Set Collaborators: Miridigi - Main partner. Special thanks to Jenesis for all the help.
Introduction:
Arcania is based on the idea of instant and sorcery cards mattering the most (Akin to Mirrodin with artifacts). The world is high fantasy and very magical, with spires and white stone and multicolored metal buildings everywhere. Almost all sentient humaniods are wizards, and magic is a common thing. However, nature is being disturbed by the constant twisting of the magical Ether, and it's angry. It's set a few years after the war began between the mages (The "Magical" forces) and nature (the "Natural" forces).
Any comments/criticism would be great, keep in constructive though.
Latest updates:
- Update of mechanics and commons
The World:
Basics:
The world is filled with wizards, arcane energy (called Ether), and familiars. It is torn between the Magical and Natural sides. The use of Ether by the people of the magic side has been destroying nature, and it doesn't like it. In an instant, all the animals, beasts, and plants of the world turned against the Ether users, and the war begun. Now raging for a few years, the stage is set for the final showdown.
Ether and Chi:
Ether is special arcane energy used for instants and sorceries. It is present in abundance all throughout Arcania, but its manipulation tears and rips at the fabric of nature and natural laws. Magic used for summoning permanents does not use the Ether, and is therefore accepted by the side of Nature. It uses pure Natural energy called Chi, which can be manipulated without the harming of nature.
Magical Side:
The Magical side is ruled by the High Council, a group of 5 wizards representing the 5 colors of magic. The Magical capitol of <unknown> is home to the council and is filled with golden and white spires, made of metal and stone. Gems and Crystals adorn the streets, and the entire city is filled with magical light. Magic is easy to use and all people can use it. Almost all sentient beings in <Capitol> are wizards, and those that aren't are their familiars.
Natural Side:
Although not directly ruled, <Mother Nature> leads the army of nature into the battle against the oppressive mages. Nature is angry and spread far and wide, attacking the magical cities at every angle.
Inspiration:
My inspiration for the set comes from a few sources. Heroes of Might and Magic 3 the video game, in particular the beings of "Conflux" were part of the basis of the look and feel of the world. I was also inspired by Greek Philosophers and that era of intelligence and prosperity. Other inspiration includes Dungeons and Dragons, Warhammer, Avatar: the last air bender, and I'm sure many other games and fantasy worlds.
The Colors:
White:
Percent in each faction: 50% Magical, 50% Natural “Magical” Flavor: White magic is practical and useful and well respected in the magical community. It is also the color most proficient at rune magic. It's considered very normal and good by most citizens. Their high mages wish to stop the war and make peace with the world. Sentient Magical race: <Name not chosen>, creature type “Archon” – People infused with divine Ether energy, they have glowing white skin and golden orbs for eyes. Their hair is always golden blonde or platinum colored, and they vary in body shape from skinny to muscular. Familiar's races: Golems, Angels, Spirits Mage Name: Devout, Chosen Mage characteristics: Protection and healing magic specialists, the devout also have the strongest ability to forge runes. They believe a central force controls the Ether, the “Divine”, and believe those blessed by the divine are destined for greatness. They believe the Divine’s will is to create peace between both sides of this war. They wear minimal robes often times, and are usually strong physical fighters, relying on an open palm fighting style when in battle, or use a staff. “Natural” Flavor: Led by the Gryphons, the white portion of nature includes Lions, Cats, Birds, and other creatures. They are overall quite a high communal color, and have the most flyers on nature’s side. Sentient Natural race: Gryphon, creature type “Griffin” – Noble and proud of their race, The Gryphons have eluded capture from the Magical forces for a long time. They now wish to end the endless chase and fight back against the mages. Non-sentient Natural races: Lions, birds Themes: Best at Runes. Average use of Instants/Sorceries. High use of Communal. Average Familiars.
Blue:
Percent in each faction: 80% Magical, 20% Natural, “Magical” flavor: Most devoted to the High Council, and most powerful of the mages. They secretly advocate the war the most, although the red mages are loudest about it. They will never give up magic, even to the death. They specialize in manipulating other beings (creatures) and information (cards). They have the most amount of cards from the magical side. Sentient Magical race: High Elves, creature type “Elf” – I know it’s very controversial to make blue elves, but high elves are a very famous race, and it seems to fit exactly what we want. They are obsessed with perfection, immortal, and highly skilled with magic. They look mostly like normal elves, but wear white and blue heavily ornate robes. Very fragile, but graceful and dexterous. Familiar's races: Owls, Elementals, Djinns, Illusions Mage name: Seer, Magister Mage characteristics: Very scholarly, most in tune with the Ether, and with the greatest ability to manipulate it. They are very devious as well, always looking better than they are acting. They wear long ornate robes and prefer not to battle. They are physically weak. “Natural” flavor: A few aquatic and flying creatures. Very small presence and have no supporting elements for Nature. Sentient natural races: none. Non-Sentient Natural races: Flying Fish, other sea creatures Themes: Best at Instant use, and second best at Sorcery use. Second best at Runes. Little if any use of Communal. Average Familiars.
Black:
Percent of each faction: 35% Magical, 35% Natural, 30% Neutral “Magical” Flavor: The darkest magic uses, they are thought of as devious and dangerous, but a normal part of everyday life. Teaching black magic is permitted although not loved. It is thought of as a necessary evil. Can be openly hired and are used in the army. They specialize in using familiars to their advantage, and can drain the life out of things. Sentient Magical race: Lich, creature type “Zombie” – Beings in between life and death, the more powerful the Lich, the more sunken and zombie like it becomes, some are only kept alive by pure necromantic Ether. Although undead themselves, they do not prefer to use necromancy, instead summoning other vile beings to do their bidding. Familiar'sraces: Gremlins, Oozes, Bats, Horrors Mage Name: Lich, Archlich Mage Characteristics: Lichs are devoted to power, and use their own life force as a means of powering spells. They prefer to have minion companions with them often, their familiars, used partly for sacrifice in their rituals, and partly for protection. These can be oozes, bats, horrors, or their personal favorite, the gremlins (small devilish creatures, think smaller goblins). They are not particularly favorable to the war, but their services are heavily used for pay. They wear all forms of clothing, from heavily ornate robes to tatters, and usually look physically ill and skeletal. “Natural” Flavor: Led by the Lycan, a group of werewolves stuck in their wolf forms, they are helped by the rats that live all over the cities of Arcania, as well as all forms of horrid insects.
Races: Sentient Natural race: Lycan, creature type “Werewolf” - A betrayed race of werewolves exiled by the magical forces centuries ago, they are the driving force of black on the natural side. They are sealed in their wolf forms and have gathered together to destroy their traitorous former comrades. Non-sentient races: Rats, Insects “Neutral” Flavor: Black also has a neutral presence, with Horrors, Mutants and other nightmarish creatures not joining either side. Races: Horror, Mutant, Ooze Themes: Average instant/sorcery use, Average use of runes, Average use of communal, Mutant/Horrors subtheme for itself. Best Familiars.
Red:
Percent of each faction: 70% Magical, 30% Natural “Magical” Flavor: Forms the bulk of the Army for the magical forces, strongest aggressive presence, and largest advocates of the war. Strong Rune use as well. They have many spells that focus on destroying nature. Sentient Magical race: Dragonkin, creature type “dragon” – The first Dragonkin was born from the mating of a humanoid and a Dragon. Now they are a legitimate race in their own right, aggressive and with the innate ability to wield fire magic. They are very strong and large for humanoids, and generally wear heavy red and gold armor. They specialize in combat tactics such as first strike and causing others not to block, as well as burning any creatures, lands and artifacts in their path. Familiar's races: Phoenix, (fire)Cats, Efreet, Dragons Mage name: Dragoon, Dreadnaught Mage characteristics: Fiercely defy the naturalists; the dragoon’s are angry and ready to fight. Wielding devastating fire magic and armored in steel, they carry heated lances and swords into battle and make up the main fighting force of the Magicians. They can ride dragons and Phoenix’s into battle too. “Natural” Flavor: Raging beasts and Wild creatures are part of Nature’s side. Sentient Magical Race: None. Non-Sentient Magical races: Beasts, maybe more? Themes: Best at Sorceries, Second best at Instants. Average rune use. Little to no use of Communal. Average Familiars.
Green:
Percent in each faction: 30% Magical, 70% Natural “Magical” flavor: The druids, there are very little green mages in the capital, as they spread out into solitary areas. It is looked down upon the most as a form of magic and the green mages are starting to be considered outcasts. Sentient Magical race: <Name not chosen>, creature type “Treefolk” – In tune with nature, the treefolk desperately wish to stop the war, but are forced to fight with the magical forces in order to keep their place in the world and continue their work developing a way for Ether not to harm nature but rather support it.They are fairly passive, relying on strong defensive capabilities and using the land to their advantage. Familiar's races: Plant, ElementalMage name: Druid, Elder Mage Characteristics: Living on the outskirts of society for the most part, they crave nature around them and dislike participating in the war against it. However, they will protect their use of magic and fight with the mages. They are all female and wear natural looking clothing. “Natural” Flavor: Everything nature has to offer. Every beast, critter and bug joining the fight. This is the bulk of nature’s forces, and a lot of it has ways to resist Ether. Sentient Natural race: Ursaran, creature type “bear” – The leaders of nature side, the Ursaran are bears that can stand on their hind legs and are accepting of all creatures in nature. They live in large communities and have a diverse population. Non-Sentient Natural races: Beasts, Squirrels (or another small furry creature), Elephants, Rhinos, wolves, and possibly more. Themes: Strongest Communal, Weakest instants/sorceries, below average rune presence. Below average familiars. Has some Ether resistance on creatures in the form of abilities.
The Mechanics:
Wizard’s slot: Collaborate Notes: Used on wizards. Should be “magical” themed. Collaborate X: When CARDNAME enters the battlefield, reveal the top X cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order. Instant and Sorcery's slot: Augment
Notes: Used on instants and sorceries to make them more interesting. Augment: <ability> if another instant or sorcery spell was cast this turn.
Familiar’s slot: Familiar Notes: Used on familiars.
Not an ability. familiars are the "imagined" class of instant and sorcery spells that create creature tokens in the set. They are flavored to be magical familiar creatures.
Nature’s slot: Communal Notes: Used on Nature’s creatures. Give creatures a boost, and be survival/deadly themed. Communal X: <Communal creature> gets [ability] as long as you control X or more creatures.
Rune slot: Inscribe Notes: Used on runes. The major characteristic of runes that make them special.
Most runes have a static/triggered and Scribe ability. The static is some sort of aura the rune emits, such as "creatures you control have +0/+1" or "at the beginning of your upkeep, you gain 1 life". Inscribe X-[Cost]: Rather than cast this card from your hand, you may pay [cost] and exile it with X charge counter(s) on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.
The Breakdown:
This is just a rough outline, will be adjusted as the set progresses.
Archon Monk 2WW Creature – Archon Wizard (C) Collaborate 3 (When Archon Monk enters the battlefield, reveal the top three cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
2/3
Awaken Sentry3W
Sorcery (C)
Put a 3/4 white Golem creature token onto the battlefield. Creatures you control gain vigilance until end of turn.
Devout’s Resolution1W Instant (C) You may reveal 2 white instant and/or sorcery card from your hand rather than pay Devout’s Palm’s mana cost. Untap target creature. It gains +2/+2 until end of turn.
Enchantress Guard W
Creature - Golem
Defender
Enchantment spells cost 1 less to cast.
0/3 EnlightenW Instant (C) Prevent all damage target creature would deal this turn. Augment - you gain that much life if another instant or sorcery spell was cast this turn.
Gryphon Heartsweller1W
Creature - Griffin (C)
Flying
When Gryphon Heartsweller enters the battlefield, you gain 3 life.
1/3
Gryphon Naturalizer3W
Creature - Griffin (C)
Flying
When Gryphon Naturalizer enters the battlefield, destroy target enchantment.
2/2
Mark of FirewalkingW
Instant - Rune (C)
Target creature gains protection from red until end of turn.
Inscribe 3—1W(Rather than cast this card from your hand, you may pay 1W and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Pridemother2W
Creature - Cat (C)
When Pridemother enters the battlefield, put a 1/1 white Cat creature token onto the battlefield.
2/2
Protective Barrier 1W
Instant (C)
Put a 0/6 white Wall creature token with defender and “This creature can block any number of creatures” onto the battlefield.
PurificationW
Sorcery
Destroy target enchantment. Augment — You gain life equal to its converted mana cost if another instant or sorcery spell was cast this turn.
Resuscitating Breath 1W Instant (C) Return target creature card that was put into your graveyard from the battlefield this turn onto the battlefield.
Retribution Glyph2W Instant – Rune (C) Destroy target creature that attacked this turn.
Inscribe 2—3W(Rather than cast this card from your hand, you may pay 3W and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Runewriter Paige1W
Creature - Archon Wizard (C)
When Runewriter Paige enters the battlefield, you may put a charge counter on target exiled rune you control.
2/2
Savannah Prowler 1W
Creature - Cat (C) Communal3 - Savannah Prowler gets +1/+0 and gains first strike if you control 3 or more creatures.
2/2
Sheltering Devout3W
Creature – Archon Wizard (C)
Whenever you cast an instant or sorcery spell, you may prevent all damage that would be dealt to target creature this turn.
1/4
Sign of Glory1W
Sorcery - Rune (C)
Target creature gains first strike and lifelink until end of turn.
Inscribe 3—WW(Rather than cast this card from your hand, you may pay WW and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Swallow Nest1W
Sorcery (C)
Put a 1/1 white Bird creature token with flying onto the battlefield. If you control at least one creature, put two of those creature tokens onto the battlefield instead.
Blinking Rune1W
Instant - Rune (U)
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Inscribe 2—1WW(Rather than cast this card from your hand, you may pay 1WW and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Chosen Redirector2WW
Creature - Archon Wizard (U) W,T: The next 1 damage that a source of your choice would deal to you or a permanent you control this turn is dealt to target creature or player instead.
Chosen’s Radiance1WW
Instant (U)
Creatures you control gain +X/+X and protection from the color of your choice until end of turn, where X is the number of instant and sorcery cards in your graveyard.
Feather Motif1W Sorcery - Rune (U)
Put two 1/1 white Bird creature tokens with flying onto the battlefield.
Inscribe 3—3W(Rather than cast this card from your hand, you may pay 3W and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Gryphon Banisher3WW
Creature - Griffin (U)
Flying
Communal - When Gryphon Banisher enters the battlefield, if you control 3 or more creatures, exile target creature.
3/3
Gyphon Etherdodger2W
Creature - Griffin (U)
Flying
Protection from instant and sorcery spells.
2/3
Heavenly Approach3WW
Sorcery
Put a 4/4 white Angel creature token with flying onto the battlefield. Tap up to three target creatures.
Pakadon Runekeeper 3WWCreature - Elephant(U)Vigilance
Put a charge counter on each Rune you have exiled.4/4
Pride Lioness2WW
Creature - Cat (U)
Flash
When Pride Lioness enters the battlefield, it deals damage equal to its power to target attacking creature. Communal3- Pride Lioness has +1/+0 and lifelink as long as you control 3 or more creatures.
2/2
Alma, Runemaster4WW
Legendary Creature - Archon Wizard (R)
Instant and sorcery spells in your hand have Inscribe 3—1. (Rather than cast this card from your hand, you may pay 2W and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
4/5 Gryphon Revivalist3WWW Creature - Griffin (R) Flying, vigilance, lifelink
Pay 2 life, W, T: Return target creature from your graveyard to the battlefield under your control.
2/3
Inner Connection 2WW Enchantment (R)
Whenever you or a creature you control would be dealt damage, that damage is dealt to you or a creature you control instead.
Lost Soul's Eve 3WW
Sorcery (R)
Destroy all creatures. Augment — Put a 1/1 white Spirit creature token with flying onto the battlefield for each creature destroyed this way if another instant or sorcery spell was cast this turn.
Moment of SolemnW
Instant (R)
Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard. Augment — Players can’t cast spells or activate abilities this turn if another instant or sorcery spell was cast this turn. (Spells cast and abilities activated before this resolves are unaffected.) Protector of the Pride3WW Creature - Cat (R) When Protector of the Pride enters the battlefield, creatures you control gain protection from the color of your choice until end of turn.
Communal - Protector of the Pride gains “2W: exile Protector of the Pride, return Protector of the Pride to the battlefield under your control.”, if you control 3 or more creatures.
2/2
Sanctuary Ward1W
Instant - Rune (R)
Prevent all damage dealt to you this turn.
Inscribe 3—4WW(Rather than cast this card from your hand, you may pay 4WW and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Scaled Justice2WW
Instant (R)
Each player sacrifices creatures, lands, and enchantments equal to the number they destroyed this turn.
White Council Member2WWW Legendary Creature – Archon Wizard (R) Vigilance Whenever you cast a white spell, you may give target creature +3/+3, flying, first strike, and lifelink until end of turn. 2/3
Blue:
Airy Meditation1U
Instant (C)
Creatures without flying cannot attack you this turn.
Draw a card.
Amnesia Glyph1U
Sorcery - Rune (C)
Target player puts the top 3 cards of his or her library into his or her graveyard.
Inscribe 5—4U(Rather than cast this card from your hand, you may pay 4Uand exile it with five charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Banish to Memory2U
Instant (C)
Return target nonland permanent to its owner’s hand. Augment - put that permanent on top of its owner’s library instead if you cast another instant or sorcery spell this turn.
Charged Glimmerscale1U
Creature - Fish (C) T, Return Charged Glimmerscale to its owner’s hand: Target creature that was blocked by Charged Glimmerscale doesn’t untap during its controller’s next untap step.
1/2
Chilling Seer1U
Creature – Elf Wizard (C) Whenever you cast an instant or sorcery spell, draw a card, then discard a card.
1/3
DisconnectU
Instant
Counter target instant or sorcery spell. That spell’s controller may add mana equal to that spell’s mana cost into his or her mana pool.
Ether DenialUU
Instant (C)
Counter target spell unless its controller pays 3. Augment - Counter that spell instead if you cast another instant or sorcery this turn.
Ether Jellies4U
Sorcery (C)
Put two 1/3 blue Jellyfish creature tokens with flying with onto the battlefield.
Frostwing Landing2UU
Sorcery (C)
Put a 3/2 blue Drake creature token with flying onto the battlefield. Augment - Creatures your opponents control don’t untap during their controller’s next untap step if another instant or sorcery spell was cast this turn.
Glistening Waters1U
Instant
Islands you control have “T: Add one mana of any color to your mana pool” until end of turn.
Augment — Draw a card if another instant or sorcery spell was cast this turn.
High Elf Scholar 2UU Creature – Elf Wizard (C) Collaborate 5 (When High Elf Scholar enters the battlefield, reveal the top five cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.) 1/4
Scroll Carrier1U
Creature - Owl (C)
Flying
Instant spells you cast cost 1 less to cast.
1/1 Scroll Restoration1U Sorcery (C) Return target instant or sorcery card from your graveyard to your hand.
Seeing Stone U Instant - Rune (C) Look at the top three cards of your library, then put them back in any order.
Draw a card.
Inscribe 2—3U(Rather than cast this card from your hand, you may pay 1Uand exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Seer’s Gaze U
Instant (C) You may reveal one other blue instant or sorcery card from your hand rather than pay Seer’s Gaze’s mana cost.
Return target tapped creature to its owner’s hand.
Soaring GlimmerscaleU
Creature - Fish (C)
Communal 3 - Soaring Glimmerscale has +0/+1 and flying as long as you control 3 or more creatures.
1/1
Clouding Ideogram1U
Instant - Rune
Target creature gains shroud and unblockable until end of turn.
Inscribe 2—UU (Rather than cast this card from your hand, you may pay UU and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Controlled MutationUU
Instant (U)
Return target creature you control to its owner’s hand. You may put target creature with equal or less converted mana cost as the returned creature from your hand onto the battlefield.
Immortazoa2U
Creature - Jellyfish
Whenever you cast an instant spell, you may put this card from your graveyard to the battlefield.
Collaborate 1 (When Immortazoa enters the battlefield, reveal the top card of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
1/1
Lecturing Magister2UU
Creature - Elf Wizard (U) U,T: Target player puts the top 3 cards of his or her library into his or her graveyard.
2/4
Magister’s Influence2UU
Sorcery (U)
Gain control of target creature with toughness equal to or less than the number of instant and sorcery cards in your graveyard. (This effect lasts indefinitely.)
Meld Into Ether2UU
Instant (U)
Counter target creature spell. Then, search your library for an instant or sorcery card with equal or less converted mana cost as that spell, reveal it, and put it into your hand. Reality InversionXU Sorcery (U)
Tap or untap X target permanents.
Spellbane Crawler 1U
Creature - Crab (U)
Unblockable, shroud
1/2 Tome Selection2U Instant (U)
Draw three cards. Then discard two cards unless you discard an instant or sorcery card.
Arcane Supremacy2UU
Instant
If an opponent cast an instant or sorcery spell this turn, Arcane Supremacy costs 2 less to cast.
Exile target spell.
Army Double4UUU
Instant
Put a creature token copy onto the battlefield of each creature target player controls.
Blue Council Member2UUU
Legendary Creature – Elf Wizard (R) Shroud
Whenever you cast a blue spell, you may put target nonland permanent on the bottom of its owner’s library. That permanent’s controller may draw a card.
2/4
Etherstorm 3UUU
Sorcery (R)
Return all nonland permanents to their owner’s hands.
Exhaustion of Wits2UU
Sorcery (R)
Each player puts the top twenty cards of his or her library into his or her graveyard.
MirrormarkUU
Instant - Rune (R)
Copy target instant or sorcery spell an opponent controls. You may choose new targets for the copy.
Inscribe 2—1U(Rather than cast this card from your hand, you may pay 1U and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Seagate Kraken4U
Creature - Kraken (R)
Shroud
Whenever Seagate Kraken deals combat damage to a player, look at that player’s hand. You may cast and instant or sorcery card among them without paying its mana cost.
2/5
Spellsummon Symbol4U
Instant - Rune (R)
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.
Inscribe X—XXU(Rather than cast this card from your hand, you may pay XXU and exile it with X charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Temporal Wave2UU
Sorcery (R)
After this phase, there is another main phase. Untap each permanent you control at the beginning of that main phase. Augment — Take an extra turn after this one instead if another instant or sorcery spell was cast this turn.
Thought Inspiration2UU
Enchantment (R)
Whenever you cast a spell, you may pay 1U. If you do, draw a card.
Black:
Accursed Glyph 1B Sorcery – Rune (C)
Target player loses 2 life. You gain 2 life.
Inscribe 5—4B(Rather than cast this card from your hand, you may pay 4B and exile it with five charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Bog CreepB
Creature - Mutant (C)
Swampwalk
1/1
Bog Popper 1B Instant (C) Put a 1/1 black Ooze creature token with deathtouch onto the battlefield.
Consuming Ooze3B
Creature - Ooze (C) B, Exile a card in your graveyard: Consuming Ooze gets +1/+1 until end of turn.
2/2
Decaying Lich 2B
Creature – Zombie Wizard (C) Whenever you cast an instant or sorcery spell, you may have target creature get -1/-1 until end of turn.
2/1
Fading Youth 3B
Sorcery (C) Target player loses 5 life. Augment — That player discards if an instant or sorcery spell was cast this turn.
Lich AcolyteBB Creature – Zombie Wizard (C)
Collaborate 6 (When Lich Acolyte enters the battlefield, reveal the top six cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.) 1/1
Lich’s Syphon1B Instant (C) You may reveal 2 other black instant and/or sorcery card from your hand rather than pay Lich’s Syphon’s mana cost. Target creature gets -2/-2 until end of turn. You gain 2 life.
Lycan Bloodfeeder4B
Creature - Werewolf (C)
Communal 3 - Lycan Bloodfeeder gets +2/+0 and has lifelink as long as you have 3 or more creatures.
3/2
Lycan Gravedigger2B
Creature - Werewolf (C)
When Lycan Gravedigger enters the battlefield, return target creature card from your graveyard to the top of your library.
2/2
Night Screech2BB
Sorcery (C)
Put a 2/2 black Bat creature token with flying onto the battlefield. Creatures your opponents controls get -1/-1 until end of turn.
Nightmare Fiend3BB
Creature - Horror (C)
Pay 2 life: Target creature blocking Nightmare Fiend gets -2/-2 until end of turn. Use this ability only once per turn.
3/3
Savage Rats1B
Creature - Rat (C)
When Savage Rats enters the battlefield, target player discards a card.
Communal 4 - That player discards two cards instead as long as you control 4 or more creatures.
1/1
Scarab Swarm2B
Instant (C)
Put a 1/1 black Insect creature token with intimidate onto the battlefield for each instant and sorcery spell cast this turn.
Tear AwayB
Sorcery (C)
Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card and loses 2 life.
Werewolf Bite 3BB
Sorcery (C)
Destroy target nonblack creature, put a 2/2 black Werewolf creature token onto the battlefield.
Archaic Knowledge2B
Instant (U)
Draw two cards. You lose 2 life. Augment — Draw three cards and lose 5 life instead if another instant or sorcery spell was cast this turn.
Archlich Toxifier3BB
Creature - Zombie Wizard (U) 1BB,T: Target creature gains deathtouch until end of turn.
3/3
Archlich’s Dementia2BB
Sorcery (U)
Target opponent discards cards equal to the number of instant and sorcery cards in your graveyard.
Bloodtome Dealer1BB
Creature - Zombie Wizard (U)
When Bloodtome Dealer enters the battlefield, pay X life.
Collaborate X (When Bloodtome Dealer enters the battlefield, reveal the top X cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
2/2
Giant Crush1B
Instant (U)
Destroy target creature with toughness 3 or greater.
Goresdweller2BBB
Creature - Horror (U)
Whenever Goredweller enters the battlefield, destroy target creature with toughness 3 or greater.
4/3
Lycan Tramatizer3B
Creature - Werewolf (U)
Intimidate
Whenever Lycan Tramatizer deals combat damage to a player, that player discards a card.
Memory Muck4B
Sorcery (U)
Look at target player’s hand and choose a nonland card from it. That player discards that card. Put a 3/3 black Ooze creature token onto the battlefield.
Old Pulse1B
Sorcery (U)
Return target creature card from your graveyard to your hand. Augment — Return that creature from your graveyard to the battlefield instead if another instant or sorcery spell was cast this turn.
Sign of the Plague1B
Sorcery - Rune (U)
Each player sacrifices a creature and loses 2 life.
Inscribe 2—2BB (Rather than cast this card from your hand, you may pay 2BB and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Black Council Member2BBB
Legendary Creature – Zombie Wizard (R) Deathtouch
Whenever you cast a black spell, you may destroy target tapped creature, it can’t be regenerated. Its controller puts a 1/1 black gremlin creature token onto the battlefield.
3/3
Copsedance Rune1B
Sorcery - Rune (R)
Exile target creature card in a graveyard. Then, put a 2/2 black Zombie creature token onto the battlefield.
Inscribe 3—1BB (Rather than cast this card from your hand, you may pay 1BB and exile it with ten charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Dravelec, Lord of Bats4BB
Creature - Vampire Wizard (R)
When Dravelec, Lord of Bats enters the battlefield, put three 2/1 black Bat creature tokens with flying onto the battlefield.
Bat creatures you control have lifelink.
3/3
Moonlit Silvercoat1BBB
Creature - Werewolf (R) Communal 5 - Creatures you control gain +1/+0 and intimidate as long as you control 5 or more creatures.
3/2
Nightstealer4BB
Creature - Horror (R)
At the beginning of your end step, you may exile target creature.
When Nightstealer leaves the battlefield, return all creatures exiled by it to the battlefield.
5/5
Plague Infestation3BB
Enchantment (R)
Whenever you cast a spell, you may pay XBB. If you do, target creature gets -X/-X or target player loses X life.
Transfer Life3BBB
Sorcery (R)
Destroy target creature. Then, return target creature from your graveyard to the battlefield.
Vicious Werelord3BB
Creature - Werewolf (R)
Whenever Vicious Werelord deals combat damage to a creature, destroy that creature, then put a 2/2 black Werewolf creature token onto the battlefield.
4/4
Red:
Agility Glyph R Sorcery - Rune (C) Target creature gains haste.
Inscribe 3—R(Rather than cast this card from your hand, you may pay R and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Backfire1R
Instant (C)
Change the target of target spell that targets a creature to a creature that spell’s controller controls.
Blast Signal2RR Sorcery (C) Destroy target artifact or land. Creatures you control gain first strike until end of turn.
Distracting DetonationR Instant (C) As an additional cost to play ~, sacrifice an attacking creature. Creatures can’t block this turn. Dragoon Commando2RR Creature – Human Wizard (C) Collaborate 3 (When Dragonkin Commando enters the battlefield, reveal the top three cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.) 3/2
Dragoon Firebreather 3RR Creature - Human Wizard (C) R: Dragoon Firebreather gets +1/+0 until end of turn.
3/3
Dragoon Warmage1RR Creature - Dragon Wizard Warrior (C) First strike T: Target creature gets +1/+0 and first strike until end of turn.
2/1
Dragoon’s Lance1R Instant (C) You may reveal 2 red instant and/or sorcery card from your hand rather than pay Dragoon’s Lance’s mana cost. Dragoon’s Lance deals 3 damage to target creature or player.
Dragonflame Shot1R Sorcery (C) Memory Flare deals 2 damage to target creature or player. Augment - Dragonflame Shot deals 4 damage to that creature or player instead if another instant or sorcery spell was cast this turn.
Fanatic Fireslinger2R
Creature - Human Wizard (C)
Fanatic Fireslinger attacks each turn if able.
Sorcery spells you cast cost 1 less to cast.
2/2
Fiery ExpansionR
Sorcery (C)
The next sorcery spell you cast this turn may target an additional target. Augment — That spell may target two additional targets instead if another instant or sorcery spell was cast this turn.
Fire Rune1R
Sorcery - Rune (C)
Fire Rune deals 2 damage to target creature or player.
Inscribe 3—4R (Rather than cast this card from your hand, you may pay 4R and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Frenzying Ether 1R Sorcery (C) Target creature gets +3/+0 until end of turn. Augment - Another target creature gets +3/+0 until end of turn if another instant or sorcery spell was cast this turn.
Hellhound Pursuit3R Sorcery (C) Put a 5/2 red Hound Familiar creature token with haste onto the battlefield. Target creature must block it this turn if able. Sacrifice it at the beginning of the next end step. Ignition SparkR Instant (C) Ignition Spark deals 1 damage to target creature. If that creature is white or green, Ignition Spark deals 4 damage to that creature instead.
Raging AshboarR
Creature - Beast (C) Haste R: Raging Ashboar gets +1/+0 until the end of your turn.
1/1
Searing Dragoon 1R
Creature – Dragon Wizard (C) Whenever you cast an instant or sorcery spell, you may have Searing Dragoon deals 1 damage to target player.
2/1 Snarling Ashboar2R Creature - Beast (C) Snarling Bladetusk can’t block Communal 3 - Snarling Bladetusk gets +2/+0 and has intimidate as long as you control 3 or more creatures.
2/1
Volcanic RageR Instant (C) As an additional cost to cast Volcanic Rage sacrifice a mountain.
Volcanic Rage deals 3 damage to target player, if that player cast an instant or sorcery this turn, Volcanic Rage deals 5 damage instead.
Dragonflame Breath2R Sorcery (U)
Dragonflame Breath deals 2 damage to target creature. Augment — Dragonflame Breath deals 2 damage to each creature target player controls instead if another instant or sorcery spell was cast this turn.
Dreadnaught Captain3RR Creature - Dragoon Wizard
Whenever Dreadnaught Captain attacks, you may pay R. If you do, creatures you control get +1/+0 until end of turn.
3/3
Dreadnaught’s Brand RR
Sorcery (U)
Choose up to X target creatures where X is the number of instant and sorcery cards in your graveyard. All damage dealt by those creatures this turn is doubled and can’t be prevented.
Ether Irregularity R Instant (U)
Change the target of target spell with a single target to a random target.
Explosive Fists1RR
Instant (U)
Destroy target blocking creature. Augment — Creatures blocked by that creature become unblocked if you cast another instant or sorcery spell this turn.
Flame of Desire3RR
Creature - Elemental (U)
At the beginning of your upkeep, you may pay RRand return Flame of Desire from your graveyard to the battlefield, then exile it.
Collaborate 3 (When Flame of Desire enters the battlefield, reveal the top three cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
Flamebelch Beast2RR
Creature - Beast (U)
When Flamebelch Beast enters the battlefield, it deals damage equal to the number of creatures you control to target creature or player.
3/2
Flamefeeder1RR
Sorcery (U)
Put a */2 red Elemental creature token onto the battlefield. It has “This creature’s power is equal to the number of sorcery cards in all graveyards.”
Frontline Flamebarreler2R
Creature - Human Wizard (U)
First strike
Frontline Flamebarreler gets +2/+0 whenever a sorcery spell is cast.
2/1
Traitor's ChoiceRR
Sorcery (U)
Target creature’s controller may sacrifice it. If they do not, untap that creature and gain control of it until end of turn. It gains haste until end of turn.
Conflict of Interests3RRR
Instant (R)
Cast Conflict of Interests only before attackers are declared.
You choose how creatures will attack this turn. Augment — Those creatures may attack their controller this turn if another instant or sorcery spell was cast this turn.
Explosive Runemine2R
Instant - Rune (R)
Explosive Runemine deals 4 damage to target creature or player and 4 damage to you.
Inscribe 3—3RR (Rather than cast this card from your hand, you may pay 3RR and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Final Flame2RRRR
Sorcery (R)
Final Flame deals 10 damage to target player. At the beginning of the next end step, Final Flame deals 20 damage to you.
Hellfiend Eruption3RR
Sorcery (R)
As an additional cost to cast Hellfiend Eruption, sacrifice any number of mountains.
Put a 4/1 red Elemental creature token with haste onto the battlefield for each mountain sacrificed this way.
Lightning Weaver1RRR
Creature - Dragon Wizard 1RR,T: Lightning Weaver deals 2 damage divided as you choose among any number of target creatures and/or players.
2/2
NovablastXRR
Sorcery (R)
Novablast deals X damage to each creature and each player. Exile each creature destroyed this way.
Quake Instigation2RR
Enchantment (R)
Whenever you cast a spell, you may pay 2R. If you do, destroy target nonbasic land.
Red Council Member2RRR
Legendary Creature – Dragon Wizard (R) First Strike
Whenever you cast a red spell, you may have the next source you control that deals damage this turn deal twice that amount of damage instead.
3/2
Worshipped Dragon4RR
Creature - Dragon (R)
Flying Communal 6 — Whenever Worshipped Dragon attacks, it deals 6 damage to target creature or player as long as you control 6 or more creatures.
6/6
Green:
Druid’s Reach G Instant (C) You may reveal a green instant or sorcery card from your hand rather than pay Druid’s Reach’s mana cost. Druid’s Arrow deals 1 damage to target creature with flying. That creature loses flying until end of turn. Forager G
Creature - Squirrel (C) Communal 5- Forager has “G, T: Draw a card.” as long as you control 5 or more creatures.
1/1
Growth GlyphG
Instant - Rune (C)
Target creature gets +2/+2 until end of turn.
Inscribe 3—2G (Rather than cast this card from your hand, you may pay 2G and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.) Hungering BlademawGG
Creature - Beast (C) 2/3
Invigorating Druid 1G
Creature – Treefolk Wizard (C) Whenever you cast an instant or sorcery spell, you may have target creature gain +1/+1 and trample until end of turn.
1/2
Monstrous SnarlmawGGGGG
Creature - Beast (C) 7/6
Nurturing Softhoof1G
Creature - Beast (C) Communal 3- Nurturing Softhoof has “T: You gain 3 life” as long as you control 3 or more creatures.
1/2 Nut Crack1G
Sorcery (C)
Put a 1/1 green Squirrel creature token onto the battlefield. Then, you may tap it. If you do, destroy target artifact with converted mana cost 3 or less.
Stampeding LongtuskGGG
Creature - Elephant (C) Communal 3 - Stampeding Longtusk gets +2/+2 and gains trample as long as you control 3 or more creatures.
3/3
Through the Fog G
Sorcery (C)
Search your library for a basic land card and put it into your hand. Augment — Put that land onto the battlefield tapped instead if another instant or sorcery spell was cast this turn. Treefolk Hermit 1GG Creature – Treefolk Wizard (C) Collaborate 4 (When Treefolk Hermit enters the battlefield, reveal the top four cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.) 0/4
Ursaran Cub1G
Creature - Bear (C) Tap another creature you control: regenerate Ursuran Cub
2/1
Ursaran ExplorerGG
Creature - Bear (C) When Ursuran Explorer enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield, if you do shuffle your library.
1/2
Ursaran TenderG
Creature - Bear (C) At the beginning of your precombat main phase, add G to your mana pool.
1/1
Vitalize Foliage3GG
Sorcery (C)
Put a 1/1 green Plant creature token with +1/+1 counters equal to the number of lands you control onto the battlefield.
Companion Keeper2GG
Creature - Human Druid (U)
When Companion Keeper enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield or put two 1/1 green Squirrel creature tokens onto the battlefield.
Elder’s Summons1GG
Sorcery (U)
Search your library for a creature card with power less than or equal to the number of instant and sorcery cards in your graveyard and put it into play.
Thickbriar Weaver3GG
Creature – Treefolk Wizard (U)
When ~ enters the battlefield, put a 4/4 green Plant Familiar creature token with trample onto the battlefield. 1/3
Elusive LongtailGG Creature - Beast (U) Communal - Elusive Longtail has Trollshroud as long as you control 3 or more creatures. 1G: Elusive Longtail gets +1/+1 until end of turn.
2/2
Rune of Community 1GG
Enchantment - Rune (U) Communal - At the beginning of your upkeep, if you control 5 or more creatures, you gain 5 life.
Scribed creature gets +1/+1 for each creature with communal you control.
Scribe GG (GG: attach to target creature.)
Nature's AvengerGGG
Creature - Spirit (U)
Flash, deathtouch
When Nature’s Avenger enters the battlefield, destroy target noncreature permanent.
1/3
Nature's Offering2GGG
Sorcery (U)
As an additional cost to cast Nature’s Offering, sacrifice a forest.
Draw 4 cards.
Oldbark Elder 4GG
Creature - Treefolk Wizard G,T: Target creature gets +X/+X where X is the number of lands you control until end of turn. 3/6
Pack Wolf GG
Creature - Wolf (U) Communal 3 - Pack Wolf gets +1/+1 and first strike, as long as you control 3 or more creatures.
2/2
Undeniable Longtusk3G
Creature - Elephant (U) Communal 2 - Undeniable Longtusk gets +1/+1 and gains “when this creature is put into the graveyard from the battlefield, put a 3/3 green Elephant creature token onto the battlefield”, as long as you control 2 or more creatures.
3/3
Ursaran Den Mother1GG Creature - Bear (U) Communal 3 - Ursuran Den Mother has “T: All damage that would be dealt to target creature this turn is dealt to Ursuran Den Mother instead.” as long as you control 3 or more creatures.
3/4
Ancient Chitter Haven1GGG
Creature - Treefolk (R)
Defender 1G: Put a 1/1 green squirrel creature token onto the battlefield. XGG: Squirrels you control get +X/+X until end of turn.
0/5
Elderbark Protector4GG
Creature - Treefolk Wizard
Other creatures you control get +0/+2. 1G,T: Target creature gains trollshroud until end of turn.
2/7
Ether Displacer2GG
Creature - Beast (R)
Spells that target Ether Displacer cost 2more to cast. GG: Target creature gains Trollshroud until end of turn.
3/3
Force1G
Instant (R)
Until end of turn, creature spells you cast cannot be countered, and creature cards you own that aren't on the battlefield have flash.
Green Council Member2GGG
Legendary Creature – Treefolk Wizard (R) Defender
Whenever you cast a green spell, you may have target forest become a 4/5 green plant creature. It’s still a land. (This effect lasts indefinitely.)
2/6
Life Integration GG
Enchantment (R)
Whenever you cast a spell, you may pay G. If you do, look at the top card of your library. If it’s a land card, you may put it onto the battlefield. If it’s a creature card, you may reveal it and put it into your hand.
Sacred EnablerG
Creature - Plant (R)
Defender T: Add one mana of any color to your mana pool, use this mana only to cast creature spells.
Communal - Sacred Enabler has “T: Add two mana of any combination of colors to your mana pool, use this mana only to cast creature spells.” as long as you control 3 or more creatures.
0/3
Stampede Rune3GGG
Sorcery - Rune (R)
Creatures you control gain +2/+2 and trample until end of turn.
Inscribe 2—2GGG (Rather than cast this card from your hand, you may pay 2GGG and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Ursaran Beacon2GGGG
Creature - Bear (R)
When Ursuran Beacon enters the battlefield you may search your library for a number of creatures with a total converted mana cost of 5 and put them onto the battlefield, if you do shuffle your library.
2/2
Ursuran Sleuth LeaderGGG
Creature - Bear (R)
Ursuran Sleuth Leader can’t be countered by spells or abilities.
Communal - Other creatures you control gain +1/+1 and Trollshroud, as long as you control 3 or more creatures.
2/2
Multicolor:
Day of ProgressWU
Instant (C)
Creatures can’t attack this turn.
Each player draws a card.
Deathly Landscape1BG
Sorcery (C)
Target opponent loses life equal to the number of tapped lands they control.
Destructive End1BR
Instant (C)
Exile target card in a graveyard. Destructive End deals damage equal to its converted mana cost to target creature.
Drain Knowledge1UB
Sorcery (C)
Target opponent exiles a card from his or her hand. Until end of turn, you may play the exiled card without paying its mana cost.
DreamlandUG
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield. Lands of its basic land type gain “T: Add one mana of any color to your mana pool” until end of turn.
Fiery ReturnUR
Instant (C)
Return target creature to its owner’s hand. Fiery Return deals damage equal to that creature’s converted mana cost to that creature’s controller.
Moral Intervention1WR
Instant (C)
Gain control of target creature until end of turn. Untap that creature, it gains lifelink until end of turn.
Pollen VeilGW
Instant (C)
Creatures you control gain +1/+1 and protection from instant and sorcery spells until end of turn.
Soothing Mediation1UW
Sorcery (C)
Reveal the top three cards of your library. Put up to one card revealed this way into your hand, you gain life equal to its converted mana cost.
Stir Past WB
Sorcery (C)
You may cast target card in a graveyard this turn by paying its costs. Then, exile it.
Volacanic Enrichment2RG
Sorcery (C)
Destroy target land. Search your library for a forest card and put it onto the battlefield tapped.
Meloncholic RevelationWUB
Sorcery (U)
Reveal the top three cards of your library. You may put any number of those cards into your hand and the rest into your graveyard. For each card put into your hand, you lose 3 life. For each card put into your graveyard, you gain 3 life.
Natural RetaliationRGW
Sorcery (U)
Lands you control gain “T: Deal 1 damage to target creature or player. You gain 1 life.” until end of turn.
Spiritual AscensionGWU
Sorcery (U)
Target creature gets +3/+3, flying, and lifelink until end of turn. Exile that creature at the beginning of the next end step.
Trial by FireGRB
Instant (U)
Trial by Fire deals 3 damage to target creature. Then, you may regenerate that creature. If you do, put three +1/+1 counters on it.
UnbirthRUB
Instant (U)
Return target creature from your graveyard to the battlefield. It gains haste. Return that creature to your hand at the beginning of the next end step or if it would leave the battlefield.
Artifact:
Ether Bauble2
Artifact Creature - Construct (C)
Flying T: Add one mana of any color to your mana pool. Use this mana only to cast instant and sorcery spells.
0/2
Etherspinner 1
Artifact (C)
Whenever you cast an instant or sorcery spell, you may pay 1. If you do, add one mana of any color to your mana pool.
Sorcerer's Eyeglass3
Artifact (C) ,T: Look at the top card of your library. If it’s an instant or sorcery card, you may reveal it and put it into your hand.
Twiddling Staff3
Artifact - Equipment (C)
Equipped creature gains “T: tap or untap target creature”
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Magebane Covering2
Artifact - Equipment (U)
Equipped creature has trollshroud.
Equip 2(2: Attach to target creature you control. Equip only as a sorcery.)
Protective Orb3
Artifact (U)
Creatures you control have +0/+2.
Spell Beetle 3
Artifact Creature - Insect (U)
Colored spells you cast cost 1 less to cast.
1/1
Encumbering Wires2
Artifact (R)
At the beginning of your upkeep, sacrifice Encumbering Wires unless you pay 2.
Creatures have -2/-0.
Ether Processor7
Artifact Creature - Construct (R)
Instant and sorcery spells you cast cost 3 less to cast.
4/4
Self-Writing Tome4
Artifact (R)
Whenever you cast a spell, you may pay 2. If you do, draw a card.
Land:
Blooming Meadow
Land (U)
Blooming Meadow comes into play tapped. T: Add W to your mana pool. T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Bountiful Woodland
Land (U)
Bountiful Woodland comes into play tapped. T: Add G to your mana pool. T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Crystal Summit
Land (U)
Crystal Summit comes into play tapped. T: Add R to your mana pool. T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Gleaming Marsh
Land (U)
Gleaming Marsh comes into play tapped. T: Add B to your mana pool. T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Tropical Reef
Land (U)
Tropical Reef comes into play tapped. T: Add U to your mana pool. T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Overall, it looks pretty decent. I liked the detail you put into the world and how you tried to incorporate both sides of the Magical vs. Natural war into each color, instead of making them monolithic blocks. Efficient and Scribe are both nice modular mechanics, while the rest (Resonate, Familiar and Communal) tie into the story without being too restricting.
If you want green to be best as a standalone color, you could push the power level but reward going mono-green (like Gatekeeper of Malakir and Leatherback Baloth). As a splash color in a Wizard deck, those cards could have more generic mana in their costs. In a color with already bad removal options, making green's noncreatures suck in comparison to every other color is going to make it even more undesirable in draft, so its creatures should have protection (trollshroud etc) and/or etb abilities, both to compensate for this lack and to help maintain your communal count.
For multicolor you don't need a ton of rainbow, a few legends would be enough, or maybe 1/20~1/10 of the set overall with multi, hybrid, or off-color costs.
Dryads: You can say they wear simple robes made of leaves/plant-based cloths/etc. If they're sufficiently alien-looking compared to green skinned human women (see Verdant Eidolon, Ayumi, the Last Visitor, Wormwood Dryad) or reproduce by budding, you may even get away with not clothing them at all.
Resonate - "Whenever you cast i/s, (you may pay [cost],) do effect" should work fine. I just didn't like how the tapping was built into the keyword.
Familiars - if you have mostly Wizards on the Magical side and keep the number of Familiar cards low, I think they're fine. It's not like every wizard has a familiar, after all.
Communal - Yes, like threshold.
Scribe - You may want to say in the scribe ability that this card becomes an Aura, then. In a way it's like the Seals, in that you get a one-shot activation you can use at any time after casting it.
I like the idea of having a splash of multi-color, maybe a i/s of each color combination and some other stuff like that. It will help with giving green presence on the Magic side I think.
Alright, Green gets more monocolor and rewards for playing more green. Makes sense. Then vice versa, make the green cards on magic side very splashy. (I know that isn't happening at all right now, but that's because I'm an obsessive cycle creator, and the mana costs of the cycles so far were very specific. I think I'll be changing the common instant "mage attack" cycle to 1 colored mana each, and the uncommon cycle to 2. (they're the ones that go "Druid's arrow" and "Magister's influence" etc.)
Before I comment, I'll note that I don't look at introductions to sets, at least, not initially. A set that cannot illustrate its point through the cards themselves is by definition awful. I don't feel compelled yet to go through and read your intentions, but I will at some point--your set has a clear direction.
My initial concern is limited: how do you intend to hold up a theme such as "instants and sorceries matter" in an environment based on creature interaction? Thus far, you've made some good attempts to rectify the problem, but I don't feel you've actually solved it. The best example of an environment where a mostly creatureless deck was possible is Kamigawa, where the Arcane Dampen Thought decks were playable. However, it wasn't an easy deck to draft (and near impossible to construct in sealed) and wasn't represented in large numbers. Furthermore, Arcane and Splice caused problems elsewhere that made the attempt not worth the while. The following is a list of items that I believe would aid to said theme in a limited environment:
Repeatable spells - Retrace is the perfect example of a mechanic that makes your theme workable in limited. To lesser but still usable extents, so are flashback and buyback. Trying to fight the foundation of limited will be a harsh exercise, but simply causing a shift of importance is doable. I'd come up with a mechanic that allows some reuse of instants and sorceries (or if you feel so inclined, borrow one of those I already mentioned).
Abilities that put importance on a single instant/sorcery being cast - Your resonate cards are a good step along this road, but thus far, don't seem severe enough. Remember this: a well-represented theme that is difficult to play will be rejected by players. Take your card Enlightening Devout as an example. Replace resonate with landfall. Does the card get better? Yes. Better to the point that it dominates limited? No. The reason I make the comparison is this: how often will an average limited deck (even in this environment you strive toward) play a non-permanent spell compared to a land? Not very. Because of this, your effects need to hold a bit more importance to the playing of instants and sorceries, or the cards themselves need to be a bit stronger. Enlightening Devout could easily be a 2/2, but that only solves the balance of a single card. You need the mechanics to be more enticing. You want players to wonder whether that 23rd card in their deck should be Llanowar Elves or Nature's Spiral. This doesn't even mean that the mechanic of Enlightening Devout should be changed; it simply means that the abilities of the resonate mechanic can't be so small on every card (which at present they are).
Uncommons have the luxury to be fancy; commons don't - This is in reference to the Devout’s Palm cycle (and any card which may share a similar mechanic). The design is good. It hits the theme well and encourages decks to be made linearly, but not in a matter that restricts deck-construction drastically. This is a great place for a mechanic to reside. However, it simply struggles to matter in limited as a common. As I've already stated, you'll be hard pressed to make a working limited environment that encourages people to regularly play more instants/sorceries than they do creatures. Yes, multiples of this cycle would feed off each other, but to a rough end. They should show up infrequently so that they're best use is for the opportunistic. It isn't like allies whose potential only differs on how many you have, not if you have any at all. My advice is either to move these to uncommon (where they'll shine as opportunities to draft a riskier archetype) or to make them less dependent.
Token making instants and sorceries - This is likely going to be a cornerstone of your set's ability to function. A good balance of token creating instants and sorceries in the set will allow your theme to function properly. Too few and you'll waste a valuable resource. Too many and you'll make the set more confusing than it has to be. In a set of this size and theme, I'd guess that somewhere between 5 and 10 common token producing instants and sorceries would be ideal; perhaps white and green each getting two while the rest get one. It is the simplest way to support both the need for creatures and the need for non-permanent spells. Only testing will show how many is not enough and how many is too mind-warping.
I'll post more as I look over the cards you post. The set shows promise--I wouldn't write so much if it didn't.
Fantastic feedback Rush_Classic. From your designs in the DCC, I already respect your opinion, so I'm really glad you took the time to post here.
I agree with a b and d in particular.
A seems like top priority, as it will increase the usefulness of resonate and give a "permanence" to instants and soceries. I think the "efficient" mechanic could easily be replaced with such a mechanic (actually, efficient is the only mechanic in the set that has not had an entire design overhaul at least once, so it's about time lol). Also, I was hoping to do creatures with "Return an instant/sorcery" from your graveyard to hand to help this problem too. (Funnily enough, Rebound and mnemonic wall do those two things)
B is one I was already thinking about, looking at the resonators cycle, I did feel they were too weak overall. So, I'll increase their power and strengthen resonate cards overall.
C, I do think your correct about this, but I like the vertical cycle of "mage's attack" at common, "high mage's technique" at uncommon, "High council member's ultimate" at rare, which I had planned. This one I will have to think on, as I still want this cycle at common, but I agree the design is too weak. (The uncommon cycle has "For each i/s in your graveyard, I wonder if I could just use that one for all the cycles?)
D, Hmmm, this seems very cool as Familiar creating token generators. I really like the idea of incorporating the familiars without adding too much creatures to Magical's side. I think I will have to keyword "Familiar" in some way though, because having a full line on every token is cumbersome. (Is "as long as you control a wizard, this creature gets [ability]" an ok mechanic for familiars? I really want tribal in the set, but this is a very special kind of tribal so I think it's ok.)
EDIT: I've been toying around with these ideas for an "efficient" replacement -
Memorize [cost] – If this card is not exiled, exile it. Put a memory counter on this card. You may remove a memory counter and pay this card’s mana cost at any time this card could be cast. If you do, you cast a copy of this spell.
I know the templating needs work, but it's supposed to get exiled from hand (ala suspend). Then you put a memory counter on it, and you should be able to pay the memorize cost while it is exiled, adding more memory counters to it (This should be an activated instant-speed ability). Lastly, if you remove a counter from it and pay it's mana cost, you get a copy of the spell onto the stack (this can only be played during it's normal casting speed, sorcery at sorcery speed, instant at instant speed).
or
Relearn [cost] - at the beginning of your next upkeep, you may pay [cost], if you do, return this card from your graveyard to your hand.
it's a one turn extension on a buyback payment. I'm not sure how innovative or interesting that is, but it seems to work. It's a little similar to rebound too.
or
Superimpose - you may play this spell by discarding a card of it's color in addition to paying it's mana cost. If you do, put this card into your hand as it resolves.
This one is pretty elegant and doesn't seem like it breaks anything. The flavor is a little less interesting than I would like though. It's also basically a very restricted buyback... so maybe using buyback is just better?
or
Inspire - When you play this spell, look at the top X cards of your library, where X is this card's converted mana cost. You may choose an instant or sorcery card among them, reveal it, and put it into you hand. Put the rest of the cards on the bottom of the library in any order.
It doesn't really repeat the card effect in any way, but does give you card advantage and rewards for playing instant and sorcery cards. I like it, but I don't know if it's the right fit for the set.
Some updates to the set. I'm in a kind of polish and edit the foundation phase, so there won't be many cards for now, and the cards I do make are mostly just to show off how the mechanics/ideas of the set can be used.
I'm really looking for strong feedback during this phase, bring it on. I wanna hear the worst of it before I go too much further.
Also, thanks to everyone who has helped out so far, I feel like the set is getting a quite solid foundation now that I'm hearing about some of the major flaws I've overlooked.
Here's the latest updates:
- mage's attacks cycle revamped (See Devout's Palm [white common] as an example)
- familiar and scribe keywording changed.
- efficient getting redesigned (possible new designs)
- added multi-color cards into the set breakdown.
Also a whole lot of minor things were tweaked.
Lastly, I'm working on a bunch of the issues in "The issues" section, if anyone has any comments on those it would be greatly appreciated.
Inspire - When you play this spell, look at the top X cards of your library, where X is this card's converted mana cost. You may choose an instant or sorcery card among them, reveal it, and put it into you hand. Put the rest of the cards on the bottom of the library in any order.
I thought this mechanic would be even more interesting on wizards than on instants and sorceries. The idea is to make the i/s(instant/sorcery) player get creatures that provide them card advantage and reward them for going the i/s path.
Familiar Mechanic:
Familiar - Just a creature type. However, most familiars will support the casting of spells in some way, such as "blue spells you cast cost 1 less to cast" or "spells you cast can't be countered" etc.
I think this is more proper for the role of a familiar. Instead of it being buffed by a wizard being around, it should support you in some way, the real wizard. They are your familiars after all.
Instant and Sorcery mechanic:
Recall [cost] - ([cost]:Put this card from your graveyard on top of your library.)
I like this mechanic for multiple reasons. It gives you a larger hand of cards in a way, giving you lots of card options to pick from in a troublesome spot. It also gives you repeatable cards, which is helpful. I really like that in works in concert in inspire though, I think that is a very nice synergistic relationship for cards in the set to have.
Also, I'm trying to figure out a way to template "Scribe" properly, any suggestions?
These are all still a work in progress, so feedback is much appreciated. My partner and I keep having second thoughts about the set mechanics, so we're testing out as many as we can so we can progress with the set with a solid foundation, although they might even be changed again later in the process.
Recall [cost] - ([cost]:Put this card from your graveyard on top of your library.)
I like this mechanic for multiple reasons. It gives you a larger hand of cards in a way, giving you lots of card options to pick from in a troublesome spot. It also gives you repeatable cards, which is helpful. I really like that in works in concert in inspire though, I think that is a very nice synergistic relationship for cards in the set to have.
I like this mechanic. It's a way to reuse specific cards, but you "skip" your draw, so it evens out at +0 card advantage (unlike Buyback, Flashback, and Dredge in practice). Just don't put it on cheap card drawing!
I'm trying to think of a way to make Scribe work without 1) invoking the Aura subtype, 2) making it only activate as a sorcery and 3) making sure it doesn't do wonky things when you activate it multiple times in a row.
Just had a very long design meeting with my partner who's making the set with me (username: Miridigi on the boards).
I'll update the first post in a moment, but here are the mechanics we're going with for now:
Wizards:
Collaborate - When ~ enters the battlefield, you may search your library for an instant or sorcery card that shares a color with ~, reveal it, and put it into your hand, then shuffle your library.
This was reworked from inspire. Everyone loves tutoring, and as stoneforge mystic and mystical teachings has shown, it can be a useful but not broken effect. Love the flavor too.
Instants and Sorceries:
Splice onto [card type] [cost] - [cost]: As you cast a [card type] spell, you may reveal this card and pay its splice cost. If you do, add this card's effects to that spell.
or
Recall [cost] - ([cost]:Put this card from your graveyard on top of your library. Play this ability only during the beginning of your end step.)
Personally, I like Recall better, and the 2 are very similar. Anyone have any preference one way or the other?
Familiars:
Beneficial to spell casting effects - Familiar will just be a creature type, but most will have an ability that helps the casting of spells in some way, such as "blue spells cost 1 less to play" or "spells you cast can't be countered", etc.
Nature:
Communal - ~ has [ability] as long as you control X or more creatures.
No real change here, but took away the X part in the name as it seemed redundant.
Rune:
Scribe [cost] - ([cost]: attach to target creature. ~ loses scribe. If scribed creature is put into the graveyard from the battlefield, return ~ to it's owner's hand.)
Slightly modified, when the scribed creature dies, the rune comes back to hand now. Still toying around with the wording/functionality of this.
What about another tutor keyword, this is very similar to collaborate, but can be put on cards that aren't creatures (just like cascade), the 'shares a colour with it' has been changed to 'costs less than' to help multicolour decks:
Keyword [COST?] (When you cast this spell, search your library for an instant or sorcery card that costs less and put it into your hand. Then shuffle your library.)
This could be changed to instant speed transmute (when you really need that counter), making situationally useful cards more useful.
Keyword [COST] (Discard this card, search your library for an instant or sorcery card that costs less and put it into your hand. Then shuffle your library.)
Well, technically Collaborate could be put on non-creatures, although flavor-wise it would be weird.
We thought about using the CMC less clause instead of color restriction, but CMC restrictions make much sense sense if you actually get to play the card right then and there. It may be neccessary to use Tramsmute's style though and do an exact CMC match, because we a) don't really want to constrict colors and b) think it may be overpowered as is.
The mechanic wont be overpowered so long as you make sure to balance the power level of cards that have it. If you look at cascade, some cascade cards have very minor effects - the cascade is the valuable part of the card.
Collaborate - I think this can work, however it is too strong at this point. A restriction such converted mana cost of an equal or lesser value, could balance this out, and allow the creatures on which this appears to be a bit stronger.
Recall - I like the design around this mechanic. The spells it appears on will need to be ones you definitely want to have coming back.
Familiar - This I like too. This seems to me like a mechanic which could appear on one or two cycles of cards, but any more would be overkill. Not every colour should have access to that much "mana production".
Communal - Again, this mechanic looks really good and has some great potential. How about giving each card with this ability a nominal value? Example:
Pack Hunter
1G
Creature - Hound
Common Communal 3 - As long as you control three or more creatures, Pack Hunter gets +1/+1 and has vigilance.
2/2
Scribe - This basically changes a "global" enchantment into an Aura. See my idea below.
Scribe/Entrust
With regards to Scribe, I had a similar idea I was bandying around for an enchantment-themed set. Here is Entrust:
Entrust X (X: This becomes an Aura with enchant creature. Attach this to target creature. This effect is permanent.)
I toyed with the following ideas for this mechanic:
Adding the "Activate only as a sorcery" line to the end, however this seemed unnecessary and also less fun.
Giving each card an ability which affected all enchanted creatures. This is to make sure the Aura has a big effect, plus it interacts nicely with other cards with Entrust/Scribe as well as other Auras in general. It would also mean that the card does not need to be attached to a creature to have an effect - it just allows you to make one more creature you control enchanted.
Having more cards in white, green and blue, as these are the colours which work best with enchantments. Red and black could have an honorary mention.
General
Are you considering differentiating between instants and sorceries for this set? By this I mean, instants are basically sorceries with Flash, so what makes them any different except that sorceries tend to be a little stronger for their cost but have restrictions on when you can cast them?
You state that each colour has a particular aptitude for each of those card types, but aside from quantities within those colours, how are you going to exemplify this?
Best of luck with this set!
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Communal - Again, this mechanic looks really good and has some great potential. How about giving each card with this ability a nominal value? Example:
Pack Hunter
1G
Creature - Hound
Common Communal 3 - As long as you control three or more creatures, Pack Hunter gets +1/+1 and has vigilance.
2/2
The reason that Communal does not have a nominal value, is that it is a keyword and doesn't need one. To my knowledge no key words have ever had a nominal value, now I could be wrong (and sure that I'll hear about it if I am).
The reason that Communal does not have a nominal value, is that it is a keyword and doesn't need one. To my knowledge no key words have ever had a nominal value, now I could be wrong (and sure that I'll hear about it if I am).
That's a fair call. However, if Communal is going to be used with different values then it certainly requires a number as it will be confusing for players otherwise. If, like threshold, that number will be fixed then certainly that number can be removed.
For a fixed number, I'm guessing play-testing will ultimately reveal the best value to have. My thoughts would be three as this will make the ability relevant more often, though I could see four as well, provided the gains were sufficient enough for players to want to play to that effect.
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Gaymer
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
Communal originally did have a number, and I don't mind bringing it back. I like it being variable rather than fixed like thershold.
I've been struggling with restricting Collaborate for a while, and while equal or less converted mana cost seems alright, (solves the problem of small tutorers being too powerful), I'm not in love with it. For now though, in order to stop the crazy overpoweredness, I'll change color to equal or less CMC.
After Designing a set of sets with recall, I'm struggling with the mechanic. Putting on removal at common seems like giving that color a massive advantage in limited, so solving the values for that will be difficult. I may take a nod from Burst lightning here and make it so that the Recall cost is huge, letting you get your removal back, but only in the late game, when it has become less useful (talking about a "Deal 2 damage" card here).
As to the "exmplifing" of effects. These are philosophical dispositions at the moment. Basically, when designing the cards, calculating how many each color gets, etc. We keep these traits in mind. For example, white gets the most runes, will have some of the best effects on runes, and will be the only color that has "Runemasters", creatures who will effect runes in some way (not a keyword or creature type, just a theme, like armament master caring about equipment).
I like the idea of communal. It seems to work well to set green apart from the other colors that use more instants and sorceries.
You said something, in one of the earlier posts, about wanting to hose green for using instants or sorceries. I think this is awesome flavorfully, but needs to be handled carefully. Maybe you could do something like this:
Big Green Thing 5GG
Creature-Beast
Trample
If you play an instant or sorcery, ~ loses trample until end of turn.
7/7
Or even something like:
Little Green Thing 1G
Creature-Beast
If you play an instant or sorcery, ~ gains defender until end of turn.
2/3
Or for spells even:
Vanilla Green Spell G
Instant
You cannot play ~ if you have played a spell this turn.
Target creature gets +5/+5.
You cannot play spells until end of turn.
Are these the kind of thing that you were looking for?
Sorry, I must have worded it badly, I meant green cards that hose other people for using instants and sorceries, a sort of defense mechanism if you will.
Big Green Thing 5GG
Creature-Beast
If you play an instant or sorcery, ~ gains trample until end of your turn.
7/7
Or something like:
Cool Green Name 2GG
Creature- Elf Druid
Instants and Sorceries cost 1 more to cast.
1/2
Just some ideas. Communal's number depends on what kind of green creatures you're going to be including. If its lots of big ones 3 might work the best, but for smaller creatures 4 might be better.
If you want to include both, it should be variable. Its your set, and if you want variables you can have them.
I agree with viridiancircle about the collaborate ability. It needs to have a limitation or it could go a bit crazy.
For recall, you might want to add an additional cost, like discard, sacrifice a land, tap creatures, etc. to balance it.
I like Recall, but why does it have to be during your end step? Usually that's the time your opponent wants to be tapping lands, not you. Would it break the mechanic if it was just "as a sorcery"? In theory you could cast Spell X, pay its recall cost, cast a sorcery to draw cards, then cast Spell X again, but as long as you're costing recall fairly it's not going to break the game.
At the moment all the colors feel kind of same-y but that's probably because, as you said, you have an obsession with cycles. I'd like to see some communal cards, maybe a few legends, to get a feel for what each faction does beyond "standard [insert color here] mechanics in the traditional MTG color pie."
Recollection is somewhere between a worse but instant-speed Ponder and a worse Brainstorm. I like. However there's already a card called Recollect, the names might be confusing.
If "Chi" is Natural energy, and blue is the most Magical color, why does "Exchange Chi" cost double blue?
Endless Aging: Is it really appropriate to put both a new keyword and a delayed triggered ability ("[do something] at the beginning of your opponent’s next end step") on a common?
Flameform Glyph should cost more now that it can recur itself, it's effectively giving double strike to an unblocked creature.
Kinda sucks how Chosen's Radiance can't give protection in response to something.
I like how the trigger works to effectively double your burn output with Red Council Member, but the phoenix has wording issues - "whenever" should be "if [...] would" with no "may."
I like Recall, but why does it have to be during your end step? Usually that's the time your opponent wants to be tapping lands, not you. Would it break the mechanic if it was just "as a sorcery"? In theory you could cast Spell X, pay its recall cost, cast a sorcery to draw cards, then cast Spell X again, but as long as you're costing recall fairly it's not going to break the game.
The end step clause was 2 parts - Flavor wise, we thought of it like sleeping and remembering the spell after sleep (not that important). Mechanic wise, it destroys mill strategies at instant speed, but of course, that's solved by being used only as a sorcery, which for some reason I thought didn't work. Will probably reword shortly.
At the moment all the colors feel kind of same-y but that's probably because, as you said, you have an obsession with cycles. I'd like to see some communal cards, maybe a few legends, to get a feel for what each faction does beyond "standard [insert color here] mechanics in the traditional MTG color pie."
Yup, that's my fault and my cycle obsession. I'm working on each color individually now, and miridigi has done a large amount of groundwork on the green nature cards, we're just editing them now. I think Commons work better as cycles in general, but I'd like to push them apart even more now that I have a general layout. As the rarity goes up, deeper connections to their themes will come through, but I'm not neglecting common. (White, for instance, has 3 runes, an equal amount of nature/magic, and a theme of defensive/healing cards, which is traditional, yes, but I'm trying also to defocus the white weenie theme in this set, and have a more protect and heal centered theme for magical white).
Agreed, those card's went through many transitions and need repair.
Recollection is somewhere between a worse but instant-speed Ponder and a worse Brainstorm. I like. However there's already a card called Recollect, the names might be confusing.
I really like the card too, names in general are low priority, but I try to give them ok names for now. Might try to rename shortly. (I want a 1-word name to keep within the brainstorm/ponder tradition)
If "Chi" is Natural energy, and blue is the most Magical color, why does "Exchange Chi" cost double blue?
Should be renamed. I don't even like "Chi" to be honest as the opposite of Ether, was just looking for a "Life energy" name.
Endless Aging: Is it really appropriate to put both a new keyword and a delayed triggered ability ("[do something] at the beginning of your opponent’s next end step") on a common?
I struggled a lot on this one. Recall is a powerful ability, especially on common removal. This delayed trigger guarentees the opponent a chance to attack with each creature they summon, which I hoped would make Recall removal balanced. I do think it is too complicated for a common though.
Flameform Glyph should cost more now that it can recur itself, it's effectively giving double strike to an unblocked creature.
I honestly don't like how the rune's recur right now, so there is some work there to be done still. Once that's figured out I'll rebalance.
Kinda sucks how Chosen's Radiance can't give protection in response to something.
I thought about that, and it originally was meant as a "overrun" type move, but I like it better as a protection type move to fit the devout theme more. I want it to be sorcery though, so it may need a complete redesign.
I like how the trigger works to effectively double your burn output with Red Council Member, but the phoenix has wording issues - "whenever" should be "if [...] would" with no "may."
Rewording now. My philosophy with the Council members and familiars was to have them work synergistically, I hope that came across in the cards.
Miridigi has been heading Nature's design, and after editing the initial designs, I've put up all the green nature cards we have. Every Green nature slot is there, although any of the cards are up for revision of course.
(White Nature is now in the editing stage too, so expect those soon).
The green cards look great. There are a few that may have balance issues.
Monstrous Snarlmaw
Monstrous Snarlmaw GGGG
Creature - Beast (C)
7/6
I think maybe there was a typo? 4 mana is a bit cheap for a 7/6.
Stampeding Longtusk
Stampeding Longtusk GGG
Creature - Elephant (C)
Communal - Stampeding Longtusk gets +2/+2 and gains trample as long as you control 3 or more creatures.
3/3
I like this card's design. Maybe he should cost 1 more though...
Elusive Longtail
Elusive Longtail GG
Creature - Beast (U)
Communal - Elusive Longtail has Trollshroud as long as you control 3 or more creatures.
: Elusive Longtail gets +1/+1 until end of turn.
2/2
I think because of Elusive Longtail's ability, he should cost a bit more. Maybe 1G
I like all of the creatures with communal that you have. Many of them feel undercosted by 1 or 1G though, so you might want to look at that.
Over all, I like the flavor a lot. I like that you included squirrels.
P.S. One other thought.
Force is undercosted. I think that it needs to be a lot bigger, because basically, youre countering all counterspells, and playing cards from your graveyard and removed from play.
Force
Force 1G
Instant
Until the end of the turn, creature spells you cast cannot be countered by spells or abilities, and all your creature cards in all zones have flash.
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Status: Seeking Feedback.
Name: Codename “Arcania”
Cards: 230
Symbol: Unknown
Major Theme: Instant/Sorcery matters
Set Collaborators: Miridigi - Main partner. Special thanks to Jenesis for all the help.
Introduction:
Arcania is based on the idea of instant and sorcery cards mattering the most (Akin to Mirrodin with artifacts). The world is high fantasy and very magical, with spires and white stone and multicolored metal buildings everywhere. Almost all sentient humaniods are wizards, and magic is a common thing. However, nature is being disturbed by the constant twisting of the magical Ether, and it's angry. It's set a few years after the war began between the mages (The "Magical" forces) and nature (the "Natural" forces).
Any comments/criticism would be great, keep in constructive though.
Latest updates:
- Update of mechanics and commons
The World:
Basics:
The Colors:
“Magical” Flavor: White magic is practical and useful and well respected in the magical community. It is also the color most proficient at rune magic. It's considered very normal and good by most citizens. Their high mages wish to stop the war and make peace with the world.
Sentient Magical race: <Name not chosen>, creature type “Archon” – People infused with divine Ether energy, they have glowing white skin and golden orbs for eyes. Their hair is always golden blonde or platinum colored, and they vary in body shape from skinny to muscular.
Familiar's races: Golems, Angels, Spirits
Mage Name: Devout, Chosen
Mage characteristics: Protection and healing magic specialists, the devout also have the strongest ability to forge runes. They believe a central force controls the Ether, the “Divine”, and believe those blessed by the divine are destined for greatness. They believe the Divine’s will is to create peace between both sides of this war. They wear minimal robes often times, and are usually strong physical fighters, relying on an open palm fighting style when in battle, or use a staff.
“Natural” Flavor: Led by the Gryphons, the white portion of nature includes Lions, Cats, Birds, and other creatures. They are overall quite a high communal color, and have the most flyers on nature’s side.
Sentient Natural race: Gryphon, creature type “Griffin” – Noble and proud of their race, The Gryphons have eluded capture from the Magical forces for a long time. They now wish to end the endless chase and fight back against the mages.
Non-sentient Natural races: Lions, birds
Themes: Best at Runes. Average use of Instants/Sorceries. High use of Communal. Average Familiars.
Blue:
“Magical” flavor: Most devoted to the High Council, and most powerful of the mages. They secretly advocate the war the most, although the red mages are loudest about it. They will never give up magic, even to the death. They specialize in manipulating other beings (creatures) and information (cards). They have the most amount of cards from the magical side.
Sentient Magical race: High Elves, creature type “Elf” – I know it’s very controversial to make blue elves, but high elves are a very famous race, and it seems to fit exactly what we want. They are obsessed with perfection, immortal, and highly skilled with magic. They look mostly like normal elves, but wear white and blue heavily ornate robes. Very fragile, but graceful and dexterous.
Familiar's races: Owls, Elementals, Djinns, Illusions
Mage name: Seer, Magister
Mage characteristics: Very scholarly, most in tune with the Ether, and with the greatest ability to manipulate it. They are very devious as well, always looking better than they are acting. They wear long ornate robes and prefer not to battle. They are physically weak.
“Natural” flavor: A few aquatic and flying creatures. Very small presence and have no supporting elements for Nature.
Sentient natural races: none.
Non-Sentient Natural races: Flying Fish, other sea creatures
Themes: Best at Instant use, and second best at Sorcery use. Second best at Runes. Little if any use of Communal. Average Familiars.
Black:
“Magical” Flavor: The darkest magic uses, they are thought of as devious and dangerous, but a normal part of everyday life. Teaching black magic is permitted although not loved. It is thought of as a necessary evil. Can be openly hired and are used in the army. They specialize in using familiars to their advantage, and can drain the life out of things.
Sentient Magical race: Lich, creature type “Zombie” – Beings in between life and death, the more powerful the Lich, the more sunken and zombie like it becomes, some are only kept alive by pure necromantic Ether. Although undead themselves, they do not prefer to use necromancy, instead summoning other vile beings to do their bidding.
Familiar'sraces: Gremlins, Oozes, Bats, Horrors
Mage Name: Lich, Archlich
Mage Characteristics: Lichs are devoted to power, and use their own life force as a means of powering spells. They prefer to have minion companions with them often, their familiars, used partly for sacrifice in their rituals, and partly for protection. These can be oozes, bats, horrors, or their personal favorite, the gremlins (small devilish creatures, think smaller goblins). They are not particularly favorable to the war, but their services are heavily used for pay. They wear all forms of clothing, from heavily ornate robes to tatters, and usually look physically ill and skeletal.
“Natural” Flavor: Led by the Lycan, a group of werewolves stuck in their wolf forms, they are helped by the rats that live all over the cities of Arcania, as well as all forms of horrid insects.
Races:
Sentient Natural race: Lycan, creature type “Werewolf” - A betrayed race of werewolves exiled by the magical forces centuries ago, they are the driving force of black on the natural side. They are sealed in their wolf forms and have gathered together to destroy their traitorous former comrades.
Non-sentient races: Rats, Insects
“Neutral” Flavor: Black also has a neutral presence, with Horrors, Mutants and other nightmarish creatures not joining either side.
Races: Horror, Mutant, Ooze
Themes: Average instant/sorcery use, Average use of runes, Average use of communal, Mutant/Horrors subtheme for itself. Best Familiars.
Red:
“Magical” Flavor: Forms the bulk of the Army for the magical forces, strongest aggressive presence, and largest advocates of the war. Strong Rune use as well. They have many spells that focus on destroying nature.
Sentient Magical race: Dragonkin, creature type “dragon” – The first Dragonkin was born from the mating of a humanoid and a Dragon. Now they are a legitimate race in their own right, aggressive and with the innate ability to wield fire magic. They are very strong and large for humanoids, and generally wear heavy red and gold armor. They specialize in combat tactics such as first strike and causing others not to block, as well as burning any creatures, lands and artifacts in their path.
Familiar's races: Phoenix, (fire)Cats, Efreet, Dragons
Mage name: Dragoon, Dreadnaught
Mage characteristics: Fiercely defy the naturalists; the dragoon’s are angry and ready to fight. Wielding devastating fire magic and armored in steel, they carry heated lances and swords into battle and make up the main fighting force of the Magicians. They can ride dragons and Phoenix’s into battle too.
“Natural” Flavor: Raging beasts and Wild creatures are part of Nature’s side.
Sentient Magical Race: None.
Non-Sentient Magical races: Beasts, maybe more?
Themes: Best at Sorceries, Second best at Instants. Average rune use. Little to no use of Communal. Average Familiars.
Green:
“Magical” flavor : The druids, there are very little green mages in the capital, as they spread out into solitary areas. It is looked down upon the most as a form of magic and the green mages are starting to be considered outcasts.
Sentient Magical race : <Name not chosen>, creature type “Treefolk” – In tune with nature, the treefolk desperately wish to stop the war, but are forced to fight with the magical forces in order to keep their place in the world and continue their work developing a way for Ether not to harm nature but rather support it.They are fairly passive, relying on strong defensive capabilities and using the land to their advantage.
Familiar's races: Plant, Elemental Mage name : Druid, Elder
Mage Characteristics : Living on the outskirts of society for the most part, they crave nature around them and dislike participating in the war against it. However, they will protect their use of magic and fight with the mages. They are all female and wear natural looking clothing.
“Natural” Flavor : Everything nature has to offer. Every beast, critter and bug joining the fight. This is the bulk of nature’s forces, and a lot of it has ways to resist Ether.
Sentient Natural race : Ursaran, creature type “bear” – The leaders of nature side, the Ursaran are bears that can stand on their hind legs and are accepting of all creatures in nature. They live in large communities and have a diverse population.
Non-Sentient Natural races: Beasts, Squirrels (or another small furry creature), Elephants, Rhinos, wolves, and possibly more.
Themes: Strongest Communal, Weakest instants/sorceries, below average rune presence. Below average familiars. Has some Ether resistance on creatures in the form of abilities.
The Mechanics:
Collaborate
Notes: Used on wizards. Should be “magical” themed.
Collaborate X: When CARDNAME enters the battlefield, reveal the top X cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.
Instant and Sorcery's slot:
Augment
Notes: Used on instants and sorceries to make them more interesting.
Augment: <ability> if another instant or sorcery spell was cast this turn.
Familiar’s slot:
Familiar
Notes: Used on familiars.
Not an ability. familiars are the "imagined" class of instant and sorcery spells that create creature tokens in the set. They are flavored to be magical familiar creatures.
Nature’s slot:
Communal
Notes: Used on Nature’s creatures. Give creatures a boost, and be survival/deadly themed.
Communal X: <Communal creature> gets [ability] as long as you control X or more creatures.
Rune slot:
Inscribe
Notes: Used on runes. The major characteristic of runes that make them special.
Most runes have a static/triggered and Scribe ability. The static is some sort of aura the rune emits, such as "creatures you control have +0/+1" or "at the beginning of your upkeep, you gain 1 life".
Inscribe X-[Cost]: Rather than cast this card from your hand, you may pay [cost] and exile it with X charge counter(s) on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.
The Breakdown:
White – 39 (2 mythic, 9 rare, 10 uncommon, 18 common)
Blue – 39 (3 mythic, 9 rare, 10 uncommon, 17 common)
Black – 39 (3 mythic, 8 rare, 10 uncommon, 17 common)
Red – 39 (3 mythic, 8 rare, 11 uncommon, 17 common)
Green – 39 (3 mythic, 9 rare, 10 uncommon, 17 common)
Artifact – 10 (3 rare, 3 uncommon, 4 common)
Multicolor – 21 (1 mythic, 5 rare, 5 uncommon, 10 common)
Land – 5 (5 rare)
Sets - Arcania
Competitions - CCL: March 2011, April 2011
White:
Archon Monk 2WW
Creature – Archon Wizard (C)
Collaborate 3 (When Archon Monk enters the battlefield, reveal the top three cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
2/3
Awaken Sentry 3W
Sorcery (C)
Put a 3/4 white Golem creature token onto the battlefield. Creatures you control gain vigilance until end of turn.
Devout’s Resolution 1W
Instant (C)
You may reveal 2 white instant and/or sorcery card from your hand rather than pay Devout’s Palm’s mana cost.
Untap target creature. It gains +2/+2 until end of turn.
Enchantress Guard W
Creature - Golem
Defender
Enchantment spells cost 1 less to cast.
0/3
Enlighten W
Instant (C)
Prevent all damage target creature would deal this turn.
Augment - you gain that much life if another instant or sorcery spell was cast this turn.
Gryphon Denouncer 2W
Creature - Griffin (C)
Flying
W, T: Tap target creature.
2/2
Gryphon Heartsweller 1W
Creature - Griffin (C)
Flying
When Gryphon Heartsweller enters the battlefield, you gain 3 life.
1/3
Gryphon Naturalizer 3W
Creature - Griffin (C)
Flying
When Gryphon Naturalizer enters the battlefield, destroy target enchantment.
2/2
Mark of Firewalking W
Instant - Rune (C)
Target creature gains protection from red until end of turn.
Inscribe 3—1W (Rather than cast this card from your hand, you may pay 1W and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Pridemother 2W
Creature - Cat (C)
When Pridemother enters the battlefield, put a 1/1 white Cat creature token onto the battlefield.
2/2
Protective Barrier 1W
Instant (C)
Put a 0/6 white Wall creature token with defender and “This creature can block any number of creatures” onto the battlefield.
Purification W
Sorcery
Destroy target enchantment.
Augment — You gain life equal to its converted mana cost if another instant or sorcery spell was cast this turn.
Resuscitating Breath 1W
Instant (C)
Return target creature card that was put into your graveyard from the battlefield this turn onto the battlefield.
Retribution Glyph 2W
Instant – Rune (C)
Destroy target creature that attacked this turn.
Inscribe 2—3W (Rather than cast this card from your hand, you may pay 3W and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Runewriter Paige 1W
Creature - Archon Wizard (C)
When Runewriter Paige enters the battlefield, you may put a charge counter on target exiled rune you control.
2/2
Savannah Prowler 1W
Creature - Cat (C)
Communal 3 - Savannah Prowler gets +1/+0 and gains first strike if you control 3 or more creatures.
2/2
Sheltering Devout 3W
Creature – Archon Wizard (C)
Whenever you cast an instant or sorcery spell, you may prevent all damage that would be dealt to target creature this turn.
1/4
Sign of Glory 1W
Sorcery - Rune (C)
Target creature gains first strike and lifelink until end of turn.
Inscribe 3—WW (Rather than cast this card from your hand, you may pay WW and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Swallow Nest 1W
Sorcery (C)
Put a 1/1 white Bird creature token with flying onto the battlefield. If you control at least one creature, put two of those creature tokens onto the battlefield instead.
Blinking Rune 1W
Instant - Rune (U)
Exile target creature. Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Inscribe 2—1WW (Rather than cast this card from your hand, you may pay 1WW and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Chosen Redirector 2WW
Creature - Archon Wizard (U)
W,T: The next 1 damage that a source of your choice would deal to you or a permanent you control this turn is dealt to target creature or player instead.
Chosen’s Radiance 1WW
Instant (U)
Creatures you control gain +X/+X and protection from the color of your choice until end of turn, where X is the number of instant and sorcery cards in your graveyard.
Feather Motif 1W
Sorcery - Rune (U)
Put two 1/1 white Bird creature tokens with flying onto the battlefield.
Inscribe 3—3W (Rather than cast this card from your hand, you may pay 3W and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Gryphon Banisher 3WW
Creature - Griffin (U)
Flying
Communal - When Gryphon Banisher enters the battlefield, if you control 3 or more creatures, exile target creature.
3/3
Gyphon Etherdodger 2W
Creature - Griffin (U)
Flying
Protection from instant and sorcery spells.
2/3
Heavenly Approach 3WW
Sorcery
Put a 4/4 white Angel creature token with flying onto the battlefield. Tap up to three target creatures.
Pakadon Runekeeper 3WWCreature - Elephant(U)Vigilance
Put a charge counter on each Rune you have exiled.4/4
Pride Lioness 2WW
Creature - Cat (U)
Flash
When Pride Lioness enters the battlefield, it deals damage equal to its power to target attacking creature.
Communal 3- Pride Lioness has +1/+0 and lifelink as long as you control 3 or more creatures.
2/2
Alma, Runemaster 4WW
Legendary Creature - Archon Wizard (R)
Instant and sorcery spells in your hand have Inscribe 3—1. (Rather than cast this card from your hand, you may pay 2W and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
4/5
Gryphon Revivalist 3WWW
Creature - Griffin (R)
Flying, vigilance, lifelink
Pay 2 life, W, T: Return target creature from your graveyard to the battlefield under your control.
2/3
Inner Connection 2WW
Enchantment (R)
Whenever you or a creature you control would be dealt damage, that damage is dealt to you or a creature you control instead.
Lost Soul's Eve 3WW
Sorcery (R)
Destroy all creatures.
Augment — Put a 1/1 white Spirit creature token with flying onto the battlefield for each creature destroyed this way if another instant or sorcery spell was cast this turn.
Moment of Solemn W
Instant (R)
Counter target spell. If that spell is countered this way, put it into its owner’s hand instead of into that player’s graveyard.
Augment — Players can’t cast spells or activate abilities this turn if another instant or sorcery spell was cast this turn. (Spells cast and abilities activated before this resolves are unaffected.)
Protector of the Pride 3WW
Creature - Cat (R)
When Protector of the Pride enters the battlefield, creatures you control gain protection from the color of your choice until end of turn.
Communal - Protector of the Pride gains “2W: exile Protector of the Pride, return Protector of the Pride to the battlefield under your control.”, if you control 3 or more creatures.
2/2
Sanctuary Ward 1W
Instant - Rune (R)
Prevent all damage dealt to you this turn.
Inscribe 3—4WW (Rather than cast this card from your hand, you may pay 4WW and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Scaled Justice 2WW
Instant (R)
Each player sacrifices creatures, lands, and enchantments equal to the number they destroyed this turn.
White Council Member2WWW
Legendary Creature – Archon Wizard (R)
Vigilance
Whenever you cast a white spell, you may give target creature +3/+3, flying, first strike, and lifelink until end of turn.
2/3
Blue:
Airy Meditation 1U
Instant (C)
Creatures without flying cannot attack you this turn.
Draw a card.
Amnesia Glyph 1U
Sorcery - Rune (C)
Target player puts the top 3 cards of his or her library into his or her graveyard.
Inscribe 5—4U (Rather than cast this card from your hand, you may pay 4Uand exile it with five charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Banish to Memory 2U
Instant (C)
Return target nonland permanent to its owner’s hand.
Augment - put that permanent on top of its owner’s library instead if you cast another instant or sorcery spell this turn.
Charged Glimmerscale 1U
Creature - Fish (C)
T, Return Charged Glimmerscale to its owner’s hand: Target creature that was blocked by Charged Glimmerscale doesn’t untap during its controller’s next untap step.
1/2
Chilling Seer 1U
Creature – Elf Wizard (C)
Whenever you cast an instant or sorcery spell, draw a card, then discard a card.
1/3
Disconnect U
Instant
Counter target instant or sorcery spell. That spell’s controller may add mana equal to that spell’s mana cost into his or her mana pool.
Ether Denial UU
Instant (C)
Counter target spell unless its controller pays 3.
Augment - Counter that spell instead if you cast another instant or sorcery this turn.
Ether Jellies4U
Sorcery (C)
Put two 1/3 blue Jellyfish creature tokens with flying with onto the battlefield.
Frostwing Landing 2UU
Sorcery (C)
Put a 3/2 blue Drake creature token with flying onto the battlefield.
Augment - Creatures your opponents control don’t untap during their controller’s next untap step if another instant or sorcery spell was cast this turn.
Glistening Waters 1U
Instant
Islands you control have “T: Add one mana of any color to your mana pool” until end of turn.
Augment — Draw a card if another instant or sorcery spell was cast this turn.
High Elf Scholar 2UU
Creature – Elf Wizard (C)
Collaborate 5 (When High Elf Scholar enters the battlefield, reveal the top five cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
1/4
Protective Barrier 2U
Creature - Wall
Defender, Shroud
0/6
Scroll Carrier 1U
Creature - Owl (C)
Flying
Instant spells you cast cost 1 less to cast.
1/1
Scroll Restoration1U
Sorcery (C)
Return target instant or sorcery card from your graveyard to your hand.
Seeing Stone U
Instant - Rune (C)
Look at the top three cards of your library, then put them back in any order.
Draw a card.
Inscribe 2—3U (Rather than cast this card from your hand, you may pay 1Uand exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Seer’s Gaze U
Instant (C)
You may reveal one other blue instant or sorcery card from your hand rather than pay Seer’s Gaze’s mana cost.
Return target tapped creature to its owner’s hand.
Soaring Glimmerscale U
Creature - Fish (C)
Communal 3 - Soaring Glimmerscale has +0/+1 and flying as long as you control 3 or more creatures.
1/1
Clouding Ideogram 1U
Instant - Rune
Target creature gains shroud and unblockable until end of turn.
Inscribe 2—UU (Rather than cast this card from your hand, you may pay UU and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Controlled Mutation UU
Instant (U)
Return target creature you control to its owner’s hand. You may put target creature with equal or less converted mana cost as the returned creature from your hand onto the battlefield.
Immortazoa 2U
Creature - Jellyfish
Whenever you cast an instant spell, you may put this card from your graveyard to the battlefield.
Collaborate 1 (When Immortazoa enters the battlefield, reveal the top card of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
1/1
Lecturing Magister 2UU
Creature - Elf Wizard (U)
U,T: Target player puts the top 3 cards of his or her library into his or her graveyard.
2/4
Magister’s Influence 2UU
Sorcery (U)
Gain control of target creature with toughness equal to or less than the number of instant and sorcery cards in your graveyard. (This effect lasts indefinitely.)
Meld Into Ether 2UU
Instant (U)
Counter target creature spell. Then, search your library for an instant or sorcery card with equal or less converted mana cost as that spell, reveal it, and put it into your hand.
Reality Inversion XU
Sorcery (U)
Tap or untap X target permanents.
Spellbane Crawler 1U
Creature - Crab (U)
Unblockable, shroud
1/2
Tome Selection 2U
Instant (U)
Draw three cards. Then discard two cards unless you discard an instant or sorcery card.
Arcane Supremacy 2UU
Instant
If an opponent cast an instant or sorcery spell this turn, Arcane Supremacy costs 2 less to cast.
Exile target spell.
Army Double 4UUU
Instant
Put a creature token copy onto the battlefield of each creature target player controls.
Blue Council Member 2UUU
Legendary Creature – Elf Wizard (R)
Shroud
Whenever you cast a blue spell, you may put target nonland permanent on the bottom of its owner’s library. That permanent’s controller may draw a card.
2/4
Etherstorm 3UUU
Sorcery (R)
Return all nonland permanents to their owner’s hands.
Exhaustion of Wits 2UU
Sorcery (R)
Each player puts the top twenty cards of his or her library into his or her graveyard.
MirrormarkUU
Instant - Rune (R)
Copy target instant or sorcery spell an opponent controls. You may choose new targets for the copy.
Inscribe 2—1U (Rather than cast this card from your hand, you may pay 1U and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Seagate Kraken 4U
Creature - Kraken (R)
Shroud
Whenever Seagate Kraken deals combat damage to a player, look at that player’s hand. You may cast and instant or sorcery card among them without paying its mana cost.
2/5
Spellsummon Symbol 4U
Instant - Rune (R)
Search your library for an instant card, reveal it, and put it into your hand. Then shuffle your library.
Inscribe X—XXU(Rather than cast this card from your hand, you may pay XXU and exile it with X charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Temporal Wave 2UU
Sorcery (R)
After this phase, there is another main phase. Untap each permanent you control at the beginning of that main phase.
Augment — Take an extra turn after this one instead if another instant or sorcery spell was cast this turn.
Thought Inspiration 2UU
Enchantment (R)
Whenever you cast a spell, you may pay 1U. If you do, draw a card.
Black:
Sorcery – Rune (C)
Target player loses 2 life. You gain 2 life.
Inscribe 5—4B (Rather than cast this card from your hand, you may pay 4B and exile it with five charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Bog Creep B
Creature - Mutant (C)
Swampwalk
1/1
Bog Popper 1B
Instant (C)
Put a 1/1 black Ooze creature token with deathtouch onto the battlefield.
Consuming Ooze 3B
Creature - Ooze (C)
B, Exile a card in your graveyard: Consuming Ooze gets +1/+1 until end of turn.
2/2
Decaying Lich 2B
Creature – Zombie Wizard (C)
Whenever you cast an instant or sorcery spell, you may have target creature get -1/-1 until end of turn.
2/1
Fading Youth 3B
Sorcery (C)
Target player loses 5 life.
Augment — That player discards if an instant or sorcery spell was cast this turn.
Lich Acolyte BB
Creature – Zombie Wizard (C)
Collaborate 6 (When Lich Acolyte enters the battlefield, reveal the top six cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
1/1
Lich’s Syphon 1B
Instant (C)
You may reveal 2 other black instant and/or sorcery card from your hand rather than pay Lich’s Syphon’s mana cost.
Target creature gets -2/-2 until end of turn. You gain 2 life.
Lycan Bloodfeeder 4B
Creature - Werewolf (C)
Communal 3 - Lycan Bloodfeeder gets +2/+0 and has lifelink as long as you have 3 or more creatures.
3/2
Lycan Gravedigger2B
Creature - Werewolf (C)
When Lycan Gravedigger enters the battlefield, return target creature card from your graveyard to the top of your library.
2/2
Night Screech 2BB
Sorcery (C)
Put a 2/2 black Bat creature token with flying onto the battlefield. Creatures your opponents controls get -1/-1 until end of turn.
Nightmare Fiend 3BB
Creature - Horror (C)
Pay 2 life: Target creature blocking Nightmare Fiend gets -2/-2 until end of turn. Use this ability only once per turn.
3/3
Savage Rats 1B
Creature - Rat (C)
When Savage Rats enters the battlefield, target player discards a card.
Communal 4 - That player discards two cards instead as long as you control 4 or more creatures.
1/1
Scarab Swarm2B
Instant (C)
Put a 1/1 black Insect creature token with intimidate onto the battlefield for each instant and sorcery spell cast this turn.
Tear Away B
Sorcery (C)
Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card and loses 2 life.
Werewolf Bite 3BB
Sorcery (C)
Destroy target nonblack creature, put a 2/2 black Werewolf creature token onto the battlefield.
Archaic Knowledge 2B
Instant (U)
Draw two cards. You lose 2 life.
Augment — Draw three cards and lose 5 life instead if another instant or sorcery spell was cast this turn.
Archlich Toxifier 3BB
Creature - Zombie Wizard (U)
1BB,T: Target creature gains deathtouch until end of turn.
3/3
Archlich’s Dementia 2BB
Sorcery (U)
Target opponent discards cards equal to the number of instant and sorcery cards in your graveyard.
Bloodtome Dealer 1BB
Creature - Zombie Wizard (U)
When Bloodtome Dealer enters the battlefield, pay X life.
Collaborate X (When Bloodtome Dealer enters the battlefield, reveal the top X cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
2/2
Giant Crush 1B
Instant (U)
Destroy target creature with toughness 3 or greater.
Goresdweller 2BBB
Creature - Horror (U)
Whenever Goredweller enters the battlefield, destroy target creature with toughness 3 or greater.
4/3
Lycan Tramatizer 3B
Creature - Werewolf (U)
Intimidate
Whenever Lycan Tramatizer deals combat damage to a player, that player discards a card.
Memory Muck 4B
Sorcery (U)
Look at target player’s hand and choose a nonland card from it. That player discards that card. Put a 3/3 black Ooze creature token onto the battlefield.
Old Pulse 1B
Sorcery (U)
Return target creature card from your graveyard to your hand.
Augment — Return that creature from your graveyard to the battlefield instead if another instant or sorcery spell was cast this turn.
Sign of the Plague 1B
Sorcery - Rune (U)
Each player sacrifices a creature and loses 2 life.
Inscribe 2—2BB (Rather than cast this card from your hand, you may pay 2BB and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Black Council Member 2BBB
Legendary Creature – Zombie Wizard (R)
Deathtouch
Whenever you cast a black spell, you may destroy target tapped creature, it can’t be regenerated. Its controller puts a 1/1 black gremlin creature token onto the battlefield.
3/3
Copsedance Rune 1B
Sorcery - Rune (R)
Exile target creature card in a graveyard. Then, put a 2/2 black Zombie creature token onto the battlefield.
Inscribe 3—1BB (Rather than cast this card from your hand, you may pay 1BB and exile it with ten charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Dravelec, Lord of Bats 4BB
Creature - Vampire Wizard (R)
When Dravelec, Lord of Bats enters the battlefield, put three 2/1 black Bat creature tokens with flying onto the battlefield.
Bat creatures you control have lifelink.
3/3
Moonlit Silvercoat 1BBB
Creature - Werewolf (R)
Communal 5 - Creatures you control gain +1/+0 and intimidate as long as you control 5 or more creatures.
3/2
Nightstealer 4BB
Creature - Horror (R)
At the beginning of your end step, you may exile target creature.
When Nightstealer leaves the battlefield, return all creatures exiled by it to the battlefield.
5/5
Plague Infestation 3BB
Enchantment (R)
Whenever you cast a spell, you may pay XBB. If you do, target creature gets -X/-X or target player loses X life.
Transfer Life 3BBB
Sorcery (R)
Destroy target creature. Then, return target creature from your graveyard to the battlefield.
Vicious Werelord 3BB
Creature - Werewolf (R)
Whenever Vicious Werelord deals combat damage to a creature, destroy that creature, then put a 2/2 black Werewolf creature token onto the battlefield.
4/4
Red:
Agility Glyph R
Sorcery - Rune (C)
Target creature gains haste.
Inscribe 3—R (Rather than cast this card from your hand, you may pay R and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Backfire 1R
Instant (C)
Change the target of target spell that targets a creature to a creature that spell’s controller controls.
Blast Signal 2RR
Sorcery (C)
Destroy target artifact or land. Creatures you control gain first strike until end of turn.
Distracting Detonation R
Instant (C)
As an additional cost to play ~, sacrifice an attacking creature.
Creatures can’t block this turn.
Dragoon Commando 2RR
Creature – Human Wizard (C)
Collaborate 3 (When Dragonkin Commando enters the battlefield, reveal the top three cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
3/2
Dragoon Firebreather 3RR
Creature - Human Wizard (C)
R: Dragoon Firebreather gets +1/+0 until end of turn.
3/3
Dragoon Warmage 1RR
Creature - Dragon Wizard Warrior (C)
First strike
T: Target creature gets +1/+0 and first strike until end of turn.
2/1
Dragoon’s Lance 1R
Instant (C)
You may reveal 2 red instant and/or sorcery card from your hand rather than pay Dragoon’s Lance’s mana cost.
Dragoon’s Lance deals 3 damage to target creature or player.
Dragonflame Shot 1R
Sorcery (C)
Memory Flare deals 2 damage to target creature or player.
Augment - Dragonflame Shot deals 4 damage to that creature or player instead if another instant or sorcery spell was cast this turn.
Fanatic Fireslinger 2R
Creature - Human Wizard (C)
Fanatic Fireslinger attacks each turn if able.
Sorcery spells you cast cost 1 less to cast.
2/2
Fiery Expansion R
Sorcery (C)
The next sorcery spell you cast this turn may target an additional target.
Augment — That spell may target two additional targets instead if another instant or sorcery spell was cast this turn.
Fire Rune 1R
Sorcery - Rune (C)
Fire Rune deals 2 damage to target creature or player.
Inscribe 3—4R (Rather than cast this card from your hand, you may pay 4R and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Frenzying Ether 1R
Sorcery (C)
Target creature gets +3/+0 until end of turn.
Augment - Another target creature gets +3/+0 until end of turn if another instant or sorcery spell was cast this turn.
Hellhound Pursuit 3R
Sorcery (C)
Put a 5/2 red Hound Familiar creature token with haste onto the battlefield. Target creature must block it this turn if able. Sacrifice it at the beginning of the next end step.
Ignition Spark R
Instant (C)
Ignition Spark deals 1 damage to target creature. If that creature is white or green, Ignition Spark deals 4 damage to that creature instead.
Raging Ashboar R
Creature - Beast (C)
Haste
R: Raging Ashboar gets +1/+0 until the end of your turn.
1/1
Searing Dragoon 1R
Creature – Dragon Wizard (C)
Whenever you cast an instant or sorcery spell, you may have Searing Dragoon deals 1 damage to target player.
2/1
Snarling Ashboar 2R
Creature - Beast (C)
Snarling Bladetusk can’t block
Communal 3 - Snarling Bladetusk gets +2/+0 and has intimidate as long as you control 3 or more creatures.
2/1
Volcanic Rage R
Instant (C)
As an additional cost to cast Volcanic Rage sacrifice a mountain.
Volcanic Rage deals 3 damage to target player, if that player cast an instant or sorcery this turn, Volcanic Rage deals 5 damage instead.
Dragonflame Breath 2R
Sorcery (U)
Dragonflame Breath deals 2 damage to target creature.
Augment — Dragonflame Breath deals 2 damage to each creature target player controls instead if another instant or sorcery spell was cast this turn.
Dreadnaught Captain 3RR
Creature - Dragoon Wizard
Whenever Dreadnaught Captain attacks, you may pay R. If you do, creatures you control get +1/+0 until end of turn.
3/3
Dreadnaught’s Brand RR
Sorcery (U)
Choose up to X target creatures where X is the number of instant and sorcery cards in your graveyard. All damage dealt by those creatures this turn is doubled and can’t be prevented.
Ether Irregularity R
Instant (U)
Change the target of target spell with a single target to a random target.
Explosive Fists 1RR
Instant (U)
Destroy target blocking creature.
Augment — Creatures blocked by that creature become unblocked if you cast another instant or sorcery spell this turn.
Flame of Desire 3RR
Creature - Elemental (U)
At the beginning of your upkeep, you may pay RRand return Flame of Desire from your graveyard to the battlefield, then exile it.
Collaborate 3 (When Flame of Desire enters the battlefield, reveal the top three cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
Flamebelch Beast 2RR
Creature - Beast (U)
When Flamebelch Beast enters the battlefield, it deals damage equal to the number of creatures you control to target creature or player.
3/2
Flamefeeder 1RR
Sorcery (U)
Put a */2 red Elemental creature token onto the battlefield. It has “This creature’s power is equal to the number of sorcery cards in all graveyards.”
Frontline Flamebarreler 2R
Creature - Human Wizard (U)
First strike
Frontline Flamebarreler gets +2/+0 whenever a sorcery spell is cast.
2/1
Traitor's Choice RR
Sorcery (U)
Target creature’s controller may sacrifice it. If they do not, untap that creature and gain control of it until end of turn. It gains haste until end of turn.
Conflict of Interests 3RRR
Instant (R)
Cast Conflict of Interests only before attackers are declared.
You choose how creatures will attack this turn.
Augment — Those creatures may attack their controller this turn if another instant or sorcery spell was cast this turn.
Explosive Runemine 2R
Instant - Rune (R)
Explosive Runemine deals 4 damage to target creature or player and 4 damage to you.
Inscribe 3—3RR (Rather than cast this card from your hand, you may pay 3RR and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Final Flame 2RRRR
Sorcery (R)
Final Flame deals 10 damage to target player. At the beginning of the next end step, Final Flame deals 20 damage to you.
Hellfiend Eruption 3RR
Sorcery (R)
As an additional cost to cast Hellfiend Eruption, sacrifice any number of mountains.
Put a 4/1 red Elemental creature token with haste onto the battlefield for each mountain sacrificed this way.
Lightning Weaver 1RRR
Creature - Dragon Wizard
1RR,T: Lightning Weaver deals 2 damage divided as you choose among any number of target creatures and/or players.
2/2
Novablast XRR
Sorcery (R)
Novablast deals X damage to each creature and each player. Exile each creature destroyed this way.
Quake Instigation2RR
Enchantment (R)
Whenever you cast a spell, you may pay 2R. If you do, destroy target nonbasic land.
Red Council Member 2RRR
Legendary Creature – Dragon Wizard (R)
First Strike
Whenever you cast a red spell, you may have the next source you control that deals damage this turn deal twice that amount of damage instead.
3/2
Worshipped Dragon 4RR
Creature - Dragon (R)
Flying
Communal 6 — Whenever Worshipped Dragon attacks, it deals 6 damage to target creature or player as long as you control 6 or more creatures.
6/6
Green:
Instant (C)
You may reveal a green instant or sorcery card from your hand rather than pay Druid’s Reach’s mana cost.
Druid’s Arrow deals 1 damage to target creature with flying. That creature loses flying until end of turn.
Forager G
Creature - Squirrel (C)
Communal 5- Forager has “G, T: Draw a card.” as long as you control 5 or more creatures.
1/1
Growth Glyph G
Instant - Rune (C)
Target creature gets +2/+2 until end of turn.
Inscribe 3—2G (Rather than cast this card from your hand, you may pay 2G and exile it with three charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Hungering Blademaw GG
Creature - Beast (C)
2/3
Invigorating Druid 1G
Creature – Treefolk Wizard (C)
Whenever you cast an instant or sorcery spell, you may have target creature gain +1/+1 and trample until end of turn.
1/2
Monstrous Snarlmaw GGGGG
Creature - Beast (C)
7/6
Nurturing Softhoof 1G
Creature - Beast (C)
Communal 3- Nurturing Softhoof has “T: You gain 3 life” as long as you control 3 or more creatures.
1/2
Nut Crack 1G
Sorcery (C)
Put a 1/1 green Squirrel creature token onto the battlefield. Then, you may tap it. If you do, destroy target artifact with converted mana cost 3 or less.
Spitting Flytrap 1G
Creature - Plant (C)
Defender, deathtouch, reach.
1/3
Stampeding Longtusk GGG
Creature - Elephant (C)
Communal 3 - Stampeding Longtusk gets +2/+2 and gains trample as long as you control 3 or more creatures.
3/3
Through the Fog G
Sorcery (C)
Search your library for a basic land card and put it into your hand.
Augment — Put that land onto the battlefield tapped instead if another instant or sorcery spell was cast this turn.
Treefolk Hermit 1GG
Creature – Treefolk Wizard (C)
Collaborate 4 (When Treefolk Hermit enters the battlefield, reveal the top four cards of your library. Put up to one instant or sorcery card revealed this way into your hand and the rest on the bottom in any order.)
0/4
Ursaran Cub 1G
Creature - Bear (C)
Tap another creature you control: regenerate Ursuran Cub
2/1
Ursaran Explorer GG
Creature - Bear (C)
When Ursuran Explorer enters the battlefield, you may search your library for a basic land card and put that card onto the battlefield, if you do shuffle your library.
1/2
Ursaran Tender G
Creature - Bear (C)
At the beginning of your precombat main phase, add G to your mana pool.
1/1
Vitalize Foliage 3GG
Sorcery (C)
Put a 1/1 green Plant creature token with +1/+1 counters equal to the number of lands you control onto the battlefield.
Companion Keeper 2GG
Creature - Human Druid (U)
When Companion Keeper enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield or put two 1/1 green Squirrel creature tokens onto the battlefield.
Elder’s Summons 1GG
Sorcery (U)
Search your library for a creature card with power less than or equal to the number of instant and sorcery cards in your graveyard and put it into play.
Thickbriar Weaver 3GG
Creature – Treefolk Wizard (U)
When ~ enters the battlefield, put a 4/4 green Plant Familiar creature token with trample onto the battlefield.
1/3
Elusive Longtail GG
Creature - Beast (U)
Communal - Elusive Longtail has Trollshroud as long as you control 3 or more creatures.
1G: Elusive Longtail gets +1/+1 until end of turn.
2/2
Rune of Community 1GG
Enchantment - Rune (U)
Communal - At the beginning of your upkeep, if you control 5 or more creatures, you gain 5 life.
Scribed creature gets +1/+1 for each creature with communal you control.
Scribe GG (GG: attach to target creature.)
Nature's Avenger GGG
Creature - Spirit (U)
Flash, deathtouch
When Nature’s Avenger enters the battlefield, destroy target noncreature permanent.
1/3
Nature's Offering 2GGG
Sorcery (U)
As an additional cost to cast Nature’s Offering, sacrifice a forest.
Draw 4 cards.
Oldbark Elder 4GG
Creature - Treefolk Wizard
G,T: Target creature gets +X/+X where X is the number of lands you control until end of turn.
3/6
Pack Wolf GG
Creature - Wolf (U)
Communal 3 - Pack Wolf gets +1/+1 and first strike, as long as you control 3 or more creatures.
2/2
Undeniable Longtusk 3G
Creature - Elephant (U)
Communal 2 - Undeniable Longtusk gets +1/+1 and gains “when this creature is put into the graveyard from the battlefield, put a 3/3 green Elephant creature token onto the battlefield”, as long as you control 2 or more creatures.
3/3
Ursaran Den Mother 1GG
Creature - Bear (U)
Communal 3 - Ursuran Den Mother has “T: All damage that would be dealt to target creature this turn is dealt to Ursuran Den Mother instead.” as long as you control 3 or more creatures.
3/4
Ancient Chitter Haven 1GGG
Creature - Treefolk (R)
Defender
1G: Put a 1/1 green squirrel creature token onto the battlefield.
XGG: Squirrels you control get +X/+X until end of turn.
0/5
Elderbark Protector 4GG
Creature - Treefolk Wizard
Other creatures you control get +0/+2.
1G,T: Target creature gains trollshroud until end of turn.
2/7
Ether Displacer 2GG
Creature - Beast (R)
Spells that target Ether Displacer cost 2more to cast.
GG: Target creature gains Trollshroud until end of turn.
3/3
Force 1G
Instant (R)
Until end of turn, creature spells you cast cannot be countered, and creature cards you own that aren't on the battlefield have flash.
Green Council Member 2GGG
Legendary Creature – Treefolk Wizard (R)
Defender
Whenever you cast a green spell, you may have target forest become a 4/5 green plant creature. It’s still a land. (This effect lasts indefinitely.)
2/6
Life Integration GG
Enchantment (R)
Whenever you cast a spell, you may pay G. If you do, look at the top card of your library. If it’s a land card, you may put it onto the battlefield. If it’s a creature card, you may reveal it and put it into your hand.
Sacred Enabler G
Creature - Plant (R)
Defender
T: Add one mana of any color to your mana pool, use this mana only to cast creature spells.
Communal - Sacred Enabler has “T: Add two mana of any combination of colors to your mana pool, use this mana only to cast creature spells.” as long as you control 3 or more creatures.
0/3
Stampede Rune 3GGG
Sorcery - Rune (R)
Creatures you control gain +2/+2 and trample until end of turn.
Inscribe 2—2GGG (Rather than cast this card from your hand, you may pay 2GGG and exile it with two charge counters on it. You may remove a charge counter at any time you could cast it and pay its costs. If you do, cast a copy of it.)
Ursaran Beacon 2GGGG
Creature - Bear (R)
When Ursuran Beacon enters the battlefield you may search your library for a number of creatures with a total converted mana cost of 5 and put them onto the battlefield, if you do shuffle your library.
2/2
Ursuran Sleuth Leader GGG
Creature - Bear (R)
Ursuran Sleuth Leader can’t be countered by spells or abilities.
Communal - Other creatures you control gain +1/+1 and Trollshroud, as long as you control 3 or more creatures.
2/2
Multicolor:
Day of Progress WU
Instant (C)
Creatures can’t attack this turn.
Each player draws a card.
Deathly Landscape 1BG
Sorcery (C)
Target opponent loses life equal to the number of tapped lands they control.
Destructive End 1BR
Instant (C)
Exile target card in a graveyard. Destructive End deals damage equal to its converted mana cost to target creature.
Drain Knowledge 1UB
Sorcery (C)
Target opponent exiles a card from his or her hand. Until end of turn, you may play the exiled card without paying its mana cost.
Dreamland UG
Sorcery (C)
Search your library for a basic land card and put it onto the battlefield. Lands of its basic land type gain “T: Add one mana of any color to your mana pool” until end of turn.
Fiery Return UR
Instant (C)
Return target creature to its owner’s hand. Fiery Return deals damage equal to that creature’s converted mana cost to that creature’s controller.
Moral Intervention 1WR
Instant (C)
Gain control of target creature until end of turn. Untap that creature, it gains lifelink until end of turn.
Pollen Veil GW
Instant (C)
Creatures you control gain +1/+1 and protection from instant and sorcery spells until end of turn.
Soothing Mediation 1UW
Sorcery (C)
Reveal the top three cards of your library. Put up to one card revealed this way into your hand, you gain life equal to its converted mana cost.
Stir Past WB
Sorcery (C)
You may cast target card in a graveyard this turn by paying its costs. Then, exile it.
Volacanic Enrichment 2RG
Sorcery (C)
Destroy target land. Search your library for a forest card and put it onto the battlefield tapped.
Meloncholic Revelation WUB
Sorcery (U)
Reveal the top three cards of your library. You may put any number of those cards into your hand and the rest into your graveyard. For each card put into your hand, you lose 3 life. For each card put into your graveyard, you gain 3 life.
Natural Retaliation RGW
Sorcery (U)
Lands you control gain “T: Deal 1 damage to target creature or player. You gain 1 life.” until end of turn.
Spiritual Ascension GWU
Sorcery (U)
Target creature gets +3/+3, flying, and lifelink until end of turn. Exile that creature at the beginning of the next end step.
Trial by Fire GRB
Instant (U)
Trial by Fire deals 3 damage to target creature. Then, you may regenerate that creature. If you do, put three +1/+1 counters on it.
Unbirth RUB
Instant (U)
Return target creature from your graveyard to the battlefield. It gains haste. Return that creature to your hand at the beginning of the next end step or if it would leave the battlefield.
Artifact:
Ether Bauble 2
Artifact Creature - Construct (C)
Flying
T: Add one mana of any color to your mana pool. Use this mana only to cast instant and sorcery spells.
0/2
Etherspinner 1
Artifact (C)
Whenever you cast an instant or sorcery spell, you may pay 1. If you do, add one mana of any color to your mana pool.
Sorcerer's Eyeglass 3
Artifact (C)
,T: Look at the top card of your library. If it’s an instant or sorcery card, you may reveal it and put it into your hand.
Twiddling Staff 3
Artifact - Equipment (C)
Equipped creature gains “T: tap or untap target creature”
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Magebane Covering 2
Artifact - Equipment (U)
Equipped creature has trollshroud.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Protective Orb 3
Artifact (U)
Creatures you control have +0/+2.
Spell Beetle 3
Artifact Creature - Insect (U)
Colored spells you cast cost 1 less to cast.
1/1
Encumbering Wires 2
Artifact (R)
At the beginning of your upkeep, sacrifice Encumbering Wires unless you pay 2.
Creatures have -2/-0.
Ether Processor 7
Artifact Creature - Construct (R)
Instant and sorcery spells you cast cost 3 less to cast.
4/4
Self-Writing Tome 4
Artifact (R)
Whenever you cast a spell, you may pay 2. If you do, draw a card.
Land:
Blooming Meadow
Land (U)
Blooming Meadow comes into play tapped.
T: Add W to your mana pool.
T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Bountiful Woodland
Land (U)
Bountiful Woodland comes into play tapped.
T: Add G to your mana pool.
T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Crystal Summit
Land (U)
Crystal Summit comes into play tapped.
T: Add R to your mana pool.
T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Gleaming Marsh
Land (U)
Gleaming Marsh comes into play tapped.
T: Add B to your mana pool.
T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Tropical Reef
Land (U)
Tropical Reef comes into play tapped.
T: Add U to your mana pool.
T: Add one mana of any color to your mana pool. Use this ability only if you cast a spell this turn.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
If you want green to be best as a standalone color, you could push the power level but reward going mono-green (like Gatekeeper of Malakir and Leatherback Baloth). As a splash color in a Wizard deck, those cards could have more generic mana in their costs. In a color with already bad removal options, making green's noncreatures suck in comparison to every other color is going to make it even more undesirable in draft, so its creatures should have protection (trollshroud etc) and/or etb abilities, both to compensate for this lack and to help maintain your communal count.
For multicolor you don't need a ton of rainbow, a few legends would be enough, or maybe 1/20~1/10 of the set overall with multi, hybrid, or off-color costs.
Dryads: You can say they wear simple robes made of leaves/plant-based cloths/etc. If they're sufficiently alien-looking compared to green skinned human women (see Verdant Eidolon, Ayumi, the Last Visitor, Wormwood Dryad) or reproduce by budding, you may even get away with not clothing them at all.
Resonate - "Whenever you cast i/s, (you may pay [cost],) do effect" should work fine. I just didn't like how the tapping was built into the keyword.
Familiars - if you have mostly Wizards on the Magical side and keep the number of Familiar cards low, I think they're fine. It's not like every wizard has a familiar, after all.
Communal - Yes, like threshold.
Scribe - You may want to say in the scribe ability that this card becomes an Aura, then. In a way it's like the Seals, in that you get a one-shot activation you can use at any time after casting it.
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Alright, Green gets more monocolor and rewards for playing more green. Makes sense. Then vice versa, make the green cards on magic side very splashy. (I know that isn't happening at all right now, but that's because I'm an obsessive cycle creator, and the mana costs of the cycles so far were very specific. I think I'll be changing the common instant "mage attack" cycle to 1 colored mana each, and the uncommon cycle to 2. (they're the ones that go "Druid's arrow" and "Magister's influence" etc.)
Sets - Arcania
Competitions - CCL: March 2011, April 2011
My initial concern is limited: how do you intend to hold up a theme such as "instants and sorceries matter" in an environment based on creature interaction? Thus far, you've made some good attempts to rectify the problem, but I don't feel you've actually solved it. The best example of an environment where a mostly creatureless deck was possible is Kamigawa, where the Arcane Dampen Thought decks were playable. However, it wasn't an easy deck to draft (and near impossible to construct in sealed) and wasn't represented in large numbers. Furthermore, Arcane and Splice caused problems elsewhere that made the attempt not worth the while. The following is a list of items that I believe would aid to said theme in a limited environment:
I'll post more as I look over the cards you post. The set shows promise--I wouldn't write so much if it didn't.Repeatable spells - Retrace is the perfect example of a mechanic that makes your theme workable in limited. To lesser but still usable extents, so are flashback and buyback. Trying to fight the foundation of limited will be a harsh exercise, but simply causing a shift of importance is doable. I'd come up with a mechanic that allows some reuse of instants and sorceries (or if you feel so inclined, borrow one of those I already mentioned).
Abilities that put importance on a single instant/sorcery being cast - Your resonate cards are a good step along this road, but thus far, don't seem severe enough. Remember this: a well-represented theme that is difficult to play will be rejected by players. Take your card Enlightening Devout as an example. Replace resonate with landfall. Does the card get better? Yes. Better to the point that it dominates limited? No. The reason I make the comparison is this: how often will an average limited deck (even in this environment you strive toward) play a non-permanent spell compared to a land? Not very. Because of this, your effects need to hold a bit more importance to the playing of instants and sorceries, or the cards themselves need to be a bit stronger. Enlightening Devout could easily be a 2/2, but that only solves the balance of a single card. You need the mechanics to be more enticing. You want players to wonder whether that 23rd card in their deck should be Llanowar Elves or Nature's Spiral. This doesn't even mean that the mechanic of Enlightening Devout should be changed; it simply means that the abilities of the resonate mechanic can't be so small on every card (which at present they are).
Uncommons have the luxury to be fancy; commons don't - This is in reference to the Devout’s Palm cycle (and any card which may share a similar mechanic). The design is good. It hits the theme well and encourages decks to be made linearly, but not in a matter that restricts deck-construction drastically. This is a great place for a mechanic to reside. However, it simply struggles to matter in limited as a common. As I've already stated, you'll be hard pressed to make a working limited environment that encourages people to regularly play more instants/sorceries than they do creatures. Yes, multiples of this cycle would feed off each other, but to a rough end. They should show up infrequently so that they're best use is for the opportunistic. It isn't like allies whose potential only differs on how many you have, not if you have any at all. My advice is either to move these to uncommon (where they'll shine as opportunities to draft a riskier archetype) or to make them less dependent.
Token making instants and sorceries - This is likely going to be a cornerstone of your set's ability to function. A good balance of token creating instants and sorceries in the set will allow your theme to function properly. Too few and you'll waste a valuable resource. Too many and you'll make the set more confusing than it has to be. In a set of this size and theme, I'd guess that somewhere between 5 and 10 common token producing instants and sorceries would be ideal; perhaps white and green each getting two while the rest get one. It is the simplest way to support both the need for creatures and the need for non-permanent spells. Only testing will show how many is not enough and how many is too mind-warping.
I agree with a b and d in particular.
A seems like top priority, as it will increase the usefulness of resonate and give a "permanence" to instants and soceries. I think the "efficient" mechanic could easily be replaced with such a mechanic (actually, efficient is the only mechanic in the set that has not had an entire design overhaul at least once, so it's about time lol). Also, I was hoping to do creatures with "Return an instant/sorcery" from your graveyard to hand to help this problem too. (Funnily enough, Rebound and mnemonic wall do those two things)
B is one I was already thinking about, looking at the resonators cycle, I did feel they were too weak overall. So, I'll increase their power and strengthen resonate cards overall.
C, I do think your correct about this, but I like the vertical cycle of "mage's attack" at common, "high mage's technique" at uncommon, "High council member's ultimate" at rare, which I had planned. This one I will have to think on, as I still want this cycle at common, but I agree the design is too weak. (The uncommon cycle has "For each i/s in your graveyard, I wonder if I could just use that one for all the cycles?)
D, Hmmm, this seems very cool as Familiar creating token generators. I really like the idea of incorporating the familiars without adding too much creatures to Magical's side. I think I will have to keyword "Familiar" in some way though, because having a full line on every token is cumbersome. (Is "as long as you control a wizard, this creature gets [ability]" an ok mechanic for familiars? I really want tribal in the set, but this is a very special kind of tribal so I think it's ok.)
EDIT: I've been toying around with these ideas for an "efficient" replacement -
Memorize [cost] – If this card is not exiled, exile it. Put a memory counter on this card. You may remove a memory counter and pay this card’s mana cost at any time this card could be cast. If you do, you cast a copy of this spell.
I know the templating needs work, but it's supposed to get exiled from hand (ala suspend). Then you put a memory counter on it, and you should be able to pay the memorize cost while it is exiled, adding more memory counters to it (This should be an activated instant-speed ability). Lastly, if you remove a counter from it and pay it's mana cost, you get a copy of the spell onto the stack (this can only be played during it's normal casting speed, sorcery at sorcery speed, instant at instant speed).
or
Relearn [cost] - at the beginning of your next upkeep, you may pay [cost], if you do, return this card from your graveyard to your hand.
it's a one turn extension on a buyback payment. I'm not sure how innovative or interesting that is, but it seems to work. It's a little similar to rebound too.
or
Superimpose - you may play this spell by discarding a card of it's color in addition to paying it's mana cost. If you do, put this card into your hand as it resolves.
This one is pretty elegant and doesn't seem like it breaks anything. The flavor is a little less interesting than I would like though. It's also basically a very restricted buyback... so maybe using buyback is just better?
or
Inspire - When you play this spell, look at the top X cards of your library, where X is this card's converted mana cost. You may choose an instant or sorcery card among them, reveal it, and put it into you hand. Put the rest of the cards on the bottom of the library in any order.
It doesn't really repeat the card effect in any way, but does give you card advantage and rewards for playing instant and sorcery cards. I like it, but I don't know if it's the right fit for the set.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
I'm really looking for strong feedback during this phase, bring it on. I wanna hear the worst of it before I go too much further.
Also, thanks to everyone who has helped out so far, I feel like the set is getting a quite solid foundation now that I'm hearing about some of the major flaws I've overlooked.
Here's the latest updates:
- mage's attacks cycle revamped (See Devout's Palm [white common] as an example)
- familiar and scribe keywording changed.
- efficient getting redesigned (possible new designs)
- added multi-color cards into the set breakdown.
Also a whole lot of minor things were tweaked.
Lastly, I'm working on a bunch of the issues in "The issues" section, if anyone has any comments on those it would be greatly appreciated.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Wizard mechanic:
Inspire - When you play this spell, look at the top X cards of your library, where X is this card's converted mana cost. You may choose an instant or sorcery card among them, reveal it, and put it into you hand. Put the rest of the cards on the bottom of the library in any order.
I thought this mechanic would be even more interesting on wizards than on instants and sorceries. The idea is to make the i/s(instant/sorcery) player get creatures that provide them card advantage and reward them for going the i/s path.
Familiar Mechanic:
Familiar - Just a creature type. However, most familiars will support the casting of spells in some way, such as "blue spells you cast cost 1 less to cast" or "spells you cast can't be countered" etc.
I think this is more proper for the role of a familiar. Instead of it being buffed by a wizard being around, it should support you in some way, the real wizard. They are your familiars after all.
Instant and Sorcery mechanic:
Recall [cost] - ([cost]:Put this card from your graveyard on top of your library.)
I like this mechanic for multiple reasons. It gives you a larger hand of cards in a way, giving you lots of card options to pick from in a troublesome spot. It also gives you repeatable cards, which is helpful. I really like that in works in concert in inspire though, I think that is a very nice synergistic relationship for cards in the set to have.
Also, I'm trying to figure out a way to template "Scribe" properly, any suggestions?
These are all still a work in progress, so feedback is much appreciated. My partner and I keep having second thoughts about the set mechanics, so we're testing out as many as we can so we can progress with the set with a solid foundation, although they might even be changed again later in the process.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
I like this mechanic. It's a way to reuse specific cards, but you "skip" your draw, so it evens out at +0 card advantage (unlike Buyback, Flashback, and Dredge in practice). Just don't put it on cheap card drawing!
I'm trying to think of a way to make Scribe work without 1) invoking the Aura subtype, 2) making it only activate as a sorcery and 3) making sure it doesn't do wonky things when you activate it multiple times in a row.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
I'll update the first post in a moment, but here are the mechanics we're going with for now:
Wizards:
Collaborate - When ~ enters the battlefield, you may search your library for an instant or sorcery card that shares a color with ~, reveal it, and put it into your hand, then shuffle your library.
This was reworked from inspire. Everyone loves tutoring, and as stoneforge mystic and mystical teachings has shown, it can be a useful but not broken effect. Love the flavor too.
Instants and Sorceries:
Splice onto [card type] [cost] - [cost]: As you cast a [card type] spell, you may reveal this card and pay its splice cost. If you do, add this card's effects to that spell.
or
Recall [cost] - ([cost]:Put this card from your graveyard on top of your library. Play this ability only during the beginning of your end step.)
Personally, I like Recall better, and the 2 are very similar. Anyone have any preference one way or the other?
Familiars:
Beneficial to spell casting effects - Familiar will just be a creature type, but most will have an ability that helps the casting of spells in some way, such as "blue spells cost 1 less to play" or "spells you cast can't be countered", etc.
Nature:
Communal - ~ has [ability] as long as you control X or more creatures.
No real change here, but took away the X part in the name as it seemed redundant.
Rune:
Scribe [cost] - ([cost]: attach to target creature. ~ loses scribe. If scribed creature is put into the graveyard from the battlefield, return ~ to it's owner's hand.)
Slightly modified, when the scribed creature dies, the rune comes back to hand now. Still toying around with the wording/functionality of this.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
What about another tutor keyword, this is very similar to collaborate, but can be put on cards that aren't creatures (just like cascade), the 'shares a colour with it' has been changed to 'costs less than' to help multicolour decks:
Keyword [COST?] (When you cast this spell, search your library for an instant or sorcery card that costs less and put it into your hand. Then shuffle your library.)
This could be changed to instant speed transmute (when you really need that counter), making situationally useful cards more useful.
Keyword [COST] (Discard this card, search your library for an instant or sorcery card that costs less and put it into your hand. Then shuffle your library.)
This could be for Blue and Black.
We thought about using the CMC less clause instead of color restriction, but CMC restrictions make much sense sense if you actually get to play the card right then and there. It may be neccessary to use Tramsmute's style though and do an exact CMC match, because we a) don't really want to constrict colors and b) think it may be overpowered as is.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Current
Collaborate - I think this can work, however it is too strong at this point. A restriction such converted mana cost of an equal or lesser value, could balance this out, and allow the creatures on which this appears to be a bit stronger.
Recall - I like the design around this mechanic. The spells it appears on will need to be ones you definitely want to have coming back.
Familiar - This I like too. This seems to me like a mechanic which could appear on one or two cycles of cards, but any more would be overkill. Not every colour should have access to that much "mana production".
Communal - Again, this mechanic looks really good and has some great potential. How about giving each card with this ability a nominal value? Example:
Pack Hunter
1G
Creature - Hound
Common
Communal 3 - As long as you control three or more creatures, Pack Hunter gets +1/+1 and has vigilance.
2/2
Scribe - This basically changes a "global" enchantment into an Aura. See my idea below.
Scribe/Entrust
With regards to Scribe, I had a similar idea I was bandying around for an enchantment-themed set. Here is Entrust:
Entrust X (X: This becomes an Aura with enchant creature. Attach this to target creature. This effect is permanent.)
I toyed with the following ideas for this mechanic:
Adding the "Activate only as a sorcery" line to the end, however this seemed unnecessary and also less fun.
Giving each card an ability which affected all enchanted creatures. This is to make sure the Aura has a big effect, plus it interacts nicely with other cards with Entrust/Scribe as well as other Auras in general. It would also mean that the card does not need to be attached to a creature to have an effect - it just allows you to make one more creature you control enchanted.
Having more cards in white, green and blue, as these are the colours which work best with enchantments. Red and black could have an honorary mention.
General
Are you considering differentiating between instants and sorceries for this set? By this I mean, instants are basically sorceries with Flash, so what makes them any different except that sorceries tend to be a little stronger for their cost but have restrictions on when you can cast them?
You state that each colour has a particular aptitude for each of those card types, but aside from quantities within those colours, how are you going to exemplify this?
Best of luck with this set!
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
The reason that Communal does not have a nominal value, is that it is a keyword and doesn't need one. To my knowledge no key words have ever had a nominal value, now I could be wrong (and sure that I'll hear about it if I am).
That's a fair call. However, if Communal is going to be used with different values then it certainly requires a number as it will be confusing for players otherwise. If, like threshold, that number will be fixed then certainly that number can be removed.
For a fixed number, I'm guessing play-testing will ultimately reveal the best value to have. My thoughts would be three as this will make the ability relevant more often, though I could see four as well, provided the gains were sufficient enough for players to want to play to that effect.
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.
I've been struggling with restricting Collaborate for a while, and while equal or less converted mana cost seems alright, (solves the problem of small tutorers being too powerful), I'm not in love with it. For now though, in order to stop the crazy overpoweredness, I'll change color to equal or less CMC.
After Designing a set of sets with recall, I'm struggling with the mechanic. Putting on removal at common seems like giving that color a massive advantage in limited, so solving the values for that will be difficult. I may take a nod from Burst lightning here and make it so that the Recall cost is huge, letting you get your removal back, but only in the late game, when it has become less useful (talking about a "Deal 2 damage" card here).
As to the "exmplifing" of effects. These are philosophical dispositions at the moment. Basically, when designing the cards, calculating how many each color gets, etc. We keep these traits in mind. For example, white gets the most runes, will have some of the best effects on runes, and will be the only color that has "Runemasters", creatures who will effect runes in some way (not a keyword or creature type, just a theme, like armament master caring about equipment).
Sets - Arcania
Competitions - CCL: March 2011, April 2011
You said something, in one of the earlier posts, about wanting to hose green for using instants or sorceries. I think this is awesome flavorfully, but needs to be handled carefully. Maybe you could do something like this:
Big Green Thing 5GG
Creature-Beast
Trample
If you play an instant or sorcery, ~ loses trample until end of turn.
7/7
Or even something like:
Little Green Thing 1G
Creature-Beast
If you play an instant or sorcery, ~ gains defender until end of turn.
2/3
Or for spells even:
Vanilla Green Spell G
Instant
You cannot play ~ if you have played a spell this turn.
Target creature gets +5/+5.
You cannot play spells until end of turn.
Are these the kind of thing that you were looking for?
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Big Green Thing 5GG
Creature-Beast
If you play an instant or sorcery, ~ gains trample until end of your turn.
7/7
Or something like:
Cool Green Name 2GG
Creature- Elf Druid
Instants and Sorceries cost 1 more to cast.
1/2
Just some ideas. Communal's number depends on what kind of green creatures you're going to be including. If its lots of big ones 3 might work the best, but for smaller creatures 4 might be better.
If you want to include both, it should be variable. Its your set, and if you want variables you can have them.
I agree with viridiancircle about the collaborate ability. It needs to have a limitation or it could go a bit crazy.
For recall, you might want to add an additional cost, like discard, sacrifice a land, tap creatures, etc. to balance it.
At the moment all the colors feel kind of same-y but that's probably because, as you said, you have an obsession with cycles. I'd like to see some communal cards, maybe a few legends, to get a feel for what each faction does beyond "standard [insert color here] mechanics in the traditional MTG color pie."
Notes on a few individual cards:
Devout's Palm is way too good at common for having all upside and no downside. Compare Mine Bearer, Terashi's Verdict, and Pitfall Trap.
Recollection is somewhere between a worse but instant-speed Ponder and a worse Brainstorm. I like. However there's already a card called Recollect, the names might be confusing.
If "Chi" is Natural energy, and blue is the most Magical color, why does "Exchange Chi" cost double blue?
Endless Aging: Is it really appropriate to put both a new keyword and a delayed triggered ability ("[do something] at the beginning of your opponent’s next end step") on a common?
Flameform Glyph should cost more now that it can recur itself, it's effectively giving double strike to an unblocked creature.
Kinda sucks how Chosen's Radiance can't give protection in response to something.
I like how the trigger works to effectively double your burn output with Red Council Member, but the phoenix has wording issues - "whenever" should be "if [...] would" with no "may."
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
Sets - Arcania
Competitions - CCL: March 2011, April 2011
White - Protection and Healing. Also, Runes and rune manipulation.
Blue - Field Control, manipulating creatures (Taking them over, bouncing them, tapping them). Manipulating information (card draw, card manipulation).
Black - Familiars, sacrificing familiars. Life draining, aging.
Red - Destruction (land, artifiact), burn spells, doubling, manipulating combat (no blocking, first strike)
Green - land matters, slow, defensive.
Sets - Arcania
Competitions - CCL: March 2011, April 2011
(White Nature is now in the editing stage too, so expect those soon).
Sets - Arcania
Competitions - CCL: March 2011, April 2011
Monstrous Snarlmaw
Creature - Beast (C)
7/6
I think maybe there was a typo? 4 mana is a bit cheap for a 7/6.
Stampeding Longtusk
Creature - Elephant (C)
Communal - Stampeding Longtusk gets +2/+2 and gains trample as long as you control 3 or more creatures.
3/3
I like this card's design. Maybe he should cost 1 more though...
Elusive Longtail
Creature - Beast (U)
Communal - Elusive Longtail has Trollshroud as long as you control 3 or more creatures.
: Elusive Longtail gets +1/+1 until end of turn.
2/2
I think because of Elusive Longtail's ability, he should cost a bit more. Maybe 1G
Over all, I like the flavor a lot. I like that you included squirrels.
P.S. One other thought.
Force is undercosted. I think that it needs to be a lot bigger, because basically, youre countering all counterspells, and playing cards from your graveyard and removed from play.
Force
Instant
Until the end of the turn, creature spells you cast cannot be countered by spells or abilities, and all your creature cards in all zones have flash.