Development
AranMagnus (Lead)
Apoquallyp
Prophylaxis
Any MTGS community member who has presented feedback!
Special Thanks
Jenesis, for extensive feedback on keywords
Pichoro, for help with MSE2 enchancements
Gwar_the_Troll, for help with art and MSE templates
Information
As the title and the above credits suggest, this thread is for the discussion of the Hubris of Caeia block. The Hubris of Caeia is a custom mtg block that is meant to exist as a standalone format (ie; block constructed and cube limited) for casual play. The first set of the block, originally codenamed Soco, began design and development in April of 2011, and work continued here on the forums through to September of 2012, at which point the block was released in Beta form. The block explores several different things, both flavorfully and mechanically. Mechanically, most of the block is oriented around caring about what colors you are playing with, and as such many of the viable archetypes are mono-color or even colorless. Flavorfully, the set explores the story of a plane where colors of mana are segregated and do not mix easily, and the effects of an Eldrazi invasion of said plane.
Supported Formats and Playtesting Information:
As mentioned, this block is meant as a standalone format. This means that the only supported formats are block constructed and cube limited. In addition, booster draft will receive limited support (limited because of the difficulty in truly playtesting booster draft.). Any feedback given under the premise of playing these cards in other formats will not be taken into consideration.
The supported online platform for the block is Cockatrice. Cockatrice is a robust program that provides, in my opinion, the best overall online play experience for custom sets.
You can download the Hubris of Caiea plugin for Cockatrice at this link. At this point in time, the cockatrice plugin only works for Windows 7 and Vista and is not compatible with other MtG sets, and will indeed not allow other sets to be accessed so long as it is installed. The program does come with an uninstaller that does restore your sets. This uninstall file can be found in C:\Users\USER\Appdata\Local\Cockatrice\ and is named uninstall.bat. Future updates will include options for Windows XP users.
Feedback Wanted
Simply put, I want your feedback on this set. While I'm very proud of the work done up to this point, I will be the first to admit that the set is unfinished and not as balanced as it could be. My intent, from the start, has been for the final product to be the most polished custom set ever created - a goal that may seem a bit ambitious, but I believe in ambitious goals. Feedback on flavor, function, grammar, and templating is requested. Additionally, feedback from those who have played with the cards themselves is precious like gold.
I hope the community can enjoy these cards a fraction of the amount that I have enjoyed making them.
Full Spoiler List for Annihilation (formerly Lime)
Set by Advent (Special Thanks: Apoquallyp, AranMagnus, Prophylaxis)
Set 3 of 3 in the Hubris of Caeia Block (Soco, Amaretto, Lime)
Adherent of the Blind0
Creature — Human (U) The surviving members of Azam’s Cult of the Blind live as pawns of the Eldrazi. They do their masters’ bidding, longing for the day when they too are consumed and their torture will end.
1/1
The Aeons Torn6
Sorcery (R)
You may put a colorless creature card with converted mana cost X or less from outside the game onto the battlefield, where X is the number of lands with consumption counters target player controls.
Annihilation9
Tribal Sorcery — Eldrazi (M)
Destroy all colored permanents and all basic lands. The crushing victory of the Eldrazi, the complete destruction of an entire Plane. This was the price for the hubris of Caiea.
Ascended Cultist2
Creature — Eldrazi Drone (C)
Whenever Ascended Cultist deals combat damage to a player, you may sacrifice it. If you do, put a corruption counter on target land that player controls. Fully enthralled by the Eldrazi, they now work tirelessly toward their own destruction.
2/1
Clarify1
Instant (C)
Target spell or permanent becomes colorless.
Devouring Drone5
Creature — Eldrazi Drone (R)
Eldrazi creatures you control have “1, T: Consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.).”
When Devouring Drone enters the battlefield, put three 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has “Sacrifice this creature: Add 1 to your mana pool.”
2/2
Emrakul, Tyrant of the Blind Eternities15
Legendary Creature — Eldrazi (M)
Emrakul, Tyrant of the Blind Eternities costs 1 less to cast for every land with a consumption counter that an opponent controls.
Whenever a player sacrifices a permanent, Consume 1.
Flying, Annihilator 2
When Emrakul is put into a graveyard from anywhere, its owner shuffles it into his or her library instead.
10/10
Kozilek’s Thoughtbinder6
Creature — Eldrazi (R)
Whenever you draw a card, you may pay 1. If you do, consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.).
4/4
Maw of Ulamog7
Tribal Instant — Eldrazi (U)
Destroy target creature.
Maw of Ulamog costs 5 less to cast if you control no colored permanents.
Not of This World7
Tribal Instant — Eldrazi (U)
Counter target spell or ability that targets a permanent you control.
Not of This World costs 7 less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
Propagate2
Tribal Sorcery — Eldrazi (R)
Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield with “Sacrifice this creature: Add 1 to your mana pool.” for each land with a consumption counter target player controls.
Spawncall1
Sorcery (C)
Search your library for a nonartifact, nonland, colorless card and put it on top of your library. Then shuffle your library.
Strange Aeons4
Sorcery (C)
Consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.)
Draw a card for each land with a consumption counter target opponent controls.
Ugin, the Silver Flame7
Planeswalker — Ugin (M)
Starting Loyalty: 5
+2: Ugin, the Silver Flame deals 3 damage to target creature or player.
-3: Exile target permanent. Return it to the battlefield under your control at the beginning of the next end step.
-11: You may cast up to four cards you own from outside the game without paying their mana cost. They cannot be countered.
Ulamog, Voice of Ending14
Legendary Creature — Eldrazi (M)
Haste
Whenever you cast Ulamog, Voice of Ending, you control target player during that player’s next turn.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles it into his or her library instead.
8/8
Ulamog’s Destroyer12
Creature — Eldrazi (U)
Trample, annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
Ulamog’s Destroyer must attack each turn if able.
8/8
Wake of the Titans2
Tribal Sorcery — Eldrazi (C)
Consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.) “This was once a bright and vibrate land. I wonder if it ever will be again.”
Alabaster PurifierWW
Creature — Human Cleric (C) 2W, T: Exile target artifact or enchantment.
2/1
Avatar of the End7WWW
Legendary Creature — Avatar (M)
Indestructible
As Avatar of the End enters the battlefield, exile any number of target permanents you control, then exile any number number of cards in your graveyard.
Avatar of the End’s power and toughness are equal to the number of cards exiled with it. The lost souls of Caeia rose again as one, their final act of defiance against the Eldrazi.
*/*
Bask in the lightW
Sorcery (C)
Gain 1 life for each white permanent you control.
Purity — If white is only color you control, gain 2 life for each white permanent you control instead.
Blademaster’s Legacy1W
Enchantment (U)
Whenever a creature you control dies, you may attach any number of Auras or Equipment that were attached to it and attach them to another target creature.
Bolstering Tale4W
Instant (U)
Creatures you control are indestructible until end of turn.
Chance Meeting1W
Sorcery (C)
Put a 1/1 white Soldier creature token onto the battlefield.
If you control no more than one creature, put three 1/1 white Soldier creature tokens onto the battlefield instead.
Cloudrunner Griffin2WW
Creature — Griffin (C)
Flying, first strike
Epitaph — W, exile Cloudrunner Griffin from your graveyard: Target creature gains flying until end of turn. If Ana closed her eyes, she could almost see the griffins circling the towers of Toraia, but those days were gone.
2/1
Divine Ascension4WW
Enchantment — Aura (R)
Enchant Creature
Enchanted creature is indestructible and has flying and lifelink.
Divine ExtirpationWW
Instant (C)
Exile target artifact or enchantment. You gain life equal to its converted mana cost.
Purity — If white is the only color among permanents you control, draw a card.
Forgotten Barrier3WW
Creature — Wall (C)
Defender
Whenever Forgotten Barrier blocks a creature, exile that creature. Return it to the battlefield at the beginning of its controller’s next upkeep.
0/5
Forsaken ToraianW
Creature — Human Warrior (U)
First Strike
Despair — As long as Forsaken Toraian is the only creature you control, it gets -1/-1 and loses first strike. “Is... is anyone there?”
2/2
Guardian Seraph2WW
Creature — Angel (U)
Flying W: Change a target of target spell or ability to Guardian Seraph.
2/3
Harrier DroneWW
Creature — Eldrazi Drone (U) T: Target player taps up to X target nonland permanents he or she controls, where X is the number of lands with a consumption counter he or she controls.
0/3
Legacy of the Fallen2WW
Enchantment (R)
Epitaph — 2W, Exile a creature card from your graveyard: Put a +1/+1 counter on each creature you control.
Memoria Angel3WW
Creature — Angel (U)
Flying, lifelink
Epitaph — WW, exile Memoria Angel from your graveyard: Target creature gets +2/+2, gains flying and lifelink, and is a white angel until end of turn.
2/4
Ray of LightW
Instant (U)
As an additional cost to cast Ray of Light, return target creature you control to its owner’s hand.
Choose one — Gain 3 life; or Ray of Light deals 3 damage to target nonwhite creature.
Silver Flame ConscriptW
Creature — Human Warrior (C)
Prismatic (When this creature enters the battlefield and at the beginning of your upkeep choose a color. This creature is that color.)
1/1
Stand Against the Night3WW
Sorcery (R)
Put a +1/+1 counter on each creature you control.
If an opponent controls a creature with nine power or more, put an additional +1/+1 counter on each creature you control. The night is dark and full of terrors.
Toraian Archer2W
Creature (C)
First Strike, reach
2/1
Toraian Pathfinder1W
Creature — Human Scout (C)
Tap an untapped land you control: Add W to your mana pool.
2/1
Toraian Veteran3WW
Creature — Human Warrior (R)
Vigilance, Double Strike
Epitaph — WW, exile Toraian Veteran from your graveyard: Target creature gains double strike until end of turn.
2/1
Weight of Guilt2WW
Enchantment (C)
Whenever a creature enters the battlefield under you control, you may tap target creature.
Wrathful Seraph4WW
Creature — Angel (R)
Flying
Epitaph — 4WWW, exile Wrathful Seraph from your graveyard: Destroy all creatures.
4/4
Aran, Hand of Bolas3UU
Planeswalker — Aran (M)
Starting Loyalty: 2
+1: Untap up to two target nonland permanents.
0: Tap target permanent. It doesn’t untap during its controllers next untap step.
-6: You get an emblem with “Opponents can’t cast spells.”
Captive MermaidUU
Creature — Merfolk (R) X, T: Target player puts the top X cards of his or her library into his or her graveyard. (Use only U to pay for X.)
Epitaph — UU, exile Captive Mermaid from your graveyard: Target player puts the top ten cards of his or her library into his or her graveyard. It is a great sin to pull a mermaid from the waters of the Blinksea.
1/1
Dissipate1UU
Instant (U)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard.
Endless ThoughtU
Sorcery (C)
Draw a card, then exile Endless Thought.
Purity — If blue is the only color among permanents you control, your maximum hand size is increased by one for the rest of the game.
Forsaken TelvanU
Creature — Merfolk (U)
Hexproof
Despair — As long as Forsaken Telvan is the only creature you control, it gets -1/-1 and loses hexproof. All the memories of the blinksea were small comfort to Selene, the last Merfolk of Caeia.
2/2
Harrying BlastXU
Instant (C) (Use only U to pay for X.)
Choose One — Remove up to X counters from up to X target permanents; or tap target permanent with converted mana cost X or less.
Hoarfrost1UU
Sorcery (C)
Tap all creatures with power 4 or greater. They do not untap during their owner’s next untap step.
ManawatchUU
Enchantment (R)
Whenever an opponent plays a land, you may draw a card and put a charge counter on Manawatch.
Purity — As long as blue is the only color among permanents you control, if Manawatch has five or more charge counters, spells you cast have hexproof.
Memory FragmentU
Creature — Illusion (U)
Memory Fragment is unblockable.
When Memory Fragment becomes the target of a spell of ability, sacrifice it.
Memory Fragment gets +1/+1 as long as a graveyard has ten or more cards in it.
1/1
Merfolk DreamerU
Creature — Merfolk (C)
Epitaph — 2U, exile Merfolk Dreamer from your graveyard: Return target instant or sorcery card from your graveyard to your hand. Some merfolk of Telvan refused to acknowledge the Eldrazi at all, preferring instead to spend their last moments reliving the best memories they’d collected.
1/1
Merfolk of the BlinkseaU
Creature — Merfolk Warrior (C)
At the beginning of your upkeep, target player puts the top card of his or her library into his or her graveyard.
1/1
Mindflash Drake4UU
Creature — Drake (C)
Flash
Flying
Epitaph — UU, exile Mindflash Drake from your graveyard: You may cast creature spells as if they had flash until end of turn.
3/3
Netherswift DroneUU
Creature — Eldrazi Drone (U)
As long as a player controls a land with a consumption counter, Netherswift Drone is unblockable.
3/2
Siren’s Screech1U
Instant (C)
Put target attacking creature on top of its owner’s library.
Purity — If blue is the only color among permanents you control, all other attacking creatures get -2/-0 until end of turn.
Siren’s Song2UU
Enchantment (R)
Whenever a player would put a creature card into his or her graveyard from the top of his or her library, you may pay UU. If you do, put it onto the battlefield under your control instead.
Sisters of the SeaUU
Sorcery (C)
Choose a merfolk creature you control. Search your library for up to three cards that share a name with that creature, reveal them, put them into your hand, then shuffle your library.
Spectre of Memory2UU
Creature — Illusion (U)
Flying
When Spectre of Memory becomes the target of a spell or ability, sacrifice it.
When Spectre of Memory enters the battlefield, put a +1/+1 counter on it for each instant or sorcery card in target player’s graveyard.
2/2
Spell IndexU
Enchantment (U)
Tap an untapped creature you control: Put a charge counter on Spell Index. Activate this ability only during your turn.
Sacrifice Spell Index: Search your library for an instant or sorcery card with converted mana cost less than or equal to the number of charge counters on Spell Index and put it into your hand. Shuffle your library.
Tanglekelp Serpent2UU
Creature — Serpent (C) T: Tap up to two target creatures. Tanglekelp Serpent doesn’t untap during your next untap step.
2/2
Telvan Pathfinder1U
Creature — Merfolk Scout (C)
Tap an untapped land you control: Add U to your mana pool.
2/1
Telvan Snapfin1UU
Creature — Fish (U)
Flash
Whenever Telvan Snapfin enters the battlefield, put target creature with converted mana cost three or less on top of its owner’s library. Schools of snapfin make any who enter the waters of the Blinksea jumpy.
2/1
Telvan WaterdancerUUU
Creature — Merfolk Mystic (R)
Whenever an island enters the battlefield, you may pay 1. If you do, choose one — Draw a card; put a 0/1 blue Starfish creature token onto the battlefield; or target player puts the top three cards of his or her library into his or her graveyard.
1/1
What Lies Beneath2UU
Sorcery (R)
Sacrifice a creature, then reveal cards from the top of your library until you reveal a creature card with converted mana cost greater than the sacrificed creature’s. Put the revealed card onto the battlefield tapped, then shuffle all other cards revealed this way into your library. There’s always a bigger fish.
Aran’s Bloodspeaker2BB
Creature — Human Shaman (R)
Sacrifice a creature, T: Target opponent can’t cast spells this turn. Any opponent may pay 4 life to negate this effect. With Aran came the bloodmages of Kamigawa, all sworn to Bolas’ service.
1/1
Arathan Mastery1BB
Sorcery (C)
Choose one — Vampire creatures you control get +1/+1 and gain lifelink until end of turn; or Zombie creatures you control get +1/+1 and gain deathtouch until end of turn.
Arathan Nightmaid3BB
Creature — Vampire (R)
Lifelink, Deathtouch
Vampire creatures you control get +3/+3 as long as an opponent has no cards in hand.
2/2
Arathan Pathfinder1B
Creature — Vampire Scout (C)
Tap an untapped land you control: Add B to your mana pool.
2/1
Battlemage of Nahral3BB
Creature — Vampire Wizard (R) T: Destroy target creature. Activate this ability only if that creature’s controller has discarded a card this turn.
Epitaph — 1B, exile Battlemage of Nahral from your graveyard: Destroy target creature. Even as the Eldrazi destroyed the world around them, Nahral’s followers continued to deal fear and death to all.
2/2
Carrion Raven2BB
Creature — Bird (C)
Flying
Purity — As long as black is the only color among permanents you control, whenever a creature an opponent control dies, you may pay BB. If you do, put a 2/2 black Raven creature token with flying onto the battlefield tapped.
2/2
Corrosion of the Soul5B
Instant (C)
Destroy target creature.
Purity — If black is the only color among permanents you control, if that creature would be put into a graveyard this turn, exile it instead.
Damned ArathanB
Creature — Zombie (U)
Damned Arathan can’t block.
Epitaph — B, exile Damned Arathan from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield.
2/2
Dark Might2BB
Instant (C)
Target creature gets +X/+0 where X is the number of swamps you control.
At the beginning of your upkeep, if Dark Might is in your graveyard, you may shuffle it into your library. If you do, lose 2 life.
Deathmonger Cultist1B
Creature — Shaman (U)
Deathmonger Cultist is colorless. T, Sacrifice a creature: Add 1 to your mana pool.
1/1
Forsaken ArathanB
Creature — Vampire (U)
Deathtouch
Despair — As long as Forsaken Arathan is the only creature you control, it gets -1/-1 and loses deathtouch.
2/2
Genocide DroneBB
Creature — Eldrazi Drone (U)
At the beginning of each opponent’s upkeep, that player sacrifices a creature if he or she controls a land with a consumption counter.
1/1
GhoulfleshB
Enchantment — Aura (C)
Enchant Aura
Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.
Gluttonous Demon3BBB
Creature — Demon (M)
Trample
Sacrifice a creature: Put X +1/+1 counters on Gluttonous Demon where X is the sacrificed creature’s toughness, then lose that much life. Use this ability only once per turn and only on your turn.
Gluttonous Demon is indestructible as long as its power is greater than 13.
5/5
Morass Lurker5B
Creature — Zombie (C)
Purity — As long as black is the only color among permanents you control, Morass Lurker has “2B: Regenerate Morass Lurker.”
4/4
Potent BlightXXBBB
Sorcery (R) (Use only B to pay for X.)
Nonblack creatures get -X/-X until end of turn.
ReanimateB
Sorcery (U)
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
Reanimated SoulwolfBB
Creature — Zombie Beast (C)
Epitaph — B, exile Reanimated Soulwolf from your graveyard: Target creature gains intimidate until end of turn.
2/1
Sanguinarum3BB
Sorcery (U)
Gain control of target creature that was dealt combat damage by a vampire you control this turn. That creature gets +2/+2, has lifelink, and is a black vampire.
Purity — If black is the only color among permanents you control, you may return Sanguinarum to your hand as it resolves.
Sanguine FeastB
Sorcery (C)
As an additional cost to cast Sanguine Feast, tap an untapped vampire you control. That creature doesn’t untap during its controller’s next untap step.
Target player draws two cards and loses two life.
Stubborn Dead3BBB
Enchantment (R)
Epitaph — Exile a creature card from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield.
Suffer the PastXB
Instant (U)
Exile X target cards from target player’s graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life. Ulamog’s tentacles, their touch like burning ice, rummaged through his soul and stung his memories one by one.
Vampire Fearmonger2BB
Creature — Vampire Shaman (U)
Intimidate
Whenever a player discards a card, put a +1/+1 counter on Vampire Fearmonger.
2/1
Vampire Reaver1B
Creature — Vampire (C)
Epitaph — B, exile Vampire Reaver from your graveyard: Target player discards a card.
2/1
Armed to the TeethR
Enchantment — Aura (C)
Enchant Creature
Enchanted creature gets +1/+1 for each equipment attached to it.
Arnakh’s Final Flame7RR
Sorcery (R)
Take an extra turn after this one. during that turn, you may cast red instant or sorcery cards from your graveyard without paying their mana cost. At the beginning of that turn’s end step, you lose the game.
Arnakh’s Furion1RR
Creature — Elemental (C)
First Strike
Whenever Arnakh’s Furion kills a creature, Fury deals damage equal to its power to target creature that player controls.
3/1
Blazing Armaments2RR
Sorcery (C)
Blazing Armaments deals 3 damage to target creature or player for each Equipment you control.
Breath of Arnakh1R
Sorcery (U)
Until end of turn, target red creature gains “R: This creature gets +1/+0 until end of turn.”
Mountains you control gain “T: Add RR to your mana pool. Use this mana only to activate abilities of creatures you control.” until end of turn.
Brood of the CalderaXXXRR
Sorcery (R) (Use only R to pay for X.)
Put X 5/5 red Dragon creature tokens with flying and “R: This creature gets +1/+0 until end of turn” onto the battlefield tapped.
Caeian Giant5RR
Creature — Giant (C)
Trample
Epitaph — Pay 2RR, Exile Caeian Giant from your graveyard: Target creature gets +2/+2 and gains trample until end of turn. Tip #1 on stopping a Caeian Giant: Don’t try to stop a Caeian Giant.
5/5
Caeian PhoenixRRR
Creature — Phoenix (M)
Flying, first strike, haste
Purity — As long as red is the only color among permanents you control, whenever Caeian Phoenix would die, instead exile it and return it to the battlefield tapped at the beginning of the next end step.
2/2
Cleansing Fire2RR
Sorcery (U)
As an additional cost to cast Cleansing Fire, sacrifice a land you control.
Cleansing Fire deals 5 damage to target player.
Purity — As long as red is the only color among permanents you control, search your library for a basic Mountain, reveal it, and put it into your hand. Shuffle your library.
Fiery RebirthRRR
Sorcery (R)
Epitaph — Exile a creature card your graveyard: Put a 3/3 red Phoenix token with flying and haste onto the battlefield.
Flameborne Assault3RR
Instant (C)
Put three 1/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step.
Purity — If red is the only color among permanents you control, draw a card.
Flames of the Forgotten3RR
Enchantment (C)
Epitaph — R, Exile a creature card from your graveyard: Flames of the Forgotten deals 2 damage to target creature or player. As Shadara was slowly ground out of existence, it’s inhabitants found one final way to spite their destroyers.
Forsaken ShadaranR
Creature — Goblin (U)
Haste
Despair — As long as Forsaken Shadaran is the only creature you control, it gets -1/-1 and loses haste. With Shadara in ruins, the goblins of Caeia were scattered and demoralized.
2/2
Goblin Ambush4RR
Sorcery (R)
Multikicker RR (You may pay an additional RR any number of times as you cast this spell.)
Search your library for a Goblin creature card and put it onto the battlefield, then shuffle your library.
For each time Goblin Ambush was kicked, creatures you control get +2/+2 until end of turn.
Goblin Blade Maniac2RR
Creature — Goblin Warrior (U)
Goblin Blade Maniac gets +1/+1 for each Equipment attached to it. 2: You may activate an equip ability of an equipment card in your graveyard until end of turn. He wears a suit of mismatched armor that was found discarded by it’s original owner, and he couldn’t be happier.
2/2
Goblin Paragon2R
Creature — Goblin Warrior (R)
Whenever Goblin Paragon deals combat damage to a player, add R to your mana pool. This mana does not empty from your mana pool until your end step, and can only be used to cast goblin spells or activate abilities of goblins. Even amidst the Eldrazi invasion, there were still those who could inspire bravery.
2/2
Goblin SpeedrunnerRR
Creature — Goblin (C)
Haste
Epitaph — R, Exile Goblin Speedrunner from your graveyard: Target creature gains haste until end of turn.
2/1
Progeny Wurm4RRR
Creature — Wurm (U)
Trample
When Progeny Wurm attacks, you may exile it instead. If you do, put a creature card from your hand onto the battlefield tapped and attacking. Sacrifice it at the beginning of the next end step.
4/4
Searing DroneRR
Creature — Eldrazi Drone (U)
At the beginning of each opponent’s upkeep, Searing Drone deals X damage to target creature that player controls, where X is the number of lands with consumption counters that player controls.
2/1
Shadaran Pathfinder1R
Creature — Goblin Scout (C)
Tap an untapped land you control: Add R to your mana pool.
2/1
Shadaran Sapper1RR
Creature — Goblin Warrior (C)
When Shadaran Sapper dies, each player sacrifices a land.
Purity — As long as red is the only color among permanents you control, when Shadaran Sapper dies, target player sacrifices a land instead.
2/2
Siege Volley2R
Sorcery (C)
Choose One — Destroy target Fortification; or Siege Volley deals 3 damage to target creature.
Volcanic Terrain4R
Instant (U)
As an additional cost to cast Volcanic Terrain, sacrifice any number of mountains.
Volcanic Terrain deals damage equal to three times the number of mountains sacrificed to each creature and player.
Aldrean Paragon3GG
Creature — Elf Knight (R)
Haste
Tap an untapped elf you control: Aldrean Paragon gets +2/+2 until end of turn.
2/2
Aldrean Pathfinder1G
Creature — Elf Scout (C)
Tap an untapped land you control: Add G to your mana pool.
2/1
Alpha Wurm6GGG
Creature — Wurm (M)
Trample
At the beginning of each player’s upkeep, the player who controls the creature with the highest power draws a card.
9/9
Charging Boar2GG
Creature — Beast (U)
Flash
Purity — As long as green is the only color among permanents you control, whenever Charging Boar enters the battlefield, it fights target creature an opponent controls.
3/3
Creeping VinesG
Enchantment (C)
When Creeping Vines enters the battlefield, exile target fortification.
When Creeping Vines leaves the battlefield, return the exiled fortification to the battlefield under its owner’s control.
Any player may pay 3 to destroy Creeping Vines.
Deadly DiversionGG
Instant (C)
Until end of turn, all creatures able to block target creature do so.
Purity — If green is the only color among permanents you control, target creature gains deathtouch until end of turn.
DeathspinnerGG
Creature — Spider (C)
Deathtouch, reach
Whenever Deathspinner deals combat damage to a creature, sacrifice Deathspinner. The spiders of the Deepforest are lethal, but fragile.
1/1
Elven Renewer1G
Creature — Elf Shaman (U)
Whenever Elven Renewer enters the battlefield, you may exile target land you control. Return it to the battlefield under its owner’s control at the beginning of the next end step.
2/2
Eria, the Last Greenspeaker2GG
Legendary Creature — Elf Druid (R)
Hexproof T, Sacrifice Eria, the Last Greenspeaker: Untap all Forests you control.
2/2
Eternal GrovekeeperGG
Creature — Elf Druid (R) T: Add one mana of any color to your mana pool.
Epitaph — G, Exile Eternal Grovekeeper from your graveyard: Add two mana of any color to your mana pool.
1/1
Forsaken AldreanG
Creature — Elf (U)
Reach
Despair — As long as Forsaken Aldrean is the only creature you control, it gets -1/-1 and loses Reach.
2/2
Last Gift of the ForestG
Sorcery (C)
As an additional cost to cast Last Gift of the Forest, exile target forest you control.
Add GG to your mana pool. Even consumed by the Eldrazi, Emriss’ grove bestowed one final gift.
Might of the Fallen1G
Instant (C)
Creature cards in your graveyard gain “Epitaph — G, exile this card from your graveyard: Target creature gets +3/+3 until end of turn.” until end of turn.
Mosshide Aggresssor3GG
Creature — Beast (R)
Purity — As long as green is the only color among creatures you control, whenever Mosshide Aggresssor kills a creature, you may untap it. 1G, T: Mosshide Aggresssor fights target creature.
3/3
Nature’s Persistence1GG
Enchantment (U)
Lands you control have hexproof and “1, T: Add one mana of any color to your mana pool.”
Primal Offering3GGG
Sorcery (R)
As an additional cost to cast Primal Offering, tap any number of Forests you control. They do not untap during your untap step for the rest of the game.
Creatures you control get +X/+X, where X is the number of tapped Forests you control.
Ragestomper Drone2G
Creature — Eldrazi Drone (U)
Trample
Ragestomper Drone can’t attack unless defending player controls a land with a consumption counter on it.
4/4
Siege Archer1G
Creature — Elf Archer (C)
Reach T: Siege Archer deals 1 damage to target player. Activate this ability only if defending player controls a fortified land.
2/2
Silver Flame Shaman1G
Creature — Elf Shaman (C)
Prismatic (When this creature enters the battlefield and at the beginning of your upkeep choose a color. This creature is that color.) T: Add one mana of the chosen color to your mana pool.
1/1
Vengeful Might2GG
Sorcery (U)
Target creature gets +X/+X until end of turn, where X is the greatest power among creatures target opponent controls.
Verdant BlessingG
Sorcery (C)
Gain 1 life for each creature you control.
Purity — If green is the only color among permanents you control, draw a card.
Abandoned Smithy2
Artifact — Fortification (U)
Fortified land has “T: Add 2 to your mana pool.
Fortify 1(1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Aran’s Honden3
Legendary Artifact — Fortification (R)
Bastion (When this card enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
So long as Aran’s Honden is attached to a land, creatures you control have “BB, T: Destroy target tapped creature”
Fortify 1(1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Archive of Caeia2
Artifact — Fortification (U)
Fortified land has “You have no maximum hand size.”
Sacrifice Archive of Caeia: Draw a card
Fortify 0(0: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Champion’s Deathplate5
Artifact — Equipment (M)
Equipped creature gets +2/+4
Whenever equipped creature deals combat damage to a player, destroy target creature that player controls, then search target player’s graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles his or her library.
Equip 4
Endless Stair1
Artifact — Fortification (R)
Fortified land has “1, T: Exile target attacking creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.”
Fortify 1(1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
House of Healing2
Artifact — Fortification (C)
When fortified land becomes tapped, prevent the next 2 damage that would be dealt to a creature you control.
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Longsword2
Artifact — Equipment (C)
Equipped creature gets +1/+1
Equip 0 The most basic martial weapon, easily recovered from the battlefield and placed into the hands of the newest recruit.
Siegegate1
Artifact — Fortification (U)
Whenever fortified land becomes tapped, you may pay 1. If you do, put a 0/2 colorless Wall artifact creature token with defender onto the battlefield.
Fortify 2(2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Silver Flame Barracks3
Artifact — Fortification (U)
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
Whenever fortified land becomes tapped, put a +1/+1 counter on target creature of the chosen color.
Fortify 4(4: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Ugin’s Door6
Legendary Artifact (M) X, T: You may cast target creature card you own from outside the game with converted mana cost X or less without paying its mana cost. On one side, destruction. On the other, salvation.
Consumed Wastes
Tribal Land — Eldrazi (C) T: Add 1 to your mana pool for each land with a consumption counter on the battlefield.
Hungering Depths
Tribal Land — Eldrazi (R)
Whenever Hungering Depths enters the battlefield, you may tap an untapped creature you control. If you do, Consume 1. (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.) T: Add 1 to your mana pool.
Unsullied Bluff
Land (R)
Unsullied Bluff enters the battlefield tapped.
When Unsullied Bluff enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.) T: Add R and one mana of the chosen color to your mana pool.
Unsullied Glade
Land (R)
Unsullied Glade enters the battlefield tapped.
When Unsullied Glade enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.) T: Add G and one mana of the chosen color to your mana pool.
Unsullied Grotto
Land (R)
Unsullied Grotto enters the battlefield tapped.
When Unsullied Grotto enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.) T: Add U and one mana of the chosen color to your mana pool.
Unsullied Morass
Land (R)
Unsullied Morass enters the battlefield tapped.
When Unsullied Morass enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.) T: Add B and one mana of the chosen color to your mana pool.
Unsullied Valley
Land (R)
Unsullied Valley enters the battlefield tapped.
When Unsullied Valley enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.) T: Add W and one mana of the chosen color to your mana pool.
Consume: A flavorful mechanic, but also very annoying. Make sure this doesn't appear on too low CMC cards. No-one likes color screw. Wording: Probably (If a land with a consumption counter on it would produce mana, it produces that much colorless mana instead.)
Despair: I don't get this whole "boohoo, drawback-mechanic" talk. Defender is a drawback-only mechanic, so what? This is magic, not fluffy bunny land, you got to accept drawbacks. That being said, this mechanic is awesome in flavor. Remember what I told you about continuous effects: "As long as" not "If".
Epitaph: Ok, quickly asking the translator what the heck "Epitaph" means... ah, ok. Again, very flavorful. The wording is a mess though. It should probably be an ability word.
Angel of Wrath 4WW
Creature - Angel
4/4
Flying Epitaph -5WW, Exile Angel of Wrath from your graveyard: Destroy all creatures.
Card feedback:
These seem very unpolished and I think you are aware of most of the issues yourself, so I will only look at the splashy ones.
Ulamog & Emrakul: I LOVE Ulamog. This is an "I win the game" creature that is different enough from the original Emrakul that it doesn't feel lame. Speaking of lame.. the new Emrakul. I don't really like it. Imo, you can't do a new 15 Emrakul without it being 'meh'. That was a one time thing and it shouldn't be done again - this is not WoW where you can keep on making everything bigger until wolves in level-up areas are 200 meters tall (Emrakul: "Zendikar was merely a setback"). Make him 9 or 10 mana and invent a story why he isn't the badass anymore he was before. Alternatively, give him a cost reduction clause.
Avatar of End: Splashy but severely overcosted. Also, it targets permanents but not cards in graveyard. Go for one way or another. "Avatar of End is indestructible."
Angel of Wrath: Nice card, but lame name. You already had Angel of Fury if I remember correctly.
Aran, Hand of Bolas: I would give him more starting loyalty and move the ultimate up an equal amount. The ultimate is too direct. How about: "Whenever an opponent casts a spell, counter that spell unless he or she pays 10." I thought this guy was Azam, but turns out I got that wrong (names too similar?). Who is this guy?
Ugin, the Silver Flame: The second ability should be more minus. -3 probably. Otherwise, very good. No need for "You may" in the plus ability. The "cannot be countered" in the ultimate is just "text".
Devouring Drone: This is what I was talking about when I commented on Consume. This guy is broken.
Eria, the Last Greenspeaker: NEED... THAT... ART! Just say untap all forests. Needs P/T.
Eternal Grovekeeper: "Add one mana". I like this card alot. Could be a 1/1 just to make it look more elegant.
Consume will definitely be on the watch list and I suspect it will need to be playtested extensively before it 'feels right'. It's one of those things that will be a very fine line to walk - make it too powerful and the format becomes degenerate, make it too weak and it never sees play. But I think it'll end out well, after it's been thoroughly vetted.
Despair - fixed! I'm so bad at wording...
Epitaph: My concern with making this an ability word is that it makes it difficult to make cards like legacy of the fallen without the mechanic being a keyword. Still, worth considering.
Angel of Wrath: Name changed to Wrathful Seraph.
Emrakul: Great idea on the cost reduction! I changed it to reduce cost by 1 for each consumed land that opponents control, lowered his annihilator substantially, and lowered his P/T.
Avatar of the End: I'm not sure what you mean. I've got it allowing you to exile any number of target permanents and any number of cards from your graveyard - are you saying do one or the other?
Aran - This guy will probably not see any revisions until playtesting. His design was from user AranMagnus, a very good friend of mine IRL and my primary playtesting help. Story wise, this guy is an agent of Nicol Bolas who hails from Kamigawa (hence the ninja art)
Ugin - Again, not sure you mean, I don't see a 'may' in the plus ability? Makes me wonder if the version you were able to download is current... I use links from my dropbox, so it's not unforeseeable that it's out of sync. In any case, you're probably right about the minus ability.
Devouring Drone - Definitely. This is one of those examples of me designing the cards basic function but not yet having it balanced much, something that you'll see a LOT of during this phase of the set's development. Changed it to where the ability costs 1 each time, still will likely see much change over the course of development.
Epitaph: That shouldn't be a problem Epitaph - Creature cards in your graveyard have "2W, Exile this card from your graveyard: Put a +1/+1 counter on each creature you control."
Avatar of the End: No I meant, that it targets the permanents but it does not target the cards in a graveyard. However, looking at the card again, there is a much greater problem: This card doesn't have P/T until the trigger resolves and will thus die instantly. It must be:
"As Avatar of the End enters the battlefield, exile any number of permanents you control and/or cards from your graveyard."
Ugin: My mistake, I meant the +1 of Aran doesn't need a may.
If you want, you can send me the .mse files once you have everything done and I'll do a complete wording proof read.
Updated the .MSE file with many changes and additions. Also, updated the images of the white cards posted above (no update for the text yet). Blue to come 'soon'.
Side note - I'm going to really need help with this set in terms of art. Finding art appropriate for Eldrazi cards is difficult, if anyone has any suggestions please PM me or post them here. Additionally, I'm always seeking creative input, so if anyone has ideas on what they'd like to see in the final set, by all means post them.
Decided to go ahead and post everything else that I've been working on... sorry no text post atm but I'll try to put one up today. Anyway, here ya go:
(One thing to note - these cards are in very rough shape. At least one of the Eldrazi cards refers to your 'man pool' instead of mana pool. These definitely aren't final versions... at this time I'm more interested in the design of the cards rather than proofreading or balance, but I'll definitely be proofing these and tossing up edited versions soon.)
Spawncall - I like this better than what we originally designed. Cheaper tutor that puts it on top of your library is pretty nice.
Emrakul - The annihilator seems to be a bit low on him. I'd bump him up to at least an annihilator 3. The uncommon eldrazi has annihilator 2. I still like the redesign.
Telvan Waterdancer - I like the versatility of this card, but I think you have one too many choices. It's a lot of words, even for a rare, and I know I'll probably forget what I have the option of doing with this card without reading it every time I activate it. I'd probably go with the either draw a card or mill and ditch the starfish generation.
Spectre of Memory - Should probably be an illusion creature type given that it has the illusion targeting consequences rather than an elemental. At uncommon I could see it having a lower casting cost. I'd probably go with 2UU but I wouldn't be opposed to lowering it to 1UU or UUU for a 2/2 with the same abilities. I think I would probably be ok with it at 3 cmc for a 3/3 with the target-sac clause.
Mermaid's Last Curse - I know it's a strong mill card, but for a rare I would really think about upping the cmc to 2 and making this an instant. At sorcery speed, it really limits the usefulness of this card, and, I think, cheapening it to a combat trick where you have to sac a creature or hope your opponent is playing red.
Aran, Hand of Bolas - Whoever designed this card is boss.
Arathan Nightmaid - Arathan Nightmaide and other Vampire creatures you control... Vampire Nocturnus
Aran's Bloodmage - Any chance you could call them the bloodspeakers? It's an L5R thing but it would make me happy.
Primal Offering - If you're giving creatures +X/+X for the remainder of the game, you might want to change the wording to give your creatures X +1/+1 counters instead. I'm not 100%, but it seems that WotC gives things +X/+X until the end of turn and anything longer than that they'll use +1/+1 counters instead.
Might of the Fallen - The card reads awkwardly. Honestly, I don't know how to fix this at this time. Maybe take out the period right before the close quotes mark and make it a comma instead.
Emrakul - His annihilator is low because his focus is more on consume... and consume pairs very poorly with annihilator. I've toyed with the idea of taking annihilator away from him completely, but that might be messing too much with the existing Eldrazi flavor.
Telvan Waterdancer - Giving this card only two options makes it feel very 'meh' to me.
Spectre of Memory - You're exactly right, it's meant to be an illusion (there have been a few in all three sets now, it's maybe a sub-tribe in blue). Also, I agree on the cost reduction. UUU might be just right.
Mermaid's Last Curse - I think it'd be fine just simply swapping it to instant.
Arathan Nightmaid - I think it should be 'Vampire creatures you control.' I'm not a wording expert (just ask apoquallyp), but I think the standard lord wording is fine, as opposed to the nocturnus wording (which I don't fully understand why it is the way it is)
Bloodmage - Sure
Primal Offering - I didn't do +1/+1 counters because X changes based on the number of forests you have tapped. There are a few memory issues with this (which might, in the end, make me change this to an enchantment), but I'm not sure it's bad just yet.
Might of the Fallen - This card read well before Epitaph was changed to an ability word instead of a keyword. Sadly, I think it's worded correctly in its current state even if it is a bit confusing. Will think about how to change it.
Having prismatic on colorless stuff (i.e. the unsullied lands) is useless in your current context. Changing the color of a land won't change the color of the mana it produces, and anything colorless will be ignored by your purity effects anyway (because "the only color amongst permanent you control" by definition will not encompass colorless stuff).
If you write purity so that it becomes something like "as long as you control only colored permanent" to step around that? You now need a bunch of cards that will grant color to your basic lands or purity becomes entirely unusable.
So, yeah, the unsullied land sound like a potential good idea in a vacuum, but I'm not sure I see how they can possibly work.
Having prismatic on colorless stuff (i.e. the unsullied lands) is useless in your current context. Changing the color of a land won't change the color of the mana it produces, and anything colorless will be ignored by your purity effects anyway (because "the only color amongst permanent you control" by definition will not encompass colorless stuff).
If you write purity so that it becomes something like "as long as you control only colored permanent" to step around that? You now need a bunch of cards that will grant color to your basic lands or purity becomes entirely unusable.
So, yeah, the unsullied land sound like a potential good idea in a vacuum, but I'm not sure I see how they can possibly work.
I'm not sure what you mean. The Unsullied lands, as worded, produce a static color of mana or one mana of the chosen color. (ie; As an Unsullied Morass enters the battlefield, and you choose white as the purity trigger, it can be tapped for either B due to it's static effect, or W due to the purity effect)
As far as prismatic being on colorless permanents, this is something that has come up during the development of each set, which might say something to the complexity of the seemingly simple mechanic (needs better reminder text?), but as purity ignores colorless things entirely (as colorless is, by definition, not a color), it still triggers with colorless permanents in play (otherwise it wouldn't work in 99% of all cases, as lands are almost always colorless)
So, in short, I think the Unsullied Lands do function as intended with their current wording. Whether or not this is balanced is yet to be seen... the lands themselves have seen a LOT of editing since they were first designed, as they could potentially better than any other dual land printed (at the least, they're the most versatile).
Definitely tell me if I'm wrong on this... I most certainly want as much feedback as I can get! And, if I turn out to be right, perhaps there is an issue on how prismatic, in this case, can be confusing, and I might need to consider rewording its reminder text?
Unless I'm misunderstanding something key, changing a land's color will do diddly squat to its mana production. Only basic land types matter:
CR 305.6. [part] A land with a basic land type has the intrinsic ability "{T}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain that text or the object has no text box.
Changing a permanent's color changes nothing else. It allows it to interact differently with effects that care about target color, but mana production? Not one of those. Even Alter reality-type effects can't do that (because mana symbols are not color words: there's a reason the laces have a reminder that "Mana symbols on that permanent remain unchanged.")!
This is why card like Evil Presence or Lush Growth exist with their wording (and why dual lands work), so you can get the effect you want, and with a similar wording, too ("When Unsullied X enters the battlefield and at the beginning of your upkeep, choose a basic land type. Unsullied X is that land type."), but Prismatic will certainly not give it to you.
Unless I'm misunderstanding something key, changing a land's color will do diddly squat to its mana production. Only basic land types matter:
Changing a permanent's color changes nothing else. It allows it to interact differently with effects that care about target color, but mana production? Not one of those. Even Alter reality-type effects can't do that (because mana symbols are not color words: there's a reason the laces have a reminder that "Mana symbols on that permanent remain unchanged.")!
This is why card like Evil Presence or Lush Growth exist with their wording (and why dual lands work), so you can get the effect you want, and with a similar wording, too ("When Unsullied X enters the battlefield and at the beginning of your upkeep, choose a basic land type. Unsullied X is that land type."), but Prismatic will certainly not give it to you.
I see what you're getting at. Basically, changing a land's color doesn't give it any built-in ability to produce a type of mana (In fact, the only thing that does give a land a built-in ability without spelling it out is the five basic land types). And you're absolutely right. I think, in this case, the reason that it works is because it's spelled out in the ability itself ('add... ...one mana of the chosen color to your mana pool.)
Use Silhana Starfletcher as a reference to a real world card. Although one is a creature and another is a land, they both have very similar T abilities. In other words, it isn't prismatic that gives the land the ability to produce the chosen color of mana, but rather the wording of the ablity itself.
I see what you're getting at. Basically, changing a land's color doesn't give it any built-in ability to produce a type of mana (In fact, the only thing that does give a land a built-in ability without spelling it out is the five basic land types). And you're absolutely right. I think, in this case, the reason that it works is because it's spelled out in the ability itself ('add... ...one mana of the chosen color to your mana pool.)
Use Silhana Starfletcher as a reference to a real world card. Although one is a creature and another is a land, they both have very similar T abilities. In other words, it isn't prismatic that gives the land the ability to produce the chosen color of mana, but rather the wording of the ablity itself.
As a side note, because of the way unsullied X works (i.e. you have to pck a color before you can use them), I'd argue there is no point at all making it a cycle. If prismatic worked the way you intended it to, it would make no difference whatsoever what the original produced color was!
As a side note, because of the way unsullied X works (i.e. you have to pck a color before you can use them), I'd argue there is no point at all making it a cycle. If prismatic worked the way you intended it to, it would make no difference whatsoever what the original produced color was!
You're absolutely right in that regard. In fact, there's a card in the 2nd set (Prismatic Egress) that does exactly that.
These cards started out as a cycle that added 1 of a static color and 1 of the color you chose, and I'd like to get it back to that. It's just a difficult balancing act to make sure that it A) works as intended while B) is balanced.
On a completely different subject, it's been pointed out on my blog that the pathfinder cycle doesn't do anything to combat consume (the main reason the cycle exists in the first place). I'm currently trying to consider different ideas to change the pathfinder cycle to work effectively, but am willing to listen to any ideas folks here might have on the subject.
I should have time to crit the cards tomorrow or Monday. Hopefully..
Woot can't wait to hear what you think! Also, this early in design, there's still a LOT of room for new designs, so feel free to throw your hat in there as well. Finally, we're still working on developing and playtesting set #2, so if you still have any feedback there, definitely let me know!
Ulamog's Destroyer: So an extra 4 mana just for trample? I wouldn't do this.
Ulamog: I like this. The control turn is something that is obvious but hasn't been done yet. Yay.
Ugin: I would make the pieces try to work together rather than presenting a mess of utility abilities.
Spawncall: Seems fine. I would make it 2 since it IS a colorless tutor.
Propagate: I just don't like this. Depending on how much consume is in the set, this just feels very win more. I would just run some more consistent spawn cards if I needed them.
Not of this World: I like this. I remember using it once to protect my Artisan.
Maw: So it costs 2 if you play lands all day? This is very powerful since it grants removal in early game to each color.
Thoughtbinder: Very griefy. This will lock people out quick.
Emrakul: I hate this. It's very wordy and in the end I would just play regular Emrakul. I don't think that Emrakul should actually be in here given with Ulamog and Tyraal.
Devouring Drone: See Thoughtbinder. I think I don't like consume. Do Eldrazi need another keyword?
Clarity: Very bad.
Annihilation: Hm, fat 9 mana sorcery so that you can win game with Eldrazi. Okay.
Adherent: I really like this card. It's a Memnite, but then it helps you not enable Despair, which is cool.
Wake: Pretty good at disrupting early game. Remember, this is in all colors.
Ulamog's Destroyer - Mana costs will of course be tweaked throughout the development process. The basic idea here is to provide another uncommon Eldrazi that is semi-playable in limited.
Ugin - You're probably right. His abilities came from a fairly top-down viewpoint (One of the roles he plays in the story is that he is very talented with teleportation magic, and before the end of the story he'll be helping a few refugees escape to Ravnica). His first ability is ghostfire, then his second two reflect the teleportation magic that he uses - blinking consumed lands, for instance, to ditch their counters, and then as an ultimate bringing in help from other planes. However much this might make sense with the story, he probably does feel fairly disconnected. Will look into what can be done to change him.
Spawncall - I priced it at 1 since it is so limited in scope, however if it starts to become a problem I have no qualms about raising its cost.
Propagate - You're probably right. I like the idea of a sorcery that puts spawn tokens out, but I'm not sure if it goes well with consume.
Maw - I hadn't considered that you could just run lands and this. However, I think I'm ok with that, because if you have no permanets out just so you can have what amounts to a Doom Blade, you're probably doing it wrong.
Thoughtbinder - This guy is going to have the same problem that anything with consume has, that problem being balance. I'm getting that you aren't a fan of consume and I can see why. I personally like giving eldrazi another mechanic, because there's only so much you can do with big beaters and annihilator, and I like exploring this side of the Eldrazi. It represents the final stages of their invasion, where they begin to devour the mana around them. However, this mechanic (like any control mechanic) is going to be extremely difficult to balance, even more so because it's colorless. Cost it too aggresively and it dominates the format, cost it too conservatively and it'll never see play. My answer to Consume is going to be a long and thorough development and playtesting process, as I intend to vet the mechanic quite thoroughly. And I'm not so proud to scrap the whole thing if, after putting development and playtesting time into it, it becomes apparent that it just won't work.
Emrakul - I actually considered taking away his annihilator completely (As Annihilator pairs very poorly with consume), though I was afraid that would be messing with the Eldrazi type too much. I do like having Emrakul around, first because Emrakul, the Aeons Torn is my favorite card, and second because if I was to create a second block, it would have a legends matter theme, which is why I like having so many legendary creatures in this block as well.
Devouring Drone - See my thoughts on consume above. This guy is my biggest concern with consume and he's already seen a lot of changes.
Clarity - Very bad? How so? My intent for the card is to give the colorless deck a few more options, while at the same time allowing this to be a way to enable purity. I used thoughtlace as a template.
Wake of the Titans - This might be moved to 3.
Thanks a ton for the comments! Remember, if you have any design ideas please do toss them out! And check back every so often on the download page, the link there is tied directly to the MSE file, so you can see the changes as they're made.
Ulamog's Destroyer - Mana costs will of course be tweaked throughout the development process. The basic idea here is to provide another uncommon Eldrazi that is semi-playable in limited.
Okay. If I was going to make an Eldrazi for limited I would keep it weak (in Eldrazi terms) and low costed (once again, in Eldrazi terms)
Ugin - You're probably right. His abilities came from a fairly top-down viewpoint (One of the roles he plays in the story is that he is very talented with teleportation magic, and before the end of the story he'll be helping a few refugees escape to Ravnica). His first ability is ghostfire, then his second two reflect the teleportation magic that he uses - blinking consumed lands, for instance, to ditch their counters, and then as an ultimate bringing in help from other planes. However much this might make sense with the story, he probably does feel fairly disconnected. Will look into what can be done to change him.
Yes, flavor does define planeswalkers. The key to planeswalkers is to synergize flavor and mechanics into one package - this is why 'walkers are so hard to design. Compare Ugin to Karn Liberated for example.
Spawncall - I priced it at 1 since it is so limited in scope, however if it starts to become a problem I have no qualms about raising its cost.[/qu[te]
[quote] Propagate - You're probably right. I like the idea of a sorcery that puts spawn tokens out, but I'm not sure if it goes well with consume.
I would try something less parasitic.
Maw - I hadn't considered that you could just run lands and this. However, I think I'm ok with that, because if you have no permanets out just so you can have what amounts to a Doom Blade, you're probably doing it wrong.
I still think that this is wrong. How about Not of this World-templating?
Thoughtbinder - This guy is going to have the same problem that anything with consume has, that problem being balance. I'm getting that you aren't a fan of consume and I can see why. I personally like giving eldrazi another mechanic, because there's only so much you can do with big beaters and annihilator, and I like exploring this side of the Eldrazi. It represents the final stages of their invasion, where they begin to devour the mana around them. However, this mechanic (like any control mechanic) is going to be extremely difficult to balance, even more so because it's colorless. Cost it too aggresively and it dominates the format, cost it too conservatively and it'll never see play. My answer to Consume is going to be a long and thorough development and playtesting process, as I intend to vet the mechanic quite thoroughly. And I'm not so proud to scrap the whole thing if, after putting development and playtesting time into it, it becomes apparent that it just won't work.
I see. Now that I put some thought into it, and this may work. In this block you're mostly going to play mono color decks, which makes consume pretty weak actually. Consume gets a lot better when you're facing against a multicolor deck. I finally get my Swamp to cast these guys in my hand, and you Wake it. Man, I feel so bad after that.
Emrakul - I actually considered taking away his annihilator completely (As Annihilator pairs very poorly with consume), though I was afraid that would be messing with the Eldrazi type too much. I do like having Emrakul around, first because Emrakul, the Aeons Torn is my favorite card, and second because if I was to create a second block, it would have a legends matter theme, which is why I like having so many legendary creatures in this block as well.
Point taken. If you're making a new Emrakul then I would have the power level be close to the original one then. I would make a nonlegendary consume lord if you're into that, not muck it up with one of the Eldrazi Titans.
Devouring Drone - See my thoughts on consume above. This guy is my biggest concern with consume and he's already seen a lot of changes.
Indeed. Untap with him and he basically kills four lands like that. Boom! I would make him ETB with one or two tokens IMO.
Clarity - Very bad? How so? My intent for the card is to give the colorless deck a few more options, while at the same time allowing this to be a way to enable purity. I used thoughtlace as a template.
Ah, I see. The thing I meant was "this card is extremely weak and no one will draft these".
Wake of the Titans - This might be moved to 3.
Thanks a ton for the comments! Remember, if you have any design ideas please do toss them out! And check back every so often on the download page, the link there is tied directly to the MSE file, so you can see the changes as they're made.
Sure, I'll probably design something.
Moving' up to white
Alabaster Purifier: Repeatable removal is something that isn't done at common. This is pretty powerful. I can imagine that it will be an EDH staple.
Angel of Wrath: Akroma, Angel of Wrath? Epitaph gets a from me, but what's it doing in this set? I can imagine Epitaph going well in Innistrad or some other graveyard block.
Avatar: This is weak. You will find many players will be reluctant to sac their lands and other stuff to get an 8/8 guy that gets Condemn'd or Path to Exiled. More splashy and more dumb.
Bask: Draft fodder. OK.
Blademaster: I like this card quite a bit. It enables a build-around-me strategy in limited and a very cool card in general.
Bolstering: Sure. I would maybe move this to sorcery.
Chance: Okay. I have a bad gut feeling about this card but Wizards has printed cards in the same vein as this so it's OK. I would make two tokens as a base effect and move up to three.
Griffin: I'm slightly nervous about common first strike. However, Cloud Crusader says this is OK. It's great.
Divine: No power/toughness boosts? Players will hate opening this. I know I will.
Lone Toraian: So you're making a cycle of these? I find this slightly more powerful than the others seeing as first strike can kill bears in combat.
Memoria Angel: My gripe with this is that it's similar to the Griffin, but it's uncommon so it might be okay.
Ray of Light: 3 damage every single time. Why bounce? Seems random.
Silver Flame: 1/1 is not worth a card. I would make this limited playable.
Stand Against the Night: This is pretty bad. The base effect is pretty overcosted and the chances of your opponent having an eldrazi is pretty bad since you're mostly chumping and offering excess chump to annihilator. Also the WW cost is bad against consume.
Archer: Sure.
Pathfinder: I find that this cycle will see tons of play in EDH. This really helps your mana fixing.
Veteran: I find this a bit unexciting at rare. It's probably not uncommon though.
Weight of Guilt: As a white weenie strategy I could see this working.
Are these guys that add a mana ability to your lands (Toraian Pathfinder) intended to counteract "Consume"? If so, it wouldn't work. When an ability says that lands can only produce colorless mana, that's final. If they aren't, I don't see their relevance exactly.
Alabaster Purifyer: Should be an uncommon I think and the ability cost 1 more.
Lone Toraian: How about Forsaken Toraian or Forsaken Soldier/Knight? Power level is quite high, but I think still ok. (no Wild Nacatl!)
Unsullied Lands: I don't like these. They all do pretty much the same thing (tap for any color of mana), their difference isn't relevant. Why don't they just ETB tapped?
Suggestion: Unsullied Bluff
Unsullied Bluff enters the battlefield tapped. T: Add R to your mana pool. T: Remove a counter of your choice from target land you control. / OR: Unsullied Bluff can't have counters placed on it.
Telvan Waterdancer: Very wordy. I would choose two or maybe only one of the options. This also seems a bit weak. UUU for a 1/1...
Telvan Pathfinder: See my comments on the white one. Hmm, good for casting the Waterdancer. A name hint! I want the cycle at uncommon.
Spectre: Sure. Does blue have a mill subtheme?
Siren: Very narrow. I would make this cheaper to aid the Johnnies. Not many cards return graveyard -> top of library, even more since the set is contained within itself.
Mindflash Drake: SUPER STRONG. I expect a 3/3 flier in blue to cost maybe 5 mana.
Curse: Blegh. I don't like this at all. Move it to uncommon, trashy at rare. Also the merfolk killing will happen rarely.
Blinksea Merfolk: I like this.
Memory Fragment: I would make this stronger. Jace's Phantasm
Lone Telvan: Weaker than the others.
Hoarfrost: Sure.
Dissipate: Sure. Not sure whats it doing in this set, though.
Aran: IMO it's weak for a 'walker. I would change the -6. If that ever gets off then your opponent is miserable.
Sorry for the slow updates! This project isn't dead, but it's still at a very early stage in development and, tbh, I have a small bit of designer's block. I'm aiming at doing some more playtesting with Eldrazi Unleashed to deepen my understanding of what the format needs. But in the meantime, here are my comments on feedback thus far:.
Are these guys that add a mana ability to your lands (Toraian Pathfinder) intended to counteract "Consume"? If so, it wouldn't work. When an ability says that lands can only produce colorless mana, that's final. If they aren't, I don't see their relevance exactly.
Yes indeed. This is actually an issue that was pointed out to me a few weeks ago on the blog and I haven't gotten around to developing them further, as again I'm working more on the basic design of the set, but they'll be functionally fixed in some future update.
Alabaster Purifyer: Should be an uncommon I think and the ability cost 1 more.
Will look into it, though truth be told I'm not worried about rarities much... they're basically only a loose guideline for me, since the block is intended only for cube limited and block constructed play. I just leave rarities in since I started with a basic rarity layout in the first set.
Lone Toraian: How about Forsaken Toraian or Forsaken Soldier/Knight? Power level is quite high, but I think still ok. (no Wild Nacatl!)
Hmm... Forsaken instead of Lone. I think I like that a lot. 2/2 first strike for 1 is pretty scary, this is the one card of this cycle I'm hesitant about.
Unsullied Lands: I don't like these. They all do pretty much the same thing (tap for any color of mana), their difference isn't relevant. Why don't they just ETB tapped?
Suggestion:
Unsullied Bluff
Unsullied Bluff enters the battlefield tapped.
t: Add r to your mana pool.
t: Remove a counter of your choice from target land you control. / OR: Unsullied Bluff can't have counters placed on it.
The original design of these added 1 mana of a static color and 1 mana of the prismatic color, and they will probably return to that design at some point.
Pls make an Eldrazi Wurm out of this artwork
Deal. Any design suggestions on that front?
Any updates for this at all?
Very few if at all. We need to get a playtest group for the first two sets and knock out some constructed and some cube so I can get a better feel for what we need to finish up the block.
Telvan Waterdancer: Very wordy. I would choose two or maybe only one of the options. This also seems a bit weak. UUU for a 1/1...
/nod This cardslot is going to be for a versatile, low-cost utility rare. Everything about the card outside of that will likely change.
Telvan Pathfinder: See my comments on the white one. Hmm, good for casting the Waterdancer. A name hint! I want the cycle at uncommon.
This cycle is still changing so that it will work appropriately and get around consume, but the rarity probably won't change. Mostly because rarity matters little in this block - the only supported formats are cube limited and block constructed, neither of which care about rarity. The only reason I have (mostly) stayed with rarity conventions is that the first set started out that way and I wanted to stay consistent.
Spectre: Sure. Does blue have a mill subtheme?
You asking that tells me I may be doing something wrong. Blue's primary theme throughout the block should be mill. The illusions, however, are a sub-tribe.
Siren: Very narrow. I would make this cheaper to aid the Johnnies. Not many cards return graveyard -> top of library, even more since the set is contained within itself.
I think you might be reading it wrong (or I may have worded it wrong). The idea is that, whenever you mill a creature card from your opponent's deck, you can pay UU and steal it for yourself.
Mindflash Drake: SUPER STRONG. I expect a 3/3 flier in blue to cost maybe 5 mana.
Yup. This will be tweaked in a later update.
Curse: Blegh. I don't like this at all. Move it to uncommon, trashy at rare. Also the merfolk killing will happen rarely.
I like the flavor of the card, but haven't been happy with its execution. This will probably become a creature at some point.
Blinksea Merfolk: I like this.
Memory Fragment: I would make this stronger. Jace's Phantasm
It's kinda funny, this is the second time that a mill-themed card has in one of my sets has been outclassed by a card from M13. This design predates the M13 spoilers, for me, it's something I'd tossed around since the first set. I might boost it in power, but then again it may go unchanged as I think it's in the right spot in context of the block as a whole.
Lone Telvan: Weaker than the others.
True. I'm ok with this, this cycle is going to be pretty variant as far as power level.
Hoarfrost: Sure.
/nod
Dissipate: Sure. Not sure whats it doing in this set, though.
I needed a counterspell, and wanted it to to have some sort of utility to counteract the Epitaph mechanic.
Aran: IMO it's weak for a 'walker. I would change the -6. If that ever gets off then your opponent is miserable.
This is one that probably won't be changed until late playtesting, if at all. The ultimate is extremely punishing, but should also be difficult to get off the ground.
Thanks a ton for the feedback! Although the set is plodding along slowly, I definitely appreciate all the feedback I can get. And, as before, this is so early in development that there is plenty of room for design suggestions. Hope to hit you all with an update and some new cards in the next week or so.
A Custom MtG Block for block constructed and cube limited play
Caeia
(previously codenamed 'Soco')
Set 1 of 3 in the Hubris of Caeia block
250 cards
.MSE File | .PDF File | Text Spoiler
Eldrazi Unleashed
(previously codenamed 'Amaretto')
Set 2 of 3 in the Hubris of Caeia block
150 cards
.MSE File | .PDF File | Text Spoiler
Annihilation
(previously codenamed 'Lime')
Set 3 of 3 in the Hubris of Caeia block
150 cards
.MSE File | .PDF File | Text Spoiler
-----
Lead Designer
Advent (Russ Henderson)
Contributing Designers
Apoquallyp
AranMagnus
Prophylaxis
Development
AranMagnus (Lead)
Apoquallyp
Prophylaxis
Any MTGS community member who has presented feedback!
Special Thanks
Jenesis, for extensive feedback on keywords
Pichoro, for help with MSE2 enchancements
Gwar_the_Troll, for help with art and MSE templates
As the title and the above credits suggest, this thread is for the discussion of the Hubris of Caeia block. The Hubris of Caeia is a custom mtg block that is meant to exist as a standalone format (ie; block constructed and cube limited) for casual play. The first set of the block, originally codenamed Soco, began design and development in April of 2011, and work continued here on the forums through to September of 2012, at which point the block was released in Beta form. The block explores several different things, both flavorfully and mechanically. Mechanically, most of the block is oriented around caring about what colors you are playing with, and as such many of the viable archetypes are mono-color or even colorless. Flavorfully, the set explores the story of a plane where colors of mana are segregated and do not mix easily, and the effects of an Eldrazi invasion of said plane.
As mentioned, this block is meant as a standalone format. This means that the only supported formats are block constructed and cube limited. In addition, booster draft will receive limited support (limited because of the difficulty in truly playtesting booster draft.). Any feedback given under the premise of playing these cards in other formats will not be taken into consideration.
The supported online platform for the block is Cockatrice. Cockatrice is a robust program that provides, in my opinion, the best overall online play experience for custom sets.
You can download the Hubris of Caiea plugin for Cockatrice at this link. At this point in time, the cockatrice plugin only works for Windows 7 and Vista and is not compatible with other MtG sets, and will indeed not allow other sets to be accessed so long as it is installed. The program does come with an uninstaller that does restore your sets. This uninstall file can be found in C:\Users\USER\Appdata\Local\Cockatrice\ and is named uninstall.bat. Future updates will include options for Windows XP users.
Simply put, I want your feedback on this set. While I'm very proud of the work done up to this point, I will be the first to admit that the set is unfinished and not as balanced as it could be. My intent, from the start, has been for the final product to be the most polished custom set ever created - a goal that may seem a bit ambitious, but I believe in ambitious goals. Feedback on flavor, function, grammar, and templating is requested. Additionally, feedback from those who have played with the cards themselves is precious like gold.
I hope the community can enjoy these cards a fraction of the amount that I have enjoyed making them.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Set by Advent (Special Thanks: Apoquallyp, AranMagnus, Prophylaxis)
Set 3 of 3 in the Hubris of Caeia Block (Soco, Amaretto, Lime)
Creature — Human (U)
The surviving members of Azam’s Cult of the Blind live as pawns of the Eldrazi. They do their masters’ bidding, longing for the day when they too are consumed and their torture will end.
1/1
The Aeons Torn 6
Sorcery (R)
You may put a colorless creature card with converted mana cost X or less from outside the game onto the battlefield, where X is the number of lands with consumption counters target player controls.
Annihilation 9
Tribal Sorcery — Eldrazi (M)
Destroy all colored permanents and all basic lands.
The crushing victory of the Eldrazi, the complete destruction of an entire Plane. This was the price for the hubris of Caiea.
Ascended Cultist 2
Creature — Eldrazi Drone (C)
Whenever Ascended Cultist deals combat damage to a player, you may sacrifice it. If you do, put a corruption counter on target land that player controls.
Fully enthralled by the Eldrazi, they now work tirelessly toward their own destruction.
2/1
Clarify 1
Instant (C)
Target spell or permanent becomes colorless.
Devouring Drone 5
Creature — Eldrazi Drone (R)
Eldrazi creatures you control have “1, T: Consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.).”
When Devouring Drone enters the battlefield, put three 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has “Sacrifice this creature: Add 1 to your mana pool.”
2/2
Emrakul, Tyrant of the Blind Eternities 15
Legendary Creature — Eldrazi (M)
Emrakul, Tyrant of the Blind Eternities costs 1 less to cast for every land with a consumption counter that an opponent controls.
Whenever a player sacrifices a permanent, Consume 1.
Flying, Annihilator 2
When Emrakul is put into a graveyard from anywhere, its owner shuffles it into his or her library instead.
10/10
Kozilek’s Thoughtbinder 6
Creature — Eldrazi (R)
Whenever you draw a card, you may pay 1. If you do, consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.).
4/4
Maw of Ulamog 7
Tribal Instant — Eldrazi (U)
Destroy target creature.
Maw of Ulamog costs 5 less to cast if you control no colored permanents.
Not of This World 7
Tribal Instant — Eldrazi (U)
Counter target spell or ability that targets a permanent you control.
Not of This World costs 7 less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
Propagate 2
Tribal Sorcery — Eldrazi (R)
Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield with “Sacrifice this creature: Add 1 to your mana pool.” for each land with a consumption counter target player controls.
Spawncall 1
Sorcery (C)
Search your library for a nonartifact, nonland, colorless card and put it on top of your library. Then shuffle your library.
Strange Aeons 4
Sorcery (C)
Consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.)
Draw a card for each land with a consumption counter target opponent controls.
Ugin, the Silver Flame 7
Planeswalker — Ugin (M)
Starting Loyalty: 5
+2: Ugin, the Silver Flame deals 3 damage to target creature or player.
-3: Exile target permanent. Return it to the battlefield under your control at the beginning of the next end step.
-11: You may cast up to four cards you own from outside the game without paying their mana cost. They cannot be countered.
Ulamog, Voice of Ending 14
Legendary Creature — Eldrazi (M)
Haste
Whenever you cast Ulamog, Voice of Ending, you control target player during that player’s next turn.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles it into his or her library instead.
8/8
Ulamog’s Destroyer 12
Creature — Eldrazi (U)
Trample, annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
Ulamog’s Destroyer must attack each turn if able.
8/8
Wake of the Titans 2
Tribal Sorcery — Eldrazi (C)
Consume 1 (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.)
“This was once a bright and vibrate land. I wonder if it ever will be again.”
Creature — Human Cleric (C)
2W, T: Exile target artifact or enchantment.
2/1
Avatar of the End 7WWW
Legendary Creature — Avatar (M)
Indestructible
As Avatar of the End enters the battlefield, exile any number of target permanents you control, then exile any number number of cards in your graveyard.
Avatar of the End’s power and toughness are equal to the number of cards exiled with it.
The lost souls of Caeia rose again as one, their final act of defiance against the Eldrazi.
*/*
Bask in the light W
Sorcery (C)
Gain 1 life for each white permanent you control.
Purity — If white is only color you control, gain 2 life for each white permanent you control instead.
Blademaster’s Legacy 1W
Enchantment (U)
Whenever a creature you control dies, you may attach any number of Auras or Equipment that were attached to it and attach them to another target creature.
Bolstering Tale 4W
Instant (U)
Creatures you control are indestructible until end of turn.
Chance Meeting 1W
Sorcery (C)
Put a 1/1 white Soldier creature token onto the battlefield.
If you control no more than one creature, put three 1/1 white Soldier creature tokens onto the battlefield instead.
Cloudrunner Griffin 2WW
Creature — Griffin (C)
Flying, first strike
Epitaph — W, exile Cloudrunner Griffin from your graveyard: Target creature gains flying until end of turn.
If Ana closed her eyes, she could almost see the griffins circling the towers of Toraia, but those days were gone.
2/1
Divine Ascension 4WW
Enchantment — Aura (R)
Enchant Creature
Enchanted creature is indestructible and has flying and lifelink.
Divine Extirpation WW
Instant (C)
Exile target artifact or enchantment. You gain life equal to its converted mana cost.
Purity — If white is the only color among permanents you control, draw a card.
Forgotten Barrier 3WW
Creature — Wall (C)
Defender
Whenever Forgotten Barrier blocks a creature, exile that creature. Return it to the battlefield at the beginning of its controller’s next upkeep.
0/5
Forsaken Toraian W
Creature — Human Warrior (U)
First Strike
Despair — As long as Forsaken Toraian is the only creature you control, it gets -1/-1 and loses first strike.
“Is... is anyone there?”
2/2
Guardian Seraph 2WW
Creature — Angel (U)
Flying
W: Change a target of target spell or ability to Guardian Seraph.
2/3
Harrier Drone WW
Creature — Eldrazi Drone (U)
T: Target player taps up to X target nonland permanents he or she controls, where X is the number of lands with a consumption counter he or she controls.
0/3
Legacy of the Fallen 2WW
Enchantment (R)
Epitaph — 2W, Exile a creature card from your graveyard: Put a +1/+1 counter on each creature you control.
Memoria Angel 3WW
Creature — Angel (U)
Flying, lifelink
Epitaph — WW, exile Memoria Angel from your graveyard: Target creature gets +2/+2, gains flying and lifelink, and is a white angel until end of turn.
2/4
Ray of Light W
Instant (U)
As an additional cost to cast Ray of Light, return target creature you control to its owner’s hand.
Choose one — Gain 3 life; or Ray of Light deals 3 damage to target nonwhite creature.
Silver Flame Conscript W
Creature — Human Warrior (C)
Prismatic (When this creature enters the battlefield and at the beginning of your upkeep choose a color. This creature is that color.)
1/1
Stand Against the Night 3WW
Sorcery (R)
Put a +1/+1 counter on each creature you control.
If an opponent controls a creature with nine power or more, put an additional +1/+1 counter on each creature you control.
The night is dark and full of terrors.
Toraian Archer 2W
Creature (C)
First Strike, reach
2/1
Toraian Pathfinder 1W
Creature — Human Scout (C)
Tap an untapped land you control: Add W to your mana pool.
2/1
Toraian Veteran 3WW
Creature — Human Warrior (R)
Vigilance, Double Strike
Epitaph — WW, exile Toraian Veteran from your graveyard: Target creature gains double strike until end of turn.
2/1
Weight of Guilt 2WW
Enchantment (C)
Whenever a creature enters the battlefield under you control, you may tap target creature.
Wrathful Seraph 4WW
Creature — Angel (R)
Flying
Epitaph — 4WWW, exile Wrathful Seraph from your graveyard: Destroy all creatures.
4/4
Planeswalker — Aran (M)
Starting Loyalty: 2
+1: Untap up to two target nonland permanents.
0: Tap target permanent. It doesn’t untap during its controllers next untap step.
-6: You get an emblem with “Opponents can’t cast spells.”
Captive Mermaid UU
Creature — Merfolk (R)
X, T: Target player puts the top X cards of his or her library into his or her graveyard. (Use only U to pay for X.)
Epitaph — UU, exile Captive Mermaid from your graveyard: Target player puts the top ten cards of his or her library into his or her graveyard.
It is a great sin to pull a mermaid from the waters of the Blinksea.
1/1
Dissipate 1UU
Instant (U)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner’s graveyard.
Endless Thought U
Sorcery (C)
Draw a card, then exile Endless Thought.
Purity — If blue is the only color among permanents you control, your maximum hand size is increased by one for the rest of the game.
Forsaken Telvan U
Creature — Merfolk (U)
Hexproof
Despair — As long as Forsaken Telvan is the only creature you control, it gets -1/-1 and loses hexproof.
All the memories of the blinksea were small comfort to Selene, the last Merfolk of Caeia.
2/2
Harrying Blast XU
Instant (C)
(Use only U to pay for X.)
Choose One — Remove up to X counters from up to X target permanents; or tap target permanent with converted mana cost X or less.
Hoarfrost 1UU
Sorcery (C)
Tap all creatures with power 4 or greater. They do not untap during their owner’s next untap step.
Manawatch UU
Enchantment (R)
Whenever an opponent plays a land, you may draw a card and put a charge counter on Manawatch.
Purity — As long as blue is the only color among permanents you control, if Manawatch has five or more charge counters, spells you cast have hexproof.
Memory Fragment U
Creature — Illusion (U)
Memory Fragment is unblockable.
When Memory Fragment becomes the target of a spell of ability, sacrifice it.
Memory Fragment gets +1/+1 as long as a graveyard has ten or more cards in it.
1/1
Merfolk Dreamer U
Creature — Merfolk (C)
Epitaph — 2U, exile Merfolk Dreamer from your graveyard: Return target instant or sorcery card from your graveyard to your hand.
Some merfolk of Telvan refused to acknowledge the Eldrazi at all, preferring instead to spend their last moments reliving the best memories they’d collected.
1/1
Merfolk of the Blinksea U
Creature — Merfolk Warrior (C)
At the beginning of your upkeep, target player puts the top card of his or her library into his or her graveyard.
1/1
Mindflash Drake 4UU
Creature — Drake (C)
Flash
Flying
Epitaph — UU, exile Mindflash Drake from your graveyard: You may cast creature spells as if they had flash until end of turn.
3/3
Netherswift Drone UU
Creature — Eldrazi Drone (U)
As long as a player controls a land with a consumption counter, Netherswift Drone is unblockable.
3/2
Siren’s Screech 1U
Instant (C)
Put target attacking creature on top of its owner’s library.
Purity — If blue is the only color among permanents you control, all other attacking creatures get -2/-0 until end of turn.
Siren’s Song 2UU
Enchantment (R)
Whenever a player would put a creature card into his or her graveyard from the top of his or her library, you may pay UU. If you do, put it onto the battlefield under your control instead.
Sisters of the Sea UU
Sorcery (C)
Choose a merfolk creature you control. Search your library for up to three cards that share a name with that creature, reveal them, put them into your hand, then shuffle your library.
Spectre of Memory 2UU
Creature — Illusion (U)
Flying
When Spectre of Memory becomes the target of a spell or ability, sacrifice it.
When Spectre of Memory enters the battlefield, put a +1/+1 counter on it for each instant or sorcery card in target player’s graveyard.
2/2
Spell Index U
Enchantment (U)
Tap an untapped creature you control: Put a charge counter on Spell Index. Activate this ability only during your turn.
Sacrifice Spell Index: Search your library for an instant or sorcery card with converted mana cost less than or equal to the number of charge counters on Spell Index and put it into your hand. Shuffle your library.
Tanglekelp Serpent 2UU
Creature — Serpent (C)
T: Tap up to two target creatures. Tanglekelp Serpent doesn’t untap during your next untap step.
2/2
Telvan Pathfinder 1U
Creature — Merfolk Scout (C)
Tap an untapped land you control: Add U to your mana pool.
2/1
Telvan Snapfin 1UU
Creature — Fish (U)
Flash
Whenever Telvan Snapfin enters the battlefield, put target creature with converted mana cost three or less on top of its owner’s library.
Schools of snapfin make any who enter the waters of the Blinksea jumpy.
2/1
Telvan Waterdancer UUU
Creature — Merfolk Mystic (R)
Whenever an island enters the battlefield, you may pay 1. If you do, choose one — Draw a card; put a 0/1 blue Starfish creature token onto the battlefield; or target player puts the top three cards of his or her library into his or her graveyard.
1/1
What Lies Beneath 2UU
Sorcery (R)
Sacrifice a creature, then reveal cards from the top of your library until you reveal a creature card with converted mana cost greater than the sacrificed creature’s. Put the revealed card onto the battlefield tapped, then shuffle all other cards revealed this way into your library.
There’s always a bigger fish.
Creature — Human Shaman (R)
Sacrifice a creature, T: Target opponent can’t cast spells this turn. Any opponent may pay 4 life to negate this effect.
With Aran came the bloodmages of Kamigawa, all sworn to Bolas’ service.
1/1
Arathan Mastery 1BB
Sorcery (C)
Choose one — Vampire creatures you control get +1/+1 and gain lifelink until end of turn; or Zombie creatures you control get +1/+1 and gain deathtouch until end of turn.
Arathan Nightmaid 3BB
Creature — Vampire (R)
Lifelink, Deathtouch
Vampire creatures you control get +3/+3 as long as an opponent has no cards in hand.
2/2
Arathan Pathfinder 1B
Creature — Vampire Scout (C)
Tap an untapped land you control: Add B to your mana pool.
2/1
Battlemage of Nahral 3BB
Creature — Vampire Wizard (R)
T: Destroy target creature. Activate this ability only if that creature’s controller has discarded a card this turn.
Epitaph — 1B, exile Battlemage of Nahral from your graveyard: Destroy target creature.
Even as the Eldrazi destroyed the world around them, Nahral’s followers continued to deal fear and death to all.
2/2
Carrion Raven 2BB
Creature — Bird (C)
Flying
Purity — As long as black is the only color among permanents you control, whenever a creature an opponent control dies, you may pay BB. If you do, put a 2/2 black Raven creature token with flying onto the battlefield tapped.
2/2
Corrosion of the Soul 5B
Instant (C)
Destroy target creature.
Purity — If black is the only color among permanents you control, if that creature would be put into a graveyard this turn, exile it instead.
Damned Arathan B
Creature — Zombie (U)
Damned Arathan can’t block.
Epitaph — B, exile Damned Arathan from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield.
2/2
Dark Might 2BB
Instant (C)
Target creature gets +X/+0 where X is the number of swamps you control.
At the beginning of your upkeep, if Dark Might is in your graveyard, you may shuffle it into your library. If you do, lose 2 life.
Deathmonger Cultist 1B
Creature — Shaman (U)
Deathmonger Cultist is colorless.
T, Sacrifice a creature: Add 1 to your mana pool.
1/1
Forsaken Arathan B
Creature — Vampire (U)
Deathtouch
Despair — As long as Forsaken Arathan is the only creature you control, it gets -1/-1 and loses deathtouch.
2/2
Genocide Drone BB
Creature — Eldrazi Drone (U)
At the beginning of each opponent’s upkeep, that player sacrifices a creature if he or she controls a land with a consumption counter.
1/1
Ghoulflesh B
Enchantment — Aura (C)
Enchant Aura
Enchanted creature gets -1/-1 and is a black Zombie in addition to its other colors and types.
Gluttonous Demon 3BBB
Creature — Demon (M)
Trample
Sacrifice a creature: Put X +1/+1 counters on Gluttonous Demon where X is the sacrificed creature’s toughness, then lose that much life. Use this ability only once per turn and only on your turn.
Gluttonous Demon is indestructible as long as its power is greater than 13.
5/5
Morass Lurker 5B
Creature — Zombie (C)
Purity — As long as black is the only color among permanents you control, Morass Lurker has “2B: Regenerate Morass Lurker.”
4/4
Potent Blight XXBBB
Sorcery (R)
(Use only B to pay for X.)
Nonblack creatures get -X/-X until end of turn.
Reanimate B
Sorcery (U)
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
Reanimated Soulwolf BB
Creature — Zombie Beast (C)
Epitaph — B, exile Reanimated Soulwolf from your graveyard: Target creature gains intimidate until end of turn.
2/1
Sanguinarum 3BB
Sorcery (U)
Gain control of target creature that was dealt combat damage by a vampire you control this turn. That creature gets +2/+2, has lifelink, and is a black vampire.
Purity — If black is the only color among permanents you control, you may return Sanguinarum to your hand as it resolves.
Sanguine Feast B
Sorcery (C)
As an additional cost to cast Sanguine Feast, tap an untapped vampire you control. That creature doesn’t untap during its controller’s next untap step.
Target player draws two cards and loses two life.
Stubborn Dead 3BBB
Enchantment (R)
Epitaph — Exile a creature card from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield.
Suffer the Past XB
Instant (U)
Exile X target cards from target player’s graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
Ulamog’s tentacles, their touch like burning ice, rummaged through his soul and stung his memories one by one.
Vampire Fearmonger 2BB
Creature — Vampire Shaman (U)
Intimidate
Whenever a player discards a card, put a +1/+1 counter on Vampire Fearmonger.
2/1
Vampire Reaver 1B
Creature — Vampire (C)
Epitaph — B, exile Vampire Reaver from your graveyard: Target player discards a card.
2/1
Enchantment — Aura (C)
Enchant Creature
Enchanted creature gets +1/+1 for each equipment attached to it.
Arnakh’s Final Flame 7RR
Sorcery (R)
Take an extra turn after this one. during that turn, you may cast red instant or sorcery cards from your graveyard without paying their mana cost. At the beginning of that turn’s end step, you lose the game.
Arnakh’s Furion 1RR
Creature — Elemental (C)
First Strike
Whenever Arnakh’s Furion kills a creature, Fury deals damage equal to its power to target creature that player controls.
3/1
Blazing Armaments 2RR
Sorcery (C)
Blazing Armaments deals 3 damage to target creature or player for each Equipment you control.
Breath of Arnakh 1R
Sorcery (U)
Until end of turn, target red creature gains “R: This creature gets +1/+0 until end of turn.”
Mountains you control gain “T: Add RR to your mana pool. Use this mana only to activate abilities of creatures you control.” until end of turn.
Brood of the Caldera XXXRR
Sorcery (R)
(Use only R to pay for X.)
Put X 5/5 red Dragon creature tokens with flying and “R: This creature gets +1/+0 until end of turn” onto the battlefield tapped.
Caeian Giant 5RR
Creature — Giant (C)
Trample
Epitaph — Pay 2RR, Exile Caeian Giant from your graveyard: Target creature gets +2/+2 and gains trample until end of turn.
Tip #1 on stopping a Caeian Giant: Don’t try to stop a Caeian Giant.
5/5
Caeian Phoenix RRR
Creature — Phoenix (M)
Flying, first strike, haste
Purity — As long as red is the only color among permanents you control, whenever Caeian Phoenix would die, instead exile it and return it to the battlefield tapped at the beginning of the next end step.
2/2
Cleansing Fire 2RR
Sorcery (U)
As an additional cost to cast Cleansing Fire, sacrifice a land you control.
Cleansing Fire deals 5 damage to target player.
Purity — As long as red is the only color among permanents you control, search your library for a basic Mountain, reveal it, and put it into your hand. Shuffle your library.
Fiery Rebirth RRR
Sorcery (R)
Epitaph — Exile a creature card your graveyard: Put a 3/3 red Phoenix token with flying and haste onto the battlefield.
Flameborne Assault 3RR
Instant (C)
Put three 1/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step.
Purity — If red is the only color among permanents you control, draw a card.
Flames of the Forgotten 3RR
Enchantment (C)
Epitaph — R, Exile a creature card from your graveyard: Flames of the Forgotten deals 2 damage to target creature or player.
As Shadara was slowly ground out of existence, it’s inhabitants found one final way to spite their destroyers.
Forsaken Shadaran R
Creature — Goblin (U)
Haste
Despair — As long as Forsaken Shadaran is the only creature you control, it gets -1/-1 and loses haste.
With Shadara in ruins, the goblins of Caeia were scattered and demoralized.
2/2
Goblin Ambush 4RR
Sorcery (R)
Multikicker RR (You may pay an additional RR any number of times as you cast this spell.)
Search your library for a Goblin creature card and put it onto the battlefield, then shuffle your library.
For each time Goblin Ambush was kicked, creatures you control get +2/+2 until end of turn.
Goblin Blade Maniac 2RR
Creature — Goblin Warrior (U)
Goblin Blade Maniac gets +1/+1 for each Equipment attached to it.
2: You may activate an equip ability of an equipment card in your graveyard until end of turn.
He wears a suit of mismatched armor that was found discarded by it’s original owner, and he couldn’t be happier.
2/2
Goblin Paragon 2R
Creature — Goblin Warrior (R)
Whenever Goblin Paragon deals combat damage to a player, add R to your mana pool. This mana does not empty from your mana pool until your end step, and can only be used to cast goblin spells or activate abilities of goblins.
Even amidst the Eldrazi invasion, there were still those who could inspire bravery.
2/2
Goblin Speedrunner RR
Creature — Goblin (C)
Haste
Epitaph — R, Exile Goblin Speedrunner from your graveyard: Target creature gains haste until end of turn.
2/1
Progeny Wurm 4RRR
Creature — Wurm (U)
Trample
When Progeny Wurm attacks, you may exile it instead. If you do, put a creature card from your hand onto the battlefield tapped and attacking. Sacrifice it at the beginning of the next end step.
4/4
Searing Drone RR
Creature — Eldrazi Drone (U)
At the beginning of each opponent’s upkeep, Searing Drone deals X damage to target creature that player controls, where X is the number of lands with consumption counters that player controls.
2/1
Shadaran Pathfinder 1R
Creature — Goblin Scout (C)
Tap an untapped land you control: Add R to your mana pool.
2/1
Shadaran Sapper 1RR
Creature — Goblin Warrior (C)
When Shadaran Sapper dies, each player sacrifices a land.
Purity — As long as red is the only color among permanents you control, when Shadaran Sapper dies, target player sacrifices a land instead.
2/2
Siege Volley 2R
Sorcery (C)
Choose One — Destroy target Fortification; or Siege Volley deals 3 damage to target creature.
Volcanic Terrain 4R
Instant (U)
As an additional cost to cast Volcanic Terrain, sacrifice any number of mountains.
Volcanic Terrain deals damage equal to three times the number of mountains sacrificed to each creature and player.
Creature — Elf Knight (R)
Haste
Tap an untapped elf you control: Aldrean Paragon gets +2/+2 until end of turn.
2/2
Aldrean Pathfinder 1G
Creature — Elf Scout (C)
Tap an untapped land you control: Add G to your mana pool.
2/1
Alpha Wurm 6GGG
Creature — Wurm (M)
Trample
At the beginning of each player’s upkeep, the player who controls the creature with the highest power draws a card.
9/9
Charging Boar 2GG
Creature — Beast (U)
Flash
Purity — As long as green is the only color among permanents you control, whenever Charging Boar enters the battlefield, it fights target creature an opponent controls.
3/3
Creeping Vines G
Enchantment (C)
When Creeping Vines enters the battlefield, exile target fortification.
When Creeping Vines leaves the battlefield, return the exiled fortification to the battlefield under its owner’s control.
Any player may pay 3 to destroy Creeping Vines.
Deadly Diversion GG
Instant (C)
Until end of turn, all creatures able to block target creature do so.
Purity — If green is the only color among permanents you control, target creature gains deathtouch until end of turn.
Deathspinner GG
Creature — Spider (C)
Deathtouch, reach
Whenever Deathspinner deals combat damage to a creature, sacrifice Deathspinner.
The spiders of the Deepforest are lethal, but fragile.
1/1
Elven Mistranger GG
Creature — Elf Archer (C)
Hexproof, reach
2/1
Elven Renewer 1G
Creature — Elf Shaman (U)
Whenever Elven Renewer enters the battlefield, you may exile target land you control. Return it to the battlefield under its owner’s control at the beginning of the next end step.
2/2
Eria, the Last Greenspeaker 2GG
Legendary Creature — Elf Druid (R)
Hexproof
T, Sacrifice Eria, the Last Greenspeaker: Untap all Forests you control.
2/2
Eternal Grovekeeper GG
Creature — Elf Druid (R)
T: Add one mana of any color to your mana pool.
Epitaph — G, Exile Eternal Grovekeeper from your graveyard: Add two mana of any color to your mana pool.
1/1
Forsaken Aldrean G
Creature — Elf (U)
Reach
Despair — As long as Forsaken Aldrean is the only creature you control, it gets -1/-1 and loses Reach.
2/2
Last Gift of the Forest G
Sorcery (C)
As an additional cost to cast Last Gift of the Forest, exile target forest you control.
Add GG to your mana pool.
Even consumed by the Eldrazi, Emriss’ grove bestowed one final gift.
Might of the Fallen 1G
Instant (C)
Creature cards in your graveyard gain “Epitaph — G, exile this card from your graveyard: Target creature gets +3/+3 until end of turn.” until end of turn.
Mosshide Aggresssor 3GG
Creature — Beast (R)
Purity — As long as green is the only color among creatures you control, whenever Mosshide Aggresssor kills a creature, you may untap it.
1G, T: Mosshide Aggresssor fights target creature.
3/3
Mossy Troll 3GG
Creature — Troll (U)
Hexproof
GG: Regenerate Mossy Troll.
3/3
Nature’s Persistence 1GG
Enchantment (U)
Lands you control have hexproof and “1, T: Add one mana of any color to your mana pool.”
Primal Offering 3GGG
Sorcery (R)
As an additional cost to cast Primal Offering, tap any number of Forests you control. They do not untap during your untap step for the rest of the game.
Creatures you control get +X/+X, where X is the number of tapped Forests you control.
Ragestomper Drone 2G
Creature — Eldrazi Drone (U)
Trample
Ragestomper Drone can’t attack unless defending player controls a land with a consumption counter on it.
4/4
Siege Archer 1G
Creature — Elf Archer (C)
Reach
T: Siege Archer deals 1 damage to target player. Activate this ability only if defending player controls a fortified land.
2/2
Silver Flame Shaman 1G
Creature — Elf Shaman (C)
Prismatic (When this creature enters the battlefield and at the beginning of your upkeep choose a color. This creature is that color.)
T: Add one mana of the chosen color to your mana pool.
1/1
Vengeful Might 2GG
Sorcery (U)
Target creature gets +X/+X until end of turn, where X is the greatest power among creatures target opponent controls.
Verdant Blessing G
Sorcery (C)
Gain 1 life for each creature you control.
Purity — If green is the only color among permanents you control, draw a card.
Artifact — Fortification (U)
Fortified land has “T: Add 2 to your mana pool.
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Aran’s Honden 3
Legendary Artifact — Fortification (R)
Bastion (When this card enters the battlefield, put a land token onto the battlefield with “T: Add 1 to your mana pool”, then attach this to it.)
So long as Aran’s Honden is attached to a land, creatures you control have “BB, T: Destroy target tapped creature”
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Archive of Caeia 2
Artifact — Fortification (U)
Fortified land has “You have no maximum hand size.”
Sacrifice Archive of Caeia: Draw a card
Fortify 0 (0: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Champion’s Deathplate 5
Artifact — Equipment (M)
Equipped creature gets +2/+4
Whenever equipped creature deals combat damage to a player, destroy target creature that player controls, then search target player’s graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles his or her library.
Equip 4
Endless Stair 1
Artifact — Fortification (R)
Fortified land has “1, T: Exile target attacking creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.”
Fortify 1 (1: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
House of Healing 2
Artifact — Fortification (C)
When fortified land becomes tapped, prevent the next 2 damage that would be dealt to a creature you control.
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Longsword 2
Artifact — Equipment (C)
Equipped creature gets +1/+1
Equip 0
The most basic martial weapon, easily recovered from the battlefield and placed into the hands of the newest recruit.
Siegegate 1
Artifact — Fortification (U)
Whenever fortified land becomes tapped, you may pay 1. If you do, put a 0/2 colorless Wall artifact creature token with defender onto the battlefield.
Fortify 2 (2: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Silver Flame Barracks 3
Artifact — Fortification (U)
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
Whenever fortified land becomes tapped, put a +1/+1 counter on target creature of the chosen color.
Fortify 4 (4: Attach to target land you control. Fortify only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the land leaves.)
Ugin’s Door 6
Legendary Artifact (M)
X, T: You may cast target creature card you own from outside the game with converted mana cost X or less without paying its mana cost.
On one side, destruction. On the other, salvation.
Consumed Wastes
Tribal Land — Eldrazi (C)
T: Add 1 to your mana pool for each land with a consumption counter on the battlefield.
Hungering Depths
Tribal Land — Eldrazi (R)
Whenever Hungering Depths enters the battlefield, you may tap an untapped creature you control. If you do, Consume 1. (Put a consumption counter on up to one target land. Lands with consumption counters can only produce colorless mana.)
T: Add 1 to your mana pool.
Unsullied Bluff
Land (R)
Unsullied Bluff enters the battlefield tapped.
When Unsullied Bluff enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
T: Add R and one mana of the chosen color to your mana pool.
Unsullied Glade
Land (R)
Unsullied Glade enters the battlefield tapped.
When Unsullied Glade enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
T: Add G and one mana of the chosen color to your mana pool.
Unsullied Grotto
Land (R)
Unsullied Grotto enters the battlefield tapped.
When Unsullied Grotto enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
T: Add U and one mana of the chosen color to your mana pool.
Unsullied Morass
Land (R)
Unsullied Morass enters the battlefield tapped.
When Unsullied Morass enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
T: Add B and one mana of the chosen color to your mana pool.
Unsullied Valley
Land (R)
Unsullied Valley enters the battlefield tapped.
When Unsullied Valley enters the battlefield, return a land you control to its owner’s hand.
Prismatic (When this permanent enters the battlefield and at the beginning of your upkeep choose a color. This permanent is that color.)
T: Add W and one mana of the chosen color to your mana pool.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Despair: I don't get this whole "boohoo, drawback-mechanic" talk. Defender is a drawback-only mechanic, so what? This is magic, not fluffy bunny land, you got to accept drawbacks. That being said, this mechanic is awesome in flavor. Remember what I told you about continuous effects: "As long as" not "If".
Epitaph: Ok, quickly asking the translator what the heck "Epitaph" means... ah, ok. Again, very flavorful. The wording is a mess though. It should probably be an ability word.
Angel of Wrath 4WW
Creature - Angel
4/4
Flying
Epitaph - 5WW, Exile Angel of Wrath from your graveyard: Destroy all creatures.
Card feedback:
These seem very unpolished and I think you are aware of most of the issues yourself, so I will only look at the splashy ones.
Ulamog & Emrakul: I LOVE Ulamog. This is an "I win the game" creature that is different enough from the original Emrakul that it doesn't feel lame. Speaking of lame.. the new Emrakul. I don't really like it. Imo, you can't do a new 15 Emrakul without it being 'meh'. That was a one time thing and it shouldn't be done again - this is not WoW where you can keep on making everything bigger until wolves in level-up areas are 200 meters tall (Emrakul: "Zendikar was merely a setback"). Make him 9 or 10 mana and invent a story why he isn't the badass anymore he was before. Alternatively, give him a cost reduction clause.
Avatar of End: Splashy but severely overcosted. Also, it targets permanents but not cards in graveyard. Go for one way or another. "Avatar of End is indestructible."
Angel of Wrath: Nice card, but lame name. You already had Angel of Fury if I remember correctly.
Aran, Hand of Bolas: I would give him more starting loyalty and move the ultimate up an equal amount. The ultimate is too direct. How about: "Whenever an opponent casts a spell, counter that spell unless he or she pays 10." I thought this guy was Azam, but turns out I got that wrong (names too similar?). Who is this guy?
Ugin, the Silver Flame: The second ability should be more minus. -3 probably. Otherwise, very good. No need for "You may" in the plus ability. The "cannot be countered" in the ultimate is just "text".
Devouring Drone: This is what I was talking about when I commented on Consume. This guy is broken.
Eria, the Last Greenspeaker: NEED... THAT... ART! Just say untap all forests. Needs P/T.
Eternal Grovekeeper: "Add one mana". I like this card alot. Could be a 1/1 just to make it look more elegant.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Despair - fixed! I'm so bad at wording...
Epitaph: My concern with making this an ability word is that it makes it difficult to make cards like legacy of the fallen without the mechanic being a keyword. Still, worth considering.
Angel of Wrath: Name changed to Wrathful Seraph.
Emrakul: Great idea on the cost reduction! I changed it to reduce cost by 1 for each consumed land that opponents control, lowered his annihilator substantially, and lowered his P/T.
Avatar of the End: I'm not sure what you mean. I've got it allowing you to exile any number of target permanents and any number of cards from your graveyard - are you saying do one or the other?
Aran - This guy will probably not see any revisions until playtesting. His design was from user AranMagnus, a very good friend of mine IRL and my primary playtesting help. Story wise, this guy is an agent of Nicol Bolas who hails from Kamigawa (hence the ninja art)
Ugin - Again, not sure you mean, I don't see a 'may' in the plus ability? Makes me wonder if the version you were able to download is current... I use links from my dropbox, so it's not unforeseeable that it's out of sync. In any case, you're probably right about the minus ability.
Devouring Drone - Definitely. This is one of those examples of me designing the cards basic function but not yet having it balanced much, something that you'll see a LOT of during this phase of the set's development. Changed it to where the ability costs 1 each time, still will likely see much change over the course of development.
Eria - Changed text and added P/T (2/2)
Eternal Grovekeeper - Done and done.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Epitaph - Creature cards in your graveyard have "2W, Exile this card from your graveyard: Put a +1/+1 counter on each creature you control."
Avatar of the End: No I meant, that it targets the permanents but it does not target the cards in a graveyard. However, looking at the card again, there is a much greater problem: This card doesn't have P/T until the trigger resolves and will thus die instantly. It must be:
"As Avatar of the End enters the battlefield, exile any number of permanents you control and/or cards from your graveyard."
Ugin: My mistake, I meant the +1 of Aran doesn't need a may.
If you want, you can send me the .mse files once you have everything done and I'll do a complete wording proof read.
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Side note - I'm going to really need help with this set in terms of art. Finding art appropriate for Eldrazi cards is difficult, if anyone has any suggestions please PM me or post them here. Additionally, I'm always seeking creative input, so if anyone has ideas on what they'd like to see in the final set, by all means post them.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
(One thing to note - these cards are in very rough shape. At least one of the Eldrazi cards refers to your 'man pool' instead of mana pool. These definitely aren't final versions... at this time I'm more interested in the design of the cards rather than proofreading or balance, but I'll definitely be proofing these and tossing up edited versions soon.)
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Spawncall - I like this better than what we originally designed. Cheaper tutor that puts it on top of your library is pretty nice.
Emrakul - The annihilator seems to be a bit low on him. I'd bump him up to at least an annihilator 3. The uncommon eldrazi has annihilator 2. I still like the redesign.
Telvan Waterdancer - I like the versatility of this card, but I think you have one too many choices. It's a lot of words, even for a rare, and I know I'll probably forget what I have the option of doing with this card without reading it every time I activate it. I'd probably go with the either draw a card or mill and ditch the starfish generation.
Spectre of Memory - Should probably be an illusion creature type given that it has the illusion targeting consequences rather than an elemental. At uncommon I could see it having a lower casting cost. I'd probably go with 2UU but I wouldn't be opposed to lowering it to 1UU or UUU for a 2/2 with the same abilities. I think I would probably be ok with it at 3 cmc for a 3/3 with the target-sac clause.
Mermaid's Last Curse - I know it's a strong mill card, but for a rare I would really think about upping the cmc to 2 and making this an instant. At sorcery speed, it really limits the usefulness of this card, and, I think, cheapening it to a combat trick where you have to sac a creature or hope your opponent is playing red.
Aran, Hand of Bolas - Whoever designed this card is boss.
Arathan Nightmaid - Arathan Nightmaide and other Vampire creatures you control... Vampire Nocturnus
Aran's Bloodmage - Any chance you could call them the bloodspeakers? It's an L5R thing but it would make me happy.
Primal Offering - If you're giving creatures +X/+X for the remainder of the game, you might want to change the wording to give your creatures X +1/+1 counters instead. I'm not 100%, but it seems that WotC gives things +X/+X until the end of turn and anything longer than that they'll use +1/+1 counters instead.
Might of the Fallen - The card reads awkwardly. Honestly, I don't know how to fix this at this time. Maybe take out the period right before the close quotes mark and make it a comma instead.
Telvan Waterdancer - Giving this card only two options makes it feel very 'meh' to me.
Spectre of Memory - You're exactly right, it's meant to be an illusion (there have been a few in all three sets now, it's maybe a sub-tribe in blue). Also, I agree on the cost reduction. UUU might be just right.
Mermaid's Last Curse - I think it'd be fine just simply swapping it to instant.
Arathan Nightmaid - I think it should be 'Vampire creatures you control.' I'm not a wording expert (just ask apoquallyp), but I think the standard lord wording is fine, as opposed to the nocturnus wording (which I don't fully understand why it is the way it is)
Bloodmage - Sure
Primal Offering - I didn't do +1/+1 counters because X changes based on the number of forests you have tapped. There are a few memory issues with this (which might, in the end, make me change this to an enchantment), but I'm not sure it's bad just yet.
Might of the Fallen - This card read well before Epitaph was changed to an ability word instead of a keyword. Sadly, I think it's worded correctly in its current state even if it is a bit confusing. Will think about how to change it.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
If you write purity so that it becomes something like "as long as you control only colored permanent" to step around that? You now need a bunch of cards that will grant color to your basic lands or purity becomes entirely unusable.
So, yeah, the unsullied land sound like a potential good idea in a vacuum, but I'm not sure I see how they can possibly work.
I'm not sure what you mean. The Unsullied lands, as worded, produce a static color of mana or one mana of the chosen color. (ie; As an Unsullied Morass enters the battlefield, and you choose white as the purity trigger, it can be tapped for either B due to it's static effect, or W due to the purity effect)
As far as prismatic being on colorless permanents, this is something that has come up during the development of each set, which might say something to the complexity of the seemingly simple mechanic (needs better reminder text?), but as purity ignores colorless things entirely (as colorless is, by definition, not a color), it still triggers with colorless permanents in play (otherwise it wouldn't work in 99% of all cases, as lands are almost always colorless)
So, in short, I think the Unsullied Lands do function as intended with their current wording. Whether or not this is balanced is yet to be seen... the lands themselves have seen a LOT of editing since they were first designed, as they could potentially better than any other dual land printed (at the least, they're the most versatile).
Definitely tell me if I'm wrong on this... I most certainly want as much feedback as I can get! And, if I turn out to be right, perhaps there is an issue on how prismatic, in this case, can be confusing, and I might need to consider rewording its reminder text?
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Changing a permanent's color changes nothing else. It allows it to interact differently with effects that care about target color, but mana production? Not one of those. Even Alter reality-type effects can't do that (because mana symbols are not color words: there's a reason the laces have a reminder that "Mana symbols on that permanent remain unchanged.")!
This is why card like Evil Presence or Lush Growth exist with their wording (and why dual lands work), so you can get the effect you want, and with a similar wording, too ("When Unsullied X enters the battlefield and at the beginning of your upkeep, choose a basic land type. Unsullied X is that land type."), but Prismatic will certainly not give it to you.
I see what you're getting at. Basically, changing a land's color doesn't give it any built-in ability to produce a type of mana (In fact, the only thing that does give a land a built-in ability without spelling it out is the five basic land types). And you're absolutely right. I think, in this case, the reason that it works is because it's spelled out in the ability itself ('add... ...one mana of the chosen color to your mana pool.)
Use Silhana Starfletcher as a reference to a real world card. Although one is a creature and another is a land, they both have very similar T abilities. In other words, it isn't prismatic that gives the land the ability to produce the chosen color of mana, but rather the wording of the ablity itself.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
As a side note, because of the way unsullied X works (i.e. you have to pck a color before you can use them), I'd argue there is no point at all making it a cycle. If prismatic worked the way you intended it to, it would make no difference whatsoever what the original produced color was!
You're absolutely right in that regard. In fact, there's a card in the 2nd set (Prismatic Egress) that does exactly that.
These cards started out as a cycle that added 1 of a static color and 1 of the color you chose, and I'd like to get it back to that. It's just a difficult balancing act to make sure that it A) works as intended while B) is balanced.
On a completely different subject, it's been pointed out on my blog that the pathfinder cycle doesn't do anything to combat consume (the main reason the cycle exists in the first place). I'm currently trying to consider different ideas to change the pathfinder cycle to work effectively, but am willing to listen to any ideas folks here might have on the subject.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
I should have time to crit the cards tomorrow or Monday. Hopefully..
Woot can't wait to hear what you think! Also, this early in design, there's still a LOT of room for new designs, so feel free to throw your hat in there as well. Finally, we're still working on developing and playtesting set #2, so if you still have any feedback there, definitely let me know!
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Ulamog's Destroyer: So an extra 4 mana just for trample? I wouldn't do this.
Ulamog: I like this. The control turn is something that is obvious but hasn't been done yet. Yay.
Ugin: I would make the pieces try to work together rather than presenting a mess of utility abilities.
Spawncall: Seems fine. I would make it 2 since it IS a colorless tutor.
Propagate: I just don't like this. Depending on how much consume is in the set, this just feels very win more. I would just run some more consistent spawn cards if I needed them.
Not of this World: I like this. I remember using it once to protect my Artisan.
Maw: So it costs 2 if you play lands all day? This is very powerful since it grants removal in early game to each color.
Thoughtbinder: Very griefy. This will lock people out quick.
Emrakul: I hate this. It's very wordy and in the end I would just play regular Emrakul. I don't think that Emrakul should actually be in here given with Ulamog and Tyraal.
Devouring Drone: See Thoughtbinder. I think I don't like consume. Do Eldrazi need another keyword?
Clarity: Very bad.
Annihilation: Hm, fat 9 mana sorcery so that you can win game with Eldrazi. Okay.
Adherent: I really like this card. It's a Memnite, but then it helps you not enable Despair, which is cool.
Wake: Pretty good at disrupting early game. Remember, this is in all colors.
Ugin - You're probably right. His abilities came from a fairly top-down viewpoint (One of the roles he plays in the story is that he is very talented with teleportation magic, and before the end of the story he'll be helping a few refugees escape to Ravnica). His first ability is ghostfire, then his second two reflect the teleportation magic that he uses - blinking consumed lands, for instance, to ditch their counters, and then as an ultimate bringing in help from other planes. However much this might make sense with the story, he probably does feel fairly disconnected. Will look into what can be done to change him.
Spawncall - I priced it at 1 since it is so limited in scope, however if it starts to become a problem I have no qualms about raising its cost.
Propagate - You're probably right. I like the idea of a sorcery that puts spawn tokens out, but I'm not sure if it goes well with consume.
Maw - I hadn't considered that you could just run lands and this. However, I think I'm ok with that, because if you have no permanets out just so you can have what amounts to a Doom Blade, you're probably doing it wrong.
Thoughtbinder - This guy is going to have the same problem that anything with consume has, that problem being balance. I'm getting that you aren't a fan of consume and I can see why. I personally like giving eldrazi another mechanic, because there's only so much you can do with big beaters and annihilator, and I like exploring this side of the Eldrazi. It represents the final stages of their invasion, where they begin to devour the mana around them. However, this mechanic (like any control mechanic) is going to be extremely difficult to balance, even more so because it's colorless. Cost it too aggresively and it dominates the format, cost it too conservatively and it'll never see play. My answer to Consume is going to be a long and thorough development and playtesting process, as I intend to vet the mechanic quite thoroughly. And I'm not so proud to scrap the whole thing if, after putting development and playtesting time into it, it becomes apparent that it just won't work.
Emrakul - I actually considered taking away his annihilator completely (As Annihilator pairs very poorly with consume), though I was afraid that would be messing with the Eldrazi type too much. I do like having Emrakul around, first because Emrakul, the Aeons Torn is my favorite card, and second because if I was to create a second block, it would have a legends matter theme, which is why I like having so many legendary creatures in this block as well.
Devouring Drone - See my thoughts on consume above. This guy is my biggest concern with consume and he's already seen a lot of changes.
Clarity - Very bad? How so? My intent for the card is to give the colorless deck a few more options, while at the same time allowing this to be a way to enable purity. I used thoughtlace as a template.
Wake of the Titans - This might be moved to 3.
Thanks a ton for the comments! Remember, if you have any design ideas please do toss them out! And check back every so often on the download page, the link there is tied directly to the MSE file, so you can see the changes as they're made.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)
Okay. If I was going to make an Eldrazi for limited I would keep it weak (in Eldrazi terms) and low costed (once again, in Eldrazi terms)
Yes, flavor does define planeswalkers. The key to planeswalkers is to synergize flavor and mechanics into one package - this is why 'walkers are so hard to design. Compare Ugin to Karn Liberated for example.
I would try something less parasitic.
I still think that this is wrong. How about Not of this World-templating?
I see. Now that I put some thought into it, and this may work. In this block you're mostly going to play mono color decks, which makes consume pretty weak actually. Consume gets a lot better when you're facing against a multicolor deck. I finally get my Swamp to cast these guys in my hand, and you Wake it. Man, I feel so bad after that.
Point taken. If you're making a new Emrakul then I would have the power level be close to the original one then. I would make a nonlegendary consume lord if you're into that, not muck it up with one of the Eldrazi Titans.
Indeed. Untap with him and he basically kills four lands like that. Boom! I would make him ETB with one or two tokens IMO.
Ah, I see. The thing I meant was "this card is extremely weak and no one will draft these".
Sure, I'll probably design something.
Moving' up to white
Alabaster Purifier: Repeatable removal is something that isn't done at common. This is pretty powerful. I can imagine that it will be an EDH staple.
Angel of Wrath: Akroma, Angel of Wrath? Epitaph gets a from me, but what's it doing in this set? I can imagine Epitaph going well in Innistrad or some other graveyard block.
Avatar: This is weak. You will find many players will be reluctant to sac their lands and other stuff to get an 8/8 guy that gets Condemn'd or Path to Exiled. More splashy and more dumb.
Bask: Draft fodder. OK.
Blademaster: I like this card quite a bit. It enables a build-around-me strategy in limited and a very cool card in general.
Bolstering: Sure. I would maybe move this to sorcery.
Chance: Okay. I have a bad gut feeling about this card but Wizards has printed cards in the same vein as this so it's OK. I would make two tokens as a base effect and move up to three.
Griffin: I'm slightly nervous about common first strike. However, Cloud Crusader says this is OK. It's great.
Divine: No power/toughness boosts? Players will hate opening this. I know I will.
Divine: Sure.
Barrier: Sure. Reminds me of red Membrane wall.
Guardian Seraph: namechange. This seems okay.
Legacy:
Lone Toraian: So you're making a cycle of these? I find this slightly more powerful than the others seeing as first strike can kill bears in combat.
Memoria Angel: My gripe with this is that it's similar to the Griffin, but it's uncommon so it might be okay.
Ray of Light: 3 damage every single time. Why bounce? Seems random.
Silver Flame: 1/1 is not worth a card. I would make this limited playable.
Stand Against the Night: This is pretty bad. The base effect is pretty overcosted and the chances of your opponent having an eldrazi is pretty bad since you're mostly chumping and offering excess chump to annihilator. Also the WW cost is bad against consume.
Archer: Sure.
Pathfinder: I find that this cycle will see tons of play in EDH. This really helps your mana fixing.
Veteran: I find this a bit unexciting at rare. It's probably not uncommon though.
Weight of Guilt: As a white weenie strategy I could see this working.
Alabaster Purifyer: Should be an uncommon I think and the ability cost 1 more.
Lone Toraian: How about Forsaken Toraian or Forsaken Soldier/Knight? Power level is quite high, but I think still ok. (no Wild Nacatl!)
Unsullied Lands: I don't like these. They all do pretty much the same thing (tap for any color of mana), their difference isn't relevant. Why don't they just ETB tapped?
Suggestion:
Unsullied Bluff
Unsullied Bluff enters the battlefield tapped.
T: Add R to your mana pool.
T: Remove a counter of your choice from target land you control. / OR: Unsullied Bluff can't have counters placed on it.
Pls make an Eldrazi Wurm out of this artwork
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
Telvan Waterdancer: Very wordy. I would choose two or maybe only one of the options. This also seems a bit weak. UUU for a 1/1...
Telvan Pathfinder: See my comments on the white one. Hmm, good for casting the Waterdancer. A name hint! I want the cycle at uncommon.
Spectre: Sure. Does blue have a mill subtheme?
Siren: Very narrow. I would make this cheaper to aid the Johnnies. Not many cards return graveyard -> top of library, even more since the set is contained within itself.
Mindflash Drake: SUPER STRONG. I expect a 3/3 flier in blue to cost maybe 5 mana.
Curse: Blegh. I don't like this at all. Move it to uncommon, trashy at rare. Also the merfolk killing will happen rarely.
Blinksea Merfolk: I like this.
Memory Fragment: I would make this stronger. Jace's Phantasm
Lone Telvan: Weaker than the others.
Hoarfrost: Sure.
Dissipate: Sure. Not sure whats it doing in this set, though.
Aran: IMO it's weak for a 'walker. I would change the -6. If that ever gets off then your opponent is miserable.
I was waiting for Advent to comment...
Yes indeed. This is actually an issue that was pointed out to me a few weeks ago on the blog and I haven't gotten around to developing them further, as again I'm working more on the basic design of the set, but they'll be functionally fixed in some future update.
Will look into it, though truth be told I'm not worried about rarities much... they're basically only a loose guideline for me, since the block is intended only for cube limited and block constructed play. I just leave rarities in since I started with a basic rarity layout in the first set.
Hmm... Forsaken instead of Lone. I think I like that a lot. 2/2 first strike for 1 is pretty scary, this is the one card of this cycle I'm hesitant about.
The original design of these added 1 mana of a static color and 1 mana of the prismatic color, and they will probably return to that design at some point.
Deal. Any design suggestions on that front?
Very few if at all. We need to get a playtest group for the first two sets and knock out some constructed and some cube so I can get a better feel for what we need to finish up the block.
/nod This cardslot is going to be for a versatile, low-cost utility rare. Everything about the card outside of that will likely change.
This cycle is still changing so that it will work appropriately and get around consume, but the rarity probably won't change. Mostly because rarity matters little in this block - the only supported formats are cube limited and block constructed, neither of which care about rarity. The only reason I have (mostly) stayed with rarity conventions is that the first set started out that way and I wanted to stay consistent.
You asking that tells me I may be doing something wrong. Blue's primary theme throughout the block should be mill. The illusions, however, are a sub-tribe.
I think you might be reading it wrong (or I may have worded it wrong). The idea is that, whenever you mill a creature card from your opponent's deck, you can pay UU and steal it for yourself.
Yup. This will be tweaked in a later update.
I like the flavor of the card, but haven't been happy with its execution. This will probably become a creature at some point.
It's kinda funny, this is the second time that a mill-themed card has in one of my sets has been outclassed by a card from M13. This design predates the M13 spoilers, for me, it's something I'd tossed around since the first set. I might boost it in power, but then again it may go unchanged as I think it's in the right spot in context of the block as a whole.
True. I'm ok with this, this cycle is going to be pretty variant as far as power level.
/nod
I needed a counterspell, and wanted it to to have some sort of utility to counteract the Epitaph mechanic.
This is one that probably won't be changed until late playtesting, if at all. The ultimate is extremely punishing, but should also be difficult to get off the ground.
Thanks a ton for the feedback! Although the set is plodding along slowly, I definitely appreciate all the feedback I can get. And, as before, this is so early in development that there is plenty of room for design suggestions. Hope to hit you all with an update and some new cards in the next week or so.
My custom sets:
Caeia Block (Released - Beta)
Generals of Dareth (In Design)