For Every Dream, A World To Fulfill It
Chapter I: From Time's Beginning
Hello everyone and welcome to the signup round of Blockbusters, Club Flamingo's officially sanctioned contest for the month of March. I will be your host and planar guide on this grand adventure.
Each round, I will give you a set of facts about the plane you are visiting. I will then tell you to make one card for each set of the block that plane takes place on, possibly with some additional restrictions. After each round there will be a public poll, I will eliminate the lowest-scoring players, and the remaining planar wanderers will get to play in the next round.
In order to sign up, merely post your cards to fit this restriction:
Three cards from a block which takes place earlier chronologically than any other storyline (with cards for it) in Magic history. This means before Antiquities/The Brothers' War. You may cover events that happened in the ancient history of any plane of your choosing, or make up an entirely new plane. You have until midnight EST, Saturday, March 3, as Saturday becomes Sunday on the East Coast of the US.
This set details the plight of the inhabitants of Stonefall, where a mysterious and cruel planeswalker has used his agents to dominate the many peoples of this rocky and wild plane. Mechanically, it focuses on exploiting creatures as a resource, not just for combat.
Thurgaunt Titan4RR
Creature - Giant (R)
Haste Domination —At the beginning of your combat step, choose up to X target creatures, where X is the number of creatures you control with power less than Thurgaunt Titan's. Those creatures can't block this turn.
6/3
In Light of Freedom, the dwarves are the first to make a discovery deep in the mountains, a raw magical portal that they can tame only with great effort. They inspire a rebellion across Stonefall to deal with the planeswalker, a powerful lithomancer who is found to be a dwarf himself.
Dwarven Freedom Fighter1W
Creature - Dwarf Rebel (C) W,T, Sacrifice Dwarven Freedom Fighter: Destroy target creature with the greatest power. (If two or more creatures are tied for greatest power, target any one of them.) 2/2
In Escape to Ulgrotha, a small band of dwarves manage to pass through the portal, successfully establishing a colony in this new plane, but also coming in to contact with new dangers there.
New Freedom Foundry
Land (R)
Tap an untapped Dwarf you control: Put a forge counter on New Freedom Foundry. T, Remove all forge counters from New Freedom Foundry: Add R to your mana pool for each counter removed this way.
Helmuth's sprawling cities and monolithic skyscrapers now cover the scarred and torn land of yesteryear. The final battle of the War of Ages, humanities last stand, saw the defeat of the dragon tyrant Halcyon. During the decades that followed Halcyon's defeat, peace gave way to a new mindset
Coming Soon
Helmuth's bustling metropolitans were ill-equipped to handle the unexpected Draconian Rebirth. Only Fyzen'iel, the ancient subterranean city that served as the last war's Command still stands defiant -- but defiance only gets you so far. They must find out why this has happened and strike at the heart of the problem quickly. Given how events are unfolding above ground, one strike may be all they get.
Long ago, interplanar travel was no great feat. What has come to be known as The Blind Eternities served as a peaceful gateway for those seeking a plane-hopping adventure, or maybe a nice vacation to a new world of existence.
Interplanar Cartographer2G
Creature - Elf Druid (U)
Voyager 2G(Any time you could cast a sorcery, you may pay 2G to move this card between the battlefield and exile.)
When Interplanar Cartographer enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
1/3
Set Two: AEther Unleashed
The gateway has grown worn from use, and a force that many knew but chose not to acknowledge has breached its walls. Pure destructive energy is seeping through the cracks in the multiverse, not only into the gateway, but into the planes themselves.
AEther ContaminationB
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Whenever a creature enters the battlefield from exile, you may return AEther Conatmination from your graveyard to the battlefield attached to that creature.
Set Three: Eternities Blinded
The great magic users and scholars work to protect their planes, but at a great cost: Interplanar travel is no longer possible. Many find themselves stranded and forced to adapt to surroundings they believed were only temporary.
Stranded ScholarUU
Creature - Human Wizard (U) Displaced — You may have Stranded Scholar enter the battlefield under an opponent's control. If you do, draw two cards. (2/U)(2/U),T: Draw a card.
1/3
Before the Kami War, the feudal lords of Kamigawa were fighting for domination of the entire land. Konda, one of the competing lords, has learned the ways of the Kami from both the Soratami and the texts in library of Minamo. Using this knowledge he plans on turning the tide of battle against his enemies. However some of the kami see this as a blasphemous act and have dedicated their services to the other lords.
Card:
Blessings of the Kami 2W
Instant - Arcane (C)
Attacking or blocking creatures you control get +1/+1 until end of turn.
Splice onto Arcane 1W Before the war against the kami, they favored the brave in battle that worshiped them.
The war between the lords of Kamigawa is at a stalemate. While Konda has gained significant ground in both territory and support, alliances are being made to put an end to his conquest. The kami themselves have decided to take mortal form by anointing future acolytes from families that are starting out. Strange virgin births of children showing signs of immense power have been reported and rapid aging of these children happen soon after.
Card:
Kami of the Fierce Sky 2WU
Creature - Spirit (U)
Flying
Reincarnate 3 (When this creature dies, search your library for a human creature card with mana cost 3 or less and put that card on battlefield.) "May the skies themselves become your children.” — Blessing for expecting parents.
3/2
The war is over, and all sides have suffered great loses. Konda has won, his enemies have been banished to other lands while the kami that supported them have returned to their world in shame. Peace has arrived, but all is not well as Konda has one more conquest in mind and in the years to come it will lead to the greatest conflict in the history of the plane of Kamigawa.
Card:
Toshi, Kanji Apprentice 2BB
Legendary Creature - Human Ninja
Deathtouch
Whenever a creature dies, you may cast an instant from your graveyard. If that card would go to the graveyard, exile it instead.
Ninjutsu 1B
2/2
What's better than Fallen Empires? Well, pretty much everything, but the story of the pre-fall Empires might be fun.
Story: At the dawn of Sarpadian Empires, the continent has seen a long era of peace and growing prosperity. While the land is not without danger (tribes of goblins dwell in the highlands, orcs dwell in murky swamps, and wild creatures still provide a challenge to the knights and warriors of the civilized races), the major empires maintain a truce that keeps threats in check. But a young knight named Tourach has begun to receive visions. His dreams are of a truly united continent, and he is willing to do anything to see them come to fruition.
Themes: Color identity matters little for races, because each society has had enough stability to branch into other colors. The main colors for races are: White - Human, Green - Elf, Red - Dwarf, Black - Orc, Blue - Merfolk. But the main color of each race only makes up about half its cards: there are lots of white dwarves, red elves, black merfolk, etc.
There are a few tribal (not using the tribal type) cards, but they all relate to "class" tribes rather than "race" ones. Knights respect and help all knights, shamans share a common bond, etc.
The only counter is the "gold counter" representing wealth. These counters are only placed on artifacts, enchantments, and lands, but a few creatures interact with them.
There are no new keywords or keyword abilities in the set. This is a land which has had no need to innovate new ideas, and thus it feels very "vanilla."
Card: Gurn Keep
Legendary Land (MR) T: Add 1 to your mana pool. Whenever you cast an Equipment spell using this mana, put a 1/1 red Dwarf token onto the battlefield. Rare is the dwarf with the skill to forge steel, but not the passion to wield it.
Story: Tourach's treachery has been revealed, and he has taken his Cult of the Ebon Hand into dark lands beyond the reach of the empires. Every day they grow more powerful, bringing in recruits of all races and uniting them in a bloody faith. As Tourach expands his dominion, Icatia, Havenwood, the Clan Council of the dwarves, and the merfolk of Vodalia prepare for a war unlike any seen in ages.
Themes: Color identity is becoming more strong. There are a few creatures which don't fit with their races color identity, but they aren't as common. This reflects the growing suspicion and desire to isolate.
There are no tribal mechanics; nobody trusts anyone else enough to help them at the moment.
-1/-1 counters are now present along with gold counters. This reflects how the Ebon Hand requires the maiming of oneself or others to join. Mostly they are in black, but a few other colors see them.
Two new keyword/keyword abilities are introduced that reflect the growing preparation for war and the insidious manipulation people are forced into. At this point, both are fairly uncommon.
New Keyword: Tactics X (At the beginning of each combat, you may have target creature gain +X/+0 or +0/+X until end of turn.) This ability is primarily white, but appears in other colors. It reflects a growing awareness of the need for organized, disciplined warfare.
New Keyword Ability: Plot X (Exile the top X cards of your library face down. You may look at them any time.) The exiled cards are "plotted." Some cards use plotted cards by turning them face up. This ability represents backroom deals and secret manipulation. It is primarily in black, blue, and white.
Card: Ebon Squire1B
Creature - Human Knight (C)
If a -1/-1 counter would be put on another creature you control, you may have it put on Tourach's Squire instead. Advancement in the ranks of the Ebon Hand requires both the willpower to sacrifice and either the strength or cunning to endure it.
1/2
Story: A hero has risen in the form of Leitbur, a brave holy man with a startling insight into the workings of the Ebon Hand. Dark magics set in motion by Tourach and his master have brought forth swarms of unholy creatures, but the people of Sarpadia stand together. Will it be enough to turn back Tourach's ambitions, or will the empires fall?
Themes: Color identity is now very strong, but not absolute. There are a few creatures in colors not associated with their race, but they are very rare. At this point, suspicion of other races has caused each race to focus on themselves and their "core philosophies"
Tribal interactions are now focused on race rather than class. As suspicion grows, people stay closer to those that have racial ties. The only exceptions are Knights and Clerics, which are united on both sides of the fight.
-1/-1 counters remain common, but gold counters are becoming more rare; nobody is as wealthy anymore.
Plot and Tactics both return, and are even more common. Additionally, two returning keywords (in universe, these are the original examples of them) show up.
Returning keyword: Champion - This reflects the fact that the weaker members of the populace are fleeing from the fight, and only the strongest are actually engaging in it.
Returning keyword: Provoke - This represents both the knightly challenge and luring people into fights, which has become very common as war becomes a reality.
Card: Martyr's MarkW
Enchantment - Aura (U)
Flash (You may cast this spell anytime you could cast an instant.)
Enchant creature
Whenever enchanted creature dies, destroy each creature that dealt damage to it this turn. Many died under Leitbur's command, but none died in vain.
Plane Name: Tadel
Mechanics: This set will play around with -1/-1 counters, Rebels (in all colors representing the populace), and creature reanimation.
King Rising
Jentu travels with his family to see the spectacle that is the Kings March. It occurs once every four years and they have traveled for many days just to be there. As the King is walking down the main road through the capital, he is attacked by a group charged with protecting the country. The White Daggers answer to no man and had long thought to have been disbanded. The King is put on trial in the streets, found guilty of treason, and hung. During the chaos many are killed including Jentu's family. The Kingdom is with out a ruler for many years and it becomes too dangerous to walk down the street alone, even in broad daylight. Jentu pledges to become King and protect those that cannot protect themselves.
Card: Jentu, Orphan of Leothe2WW
Legendary Creature - Human (U)
:symtap:: Target creature gains Hexproof until the end of turn.
If Jentu, Orphan of Leothe is equipped it gains +2/+1 and First Strike until end of turn When his family died in the destruction of Leothe he devoted his life to the protection of others.
2/3
Throne
Jentu has become King after a 20 year struggle, however, his son was killed in the process and the Queen has taken her own life because of her grief. Jentu's sorrow has become to much to bear and he begins consorting with a necromancer to bring his family back. Doing so unwittingly releases an illness that effects the living.
Card: Yardomun, Death Trader3B
Legendary Creature - Zombie Wizard (R)
Prevent all damage dealt to Yardomun, Death Trader. That damage is dealt to another creature you control of your choice. 2B, :symtap:: Return target creature card from your graveyard to the battlefield. Put a -1/-1 counter on another target creature you control.
4/4
Palace Razed
The population, sick and dying, will no longer tolerate the Mad King's insane desires. The White Daggers rise again to find Judgement where it was lost. In doing so, the King repents, the palace is burnt to the ground, and the illness is wiped out. Although, those who have passed before cannot be resurrected, the few lucky enough to live will be ok. Jentu is put on trial by the leader of the White Daggers, Regan, and sentenced to everlasting life, never to be reunited with his family.
Card: Regan, White Dagger3W
Legendary Creature - Human Rebel (R) XW, :symtap:: Remove X -1/-1 counters from creatures you control. x, :symtap:: Search your library for a Rebel permanent card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
3/4
Truth, Justice and The American Way coming to a custom card creation forum near you!
Devourers (DEV) - Set one of three in the Devourers block.
The Devourers block is set something like twelve thousand years ago, when the giant mana-eating plane-sucking entities known as the Eldrazi were still roaming the planes. Three intrepid planeswalkers - Sorin Markov, vampire; Ugin, spirit dragon; and Ob Nixilis, the geomancer - set out to destroy these planar-travelling menaces which devour planes and do terrible stuff. Their plain A - destroy the Eldrazi. Nixilis would lock them into corporeality, then Ugin and Sorin would destroy them with their magic.
The set Devourers takes us to the plane of Ifinal, one devastated by the Eldrazi. The themes - colorless matters and mana conservation, as well as land counting - aim to show how the Eldrazi have completely ruined a plane. Colorless matters because the Eldrazi do. Mana conservation is necessary ROE showed us the process of such an event, but Devourers shows us what happens after.
Desperate Broodhunter1W
Creature - Human Soldier (C)
Protection from colorless "Everyone's going to be eaten eventually - you might as well do something with yourself before you do."
2/1
Zendikar Ravaged (ZKR) - Set two of three of the Devourers block
Yeah, plan A didn't work. The Eldrazi were way too powerful for the three, so they had to go to plan B (thought up ingeniously by Sorin) - trap the Eldrazi. Ob Nixilis' Lithomantic knowledge of gems and stuff lead them to an interesting trap - hedrons. These would lock the Eldrazi in their non-corporeal forms, forever haunting the plane that they had chosen as bait; the volatile plane of Zendikar.
Zendikar Ravaged planeshifts us to Zendikar, the plane that we know and love. And it's almost exactly like it was in Zendikar the set; untainted and seemingly pure. Well, it was supposed to be (except the Eldrazi are kinda here now). Ravaged continues the colorless matter, mana conservation and land counting themes of Devourers, but an additional theme of land sacrifice is added to show the desperation of the planeswalkers.
Ghost Spark1RR
Creature - Elemental (U)
Ghost Spark is colorless
Trample
Impulse R, Sacrifice a land (You may cast this spell for its impulse cost. If you do, it gains haste. Sacrifice it at the beginning of the next end step.)
5/1
Imprisonment (IMP) - Set three of three in the Devourers block.
Plan B did work. The combined powers of the three planeswalkers managed to seal the Eldrazi. They were stopped; gone; locked; there was little they could do now. The three planeswalkers made a pact to return, and left. Unbeknownst to Ugin and Sorin though, the creation of the hedrons had required Ob Nixilis to soak up a lot of mana - and the corrupting mana hurt. A bit like eating a puffer fish and getting the poison bit, he lost his spark. The mana he had, the power of the Old Walker, was all soaked up by the plane that stole his spark and the plane returned to how it had always been.
As the Eldrazi are locked away in the events of Imprisonment, the colorless matters theme shrinks, but the mana conservation and land counting abilities are still hanging around to show the way Zendikar has changed since then (compared, of course, to kicker in Zendikar the set)
Sparkstone PrisonXWW
Enchantment (R)
As an additional cost to cast Sparkstone Prison, sacrifice X lands.
Creatures with converted mana cost X or less can't attack or block.
It's time for a little trip into the mostly-forgotten distant past of the Eldrazi, their home plane before they went off into the Blind Eternities... and Slivers, which the Eldrazi titans bear a bit of a resemblance to...
Kozilek, Needle of Truth6WWWW
Legendary Creature - Eldrazi Cleric (M)
Opponents play with their hands and the top card of their libraries revealed.
Absorb 8
When Kozilek is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.
8/8
Luminous Sliver1WU
Creature - Sliver (U)
All Sliver creatures have flying and "1(W/U): Prevent all combat damage that would be dealt to and dealt by this creature this turn."
1/1
Ulamog's Word(2/B)(2/R)(2/G)
Sorcery (R)
Choose one or two—Destroy target monocolored permanent; or Ulamog's Word deals 2 damage to target creature for each color that creature is; or regenerate target colorless permanent.
Setting: The planet Dawnstar in the Dawnstar plane, 10.5 billion years after its creation. Sentient life has only existed for the past ~1500 years. Civilization, only about 100.
This is the FIRST EVER PLANE!! ALL FUTURE PLANES ORIGINATE FROM HERE. We learn that the multiverse is constantly expanding. At it's origin, it was (like the big bang), compressed into one tiny point. Except we substitute one single plane for a tiny point.
NOTE: The end of the block results in a destruction of the plane as it explodes outwards and creates the rest of the multiverse.
In this set, we merely find out about the plane. People are beginning to find that there are changes underway in nature.
Themes:
Humans are the only sentient race.
White: Civilized city dwellers, similar to ancient egypt, in the south.
Blue: Civilized farm based, fishermen society.
Black: Necromancing shaman cults in the badlands and swamps.
Red: A nomadic, barbarian people (viking like) that come from the snowy north.
Green: A forest dwelling, Native American like people that live in the forests between the deserts of the south and mountains of the north.
Focuses the power of early man.
Hamurabi, the Sand King3WW
Legendary Creature - Human Warrior {MR}
Other humans you control have first strike.
:symw:, :symtap:: Hamurabi, the Sand King gains +1/+1 until end of turn for each other human you control. Then, Hamurabi, the Sand King fights target creature.
3/4 "Your legacy shall be blown away with the wind, like the sands of the desert."
TREMOR
Story:
**** is getting real.
A huge Earthquake occurs, rending the land in two and causing more destruction.
The forces of nature change.
People begin panicking. Meanwhile, the Black humans try to take over the others. The Black humans believe the world should end and that this rampage is a sign from their god.
Humans groups suspect each other and fight each other.
Themes:
Aggressive creatures.
More instants and sorceries.
Bog AssassinB
Creature - Human Shaman Rogue {UC}
When Bog Assassin dies, chose one: target creature gets -0/-2 until end of turn, or, put a -1/-1 counter on target creature.
1/1
DEADLY REBIRTH
Story:
**** got REALLY real.
Though things became silent after that one earthquake in the last set, relatively speaking, things get LOUD now. Lots of fury.
Culminates in the explosion of the universe into a multiverse.
LOT of mana is released.
Themes:
More instants/sorceries.
Focus on power of nature.
Focus on Land Destruction and LD based triggers.
LOT of non-land mana ramp.
New Keyword "Fissure" (Morbid for lands)
Earthrend2R
Sorcery {UC}
Destroy target land. It's owner adds :symr::symr::symr::symr: to his or her mana pool.
Fissure - If a land you own was put into a graveyard this turn, destroy up to two target lands instead.
Powerstone2 Artifact [Common]
:symtap:: Add to your mana pool.
Set 2: The Thran: Ascension (THA)
Thran UntouchableBB Creature - Human [Common]
At the beginning of your upkeep, you may pay 1 life, if you don't, put a -1/-1 counter on ~.
3/2
Set 3: The Thran: Completion (THC)
Phyrexian Enforcer2B Artifact Creature - Horror [Common]
When ~ enters the battlefield, you lose 2 life.
As long as ~ is equipped, it can't be blocked except by black creatures.
3/3
Private Mod Note
():
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Gastal was not always a wasteland. This is its story.
Gastal is quite similar to Zendikar in geography, but is not as volatile. It is rich in mana, but unlike most other places, the mana in Gastal is not entirely an ethereal substance; portions of it are contained by lesser elementals (little mana wisps that fly about), and large elementals. These elementals can be channeled, and power can be drawn from their unique characteristics, or they they can simply be drained of mana.
Gastal is home to a myriad of races which are spread out through the plane in many small cities and towns. The largest city in the plane, known as Halidor, dwarfs any other large city, and contains a tall spire that sticks out from it's center. Within this spire sit the councillors, five representatives from each other major continent (there are six) which rule the plane. These councillors are imbued with the power of greater elementals so that if needed, they can accomlish their goals by force. Councillors are elected for life, and upon their death, the elementals are transferred over to the next in line within that councillor's faction. Additinally, there is a sixth member of the council, known as the chancellor. The chancelor is bestowed no additional power, and changes every three years. His purpose is to represent the wills of the commoners, and prevent the high councillors from becoming alienated.
Mechanics:
Imbue [COST] ([COST]: Exile this from your hand imbuing target creature. You may pay [COST] at any time to return this to your hand. Imbue only as a sorcery.)
Kicker
Kindle N (This enters the battlefield with N +1/+1 counters on it. You may remove a counter from this once per turn to add one mana of this creature’s color to your mana pool.)
Scrollbright Weaver1UU
Creature - Human Wizard {U}
Kindle 2 (This enters the battlefield with two +1/+1 counters on it. You may remove a counter from this once per turn to add to your mana pool.)
:symtap:, Remove a counter from Scrollbright Weaver: Each player draws a card. 0/1
The councillor containing the black elemental has been assassinated, and the faction, having been completely unprepared, was not able to elect a successor. Several tried to wrangle the black elemental, but because it was no longer bound, it's power was uncontained, and it destroyed all who attempted, and fled. This created an imbalance in power, and all other contained elementals began growing restless and harder to control. Meanwhile, without a figurehead to represent them in the council, the southern contnent of Thebal, which was stable at best, has entered into a civil war, which is slowly spreading amongst the other continents.
Mechanics:
Alternative kicker and imbue costs.
Promethean Clay-Beast2GG
Creature - Elemental Beast {C}
Imbue—Sacrifice a land (Sacrifice a land: Exile this from your hand imbuing target creature. You may sacrifice a land at any time to return this to your hand. Imbue only as a sorcery.)
Trample
As long as Promethean Clay-Beast is exiled, imbued creature gets +2/+2 and has trample. 3/3
We discover that the chancellor assasinated the black councillor in a plot to create unparalleled tumult. This would then distrac everyone while he attempted to capture World Entity, a mythical elemental said to be the core of the plane. The red and green councillors attempt to stop him, but are interrupted by his cohorts, the other two councillors, who engage them in battle. The chancellor succeeds in trapping the World Entity, but the entity itself is no too happy about this, and it's rage can be felt by all the other elementals. It recalls all of the lesser and greater elementals to itself, and uses their power to break free of its conainer (the chancellor), razing the plane in the ensuing blast.
Mechanics:
Negative imbue spells, spells with alternative costs, elemental tribal.
Aphotic Scoundrel1BB
Creature - Elemental Hound {C}
Imbue : Exile this from your hand imbuing target creature. When that creature dies, return this to its owner’s hand. Imbue only as a sorcery.)
As long as Aphotic Scoundrel is exiled, imbued creature gets -3/-3. 2/3
Before Planeswalkers, before Phyrexia, before Dominaria, even before the Brother's War, the Multiverse was unspoiled and newly formed. Polegro was one of those planes that existed with the birth of the Multiverse. However, the birth-planes, as they were called, were ultimately devoured by the Eldrazi.
Set 1: Polegro
Polegro is an unspoiled land with mana to offer. The inhabitants have used this mana to great effect. Many beings from this plane are larger than their cousins in other planes.
Themes
"fat" and "manaramp" matters.
minor aura theme for next set
battlecruiser magic
Beast's Attainment5U
Sorcery (U) Dominance - Draw X cards, where X is the highest power among creatures you control.
Set 2: Polegro in Strife
The natives have discovered a mana-pool in the plane, and this leads to civil war. While they are fighting over this precious location, the Eldrazi are creeping.
Themes
All set themes from Polegro
expansion on auras
minor eldrazi theme
minor tripling theme, similar to the 13 mechanic from Innistrad
auras that transform into creatures, and vice versa
Ethereal Drake1UU
Enchantment Creature - Drake (U)
Flying 1UU: Transform Ethereal Drake, then attach it to target creature you control.
2/2
// Drake Apparation U Enchantment - Aura (U)
Enchanted creature gets +2/+2 and has flying. 1UU: Unattach Drake Apparation, then transform it.
Set 3: Polegro Devoured
The civil war ends, but the plane is weakened at the rise of a new threat - the Eldrazi. The Eldrazi consume a large portion of the plane (including the mana-pool) as the surviving inhabitants of Polegro are either sucked into the Blind Eternities or left to fight the Eldrazi.
Themes
All themes from first and second set
Eldrazi
Walls
minor exiling theme
five-color shenanigans
Brightdrone2G
Creature - Eldrazi Drone (U)
When you cast Brightdrone, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield with "Sacrifice this creature: Add 1 to your mana pool."
You may spend colorless mana as though as if it were mana of any color.
2/1
Story:Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Card:
Gnomish Spitfire1 :symr::symu:
Creature-Gnome Rogue (U)
Haste
Gnomish Spitfire is unblockable With a wink and smile he was gone,nobody noticed their money was gone until it was too late.
2/2
Dark Frost
Story:Black snow falls as hidden and dormant volcanoes abrupt anew on the plane of Reisia. The primeval prison in the planes core has been broken and vicious elementals are now springing forth from their frozen entrapment. Though freed by the merfolk, the elementals have no intention of bowing before anyone, intending to burn all of the “inferior” races from their planes surface in a baptism of fire. Merfolk, yeti, human, and gnome alike must forge an alliance to drive back this ancient evil into the cor from whence they came. Meanwhile, Nejai Relda, a young human raised by yeti’s tries to discover a way to contain this new threat, and his journey will take him far into the depths of the planes core, testing his resolve, and igniting the planeswalker spark within him.
Card:
Ashen Legionnaire1B
Creature-Elemental Solider (C)
Intimidate
When Ashen Legionnaire enters the battlefield, you may search your library for up to three cards named Ashen Legionnaire, reveal them, put them into your hand, then shuffle your library. Once imprisoned the legion rises up to take back what is theirs.
1/1
WorldFlood
Story: Returning from a trip from the core , with newfound knowledge of the plane and why it was made, Nejai knows that in order to rid the plane of this evil he must look to the past. As the elementals take control of most of the plane, their leader sends three of his most vicious generals to track down the young Nejai. Meanwhile the resistance still survives within a network of caves and pools in a high mountain stronghold, but how long can they last. Struggling against the elements and the most dedicated elemental soldiers Nejai seeks to reach the Glacial Gates, ancients ruins buried for centuries and rumored to be a myth. However if he can find them, he can channel his mana into the only thing that will trap the elementals back in their ancient prison inside the core. However, once it’s started it can not be stopped. Will the day be saved? And most importantly will there be any survivors once the Glacial Gates have been opened? Brace yourself, the WorldFlood is coming.
Card:
Nejai Relda , Frost Born Soul2UW
Planeswalker-Nejai (M)
[+2] Tap target creature
[-2] Untap all creatures you control.
[-8] Target player taps all permanents he or she controls and you gain X life where X is twice the number of permanents he or she controls. Those permanents do not untap during its controller's next untap step.
<4>
Yahbur, the endless ocean. A primordial sapphire gem, just beginning to be cultivated by intelligent life.
B: Its Swamps are the brackish pools of water created by the mixture of the plane's existing salt water and the fresh water that seeps from natural springs contained deep underground. R: Its Mountains are the rare spires of rock that jut out like the teeth of some savage beast, their disturbance on the natural current and flow of the water make these places inhospitable to all but the hardiest of creatures; W: Its Plains are the kelp beds, serene areas that have just started to support the agricultural endeavors of some very intelligent creatures; G: Its Forests are the great coral reefs, bursting forth with vibrant life and literally built upon the skeletons of past polyps and the homes of those still alive; U: The Islands, unusually enough, are ever-shifting sandbars that are continuously uncovered and submerged in a tidal pattern- allowing those daring enough to live their entire lives on land-if they can learn the pattern of the tides.
Crushing WavesXRR
Sorcery-Arcane (R)
Primal-Spend only mana produced by basic lands on ~.
~ deals X damage to target creature.
~ deals X damage to target player.
Splice onto Arcane- Sacrifice two creatures with converted mana cost X and a mountain. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Sparkling Gyre
Enchantment Land (U)
~ is a Plains as long as you control a Plains, an Island as long as you control an Island, a Swamp as long as you control a Swamp, a Mountain as long as you control a Mountain, and a Forest as long as you control a Forest. ,T, sacrifice ~: Draw a card. Only the most daring gaze into the spinning depths of a gyre- the constant upheaval of debris, detritus and rushing current is enough to send most thinking creatures quickly careening into a state of madness.
Leviathan of UulUUUUU
Creature-Leviathan (C)
Primal-Spend only mana produced by basic lands on ~.
~ enters the battlefield tapped.
Plainswalk The nomads fear these great beasts, for they habitually beach themselves in order to catch a treat- well knowing that the tides will bring them back to the waters in due time.
8/5
El'es'en'kar is a small, isolated plane on the edge of the multiverse. It is mostly unremarkable except for a single quirk: Its mana is slightly divided into five colours. How curious! This singular fact has made it a pilgrimage destination for scholarly planeswalkers or those seeking to harness the plane's unique magics.
I: Discoveries (DCO)
El'es'en'kar's unique magic and the lure of power have attracted the attention of a trio of Eternals - powerful, godlike beings whose very essence sears with pure mana. This power allows them to traverse the void between worlds, collecting spells and mana bonds as they do.
The fracturing of mana has had multiple reactions on El'es'en'kar itself, from curiosity to acceptance to horrified revulsion. The Church of the Pale Hand, purveyors of the leading faith on the plane, in particular takes the change as an affront - mana's pure, colourless nature is one of the cornerstones of their faith.
Mechanics
Symbolic of El'es'en'kar's unique mana, monohybrid will be used extensively throughout the first set. Drafting 3< colours will be more than possible, but single colour decks will a much tougher focused punch.
Acolyte of Purity (2/W)(2/W)(2/W)
Creature - Human Cleric (R)
At the beginning of each player's upkeep, that player chooses a colour. If a spell or ability that player controls would produce mana of another colour this turn, it produces colourless mana instead. "The mana of this plane is slowly fracturing, growing less pure as the years pass. We must do all that we can to preserve the purity of our faith, even if it means changing the foundations of magic itself." - Essor of the Pale Hand
2/2
II: Inquisition (INQ)
The planeswalkers make their presence known - Rost resorts to studying in solitude deep within the plane's expansive tunnel network, Viiv is overwhelmed by the intensity of the plane's magic and conspires to hasten the gradual separation of mana, and Liesta is found by the Church of the Pale Hand and exalted as a paragon of magic and a god made manifest.
Deep within the caves, Rost discovers a massive crystalline structure. Within it, a rainbow of raw mana blazes along intricate passageways. Viiv makes the same discovery some time later, but with very, very different ideas.
Mechanics
Continuing the themes established in Discoveries, Inquisition will feature monohybrid mana but to a much lesser degree. The rewards for drafting a single colour will be greater than ever, and support will be provided to make this possible.
Pulse of the World Heart 5
Enchantment (M)
Spells you cast cost WUBRG less to cast. It lies at the heart of creation, spinning dreams of pure mana syphoned directly from the Blind Eternities itself.
III: Revelations (REV)
Enamoured by the plane's unique charm and the zealous worship of its inhabitants, Liesta mobilises her followers against Viiv. Thousands die on their march into the tunnels, and thousands more die at the hands of Viiv herself. Liesta and Viiv eventually engage each other in single combat - a battle so intense that it damages the essence of the very plane itself. Viiv gains the upper hand and as she prepares to deliver the killing blow, Liesta sacrifices herself to destroy Viiv - a desperate attempt to save the world she's come to love.
Sadly, the World Heart is caught in the crossfire and is destroyed, blasting Rost with an inense wave of pure, coloured mana - the first Eternal in the Multiverse to experience such an event. He instinctively planeswalks, forever changed by the experience.
The damage the Eternal's battle had dealt El'es'en'kar a critical blow - the world was rapidly flooding with coloured mana, which then gushed from the cracks in its planar boundaries. The pressure continued to build - it wasn't long before El'es'en'kar was literally torn to pieces, flooding the Mulitverse with coloured mana in a vicious domino effect and changing the nature of the Eternals forever.
Where there was once a verdant world thrumming with strange magic now stood a pale, grey, misshapen orb completely devoid of mana - the sole remnant of an entire world.
Mechanics
Doing away with monohybrid completely, Revelations will have a strong single coloured theme. Mechanics like Purity, which triggers potent effects when only a single mana is used to cast a spell, provide a powerful incentive for drafters to keep their colours few while not completely blanking the card as a splash.
Footsoldier of Viiv5R
Creature - Viashino Berserker (U)
Haste Purity - When Footsoldier of Viiv enters the battlefield, if only red mana was spent to cast it, you may have it deal 5 damage to target creature.
5/3
Disclaimer: Any inconsistencies are for artistic effect. This goes double for typographic and syntactic errors. This goes triple for the hilarious formatting. Have mercy on my sleepless brain.
The set is based on a plane almost completely underwater. 98% of the surface is H2O. Humans live on the 2% of the land. This is the set up for the stage. A lot of off-color abilities are shown. Ocean Salvager2W [C]
Creature - Human U, sacrifice ~: Return target card from your graveyard to your hand.
1/2
Set 2: Upwelling
In this set, many sea creatures are attacking the little island the humans call home. Creatures are coming, and there are rumors of their summoning deadly creatures from remote corners of the ocean. Summoner of the Deep2UU [R]
Creature - Merfolk Shaman
Deathtouch, Islandwalk Bt, sacrifice three islands: Search your library for a Gava, reveal it, and put it into play. It gains haste. Sacrifice it at end of turn.
1/1 There aren't any Gavas in the set.
Set 3: Rise of the Deep
In this set the Gava make their debut. They're massive oceanic creatures, but are restricted to the ocean they came from. They compensate in many ways. Slashtide5UUB [M]
Legendary Creature - Gava
Islandwalk
~'s can't attack unless the defending player controls three or more islands. UBt: Put a flood counter on target land. That land becomes an Island for as long as it has a flood counter on it. ~ deals 1 damage to each creature that player controls without islandwalk.
9/9
Sol'stine, a plane shrouded in mystery, where the land forever shifts in an endless cycle. Where seas collide into forests, and mountains converge with the marsh. What happens when a lone soul uncovers the darkest secret of the evershifting plane...
The first set focuses on how everyone interacts with the ever shifting mana that covers the vast plane of Sol'stine, and how Tamrien Andal a young mage with brooding power goes to find the source of the land moving. He ventures past the Marshes of Il'syer to the forgotten lands of I'sar, where he uncovers the Obelisk of Myth. And upon doing so, he unleashes the forces of heaven and hell upon sol'stine.
Multicolored and offcolored spells is the theme for the first set.
Fen Shamans Familiar1G
Creature - Elemental Warrior {C} R: Fen Shamans Familiar gains first strike until end of turn.
2/2
BRINK OF DIVINITY
Break free from ethereal.
The races of Sol'stine wage war with one another across the plane, while the angels and demons plot against one another for control of the realm. And beings thought only to be myth are released into the world. The influx of all these beings causes the mana to shift ever violently as the war torn land becomes even more hostile. And now the denizens of the earth come into play, as the world fights back.
Sedraxis, Over Being of Myth2BR
Legendary Creature - Demon Horror {R}
Flying, trample
At the beginning of your upkeep you lose 3 life, and discard a card, unless you pay BR.
5/5
LEGENDS END
A broken world, and a fading existence.
The lands smolder in fire, the oceans run red with blood, and the spark of a world, begins to fade into oblivion. Time corrodes the plane while its inhabitants stay locked in battle with the help of otherworldly forces. Mana confluxs cause rifts to other planes to appear. Azura and her cohorts devise a plan to save Sol'stine, but at what cost. As the war rages on, the heavens open, and the last of the overbeings makes himself known. Will Sol'stine be restored, or will the ravages of war leave the plane in ruin...
Azura, Divine Prophet2WWW
Legendary Creature - Human Cleric {MR} 1WW: Target creature gains protection from a color of your choice until end of turn. WWW,T: Exile target permanent.
2/2
There is a special layer of hell reserved for snow permanents, therefore none of this ----> Plus in my little made up storyline it doesn't remain entirely snowy after the first block.
Rabiah
The block takes place when there is still only one Rabiah. Only djinns and their close cousins efreets used to exist on the plane, living together in peace if not harmony. By the time of the first set, however, planeswalkers have opened portals to Rabiah, and humans and other creatures have found their way onto the plane. Intrigued by these new races, the djinns and efreets interacted and exchanged culture with them, but the influence of these outsiders began to cause rifts within their own kind.
Djinns and efreets and their magic are powerful, but have drawbacks such as hitting yourself or giving benefits to the opponents. Conversely humans are weaker but have more varied abilities.
Aloof Marid3U
Creature - Djinn (R)
Flying
When Aloof Marid enters the battlefield, target opponent draws a card. Flatter a marid long and hard and it might grant you favors, but that doesn’t mean it won’t kill you after that.
4/4
Render removed for lack or artist credit.
Spirit War
The natives of Rabiah have begun to turn on each other. On one side is the djann, converted followers of the truth that the good humans have taught them, and on the other side are efreets, whose inherently evil nature led them to be easily influenced by the weakness and greed of wicked humans. Each side has their own followers regardless of colour, and a vicious ideological war begins. Meanwhile, humans continue to populate and expand their territory on Rabiah, some growing bolder and finding new ways to gain power, such as gaining the upper hand on the spirits.
There is a small theme of each colour fighting among themselves. Each colour has good and evil, primarily distinguished by djinns and efreets, but both use the same tools and tricks as each other.
Aku Punisher3BB
Creature - Djinn (U)
When Aku Punisher comes into play, destroy target black creature. It can't be regenerated. If an Efreet dies this way, put a +1/+1 counter on Aku Punisher. There are those who reject Nailah and fight against both invaders and traitors.
3/3
Refraction
Shamir of the True Djinn forges an uneasy truce between the two sides of the war, putting a temporary halt to it. The djinns and efreets realise that they have done much damage to Rabiah and the humans have taken over what was left. Unwilling or unable to fight the humans, Shamir proposed that they remake an alternate version of their homeland. Using the energies of their fallen, the spirits attempt to clone Rabiah through a great spell. The result goes a little awry as the plane reacts much more strongly than they expected, replicating not only itself but all of its inhabitants, including the djinns and the efreets, and furthermore one thousand and one times.
The set pushes 'refracted' series of cards which tutors up the same card when you play it (Daru Cavalier effects).
Refracted MadnessBB
Sorcery (C)
Target player discards a card. Search your library for a card named Refracted Madness, reveal it, and put it into your hand. Shuffle your library afterwards.
Chapter I: From Time's Beginning
Each round, I will give you a set of facts about the plane you are visiting. I will then tell you to make one card for each set of the block that plane takes place on, possibly with some additional restrictions. After each round there will be a public poll, I will eliminate the lowest-scoring players, and the remaining planar wanderers will get to play in the next round.
In order to sign up, merely post your cards to fit this restriction:
Three cards from a block which takes place earlier chronologically than any other storyline (with cards for it) in Magic history. This means before Antiquities/The Brothers' War. You may cover events that happened in the ancient history of any plane of your choosing, or make up an entirely new plane. You have until midnight EST, Saturday, March 3, as Saturday becomes Sunday on the East Coast of the US.
I look forward to seeing your entries! Allons-y!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Thurgaunt Titan 4RR
Creature - Giant (R)
Haste
Domination —At the beginning of your combat step, choose up to X target creatures, where X is the number of creatures you control with power less than Thurgaunt Titan's. Those creatures can't block this turn.
6/3
Dwarven Freedom Fighter 1W
Creature - Dwarf Rebel (C)
W,T, Sacrifice Dwarven Freedom Fighter: Destroy target creature with the greatest power. (If two or more creatures are tied for greatest power, target any one of them.)
2/2
New Freedom Foundry
Land (R)
Tap an untapped Dwarf you control: Put a forge counter on New Freedom Foundry.
T, Remove all forge counters from New Freedom Foundry: Add R to your mana pool for each counter removed this way.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Set One: Planar Voyages
Long ago, interplanar travel was no great feat. What has come to be known as The Blind Eternities served as a peaceful gateway for those seeking a plane-hopping adventure, or maybe a nice vacation to a new world of existence.
Interplanar Cartographer 2G
Creature - Elf Druid (U)
Voyager 2G (Any time you could cast a sorcery, you may pay 2G to move this card between the battlefield and exile.)
When Interplanar Cartographer enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
1/3
Set Two: AEther Unleashed
The gateway has grown worn from use, and a force that many knew but chose not to acknowledge has breached its walls. Pure destructive energy is seeping through the cracks in the multiverse, not only into the gateway, but into the planes themselves.
AEther Contamination B
Enchantment - Aura (U)
Enchant creature
At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.
Whenever a creature enters the battlefield from exile, you may return AEther Conatmination from your graveyard to the battlefield attached to that creature.
Set Three: Eternities Blinded
The great magic users and scholars work to protect their planes, but at a great cost: Interplanar travel is no longer possible. Many find themselves stranded and forced to adapt to surroundings they believed were only temporary.
Stranded Scholar UU
Creature - Human Wizard (U)
Displaced — You may have Stranded Scholar enter the battlefield under an opponent's control. If you do, draw two cards.
(2/U)(2/U),T: Draw a card.
1/3
Card:
Blessings of the Kami 2W
Instant - Arcane (C)
Attacking or blocking creatures you control get +1/+1 until end of turn.
Splice onto Arcane 1W
Before the war against the kami, they favored the brave in battle that worshiped them.
Card:
Kami of the Fierce Sky 2WU
Creature - Spirit (U)
Flying
Reincarnate 3 (When this creature dies, search your library for a human creature card with mana cost 3 or less and put that card on battlefield.)
"May the skies themselves become your children.” — Blessing for expecting parents.
3/2
Card:
Toshi, Kanji Apprentice 2BB
Legendary Creature - Human Ninja
Deathtouch
Whenever a creature dies, you may cast an instant from your graveyard. If that card would go to the graveyard, exile it instead.
Ninjutsu 1B
2/2
There was once [The Pack], but no more.
Story: At the dawn of Sarpadian Empires, the continent has seen a long era of peace and growing prosperity. While the land is not without danger (tribes of goblins dwell in the highlands, orcs dwell in murky swamps, and wild creatures still provide a challenge to the knights and warriors of the civilized races), the major empires maintain a truce that keeps threats in check. But a young knight named Tourach has begun to receive visions. His dreams are of a truly united continent, and he is willing to do anything to see them come to fruition.
Themes: Color identity matters little for races, because each society has had enough stability to branch into other colors. The main colors for races are: White - Human, Green - Elf, Red - Dwarf, Black - Orc, Blue - Merfolk. But the main color of each race only makes up about half its cards: there are lots of white dwarves, red elves, black merfolk, etc.
There are a few tribal (not using the tribal type) cards, but they all relate to "class" tribes rather than "race" ones. Knights respect and help all knights, shamans share a common bond, etc.
The only counter is the "gold counter" representing wealth. These counters are only placed on artifacts, enchantments, and lands, but a few creatures interact with them.
There are no new keywords or keyword abilities in the set. This is a land which has had no need to innovate new ideas, and thus it feels very "vanilla."
Card:
Gurn Keep
Legendary Land (MR)
T: Add 1 to your mana pool. Whenever you cast an Equipment spell using this mana, put a 1/1 red Dwarf token onto the battlefield.
Rare is the dwarf with the skill to forge steel, but not the passion to wield it.
Story: Tourach's treachery has been revealed, and he has taken his Cult of the Ebon Hand into dark lands beyond the reach of the empires. Every day they grow more powerful, bringing in recruits of all races and uniting them in a bloody faith. As Tourach expands his dominion, Icatia, Havenwood, the Clan Council of the dwarves, and the merfolk of Vodalia prepare for a war unlike any seen in ages.
Themes: Color identity is becoming more strong. There are a few creatures which don't fit with their races color identity, but they aren't as common. This reflects the growing suspicion and desire to isolate.
There are no tribal mechanics; nobody trusts anyone else enough to help them at the moment.
-1/-1 counters are now present along with gold counters. This reflects how the Ebon Hand requires the maiming of oneself or others to join. Mostly they are in black, but a few other colors see them.
Two new keyword/keyword abilities are introduced that reflect the growing preparation for war and the insidious manipulation people are forced into. At this point, both are fairly uncommon.
New Keyword: Tactics X (At the beginning of each combat, you may have target creature gain +X/+0 or +0/+X until end of turn.) This ability is primarily white, but appears in other colors. It reflects a growing awareness of the need for organized, disciplined warfare.
New Keyword Ability: Plot X (Exile the top X cards of your library face down. You may look at them any time.) The exiled cards are "plotted." Some cards use plotted cards by turning them face up. This ability represents backroom deals and secret manipulation. It is primarily in black, blue, and white.
Card:
Ebon Squire 1B
Creature - Human Knight (C)
If a -1/-1 counter would be put on another creature you control, you may have it put on Tourach's Squire instead.
Advancement in the ranks of the Ebon Hand requires both the willpower to sacrifice and either the strength or cunning to endure it.
1/2
Story: A hero has risen in the form of Leitbur, a brave holy man with a startling insight into the workings of the Ebon Hand. Dark magics set in motion by Tourach and his master have brought forth swarms of unholy creatures, but the people of Sarpadia stand together. Will it be enough to turn back Tourach's ambitions, or will the empires fall?
Themes: Color identity is now very strong, but not absolute. There are a few creatures in colors not associated with their race, but they are very rare. At this point, suspicion of other races has caused each race to focus on themselves and their "core philosophies"
Tribal interactions are now focused on race rather than class. As suspicion grows, people stay closer to those that have racial ties. The only exceptions are Knights and Clerics, which are united on both sides of the fight.
-1/-1 counters remain common, but gold counters are becoming more rare; nobody is as wealthy anymore.
Plot and Tactics both return, and are even more common. Additionally, two returning keywords (in universe, these are the original examples of them) show up.
Returning keyword: Champion - This reflects the fact that the weaker members of the populace are fleeing from the fight, and only the strongest are actually engaging in it.
Returning keyword: Provoke - This represents both the knightly challenge and luring people into fights, which has become very common as war becomes a reality.
Card:
Martyr's Mark W
Enchantment - Aura (U)
Flash (You may cast this spell anytime you could cast an instant.)
Enchant creature
Whenever enchanted creature dies, destroy each creature that dealt damage to it this turn.
Many died under Leitbur's command, but none died in vain.
Mechanics: This set will play around with -1/-1 counters, Rebels (in all colors representing the populace), and creature reanimation.
Jentu, Orphan of Leothe 2WW
Legendary Creature - Human (U)
:symtap:: Target creature gains Hexproof until the end of turn.
If Jentu, Orphan of Leothe is equipped it gains +2/+1 and First Strike until end of turn
When his family died in the destruction of Leothe he devoted his life to the protection of others.
2/3
Throne
Yardomun, Death Trader 3B
Legendary Creature - Zombie Wizard (R)
Prevent all damage dealt to Yardomun, Death Trader. That damage is dealt to another creature you control of your choice.
2B, :symtap:: Return target creature card from your graveyard to the battlefield. Put a -1/-1 counter on another target creature you control.
4/4
Palace Razed
Regan, White Dagger 3W
Legendary Creature - Human Rebel (R)
XW, :symtap:: Remove X -1/-1 counters from creatures you control.
x, :symtap:: Search your library for a Rebel permanent card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
3/4
*This was a lot of fun so far.
Truth, Justice and The American Way coming to a custom card creation forum near you!
The Devourers block is set something like twelve thousand years ago, when the giant mana-eating plane-sucking entities known as the Eldrazi were still roaming the planes. Three intrepid planeswalkers - Sorin Markov, vampire; Ugin, spirit dragon; and Ob Nixilis, the geomancer - set out to destroy these planar-travelling menaces which devour planes and do terrible stuff. Their plain A - destroy the Eldrazi. Nixilis would lock them into corporeality, then Ugin and Sorin would destroy them with their magic.
The set Devourers takes us to the plane of Ifinal, one devastated by the Eldrazi. The themes - colorless matters and mana conservation, as well as land counting - aim to show how the Eldrazi have completely ruined a plane. Colorless matters because the Eldrazi do. Mana conservation is necessary ROE showed us the process of such an event, but Devourers shows us what happens after.
Desperate Broodhunter 1W
Creature - Human Soldier (C)
Protection from colorless
"Everyone's going to be eaten eventually - you might as well do something with yourself before you do."
2/1
Yeah, plan A didn't work. The Eldrazi were way too powerful for the three, so they had to go to plan B (thought up ingeniously by Sorin) - trap the Eldrazi. Ob Nixilis' Lithomantic knowledge of gems and stuff lead them to an interesting trap - hedrons. These would lock the Eldrazi in their non-corporeal forms, forever haunting the plane that they had chosen as bait; the volatile plane of Zendikar.
Zendikar Ravaged planeshifts us to Zendikar, the plane that we know and love. And it's almost exactly like it was in Zendikar the set; untainted and seemingly pure. Well, it was supposed to be (except the Eldrazi are kinda here now). Ravaged continues the colorless matter, mana conservation and land counting themes of Devourers, but an additional theme of land sacrifice is added to show the desperation of the planeswalkers.
Ghost Spark 1RR
Creature - Elemental (U)
Ghost Spark is colorless
Trample
Impulse R, Sacrifice a land (You may cast this spell for its impulse cost. If you do, it gains haste. Sacrifice it at the beginning of the next end step.)
5/1
Plan B did work. The combined powers of the three planeswalkers managed to seal the Eldrazi. They were stopped; gone; locked; there was little they could do now. The three planeswalkers made a pact to return, and left. Unbeknownst to Ugin and Sorin though, the creation of the hedrons had required Ob Nixilis to soak up a lot of mana - and the corrupting mana hurt. A bit like eating a puffer fish and getting the poison bit, he lost his spark. The mana he had, the power of the Old Walker, was all soaked up by the plane that stole his spark and the plane returned to how it had always been.
As the Eldrazi are locked away in the events of Imprisonment, the colorless matters theme shrinks, but the mana conservation and land counting abilities are still hanging around to show the way Zendikar has changed since then (compared, of course, to kicker in Zendikar the set)
Sparkstone Prison XWW
Enchantment (R)
As an additional cost to cast Sparkstone Prison, sacrifice X lands.
Creatures with converted mana cost X or less can't attack or block.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Legendary Creature - Eldrazi Cleric (M)
Opponents play with their hands and the top card of their libraries revealed.
Absorb 8
When Kozilek is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.
8/8
Creature - Sliver (U)
All Sliver creatures have flying and "1(W/U): Prevent all combat damage that would be dealt to and dealt by this creature this turn."
1/1
Sorcery (R)
Choose one or two—Destroy target monocolored permanent; or Ulamog's Word deals 2 damage to target creature for each color that creature is; or regenerate target colorless permanent.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
DAWNSTAR
(Set one in the Dawnstar block)
Legendary Creature - Human Warrior {MR}
Other humans you control have first strike.
:symw:, :symtap:: Hamurabi, the Sand King gains +1/+1 until end of turn for each other human you control. Then, Hamurabi, the Sand King fights target creature.
3/4
"Your legacy shall be blown away with the wind, like the sands of the desert."
Creature - Human Shaman Rogue {UC}
When Bog Assassin dies, chose one: target creature gets -0/-2 until end of turn, or, put a -1/-1 counter on target creature.
1/1
Story:
Sorcery {UC}
Destroy target land. It's owner adds :symr::symr::symr::symr: to his or her mana pool.
Fissure - If a land you own was put into a graveyard this turn, destroy up to two target lands instead.
Multicolored millcards in something other than dimir.
That will be my setting...
Set 1: The Thran: Outcasts (THO)
Powerstone 2
Artifact [Common]
:symtap:: Add to your mana pool.
Set 2: The Thran: Ascension (THA)
Thran Untouchable BB
Creature - Human [Common]
At the beginning of your upkeep, you may pay 1 life, if you don't, put a -1/-1 counter on ~.
3/2
Set 3: The Thran: Completion (THC)
Phyrexian Enforcer 2B
Artifact Creature - Horror [Common]
When ~ enters the battlefield, you lose 2 life.
As long as ~ is equipped, it can't be blocked except by black creatures.
3/3
Sig by Rivenor
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Gastal is home to a myriad of races which are spread out through the plane in many small cities and towns. The largest city in the plane, known as Halidor, dwarfs any other large city, and contains a tall spire that sticks out from it's center. Within this spire sit the councillors, five representatives from each other major continent (there are six) which rule the plane. These councillors are imbued with the power of greater elementals so that if needed, they can accomlish their goals by force. Councillors are elected for life, and upon their death, the elementals are transferred over to the next in line within that councillor's faction. Additinally, there is a sixth member of the council, known as the chancellor. The chancelor is bestowed no additional power, and changes every three years. His purpose is to represent the wills of the commoners, and prevent the high councillors from becoming alienated.
Mechanics:
Imbue [COST] ([COST]: Exile this from your hand imbuing target creature. You may pay [COST] at any time to return this to your hand. Imbue only as a sorcery.)
Kicker
Kindle N (This enters the battlefield with N +1/+1 counters on it. You may remove a counter from this once per turn to add one mana of this creature’s color to your mana pool.)
Scrollbright Weaver 1UU
Creature - Human Wizard {U}
Kindle 2 (This enters the battlefield with two +1/+1 counters on it. You may remove a counter from this once per turn to add to your mana pool.)
:symtap:, Remove a counter from Scrollbright Weaver: Each player draws a card.
0/1
Mechanics:
Alternative kicker and imbue costs.
Promethean Clay-Beast 2GG
Creature - Elemental Beast {C}
Imbue—Sacrifice a land (Sacrifice a land: Exile this from your hand imbuing target creature. You may sacrifice a land at any time to return this to your hand. Imbue only as a sorcery.)
Trample
As long as Promethean Clay-Beast is exiled, imbued creature gets +2/+2 and has trample.
3/3
Mechanics:
Negative imbue spells, spells with alternative costs, elemental tribal.
Aphotic Scoundrel 1BB
Creature - Elemental Hound {C}
Imbue : Exile this from your hand imbuing target creature. When that creature dies, return this to its owner’s hand. Imbue only as a sorcery.)
As long as Aphotic Scoundrel is exiled, imbued creature gets -3/-3.
2/3
Before Planeswalkers, before Phyrexia, before Dominaria, even before the Brother's War, the Multiverse was unspoiled and newly formed. Polegro was one of those planes that existed with the birth of the Multiverse. However, the birth-planes, as they were called, were ultimately devoured by the Eldrazi.
Set 1: Polegro
Polegro is an unspoiled land with mana to offer. The inhabitants have used this mana to great effect. Many beings from this plane are larger than their cousins in other planes.
Themes
"fat" and "manaramp" matters.
minor aura theme for next set
battlecruiser magic
Beast's Attainment 5U
Sorcery (U)
Dominance - Draw X cards, where X is the highest power among creatures you control.
Set 2: Polegro in Strife
The natives have discovered a mana-pool in the plane, and this leads to civil war. While they are fighting over this precious location, the Eldrazi are creeping.
Themes
All set themes from Polegro
expansion on auras
minor eldrazi theme
minor tripling theme, similar to the 13 mechanic from Innistrad
auras that transform into creatures, and vice versa
Ethereal Drake 1UU
Enchantment Creature - Drake (U)
Flying
1UU: Transform Ethereal Drake, then attach it to target creature you control.
2/2
//
Drake Apparation
U Enchantment - Aura (U)
Enchanted creature gets +2/+2 and has flying.
1UU: Unattach Drake Apparation, then transform it.
Set 3: Polegro Devoured
The civil war ends, but the plane is weakened at the rise of a new threat - the Eldrazi. The Eldrazi consume a large portion of the plane (including the mana-pool) as the surviving inhabitants of Polegro are either sucked into the Blind Eternities or left to fight the Eldrazi.
Themes
All themes from first and second set
Eldrazi
Walls
minor exiling theme
five-color shenanigans
Brightdrone 2G
Creature - Eldrazi Drone (U)
When you cast Brightdrone, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield with "Sacrifice this creature: Add 1 to your mana pool."
You may spend colorless mana as though as if it were mana of any color.
2/1
Winter Is Coming...
Reisia
Story: Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way.
Card:
Gnomish Spitfire 1 :symr::symu:
Creature-Gnome Rogue (U)
Haste
Gnomish Spitfire is unblockable
With a wink and smile he was gone,nobody noticed their money was gone until it was too late.
2/2
Dark Frost
Story: Black snow falls as hidden and dormant volcanoes abrupt anew on the plane of Reisia. The primeval prison in the planes core has been broken and vicious elementals are now springing forth from their frozen entrapment. Though freed by the merfolk, the elementals have no intention of bowing before anyone, intending to burn all of the “inferior” races from their planes surface in a baptism of fire. Merfolk, yeti, human, and gnome alike must forge an alliance to drive back this ancient evil into the cor from whence they came. Meanwhile, Nejai Relda, a young human raised by yeti’s tries to discover a way to contain this new threat, and his journey will take him far into the depths of the planes core, testing his resolve, and igniting the planeswalker spark within him.
Card:
Ashen Legionnaire 1B
Creature-Elemental Solider (C)
Intimidate
When Ashen Legionnaire enters the battlefield, you may search your library for up to three cards named Ashen Legionnaire, reveal them, put them into your hand, then shuffle your library.
Once imprisoned the legion rises up to take back what is theirs.
1/1
WorldFlood
Story: Returning from a trip from the core , with newfound knowledge of the plane and why it was made, Nejai knows that in order to rid the plane of this evil he must look to the past. As the elementals take control of most of the plane, their leader sends three of his most vicious generals to track down the young Nejai. Meanwhile the resistance still survives within a network of caves and pools in a high mountain stronghold, but how long can they last. Struggling against the elements and the most dedicated elemental soldiers Nejai seeks to reach the Glacial Gates, ancients ruins buried for centuries and rumored to be a myth. However if he can find them, he can channel his mana into the only thing that will trap the elementals back in their ancient prison inside the core. However, once it’s started it can not be stopped. Will the day be saved? And most importantly will there be any survivors once the Glacial Gates have been opened? Brace yourself, the WorldFlood is coming.
Card:
Nejai Relda , Frost Born Soul 2UW
Planeswalker-Nejai (M)
[+2] Tap target creature
[-2] Untap all creatures you control.
[-8] Target player taps all permanents he or she controls and you gain X life where X is twice the number of permanents he or she controls. Those permanents do not untap during its controller's next untap step.
<4>
The Anabyn
Stay Hungry My Friends....
B: Its Swamps are the brackish pools of water created by the mixture of the plane's existing salt water and the fresh water that seeps from natural springs contained deep underground.
R: Its Mountains are the rare spires of rock that jut out like the teeth of some savage beast, their disturbance on the natural current and flow of the water make these places inhospitable to all but the hardiest of creatures;
W: Its Plains are the kelp beds, serene areas that have just started to support the agricultural endeavors of some very intelligent creatures;
G: Its Forests are the great coral reefs, bursting forth with vibrant life and literally built upon the skeletons of past polyps and the homes of those still alive;
U: The Islands, unusually enough, are ever-shifting sandbars that are continuously uncovered and submerged in a tidal pattern- allowing those daring enough to live their entire lives on land-if they can learn the pattern of the tides.
Crushing Waves XRR
Sorcery-Arcane (R)
Primal-Spend only mana produced by basic lands on ~.
~ deals X damage to target creature.
~ deals X damage to target player.
Splice onto Arcane- Sacrifice two creatures with converted mana cost X and a mountain. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Sparkling Gyre
Enchantment Land (U)
~ is a Plains as long as you control a Plains, an Island as long as you control an Island, a Swamp as long as you control a Swamp, a Mountain as long as you control a Mountain, and a Forest as long as you control a Forest.
,T, sacrifice ~: Draw a card.
Only the most daring gaze into the spinning depths of a gyre- the constant upheaval of debris, detritus and rushing current is enough to send most thinking creatures quickly careening into a state of madness.
Leviathan of Uul UUUUU
Creature-Leviathan (C)
Primal-Spend only mana produced by basic lands on ~.
~ enters the battlefield tapped.
Plainswalk
The nomads fear these great beasts, for they habitually beach themselves in order to catch a treat- well knowing that the tides will bring them back to the waters in due time.
8/5
The Pale Star
I: Discoveries (DCO)
The fracturing of mana has had multiple reactions on El'es'en'kar itself, from curiosity to acceptance to horrified revulsion. The Church of the Pale Hand, purveyors of the leading faith on the plane, in particular takes the change as an affront - mana's pure, colourless nature is one of the cornerstones of their faith.
Mechanics
Symbolic of El'es'en'kar's unique mana, monohybrid will be used extensively throughout the first set. Drafting 3< colours will be more than possible, but single colour decks will a much tougher focused punch.
Creature - Human Cleric (R)
At the beginning of each player's upkeep, that player chooses a colour. If a spell or ability that player controls would produce mana of another colour this turn, it produces colourless mana instead.
"The mana of this plane is slowly fracturing, growing less pure as the years pass. We must do all that we can to preserve the purity of our faith, even if it means changing the foundations of magic itself." - Essor of the Pale Hand
2/2
II: Inquisition (INQ)
Deep within the caves, Rost discovers a massive crystalline structure. Within it, a rainbow of raw mana blazes along intricate passageways. Viiv makes the same discovery some time later, but with very, very different ideas.
Mechanics
Continuing the themes established in Discoveries, Inquisition will feature monohybrid mana but to a much lesser degree. The rewards for drafting a single colour will be greater than ever, and support will be provided to make this possible.
Enchantment (M)
Spells you cast cost WUBRG less to cast.
It lies at the heart of creation, spinning dreams of pure mana syphoned directly from the Blind Eternities itself.
III: Revelations (REV)
Sadly, the World Heart is caught in the crossfire and is destroyed, blasting Rost with an inense wave of pure, coloured mana - the first Eternal in the Multiverse to experience such an event. He instinctively planeswalks, forever changed by the experience.
The damage the Eternal's battle had dealt El'es'en'kar a critical blow - the world was rapidly flooding with coloured mana, which then gushed from the cracks in its planar boundaries. The pressure continued to build - it wasn't long before El'es'en'kar was literally torn to pieces, flooding the Mulitverse with coloured mana in a vicious domino effect and changing the nature of the Eternals forever.
Where there was once a verdant world thrumming with strange magic now stood a pale, grey, misshapen orb completely devoid of mana - the sole remnant of an entire world.
Mechanics
Doing away with monohybrid completely, Revelations will have a strong single coloured theme. Mechanics like Purity, which triggers potent effects when only a single mana is used to cast a spell, provide a powerful incentive for drafters to keep their colours few while not completely blanking the card as a splash.
Creature - Viashino Berserker (U)
Haste
Purity - When Footsoldier of Viiv enters the battlefield, if only red mana was spent to cast it, you may have it deal 5 damage to target creature.
5/3
Ocean Salvager 2W [C]
Creature - Human
U, sacrifice ~: Return target card from your graveyard to your hand.
1/2
Set 2: Upwelling
Summoner of the Deep 2UU [R]
Creature - Merfolk Shaman
Deathtouch, Islandwalk
Bt, sacrifice three islands: Search your library for a Gava, reveal it, and put it into play. It gains haste. Sacrifice it at end of turn.
1/1
There aren't any Gavas in the set.
Set 3: Rise of the Deep
Slashtide 5UUB [M]
Legendary Creature - Gava
Islandwalk
~'s can't attack unless the defending player controls three or more islands.
UBt: Put a flood counter on target land. That land becomes an Island for as long as it has a flood counter on it. ~ deals 1 damage to each creature that player controls without islandwalk.
9/9
He didn't say we couldn't do the same plane/timeframe. I'd love to see another take on the end of the Thran Empire.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
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Become one with the maelstrom.
Sol'stine, a plane shrouded in mystery, where the land forever shifts in an endless cycle. Where seas collide into forests, and mountains converge with the marsh. What happens when a lone soul uncovers the darkest secret of the evershifting plane...
The first set focuses on how everyone interacts with the ever shifting mana that covers the vast plane of Sol'stine, and how Tamrien Andal a young mage with brooding power goes to find the source of the land moving. He ventures past the Marshes of Il'syer to the forgotten lands of I'sar, where he uncovers the Obelisk of Myth. And upon doing so, he unleashes the forces of heaven and hell upon sol'stine.
Multicolored and offcolored spells is the theme for the first set.
Fen Shamans Familiar 1G
Creature - Elemental Warrior {C}
R: Fen Shamans Familiar gains first strike until end of turn.
2/2
The races of Sol'stine wage war with one another across the plane, while the angels and demons plot against one another for control of the realm. And beings thought only to be myth are released into the world. The influx of all these beings causes the mana to shift ever violently as the war torn land becomes even more hostile. And now the denizens of the earth come into play, as the world fights back.
Sedraxis, Over Being of Myth 2BR
Legendary Creature - Demon Horror {R}
Flying, trample
At the beginning of your upkeep you lose 3 life, and discard a card, unless you pay BR.
5/5
The lands smolder in fire, the oceans run red with blood, and the spark of a world, begins to fade into oblivion. Time corrodes the plane while its inhabitants stay locked in battle with the help of otherworldly forces. Mana confluxs cause rifts to other planes to appear. Azura and her cohorts devise a plan to save Sol'stine, but at what cost. As the war rages on, the heavens open, and the last of the overbeings makes himself known. Will Sol'stine be restored, or will the ravages of war leave the plane in ruin...
Azura, Divine Prophet 2WWW
Legendary Creature - Human Cleric {MR}
1WW: Target creature gains protection from a color of your choice until end of turn.
WWW,T: Exile target permanent.
2/2
There is a special layer of hell reserved for snow permanents, therefore none of this ----> Plus in my little made up storyline it doesn't remain entirely snowy after the first block.
The Anabyn
Stay Hungry My Friends....
The block takes place when there is still only one Rabiah. Only djinns and their close cousins efreets used to exist on the plane, living together in peace if not harmony. By the time of the first set, however, planeswalkers have opened portals to Rabiah, and humans and other creatures have found their way onto the plane. Intrigued by these new races, the djinns and efreets interacted and exchanged culture with them, but the influence of these outsiders began to cause rifts within their own kind.
Djinns and efreets and their magic are powerful, but have drawbacks such as hitting yourself or giving benefits to the opponents. Conversely humans are weaker but have more varied abilities.
Creature - Djinn (R)
Flying
When Aloof Marid enters the battlefield, target opponent draws a card.
Flatter a marid long and hard and it might grant you favors, but that doesn’t mean it won’t kill you after that.
4/4
Render removed for lack or artist credit.
Spirit War
The natives of Rabiah have begun to turn on each other. On one side is the djann, converted followers of the truth that the good humans have taught them, and on the other side are efreets, whose inherently evil nature led them to be easily influenced by the weakness and greed of wicked humans. Each side has their own followers regardless of colour, and a vicious ideological war begins. Meanwhile, humans continue to populate and expand their territory on Rabiah, some growing bolder and finding new ways to gain power, such as gaining the upper hand on the spirits.
There is a small theme of each colour fighting among themselves. Each colour has good and evil, primarily distinguished by djinns and efreets, but both use the same tools and tricks as each other.
Creature - Djinn (U)
When Aku Punisher comes into play, destroy target black creature. It can't be regenerated. If an Efreet dies this way, put a +1/+1 counter on Aku Punisher.
There are those who reject Nailah and fight against both invaders and traitors.
3/3
Refraction
Shamir of the True Djinn forges an uneasy truce between the two sides of the war, putting a temporary halt to it. The djinns and efreets realise that they have done much damage to Rabiah and the humans have taken over what was left. Unwilling or unable to fight the humans, Shamir proposed that they remake an alternate version of their homeland. Using the energies of their fallen, the spirits attempt to clone Rabiah through a great spell. The result goes a little awry as the plane reacts much more strongly than they expected, replicating not only itself but all of its inhabitants, including the djinns and the efreets, and furthermore one thousand and one times.
The set pushes 'refracted' series of cards which tutors up the same card when you play it (Daru Cavalier effects).
Sorcery (C)
Target player discards a card. Search your library for a card named Refracted Madness, reveal it, and put it into your hand. Shuffle your library afterwards.