The five demi-planes of Maksura (Valedon, Israfiel, Paladris, Amduat and Wujal) have lived independently and with no knowledge of the others' existence for centuries. They've all grown adapted to their own unique circumstances and have thrived despite each one being devoid in two colors of mana. Valedon has become a mist-chocked world of cunning predators, Israfiel has become a charred world of never-ending war, Paladris has become a snowy world where art is key to success, Amduat has become a depressed world where new life is impossible and only tenuous life magics stave off extinction, and Wujal is a vibrant world where nature resists all attempts to be controlled and studied.
But now, those five worlds are colliding. Each world's inhabitants are witnessing strange new sights in the distance as their world begins to merge with those it borders. Israfiel's warlords are turning to Amduat and Paladris for new conquests, Wujal's scholars are sending scouts to Valedon and Paladris to understand these new worlds, etc. Conflict is inevitable as civilizations divided by many years of isolation are now confronted with one another.
Five Worlds. One War.
Concentrated Glare :3mana::symw:
Enchantment (R)
Domain — Creatures can’t attack you unless their controller pays X for each creature he or she controls that’s attacking you, where X is the number of basic land types among lands you control. The few can never subvert the will of the many.
Global Ruin :4mana::symw:
Sorcery (R)
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. The further the valkyries soared across the new worlds, the more they knew their work on Israfiel was only the beginning.
Aloomban Radical :2mana::symu:
Creature — Vedalken Wizard (U)
:symw::symu::symb::symr::symg:: Until end of turn, Aloomban Radical becomes an Elemental, gets +2/+2 and gains flying and lifelink.
2/2
Skeptical Response :1mana::symu::symu:
Instant (U)
Counter target spell unless its controller pays its mana cost. “You may believe in a higher power, but I believe that it’ll take more than a miracle from an imaginary deity to best me.”
Vedalken Animist :5mana::symu:
Creature — Vedalken Rogue (C)
:2mana::symr::symg:: Other creatures you control get +2/+2 and gain trample until end of turn. “We have Valedon closing in on us from one side and Paladris from the other. Now is not the time to quibble over resorting to barbaric means to defend ourselves, Dewain!” -Hylindra, vedalken animist
3/3
Stolen Vitality :2mana::symb:
Sorcery (C)
Stolen Vitality deals 3 damage to target blue or red creature, you gain 3 life. Starved for new sources of lifeforce for their dark arts, the necromancers of Amduat turned an eager eye to the vital worlds of Valedon and Israfiel.
Waking Nightmare :2mana::symb::symb::symb:
Enchantment (R)
At the beginning of each player’s upkeep, that player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. Then all creatures he or she controls gain haste until end of turn.
Devastate :3mana::symr::symr:
Sorcery (U)
Destroy target land. Devastate deals 1 damage to each creature and each player. “I’m willing to kill for power. Convenient, then, that you’re eager to die for your cause.” -Paimonia, angel of ambition
Scattersheen Bard :3mana::symr:
Creature — Human Rogue Bard (C)
:symw::symu:: Counter target spell if it targets Scattersheen Bard. For the first time in centuries, attacks more damaging than biting critiques were leveled at Paladris’ many bards. But lifetimes of weathering the latter prepared them well for the former.
4/2
Intrepid Hunters :4mana::symg:
Creature — Elf Warrior Rogue (R)
Domain — For each basic land type among lands you control, Intrepid Hunters has landwalk of that type. “Adaptation is our way of life, we will infiltrate these new worlds as easily as we did the Gredendt.”
3/4
Apophisian Outlander :symw::symb:
Creature — Thrull Rogue (C)
Protection from blue Magics concocted for deception and illusion have little use against minions created to be mindless.
2/2
Intense Scrutiny :symu::symu::symr:
Instant (U)
Counter target spell. Intense Scrutiny deals 2 damage to its controller. “I’m not disappointed that you made the mistake, I’m disappointed that you needed me to tell you not to do it again.”
Banished Lifespeaker :2mana::symb::symg:
Creature — Troll Zombie Shaman (R)
Whenever a creature regenerates, target player loses life equal to that creature’s power and you gain life equal to its toughness.
:1mana:: Regenerate Banished Lifespeaker.
3/3
Glittering Shrike :3mana::symr::symw:
Creature — Bird (U)
Flying; haste
Attunement — When there are three or more spells or abilities on the stack, Glittering Shrike gains protection from the color of your choice until end of turn.
4/1
Jhixian Interloper :symg::symu:
Creature — Kor Pirate Rogue (R)
Whenever Jhixian Interloper attacks and is unblocked, reveal the top card of your library. If you reveal a creature card this way, Jhixian Interloper’s power and toughness become equal to the revealed card’s power and toughness until end of turn.
1/1
Horizon Elemental :symw::symu::symb::symr::symg:
Creature — Elemental (C)
Protection from monocolored Upon the brink of the Convergence was the Great Horizon, the space in the Blind Eternities where the five fragments of Maksura met for the first time in a millennium in a swirling vortex of mana.
6/6
Inkshell Honorguard :1mana::symb::symg::symw:
Creature — Insect Warrior (U)
Lifelink
:symtap:: Inkshell Honorguard and target creature fight. (Each deals damage equal to its power to the other.) “to gaze into the honorguard’s shell” -Apophis saying meaning “to make a deadly mistake”
3/5
Stormwake Vindicator :symr::symw::symu:
Snow Creature — Elemental Bard (U)
Haste, vigilance
Whenever a spell you control is countered by a spell or ability, you may cast Stormwake Vindicator without paying its mana cost.
3/4
In general, I think you hit the right power level for each of these cards. Nice job!
I feel like domain rather undermines your whole wedge theme, here. One of the big things that Alara block got wrong, IMO, was pushing the 5-color theme too hard, too soon. The five individual wedge themes should dominate in set #1.
It's really important that each of the wedges have a sense of identity. Again, Alara only got about half the way there on this. You should be able to pick up any individual card and identify the wedge to which it belongs.
I see at least one super-monocolor spell in this bunch. A (very) small amount of these are OK for contrast purposes, I guess, but a spell with a BBB mana cost feels out of place around a ton of spells with UBR mana costs.
Some card-specific comments:
Stolen Vitality - I'm not loving color hosers at common.
Vedalken Animist - I'd rather see the body cost a reasonable amount and the activated ability be laughably expensive, rather than the other way around. I would go nuts staring at this thing in my hand for six+ turns.
Glittering Shrike - Attunement feels borked. I think that it should trigger at two spells, not three. It's certainly not OP'd, in this case. I assume this is from your RWU wedge?
In general - interested in seeing where you take this.
In general, I think you hit the right power level for each of these cards. Nice job!
I feel like domain rather undermines your whole wedge theme, here. One of the big things that Alara block got wrong, IMO, was pushing the 5-color theme too hard, too soon. The five individual wedge themes should dominate in set #1.
It's really important that each of the wedges have a sense of identity. Again, Alara only got about half the way there on this. You should be able to pick up any individual card and identify the wedge to which it belongs.
I see at least one super-monocolor spell in this bunch. A (very) small amount of these are OK for contrast purposes, I guess, but a spell with a BBB mana cost feels out of place around a ton of spells with UBR mana costs.
1) Thanks!
2) The individual wedges were the focus of set #1 (which was really five mini-sets that function as one large set, but that's semantics), Collision is my answer to Conflux. Which is why there's a slight 5-color theme. It's the representation of the five fragments embracing the new (to them) colors of mana available to them as well as the vibrant Horizon forming as the five fragments come together (my answer to the Maelstrom).
3) Unfortunately, a significant aid to this (art) isn't a factor here so a few cards aren't easily linked with any one fragment. That said, mechanics, flavor, naming and creature types (since some types are native to only one fragment) make most of the cards easily linked to a wedge.
4) There are only two such cards in all 145 in the set (the other is a green creature). I like the contrast and I think it offers a powerful allure in deckbuilding when you have a powerful card but with a manacost that you may need to stretch to accommodate. Luckily, a lot of Collision's mana fixing produces any color which helps stretch to both UBR as well as BBB.
Stolen Vitality - I'm not loving color hosers at common.
I'm less worried about them in an environment where a lot more cards than usual can be affected (because of higher volumes of gold cards, Stolen Vitality hits a higher number of creatures, for example). Plus, none of them are massive wallops. This is likely the most crippling.
Vedalken Animist - I'd rather see the body cost a reasonable amount and the activated ability be laughably expensive, rather than the other way around. I would go nuts staring at this thing in my hand for six+ turns.
Wujal (where this card originates) is home to a lot of ramp. The entire fragment is focused on casting more spells and bigger spells so it has the mana manipulation to make that happen. In practice, the Animist wouldn't be sitting in your hand more than four or five turns. It's even possible that Wujal could cast it and activate its ability in one turn. That's more of a Limited possibility, but it bears mentioning.
Glittering Shrike - Attunement feels borked. I think that it should trigger at two spells, not three. It's certainly not OP'd, in this case. I assume this is from your RWU wedge?
It is indeed. Attunement is set at three to be safe, largely. Particularly since it's really not hard to achieve, and cheaply at that.
In general - interested in seeing where you take this.
I don't usually comment on sets, but I saw Concentrated Glare, and felt I should say something...Collective Restraint. Don't know if this was on purpose but, I would just reprint Collective Restraint if you really want this effect. Good luck on the set, I do enjoy the flavors you have presented.
I don't usually comment on sets, but I saw Concentrated Glare, and felt I should say something...Collective Restraint. Don't know if this was on purpose but, I would just reprint Collective Restraint if you really want this effect. Good luck on the set, I do enjoy the flavors you have presented.
I'm aware of Collective Restraint. But the taxing attackers mechanic is now deeply in white's pie (see: Ghostly Prison and Windborn Muse). Collective Restraint was actually the last time the mechanic was seen in blue. And I thought this set was a great opportunity to colorshift it as it would be if a real set was going to print it.
I still see the infinite loop problem with Glittering Shrike. Didn't you change the wording in the RWU set?
Skeptical Response can cost 2U since it's not a hard counter.
Intrepid Hunters seems more like an uncommon to me. He should have more power as a rare.
Stormwake Vindicator doesn't work as worded. Abilities can't trigger from hidden zones. You should use Summoning Trap's wording (you can keep the "without paying its mana cost" instead of 0).
I still see the infinite loop problem with Glittering Shrike. Didn't you change the wording in the RWU set?
I apparently didn't carry it through.
Skeptical Response can cost 2U since it's not a hard counter.
It's not, but it kinda is. Let's face it, nine times out of ten, this is a hard counter. It effectively doubles the cost of a spell, and with a lot of things with complex mana costs running around and players relying on a splashed third color, this is a hard counter with a slim shot to work your way out of it.
Skeptical Response was originally more splashable, but I reined it in when I thought about the damage it could do.
Intrepid Hunters seems more like an uncommon to me. He should have more power as a rare.
He originally didn't. He's rare both as an homage to the earlier card as well as because in a 5-color themed set, I didn't want unblockable green beef running in multiples for Limited. It was just going to be a straight functional reprint, but I boosted the power to make it a bit more impressive and shrunk the butt to give players more options for dealing with it.
Stormwake Vindicator doesn't work as worded. Abilities can't trigger from hidden zones. You should use Summoning Trap's wording (you can keep the "without paying its mana cost" instead of 0).
So "If a spell you control has been countered by a spell or ability this turn, you may cast Stormwake Vindicator without paying its mana cost" ?
-----
And now to look at how the specific fragments are dealing with the Convergence.
Valedon is a plane of adaptation, so when its borders began to merge with Wujal on one side and Amduat on the other, its inhabitants were the quickest to assess the threats and adjust accordingly. Of all the five demi-planes, Valedon was ultimately the one most able to react quickly and appropriately to what was happening. Unfortunately, as a plane of lone wolves and temporary uneasy alliances, Valedon has been unable to coordinate itself. Individuals have adapted well to Wujal and Amduat's presence, but the sum total of Valedonians population is incapable of coming together and coordinate, even against a common foe. Murkpool has rallied its pirate fleet, the Veinweave elders have gathered their hunters, the cephalids have isolated themselves deep in the sea to avoid the brewing conflict, and the survivors of the Gredendt are all incapable of trusting others enough to cooperate. Valedon has too many people unwilling to trust and too few leaders able to unite.
The elves have had the most success only because the Guidewomb elders were savvy enough to keep their hunters in separate hunting party cells all operating independently but reporting back to Guidewomb. Everyone else is faring worse, but adaptation is Valedon's guiding principle and it may not be long before trust is its next evolution.
Exotic Hallucinations :2mana::symu:
Enchantment — Aura (C)
Enchant creature
Domain — Enchanted creature gets -1/-0 for each basic land type among lands you control. Kor debasers found evermore toxins for their brews the further from home they journeyed.
Mistshrike Recruiter :2mana::symu::symu:
Creature — Human Pirate Wizard (R)
Whenever Mistshrike Recruiter deals combat damage to an opponent, you may pay 1U. If you do, gain control of target creature the defending player controls. Rigurand’s crew is a collection of the best he found aboard other ships over the years.
2/2
Fill With Dread :2mana::symb::symb:
Sorcery (C)
Each opponent exiles two cards from his or her hand. The Cephalids recalled beasts forgotten to the rest of Valedon. Dormant on the ocean floors, their waking signaled the end of the status quo.
Jhixian Backstabber :2mana::symb:
Creature — Kor Rogue (C)
Collude :1mana::symb: (Whenever this creature becomes blocked, you may pay 1B. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.) “I’m sorry dear sister, but if one of us is to die, it won’t be me.”
3/1
Murkpool's Fostered :1mana::symg::symg:
Creature — Elf Rogue (C)
Collude :1mana::symg: (Whenever this creature becomes blocked, you may pay 1G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.) “Take him in, feed him, give him shelter. Then learn everything useful he can teach.” -Murkpool Adjutant
3/3
Renegade Lifeseeder :symg::symg:
Creature — Human Druid Rogue (R)
Whenever a creature you control dies, you may pay G. If you do, put a 1/1 green Saproling creature token onto the battlefield.
Collude (Whenever this creature becomes blocked, you may pay G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
2/2
Rigurand's Turnabout :1mana::symg::symu::symb:
Sorcery (R)
Return target creature to its owner’s hand. You may put a creature card from your hand or your graveyard into play. “You’ve had your chance to impress me, now I believe it’s my friend’s turn.”
Forgotten Monstrosity :4mana::symg::symu::symb:
Creature — Kraken (M)
Trample
Whenever a creature you control becomes blocked, the blocking creature gets -2/-2 until end of turn.
Whenever a creature you control deals combat damage to an opponent, draw a card.
5/5
I'm aware of Collective Restraint. But the taxing attackers mechanic is now deeply in white's pie (see: Ghostly Prison and Windborn Muse). Collective Restraint was actually the last time the mechanic was seen in blue. And I thought this set was a great opportunity to colorshift it as it would be if a real set was going to print it.
Defensive enchantments still have their place in blue, but yeah, it could totally be white. However, I wouldn't bring back a mechanic and then just re-use one of its earlier effects, especially a rare slot. This is just me, but I think there's more you can do than just colorshift old cards.
Defensive enchantments still have their place in blue, but yeah, it could totally be white.
I think if we'd see that card text again, it would be on a white card. Defensive enchantments in general may still have a place in blue, but taxing attackers is no longer a blue mechanic. Taxing effects are largely white and preventing attacks is white. We haven't seen this effect in blue in quite some time. The new Isperia comes close, but I'd argue that the blue in her ability is linked to the card drawing.
However, I wouldn't bring back a mechanic and then just re-use one of its earlier effects, especially a rare slot. This is just me, but I think there's more you can do than just colorshift old cards.
Perhaps. I look at this as an opportunity to update an older card as it would be seen today. Domain was already in the set, Collective Restraint was already a suitably popular card and it was due for a colorshift. I was in need of a good rare white domain card so why reinvent the wheel when an old card that fit the bill was due for a colorshift?
Plus, I like homages, especially when they fit the set and fill a role in design.
Rather than let this thread lay forgotten when I have the whole set done and waiting, I'm going to pick up where I left off.
As a demi-plane in a state of near-constant war and conflict, Israfiel responded to the sudden appearance of its sibling planes the only way it knew how: with a zealous headlong charge. But with the frozen wastes and fantastical art-creatures of Paladris on one side and the resilient horrors of Amduat on the other, Israfiel's combatants are confounded. For the first time, the varied armies of the plane faced an enemy tactics, bravado and brutality could not easily defeat. The promise of a challenge and greater glory has roused the interest of many leaders and they call to arms larger singular armies than Israfiel has been home to in centuries. The Children of Madronis have routed several smaller warclans under the fiery command of the valkyrie Galiel and the survivors of her attacks have been issued an ultimatum: join with us against the foreign lands or die. Jerahm was all but destroyed as it tried to hold strong against outside attacks as well as the dwarven rebellion from within, those that survived have fallen under the stalwart wings of Pahalia, a more noble-minded archangel forever trying to wiggle out from Galiel's shadow. And Eremeel, the warclan under the guidance of the Tain bloodline has been recruiting under the banner of proud victory and freedom from the oppression of Israfiel's other power players. The minotaurs were long Israfiel's weakest link, but with the fall of the competition and the diverted attentions of those that would typically seek to crush them, Eremeel is on an upswing. They may even one day discover that their leader's long-lost brother is in fact alive and well on the plane.
These three major armies are leading charges across the borderlands between planes, hoping to defeat the new opponents before they can move against Israfiel first. It's only a matter of time before one side or the other will claim victory, and how much of the world will remain as Israfiel charges towards its destiny.
Deathstrike Cavalry :2mana::symw::symw:
Creature — Human Knight (C)
First strike
:1mana::symb::symr:: Destroy target creature blocking Deathstrike Cavalry. Deathstrike Cavalry deals damage equal to its power to that creature’s controller.
2/3
Soulsworn Legionnaire :2mana::symw:
Creature — Human Knight (U)
:symw::symu::symb::symr::symg:: Until end of turn, Soulsworn Legionnaire is an Angel, gets +3/+3 and gains flying and lifelink. Creatures you control attack this turn, if able.
2/2
Blood Tithe :3mana::symb:
Sorcery (C)
Each opponent loses 3 life. You gain life equal to the life lost this way. The Quorum of Seven made many deals in their long quest to rejoin the material world and when the Great Convergence fulfilled their dreams, the spirits began collecting on those debts.
Quorum of the Seven :5mana::symb::symb:
Creature — Spirit Lord (R)
When Quorum of the Seven enters the battlefield, put three 1/1 white and black Spirit creature tokens with flying and lifelink onto the battlefield.
When Quorum of the Seven dies, shuffle it into its owner’s library instead.
5/3
Eremeel Battlewarden :3mana::symr::symr:
Creature — Minotaur Warrior (U)
First strike
Whenever a creature dealt combat damage by Eremeel Battlewarden this turn dies, you may pay 1R. If you do, put a 3/3 red Minotaur Warrior creature token with first strike into play.
3/3
Mastery of Zeal :2mana::symr::symr:
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “:symtap:: This creature deals damage equal to its power to target creature or player.” “If you want to win a war, little calf, you must serve no master but your ambition.” -Galiel to Eshek Tain
Darkhold Outlander :symr::symw:
Creature — Dwarf Scout (C)
Protection from green As Jerahm came under attack from icy monsters defying all imagination, some of the dwarves took the opportunity to escape. The dry, dead lands of Amduat were a sad improvement over Darkhold’s dungeons.
2/2
Dawning Avenger :4mana::symw::symb::symr:
Creature — Angel (M)
Flying
At the end of your first combat phase, there is an additional combat phase. During that declare attackers step, put into play tapped and attacking all creatures put into your graveyard during combat this turn.
6/6
Plunge into Depravity :symw::symb::symr:
Enchantment (R)
All damage dealt by creatures you control is combat damage. Israfiel is a world where even the slightest nick is a wound worth declaring war for.
As a plane of nature's wild, chaotic growth seeking to free itself from the study and control of civilization, Wujal saw the convergence as an opportunity. For nature, the opportunity to grow in new and unpredictable places and for civilization, an opportunity to observe and understand so many more new things. Bordered by the icy splendor of Paladris on one side and the dank perils of Valedon on the other, Wujal's inhabitants sought expansion almost immediately. The centaurs of Malanda saw their jungle expand furiously outward and thus their territory to fiercely defend grew to include areas beyond the borderlands. Aloomba's scouts were sent far and wide to map and categorize the new lands for intensive studies. What they found distressed the leaders within the Garnet Horizon and led them to an unfortunate choice: seek understanding and control through brutal war or risk being destroyed by that which they do not understand. Apprehensive of resorting to behavior like that of Wujal's wildlife Aloomba had spent centuries trying to tame, Highsage Dewain nevertheless has given the order to preserve and control the denizens of the foreign lands at all cost. In time, that cost may prove to be Aloomba's rigid sophistication.
Consumed Delver :2mana::symu::symu:
Creature — Human Wizard Elemental (R)
:1mana::symu:, :symtap:: Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) “If we’re to understand these unknown worlds, we must reach deeper into our own than ever thought possible.”
2/2
Cunning Poriferite :1mana::symu:
Creature — Sponge (C)
:symtap:: Target creature loses flying, haste, first strike or trample until end of turn and another target creature gains that ability until end of turn.
1/1
Grand Revelation :symx::symu:
Instant (R)
Revelate X. (Exile the top X cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) Gaffi looked upon the Horizon and suddenly understood every unanswered puzzle she ever knew.
Lavaclaw Eruption :2mana::symr::symr:
Enchantment (R)
Whenever you would draw a card, you may skip that draw. If you do, put a 3/1 red Elemental creature token into play.
Ridgeline Harnesser :2mana::symr:
Creature — Human Shaman (U)
Whenever you cast a spell, target creature gets +1/+0 until end of turn. Reach the sky and you will grasp the storm -harnesser creed
2/2
Sensation Chaser :1mana::symr:
Creature — Goblin Rogue (C)
When Sensation Chaser deals combat damage to an opponent, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) Flooded with new things to see and touch, Aloomba’s goblins fled with a single-minded goal: to experience it all.
2/1
Bestial Swarm :3mana::symg::symg:
Sorcery (U)
For each token creature you control, put a creature token that’s a copy of that creature onto the battlefield. “Rise up, every insect, every bird and every beast! They lay waste to our home with every step and they must go no further!” -Geyana, beastmiter centaur
Embrace of the Colossus :1mana::symg:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has trample.
Enchanted creature gets +6/+6 as long as the total concerted mana cost of spells you cast this turn is eight or more.
Malandan Revolutionary :4mana::symg::symg:
Creature — Centaur Warrior (C)
When you cast Malandan Revolutionary, you may cast any number of other cards named Malandan Revolutionary without paying their mana costs.
4/3
Conquering Pathmage :1mana::symu::symr:
Creature — Goblin Wizard Scout (U)
When Conquering Pathmage enters the battlefield, gain control of target land. “Once you know the true way, few can follow.”
2/1
Bellenden Outlander :symg::symu:
Creature — Human Elemental Scout (C)
Protection from white “Don’t speak to me of morals. Nature is no more moral than the predator; empty but for the grip of its bite.”
2/2
Scholar of Adaptation :symu::symr::symg:
Creature — Human Warrior Wizard (R)
Whenever you cast a spell, Scholar of Adaptation gains flying, haste, trample or first strike until end of turn.
When Scholar of Adaptation enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/2
Skycrest Drake :symu::symr::symg:
Creature — Drake (U)
Flying; haste “I rode for days through mist-choked skies only to spy a great tangle of trees knotted through a great wetland teeming with beasts foreign to my eyes. Forget the undiscovered land of the fae, Dewain, we must set our sights on a greater prize.” -Calumbra, drakerider
2/4
Too many cards to crit individually - just stopping by to say I love the progression of both mechanics and flavor so far and that Conquering Pathmage needs to cost at least - if not more than - 3UR because as-is it's the most insane uncommon I've ever seen.
Too many cards to crit individually - just stopping by to say I love the progression of both mechanics and flavor so far
Thank you!
and that Conquering Pathmage needs to cost at least - if not more than - 3UR because as-is it's the most insane uncommon I've ever seen.
You think? I wasn't sure of an appropriate cost as it's not an effect we see often. Only time I can think of were bigger effects that were either repeatable or stole all lands. I understand the tempo swing it represents and I want it to be competitive, but I also don't want it costed annoyingly.
You think? I wasn't sure of an appropriate cost as it's not an effect we see often. Only time I can think of were bigger effects that were either repeatable or stole all lands. I understand the tempo swing it represents and I want it to be competitive, but I also don't want it costed annoyingly.
Stealing a land is at least LD plus a source of perpetual for you. So better than a Stone Rain, a card that can't get printed nowadays at that cost. Conquering Pathmage is at the same CMC, and also has a 2/1 body. It'd probably be acceptable as-is if you stuck a "as long as you control Conquering Pathmage" on there.
Stealing a land is at least LD plus a source of perpetual for you. So better than a Stone Rain, a card that can't get printed nowadays at that cost. Conquering Pathmage is at the same CMC, and also has a 2/1 body. It'd probably be acceptable as-is if you stuck a "as long as you control Conquering Pathmage" on there.
Good point. I'll make it 3UR and bump the body up to 2/2.
I'd keep it a 2/1 at 2UR if I added the "as long as you control ..." clause, but I think that involves too much memory and bookkeeping for an uncommon and it's just cleaner as pure stealing even if it costs a bit more.
Also: Glancing back to the first post, I'm not comfortable with Horizon Elemental at common; costing WUBRG is enough to make it complex enough for uncommon, and even the vanilla Fusion Elemental was uncommon.
Also: Glancing back to the first post, I'm not comfortable with Horizon Elemental at common; costing WUBRG is enough to make it complex enough for uncommon, and even the vanilla Fusion Elemental was uncommon.
That's really unfortunate as there isn't an uncommon to swap it with. Ordinarily, I'd just swap it with an uncommon artifact or land, but my only uncommons for both are part of a 5-card cycle divided between lands and artifacts. Only card I can comfortably switch it with is a rare equipment that was never very complex that could slide down to common and slide Horizon Elemental up to rare.
Or you could post the full set and we could figure out where to slot it.
Oh. Well, okay.
Azaan’s Proselyte
Creature — Human Monk (C)
:symw:, :symtap:, Exile two cards in your graveyard: Prevent the next 3 damage that would be dealt to target creature, planeswalker or player this turn.
1/1
Chiding Aristarch :4mana::symw:
Creature — Human Advisor (C)
When Chiding Aristarch enters the battlefield, exile target permanent. Return it to the battlefield under its owner’s control at the beginning of your next upkeep.
2/3
Concentrated Glare :3mana::symw:
Enchantment (R)
Domain — Creatures can’t attack you unless their controller pays X for each creature he or she controls that’s attacking you, where X is the number of basic land types among lands you control. The few can never subvert the will of the many.
Deathstrike Cavalry :2mana::symw::symw:
Creature — Human Knight (C)
First strike
:1mana::symb::symr:: Destroy target creature blocking Deathstrike Cavalry. Deathstrike Cavalry deals damage equal to its power to that creature’s controller.
2/3
Deifier of the Meek :3mana::symw:
Creature — Human Soldier (C)
Whenever a creature you control becomes blocked, it gains double strike until end of turn if it has a +1/+1 counter on it.
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.)
2/3
Eternal Patron :3mana::symw::symw:
Creature — Spirit (M)
Flying, lifelink
As long as Eternal Patron is in your graveyard, creatures you control get +3/+3 and have flying and lifelink. For some, an oath sworn is binding far beyond the simple scope of life and death.
3/3
Gleaming Hope :2mana::symw:
Sorcery (C)
Gain 6 life.
Basic landcycling :1mana::symw: (:1mana::symw:, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Global Ruin :4mana::symw:
Sorcery (R)
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest. The further the valkyries soared across the new worlds, the more they knew their work on Israfiel was only the beginning.
Graupelmare Mount :5mana::symw:
Snow Creature — Horse Elemental (U)
Trample
Graupelmare Mount gets +1/+2 for each other snow permanent you control. The ice-kin were unaccustomed to riding into war, but they took to it with cold confidence upon mounts of crafted storm.
3/3
Grieving Annuler :2mana::symw::symw:
Creature — Spirit (R)
Players can’t cast spells that share a name with a card in that player’s graveyard. The spirits bound to Amduat by the Everflow were horrified by the Quorum of Seven and its attempts to conquer the material realm. They vowed to never encounter the Quorum again.
2/2
Kin of Many Masks :3mana::symw:
Snow Creature — Elemental Soldier (C)
Domain — Kin of Many Masks gets +0/+1 for each basic land type among lands you control. “The things I’ve seen have sent me back to the chisel to create masks better suited for showing my reaction.”
2/1
Mass Spiritcalling :3mana::symw:
Instant (U)
Exile any number of creature cards from your graveyard. For each card exiled this way, put a 2/1 white Insect Soldier creature token with vigilance into play.
Minister of Perfections :1mana::symw:
Creature — Human Cleric (C)
:symw:, Sacrifice a land: Target creature blocked by a green or blue creature is indestructible until end of turn. “We don’t know what they are, but we do know without doubt that we are better than they.”
1/2
Patron of Maestros :1mana::symw::symw:
Creature — Human Bard (R)
Vigilance
Other Bard creatures you control get +1/+1 and have vigilance. “Together we will be a chorus sounding the refrain of Paladris’ victory.”
2/2
Soulsworn Legionnaire :2mana::symw:
Creature — Human Knight (U)
:symw::symu::symb::symr::symg:: Until end of turn, Soulsworn Legionnaire is an Angel, gets +3/+3 and gains flying and lifelink. Creatures you control attack this turn, if able.
2/2
Subduing Storm :1mana::symw:
Snow Sorcery (U)
Prevent all damage that would be dealt by nonsnow sources this turn.
Attunement — If there are three or more spells or abilities on the stack, permanents you control are snow until end of turn.
Ushtabi Idealist :3mana::symw:
Creature — Insect Shaman (U)
Whenever you salvage a card, gain 3 life.
Salvage :1mana::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
1/4
Wandering Soul :2mana::symw:
Sorcery (C)
Domain — You gain 2 life for each basic land type among lands you control. Amduati spirits took the opportunity to roam across new lands, ancient chills growing warmer with each new world.
Warcharge Valkyrie :symx::3mana::symw::symw:
Creature — Angel (R)
Flying
Battlerouse X (When this creature enters the battlefield, you may put a +1/+1 counter on up to X 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
Abrogation :3mana::symu::symu:
Enchantment (R)
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner’s hand.
Aloomban Radical :2mana::symu:
Creature — Vedalken Wizard (U)
:symw::symu::symb::symr::symg:: Until end of turn, Aloomban Radical becomes an Elemental, gets +2/+2 and gains flying and lifelink.
2/2
Cephalid Diviner :4mana::symu:
Creature — Cephalid Wizard (U)
:symtap:: Target player draws three cards then discards three cards. “Listen well to the sounds of the Deep, drywalker, for the Old Ones stir. As they slumbered upon its birth, so shall they wake at its death.”
3/2
Consumed Delver :2mana::symu::symu:
Creature — Human Wizard Elemental (R)
:1mana::symu:, :symtap:: Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) “If we’re to understand these unknown worlds, we must reach deeper into our own than ever thought possible.”
2/2
Cunning Poriferite :1mana::symu:
Creature — Sponge (C)
:symtap:: Target creature loses flying, haste, first strike or trample until end of turn and another target creature gains that ability until end of turn.
1/1
Evasive Action :1mana::symu:
Instant (U)
Domain — Counter target spell unless its controller pays 1 for each basic land type among lands you control. Bards set out to spread their songs to new ears, the reception they received was chillier than any Paladrian night.
Exotic Hallucinations :2mana::symu:
Enchantment — Aura (C)
Enchant creature
Domain — Enchanted creature gets -1/-0 for each basic land type among lands you control. Kor debasers found evermore toxins for their brews the further from home they journeyed.
Flow Into Mystery :2mana::symu:
Sorcery (C)
Put target white or black permanent on the top of its owner’s library. Vedalken emissaries from Aloomba to the new worlds quickly realized that some mysteries are best unsolved.
Glintwing Drake :2mana::symu:
Snow Creature — Drake (C)
Flying
Whenever you cast a snow spell, untap Glintwing Drake. The drakes veered too close to Wujal’s tropical islands and quickly yearned for Paladris’ frozen canvas.
2/1
Gnometheory :2mana::symu:
Enchantment — Aura (C)
Enchant artifact
Enchanted artifact’s activated abilities cost 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
:1mana::symu:: Untap enchanted artifact.
Grand Revelation :symx::symu:
Instant (R)
Revelate X. (Exile the top X cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) Gaffi looked upon the Horizon and suddenly understood every unanswered puzzle she ever knew.
Hand of Scattered Winds :4mana::symu:
Creature — Elemental (C)
Basic landcycling :1mana::symu: (:1mana::symu:, Discard this card: Search your library for a Basic land card, reveal it, and put it into your hand. Then shuffle your library.)
2/5
Intangible Antagonist :2mana::symu:
Creature — Illusion (C)
Collude :1mana::symu: (Whenever this creature becomes blocked, you may pay 1U. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
:1mana::symu:: Prevent all combat damage that would be dealt to and dealt by Intangible Antagonist this turn.
2/1
Mindnumber Minstrel :2mana::symu::symu:
Creature — Human Rogue Bard (R)
Attunement — Each player’s maximum hand size is equal to the number of spells and abilities he or she controls on the stack. Ciceron found himself suddenly dropped onto an Israfiel battlefield. Lost and surrounded by belligerent warclans, he picked a direction and began to walk, all the while playing a hypnotizing tune.
2/4
Mistshrike Recruiter :2mana::symu::symu:
Creature — Human Pirate Wizard (R)
Whenever Mistshrike Recruiter deals combat damage to an opponent, you may pay 1U. If you do, gain control of target creature the defending player controls. Rigurand’s crew is a collection of the best he found aboard other ships over the years.
2/2
Skeptical Response :1mana::symu::symu:
Instant (U)
Counter target spell unless its controller pays its mana cost. “You may believe in a higher power, but I believe that it’ll take more than a miracle from an imaginary deity to best me.”
Stillglaze Queller :1mana::symu::symu:
Snow Creature — Elemental Wizard (U)
:1mana::symu:, :symtap:: Target spell doesn’t resolve. Phases and turns end, other spells and abilities resolve, and players may play cards as though that spell weren’t on the stack. The next time that spell’s controller casts a spell, it resolves.
2/2
Vedalken Animist :5mana::symu:
Creature — Vedalken Rogue (C)
:2mana::symr::symg:: Other creatures you control get +2/+2 and gain trample until end of turn. “We have Valedon closing in on us from one side and Paladris from the other. Now is not the time to quibble over resorting to barbaric means to defend ourselves, Dewain!” -Hylindra, vedalken animist
3/3
Acolyte of Apophis :1mana::symb:
Creature — Thrull Warrior (C)
:symg::symw:: Regenerate Acolyte of Apophis. If it regenerates this turn, put a +1/+1 counter on it. Veinweave hunters found themselves faced with a deceptively deadly foe. Each slice of their blades stopped it for only moments, each time it pieced itself together it was stronger than before.
1/1
Attrition :1mana::symb::symb:
Enchantment (R)
:symb:, Sacrifice a creature: Destroy target nonblack creature. “War favors those willing to pay any price to squeeze victory from the necks of their enemies.” -Murkpool Adjutant
Blood Tithe :3mana::symb:
Sorcery (C)
Each opponent loses 3 life. You gain life equal to the life lost this way. The Quorum of Seven made many deals in their long quest to rejoin the material world and when the Great Convergence fulfilled their dreams, the spirits began collecting on those debts.
Bloodhunter Opportunist :4mana::symb::symb:
Creature — Vampire (U)
Intimidate
Whenever a creature you control dies, put a +1/+1 counter on Bloodhunter Opportunist and gain 2 life.
3/2
Bonecaster Hedge-Mage :3mana::symb::symb:
Creature — Hag Shaman (R)
Whenever you salvage a card, untap Bonecaster Hedge-Mage.
Salvage :symg::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/4
Everflow Purge :1mana::symb:
Instant (C)
Exile up to three target cards in a single graveyard.
Basic landcycling :1mana::symb: (:1mana::symb:, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Fill With Dread :2mana::symb::symb:
Sorcery (C)
Each opponent exiles two cards from his or her hand. The Cephalids recalled beasts forgotten to the rest of Valedon. Dormant on the ocean floors, their waking signaled the end of the status quo.
Fleshdancer Primus :2mana::symb:
Creature — Zombie Shaman (U)
:symw::symu::symb::symr::symg:: Until end of turn, Fleshdancer Primus is a Horror, gets +5/+5 and gains lifelink. With exciting new lines of mana open to them, the Necromancers of the Amduati Dreadlands dreamed up new nightmares for the first time in centuries.
2/2
Jhixian Backstabber :2mana::symb:
Creature — Kor Rogue (C)
Collude :1mana::symb: (Whenever this creature becomes blocked, you may pay 1B. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.) “I’m sorry dear sister, but if one of us is to die, it won’t be me.”
3/1
Marching Bonereaper :1mana::symb:
Creature — Skeleton Soldier (C)
Whenever Marching Bonereaper dies, if it died during combat, each opponent loses 2 life. “These necromancers from Israfiel simply throw their minions into battle as if their lives are meaningless. So blessed they must be to not have to count each life as precious.” -Nehzat, Sokar priest
2/1
Mortal Journey :5mana::symb::symb:
Sorcery (R)
Domain — Return to the battlefield up to X target creature cards in your graveyard where X is the number of basic land types among lands you control.
Quorum of the Seven :5mana::symb::symb:
Creature — Spirit Lord (R)
When Quorum of the Seven enters the battlefield, put three 1/1 white and black Spirit creature tokens with flying and lifelink onto the battlefield.
When Quorum of the Seven dies, shuffle it into its owner’s library instead.
5/3
Scabrous Bully
Creature — Zombie Warrior (C)
Scabrous Bully gets +2/+2 as long as it has intimidate.
Salvage :2mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
1/1
Sickening Wastes
Enchantment — Aura (U)
Enchant land
Enchanted land has “:symtap:: Target creature gets -2/-2 until end of turn.”
Stolen Vitality :2mana::symb:
Sorcery (C)
Stolen Vitality deals 3 damage to target blue or red creature, you gain 3 life. Starved for new sources of lifeforce for their dark arts, the necromancers of Amduat turned an eager eye to the vital worlds of Valedon and Israfiel.
Waking Nightmare :2mana::symb::symb::symb:
Enchantment (R)
At the beginning of each player’s upkeep, that player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. Then all creatures he or she controls gain haste until end of turn.
Windrider Revenant :2mana::symb::symb:
Creature — Spirit (U)
Flying
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.)
3/1
Writhing Hatchling :4mana::symb:
Creature — Horror (U)
Domain — When Writhing Hatchling becomes blocked, the defending player loses 1 life for each basic land type among lands you control.
3/3
Ardormask Scion :2mana::symr:
Snow Creature — Elemental Bard (U)
:symw::symu::symb::symr::symg:: Until end of turn, Ardormask Scion is a Dragon, gets +2/+2 and gains flying and double strike until end of turn. Frozen life recrafted as a dream of fury.
2/2
Bloodtooth Survivor :2mana::symr:
Creature — Viashino Barbarian (C)
Domain — Bloodtooth Survivor gets +1/+0 for each basic land type among lands you control. Israfiel warzones made the viashino of clan Bloodtooth well-suited for surviving the unknown lands.
0/2
Brasscrafter Savant :3mana::symr:
Creature — Gnome Artificer Rogue (R)
:symx::symr::symr:: Target noncreature artifact becomes an X/X artifact creature until end of turn. “The magewrights create life from art, we see what we do as no different.”
2/3
Devastate :3mana::symr::symr:
Sorcery (U)
Destroy target land. Devastate deals 1 damage to each creature and each player. “I’m willing to kill for power. Convenient, then, that you’re eager to die for your cause.” -Paimonia, angel of ambition
Eremeel Battlewarden :3mana::symr::symr:
Creature — Minotaur Warrior (U)
First strike
Whenever a creature dealt combat damage by Eremeel Battlewarden this turn dies, you may pay 1R. If you do, put a 3/3 red Minotaur Warrior creature token with first strike into play.
3/3
Evade Capture :3mana::symr::symr:
Instant (U)
Change the target of target spell with a single target.
Draw a card.
Lavaclaw Eruption :2mana::symr::symr:
Enchantment (R)
Whenever you would draw a card, you may skip that draw. If you do, put a 3/1 red Elemental creature token into play.
Mastery of Zeal :2mana::symr::symr:
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “:symtap:: This creature deals damage equal to its power to target creature or player.” “If you want to win a war, little calf, you must serve no master but your ambition.” -Galiel to Eshek Tain
Pet of the Maestro :3mana::symr::symr:
Snow Creature — Lizard (R)
:symr:: Pet of the Maestro gets +1/+0 until end of turn.
Attunement — :1mana::symr:: Pet of the Maestro deals damage equal to its power to target creature. Play this ability only if there are three or more spells or abilities on the stack.
3/4
Rallying Minotaur :6mana::symr:
Creature — Minotaur Warrior (C)
Whenever a creature you control attacks, put a +1/+1 counter on it at end of combat.
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.)
4/2
Reckless Study
Sorcery (C)
Draw two cards, then discard two cards. Aloomba’s goblin pages spared no moment when they thought vital discoveries were at hand. Their vedalken masters frowned upon their reckless methods, but could not deny the results.
Ridgeline Harnesser :2mana::symr:
Creature — Human Shaman (U)
Whenever you cast a spell, target creature gets +1/+0 until end of turn. Reach the sky and you will grasp the storm -harnesser creed
2/2
Scattersheen Bard :3mana::symr:
Creature — Human Rogue Bard (C)
:symw::symu:: Counter target spell if it targets Scattersheen Bard. For the first time in centuries, attacks more damaging than biting critiques were leveled at Paladris’ many bards. But lifetimes of weathering the latter prepared them well for the former.
4/2
Sensation Chaser :1mana::symr:
Creature — Goblin Rogue (C)
When Sensation Chaser deals combat damage to an opponent, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.) Flooded with new things to see and touch, Aloomba’s goblins fled with a single-minded goal: to experience it all.
2/1
Skred
Instant (C)
Skred deals damage to target creature equal to the number of snow permanents you control. As Paladrian songs became frantic and erratic, so too did Paladrian storms become bitter and crippling.
Song of Dragons :3mana::symr::symr:
Enchantment (R)
Attunement — When a creature enters the battlefield, you may pay R. If you do, Song of Dragons deals damage equal to the number of spells and abilities on the stack to target creature or player.
Stormcraft Conduction :2mana::symr:
Snow Instant (C)
Target land is a 3/1 red Elemental snow creature until end of turn.
Basic landcycling :1mana::symr: (:1mana::symr:, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Touch of Nivalis :3mana::symr:
Snow Sorcery (C)
Touch of Nivalis deals 3 damage to target black or green creature. It can’t block this turn. With the first sightings of strange new vistas, the prefect’s wishes were clear: convert the interlopers or destroy them.
Sunfallow Sage :4mana::symg:
Creature — Troll Shaman (C)
Whenever Sunfallow Sage becomes regenerated, you may draw a card.
:1mana::symg:: Regenerate Sunfallow Sage. New wisdom with each new skin.
3/3
Worming Rotvine :4mana::symg::symg:
Creature — Plant Zombie (R)
At the beginning of your upkeep, you may put a +1/+1 counter on Worming Rotvine.
Counters remain on Worming Rotvine as it moves to any zone other than a player’s hand or library.
3/4
Beastblood Wayfarer :2mana::symg:
Creature — Human Druid (U)
:symw::symu::symb::symr::symg:: Until end of turn, Beastblood Wayfarer is a Beast, gets +5/+5 and gains trample. Valedon’s inhabitants experienced adaptation and evolution every day as if breathing, access to new mana yielded sudden dramatic shifts in the natural order.
2/2
Bestial Swarm :3mana::symg::symg:
Sorcery (U)
For each token creature you control, put a creature token that’s a copy of that creature onto the battlefield. “Rise up, every insect, every bird and every beast! They lay waste to our home with every step and they must go no further!” -Geyana, beastmiter centaur
Embrace of the Colossus :1mana::symg:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has trample.
Enchanted creature gets +6/+6 as long as the total concerted mana cost of spells you cast this turn is eight or more.
Everflow Blessing :2mana::symg:
Enchantment (U)
Domain — At the beginning of your upkeep, target creature gets +1/+1 until end of turn for each basic land type among lands you control. Filled with new life from foreign worlds, Canopan rites took on a new strength.
Gaea’s Regent :2mana::symg::symg:
Creature — Centaur Druid (R)
Domain — At the beginning of your precombat mainphase, add to your mana pool for each basic land type among lands you control. “Unheard of worlds may battle for supremacy with our own, but our Mother still clearly has her preference.”
2/4
Gift of the Sur-Dryad :2mana::symg:
Sorcery (C)
Put any number of land cards from your graveyard onto the battlefield tapped.
Draw a card.
Grovetender Hatya :3mana::symg:
Creature — Dryad Shaman (U)
Whenever you salvage a card, untap target land.
Salvage :1mana::symg: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
1/4
Guidewomb Abettors :4mana::symg:
Creature — Elf Rogue Scout (C)
Basic landcycling :1mana::symg: (:1mana::symg:, Discard this card: Search your library for a Basic land card, reveal it, and put it into your hand. Then shuffle your library.)
4/4
Howl of the Hunter :3mana::symg:
Enchantment (R)
Each Wolf creature you control has provoke.
At end of turn, put a 2/2 green Wolf creature token into play for each creature you control that was blocked this turn.
Intrepid Hunters :4mana::symg:
Creature — Elf Warrior Rogue (R)
Domain — For each basic land type among lands you control, Intrepid Hunters has landwalk of that type. “Adaptation is our way of life, we will infiltrate these new worlds as easily as we did the Gredendt.”
3/4
Malandan Revolutionary :4mana::symg::symg:
Creature — Centaur Warrior (C)
When you cast Malandan Revolutionary, you may cast any number of other cards named Malandan Revolutionary without paying their mana costs.
4/3
Murkpool's Fostered :1mana::symg::symg:
Creature — Elf Rogue (C)
Collude :1mana::symg: (Whenever this creature becomes blocked, you may pay 1G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.) “Take him in, feed him, give him shelter. Then learn everything useful he can teach.” -Murkpool Adjutant
3/3
Nettle Elemental :2mana::symg::symg::symg:
Creature — Elemental (U)
You may have Nettle Elemental assign its combat damage as though it weren’t blocked.
When Nettle Elemental enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
5/5
Prowling Shadowbeast :3mana::symg:
Creature — Beast (C)
:1mana::symu::symb:: Prowling Shadowbeast gets -2/-0 and is unblockable until end of turn. “Evrid and I were scouting the murky wilds of the new land when it seemed the forest itself grew fangs and snatched him away before I could blink.” -Issara, Vedalken cartographer
4/3
Prudent Adaptation
Instant (C)
Target creature blocked by a red or white creature gets +5/+5 until end of turn. The venoms of Wujal’s wildlife and resiliency of Amduat’s horrors eclipsed Valedon’s own, so Valedon evolved once more to combat the new threats.
Renegade Lifeseeder :symg::symg:
Creature — Human Druid Rogue (R)
Whenever a creature you control dies, you may pay G. If you do, put a 1/1 green Saproling creature token onto the battlefield.
Collude (Whenever this creature becomes blocked, you may pay G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
2/2
Apophisian Outlander :symw::symb:
Creature — Thrull Rogue (C)
Protection from blue Magics concocted for deception and illusion have little use against minions created to be mindless.
2/2
Hand of Oblivion :3mana::symw::symb:
Creature — Angel (R)
Flying
:symw::symb:: Target player dealt damage by Hand of Oblivion this turn loses 1 life and you gain 1 life.
3/3
Pillory of the Sleepless :1mana::symw::symb:
Enchantment — Aura (U)
Enchant creature
Enchanted creature can’t attack or block.
Enchanted creature has “At the beginning of your upkeep, you lose 1 life.”
Tortured Soul :symw::symb:
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature is dealt damage, its controller loses that much life and you gain that much life.
Conquering Pathmage :3mana::symu::symr:
Creature — Goblin Wizard Scout (U)
When Conquering Pathmage enters the battlefield, gain control of target land. “Once you know the true way, few can follow.”
2/1
Flood of Ideas :4mana::symu::symr:
Sorcery (R)
Each player draws 7 cards.
At end of turn, each player discards his or her hand. “I think describing it as a flood implies that there is such a thing as too much of a good thing.” -Farloon, goblin mentor
Ice-Kin Outlander :symu::symr:
Snow Creature — Elemental Bard Scout (C)
Protection from black Though her song lost amid the battlecries, Ausilia continued her performance. Her aria had warmed even the coldest hearts of Stillglaze, she feared no failure in Israfiel.
2/2
Intense Scrutiny :symu::symu::symr:
Instant (U)
Counter target spell. Intense Scrutiny deals 2 damage to its controller. “I’m not disappointed that you made the mistake, I’m disappointed that you needed me to tell you not to do it again.”
Banished Lifespeaker :2mana::symb::symg:
Creature — Troll Zombie Shaman (R)
Whenever a creature regenerates, target player loses life equal to that creature’s power and you gain life equal to its toughness.
:1mana:: Regenerate Banished Lifespeaker.
3/3
Dogged Pursuit :1mana::symb::symg:
Enchantment (U)
Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn and the defending player loses 1 life. When Veinweave hunters are about to lose their prey, they mark it so that they can reclaim it when the opportunity comes around once more. The elves never lose the same prey twice.
Hive Drudge :1mana::symb::symg:
Creature — Insect Rogue (U)
Sacrifice Hive Drudge: Regenerate target creature. Put two +1/+1 counters on that creature. It’s not a sacrifice if it ensures the hive’s survival, it’s simply an expectation.
3/1
Veinweave Outlander :symb::symg:
Creature — Elf Assassin (C)
Protection from red The Goblins surrounded the cautious elf with an insatiable curiosity. Yira reacted swiftly with reflexes honed in the darkness of the Gredendt and was soon hounded no more.
2/2
Battleflame Zealot :1mana::symr::symw:
Creature — Human Shaman (U)
:symr::symw:, Remove a +1/+1 counter from a creature you control: Battleflame Zealot deals 2 damage to target attacking or blocking creature.
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
Darkhold Outlander :symr::symw:
Creature — Dwarf Scout (C)
Protection from green As Jerahm came under attack from icy monsters defying all imagination, some of the dwarves took the opportunity to escape. The dry, dead lands of Amduat were a sad improvement over Darkhold’s dungeons.
2/2
Glittering Shrike :3mana::symr::symw:
Creature — Bird (U)
Flying; haste
Attunement — :2mana:: Glittering Shrike gains protection from the color of your choice until end of turn. Play this ability only if there are three spells or activated abilities on the stack.
4/1
Respectful Pause :2mana::symr::symw:
Enchantment (R)
Players can’t cast spells or activate abilities during other player’s turns if the active player controls a spell on the stack.
Adjutant's Paragon :2mana::symg::symu:
Creature — Human Warrior (U)
Flash
:symg::symu:: Return Adjutant’s Paragon to its owner’s hand. “We withstand attacks by the sly creatures of this world on a daily basis. To best so cunning a foe, we have had to learn from their example.”
3/4
Bellenden Outlander :symg::symu:
Creature — Human Elemental Scout (C)
Protection from white “Don’t speak to me of morals. Nature is no more moral than the predator; empty but for the grip of its bite.”
2/2
Bufotoxic Frogling :1mana::symg::symu:
Creature — Frog (U)
Hexproof
When Bufotoxic Frogling enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
2/2
Jhixian Interloper :symg::symu:
Creature — Kor Pirate Rogue (R)
Whenever Jhixian Interloper attacks and is unblocked, reveal the top card of your library. If you reveal a creature card this way, Jhixian Interloper’s power and toughness become equal to the revealed card’s power and toughness until end of turn.
1/1
Brackwater Gharial :symg::symu::symb:
Creature — Crocodile (U)
Forestwalk; islandwalk; swampwalk It hunts unseen through the varied, murky terrain of Valedon, it’s prey unaware of its presence until it is far too late.
4/2
Crest of Discovery :symw::symu::symb::symr::symg:
Enchantment (R)
White creatures you control get +2/+2 and have lifelink. You may cast nonland blue cards as though they had flash. Black creature cards in your graveyard have “:4mana::symb:: Return this card to the top of your library.” Red spells you cast can’t be countered by spells or abilities. Green permanents you control have hexproof.
Dawning Avenger :4mana::symw::symb::symr:
Creature — Angel (M)
Flying
At the end of your first combat phase, there is an additional combat phase. During that declare attackers step, put into play tapped and attacking all creatures put into your graveyard during combat this turn.
6/6
Disciple of the Burning Song :5mana::symr::symw::symu:
Creature — Dragon Bard (R)
Flying; vigilance
Attunement — :symr::symw::symu:: Disciple of the Burning Song gets +1/+1 for each spell or activated ability on the stack.
5/5
Forgotten Monstrosity :4mana::symg::symu::symb:
Creature — Kraken (M)
Trample
Whenever a creature you control becomes blocked, the blocking creature gets -2/-2 until end of turn.
Whenever a creature you control deals combat damage to an opponent, draw a card.
5/5
Horizon Elemental :symw::symu::symb::symr::symg:
Creature — Elemental (R)
Protection from monocolored Upon the brink of the Convergence was the Great Horizon, the space in the Blind Eternities where the five fragments of Maksura met for the first time in a millennium in a swirling vortex of mana.
6/6
Inkshell Honorguard :1mana::symb::symg::symw:
Creature — Insect Warrior (U)
Lifelink
:symtap:: Inkshell Honorguard and target creature fight. (Each deals damage equal to its power to the other.) “to gaze into the honorguard’s shell” -Apophis saying meaning “to make a deadly mistake”
3/5
Madronic Glee :symw::symb::symr:
Instant (U)
Target blocking or blocked creature gets +3/+3 and gains double strike until end of turn. “Hundreds of battles across dozens of planes have been cleft by my axe, but none so euphorically bloody as those the Children of Madronis choose.” -Eshek Tain
Maksuran Worldsoul :symw::symu::symb::symr::symg:
Legendary Creature — Avatar (M)
Flying
When Maksuran Worldsoul dies, exile it. If you do, reveal your hand and cast from it and your graveyard any number of spell cards without paying their mana costs.
5/5
Plunge into Depravity :symw::symb::symr:
Enchantment (R)
All damage dealt by creatures you control is combat damage. Israfiel is a world where even the slightest nick is a wound worth declaring war for.
Rigurand's Turnabout :1mana::symg::symu::symb:
Sorcery (R)
Return target creature to its owner’s hand. You may put a creature card from your hand or your graveyard into play. “You’ve had your chance to impress me, now I believe it’s my friend’s turn.”
Scholar of Adaptation :symu::symr::symg:
Creature — Human Warrior Wizard (R)
Whenever you cast a spell, Scholar of Adaptation gains flying, haste, trample or first strike until end of turn.
When Scholar of Adaptation enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/2
Skycrest Drake :symu::symr::symg:
Creature — Drake (U)
Flying; haste “I rode for days through mist-choked skies only to spy a great tangle of trees knotted through a great wetland teeming with beasts foreign to my eyes. Forget the undiscovered land of the fae, Dewain, we must set our sights on a greater prize.” -Calumbra, drakerider
2/4
Sokar Gravetender :1mana::symb::symg::symw:
Creature — Human Shaman (R)
Creature cards in your graveyard can’t be the targets of spells or abilities an opponent controls.
Salvage 2 (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
2/3
Spellcraft Mastery :symw::symu::symb::symr::symg:
Sorcery (M)
Choose three — Target player’s life total becomes 20; or exile the top twenty cards of target library; or search your library for twenty cards and exile the rest, shuffle your library afterward; or Spellcraft Mastery deals 20 damage divided as you choose among any number of target creatures; or put 20 +1/+1 counters distributed as you choose amongst any number of target creatures.
Stormwake Vindicator :symr::symw::symu:
Snow Creature — Elemental Bard (U)
Haste, vigilance
If a spell you control has been countered by a spell or ability this turn, you may cast Stormwake Vindicator without paying its mana cost.
3/4
Throng of Napra’Nun :4mana::symu::symr::symg:
Creature — Faerie (M)
Flying, hexproof
Each non-permanent spell you cast has “Draw a card.”
Each permanent spell you cast has “When this permanent enters the battlefield, draw a card.”
4/8
Explorer’s Scope
Artifact — Equipment (C)
Whenever equipped creature attacks, look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.
Equip 1
Horizon Lotus
Artifact (M)
:symtap:: Add three mana of any combination of colors to your mana pool. The space where the shards met was a vibrant network of mana. A dynamic garden bearing vivid blooms.
Insignia of the Diva
Artifact (M)
Whenever a spell you control resolves, put a charge counter on Insignia of the Diva.
:5mana:, Sacrifice Insignia of the Diva: Copy each sorcery and/or instant spell on the stack X times where X is the number of charge counters on Insignia of the Diva. You may choose new targets for the copies.
Mindseal
Artifact (M)
If you would draw a card, if you have no cards in your library, you gain 4 life instead. When there is no more left to know, embrace the joys of completion.
Obelisk of Maksura
Artifact (R)
:1mana::symw:, :symtap:: Obelisk of Maksura deals 3 damage to target attacking or blocking creature.
:1mana::symu:, :symtap:: Counter target noncreature spell unless its controller pays 2.
:1mana::symb:, :symtap:: Target opponent discards a card.
:1mana::symr:, :symtap:: Destroy target artifact.
:1mana::symg:, :symtap:: Put a 3/3 green Beast creature token onto the battlefield.
Prophetic Prism
Artifact (C)
When Prophetic Prism enters the battlefield, draw a card.
:1mana:, :symtap:: Add one mana of any color to your mana pool. To gaze through it is to see the vibrancy of possibility.
Rampaging Wardriver
Artifact Creature — Juggernaut (C)
Rampaging Wardriver must attack each turn, if able.
Cycling 2 (:2mana:, Discard this card: Draw a card.) Turned loose in Israfiel, it did not stop its headlong charge until it was stopped by the thick mud of Valedon.
4/5
Resignation Spade
Artifact (U)
:sym2b:, :symtap:: Exile target card in a graveyard. The tool of the somber thrulls, they are used to somberly destroy the fallen before necromancers have the chance to desecrate the dead for power.
Scout’s Bracers
Artifact — Equipment (C)
Equipped creature has trample.
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control.
Equip 2
Temporal Elixer
Artifact (U)
:sym2u:, :symtap:: Tap or untap target artifact, creature or land. “Time is only a river like any other, though it flows devoutly, its direction can be twisted if your will is strong enough.” -Dewain
Wings of Bounty
Artifact — Equipment (U)
Equipped creature gets +1/+2 and has flying.
Equip “You may soar the same skies as I do, but don’t dare to claim yourself an equal.” -Pahalia
Brink of Collision
Land (M)
When Brink of Collision enters the battlefield, draw a card.
:5mana:, :symtap:, Sacrifice Brink of Collision: Add :symw::symu::symb::symr::symg: to your mana pool. The armies of Israfiel laid down their arms for the first time in centuries, united in awe and bathed in the light of creation.
Clarion Vista
Land (R)
Domain — :1mana:, :symtap:: Add 1 to your mana pool for each basic land type among lands you control. Sure-sighted Vedalken climbed atop Wujal’s greatest mountain. From its peak, they could see the icy fields of Paladris and the smoldering wastes of Israfiel beyond.
Exploding Borderland
Land (U)
:symtap:: Add 1 to your mana pool.
:sym2r:, :symtap:, Sacrifice Exploding Borderland: Exploding Borderland deals 2 damage to target creature. Abelie was woken by a terrible sound; her precious ice sculptures shattering. Racing to see who dared destroy her life’s work, she found only strangers waging a war in her yard and crushing all in their path.
Gate of Promises
Land (R)
:2mana:, :symtap:, Pay 2 life, Sacrifice Gate of Promises: Search your library for a land card with a basic land type and put it onto the battlefield. Shuffle your library.
Horizon Henge
Land (U)
:sym2g:, :symtap:: Add two mana of any color to your mana pool. The bitter Dryads of Amduat woke one day to find their orchards bearing fruit long thought extinct. As the sun dawned that day, so too did hope.
Mirror Spire
Snow Land (C)
Mirror Spire enters the battlefield tapped.
As Mirror Spire enters the battlefield, choose a color.
:symtap:: Add one mana of the chosen color to your mana pool. The strange tower appeared on the foggy Jhixian coast but reflected only a strange snowy vista.
Quick things:
There are sure a lot of artifact and multicolor mythics, and I'm not sure what Mindseal's deal is - why mythic, and why run it over Laboratory Maniac?
Spellcraft Mastery is awesome, but it could stand to cost about more, and its "greenpowered" +1/+1 counters mode is in-****ing-sane, and should probably make, I dunno, twenty 0/1 tokens or something.
Sure is a lot of lifelink among the Soulsworn Legionnaire/Aloomban Radical/Fleshdancer Primus/Ardormask Scion/Beastblood Wayfarer cycle. I'd cut it from all but one of them (probably Aloomban Radical, tbh), and give the Legionnaire some other bonus, and also give the Radical a third keyword from its activation since blue seems like the color that ought to get the weakest stat bonus but the most flexible keywords.
There are also only three tricolor mythic creatures - surely this wasn't intentional.
Quick things:
There are sure a lot of artifact and multicolor mythics, and I'm not sure what Mindseal's deal is - why mythic, and why run it over Laboratory Maniac?
It was designed with BGW in mind, a combination that thrives on the long game. Amduat in this setting is big on stalling, recycling resources and outlasting opponents. An empty library also turns its keyword, Salvage, into a delayed Disentomb with benefits.
It seemed the sort of strange, offbeat mythics we get that's aren't entirely void of uses but not chase cards either. And it was designed prior to Innistrad. This set began design during Scars Block.
Spellcraft Mastery is awesome, but it could stand to cost about more, and its "greenpowered" +1/+1 counters mode is in-****ing-sane, and should probably make, I dunno, twenty 0/1 tokens or something.
I feel that for five-colored cards, you should get oomph. I thought about 20 tokens, but I wanted this card to really scream mythic and tokens felt expected and not that impressive. 1/1s are dinky, 2/2s too large and 0/1s disappointing. I decided to go with a game-winning mode if you have a creature (or creatures) worth boosting. The "redpowered" mode can clear the deck for you.
Also, I was inspired by the Winds. I altered the black mode here because creature destruction would be redundant with red's damage and black has other things it can do with the number 20.
Sure is a lot of lifelink among the Soulsworn Legionnaire/Aloomban Radical/Fleshdancer Primus/Ardormask Scion/Beastblood Wayfarer cycle. I'd cut it from all but one of them (probably Aloomban Radical, tbh), and give the Legionnaire some other bonus, and also give the Radical a third keyword from its activation since blue seems like the color that ought to get the weakest stat bonus but the most flexible keywords.
Dropped lifelink from Soulsworn and Fleshdancer. Soulsworn gets trample now, Fleshdancer is indestructible. The Radical adds deathtouch.
There are also only three tricolor mythic creatures - surely this wasn't intentional.
It was, actually. Each fragment gets a mythic, but they need not be tri-colored creatures. Paladris has an artifact (Insignia of the diva) and Amduat has a mono-white creature (Eternal Patron). It was a very loose cycle.
Mindnumber Minstrel :2mana::symu::symu:
Creature — Human Rogue Bard (R)
Attunement — Each player’s maximum hand size is equal to the number of spells and abilities he or she controls on the stack. Ciceron found himself suddenly dropped onto an Israfiel battlefield. Lost and surrounded by belligerent warclans, he picked a direction and began to walk, all the while playing a hypnotizing tune.
2/4
I'm relatively sure this doesn't work as intended. Maximum hand size is only ever checked during cleanup step, when you can't cast spells or activate abilities.
I'm relatively sure this doesn't work as intended. Maximum hand size is only ever checked during cleanup step, when you can't cast spells or activate abilities.
That's the intention. The Minstrel was designed back when Paladris' mechanic was significantly different. The mechanic itself can be looked up in the original Fracture thread for Paladris, but hints of it still exist across the block. Stillglaze Queller, a blue card in Collision, for instance. When that mechanic was much more plentiful, the Minstrel effectively made each opponent's hand size zero while allowing yours to remain full if you played a lot of cards with the old linger keyword.
As it stands, its usefulness has been significantly diminished, but single cards from the block combo with it in ways that are potentially interesting so I kept the card as the typical janky rare that requires a bit of ingenuity to get great results out of. In this case, Minstrel will almost always eliminate your opponents' hands, the trick it to break the symmetry in your favor.
As it stands, its usefulness has been significantly diminished, but single cards from the block combo with it in ways that are potentially interesting so I kept the card as the typical janky rare that requires a bit of ingenuity to get great results out of. In this case, Minstrel will almost always eliminate your opponents' hands, the trick it to break the symmetry in your favor.
I mean, I got that, but since nobody gets priority during cleanup, when maximum hand size matters, there's no way to break the symmetry here.
(Unless you have a bunch of triggered "at the beginning of the next cleanup step" abilities, but as far as I saw, there aren't any in your set, and there's only about a dozen of them that saw print.)
EDIT: Man, that wouldn't work either. Even if you manage to gain priority and cast spells/activate abilities, it just produces an additional cleanup step after. See CR 514.3a.
I mean, I got that, but since nobody gets priority during cleanup, when maximum hand size matters, there's no way to break the symmetry here.
Again, Paladris was initially full of cards that were keyworded to stay on the stack and not resolve until conditions were met. After discussing that ability here with other posters, I decided that though the ability was interesting and quirky and did new things that were possibly cool to explore, the ability itself was too complex for common and therefore absolutely shouldn't have been the plane's keyword. Paladris still wanted to be oriented towards the stack and interactions with it, which is how the development of Attunement happened, but I kept a few reminders of Linger across the block. The Minstrel is one such card designed back when Linger was still a common keyword, but each set in the block still has one card apiece with the old keyword effect which can work with the Minstrel to break symmetry.
Freeze in the Wind UR
Snow Instant (R)
Target spell doesn’t resolve. Phases and turns end, other spells and abilities resolve, and players may play cards as though that spell weren’t on the stack. (This effect doesn’t end at end of turn.)
Stillglaze Queller 1UU
Snow Creature - Elemental Wizard (U) 1U, T: Target spell doesn’t resolve. Phases and turns end, other spells and abilities resolve, and players may play cards as though that spell weren’t on the stack. The next time that spell’s controller casts a spell, it resolves. (This effect doesn’t end at end of turn.)
2/2
Both of these cards, as well as a third upcoming in the conclusion to the block, can 'hang' spells on the stack through the cleanup step, which breaks the Minstrel's symmetry.
But now, those five worlds are colliding. Each world's inhabitants are witnessing strange new sights in the distance as their world begins to merge with those it borders. Israfiel's warlords are turning to Amduat and Paladris for new conquests, Wujal's scholars are sending scouts to Valedon and Paladris to understand these new worlds, etc. Conflict is inevitable as civilizations divided by many years of isolation are now confronted with one another.
Five Worlds. One War.
Concentrated Glare :3mana::symw:
Enchantment (R)
Domain — Creatures can’t attack you unless their controller pays X for each creature he or she controls that’s attacking you, where X is the number of basic land types among lands you control.
The few can never subvert the will of the many.
Global Ruin :4mana::symw:
Sorcery (R)
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest.
The further the valkyries soared across the new worlds, the more they knew their work on Israfiel was only the beginning.
Aloomban Radical :2mana::symu:
Creature — Vedalken Wizard (U)
:symw::symu::symb::symr::symg:: Until end of turn, Aloomban Radical becomes an Elemental, gets +2/+2 and gains flying and lifelink.
2/2
Skeptical Response :1mana::symu::symu:
Instant (U)
Counter target spell unless its controller pays its mana cost.
“You may believe in a higher power, but I believe that it’ll take more than a miracle from an imaginary deity to best me.”
Vedalken Animist :5mana::symu:
Creature — Vedalken Rogue (C)
:2mana::symr::symg:: Other creatures you control get +2/+2 and gain trample until end of turn.
“We have Valedon closing in on us from one side and Paladris from the other. Now is not the time to quibble over resorting to barbaric means to defend ourselves, Dewain!” -Hylindra, vedalken animist
3/3
Stolen Vitality :2mana::symb:
Sorcery (C)
Stolen Vitality deals 3 damage to target blue or red creature, you gain 3 life.
Starved for new sources of lifeforce for their dark arts, the necromancers of Amduat turned an eager eye to the vital worlds of Valedon and Israfiel.
Waking Nightmare :2mana::symb::symb::symb:
Enchantment (R)
At the beginning of each player’s upkeep, that player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. Then all creatures he or she controls gain haste until end of turn.
Devastate :3mana::symr::symr:
Sorcery (U)
Destroy target land. Devastate deals 1 damage to each creature and each player.
“I’m willing to kill for power. Convenient, then, that you’re eager to die for your cause.” -Paimonia, angel of ambition
Scattersheen Bard :3mana::symr:
Creature — Human Rogue Bard (C)
:symw::symu:: Counter target spell if it targets Scattersheen Bard.
For the first time in centuries, attacks more damaging than biting critiques were leveled at Paladris’ many bards. But lifetimes of weathering the latter prepared them well for the former.
4/2
Intrepid Hunters :4mana::symg:
Creature — Elf Warrior Rogue (R)
Domain — For each basic land type among lands you control, Intrepid Hunters has landwalk of that type.
“Adaptation is our way of life, we will infiltrate these new worlds as easily as we did the Gredendt.”
3/4
Apophisian Outlander :symw::symb:
Creature — Thrull Rogue (C)
Protection from blue
Magics concocted for deception and illusion have little use against minions created to be mindless.
2/2
Intense Scrutiny :symu::symu::symr:
Instant (U)
Counter target spell. Intense Scrutiny deals 2 damage to its controller.
“I’m not disappointed that you made the mistake, I’m disappointed that you needed me to tell you not to do it again.”
Banished Lifespeaker :2mana::symb::symg:
Creature — Troll Zombie Shaman (R)
Whenever a creature regenerates, target player loses life equal to that creature’s power and you gain life equal to its toughness.
:1mana:: Regenerate Banished Lifespeaker.
3/3
Glittering Shrike :3mana::symr::symw:
Creature — Bird (U)
Flying; haste
Attunement — When there are three or more spells or abilities on the stack, Glittering Shrike gains protection from the color of your choice until end of turn.
4/1
Jhixian Interloper :symg::symu:
Creature — Kor Pirate Rogue (R)
Whenever Jhixian Interloper attacks and is unblocked, reveal the top card of your library. If you reveal a creature card this way, Jhixian Interloper’s power and toughness become equal to the revealed card’s power and toughness until end of turn.
1/1
Horizon Elemental :symw::symu::symb::symr::symg:
Creature — Elemental (C)
Protection from monocolored
Upon the brink of the Convergence was the Great Horizon, the space in the Blind Eternities where the five fragments of Maksura met for the first time in a millennium in a swirling vortex of mana.
6/6
Inkshell Honorguard :1mana::symb::symg::symw:
Creature — Insect Warrior (U)
Lifelink
:symtap:: Inkshell Honorguard and target creature fight. (Each deals damage equal to its power to the other.)
“to gaze into the honorguard’s shell” -Apophis saying meaning “to make a deadly mistake”
3/5
Stormwake Vindicator :symr::symw::symu:
Snow Creature — Elemental Bard (U)
Haste, vigilance
Whenever a spell you control is countered by a spell or ability, you may cast Stormwake Vindicator without paying its mana cost.
3/4
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
Stolen Vitality - I'm not loving color hosers at common.
Vedalken Animist - I'd rather see the body cost a reasonable amount and the activated ability be laughably expensive, rather than the other way around. I would go nuts staring at this thing in my hand for six+ turns.
Glittering Shrike - Attunement feels borked. I think that it should trigger at two spells, not three. It's certainly not OP'd, in this case. I assume this is from your RWU wedge?
In general - interested in seeing where you take this.
2) The individual wedges were the focus of set #1 (which was really five mini-sets that function as one large set, but that's semantics), Collision is my answer to Conflux. Which is why there's a slight 5-color theme. It's the representation of the five fragments embracing the new (to them) colors of mana available to them as well as the vibrant Horizon forming as the five fragments come together (my answer to the Maelstrom).
3) Unfortunately, a significant aid to this (art) isn't a factor here so a few cards aren't easily linked with any one fragment. That said, mechanics, flavor, naming and creature types (since some types are native to only one fragment) make most of the cards easily linked to a wedge.
4) There are only two such cards in all 145 in the set (the other is a green creature). I like the contrast and I think it offers a powerful allure in deckbuilding when you have a powerful card but with a manacost that you may need to stretch to accommodate. Luckily, a lot of Collision's mana fixing produces any color which helps stretch to both UBR as well as BBB.
I'm less worried about them in an environment where a lot more cards than usual can be affected (because of higher volumes of gold cards, Stolen Vitality hits a higher number of creatures, for example). Plus, none of them are massive wallops. This is likely the most crippling.
Wujal (where this card originates) is home to a lot of ramp. The entire fragment is focused on casting more spells and bigger spells so it has the mana manipulation to make that happen. In practice, the Animist wouldn't be sitting in your hand more than four or five turns. It's even possible that Wujal could cast it and activate its ability in one turn. That's more of a Limited possibility, but it bears mentioning.
It is indeed. Attunement is set at three to be safe, largely. Particularly since it's really not hard to achieve, and cheaply at that.
Thank you!
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
I'm aware of Collective Restraint. But the taxing attackers mechanic is now deeply in white's pie (see: Ghostly Prison and Windborn Muse). Collective Restraint was actually the last time the mechanic was seen in blue. And I thought this set was a great opportunity to colorshift it as it would be if a real set was going to print 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
Skeptical Response can cost 2U since it's not a hard counter.
Intrepid Hunters seems more like an uncommon to me. He should have more power as a rare.
Stormwake Vindicator doesn't work as worded. Abilities can't trigger from hidden zones. You should use Summoning Trap's wording (you can keep the "without paying its mana cost" instead of 0).
Completed sets:
Iamur — The Underwater Set
Overworld — Pirates vs. Octopuses
Esparand — The Sands of Time
Unfinished Sets:
Siege of Ravnica — Eldrazi in Ravnica
Shandalar — The Mana Set
Iamur Reimagined — Iamur v2
You can find more creative projects on my page Antaresdesigns!
I apparently didn't carry it through.
It's not, but it kinda is. Let's face it, nine times out of ten, this is a hard counter. It effectively doubles the cost of a spell, and with a lot of things with complex mana costs running around and players relying on a splashed third color, this is a hard counter with a slim shot to work your way out of it.
Skeptical Response was originally more splashable, but I reined it in when I thought about the damage it could do.
He originally didn't. He's rare both as an homage to the earlier card as well as because in a 5-color themed set, I didn't want unblockable green beef running in multiples for Limited. It was just going to be a straight functional reprint, but I boosted the power to make it a bit more impressive and shrunk the butt to give players more options for dealing with it.
So "If a spell you control has been countered by a spell or ability this turn, you may cast Stormwake Vindicator without paying its mana cost" ?
-----
And now to look at how the specific fragments are dealing with the Convergence.
Valedon is a plane of adaptation, so when its borders began to merge with Wujal on one side and Amduat on the other, its inhabitants were the quickest to assess the threats and adjust accordingly. Of all the five demi-planes, Valedon was ultimately the one most able to react quickly and appropriately to what was happening. Unfortunately, as a plane of lone wolves and temporary uneasy alliances, Valedon has been unable to coordinate itself. Individuals have adapted well to Wujal and Amduat's presence, but the sum total of Valedonians population is incapable of coming together and coordinate, even against a common foe. Murkpool has rallied its pirate fleet, the Veinweave elders have gathered their hunters, the cephalids have isolated themselves deep in the sea to avoid the brewing conflict, and the survivors of the Gredendt are all incapable of trusting others enough to cooperate. Valedon has too many people unwilling to trust and too few leaders able to unite.
The elves have had the most success only because the Guidewomb elders were savvy enough to keep their hunters in separate hunting party cells all operating independently but reporting back to Guidewomb. Everyone else is faring worse, but adaptation is Valedon's guiding principle and it may not be long before trust is its next evolution.
Exotic Hallucinations :2mana::symu:
Enchantment — Aura (C)
Enchant creature
Domain — Enchanted creature gets -1/-0 for each basic land type among lands you control.
Kor debasers found evermore toxins for their brews the further from home they journeyed.
Mistshrike Recruiter :2mana::symu::symu:
Creature — Human Pirate Wizard (R)
Whenever Mistshrike Recruiter deals combat damage to an opponent, you may pay 1U. If you do, gain control of target creature the defending player controls.
Rigurand’s crew is a collection of the best he found aboard other ships over the years.
2/2
Fill With Dread :2mana::symb::symb:
Sorcery (C)
Each opponent exiles two cards from his or her hand.
The Cephalids recalled beasts forgotten to the rest of Valedon. Dormant on the ocean floors, their waking signaled the end of the status quo.
Jhixian Backstabber :2mana::symb:
Creature — Kor Rogue (C)
Collude :1mana::symb: (Whenever this creature becomes blocked, you may pay 1B. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
“I’m sorry dear sister, but if one of us is to die, it won’t be me.”
3/1
Murkpool's Fostered :1mana::symg::symg:
Creature — Elf Rogue (C)
Collude :1mana::symg: (Whenever this creature becomes blocked, you may pay 1G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
“Take him in, feed him, give him shelter. Then learn everything useful he can teach.” -Murkpool Adjutant
3/3
Renegade Lifeseeder :symg::symg:
Creature — Human Druid Rogue (R)
Whenever a creature you control dies, you may pay G. If you do, put a 1/1 green Saproling creature token onto the battlefield.
Collude (Whenever this creature becomes blocked, you may pay G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
2/2
Rigurand's Turnabout :1mana::symg::symu::symb:
Sorcery (R)
Return target creature to its owner’s hand. You may put a creature card from your hand or your graveyard into play.
“You’ve had your chance to impress me, now I believe it’s my friend’s turn.”
Creature — Kraken (M)
Trample
Whenever a creature you control becomes blocked, the blocking creature gets -2/-2 until end of turn.
Whenever a creature you control deals combat damage to an opponent, draw a card.
5/5
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
Defensive enchantments still have their place in blue, but yeah, it could totally be white. However, I wouldn't bring back a mechanic and then just re-use one of its earlier effects, especially a rare slot. This is just me, but I think there's more you can do than just colorshift old cards.
I think if we'd see that card text again, it would be on a white card. Defensive enchantments in general may still have a place in blue, but taxing attackers is no longer a blue mechanic. Taxing effects are largely white and preventing attacks is white. We haven't seen this effect in blue in quite some time. The new Isperia comes close, but I'd argue that the blue in her ability is linked to the card drawing.
Perhaps. I look at this as an opportunity to update an older card as it would be seen today. Domain was already in the set, Collective Restraint was already a suitably popular card and it was due for a colorshift. I was in need of a good rare white domain card so why reinvent the wheel when an old card that fit the bill was due for a colorshift?
Plus, I like homages, especially when they fit the set and fill a role in design.
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
As a demi-plane in a state of near-constant war and conflict, Israfiel responded to the sudden appearance of its sibling planes the only way it knew how: with a zealous headlong charge. But with the frozen wastes and fantastical art-creatures of Paladris on one side and the resilient horrors of Amduat on the other, Israfiel's combatants are confounded. For the first time, the varied armies of the plane faced an enemy tactics, bravado and brutality could not easily defeat. The promise of a challenge and greater glory has roused the interest of many leaders and they call to arms larger singular armies than Israfiel has been home to in centuries. The Children of Madronis have routed several smaller warclans under the fiery command of the valkyrie Galiel and the survivors of her attacks have been issued an ultimatum: join with us against the foreign lands or die. Jerahm was all but destroyed as it tried to hold strong against outside attacks as well as the dwarven rebellion from within, those that survived have fallen under the stalwart wings of Pahalia, a more noble-minded archangel forever trying to wiggle out from Galiel's shadow. And Eremeel, the warclan under the guidance of the Tain bloodline has been recruiting under the banner of proud victory and freedom from the oppression of Israfiel's other power players. The minotaurs were long Israfiel's weakest link, but with the fall of the competition and the diverted attentions of those that would typically seek to crush them, Eremeel is on an upswing. They may even one day discover that their leader's long-lost brother is in fact alive and well on the plane.
These three major armies are leading charges across the borderlands between planes, hoping to defeat the new opponents before they can move against Israfiel first. It's only a matter of time before one side or the other will claim victory, and how much of the world will remain as Israfiel charges towards its destiny.
Deathstrike Cavalry :2mana::symw::symw:
Creature — Human Knight (C)
First strike
:1mana::symb::symr:: Destroy target creature blocking Deathstrike Cavalry. Deathstrike Cavalry deals damage equal to its power to that creature’s controller.
2/3
Soulsworn Legionnaire :2mana::symw:
Creature — Human Knight (U)
:symw::symu::symb::symr::symg:: Until end of turn, Soulsworn Legionnaire is an Angel, gets +3/+3 and gains flying and lifelink. Creatures you control attack this turn, if able.
2/2
Blood Tithe :3mana::symb:
Sorcery (C)
Each opponent loses 3 life. You gain life equal to the life lost this way.
The Quorum of Seven made many deals in their long quest to rejoin the material world and when the Great Convergence fulfilled their dreams, the spirits began collecting on those debts.
Quorum of the Seven :5mana::symb::symb:
Creature — Spirit Lord (R)
When Quorum of the Seven enters the battlefield, put three 1/1 white and black Spirit creature tokens with flying and lifelink onto the battlefield.
When Quorum of the Seven dies, shuffle it into its owner’s library instead.
5/3
Eremeel Battlewarden :3mana::symr::symr:
Creature — Minotaur Warrior (U)
First strike
Whenever a creature dealt combat damage by Eremeel Battlewarden this turn dies, you may pay 1R. If you do, put a 3/3 red Minotaur Warrior creature token with first strike into play.
3/3
Mastery of Zeal :2mana::symr::symr:
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “:symtap:: This creature deals damage equal to its power to target creature or player.”
“If you want to win a war, little calf, you must serve no master but your ambition.” -Galiel to Eshek Tain
Darkhold Outlander :symr::symw:
Creature — Dwarf Scout (C)
Protection from green
As Jerahm came under attack from icy monsters defying all imagination, some of the dwarves took the opportunity to escape. The dry, dead lands of Amduat were a sad improvement over Darkhold’s dungeons.
2/2
Dawning Avenger :4mana::symw::symb::symr:
Creature — Angel (M)
Flying
At the end of your first combat phase, there is an additional combat phase. During that declare attackers step, put into play tapped and attacking all creatures put into your graveyard during combat this turn.
6/6
Plunge into Depravity :symw::symb::symr:
Enchantment (R)
All damage dealt by creatures you control is combat damage.
Israfiel is a world where even the slightest nick is a wound worth declaring war for.
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
Consumed Delver :2mana::symu::symu:
Creature — Human Wizard Elemental (R)
:1mana::symu:, :symtap:: Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
“If we’re to understand these unknown worlds, we must reach deeper into our own than ever thought possible.”
2/2
Cunning Poriferite :1mana::symu:
Creature — Sponge (C)
:symtap:: Target creature loses flying, haste, first strike or trample until end of turn and another target creature gains that ability until end of turn.
1/1
Grand Revelation :symx::symu:
Instant (R)
Revelate X. (Exile the top X cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Gaffi looked upon the Horizon and suddenly understood every unanswered puzzle she ever knew.
Lavaclaw Eruption :2mana::symr::symr:
Enchantment (R)
Whenever you would draw a card, you may skip that draw. If you do, put a 3/1 red Elemental creature token into play.
Ridgeline Harnesser :2mana::symr:
Creature — Human Shaman (U)
Whenever you cast a spell, target creature gets +1/+0 until end of turn.
Reach the sky and you will grasp the storm -harnesser creed
2/2
Sensation Chaser :1mana::symr:
Creature — Goblin Rogue (C)
When Sensation Chaser deals combat damage to an opponent, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Flooded with new things to see and touch, Aloomba’s goblins fled with a single-minded goal: to experience it all.
2/1
Bestial Swarm :3mana::symg::symg:
Sorcery (U)
For each token creature you control, put a creature token that’s a copy of that creature onto the battlefield.
“Rise up, every insect, every bird and every beast! They lay waste to our home with every step and they must go no further!” -Geyana, beastmiter centaur
Embrace of the Colossus :1mana::symg:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has trample.
Enchanted creature gets +6/+6 as long as the total concerted mana cost of spells you cast this turn is eight or more.
Malandan Revolutionary :4mana::symg::symg:
Creature — Centaur Warrior (C)
When you cast Malandan Revolutionary, you may cast any number of other cards named Malandan Revolutionary without paying their mana costs.
4/3
Conquering Pathmage :1mana::symu::symr:
Creature — Goblin Wizard Scout (U)
When Conquering Pathmage enters the battlefield, gain control of target land.
“Once you know the true way, few can follow.”
2/1
Bellenden Outlander :symg::symu:
Creature — Human Elemental Scout (C)
Protection from white
“Don’t speak to me of morals. Nature is no more moral than the predator; empty but for the grip of its bite.”
2/2
Scholar of Adaptation :symu::symr::symg:
Creature — Human Warrior Wizard (R)
Whenever you cast a spell, Scholar of Adaptation gains flying, haste, trample or first strike until end of turn.
When Scholar of Adaptation enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/2
Skycrest Drake :symu::symr::symg:
Creature — Drake (U)
Flying; haste
“I rode for days through mist-choked skies only to spy a great tangle of trees knotted through a great wetland teeming with beasts foreign to my eyes. Forget the undiscovered land of the fae, Dewain, we must set our sights on a greater prize.” -Calumbra, drakerider
2/4
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
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Thank you!
You think? I wasn't sure of an appropriate cost as it's not an effect we see often. Only time I can think of were bigger effects that were either repeatable or stole all lands. I understand the tempo swing it represents and I want it to be competitive, but I also don't want it costed annoyingly.
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
Stealing a land is at least LD plus a source of perpetual for you. So better than a Stone Rain, a card that can't get printed nowadays at that cost. Conquering Pathmage is at the same CMC, and also has a 2/1 body. It'd probably be acceptable as-is if you stuck a "as long as you control Conquering Pathmage" on there.
Recall what Annex costs.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Good point. I'll make it 3UR and bump the body up to 2/2.
I'd keep it a 2/1 at 2UR if I added the "as long as you control ..." clause, but I think that involves too much memory and bookkeeping for an uncommon and it's just cleaner as pure stealing even if it costs a bit more.
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
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That's really unfortunate as there isn't an uncommon to swap it with. Ordinarily, I'd just swap it with an uncommon artifact or land, but my only uncommons for both are part of a 5-card cycle divided between lands and artifacts. Only card I can comfortably switch it with is a rare equipment that was never very complex that could slide down to common and slide Horizon Elemental up to rare.
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
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Oh. Well, okay.
Creature — Human Monk (C)
:symw:, :symtap:, Exile two cards in your graveyard: Prevent the next 3 damage that would be dealt to target creature, planeswalker or player this turn.
1/1
Chiding Aristarch :4mana::symw:
Creature — Human Advisor (C)
When Chiding Aristarch enters the battlefield, exile target permanent. Return it to the battlefield under its owner’s control at the beginning of your next upkeep.
2/3
Concentrated Glare :3mana::symw:
Enchantment (R)
Domain — Creatures can’t attack you unless their controller pays X for each creature he or she controls that’s attacking you, where X is the number of basic land types among lands you control.
The few can never subvert the will of the many.
Deathstrike Cavalry :2mana::symw::symw:
Creature — Human Knight (C)
First strike
:1mana::symb::symr:: Destroy target creature blocking Deathstrike Cavalry. Deathstrike Cavalry deals damage equal to its power to that creature’s controller.
2/3
Deifier of the Meek :3mana::symw:
Creature — Human Soldier (C)
Whenever a creature you control becomes blocked, it gains double strike until end of turn if it has a +1/+1 counter on it.
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.)
2/3
Eternal Patron :3mana::symw::symw:
Creature — Spirit (M)
Flying, lifelink
As long as Eternal Patron is in your graveyard, creatures you control get +3/+3 and have flying and lifelink.
For some, an oath sworn is binding far beyond the simple scope of life and death.
3/3
Gleaming Hope :2mana::symw:
Sorcery (C)
Gain 6 life.
Basic landcycling :1mana::symw: (:1mana::symw:, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Global Ruin :4mana::symw:
Sorcery (R)
Each player chooses from the lands he or she controls a land of each basic land type, then sacrifices the rest.
The further the valkyries soared across the new worlds, the more they knew their work on Israfiel was only the beginning.
Graupelmare Mount :5mana::symw:
Snow Creature — Horse Elemental (U)
Trample
Graupelmare Mount gets +1/+2 for each other snow permanent you control.
The ice-kin were unaccustomed to riding into war, but they took to it with cold confidence upon mounts of crafted storm.
3/3
Grieving Annuler :2mana::symw::symw:
Creature — Spirit (R)
Players can’t cast spells that share a name with a card in that player’s graveyard.
The spirits bound to Amduat by the Everflow were horrified by the Quorum of Seven and its attempts to conquer the material realm. They vowed to never encounter the Quorum again.
2/2
Kin of Many Masks :3mana::symw:
Snow Creature — Elemental Soldier (C)
Domain — Kin of Many Masks gets +0/+1 for each basic land type among lands you control.
“The things I’ve seen have sent me back to the chisel to create masks better suited for showing my reaction.”
2/1
Mass Spiritcalling :3mana::symw:
Instant (U)
Exile any number of creature cards from your graveyard. For each card exiled this way, put a 2/1 white Insect Soldier creature token with vigilance into play.
Minister of Perfections :1mana::symw:
Creature — Human Cleric (C)
:symw:, Sacrifice a land: Target creature blocked by a green or blue creature is indestructible until end of turn.
“We don’t know what they are, but we do know without doubt that we are better than they.”
1/2
Patron of Maestros :1mana::symw::symw:
Creature — Human Bard (R)
Vigilance
Other Bard creatures you control get +1/+1 and have vigilance.
“Together we will be a chorus sounding the refrain of Paladris’ victory.”
2/2
Soulsworn Legionnaire :2mana::symw:
Creature — Human Knight (U)
:symw::symu::symb::symr::symg:: Until end of turn, Soulsworn Legionnaire is an Angel, gets +3/+3 and gains flying and lifelink. Creatures you control attack this turn, if able.
2/2
Subduing Storm :1mana::symw:
Snow Sorcery (U)
Prevent all damage that would be dealt by nonsnow sources this turn.
Attunement — If there are three or more spells or abilities on the stack, permanents you control are snow until end of turn.
Ushtabi Idealist :3mana::symw:
Creature — Insect Shaman (U)
Whenever you salvage a card, gain 3 life.
Salvage :1mana::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
1/4
Wandering Soul :2mana::symw:
Sorcery (C)
Domain — You gain 2 life for each basic land type among lands you control.
Amduati spirits took the opportunity to roam across new lands, ancient chills growing warmer with each new world.
Warcharge Valkyrie :symx::3mana::symw::symw:
Creature — Angel (R)
Flying
Battlerouse X (When this creature enters the battlefield, you may put a +1/+1 counter on up to X 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
Enchantment (R)
Whenever another permanent you control becomes the target of a spell or ability an opponent controls, you may return that permanent to its owner’s hand.
Aloomban Radical :2mana::symu:
Creature — Vedalken Wizard (U)
:symw::symu::symb::symr::symg:: Until end of turn, Aloomban Radical becomes an Elemental, gets +2/+2 and gains flying and lifelink.
2/2
Cephalid Diviner :4mana::symu:
Creature — Cephalid Wizard (U)
:symtap:: Target player draws three cards then discards three cards.
“Listen well to the sounds of the Deep, drywalker, for the Old Ones stir. As they slumbered upon its birth, so shall they wake at its death.”
3/2
Consumed Delver :2mana::symu::symu:
Creature — Human Wizard Elemental (R)
:1mana::symu:, :symtap:: Revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
“If we’re to understand these unknown worlds, we must reach deeper into our own than ever thought possible.”
2/2
Cunning Poriferite :1mana::symu:
Creature — Sponge (C)
:symtap:: Target creature loses flying, haste, first strike or trample until end of turn and another target creature gains that ability until end of turn.
1/1
Evasive Action :1mana::symu:
Instant (U)
Domain — Counter target spell unless its controller pays 1 for each basic land type among lands you control.
Bards set out to spread their songs to new ears, the reception they received was chillier than any Paladrian night.
Exotic Hallucinations :2mana::symu:
Enchantment — Aura (C)
Enchant creature
Domain — Enchanted creature gets -1/-0 for each basic land type among lands you control.
Kor debasers found evermore toxins for their brews the further from home they journeyed.
Flow Into Mystery :2mana::symu:
Sorcery (C)
Put target white or black permanent on the top of its owner’s library.
Vedalken emissaries from Aloomba to the new worlds quickly realized that some mysteries are best unsolved.
Glintwing Drake :2mana::symu:
Snow Creature — Drake (C)
Flying
Whenever you cast a snow spell, untap Glintwing Drake.
The drakes veered too close to Wujal’s tropical islands and quickly yearned for Paladris’ frozen canvas.
2/1
Gnometheory :2mana::symu:
Enchantment — Aura (C)
Enchant artifact
Enchanted artifact’s activated abilities cost 2 less to activate. This effect can’t reduce the amount of mana an ability costs to activate to less than one mana.
:1mana::symu:: Untap enchanted artifact.
Grand Revelation :symx::symu:
Instant (R)
Revelate X. (Exile the top X cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Gaffi looked upon the Horizon and suddenly understood every unanswered puzzle she ever knew.
Hand of Scattered Winds :4mana::symu:
Creature — Elemental (C)
Basic landcycling :1mana::symu: (:1mana::symu:, Discard this card: Search your library for a Basic land card, reveal it, and put it into your hand. Then shuffle your library.)
2/5
Intangible Antagonist :2mana::symu:
Creature — Illusion (C)
Collude :1mana::symu: (Whenever this creature becomes blocked, you may pay 1U. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
:1mana::symu:: Prevent all combat damage that would be dealt to and dealt by Intangible Antagonist this turn.
2/1
Mindnumber Minstrel :2mana::symu::symu:
Creature — Human Rogue Bard (R)
Attunement — Each player’s maximum hand size is equal to the number of spells and abilities he or she controls on the stack.
Ciceron found himself suddenly dropped onto an Israfiel battlefield. Lost and surrounded by belligerent warclans, he picked a direction and began to walk, all the while playing a hypnotizing tune.
2/4
Mistshrike Recruiter :2mana::symu::symu:
Creature — Human Pirate Wizard (R)
Whenever Mistshrike Recruiter deals combat damage to an opponent, you may pay 1U. If you do, gain control of target creature the defending player controls.
Rigurand’s crew is a collection of the best he found aboard other ships over the years.
2/2
Skeptical Response :1mana::symu::symu:
Instant (U)
Counter target spell unless its controller pays its mana cost.
“You may believe in a higher power, but I believe that it’ll take more than a miracle from an imaginary deity to best me.”
Stillglaze Queller :1mana::symu::symu:
Snow Creature — Elemental Wizard (U)
:1mana::symu:, :symtap:: Target spell doesn’t resolve. Phases and turns end, other spells and abilities resolve, and players may play cards as though that spell weren’t on the stack. The next time that spell’s controller casts a spell, it resolves.
2/2
Vedalken Animist :5mana::symu:
Creature — Vedalken Rogue (C)
:2mana::symr::symg:: Other creatures you control get +2/+2 and gain trample until end of turn.
“We have Valedon closing in on us from one side and Paladris from the other. Now is not the time to quibble over resorting to barbaric means to defend ourselves, Dewain!” -Hylindra, vedalken animist
3/3
Creature — Thrull Warrior (C)
:symg::symw:: Regenerate Acolyte of Apophis. If it regenerates this turn, put a +1/+1 counter on it.
Veinweave hunters found themselves faced with a deceptively deadly foe. Each slice of their blades stopped it for only moments, each time it pieced itself together it was stronger than before.
1/1
Attrition :1mana::symb::symb:
Enchantment (R)
:symb:, Sacrifice a creature: Destroy target nonblack creature.
“War favors those willing to pay any price to squeeze victory from the necks of their enemies.” -Murkpool Adjutant
Blood Tithe :3mana::symb:
Sorcery (C)
Each opponent loses 3 life. You gain life equal to the life lost this way.
The Quorum of Seven made many deals in their long quest to rejoin the material world and when the Great Convergence fulfilled their dreams, the spirits began collecting on those debts.
Bloodhunter Opportunist :4mana::symb::symb:
Creature — Vampire (U)
Intimidate
Whenever a creature you control dies, put a +1/+1 counter on Bloodhunter Opportunist and gain 2 life.
3/2
Bonecaster Hedge-Mage :3mana::symb::symb:
Creature — Hag Shaman (R)
Whenever you salvage a card, untap Bonecaster Hedge-Mage.
Salvage :symg::symw: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
4/4
Everflow Purge :1mana::symb:
Instant (C)
Exile up to three target cards in a single graveyard.
Basic landcycling :1mana::symb: (:1mana::symb:, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Fill With Dread :2mana::symb::symb:
Sorcery (C)
Each opponent exiles two cards from his or her hand.
The Cephalids recalled beasts forgotten to the rest of Valedon. Dormant on the ocean floors, their waking signaled the end of the status quo.
Fleshdancer Primus :2mana::symb:
Creature — Zombie Shaman (U)
:symw::symu::symb::symr::symg:: Until end of turn, Fleshdancer Primus is a Horror, gets +5/+5 and gains lifelink.
With exciting new lines of mana open to them, the Necromancers of the Amduati Dreadlands dreamed up new nightmares for the first time in centuries.
2/2
Jhixian Backstabber :2mana::symb:
Creature — Kor Rogue (C)
Collude :1mana::symb: (Whenever this creature becomes blocked, you may pay 1B. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
“I’m sorry dear sister, but if one of us is to die, it won’t be me.”
3/1
Marching Bonereaper :1mana::symb:
Creature — Skeleton Soldier (C)
Whenever Marching Bonereaper dies, if it died during combat, each opponent loses 2 life.
“These necromancers from Israfiel simply throw their minions into battle as if their lives are meaningless. So blessed they must be to not have to count each life as precious.” -Nehzat, Sokar priest
2/1
Mortal Journey :5mana::symb::symb:
Sorcery (R)
Domain — Return to the battlefield up to X target creature cards in your graveyard where X is the number of basic land types among lands you control.
Quorum of the Seven :5mana::symb::symb:
Creature — Spirit Lord (R)
When Quorum of the Seven enters the battlefield, put three 1/1 white and black Spirit creature tokens with flying and lifelink onto the battlefield.
When Quorum of the Seven dies, shuffle it into its owner’s library instead.
5/3
Scabrous Bully
Creature — Zombie Warrior (C)
Scabrous Bully gets +2/+2 as long as it has intimidate.
Salvage :2mana::symb: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
1/1
Sickening Wastes
Enchantment — Aura (U)
Enchant land
Enchanted land has “:symtap:: Target creature gets -2/-2 until end of turn.”
Stolen Vitality :2mana::symb:
Sorcery (C)
Stolen Vitality deals 3 damage to target blue or red creature, you gain 3 life.
Starved for new sources of lifeforce for their dark arts, the necromancers of Amduat turned an eager eye to the vital worlds of Valedon and Israfiel.
Waking Nightmare :2mana::symb::symb::symb:
Enchantment (R)
At the beginning of each player’s upkeep, that player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. Then all creatures he or she controls gain haste until end of turn.
Windrider Revenant :2mana::symb::symb:
Creature — Spirit (U)
Flying
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.)
3/1
Writhing Hatchling :4mana::symb:
Creature — Horror (U)
Domain — When Writhing Hatchling becomes blocked, the defending player loses 1 life for each basic land type among lands you control.
3/3
Snow Creature — Elemental Bard (U)
:symw::symu::symb::symr::symg:: Until end of turn, Ardormask Scion is a Dragon, gets +2/+2 and gains flying and double strike until end of turn.
Frozen life recrafted as a dream of fury.
2/2
Bloodtooth Survivor :2mana::symr:
Creature — Viashino Barbarian (C)
Domain — Bloodtooth Survivor gets +1/+0 for each basic land type among lands you control.
Israfiel warzones made the viashino of clan Bloodtooth well-suited for surviving the unknown lands.
0/2
Brasscrafter Savant :3mana::symr:
Creature — Gnome Artificer Rogue (R)
:symx::symr::symr:: Target noncreature artifact becomes an X/X artifact creature until end of turn.
“The magewrights create life from art, we see what we do as no different.”
2/3
Devastate :3mana::symr::symr:
Sorcery (U)
Destroy target land. Devastate deals 1 damage to each creature and each player.
“I’m willing to kill for power. Convenient, then, that you’re eager to die for your cause.” -Paimonia, angel of ambition
Eremeel Battlewarden :3mana::symr::symr:
Creature — Minotaur Warrior (U)
First strike
Whenever a creature dealt combat damage by Eremeel Battlewarden this turn dies, you may pay 1R. If you do, put a 3/3 red Minotaur Warrior creature token with first strike into play.
3/3
Evade Capture :3mana::symr::symr:
Instant (U)
Change the target of target spell with a single target.
Draw a card.
Lavaclaw Eruption :2mana::symr::symr:
Enchantment (R)
Whenever you would draw a card, you may skip that draw. If you do, put a 3/1 red Elemental creature token into play.
Mastery of Zeal :2mana::symr::symr:
Enchantment — Aura (R)
Enchant creature
Enchanted creature gets +2/+2 and has “:symtap:: This creature deals damage equal to its power to target creature or player.”
“If you want to win a war, little calf, you must serve no master but your ambition.” -Galiel to Eshek Tain
Pet of the Maestro :3mana::symr::symr:
Snow Creature — Lizard (R)
:symr:: Pet of the Maestro gets +1/+0 until end of turn.
Attunement — :1mana::symr:: Pet of the Maestro deals damage equal to its power to target creature. Play this ability only if there are three or more spells or abilities on the stack.
3/4
Rallying Minotaur :6mana::symr:
Creature — Minotaur Warrior (C)
Whenever a creature you control attacks, put a +1/+1 counter on it at end of combat.
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.)
4/2
Reckless Study
Sorcery (C)
Draw two cards, then discard two cards.
Aloomba’s goblin pages spared no moment when they thought vital discoveries were at hand. Their vedalken masters frowned upon their reckless methods, but could not deny the results.
Ridgeline Harnesser :2mana::symr:
Creature — Human Shaman (U)
Whenever you cast a spell, target creature gets +1/+0 until end of turn.
Reach the sky and you will grasp the storm -harnesser creed
2/2
Scattersheen Bard :3mana::symr:
Creature — Human Rogue Bard (C)
:symw::symu:: Counter target spell if it targets Scattersheen Bard.
For the first time in centuries, attacks more damaging than biting critiques were leveled at Paladris’ many bards. But lifetimes of weathering the latter prepared them well for the former.
4/2
Sensation Chaser :1mana::symr:
Creature — Goblin Rogue (C)
When Sensation Chaser deals combat damage to an opponent, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
Flooded with new things to see and touch, Aloomba’s goblins fled with a single-minded goal: to experience it all.
2/1
Skred
Instant (C)
Skred deals damage to target creature equal to the number of snow permanents you control.
As Paladrian songs became frantic and erratic, so too did Paladrian storms become bitter and crippling.
Song of Dragons :3mana::symr::symr:
Enchantment (R)
Attunement — When a creature enters the battlefield, you may pay R. If you do, Song of Dragons deals damage equal to the number of spells and abilities on the stack to target creature or player.
Stormcraft Conduction :2mana::symr:
Snow Instant (C)
Target land is a 3/1 red Elemental snow creature until end of turn.
Basic landcycling :1mana::symr: (:1mana::symr:, Discard this card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.)
Touch of Nivalis :3mana::symr:
Snow Sorcery (C)
Touch of Nivalis deals 3 damage to target black or green creature. It can’t block this turn.
With the first sightings of strange new vistas, the prefect’s wishes were clear: convert the interlopers or destroy them.
Sunfallow Sage :4mana::symg:
Creature — Troll Shaman (C)
Whenever Sunfallow Sage becomes regenerated, you may draw a card.
:1mana::symg:: Regenerate Sunfallow Sage.
New wisdom with each new skin.
3/3
Worming Rotvine :4mana::symg::symg:
Creature — Plant Zombie (R)
At the beginning of your upkeep, you may put a +1/+1 counter on Worming Rotvine.
Counters remain on Worming Rotvine as it moves to any zone other than a player’s hand or library.
3/4
Creature — Human Druid (U)
:symw::symu::symb::symr::symg:: Until end of turn, Beastblood Wayfarer is a Beast, gets +5/+5 and gains trample.
Valedon’s inhabitants experienced adaptation and evolution every day as if breathing, access to new mana yielded sudden dramatic shifts in the natural order.
2/2
Bestial Swarm :3mana::symg::symg:
Sorcery (U)
For each token creature you control, put a creature token that’s a copy of that creature onto the battlefield.
“Rise up, every insect, every bird and every beast! They lay waste to our home with every step and they must go no further!” -Geyana, beastmiter centaur
Embrace of the Colossus :1mana::symg:
Enchantment — Aura (C)
Enchant creature
Enchanted creature has trample.
Enchanted creature gets +6/+6 as long as the total concerted mana cost of spells you cast this turn is eight or more.
Everflow Blessing :2mana::symg:
Enchantment (U)
Domain — At the beginning of your upkeep, target creature gets +1/+1 until end of turn for each basic land type among lands you control.
Filled with new life from foreign worlds, Canopan rites took on a new strength.
Gaea’s Regent :2mana::symg::symg:
Creature — Centaur Druid (R)
Domain — At the beginning of your precombat mainphase, add to your mana pool for each basic land type among lands you control.
“Unheard of worlds may battle for supremacy with our own, but our Mother still clearly has her preference.”
2/4
Gift of the Sur-Dryad :2mana::symg:
Sorcery (C)
Put any number of land cards from your graveyard onto the battlefield tapped.
Draw a card.
Grovetender Hatya :3mana::symg:
Creature — Dryad Shaman (U)
Whenever you salvage a card, untap target land.
Salvage :1mana::symg: (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
1/4
Guidewomb Abettors :4mana::symg:
Creature — Elf Rogue Scout (C)
Basic landcycling :1mana::symg: (:1mana::symg:, Discard this card: Search your library for a Basic land card, reveal it, and put it into your hand. Then shuffle your library.)
4/4
Howl of the Hunter :3mana::symg:
Enchantment (R)
Each Wolf creature you control has provoke.
At end of turn, put a 2/2 green Wolf creature token into play for each creature you control that was blocked this turn.
Intrepid Hunters :4mana::symg:
Creature — Elf Warrior Rogue (R)
Domain — For each basic land type among lands you control, Intrepid Hunters has landwalk of that type.
“Adaptation is our way of life, we will infiltrate these new worlds as easily as we did the Gredendt.”
3/4
Malandan Revolutionary :4mana::symg::symg:
Creature — Centaur Warrior (C)
When you cast Malandan Revolutionary, you may cast any number of other cards named Malandan Revolutionary without paying their mana costs.
4/3
Murkpool's Fostered :1mana::symg::symg:
Creature — Elf Rogue (C)
Collude :1mana::symg: (Whenever this creature becomes blocked, you may pay 1G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
“Take him in, feed him, give him shelter. Then learn everything useful he can teach.” -Murkpool Adjutant
3/3
Nettle Elemental :2mana::symg::symg::symg:
Creature — Elemental (U)
You may have Nettle Elemental assign its combat damage as though it weren’t blocked.
When Nettle Elemental enters the battlefield, revelate 2. (Exile the top two cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
5/5
Prowling Shadowbeast :3mana::symg:
Creature — Beast (C)
:1mana::symu::symb:: Prowling Shadowbeast gets -2/-0 and is unblockable until end of turn.
“Evrid and I were scouting the murky wilds of the new land when it seemed the forest itself grew fangs and snatched him away before I could blink.” -Issara, Vedalken cartographer
4/3
Prudent Adaptation
Instant (C)
Target creature blocked by a red or white creature gets +5/+5 until end of turn.
The venoms of Wujal’s wildlife and resiliency of Amduat’s horrors eclipsed Valedon’s own, so Valedon evolved once more to combat the new threats.
Renegade Lifeseeder :symg::symg:
Creature — Human Druid Rogue (R)
Whenever a creature you control dies, you may pay G. If you do, put a 1/1 green Saproling creature token onto the battlefield.
Collude (Whenever this creature becomes blocked, you may pay G. If you do, exchange this creature with another attacking creature you control. All new blocks must be legal.)
2/2
Creature — Thrull Rogue (C)
Protection from blue
Magics concocted for deception and illusion have little use against minions created to be mindless.
2/2
Hand of Oblivion :3mana::symw::symb:
Creature — Angel (R)
Flying
:symw::symb:: Target player dealt damage by Hand of Oblivion this turn loses 1 life and you gain 1 life.
3/3
Pillory of the Sleepless :1mana::symw::symb:
Enchantment — Aura (U)
Enchant creature
Enchanted creature can’t attack or block.
Enchanted creature has “At the beginning of your upkeep, you lose 1 life.”
Tortured Soul :symw::symb:
Enchantment — Aura (U)
Enchant creature
Whenever enchanted creature is dealt damage, its controller loses that much life and you gain that much life.
Conquering Pathmage :3mana::symu::symr:
Creature — Goblin Wizard Scout (U)
When Conquering Pathmage enters the battlefield, gain control of target land.
“Once you know the true way, few can follow.”
2/1
Flood of Ideas :4mana::symu::symr:
Sorcery (R)
Each player draws 7 cards.
At end of turn, each player discards his or her hand.
“I think describing it as a flood implies that there is such a thing as too much of a good thing.” -Farloon, goblin mentor
Ice-Kin Outlander :symu::symr:
Snow Creature — Elemental Bard Scout (C)
Protection from black
Though her song lost amid the battlecries, Ausilia continued her performance. Her aria had warmed even the coldest hearts of Stillglaze, she feared no failure in Israfiel.
2/2
Intense Scrutiny :symu::symu::symr:
Instant (U)
Counter target spell. Intense Scrutiny deals 2 damage to its controller.
“I’m not disappointed that you made the mistake, I’m disappointed that you needed me to tell you not to do it again.”
Banished Lifespeaker :2mana::symb::symg:
Creature — Troll Zombie Shaman (R)
Whenever a creature regenerates, target player loses life equal to that creature’s power and you gain life equal to its toughness.
:1mana:: Regenerate Banished Lifespeaker.
3/3
Dogged Pursuit :1mana::symb::symg:
Enchantment (U)
Whenever a creature you control becomes blocked, it gets +1/+1 until end of turn and the defending player loses 1 life.
When Veinweave hunters are about to lose their prey, they mark it so that they can reclaim it when the opportunity comes around once more. The elves never lose the same prey twice.
Hive Drudge :1mana::symb::symg:
Creature — Insect Rogue (U)
Sacrifice Hive Drudge: Regenerate target creature. Put two +1/+1 counters on that creature.
It’s not a sacrifice if it ensures the hive’s survival, it’s simply an expectation.
3/1
Veinweave Outlander :symb::symg:
Creature — Elf Assassin (C)
Protection from red
The Goblins surrounded the cautious elf with an insatiable curiosity. Yira reacted swiftly with reflexes honed in the darkness of the Gredendt and was soon hounded no more.
2/2
Battleflame Zealot :1mana::symr::symw:
Creature — Human Shaman (U)
:symr::symw:, Remove a +1/+1 counter from a creature you control: Battleflame Zealot deals 2 damage to target attacking or blocking creature.
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
Darkhold Outlander :symr::symw:
Creature — Dwarf Scout (C)
Protection from green
As Jerahm came under attack from icy monsters defying all imagination, some of the dwarves took the opportunity to escape. The dry, dead lands of Amduat were a sad improvement over Darkhold’s dungeons.
2/2
Glittering Shrike :3mana::symr::symw:
Creature — Bird (U)
Flying; haste
Attunement — :2mana:: Glittering Shrike gains protection from the color of your choice until end of turn. Play this ability only if there are three spells or activated abilities on the stack.
4/1
Respectful Pause :2mana::symr::symw:
Enchantment (R)
Players can’t cast spells or activate abilities during other player’s turns if the active player controls a spell on the stack.
Adjutant's Paragon :2mana::symg::symu:
Creature — Human Warrior (U)
Flash
:symg::symu:: Return Adjutant’s Paragon to its owner’s hand.
“We withstand attacks by the sly creatures of this world on a daily basis. To best so cunning a foe, we have had to learn from their example.”
3/4
Bellenden Outlander :symg::symu:
Creature — Human Elemental Scout (C)
Protection from white
“Don’t speak to me of morals. Nature is no more moral than the predator; empty but for the grip of its bite.”
2/2
Bufotoxic Frogling :1mana::symg::symu:
Creature — Frog (U)
Hexproof
When Bufotoxic Frogling enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
2/2
Jhixian Interloper :symg::symu:
Creature — Kor Pirate Rogue (R)
Whenever Jhixian Interloper attacks and is unblocked, reveal the top card of your library. If you reveal a creature card this way, Jhixian Interloper’s power and toughness become equal to the revealed card’s power and toughness until end of turn.
1/1
Brackwater Gharial :symg::symu::symb:
Creature — Crocodile (U)
Forestwalk; islandwalk; swampwalk
It hunts unseen through the varied, murky terrain of Valedon, it’s prey unaware of its presence until it is far too late.
4/2
Crest of Discovery :symw::symu::symb::symr::symg:
Enchantment (R)
White creatures you control get +2/+2 and have lifelink. You may cast nonland blue cards as though they had flash. Black creature cards in your graveyard have “:4mana::symb:: Return this card to the top of your library.” Red spells you cast can’t be countered by spells or abilities. Green permanents you control have hexproof.
Dawning Avenger :4mana::symw::symb::symr:
Creature — Angel (M)
Flying
At the end of your first combat phase, there is an additional combat phase. During that declare attackers step, put into play tapped and attacking all creatures put into your graveyard during combat this turn.
6/6
Disciple of the Burning Song :5mana::symr::symw::symu:
Creature — Dragon Bard (R)
Flying; vigilance
Attunement — :symr::symw::symu:: Disciple of the Burning Song gets +1/+1 for each spell or activated ability on the stack.
5/5
Forgotten Monstrosity :4mana::symg::symu::symb:
Creature — Kraken (M)
Trample
Whenever a creature you control becomes blocked, the blocking creature gets -2/-2 until end of turn.
Whenever a creature you control deals combat damage to an opponent, draw a card.
5/5
Horizon Elemental :symw::symu::symb::symr::symg:
Creature — Elemental (R)
Protection from monocolored
Upon the brink of the Convergence was the Great Horizon, the space in the Blind Eternities where the five fragments of Maksura met for the first time in a millennium in a swirling vortex of mana.
6/6
Inkshell Honorguard :1mana::symb::symg::symw:
Creature — Insect Warrior (U)
Lifelink
:symtap:: Inkshell Honorguard and target creature fight. (Each deals damage equal to its power to the other.)
“to gaze into the honorguard’s shell” -Apophis saying meaning “to make a deadly mistake”
3/5
Madronic Glee :symw::symb::symr:
Instant (U)
Target blocking or blocked creature gets +3/+3 and gains double strike until end of turn.
“Hundreds of battles across dozens of planes have been cleft by my axe, but none so euphorically bloody as those the Children of Madronis choose.” -Eshek Tain
Maksuran Worldsoul :symw::symu::symb::symr::symg:
Legendary Creature — Avatar (M)
Flying
When Maksuran Worldsoul dies, exile it. If you do, reveal your hand and cast from it and your graveyard any number of spell cards without paying their mana costs.
5/5
Plunge into Depravity :symw::symb::symr:
Enchantment (R)
All damage dealt by creatures you control is combat damage.
Israfiel is a world where even the slightest nick is a wound worth declaring war for.
Rigurand's Turnabout :1mana::symg::symu::symb:
Sorcery (R)
Return target creature to its owner’s hand. You may put a creature card from your hand or your graveyard into play.
“You’ve had your chance to impress me, now I believe it’s my friend’s turn.”
Scholar of Adaptation :symu::symr::symg:
Creature — Human Warrior Wizard (R)
Whenever you cast a spell, Scholar of Adaptation gains flying, haste, trample or first strike until end of turn.
When Scholar of Adaptation enters the battlefield, revelate 3. (Exile the top three cards of your library. Until end of turn, you may play cards exiled this way as though they were in your hand.)
3/2
Skycrest Drake :symu::symr::symg:
Creature — Drake (U)
Flying; haste
“I rode for days through mist-choked skies only to spy a great tangle of trees knotted through a great wetland teeming with beasts foreign to my eyes. Forget the undiscovered land of the fae, Dewain, we must set our sights on a greater prize.” -Calumbra, drakerider
2/4
Sokar Gravetender :1mana::symb::symg::symw:
Creature — Human Shaman (R)
Creature cards in your graveyard can’t be the targets of spells or abilities an opponent controls.
Salvage 2 (Exile a creature card in your graveyard. This creature gets +1/+1 and gains all abilities of that card until end of turn. Put that card on the bottom of your library at the beginning of the next end step. Salvage only as a sorcery.)
2/3
Spellcraft Mastery :symw::symu::symb::symr::symg:
Sorcery (M)
Choose three — Target player’s life total becomes 20; or exile the top twenty cards of target library; or search your library for twenty cards and exile the rest, shuffle your library afterward; or Spellcraft Mastery deals 20 damage divided as you choose among any number of target creatures; or put 20 +1/+1 counters distributed as you choose amongst any number of target creatures.
Stormwake Vindicator :symr::symw::symu:
Snow Creature — Elemental Bard (U)
Haste, vigilance
If a spell you control has been countered by a spell or ability this turn, you may cast Stormwake Vindicator without paying its mana cost.
3/4
Throng of Napra’Nun :4mana::symu::symr::symg:
Creature — Faerie (M)
Flying, hexproof
Each non-permanent spell you cast has “Draw a card.”
Each permanent spell you cast has “When this permanent enters the battlefield, draw a card.”
4/8
Artifact — Equipment (C)
Whenever equipped creature attacks, look at the top card of your library. If it’s a land card, you may put it onto the battlefield tapped.
Equip 1
Horizon Lotus
Artifact (M)
:symtap:: Add three mana of any combination of colors to your mana pool.
The space where the shards met was a vibrant network of mana. A dynamic garden bearing vivid blooms.
Insignia of the Diva
Artifact (M)
Whenever a spell you control resolves, put a charge counter on Insignia of the Diva.
:5mana:, Sacrifice Insignia of the Diva: Copy each sorcery and/or instant spell on the stack X times where X is the number of charge counters on Insignia of the Diva. You may choose new targets for the copies.
Mindseal
Artifact (M)
If you would draw a card, if you have no cards in your library, you gain 4 life instead.
When there is no more left to know, embrace the joys of completion.
Obelisk of Maksura
Artifact (R)
:1mana::symw:, :symtap:: Obelisk of Maksura deals 3 damage to target attacking or blocking creature.
:1mana::symu:, :symtap:: Counter target noncreature spell unless its controller pays 2.
:1mana::symb:, :symtap:: Target opponent discards a card.
:1mana::symr:, :symtap:: Destroy target artifact.
:1mana::symg:, :symtap:: Put a 3/3 green Beast creature token onto the battlefield.
Prophetic Prism
Artifact (C)
When Prophetic Prism enters the battlefield, draw a card.
:1mana:, :symtap:: Add one mana of any color to your mana pool.
To gaze through it is to see the vibrancy of possibility.
Rampaging Wardriver
Artifact Creature — Juggernaut (C)
Rampaging Wardriver must attack each turn, if able.
Cycling 2 (:2mana:, Discard this card: Draw a card.)
Turned loose in Israfiel, it did not stop its headlong charge until it was stopped by the thick mud of Valedon.
4/5
Resignation Spade
Artifact (U)
:sym2b:, :symtap:: Exile target card in a graveyard.
The tool of the somber thrulls, they are used to somberly destroy the fallen before necromancers have the chance to desecrate the dead for power.
Scout’s Bracers
Artifact — Equipment (C)
Equipped creature has trample.
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control.
Equip 2
Temporal Elixer
Artifact (U)
:sym2u:, :symtap:: Tap or untap target artifact, creature or land.
“Time is only a river like any other, though it flows devoutly, its direction can be twisted if your will is strong enough.” -Dewain
Wings of Bounty
Artifact — Equipment (U)
Equipped creature gets +1/+2 and has flying.
Equip
“You may soar the same skies as I do, but don’t dare to claim yourself an equal.” -Pahalia
Brink of Collision
Land (M)
When Brink of Collision enters the battlefield, draw a card.
:5mana:, :symtap:, Sacrifice Brink of Collision: Add :symw::symu::symb::symr::symg: to your mana pool.
The armies of Israfiel laid down their arms for the first time in centuries, united in awe and bathed in the light of creation.
Clarion Vista
Land (R)
Domain — :1mana:, :symtap:: Add 1 to your mana pool for each basic land type among lands you control.
Sure-sighted Vedalken climbed atop Wujal’s greatest mountain. From its peak, they could see the icy fields of Paladris and the smoldering wastes of Israfiel beyond.
Exploding Borderland
Land (U)
:symtap:: Add 1 to your mana pool.
:sym2r:, :symtap:, Sacrifice Exploding Borderland: Exploding Borderland deals 2 damage to target creature.
Abelie was woken by a terrible sound; her precious ice sculptures shattering. Racing to see who dared destroy her life’s work, she found only strangers waging a war in her yard and crushing all in their path.
Gate of Promises
Land (R)
:2mana:, :symtap:, Pay 2 life, Sacrifice Gate of Promises: Search your library for a land card with a basic land type and put it onto the battlefield. Shuffle your library.
Horizon Henge
Land (U)
:sym2g:, :symtap:: Add two mana of any color to your mana pool.
The bitter Dryads of Amduat woke one day to find their orchards bearing fruit long thought extinct. As the sun dawned that day, so too did hope.
Mirror Spire
Snow Land (C)
Mirror Spire enters the battlefield tapped.
As Mirror Spire enters the battlefield, choose a color.
:symtap:: Add one mana of the chosen color to your mana pool.
The strange tower appeared on the foggy Jhixian coast but reflected only a strange snowy vista.
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
Quick things:
There are sure a lot of artifact and multicolor mythics, and I'm not sure what Mindseal's deal is - why mythic, and why run it over Laboratory Maniac?
Spellcraft Mastery is awesome, but it could stand to cost about more, and its "greenpowered" +1/+1 counters mode is in-****ing-sane, and should probably make, I dunno, twenty 0/1 tokens or something.
Sure is a lot of lifelink among the Soulsworn Legionnaire/Aloomban Radical/Fleshdancer Primus/Ardormask Scion/Beastblood Wayfarer cycle. I'd cut it from all but one of them (probably Aloomban Radical, tbh), and give the Legionnaire some other bonus, and also give the Radical a third keyword from its activation since blue seems like the color that ought to get the weakest stat bonus but the most flexible keywords.
There are also only three tricolor mythic creatures - surely this wasn't intentional.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
It was designed with BGW in mind, a combination that thrives on the long game. Amduat in this setting is big on stalling, recycling resources and outlasting opponents. An empty library also turns its keyword, Salvage, into a delayed Disentomb with benefits.
It seemed the sort of strange, offbeat mythics we get that's aren't entirely void of uses but not chase cards either. And it was designed prior to Innistrad. This set began design during Scars Block.
I feel that for five-colored cards, you should get oomph. I thought about 20 tokens, but I wanted this card to really scream mythic and tokens felt expected and not that impressive. 1/1s are dinky, 2/2s too large and 0/1s disappointing. I decided to go with a game-winning mode if you have a creature (or creatures) worth boosting. The "redpowered" mode can clear the deck for you.
Also, I was inspired by the Winds. I altered the black mode here because creature destruction would be redundant with red's damage and black has other things it can do with the number 20.
Dropped lifelink from Soulsworn and Fleshdancer. Soulsworn gets trample now, Fleshdancer is indestructible. The Radical adds deathtouch.
It was, actually. Each fragment gets a mythic, but they need not be tri-colored creatures. Paladris has an artifact (Insignia of the diva) and Amduat has a mono-white creature (Eternal Patron). It was a very loose cycle.
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
I'm relatively sure this doesn't work as intended. Maximum hand size is only ever checked during cleanup step, when you can't cast spells or activate abilities.
That's the intention. The Minstrel was designed back when Paladris' mechanic was significantly different. The mechanic itself can be looked up in the original Fracture thread for Paladris, but hints of it still exist across the block. Stillglaze Queller, a blue card in Collision, for instance. When that mechanic was much more plentiful, the Minstrel effectively made each opponent's hand size zero while allowing yours to remain full if you played a lot of cards with the old linger keyword.
As it stands, its usefulness has been significantly diminished, but single cards from the block combo with it in ways that are potentially interesting so I kept the card as the typical janky rare that requires a bit of ingenuity to get great results out of. In this case, Minstrel will almost always eliminate your opponents' hands, the trick it to break the symmetry in your favor.
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
I mean, I got that, but since nobody gets priority during cleanup, when maximum hand size matters, there's no way to break the symmetry here.
(Unless you have a bunch of triggered "at the beginning of the next cleanup step" abilities, but as far as I saw, there aren't any in your set, and there's only about a dozen of them that saw print.)
EDIT: Man, that wouldn't work either. Even if you manage to gain priority and cast spells/activate abilities, it just produces an additional cleanup step after. See CR 514.3a.
Again, Paladris was initially full of cards that were keyworded to stay on the stack and not resolve until conditions were met. After discussing that ability here with other posters, I decided that though the ability was interesting and quirky and did new things that were possibly cool to explore, the ability itself was too complex for common and therefore absolutely shouldn't have been the plane's keyword. Paladris still wanted to be oriented towards the stack and interactions with it, which is how the development of Attunement happened, but I kept a few reminders of Linger across the block. The Minstrel is one such card designed back when Linger was still a common keyword, but each set in the block still has one card apiece with the old keyword effect which can work with the Minstrel to break symmetry.
Freeze in the Wind UR
Snow Instant (R)
Target spell doesn’t resolve. Phases and turns end, other spells and abilities resolve, and players may play cards as though that spell weren’t on the stack. (This effect doesn’t end at end of turn.)
Stillglaze Queller 1UU
Snow Creature - Elemental Wizard (U)
1U, T: Target spell doesn’t resolve. Phases and turns end, other spells and abilities resolve, and players may play cards as though that spell weren’t on the stack. The next time that spell’s controller casts a spell, it resolves. (This effect doesn’t end at end of turn.)
2/2
Both of these cards, as well as a third upcoming in the conclusion to the block, can 'hang' spells on the stack through the cleanup step, which breaks the Minstrel's symmetry.
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