This is a set I'm working on for a few months now. The set is mostly off any enviroment. Since it's imaginary, I want it to be constructed and limited playable, or else with 9th maybe 10th only.
First Age of Eos is a set focused on enchantments. I have four major machanics in the set and some will be later expanded in the following two sets (which won't necessarily be based on enchantments, but rather on the Plane's evolution).
The story setting is in small continent placed on a somewhat pre-historical plane, where five human tribes strive to survive among dinosaurs and other dangers. I already have some story elements in mind, but I'll be fleshing out the storyline and some of other cards as I post on this thread.
The World of Eos
Humans in Eos are divided in five major tribes. Supposedly, this tribes were seen before in Mirrodin, just like the Ravnican Vedalken and Loxodons. The Aurioks live in a settlement located in the Sand Plains. They obey an ancient code of rules called Kuhme, that blends their politics and religion. The most powerful men in Auriok society are Kuhme Clerics, who are also judges; and the Soldiers, who serve as the tribe protector and traders. Auriok Soldiers often travel to Neurok cities in exchange for some service the Neurok may provide. Since the Sand Plains are very near to the Grey Peaks, the Auriok rely on very defensive enchantments to defend from the giant's raids. They are somewhat unharmed by dinosaurs, and have a strong sense of community. They distrust the Silikar, since don't understand their language.
The Silikar, also called by Sandfolk, dwell in the Sand Plains. They are comprised by Silicon, thus, very different from their Auriok neighbours. Their hideout as well as their motivation is unknown to any human tribe.
The Neurok live in Nightmist, a coastal settlement a few miles from the Auriok. The Neurok are ruled by The Blue Council; composed by the five eldest men of their tribe, the council is very watchful for the works of other tribes. They live off fishing and some craftsmanship which they often trade with the Auriok in exchange for protection. Neuroks also rely in powerful enchantments to protect their borders. The Grey peaks in the South, where giants and raiders attack; the Copperwoods in Southwest, where dinosaurs dwell, and the Tarjin in the northern Reefs.
The Tarjin are the turtlefolk. They used to live in the deep-sea, but recently they've been raiding the Neurok shores. They appear to have psychic powers which may attract weak-willed fishermen onto their traps. Little is known about the Tarjin, except that their can manifest magic as powerful as the Neuroks.
The Morioks live in the far south, in the Hazy Marsh. Their settlement is hidden amongst the mists that surround the swamp. Since their soil is poor, they live off hunting and slaving Auriok and Sylvok folk. They live a very very hard life, enduring seasons of famine and attacks from the Vrit. Yarmul is their current leader, a young necromancer who has a innovating plan about the slaves and their usage.
The Vrit are the Scorpion-folk. They live in the north part of the Swamp, and show little sign of intelligence. They live their own lives and from time to time they attack the Moriok slave caravans. They are being pushed back into the swamps because of the recent attacks made by the Giants of the Grey Peaks.
The Vulshok live in the caves in the middle of the Grey Peaks. They are squeezed in the middle of the four other tribes, and still have to fight Giants, dinosaurs and other beasts that dwell in the Peaks. They raid the Auriok and Neurok territories from time to time to gather other supplies, but the attacks don't seem to follow any pattern. They are led by Raght, a shaman who prays to the Gods of Thunder. Every Vulshok, either male of female, is trained as a warrior. They are skilled craftsman and miners.
The Sylvok live in Copperwood. They live a nomadic life, roaming the wood and using whatever resources they find. They don't trade with any of their neighbours, prefering to use what the forest has to offer. They live in a matriarchal society and are currently led by Zillah, an elderly enchantress. Zillah is a peaceful and sensible woman, that knows deeply every one in the tribe. They know well their territory, so they are skillful in battling and avoiding dinosaurs and the Dendroid. Their only worries are the Moriok attacks on the southern verge, and the curious Neurok expeditions into the jungle.
The Dendroid live in Copperwood verge. They dwell mostly in the foothills, so they can fend off intruders with their savagery. Unlike the Treefolk from other worlds, the Dendroids in Eos are wild and reckless, and seem to bear no intelligence, only instinct.
Please, feel free to make comments or suggestions...
Now, I'll follow on the practical part:
First Age of Eos is a 306 card set with the following distribution of cards.
53 White (15 Rares, 16 Uncommons, 22 Commons)
53 Blue (15 Rares, 16 Uncommons, 22 Commons)
52 Black (15 Rares, 15 Uncommons, 22 Commons)
50 Red (14 Rares, 15 Uncommons, 21 Commons)
52 Green (15 Rares, 15 Uncommons, 22 Commons)
16 Multicolor (11 Rares, 5 Uncommons)
1 Artifact (1 Rare)
9 Nonbasic Lands (2 Rares, 6 Uncommons, 1 Common)
20 Basic lands This distribution is very similar to Champions of Kamigawa, which was the most recent set to have a somewhat-regular distribution (big set with no Hybrid, no Timeshifted in a three-set block).
Now, onto the keywords and mechanics as well as a few cards:
Linger is a keyword to appear on sorceries, mostly on W and U, but every color gets at least one. I'm aware the Linger could've been done as an Enchantment with Evoke, but I created these before Evoke existed, and I want to keep it that way (it's also one of my favorite designs ;))
Linger X (You may play this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
The ability I wanted to convey is onetime spell that can be also played as an enchantment. Vitality
Cost: W
Sorcery
Linger 2W (You may play this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Gain 2 life.
Merge is a keyword to appear on creatures.
Merge with X (You may play this spell as an aura enchantment with "Enchant X")
I guess this ability can be treated as an improved banding. It appears in every color in small amounts. It'll appear in a few cards on this set only enchanting creatures, but'll be improved in future sets. Note that all the cards with Merge have the line "Creature enchanted by ~ gets". It's a different wording from the Auras we currently have. I realize it's wordier, but I think the current "Enchanted creature gets" may cause some confusion with "Enchanted creatures get", which may appear a lot in my set. Bear Companion
Cost: 1G
Merge with a Creature (You may play this spell as an aura enchantment with "Enchant creature")
Creature enchanted by Bear Companion gets +2/+2.
2/2
Poison is a mechanic I think we are all familiar with. There'll be some Poisonous creatures (mostly in B, but expect some in G and U). And also, I'll take a somewhat different take on it. Something like: Psychotropic Scent
Cost: 2B
Sorcery
Draw two cards and gain two poison counters.
Primal is a new supertype that will have cards that interact with it (much like snow). The primal subtype means that, once that spell is played, you can't play more spells until the end of the turn. Primal supertype appears in :symr:, and :symg:, and in only two cards. Crazed Raptor
Cost: 2R
Primal Creature - Dinosaur
Haste
3/2
So if you want it to attack, you must play it before your combat step, and thus, you wont be able to use combat tricks.
AEther Stretch (Rare)
Cost: 1WWW
Enchantment
Whenever a player would remove a counter from a permanent, that player may move that counter to a permanent with a different name instead.
Auriok Armorer (Uncommon)
Cost: WW
Creature - Human Soldier
Enchanted creatures you control get +0/+2.
"Let faith be your shield."
- Auriok saying
2/2
Auriok Javelineer (Common)
Cost: W
Creature - Human Soldier W,T: Auriok Javelineer deals 1 damage to target attacking or blocking creature. Izha saw the giant swing his club against her scattered mates. Izha did what she does best. Now, that club swings no more.
1/1
Auriok Reinforcements (Common)
Cost: 2W
Sorcery
Linger 4W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Put two 1/1 white human soldier creature tokens on the battlefield.
Auriok Sandsculptor (Rare)
Cost: 2WW
Creature - Human Wizard 1W: Target non-aura enchantment becomes a 3/3 Sand creature until end of turn. When Gerud discovered sandsculpting he tought it to the Father before teaching it to his children. Legend says it was only then that the sandfolk were born.
2/3
Auriok Sentinel (Common)
Cost: 2W
Creature - Human Soldier
Flash, First Strike
"Our sentinels are watchful, their shield and spears ready. Tonight we can all rest unworried."
- Ranuu, Auriok Veteran
2/2
Auriok Soulmender (Uncommon)
Cost: 1W
Creature - Human Cleric ,T: Regenerate target enchantment.
"Father, let this light shine once more"
- Soulmender's chant
1/2
Bayan's Disciple (Common)
Cost: W
Creature - Human Cleric 1W: Target creature becomes white until end of turn.
"What they see, Bayan hears."
1/1
Bayan, Voice of Kuhme (Rare)
Cost: 2WW
Legendary Creature - Human Cleric W: Put an essence counter on Bayan, Voice of Kuhme. W,T, remove X essence counters from Bayan, Voice of Kuhme: Search your library for an enchantment card with converted mana cost X and exile it. Then shuffle your library. You may cast that spell without paying it's mana cost.
"His aspirations are both a prison and a standing ground."
2/2
Bayan's Watch (Common)
Cost: 1W
Enchantment
Return Bayan's Watch to owners hand: Prevent all damage target unblocked creature would deal this turn.
Benevolent Ancestor (Common)
Cost: 2W
Creature - Spirit
Defender T: Prevent the next 1 damage that would be dealt to target creature or player this turn. The Kuhme is composed by various ancestors. Each one has one virtue, but they all share the same purpose.
0/4
Blessed Gathering (Uncommon)
Cost: 1WW
Sorcery
Linger 3WW (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Creatures you control get protection from the color of your choice until end of turn.
Cloak of Truth and Purity (Common)
Cost: W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from white and protection from artifacts. This effect doesn't remove Cloak of Truth and Purity.
Defensive Stance (Common)
Cost: 1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature can block any number of creatures. Ranuu saw the raiders coming from a distance. "Get ready, my companions! I'll be right behind you and not a single enemy will go past me. Think as I think and do as I do, and the day shall be ours."
Disempower (Uncommon)
Cost: 1W
Instant
Put target artifact or enchantment on top of it's owner's library. The wizard stared shaken at Katji as she finished her prayer, and the illusions faded away.
Distant Sunrise (Uncommon)
Cost: W
Sorcery
Linger 2W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
If you control less lands than each opponent, search your library for a plains card, reveal it and put it in your hand. Then shuffle your library. No matter how much time Kurx took to burn the terrain, he only found more work on the next day.
Dawn Strider (Uncommon)
Cost: 1W
Creature - Bird
Flying
Whenever an enchantment enters the battlefield, gain 1 life.
1/1
Embody Peace (Rare)
Cost: 2WWW
Enchantment - Form
You can't cast other form spells.
Creatures you control have Defender.
Prevent all combat damage dealt to you or to creatures you control.
Ethereal Protection (Uncommon)
Cost: W
Enchantment
At the beginning of your upkeep put two essence counters on Ethereal Protection. W, remove X essence counters from Ethereal Protection: It becomes a X/X Spirit creature with vigilance until end of turn.
Glyph of Faith (Uncommon)
Cost: 2W
Enchantment - Aura
Enchant creature
Enchanted creature has Vigilance and Lifelink.
If Glyph of Faith would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Gliding Pteron (Common)
Cost: 1W
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flying Pterons are seen as a sign of good luck. Wherever they are, the weather seems to be nice and warm. 2/2
Griffin Predator (Uncommon)
Cost: 3W
Creature - Griffin
Flying, First Srike Eos Griffin are proud, beautiful and powerful. Unmatched in the skies, they are bound to become a status symbol amongst the Auriok's ranks.
3/2
Healing Trance (Uncommon)
Cost: 1W
Sorcery
Target player loses two poison counters.
Draw a card. Kuhmalans developed their own healing secrets. To this day, the trance is known only by the most ranked clerics.
Inspire Courage (Common)
Cost: 1W
Instant
Target blocking creature gets +2/+2 and First Strike until end of turn.
Draw a card.
"We will draw first blood. And when the battle is over, we'll come back to tell the story."
- Ranuu, Auriok Veteran
Izha Enur (Rare)
Cost: 2WW
Legendary Creature - Human Soldier
Vigilance W,T: Izha Enur deals damage equal to it's power to target attacking or blocking creature.
"Believe me, my friend. Her precision with the spear makes up for her irritating stubborness."
- Tenn Highwind, to Kaasi
3/2
Kuhme's Acolyte (Common)
Cost: 2W
Creature - Human Cleric T: Gain 1 life.
"The Kuhme serves us, as we serve the Kuhme. We are one and the same."
- Katji, Kuhmalan Cleric
1/3
Kuhme's Verdict (Rare)
Cost: WW
Sorcery
Linger 2WW
Destroy target creature with power 4 or greater.
"The world must be purged from abominations. I will cast the Father's wrath upon our enemies."
- Bayan, Voice of Kuhme
Lone Barak (Common)
Cost: W
Creature - Beast
Lone Barak gets +1/+1 and has Lifelink as long as it's enchanted.
1/1
Luminous Defender (Rare)
Cost: 4WW
Creature - Spirit
Flash, Hexproof
All damage that would be dealt to you is dealt to Luminous Defender instead.
3/6
Majesty (Rare)
Cost: 2WW
Enchantment - Aura
Enchant creature you control
Creatures with power lesser then enchanted creature's power can't attack you. His presence is so grand, one can't even consider doing him harm.
Mystic Moon (Common)
Cost: 3W
Enchantment
Whenever you gain life, you may have creature you control get +1/+1 until end of turn.
Peaceful Presence (Uncommon)
Cost: 1W
Enchantment Creature - Spirit
Defender
Bestow 1W(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Peaceful Presence has Defender.
1/3
Plead for the Ancestors (Rare)
Cost: 6W
Sorcery
Search your library for any number of enchantment cards, exile them and then shuffle your library. Put a 2/2 colorless spirit creature token into play for each card exiled this way. "When the Auriok were stripped from their hopes for the future, the only thing that was left was their reverence for the past."
Protective Measures (Common)
Cost: W
Enchantment 1, sacrifice Protective Measures: Regenerate target permanent. The best tacticians know not only how, but also when to use their safeguard.
Purebred Mammoth (Common)
Cost: 3W
Primal Creature - Elephant
(When you play a primal spell, you can't cast other spells until end of turn.)
When Purebred Mammoth attacks, you may untap target primal creature. His long curved tusk shows his lineage is pure. Clean from this world's rot and disease.
3/3
Purity of Will (Rare)
Cost: 1W
Enchantment
At the beginning of your upkeep, if you have three or more poison counters, creatures you control get +1/+1 and gain Vigilance until end of turn.
At the beginning of your upkeep, if you have seven or more poison counters, you lose a poison counter.
Revigorating Balm (Common)
Cost: 3W
Sorcery
Gain 2 life for each enchantment you control.
Draw a card. Izha wakes up, surrounded by petals. She feels refreshed and her broken arm appears to be fixed. Had she been sleeping? Izha couldn't say, she remembers dreaming vividly that night.
Sandskater (Common)
Cost: 3W
Creature - Beast
Whenever you gain life, you may untap Sandskater.
2/4
Sandskin (Common)
Cost: 2W
Enchantment - Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature. Those who are turned to sand never seem to adapt to their new form.
Second Breath (Rare)
Cost: 1WW
Instant
Target player gains life equal to the life you've gained this turn. Breathe again, and enjoy this gift from the Father.
Silikar Avenger (Uncommon)
Cost: 3WW
Creature - Sand Soldier
Whenever Silikar Avenger would be dealt damage, prevent 1 of that damage. Although the sandfolk lack most facial features, some of them are recognizable by their sheer size.
4/4
Silikar Oracle (Rare)
Cost: 2WW
Creature - Sand Cleric
Whenever you or a creature you control would be dealt damage, prevent 1 of that damage.
2/2
Silikar Scout (Common)
Cost: 2W
Creature - Sand Scout
Whenever Silikar Scout would be dealt damage, prevent 1 of that damage. Their bodies deflects most weapon and most magic. They seem to be the peek of desert adaptation.
2/2
Sphere of Certainty (Uncommon)
Cost: 2W
Enchantment
If a colorless source would deal damage to a player, prevent 1 of that damage.
"Lack of belief is by far the worst sin."
- Katji, Kuhmalan Cleric
Sunbeam Guardian (Rare)
Cost: 1WW
Enchantment Creature - Elemental
Bestow 1WW
Sunbeam Guardian is indestructible.
Creature enchanted by Sunbeam Guardian is indestructible.
1/1
Temple Guardian (Uncommon)
Cost: 2WW
Enchantment Creature - Spirit
Vigilance He stands in the Temple's door, ever watchful. His presence can be felt, even in times of peace.
2/4
True Strike (Uncommon)
Cost: 1W
Instant
True Strike deals X damage to target attacking or blocking creature, where X is the number of enchantments you control.
Umal's Blessing (Rare)
Cost: 3W
Enchantment
Whenever you gain life, you may draw a card. Umal, the Firstborn, discovered the secret of healing and passed it on to his brethren.
Unite the Just (Common)
Cost: 3W
Instant
Creatures you control get +1/+1 until end of turn.
Draw a card.
"Every time we suffer their attacks, we repel them. Today shall not be different. Today, we'll defeat them together!"
- Ranuu, Auriok Veteran
Vitality (Common)
Cost: W
Sorcery
Linger 2W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target player gains 2 life.
Vow of Justice (Rare)
Cost: 1WW
Enchantment
Permanents can't be sacrificed. One shall pay only for his own deeds.
Wall of Sand (Uncommon)
Cost: 1W
Creature - Sand Wall
Defender
Whenever Wall of Sand would be dealt damage, prevent 1 of that damage.
0/4
Winged Unicorn (Common)
Cost: 1W
Creature - Pegasus Unicorn
Flying 2W, sacrifice Winged Unicorn: Destroy target aura. The unicorn lied down when Izha approached. She watched in awe. After a few moments, she moved and the creature was still there. How Tenn managed to do it was unimportant; she was about to ride a winged unicorn!
1/2
Addictive Presence (Rare)
Cost: 2UU
Enchantment Creature - Spirit
Bestow 2UU
You control the creature enchanted by Addictive Presence.
At the beginning of your upkeep, you get a poison counter.
3/5
Annul (Uncommon)
Cost: U
Instant
Counter target enchantment or artifact spell. "Leave at that and you'll be sparing both our times."
- Tenn Highwind
Attract (Rare)
Cost: 1UU
Sorcery
Linger 3UU
Gain control of target enchantment or target enchanted permanent. "We've accepted their gift. At this point, refusal is not really an option."
- Katji, Kuhmalan Cleric
Auramancy (Uncommon)
Cost: 1U
Enchantment - Aura
Enchant Aura
You control enchanted aura. 1U: Attach enchanted aura to another permanent it can enchant.
If Auramancy would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Aqualid (Common)
Cost: U
Creature - Beast
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
Aqualid can't attack unless defending player controls an island.
1/2
Blur (Common)
Cost: U
Instant
Target permanent gains Hexproof and becomes the color of your choice until end of turn. Ranuu tried to teach the neurok combat skills, but their conditioning to run and hide was too strong to ignore.
Cognitive Resonance (Common)
Cost: 1U
Sorcery
Draw two cards then discard a card. One word can trigger a thousand ideas.
Constant Mutation (Common)
Cost: 1U
Sorcery
Linger 3U (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Switch target creature's power and toughness until end of turn.
Chromatic Mist (Uncommon)
Cost: 2U
Enchantment Creature - Illusion
Flying T: Target creature becomes the color of your choice until end of turn.
"A phenomenon seen in areas of high climatic variation. The mist affects local weather, people's mood, and presumably, many other things. More studies are required."
- Varis Annotations
1/3
Deflate (Uncommon)
Cost: XUU
Instant
Tap all creatures with converted mana cost X or less.
"Opposition is not only a point of view. It's an inconvenient point of view."
- Yarmul, Moriok Slaver
Dispel (Rare)
Cost: 1UU
Instant
Look at target spell controller's hand.
Then, you may counter that spell or return Dispel to your hand.
"The mere ability to say 'yes' or 'no' is not enough. The knowledge of when to do so, now that's what I call intelligence."
- Ulamus, the Young
Dream Maze (Uncommon)
Cost: UU
Sorcery
Linger 2UU (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Return target nonland permanent to it's owner's hand if it's controller has less cards in hand then you.
Exhausting Parasite (Common)
Cost: 2U
Enchantment Creature - Insect
Bestow 2U(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Exhausting Parasite becomes 0/4. After that night, Kurx didn't want to move anymore. His desire for rest was so big, he would do anything to do nothing.
0/4
Gather Inspiration (Uncommon)
Cost: 2U
Instant
Search your library for an instant card, reveal it and put it in your hand. Shuffle your library. Korhal didn't know what to do and he sat, hoping to find a solution. His brains and organs didn't work anymore, but this didn't seem to affect his concentration.
Glasswing Drake (Rare)
Cost: 2UU
Creature - Drake
Flying 1U: Change the target of target spell that doesn't target Glasswing Drake. It's mere existence makes the vulshok shamans wary of attacking anything with wings.
2/2
Harmonic Memories (Common)
Cost: 4U
Sorcery
Draw a card for each enchantment you control.
"Yourdecisions are based on your memories and the enviroment you are now. Changing the enviroment is easy. Changing the memories, now that's a master's work."
- Varis Annotations
Hydroplasm (Uncommon)
Cost: 2UU
Enchantment Creature - Elemental
Bestow 2UU(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) 2: Return Hydroplasm and the creature it enchants to their owner's hands.
3/2
Illusory Prison (Common)
Cost: 2U
Enchantment - Aura
Enchant creature
When Illusory Prison becomes attached to a creature, tap that creature if it's primal.
Enchanted creature does not untap during it's controller's untap step.
Information Supply (Common)
Cost: U
Sorcery
Linger 2U (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Look at the top X cards of your library, where X is the number of enchantments you control. You may put one of them on the bottom of your library and the rest on the top of your library in any order.
Investigate (Uncommon)
Cost: 1U
Sorcery
Linger 3U (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Loot at target player's hand and draw a card.
"Know your opponent's next step, and you'll be one step ahead of him."
- Ulamus, the Young
Master the Mists (Common)
Cost: U
Sorcery
Linger 2U (You cast play this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target creature can't be blocked until end of turn. Hiding is the first step in the art of surviving.
Neurok Chains (Uncommon)
Cost: 2U
Enchantment - Aura
Enchant permanent
Enchanted permanent has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."
Neurok Mistweaver (Common)
Cost: 2U
Creature - Human Wizard
Neurok Mistweaver gets +1/+1 and has flying as long as it's enchanted.
2/2
Neurok Screen (Common)
Cost: 2U
Instant
Put two 0/4 blue Elemental creature tokens with Flying and Defender on the battlefield. Sacrifice the tokens at end of turn.
Draw a card.
Neurok Stargazer (Common)
Cost: 2U
Creature - Human Wizard Scout
Flying
When Neurok Stargazer enters the battlefield, return target artifact or enchantment to its owner's hand. Some wizards wander the skies to forget the earthly matters. The stargazers search the skies to understand earthly matters. 1/2
Nightmist Envoy (Uncommon)
Cost: 1U
Creature - Bird
Flying
When Nightmist Envoy enters the battlefield or dies, you may look at the top three cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/1
Omniscience (Rare)
Cost: 2UUU
Enchantment - Form
You can't cast other form spells.
Your opponents play with their hands revealed.
During each player's upkeep you may name a nonland card. UU: Counter target spell if it was named this turn, then name a card.
Paranoid Seer (Uncommon)
Cost: 1UU
Creature - Human Cleric
Protection from Red
Each player with four or more cards in hand plays with his or her hands revealed. Accostumed to dinosaur attacks, this oracle is always prepared for bad news.
2/2
Psionic Sting (Uncommon)
Cost: 1U
Instant
Target opponent puts the top seven cards of his or her library into his or her graveyard.
Then, he or she may draw a card. If he or she does, return Psionic Sting to your hand as it resolves. You won't feel pain. It's only a sting.
Psionic Teachings (Common)
Cost: 2U
Enchantment - Aura
Enchant creature
Flash
Whenever enchanted creature deals damage to a player, that player puts the top four cards of his or her library in his or her graveyard. Trying to understand tarjin's abilities was a disputed ground amongst neurok wizards.
Psychic Stress (Rare)
Cost: 1U
Enchantment
Whenever a player plays an activated ability from a nonland permanent, that player puts the top card of his or her library into his or her graveyard.
Revoke (Common)
Cost: 1U
Instant
Counter target spell if it has the same name as a card in a player's graveyard. Sometimes, once is enough.
Scholar's Routine (Uncommon)
Cost: 1U
Enchantment
At the beginning of your upkeep put three essence counters on Scholar's Routine. U, remove X essence counters from Scholar's Routine: Return target nonland permanent with converted mana cost X or less to it's owner's hand.
Seasonal Reefs (Common)
Cost: U
Enchantment - Aura
Enchant land
Enchanted land is an island. 1U, sacrifice Seasonal Reefs: Return enchanted land to owner's hand.
Selective Memory (Rare)
Cost: 3UU
Enchantment
Players can't cast spells with the same name as cards in their graveyards.
"No one can see past a choice they do not fully understand."
Shared Opinions (Rare)
Cost: 3U
Enchantment
Players skip their draw steps.
Whenever a player casts a spell, each of his or her opponents draws a card. When the Blue Council couldn't settle for a decision, they would hold a great debate. Often, the debate would last for months, and the decision would be remembered for years.
Shell Collector (Common)
Cost: 1U
Creature - Human Nomad T: Target land is an island until end of turn. 2U, sacrifice Shell Collector: Put target primal permanent on the top of it's owner's library.
1/3
Steal Ideas (Common)
Cost: 4U
Sorcery
Target player skips his or her next draw step.
Draw a card.
"Some call it plagiarism. I prefer to say I'm recognizing the value of an idea."
- Baur, Moriok Baron
Stealthy Visitor (Uncommon)
Cost: 1U
Enchantment Creature - Spirit
Bestow 1U(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Hexproof
Creature enchanted by Stealthy Visitor has Hexproof.
2/1
Still Time (Rare)
Cost: 1UU
Enchantment
At the beginning of your upkeep put an essence counter on Still Time. 1UU, remove four essence counters from Still Time: Take an extra turn after this one.
Stutter (Common)
Cost: U
Enchantment 1, sacrifice Stutter: Counter target noncreature spell. The wizard knew the words, but his mouth refused to pronounce them correctly.
Synaptic Burst (Rare)
Cost: 2UU
Instant
Starting with you, each player may exile an instant card from his or her graveyard, then put a copy of that card on the stack.
Repeat this process until no one exiles a card this way.
Exile Synaptic Burst.
Tarjin Drone (Common)
Cost: U
Creature - Turtle Scout
Islandwalk
"The tarjin are neurok's problem, so now they are our problem. Whenever one of their boats is sunk, their food is lost, and thus our food is lost. For this, I want these creatures eliminated."
- Ranuu, Auriok Veteran
1/1
Tarjin Hardshell (Uncommon)
Cost: 3U
Creature - Turtle Warrior
Islandwalk
Whenever a source deals damage to Tarjin Hardshell, that source's controller puts the top four cards of his or her library into his or her graveyard.
1/4
Tarjin War Manta (Common)
Cost: 3U
Creature - Turtle Soldier
Islandwalk
When Tarjin War Manta enters the battlefield or dies, each opponent puts the top four cards of his or her library into his or her graveyard.
2/3
Tenn Highwind, Arcanist Teammate (Rare)
Cost: 1U
Legendary Creature - Human Wizard U,T: Copy target copy spell. You may choose new targets for the copy.
"When two is company, three is a crowd." 1/1
Think Alike (Rare)
Cost: 2U
Sorcery
Choose an artifact, creature, enchantment, land or planeswalker card in an opponent's graveyard. Search that player's library for a card with the same name and put it on the battlefield under your control. Then that player shuffles his or her library.
Ulamus, the Young (Rare)
Cost: 2U
Legendary Creature - Human Wizard ,T: Name a card. Target player reveals his or her hand. If any card with the chosen name is revealed, return target permanent to owner's hand.
"Your intentions are clear to me for some time now. No, it is these intentions that are being tested, but your ability to express them."
- Ulamus, the Young
1/3
Vaporous Drake (Common)
Cost: 4U
Creature - Drake
Flash, Flying On a sunny day, it's a distant peril. On a cloudy day, it's a terrible surprise.
3/2
Wavemaker (Rare)
Cost: 6UUU
Creature - Leviathan
Protection from Blue
At the beginning of your upkeep, sacrifice a blue permanent. UU: Target spell or permanent is blue until end of turn.
8/8
Wind Manifestation (Common)
Cost: 1U
Enchantment Creature - Elemental
Flash
Bestow 1U(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Flying Creature enchanted by Wind Manifestation has flying.
1/1
Acidic Vrit (Common)
Cost: 3B
Creature - Scorpion Warrior
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
When Acidic Vrit enters the battlefield or dies, each player gets a poison counter.
1/3
Apatotheron (Common)
Cost: 4B
Primal Creature - Zombie Dinosaur
(When you play a primal spell, you can't cast other spells until end of turn.)
Haste
When Apatotheron attacks, attacking primal creatures become black until end of turn.
4/2
Blood Spiral (Common)
Cost: B
Enchantment 1, sacrifice Blood Spiral: Return a creature card from target player's graveyard to it's owner's hand.
"Only the foolish believe their duties are done when they die."
Blood Trail (Uncommon)
Cost: 1B
Enchantment
At the beginning of your upkeep put two essence counters on Blood Trail. 1B, remove X essence counters from Blood Trail: Target player loses 2 life and you gain 2 life unless that player pays X.
Bone Collector (Uncommon)
Cost: 1B
Creature - Skeleton Warrior
Bone Collector can't block.
Whenever a card is put in an opponent's graveyard from anywhere, Bone Collector gets +1/+1 until the of turn.
1/1
Cannibal Mastodon (Common)
Cost: 3B
Primal Creature - Elephant
(When you play a primal spell, you can't cast other spells until end of turn.)
Haste
Sacrifice a creature: Cannibal Mastodon gets +2/+2 until end of turn.
3/3
Chained Nightmare (Rare)
Cost: 5B
Creature - Nightmare
Merge with a creature (You may cast this spell as an aura enchantment with "Enchant creature")
Creature enchanted by Chained Nightmare gets +1/+1 for each Swamp you control.
Chained Nightmare has power and toughness equal to the number of Swamps you control.
*/*
Corrupt Future (Common)
Cost: 2B
Instant
Look at the top three cards of target player's library. Exile any number of those cards, then put the rest back in any order.
Draw a card.
Cursed Giant (Common)
Cost: 2B
Creature - Giant Zombie XB: Cursed Giant gets +X/+0 until end of turn.
0/5
Cryptosaur (Rare)
Cost: 1BB
Primal Creature - Dinosaur
When Cryptosaur attacks, attacking primal creatures gain Intimidate until end of turn.
3/1
Demonic Company (Rare)
Cost: XBB
Enchantment
When Demonic Company enters the battlefield, search your library for X cards and exile them face down. You may look at those cards at any time.
At the beginning of your upkeep you may pay 2 life. If you do, put a card exiled by Demonic Company in your hand.
Demonic Heritage (Uncommon)
Cost: 2B
Enchantment - Aura
Enchant creature
Enchanted creature has Intimidate.
If Demonic Heritage would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Devour Soul (Uncommon)
Cost: 4BB
Instant
As an additional cost to play Devour Soul, discard a card.
Exile all cards in target player's graveyard. You gain life equal to the number of cards exiled this way.
Distort Intentions (Rare)
Cost: 1B
Instant
Target opponent reveals his or her hand. For each card in that player's hand, search his or her library for a card with the same name and exile it. Then, that player shuffles his or her library.
Endless Torment (Uncommon)
Cost: 1B
Sorcery
Linger 3B (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.)
Each opponent discards a card.
Fatal Greed (Uncommon)
Cost: 3B
Instant
Destroy target enchanted creature.
You may attach to a creature you control all auras that were attached to that creature.
Fetid Imp (Common)
Cost: 1B
Creature - Imp
Flying
When Fetid Imp enters the battlefield, you lose 2 life.
2/1
Fiendish Edict (Common)
Cost: 1B
Sorcery
Each player sacrifices a creature that isn't enchanted.
Gorgon Elder (Rare)
Cost: 2BBB
Primal Creature - Gorgon
Deathtouch, Protection from Green
When a green creature deals combat damage to you, destroy that creature.
3/5
Haunted Shrine (Rare)
Cost: 1B
Enchantment B, discard a card: Target player loses 1 life for each B in that card's mana cost. You gain that much life.
Hollow Gaze (Uncommon)
Cost: B
Instant
Target primal creature gains Deathtouch until end of turn.
Draw a card.
Hungry Oviraptor (Uncommon)
Cost: 2B
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flash 2, sacrifice Hungry Oviraptor: Destroy target creature that entered the battlefield this turn.
2/1
Inner Darkness (Common)
Cost: 1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and is black.
Izha's Pain (Rare)
Cost: B
Sorcery
Loot at target player's hand and choose a nonland card from it. That player shuffles that card into his or her library unless he or she pays 2.
Kiss of Decay (Common)
Cost: B
Sorcery
Linger 2B (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target opponent loses 1 life and you gain 1 life.
Korhal, the Wanderer (Rare)
Cost: 1BB
Legendary Creature - Zombie Nomad
Intimidate
Sacrifice a creature: Put a +1/+1 counter on Korhal, the Wanderer
2/3
Lich Form (Rare)
Cost: 2BBB
Enchantment - Form
You can't cast other form spells.
Whenever you would lose life, exile that many cards from the top of your library instead.
Whenever you would gain life, draw that many cards instead.
Mindwarping Toxin (Rare)
Cost: 1B
Enchantment X1B: Target opponent gains a poison counter unless he or she pays X.
Each player's maximum hand size is reduced by 1 for each poison counter that player has.
Moriok Familiar (Common)
Cost: B
Primal Creature - Bat
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flying 1B, sacrifice Moriok Familiar: Target player loses 2 life.
1/1
Moriok Pride (Common)
Cost: 1B
Enchantment 1B, exile three cards in a single graveyard from the game: Target creature gets -1/-1 until end of turn.
Moriok Taskmaster (Uncommon)
Cost: 1B
Creature - Human Warrior 2: Moriok Taskmaster gets +1/+1 until end of turn for each card attached to it.
2/1
Moriok Thug (Common)
Cost: 1BB
Creature - Human Warrior
Moriok Thug gets +1/+1 and has Intimidate as long as it's enchanted.
2/2
Mournful Denial (Rare)
Cost: B
Instant
Until end of turn, you may cast a creature card from your graveyard as if it was in your hand.
Noxious Embrace (Common)
Cost: 2B
Enchantment - Aura
Enchant creature
Flash
Enchanted creature has poisonous 2. (Whenever it deals combat damage to a player, that player gets two poison counters. A player with ten or more poison counters loses the game.)
Putrid Servant (Common)
Cost: 2B
Creature - Zombie Beast
When Putrid Servant enters the battlefield, you may return a card named Putrid Servant from your graveyard to your hand.
3/1
Putritivore (Uncommon)
Cost: 2BB
Creature - Lhurgoyf
Haste
At the beginning of your upkeep, exile three cards in a single graveyard or sacrifice Putrivore. For each creature card exiled this way, Putrivore gets +1/+1 until end of turn.
3/2
Psychotropic Scent (Uncommon)
Cost: 2B
Sorcery
Draw two cards and get two poison counters (A player with ten or more poison counters loses the game.)
Smokethreader (Uncommon)
Cost: 2BB
Enchantment Creature - Specter
Flying
When Smokethreader deals combat damage to a player, that player discards a card.
2/2
Soul Eater (Common)
Cost: 2B
Enchantment Creature - Spirit
Bestow 2B(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Soul Eater gets -2/-2.
2/2
Suicidal Tendencies (Rare)
Cost: 4B
Sorcery
Each player chooses one creature he or she controls, then sacrifices the rest.
Toxic Vines (Common)
Cost: 2BB
Creature - Plant Wall
Defender
Sacrifice Toxic Vines: Target player gains a poison counter (A player with ten or more poison counters loses the game.)
1/4
Twisted Games (Rare)
Cost: 3B
Enchantment
At the beginning of your upkeep, the player with the highest life total loses half of his or her life rounded down and choses one of his or her opponents. That opponent gains that much life. "So we should just sit here and wait for death?"
- Kaasi, the Scarred
Unhinge (Common)
Cost: 2B
Sorcery
Target opponent discards a card.
Draw a card.
Violent End (Common)
Cost: 2B
Primal Instant
(When you cast a primal spell, you can't cast other spells until end of turn.)
Destroy target non-primal creature.
Vrit Drone (Common)
Cost: B
Creature - Scorpion Scout
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
Vrit Drone can't block.
1/1
Vrit Huntress (Uncommon)
Cost: 4B
Creature - Scorpion Warrior
Swampwalk 0: Vrit Huntress gets -1/-1 and Poisonous 1 until end of turn (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
3/3
Yarmul, Moriok Slaver (Rare)
Cost: 2BB
Legendary Creature - Human Cleric B,T: Search target opponent's library for a creature card and put that card on the battlefield under your control. Then that player shuffles his or her library. That creature deals damage equal to its power to Yarmul, Moriok Slaver.
2/4
Yarmul's Determination (Uncommon)
Cost: 1B
Enchantment
Whenever you play a black spell, you may put target creature card from your graveyard on top of your library.
Yarmul's Touch (Common)
Cost: 2B
Sorcery
All creatures get -1/-1 until end of turn.
Draw a card.
Anarchic Lancer (Common)
Cost: 2R
Creature - Human Warrior
First Strike 1: Anarchic Lancer is colorless until end of turn.
2/2
Ancient Phoenix (Rare)
Cost: 3RR
Creature - Phoenix
Bestow 3RR
Flying
When Ancient Phoenix dies, return it to your hand at end of turn.
When the creature enchanted by Ancient Phoenix dies, return that creature to the battlefield at end of turn.
3/3
Barzuun Berserker (Uncommon)
Cost: 2R
Creature - Minotaur Berserker
At the beginning of your upkeep, put two essence counters on Barzuun Berserker. R, remove X essence counters from Barzuun Berzerker: It gets +X/+0 until end of turn.
2/2
Battle Madness (Uncommon)
Cost: 2R
Enchantment - Aura
Enchant creature
When enchanted creature attacks, it gains double strike until end of turn.
If Battle Madness would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Burning Passion (Uncommon)
Cost: R
Enchantment
Whenever an opponent is dealt damage, you may have Burning Passion becomes a X/X Elemental creature until end of turn, where X is the damage dealt.
Burning Fists (Common)
Cost: 1R
Enchantment - Aura
Enchant creature
Flash
Enchanted creature has "T: This creature deals 1 damage to target creature or player".
Caustic Spray (Common)
Cost: R
Sorcery
Linger 2R (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Caustic Spray deals 1 damage to target creature or player.
Chaos Wielder (Common)
Cost: R
Creature - Spirit 1R, sacrifice Chaos Wielder: Change the target of instant or sorcery target spell.
1/1
Coalhide Barak (Rare)
Cost: 3R
Primal Creature - Beast
When Coalhide Barak attacks, you may put a primal creature card from your hand on the battlefield tapped and attacking. Sacrifice that creature at end of turn.
3/3
Crashing Titan (Rare)
Cost: 4RR
Creature - Giant Warrior
When Crashing Titan enters the battlefield or dies, it deals 4 damage to each other creature.
4/4
Crazed Raptor (Common)
Cost: 2R
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
When Crazed Raptor attacks, target primal creature gains First Strike until end of turn.
3/1
Dazzling Shock(Uncommon)
Cost: 3RR
Sorcery
Dazzling Shock deals 4 damage to target player.
That player discards all cards from his or her hand and draws that many cards. Gorr grabbed the lizard from behind and the beast shouted. Gorr shouted back. His cry, though, was not of victory, but of pain and confusion.
Fatal Fury (Uncommon)
Cost: 2R
Instant
Play Fatal Fury only during the declare attackers step.
As an additional cost to play Fatal Fury, sacrifice a creature.
Attacking creatures get +X/+0 until end of turn, where X is the sacrificed creature's power.
First Channeler (Common)
Cost: 1R
Primal Creature - Spirit
(When you cast a primal spell, you can't cast other spells until end of turn.) T: Add two mana of any color to your mana pool. Use this mana only to cast primal spells.
1/1
Firstborn Dragon (Rare)
Cost: 3RR
Creature - Dragon
Flying
At the beginning of your upkeep sacrifice an enchantment or sacrifice Firstborn Dragon.
5/5
Freedom Cry (Uncommon)
Cost: 2R
Primal Sorcery
(When you cast a primal spell, you can't cast other spells until end of turn.)
Untap target creature and gain control of it until end of turn. That creature gains +2/+0 and Haste and until end of turn.
Furious Awakening (Rare)
Cost: RRR
Sorcery
Linger 2RRR
Mountains you control are 3/1 red Elemental creatures until end of turn.
Granite Grip (Common)
Cost: 2R
Enchantment - Aura
Enchanted creature gets +1/+0 for each mountain you control.
Greater Pyrosaur (Uncommon)
Cost: 2RR
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Greater Pyrosaur can't block.
When Greater Pyrosaur attacks, target primal creature gets +2/+0 until end of turn. R: Greater Pyrosaur gets +1/+0 until end of turn.
3/3
Ironfist Intimidator (Common)
Cost: 1R
Creature - Human Warrior
Protection from White
2/1
Lava Skin (Rare)
Cost: 2RRR
Enchantment - Form
You can't cast other form spells.
Whenever a creature deals combat damage to you, Lava Skin deals 4 damage to it.
At the beginning of your upkeep flip a coin. If you win Lava Skin deals 4 damage to target creature or player.
Leashed Anger (Rare)
Cost: 2R
Enchantment - Aura
Enchant creature you control
When enchanted dies, it deals damage equal to it's power to target creature or player, then attach Leashed Anger to another creature you control.
Lightning Ritual (Uncommon)
Cost: R
Primal Instant
(When you cast a primal spell, you can't cast other spells until end of turn.)
Add RRR to your mana pool.
Maddening Leech (Common)
Cost: 1R
Enchantment Creature - Insect
Bestow 1R(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Maddening Leech can't block.
Creature enchanted by Maddening Leech can't block.
2/2
Magma Vein (Uncommon)
Cost: 1R
Enchantment - Aura
Enchant land
Enchanted land has "T: This land deals 1 damage to target creature." 3R: Attach Magma Vein to target land.
Megapod (Common)
Cost: 3RR
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Haste
4/4
Meteor Swarm(Rare)
Cost: 4RRR
Sorcery
Meteor Swarm deals 6 damage to target player.
That player skips his or her next turn.
"I've dreamt with the Great Ending. An explosion so powerful, that even time itself broke apart."
- Raght, King of Storms
Predator's Sense (Rare)
Cost: 2R
Primal Enchantment
Whenever an opponent is dealt damage, primal creatures you control get +1/+1 until end of turn.
Primal Rage (Common)
Cost: 1R
Instant
Target primal creature gains Double Strike until end of turn.
Draw a card.
Primordial Ooze (Rare)
Cost: R
Primal Creature - Ooze
(When you cast a primal spell, you can't cast other spells until end of turn.)
Primordial Ooze attacks each turn if able.
Whenever you cast a primal spell, Primordial Ooze gets +X/+X until end of turn, where X is that spell's converted mana cost.
1/1
Raght, Vulshok Chieftain (Rare)
Cost: RR
Legendary Creature - Human Warrior
All other creatures attack each turn if able.
1/1
Rain of Sparks (Uncommon)
Cost: XRR
Instant
Rain of Sparks deals 2 damage to up to X target creatures.
Render Useless (Common)
Cost: R
Sorcery
Each player sacrifices a permanent.
Rogue Wildcat (Uncommon)
Cost: 2R
Primal Creature - Cat
(When you cast a primal spell, you can't cast other spells until end of turn.)
Cavewalk, Haste
3/3
Scorching Pain (Common)
Cost: 1R
Instant
Scorching Pain deals 5 damage to target creature that was dealt damage this turn. That creature can't be regenerated this turn.
Song of Chaos (Uncommon)
Cost: 1R
Primal Enchantment
(When you cast a primal spell, you can't cast other spells until end of turn.)
Primal creatures can only be blocked by two or more creatures.
Sonic Wave (Rare)
Cost: 2RR
Sorcery
As an additional cost to play Sonic Wave, discard a card at random.
Sonic Wave deals 5 damage to each creature and each player.
Storm Drake (Uncommon)
Cost: 3R
Creature - Drake
Flying 2: Storm Drake gets +1/+0 until end of turn.
2/2
Stun (Common)
Cost: 1R
Instant
Target creature can't block this turn.
Draw a card.
Sulfurous Wind(Common)
Cost: 2R
Instant
Sulfurous Wind deals 2 damage to target player.
That player can't play lands this turn. Descending winds from the Flamegod Peak turned into desert all terrain around it.
Take Control (Rare)
Cost: 4RR
Sorcery
Untap target creature and gain control of it. It gains haste until end of turn.
At end of turn, sacrifice that creature. It deals damage equal to it's power to target player.
Unstable Infusion (Common)
Cost: R
Enchantment 1, sacrifice Unstable Infusion: Unstable Infusion deals 3 damage to target creature or player.
Vandal's Strength (Common)
Cost: 1R
Sorcery
Choose one - destroy target artifact; or creatures you control get +1/+0 until end of turn.
Velocidon (Rare)
Cost: XR
Primal Creature - Dinosaur
Haste, Trample
When Velocidon enters the battlefield, it gains +X/+0 until end of turn.
1/1
Vulshok Fireshaper (Common)
Cost: 2R
Creature - Human Shaman T, sacrifice an enchantment: Add RR to your mana pool.
2/2
Vulshok Gladiator (Uncommon)
Cost: 1RR
Creature - Human Warrior
First Strike
Vulshok Gladiator can't be blocked by enchanted or equipped creatures.
2/2
Vulshok Raider (Common)
Cost: R
Creature - Human Warrior
Vulshok Raider gains +1/+1 and has First Strike as long as it's enchanted.
1/1
Albinic Centaur (Uncommon)
Cost: 1G
Creature - Centaur Warrior
As an additional cost to play Albinic Centaur, discard a land card.
3/3
Bloated Sporosaur (Common)
Cost: 3G
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Trample
Poisonous 2 (Whenever it deals combat damage to a player, that player gets two poison counters. A player with ten or more poison counters loses the game.)
4/1
Centaur Rootwarden (Rare)
Cost: 3G
Creature - Centaur Shaman
Whenever you gain life you may reveal the top card of your library. If it's a creature card, you may put it in your hand.
2/3
Copperwood Arachnoid (Rare)
Cost: 2GG
Creature - Spider
Reach, Poisonous 1
Sacrifice a forest: Copperwood Arachnoid gains Deathtouch until end of turn.
2/4
Copperwood Embrace (Common)
Cost: G
Primal Enchantment - Aura
(When you cast a primal spell, you can't cast other spells until end of turn.)
Enchant creature
Enchanted creature gets +2/+2.
Copperwood Essence (Rare)
Cost: 2GGG
Enchantment - Form
You can't cast other form spells.
Whenever you tap a permanent for mana, add one mana to your mana pool of any type that permanent produced.
Copperwood Ritual (Uncommon)
Cost: 2G
Sorcery
Shuffle all creature cards from target player's graveyard into that player's library.
Draw a card.
Corrosive Moss (Common)
Cost: 2GG
Sorcery
Destroy target land.
If that land is nonbasic, it's controller gains a poison counter (A player with then ore more poison counters loses the game.)
Crashing Herd (Rare)
Cost: 1GG
Sorcery
Linger 3GG
Put a 3/3 green Beast creature token into play.
Deeproot Dendroid (Common)
Cost: 2GG
Creature - Treefolk
Deeproot Dendroid enters the battlefield tapped.
Whenever you gain life, you may put a +1/+1 counter on Deeproot Dendroid.
2/4
Elder Triceratops (Uncommon)
Cost: 2GG
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Trample
When Elder Triceratops attacks, you may put a +1/+1 counter on target attacking primal creature.
3/3
Evolutive Accident (Rare)
Cost: 2G
Primal Sorcery
Each opponent chooses a creature card in his or her graveyard.
Put the chosen cards on the battlefield under your control.
Feast on Leaves (Common)
Cost: 1G
Enchantment 1, sacrifice Feast on Leaves: Gain 1 life for each land you control.
Force of Innocence (Rare)
Cost: 4GG
Enchantment Creature - Elemental
Trample
Play with your hand revealed.
Force of Innocence gets +2/+2 for each creature card in your hand.
3/3
Fruition Dryad (Uncommon)
Cost: G
Creature - Dryad
Whenever you gain life, Fruition Dryad gains +2/+2 until end of turn.
1/1
Giant Fungusaur (Rare)
Cost: 4G
Primal Creature - Fungus Dinosaur
Whenever Giant Fungusaur is dealt damage, put a +1/+1 counter on it.
4/4
Golden Dream (Rare)
Cost: 2GG
Enchantment - Aura
Enchant permanent 1G: Enchanted permanent becomes a 6/6 Wurm until end of turn.
Horned Wurm (Common)
Cost: 5G
Creature - Wurm
Horned Wurm gets +1/+1 and has Trample as long as it's enchanted.
5/4
Jungle Asp (Common)
Cost: 2G
Creature - Snake
Poisonous 2 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
1/2
Jungle Mammoth (Common)
Cost: 3G
Primal Creature - Elephant
(When you cast a primal spell, you can't cast other spells until end of turn.)
4/4
Kaasi, the Scarred (Rare)
Cost: 1G
Legendary Creature - Human Scout
Spells targeting Kaasi, the Scarred cost 2 less to play. B: Regenerate Kaasi, the Scarred.
1/2
Pack Gathering (Uncommon)
Cost: 1G
Primal Sorcery
(When you cast a primal spell, you can't cast other spells until end of turn.)
Search your library for up to three cards with the same name as target primal creature, reveal them, and put them into your hand. Then shuffle your library.
Photosyntesis (Uncommon)
Cost: G
Enchantment - Aura
Enchant land
Whenever you gain life you may put untap enchanted land.
Phytodactyl (Common)
Cost: G
Primal Creature - Dinosaur Plant
(When you cast a primal spell, you can't cast other spells until end of turn.)
Defender G: Add one mana of any color to your mana pool.
0/3
Predator's Strike (Common)
Cost: 1G
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Quest for Simplicity (Rare)
Cost: 4G
Instant
Put all artifats and enchantments on top of their owners' libraries.
Rizophage (Rare)
Cost: 3G
Primal Creature - Dinosaur
Forestwalk
Rizophage has power and toughness equal to the number of forests you control.
*/*
Scavenging Ants (Rare)
Cost: 1GG
Instant
Put a 1/1 green Insect creature token on the battlefield for each creature put into your graveyard this turn.
Scent of Prey (Uncommon)
Cost: 1G
Enchantment - Aura
Enchant creature
All primal creatures able to block enchanted creature do so. 1G: Attach Scent of Prey to target creature you control.
Soilfeeder (Common)
Cost: 1G
Creature - Plant
Whenever an aura becomes attached to Soilfeeder, you may gain 2 life.
2/2
Spider Totem (Common)
Cost: 1G
Enchantment Creature - Spider
Bestow 1G(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Reach
Creature enchanted by Spider Totem has Reach.
1/3
Spiritual Bloom (Rare)
Cost: 1G
Enchantment
Enchantments you control are Forest lands in addition to their other types.
Springing Wildcat (Common)
Cost: 2G
Primal Creature - Cat
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flash
3/2
Strenghten (Common)
Cost: G
Sorcery
Linger 2G (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Put a +1/+1 counter on target creature.
Sustenance Bonds (Common)
Cost: 4G
Enchantment
Whenever you gain life you may put a green 1/1 Insect creature token on the battlefield.
Sacrifice Sustenance Bonds: Gain 1 life for each creature you control.
Sylvok Elite (Uncommon)
Cost: 2G
Creature - Human Warrior
Protection from Black
Sylvok Elite gets +1/+2 as long as an opponent controls a nonbasic land.
2/2
Sylvok Harvester (Common)
Cost: G
Creature - Human Druid T: Add G to your mana pool.
0/2
Sylvok Lightseeker (Uncommon)
Cost: 1G
Creature - Human Shaman
Shroud 1G: Attach target aura you control with enchant creature to Sylvok Lightseeker.
1/2
Sylvok Sigil (Uncommon)
Cost: 2G
Enchantment - Aura
Enchant permanent
Enchanted permanent has protection from instants and sorceries.
If Sylvok Sigil would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Sylvok Sniper (Common)
Cost: 1G
Creature - Human Archer
Reach 2G, sacrifice Sylvok Sniper: Destroy target creature with flying.
2/1
Symbiotic Generation (Uncommon)
Cost: 3GG
Instant
Put three green 1/1 Insect creature tokens on the battlefield.
Whenever you gain life you may return Symbiotic Generation from your graveyard to your hand.
Vegetative Propagation (Common)
Cost: 2G
Sorcery
Search your library for a basic land card and put that card on the battlefield tapped. Then shuffle your library.
Draw a card.
Virulent Swarm (Uncommon)
Cost: 2G
Creature - Insect
Poisonous 1 (Whenever this creature deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.) G: Regenerate Virulent Swarm.
1/1
Wood Whisper (Uncommon)
Cost: 1G
Enchantment
At the beginning of your upkeep, put an essence counter on Wood Whisper. G, remove an essence counter from Wood Whisper: Target creature gets +1/+1 and gains trample until end of turn.
Zillah, Sylvok Elder (Rare)
Cost: 1G
Legendary Creature - Human Cleric
Zillah, Sylvok Elder is indesctructible.
Creatures with summoning sickness are indestructible and have shroud.
2/3
Zillah's Zealots (Common)
Cost: G
Creature - Human Warrior
Whenever Zillah's Zealots becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
1/1
Altar of Swords (Rare)
Cost: 7
Legendary Artifact
When Altar of Swords enters the battlefield, draw a card.
Creatures you control get +X/+X, where X is the number of cards in your hand.
Ascended Enchantress (Rare)
Cost: 2WU
Creature - Human Wizard
Hexproof
Enchantment spells cost you 1 less to cast.
Whenever you cast an enchantment spell, draw a card.
0/2
Bayan's Decree (Rare)
Cost: GWU
Enchantment
Spells your opponents cast targeting you or another permanent you control cost 3 more to cast.
Blood Channeler (Uncommon)
Cost: BR
Primal Creature - Spirit
(When you cast a primal spell, you can't cast other spells until end of turn.)
When Blood Channeler attacks, you may return a primal creature card from your graveyard to your hand.
2/1
Creeping Evolution (Rare)
Cost: WUBRG
Primal Enchantment
Players can't play mana abilities.
At the beginning of each player's precombat main phase, that player may cast a spell from his or her hand without paying it's mana cost.
Enraged Armodon (Rare)
Cost: 2BRG
Primal Creature - Elephant
Trample
Whenever a primal creature attacks, it gets +1/+1 until end of turn for each other attacking primal creature.
5/5
Eternal Summer (Rare)
Cost: 1RGW
Enchantment
Creatures you control get +2/+2 and have "T: Add one mana of any color to your mana pool."
Fade Out (Rare)
Cost: 1UB
Sorcery
Name a nonland card. Search target player's hand, graveyard and library for all cards with that name and exile them.
Then that player shuffles his or her library.
Draw a card.
Ghost Oracle (Rare)
Cost: WUB
Enchantment Creature - Spirit
Whenever you would be dealt damage, you may pay 1. If you do, target opponent gain that much life instead.
1/3
Open Mind (Uncommon)
Cost: WU
Enchantment - Aura
Enchant player
Enchanted player plays with his or her hand revealed.
Enchanted player can't discard.
Petrified Warrior (Uncommon)
Cost: 1RG
Enchantment Creature - Elemental Warrior
Bestow 1RG(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Petrified Warrior gains +1/+1 for each nonbasic land your opponents control.
Petrified Warrior gains +1/+1 for each nonbasic land your opponents control.
1/1
Storm Giant (Rare)
Cost: 2RG
Creature - Giant Shaman 2, discard a card at random: Storm Giant deals 2 damage to target creature. It deals 2 damage to that creature's controller if the discarded card was a land card.
3/3
Suntouched Dendroid (Rare)
Cost: 3GW
Creature - Treefolk
Whenever you gain life, you may untap Suntouched Dendroid. T: Other creatures you control get +1/+1 until end of turn.
2/4
Vicious Arcanist (Rare)
Cost: 1UBR
Creature - Human Wizard
Pay 3 life, T: Return target instant or sorcery card from your graveyard to your hand.
2/2
Voidmind Drake (Uncommon)
Cost: 2UB
Creature - Drake
Flying
At beginning of each player's upkeep, that player discards a card unless he or she pays 2.
3/3
Vulshok Pyre (Rare)
Cost: XBR
Sorcery
Vulshok Pyre deals X damage to target creature or player.
Vulshok Pyre can't be countered.
Damage dealt by Vulshok Pyre can't be prevented.
Zillah's Blessing (Uncommon)
Cost: GW
Enchantment - Aura
Enchant land
Enchanted land has "T: Add one mana of any color to your mana pool" and is indestructible.
If Zillah's Blessing would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Arcane Nexus (Uncommon)
Land - Cave T: Add 1 to your mana pool. T, sacrifice a cave: Draw a card.
"This nexus indicates we're approaching our goal. Let's use it for now, and begone with our task."
- Tenn Highwind
Copperwood Verge (Uncommon)
Land
Copperwood Verge enters the battlefield tapped. T: Add R or G to your mana pool. 2: Add R or G to your mana pool.
Crystalline Lake (Uncommon)
Land
Crystalline Lake enters the battlefield tapped. T: Add W or U to your mana pool. 2: Add W or U to your mana pool.
Forgotten Temple (Rare)
Legendary Land T: Add 1 to your mana pool. 1W, T: Put target enchantment card from your graveyard on the top of your library.
"In times like these, the ability to recall may become a powerful defense."
- Bayan, Voice of Kuhme
Lava Trenches (Uncommon)
Land
Lava Trenches enters the battlefield tapped. T: Add B or R to your mana pool. 2: Add B or R to your mana pool.
Moonlit Cave (Common)
Land - Cave T: Add 1 to your mana pool. T, sacrifice a cave: Add one mana of any color to your mana pool. Each night, Khaja visited the cave. And each night, her dreams became more vivid.
Mystic Eon (Rare)
Land
At end of turn, if you control no enchantments, sacrifice Mystic Eon. T: Add one mana of any color to your mana pool. Where all creation began.
Tainted Basin (Uncommon)
Land
Tainted Basin enters the battlefield tapped. T: Add U or B to your mana pool. 2: Add U or B to your mana pool.
Windy Thicket (Uncommon)
Land
Windy Thicket enters the battlefield tapped. T: Add G or W to your mana pool. 2: Add G or W to your mana pool.
For now, some flavor and storyline elements that may be of interest:
Locations:
Sand Plains: Home of the Auriok, the plains have somewhat a hard climate. With hot days and cold nights, the Plains are home of a variety of felines, some small lizards and birds of prey. The Auriok settlement is located in the Sand Plains, but they call it 'settlement' in their own language. The Silikar also dwell in the plains, in a cave complex near the Grey Peaks. Settlement: Home of the Auriok, the settlement is comprised by a few dozen tentes around two big stone buildings. The Kuhme's Church (the Auriok word for Church is the same as Courtroom), and the Warehouse, where all their food and materials are stored. The Settlement is protected by magic, so it lacks any physical wall or limitation. Grey Peaks: The Grey Peaks is a extensive chain of mountains in the center of the continent. Home of the most dangerous species in the known world, the Peaks are always a battleground. The Vulshok live in it's outer caves. The inner caves are inhabited by Giants and Dragons, as well as giant dinosaurs and minotaurs. Flamegod Peak:The highest mountain in the Grey Peaks, is the home of the Elder Giants. Vulshok legends mention an artifact hidden inside it's throat. Lava Trenches: This rivers of lava run down the southern border of the Grey Peaks, across the arid landscape and mark the frontier of the Sand Plains and the Hazy Marsh. Home of small predators and elementals, the trenches is considered inhabitable by humans. Nightmist: This village is the home of the Neurok. Built in the shoreline, Nightmist suffers from Tarjin attacks from time to time. The village is magically protected, just as the Settlement. Nightmist has three ports, to account for it's many fishing boats. The village is built around the Obelisk, a large stone construction used for astronomic purposes. Nightmist houses are comprised mostly by wood and clay. The Reefs: The Reefs surround most of the northern and eastern seas. Nothing beyond the reefs is known. The only creatures that seem to live there are the Tarjin and some edible species of fish. Copperwood: Is a huge rainforest in the western continent. Copperwood is inhabited by an enormous variety of creatures. Mostly dinosaurs, mammals in all sizes, and magical creatures. Many Sylvok families live there, roaming the wild and avoiding it's dangers. This forest is so big, it's composed by many subforest with different climates and ecologies. Their most noteworthy inhabitants are the Dendroids. This unintelligent and territorial treefolk live near the Grey Peaks. Hazy Marsh: The Marsh is in the southern part of the continent. This watery labyrinth is home of the Moriok and the Vrit. It's geography changes according to it's inner tides, making almost impossible for a foreign wanderer to survive. The Vrit inhabit the intersection from the polluted waters and the lava trenches, where the haze is much thicker. The Moriok live in the middle of the Marsh. They have four different settlements; each one to be used in a different season of the year. Forgotten Temple: The Temple lays hidden in a labyrinthic valley the middle of the Grey Peaks. Some Vulshok see it's majesty from a great height, but no one seem to have reached it so far. It's origins are not a matter of great concern among Vulshok people.
Concepts
Kuhme: The Auriok believe fiercely in ancestry, that their parents and grandparents look after them in the spiritworld. The sum of this spirits is called Kuhme. Is what guides the Auriok society nowadays. The first Auriok, is called simply by 'The Father'. He alone bore three children: Balon the Strong, Gerud the Wise, and Umal the Just; and from them, all the Auriok descend. Sandsculpting: The Art, as often is called, is the power some Auriok manifest. It's a rare gift, and children who bear this power are considered sons of Gerud. In recent times, the sons of Gerud are gathered with Ranuu, who expects to use sand as defense from the raids. The Weakening: It's happening. No one knows why, but the enchantments that used to protect the Settlement and Nightmist are fading out. And the Giants and Vulshok seem to have noticed, because the raids have increased in numbers, and many soldiers have perished since then. Neurok wizards travel to far-off places searching for an answer. Auriok clerics pray for their ancestors for a solution. But nothing seem to work.
Characters
Bayan, Voice of Kuhme: Bayan is the son of a long-dead cleric. This young priest started in the ways of the gods when he was only a child. Bayan shows great interest in history and theology and he is now known for his ancestral knowledge and fair judgement. He was one of the firsts to know about the Weakening and is very worried about the situation. The priest is reluctant to send his wisemen to study with Neurok schools, since he belives that all solutions lie in the Kuhme. Ranuu, Auriok Veteran: Ranuu is what we could call the Sheriff. He is the oldest soldier in the city. Having faced many perils, Ranuu is one of the most respected citizens in Auriok society but he is now looking for someone to replace him. The veteran has no children of his own, but is the stepfather of two young blind twins, which he sees no chance of getting soldier training. Katji, Kuhmalan Cleric: Is the Auriok diplomat in Nightmist. She is renowned amongst her fellow priests. Currently, Katji oversees the Nightmists' defenses and trades with the Settlement. She despises Bayan and think he is a close-minded fool for not helping the Neurok research on the Weakening. Izha Enur: Izha is a Auriok soldier, based in the Settlement. Her brother went to Nightmist to work for Katji, but moths have passed with no sign of him. Izha plans to go to Nightmist, but she don't know how to do that. The problem is that she can't seem to disobey orders (as most of the Auriok do) and she hopes to be sent there if another big raid happens to them. Ulamus, the Young: Ulamus is the youngest member of the Blue Council. He assumed the post after many of his elders died in the last raid. Ulamus is considered reckless and unexperienced in the eyes of the other four members. He thinks that the Neurok should develop it's own defenses instead of relying on Auriok soldiers, because there might come a time when the Auriok will have to defend their own home, and leave Nightmist defenseless. Varis Elanon: An excentric wizard who believes to have discovered a magic site, which might empower his divination spells, but the problem is that this site lied in the middle of Copperwood forest. Tenn Highwind: Tenn is a bright young researcher. He comes from a fishermen family and was adopted by Varis a few years ago (a common practice among Neurok wizards is to adopt children with magic potential). He is very proud to work with Varis. Korhal: Korhal has a very strange story. He suddenly awoke in the middle of a Moriok field, with dozen of corpses by his side. In shock, Korhal managed to flee from his kidnappers into the swamp. After being hunted for days among the mists, Korhal realizes that he doesn't remember anything, except for his name. Unexplicably, with no need to sleep, food or water, Korhal managed to loose his hunters, but he still doubts his truly nature.
That's it for now. I have more concepts and characters to develop, but I'll leave it to another day.
As far as mechanics go, linger seems really awesome. Its something that I would really want to experiment with and build decks around.
Your form enchaments also are very nice. Embody Peace is a very flavorful card that deserve flavor text. Umals Blessing is probally to powerful though... Ill continue to look through you cards and comment on them, and I look forward to seeing the rest.
Arcane Nexus looks like something they should have printed since a long time ago but for some reason they choose not to. The filterland cycle looks pretty mediocre (especially when it doesn't go too well with Heartbeat of Spring or Fertile Ground, as compared to the Graven Cairns or Mossfire Valley cycle), though they're a step=up from the Castle Sengir cycle back in Homelands. Could it have filtered to mana of three colors instead? They'd probably still not be Constructed-playable, but you'll make them at least borderline playable in Limited.
Aether Stretch - Pity that it wouldn't play well with poison since players aren't permanents. In white and blue there are only four cards that remove counters from permanents and they're at least uncommon. I'm guessing that this card is meant to transfer essence counters among the cycles but it still looks twice as expensive as it should be.
Auriok Reinforcements - I can't really decide if the ability to produce two tokens every upkeep is too powerful at common, or if it'll make ground-based battles in Limited stale very easily. The thing is I love this card, but I'd hate to see it at uncommon or above. I'm gonna have to say great card on this one.
Communal Spirit - I'd say it's broken with Mirrorweave, Vesuvan Shapeshifter and the like but in the context of this set, white really does need more ways to win.
Disempower - Typo in flavor text: 'pray' -> 'prayer'?
Ethereal Protection - I like this one a lot. Looks real-world printable as well.
Griffin Predator - Almost strictly better than Plover Knights. Perhaps the Knights paid extra to be a Kithkin. Doesn't matter much if it's Primal, unlike Crazed Raptor you wouldn't have played this during precombat anyway. I'd say 3/1 for :2mana::symw::symw:.
Infinite Virtue - Unless I'm missing something here, this card's pretty bad even for deck thinning or gain life purposes?
Purebred Mammoth - Nice to see some fat at common, and one with a useful ability too.
Radiant Destruction - Amazing.
True Strike - Could cost :1mana::symw:, or even :symw:. Neck Snap guarantees creature death and could hit blocking creatures too.
Winged Unicorn - Ability cost is too expensive, could be :symw:. (Compare to Haazda Exonerator).
White overall: I like what I see here, there's a nice mix of abilities all around, though it could be better if white was a little more aggressive. Here's a quick breakdown of casting costs, number in brackets are creatures with that cmc:
1cmc: 5 (1)
2cmc: 12 (5)
3cmc: 17 (8)
4cmc: 13 (7)
5cmc: 3 (2)
6cmc: 2 (1)
Average cmc of all white cards: 3.06
Average cmc of all white creatures: 3.29
Less than half of the white cards 3cc and below are creatures, which puts white at a very slow and passive stance.
Thanks a lot PlanesJayWalker. That's exactly the kind of feedback I needed.
Let see your points: Filter Lands: I wanted them to be on uncommon rarity, so they can help out Limited. Don't really know how to balance it out. AEther Stretch: Trust me, it's a future plant ;). Also it goes with with a few previous mechanics (Sunburst, Vanishing, Thallids, Spikes, etc.) Auriok Reinforcement: I compared it to Honden of Life's Web, that's usually built around to make a lot of tokens, and is in a color known for it's mana accel... What should be noticed about Linger, is that when you Linger it, you only get the effect on your next turn. Communal Spirit: Honestly, Mirrorweave is not exactly what I worry about. It's used in so many decks, that this combo might even be weak in comparison. Disempower: Fixed Griffin Predator: Changed. Infiniter Virtue: Wanted to copy Myr Incubator, a card which I love the design. I know it's a crappy rare, but I think I'll leave as it is. True Strike: Reduced by 1 and now hits blocking creatures as well. I confess that I wanted this card to be overcosted, but I agree with your aforementioned points about white being a little too defensive. I changed Bayan's Disciples from 3W 2/4 to a W 1/1. I'll search for another creature to shrink. Pale Moon: Changed. Thanks Winged Unicorn: Is part of a cycle. When the whole cycle is complete I'll come back to it and see if I can change the cost, ok? Even though, remember that it's an enchantment block, and I have a lot of Auras laying around with Merge and other stuff.
About the CCs: Changed a few CC's. Here's how the average CC looks now. Comparison to Champions of Kamigawa in brackets (the last 306 block with neither Hybrid or Timeshifted):
Creatures: 2.96 (3.60)
Spells: 2.91 (2.5)
Enchantments: 2.8 (3.0)
Common: 2.5 (2.36)
Uncommon: 2.57 (3.53)
Rare: 3.8 (4.53)
I should've replied to this two days earlier, but I brainfarted and went to close the browser after typing out everything. Needless to say I wasn't too happy about it.
First of all, replies to reply:
Filter Lands: Perhaps you could have them filter into shard colors (:symw:/:symu:/:symb: etc.)?
AETHER Stretch: Eh, OK... Even when you put real-world usages into view, it's still kind of overpriced especially with that triple-:symw:. Then again you get to do funny things like infinite Saprolings among two Thallids so I guess I'm not going to complain much about this. Now that I look at it, it could be a fun Johnny card.
Auriok Reinforcement: Honden of Life's Web had two inherent drawbacks. It's legendary, so you can't pop two of them (without Mirror Gallery) and make four tokens a turn, and that in order to make more than a token you need to play another color. I guess I'm not too concerned about the Reinforcements making two tokens per upkeep, but rather two Reinforcements making four tokens per upkeep, three making six and so on. It gets even worse when your opponent has a couple of these as well.
Infinite Virtue: The difference between making a 1/1 token and gaining 2 life is that making a token (or 40 tokens) helps you win the game, while gaining 2 life usually doesn't. How about if it made 1/1 flying Spirits instead?
Arcanist Teammate - While I don't recall there being an official wording for copies, I personally prefer 'spell copy' over 'copy spell'
Attract - Very, very nice.
Dispel - Hmm... Interesting.
Dream Maze - With Linger it's pretty damn overpowered, since you could return their biggest attacker (without vigilance) every upkeep. If anything the Linger cost would have to be like :3mana::symu::symu: (Sort of a one-sided Sunken Hope but hits only tapped creatures, and you get to choose.)
Glasswing Drake - Is it intended that its ability would work even for spells that don't target creatures, like Naturalize?
Illusory Prision - Prision -> Prison?
Investigate - Needs to be uncommon just because of the linger. :3mana::symu: for a personal Howling Mine and more is pretty damn good, perhaps even undercosted.
Omniscience - revelead -> revealed. Also you can only name a card, not a spell. The activated ability would have read ":symu::symu:: Counter target spell with the chosen name, then name another card."
Psionic Sting - Nice tension.
Psionic Teachings - Could be cheaper I guess? In any case very nifty card, wonder why isn't it printed yet.
Selective Memory - In a set with heavy Retrace of Flashback, maybe. But this just looks like it's going down the Cephalid Shrine path.
Steal Ideas - Fatigue + Cantrip could probably just cost :2mana::symu:.
Stutter - Looks uncommon or even rare. It's not about saccing it to counter a spell, but not saccing it and let it breathe on your opponent's neck for the turns to come. If you ever played against Spiketail Hatchling you should know how nerve-wracking it is
Blue looks a lot better than white, considering that it can actually win by damage. If anything I'd probably cut a counterspell (Maybe Revoke or Stutter) and fit in another creature, maybe something unblockable.
I should've replied to this two days earlier, but I brainfarted and went to close the browser after typing out everything. Needless to say I wasn't too happy about it.
No worries. It happens here too
Filter Lands: I don't think there's a simple solution to that. I think I'll just leave it at that and call it a day
Auriok Reinforcement: I think you have a very good point. I'll consider switching it's rarity to Uncommon at least.
Infinite Virtue: Could be... and I think it would be awesome. I'll also change it's name, to reference Kuhme or the ancestors. Good idea.
Dream Maze - Reworded for conditional bounce and raised the cost to UU
Investigate - Exchanged rarity with Harmonic Memories. Linger is proving to be possible
Glasswing Drake - Why only creatures? I like the idea that he can't protect himself, only others. Just like glass refraction.
Illusory Prision - Fixed
Omniscience - Also fixed
Selective Memory - Humm... It's kind of a filler, I confess. I just stumbled on it when looking for a subtle milling helper.
Steal Ideas - Overecosted? I know, I've heard it before, but I intend to keep it that way.
Stutter - Now that I think about it, you're right about this card. I think I'll reduce from 3 to 1.
I very much so like Dispel. Like a counter that can be used so you know you can win the counter war, or just to peek at an aggro players game.
Izha's Pain is fine. I think it should be uncommon though. The reason thoughtsieze wasnt uncommon was because wizards said it was too powerfull in limited. However, your version is decidedly weaker in limited where more people are likely to be able to pay the two.
Rain of sparks is busted. It should cost X1R or XRR to be safe. As is its just a one sided limited pryoclasm that costs the same or 1 - 2 more. Tad bit of cad advantage.
Private Mod Note
():
Rollback Post to RevisionRollBack
Oh, what's that you say, Karn? You remove poison counters? You should tell that to Mr. Rosewater.
Rain of sparks is busted. It should cost X1R or XRR to be safe. As is its just a one sided limited pryoclasm that costs the same or 1 - 2 more. Tad bit of cad advantage.
Agree with you about the card. Changed to XRR.
Soon I"ll be posting the green cards and consolidating everything in the first post.
Finally, I'm kind of stuck with flavor text for blue cards. I'm finding it very challenging. Any help there would be welcome...
Removing some cards to make room for legendaries.
Communal Spirit gave place to Izha Enur in W.
Tarjin Unmaker gave place to Tenn Highwind in U.
Vulshok Warmonger gave place to Raght, Vulshok Chieftain in R.
Thanks a lot on your review, tumbleweed. I've changed some things and I'll comment on it.
Angry Sporosaur (Common)
Cost: 2GG
Primal Creature - Dinosaur
(When you play a primal spell, you can't play other spells until the end of the turn.)
Trample
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
4/1
First: I want all primal creatures to have hight Power. Second, he is like 'spend a guy to chump block me and you still gain a poison counter'. What I did now is cost him at 3G and raise poisonous to 2. I realize his design might be counter-intuitive but I want a card that could go into poisonous and primal decks.
Copperwood Embrace (Common)
Cost: G
Primal Enchantment - Aura
(When you play a primal spell, you can't play other spells until the end of the turn.)
Enchant creature
Enchanted creature gets +2/+2.
I like this one too
Copperwood Troll (Common)
Cost: :2mana::symg:
Creature - Troll Warrior
Forestwalk
Discard a land card: Regenerate Copperwood Troll.
2/2
Killed so the spider totem could become common. Added Albinic Centaur in it's place.
Deeproot Dendroid (Common)
Cost: 2GG
Creature - Treefolk
Deeproot Dendroid comes into play tapped.
Whenever you gain life, you may put a +1/+1 counter on Deeproot Dendroid.
2/4 Dendroid Seedling (Common)
Cost: 1G
Creature - Treefolk
Dendroid Seedling comes into play tapped. T: Untap target land.
1/3
Considering the Treefolk. My Dendroids are feral, yeah, but when they are not hunting, they are rooted to the ground. For flavor reasons, they all cipt... It's not a major drawback, but really think it's a nice flavorful one
Feast on Leaves (Common)
Cost: 1G
Enchantment 1, sacrifice Feast on Leaves: Gain 1 life for each land you control.
If you read all the cards, it's a cycle. Enchantments that want to be sorceries. I like the tension in this card (when is good enough to sacc it? do i play it now and have to keep 1 open in fear of destroying it?)
Horned Wurm (Common)
Cost: 5G
Creature - Wurm
Horned Wurm gets +1/+1 and has Trample as long as it's enchanted.
5/4
Another cycle. Remember that if he is enchanted, he probably has different stats (Copperwood Embrace? Granite Grip, any of the recurring auras or creatures with merge?). It can be kind of dangerous.
Jungle Mammoth (Common)
Cost: 3G
Primal Creature - Elephant
(When you play a primal spell, you can't play other spells until the end of the turn.)
4/4
Yeah, I wasnt sure about this guy. Turned into 4/3.
Phytodactyl (Common)
Cost: G
Primal Creature - Dinosaur Plant
(When you play a primal spell, you can't play other spells until the end of the turn.)
Defender G: Add one mana of any color to your mana pool.
0/3
Soilfeeder (Common)
Cost: 1G
Creature - Plant
Whenever an aura becomes attached to Soilfeeder, you may gain 2 life.
2/2
I'll leave as is... i like it when the numbers are the same... like a 2/2 that gives 2 life
Spider Totem (Uncommon)
Cost: 1G
Creature - Spider
Merge with a creature (You may play this spell as an aura enchantment with "Enchant creature")
Reach
Creature enchanted by Spider Totem has Reach.
1/3
Totally agreed on this one. I'll see if I can exchange rarity with something...
Sustenance Bonds (Common)
Cost: 4G
Enchantment
Whenever you gain life you may put a green 1/1 Insect creature token into play.
Agreed with you, so I added a sacrifice ability. It's a minor ability, but not useless in limited if you're not playing lifegain. I based it on Flourishing Defenses
Sylvok Sniper (Common)
Cost: 1G
Creature - Human Archer
Reach 2G, sacrifice Sylvok Sniper: Destroy target creature with flying.
2/1
High pick for sure. Even though flyers are not a great concern in this set.
Vegetative Propagation (Common)
Cost: 2G
Sorcery
Search your library for a forest card and put that card into play tapped. Then shuffle your library.
Draw a card.
Yeah... I think that tutoring for any land would be welcome. And I'm not just talking about limited... So... changed
Thanks a lot for the feedback. I'll be posting the single artifact and the multicolor today
I've had a lot of work with this set, so I've also fleshed out the theme decks. It won't be alara-like. They all have 60 cards (2 rares, 13 uncommons, 23 commons and 22 basic lands)
Now, the lists: Higher Ideals (WU)
This decks explores the linger mechanic. Set some ground defense, then let the linger give you card advantage so you can finally win with evasive creatures or by removing all of your opponent's threats. Auriok Reinforcements can make a horde of beaters. Arcanist Teammate can copy your best lingered spell each turn. Vitality and Dawn Strider will help you stay alive until you can assemble your army.
This white-green deck explores the greatest intersection between the two colors: lifegain. You'll stay alive while you pump your guys. Umal's Blessing will keep the healing flowing. Deeproot Dendroid, Fruition Dryad, Sustenance Bonds, Symbiotic Generation and Suntouched Dendroid will provide you with beaters whenever you gain life. Vitality, Lone Barak (with help from your auras), Kuhme's Acolyte and Feast on Leaves will keep your abilities triggering.
This black and blue deck has a different approach: milling. Our favorite alternative win condition packed with defensive removal to protect you from early punches. Of course, winning by damage is also possible, considering Moriok Thug and Neurok Mistweaver are evasive powerhouses. Psionic Teachings, Psionic Stress and Psionic Sting can all mill your opponent out. Bone Collector, Devour Soul and Revoke, all like when your opponent's graveyard is full of lost memories. Soul Eater, Corrupt Future, Neurok Chains and Moriok Pride all help you on the early game.
Primal creatures are big for their cost. This deck takes advantages of this by doing what they do best: attack. Play your beaters with the help from First Channeler and Phytodactil. Crazed Raptor, Elder Triceratops, Song of Chaos and Enraged Armodon all like when your primals attack. All your other guys are too big for their cost, so your opponent can't handle them.
Now, the plot I have so far for what would be a novel. I'm not fleshing out all plot details. That's because I think I'm not suited to the job, since I'm not a native english speaker, and I my storytelling skills are somewhat rusty.
1st Chapter Korhal awakens in a strange place. It looks like a cemetery, surrounded by corpses. The only thing he remembers is his name. When he stands up, he is noticed by an armed man, and chased through the cemetery and into a marsh. Korhal runs for more then a day, with no need for food, drink or sleep... until his hunters give up. 2nd Chapter Izha Enur is a soldier in the Settlement. Her brother went to Nightmist to help Neuroks in their battle against Vulshok raiders, but she doesn't hear from him in almost a month. Izha is a lawful soldier and is struggling against her impulse to travel to Nightmist and disobeying her commander's orders to stay in the settlement. 3rd Chapter Tenn Highwind is a young mage in Nightmist. He is apprentice to Varis, and great wizard and tradesman. The old wizard finds about a special place, in the middle of the Copperwood jungle, that might hold the secret to the Weakening. He decides to hire some Auriok soldiers and go into the wild, leaving Tenn in charge of his laboratory. 4th Chapter Izha manages to be sent to Nightmist. Upon arriving, she starts gathering information about her brother, and discovers that he went along with Varis to Copperwood jungle. 5th Chapter Tenn discovers that a strange Auriok woman have been asking questions about his master. He goes to find this woman and they decide to go after her brother and his master. 6th Chapter Korhal leaves the Hazy Marshes, after fighting some Vrit. He arrives in the Lava Trenches where he is greeted by a Vulshok party. After battling the party, he spare a survivor named Dhaja, so that she can lead him into the mountains. 7th Chapter With Dhaja's help, Korhal arrives in a Vulshok cave, where he is introduced to Raght. The great shaman was recruiting warriors in the cave for the next raid to Nightmist. Raght recognizes Korhal as an envoy from some divine spirit and greets him with fervent adoration. Raght tells Korhal that the answer to his secrets is in the Flamegod Peak, protected by a powerful guardian. 8th Chapter Kaasi is a malformed Sylvok. Cast aside for most tasks for having only one arm, he doesn't have a strong sense of belonging. In one of his wanderings, he is caught in the middle of a confrontation between his clan and some Neurok invaders. Kaasi then feels dizzy and faints. 9th Chapter Raght chooses Dhaja so she can lead Korhal to the Flamegod Peak. The young warrior feels honored and they start on their journey. She doesn't know Korhal is undead. She thinks he is a very powerful man and Korhal prefers it that way. 10th Chapter Kaasi awakens to find his clan dead and the Neurok dead. He wanders the jungle waiting for certain death. In his sylvok mind, being alone is being dead. Luckily (or not) he stumbles on Izha and Tenn. They help him get on his feet and they scout for tracks. 11th Chapter In the place where the battle occurred, they find Varis' body and several auriok bodies. Izha finds her brother's shield. They follow the tracks until they enter Moriok territory. 12th Chapter Korhal and Dhaja reaches the Flamegod Peak, where they are attacked by a huge dragon. Near the crater, they see a strange stone altar. They run for it as the dragon is closing in on them. Korhal pushes Dhaja and she falls, and as the Dragon stops to devour her, Korhal is able reach the altar and grab the iron sword that was standing there. 13th Chapter The sword takes effect and Korhal remembers. He remembers going to Nightmist and meeting Varis. He remembers getting lost in Copperwood jungle and being attacked by Sylvoks. During the battle, an explosion kills almost everyone. The next thing he remembers is being found by a stinky Moriok scout and dragged to out of the forest. 14th Chapter Kaasi, Izha and Tenn are found by Moriok enslavers. Kaasi faints again. Upon awakening, he sees no sign of Izha, Tenn or the Moriok.
Just reading through your ideas had me drooling over cards I wish they would print so i could pop them in my EDH decks.
Overall, excellent flavor between effects/text and names, loved the entire set. I feel that the CMC to power ratio is a bit off on some, particularly the some of the 'linger' mechanic cards, and I feel as if primal creatures need to have a bit more... something.... to justify the price of locking yourself out. Also, green seemed to have quite a bit of life gain interaction, a mechanic that always seemed more white to me. Perhaps a land-drop can-trip instead?
But yes, as I said before, excellent job. Would love to see this set printed.
I am kind of amazed at [...] the fact that somebody on this thread called Mind's Eye, Mirari's Wake, Decree of Pain, Desertion, AND Scroll Rack, all before they were officially spoiled. I will edit this post VERY shortly with the username of this user who deserves at least all of the cookies. Probably more cookies than that.
Don't have the time to go through all the cards (just quick peeks at white and blue), so here are some general comments about the set.
- Your cards seem quite well balanced and each rarity is appropriately catered for. Power levels are quite good. Excellent stuff pal!
- Linger, sadly, will not work. I do understand your desire for the simplest wording, however the rules state that sorceries cannot exist on the battlefield. A 'solidity' counter or something could do the trick, as well as some rules rewrites, but you're still having cards change type at different rarities, not a simple thing. Overall I think you're safer sticking with enchantments with evoke. You could phrase simply as "Whenever ~ ETB and at the beginning of your upkeep, [effect]", which is functionally similar. It frames the cards differently, as instead of paying extra for a big effect you have the option of a discounted, one-shot version. It also lets them work better with cards like Dawn Strider.
- Merge suffers a similar fate as Linger, except this can be dealt with more easily. You could make all your enchantment creatures have Merge as they're already enchantments. It would fit with setting an identity for them, making it logical that they are beings of pure magic rather than just other dudes who can turn into that.
- Primal is rather interesting. I particularly like haste on these creatures as it gives the drawback more potency. One thought is even to write haste into the rules text for Primal to make sure there is tension felt in the mechanic, to make it more of a build-around-me mechanic. You don't want players casting Primal spells during their second main phase as this negates the impact of the mechanic. Just an idea.
EDIT: Just noticed the necro. Hmm...
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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.
Overall, not bad. Turning an instant/sorcery into an enchantment is weird, as is turning a creature into an aura, but to each his own.
I'm disappointed that the only two milling cards you have in here are both creatures, and are both bad. Really bad. Generally, creatures that mill have recurring mill abilities that you can activate, not that you have to wait on your opponent to activate. Hedron Crab, Nemesis of Reason, Drowner of Secrets, Screeching Silcaw...it's not a coincidence. Also, Selective Memory is already a card. That one needs a new name. And to help a card with its formatting:
Dispel :1mana::symu::symu:
Instant (R)
You may counter target spell. Look at its controller's hand. If you chose not to counter that spell, return CARDNAME to your hand.
"The mere ability to say 'yes' or 'no' is not enough. The knowledge of when to do so, now that's what I call intelligence."
- Ulamus, the Young
Well, thanks a lot for the feedback, guys.
You can't possibly imagine my surprise when I came for my daily visit in the Custom Cards' forum and find my two-year-old set in the recent Set threads.
@High Flint Society: I'm glad you liked the set. It took an enormous effort and research to finish it. As I said, this set is two-years old, but I update the wording to match M11 ("enters the battlefield" instead of "comes into play", "intimidate" instead of "fear", exile and etc,etc), so the set might sound new, but it's not. As for green lifegain, I figured that, since the set has poison, a strong lifegain theme would be needed to diferentiate damage-victories from poison-victories. In a normal enviroment, 1 poison counters = 2 points of damage. If I up the lifegain, I can diferentiate them (I didn't had "Infect" technology back then).
@Viridiancircle: I've done some research on the linger wording back then. While the technology might still not yet exist, it's certanily doable (imagine someone who came up with Morph or flip cards 10 years ago). Also, it's easy to recognize a lingering card, as it seems like an instant sitting on the table. It feels weird, but once you play with it, it becomes natural to read it as an enchantment. Finally, I still find this idea much more grokkable then an evoking enchantment.
Merge is pretty much the same thing: no technology yet, but can be easily implemented.
@Trancebam: Thanks for the feedback, I'll look up the milling aspect as you suggested. As for Dispel and Selective Memory, I'd say the set has two-years old. I was surprised back then that these names were not yet used.
PS: It's hard to find time to go through the set, but I'm willing to update it. It doesn't even have Mythics!
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YOU ARE SURPRISED BY A MANTICORE! IT QUICKLY SHREDS YOUR FLESH AND DEVOURS YOU!
Someone told me to actually leave a decent comment.
You took Vitality from our Return to Ulgrotha set, didn't you?
Still like it. I pretty much have to, since I helped coin the term.
But I absolutely dislike Merge. It's ok how it gives you the choice to either enchant or play a creature, but it feels so clunky!
First Age of Eos is a set focused on enchantments. I have four major machanics in the set and some will be later expanded in the following two sets (which won't necessarily be based on enchantments, but rather on the Plane's evolution).
The story setting is in small continent placed on a somewhat pre-historical plane, where five human tribes strive to survive among dinosaurs and other dangers. I already have some story elements in mind, but I'll be fleshing out the storyline and some of other cards as I post on this thread.
The World of Eos
Humans in Eos are divided in five major tribes. Supposedly, this tribes were seen before in Mirrodin, just like the Ravnican Vedalken and Loxodons. The Aurioks live in a settlement located in the Sand Plains. They obey an ancient code of rules called Kuhme, that blends their politics and religion. The most powerful men in Auriok society are Kuhme Clerics, who are also judges; and the Soldiers, who serve as the tribe protector and traders. Auriok Soldiers often travel to Neurok cities in exchange for some service the Neurok may provide. Since the Sand Plains are very near to the Grey Peaks, the Auriok rely on very defensive enchantments to defend from the giant's raids. They are somewhat unharmed by dinosaurs, and have a strong sense of community. They distrust the Silikar, since don't understand their language.
The Silikar, also called by Sandfolk, dwell in the Sand Plains. They are comprised by Silicon, thus, very different from their Auriok neighbours. Their hideout as well as their motivation is unknown to any human tribe.
The Neurok live in Nightmist, a coastal settlement a few miles from the Auriok. The Neurok are ruled by The Blue Council; composed by the five eldest men of their tribe, the council is very watchful for the works of other tribes. They live off fishing and some craftsmanship which they often trade with the Auriok in exchange for protection. Neuroks also rely in powerful enchantments to protect their borders. The Grey peaks in the South, where giants and raiders attack; the Copperwoods in Southwest, where dinosaurs dwell, and the Tarjin in the northern Reefs.
The Tarjin are the turtlefolk. They used to live in the deep-sea, but recently they've been raiding the Neurok shores. They appear to have psychic powers which may attract weak-willed fishermen onto their traps. Little is known about the Tarjin, except that their can manifest magic as powerful as the Neuroks.
The Morioks live in the far south, in the Hazy Marsh. Their settlement is hidden amongst the mists that surround the swamp. Since their soil is poor, they live off hunting and slaving Auriok and Sylvok folk. They live a very very hard life, enduring seasons of famine and attacks from the Vrit. Yarmul is their current leader, a young necromancer who has a innovating plan about the slaves and their usage.
The Vrit are the Scorpion-folk. They live in the north part of the Swamp, and show little sign of intelligence. They live their own lives and from time to time they attack the Moriok slave caravans. They are being pushed back into the swamps because of the recent attacks made by the Giants of the Grey Peaks.
The Vulshok live in the caves in the middle of the Grey Peaks. They are squeezed in the middle of the four other tribes, and still have to fight Giants, dinosaurs and other beasts that dwell in the Peaks. They raid the Auriok and Neurok territories from time to time to gather other supplies, but the attacks don't seem to follow any pattern. They are led by Raght, a shaman who prays to the Gods of Thunder. Every Vulshok, either male of female, is trained as a warrior. They are skilled craftsman and miners.
The Sylvok live in Copperwood. They live a nomadic life, roaming the wood and using whatever resources they find. They don't trade with any of their neighbours, prefering to use what the forest has to offer. They live in a matriarchal society and are currently led by Zillah, an elderly enchantress. Zillah is a peaceful and sensible woman, that knows deeply every one in the tribe. They know well their territory, so they are skillful in battling and avoiding dinosaurs and the Dendroid. Their only worries are the Moriok attacks on the southern verge, and the curious Neurok expeditions into the jungle.
The Dendroid live in Copperwood verge. They dwell mostly in the foothills, so they can fend off intruders with their savagery. Unlike the Treefolk from other worlds, the Dendroids in Eos are wild and reckless, and seem to bear no intelligence, only instinct.
Please, feel free to make comments or suggestions...
Now, I'll follow on the practical part:
First Age of Eos is a 306 card set with the following distribution of cards.
53 White (15 Rares, 16 Uncommons, 22 Commons)
53 Blue (15 Rares, 16 Uncommons, 22 Commons)
52 Black (15 Rares, 15 Uncommons, 22 Commons)
50 Red (14 Rares, 15 Uncommons, 21 Commons)
52 Green (15 Rares, 15 Uncommons, 22 Commons)
16 Multicolor (11 Rares, 5 Uncommons)
1 Artifact (1 Rare)
9 Nonbasic Lands (2 Rares, 6 Uncommons, 1 Common)
20 Basic lands
This distribution is very similar to Champions of Kamigawa, which was the most recent set to have a somewhat-regular distribution (big set with no Hybrid, no Timeshifted in a three-set block).
Now, onto the keywords and mechanics as well as a few cards:
Linger is a keyword to appear on sorceries, mostly on W and U, but every color gets at least one. I'm aware the Linger could've been done as an Enchantment with Evoke, but I created these before Evoke existed, and I want to keep it that way (it's also one of my favorite designs ;))
Linger X (You may play this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
The ability I wanted to convey is onetime spell that can be also played as an enchantment.
Vitality
Cost: W
Sorcery
Linger 2W (You may play this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Gain 2 life.
Merge is a keyword to appear on creatures.
Merge with X (You may play this spell as an aura enchantment with "Enchant X")
I guess this ability can be treated as an improved banding. It appears in every color in small amounts. It'll appear in a few cards on this set only enchanting creatures, but'll be improved in future sets. Note that all the cards with Merge have the line "Creature enchanted by ~ gets". It's a different wording from the Auras we currently have. I realize it's wordier, but I think the current "Enchanted creature gets" may cause some confusion with "Enchanted creatures get", which may appear a lot in my set.
Bear Companion
Cost: 1G
Merge with a Creature (You may play this spell as an aura enchantment with "Enchant creature")
Creature enchanted by Bear Companion gets +2/+2.
2/2
Poison is a mechanic I think we are all familiar with. There'll be some Poisonous creatures (mostly in B, but expect some in G and U). And also, I'll take a somewhat different take on it. Something like:
Psychotropic Scent
Cost: 2B
Sorcery
Draw two cards and gain two poison counters.
Primal is a new supertype that will have cards that interact with it (much like snow). The primal subtype means that, once that spell is played, you can't play more spells until the end of the turn. Primal supertype appears in :symr:, and :symg:, and in only two cards.
Crazed Raptor
Cost: 2R
Primal Creature - Dinosaur
Haste
3/2
So if you want it to attack, you must play it before your combat step, and thus, you wont be able to use combat tricks.
AEther Stretch (Rare)
Cost: 1WWW
Enchantment
Whenever a player would remove a counter from a permanent, that player may move that counter to a permanent with a different name instead.
Auriok Armorer (Uncommon)
Cost: WW
Creature - Human Soldier
Enchanted creatures you control get +0/+2.
"Let faith be your shield."
- Auriok saying
2/2
Auriok Javelineer (Common)
Cost: W
Creature - Human Soldier
W,T: Auriok Javelineer deals 1 damage to target attacking or blocking creature.
Izha saw the giant swing his club against her scattered mates. Izha did what she does best. Now, that club swings no more.
1/1
Auriok Reinforcements (Common)
Cost: 2W
Sorcery
Linger 4W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Put two 1/1 white human soldier creature tokens on the battlefield.
Auriok Sandsculptor (Rare)
Cost: 2WW
Creature - Human Wizard
1W: Target non-aura enchantment becomes a 3/3 Sand creature until end of turn.
When Gerud discovered sandsculpting he tought it to the Father before teaching it to his children. Legend says it was only then that the sandfolk were born.
2/3
Auriok Sentinel (Common)
Cost: 2W
Creature - Human Soldier
Flash, First Strike
"Our sentinels are watchful, their shield and spears ready. Tonight we can all rest unworried."
- Ranuu, Auriok Veteran
2/2
Auriok Soulmender (Uncommon)
Cost: 1W
Creature - Human Cleric
,T: Regenerate target enchantment.
"Father, let this light shine once more"
- Soulmender's chant
1/2
Bayan's Disciple (Common)
Cost: W
Creature - Human Cleric
1W: Target creature becomes white until end of turn.
"What they see, Bayan hears."
1/1
Bayan, Voice of Kuhme (Rare)
Cost: 2WW
Legendary Creature - Human Cleric
W: Put an essence counter on Bayan, Voice of Kuhme.
W,T, remove X essence counters from Bayan, Voice of Kuhme: Search your library for an enchantment card with converted mana cost X and exile it. Then shuffle your library. You may cast that spell without paying it's mana cost.
"His aspirations are both a prison and a standing ground."
2/2
Bayan's Watch (Common)
Cost: 1W
Enchantment
Return Bayan's Watch to owners hand: Prevent all damage target unblocked creature would deal this turn.
Benevolent Ancestor (Common)
Cost: 2W
Creature - Spirit
Defender
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
The Kuhme is composed by various ancestors. Each one has one virtue, but they all share the same purpose.
0/4
Blessed Gathering (Uncommon)
Cost: 1WW
Sorcery
Linger 3WW (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Creatures you control get protection from the color of your choice until end of turn.
Cloak of Truth and Purity (Common)
Cost: W
Enchantment - Aura
Enchant creature
Enchanted creature has protection from white and protection from artifacts. This effect doesn't remove Cloak of Truth and Purity.
Defensive Stance (Common)
Cost: 1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature can block any number of creatures.
Ranuu saw the raiders coming from a distance. "Get ready, my companions! I'll be right behind you and not a single enemy will go past me. Think as I think and do as I do, and the day shall be ours."
Disempower (Uncommon)
Cost: 1W
Instant
Put target artifact or enchantment on top of it's owner's library.
The wizard stared shaken at Katji as she finished her prayer, and the illusions faded away.
Distant Sunrise (Uncommon)
Cost: W
Sorcery
Linger 2W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
If you control less lands than each opponent, search your library for a plains card, reveal it and put it in your hand. Then shuffle your library.
No matter how much time Kurx took to burn the terrain, he only found more work on the next day.
Dawn Strider (Uncommon)
Cost: 1W
Creature - Bird
Flying
Whenever an enchantment enters the battlefield, gain 1 life.
1/1
Embody Peace (Rare)
Cost: 2WWW
Enchantment - Form
You can't cast other form spells.
Creatures you control have Defender.
Prevent all combat damage dealt to you or to creatures you control.
Ethereal Protection (Uncommon)
Cost: W
Enchantment
At the beginning of your upkeep put two essence counters on Ethereal Protection.
W, remove X essence counters from Ethereal Protection: It becomes a X/X Spirit creature with vigilance until end of turn.
Glyph of Faith (Uncommon)
Cost: 2W
Enchantment - Aura
Enchant creature
Enchanted creature has Vigilance and Lifelink.
If Glyph of Faith would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Gliding Pteron (Common)
Cost: 1W
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flying
Pterons are seen as a sign of good luck. Wherever they are, the weather seems to be nice and warm.
2/2
Griffin Predator (Uncommon)
Cost: 3W
Creature - Griffin
Flying, First Srike
Eos Griffin are proud, beautiful and powerful. Unmatched in the skies, they are bound to become a status symbol amongst the Auriok's ranks.
3/2
Healing Trance (Uncommon)
Cost: 1W
Sorcery
Target player loses two poison counters.
Draw a card.
Kuhmalans developed their own healing secrets. To this day, the trance is known only by the most ranked clerics.
Inspire Courage (Common)
Cost: 1W
Instant
Target blocking creature gets +2/+2 and First Strike until end of turn.
Draw a card.
"We will draw first blood. And when the battle is over, we'll come back to tell the story."
- Ranuu, Auriok Veteran
Izha Enur (Rare)
Cost: 2WW
Legendary Creature - Human Soldier
Vigilance
W,T: Izha Enur deals damage equal to it's power to target attacking or blocking creature.
"Believe me, my friend. Her precision with the spear makes up for her irritating stubborness."
- Tenn Highwind, to Kaasi
3/2
Kuhme's Acolyte (Common)
Cost: 2W
Creature - Human Cleric
T: Gain 1 life.
"The Kuhme serves us, as we serve the Kuhme. We are one and the same."
- Katji, Kuhmalan Cleric
1/3
Kuhme's Verdict (Rare)
Cost: WW
Sorcery
Linger 2WW
Destroy target creature with power 4 or greater.
"The world must be purged from abominations. I will cast the Father's wrath upon our enemies."
- Bayan, Voice of Kuhme
Lone Barak (Common)
Cost: W
Creature - Beast
Lone Barak gets +1/+1 and has Lifelink as long as it's enchanted.
1/1
Luminous Defender (Rare)
Cost: 4WW
Creature - Spirit
Flash, Hexproof
All damage that would be dealt to you is dealt to Luminous Defender instead.
3/6
Majesty (Rare)
Cost: 2WW
Enchantment - Aura
Enchant creature you control
Creatures with power lesser then enchanted creature's power can't attack you.
His presence is so grand, one can't even consider doing him harm.
Mystic Moon (Common)
Cost: 3W
Enchantment
Whenever you gain life, you may have creature you control get +1/+1 until end of turn.
Peaceful Presence (Uncommon)
Cost: 1W
Enchantment Creature - Spirit
Defender
Bestow 1W (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Peaceful Presence has Defender.
1/3
Plead for the Ancestors (Rare)
Cost: 6W
Sorcery
Search your library for any number of enchantment cards, exile them and then shuffle your library. Put a 2/2 colorless spirit creature token into play for each card exiled this way.
"When the Auriok were stripped from their hopes for the future, the only thing that was left was their reverence for the past."
Protective Measures (Common)
Cost: W
Enchantment
1, sacrifice Protective Measures: Regenerate target permanent.
The best tacticians know not only how, but also when to use their safeguard.
Purebred Mammoth (Common)
Cost: 3W
Primal Creature - Elephant
(When you play a primal spell, you can't cast other spells until end of turn.)
When Purebred Mammoth attacks, you may untap target primal creature.
His long curved tusk shows his lineage is pure. Clean from this world's rot and disease.
3/3
Purity of Will (Rare)
Cost: 1W
Enchantment
At the beginning of your upkeep, if you have three or more poison counters, creatures you control get +1/+1 and gain Vigilance until end of turn.
At the beginning of your upkeep, if you have seven or more poison counters, you lose a poison counter.
Revigorating Balm (Common)
Cost: 3W
Sorcery
Gain 2 life for each enchantment you control.
Draw a card.
Izha wakes up, surrounded by petals. She feels refreshed and her broken arm appears to be fixed. Had she been sleeping? Izha couldn't say, she remembers dreaming vividly that night.
Sandskater (Common)
Cost: 3W
Creature - Beast
Whenever you gain life, you may untap Sandskater.
2/4
Sandskin (Common)
Cost: 2W
Enchantment - Aura
Enchant creature
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Those who are turned to sand never seem to adapt to their new form.
Second Breath (Rare)
Cost: 1WW
Instant
Target player gains life equal to the life you've gained this turn.
Breathe again, and enjoy this gift from the Father.
Silikar Avenger (Uncommon)
Cost: 3WW
Creature - Sand Soldier
Whenever Silikar Avenger would be dealt damage, prevent 1 of that damage.
Although the sandfolk lack most facial features, some of them are recognizable by their sheer size.
4/4
Silikar Oracle (Rare)
Cost: 2WW
Creature - Sand Cleric
Whenever you or a creature you control would be dealt damage, prevent 1 of that damage.
2/2
Silikar Scout (Common)
Cost: 2W
Creature - Sand Scout
Whenever Silikar Scout would be dealt damage, prevent 1 of that damage.
Their bodies deflects most weapon and most magic. They seem to be the peek of desert adaptation.
2/2
Sphere of Certainty (Uncommon)
Cost: 2W
Enchantment
If a colorless source would deal damage to a player, prevent 1 of that damage.
"Lack of belief is by far the worst sin."
- Katji, Kuhmalan Cleric
Sunbeam Guardian (Rare)
Cost: 1WW
Enchantment Creature - Elemental
Bestow 1WW
Sunbeam Guardian is indestructible.
Creature enchanted by Sunbeam Guardian is indestructible.
1/1
Temple Guardian (Uncommon)
Cost: 2WW
Enchantment Creature - Spirit
Vigilance
He stands in the Temple's door, ever watchful. His presence can be felt, even in times of peace.
2/4
True Strike (Uncommon)
Cost: 1W
Instant
True Strike deals X damage to target attacking or blocking creature, where X is the number of enchantments you control.
Umal's Blessing (Rare)
Cost: 3W
Enchantment
Whenever you gain life, you may draw a card.
Umal, the Firstborn, discovered the secret of healing and passed it on to his brethren.
Unite the Just (Common)
Cost: 3W
Instant
Creatures you control get +1/+1 until end of turn.
Draw a card.
"Every time we suffer their attacks, we repel them. Today shall not be different. Today, we'll defeat them together!"
- Ranuu, Auriok Veteran
Vitality (Common)
Cost: W
Sorcery
Linger 2W (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target player gains 2 life.
Vow of Justice (Rare)
Cost: 1WW
Enchantment
Permanents can't be sacrificed.
One shall pay only for his own deeds.
Wall of Sand (Uncommon)
Cost: 1W
Creature - Sand Wall
Defender
Whenever Wall of Sand would be dealt damage, prevent 1 of that damage.
0/4
Winged Unicorn (Common)
Cost: 1W
Creature - Pegasus Unicorn
Flying
2W, sacrifice Winged Unicorn: Destroy target aura.
The unicorn lied down when Izha approached. She watched in awe. After a few moments, she moved and the creature was still there. How Tenn managed to do it was unimportant; she was about to ride a winged unicorn!
1/2
Cost: 2UU
Enchantment Creature - Spirit
Bestow 2UU
You control the creature enchanted by Addictive Presence.
At the beginning of your upkeep, you get a poison counter.
3/5
Annul (Uncommon)
Cost: U
Instant
Counter target enchantment or artifact spell.
"Leave at that and you'll be sparing both our times."
- Tenn Highwind
Attract (Rare)
Cost: 1UU
Sorcery
Linger 3UU
Gain control of target enchantment or target enchanted permanent.
"We've accepted their gift. At this point, refusal is not really an option."
- Katji, Kuhmalan Cleric
Auramancy (Uncommon)
Cost: 1U
Enchantment - Aura
Enchant Aura
You control enchanted aura.
1U: Attach enchanted aura to another permanent it can enchant.
If Auramancy would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Aqualid (Common)
Cost: U
Creature - Beast
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
Aqualid can't attack unless defending player controls an island.
1/2
Blur (Common)
Cost: U
Instant
Target permanent gains Hexproof and becomes the color of your choice until end of turn.
Ranuu tried to teach the neurok combat skills, but their conditioning to run and hide was too strong to ignore.
Cognitive Resonance (Common)
Cost: 1U
Sorcery
Draw two cards then discard a card.
One word can trigger a thousand ideas.
Constant Mutation (Common)
Cost: 1U
Sorcery
Linger 3U (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Switch target creature's power and toughness until end of turn.
Chromatic Mist (Uncommon)
Cost: 2U
Enchantment Creature - Illusion
Flying
T: Target creature becomes the color of your choice until end of turn.
"A phenomenon seen in areas of high climatic variation. The mist affects local weather, people's mood, and presumably, many other things. More studies are required."
- Varis Annotations
1/3
Deflate (Uncommon)
Cost: XUU
Instant
Tap all creatures with converted mana cost X or less.
"Opposition is not only a point of view. It's an inconvenient point of view."
- Yarmul, Moriok Slaver
Dispel (Rare)
Cost: 1UU
Instant
Look at target spell controller's hand.
Then, you may counter that spell or return Dispel to your hand.
"The mere ability to say 'yes' or 'no' is not enough. The knowledge of when to do so, now that's what I call intelligence."
- Ulamus, the Young
Dream Maze (Uncommon)
Cost: UU
Sorcery
Linger 2UU (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Return target nonland permanent to it's owner's hand if it's controller has less cards in hand then you.
Exhausting Parasite (Common)
Cost: 2U
Enchantment Creature - Insect
Bestow 2U (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Exhausting Parasite becomes 0/4.
After that night, Kurx didn't want to move anymore. His desire for rest was so big, he would do anything to do nothing.
0/4
Gather Inspiration (Uncommon)
Cost: 2U
Instant
Search your library for an instant card, reveal it and put it in your hand. Shuffle your library.
Korhal didn't know what to do and he sat, hoping to find a solution. His brains and organs didn't work anymore, but this didn't seem to affect his concentration.
Glasswing Drake (Rare)
Cost: 2UU
Creature - Drake
Flying
1U: Change the target of target spell that doesn't target Glasswing Drake.
It's mere existence makes the vulshok shamans wary of attacking anything with wings.
2/2
Harmonic Memories (Common)
Cost: 4U
Sorcery
Draw a card for each enchantment you control.
"Your decisions are based on your memories and the enviroment you are now. Changing the enviroment is easy. Changing the memories, now that's a master's work."
- Varis Annotations
Hydroplasm (Uncommon)
Cost: 2UU
Enchantment Creature - Elemental
Bestow 2UU (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
2: Return Hydroplasm and the creature it enchants to their owner's hands.
3/2
Illusory Prison (Common)
Cost: 2U
Enchantment - Aura
Enchant creature
When Illusory Prison becomes attached to a creature, tap that creature if it's primal.
Enchanted creature does not untap during it's controller's untap step.
Information Supply (Common)
Cost: U
Sorcery
Linger 2U (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Look at the top X cards of your library, where X is the number of enchantments you control. You may put one of them on the bottom of your library and the rest on the top of your library in any order.
Investigate (Uncommon)
Cost: 1U
Sorcery
Linger 3U (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Loot at target player's hand and draw a card.
"Know your opponent's next step, and you'll be one step ahead of him."
- Ulamus, the Young
Master the Mists (Common)
Cost: U
Sorcery
Linger 2U (You cast play this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target creature can't be blocked until end of turn.
Hiding is the first step in the art of surviving.
Neurok Abjurer (Uncommon)
Cost: 1U
Creature - Human Wizard
Flying, Defender
U,T: Counter target spell unless it's controller pays 1.
0/3
Neurok Chains (Uncommon)
Cost: 2U
Enchantment - Aura
Enchant permanent
Enchanted permanent has "At the beginning of your upkeep, sacrifice this permanent unless you pay its mana cost."
Neurok Mistweaver (Common)
Cost: 2U
Creature - Human Wizard
Neurok Mistweaver gets +1/+1 and has flying as long as it's enchanted.
2/2
Neurok Screen (Common)
Cost: 2U
Instant
Put two 0/4 blue Elemental creature tokens with Flying and Defender on the battlefield. Sacrifice the tokens at end of turn.
Draw a card.
Neurok Stargazer (Common)
Cost: 2U
Creature - Human Wizard Scout
Flying
When Neurok Stargazer enters the battlefield, return target artifact or enchantment to its owner's hand.
Some wizards wander the skies to forget the earthly matters. The stargazers search the skies to understand earthly matters.
1/2
Nightmist Envoy (Uncommon)
Cost: 1U
Creature - Bird
Flying
When Nightmist Envoy enters the battlefield or dies, you may look at the top three cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
1/1
Omniscience (Rare)
Cost: 2UUU
Enchantment - Form
You can't cast other form spells.
Your opponents play with their hands revealed.
During each player's upkeep you may name a nonland card.
UU: Counter target spell if it was named this turn, then name a card.
Paranoid Seer (Uncommon)
Cost: 1UU
Creature - Human Cleric
Protection from Red
Each player with four or more cards in hand plays with his or her hands revealed.
Accostumed to dinosaur attacks, this oracle is always prepared for bad news.
2/2
Psionic Sting (Uncommon)
Cost: 1U
Instant
Target opponent puts the top seven cards of his or her library into his or her graveyard.
Then, he or she may draw a card. If he or she does, return Psionic Sting to your hand as it resolves.
You won't feel pain. It's only a sting.
Psionic Teachings (Common)
Cost: 2U
Enchantment - Aura
Enchant creature
Flash
Whenever enchanted creature deals damage to a player, that player puts the top four cards of his or her library in his or her graveyard.
Trying to understand tarjin's abilities was a disputed ground amongst neurok wizards.
Psychic Stress (Rare)
Cost: 1U
Enchantment
Whenever a player plays an activated ability from a nonland permanent, that player puts the top card of his or her library into his or her graveyard.
Revoke (Common)
Cost: 1U
Instant
Counter target spell if it has the same name as a card in a player's graveyard.
Sometimes, once is enough.
Scholar's Routine (Uncommon)
Cost: 1U
Enchantment
At the beginning of your upkeep put three essence counters on Scholar's Routine.
U, remove X essence counters from Scholar's Routine: Return target nonland permanent with converted mana cost X or less to it's owner's hand.
Seasonal Reefs (Common)
Cost: U
Enchantment - Aura
Enchant land
Enchanted land is an island.
1U, sacrifice Seasonal Reefs: Return enchanted land to owner's hand.
Selective Memory (Rare)
Cost: 3UU
Enchantment
Players can't cast spells with the same name as cards in their graveyards.
"No one can see past a choice they do not fully understand."
Shared Opinions (Rare)
Cost: 3U
Enchantment
Players skip their draw steps.
Whenever a player casts a spell, each of his or her opponents draws a card.
When the Blue Council couldn't settle for a decision, they would hold a great debate. Often, the debate would last for months, and the decision would be remembered for years.
Shell Collector (Common)
Cost: 1U
Creature - Human Nomad
T: Target land is an island until end of turn.
2U, sacrifice Shell Collector: Put target primal permanent on the top of it's owner's library.
1/3
Steal Ideas (Common)
Cost: 4U
Sorcery
Target player skips his or her next draw step.
Draw a card.
"Some call it plagiarism. I prefer to say I'm recognizing the value of an idea."
- Baur, Moriok Baron
Stealthy Visitor (Uncommon)
Cost: 1U
Enchantment Creature - Spirit
Bestow 1U (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Hexproof
Creature enchanted by Stealthy Visitor has Hexproof.
2/1
Still Time (Rare)
Cost: 1UU
Enchantment
At the beginning of your upkeep put an essence counter on Still Time.
1UU, remove four essence counters from Still Time: Take an extra turn after this one.
Stutter (Common)
Cost: U
Enchantment
1, sacrifice Stutter: Counter target noncreature spell.
The wizard knew the words, but his mouth refused to pronounce them correctly.
Synaptic Burst (Rare)
Cost: 2UU
Instant
Starting with you, each player may exile an instant card from his or her graveyard, then put a copy of that card on the stack.
Repeat this process until no one exiles a card this way.
Exile Synaptic Burst.
Tarjin Drone (Common)
Cost: U
Creature - Turtle Scout
Islandwalk
"The tarjin are neurok's problem, so now they are our problem. Whenever one of their boats is sunk, their food is lost, and thus our food is lost. For this, I want these creatures eliminated."
- Ranuu, Auriok Veteran
1/1
Tarjin Hardshell (Uncommon)
Cost: 3U
Creature - Turtle Warrior
Islandwalk
Whenever a source deals damage to Tarjin Hardshell, that source's controller puts the top four cards of his or her library into his or her graveyard.
1/4
Tarjin War Manta (Common)
Cost: 3U
Creature - Turtle Soldier
Islandwalk
When Tarjin War Manta enters the battlefield or dies, each opponent puts the top four cards of his or her library into his or her graveyard.
2/3
Tenn Highwind, Arcanist Teammate (Rare)
Cost: 1U
Legendary Creature - Human Wizard
U,T: Copy target copy spell. You may choose new targets for the copy.
"When two is company, three is a crowd."
1/1
Think Alike (Rare)
Cost: 2U
Sorcery
Choose an artifact, creature, enchantment, land or planeswalker card in an opponent's graveyard. Search that player's library for a card with the same name and put it on the battlefield under your control. Then that player shuffles his or her library.
Ulamus, the Young (Rare)
Cost: 2U
Legendary Creature - Human Wizard
,T: Name a card. Target player reveals his or her hand. If any card with the chosen name is revealed, return target permanent to owner's hand.
"Your intentions are clear to me for some time now. No, it is these intentions that are being tested, but your ability to express them."
- Ulamus, the Young
1/3
Vaporous Drake (Common)
Cost: 4U
Creature - Drake
Flash, Flying
On a sunny day, it's a distant peril. On a cloudy day, it's a terrible surprise.
3/2
Wavemaker (Rare)
Cost: 6UUU
Creature - Leviathan
Protection from Blue
At the beginning of your upkeep, sacrifice a blue permanent.
UU: Target spell or permanent is blue until end of turn.
8/8
Wind Manifestation (Common)
Cost: 1U
Enchantment Creature - Elemental
Flash
Bestow 1U (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Flying Creature enchanted by Wind Manifestation has flying.
1/1
Acidic Vrit (Common)
Cost: 3B
Creature - Scorpion Warrior
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
When Acidic Vrit enters the battlefield or dies, each player gets a poison counter.
1/3
Apatotheron (Common)
Cost: 4B
Primal Creature - Zombie Dinosaur
(When you play a primal spell, you can't cast other spells until end of turn.)
Haste
When Apatotheron attacks, attacking primal creatures become black until end of turn.
4/2
Blood Spiral (Common)
Cost: B
Enchantment
1, sacrifice Blood Spiral: Return a creature card from target player's graveyard to it's owner's hand.
"Only the foolish believe their duties are done when they die."
Blood Trail (Uncommon)
Cost: 1B
Enchantment
At the beginning of your upkeep put two essence counters on Blood Trail.
1B, remove X essence counters from Blood Trail: Target player loses 2 life and you gain 2 life unless that player pays X.
Bone Collector (Uncommon)
Cost: 1B
Creature - Skeleton Warrior
Bone Collector can't block.
Whenever a card is put in an opponent's graveyard from anywhere, Bone Collector gets +1/+1 until the of turn.
1/1
Cannibal Mastodon (Common)
Cost: 3B
Primal Creature - Elephant
(When you play a primal spell, you can't cast other spells until end of turn.)
Haste
Sacrifice a creature: Cannibal Mastodon gets +2/+2 until end of turn.
3/3
Chained Nightmare (Rare)
Cost: 5B
Creature - Nightmare
Merge with a creature (You may cast this spell as an aura enchantment with "Enchant creature")
Creature enchanted by Chained Nightmare gets +1/+1 for each Swamp you control.
Chained Nightmare has power and toughness equal to the number of Swamps you control.
*/*
Corrupt Future (Common)
Cost: 2B
Instant
Look at the top three cards of target player's library. Exile any number of those cards, then put the rest back in any order.
Draw a card.
Cursed Giant (Common)
Cost: 2B
Creature - Giant Zombie
XB: Cursed Giant gets +X/+0 until end of turn.
0/5
Cryptosaur (Rare)
Cost: 1BB
Primal Creature - Dinosaur
When Cryptosaur attacks, attacking primal creatures gain Intimidate until end of turn.
3/1
Demonic Company (Rare)
Cost: XBB
Enchantment
When Demonic Company enters the battlefield, search your library for X cards and exile them face down. You may look at those cards at any time.
At the beginning of your upkeep you may pay 2 life. If you do, put a card exiled by Demonic Company in your hand.
Demonic Heritage (Uncommon)
Cost: 2B
Enchantment - Aura
Enchant creature
Enchanted creature has Intimidate.
If Demonic Heritage would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Devour Soul (Uncommon)
Cost: 4BB
Instant
As an additional cost to play Devour Soul, discard a card.
Exile all cards in target player's graveyard. You gain life equal to the number of cards exiled this way.
Distort Intentions (Rare)
Cost: 1B
Instant
Target opponent reveals his or her hand. For each card in that player's hand, search his or her library for a card with the same name and exile it. Then, that player shuffles his or her library.
Endless Torment (Uncommon)
Cost: 1B
Sorcery
Linger 3B (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.)
Each opponent discards a card.
Fatal Greed (Uncommon)
Cost: 3B
Instant
Destroy target enchanted creature.
You may attach to a creature you control all auras that were attached to that creature.
Fetid Imp (Common)
Cost: 1B
Creature - Imp
Flying
When Fetid Imp enters the battlefield, you lose 2 life.
2/1
Fiendish Edict (Common)
Cost: 1B
Sorcery
Each player sacrifices a creature that isn't enchanted.
Gorgon Elder (Rare)
Cost: 2BBB
Primal Creature - Gorgon
Deathtouch, Protection from Green
When a green creature deals combat damage to you, destroy that creature.
3/5
Haunted Shrine (Rare)
Cost: 1B
Enchantment
B, discard a card: Target player loses 1 life for each B in that card's mana cost. You gain that much life.
Hollow Gaze (Uncommon)
Cost: B
Instant
Target primal creature gains Deathtouch until end of turn.
Draw a card.
Hungry Oviraptor (Uncommon)
Cost: 2B
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flash
2, sacrifice Hungry Oviraptor: Destroy target creature that entered the battlefield this turn.
2/1
Inner Darkness (Common)
Cost: 1B
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and is black.
Izha's Pain (Rare)
Cost: B
Sorcery
Loot at target player's hand and choose a nonland card from it. That player shuffles that card into his or her library unless he or she pays 2.
Kiss of Decay (Common)
Cost: B
Sorcery
Linger 2B (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Target opponent loses 1 life and you gain 1 life.
Korhal, the Wanderer (Rare)
Cost: 1BB
Legendary Creature - Zombie Nomad
Intimidate
Sacrifice a creature: Put a +1/+1 counter on Korhal, the Wanderer
2/3
Lich Form (Rare)
Cost: 2BBB
Enchantment - Form
You can't cast other form spells.
Whenever you would lose life, exile that many cards from the top of your library instead.
Whenever you would gain life, draw that many cards instead.
Mindwarping Toxin (Rare)
Cost: 1B
Enchantment
X1B: Target opponent gains a poison counter unless he or she pays X.
Each player's maximum hand size is reduced by 1 for each poison counter that player has.
Moriok Familiar (Common)
Cost: B
Primal Creature - Bat
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flying
1B, sacrifice Moriok Familiar: Target player loses 2 life.
1/1
Moriok Pride (Common)
Cost: 1B
Enchantment
1B, exile three cards in a single graveyard from the game: Target creature gets -1/-1 until end of turn.
Moriok Taskmaster (Uncommon)
Cost: 1B
Creature - Human Warrior
2: Moriok Taskmaster gets +1/+1 until end of turn for each card attached to it.
2/1
Moriok Thug (Common)
Cost: 1BB
Creature - Human Warrior
Moriok Thug gets +1/+1 and has Intimidate as long as it's enchanted.
2/2
Mournful Denial (Rare)
Cost: B
Instant
Until end of turn, you may cast a creature card from your graveyard as if it was in your hand.
Noxious Embrace (Common)
Cost: 2B
Enchantment - Aura
Enchant creature
Flash
Enchanted creature has poisonous 2. (Whenever it deals combat damage to a player, that player gets two poison counters. A player with ten or more poison counters loses the game.)
Putrid Servant (Common)
Cost: 2B
Creature - Zombie Beast
When Putrid Servant enters the battlefield, you may return a card named Putrid Servant from your graveyard to your hand.
3/1
Putritivore (Uncommon)
Cost: 2BB
Creature - Lhurgoyf
Haste
At the beginning of your upkeep, exile three cards in a single graveyard or sacrifice Putrivore. For each creature card exiled this way, Putrivore gets +1/+1 until end of turn.
3/2
Psychotropic Scent (Uncommon)
Cost: 2B
Sorcery
Draw two cards and get two poison counters (A player with ten or more poison counters loses the game.)
Smokethreader (Uncommon)
Cost: 2BB
Enchantment Creature - Specter
Flying
When Smokethreader deals combat damage to a player, that player discards a card.
2/2
Soul Eater (Common)
Cost: 2B
Enchantment Creature - Spirit
Bestow 2B (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Soul Eater gets -2/-2.
2/2
Suicidal Tendencies (Rare)
Cost: 4B
Sorcery
Each player chooses one creature he or she controls, then sacrifices the rest.
Toxic Vines (Common)
Cost: 2BB
Creature - Plant Wall
Defender
Sacrifice Toxic Vines: Target player gains a poison counter (A player with ten or more poison counters loses the game.)
1/4
Twisted Games (Rare)
Cost: 3B
Enchantment
At the beginning of your upkeep, the player with the highest life total loses half of his or her life rounded down and choses one of his or her opponents. That opponent gains that much life.
"So we should just sit here and wait for death?"
- Kaasi, the Scarred
Unhinge (Common)
Cost: 2B
Sorcery
Target opponent discards a card.
Draw a card.
Violent End (Common)
Cost: 2B
Primal Instant
(When you cast a primal spell, you can't cast other spells until end of turn.)
Destroy target non-primal creature.
Vrit Assassin (Rare)
Cost: BB
Creature - Scorpion Assassin
Poisonous 2
B, discard a card: Regenerate Vrit Assassin.
1/1
Vrit Drone (Common)
Cost: B
Creature - Scorpion Scout
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
Vrit Drone can't block.
1/1
Vrit Huntress (Uncommon)
Cost: 4B
Creature - Scorpion Warrior
Swampwalk
0: Vrit Huntress gets -1/-1 and Poisonous 1 until end of turn (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
3/3
Yarmul, Moriok Slaver (Rare)
Cost: 2BB
Legendary Creature - Human Cleric
B,T: Search target opponent's library for a creature card and put that card on the battlefield under your control. Then that player shuffles his or her library. That creature deals damage equal to its power to Yarmul, Moriok Slaver.
2/4
Yarmul's Determination (Uncommon)
Cost: 1B
Enchantment
Whenever you play a black spell, you may put target creature card from your graveyard on top of your library.
Yarmul's Touch (Common)
Cost: 2B
Sorcery
All creatures get -1/-1 until end of turn.
Draw a card.
Anarchic Lancer (Common)
Cost: 2R
Creature - Human Warrior
First Strike
1: Anarchic Lancer is colorless until end of turn.
2/2
Ancient Phoenix (Rare)
Cost: 3RR
Creature - Phoenix
Bestow 3RR
Flying
When Ancient Phoenix dies, return it to your hand at end of turn.
When the creature enchanted by Ancient Phoenix dies, return that creature to the battlefield at end of turn.
3/3
Barzuun Berserker (Uncommon)
Cost: 2R
Creature - Minotaur Berserker
At the beginning of your upkeep, put two essence counters on Barzuun Berserker.
R, remove X essence counters from Barzuun Berzerker: It gets +X/+0 until end of turn.
2/2
Battle Madness (Uncommon)
Cost: 2R
Enchantment - Aura
Enchant creature
When enchanted creature attacks, it gains double strike until end of turn.
If Battle Madness would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Burning Passion (Uncommon)
Cost: R
Enchantment
Whenever an opponent is dealt damage, you may have Burning Passion becomes a X/X Elemental creature until end of turn, where X is the damage dealt.
Burning Fists (Common)
Cost: 1R
Enchantment - Aura
Enchant creature
Flash
Enchanted creature has "T: This creature deals 1 damage to target creature or player".
Caustic Spray (Common)
Cost: R
Sorcery
Linger 2R (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Caustic Spray deals 1 damage to target creature or player.
Chaos Wielder (Common)
Cost: R
Creature - Spirit
1R, sacrifice Chaos Wielder: Change the target of instant or sorcery target spell.
1/1
Coalhide Barak (Rare)
Cost: 3R
Primal Creature - Beast
When Coalhide Barak attacks, you may put a primal creature card from your hand on the battlefield tapped and attacking. Sacrifice that creature at end of turn.
3/3
Crashing Titan (Rare)
Cost: 4RR
Creature - Giant Warrior
When Crashing Titan enters the battlefield or dies, it deals 4 damage to each other creature.
4/4
Crazed Raptor (Common)
Cost: 2R
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
When Crazed Raptor attacks, target primal creature gains First Strike until end of turn.
3/1
Dazzling Shock (Uncommon)
Cost: 3RR
Sorcery
Dazzling Shock deals 4 damage to target player.
That player discards all cards from his or her hand and draws that many cards.
Gorr grabbed the lizard from behind and the beast shouted. Gorr shouted back. His cry, though, was not of victory, but of pain and confusion.
Fatal Fury (Uncommon)
Cost: 2R
Instant
Play Fatal Fury only during the declare attackers step.
As an additional cost to play Fatal Fury, sacrifice a creature.
Attacking creatures get +X/+0 until end of turn, where X is the sacrificed creature's power.
First Channeler (Common)
Cost: 1R
Primal Creature - Spirit
(When you cast a primal spell, you can't cast other spells until end of turn.)
T: Add two mana of any color to your mana pool. Use this mana only to cast primal spells.
1/1
Firstborn Dragon (Rare)
Cost: 3RR
Creature - Dragon
Flying
At the beginning of your upkeep sacrifice an enchantment or sacrifice Firstborn Dragon.
5/5
Freedom Cry (Uncommon)
Cost: 2R
Primal Sorcery
(When you cast a primal spell, you can't cast other spells until end of turn.)
Untap target creature and gain control of it until end of turn. That creature gains +2/+0 and Haste and until end of turn.
Furious Awakening (Rare)
Cost: RRR
Sorcery
Linger 2RRR
Mountains you control are 3/1 red Elemental creatures until end of turn.
Granite Grip (Common)
Cost: 2R
Enchantment - Aura
Enchanted creature gets +1/+0 for each mountain you control.
Greater Pyrosaur (Uncommon)
Cost: 2RR
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Greater Pyrosaur can't block.
When Greater Pyrosaur attacks, target primal creature gets +2/+0 until end of turn.
R: Greater Pyrosaur gets +1/+0 until end of turn.
3/3
Ironfist Intimidator (Common)
Cost: 1R
Creature - Human Warrior
Protection from White
2/1
Lava Skin (Rare)
Cost: 2RRR
Enchantment - Form
You can't cast other form spells.
Whenever a creature deals combat damage to you, Lava Skin deals 4 damage to it.
At the beginning of your upkeep flip a coin. If you win Lava Skin deals 4 damage to target creature or player.
Leashed Anger (Rare)
Cost: 2R
Enchantment - Aura
Enchant creature you control
When enchanted dies, it deals damage equal to it's power to target creature or player, then attach Leashed Anger to another creature you control.
Lightning Ritual (Uncommon)
Cost: R
Primal Instant
(When you cast a primal spell, you can't cast other spells until end of turn.)
Add RRR to your mana pool.
Maddening Leech (Common)
Cost: 1R
Enchantment Creature - Insect
Bestow 1R (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Maddening Leech can't block.
Creature enchanted by Maddening Leech can't block.
2/2
Magma Vein (Uncommon)
Cost: 1R
Enchantment - Aura
Enchant land
Enchanted land has "T: This land deals 1 damage to target creature."
3R: Attach Magma Vein to target land.
Megapod (Common)
Cost: 3RR
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Haste
4/4
Meteor Swarm (Rare)
Cost: 4RRR
Sorcery
Meteor Swarm deals 6 damage to target player.
That player skips his or her next turn.
"I've dreamt with the Great Ending. An explosion so powerful, that even time itself broke apart."
- Raght, King of Storms
Minotaur Brawler (Common)
Cost: 3R
Creature - Minotaur Warrior
4/2
Predator's Sense (Rare)
Cost: 2R
Primal Enchantment
Whenever an opponent is dealt damage, primal creatures you control get +1/+1 until end of turn.
Primal Rage (Common)
Cost: 1R
Instant
Target primal creature gains Double Strike until end of turn.
Draw a card.
Primordial Ooze (Rare)
Cost: R
Primal Creature - Ooze
(When you cast a primal spell, you can't cast other spells until end of turn.)
Primordial Ooze attacks each turn if able.
Whenever you cast a primal spell, Primordial Ooze gets +X/+X until end of turn, where X is that spell's converted mana cost.
1/1
Raght, Vulshok Chieftain (Rare)
Cost: RR
Legendary Creature - Human Warrior
All other creatures attack each turn if able.
1/1
Rain of Sparks (Uncommon)
Cost: XRR
Instant
Rain of Sparks deals 2 damage to up to X target creatures.
Render Useless (Common)
Cost: R
Sorcery
Each player sacrifices a permanent.
Rockslinger Giant (Common)
Cost: 4R
Creature - Giant Warrior
,T: Rockslinger Giant deals 2 damage to target creature.
4/4
Rogue Wildcat (Uncommon)
Cost: 2R
Primal Creature - Cat
(When you cast a primal spell, you can't cast other spells until end of turn.)
Cavewalk, Haste
3/3
Scorching Pain (Common)
Cost: 1R
Instant
Scorching Pain deals 5 damage to target creature that was dealt damage this turn. That creature can't be regenerated this turn.
Song of Chaos (Uncommon)
Cost: 1R
Primal Enchantment
(When you cast a primal spell, you can't cast other spells until end of turn.)
Primal creatures can only be blocked by two or more creatures.
Sonic Wave (Rare)
Cost: 2RR
Sorcery
As an additional cost to play Sonic Wave, discard a card at random.
Sonic Wave deals 5 damage to each creature and each player.
Storm Drake (Uncommon)
Cost: 3R
Creature - Drake
Flying
2: Storm Drake gets +1/+0 until end of turn.
2/2
Stun (Common)
Cost: 1R
Instant
Target creature can't block this turn.
Draw a card.
Sulfurous Wind (Common)
Cost: 2R
Instant
Sulfurous Wind deals 2 damage to target player.
That player can't play lands this turn.
Descending winds from the Flamegod Peak turned into desert all terrain around it.
Take Control (Rare)
Cost: 4RR
Sorcery
Untap target creature and gain control of it. It gains haste until end of turn.
At end of turn, sacrifice that creature. It deals damage equal to it's power to target player.
Unstable Infusion (Common)
Cost: R
Enchantment
1, sacrifice Unstable Infusion: Unstable Infusion deals 3 damage to target creature or player.
Vandal's Strength (Common)
Cost: 1R
Sorcery
Choose one - destroy target artifact; or creatures you control get +1/+0 until end of turn.
Velocidon (Rare)
Cost: XR
Primal Creature - Dinosaur
Haste, Trample
When Velocidon enters the battlefield, it gains +X/+0 until end of turn.
1/1
Vulshok Fireshaper (Common)
Cost: 2R
Creature - Human Shaman
T, sacrifice an enchantment: Add RR to your mana pool.
2/2
Vulshok Gladiator (Uncommon)
Cost: 1RR
Creature - Human Warrior
First Strike
Vulshok Gladiator can't be blocked by enchanted or equipped creatures.
2/2
Vulshok Raider (Common)
Cost: R
Creature - Human Warrior
Vulshok Raider gains +1/+1 and has First Strike as long as it's enchanted.
1/1
Wildfire Dancer (Uncommon)
Cost: 1R
Enchantment Creature - Efreet
Double Strike
1/1
Albinic Centaur (Uncommon)
Cost: 1G
Creature - Centaur Warrior
As an additional cost to play Albinic Centaur, discard a land card.
3/3
Bloated Sporosaur (Common)
Cost: 3G
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Trample
Poisonous 2 (Whenever it deals combat damage to a player, that player gets two poison counters. A player with ten or more poison counters loses the game.)
4/1
Centaur Rootwarden (Rare)
Cost: 3G
Creature - Centaur Shaman
Whenever you gain life you may reveal the top card of your library. If it's a creature card, you may put it in your hand.
2/3
Cleansing Infusion (Common)
Cost: 2G
Instant
Destroy target enchantment.
Draw a card.
Copperwood Arachnoid (Rare)
Cost: 2GG
Creature - Spider
Reach, Poisonous 1
Sacrifice a forest: Copperwood Arachnoid gains Deathtouch until end of turn.
2/4
Copperwood Embrace (Common)
Cost: G
Primal Enchantment - Aura
(When you cast a primal spell, you can't cast other spells until end of turn.)
Enchant creature
Enchanted creature gets +2/+2.
Copperwood Essence (Rare)
Cost: 2GGG
Enchantment - Form
You can't cast other form spells.
Whenever you tap a permanent for mana, add one mana to your mana pool of any type that permanent produced.
Copperwood Ritual (Uncommon)
Cost: 2G
Sorcery
Shuffle all creature cards from target player's graveyard into that player's library.
Draw a card.
Corrosive Moss (Common)
Cost: 2GG
Sorcery
Destroy target land.
If that land is nonbasic, it's controller gains a poison counter (A player with then ore more poison counters loses the game.)
Crashing Herd (Rare)
Cost: 1GG
Sorcery
Linger 3GG
Put a 3/3 green Beast creature token into play.
Deeproot Dendroid (Common)
Cost: 2GG
Creature - Treefolk
Deeproot Dendroid enters the battlefield tapped.
Whenever you gain life, you may put a +1/+1 counter on Deeproot Dendroid.
2/4
Dendroid Brawler (Uncommon)
Cost: 5G
Creature - Treefolk
Trample
Dendroid Brawler enters the battlefield tapped.
5/7
Dendroid Seedling (Common)
Cost: 1G
Creature - Treefolk
Dendroid Seedling enters the battlefield tapped.
T: Untap target land.
1/3
Elder Triceratops (Uncommon)
Cost: 2GG
Primal Creature - Dinosaur
(When you cast a primal spell, you can't cast other spells until end of turn.)
Trample
When Elder Triceratops attacks, you may put a +1/+1 counter on target attacking primal creature.
3/3
Evolutive Accident (Rare)
Cost: 2G
Primal Sorcery
Each opponent chooses a creature card in his or her graveyard.
Put the chosen cards on the battlefield under your control.
Feast on Leaves (Common)
Cost: 1G
Enchantment
1, sacrifice Feast on Leaves: Gain 1 life for each land you control.
Force of Innocence (Rare)
Cost: 4GG
Enchantment Creature - Elemental
Trample
Play with your hand revealed.
Force of Innocence gets +2/+2 for each creature card in your hand.
3/3
Fruition Dryad (Uncommon)
Cost: G
Creature - Dryad
Whenever you gain life, Fruition Dryad gains +2/+2 until end of turn.
1/1
Giant Fungusaur (Rare)
Cost: 4G
Primal Creature - Fungus Dinosaur
Whenever Giant Fungusaur is dealt damage, put a +1/+1 counter on it.
4/4
Golden Dream (Rare)
Cost: 2GG
Enchantment - Aura
Enchant permanent
1G: Enchanted permanent becomes a 6/6 Wurm until end of turn.
Horned Wurm (Common)
Cost: 5G
Creature - Wurm
Horned Wurm gets +1/+1 and has Trample as long as it's enchanted.
5/4
Imperial Dendroid (Rare)
Cost: 9G
Creature - Treefolk
Reach, Trample, Vigilance
Imperial Dendroid enters the battlefield tapped.
8/10
Jungle Asp (Common)
Cost: 2G
Creature - Snake
Poisonous 2 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
1/2
Jungle Mammoth (Common)
Cost: 3G
Primal Creature - Elephant
(When you cast a primal spell, you can't cast other spells until end of turn.)
4/4
Jungle Manifestation (Uncommon)
Cost: 3GG
Enchantment Creature - Elemental
Trample
5/5
Kaasi, the Scarred (Rare)
Cost: 1G
Legendary Creature - Human Scout
Spells targeting Kaasi, the Scarred cost 2 less to play.
B: Regenerate Kaasi, the Scarred.
1/2
Pack Gathering (Uncommon)
Cost: 1G
Primal Sorcery
(When you cast a primal spell, you can't cast other spells until end of turn.)
Search your library for up to three cards with the same name as target primal creature, reveal them, and put them into your hand. Then shuffle your library.
Photosyntesis (Uncommon)
Cost: G
Enchantment - Aura
Enchant land
Whenever you gain life you may put untap enchanted land.
Phytodactyl (Common)
Cost: G
Primal Creature - Dinosaur Plant
(When you cast a primal spell, you can't cast other spells until end of turn.)
Defender
G: Add one mana of any color to your mana pool.
0/3
Predator's Strike (Common)
Cost: 1G
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Quest for Simplicity (Rare)
Cost: 4G
Instant
Put all artifats and enchantments on top of their owners' libraries.
Rapid Recovery (Common)
Cost: 2G
Enchantment - Aura
Enchant creature
Flash
G: Regenerate enchanted creature.
Rizophage (Rare)
Cost: 3G
Primal Creature - Dinosaur
Forestwalk
Rizophage has power and toughness equal to the number of forests you control.
*/*
Scavenging Ants (Rare)
Cost: 1GG
Instant
Put a 1/1 green Insect creature token on the battlefield for each creature put into your graveyard this turn.
Scent of Prey (Uncommon)
Cost: 1G
Enchantment - Aura
Enchant creature
All primal creatures able to block enchanted creature do so.
1G: Attach Scent of Prey to target creature you control.
Soilfeeder (Common)
Cost: 1G
Creature - Plant
Whenever an aura becomes attached to Soilfeeder, you may gain 2 life.
2/2
Spider Totem (Common)
Cost: 1G
Enchantment Creature - Spider
Bestow 1G (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Reach
Creature enchanted by Spider Totem has Reach.
1/3
Spiritual Bloom (Rare)
Cost: 1G
Enchantment
Enchantments you control are Forest lands in addition to their other types.
Springing Wildcat (Common)
Cost: 2G
Primal Creature - Cat
(When you cast a primal spell, you can't cast other spells until end of turn.)
Flash
3/2
Strenghten (Common)
Cost: G
Sorcery
Linger 2G (You may cast this spell as an enchantment by paying it's linger cost. If you do, it reads "At the beginning of each of your upkeeps, copy this spell except for its linger ability.")
Put a +1/+1 counter on target creature.
Sustenance Bonds (Common)
Cost: 4G
Enchantment
Whenever you gain life you may put a green 1/1 Insect creature token on the battlefield.
Sacrifice Sustenance Bonds: Gain 1 life for each creature you control.
Sylvok Elite (Uncommon)
Cost: 2G
Creature - Human Warrior
Protection from Black
Sylvok Elite gets +1/+2 as long as an opponent controls a nonbasic land.
2/2
Sylvok Harvester (Common)
Cost: G
Creature - Human Druid
T: Add G to your mana pool.
0/2
Sylvok Lightseeker (Uncommon)
Cost: 1G
Creature - Human Shaman
Shroud
1G: Attach target aura you control with enchant creature to Sylvok Lightseeker.
1/2
Sylvok Sigil (Uncommon)
Cost: 2G
Enchantment - Aura
Enchant permanent
Enchanted permanent has protection from instants and sorceries.
If Sylvok Sigil would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Sylvok Sniper (Common)
Cost: 1G
Creature - Human Archer
Reach
2G, sacrifice Sylvok Sniper: Destroy target creature with flying.
2/1
Symbiotic Generation (Uncommon)
Cost: 3GG
Instant
Put three green 1/1 Insect creature tokens on the battlefield.
Whenever you gain life you may return Symbiotic Generation from your graveyard to your hand.
Vegetative Propagation (Common)
Cost: 2G
Sorcery
Search your library for a basic land card and put that card on the battlefield tapped. Then shuffle your library.
Draw a card.
Virulent Swarm (Uncommon)
Cost: 2G
Creature - Insect
Poisonous 1 (Whenever this creature deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
G: Regenerate Virulent Swarm.
1/1
Wood Whisper (Uncommon)
Cost: 1G
Enchantment
At the beginning of your upkeep, put an essence counter on Wood Whisper.
G, remove an essence counter from Wood Whisper: Target creature gets +1/+1 and gains trample until end of turn.
Zillah, Sylvok Elder (Rare)
Cost: 1G
Legendary Creature - Human Cleric
Zillah, Sylvok Elder is indesctructible.
Creatures with summoning sickness are indestructible and have shroud.
2/3
Zillah's Zealots (Common)
Cost: G
Creature - Human Warrior
Whenever Zillah's Zealots becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.
1/1
Cost: 7
Legendary Artifact
When Altar of Swords enters the battlefield, draw a card.
Creatures you control get +X/+X, where X is the number of cards in your hand.
Ascended Enchantress (Rare)
Cost: 2WU
Creature - Human Wizard
Hexproof
Enchantment spells cost you 1 less to cast.
Whenever you cast an enchantment spell, draw a card.
0/2
Bayan's Decree (Rare)
Cost: GWU
Enchantment
Spells your opponents cast targeting you or another permanent you control cost 3 more to cast.
Blood Channeler (Uncommon)
Cost: BR
Primal Creature - Spirit
(When you cast a primal spell, you can't cast other spells until end of turn.)
When Blood Channeler attacks, you may return a primal creature card from your graveyard to your hand.
2/1
Creeping Evolution (Rare)
Cost: WUBRG
Primal Enchantment
Players can't play mana abilities.
At the beginning of each player's precombat main phase, that player may cast a spell from his or her hand without paying it's mana cost.
Enraged Armodon (Rare)
Cost: 2BRG
Primal Creature - Elephant
Trample
Whenever a primal creature attacks, it gets +1/+1 until end of turn for each other attacking primal creature.
5/5
Eternal Summer (Rare)
Cost: 1RGW
Enchantment
Creatures you control get +2/+2 and have "T: Add one mana of any color to your mana pool."
Fade Out (Rare)
Cost: 1UB
Sorcery
Name a nonland card. Search target player's hand, graveyard and library for all cards with that name and exile them.
Then that player shuffles his or her library.
Draw a card.
Ghost Oracle (Rare)
Cost: WUB
Enchantment Creature - Spirit
Whenever you would be dealt damage, you may pay 1. If you do, target opponent gain that much life instead.
1/3
Open Mind (Uncommon)
Cost: WU
Enchantment - Aura
Enchant player
Enchanted player plays with his or her hand revealed.
Enchanted player can't discard.
Petrified Warrior (Uncommon)
Cost: 1RG
Enchantment Creature - Elemental Warrior
Bestow 1RG (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
Creature enchanted by Petrified Warrior gains +1/+1 for each nonbasic land your opponents control.
Petrified Warrior gains +1/+1 for each nonbasic land your opponents control.
1/1
Storm Giant (Rare)
Cost: 2RG
Creature - Giant Shaman
2, discard a card at random: Storm Giant deals 2 damage to target creature. It deals 2 damage to that creature's controller if the discarded card was a land card.
3/3
Suntouched Dendroid (Rare)
Cost: 3GW
Creature - Treefolk
Whenever you gain life, you may untap Suntouched Dendroid.
T: Other creatures you control get +1/+1 until end of turn.
2/4
Vicious Arcanist (Rare)
Cost: 1UBR
Creature - Human Wizard
Pay 3 life, T: Return target instant or sorcery card from your graveyard to your hand.
2/2
Voidmind Drake (Uncommon)
Cost: 2UB
Creature - Drake
Flying
At beginning of each player's upkeep, that player discards a card unless he or she pays 2.
3/3
Vulshok Pyre (Rare)
Cost: XBR
Sorcery
Vulshok Pyre deals X damage to target creature or player.
Vulshok Pyre can't be countered.
Damage dealt by Vulshok Pyre can't be prevented.
Zillah's Blessing (Uncommon)
Cost: GW
Enchantment - Aura
Enchant land
Enchanted land has "T: Add one mana of any color to your mana pool" and is indestructible.
If Zillah's Blessing would be put in a graveyard from the battlefield, you may put it on top of it's owner's library instead.
Arcane Nexus (Uncommon)
Land - Cave
T: Add 1 to your mana pool.
T, sacrifice a cave: Draw a card.
"This nexus indicates we're approaching our goal. Let's use it for now, and begone with our task."
- Tenn Highwind
Copperwood Verge (Uncommon)
Land
Copperwood Verge enters the battlefield tapped.
T: Add R or G to your mana pool.
2: Add R or G to your mana pool.
Crystalline Lake (Uncommon)
Land
Crystalline Lake enters the battlefield tapped.
T: Add W or U to your mana pool.
2: Add W or U to your mana pool.
Forgotten Temple (Rare)
Legendary Land
T: Add 1 to your mana pool.
1W, T: Put target enchantment card from your graveyard on the top of your library.
"In times like these, the ability to recall may become a powerful defense."
- Bayan, Voice of Kuhme
Lava Trenches (Uncommon)
Land
Lava Trenches enters the battlefield tapped.
T: Add B or R to your mana pool.
2: Add B or R to your mana pool.
Moonlit Cave (Common)
Land - Cave
T: Add 1 to your mana pool.
T, sacrifice a cave: Add one mana of any color to your mana pool.
Each night, Khaja visited the cave. And each night, her dreams became more vivid.
Mystic Eon (Rare)
Land
At end of turn, if you control no enchantments, sacrifice Mystic Eon.
T: Add one mana of any color to your mana pool.
Where all creation began.
Tainted Basin (Uncommon)
Land
Tainted Basin enters the battlefield tapped.
T: Add U or B to your mana pool.
2: Add U or B to your mana pool.
Windy Thicket (Uncommon)
Land
Windy Thicket enters the battlefield tapped.
T: Add G or W to your mana pool.
2: Add G or W to your mana pool.
Locations:
Sand Plains: Home of the Auriok, the plains have somewhat a hard climate. With hot days and cold nights, the Plains are home of a variety of felines, some small lizards and birds of prey. The Auriok settlement is located in the Sand Plains, but they call it 'settlement' in their own language. The Silikar also dwell in the plains, in a cave complex near the Grey Peaks.
Settlement: Home of the Auriok, the settlement is comprised by a few dozen tentes around two big stone buildings. The Kuhme's Church (the Auriok word for Church is the same as Courtroom), and the Warehouse, where all their food and materials are stored. The Settlement is protected by magic, so it lacks any physical wall or limitation.
Grey Peaks: The Grey Peaks is a extensive chain of mountains in the center of the continent. Home of the most dangerous species in the known world, the Peaks are always a battleground. The Vulshok live in it's outer caves. The inner caves are inhabited by Giants and Dragons, as well as giant dinosaurs and minotaurs.
Flamegod Peak:The highest mountain in the Grey Peaks, is the home of the Elder Giants. Vulshok legends mention an artifact hidden inside it's throat.
Lava Trenches: This rivers of lava run down the southern border of the Grey Peaks, across the arid landscape and mark the frontier of the Sand Plains and the Hazy Marsh. Home of small predators and elementals, the trenches is considered inhabitable by humans.
Nightmist: This village is the home of the Neurok. Built in the shoreline, Nightmist suffers from Tarjin attacks from time to time. The village is magically protected, just as the Settlement. Nightmist has three ports, to account for it's many fishing boats. The village is built around the Obelisk, a large stone construction used for astronomic purposes. Nightmist houses are comprised mostly by wood and clay.
The Reefs: The Reefs surround most of the northern and eastern seas. Nothing beyond the reefs is known. The only creatures that seem to live there are the Tarjin and some edible species of fish.
Copperwood: Is a huge rainforest in the western continent. Copperwood is inhabited by an enormous variety of creatures. Mostly dinosaurs, mammals in all sizes, and magical creatures. Many Sylvok families live there, roaming the wild and avoiding it's dangers. This forest is so big, it's composed by many subforest with different climates and ecologies. Their most noteworthy inhabitants are the Dendroids. This unintelligent and territorial treefolk live near the Grey Peaks.
Hazy Marsh: The Marsh is in the southern part of the continent. This watery labyrinth is home of the Moriok and the Vrit. It's geography changes according to it's inner tides, making almost impossible for a foreign wanderer to survive. The Vrit inhabit the intersection from the polluted waters and the lava trenches, where the haze is much thicker. The Moriok live in the middle of the Marsh. They have four different settlements; each one to be used in a different season of the year.
Forgotten Temple: The Temple lays hidden in a labyrinthic valley the middle of the Grey Peaks. Some Vulshok see it's majesty from a great height, but no one seem to have reached it so far. It's origins are not a matter of great concern among Vulshok people.
Kuhme: The Auriok believe fiercely in ancestry, that their parents and grandparents look after them in the spiritworld. The sum of this spirits is called Kuhme. Is what guides the Auriok society nowadays. The first Auriok, is called simply by 'The Father'. He alone bore three children: Balon the Strong, Gerud the Wise, and Umal the Just; and from them, all the Auriok descend.
Sandsculpting: The Art, as often is called, is the power some Auriok manifest. It's a rare gift, and children who bear this power are considered sons of Gerud. In recent times, the sons of Gerud are gathered with Ranuu, who expects to use sand as defense from the raids.
The Weakening: It's happening. No one knows why, but the enchantments that used to protect the Settlement and Nightmist are fading out. And the Giants and Vulshok seem to have noticed, because the raids have increased in numbers, and many soldiers have perished since then. Neurok wizards travel to far-off places searching for an answer. Auriok clerics pray for their ancestors for a solution. But nothing seem to work.
Bayan, Voice of Kuhme: Bayan is the son of a long-dead cleric. This young priest started in the ways of the gods when he was only a child. Bayan shows great interest in history and theology and he is now known for his ancestral knowledge and fair judgement. He was one of the firsts to know about the Weakening and is very worried about the situation. The priest is reluctant to send his wisemen to study with Neurok schools, since he belives that all solutions lie in the Kuhme.
Ranuu, Auriok Veteran: Ranuu is what we could call the Sheriff. He is the oldest soldier in the city. Having faced many perils, Ranuu is one of the most respected citizens in Auriok society but he is now looking for someone to replace him. The veteran has no children of his own, but is the stepfather of two young blind twins, which he sees no chance of getting soldier training.
Katji, Kuhmalan Cleric: Is the Auriok diplomat in Nightmist. She is renowned amongst her fellow priests. Currently, Katji oversees the Nightmists' defenses and trades with the Settlement. She despises Bayan and think he is a close-minded fool for not helping the Neurok research on the Weakening.
Izha Enur: Izha is a Auriok soldier, based in the Settlement. Her brother went to Nightmist to work for Katji, but moths have passed with no sign of him. Izha plans to go to Nightmist, but she don't know how to do that. The problem is that she can't seem to disobey orders (as most of the Auriok do) and she hopes to be sent there if another big raid happens to them.
Ulamus, the Young: Ulamus is the youngest member of the Blue Council. He assumed the post after many of his elders died in the last raid. Ulamus is considered reckless and unexperienced in the eyes of the other four members. He thinks that the Neurok should develop it's own defenses instead of relying on Auriok soldiers, because there might come a time when the Auriok will have to defend their own home, and leave Nightmist defenseless.
Varis Elanon: An excentric wizard who believes to have discovered a magic site, which might empower his divination spells, but the problem is that this site lied in the middle of Copperwood forest.
Tenn Highwind: Tenn is a bright young researcher. He comes from a fishermen family and was adopted by Varis a few years ago (a common practice among Neurok wizards is to adopt children with magic potential). He is very proud to work with Varis.
Korhal: Korhal has a very strange story. He suddenly awoke in the middle of a Moriok field, with dozen of corpses by his side. In shock, Korhal managed to flee from his kidnappers into the swamp. After being hunted for days among the mists, Korhal realizes that he doesn't remember anything, except for his name. Unexplicably, with no need to sleep, food or water, Korhal managed to loose his hunters, but he still doubts his truly nature.
Your form enchaments also are very nice. Embody Peace is a very flavorful card that deserve flavor text. Umals Blessing is probally to powerful though... Ill continue to look through you cards and comment on them, and I look forward to seeing the rest.
Arcane Nexus looks like something they should have printed since a long time ago but for some reason they choose not to. The filterland cycle looks pretty mediocre (especially when it doesn't go too well with Heartbeat of Spring or Fertile Ground, as compared to the Graven Cairns or Mossfire Valley cycle), though they're a step=up from the Castle Sengir cycle back in Homelands. Could it have filtered to mana of three colors instead? They'd probably still not be Constructed-playable, but you'll make them at least borderline playable in Limited.
Aether Stretch - Pity that it wouldn't play well with poison since players aren't permanents. In white and blue there are only four cards that remove counters from permanents and they're at least uncommon. I'm guessing that this card is meant to transfer essence counters among the cycles but it still looks twice as expensive as it should be.
Auriok Reinforcements - I can't really decide if the ability to produce two tokens every upkeep is too powerful at common, or if it'll make ground-based battles in Limited stale very easily. The thing is I love this card, but I'd hate to see it at uncommon or above. I'm gonna have to say great card on this one.
Communal Spirit - I'd say it's broken with Mirrorweave, Vesuvan Shapeshifter and the like but in the context of this set, white really does need more ways to win.
Disempower - Typo in flavor text: 'pray' -> 'prayer'?
Ethereal Protection - I like this one a lot. Looks real-world printable as well.
Griffin Predator - Almost strictly better than Plover Knights. Perhaps the Knights paid extra to be a Kithkin. Doesn't matter much if it's Primal, unlike Crazed Raptor you wouldn't have played this during precombat anyway. I'd say 3/1 for :2mana::symw::symw:.
Infinite Virtue - Unless I'm missing something here, this card's pretty bad even for deck thinning or gain life purposes?
Pale Moon - Already a card name.
Purebred Mammoth - Nice to see some fat at common, and one with a useful ability too.
Radiant Destruction - Amazing.
True Strike - Could cost :1mana::symw:, or even :symw:. Neck Snap guarantees creature death and could hit blocking creatures too.
Winged Unicorn - Ability cost is too expensive, could be :symw:. (Compare to Haazda Exonerator).
White overall: I like what I see here, there's a nice mix of abilities all around, though it could be better if white was a little more aggressive. Here's a quick breakdown of casting costs, number in brackets are creatures with that cmc:
1cmc: 5 (1)
2cmc: 12 (5)
3cmc: 17 (8)
4cmc: 13 (7)
5cmc: 3 (2)
6cmc: 2 (1)
Average cmc of all white cards: 3.06
Average cmc of all white creatures: 3.29
Less than half of the white cards 3cc and below are creatures, which puts white at a very slow and passive stance.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Let see your points:
Filter Lands: I wanted them to be on uncommon rarity, so they can help out Limited. Don't really know how to balance it out.
AEther Stretch: Trust me, it's a future plant ;). Also it goes with with a few previous mechanics (Sunburst, Vanishing, Thallids, Spikes, etc.)
Auriok Reinforcement: I compared it to Honden of Life's Web, that's usually built around to make a lot of tokens, and is in a color known for it's mana accel... What should be noticed about Linger, is that when you Linger it, you only get the effect on your next turn.
Communal Spirit: Honestly, Mirrorweave is not exactly what I worry about. It's used in so many decks, that this combo might even be weak in comparison.
Disempower: Fixed
Griffin Predator: Changed.
Infiniter Virtue: Wanted to copy Myr Incubator, a card which I love the design. I know it's a crappy rare, but I think I'll leave as it is.
True Strike: Reduced by 1 and now hits blocking creatures as well. I confess that I wanted this card to be overcosted, but I agree with your aforementioned points about white being a little too defensive. I changed Bayan's Disciples from 3W 2/4 to a W 1/1. I'll search for another creature to shrink.
Pale Moon: Changed. Thanks
Winged Unicorn: Is part of a cycle. When the whole cycle is complete I'll come back to it and see if I can change the cost, ok? Even though, remember that it's an enchantment block, and I have a lot of Auras laying around with Merge and other stuff.
About the CCs: Changed a few CC's. Here's how the average CC looks now. Comparison to Champions of Kamigawa in brackets (the last 306 block with neither Hybrid or Timeshifted):
Creatures: 2.96 (3.60)
Spells: 2.91 (2.5)
Enchantments: 2.8 (3.0)
Common: 2.5 (2.36)
Uncommon: 2.57 (3.53)
Rare: 3.8 (4.53)
First of all, replies to reply:
Filter Lands: Perhaps you could have them filter into shard colors (:symw:/:symu:/:symb: etc.)?
AETHER Stretch: Eh, OK... Even when you put real-world usages into view, it's still kind of overpriced especially with that triple-:symw:. Then again you get to do funny things like infinite Saprolings among two Thallids so I guess I'm not going to complain much about this. Now that I look at it, it could be a fun Johnny card.
Auriok Reinforcement: Honden of Life's Web had two inherent drawbacks. It's legendary, so you can't pop two of them (without Mirror Gallery) and make four tokens a turn, and that in order to make more than a token you need to play another color. I guess I'm not too concerned about the Reinforcements making two tokens per upkeep, but rather two Reinforcements making four tokens per upkeep, three making six and so on. It gets even worse when your opponent has a couple of these as well.
Infinite Virtue: The difference between making a 1/1 token and gaining 2 life is that making a token (or 40 tokens) helps you win the game, while gaining 2 life usually doesn't. How about if it made 1/1 flying Spirits instead?
Arcanist Teammate - While I don't recall there being an official wording for copies, I personally prefer 'spell copy' over 'copy spell'
Attract - Very, very nice.
Dispel - Hmm... Interesting.
Dream Maze - With Linger it's pretty damn overpowered, since you could return their biggest attacker (without vigilance) every upkeep. If anything the Linger cost would have to be like :3mana::symu::symu: (Sort of a one-sided Sunken Hope but hits only tapped creatures, and you get to choose.)
Glasswing Drake - Is it intended that its ability would work even for spells that don't target creatures, like Naturalize?
Illusory Prision - Prision -> Prison?
Investigate - Needs to be uncommon just because of the linger. :3mana::symu: for a personal Howling Mine and more is pretty damn good, perhaps even undercosted.
Omniscience - revelead -> revealed. Also you can only name a card, not a spell. The activated ability would have read ":symu::symu:: Counter target spell with the chosen name, then name another card."
Psionic Sting - Nice tension.
Psionic Teachings - Could be cheaper I guess? In any case very nifty card, wonder why isn't it printed yet.
Selective Memory - In a set with heavy Retrace of Flashback, maybe. But this just looks like it's going down the Cephalid Shrine path.
Steal Ideas - Fatigue + Cantrip could probably just cost :2mana::symu:.
Stutter - Looks uncommon or even rare. It's not about saccing it to counter a spell, but not saccing it and let it breathe on your opponent's neck for the turns to come. If you ever played against Spiketail Hatchling you should know how nerve-wracking it is
Blue looks a lot better than white, considering that it can actually win by damage. If anything I'd probably cut a counterspell (Maybe Revoke or Stutter) and fit in another creature, maybe something unblockable.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
No worries. It happens here too
Filter Lands: I don't think there's a simple solution to that. I think I'll just leave it at that and call it a day
Auriok Reinforcement: I think you have a very good point. I'll consider switching it's rarity to Uncommon at least.
Infinite Virtue: Could be... and I think it would be awesome. I'll also change it's name, to reference Kuhme or the ancestors. Good idea.
Dream Maze - Reworded for conditional bounce and raised the cost to UU
Investigate - Exchanged rarity with Harmonic Memories. Linger is proving to be possible
Glasswing Drake - Why only creatures? I like the idea that he can't protect himself, only others. Just like glass refraction.
Illusory Prision - Fixed
Omniscience - Also fixed
Selective Memory - Humm... It's kind of a filler, I confess. I just stumbled on it when looking for a subtle milling helper.
Steal Ideas - Overecosted? I know, I've heard it before, but I intend to keep it that way.
Stutter - Now that I think about it, you're right about this card. I think I'll reduce from 3 to 1.
Props to SpiderBoy4 and High(~)Light Studios for awesome Banner & Avvy!
Navrica
Argentum
What's the problem? Is it the lack of renders?
Izha's Pain is fine. I think it should be uncommon though. The reason thoughtsieze wasnt uncommon was because wizards said it was too powerfull in limited. However, your version is decidedly weaker in limited where more people are likely to be able to pay the two.
Rain of sparks is busted. It should cost X1R or XRR to be safe. As is its just a one sided limited pryoclasm that costs the same or 1 - 2 more. Tad bit of cad advantage.
Agree with you about the card. Changed to XRR.
Soon I"ll be posting the green cards and consolidating everything in the first post.
Finally, I'm kind of stuck with flavor text for blue cards. I'm finding it very challenging. Any help there would be welcome...
Removing some cards to make room for legendaries.
Communal Spirit gave place to Izha Enur in W.
Tarjin Unmaker gave place to Tenn Highwind in U.
Vulshok Warmonger gave place to Raght, Vulshok Chieftain in R.
Angry Sporosaur (Common)
Cost: 2GG
Primal Creature - Dinosaur
(When you play a primal spell, you can't play other spells until the end of the turn.)
Trample
Poisonous 1 (Whenever it deals combat damage to a player, that player gets a poison counter. A player with ten or more poison counters loses the game.)
4/1
First: I want all primal creatures to have hight Power. Second, he is like 'spend a guy to chump block me and you still gain a poison counter'. What I did now is cost him at 3G and raise poisonous to 2. I realize his design might be counter-intuitive but I want a card that could go into poisonous and primal decks.
Copperwood Embrace (Common)
Cost: G
Primal Enchantment - Aura
(When you play a primal spell, you can't play other spells until the end of the turn.)
Enchant creature
Enchanted creature gets +2/+2.
I like this one too
Copperwood Troll (Common)
Cost: :2mana::symg:
Creature - Troll Warrior
Forestwalk
Discard a land card: Regenerate Copperwood Troll.
2/2
Killed so the spider totem could become common. Added Albinic Centaur in it's place.
Deeproot Dendroid (Common)
Cost: 2GG
Creature - Treefolk
Deeproot Dendroid comes into play tapped.
Whenever you gain life, you may put a +1/+1 counter on Deeproot Dendroid.
2/4
Dendroid Seedling (Common)
Cost: 1G
Creature - Treefolk
Dendroid Seedling comes into play tapped.
T: Untap target land.
1/3
Considering the Treefolk. My Dendroids are feral, yeah, but when they are not hunting, they are rooted to the ground. For flavor reasons, they all cipt... It's not a major drawback, but really think it's a nice flavorful one
Feast on Leaves (Common)
Cost: 1G
Enchantment
1, sacrifice Feast on Leaves: Gain 1 life for each land you control.
If you read all the cards, it's a cycle. Enchantments that want to be sorceries. I like the tension in this card (when is good enough to sacc it? do i play it now and have to keep 1 open in fear of destroying it?)
Horned Wurm (Common)
Cost: 5G
Creature - Wurm
Horned Wurm gets +1/+1 and has Trample as long as it's enchanted.
5/4
Another cycle. Remember that if he is enchanted, he probably has different stats (Copperwood Embrace? Granite Grip, any of the recurring auras or creatures with merge?). It can be kind of dangerous.
Jungle Mammoth (Common)
Cost: 3G
Primal Creature - Elephant
(When you play a primal spell, you can't play other spells until the end of the turn.)
4/4
Yeah, I wasnt sure about this guy. Turned into 4/3.
Phytodactyl (Common)
Cost: G
Primal Creature - Dinosaur Plant
(When you play a primal spell, you can't play other spells until the end of the turn.)
Defender
G: Add one mana of any color to your mana pool.
0/3
Based on Orochi Leafcaller.
Soilfeeder (Common)
Cost: 1G
Creature - Plant
Whenever an aura becomes attached to Soilfeeder, you may gain 2 life.
2/2
I'll leave as is... i like it when the numbers are the same... like a 2/2 that gives 2 life
Spider Totem (Uncommon)
Cost: 1G
Creature - Spider
Merge with a creature (You may play this spell as an aura enchantment with "Enchant creature")
Reach
Creature enchanted by Spider Totem has Reach.
1/3
Totally agreed on this one. I'll see if I can exchange rarity with something...
Sustenance Bonds (Common)
Cost: 4G
Enchantment
Whenever you gain life you may put a green 1/1 Insect creature token into play.
Agreed with you, so I added a sacrifice ability. It's a minor ability, but not useless in limited if you're not playing lifegain. I based it on Flourishing Defenses
Sylvok Sniper (Common)
Cost: 1G
Creature - Human Archer
Reach
2G, sacrifice Sylvok Sniper: Destroy target creature with flying.
2/1
High pick for sure. Even though flyers are not a great concern in this set.
Vegetative Propagation (Common)
Cost: 2G
Sorcery
Search your library for a forest card and put that card into play tapped. Then shuffle your library.
Draw a card.
Yeah... I think that tutoring for any land would be welcome. And I'm not just talking about limited... So... changed
Thanks a lot for the feedback. I'll be posting the single artifact and the multicolor today
Now, the lists:
Higher Ideals (WU)
This decks explores the linger mechanic. Set some ground defense, then let the linger give you card advantage so you can finally win with evasive creatures or by removing all of your opponent's threats. Auriok Reinforcements can make a horde of beaters. Arcanist Teammate can copy your best lingered spell each turn. Vitality and Dawn Strider will help you stay alive until you can assemble your army.
11 Plains
11 Island
1 Crystalline Lake
1 Arcane Nexus
Creatures (17):
1 Ascended Enchantress
3 Auriok Javelineer
3 Dawn Strider
1 Temple Guardian
2 Winged Unicorn
4 Neurok Stargazer
2 Exhausting Parasite
1 Tenn Highwind, Arcanist Teammate
3 Auriok Reinforcements
3 Vitality
1 True Strike
3 Cognitive Resonance
2 Constant Mutation
2 Dream Maze
2 Investigate
2 Neurok Chains
This white-green deck explores the greatest intersection between the two colors: lifegain. You'll stay alive while you pump your guys. Umal's Blessing will keep the healing flowing. Deeproot Dendroid, Fruition Dryad, Sustenance Bonds, Symbiotic Generation and Suntouched Dendroid will provide you with beaters whenever you gain life. Vitality, Lone Barak (with help from your auras), Kuhme's Acolyte and Feast on Leaves will keep your abilities triggering.
11 Plains
11 Forest
1 Windy Thicket
Creatures (19):
4 Lone Barak
3 Kuhme's Acolyte
1 Sandskater
3 Deeproot Dendroid
1 Suntouched Dendroid
2 Soilfeeder
3 Fruition Dryad
2 Spider Totem
2 Vitality
2 Mystic Moon
3 Glyph of Faith
2 Disempower
1 Healing Trance
1 Umal's Blessing
3 Sustenance Bonds
2 Feast on Leaves
1 Photosyntesis
1 Symbiotic Generation
This black and blue deck has a different approach: milling. Our favorite alternative win condition packed with defensive removal to protect you from early punches. Of course, winning by damage is also possible, considering Moriok Thug and Neurok Mistweaver are evasive powerhouses. Psionic Teachings, Psionic Stress and Psionic Sting can all mill your opponent out. Bone Collector, Devour Soul and Revoke, all like when your opponent's graveyard is full of lost memories. Soul Eater, Corrupt Future, Neurok Chains and Moriok Pride all help you on the early game.
11 Island
11 Swamp
1 Tainted Basin
Creatures (17):
3 Neurok Mistweaver
3 Moriok Thug
2 Shell Collector
2 Tarjin War Manta
1 Tarjin Hardshell
2 Soul Eater
3 Bone Collector
1 Yarmul, Moriok Enslaver
3 Psionic Teachings
3 Corrupt Future
2 Revoke
2 Annul
2 Psionic Sting
1 Neurok Chains
1 Psychic Stress
2 Moriok Pride
1 Inner Darkness
1 Demonic Heritage
1 Devour Soul
1 Yarmul's Determination
Primal creatures are big for their cost. This deck takes advantages of this by doing what they do best: attack. Play your beaters with the help from First Channeler and Phytodactil. Crazed Raptor, Elder Triceratops, Song of Chaos and Enraged Armodon all like when your primals attack. All your other guys are too big for their cost, so your opponent can't handle them.
11 Mountain
6 Forest
6 Swamp
Spells (13):
1 Primal Fury
2 Freedom Cry
2 Song of Chaos
1 Magma Vein
1 Unstable Infusion
2 Copperwood Embrace
2 Yonn's Touch
1 Demonic Heritage
1 Fatal Greed
2 Cannibal Mastodon
2 Hungry Oviraptor
3 First Channeler
3 Crazed Raptor
2 Chaos Wielder
2 Megapod
2 Rogue Wildcat
1 Primordial Ooze
3 Phytodactil
1 Jungle Mammoth
2 Elder Triceratops
1 Enraged Armodon
I guess one can say I love alternative win conditions. Mill and Lifegain are in pre-cons, and Poison is a major mechanic...
1st Chapter
Korhal awakens in a strange place. It looks like a cemetery, surrounded by corpses. The only thing he remembers is his name. When he stands up, he is noticed by an armed man, and chased through the cemetery and into a marsh. Korhal runs for more then a day, with no need for food, drink or sleep... until his hunters give up.
2nd Chapter
Izha Enur is a soldier in the Settlement. Her brother went to Nightmist to help Neuroks in their battle against Vulshok raiders, but she doesn't hear from him in almost a month. Izha is a lawful soldier and is struggling against her impulse to travel to Nightmist and disobeying her commander's orders to stay in the settlement.
3rd Chapter
Tenn Highwind is a young mage in Nightmist. He is apprentice to Varis, and great wizard and tradesman. The old wizard finds about a special place, in the middle of the Copperwood jungle, that might hold the secret to the Weakening. He decides to hire some Auriok soldiers and go into the wild, leaving Tenn in charge of his laboratory.
4th Chapter
Izha manages to be sent to Nightmist. Upon arriving, she starts gathering information about her brother, and discovers that he went along with Varis to Copperwood jungle.
5th Chapter
Tenn discovers that a strange Auriok woman have been asking questions about his master. He goes to find this woman and they decide to go after her brother and his master.
6th Chapter
Korhal leaves the Hazy Marshes, after fighting some Vrit. He arrives in the Lava Trenches where he is greeted by a Vulshok party. After battling the party, he spare a survivor named Dhaja, so that she can lead him into the mountains.
7th Chapter
With Dhaja's help, Korhal arrives in a Vulshok cave, where he is introduced to Raght. The great shaman was recruiting warriors in the cave for the next raid to Nightmist. Raght recognizes Korhal as an envoy from some divine spirit and greets him with fervent adoration. Raght tells Korhal that the answer to his secrets is in the Flamegod Peak, protected by a powerful guardian.
8th Chapter
Kaasi is a malformed Sylvok. Cast aside for most tasks for having only one arm, he doesn't have a strong sense of belonging. In one of his wanderings, he is caught in the middle of a confrontation between his clan and some Neurok invaders. Kaasi then feels dizzy and faints.
9th Chapter
Raght chooses Dhaja so she can lead Korhal to the Flamegod Peak. The young warrior feels honored and they start on their journey. She doesn't know Korhal is undead. She thinks he is a very powerful man and Korhal prefers it that way.
10th Chapter
Kaasi awakens to find his clan dead and the Neurok dead. He wanders the jungle waiting for certain death. In his sylvok mind, being alone is being dead. Luckily (or not) he stumbles on Izha and Tenn. They help him get on his feet and they scout for tracks.
11th Chapter
In the place where the battle occurred, they find Varis' body and several auriok bodies. Izha finds her brother's shield. They follow the tracks until they enter Moriok territory.
12th Chapter
Korhal and Dhaja reaches the Flamegod Peak, where they are attacked by a huge dragon. Near the crater, they see a strange stone altar. They run for it as the dragon is closing in on them. Korhal pushes Dhaja and she falls, and as the Dragon stops to devour her, Korhal is able reach the altar and grab the iron sword that was standing there.
13th Chapter
The sword takes effect and Korhal remembers. He remembers going to Nightmist and meeting Varis. He remembers getting lost in Copperwood jungle and being attacked by Sylvoks. During the battle, an explosion kills almost everyone. The next thing he remembers is being found by a stinky Moriok scout and dragged to out of the forest.
14th Chapter
Kaasi, Izha and Tenn are found by Moriok enslavers. Kaasi faints again. Upon awakening, he sees no sign of Izha, Tenn or the Moriok.
Overall, excellent flavor between effects/text and names, loved the entire set. I feel that the CMC to power ratio is a bit off on some, particularly the some of the 'linger' mechanic cards, and I feel as if primal creatures need to have a bit more... something.... to justify the price of locking yourself out. Also, green seemed to have quite a bit of life gain interaction, a mechanic that always seemed more white to me. Perhaps a land-drop can-trip instead?
But yes, as I said before, excellent job. Would love to see this set printed.
Warning for necro'ing a two-year old thread.
GVorinclex Control & ConquerG
BWVish Kal: Drinkin' Your MilkshakeBW
Commanders:
Basandra, Battle Seraph | Diaochan, Artful Beauty | Mayael the Anima | Nath of the Gilt Leaf | Oona, Queen of the Fae | Raksha Golden Cub | Rayne, Academy Chancellor | Roon of the Hidden Realm
- Your cards seem quite well balanced and each rarity is appropriately catered for. Power levels are quite good. Excellent stuff pal!
- Linger, sadly, will not work. I do understand your desire for the simplest wording, however the rules state that sorceries cannot exist on the battlefield. A 'solidity' counter or something could do the trick, as well as some rules rewrites, but you're still having cards change type at different rarities, not a simple thing. Overall I think you're safer sticking with enchantments with evoke. You could phrase simply as "Whenever ~ ETB and at the beginning of your upkeep, [effect]", which is functionally similar. It frames the cards differently, as instead of paying extra for a big effect you have the option of a discounted, one-shot version. It also lets them work better with cards like Dawn Strider.
- Merge suffers a similar fate as Linger, except this can be dealt with more easily. You could make all your enchantment creatures have Merge as they're already enchantments. It would fit with setting an identity for them, making it logical that they are beings of pure magic rather than just other dudes who can turn into that.
- Primal is rather interesting. I particularly like haste on these creatures as it gives the drawback more potency. One thought is even to write haste into the rules text for Primal to make sure there is tension felt in the mechanic, to make it more of a build-around-me mechanic. You don't want players casting Primal spells during their second main phase as this negates the impact of the mechanic. Just an idea.
EDIT: Just noticed the necro. Hmm...
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'm disappointed that the only two milling cards you have in here are both creatures, and are both bad. Really bad. Generally, creatures that mill have recurring mill abilities that you can activate, not that you have to wait on your opponent to activate. Hedron Crab, Nemesis of Reason, Drowner of Secrets, Screeching Silcaw...it's not a coincidence. Also, Selective Memory is already a card. That one needs a new name. And to help a card with its formatting:
Dispel :1mana::symu::symu:
Instant (R)
You may counter target spell. Look at its controller's hand. If you chose not to counter that spell, return CARDNAME to your hand.
"The mere ability to say 'yes' or 'no' is not enough. The knowledge of when to do so, now that's what I call intelligence."
- Ulamus, the Young
Also, Dispel is already a card.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
You can't possibly imagine my surprise when I came for my daily visit in the Custom Cards' forum and find my two-year-old set in the recent Set threads.
@High Flint Society: I'm glad you liked the set. It took an enormous effort and research to finish it. As I said, this set is two-years old, but I update the wording to match M11 ("enters the battlefield" instead of "comes into play", "intimidate" instead of "fear", exile and etc,etc), so the set might sound new, but it's not. As for green lifegain, I figured that, since the set has poison, a strong lifegain theme would be needed to diferentiate damage-victories from poison-victories. In a normal enviroment, 1 poison counters = 2 points of damage. If I up the lifegain, I can diferentiate them (I didn't had "Infect" technology back then).
@Viridiancircle: I've done some research on the linger wording back then. While the technology might still not yet exist, it's certanily doable (imagine someone who came up with Morph or flip cards 10 years ago). Also, it's easy to recognize a lingering card, as it seems like an instant sitting on the table. It feels weird, but once you play with it, it becomes natural to read it as an enchantment. Finally, I still find this idea much more grokkable then an evoking enchantment.
Merge is pretty much the same thing: no technology yet, but can be easily implemented.
@Trancebam: Thanks for the feedback, I'll look up the milling aspect as you suggested. As for Dispel and Selective Memory, I'd say the set has two-years old. I was surprised back then that these names were not yet used.
PS: It's hard to find time to go through the set, but I'm willing to update it. It doesn't even have Mythics!
Edit:
Someone told me to actually leave a decent comment.
You took Vitality from our Return to Ulgrotha set, didn't you?
Still like it. I pretty much have to, since I helped coin the term.
But I absolutely dislike Merge. It's ok how it gives you the choice to either enchant or play a creature, but it feels so clunky!