Feedback and individual card suggestions welcome!!!!
Muraganda block is the Basic vs. Snow block.
Muraganda: The Lost World is set 1 of 3 of the Muraganda block. I have some loose mechanical relation to Imperiosaur and Muraganda Petroglyphs, but I feel like these two mechanics can't create a complete block well.
The block will have two twin large sets, Muraganda and Vartica, and a small expansion uniting the two. Muraganda and Vartica both take place on the plane of Muraganda, Vartica on the ice aged Northern hemisphere and Muraganda on the Mesozoic Southern hemisphere. Muraganda has mechanics dealing with basic lands and land types, lots of creatures, and plenty of simple cards. Vartica has mechanics dealing with snow lands (nonbasic, since snow basics will not be used), lots of noncreatures, and plenty of complex cards.
Muraganda
edit: Imprint has been cut from the block.
Mechanics:
Large creatures
Vanilla/French vanilla creatures (creatures with only keyword abilities)
Sharing abilities between creatures; Paragon
Basic lands; Primal
Land types; Dominion
Eggs
Refract (on 10 sorceries)
Primal (Use only mana from basic lands to cast this spell.)
Dominion - Whenever {effect}, if you control X {land type}, {effect}.
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Shuffle your library.)
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
Flavor:
Muraganda is a "lost world" plane. It was natively inhabited by Dinosaurs(G), Dragons(R), Nords(W), Insects(B), Kraken/Leviathan(U), man-eating Plants(G/B), and protective snow spirits called Arda(W). Muraganda is home to powerful runes, called Petroglyphs (these petroglyphs have interacted with Vartica's subzero climate to create Vartican Cryolite). Odadii is an African-esque human green planeswalker, and his father brought a sect of druids to colonize Muraganda centuries ago, and they have steadily spread since. Odadii's elvish druids, the Ubeih, now live in harmony with the Dinosaurs and have a loose alliance with the Gatana tribes (giant sentient insects of the swamps). They have been skirmishing with the outer reaches of the Ni-Izzet (colonists of the ice-covered other half of Muraganda), but neither side knows what the other truly is.
Plot
Nicol Bolas has now found evidence that Elder Dragons might have existed that he wasn't aware of. The "leviathan planeswalker" that he battled millennia ago was possibly an enemy-colored Elder Dragon brother of his who had battled and absorbed the power of another enemy-colored brother.
Among other pursuits, Bolas is now trying to verify this evidence by searching for information on three more enemy-colored Elder dragons that might have existed. Muraganda is a lost world plane that has recently been unlocked, and Bolas has sent two agents there to investigate not only evidence of the enemy Elders, but for general information about what the plane holds.
Meanwhile, Myojin of Night's Reach has been plotting since the Mending. She has known about the existence of the enemy Elders all along, and she has now learned that Bolas did not. Her search has also lead her to Muraganda, but she knows something Bolas does not. There is a legend on Muraganda about a massive egg, hundreds of feet tall, hidden beneath a volcano. Two massive dragons guard the fabled area of the Ogadu canyon that leads to this egg. Myojin wants this egg.
She has hired two planeswalkers to come to Muraganda and bring back the egg. Sho Umezawa is a member of the Umezawa line that Myojin has been hiding and protecting for centuries. To Myojin's chagrin, she has a planeswalker spark that fired a few years ago. Myojin has trained her in Shadow magic, much like her ancestor on Kamigawa. Sho is a formidable fighter, and a master thief. Myojin has also hired Garruk Wildspeaker, a hunter planeswalker who has recently been recovering after battling and killing the necromancer Liliana Vess. Garruk revels in the chance to hunt these two fabled dragon guardians, and Sho is happy to steal such a large and well-protected target. Odadii is the leader of the Ubeih clan on Muraganda.
Completed Rough Draft of the Set (235/235):
White
Ancient Watcher :2mana::symw:
Creature — Spirit (C)
Primal (Use only mana from basic lands to cast this spell.)
Flying
3/2
Arda of the Highlands
Creature — Spirit (C)
Vigilance
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
1/1
Billowing Snowlands :2mana::symw::symw:
Enchantment (R)
Dominion - At the beginning of your upkeep, if you control three or more Plains, you may put a 1/1 white Spirit creature token onto the battlefield. Then, if you control five or more Plains, you may gain 8 life. Then, if you control eight or more Plains, you may exile target creature.
Frost Arda
Creature — Spirit (C)
Defender
Dominion - Frost Arda gets +0/+1 for each Plains you control.
0/2
Frostwood Nord :symw::symw:
Snow Creature — Nord Scout (C)
Dominion - Frostwood Nord gets +1/+2 as long as you control a Forest.
2/2
Glacier Mastodon :2mana::symw::symw:
Creature — Elephant (U)
Primal (Use only mana from basic lands to cast this spell.)
5/5
Guardian of Northwind :symw::symw::symw:
Creature — Spirit (R)
Flying, first strike
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
North Sea Spirit :1mana::symw:
Creature — Spirit (C)
Dominion - North Sea Spirit has flying as long as you control an Island.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/1
Smiting :1mana::symw:
Instant (C)
Destroy up to two target enchantments.
Tabal, Tower of Northwind :3mana::symw::symw::symw:
Legendary Creature — Elephant (M)
Primal (Use only mana from basic lands to cast this spell.)
Vigilance, first strike, protection from green and from black
Tabal, Tower of Northwind can block any number of creatures.
5/6
Tri-Blink :4mana::symw:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Exile target creature, then return it to the battlefield under its owner’s control.
Tri-Pro :4mana::symw:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target creature gains protection from the color of your choice until end of turn.
Tundra Master :2mana::symw::symw:
Snow Creature — Nord Soldier (R)
Vigilance
When Tundra Master deals damage, gain 2 life.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/4
Blue
Bane of the Icy Murk :3mana::symu::symu::symu:
Creature — Kraken (R)
Unblockable
Dominion - Bane of the Icy Murk gets +4/+0 as long as you control a Swamp. It gets +0/+4 as long as you control a Plains.
4/4
Blackmurk Monster :1mana::symu::symu:
Creature — Kraken (U)
Defender
Dominion - :symtap:: Destroy target creature blocked by Blackmurk Monster. Use this ability only if you control a Swamp.
3/6
Elder Knowledge :3mana::symu:
Sorcery (C)
Primal (Use only mana from basic lands to cast this spell.)
Draw three cards.
Glacial Scrying
Instant (C)
Dominion - Look at the top X cards of your library, where X is the number of Islands you control, then put them back in any order.
Draw a card.
Megalodon, God of the Deep :5mana::symu::symu::symu::symu:
Legendary Creature — Leviathan (R)
Megalodon can’t be countered.
Megalodon costs 5 less to cast if an opponent controls three or more Islands.
Islandwalk, shroud
8/7
Outrider Drake :2mana::symu:
Creature — Drake (C)
Flying
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/1
Power Long Forgotten :3mana::symu::symu::symu:
Sorcery (M)
Choose one — Draw three cards; or take an extra turn after this one; or each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. (Then put Power Long Forgotten into its owner's graveyard.)
Seaman’s Phantasm :symu::symu:
Creature — Illusion (C)
Primal (Use only mana from basic lands to cast this spell.)
When Seaman’s Phantasm deals combat damage to a player, draw a card.
2/1
Shell Stalwart :2mana::symu:
Creature — Turtle (C)
When Shell Stalwart enters the battlefield, draw a card.
Dominion - Shell Stalwart can block any number of creatures as long as you control a Plains.
1/4
Spell Splash :1mana::symu:
Instant (C)
Dominion - Counter target spell unless its controller pays 1 for each Island you control.
Spellbreak :2mana::symu::symu:
Instant (R)
Primal (Use only mana from basic lands to cast this spell.)
Counter target spell. Draw a card.
Tri-Lock :4mana::symu:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target permanent doesn’t untap during its controller’s next untap step.
Tri-Think :4mana::symu:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Draw a card.
Black
Sho Umezawa, the Shadow 1BB
Planeswalker — Sho (M)
Starting Loyalty: 2
+1: Sho becomes a 3/2 unblockable Human Samurai creature with shroud until end of turn. Prevent all damage that would be dealt to her this turn.
-1: Destroy target creature with power 4 or greater.
0: Gain control of target artifact.
Addle 1B
Sorcery (C)
Choose a color. Target player reveals his or her hand and you choose a card of that color from it. That player discards that card.
Afflict 2B
Instant (C)
Target creature gets -1/-1 until end of turn.
Draw a card.
Ancient Cocoon 3B
Creature — Egg (U)
When Ancient Cocoon is put into a graveyard as a result of combat damage, you may search your library for a Insect creature card and put it onto the battlefield.
0/3
Blackmurk Death Vines 3BB
Creature — Plant (U)
First strike, deathtouch
1/1
Blackmurk Elder 2BB
Creature — Insect Shaman (U)
Primal (Use only mana from basic lands to cast this spell.)
Flying
When Blackmurk Elder enters the battlefield, target player discards two cards.
3/1
Blackmurk Fly Trap 3B
Creature — Plant (C)
Sacrifice an Insect: Draw a card. You lose 1 life.
3/3
Blackmurk Fumes B
Instant (R)
Primal (Use only mana from basic lands to cast this spell.)
Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
Blackmurk Insect 1B
Creature — Insect (C)
Flying
Dominion - Blackmurk Insect can’t attack or block unless you control three or more Swamps.
2/2
Blackmurk Lurker 2B
Creature — Insect (C)
Flying
T: Each player discards a card.
1/1
Blackmurk Researcher 1BB
Creature — Insect Shaman (U)
Flying
Dominion - When Blackmurk Researcher enters the battlefield, if you control an Island, draw two cards.
1/1
Blackmurk, the Living Mire 4BBB
Legendary Creature — Horror (M)
Dominion - When Blackmurk enters the battlefield, search your library for X Swamps and put them onto the battlefield, where X is the number of Swamps you control.
Blackmurk, the Living Mire’s power and toughness are each equal to the number of Swamps you control.
*/*
Blackmurk’s Reclaim 2B
Instant (C)
Sacrifice any number of creatures. You gain 3 life for each sacrificed creature.
Draw a card.
Bloodhunter Swarm 1B
Creature — Insect (C)
Flying
When Bloodhunter Swarm enters the battlefield, target player loses X life, where X is the number of Insects you control.
1/1
Botanic Parasite 2BB
Creature — Plant Assassin (U)
Dominion - At the beginning of your upkeep, if you control five or more Swamps, target creature gets -2/-2 until end of turn.
3/3
Bottomless Pit 1BB
Enchantment (R)
At the beginning of each player's upkeep, that player discards a card at random.
Carnivorous Foliage 2B
Creature — Plant (R)
Dominion - T: Destroy target creature. Use this ability only if you control three or more Forests.
2/3
Cheat the Cycle 4BBB
Sorcery (M)
Destroy all creatures. Put X 1/1 black Insect creature tokens with flying onto the battlefield, where X is the total power of the destroyed creatures.
Corpse Scout 1BB
Creature — Insect (C)
Flying
When Corpse Scout enters the battlefield, return target creature card from your graveyard to your hand.
1/1
Creeping Murk 1B
Enchantment — Aura (C)
Enchant land
When Creeping Murk enters the battlefield, draw a card.
Enchanted land is a Swamp.
Death-Sting Assassin 3B
Creature — Insect Assassin (C)
Flying
When Death-Sting Assassin enters the battlefield, destroy target creature that was dealt damage this turn.
2/2
Decrepitation XB
Sorcery (U)
Remove X counters from any number of target permanents.
Defy Death 1B
Instant (R)
Return up to two target creature cards from your graveyard to your hand. You lose 2 life.
Dequantify 1B
Instant (C)
Remove all counters from target permanent.
Devouring Tar Pits 1BB
Enchantment (U)
If a creature would be put into an opponent’s graveyard from anywhere, exile it instead.
Douse in Gloom 2B
Instant (C)
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
Dread of Night B
Enchantment (U)
White creatures get -1/-1.
Final Revels 4B
Sorcery (U)
Choose one — All creatures get +2/+0 until end of turn; or all creatures get -0/-2 until end of turn.
Fume Spreader 2B
Creature — Insect (R)
Flying, deathtouch
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
1/1
Gatana Parasite 1B
Creature — Insect (C)
Flying
Dominion - When Gatana Parasite enters the battlefield, target player reveals a number of cards from his or her hand equal to the number of Swamps you control. You choose one of them. That player discards that card.
1/1
Gatana Seeker 1B
Creature — Insect (C)
Flying
When Gatana Seeker attacks, defending player loses 1 life.
1/1
Gatana Swarm 3B
Creature — Insect (R)
Flying
When Gatana Swarm enters the battlefield, put two 1/1 black Insect creature tokens with flying onto the battlefield.
When Gatana Swarm is put into a graveyard from play, you may pay 3 life. If you do, return Gatana Swarm from your graveyard to your hand.
1/1
Life Cycle’s Toll 2B
Instant (R)
Target player sacrifices half the creatures he or she controls, rounded down.
Marsh Ferns B
Creature — Plant (C)
Defender
Dominion - At the beginning of your upkeep, put a +1/+1 counter on Marsh Ferns for each Swamp you control.
0/1
Marsh Specter 2B
Creature — Insect Specter (R)
Flying
When Marsh Specter deals combat damage to a player, that player discards that many cards.
1/1
Mind Stinger 2BB
Creature — Insect Shaman (R)
Flying
Whenever Mind Stinger deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
2/2
Mire Parasite 4B
Creature — Insect (U)
Flying
Dominion - When Mire Parasite enters the battlefield, if you control four or more Swamps, target player loses 3 life and you gain 3 life.
2/2
Mire’s Secret B
Instant (R)
Search your library for a card with converted mana cost equal to or less than the number of Swamps you control, reveal it, then shuffle your library and put that card on top.
Monster Hunt 1B
Instant (U)
Destroy target creature with power 4 or greater.
Monstrous Fern 3BB
Creature — Plant (C)
5/3
Moonlit Cycad B
Creature — Plant (C)
Swamps you control are Forests in addition to their other types. Forests you control are Swamps in addition to their other types.
1/1
Morphous Foliage 4B
Creature — Plant Shapeshifter (R)
Morphous Foliage has all keyword abilities of creature cards in all graveyards. (Only when Morphous Foliage on the battlefield.)
4/4
Muraganda Swamp Guide B
Creature — Insect (U)
Muraganda Swamp Guide can’t block.
When Muraganda Swamp Guide attacks, target creature becomes unblockable until end of turn.
1/1
Neurotoxin Stinger 1B
Creature — Insect Assassin (R)
Flying
When Neurotoxin Stinger enters the battlefield, choose target creature. That creature loses all abilities as long as Neurotoxin Stinger is on the battlefield.
1/1
One With the Mire 1B
Enchantment — Aura (U)
Enchant creature
Exile a creature card from your graveyard: Put a +1/+1 counter on enchanted creature.
Ozda, the Great Moth 6BBB
Legendary Creature — Insect (M)
Flying, trample
When Ozda, the Great Moth deals combat damage to a player, you may destroy target creature.
Paragon
7/7
Peer Into the Unknown 3B
Sorcery (R)
Name a card. Target opponent reveals his or her hand, library, and all exiled cards that player owns. Put all cards with the chosen name into that player’s graveyard. Then that player shuffles his or her library.
Pollute 2BB
Sorcery (C)
Destroy target creature or land.
Queen of the Swarm 1BB
Creature — Insect (R)
Flying
Other Insect creatures you control get +1/+1.
At the beginning of your upkeep, if you control two or more Insects, you may return target creature card from your graveyard to your hand.
1/1
Ravenous Drone 2B
Creature — Insect (C)
Flying
Sacrifice a creature: Ravenous Drone gets +2/+2 until end of turn.
1/1
Regurgitating Tar B
Enchantment (C)
1B, Sacrifice a Swamp: Return target creature card from your graveyard to your hand.
Ruthless Ecosystem 4BB
Enchantment (R)
At the beginning of each player’s end step, that player loses 1 life for each non-Swamp land that player controls.
Seething Vapors 2B
Instant (C)
Target creature gains deathtouch until end of turn.
Draw a card.
Shadow Peak Swarm 1BB
Creature — Insect (U)
Flying
Dominion - Shadow Peak Swarm gets +1/+0 and haste as long as you control a Mountain.
2/2
Shadow Walk B
Sorcery (C)
Target creature is unblockable until end of turn.
Draw a card.
Splitting Headache 3B
Sorcery (C)
Choose one — Target player discards two cards; or target player reveals his or her hand, you choose a card from it, then that player discards that card.
Swamp Drone B
Creature — Insect (C)
Flying
Swamp Drone can’t attack or block.
Discard a card: Swamp Drone can attack this turn.
2/1
Swarm Leader 3B
Creature — Insect (U)
Flying
When Swarm Leader enters the battlefield, Insect creatures you control get +X/+0 until end of turn, where X is the number of Swamps you control.
1/1
Tar Blast 5B
Sorcery (U)
Target player loses X life, where X is the number of Swamps you control. You gain that much life.
Tar’s Feast 1B
Instant (C)
Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.
Terror of Blackmurk 2BB
Creature — Horror (R)
Terror of Blackmurk power and toughness are each equal to the number of Swamps you control.
1B: Target Swamp becomes a */* black Horror creature until end of turn, with power and toughness each equal to the number of Swamps you control. It’s still a Swamp.
*/*
Timeless Decay BB
Instant (C)
Primal (Use only mana from basic lands to cast this spell.)
Target creature gets -4/-4 until end of turn.
Toximancy 1B
Enchantment (R)
Tap two untapped creatures you control: Target creature gets -1/-1 until end of turn.
Tri-Distress 4B
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target player discards a card.
Tri-Lurk 4B
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target creature is unblockable until end of turn.
Vengeful Carcass 2BB
Creature — Zombie Dinosaur (R)
Vengeful Carcass has Carrion X, where X is the number of Swamps you control. (This enters the battlefield with X +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to X target creatures you control.)
0/0
Way of the Assassin 2B
Instant (R)
If an opponent controls creatures with total power 6 or greater, you get an emblem with “Creatures you control have deathtouch.” (An emblem is an ability marker that exists outside of the battlefield.)
Red
Bombard Dragon 4RR
Creature — Dragon (R)
Flash, flying
When Bombard Dragon enters the battlefield, it deals damage to target player equal to the number of cards in that player’s hand.
5/5
Burn to Ash 1R
Instant (C)
Burn to Ash deals 3 damage to target creature. If that creature would be put into a graveyard this turn, exile it instead.
Canyon Hopper R
Creature — Lizard (C)
Whenever a Mountain enters the battlefield under your control, Canyon Hopper gains flying until end of turn.
1/1
Canyon Rockslide 2RR
Instant (U)
Dominion - When you cast Canyon Rockslide from your hand, copy it for each Mountain you control. You may choose new targets.
Canyon Rockslide deals 1 damage to target creature or player.
Commander Hellkite 3RRR
Creature — Dragon (R)
Flying
Dominion - At the beginning of your upkeep, if you control six or more Mountains, put a token into play that’s a copy of Commander Hellkite.
5/5
Consuming Magma XRR
Sorcery (R)
Consuming Magma deals X damage to target creature or player
Dominion - If that creature would be put into a graveyard this turn, if you control three or more Swamps, put that creature onto the battlefield under your control.
Divebomb Dragon 4R
Creature — Dragon (U)
Carrion 4 (This enters the battlefield with four +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to four target creatures you control.)
Flying, haste
At the beginning of the end step, sacrifice Divebomb Dragon.
0/0
Eruption 3R
Enchantment — Aura (U)
Enchant Mountain
Enchanted mountain has “T: Target creature gains double strike until end of turn.”
Explosive Fervor R
Instant (C)
If target spell or permanent would deal damage this turn, it deals double that damage instead.
Forked Bolt R
Sorcery (C)
Forked Bolt deals 2 damage divided as you choose among one or two target creatures and/or players.
Furnace Whelp 2RR
Creature — Dragon (U)
Flying
R: Furnace Whelp gets +1/+0 until end of turn.
2/2
Heedless Triceratops RRR
Creature — Dinosaur (R)
Trample, haste
Dominion - Heedless Triceratops gets +1/+0 for each Mountain you control.
At the beginning of the end step, sacrifice Heedless Triceratops.
3/1
Hellkite’s Breath 1R
Enchantment — Aura (R)
Enchant creature
Whenever enchanted creature attacks, you may pay XR. If you do, enchanted creature deals X damage to target creature or player.
Highland Saurid 3R
Creature — Lizard (C)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target creatures you control.)
0/0
Hissing Saurid 4R
Creature — Lizard (U)
Whenever another creature is put into a graveyard from the battlefield, you may have this creature deal 1 damage to target player.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Incite the Stampede 2RRR
Sorcery (R)
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Add RRR to your mana pool.
Jeer 1R
Sorcery (C)
Any player may have Jeer deal 5 damage to him or her. If no one does, until your next turn, creatures your opponents control attack you if able.
Lava Blister 1R
Sorcery (U)
Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her.
Ogadu Canyon Charger 4R
Creature — Dinosaur (C)
Whenever a creature enters the battlefield under your control, target creature gains haste until end of turn.
4/3
Ogadu Carnivore 2RR
Creature — Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
Haste
4/3
Ogadu Pyrosaur 3RR
Creature — Elemental Dinosaur (R)
Haste
T: This creature deals 1 damage to target creature or player.
Paragon
4/2
Ogadu Salamander 4R
Creature — Lizard (C)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target creatures you control.)
Sacrifice Ogadu Salamander: Target creatures gains haste until end of turn.
0/0
Outrage XR
Sorcery (R)
Any player may have Outrage deal 2 plus X damage to him or her. If no one does, put X 1/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step.
Plated Ankylosaur 3RR
Creature — Dinosaur (U)
First strike
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
4/3
Revile 3RR
Sorcery (U)
Any player may have Revile deal 6 damage to him or her. If no one does, each opponent sacrifices two lands.
Seismic Strike 2R
Instant (C)
Dominion - Seismic Strike deals damage to target creature equal to the number of Mountains you control.
Skittering Composaur R
Creature — Lizard (C)
Lizard and Dinosaur creatures you control have haste.
1/1
Spell Sabotage 1R
Instant (U)
Spell Sabotage deals damage equal to target spell’s converted mana cost to that spell’s controller.
Taste of Fire 1R
Enchantment — Aura (C)
Enchant creature
When Taste of Fire enters the battlefield, draw a card.
Enchanted creature has “R: This creature gets +1/+0 until end of turn.”
Thunder Tyrant 5RR
Legendary Creature — Dragon (M)
Flying, haste, double strike
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Torrent of Fire 3RR
Sorcery (C)
Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player.
Tri-Bolt 4R
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Tri-Bolt deals 1 damage to target creature or player.
Tri-Rite 4R
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Add RR to your mana pool.
Triceratops Bulldozer 2R
Creature — Dinosaur (C)
When Triceratops Bulldozer enters the battlefield, target creature can’t block this turn.
3/1
Tyrant’s Egg 2R
Creature — Egg (R)
When Tyrant’s Egg is put into a graveyard as a result of combat damage, you may search your library for a Dragon creature card and put it onto the battlefield.
0/1
Volcanic Surge 1R
Instant (C)
Volcanic Surge deals 5 damage to target creature that was dealt damage this turn.
Volcano Pyrosaur RR
Creature — Elemental Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
R: Volcano Pyrosaur gets +1/+0 until end of turn.
2/1
Volcano Salamander 1RR
Creature — Lizard (R)
Players can’t gain life.
Damage can’t be prevented.
3/1
Way of the Warrior 2R
Sorcery (R)
If an opponent has 12 or more life, you get an emblem with “If a spell or permanent you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.” (An emblem is an ability marker that exists outside of the battlefield.)
Green
Garruk, Returned :5mana::symg::symg:
Planeswalker — Garruk (M)
Starting Loyalty: 4
+1: Put a 3/3 green Beast creature token onto the battlefield.
-1: Add WUBRG to your mana pool.
-6: Add any amount of mana of any one color to your mana pool.
Odadii of the Ubeih :2mana::symg::symg:
Planeswalker — Odadii (M)
Starting Loyalty: 3
+1: Put a 0/1 green Plant creature token onto the battlefield.
0: Sacrifice a creature. Put loyalty counters on Odadii equal to that creature’s power. Gain life equal to that creature’s toughness.
-4: Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Allosaur :1mana::symg::symg:
Creature — Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
4/4
Anger of Muraganda :2mana::symg:
Enchantment — Aura (R)
Primal
Enchant creature
Enchanted creature gets +3/+3 and has nonbasic landwalk.
:2mana::symg:: Return Anger of Muraganda from your graveyard to your hand.
Blessing of the Kanga :4mana::symg:
Sorcery (C)
Target player gains 1 life for each tapped permanent you control.
Draw a card.
Brontosaur :5mana::symg:
Creature — Dinosaur (C)
Trample
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
5/5
Chameleon Foliage :1mana::symg:
Enchantment — Aura (C)
Enchant land
When Chameleon Foliage enters the battlefield, draw a card.
Enchanted land has all basic land types in addition to its other types.
Channeler of Muraganda
Creature — Human Druid (R)
Carrion 1
Dominion - At the beginning of your upkeep, if you control two or more Swamps and two or more Forests, put eight +1/+1 counters on Channeler of Muraganda
0/0
Combat Allosaur :2mana::symg::symg:
Creature — Dinosaur (U)
This creature is 3/4 as long as it’s attacking or blocking.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/2
Continue the Cycle :1mana::symg:
Instant (C)
Target player shuffles up to three target cards from his or her graveyard into his or her library.
Draw a card.
Crash Landing :2mana::symg:
Instant (U)
Dominion - Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.
Cunning Raptor :symg::symg:
Creature — Dinosaur (R)
When Cunning Raptor attacks, you may destroy target artifact or enchantment. “They’ve figured out how to open doors!”
2/1
DNA Egg :1mana::symg:
Creature — Egg (U)
When DNA Egg is put into a graveyard as a result of combat damage, you may search your library for a creature card, reveal it, and put it into your hand.
0/2
Dodu, Lotus Plumes :1mana::symg:
Legendary Creature — Bird (M)
Flying
:symtap:: Add three mana of any one color to your mana pool. Use this mana only to cast creature spells.
0/1
Druid of the Kanga Trees :3mana::symg:
Creature — Human Druid (U)
Dominion - During each other player’s untap step, if you control four or more Forests, untap all permanents you control.
2/2
Edge of Kanga :3mana::symg::symg:
Sorcery (C)
Destroy target noncreature permanent. Search your library for a Mountain or Plains card and put it onto the battlefield tapped. (Then shuffle your library.)
Expanding Foliage :4mana::symg:
Creature — Plant (U)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target nonartifact creatures you control.)
Whenever Expanding Foliage is dealt damage, put that many +1/+1 counters on it at the beginning of the next end step.
0/0
Expedition :3mana::symg:
Sorcery (C)
You may play up to two additional lands this turn.
Draw a card.
Fecundant Fern :3mana::symg:
Creature — Plant (U)
When Fecundant Fern is put into a graveyard from the battlefield, draw a card.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/3
Gargantuan Egg :3mana::symg::symg:
Creature — Egg (R)
When Gargantuan Egg is put into a graveyard as a result of combat damage, you may search your library for two creature cards and reveal them. Put one into your hand and the other onto the battlefield.
0/3
Gust of Breath
Instant (U)
Gust of Breath deals 2 damage divided as you choose among one or two target creatures with flying.
Gustrider Pterosaur :2mana::symg:
Creature — Dinosaur (U)
Dominion - This creature has flying as long as you control a Plains.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/2
Haze :1mana::symg:
Enchantment — Aura (C)
Flash
Enchant creature
Enchanted creature can’t be the target of spells or abilities your opponents control
Imperiosaur :2mana::symg::symg:
Creature — Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
5/5
Instinct Reaction :3mana::symg:
Instant (U)
Regenerate each permanent you control.
Kanga Druid
Creature — Human Druid (C)
Carrion 1 (This enters the battlefield with a +1/+1 counter on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to one target nonartifact creature you control.)
:symtap:: Add to your mana pool.
0/0
Lasting Strength :1mana::symg:
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card.
Lesser Egg
Creature — Egg (C)
When Lesser Egg is put into a graveyard as a result of combat damage, you may put a creature card with converted mana cost 2 or less from your hand onto the battlefield under your control.
0/2
Lophosaur :3mana::symg:
Creature — Dinosaur (U)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target nonartifact creatures you control.)
All creatures able to block Lophosaur do so.
0/0
Lost World :2mana::symg:
Enchantment (U)
Artifact spells cost 1 more to cast.
Nest Fodder :2mana::symg:
Creature — Egg (C)
When Nest Fodder is put into a graveyard as a result of combat damage, put three +1/+1 counters on target creature.
0/3
Obeih Druid :1mana::symg:
Creature — Human Druid (C)
:symtap:: Add to your mana pool.
2/1
Obeih Greenweaver :2mana::symg:
Creature — Human Druid (C)
:symtap:: Add :symg::symg: to your mana pool.
1/1
Obeih Guardian :1mana::symg:
Creature — Human Monk (C)
Carrion 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to two target nonartifact creatures you control.)
0/0
Obeih Healer :2mana::symg:
Creature — Human Druid (C)
:1mana::symg:: Regenerate this creature.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
1/2
Omnisaur :6mana::symg::symg::symg:
Creature — Dinosaur (M)
Omnisaur has all keyword abilities of creatures and lands you control as long as it’s on the battlefield.
Creatures and lands your opponents control lose all abilities as long as Omnisaur is on the battlefield.
If Omnisaur would enter the battlefield, if you didn’t cast it from your hand, exile it instead.
8/8
Petroglyph Master :1mana::symg::symg:
Creature — Human Monk (R)
Creatures you control with no abilities other than keyword abilities get +3/+3.
2/2
Planned Deconstruction :1mana::symg:
Instant (R)
Cast Planned Deconstruction only if you control six or more lands.
Destroy target noncreature permanent.
Plated Saurid :3mana::symg:
Creature — Dinosaur (C)
Whenever a creature enters the battlefield, gain 1 life.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/4
Presence of Muraganda :4mana::symg:
Creature — Avatar (R)
Flying, trample, haste, shroud, vigilance, first strike
:1mana::symg:: Another target creature gains all keyword abilities of this creature. (This effect lasts indefinitely.)
1/1
Purge the Rifts :2mana::symg::symg:
Sorcery (R)
Each player reveals all exiled cards they own. Then each player shuffles all exiled cards they own into his or her library.
Rampage Exemplar :3mana::symg::symg:
Creature — Dinosaur (R)
Creatures with power less than this this creature’s power can’t block it.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
5/4
Rampant Growth :1mana::symg:
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. (Then shuffle your library.)
Raptor Egg :2mana::symg:
Creature — Egg (C)
When Raptor Egg is put into a graveyard as a result of combat damage, draw two cards.
0/3
Reclamation
Sorcery (R)
Destroy target land. Its controller may search his or her library for a basic land card and put it onto the battlefield tapped.
Reptilian Egg :2mana::symg:
Creature — Egg (C)
When Reptilian Egg is put into a graveyard as a result of combat damage, put a 4/4 green Dinosaur creature token onto the battlefield.
0/3
Revegetation :1mana::symg:
Sorcery (U)
Primal (Use only mana from basic lands to cast this spell.)
Return target card from your graveyard to your hand.
Saurid Egg
Creature — Egg (U)
When Saurid Egg is put into a graveyard as a result of combat damage, you may put a creature card with converted mana cost 4 or less from your hand onto the battlefield.
0/1
Saurid Stomper :4mana::symg::symg:
Creature — Dinosaur (R)
Trample
When Saurid Stomper enters the battlefield, choose a basic land type. Destroy two target lands of the chosen type.
5/5
Savannah Bellow
Instant (C)
Put a +1/+1 counter on target creature.
Dominion - If you control a Plains, put a +1/+1 counter on two additional target creatures.
Spinosaur :3mana::symg:
Creature — Dinosaur (R)
You may have this creature assign its combat damage as though it weren’t blocked.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Sporasaur :3mana::symg:
Creature — Fungus Dinosaur (U)
Carrion 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to two target nonartifact creatures you control.)
Whenever Sporasaur is dealt damage, put a +1/+1 counter on it.
0/0
Stegosaur :3mana::symg:
Creature — Dinosaur (C)
:symg:: Untap this creature.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Stone-Scale Armasaur :3mana::symg::symg::symg:
Creature — Dinosaur (R)
Carrion 6 (This enters the battlefield with six +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to six target nonartifact creatures you control.)
Creatures you control with one or more +1/+1 counters on them can’t be the target of spells or abilities your opponents control.
0/0
Swatting Ferns :2mana::symg::symg:
Creature — Plant (U)
Reach
Other creatures you control have reach.
2/4
Sylvan Scrying :1mana::symg:
Sorcery (C)
Search your library for a land card, reveal it, and put it into your hand. (Then shuffle your library.)
Take Apart
Sorcery (C)
Destroy target artifact or enchantment. Its controller gains life equal to its converted mana cost.
Tectonic Explosion :symx::symg:
Instant (R)
Primal (Use only mana from basic lands to cast this spell.)
Tectonic Explosion deals X damage to each creature with flying.
Dominion - If you control four or more Mountains, Tectonic Explosion deals X damage to each creature without flying.
Terramancy :1mana::symg:
Enchantment — Aura (R)
Enchant land
:1mana::symg:: Enchanted land becomes a 3/3 green Elemental creature with trample until end of turn. It’s still a land.
Whenever a land enters the battlefield under your control, if Terramancy is in your graveyard, you may pay 1G. If you do, return Terramancy to the battlefield enchanting that land.
Thrash Raptor :1mana::symg:
Creature — Dinosaur (C)
Dominion - Thrash Raptor gets +1/+1 and haste as long as you control a Mountain.
2/1
Tri-Claim :4mana::symg:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Put target card in your graveyard on top of your library.
Tri-Pump :4mana::symg:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target creature gets +1/+1 and trample until end of turn.
Tromp the Marsh :1mana::symg::symg:
Sorcery (U)
Creatures you control get +1/+1 and trample until end of turn for each Swamp an opponent controls.
Tyrannosaur :3mana::symg::symg:
Creature — Dinosaur (R)
Other Dinosaur creatures you control get +2/+2.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
5/4
Vigor Link
Instant (U)
Put any number of +1/+1 counters from creatures you control onto target creature.
Way of the Monk :2mana::symg:
Sorcery (R)
Way of the Monk can’t be countered.
If an opponent controls four or more Islands, you get an emblem with “Creature spells you control can’t be countered.” (An emblem is an ability marker that exists outside of the battlefield.)
Weeds of Muraganda :2mana::symg::symg:
Creature — Plant (R)
Carrion 3
Haste
At the beginning of your upkeep, if Weeds of Muraganda is in your graveyard and you control no creatures, return Weeds of Muraganda from your graveyard to the battlefield.
0/0
Wild Sense :1mana::symg:
Instant (C)
Untap up to two target creatures.
Draw a card.
Worldwake :symx::symg:
Sorcery (C)
Target land you control becomes a X/X green Elemental creature until end of turn. It’s still a land.
Artifacts
Highland Crawler 3
Artifact Creature — Construct (C)
Dominion - Highland Crawler gets +1/+1 as long as you control a Forest
Dominion - Highland Crawler gets +2/+0 as long as you control a Mountain.
1/2
Magma Crawler 5
Artifact Creature — Construct (C)
Dominion - Magma Crawler has deathtouch as long as you control a Swamp.
Dominion - Magma Crawler has first strike as long as you control a Mountain.
2/2
Petroglyph Monster 5
Artifact Creature — Construct (C)
Trample
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
4/3
Petroglyph Warden 3
Artifact Creature — Golem (R)
Primal (Use only mana from basic lands to cast this spell.)
Nonland cards in your hand have Primal.
3/4
Totem of Muraganda 6
Artifact (M)
Nonbasic lands don’t untap during their controllers’ untap steps.
Savannah Crawler 3
Artifact Creature — Construct (C)
Defender
Dominion - Savannah Crawler gets +3/+3 as long as you control an Forest.
Dominion - Savannah Crawler can block any number of creatures as long as you control a Plains.
0/1
Slough Crawler 2
Artifact Creature — Construct (C)
Dominion - Slough Crawler can’t attack or block unless you control an Island.
Dominion - Slough Crawler has “2: Regenerate Slough Crawler” as long as you control a Swamp.
1/1
Kanga Glyph
Artifact (C)
When Kanga Glyph enters the battlefield, you may put a +1/+1 counter on target creature.
:symtap:: Add 1 to your mana pool.
Petroglyph of Mastery
Artifact (R)
:symtap:: Choose one—Flying, trample, haste, lifelink, or deathtouch. Target creature gains that ability until end of turn.
Petroglyph Powerstone
Artifact — Equipment (U)
Equip only to a creature with no abilities.
Equipped creature gets +3/+3 and is unblockable.
Equip 2
Druid Temple
Land (R)
:symtap:: Add 1 to your mana pool.
:symtap:: Untap target Plains, Island, Swamp, Mountain, or Forest.
Blackmurk Swamp
Land — Swamp (U) (T: Add B to your mana pool.)
Blackmurk Swamp enters the battlefield tapped.
Dominion - When Blackmurk Swamp enters the battlefield, if you control five or more Swamps, target creature gets -2/-2 until end of turn.
Kanga Forest
Land — Forest (U) (T: Add G to your mana pool.)
Kanga Forest enters the battlefield tapped.
Dominion - When Kanga Forest enters the battlefield, if you control six or more Forests, you may put a 3/3 green Dinosaur creature token onto the battlefield.
Northwind Plains
Land — Plains (U) (T: Add W to your mana pool.)
Northwind Plains enters the battlefield tapped.
Dominion - When Northwind Plains enters the battlefield, if you control eight or more Plains, you may return target permanent card from your graveyard to the battlefield.
Ogadu Canyon
Land — Mountain (U) (T: Add R to your mana pool.)
Ogadu Canyon enters the battlefield tapped.
Dominion - When Ogadu Canyon enters the battlefield, if you control four or more Mountains, add RR to your mana pool.
West Sea Island
Land — Island (U) (T: Add U to your mana pool.)
West Sea Island enters the battlefield tapped.
Dominion - When West Sea Island enters the battlefield, if you control seven or more Islands, draw three cards.
Ogadu, Cradle of the Elder
Legendary Land (M)
:symtap:: Add 1 to your mana pool.
:symtap:, Sacrifice Ogadu, Cradle of the Elder: Put a creature card from your hand onto the battlefield. Use this ability only if you control two or more Dragons.
Shifting Fault-Line
Land (R)
T: Add 1 to your mana pool.
2: Shifting Fault-Line becomes a */* Elemental creature that’s all colors until end of turn, with power and toughness each equal to the number of basic land types among lands you control. (It’s still a land.)
Shifting Tectonics
Land (R)
T, Pay 1 life, Sacrifice Shifting Tectonics: Search your library for a basic land card that shares a land type with a permanent you control and put it onto the battlefield.
Tectonic Cairn
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Cairn: Search your library for a Swamp or Mountain card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Savannah
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Savannah: Search your library for a Forest or Plains card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Slough
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Slough: Search your library for a Forest or Plains card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Taiga
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Taiga: Search your library for a Mountain or Forest card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Tundra
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Tundra: Search your library for a Plains or Island card and put it onto the battlefield. (Then shuffle your library.)
Wellspring of Muraganda
Legendary Land (M)
Wellspring of Muraganda is a Plains, Island, Swamp, Mountain, and Forest. (T: Add W, U, B, R, or G to your mana pool.)
Mana from Wellspring of Muraganda can’t be used to cast spells.
Your conceal cards have a problem: You search for specific cards (e. g. Dragon cards) in a hidden zone and move them to the next zone face-down. Whenever you searhc for a card with a certain criteria in a hidden zone, you usually reveal it to prove that the card actually has the criteria in question.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
That's fixable with a simple wording change. For example:
Saurid Egg G
Creature — Egg (U)
Conceal - When Saurid Egg enters the battlefield, you may exile a card from your hand face-down.
When Saurid Egg is put into a graveyard as a result of combat damage, put the concealed card onto the battlefield if it's a creature card with converted mana cost 4 or less.
0/1
Sphinx is really good. Control will play it and be able to protect him just fine, hes a much better finisher then Jwar Isle and thats saying a lot considering how good he alone is. Bazzar Trader.dec now has 16 threaten effects. Thats really, really, really,really good. Really good.
Heya. Muruganda is a pretty nice set, but I also have some issues that I'd like to ask about the set. These are my comments:
1. impressed at the rarity distributions. common cards are common, rare cards are rare.
2. good keyword ideas, especially primal, dominion, and paragon.
3. Card ideas that strongly support the theme
These are some of my comments on the set though: (wall-o-text)
1. lack of support cards for the theme. You have a 'basic lands matter' theme and a 'type of lands' theme, but few to no ways for land manipulation. I suggest including more harrow-like effects, and maybe even bleed the land twisting theme into other colors or artifacts.
ReclamationG
Sorcery (C)
Destroy target land. Its controller may search his or her library for a basic land card and put it onto the field tapped. If that player does, he or she shuffles his or her library.
2. Also, I expected that you would have a proliferation of nonbasic lands in the set, to have the dominion and primal keyword matter. I know the card list may not be complete, but it seems like primal has no drawback in Block format.
3. the way primal is keyworded. while it may work here, I think it'd be irritating in practice. I can NEVER cast my card if I don't use basic lands for it? If I want to play primal cards in my deck, I won't be able to use nonbasics because I'd be scared of not being able to cast the creature. The solution, I think, would be to still allow the creature to be cast, but simply give an additional benefit if you used basic lands:
Ogadu Carnivore2RR
Creature — Dinosaur (C) Primal -- When ~ enters the field, if you spent only mana from basic lands to cast it, it gains Haste until end of turn.
3/3
That way, they mechanic won't be so insular, and the cards won't be too useless even if you have a nonbasic or two.
4. This may just be me, but I don't like the tri-spells. Feels like arcane all over again, where you're forced to play crappy cards together just to match the effects of otherwise 'regular' cards. Haha. I'd rather refract to be just an extension of the splice mechanic.
Refracting InsightU
Sorcery (C)
Splice into Instant or Sorcery 1U(When you cast an Instant or Sorcery spell, you may pay 1U and reveal ~ from your hand. If you do, add ~'s effects to that spell.)
Draw a card.
5. More of a flavor issue than anything. When MTG discussed the various planes, I was very excited about Muruganda, because I thought that the theme would be 'basics matter'. That is, basic lands, vanillas, and colorless mana matters. This was encapsulated with your primal and dominion keyword, but I kind of felt that the mechanics of the tri-spells, eggs and vigor drew away from what could potentially be a very strong and tight set.
Primeval Pulse 1G
Instant (C)
Target creature loses all abilities and gains +3/+3 until end of turn.
That said, very nice set I suggest you post the sister set on another thread though.
I really really appreciate the detailed and reasonable critique, noyahuid. I'd like to see more of that around here. (the "wall-o-text" was helpful) If you reply to my oncoming wall-o-text, I'll be even more grateful.
I posted the sister set with Muraganda because I haven't posted much here and most forums frown upon creating multiple threads for related topics. But in this case, I probably should and I will.
1.
Muraganda was intentionally designed to have a less-dominant theme. I believe that a block has to have a defining feature (Zendikar is the land block, Shards is the tri-color block, Time Spiral is the past-present-future block); yet, I envisioned Muraganda block to be the Lost World-Found World block, which is like Time Spiral in that it isn't tied heavily to a set of mechanics. For the Muraganda set specifically, I want the Dominion mechanic to be the biggest theme, but not as dominant as say Mirrodin's artifacts or Lorwyn's tribal.
That being said, I agree that the set could need a little more enablers for the basic land type theme. I've added some already. I'm not sure how this works around here, but is it alright if I use your Reclamation card for this set?
2.
This block is designed primarily for constructed play. Specifically, a custom Standard format attached to another future custom block as well as a custom core set. It's designed secondarily for limited. In other words, primarily standard constructed, secondarily draft or sealed, and disregard block constructed or constructed with existing Wizards sets. Also more nonbasic lands have been added.
3.
Obviously I decided to base two smaller mechanics on Muraganda Petroglyphs and Imperiosaur, and do other things with the rest of the set. Primal is just a niche mechanic used as a flavorful drawback, and an ode to Imperiosaur. The biggest mechanic in Muraganda is basic land types, but not necessarily basic lands themselves. Mostly because, as I mentioned earlier, this block is designed primarily for Standard constructed. That being said, you've guessed at one of the mini-themes in the third expansion in Muraganda block. The third small set will combine Muraganda and Vartica, and the mechanic on your Ogadu Carnivore is one of the mechanics I planned on using.
4.
This set was designed to be rather simple, and also to be rather modular. I wanted a niche mechanic that was neither simple nor modular, and I also wanted an instant/sorcery niche mechanic. I solved both with Refract. It's meant to allow you to have a triple-mode Command spell with up to ten possible choices. You fit a bunch of Refract spells in your deck (probably a multicolor control deck), and then when you get five mana you have access to a super powerful and super-modal sorcery. It is narrow on purpose, but perhaps, since playing with Refract cards requires deck construction commitment, my Refract spells are underpowered? (Also, I feel like Splice without Arcane has tons of potential, and it would be wasted in the little room it would have in this block.)
5.
I agree, and that's exactly why I undertook making this set and block. Conceal is just a variant of Imprint, a big mechanic in Muraganda's sister set, and I'm happy with it because it isn't on a lot of cards, and it helps encapsulate the mirror sets (but I'm not saying that it couldn't be improved). As I said above, I like what the ten Refract spells do for the set, but again they might need some work. Vigor, however, I'm not sure about. It came about because I wanted a creature mechanic that was highly intuitive, so that I could put it on creatures to make them feel vanilla, so that those creatures would feel vanilla yet would be more interesting. I had Vigor premade in a random mechanic archive, and I decided to use it.
However, I'm questioning Vigor now. It seems like it might be masking the basic creature feel I'm going for. Any suggestions for an alternative that fills the role that I was looking for? Or do you think I could make true vanillas work?
1. Muraganda was intentionally designed to have a less-dominant theme. I believe that a block has to have a defining feature (Zendikar is the land block, Shards is the tri-color block, Time Spiral is the past-present-future block); yet, I envisioned Muraganda block to be the Lost World-Found World block, which is like Time Spiral in that it isn't tied heavily to a set of mechanics.
Normal block structure (actually, there's very little that's "normal" about block structure these days, haha) actually goes:
1) introduction of the plane / area
2) main conflict of the plane
3) resolution of the story.
Each block actually has a central theme, or pitch that can be said in once sentence. I really like the idea of the "lost-world / found world" mirror block. (As an aside, Time Spiral does have a central mechanical theme of "using time as a resource". Suspend stretches time, Split Second contracts time, and the three blocks grab mechanics from the past, present, and future of magic respectively.)
I'm not sure how this works around here, but is it alright if I use your Reclamation card for this set?
Haha. Sure.
This block is designed primarily for constructed play. Specifically, a custom Standard format attached to another future custom block as well as a custom core set. It's designed secondarily for limited.
Ah. That's why. I don't agree with this (I wholeheartedly agree with Wizards that sets are primarily designed for limited), but since this is a custom set, screw the rules. That said, you should put a disclaimer on top so that people will review your set on these terms.
4. Also, I feel like Splice without Arcane has tons of potential, and it would be wasted in the little room it would have in this block.)
Yeah, you're right.
Here's some random brainfarts that I got after reading what you wrote. Of course, these suggestions may veer in a totally different direction from your vision of the two sets, but you're free to take and discard anything that you see here.
I loved your idea of a "lost world / found world" block. I currently don't understand the link between Vartica and Muruganda (or why it's snowing), but here's my shot at it based on the themes that you've set for the two blocks. It's kinda like Ice Age 3 + Pocahontas in Space.
Block 1: Muruganda
Muruganda is a lost world, an undiscovered paradise of wild creatures, lush forests and ancient rites. This is magic at its most basic, primal and fierce.
Central theme: back-to-basics
Themes: Basic lands matter, colorless matters, vanilla matters
Rendclaw Raptor4
Creature - Saurian (C) Muraganda's magic may be crude, but its teeth are no less real.
4/2
Primal FuryG
Instant (C)
Target creature gets +2/+2 until end of turn. Then if that creature has no abilities, it gains Trample until end of turn.
Block 2: ?
Invasion of the Izzet
Niv-Mizzet, exiled from Ravnica, sees the pristine condition of the plane of Muruganda and begins his colonization of the entire plane, in an attempt to enslave the 'primitive' natives of the plane to serve his technological empire. The technomages have already channeled the planet's ancient energies into their Replicate spells and allowing these spells to have unlimited usage. The shamans of Muruganda call upon their nature magics to resist this invasion.
Conflict: WG (Nature) vs UR (Technology)
Themes: Basic spells (you can have any number of ~ in your deck), Izzet spells that manipulate, enslave, and transform the vanilla creatures into weapons of war.
Izzet Mutamancer2R
Creature - Goblin Shaman (U)
Whenever ~ attacks, creatures with no abilities get +1/-1.
2/2
TerracrawlR
Enchantment - Aura (U)
Enchant Basic Land
Enchanted land is a 2/2 Red Weird creature with "this creature attacks each turn if able." in addition to its other types.
Smokespear2R
Basic Instant (C)
~ deals 3 damage to target creature or player. Then you may discard a card named ~. If you do, it deals an additional 2 damage to that creature or player.
In the climactic battle, the shamans of Muraganda manage to breach the hall of Niv-Mizzet and corner him in his own palace. Just when the finishing blow would be dealt, the dragon's planeswalker spark ignites and he unleashes his ultimate spell - a flaming meteor that hits the Grand Forest, destroying a third of the planet and annihilating half of the life on Muraganda.
Set 3: Vartica
It has been thirty years since the meteor cataclysm. Dust has covered the sky with an inky blackness, blotting out the sun. The temperature is below zero and ice covers what's left of the plane. The saurians have all but disappeared. Izzet factories pump what's left of the plane's energy into Nu Nivix, the new seat of the Firemind; the last shamans are huddled together in slave camps under the eyes of Niv-mizzet's weirds. In one of these slave camps, a young Elf gathers a renegade group of shamans to rebel against the Izzet war machine and reclaim their plane as their own.
Theme: same as your Vartica
..wocrap that was alot of text. Haha. Sorry. flavor junkie, and all that. You're free to take any themes or mechanics you see there.
It's more clear on the Flavor part on the Vartica thread, but for clarity:
Muraganda is a lost world plane that has been shut off from the rest of the Multiverse for millenia. The events of Time Spiral not only unlocked Muraganda to outsiders, but it also caused a massive storm, which, after hundreds of years, caused the northern glaciers to expand. Now, after a few hundred years since the Mending, the glaciers have covered roughly half of the plan and are beginning to slow because of the hot climate of the equator.
The southern hemisphere of Muraganda is untouched, and is the setting for the set Muraganda. The northern snow-capped hemisphere of Muraganda is called Vartica.
I probably shouldn't have worded it as "Lost World/Found World", because Vartica isn't exactly what you would think of as a "found world." It has been settled somewhat by the Ni-Izzet, and the Nords live there as well, but it's not highly civilized.
Really Muraganda is the "Prehistoric World/Ice Age World mirror block", or something. In this block's imaginary novel, the plot wouldn't revolve around the onset of the ice age. That has happened. It would revolve more around skirmishes between the Ni-Izzet and Muragandans, and also on the events surrounding the planeswalkers. I added a blurb to the first post about what's happening with the planeswalkers on Muraganda.
But your ideas were really good. You should expand upon the Basic Spells idea. I feel like that could stand on its own for a major theme for a block, alongside "basic" creatures like Relentless Rats. I'm not sure if "basic" is the right word though.
So far everything seems really cool. I like the flavor behind a lot of your cards and the world building is nice too, very good visuals. My biggest complaint is unoriginal card names in the black cards. "Blackmurk" appears as the first name of quiet a few cards, to the extent that probably two pages in a binder would be filled with just cards that say "Blackmurk." Other than that, you may run into some problems with the wording on Paragon. I'm not totally sure that you can word it correctly to have it work this way, but i believe it needs to say "as long as this creature is attacking or blocking...etc" since you are trying to use abilities like flying and vigilance. (vigilance being useless if this triggers when you declare an attacker and similarly flying if it triggers when you declare blockers.) Like i said, that might not even be a fix, but i know you declare all your attackers or blockers at one time so maybe it could work. I'm also a little underwhelmed with Dominion, it really doesn't seem necessary to ability word since you are not making it standardized. When you look at a card like flow of ideas and then you look at a card like loam lion, they don't really have the same effect. I think metalcraft (If you control <Blank> or more <land type>, effect) is probably more along the lines of what you should look to do for dominion. Just some thoughts, all around though the set looks cool.
You're right about the "Blackmurk" thing. I just make some locations whenever I'm making a world, primarily to name cards with. I can make a decent enough setting for a magic block, but naming cards well is hard for me. I probably overused some words, but I'm just bad at naming.
Paragon doesn't work with vigilance. (Notice the guy that untaps for G and has Paragon). That was intentional. Paragon doesn't work with flying or reach when you're blocking, and that was intentional too. Paragon is a trigger, so it has to go onto the stack and resolve, which prevents vigilance and special blocking. I had to sacrifice vigilance and blocking fliers with Paragon to make the wording simple and intuitive, so in my opinion it's necessary.
I added "Dominion" late in the design. I wanted the basic land type theme to be loose, mostly because the set is designed primarily for constructed. But because it's loose, using the pseudo-keyword Dominion for referencing basic land types is a little questionable. I agree with you. But I decided to add it because I think it adds a good visual element to the set, especially when you're looking at the set as a whole, and it helps you're brain make connections and see themes. Having Dominion as a pseudo-keyword is a little questionable, but it's mostly personal preference. I don't think Wizards would do it, but I just like the aesthetics of it.
I'm really thinking about your suggestion though. If this set was designed, or maybe redesigned in the future, for draft and sealed, it would probably be a good idea to standardize the structure of Dominion. Landfall, and Metalcraft in SoM, are examples that come to mind.
Apparently you really liked the set. That's sweet. I'll give you some feedback on the reviews.
Arda of the Highlands - This is meant to be one of those "break me" cards. A one mana Paragon guy to do tricks with. The vigilance was added later, but now that you pointed it out, it's just confusing because vigilance doesn't work with Paragon. I should change it.
Tabal, Tower of Northwind - Muraganda and Vartica are inverse domains and sets. Muraganda is Green and Black-based, and thus the huge mammoth legend is pro green and black.
Megalodon - This is a blue vs. blue hoser. To me, it seems like Sea Serpent-type cards are always at maximum capacity in blue vs. blue, and this card is meant to take that to the next level and be the ultimate sideboard choice for the blue mirror.
Power Long Forgotten - It's three cards because that's what the text on Ancestral Recall says. This card is three Powers that are Long Forgotten.
Spellbreak - I feel like Dismiss is a little too good, especially alongside the decent amount of good countermagic in the format I'm sculpting. Thus, I put Primal on Dismiss to try to balance it. It's rare because Dismiss is pretty iconic, and to blue mages like myself, it's pretty grokkable.
Sho Umezawa - Yeah it's a stretch to steal artifacts in black, but I figured it would be okay since it's on a walker, and it's extremely flavorful for the character.
Addle - This is a reprint. It is meant to fight fatties in limited.
Afflict - This is a reprint. It is meant to kill the numerous one toughness guys in the set in limited, especially in black.
Blackmurk Fumes - Yeah, I agree that Extirpate is undercosted. That's why this card doesn't have split second and it has Primal as a drawback. I wanted an Extirpate effect in the format for constructed reasons, so I just made Extirpate with a little drawback.
Corpse Scout - Yeah this is an Insect functional reprint, in the set for obvious reasons.
Defy Death - This card is ridiculously powerful. Probably top 3 cards in the set. That's why I made it rare, because it's really grokkable.
Moonlit Cycad - Yeah, you're probably right, now that I think about it. He should probably be higher in rarity.
Shadow Walk - I don't like Fear or Intimidate, so I put unblockable in Black. Personal preference. Also Shadow Walk is insanely flavorful.
Splitting Headache - This card is a reprint.
Tar Blast - This isn't Corrupt, for a reason. It's basically worse than Corrupt, but it's still really good in this set's limited format.
Toximancy - Imagine this card in Faeries. No, I didn't reprint Bitterblossom, but there are a ton of playable little Insects, as well as an insane Replicate token maker in Vartica. This card is very very strong, but only in the context of this format.
I don't want to do a card by card analysis. i just feel thar it has to be said: too many cards have keywords. The entire set is about the set and the mechanics, and not about Magic (especially in white). If I wanted to make a deck off theme or if I wanted to find an upgrade for my casual deck then i would be out of luck. Watch out for that..
I'll agree with the above poster. It's pretty good, but with so many cards with keywords, it's a bit like Kamigawa block.
I don't really like Carrion. It instantly reminds me if Modular, although I'm sure modular is a little different wording, it seems a little too powerful.
This set feels really good to me over all. You should send to wizards, they might give you a job on the design team!
One quick question. When designing this, did you have a particular order? Like, all the commons first, or all the black cards last or something?
Very good job for first custom set attempt! I like the majority of what I see, but there are a couple of things that could do with an edit. I'll organize my comments by section and try to keep them short and sweet.
Flavour:
Very good, strong flavour. You clearly have a strong understanding of what your world is like. That's good. However you are pulling too much from existing Mythos. You can't have the Izzet control half of a plane with Nicol and Kamigawa characters interfering, while Garruk runs around with Liliana's head. I like the reference to Bolas, but cut the Izzet and Kamigawa connections. If your going to bridge worlds, only bridge them one at a time. Garruk is okay, but I'd rather see him in his cursed form, still hunting Liliana. Perhaps he has returned to his sanctuary of Murganda to gain strength before hunting the witch?
Mehcanics:
- Primal: Nice idea, poorly executed. As several posters have already pointed out, thios mechanic discourages the use of nonbasics, something you should try to avoid. Noyahuid's solution is perfect, give extra reward for completing the goal rather than a punishment for not.
- Dominion: Fine. Keywording an existing mechanic is fine. I'd try and limit the number of triggers or effects so as to give the mechanic a bit more uniformity, but its fine if you choose not to. It is common enough that people will grok it without said uniformity.
- Refract: No. In its current form, no. Pull two cards? For free? The big issue is not the mechanic itself, as the idea is sound, but rather that the design space is so limited. If you lowered it to one card, then it would be fine. Perhaps add a "with combined converted mana cost less than this" clause?
- Paragon: I like it, especially for this set. How do I make the most of my vanilla army? Give them all trample and flying! One issue this mechanic has is a timing one: If I block with a flying paragon, then the flying is giving to my nonflying blocker too late to declare it as blocking an attacking flyer. This is because you declare blockers all at once, much the same way you declare attackers. Although you may order them somewhat, the game treats it as happening at the same time, thereby preventing your grouded Baloth from Jumping in the path of my attacking Angel. I'd change it to just an attacking mechanic. Makes more sense flavourfully (why do all my walls need trample?) and mechanically, for the listed reasons.
Overall good job.
PS: Can you add a link to an MSE document for this set? I'd really like to get to grips with the cards, and I can't do that from word.
Muraganda block is the Basic vs. Snow block.
Muraganda: The Lost World is set 1 of 3 of the Muraganda block. I have some loose mechanical relation to Imperiosaur and Muraganda Petroglyphs, but I feel like these two mechanics can't create a complete block well.
The block will have two twin large sets, Muraganda and Vartica, and a small expansion uniting the two. Muraganda and Vartica both take place on the plane of Muraganda, Vartica on the ice aged Northern hemisphere and Muraganda on the Mesozoic Southern hemisphere. Muraganda has mechanics dealing with basic lands and land types, lots of creatures, and plenty of simple cards. Vartica has mechanics dealing with snow lands (nonbasic, since snow basics will not be used), lots of noncreatures, and plenty of complex cards.
Muraganda
edit: Imprint has been cut from the block.
Mechanics:
Vanilla/French vanilla creatures (creatures with only keyword abilities)
Sharing abilities between creatures; Paragon
Basic lands; Primal
Land types; Dominion
Eggs
Refract (on 10 sorceries)
Primal (Use only mana from basic lands to cast this spell.)
Dominion - Whenever {effect}, if you control X {land type}, {effect}.
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Shuffle your library.)
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
Flavor:
Plot
Among other pursuits, Bolas is now trying to verify this evidence by searching for information on three more enemy-colored Elder dragons that might have existed. Muraganda is a lost world plane that has recently been unlocked, and Bolas has sent two agents there to investigate not only evidence of the enemy Elders, but for general information about what the plane holds.
Meanwhile, Myojin of Night's Reach has been plotting since the Mending. She has known about the existence of the enemy Elders all along, and she has now learned that Bolas did not. Her search has also lead her to Muraganda, but she knows something Bolas does not. There is a legend on Muraganda about a massive egg, hundreds of feet tall, hidden beneath a volcano. Two massive dragons guard the fabled area of the Ogadu canyon that leads to this egg. Myojin wants this egg.
She has hired two planeswalkers to come to Muraganda and bring back the egg. Sho Umezawa is a member of the Umezawa line that Myojin has been hiding and protecting for centuries. To Myojin's chagrin, she has a planeswalker spark that fired a few years ago. Myojin has trained her in Shadow magic, much like her ancestor on Kamigawa. Sho is a formidable fighter, and a master thief. Myojin has also hired Garruk Wildspeaker, a hunter planeswalker who has recently been recovering after battling and killing the necromancer Liliana Vess. Garruk revels in the chance to hunt these two fabled dragon guardians, and Sho is happy to steal such a large and well-protected target.
Odadii is the leader of the Ubeih clan on Muraganda.
Completed Rough Draft of the Set (235/235):
White
Creature — Spirit (C)
Primal (Use only mana from basic lands to cast this spell.)
Flying
3/2
Arda of the Highlands
Creature — Spirit (C)
Vigilance
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
1/1
Billowing Snowlands :2mana::symw::symw:
Enchantment (R)
Dominion - At the beginning of your upkeep, if you control three or more Plains, you may put a 1/1 white Spirit creature token onto the battlefield. Then, if you control five or more Plains, you may gain 8 life. Then, if you control eight or more Plains, you may exile target creature.
Frost Arda
Creature — Spirit (C)
Defender
Dominion - Frost Arda gets +0/+1 for each Plains you control.
0/2
Frostwood Nord :symw::symw:
Snow Creature — Nord Scout (C)
Dominion - Frostwood Nord gets +1/+2 as long as you control a Forest.
2/2
Glacier Mastodon :2mana::symw::symw:
Creature — Elephant (U)
Primal (Use only mana from basic lands to cast this spell.)
5/5
Guardian of Northwind :symw::symw::symw:
Creature — Spirit (R)
Flying, first strike
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
North Sea Spirit :1mana::symw:
Creature — Spirit (C)
Dominion - North Sea Spirit has flying as long as you control an Island.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/1
Smiting :1mana::symw:
Instant (C)
Destroy up to two target enchantments.
Tabal, Tower of Northwind :3mana::symw::symw::symw:
Legendary Creature — Elephant (M)
Primal (Use only mana from basic lands to cast this spell.)
Vigilance, first strike, protection from green and from black
Tabal, Tower of Northwind can block any number of creatures.
5/6
Tri-Blink :4mana::symw:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Exile target creature, then return it to the battlefield under its owner’s control.
Tri-Pro :4mana::symw:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target creature gains protection from the color of your choice until end of turn.
Tundra Master :2mana::symw::symw:
Snow Creature — Nord Soldier (R)
Vigilance
When Tundra Master deals damage, gain 2 life.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/4
Blue
Creature — Kraken (R)
Unblockable
Dominion - Bane of the Icy Murk gets +4/+0 as long as you control a Swamp. It gets +0/+4 as long as you control a Plains.
4/4
Blackmurk Monster :1mana::symu::symu:
Creature — Kraken (U)
Defender
Dominion - :symtap:: Destroy target creature blocked by Blackmurk Monster. Use this ability only if you control a Swamp.
3/6
Elder Knowledge :3mana::symu:
Sorcery (C)
Primal (Use only mana from basic lands to cast this spell.)
Draw three cards.
Glacial Scrying
Instant (C)
Dominion - Look at the top X cards of your library, where X is the number of Islands you control, then put them back in any order.
Draw a card.
Megalodon, God of the Deep :5mana::symu::symu::symu::symu:
Legendary Creature — Leviathan (R)
Megalodon can’t be countered.
Megalodon costs 5 less to cast if an opponent controls three or more Islands.
Islandwalk, shroud
8/7
Outrider Drake :2mana::symu:
Creature — Drake (C)
Flying
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/1
Power Long Forgotten :3mana::symu::symu::symu:
Sorcery (M)
Choose one — Draw three cards; or take an extra turn after this one; or each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. (Then put Power Long Forgotten into its owner's graveyard.)
Seaman’s Phantasm :symu::symu:
Creature — Illusion (C)
Primal (Use only mana from basic lands to cast this spell.)
When Seaman’s Phantasm deals combat damage to a player, draw a card.
2/1
Shell Stalwart :2mana::symu:
Creature — Turtle (C)
When Shell Stalwart enters the battlefield, draw a card.
Dominion - Shell Stalwart can block any number of creatures as long as you control a Plains.
1/4
Spell Splash :1mana::symu:
Instant (C)
Dominion - Counter target spell unless its controller pays 1 for each Island you control.
Spellbreak :2mana::symu::symu:
Instant (R)
Primal (Use only mana from basic lands to cast this spell.)
Counter target spell. Draw a card.
Tri-Lock :4mana::symu:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target permanent doesn’t untap during its controller’s next untap step.
Tri-Think :4mana::symu:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Draw a card.
Black
Planeswalker — Sho (M)
Starting Loyalty: 2
+1: Sho becomes a 3/2 unblockable Human Samurai creature with shroud until end of turn. Prevent all damage that would be dealt to her this turn.
-1: Destroy target creature with power 4 or greater.
0: Gain control of target artifact.
Addle 1B
Sorcery (C)
Choose a color. Target player reveals his or her hand and you choose a card of that color from it. That player discards that card.
Afflict 2B
Instant (C)
Target creature gets -1/-1 until end of turn.
Draw a card.
Ancient Cocoon 3B
Creature — Egg (U)
When Ancient Cocoon is put into a graveyard as a result of combat damage, you may search your library for a Insect creature card and put it onto the battlefield.
0/3
Blackmurk Death Vines 3BB
Creature — Plant (U)
First strike, deathtouch
1/1
Blackmurk Elder 2BB
Creature — Insect Shaman (U)
Primal (Use only mana from basic lands to cast this spell.)
Flying
When Blackmurk Elder enters the battlefield, target player discards two cards.
3/1
Blackmurk Fly Trap 3B
Creature — Plant (C)
Sacrifice an Insect: Draw a card. You lose 1 life.
3/3
Blackmurk Fumes B
Instant (R)
Primal (Use only mana from basic lands to cast this spell.)
Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
Blackmurk Insect 1B
Creature — Insect (C)
Flying
Dominion - Blackmurk Insect can’t attack or block unless you control three or more Swamps.
2/2
Blackmurk Lurker 2B
Creature — Insect (C)
Flying
T: Each player discards a card.
1/1
Blackmurk Researcher 1BB
Creature — Insect Shaman (U)
Flying
Dominion - When Blackmurk Researcher enters the battlefield, if you control an Island, draw two cards.
1/1
Blackmurk Stinger 1B
Creature — Insect (C)
Flying, deathtouch
1/1
Blackmurk, the Living Mire 4BBB
Legendary Creature — Horror (M)
Dominion - When Blackmurk enters the battlefield, search your library for X Swamps and put them onto the battlefield, where X is the number of Swamps you control.
Blackmurk, the Living Mire’s power and toughness are each equal to the number of Swamps you control.
*/*
Blackmurk’s Reclaim 2B
Instant (C)
Sacrifice any number of creatures. You gain 3 life for each sacrificed creature.
Draw a card.
Bloodhunter Swarm 1B
Creature — Insect (C)
Flying
When Bloodhunter Swarm enters the battlefield, target player loses X life, where X is the number of Insects you control.
1/1
Botanic Parasite 2BB
Creature — Plant Assassin (U)
Dominion - At the beginning of your upkeep, if you control five or more Swamps, target creature gets -2/-2 until end of turn.
3/3
Bottomless Pit 1BB
Enchantment (R)
At the beginning of each player's upkeep, that player discards a card at random.
Carnivorous Foliage 2B
Creature — Plant (R)
Dominion - T: Destroy target creature. Use this ability only if you control three or more Forests.
2/3
Cheat the Cycle 4BBB
Sorcery (M)
Destroy all creatures. Put X 1/1 black Insect creature tokens with flying onto the battlefield, where X is the total power of the destroyed creatures.
Corpse Scout 1BB
Creature — Insect (C)
Flying
When Corpse Scout enters the battlefield, return target creature card from your graveyard to your hand.
1/1
Creeping Murk 1B
Enchantment — Aura (C)
Enchant land
When Creeping Murk enters the battlefield, draw a card.
Enchanted land is a Swamp.
Death-Sting Assassin 3B
Creature — Insect Assassin (C)
Flying
When Death-Sting Assassin enters the battlefield, destroy target creature that was dealt damage this turn.
2/2
Decrepitation XB
Sorcery (U)
Remove X counters from any number of target permanents.
Defy Death 1B
Instant (R)
Return up to two target creature cards from your graveyard to your hand. You lose 2 life.
Dequantify 1B
Instant (C)
Remove all counters from target permanent.
Devouring Tar Pits 1BB
Enchantment (U)
If a creature would be put into an opponent’s graveyard from anywhere, exile it instead.
Douse in Gloom 2B
Instant (C)
Douse in Gloom deals 2 damage to target creature and you gain 2 life.
Dread of Night B
Enchantment (U)
White creatures get -1/-1.
Final Revels 4B
Sorcery (U)
Choose one — All creatures get +2/+0 until end of turn; or all creatures get -0/-2 until end of turn.
Fume Spreader 2B
Creature — Insect (R)
Flying, deathtouch
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
1/1
Gatana Parasite 1B
Creature — Insect (C)
Flying
Dominion - When Gatana Parasite enters the battlefield, target player reveals a number of cards from his or her hand equal to the number of Swamps you control. You choose one of them. That player discards that card.
1/1
Gatana Seeker 1B
Creature — Insect (C)
Flying
When Gatana Seeker attacks, defending player loses 1 life.
1/1
Gatana Swarm 3B
Creature — Insect (R)
Flying
When Gatana Swarm enters the battlefield, put two 1/1 black Insect creature tokens with flying onto the battlefield.
When Gatana Swarm is put into a graveyard from play, you may pay 3 life. If you do, return Gatana Swarm from your graveyard to your hand.
1/1
Life Cycle’s Toll 2B
Instant (R)
Target player sacrifices half the creatures he or she controls, rounded down.
Marsh Ferns B
Creature — Plant (C)
Defender
Dominion - At the beginning of your upkeep, put a +1/+1 counter on Marsh Ferns for each Swamp you control.
0/1
Marsh Specter 2B
Creature — Insect Specter (R)
Flying
When Marsh Specter deals combat damage to a player, that player discards that many cards.
1/1
Mind Stinger 2BB
Creature — Insect Shaman (R)
Flying
Whenever Mind Stinger deals combat damage to a player, that player reveals his or her hand. You choose a nonland card from it. Search that player's graveyard, hand, and library for all cards with the same name as that card and exile them. Then that player shuffles his or her library.
2/2
Mire Parasite 4B
Creature — Insect (U)
Flying
Dominion - When Mire Parasite enters the battlefield, if you control four or more Swamps, target player loses 3 life and you gain 3 life.
2/2
Mire’s Secret B
Instant (R)
Search your library for a card with converted mana cost equal to or less than the number of Swamps you control, reveal it, then shuffle your library and put that card on top.
Monster Hunt 1B
Instant (U)
Destroy target creature with power 4 or greater.
Monstrous Fern 3BB
Creature — Plant (C)
5/3
Moonlit Cycad B
Creature — Plant (C)
Swamps you control are Forests in addition to their other types. Forests you control are Swamps in addition to their other types.
1/1
Morphous Foliage 4B
Creature — Plant Shapeshifter (R)
Morphous Foliage has all keyword abilities of creature cards in all graveyards. (Only when Morphous Foliage on the battlefield.)
4/4
Muraganda Swamp Guide B
Creature — Insect (U)
Muraganda Swamp Guide can’t block.
When Muraganda Swamp Guide attacks, target creature becomes unblockable until end of turn.
1/1
Neurotoxin Stinger 1B
Creature — Insect Assassin (R)
Flying
When Neurotoxin Stinger enters the battlefield, choose target creature. That creature loses all abilities as long as Neurotoxin Stinger is on the battlefield.
1/1
One With the Mire 1B
Enchantment — Aura (U)
Enchant creature
Exile a creature card from your graveyard: Put a +1/+1 counter on enchanted creature.
Ozda, the Great Moth 6BBB
Legendary Creature — Insect (M)
Flying, trample
When Ozda, the Great Moth deals combat damage to a player, you may destroy target creature.
Paragon
7/7
Peer Into the Unknown 3B
Sorcery (R)
Name a card. Target opponent reveals his or her hand, library, and all exiled cards that player owns. Put all cards with the chosen name into that player’s graveyard. Then that player shuffles his or her library.
Poison Vapors 3BB
Sorcery (C)
Destroy target creature.
Draw a card.
Pollute 2BB
Sorcery (C)
Destroy target creature or land.
Queen of the Swarm 1BB
Creature — Insect (R)
Flying
Other Insect creatures you control get +1/+1.
At the beginning of your upkeep, if you control two or more Insects, you may return target creature card from your graveyard to your hand.
1/1
Ravenous Drone 2B
Creature — Insect (C)
Flying
Sacrifice a creature: Ravenous Drone gets +2/+2 until end of turn.
1/1
Regurgitating Tar B
Enchantment (C)
1B, Sacrifice a Swamp: Return target creature card from your graveyard to your hand.
Ruthless Buzzer 1B
Creature — Insect (C)
Flying
1B: Regenerate Ruthless Buzzer.
1/1
Ruthless Ecosystem 4BB
Enchantment (R)
At the beginning of each player’s end step, that player loses 1 life for each non-Swamp land that player controls.
Seething Vapors 2B
Instant (C)
Target creature gains deathtouch until end of turn.
Draw a card.
Shadow Peak Swarm 1BB
Creature — Insect (U)
Flying
Dominion - Shadow Peak Swarm gets +1/+0 and haste as long as you control a Mountain.
2/2
Shadow Walk B
Sorcery (C)
Target creature is unblockable until end of turn.
Draw a card.
Splitting Headache 3B
Sorcery (C)
Choose one — Target player discards two cards; or target player reveals his or her hand, you choose a card from it, then that player discards that card.
Swamp Drone B
Creature — Insect (C)
Flying
Swamp Drone can’t attack or block.
Discard a card: Swamp Drone can attack this turn.
2/1
Swarm Leader 3B
Creature — Insect (U)
Flying
When Swarm Leader enters the battlefield, Insect creatures you control get +X/+0 until end of turn, where X is the number of Swamps you control.
1/1
Tar Blast 5B
Sorcery (U)
Target player loses X life, where X is the number of Swamps you control. You gain that much life.
Tar’s Feast 1B
Instant (C)
Target creature gets +X/+0 until end of turn, where X is the number of creature cards in your graveyard.
Terror of Blackmurk 2BB
Creature — Horror (R)
Terror of Blackmurk power and toughness are each equal to the number of Swamps you control.
1B: Target Swamp becomes a */* black Horror creature until end of turn, with power and toughness each equal to the number of Swamps you control. It’s still a Swamp.
*/*
Timeless Decay BB
Instant (C)
Primal (Use only mana from basic lands to cast this spell.)
Target creature gets -4/-4 until end of turn.
Toximancy 1B
Enchantment (R)
Tap two untapped creatures you control: Target creature gets -1/-1 until end of turn.
Tri-Distress 4B
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target player discards a card.
Tri-Lurk 4B
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target creature is unblockable until end of turn.
Vengeful Carcass 2BB
Creature — Zombie Dinosaur (R)
Vengeful Carcass has Carrion X, where X is the number of Swamps you control. (This enters the battlefield with X +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to X target creatures you control.)
0/0
Way of the Assassin 2B
Instant (R)
If an opponent controls creatures with total power 6 or greater, you get an emblem with “Creatures you control have deathtouch.” (An emblem is an ability marker that exists outside of the battlefield.)
Red
Creature — Dragon (R)
Flash, flying
When Bombard Dragon enters the battlefield, it deals damage to target player equal to the number of cards in that player’s hand.
5/5
Burn to Ash 1R
Instant (C)
Burn to Ash deals 3 damage to target creature. If that creature would be put into a graveyard this turn, exile it instead.
Canyon Hopper R
Creature — Lizard (C)
Whenever a Mountain enters the battlefield under your control, Canyon Hopper gains flying until end of turn.
1/1
Canyon Raptor 1RR
Creature — Dinosaur (C)
Haste
Mountainwalk
2/2
Canyon Rockslide 2RR
Instant (U)
Dominion - When you cast Canyon Rockslide from your hand, copy it for each Mountain you control. You may choose new targets.
Canyon Rockslide deals 1 damage to target creature or player.
Commander Hellkite 3RRR
Creature — Dragon (R)
Flying
Dominion - At the beginning of your upkeep, if you control six or more Mountains, put a token into play that’s a copy of Commander Hellkite.
5/5
Consuming Magma XRR
Sorcery (R)
Consuming Magma deals X damage to target creature or player
Dominion - If that creature would be put into a graveyard this turn, if you control three or more Swamps, put that creature onto the battlefield under your control.
Divebomb Dragon 4R
Creature — Dragon (U)
Carrion 4 (This enters the battlefield with four +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to four target creatures you control.)
Flying, haste
At the beginning of the end step, sacrifice Divebomb Dragon.
0/0
Eruption 3R
Enchantment — Aura (U)
Enchant Mountain
Enchanted mountain has “T: Target creature gains double strike until end of turn.”
Explosive Fervor R
Instant (C)
If target spell or permanent would deal damage this turn, it deals double that damage instead.
Forked Bolt R
Sorcery (C)
Forked Bolt deals 2 damage divided as you choose among one or two target creatures and/or players.
Furnace Whelp 2RR
Creature — Dragon (U)
Flying
R: Furnace Whelp gets +1/+0 until end of turn.
2/2
Heedless Triceratops RRR
Creature — Dinosaur (R)
Trample, haste
Dominion - Heedless Triceratops gets +1/+0 for each Mountain you control.
At the beginning of the end step, sacrifice Heedless Triceratops.
3/1
Hellkite’s Breath 1R
Enchantment — Aura (R)
Enchant creature
Whenever enchanted creature attacks, you may pay XR. If you do, enchanted creature deals X damage to target creature or player.
Highland Saurid 3R
Creature — Lizard (C)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target creatures you control.)
0/0
Hissing Saurid 4R
Creature — Lizard (U)
Whenever another creature is put into a graveyard from the battlefield, you may have this creature deal 1 damage to target player.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Incite the Stampede 2RRR
Sorcery (R)
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Add RRR to your mana pool.
Jeer 1R
Sorcery (C)
Any player may have Jeer deal 5 damage to him or her. If no one does, until your next turn, creatures your opponents control attack you if able.
Lava Blister 1R
Sorcery (U)
Destroy target nonbasic land unless its controller has Lava Blister deal 6 damage to him or her.
Ogadu Canyon Charger 4R
Creature — Dinosaur (C)
Whenever a creature enters the battlefield under your control, target creature gains haste until end of turn.
4/3
Ogadu Carnivore 2RR
Creature — Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
Haste
4/3
Ogadu Pyrosaur 3RR
Creature — Elemental Dinosaur (R)
Haste
T: This creature deals 1 damage to target creature or player.
Paragon
4/2
Ogadu Salamander 4R
Creature — Lizard (C)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target creatures you control.)
Sacrifice Ogadu Salamander: Target creatures gains haste until end of turn.
0/0
Outrage XR
Sorcery (R)
Any player may have Outrage deal 2 plus X damage to him or her. If no one does, put X 1/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step.
Plated Ankylosaur 3RR
Creature — Dinosaur (U)
First strike
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
4/3
Renegade Raptor 1R
Creature — Dinosaur (C)
Sacrifice Renegade Raptor: Destroy target artifact.
2/1
Revile 3RR
Sorcery (U)
Any player may have Revile deal 6 damage to him or her. If no one does, each opponent sacrifices two lands.
Seismic Strike 2R
Instant (C)
Dominion - Seismic Strike deals damage to target creature equal to the number of Mountains you control.
Skittering Composaur R
Creature — Lizard (C)
Lizard and Dinosaur creatures you control have haste.
1/1
Spell Sabotage 1R
Instant (U)
Spell Sabotage deals damage equal to target spell’s converted mana cost to that spell’s controller.
Taste of Fire 1R
Enchantment — Aura (C)
Enchant creature
When Taste of Fire enters the battlefield, draw a card.
Enchanted creature has “R: This creature gets +1/+0 until end of turn.”
Thunder Tyrant 5RR
Legendary Creature — Dragon (M)
Flying, haste, double strike
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Torrent of Fire 3RR
Sorcery (C)
Torrent of Fire deals damage equal to the highest converted mana cost among permanents you control to target creature or player.
Tri-Bolt 4R
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Tri-Bolt deals 1 damage to target creature or player.
Tri-Rite 4R
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Add RR to your mana pool.
Triceratops Bulldozer 2R
Creature — Dinosaur (C)
When Triceratops Bulldozer enters the battlefield, target creature can’t block this turn.
3/1
Tyrant’s Egg 2R
Creature — Egg (R)
When Tyrant’s Egg is put into a graveyard as a result of combat damage, you may search your library for a Dragon creature card and put it onto the battlefield.
0/1
Volcanic Surge 1R
Instant (C)
Volcanic Surge deals 5 damage to target creature that was dealt damage this turn.
Volcano Pyrosaur RR
Creature — Elemental Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
R: Volcano Pyrosaur gets +1/+0 until end of turn.
2/1
Volcano Salamander 1RR
Creature — Lizard (R)
Players can’t gain life.
Damage can’t be prevented.
3/1
Volcano Tyrant 3RR
Legendary Creature — Dragon (M)
Flying
Nonbasic lands are Mountains.
5/5
Way of the Warrior 2R
Sorcery (R)
If an opponent has 12 or more life, you get an emblem with “If a spell or permanent you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.” (An emblem is an ability marker that exists outside of the battlefield.)
Green
Planeswalker — Garruk (M)
Starting Loyalty: 4
+1: Put a 3/3 green Beast creature token onto the battlefield.
-1: Add WUBRG to your mana pool.
-6: Add any amount of mana of any one color to your mana pool.
Odadii of the Ubeih :2mana::symg::symg:
Planeswalker — Odadii (M)
Starting Loyalty: 3
+1: Put a 0/1 green Plant creature token onto the battlefield.
0: Sacrifice a creature. Put loyalty counters on Odadii equal to that creature’s power. Gain life equal to that creature’s toughness.
-4: Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
Allosaur :1mana::symg::symg:
Creature — Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
4/4
Anger of Muraganda :2mana::symg:
Enchantment — Aura (R)
Primal
Enchant creature
Enchanted creature gets +3/+3 and has nonbasic landwalk.
:2mana::symg:: Return Anger of Muraganda from your graveyard to your hand.
Blessing of the Kanga :4mana::symg:
Sorcery (C)
Target player gains 1 life for each tapped permanent you control.
Draw a card.
Brontosaur :5mana::symg:
Creature — Dinosaur (C)
Trample
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
5/5
Chameleon Foliage :1mana::symg:
Enchantment — Aura (C)
Enchant land
When Chameleon Foliage enters the battlefield, draw a card.
Enchanted land has all basic land types in addition to its other types.
Channeler of Muraganda
Creature — Human Druid (R)
Carrion 1
Dominion - At the beginning of your upkeep, if you control two or more Swamps and two or more Forests, put eight +1/+1 counters on Channeler of Muraganda
0/0
Combat Allosaur :2mana::symg::symg:
Creature — Dinosaur (U)
This creature is 3/4 as long as it’s attacking or blocking.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/2
Continue the Cycle :1mana::symg:
Instant (C)
Target player shuffles up to three target cards from his or her graveyard into his or her library.
Draw a card.
Crash Landing :2mana::symg:
Instant (U)
Dominion - Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.
Cunning Raptor :symg::symg:
Creature — Dinosaur (R)
When Cunning Raptor attacks, you may destroy target artifact or enchantment.
“They’ve figured out how to open doors!”
2/1
DNA Egg :1mana::symg:
Creature — Egg (U)
When DNA Egg is put into a graveyard as a result of combat damage, you may search your library for a creature card, reveal it, and put it into your hand.
0/2
Dodu, Lotus Plumes :1mana::symg:
Legendary Creature — Bird (M)
Flying
:symtap:: Add three mana of any one color to your mana pool. Use this mana only to cast creature spells.
0/1
Druid of the Kanga Trees :3mana::symg:
Creature — Human Druid (U)
Dominion - During each other player’s untap step, if you control four or more Forests, untap all permanents you control.
2/2
Edge of Kanga :3mana::symg::symg:
Sorcery (C)
Destroy target noncreature permanent. Search your library for a Mountain or Plains card and put it onto the battlefield tapped. (Then shuffle your library.)
Expanding Foliage :4mana::symg:
Creature — Plant (U)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target nonartifact creatures you control.)
Whenever Expanding Foliage is dealt damage, put that many +1/+1 counters on it at the beginning of the next end step.
0/0
Expedition :3mana::symg:
Sorcery (C)
You may play up to two additional lands this turn.
Draw a card.
Fecundant Fern :3mana::symg:
Creature — Plant (U)
When Fecundant Fern is put into a graveyard from the battlefield, draw a card.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/3
Gargantuan Egg :3mana::symg::symg:
Creature — Egg (R)
When Gargantuan Egg is put into a graveyard as a result of combat damage, you may search your library for two creature cards and reveal them. Put one into your hand and the other onto the battlefield.
0/3
Gust of Breath
Instant (U)
Gust of Breath deals 2 damage divided as you choose among one or two target creatures with flying.
Gustrider Pterosaur :2mana::symg:
Creature — Dinosaur (U)
Dominion - This creature has flying as long as you control a Plains.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/2
Haze :1mana::symg:
Enchantment — Aura (C)
Flash
Enchant creature
Enchanted creature can’t be the target of spells or abilities your opponents control
Imperiosaur :2mana::symg::symg:
Creature — Dinosaur (C)
Primal (Use only mana from basic lands to cast this spell.)
5/5
Instinct Reaction :3mana::symg:
Instant (U)
Regenerate each permanent you control.
Kanga Druid
Creature — Human Druid (C)
Carrion 1 (This enters the battlefield with a +1/+1 counter on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to one target nonartifact creature you control.)
:symtap:: Add to your mana pool.
0/0
Kanga Thicket Ambusher :3mana::symg::symg:
Creature — Dinosaur (C)
Flash
3/5
Lasting Strength :1mana::symg:
Sorcery (C)
Put a +1/+1 counter on target creature.
Draw a card.
Lesser Egg
Creature — Egg (C)
When Lesser Egg is put into a graveyard as a result of combat damage, you may put a creature card with converted mana cost 2 or less from your hand onto the battlefield under your control.
0/2
Lophosaur :3mana::symg:
Creature — Dinosaur (U)
Carrion 3 (This enters the battlefield with three +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to three target nonartifact creatures you control.)
All creatures able to block Lophosaur do so.
0/0
Lost World :2mana::symg:
Enchantment (U)
Artifact spells cost 1 more to cast.
Nest Fodder :2mana::symg:
Creature — Egg (C)
When Nest Fodder is put into a graveyard as a result of combat damage, put three +1/+1 counters on target creature.
0/3
Obeih Druid :1mana::symg:
Creature — Human Druid (C)
:symtap:: Add to your mana pool.
2/1
Obeih Greenweaver :2mana::symg:
Creature — Human Druid (C)
:symtap:: Add :symg::symg: to your mana pool.
1/1
Obeih Guardian :1mana::symg:
Creature — Human Monk (C)
Carrion 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to two target nonartifact creatures you control.)
0/0
Obeih Healer :2mana::symg:
Creature — Human Druid (C)
:1mana::symg:: Regenerate this creature.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
1/2
Omnisaur :6mana::symg::symg::symg:
Creature — Dinosaur (M)
Omnisaur has all keyword abilities of creatures and lands you control as long as it’s on the battlefield.
Creatures and lands your opponents control lose all abilities as long as Omnisaur is on the battlefield.
If Omnisaur would enter the battlefield, if you didn’t cast it from your hand, exile it instead.
8/8
Petroglyph Master :1mana::symg::symg:
Creature — Human Monk (R)
Creatures you control with no abilities other than keyword abilities get +3/+3.
2/2
Planned Deconstruction :1mana::symg:
Instant (R)
Cast Planned Deconstruction only if you control six or more lands.
Destroy target noncreature permanent.
Plated Saurid :3mana::symg:
Creature — Dinosaur (C)
Whenever a creature enters the battlefield, gain 1 life.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
2/4
Presence of Muraganda :4mana::symg:
Creature — Avatar (R)
Flying, trample, haste, shroud, vigilance, first strike
:1mana::symg:: Another target creature gains all keyword abilities of this creature. (This effect lasts indefinitely.)
1/1
Purge the Rifts :2mana::symg::symg:
Sorcery (R)
Each player reveals all exiled cards they own. Then each player shuffles all exiled cards they own into his or her library.
Rampage Exemplar :3mana::symg::symg:
Creature — Dinosaur (R)
Creatures with power less than this this creature’s power can’t block it.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
5/4
Rampant Growth :1mana::symg:
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. (Then shuffle your library.)
Raptor Egg :2mana::symg:
Creature — Egg (C)
When Raptor Egg is put into a graveyard as a result of combat damage, draw two cards.
0/3
Reclamation
Sorcery (R)
Destroy target land. Its controller may search his or her library for a basic land card and put it onto the battlefield tapped.
Reptilian Egg :2mana::symg:
Creature — Egg (C)
When Reptilian Egg is put into a graveyard as a result of combat damage, put a 4/4 green Dinosaur creature token onto the battlefield.
0/3
Revegetation :1mana::symg:
Sorcery (U)
Primal (Use only mana from basic lands to cast this spell.)
Return target card from your graveyard to your hand.
Saurid Egg
Creature — Egg (U)
When Saurid Egg is put into a graveyard as a result of combat damage, you may put a creature card with converted mana cost 4 or less from your hand onto the battlefield.
0/1
Saurid Stomper :4mana::symg::symg:
Creature — Dinosaur (R)
Trample
When Saurid Stomper enters the battlefield, choose a basic land type. Destroy two target lands of the chosen type.
5/5
Savannah Bellow
Instant (C)
Put a +1/+1 counter on target creature.
Dominion - If you control a Plains, put a +1/+1 counter on two additional target creatures.
Spinosaur :3mana::symg:
Creature — Dinosaur (R)
You may have this creature assign its combat damage as though it weren’t blocked.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Sporasaur :3mana::symg:
Creature — Fungus Dinosaur (U)
Carrion 2 (This enters the battlefield with two +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to two target nonartifact creatures you control.)
Whenever Sporasaur is dealt damage, put a +1/+1 counter on it.
0/0
Stegosaur :3mana::symg:
Creature — Dinosaur (C)
:symg:: Untap this creature.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
3/3
Stone-Scale Armasaur :3mana::symg::symg::symg:
Creature — Dinosaur (R)
Carrion 6 (This enters the battlefield with six +1/+1 counters on it. When it’s put into a graveyard from the battlefield, you may put a +1/+1 counter on up to six target nonartifact creatures you control.)
Creatures you control with one or more +1/+1 counters on them can’t be the target of spells or abilities your opponents control.
0/0
Swatting Ferns :2mana::symg::symg:
Creature — Plant (U)
Reach
Other creatures you control have reach.
2/4
Sylvan Scrying :1mana::symg:
Sorcery (C)
Search your library for a land card, reveal it, and put it into your hand. (Then shuffle your library.)
Take Apart
Sorcery (C)
Destroy target artifact or enchantment. Its controller gains life equal to its converted mana cost.
Tectonic Explosion :symx::symg:
Instant (R)
Primal (Use only mana from basic lands to cast this spell.)
Tectonic Explosion deals X damage to each creature with flying.
Dominion - If you control four or more Mountains, Tectonic Explosion deals X damage to each creature without flying.
Terramancy :1mana::symg:
Enchantment — Aura (R)
Enchant land
:1mana::symg:: Enchanted land becomes a 3/3 green Elemental creature with trample until end of turn. It’s still a land.
Whenever a land enters the battlefield under your control, if Terramancy is in your graveyard, you may pay 1G. If you do, return Terramancy to the battlefield enchanting that land.
Thrash Raptor :1mana::symg:
Creature — Dinosaur (C)
Dominion - Thrash Raptor gets +1/+1 and haste as long as you control a Mountain.
2/1
Tri-Claim :4mana::symg:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Put target card in your graveyard on top of your library.
Tri-Pump :4mana::symg:
Sorcery (U)
Refract (When you cast this spell from your hand, you may search your library for up to two other cards with Refract and cast them without paying their mana costs. Then shuffle your library.)
Target creature gets +1/+1 and trample until end of turn.
Tromp the Marsh :1mana::symg::symg:
Sorcery (U)
Creatures you control get +1/+1 and trample until end of turn for each Swamp an opponent controls.
Tyrannosaur :3mana::symg::symg:
Creature — Dinosaur (R)
Other Dinosaur creatures you control get +2/+2.
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
5/4
Vigor Link
Instant (U)
Put any number of +1/+1 counters from creatures you control onto target creature.
Way of the Monk :2mana::symg:
Sorcery (R)
Way of the Monk can’t be countered.
If an opponent controls four or more Islands, you get an emblem with “Creature spells you control can’t be countered.” (An emblem is an ability marker that exists outside of the battlefield.)
Weeds of Muraganda :2mana::symg::symg:
Creature — Plant (R)
Carrion 3
Haste
At the beginning of your upkeep, if Weeds of Muraganda is in your graveyard and you control no creatures, return Weeds of Muraganda from your graveyard to the battlefield.
0/0
Wild Sense :1mana::symg:
Instant (C)
Untap up to two target creatures.
Draw a card.
Worldwake :symx::symg:
Sorcery (C)
Target land you control becomes a X/X green Elemental creature until end of turn. It’s still a land.
Artifacts
Highland Crawler 3
Artifact Creature — Construct (C)
Dominion - Highland Crawler gets +1/+1 as long as you control a Forest
Dominion - Highland Crawler gets +2/+0 as long as you control a Mountain.
1/2
Magma Crawler 5
Artifact Creature — Construct (C)
Dominion - Magma Crawler has deathtouch as long as you control a Swamp.
Dominion - Magma Crawler has first strike as long as you control a Mountain.
2/2
Petroglyph Monster 5
Artifact Creature — Construct (C)
Trample
Paragon (When this creature attacks or blocks, each other attacking or blocking creature you control gains all other abilities of this creature until end of turn.)
4/3
Petroglyph Warden 3
Artifact Creature — Golem (R)
Primal (Use only mana from basic lands to cast this spell.)
Nonland cards in your hand have Primal.
3/4
Totem of Muraganda 6
Artifact (M)
Nonbasic lands don’t untap during their controllers’ untap steps.
Trusty Machete
Artifact — Equipment (C)
Equipped creature gets +2/+1.
Equip 2
Savannah Crawler 3
Artifact Creature — Construct (C)
Defender
Dominion - Savannah Crawler gets +3/+3 as long as you control an Forest.
Dominion - Savannah Crawler can block any number of creatures as long as you control a Plains.
0/1
Slough Crawler 2
Artifact Creature — Construct (C)
Dominion - Slough Crawler can’t attack or block unless you control an Island.
Dominion - Slough Crawler has “2: Regenerate Slough Crawler” as long as you control a Swamp.
1/1
Kanga Glyph
Artifact (C)
When Kanga Glyph enters the battlefield, you may put a +1/+1 counter on target creature.
:symtap:: Add 1 to your mana pool.
Petroglyph of Mastery
Artifact (R)
:symtap:: Choose one—Flying, trample, haste, lifelink, or deathtouch. Target creature gains that ability until end of turn.
Petroglyph Powerstone
Artifact — Equipment (U)
Equip only to a creature with no abilities.
Equipped creature gets +3/+3 and is unblockable.
Equip 2
Seismic Trigger
Artifact (R)
:3mana:, :symtap:, Sacrifice a land: Destroy target nonbasic land.
Lands
Land (R)
:symtap:: Add 1 to your mana pool.
:symtap:: Untap target Plains, Island, Swamp, Mountain, or Forest.
Blackmurk Swamp
Land — Swamp (U)
(T: Add B to your mana pool.)
Blackmurk Swamp enters the battlefield tapped.
Dominion - When Blackmurk Swamp enters the battlefield, if you control five or more Swamps, target creature gets -2/-2 until end of turn.
Kanga Forest
Land — Forest (U)
(T: Add G to your mana pool.)
Kanga Forest enters the battlefield tapped.
Dominion - When Kanga Forest enters the battlefield, if you control six or more Forests, you may put a 3/3 green Dinosaur creature token onto the battlefield.
Northwind Plains
Land — Plains (U)
(T: Add W to your mana pool.)
Northwind Plains enters the battlefield tapped.
Dominion - When Northwind Plains enters the battlefield, if you control eight or more Plains, you may return target permanent card from your graveyard to the battlefield.
Ogadu Canyon
Land — Mountain (U)
(T: Add R to your mana pool.)
Ogadu Canyon enters the battlefield tapped.
Dominion - When Ogadu Canyon enters the battlefield, if you control four or more Mountains, add RR to your mana pool.
West Sea Island
Land — Island (U)
(T: Add U to your mana pool.)
West Sea Island enters the battlefield tapped.
Dominion - When West Sea Island enters the battlefield, if you control seven or more Islands, draw three cards.
Ogadu, Cradle of the Elder
Legendary Land (M)
:symtap:: Add 1 to your mana pool.
:symtap:, Sacrifice Ogadu, Cradle of the Elder: Put a creature card from your hand onto the battlefield. Use this ability only if you control two or more Dragons.
Shifting Fault-Line
Land (R)
T: Add 1 to your mana pool.
2: Shifting Fault-Line becomes a */* Elemental creature that’s all colors until end of turn, with power and toughness each equal to the number of basic land types among lands you control. (It’s still a land.)
Shifting Tectonics
Land (R)
T, Pay 1 life, Sacrifice Shifting Tectonics: Search your library for a basic land card that shares a land type with a permanent you control and put it onto the battlefield.
Tectonic Cairn
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Cairn: Search your library for a Swamp or Mountain card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Savannah
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Savannah: Search your library for a Forest or Plains card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Slough
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Slough: Search your library for a Forest or Plains card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Taiga
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Taiga: Search your library for a Mountain or Forest card and put it onto the battlefield. (Then shuffle your library.)
Tectonic Tundra
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Tectonic Tundra: Search your library for a Plains or Island card and put it onto the battlefield. (Then shuffle your library.)
Wellspring of Muraganda
Legendary Land (M)
Wellspring of Muraganda is a Plains, Island, Swamp, Mountain, and Forest.
(T: Add W, U, B, R, or G to your mana pool.)
Mana from Wellspring of Muraganda can’t be used to cast spells.
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Saurid Egg G
Creature — Egg (U)
Conceal - When Saurid Egg enters the battlefield, you may exile a card from your hand face-down.
When Saurid Egg is put into a graveyard as a result of combat damage, put the concealed card onto the battlefield if it's a creature card with converted mana cost 4 or less.
0/1
etc.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
1. impressed at the rarity distributions. common cards are common, rare cards are rare.
2. good keyword ideas, especially primal, dominion, and paragon.
3. Card ideas that strongly support the theme
These are some of my comments on the set though: (wall-o-text)
1. lack of support cards for the theme. You have a 'basic lands matter' theme and a 'type of lands' theme, but few to no ways for land manipulation. I suggest including more harrow-like effects, and maybe even bleed the land twisting theme into other colors or artifacts.
2. Also, I expected that you would have a proliferation of nonbasic lands in the set, to have the dominion and primal keyword matter. I know the card list may not be complete, but it seems like primal has no drawback in Block format.
3. the way primal is keyworded. while it may work here, I think it'd be irritating in practice. I can NEVER cast my card if I don't use basic lands for it? If I want to play primal cards in my deck, I won't be able to use nonbasics because I'd be scared of not being able to cast the creature. The solution, I think, would be to still allow the creature to be cast, but simply give an additional benefit if you used basic lands:
That way, they mechanic won't be so insular, and the cards won't be too useless even if you have a nonbasic or two.
4. This may just be me, but I don't like the tri-spells. Feels like arcane all over again, where you're forced to play crappy cards together just to match the effects of otherwise 'regular' cards. Haha. I'd rather refract to be just an extension of the splice mechanic.
5. More of a flavor issue than anything. When MTG discussed the various planes, I was very excited about Muruganda, because I thought that the theme would be 'basics matter'. That is, basic lands, vanillas, and colorless mana matters. This was encapsulated with your primal and dominion keyword, but I kind of felt that the mechanics of the tri-spells, eggs and vigor drew away from what could potentially be a very strong and tight set.
That said, very nice set I suggest you post the sister set on another thread though.
I posted the sister set with Muraganda because I haven't posted much here and most forums frown upon creating multiple threads for related topics. But in this case, I probably should and I will.
1.
That being said, I agree that the set could need a little more enablers for the basic land type theme. I've added some already. I'm not sure how this works around here, but is it alright if I use your Reclamation card for this set?
2.
3.
4.
5.
However, I'm questioning Vigor now. It seems like it might be masking the basic creature feel I'm going for. Any suggestions for an alternative that fills the role that I was looking for? Or do you think I could make true vanillas work?
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
Normal block structure (actually, there's very little that's "normal" about block structure these days, haha) actually goes:
1) introduction of the plane / area
2) main conflict of the plane
3) resolution of the story.
Each block actually has a central theme, or pitch that can be said in once sentence. I really like the idea of the "lost-world / found world" mirror block. (As an aside, Time Spiral does have a central mechanical theme of "using time as a resource". Suspend stretches time, Split Second contracts time, and the three blocks grab mechanics from the past, present, and future of magic respectively.)
Haha. Sure.
Ah. That's why. I don't agree with this (I wholeheartedly agree with Wizards that sets are primarily designed for limited), but since this is a custom set, screw the rules. That said, you should put a disclaimer on top so that people will review your set on these terms.
Yeah, you're right.
Here's some random brainfarts that I got after reading what you wrote. Of course, these suggestions may veer in a totally different direction from your vision of the two sets, but you're free to take and discard anything that you see here.
I loved your idea of a "lost world / found world" block. I currently don't understand the link between Vartica and Muruganda (or why it's snowing), but here's my shot at it based on the themes that you've set for the two blocks. It's kinda like Ice Age 3 + Pocahontas in Space.
Block 1: Muruganda
Muruganda is a lost world, an undiscovered paradise of wild creatures, lush forests and ancient rites. This is magic at its most basic, primal and fierce.
Central theme: back-to-basics
Themes: Basic lands matter, colorless matters, vanilla matters
Block 2: ?
Invasion of the Izzet
Niv-Mizzet, exiled from Ravnica, sees the pristine condition of the plane of Muruganda and begins his colonization of the entire plane, in an attempt to enslave the 'primitive' natives of the plane to serve his technological empire. The technomages have already channeled the planet's ancient energies into their Replicate spells and allowing these spells to have unlimited usage. The shamans of Muruganda call upon their nature magics to resist this invasion.
Conflict: WG (Nature) vs UR (Technology)
Themes: Basic spells (you can have any number of ~ in your deck), Izzet spells that manipulate, enslave, and transform the vanilla creatures into weapons of war.
In the climactic battle, the shamans of Muraganda manage to breach the hall of Niv-Mizzet and corner him in his own palace. Just when the finishing blow would be dealt, the dragon's planeswalker spark ignites and he unleashes his ultimate spell - a flaming meteor that hits the Grand Forest, destroying a third of the planet and annihilating half of the life on Muraganda.
Set 3: Vartica
It has been thirty years since the meteor cataclysm. Dust has covered the sky with an inky blackness, blotting out the sun. The temperature is below zero and ice covers what's left of the plane. The saurians have all but disappeared. Izzet factories pump what's left of the plane's energy into Nu Nivix, the new seat of the Firemind; the last shamans are huddled together in slave camps under the eyes of Niv-mizzet's weirds. In one of these slave camps, a young Elf gathers a renegade group of shamans to rebel against the Izzet war machine and reclaim their plane as their own.
Theme: same as your Vartica
The southern hemisphere of Muraganda is untouched, and is the setting for the set Muraganda. The northern snow-capped hemisphere of Muraganda is called Vartica.
I probably shouldn't have worded it as "Lost World/Found World", because Vartica isn't exactly what you would think of as a "found world." It has been settled somewhat by the Ni-Izzet, and the Nords live there as well, but it's not highly civilized.
But your ideas were really good. You should expand upon the Basic Spells idea. I feel like that could stand on its own for a major theme for a block, alongside "basic" creatures like Relentless Rats. I'm not sure if "basic" is the right word though.
Edit: Full Set Rough Draft is up!!!!!!!!!
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
Paragon doesn't work with vigilance. (Notice the guy that untaps for G and has Paragon). That was intentional. Paragon doesn't work with flying or reach when you're blocking, and that was intentional too. Paragon is a trigger, so it has to go onto the stack and resolve, which prevents vigilance and special blocking. I had to sacrifice vigilance and blocking fliers with Paragon to make the wording simple and intuitive, so in my opinion it's necessary.
I added "Dominion" late in the design. I wanted the basic land type theme to be loose, mostly because the set is designed primarily for constructed. But because it's loose, using the pseudo-keyword Dominion for referencing basic land types is a little questionable. I agree with you. But I decided to add it because I think it adds a good visual element to the set, especially when you're looking at the set as a whole, and it helps you're brain make connections and see themes. Having Dominion as a pseudo-keyword is a little questionable, but it's mostly personal preference. I don't think Wizards would do it, but I just like the aesthetics of it.
I'm really thinking about your suggestion though. If this set was designed, or maybe redesigned in the future, for draft and sealed, it would probably be a good idea to standardize the structure of Dominion. Landfall, and Metalcraft in SoM, are examples that come to mind.
Thanks for the feedback bro.
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
Tabal, Tower of Northwind - Muraganda and Vartica are inverse domains and sets. Muraganda is Green and Black-based, and thus the huge mammoth legend is pro green and black.
Megalodon - This is a blue vs. blue hoser. To me, it seems like Sea Serpent-type cards are always at maximum capacity in blue vs. blue, and this card is meant to take that to the next level and be the ultimate sideboard choice for the blue mirror.
Power Long Forgotten - It's three cards because that's what the text on Ancestral Recall says. This card is three Powers that are Long Forgotten.
Spellbreak - I feel like Dismiss is a little too good, especially alongside the decent amount of good countermagic in the format I'm sculpting. Thus, I put Primal on Dismiss to try to balance it. It's rare because Dismiss is pretty iconic, and to blue mages like myself, it's pretty grokkable.
Sho Umezawa - Yeah it's a stretch to steal artifacts in black, but I figured it would be okay since it's on a walker, and it's extremely flavorful for the character.
Addle - This is a reprint. It is meant to fight fatties in limited.
Afflict - This is a reprint. It is meant to kill the numerous one toughness guys in the set in limited, especially in black.
Blackmurk Fumes - Yeah, I agree that Extirpate is undercosted. That's why this card doesn't have split second and it has Primal as a drawback. I wanted an Extirpate effect in the format for constructed reasons, so I just made Extirpate with a little drawback.
Corpse Scout - Yeah this is an Insect functional reprint, in the set for obvious reasons.
Defy Death - This card is ridiculously powerful. Probably top 3 cards in the set. That's why I made it rare, because it's really grokkable.
Moonlit Cycad - Yeah, you're probably right, now that I think about it. He should probably be higher in rarity.
Shadow Walk - I don't like Fear or Intimidate, so I put unblockable in Black. Personal preference. Also Shadow Walk is insanely flavorful.
Splitting Headache - This card is a reprint.
Tar Blast - This isn't Corrupt, for a reason. It's basically worse than Corrupt, but it's still really good in this set's limited format.
Toximancy - Imagine this card in Faeries. No, I didn't reprint Bitterblossom, but there are a ton of playable little Insects, as well as an insane Replicate token maker in Vartica. This card is very very strong, but only in the context of this format.
Muraganda Block
[MGD] Muraganda: The Lost World
[MGD] Vartica: Ice Age Hemisphere
My CubeCobra (draft 20 card packs, 2 packs.)
430, Peasant, Very Unpowered
Why you should take your hybrids out of your gold section
Manamath Article
I don't really like Carrion. It instantly reminds me if Modular, although I'm sure modular is a little different wording, it seems a little too powerful.
This set feels really good to me over all. You should send to wizards, they might give you a job on the design team!
One quick question. When designing this, did you have a particular order? Like, all the commons first, or all the black cards last or something?
WUBRGCommander Decklists - PaperWUBRG
CCCCCommander Decklists - TheorycraftCCCC
Sig Credit: Pegasus Bishop
Flavour:
Very good, strong flavour. You clearly have a strong understanding of what your world is like. That's good. However you are pulling too much from existing Mythos. You can't have the Izzet control half of a plane with Nicol and Kamigawa characters interfering, while Garruk runs around with Liliana's head. I like the reference to Bolas, but cut the Izzet and Kamigawa connections. If your going to bridge worlds, only bridge them one at a time. Garruk is okay, but I'd rather see him in his cursed form, still hunting Liliana. Perhaps he has returned to his sanctuary of Murganda to gain strength before hunting the witch?
Mehcanics:
- Primal: Nice idea, poorly executed. As several posters have already pointed out, thios mechanic discourages the use of nonbasics, something you should try to avoid. Noyahuid's solution is perfect, give extra reward for completing the goal rather than a punishment for not.
- Dominion: Fine. Keywording an existing mechanic is fine. I'd try and limit the number of triggers or effects so as to give the mechanic a bit more uniformity, but its fine if you choose not to. It is common enough that people will grok it without said uniformity.
- Refract: No. In its current form, no. Pull two cards? For free? The big issue is not the mechanic itself, as the idea is sound, but rather that the design space is so limited. If you lowered it to one card, then it would be fine. Perhaps add a "with combined converted mana cost less than this" clause?
- Paragon: I like it, especially for this set. How do I make the most of my vanilla army? Give them all trample and flying! One issue this mechanic has is a timing one: If I block with a flying paragon, then the flying is giving to my nonflying blocker too late to declare it as blocking an attacking flyer. This is because you declare blockers all at once, much the same way you declare attackers. Although you may order them somewhat, the game treats it as happening at the same time, thereby preventing your grouded Baloth from Jumping in the path of my attacking Angel. I'd change it to just an attacking mechanic. Makes more sense flavourfully (why do all my walls need trample?) and mechanically, for the listed reasons.
Overall good job.
PS: Can you add a link to an MSE document for this set? I'd really like to get to grips with the cards, and I can't do that from word.
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
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