Set Name: Vale: The Shadowlands Number of Cards: 165 Rares/Uncommons/Commons: 55/55/55 Breakdown: 27 cards of each color including 5 split cards.
17 Multicolor cards including 10 hybrids
8 Artifacts
5 Lands
The set is complete but the power level no doubt needs massive tweaking. I did this set myself and it is pretty easy to get lost in the cards and start missing the power-level boat. I would love some constructive criticism on the cards. Here are the themes each is trying to achieve.
Every color enjoys this mechanic: *Mechanic* Recycle <cost> (If this card is in your graveyard you may pay <cost>. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
WHITE: *Mechanic* Prayer (If damage would be prevented to this creature, prevent all damage that would be prevented instead.) White is all about the guys to get in and get things done without being hurt in the process. Example:
Justice-bringer of Kell WW
Creature - Human Knight (U)
First Strike, Prayer (If damage would be prevented to this creature, prevent all damage that would be prevented instead.)
2/2
BLUE: Aquatic Elves have unique repeatable effects for a mana cost and discarding of cards. Example:
Aquatic Nullmage UU
Creature - Aquatic Elf (U) U, Discard a card from your hand: Counter target spell unless it's controller pays 3
1/1
BLACK: Token generation in the form of Skeletons at all costs. Flavor wise, Black and Green are in a war that is just a part of the grand plan of the evil overlord Vale. Black uses the Xanto Cult to produce a skelton army to battle the elves. Ironically, they make a good deck together ;-) Example:
Gather the Hordes BBB
Enchantment (R)
Whenever a creature card enters the graveyard you may pay 1 life. If you do, put a 1/1 black Skeleton creature token into play.
RED: Red, and its dwarf hordes, sacrifices lands to trigger it's abilities. It teams with green well for gathering the lands and a little land recursion, but it does well enough on its own as well. Example:
Dwarf Tunnler 2RR
Creature - Dwarf (U)
Sacrifice a land: Dwarf Tunnler is unblockable until end of turn.
2/2
GREEN: Green focuses on a number of things but one theme unifies it: Creatures. Green loves its creatures and it dosen't care where they come from. It's goal is to get as many creatures as it can, as quickly as it can, with a boost to the lands for help. Example:
Sowing Seeds 2G
Sorcery (C)
Search your library for up to two basic lands and put them into play tapped. They don't untap durring your next untap step. Shuffle your library.
The rest of the set ties some of the colors together and initiates neat effects. Several other Cycles exist throught out the set, such as cards that have a lesser effect if countered:
Persistent Death 3BBB
Instant (C)
Destroy three target creatures.
If Persistent Death would be countered destroy target creature instead.
Or the split cards:
Mend W
Insant (U)
Gain 2 life.
//
Restore WW
Sorcery (U)
Gain 6 life.
There is a lot of fun cards in here but I am sure several need balancing... again I am open to constructive critisim and I hope you enjoy the cards.
*NOTE* Flavor text is in a semi-complete state. There is a need for a lot of flavor text to be added that is not currently there. If someone really enjoys flavor text and would like to get the story so they can help PM me. Also, there are renders of each of these with out art. I have a couple of friends working on art but if anyone is inspired by the cards and would like to contribute some pieces I would love to take them and attribute them to you of course ;-)
Blessed Soldier W
Creature - Human Soldier (C)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
1/1
#1/165
Celerity 3WW
Enchantment (R)
All creautres you control have first strike and vigilance.
#2/165
Celestial Herald 4WWW
Creature - Angel (U)
Flying, Vigilance
When Celestial Herald comes into play return a creature card with converted mana cost 2 or less from your graveyard to play. I come, but I do not come alone. 4/4
#3/165
Champion of Kell 2WWW
Creature - Human Paladin (R)
Double Strike, Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
2/3
#4/165
Cleric of Kell W
Creature - Cleric (R)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.) T: Prevent 1 damage to each creature you contol.
#5/165
Color Shield 1WW
Enchantment - Aura (U)
Enchant Creature
When Color Shield comes into play choose two colors.
Enchanted creature gets protection from the chosen colors. This effect does not remove Color Shield.
#6/165
Early Defeat WW
Instant (U)
Target player sacrifices an attacking creature.
Recycle WW (If this card is in your graveyard you may pay WW. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#7/165
Everlasting Light 1W
Enchantment - Aura (U)
Encahnt Creature
Enchanted creature has Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
#8/165
Force into Prayer WW
Enchantment - Aura (C)
Enchant Creature
WW: Tap enchanted creature. There is nothing wrong with moving the hand of progress on your own. #9/165
Justice-bringer of Kell WW
Creature - Human Knight (U)
First Strike, Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.) #10/165
Kell's Blessing WW
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +2/+2 and first strike.
#11/165
Kell's Justice 2WWW
Instant (R)
Remove from the game all creatures that dealt damage to you this turn. A beam of light shot from the clouds and Kell's wishes were heard.
#12/165
Kell's Ward 1W
Enchantment (C)
Sacrifice Kell's Ward: Prevent 1 damage to each creature you control.
#13/165
Kell, Master of Justice 6WWWW
Legendary Creature - Avatar (R)
Flying
When Kell, Master of Justice comes into play, all creatures deal damage to themselves equal to their power. He brings justice to the wicked in a world where only he is pure.
7/8
#14/165
Lasting Shield 1WWWW
Instant (C)
Prevent all damage that would be dealt to three target creatures this turn.
If this spell would be countered you may prevent all damage that would be dealt to traget creature this turn.
#15/165
Mass Blessing 2W
Instant (C)
Prevent the next 1 damage that would be dealt this turn to each creature you control.
#16/165
Mend W
Instant (U)
Gain 2 life. Valor is judged...
#17/165
//
Restore WW
Sorcery (U)
Gain 6 life. ..By those who live.
#18/165
Osbourne Leagallow 2W
Legendary Creature - Halfling Bard (R)
All other creatures you control get +1/+0 WWWW: Put a deity counter on Osbourne Leagallow As long as there is a deity counter on Osbourne Leagallow this card's type becomes Legendary Enchantment. It also gains "All Creatures you control get an additional +1/+3.". Play this ability as a scorcery.
2/1
#19/165
Retreat W
Instant (C)
Untap target attacking creature. Prevent all combat damage that would be dealt to and by this creature until end of turn.
#20/165
Roc Champion 3WWW
Creature - Roc Lord (R)
Flying
Roc Champion's power and toughness are each equal to your life total, rounded up.
Whenever Roc Champion deals damage you gain that much life.
*/*
#21/165
Roc Fledgling W
Creature - Roc (C)
Sacrifice Roc Fledgling: Tap taget creature. "They're just so cute until they're big enough to rip your face off!" -Osbourne Legallow
1/1
#22/165
Roc Rider 3W
Creature - Human Knight (U)
Flying T: Deal 1 damage to target attacking or blocking creature.
1/4
#23/165
Sacred Phalanx 2WW
Creature - Human Soldier (U)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.) 3/4
#25/165
Scourge of Kell 3WW
Sorcery (R)
Remove all creatures from the game. Put a 1/1 colorless spirit creature token with flying into play for each card removed this way.
#26/165
Screeching Roc 2WW
Creature - Roc (C)
Flying
When Screeching Roc comes into play tap target creature you control. T: Deal 1 damage to target attacking or blocking creature
2/2
#27/165
Aquatic Loremaster UU
Creature - Aquatic Elf (R) UU, Discard a card from your hand: Draw two cards.
1/1
#28/165
Aquatic Spellcrafter UU
Creature - Aquatic Elf (U) U, Discard a card from your hand: Counter target spell unless its controller pays 3
1/1
#29/165
Aquatic Spellslider UU
Creature - Aquatic Elf (U) UU, Discard a card from your hand: Copy target instant spell. You may pick new targets for the spell.
1/1
#30/165
Aquatic Swordsman UU
Creature - Aquatic Elf (C) U, Discard a card: Aquatic Swordsman gets +1/+1 until end of turn.
1/1
#31/165
Bardic Knowledge 2UU
Sorcery (C)
Look at the top five cards of your library. You may put two in your hand and the rest on the bottom of your library in any order. Tell me what you know
#32/165
Bathos, Aquatic Champion 2UU
Legendary Creature - Aquatic Elf (R) U, Discard a card: You may play target instant in your graveyard. If you do, remove it from the game. "The best way to win in battle is to rethink each step." - Bathos, Aquatic Champion
2/2
#33/165
Deceptive Means 1UUU
Sorcery (R)
Put target creature an opponent controls on top of its owners library. That player shuffles their library. Out of sight, into mind.
#34/165
Forced Compliance U
Instant (R)
All creatures can be the target of spells or abilities until end of turn. "You will listen and you will do as I say, because I will it so" ~Vale, Lord of Chaos #35/165
Frantic Research 2UU
Enchantment - Aura (C)
Enchant Creature.
Enchanted creature has "T: Draw a card." Sacrifice enchanted creature: Draw a card.
#36/165
Knowledge Undercurrent 4UU
Enchantment (R)
If any player discards a card they may draw a card.
#37/165
Learn 1U
Instant (U)
Draw a card. The key to life is knowledge.
#38/165
//
Memorize 1UU
Sorcery (U)
Draw three cards.
Knowledge is the key to life.
#39/165
Minadro, Loremaster Adept 3UU
Legendary Creature - Human Wizard (R)
Discard two cards, Return and Island to your hand: Draw a card. UUUU: Put a deity counter on Minadro, Loremaster Adept As long as their is a deity counter on Minadro this card's type becomes Legendary Enchantment. It also gains "UU: You may draw a card. Play this ability only during your upkeep.". Play this ability as a sorcery.
#40/165
Premptive Blast UUU
Instant (R)
Counter the next two spells played this turn. If you talk fast enough they can't get a word around you.
#41/165
Protection U
Instant (C)
Counter target spell targeting a permanent you control. Mine!
#42/165
Repress 2UU
Instant (U)
Counter target spell.
Recycle 2UU(If this card is in your graveyard you may pay 2UU. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#43/165
Resilient Memory 1UUU
Instant (C)
Draw three cards.
If this spell is countered you may draw a card.
#44/165
Sea Roc 2UU
Creature - Roc (C)
Flying U: Switch Sea Roc's power and toughness until end of turn. Nothing Prettier then a roc in the sky, nothing scarrier then a roc on the ground. 1/4
#46/165
Sea Squid 3UUU
Creature - Beast (C)
Islandwalk
If Sea Squid taps, it doesn't untap durring your next untap step. "We don't go across the ocean; excpet to die." - Ghallenport Watchman
5/7
#47/165
Spectral Visitor 2UUU
Creature - Illusion Lord (R)
Flying
Spectral Visitor's power and toughness are each equal to twice the number of basic land types in play.
*/*
#48/165
Spire Neuromancer 1UU
Creature - Human Wizard (U) UU, T: Target player puts a card from their hand on the bottom of thier library, then draws a card.
1/1
#49/165
Spire Wizard U
Creature - Human Wizard (U) 3U, Sacrifice Spire Wizard: Counter target spell unless its controller pays X, where X is that spell's converted mana cost.
1/1
#50/165
Thoughtbreaker Owl 1U
Creature - Owl (C)
Flying
When Thoughtbreaker Owl comes into play look at the top three cards of your library. Put one in your hand, one on top of your library and one on bottom.
1/1
#51/165
Wizard's Gate 1UU
Enchantment (R)
Creature spells cost 2 more to play The wizards' biggest breakthroughs came with complete silence. #52/165
Xanto Engineer U
Creature - Gnome Wizard (U) 3U, Sacrifice Xanto Engineer: Search your library for an artifact card, reveal it, and put it in your hand.
1/1
#53/165
Xanto Historian 2U
Creature - Gnome Wizard (U)
Sacrifice Xanto Historian: Target player draws then discards cards equal to Xanto Historian's power.
1/1
#54/165
Bonelord 1BBB
Creature - Skeleton Lord (R)
Bonelord's power and toughness are each equal to the number of skeletons you control.
#55/165
Brain Harvest B
Sorcery (C)
Draw a number of cards equal to the number of skeletons in play. You lose life for each card drawn this way. "Those skeletons don't have brains because we've already harvested them my lord." - Creven, Xanto Grand Lord #56/165
Contact the Dead 2BB
Sorcery (R)
Put target creature card in a graveyard into play under your control.
#57/165
Creven's Will 2B
Sorcery (C)
Each opponent discards two cards and loses two life. "If you don't hurry up we'll kill you all and tear out your brains!" - Creven, Xanto Grand Lord #58/165
Deflesh 3BB
Sorcery (R)
As an additional cost to playing Deflesh discard a creature card from your hand.
Put a number of 1/1 black Skeleton creature tokens into play equal to the discarded card's converted mana cost.
#59/165
Draining Touch 2BB
Instant (U)
Destroy target non-black, non-artifact creature. You gain life equal to its converted mana cost.
#60/165
Flesh Imp BB
Creature - Imp (U)
Flying, Fear
When Flesh Imp attacks you lose two life.
3/4
#61/165
Gathering Hordes BBB
Enchantment (U)
Whenever a creature card enters the graveyard you may pay 1 life. If you do, put a 1/1 black Skeleton creature token into play.
#62/165
Haunting Shadows 2BBBB
Enchantment (R)
If you would sacrifice a creature you may remove it from the game. If you do put a copy of that creature into play.
#63/165
Memorialize 1BBBB
Enchantment (R)
You may play sorcery cards in your graveyard. If you do, remove them from the game.
#64/165
Mind Ripper BB
Creature - Horror (C)
Fear
When Mind Ripper deals combat damge to a player discard a card or sacrifice Mind Ripper.
3/1
#65/165
Necromatic Dretch 1BBB
Creature - Demon (U) T: Put a 1/1black Skelton creature token into play under your control. Necromatic Dretch does not untap during your next untap step. BB, T: Search your library for another card named Necromatic Dretch, reveal it, and put it in your hand, then shuffle your library.
2/3
#66/165
Numbing 1BB
Sorcery (C)
Target player discards three cards and you discard one.
#67/165
Persistent Death 3BBB
Instant (C)
Destroy three target creatures.
If Persistent Death would be countered you may destroy target creature.
#68/165
Ritual Suicide 3BB
Sorcery (R)
Remove all creatures you control from the game, then return all creatures you control from your graveyard to play.
Put all creatures removed from the game with Ritual Suicide into your graveyard at the end of the turn.
#69/165
Skeletal Bat BB
Creature - Bat (C)
Flying
When Skeletal Bat is put into a graveyard from play you may put a 1/1 black skeleton creature token into play.
1/1
#71/165
Skeleton B
Creature - Skeleton (C)
The dead rose from their graves and Vale's twisted face appeared in a smile shared by each of the undead warriors.
1/1
#72/165
Un-die B
Sorcery (U)
Return target creature from your graveyard to your hand.
Recycle B(If this card is in your graveyard you may pay B. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#74/165
Vale's Monster 3BBBB
Legendary Creature - Horror (R)
As an additional cost to play Vale's Monster sacrifice half, rounded up, of all permanents you control, then, put the top half of your library, rounded up, into your graveyard.
Flying, Fear T: Destroy target creature or land. If it is a creature, it can't be regenerated.
6/6
#75/165
Vale's Shadow BBB
Sorcery (U)
As an additional cost to playing Vale's Shadow, sacrifice a creature.
Destroy up to two target creatures. They can't be regenerated. No one can outrun their shadow
#76/165
Vale, Lord of Chaos 3BBBB
Legendary Creature - Human Wizard (R)
Sacrifice two creatures you control: Destroy target creature. It can't be regenerated. BBBB: Put a deity counter on Vale, Lord of Chaos As long as their is a deity counter on Vale this card's type becomes Legendary Enchantment. It also gains "Sacrifice Vale, Lord of Chaos, sacrifice three creatures you control: Destroy all creatures you don't control.". Play this ability as a sorcery.
3/5
#77/165
Weaken B
Instant (U)
Target opponent discards a card. A memory lost...
#78/165
//
Cripple BB
Sorcery (U)
Each opponent discards two cards. ...A thought removed.
#79/165
Xanto Gatherer BBB
Creature - Gnome Cultist (U)
Sacrifice Xanto Gatherer: Draw cards equal to Xanto Gatherer's power, you lose that much life. "Reading books is no wat to find out what you want to know!" ~ Creven, Xanto Grand Lord
1/1
#80/165
Xanto Necromancer 2BBB
Creature - Gnome Cultist (R) T, Sacrifice a creature: Put two 1/1 black Skeleton creature tokens into play. Watching the Xanto work is enough to make even the iron-willed awed... or sick.
3/4
#81/165
Alton Fisk 3RRRR
Legendary Creature - Halfling Barbarian (R)
All creatures you control have vigilance. RRRR: Put a deity counter on Alton Fisk As long as their is a deity counter on Alton Fisk this card's type becomes Legendary Enchantment. It also gains "All creatures attack each turn if able". Play this ability as a sorcery.
5/6
#82/165
Animated Land 2RR
Creature - Land (U)
Haste
When Animated Land enters a graveyard from play, you may return target land from your graveyard to your hand.
5/1
#83/165
Compost Heap 3RRR
Enchantment (R)
All non-land cards in your graveyard have recycle. The recycle cost is equal to the cards cost.
#84/165
Cone of Fire 1RR
Instant (C)
Deal 2 damage to each creature target opponent controls. Cone of Fire deals 2 damage to you. Sometimes it dosen't work like you want it to.
#85/165
Counter Magic 3R
Enchantment (R)
Instant spells cost 2 more to play. The dwarves had a way of making everything more difficult.
#86/165
Crumbling Foundation 2RR
Sorcery (U)
Destroy target land.
Recycle 2RR(If this card is in your graveyard you may pay 2RR. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#87/165
Dwarf Axemaster 4RR
Creature - Dwarf (U)
Sacrifice a land: Dwarf Axemaster gets +2/+2 until end of turn.
2/3
#88/165
Dwarf Blacksmith RRR
Creature - Dwarf (C)
Sacrifice a land: Target creature has first strike until end of turn.
2/1
#89/165
Dwarf Bombardier 1R
Creature - Dwarf (C)
Sacrifice a land: Deal 1 damage to target creature or player.
1/1
#90/165
Dwarf Lavamage 2RRR
Type: Creature - Dwarf (R)
Sacrifice a land: You may choose new targets for target activated ability.
2/2
#91/165
Dwarf Miner 1RR
Creature - Dwarf (C)
Sacrifice a land: Add one mana to your mana pool of any color that land could produce.
2/2
#92/165
Dwarf Tunneler 2RR
Creature - Dwarf (U)
Sacrifice a land: Dwarf Tunneler is unblockable until end of turn.
2/2
#94/165
Earth Troll 3RRRR
Creature - Troll (C) 2R: Earth Troll gets double strike until end of turn. You REALLY made him angry...
6/6
#95/165
Explosive Soil 2RRRR
Sorcery (R)
As an additional cost to play Explosive Soil search your library for five lands and put them in your graveyard.
Deal damage to target creature or player equal to the number of lands in your graveyard.
#96/165
Fan the Flames 3RR
Sorcery (R)
Each player sacrifices two lands.
Fan the Flames deals 3 damage to each player.
#97/165
Ferral Razorback 3R
Creature - Beast (C)
Haste "Watch out! I don't think that thing is here to play." - Osbourne Legallow
4/4
#98/165
Fry RRR
Instant (R)
Deal 4 damage to target creature or player. Everything eventually burns...
#99/165
Goblin Ambusher R
Creature - Goblin (C)
A deck may have any number of Goblin Ambushers. Once they start they just don't stop.
1/1
#100/165
Kathos, Dwarf King 3RRR
Legendary Creature - Dwarf Lord (R)
Dwarves cost 1 less to play.
Kathos, Dwarf King's power and tougness are each equal to the number of lands in your graveyard. The king of the caves turned to them slowly and smiled, "While you are in my world, I make the rules."
*/*
#101/165
Quick Flash R
Instant (C)
Deal 1 damage to target creature or player.
Recycle R(If this card is in your graveyard you may pay R. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#102/165
Relentless Pain 2RRR
Instant (C)
Deal three damage to three target creatures or players.
If this spell is countered you may deal three damage to target creature or player.
#103/165
Seize Property 1RR
Sorcery (U)
You gain control of target land until end of turn. Sometimes the dwarves left their homelands to see new places; they came back owning them.
#104/165
Singe R
Instant (U)
Deal 2 damage to target creature. Fire...
#105/165
//
Engulf RR
Sorcery (U)
Deal 2 damage to each creature and player. ...can get out of hand.
#106/165
Waste Not, Want Not 2RR
Enchantment (R)
At the beginning of each players upkeep that player may put a land card from their graveyard into play.
#107/165
Wasteful Resources 1R
Enchantment - Aura (U)
Enchant Creature
Enchanted creature has "Sacrifice a land: This creature gets +1/+1 until end of turn."
#108/165
Apocalyptic Growth 4GG
Instant (R)
Target creature gets +10/+10 until end of turn. Bigger is always better.
#109/165
Elvish Beastmaster 3GG
Creature - Elf Druid (C) 3G, Sacrifice Elvish Beastmaster: put two 3/3 green beast creature tokens into play.
2/2
#110/165
Elvish Call 1GG
Sorcery (U)
Gain X life where X is the number of elves in play.
#111/165
Elvish Infantry GG
Creature - Elf Soldier
Recycle GG(If this card is in your graveyard you may pay GG. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
2/1
#112/165
Elvish Leafcaller 2GG
Creature - Elf (C) T: Untap target land. If you untap a forest this way, add 1to your mana pool.
1/1
#113/165
Elvish Mating Season XGG
Sorcery (R)
Put X 1/1 green Elf creature tokens into play. Spend only green mana this way. "It's getting to be that season! I can feel it!" - Jako, Elvish Plower #114/165
Elvish Plower G
Creature - Elf (C)
Sacrifice an untapped land you control: Add 2 to your mana pool.
1/1
#115/165
Elvish Student G
Creature - Elf (C) T: Add 1 to your mana pool. 2: Add G to your mana pool.
1/1
#116/165
Elvish Tactician G
Creature - Elf Soldier (U) G, T: Target creature has trample until end of turn.
1/3
#117/165
Elvish War Chief GGG
Creature - Elf Lord (R)
Elvish War Chief's power and toughness are equal to the number of elves you control.
*/*
#118/165
Entangling Vines 6GGG
Creature - Plant (R)
Entangling Vines can block any number of creatures.
If damage would be dealt to Entangling Vines double that damage.
2/16
#119/165
Flittering Swarm 2G
Creature - Insect
Flying (C)
Flittering Swarm can't be the target of spells or abilities.
Flittering Swarm gets +1/+0 for each other creature named Flittering Swarm in play.
0/1
#120/165
Germination 2G
Instant (U)
Search your library for a land card and put it into play tapped. Some people are good at growing things.
#121/165
//
Growth 2GG
Sorcery (U)
Search your library for three land cards and put them into paly tapped. Some people are REALLY good at growing things.
#122/165
Greyanhall, Elvish Forefather 3GG
Legendary Creature - Elf Lord (R)
When Greyanhall, Elvish Forefather comes into play you may put three 1/1 elf tokens into play. GGGG: put a deity counter on Greyanhall As long as their is a deity counter on Greyanhall, this card's type becomes Legendary Enchantment. It also gains "Tap three untapped elves you control: Put a 1/1 elf token into play.". Play this ability as a sorcery.
2/2
#123/165
Heavy Tutor GG
Sorcery (R)
Search your library for a creature card with converted mana cost 6 or more and reveal it, and put it in your hand. Shuffle your library. "Call in the really big reinforcemetns." - Elvish General
#124/165
Loving Reunion 2GG
Sorcery (U)
Return target creature card from your graveyard to play.
Loving Reunion can be played any time you can play an instant. If you do, sacrifice that creature at end of turn. Lasting, or fleeting, love is good while it lasts
#125/165
Moldrot Basilisk 2GGG
Creature - Basilisk (R)
Whenever Moldrot Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Whenever a land card enters the graveyard from play put a +1/+1 counter on Moldrot Basilisk.
1/1
#126/165
Natural Amplification 2GG
Enchantment - Aura (C)
Enchant Creature
Enchanted Creature gets +3/+3 and has trample.
Recycle 2GG(If this card is in your graveyard you may pay 2GG. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#127/165
Plated Troll 1GGG
Creature - Troll (R)
Plated Troll can't be the target of spells or abilities. G: Regenerate Plated Troll.
3/4
#128/165
Protective Shaman 3GG
Creature - Elf Shaman (U) T: Target creature you control can't be the target of spells or abilities your opponents control until end of turn.
1/1
#129/165
Restless Reinforcement 2GGG
Instant (C)
Three traget creatures get +3/+3 and trample until end of turn.
If this spell is countered, target creature gets +3/+3 and trample until end of turn.
#130/165
Scaled Behemoth 5GGGG
Creature - Wurm (R)
Trample As the serpent slithered away from the now barron forrest only one thought crossed its mind. When was lunch? 8/10
#131/165
Sowing Seeds 2G
Sorcery (C)
Search your library for up to two basic lands and put them into play tapped. They do not untap durring your next untap step. Shuffle your library. "Sometimes the best plans are made well in advance." - Elvish Groundskeeper
#132/165
Sprouting Underbrush 1G
Instant (U)
Search your library for a basic land card and put it into play tapped.
Recycle 1G(If this card is in your graveyard you may pay 1G. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#133/165
Stealthy Raccoon 1GG
Creature - Beast (U)
Stealthy Raccoon can't be the target of spells or abilities. 2: Stealthy Raccoon can be the target of spells or abilites until end of turn. You'll only see it if it wants you too.
#134/165
Storm Clouds G
Enchantment (U)
Creatures with flying lose flying. 2: Target creature ignores this effect, sacrifice it at the end of the turn. Any player may play this ability. You'd be a fool to try and fly up there.
#135/165
Aquatic Flamemancer UUR
Creature - Aquatic Elf (R) UR, Discard a card from your hand: Deal 3 damage to target creature or player.
1/2
#136/165
Aquatic Guard WUU
Creature - Aquatic Elf (C) WU, Discard a card from your hand: Aquatic Guard gets +0/+2 and first strike until end of turn.
2/2
#137/165
Aquatic Necromancer UUB
Creature - Aquatic Elf (C) UB, Discard a card from your hand, Remove two target creature cards in any graveyard from the game: Put a 1/1 black Skeleton creature token into play under your control.
1/1
#138/165
Bardic Music 2:symwu::symwu:
Instant (C)
Search your library for an instant with converted mana cost 4 or less and play that card without paying its mana cost, then suffle your library.
#139/165
Deninhis, Turncoat of Kell :symwb::symwb:
Legendary Creature - Human Cleric (R) W: Prevent the next two damage that would be dealt to target creature or player. Play this ablility only once per turn. B: Target player discards a card. Play this ability as a sorcery and only once per turn. The only thing greater then his treachery, was the good he did for the community.
2/2
#140/165
Elvish Herder GUU
Creature - Aquatic Elf (U) GU, Discard a card from your hand: Put a 1/1 blue green squid creature token into play.
1/1
#141/165
Krander's Beast 2URG
Creature - Beast (C)
Haste 2: Until end of turn, switch Krander's Beast's power and toughness.
Sacrifice a creature you control: Regenerate Krander's Beast.
Lots of power... just not to bright.
3/5
#142/165
Nature's Gaurdian 2:symgw::symgw:
Creature - Elf Cleric (U)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.) T: Prevent the next 1 damage that would be dealt to target creature or player. The wind could be heard in her voice; and the animals in her prayer.
1/1
#143/160
Race Reconsiliation GGGU
Sorcery (R)
Put a number of 1/1 Elf creature tokens into play equal to the number of elves you control.
#144/165
Sacrificial Rebirth X:symgb::symgb:
Sorcery (R)
As an additional cost to Sacrificial Rebirth, sacrifice X creatures.
Put X colorless 1/1 creature tokens into play. If black was spent to play Sacrificial Rebirth the tokens are black and count as Skeletons. If green was spent to play Sacrificial Rebirth the tokens are green and count as Elves.
#145/165
Sea Spider 1:symug::symug:
Creature - Spider (C)
Sea Spider can block as though it had flying.
Sea Spider can't be the target of spells or abilities your opponet controls.
2/3
#146/165
Seeds of Renewal R:symgr::symgr:G
Sorcery (R)
As an additional cost to play Seeds of Renewal sacrifice all lands you control.
Shuffle all lands in your graveyard into your library.
#147/165
Spellcraft :symur::symur::symur:
Instant (U)
Copy target instant or sorcery spell. You may pick new targets for the copy.
Recycle :symur::symur::symur: (If this card is in your graveyard you may pay :symur::symur::symur:. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#148/160
Vale's Confidant :symub::symub::symub:
Creature - Gnome Spy(U) UB,T, Sacrifice Vale's Confidant: Look at the top card of target player's library. You may play that card without paying its mana cost. His dark secrets were the overlord's nourishment.
#149/165
Æther Explosion 2 :symbr::symbr::symbr:
Sorcery (R)
Destroy target artifact, creature, enchantment, and land. The blast destroyed almost all of the goblins, leaving a large crater where the city gate once was. #151/165
Æther Rift 1BBG
Enchantment (U) 1, Sacrifice a Skeleton: Put a 1/1 green Elf creature token into play. 1, Sacrifice an Elf: Put a 1/1 black Skeleton creature token into play.
#152/160
Exploding Golem 3
Artifact Creature - Golem (U)
Exploding Golem comes into play with four +1/+1 counters on it. T, Remove a +1/+1 counter from Exploding Golem: Deal 2 damage to target creature. "Do your inventions ever work?" - Alton Fisk
0/0
#153/165
Four-string Guitar 2
Artifact (C) T: All creatures you control get +1/+0 until end of turn. T: All creatures you control get +0/+1 until end of turn. T: All creatures you contol get +1/+1 and gain vigilance until end of turn. "That thing looks stupid" - Alton Fisk
#154/165
Horse Plow 0
Artifact (U) T: Add 1 to your mana pool.
If you control four or more lands, sacrifice Horse Plow.
#155/165
Ransash, Kell's Great Axe 5
Legendary Artifact - Equipment (U)
Equiped creature gets +6/+0 and cannot block.
Equip 3
#156/165
Rod of the Paruns 5
Legendary Artifact (R) 4,T: Target enchantment becomes a creature with power and toughness equal to its converted mana cost until end of turn. "It's when the magic fights back that you start to worry." - Mindaro, Loremaster Adept
#157/165
Steel Crown 2
Artifact - Equipment (C)
Equiped creature gets +0/+1 and can't be the target of spells or abilities.
Equip 2 "For the last time alton, that isn't the source." - Osbourne Leagallow
#158/165
Xanto Guard 3
Artifact (C)
Defender. The guard stood at the door to the cult's lair never moving or looking away. Osbourne and Alton stopped, then walked past without a word. 0/5
#159/165
Xanto Thought-Engine 4
Artifact (R) 3, T: Target player draws a card then discards a card.
:symub::symub::Untap Xanto Thought-Engine. The Xanto only wanted to please Vale; but with it he forgot them completely.
#160/165
Prismatic Shield
Land (C)
When Prismatic Shield comes into play choose a color. T: Add 1 to your mana pool. T: Prevent the next one damage to target creature or player dealt by a source of the chosen color.
#161/165
Resonant Fields
Land (U) T: Add 1 to your mana pool.
Recycle 0(If this card is in your graveyard you may pay 0. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#162/165
South Spire
Legendary Land (R) T: Add 1 to your mana pool. T: Remove target attacking or blocking creature from the game as long as South Spire is tapped. You may choose not to untap South Spire during your untap step. Be careful in the city, one wrong alley and you'll never come home.
#163/165
Tainted Shadowlands
Land (U) T: Add 1 to your mana pool for every taint counter on Tainted Shadowlands. T: Add a taint counter to Tainted Shadowlands. Tainted Shadowlands does not untap durring your next untap step.
#164/165
Unstable Marketplace
Land (R) T: Flip a coin. If heads, add two mana of any combination of colors to your mana pool. If tails, sacrifice a land you control. "Never know what you'll find on a trip to the market; or what you'll find missing."
165/165
Well, here's the constructive criticism you asked for:
Recycle: The idea is straightforward enough. Just be very careful of the power level of the card you put it on. They would either have to be seriously overcosted or the Recycle cost would have to be unplayably high. This mechanic would be broken on just about any counterspell.
Prayer: The templating is a mess. As you've worded it, it does nothing. If I understand what you're trying to do, it would simply be: "Prevent all damage that would be dealt to this creature." Honestly, it's a narrow mechanic and quickly gets seriously overpowered when combined with just about any other ability. Your knight, for example, is both efficient and almost impossible to kill. On top of it, first strike is completely irrelevant. First strike does nothing more than help a creature survive combat by killing the other creature first. But a creature with Prayer will always survive combat.
Blue's ability: Just FYI, this mechanic was used in Masques block on creatures called spellshapers. I thought I'd point that out in case reusing it was unintentional.
Black: Interesting angle on black, has potential to be fun.
Red: Also has potential to be interesting. However, keep in mind that sacrificing a land is a hefty cost, espeically in the early game. The effect you get from it should be pretty strong.
Green: Woah, mama. Sowing the Seeds is nuts. At that cost, I'd say you could get away with two lands. Maybe. Three is just way over the top. Good flavor, though.
Split cards: For a mechanic as cool and flexible as split cards, using it to put and instant and sorcery version on the same card just seems rather dull.
I'll be happy to look at individual cards if you like (I've not looked at your template yet, so my comments could be adjusted by what's in there).
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So an enchantment that gives all cards Recycle is a little overpowered?
Prayer is supposed to be that if a spell or effect would prevent damage to this creature it prevents all the damage instead. For example: If a creature has "T: Prevent 1 damage to target creature or player." Then if you target a creature with prayer it prevents all the damage to that creature or player.
Perhaps I subconciously named the first incarnation of the Nullmage "Spellcreafter" Pretty close... This is a little different because it doesn't require tapping.... I think it will be okay, but maybe not.
What would you cost Sowing Seeds at with the current rules text?
I sort of thought the split cards were neat because the thing that bugs me most about split cards is that it is essentially drawing an extra card, which I think is unfair. I think these use the versatility of split cards to give you two options. Cheap instant speed meh effect, or more expensive sorcery speed good effect.
Thanks for taking a peak at the first part Kraj. If you're just hanging around and want to take a peak at some of the cards go for it and let me know what you think. I might site some specific examples, we'll see.
For white: The Cleric of Kell is totally abusable if not broken. The other cards with similar effects (Kell's Ward, Mass Blessing) are one-time shots, and the Cleric can just tap every turn to make all your prayer creatures immune to damage...
For black: Haunting Shadows? Holy crap that's good, and completely broken with any sacrifice engine: Xanto Gatherer for one (sac for card, put copy into play, sac that one, copy it, ad infinitum...) Xanto Necromancer for another (you'd get essentially free tokens each turn), Dimir House Guard thirdly (essentially indestructible even by itself), Altar of Dementia, Ashnod's Altaret cetera.
For red: Fry is another Lightning Bolt but unpreventable...and they stopped printing the Bolt.
For green: The Heavy Tutor should let you keep the card, or else it should be instant-speed.
For the multicolors: Seeds of Renewal, essentially, says "Shuffle all lands you control that aren't in your hand or removed from the game back into your library." I can't really see the usefulness in setting myself back a whole hell of a lot just for less-than-efficient land recursion, unless I had a lot of Sakura-tribe Elders or something.
However, I'm by no means an expert so someone who's been around longer can feel free to support/deny these points.
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Prayer: Ok, I see now. That makes more sense. But it seems to be a pretty narrow mechanic. It sounds like the type of thing that goes on a single rare or maybe a cycle. I'll take a look at what you did with it and see, though.
Prayer (If a spell or ability would prevent any damage to this creature, prevent all damage to this creature instead.)
Sowing Seeds: Three lands is a lot to tutor for at once at any cost, especially when you put them into play. Honestly I think it would work find at this cost but with two lands. Looking at Kodama's Reach, you'd get a slower effect but that also doesn't use up a land drop.
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For black: Haunting Shadows? Holy crap that's good, and completely broken with any sacrifice engine: Xanto Gatherer for one (sac for card, put copy into play, sac that one, copy it, ad infinitum...) Xanto Necromancer for another (you'd get essentially free tokens each turn), Dimir House Guard thirdly (essentially indestructible even by itself), Altar of Dementia, Ashnod's Altaret cetera.
For red: Fry is another Lightning Bolt but unpreventable...and they stopped printing the Bolt.
For the multicolors: Seeds of Renewal, essentially, says "Shuffle all lands you control that aren't in your hand or removed from the game back into your library." I can't really see the usefulness in setting myself back a whole hell of a lot just for less-than-efficient land recursion, unless I had a lot of Sakura-tribe Elders or something.
Haunting Shadows is a formatting error. I wanted it to baisiclly give you one more shot at any sacrafice, not infinite. I just don't want the copy to be Haunting Shadowed.
Fry was supposed to be a lightning bolt at Rare instead. I thought it would be kind of nostalgic and cool and okay at rare... maybe I should think of some other type of burn.
Yes, that is what seeds of renewal says... it is primarily supposed to be for red when all of your lands are in the graveyard because you saced them to either the dwarves or explosive soil. That deck type is supposed to be a little slow anyway so it doesn't get out of hand ;-)
Quote from Kraj »
Sowing Seeds: Three lands is a lot to tutor for at once at any cost, especially when you put them into play. Honestly I think it would work find at this cost but with two lands. Looking at Kodama's Reach, you'd get a slower effect but that also doesn't use up a land drop.
You are probably right here, I'll drop it down to two.
EDIT: I changed Heavy Tutor, about Haunting Shadows... do you think making it an option for all players in addition to not being able to copy tokens with it would make it a little more balanced?
Fry was supposed to be a lightning bolt at Rare instead. I thought it would be kind of nostalgic and cool and okay at rare... maybe I should think of some other type of burn.
Nostalgic and cool? Yeah. OK? No.
Cards that push power level are often, but not always, rare. Making a card rare is not a free pass to push the power level, though.
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My two cents: Horse Plow is restricted immediately in Vintage and banned immediately in other formats, it is 300x more broken than the Moxen. Also, the black card that destroys permanents is out of pie (black can't destroy enchantments or artifacts).
The split card seems a lot like a reverse template of a cycle in Invasion:
Mend & Restore -WW
Sorcery
Gain 6 life.
You may play ~ any time you could play an instant if you pay W less to play it. If you do, gain 2 life instead.
Then again, it would be functionally different with a few cards, such as the Stick.
My two cents: Horse Plow is restricted immediately in Vintage and banned immediately in other formats, it is 300x more broken than the Moxen. Also, the black card that destroys permanents is out of pie (black can't destroy enchantments or artifacts).
I'll try to fix the plow. If I made it colorless would that help?
I will fix the black card right now. Thanks for the input.
I know I'm responding quite late, but I believe Wizards would word Prayer as:
Prayer (If any amount of damage dealt to this creature by a single source would be prevented, prevent all damage from that source instead.)
I know that's probably more wordy than you would have liked, but you have to be specific about touchy mechanics like that.
Although, that changes the mechanic entirely, instead of protecting it from all sources it protects it from only one narrowing it farther... but I understand what you are staying
Very interesting ideas, I like the flavor of the set and how it encourages you to build synergistic decks.
There's 5 cards in particular that are just rediculously overpowered.
1.) Horse Plow - Even for colorless mana, and with the sac effect, this is nuts.
2.) Aqua something (The guy that turns cards into one mana Mana Leaks) - This guy is crazy! He turns Islands into cheaper Mana Leaks!
3.) Scourge of Kell - Yea, for 1 more mana, everyone plays this and not Wrath.
4.) Bardic Music - There are too many good instants at 4 mana CMC or less. No color restriction? No drawback?
5.) Exploding Golem - Wait wait wait. He's a 4/4 for 3? What's his drawback? Oh, he doesn't have one, but he Shocks things for free. AND, YOU CAST THIS BEAST TURN 1 WITH DUAL HORSE PLOW!!! WEEEEE!!!!!!!!!
I think this is great, just a few notes, I didn't get to look look at all the cards, but I think the mana curve would make white hard to play (although its balanced by the fact that if you get going, the creatures don't die in combat) As far as Scourge of Kell, as long as the effect essentially Crib Swaps each creature, then i'm fine with it, but if the caster gets a creature for each removed critter... then broken is its middle name.
Its about time somebody made the blue elves, and i love their abilities...
and i love the "if countered..." stuff, its really creative. I believe the split cards could be jazzed up a bit, but oh well.
And Fry... if its still 3 Damage for 1cc, its broken, but i think you may have fixed it already... make no mistake however, i am a big lightning bolt fan.
If you would like me to do a little bit of flavor texting, I would be happy to do it. is there a novel this follows? or is it made up? either way, thepiguy991 is my aim sn, contact me there, or [email]talon7331@gmail.com[/email]
24. Protection - NO, you cant give out hard counters for 1 mana. Most spells will target perms you control, add another restrictions like "non-creature perm you control" and it will be acceptable.
Green is my favourite colour, so I'll check out some of the green cards, AnTwan. Don't really have the time to look at other colours at the moment, so I might miss the synergy or combos your green cards might have with other Vale cards.
Apocalyptic Growth - The name's a little strange I have to admit. It sounds like the end of the world or something...the end of your opponent's world that is.
I'm a bit torn about this one to be honest. As an instant, I think this should cost :5mana::symg::symg: just to be on the safe side, and to avoid feeling like Hatred. But at sorcery speed, it's rather slow and predictable.
Elvish Beastmaster - 9 mana for a 2/2 and a pair of 3/3s. Not too impressive power level-wise. I would personally make this dude a :2mana::symg: 2/2 that sacs for a single 3/3 Beast token because I feel this does too much for a common.
Elvish Call - Really weak (unless that was your intension, of course), and bears a strange resemblance to An-Havva Inn. I don't see why anyone would want to play this over Wellwisher or Nourish, the latter which no-one uses. Rogue deckers might prove me wrong however
Elvish Infantry - Just a quick question with the mechanic Recycle. Can players activate Recycle anytime they want? Maybe it's better to restrict it to sorcery speed only, similar to Unearth?
Speaking of Unearth, I was thinking that the wording of Recycle should be similar to that and Assembly Hall. So something like:
Recycle <cost> (<cost>: Remove this card from your graveyard from the game. Search your library for a card with the same name as this card, reveal the card and put it into your hand. Then shuffle your library.)
Elvish Infantry is a solid common (missing a rarity by the way, so I only assumed). Maybe have the Recycle ability cost :2mana::symg: to lower the power level a teeny bit, but only because I find it a little difficult to gauge the overall power level of Recycle. Oh, and I'm not sure if I have ever seen so many mana symbols on a common (again, this is likely to be proven wrong :D)
Elvish Leafcaller - For some strange reason, I was trying to think up ways of using this to go infinite. Unfortunately I came up short :uhh:. Otherwise, this guy is just too fragile and expensive for an 'add :1mana::symg:' effect.
Elvish Mating Season - LOL, feels like something from the Unglued Block. And is that a double entendre in the flavour text? (I could just be thinking dirty...:rolleyes:)
Feels weak at the moment, because at no point are the no. of 1/1s produced worth the mana cost paid. Maybe cut off a from the mana cost?
Elvish Plower - Interesting card. I'm still on the fence whether this card can be abused or not, because a second-turn Juggernaut is quite powerful, though VERY risky. It's probably fine though.
Elvish Student - Not sure how useful the filtering ability might be, but this card's all right.
Elvish Tactician - Should be worded 'Target creature gains trample until end of turn', similar to Mosstodon. Feels passable, haven't seen any big fatties without trample so far but...wait, this is a to cast 1/3! Never seen that before. Not sure why the toughness is so high for a one-drop...feels like this should be a 1/1 or 1/2 tops.
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Set Name: Vale: The Shadowlands
Number of Cards: 165
Rares/Uncommons/Commons: 55/55/55
Breakdown: 27 cards of each color including 5 split cards.
17 Multicolor cards including 10 hybrids
8 Artifacts
5 Lands
The set is complete but the power level no doubt needs massive tweaking. I did this set myself and it is pretty easy to get lost in the cards and start missing the power-level boat. I would love some constructive criticism on the cards. Here are the themes each is trying to achieve.
Every color enjoys this mechanic:
*Mechanic* Recycle <cost> (If this card is in your graveyard you may pay <cost>. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
WHITE: *Mechanic* Prayer (If damage would be prevented to this creature, prevent all damage that would be prevented instead.) White is all about the guys to get in and get things done without being hurt in the process. Example:
Justice-bringer of Kell WW
Creature - Human Knight (U)
First Strike, Prayer (If damage would be prevented to this creature, prevent all damage that would be prevented instead.)
2/2
BLUE: Aquatic Elves have unique repeatable effects for a mana cost and discarding of cards. Example:
Aquatic Nullmage UU
Creature - Aquatic Elf (U)
U, Discard a card from your hand: Counter target spell unless it's controller pays 3
1/1
BLACK: Token generation in the form of Skeletons at all costs. Flavor wise, Black and Green are in a war that is just a part of the grand plan of the evil overlord Vale. Black uses the Xanto Cult to produce a skelton army to battle the elves. Ironically, they make a good deck together ;-) Example:
Gather the Hordes BBB
Enchantment (R)
Whenever a creature card enters the graveyard you may pay 1 life. If you do, put a 1/1 black Skeleton creature token into play.
RED: Red, and its dwarf hordes, sacrifices lands to trigger it's abilities. It teams with green well for gathering the lands and a little land recursion, but it does well enough on its own as well. Example:
Dwarf Tunnler 2RR
Creature - Dwarf (U)
Sacrifice a land: Dwarf Tunnler is unblockable until end of turn.
2/2
GREEN: Green focuses on a number of things but one theme unifies it: Creatures. Green loves its creatures and it dosen't care where they come from. It's goal is to get as many creatures as it can, as quickly as it can, with a boost to the lands for help. Example:
Sowing Seeds 2G
Sorcery (C)
Search your library for up to two basic lands and put them into play tapped. They don't untap durring your next untap step. Shuffle your library.
The rest of the set ties some of the colors together and initiates neat effects. Several other Cycles exist throught out the set, such as cards that have a lesser effect if countered:
Persistent Death 3BBB
Instant (C)
Destroy three target creatures.
If Persistent Death would be countered destroy target creature instead.
Or the split cards:
Mend W
Insant (U)
Gain 2 life.
//
Restore WW
Sorcery (U)
Gain 6 life.
There is a lot of fun cards in here but I am sure several need balancing... again I am open to constructive critisim and I hope you enjoy the cards.
*NOTE* Flavor text is in a semi-complete state. There is a need for a lot of flavor text to be added that is not currently there. If someone really enjoys flavor text and would like to get the story so they can help PM me. Also, there are renders of each of these with out art. I have a couple of friends working on art but if anyone is inspired by the cards and would like to contribute some pieces I would love to take them and attribute them to you of course ;-)
Blessed Soldier W
Creature - Human Soldier (C)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
1/1
#1/165
Celerity 3WW
Enchantment (R)
All creautres you control have first strike and vigilance.
#2/165
Celestial Herald 4WWW
Creature - Angel (U)
Flying, Vigilance
When Celestial Herald comes into play return a creature card with converted mana cost 2 or less from your graveyard to play.
I come, but I do not come alone.
4/4
#3/165
Champion of Kell 2WWW
Creature - Human Paladin (R)
Double Strike, Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
2/3
#4/165
Cleric of Kell W
Creature - Cleric (R)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
T: Prevent 1 damage to each creature you contol.
#5/165
Color Shield 1WW
Enchantment - Aura (U)
Enchant Creature
When Color Shield comes into play choose two colors.
Enchanted creature gets protection from the chosen colors. This effect does not remove Color Shield.
#6/165
Early Defeat WW
Instant (U)
Target player sacrifices an attacking creature.
Recycle WW (If this card is in your graveyard you may pay WW. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#7/165
Everlasting Light 1W
Enchantment - Aura (U)
Encahnt Creature
Enchanted creature has Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
#8/165
Force into Prayer WW
Enchantment - Aura (C)
Enchant Creature
WW: Tap enchanted creature.
There is nothing wrong with moving the hand of progress on your own.
#9/165
Justice-bringer of Kell WW
Creature - Human Knight (U)
First Strike, Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
#10/165
Kell's Blessing WW
Enchantment - Aura (C)
Enchant Creature
Enchanted creature gets +2/+2 and first strike.
#11/165
Kell's Justice 2WWW
Instant (R)
Remove from the game all creatures that dealt damage to you this turn.
A beam of light shot from the clouds and Kell's wishes were heard.
#12/165
Kell's Ward 1W
Enchantment (C)
Sacrifice Kell's Ward: Prevent 1 damage to each creature you control.
#13/165
Kell, Master of Justice 6WWWW
Legendary Creature - Avatar (R)
Flying
When Kell, Master of Justice comes into play, all creatures deal damage to themselves equal to their power.
He brings justice to the wicked in a world where only he is pure.
7/8
#14/165
Lasting Shield 1WWWW
Instant (C)
Prevent all damage that would be dealt to three target creatures this turn.
If this spell would be countered you may prevent all damage that would be dealt to traget creature this turn.
#15/165
Mass Blessing 2W
Instant (C)
Prevent the next 1 damage that would be dealt this turn to each creature you control.
#16/165
Mend W
Instant (U)
Gain 2 life.
Valor is judged...
#17/165
//
Restore WW
Sorcery (U)
Gain 6 life.
..By those who live.
#18/165
Osbourne Leagallow 2W
Legendary Creature - Halfling Bard (R)
All other creatures you control get +1/+0
WWWW: Put a deity counter on Osbourne Leagallow As long as there is a deity counter on Osbourne Leagallow this card's type becomes Legendary Enchantment. It also gains "All Creatures you control get an additional +1/+3.". Play this ability as a scorcery.
2/1
#19/165
Retreat W
Instant (C)
Untap target attacking creature. Prevent all combat damage that would be dealt to and by this creature until end of turn.
#20/165
Roc Champion 3WWW
Creature - Roc Lord (R)
Flying
Roc Champion's power and toughness are each equal to your life total, rounded up.
Whenever Roc Champion deals damage you gain that much life.
*/*
#21/165
Roc Fledgling W
Creature - Roc (C)
Sacrifice Roc Fledgling: Tap taget creature.
"They're just so cute until they're big enough to rip your face off!" -Osbourne Legallow
1/1
#22/165
Roc Rider 3W
Creature - Human Knight (U)
Flying
T: Deal 1 damage to target attacking or blocking creature.
1/4
#23/165
Roc Rider Marshall 2WWW
Creature - Roc (R)
Flying
Whenever creatures attack you, Roc Rider Marshall deals 1 damage to them.
#24/165
Sacred Phalanx 2WW
Creature - Human Soldier (U)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
3/4
#25/165
Scourge of Kell 3WW
Sorcery (R)
Remove all creatures from the game. Put a 1/1 colorless spirit creature token with flying into play for each card removed this way.
#26/165
Screeching Roc 2WW
Creature - Roc (C)
Flying
When Screeching Roc comes into play tap target creature you control.
T: Deal 1 damage to target attacking or blocking creature
2/2
#27/165
Aquatic Loremaster UU
Creature - Aquatic Elf (R)
UU, Discard a card from your hand: Draw two cards.
1/1
#28/165
Aquatic Spellcrafter UU
Creature - Aquatic Elf (U)
U, Discard a card from your hand: Counter target spell unless its controller pays 3
1/1
#29/165
Aquatic Spellslider UU
Creature - Aquatic Elf (U)
UU, Discard a card from your hand: Copy target instant spell. You may pick new targets for the spell.
1/1
#30/165
Aquatic Swordsman UU
Creature - Aquatic Elf (C)
U, Discard a card: Aquatic Swordsman gets +1/+1 until end of turn.
1/1
#31/165
Bardic Knowledge 2UU
Sorcery (C)
Look at the top five cards of your library. You may put two in your hand and the rest on the bottom of your library in any order.
Tell me what you know
#32/165
Bathos, Aquatic Champion 2UU
Legendary Creature - Aquatic Elf (R)
U, Discard a card: You may play target instant in your graveyard. If you do, remove it from the game.
"The best way to win in battle is to rethink each step." - Bathos, Aquatic Champion
2/2
#33/165
Deceptive Means 1UUU
Sorcery (R)
Put target creature an opponent controls on top of its owners library. That player shuffles their library.
Out of sight, into mind.
#34/165
Forced Compliance U
Instant (R)
All creatures can be the target of spells or abilities until end of turn.
"You will listen and you will do as I say, because I will it so" ~Vale, Lord of Chaos
#35/165
Frantic Research 2UU
Enchantment - Aura (C)
Enchant Creature.
Enchanted creature has "T: Draw a card." Sacrifice enchanted creature: Draw a card.
#36/165
Knowledge Undercurrent 4UU
Enchantment (R)
If any player discards a card they may draw a card.
#37/165
Learn 1U
Instant (U)
Draw a card.
The key to life is knowledge.
#38/165
//
Memorize 1UU
Sorcery (U)
Draw three cards.
Knowledge is the key to life.
#39/165
Minadro, Loremaster Adept 3UU
Legendary Creature - Human Wizard (R)
Discard two cards, Return and Island to your hand: Draw a card.
UUUU: Put a deity counter on Minadro, Loremaster Adept As long as their is a deity counter on Minadro this card's type becomes Legendary Enchantment. It also gains "UU: You may draw a card. Play this ability only during your upkeep.". Play this ability as a sorcery.
#40/165
Premptive Blast UUU
Instant (R)
Counter the next two spells played this turn.
If you talk fast enough they can't get a word around you.
#41/165
Protection U
Instant (C)
Counter target spell targeting a permanent you control.
Mine!
#42/165
Repress 2UU
Instant (U)
Counter target spell.
Recycle 2UU (If this card is in your graveyard you may pay 2UU. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#43/165
Resilient Memory 1UUU
Instant (C)
Draw three cards.
If this spell is countered you may draw a card.
#44/165
Sea Hawk 1U
Creature - Bird (C)
Flying
Protection from red.
1/1
#45/165
Sea Roc 2UU
Creature - Roc (C)
Flying
U: Switch Sea Roc's power and toughness until end of turn.
Nothing Prettier then a roc in the sky, nothing scarrier then a roc on the ground.
1/4
#46/165
Sea Squid 3UUU
Creature - Beast (C)
Islandwalk
If Sea Squid taps, it doesn't untap durring your next untap step.
"We don't go across the ocean; excpet to die." - Ghallenport Watchman
5/7
#47/165
Spectral Visitor 2UUU
Creature - Illusion Lord (R)
Flying
Spectral Visitor's power and toughness are each equal to twice the number of basic land types in play.
*/*
#48/165
Spire Neuromancer 1UU
Creature - Human Wizard (U)
UU, T: Target player puts a card from their hand on the bottom of thier library, then draws a card.
1/1
#49/165
Spire Wizard U
Creature - Human Wizard (U)
3U, Sacrifice Spire Wizard: Counter target spell unless its controller pays X, where X is that spell's converted mana cost.
1/1
#50/165
Thoughtbreaker Owl 1U
Creature - Owl (C)
Flying
When Thoughtbreaker Owl comes into play look at the top three cards of your library. Put one in your hand, one on top of your library and one on bottom.
1/1
#51/165
Wizard's Gate 1UU
Enchantment (R)
Creature spells cost 2 more to play
The wizards' biggest breakthroughs came with complete silence.
#52/165
Xanto Engineer U
Creature - Gnome Wizard (U)
3U, Sacrifice Xanto Engineer: Search your library for an artifact card, reveal it, and put it in your hand.
1/1
#53/165
Xanto Historian 2U
Creature - Gnome Wizard (U)
Sacrifice Xanto Historian: Target player draws then discards cards equal to Xanto Historian's power.
1/1
#54/165
Bonelord 1BBB
Creature - Skeleton Lord (R)
Bonelord's power and toughness are each equal to the number of skeletons you control.
#55/165
Brain Harvest B
Sorcery (C)
Draw a number of cards equal to the number of skeletons in play. You lose life for each card drawn this way.
"Those skeletons don't have brains because we've already harvested them my lord." - Creven, Xanto Grand Lord
#56/165
Contact the Dead 2BB
Sorcery (R)
Put target creature card in a graveyard into play under your control.
#57/165
Creven's Will 2B
Sorcery (C)
Each opponent discards two cards and loses two life.
"If you don't hurry up we'll kill you all and tear out your brains!" - Creven, Xanto Grand Lord
#58/165
Deflesh 3BB
Sorcery (R)
As an additional cost to playing Deflesh discard a creature card from your hand.
Put a number of 1/1 black Skeleton creature tokens into play equal to the discarded card's converted mana cost.
#59/165
Draining Touch 2BB
Instant (U)
Destroy target non-black, non-artifact creature. You gain life equal to its converted mana cost.
#60/165
Flesh Imp BB
Creature - Imp (U)
Flying, Fear
When Flesh Imp attacks you lose two life.
3/4
#61/165
Gathering Hordes BBB
Enchantment (U)
Whenever a creature card enters the graveyard you may pay 1 life. If you do, put a 1/1 black Skeleton creature token into play.
#62/165
Haunting Shadows 2BBBB
Enchantment (R)
If you would sacrifice a creature you may remove it from the game. If you do put a copy of that creature into play.
#63/165
Memorialize 1BBBB
Enchantment (R)
You may play sorcery cards in your graveyard. If you do, remove them from the game.
#64/165
Mind Ripper BB
Creature - Horror (C)
Fear
When Mind Ripper deals combat damge to a player discard a card or sacrifice Mind Ripper.
3/1
#65/165
Necromatic Dretch 1BBB
Creature - Demon (U)
T: Put a 1/1black Skelton creature token into play under your control. Necromatic Dretch does not untap during your next untap step.
BB, T: Search your library for another card named Necromatic Dretch, reveal it, and put it in your hand, then shuffle your library.
2/3
#66/165
Numbing 1BB
Sorcery (C)
Target player discards three cards and you discard one.
#67/165
Persistent Death 3BBB
Instant (C)
Destroy three target creatures.
If Persistent Death would be countered you may destroy target creature.
#68/165
Ritual Suicide 3BB
Sorcery (R)
Remove all creatures you control from the game, then return all creatures you control from your graveyard to play.
Put all creatures removed from the game with Ritual Suicide into your graveyard at the end of the turn.
#69/165
Skelatal Warrior BB
Creature - Skeleton Warrior (C)
B: Regenerate Skelatal Warrior
1/2
#70/165
Skeletal Bat BB
Creature - Bat (C)
Flying
When Skeletal Bat is put into a graveyard from play you may put a 1/1 black skeleton creature token into play.
1/1
#71/165
Skeleton B
Creature - Skeleton (C)
The dead rose from their graves and Vale's twisted face appeared in a smile shared by each of the undead warriors.
1/1
#72/165
Skeleton Swordmaster 2B
Creature - Skeleton (C)
B: Regenerate Skeleton Swordmaster.
2/2
#73/165
Un-die B
Sorcery (U)
Return target creature from your graveyard to your hand.
Recycle B (If this card is in your graveyard you may pay B. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#74/165
Vale's Monster 3BBBB
Legendary Creature - Horror (R)
As an additional cost to play Vale's Monster sacrifice half, rounded up, of all permanents you control, then, put the top half of your library, rounded up, into your graveyard.
Flying, Fear
T: Destroy target creature or land. If it is a creature, it can't be regenerated.
6/6
#75/165
Vale's Shadow BBB
Sorcery (U)
As an additional cost to playing Vale's Shadow, sacrifice a creature.
Destroy up to two target creatures. They can't be regenerated.
No one can outrun their shadow
#76/165
Vale, Lord of Chaos 3BBBB
Legendary Creature - Human Wizard (R)
Sacrifice two creatures you control: Destroy target creature. It can't be regenerated.
BBBB: Put a deity counter on Vale, Lord of Chaos As long as their is a deity counter on Vale this card's type becomes Legendary Enchantment. It also gains "Sacrifice Vale, Lord of Chaos, sacrifice three creatures you control: Destroy all creatures you don't control.". Play this ability as a sorcery.
3/5
#77/165
Weaken B
Instant (U)
Target opponent discards a card.
A memory lost...
#78/165
//
Cripple BB
Sorcery (U)
Each opponent discards two cards.
...A thought removed.
#79/165
Xanto Gatherer BBB
Creature - Gnome Cultist (U)
Sacrifice Xanto Gatherer: Draw cards equal to Xanto Gatherer's power, you lose that much life.
"Reading books is no wat to find out what you want to know!" ~ Creven, Xanto Grand Lord
1/1
#80/165
Xanto Necromancer 2BBB
Creature - Gnome Cultist (R)
T, Sacrifice a creature: Put two 1/1 black Skeleton creature tokens into play.
Watching the Xanto work is enough to make even the iron-willed awed... or sick.
3/4
#81/165
Alton Fisk 3RRRR
Legendary Creature - Halfling Barbarian (R)
All creatures you control have vigilance.
RRRR: Put a deity counter on Alton Fisk As long as their is a deity counter on Alton Fisk this card's type becomes Legendary Enchantment. It also gains "All creatures attack each turn if able". Play this ability as a sorcery.
5/6
#82/165
Animated Land 2RR
Creature - Land (U)
Haste
When Animated Land enters a graveyard from play, you may return target land from your graveyard to your hand.
5/1
#83/165
Compost Heap 3RRR
Enchantment (R)
All non-land cards in your graveyard have recycle. The recycle cost is equal to the cards cost.
#84/165
Cone of Fire 1RR
Instant (C)
Deal 2 damage to each creature target opponent controls. Cone of Fire deals 2 damage to you.
Sometimes it dosen't work like you want it to.
#85/165
Counter Magic 3R
Enchantment (R)
Instant spells cost 2 more to play.
The dwarves had a way of making everything more difficult.
#86/165
Crumbling Foundation 2RR
Sorcery (U)
Destroy target land.
Recycle 2RR (If this card is in your graveyard you may pay 2RR. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#87/165
Dwarf Axemaster 4RR
Creature - Dwarf (U)
Sacrifice a land: Dwarf Axemaster gets +2/+2 until end of turn.
2/3
#88/165
Dwarf Blacksmith RRR
Creature - Dwarf (C)
Sacrifice a land: Target creature has first strike until end of turn.
2/1
#89/165
Dwarf Bombardier 1R
Creature - Dwarf (C)
Sacrifice a land: Deal 1 damage to target creature or player.
1/1
#90/165
Dwarf Lavamage 2RRR
Type: Creature - Dwarf (R)
Sacrifice a land: You may choose new targets for target activated ability.
2/2
#91/165
Dwarf Miner 1RR
Creature - Dwarf (C)
Sacrifice a land: Add one mana to your mana pool of any color that land could produce.
2/2
#92/165
Dwarf Plower 3R
Creature - Dwarf (U)
Sacrifice two lands: Destroy target land.
1/2
#93/165
Dwarf Tunneler 2RR
Creature - Dwarf (U)
Sacrifice a land: Dwarf Tunneler is unblockable until end of turn.
2/2
#94/165
Earth Troll 3RRRR
Creature - Troll (C)
2R: Earth Troll gets double strike until end of turn.
You REALLY made him angry...
6/6
#95/165
Explosive Soil 2RRRR
Sorcery (R)
As an additional cost to play Explosive Soil search your library for five lands and put them in your graveyard.
Deal damage to target creature or player equal to the number of lands in your graveyard.
#96/165
Fan the Flames 3RR
Sorcery (R)
Each player sacrifices two lands.
Fan the Flames deals 3 damage to each player.
#97/165
Ferral Razorback 3R
Creature - Beast (C)
Haste
"Watch out! I don't think that thing is here to play." - Osbourne Legallow
4/4
#98/165
Fry RRR
Instant (R)
Deal 4 damage to target creature or player.
Everything eventually burns...
#99/165
Goblin Ambusher R
Creature - Goblin (C)
A deck may have any number of Goblin Ambushers.
Once they start they just don't stop.
1/1
#100/165
Kathos, Dwarf King 3RRR
Legendary Creature - Dwarf Lord (R)
Dwarves cost 1 less to play.
Kathos, Dwarf King's power and tougness are each equal to the number of lands in your graveyard.
The king of the caves turned to them slowly and smiled, "While you are in my world, I make the rules."
*/*
#101/165
Quick Flash R
Instant (C)
Deal 1 damage to target creature or player.
Recycle R (If this card is in your graveyard you may pay R. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#102/165
Relentless Pain 2RRR
Instant (C)
Deal three damage to three target creatures or players.
If this spell is countered you may deal three damage to target creature or player.
#103/165
Seize Property 1RR
Sorcery (U)
You gain control of target land until end of turn.
Sometimes the dwarves left their homelands to see new places; they came back owning them.
#104/165
Singe R
Instant (U)
Deal 2 damage to target creature.
Fire...
#105/165
//
Engulf RR
Sorcery (U)
Deal 2 damage to each creature and player.
...can get out of hand.
#106/165
Waste Not, Want Not 2RR
Enchantment (R)
At the beginning of each players upkeep that player may put a land card from their graveyard into play.
#107/165
Wasteful Resources 1R
Enchantment - Aura (U)
Enchant Creature
Enchanted creature has "Sacrifice a land: This creature gets +1/+1 until end of turn."
#108/165
Apocalyptic Growth 4GG
Instant (R)
Target creature gets +10/+10 until end of turn.
Bigger is always better.
#109/165
Elvish Beastmaster 3GG
Creature - Elf Druid (C)
3G, Sacrifice Elvish Beastmaster: put two 3/3 green beast creature tokens into play.
2/2
#110/165
Elvish Call 1GG
Sorcery (U)
Gain X life where X is the number of elves in play.
#111/165
Elvish Infantry GG
Creature - Elf Soldier
Recycle GG (If this card is in your graveyard you may pay GG. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
2/1
#112/165
Elvish Leafcaller 2GG
Creature - Elf (C)
T: Untap target land. If you untap a forest this way, add 1to your mana pool.
1/1
#113/165
Elvish Mating Season XGG
Sorcery (R)
Put X 1/1 green Elf creature tokens into play. Spend only green mana this way.
"It's getting to be that season! I can feel it!" - Jako, Elvish Plower
#114/165
Elvish Plower G
Creature - Elf (C)
Sacrifice an untapped land you control: Add 2 to your mana pool.
1/1
#115/165
Elvish Student G
Creature - Elf (C)
T: Add 1 to your mana pool.
2: Add G to your mana pool.
1/1
#116/165
Elvish Tactician G
Creature - Elf Soldier (U)
G, T: Target creature has trample until end of turn.
1/3
#117/165
Elvish War Chief GGG
Creature - Elf Lord (R)
Elvish War Chief's power and toughness are equal to the number of elves you control.
*/*
#118/165
Entangling Vines 6GGG
Creature - Plant (R)
Entangling Vines can block any number of creatures.
If damage would be dealt to Entangling Vines double that damage.
2/16
#119/165
Flittering Swarm 2G
Creature - Insect
Flying (C)
Flittering Swarm can't be the target of spells or abilities.
Flittering Swarm gets +1/+0 for each other creature named Flittering Swarm in play.
0/1
#120/165
Germination 2G
Instant (U)
Search your library for a land card and put it into play tapped.
Some people are good at growing things.
#121/165
//
Growth 2GG
Sorcery (U)
Search your library for three land cards and put them into paly tapped.
Some people are REALLY good at growing things.
#122/165
Greyanhall, Elvish Forefather 3GG
Legendary Creature - Elf Lord (R)
When Greyanhall, Elvish Forefather comes into play you may put three 1/1 elf tokens into play.
GGGG: put a deity counter on Greyanhall As long as their is a deity counter on Greyanhall, this card's type becomes Legendary Enchantment. It also gains "Tap three untapped elves you control: Put a 1/1 elf token into play.". Play this ability as a sorcery.
2/2
#123/165
Heavy Tutor GG
Sorcery (R)
Search your library for a creature card with converted mana cost 6 or more and reveal it, and put it in your hand. Shuffle your library.
"Call in the really big reinforcemetns." - Elvish General
#124/165
Loving Reunion 2GG
Sorcery (U)
Return target creature card from your graveyard to play.
Loving Reunion can be played any time you can play an instant. If you do, sacrifice that creature at end of turn.
Lasting, or fleeting, love is good while it lasts
#125/165
Moldrot Basilisk 2GGG
Creature - Basilisk (R)
Whenever Moldrot Basilisk deals combat damage to a creature, destroy that creature at end of combat.
Whenever a land card enters the graveyard from play put a +1/+1 counter on Moldrot Basilisk.
1/1
#126/165
Natural Amplification 2GG
Enchantment - Aura (C)
Enchant Creature
Enchanted Creature gets +3/+3 and has trample.
Recycle 2GG (If this card is in your graveyard you may pay 2GG. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#127/165
Plated Troll 1GGG
Creature - Troll (R)
Plated Troll can't be the target of spells or abilities.
G: Regenerate Plated Troll.
3/4
#128/165
Protective Shaman 3GG
Creature - Elf Shaman (U)
T: Target creature you control can't be the target of spells or abilities your opponents control until end of turn.
1/1
#129/165
Restless Reinforcement 2GGG
Instant (C)
Three traget creatures get +3/+3 and trample until end of turn.
If this spell is countered, target creature gets +3/+3 and trample until end of turn.
#130/165
Scaled Behemoth 5GGGG
Creature - Wurm (R)
Trample
As the serpent slithered away from the now barron forrest only one thought crossed its mind. When was lunch?
8/10
#131/165
Sowing Seeds 2G
Sorcery (C)
Search your library for up to two basic lands and put them into play tapped. They do not untap durring your next untap step. Shuffle your library.
"Sometimes the best plans are made well in advance." - Elvish Groundskeeper
#132/165
Sprouting Underbrush 1G
Instant (U)
Search your library for a basic land card and put it into play tapped.
Recycle 1G (If this card is in your graveyard you may pay 1G. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#133/165
Stealthy Raccoon 1GG
Creature - Beast (U)
Stealthy Raccoon can't be the target of spells or abilities.
2: Stealthy Raccoon can be the target of spells or abilites until end of turn.
You'll only see it if it wants you too.
#134/165
Storm Clouds G
Enchantment (U)
Creatures with flying lose flying.
2: Target creature ignores this effect, sacrifice it at the end of the turn. Any player may play this ability.
You'd be a fool to try and fly up there.
#135/165
Aquatic Flamemancer UUR
Creature - Aquatic Elf (R)
UR, Discard a card from your hand: Deal 3 damage to target creature or player.
1/2
#136/165
Aquatic Guard WUU
Creature - Aquatic Elf (C)
WU, Discard a card from your hand: Aquatic Guard gets +0/+2 and first strike until end of turn.
2/2
#137/165
Aquatic Necromancer UUB
Creature - Aquatic Elf (C)
UB, Discard a card from your hand, Remove two target creature cards in any graveyard from the game: Put a 1/1 black Skeleton creature token into play under your control.
1/1
#138/165
Bardic Music 2:symwu::symwu:
Instant (C)
Search your library for an instant with converted mana cost 4 or less and play that card without paying its mana cost, then suffle your library.
#139/165
Deninhis, Turncoat of Kell :symwb::symwb:
Legendary Creature - Human Cleric (R)
W: Prevent the next two damage that would be dealt to target creature or player. Play this ablility only once per turn.
B: Target player discards a card. Play this ability as a sorcery and only once per turn.
The only thing greater then his treachery, was the good he did for the community.
2/2
#140/165
Elvish Herder GUU
Creature - Aquatic Elf (U)
GU, Discard a card from your hand: Put a 1/1 blue green squid creature token into play.
1/1
#141/165
Krander's Beast 2URG
Creature - Beast (C)
Haste
2: Until end of turn, switch Krander's Beast's power and toughness.
Sacrifice a creature you control: Regenerate Krander's Beast.
Lots of power... just not to bright.
3/5
#142/165
Nature's Gaurdian 2:symgw::symgw:
Creature - Elf Cleric (U)
Prayer (If damage would be prevented to this creature, prevent all damage that would be dealt to this creature instead.)
T: Prevent the next 1 damage that would be dealt to target creature or player.
The wind could be heard in her voice; and the animals in her prayer.
1/1
#143/160
Race Reconsiliation GGGU
Sorcery (R)
Put a number of 1/1 Elf creature tokens into play equal to the number of elves you control.
#144/165
Sacrificial Rebirth X:symgb::symgb:
Sorcery (R)
As an additional cost to Sacrificial Rebirth, sacrifice X creatures.
Put X colorless 1/1 creature tokens into play. If black was spent to play Sacrificial Rebirth the tokens are black and count as Skeletons. If green was spent to play Sacrificial Rebirth the tokens are green and count as Elves.
#145/165
Sea Spider 1:symug::symug:
Creature - Spider (C)
Sea Spider can block as though it had flying.
Sea Spider can't be the target of spells or abilities your opponet controls.
2/3
#146/165
Seeds of Renewal R:symgr::symgr:G
Sorcery (R)
As an additional cost to play Seeds of Renewal sacrifice all lands you control.
Shuffle all lands in your graveyard into your library.
#147/165
Spellcraft :symur::symur::symur:
Instant (U)
Copy target instant or sorcery spell. You may pick new targets for the copy.
Recycle :symur::symur::symur: (If this card is in your graveyard you may pay :symur::symur::symur:. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#148/160
Vale's Confidant :symub::symub::symub:
Creature - Gnome Spy(U)
UB,T, Sacrifice Vale's Confidant: Look at the top card of target player's library. You may play that card without paying its mana cost.
His dark secrets were the overlord's nourishment.
#149/165
Warrior's Chant
Instant (C)
Target attacking creature gets +2/+0 or target blocking creature gets +0/+2.
#150/165
Æther Explosion 2 :symbr::symbr::symbr:
Sorcery (R)
Destroy target artifact, creature, enchantment, and land.
The blast destroyed almost all of the goblins, leaving a large crater where the city gate once was.
#151/165
Æther Rift 1BBG
Enchantment (U)
1, Sacrifice a Skeleton: Put a 1/1 green Elf creature token into play.
1, Sacrifice an Elf: Put a 1/1 black Skeleton creature token into play.
#152/160
Exploding Golem 3
Artifact Creature - Golem (U)
Exploding Golem comes into play with four +1/+1 counters on it.
T, Remove a +1/+1 counter from Exploding Golem: Deal 2 damage to target creature.
"Do your inventions ever work?" - Alton Fisk
0/0
#153/165
Four-string Guitar 2
Artifact (C)
T: All creatures you control get +1/+0 until end of turn.
T: All creatures you control get +0/+1 until end of turn.
T: All creatures you contol get +1/+1 and gain vigilance until end of turn.
"That thing looks stupid" - Alton Fisk
#154/165
Horse Plow 0
Artifact (U)
T: Add 1 to your mana pool.
If you control four or more lands, sacrifice Horse Plow.
#155/165
Ransash, Kell's Great Axe 5
Legendary Artifact - Equipment (U)
Equiped creature gets +6/+0 and cannot block.
Equip 3
#156/165
Rod of the Paruns 5
Legendary Artifact (R)
4,T: Target enchantment becomes a creature with power and toughness equal to its converted mana cost until end of turn.
"It's when the magic fights back that you start to worry." - Mindaro, Loremaster Adept
#157/165
Steel Crown 2
Artifact - Equipment (C)
Equiped creature gets +0/+1 and can't be the target of spells or abilities.
Equip 2
"For the last time alton, that isn't the source." - Osbourne Leagallow
#158/165
Xanto Guard 3
Artifact (C)
Defender.
The guard stood at the door to the cult's lair never moving or looking away. Osbourne and Alton stopped, then walked past without a word.
0/5
#159/165
Xanto Thought-Engine 4
Artifact (R)
3, T: Target player draws a card then discards a card.
:symub::symub::Untap Xanto Thought-Engine.
The Xanto only wanted to please Vale; but with it he forgot them completely.
#160/165
Prismatic Shield
Land (C)
When Prismatic Shield comes into play choose a color.
T: Add 1 to your mana pool.
T: Prevent the next one damage to target creature or player dealt by a source of the chosen color.
#161/165
Resonant Fields
Land (U)
T: Add 1 to your mana pool.
Recycle 0 (If this card is in your graveyard you may pay 0. If you do, remove it from the game and search your library for a card with the same name as this card, reveal it and put it in your hand. Shuffle your library.)
#162/165
South Spire
Legendary Land (R)
T: Add 1 to your mana pool.
T: Remove target attacking or blocking creature from the game as long as South Spire is tapped. You may choose not to untap South Spire during your untap step.
Be careful in the city, one wrong alley and you'll never come home.
#163/165
Tainted Shadowlands
Land (U)
T: Add 1 to your mana pool for every taint counter on Tainted Shadowlands.
T: Add a taint counter to Tainted Shadowlands. Tainted Shadowlands does not untap durring your next untap step.
#164/165
Unstable Marketplace
Land (R)
T: Flip a coin. If heads, add two mana of any combination of colors to your mana pool. If tails, sacrifice a land you control.
"Never know what you'll find on a trip to the market; or what you'll find missing."
165/165
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
Recycle: The idea is straightforward enough. Just be very careful of the power level of the card you put it on. They would either have to be seriously overcosted or the Recycle cost would have to be unplayably high. This mechanic would be broken on just about any counterspell.
Prayer: The templating is a mess. As you've worded it, it does nothing. If I understand what you're trying to do, it would simply be: "Prevent all damage that would be dealt to this creature." Honestly, it's a narrow mechanic and quickly gets seriously overpowered when combined with just about any other ability. Your knight, for example, is both efficient and almost impossible to kill. On top of it, first strike is completely irrelevant. First strike does nothing more than help a creature survive combat by killing the other creature first. But a creature with Prayer will always survive combat.
Blue's ability: Just FYI, this mechanic was used in Masques block on creatures called spellshapers. I thought I'd point that out in case reusing it was unintentional.
Black: Interesting angle on black, has potential to be fun.
Red: Also has potential to be interesting. However, keep in mind that sacrificing a land is a hefty cost, espeically in the early game. The effect you get from it should be pretty strong.
Green: Woah, mama. Sowing the Seeds is nuts. At that cost, I'd say you could get away with two lands. Maybe. Three is just way over the top. Good flavor, though.
Split cards: For a mechanic as cool and flexible as split cards, using it to put and instant and sorcery version on the same card just seems rather dull.
I'll be happy to look at individual cards if you like (I've not looked at your template yet, so my comments could be adjusted by what's in there).
Current New Favorite Person™: Mallory Archer
She knows why.
Prayer is supposed to be that if a spell or effect would prevent damage to this creature it prevents all the damage instead. For example: If a creature has "T: Prevent 1 damage to target creature or player." Then if you target a creature with prayer it prevents all the damage to that creature or player.
Perhaps I subconciously named the first incarnation of the Nullmage "Spellcreafter" Pretty close... This is a little different because it doesn't require tapping.... I think it will be okay, but maybe not.
What would you cost Sowing Seeds at with the current rules text?
I sort of thought the split cards were neat because the thing that bugs me most about split cards is that it is essentially drawing an extra card, which I think is unfair. I think these use the versatility of split cards to give you two options. Cheap instant speed meh effect, or more expensive sorcery speed good effect.
Thanks for taking a peak at the first part Kraj. If you're just hanging around and want to take a peak at some of the cards go for it and let me know what you think. I might site some specific examples, we'll see.
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
For black: Haunting Shadows? Holy crap that's good, and completely broken with any sacrifice engine: Xanto Gatherer for one (sac for card, put copy into play, sac that one, copy it, ad infinitum...) Xanto Necromancer for another (you'd get essentially free tokens each turn), Dimir House Guard thirdly (essentially indestructible even by itself), Altar of Dementia, Ashnod's Altar et cetera.
For red: Fry is another Lightning Bolt but unpreventable...and they stopped printing the Bolt.
For green: The Heavy Tutor should let you keep the card, or else it should be instant-speed.
For the multicolors: Seeds of Renewal, essentially, says "Shuffle all lands you control that aren't in your hand or removed from the game back into your library." I can't really see the usefulness in setting myself back a whole hell of a lot just for less-than-efficient land recursion, unless I had a lot of Sakura-tribe Elders or something.
However, I'm by no means an expert so someone who's been around longer can feel free to support/deny these points.
Very Well Then I Contradict Myself.
Prayer (If a spell or ability would prevent any damage to this creature, prevent all damage to this creature instead.)
Sowing Seeds: Three lands is a lot to tutor for at once at any cost, especially when you put them into play. Honestly I think it would work find at this cost but with two lands. Looking at Kodama's Reach, you'd get a slower effect but that also doesn't use up a land drop.
Current New Favorite Person™: Mallory Archer
She knows why.
Haunting Shadows is a formatting error. I wanted it to baisiclly give you one more shot at any sacrafice, not infinite. I just don't want the copy to be Haunting Shadowed.
Fry was supposed to be a lightning bolt at Rare instead. I thought it would be kind of nostalgic and cool and okay at rare... maybe I should think of some other type of burn.
Yes, that is what seeds of renewal says... it is primarily supposed to be for red when all of your lands are in the graveyard because you saced them to either the dwarves or explosive soil. That deck type is supposed to be a little slow anyway so it doesn't get out of hand ;-)
You are probably right here, I'll drop it down to two.
EDIT: I changed Heavy Tutor, about Haunting Shadows... do you think making it an option for all players in addition to not being able to copy tokens with it would make it a little more balanced?
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
Nostalgic and cool? Yeah. OK? No.
Cards that push power level are often, but not always, rare. Making a card rare is not a free pass to push the power level, though.
Current New Favorite Person™: Mallory Archer
She knows why.
Noted.
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
Mend & Restore - WW
Sorcery
Gain 6 life.
You may play ~ any time you could play an instant if you pay W less to play it. If you do, gain 2 life instead.
Then again, it would be functionally different with a few cards, such as the Stick.
I'll try to fix the plow. If I made it colorless would that help?
I will fix the black card right now. Thanks for the input.
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
Although, that changes the mechanic entirely, instead of protecting it from all sources it protects it from only one narrowing it farther... but I understand what you are staying
Sets completed in the "Vale" Block
Vale: The Shadowlands
More sets to come
My Have/Want List
There's 5 cards in particular that are just rediculously overpowered.
1.) Horse Plow - Even for colorless mana, and with the sac effect, this is nuts.
2.) Aqua something (The guy that turns cards into one mana Mana Leaks) - This guy is crazy! He turns Islands into cheaper Mana Leaks!
3.) Scourge of Kell - Yea, for 1 more mana, everyone plays this and not Wrath.
4.) Bardic Music - There are too many good instants at 4 mana CMC or less. No color restriction? No drawback?
5.) Exploding Golem - Wait wait wait. He's a 4/4 for 3? What's his drawback? Oh, he doesn't have one, but he Shocks things for free. AND, YOU CAST THIS BEAST TURN 1 WITH DUAL HORSE PLOW!!! WEEEEE!!!!!!!!!
Its about time somebody made the blue elves, and i love their abilities...
and i love the "if countered..." stuff, its really creative. I believe the split cards could be jazzed up a bit, but oh well.
And Fry... if its still 3 Damage for 1cc, its broken, but i think you may have fixed it already... make no mistake however, i am a big lightning bolt fan.
If you would like me to do a little bit of flavor texting, I would be happy to do it. is there a novel this follows? or is it made up? either way, thepiguy991 is my aim sn, contact me there, or [email]talon7331@gmail.com[/email]
Tell that to Rebuff the Wicked.
Most of your other critiques are spot-on, though... if a little on the sharp side.
candidus inperti; si nil, his utere mecum.
Green is my favourite colour, so I'll check out some of the green cards, AnTwan. Don't really have the time to look at other colours at the moment, so I might miss the synergy or combos your green cards might have with other Vale cards.
Apocalyptic Growth - The name's a little strange I have to admit. It sounds like the end of the world or something...the end of your opponent's world that is.
I'm a bit torn about this one to be honest. As an instant, I think this should cost :5mana::symg::symg: just to be on the safe side, and to avoid feeling like Hatred. But at sorcery speed, it's rather slow and predictable.
Elvish Beastmaster - 9 mana for a 2/2 and a pair of 3/3s. Not too impressive power level-wise. I would personally make this dude a :2mana::symg: 2/2 that sacs for a single 3/3 Beast token because I feel this does too much for a common.
Elvish Call - Really weak (unless that was your intension, of course), and bears a strange resemblance to An-Havva Inn. I don't see why anyone would want to play this over Wellwisher or Nourish, the latter which no-one uses. Rogue deckers might prove me wrong however
Elvish Infantry - Just a quick question with the mechanic Recycle. Can players activate Recycle anytime they want? Maybe it's better to restrict it to sorcery speed only, similar to Unearth?
Speaking of Unearth, I was thinking that the wording of Recycle should be similar to that and Assembly Hall. So something like:
Recycle <cost> (<cost>: Remove this card from your graveyard from the game. Search your library for a card with the same name as this card, reveal the card and put it into your hand. Then shuffle your library.)
Elvish Infantry is a solid common (missing a rarity by the way, so I only assumed). Maybe have the Recycle ability cost :2mana::symg: to lower the power level a teeny bit, but only because I find it a little difficult to gauge the overall power level of Recycle. Oh, and I'm not sure if I have ever seen so many mana symbols on a common (again, this is likely to be proven wrong :D)
Elvish Leafcaller - For some strange reason, I was trying to think up ways of using this to go infinite. Unfortunately I came up short :uhh:. Otherwise, this guy is just too fragile and expensive for an 'add :1mana::symg:' effect.
Elvish Mating Season - LOL, feels like something from the Unglued Block. And is that a double entendre in the flavour text? (I could just be thinking dirty...:rolleyes:)
Feels weak at the moment, because at no point are the no. of 1/1s produced worth the mana cost paid. Maybe cut off a from the mana cost?
Elvish Plower - Interesting card. I'm still on the fence whether this card can be abused or not, because a second-turn Juggernaut is quite powerful, though VERY risky. It's probably fine though.
Elvish Student - Not sure how useful the filtering ability might be, but this card's all right.
Elvish Tactician - Should be worded 'Target creature gains trample until end of turn', similar to Mosstodon. Feels passable, haven't seen any big fatties without trample so far but...wait, this is a to cast 1/3! Never seen that before. Not sure why the toughness is so high for a one-drop...feels like this should be a 1/1 or 1/2 tops.