I’d like to introduce the first set in my hypothetical block, [i]Shadows[/i]. Following [i]Shadows[/i] should be a small set [i]Closure,[/i] followed by a large set [i]Rebirth.[/i] The block story is that of a dying plane and its inhabitants struggle against time. The plane is dying, ancient magics are re-awakening, and the plane crumbles apart as creatures of shadow roam the world. The set features a heavy emphasis on color, including many heavy color requirements and power powerful effects as a reward for meeting those requirements.
The three major civilizations on the plane are the Ashspear elves, who live in the sprawling forests (represented by green), the Karalast Kingdom who built a consuming empire (represented by white), and the Jin’to prophets who study in seclusion at the Stillpool (represented by blue). The forces of shadow and flame are disorganized but destructive, and represented by black and red respectively.
[i]Shadows[/i] features the return of Vanishing to illustrate the fading of magic, as well as two new mechanics: Infuse and Chain. These mechanics help reinforce the color theme.
Infuse
Infuse is a keyword on spells that reward you for casting the spell using only a single color of mana. These spells can be cast with multiple colors of mana, but their effect is much greater if you use only one.
[i]Infuse— If only one color of mana was spent to cast this spell, X.[/i]
The best example of these spells is a cycle of charms. Each charm has three modes that you can choose from, but if you pay with only one color of mana to cast the spell, you may choose two of the three modes instead of one.
Blinding Charm2W
Instant (U)
Choose one— Prevent all combat damage that would be dealt this turn; or permanents you control gain hexproof until end of turn; or destroy target creature with power greater than 4.
[I]Infuse—[/I] If only one color of mana was spent to cast Blinding Charm, choose two instead.
Prophetic Charm2U
Instant (U)
Choose one— Counter target spell that targets you; or put two time counters on target permanent; or tap target permanent.
[I]Infuse—[/I] If only one color of mana was spent to cast Prophetic Charm, choose two instead.
Shadow Charm2B
Instant (U)
Choose one— Destroy target tapped creature, or target land becomes a swamp, or target creature gains intimidate until end of turn.
[I]Infuse—[/I] If only one color of mana was spent to cast Shadow Charm, choose two instead.
Spark Charm2R
Instant (U)
Choose one— Spark Charm deals 3 damage to target player; or untap each creature you control; or creatures you control gain haste until end of turn.
[i]Infuse—[/i] If only one color of mana was spent to cast Spark Charm, choose two instead.
Predatory Charm2G
Instant (U)
Choose one— Put a 2/2 green Elf Warrior token onto the battlefield; or creatures you control gain vigilance until end of turn; or target creature you control gets +0/+3 and fights another target creature.
[i]Infuse—[/i] If only one color of mana was spent to cast Predatory Charm, choose two instead.
Chain
Chain is an action keyword that enables you to set up your next draw with a card that shares a color with the source of the chain. Green spells with chains help you draw into more green spells, keeping the quality of your cards high.
[i]Chain N: To chain N, look at the top N cards of your library. You may reveal a card that shares a color with this spell/permanent/ability and put that on top of your library. Put the remaining cards on the bottom of your library in any order.[/i]
A good example of a chain spell is a red burn spell Resurging Shock.
Resurging ShockR
Sorcery (C)
Resurging Shock deals 2 damage to target creature or player.
Chain 3
Finally, before I get to the full card list, I’d like to state that this is still very much in development. There are 265 cards in this set, including basic lands, split rather evenly across colors, with a rarity distribution set to roughly match M12. It is intended to be balanced in a standard environment similar in power to the current environment, though not specifically this one. Specific interactions are less of a concern to me at the moment than ‘This card is way too good compared to the rest of standard.’ This set has had some limited playtesting online, but still needs a lot of development work. It also needs quite a few design patches. Specifically, creature types, flavors, and flavor texts generally need an overhaul across the board. I’ll elaborate on feedback and the like below the spoiler, so keep in mind that I don’t consider this set complete yet by any means, and enjoy the custom cards.
Cathedral MinisterW
Creature – Human Cleric (C)
When Cathedral Minister enters the battlefield, chain 3.
[I]The ministers of the church spend much of their time in supplication for aid to their ancestors.[/I]
1/2
Daybreak LegionnaireW
Creature – Human Knight (R)
Protection from non-white creatures.
Creatures you control are white in addition to their other colors.
[I]The mere presence of one blessed by the Daybreak Battalion was often enough to turn the tide of battle.[/I]
1/1
Karalast SojournerW
Creature – Human Nomad (C)
Intimidate
Vanishing 3
Whenever you cast a non-white spell, put a vanishing counter on Karalast Sojourner.
2/1
Medic AdeptW
Creature – Human Cleric (U) T: Prevent the next 1 damage to target creature this turn. W,T: Chain 2.
1/1
Selfless SquireW
Creature – Human Soldier (C)
Sacrifice Selfless Squire: Exile target creature, then return it to the battlefield under its owner’s control.
[I]Those who entered into the Karalast military were prepared to give both their life and afterlife to safeguard that which they held dear.[/I]
1/1
Ancestors of Karalast1W
Creature – Spirit (C)
Flying
Vanishing 5
[I]In times of need, the kingdom’s departed took to the battlefield as unwavering guardians.[/I]
1/3
Shieldmage Adept1W
Creature – Human Wizard (U) GG,T: Target creature gains hexproof until end of turn. UU,T: Untap target creature.
[I]“The light is all well and good, but we must look past our prejudices if we are to overcome the threat that faces us.” –Elena, Shieldmage Adept
1/2
Citadel BulwarkWW
Creature – Wall (U)
Defender, hexproof
Vanishing 5
[I]Fearing for their safety, Karalast built mighty fortresses suffused with magic.[/I]
0/7
Spirit-Legion CaptainWW
Creature – Human Soldier (U)
Vanishing 5
Whenever a time counter is removed from a creature you control, that creature gets +1/+1.
2/2
Undaunted Footman2W
Creature – Human Soldier (C)
Whenever Undaunted Footman deals combat damage to a player, you may put a time counter on each permanent you control that has a time counter on it.
[I]“Every blow against the darkness buys us time. We must press the attack!”[/I]
1/3
Dauntless Avenger1WW
Creature – Human Warrior (U)
Sacrifice Dauntless Avenger: Destroy target attacking creature.
[I]“They shall advance no further. Not while I draw breath, and not after I breath my last!”[/I]
3/2
Karalast Infantry1WW
Creature – Spirit Soldier (C)
Vanishing 3
[I]Called back from their final rest, fallen soldiers fought fiercely until they could fight no more.[/I]
3/4
Lightflash Elemental1WW
Creature – Elemental (R)
White spells you cast cost 1 less to cast.
Whenever you cast a white spell, target creature gets +2/+0 until end of turn.
[I]The coming darkness awoke creatures of purest light.[/I]
2/2
Master Tactician1WW
Creature – Spirit Advisor (R)
Vanishing 10
Remove a counter from Master Tactician: Creatures you control gain your choice of vigilance, first strike, haste, or trample.
2/1
Shadowpierce Griffon1WW
Creature – Griffon (U)
Flying
Shadowpierce Griffon gets +1/+1 as long as you control another white creature.
2/2
Alabaster KnightWWW
Creature – Human Knight (C)
First Strike WW: Alabaster Knight gets +1/+1 until end of turn.
[I]Blessed by the light of Karalast, knights sought out the strongest foes to bring low.[/I]
2/2
Daybreak Battalion3W
Creature – Human Soldier (C)
Vigilance
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, Daybreak Battalion enters the battlefield with two +1/+1 counters on it.
3/3
Tower Watchguard3W
Creature – Human Wizard (U)
Defender WW: Tap target creature.
[I]When enemies lurk in every shadow, the best defense is to illuminate every nook and cranny.[/I]
2/3
Spirit-Legion Infantry2WW
Creature – Spirit Soldier (C)
Whenever Spirit-Legion Infantry blocks a creature, you may remove a time counter from that creature.
3/4
Spiritchanter2WW
Creature – Human Mystic (R)
Whenever you sacrifice a creature, you may pay W. If you do, draw a card.
3/4
Archon of Prejudice3WW
Creature – Archon (R)
Flying
When Archon of Prejudice enters the battlefield, choose a color.
Whenever Archon of Prejudice deals combat damage to an opponent, you may exile target permanent of the chosen color.
3/2
Blessed Vanguard2WWW
Creature – Human Knight (R)
Vanishing 3
When Blessed Vanguard leaves the battlefield, put three 1/1 white spirit tokens with flying onto the battlefield.
[I]”Strike me down, and I shall return with my brethren! Our wrath will not be deflected!”[/I]
4/4
Ghost Marshall2WWW
Creature – Spirit (U)
Flying
Whenever Ghost Marshall attacks, attacking creatures you control get +1/+1 until end of turn.
3/3
Shifting Sunbeams3WWW
Creature – Elemental (C)
Vigilance
Shifting Sunbeams can block any number of creatures.
[I]Creatures of shadow found it particularly difficult to combat light incarnate.[/I]
4/5
Ancient EmperorWWWWWWW
Creature – Spirit Warrior (M)
Vigilance
Creatures you control get +1/+1 for each attacking creature you control and +1/+1 for each blocking creature you control.
4/8
Consuming LightW
Sorcery (U)
Exile target creature with power 2 or less. If that creature is black or red, draw a card.
[I]A single ray of light to dispel those who lacked the strength to withstand.[/I]
Organized AssaultW
Sorcery (C)
Creatures you control gain first strike until end of turn.
Draw a card.
[I]“Never enter battle unprepared. Having a plan means you have something to toss aside later when it all goes wrong.” –Hadir, Marshal of the Third Cavalry[/I]
Burst of Radiance1W
Instant (C)
Tap target creature. It doesn’t untap during its next untap step.
Draw a card.
[I]“The light is not for the weak, and its radiance never dims.” –Mathas, Captain of the Monastery Guard[/I]
Resurgent Life1W
Instant (R)
Target creature is indestructible until end of turn.
Whenever you chain and don’t reveal a card, if Resurgent Life is in your graveyard, you may put it on top of your library.
Righteous Assault1W
Enchantment (C)
At the beginning of your combat step, you may tap target creature.
[I]Enemies fled before the thundering of hooves and wailing of spirits.[/I]
Reinforce the LineWW
Instant (C)
Untap each creature you control. You may put a time counter on each permanent with vanishing you control.
Blanket of Light2W
Sorcery (C)
Two target creatures gain intimidate until end of turn.
[I]Infuse-[/I] If only one color of mana was spent to cast Blanket of Light, those creatures get +2/+2 until end of turn.
[I]A blinding radiance repelled the darkness and empowered the righteous.[/I]
Blinding Charm2W
Instant (U)
Choose one— Prevent all combat damage that would be dealt this turn; or permanents you control gain hexproof until end of turn; or destroy target creature with power greater than 4.
[I]Infuse—[/I] If only one color of mana was spent to cast Blinding Charm, choose two instead.
Banish1WW
Instant (U)
Put target attacking creature on top of its owner’s library.
Chain 4
Call the Departed1WW
Instant (R)
Return each permanent card sacrificed this turn to the battlefield.
[I]“Not so easily will our forces be repelled. Our memories will not be vanquished!” –Emperor Garras, last sovereign of Karalast[/I]
Restore1WW
Sorcery (C)
Return target permanent card with vanishing from your graveyard to the battlefield.
Bastion of Eternity2WWW
Instant (M)
The next 3 damage that is dealt to you and each permanent you control this turn is dealt to target creature or player instead.
[I]A radiance emanated from Karalast and washed over the countryside. All who were bathed in its light felt the protection of their ancestors.[/I]
SteadfastnessW
Enchantment – Aura (C)
Enchant Creature
If a source would deal damage to enchanted creature, prevent two of that damage.
Karalast’s BoonWW
Enchantment – Aura (C)
Enchant creature.
Enchanted creature gets +2/+2.
When Karalast’s Boon enters the battlefield, you may put two time counters on enchanted creature.
[I]“Take the light with you, that you may dispel the darkness.” –Ceremony of Arms[/i]
Blessing of the Legion2W
Enchantment – Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and has lifelink.
[I]”Your righteousness sustains you, and gives you strength to vanquish the unholy.” – Ceremony of Arms[/I]
Karalast Guardpost2W
Enchantment (C)
At the beginning of your upkeep, chain 3.
Tap an untapped white creature you control: Chain 2.
Temporal Sanctuary2W
Enchantment (U)
Vanishing 2
Counters can’t be removed from other permanents you control.
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, Temporal Sanctuary enters the battlefield with two additional time counters.
Glimmering Walls3W
Enchantment (R)
Untapped creatures you control get +1/+1.
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, when Glimmering Walls enters the battlefield, put a token onto the battlefield that is a copy of Glimmering Walls.
Eternal Dawn2WW
Enchantment (R)
Players skip their upkeep step.
[I]Karalast magic fixed the sun in place, but could not halt the inexorable advance of time, nor the inevitable approach of their fate.[/I]
Jin’to SojournerU
Creature – Human Wizard (C)
Whenever you cast a non-blue spell, you may look at the top card of your library. You may put that card on the bottom of your library.
[I]While most sages studied the Stillpool for glimpses of the future, some scholars looked to travelers for news of what had already come.[/I]
1/1
Seafoam IllusionistU
Creature – Human Shaman (C) T: Target land becomes the basic land of your choice until end of turn.
[I]Navigating the rocky Stillpool Isles is naturally risky. With the Illusionist Guard on watch, it becomes nearly impossible.[/I]
1/1
Skyrock WatchU
Creature – Merfolk Warrior (C)
Islandwalk
Whenever Skyrock Watch blocks a creature, it gets +0/+2 until end of turn.
1/1
Erant, Advisor to the Scryer1U
Legendary Creature – Human Advisor (R)
At the beginning of your upkeep, you may name a card, then reveal the top card of your library. If you reveal the named card, put that card into your hand.
1/1
Scryer Familiar1U
Creature – Bird (C)
Sacrifice Scryer Familiar: Return target nonland permanent to its owner’s hand.
[I]To many, the black birds seemed an ill omen, but to the Jin’to, the familiars tamed at Skyrock were valuable allies.[/I]
0/1
Skyguard Betrayer1U
Creature – Human Rogue (C) T: Remove a time counter from target permanent.
[I]The shadow’s corruption reached the hearts of some at the Stillpool, hastening fate’s hand.[/I]
1/2
Time-keeper Adept1U
Creature – Merfolk Wizard (U)
[mana]WW, T/[mana]: Put two time counters on target permanent with vanishing. BB,T: Remove two time counters from target permanent.
[I]“Whatever the answer to our plight is, it lies not in the prophecies, for we are fast running out of those.” –Timot, Time-keeper Adept
1/1
Peddling SoothsayerUU
Creature – Human Wizard (U) U, Discard a card: Chain X, where X is the discarded card’s converted mana cost.
2/1
Rosha’s Attendant2U
Creature – Human Advisor (U)
Whenever Rosha’s Attendant blocks, you may chain 2.
2/3
Skyguard Scout2U
Creature – Human Wizard (C)
Flying UU: Look at target player’s hand.
[I]Griffons brought from Karalast served as mounts to scouts surveying the seas.[/I]
2/2
Meddling Trickster1UU
Creature – Merfolk Wizard (C)
Vanishing 3
When Meddling Trickster enters or leaves the battlefield, look at the top card of target player’s library. You may put that card into its owner’s library.
2/2
Seaspray Elemental1UU
Creature – Elemental (R)
Blue spells you cast cost 1 less to cast.
Whenever you cast a blue spell, permanents you control gain shroud until end of turn.
[I]When the seas began to still, beings of sea spray took the skies.[/I]
2/2
Jin’to Seer3U
Creature – Merfolk Wizard (U) UU,T: Look at the top X cards of your library, where X is the number of cards in your graveyard. Put one into your hand and the rest into your graveyard. Then, discard a card.
[I]The Jin’to alwaysknow when the end would come, but there were no preparations to be made.[/I]
2/3
Scryer Sentinel2UU
Creature – Human Soldier (U)
Vanishing 4
When Scryer Sentinel dies, draw a card.
2/5
Skyrock Mystics2UU
Creature – Merfolk Mystic (C)
Whenever a source deals damage to you, you may put a time counter on target permanent.
3/2
Sphinx at Skyrock Isle2UU
Legendary Creature – Sphinx (R)
Flying
When Sphinx at Skyrock Isle becomes the target of a spell or ability, you may name a card, then reveal the top card of your library. If you reveal the named card, you may choose new targets for the spell or ability. UU: Chain 3
4/3
Stormcaller’s Blade2UU
Creature – Human Warrior (U) U: Reveal the top card of your library. If that card is blue, Stormcaller’s Blade is unblockable this turn.
3/3
Phantasmal Monstrosity3UU
Creature – Kraken Illusion (U)
Defender
Vanishing 5
As long as Phantasmal Monstrosity has exactly one time counter on it, it loses defender.
6/6
Windcaller Shaman2UUU
Creature – Merfolk Shaman (C)
When Windcaller Shaman enters the battlefield, chain 3.
Whenever you cast a blue spell, target creature gains flying until end of turn.
4/4
Guardian Serpent3UUU
Creature – Serpent (C)
Islandwalk T: Prevent all combat damage target unblocked creature would deal this turn.
4/6
Grand Scryer Tenras3UUU
Legendary Creature – Human Wizard (R) U, Remove a time counter from a permanent you control: Draw a card.
Sacrifice Grand Scryer Tenras: Return target permanent card with vanishing from your graveyard to your hand.
3/4
Floodguard Leviathan3UUUU
Creature – Leviathan (R)
Islandwalk
Whenever Floodguard Leviathan attacks, creatures without flying can’t attack you or a planeswalker you control until your next turn.
[I]Of the numerous serpents beneath the Stillpool Islands, the Floodguard Leviathan was easily the most fearsome. Few welcomed its awakening.[/I]
7/7
DistortU
Instant (C)
Change the text of target spell or permanent by replacing one instance of a color with another, or change the color of target spell or permanent to another color.
Chain 2
RespiteU
Sorcery (C)
Creatures opponents control don’t untap during their next untap step.
[I]“I have set the seas and storms against our foes, but their wrath will not last forever.” –Rosha, Stormcaller[/I]
Resurgent ClarityU
Sorcery (R)
Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in any order, then discard a card.
Whenever you chain and don’t reveal a card, if Resurgent Clarity is in your graveyard, you may put it on top of your library.
Consultation1U
Sorcery (U)
As an additional cost to cast Consultation, tap X blue creatures you control.
Draw X cards.
[I]Even the grand council took time to consult the Sphinx at Skyrock Isle on issues of utmost importance.[/I]
Peel from Reality1U (*Reprint*)
Instant (C)
Return target creature you control and target creature you don’t control to their owners’ hands.
[I]Not all fates can be escaped, and not all reality can be molded.[/I]
Preparations1U
Sorcery (C)
Look at the top three cards of target player’s library.
Chain 3
Water Veil1U
Instant (U)
Exile target creature, then return it to the battlefield under its owner’s control.
[I]A splash of water and a touch of magic.[/I]
ContemplationUU
Sorcery (C)
Chain 8
Preempt2U
Instant (C)
Counter target noncreature spell.
[I]Infuse—[/I] If only one color of mana was spent to cast Preempt, look at the top three cards of your library, then put them back in any order.
Prophetic Charm2U
Instant (U)
Choose one— Counter target spell that targets you; or put two time counters on target permanent; or tap target permanent.
[I]Infuse—[/I] If only one color of mana was spent to cast Prophetic Charm, choose two instead.
Alienate1UU
Instant (U)
Counter target spell.
If a green or red spell is countered this way, draw a card.
[I]“Your magic is foreign to us, and will not be tolerated here.” –Sphinx at Skyrock Isle[/i]
Stillpool Scrying3U
Instant (U)
Draw two cards.
[I]Infuse—[/I] If only one color of mana was spent to cast Stillpool Scrying, draw three cards instead.
Evacuation3UU (*Reprint*)
Instant (R)
Return all creatures to their owners’ hands.
[I]“The Stillpool Islands are no longer stable. We must flee to Skyrock.” –Erant, Advisor to Tenras[/I]
Flee to the FutureXUUU
Sorcery (M)
Each player may draw X cards, then put up to X lands into play, then cast up to X spells from their hands without paying mana costs.
[I]He took a step into the unknown, seeking refuge. What he found was chaos, and a plane still crimbling.[/I]
Mark of Exile1U
Enchantment – Aura (C)
Enchant nonland permanent
At the beginning of your upkeep, return enchanted permanent and Mark of Exile to their owners’ hands.
[I]When the seas began to still and the Stillpool fade, the Jin’to found that not all troubles could be banished to exile.[/I]
Shifting Wings1U
Enchantment – Aura (C)
Enchant creature you control
Enchanted creature has flying
Sacrifice Shifting Wings: Return enchanted creature to its owner’s hand.
Jin’to Prophecies2U
Enchantment (C)
Vanishing 3
Whenever a time counter is removed from Jin’to Prophecies, draw a card.
[I]The Jin’to studied their tomes for centuries, but in the end, even the Book of Prophecies ran dry.[/I]
Stormshroud2U
Enchantment (R)
Lands and artifacts you control have shroud.
[I]“These clouds will shroud your homeland, but you will need to leave their cover if you are to venture forth to fight what comes.” –Rosha, Stormcaller[/I]
Stillpool FontUUU
Legendary Enchantment (R)
Vanishing 3
Whenever a time counter is removed from another permanent you control, you may put a time counter on Stillpool Font.
Remove a time counter from Stillpool Font: Tap or untap target permanent.
Phantom Reins1UUU
Enchantment – Aura (U)
Enchant Creature
Vanishing 3
You control enchanted creature.
Ancient ForceUUUUUUU
Enchantment (M)
Spells your opponents cast cost 2 more to cast.
After blockers are declared, you may remove up to two attacking creatures from combat.
At the end of the combat step, if it is your turn, Ancient Force deals 5 damage to target player.
Rosha, Stormcaller2UU
Planeswalker – Rosha (M)
+2: Draw two cards, then discard two cards.
-2: Creatures without flying can’t attack you or Rosha until your next turn.
-6: Draw two cards, then put up to two permanent cards from your hand onto the battlefield.
4
Bloodknight RitualistB
Creature – Vampire Shaman (U) B, Sacrifice a creature: Target player discards a card.
1/1
Darkspray GoblinB
Creature – Goblin Rogue (C)
Sacrifice Darkspray Goblin: Tap all creatures target player controls.
1/1
ShadowlancerB
Creature – Human Wizard (C)
Whenever you cast a non-black spell, target creature gains intimidate until end of turn.
1/1
The UnseenB
Legendary Creature – Avatar (R)
The Unseen gets +1/+1 for each other creature you control.
The Unseen gets –1/-1 for each creature your opponents control.
As long as you control more swamps than non-swamp lands, The Unseen has intimidate.
1/1
Parasite Leech1B
Creature – Leech (C)
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, when Parasite Leech enters the battlefield, target player loses two life.
2/1
Shadowforce Adept1B
Creature – Zombie Wizard (U) UU,T: Tap target permanent. RR,T: Target creature gets +2/+0 until end of turn.
1/1
Poisonbreath ElementalBB
Creature – Elemental (R)
Black spells you cast cost 1 less to cast.
Whenever you cast a black spell, tap target creature.
2/2
ShadowstalkerBB
Creature – Horror (U)
Vanishing 3
When the last time counter is removed from Shadowstalker, destroy target creature.
2/2
Creeping Shadows2B
Creature – Horror (C)
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, Creeping Shadows enters the battlefield with a +1/+1 counter on it and has intimidate.
[I]On the darkest of nights, the deepest shadows become real.[/I]
2/2
Draining Shade1BB
Creature – Spirit (C)
If Draining Shade would deal damage to a creature, you may prevent that damage. If you do, remove all counters from that creature.
2/3
Gathering Darkness1BB
Creature – Demon Horror (R)
Vanishing 5
Gathering Darkness gets –1/-1 for each time counter on it.
When Gathering Darkness is put into a graveyard from play, you may sacrifice a creature. If you do, return Gathering Darkness to the battlefield.
6/6
Nightbane Specter1BB
Creature – Specter (R)
Flying, Vanishing 1
When Nightbane Specter enters the battlefield, you may discard a card. If you do, put X time counters on Nightbane Specter, where X is the discarded card’s converted mana cost.
Whenever Nightbane Specter deals combat damage to a player, that player discards a card.
4/4
Vengeance PhantomBBB
Creature – Spirit Shaman (U)
Vanishing 3
When the last time counter is removed from Vengeance Phantom, sacrifice each black creature you control.
5/5
Grotesque Carving3B
Creature – Gargoyle (C)
Defender
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, when Grotesque Carving enters the battlefield, it loses defender and gains haste.
5/2
Sap Creeper3B
Creature – Human Assassin (C)
When Sap Creeper attacks, you may tap target creature the defending player controls.
2/2
Timesifter2BB
Creature – Spirit (R)
Remove a counter from a permanent you control: Target player loses 2 life. Activate this ability only when you could cast a sorcery.
2/2
The Dayscourge2BBB
Legendary Creature – Elemental Horror (M)
Shroud
When the Dayscourge enters the battlefield, put a shadow counter on each nonblack creature. Creatures with shadow counters on them don’t untap during their controller’s untap step.
6/3
Curtain of NightBBBBB
Creature – Dragon (U)
Flying
Curtain of Night gets +1/+1 for each tapped creature opponents control.
4/4
Lifebane Scourge4BBB
Creature – Horror (U)
Vanishing 8
Whenever Lifebane Scourge attacks, remove a time counter from each permanent.
7/5
Ancient HorrorBBBBBBB
Creature – Horror (M)
Creatures you control have intimidate.
Creatures can’t attack you unless their controller pays 2 for each creature attacking.
At the beginning of each opponent’s upkeep, that player loses 1 life for each creature they control.
7/7
Death WindXB (*Reprint*)
Instant (C)
Target creature gets –X/-X until end of turn.
Recur NightmaresXB
Instant (R)
Put the bottom X cards from target player’s library on top of their library in random order.
[I]Infuse—[/I] If only one color of mana was spent to cast Recur Nightmares, instead look at the bottom X cards of target player’s library and put them on top of their library in any order.
NighthazeB (*Reprint*)
Sorcery (C)
Target creature gains swampwalk until end of turn.
Draw a card.
Ritual of SubdualB
Sorcery (U)
Add BBBB to your mana pool. Use this mana only to cast spells with converted mana cost two or less.
Stabbing PainB (*Reprint*)
Instant (C)
Target creature gets –1/-1 until end of turn. Tap that creature.
Age1B
Instant (R)
Remove all counters from target permanent.
Borrowed Time1B
Instant (C)
Tap each creature with a time counter on it.
Exclusion1B
Sorcery (U)
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
If a white or green card is discarded, draw a card.
Replacement1B
Instant (C)
As an additional cost to cast Replacement, sacrifice a creature.
Chain 5, then draw a card.
Smother1B (*Reprint*)
Instant (U)
Destroy target creature with converted mana cost three or less. It can’t be regenerated.
SubdueBB
Instant (C)
Tapped creature gets –2/-2 until end of turn.
Shadow Charm2B
Instant (U)
Choose one— Destroy target tapped creature, or target land becomes a swamp, or target creature gains intimidate until end of turn.
[I]Infuse—[/I] If only one color of mana was spent to cast Shadow Charm, choose two instead.
Resurgent Shadows3B
Sorcery (R)
Each opponent loses 3 life. Gain life equal to the amount lost this way.
Whenever you chain and don’t reveal a card, if Resurgent Shadows is in your graveyard, you may put it on top of your library.
Blood Hunt2BB
Sorcery (U)
Creatures you control have lifelink until end of turn.
Chain 4
Mutilate2BB (*Reprint*)
Sorcery (R)
All creatures get –1/-1 until end of turn for each Swamp you control.
Salt the Fields2BB
Sorcery (C)
Destroy target land, then put target card in an opponent’s graveyard on top of its owner’s library.
Unhinging FearB
Enchantment – Aura (U)
Enchant permanent
Enchanted permanent has, “At the beginning of your upkeep, chain 1.”
Isolation1B
Enchantment – Aura (C)
Enchant creature
Enchanted creature gets –1/-1 for each nonland permanent its controller controls that doesn’t share a color with it.
Paranoia1B
Enchantment (R)
Whenever an opponent chains and does not reveal a card, that player loses 3 life.
Cloak of Night2B
Enchantment (U)
Vanishing 3
Whenever a creature an opponent controls becomes tapped, it gets –2/-0 until end of turn.
Chief LightningmancerR
Creature – Goblin Spellshaper (C)
Discard a card: If a red card was discarded this way, creatures you control gain haste until end of turn. Otherwise, chain 3.
Mana FiendR
Creature – Elemental (C)
Haste
Vanishing 2
2/1
Pilgrim of FlameR
Creature – Goblin Nomad
Whenever you cast a non-red spell, you may pay 1. If you do, Pilgrim of Flame deals 1 damage to target player.
1/1
Havoc Adept1R
Creature – Human Shaman (U) GG,T: Put a 1/1 green Elemental token onto the battlefield. BB,T: Target creature gains deathtouch until end of turn.
2/1
Lightning Mimic1R
Creature – Elemental (C) RR: Copy target instant or sorcery with converted mana cost 2 or less. You may choose new targets for the copy.
0/2
Mountainside Hermit1R
Creature – Human Wizard (R)
Mountainside Hermit enters the battlefield, it deals 2 damage to target creature or player.
2/1
Pack Lynx1R
Creature – Cat (U)
Whenever you deal noncombat damage to a player, chain 3.
1/3
Knight of the MountainRR
Creature – Human Knight (U)
Haste, first strike
Vanishing 5
2/2
Spellshift PhoenixRR
Creature – Phoenix (U)
Flying X, Sacrifice Spellshift Phoenix: You may cast target spell card in a graveyard with a converted mana cost of X without paying its mana cost.
1/1
Crazed Prodigy2R
Creature – Human Shaman (U) R: Chain 2. Crazed Prodigy deals 2 damage to you.
1/3
Flameshock Elemental1RR
Creature – Elemental
Red spells you cast cost 1 less to cast.
Whenever you cast a red spell, Flameshock Elemental deals 3 damage to target creature an opponent controls.
2/2
FlashstormRRR
Creature – Elemental
Haste
When Flashstorm enters the battlefield, it deals 2 damage to target player.
At the beginning of the next end step, return Flashstorm to its owner’s hand.
2/1
Hate-Stoker DevilsRRR
Creature – Devil (U) R: Put the top card of your library into your graveyard. If a red card was put into your graveyard this way, creatures you control get +1/+0 until end of turn.
3/2
One-Eyed Seer3R
Creature – Cyclops Mystic (C)
Whenever One-Eyed Seer deals damage to an opponent, chain 3.
3/3
Hermit Sparkmage2RR
Creature – Human Wizard (U)
First Strike
Whenever a creature attacks you, if Hermit Sparkmage is untapped, it deals 2 damage to that creature.
2/3
Quake Burster2RR
Creature – Elemental (R)
Haste
[i]Infuse—[/i] When Quake Burster enters the battlefield, if only red mana was spent to cast it, creatures can’t block this turn.
3/3
Hellcat Predator1RRR
Creature – Cat (C)
Whenever Hellcat Predator deals combat damage, you may deal that much damage to target creature or player.
2/2
Elder Hellcat3RR
Creature – Cat (C)
When Elder Hellcat enters the battlefield, it deals 1 damage to each creature.
[i]Infuse—[/i] If only one color of mana was spent to cast Elder Hellcat, it deals 3 damage to each creature instead.
5/4
Scourscourge Djinn3RR
Creature – Djinn (M)
Sacrifice a creature: Scourscourge Djinn deals 2 damage to target creature.
Sacrifice a land: Scourscourge Djinn deals 2 to target player.
Discard a card: RR.
5/3
Sparkstorm Hellion2RRR
Creature – Hellion (R)
Whenever a creature is dealt damage, Sparkstorm Hellion deals that much damage to that creature’s controller. RR: Sparkstorm Hellion deals 1 damage to each creature.
5/4
Burning InsightR
Sorcery (R)
Look at the top card of your library. You may pay R or have Burning Insight deal 2 damage to you. If you do, put that card in your graveyard, then repeat this process. Otherwise, put that card in your hand.
ProdR
Instant (C)
Target creature gets +2/+2 and gains haste.
Resurging ShockR
Sorcery (C)
Resurging Shock deals 2 damage to target creature or player.
Chain 3
Burning Time1R
Instant (C)
Remove two time counters from target creature.
Burning Time deals 2 damage to target creature.
Fade to Dust1R
Sorcery (C)
Exile target artifact.
Wave of Destruction1R
Sorcery (C)
Remove one time counter from each permanent with a time counter on it.
Wave of Destruction deals 1 damage to each creature and player.
EnkindleRR
Sorcery (C)
Discard a card for each red permanent you control, then draw a card for each red permanent you control.
Purging Flame2R
Sorcery (U)
Deal 4 damage to target creature. The damage cannot be prevented.
If a white or blue creature is damaged this way, draw a card.
Ignite Blades2R
Instant (C)
Creatures you control get +2/+0.
[i]Infuse—[/i] If only one color of mana was spent to cast Ignite Blades, creatures you control gain first strike until end of turn.
Spark Charm2R
Instant (U)
Choose one— Spark Charm deals 3 damage to target player; or untap each creature you control; or creatures you control gain haste until end of turn.
[i]Infuse—[/i] If only one color of mana was spent to cast Spark Charm, choose two instead.
Flames of Retribution1RR
Instant (U)
Flames of Retribution deals damage to target creature or player equal to the amount of damage dealt to you this turn.
Resurgent Fury2RR
Sorcery (R)
Put a 3/3 red elemental creature with haste onto the battlefield under your control.
Whenever you chain and don’t reveal a card, if Resurgent Fury is in your graveyard, you may put it on top of your library.
Fury of Earth and Fire2RRR
Instant (M)
Sacrifice any number of permanents.
Put a 4/4 legendary red dragon creature token named The Earthbreaker onto the battlefield. Put X +1/+1 counters on it, where X is the number of permanents sacrificed in this way.
Invoke Catastrophe2RRRR
Sorcery (R)
Each player chooses a permanent type, then sacrifices each permanent not of the chosen type.
Ancient FlameRRRRRRR
Sorcery (M)
Ancient Flame deals 7 damage to target creature or player. The damage can’t be prevented.
Creatures you control get +3/+0 and gain trample until end of turn.
You may cast Ancient Flame from your graveyard.
Savage HasteRR
Enchantment – Aura (C)
Enchant creature
Enchanted creature gets +2/+0 and has haste.
Galvanic Reach2R
Enchantment – Aura (C)
Enchant creature
Whenever enchanted creature attacks, it deals 2 damage to target creature.
Brilliant Infusion1RR
Enchantment (R)
All creatures have intimidate.
Furious Mists1RR
Enchantment (U) RR: Target creature attacks this turn if able.
Manastorm Front1RRR
Enchantment (U)
Vanishing 4
At the beginning of your end step, Manastorm Front deals damage to each creature equal to the number of time counters on it.
Ashspear SageG
Creature – Elf Druid (R)
Return Ashspear Sage to your hand: Chain 2.
1/1
Dryad NurturersG
Creature – Dryad Shaman (C) T: Put a +1/+1 counter on target creature that entered the battlefield this turn.
1/1
Elvish Advance GuardG
Creature – Elf Soldier (C)
Protection from creatures with first strike or flash.
1/1
Shifting-Leaf DryadG
Creature – Dryad
Whenever you cast a non-green spell, you may pay 1. If you do, put a +1/+1 counter on Shifting-Leaf Dryad.
1/1
Ashspear Warriors1G
Creature – Elf Warrior (C)
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, Ashspear Warriors enters the battlefield with a +1/+1 counter on it.
2/1
Deepwood Ringleader1G
Creature – Elf Archer (C)
When Deepwood Ringleader enters the battlefield, chain 3.
2/1
Primal Adept1G
Creature – Human Wizard (U) RR,T: Target creature can’t block this turn. WW,T: Creatures you control get +1/+1 until end of turn.
2/2
Willow Ancient1G
Creature – Dryad Shaman (R)
Vanishing 4
Sacrifice a creature you control: Add G to your mana pool.
When Willow Ancient dies, draw a card.
1/2
Sentinel of DeepwoodGG
Creature – Elf Soldier (U)
Protection from black
2/2
Forest’s Edge Guardian2G
Vanishing 3
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, Forest’s Edge Guardian enters the battlefield with an additional three time counters on it.
4/3
Willowbranch Ascetic1GG
Creature – Human Warrior (R)
Tap an untapped green creature you control: Willowbranch Ascetic gets +2/+2 until end of turn. GG:Regenerate Willowbranch Ascetic.
2/2
Groundburst Elemental2GG
Green spells you cast cost 1 less to cast.
Whenever you cast a green spell, put a 2/2 green Elemental creature token onto the battlefield.
3/3
Rumbling Earth2GG
Creature – Elemental (C) GG: Rumbling Earth gains trample until end of turn.
4/4
Earthspeaker1GGG
Creature – Elf Shaman (U)
When Earthspeaker enters the battlefield, put two 1/1 green Elemental tokens onto the battlefield.
2/2
Elusive Hunters [mana]1GGG[mana]
Creature – Elf Warrior (U)
Vanishing 5
If Elusive Hunters would be destroyed, instead remove a time counter and all damage from it.
4/3
Ashspear War Council4G
Creature – Elf Advisor (R)
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, when Ashspear War Council enters the battlefield, put three 1/1 green elf tokens into play.
Creatures you control may block any number of creatures. G: The next creature spell you cast this turn may be cast as though it had flash.
4/5
Deepwood Battalion4G
Creature – Elf Soldier (R)
[i]Infuse—[/i] If only green one color of mana was spent to cast this spell, when Deepwood Battalion enter the battlefield, put two +1/+1 counters on each creature you control.
3/3
Bullfrog Grotesque3GG
Creature – Beast (C)
5/5
Envoy of the Woods2GGG
Creature – Elemental (U)
Tap an untapped green creature you control: Chain 2. GG,T: Reveal the top card of your library. If it is a green card, you may put that card into your hand.
3/5
Stoutoak Defenders3GGG
Creature – Treefolk (U)
Creatures your opponents control lose haste and trample.
4/6
Reluctant Oakheart3GGGG
Creature – Treefolk (C)
Trample
Reluctant Oakheart costs 3 less to cast if you control at least three green creatures.
7/7
Ancient PrimalGGGGGGG
Creature – Elemental (M)
Trample
At the beginning of each main phase, add GGG to your mana pool.
Whenever a creature enters the battlefield under your control, add a mana to your mana pool that shares a color with that creature. GG: Creatures you control gain +1/+1 until the end of turn.
9/9
Burst of Vitality1G
Instant (C)
Choose one— Put a time counter on target creature; or regenerate target creature.
Indomitable Strength1G
Sorcery (U)
Target creature gets +1/+1 for each Forest you control and gains trample until end of turn.
Killing Lunge1G
Instant (U)
Untap target creature you don’t control. That creature blocks this turn if able. Prevent all combat damage that creature would deal.
If that creature is blue or black, draw a card.
Naturalize1G (*Reprint*)
Instant (C)
Destroy target artifact or enchantment.
Reinforcements1G
Sorcery (U)
Put two 1/1 green Elf Warrior creature tokens onto the battlefield.
Resurgent Strength1G
Instant (R)
Put two +1/+1 counters on target creature.
Whenever you chain and don’t reveal a card, if Resurgent Strength is in your graveyard, you may put it on top of your library.
Primal GrowthGG
Instant (C)
Target creature gets +3/+3 until end of turn.
Draw a card.
Harrow2G (*Reprint*)
Instant (C)
As an additional cost to cast Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.
Predatory Charm2G
Instant (U)
Choose one— Put a 2/2 green Elf Warrior token onto the battlefield; or creatures you control gain vigilance until end of turn; or target creature you control gets +0/+3 and fights another target creature.
[i]Infuse—[/i] If only one color of mana was spent to cast Predatory Charm, choose two instead.
Tree-Net Ambush2G
Instant (C)
Target attacking creature loses flying. Untap target creature you control.
[i]Infuse—[/i] If only green mana was spent to cast Tree-Net Ambush, all attacking creatures lose flying. Untap all creatures you control.
Call for Alliance1GG
Sorcery (C)
Reveal the top three cards of your library. You may put a creature card revealed this way into your hand.
Chain 5
Awake the Earth3GG
Sorcery (M)
Lands target player controls become 3/3 green Elemental creatures in addition to their other types until end of turn.
[i]Infuse—[/i] If only green mana was spent to cast this spell, untap all lands you control.
Overrun2GGG (*Reprint*)
Sorcery (U)
Creatures you control get +3/+3 and gain trample until end of turn.
Gate of the DeepwoodXG
Enchantment (R)
Gate of the Deepwood enters the battlefield with X charge counters on it. Spend only green mana to cast Gate of the Deepwood.
Remove a charge counter from Gate of the Deepwood: Chain 2.
Remove a charge counter from Gate of the Deepwood: Add G to your mana pool.
Endless Numbers1G
Enchantment (R)
Creatures you control have “When this creature enters the battlefield, chain 2.”
Contingency Plans2G
Enchantment (C)
Creatures you control have vigilance.
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, when Contingency Plans enters the battlefield, put a 1/1 green Elf creature token onto the battlefield.
Barkskin Boon1GG
Enchantment – Aura (C)
Enchant creature
Flash
When Barkskin Boon enters the battlefield attached to a creature, untap that creature.
Enchanted creature gets +2/+2.
Primal Fissure2GGG
Enchantment (M)
At the beginning of your upkeep, put two 2/2 green Elemental creatures onto the battlefield.
Sacrifice an elemental: Target permanent gains shroud until end of turn.
Amnet, Light’s Shadow3(W/B)(W/B)
Planeswalker – Amnet (M)
+1: Return target permanent card from your graveyard to your hand.
-2: Destroy all creatures.
-6: Untap all permanents you control. Draw 7 cards. Gain 20 life.
3
Dowsing Golem1
Artifact Creature – Golem (C)
At the beginning of your upkeep, you may look at the top card of your library. If it is a land, you may reveal it and put it on top of your library. Otherwise, put that card on the bottom of your library.
Spark Vessel2
Artifact Creature – Drone (U) T: Add 1 to your mana pool.
1/3
Mana Drone3
Artifact Creature – Drone (C)
When Mana Drone enters the battlefield, choose a color. Mana Drone is the chosen color.
2/2
Pilgrim’s Eye3 (*Reprint*)
Artifact Creature – Thopter (C)
Flying
When Pilgrim’s Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
1/1
Defiant Shambler4
Artifact Creature – Construct (C)
Shroud
[i]Many of the strange constructs seemed to shrug off even the most pure magic.[/i]
3/4
Runed Guardian4
Artifact Creature – Golem (U)
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, as Runed Guardian enters the battlefield, choose a color. Runed Guardian enters the battlefield with a +1/+1 counter on it and gains protection from that color.
3/3
Ancient Assembly7
Artifact Creature – Construct Avatar (R)
Trample
Colorless spells cost 3 less to cast.
Sacrifice an artifact: Return target artifact with a lower converted cost from your graveyard to your hand.
[i]Not only did ancient magics awaken, but some Jin’to explorers found ancient machines coming to life as well.[/i]
7/7
Saroth, the Worldkeeper8
Legendary Artifact Creature – Manticore (M)
Flying, vigilance
Saroth, the Worldkeeper is indestructible. 10: Exile target permanent.
[i]First to be created, last to fall. He saw the world’s birth, and he will see its end.[/i]
4/7
Anchorweave Armor1
Artifact – Equipment
Equipped creature gets +0/+2, gains defender, and cant have counters removed from it.
Equip 1
[i]Karalast armorers forged metals to anchor themselves in time, but they found themselves anchored in place as well.[/i]
Ghostcloak1
Artifact – Equipment (C)
Equipped creature gets -1/-0 and has intimidate.
Equip 1
Ashspear Standard1
Artifact – Equipment (U)
Equipped creature gets +1/+1 and has lifelink.
Equip 2
Karalast Banner2
Artifact – Equipment (C)
Creatures you control that share a color with the equipped creature get +1/+1.
Equip 2
Resonant Blade4
Artifact – Equipment (U)
Equipped creature gets +X/+X, where X is the number of permanents you control that share a color with the equipped creature.
Equip 2
Expedition Map1 (*Reprint*)
Artifact (C) ,T, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Focusing Crystal2
Artifact (U) T, Sacrifice Focusing Crystal: Choose a color. Until end of turn, if you would add mana to your mana pool, add that much mana of the chosen color instead. Draw a card.
Prophetic Prism2 (*Reprint*)
Artifact (C)
When Prophetic Prism enters the battlefield, draw a card. ,T: Add one mana of any color to your mana pool.
Excavation Rig3
Artifact (R)
Vanishing 3
When Excavation Rig is put into a graveyard from play, if it had no time counters on it, return target colorless card from your graveyard to play under your control.
[i]Some Jin’to worked with the rugged mountain tribes to restore function to the ancient artifacts.[/i]
Primal Tome4
Artifact (R)
When Primal Tome enters the battlefield, choose a color. 3: Draw a card. Spend only mana of the chosen color to activate this ability.
Forgotten Etchings5
Artifact (R)
Spells you control have “When you cast this spell, chain X,” where X is that spell’s converted mana cost.
[i]Other artifacts seemed to respond to mana explosively.[/i]
Forgotten Replicator5
Artifact (R) ,T: Choose a color and creature type among creatures you control. Put a 1/1 creature token with the chosen color and type into play.
Dormant Geyser
Land – Mountain (U)
Dormant Geyser enters the battlefield tapped. ,T: Add RR to your mana pool.
Silent Grove
Land – Forest (U)
Silent Grove enters the battlefield tapped. ,T: Add GG to your mana pool.
Stagnant Marsh
Land – Swamp (U)
Stagnant Marsh enters the battlefield tapped. ,T: Add BB to your mana pool.
Stillwater Pool
Land – Island (U)
Stillwater Pool enters the battlefield tapped. ,T: Add UU to your mana pool.
Sunscorched Fields
Land – Plains (U)
Sunscorched Fields enters the battlefield tapped. ,T: Add WW to your mana pool.
Unstable Verge
Land (U) ,T, Sacrifice Unstable Verge: Search your library for a plains, island, swamp, mountain, or forest and put it into play.
And of course three basics of each type.
So, any and all feedback is of course appreciated. Some things in particular:
- Were there any cards that stood out as broken?
- I haven’t mentioned each color’s themes yet. Did the colors seem cohesive to you?
- Do you have any issues with fundamental organization concepts OR the mechanics of the set?
- Were there many cards you would be interested in pulling out of a booster? Any that you specifically want for your decks or to build decks around? How does this compare to an average-to-good set from Wizards, for you?
- Were the cards that you wanted desirable because they were overpowered, or an appropriate balance level?
- Specific card feedback and/or proofreading is most welcome, too.
- Any other suggestions, criticism, or advice
Also, I have these in MSE2 as well as a Lackey set if anyone wishes to see these files. Some of the cards look nice mocked up. I’d be happy to upload any/all of those, but I’m not sure what the best way to go about doing that is. Any info on that would be appreciated!
Some themes & cycles:
-I tried to include plenty of mana fixing so that limited would not be an exercise in frustration. In particular, the uncommon nonbasics should be of great help in hitting 2nd or 3rd color requirements for spells, while Infuse cards and a number of colorless creatures should ease deckbuilding and help play spells if you are having color issues.
-I also wanted to make sure there were cards for people who wanted multicolor interactions, as well. The Adept cycle of battlemages were included for this purpose, as were the cycle of 1-mana travellers that had triggers for off-color spellcasts.
-Two other cycles attempted to enforce the idea that ancient magics were reawakening in a primal way. The rare elemental cycle of creatures that reduced casting costs was one of them, while the other was the Mythic cycle of Ancients (their individual names still being worked on). The Ancients were supposed to be monocolored Ultimatums, except even stronger, because they almost require that you play a monocolor deck. Their effects are meant to end the game in short order. I'm pretty happy with how these ended up right now, except for the flavor of the Ancient Force. The idea is that it attacks and blocks like a creature, but is more intangible, but I don't feel like the flavor has been carried out on the card quite yet.
-The Resurgent cycle is one that I'm still hesitant about, due to power level. The effects need to feel like something you would want to draw again, but can't be something so strong that drawing it again every turn is unfair. I wanted something that would improve the power of Chain if you couldn't find a card to chain into. With this cycle, you are guaranteed to get something, but it's still a valid decision whether or not you need to draw that card again. This is one cycle that I really want to test before I solidify the design. The effect can lead to repetitive game states, and feel stifling on your end too.
-The Charm cycle is one of my favorite, because I feel like the extra value feels very rewarding, and the only requirement is hitting triple of a color, something that most dual-colored decks can manage, but don't always manage in a timely fashion.
Some issues I'm aware of already:
- The mana distribution seems a little bottom-heavy currently.
- Almost random placement of legendaries and reprints. Way more legendaries in Blue than any other color, way more reprints in black.
- Some creatures are very imbalanced at the moment. Specifically, The Unseen One is subpar, while Timesifter may be far too powerful. Erant also has the potential to be broken. Ashspear Sage may be completely broken in some contexts, while just very strong in others. Mountainside Hermit is clearly pushed as well.
- I feel that the catastrophe falling on the plane is not quite clear. It's apparent that something is drastically wrong, but more black and red cards need to specify exactly what is going on. Currently too vague.
- Card complexity is very high. I think there's only one vanilla creature left in the set, which is an issue. I hate designing vanilla creatures and would rather avoid putting them in the set, so a solution needs to be found for lowering complex creatures, such as more ETB triggers.
- I need to comb the set to make sure there are enough cards/interactions for each demographic.
A quick look at generalities and artifacts 'cause I don't have much time.
At a quick glance, Amnet sticks out like a sore thumb in a set that has an emphasis on monocolor (unless he has a fascinating backstory to justify himself). Also, he's got no starting loyalty!
Having both Hexproof and Shroud (though I do like the idea of giving Shroud to artifact, I'm partial to Absorb) in the set in significant amount (including the possibility of a permanent having both) seems like it's just asking for trouble.
Dowsing Golem - "put it on top of your library" Runed Guardian - this template feels clunky. It's clear and does what you want, but it "feels" clunky. Primal Tome - "Spend only mana of the chosen color" Forgotten Etchings - this needs to be watched closely. In a set that actively encourages monocolor, Chain X is basically Scry X... Ashspear Standard - Could be 1, compare Bladed Bracers and Basilisk Collar.
There still doesn't seem to be enough cards that care about permanent or spell colors to warrant all the color-switching shenanigan cards. For starters I'm fairly sure that changing a spell color doesn't change which "whenever a COLOR spell is cast" effects will trigger.
A quick look at generalities and artifacts 'cause I don't have much time.
At a quick glance, Amnet sticks out like a sore thumb in a set that has an emphasis on monocolor (unless he has a fascinating backstory to justify himself). Also, he's got no starting loyalty!
Having both Hexproof and Shroud (though I do like the idea of giving Shroud to artifact, I'm partial to Absorb) in the set in significant amount (including the possibility of a permanent having both) seems like it's just asking for trouble.
Dowsing Golem - "put it on top of your library" Runed Guardian - this template feels clunky. It's clear and does what you want, but it "feels" clunky. Primal Tome - "Spend only mana of the chosen color" Forgotten Etchings - this needs to be watched closely. In a set that actively encourages monocolor, Chain X is basically Scry X... Ashspear Standard - Could be 1, compare Bladed Bracers and Basilisk Collar.
There still doesn't seem to be enough cards that care about permanent or spell colors to warrant all the color-switching shenanigan cards. For starters I'm fairly sure that changing a spell color doesn't change which "whenever a COLOR spell is cast" effects will trigger.
Thanks for the feedback. I've fixed the templates you pointed out, and Amnet has 3 loyalty now. I felt that it was okay to allow him to be hybrid because he was mythic/a planeswalker and would stand out anyways. His abilities feel very hybrid to me, as well, fitting in both black and white separately, so I was hoping that would justify hybrid, but he would look better as 3WB.
I'm not sure I agree about Forgotten Etchings. Scry is more powerful than chain by a long shot, I've found. It lets you keep multiple cards and get lands/artifacts you want as well, whereas I've found that Chain misses as often as it hits, especially in 2/3 color decks. On top of that, playing a 5-mana artifact that has no immediate impact is a pretty big cost to getting a strong effect. I'll keep an eye on the card, but I don't really expect it to break competitive formats.
My hexproof/shroud situation is rather messy at the moment. I prefer shroud in most cases, but I feel like hexproof is a green/white variant of shroud. There's no way I'm tossing shroud out, so if it comes to having just one or the other, I'll just modify the few spells that do have hexproof.
And I do think you're right about not having enough color matters. I was designing with the emphasis on colored mana, but the significance of colors wasn't really brought out. I'll look into it.
1) "If only one colored mana was chosen to play this, choose 2" really feels like a keyword, not an ability word, and really feels rather lame. I like monocolored decks as much as the next guy, but try to be more "clever" in incentivizing it. It'd be like a white card saying "If you control a zombie, you lose the game you necrophiliac" to discourage you from playing black with white.
2) Chain is just a confusing variation of Scry - functionally worse. And it's also a bad name for the effect. Scry was a powerful effect, but making "bad scry" a main set keyword is a mistake.
Card Evaluations:
Cathedral Minister - Yeah, Scry 3 on a 1 drop would be broken. Chain 3 on a 1 drop is still too good. You're talking about smoothing out your draw to an unnatural degree.
Daybreak Legionnaire - As a knight, this should be a 2/2 for 2? Protection from non-white is a bit strong. It really feels like hexproof plus "prevent all damage to this", which is absurdly strong and really kind of lazy design.
Karalast Sojourner - For &*()'s sake. White gets 2/1s for W. Intimidate is a lame evasion keyword that says "I really want to focus on colors in my set because... uh... just because". And Vashinging on this card is especially annoying. Vanishing is a good design mechanic, and deserves to be on something that it is worth taking the time to bring counters to the game for.
Medic Adept - So not only is this functionally the best "prevent 1 damage" cleric ever printed, it also has the broken ability to stack your deck for W each turn. For crying out loud man!
PS - abilities don't have color, do they? Please, PLEASE just change "chain" to Scry and then realize how out of flavor and overpowered pretty much every card with Chain is in your set.
Selfless Squire - bad name/creature type, good effect. Probably fairly costed. Do you have a 1/1 for 1 subtheme in this set?
Ancestors of Karalast - dude, just remove vanishing. It's perfectly costed as is w/o vanishing. And Vanishing 5 is just lame. "That's right, i need 5 counters to keep track of my 1/3 flyer!" OMG, have you ever played with vanishing at all?
Shieldmage Adept - unplayable jank. There's a reason previous sets have done 1/1 for C with C, T: effect x 2. Use that format. It wasn't too powerful in Mirage, it's not too powerful now.
Citadel Bulwark - for &*(('s sake man... now I'm removing vanishing counters for my wall?
Spirit-Legion Captain - and there we go. Vanishing pump. This should be a 2/2 for 1W and you should have guys who remove vanishing counters for effects.
Undaunted Footman - "Look, vanishing isn't vanishing when I'm dealing damage" = both rare effect, and needs to be on a better creature.
Dauntless Avenger - fair card, although I think it should be a 2/2 First Striker for power/theme reasons.
At this point I have to stop. 2 overarching problems with this set are apparent:
1) Chain is just a bad scry copy that you undercost.
2) You throw Vanishing on too many things. This eats of game time like no one's business. You can play a game against fog control with goblins and win before your block vanishing white deck beats a 60 land card deck because they spend like 3 minutes playing with counters each turn.
It's clear you want to have a "vanishing matters" set. If this is the case, Vanishing can't be on too many creatures. Check out the madness enablers in Odyssey. You should have the same number of creatures with Vanishing... except they should probably be bigger and stronger (because they madness enablers got benificial effects, vanishing is a drawback).
Also, as stated above, you need more clever ways of getting people to play mono colored decks. An easy way is to print a playable card that costs 1WWWW or the like. Another way is to bleed other color effects into a single color (red punishment effects, black anything for life loss effects, etc.).
And lastly, if you're really going to have a 1/1 for C theme, have some guys who give bonuses to 1/1s. "All 1/1s you control have first strike" could easily see play on a 1/1 for 1W at uncommon, for example. And yeah, Tremor is strong card in this format... but Absorb would also make sense to combat tremor effects.
Just look over your set because of your very insightful comment in the "Korax" thread. It's a year-old set that didn't get a lot of reviews/love - what a shame.
All in all, as I read the cards, to me it is a very coherent and harmonious set.
Here my thoughts on single cards:
W
Spirit-Legion Captian:
Is the pump effect until eot or permanent? I don't think permanent pumps are done yet in magic. Strikes me as a bit unusual.
Bastion of Eternity:
Favourite card of the set.
U
Ancient Force:
Very freaky to see a mono U card doing direct damage. But overall a very blue and nice wincondition - stall, defend, and win.
B
Bonded Wraith:
Wow. Pretty nice alternative for suicide black decks!
Nightbane Specter:
NEED! And 4/4 is probably too strong. 3/3 would suffice I think.
Ritual of Subdual:
Funny card and nice modern touch.
R
Chief Lightningmancer:
Doesn't have a p/t
Spellshift Phoenix:
Funky!
Hellcat Predator:
Wording should be "...you may have it deal..." I think.
Besides - YAY HELLCATS!!!
Scourscourge Djinn:
3rd ability "Add RR to your mana pool." ?
Fury of Earth and Fire:
Flashy, but no flying for the Dragon? Or anything else apart from sheer power?
Ancient Flame:
Woot? Recastable with no drawbacks? Wow. Call me intrigued.
G
Ashspear Sage:
Bugdet storm approves.
Reluctant Oakheart:
What? A turn 4 7/7 trampling dude at common? That thing will wreak havoc in contructed.
Primal Growth:
I expected an Infuse pump spell, but this is very neat, too!
Primal Fissure:
Why does G gets 3 mythics while the other 4 colors only get 2?
And with that name, I expected something else from that card. Doesn't feel mythic at all to me.
Multi + hybrids
Amnet:
Isn't a card only a permanent when it's on the bf? And should be 3WB, not hybrid imo.
Ancient Assembly:
Rare? Not a mythic like all the other "Ancient" cards?
The three major civilizations on the plane are the Ashspear elves, who live in the sprawling forests (represented by green), the Karalast Kingdom who built a consuming empire (represented by white), and the Jin’to prophets who study in seclusion at the Stillpool (represented by blue). The forces of shadow and flame are disorganized but destructive, and represented by black and red respectively.
[i]Shadows[/i] features the return of Vanishing to illustrate the fading of magic, as well as two new mechanics: Infuse and Chain. These mechanics help reinforce the color theme.
Infuse
Infuse is a keyword on spells that reward you for casting the spell using only a single color of mana. These spells can be cast with multiple colors of mana, but their effect is much greater if you use only one.
[i]Infuse— If only one color of mana was spent to cast this spell, X.[/i]
The best example of these spells is a cycle of charms. Each charm has three modes that you can choose from, but if you pay with only one color of mana to cast the spell, you may choose two of the three modes instead of one.
Blinding Charm 2W
Instant (U)
Choose one— Prevent all combat damage that would be dealt this turn; or permanents you control gain hexproof until end of turn; or destroy target creature with power greater than 4.
[I]Infuse—[/I] If only one color of mana was spent to cast Blinding Charm, choose two instead.
Prophetic Charm 2U
Instant (U)
Choose one— Counter target spell that targets you; or put two time counters on target permanent; or tap target permanent.
[I]Infuse—[/I] If only one color of mana was spent to cast Prophetic Charm, choose two instead.
Shadow Charm 2B
Instant (U)
Choose one— Destroy target tapped creature, or target land becomes a swamp, or target creature gains intimidate until end of turn.
[I]Infuse—[/I] If only one color of mana was spent to cast Shadow Charm, choose two instead.
Spark Charm 2R
Instant (U)
Choose one— Spark Charm deals 3 damage to target player; or untap each creature you control; or creatures you control gain haste until end of turn.
[i]Infuse—[/i] If only one color of mana was spent to cast Spark Charm, choose two instead.
Predatory Charm 2G
Instant (U)
Choose one— Put a 2/2 green Elf Warrior token onto the battlefield; or creatures you control gain vigilance until end of turn; or target creature you control gets +0/+3 and fights another target creature.
[i]Infuse—[/i] If only one color of mana was spent to cast Predatory Charm, choose two instead.
Chain is an action keyword that enables you to set up your next draw with a card that shares a color with the source of the chain. Green spells with chains help you draw into more green spells, keeping the quality of your cards high.
[i]Chain N: To chain N, look at the top N cards of your library. You may reveal a card that shares a color with this spell/permanent/ability and put that on top of your library. Put the remaining cards on the bottom of your library in any order.[/i]
A good example of a chain spell is a red burn spell Resurging Shock.
Resurging Shock R
Sorcery (C)
Resurging Shock deals 2 damage to target creature or player.
Chain 3
Finally, before I get to the full card list, I’d like to state that this is still very much in development. There are 265 cards in this set, including basic lands, split rather evenly across colors, with a rarity distribution set to roughly match M12. It is intended to be balanced in a standard environment similar in power to the current environment, though not specifically this one. Specific interactions are less of a concern to me at the moment than ‘This card is way too good compared to the rest of standard.’ This set has had some limited playtesting online, but still needs a lot of development work. It also needs quite a few design patches. Specifically, creature types, flavors, and flavor texts generally need an overhaul across the board. I’ll elaborate on feedback and the like below the spoiler, so keep in mind that I don’t consider this set complete yet by any means, and enjoy the custom cards.
Cathedral Minister W
Creature – Human Cleric (C)
When Cathedral Minister enters the battlefield, chain 3.
[I]The ministers of the church spend much of their time in supplication for aid to their ancestors.[/I]
1/2
Daybreak Legionnaire W
Creature – Human Knight (R)
Protection from non-white creatures.
Creatures you control are white in addition to their other colors.
[I]The mere presence of one blessed by the Daybreak Battalion was often enough to turn the tide of battle.[/I]
1/1
Karalast Sojourner W
Creature – Human Nomad (C)
Intimidate
Vanishing 3
Whenever you cast a non-white spell, put a vanishing counter on Karalast Sojourner.
2/1
Medic Adept W
Creature – Human Cleric (U)
T: Prevent the next 1 damage to target creature this turn.
W,T: Chain 2.
1/1
Selfless Squire W
Creature – Human Soldier (C)
Sacrifice Selfless Squire: Exile target creature, then return it to the battlefield under its owner’s control.
[I]Those who entered into the Karalast military were prepared to give both their life and afterlife to safeguard that which they held dear.[/I]
1/1
Ancestors of Karalast 1W
Creature – Spirit (C)
Flying
Vanishing 5
[I]In times of need, the kingdom’s departed took to the battlefield as unwavering guardians.[/I]
1/3
Shieldmage Adept 1W
Creature – Human Wizard (U)
GG,T: Target creature gains hexproof until end of turn.
UU,T: Untap target creature.
[I]“The light is all well and good, but we must look past our prejudices if we are to overcome the threat that faces us.” –Elena, Shieldmage Adept
1/2
Citadel Bulwark WW
Creature – Wall (U)
Defender, hexproof
Vanishing 5
[I]Fearing for their safety, Karalast built mighty fortresses suffused with magic.[/I]
0/7
Spirit-Legion Captain WW
Creature – Human Soldier (U)
Vanishing 5
Whenever a time counter is removed from a creature you control, that creature gets +1/+1.
2/2
Undaunted Footman 2W
Creature – Human Soldier (C)
Whenever Undaunted Footman deals combat damage to a player, you may put a time counter on each permanent you control that has a time counter on it.
[I]“Every blow against the darkness buys us time. We must press the attack!”[/I]
1/3
Dauntless Avenger 1WW
Creature – Human Warrior (U)
Sacrifice Dauntless Avenger: Destroy target attacking creature.
[I]“They shall advance no further. Not while I draw breath, and not after I breath my last!”[/I]
3/2
Karalast Infantry 1WW
Creature – Spirit Soldier (C)
Vanishing 3
[I]Called back from their final rest, fallen soldiers fought fiercely until they could fight no more.[/I]
3/4
Lightflash Elemental 1WW
Creature – Elemental (R)
White spells you cast cost 1 less to cast.
Whenever you cast a white spell, target creature gets +2/+0 until end of turn.
[I]The coming darkness awoke creatures of purest light.[/I]
2/2
Master Tactician 1WW
Creature – Spirit Advisor (R)
Vanishing 10
Remove a counter from Master Tactician: Creatures you control gain your choice of vigilance, first strike, haste, or trample.
2/1
Shadowpierce Griffon 1WW
Creature – Griffon (U)
Flying
Shadowpierce Griffon gets +1/+1 as long as you control another white creature.
2/2
Alabaster Knight WWW
Creature – Human Knight (C)
First Strike
WW: Alabaster Knight gets +1/+1 until end of turn.
[I]Blessed by the light of Karalast, knights sought out the strongest foes to bring low.[/I]
2/2
Daybreak Battalion 3W
Creature – Human Soldier (C)
Vigilance
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, Daybreak Battalion enters the battlefield with two +1/+1 counters on it.
3/3
Tower Watchguard 3W
Creature – Human Wizard (U)
Defender
WW: Tap target creature.
[I]When enemies lurk in every shadow, the best defense is to illuminate every nook and cranny.[/I]
2/3
Spirit-Legion Infantry 2WW
Creature – Spirit Soldier (C)
Whenever Spirit-Legion Infantry blocks a creature, you may remove a time counter from that creature.
3/4
Spiritchanter 2WW
Creature – Human Mystic (R)
Whenever you sacrifice a creature, you may pay W. If you do, draw a card.
3/4
Archon of Prejudice 3WW
Creature – Archon (R)
Flying
When Archon of Prejudice enters the battlefield, choose a color.
Whenever Archon of Prejudice deals combat damage to an opponent, you may exile target permanent of the chosen color.
3/2
Blessed Vanguard 2WWW
Creature – Human Knight (R)
Vanishing 3
When Blessed Vanguard leaves the battlefield, put three 1/1 white spirit tokens with flying onto the battlefield.
[I]”Strike me down, and I shall return with my brethren! Our wrath will not be deflected!”[/I]
4/4
Ghost Marshall 2WWW
Creature – Spirit (U)
Flying
Whenever Ghost Marshall attacks, attacking creatures you control get +1/+1 until end of turn.
3/3
Shifting Sunbeams 3WWW
Creature – Elemental (C)
Vigilance
Shifting Sunbeams can block any number of creatures.
[I]Creatures of shadow found it particularly difficult to combat light incarnate.[/I]
4/5
Ancient Emperor WWWWWWW
Creature – Spirit Warrior (M)
Vigilance
Creatures you control get +1/+1 for each attacking creature you control and +1/+1 for each blocking creature you control.
4/8
Consuming Light W
Sorcery (U)
Exile target creature with power 2 or less. If that creature is black or red, draw a card.
[I]A single ray of light to dispel those who lacked the strength to withstand.[/I]
Organized Assault W
Sorcery (C)
Creatures you control gain first strike until end of turn.
Draw a card.
[I]“Never enter battle unprepared. Having a plan means you have something to toss aside later when it all goes wrong.” –Hadir, Marshal of the Third Cavalry[/I]
Burst of Radiance 1W
Instant (C)
Tap target creature. It doesn’t untap during its next untap step.
Draw a card.
[I]“The light is not for the weak, and its radiance never dims.” –Mathas, Captain of the Monastery Guard[/I]
Resurgent Life 1W
Instant (R)
Target creature is indestructible until end of turn.
Whenever you chain and don’t reveal a card, if Resurgent Life is in your graveyard, you may put it on top of your library.
Righteous Assault 1W
Enchantment (C)
At the beginning of your combat step, you may tap target creature.
[I]Enemies fled before the thundering of hooves and wailing of spirits.[/I]
Reinforce the Line WW
Instant (C)
Untap each creature you control. You may put a time counter on each permanent with vanishing you control.
Blanket of Light 2W
Sorcery (C)
Two target creatures gain intimidate until end of turn.
[I]Infuse-[/I] If only one color of mana was spent to cast Blanket of Light, those creatures get +2/+2 until end of turn.
[I]A blinding radiance repelled the darkness and empowered the righteous.[/I]
Blinding Charm 2W
Instant (U)
Choose one— Prevent all combat damage that would be dealt this turn; or permanents you control gain hexproof until end of turn; or destroy target creature with power greater than 4.
[I]Infuse—[/I] If only one color of mana was spent to cast Blinding Charm, choose two instead.
Banish 1WW
Instant (U)
Put target attacking creature on top of its owner’s library.
Chain 4
Call the Departed 1WW
Instant (R)
Return each permanent card sacrificed this turn to the battlefield.
[I]“Not so easily will our forces be repelled. Our memories will not be vanquished!” –Emperor Garras, last sovereign of Karalast[/I]
Restore 1WW
Sorcery (C)
Return target permanent card with vanishing from your graveyard to the battlefield.
Bastion of Eternity 2WWW
Instant (M)
The next 3 damage that is dealt to you and each permanent you control this turn is dealt to target creature or player instead.
[I]A radiance emanated from Karalast and washed over the countryside. All who were bathed in its light felt the protection of their ancestors.[/I]
Steadfastness W
Enchantment – Aura (C)
Enchant Creature
If a source would deal damage to enchanted creature, prevent two of that damage.
Karalast’s Boon WW
Enchantment – Aura (C)
Enchant creature.
Enchanted creature gets +2/+2.
When Karalast’s Boon enters the battlefield, you may put two time counters on enchanted creature.
[I]“Take the light with you, that you may dispel the darkness.” –Ceremony of Arms[/i]
Blessing of the Legion 2W
Enchantment – Aura (U)
Enchant creature
Enchanted creature gets +2/+0 and has lifelink.
[I]”Your righteousness sustains you, and gives you strength to vanquish the unholy.” – Ceremony of Arms[/I]
Karalast Guardpost 2W
Enchantment (C)
At the beginning of your upkeep, chain 3.
Tap an untapped white creature you control: Chain 2.
Temporal Sanctuary 2W
Enchantment (U)
Vanishing 2
Counters can’t be removed from other permanents you control.
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, Temporal Sanctuary enters the battlefield with two additional time counters.
Glimmering Walls 3W
Enchantment (R)
Untapped creatures you control get +1/+1.
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, when Glimmering Walls enters the battlefield, put a token onto the battlefield that is a copy of Glimmering Walls.
Eternal Dawn 2WW
Enchantment (R)
Players skip their upkeep step.
[I]Karalast magic fixed the sun in place, but could not halt the inexorable advance of time, nor the inevitable approach of their fate.[/I]
Jin’to Sojourner U
Creature – Human Wizard (C)
Whenever you cast a non-blue spell, you may look at the top card of your library. You may put that card on the bottom of your library.
[I]While most sages studied the Stillpool for glimpses of the future, some scholars looked to travelers for news of what had already come.[/I]
1/1
Seafoam Illusionist U
Creature – Human Shaman (C)
T: Target land becomes the basic land of your choice until end of turn.
[I]Navigating the rocky Stillpool Isles is naturally risky. With the Illusionist Guard on watch, it becomes nearly impossible.[/I]
1/1
Skyrock Watch U
Creature – Merfolk Warrior (C)
Islandwalk
Whenever Skyrock Watch blocks a creature, it gets +0/+2 until end of turn.
1/1
Erant, Advisor to the Scryer 1U
Legendary Creature – Human Advisor (R)
At the beginning of your upkeep, you may name a card, then reveal the top card of your library. If you reveal the named card, put that card into your hand.
1/1
Scryer Familiar 1U
Creature – Bird (C)
Sacrifice Scryer Familiar: Return target nonland permanent to its owner’s hand.
[I]To many, the black birds seemed an ill omen, but to the Jin’to, the familiars tamed at Skyrock were valuable allies.[/I]
0/1
Skyguard Betrayer 1U
Creature – Human Rogue (C)
T: Remove a time counter from target permanent.
[I]The shadow’s corruption reached the hearts of some at the Stillpool, hastening fate’s hand.[/I]
1/2
Time-keeper Adept 1U
Creature – Merfolk Wizard (U)
[mana]WW, T/[mana]: Put two time counters on target permanent with vanishing.
BB,T: Remove two time counters from target permanent.
[I]“Whatever the answer to our plight is, it lies not in the prophecies, for we are fast running out of those.” –Timot, Time-keeper Adept
1/1
Peddling Soothsayer UU
Creature – Human Wizard (U)
U, Discard a card: Chain X, where X is the discarded card’s converted mana cost.
2/1
Rosha’s Attendant 2U
Creature – Human Advisor (U)
Whenever Rosha’s Attendant blocks, you may chain 2.
2/3
Skyguard Scout 2U
Creature – Human Wizard (C)
Flying
UU: Look at target player’s hand.
[I]Griffons brought from Karalast served as mounts to scouts surveying the seas.[/I]
2/2
Meddling Trickster 1UU
Creature – Merfolk Wizard (C)
Vanishing 3
When Meddling Trickster enters or leaves the battlefield, look at the top card of target player’s library. You may put that card into its owner’s library.
2/2
Seaspray Elemental 1UU
Creature – Elemental (R)
Blue spells you cast cost 1 less to cast.
Whenever you cast a blue spell, permanents you control gain shroud until end of turn.
[I]When the seas began to still, beings of sea spray took the skies.[/I]
2/2
Jin’to Seer 3U
Creature – Merfolk Wizard (U)
UU,T: Look at the top X cards of your library, where X is the number of cards in your graveyard. Put one into your hand and the rest into your graveyard. Then, discard a card.
[I]The Jin’to alwaysknow when the end would come, but there were no preparations to be made.[/I]
2/3
Scryer Sentinel 2UU
Creature – Human Soldier (U)
Vanishing 4
When Scryer Sentinel dies, draw a card.
2/5
Skyrock Mystics 2UU
Creature – Merfolk Mystic (C)
Whenever a source deals damage to you, you may put a time counter on target permanent.
3/2
Sphinx at Skyrock Isle 2UU
Legendary Creature – Sphinx (R)
Flying
When Sphinx at Skyrock Isle becomes the target of a spell or ability, you may name a card, then reveal the top card of your library. If you reveal the named card, you may choose new targets for the spell or ability.
UU: Chain 3
4/3
Stormcaller’s Blade 2UU
Creature – Human Warrior (U)
U: Reveal the top card of your library. If that card is blue, Stormcaller’s Blade is unblockable this turn.
3/3
Phantasmal Monstrosity 3UU
Creature – Kraken Illusion (U)
Defender
Vanishing 5
As long as Phantasmal Monstrosity has exactly one time counter on it, it loses defender.
6/6
Windcaller Shaman 2UUU
Creature – Merfolk Shaman (C)
When Windcaller Shaman enters the battlefield, chain 3.
Whenever you cast a blue spell, target creature gains flying until end of turn.
4/4
Guardian Serpent 3UUU
Creature – Serpent (C)
Islandwalk
T: Prevent all combat damage target unblocked creature would deal this turn.
4/6
Grand Scryer Tenras 3UUU
Legendary Creature – Human Wizard (R)
U, Remove a time counter from a permanent you control: Draw a card.
Sacrifice Grand Scryer Tenras: Return target permanent card with vanishing from your graveyard to your hand.
3/4
Floodguard Leviathan 3UUUU
Creature – Leviathan (R)
Islandwalk
Whenever Floodguard Leviathan attacks, creatures without flying can’t attack you or a planeswalker you control until your next turn.
[I]Of the numerous serpents beneath the Stillpool Islands, the Floodguard Leviathan was easily the most fearsome. Few welcomed its awakening.[/I]
7/7
Distort U
Instant (C)
Change the text of target spell or permanent by replacing one instance of a color with another, or change the color of target spell or permanent to another color.
Chain 2
Respite U
Sorcery (C)
Creatures opponents control don’t untap during their next untap step.
[I]“I have set the seas and storms against our foes, but their wrath will not last forever.” –Rosha, Stormcaller[/I]
Resurgent Clarity U
Sorcery (R)
Look at the top four cards of your library. Put one into your hand and the rest on the bottom of your library in any order, then discard a card.
Whenever you chain and don’t reveal a card, if Resurgent Clarity is in your graveyard, you may put it on top of your library.
Consultation 1U
Sorcery (U)
As an additional cost to cast Consultation, tap X blue creatures you control.
Draw X cards.
[I]Even the grand council took time to consult the Sphinx at Skyrock Isle on issues of utmost importance.[/I]
Peel from Reality 1U (*Reprint*)
Instant (C)
Return target creature you control and target creature you don’t control to their owners’ hands.
[I]Not all fates can be escaped, and not all reality can be molded.[/I]
Preparations 1U
Sorcery (C)
Look at the top three cards of target player’s library.
Chain 3
Water Veil 1U
Instant (U)
Exile target creature, then return it to the battlefield under its owner’s control.
[I]A splash of water and a touch of magic.[/I]
Contemplation UU
Sorcery (C)
Chain 8
Preempt 2U
Instant (C)
Counter target noncreature spell.
[I]Infuse—[/I] If only one color of mana was spent to cast Preempt, look at the top three cards of your library, then put them back in any order.
Prophetic Charm 2U
Instant (U)
Choose one— Counter target spell that targets you; or put two time counters on target permanent; or tap target permanent.
[I]Infuse—[/I] If only one color of mana was spent to cast Prophetic Charm, choose two instead.
Alienate 1UU
Instant (U)
Counter target spell.
If a green or red spell is countered this way, draw a card.
[I]“Your magic is foreign to us, and will not be tolerated here.” –Sphinx at Skyrock Isle[/i]
Stillpool Scrying 3U
Instant (U)
Draw two cards.
[I]Infuse—[/I] If only one color of mana was spent to cast Stillpool Scrying, draw three cards instead.
Evacuation 3UU (*Reprint*)
Instant (R)
Return all creatures to their owners’ hands.
[I]“The Stillpool Islands are no longer stable. We must flee to Skyrock.” –Erant, Advisor to Tenras[/I]
Flee to the Future XUUU
Sorcery (M)
Each player may draw X cards, then put up to X lands into play, then cast up to X spells from their hands without paying mana costs.
[I]He took a step into the unknown, seeking refuge. What he found was chaos, and a plane still crimbling.[/I]
Mark of Exile 1U
Enchantment – Aura (C)
Enchant nonland permanent
At the beginning of your upkeep, return enchanted permanent and Mark of Exile to their owners’ hands.
[I]When the seas began to still and the Stillpool fade, the Jin’to found that not all troubles could be banished to exile.[/I]
Shifting Wings 1U
Enchantment – Aura (C)
Enchant creature you control
Enchanted creature has flying
Sacrifice Shifting Wings: Return enchanted creature to its owner’s hand.
Jin’to Prophecies 2U
Enchantment (C)
Vanishing 3
Whenever a time counter is removed from Jin’to Prophecies, draw a card.
[I]The Jin’to studied their tomes for centuries, but in the end, even the Book of Prophecies ran dry.[/I]
Stormshroud 2U
Enchantment (R)
Lands and artifacts you control have shroud.
[I]“These clouds will shroud your homeland, but you will need to leave their cover if you are to venture forth to fight what comes.” –Rosha, Stormcaller[/I]
Stillpool Font UUU
Legendary Enchantment (R)
Vanishing 3
Whenever a time counter is removed from another permanent you control, you may put a time counter on Stillpool Font.
Remove a time counter from Stillpool Font: Tap or untap target permanent.
Phantom Reins 1UUU
Enchantment – Aura (U)
Enchant Creature
Vanishing 3
You control enchanted creature.
Ancient Force UUUUUUU
Enchantment (M)
Spells your opponents cast cost 2 more to cast.
After blockers are declared, you may remove up to two attacking creatures from combat.
At the end of the combat step, if it is your turn, Ancient Force deals 5 damage to target player.
Rosha, Stormcaller 2UU
Planeswalker – Rosha (M)
+2: Draw two cards, then discard two cards.
-2: Creatures without flying can’t attack you or Rosha until your next turn.
-6: Draw two cards, then put up to two permanent cards from your hand onto the battlefield.
4
Bloodknight Ritualist B
Creature – Vampire Shaman (U)
B, Sacrifice a creature: Target player discards a card.
1/1
Bonded Wraith B
Creature – Spirit Berserker (C)
Vanishing 4
2/2
Darkspray Goblin B
Creature – Goblin Rogue (C)
Sacrifice Darkspray Goblin: Tap all creatures target player controls.
1/1
Shadowlancer B
Creature – Human Wizard (C)
Whenever you cast a non-black spell, target creature gains intimidate until end of turn.
1/1
The Unseen B
Legendary Creature – Avatar (R)
The Unseen gets +1/+1 for each other creature you control.
The Unseen gets –1/-1 for each creature your opponents control.
As long as you control more swamps than non-swamp lands, The Unseen has intimidate.
1/1
Parasite Leech 1B
Creature – Leech (C)
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, when Parasite Leech enters the battlefield, target player loses two life.
2/1
Shadowforce Adept 1B
Creature – Zombie Wizard (U)
UU,T: Tap target permanent.
RR,T: Target creature gets +2/+0 until end of turn.
1/1
Poisonbreath Elemental BB
Creature – Elemental (R)
Black spells you cast cost 1 less to cast.
Whenever you cast a black spell, tap target creature.
2/2
Shadowstalker BB
Creature – Horror (U)
Vanishing 3
When the last time counter is removed from Shadowstalker, destroy target creature.
2/2
Unchained Sprites BB
Creature – Devil (C)
Vanishing 3
3/1
Creeping Shadows 2B
Creature – Horror (C)
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, Creeping Shadows enters the battlefield with a +1/+1 counter on it and has intimidate.
[I]On the darkest of nights, the deepest shadows become real.[/I]
2/2
Draining Shade 1BB
Creature – Spirit (C)
If Draining Shade would deal damage to a creature, you may prevent that damage. If you do, remove all counters from that creature.
2/3
Gathering Darkness 1BB
Creature – Demon Horror (R)
Vanishing 5
Gathering Darkness gets –1/-1 for each time counter on it.
When Gathering Darkness is put into a graveyard from play, you may sacrifice a creature. If you do, return Gathering Darkness to the battlefield.
6/6
Nightbane Specter 1BB
Creature – Specter (R)
Flying, Vanishing 1
When Nightbane Specter enters the battlefield, you may discard a card. If you do, put X time counters on Nightbane Specter, where X is the discarded card’s converted mana cost.
Whenever Nightbane Specter deals combat damage to a player, that player discards a card.
4/4
Vengeance Phantom BBB
Creature – Spirit Shaman (U)
Vanishing 3
When the last time counter is removed from Vengeance Phantom, sacrifice each black creature you control.
5/5
Grotesque Carving 3B
Creature – Gargoyle (C)
Defender
[I]Infuse—[/I] If only one color of mana was spent to cast this spell, when Grotesque Carving enters the battlefield, it loses defender and gains haste.
5/2
Sap Creeper 3B
Creature – Human Assassin (C)
When Sap Creeper attacks, you may tap target creature the defending player controls.
2/2
Timesifter 2BB
Creature – Spirit (R)
Remove a counter from a permanent you control: Target player loses 2 life. Activate this ability only when you could cast a sorcery.
2/2
Groundskimmer 2BBB
Creature – Horror (C)
Intimidate
4/4
The Dayscourge 2BBB
Legendary Creature – Elemental Horror (M)
Shroud
When the Dayscourge enters the battlefield, put a shadow counter on each nonblack creature. Creatures with shadow counters on them don’t untap during their controller’s untap step.
6/3
Curtain of Night BBBBB
Creature – Dragon (U)
Flying
Curtain of Night gets +1/+1 for each tapped creature opponents control.
4/4
Pit Wraith 3BBB
Creature – Spirit (C)
BBB: Regenerate target black creature.
5/5
Lifebane Scourge 4BBB
Creature – Horror (U)
Vanishing 8
Whenever Lifebane Scourge attacks, remove a time counter from each permanent.
7/5
Ancient Horror BBBBBBB
Creature – Horror (M)
Creatures you control have intimidate.
Creatures can’t attack you unless their controller pays 2 for each creature attacking.
At the beginning of each opponent’s upkeep, that player loses 1 life for each creature they control.
7/7
Death Wind XB (*Reprint*)
Instant (C)
Target creature gets –X/-X until end of turn.
Recur Nightmares XB
Instant (R)
Put the bottom X cards from target player’s library on top of their library in random order.
[I]Infuse—[/I] If only one color of mana was spent to cast Recur Nightmares, instead look at the bottom X cards of target player’s library and put them on top of their library in any order.
Nighthaze B (*Reprint*)
Sorcery (C)
Target creature gains swampwalk until end of turn.
Draw a card.
Ritual of Subdual B
Sorcery (U)
Add BBBB to your mana pool. Use this mana only to cast spells with converted mana cost two or less.
Stabbing Pain B (*Reprint*)
Instant (C)
Target creature gets –1/-1 until end of turn. Tap that creature.
Age 1B
Instant (R)
Remove all counters from target permanent.
Borrowed Time 1B
Instant (C)
Tap each creature with a time counter on it.
Exclusion 1B
Sorcery (U)
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
If a white or green card is discarded, draw a card.
Replacement 1B
Instant (C)
As an additional cost to cast Replacement, sacrifice a creature.
Chain 5, then draw a card.
Smother 1B (*Reprint*)
Instant (U)
Destroy target creature with converted mana cost three or less. It can’t be regenerated.
Subdue BB
Instant (C)
Tapped creature gets –2/-2 until end of turn.
Shadow Charm 2B
Instant (U)
Choose one— Destroy target tapped creature, or target land becomes a swamp, or target creature gains intimidate until end of turn.
[I]Infuse—[/I] If only one color of mana was spent to cast Shadow Charm, choose two instead.
Resurgent Shadows 3B
Sorcery (R)
Each opponent loses 3 life. Gain life equal to the amount lost this way.
Whenever you chain and don’t reveal a card, if Resurgent Shadows is in your graveyard, you may put it on top of your library.
Blood Hunt 2BB
Sorcery (U)
Creatures you control have lifelink until end of turn.
Chain 4
Mutilate 2BB (*Reprint*)
Sorcery (R)
All creatures get –1/-1 until end of turn for each Swamp you control.
Salt the Fields 2BB
Sorcery (C)
Destroy target land, then put target card in an opponent’s graveyard on top of its owner’s library.
Unhinging Fear B
Enchantment – Aura (U)
Enchant permanent
Enchanted permanent has, “At the beginning of your upkeep, chain 1.”
Isolation 1B
Enchantment – Aura (C)
Enchant creature
Enchanted creature gets –1/-1 for each nonland permanent its controller controls that doesn’t share a color with it.
Paranoia 1B
Enchantment (R)
Whenever an opponent chains and does not reveal a card, that player loses 3 life.
Cloak of Night 2B
Enchantment (U)
Vanishing 3
Whenever a creature an opponent controls becomes tapped, it gets –2/-0 until end of turn.
Chief Lightningmancer R
Creature – Goblin Spellshaper (C)
Discard a card: If a red card was discarded this way, creatures you control gain haste until end of turn. Otherwise, chain 3.
Mana Fiend R
Creature – Elemental (C)
Haste
Vanishing 2
2/1
Pilgrim of Flame R
Creature – Goblin Nomad
Whenever you cast a non-red spell, you may pay 1. If you do, Pilgrim of Flame deals 1 damage to target player.
1/1
Havoc Adept 1R
Creature – Human Shaman (U)
GG,T: Put a 1/1 green Elemental token onto the battlefield.
BB,T: Target creature gains deathtouch until end of turn.
2/1
Lightning Mimic 1R
Creature – Elemental (C)
RR: Copy target instant or sorcery with converted mana cost 2 or less. You may choose new targets for the copy.
0/2
Mountainside Hermit 1R
Creature – Human Wizard (R)
Mountainside Hermit enters the battlefield, it deals 2 damage to target creature or player.
2/1
Pack Lynx 1R
Creature – Cat (U)
Whenever you deal noncombat damage to a player, chain 3.
1/3
Knight of the Mountain RR
Creature – Human Knight (U)
Haste, first strike
Vanishing 5
2/2
Spellshift Phoenix RR
Creature – Phoenix (U)
Flying
X, Sacrifice Spellshift Phoenix: You may cast target spell card in a graveyard with a converted mana cost of X without paying its mana cost.
1/1
Thunder Surger RR
Creature – Elemental (C)
Haste
2/2
Crazed Prodigy 2R
Creature – Human Shaman (U)
R: Chain 2. Crazed Prodigy deals 2 damage to you.
1/3
Flameshock Elemental 1RR
Creature – Elemental
Red spells you cast cost 1 less to cast.
Whenever you cast a red spell, Flameshock Elemental deals 3 damage to target creature an opponent controls.
2/2
Flashstorm RRR
Creature – Elemental
Haste
When Flashstorm enters the battlefield, it deals 2 damage to target player.
At the beginning of the next end step, return Flashstorm to its owner’s hand.
2/1
Hate-Stoker Devils RRR
Creature – Devil (U)
R: Put the top card of your library into your graveyard. If a red card was put into your graveyard this way, creatures you control get +1/+0 until end of turn.
3/2
One-Eyed Seer 3R
Creature – Cyclops Mystic (C)
Whenever One-Eyed Seer deals damage to an opponent, chain 3.
3/3
Hermit Sparkmage 2RR
Creature – Human Wizard (U)
First Strike
Whenever a creature attacks you, if Hermit Sparkmage is untapped, it deals 2 damage to that creature.
2/3
Quake Burster 2RR
Creature – Elemental (R)
Haste
[i]Infuse—[/i] When Quake Burster enters the battlefield, if only red mana was spent to cast it, creatures can’t block this turn.
3/3
Hellcat Predator 1RRR
Creature – Cat (C)
Whenever Hellcat Predator deals combat damage, you may deal that much damage to target creature or player.
2/2
Lava Surger 1RRR
Creature – Elemental (C)
Trample
4/3
Elder Hellcat 3RR
Creature – Cat (C)
When Elder Hellcat enters the battlefield, it deals 1 damage to each creature.
[i]Infuse—[/i] If only one color of mana was spent to cast Elder Hellcat, it deals 3 damage to each creature instead.
5/4
Scourscourge Djinn 3RR
Creature – Djinn (M)
Sacrifice a creature: Scourscourge Djinn deals 2 damage to target creature.
Sacrifice a land: Scourscourge Djinn deals 2 to target player.
Discard a card: RR.
5/3
Sparkstorm Hellion 2RRR
Creature – Hellion (R)
Whenever a creature is dealt damage, Sparkstorm Hellion deals that much damage to that creature’s controller.
RR: Sparkstorm Hellion deals 1 damage to each creature.
5/4
Molten-Arms Elemental 3RRR
Creature – Elemental (C)
Haste
6/6
Burning Insight R
Sorcery (R)
Look at the top card of your library. You may pay R or have Burning Insight deal 2 damage to you. If you do, put that card in your graveyard, then repeat this process. Otherwise, put that card in your hand.
Cauterize R
Instant (C)
Regenerate target creature. Cauterize deals 2 damage to you.
Prod R
Instant (C)
Target creature gets +2/+2 and gains haste.
Resurging Shock R
Sorcery (C)
Resurging Shock deals 2 damage to target creature or player.
Chain 3
Burning Time 1R
Instant (C)
Remove two time counters from target creature.
Burning Time deals 2 damage to target creature.
Fade to Dust 1R
Sorcery (C)
Exile target artifact.
Wave of Destruction 1R
Sorcery (C)
Remove one time counter from each permanent with a time counter on it.
Wave of Destruction deals 1 damage to each creature and player.
Enkindle RR
Sorcery (C)
Discard a card for each red permanent you control, then draw a card for each red permanent you control.
Purging Flame 2R
Sorcery (U)
Deal 4 damage to target creature. The damage cannot be prevented.
If a white or blue creature is damaged this way, draw a card.
Ignite Blades 2R
Instant (C)
Creatures you control get +2/+0.
[i]Infuse—[/i] If only one color of mana was spent to cast Ignite Blades, creatures you control gain first strike until end of turn.
Spark Charm 2R
Instant (U)
Choose one— Spark Charm deals 3 damage to target player; or untap each creature you control; or creatures you control gain haste until end of turn.
[i]Infuse—[/i] If only one color of mana was spent to cast Spark Charm, choose two instead.
Flames of Retribution 1RR
Instant (U)
Flames of Retribution deals damage to target creature or player equal to the amount of damage dealt to you this turn.
Resurgent Fury 2RR
Sorcery (R)
Put a 3/3 red elemental creature with haste onto the battlefield under your control.
Whenever you chain and don’t reveal a card, if Resurgent Fury is in your graveyard, you may put it on top of your library.
Fury of Earth and Fire 2RRR
Instant (M)
Sacrifice any number of permanents.
Put a 4/4 legendary red dragon creature token named The Earthbreaker onto the battlefield. Put X +1/+1 counters on it, where X is the number of permanents sacrificed in this way.
Invoke Catastrophe 2RRRR
Sorcery (R)
Each player chooses a permanent type, then sacrifices each permanent not of the chosen type.
Ancient Flame RRRRRRR
Sorcery (M)
Ancient Flame deals 7 damage to target creature or player. The damage can’t be prevented.
Creatures you control get +3/+0 and gain trample until end of turn.
You may cast Ancient Flame from your graveyard.
Savage Haste RR
Enchantment – Aura (C)
Enchant creature
Enchanted creature gets +2/+0 and has haste.
Galvanic Reach 2R
Enchantment – Aura (C)
Enchant creature
Whenever enchanted creature attacks, it deals 2 damage to target creature.
Brilliant Infusion 1RR
Enchantment (R)
All creatures have intimidate.
Furious Mists 1RR
Enchantment (U)
RR: Target creature attacks this turn if able.
Manastorm Front 1RRR
Enchantment (U)
Vanishing 4
At the beginning of your end step, Manastorm Front deals damage to each creature equal to the number of time counters on it.
Ashspear Sage G
Creature – Elf Druid (R)
Return Ashspear Sage to your hand: Chain 2.
1/1
Dryad Nurturers G
Creature – Dryad Shaman (C)
T: Put a +1/+1 counter on target creature that entered the battlefield this turn.
1/1
Elvish Advance Guard G
Creature – Elf Soldier (C)
Protection from creatures with first strike or flash.
1/1
Shifting-Leaf Dryad G
Creature – Dryad
Whenever you cast a non-green spell, you may pay 1. If you do, put a +1/+1 counter on Shifting-Leaf Dryad.
1/1
Ashspear Warriors 1G
Creature – Elf Warrior (C)
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, Ashspear Warriors enters the battlefield with a +1/+1 counter on it.
2/1
Deepwood Ringleader 1G
Creature – Elf Archer (C)
When Deepwood Ringleader enters the battlefield, chain 3.
2/1
Primal Adept 1G
Creature – Human Wizard (U)
RR,T: Target creature can’t block this turn.
WW,T: Creatures you control get +1/+1 until end of turn.
2/2
Willow Ancient 1G
Creature – Dryad Shaman (R)
Vanishing 4
Sacrifice a creature you control: Add G to your mana pool.
When Willow Ancient dies, draw a card.
1/2
Sentinel of Deepwood GG
Creature – Elf Soldier (U)
Protection from black
2/2
Skittering Spider GG
Creature – Spider (C)
Vigilance, reach
1/3
Forest’s Edge Guardian 2G
Vanishing 3
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, Forest’s Edge Guardian enters the battlefield with an additional three time counters on it.
4/3
Dissipating Ooze 1GG
Creature – Ooze (C)
Vanishing 4
3/4
Feral Wolf 1GG
Creature – Wolf (U)
Haste
3/1
Willowbranch Ascetic 1GG
Creature – Human Warrior (R)
Tap an untapped green creature you control: Willowbranch Ascetic gets +2/+2 until end of turn.
GG:Regenerate Willowbranch Ascetic.
2/2
Groundburst Elemental 2GG
Green spells you cast cost 1 less to cast.
Whenever you cast a green spell, put a 2/2 green Elemental creature token onto the battlefield.
3/3
Rumbling Earth 2GG
Creature – Elemental (C)
GG: Rumbling Earth gains trample until end of turn.
4/4
Earthspeaker 1GGG
Creature – Elf Shaman (U)
When Earthspeaker enters the battlefield, put two 1/1 green Elemental tokens onto the battlefield.
2/2
Elusive Hunters [mana]1GGG[mana]
Creature – Elf Warrior (U)
Vanishing 5
If Elusive Hunters would be destroyed, instead remove a time counter and all damage from it.
4/3
Ashspear War Council 4G
Creature – Elf Advisor (R)
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, when Ashspear War Council enters the battlefield, put three 1/1 green elf tokens into play.
Creatures you control may block any number of creatures.
G: The next creature spell you cast this turn may be cast as though it had flash.
4/5
Deepwood Battalion 4G
Creature – Elf Soldier (R)
[i]Infuse—[/i] If only green one color of mana was spent to cast this spell, when Deepwood Battalion enter the battlefield, put two +1/+1 counters on each creature you control.
3/3
Bullfrog Grotesque 3GG
Creature – Beast (C)
5/5
Envoy of the Woods 2GGG
Creature – Elemental (U)
Tap an untapped green creature you control: Chain 2.
GG,T: Reveal the top card of your library. If it is a green card, you may put that card into your hand.
3/5
Stoutoak Defenders 3GGG
Creature – Treefolk (U)
Creatures your opponents control lose haste and trample.
4/6
Reluctant Oakheart 3GGGG
Creature – Treefolk (C)
Trample
Reluctant Oakheart costs 3 less to cast if you control at least three green creatures.
7/7
Ancient Primal GGGGGGG
Creature – Elemental (M)
Trample
At the beginning of each main phase, add GGG to your mana pool.
Whenever a creature enters the battlefield under your control, add a mana to your mana pool that shares a color with that creature.
GG: Creatures you control gain +1/+1 until the end of turn.
9/9
Burst of Vitality 1G
Instant (C)
Choose one— Put a time counter on target creature; or regenerate target creature.
Indomitable Strength 1G
Sorcery (U)
Target creature gets +1/+1 for each Forest you control and gains trample until end of turn.
Killing Lunge 1G
Instant (U)
Untap target creature you don’t control. That creature blocks this turn if able. Prevent all combat damage that creature would deal.
If that creature is blue or black, draw a card.
Naturalize 1G (*Reprint*)
Instant (C)
Destroy target artifact or enchantment.
Reinforcements 1G
Sorcery (U)
Put two 1/1 green Elf Warrior creature tokens onto the battlefield.
Resurgent Strength 1G
Instant (R)
Put two +1/+1 counters on target creature.
Whenever you chain and don’t reveal a card, if Resurgent Strength is in your graveyard, you may put it on top of your library.
Primal Growth GG
Instant (C)
Target creature gets +3/+3 until end of turn.
Draw a card.
Harrow 2G (*Reprint*)
Instant (C)
As an additional cost to cast Harrow, sacrifice a land.
Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.
Predatory Charm 2G
Instant (U)
Choose one— Put a 2/2 green Elf Warrior token onto the battlefield; or creatures you control gain vigilance until end of turn; or target creature you control gets +0/+3 and fights another target creature.
[i]Infuse—[/i] If only one color of mana was spent to cast Predatory Charm, choose two instead.
Tree-Net Ambush 2G
Instant (C)
Target attacking creature loses flying. Untap target creature you control.
[i]Infuse—[/i] If only green mana was spent to cast Tree-Net Ambush, all attacking creatures lose flying. Untap all creatures you control.
Call for Alliance 1GG
Sorcery (C)
Reveal the top three cards of your library. You may put a creature card revealed this way into your hand.
Chain 5
Awake the Earth 3GG
Sorcery (M)
Lands target player controls become 3/3 green Elemental creatures in addition to their other types until end of turn.
[i]Infuse—[/i] If only green mana was spent to cast this spell, untap all lands you control.
Overrun 2GGG (*Reprint*)
Sorcery (U)
Creatures you control get +3/+3 and gain trample until end of turn.
Gate of the Deepwood XG
Enchantment (R)
Gate of the Deepwood enters the battlefield with X charge counters on it. Spend only green mana to cast Gate of the Deepwood.
Remove a charge counter from Gate of the Deepwood: Chain 2.
Remove a charge counter from Gate of the Deepwood: Add G to your mana pool.
Endless Numbers 1G
Enchantment (R)
Creatures you control have “When this creature enters the battlefield, chain 2.”
Contingency Plans 2G
Enchantment (C)
Creatures you control have vigilance.
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, when Contingency Plans enters the battlefield, put a 1/1 green Elf creature token onto the battlefield.
Barkskin Boon 1GG
Enchantment – Aura (C)
Enchant creature
Flash
When Barkskin Boon enters the battlefield attached to a creature, untap that creature.
Enchanted creature gets +2/+2.
Resourcefulness 3G
Enchantment – Aura (U)
Enchant creature
Whenever enchanted creature attacks, chain 3.
Primal Fissure 2GGG
Enchantment (M)
At the beginning of your upkeep, put two 2/2 green Elemental creatures onto the battlefield.
Sacrifice an elemental: Target permanent gains shroud until end of turn.
Amnet, Light’s Shadow 3(W/B)(W/B)
Planeswalker – Amnet (M)
+1: Return target permanent card from your graveyard to your hand.
-2: Destroy all creatures.
-6: Untap all permanents you control. Draw 7 cards. Gain 20 life.
3
Dowsing Golem 1
Artifact Creature – Golem (C)
At the beginning of your upkeep, you may look at the top card of your library. If it is a land, you may reveal it and put it on top of your library. Otherwise, put that card on the bottom of your library.
Wavering Bastion 1
Artifact Creature – Wall (U)
Vanishing 4
0/5
Functional Automaton 2
Artifact Creature – Drone (C)
2: Functional Automaton gains first strike.
2/1
Spark Vessel 2
Artifact Creature – Drone (U)
T: Add 1 to your mana pool.
1/3
Mana Drone 3
Artifact Creature – Drone (C)
When Mana Drone enters the battlefield, choose a color. Mana Drone is the chosen color.
2/2
Pilgrim’s Eye 3 (*Reprint*)
Artifact Creature – Thopter (C)
Flying
When Pilgrim’s Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
1/1
Defiant Shambler 4
Artifact Creature – Construct (C)
Shroud
[i]Many of the strange constructs seemed to shrug off even the most pure magic.[/i]
3/4
Runed Guardian 4
Artifact Creature – Golem (U)
[i]Infuse—[/i] If only one color of mana was spent to cast this spell, as Runed Guardian enters the battlefield, choose a color. Runed Guardian enters the battlefield with a +1/+1 counter on it and gains protection from that color.
3/3
Ballista 5
Artifact Creature – Construct (U)
Reach, defender
3/5
Ancient Assembly 7
Artifact Creature – Construct Avatar (R)
Trample
Colorless spells cost 3 less to cast.
Sacrifice an artifact: Return target artifact with a lower converted cost from your graveyard to your hand.
[i]Not only did ancient magics awaken, but some Jin’to explorers found ancient machines coming to life as well.[/i]
7/7
Saroth, the Worldkeeper 8
Legendary Artifact Creature – Manticore (M)
Flying, vigilance
Saroth, the Worldkeeper is indestructible.
10: Exile target permanent.
[i]First to be created, last to fall. He saw the world’s birth, and he will see its end.[/i]
4/7
Anchorweave Armor 1
Artifact – Equipment
Equipped creature gets +0/+2, gains defender, and cant have counters removed from it.
Equip 1
[i]Karalast armorers forged metals to anchor themselves in time, but they found themselves anchored in place as well.[/i]
Ghostcloak 1
Artifact – Equipment (C)
Equipped creature gets -1/-0 and has intimidate.
Equip 1
Ashspear Standard 1
Artifact – Equipment (U)
Equipped creature gets +1/+1 and has lifelink.
Equip 2
Karalast Banner 2
Artifact – Equipment (C)
Creatures you control that share a color with the equipped creature get +1/+1.
Equip 2
Resonant Blade 4
Artifact – Equipment (U)
Equipped creature gets +X/+X, where X is the number of permanents you control that share a color with the equipped creature.
Equip 2
Expedition Map 1 (*Reprint*)
Artifact (C)
,T, Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.
Focusing Crystal 2
Artifact (U)
T, Sacrifice Focusing Crystal: Choose a color. Until end of turn, if you would add mana to your mana pool, add that much mana of the chosen color instead. Draw a card.
Prophetic Prism 2 (*Reprint*)
Artifact (C)
When Prophetic Prism enters the battlefield, draw a card.
,T: Add one mana of any color to your mana pool.
Excavation Rig 3
Artifact (R)
Vanishing 3
When Excavation Rig is put into a graveyard from play, if it had no time counters on it, return target colorless card from your graveyard to play under your control.
[i]Some Jin’to worked with the rugged mountain tribes to restore function to the ancient artifacts.[/i]
Primal Tome 4
Artifact (R)
When Primal Tome enters the battlefield, choose a color.
3: Draw a card. Spend only mana of the chosen color to activate this ability.
Forgotten Etchings 5
Artifact (R)
Spells you control have “When you cast this spell, chain X,” where X is that spell’s converted mana cost.
[i]Other artifacts seemed to respond to mana explosively.[/i]
Forgotten Replicator 5
Artifact (R)
,T: Choose a color and creature type among creatures you control. Put a 1/1 creature token with the chosen color and type into play.
Dormant Geyser
Land – Mountain (U)
Dormant Geyser enters the battlefield tapped.
,T: Add RR to your mana pool.
Silent Grove
Land – Forest (U)
Silent Grove enters the battlefield tapped.
,T: Add GG to your mana pool.
Stagnant Marsh
Land – Swamp (U)
Stagnant Marsh enters the battlefield tapped.
,T: Add BB to your mana pool.
Stillwater Pool
Land – Island (U)
Stillwater Pool enters the battlefield tapped.
,T: Add UU to your mana pool.
Sunscorched Fields
Land – Plains (U)
Sunscorched Fields enters the battlefield tapped.
,T: Add WW to your mana pool.
Unstable Verge
Land (U)
,T, Sacrifice Unstable Verge: Search your library for a plains, island, swamp, mountain, or forest and put it into play.
And of course three basics of each type.
So, any and all feedback is of course appreciated. Some things in particular:
- Were there any cards that stood out as broken?
- I haven’t mentioned each color’s themes yet. Did the colors seem cohesive to you?
- Do you have any issues with fundamental organization concepts OR the mechanics of the set?
- Were there many cards you would be interested in pulling out of a booster? Any that you specifically want for your decks or to build decks around? How does this compare to an average-to-good set from Wizards, for you?
- Were the cards that you wanted desirable because they were overpowered, or an appropriate balance level?
- Specific card feedback and/or proofreading is most welcome, too.
- Any other suggestions, criticism, or advice
Also, I have these in MSE2 as well as a Lackey set if anyone wishes to see these files. Some of the cards look nice mocked up. I’d be happy to upload any/all of those, but I’m not sure what the best way to go about doing that is. Any info on that would be appreciated!
Thanks!
Karador EDH
Comments on decks welcome: http://tappedout.net/users/AradonTemplar/
Currently developing Set 1 of 3, 'Shadow': http://forums.mtgsalvation.com/showthread.php?t=436885
-I tried to include plenty of mana fixing so that limited would not be an exercise in frustration. In particular, the uncommon nonbasics should be of great help in hitting 2nd or 3rd color requirements for spells, while Infuse cards and a number of colorless creatures should ease deckbuilding and help play spells if you are having color issues.
-I also wanted to make sure there were cards for people who wanted multicolor interactions, as well. The Adept cycle of battlemages were included for this purpose, as were the cycle of 1-mana travellers that had triggers for off-color spellcasts.
-Two other cycles attempted to enforce the idea that ancient magics were reawakening in a primal way. The rare elemental cycle of creatures that reduced casting costs was one of them, while the other was the Mythic cycle of Ancients (their individual names still being worked on). The Ancients were supposed to be monocolored Ultimatums, except even stronger, because they almost require that you play a monocolor deck. Their effects are meant to end the game in short order. I'm pretty happy with how these ended up right now, except for the flavor of the Ancient Force. The idea is that it attacks and blocks like a creature, but is more intangible, but I don't feel like the flavor has been carried out on the card quite yet.
-The Resurgent cycle is one that I'm still hesitant about, due to power level. The effects need to feel like something you would want to draw again, but can't be something so strong that drawing it again every turn is unfair. I wanted something that would improve the power of Chain if you couldn't find a card to chain into. With this cycle, you are guaranteed to get something, but it's still a valid decision whether or not you need to draw that card again. This is one cycle that I really want to test before I solidify the design. The effect can lead to repetitive game states, and feel stifling on your end too.
-The Charm cycle is one of my favorite, because I feel like the extra value feels very rewarding, and the only requirement is hitting triple of a color, something that most dual-colored decks can manage, but don't always manage in a timely fashion.
Some issues I'm aware of already:
- The mana distribution seems a little bottom-heavy currently.
- Almost random placement of legendaries and reprints. Way more legendaries in Blue than any other color, way more reprints in black.
- Some creatures are very imbalanced at the moment. Specifically, The Unseen One is subpar, while Timesifter may be far too powerful. Erant also has the potential to be broken. Ashspear Sage may be completely broken in some contexts, while just very strong in others. Mountainside Hermit is clearly pushed as well.
- I feel that the catastrophe falling on the plane is not quite clear. It's apparent that something is drastically wrong, but more black and red cards need to specify exactly what is going on. Currently too vague.
- Card complexity is very high. I think there's only one vanilla creature left in the set, which is an issue. I hate designing vanilla creatures and would rather avoid putting them in the set, so a solution needs to be found for lowering complex creatures, such as more ETB triggers.
- I need to comb the set to make sure there are enough cards/interactions for each demographic.
Karador EDH
Comments on decks welcome: http://tappedout.net/users/AradonTemplar/
Currently developing Set 1 of 3, 'Shadow': http://forums.mtgsalvation.com/showthread.php?t=436885
At a quick glance, Amnet sticks out like a sore thumb in a set that has an emphasis on monocolor (unless he has a fascinating backstory to justify himself). Also, he's got no starting loyalty!
Having both Hexproof and Shroud (though I do like the idea of giving Shroud to artifact, I'm partial to Absorb) in the set in significant amount (including the possibility of a permanent having both) seems like it's just asking for trouble.
Dowsing Golem - "put it on top of your library"
Runed Guardian - this template feels clunky. It's clear and does what you want, but it "feels" clunky.
Primal Tome - "Spend only mana of the chosen color"
Forgotten Etchings - this needs to be watched closely. In a set that actively encourages monocolor, Chain X is basically Scry X...
Ashspear Standard - Could be 1, compare Bladed Bracers and Basilisk Collar.
There still doesn't seem to be enough cards that care about permanent or spell colors to warrant all the color-switching shenanigan cards. For starters I'm fairly sure that changing a spell color doesn't change which "whenever a COLOR spell is cast" effects will trigger.
Thanks for the feedback. I've fixed the templates you pointed out, and Amnet has 3 loyalty now. I felt that it was okay to allow him to be hybrid because he was mythic/a planeswalker and would stand out anyways. His abilities feel very hybrid to me, as well, fitting in both black and white separately, so I was hoping that would justify hybrid, but he would look better as 3WB.
I'm not sure I agree about Forgotten Etchings. Scry is more powerful than chain by a long shot, I've found. It lets you keep multiple cards and get lands/artifacts you want as well, whereas I've found that Chain misses as often as it hits, especially in 2/3 color decks. On top of that, playing a 5-mana artifact that has no immediate impact is a pretty big cost to getting a strong effect. I'll keep an eye on the card, but I don't really expect it to break competitive formats.
My hexproof/shroud situation is rather messy at the moment. I prefer shroud in most cases, but I feel like hexproof is a green/white variant of shroud. There's no way I'm tossing shroud out, so if it comes to having just one or the other, I'll just modify the few spells that do have hexproof.
And I do think you're right about not having enough color matters. I was designing with the emphasis on colored mana, but the significance of colors wasn't really brought out. I'll look into it.
Karador EDH
Comments on decks welcome: http://tappedout.net/users/AradonTemplar/
Currently developing Set 1 of 3, 'Shadow': http://forums.mtgsalvation.com/showthread.php?t=436885
2) Chain is just a confusing variation of Scry - functionally worse. And it's also a bad name for the effect. Scry was a powerful effect, but making "bad scry" a main set keyword is a mistake.
Card Evaluations:
Cathedral Minister - Yeah, Scry 3 on a 1 drop would be broken. Chain 3 on a 1 drop is still too good. You're talking about smoothing out your draw to an unnatural degree.
Daybreak Legionnaire - As a knight, this should be a 2/2 for 2? Protection from non-white is a bit strong. It really feels like hexproof plus "prevent all damage to this", which is absurdly strong and really kind of lazy design.
Karalast Sojourner - For &*()'s sake. White gets 2/1s for W. Intimidate is a lame evasion keyword that says "I really want to focus on colors in my set because... uh... just because". And Vashinging on this card is especially annoying. Vanishing is a good design mechanic, and deserves to be on something that it is worth taking the time to bring counters to the game for.
Medic Adept - So not only is this functionally the best "prevent 1 damage" cleric ever printed, it also has the broken ability to stack your deck for W each turn. For crying out loud man!
PS - abilities don't have color, do they? Please, PLEASE just change "chain" to Scry and then realize how out of flavor and overpowered pretty much every card with Chain is in your set.
Selfless Squire - bad name/creature type, good effect. Probably fairly costed. Do you have a 1/1 for 1 subtheme in this set?
Ancestors of Karalast - dude, just remove vanishing. It's perfectly costed as is w/o vanishing. And Vanishing 5 is just lame. "That's right, i need 5 counters to keep track of my 1/3 flyer!" OMG, have you ever played with vanishing at all?
Shieldmage Adept - unplayable jank. There's a reason previous sets have done 1/1 for C with C, T: effect x 2. Use that format. It wasn't too powerful in Mirage, it's not too powerful now.
Citadel Bulwark - for &*(('s sake man... now I'm removing vanishing counters for my wall?
Spirit-Legion Captain - and there we go. Vanishing pump. This should be a 2/2 for 1W and you should have guys who remove vanishing counters for effects.
Undaunted Footman - "Look, vanishing isn't vanishing when I'm dealing damage" = both rare effect, and needs to be on a better creature.
Dauntless Avenger - fair card, although I think it should be a 2/2 First Striker for power/theme reasons.
At this point I have to stop. 2 overarching problems with this set are apparent:
1) Chain is just a bad scry copy that you undercost.
2) You throw Vanishing on too many things. This eats of game time like no one's business. You can play a game against fog control with goblins and win before your block vanishing white deck beats a 60 land card deck because they spend like 3 minutes playing with counters each turn.
It's clear you want to have a "vanishing matters" set. If this is the case, Vanishing can't be on too many creatures. Check out the madness enablers in Odyssey. You should have the same number of creatures with Vanishing... except they should probably be bigger and stronger (because they madness enablers got benificial effects, vanishing is a drawback).
Also, as stated above, you need more clever ways of getting people to play mono colored decks. An easy way is to print a playable card that costs 1WWWW or the like. Another way is to bleed other color effects into a single color (red punishment effects, black anything for life loss effects, etc.).
And lastly, if you're really going to have a 1/1 for C theme, have some guys who give bonuses to 1/1s. "All 1/1s you control have first strike" could easily see play on a 1/1 for 1W at uncommon, for example. And yeah, Tremor is strong card in this format... but Absorb would also make sense to combat tremor effects.
All in all, as I read the cards, to me it is a very coherent and harmonious set.
Here my thoughts on single cards:
W
Spirit-Legion Captian:
Is the pump effect until eot or permanent? I don't think permanent pumps are done yet in magic. Strikes me as a bit unusual.
Bastion of Eternity:
Favourite card of the set.
U
Ancient Force:
Very freaky to see a mono U card doing direct damage. But overall a very blue and nice wincondition - stall, defend, and win.
B
Bonded Wraith:
Wow. Pretty nice alternative for suicide black decks!
Nightbane Specter:
NEED! And 4/4 is probably too strong. 3/3 would suffice I think.
Ritual of Subdual:
Funny card and nice modern touch.
R
Chief Lightningmancer:
Doesn't have a p/t
Spellshift Phoenix:
Funky!
Hellcat Predator:
Wording should be "...you may have it deal..." I think.
Besides - YAY HELLCATS!!!
Scourscourge Djinn:
3rd ability "Add RR to your mana pool." ?
Fury of Earth and Fire:
Flashy, but no flying for the Dragon? Or anything else apart from sheer power?
Ancient Flame:
Woot? Recastable with no drawbacks? Wow. Call me intrigued.
G
Ashspear Sage:
Bugdet storm approves.
Reluctant Oakheart:
What? A turn 4 7/7 trampling dude at common? That thing will wreak havoc in contructed.
Primal Growth:
I expected an Infuse pump spell, but this is very neat, too!
Primal Fissure:
Why does G gets 3 mythics while the other 4 colors only get 2?
And with that name, I expected something else from that card. Doesn't feel mythic at all to me.
Multi + hybrids
Amnet:
Isn't a card only a permanent when it's on the bf? And should be 3WB, not hybrid imo.
Ancient Assembly:
Rare? Not a mythic like all the other "Ancient" cards?
Saroth:
Yay, legendary manticore!! Wohooo!!
Signature done by DNC from the Heroes of the Plane Studios
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Official Ink Bearer of [The Crafters]
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Old Custom Set: Imminence over Marycion