In the tradition of my previously-released custom card sets (links in my sig!), I'm going to do a preview/spoiler rollout for my next set called Fracture.
The frame for Fracture is one we've seen countless times here, that of the enemy-wedge shards, but done just a little differently. The total set size is just shy of 500, but the set itself is divided in five equal pieces, a piece for each Shard. Each piece was designed to be essentially a self-contained set just as each Shard is (for now) completely isolated. Boosters and starter decks would all be Shard-exclusive, featuring only cards from one Shard (much like MBS' boosters, but the inspiration for this goes much farther back, to a discussion in the Rumor Mill during Shards rumor season where someone mentioned that it would have been interesting/flavorful if the cards had been sorted by Shard). The Shards here all fit back together as one set, and there are obvious and not-so obvious hints that this is one set broken apart and evolved over time. In a few cases, certain basic effects are present in more than one Shard, but are reflected differently as a result of the different pieces' mechanical focuses, keywords and playstyles.
Indeed, each Shard in Fracture isn't quite so simple as "everything is artifacts" or "attack with one guy, get bonus". Each one has its own keyword, yes, but they also have other major and minor themes beyond just a keyword and its resulting mechanical ripples.
Take Israfiel [is-rah-FEE-uhl], the focus of this preview thread, for example. It's your typical WBR world, a whole lot of conviction and way too much fighting. It's in the constant grip of one war or another, sometimes many at once. It's denizens are all battle-harden and just itching to rip the spine out of someone who looks at them the wrong way or insults their honor or whatever. Everyone's a Klingon, basically.
So you got the Minotaurs sharpening their blades instead of reading bedtime stories, rebellious dwarves under the thumb of some xenophobic humans who think they know what's best for everyone, a cabal of spirits just barely able to affect the mortal world but have found power through religious manipulation of sheep all too eager to fight for a god that speaks to them, and the valkyries above them all throwing out command like they own the place. It's a little hectic and a lot dangerous. Various minor races and the disenfranchised band together in little warclans just to survive and absolutely no one is paying any attention to the collateral damage all this war is doing to Israfiel itself, which is starting to look as pitted and scarred as Two-Face on the wrong side of the bed.
It's the most structured chaos in all the multiverse.
Of course the major theme here is combat, how could it not be. It's the first thing on everyone's mind on this zany little demi-plane, and it ought to be the first thing on the mind of anyone playing with the Shard. Attacking is the name of the game, but this is a Shard built on white so the defensive side of things is far from forgotten. Even Israfiel's keyword is bent on combat.
Battlerouse {cost} (When this creature comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
There's no safe observation from the sidelines with Israfiel. No, no, no. Once you're touched with the drive to war and conquer, you're drafted in it until you die. As long as there's a battle worth fighting in (and probably many that aren't), you're there with sword in hand. If you're controlled by an opponent, it's probably a battle you're not going to win, but war on Israfiel has so very often favored the cagey aggressor.
Battlerouse began life a little differently, as a mechanic I called Proselyte. Proselyte had the same +1/+1 counter and attack/blocking effects, but it also allowed you to steal creatures. Each creature with the ability had a cost you paid once to distribute the counters as you saw fit, and you gained control of creatures targeted this way. It was wild and swingy and incredibly flavorful (creatures rallied behind charismatic/powerful/threatening figureheads and followed them to war but could be swayed to another figurehead if the new one seemed a better leader), but a lot who saw it questioned whether it was a wise mechanic. I changed it to a multi-kicker version that took a creature each time the cost was paid but it still had the same problems.
One of the key problems Proselyte had was that though all three colors had some level of creature stealing in the past, it felt wrong they'd get it in such a widespread way. The flavor was right, but mechanically it just didn't fit right as a Shard-wide keyword. The solution was clear: ditch the stealing and keep everything else. The flavor changed a little (friends and enemies following behind a new general became those touched with a lust for battle could not escape it) but it became far less swingy and in many ways far more evocative of the Shard itself. White gets to create an impenetrable line, red forges a blazing attack force and black, well black conspires to lure the weak into insidious traps.
Darkhold Uniter W
Creature — Dwarf Soldier Rebel (U)
Creatures you control with +1/+1 counters on them have protection from converted mana cost 3 or greater.
Battlerouse 2W (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
1/1
Shepherd of the Thrall 4BB
Creature — Vampire Cleric (R)
Flying
1BB, Sacrifice a creature: Target player loses life equal to the number of +1/+1 counters on the sacrificed creature. Put that many +1/+1 counters on Shepherd of the Thrall.
Battlerouse 1B (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
4/4
Bloodmaul Minotaur 3RR
Creature — Minotaur Barbarian (R)
Remove a +1/+1 counter from a creature you control: Bloodmaul Minotaur deals 1 damage to each creature target player controls.
Battlerouse 1R (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
5/3
Galiel the Valkyrie 4WBR
Legendary Creature — Angel (M)
Flying, first strike, vigilance
After each precombat main phase there is an additional combat phase followed by an additional main phase.
Battlerouse 1 (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
5/5
Galiel here is one of the oldest inhabitants of Israfiel. If her mind wasn't so warped by crusades and fury and snuffing out the weak and impure, I'm sure she'd love to have a long discussion of what the world was like before it broke apart into five little pieces. But now it's all "purge the demons and their filthy ilk" this and "conquer all of Israfiel and bring it under my power because I feel it's the will of our mythical Creator" that. Girl's got no time for tea and a chat, is what I'm saying. It's all go, go, go and all work and no play haven't really made this valkyrie a dull girl. It's really just made her an army-sundering tank and the most feared figure in Israfiel's millennia-long history. And Galiel would know, she's been there through it all, uniting her armies and waging war on everyone else. If Hippolyta had eight wings made of fire, a sword forged from the lifeforce of a hundred demons and an eternity to lose focus on reality and slip into something a little more bloodthirsty, you'd wind up with a creation not unlike our Galiel.
She's far from the only major personality on Israfiel (I've heard a battle-hardened Minotaur planeswalker has recently had a homecoming to have a rematch with the wingnut valkyrie who triggered his spark in a bloodbath many years ago), and battlerouse is far from the only concept of mechanical value in the Shard.
Stay tuned for my next update, when the ground gets a little unstable.
The second part of Battlerouse doesn't work. Attackers and blockers are all declared as a single unit, and the second part of Battlerouse is a triggered ability. Once the ability resolves, the creatures with +1/+1 counters on them would untap, and then they wouldn't be able to attack because attackers have already been declared, or block because blockers have already been declared.
What about "this creature can't attack or block unless each other creature you control with a +1/+1 counter on it attacks or blocks"? You could probably circumvent the untapping with something like Masako the Humorless.
The second part of Battlerouse doesn't work. Attackers and blockers are all declared as a single unit, and the second part of Battlerouse is a triggered ability. Once the ability resolves, the creatures with +1/+1 counters on them would untap, and then they wouldn't be able to attack because attackers have already been declared, or block because blockers have already been declared.
Untapped creatures you control with +1/+1 counters would still be forced to attack, though, right?
The untap clause was really only installed as a way of preventing opposing creatures from avoiding the bloodbath (same as the untap is used in provoke), which I assumed worked since declaring blockers is done after attackers are set (and thus the battlerouse effect would already be going). If anything, the fact that untapping your tapped creatures doesn't let them attack with everyone else is a neat way to add additional utility to the mechanic.
What about a Ninjutsu-esque wording that would put creatures with +1/+1 counters directly into combat? Or flipping the effects to match provoke (Whenever this attacks or blocks, each creature with a +1/+1 counter on attacks or blocks, if able. Untap those creatures.)?
It may not work as currently written (as I often have to explain, I'm conceptually alright but a little slow on the rules), but the effect isn't exceptionally complex so I don't think it'd be hard to give it appropriate text. Step one of the mechanic adds +1/+1 counters each time the cost is paid, step two brings all the creatures with +1/+1 counters into combat if the battlerouser himself enters.
Step one of the mechanic adds +1/+1 counters each time the cost is paid, step two brings all the creatures with +1/+1 counters into combat if the battlerouser himself enters.
The first half (modeled after multikicker):
When this creature enters the battlefield, you may pay [COST] any number of times, then put that many +1/+1 counters divided as you choose among any number of creatures you control.
The second half:
Whenever this creature attacks or blocks, other creatures you control with +1/+1 counters on them become tapped and attacking, or blocking the same creature, respectively.
That last part is because you would have to re-declare blockers which would be messy. The whole mechanic is really wordy, but I don't see any way to shave it down without cutting out some of the functionality. The first half is especially confusing, as it's hard to be clear if you put all the counters on one creature, or 1 counter on all the creatures, or even worse, that many counters on that many creatures.
What if Battlerouse didn't add counters but was instead more of an activated ability. For example:
Battlerouse [COST] (Whenever this creature attacks or blocks, you may pay [COST]. If you do, N other creatures you control become tapped and attacking, or blocking the same creature, respectively.)
Or if counters are the subtheme of the shard, what about:
Battlerouse N (When this creature enters the battlefield, put a +1/+1 counter on N target creatures you control. Whenever this creature attacks or blocks, other creatures you control with +1/+1 counters on them become tapped and attacking, or blocking the same creature, respectively.)
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Moon-E's fix is the only one that will make it work the way you want it to. It's still pretty confusing though. Did you just want battlerouse to interact with creatures that have +1/+1 counters on them? Could that second part of battlerouse just go onto a rare battlerouse creature? Perhaps you could just create a strong +1/+1 counter subtheme and make battlerouse:
Battlerouse (Whenever this creature attacks, other creatures you control with at least one +1/+1 counter on them become tapped and attacking. Whenever this creature blocks, the blocked creature becomes blocked by other creatures you control with at least one +1/+1 counter on them.)
When this creature enters the battlefield, you may pay [COST] any number of times, then put that many +1/+1 counters divided as you choose among any number of creatures you control.
The second half:
Whenever this creature attacks or blocks, other creatures you control with +1/+1 counters on them become tapped and attacking, or blocking the same creature, respectively.
That last part is because you would have to re-declare blockers which would be messy.
In both rewordings, the 'you control' is problematic. I want the mechanic to affect not just your own creatures, everyone should be up for grabs. It not only conveys the flavor of the world better (where inter-group skirmishes are an hourly occurrence, usually instigated by nothing but proximity and a bad look), but mechanically as well (forcing attacks and blocks from all sides not only infers a lot more mechanical utility and battlefield tension, it's a solid cross-section of the pie for all three colors that appeals to each in both flavor and function). I know that complicates the ability somewhat, but I think the grok-ability helps and the trade-off is worth it for what the shard needs.
The whole mechanic is really wordy, but I don't see any way to shave it down without cutting out some of the functionality.
What if we trimmed a bit on the first effect?
Battlerouse (When this creature enters the battlefield, you may put a +1/+1 counter each on up to two target creatures. [...])
It does reduce functionality in that the effect isn't capable of growing, but it does rather quickly reduce the wording and saves on some complexity. We could even make it Battlerouse N and have it bestow up to N target creatures. I think that might be a bit of a help.
Though the complexity of the mechanic was never really with that half, but the second. It's a simple idea (when the creature attacks or blocks, all creatures in play have to enter combat either attacking or blocking, appropriate based on owner) that is apparently hard to convey both simply and efficiently.
(At the beginning of each combat phase, untap all creatures with +1/+1 counters on them. Those creatures attack or block this turn, if able.)
That removes some functionality of the original mechanic, but I think simplifies it enough to make the trade worthwhile. It's consistent, a lot less wordy, and maintains a lot of the function and flavor I wanted the keyword to imbue.
Moon-E's fix is the only one that will make it work the way you want it to. It's still pretty confusing though. Did you just want battlerouse to interact with creatures that have +1/+1 counters on them? Could that second part of battlerouse just go onto a rare battlerouse creature? Perhaps you could just create a strong +1/+1 counter subtheme and make battlerouse:
Battlerouse (Whenever this creature attacks, other creatures you control with at least one +1/+1 counter on them become tapped and attacking. Whenever this creature blocks, the blocked creature becomes blocked by other creatures you control with at least one +1/+1 counter on them.)
Still, really long reminder text.
Well that works, but the mechanic requires other cards to even do anything, or a +1/+1 granting ability on the card, which I think defeats the purpose of streamlining battlerouse. +1/+1 counters are indeed a strong theme (between battlerouse and the other +1/+1 counters matter cards, we're at around a fifth of this shard), but I don't believe it's strong enough for the mechanic to require them without bestowing them itself.
-----
Clearly Israfiel is a demi-plane of conflict. With peace as a foreign concept and shelter just another word for 'stationary target', the people of Israfiel are as unsettled as you can get. The human fortress of Jerahm is the only permanent fortification in the whole world, survived only by the potent magics, efficient military and xenophobic nature of its denizens. Everyone else has taken to a nomadic life. Some follow traditional routes and defend them mercilessly, others move in chaotic lines following the trails of other groups to attack. When two groups meet, the result is bloody. And disastrous for the place they met.
Indeed, Israfiel is permanently scarred from the thousands of skirmishes and wars it has seen in its many years. Its inhabitants simply don't care about it. There's just no time and no option. As a result, it's in pretty rough shape. The plains are pitted and charred, the swamps are blood-choked and smoking, the mountains are blasted and unstable. The sky itself is cloaked in a permanent smoke from the countless fires that have raged across the plane. Israfiel is only hospitable in the sense that those with a survival instinct and stubborn will to live have managed to carve out a sustained existence. It's Bear Grylls' biggest challenge.
Of course, if the land is hostile, it's only because the sentient beings started it. The moment the first desperate mage realized that tapping into the mana lines of the land wasn't as efficient as just using the land itself, Israfiel was in trouble. Soon, magic in the plane was fueled by geo-power as much as mana. And it's taking its toll.
Mechanically, you'll see several cards that sacrifice lands for an effect as well as a couple cards that care when a land card gets the chuck.
Pahalian Harrier 3W
Creature — Bird Cleric (U)
Flying
W, Sacrifice a land: Target attacking creature gets +1/+2 until end of turn. “Squeeze every last bit of power from this charred earth. Crop shortages will be the least of our concerns if the Children of Madronis are not stopped here and now.” -Pahalia
1/3
Cackling Taskmaster 2BR
Creature — Devil (U)
T: Attacking creatures you control get +1/+0 until end of turn.
Sacrifice a land: Untap Cackling Taskmaster.
4/2
Knight of Bloodscale Kiln 2RW
Creature — Viashino Knight (C)
Double strike
Sacrifice a land: Knight of Bloodscale Kiln gets +1/+0 until end of turn. “No consequence is suffered when victory is at hand.” -Eshek Tain
2/2
Incendiary Outpost 3
Artifact — Fortification (U)
When fortified land is put into a graveyard from play, it deals 1 damage to each creature without flying and 3 damage to each opponent.
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.)
Pitscrap Battlefield
Land (U)
T: Add 1 to your mana pool.
2, T, Sacrifice a land: Destroy target blocking creature. In a land of persisting war, sometimes the ground itself will kill for a little peace and quiet.
Sanguine Barrens
Land (C)
T: Add 1 to your mana pool.
When Sanguine Barrens is put into a graveyard from play, it deals 1 damage to target creature. You gain 1 life.
Oh, I didn't know that affecting your opponent's creatures was part of the mechanic. I think your best bet is exactly what you wrote:
Battlerouse N(When this creature enters the battlefield, you may put a +1/+1 counter on up to N other target creatures. At the beginning of each combat phase, uptap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
Still very long. I like how it interacts with mechanics like Bloodthist, making creatures that naturally have +1/+1 counters on them automatically included in the brawl. The only thing that I don't like about it is that the second clause is redundant with multiple sources out, and it doesn't do anything in multiples like Exalted does.
Private Mod Note
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Rollback Post to RevisionRollBack
"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
Oh, I didn't know that affecting your opponent's creatures was part of the mechanic. I think your best bet is exactly what you wrote:
Battlerouse N(When this creature enters the battlefield, you may put a +1/+1 counter on up to N other target creatures. At the beginning of each combat phase, uptap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
Still very long.
Yet not as long as it was. And about as short as it can get without seriously cutting into function. And it's only just a tad bit longer than keywords like Suspend, Cascade and Ripple. On a simple common with no other abilities, this version only takes up about six lines of text, which I agree is long but I don't think it's a dealbreaker (though it would be if it were both wordy and hard to understand).
I like how it interacts with mechanics like Bloodthist, making creatures that naturally have +1/+1 counters on them automatically included in the brawl.
I like that it really screws fragile utility creatures. On Israfiel, only the strong survive. If you're not something designed for combat in the first place, you're likely not going to make it.
The only thing that I don't like about it is that the second clause is redundant with multiple sources out, and it doesn't do anything in multiples like Exalted does.
I'm a little okay with that since multiples at least means more counters and thus more carnage. The second clause does become redundant, but even that has a certain level of flavor appropriateness (each warclan having a single warlord behind the wheel and such). It's a bit like devour in that it doesn't really stack well in multiples, but it doesn't exclude playing multiples either.
----
One of the chief personalities of Israfiel is its prodigal son, Eshek Tain.
Older brother to the leader of warclan Eremeel, Eshek Tain is a minotaur who was born and raised in a world stewing in warfare. As a young calf, Eshek was sent out with the other warriors of the clan to wage war against a sect of viashino called the Bloodtooth. The battle raged for days, but Eshek grew evermore invigorated by the bloodshed and violence. Tain’s father, Geber, the then-leader of Eremeel was both proud and surprised by his firstborn’s aptitude for battle. Prior to the war against the Bloodtooth, young Eshek was stubborn and quiet and many in warclan Eremeel believed him unfit to stand with them, let alone ascend to his birthright leading the clan. Few dared speak such rumors, those who did were put to swift death. But upon the bloodsoaked victory over the Bloodtooth, few doubts remained of Eshek’s capabilities in war. On the contrary, the presiding fear became the zeal for which Eshek took upon violence. The clan was built for war, but senseless violence was considered beneath them, a matter for the anarchists of Madronis. Young Tyrus knew nothing of such fears and worshipped his brother, and in turn Eshek taught him the ways of butchering your enemy on the open plain.
Upon Geber’s death, Eshek assumed control of the warclan, but did so only on the condition that his cherished brother claim half the title for himself. Unprecedented as it was, none stood to oppose the arrangement, out of fear for some and respect for others. Nevertheless, the brothers ruled with passion, taking Eremeel to victories it had never conceived. Within years, they had gone from a small warrior clan to a veritable power player in the battleground of Israfiel. Such power did not go unnoticed by Galiel, the valkyrie ruler of Madronis. She offered the brothers a bargain, join with her forces or perish by her blades. Eshek was tempted by her offer of pure, unadulterated chaos and bloodshed, but the even-tempered and honorable Tyrus convinced him to fight for Eremeel’s freedom. The battle was horrific, Eremeel outnumbered and fighting against a foe with greater resources and fewer concerns of honor. Galiel herself swooped to claim the brothers’ heads, but Eshek intervened before Tyrus could be felled. The mortal wound he sustained triggered his spark, whisking him away from the battle and far from Israfiel.
It would take Eshek months to fully heal and understand his powers enough to attempt the journey back home. Upon his return, he set his sights on the Children of Madronis and Galiel in vengeance. His planeswalker abilities granted him much power, but he was undisciplined, unfocused and inexperienced and the valkyrie nearly killed him for a second time. Only her sensing the power within him stayed her blade and she once again made her offer for Eshek to join her children. Tain vowed to never join the one who slayed his family and destroyed his clan. Galiel merely smiled and sent him off into the Israfiel night, telling him that he’d reconsider one day and that on that day she’d be waiting for him. Eshek wandered, engaging in senseless battle after senseless battle, his rage and sorrow never sated. Days after his return to his home, he found that Eremeel had not been routed and that Tyrus maintained the warclan’s survival as a source of honorable war. Hiding from his former clanmates, Eshek discovered that Tyrus vowed to destroy the scourge that had stolen his brother and that his vow had solidified Eremeel in war against Madronis. Eshek was at once proud of his brother’s quest to avenge him and also deeply ashamed of his own lack of honor. He had become brutal, wild and cruel in his travels, a far cry from the honorable ideal his family had set for him. Eshek was sure his brother would be disgusted by him should he go to Tyrus, so instead he left, believing his brother was better off thinking him dead. Eshek’s presumed death had produced more good than his life ever could, and maintaining that lie freed the fledgling planeswalker to pursue his own path. Now he wanders Israfiel, reveling in the wash of blood and agonizing howl of war. From time to time, he assists his brother in secret, lending strength and cutting off counterattacks before Eremeel can be caught off guard. Eshek knows that one day he’ll have to face his past, reunite with his brother and slay Galiel once and for all, but until that day, he is happy just to swim in the hell of war.
As a Planeswalker, Eshek Tain is volatile and a thirst for battle drives him. Merciless and cunning, he's certainly intelligent when it comes to battle even if his recklessness gets him into trouble from time to time. Luckily, he has more than enough skills to help him sort out his messes.
Eshek Tain2BR
Planeswalker — Eshek (M)
+1: Creatures get +3/-1 until end of turn.
+0: Eshek deals 2 damage to target creature. You gain 2 life.
-X: Put X 1/1 red and black Graveborn Berserker creature tokens with haste and deathtouch into play. Exile them at end of turn.
-4: Untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase.
[2]
Madronic InstigatorR
Creature — Human Shaman (C)
T: Target creature attacks this turn, if able. “Like all depraved, bloodthirsty bullies, the Children of Madronis are deeply concerned that others participate in their fun.” -Eshek Tain
1/1
Cry of Vindication3WWBR
Sorcery (M)
Destroy all permanents. “In a world of constant war and suffering, the only true joy is found in the crushing deaths of all who wronged you.” -Eshek Tain
Put to RuinWBR
Sorcery (U)
Target opponent discards a card then sacrifices two permanents that share a type with the discarded card. “The choice is yours but your suffering is all but assured.” -Eshek Tain
i love the flavor mikey, but are you ever intending to put art to the designs? It brings life to an already vivid masterpiece i believe. I've liked your past sets, but was disappointed in the lack of art, even though your designs are fully fleshed out and designed. I would like them more if there was some image to depict the carnage you set out to cause us to imagine it as well.
Private Mod Note
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Ravarshi Kashaku, Ancient Dragon of the Darkened Realms;
The Merciless Lord of Torture, Permanently Bound To: ">[THE PACK] 11/5/63 - 11/25/09 Goodbye mom, i'll always love you...
i love the flavor mikey, but are you ever intending to put art to the designs? It brings life to an already vivid masterpiece i believe. I've liked your past sets, but was disappointed in the lack of art, even though your designs are fully fleshed out and designed. I would like them more if there was some image to depict the carnage you set out to cause us to imagine it as well.
No, probably never. I personally despise custom set art. More often than not, the creator had to plug in whatever he could find that fits, even if the art doesn't have that Magic look to it. Art not made for a set often doesn't gel well. The end result usually distracts and reduces cohesiveness than adds to it.
But I do thank you for your kind words. I spend almost as much time on rounding out flavor as I do on actual design. I'm a writer by nature so I have a keen interest in fleshing things out and giving each set, down to the individual cards, as much life as I can. There's a lot of time and effort there, even in these previews, and I'm glad you like it.
Try this for Battlerouse--split the ability. This should give you what you're aiming for.
Multikicker (cost):Add a +1/+1 counter to another target creature.
Battlerouse (Whenever this creature attacks or blocks, untap all creatures with +1/+1 counters on them. Add another declare attackers step and another declare blockers step after this one. All creatures with +1/+1 counters on them must attack or block this turn if able.)
Suggestion: rework Battlerouse. It has too much going on.
Battlerouse X (You may pay an additional X any number of times as you cast this spell. As it enters the battlefield, put a +1/+1 counter on a different creature for each time it was paid.)
Then you can have one or two rousers with the untap ability.
Or: Battlerouse (Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
Then you can have creatures enter the battlefield with +1/+1 counters or distribute them as you see fit.
But, if you consider different keywords, I'd suggest one of the following:
Battlestorm (As you cast this spell, copy it for each creature that attacked this turn.)
Battlestorm would go into instants and sorceries only.
Battlecast X (You may cast this spell for X if three or more creatures attacked this turn.)
Battlecast has the advantage of going into any card type.
Question on Put to Ruin: If they discard an instant/sorcery, does it do nothing besides the discard (which seems sort of lame)? Maybe make it color instead of type for the sacrificing? (then if they discard a colorless card they have to sacrifice two lands). Then the only way they could get out of sacrificing would be to discard a card that doesn't share a color with anything they control.
Try this for Battlerouse--split the ability. This should give you what you're aiming for.
Multikicker (cost):Add a +1/+1 counter to another target creature.
Battlerouse (Whenever this creature attacks or blocks, untap all creatures with +1/+1 counters on them. Add another declare attackers step and another declare blockers step after this one. All creatures with +1/+1 counters on them must attack or block this turn if able.)
I think this only makes the mechanic unnecessarily wordy and adds complexity rather than streamlines it. Not to mention that following the Shards of Alara style dictates that each shard only gets one major mechanic and this would give Israfiel two.
Suggestion: rework Battlerouse. It has too much going on.
Battlerouse X (You may pay an additional X any number of times as you cast this spell. As it enters the battlefield, put a +1/+1 counter on a different creature for each time it was paid.)
Then you can have one or two rousers with the untap ability.
Or: Battlerouse (Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
Then you can have creatures enter the battlefield with +1/+1 counters or distribute them as you see fit.
I think the keyword is alright at this point. It's certainly far more simplistic and streamlined as its predecessor Proselyte without sacrificing much of the original function. It does have two distinct triggers and effects, but where the triggers themselves are simple and consistent (a one time trigger upon entering the battlefield and another at each combat phase) and one effect is arguably very simple (one effect just adds a counter to N creatures, which is really easy to understand and is something I'd consider a basic effect in the game), I don't think the mechanic as a whole has so much going on that it's too much. The only part that has any complexity at all is the effect at each combat phase, which is itself grokkable at least. Though if push came to absolute shove, I would cut the ability in half but I think even that path has its issues.
With the first version, the mechanic is rather bland and not especially evocative of Israfiel or its colors. It just adds counters. There's nothing really new, special or flavorful about that.
With the second version, the ability is certainly far more interesting and unique, but it requires other effects and/or cards to do anything unless the bulk of the cards with the mechanic add counters - which is a bit counterproductive when the adding counters clause was removed from the keyword. I think with this option, the desire to reduce the wordiness of a keyword is at odds with making the mechanic exciting and useful for players.
But, if you consider different keywords, I'd suggest one of the following:
Battlestorm (As you cast this spell, copy it for each creature that attacked this turn.)
Battlestorm would go into instants and sorceries only.
Battlecast X (You may cast this spell for X if three or more creatures attacked this turn.)
Battlecast has the advantage of going into any card type.
Both great mechanics (I actually designed battlestorm word for word for another set), but I don't think either really captures the outright carnage of Israfiel. Nor do either really do something new and unique since both are just variants of past mechanics. Which doesn't make them bad mechanics by any stretch, just that I think Shard mechanics need to have a certain level of new-ness to them to really draw attention and impress.
Question on Put to Ruin: If they discard an instant/sorcery, does it do nothing besides the discard (which seems sort of lame)? Maybe make it color instead of type for the sacrificing? (then if they discard a colorless card they have to sacrifice two lands). Then the only way they could get out of sacrificing would be to discard a card that doesn't share a color with anything they control.
Correct me if I'm wrong, but my understanding was that if the sacrifice clause was based on color discarding a colorless artifact or land would make you sacrifice anything because you can't share a color with something that has no color.
Wall of text incoming, but it's the full Shard. Enjoy!
Accipitrine Banneret1W
Creature — Bird Soldier (C)
Flying
Whenever a creature you control attacks, it gets -1/+1 until end of turn. The bannerets cease their screeching warsong only long enough to ensure it will always continue to inspire the battlefield.
1/1
Blind Obedience2W
Sorcery (U)
Each player shuffles a creature he or she controls into its owner’s library. Felec followed the angel’s every command, even the one that would prove to be his last.
CaracoleW
Sorcery (C)
Target creature gains vigilance until end of turn.
Draw a card.
Cataphract of Jerahm2WW
Creature — Human Knight (C)
First strike
Whenever Cataphract of Jerahm attacks, you may pay 1R. If you do, put two +1/+1 counters on it at end of turn.
2/2
Cuffs of HeresyW
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block unless it has a +1/+1 counter on it. The zealots of Jerahm forbid any passage through their territory that does not bear its regal banner.
Darkhold RebellionXWW
Instant (R)
Put X 1/1 white Dwarf Rebel creature tokens with first strike unto play. The Rebels of Stonefeet plotted the dwarven uprising of Jerahm, flowing forth from Darkhold and charging to freedom.
Darkhold UniterW
Creature — Dwarf Soldier Rebel (U)
Creatures you control with +1/+1 counters on them have protection from converted mana cost 3 or greater.
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
1/1
Defier of Madness2WW
Creature — Angel (R)
Flying; protection from black and from red “This world has long since succumbed to its own lust for battle, but some measure of hope still rises above the chaos and depravity to lead and inspire.” --Eithne, scout of Jerahm
3/4
Disciple of Zophon1W
Creature — Human Cleric (U) 1B, T: All damage the source of your choice would deal this turn is dealt instead to target creature. The mark of Zophon is at once a symbol of justice and a brand of spite.
1/3
Guide of StonefeetW
Creature — Dwarf Cleric Rebel (C) T: Target creature you control can’t be blocked by creatures with power 3 or greater this turn. “Our only hurdle in defying our oppressors is our own timorous servility. Act like a mouse and you will never surpass the cat.”
1/1
Honored BattlebrandWW
Creature — Human Knight (U)
First strike
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
2/2
Israfiel Archmage2W
Creature — Human Cleric (U) 4B,T: Target player sacrifices a creature. 4R,T: Target player sacrifices an artifact or land. “Some gods confer not salvation, but desolation.”
2/2
Message of the Holy3W
Enchantment (R)
Whenever an attacking creature you control dies, gain 5 life. “You may strike us down, but our resolve will only grow ever stronger!” -Pahalia, almighty avenger
Mounted LongbeardW
Creature — Dwarf Soldier (U)
First strike; lifelink “Conscripted into Jerahm’s slave-army, Darkhold’s finest soldiers seem utterly wasted as disposable pawns in the city’s pointless crusade. Better they serve their own thirst for freedom.” -Grildwol, Darkhold uniter
1/1
Pahalia, Almighty Avenger4WW
Legendary Creature — Angel (M)
Flying; vigilance BR: Pahalia, Almighty Avenger gets +2/+0 and gains first strike until end of turn.
When Pahalia dies, you may pay 1WBR. If you do, destroy all lands.
4/4
Pahalian Harrier3W
Creature — Bird Cleric (U)
Flying W, Sacrifice a land: Target attacking creature gets +1/+2 until end of turn. “Squeeze every last bit of power from this charred earth. Crop shortages will be the least of our concerns if the Children of Madronis are not stopped here and now.” -Pahalia
1/3
Quorum Liege3WW
Creature — Spirit (R)
Flying
Whenever Quorum Liege would be dealt damage, you may redirect that damage to another target creature you control. “As long as our word is held, we will persist.” -Quorum of Seven
3/5
Resounding Truth1WW
Instant (R)
Destroy target attacking or blocking creature.
Cycling 5WBR(5WBR, Discard this card: Draw a card.)
When you cycle Resounding Truth destroy all attacking or blocking creatures.
Righteous Seraph3WW
Creature — Angel (U)
Flying
Cycling 3WW(3WW, Discard this card: Draw a card.)
When you cycle Righteous Seraph, exile target attacking or blocking creature.
3/4
Roc-Steed of Jerahm2WW
Creature — Roc (R)
Flying; first strike The great Kingdom of Jerahm patrols its borders ruthlessly, routing any who dare approach. It’s greatest weapons against attack are its rocs, massive and fierce but trained with the grace to pluck any would-be invader from the field of battle, never to be heard from again.
3/2
Scarlands Crusader1WW
Creature — Human Knight (C)
When Scarlands Crusader attacks, it gets +0/+3 until end of combat. The barren wastes stretching between populated lands are pitted with craters and charred by the fires of war. Those that call the Scarlands home are merciless and zealous, lone warriors waging war with any daring to cross their path.
2/2
Scornwraith2W
Creature — Spirit (U)
Flying; double strike W, Sacrifice an attacking creature and a land: Put a +1/+1 counter on Scornwraith. “The Quorum of Seven spent centuries manipulating our world. Now they have found a way to truly touch it.” -Pahalia
-2/2
Scour the Impure4W
Instant (C)
Destroy all enchantments.
Cycling W(W, Discard this card: Draw a card.) The Quorum’s orders were clear: destroy everything that would not bear its influence.
Speaker of the Pale Sword3W
Creature — Human Cleric (C)
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
2/4
Trials of Davaar1W
Enchantment (U)
Whenever a creature you control is dealt combat damage, you may pay 1W. If you do, gain that much life. “I will be stronger for your adversity.” -Davaar, angel of contempt
Valkyrie of Salvation4WW
Creature — Angel (R)
Flying
Whenever a creature you own with a +1/+1 counter on it dies, you may shuffle it into your library instead.
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
3/4
Vindication’s HeraldW
Creature — Dwarf Soldier (C) 2W, T, Sacrifice a white creature, a black creature, and a red creature: Search your library for a card named Cry of Vindication and cast it without paying its mana cost. Then shuffle your library.
1/1
Whisper of Waking2W
Creature — Spirit (C)
Defender 2W: Target tapped creature may block this turn as if it wasn’t tapped. “Do not mistake the passive for the weak, the Quorum may lack in brute strength, but their age has honed their shrewdness.” -Eshek Tain
0/5
Bloodcurdling Glider4B
Creature — Gargoyle (U)
Flying
When Bloodcurdling Glider dies during combat, each opponent loses 2 life.
2/2
Brew of Nizroch1B
Enchantment (U) B, Pay 2 life: Put a +1/+1 counter on target creature. “Drink deep of my blood and taste a drop of omnipotence.” -Nizroch, angel of vanity
Cacophony of Injustices5B
Sorcery (C)
Target opponent discards three cards.
Cycling B(B, Discard this card: Draw a card.) Justice is a note lost in Israfiel’s chaos.
Corrupted Flesh1B
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/-1 and can’t block. Dyrack’s body trembled and twitched, a macabre puppet twisted by a foul puppeteer.
Dawnsbane Thief1B
Creature — Human Rogue (C)
Protection from white Jerahm employs magical beacons to keep its walled perimeter alight in Israfiel’s darkness. Some intruders take special delight in breaching these impenetrable defenses.
2/1
Decrepit Recruit3B
Creature — Skeleton Soldier (C)
When Decrepit Recruit attacks, it gains intimidate until end of combat. Imperious death barons of the Scarlands animate the carcases of the fallen dead to serve them in vain attempts to conquer neighboring territories. The pathetic raids typically fail, but the barons are never lacking for new recruits.
2/2
Desmodontic HunterB
Creature — Bat (C)
Flying B, Pay 1 life: Desmodontic Hunter gets +1/+1 until end of turn. Play this ability no more than twice each turn.
0/1
Dirty TricksB
Sorcery (C)
Target creature gains first strike until end of turn.
Draw a card.
Dissect2BB
Instant (U)
Destroy target blocking creature.
Draw a card.
Fearmonger Wretch1B
Creature — Human Shaman (C)
Creatures you control with +1/+1 counters on them have intimidate.
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
1/1
Hellish Guide3B
Creature — Spirit (U)
Sacrifice an attacking creature: Target creature gets -1/-1 until end of turn. “Whether in victory or sacrifice, your service ensures our success.” -Quorum of Seven
2/2
Mindless Brutality2BB
Enchantment (R)
Whenever four or more creatures attack, each opponent discards two cards. Stare down odds insurmountable enough and all else will be loosed from your mind in terror.
Profane Messenger3BB
Creature — Angel (R)
Flying
Creatures with +1/+1 counters on them have first strike and lifelink. 1BB, Sacrifice a creature: Put a +1/+1 counter on target creature.
3/3
Rot-Swarm Elite1BB
Creature — Skeleton Soldier (U)
Whenever Rot-Swarm Elite attacks, regenerate it. “The hordes from the West have attacked each night for seventeen days. Though the walls stand and the beacons persist, I am not sure how long Jerahm can withstand such a prolonged assault.” -Harvon, knight-commander
2/1
Shepherd of the Thrall4BB
Creature — Vampire Cleric (R)
Flying 1BB, Sacrifice a creature: Target player loses life equal to the number of +1/+1 counters on the sacrificed creature. Put that many +1/+1 counters on Shepherd of the Thrall.
Battlerouse 3 (When this creature enters the battlefield, you may put a +1/+1 counter on up to three other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
4/4
Skeletal Axegrinder1BB
Creature — Skeleton Barbarian (C)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.) In life, a mindless brute. In death, just more of the same.
3/1
Spiteful Machinations3BB
Enchantment (R)
Whenever a creature deals combat damage to you, its controller sacrifices a creature, discards a card and loses 2 life. “Though my armies culled and conquered and my stronghold mere rubble, my defeat is assured. But my will shall be done nonetheless.” -Brigyll, scornful baron
Thresher of Souls5BB
Creature — Demon (R)
Flying; trample
Whenever an opponent loses life, gain life equal to the life lost. (Damage causes loss of life.) The few demons that survived Galiel’s centuries-long purge have become masters at ensuring their own survival at all costs.
5/5
Accipitrine Swooper3R
Creature — Bird Berserker (U)
Flying
Sacrifice a land: Accipitrine Swooper gains haste until end of turn. Through the cover of thunder clouds, the swoopers strike with bolts of lightning.
3/1
Bloodmaul Minotaur3RR
Creature — Minotaur Barbarian (R)
Remove a +1/+1 counter from a creature you control: Bloodmaul Minotaur deals 1 damage to each creature target player controls.
Battlerouse 4 (When this creature enters the battlefield, you may put a +1/+1 counter on up to four other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
5/3
Collateral DestructionRR
Enchantment (R)
Whenever four or more creatures attack, you may pay 2R. If you do, destroy target land. With armies the size of small nations march, even mountains are trod underfoot.
Crush the Meek2R
Instant (C)
Crush the Meek deals 2 damage to each creature that did not attack or block this turn The Children of Madronis suffer little, least of all cowardice.
End of Resistance2RR
Sorcery (R)
Creatures you control get +2/+0 until end of turn.
Creatures you don’t control can’t block this turn.
Faultrunner Brute2RR
Creature — Viashino Berserker (U)
Haste Smaller than the minotaurs and not nearly as plentiful as barbarians, the viashino survived by learning to swiftly traverse Israfiel’s many tectonic defects.
3/3
Fists of Battering4R
Sorcery (U)
Two target creatures each get +3/+0 until end of turn.
Draw a card.
Headlong Crasher4R
Creature — Minotaur Berserker (C)
When Headlong Crasher attacks, it gets +3/+0 until end of combat. “There’s a sense of freedom that comes with abandoning all sense and reason. Such insight is short-lived, obviously, but it is profound.” -Mezoti Azaan
2/3
Madronic InstigatorR
Creature — Human Shaman (C)
T: Target creature attacks this turn, if able. “Like all depraved, bloodthirsty bullies, the Children of Madronis are deeply concerned that others participate in their fun.” -Eshek Tain
1/1
Maniacal Fury1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and must attack each turn, if able.
Raze-Clan Runner1RR
Creature — Viashino Berserker (C)
Haste
Raze-Clan Runner must attack each turn, if able. “Never stop moving and your enemies will be at a loss to hunt you to extinction.”
3/1
Scalding Scales1R
Instant (U)
Target attacking or blocking creature gets +1/-1 until end of turn. Viashino blood magic is potent, fast and destructive, mostly to themselves. But as long as their enemies don’t survive, either, the gambit was worth it.
Skyburner Shaman1RR
Creature — Bird Berserker Shaman (R)
Flying
Whenever Skyburner Shaman attacks, add RR to your mana pool. When the ground below became too scarred to channel mana from, brazen sorcerers turned their eyes upward.
2/2
Spirited Warcaller3R
Creature — Human Barbarian (C)
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
4/1
Sway of Brutality3RRR
Sorcery (R)
Each opponent chooses three creatures he or she controls. Untap those creatures and gain control of them until end of turn. They gain haste until end of turn.
Tauren Javelineer2RR
Creature — Minotaur Barbarian (U)
First strike 2RR: Creatures you don’t control lose first strike, double strike, protection, lifelink and can’t be regenerated this turn. Play this ability only if Tauren Javelineer is attacking.
3/2
Whip Into ActionR
Sorcery (C)
Target creature gains haste until end of turn.
Draw a card.
Zeal of Adiriel2R
Enchantment (U) 1R: Creatures get +1/+0 until end of turn. “May that rage fuel your resolve as easily as battle fuels your rage.” -Adiriel, angel of bloodthirst
Angel of Anarchy2BR
Creature — Angel Berserker (C)
Flying; Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.) “My father used to pray to the angels to keep us safe from harm. Now I know why those prayers were never answered.” -Eithne, scout of Jerahm
2/2
Cackling Taskmaster2BR
Creature — Devil (U) T: Attacking creatures you control get +1/+0 until end of turn.
Sacrifice a land: Untap Cackling Taskmaster.
4/2
Eshek Tain2BR
Planeswalker — Eshek (M)
+1: Creatures get +3/-1 until end of turn.
+0: Eshek deals 2 damage to target creature. You gain 2 life.
-X: Put X 1/1 red and black Graveborn Berserker creature tokens with haste and deathtouch into play. Exile them at end of turn.
-4: Untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase.
[2]
Servant of Havoc5BR
Creature — Demon (R)
Trample
At end of turn, sacrifice Servant of Havoc if five or more creatures blocked this turn.
8/4
Darkheart Advocate2WB
Creature — Human Cleric (U)
Creatures you control with +1/+1 counters on them have lifelink.
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
3/4
Father of DarkholdWB
Creature — Dwarf Shaman Rebel (C)
Protection from monocolored T: Target creature gains protection from monocolored until end of turn. “We will hide behind Jerahm’s coattails no longer! If they’ll not see us as valued kin, we’ll show them the error in making us an enemy.”
2/2
Valkyrie's Judgment2WB
Sorcery (C)
Exile target creature. “You waste your breath with every word of defiance, waste your form with every act of rebellion. Is it any wonder then, with these blessed gifts so wasted, that I would scorn you justly?” -Galiel
Vision of Impunity5WB
Creature — Angel (R)
Flying
At end of combat, gain 2 life for each blocked creature you control. Defy the will of angels and their retribution is as swift as it is absolute.
5/5
Grip of the Valkyrie2RW
Instant (U)
Play Grip of the Valkyrie only during your declare attackers step.
Return target creature card in your graveyard to play tapped and attacking.
Heavenly Design4RW
Enchantment (R)
You choose which creatures attack each turn. You choose how each creature blocks each turn. “I am the conduit by which our Maker’s will is done. He has a plan and I am the instrument that guides the pieces.” -Galiel
IncenseRW
Instant (C)
Target creature attacks or blocks this turn, if able. “In a place where tempers flare and sensibilities are disrespected by the smallest slight, is it any wonder war is the status quo?”
Knight of Bloodscale Kiln2RW
Creature — Viashino Knight (C)
Double strike
Sacrifice a land: Knight of Bloodscale Kiln gets +1/+0 until end of turn. “No consequence is suffered when victory is at hand.” -Eshek Tain
2/2
Cry of Vindication3WWBR
Sorcery (M)
Destroy all permanents. “In a world of constant war and suffering, the only true joy is found in the crushing deaths of all who wronged you.” -Eshek Tain
Embodiment of WarWBR
Creature — Avatar (R)
Lifelink
At end of turn, remove all counters from Embodiment of War and then put a +1/+1 counter on it for each creature that attacked this turn.
3/3
Galiel the Valkyrie4WBR
Legendary Creature — Angel (M)
Flying, first strike, vigilance
After each precombat main phase there is an additional combat phase.
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
5/5
Israfiel CharmWBR
Instant (U)
Choose one — Tap all creatures target player controls; or destroy target blocking creature; or creatures you control get +2/+0 until end of turn. “Progress and growth temper our zeal and passions. Without them, we spiral into chaos and violence without thought or end.” -Audrid Tigan
Pahalian Crusader2WBR
Creature — Human Soldier (R) WBR, Sacrifice a land: Exile Pahalian Crusader. Return it to play under your control at end of turn.
Battlerouse 3 (When this creature enters the battlefield, you may put a +1/+1 counter on up to three other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
3/5
Put to RuinWBR
Sorcery (U)
Target opponent discards a card then sacrifices two permanents that share a type with the discarded card. “The choice is yours but your suffering is all but assured.” -Eshek Tain
Tauren Militant2WBR
Creature — Minotaur Soldier (C)
First strike The minotaurs of Israfiel live for battle, childhoods spent training for a life devoted to war.
5/4
Blinding Atgeir4
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to an opponent, he or she skips his or her next combat step.
Equip 3
Bloodscale Seal4
Artifact (R)
Whenever an attacking creature you control would die, you may pay WBR. If you do, put a +1/+1 counter on that creature instead.
Hordemaster Maul2
Artifact — Equipment (U)
Equipped creature gets +3/-1.
At end of turn, if equipped creature didn’t deal damage this turn, you lose 2 life.
Equip 1
Incendiary Outpost3
Artifact — Fortification (U)
When fortified land dies, it deals 1 damage to each creature without flying and 3 damage to each opponent.
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.)
Mobile Kiln1
Artifact — Fortification (U)
Sacrifice fortified land: Creatures you control get +1/+1 until end of turn.
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.)
Obelisk of Israfiel3
Artifact (U)
T: Add W, B or R to your mana pool. In a world of total anarchy and destruction, the obelisks represent the one token of reverence that none on the plane dare sully. Blood-splattered and fire-pitted, they stand above the din, ancient monoliths to be protected and respected.
Sword of Abandon2
Artifact — Equipment (U)
Enchanted creature has lifelink and frenzy 2 (Whenever equipped creature attacks and isn’t blocked, it gets +2/+0 until end of turn.).
Equip 2
Bloodstained Barracks
Land (U)
Bloodstained Barracks comes into play tapped.
T: Add W, B or R to your mana pool. On Israfiel, home is where you can wash the blood off, bury fallen comrades and sharpen your weapon for the next assault.
Crucible of Covenants
Land (R)
If Crucible of Covenants is in your graveyard, lands you control have “T: Add W, B or R to your mana pool.”
Israfiel Panorama
Land (C)
T: Add 1 to your mana pool. 1, T, Sacrifice Israfiel Panorama: Search your library for a basic Plains, Swamp or Mountain card and put it into play tapped. Then shuffle your library. Though the view offers only more visions of war’s devastation, higher ground is still worth something in Israfiel.
Jerahm, Crown of Ardor
Land (R)
T: Add 1 to your mana pool. WBR, Sacrifice a land: Put a +1/+1 counter on each creature you control. Those creatures attack this turn, if able.
Pitscrap Battlefield
Land (U)
T: Add 1 to your mana pool. 2, T, Sacrifice a land: Destroy target blocking creature. In a land of persisting war, sometimes the ground itself will kill for a little peace and quiet.
Sanguine Barrens
Land (C)
T: Add 1 to your mana pool.
When Sanguine Barrens dies, it deals 1 damage to target creature. You gain 1 life.
I'm surprised no one's commented on this, some of these are quite nice. Since there are so many, cards I didn't comment on I have no strong opinion on.
Accipitrine Banneret: Huh, your attacking cretaures get weaker. Sure, they're more resilient, but I'm not sure this is a good idea. Perhaps this creature only? Ah, I see this interacts with Battlerouse in an interesting way.
Blind Obedience: I like this one. Funny how it's so close to Innocent Blood in some ways.
Cataphract of Jerahm: Nice RW enabler, like the Ravnica creatures (Ordruun Commando, etc.).
Cuffs of Heresy: Interesting. I suppose +1/+1 counters will be prevalent enough not to make this a massive pain in the neck?
Darkhold Rebellion: Seeing costing with X1 really bothers me. You could probably make it either XWWW or xWW without changing the power that much.
Darkhold Uniter: Seems really good, especially once you get a counter on him. I might even drop Battlerouse for this guy.
Defier of Madness: Kind of strong, with protection from the most common removal colors.
Guide of Stonefeet: Strictly better than Goblin Tunneler, and not by a little. Don't care for that. Odd name, why not Stonefoot Guide?
Israfiel Archmage: Very strong repeatable card advantage. Way over the line at the given costs, I'm afraid.
Message of the Holy: Love it, weenie rush for massive life gain. Counterattacks? Who worries about those?
Mounted Longbeard: Two keywords on a 1/1 for 1? Well, I suppose there are better one drops (looking at you, Nacatl).
Pahalia, Almighty Avenger: Not bad, though I'm thinking there's a disconnect between her abilities. First strike is so it can kill creatures in combat without dying, and a 6+/4 with first strike is going to kill almost anything, but you have a death trigger on it as well?
Pahalian Harrier: Seems red, not white. Since when does white do land sacrifice? Otherwise a fine card.
Quorum Liege: Nice. Unique ability, can't say I've seen this before.
Righteous Seraph: I feel I'm going to use the exile ability almost as much as the creature. Not sure if that's good or bad.
Roc-Steed of Jerahm: Boring rare beater for limited. Why? Flavor is great, though.
Scarlands Crusader: Cute, will rarely die on the attack.
Scornwraith: What's going on here? Truely bizarre for white, and odd in black and red too.
Scour the Impure: I like this a lot better than the recent globabl enchantment wipes.
Trials of Davaar: I'd make it a flat life gain, it could get absurd chumping fatties. Maybe 3-4 life or so.
Valkyrie of Salvation: Change the wording to “you control and own” or just “you own,” doesn't work with Mind Control effects otherwise. Really like it otherwise.
Vindication’s Herald: I like the difference of searching a spell instead of playing a creature from the Alara Shards. Looking at Cry of Vindication, sacrificing the creatures isn't in any way a drawback though.
Brew of Nizroch: Nice.
Cacophony of Injustices: Doubt the usefulness of this card, but nice use of cycling.
Corrupted Flesh: Not bad, could see it occasionally used on your own creatures if you desperately need the power boost.
Desmodontic Hunter: Not sure you need the life payment on this.
Dirty Tricks: Could easily have been red or white instead, black doesn't get first strike as often. Not a problem, though.
Fearmonger Wretch: Fear? Seems very strong with Battlerouse, they'll likely be unable to block any of your things, and you can alway untap for the block.
Hellish Guide: Okay. Pretty sure you can activate this even after damage has been dealt.
Mindless Brutality: Nice, though both the cost and the trigger numbers could stand playtesting. Not sure if it's any good at the moment or sickeningly good.
Profane Messenger: Seems more vampiric than angelic, but digging the corruption flavor anyway.
Rot-Swarm Elite: Really, really good. Maybe up the cost to 1BB.
Spiteful Machinations: Ouch? Nasty against aggro if you have some lifegain to support getting hit occasionally. Plays well with Battlerouse IF you only put the counters on your opponent's creatures.
Thresher of Souls: Ah, now this is a demon. Combo with Sanguine Bond.
Accipitrine Swooper: The land sacrifice them really works better in the red part of the wedge. Nice here.
Bloodmaul Minotaur: Wow, way to break a board stall. Oddly, plays really well with Graft from Dissension (like a lot of these other counters mattter cards).
Collateral Destruction: This seems pretty balanced, but nasty if you can keep up the pressure.
Crush the Meek: One of my favorites, just so clever and useful while being so simple at the same time. It might work during the declare attackers step to only hit your opponents? Not sure how the timing would work.
End of Resistance: Game ending, and probably too good. A red Overrun style card for less, with no way to kill the creatures in combat?
Faultrunner Brute: I wonder why WotC doesn't print this more often. Might be able to be a common.
Fists of Battering: Not bad, probably very strong.
Headlong Crasher: For 3RR, red gets Frost Ogre. Give it +4/+0?
Madronic Instigator: Nice. Fun in multiplayer, since you don't have to be the target of the attack.
Scalding Scales: Way weak, and overcosted. Make it +3/-3 or make it cost R.
Skyburner Shaman: Nice card, I hope red can see this effect in print at some point.
Sway of Brutality: This is different from Insurrection so infrequently you can just reprint it.
Tauren Javelineer: Interesting activated ability, though I think it shouldn't touch protection. Intriguing, at the very least.
Zeal of Adiriel: Compare to Captive Flame. I suppose opponent's creatures getting buffed balances it.
Cackling Taskmaster: Nice design, but opens the door for blowouts by sacrificing every land you have. Maybe drop the untap function and increase the power boost?
Eshek Tain: Well, not bad as planeswalkers go. Four abilities is tricky to balance, and the +0 destroys weenies decks completely.
Servant of Havoc: Interesting, funny how it blows up from a fight between two opponents in multiplayer.
Darkheart Advocate: This is the +1/+1 counter support that makes me want to play with Battlerouse.
Valkyrie's Judgment: Nice. Not the most powerful white black removal ever, but nice.
Vision of Impunity: Add blocking creatures to that, makes it better.
Grip of the Valkyrie: Nasty good reanimation card, should probably increase in cost to 3RW.
Heavenly Design: Oh god, Master Warcraft every turn! It reads: “Creatures can't attack you, and creatures you control can't be blocked. Also, the real fun starts in multiplayer.” I would literally slap any of my friends in the face who brought this to the table in multiplayer casual. At the very least, it needs to be more color intense.
Incense: Not too bad, but not too strong.
Knight of Bloodscale Kiln: This I like better than Cackling Taskmaster from above.
Cry of Vindication: If there was ever a color combination that would deserve the text “Destroy all permanents,” it's WBR. Nice choice here.
Galiel the Valkyrie: Woo combat. Not that innovative, but quite powerful.
Israfiel Charm: Where's the black here? I see two white abilities and one red one.
Put to Ruin: Nasty card, don't discard a land! Love it.
Bloodscale Seal: Does this work? I'm not sure. Lethal damage might still be marked on it, -x/-x effects, etc.
Hordemaster Maul: Nice drawback.
Incendiary Outpost: Given all of your land sacrifice effects, this might actually work. I'm impressed, first time I've seen fortifications do anything.
Sword of Abandon: Not that strong?
Bloodstained Barracks: Nice name for it.
Crucible of Covenants: Probably too easy to get it into your graveyard in this block. Not bad otherwise.
Jerahm, Crown of Ardor: Forces Battlerouse onto your creatures if you control one with it. Should probably tap as part of the cost.
Pitscrap Battlefield: Trading lands for creatures may or may not be worth it, so this is probably fine.
Sanguine Barrens: Only creatures use the text dies, everything else still uses “put into a graveyard from play.”
I'm surprised no one's commented on this, some of these are quite nice. Since there are so many, cards I didn't comment on I have no strong opinion on.
Since you were so great to take the time, so will I!! A bit of MaRo-esque design stories and a bit of card fixing!
Accipitrine Banneret: Huh, your attacking cretaures get weaker. Sure, they're more resilient, but I'm not sure this is a good idea. Perhaps this creature only? Ah, I see this interacts with Battlerouse in an interesting way.
I wanted there to still be a bit of the careful, stalwart white that we're used to seeing amidst the gung-ho zealous charges. In this case, the Banneret doesn't punish you for attacking but it does add a bit of cushion to the butts of your guys which is a small, but not insignificant thing. Particularly since black and red are far more known for having high power and low toughness, this is white smoothing out its shard bedmates. But as you astutely pointed out, this also plays alright with battlerouse - the -1 on power is negated and it also acts as a bit of a safety net should any of your fragile utility creatures get caught up in battlerousing in a mirror.
Just a middling little common trying to get you to think harder about combat without breaking the wheel. It both aids and in some ways contradicts the shard's combat first theme.
Blind Obedience: I like this one. Funny how it's so close to Innocent Blood in some ways.
I like the idea of showing how the influence of the enemy colors creates a subtle shift in the primary. In this case, the allusions to spells like Innocent Blood were intended. The card is still very much white, but designed to evoke cards from black.
Cataphract of Jerahm: Nice RW enabler, like the Ravnica creatures (Ordruun Commando, etc.).
Each shard gets a couple of these, cards that work well on their own but get a bit better by also playing with an enemy. It also adds a bit of inter-Shard smoothing (the Cataphract also sits just as well in a RWU deck).
Cuffs of Heresy: Interesting. I suppose +1/+1 counters will be prevalent enough not to make this a massive pain in the neck?
A solid quarter of the shard deals in +1/+1 counters. Incidentally, in this 5-part set, the other four parts don't deal so heavily with +1/+1 counters, making this a card that works well on interlopers.
Darkhold Rebellion: Seeing costing with X1 really bothers me. You could probably make it either XWWW or xWW without changing the power that much.
Done!
Darkhold Uniter: Seems really good, especially once you get a counter on him. I might even drop Battlerouse for this guy.
He was my keyword-pushing uncommon. A good thing to remember is that removal costing 2 or less isn't hard to come by though he will obviously outclass most creatures in his low cost range weak point. But he has the added flexibility of being able to do a lot of tricky things between battlerouse and his protection ability. His flexibility made me want to cost him at 1W, but I felt it was okay to push him at the cheaper cost.
Defier of Madness: Kind of strong, with protection from the most common removal colors.
Oddly enough, you drew my attention to this card, which is sharing a bit too much space with the Roc. I'm changing its cost to 2WWW. I think the added color weight justifies the protection against the rest of the shard and the higher cost in general gets off of the Roc's toes and befits the 3/4 body better.
Guide of Stonefeet: Strictly better than Goblin Tunneler, and not by a little. Don't care for that. Odd name, why not Stonefoot Guide?
It's a fair bit different since it still allows 1/Xs and 2/Xs to block your creature (which is just shy of 30 creatures in this one shard) whereas the Tunneler makes a small guy outright unblockable. Though this does have the added trick of making fatties only able to be chumped.
Israfiel Archmage: Very strong repeatable card advantage. Way over the line at the given costs, I'm afraid.
Upped both abilities to 4N. I think 5N might put them over the line into junk.
Message of the Holy: Love it, weenie rush for massive life gain. Counterattacks? Who worries about those?
The idea here is that white isn't quite as careful and methodical as it usually is. But there's still an undercurrent of "don't hurt my guys!" flavor that white loves to indulge in.
Mounted Longbeard: Two keywords on a 1/1 for 1? Well, I suppose there are better one drops (looking at you, Nacatl).
On its own, Longbeard here isn't really much to look at, to be honest. Even in Limited, he's alright for filler but hardly a champ. And yet I can't help thinking that there'd be times where he'll kill a few X/1s and maybe swing unblocked enough to cause an 8-point life swing.
Battlerouse makes him a bit of a beast.
Pahalia, Almighty Avenger: Not bad, though I'm thinking there's a disconnect between her abilities. First strike is so it can kill creatures in combat without dying, and a 6+/4 with first strike is going to kill almost anything, but you have a death trigger on it as well?
I like to think of her as a modal creature. One mode is a 6+/4 flying bomb, the other is as a kamikaze. Just leaving that mana open can give an opponent fits trying to figure out what you're going to do with her. It creates a tension. The abilities do play against each other, but they aren't exclusive. And 8/4 dies to removal just as well as a 4/4 and her death trigger can still go off regardless of how pumped she is. She also plays well on the other end, swinging large and then dying on defense (or dissuading attacks that might kill her), which in 1vs1 will get you the potential first land drop after the bombs drop.
Think of her like that guy in a Mexican standoff holding a grenade - that guy is going to do what he wants and if you kill him, everyone is screwed.
Pahalian Harrier: Seems red, not white. Since when does white do land sacrifice? Otherwise a fine card.
The first time lands were a significant focus of a set, white had a handful of cards that sacrificed lands for quick effects. I think it's alright in small doses if the set is oriented towards land sacrifice. In this case, think of it as white making a bittersweet sacrifice of the few to ensure the victory of the many. Flavored in that respect, I think a light amount of sacrifice is alright in white.
Quorum Liege: Nice. Unique ability, can't say I've seen this before.
On Israfiel, white is learning it can indulge in selfishness from time to time, a trait exemplified by the spirits of the Quorum of Seven. War has resulted in a lot of dead inhabitants, seven very powerful spirits from Israfiel's past have banded together in an effort to consolidate power and one day be able to cross back over to the material world. They and their minor spirit agents have mostly been relegated to being intangible beings only able to interact with Israfiel's physical world through coercive speech and such. But they've recently been able to gain small, temporary footholds in the material world.
And they aren't going to let silly things like physical damage interrupt them now.
Righteous Seraph: I feel I'm going to use the exile ability almost as much as the creature. Not sure if that's good or bad.
It's very good. It plays into Israfiel's themes of pitching the less useful to gain a more solid advantage and it doubles as a decent beater if you're lacking.
It also lends a minor hand to another shard and its theme should the two planes ever mix.
Roc-Steed of Jerahm: Boring rare beater for limited. Why? Flavor is great, though.
I think the occasional random efficient rare beater is a safe throw-in to remind us that not everything needs to be complex. Which is an important counterpoint in this shard, where a lot of the rares are skewing complex or wordy.
Scornwraith: What's going on here? Truely bizarre for white, and odd in black and red too.
It's that pesky Quorum again. In this case, this agent's bitterness is leading it to sacrifice bits of the material world in order to manifest itself more fully.
It's wacky and unusual and could in fact be powerful with the right help.
Scour the Impure: I like this a lot better than the recent globabl enchantment wipes.
I think cycling is great for situational cards like this. Pretty basic, but good utility.
Trials of Davaar: I'd make it a flat life gain, it could get absurd chumping fatties. Maybe 3-4 life or so.
I think being largely defensive in nature gives it a bit of latitude to be ridiculous in select circumstances. Especially given that you need to pay mana and the result is only life, which most players would consider a minor benefit.
Valkyrie of Salvation: Change the wording to “you control and own” or just “you own,” doesn't work with Mind Control effects otherwise. Really like it otherwise.
Good catch! Changed!
Vindication’s Herald: I like the difference of searching a spell instead of playing a creature from the Alara Shards. Looking at Cry of Vindication, sacrificing the creatures isn't in any way a drawback though.
That was intentional. Think of this as a panic button. A hasty attack looks like it'll go south? Sacrifice the guys you were going to lose anyway and reset.
Brew of Nizroch: Nice.
Cacophony of Injustices: Doubt the usefulness of this card, but nice use of cycling.
Again, cycling provides flexibility to otherwise situational cards.
Corrupted Flesh: Not bad, could see it occasionally used on your own creatures if you desperately need the power boost.
Again, flexibility is great when it comes to minor effects. This card does a lot: removal, a pseudo-Pacifism, a boost for your guys, etc. Handy, especially in Limited.
Desmodontic Hunter: Not sure you need the life payment on this.
Well, it's a bat. I figured with white and black gaining a lot of life together, it'd be nice to have some minor outlets for the abundance of life.
Dirty Tricks: Could easily have been red or white instead, black doesn't get first strike as often. Not a problem, though.
I like the notion here that since it's chilling with white and red, black in Israfiel is a lot more used to first strike and more willing to capitalize on its tertiary status with the ability.
Part of a 3-part common cycle with Caracole and Whip Into action, as well.
Neat fact: each shard has it's own 3-card cycle at common to highlight various themes. Wujal has its storm-finity (this casts 1 less for each spell you cast this turn). Israfiel has these cantripping combat tricks. The rest have yet to be seen.
Fearmonger Wretch: Fear? Seems very strong with Battlerouse, they'll likely be unable to block any of your things, and you can alway untap for the block.
I like intimidate, but Fracture was designed to emulate Shards, so I wanted to evoke a bit of that time. Of course, as time went on, some bits of intimidate fell in and not all of fear fell out. I'll fix that.
Hellish Guide: Okay. Pretty sure you can activate this even after damage has been dealt.
I thought so, too. A bit of black spite.
Mindless Brutality: Nice, though both the cost and the trigger numbers could stand playtesting. Not sure if it's any good at the moment or sickeningly good.
It relies rather heavily on other cards to do anything, hits late enough that even when it could activate there may not be a hand to hit, etc.
Profane Messenger: Seems more vampiric than angelic, but digging the corruption flavor anyway.
The angels of this set are more akin to Revelation/Norse style angels: uncompromising warriors. So imagine what they become when corrupted. Ruthless, sadistic and merciless. If victory means ripping out a few hearts and feeding them to the remainder of your army to empower them, then that's a cost worth paying.
Also, disgusting with battlerouse.
Rot-Swarm Elite: Really, really good. Maybe up the cost to 1BB.
You think? Okay.
Spiteful Machinations: Ouch? Nasty against aggro if you have some lifegain to support getting hit occasionally. Plays well with Battlerouse IF you only put the counters on your opponent's creatures.
It's a savage twist on No Mercy, Israfiel style. On a plane dominated by war, it's understood that you'll be hit a few times. Black wants to make that such for the aggressor.
Thresher of Souls: Ah, now this is a demon. Combo with Sanguine Bond.
Demons are in short supply, but like the flavor text indicates, the few that exist are awesome.
Accipitrine Swooper: The land sacrifice them really works better in the red part of the wedge. Nice here.
Thanks.
Bloodmaul Minotaur: Wow, way to break a board stall. Oddly, plays really well with Graft from Dissension (like a lot of these other counters mattter cards).
It's also a free 4-point Simoon if you need it. Hence the rarity since it'd be a bit swingy at anything less. I felt like pushing Minotaurs, and here they're often game-winners on their own or with a crowd.
Collateral Destruction: This seems pretty balanced, but nasty if you can keep up the pressure.
Exactly the idea.
Crush the Meek: One of my favorites, just so clever and useful while being so simple at the same time. It might work during the declare attackers step to only hit your opponents? Not sure how the timing would work.
You're right, it needs a timing restriction. Suggestions?
End of Resistance: Game ending, and probably too good. A red Overrun style card for less, with no way to kill the creatures in combat?
Perhaps "Creatures you don’t control can’t block this turn unless their controllers pay 1 for each blocking creature." ?
Faultrunner Brute: I wonder why WotC doesn't print this more often. Might be able to be a common.
Dunno, seemed simple enough to me.
Fists of Battering: Not bad, probably very strong.
Headlong Crasher: For 3RR, red gets Frost Ogre. Give it +4/+0?
I dunno, I kind of like that it's not as good as it can be. It's really just Limited filler.
Madronic Instigator: Nice. Fun in multiplayer, since you don't have to be the target of the attack.
It's a really simple, but dynamic card. It does a lot without doing much.
Scalding Scales: Way weak, and overcosted. Make it +3/-3 or make it cost R.
I think any swing bigger than +1/-1 would make it feel too black, despite red's history with the mechanic. Keep in mind, this can double as removal without damage in red.
Skyburner Shaman: Nice card, I hope red can see this effect in print at some point.
I don't know why it hasn't. Though it felt an obvious fit here. Promotes both attacking and combat tricks.
Sway of Brutality: This is different from Insurrection so infrequently you can just reprint it.
You think?
Tauren Javelineer: Interesting activated ability, though I think it shouldn't touch protection. Intriguing, at the very least.
I feel like if red has been dealing with white practically exclusively for this long in an isolated way, it would start developing ways to deal with white's frequent defenses against red. And situational protection removal feels red, it's forcing someone to stop hiding behind fancy defenses and fight honestly, mano a mano.
Zeal of Adiriel: Compare to Captive Flame. I suppose opponent's creatures getting buffed balances it.
Red wants everyone to party as hard as it does.
Cackling Taskmaster: Nice design, but opens the door for blowouts by sacrificing every land you have. Maybe drop the untap function and increase the power boost?
I think that sort of "all the eggs in one basket" thinking is perfect for black-red, especially with neither blue nor green around to temper those crazy impulses.
Eshek Tain: Well, not bad as planeswalkers go. Four abilities is tricky to balance, and the +0 destroys weenies decks completely.
He originally lacked that ability. I added it on when I realized he needed to be able to defend himself a bit better (Eshek is a battle-hardened Minotaur after all). And if he's relying on the +0 to survive a weenie rush, he's only getting one of them at a time and at 2 loyalty, that would do him much good for long.
Servant of Havoc: Interesting, funny how it blows up from a fight between two opponents in multiplayer.
Tough, fickle and chaotic - black-red in a nutshell.
Darkheart Advocate: This is the +1/+1 counter support that makes me want to play with Battlerouse.
Good. I like seeing that a keyword would at least be tested with for play.
Valkyrie's Judgment: Nice. Not the most powerful white black removal ever, but nice.
Exactly as it should be.
Vision of Impunity: Add blocking creatures to that, makes it better.
I tried to resist playing with very much in the way of rewarding blocking here. I don't discourage it, but surviving an attack by blocking is its own reward on Israfiel. Black in fact doesn't care if you block at all, actually. And red rarely gets a chance to since its guys are too busy being tapped from attacking. This card is about discouraging blocks, not rewarding them.
Grip of the Valkyrie: Nasty good reanimation card, should probably increase in cost to 3RW.
I think its combat slant keeps it from being overpowered at this cost, though it is good for throwing off combat math by a wide margin with the sudden reintroduction of a dead fatty.
Heavenly Design: Oh god, Master Warcraft every turn! It reads: “Creatures can't attack you, and creatures you control can't be blocked. Also, the real fun starts in multiplayer.” I would literally slap any of my friends in the face who brought this to the table in multiplayer casual. At the very least, it needs to be more color intense.
Hahahaha, I knew this would be a card to irritate. What do you feel is a more appropriate cost?
Incense: Not too bad, but not too strong.
Perfect.
Knight of Bloodscale Kiln: This I like better than Cackling Taskmaster from above.
I do worry that a double striker at common with a personal pump ability is a bit much.
Cry of Vindication: If there was ever a color combination that would deserve the text “Destroy all permanents,” it's WBR. Nice choice here.
Thank you. In lieu of Ultimatums and the Heralded mythic creatures from Shards, I decided to mix it up. A few shards still have creatures and one has an enchantment. It was my way of honoring a cycle while at the same time doing something new with it.
Galiel the Valkyrie: Woo combat. Not that innovative, but quite powerful.
She's the poster-girl for the theme. Attack and don't quit. Ever.
Israfiel Charm: Where's the black here? I see two white abilities and one red one.
In my mind, all the abilities are a bit colorbled. The second one is the one most clearly black, but the other two are things black has done from time to time to varying degrees. Meanwhile, white is mostly the first but with obvious ties to the second, and red is mostly the third with a small bit of claim over the first two. Honestly, these three colors overlap a lot, especially where combat is concerned.
Put to Ruin: Nasty card, don't discard a land! Love it.
Indeed. It solves a very common problem with discard: that of typically hitting a land. White and red aren't going to let that be an easy out.
Bloodscale Seal: Does this work? I'm not sure. Lethal damage might still be marked on it, -x/-x effects, etc.
Should there be a "remove all damage and counters from it" clause to make for sure?
Hordemaster Maul: Nice drawback.
Thank you.
Incendiary Outpost: Given all of your land sacrifice effects, this might actually work. I'm impressed, first time I've seen fortifications do anything.
And flavorful, too, given that Israfiel features more temporary outposts and shelters than permanents settlements.
Sword of Abandon: Not that strong?
I like that it's simple, and yet plays really well with Valedon.
Bloodstained Barracks: Nice name for it.
Thank you! I love the flavor.
Crucible of Covenants: Probably too easy to get it into your graveyard in this block. Not bad otherwise.
I'm completely okay with that since you need to get it in the graveyard to do anything and even then, it only smooths out the mana you were likely already fixing with other means.
Jerahm, Crown of Ardor: Forces Battlerouse onto your creatures if you control one with it. Should probably tap as part of the cost.
I don't think a tap is strictly necessary since the cost is so color intensive it probably won't be used more than once or twice a turn save for the late game.
Pitscrap Battlefield: Trading lands for creatures may or may not be worth it, so this is probably fine.
Cool.
Sanguine Barrens: Only creatures use the text dies, everything else still uses “put into a graveyard from play.”
Really? Crap!
Anyway, thank you very much for all your time and thought. It's really great of you. I'm glad you liked a lot of what you saw.
@Cuffs of Heresy: Like the part about being more effective versus the other wedges.
@Darkhold Uniter: Point taken. Well, if it were ever to be printed, playtesting would tell for sure if it was actually a problem or not.
@Defier of Madness: With increasing the cost I'd also increase either power or toughness by 1, your choice. Serra Angel looks about equal compared to this card otherwise. I like the idea of a 3/5, since it can defy the madness of bigger white, blue, and green creatures too then, and makes it even more different from the Roc.
@Guide of Stonefeet: Well, I do believe I fail at basic reading comprehension. Nevermind my criticism about strictly better. Still think it should cost the same, though.
@Pahalia, Almighty Avenger: Okay, good explanation. You've sold me enough on the death trigger I won't say anything else about the card.
@Pahalian Harrier: Prophecy and Exodus were a long, long time ago. Hey, precedent is precedent, go ahead.
@Quorum Liege: Like the flavor, a lot.
@Roc-Steed of Jerahm: No, not everything needs to or should be complex, but this is a bit too plain. Assault Griffin and Cloud Crusader are common, this is hardly different.
@Scornwraith: Speaking of complex... wacky and unusual is right. Not convinced double-strike is helping the balance, it makes it so turning it on has to be more work, which makes it useless in more cases.
@Trials of Davaar: Hm, point. Most really worrisome things have evasion or something else that makes them the problem, Consecrated Sphinx being worse to face down than Krosan Cloudscraper if you can chump for a few turns to topdeck removal.
@Desmodontic Hunter: Compare [card]Vampire Bats[/cards]. Same offensive potential without lifeloss. How often you going to block with that anyway? Wait a sec, I think just proved you right, life payment being the cost to block effectively.
@Dirty Tricks: Yeah, saw the cycle. I like the idea of the cycle. Could have been deathtouch if you wanted to push the powerlevel some. Anyway, if they invent three-color hybrid mana symbols, this gets one.
@Rot-Swarm Elite: Well, a 2/1 that you can throw at the opponent every single turn and never have to worry about it dying except for red burn? It's like Bloodghast, but at common!Yeah, I think it should be 1BB.
@Thresher of Souls I really hope WotC prints this, it'd be so much fun in casual. Actually, could make a decent mythic if you wanted.
@Bloodmaul Minotaur: Yeah, I got the Simoon part. Could be as nasty as a one-sided Blasphemous Act is likely to be, hence my comment on how well it breaks a board stall. Are you sure the ability shouldn't cost mana to activate?
@Crush the Meek: Maybe “Can't be cast during the combat phase”? That's awkward, though, and ruins the relatively simple card text. Making it a sorcery might work if you reduce the cost at the same time, but that dramatically changes the card. Don't know...
@End of Resistance: Make them sacrifice a land for each creature, jack the cost up to 3RR or maybe 2RRR. Bringing the war to the opponent on all fronts.
@Scalding Scales: maybe +2/-2 then? Flowstone Strike is a terrible card, but this is strictly worse.
@Skyburner Shaman: Well, Radha, Heir to Keld exists, but it's a shame Wizards hasn't spread it around a bit.
@Sway of Brutality: Yeah, I do think Insurrection is worth the reprint in this slot. Reasons: First of all, this is a nasty, nasty effect, higher cost helps people deal with it better. Secondly, it's usually a bad idea of have too many creatures in play since it opens you to get blown out by the sweeper (Wrath, etc.), token swarm decks excepted, and so opponents will often not have more than three creatures in play. Thirdly, with Battlerouse, you'll be able to force their small creatures to attack into a trap and die, so they won't have weenies to pawn off on you intead their heavyweights. Might as well go whole hog, since it'll be there anyway. Did you decrease the cost? Could have sworn it cost 7 yesterday.
@Tauren Javelineer: That logic's awfully close to the logic that says the black spell “Choose target creature. Its controller sacrifices it” is okay so you can get around indestructable and shroud/hexproof. Protection is on cards for a reason, lets not go into a counter-mechanic arms race. Something to keep in mind.
@Cackling Taskmaster: All the eggs in one basket fits black-red all right, but spreading turn 5 blowouts everywhere isn't a good idea either. Two 1/1s, this guy, sac 5 lands: 5+5+8=18 damage.
@Vision of Impunity: So in other words, Battlerouse makes you go all in, and this guy rewards that? It only works if they're still alive, though. Somehow I think it's not going to trigger that much, and suggested blocking in order to make it more useful than a 5/5 with flying with gain 2 life a turn.
@Grip of the Valkyrie: For a bit more set up (it's really easy to get a card into the 'yard if you want too), you get Through the Breach and don't have to ditch the creature at end of turn. Cheating in the attack can be a really big deal (Rakdos the Defiler: You skip the sacrifice trigger), and you were probably going to attack with that creature anyway. You saved a turn of waiting and a chance for them to find removal.
@Heavenly Design: This is like Blazing Archon, trading a 5/6 flying beatstick for all of your creatures being unblockable, plus some. Careful with that costing, man. I'd say 4WWRR and still be worried, more like 2WWWRRR, if I even wanted to print it (I don't). Did I say “fun in multiplayer”? I meant “make your friends consider never playing with you again for being a prick.” At least red might be able to burn the Archon and black could kill it, now black and red are hosed unless they can dig up enough damage to the dome before they die in a few turns.
@Knight of Bloodscale Kiln: Common? I missed that. Not a common, unless you add an activation restriction of once per turn (see Akki Avalanchers, Viashino Slaughtermaster). Strong card in any case.
@Israfiel Charm: I count 10 black cards with some way to tap enemy creatures. Stabbing Pain (secondary effect), three cards from Planar Chaos, and some really, really old stuff (Ice Age cards, Mirage/6th, Legends). Black destroys creatures, but doesn't usually limit itself to blocking ones (Knight of Dusk is the only one newer than ten years old). Nocturnal Raid I'll give you, but red has gotten at least one card that buffs the power only of all creatures you control every block since Odyssey. Are you sure you don't want a blacker ability on that?
@Bloodscale Seal: Add “and regenerate it”? Still doesn't work on Terminate, etc., or the -x/-x effects. Maybe “Whenever an attacking creature you control would die, you may pay WBR. If you do, exile that creature you control, then return it to the battlefield under its owner's control with +1/+1 counter on it.” It's the only thing I'm sure keeps it from dying, but triggers some abilities as well.
@Crucible of Covenants: Point taken. Maybe let it tap for 1 in addition to the ability, since it's useless until it gets there?
@Jerahm, Crown of Ardor: Okay, point taken.
@Sanguine Barrens: Yeah, see Oracle text of Ichor Wellspring. I really wish there was a way to condense that text about other permanents. Starting to wish that they could condense “enters the battlefield” into something shorter, too, I've gotten used to “dies” as a spacesaver designing my own cards.
At some point I'll make it over to the other wedge you've posted and do a similar review of it. No guarantees when, I'm about to get quite busy for the next couple of weeks.
I know this is kinda late, but Rot-Swarm Elite doesn't work the way you want it to. Regenerate taps the creature and removes it from combat, and it's regenerating before blockers are even declared. You may want to change it to: If Rot-Swarm Elite would die during combat, regenerate it instead.
Also that Demon should not exist. Maybe reword it to, since this is such a combat oriented set: Whenever an opponent is dealt combat damage, you gain that much life. And make it mythic.
I know this is kinda late, but Rot-Swarm Elite doesn't work the way you want it to. Regenerate taps the creature and removes it from combat, and it's regenerating before blockers are even declared. You may want to change it to: If Rot-Swarm Elite would die during combat, regenerate it instead.
This is a common misunderstanding. When a card says "Regenerate something" it means: "The next time something would die this turn, instead tap it, remove all damage marked on it, and remove it from combat." You may or may not have heard of the term "regeneration shield", but it stems from the fact that even if you use a River Boa's regenerate ability during your main phase, if it didn't use up its shield, you could still attack with it.
I addressed several concerns raised in the thread.
Defier of Madness is now a 3/5.
The Roc-Steed and Scornwraith have swapped rarities. Roc-Steed is now an uncommon and Scornwraith is now a rare. I felt that obvious complexity/oddballness issues demanded the swap.
Rot-Swarm Elite now costs 1BB as suggested.
Bloodmaul Minotaur now also requires 1R to activate its Simoon ability.
Sway of Brutality is out, Insurrection is in.
Scalding Scales now gives +2/-2.
Cackling Taskmaster now reads:
",T: Attacking creatures you control get +1/+0 until end of turn.
Sacrifice two lands: Untap Cackling Taskmaster."
I feel the cost is now steep enough that even at turn six, the best you're likely to produce is +4/+0.
Grip of the Valkyrie now costs 3RW.
Heavenly Design now costs 2RRWW and has the following line of text:
"At the beginning of your upkeep, sacrifice Heavenly Design if you control three or fewer creatures."
That now gives a suitable out for most decks.
Knight of Bloodscale Kiln can now only activate its ability once each turn.
Is there anything else that needs significant addressing?
The total set size is just shy of 500, but the set itself is divided in five equal pieces, a piece for each Shard. Each piece was designed to be essentially a self-contained set just as each Shard is (for now) completely isolated. Boosters and starter decks would all be Shard-exclusive, featuring only cards from one Shard (much like MBS' boosters, but the inspiration for this goes much farther back, to a discussion in the Rumor Mill during Shards rumor season where someone mentioned that it would have been interesting/flavorful if the cards had been sorted by Shard). The Shards here all fit back together as one set, and there are obvious and not-so obvious hints that this is one set broken apart and evolved over time.
So, essentially, each fragment gets its own boosters and sealed packs containing only cards from that fragment and Limited/Sealed would involve choosing a fragment and only getting relevant packs. Draft itself could be a little more random, with packs of various fragments getting drafted. But the overall idea is to keep the fragments' cards as separate as possible to reflect flavor. Obviously not something WotC is prone to do (though Mirrodin Besieged set a bit of a precedent), but something I could do for a homemade set.
In the tradition of my previously-released custom card sets (links in my sig!), I'm going to do a preview/spoiler rollout for my next set called Fracture.
The frame for Fracture is one we've seen countless times here, that of the enemy-wedge shards, but done just a little differently. The total set size is just shy of 500, but the set itself is divided in five equal pieces, a piece for each Shard. Each piece was designed to be essentially a self-contained set just as each Shard is (for now) completely isolated. Boosters and starter decks would all be Shard-exclusive, featuring only cards from one Shard (much like MBS' boosters, but the inspiration for this goes much farther back, to a discussion in the Rumor Mill during Shards rumor season where someone mentioned that it would have been interesting/flavorful if the cards had been sorted by Shard). The Shards here all fit back together as one set, and there are obvious and not-so obvious hints that this is one set broken apart and evolved over time. In a few cases, certain basic effects are present in more than one Shard, but are reflected differently as a result of the different pieces' mechanical focuses, keywords and playstyles.
Indeed, each Shard in Fracture isn't quite so simple as "everything is artifacts" or "attack with one guy, get bonus". Each one has its own keyword, yes, but they also have other major and minor themes beyond just a keyword and its resulting mechanical ripples.
Take Israfiel [is-rah-FEE-uhl], the focus of this preview thread, for example. It's your typical WBR world, a whole lot of conviction and way too much fighting. It's in the constant grip of one war or another, sometimes many at once. It's denizens are all battle-harden and just itching to rip the spine out of someone who looks at them the wrong way or insults their honor or whatever. Everyone's a Klingon, basically.
So you got the Minotaurs sharpening their blades instead of reading bedtime stories, rebellious dwarves under the thumb of some xenophobic humans who think they know what's best for everyone, a cabal of spirits just barely able to affect the mortal world but have found power through religious manipulation of sheep all too eager to fight for a god that speaks to them, and the valkyries above them all throwing out command like they own the place. It's a little hectic and a lot dangerous. Various minor races and the disenfranchised band together in little warclans just to survive and absolutely no one is paying any attention to the collateral damage all this war is doing to Israfiel itself, which is starting to look as pitted and scarred as Two-Face on the wrong side of the bed.
It's the most structured chaos in all the multiverse.
Of course the major theme here is combat, how could it not be. It's the first thing on everyone's mind on this zany little demi-plane, and it ought to be the first thing on the mind of anyone playing with the Shard. Attacking is the name of the game, but this is a Shard built on white so the defensive side of things is far from forgotten. Even Israfiel's keyword is bent on combat.
Battlerouse {cost} (When this creature comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
There's no safe observation from the sidelines with Israfiel. No, no, no. Once you're touched with the drive to war and conquer, you're drafted in it until you die. As long as there's a battle worth fighting in (and probably many that aren't), you're there with sword in hand. If you're controlled by an opponent, it's probably a battle you're not going to win, but war on Israfiel has so very often favored the cagey aggressor.
Battlerouse began life a little differently, as a mechanic I called Proselyte. Proselyte had the same +1/+1 counter and attack/blocking effects, but it also allowed you to steal creatures. Each creature with the ability had a cost you paid once to distribute the counters as you saw fit, and you gained control of creatures targeted this way. It was wild and swingy and incredibly flavorful (creatures rallied behind charismatic/powerful/threatening figureheads and followed them to war but could be swayed to another figurehead if the new one seemed a better leader), but a lot who saw it questioned whether it was a wise mechanic. I changed it to a multi-kicker version that took a creature each time the cost was paid but it still had the same problems.
One of the key problems Proselyte had was that though all three colors had some level of creature stealing in the past, it felt wrong they'd get it in such a widespread way. The flavor was right, but mechanically it just didn't fit right as a Shard-wide keyword. The solution was clear: ditch the stealing and keep everything else. The flavor changed a little (friends and enemies following behind a new general became those touched with a lust for battle could not escape it) but it became far less swingy and in many ways far more evocative of the Shard itself. White gets to create an impenetrable line, red forges a blazing attack force and black, well black conspires to lure the weak into insidious traps.
Darkhold Uniter W
Creature — Dwarf Soldier Rebel (U)
Creatures you control with +1/+1 counters on them have protection from converted mana cost 3 or greater.
Battlerouse 2W (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
1/1
Shepherd of the Thrall 4BB
Creature — Vampire Cleric (R)
Flying
1BB, Sacrifice a creature: Target player loses life equal to the number of +1/+1 counters on the sacrificed creature. Put that many +1/+1 counters on Shepherd of the Thrall.
Battlerouse 1B (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
4/4
Bloodmaul Minotaur 3RR
Creature — Minotaur Barbarian (R)
Remove a +1/+1 counter from a creature you control: Bloodmaul Minotaur deals 1 damage to each creature target player controls.
Battlerouse 1R (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
5/3
Legendary Creature — Angel (M)
Flying, first strike, vigilance
After each precombat main phase there is an additional combat phase followed by an additional main phase.
Battlerouse 1 (When this comes into play, pay its battlerouse cost any number of times. Put a +1/+1 counter on a target creature for each time it was paid. Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
5/5
Galiel here is one of the oldest inhabitants of Israfiel. If her mind wasn't so warped by crusades and fury and snuffing out the weak and impure, I'm sure she'd love to have a long discussion of what the world was like before it broke apart into five little pieces. But now it's all "purge the demons and their filthy ilk" this and "conquer all of Israfiel and bring it under my power because I feel it's the will of our mythical Creator" that. Girl's got no time for tea and a chat, is what I'm saying. It's all go, go, go and all work and no play haven't really made this valkyrie a dull girl. It's really just made her an army-sundering tank and the most feared figure in Israfiel's millennia-long history. And Galiel would know, she's been there through it all, uniting her armies and waging war on everyone else. If Hippolyta had eight wings made of fire, a sword forged from the lifeforce of a hundred demons and an eternity to lose focus on reality and slip into something a little more bloodthirsty, you'd wind up with a creation not unlike our Galiel.
She's far from the only major personality on Israfiel (I've heard a battle-hardened Minotaur planeswalker has recently had a homecoming to have a rematch with the wingnut valkyrie who triggered his spark in a bloodbath many years ago), and battlerouse is far from the only concept of mechanical value in the Shard.
Stay tuned for my next update, when the ground gets a little unstable.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Untapped creatures you control with +1/+1 counters would still be forced to attack, though, right?
The untap clause was really only installed as a way of preventing opposing creatures from avoiding the bloodbath (same as the untap is used in provoke), which I assumed worked since declaring blockers is done after attackers are set (and thus the battlerouse effect would already be going). If anything, the fact that untapping your tapped creatures doesn't let them attack with everyone else is a neat way to add additional utility to the mechanic.
What about a Ninjutsu-esque wording that would put creatures with +1/+1 counters directly into combat? Or flipping the effects to match provoke (Whenever this attacks or blocks, each creature with a +1/+1 counter on attacks or blocks, if able. Untap those creatures.)?
It may not work as currently written (as I often have to explain, I'm conceptually alright but a little slow on the rules), but the effect isn't exceptionally complex so I don't think it'd be hard to give it appropriate text. Step one of the mechanic adds +1/+1 counters each time the cost is paid, step two brings all the creatures with +1/+1 counters into combat if the battlerouser himself enters.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
The first half (modeled after multikicker):
When this creature enters the battlefield, you may pay [COST] any number of times, then put that many +1/+1 counters divided as you choose among any number of creatures you control.
The second half:
Whenever this creature attacks or blocks, other creatures you control with +1/+1 counters on them become tapped and attacking, or blocking the same creature, respectively.
That last part is because you would have to re-declare blockers which would be messy. The whole mechanic is really wordy, but I don't see any way to shave it down without cutting out some of the functionality. The first half is especially confusing, as it's hard to be clear if you put all the counters on one creature, or 1 counter on all the creatures, or even worse, that many counters on that many creatures.
What if Battlerouse didn't add counters but was instead more of an activated ability. For example:
Battlerouse [COST] (Whenever this creature attacks or blocks, you may pay [COST]. If you do, N other creatures you control become tapped and attacking, or blocking the same creature, respectively.)
Or if counters are the subtheme of the shard, what about:
Battlerouse N (When this creature enters the battlefield, put a +1/+1 counter on N target creatures you control. Whenever this creature attacks or blocks, other creatures you control with +1/+1 counters on them become tapped and attacking, or blocking the same creature, respectively.)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Battlerouse (Whenever this creature attacks, other creatures you control with at least one +1/+1 counter on them become tapped and attacking. Whenever this creature blocks, the blocked creature becomes blocked by other creatures you control with at least one +1/+1 counter on them.)
Still, really long reminder text.
My art blog
Claims:
The kicker variant in WWK will be "Kicker without a kicked effect." - proven wrong Jan 2010 : 2 wrongs
Decks:
:symu::symb: Bloodchief Ascension - Modern
:symb::symr: Rakdos, the Defiler - EDH
:symu::symb::symw: Sharuum the Hegemon - EDH
:symw::symu::symb: Zur the Enchanter - EDH
In both rewordings, the 'you control' is problematic. I want the mechanic to affect not just your own creatures, everyone should be up for grabs. It not only conveys the flavor of the world better (where inter-group skirmishes are an hourly occurrence, usually instigated by nothing but proximity and a bad look), but mechanically as well (forcing attacks and blocks from all sides not only infers a lot more mechanical utility and battlefield tension, it's a solid cross-section of the pie for all three colors that appeals to each in both flavor and function). I know that complicates the ability somewhat, but I think the grok-ability helps and the trade-off is worth it for what the shard needs.
What if we trimmed a bit on the first effect?
Battlerouse (When this creature enters the battlefield, you may put a +1/+1 counter each on up to two target creatures. [...])
It does reduce functionality in that the effect isn't capable of growing, but it does rather quickly reduce the wording and saves on some complexity. We could even make it Battlerouse N and have it bestow up to N target creatures. I think that might be a bit of a help.
Though the complexity of the mechanic was never really with that half, but the second. It's a simple idea (when the creature attacks or blocks, all creatures in play have to enter combat either attacking or blocking, appropriate based on owner) that is apparently hard to convey both simply and efficiently.
(At the beginning of each combat phase, untap all creatures with +1/+1 counters on them. Those creatures attack or block this turn, if able.)
That removes some functionality of the original mechanic, but I think simplifies it enough to make the trade worthwhile. It's consistent, a lot less wordy, and maintains a lot of the function and flavor I wanted the keyword to imbue.
Well that works, but the mechanic requires other cards to even do anything, or a +1/+1 granting ability on the card, which I think defeats the purpose of streamlining battlerouse. +1/+1 counters are indeed a strong theme (between battlerouse and the other +1/+1 counters matter cards, we're at around a fifth of this shard), but I don't believe it's strong enough for the mechanic to require them without bestowing them itself.
-----
Clearly Israfiel is a demi-plane of conflict. With peace as a foreign concept and shelter just another word for 'stationary target', the people of Israfiel are as unsettled as you can get. The human fortress of Jerahm is the only permanent fortification in the whole world, survived only by the potent magics, efficient military and xenophobic nature of its denizens. Everyone else has taken to a nomadic life. Some follow traditional routes and defend them mercilessly, others move in chaotic lines following the trails of other groups to attack. When two groups meet, the result is bloody. And disastrous for the place they met.
Indeed, Israfiel is permanently scarred from the thousands of skirmishes and wars it has seen in its many years. Its inhabitants simply don't care about it. There's just no time and no option. As a result, it's in pretty rough shape. The plains are pitted and charred, the swamps are blood-choked and smoking, the mountains are blasted and unstable. The sky itself is cloaked in a permanent smoke from the countless fires that have raged across the plane. Israfiel is only hospitable in the sense that those with a survival instinct and stubborn will to live have managed to carve out a sustained existence. It's Bear Grylls' biggest challenge.
Of course, if the land is hostile, it's only because the sentient beings started it. The moment the first desperate mage realized that tapping into the mana lines of the land wasn't as efficient as just using the land itself, Israfiel was in trouble. Soon, magic in the plane was fueled by geo-power as much as mana. And it's taking its toll.
Mechanically, you'll see several cards that sacrifice lands for an effect as well as a couple cards that care when a land card gets the chuck.
Pahalian Harrier 3W
Creature — Bird Cleric (U)
Flying
W, Sacrifice a land: Target attacking creature gets +1/+2 until end of turn.
“Squeeze every last bit of power from this charred earth. Crop shortages will be the least of our concerns if the Children of Madronis are not stopped here and now.” -Pahalia
1/3
Cackling Taskmaster 2BR
Creature — Devil (U)
T: Attacking creatures you control get +1/+0 until end of turn.
Sacrifice a land: Untap Cackling Taskmaster.
4/2
Knight of Bloodscale Kiln 2RW
Creature — Viashino Knight (C)
Double strike
Sacrifice a land: Knight of Bloodscale Kiln gets +1/+0 until end of turn.
“No consequence is suffered when victory is at hand.” -Eshek Tain
2/2
Incendiary Outpost 3
Artifact — Fortification (U)
When fortified land is put into a graveyard from play, it deals 1 damage to each creature without flying and 3 damage to each opponent.
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.)
Pitscrap Battlefield
Land (U)
T: Add 1 to your mana pool.
2, T, Sacrifice a land: Destroy target blocking creature.
In a land of persisting war, sometimes the ground itself will kill for a little peace and quiet.
Sanguine Barrens
Land (C)
T: Add 1 to your mana pool.
When Sanguine Barrens is put into a graveyard from play, it deals 1 damage to target creature. You gain 1 life.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Battlerouse N (When this creature enters the battlefield, you may put a +1/+1 counter on up to N other target creatures. At the beginning of each combat phase, uptap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
Still very long. I like how it interacts with mechanics like Bloodthist, making creatures that naturally have +1/+1 counters on them automatically included in the brawl. The only thing that I don't like about it is that the second clause is redundant with multiple sources out, and it doesn't do anything in multiples like Exalted does.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Yet not as long as it was. And about as short as it can get without seriously cutting into function. And it's only just a tad bit longer than keywords like Suspend, Cascade and Ripple. On a simple common with no other abilities, this version only takes up about six lines of text, which I agree is long but I don't think it's a dealbreaker (though it would be if it were both wordy and hard to understand).
I like that it really screws fragile utility creatures. On Israfiel, only the strong survive. If you're not something designed for combat in the first place, you're likely not going to make it.
I'm a little okay with that since multiples at least means more counters and thus more carnage. The second clause does become redundant, but even that has a certain level of flavor appropriateness (each warclan having a single warlord behind the wheel and such). It's a bit like devour in that it doesn't really stack well in multiples, but it doesn't exclude playing multiples either.
----
One of the chief personalities of Israfiel is its prodigal son, Eshek Tain.
Older brother to the leader of warclan Eremeel, Eshek Tain is a minotaur who was born and raised in a world stewing in warfare. As a young calf, Eshek was sent out with the other warriors of the clan to wage war against a sect of viashino called the Bloodtooth. The battle raged for days, but Eshek grew evermore invigorated by the bloodshed and violence. Tain’s father, Geber, the then-leader of Eremeel was both proud and surprised by his firstborn’s aptitude for battle. Prior to the war against the Bloodtooth, young Eshek was stubborn and quiet and many in warclan Eremeel believed him unfit to stand with them, let alone ascend to his birthright leading the clan. Few dared speak such rumors, those who did were put to swift death. But upon the bloodsoaked victory over the Bloodtooth, few doubts remained of Eshek’s capabilities in war. On the contrary, the presiding fear became the zeal for which Eshek took upon violence. The clan was built for war, but senseless violence was considered beneath them, a matter for the anarchists of Madronis. Young Tyrus knew nothing of such fears and worshipped his brother, and in turn Eshek taught him the ways of butchering your enemy on the open plain.
Upon Geber’s death, Eshek assumed control of the warclan, but did so only on the condition that his cherished brother claim half the title for himself. Unprecedented as it was, none stood to oppose the arrangement, out of fear for some and respect for others. Nevertheless, the brothers ruled with passion, taking Eremeel to victories it had never conceived. Within years, they had gone from a small warrior clan to a veritable power player in the battleground of Israfiel. Such power did not go unnoticed by Galiel, the valkyrie ruler of Madronis. She offered the brothers a bargain, join with her forces or perish by her blades. Eshek was tempted by her offer of pure, unadulterated chaos and bloodshed, but the even-tempered and honorable Tyrus convinced him to fight for Eremeel’s freedom. The battle was horrific, Eremeel outnumbered and fighting against a foe with greater resources and fewer concerns of honor. Galiel herself swooped to claim the brothers’ heads, but Eshek intervened before Tyrus could be felled. The mortal wound he sustained triggered his spark, whisking him away from the battle and far from Israfiel.
It would take Eshek months to fully heal and understand his powers enough to attempt the journey back home. Upon his return, he set his sights on the Children of Madronis and Galiel in vengeance. His planeswalker abilities granted him much power, but he was undisciplined, unfocused and inexperienced and the valkyrie nearly killed him for a second time. Only her sensing the power within him stayed her blade and she once again made her offer for Eshek to join her children. Tain vowed to never join the one who slayed his family and destroyed his clan. Galiel merely smiled and sent him off into the Israfiel night, telling him that he’d reconsider one day and that on that day she’d be waiting for him. Eshek wandered, engaging in senseless battle after senseless battle, his rage and sorrow never sated. Days after his return to his home, he found that Eremeel had not been routed and that Tyrus maintained the warclan’s survival as a source of honorable war. Hiding from his former clanmates, Eshek discovered that Tyrus vowed to destroy the scourge that had stolen his brother and that his vow had solidified Eremeel in war against Madronis. Eshek was at once proud of his brother’s quest to avenge him and also deeply ashamed of his own lack of honor. He had become brutal, wild and cruel in his travels, a far cry from the honorable ideal his family had set for him. Eshek was sure his brother would be disgusted by him should he go to Tyrus, so instead he left, believing his brother was better off thinking him dead. Eshek’s presumed death had produced more good than his life ever could, and maintaining that lie freed the fledgling planeswalker to pursue his own path. Now he wanders Israfiel, reveling in the wash of blood and agonizing howl of war. From time to time, he assists his brother in secret, lending strength and cutting off counterattacks before Eremeel can be caught off guard. Eshek knows that one day he’ll have to face his past, reunite with his brother and slay Galiel once and for all, but until that day, he is happy just to swim in the hell of war.
As a Planeswalker, Eshek Tain is volatile and a thirst for battle drives him. Merciless and cunning, he's certainly intelligent when it comes to battle even if his recklessness gets him into trouble from time to time. Luckily, he has more than enough skills to help him sort out his messes.
Eshek Tain 2BR
Planeswalker — Eshek (M)
+1: Creatures get +3/-1 until end of turn.
+0: Eshek deals 2 damage to target creature. You gain 2 life.
-X: Put X 1/1 red and black Graveborn Berserker creature tokens with haste and deathtouch into play. Exile them at end of turn.
-4: Untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase.
[2]
Madronic Instigator R
Creature — Human Shaman (C)
T: Target creature attacks this turn, if able.
“Like all depraved, bloodthirsty bullies, the Children of Madronis are deeply concerned that others participate in their fun.” -Eshek Tain
1/1
Cry of Vindication 3WWBR
Sorcery (M)
Destroy all permanents.
“In a world of constant war and suffering, the only true joy is found in the crushing deaths of all who wronged you.” -Eshek Tain
Put to Ruin WBR
Sorcery (U)
Target opponent discards a card then sacrifices two permanents that share a type with the discarded card.
“The choice is yours but your suffering is all but assured.” -Eshek Tain
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
The Merciless Lord of Torture, Permanently Bound To: ">[THE PACK] 11/5/63 - 11/25/09 Goodbye mom, i'll always love you...
Tibalt & His Devils vs. Avacyn's Inquisitors
My EDH decklists
No, probably never. I personally despise custom set art. More often than not, the creator had to plug in whatever he could find that fits, even if the art doesn't have that Magic look to it. Art not made for a set often doesn't gel well. The end result usually distracts and reduces cohesiveness than adds to it.
But I do thank you for your kind words. I spend almost as much time on rounding out flavor as I do on actual design. I'm a writer by nature so I have a keen interest in fleshing things out and giving each set, down to the individual cards, as much life as I can. There's a lot of time and effort there, even in these previews, and I'm glad you like it.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Multikicker (cost):Add a +1/+1 counter to another target creature.
Battlerouse (Whenever this creature attacks or blocks, untap all creatures with +1/+1 counters on them. Add another declare attackers step and another declare blockers step after this one. All creatures with +1/+1 counters on them must attack or block this turn if able.)
Battlerouse X (You may pay an additional X any number of times as you cast this spell. As it enters the battlefield, put a +1/+1 counter on a different creature for each time it was paid.)
Then you can have one or two rousers with the untap ability.
Or:
Battlerouse (Whenever this attacks or blocks, untap each creature with a +1/+1 counter on it. Those creatures attack or block, if able.)
Then you can have creatures enter the battlefield with +1/+1 counters or distribute them as you see fit.
But, if you consider different keywords, I'd suggest one of the following:
Battlestorm (As you cast this spell, copy it for each creature that attacked this turn.)
Battlestorm would go into instants and sorceries only.
Battlecast X (You may cast this spell for X if three or more creatures attacked this turn.)
Battlecast has the advantage of going into any card type.
UR Storm WUBRG Sunnyside Up W Death+Taxes BR 7->0:60 Discard
EDH
GU Vig RWU Zedruu BR Olivia
Play Magic online free with GCCG!
Download it here -- (My Username is ShinkyP)
Trade Thread: Here!
I think this only makes the mechanic unnecessarily wordy and adds complexity rather than streamlines it. Not to mention that following the Shards of Alara style dictates that each shard only gets one major mechanic and this would give Israfiel two.
I think the keyword is alright at this point. It's certainly far more simplistic and streamlined as its predecessor Proselyte without sacrificing much of the original function. It does have two distinct triggers and effects, but where the triggers themselves are simple and consistent (a one time trigger upon entering the battlefield and another at each combat phase) and one effect is arguably very simple (one effect just adds a counter to N creatures, which is really easy to understand and is something I'd consider a basic effect in the game), I don't think the mechanic as a whole has so much going on that it's too much. The only part that has any complexity at all is the effect at each combat phase, which is itself grokkable at least. Though if push came to absolute shove, I would cut the ability in half but I think even that path has its issues.
With the first version, the mechanic is rather bland and not especially evocative of Israfiel or its colors. It just adds counters. There's nothing really new, special or flavorful about that.
With the second version, the ability is certainly far more interesting and unique, but it requires other effects and/or cards to do anything unless the bulk of the cards with the mechanic add counters - which is a bit counterproductive when the adding counters clause was removed from the keyword. I think with this option, the desire to reduce the wordiness of a keyword is at odds with making the mechanic exciting and useful for players.
Both great mechanics (I actually designed battlestorm word for word for another set), but I don't think either really captures the outright carnage of Israfiel. Nor do either really do something new and unique since both are just variants of past mechanics. Which doesn't make them bad mechanics by any stretch, just that I think Shard mechanics need to have a certain level of new-ness to them to really draw attention and impress.
Correct me if I'm wrong, but my understanding was that if the sacrifice clause was based on color discarding a colorless artifact or land would make you sacrifice anything because you can't share a color with something that has no color.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Creature — Bird Soldier (C)
Flying
Whenever a creature you control attacks, it gets -1/+1 until end of turn.
The bannerets cease their screeching warsong only long enough to ensure it will always continue to inspire the battlefield.
1/1
Blind Obedience 2W
Sorcery (U)
Each player shuffles a creature he or she controls into its owner’s library.
Felec followed the angel’s every command, even the one that would prove to be his last.
Caracole W
Sorcery (C)
Target creature gains vigilance until end of turn.
Draw a card.
Cataphract of Jerahm 2WW
Creature — Human Knight (C)
First strike
Whenever Cataphract of Jerahm attacks, you may pay 1R. If you do, put two +1/+1 counters on it at end of turn.
2/2
Cuffs of Heresy W
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block unless it has a +1/+1 counter on it.
The zealots of Jerahm forbid any passage through their territory that does not bear its regal banner.
Darkhold Rebellion XWW
Instant (R)
Put X 1/1 white Dwarf Rebel creature tokens with first strike unto play.
The Rebels of Stonefeet plotted the dwarven uprising of Jerahm, flowing forth from Darkhold and charging to freedom.
Darkhold Uniter W
Creature — Dwarf Soldier Rebel (U)
Creatures you control with +1/+1 counters on them have protection from converted mana cost 3 or greater.
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
1/1
Defier of Madness 2WW
Creature — Angel (R)
Flying; protection from black and from red
“This world has long since succumbed to its own lust for battle, but some measure of hope still rises above the chaos and depravity to lead and inspire.” --Eithne, scout of Jerahm
3/4
Disciple of Zophon 1W
Creature — Human Cleric (U)
1B, T: All damage the source of your choice would deal this turn is dealt instead to target creature.
The mark of Zophon is at once a symbol of justice and a brand of spite.
1/3
Guide of Stonefeet W
Creature — Dwarf Cleric Rebel (C)
T: Target creature you control can’t be blocked by creatures with power 3 or greater this turn.
“Our only hurdle in defying our oppressors is our own timorous servility. Act like a mouse and you will never surpass the cat.”
1/1
Honored Battlebrand WW
Creature — Human Knight (U)
First strike
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
2/2
Israfiel Archmage 2W
Creature — Human Cleric (U)
4B,T: Target player sacrifices a creature.
4R,T: Target player sacrifices an artifact or land.
“Some gods confer not salvation, but desolation.”
2/2
Message of the Holy 3W
Enchantment (R)
Whenever an attacking creature you control dies, gain 5 life.
“You may strike us down, but our resolve will only grow ever stronger!” -Pahalia, almighty avenger
Mounted Longbeard W
Creature — Dwarf Soldier (U)
First strike; lifelink
“Conscripted into Jerahm’s slave-army, Darkhold’s finest soldiers seem utterly wasted as disposable pawns in the city’s pointless crusade. Better they serve their own thirst for freedom.” -Grildwol, Darkhold uniter
1/1
Pahalia, Almighty Avenger 4WW
Legendary Creature — Angel (M)
Flying; vigilance
BR: Pahalia, Almighty Avenger gets +2/+0 and gains first strike until end of turn.
When Pahalia dies, you may pay 1WBR. If you do, destroy all lands.
4/4
Pahalian Harrier 3W
Creature — Bird Cleric (U)
Flying
W, Sacrifice a land: Target attacking creature gets +1/+2 until end of turn.
“Squeeze every last bit of power from this charred earth. Crop shortages will be the least of our concerns if the Children of Madronis are not stopped here and now.” -Pahalia
1/3
Quorum Liege 3WW
Creature — Spirit (R)
Flying
Whenever Quorum Liege would be dealt damage, you may redirect that damage to another target creature you control.
“As long as our word is held, we will persist.” -Quorum of Seven
3/5
Resounding Truth 1WW
Instant (R)
Destroy target attacking or blocking creature.
Cycling 5WBR (5WBR, Discard this card: Draw a card.)
When you cycle Resounding Truth destroy all attacking or blocking creatures.
Righteous Seraph 3WW
Creature — Angel (U)
Flying
Cycling 3WW(3WW, Discard this card: Draw a card.)
When you cycle Righteous Seraph, exile target attacking or blocking creature.
3/4
Roc-Steed of Jerahm 2WW
Creature — Roc (R)
Flying; first strike
The great Kingdom of Jerahm patrols its borders ruthlessly, routing any who dare approach. It’s greatest weapons against attack are its rocs, massive and fierce but trained with the grace to pluck any would-be invader from the field of battle, never to be heard from again.
3/2
Scarlands Crusader 1WW
Creature — Human Knight (C)
When Scarlands Crusader attacks, it gets +0/+3 until end of combat.
The barren wastes stretching between populated lands are pitted with craters and charred by the fires of war. Those that call the Scarlands home are merciless and zealous, lone warriors waging war with any daring to cross their path.
2/2
Scornwraith 2W
Creature — Spirit (U)
Flying; double strike
W, Sacrifice an attacking creature and a land: Put a +1/+1 counter on Scornwraith.
“The Quorum of Seven spent centuries manipulating our world. Now they have found a way to truly touch it.” -Pahalia
-2/2
Scour the Impure 4W
Instant (C)
Destroy all enchantments.
Cycling W (W, Discard this card: Draw a card.)
The Quorum’s orders were clear: destroy everything that would not bear its influence.
Speaker of the Pale Sword 3W
Creature — Human Cleric (C)
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
2/4
Trials of Davaar 1W
Enchantment (U)
Whenever a creature you control is dealt combat damage, you may pay 1W. If you do, gain that much life.
“I will be stronger for your adversity.” -Davaar, angel of contempt
Valkyrie of Salvation 4WW
Creature — Angel (R)
Flying
Whenever a creature you own with a +1/+1 counter on it dies, you may shuffle it into your library instead.
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
3/4
Vindication’s Herald W
Creature — Dwarf Soldier (C)
2W, T, Sacrifice a white creature, a black creature, and a red creature: Search your library for a card named Cry of Vindication and cast it without paying its mana cost. Then shuffle your library.
1/1
Whisper of Waking 2W
Creature — Spirit (C)
Defender
2W: Target tapped creature may block this turn as if it wasn’t tapped.
“Do not mistake the passive for the weak, the Quorum may lack in brute strength, but their age has honed their shrewdness.” -Eshek Tain
0/5
Creature — Gargoyle (U)
Flying
When Bloodcurdling Glider dies during combat, each opponent loses 2 life.
2/2
Brew of Nizroch 1B
Enchantment (U)
B, Pay 2 life: Put a +1/+1 counter on target creature.
“Drink deep of my blood and taste a drop of omnipotence.” -Nizroch, angel of vanity
Cacophony of Injustices 5B
Sorcery (C)
Target opponent discards three cards.
Cycling B (B, Discard this card: Draw a card.)
Justice is a note lost in Israfiel’s chaos.
Corrupted Flesh 1B
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/-1 and can’t block.
Dyrack’s body trembled and twitched, a macabre puppet twisted by a foul puppeteer.
Dawnsbane Thief 1B
Creature — Human Rogue (C)
Protection from white
Jerahm employs magical beacons to keep its walled perimeter alight in Israfiel’s darkness. Some intruders take special delight in breaching these impenetrable defenses.
2/1
Decrepit Recruit 3B
Creature — Skeleton Soldier (C)
When Decrepit Recruit attacks, it gains intimidate until end of combat.
Imperious death barons of the Scarlands animate the carcases of the fallen dead to serve them in vain attempts to conquer neighboring territories. The pathetic raids typically fail, but the barons are never lacking for new recruits.
2/2
Desmodontic Hunter B
Creature — Bat (C)
Flying
B, Pay 1 life: Desmodontic Hunter gets +1/+1 until end of turn. Play this ability no more than twice each turn.
0/1
Dirty Tricks B
Sorcery (C)
Target creature gains first strike until end of turn.
Draw a card.
Dissect 2BB
Instant (U)
Destroy target blocking creature.
Draw a card.
Fearmonger Wretch 1B
Creature — Human Shaman (C)
Creatures you control with +1/+1 counters on them have intimidate.
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
1/1
Hellish Guide 3B
Creature — Spirit (U)
Sacrifice an attacking creature: Target creature gets -1/-1 until end of turn.
“Whether in victory or sacrifice, your service ensures our success.” -Quorum of Seven
2/2
Mindless Brutality 2BB
Enchantment (R)
Whenever four or more creatures attack, each opponent discards two cards.
Stare down odds insurmountable enough and all else will be loosed from your mind in terror.
Profane Messenger 3BB
Creature — Angel (R)
Flying
Creatures with +1/+1 counters on them have first strike and lifelink.
1BB, Sacrifice a creature: Put a +1/+1 counter on target creature.
3/3
Rot-Swarm Elite 1BB
Creature — Skeleton Soldier (U)
Whenever Rot-Swarm Elite attacks, regenerate it.
“The hordes from the West have attacked each night for seventeen days. Though the walls stand and the beacons persist, I am not sure how long Jerahm can withstand such a prolonged assault.” -Harvon, knight-commander
2/1
Shepherd of the Thrall 4BB
Creature — Vampire Cleric (R)
Flying
1BB, Sacrifice a creature: Target player loses life equal to the number of +1/+1 counters on the sacrificed creature. Put that many +1/+1 counters on Shepherd of the Thrall.
Battlerouse 3 (When this creature enters the battlefield, you may put a +1/+1 counter on up to three other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
4/4
Skeletal Axegrinder 1BB
Creature — Skeleton Barbarian (C)
Intimidate (This creature can’t be blocked except by artifact creatures and/or creatures that share a color with it.)
In life, a mindless brute. In death, just more of the same.
3/1
Spiteful Machinations 3BB
Enchantment (R)
Whenever a creature deals combat damage to you, its controller sacrifices a creature, discards a card and loses 2 life.
“Though my armies culled and conquered and my stronghold mere rubble, my defeat is assured. But my will shall be done nonetheless.” -Brigyll, scornful baron
Thresher of Souls 5BB
Creature — Demon (R)
Flying; trample
Whenever an opponent loses life, gain life equal to the life lost. (Damage causes loss of life.)
The few demons that survived Galiel’s centuries-long purge have become masters at ensuring their own survival at all costs.
5/5
Creature — Bird Berserker (U)
Flying
Sacrifice a land: Accipitrine Swooper gains haste until end of turn.
Through the cover of thunder clouds, the swoopers strike with bolts of lightning.
3/1
Bloodmaul Minotaur 3RR
Creature — Minotaur Barbarian (R)
Remove a +1/+1 counter from a creature you control: Bloodmaul Minotaur deals 1 damage to each creature target player controls.
Battlerouse 4 (When this creature enters the battlefield, you may put a +1/+1 counter on up to four other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
5/3
Collateral Destruction RR
Enchantment (R)
Whenever four or more creatures attack, you may pay 2R. If you do, destroy target land.
With armies the size of small nations march, even mountains are trod underfoot.
Crush the Meek 2R
Instant (C)
Crush the Meek deals 2 damage to each creature that did not attack or block this turn
The Children of Madronis suffer little, least of all cowardice.
End of Resistance 2RR
Sorcery (R)
Creatures you control get +2/+0 until end of turn.
Creatures you don’t control can’t block this turn.
Faultrunner Brute 2RR
Creature — Viashino Berserker (U)
Haste
Smaller than the minotaurs and not nearly as plentiful as barbarians, the viashino survived by learning to swiftly traverse Israfiel’s many tectonic defects.
3/3
Fists of Battering 4R
Sorcery (U)
Two target creatures each get +3/+0 until end of turn.
Draw a card.
Headlong Crasher 4R
Creature — Minotaur Berserker (C)
When Headlong Crasher attacks, it gets +3/+0 until end of combat.
“There’s a sense of freedom that comes with abandoning all sense and reason. Such insight is short-lived, obviously, but it is profound.” -Mezoti Azaan
2/3
Madronic Instigator R
Creature — Human Shaman (C)
T: Target creature attacks this turn, if able.
“Like all depraved, bloodthirsty bullies, the Children of Madronis are deeply concerned that others participate in their fun.” -Eshek Tain
1/1
Maniacal Fury 1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +2/+2 and must attack each turn, if able.
Raze-Clan Runner 1RR
Creature — Viashino Berserker (C)
Haste
Raze-Clan Runner must attack each turn, if able.
“Never stop moving and your enemies will be at a loss to hunt you to extinction.”
3/1
Scalding Scales 1R
Instant (U)
Target attacking or blocking creature gets +1/-1 until end of turn.
Viashino blood magic is potent, fast and destructive, mostly to themselves. But as long as their enemies don’t survive, either, the gambit was worth it.
Skyburner Shaman 1RR
Creature — Bird Berserker Shaman (R)
Flying
Whenever Skyburner Shaman attacks, add RR to your mana pool.
When the ground below became too scarred to channel mana from, brazen sorcerers turned their eyes upward.
2/2
Spirited Warcaller 3R
Creature — Human Barbarian (C)
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
4/1
Sway of Brutality 3RRR
Sorcery (R)
Each opponent chooses three creatures he or she controls. Untap those creatures and gain control of them until end of turn. They gain haste until end of turn.
Tauren Javelineer 2RR
Creature — Minotaur Barbarian (U)
First strike
2RR: Creatures you don’t control lose first strike, double strike, protection, lifelink and can’t be regenerated this turn. Play this ability only if Tauren Javelineer is attacking.
3/2
Whip Into Action R
Sorcery (C)
Target creature gains haste until end of turn.
Draw a card.
Zeal of Adiriel 2R
Enchantment (U)
1R: Creatures get +1/+0 until end of turn.
“May that rage fuel your resolve as easily as battle fuels your rage.” -Adiriel, angel of bloodthirst
Angel of Anarchy 2BR
Creature — Angel Berserker (C)
Flying; Frenzy 2 (Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.)
“My father used to pray to the angels to keep us safe from harm. Now I know why those prayers were never answered.” -Eithne, scout of Jerahm
2/2
Cackling Taskmaster 2BR
Creature — Devil (U)
T: Attacking creatures you control get +1/+0 until end of turn.
Sacrifice a land: Untap Cackling Taskmaster.
4/2
Eshek Tain 2BR
Planeswalker — Eshek (M)
+1: Creatures get +3/-1 until end of turn.
+0: Eshek deals 2 damage to target creature. You gain 2 life.
-X: Put X 1/1 red and black Graveborn Berserker creature tokens with haste and deathtouch into play. Exile them at end of turn.
-4: Untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase.
[2]
Servant of Havoc 5BR
Creature — Demon (R)
Trample
At end of turn, sacrifice Servant of Havoc if five or more creatures blocked this turn.
8/4
Darkheart Advocate 2WB
Creature — Human Cleric (U)
Creatures you control with +1/+1 counters on them have lifelink.
Battlerouse 2 (When this creature enters the battlefield, you may put a +1/+1 counter on up to two other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
3/4
Father of Darkhold WB
Creature — Dwarf Shaman Rebel (C)
Protection from monocolored
T: Target creature gains protection from monocolored until end of turn.
“We will hide behind Jerahm’s coattails no longer! If they’ll not see us as valued kin, we’ll show them the error in making us an enemy.”
2/2
Valkyrie's Judgment 2WB
Sorcery (C)
Exile target creature.
“You waste your breath with every word of defiance, waste your form with every act of rebellion. Is it any wonder then, with these blessed gifts so wasted, that I would scorn you justly?” -Galiel
Vision of Impunity 5WB
Creature — Angel (R)
Flying
At end of combat, gain 2 life for each blocked creature you control.
Defy the will of angels and their retribution is as swift as it is absolute.
5/5
Grip of the Valkyrie 2RW
Instant (U)
Play Grip of the Valkyrie only during your declare attackers step.
Return target creature card in your graveyard to play tapped and attacking.
Heavenly Design 4RW
Enchantment (R)
You choose which creatures attack each turn. You choose how each creature blocks each turn.
“I am the conduit by which our Maker’s will is done. He has a plan and I am the instrument that guides the pieces.” -Galiel
Incense RW
Instant (C)
Target creature attacks or blocks this turn, if able.
“In a place where tempers flare and sensibilities are disrespected by the smallest slight, is it any wonder war is the status quo?”
Knight of Bloodscale Kiln 2RW
Creature — Viashino Knight (C)
Double strike
Sacrifice a land: Knight of Bloodscale Kiln gets +1/+0 until end of turn.
“No consequence is suffered when victory is at hand.” -Eshek Tain
2/2
Cry of Vindication 3WWBR
Sorcery (M)
Destroy all permanents.
“In a world of constant war and suffering, the only true joy is found in the crushing deaths of all who wronged you.” -Eshek Tain
Embodiment of War WBR
Creature — Avatar (R)
Lifelink
At end of turn, remove all counters from Embodiment of War and then put a +1/+1 counter on it for each creature that attacked this turn.
3/3
Galiel the Valkyrie 4WBR
Legendary Creature — Angel (M)
Flying, first strike, vigilance
After each precombat main phase there is an additional combat phase.
Battlerouse 1 (When this creature enters the battlefield, you may put a +1/+1 counter on up to one other target creature. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
5/5
Israfiel Charm WBR
Instant (U)
Choose one — Tap all creatures target player controls; or destroy target blocking creature; or creatures you control get +2/+0 until end of turn.
“Progress and growth temper our zeal and passions. Without them, we spiral into chaos and violence without thought or end.” -Audrid Tigan
Pahalian Crusader 2WBR
Creature — Human Soldier (R)
WBR, Sacrifice a land: Exile Pahalian Crusader. Return it to play under your control at end of turn.
Battlerouse 3 (When this creature enters the battlefield, you may put a +1/+1 counter on up to three other target creatures. At the beginning of each combat phase, untap each creature with a +1/+1 counter on it. Those creatures attack or block this turn if able.)
3/5
Put to Ruin WBR
Sorcery (U)
Target opponent discards a card then sacrifices two permanents that share a type with the discarded card.
“The choice is yours but your suffering is all but assured.” -Eshek Tain
Tauren Militant 2WBR
Creature — Minotaur Soldier (C)
First strike
The minotaurs of Israfiel live for battle, childhoods spent training for a life devoted to war.
5/4
Artifact — Equipment (R)
Whenever equipped creature deals combat damage to an opponent, he or she skips his or her next combat step.
Equip 3
Bloodscale Seal 4
Artifact (R)
Whenever an attacking creature you control would die, you may pay WBR. If you do, put a +1/+1 counter on that creature instead.
Hordemaster Maul 2
Artifact — Equipment (U)
Equipped creature gets +3/-1.
At end of turn, if equipped creature didn’t deal damage this turn, you lose 2 life.
Equip 1
Incendiary Outpost 3
Artifact — Fortification (U)
When fortified land dies, it deals 1 damage to each creature without flying and 3 damage to each opponent.
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.)
Mobile Kiln 1
Artifact — Fortification (U)
Sacrifice fortified land: Creatures you control get +1/+1 until end of turn.
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.)
Obelisk of Israfiel 3
Artifact (U)
T: Add W, B or R to your mana pool.
In a world of total anarchy and destruction, the obelisks represent the one token of reverence that none on the plane dare sully. Blood-splattered and fire-pitted, they stand above the din, ancient monoliths to be protected and respected.
Sword of Abandon 2
Artifact — Equipment (U)
Enchanted creature has lifelink and frenzy 2 (Whenever equipped creature attacks and isn’t blocked, it gets +2/+0 until end of turn.).
Equip 2
Bloodstained Barracks
Land (U)
Bloodstained Barracks comes into play tapped.
T: Add W, B or R to your mana pool.
On Israfiel, home is where you can wash the blood off, bury fallen comrades and sharpen your weapon for the next assault.
Crucible of Covenants
Land (R)
If Crucible of Covenants is in your graveyard, lands you control have “T: Add W, B or R to your mana pool.”
Israfiel Panorama
Land (C)
T: Add 1 to your mana pool.
1, T, Sacrifice Israfiel Panorama: Search your library for a basic Plains, Swamp or Mountain card and put it into play tapped. Then shuffle your library.
Though the view offers only more visions of war’s devastation, higher ground is still worth something in Israfiel.
Jerahm, Crown of Ardor
Land (R)
T: Add 1 to your mana pool.
WBR, Sacrifice a land: Put a +1/+1 counter on each creature you control. Those creatures attack this turn, if able.
Pitscrap Battlefield
Land (U)
T: Add 1 to your mana pool.
2, T, Sacrifice a land: Destroy target blocking creature.
In a land of persisting war, sometimes the ground itself will kill for a little peace and quiet.
Sanguine Barrens
Land (C)
T: Add 1 to your mana pool.
When Sanguine Barrens dies, it deals 1 damage to target creature. You gain 1 life.
Thanks for reading!
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Accipitrine Banneret: Huh, your attacking cretaures get weaker. Sure, they're more resilient, but I'm not sure this is a good idea. Perhaps this creature only? Ah, I see this interacts with Battlerouse in an interesting way.
Blind Obedience: I like this one. Funny how it's so close to Innocent Blood in some ways.
Cataphract of Jerahm: Nice RW enabler, like the Ravnica creatures (Ordruun Commando, etc.).
Cuffs of Heresy: Interesting. I suppose +1/+1 counters will be prevalent enough not to make this a massive pain in the neck?
Darkhold Rebellion: Seeing costing with X1 really bothers me. You could probably make it either XWWW or xWW without changing the power that much.
Darkhold Uniter: Seems really good, especially once you get a counter on him. I might even drop Battlerouse for this guy.
Defier of Madness: Kind of strong, with protection from the most common removal colors.
Guide of Stonefeet: Strictly better than Goblin Tunneler, and not by a little. Don't care for that. Odd name, why not Stonefoot Guide?
Israfiel Archmage: Very strong repeatable card advantage. Way over the line at the given costs, I'm afraid.
Message of the Holy: Love it, weenie rush for massive life gain. Counterattacks? Who worries about those?
Mounted Longbeard: Two keywords on a 1/1 for 1? Well, I suppose there are better one drops (looking at you, Nacatl).
Pahalia, Almighty Avenger: Not bad, though I'm thinking there's a disconnect between her abilities. First strike is so it can kill creatures in combat without dying, and a 6+/4 with first strike is going to kill almost anything, but you have a death trigger on it as well?
Pahalian Harrier: Seems red, not white. Since when does white do land sacrifice? Otherwise a fine card.
Quorum Liege: Nice. Unique ability, can't say I've seen this before.
Righteous Seraph: I feel I'm going to use the exile ability almost as much as the creature. Not sure if that's good or bad.
Roc-Steed of Jerahm: Boring rare beater for limited. Why? Flavor is great, though.
Scarlands Crusader: Cute, will rarely die on the attack.
Scornwraith: What's going on here? Truely bizarre for white, and odd in black and red too.
Scour the Impure: I like this a lot better than the recent globabl enchantment wipes.
Trials of Davaar: I'd make it a flat life gain, it could get absurd chumping fatties. Maybe 3-4 life or so.
Valkyrie of Salvation: Change the wording to “you control and own” or just “you own,” doesn't work with Mind Control effects otherwise. Really like it otherwise.
Vindication’s Herald: I like the difference of searching a spell instead of playing a creature from the Alara Shards. Looking at Cry of Vindication, sacrificing the creatures isn't in any way a drawback though.
Brew of Nizroch: Nice.
Cacophony of Injustices: Doubt the usefulness of this card, but nice use of cycling.
Corrupted Flesh: Not bad, could see it occasionally used on your own creatures if you desperately need the power boost.
Desmodontic Hunter: Not sure you need the life payment on this.
Dirty Tricks: Could easily have been red or white instead, black doesn't get first strike as often. Not a problem, though.
Fearmonger Wretch: Fear? Seems very strong with Battlerouse, they'll likely be unable to block any of your things, and you can alway untap for the block.
Hellish Guide: Okay. Pretty sure you can activate this even after damage has been dealt.
Mindless Brutality: Nice, though both the cost and the trigger numbers could stand playtesting. Not sure if it's any good at the moment or sickeningly good.
Profane Messenger: Seems more vampiric than angelic, but digging the corruption flavor anyway.
Rot-Swarm Elite: Really, really good. Maybe up the cost to 1BB.
Spiteful Machinations: Ouch? Nasty against aggro if you have some lifegain to support getting hit occasionally. Plays well with Battlerouse IF you only put the counters on your opponent's creatures.
Thresher of Souls: Ah, now this is a demon. Combo with Sanguine Bond.
Accipitrine Swooper: The land sacrifice them really works better in the red part of the wedge. Nice here.
Bloodmaul Minotaur: Wow, way to break a board stall. Oddly, plays really well with Graft from Dissension (like a lot of these other counters mattter cards).
Collateral Destruction: This seems pretty balanced, but nasty if you can keep up the pressure.
Crush the Meek: One of my favorites, just so clever and useful while being so simple at the same time. It might work during the declare attackers step to only hit your opponents? Not sure how the timing would work.
End of Resistance: Game ending, and probably too good. A red Overrun style card for less, with no way to kill the creatures in combat?
Faultrunner Brute: I wonder why WotC doesn't print this more often. Might be able to be a common.
Fists of Battering: Not bad, probably very strong.
Headlong Crasher: For 3RR, red gets Frost Ogre. Give it +4/+0?
Madronic Instigator: Nice. Fun in multiplayer, since you don't have to be the target of the attack.
Scalding Scales: Way weak, and overcosted. Make it +3/-3 or make it cost R.
Skyburner Shaman: Nice card, I hope red can see this effect in print at some point.
Sway of Brutality: This is different from Insurrection so infrequently you can just reprint it.
Tauren Javelineer: Interesting activated ability, though I think it shouldn't touch protection. Intriguing, at the very least.
Zeal of Adiriel: Compare to Captive Flame. I suppose opponent's creatures getting buffed balances it.
Cackling Taskmaster: Nice design, but opens the door for blowouts by sacrificing every land you have. Maybe drop the untap function and increase the power boost?
Eshek Tain: Well, not bad as planeswalkers go. Four abilities is tricky to balance, and the +0 destroys weenies decks completely.
Servant of Havoc: Interesting, funny how it blows up from a fight between two opponents in multiplayer.
Darkheart Advocate: This is the +1/+1 counter support that makes me want to play with Battlerouse.
Valkyrie's Judgment: Nice. Not the most powerful white black removal ever, but nice.
Vision of Impunity: Add blocking creatures to that, makes it better.
Grip of the Valkyrie: Nasty good reanimation card, should probably increase in cost to 3RW.
Heavenly Design: Oh god, Master Warcraft every turn! It reads: “Creatures can't attack you, and creatures you control can't be blocked. Also, the real fun starts in multiplayer.” I would literally slap any of my friends in the face who brought this to the table in multiplayer casual. At the very least, it needs to be more color intense.
Incense: Not too bad, but not too strong.
Knight of Bloodscale Kiln: This I like better than Cackling Taskmaster from above.
Cry of Vindication: If there was ever a color combination that would deserve the text “Destroy all permanents,” it's WBR. Nice choice here.
Galiel the Valkyrie: Woo combat. Not that innovative, but quite powerful.
Israfiel Charm: Where's the black here? I see two white abilities and one red one.
Put to Ruin: Nasty card, don't discard a land! Love it.
Bloodscale Seal: Does this work? I'm not sure. Lethal damage might still be marked on it, -x/-x effects, etc.
Hordemaster Maul: Nice drawback.
Incendiary Outpost: Given all of your land sacrifice effects, this might actually work. I'm impressed, first time I've seen fortifications do anything.
Sword of Abandon: Not that strong?
Bloodstained Barracks: Nice name for it.
Crucible of Covenants: Probably too easy to get it into your graveyard in this block. Not bad otherwise.
Jerahm, Crown of Ardor: Forces Battlerouse onto your creatures if you control one with it. Should probably tap as part of the cost.
Pitscrap Battlefield: Trading lands for creatures may or may not be worth it, so this is probably fine.
Sanguine Barrens: Only creatures use the text dies, everything else still uses “put into a graveyard from play.”
Since you were so great to take the time, so will I!! A bit of MaRo-esque design stories and a bit of card fixing!
I wanted there to still be a bit of the careful, stalwart white that we're used to seeing amidst the gung-ho zealous charges. In this case, the Banneret doesn't punish you for attacking but it does add a bit of cushion to the butts of your guys which is a small, but not insignificant thing. Particularly since black and red are far more known for having high power and low toughness, this is white smoothing out its shard bedmates. But as you astutely pointed out, this also plays alright with battlerouse - the -1 on power is negated and it also acts as a bit of a safety net should any of your fragile utility creatures get caught up in battlerousing in a mirror.
Just a middling little common trying to get you to think harder about combat without breaking the wheel. It both aids and in some ways contradicts the shard's combat first theme.
I like the idea of showing how the influence of the enemy colors creates a subtle shift in the primary. In this case, the allusions to spells like Innocent Blood were intended. The card is still very much white, but designed to evoke cards from black.
Each shard gets a couple of these, cards that work well on their own but get a bit better by also playing with an enemy. It also adds a bit of inter-Shard smoothing (the Cataphract also sits just as well in a RWU deck).
A solid quarter of the shard deals in +1/+1 counters. Incidentally, in this 5-part set, the other four parts don't deal so heavily with +1/+1 counters, making this a card that works well on interlopers.
Done!
He was my keyword-pushing uncommon. A good thing to remember is that removal costing 2 or less isn't hard to come by though he will obviously outclass most creatures in his low cost range weak point. But he has the added flexibility of being able to do a lot of tricky things between battlerouse and his protection ability. His flexibility made me want to cost him at 1W, but I felt it was okay to push him at the cheaper cost.
Oddly enough, you drew my attention to this card, which is sharing a bit too much space with the Roc. I'm changing its cost to 2WWW. I think the added color weight justifies the protection against the rest of the shard and the higher cost in general gets off of the Roc's toes and befits the 3/4 body better.
It's a fair bit different since it still allows 1/Xs and 2/Xs to block your creature (which is just shy of 30 creatures in this one shard) whereas the Tunneler makes a small guy outright unblockable. Though this does have the added trick of making fatties only able to be chumped.
Upped both abilities to 4N. I think 5N might put them over the line into junk.
The idea here is that white isn't quite as careful and methodical as it usually is. But there's still an undercurrent of "don't hurt my guys!" flavor that white loves to indulge in.
On its own, Longbeard here isn't really much to look at, to be honest. Even in Limited, he's alright for filler but hardly a champ. And yet I can't help thinking that there'd be times where he'll kill a few X/1s and maybe swing unblocked enough to cause an 8-point life swing.
Battlerouse makes him a bit of a beast.
I like to think of her as a modal creature. One mode is a 6+/4 flying bomb, the other is as a kamikaze. Just leaving that mana open can give an opponent fits trying to figure out what you're going to do with her. It creates a tension. The abilities do play against each other, but they aren't exclusive. And 8/4 dies to removal just as well as a 4/4 and her death trigger can still go off regardless of how pumped she is. She also plays well on the other end, swinging large and then dying on defense (or dissuading attacks that might kill her), which in 1vs1 will get you the potential first land drop after the bombs drop.
Think of her like that guy in a Mexican standoff holding a grenade - that guy is going to do what he wants and if you kill him, everyone is screwed.
The first time lands were a significant focus of a set, white had a handful of cards that sacrificed lands for quick effects. I think it's alright in small doses if the set is oriented towards land sacrifice. In this case, think of it as white making a bittersweet sacrifice of the few to ensure the victory of the many. Flavored in that respect, I think a light amount of sacrifice is alright in white.
On Israfiel, white is learning it can indulge in selfishness from time to time, a trait exemplified by the spirits of the Quorum of Seven. War has resulted in a lot of dead inhabitants, seven very powerful spirits from Israfiel's past have banded together in an effort to consolidate power and one day be able to cross back over to the material world. They and their minor spirit agents have mostly been relegated to being intangible beings only able to interact with Israfiel's physical world through coercive speech and such. But they've recently been able to gain small, temporary footholds in the material world.
And they aren't going to let silly things like physical damage interrupt them now.
It's very good. It plays into Israfiel's themes of pitching the less useful to gain a more solid advantage and it doubles as a decent beater if you're lacking.
It also lends a minor hand to another shard and its theme should the two planes ever mix.
I think the occasional random efficient rare beater is a safe throw-in to remind us that not everything needs to be complex. Which is an important counterpoint in this shard, where a lot of the rares are skewing complex or wordy.
It's that pesky Quorum again. In this case, this agent's bitterness is leading it to sacrifice bits of the material world in order to manifest itself more fully.
It's wacky and unusual and could in fact be powerful with the right help.
I think cycling is great for situational cards like this. Pretty basic, but good utility.
I think being largely defensive in nature gives it a bit of latitude to be ridiculous in select circumstances. Especially given that you need to pay mana and the result is only life, which most players would consider a minor benefit.
Good catch! Changed!
That was intentional. Think of this as a panic button. A hasty attack looks like it'll go south? Sacrifice the guys you were going to lose anyway and reset.
Again, cycling provides flexibility to otherwise situational cards.
Again, flexibility is great when it comes to minor effects. This card does a lot: removal, a pseudo-Pacifism, a boost for your guys, etc. Handy, especially in Limited.
Well, it's a bat. I figured with white and black gaining a lot of life together, it'd be nice to have some minor outlets for the abundance of life.
I like the notion here that since it's chilling with white and red, black in Israfiel is a lot more used to first strike and more willing to capitalize on its tertiary status with the ability.
Part of a 3-part common cycle with Caracole and Whip Into action, as well.
Neat fact: each shard has it's own 3-card cycle at common to highlight various themes. Wujal has its storm-finity (this casts 1 less for each spell you cast this turn). Israfiel has these cantripping combat tricks. The rest have yet to be seen.
I like intimidate, but Fracture was designed to emulate Shards, so I wanted to evoke a bit of that time. Of course, as time went on, some bits of intimidate fell in and not all of fear fell out. I'll fix that.
I thought so, too. A bit of black spite.
It relies rather heavily on other cards to do anything, hits late enough that even when it could activate there may not be a hand to hit, etc.
The angels of this set are more akin to Revelation/Norse style angels: uncompromising warriors. So imagine what they become when corrupted. Ruthless, sadistic and merciless. If victory means ripping out a few hearts and feeding them to the remainder of your army to empower them, then that's a cost worth paying.
Also, disgusting with battlerouse.
You think? Okay.
It's a savage twist on No Mercy, Israfiel style. On a plane dominated by war, it's understood that you'll be hit a few times. Black wants to make that such for the aggressor.
Demons are in short supply, but like the flavor text indicates, the few that exist are awesome.
Thanks.
It's also a free 4-point Simoon if you need it. Hence the rarity since it'd be a bit swingy at anything less. I felt like pushing Minotaurs, and here they're often game-winners on their own or with a crowd.
Exactly the idea.
You're right, it needs a timing restriction. Suggestions?
Perhaps "Creatures you don’t control can’t block this turn unless their controllers pay 1 for each blocking creature." ?
Dunno, seemed simple enough to me.
I dunno, I kind of like that it's not as good as it can be. It's really just Limited filler.
It's a really simple, but dynamic card. It does a lot without doing much.
I think any swing bigger than +1/-1 would make it feel too black, despite red's history with the mechanic. Keep in mind, this can double as removal without damage in red.
I don't know why it hasn't. Though it felt an obvious fit here. Promotes both attacking and combat tricks.
You think?
I feel like if red has been dealing with white practically exclusively for this long in an isolated way, it would start developing ways to deal with white's frequent defenses against red. And situational protection removal feels red, it's forcing someone to stop hiding behind fancy defenses and fight honestly, mano a mano.
Red wants everyone to party as hard as it does.
I think that sort of "all the eggs in one basket" thinking is perfect for black-red, especially with neither blue nor green around to temper those crazy impulses.
He originally lacked that ability. I added it on when I realized he needed to be able to defend himself a bit better (Eshek is a battle-hardened Minotaur after all). And if he's relying on the +0 to survive a weenie rush, he's only getting one of them at a time and at 2 loyalty, that would do him much good for long.
Tough, fickle and chaotic - black-red in a nutshell.
Good. I like seeing that a keyword would at least be tested with for play.
Exactly as it should be.
I tried to resist playing with very much in the way of rewarding blocking here. I don't discourage it, but surviving an attack by blocking is its own reward on Israfiel. Black in fact doesn't care if you block at all, actually. And red rarely gets a chance to since its guys are too busy being tapped from attacking. This card is about discouraging blocks, not rewarding them.
I think its combat slant keeps it from being overpowered at this cost, though it is good for throwing off combat math by a wide margin with the sudden reintroduction of a dead fatty.
Hahahaha, I knew this would be a card to irritate. What do you feel is a more appropriate cost?
Perfect.
I do worry that a double striker at common with a personal pump ability is a bit much.
Thank you. In lieu of Ultimatums and the Heralded mythic creatures from Shards, I decided to mix it up. A few shards still have creatures and one has an enchantment. It was my way of honoring a cycle while at the same time doing something new with it.
She's the poster-girl for the theme. Attack and don't quit. Ever.
In my mind, all the abilities are a bit colorbled. The second one is the one most clearly black, but the other two are things black has done from time to time to varying degrees. Meanwhile, white is mostly the first but with obvious ties to the second, and red is mostly the third with a small bit of claim over the first two. Honestly, these three colors overlap a lot, especially where combat is concerned.
Indeed. It solves a very common problem with discard: that of typically hitting a land. White and red aren't going to let that be an easy out.
Should there be a "remove all damage and counters from it" clause to make for sure?
Thank you.
And flavorful, too, given that Israfiel features more temporary outposts and shelters than permanents settlements.
I like that it's simple, and yet plays really well with Valedon.
Thank you! I love the flavor.
I'm completely okay with that since you need to get it in the graveyard to do anything and even then, it only smooths out the mana you were likely already fixing with other means.
I don't think a tap is strictly necessary since the cost is so color intensive it probably won't be used more than once or twice a turn save for the late game.
Cool.
Really? Crap!
Anyway, thank you very much for all your time and thought. It's really great of you. I'm glad you liked a lot of what you saw.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
@Darkhold Uniter: Point taken. Well, if it were ever to be printed, playtesting would tell for sure if it was actually a problem or not.
@Defier of Madness: With increasing the cost I'd also increase either power or toughness by 1, your choice. Serra Angel looks about equal compared to this card otherwise. I like the idea of a 3/5, since it can defy the madness of bigger white, blue, and green creatures too then, and makes it even more different from the Roc.
@Guide of Stonefeet: Well, I do believe I fail at basic reading comprehension. Nevermind my criticism about strictly better. Still think it should cost the same, though.
@Pahalia, Almighty Avenger: Okay, good explanation. You've sold me enough on the death trigger I won't say anything else about the card.
@Pahalian Harrier: Prophecy and Exodus were a long, long time ago. Hey, precedent is precedent, go ahead.
@Quorum Liege: Like the flavor, a lot.
@Roc-Steed of Jerahm: No, not everything needs to or should be complex, but this is a bit too plain. Assault Griffin and Cloud Crusader are common, this is hardly different.
@Scornwraith: Speaking of complex... wacky and unusual is right. Not convinced double-strike is helping the balance, it makes it so turning it on has to be more work, which makes it useless in more cases.
@Trials of Davaar: Hm, point. Most really worrisome things have evasion or something else that makes them the problem, Consecrated Sphinx being worse to face down than Krosan Cloudscraper if you can chump for a few turns to topdeck removal.
@Desmodontic Hunter: Compare [card]Vampire Bats[/cards]. Same offensive potential without lifeloss. How often you going to block with that anyway? Wait a sec, I think just proved you right, life payment being the cost to block effectively.
@Dirty Tricks: Yeah, saw the cycle. I like the idea of the cycle. Could have been deathtouch if you wanted to push the powerlevel some. Anyway, if they invent three-color hybrid mana symbols, this gets one.
@Rot-Swarm Elite: Well, a 2/1 that you can throw at the opponent every single turn and never have to worry about it dying except for red burn? It's like Bloodghast, but at common!Yeah, I think it should be 1BB.
@Thresher of Souls I really hope WotC prints this, it'd be so much fun in casual. Actually, could make a decent mythic if you wanted.
@Bloodmaul Minotaur: Yeah, I got the Simoon part. Could be as nasty as a one-sided Blasphemous Act is likely to be, hence my comment on how well it breaks a board stall. Are you sure the ability shouldn't cost mana to activate?
@Crush the Meek: Maybe “Can't be cast during the combat phase”? That's awkward, though, and ruins the relatively simple card text. Making it a sorcery might work if you reduce the cost at the same time, but that dramatically changes the card. Don't know...
@End of Resistance: Make them sacrifice a land for each creature, jack the cost up to 3RR or maybe 2RRR. Bringing the war to the opponent on all fronts.
@Scalding Scales: maybe +2/-2 then? Flowstone Strike is a terrible card, but this is strictly worse.
@Skyburner Shaman: Well, Radha, Heir to Keld exists, but it's a shame Wizards hasn't spread it around a bit.
@Sway of Brutality: Yeah, I do think Insurrection is worth the reprint in this slot. Reasons: First of all, this is a nasty, nasty effect, higher cost helps people deal with it better. Secondly, it's usually a bad idea of have too many creatures in play since it opens you to get blown out by the sweeper (Wrath, etc.), token swarm decks excepted, and so opponents will often not have more than three creatures in play. Thirdly, with Battlerouse, you'll be able to force their small creatures to attack into a trap and die, so they won't have weenies to pawn off on you intead their heavyweights. Might as well go whole hog, since it'll be there anyway. Did you decrease the cost? Could have sworn it cost 7 yesterday.
@Tauren Javelineer: That logic's awfully close to the logic that says the black spell “Choose target creature. Its controller sacrifices it” is okay so you can get around indestructable and shroud/hexproof. Protection is on cards for a reason, lets not go into a counter-mechanic arms race. Something to keep in mind.
@Cackling Taskmaster: All the eggs in one basket fits black-red all right, but spreading turn 5 blowouts everywhere isn't a good idea either. Two 1/1s, this guy, sac 5 lands: 5+5+8=18 damage.
@Vision of Impunity: So in other words, Battlerouse makes you go all in, and this guy rewards that? It only works if they're still alive, though. Somehow I think it's not going to trigger that much, and suggested blocking in order to make it more useful than a 5/5 with flying with gain 2 life a turn.
@Grip of the Valkyrie: For a bit more set up (it's really easy to get a card into the 'yard if you want too), you get Through the Breach and don't have to ditch the creature at end of turn. Cheating in the attack can be a really big deal (Rakdos the Defiler: You skip the sacrifice trigger), and you were probably going to attack with that creature anyway. You saved a turn of waiting and a chance for them to find removal.
@Heavenly Design: This is like Blazing Archon, trading a 5/6 flying beatstick for all of your creatures being unblockable, plus some. Careful with that costing, man. I'd say 4WWRR and still be worried, more like 2WWWRRR, if I even wanted to print it (I don't). Did I say “fun in multiplayer”? I meant “make your friends consider never playing with you again for being a prick.” At least red might be able to burn the Archon and black could kill it, now black and red are hosed unless they can dig up enough damage to the dome before they die in a few turns.
@Knight of Bloodscale Kiln: Common? I missed that. Not a common, unless you add an activation restriction of once per turn (see Akki Avalanchers, Viashino Slaughtermaster). Strong card in any case.
@Israfiel Charm: I count 10 black cards with some way to tap enemy creatures. Stabbing Pain (secondary effect), three cards from Planar Chaos, and some really, really old stuff (Ice Age cards, Mirage/6th, Legends). Black destroys creatures, but doesn't usually limit itself to blocking ones (Knight of Dusk is the only one newer than ten years old). Nocturnal Raid I'll give you, but red has gotten at least one card that buffs the power only of all creatures you control every block since Odyssey. Are you sure you don't want a blacker ability on that?
@Bloodscale Seal: Add “and regenerate it”? Still doesn't work on Terminate, etc., or the -x/-x effects. Maybe “Whenever an attacking creature you control would die, you may pay WBR. If you do, exile that creature you control, then return it to the battlefield under its owner's control with +1/+1 counter on it.” It's the only thing I'm sure keeps it from dying, but triggers some abilities as well.
@Crucible of Covenants: Point taken. Maybe let it tap for 1 in addition to the ability, since it's useless until it gets there?
@Jerahm, Crown of Ardor: Okay, point taken.
@Sanguine Barrens: Yeah, see Oracle text of Ichor Wellspring. I really wish there was a way to condense that text about other permanents. Starting to wish that they could condense “enters the battlefield” into something shorter, too, I've gotten used to “dies” as a spacesaver designing my own cards.
At some point I'll make it over to the other wedge you've posted and do a similar review of it. No guarantees when, I'm about to get quite busy for the next couple of weeks.
Also that Demon should not exist. Maybe reword it to, since this is such a combat oriented set: Whenever an opponent is dealt combat damage, you gain that much life. And make it mythic.
But other than that, excellent.
This is a common misunderstanding. When a card says "Regenerate something" it means: "The next time something would die this turn, instead tap it, remove all damage marked on it, and remove it from combat." You may or may not have heard of the term "regeneration shield", but it stems from the fact that even if you use a River Boa's regenerate ability during your main phase, if it didn't use up its shield, you could still attack with it.
Defier of Madness is now a 3/5.
The Roc-Steed and Scornwraith have swapped rarities. Roc-Steed is now an uncommon and Scornwraith is now a rare. I felt that obvious complexity/oddballness issues demanded the swap.
Rot-Swarm Elite now costs 1BB as suggested.
Bloodmaul Minotaur now also requires 1R to activate its Simoon ability.
Sway of Brutality is out, Insurrection is in.
Scalding Scales now gives +2/-2.
Cackling Taskmaster now reads:
",T: Attacking creatures you control get +1/+0 until end of turn.
Sacrifice two lands: Untap Cackling Taskmaster."
I feel the cost is now steep enough that even at turn six, the best you're likely to produce is +4/+0.
Grip of the Valkyrie now costs 3RW.
Heavenly Design now costs 2RRWW and has the following line of text:
"At the beginning of your upkeep, sacrifice Heavenly Design if you control three or fewer creatures."
That now gives a suitable out for most decks.
Knight of Bloodscale Kiln can now only activate its ability once each turn.
Is there anything else that needs significant addressing?
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
If you want to ignore booster draft, why include limited folder ?
I really, really like your design style, just trying to figure out how the set as whole works.
BGU Control
R Aggro
Standard - For Fun
BG Auras
So, essentially, each fragment gets its own boosters and sealed packs containing only cards from that fragment and Limited/Sealed would involve choosing a fragment and only getting relevant packs. Draft itself could be a little more random, with packs of various fragments getting drafted. But the overall idea is to keep the fragments' cards as separate as possible to reflect flavor. Obviously not something WotC is prone to do (though Mirrodin Besieged set a bit of a precedent), but something I could do for a homemade set.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains