All mechanics from Iamur return. Grim Tidings introduces one new mechanic.
Abyssal(Each creature you sacrifice while activating an ability of this reduces its cost by or one mana of that creature's color.)
Sacrificing creatures is still a major theme of the set. Abyssal is "swallow for activated abilities."
Swallow(Each creature you sacrifice while casting this spell reduces its cost by 1 or one mana of that creature’s color.)
Bloodlust X(Whenever this creature deals combat damage, put X +1/+1 counters on it.)
Talisman(If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Melody {mana}(You may tap this to reduce the cost of a creature spell you cast by {mana}. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Level up
DuetAs long as you control exactly two creatures, {effect}.
Power 8 or greater matters
0/1 Fish tokens that are all colors
All races from Iamur reappear mostly unchanged. However, the races leak more and more into other colors.
W Whales, Walrures, Seahorses U Turtles, Fish, Leviathans, Kraken B Leviathans, Kraken, Horrors R Sharks, Elementals G Turtles, Fish, Serpents, Seahorses
Anchored :1mana::symw:
Enchantment — Aura (U)
Enchant creature with power 3 or less
Enchanted creature can’t attack or block and its activated abilities can’t be activated. “My lament will haunt the seven seas for all eternity.”
Atoll Runners :1mana::symw:
Creature — Mermaid Scout (C)
Level up 2G(2G: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 1-3]: Vigilance (3/3)
[LEVEL 4+]: Vigilance (5/5)
Auria, the Eternal :3mana::symw::symw:
Planeswalker — Auria (M)
+2: Until your next turn, spells your opponents cast cost 1 more to cast.
+1: Until your next turn, Auria, the Eternal becomes an indestructible 4/4 Angel creature with flying and vigilance that’s still a planeswalker.
-3: Put a divinity counter on another target permanent. That permanent is indestructible for as long as it has a divinity counter on it.
{4}
Cityback Whale :5mana::symw:
Creature — Whale (C)
Whenever Cityback Whale attacks, untap each other creature you control. “Well, maybe you are living on the back of a giant turtle. Ever thought of that?”
—Taiat, citizen of the great whale
4/6
Exalted Tideguard :1mana::symw::symw:
Creature — Merfolk Soldier (C)
Vigilance, intimidate With the humans entering merfolk territory, many veterans of the tideguard were called into service once again.
2/3
Hesitate
Instant (C)
Target creature can’t attack this turn.
Draw a card. “A wondrous world lies beyond a barrier, the barrier in your mind.”
—Amara, mermaid mentor
Pavilion Harpist :1mana::symw:
Creature — Mermaid Bard (C)
Melody (You may tap this to reduce the cost of a creature spell you cast by W. This doesn’t untap during your untap steps for as long as you control the creature it becomes.) It takes a true master to play a string instrument underwater.
2/2
Pristine Starstone :1mana::symw:
Enchantment — Aura (R)
Enchant Equipment
Enchanted Equipment has “Equipped creature gets +3/+3 and has first strike and vigilance.”
When enchanted Equipment is put into a graveyard from the battlefield, return Pristine Starstone to its owner’s hand.
Seahorse Matchmaker
Creature — Mermaid Cleric (U)
Level up 2W(2W: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-3]: Duet — As long as you control exactly two creatures, each of those creatures gets +1/+1. (3/3)
[LEVEL 4+]: Duet — As long as you control exactly two creatures, each of those creatures gets +3/+3. (5/5)
Skillful Ambush :1mana::symw:
Instant (C)
Target creature gets +1/+1 and gains first strike until end of turn. Put a level counter on that creature if it has level up. “We’ve studied your tomes, diaries and letters. All past misdeeds of your kind are well-known to us.”
—Marinel, Macuri high judge
Smite the Hideous :1mana::symw:
Instant (C)
Destroy target creature with intimidate. “Despite what you may believe, you aren’t too different from murlocs in our eyes.”
—Nacuro, captive merfolk
Throne of Macuri :3mana::symw::symw:
Enchantment (R)
At the beginning of your upkeep, put a dominion counter on Throne of Macuri.
Creatures you control get +1/+1 for each dominion counter on Throne of Macuri. A throne to rule the merfolk, and all other creatures of the sea.
Tidesworn Guardian :1mana::symw:
Creature — Merfolk Knight (C)
Level up 2(2: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 2-4]: Tidesworn Guardian can block an additional creature. (2/5)
[LEVEL 5+]: Tidesworn Guardian can block any number of creatures. (3/8)
Wavetouch Healer :5mana::symw:
Creature — Elemental Cleric (U)
Flash (You may cast this spell any time you could cast an instant.)
When Wavetouch Healer enters the battlefield, prevent all damage that would be dealt to you and creatures you control this turn.
3/3
Fortress Turtle :4mana::symu:
Creature — Turtle (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.) The merfolk sent ahead their turtle warriors to explore the newfound land, knowing that they would withstand any danger it might throw at them.
2/6
Denizen of Light's End
Creature — Merfolk Warrior (C)
Creature spells you cast with power 8 or greater cost 1 less to cast. “How long have you been living here, brother?”
—Aquiti, explorer of the depths
1/1
Guard of Kaladrin :3mana::symu:
Creature — Naga Rogue (C)
Flash (You may cast this spell any time you could cast an instant.)
Intimidate “Not that Lady Kaladrin needs any guards. She just wants her servants to constantly be witness of her grandness.”
2/3
Maw of the Unreal :5mana::symu::symu:
Creature — Leviathan Horror (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Whenever Maw of the Unreal deals combat damage, return it to its owner’s hand. “Either this is the last obstacle we’re to face, or I’ll go insane.”
—Kayisha
8/9
Merfolk Tidebender :1mana::symu:
Creature — Merfolk Wizard (C)
Level up 2W(2W: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 1-3]: Merfolk Tidebender is unblockable. (2/3)
[LEVEL 4+]: Lifelink
Merfolk Tidebender is unblockable. (3/4)
Mind Control :3mana::symu::symu:
Enchantment — Aura (R)
Enchant creature
You control enchanted creature. “This specimen has a rather unusual parasitic strategy, wouldn’t you agree?”
Omnipotence :6mana::symu::symu::symu:
Enchantment (M)
You may activate abilities of creatures you control without paying their mana costs. “I have seen beyond the barrier. The tides no longer control my fate.” —Xaelas
“But still you are unfree.” —Tidesprite
Pearlreef Sage :1mana::symu:
Creature — Naga Wizard (C)
When Pearlreef Sage enters the battlefield, look at the top two cards of your library. Put one of them on top of your library and the other on the bottom of your library. “The future becomes crystal clear once you listen to the whispers of the tides.”
2/1
Seduction :1mana::symu::symu:
Sorcery (U)
Gain control of target creature until end of turn. Untap that creature. It gains melody :2mana::symu::symu: until end of turn. (You may tap this to reduce the cost of a creature spell you cast by 2UU. This doesn’t untap during its controller’s untap steps for as long as you control the creature it becomes.)
Stormtide Invoker :2mana::symu:
Creature — Naga Wizard (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:8mana:: Target player puts the top eight cards of his or her library into his or her graveyard. “Sometimes, the hand of fate must be forced.”
2/3
Tidebringer Kraken :6mana::symu::symu:
Creature — Kraken (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.) “It has to be out there somewhere. The waves are clashing more angrily than ever.”
8/8
Abyssal Encounter :1mana::symb:
Instant (U)
Target creature gets -1/-1 and becomes colorless until end of turn.
Target creature gets +1/+1 and gains intimidate until end of turn. When you stare long into the abyss, the abyss stares back at you.
Abyssal Horseman :symb::symb:
Creature — Horror Knight (R)
Level up B(B: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 3-11]: (4/4)
[LEVEL 12+]: Creatures your opponents control get -2/-2. (6/6)
Blackreef Abomination :4mana::symb:
Creature — Murloc Mutant (C)
Defender
When Blackreef Abomination enters the battlefield, you may return target creature card from your graveyard to your hand. The corals petrified its body. Now it’s just another statue in the sea.
1/4
Charmer of the Abyss :1mana::symb::symb:
Creature — Naga Wizard (R)
Deathtouch
Whenever another creature dies, you may pay 4B. If you do, put a 5/5 black Horror creature token onto the battlefield. “Unlike my brethren, I do not blindly serve the abyss. The abyss serves me.”
2/2
Ctaleth’s Inquisition :2mana::symb::symb:
Sorcery (R)
Choose target player. If you control a creature with power 8 or greater, you control that player until Ctaleth’s Inquisition finishes resolving. (You see all cards that player could see and make all decisions for the player.)
The chosen player sacrifices a creature and discards a card.
Deadwater Shade :2mana::symb:
Creature — Naga Shade (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:symb:: Deadwater Shade gets +1/+1 until end of turn.
1/1
Deephollow Stalker :3mana::symb:
Creature — Naga Rogue (C)
Deephollow Stalker is colorless. “Follow my voice! Can you hear it? Follow it to the end of the cavern... and embrace your doom!”
4/2
Dive into Madness :3mana::symb::symb:
Instant (C)
Target creature gets -8/-8 until end of turn. “This chasm... everything we fear spawns from the very bottom of it. Do you really think your silly metal suit will protect you there?”
Hideous Devil
Creature — Fish Horror (C)
Intimidate “They could be as small as plankton and I’d still flee from them in terror.”
—Ianthe, atoll sentry
1/1
Horror of Blood Bottom :5mana::symb::symb:
Creature — Leviathan (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Horror of Blood Bottom can’t block. “Serpy is an old friend of the family; and he doesn’t like the way you’re talking to me.”
—Lady Galedra
8/7
Infinite Spite :1mana::symb::symb:
Instant (C)
Infinite Spite deals 3 damage to target creature and you gain 3 life. “Just to be clear: this isn’t supposed to be a happy reunion.”
—Lady Kaladrin
Kraken’s Hoard :2mana::symb:
Enchantment (U)
At the beginning of your end step, if you control a creature with power 8 or greater, you may sacrifice Kraken’s Hoard. If you do, you gain 3 life and draw three cards. There are treasures even a pirate legend wouldn’t dare to steal.
Murktide Invoker :1mana::symb:
Creature — Naga Wizard (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:8mana:: Target player draws three cards and loses 3 life.
2/1
Murloc Mudback :4mana::symb:
Creature — Murloc Shaman (U)
When Murloc Mudback dies, target opponent discards two cards. Murlocs that aren’t part of the swarm often find themselves in even more disgusting places searching for food.
2/2
Queen of the Depths :5mana::symb::symb::symb:
Creature — Naga Wizard (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Trample, deathtouch, protection from Pirates
8/5
Screeching Witch
Creature — Naga Shaman (C)
Level up 1U(1U: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-4]: T: Target player puts the top card of his or her library into his or her graveyard. (1/3)
[LEVEL 5+]: T: Target player puts the top four cards of his or her library into his or her graveyard. (1/5)
Twisted Helmsman :2mana::symb:
Creature — Zombie Pirate (C)
When Twisted Helmsman dies, put a 2/2 black Zombie Pirate creature token onto the battlefield. He’s steering directly towards eternal damnation.
2/2
Champions of Deephome :1mana::symr::symr:
Creature — Elemental Shaman (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.) R: Champions of Deephome gets +1/+0 until end of turn.
0/4
Deeptide Invoker :2mana::symr:
Creature — Elemental Shaman (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.) 8: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
3/1
Demolition Squid :5mana::symr:
Creature — Kraken (C)
When Demolition Squid enters the battlefield, choose one — Destroy target artifact; or destroy target creature with defender. The squid had encountered these wooden contraptions on the sea floor before. Though inedible, the timbers made for excellent toothpicks.
4/4
Desperate Foraging :3mana::symr:
Sorcery (C)
Draw two cards, then discard two cards.
Put two 0/1 Fish creature tokens that are all colors onto the battlefield. All sources of food the reefs have to offer have been confiscated by the naga: Emergency provisions for the walk overland.
Magma Hunter :4mana::symr:
Creature — Horror (C)
Intimidate The explorers quickly realized that all the leviathans and other monstrosities they’ve encountered were only a foretaste of the horrors to come.
3/4
Murloc Forager
Creature — Murloc Berserker (C)
Murloc Forager attacks each turn if able.
When Murloc Forager enters the battlefield, you may search your library for any number of cards named Murloc Forager, reveal them, put them into your hand, then shuffle your library.
1/1
Murloc Progenitor :1mana::symr:
Creature — Fish (R)
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.)
Whenever Murloc Progenitor deals combat damage, you may search your library for a Murloc creature card that costs that much or less, reveal it, put it into your hand, then shuffle your library.
1/1
Northcliff Piranhas :2mana::symr::symr:
Creature — Fish (U)
Haste
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.) Little blood demon
—Merfolk phrase for “piranha”
2/3
Scent of Blood :3mana::symr:
Sorcery (U)
Put two 0/1 Fish creature tokens that are all colors onto the battlefield, then put a +1/+1 counter on each creature token you control. Species unable to distinguish piranhas from ordinary fish all eventually become extinct.
Shorestalker
Creature — Murloc Warrior (C)
Level up 2B(2B: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: (4/1)
[LEVEL 3+]: Intimidate (4/4)
Spiked Cowry :1mana::symr:
Creature — Clam (C)
Defender The shell was inhabited by something, but the mermaids couldn’t tell by what and the giant spikes repelled them from finding out.
4/2
Stranded on the Coast :2mana::symr:
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t block.
At the beginning of each upkeep, Stranded on the Coast deals 2 damage to enchanted creature. “Jellystings! Now I have to planeswalk again.”
—Kayisha
Abyssal Scavenger :5mana::symg::symg::symg:
Creature — Serpent Horror (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Trample
When Abyssal Scavenger enters the battlefield, return target card from your graveyard to your hand.
9/9
Avid Discoverer :1mana::symg:
Creature — Merfolk Scout (C)
When Avid Discoverer enters the battlefield, you may play an additional land this turn. “I always have to tell myself: You’re not on the sea floor. You can’t just swim upwards to get a better view.”
2/1
Dreaming Druid :2mana::symg:
Creature — Mermaid Druid Bard (U)
Melody :1mana::symg: (You may tap this to reduce the cost of a creature spell you cast by 1G. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Creatures beguiled by Dreaming Druid’s melody have hexproof.
2/2
Jellyfish Gargantuan :4mana::symg:
Creature — Jellyfish (C)
Jellyfish Gargantuan is all colors. “Unlike ordinary jellyfish, it doesn’t kill its prey with venomous stings, but by devouring it as a whole.”
—Encyclopedia of marine studies
3/5
Kelpvale Primalist :1mana::symg:
Creature — Merfolk Druid (U)
Level up 2(2: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 2-4]: T: Target creature gets +2/+2 until end of turn. (2/2)
[LEVEL 5+]: T: Target creature gets +4/+4 until end of turn. (4/4)
Lamenting Mermaid
Creature — Mermaid Bard (C)
Melody (You may tap this to reduce the cost of a creature spell you cast by G. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Creatures beguiled by Lamenting Mermaid’s melody get +1/+1. “I can’t stand my sisters’ joyful chants.”
1/1
Naandr :8mana::symg::symg::symg:
Legendary Creature — Kraken Avatar (M)
Naandr can’t be countered.
Swallow, protection from converted mana cost 3 or less
Whenever Naandr enters the battlefield or attacks, draw three cards.
If Naandr would be put into your graveyard from anywhere, reveal Naandr and shuffle it into its owner’s library instead.
13/13
Risen Sea Giant :3mana::symg:
Creature — Giant Warrior (C)
Level up 2R(2R: Put a level counter on this. Level up only as a sorcery.) (3/3)
[LEVEL 1-3]: Trample (5/5)
[LEVEL 4+]: Trample
Risen Sea Giant must be blocked if able. (7/7)
Scavenging Mosa :2mana::symg::symg:
Creature — Serpent (C)
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.) At the age when mosas grow the most, they eat everything and everyone, including their kin.
3/3
Voice of Transcendence :3mana::symg::symg:
Creature — Spirit (R)
Defender
Melody :1mana::symg::symg: (You may tap this to reduce the cost of a creature spell you cast by 1GG. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Creatures beguiled by Voice of Transcendence’s melody are indestructible.
0/5
Waylaying Serpent :5mana::symg::symg:
Creature — Serpent (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Vigilance King both above and beneath the waves.
7/7
Wondrous Above :2mana::symg:
Sorcery (C)
Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Draw a card. “Curiosity has always been one of our prime impulses.”
—Aquiti, merfolk explorer
Macuri Charm :symw::symu:
Instant (U)
Choose one — Creatures you control get +1/+1 until end of turn; or look at the top five cards of your library, then put them back in any order; or counter target spell that targets a permanent you control. An unquenchable source of light in the deep.
Ctalis Charm :symu::symb:
Instant (U)
Choose one — Creatures your opponents control get -2/-0 until end of turn; or return target creature card from your graveyard to your hand; or target player discards a card. You can tell a person’s character by the talisman they’re wielding. Severed body parts? Abysmally evil.
Grglmar Charm :symb::symr:
Instant (U)
Choose one — Target creature gets -3/-1 until end of turn; or put two 1/1 red Murloc creature tokens with haste onto the battlefield, sacrifice them at the beginning of the next end step; or creatures you control gain intimidate until end of turn. “It makes sense that it chooses a talisman that resembles itself: a bubble.”
Emerien Charm :symg::symw:
Instant (U)
Choose one — Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return to your hand all cards in your graveyard that were put there from the battlefield this turn; or target player gains 5 life. A pristine shell for a pristine heart.
Grinning Sprite :1mana::symub::symub:
Creature — Elemental Rogue (C)
Grinning Sprite can’t be blocked except by creatures with intimidate. It mocks the poor souls that get lost at Light’s End.
2/2
Ctali Enforcer
Creature — Naga Warrior (C)
Level up :1mana::symbr: (:1mana::symbr:: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: Ctali Enforcer can’t block. (2/3)
[LEVEL 3+]: Ctali Enforcer can’t block. (3/5)
Romantic Rescue :1mana::symgw:
Instant (C)
Target creature you control is indestructible this turn. Duet — If you control exactly two creatures, instead each of those creatures is indestructible this turn. “Well, aren’t you an unlikely catch?”
Shepherd of the Depths :2mana::symwb::symwb:
Creature — Spirit (U)
First strike, lifelink Lost in utter darkness, you will accept its offer of guidance. But will it guide you back to the surface or to your watery grave?
3/3
Crystalline Champion :1mana::symur::symur:
Creature — Elemental Warrior (U)
:symur:: Choose a color. Creatures of that color can’t block Crystalline Champion this turn.
:1mana::symur::symur:: Switch Crystalline Champion’s power and toughness until end of turn. It’s as adaptive as the ocean itself.
1/4
Siren’s Breath :symbg::symbg:
Instant (U)
Creatures you control gain deathtouch until end of turn. “Death is an illusion. There is only Naandr.”
—Urna of Light’s End
Coralia Warleader :1mana::symrw:
Creature — Mermaid Warrior (U)
Level up :2mana::symrw: (:2mana::symrw:: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 1-2]: Whenever Coralia Warleader attacks, other creatures you control get +1/+0 until end of turn. (2/4)
[LEVEL 3+]: Whenever Coralia Warleader attacks, other creatures you control get +3/+0 until end of turn. (3/6)
Coral Turtle :1mana::symgu::symgu:
Creature — Turtle (U)
When Coral Turtle enters the battlefield, draw a card. “Before our warmongering races came to this world, the turtles were the very kings of the ocean. It must have been a much more peaceful era.”
1/5
Cursed Chest
Artifact — Equipment (U)
When Cursed Chest enters the battlefield, put a 2/2 black Zombie Pirate creature token onto the battlefield.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 3
Emerien Jewelry
Artifact — Equipment (C)
Equipped creature has lifelink.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1(:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Helm of the Turtle Lord
Artifact — Equipment (R)
Equipped creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Equip 3(:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Jinxed Mirror
Artifact (R)
Creatures with even power get +2/+0.
Creatures with uneven power get -2/-0. The mirror’s reflection is an exaggeration. Mermaids stare at it for hours, admiring their own beauty, and many naga curse at it for its insolence.
Kraken’s Possessions
Artifact — Equipment (U)
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Whenever a creature with power 8 or greater enters the battlefield under your control, you may return Kraken’s Possessions from your graveyard to the battlefield, then attach it to that creature.
Equip 1
Seafarer’s Compass
Artifact — Equipment (C)
When Seafarer’s Compass enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 4
Unpolished Pearl
Artifact (C)
Level up 1(1: Put a level counter on this. Level up only as a sorcery.)
[LEVEL 2-3]: T: Add 1 to your mana pool.
[LEVEL 4+]: T: Add one mana of any color to your mana pool.
Evolving Wilds
Land (C)
:symtap:, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library. “The tides constantly shape the world around us. Until the waves stop clashing, its face will always change.”
Reeftop Stronghold
Land (U)
:symtap:: Add 1 to your mana pool.
:2mana:: Reeftop Stronghold becomes a 0/5 artifact Wall creature with defender until end of turn. It’s still a land. The tideguard’s sight covers the entirety of the two realms, even on a murky day.
Sanctum of Ctaleth
Land (R) T: Add 1 to your mana pool. If that mana is spent on a creature spell with power 8 or greater, it gains haste. “The tides of doom have risen. The abyss awakens to reclaim this world.”
—Ctaleth
I'm still not a fan of Abyssal... introducing two abilities so similar to each other in the same block just feels like a bad idea. :/
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I'm still not a fan of Abyssal... introducing two abilities so similar to each other in the same block just feels like a bad idea. :/
It's a valid point, but I want to do Invokers and this seems like the best way.
Stormtide Invoker :2mana::symu:
Creature — Naga Wizard (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:8mana:: Target player puts the top eight cards of his or her library into his or her graveyard. “Sometimes, the hand of fate must be forced.”
2/3
//Previous effect -5/-0 to all opponent's creatures.
Infinite Spite :1mana::symb::symb:
Instant (C)
Infinite Spite deals 3 damage to target creature and you gain 3 life. “Just to be clear: this isn’t supposed to be a happy reunion.”
—Lady Kaladrin
//Replaces "Target player sacrifices a nonblack creature." I want more removal that gets stopped by talisman.
Auria, the Eternal: I think that she needs "Prevent all damage that would be dealt to her this turn" on her second ability. Unless the intention is that she could still be blocked and have loyalty counters removed from the damage.
Secuction: Is this supposed to be named Seduction?
Ctaleth's Inquisition: I'm not sure that this actually works within the rules. Could you get the same sort of effect without the rules issue by simply making it uncounterable with power 8 or more, or is there something that I'm missing?
Melody/Beguile: I think it might be easier to understand this if you reference "beguiled" somewhere in melody's reminder text.
Jinxed Mirror: I like the effect, but the wording feels awkward.
That's it for now, just a first pass. No comments on power level, since I don't consider myself qualified to judge that.
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Quotes from gaming:
From a discussion about skipping town and fleeing from the law:
"Quick, torch the legal system and run!" said no one, ever.
While trying to ambush a creature who favored grabbing and strangling PCs:
"Ok, so Tieflings are resistant to fire, right?" "Right" "Alright, so I light myself on fire so he can't grab me."
Auria: That's the intention. She's indestructible so she doesn't die to lethal damage, but damage still removes loyalty counters. She shouldn't be too similar to Gideon.
Seduction: Indeed, thanks.
Ctaleth's Inquisition: It's based on the wording on Word of Command, so it should work within the rules. Why uncounterable? The bonus is that you get to choose the card that's discarded and the creature that's sacrificed.
Ctaleth's Inquisition: It's based on the wording on Word of Command, so it should work within the rules. Why uncounterable? The bonus is that you get to choose the card that's discarded and the creature that's sacrificed.
Alright, I see what you were going for. I'm not sure exactly what I was thinking with the uncounterable thing. Now that I actually get it, I think it's a sick card.
It's a valid point, but I want to do Invokers and this seems like the best way.
I understand that the set is supposed to be in the spirit of Rise of the Eldrazi, but you seem to be pushing it way too hard. You have replacements for totem armor and eldrazi spawn, and you even copied level up. Most of those ideas I am fine with, but adding an underpowered cycle that could create confusion in the block just because they did it in Rise of the Eldrazi doesn't seem right. There are also a few problems that I could see with this so far. Melody seems far to easy to abuse with ways to untap creatures. Duet seems underpowered in a block that creates bunches of cheap creatures as sacrifice fodder. If you have more than one creature waiting to be swallowed or used for abyssal mana, Duet is useless. Talisman doesn't seem as good as totem armor. One of the main differences between equipment and auras is that equipment doesn't die when the creature it's equipping does. An aura that can save a creature is good because it can do its job and then block a removal spell. An equipment that can save a creature isn't the same, because without talisman, the equipment would still survive. With talisman, you aren't stopping card disadvantage, you are just being given more options which, though good, is worse than totem armor.
Here's what I'm wondering: After Cthaleth and Nolgul of the first set, and Naandr here, will there be red and white Kraken legends, or are they the only three "gods of the deep"?
Also, I'm still kind of perturbed by Mermaids and Merfolk being different types. It's sort of jarring on the typeline to expect one and then get the other when they're so similar words. I get the two races have different mechanical and flavor identities, but I'd either merge them or replace the Mermaids with, I don't know, Sirens, sea-going Kor, or something.
I understand that the set is supposed to be in the spirit of Rise of the Eldrazi, but you seem to be pushing it way too hard. You have replacements for totem armor and eldrazi spawn, and you even copied level up. Most of those ideas I am fine with, but adding an underpowered cycle that could create confusion in the block just because they did it in Rise of the Eldrazi doesn't seem right.
Since Abyssal isn't well received across the board, I'll cut it. I'll probably won't work much on this set in the near future, but once I'll get back to it, I'll replace it.
There are also a few problems that I could see with this so far. Melody seems far to easy to abuse with ways to untap creatures.
You can only get the discount once per creature, no matter what you do. You can untap it somehow to tap it again for another creature, but that comes up very rarely.
Duet seems underpowered in a block that creates bunches of cheap creatures as sacrifice fodder. If you have more than one creature waiting to be swallowed or used for abyssal mana, Duet is useless.
It isn't 100% there yet, but once it is, you should be able to make it work with levelers and such. It's a different strategy; you don't have to play token generators and/or sacrifice fodder in your deck.
Talisman doesn't seem as good as totem armor. One of the main differences between equipment and auras is that equipment doesn't die when the creature it's equipping does. An aura that can save a creature is good because it can do its job and then block a removal spell. An equipment that can save a creature isn't the same, because without talisman, the equipment would still survive. With talisman, you aren't stopping card disadvantage, you are just being given more options which, though good, is worse than totem armor.
That is all true, but the talisman are still very potent and you want to play them. Yes, you'll have to play them differently than other equipments, but they're still very good. On the contrary, except for Drake Umbra, not many of the umbras in Rise of the Eldrazi were actually played that much.
Here's what I'm wondering: After Cthaleth and Nolgul of the first set, and Naandr here, will there be red and white Kraken legends, or are they the only three "gods of the deep"?
They're the only three. GUB are the colors of the abyss (you'll notice that an awful lot of cards in those colors have that word in their name :Psyduck:). I actually wanted to do Kalimaras, the Ur-Kraken (father of Ctaleth and Nolgul) in this set, but I couldn't come up with something worthy of him, so I replaced him with this new character, which is the half-sister of Ctaleth and Nolgul.
Also, I'm still kind of perturbed by Mermaids and Merfolk being different types. It's sort of jarring on the typeline to expect one and then get the other when they're so similar words. I get the two races have different mechanical and flavor identities, but I'd either merge them or replace the Mermaids with, I don't know, Sirens, sea-going Kor, or something.
Yeah, I get that quite a lot. Back when I was designing the first set, I suggested changing their type to "Nixie", but I didn't get a resounding yes from anyone, so I kept it this way. I guess I can open this up to discussion again?
I like Nixie too. I read what you wrote about how Mermaids are to Merfolk as Humans are to Elves and I get that, but most other people won't. Nixie would help prevent confusion about that.
In the quest to conquer the seas, the humans killed Kalimaras's mate. In his grief, he teared open the ocean and created the chasm now known as the abyss. He hid himself away at the very bottom of it and left the ocean to be ruled by his two sons, who became obsessed with power and created the naga to worship them.
Naandr's mother is the elemental Tidesprite (appears in Iamur as a card). More I don't know yet.
There are a lot of new creature types in this set, which is okay, but I might also switch the Murlocs to Surrakar.
I like Murloc. Most in my playgroup know murlocs and reading the cards makes them laugh. Since this is just a custom set, I don't have to pay royalties to Blizzard, but if I were WotC I would of course change their creature type.
Then Nixie it is! Again, I won't be doing much in the coming time. Working on something else for a while :).
In the quest to conquer the seas, the humans killed Kalimaras's mate. In his grief, he teared open the ocean and created the chasm now known as the abyss. He hid himself away at the very bottom of it and left the ocean to be ruled by his two sons, who became obsessed with power and created the naga to worship them.
Naandr's mother is the elemental Tidesprite (appears in Iamur as a card). More I don't know yet.
I like Murloc. Most in my playgroup know murlocs and reading the cards makes them laugh. Since this is just a custom set, I don't have to pay royalties to Blizzard, but if I were WotC I would of course change their creature type.
Fair points on the Murlocs. But... h...how did Tidesprite...?
I think that you should have at least a red kraken since Tidesprite is partially red and that if you have 4 krakens, it would make sense to round out the cycle and make a white one. Here are some ideas.
Kalimaras, the Ur-Kraken WUBRGWUBRGWUBRG
Legendary Creature-Kraken (M)
Kalimaras, the Ur-Kraken cannot be countered
Indestructible, Hexproof, Swallow, Trample
Whenever Kalimaras, the Ur-Kraken deals combat damage to a player, you control that player during their next turn.
If Kalimaras, the Ur-Kraken would be put into a graveyard from anywhere, reveal Kaimaras, the Ur-Kraken and shuffle your graveyard into your library.
14/14
Zavek 8RRRRR
Legendary Creature-Kraken (M)
Zavek can't be countered
Swallow, Protection from multicolored
Whenever Zavek enters the battlefield or attacks, you may destroy up to three nonenchantment permanents
If Zavek would be put into your graveyard from anywhere, reveal Zavek and shuffle it into your library instead
11/11
Akhanor 8WWWWW
Legendary Creature-Kraken (M)
Akhanor can't be countered
Swallow, Protection from converted mana cost 4 or greater
Whenever Akhanor enters the battlefield or attacks, you may destroy all other creatures
If Akhanor would be put into your graveyard from anywhere, reveal Akhanor and shuffle it into your library instead.
11/11
I also think that all of the krakens should have a mana cost of 8 colorless and 5 colored, and be 11/11. Because of this, I think that Nolgul in Iamur should have 1 less toughness, 1 less power, and cost one blue mana less. Naandr should have 2 less power, 2 less toughness, should cost 2 green mana more, and should draw 4 cards when she enters the battlefield or attacks instead.
I think that you should have at least a red kraken since Tidesprite is partially red and that if you have 4 krakens, it would make sense to round out the cycle and make a white one. Here are some ideas.
It isn't supposed to be a cycle, in fact I still want to change Naandr a bit to show that she's not just another Kraken god. If I decide to add another Kraken, I want to do it because I have an idea for the character, but not to finish a cycle (*cough* Guild champions *cough*).
Kalimaras, the Ur-Kraken WUBRGWUBRGWUBRG
Legendary Creature-Kraken (M)
Kalimaras, the Ur-Kraken cannot be countered
Indestructible, Hexproof, Swallow, Trample
Whenever Kalimaras, the Ur-Kraken deals combat damage to a player, you control that player during their next turn.
If Kalimaras, the Ur-Kraken would be put into a graveyard from anywhere, reveal Kaimaras, the Ur-Kraken and shuffle your graveyard into your library.
14/14
You won't find much room anymore for a card name with that mana cost :Psyduck:. Actually, some design ideas of me also had Progenitus mana costs and were very close to your version. But, just going even bigger than with the others didn't feel right. In fact, he should be less powerful himself, but be able to spawn Kraken. So I made this:
Kalimaras, the Ur-Kraken8
Creature - Kraken (M)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature's color.)
Kalimara, the Ur-Kraken is indestructible. WUBRG: Put an 8/8 colorless Kraken creature token onto the battlefield.
8/8
I liked that he was colorless, but i didn't like the colorless frame. And now, since we've decided to cut abyssal, he has to be changed anyway.
Also, I'd like to point out, Kalimaras isn't evil! He's more like chaotic neutral. Only his sons are evil to the max (up to 11).
Zavek 8RRRRR
Legendary Creature-Kraken (M)
Zavek can't be countered
Swallow, Protection from multicolored
Whenever Zavek enters the battlefield or attacks, you may destroy up to three nonenchantment permanents
If Zavek would be put into your graveyard from anywhere, reveal Zavek and shuffle it into your library instead
11/11
That's very close to my version of the red one I designed (mine destroyed three lands), but again, I didn't implement him since I had no background for him. He was just a giant dude without flavor.
I also think that all of the krakens should have a mana cost of 8 colorless and 5 colored, and be 11/11. Because of this, I think that Nolgul in Iamur should have 1 less toughness, 1 less power, and cost one blue mana less. Naandr should have 2 less power, 2 less toughness, should cost 2 green mana more, and should draw 4 cards when she enters the battlefield or attacks instead.
Why do you think so? I don't want to make them so similar and Naandr is supposed to be less powerful, as she's only a half-god.
I tried to make some number themes with these guys: Nolgul: 6xU -> 12/12 = 2*6. Ctaleth: -1/-1 emblem, 11/11, protection from monocolored. Naandr: 3xG, 13/13, draw three cards.
I don't see a reason to change them right now, but I'm still trying to find the sweet design for Naandr.
With two effects that make you sacrifice creatures, would you consider doing something like Morbid? How about permanents and spells that have effects that "turn on" once you reach a certain number of creatures sacrificed for the turn (though that might be a little clunky to keep track of in-game)? You could even put it in certain colors to encourage new color combinations in draft.
Been lurking on your threads for this block for a little while, I love the concepts (flavor-wise and mechanic-wise). I was curious, when you draft the set, what are the numbers of each card you print out for the "packs"? Like how many of each common, uncommon, etc total?
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EDH: It's like a pillow fight, except occasionally someone pulls out a chainsaw.
If you suggest a card to add to a deck, suggest one to take out as well.
I don't want to reuse exactly Morbid, but an ability word in that direction would be perfect to replace Abyssal. Definitely something I'll think about more.
I printed
For Iamur:
3x each common
2x each uncommon
1x each rare and mythic
For Grim Tidings:
2x each common
1x each uncommon, rare and mythic
Grim Tidings less because it's only 1 booster per player each draft. 3x each Iamur common means about 270 commons (I think I have about 90 commons in the set), with 240 commons for 24 boosters (8 players, but we were only 7 people max).
I think "beguiled" is too flowery; the card ends up sounding pompous and long-winded. Why not a simpler word, say, "Creatures charmed by CARDNAME's melody,..."
just looked over the spoiled cards so far. I really like the overall feeling, just like Iamur. It's a shame I didn't say anything in that thread...but now you get a for all of that awesome work.
Now 2 little bits from my side:
1. You should put the keyword Duet in the 1st post under mechanics. As new ones there's only Abyssal.
2. With all the Abyssal going on, there should be a few more token generators. I feel that there are not enough to feed all the Abyssal cards.
Yes, I still need to design most of the fish token cards. I have not done so yet because I wanted to redesign white, and if they get fish tokens or not is a big part of it.
I'll add Duet to the mechanics. Must be an oversight.
I think "beguiled" is too flowery; the card ends up sounding pompous and long-winded. Why not a simpler word, say, "Creatures charmed by CARDNAME's melody,..."
Yes, I still need to design most of the fish token cards. I have not done so yet because I wanted to redesign white, and if they get fish tokens or not is a big part of it.
Are you looking to completely overhaul white?
Also, finally got around to printing out the stuff for Iamur, looking to do a draft with my playgroup sometime next week, have to tell you how it goes.
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EDH: It's like a pillow fight, except occasionally someone pulls out a chainsaw.
If you suggest a card to add to a deck, suggest one to take out as well.
Awesome! It's great to have people interested that much in the set!
Redesigning white is on my To-do-list, which is very large due to procrastination. When I'm more detached from the set, I can look back and see what I can do to fix some of the issues.
Iamur:
Replace Mermaid creature type with Nixie.
Banish the Dread doesn't work well with the Duet theme. Replace it?
Remove Fish tokens from white and focus more on the Duet theme? Move Fish tokens to green?
Make Goldshimmer Seahorse less hit-or-miss.
The enemy-color-activation leveler cycle is very unpopular, since most decks can't play them. Replace them with hybrid cards?
Admiral's Effigy is terrible.
The artifact subtheme isn't very well supported. Maybe see if something can be done to help out.
The rare multicolor lord cycle is very incoherent. Got to change those.
Grim Tidings:
Remove Abyssal. Replace it with another mechanic or just leave it empty?
Auria doesn't fit the set very well anymore, since the great overhaul.
Awesome! It's great to have people interested that much in the set!
Redesigning white is on my To-do-list, which is very large due to procrastination. When I'm more detached from the set, I can look back and see what I can do to fix some of the issues.
Iamur:
Replace Mermaid creature type with Nixie.
Banish the Dread doesn't work well with the Duet theme. Replace it?
Remove Fish tokens from white and focus more on the Duet theme? Move Fish tokens to green?
Make Goldshimmer Seahorse less hit-or-miss.
The enemy-color-activation leveler cycle is very unpopular, since most decks can't play them. Replace them with hybrid cards?
Admiral's Effigy is terrible.
The artifact subtheme isn't very well supported. Maybe see if something can be done to help out.
The rare multicolor lord cycle is very incoherent. Got to change those.
Grim Tidings:
Remove Abyssal. Replace it with another mechanic or just leave it empty?
Auria doesn't fit the set very well anymore, since the great overhaul.
Finish the set.
What's your thinking for the Mermaid/Nixie switch?
Drafted with my playgroup twice yesterday. We had five people playing. A few notes based off of what went down:
I printed out a few extra copies of the uncommons and commons, so we could experiment a bit with how stuff played in multiples.
Banish the dead was really good for white decks with lots of fish. It also played really well with levelers, since people playing the level deck usually had quite a few guys in play.
The off-color levelers were very popular. People liked them because of how powerful they were, and that they were easy to pick up pretty late in the packs because it was unlikely anyone else was in your color pair. This was especially true for the enemy colored ones. One of my friends drafted two or three Adventurous Turtles in a blue/green swallow ramp deck, and they closed out many of her games for her. Another guy had the same case for a really good green/black deck where they picked up The Abyssal City and a few Outcasts of Lua Atoll.
I feel like pushing fish tokens to green would make it too similar to blue.
White has an interesting playstyle because of the different directions you can go with it. It's nice if you're in duet or levelers because you can be pretty confident other people won't take your stuff even if they're in your colors. It allows you to prioritize picks a little differently. You can focus on grabbing stuff like talismans early because those are more likely to get grabbed up by other people. One thing to consider is maybe giving duet some stronger picks at common, and also some evasion duet guys.
On the other hand, stuff like swallowers and to a smaller degree fish usually go pretty fast because they're useful in many decks.
The artifacts subtheme might need a few more commons with "artifacts matter" abilities if you want to push it heavily in draft, might be something worth considering for Grim Tidings. We did see quite a few Voyager of the Depths, and those were nice because they were pretty late pick, so someone with a couple good "artifacts matter" cards could grab them all up pretty easily, and if someone wasn't in artifacts, it didn't hurt really for anyone to pick them up.
Admiral's Effigy might be more pickable if it was a looter-type effect (draw one, discard one) and a color filter instead of a colorless filter (colorless in, one mana of any color out).
The lord cycle was pretty powerful. We had the elemental, merfolk, and naga ones pop up. The elemental one was a powerhouse, the guy who grabbed that was able to draft a really strong red/green deck that was able to hold down the board really well just because of the number of fish he had. It's definitely a must-kill if you come up against it. The merfolk one was played in a really cool leveler deck. It gave the deck some late game longevity with the card draw and fit nicely because of the number of merfolk levelers. The person playing that was even able to do some artifact stuff because they picked up like four Voyager of the Depths and a number of talismans. The naga one was just thrown into someone's sideboard because no one was into the blue/black deck that draft.
One guy wants more support for sharks. However, in the draft he went red in, the guy to his left was also in red so that could be why his red stuff was a little lacking in power level.
The enemy color levelers encourage really weird and cool color combinations.
Might need another sweeper or two to take care of boards cluttered with fish (Grim Tidings maybe?). This needs a bit more testing to confirm though.
It was nice how spot removal made it so that it wasn't just whoever swallowed for a big guy first won.
Primordial Pillar is really cool.
Green and white may need a couple more big guys to melody into. This might be another case of too many people in the colors though. Also, Serpent Hatchling is really cool in the melody deck. Just in general the deck might need a little more support. I'll have to see how this goes next time around. We're looking to draft again either today or tomorrow.
Perhaps give green a couple pump effects in Grim Tidings so 7/7 Serpents could be useful for "8 power matters". This way you could diversify the color combos a bit.
Gemseeker is deceptively powerful.
Prospect is more balanced than the playgroup first thought.
Blackreef Scavenger can be built around, which is awesome. Really good with lots of little leveler guys.
Multiple people really liked Bubbling Magma, and Dragon of the Sea.
Don't expect to see any swallow guys late pack.
Parasitic Imposter was really useful.
Murloc Onslaught has interesting synergy with swallow, as does Haunted Shipwrack.
It was nice how you could reasonably expect multicolor cards and monocolored ones with multicolor effects and activations to come around again. This way you could prioritize some of the more universally good picks and then pick up the good niche cards in your colors later.
Decks that were played:
Blue/white merfolk/levelers/artifacts (grabbed a Ruins Explorer, among other stuff)
Blue/white levelers with some fish token support
Red/green aggro with the elemental lord
Red/green aggro with fish tokens and like four Bubbling Magma
Red/black aggro/fish tokens/swallow
Blue/black Blackreef Scavenger + Deadwater Tyrant and Naga Tempest (multiples of all three) with a small bit of kraken support
Blue/green ramp/swallow (this popped up once in both drafts, one of the players was heavy into fish tokens and came really close to playing white as a third color, the other was the one with a bunch of Adventurous Turtles and melody guys)
Black/Green/White The Abyssal City/melody/Drowned Revenants + Outcast of Lua Atoll (basically picked up all the off-color levelers)
Overall, everyone really loved how the set played. They really liked how big and swingy the games could get and how well everything fit mechanically.
Only had three people this time.
Rotfin Hunter is really good. Works well with Blackreef Scavenger and Noble of Blood Bottom. Makes for an interesting bit of synergy at common in black.
Surprisingly everyone went three colors (and for the R/B/U person almost four) this time around. Made for some interesting and unexpected decks. I'm still curious how making Admiral's Effigy a color filter would affect the environment. That would put the Effigy, Melodious Pearl, and Ornate Temple all at common for color fixing. Might encourage more splashing/taking on a third color.
Enemy color levelers were at it again today. This time it was the R/U one literally taking entire games.
The Red/green one was also a favorite. Noticed it today, but thinking about it, it also popped up quite a bit yesterday too.
It feels like Drowned Geist doesn't do enough, or that its cost of activation is too high. If you're shooting for synergy with "number of tapped creatures matter" effects, it doesn't seem like there are enough of those to enable the geist to have a big use there.
Decks:
R/W/U fish tokens
R/G/B weenie aggro (Blackreef Scavengers, levelers, Rotfin Hunters)
R/B/U 8 power matters/goodstuff
Art by Arteche
Links
The thread for Iamur, the 1st set:
You can read about the design of the set on our blog:
You can download a .pdf-document with all the cards:
For text versions see post #2
Overview
All mechanics from Iamur return. Grim Tidings introduces one new mechanic.
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by or one mana of that creature's color.)
Sacrificing creatures is still a major theme of the set. Abyssal is "swallow for activated abilities."
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or one mana of that creature’s color.)
Bloodlust X (Whenever this creature deals combat damage, put X +1/+1 counters on it.)
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Melody {mana} (You may tap this to reduce the cost of a creature spell you cast by {mana}. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Level up
Duet As long as you control exactly two creatures, {effect}.
Power 8 or greater matters
0/1 Fish tokens that are all colors
All races from Iamur reappear mostly unchanged. However, the races leak more and more into other colors.
Humanoid races:
(G/W) Mermaids
(W/U) Merfolk
(U/B) Naga
(B/R) Murlocs
(R/G) Elementals
Non-humanoid races:
W Whales, Walrures, Seahorses
U Turtles, Fish, Leviathans, Kraken
B Leviathans, Kraken, Horrors
R Sharks, Elementals
G Turtles, Fish, Serpents, Seahorses
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!
Anchored :1mana::symw:
Enchantment — Aura (U)
Enchant creature with power 3 or less
Enchanted creature can’t attack or block and its activated abilities can’t be activated.
“My lament will haunt the seven seas for all eternity.”
Atoll Runners :1mana::symw:
Creature — Mermaid Scout (C)
Level up 2G (2G: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 1-3]: Vigilance (3/3)
[LEVEL 4+]: Vigilance (5/5)
Auria, the Eternal :3mana::symw::symw:
Planeswalker — Auria (M)
+2: Until your next turn, spells your opponents cast cost 1 more to cast.
+1: Until your next turn, Auria, the Eternal becomes an indestructible 4/4 Angel creature with flying and vigilance that’s still a planeswalker.
-3: Put a divinity counter on another target permanent. That permanent is indestructible for as long as it has a divinity counter on it.
{4}
Cityback Whale :5mana::symw:
Creature — Whale (C)
Whenever Cityback Whale attacks, untap each other creature you control.
“Well, maybe you are living on the back of a giant turtle. Ever thought of that?”
—Taiat, citizen of the great whale
4/6
Exalted Tideguard :1mana::symw::symw:
Creature — Merfolk Soldier (C)
Vigilance, intimidate
With the humans entering merfolk territory, many veterans of the tideguard were called into service once again.
2/3
Hesitate
Instant (C)
Target creature can’t attack this turn.
Draw a card.
“A wondrous world lies beyond a barrier, the barrier in your mind.”
—Amara, mermaid mentor
Pavilion Harpist :1mana::symw:
Creature — Mermaid Bard (C)
Melody (You may tap this to reduce the cost of a creature spell you cast by W. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
It takes a true master to play a string instrument underwater.
2/2
Pristine Starstone :1mana::symw:
Enchantment — Aura (R)
Enchant Equipment
Enchanted Equipment has “Equipped creature gets +3/+3 and has first strike and vigilance.”
When enchanted Equipment is put into a graveyard from the battlefield, return Pristine Starstone to its owner’s hand.
Seahorse Matchmaker
Creature — Mermaid Cleric (U)
Level up 2W (2W: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-3]: Duet — As long as you control exactly two creatures, each of those creatures gets +1/+1. (3/3)
[LEVEL 4+]: Duet — As long as you control exactly two creatures, each of those creatures gets +3/+3. (5/5)
Skillful Ambush :1mana::symw:
Instant (C)
Target creature gets +1/+1 and gains first strike until end of turn. Put a level counter on that creature if it has level up.
“We’ve studied your tomes, diaries and letters. All past misdeeds of your kind are well-known to us.”
—Marinel, Macuri high judge
Smite the Hideous :1mana::symw:
Instant (C)
Destroy target creature with intimidate.
“Despite what you may believe, you aren’t too different from murlocs in our eyes.”
—Nacuro, captive merfolk
Throne of Macuri :3mana::symw::symw:
Enchantment (R)
At the beginning of your upkeep, put a dominion counter on Throne of Macuri.
Creatures you control get +1/+1 for each dominion counter on Throne of Macuri.
A throne to rule the merfolk, and all other creatures of the sea.
Tidesworn Guardian :1mana::symw:
Creature — Merfolk Knight (C)
Level up 2 (2: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 2-4]: Tidesworn Guardian can block an additional creature. (2/5)
[LEVEL 5+]: Tidesworn Guardian can block any number of creatures. (3/8)
Wavetouch Healer :5mana::symw:
Creature — Elemental Cleric (U)
Flash (You may cast this spell any time you could cast an instant.)
When Wavetouch Healer enters the battlefield, prevent all damage that would be dealt to you and creatures you control this turn.
3/3
Fortress Turtle :4mana::symu:
Creature — Turtle (C)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
The merfolk sent ahead their turtle warriors to explore the newfound land, knowing that they would withstand any danger it might throw at them.
2/6
Denizen of Light's End
Creature — Merfolk Warrior (C)
Creature spells you cast with power 8 or greater cost 1 less to cast.
“How long have you been living here, brother?”
—Aquiti, explorer of the depths
1/1
Guard of Kaladrin :3mana::symu:
Creature — Naga Rogue (C)
Flash (You may cast this spell any time you could cast an instant.)
Intimidate
“Not that Lady Kaladrin needs any guards. She just wants her servants to constantly be witness of her grandness.”
2/3
Maw of the Unreal :5mana::symu::symu:
Creature — Leviathan Horror (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Whenever Maw of the Unreal deals combat damage, return it to its owner’s hand.
“Either this is the last obstacle we’re to face, or I’ll go insane.”
—Kayisha
8/9
Merfolk Tidebender :1mana::symu:
Creature — Merfolk Wizard (C)
Level up 2W (2W: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 1-3]: Merfolk Tidebender is unblockable. (2/3)
[LEVEL 4+]: Lifelink
Merfolk Tidebender is unblockable. (3/4)
Mind Control :3mana::symu::symu:
Enchantment — Aura (R)
Enchant creature
You control enchanted creature.
“This specimen has a rather unusual parasitic strategy, wouldn’t you agree?”
Omnipotence :6mana::symu::symu::symu:
Enchantment (M)
You may activate abilities of creatures you control without paying their mana costs.
“I have seen beyond the barrier. The tides no longer control my fate.” —Xaelas
“But still you are unfree.” —Tidesprite
Pearlreef Sage :1mana::symu:
Creature — Naga Wizard (C)
When Pearlreef Sage enters the battlefield, look at the top two cards of your library. Put one of them on top of your library and the other on the bottom of your library.
“The future becomes crystal clear once you listen to the whispers of the tides.”
2/1
Seduction :1mana::symu::symu:
Sorcery (U)
Gain control of target creature until end of turn. Untap that creature. It gains melody :2mana::symu::symu: until end of turn. (You may tap this to reduce the cost of a creature spell you cast by 2UU. This doesn’t untap during its controller’s untap steps for as long as you control the creature it becomes.)
Stormtide Invoker :2mana::symu:
Creature — Naga Wizard (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:8mana:: Target player puts the top eight cards of his or her library into his or her graveyard.
“Sometimes, the hand of fate must be forced.”
2/3
Tidebringer Kraken :6mana::symu::symu:
Creature — Kraken (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
“It has to be out there somewhere. The waves are clashing more angrily than ever.”
8/8
Abyssal Encounter :1mana::symb:
Instant (U)
Target creature gets -1/-1 and becomes colorless until end of turn.
Target creature gets +1/+1 and gains intimidate until end of turn.
When you stare long into the abyss, the abyss stares back at you.
Abyssal Horseman :symb::symb:
Creature — Horror Knight (R)
Level up B (B: Put a level counter on this. Level up only as a sorcery.) (2/2)
[LEVEL 3-11]: (4/4)
[LEVEL 12+]: Creatures your opponents control get -2/-2. (6/6)
Blackreef Abomination :4mana::symb:
Creature — Murloc Mutant (C)
Defender
When Blackreef Abomination enters the battlefield, you may return target creature card from your graveyard to your hand.
The corals petrified its body. Now it’s just another statue in the sea.
1/4
Charmer of the Abyss :1mana::symb::symb:
Creature — Naga Wizard (R)
Deathtouch
Whenever another creature dies, you may pay 4B. If you do, put a 5/5 black Horror creature token onto the battlefield.
“Unlike my brethren, I do not blindly serve the abyss. The abyss serves me.”
2/2
Ctaleth’s Inquisition :2mana::symb::symb:
Sorcery (R)
Choose target player. If you control a creature with power 8 or greater, you control that player until Ctaleth’s Inquisition finishes resolving. (You see all cards that player could see and make all decisions for the player.)
The chosen player sacrifices a creature and discards a card.
Deadwater Shade :2mana::symb:
Creature — Naga Shade (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:symb:: Deadwater Shade gets +1/+1 until end of turn.
1/1
Deephollow Stalker :3mana::symb:
Creature — Naga Rogue (C)
Deephollow Stalker is colorless.
“Follow my voice! Can you hear it? Follow it to the end of the cavern... and embrace your doom!”
4/2
Dive into Madness :3mana::symb::symb:
Instant (C)
Target creature gets -8/-8 until end of turn.
“This chasm... everything we fear spawns from the very bottom of it. Do you really think your silly metal suit will protect you there?”
Hideous Devil
Creature — Fish Horror (C)
Intimidate
“They could be as small as plankton and I’d still flee from them in terror.”
—Ianthe, atoll sentry
1/1
Horror of Blood Bottom :5mana::symb::symb:
Creature — Leviathan (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Horror of Blood Bottom can’t block.
“Serpy is an old friend of the family; and he doesn’t like the way you’re talking to me.”
—Lady Galedra
8/7
Infinite Spite :1mana::symb::symb:
Instant (C)
Infinite Spite deals 3 damage to target creature and you gain 3 life.
“Just to be clear: this isn’t supposed to be a happy reunion.”
—Lady Kaladrin
Kraken’s Hoard :2mana::symb:
Enchantment (U)
At the beginning of your end step, if you control a creature with power 8 or greater, you may sacrifice Kraken’s Hoard. If you do, you gain 3 life and draw three cards.
There are treasures even a pirate legend wouldn’t dare to steal.
Murktide Invoker :1mana::symb:
Creature — Naga Wizard (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:8mana:: Target player draws three cards and loses 3 life.
2/1
Murloc Mudback :4mana::symb:
Creature — Murloc Shaman (U)
When Murloc Mudback dies, target opponent discards two cards.
Murlocs that aren’t part of the swarm often find themselves in even more disgusting places searching for food.
2/2
Queen of the Depths :5mana::symb::symb::symb:
Creature — Naga Wizard (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Trample, deathtouch, protection from Pirates
8/5
Screeching Witch
Creature — Naga Shaman (C)
Level up 1U (1U: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-4]: T: Target player puts the top card of his or her library into his or her graveyard. (1/3)
[LEVEL 5+]: T: Target player puts the top four cards of his or her library into his or her graveyard. (1/5)
Twisted Helmsman :2mana::symb:
Creature — Zombie Pirate (C)
When Twisted Helmsman dies, put a 2/2 black Zombie Pirate creature token onto the battlefield.
He’s steering directly towards eternal damnation.
2/2
Champions of Deephome :1mana::symr::symr:
Creature — Elemental Shaman (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
R: Champions of Deephome gets +1/+0 until end of turn.
0/4
Deeptide Invoker :2mana::symr:
Creature — Elemental Shaman (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
8: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
3/1
Demolition Squid :5mana::symr:
Creature — Kraken (C)
When Demolition Squid enters the battlefield, choose one — Destroy target artifact; or destroy target creature with defender.
The squid had encountered these wooden contraptions on the sea floor before. Though inedible, the timbers made for excellent toothpicks.
4/4
Desperate Foraging :3mana::symr:
Sorcery (C)
Draw two cards, then discard two cards.
Put two 0/1 Fish creature tokens that are all colors onto the battlefield.
All sources of food the reefs have to offer have been confiscated by the naga: Emergency provisions for the walk overland.
Magma Hunter :4mana::symr:
Creature — Horror (C)
Intimidate
The explorers quickly realized that all the leviathans and other monstrosities they’ve encountered were only a foretaste of the horrors to come.
3/4
Murloc Forager
Creature — Murloc Berserker (C)
Murloc Forager attacks each turn if able.
When Murloc Forager enters the battlefield, you may search your library for any number of cards named Murloc Forager, reveal them, put them into your hand, then shuffle your library.
1/1
Murloc Progenitor :1mana::symr:
Creature — Fish (R)
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.)
Whenever Murloc Progenitor deals combat damage, you may search your library for a Murloc creature card that costs that much or less, reveal it, put it into your hand, then shuffle your library.
1/1
Northcliff Piranhas :2mana::symr::symr:
Creature — Fish (U)
Haste
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.)
Little blood demon
—Merfolk phrase for “piranha”
2/3
Scent of Blood :3mana::symr:
Sorcery (U)
Put two 0/1 Fish creature tokens that are all colors onto the battlefield, then put a +1/+1 counter on each creature token you control.
Species unable to distinguish piranhas from ordinary fish all eventually become extinct.
Shorestalker
Creature — Murloc Warrior (C)
Level up 2B (2B: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: (4/1)
[LEVEL 3+]: Intimidate (4/4)
Spiked Cowry :1mana::symr:
Creature — Clam (C)
Defender
The shell was inhabited by something, but the mermaids couldn’t tell by what and the giant spikes repelled them from finding out.
4/2
Stranded on the Coast :2mana::symr:
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t block.
At the beginning of each upkeep, Stranded on the Coast deals 2 damage to enchanted creature.
“Jellystings! Now I have to planeswalk again.”
—Kayisha
Abyssal Scavenger :5mana::symg::symg::symg:
Creature — Serpent Horror (U)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Trample
When Abyssal Scavenger enters the battlefield, return target card from your graveyard to your hand.
9/9
Avid Discoverer :1mana::symg:
Creature — Merfolk Scout (C)
When Avid Discoverer enters the battlefield, you may play an additional land this turn.
“I always have to tell myself: You’re not on the sea floor. You can’t just swim upwards to get a better view.”
2/1
Dreaming Druid :2mana::symg:
Creature — Mermaid Druid Bard (U)
Melody :1mana::symg: (You may tap this to reduce the cost of a creature spell you cast by 1G. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Creatures beguiled by Dreaming Druid’s melody have hexproof.
2/2
Jellyfish Gargantuan :4mana::symg:
Creature — Jellyfish (C)
Jellyfish Gargantuan is all colors.
“Unlike ordinary jellyfish, it doesn’t kill its prey with venomous stings, but by devouring it as a whole.”
—Encyclopedia of marine studies
3/5
Kelpvale Primalist :1mana::symg:
Creature — Merfolk Druid (U)
Level up 2 (2: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 2-4]: T: Target creature gets +2/+2 until end of turn. (2/2)
[LEVEL 5+]: T: Target creature gets +4/+4 until end of turn. (4/4)
Lamenting Mermaid
Creature — Mermaid Bard (C)
Melody (You may tap this to reduce the cost of a creature spell you cast by G. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Creatures beguiled by Lamenting Mermaid’s melody get +1/+1.
“I can’t stand my sisters’ joyful chants.”
1/1
Naandr :8mana::symg::symg::symg:
Legendary Creature — Kraken Avatar (M)
Naandr can’t be countered.
Swallow, protection from converted mana cost 3 or less
Whenever Naandr enters the battlefield or attacks, draw three cards.
If Naandr would be put into your graveyard from anywhere, reveal Naandr and shuffle it into its owner’s library instead.
13/13
Risen Sea Giant :3mana::symg:
Creature — Giant Warrior (C)
Level up 2R (2R: Put a level counter on this. Level up only as a sorcery.) (3/3)
[LEVEL 1-3]: Trample (5/5)
[LEVEL 4+]: Trample
Risen Sea Giant must be blocked if able. (7/7)
Scavenging Mosa :2mana::symg::symg:
Creature — Serpent (C)
Bloodlust 1 (Whenever this creature deals combat damage, put one +1/+1 counter on it.)
At the age when mosas grow the most, they eat everything and everyone, including their kin.
3/3
Voice of Transcendence :3mana::symg::symg:
Creature — Spirit (R)
Defender
Melody :1mana::symg::symg: (You may tap this to reduce the cost of a creature spell you cast by 1GG. This doesn’t untap during your untap steps for as long as you control the creature it becomes.)
Creatures beguiled by Voice of Transcendence’s melody are indestructible.
0/5
Waylaying Serpent :5mana::symg::symg:
Creature — Serpent (C)
Swallow (Each creature you sacrifice while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Vigilance
King both above and beneath the waves.
7/7
Wondrous Above :2mana::symg:
Sorcery (C)
Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Draw a card.
“Curiosity has always been one of our prime impulses.”
—Aquiti, merfolk explorer
Macuri Charm :symw::symu:
Instant (U)
Choose one — Creatures you control get +1/+1 until end of turn; or look at the top five cards of your library, then put them back in any order; or counter target spell that targets a permanent you control.
An unquenchable source of light in the deep.
Ctalis Charm :symu::symb:
Instant (U)
Choose one — Creatures your opponents control get -2/-0 until end of turn; or return target creature card from your graveyard to your hand; or target player discards a card.
You can tell a person’s character by the talisman they’re wielding. Severed body parts? Abysmally evil.
Grglmar Charm :symb::symr:
Instant (U)
Choose one — Target creature gets -3/-1 until end of turn; or put two 1/1 red Murloc creature tokens with haste onto the battlefield, sacrifice them at the beginning of the next end step; or creatures you control gain intimidate until end of turn.
“It makes sense that it chooses a talisman that resembles itself: a bubble.”
Emerien Charm :symg::symw:
Instant (U)
Choose one — Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return to your hand all cards in your graveyard that were put there from the battlefield this turn; or target player gains 5 life.
A pristine shell for a pristine heart.
Grinning Sprite :1mana::symub::symub:
Creature — Elemental Rogue (C)
Grinning Sprite can’t be blocked except by creatures with intimidate.
It mocks the poor souls that get lost at Light’s End.
2/2
Ctali Enforcer
Creature — Naga Warrior (C)
Level up :1mana::symbr: (:1mana::symbr:: Put a level counter on this. Level up only as a sorcery.) (1/1)
[LEVEL 1-2]: Ctali Enforcer can’t block. (2/3)
[LEVEL 3+]: Ctali Enforcer can’t block. (3/5)
Romantic Rescue :1mana::symgw:
Instant (C)
Target creature you control is indestructible this turn.
Duet — If you control exactly two creatures, instead each of those creatures is indestructible this turn.
“Well, aren’t you an unlikely catch?”
Shepherd of the Depths :2mana::symwb::symwb:
Creature — Spirit (U)
First strike, lifelink
Lost in utter darkness, you will accept its offer of guidance. But will it guide you back to the surface or to your watery grave?
3/3
Crystalline Champion :1mana::symur::symur:
Creature — Elemental Warrior (U)
:symur:: Choose a color. Creatures of that color can’t block Crystalline Champion this turn.
:1mana::symur::symur:: Switch Crystalline Champion’s power and toughness until end of turn.
It’s as adaptive as the ocean itself.
1/4
Siren’s Breath :symbg::symbg:
Instant (U)
Creatures you control gain deathtouch until end of turn.
“Death is an illusion. There is only Naandr.”
—Urna of Light’s End
Coralia Warleader :1mana::symrw:
Creature — Mermaid Warrior (U)
Level up :2mana::symrw: (:2mana::symrw:: Put a level counter on this. Level up only as a sorcery.) (1/2)
[LEVEL 1-2]: Whenever Coralia Warleader attacks, other creatures you control get +1/+0 until end of turn. (2/4)
[LEVEL 3+]: Whenever Coralia Warleader attacks, other creatures you control get +3/+0 until end of turn. (3/6)
Coral Turtle :1mana::symgu::symgu:
Creature — Turtle (U)
When Coral Turtle enters the battlefield, draw a card.
“Before our warmongering races came to this world, the turtles were the very kings of the ocean. It must have been a much more peaceful era.”
1/5
Cursed Chest
Artifact — Equipment (U)
When Cursed Chest enters the battlefield, put a 2/2 black Zombie Pirate creature token onto the battlefield.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 3
Emerien Jewelry
Artifact — Equipment (C)
Equipped creature has lifelink.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 1 (:1mana:: Attach to target creature you control. Equip only as a sorcery.)
Helm of the Turtle Lord
Artifact — Equipment (R)
Equipped creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Equip 3 (:3mana:: Attach to target creature you control. Equip only as a sorcery.)
Jinxed Mirror
Artifact (R)
Creatures with even power get +2/+0.
Creatures with uneven power get -2/-0.
The mirror’s reflection is an exaggeration. Mermaids stare at it for hours, admiring their own beauty, and many naga curse at it for its insolence.
Kraken’s Possessions
Artifact — Equipment (U)
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Whenever a creature with power 8 or greater enters the battlefield under your control, you may return Kraken’s Possessions from your graveyard to the battlefield, then attach it to that creature.
Equip 1
Seafarer’s Compass
Artifact — Equipment (C)
When Seafarer’s Compass enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
Talisman (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.)
Equip 4
Unpolished Pearl
Artifact (C)
Level up 1 (1: Put a level counter on this. Level up only as a sorcery.)
[LEVEL 2-3]: T: Add 1 to your mana pool.
[LEVEL 4+]: T: Add one mana of any color to your mana pool.
Evolving Wilds
Land (C)
:symtap:, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
“The tides constantly shape the world around us. Until the waves stop clashing, its face will always change.”
Reeftop Stronghold
Land (U)
:symtap:: Add 1 to your mana pool.
:2mana:: Reeftop Stronghold becomes a 0/5 artifact Wall creature with defender until end of turn. It’s still a land.
The tideguard’s sight covers the entirety of the two realms, even on a murky day.
Sanctum of Ctaleth
Land (R)
T: Add 1 to your mana pool. If that mana is spent on a creature spell with power 8 or greater, it gains haste.
“The tides of doom have risen. The abyss awakens to reclaim this world.”
—Ctaleth
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!
Lead Tesla, a community set designed by everyone and led by me, over at Goblin Artisans. Index of articles here!
It's a valid point, but I want to do Invokers and this seems like the best way.
Stormtide Invoker :2mana::symu:
Creature — Naga Wizard (C)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature’s color.)
:8mana:: Target player puts the top eight cards of his or her library into his or her graveyard.
“Sometimes, the hand of fate must be forced.”
2/3
//Previous effect -5/-0 to all opponent's creatures.
Infinite Spite :1mana::symb::symb:
Instant (C)
Infinite Spite deals 3 damage to target creature and you gain 3 life.
“Just to be clear: this isn’t supposed to be a happy reunion.”
—Lady Kaladrin
//Replaces "Target player sacrifices a nonblack creature." I want more removal that gets stopped by talisman.
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!
Pristine Starstone: I love it. Kind of a Daybreak Coronet vibe.
Secuction: Is this supposed to be named Seduction?
Ctaleth's Inquisition: I'm not sure that this actually works within the rules. Could you get the same sort of effect without the rules issue by simply making it uncounterable with power 8 or more, or is there something that I'm missing?
Melody/Beguile: I think it might be easier to understand this if you reference "beguiled" somewhere in melody's reminder text.
Jinxed Mirror: I like the effect, but the wording feels awkward.
That's it for now, just a first pass. No comments on power level, since I don't consider myself qualified to judge that.
From a discussion about skipping town and fleeing from the law:
While trying to ambush a creature who favored grabbing and strangling PCs:
Seduction: Indeed, thanks.
Ctaleth's Inquisition: It's based on the wording on Word of Command, so it should work within the rules. Why uncounterable? The bonus is that you get to choose the card that's discarded and the creature that's sacrificed.
Melody/Beguile: I'll think about it.
Jinxed Mirror: What about it?
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!
Alright, I see what you were going for. I'm not sure exactly what I was thinking with the uncounterable thing. Now that I actually get it, I think it's a sick card.
Just something about 'uneven'. Could you use 'odd' there, or is it too open to confusion and misinterpretation?
From a discussion about skipping town and fleeing from the law:
While trying to ambush a creature who favored grabbing and strangling PCs:
Yeah, odd makes much more sense. I forgot that that's the word for "not even."
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 understand that the set is supposed to be in the spirit of Rise of the Eldrazi, but you seem to be pushing it way too hard. You have replacements for totem armor and eldrazi spawn, and you even copied level up. Most of those ideas I am fine with, but adding an underpowered cycle that could create confusion in the block just because they did it in Rise of the Eldrazi doesn't seem right. There are also a few problems that I could see with this so far. Melody seems far to easy to abuse with ways to untap creatures. Duet seems underpowered in a block that creates bunches of cheap creatures as sacrifice fodder. If you have more than one creature waiting to be swallowed or used for abyssal mana, Duet is useless. Talisman doesn't seem as good as totem armor. One of the main differences between equipment and auras is that equipment doesn't die when the creature it's equipping does. An aura that can save a creature is good because it can do its job and then block a removal spell. An equipment that can save a creature isn't the same, because without talisman, the equipment would still survive. With talisman, you aren't stopping card disadvantage, you are just being given more options which, though good, is worse than totem armor.
Storm Crow is strictly worse than Seacoast Drake.
Also, I'm still kind of perturbed by Mermaids and Merfolk being different types. It's sort of jarring on the typeline to expect one and then get the other when they're so similar words. I get the two races have different mechanical and flavor identities, but I'd either merge them or replace the Mermaids with, I don't know, Sirens, sea-going Kor, or something.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Since Abyssal isn't well received across the board, I'll cut it. I'll probably won't work much on this set in the near future, but once I'll get back to it, I'll replace it.
You can only get the discount once per creature, no matter what you do. You can untap it somehow to tap it again for another creature, but that comes up very rarely.
It isn't 100% there yet, but once it is, you should be able to make it work with levelers and such. It's a different strategy; you don't have to play token generators and/or sacrifice fodder in your deck.
That is all true, but the talisman are still very potent and you want to play them. Yes, you'll have to play them differently than other equipments, but they're still very good. On the contrary, except for Drake Umbra, not many of the umbras in Rise of the Eldrazi were actually played that much.
They're the only three. GUB are the colors of the abyss (you'll notice that an awful lot of cards in those colors have that word in their name :Psyduck:). I actually wanted to do Kalimaras, the Ur-Kraken (father of Ctaleth and Nolgul) in this set, but I couldn't come up with something worthy of him, so I replaced him with this new character, which is the half-sister of Ctaleth and Nolgul.
Yeah, I get that quite a lot. Back when I was designing the first set, I suggested changing their type to "Nixie", but I didn't get a resounding yes from anyone, so I kept it this way. I guess I can open this up to discussion again?
Thanks for your feedback!
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!
What did he mate with to breed those three?
Me, I actually like Nixie. There are a lot of new creature types in this set, which is okay, but I might also switch the Murlocs to Surrakar.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Storm Crow is strictly worse than Seacoast Drake.
In the quest to conquer the seas, the humans killed Kalimaras's mate. In his grief, he teared open the ocean and created the chasm now known as the abyss. He hid himself away at the very bottom of it and left the ocean to be ruled by his two sons, who became obsessed with power and created the naga to worship them.
Naandr's mother is the elemental Tidesprite (appears in Iamur as a card). More I don't know yet.
I like Murloc. Most in my playgroup know murlocs and reading the cards makes them laugh. Since this is just a custom set, I don't have to pay royalties to Blizzard, but if I were WotC I would of course change their creature type.
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!
Fair points on the Murlocs. But... h...how did Tidesprite...?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Kalimaras, the Ur-Kraken WUBRGWUBRGWUBRG
Legendary Creature-Kraken (M)
Kalimaras, the Ur-Kraken cannot be countered
Indestructible, Hexproof, Swallow, Trample
Whenever Kalimaras, the Ur-Kraken deals combat damage to a player, you control that player during their next turn.
If Kalimaras, the Ur-Kraken would be put into a graveyard from anywhere, reveal Kaimaras, the Ur-Kraken and shuffle your graveyard into your library.
14/14
Zavek 8RRRRR
Legendary Creature-Kraken (M)
Zavek can't be countered
Swallow, Protection from multicolored
Whenever Zavek enters the battlefield or attacks, you may destroy up to three nonenchantment permanents
If Zavek would be put into your graveyard from anywhere, reveal Zavek and shuffle it into your library instead
11/11
Akhanor 8WWWWW
Legendary Creature-Kraken (M)
Akhanor can't be countered
Swallow, Protection from converted mana cost 4 or greater
Whenever Akhanor enters the battlefield or attacks, you may destroy all other creatures
If Akhanor would be put into your graveyard from anywhere, reveal Akhanor and shuffle it into your library instead.
11/11
I also think that all of the krakens should have a mana cost of 8 colorless and 5 colored, and be 11/11. Because of this, I think that Nolgul in Iamur should have 1 less toughness, 1 less power, and cost one blue mana less. Naandr should have 2 less power, 2 less toughness, should cost 2 green mana more, and should draw 4 cards when she enters the battlefield or attacks instead.
Storm Crow is strictly worse than Seacoast Drake.
Yeah, the size difference was a big hurdle for their relationship :tongue:.
It isn't supposed to be a cycle, in fact I still want to change Naandr a bit to show that she's not just another Kraken god. If I decide to add another Kraken, I want to do it because I have an idea for the character, but not to finish a cycle (*cough* Guild champions *cough*).
You won't find much room anymore for a card name with that mana cost :Psyduck:. Actually, some design ideas of me also had Progenitus mana costs and were very close to your version. But, just going even bigger than with the others didn't feel right. In fact, he should be less powerful himself, but be able to spawn Kraken. So I made this:
Kalimaras, the Ur-Kraken 8
Creature - Kraken (M)
Abyssal (Each creature you sacrifice while activating an ability of this reduces its cost by 1 or by one mana of that creature's color.)
Kalimara, the Ur-Kraken is indestructible.
WUBRG: Put an 8/8 colorless Kraken creature token onto the battlefield.
8/8
I liked that he was colorless, but i didn't like the colorless frame. And now, since we've decided to cut abyssal, he has to be changed anyway.
Also, I'd like to point out, Kalimaras isn't evil! He's more like chaotic neutral. Only his sons are evil to the max (up to 11).
That's very close to my version of the red one I designed (mine destroyed three lands), but again, I didn't implement him since I had no background for him. He was just a giant dude without flavor.
Why do you think so? I don't want to make them so similar and Naandr is supposed to be less powerful, as she's only a half-god.
I tried to make some number themes with these guys:
Nolgul: 6xU -> 12/12 = 2*6.
Ctaleth: -1/-1 emblem, 11/11, protection from monocolored.
Naandr: 3xG, 13/13, draw three cards.
I don't see a reason to change them right now, but I'm still trying to find the sweet design for Naandr.
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!
Been lurking on your threads for this block for a little while, I love the concepts (flavor-wise and mechanic-wise). I was curious, when you draft the set, what are the numbers of each card you print out for the "packs"? Like how many of each common, uncommon, etc total?
If you suggest a card to add to a deck, suggest one to take out as well.
I printed
For Iamur:
3x each common
2x each uncommon
1x each rare and mythic
For Grim Tidings:
2x each common
1x each uncommon, rare and mythic
Grim Tidings less because it's only 1 booster per player each draft. 3x each Iamur common means about 270 commons (I think I have about 90 commons in the set), with 240 commons for 24 boosters (8 players, but we were only 7 people max).
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!
just looked over the spoiled cards so far. I really like the overall feeling, just like Iamur. It's a shame I didn't say anything in that thread...but now you get a for all of that awesome work.
Now 2 little bits from my side:
1. You should put the keyword Duet in the 1st post under mechanics. As new ones there's only Abyssal.
2. With all the Abyssal going on, there should be a few more token generators. I feel that there are not enough to feed all the Abyssal cards.
Signature done by DNC from the Heroes of the Plane Studios
--------------------
Official Ink Bearer of [The Crafters]
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Old Custom Set: Imminence over Marycion
I'll add Duet to the mechanics. Must be an oversight.
Sounds good.
Thanks all.
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!
Are you looking to completely overhaul white?
Also, finally got around to printing out the stuff for Iamur, looking to do a draft with my playgroup sometime next week, have to tell you how it goes.
If you suggest a card to add to a deck, suggest one to take out as well.
Redesigning white is on my To-do-list, which is very large due to procrastination. When I'm more detached from the set, I can look back and see what I can do to fix some of the issues.
Iamur:
Grim Tidings:
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!
What's your thinking for the Mermaid/Nixie switch?
Drafted with my playgroup twice yesterday. We had five people playing. A few notes based off of what went down:
I printed out a few extra copies of the uncommons and commons, so we could experiment a bit with how stuff played in multiples.
Banish the dead was really good for white decks with lots of fish. It also played really well with levelers, since people playing the level deck usually had quite a few guys in play.
The off-color levelers were very popular. People liked them because of how powerful they were, and that they were easy to pick up pretty late in the packs because it was unlikely anyone else was in your color pair. This was especially true for the enemy colored ones. One of my friends drafted two or three Adventurous Turtles in a blue/green swallow ramp deck, and they closed out many of her games for her. Another guy had the same case for a really good green/black deck where they picked up The Abyssal City and a few Outcasts of Lua Atoll.
I feel like pushing fish tokens to green would make it too similar to blue.
White has an interesting playstyle because of the different directions you can go with it. It's nice if you're in duet or levelers because you can be pretty confident other people won't take your stuff even if they're in your colors. It allows you to prioritize picks a little differently. You can focus on grabbing stuff like talismans early because those are more likely to get grabbed up by other people. One thing to consider is maybe giving duet some stronger picks at common, and also some evasion duet guys.
On the other hand, stuff like swallowers and to a smaller degree fish usually go pretty fast because they're useful in many decks.
The artifacts subtheme might need a few more commons with "artifacts matter" abilities if you want to push it heavily in draft, might be something worth considering for Grim Tidings. We did see quite a few Voyager of the Depths, and those were nice because they were pretty late pick, so someone with a couple good "artifacts matter" cards could grab them all up pretty easily, and if someone wasn't in artifacts, it didn't hurt really for anyone to pick them up.
Admiral's Effigy might be more pickable if it was a looter-type effect (draw one, discard one) and a color filter instead of a colorless filter (colorless in, one mana of any color out).
The lord cycle was pretty powerful. We had the elemental, merfolk, and naga ones pop up. The elemental one was a powerhouse, the guy who grabbed that was able to draft a really strong red/green deck that was able to hold down the board really well just because of the number of fish he had. It's definitely a must-kill if you come up against it. The merfolk one was played in a really cool leveler deck. It gave the deck some late game longevity with the card draw and fit nicely because of the number of merfolk levelers. The person playing that was even able to do some artifact stuff because they picked up like four Voyager of the Depths and a number of talismans. The naga one was just thrown into someone's sideboard because no one was into the blue/black deck that draft.
One guy wants more support for sharks. However, in the draft he went red in, the guy to his left was also in red so that could be why his red stuff was a little lacking in power level.
The enemy color levelers encourage really weird and cool color combinations.
Might need another sweeper or two to take care of boards cluttered with fish (Grim Tidings maybe?). This needs a bit more testing to confirm though.
It was nice how spot removal made it so that it wasn't just whoever swallowed for a big guy first won.
Primordial Pillar is really cool.
Green and white may need a couple more big guys to melody into. This might be another case of too many people in the colors though. Also, Serpent Hatchling is really cool in the melody deck. Just in general the deck might need a little more support. I'll have to see how this goes next time around. We're looking to draft again either today or tomorrow.
Perhaps give green a couple pump effects in Grim Tidings so 7/7 Serpents could be useful for "8 power matters". This way you could diversify the color combos a bit.
Gemseeker is deceptively powerful.
Prospect is more balanced than the playgroup first thought.
Blackreef Scavenger can be built around, which is awesome. Really good with lots of little leveler guys.
Multiple people really liked Bubbling Magma, and Dragon of the Sea.
Don't expect to see any swallow guys late pack.
Parasitic Imposter was really useful.
Murloc Onslaught has interesting synergy with swallow, as does Haunted Shipwrack.
It was nice how you could reasonably expect multicolor cards and monocolored ones with multicolor effects and activations to come around again. This way you could prioritize some of the more universally good picks and then pick up the good niche cards in your colors later.
Decks that were played:
Blue/white merfolk/levelers/artifacts (grabbed a Ruins Explorer, among other stuff)
Blue/white levelers with some fish token support
Red/green aggro with the elemental lord
Red/green aggro with fish tokens and like four Bubbling Magma
Red/black aggro/fish tokens/swallow
Blue/black Blackreef Scavenger + Deadwater Tyrant and Naga Tempest (multiples of all three) with a small bit of kraken support
Blue/green ramp/swallow (this popped up once in both drafts, one of the players was heavy into fish tokens and came really close to playing white as a third color, the other was the one with a bunch of Adventurous Turtles and melody guys)
Black/Green/White The Abyssal City/melody/Drowned Revenants + Outcast of Lua Atoll (basically picked up all the off-color levelers)
Overall, everyone really loved how the set played. They really liked how big and swingy the games could get and how well everything fit mechanically.
Only had three people this time.
Rotfin Hunter is really good. Works well with Blackreef Scavenger and Noble of Blood Bottom. Makes for an interesting bit of synergy at common in black.
Surprisingly everyone went three colors (and for the R/B/U person almost four) this time around. Made for some interesting and unexpected decks. I'm still curious how making Admiral's Effigy a color filter would affect the environment. That would put the Effigy, Melodious Pearl, and Ornate Temple all at common for color fixing. Might encourage more splashing/taking on a third color.
Enemy color levelers were at it again today. This time it was the R/U one literally taking entire games.
The Red/green one was also a favorite. Noticed it today, but thinking about it, it also popped up quite a bit yesterday too.
It feels like Drowned Geist doesn't do enough, or that its cost of activation is too high. If you're shooting for synergy with "number of tapped creatures matter" effects, it doesn't seem like there are enough of those to enable the geist to have a big use there.
Decks:
R/W/U fish tokens
R/G/B weenie aggro (Blackreef Scavengers, levelers, Rotfin Hunters)
R/B/U 8 power matters/goodstuff
If you suggest a card to add to a deck, suggest one to take out as well.