In much the same way I made an Alpha Reboot set, the full spoiler led me to create my own version of M10. I used the same number of cards, same rarities and all that. I ignored the Reserve List reprint policy. It is a mix of new cards and old money cards and some cues were taken from the cards in M10.
note: For Akroma's Vengeance Cycling is not keyworded to make the card for core set friendly. It just says "3, Discard this card: Draw a card."
WHITE new cards (BOLD cards from M10)
Boastful Pride W
Instant (Common)
Creatures of the type of your choice get +1/+1 until end of turn.
Borrowed Wings 1W
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
When Borrowed Wings is put into a graveyard from the battlefield, return Borrowed Wings to its owner’s hand.
Captain of the Watch 4WW Creature – Human Soldier (Rare) Vigilance Other Soldier creatures you control get +1/+1 and have vigilance. When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield. 3/3
Champion of Koilos 3W
Creature – Human Knight (Common)
When Champion of Koilos enters the battlefield, you gain 4 life.
1/4
Demagoguery 1W
Enchantment – Aura (Common)
Enchant creature
Enchanted creature has vigilance and “T: Target creature gets +1/+1 until end of turn.”
Deployment Giant 3W
Creature – Giant (Common)
When Deployment Giant leaves the battlefield, out two 1/1 white Soldier creature tokens onto the battlefield.
“Shoulders this size are made to carry many burdens.”
3/3
Elite Vanguard W Creature – Human Soldier (Uncommon) 2/1
Gargoyle Familiar WW
Creature – Gargoyle (Uncommon)
Flying
“My familiar is watchful and guarded. It doesn’t often strike first, and it always strikes last.”
2/2
Guardian Seraph 2WW Creature – Angel (Rare) Flying If a source an opponent controls would deal damage to you, prevent 1 of that damage. Her gaze prevents the petty sins and her sword punishes the rest. 3/4
Harm’s Way W Instant (Uncommon) The next 2 damage that a source of your choice would be dealt to you or a permanent you control this turn is dealt to target creature or player instead.
Impenetrable Shield 2W
Instant (Common)
Prevent all damage that would be dealt to target creature or player until end of turn.
Insightful Ancestor W
Creature – Spirit (Common)
Flying
T: Target attacking or blocking creature gets +1/+1 until end of turn.
0/1
Ray of Resistance 1W
Instant (common)
Target permanent you control gains protection from artifacts or from the color of your choice until end of turn.
Shieldmage Instructor 3W
Creature – Human Cleric Wizard (Uncommon)
Vigilance (Reminder text)
Creatures you control have “T: This creature gets +0/+2 until end of turn.”
2/3
Siege Elephant 4W Creature – Elephant (Common) “Defending the citadel is easy. I just take these big fellows outside the main gate and let the enemy take a good long look.” 3/5
Sweep Away 1W
Sorcery (Common)
Exile target artifact or enchantment.
Tournament of Champions WWW
Enchantment (Rare)
1, Sacrifice a permanent: You gain 2 life.
Trail of Vapor W
Enchantment (Common)
W, Sacrifice Trail of Vapor: Exile target creature you control. At the beginning of the next end step, return the exiled permanent to the battlefield under its owner's control with an additional +1/+1 counter on it.
Unbreakable Spirit 2WW
Creature – Spirit (Uncommon)
As Unbreakable Spirit enters the battlefield, choose a color.
Unbreakable Spirit has protection from the chosen color.
Vigilance (Reminder text)
2/2
Wall of Valor 2W
Creature –Wall (Uncommon)
Defender (Reminder text)
Tap an untapped creature you control other than Wall of Valor: Wall of Valor gets +1/+1 until end of turn.
1WW: Target creature gets +1/+1 until end of turn.
0/5
Academy Archivist 1U
Creature – Homunculus (Rare)
You have no maximum hand size.
3, T: Target player draws a card.
1/2
Broken Will 2U
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets -4/-0.
When Broken Will is put into a graveyard from the battlefield, return Broken Will to its owner’s hand.
Churning Seas 1UU
Enchantment (Rare)
At the beginning of your upkeep, you may pay 1U. If you do, put a 5/5 blue Wall creature token with defender onto the battlefield. (Reminder text)
When Churning Seas leaves the battlefield, exile all Wall tokens.
Comb the Archives 1U
Sorcery (Uncommon)
Return target nonpermanent card from your graveyard to your hand. (Reminder text)
Djinn of the Oasis 1U
Creature – Djinn (Common)
Flying
T: Target land becomes an Island until end of turn.
1/1
Falconry Battlemage 1UU
Creature – Human Wizard (Common)
Flying
U, T: Counter target spell unless its controller pays 1.
2/2
Ill-Omen Raven 2U
Creature – Bird (Common)
Flying
Whenever a player casts a spell, you may return Ill-Omen Raven to its owner’s hand.
2/1
Lesser Entrancer 5U
Creature – Human Rogue (Common)
When Lesser Entrancer enters the battlefield, you may gain control of target creature with converted mana cost 2 or less. (Reminder text)
2/4
Measure for Measure UUU
Enchantment (Rare)
UU, Sacrifice a nontoken permanent: Counter target spell.
Rewrite Fate 3UU
Sorcery (Common)
Return two target nonland permanents to their owner’s hands.
Slickskin 1U
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has shroud. (Reminder text)
Spell Warp U
Instant (Common)
Counter target spell unless its controller pays 1.
Spellbook Courier U
Creature – Homunculus (Common)
Spellbook Courier is unblockable.
0/2
Spy Master UU
Creature – Human Rogue (Rare)
Other Rogue creatures you control get +1/+1 and are unblockable.
1/1
Telekinetic Pulse 2UU
Instant (Common)
Tap or untap up to four target creatures.
Tortoise Familiar 3UU
Creature – Turtle (Uncommon)
When Tortoise Familiar enters the battlefield, return target creature to its owner’s hand.
3/4
Vodalian Puppeteer 3U
Creature – Merfolk Wizard Rogue (Uncommon)
T: You may tap or untap target permanent.
2/2
Wall of Frost 1UU Creature – Wall (Uncommon) Defender (Reminder text) Whenever Wall of Frost blocks a creature, that creature doesn’t untap during its controller’s next untap step. 0/7
Wizard Councilor 2U
Creature – Human Wizard (Common)
When Wizard Councilor leaves the battlefield, target player draws two cards.
1/1
Wizened Drake 3U
Creature - Drake (Common)
Flying
Drakes have short lifespans. If you come across one with a long gray beard, chances are that it is a wizard adept.
1/5
Alpha Zombie BB
Creature - Zombie (Rare)
Other Zombie creatures you control get +1/+1 and have "Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.
2/1
Blessing of the Undead 1B
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has “B: Regenerate this creature.” (Reminder text)
Blood Hand Shaman 3B
Creature – Ogre Shaman (Common)
Discard three or more cards: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of cards discarded you this way.
3/3
Child of Night 1B Creature – Vampire (Common) Lifelink (Reminder text) A vampire enacts vengeance on the entire world, claiming her debt two tiny pinpricks at a time. 2/1
Death’s-Head Anubis 2BB
Creature – Hound Rogue (Uncommon)
Whenever Death’s-Head Anubis deals damage to a player, you may return target creature card from a graveyard to its owner’s hand.
2/3
Defile B
Sorcery (Common)
Destroy target creature unless its controller pays B or 3.
Fever Lich 2BB
Creature – Zombie Wizard (Uncommon)
You may choose not to untap Fever Lich during your untap step.
1B, T: Target creature gets +1/-1 as long as Fever Lich remains tapped.
3/3
Funeral Buzzard 2BB
Creature – Bird (Common)
Flying
Sacrifice Funeral Buzzard: Return target creature card in a graveyard to its owner’s hand.
2/2
Haakon’s Victory 2BB
Enchantment (Rare)
At the beginning of each player’s end step, that player sacrifices a creature unless he or she discards a card.
Infernal Archdemon 3B
Creature – Demon (Rare)
Flying
All damage that would be dealt to Infernal Archdemon is dealt to you instead.
4/4
Mania Sliver 1B
Creature – Sliver (Common)
All Slivers have “When this permanent enters the battlefield, target player discards a card.”
1/1
Nightspawn Mark 2B
Enchantment – Aura (Uncommon)
Enchant creature
When enchanted creature is put into a graveyard, return that card to the battlefield under your control.
Nightstriker Thief B
Creature – Human Rogue (Common)
Whenever Nightstriker Thief deals damage to an opponent, he or she discards a card.
1/1
Pale Rider 2B
Creature – Skeleton Warrior (Common)
When Pale Rider is put into a graveyard from the battlefield, return it to its owner’s hand.
2/2
Sign in Blood BB Sorcery (Common) Target player draws two cards and loses 2 life.
Skeletal Familiar B
Creature – Skeleton (Common)
When Skeletal Familiar enters the battlefield, sacrifice a creature.
B: Regenerate Skeletal Familiar. (Reminder text)
3/1
Stromgald Roamer 2BB
Creature – Zombie Knight (Uncommon)
Deathtouch (Reminder text)
When Stromgald Roamer enters the battlefield, it deals 2 damage to target creature or player and you gain 2 life.
2/2
Torture Methods B
Enchantment (Rare)
At the beginning of each opponent’s upkeep, that player loses life equal to three minus the number of cards in his or her hand.
“We will bleed every secret from you, and then, when you have nothing left, you will die.”
Urborg Grave Robber 1B
Creature – Zombie (Common)
Whenever a creature is put into a graveyard from the battlefield, you may put a +1/+1 counter on Urborg Grave Robber.
1/2
Balloon Scout 1R
Creature – Goblin Scout (Common)
Flying
Balloon Scout attacks each turn if able.
1/2
Bomber Commander 1RR
Creature – Goblin Warrior (Rare)
Other Goblin creatures you control get +1/+1 and have “1R, Sacrifice this creature: This creature deals damage equal to its power to target creature or player.”
2/2
Charging Cavalier 4R
Creature – Human Knight (Common)
When Charging Cavalier enters the battlefield, target creature gets +3/+0 and gains haste until end of turn. (Reminder text)
2/2
Corrode R
Sorcery (Uncommon)
Destroy target artifact. It can’t be regenerated.
Giant Scorpion 2RR
Creature – Scorpion (Common)
Haste (Reminder text)
They attack as quickly as their venom kills.
3/3
Heartburn Goblin 1R
Creature – Goblin Shaman (Common)
When Heartburn Goblin leaves the battlefield, add RR to your mana pool.
2/1
Indentured Efreet 1R
Creature – Efreet (Common)
At the beginning of your end step, Indentured Efreet deals 2 damage to you unless it attacked this turn.
It agreed to obey, for now.
2/3
Jackal Familiar R Creature – Hound (Common) Jackal Familiar can’t attack or block alone. “Let the grey-hairs keep their ravens and drakes. My familiar will be a reflection of me: bloodthirsty, with a predator’s instinct.” – Taivang, barbarian warlord 2/2
Krosan Knight 1R
Creature – Human Knight (Common)
First strike (Reminder text)
1R: Krosan Knight gets +1/+0 until end of turn.
1/1
Quickening Claws 1R
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has first strike. (Reminder text)
Ritual Sacrifice R
Instant (Uncommon)
Sacrifice an artifact, creature, or land.
Draw a card.
Spurring Devil R
Creature – Devil (Common)
When Spurring Devil enters the battlefield, target creature gains haste until end of turn. (Reminder text)
1/1
Volcanic Phoenix 4R
Creature – Phoenix (Rare)
Flying
Haste (Reminder text)
When Volcanic Phoenix is put into a graveyard from the battlefield, return Volcanic Phoenix to its owner’s hand.
2/2
Ancestral Might 1G
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has “G: This creature gets +1/+1 until end of turn.”
Animate the Unnatural 3GG
Instant (Common)
Destroy target artifact of enchantment. If you do, put a 3/3 green Beast creature token onto the battlefield.
Chanting Druid 2G
Creature – Human Druid (Rare)
Forestwalk
Creatures you control get +1/+1 for each other creature on the battlefield named Chanting Druid.
1/1
Gorger Wurm 3G
Creature – Wurm (Common)
What is commonly known is that a Gorger Wurm is ever hungry, ever searching for its next meal. What it not common knowledge is that its mouth cannot be closed. The bone is fused into an open maw of consumption.
5/3
Jungle Elephant 1GG
Creature – Elephant (Common)
G: Jungle Elephant gains shroud until end of turn.
3/3
Mana Weaver 1G
Creature – Elf Druid (Common)
T: Add 1 to your mana pool.
G: Add one mana of any color to your mana pool.
1/1
Meditation Pupil 2G
Creature – Human Monk (Common)
When Meditation Pupil leaves the battlefield, you may destroy target artifact and/or enchantment.
“You must try and understand one simple truth; an unnatural thing is only real if you will it be.” – Iwamori of the Open Fist
2/2
Mongoose Familiar 1G
Creature – Mongoose (Uncommon)
Flash (Reminder text)
Mongoose Familiar can’t be the target of spells or abilities controlled by an opponent.
2/1
Nature’s Spiral 1G Sorcery (Uncommon) Return target permanent card from your graveyard to your hand. (Reminder text) Like nature, the fern spirals back on itself, eternally seeking it own center.
Rofello’s Revels 2GG
Enchantment (Rare)
At the beginning of each player’s upkeep, he or she may put a creature card from his or her hand onto the battlefield. If that player doesn’t, put a 3/3 green Beast creature token onto the battlefield under his or her control.
Snaptrap 2GG
Creature – Plant (Common)
At the beginning of your upkeep, you may put a +1/+1 counter on Snaptrap.
1/1
Teem with Life GGG
Enchantment (Rare)
Whenever a permanent enters the battlefield under your control, untap it.
2: Put a land card from your hand onto the battlefield tapped.
Phyrexian Wrecker 6
Artifact Creature – Juggernaut (Uncommon)
“The sight of the wreckers breaking our phalanx froze my blood and sank my heart. I had beeen in countless battles, but never one so hopeless.” – benalian trooper, last words
5/5
Krosan Highlands
Land (Common)
Krosan Highlands enters the battlefield tapped.
T: Add R or G to your mana pool.
Harsh habitats makes for harsh inhabitants.
Stromgald Monastery
Land (Rare)
T: Add 1 to your mana pool
T: Add R or W to your mana pool. Stromgald Monastery deals 1 damage to you.
You can't print a different card from Akroma's Vengeance and call it Akroma's Vengeance. Not unless you're errataing the card.. or you're doing Portal.
Cycling is cycling. Discarding a card and paying a cost to draw a card is just an activated ability.
Academy Archivist is insanely, freaking, lolgood. I want twenty.
Falconry Battlemage looks too efficient, Broken Will is one hell of a power spell,
Measure for Measure is dangerous (as it strays around the mantle of Blue) ...
actually you know, the whole Blue list is painful.
Do you have a card count? I like the larger size, but it seems a bit much.
On a minor note, the flavour of Churning Seas is off. Why should the tokens be Walls? And why should the enchantment have the power to get rid of other Walls? Use a type like Kelp.
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You can't print a different card from Akroma's Vengeance and call it Akroma's Vengeance. Not unless you're errataing the card.. or you're doing Portal.
Cycling is cycling. Discarding a card and paying a cost to draw a card is just an activated ability.
Academy Archivist is insanely, freaking, lolgood. I want twenty.
Falconry Battlemage looks too efficient, Broken Will is one hell of a power spell,
Measure for Measure is dangerous (as it strays around the mantle of Blue) ...
actually you know, the whole Blue list is painful.
Do you have a card count? I like the larger size, but it seems a bit much.
On a minor note, the flavour of Churning Seas is off. Why should the tokens be Walls? And why should the enchantment have the power to get rid of other Walls? Use a type like Kelp.
Thanks for the comment, HH.
We'll just have to agree to disagree about the Akroma's Vengeance change. If WotC can change all the rules and add new cards to base set, then I can choose to allow cards to be reprinted without the keyword and still be the same card. Cards with keywords usually can't be printed in a base set because they add unneeded complexity. But some keywords aren't complex themselves, it's just that with a keyword they feel complex. It's called complexity creep. Printing Akroma's Vengeance with "3, Discard this card: Draw a card" just helps reduce the complexity. The card still has Cycling, it's just that the unneccessary information is ommited for a base set. I would be changing the rules so that this works and it's My10 so I could do it.
Academy Archivist is basically Jushi Apprentice without the flip and with a Spellbook ability. it's good, i agree. In a world where creatures are the focus, Blue needs an iconic rare creature - this was my stab at it.
Falconry Battlemage is a fun, but too efficient how? As a 2-power flier that is also soft control? Is it just too much in one package maybe? I gave it a mana cost like Vodalian Mage rather than the freebie effect of Disruptive Pitmage. It needs playtesting. Don't forget though, I put Lightning bolt in, as WotC did with M10. Would you feel better if the casting cost were 2UU?
Broken Will is probably the first good -X/-0 card Blue's ever got since it was assigned that peice of the pie. It's like a blue Cessation. It makes WU limited and BU limited pretty attractive.
Measure for Measure around the mantle? I suppose, if you think of sacrifice for effect a black part of the pie. I always thought sacrifice for an effect was in all colors, as long as the effect was in color, like Abjure, or what you were sacrificing was in color, like Voidmage Prodigy.
Card count is 229 plus basic lands, just like M10. Above is the entire set. 101 commons, 60 uncommon, 53 rare and 15 mythic rare. And 20 basic lands.
Last thing, Churning Seas makes Tidal Wave tokens. Tidal Wave is a very resonant sounding card from Mirage, along the lines of Thunderheads from Guildpact. Since they gave some pieces of the pie back to colors in M10 for resonance, (like Fog) I thought re-emphasizing blues defensive tokens was a neat idea. I was also trying to consolidate the different types of tokens in the set. no reason to design cards that make a bunch of similar but different tokens.
We'll just have to agree to disagree about the Akroma's Vengeance change. If WotC can change all the rules and add new cards to base set, then I can choose to allow cards to be reprinted without the keyword and still be the same card.
No actually you can't, cause he is totally right, you are not, and it's not the same card. Akroma's Vengeance has a cycling ability. This ability triggers multiple cards that trigger on Cycling, has its cost reduced by 2 with Fluctuator, etc.
Yours isn't cycling, it has none of those interactions.
So then it's not Akroma's Vengeance anymore and needs a new name.
edit: Wow, almost wasted my 400th post on something that should be obvious...
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When editing cards in the first post of a thread, PLEASE leave the original so that everyone can comment on the thread and not just those who saw the original. Those who did not see the original can't leave comments as we don't have any idea WTF is going on.
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
No actually you can't, cause he is totally right, you are not, and it's not the same card. Akroma's Vengeance has a cycling ability. This ability triggers multiple cards that trigger on Cycling, has its cost reduced by 2 with Fluctuator, etc.
Yours isn't cycling, it has none of those interactions.
So then it's not Akroma's Vengeance anymore and needs a new name.
edit: Wow, almost wasted my 400th post on something that should be obvious...
Please don't come in here and try and tell me how I can make my fictional set while providing no constructive feedback. It makes you come off super rude. Especially that last part.
My10 doesn't include Fluctuator, or cycling triggers and I'm not proposing that this idea would change the oracle wording of cards in any way. Your example is a good attempt to show the cons of the idea, but certainly doesn't dissuade me. My idea is just reverse engineering of the keywording phenomenon. As it is right now a player with the Apocalypse version of Lightning Angel might not understand why your Time Spiral version has different wording the first time they see it, but they figure it out quickly when you tell them. They will quickly understand that Vigilance and "Attacking doesn't cause this to tap." are the same thing.
I'm done talking about this small part of the proposal though. I was hoping for feedback on the set and the new cards, but all the forum regulars seem to be on vacation or just not interested. Bah.
I'm going to spend a little time looking through your new cards from a mechanics standpoint. Some of your reprint choices are ... odd (no Giant Growth? Sliver Queen without the Slivers?)
Boastful Pride - While white M10 certainly pushed Soldiers, I'm not sure outright stating "tribal here" on a core common is wise.
Demagoguery - This card's got a lot of moving parts, and seeing as M10 is the base "Welcome to MtG" set, maybe should be pushed up to uncommon.
Impenetrable Shield - I don't think Safe Passage is going to break the format, so it probably could cost less / cantrap.
Ray of Resistance - This isn't Mirrodin. I think the artifact clause adds more confusion than usefullness.
Tournament of Champions - Compare to Claws of Gix. Is WWW worth gaining 1 extra life. Probably not.
Trail of Vapor - I'd rather see this as an instant.
Unbreakable Spirit - Voice of All suggests this card needs to be a rare. Also, I'd consider it better than Voice, but not overpoweringly so.
Wall of Valor - In one of his design articles, Marc once said adding extra options is not always good. The two abilities are mostly unrelated, I'd say to pick one and lose the other.
Churning Seas - Pumping out a 5/5 wall each turn for mere 1U is broken. Either smaller tokens or higher cost.
Comb the Archives - There was an article recently (don't remember who wrote it) explaining why Nature's Spiral says nonpermanent. Long story short: the ability to return instants and sorceries is, more often than not, broken.
Falconry Battlemage - This card is crazy good. Spiketail Hatching is playable at uncommon, and Daring Apprentice was a rare. I'd make it a 1/1, possibly lose the flying, and make it rare.
Measure for Measure - Broken in so many ways. Repeatable Counterspell for the low cost of one mesely permanent. It would warp the format.
Rewrite Fate - Probably could be an instant and/or cost less (the nonland clause saves it from land abuse).
Spell Warp - Welcome back Force Spike.
Spellbook Courier - Cute, but I'd be angry getting this in draft. Uncommon probably better.
Vodalian Puppeteer - Tap/Untap another target permanent. We don't need a two card Merfolk combo.
Blood Hand Shaman - Probably an uncommon.
Haakon’s Victory - Rare, I assume?
Mania Sliver - If we're not bring in Slivers in force, bringing back one seems pointless.
Nightstriker Thief - Probably better at uncommon for limited concerns.
Balloon Scout - Red common efficient flyer (who blocks anymore?). Should cost more.
Corrode - Probably doesn't need anti-regenerate clause.
Heartburn Goblin - Should cost 1R I assume?
Indentured Efreet - Again, common efficient beater (who blocks anymore?). Cost more or uncommon.
Ritual Sacrifice - Underpowered. Crimson Wisps grants haste and lets you draw a card.
Chanting Druid - Having one is essentially Glorious Anthem on a stick; having two gives everything you control +4/+4. Probably needs to cost more.
Jungle Elephant - Wizards has expressed that natural shroud belongs in green, while activated/spell-given shroud leans blue. As such, there's no reason this card can't have always-on shroud.
Snaptrap - Rare for limited sake. Perpetually growing creatures in limited is a very dangerous idea
Teem with Life - Ehh, other than to let cipt lands come into play untapped, I don't see much use for the first clause, but it could be a build-around-me card.
Akroma's Vengance - Gotta agree with Horseshoe_Hermit and Nemephosis on this one. Just give it a new name and there's no problem. But if they didn't convince you, I doubt this will.
quote person3412:
I'm going to spend a little time looking through your new cards from a mechanics standpoint. Some of your reprint choices are ... odd (no Giant Growth? Sliver Queen without the Slivers?)
Thanks for the comments. There are 11 other Slivers in the set. Five Common, five uncommon and Metallic Sliver.
Boastful Pride - While white M10 certainly pushed Soldiers, I'm not sure outright stating "tribal here" on a core common is wise.
I hear you, except for thoseLords they keep printing. And I wanted a one-mana pump spell, so there had to be some sort of drawback. (a la Wojek Siren.)
Demagoguery - This card's got a lot of moving parts, and seeing as M10 is the base "Welcome to MtG" set, maybe should be pushed up to uncommon.
Yeah, maybe…
Impenetrable Shield - I don't think Safe Passage is going to break the format, so it probably could cost less / cantrap.
If I cost it less, do you think 1W or WW?
Ray of Resistance - This isn't Mirrodin. I think the artifact clause adds more confusion than usefullness.
This is Razor Barrier with a less set specific name. I could change artifact to colorless if you’d prefer, although I don’t see the problem, personally.
Tournament of Champions - Compare to Claws of Gix. Is WWW worth gaining 1 extra life. Probably not.
Usually it means a huge difference, but playtesting could bear this out.
Trail of Vapor - I'd rather see this as an instant.
I liked the instant version too. Otherworldy Journey. What you lose in surprise you make up for in avoiding being caught by board sweepers unprepared. It’s a good card against Mutilate, which I put in the set.
Unbreakable Spirit - Voice of All suggests this card needs to be a rare. Also, I'd consider it better than Voice, but not overpoweringly so.
Oh, it’s much better than Voice of All. Maybe rare is the way to go. Besides White already has Serra Angel at uncommon. This could replace Guardian Seraph easy.
Wall of Valor - In one of his design articles, Marc once said adding extra options is not always good. The two abilities are mostly unrelated, I'd say to pick one and lose the other.
I know that article, but I thought the two abilities complemented each other. Obviously if I cut one of them, it would be the last ability.
Churning Seas - Pumping out a 5/5 wall each turn for mere 1U is broken. Either smaller tokens or higher cost.
The token specifics are locked in as they are Tidal Wave tokens. Do you increase the activation cost or the card cost? I could see the card costing 4 or even 5 of it was 4U. I don’t think Blue wants to see the upkeep cost go up though.
Comb the Archives - There was an article recently (don't remember who wrote it) explaining why Nature's Spiral says nonpermanent. Long story short: the ability to return instants and sorceries is, more often than not, broken.
Yeah, I saw that article too, however they were talking specifically about playtesting a set with Time Warp in it. And no one is saying the card is too good to exist, just I the meta they were building. On the other hand, the card cost could be changed to 2U if playtesting shows it breaks some other non-turn granting card.
Falconry Battlemage - This card is crazy good. Spiketail Hatching is playable at uncommon, and Daring Apprentice was a rare. I'd make it a 1/1, possibly lose the flying, and make it rare.
I don’t agree. Hatchling can attack while retaining its ability to soft counter a spell. This card asks you which one you’d like to do more. And it has a mana cost and Daring Apprentice has never been a card players would purposely play with so I wouldn’t use it as my bench mark. This is a more blue variant of Vodalian Mage or Disruptive Pitmage.
Measure for Measure - Broken in so many ways. Repeatable Counterspell for the low cost of one mesely permanent. It would warp the format.
Any “good” counterspell warps the format. But unlike many previous counterspells this is one that asks the blue player to commit to the board, and I think modern magic likes that.
Rewrite Fate - Probably could be an instant and/or cost less (the nonland clause saves it from land abuse).
I spent my points in Blue commons elsewhere. While this isn’t a stellar card, I tried to avoid strong bounce since I already had strong counterspells and some strongish card draw.
Spellbook Courier - Cute, but I'd be angry getting this in draft. Uncommon probably better.
It likes enchantments and equipment. Notice that all the enchantments at common level also grant P/T bonuses.
Vodalian Puppeteer - Tap/Untap another target permanent. We don't need a two card Merfolk combo.
Fixed. Thanks.
Blood Hand Shaman - Probably an uncommon.
You think? It not due to power level, right?
Haakon’s Victory - Rare, I assume?
Yeah.
Nightstriker Thief - Probably better at uncommon for limited concerns.
One drops always suck, and this guy has to get in a one hit to be relevant, common is fine I’m sure.
Balloon Scout - Red common efficient flyer (who blocks anymore?). Should cost more.
It’s a Utvara Scalper redo.
Corrode - Probably doesn't need anti-regenerate clause.
In a set with Masticore I though it would matter for the meta.
Heartburn Goblin - Should cost 1R I assume?
Yes.
Indentured Efreet - Again, common efficient beater (who blocks anymore?). Cost more or uncommon.
Unless it is given haste it deals 2 damage to you the turn you cast it. I took that into consideration when making it. Besides, I think Magic needs more Erg Raiders than Goblin Pikers.
Ritual Sacrifice - Underpowered. Crimson Wisps grants haste and lets you draw a card.
Crimson Wisps is probably a better card. This is Dredge but can also sac artifacts. It’s narrow but not entirely worthless. Also, being instant isn’t ricky now that damage doesn’t go on the stack.
Chanting Druid - Having one is essentially Glorious Anthem on a stick; having two gives everything you control +4/+4. Probably needs to cost more.
Having two does give each creature +2/+2, and having one gives them nothing. It’s “each other card named,” not “each card named.”
Jungle Elephant - Wizards has expressed that natural shroud belongs in green, while activated/spell-given shroud leans blue. As such, there's no reason this card can't have always-on shroud.
Maro said that was his opinion of Shroud. There’s no policy on it as such. I wanted to make a Pincher Beetle that was 3/3 rather than 3/1. The activation cost is the same as being free in green anyway. Since when does green not have a free G lying around?
Snaptrap - Rare for limited sake. Perpetually growing creatures in limited is a very dangerous idea
Dangerous how? I’ve played tons of limited and limited players don’t like to play cards that might do something, they lkike cards that will do something. A four CMC card in green better start out with 3 power, or trample or something, because green is slow and can’t wait to make an impact. Please correct me if I’m wrong though. Are there any other limited players who see this as dangerous?
Teem with Life - Ehh, other than to let cipt lands come into play untapped, I don't see much use for the first clause, but it could be a build-around-me card.
Yar, it’s a build around me. It was designed primarily for the ability to pay mana to play a land from your hand into play. The ETBT clause is just to make it attractive to Johnny.
Don't put Slivers in a base set. They're just too good outside some sort of semi-limited enviorment. It also introduces new players to something that hasn't really been part of the main game for a few years. Please don't.
A Mythic Rare land that just provides mana is super lame. Imagine opening 10 packs and that being the Mythic you pull. Most people I know would cry. Mythics have to be able to completly change the board in 1 or 2 turns. Your opponents should be quacking in his/her boots when you play a Mythic (or two). They should be that game changing (which is why I think its stupid that all the Planeswalkers are Mythic...)
Don't put Slivers in a base set. They're just too good outside some sort of semi-limited enviorment. It also introduces new players to something that hasn't really been part of the main game for a few years. Please don't.
A Mythic Rare land that just provides mana is super lame. Imagine opening 10 packs and that being the Mythic you pull. Most people I know would cry. Mythics have to be able to completly change the board in 1 or 2 turns. Your opponents should be quacking in his/her boots when you play a Mythic (or two). They should be that game changing (which is why I think its stupid that all the Planeswalkers are Mythic...)
Other than that, fairly good set.
Slivers are an easy concept. They rate very highly with new players and hit all the Psychographic groups. What does "not part of the Main Game even mean? They have been reintroduced every few years (Tempest Block/ Onslaught Block/ Time Spiral Block) and will continue to be in future sets.
I can see you point about Vesuva, but I wanted to include a land, and didn't want to make it City of Brass or something that requires specific colored mana (Volrath's Stronghold.)
Too much going on here. The point of M10 was to make it very traditional fantasy. This list fails at that miserably. And that's not the only problem with the list. I'm not going to get into the other problems.
Too much going on here. The point of M10 was to make it very traditional fantasy. This list fails at that miserably. And that's not the only problem with the list. I'm not going to get into the other problems.
Okay.
I thought the goal was to make cards that resonated with classic fantasy elements. The cards still have a Magic feel, but are riffs on commonly accepted fantasy ideas, like the Alluring Siren, or the Djini of the lamp. I'm sorry you think these cards fail miserably. I might have been able to win you over on more of them if I had the full package - art and flavor text. But this was something I put to together in a timely manner, so I couldn't arrange mockups of the cards.
I'm actually more surprised that you dropped your new typings and subtypings from you Alpha Reboot. I think applying that to this and producing some mock-ups would help.
I thought the goal was to make cards that resonated with classic fantasy elements. The cards still have a Magic feel, but are riffs on commonly accepted fantasy ideas, like the Alluring Siren, or the Djini of the lamp. I'm sorry you think these cards fail miserably. I might have been able to win you over on more of them if I had the full package - art and flavor text. But this was something I put to together in a timely manner, so I couldn't arrange mockups of the cards.
It's not just the art and flavor text missing going on here. The only point that the actual creators failed in their goal was in putting the 'walkers in the core set, but that was almost necessary to keep them post rotation. You have legendary creatures, nods to Magic specific fantasy, like "Llanowar" or "Slivers"...that's where it fails.
I think this set idea needs more polish and a bit of an overall down grade. It feels a bit to much of a personal wishlist, which is, admittedly, what it is, and less of an actual wizard set. E.G. you put in Elspeth when it seems that the main planeswalkers they want the players to know are the Lorwyn cycle ones. Also, a lot of "classic" cards are returning. Which is nice... but there appeal is entirely focused on an audience that is just one part of the inclusive audience of m10. Example being Akroma references (Vengence and the lady her self) Ertai etc. These cards are awesome... but just don't fit into a core set which doesn't have any legendary creatures.
As to particular design choices...
1. Slivers probably aren't a core set thing... they don't need to be reprinted. They are loved by players everywhere, but not as a competitive deck. More kitchen table fun. I prefer the Sliver deck idea wizards had for getting more of the ultimate tribe into circulation. With revisits every so often in the blocks of course.
2. Alpha Zombie should cost three as per Lord convention for the "+1/+1 plus ability rubric
3 Comb the archives cannot, cannot target non-permenants at the price. It won't hurt limited, maybe not standard, but the further back you go the more damage it will do and will probably be restricted in vintage.
4 Falconry battlemage is a little too efficient. Wind drake plus bonuses is great. Too much soft lock my hurt limited bump it up to uncommon and you should be fine.
5. Measure for Measure is broken as printed. It doesn't make them commit to the board unless a Land is considered committing to the board. Combined with Ertai in the same standard format and blue has access to two recurring, universal hard counters. Its a bit much.
6. I would just cut Churning Seas, its way to strong and it does something (generate tokens) that doesn't feel particularly blue.
7. Corrode should allow regeneration. That clause is an ugly template and I'm glad its being removed from the game. I don't think masticore's regeneration is a problem. In Limited its rare so its too niche, and in constructed I don't think people will be siding in pure artifact hate to kill and artifact that dies to all the creature removal they already have. Path O-rings and the like still work fine.
8. A bit too much flying in red common. Flying is only red inso far as the creature type "Dragon" is on the type line especially in a core set. Also, the presence of self injury in the base set on a common is bad. While the Spikes love it since it can justify an efficient creature I find that new player tend not to like the concept and having it on a common is a bit much. especially for something as abstract as an "efficient flying beater"
1. Shieldmage Instructor: I don’t like this card. Its another lord effect of which there are too lots, it ignores creature types and it gives an ability that just feels… awkward. It doesn’t mesh with me very well. Maybe just “Shield mage/ Vigilance T: Shield mage get +0/+2 until end of turn” You can’t reduce the cost though, it’s whats essentially a 2/5 vigilance is definitely a 4 mana spell.
2. Spellbook Courier: Move to uncommon, cute aura interactions aside it’s still a card that won’t be played much in limited for the same reason most aura’s aren’t play much in limited. Even if you do get auras, you need them in hand and… well… anyway, it’s just not worth having at common if especially for something that requires peripheral think to make it do anything. If a card can’t do anything on its one it probably shouldn’t be common.
3. Snaptrap, I’m on the fence on this one… but I definitely feel it shouldn’t be common. Not only because of power but because it doesn’t feel common. If you look in the gatherer for similar effects they are all uncommon or higher.
4. Mana Leak : combine with grievances about Measure for Measure and Ertai… too much good blue counter spell in one set. Maybe spread out over an entire standard environment… maybe… but one set?
5. Djinn of the Oasis: I’d avoid making this a djinn. How about a merfolk… Djinn seem to be squewing toward rare and big with blue nowadays.
6. Ill-Omen Raven: This should be a wind drake. I don’t think a 2 power flyer for three is balanced when attached to the ability “Protection from Sorceries and Instants”
7. Lesser Entrancer: Not Common. Control magic is never a common effect. On a related note, You have too much control magic. Control magic is nice but there is too much of a good thing. Maybe moving it to uncommon but really I’d just make this a 1/3 vanilla for 2 or 3. Also, what flavor makes this guy a rogue and not a wizard? This can be an applied to a lot of the rogues. The rogue creature type is tacked on for a reward of a lord that isn’t worth the effort.
8. Spy Master: Couple things here. One while Rogues are a blue/black tribe, they are stronger in black. If you wanted to do a “class lord” in blue I’d go with wizard which are much more blue in flavor. 2 I think the guy is a bit too strong. Sure he has a weak body but an unblockable army is a very strong effect, especially when attached to a creature type buff and costing only 2 mana.
9. Wizard Counselour: Should just be divination. No reason to add a pointless body when a simple “Draw two cards” spell would suffice.
10. Also your blue list has too many X spells. Blue tends not to favor the X using in only one spell a set if that. Yours has 3 or 4
11. Dungeon Shade: I don’t like this card, especially at uncommon. A deck without flyers can just fold to it, especially since that deck tends to be green and thus lacking in removal anyway . Looming shade is better since at least it can be chumped for a while.
12. Hatred: Not a huge fan of this spell but I’ll give you this one. I don’t like cards that can be instant speed “I win” buttons if the opponent doesn’t block. And, as they say, “who blocks?” Knowledge of its existence will obviously encourage blocking but still… it’s just not the style of spell I like to see.
13. Defile: I don’t think the payment mechanic is black. Its not a bad concept but it just doesn’t feel right. Oh and you don’t have a single black kill spell that says “nonblack creature” which is a strong part of blacks flavor.
14. Sengir Autocrat: Token production has been largely moved out of black and thus should not be on an uncommon. Maybe on a sweet flavorful rare like Skeletal Vampire but not something like this.
15. Pooling Venom: A bit too complex for a basic set. I’d either put a black LD spell here or a Soul Bleed effect.
16. Blood hand shaman: Remove the pump effect, that’s green territory. Maybe black can get a +X/ +0 spell but not a full pump ability. I will let Steal Strength slide because its flavorful.
17. Death’s Head Anubis: Not rogue. You should keep your tribes in a single color for the base set.
18. Mania Sliver: Ability should be on a bigger more expensive sliver. It’s a bit too strong if allowed to come down early in the game.
19. Nightstriker Thief: Flavor monger demands it be specter! Also it should cost 1B
20. Pale Rider: At common? Really? I could see black decks being able to get multiple of these and gum up the board. Actually, this leads to another point. There is a bit too much graveyard shenanigans for one set. All the sac and discard effects combine with 4 effects that return creatures from graveyard to either the hand or play. It just feels too synergistic. Synergy is good, don’t get me wrong. But there is such a thing as making it too tight.
21. Already I can see a complaint forming. More vanilla creatures. You have too many “uncommon” creature and are putting them in common where they do not belong.
Marengo: I appreciate the input. Glad you liked the artifacts. I will say that I don't really like vanillas UNLESS they are better than a card with abilities. If they feel like you are paying the right price for the body, then I am okay. I much prefer the "beginner cards" be french vanilla. Creatures with a single keyword. And there are actually 7 vanilla creatures in the set. (Elite Vanguard, Siege Elephant, Highland Giant, Lowland Giant, Gorger Wurm, Metallic Sliver and Phyrexian Wrecker.)
Luzifer: Thank you very much for the feedback. I agree with most everything you said. If I were to take another swing at this set, I would probably make most of the changes you suggested. As you said, it was a wishlist. It was a quick swing at how I would do M10, but by no means a polished product. (I think compiled it over 2 weeks.) A few points about your points.
We'll have to agree to disagree about Slivers. I think that they are prefect Core fodder. I think keeping them in the game to a small degree is a good idea because they have successfully expended beyond one Block or Plane/Storyline. So you can include them without having to explain why. Like Elves, Demons and Merfolk. They are a simple, groakable creature that appeals to a lot of the new players that would pick up a core set. And they are spread across 5 colors, so they don't take up much space.
First, the White...
Akroma, Angel of Wrath (Mythic Rare)
Akroma’s Vengeance (Rare)
Balancing Act (Rare)
Benalish Knight (Common)
Convalescent Care (Rare)
Elspeth, Knight-Errant (Mythic Rare)
Faith’s Fetters (Common)
Freewind Equenaut (Common)
Ghostly Prison (Uncommon)
Ghostway (Rare)
Mangara of Corondor (Rare)
Mounted Archers (Common)
Patrol Hound (Common)
Quilled Sliver (Uncommon)
Raise the Alarm (Common)
Serra Angel (Uncommon)
Sinew Sliver (Common)
Soul Warden (Common)
Wakestone Gargoyle (Rare)
note: For Akroma's Vengeance Cycling is not keyworded to make the card for core set friendly. It just says "3, Discard this card: Draw a card."
WHITE new cards (BOLD cards from M10)
Boastful Pride W
Instant (Common)
Creatures of the type of your choice get +1/+1 until end of turn.
Borrowed Wings 1W
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has flying.
When Borrowed Wings is put into a graveyard from the battlefield, return Borrowed Wings to its owner’s hand.
Captain of the Watch 4WW
Creature – Human Soldier (Rare)
Vigilance
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.
3/3
Champion of Koilos 3W
Creature – Human Knight (Common)
When Champion of Koilos enters the battlefield, you gain 4 life.
1/4
Demagoguery 1W
Enchantment – Aura (Common)
Enchant creature
Enchanted creature has vigilance and “T: Target creature gets +1/+1 until end of turn.”
Deployment Giant 3W
Creature – Giant (Common)
When Deployment Giant leaves the battlefield, out two 1/1 white Soldier creature tokens onto the battlefield.
“Shoulders this size are made to carry many burdens.”
3/3
Elite Vanguard W
Creature – Human Soldier (Uncommon)
2/1
Gargoyle Familiar WW
Creature – Gargoyle (Uncommon)
Flying
“My familiar is watchful and guarded. It doesn’t often strike first, and it always strikes last.”
2/2
Guardian Seraph 2WW
Creature – Angel (Rare)
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Her gaze prevents the petty sins and her sword punishes the rest.
3/4
Harm’s Way W
Instant (Uncommon)
The next 2 damage that a source of your choice would be dealt to you or a permanent you control this turn is dealt to target creature or player instead.
Impenetrable Shield 2W
Instant (Common)
Prevent all damage that would be dealt to target creature or player until end of turn.
Insightful Ancestor W
Creature – Spirit (Common)
Flying
T: Target attacking or blocking creature gets +1/+1 until end of turn.
0/1
Ray of Resistance 1W
Instant (common)
Target permanent you control gains protection from artifacts or from the color of your choice until end of turn.
Shieldmage Instructor 3W
Creature – Human Cleric Wizard (Uncommon)
Vigilance (Reminder text)
Creatures you control have “T: This creature gets +0/+2 until end of turn.”
2/3
Siege Elephant 4W
Creature – Elephant (Common)
“Defending the citadel is easy. I just take these big fellows outside the main gate and let the enemy take a good long look.”
3/5
Sweep Away 1W
Sorcery (Common)
Exile target artifact or enchantment.
Tournament of Champions WWW
Enchantment (Rare)
1, Sacrifice a permanent: You gain 2 life.
Trail of Vapor W
Enchantment (Common)
W, Sacrifice Trail of Vapor: Exile target creature you control. At the beginning of the next end step, return the exiled permanent to the battlefield under its owner's control with an additional +1/+1 counter on it.
Unbreakable Spirit 2WW
Creature – Spirit (Uncommon)
As Unbreakable Spirit enters the battlefield, choose a color.
Unbreakable Spirit has protection from the chosen color.
Vigilance (Reminder text)
2/2
Wall of Valor 2W
Creature –Wall (Uncommon)
Defender (Reminder text)
Tap an untapped creature you control other than Wall of Valor: Wall of Valor gets +1/+1 until end of turn.
1WW: Target creature gets +1/+1 until end of turn.
0/5
EDIT: I changed Shelter to Ray of Resistance.
Ambassador Laquatus (Rare)
Arcane Laboratory (Uncommon)
Coastal Piracy (Uncommon)
Dominate (Uncommon)
Ertai, Wizard Adept (Mythic Rare)
Ertai’s Meddling (Rare)
Followed Footsteps (Rare)
Jace Beleren (Mythic Rare)
Mana Leak (Common)
Mental Discipline (Common)
Mnemonic Sliver (Uncommon)
Parallel Thoughts (Rare)
Ponder (Common)
Repeal (Uncommon)
Sea Monster (Common)
Snapping Drake (Common)
Tidal Wave (Common)
Upheaval (Rare)
Winged Sliver (Common)
Blue new cards (BOLD cards from M10)
Academy Archivist 1U
Creature – Homunculus (Rare)
You have no maximum hand size.
3, T: Target player draws a card.
1/2
Broken Will 2U
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets -4/-0.
When Broken Will is put into a graveyard from the battlefield, return Broken Will to its owner’s hand.
Churning Seas 1UU
Enchantment (Rare)
At the beginning of your upkeep, you may pay 1U. If you do, put a 5/5 blue Wall creature token with defender onto the battlefield. (Reminder text)
When Churning Seas leaves the battlefield, exile all Wall tokens.
Comb the Archives 1U
Sorcery (Uncommon)
Return target nonpermanent card from your graveyard to your hand. (Reminder text)
Djinn of the Oasis 1U
Creature – Djinn (Common)
Flying
T: Target land becomes an Island until end of turn.
1/1
Falconry Battlemage 1UU
Creature – Human Wizard (Common)
Flying
U, T: Counter target spell unless its controller pays 1.
2/2
Ill-Omen Raven 2U
Creature – Bird (Common)
Flying
Whenever a player casts a spell, you may return Ill-Omen Raven to its owner’s hand.
2/1
Lesser Entrancer 5U
Creature – Human Rogue (Common)
When Lesser Entrancer enters the battlefield, you may gain control of target creature with converted mana cost 2 or less. (Reminder text)
2/4
Measure for Measure UUU
Enchantment (Rare)
UU, Sacrifice a nontoken permanent: Counter target spell.
Rewrite Fate 3UU
Sorcery (Common)
Return two target nonland permanents to their owner’s hands.
Slickskin 1U
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has shroud. (Reminder text)
Spell Warp U
Instant (Common)
Counter target spell unless its controller pays 1.
Spellbook Courier U
Creature – Homunculus (Common)
Spellbook Courier is unblockable.
0/2
Spy Master UU
Creature – Human Rogue (Rare)
Other Rogue creatures you control get +1/+1 and are unblockable.
1/1
Telekinetic Pulse 2UU
Instant (Common)
Tap or untap up to four target creatures.
Tortoise Familiar 3UU
Creature – Turtle (Uncommon)
When Tortoise Familiar enters the battlefield, return target creature to its owner’s hand.
3/4
Vodalian Puppeteer 3U
Creature – Merfolk Wizard Rogue (Uncommon)
T: You may tap or untap target permanent.
2/2
Wall of Frost 1UU
Creature – Wall (Uncommon)
Defender (Reminder text)
Whenever Wall of Frost blocks a creature, that creature doesn’t untap during its controller’s next untap step.
0/7
Wizard Councilor 2U
Creature – Human Wizard (Common)
When Wizard Councilor leaves the battlefield, target player draws two cards.
1/1
Wizened Drake 3U
Creature - Drake (Common)
Flying
Drakes have short lifespans. If you come across one with a long gray beard, chances are that it is a wizard adept.
1/5
Braids, Cabal Minion (Rare)
Consume Spirit (Uncommon)
Craven Knight (Common)
Dungeon Shade (Common)
Duress (Common)
Haakon, Stromgald Scourge (Mythic Rare)
Hatred (Rare)
Infectious Host (Common)
Innocent Blood (Common)
Last Gasp (Common)
Liliana Vess (Mythic Rare)
Mutilate (Rare)
Ostracize (Common)
Pooling Venom (Uncommon)
Sengir Autocrat (Uncommon)
Sengir Nosferatu (Rare)
Steal Strength Common)
Underworld Dreams (Rare)
Vampiric Sliver (Uncommon)
Wall of Blood (Uncommon)
Black new cards (BOLD cards from M10)
Alpha Zombie BB
Creature - Zombie (Rare)
Other Zombie creatures you control get +1/+1 and have "Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.
2/1
Blessing of the Undead 1B
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has “B: Regenerate this creature.” (Reminder text)
Blood Hand Shaman 3B
Creature – Ogre Shaman (Common)
Discard three or more cards: Target creature gets +X/+X or -X/-X until end of turn, where X is the number of cards discarded you this way.
3/3
Child of Night 1B
Creature – Vampire (Common)
Lifelink (Reminder text)
A vampire enacts vengeance on the entire world, claiming her debt two tiny pinpricks at a time.
2/1
Death’s-Head Anubis 2BB
Creature – Hound Rogue (Uncommon)
Whenever Death’s-Head Anubis deals damage to a player, you may return target creature card from a graveyard to its owner’s hand.
2/3
Defile B
Sorcery (Common)
Destroy target creature unless its controller pays B or 3.
Fever Lich 2BB
Creature – Zombie Wizard (Uncommon)
You may choose not to untap Fever Lich during your untap step.
1B, T: Target creature gets +1/-1 as long as Fever Lich remains tapped.
3/3
Funeral Buzzard 2BB
Creature – Bird (Common)
Flying
Sacrifice Funeral Buzzard: Return target creature card in a graveyard to its owner’s hand.
2/2
Haakon’s Victory 2BB
Enchantment (Rare)
At the beginning of each player’s end step, that player sacrifices a creature unless he or she discards a card.
Infernal Archdemon 3B
Creature – Demon (Rare)
Flying
All damage that would be dealt to Infernal Archdemon is dealt to you instead.
4/4
Mania Sliver 1B
Creature – Sliver (Common)
All Slivers have “When this permanent enters the battlefield, target player discards a card.”
1/1
Nightspawn Mark 2B
Enchantment – Aura (Uncommon)
Enchant creature
When enchanted creature is put into a graveyard, return that card to the battlefield under your control.
Nightstriker Thief B
Creature – Human Rogue (Common)
Whenever Nightstriker Thief deals damage to an opponent, he or she discards a card.
1/1
Pale Rider 2B
Creature – Skeleton Warrior (Common)
When Pale Rider is put into a graveyard from the battlefield, return it to its owner’s hand.
2/2
Sign in Blood BB
Sorcery (Common)
Target player draws two cards and loses 2 life.
Skeletal Familiar B
Creature – Skeleton (Common)
When Skeletal Familiar enters the battlefield, sacrifice a creature.
B: Regenerate Skeletal Familiar. (Reminder text)
3/1
Stromgald Roamer 2BB
Creature – Zombie Knight (Uncommon)
Deathtouch (Reminder text)
When Stromgald Roamer enters the battlefield, it deals 2 damage to target creature or player and you gain 2 life.
2/2
Torture Methods B
Enchantment (Rare)
At the beginning of each opponent’s upkeep, that player loses life equal to three minus the number of cards in his or her hand.
“We will bleed every secret from you, and then, when you have nothing left, you will die.”
Urborg Grave Robber 1B
Creature – Zombie (Common)
Whenever a creature is put into a graveyard from the battlefield, you may put a +1/+1 counter on Urborg Grave Robber.
1/2
Aftershock (Common)
Arc-Slogger (Rare)
Chandra Nalaar (Mythic Rare)
Coal Stoker (Common)
Embermage Goblin (Uncommon)
Fireball (Uncommon)
Flames of the Blood Hand (Uncommon)
Fury Sliver (Uncommon)
Ghitu War Cry (Common)
Heartless Hidetsugu (Mythic Rare)
Hidetsugu’s Second Rite (Rare)
Highland Giant (Common)
Lightning Bolt (Common)
Lowland Giant (Common)
Mass Hysteria (Uncommon)
Rain of Embers (Common)
Seismic Assault (Rare)
Shivan Dragon (Rare)
Sparkmage Apprentice (Common)
Stone Rain (Common)
Two-Headed Sliver (Common)
Wall of Razors (Uncommon)
Wild Ricochet (Rare)
Wildfire (Rare)
Zo-Zu the Punisher (Rare)
Red new cards (BOLD cards from M10)
Balloon Scout 1R
Creature – Goblin Scout (Common)
Flying
Balloon Scout attacks each turn if able.
1/2
Bomber Commander 1RR
Creature – Goblin Warrior (Rare)
Other Goblin creatures you control get +1/+1 and have “1R, Sacrifice this creature: This creature deals damage equal to its power to target creature or player.”
2/2
Charging Cavalier 4R
Creature – Human Knight (Common)
When Charging Cavalier enters the battlefield, target creature gets +3/+0 and gains haste until end of turn. (Reminder text)
2/2
Corrode R
Sorcery (Uncommon)
Destroy target artifact. It can’t be regenerated.
Giant Scorpion 2RR
Creature – Scorpion (Common)
Haste (Reminder text)
They attack as quickly as their venom kills.
3/3
Heartburn Goblin 1R
Creature – Goblin Shaman (Common)
When Heartburn Goblin leaves the battlefield, add RR to your mana pool.
2/1
Indentured Efreet 1R
Creature – Efreet (Common)
At the beginning of your end step, Indentured Efreet deals 2 damage to you unless it attacked this turn.
It agreed to obey, for now.
2/3
Jackal Familiar R
Creature – Hound (Common)
Jackal Familiar can’t attack or block alone.
“Let the grey-hairs keep their ravens and drakes. My familiar will be a reflection of me: bloodthirsty, with a predator’s instinct.” – Taivang, barbarian warlord
2/2
Krosan Knight 1R
Creature – Human Knight (Common)
First strike (Reminder text)
1R: Krosan Knight gets +1/+0 until end of turn.
1/1
Quickening Claws 1R
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has first strike. (Reminder text)
Ritual Sacrifice R
Instant (Uncommon)
Sacrifice an artifact, creature, or land.
Draw a card.
Spurring Devil R
Creature – Devil (Common)
When Spurring Devil enters the battlefield, target creature gains haste until end of turn. (Reminder text)
1/1
Vault Manticore 4R
Creature – Manticore (Uncommon)
Flying
First strike (Reminder text)
3/2
Volcanic Phoenix 4R
Creature – Phoenix (Rare)
Flying
Haste (Reminder text)
When Volcanic Phoenix is put into a graveyard from the battlefield, return Volcanic Phoenix to its owner’s hand.
2/2
Ashcoat Bear (Common)
Commune with Nature (Common)
Doubling Season (Rare)
Epic Proportions (Rare)
Garruk Wildspeaker (Mythic Rare)
Giant Caterpillar (Common)
Greatbow Doyen (Rare)
Horned Sliver (Uncommon)
Iwamori of the Open Fist (Rare)
Krosan Drover (Uncommon)
Llanowar Elves (Common)
Molder Slug (Rare)
Nesting Wurm (Uncommon)
Overrun (Uncommon)
Panglacial Wurm (Rare)
Rampant Growth (Common)
Rancor (Uncommon)
Rofellos, Llanowar Emissary (Mythic Rare)
Seeker of Skybreak (Common)
Spike Colony (Common)
Spinneret Sliver (Common)
Trophy Hunter (Uncommon)
Vitalize (Common)
Wall of Blossoms (Uncommon)
Yavimaya Wurm (Common)
Green new cards (BOLD cards from M10)
Ancestral Might 1G
Enchantment – Aura (Common)
Enchant creature
Enchanted creature gets +1/+1 and has “G: This creature gets +1/+1 until end of turn.”
Animate the Unnatural 3GG
Instant (Common)
Destroy target artifact of enchantment. If you do, put a 3/3 green Beast creature token onto the battlefield.
Chanting Druid 2G
Creature – Human Druid (Rare)
Forestwalk
Creatures you control get +1/+1 for each other creature on the battlefield named Chanting Druid.
1/1
Gorger Wurm 3G
Creature – Wurm (Common)
What is commonly known is that a Gorger Wurm is ever hungry, ever searching for its next meal. What it not common knowledge is that its mouth cannot be closed. The bone is fused into an open maw of consumption.
5/3
Great Strength 1G
Enchantment – Aura
Flash
Enchant creature
Enchanted creature gets +2/+2.
Jungle Elephant 1GG
Creature – Elephant (Common)
G: Jungle Elephant gains shroud until end of turn.
3/3
Mana Weaver 1G
Creature – Elf Druid (Common)
T: Add 1 to your mana pool.
G: Add one mana of any color to your mana pool.
1/1
Meditation Pupil 2G
Creature – Human Monk (Common)
When Meditation Pupil leaves the battlefield, you may destroy target artifact and/or enchantment.
“You must try and understand one simple truth; an unnatural thing is only real if you will it be.” – Iwamori of the Open Fist
2/2
Mongoose Familiar 1G
Creature – Mongoose (Uncommon)
Flash (Reminder text)
Mongoose Familiar can’t be the target of spells or abilities controlled by an opponent.
2/1
Nature’s Spiral 1G
Sorcery (Uncommon)
Return target permanent card from your graveyard to your hand. (Reminder text)
Like nature, the fern spirals back on itself, eternally seeking it own center.
Rofello’s Revels 2GG
Enchantment (Rare)
At the beginning of each player’s upkeep, he or she may put a creature card from his or her hand onto the battlefield. If that player doesn’t, put a 3/3 green Beast creature token onto the battlefield under his or her control.
Snaptrap 2GG
Creature – Plant (Common)
At the beginning of your upkeep, you may put a +1/+1 counter on Snaptrap.
1/1
Teem with Life GGG
Enchantment (Rare)
Whenever a permanent enters the battlefield under your control, untap it.
2: Put a land card from your hand onto the battlefield tapped.
Treefolk Stalwart 3GG
Creature – Treefolk Warrior (Common)
Reach (Reminder text)
Vigilance (Reminder text)
4/5
Armadillo Cloak (Uncommon)
Centaur Archer (Uncommon)
Fall (Uncommon)
Lobotomy (Uncommon)
Sliver Queen (Mythic Rare)
Vanish into Memory (Uncommon)
*note* Fall is a split card being printed as a full card, without Rise.
Bonesplitter (Common)
Clockwork Hydra (Uncommon)
Dodecapod (Uncommon)
Dragon Blood (Uncommon)
Gauntlet of Power (Rare)
Lightning Greaves (Uncommon)
Masticore (Mythic Rare)
Metallic Sliver (Uncommon)
Mindslaver (Mythic Rare)
Mirari (Rare)
Paradise Plume (Uncommon)
Rotherothopter (Uncommon)
Serrated Biskelion (Uncommon)
Staff of Domination (Mythic Rare)
Surestrike Trident (Uncommon)
Volrath’s Laboratory (Rare)
Phyrexian Wrecker 6
Artifact Creature – Juggernaut (Uncommon)
“The sight of the wreckers breaking our phalanx froze my blood and sank my heart. I had beeen in countless battles, but never one so hopeless.” – benalian trooper, last words
5/5
Caves of Koilos (Rare)
Coastal Tower (Common)
Elfhame Palace (Common)
Llanowar Wastes (Rare)
Salt Marsh(Common)
Shivan Reef (Rare)
Urborg Volcano (Common)
Vesuva (Mythic Rare)
Yavimaya Coast (Rare)
Krosan Highlands
Land (Common)
Krosan Highlands enters the battlefield tapped.
T: Add R or G to your mana pool.
Harsh habitats makes for harsh inhabitants.
Stromgald Monastery
Land (Rare)
T: Add 1 to your mana pool
T: Add R or W to your mana pool. Stromgald Monastery deals 1 damage to you.
Cycling is cycling. Discarding a card and paying a cost to draw a card is just an activated ability.
Academy Archivist is insanely, freaking, lolgood. I want twenty.
Falconry Battlemage looks too efficient, Broken Will is one hell of a power spell,
Measure for Measure is dangerous (as it strays around the mantle of Blue) ...
actually you know, the whole Blue list is painful.
Do you have a card count? I like the larger size, but it seems a bit much.
On a minor note, the flavour of Churning Seas is off. Why should the tokens be Walls? And why should the enchantment have the power to get rid of other Walls? Use a type like Kelp.
Awesome avatar provided by Krashbot @ [Epic Graphics].
Thanks for the comment, HH.
We'll just have to agree to disagree about the Akroma's Vengeance change. If WotC can change all the rules and add new cards to base set, then I can choose to allow cards to be reprinted without the keyword and still be the same card. Cards with keywords usually can't be printed in a base set because they add unneeded complexity. But some keywords aren't complex themselves, it's just that with a keyword they feel complex. It's called complexity creep. Printing Akroma's Vengeance with "3, Discard this card: Draw a card" just helps reduce the complexity. The card still has Cycling, it's just that the unneccessary information is ommited for a base set. I would be changing the rules so that this works and it's My10 so I could do it.
Academy Archivist is basically Jushi Apprentice without the flip and with a Spellbook ability. it's good, i agree. In a world where creatures are the focus, Blue needs an iconic rare creature - this was my stab at it.
Falconry Battlemage is a fun, but too efficient how? As a 2-power flier that is also soft control? Is it just too much in one package maybe? I gave it a mana cost like Vodalian Mage rather than the freebie effect of Disruptive Pitmage. It needs playtesting. Don't forget though, I put Lightning bolt in, as WotC did with M10. Would you feel better if the casting cost were 2UU?
Broken Will is probably the first good -X/-0 card Blue's ever got since it was assigned that peice of the pie. It's like a blue Cessation. It makes WU limited and BU limited pretty attractive.
Measure for Measure around the mantle? I suppose, if you think of sacrifice for effect a black part of the pie. I always thought sacrifice for an effect was in all colors, as long as the effect was in color, like Abjure, or what you were sacrificing was in color, like Voidmage Prodigy.
Card count is 229 plus basic lands, just like M10. Above is the entire set. 101 commons, 60 uncommon, 53 rare and 15 mythic rare. And 20 basic lands.
Last thing, Churning Seas makes Tidal Wave tokens. Tidal Wave is a very resonant sounding card from Mirage, along the lines of Thunderheads from Guildpact. Since they gave some pieces of the pie back to colors in M10 for resonance, (like Fog) I thought re-emphasizing blues defensive tokens was a neat idea. I was also trying to consolidate the different types of tokens in the set. no reason to design cards that make a bunch of similar but different tokens.
No actually you can't, cause he is totally right, you are not, and it's not the same card. Akroma's Vengeance has a cycling ability. This ability triggers multiple cards that trigger on Cycling, has its cost reduced by 2 with Fluctuator, etc.
Yours isn't cycling, it has none of those interactions.
So then it's not Akroma's Vengeance anymore and needs a new name.
edit: Wow, almost wasted my 400th post on something that should be obvious...
Colourless mana comes FIRST! Try actually looking at a Magic card some time. It is NOT UU3, it's 3UU. What game are you making cards for?
I can no longer tell people to check their card names, because I am made of suck and fail.
Please don't come in here and try and tell me how I can make my fictional set while providing no constructive feedback. It makes you come off super rude. Especially that last part.
My10 doesn't include Fluctuator, or cycling triggers and I'm not proposing that this idea would change the oracle wording of cards in any way. Your example is a good attempt to show the cons of the idea, but certainly doesn't dissuade me. My idea is just reverse engineering of the keywording phenomenon. As it is right now a player with the Apocalypse version of Lightning Angel might not understand why your Time Spiral version has different wording the first time they see it, but they figure it out quickly when you tell them. They will quickly understand that Vigilance and "Attacking doesn't cause this to tap." are the same thing.
I'm done talking about this small part of the proposal though. I was hoping for feedback on the set and the new cards, but all the forum regulars seem to be on vacation or just not interested. Bah.
Boastful Pride - While white M10 certainly pushed Soldiers, I'm not sure outright stating "tribal here" on a core common is wise.
Demagoguery - This card's got a lot of moving parts, and seeing as M10 is the base "Welcome to MtG" set, maybe should be pushed up to uncommon.
Impenetrable Shield - I don't think Safe Passage is going to break the format, so it probably could cost less / cantrap.
Ray of Resistance - This isn't Mirrodin. I think the artifact clause adds more confusion than usefullness.
Tournament of Champions - Compare to Claws of Gix. Is WWW worth gaining 1 extra life. Probably not.
Trail of Vapor - I'd rather see this as an instant.
Unbreakable Spirit - Voice of All suggests this card needs to be a rare. Also, I'd consider it better than Voice, but not overpoweringly so.
Wall of Valor - In one of his design articles, Marc once said adding extra options is not always good. The two abilities are mostly unrelated, I'd say to pick one and lose the other.
Churning Seas - Pumping out a 5/5 wall each turn for mere 1U is broken. Either smaller tokens or higher cost.
Comb the Archives - There was an article recently (don't remember who wrote it) explaining why Nature's Spiral says nonpermanent. Long story short: the ability to return instants and sorceries is, more often than not, broken.
Falconry Battlemage - This card is crazy good. Spiketail Hatching is playable at uncommon, and Daring Apprentice was a rare. I'd make it a 1/1, possibly lose the flying, and make it rare.
Measure for Measure - Broken in so many ways. Repeatable Counterspell for the low cost of one mesely permanent. It would warp the format.
Rewrite Fate - Probably could be an instant and/or cost less (the nonland clause saves it from land abuse).
Spell Warp - Welcome back Force Spike.
Spellbook Courier - Cute, but I'd be angry getting this in draft. Uncommon probably better.
Vodalian Puppeteer - Tap/Untap another target permanent. We don't need a two card Merfolk combo.
Blood Hand Shaman - Probably an uncommon.
Haakon’s Victory - Rare, I assume?
Mania Sliver - If we're not bring in Slivers in force, bringing back one seems pointless.
Nightstriker Thief - Probably better at uncommon for limited concerns.
Balloon Scout - Red common efficient flyer (who blocks anymore?). Should cost more.
Corrode - Probably doesn't need anti-regenerate clause.
Heartburn Goblin - Should cost 1R I assume?
Indentured Efreet - Again, common efficient beater (who blocks anymore?). Cost more or uncommon.
Ritual Sacrifice - Underpowered. Crimson Wisps grants haste and lets you draw a card.
Chanting Druid - Having one is essentially Glorious Anthem on a stick; having two gives everything you control +4/+4. Probably needs to cost more.
Jungle Elephant - Wizards has expressed that natural shroud belongs in green, while activated/spell-given shroud leans blue. As such, there's no reason this card can't have always-on shroud.
Snaptrap - Rare for limited sake. Perpetually growing creatures in limited is a very dangerous idea
Teem with Life - Ehh, other than to let cipt lands come into play untapped, I don't see much use for the first clause, but it could be a build-around-me card.
Akroma's Vengance - Gotta agree with Horseshoe_Hermit and Nemephosis on this one. Just give it a new name and there's no problem. But if they didn't convince you, I doubt this will.
I'm going to spend a little time looking through your new cards from a mechanics standpoint. Some of your reprint choices are ... odd (no Giant Growth? Sliver Queen without the Slivers?)
Thanks for the comments. There are 11 other Slivers in the set. Five Common, five uncommon and Metallic Sliver.
Boastful Pride - While white M10 certainly pushed Soldiers, I'm not sure outright stating "tribal here" on a core common is wise.
I hear you, except for thoseLords they keep printing. And I wanted a one-mana pump spell, so there had to be some sort of drawback. (a la Wojek Siren.)
Demagoguery - This card's got a lot of moving parts, and seeing as M10 is the base "Welcome to MtG" set, maybe should be pushed up to uncommon.
Yeah, maybe…
Impenetrable Shield - I don't think Safe Passage is going to break the format, so it probably could cost less / cantrap.
If I cost it less, do you think 1W or WW?
Ray of Resistance - This isn't Mirrodin. I think the artifact clause adds more confusion than usefullness.
This is Razor Barrier with a less set specific name. I could change artifact to colorless if you’d prefer, although I don’t see the problem, personally.
Tournament of Champions - Compare to Claws of Gix. Is WWW worth gaining 1 extra life. Probably not.
Usually it means a huge difference, but playtesting could bear this out.
Trail of Vapor - I'd rather see this as an instant.
I liked the instant version too. Otherworldy Journey. What you lose in surprise you make up for in avoiding being caught by board sweepers unprepared. It’s a good card against Mutilate, which I put in the set.
Unbreakable Spirit - Voice of All suggests this card needs to be a rare. Also, I'd consider it better than Voice, but not overpoweringly so.
Oh, it’s much better than Voice of All. Maybe rare is the way to go. Besides White already has Serra Angel at uncommon. This could replace Guardian Seraph easy.
Wall of Valor - In one of his design articles, Marc once said adding extra options is not always good. The two abilities are mostly unrelated, I'd say to pick one and lose the other.
I know that article, but I thought the two abilities complemented each other. Obviously if I cut one of them, it would be the last ability.
Churning Seas - Pumping out a 5/5 wall each turn for mere 1U is broken. Either smaller tokens or higher cost.
The token specifics are locked in as they are Tidal Wave tokens. Do you increase the activation cost or the card cost? I could see the card costing 4 or even 5 of it was 4U. I don’t think Blue wants to see the upkeep cost go up though.
Comb the Archives - There was an article recently (don't remember who wrote it) explaining why Nature's Spiral says nonpermanent. Long story short: the ability to return instants and sorceries is, more often than not, broken.
Yeah, I saw that article too, however they were talking specifically about playtesting a set with Time Warp in it. And no one is saying the card is too good to exist, just I the meta they were building. On the other hand, the card cost could be changed to 2U if playtesting shows it breaks some other non-turn granting card.
Falconry Battlemage - This card is crazy good. Spiketail Hatching is playable at uncommon, and Daring Apprentice was a rare. I'd make it a 1/1, possibly lose the flying, and make it rare.
I don’t agree. Hatchling can attack while retaining its ability to soft counter a spell. This card asks you which one you’d like to do more. And it has a mana cost and Daring Apprentice has never been a card players would purposely play with so I wouldn’t use it as my bench mark. This is a more blue variant of Vodalian Mage or Disruptive Pitmage.
Measure for Measure - Broken in so many ways. Repeatable Counterspell for the low cost of one mesely permanent. It would warp the format.
Any “good” counterspell warps the format. But unlike many previous counterspells this is one that asks the blue player to commit to the board, and I think modern magic likes that.
Rewrite Fate - Probably could be an instant and/or cost less (the nonland clause saves it from land abuse).
I spent my points in Blue commons elsewhere. While this isn’t a stellar card, I tried to avoid strong bounce since I already had strong counterspells and some strongish card draw.
Spell Warp - Welcome back Force Spike.
Yeah.
Spellbook Courier - Cute, but I'd be angry getting this in draft. Uncommon probably better.
It likes enchantments and equipment. Notice that all the enchantments at common level also grant P/T bonuses.
Vodalian Puppeteer - Tap/Untap another target permanent. We don't need a two card Merfolk combo.
Fixed. Thanks.
Blood Hand Shaman - Probably an uncommon.
You think? It not due to power level, right?
Haakon’s Victory - Rare, I assume?
Yeah.
Nightstriker Thief - Probably better at uncommon for limited concerns.
One drops always suck, and this guy has to get in a one hit to be relevant, common is fine I’m sure.
Balloon Scout - Red common efficient flyer (who blocks anymore?). Should cost more.
It’s a Utvara Scalper redo.
Corrode - Probably doesn't need anti-regenerate clause.
In a set with Masticore I though it would matter for the meta.
Heartburn Goblin - Should cost 1R I assume?
Yes.
Indentured Efreet - Again, common efficient beater (who blocks anymore?). Cost more or uncommon.
Unless it is given haste it deals 2 damage to you the turn you cast it. I took that into consideration when making it. Besides, I think Magic needs more Erg Raiders than Goblin Pikers.
Ritual Sacrifice - Underpowered. Crimson Wisps grants haste and lets you draw a card.
Crimson Wisps is probably a better card. This is Dredge but can also sac artifacts. It’s narrow but not entirely worthless. Also, being instant isn’t ricky now that damage doesn’t go on the stack.
Chanting Druid - Having one is essentially Glorious Anthem on a stick; having two gives everything you control +4/+4. Probably needs to cost more.
Having two does give each creature +2/+2, and having one gives them nothing. It’s “each other card named,” not “each card named.”
Jungle Elephant - Wizards has expressed that natural shroud belongs in green, while activated/spell-given shroud leans blue. As such, there's no reason this card can't have always-on shroud.
Maro said that was his opinion of Shroud. There’s no policy on it as such. I wanted to make a Pincher Beetle that was 3/3 rather than 3/1. The activation cost is the same as being free in green anyway. Since when does green not have a free G lying around?
Snaptrap - Rare for limited sake. Perpetually growing creatures in limited is a very dangerous idea
Dangerous how? I’ve played tons of limited and limited players don’t like to play cards that might do something, they lkike cards that will do something. A four CMC card in green better start out with 3 power, or trample or something, because green is slow and can’t wait to make an impact. Please correct me if I’m wrong though. Are there any other limited players who see this as dangerous?
Teem with Life - Ehh, other than to let cipt lands come into play untapped, I don't see much use for the first clause, but it could be a build-around-me card.
Yar, it’s a build around me. It was designed primarily for the ability to pay mana to play a land from your hand into play. The ETBT clause is just to make it attractive to Johnny.
A Mythic Rare land that just provides mana is super lame. Imagine opening 10 packs and that being the Mythic you pull. Most people I know would cry. Mythics have to be able to completly change the board in 1 or 2 turns. Your opponents should be quacking in his/her boots when you play a Mythic (or two). They should be that game changing (which is why I think its stupid that all the Planeswalkers are Mythic...)
Other than that, fairly good set.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
Slivers are an easy concept. They rate very highly with new players and hit all the Psychographic groups. What does "not part of the Main Game even mean? They have been reintroduced every few years (Tempest Block/ Onslaught Block/ Time Spiral Block) and will continue to be in future sets.
I can see you point about Vesuva, but I wanted to include a land, and didn't want to make it City of Brass or something that requires specific colored mana (Volrath's Stronghold.)
Thanks for commenting.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
Okay.
I thought the goal was to make cards that resonated with classic fantasy elements. The cards still have a Magic feel, but are riffs on commonly accepted fantasy ideas, like the Alluring Siren, or the Djini of the lamp. I'm sorry you think these cards fail miserably. I might have been able to win you over on more of them if I had the full package - art and flavor text. But this was something I put to together in a timely manner, so I couldn't arrange mockups of the cards.
- Main Cube
- No Brains, All Feelings Cube
It's not just the art and flavor text missing going on here. The only point that the actual creators failed in their goal was in putting the 'walkers in the core set, but that was almost necessary to keep them post rotation. You have legendary creatures, nods to Magic specific fantasy, like "Llanowar" or "Slivers"...that's where it fails.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
As to particular design choices...
1. Slivers probably aren't a core set thing... they don't need to be reprinted. They are loved by players everywhere, but not as a competitive deck. More kitchen table fun. I prefer the Sliver deck idea wizards had for getting more of the ultimate tribe into circulation. With revisits every so often in the blocks of course.
2. Alpha Zombie should cost three as per Lord convention for the "+1/+1 plus ability rubric
3 Comb the archives cannot, cannot target non-permenants at the price. It won't hurt limited, maybe not standard, but the further back you go the more damage it will do and will probably be restricted in vintage.
4 Falconry battlemage is a little too efficient. Wind drake plus bonuses is great. Too much soft lock my hurt limited bump it up to uncommon and you should be fine.
5. Measure for Measure is broken as printed. It doesn't make them commit to the board unless a Land is considered committing to the board. Combined with Ertai in the same standard format and blue has access to two recurring, universal hard counters. Its a bit much.
6. I would just cut Churning Seas, its way to strong and it does something (generate tokens) that doesn't feel particularly blue.
7. Corrode should allow regeneration. That clause is an ugly template and I'm glad its being removed from the game. I don't think masticore's regeneration is a problem. In Limited its rare so its too niche, and in constructed I don't think people will be siding in pure artifact hate to kill and artifact that dies to all the creature removal they already have. Path O-rings and the like still work fine.
8. A bit too much flying in red common. Flying is only red inso far as the creature type "Dragon" is on the type line especially in a core set. Also, the presence of self injury in the base set on a common is bad. While the Spikes love it since it can justify an efficient creature I find that new player tend not to like the concept and having it on a common is a bit much. especially for something as abstract as an "efficient flying beater"
I have to go to class now more to come
2. Spellbook Courier: Move to uncommon, cute aura interactions aside it’s still a card that won’t be played much in limited for the same reason most aura’s aren’t play much in limited. Even if you do get auras, you need them in hand and… well… anyway, it’s just not worth having at common if especially for something that requires peripheral think to make it do anything. If a card can’t do anything on its one it probably shouldn’t be common.
3. Snaptrap, I’m on the fence on this one… but I definitely feel it shouldn’t be common. Not only because of power but because it doesn’t feel common. If you look in the gatherer for similar effects they are all uncommon or higher.
4. Mana Leak : combine with grievances about Measure for Measure and Ertai… too much good blue counter spell in one set. Maybe spread out over an entire standard environment… maybe… but one set?
5. Djinn of the Oasis: I’d avoid making this a djinn. How about a merfolk… Djinn seem to be squewing toward rare and big with blue nowadays.
6. Ill-Omen Raven: This should be a wind drake. I don’t think a 2 power flyer for three is balanced when attached to the ability “Protection from Sorceries and Instants”
7. Lesser Entrancer: Not Common. Control magic is never a common effect. On a related note, You have too much control magic. Control magic is nice but there is too much of a good thing. Maybe moving it to uncommon but really I’d just make this a 1/3 vanilla for 2 or 3. Also, what flavor makes this guy a rogue and not a wizard? This can be an applied to a lot of the rogues. The rogue creature type is tacked on for a reward of a lord that isn’t worth the effort.
8. Spy Master: Couple things here. One while Rogues are a blue/black tribe, they are stronger in black. If you wanted to do a “class lord” in blue I’d go with wizard which are much more blue in flavor. 2 I think the guy is a bit too strong. Sure he has a weak body but an unblockable army is a very strong effect, especially when attached to a creature type buff and costing only 2 mana.
9. Wizard Counselour: Should just be divination. No reason to add a pointless body when a simple “Draw two cards” spell would suffice.
10. Also your blue list has too many X spells. Blue tends not to favor the X using in only one spell a set if that. Yours has 3 or 4
11. Dungeon Shade: I don’t like this card, especially at uncommon. A deck without flyers can just fold to it, especially since that deck tends to be green and thus lacking in removal anyway . Looming shade is better since at least it can be chumped for a while.
12. Hatred: Not a huge fan of this spell but I’ll give you this one. I don’t like cards that can be instant speed “I win” buttons if the opponent doesn’t block. And, as they say, “who blocks?” Knowledge of its existence will obviously encourage blocking but still… it’s just not the style of spell I like to see.
13. Defile: I don’t think the payment mechanic is black. Its not a bad concept but it just doesn’t feel right. Oh and you don’t have a single black kill spell that says “nonblack creature” which is a strong part of blacks flavor.
14. Sengir Autocrat: Token production has been largely moved out of black and thus should not be on an uncommon. Maybe on a sweet flavorful rare like Skeletal Vampire but not something like this.
15. Pooling Venom: A bit too complex for a basic set. I’d either put a black LD spell here or a Soul Bleed effect.
16. Blood hand shaman: Remove the pump effect, that’s green territory. Maybe black can get a +X/ +0 spell but not a full pump ability. I will let Steal Strength slide because its flavorful.
17. Death’s Head Anubis: Not rogue. You should keep your tribes in a single color for the base set.
18. Mania Sliver: Ability should be on a bigger more expensive sliver. It’s a bit too strong if allowed to come down early in the game.
19. Nightstriker Thief: Flavor monger demands it be specter! Also it should cost 1B
20. Pale Rider: At common? Really? I could see black decks being able to get multiple of these and gum up the board. Actually, this leads to another point. There is a bit too much graveyard shenanigans for one set. All the sac and discard effects combine with 4 effects that return creatures from graveyard to either the hand or play. It just feels too synergistic. Synergy is good, don’t get me wrong. But there is such a thing as making it too tight.
21. Already I can see a complaint forming. More vanilla creatures. You have too many “uncommon” creature and are putting them in common where they do not belong.
Will continue later
Luzifer: Thank you very much for the feedback. I agree with most everything you said. If I were to take another swing at this set, I would probably make most of the changes you suggested. As you said, it was a wishlist. It was a quick swing at how I would do M10, but by no means a polished product. (I think compiled it over 2 weeks.) A few points about your points.
We'll have to agree to disagree about Slivers. I think that they are prefect Core fodder. I think keeping them in the game to a small degree is a good idea because they have successfully expended beyond one Block or Plane/Storyline. So you can include them without having to explain why. Like Elves, Demons and Merfolk. They are a simple, groakable creature that appeals to a lot of the new players that would pick up a core set. And they are spread across 5 colors, so they don't take up much space.