flying
Everglider can only block creatures with flying.
[i]He eats, drinks and even sleeps while staying airborne, refusing to go anywhere near the dull earth.[/i]
2/6
Flying Fisher2U
Creature — Merfolk Rogue (C)
Flying
When Flying Fisher enters the battlefield, return another creature you control to its owner’s hand.
2/2
Gustra’s Guide1U
Creature — Bird Scout (C)
Flying
T: Look at target opponent’s hand.
[i]Gustra’s reach is far. He always has eyes and ears monitoring the activities of Lopteris’ other races.[/i]
1/1
Restful Skygazer1U
Creature — Merfolk Wizard (C)
Whenever a creature with flying enters the battlefield under your control, you may tap or untap target permanent.
2/1
Surfing Merfolk2U
Creature — Merfolk Rogue (C)
R: Switch Surfing Merfolk’s power and toughness until end of turn.
1/4
Sweeping Wind1U
Instant (U)
Counter target activated ability from a permanent. Return that permanent to its owner’s hand. [i](Mana abilities can’t be targeted.)[/i]
[i]The sudden burst of wind cut short Drakk’s greatest moment. And his every subsequent moment.[/i]
Windborn Mimic2UU
Creature — Shapeshifter (R)
Flying
You may have Windborn Mimic enter the battlefield as a copy of any creature on the battlefield, except it still has flying.
*/*
Æther BondsR
Enchantment — Aura (U)
Enchant creature
Enchanted creature can’t block. U: Return Æther Bonds and enchanted creature to their owner’s hands at the beginning of the next end step.
Angry Birds1RR
Creature — Bird Berserker (C)
Flying, haste
When Angry Birds deals combat damage to a player, sacrifice it. If you do, it deals 2 damage to target creature defending player controls.
2/2
Cliff-chaser Dragon4RR
Creature — Dragon (R)
Flying
Whenever a creature without flying enters the battlefield under your control, it gains flying and haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, put a +1/+1 counter on Cliff-chaser Dragon.
5/5
Crag Topple1R
Sorcery (C)
Choose one — Crag Topple seals 3 damage to target creature, or Crag Topple deals 1 damage to each creature without flying.
[i]“Verollak’s angry today.”
— Goblin expression meaning “watch for falling rocks”[/i]
Crashing Drake3RR
Creature — Drake (U)
Flying
Whenever Crashing Drake attacks, you may have it lose flying until end of turn. If you do, it deals 2 damage to each creature without flying defending player controls.
2/2
Deep-mine Anthemist2RR
Creature — Goblin Rogue (U)
Other creatures you control without flying get +1/+0.
Creatures your opponents control with flying get -1/-0.
[i]“Sure, they’re all so proud and arrogant up in the skies, but we’ve got a few methods to bring them down to earth.”[/i]
3/3
Downdraft Assailant3R
Creature — Goblin Warrior (C)
Flying 2: Downdraft Assailant loses flying until end of turn. Any player may activate this ability.
[i]The assault of the aeries might have been successful had the guards not simply blown away the thermals keeping the gliders aloft.[/i]
4/1
Drifting Embers1RR
Instant (C)
Drifting Embers deals 4 damage to target creature or player unless they pay 3. If they do, return Drifting Embers to its owner’s hand.
[i]Although they sting with the heat of the earth, they are easily waved away.[/i]
Goblin TaunterR
Creature — Goblin Rogue (C)
Sacrifice Goblin Taunter: Target creature attacks this turn if able.
[i]Nothing insults the aven more than having a goblin splatter on their clean aerie.[/i]
1/1
Gustra’s Gofer1R
Creature — Goblin Rogue (C)
Haste T: Target creature can’t block this turn.
[i]“Even the stupid, land-bound goblins have their uses.”
— Gustra, Sage of the Spark[/i]
1/1
Jokka, Tunneller2R
Legendary Creature — Goblin Rogue (M)
At the beginning of your upkeep, you may sacrifice a land. Then, if there are 10 or more lands in all graveyards, you may put a legendary 10/10 red Avatar creature token with mountainwalk and haste named Verollak onto the battlefield.
2/2
Manic Skygazer2R
Creature — Goblin Shaman (C)
Whenever a creature with flying enters the battlefield under your control, Manic Skygazer deals 2 damage to target opponent.
[i]Gorgle’s magic grew more and more wild as the aven passed over the ritual grounds.[/i]
2/2
Phoenix Shimmer1R
Enchantment (R)
At the beginning of your combat step, before attackers are declared, you may tap X untapped creatures without flying you control. If you do, put an X/X red Phoenix creature token with flying and haste onto the battlefield. Sacrifice it at the beginning of the next end step.
Tail Flinger3R
Creature — Lizard (C) T: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Destroy that goblin at the beginning of the next end step.
[i]If you don’t like crossing the complex bridge network to get to the further islands, there’s always a faster way to travel.[/i]
3/3
Sea SprayWU
Sorcery (C)
Tap up to two creatures. Those creatures don’t untap during their controller’s next untap step.
Goblin Canoeists1UR
Creature — Goblin Rogue (C)
Goblin Canoeists has defender unless you control two or more islands.
Goblin Canoeists gets +2/+0 if you control two or more mountains.
[i]“I found out why we aren’t moving.”
“Why’s that?”
“Not enough water.”[/i]
2/2
Undersea Eruption3UR
Sorcery (U)
Destroy target land. Its controller taps all lands they control. They don’t untap during their controller’s next untap step.
Mystical RedstributionRW
Instant (C)
Destroy target enchantment. Creatures you control get +1/+0 until end of turn.
[i]Pookas don’t believe magic should be kept in one place for too long.[/i]
Sunbasking Thunderer3RW
Creature — Beast (C) 1R: Sunbasking Thunderer gets +3/-3 until end of turn. 1W: Sunbasking Thunderer gets +0/+3 until end of turn.
2/5
Brandishing PookaRWU
Creature — Rabbit Mercenary (U)
Hexproof, double strike
[i]His mastery over blades has granted him the ability to parry just not swords, but spellcraft as well.[/i]
2/2
Bridge PatrolRWU
Creature — Rabbit Rogue (R)
Creatures can’t attack you unless their controller controls no untapped lands.
3/3
Gustra, Sage of the Spark3RWU
Legendary Creature — Bird Wizard (M)
Flying
Whenever a creature you control becomes tapped for the first time in a turn, untap it.
[i]Gustra, undisputed master of the skies, lord to all the aven.[/i]
5/5
Spirecrest Dragon3RRWU
Creature — Dragon (M)
Flying
When Spirecrest Dragon attacks, it deals 3 damage to each creature without flying. 2: Choose one — Target creature gains flying until end of turn, or target creature loses flying until end of turn.
6/6
Sunstruck SteamR(U/W)
Instant (R)
Sunstruck Steam deals 2 damage to each attacking creature. Those creatures don’t untap during their controller’s next untap step.
Lopteris Gemstone2
Artifact (C) T: Add 1 to your mana pool. 2, T: Add RWU to your mana pool.
[i]A warm, gentle pulse passes through the stone when held, as if it were a beating heart.[/i]
Earthen Teeth
Land (U)
Earthen Teeth enters the battlefield tapped. T: Add R to your mana pool. T, Sacrifice Earthen Teeth: Earthen Teeth deals 2 damage to each creature without flying. Activate this ability only if you control a red permanent, a white permanent and a blue permanent.
Thermal Vents
Land (U)
Thermal Vents enters the battlefield tapped. T: Add R, U, or W to your mana pool.
[i]Lopteris, world of glorious blue skies and seas, home to the soaring aven, waterborn merfolk and the insufferable goblins.[/i]
GUB Wedge (Currently in development)
Perditus BGW
Perditus is a dark, tranquil world. It is trapped in a neverending twilight, with the sun always illuminating only its very edges. Its inhabitants worship the stars and the constellations that are inscribed in the sky, and many grand temples spread across the flat, grassy plains. Due to being a world with little sunlight, life in Sanctum has adapted to an everlasting night. The plantlife has adapted to absorb energy from the light of the moon and the stars, and they often bear glowing fruit. White's influence is in the orderly and tight community that the inhabitants have developed, with strict rules relating to rituals, worship and being part of the community. Green's influence manifests itself as a state of farming. The inhabitants all cultivate plants, herbs and design beautiful gardens, making sure to grow plenty of food for the rituals at the temples.. Black's influence can be found in the profane rites that the inhabitants perform. Sacrifice is not uncommon, and it is a deeply solemn right. Their rituals, although orderly and controlled, send chilling echoes throughout the night, and they speak the names of unthinkable beings from beyond the stars.
What the cultists of Perditus worship is currently unknown, but whatever it is, it is not of this world. Their rituals call out to the stars, and they send word to beings of unfathomable shape, horrible symetery and unbelievable power. It is said that the cultists aim to bring those unspeakable beings to their world, but the stars have not aligned correctly yet. They wait for the day where they can open the void to their world, and create a dark paradise in which all will have their place.
Until that day comes, they follow strict daily routines. As soon as they wake up, they send prayers out into the void, then tend to their gardens. They often have to take pest control measures against the dark, small creatures they enjoy feasting on the star fruit, employing domesticated creatures, familiars and guardsmen to protect the crops.
Of course, there are always outsiders in any community. Certain priests and farming communities have splintered away from the Starlight temples and seek to maintain their independence. The high priestess Alma ruthlessly hunts them down and seeks to press them back into the community, for she needs much flesh to sacrifice in order to please the dark forces she's made her wicked deals with. There will be a desperate struggle in the future of Perditus, but who will win is another matter entirely.
So, to sum up, it is a world based on order (white), farming and cultivating (green) and cultist rites and sacrifice (black).
Perditus' theme: “Enchantments matter”.
Card list (36/45):
Alert Militia W
Creature — Human Soldier :common:
Vigilance
[i]In some remote towns, they aren’t welcoming of any priests visiting from the Starlight temples.[/i]
1/2
Calming Seal W
Enchantment :common:
Sacrifice Calming Seal: Prevent all combat damage that would be dealt this turn.
[i]“Our community will never be in disharmony.”
— Seal inscription[/i]
Lunar Watcher 2W
Creature — Spirit :rare:
1, T: Search your library for an enchantment card with converted mana cost 1 or less, reveal it, then put it into your hand. Then shuffle your library.
[i]It watches the ever shifting stars, retracing and replicating forgotten celestial alignments.[/i]
1/3
Oblivion Chains 1W
Enchantment — Aura :uncommon:
Enchant creature
Enchanted creature cannot attack or block.
2B: Exile enchanted creature.
[i]The chains are designed to give false hope for freedom or escape.[/i]
Starlight Shepherd 2W
Creature — Human Cleric :uncommon:
1W: Starlight Shepherd gets +0/+X until end of turn, where X is the number of enchantments you control.
[i]“Blessings bring more blessings with them.”[/i]
1/2
Watchman’s Resolve 2W
Enchantment :uncommon:
Creatures you control have vigilance.
Sacrifice Watchman’s Resolve: Untap all creatures you control.
[i]“The community will be protected, even if I must sacrifice myself for it.”[/i]
Festering Seal B
Enchantment :common:
Sacrifice Festering Seal: Target creature gets -2/-2 until end of turn.
[i]“A plague upon the house this seal marks.”
— Seal inscription[/i]
Haunted Grounds 1B
Enchantment — Aura :uncommon:
Enchant land you don’t control
Whenever enchanted land becomes tapped, put a 1/1 white Spirit creature token with flying onto the battlefield.
[i]Alma’s sacrifices create much woe in their wake.[/i]
Hungry Aurafiend 1B
Creature — Beast :rare:
When an enchantment is put into a graveyard from the battlefield, put a +1/+1 counter on Hungry Aurafiend.
Exile two enchantment cards from your graveyard: Put a +1/+1 counter on Hungry Aurafiend.
1/1
Starsealed Devourer 3BB
Enchantment Creature — Horror :mythic:
When Starsealed Devourer enters the battlefield, search your library for an enchantment card, put it into the battlefield, then shuffle your library.
Whenever an enchantment enters the battlefield under your control, target opponent loses 3 life and you gain 3 life.
4/4
Syphon Vitality 2B
Enchantment — Aura Curse :common:
Enchant player
At the beginning of your upkeep, enchanted player loses 1 life and you gain 1 life.
[i]Little by little, he watched as his flesh withered away, while his neighbour looked more youthful every day.[/i]
Unholy Pact 3BB
Enchantment :rare:
When Unholy Pact enters the battlefield, you lose half your life total, rounded down.
At the beginning of your end step, put a 4/4 black horror creature token with flying onto the battlefield.
[i]“Creatures of the void, accept my offering!”[/i]
Agile Leaper 1G
Creature — Beast :common:
[i]The gardeners of Perditus are always at odds with the nimble creatures which enjoy the taste of their crops.[/i]
2/2
Auramite 1G
Creature — Insect Pest :common:
Sacrifice an enchantment: Put a token that’s a copy of Auramite onto the battlefield.
[i]Though small in size, the Auramite can quickly infest a household given enough latent energy to devour.[/i]
1/1
Filtermaw 2G
Creature — Beast :uncommon:
1: Add B, G or W to your mana pool.
[i]It absorbs the moonlight through its pale skin, refining the energy gathered into more concentrated forms.[/i]
2/3
Living Bastion G
Creature — Plant Wall :common:
Defender
[i]Rather than make a wall that crumbles with age, the gardeners of Sanctum created a wall that will only grow stronger in time.[/i]
0/5
Moonlit Feast 2G
Enchantment :common:
When Moonlit Feast enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. Shuffle your library afterwards.
Whenever a creature you control deals combat damage to a player, you may gain 1 life.
Overgrown Seal G
Enchantment :common:
Sacrifice Overgrown Seal: Seal your library for a basic land card, reveal it, then put it into your hand. Then shuffle your library.
[i]“May your crops be abundant.”
— Seal inscription[/i]
Shimmermaw 3G
Creature — Beast :common:
Flash
[i]“Before you know it, it’ll have your fruit basket between its jaws and it’ll be half way across the plain.”
— Johan, farmer[/i]
3/3
Toil’s Reward 1G
Enchantment — Aura :uncommon:
Enchant creature
Whenever enchanted creature becomes tapped for the first time each turn, add G to your mana pool.
When Toil’s Reward enters the graveyard from the battlefield, draw a card.
Outcast Priest GW
Creature — Human Cleric :common:
Protection from black
1, T: Prevent all damage that would be dealt by target black creature this turn.
[i]“So much blood stains my hands. I must do what I can to absolve my sins.”[/i]
1/2
Sanctify GW
Enchantment — Aura :common:
Enchant land
Enchanted land has “T: Target creature gains protection from black until end of turn.”
[i]“We must create places where we can hide away from Alma’s piercing gaze.”[/i]
Martyr’s Sacrifice WB
Sorcery :rare:
As an additional cost to cast Martyr’s Sacrifice, sacrifice a creature.
Destroy target nonland permanent.
[i]“Sacrifices must be made for the greater good of the community, whether willingly or unwillingly.”
— Alma, High Priestess[/i]
Priest of Undeath WB
Creature — Human Cleric :common:
When Priest of Undeath dies, put a 2/2 black zombie creature token onto the battlefield.
[i]“I will die as many times as the High Priestess demands.”[/i]
1/1
Pit Scavenger BG
Creature — Beast :uncommon:
Exile a creature card from your graveyard: Put a +1/+1 counter on Pit Scavenger.
[i]Deep in the pits where the corpses of the sacrificed are discarded, there are creatures which revel in the carrion.[/i]
2/1
Rot Coil BG
Enchantment — Aura :common:
Enchant creature
Whenever enchanted creature becomes tapped, it gets -2/-1 until end of turn.
[i]At times, members of the community must be leashed.[/i]
Alma, High Priestess BGW
Legendary Creature — Human Cleric :mythic:
Whenever another nontoken creature you control dies, you may exile it. If you do, return a creature card from your graveyard to the battlefield.
[i]Death is never permanent in the Starlight Temples.[/i]
1/4
Lightspinner BGW
Creature — Spider :common:
Reach
[i]The old myths say that it reaches into the night sky itself and draws its thread from the heavens.[/i]
1/6
Warden of the Cycle 1BGW
Enchantment Creature — Avatar :mythic:
At the beginning of your upkeep, search your library for an enchantment card, put it into your graveyard, then shuffle your library.
At the beginning of your upkeep, if Warden of the Cycle is in your graveyard, you may pay BGW. If you do, return target enchantment card from your graveyard to the battlefield.
3/4
Wild Howlbeast BGW
Creature — Beast :rare:
T: Tap target creature you don’t control.
BG/W, T: Destroy target tapped creature you don’t control.
[i]It disables its prey with its cry, then its kin go in for the kill.[/i]
3/3
Repurpose G/WB
Sorcery :uncommon:
Destroy target creature. You gain 4 life.
[i]“Such vitality. It is wasted on you, and it will be given to one more deserving.”[/i]
Perditus Gemstone 2
Artifact :common:
T: Add 1 to your mana pool.
2, T: Add BGW to your mana pool.
[i]A tiny light flickers inside the jet black stone, as if it contains a dying star.[/i]
Truesilver Amulet 4
Artifact :rare:
4, T: You may put an enchantment card from your hand onto the battlefield.
[i]Forged from the metal of a fallen asteroid, even the tiniest tap on its surface creates a harmonic echo.[/i]
Graveyard Garden
Land — Swamp :uncommon:
[i](T: Add B to your mana pool.)[/i]
Graveyard Garden enters the battlefield tapped.
T, Sacrifice Graveyard Garden: Return an enchantment card from your graveyard to your hand. Only activate this ability if you control a black permanent, a green permanent and a white permanent.
Starlight Temple
Land :uncommon:
Starlight Temple enters the battlefield tapped.
T: Add B, G, or W to your mana pool.
[i]Perditus, the world of an everlasting twilight, beacon to the horrors beyond the stars.[/i]
There's a lot more work to be done yet, but so far I think that it's coming along very nicely.
Cool to see it up here! Coming along very nicely indeed. Favourites are Lunatic Moon, Vein Ritual and Accelerate Growth. You'll need to up Land Stiller's cost though - practical LD on turn 2! It looks like Fumo will still need a few more cheap instants and sorceries, to really strengthen Renew. I was thinking we could try these, or even sneak them into other Shards:
Broth of Visions 1U
Instant
Common
Each player puts the top four cards of their library into their graveyard, then draws a card. Mages regularly the potent brew to experience visions of the past and the future.
I put the abilities in the opposite order before, then realised it can actually act as a game-winner under the right circumstances. Handy dandy.
Blast Through RR
Sorcery
Common
~ deals 2 damage to target creature and to that creature's controller.
Muscle Ripple G
Instant
Common
Target creature gets +2/+2 and gains trample until end of turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Broth of Visions 1U
Instant
Common
Each player puts the top four cards of their library into their graveyard, then draws a card. Mages regularly the potent brew to experience visions of the past and the future.
I put the abilities in the opposite order before, then realised it can actually act as a game-winner under the right circumstances. Handy dandy.
Blast Through RR
Sorcery
Common
~ deals 2 damage to target creature and to that creature's controller.
Muscle Ripple G
Instant
Common
Target creature gets +2/+2 and gains trample until end of turn.
I like all of these, but Muscle Ripple is a strictly better Unnatural Predation. Probably not a bad thing. I also like the idea of sneaking some cards into other wedges to help out Fumo.
Rift Runner: I like it, but the effect/card could easily be mono blue.
I'm still working on the design skeleton with the cards, so some of the cards may shift colour or completely disappear, so who knows, maybe he will be mono blue.
I'm still working on the design skeleton with the cards, so some of the cards may shift colour or completely disappear, so who knows, maybe he will be mono blue.
Yup, as the other shards start to take form we'll be bumping cards around.
Interesting you actually have some close variations on cards I'm working on for the GUB shard, esp. with green mana ramp. Great minds think alike ey.
Private Mod Note
():
Rollback Post to RevisionRollBack
Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Major update. Fumo's cards have been trimmed for a majority of blue cards. Also viridian, I still have that (R/G)(R/U) etc cycle of cheap kicker spells, they're just going to be seperate from the shards, so Fumo's going to get a couple of tools to work with.
Renew is playing a dangerous game. It can make the game quite repetitive. In that sense, I don't like Vein Ritual in this set. It's not a one time ritual here.
Imagine this crazy opening hand: Mountain, Vein Ritual, Chant of the Lagoon, Lunatic's Moon, Knowledge Salvager, random basic land, whatever.
Turn 1: Mountain, Vein Ritual, Chant of the Lagoon.
Your battlefield: Tapped Mountain, Forest and Island.
Turn 2: Land, Lunatic's Moon, Renew and copy Chant of the Lagoon
Your battlefield: Tapped random land, Tapped Mountain, two tapped Islands, two tapped Forests, Lunatic's Moon
Turn 3: Knowledge Salvager, Renew and copy Vein Ritual, use mana to cast Chant of the Lagoon.
Your battlefield: Untapped random land, Untapped Mountain, Untapped Island, Two untapped Forests, Two tapped Islands, Tapped Forest.
That's five mana for another spell that turn, seven if its an instant or sorcery. If you don't feel like doing anything more next turn, that's a possible 10 mana instant or sorcery on turn 4 (Assuming you don't play a land turns 3 or 4).
Yeah, that's a godhand, but none of those cards are bad.
Renew is playing a dangerous game. It can make the game quite repetitive. In that sense, I don't like Vein Ritual in this set. It's not a one time ritual here.
I can see where you're coming from. Vein Ritual, despite the drawback, is definitely a crazy combo piece, especially with the mana acceleration sorceries and instants in Fumo (Chant of the Lagoon, Accelerate Growth, etc), plus there's also the renew mechanic, like you mentioned. I could make it exile itself when it's done so it can't be renewed, and I could also add an extra cost to it, like having to tap one of your creatures or something.
Another update. What few Crucible cards I've designed are up, plus Vein Ritual has been changed. Stormtide Leviathan's been renamed to Monsoon Leviathan, because there's already a creature named Stormtide Leviathan.
Humans, of course, goblins, sure (although a bit iffy on the honor), Giants are also a bit iffy on honor, but more believable then goblins. Vampires, at first threw me off with the white, but come to think of it I can see the vampire race being honorable at times.
Crucible's Mechanic and Theme:Conquer – If [permanent] dies this turn, [effect].
This is a mechanic that embodies the philsophy of dividing, conquering and making what was once your enemy's yours. There is also a “Equipment matters” theme.
For the most part I can see this being on instants and sorceries, maybe some actives, but is a little iffy from the sound of it. Can be really nice, or way over the top. We will see how you play this keyword out. (Note, I am simply typing as I read this since I am reviewing every card for this group)
Angelic Intervention1W
Instant (U)
When target creature you control dies this turn, return it to the battlefield. An arbiter can intervene should she believe that there has been foul play or unfair conditions for the battle.
Reminds me of something similar to regenerate, except causes it to die then return. It could be similarly compared to persist without a -1/-1 counter, but this is an instant and one time use, so I can see this being a viable choice. Probably intentional, this does set off the keyword Conquer. I would say raise the cost to WW instead of 1W because this would also trigger enter the battlefield effects, which as you well know CAN and WILL be abused if able.
Arbiter of the Arena2WWW
Creature — Angel (M)
Flying
Warrior creatures you control get +2/+2 and have first strike, lifelink and haste. Each arena has an arbiter to watch the matches, passing judgment on the combatants.
6/6
Now, even though its a mythic, its no reason to set a card way way WAY above the standards. When I create a card, I first try to picture a card without rarity. Is it going to be a big part of the plotline? Do I want to make it simplistic, or pretty complex? Normally more complex cards are in the rare section, and if it is a legendary creature, sure, you can up the power ever so slightly since you know you can't have more than one out at any given time. This said, a white creature for five mana that is a 6/6 with flying I would say is a nono. As far as giving a boost to warriors, I can understand that, but do you think that giving +2/+2, first strike, lifelink, AND haste is a bit much?
Artisan of Steel2W
Creature — Human Artificer (R)
Equipment you control is indestructible. T: Target equipment becomes a X/X white construct artifact creature until end of turn, where X is its converted mana cost.
1/1
Interesting to say the least, indestructibility is a pretty darn strong mechanic. This said, if it is only on equipments however, that does tone it down alot to the point that this is probably acceptable. Pretty decent job.
Assail the Soul1W
Instant (C)
Assail the Soul deals 3 damage to target attacking creature.
Conquer — If that creature dies this turn, you gain 3 life. Strength of soul is important in a gladiator’s training, for there are many that would cut it down.
Although white is not known for burn, this is against attackers which white is known for. This said, I cannot help but be reminded of Lightning Helix slightly. Despite this, I also have to remind myself this cannot target players and has to hit an attacking creature. All in all, despite all these contridctions, its a fine card.
Aura CleanserWW
Creature — Human Cleric (U)
Sacrifice an enchantment: You gain 4 life. He sweeps over his arena, recycling enchantments designed to rig the combat between gladiators.
2/3
Make the Aura Cleanser at 1/3 instead of a 2/3. White creatures aren't known for being better then bears, especially clerics of all people. What would you think if you saw a cleric wrestling a bear, the cleric knocking it upside the head, then stabbing its heart with his cane, blood splattered over his robes, and promptly walks towards you with a smile and says peace be with you?
Brightblade Defender1W
Creature — Human Warrior (C)
Lifelink, defender “If you’re traveling through the wastes, you’ll find no one better at your side.”
2/3
This seems a bit more acceptable then that bear killing cleric (shivers at thinking of the creepy smile the cleric would give). Anyways, the key reason why this is a bit more acceptable is due to defender. Overall seems good.
Lifeforge Blade1W
Artifact — Equipment (R)
Whenever equipped creature attacks, you gain 2 life.
Whenever you gain life, equipped creature gets +X/+X until end of turn, where X is the amount of life you gained.
Equip 1W
With the amount of life you gained, does it mean this turn? Also I feel as though just having the amount of life you gained, without even gaining the 2 life when it attacks is pretty freakin strong! Imagine if a person played Rest for the Weary against you while one of his creatures was wearing this?! +8/+8 until end of turn instant speed better then Might of Oaks! Not sure what to recommend on this... but should probably need some work on it.
Mentor of Gladiators2W
Creature — Human Warrior (U)
Other warrior creatures you control get +1/+1. W, T: Warrior creatures you control gain vigilance until end of turn. He claimed his glory long ago, and has spent the last few decades training the new generations of warriors.
2/2
Seems like a restrictive Piety Charm's vigilance on a stick, the restriction being Warriors. Doesn't seem too too bad, and probably fine as is.
Metaltwister3W
Creature — Human Artificer (C)
Conquer — T: Tap target artifact you don’t control. If that artifact is put into a graveyard this turn, return it to the battlefield tapped and under your control. His caravan is lined with the twisted weapons of enemies he has bested.
2/3
Eeeeeeeeeeeeeh... Nooooot sure on this one... Blue is the artifact lover in most cases, although white does have a thing for equipment. The taking it from the graveyard feels more black, but at the same time gaining control of artifacts is very much a blue thing. Maybe if it was restricted to just equipments, but even then this is treading on thin ice from a color flavor prospective.
Proud Swordsinger1W
Creature — Human Warrior (C)
First strike
Proud Swordsinger gets +1/+0 for each equipment attached to it. The swordsingers share their glory with each other, aiming to become known as the greatest group of warriors of their time.
2/1
Razor BucklerW
Artifact — Equipment (C)
Equipped creature gets +1/+2.
Equip W “This is one of my favourite weapons. Not only can it deflect a killing blow, but the edge can also deliver one.”
— Tyr, Dune Conqueror
Looks good, considering it costs W instead of colorless.
Smith ApprenticeW
Creature — Human Artificer (C)
When Smith Apprentice enters the battlefield, you may put an equipment card with converted mana cost 1 or less from your hand onto the battlefield. He labours over the fire of the forge, practicing and practicing to get his craft right.
1/1
I feel this should probably cost 1W. The problem I'm seeing more and more amongst cards that people seem to question is the two for one spellcasting. Example is the titans. If it was only when they attacked they would be ALOT less of a threat, but the fact that their ability is also when they enter the battlefield makes it to where unless they get countered, it doesnt matter how many doom blades you have, that effect is going off. This said, a 1/1 for 1W is probably not too appealing, so probably make it a 1/2 if you do take these suggestions.
Stalwart Titan3WW
Creature — Giant Warrior (C) The strength of the giants is heavily relied upon in Crucible, because arenas and outposts often need a lot of repairing.
5/5
Sure, why not. Even though green is known as the big beasty, although I may recommend just an ever so slightly tone down to a 4/5.
Titanic Gladiator3W
Creature — Giant Warrior (C)
Vigilance
When Titanic Gladiator attacks, you may tap another untapped creature you control. If you do, Titanic Gladiator gets +1/+0 and gains lifelink until end of turn. Of all the gladiators, the giants seem to enjoy having someone cheer them on the most.
2/4
Blacksteel Smith B
Creature — Vampire Artificer (U)
Equipment you control has “Equipped creature has lifelink.” “Steel hungers just as we do, and that hunger must be sated.”
1/1
A one drop that gives all your artifacts the ability to have lifelink is a tad much, don't you think? There's a reason why Basilisk Collar, Batterskull, Behemoth Sledge, and Loxodon Warhammer are top picks when they were standard, most of which can still see play (Note, these are the only equipments with lifelink).
Blood ConsumerB
Artifact — Equipment (C)
Whenever a creature dealt combat damage by equipped creature this turn dies, put a +1/+1 counter on equipped creature.
Equip 0 Some gladiators seek things more precious than honor.
0 Equip might be a tad much, but the card concept is fine. Nevermind, remembered Blade of the Bloodchief...
Denier of DeathBB
Creature — Human Wizard (R)
If a warrior creature you control dies, you may pay BB. If you do, return that creature from your graveyard to the battlefield. It becomes a black zombie. Each gladiator harbors a deep hatred of necromancers, the beings who bring back the dead to a existence without honor.
2/2
As long as it changes the creature type to JUST zombie this MIGHT be ok, but questionably so. I would probably increase the cost of the guy himself to 2BB instead of having a 2 drop bear with necromancy potential.
Dishonored CorpseBB
Creature — Zombie Warrior (C) B: Regenerate Dishonored Corpse. Zombies are considered to be the greatest aberrations in Crucible. Such a transformation brings a warrior back to suffer an existence with no honor or glory.
2/2
Exibit A: Drudge Skeletons. Still sees play today. Recommend upping the regenerate cost or reducing the power or toughness of him.
Draining Vapors1B
Instant (C)
Up to two creatures get -1/-1 until end of turn.
Conquer — If those creatures die this turn, you may have up to two creatures you control get +1/+1 until end of turn.
Would prefer this spell cost 2B, since it can be a pretty good two for one spell at instant speed. I could accept the current mana cost if it was sorcery.
Hungering ScarbladeB
Creature — Vampire Warrior (C)
Whenever Hungering Scarblade deals combat damage to an opponent, you may have each opponent lose 1 life. You gain life equal to the amount lost this way. Vampires in Crucible have no trouble satisfying their hunger.
1/1
Seems fine since it would have to hit the opponent to have the drain effect.
Moaning AbominationB
Creature — Zombie Horror (U)
If a creature an opponent controls attacks, Moaning Abomination blocks that creature if able. It has several mouths stitched across its nightmarish body, each one moaning for a release from its undeath.
2/2
Strange to say the least. Usually black and red care less for blocking and have "this creature cannot block". I mean, its not TOO big a deal, but still a bit iffy.
Obsidian Destroyer1B
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, that player sacrifices a permanent.
Equip 1B “Killing your opponent isn’t nearly as satisfying as crushing any trace of existence.”
Early game with a flier, GG, land destruction. Should probably say sacrifices a creature. Atleast that way he would still have mana to cast some spot removal if he can even draw it quick enough...
Ripping HookswordB
Artifact — Equipment (C)
Equipped creature gets +2/+1.
Equip B Hookswords are another fine example of weaponry in Crucible: Savage, merciless weapons that are also good for parrying in a pinch.
Bash ThroughRR
Instant (C)
Bash Through deals 2 damage to target creature.
Conquer — If that creature dies this turn, Bash Through deals 2 damage to that creature’s controller. “Sometimes, you need to be more direct to get through to people.”
Blazing Duelist1RR
Creature — Human Warrior (U) (R/W): Blazing Duelist gets +1/+1 until end of turn. “Wield the light of the sun in your hands, and your enemies will be cleansed in fire.”
2/1
Enraged Bellow2RR
Sorcery (R)
Choose one — Creatures you control get +2/+0 and haste until end of turn, or Enraged Bellow deals 3 damage to each creature. As the battle raged, one of the gladiators let forth a shout that could sunder stone. There were no survivors.
So red. So very red. Its on target and is fine as is.
Furnace Stoker2R
Creature — Human Artificer (U)
Whenever an equipment card enters the battlefield, you may have Furnace Stoker deal 2 damage to target player. His face covered in soot, his lungs choked with smoke, he watches the metal boil and dance within his furnace.
2/1
We already have Exuberant Firestoker SURE! Why not, although it is a bit questionable considering how many low cost equipments you already have just by looking at this group. Could possibly be a bit abusive the turn after with dropping 4 1 drop equipments and dealing 8 damage...
Honorless OneR
Creature — Human Warrior (C) T, Sacrifice Honorless One: Honorless One deals 2 damage to target creature. The honorless ones are those who have fallen from grace in the world of Crucible. All they have left is an opportunity to go out in a blaze of glory.
1/1
Longshot Giant3R
Creature — Giant Warrior (C)
Conquer — If a creature dealt damage by Longshot Giant dies this turn, Longshot Giant deals 2 damage to target player. After defeating his opponents, he picks up what remains of them and flings it at his next opponent.
3/3
All I can say is... I hope this thing doesn't get trample and fights against my white weeny deck! Might recommend toning the damage down to 1, and in compensation boost his power by 1. Afterall, he is red and red is known for being aggressive.
Neverending Rage2R
Instant (R)
Target creature gets +3/+0 until end of turn.
Whenever a creature you control deals combat damage to a player, you may return Neverending Rage from your graveyard to your hand. Once ignited, the rage of a gladiator seldom stops burning.
Well, atleast it isn't AS bad as Rancor, but still pretty darn good!
Rage CarverR
Artifact — Equipment (C)
Equipped creature gets +3/+0.
Equip R Crucible’s most savage weaponry is often crafted by the most disgruntled artisans.
And bonesplitter makes a comeback, redder then ever from all the blood is gained from being on Mirrodin! I feel that +3/+0 on a 1 drop equip 1, even if it is by a colored mana, might be a tad strong. Not sure what to recommend though to make it more balanced...
Absolute Destruction3BR
Instant (U)
Whenever a creature you control dies this turn, each of your opponents sacrifice a creature. Sometimes, there is no victor to claim glory from a battle.
Hi Grave Pact version 2! Costs one more mana but less intensive on black. Freakin powerful card if you ask me, but hey. They've reprinted it on several occasions, so who am I to judge?
Bloodcrazed Stomper3BR
Creature — Giant Warrior (C)
Trample T: Bloodcrazed Stomped deals 2 damage to each creature and player. When the Marrowgrinder clan of giants turn up, no spectator stays to watch.
4/4
DERP!? *squished* As soon as I read it, I immediately thought of Earthshaker. If he's supposed to be stomper, can't exactly stomp fliers so I recommend having "T: Bloodcrazed Stomper (might wanna correct that typo) deals 2 damage to each creature without flying and player."
Grim MenderWB
Creature — Human Cleric (C) T: Target creature you control gets -1/-1 until end of turn. If that creature’s toughness is 1 or greater, regenerate it. Although she heals, the gladiators would rather put up with their injuries then let her filthy hands tend to their wounds.
2/2
Thank goodness regenerate does not mean come back from the graveyard... Even then, seeing him reminded me of Gore Vassal, and your guy seems vastly superior to it in many ways. Its your call what you do with him. Atleast make it to where he can't save himself by making him a 2/1 and a valid target for spot removal.
LifebondWB
Instant (C)
Choose one — Target player loses 1 life for each attacking creature he or she controls, or target player gains 1 life for each attacking creature he or she controls. Prosper together, suffer together.
YIKES! Considering how many low cost creatures, or atleast semi low cost creatures, aggro or equipment with slight aggro is highly likely, and this really, really, STINGS! Best comparison I can think of off the top of my head is Burden of Greed, but that isn't remotely close... well, it is a little since that came out in darksteel with a bunch of artifact creatures that would tap. Overall, increase the mana cost a bit, its decently versitile as well.
Forger’s HammerRW
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, put a charge counter on Forger’s Hammer.
Remove two charge counters from Forger’s Hammer: Search your library for an equipment card, put it onto the battlefield attached to a creature you control, then shuffle your library.
Equip RW
@_@;
But... I... Um... How do I say this... (Shows picture of Stoneforge Mystic, as well as deck theme of Quest for the Holy Relic + Argentum Armor)
Don't... want... to go through that mess... again... T_T
*Takes a few deep breaths* Ok... Yours isn't NEARLY as bad as those examples, but its still pretty abusable. Just think about all the other artifact equipments you have in your set. Will this scream GG at an extremely consistant rate? It's your call what you do with it, but this is a questionably powerful card possibly.
Shattering StrikeRW
Instant (C)
Destroy target artifact or enchantment. Shattering Strike deals 2 damage to that permanent’s controller. Certain warriors are scornful of the use of magical augmentation and weaponry, and like to enforce their beliefs on their opponents.
Should probably say target noncreature artifact or enchantment. Other then that, probably good to go. Reason is because it would basically be a Shock and a disenchant wrapped into one for 1 less mana and one more space in your deck. By restricting the options more, you allow the costs to be narrowed down more.
Arena WatchwardWBR
Creature — Giant Warrior (C)
First strike, vigilance The arenas often employ giants as peacekeepers, both to keep unruly combatants separated and the crowd in check.
2/3
Blackmaw Hunter3WBR
Creature — Vampire Warrior (M)
Whenever Blackmaw Hunter attacks, you may have target creature block it this turn if able.
Conquer — Whenever a creature dealt damage by Blackmaw Hunter this turn dies, put X +1/+1 counters on Blackmaw Hunter, where X is Blackmaw Hunter’s power.
4/6
Pretty please tone the tower down a bit... First ability synchronizes well with the second, however I recommend lowering his base power and toughness to maybe a 4/3 or a 3/4. This guy reminds me a lot of Kresh the Bloodbraided.
Glorious BloodshedWBR
Enchantment (R)
Creatures you control get +2/+1.
Conquer — If a creature an opponent controls dies, you may have creatures you control get +1/+1 until end of turn. “I chose the way of the artisan, for I have seen the fate of those who choose the way of the warrior.”
— Abdiesus, weapon smith
First ability is already somewhat on the edge. Compared to Tempered Steel, sure it gives them +2/+2, but they have to be artifact creatures. One less toughness and no other restrictions to it. Sure, on edge, but I can buy it. Having Conquer ontop of that, NO! Pyroclasm. All my creatures get +7/+7 until end of turn since your 7 little puny blockers died. GG. Needs some work...
Tyr, Dune ConquerorWBR
Legendary Creature — Human Warrior (M)
Vigilance, haste T: Tyr, Dune Conqueror deals damage to equal to its power to target creature or player. Tyr, greatest of the gladiators, feared for his recklessness, revered for his honor and envied for his fame.
3/3
Well, he's got lightning bolt on a stick, can attack without tapping, thus keeping the lightning bolt on a stick, and can do it as soon as he hits the field. The lightning bolt CAN get stronger though. Best comparison I can give is Razia, Boros Archangel. You be the judge from there.
Savage ParryW(B/R)
Instant (U)
Prevent all damage that would be dealt by target creature this turn. Savage Parry deals damage to that creature equal to the damage prevented this way. “Remember students, you must always be prepared for counter attacks. I’ve seen too many gladiators who weren’t.”
Reminds me of Kiku's Shadow. Despite that being a sorcery, this still seems balanced enough since it requires that creature to attack, and that is a white attribute.
Crucible Gemstone2
Artifact (C) T: Add 1 to your mana pool. 2, T: Add WBR to your mana pool. Carved from beautiful marble, the stone has been splattered with the blood of many gladiators, and has changed many hands since its creation.
Should probably have an enters the battlefield tapped. Other then that, seems good.
Glorious Arena
Land (U)
Glorious Arena enters the battlefield tapped. T: Add W, B or R to your mana pool. Crucible, the world of glory, honor and violence, trapped in a never ending cycle of death.
And the shards of alara land cycle is now a wedge! Yay!
Lifegorged Dunes
Land — Plains (U)
Lifegorged Dunes enters the battlefield tapped. T: Add W to your mana pool. T, Sacrifice Lifegorged Dunes: Creatures you control gain first strike and lifelink until end of turn. Only activate this ability if you control a white permanent, a black permanent and a red permanent.
Interesting to say the least. Might recommend a small cost of 1 or 2 mana on the second ability, but looks decent enough.
And with that I have reviewed an entire wedge for you! Hope this helped!
Thanks for all the feedback! In my earlier days, I had made cards too weak, and now I'm sitting on a fine edge of too powerful. I'll apply your feedback to my cards and try to tone down Crucible a bit. I need to edit Crucible's flavour a bit to cut out Goblins as well, since they didn't actually make it.
Development has been slowed to a snail's pace over the last few months. I've made updates here and there on some of the cards, and I've made some groundwork for the BGW wedge.
You're not sure what it is in a good way or a bad way?
In a bad way (not sure how uncertainty can be good here <.<). I literally have no idea what it represents. And the idea behind ability words is that they group together similar abilities. Just with each new card I see that has conquer I have to reevaluate what the common idea is (Hyperbole! I actually had to reconsider only three times up to now, but even that is too much).
Also it doesn't try to use functional wording. I suppose it is meant to be a delayed trigger - that works on first glance on a substantial number of the cards. But then again it only works on (a part of) the spells and abilities. One creature has a triggered ability. And an enchantment has an even different triggered ability - neither uses targeting as the factor that makes conquer active, which seemed to be the idea for the spells and activated abilities.
And who knows when the conquer ability of Draining Vapors becomes active: Does it get active when one of the creatures dies or when all of them die or when the last of them dies? I suppose it means all, but then I can choose "up to two creatures", so what happens if I choose no creature? Will I receive the +1/+1 bonus immediately or never?
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Can't work out whether it's intentional that the Aerie Hatchlings tokens don't fly?
Maybe they're such new hatchlings that they can't yet. But this seems quite weird with the flavortext and would leave the card very weak relative to Raise the Alarm.
Private Mod Note
():
Rollback Post to RevisionRollBack
"My will is my own. I won't bow to fate." - Volrath, Null Profusion
Plot of Dragon's Maze:
Niv-Mizzet plays Realmwright, chooses "Gate". Then a dramatic retelling of the ensuing argument.
The Flavour:
Five small planets circle a dead planet in this plane of existence. Each one is home to a bizzare, self contained world, where only three different kinds of mana hold reign. Ranging from the battle-raging Crucible, the insane and erratic Fumo, the vast sky-based world of Lopteris, the deathly twilight world of Perditus and the (GUB Wedge).
Crucible WBR
The philosophy of white comes in with the idea of honour and of glory. The plane's inhabitants, even the ones influenced by black mana, each have a personal code of honour, although black associated inhabitants have a very minimal one. Red's idealology of passion and warfare comes into play with the inhabitants' lust for battle. Each person seeks to defeat foes greater than his or herself, thereby increasing their honour and glory. Black-aligned inhabitants will use any means at their disposal to achieve victory in combat, whether it's through cunning, trickery or even dirty fighting like throwing sand into their opponents' eyes. It is not considered dishonourable to use such tricks, because a true warrior should use any means at his disposal to achieve victory. Even black warriors value honour and glory, and will still praise others for their achievements.
Each inhabitant keeps a memoir from each of their victories, sometimes with grim trophies like their opponents' heads, but more often with their opponents' armour and weapons.
Despite the rampant conflict and battles, there are still plenty of safe places in Crucible. Taverns scattered throughout the plane are “neutral zones”, where gladiators can come and boast about their victories, letting other people know about their honour value. Such settlements never come under attack, because they are often the only building for kilometres around, and to destroy it would mean to destroy a gathering place, and death for many gladiators. The worst fate for a gladiator is to die in a way that doesn't involve someone else killing you, such as dehydration, at the hands of a beast or to disease. Gladiators, while they value their own lives, know that they pass on their honour and glory to whoever slays them. When they die to no rival gladiator, that glory is wasted and forgotten in the vast expanses of desolate land.
People who do not choose to become warriors become artisians and merchants instead. While they do not fight, they are still honoured by the gladiators for the essential services they provide. The gladiators know that they could not have their battles and their glory were it not for the merchants who provide them with their weapons, armour and mead after a long day of slaying rivals. It is considered extremely dishonourable to slay, extort or bring any sort of harm towards merchants and artisians.
So, to sum it up, Crucible is a world based on honour (white), passion for battle (red) and victory by any means (black).
Primary Races: Humans, Giants, Vampires
Crucible's Mechanic and Theme: [I]Conquer[/I] – If [permanent] dies this turn, [effect].
This is a mechanic that embodies the philsophy of dividing, conquering and making what was once your enemy's yours. There is also a “Equipment matters” theme.
Card list:
Archon's Intervention 2W
Instant (U)
When target creature you control dies this turn, return it to the battlefield.
[i]An arbiter can intervene should she believe that there has been foul play or unfair conditions for the battle.[/i]
Arbiter of the Arena 4WWW
Creature — Archon (M)
Flying
Warrior creatures you control get +1/+1 and have first strike, lifelink and haste.
[i]Each arena has an arbiter to watch the matches, passing judgment on the combatants.[/i]
6/6
Artisan of Steel 2W
Creature — Human Artificer (R)
Equipment you control is indestructible.
T: Target equipment becomes a X/X white construct artifact creature until end of turn, where X is its converted mana cost.
1/1
Assail the Soul 1W
Instant (C)
Assail the Soul deals 3 damage to target attacking creature.
Conquer — If that creature dies this turn, you gain 3 life.
[i]Strength of soul is important in a gladiator’s training, for there are many that would cut it down.[/i]
Aura Cleanser WW
Creature — Human Cleric (U)
Sacrifice an enchantment: You gain 4 life.
[i]He sweeps over his arena, recycling enchantments designed to rig the combat between gladiators.[/i]
1/3
Brightblade Guardian 1W
Creature — Human Warrior (C)
Lifelink, defender
[i]“If you’re traveling through the wastes, you’ll find no one better at your side.”[/i]
2/3
Lifeforge Blade 2W
Artifact — Equipment (R)
Whenever equipped creature attacks, you gain 2 life.
Whenever you gain life, equipped creature gets +X/+X until end of turn, where X is the amount of life you gained.
Equip 2W
Mentor of Gladiators 2W
Creature — Human Warrior (U)
Other warrior creatures you control get +1/+1.
W, T: Warrior creatures you control gain vigilance until end of turn.
[i]He claimed his glory long ago, and has spent the last few decades training the new generations of warriors.[/i]
2/2
Metaltwister 3W
Creature — Human Artificer (C)
Conquer — T: Tap target artifact you don’t control. If that artifact is put into a graveyard this turn, return it to the battlefield tapped and under your control.
[i]His caravan is lined with the twisted weapons of enemies he has bested.[/i]
2/3
Proud Swordsinger 1W
Creature — Human Warrior (C)
First strike
Proud Swordsinger gets +1/+0 for each equipment attached to it.
[i]The swordsingers share their glory with each other, aiming to become known as the greatest group of warriors of their time.[/i]
2/1
Razor Buckler W
Artifact — Equipment (C)
Equipped creature gets +1/+2.
Equip W
[i]“This is one of my favourite weapons. Not only can it deflect a killing blow, but the edge can also deliver one.”
— Tyr, Dune Conqueror[/i]
Smith Apprentice 1W
Creature — Human Artificer (C)
When Smith Apprentice enters the battlefield, you may put an equipment card with converted mana cost 1 or less from your hand onto the battlefield.
[i]He labours over the fire of the forge, practicing and practicing to get his craft right.[/i]
1/2
Stalwart Titan 3WW
Creature — Giant Warrior (C)
[i]The strength of the giants is heavily relied upon in Crucible, because arenas and outposts often need a lot of repairing.[/i]
4/5
Titanic Gladiator 3W
Creature — Giant Warrior (C)
Vigilance
When Titanic Gladiator attacks, you may tap another untapped creature you control. If you do, Titanic Gladiator gets +1/+0 and gains lifelink until end of turn.
[i]Of all the gladiators, the giants seem to enjoy having someone cheer them on the most.[/i]
2/4
Blacksteel Smith 2B
Creature — Vampire Artificer (U)
Equipped creatures you control have lifelink.
[i]“Steel hungers just as we do, and that hunger must be sated.”[/i]
1/1
Blood Consumer B
Artifact — Equipment (C)
Whenever a creature dealt combat damage by equipped creature this turn dies, put a +1/+1 counter on equipped creature.
Equip 0
[i]Some gladiators seek things more precious than honor.[/i]
Denier of Death 4B
Creature — Human Wizard (R)
If a warrior creature you control dies, you may pay 1B. If you do, return that creature from your graveyard to the battlefield. It becomes a black zombie.
[i]Each gladiator harbors a deep hatred of necromancers, the beings who bring back the dead to a existence without honor.[/i]
2/2
Dishonored Corpse 2B
Creature — Zombie Warrior (C)
B: Regenerate Dishonored Corpse.
[i]Zombies are considered to be the greatest aberrations in Crucible. Such a transformation brings a warrior back to suffer an existence with no honor or glory.[/i]
2/1
Draining Vapors 2B
Instant (C)
Target creature gets -2/-2 until end of turn.
Conquer — If that creature dies this turn, you may have up to two creatures you control get +1/+1 until end of turn.
Hungering Scarblade B
Creature — Vampire Warrior (C)
Whenever Hungering Scarblade deals combat damage to an opponent, you may have each opponent lose 1 life. You gain life equal to the amount lost this way.
[i]Vampires in Crucible have no trouble satisfying their hunger.[/i]
1/1
Moaning Abomination B
Creature — Zombie Horror (U)
If a creature an opponent controls attacks, Moaning Abomination blocks that creature if able.
[i]It has several mouths stitched across its nightmarish body, each one moaning for a release from its undeath.[/i]
2/2
Obsidian Destroyer 2B
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, that player sacrifices a creature.
Equip 1B
[i]“Killing your opponent isn’t nearly as satisfying as crushing any trace of existence.”[/i]
Ripping Hooksword B
Artifact — Equipment (C)
Equipped creature gets +2/+1.
Equip B
[i]Hookswords are another fine example of weaponry in Crucible: Savage, merciless weapons that are also good for parrying in a pinch.[/i]
Bash Through 1R
Instant (C)
Bash Through deals 2 damage to target creature.
Conquer — If that creature dies this turn, Bash Through deals 2 damage to that creature’s controller.
[i]“Sometimes, you need to be more direct to get through to people.”[/i]
Blazing Duelist 1RR
Creature — Human Warrior (U)
(R/W): Blazing Duelist gets +1/+1 until end of turn.
[i]“Wield the light of the sun in your hands, and your enemies will be cleansed in fire.”[/i]
2/1
Charging Strike 1R
Instant (C)
Target attacking creature gets +2/+0 and gains first strike until end of turn.
Enraged Bellow 2RR
Sorcery (R)
Choose one — Creatures you control get +2/+0 and haste until end of turn, or Enraged Bellow deals 3 damage to each creature.
[i]As the battle raged, one of the gladiators let forth a shout that could sunder stone. There were no survivors.[/i]
Furnace Stoker 2R
Creature — Human Artificer (U)
Whenever an equipment card enters the battlefield, you may have Furnace Stoker deal 2 damage to target player.
[i]His face covered in soot, his lungs choked with smoke, he watches the metal boil and dance within his furnace.[/i]
2/1
Honorless One R
Creature — Human Warrior (C)
T, Sacrifice Honorless One: Honorless One deals 2 damage to target creature.
[i]The honorless ones are those who have fallen from grace in the world of Crucible. All they have left is an opportunity to go out in a blaze of glory.[/i]
1/1
Longshot Giant 4R
Creature — Giant Warrior (C)
Conquer — If a creature dealt damage by Longshot Giant dies this turn, Longshot Giant deals 1 damage to target player.
[i]After defeating his opponents, he picks up what remains of them and flings it at his next opponent.[/i]
4/3
Neverending Rage 2R
Instant (R)
Target creature gets +3/+0 until end of turn.
Whenever a creature you control deals combat damage to a player, you may return Neverending Rage from your graveyard to your hand.
[i]Once ignited, the rage of a gladiator seldom stops burning.[/i]
Rage Carver R
Artifact — Equipment (C)
Equipped creature gets +3/+0.
Equip R
[i]Crucible’s most savage weaponry is often crafted by the most disgruntled artisans.[/i]
Absolute Destruction 2BR
Instant (U)
Whenever a creature you control dies this turn, each of your opponents sacrifice a creature.
[i]Sometimes, there is no victor to claim glory from a battle.[/i]
Bloodcrazed Stomper 3BR
Creature — Giant Warrior (C)
T: Bloodcrazed Stomped deals 2 damage to each creature without flying and player.
[i]When the Marrowgrinder clan of giants turn up, no spectator stays to watch.[/i]
4/4
Grim Mender 1WB
Creature — Human Cleric (C)
1, T: Target creature you control gets -1/-1 until end of turn. If that creature’s toughness is 1 or greater, regenerate it.
[i]Although she heals, the gladiators would rather put up with their injuries then let her filthy hands tend to their wounds.[/i]
2/1
Lifebond 1WB
Instant (C)
Choose one — Target player loses 1 life for each attacking creature he or she controls, or target player gains 1 life for each attacking creature he or she controls.
[i]Prosper together, suffer together.[/i]
Forger’s Hammer 1RW
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to a player, put a charge counter on Forger’s Hammer.
Remove three charge counters from Forger’s Hammer: Search your library for an equipment card, put it onto the battlefield attached to a creature you control, then shuffle your library.
Equip 1RW
Shattering Strike 1RW
Instant (C)
Destroy target noncreature artifact or enchantment. Shattering Strike deals 2 damage to that permanent’s controller.
[i]Certain warriors are scornful of the use of magical augmentation and weaponry, and like to enforce their beliefs on their opponents.[/i]
Arena Watchward WBR
Creature — Giant Warrior (C)
First strike, vigilance
[i]The arenas often employ giants as peacekeepers, both to keep unruly combatants separated and the crowd in check.[/i]
3/4
Blackmaw Hunter 3WBR
Creature — Vampire Warrior (M)
Whenever Blackmaw Hunter attacks, you may have target creature block it this turn if able.
Conquer — Whenever a creature dealt damage by Blackmaw Hunter this turn dies, put X +1/+1 counters on Blackmaw Hunter, where X is Blackmaw Hunter’s power.
3/4
Glorious Bloodshed 1WBR
Enchantment (R)
Whenever a creature an opponent controls dies, you may have creatures you control get +1/+1 until end of turn.
[i]“I chose the way of the artisan, for I have seen the fate of those who choose the way of the warrior.”
— Abdiesus, weapon smith[/i]
Tyr, Dune Conqueror WBR
Legendary Creature — Human Warrior (M)
Double strike
Conquer — Whenever a creature dealt damage by Tyr dies this turn, you may attach target equipment to Tyr.
[i]Tyr, greatest of the gladiators, feared for his recklessness, revered for his honor and envied for his fame.[/i]
3/2
Savage Parry W(B/R)
Instant (U)
Prevent all damage that would be dealt by target creature this turn. Savage Parry deals damage to that creature equal to the damage prevented this way.
[i]“Remember students, you must always be prepared for counter attacks. I’ve seen too many gladiators who weren’t.”[/i]
Crucible Gemstone 2
Artifact (C)
T: Add 1 to your mana pool.
2, T: Add WBR to your mana pool.
[i]Carved from beautiful marble, the stone has been splattered with the blood of many gladiators, and has changed many hands since its creation.[/i]
Glorious Arena
Land (U)
Glorious Arena enters the battlefield tapped.
T: Add W, B or R to your mana pool.
[i]Crucible, the world of glory, honor and violence, trapped in a never ending cycle of death.[/i]
Lifegorged Dunes
Land — Plains (U)
Lifegorged Dunes enters the battlefield tapped.
T: Add W to your mana pool.
T, Sacrifice Lifegorged Dunes: Creatures you control gain first strike and lifelink until end of turn. Only activate this ability if you control a white permanent, a black permanent and a red permanent.
Fumo URG
Green's influence is found in the abnormal and insane rate of growth in the plane. Plants are morphed by passing veins, twisting them into almost alien lifeforms and accelerating their growth to terrifying speeds. There are few places in Fumo which are not covered by dense alien foliage. Red's aspect comes in as chaos and power in the plane. Significant amounts of raw energy and power go through the plane on a regular basis, providing the perfect grounds for creating extremely potent spells. Blue's influence is found in the sentinent inhabitants of the plane, who possess a constant hunger for learning more about the mysterious veins that flow over their world and the desire to discover even more potent magic.
Fumo's skies are often a dark purple colour, a side effect of the plane ignoring the normal cycle of night and day that most worlds follow. There is only a moon that sits in the middle of the shattered sky, shining a bizarre array of lights over Fumo. The moon never moves, it always stays in the same place, looking like a mad god's eye is watching the plane.
Some crafty mages have managed to create buildings which can ward off the unnatural growth and the passing veins in Fumo. These buildings often serve as libraries, collecting stored knowledge about the veins and potent magical spells. All the inhabitants work together to collect knowledge and share knowledge, hoping to one day find a way to control their world.
To sum it up, Fumo is a world of chaotic power, abnormal growth and collective knowledge.
Primary Races: Humans, Elementals, Mutants
Primary Mechanic and Theme: Renew X [I](When this permanent enters the battlefield, return an instant or sorcery card with converted mana cost X or less from your graveyard to your hand.)[/I] “Casting matters” theme.
Card List:
Biting Gales 2U
Creature — Elemental (C)
Flying
When Biting Gales enters the battlefield, tap target creature your opponent controls.
[i]You will feel its fangs long before you even become aware of its presence.[/i]
2/2
Brilliant Retainer 4U
Creature — Human Wizard (R)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may draw a card.
1/2
Consult the Elements 1U
Sorcery (U)
Look at the top X cards of your library, where X is the number of elemental creatures you control. You may put one of those cards in your hand and the rest on the bottom of your library in any order.
Dreams of Yesterday U
Sorcery (C)
Look at the bottom three cards of your library. You may reveal a card from among them and put it into your hand. Put the rest of the bottom of your library.
[I]“I dreamt of a Fumo where our children could play outside in peace, unafraid and safe from the veins.”[/I]
Howling Gales XU
Instant (U)
Choose one — Tap X target nonland permanents, or X target creatures gain flying until end of turn.
[i]“Dominate the winds, and all other elements will follow.”[/i]
Knowledge Salvager 1U
Creature — Human Wizard (C)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
[i]The Knowledge Salvagers travel across Fumo, exploring the ruins of libraries which couldn’t endure the impact of the veins.[/i]
1/1
Land Stiller 2U
Creature — Human Wizard (C)
When Land Stiller enters the battlefield, return target land to its owner’s hand.
[i]“The land constantly rages and storms. We must do what we can to calm it.”[/i]
1/2
Mindstorm Mutant 3U
Creature — Wizard Mutant (U)
Sacrifice Mindstorm Mutant: Return target instant or sorcery card from your graveyard to your hand.
[i]“This wretched body can still give to the cause of my fellow wizards’ survival.”[/i]
3/3
Old Knowledge 3U
Sorcery (R)
For each instant and sorcery card in all graveyards, you may draw a card.
[i]“Wisdom is never truly lost. It merely sleeps, waiting for us to find it again.”[/i]
Quiet Observer 1U
Creature — Human Wizard (C)
[I]The wizards specifically train some of their own as watchmen for the libraries. Without their sharp eyes, many libraries would be but forgotten memories.[/I]
2/2
Reject 1U
Instant (C)
Counter target spell that targets a permanent.
Draw a card.
[i]“No matter what the elements throw at us, we will dismiss it.”[/i]
Rushing Steam 2U
Creature — Elemental (C)
When Rushing Steam enters the battlefield, if R was spent to cast it, it gets +2/+0 and gains haste until end of turn.
[i]“Beware even the smallest puddle. A single crack in the earth can raise a scalding fiend.”
— Ignatius, Oldest Sage[/i]
2/2
Shrewd Shroudmage 3U
Creature — Human Wizard (C)
Flash
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may have creatures you control gain shroud until your next turn.
2/3
Monsoon Leviathan 5UU
Creature — Leviathan (M)
Islandwalk
At the beginning of each upkeep, tap each creature without flying or islandwalk.
[I]“The sea has masters who tower above even the greatest waves. I have only ever seen one of them, and that was an encounter I barely escaped.”
— Ignatius, Oldest Sage[/I]
7/7
Burning Retainer 3R
Creature — Human Wizard (R)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may have Burning Retainer deal 2 damage to each other creature.
1/2
Fragment Igniter 2R
Creature — Human Shaman (C)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, Fragment Igniter deals 1 damage to target creature or player.
1/1
Fumo’s Rage 1R
Instant (C)
Fumo’s Rage deals 3 damage to target creature or player.
Whenever you cast a blue or green spell, you may pay URG. If you do, return Fumo’s Rage from your graveyard to your hand.
Primal Bolt R
Instant (C)
Primal Bolt deals 2 damage to target player. Add R to your mana pool.
[i]“All magic in Fumo is based on primal, uncontrollable elements. When a spell is cast, all you can do it hope for the best results.”
— Ignatius, Oldest Sage[/i]
Raging Spark 1R
Creature — Elemental (U)
When Raging Spark enters the battlefield, if you didn’t cast an instant or sorcery spell this turn, sacrifice it.
[i]“Such sparks absorb nearby energies to sustain themselves. Without any energy, they simply fade away.”
— Observations of Fumo, Vol. 1[/i]
4/2
Spellstoked Fury 2RR
Enchantment (R)
Whenever you cast an instant or sorcery spell, you may have creatures you control gain double strike until end of turn.
[i]When the charge of mana crackled in the air, even the most rational of the wizards gave in to their most primal instincts.[/i]
Stormcharged Claws 1R
Enchantment — Aura (C)
Enchant creature
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Enchanted creature gets +1/+0 and has first strike.
Vein Ritual R
Instant (U)
As an additional cost to cast Vein Ritual, tap an untapped creature you control or pay 1.
Add URG to your mana pool.
[i]“The land offers nearly infinite quantities of mana every day, you simply have to ask politely for it.”[/i]
Volcanic Jumper 4R
Creature — Elemental (C)
“These particular elementals bombard the nearby landscape after launching from active volcanoes. Their presence often heralds disaster.”
— Observations of Fumo, Vol. 1[/i]
5/3
Accelerate Growth 2G
Sorcery (R)
You may play any number of lands until end of turn.
[i]“The excessive amount of mana causes the plants to react with explosive growth.”
— Observations of Fumo, Vol. I[/i]
Lagoon Dancer 1G
Creature — Human Shaman (C)
Islandwalk
Lagoon Dancer gets +1/+1 if you control an island.
[i]The Lagoon Dancers celebrate strange rites beneath the lunatic moon, dancing and leaping around ancient totems of unknown origin.[/i]
1/2
Land Scour G
Sorcery (C)
Search your library for a forest, island or mountain card, reveal it, put it into your hand, then shuffle your library.
[i]“The seas constantly clash with giant strangling forests of seaweed and volcanic vents that rise from the unstable seabed.”
— Observations of Fumo, Vol. 1[/i]
Majestic Retainer 2G
Creature — Human Wizard (R)
Renew 1 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 1 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, add two mana in any combination of colors to your mana pool.
1/2
Primal Energies 1G
Sorcery (U)
When you cast Primal Energies, choose a color.
Until end of turn, whenever you tap a land for mana of the chosen color, add one mana of that color to your mana pool.
[I]From Fumo’s core radiates nearly infinite power. To tap into it is to tap into creation itself.[/I]
Storm Speaker 1G
Creature — Human Druid (C)
T: Add U, R, or G to your mana pool.
[i]She converses with the crashing sea and raging skies, sharing news with the elements themselves.[/i]
1/1
Tranquil Sage G
Creature — Human Wizard (C)
T: Add 1 to your mana pool.
1, Sacrifice Tranquil Sage: Draw a card.
[i]“The cycle of life ever brings fresh wisdom. From death and from life, we learn.”[/i]
1/1
Vein Spark 1G
Creature — Elemental (C)
Sacrifice Vein Spark: Add UR to your mana pool.
[i]Chaotic energies run rampant over the landscape of Fumo, creating tiny sparks of life which only last for a fleeting moment.[/i]
1/1
Wolf-Totem Guide 4G
Creature — Elemental Spirit (U)
Renew 2 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 2 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may put a 2/2 green Wolf creature token onto the battlefield.
2/2
Herald of Dust RG
Creature — Elemental (C)
When Herald of Dust enters the battlefield, destroy target artifact or enchantment.
[i]Wards and buildings shatter in its wake, leaving the wizards and their knowledge at the mercy of the veins.[/i]
2/1
Stormgrove Creeper 1RG
Creature — Plant Mutant (C)
Haste
Whenever you cast an instant or sorcery spell, Stormgrove Creeper gets +1/+0 and gains first strike until end of turn.
[i]Lightning itself became part of the tree, supercharging it with unbelievable speed and strength.[/i]
2/1
Mage’s Desperation UR
Enchantment (U)
You may cast sorcery cards as though they had flash.
[i]“In a world of chaos, time is something we cannot waste.”
— Ignatius, Oldest Sage[/i]
Rift Runner 2UR
Creature — Elemental (U)
Renew 2 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 2 or less in your graveyard and return it to your hand.)[/i]
2UR: Exile Rift Runner. Return it to the battlefield under your control at the beginning of the next end step.
3/2
Chant of the Lagoon 1GU
Sorcery (C)
Search your library for a basic island card and a basic forest card, put them onto the battlefield tapped, then shuffle your library.
[i]When the Lagoon Dancers begin their strange rites, the very soil and water rises up to join in.[/i]
Pondering Sage GU
Creature — Human Wizard (C)
As Pondering Sage enters the battlefield, name a card other than a basic land.
At the beginning of your upkeep, look at the top card of your library. If it’s the named card, reveal it and put it into your hand.
[i]Despite its extreme volatility, Fumo has some places of undisturbed tranquility.[/i]
2/2
Abnormal Foliage URG
Creature — Plant Mutant (U)
Whenever you cast a blue spell, you may have Abnormal Foliage become a 3/3 Bird with flying until end of turn.
Whenever you cast a red spell, you may have Abnormal Foliage become a 5/1 Elemental with first strike until end of turn.
Whenever you cast a green spell, you may have Abnormal Foliage become a 4/4 Beast with trample until end of turn.
0/5
Ignatius, Oldest Sage URG
Legendary Creature — Human Shaman (M)
Ignatius can’t be countered.
Spells you control can’t be countered.
U(R/G): Target creature gains shroud until end of turn.
[I]“We will not survive through strength or numbers, but through cunning.”[/I]
2/3
Lunatic’s Moon 1URG
Enchantment (R)
Renew 3 [i](When this permanent enters the battlefield, you may choose an instant or sorcery card with a converted mana cost of 3 or less in your graveyard and return it to your hand.)[/i]
Whenever you renew a card, you may copy that card. Cast the copy without paying its mana cost.
Vein Titan 4URG
Creature — Elemental (M)
Trample
Whenever Vein Titan deals combat damage to a player, you may cast target instant or sorcery card in a graveyard without paying its mana cost. When that card enters a graveyard this turn, exile it.
7/7
Distortion U(R/G)
Instant (R)
Choose one — Counter target instant or sorcery spell, or copy target instant or sorcery spell. You may choose new targets for the copy.
[i]“Never cast a spell near a vein. The elements just may play tricks with you.”
— Ignatius, Oldest Sage[/i]
Fumo Gemstone
Artifact (C)
T: Add 1 to your mana pool.
2, T: Add URG to your mana pool.
[I]The stone is a perfect representation of the world it comes from: Volatile, nearly controllable power that wants to break free.[/I]
Chasm of Lost Wisdom
Land — Island (U)
Chasm of Lost Wisdom enters the battlefield tapped.
T: Add U to your mana pool.
T, Sacrifice Chasm of Lost Wisdom: Return target instant or sorcery card from your graveyard to your hand. Activate this ability only if you control a green permanent, a red permanent and a blue permanent.
Moontotem Canyon
Land (U)
Moontotem Canyon enters the battlefield tapped.
T: Add U, R or G to your mana pool.
[i]Fumo, the plane of volatility, knowledge and growth, thriving beneath a lunatic’s moon.[/i]
Lopteris RWU
The sentient species that call this plane home live on the many islands. The prominent race is the Aven, who live in a structured social hierarchy. The believe themselves to be the dominant species and impose sanctions on the other races. they are the only ones who can travel freely amongst the islands through effortless flight. Merfolk inhabit the oceans, living in the cavern networks which run under the rockforms. They have established a trade embargo with the aven, giving hunted sea beast meat and other deep-sea delicacies in exchange for aven wind magic to aid their creation of new tunnels.
Goblins inhabit some of the mountain ranges and tend to cluster around the tunnel vents, worshipping them as the many mouths of the earth deity, who lets them live on the back of his rocky 'hands'. The goblins make crude gliders to travel to nearby landforms, more for survival than convenience as the cliff faces erode away and the aven hunt down those who wander too close to their aeries. Whilst the aven and merfolk live prosperous lives, the goblins do not have such luxuries. Every day they face the perils of survival against the beasts of the mountains and caves, and receive no succour from the other races. Many have attempted to crawl through the tunnels to be closer to the earth deity, but none have returned.
Ultimately, those who have the greatest freedom are those who can prosper. The aven believe they control the skies, however recently tales of great dragons and sphinxes are being told. Perhaps their once tight reign over Lopteris is threatened?
Primary Races: Aven, Merfolk, Goblins, Rabbits (known as Pooka)
Primary theme: “Flying matters” theme.
Card list:
Aerie Hatchlings 2W
Sorcery (C)
Put two 1/1 white Bird creature tokens with flying onto the battlefield.
[i]From the day they take wing, every aven reveres in their freedom and pities the earth-bound creatures below them.[/i]
Aven Mentor 4W
Creature — Bird Wizard (U)
Flying
When Aven Mentor enters the battlefield, put a 1/1 white Bird creature token with flying onto the battlefield.
3/3
Aven Pest Skewer 2WW
Creature — Bird Soldier (C)
Flying, protection from red
[i]The aven see the goblins as vermin, and often conscript soldiers into pest extermination roles.[/i]
2/3
Crag Grazer W
Creature — Antelope (C)
Sacrifice Crag Grazer: Creatures you control get +0/+1 until end of turn.
1/1
Feathered Flanks3W
Enchantment (U)
Whenever a nontoken creature enters the battlefield under your control, put a 1/1 white Bird creature token with flying onto the battlefield.
[i]“It always pays to have a wingman.”[/i]
Gustra’s Guard 1W
Creature — Bird Soldier (C)
Flying
T: Target attacking or blocking creature gets +1/+1 until end of turn.
Playful Skygazer 1W
Creature — Rabbit Wizard (C)
Whenever a creature with flying enters the battlefield under your control, you may gain 2 life.
[i]He always sends his best wishes to all passing creatures of the sky.[/i]
2/2
Warden of the Wingless 4WW
Creature — Bird Soldier (R)
Flying, lifelink
Tap an untapped creature without flying you control: Warden of the Wingless gets +1/+1 until end of turn.
[i]“These pathetic, land-bound creatures wish for wings as majestic as mine. I will let them rejoice in the freedom of flight through me.”[/i]
3/4
Windborn Rites WW
Enchantment (R)
Creatures with flying you control get +1/+1.
[i]The aven constantly practice their mastery of the winds, creating just the perfect conditions for flight.[/i]
Benthic Serpent 5U
Creature — Serpent (C)
Flash
Benthic Serpent can’t attack unless defending player controls an island.
4/5
Bubblejet Battlemage 3UU
Creature — Merfolk Wizard (R)
Whenever Bubblejet Battlemage attacks, you may return target creature to its owner’s hand.
3/3
Everglider 3U
Creature — Bird Scout (U)
Flying
Everglider can only block creatures with flying.
[i]He eats, drinks and even sleeps while staying airborne, refusing to go anywhere near the dull earth.[/i]
2/6
Flying Fisher 2U
Creature — Merfolk Rogue (C)
Flying
When Flying Fisher enters the battlefield, return another creature you control to its owner’s hand.
2/2
Gustra’s Guide 1U
Creature — Bird Scout (C)
Flying
T: Look at target opponent’s hand.
[i]Gustra’s reach is far. He always has eyes and ears monitoring the activities of Lopteris’ other races.[/i]
1/1
Restful Skygazer 1U
Creature — Merfolk Wizard (C)
Whenever a creature with flying enters the battlefield under your control, you may tap or untap target permanent.
2/1
Surfing Merfolk 2U
Creature — Merfolk Rogue (C)
R: Switch Surfing Merfolk’s power and toughness until end of turn.
1/4
Sweeping Wind 1U
Instant (U)
Counter target activated ability from a permanent. Return that permanent to its owner’s hand. [i](Mana abilities can’t be targeted.)[/i]
[i]The sudden burst of wind cut short Drakk’s greatest moment. And his every subsequent moment.[/i]
Windborn Mimic 2UU
Creature — Shapeshifter (R)
Flying
You may have Windborn Mimic enter the battlefield as a copy of any creature on the battlefield, except it still has flying.
*/*
Æther Bonds R
Enchantment — Aura (U)
Enchant creature
Enchanted creature can’t block.
U: Return Æther Bonds and enchanted creature to their owner’s hands at the beginning of the next end step.
Angry Birds 1RR
Creature — Bird Berserker (C)
Flying, haste
When Angry Birds deals combat damage to a player, sacrifice it. If you do, it deals 2 damage to target creature defending player controls.
2/2
Cliff-chaser Dragon 4RR
Creature — Dragon (R)
Flying
Whenever a creature without flying enters the battlefield under your control, it gains flying and haste until end of turn. At the beginning of the next end step, sacrifice that creature. If you do, put a +1/+1 counter on Cliff-chaser Dragon.
5/5
Crag Topple 1R
Sorcery (C)
Choose one — Crag Topple seals 3 damage to target creature, or Crag Topple deals 1 damage to each creature without flying.
[i]“Verollak’s angry today.”
— Goblin expression meaning “watch for falling rocks”[/i]
Crashing Drake 3RR
Creature — Drake (U)
Flying
Whenever Crashing Drake attacks, you may have it lose flying until end of turn. If you do, it deals 2 damage to each creature without flying defending player controls.
2/2
Deep-mine Anthemist 2RR
Creature — Goblin Rogue (U)
Other creatures you control without flying get +1/+0.
Creatures your opponents control with flying get -1/-0.
[i]“Sure, they’re all so proud and arrogant up in the skies, but we’ve got a few methods to bring them down to earth.”[/i]
3/3
Downdraft Assailant 3R
Creature — Goblin Warrior (C)
Flying
2: Downdraft Assailant loses flying until end of turn. Any player may activate this ability.
[i]The assault of the aeries might have been successful had the guards not simply blown away the thermals keeping the gliders aloft.[/i]
4/1
Drifting Embers 1RR
Instant (C)
Drifting Embers deals 4 damage to target creature or player unless they pay 3. If they do, return Drifting Embers to its owner’s hand.
[i]Although they sting with the heat of the earth, they are easily waved away.[/i]
Goblin Taunter R
Creature — Goblin Rogue (C)
Sacrifice Goblin Taunter: Target creature attacks this turn if able.
[i]Nothing insults the aven more than having a goblin splatter on their clean aerie.[/i]
1/1
Gustra’s Gofer 1R
Creature — Goblin Rogue (C)
Haste
T: Target creature can’t block this turn.
[i]“Even the stupid, land-bound goblins have their uses.”
— Gustra, Sage of the Spark[/i]
1/1
Jokka, Tunneller 2R
Legendary Creature — Goblin Rogue (M)
At the beginning of your upkeep, you may sacrifice a land. Then, if there are 10 or more lands in all graveyards, you may put a legendary 10/10 red Avatar creature token with mountainwalk and haste named Verollak onto the battlefield.
2/2
Manic Skygazer 2R
Creature — Goblin Shaman (C)
Whenever a creature with flying enters the battlefield under your control, Manic Skygazer deals 2 damage to target opponent.
[i]Gorgle’s magic grew more and more wild as the aven passed over the ritual grounds.[/i]
2/2
Phoenix Shimmer 1R
Enchantment (R)
At the beginning of your combat step, before attackers are declared, you may tap X untapped creatures without flying you control. If you do, put an X/X red Phoenix creature token with flying and haste onto the battlefield. Sacrifice it at the beginning of the next end step.
Tail Flinger 3R
Creature — Lizard (C)
T: Target Goblin creature you control gets +1/+0 and gains flying until end of turn. Destroy that goblin at the beginning of the next end step.
[i]If you don’t like crossing the complex bridge network to get to the further islands, there’s always a faster way to travel.[/i]
3/3
Sea Spray WU
Sorcery (C)
Tap up to two creatures. Those creatures don’t untap during their controller’s next untap step.
Seaside Watcher 3WU
Creature — Sphinx (U)
Flying, vigilance
4/5
Goblin Canoeists 1UR
Creature — Goblin Rogue (C)
Goblin Canoeists has defender unless you control two or more islands.
Goblin Canoeists gets +2/+0 if you control two or more mountains.
[i]“I found out why we aren’t moving.”
“Why’s that?”
“Not enough water.”[/i]
2/2
Undersea Eruption 3UR
Sorcery (U)
Destroy target land. Its controller taps all lands they control. They don’t untap during their controller’s next untap step.
Mystical Redstribution RW
Instant (C)
Destroy target enchantment. Creatures you control get +1/+0 until end of turn.
[i]Pookas don’t believe magic should be kept in one place for too long.[/i]
Sunbasking Thunderer 3RW
Creature — Beast (C)
1R: Sunbasking Thunderer gets +3/-3 until end of turn.
1W: Sunbasking Thunderer gets +0/+3 until end of turn.
2/5
Brandishing Pooka RWU
Creature — Rabbit Mercenary (U)
Hexproof, double strike
[i]His mastery over blades has granted him the ability to parry just not swords, but spellcraft as well.[/i]
2/2
Bridge Patrol RWU
Creature — Rabbit Rogue (R)
Creatures can’t attack you unless their controller controls no untapped lands.
3/3
Gustra, Sage of the Spark 3RWU
Legendary Creature — Bird Wizard (M)
Flying
Whenever a creature you control becomes tapped for the first time in a turn, untap it.
[i]Gustra, undisputed master of the skies, lord to all the aven.[/i]
5/5
Spirecrest Dragon 3RRWU
Creature — Dragon (M)
Flying
When Spirecrest Dragon attacks, it deals 3 damage to each creature without flying.
2: Choose one — Target creature gains flying until end of turn, or target creature loses flying until end of turn.
6/6
Sunstruck Steam R(U/W)
Instant (R)
Sunstruck Steam deals 2 damage to each attacking creature. Those creatures don’t untap during their controller’s next untap step.
Lopteris Gemstone 2
Artifact (C)
T: Add 1 to your mana pool.
2, T: Add RWU to your mana pool.
[i]A warm, gentle pulse passes through the stone when held, as if it were a beating heart.[/i]
Earthen Teeth
Land (U)
Earthen Teeth enters the battlefield tapped.
T: Add R to your mana pool.
T, Sacrifice Earthen Teeth: Earthen Teeth deals 2 damage to each creature without flying. Activate this ability only if you control a red permanent, a white permanent and a blue permanent.
Thermal Vents
Land (U)
Thermal Vents enters the battlefield tapped.
T: Add R, U, or W to your mana pool.
[i]Lopteris, world of glorious blue skies and seas, home to the soaring aven, waterborn merfolk and the insufferable goblins.[/i]
Perditus BGW
Perditus is a dark, tranquil world. It is trapped in a neverending twilight, with the sun always illuminating only its very edges. Its inhabitants worship the stars and the constellations that are inscribed in the sky, and many grand temples spread across the flat, grassy plains. Due to being a world with little sunlight, life in Sanctum has adapted to an everlasting night. The plantlife has adapted to absorb energy from the light of the moon and the stars, and they often bear glowing fruit. White's influence is in the orderly and tight community that the inhabitants have developed, with strict rules relating to rituals, worship and being part of the community. Green's influence manifests itself as a state of farming. The inhabitants all cultivate plants, herbs and design beautiful gardens, making sure to grow plenty of food for the rituals at the temples.. Black's influence can be found in the profane rites that the inhabitants perform. Sacrifice is not uncommon, and it is a deeply solemn right. Their rituals, although orderly and controlled, send chilling echoes throughout the night, and they speak the names of unthinkable beings from beyond the stars.
What the cultists of Perditus worship is currently unknown, but whatever it is, it is not of this world. Their rituals call out to the stars, and they send word to beings of unfathomable shape, horrible symetery and unbelievable power. It is said that the cultists aim to bring those unspeakable beings to their world, but the stars have not aligned correctly yet. They wait for the day where they can open the void to their world, and create a dark paradise in which all will have their place.
Until that day comes, they follow strict daily routines. As soon as they wake up, they send prayers out into the void, then tend to their gardens. They often have to take pest control measures against the dark, small creatures they enjoy feasting on the star fruit, employing domesticated creatures, familiars and guardsmen to protect the crops.
Of course, there are always outsiders in any community. Certain priests and farming communities have splintered away from the Starlight temples and seek to maintain their independence. The high priestess Alma ruthlessly hunts them down and seeks to press them back into the community, for she needs much flesh to sacrifice in order to please the dark forces she's made her wicked deals with. There will be a desperate struggle in the future of Perditus, but who will win is another matter entirely.
So, to sum up, it is a world based on order (white), farming and cultivating (green) and cultist rites and sacrifice (black).
Perditus' theme: “Enchantments matter”.
Card list (36/45):
Alert Militia W
Creature — Human Soldier :common:
Vigilance
[i]In some remote towns, they aren’t welcoming of any priests visiting from the Starlight temples.[/i]
1/2
Calming Seal W
Enchantment :common:
Sacrifice Calming Seal: Prevent all combat damage that would be dealt this turn.
[i]“Our community will never be in disharmony.”
— Seal inscription[/i]
Lunar Watcher 2W
Creature — Spirit :rare:
1, T: Search your library for an enchantment card with converted mana cost 1 or less, reveal it, then put it into your hand. Then shuffle your library.
[i]It watches the ever shifting stars, retracing and replicating forgotten celestial alignments.[/i]
1/3
Oblivion Chains 1W
Enchantment — Aura :uncommon:
Enchant creature
Enchanted creature cannot attack or block.
2B: Exile enchanted creature.
[i]The chains are designed to give false hope for freedom or escape.[/i]
Starlight Shepherd 2W
Creature — Human Cleric :uncommon:
1W: Starlight Shepherd gets +0/+X until end of turn, where X is the number of enchantments you control.
[i]“Blessings bring more blessings with them.”[/i]
1/2
Watchman’s Resolve 2W
Enchantment :uncommon:
Creatures you control have vigilance.
Sacrifice Watchman’s Resolve: Untap all creatures you control.
[i]“The community will be protected, even if I must sacrifice myself for it.”[/i]
Festering Seal B
Enchantment :common:
Sacrifice Festering Seal: Target creature gets -2/-2 until end of turn.
[i]“A plague upon the house this seal marks.”
— Seal inscription[/i]
Haunted Grounds 1B
Enchantment — Aura :uncommon:
Enchant land you don’t control
Whenever enchanted land becomes tapped, put a 1/1 white Spirit creature token with flying onto the battlefield.
[i]Alma’s sacrifices create much woe in their wake.[/i]
Hungry Aurafiend 1B
Creature — Beast :rare:
When an enchantment is put into a graveyard from the battlefield, put a +1/+1 counter on Hungry Aurafiend.
Exile two enchantment cards from your graveyard: Put a +1/+1 counter on Hungry Aurafiend.
1/1
Starsealed Devourer 3BB
Enchantment Creature — Horror :mythic:
When Starsealed Devourer enters the battlefield, search your library for an enchantment card, put it into the battlefield, then shuffle your library.
Whenever an enchantment enters the battlefield under your control, target opponent loses 3 life and you gain 3 life.
4/4
Syphon Vitality 2B
Enchantment — Aura Curse :common:
Enchant player
At the beginning of your upkeep, enchanted player loses 1 life and you gain 1 life.
[i]Little by little, he watched as his flesh withered away, while his neighbour looked more youthful every day.[/i]
Unholy Pact 3BB
Enchantment :rare:
When Unholy Pact enters the battlefield, you lose half your life total, rounded down.
At the beginning of your end step, put a 4/4 black horror creature token with flying onto the battlefield.
[i]“Creatures of the void, accept my offering!”[/i]
Agile Leaper 1G
Creature — Beast :common:
[i]The gardeners of Perditus are always at odds with the nimble creatures which enjoy the taste of their crops.[/i]
2/2
Auramite 1G
Creature — Insect Pest :common:
Sacrifice an enchantment: Put a token that’s a copy of Auramite onto the battlefield.
[i]Though small in size, the Auramite can quickly infest a household given enough latent energy to devour.[/i]
1/1
Filtermaw 2G
Creature — Beast :uncommon:
1: Add B, G or W to your mana pool.
[i]It absorbs the moonlight through its pale skin, refining the energy gathered into more concentrated forms.[/i]
2/3
Living Bastion G
Creature — Plant Wall :common:
Defender
[i]Rather than make a wall that crumbles with age, the gardeners of Sanctum created a wall that will only grow stronger in time.[/i]
0/5
Moonlit Feast 2G
Enchantment :common:
When Moonlit Feast enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped. Shuffle your library afterwards.
Whenever a creature you control deals combat damage to a player, you may gain 1 life.
Overgrown Seal G
Enchantment :common:
Sacrifice Overgrown Seal: Seal your library for a basic land card, reveal it, then put it into your hand. Then shuffle your library.
[i]“May your crops be abundant.”
— Seal inscription[/i]
Shimmermaw 3G
Creature — Beast :common:
Flash
[i]“Before you know it, it’ll have your fruit basket between its jaws and it’ll be half way across the plain.”
— Johan, farmer[/i]
3/3
Toil’s Reward 1G
Enchantment — Aura :uncommon:
Enchant creature
Whenever enchanted creature becomes tapped for the first time each turn, add G to your mana pool.
When Toil’s Reward enters the graveyard from the battlefield, draw a card.
Outcast Priest GW
Creature — Human Cleric :common:
Protection from black
1, T: Prevent all damage that would be dealt by target black creature this turn.
[i]“So much blood stains my hands. I must do what I can to absolve my sins.”[/i]
1/2
Sanctify GW
Enchantment — Aura :common:
Enchant land
Enchanted land has “T: Target creature gains protection from black until end of turn.”
[i]“We must create places where we can hide away from Alma’s piercing gaze.”[/i]
Martyr’s Sacrifice WB
Sorcery :rare:
As an additional cost to cast Martyr’s Sacrifice, sacrifice a creature.
Destroy target nonland permanent.
[i]“Sacrifices must be made for the greater good of the community, whether willingly or unwillingly.”
— Alma, High Priestess[/i]
Priest of Undeath WB
Creature — Human Cleric :common:
When Priest of Undeath dies, put a 2/2 black zombie creature token onto the battlefield.
[i]“I will die as many times as the High Priestess demands.”[/i]
1/1
Pit Scavenger BG
Creature — Beast :uncommon:
Exile a creature card from your graveyard: Put a +1/+1 counter on Pit Scavenger.
[i]Deep in the pits where the corpses of the sacrificed are discarded, there are creatures which revel in the carrion.[/i]
2/1
Rot Coil BG
Enchantment — Aura :common:
Enchant creature
Whenever enchanted creature becomes tapped, it gets -2/-1 until end of turn.
[i]At times, members of the community must be leashed.[/i]
Alma, High Priestess BGW
Legendary Creature — Human Cleric :mythic:
Whenever another nontoken creature you control dies, you may exile it. If you do, return a creature card from your graveyard to the battlefield.
[i]Death is never permanent in the Starlight Temples.[/i]
1/4
Lightspinner BGW
Creature — Spider :common:
Reach
[i]The old myths say that it reaches into the night sky itself and draws its thread from the heavens.[/i]
1/6
Warden of the Cycle 1BGW
Enchantment Creature — Avatar :mythic:
At the beginning of your upkeep, search your library for an enchantment card, put it into your graveyard, then shuffle your library.
At the beginning of your upkeep, if Warden of the Cycle is in your graveyard, you may pay BGW. If you do, return target enchantment card from your graveyard to the battlefield.
3/4
Wild Howlbeast BGW
Creature — Beast :rare:
T: Tap target creature you don’t control.
BG/W, T: Destroy target tapped creature you don’t control.
[i]It disables its prey with its cry, then its kin go in for the kill.[/i]
3/3
Repurpose G/WB
Sorcery :uncommon:
Destroy target creature. You gain 4 life.
[i]“Such vitality. It is wasted on you, and it will be given to one more deserving.”[/i]
Perditus Gemstone 2
Artifact :common:
T: Add 1 to your mana pool.
2, T: Add BGW to your mana pool.
[i]A tiny light flickers inside the jet black stone, as if it contains a dying star.[/i]
Truesilver Amulet 4
Artifact :rare:
4, T: You may put an enchantment card from your hand onto the battlefield.
[i]Forged from the metal of a fallen asteroid, even the tiniest tap on its surface creates a harmonic echo.[/i]
Graveyard Garden
Land — Swamp :uncommon:
[i](T: Add B to your mana pool.)[/i]
Graveyard Garden enters the battlefield tapped.
T, Sacrifice Graveyard Garden: Return an enchantment card from your graveyard to your hand. Only activate this ability if you control a black permanent, a green permanent and a white permanent.
Starlight Temple
Land :uncommon:
Starlight Temple enters the battlefield tapped.
T: Add B, G, or W to your mana pool.
[i]Perditus, the world of an everlasting twilight, beacon to the horrors beyond the stars.[/i]
There's a lot more work to be done yet, but so far I think that it's coming along very nicely.
Broth of Visions
1U
Instant
Common
Each player puts the top four cards of their library into their graveyard, then draws a card.
Mages regularly the potent brew to experience visions of the past and the future.
I put the abilities in the opposite order before, then realised it can actually act as a game-winner under the right circumstances. Handy dandy.
Blast Through
RR
Sorcery
Common
~ deals 2 damage to target creature and to that creature's controller.
Muscle Ripple
G
Instant
Common
Target creature gets +2/+2 and gains trample until end of turn.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Stormtide Leviathan seems a bit too strong. It can completely color-screw an opponent.
Eruption seems a bit overpriced, could cost 1, maybe even 2 mana less.
Accelerate Growth seems a bit weak. And basically it says "Until end of turrn, you may play any number of lands", doesn't it?
Primal Energies doesn't really work the way it does, or is mana not any longer removed from a mana pool as phases end?
Rift Runner: I like it, but the effect/card could easily be mono blue.
All in all, I like most of these cards.
I like all of these, but Muscle Ripple is a strictly better Unnatural Predation. Probably not a bad thing. I also like the idea of sneaking some cards into other wedges to help out Fumo.
Sounds like a plan.
Yeah, Stormtide basically kills an opponent's mana base, unless they play some extra lands or something. Maybe I'll bump up the mana cost a bit.
Eruption was basically my attempt at a crappy limited card. Maybe I'll change it a bit.
I guess it does. I'll probably change the wording accordingly.
I was thinking when I designed it "instant fuel". I guess it would be more worthwhile as a card if it didn't empty until end of turn.
I'm still working on the design skeleton with the cards, so some of the cards may shift colour or completely disappear, so who knows, maybe he will be mono blue.
Yup, as the other shards start to take form we'll be bumping cards around.
Interesting you actually have some close variations on cards I'm working on for the GUB shard, esp. with green mana ramp. Great minds think alike ey.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Indeed they do. We've come a far way since the days of Shades of Grey.
Imagine this crazy opening hand: Mountain, Vein Ritual, Chant of the Lagoon, Lunatic's Moon, Knowledge Salvager, random basic land, whatever.
Turn 1: Mountain, Vein Ritual, Chant of the Lagoon.
Your battlefield: Tapped Mountain, Forest and Island.
Turn 2: Land, Lunatic's Moon, Renew and copy Chant of the Lagoon
Your battlefield: Tapped random land, Tapped Mountain, two tapped Islands, two tapped Forests, Lunatic's Moon
Turn 3: Knowledge Salvager, Renew and copy Vein Ritual, use mana to cast Chant of the Lagoon.
Your battlefield: Untapped random land, Untapped Mountain, Untapped Island, Two untapped Forests, Two tapped Islands, Tapped Forest.
That's five mana for another spell that turn, seven if its an instant or sorcery. If you don't feel like doing anything more next turn, that's a possible 10 mana instant or sorcery on turn 4 (Assuming you don't play a land turns 3 or 4).
Yeah, that's a godhand, but none of those cards are bad.
I can see where you're coming from. Vein Ritual, despite the drawback, is definitely a crazy combo piece, especially with the mana acceleration sorceries and instants in Fumo (Chant of the Lagoon, Accelerate Growth, etc), plus there's also the renew mechanic, like you mentioned. I could make it exile itself when it's done so it can't be renewed, and I could also add an extra cost to it, like having to tap one of your creatures or something.
Restful Skygazer should be 2/1.
Nice addition of Sunstruck Stream - looks fun.
I made a mistake with Aether Bonds - should say beginning of the next end step.
Tail Flinger should kill the goblin at the beginning of the next end step too.
On Earthen Teeth you've put the damage amount as a mana symbol. =P
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
TYRANTHERUS'S REVIEW TIME!!!
Sounds about right colorwise, lets see what you've got!
Humans, of course, goblins, sure (although a bit iffy on the honor), Giants are also a bit iffy on honor, but more believable then goblins. Vampires, at first threw me off with the white, but come to think of it I can see the vampire race being honorable at times.
For the most part I can see this being on instants and sorceries, maybe some actives, but is a little iffy from the sound of it. Can be really nice, or way over the top. We will see how you play this keyword out. (Note, I am simply typing as I read this since I am reviewing every card for this group)
Reminds me of something similar to regenerate, except causes it to die then return. It could be similarly compared to persist without a -1/-1 counter, but this is an instant and one time use, so I can see this being a viable choice. Probably intentional, this does set off the keyword Conquer. I would say raise the cost to WW instead of 1W because this would also trigger enter the battlefield effects, which as you well know CAN and WILL be abused if able.
Now, even though its a mythic, its no reason to set a card way way WAY above the standards. When I create a card, I first try to picture a card without rarity. Is it going to be a big part of the plotline? Do I want to make it simplistic, or pretty complex? Normally more complex cards are in the rare section, and if it is a legendary creature, sure, you can up the power ever so slightly since you know you can't have more than one out at any given time. This said, a white creature for five mana that is a 6/6 with flying I would say is a nono. As far as giving a boost to warriors, I can understand that, but do you think that giving +2/+2, first strike, lifelink, AND haste is a bit much?
Interesting to say the least, indestructibility is a pretty darn strong mechanic. This said, if it is only on equipments however, that does tone it down alot to the point that this is probably acceptable. Pretty decent job.
Although white is not known for burn, this is against attackers which white is known for. This said, I cannot help but be reminded of Lightning Helix slightly. Despite this, I also have to remind myself this cannot target players and has to hit an attacking creature. All in all, despite all these contridctions, its a fine card.
Make the Aura Cleanser at 1/3 instead of a 2/3. White creatures aren't known for being better then bears, especially clerics of all people. What would you think if you saw a cleric wrestling a bear, the cleric knocking it upside the head, then stabbing its heart with his cane, blood splattered over his robes, and promptly walks towards you with a smile and says peace be with you?
This seems a bit more acceptable then that bear killing cleric (shivers at thinking of the creepy smile the cleric would give). Anyways, the key reason why this is a bit more acceptable is due to defender. Overall seems good.
With the amount of life you gained, does it mean this turn? Also I feel as though just having the amount of life you gained, without even gaining the 2 life when it attacks is pretty freakin strong! Imagine if a person played Rest for the Weary against you while one of his creatures was wearing this?! +8/+8 until end of turn instant speed better then Might of Oaks! Not sure what to recommend on this... but should probably need some work on it.
Seems like a restrictive Piety Charm's vigilance on a stick, the restriction being Warriors. Doesn't seem too too bad, and probably fine as is.
Eeeeeeeeeeeeeh... Nooooot sure on this one... Blue is the artifact lover in most cases, although white does have a thing for equipment. The taking it from the graveyard feels more black, but at the same time gaining control of artifacts is very much a blue thing. Maybe if it was restricted to just equipments, but even then this is treading on thin ice from a color flavor prospective.
Seems fine to me.
Looks good, considering it costs W instead of colorless.
I feel this should probably cost 1W. The problem I'm seeing more and more amongst cards that people seem to question is the two for one spellcasting. Example is the titans. If it was only when they attacked they would be ALOT less of a threat, but the fact that their ability is also when they enter the battlefield makes it to where unless they get countered, it doesnt matter how many doom blades you have, that effect is going off. This said, a 1/1 for 1W is probably not too appealing, so probably make it a 1/2 if you do take these suggestions.
Sure, why not. Even though green is known as the big beasty, although I may recommend just an ever so slightly tone down to a 4/5.
Interesting and flavorful! I likes! I likes!
A one drop that gives all your artifacts the ability to have lifelink is a tad much, don't you think? There's a reason why Basilisk Collar, Batterskull, Behemoth Sledge, and Loxodon Warhammer are top picks when they were standard, most of which can still see play (Note, these are the only equipments with lifelink).
0 Equip might be a tad much, but the card concept is fine.Nevermind, remembered Blade of the Bloodchief...As long as it changes the creature type to JUST zombie this MIGHT be ok, but questionably so. I would probably increase the cost of the guy himself to 2BB instead of having a 2 drop bear with necromancy potential.
Exibit A: Drudge Skeletons. Still sees play today. Recommend upping the regenerate cost or reducing the power or toughness of him.
Would prefer this spell cost 2B, since it can be a pretty good two for one spell at instant speed. I could accept the current mana cost if it was sorcery.
Seems fine since it would have to hit the opponent to have the drain effect.
Strange to say the least. Usually black and red care less for blocking and have "this creature cannot block". I mean, its not TOO big a deal, but still a bit iffy.
Early game with a flier, GG, land destruction. Should probably say sacrifices a creature. Atleast that way he would still have mana to cast some spot removal if he can even draw it quick enough...
Opposite of the white equipment. Sure.
Like it!
Seems balanced to me!
Would probably increase the cost to 1R (Looking at Slaughter Cry)
So red. So very red. Its on target and is fine as is.
We already have Exuberant Firestoker SURE! Why not, although it is a bit questionable considering how many low cost equipments you already have just by looking at this group. Could possibly be a bit abusive the turn after with dropping 4 1 drop equipments and dealing 8 damage...
Completely fine!
All I can say is... I hope this thing doesn't get trample and fights against my white weeny deck! Might recommend toning the damage down to 1, and in compensation boost his power by 1. Afterall, he is red and red is known for being aggressive.
Well, atleast it isn't AS bad as Rancor, but still pretty darn good!
And bonesplitter makes a comeback, redder then ever from all the blood is gained from being on Mirrodin! I feel that +3/+0 on a 1 drop equip 1, even if it is by a colored mana, might be a tad strong. Not sure what to recommend though to make it more balanced...
Hi Grave Pact version 2! Costs one more mana but less intensive on black. Freakin powerful card if you ask me, but hey. They've reprinted it on several occasions, so who am I to judge?
DERP!? *squished* As soon as I read it, I immediately thought of Earthshaker. If he's supposed to be stomper, can't exactly stomp fliers so I recommend having "T: Bloodcrazed Stomper (might wanna correct that typo) deals 2 damage to each creature without flying and player."
Thank goodness regenerate does not mean come back from the graveyard... Even then, seeing him reminded me of Gore Vassal, and your guy seems vastly superior to it in many ways. Its your call what you do with him. Atleast make it to where he can't save himself by making him a 2/1 and a valid target for spot removal.
YIKES! Considering how many low cost creatures, or atleast semi low cost creatures, aggro or equipment with slight aggro is highly likely, and this really, really, STINGS! Best comparison I can think of off the top of my head is Burden of Greed, but that isn't remotely close... well, it is a little since that came out in darksteel with a bunch of artifact creatures that would tap. Overall, increase the mana cost a bit, its decently versitile as well.
@_@;
But... I... Um... How do I say this... (Shows picture of Stoneforge Mystic, as well as deck theme of Quest for the Holy Relic + Argentum Armor)
Don't... want... to go through that mess... again... T_T
*Takes a few deep breaths* Ok... Yours isn't NEARLY as bad as those examples, but its still pretty abusable. Just think about all the other artifact equipments you have in your set. Will this scream GG at an extremely consistant rate? It's your call what you do with it, but this is a questionably powerful card possibly.
Should probably say target noncreature artifact or enchantment. Other then that, probably good to go. Reason is because it would basically be a Shock and a disenchant wrapped into one for 1 less mana and one more space in your deck. By restricting the options more, you allow the costs to be narrowed down more.
Sure, seems fine.
Pretty please tone the tower down a bit... First ability synchronizes well with the second, however I recommend lowering his base power and toughness to maybe a 4/3 or a 3/4. This guy reminds me a lot of Kresh the Bloodbraided.
First ability is already somewhat on the edge. Compared to Tempered Steel, sure it gives them +2/+2, but they have to be artifact creatures. One less toughness and no other restrictions to it. Sure, on edge, but I can buy it. Having Conquer ontop of that, NO! Pyroclasm. All my creatures get +7/+7 until end of turn since your 7 little puny blockers died. GG. Needs some work...
Well, he's got lightning bolt on a stick, can attack without tapping, thus keeping the lightning bolt on a stick, and can do it as soon as he hits the field. The lightning bolt CAN get stronger though. Best comparison I can give is Razia, Boros Archangel. You be the judge from there.
Reminds me of Kiku's Shadow. Despite that being a sorcery, this still seems balanced enough since it requires that creature to attack, and that is a white attribute.
Should probably have an enters the battlefield tapped. Other then that, seems good.
And the shards of alara land cycle is now a wedge! Yay!
Interesting to say the least. Might recommend a small cost of 1 or 2 mana on the second ability, but looks decent enough.
There would have been a message here about Jace, but Jace feigned interest and counterspelled any other reference of him in my signature...
Special Thanks to Spiderboy4 at //forums.mtgsalvation.com/showthread.php?t=91142">High~Light Studios for making an awesome avatar in a timely manner!
Conquer is not morbid. I'm not sure what it is, but definitely not morbid (barring the worst translation in intent imaginable).
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
You're not sure what it is in a good way or a bad way?
In a bad way (not sure how uncertainty can be good here <.<). I literally have no idea what it represents. And the idea behind ability words is that they group together similar abilities. Just with each new card I see that has conquer I have to reevaluate what the common idea is (Hyperbole! I actually had to reconsider only three times up to now, but even that is too much).
Also it doesn't try to use functional wording. I suppose it is meant to be a delayed trigger - that works on first glance on a substantial number of the cards. But then again it only works on (a part of) the spells and abilities. One creature has a triggered ability. And an enchantment has an even different triggered ability - neither uses targeting as the factor that makes conquer active, which seemed to be the idea for the spells and activated abilities.
And who knows when the conquer ability of Draining Vapors becomes active: Does it get active when one of the creatures dies or when all of them die or when the last of them dies? I suppose it means all, but then I can choose "up to two creatures", so what happens if I choose no creature? Will I receive the +1/+1 bonus immediately or never?
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Maybe they're such new hatchlings that they can't yet. But this seems quite weird with the flavortext and would leave the card very weak relative to Raise the Alarm.
Plot of Dragon's Maze:
Niv-Mizzet plays Realmwright, chooses "Gate". Then a dramatic retelling of the ensuing argument.