It's a world with four main civilization, which are all dystopias. And also the first, large set in a block.
Inspiration:
The main civilizations are based on: Elves - Utopia by Thomas More, Merfolk - Prisoners of Power by Strugatsky brothers, Humans - We by Zamyatin and Flamekin - Fahrenheit 451 by Ray Bradbury.
Flavor and in-universe story:
Set happenes rather shortly after the Mending, on the world with only one continent.
Everything started with the local green oldwalker Ka-The building the perfect society. Ka-The herself is a workaholic, so she built the surroundings correspondingly - work, work, no luxury, everyone should work, no private ownership, work, work, strict behavorial rules... More's Utopia. While this fared well with green fraction whose natural motto is "everything has its place in ecosystem and should work for common goal", red fraction on continent was rather opposed but couldn't really do anything against the oldwalker.
Until the Mending happened and Ka-The started to lose her power.
Reds were soon to split and declare own state at local mountains (Ishaii), where the green fatties couldn't reach them. Their credo is to destroy everything which is connected to their oppressed past as a part of elven empire, and that "everything" mostly is craved/painted/written evidences. Their new credo is to live full life for themselves, not bothering with thinking for the future or any of "communty obligations".
White-Black fraction is several cities, built around the oasises in deserted coastal regions. Since maintaining rather large settlements in desert is rather demanding, they took the societal model after elves and now are working under several projects of their leader, the Benefactor. To better organise the arrival-departure between cities, the number naming system was introduced (with individual number denoting the occupation of human), later replacing the names completely. Black part of this nation is a Bureau of Guardians - the secret police, white part is usual laborers.
Blue fraction became organised rather recently - Merfolk in Utopia don't have legs and are lacking speech organs, so they were sentient, but rather limited in communication. This changed after elves desided to drown rather able mindmage for regular attempts at unemployment. Said person, Varnakor, was able to telepatically link to nearby merfolks, which gladly helped him to survive underwater in exchange of helping to create a chain of towers which allowed them to speak telepatically. Unfortunately this good idea quickly evolved in something more when the leaders understood that direct access to minds can be used for something more than just relaying the information.
Fraction never liked each other much (especially in friendly colors pairing) - white (humans) hated green (elves) for controlling all abundant regions and blue (merfolk) for building towers on coast, hence taking their territory; green hates red and white for being direct neighbors not joining their empire, red hates green for history of making flameking work for community and black for sending spies, black hates blue for building brainwashing towers and red for being the example of non-uniformity centered society, blue hates white and black for destroying towers.
Now all the mess - Ka-The losing power, red fraction becoming more and more hedonistic and reckless, Benefactor suggesting more ambitious projects and merfolk beginning to build their brainwashing towers on coast - came in motion, and Utopia is moving to all consuming war.
Mechanics:
For everyone:
{color} community - if you control only {color} creatures, {do something}. That's for fractions disliking each other.
This block uses -1/-1 counters with one exception. But I think planeswalker may be forgiven.
For white:
Bonuses for creatures without abilities.Flavor: uniformity is good.
Tokens. Supplementary to first one, because there can be only not much vanilla creatures.
Selfless (in progress) - if damage would be dealt to its controller, it's dealt to this creature instead.
For blue:
Islandwalk.
Unblockable.
Look at player's hand. Flavor: telepathy.
Affinity for Towers (Towers are artifact subtype in set. Currently considering renaming to avoid this triggering from Urza's Tower).
For black:
Wither (returning).
Discard-related stuff.
Punishment to creatures with abilities. Flavor: mirroring white ability.
Observe {name} - name {name}, then target opponent reveals his or her hand and loses 1 life for each {name} revealed. Flavor: secret policy.
For red:
~ has haste, sacrifice ~ at the beginning of the end step. Flavor: live now, don't worry about future.
Discard cards, get bonus for each card discarded this way.
Bleeding (beta) - if ~ deals combat damage to a creature, that creature gets -0/-1 until the next end step of its controller.
For green:
Forestwalk.
Wither.
Common duty: {ability} - tap this creature to give target attacking creature {ability}.
Cards:
White:
The Benefactor :2mana::symw::symw:
Legendary Creature — Human Artificer (R)
When The Benefactor enters the battlefield, search your library for an artifact or construct card, reveal it and put it in your hand.
:2mana::symw::symw:: Exile target creature you control other than The Benefactor, then return that card onto the battlefield under your control.
2/2
Call the Civil Services :2mana::symw:
Instant (C)
Destroy target enchantment. Put a 2/2 white Human Minion token onto the battlefield.
Citizen Erased :symw::symw:
Instant (C)
Exile target creature which activated abilities this turn. There’s no muse.
E-890, Guardian of Fifth Shift :1mana::symw::symw:
Creature — Human Soldier (U)
Vigilance.
White community - creatures you control have vigilance if you control only white creatures.
2/2
Food Cards Giveout :3mana::symw::symw:
Instant (U)
Regenerate all creatures you control. They get +2/+2 until the end of turn.
Glorious March :4mana::symw::symw:
Sorcery (C)
Put three 2/2 white Human Minion tokens onto the battlefield. “Watch the purest, mindless faces marching in perfect unity!”
Hold the Line :3mana::symw::symw:
Enchantment (R)
As long as all creatures you control are untapped, they are indestructible.
I-115 :symw::symw:
Creature — Human Minion (C) “An apt fighter, protector of our beloved land, and the symbol of simple life...”
3/1
M-043, Cowardly Thatcher :2mana::symw:
Creature — Human Soldier (C)
First strike. “And who said being wary is a bad thing?”
2/2
M-273, Factory Guard :symw::symw:
Creature — Human Minion (U)
:2mana::symw:: Put a 2/2 Human Minion token onto the battlefield. Passport? Enter.
2/2
March to War :1mana::symw::symw:
Sorcery (U)
Minion creatures you control get +1/+1 until the end of turn and attack this turn if able.
Morning Bell :3mana::symw::symw:
Enchantment (M)
Creatures without abilities get +2/+2.
At the beginning of your upkeep, put a 2/2 white Human Minion token onto the battlefield.
O-018 :5mana::symw:
Creature — Human Minion (C) “Noble defender, favorite teacher and master thatcher...”
3/6
Peace Negotiations :1mana::symw:
Enchantment (C)
At the beginning of your upkeep, gain life equal to the number of colors among the permanents you control.
Project Submarine :2mana::symw::symw:
Creature — Construct (U)
Project Submarine can attack only if defending player controls an Island.
Project Submarine is unblockable. Its builders don’t fully understand what they work on, but still consider this as their greatest achievement.
4/4
Project Zeppelin :3mana::symw::symw:
Creature — Construct (C)
Flying
White community - Project Zeppelin is unblockable if you control only white creatures. A leather structure which is kept in air by countless small spells of the engineers of empire.
3/4
Pure Intentions :2mana::symw:
Enchantment — Aura (U)
Enchant creature.
Enchanted creature loses all abilities and becomes a 2/2 white Minion. Join our glorious forces, perfect in total unification!
Serene Chant
Instant (U)
Choose one - Counter target blue spell; or destroy target blue permanent.
Unscathed Purity
Instant (C)
Target creature gains protection from the color of your choice until the end of turn.
White community - if you control only white creatures, up to three creatures gains protection from the colour of your choice until the end of turn.
V-001 :1mana::symw:
Creature — Human Minion (C) “Exemplar citizen of empire, a beloved and revered hero...”
2/2
Y-208, Wordy Brigadier :3mana::symw::symw:
Creature — Human Citizen (R)
When Wordy Brigadier enters the battlefield, put two 2/2 white Human Minion tokens onto the battlefield under your control.
Tap an untapped creature you control: Tap an untapped creature you don’t control.
Blue:
Collective Brainstorming :3mana::symu::symu:
Instant (C)
Target player draws a card.
Target player draws a card.
Target player draws a card.
Cryptic Chant
Instant (U)
Choose one — Counter target white spell; or destroy target white permanent.
Fleeting Inspiration :1mana::symu:
Instant (C)
Draw a card. Target opponent may draw a card. If he or she does, draw an extra card. Muse, wait!
Illusitalk Builder :1mana::symu:
Creature — Merfolk Artificer (U)
When Illusitalk Builder enters the battlefield, search your library for a Tower card and put it into your hand.
1/1
Infiltrator’s Powders :1mana::symu::symu:
Enchantment — Aura (U)
Enchant creature.
Whenever enchanted creature deals combat damage to a player, draw a card.
Sacrifice Infiltrator’s Powders: Return enchanted creature to its owner’s hand.
Merrow Supplier :1mana::symu:
Creature — Merfolk Scout (C)
Blue community - Merrow Supplier has Islandwalk if you control only blue permanents among colored permanents. Merrows definitely aren’t revealing details of physiology to outsiders.
1/2
Overthink :symu::symu:
Instant (C)
Counter target spell unless its controller pays 1 for each card in your hand.
Peek
Instant (C)
Look at target opponent’s hand. Draw a card. I wonder... Nevermind - Zalinka Mirrorfins.
Reported Success :symu::symu:
Instant (C)
As an additional cost to cast Reported Success, return a blue creature you control to its owner’s hand.
Counter target spell.
Shaped Clouds :1mana::symu::symu:
Creature — Elemental (U)
Flying.
Blue community - permanents you control have flying if you control only blue creatures.
2/2
Sneak a Peek
Instant (U)
Return target creature to its owner’s hand. Look at that player’s hand. Guards, what guards?
Springborn Agent :2mana::symu:
Creature — Merfolk (U)
Shroud.
Springborn Agent is unblockable.
Affinity for towers (This spell costs 1 less to cast for each tower you control.)
2/1
Tower Watch :3mana::symu::symu:
Creature — Merfolk Scout (C)
Flying.
Affinity for towers (This spell costs 1 less to cast for each tower you control.) That imperial sheep are wandering around again. I’ll make sure they won’t damage towers.
3/4
Zalinka Mirrorfins :3mana::symu::symu:
Legendary Creature — Merfolk Advisor (R)
:symtap:: Name a nonland card, then target player reveals his or her hand. Draw a card for each named card revealed this way. Her enemies know that she knows, but she knows that they know that she knows.
2/2
Black:
B-007, the Tax Collector :2mana::symb::symb:
Legendary Creature — Human Minion (R)
At the beginning of each player’s upkeep, that player loses life equal to number of cards in his or her hand.
:4mana::symb::symb:, :symtap:: Destroy target creature.
1/3
Benefactor’s Agents :3mana::symb:
Creature — Human Assassin (C)
Wither (This deals damage to creatures in the form of -1/-1 counters.) At days, the Benefactor relies on diplomats and heralds. At nights, his methods are... more refined.
2/1
Bloodquill Agent :2mana::symb::symb:
Creature — Horror (U)
Flying
Pay 3 life: Draw a card. “Worry not, his information worth the price”, - B004.
2/2
Cause Silence :1mana::symb:
Sorcery (C)
Destroy target creature with an ability. “Simple minds are easy to manipulate. The rest... should have known better” -Grand Cleric W-032.
Death Wind :symx::symb:
Instant (C)
Target creature gets -X/-X until the end of turn.
Grim Library :1mana::symb:
Enchantment (C)
Whenever you draw a card, each opponent loses 1 life. Nothing special to read there, but the place itself is strangely pleasant.
I-112, Secretary of Uniformity :3mana::symb::symb:
Creature — Human Minion (R)
:2mana::symb:, :symtap:: Target creature loses all abilities until the end of turn. “Well, what we have there?.. Unacceptable! Replace it, or I’ll call reinforcers!”.
L-15, Enforcer :5mana::symb:
Creature — Human Soldier (C) “Fear not the looks of enforcers, since their alteration serve for protection of our glorious society”.
5/4
Nightwhisper of Longrim :1mana::symb::symb:
Creature — Specter (C)
Flying.
Whenever a creature you control dies, target opponent discards a card.
2/1
Poison the Water Source :2mana::symb:
Sorcery (C)
All creatures of the chosen color get -1/-1 until the end of turn.
Q-921, Secretary of Inaction :2mana::symb:
Creature — Human Minion (U)
When Q-921, Secretary of Inaction enters the battlefield, observe an instant (Target opponent reveals his or her hand and loses 1 life for each instant revealed.)
2/2
Schemes Distruptors :7mana::symb:
Creature — Human Scout (C)
Whenever Schemes Distruptors attack, observe an enchantment (Target opponent reveals his or her hand and loses 1 life for each enchantment revealed.). Small corps formed by the most zealous Ds.
7/6
Spread Prejudice :3mana::symb::symb:
Sorcery (U)
Choose two target creatures that share no color. That creatures gain wither (This deals damage to creatures in the form of -1/-1 counters.) and fight each other. Handy weapons for each elitist.
Thought Purge :1mana::symb:
Sorcery (C)
Target opponent discards a card at random. Observe a creature (Target opponent reveals his or her hand and loses 1 life for each creature revealed.).
Ultimate Chant :1mana::symb::symb:
Instant (U)
Choose one: Counter target spell unless its controller sacrifices a creature, or destroy target creature unless its controller discards two cards.
Red:
Blazing Search
Instant (U)
Exile all graveyards.
Exile a card: Draw two cards. You may repeat this process, exiling each time 1 more card. Burn out the heresy - Ishal.
Blindbright Chanter :1mana::symr:
Creature — Elemental Shaman (C)
:1mana::symr:: Target creature can’t block this turn. Unlike other flamekin, he craves for brightness, not hotness.
0/1
Boil with Rage :2mana::symr::symr:
Instant (C)
Target creature gets +2/+0 and gains double strike until the end of turn.
Burn the Scrolls
Instant (C)
As an additional cost to cast Burn the Scrolls, discard any number of cards. Burn the Scrolls deals twice that much damage to target creature or player.
Fiery Chant
Instant (U)
Choose one - Counter target green spell; or destroy target green permanent.
Firestarting :1mana::symr:
Sorcery (C)
Firestarting deals 4 damage to target creature. If that creature was black, Firestarting deals extra 2 damage to another target creature. Is that what you’ve wanted to see, spy? - Saclechad of Flamekin.
Glorious Fire :5mana::symr::symr:
Instant (C)
Glorious Fire deals 5 damage to each creature and each player. “BUUURN!” - Saclechad.
Ihsal, Funeral Pyre :1mana::symr::symr:
Legendary Creature — Elemental Shaman (R)
Whenever you discard a card or sacrifice a creature, draw a card. Years passed, Ihsal went whiter and her tribe went smaller. Shaman possibly became wiser, but she never got less fiery.
3/1
Last Cinders :1mana::symr::symr:
Enchantment (U)
Whenever a creature dies, it deals 1 damage to player of its owner’s choice and 1 damage to its owner.
Saclechad of Flamekin :2mana::symr::symr:
Planeswalker — Saclechad (M)
Starting Loyalty: 4
0: Put a 3/1 red Elemental token onto the battlefield.
-2: Any number of red creatures you control gain +1/+0, haste and trample until end of turn. Sacrifice them at the beginning of the next end step.
-4: At the beginning of next declare attackers step, attacking creatures you control get +X/+0, where X is the number of attacking creatures. Sacrifice those attackers at end of turn.
Saclechad’s Rival :1mana::symr::symr:
Creature — Elemental Warrior (R)
Haste, Trample.
Saclechad’s Rival can’t block.
Whenever another red creature dies, you may return Saclechad’s Rival from your graveyard to the battlefield under your control.
3/1
Searblade Striker :2mana::symr:
Creature — Elemental Warrior (C)
Bleeding (If Searblade Striker deals combat damage to a creature, that creature gets -0/-1 until the next end step of its controller.)
3/1
Stomper from Ishaii :4mana::symr:
Creature — Elemental (C) Rock elementals from Ishaii mountains are slow and steady, unlike their fiery brethen.
3/5
Treeburner Dragon :4mana::symr::symr:
Creature — Dragon (R)
Flying.
Whenever Treeburner Dragon attacks, it deals damage to defending player equal to number of Forests he or she controls.
5/4
Violent Answer
Sorcery (C)
Sacrifice a creature: Violent Answer deals 5 damage to target creature. Elves pushed. Flamekin snapped.
Whirlfire Brawler :2mana::symr:
Creature — Elemental Warrior (C)
Haste Flamekin found out about fall of “elven goddess” just recently and promptly rushed for retribution.
2/2
Green:
Apothecary of Sumai-The :1mana::symg:
Creature — Elf Druid (U)
Common duty: deathtouch (you may tap this creature to give target attacking creature you control deathtouch until the end of turn). Ka-The helped a lot to develop medicine in native forest. Not everyone saw that as a good thing.
1/1
Corrode :symg::symg:
Instant (C)
Destroy target artifact. Gain life equal to its converted mana cost.
Cut Corners
Instant (C)
Creatures you control gain trample until the end of turn. Wurms aren’t supposed to stop to notice what they’ve swallowed, - Ka-The, Hands of Forest.
Domesticated Wurm :5mana::symg::symg:
Creature — Wurm (C) One of the reasons why citizens of Maetor Empire aren’t exactly fond of elves of The.
7/6
Driving Wurm :6mana::symg:
Creature — Wurm (U)
Common duty: +3/+3 and intimidate (you may tap this creature to give target attacking creature you control +3/+3 and intimidate until the end of turn)
6/6
Elein-The, Claw of Hand :2mana::symg:
Legendary Creature — Elf Warrior (R)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Elein-The’s power and toughness are each equal to the number of -1/-1 counters on the battlefield plus one.
*+1/*+1
Elf Flamekeeper :2mana::symg::symg:
Creature — Elf Druid (U)
Common duty: protection from red (you may tap this creature to give target attacking creature you control protection from red until the end of turn).
4/3
Feral Chant
Instant (U)
Choose one - Counter target red spell; or destroy target red permanent.
Joined Strength
Instant (C)
Target creature gains +1/+1 until the end of turn for each creature which shares the creature type with it.
Ka-The, Hands of Forest :symg::symg::symg:
Planeswalker — Ka-The (M)
Starting Loyalty: 4
+1: Put a +1/+1 counter on up to one target creature. That creature gains trample until end of turn.
+1: If you control the creature with the greatest power or tied for the greatest power, draw a card.
-9: You get an emblem with “Whenever a creature you control blocks or becomes blocked by a creature, destroy that creature.
Ka-The’s Calling :1mana::symg:
Enchantment (C)
At the beginning of your end step, you may remove up to one -1/-1 counter from up to one creature which attacked this turn. Fight your way to the perfection, - Ka-The, Hands of Forest
Leashed Wurm :5mana::symg::symg::symg:
Creature — Wurm (U)
Trample.
Leashed Wurm gets -1/-1 for each other creature you control. Favorite pet of children from The.
10/10
Leaves-Built Edge :1mana::symg:
Creature — Wall (U)
Defender.
:2mana::symg:: Both Leaves-Built Edge and target attacking creature get -1/-1 until the end of turn. Severely burnt barrier between The forest and Ishaii mountains.
0/4
Maiden of Leaves Shadow
Creature — Elf Scout (C)
Common duty: protection from white (you may tap this creature to give target attacking creature you control protection from white until the end of turn).
1/1
Meadowrunner :1mana::symg:
Creature — Elk (C)
:symtap:: Target nonblack, nonartifact creature gets +0/+1 until end of turn. It doesn’t mind company, while the company is good.
2/2
Pathkeeper of Sami-The :3mana::symg:
Creature — Elf Scout (C)
Common duty: trample (you may tap this creature to give target attacking creature you control trample until the end of turn)
2/2
Regrowth :symg::symg:
Sorcery (C)
Search your library for a Forest card and put it onto the battlefield. Return target creature card from the graveyard to your hand.
Runners with Beasts :4mana::symg::symg:
Creature — Elf Warrior (R)
If Runners with Beasts and another green non-elf creature you control attack, Runners with Beasts can’t be blocked. No walls, not even dragons can stop them on their run.
6/5
Wandering Twinblades :1mana::symg::symg:
Creature — Elf Scout (R)
Double strike, wither (This deals damage to creatures in the form of -1/-1 counters), forestwalk. They are tree cutters with slightly different specialization.
1/1
Artifacts:
Æthercharged Merblades
Artifact — Equipment (R)
Equipped creature has first strike.
Whenever equipped creature deals combat damage to a creature, return that creature to its owner’s hand.
Whenever equipped creature deals combat damage to a player, draw two cards.
Equip 4.
Aqualang
Artifact — Equipment (U)
Equipped creature gets +0/+1 and gains Islandwalk.
Equip 1 Spells woven into it are finer than its top quality leather.
List of Recruits
Artifact (C)
When List of Recruits enters the battlefield, choose a color.
Whenever a creature of chosen color enters the battlefield, gain 1 life.
Mask of Agent
Artifact — Equipment (C)
Equipped creature gets +1/+1 and its color becomes color of your choice.
Equip 1.
Poisoned Blades
Artifact (U)
Equipped creature gets +2/+0 and has wither.
Equip 2. Elven creation, traded by merfolk from a flamekin who took it as a trophy from imperial assassin.
Sitting Gargoyle
Artifact Creature — Gargoyle (U)
Defender.
:3mana:: Until the end of turn, Sitting Gargoyle loses defender and becomes 3/3 artifact creature with flying named Risen Gargoyle.
1/4
Tower of Control
Artifact — Tower (U)
:5mana::symu::symu:: Gain control on target creature. This Illusitalk tower is usually built first.
Tower of Illumination
Artifact — Tower (C)
:symu:: Look at target opponent’s hand. Some say its light is so strong that pierces through mind.
Tower of Levitation
Artifact — Tower (R)
:symu:: Creatures you control gain flying until the end of turn. Merrow claim this just to help their builders to rise other towers. Many say even that is reason enough to bring it to ground.
Tower of Passing
Artifact — Tower (U)
:symu:: Target land becomes an Island in addition to its other types until the end of turn. Merrow don’t have legs, but this tower fixes this problem.
Tower of Reinforcements
Artifact — Tower (R)
:2mana::symu::symu:: Return a creature you control to its owner’s hand. Put a creature from your hand onto the battlefield.
Arduat, the Ebony Palace
Legendary Land (R)
Arduat, the Ebony Palace enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symb:, Sacrifice Arduat, the Ebony Palace: Creatures you control gain fear until the end of turn.
Birteth, the Fire Place
Legendary Land (R)
Birteth, the Fire Place enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symr:, Sacrifice Birteth, the Fire Place, sacrifice any number of red creatures you control: Birteth deals damage equal to total power of creatures sacrificed this way to target player.
Busy Grove
Land (C)
Busy Grove enters the battlefield tapped.
When Busy Grove enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symg: to your mana pool.
Concealed Room
Land (C)
Concealed Room enters the battlefield tapped.
When Concealed Room enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symb: to your mana pool.
Larkan, Pearl of Mer Sea
Legendary Land (R)
Larkan, Pearl of Mer Sea enters the battlefield tapped.
:symtap:: Add to your mana pool.
:4mana::symu:, Sacrifice Larkan, Pearl of Mer Sea: Draw a card for each Island you control.
Lively Pond
Land (C)
Lively Pond enters the battlefield tapped.
When Lively Pond enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symu: to your mana pool.
Longrim, Limestone Fortress
Legendary Land (R)
Longrim, Limestone Fortress enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symw:, Sacrifice Longrim, Limestone Fortress: Creatures you control gain first strike until the end of turn.
Midsummer Fire
Land (C)
Midsummer Fire enters the battlefield tapped.
When Midsummer Fire enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symr: to your mana pool.
Sumai-The, Capital Forest
Legendary Land (R)
Sumai-The, Capital Forest enters the battlefield tapped.
:symtap:: Add to your mana pool.
:3mana::symg:, Sacrifice Sumai-The, Capital Forest: Put a 1/1 Elf token onto the battlefield for each Elf you control.
Sunlit Market
Land (C)
Sunlit Market enters the battlefield tapped.
When Sunlit Market enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symw: to your mana pool.
Private Mod Note
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Inspiration:
The main civilizations are based on: Elves - Utopia by Thomas More, Merfolk - Prisoners of Power by Strugatsky brothers, Humans - We by Zamyatin and Flamekin - Fahrenheit 451 by Ray Bradbury.
Flavor and in-universe story:
Everything started with the local green oldwalker Ka-The building the perfect society. Ka-The herself is a workaholic, so she built the surroundings correspondingly - work, work, no luxury, everyone should work, no private ownership, work, work, strict behavorial rules... More's Utopia. While this fared well with green fraction whose natural motto is "everything has its place in ecosystem and should work for common goal", red fraction on continent was rather opposed but couldn't really do anything against the oldwalker.
Until the Mending happened and Ka-The started to lose her power.
Reds were soon to split and declare own state at local mountains (Ishaii), where the green fatties couldn't reach them. Their credo is to destroy everything which is connected to their oppressed past as a part of elven empire, and that "everything" mostly is craved/painted/written evidences. Their new credo is to live full life for themselves, not bothering with thinking for the future or any of "communty obligations".
White-Black fraction is several cities, built around the oasises in deserted coastal regions. Since maintaining rather large settlements in desert is rather demanding, they took the societal model after elves and now are working under several projects of their leader, the Benefactor. To better organise the arrival-departure between cities, the number naming system was introduced (with individual number denoting the occupation of human), later replacing the names completely. Black part of this nation is a Bureau of Guardians - the secret police, white part is usual laborers.
Blue fraction became organised rather recently - Merfolk in Utopia don't have legs and are lacking speech organs, so they were sentient, but rather limited in communication. This changed after elves desided to drown rather able mindmage for regular attempts at unemployment. Said person, Varnakor, was able to telepatically link to nearby merfolks, which gladly helped him to survive underwater in exchange of helping to create a chain of towers which allowed them to speak telepatically. Unfortunately this good idea quickly evolved in something more when the leaders understood that direct access to minds can be used for something more than just relaying the information.
Fraction never liked each other much (especially in friendly colors pairing) - white (humans) hated green (elves) for controlling all abundant regions and blue (merfolk) for building towers on coast, hence taking their territory; green hates red and white for being direct neighbors not joining their empire, red hates green for history of making flameking work for community and black for sending spies, black hates blue for building brainwashing towers and red for being the example of non-uniformity centered society, blue hates white and black for destroying towers.
Now all the mess - Ka-The losing power, red fraction becoming more and more hedonistic and reckless, Benefactor suggesting more ambitious projects and merfolk beginning to build their brainwashing towers on coast - came in motion, and Utopia is moving to all consuming war.
Mechanics:
{color} community - if you control only {color} creatures, {do something}. That's for fractions disliking each other.
This block uses -1/-1 counters with one exception. But I think planeswalker may be forgiven.
For white:
Bonuses for creatures without abilities.Flavor: uniformity is good.
Tokens. Supplementary to first one, because there can be only not much vanilla creatures.
Selfless (in progress) - if damage would be dealt to its controller, it's dealt to this creature instead.
For blue:
Islandwalk.
Unblockable.
Look at player's hand. Flavor: telepathy.
Affinity for Towers (Towers are artifact subtype in set. Currently considering renaming to avoid this triggering from Urza's Tower).
For black:
Wither (returning).
Discard-related stuff.
Punishment to creatures with abilities. Flavor: mirroring white ability.
Observe {name} - name {name}, then target opponent reveals his or her hand and loses 1 life for each {name} revealed. Flavor: secret policy.
For red:
~ has haste, sacrifice ~ at the beginning of the end step. Flavor: live now, don't worry about future.
Discard cards, get bonus for each card discarded this way.
Bleeding (beta) - if ~ deals combat damage to a creature, that creature gets -0/-1 until the next end step of its controller.
For green:
Forestwalk.
Wither.
Common duty: {ability} - tap this creature to give target attacking creature {ability}.
White:
Legendary Creature — Human Artificer (R)
When The Benefactor enters the battlefield, search your library for an artifact or construct card, reveal it and put it in your hand.
:2mana::symw::symw:: Exile target creature you control other than The Benefactor, then return that card onto the battlefield under your control.
2/2
Call the Civil Services :2mana::symw:
Instant (C)
Destroy target enchantment. Put a 2/2 white Human Minion token onto the battlefield.
Citizen Erased :symw::symw:
Instant (C)
Exile target creature which activated abilities this turn.
There’s no muse.
E-890, Guardian of Fifth Shift :1mana::symw::symw:
Creature — Human Soldier (U)
Vigilance.
White community - creatures you control have vigilance if you control only white creatures.
2/2
Food Cards Giveout :3mana::symw::symw:
Instant (U)
Regenerate all creatures you control. They get +2/+2 until the end of turn.
Glorious March :4mana::symw::symw:
Sorcery (C)
Put three 2/2 white Human Minion tokens onto the battlefield.
“Watch the purest, mindless faces marching in perfect unity!”
Hold the Line :3mana::symw::symw:
Enchantment (R)
As long as all creatures you control are untapped, they are indestructible.
I-115 :symw::symw:
Creature — Human Minion (C)
“An apt fighter, protector of our beloved land, and the symbol of simple life...”
3/1
M-043, Cowardly Thatcher :2mana::symw:
Creature — Human Soldier (C)
First strike.
“And who said being wary is a bad thing?”
2/2
M-273, Factory Guard :symw::symw:
Creature — Human Minion (U)
:2mana::symw:: Put a 2/2 Human Minion token onto the battlefield.
Passport? Enter.
2/2
March to War :1mana::symw::symw:
Sorcery (U)
Minion creatures you control get +1/+1 until the end of turn and attack this turn if able.
Morning Bell :3mana::symw::symw:
Enchantment (M)
Creatures without abilities get +2/+2.
At the beginning of your upkeep, put a 2/2 white Human Minion token onto the battlefield.
O-018 :5mana::symw:
Creature — Human Minion (C)
“Noble defender, favorite teacher and master thatcher...”
3/6
Peace Negotiations :1mana::symw:
Enchantment (C)
At the beginning of your upkeep, gain life equal to the number of colors among the permanents you control.
Project Submarine :2mana::symw::symw:
Creature — Construct (U)
Project Submarine can attack only if defending player controls an Island.
Project Submarine is unblockable.
Its builders don’t fully understand what they work on, but still consider this as their greatest achievement.
4/4
Project Zeppelin :3mana::symw::symw:
Creature — Construct (C)
Flying
White community - Project Zeppelin is unblockable if you control only white creatures.
A leather structure which is kept in air by countless small spells of the engineers of empire.
3/4
Pure Intentions :2mana::symw:
Enchantment — Aura (U)
Enchant creature.
Enchanted creature loses all abilities and becomes a 2/2 white Minion.
Join our glorious forces, perfect in total unification!
Serene Chant
Instant (U)
Choose one - Counter target blue spell; or destroy target blue permanent.
Unscathed Purity
Instant (C)
Target creature gains protection from the color of your choice until the end of turn.
White community - if you control only white creatures, up to three creatures gains protection from the colour of your choice until the end of turn.
V-001 :1mana::symw:
Creature — Human Minion (C)
“Exemplar citizen of empire, a beloved and revered hero...”
2/2
Y-208, Wordy Brigadier :3mana::symw::symw:
Creature — Human Citizen (R)
When Wordy Brigadier enters the battlefield, put two 2/2 white Human Minion tokens onto the battlefield under your control.
Tap an untapped creature you control: Tap an untapped creature you don’t control.
Instant (C)
Target player draws a card.
Target player draws a card.
Target player draws a card.
Cryptic Chant
Instant (U)
Choose one — Counter target white spell; or destroy target white permanent.
Fleeting Inspiration :1mana::symu:
Instant (C)
Draw a card. Target opponent may draw a card. If he or she does, draw an extra card.
Muse, wait!
Illusitalk Builder :1mana::symu:
Creature — Merfolk Artificer (U)
When Illusitalk Builder enters the battlefield, search your library for a Tower card and put it into your hand.
1/1
Infiltrator’s Powders :1mana::symu::symu:
Enchantment — Aura (U)
Enchant creature.
Whenever enchanted creature deals combat damage to a player, draw a card.
Sacrifice Infiltrator’s Powders: Return enchanted creature to its owner’s hand.
Merrow Supplier :1mana::symu:
Creature — Merfolk Scout (C)
Blue community - Merrow Supplier has Islandwalk if you control only blue permanents among colored permanents.
Merrows definitely aren’t revealing details of physiology to outsiders.
1/2
Overthink :symu::symu:
Instant (C)
Counter target spell unless its controller pays 1 for each card in your hand.
Peek
Instant (C)
Look at target opponent’s hand. Draw a card.
I wonder... Nevermind - Zalinka Mirrorfins.
Reported Success :symu::symu:
Instant (C)
As an additional cost to cast Reported Success, return a blue creature you control to its owner’s hand.
Counter target spell.
Shaped Clouds :1mana::symu::symu:
Creature — Elemental (U)
Flying.
Blue community - permanents you control have flying if you control only blue creatures.
2/2
Sneak a Peek
Instant (U)
Return target creature to its owner’s hand. Look at that player’s hand.
Guards, what guards?
Springborn Agent :2mana::symu:
Creature — Merfolk (U)
Shroud.
Springborn Agent is unblockable.
Affinity for towers (This spell costs 1 less to cast for each tower you control.)
2/1
Tower Watch :3mana::symu::symu:
Creature — Merfolk Scout (C)
Flying.
Affinity for towers (This spell costs 1 less to cast for each tower you control.)
That imperial sheep are wandering around again. I’ll make sure they won’t damage towers.
3/4
Zalinka Mirrorfins :3mana::symu::symu:
Legendary Creature — Merfolk Advisor (R)
:symtap:: Name a nonland card, then target player reveals his or her hand. Draw a card for each named card revealed this way.
Her enemies know that she knows, but she knows that they know that she knows.
2/2
Legendary Creature — Human Minion (R)
At the beginning of each player’s upkeep, that player loses life equal to number of cards in his or her hand.
:4mana::symb::symb:, :symtap:: Destroy target creature.
1/3
Benefactor’s Agents :3mana::symb:
Creature — Human Assassin (C)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
At days, the Benefactor relies on diplomats and heralds. At nights, his methods are... more refined.
2/1
Bloodquill Agent :2mana::symb::symb:
Creature — Horror (U)
Flying
Pay 3 life: Draw a card.
“Worry not, his information worth the price”, - B004.
2/2
Cause Silence :1mana::symb:
Sorcery (C)
Destroy target creature with an ability.
“Simple minds are easy to manipulate. The rest... should have known better” -Grand Cleric W-032.
Death Wind :symx::symb:
Instant (C)
Target creature gets -X/-X until the end of turn.
Grim Library :1mana::symb:
Enchantment (C)
Whenever you draw a card, each opponent loses 1 life.
Nothing special to read there, but the place itself is strangely pleasant.
I-112, Secretary of Uniformity :3mana::symb::symb:
Creature — Human Minion (R)
:2mana::symb:, :symtap:: Target creature loses all abilities until the end of turn.
“Well, what we have there?.. Unacceptable! Replace it, or I’ll call reinforcers!”.
L-15, Enforcer :5mana::symb:
Creature — Human Soldier (C)
“Fear not the looks of enforcers, since their alteration serve for protection of our glorious society”.
5/4
Nightwhisper of Longrim :1mana::symb::symb:
Creature — Specter (C)
Flying.
Whenever a creature you control dies, target opponent discards a card.
2/1
Poison the Water Source :2mana::symb:
Sorcery (C)
All creatures of the chosen color get -1/-1 until the end of turn.
Q-921, Secretary of Inaction :2mana::symb:
Creature — Human Minion (U)
When Q-921, Secretary of Inaction enters the battlefield, observe an instant (Target opponent reveals his or her hand and loses 1 life for each instant revealed.)
2/2
Schemes Distruptors :7mana::symb:
Creature — Human Scout (C)
Whenever Schemes Distruptors attack, observe an enchantment (Target opponent reveals his or her hand and loses 1 life for each enchantment revealed.).
Small corps formed by the most zealous Ds.
7/6
Spread Prejudice :3mana::symb::symb:
Sorcery (U)
Choose two target creatures that share no color. That creatures gain wither (This deals damage to creatures in the form of -1/-1 counters.) and fight each other.
Handy weapons for each elitist.
Thought Purge :1mana::symb:
Sorcery (C)
Target opponent discards a card at random. Observe a creature (Target opponent reveals his or her hand and loses 1 life for each creature revealed.).
Ultimate Chant :1mana::symb::symb:
Instant (U)
Choose one: Counter target spell unless its controller sacrifices a creature, or destroy target creature unless its controller discards two cards.
Instant (U)
Exile all graveyards.
Exile a card: Draw two cards. You may repeat this process, exiling each time 1 more card.
Burn out the heresy - Ishal.
Blindbright Chanter :1mana::symr:
Creature — Elemental Shaman (C)
:1mana::symr:: Target creature can’t block this turn.
Unlike other flamekin, he craves for brightness, not hotness.
0/1
Boil with Rage :2mana::symr::symr:
Instant (C)
Target creature gets +2/+0 and gains double strike until the end of turn.
Burn the Scrolls
Instant (C)
As an additional cost to cast Burn the Scrolls, discard any number of cards. Burn the Scrolls deals twice that much damage to target creature or player.
Fiery Chant
Instant (U)
Choose one - Counter target green spell; or destroy target green permanent.
Firestarting :1mana::symr:
Sorcery (C)
Firestarting deals 4 damage to target creature. If that creature was black, Firestarting deals extra 2 damage to another target creature.
Is that what you’ve wanted to see, spy? - Saclechad of Flamekin.
Glorious Fire :5mana::symr::symr:
Instant (C)
Glorious Fire deals 5 damage to each creature and each player.
“BUUURN!” - Saclechad.
Ihsal, Funeral Pyre :1mana::symr::symr:
Legendary Creature — Elemental Shaman (R)
Whenever you discard a card or sacrifice a creature, draw a card.
Years passed, Ihsal went whiter and her tribe went smaller. Shaman possibly became wiser, but she never got less fiery.
3/1
Last Cinders :1mana::symr::symr:
Enchantment (U)
Whenever a creature dies, it deals 1 damage to player of its owner’s choice and 1 damage to its owner.
Saclechad of Flamekin :2mana::symr::symr:
Planeswalker — Saclechad (M)
Starting Loyalty: 4
0: Put a 3/1 red Elemental token onto the battlefield.
-2: Any number of red creatures you control gain +1/+0, haste and trample until end of turn. Sacrifice them at the beginning of the next end step.
-4: At the beginning of next declare attackers step, attacking creatures you control get +X/+0, where X is the number of attacking creatures. Sacrifice those attackers at end of turn.
Saclechad’s Rival :1mana::symr::symr:
Creature — Elemental Warrior (R)
Haste, Trample.
Saclechad’s Rival can’t block.
Whenever another red creature dies, you may return Saclechad’s Rival from your graveyard to the battlefield under your control.
3/1
Searblade Striker :2mana::symr:
Creature — Elemental Warrior (C)
Bleeding (If Searblade Striker deals combat damage to a creature, that creature gets -0/-1 until the next end step of its controller.)
3/1
Stomper from Ishaii :4mana::symr:
Creature — Elemental (C)
Rock elementals from Ishaii mountains are slow and steady, unlike their fiery brethen.
3/5
Treeburner Dragon :4mana::symr::symr:
Creature — Dragon (R)
Flying.
Whenever Treeburner Dragon attacks, it deals damage to defending player equal to number of Forests he or she controls.
5/4
Violent Answer
Sorcery (C)
Sacrifice a creature: Violent Answer deals 5 damage to target creature.
Elves pushed. Flamekin snapped.
Whirlfire Brawler :2mana::symr:
Creature — Elemental Warrior (C)
Haste
Flamekin found out about fall of “elven goddess” just recently and promptly rushed for retribution.
2/2
Creature — Elf Druid (U)
Common duty: deathtouch (you may tap this creature to give target attacking creature you control deathtouch until the end of turn).
Ka-The helped a lot to develop medicine in native forest. Not everyone saw that as a good thing.
1/1
Corrode :symg::symg:
Instant (C)
Destroy target artifact. Gain life equal to its converted mana cost.
Cut Corners
Instant (C)
Creatures you control gain trample until the end of turn.
Wurms aren’t supposed to stop to notice what they’ve swallowed, - Ka-The, Hands of Forest.
Domesticated Wurm :5mana::symg::symg:
Creature — Wurm (C)
One of the reasons why citizens of Maetor Empire aren’t exactly fond of elves of The.
7/6
Driving Wurm :6mana::symg:
Creature — Wurm (U)
Common duty: +3/+3 and intimidate (you may tap this creature to give target attacking creature you control +3/+3 and intimidate until the end of turn)
6/6
Elein-The, Claw of Hand :2mana::symg:
Legendary Creature — Elf Warrior (R)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Elein-The’s power and toughness are each equal to the number of -1/-1 counters on the battlefield plus one.
*+1/*+1
Elf Flamekeeper :2mana::symg::symg:
Creature — Elf Druid (U)
Common duty: protection from red (you may tap this creature to give target attacking creature you control protection from red until the end of turn).
4/3
Feral Chant
Instant (U)
Choose one - Counter target red spell; or destroy target red permanent.
Joined Strength
Instant (C)
Target creature gains +1/+1 until the end of turn for each creature which shares the creature type with it.
Ka-The, Hands of Forest :symg::symg::symg:
Planeswalker — Ka-The (M)
Starting Loyalty: 4
+1: Put a +1/+1 counter on up to one target creature. That creature gains trample until end of turn.
+1: If you control the creature with the greatest power or tied for the greatest power, draw a card.
-9: You get an emblem with “Whenever a creature you control blocks or becomes blocked by a creature, destroy that creature.
Ka-The’s Calling :1mana::symg:
Enchantment (C)
At the beginning of your end step, you may remove up to one -1/-1 counter from up to one creature which attacked this turn.
Fight your way to the perfection, - Ka-The, Hands of Forest
Leashed Wurm :5mana::symg::symg::symg:
Creature — Wurm (U)
Trample.
Leashed Wurm gets -1/-1 for each other creature you control.
Favorite pet of children from The.
10/10
Leaves-Built Edge :1mana::symg:
Creature — Wall (U)
Defender.
:2mana::symg:: Both Leaves-Built Edge and target attacking creature get -1/-1 until the end of turn.
Severely burnt barrier between The forest and Ishaii mountains.
0/4
Maiden of Leaves Shadow
Creature — Elf Scout (C)
Common duty: protection from white (you may tap this creature to give target attacking creature you control protection from white until the end of turn).
1/1
Meadowrunner :1mana::symg:
Creature — Elk (C)
:symtap:: Target nonblack, nonartifact creature gets +0/+1 until end of turn.
It doesn’t mind company, while the company is good.
2/2
Pathkeeper of Sami-The :3mana::symg:
Creature — Elf Scout (C)
Common duty: trample (you may tap this creature to give target attacking creature you control trample until the end of turn)
2/2
Regrowth :symg::symg:
Sorcery (C)
Search your library for a Forest card and put it onto the battlefield. Return target creature card from the graveyard to your hand.
Runners with Beasts :4mana::symg::symg:
Creature — Elf Warrior (R)
If Runners with Beasts and another green non-elf creature you control attack, Runners with Beasts can’t be blocked.
No walls, not even dragons can stop them on their run.
6/5
Wandering Twinblades :1mana::symg::symg:
Creature — Elf Scout (R)
Double strike, wither (This deals damage to creatures in the form of -1/-1 counters), forestwalk.
They are tree cutters with slightly different specialization.
1/1
Artifact — Equipment (R)
Equipped creature has first strike.
Whenever equipped creature deals combat damage to a creature, return that creature to its owner’s hand.
Whenever equipped creature deals combat damage to a player, draw two cards.
Equip 4.
Aqualang
Artifact — Equipment (U)
Equipped creature gets +0/+1 and gains Islandwalk.
Equip 1
Spells woven into it are finer than its top quality leather.
List of Recruits
Artifact (C)
When List of Recruits enters the battlefield, choose a color.
Whenever a creature of chosen color enters the battlefield, gain 1 life.
Mask of Agent
Artifact — Equipment (C)
Equipped creature gets +1/+1 and its color becomes color of your choice.
Equip 1.
Poisoned Blades
Artifact (U)
Equipped creature gets +2/+0 and has wither.
Equip 2.
Elven creation, traded by merfolk from a flamekin who took it as a trophy from imperial assassin.
Sitting Gargoyle
Artifact Creature — Gargoyle (U)
Defender.
:3mana:: Until the end of turn, Sitting Gargoyle loses defender and becomes 3/3 artifact creature with flying named Risen Gargoyle.
1/4
Tower of Control
Artifact — Tower (U)
:5mana::symu::symu:: Gain control on target creature.
This Illusitalk tower is usually built first.
Tower of Illumination
Artifact — Tower (C)
:symu:: Look at target opponent’s hand.
Some say its light is so strong that pierces through mind.
Tower of Levitation
Artifact — Tower (R)
:symu:: Creatures you control gain flying until the end of turn.
Merrow claim this just to help their builders to rise other towers. Many say even that is reason enough to bring it to ground.
Tower of Passing
Artifact — Tower (U)
:symu:: Target land becomes an Island in addition to its other types until the end of turn.
Merrow don’t have legs, but this tower fixes this problem.
Tower of Reinforcements
Artifact — Tower (R)
:2mana::symu::symu:: Return a creature you control to its owner’s hand. Put a creature from your hand onto the battlefield.
Watchman’s Shield
Artifact — Equipment (U)
Equipped creature gets +0/+2.
Whenever a creature enters the battlefield, untap equipped creature.
Equip 2.
Legendary Land (R)
Arduat, the Ebony Palace enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symb:, Sacrifice Arduat, the Ebony Palace: Creatures you control gain fear until the end of turn.
Birteth, the Fire Place
Legendary Land (R)
Birteth, the Fire Place enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symr:, Sacrifice Birteth, the Fire Place, sacrifice any number of red creatures you control: Birteth deals damage equal to total power of creatures sacrificed this way to target player.
Busy Grove
Land (C)
Busy Grove enters the battlefield tapped.
When Busy Grove enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symg: to your mana pool.
Concealed Room
Land (C)
Concealed Room enters the battlefield tapped.
When Concealed Room enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symb: to your mana pool.
Larkan, Pearl of Mer Sea
Legendary Land (R)
Larkan, Pearl of Mer Sea enters the battlefield tapped.
:symtap:: Add to your mana pool.
:4mana::symu:, Sacrifice Larkan, Pearl of Mer Sea: Draw a card for each Island you control.
Lively Pond
Land (C)
Lively Pond enters the battlefield tapped.
When Lively Pond enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symu: to your mana pool.
Longrim, Limestone Fortress
Legendary Land (R)
Longrim, Limestone Fortress enters the battlefield tapped.
:symtap:: Add to your mana pool.
:1mana::symw:, Sacrifice Longrim, Limestone Fortress: Creatures you control gain first strike until the end of turn.
Midsummer Fire
Land (C)
Midsummer Fire enters the battlefield tapped.
When Midsummer Fire enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symr: to your mana pool.
Sumai-The, Capital Forest
Legendary Land (R)
Sumai-The, Capital Forest enters the battlefield tapped.
:symtap:: Add to your mana pool.
:3mana::symg:, Sacrifice Sumai-The, Capital Forest: Put a 1/1 Elf token onto the battlefield for each Elf you control.
Sunlit Market
Land (C)
Sunlit Market enters the battlefield tapped.
When Sunlit Market enters the battlefield, return a land you control to its owner’s hand.
:symtap:: Add :1mana::symw: to your mana pool.