Introduction
Runin (RNN) is a large set and the the first of two in Runin block. This set is designed to be up to date with the three-and-one set model in a custom standard with all of my other ideas that I might eventually release (see my signature for a link to one of them). The set takes place on a plane modelled of the Norse world as they saw it, featuring themes and characters based off Norse mythology. Runin is not a concrete plane, rather, like Alara was, it is composed of several smaller planes. Valla and Kaldheim from the set, planechase, appear as two of these. Runin has several mechanical themes: combat matters, power matters, equipment matters, death effects and +1/+1 counters matter. Combat being the most important.
(More set related info in posts below)
The Design Goal
The set should have a variety of cards, mechanics and flavour that represent Norse mythological themes and characters. The set environment should emulate the feeling of epic conflict, that things are building up and leading toward some sort of inevitable conclusion. As opposed to Theros, this is more about being ominous than 'building your champion', meaning that it's more about waiting rather than actively building, so the design should reflect that.
Mechanics: Honored- When (this creature) dies, if it attacked or blocked this turn, (effect).
This mechanic is for the warriors of Innangard (a good reference for some of this background: http://norse-mythology.org/concepts/innangard-and-utangard/). It is supposed to represent the norse belief that dying in battle was honorable, hence the name. Mantle- Whenever (condition), you may attach (this equipment) to target creature.
This mechanic is mostly neutral, representing the magical quality of Norse weapons and the strong sense of destiny in Norse mythology (Thor's hammer is a perfect example). Equipment with mantle won't have an equip ability, in order to obtain them, you have to obtain the mantle, you have to earn it (by fulfilling the condition). Fated [cost] (As you draw this card, you may pay [cost] and play with it revealed.). (Cards with fated will provide a more powerful effect if they were fated, or when they are fated).
As previously mentioned, Norse had a strong belief in destiny, so this mechanic, which encourages you to commit to a future plan, fits very well. Bloodthirst N (returning) (If an opponent was dealt damage this turn, this creature enters the battlefield with N +1/+1 counters on it.)
This mechanic slot was troubling for a good deal of time, but this mechanic now fills it. Bloodthirst represents the Jotnar, followers of Utangard. The Jotnar are supposed to be very large and strong and, as a followers of chaos, they can appreciate some destruction, and this mechanic is here to represent that.
Archetypes
Current (still under consideration)
Flyers (w equipment)
Saboteurs
Bloodthirst
Stompy (w Bloodthirst)
Go Wide (w Honored)
Honored
Spells (w Fated)
Graveyard (w Bloodthirst)
Aggro (w equipment, Honored)
Fated
Other Notes:
This set is consistent with current MtG rules, wordings and mechanics.
Elves appear here as one of black's major races as well as green's, this is because 'dark elves' are mentioned in Norse mythology and I thought they made a good fit to give black more races to use here because of the lack of vampires and demons (because they are unsuitable, zombies are still here though). White has a number of warriors, like in KTK, to fit with the fact that the Norse were never really very militarised, and as such, I didn't want very many soldiers. !Dwarves! return finally as red's main race, in place of goblins. They also appear in white. Norn are introduced here in blue for similar reasons. They are based off the Norn from the norse mythology. They are overall very similar to Veldaken, but more human in appearance.
Cardlist of the Set So Far (nothing is final)
Jace, the Traveler ( )
Planeswalker- Jace (M)
+1: Create a 2/2 blue Illusion creature token with "Whenever this creature becomes the target of a spell or ability, sacrifice it".
-2: Return target nonland permanent to its owner's hand.
-6: You get an emblem with "Whenever a creature you control deals combat damage to a player, draw a card".
(4)
Ramaz, the Mad Prophet (
Planeswalker- Ramaz (M)
+1: Add two mana of any one color to your mana pool.
-2: Look at the top five cards of your library. You may reveal a nonland permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-6: Reveal the top six cards of your library. Put all nonland permanent cards revealed this way onto the battlefield, then put the rest on the bottom of your library in a random order.
(3)
Alorus, Honor Bound ( )
Legendary Creature- God (M)
Vigilance
Alorus, Honor Bound has indestructible unless its attacking or blocking.
At the beginning of combat on your turn, you gain life equal to the number of creatures and equipment you control.
7/5
Marus, Mist Weaver ( )
Legendary Creature- God (M)
Flying
Marus, Mist Weaver has indestructible unless its attacking or blocking.
At the beginning of combat on your turn, draw a card, then put a card from your hand on top of your library.
5/7
Sheikr, Death Keeper ( )
Legendary Creature- God (M)
Menace
Sheikr, Death Keeper has indestuctible unless its attacking or blocking
At the beginning of combat on your turn, you may have each player sacrifice a creature.
5/5
Razaag, Forge Master ( )
Legendary Creature- God (M)
First strike
Razaag, Forge Master has indestructible unless its attacking or blocking
At the beginning of each combat on your turn, you may attach target equipment you control to target creature.
5/5
Halumir, Wild Hearted ( )
Legendary Creature- God (M)
Reach
Halumir, Wild Hearted, has indestructible unless its attacking or blocking.
At the beginning of each combat on your turn, put a +1/+1 counter on up to two other target creatures you control.
6/6
Haldrim, the Skybreaker ( )
Legendary Creature- Giant Warrior (M)
Bloodthirst 1
Creatures you control with +1/+1 counters on them have first strike.
When Haldrim, the Skybreaker dies, exile all creatures with power 2 or less.
5/4
Arathus, the Northwind ( )
Legendary Creature- Giant Wizard (M)
Bloodthirst 1
During your turn, creatures you control with +1/+1 counters on them have hexproof.
: Arathus, the Northwind gets +1/-1 until end of turn.
5/5
Miasar, the Decay ( )
Legendary Creature- Giant Warrior (M)
Bloodthirst 2
Creatures you control with +1/+1 counters on them have menace.
Blocking creatures your opponents control get -1/-1
5/5
Oroborg, the Burning ( )
Legendary Creature- Giant Berserker (M)
Bloodthirst 2
Creatures you control with +1/+1 counters on them have haste.
When Oroborg, the Burning enters the battlefield, creatures can’t block this turn.
5/5
Attigar, the Earthwaker ( )
Legendary Creature- Giant Shaman (M)
Bloodthirst 2
Creatures you control with +1/+1 counters on them have trample.
When Attigar, the Earthwaker enters the battlefield, target player sacrifices a noncreature permanent.
5/5
Daramr, the Warrior King ( )
Legendary Creature- Human Warrior (R)
Vigilance Honored — When Daramar, the Warrior King dies, if it attacked or blocked this turn, create three 1/1 white spirit creature tokens with flying.
4/4
Alorus' Chosen ( )
Creature- Angel Warrior (R)
Flying, lifelink Honored — When Alorus' Chosen dies, if it attacked or blocked this turn, you may return each other creature that died this turn from your graveyard to the battlefield
4/4
Armorer of Light ( )
Creature- Human Artificer (R)
Prevent all combat damage that would be dealt to equipped creatures you control.
3/3
Skybreaker's Passing ( )
Instant (R)
Exile target creature with power less than or equal to the number of creatures you control.
Daramr's Trial ( )
Sorcery (R)
Destroy all creatures that didn't attack or block this turn.
Lady Lor'el, of the Water ( )
Legendary Creature- Norn Wizard (R)
Hexproof
At the beginning of each opponent’s upkeep, if you dealt combat damage to them with four or more creatures last turn, take an extra turn after this one.
3/2
Grand Mistreader ( )
Creature- Norn Wizard (R)
Whenever a card you own becomes fated, draw a card
1/3
Blizzard Sculptor ( )
Creature- Giant Wizard (R)
When Blizzard Sculptor enters the battlefield, return all tapped creatures target opponent controls to their owner's hands.
Fated ( )
When Blizzard Sculptor becomes fated, you may tap target creature, that creature doesn't untap during it's controller's next untap step.
4/5
Armament Master ( )
Creature- Norn Artificer (R)
When Armament Master enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.
2/3
Mistborn Colossus ( )
Creature- Illusion Elemental (R)
Flying, trample
Whenever Mistborn Colossus becomes the target of a spell or ability, sacrifice it unless you pay .
7/5
Bring the Storm ( )
Instant (R)
Return any number of attacking or blocking creatures your opponents control to their owner's hands.
Astral Forging ( )
Enchantment (R)
You may cast equipment cards as though they had flash.
Whenever an equipped creature you control deals combat damage to a player, draw a card,
Decide Fate ( )
Instant (R)
Until end of turn, whenever a creature dies, you may choose one-
Return it to it's owner's hand
Exile it instead of putting it into its owner's graveyard
Miasar's Bonecruncher ( )
Creature- Wolf Beast (R)
Bloodthirst 1
Miasar's Bonecruncher can't block unless it has a +1/+1 counter on it.
Whenever creature dealt combat damage by Miasar's Bonecruncher this turn dies, put a +1/+1 counter on Miasar's Bonecruncher.
3/3
Blight Walker ( )
Creature- Zombie (R) Honored — When Blight Walker dies, if it attacked or blocked this turn, target opponent sacrifices a creature.
2/1
Darakr Cursemaker ( )
Creature- Elf Wizard (R)
Darakr Cursemaker can't be blocked by creatures with power greater than it.
Whenever Darakr Cursemaker deals combat damage to a player, that player discards a card
2/3
Drak'Thall, Void Master ( )
Legendary Creature- Elf Wizard (R)
Lifelink
When Drak'Thall enters the battlefield or attacks, you may exile target creature until Drak'Thall leaves the battlefield. If you do, you lose life equal to that creature's power.
3/3
Skullcrush Fanatic ( )
Creature- Giant Berserker (R)
Bloodthirst 2
Whenever a creature with power 3 or less blocks or becomes blocked by Skullcrush Fanatic, destroy that creature.
5/5
High Thane Utaric ( )
Legendary Creature- Dwarf Warrior (R)
Haste
Equipped creatures you control have " : This creature deals damage equal to its power to target creature or player".
4/3
Dragonfire Warrior ( )
Creature- Dwarf Warrior (R)
Haste Honored — When Dragonfire Warrior dies, if it attacked or blocked this turn, it deals 2 damage to target creature or player
1/1
Flame's Vengeance ( )
Sorcery (R)
Fated ( )
Flame’s Vengeance deals 3 damage to each creature. If it was fated, it deals 3 damage to each creature your opponents control instead.
Hoarder Wyrm ( )
Creature- Dragon (R)
Flying
Whenever Hoarder Wyrm attacks, you may exile target artifact until Hoarder Wyrm leaves the battlefield.
Hoarder Wyrm gets +2/+2 for each artifact exiled by it.
4/4
Magmaskin Rager ( )
Creature- Giant Berserker (R)
Bloodthirst 1
: Magmaskin Rager deals 1 damage to any target.
5/5
Razaag's Vanguard ( )
Creature- Spirit Shaman (R)
Haste
: Add . Spend this mana only to cast instant, sorcery or artifact spells.
2/2
Warstorm Surge ( )
Enchantment (R)
Whenever a creature enters the battlefield under your control, it deals damage equal to its power to any target.
Attigar's Clan-Leader ( )
Creature- Giant Warrior (R)
Bloodthirst 1
You may have Attigar's Clan-Leader assign its combat damage as though it weren't blocked.
5/5
Alesava, the Forest's Voice ( )
Legendary Creature- Elf Warrior (R)
Whenever a card you own becomes fated, create a 1/1 green Spirit creature token.
: Scry 2
3/4
Invoke the Deepwood ( )
Sorcery (R)
Fated ( )
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
If Invoke the Deepwood was fated, you gain X life.
Alesava's Blade ( )
Creature- Elf Warrior (R)
Alesava's Blade can't be blocked by more than one creature Honored — When Alesava's Blade dies, if it attacked or blocked this turn, put a +1/+1 counter on each creature you control
4/4
Warden Tree Oak ( )
Creature- Treefolk (R)
Defender, reach
Whenever a creature attacks you or a planeswalker you control, create a 2/2 green dryad creature token, it blocks that creature this turn if able.
0/8
Giant Hunter ( )
Creature- Elf Warrior (R)
Vigilance
Whenever Giant Hunter blocks or becomes blocked by a creature with higher power or toughness than it, it gets +2/+2 until end of turn.
3/3
Deadland Veteran ( )
Creature- Human Warrior (R)
Prevent all damage that would be dealt to Deadland Veteran by instants, sorceries and planeswalkers. Honored — When Deadland Veteran dies, if it attacked or blocked this turn, return another target creature card with power 3 or less from your graveyard to the battlefield.
3/3
Deepwood Revenant ( )
Creature- Treefolk Spirit (R)
Deathtouch Honored — When Deepwood Revenant dies, if it attacked or blocked this turn, return it to it's owner's hand
2/1
Æther Blight ( )
Instant (R)
Choose one—
Destroy target creature
Counter target creature spell
Dolgar Champion ( )
Creature- Dwarf Warrior (R)
First Strike
Creatures you control get +1/+1 for each equipment attached to them.
3/2
Call to the Vordr ( )
Instant (R)
Create a 2/2 white spirit creature token and a 2/2 green dryad creature token. Prevent all combat damage that would be dealt to you this turn.
Soulriver Seer ( )
Creature- Elf Wizard (R)
Flash
At the beginning of your upkeep, look at the top card of your library. If it’s a land, you may reveal it and put it into your hand. Otherwise, you may put that card into your graveyard.
2/4
Jotnar Warcaller ( )
Creature- Giant Scout (R)
Jotnar Warcaller can't be blocked by more than one creature.
Whenever another creature with power 4 or greater enters the battlefield under your control, put a +1/+1 counter on Jotnar Warcaller.
4/2
Towering Slaughterer ( )
Creature- Giant Berserker (R)
Bloodthirst 1
Attacking creatures you control get +2/-1.
6/6
Mianir Warleader ( )
Creature- Angel Warrior (R)
Flying
As long as Mianir Warleader is equipped, other creatures you control have flying.
4/4
Crashing Tide ( )
Instant (R)
Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Fated ( )
When Crashing Tide becomes fated, return target instant or sorcery card from your graveyard to your hand.
Sasinas, Staff of Seasons ( )
Legendary Artifact- Equipment (R)
When Sasinas, Staff of Seasons enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library Mantle — Whenever a land enters the battlefield under your control, you may attach Sasinas, Staff of Seasons to target creature
Equipped creature gets +2/+2
Vrumir, the World Hammer ( )
Legendary Artifact- Equipment (R) Mantle — Whenever an opponent is dealt 3 or more damage by a source you control, you may attach Vrumir, World Hammer to target creature
Equipped creature gets +2/+2 and has " : This creature deals 2 damage to target creature or player".
Meinar, the Star Tracker ( )
Legendary Artifact- Equipment (R) Mantle — Whenever you draw a card other than during your draw step, you may attach Meinar, Star Tracker to target creature
Equipped creature can't be blocked and has "Whenever this creature deals combat damage to a player, scry 3".
Gormul, the Void Caller ( )
Legendary Artifact- Equipment (R) Mantle — Whenever you pay life, you may attach Gormul, the Void Caller to target creature
Equipped creature has " : Destroy target creature".
Leigana, the Sky Shield ( )
Legendary Artifact- Equipment (R) Mantle — Whenever a creature you control blocks, you may attach Leigana, the Sky Shield to it
Equipped creature has gets +0/+X, where X is the number of creatures you control, and has " : Tap target creature".
New Rare Dual Land Cycle
Silent Sanctuary
Land (R)
Silent Sanctuary enters the battlefield tapped.
: Add or
, , Sacrifice Silent Sanctuary: Exile target permanent, then return it to the battlefield under its owner’s control at the beginning of the next endstep.
Shipwreck Graveyard
Land (R)
Shipwreck Graveyard enters the battlefield tapped.
: Add or
, , Sacrifice Shipwreck Graveyard: Look at the top three cards of your library. Put one of them into your hand and rest into your graveyard.
Daunting Ruins
Land (R)
Daunting Ruins enters the battlefield tapped.
: Add or
, , Sacrifice Daunting Ruins: Daunting Ruins deals 2 to target player and they discard a card.
Thorn Fortress
Land (R)
Thorn Fortress enters the battlefield tapped.
: Add or
, , Sacrifice Thorn Fortress: Target creature gets +4/+2 and gains trample until end of turn.
Goldleaf Grove
Land (R)
Goldleaf Grove enters the battlefield tapped.
: Add or
, , Sacrifice Goldleaf Grove: Create two 1/1 green Spirit creature tokens.
Watchkeep Captain ( )
Creature- Human Soldier (U)
When Watchkeep Captain becomes equipped, untap it.
1/3
Honourable Strike ( )
Instant (U)
Destroy target attacking or blocking creature. You gain 2 life.
Battlefield Saviour ( )
Creature- Angel Cleric (U)
Flying, flash
When Battlefield Saviour enters the battlefield, choose a creature you control. When that creature dies, if it attacked or blocked this turn, return it from your graveyard to the battlefield.
2/3
Skirmisher Adept ( )
Creature- Human Warrior (U)
First Strike Honoured — When Skirmisher Adept dies, if it attacked or blocked this turn, untap up to two target creatures.
2/2
Daramr's Guard ( )
Creature- Human Soldier (U)
Vigilance Honored — When Daramr's Guard dies, if it attacked or blocked this turn, you may have it deal 2 damage to target tapped creature.
2/3
Suncaster ( )
Creature- Human Cleric (U)
, : Tap target creature.
, : Untap each attacking creature you control.
2/3
Arm With Faith ( )
Instant (U)
Creatures you control get +1/+1 and gain vigilance until end of turn.
Fated ( )
When Arm with Faith becomes fated, target creature gets +1/+1 and gains vigilance until end of turn.
Gust Rider ( )
Creature- Human Cleric (U)
Gust Rider has flying as long as you control another creature with flying.
Tap two untapped creatures you control: Return Gust Rider to it's owner's hand.
2/4
Unyielding Thane Keeper ( )
Creature- Dwarf Soldier (U)
When Unyielding Thane Keeper enters the battlefield, you may put an equipment with converted mana cost 3 or less from your hand onto the battlefield.
2/1
Winterfront Vanguard ( )
Creature- Norn Wizard (U)
Whenever Norn Apprentice deals combat damage to a player, scry 2.
2/1
Wayfarer Adept ( )
Creature- Human Wizard (U)
Flash
As long as Wayfarer Adept is equipped, it has hexproof.
3/1
Stormsea Gale ( )
Creature- Illusion Elemental (U)
When Stormsea Gale enters the battlefield, you may return another creature or artifact you control to it's owner's hand
2/3
Written Future ( )
Sorcery (U)
Look at target player's hand. Draw a card.
Fated ( )
When Written Future becomes fated, scry 2.
Skybreen Ravager ( )
Creature- Giant (U)
Whenever a creature is dealt combat damage by Skybreen Ravager, tap that creature and it doesn't untap during it's controller's next untap step.
4/6
Marus's Veil ( )
Instant (U)
Fated ( )
Return target creature an opponent controls to it's owner's hand. If Marus's Veil was fated, put that creature on top of its owner's library instead.
Felamas Stalker ( )
Creature- Elf Rogue (U)
Whenever Felamas Stalker deals combat damage to a player, if it's equipped, that player returns a nonland permanent they control to its owner's hand.
2/3
Watch over Skybreen ( )
Sorcery (U)
Up to two target creatures can’t be blocked this turn.
Draw a card.
Draugr Crusader ( )
Creature- Zombie Soldier (U)
Draugr Crusader enters the battlefield tapped Honored — When Draugr Crusader dies, if it attacked or blocked this turn, it deals 2 damage to each opponent and you gain 2 life
2/1
Miasar's Presence ( )
Sorcery (U)
Creatures with power 3 or less get -2/-2 until end of turn.
Weave Flesh ( )
Instant (U)
Fated ( )
Target creature gets -3/-3 until end of turn. If Weave Flesh was fated, that creature gets -7/-7 until end of turn instead.
Thought Stealer ( )
Creature- Human Cleric (U) Honored — When Thought Stealer dies, if it attacked or blocked this turn, target player reveals their hand. You choose a nonland card from among them, that player discards that card.
1/1
Dagger of Sheikr ( )
Creature- Human Assassin (U)
Deathtouch
Whenever Dagger of Sheikr attacks, another target attacking creature gains deathtouch until end of turn.
1/1
Death's Servant ( )
Creature- Giant (U)
Whenever a creature you control with power 4 or greater dies, put a +1/+1 counter on Death's Servant.
4/2
Lifeless One ( )
Creature- Zombie Rogue (U)
Lifeless One can't block or be blocked.
Fated- Sacrifice a creature
When Lifeless one becomes fated, put it onto the battlefield.
3/2
Darakr Betrayer ( )
Creature- Elf Rogue (U)
At the beginning of your upkeep, you lose life equal to the number of creatures you control with power 2 or less.
2/3
Vallan Blacksmith ( )
Creature- Dwarf Artificer (U)
: Target equipped creature gets +1/+0 until end of turn Honored — When Vallan Blacksmith dies, if it attacked or blocked this turn, you may attach an equipment you control to target creature.
1/2
Burning One ( )
Creature- Giant Warrior (U)
Bloodthirst 1
First strike
5/5
Browbeat ( )
Sorcery (U)
Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards.
Fill with Rage ( )
Enchantment-Aura (U)
Enchant creature
When Fill with Rage enters the battlefield, gain control of enchanted creature until end of turn, untap it.
Enchanted has haste and attacks each turn if able
Immersturm Passing ( )
Sorcery (U)
Immersturm Passing deals 3 damage divide as you choose among one, two or three target creatures.
Fated ( )
When Immersturm Passing becomes fated, it deals 3 damage to target player.
Volcano Spawn ( )
Creature- Dragon (U)
Fated ( )
Flying
When Volcano Spawn enters the battlefield, if it was fated, create a 2/2 red dragon creature token with flying.
4/4
Cloud Reaver ( )
Creature- Spirit Warrior (U)
: Target creature can't block this turn.
, : Cloud Reaver deals 2 damage to target creature or player.
2/2
Deepwell Outsider ( )
Creature- Norn Shaman (U)
When Deepwell Outsider enters the battlefield, you may discard your hand, then draw three cards.
1/3
World Raiser ( )
Creature- Giant Shaman (U)
Bloodthirst 1
When World Raiser enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
4/2
Explosive Vegetation ( )
Sorcery (U)
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Deepwood Survivalist ( )
Creature- Elf Warrior (U)
Fated ( )
Flash
When Deepwood Survivalist enters the battlefield, if it was fated, it gains indestructible until end of turn.
3/2
Ride into Battle ( )
Instant (U)
Target creature you control fights another target creature. Scry 1
Clan Elder ( )
Creature- Giant (U)
When Clan Elder enters the battlefield, you may return target creature card with power 4 or greater from your graveyard to your hand.
4/4
Halumir's Traveler ( )
Creature- Elf Shaman (U)
: Untap target land
, : Other creatures you control get +1/+1 until end of turn.
1/2
Wilder Wurm ( )
Creature- Wurm (U)
Trample
Fated ( )
When Wilder Wurm becomes fated, creatures you control gain trample until end of turn.
6/6
Barrow's Tale ( )
Sorcery (U)
Fated ( )
Put target card from your graveyard on top of your library. If Barrow's Tale was fated, return that card to your hand instead.
Exile Barrow's Tale.
Lesson Never Taught ( )
Instant (U)
Put the top three cards of your library into your graveyard. You gain 1 life for each land card in your graveyard.
Lorekeeper Valkyrie ( )
Creature- Angel Advisor (U)
Flying
Whenever Lorekeeper Valkyrie attacks, you may untap another target creature.
1/3
Skallan Deathless ( )
Creature- Giant Shaman
, Exile a creature card from your graveyard: Skallan Deathless gets +1/+1 until end of turn.
4/4
Thunder Speaker ( )
Creature- Norn Shaman (U)
Whenever you cast a noncreature spell or a noncreature card you own becomes fated, Thunder Speaker gets +1/+1 until end of turn.
2/1
Risen Infiltrator ( )
Creature- Zombie Rogue (U)
Menace
Whenever a creature you control deals combat damage to a player, you may draw a card. If you do, discard a card.
3/1
Fury of the Primeval ( )
Creature- Giant Berserker (U)
Fury of the Primeval attacks each turn if able.
4/2
Bone Thrasher ( )
Creature- Giant Warrior (U)
Whenever a creature you control becomes blocked, Bone Thrasher deals 1 damage to the defending player or planeswalker.
4/3
Wilder-Watcher ( )
Creature- Norn Shaman (U)
Tap two untapped creatures you control: Scry 2.
2/3
Denmar Preserver ( )
Creature- Elf Cleric (U)
Lifelink
, Sacrifice a creature: Return another target creature card with power 3 or less from your graveyard to the battlefield tapped.
3/3
Scrap Forger ( )
Creature- Dwarf Scout (U)
Equipment spells you cast cost less to cast.
2/1
Rising Champion ( )
Creature- Human Warrior (U)
Whenever another creature enters the battlefield under your control, Rising Champion gets +1/+1 until end of turn.
3/3
The Barrows
Land (U)
: add to your mana pool
, Exile a creature card from your graveyard: Add one mana of any color to your mana pool
Thorn of Alesis ( )
Artifact- Equipment (U) Mantle — Whenever a creature you control becomes untapped, you may attach Thorn of Alesis to it.
Equipped creature has " : This creature deals 2 damage to target creature or player".
Legion Slayer ( )
Artifact- Equipment (U) Mantle — Whenever a creature you control blocks or becomes blocked by two or more creatures, you may attach Legion Slayer to it.
Equipped creature has double strike.
Skullsplitter Axe ( )
Artifact- Equipment (U) Mantle — Whenever a creature you control with power 4 or greater attacks, you may attach Skullsplitter Axe to it.
Equipped creature gets +2/+0 and can't be blocked except by two or more creatures.
Rogue's Blade ( )
Artifact- Equipment (U) Mantle — Whenever a creature you control attacks and isn't blocked, you may attach Rogue's Blade to it
Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage to a player, look at the top two cards of that player's library".
Sovereign's Helm ( )
Artifact- Equipment (U) Mantle — At the beginning of each upkeep, if your life total is greater than each opponent, you may attach Sovereign's Helm to target creature
Equipped creature gets +1/+1 and has vigilance
Eyes of Alorus ( )
Creature- Human Soldier (C)
Flying Honored- When Eyes of Alorus dies, if it attacked or blocked this turn, put a +1/+1 counter on target creature.
2/1
Urasus Priest ( )
Creature- Human Cleric (C) Honored — When Urasus priest dies, if it attacked or blocked this turn, you gain 3 life.
1/3
Aspirant of Daramr ( )
Creature- Human Soldier (C) Honoured — When Aspirant of Daramr dies, if it attacked or blocked this turn, create a 1/1 white spirit creature token with flying.
1/1
Unbroken Will ( )
Instant (C)
Fated ( )
You gain 6 life. If Unbroken Will was fated, draw a card.
Oblivion Render ( )
Sorcery (C)
Exile target creature with power 4 or greater. Scry 1
Wings of Clarity ( )
Enchantment-Aura (C)
Enchant creature
Enchanted creature gets +1/+2 and has flying
Fated ( )
When Wings of Clarity becomes fated, target creature gains flying until end of turn.
Plow Hauler ( )
Creature- Ox (C)
When Plow Hauler enters the battlefield, you gain 4 life.
0/4
Watcher Eagle ( )
Creature- Bird (C)
Flying
3/2
Urasus Ambassador ( )
Creature- Human Advisor (C)
Urasus Ambassador has vigilance as long as you control three or more creatures.
2/4
Deephold Infantry ( )
Creature- Dwarf Soldier (C)
Whenever Deephold Infantry attacks, another target attacking creature gets +1/+1 until end of turn.
1/1
Man at Arms ( )
Creature- Human Warrior (C)
3/1
Steelclad Keepers ( )
Creature- Human Soldier (C)
Steelclad Keepers has lifelink as long as it's equipped.
3/2
Light of Alorus ( )
Instant (C)
Tap up to three target creatures your opponents control.
Mianir Grace ( )
Instant (C)
Target creature or artifact gains indestructible until end of turn.
Wary Gatekeeper ( )
Creature- Human Soldier (C)
When Wary Gatekeeper enters the battlefield, create a 1/1 white soldier creature token.
1/2
Bar the Gates ( )
Instant (C)
Create two 1/1 white soldier creature tokens. You may attach an equipment you control to a creature you control.
Haldrim's Forerunner ( )
Creature- Giant (C)
3/5
Stormsea Channeler ( )
Creature- Norn Wizard (C)
Whenever you cast a noncreature spell, Stormsea Channeler gets +1/+1 until end of turn.
2/3
Mistborn Elemental ( )
Creature- Illusion Elemental (C)
When Misborn Elemental enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
3/3
Mianir Messenger ( )
Creature- Bird (C)
Flying
When Mianir Messenger enters the battlefield, draw a card, then put a card from your hand on top of your library.
1/2
Wall of Mists ( )
Creature- Illusion Elemental (C)
Defender
When Wall of Mists enters the battlefield, look at the top three cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
0/5
Hydro Barrier ( )
Instant (C)
Fated ( )
Target creature you control gains hexproof until your next turn. If Hydro Barrier was fated, creatures you control gain hexproof until end of turn instead.
Meeting of Ways ( )
Sorcery (C)
Fated ( )
Draw two cards. If Meeting of Ways was fated, draw three cards instead.
Skybreen Nomad ( )
Creature- Human Warrior (C)
When Skybreen Nomad dies, scry 1.
2/1
Hydrosurge ( )
Instant (C)
Target creature gets -5/-0 until end of turn.
Frost Breath ( )
Instant (C)
Tap up to two target creatures. They don't untap during their controller's next untap step.
Twist of Fate ( )
Instant (C)
Return target spell to its owner's hand.
Frost Seal ( )
Enchantment- Aura (C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Fated ( )
When Frost Seal becomes fated, tap target creature.
Tideshell ( )
Creature- Turtle (C)
: Tideshell gets +1/-1 until end of turn.
1/5
Toward Destiny ( )
Instant (C)
Attach target equipment you control to target creature. Draw a card.
Thotunn Sentinel ( )
Creature- Elemental (C)
Defender
Thotunn Sentinel can attack as though it didn't have defender as long as it's equipped.
2/4
Crawling Dead ( )
Creature- Zombie (C)
Crawling Dead can't block
: Crawing Dead gains lifelink until end of turn.
2/2
Stagnant Creeper ( )
Creature- Elemental (C)
4/5
Undying Call ( )
Sorcery (C)
Return target creature card from your graveyard to your hand. Scry 1.
Dark-Elf Magus ( )
Creature- Elf Wizard (C) Honored — When Dark-Elf Magus dies, if it attacked or blocked this turn, you gain 4 life.
4/2
Shambling Draugr ( )
Creature- Zombie (C) Honored — When Shambling Draugr dies, if it attacked or blocked this turn, return another target creature card from your graveyard to your hand
2/2
Graveborn Giant ( )
Creature- Giant (C)
Bloodthirst 1
: Graveborn Giant gains indestructible until end of turn.
4/4
Bone Splinters ( )
Sorcery (C)
As an additional cost to cast Bone Splinters, sacrifice a creature.
Destroy target creature.
Exploit Weakness ( )
Instant (C)
Destroy target creature with power less than the greatest power among creatures on the battlefield.
Forced Tribute ( )
Instant (C)
Fated ( )
Forced Tribute deals 2 damage to target player and you gain 2 life. If it was fated, it deals 2 damage to any target and you gain 2 ife.
Darkbleeding ( )
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets -1/-1 and can't attack or block unless it's controller pays 1 life.
Shade of Miasar ( )
Creature- Shade (C)
: Shade of Miasar gets +1/+1 until end of turn.
2/2
Vile Servant ( )
Creature- Frog (C)
Whenever Vile Servant deals combat damage to a player, that player loses 2 life and you gain 2 life.
1/2
Drak'Thall's Employ ( )
Creature- Elf Assassin (C)
Deathtouch Honored- When Drek'Thall's Employ dies, if it attacked or blocked this turn, target player discards a card.
1/1
Subjugating Will ( )
Sorcery (C)
Target opponent discards two cards. Each player puts the top two cards of their library into their graveyard.
Tainted Restoration ( )
Instant (C)
Target creature gets +2/+0 and gains indestructible until end of turn.
False Burial ( )
Instant (C)
Put any number of creature cards from your graveyard on top of your library. Then scry 3.
Corrosive Blow ( )
Instant (C)
Target creature gets +1/+1 and gains deathtouch until end of turn.
Fated ( )
When Corrosive Blow becomes fated, target creature gets +1/+1 and gains deathtouch until end of turn.
Ashen-Path Keeper ( )
Creature- Dwarf Warrior (C) Honored — When Ashen-Path Keeper dies, if it attacked or blocked this turn, it deals 1 damage to each creature your opponents control.
2/3
Immersturm Bolt ( )
Sorcery (C)
Immersturm Bolt deals 4 damage to target creature or player.
History in Flames ( )
Instant (C)
Fated ( )
History in Flames deals 2 damage to target creature. If it was fated, it deals 3 damage to that creature instead.
Vallan Venerator ( )
Creature- Human Warrior (C) Honored — When Vallan Venerator dies, if it attacked or blocked this turn, you may have it deal 2 damage to each player
2/1
Fire of Oroborg ( )
Creature- Giant Berserker (C)
Bloodthirst 1
4/2
Fireborn Channeler ( )
Creature- Giant Shaman (C)
Fireborn Channeler has trample as long as you control another creature with power 4 or greater.
5/2
Dwarven Tunneler ( )
Creature- Dwarf Scout (C)
Dwarven Tunneler can't be blocked by creatures with flying.
2/1
Prophetic Fervor ( )
Sorcery (C)
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
Borderland Marauder ( ) (reprint)
Creature- Human Berserker (C)
Whenever Borderland Marauder attacks, it gets +2/+0 until end of turn.
1/2
Flames of the Forge ( )
Sorcery (C)
Flames of the Forge deals 4 damage to target player. You may put an equipment from your hand onto the battlefield.
Weapons Specialist ( )
Creature- Dwarf Warrior (C)
First Strike
Whenever Weapons Specialist becomes equipped, up to one target creature can't block this turn.
2/2
Thunderheart ( )
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +3/+0.
Fated ( )
When Thunderheart becomes fated, target creature gets +3/+0 until end of turn.
Destructive Excavation ( )
Sorcery (C)
Destroy target land. Destructive Excavation deals 2 damage to target creature or player.
Molten Touch ( )
Instant (C)
Fated ( )
Destroy target artifact. If Molten Touch was fated, exile that artifact instead.
Charge Forward ( )
Instant (C)
Creatures you control get +1/+0 and gain haste until end of turn.
Guard of the Realm ( )
Creature- Elf Warrior (C) Honored — When Guard of the Realm dies, if it attacked or blocked this turn, put a +1/+1 counter on target creature you control
3/2
Dormant Ancient ( )
Creature- Wurm (C)
Fated ( )
Dormant Ancient enters the battlefield tapped unless it was fated.
5/7
Primeval Claim ( )
Sorcery (C)
Destroy target artifact or enchantment. If that permanent would be put into the graveyard this turn, exile it instead.
Blossom Forth ( )
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. You gain 3 life.
Alesan Druid ( )
Creature- Elf Druid (C)
When Alesan Druid enters the battlefield, you may put a creature card from your graveyard on top of your library.
1/2
Hunt Down ( )
Sorcery (C)
Target creature you control fights target creature, then you may have it fight another target creature.
Leaf Gilder ( )
Creature- Elf Druid (C)
: Add to your mana pool
2/1
Thornback Roamer ( )
Creature- Beast (C)
Thornback Roamer can't be blocked by more than one creature.
3/4
Titanic Growth ( )
Instant (C)
Target creature gets +4/+4 until end of turn
Dawn Patrol ( )
Creature- Elf Warrior (C)
3/3
Sylvan Rally ( )
Sorcery (C)
Scry 4. Then you may reveal the top card of your library. If it's a creature card, draw a card.
Frontier Ranger ( )
Creature- Elf Scout (C)
Fated ( )
When Frontier Ranger becomes fated, put a land from your hand onto the battlefield.
1/3
Soothing Song ( )
Instant (C)
Fated ( )
Prevent all combat damage that would be dealt this turn. If Soothing Song was fated, you gain 3 life.
Verdant Future ( )
Enchantment- Aura (C)
Enchant land
Enchanted land has " : Add two mana of any one color to your mana pool".
You may look at the top card of your library.
Deepwood Drummer ( )
Creature- Giant Shaman (C)
Whenever Deepwood Drummer attacks, the next creature spell you cast this turn costs less.
2/3
Sudden Strike ( )
Instant (C)
Untap target creature, it gains deathtouch until end of turn.
Stone Circle
Land (C)
: Add to your mana pool
, : Search your library for a basic land card and reveal it. Shuffle your library, then put that card on top of it.
Pilgrim's Blade ( )
Artifact- Equipment (C) Mantle — Whenever a creature you control with power 3 or less attacks, you may attach Pilgrim's Blade to it
Equipped creature gets +1/+1
Jotnar's Bane ( )
Artifact- Equipment (C) Mantle — Whenever a creature you control blocks or becomes blocked by a creature with higher power or toughness than it, you may attach Jotnar's Bane to it
Equipped creature gets +2/+0 and has first strike
Traveller's Guide ( )
Artifact- Equipment (C) Mantle — Whenever a creature with power 3 or less enters the battlefield under your control, you may attach Traveller's Guide to it.
, Sacrifice Traveller's Guide: Return equipped creature to it' owner's hand. Draw a card.
Noble Crest ( )
Artifact- Equipment (C) Mantle — Whenever a creature you control attacks alone, you may attach Noble Crest to it.
Equipped creature gets +1/+2
Attigar Warclub ( )
Artifact- Equipment (C) Mantle — Whenever a creature with power 4 or greater enters the battlefield under your control, you may attach Attigar Warclub to it.
Equipped creature has trample
Leechlife Whip ( )
Artifact-Equipment (C) Mantle — At the beginning of your upkeep, if your life total is lower than each opponent, you may attach Leechlife Whip to target creature.
Equipped creature gets +2/+2 and has lifelink
Dwarven Golem ( )
Artifact Creature- Golem (C)
Equipment attached to Dwarven Golem have indestructible.
4/2
-
Once again, feedback is much appreciated. Thank you for reading.
Honoured: The name is good. It seems like an overly specific mechanic without a lot of build-around-me potential. Doesn't it cover the majority of creature death outside black and red? I guess it increases the value of spot removal as it denies Honor-able deaths. How do you make your deck better or worse at working with Honoured? I think that's my main question with it.
Mantle: A nice variant on equipment. I find it a little awkward that sometimes the creature "earns" the equipment, and sometimes an arbitrary creature gets the equipment because of some other thing you did.
The mechanics seem especially combat focused, which might make the overall set feel same-y.
The basic idea with honoured based decks is to play a bunch of them and aggresively attack and block, forcing them to play into it or play around it suboptimally. About mantle, I think that while the flavor can be a bit weird it is important that it plays well. The combat focus is intentional as it is supposed to be the main way of representing the norse theme. Because the game is already strongly based around combat, my thinking is you need to push it quite a bit to make it a thing. If it's a bit too much, I can always change around some cards.
I really like the idea behind mantle, but I'm wondering if it needs something along the lines of 'if CARDNAME isn't equipped?' I get the mechanical advantage of being able to shift equipment around and instant speed, but flavor wise it seems weird you could earn a mantle and then have it taken away from you?
I'm also wondering if this set lends itself to a stronger tribal theme? It already seems like you have some elements of it there, but clearly defining 'tribes' for a mechanic may help give that mechanic more to play with. For example, I do like Honored, and making it the theme of a R\W tribe would let you build up that sense of noble combat. It would also allow you to develop ideas oustide of combat (which I do feel the set would need), maybe through something like a B/U tribe that worships a Loki-like character?
Clearly you have some strong ideas for this set, so I don't know how well those ideas play in, but hopefully you can take something useful out of them.
For Runin, there is a substantial minor multicolour theme, each of the 2 colour pairs has an uncommon card and a rare card. Some of these are listed above.
EDIT: I have some other set ideas that are supposed to be in the same standard, one of them is a multicolour block, so this is an additional reason to include multicolour (as with Theros being between RTR and KTK). In addition, the alignment of colours with mechanics and some of the card designs themselves are partly to work with my ideas for that block/set.
About Mantle: although I like that idea for flavour reasons, it's too much of a nerf gameplay wise. One of the crucial things about equipment is that they stick around and swap between creatures, unlike auras. I have thought about things like that, but I don't see any changes working out.
About races, there are associated races for colours, as I have already briefly touched on in my other notes. For example: has dwarves as the most prominent race. You say I should develop ideas outside of combat, but I don't see where you are getting that this set is all about combat. There is a lot combat matters stuff, as it is the main mechanical theme, but there is plenty of other things going on. Scry is in the set partially for this reason, and is emphasised in and , the colour pairs least involved with other combat based mechanics. In relation to a Loki-like character and the Aesir/Vanir who are notably unmentioned, there may be something in planning .
I was intrigued by the decision to bring back Reinforce (though it might end up with a different name here), since it came off as lazy the first time around. I do think it could work if flavored well, though, and with cards that play with it properly. An idea skeleton I came up with while reading this:
Also about Reinforce: I have considered changing the name as you mentioned, but it seems suitable enough that it is not worth the confusion that some people would experience and more importantly would weaken referencing cards in casual and eternal formats.
Another couple comments:
-I was a big fan of the Legend feel for the artificer card - discarding your playable artifacts for a +1/+1 counter each seems unappealing, while the Timmi route of giving you a fantastic (artifacts + mana -> counters) exchange rate once you've gotten a fatty into play seems more fun.
-I also think you should brainstorm more possible Mantle cards, including at least a couple at common. Examples:
Infantry Lance 1
Artifact - Equipment (C) Mantle - Whenever a creature you control deals combat damage to a player, you may attach CARDNAME to it.
Equipped creature gets +2/+0.
Wings of Friendship 2
Artifact - Equipment (C) Mantle - Whenever you attack with three or more creatures, you may attach CARDNAME to one of those creatures.
Equipped creature gets +1/+1 and flying.
-Some of the other cards are a little wonky. Decide Fate (no graveyard ever) and Honourable Strike (better than Kill Shot, but can also reinforce for some reason) especially stand out, but look over all your cards to make sure they aren't too powerful or complicated. I feel like some of the scry designs (such as Darakr Seer, Norn Apprentice, and Grand Mistreader) don't take into account the laggy gameplay created by scrying 1 or 2 multiple times each turn.
-Overall, I do really like the direction this set is going. Good luck figuring out the creative for this world!
About Armament Master: Reinforce is not always supposed to be a good deal, much like cycling. One of the purposes of the mechanic is to trade unwanted cards for power. Also, consider that Reinforce is instant speed and so merely the threat of it helps Armament Master. Also, because of Reinforce, there is a number of cards in the set that care about counters, including Armament Master himself.
About Mantle: Some common mantle cards will be posted eventually, when I design some.
About Decide Fate: what do you mean? The card is primarily an Honoured supporter, allowing you to trade extremely aggressively and generate large amounts of value. It is flavoured off of the three main possible after-lives that the norse believed in: valhalla when odin selects someone (hand), vanaheim when Freyr selects someone (exile) and hel when you are ignored (graveyard, 'may' is there for this).
About Honourable Strike: First of all, it's uncommon which means it can generally be a little better. Second of all, Kill Shot was never supposed to be a good card, just an ok one. Finally, the attacking or blocking clause is very significant in this set, because of honoured. I designed the card to be an interesting skill-testing card for limited, possessing a lot of interactions for a simple uncommon.
About Scry cards: Scry here is the mechanic for control in limited. Almost every control deck is supposed to be looking for cards such as the ones you have listed. In fact, it's supposed be a thing in constructed in constructed as well. They are supposed to be slow, that's their strategical association. If what you are saying is much more of a power-level concern, then that's different. Right now, my focus is 100% design. EDIT: Do you mean slow as in time? If so, considering they are control cards they will naturally play slow. Yes, cards such as the ones you mention can slow the game down quite a bit but considering they are quite specific strategically (you won't see a lot of them) and vulnerable to removal means that it is probably not a problem. The aforementioned cards are also almost all of such cards in the set.
Even though I said it was coming a while ago, I've had some thoughts and I want to hold of on the creative info dump (plus there a certain set of cards I want to figure out before releasing more). I will also eventually add a bunch of flavour text (eventually).
As I have already mentioned, there are no god cards (with or without the creature type) in the set so far. There is a number of reasons for this, which I will explain here to give you all a sense of what's going on.
First of all, I have yet to come up with any satisfying designs for the gods. I have a rough idea of what I want to do, but I need to find a way to make them work
Also, I am not sure what is the best way to do them, how similar should they be to the Theros gods? (rhetorical, but feel free to post your thoughts)
And finally that damn Theros set! As I already have scry (in Theros), in a top down set (like Theros), which features strong creature related themes (honoured/heroic, reinforce/monstrosity, bestow/mantle) and I want to do gods. I am going to have to be careful to make this set feel different, and it's one of the reasons I listed scry as replaceable. I will admit that this set is largely inspired by Theros, and it is supposed be the same sort of set, but nevertheless this is a concern.
As the tile of this post suggests, another thing I am considering is the role of enchantments, more specifically, enchantment creatures. Because I do want Gods and they are probably going to be enchantments, I think that enchantment creatures would be a good fit in the set, to make sure the gods don't feel out of place as the only enchantment creatures. However, enchantment creatures should not be done with out a good reason and obviously Theros has them, I am not sure of I should actually put them in.
Please send me your thoughts on this topic as it would help me decide such things.
BONUS: Sneak peak
Alorus: Alorus' Chosen, Eyes of Alorus
Marus: Marus' Veil
Sheikr: Dagger of Sheikr
Razaag: Razaag's Vanguard
Halumir: Halumir's Traveler
I wonder who these could be?
And the coloured mantle equipment cycle? Seems familiar somehow...
Runin is a plane composed of several smaller planes, much like Alara was before the conflux. Unlike Alara was however, these worlds are connected by bridges of Aether and suspended matter, allowing non-planeswalkers to cross between them. Each of the worlds is ruled over by a god and a Jotnar giant lord, who constantly contest the lands. Both sides possess large armies of followers, the Jotnar have hordes of giants and great beasts, while the gods align themselves with the civilisations of their world.
URASUS: Primarily aligned. Ruled by Alorus and Haldrim. Associated races: humans, spirits, valkyrie (angels)
KALDHEIM: Primarily aligned. Ruled by Marus and Arathus. Associated races: norn, elementals, serpents
DARAKR: Primarily aligned. Ruled by Sheikr and Miasar. Associated races: draugr (zombies), elves (dark)
VALLA: Primarily aligned. Ruled by Razaag and Oroborg. Associated races: dwarves, dragons
ALESIS: Primarily aligned. Ruled by Halumir and Attigar. Associaed races: elves (normal), wurms
The Story So Far
The strange nature of the plane has attracted the attention of the planeswalker Jace, who has learned something terrible about the fate of the plane and has come to learn as much as he can about it. He is joined by other planeswalkers native to the world who wish to know why he is here and what he knows (hint, hint: there is 2 more planeswalker cards coming). Meanwhile the great battle between the Jotnar and the gods is growing, threatening to engulf all of Runin in war and change the world forever.
EDIT: I plan to playtest some time this month, maybe early next month. Playtesting will be composed of low-rarity limited and block constructed (probably after). Major updates will follow afterward.
Typos fixed (Valla not Vanna, don't know how I missed that entirely), balancing changes (Daramr experiment was not worth trying, definitely OP), continued fleshing of the set.
Set Info: Each colour, in addition to having a god (TBR) and a Jotnar lord, has a rare legendary leader. These represent each world's civilisation, leading the people for the cause of their god.
Daramr : human leader of Urasus, known as an excellent military commander and chosen by Alorus on the battlefield
Selesis : norn leader of Kaldheim, extremely knowledgable and experienced, second only to Marus himself
Drak'Thall : Darakan dark elf master of void magics, fought his way to power and gained the attention of Sheikr
Utaric : dwarven warrior of Valla who is known for his incredible strength and even greater stubbornness
Alesava : Alesis' eleven queen of great beauty and vast wisdom, swift and skilled with her sword
Continuing to update cards, getting ready to do playtesting. If anyone wants to comment on the set as it is, I would do so now, because there will be changes after playtesting and suggestions could potentially accelerate things along.
Thanks to everyone who has viewed and/or commented on the set so far. I really do appreciate it. : )
Recommendation: Use [ spoiler ] [ /spoiler ] tags to compact all those cards into a neat space like so:
Hello World!
Private Mod Note
():
Rollback Post to RevisionRollBack
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
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Runin (RNN) is a large set and the the first of two in Runin block. This set is designed to be up to date with the three-and-one set model in a custom standard with all of my other ideas that I might eventually release (see my signature for a link to one of them). The set takes place on a plane modelled of the Norse world as they saw it, featuring themes and characters based off Norse mythology. Runin is not a concrete plane, rather, like Alara was, it is composed of several smaller planes. Valla and Kaldheim from the set, planechase, appear as two of these. Runin has several mechanical themes: combat matters, power matters, equipment matters, death effects and +1/+1 counters matter. Combat being the most important.
(More set related info in posts below)
The Design Goal
The set should have a variety of cards, mechanics and flavour that represent Norse mythological themes and characters. The set environment should emulate the feeling of epic conflict, that things are building up and leading toward some sort of inevitable conclusion. As opposed to Theros, this is more about being ominous than 'building your champion', meaning that it's more about waiting rather than actively building, so the design should reflect that.
Mechanics:
Honored- When (this creature) dies, if it attacked or blocked this turn, (effect).
This mechanic is for the warriors of Innangard (a good reference for some of this background: http://norse-mythology.org/concepts/innangard-and-utangard/). It is supposed to represent the norse belief that dying in battle was honorable, hence the name.
Mantle- Whenever (condition), you may attach (this equipment) to target creature.
This mechanic is mostly neutral, representing the magical quality of Norse weapons and the strong sense of destiny in Norse mythology (Thor's hammer is a perfect example). Equipment with mantle won't have an equip ability, in order to obtain them, you have to obtain the mantle, you have to earn it (by fulfilling the condition).
Fated [cost] (As you draw this card, you may pay [cost] and play with it revealed.). (Cards with fated will provide a more powerful effect if they were fated, or when they are fated).
As previously mentioned, Norse had a strong belief in destiny, so this mechanic, which encourages you to commit to a future plan, fits very well.
Bloodthirst N (returning) (If an opponent was dealt damage this turn, this creature enters the battlefield with N +1/+1 counters on it.)
This mechanic slot was troubling for a good deal of time, but this mechanic now fills it. Bloodthirst represents the Jotnar, followers of Utangard. The Jotnar are supposed to be very large and strong and, as a followers of chaos, they can appreciate some destruction, and this mechanic is here to represent that.
Archetypes
Current (still under consideration)
Flyers (w equipment)
Saboteurs
Bloodthirst
Stompy (w Bloodthirst)
Go Wide (w Honored)
Honored
Spells (w Fated)
Graveyard (w Bloodthirst)
Aggro (w equipment, Honored)
Fated
Other Notes:
This set is consistent with current MtG rules, wordings and mechanics.
Elves appear here as one of black's major races as well as green's, this is because 'dark elves' are mentioned in Norse mythology and I thought they made a good fit to give black more races to use here because of the lack of vampires and demons (because they are unsuitable, zombies are still here though). White has a number of warriors, like in KTK, to fit with the fact that the Norse were never really very militarised, and as such, I didn't want very many soldiers. !Dwarves! return finally as red's main race, in place of goblins. They also appear in white. Norn are introduced here in blue for similar reasons. They are based off the Norn from the norse mythology. They are overall very similar to Veldaken, but more human in appearance.
Cardlist of the Set So Far (nothing is final)
Jace, the Traveler ( )
Planeswalker- Jace (M)
+1: Create a 2/2 blue Illusion creature token with "Whenever this creature becomes the target of a spell or ability, sacrifice it".
-2: Return target nonland permanent to its owner's hand.
-6: You get an emblem with "Whenever a creature you control deals combat damage to a player, draw a card".
(4)
Ramaz, the Mad Prophet (
Planeswalker- Ramaz (M)
+1: Add two mana of any one color to your mana pool.
-2: Look at the top five cards of your library. You may reveal a nonland permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-6: Reveal the top six cards of your library. Put all nonland permanent cards revealed this way onto the battlefield, then put the rest on the bottom of your library in a random order.
(3)
Alorus, Honor Bound ( )
Legendary Creature- God (M)
Vigilance
Alorus, Honor Bound has indestructible unless its attacking or blocking.
At the beginning of combat on your turn, you gain life equal to the number of creatures and equipment you control.
7/5
Marus, Mist Weaver ( )
Legendary Creature- God (M)
Flying
Marus, Mist Weaver has indestructible unless its attacking or blocking.
At the beginning of combat on your turn, draw a card, then put a card from your hand on top of your library.
5/7
Sheikr, Death Keeper ( )
Legendary Creature- God (M)
Menace
Sheikr, Death Keeper has indestuctible unless its attacking or blocking
At the beginning of combat on your turn, you may have each player sacrifice a creature.
5/5
Razaag, Forge Master ( )
Legendary Creature- God (M)
First strike
Razaag, Forge Master has indestructible unless its attacking or blocking
At the beginning of each combat on your turn, you may attach target equipment you control to target creature.
5/5
Halumir, Wild Hearted ( )
Legendary Creature- God (M)
Reach
Halumir, Wild Hearted, has indestructible unless its attacking or blocking.
At the beginning of each combat on your turn, put a +1/+1 counter on up to two other target creatures you control.
6/6
Haldrim, the Skybreaker ( )
Legendary Creature- Giant Warrior (M)
Bloodthirst 1
Creatures you control with +1/+1 counters on them have first strike.
When Haldrim, the Skybreaker dies, exile all creatures with power 2 or less.
5/4
Arathus, the Northwind ( )
Legendary Creature- Giant Wizard (M)
Bloodthirst 1
During your turn, creatures you control with +1/+1 counters on them have hexproof.
: Arathus, the Northwind gets +1/-1 until end of turn.
5/5
Miasar, the Decay ( )
Legendary Creature- Giant Warrior (M)
Bloodthirst 2
Creatures you control with +1/+1 counters on them have menace.
Blocking creatures your opponents control get -1/-1
5/5
Oroborg, the Burning ( )
Legendary Creature- Giant Berserker (M)
Bloodthirst 2
Creatures you control with +1/+1 counters on them have haste.
When Oroborg, the Burning enters the battlefield, creatures can’t block this turn.
5/5
Attigar, the Earthwaker ( )
Legendary Creature- Giant Shaman (M)
Bloodthirst 2
Creatures you control with +1/+1 counters on them have trample.
When Attigar, the Earthwaker enters the battlefield, target player sacrifices a noncreature permanent.
5/5
Daramr, the Warrior King ( )
Legendary Creature- Human Warrior (R)
Vigilance
Honored — When Daramar, the Warrior King dies, if it attacked or blocked this turn, create three 1/1 white spirit creature tokens with flying.
4/4
Alorus' Chosen ( )
Creature- Angel Warrior (R)
Flying, lifelink
Honored — When Alorus' Chosen dies, if it attacked or blocked this turn, you may return each other creature that died this turn from your graveyard to the battlefield
4/4
Armorer of Light ( )
Creature- Human Artificer (R)
Prevent all combat damage that would be dealt to equipped creatures you control.
3/3
Skybreaker's Passing ( )
Instant (R)
Exile target creature with power less than or equal to the number of creatures you control.
Daramr's Trial ( )
Sorcery (R)
Destroy all creatures that didn't attack or block this turn.
Lady Lor'el, of the Water ( )
Legendary Creature- Norn Wizard (R)
Hexproof
At the beginning of each opponent’s upkeep, if you dealt combat damage to them with four or more creatures last turn, take an extra turn after this one.
3/2
Grand Mistreader ( )
Creature- Norn Wizard (R)
Whenever a card you own becomes fated, draw a card
1/3
Blizzard Sculptor ( )
Creature- Giant Wizard (R)
When Blizzard Sculptor enters the battlefield, return all tapped creatures target opponent controls to their owner's hands.
Fated ( )
When Blizzard Sculptor becomes fated, you may tap target creature, that creature doesn't untap during it's controller's next untap step.
4/5
Armament Master ( )
Creature- Norn Artificer (R)
When Armament Master enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.
2/3
Mistborn Colossus ( )
Creature- Illusion Elemental (R)
Flying, trample
Whenever Mistborn Colossus becomes the target of a spell or ability, sacrifice it unless you pay .
7/5
Bring the Storm ( )
Instant (R)
Return any number of attacking or blocking creatures your opponents control to their owner's hands.
Astral Forging ( )
Enchantment (R)
You may cast equipment cards as though they had flash.
Whenever an equipped creature you control deals combat damage to a player, draw a card,
Decide Fate ( )
Instant (R)
Until end of turn, whenever a creature dies, you may choose one-
Creature- Wolf Beast (R)
Bloodthirst 1
Miasar's Bonecruncher can't block unless it has a +1/+1 counter on it.
Whenever creature dealt combat damage by Miasar's Bonecruncher this turn dies, put a +1/+1 counter on Miasar's Bonecruncher.
3/3
Blight Walker ( )
Creature- Zombie (R)
Honored — When Blight Walker dies, if it attacked or blocked this turn, target opponent sacrifices a creature.
2/1
Darakr Cursemaker ( )
Creature- Elf Wizard (R)
Darakr Cursemaker can't be blocked by creatures with power greater than it.
Whenever Darakr Cursemaker deals combat damage to a player, that player discards a card
2/3
Drak'Thall, Void Master ( )
Legendary Creature- Elf Wizard (R)
Lifelink
When Drak'Thall enters the battlefield or attacks, you may exile target creature until Drak'Thall leaves the battlefield. If you do, you lose life equal to that creature's power.
3/3
Skullcrush Fanatic ( )
Creature- Giant Berserker (R)
Bloodthirst 2
Whenever a creature with power 3 or less blocks or becomes blocked by Skullcrush Fanatic, destroy that creature.
5/5
High Thane Utaric ( )
Legendary Creature- Dwarf Warrior (R)
Haste
Equipped creatures you control have " : This creature deals damage equal to its power to target creature or player".
4/3
Dragonfire Warrior ( )
Creature- Dwarf Warrior (R)
Haste
Honored — When Dragonfire Warrior dies, if it attacked or blocked this turn, it deals 2 damage to target creature or player
1/1
Flame's Vengeance ( )
Sorcery (R)
Fated ( )
Flame’s Vengeance deals 3 damage to each creature. If it was fated, it deals 3 damage to each creature your opponents control instead.
Hoarder Wyrm ( )
Creature- Dragon (R)
Flying
Whenever Hoarder Wyrm attacks, you may exile target artifact until Hoarder Wyrm leaves the battlefield.
Hoarder Wyrm gets +2/+2 for each artifact exiled by it.
4/4
Magmaskin Rager ( )
Creature- Giant Berserker (R)
Bloodthirst 1
: Magmaskin Rager deals 1 damage to any target.
5/5
Razaag's Vanguard ( )
Creature- Spirit Shaman (R)
Haste
: Add . Spend this mana only to cast instant, sorcery or artifact spells.
2/2
Warstorm Surge ( )
Enchantment (R)
Whenever a creature enters the battlefield under your control, it deals damage equal to its power to any target.
Attigar's Clan-Leader ( )
Creature- Giant Warrior (R)
Bloodthirst 1
You may have Attigar's Clan-Leader assign its combat damage as though it weren't blocked.
5/5
Alesava, the Forest's Voice ( )
Legendary Creature- Elf Warrior (R)
Whenever a card you own becomes fated, create a 1/1 green Spirit creature token.
: Scry 2
3/4
Invoke the Deepwood ( )
Sorcery (R)
Fated ( )
Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
If Invoke the Deepwood was fated, you gain X life.
Alesava's Blade ( )
Creature- Elf Warrior (R)
Alesava's Blade can't be blocked by more than one creature
Honored — When Alesava's Blade dies, if it attacked or blocked this turn, put a +1/+1 counter on each creature you control
4/4
Warden Tree Oak ( )
Creature- Treefolk (R)
Defender, reach
Whenever a creature attacks you or a planeswalker you control, create a 2/2 green dryad creature token, it blocks that creature this turn if able.
0/8
Giant Hunter ( )
Creature- Elf Warrior (R)
Vigilance
Whenever Giant Hunter blocks or becomes blocked by a creature with higher power or toughness than it, it gets +2/+2 until end of turn.
3/3
Deadland Veteran ( )
Creature- Human Warrior (R)
Prevent all damage that would be dealt to Deadland Veteran by instants, sorceries and planeswalkers.
Honored — When Deadland Veteran dies, if it attacked or blocked this turn, return another target creature card with power 3 or less from your graveyard to the battlefield.
3/3
Deepwood Revenant ( )
Creature- Treefolk Spirit (R)
Deathtouch
Honored — When Deepwood Revenant dies, if it attacked or blocked this turn, return it to it's owner's hand
2/1
Æther Blight ( )
Instant (R)
Choose one—
Dolgar Champion ( )
Creature- Dwarf Warrior (R)
First Strike
Creatures you control get +1/+1 for each equipment attached to them.
3/2
Call to the Vordr ( )
Instant (R)
Create a 2/2 white spirit creature token and a 2/2 green dryad creature token. Prevent all combat damage that would be dealt to you this turn.
Soulriver Seer ( )
Creature- Elf Wizard (R)
Flash
At the beginning of your upkeep, look at the top card of your library. If it’s a land, you may reveal it and put it into your hand. Otherwise, you may put that card into your graveyard.
2/4
Jotnar Warcaller ( )
Creature- Giant Scout (R)
Jotnar Warcaller can't be blocked by more than one creature.
Whenever another creature with power 4 or greater enters the battlefield under your control, put a +1/+1 counter on Jotnar Warcaller.
4/2
Towering Slaughterer ( )
Creature- Giant Berserker (R)
Bloodthirst 1
Attacking creatures you control get +2/-1.
6/6
Mianir Warleader ( )
Creature- Angel Warrior (R)
Flying
As long as Mianir Warleader is equipped, other creatures you control have flying.
4/4
Crashing Tide ( )
Instant (R)
Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Fated ( )
When Crashing Tide becomes fated, return target instant or sorcery card from your graveyard to your hand.
Sasinas, Staff of Seasons ( )
Legendary Artifact- Equipment (R)
When Sasinas, Staff of Seasons enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library
Mantle — Whenever a land enters the battlefield under your control, you may attach Sasinas, Staff of Seasons to target creature
Equipped creature gets +2/+2
Vrumir, the World Hammer ( )
Legendary Artifact- Equipment (R)
Mantle — Whenever an opponent is dealt 3 or more damage by a source you control, you may attach Vrumir, World Hammer to target creature
Equipped creature gets +2/+2 and has " : This creature deals 2 damage to target creature or player".
Meinar, the Star Tracker ( )
Legendary Artifact- Equipment (R)
Mantle — Whenever you draw a card other than during your draw step, you may attach Meinar, Star Tracker to target creature
Equipped creature can't be blocked and has "Whenever this creature deals combat damage to a player, scry 3".
Gormul, the Void Caller ( )
Legendary Artifact- Equipment (R)
Mantle — Whenever you pay life, you may attach Gormul, the Void Caller to target creature
Equipped creature has " : Destroy target creature".
Leigana, the Sky Shield ( )
Legendary Artifact- Equipment (R)
Mantle — Whenever a creature you control blocks, you may attach Leigana, the Sky Shield to it
Equipped creature has gets +0/+X, where X is the number of creatures you control, and has " : Tap target creature".
New Rare Dual Land Cycle
Silent Sanctuary
Land (R)
Silent Sanctuary enters the battlefield tapped.
: Add or
, , Sacrifice Silent Sanctuary: Exile target permanent, then return it to the battlefield under its owner’s control at the beginning of the next endstep.
Shipwreck Graveyard
Land (R)
Shipwreck Graveyard enters the battlefield tapped.
: Add or
, , Sacrifice Shipwreck Graveyard: Look at the top three cards of your library. Put one of them into your hand and rest into your graveyard.
Daunting Ruins
Land (R)
Daunting Ruins enters the battlefield tapped.
: Add or
, , Sacrifice Daunting Ruins: Daunting Ruins deals 2 to target player and they discard a card.
Thorn Fortress
Land (R)
Thorn Fortress enters the battlefield tapped.
: Add or
, , Sacrifice Thorn Fortress: Target creature gets +4/+2 and gains trample until end of turn.
Goldleaf Grove
Land (R)
Goldleaf Grove enters the battlefield tapped.
: Add or
, , Sacrifice Goldleaf Grove: Create two 1/1 green Spirit creature tokens.
Watchkeep Captain ( )
Creature- Human Soldier (U)
When Watchkeep Captain becomes equipped, untap it.
1/3
Honourable Strike ( )
Instant (U)
Destroy target attacking or blocking creature. You gain 2 life.
Battlefield Saviour ( )
Creature- Angel Cleric (U)
Flying, flash
When Battlefield Saviour enters the battlefield, choose a creature you control. When that creature dies, if it attacked or blocked this turn, return it from your graveyard to the battlefield.
2/3
Skirmisher Adept ( )
Creature- Human Warrior (U)
First Strike
Honoured — When Skirmisher Adept dies, if it attacked or blocked this turn, untap up to two target creatures.
2/2
Daramr's Guard ( )
Creature- Human Soldier (U)
Vigilance
Honored — When Daramr's Guard dies, if it attacked or blocked this turn, you may have it deal 2 damage to target tapped creature.
2/3
Suncaster ( )
Creature- Human Cleric (U)
, : Tap target creature.
, : Untap each attacking creature you control.
2/3
Arm With Faith ( )
Instant (U)
Creatures you control get +1/+1 and gain vigilance until end of turn.
Fated ( )
When Arm with Faith becomes fated, target creature gets +1/+1 and gains vigilance until end of turn.
Gust Rider ( )
Creature- Human Cleric (U)
Gust Rider has flying as long as you control another creature with flying.
Tap two untapped creatures you control: Return Gust Rider to it's owner's hand.
2/4
Unyielding Thane Keeper ( )
Creature- Dwarf Soldier (U)
When Unyielding Thane Keeper enters the battlefield, you may put an equipment with converted mana cost 3 or less from your hand onto the battlefield.
2/1
Winterfront Vanguard ( )
Creature- Norn Wizard (U)
Whenever Norn Apprentice deals combat damage to a player, scry 2.
2/1
Wayfarer Adept ( )
Creature- Human Wizard (U)
Flash
As long as Wayfarer Adept is equipped, it has hexproof.
3/1
Stormsea Gale ( )
Creature- Illusion Elemental (U)
When Stormsea Gale enters the battlefield, you may return another creature or artifact you control to it's owner's hand
2/3
Written Future ( )
Sorcery (U)
Look at target player's hand. Draw a card.
Fated ( )
When Written Future becomes fated, scry 2.
Skybreen Ravager ( )
Creature- Giant (U)
Whenever a creature is dealt combat damage by Skybreen Ravager, tap that creature and it doesn't untap during it's controller's next untap step.
4/6
Marus's Veil ( )
Instant (U)
Fated ( )
Return target creature an opponent controls to it's owner's hand. If Marus's Veil was fated, put that creature on top of its owner's library instead.
Felamas Stalker ( )
Creature- Elf Rogue (U)
Whenever Felamas Stalker deals combat damage to a player, if it's equipped, that player returns a nonland permanent they control to its owner's hand.
2/3
Watch over Skybreen ( )
Sorcery (U)
Up to two target creatures can’t be blocked this turn.
Draw a card.
Draugr Crusader ( )
Creature- Zombie Soldier (U)
Draugr Crusader enters the battlefield tapped
Honored — When Draugr Crusader dies, if it attacked or blocked this turn, it deals 2 damage to each opponent and you gain 2 life
2/1
Miasar's Presence ( )
Sorcery (U)
Creatures with power 3 or less get -2/-2 until end of turn.
Weave Flesh ( )
Instant (U)
Fated ( )
Target creature gets -3/-3 until end of turn. If Weave Flesh was fated, that creature gets -7/-7 until end of turn instead.
Thought Stealer ( )
Creature- Human Cleric (U)
Honored — When Thought Stealer dies, if it attacked or blocked this turn, target player reveals their hand. You choose a nonland card from among them, that player discards that card.
1/1
Dagger of Sheikr ( )
Creature- Human Assassin (U)
Deathtouch
Whenever Dagger of Sheikr attacks, another target attacking creature gains deathtouch until end of turn.
1/1
Death's Servant ( )
Creature- Giant (U)
Whenever a creature you control with power 4 or greater dies, put a +1/+1 counter on Death's Servant.
4/2
Lifeless One ( )
Creature- Zombie Rogue (U)
Lifeless One can't block or be blocked.
Fated- Sacrifice a creature
When Lifeless one becomes fated, put it onto the battlefield.
3/2
Darakr Betrayer ( )
Creature- Elf Rogue (U)
At the beginning of your upkeep, you lose life equal to the number of creatures you control with power 2 or less.
2/3
Vallan Blacksmith ( )
Creature- Dwarf Artificer (U)
: Target equipped creature gets +1/+0 until end of turn
Honored — When Vallan Blacksmith dies, if it attacked or blocked this turn, you may attach an equipment you control to target creature.
1/2
Burning One ( )
Creature- Giant Warrior (U)
Bloodthirst 1
First strike
5/5
Browbeat ( )
Sorcery (U)
Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards.
Fill with Rage ( )
Enchantment-Aura (U)
Enchant creature
When Fill with Rage enters the battlefield, gain control of enchanted creature until end of turn, untap it.
Enchanted has haste and attacks each turn if able
Immersturm Passing ( )
Sorcery (U)
Immersturm Passing deals 3 damage divide as you choose among one, two or three target creatures.
Fated ( )
When Immersturm Passing becomes fated, it deals 3 damage to target player.
Volcano Spawn ( )
Creature- Dragon (U)
Fated ( )
Flying
When Volcano Spawn enters the battlefield, if it was fated, create a 2/2 red dragon creature token with flying.
4/4
Cloud Reaver ( )
Creature- Spirit Warrior (U)
: Target creature can't block this turn.
, : Cloud Reaver deals 2 damage to target creature or player.
2/2
Deepwell Outsider ( )
Creature- Norn Shaman (U)
When Deepwell Outsider enters the battlefield, you may discard your hand, then draw three cards.
1/3
World Raiser ( )
Creature- Giant Shaman (U)
Bloodthirst 1
When World Raiser enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
4/2
Explosive Vegetation ( )
Sorcery (U)
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Deepwood Survivalist ( )
Creature- Elf Warrior (U)
Fated ( )
Flash
When Deepwood Survivalist enters the battlefield, if it was fated, it gains indestructible until end of turn.
3/2
Ride into Battle ( )
Instant (U)
Target creature you control fights another target creature. Scry 1
Clan Elder ( )
Creature- Giant (U)
When Clan Elder enters the battlefield, you may return target creature card with power 4 or greater from your graveyard to your hand.
4/4
Halumir's Traveler ( )
Creature- Elf Shaman (U)
: Untap target land
, : Other creatures you control get +1/+1 until end of turn.
1/2
Wilder Wurm ( )
Creature- Wurm (U)
Trample
Fated ( )
When Wilder Wurm becomes fated, creatures you control gain trample until end of turn.
6/6
Barrow's Tale ( )
Sorcery (U)
Fated ( )
Put target card from your graveyard on top of your library. If Barrow's Tale was fated, return that card to your hand instead.
Exile Barrow's Tale.
Lesson Never Taught ( )
Instant (U)
Put the top three cards of your library into your graveyard. You gain 1 life for each land card in your graveyard.
Lorekeeper Valkyrie ( )
Creature- Angel Advisor (U)
Flying
Whenever Lorekeeper Valkyrie attacks, you may untap another target creature.
1/3
Skallan Deathless ( )
Creature- Giant Shaman
, Exile a creature card from your graveyard: Skallan Deathless gets +1/+1 until end of turn.
4/4
Thunder Speaker ( )
Creature- Norn Shaman (U)
Whenever you cast a noncreature spell or a noncreature card you own becomes fated, Thunder Speaker gets +1/+1 until end of turn.
2/1
Risen Infiltrator ( )
Creature- Zombie Rogue (U)
Menace
Whenever a creature you control deals combat damage to a player, you may draw a card. If you do, discard a card.
3/1
Fury of the Primeval ( )
Creature- Giant Berserker (U)
Fury of the Primeval attacks each turn if able.
4/2
Bone Thrasher ( )
Creature- Giant Warrior (U)
Whenever a creature you control becomes blocked, Bone Thrasher deals 1 damage to the defending player or planeswalker.
4/3
Wilder-Watcher ( )
Creature- Norn Shaman (U)
Tap two untapped creatures you control: Scry 2.
2/3
Denmar Preserver ( )
Creature- Elf Cleric (U)
Lifelink
, Sacrifice a creature: Return another target creature card with power 3 or less from your graveyard to the battlefield tapped.
3/3
Scrap Forger ( )
Creature- Dwarf Scout (U)
Equipment spells you cast cost less to cast.
2/1
Rising Champion ( )
Creature- Human Warrior (U)
Whenever another creature enters the battlefield under your control, Rising Champion gets +1/+1 until end of turn.
3/3
The Barrows
Land (U)
: add to your mana pool
, Exile a creature card from your graveyard: Add one mana of any color to your mana pool
Thorn of Alesis ( )
Artifact- Equipment (U)
Mantle — Whenever a creature you control becomes untapped, you may attach Thorn of Alesis to it.
Equipped creature has " : This creature deals 2 damage to target creature or player".
Legion Slayer ( )
Artifact- Equipment (U)
Mantle — Whenever a creature you control blocks or becomes blocked by two or more creatures, you may attach Legion Slayer to it.
Equipped creature has double strike.
Skullsplitter Axe ( )
Artifact- Equipment (U)
Mantle — Whenever a creature you control with power 4 or greater attacks, you may attach Skullsplitter Axe to it.
Equipped creature gets +2/+0 and can't be blocked except by two or more creatures.
Rogue's Blade ( )
Artifact- Equipment (U)
Mantle — Whenever a creature you control attacks and isn't blocked, you may attach Rogue's Blade to it
Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage to a player, look at the top two cards of that player's library".
Sovereign's Helm ( )
Artifact- Equipment (U)
Mantle — At the beginning of each upkeep, if your life total is greater than each opponent, you may attach Sovereign's Helm to target creature
Equipped creature gets +1/+1 and has vigilance
Eyes of Alorus ( )
Creature- Human Soldier (C)
Flying
Honored- When Eyes of Alorus dies, if it attacked or blocked this turn, put a +1/+1 counter on target creature.
2/1
Urasus Priest ( )
Creature- Human Cleric (C)
Honored — When Urasus priest dies, if it attacked or blocked this turn, you gain 3 life.
1/3
Aspirant of Daramr ( )
Creature- Human Soldier (C)
Honoured — When Aspirant of Daramr dies, if it attacked or blocked this turn, create a 1/1 white spirit creature token with flying.
1/1
Unbroken Will ( )
Instant (C)
Fated ( )
You gain 6 life. If Unbroken Will was fated, draw a card.
Oblivion Render ( )
Sorcery (C)
Exile target creature with power 4 or greater. Scry 1
Thotunn Sanctified ( )
Creature- Norn Warrior (C)
First Strike
2/1
Wings of Clarity ( )
Enchantment-Aura (C)
Enchant creature
Enchanted creature gets +1/+2 and has flying
Fated ( )
When Wings of Clarity becomes fated, target creature gains flying until end of turn.
Plow Hauler ( )
Creature- Ox (C)
When Plow Hauler enters the battlefield, you gain 4 life.
0/4
Watcher Eagle ( )
Creature- Bird (C)
Flying
3/2
Urasus Ambassador ( )
Creature- Human Advisor (C)
Urasus Ambassador has vigilance as long as you control three or more creatures.
2/4
Deephold Infantry ( )
Creature- Dwarf Soldier (C)
Whenever Deephold Infantry attacks, another target attacking creature gets +1/+1 until end of turn.
1/1
Man at Arms ( )
Creature- Human Warrior (C)
3/1
Steelclad Keepers ( )
Creature- Human Soldier (C)
Steelclad Keepers has lifelink as long as it's equipped.
3/2
Light of Alorus ( )
Instant (C)
Tap up to three target creatures your opponents control.
Mianir Grace ( )
Instant (C)
Target creature or artifact gains indestructible until end of turn.
Wary Gatekeeper ( )
Creature- Human Soldier (C)
When Wary Gatekeeper enters the battlefield, create a 1/1 white soldier creature token.
1/2
Bar the Gates ( )
Instant (C)
Create two 1/1 white soldier creature tokens. You may attach an equipment you control to a creature you control.
Haldrim's Forerunner ( )
Creature- Giant (C)
3/5
Stormsea Channeler ( )
Creature- Norn Wizard (C)
Whenever you cast a noncreature spell, Stormsea Channeler gets +1/+1 until end of turn.
2/3
Mistborn Elemental ( )
Creature- Illusion Elemental (C)
When Misborn Elemental enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
3/3
Mianir Messenger ( )
Creature- Bird (C)
Flying
When Mianir Messenger enters the battlefield, draw a card, then put a card from your hand on top of your library.
1/2
Wall of Mists ( )
Creature- Illusion Elemental (C)
Defender
When Wall of Mists enters the battlefield, look at the top three cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
0/5
Hydro Barrier ( )
Instant (C)
Fated ( )
Target creature you control gains hexproof until your next turn. If Hydro Barrier was fated, creatures you control gain hexproof until end of turn instead.
Meeting of Ways ( )
Sorcery (C)
Fated ( )
Draw two cards. If Meeting of Ways was fated, draw three cards instead.
Skybreen Nomad ( )
Creature- Human Warrior (C)
When Skybreen Nomad dies, scry 1.
2/1
Hydrosurge ( )
Instant (C)
Target creature gets -5/-0 until end of turn.
Frost Breath ( )
Instant (C)
Tap up to two target creatures. They don't untap during their controller's next untap step.
Essence Scatter ( )
Instant (C)
Counter target creature spell
Stormsea Serpent( )
Creature- Serpent (C)
Defender
Whenever a card you own becomes fated, Stormsea Serpent loses defender until end of turn.
5/5
Stormsea Calling ( )
Sorcery (C)
Put target creature or artifact into its owner's library second from the top.
Soulriver Current ( )
Instant (C)
Untap two target permanents. Scry 1
Hurricane Drake ( )
Creature- Drake (C)
Flying, Flash
2/3
Twist of Fate ( )
Instant (C)
Return target spell to its owner's hand.
Frost Seal ( )
Enchantment- Aura (C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
Fated ( )
When Frost Seal becomes fated, tap target creature.
Tideshell ( )
Creature- Turtle (C)
: Tideshell gets +1/-1 until end of turn.
1/5
Toward Destiny ( )
Instant (C)
Attach target equipment you control to target creature. Draw a card.
Thotunn Sentinel ( )
Creature- Elemental (C)
Defender
Thotunn Sentinel can attack as though it didn't have defender as long as it's equipped.
2/4
Crawling Dead ( )
Creature- Zombie (C)
Crawling Dead can't block
: Crawing Dead gains lifelink until end of turn.
2/2
Stagnant Creeper ( )
Creature- Elemental (C)
4/5
Undying Call ( )
Sorcery (C)
Return target creature card from your graveyard to your hand. Scry 1.
Dark-Elf Magus ( )
Creature- Elf Wizard (C)
Honored — When Dark-Elf Magus dies, if it attacked or blocked this turn, you gain 4 life.
4/2
Shambling Draugr ( )
Creature- Zombie (C)
Honored — When Shambling Draugr dies, if it attacked or blocked this turn, return another target creature card from your graveyard to your hand
2/2
Graveborn Giant ( )
Creature- Giant (C)
Bloodthirst 1
: Graveborn Giant gains indestructible until end of turn.
4/4
Bone Splinters ( )
Sorcery (C)
As an additional cost to cast Bone Splinters, sacrifice a creature.
Destroy target creature.
Exploit Weakness ( )
Instant (C)
Destroy target creature with power less than the greatest power among creatures on the battlefield.
Forced Tribute ( )
Instant (C)
Fated ( )
Forced Tribute deals 2 damage to target player and you gain 2 life. If it was fated, it deals 2 damage to any target and you gain 2 ife.
Darkbleeding ( )
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets -1/-1 and can't attack or block unless it's controller pays 1 life.
Shade of Miasar ( )
Creature- Shade (C)
: Shade of Miasar gets +1/+1 until end of turn.
2/2
Treacherous Infiltrator ( )
Creature- Elf Rogue (C)
Menace
3/2
Vile Servant ( )
Creature- Frog (C)
Whenever Vile Servant deals combat damage to a player, that player loses 2 life and you gain 2 life.
1/2
Drak'Thall's Employ ( )
Creature- Elf Assassin (C)
Deathtouch
Honored- When Drek'Thall's Employ dies, if it attacked or blocked this turn, target player discards a card.
1/1
Subjugating Will ( )
Sorcery (C)
Target opponent discards two cards. Each player puts the top two cards of their library into their graveyard.
Tainted Restoration ( )
Instant (C)
Target creature gets +2/+0 and gains indestructible until end of turn.
False Burial ( )
Instant (C)
Put any number of creature cards from your graveyard on top of your library. Then scry 3.
Deadland Marauder ( )
Creature- Giant Warrior (C)
Bloodthirst 2
2/3
Corrosive Blow ( )
Instant (C)
Target creature gets +1/+1 and gains deathtouch until end of turn.
Fated ( )
When Corrosive Blow becomes fated, target creature gets +1/+1 and gains deathtouch until end of turn.
Ashen-Path Keeper ( )
Creature- Dwarf Warrior (C)
Honored — When Ashen-Path Keeper dies, if it attacked or blocked this turn, it deals 1 damage to each creature your opponents control.
2/3
Immersturm Bolt ( )
Sorcery (C)
Immersturm Bolt deals 4 damage to target creature or player.
History in Flames ( )
Instant (C)
Fated ( )
History in Flames deals 2 damage to target creature. If it was fated, it deals 3 damage to that creature instead.
Ashen-Path Wayfinder ( )
Creature- Dwarf Shaman (C)
Whenever Ashen-Path Wayfinder attacks, scry 1.
3/2
Gore Swine ( )
Creature- Boar (C)
4/1
Jotnar Herald ( )
Creature- Giant Scout (C)
Bloodthirst 1
Haste
3/3
Vallan Venerator ( )
Creature- Human Warrior (C)
Honored — When Vallan Venerator dies, if it attacked or blocked this turn, you may have it deal 2 damage to each player
2/1
Fire of Oroborg ( )
Creature- Giant Berserker (C)
Bloodthirst 1
4/2
Fireborn Channeler ( )
Creature- Giant Shaman (C)
Fireborn Channeler has trample as long as you control another creature with power 4 or greater.
5/2
Dwarven Tunneler ( )
Creature- Dwarf Scout (C)
Dwarven Tunneler can't be blocked by creatures with flying.
2/1
Prophetic Fervor ( )
Sorcery (C)
Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
Borderland Marauder ( ) (reprint)
Creature- Human Berserker (C)
Whenever Borderland Marauder attacks, it gets +2/+0 until end of turn.
1/2
Flames of the Forge ( )
Sorcery (C)
Flames of the Forge deals 4 damage to target player. You may put an equipment from your hand onto the battlefield.
Weapons Specialist ( )
Creature- Dwarf Warrior (C)
First Strike
Whenever Weapons Specialist becomes equipped, up to one target creature can't block this turn.
2/2
Thunderheart ( )
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +3/+0.
Fated ( )
When Thunderheart becomes fated, target creature gets +3/+0 until end of turn.
Destructive Excavation ( )
Sorcery (C)
Destroy target land. Destructive Excavation deals 2 damage to target creature or player.
Molten Touch ( )
Instant (C)
Fated ( )
Destroy target artifact. If Molten Touch was fated, exile that artifact instead.
Charge Forward ( )
Instant (C)
Creatures you control get +1/+0 and gain haste until end of turn.
Guard of the Realm ( )
Creature- Elf Warrior (C)
Honored — When Guard of the Realm dies, if it attacked or blocked this turn, put a +1/+1 counter on target creature you control
3/2
Dormant Ancient ( )
Creature- Wurm (C)
Fated ( )
Dormant Ancient enters the battlefield tapped unless it was fated.
5/7
Forest-Clearer ( )
Creature- Giant (C)
Bloodthirst 1
5/6
Primeval Claim ( )
Sorcery (C)
Destroy target artifact or enchantment. If that permanent would be put into the graveyard this turn, exile it instead.
Blossom Forth ( )
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. You gain 3 life.
Alesan Druid ( )
Creature- Elf Druid (C)
When Alesan Druid enters the battlefield, you may put a creature card from your graveyard on top of your library.
1/2
Hunt Down ( )
Sorcery (C)
Target creature you control fights target creature, then you may have it fight another target creature.
Leaf Gilder ( )
Creature- Elf Druid (C)
: Add to your mana pool
2/1
Thornback Roamer ( )
Creature- Beast (C)
Thornback Roamer can't be blocked by more than one creature.
3/4
Titanic Growth ( )
Instant (C)
Target creature gets +4/+4 until end of turn
Dawn Patrol ( )
Creature- Elf Warrior (C)
3/3
Sylvan Rally ( )
Sorcery (C)
Scry 4. Then you may reveal the top card of your library. If it's a creature card, draw a card.
Frontier Ranger ( )
Creature- Elf Scout (C)
Fated ( )
When Frontier Ranger becomes fated, put a land from your hand onto the battlefield.
1/3
Colossal Weaver ( )
Creature- Spider (C)
Reach
3/4
Soothing Song ( )
Instant (C)
Fated ( )
Prevent all combat damage that would be dealt this turn. If Soothing Song was fated, you gain 3 life.
Verdant Future ( )
Enchantment- Aura (C)
Enchant land
Enchanted land has " : Add two mana of any one color to your mana pool".
You may look at the top card of your library.
Tree Speaker ( )
Creature- Giant Shaman (C)
Bloodthirst 1
Reach
4/4
Deepwood Drummer ( )
Creature- Giant Shaman (C)
Whenever Deepwood Drummer attacks, the next creature spell you cast this turn costs less.
2/3
Sudden Strike ( )
Instant (C)
Untap target creature, it gains deathtouch until end of turn.
Stone Circle
Land (C)
: Add to your mana pool
, : Search your library for a basic land card and reveal it. Shuffle your library, then put that card on top of it.
Pilgrim's Blade ( )
Artifact- Equipment (C)
Mantle — Whenever a creature you control with power 3 or less attacks, you may attach Pilgrim's Blade to it
Equipped creature gets +1/+1
Jotnar's Bane ( )
Artifact- Equipment (C)
Mantle — Whenever a creature you control blocks or becomes blocked by a creature with higher power or toughness than it, you may attach Jotnar's Bane to it
Equipped creature gets +2/+0 and has first strike
Traveller's Guide ( )
Artifact- Equipment (C)
Mantle — Whenever a creature with power 3 or less enters the battlefield under your control, you may attach Traveller's Guide to it.
, Sacrifice Traveller's Guide: Return equipped creature to it' owner's hand. Draw a card.
Noble Crest ( )
Artifact- Equipment (C)
Mantle — Whenever a creature you control attacks alone, you may attach Noble Crest to it.
Equipped creature gets +1/+2
Attigar Warclub ( )
Artifact- Equipment (C)
Mantle — Whenever a creature with power 4 or greater enters the battlefield under your control, you may attach Attigar Warclub to it.
Equipped creature has trample
Leechlife Whip ( )
Artifact-Equipment (C)
Mantle — At the beginning of your upkeep, if your life total is lower than each opponent, you may attach Leechlife Whip to target creature.
Equipped creature gets +2/+2 and has lifelink
Dwarven Golem ( )
Artifact Creature- Golem (C)
Equipment attached to Dwarven Golem have indestructible.
4/2
Once again, feedback is much appreciated. Thank you for reading.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Honoured: The name is good. It seems like an overly specific mechanic without a lot of build-around-me potential. Doesn't it cover the majority of creature death outside black and red? I guess it increases the value of spot removal as it denies Honor-able deaths. How do you make your deck better or worse at working with Honoured? I think that's my main question with it.
Mantle: A nice variant on equipment. I find it a little awkward that sometimes the creature "earns" the equipment, and sometimes an arbitrary creature gets the equipment because of some other thing you did.
The mechanics seem especially combat focused, which might make the overall set feel same-y.
Thanks for your feedback.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
I'm also wondering if this set lends itself to a stronger tribal theme? It already seems like you have some elements of it there, but clearly defining 'tribes' for a mechanic may help give that mechanic more to play with. For example, I do like Honored, and making it the theme of a R\W tribe would let you build up that sense of noble combat. It would also allow you to develop ideas oustide of combat (which I do feel the set would need), maybe through something like a B/U tribe that worships a Loki-like character?
Clearly you have some strong ideas for this set, so I don't know how well those ideas play in, but hopefully you can take something useful out of them.
Cards added: more Honoured, 2 colour cards
About Multicolour in this Set
For Runin, there is a substantial minor multicolour theme, each of the 2 colour pairs has an uncommon card and a rare card. Some of these are listed above.
Here is a plan of how multicolour works in Runin.
2 COLOR IDENTITIES (mechanics support and combat relation)
: Honoured/Mantle, Flyers/ Attacker Punisher
: Honoured, Death Synergy
: Scry, Heavy Evasion
: Scry, Manipulator/ Combat Tricks
: Overwhelm, Reckless/ Blocker Punisher,
: Reinforce/Overwhelm, Combat Destroyer
: Overwhelm, Blocker Manipulator
: Mantle, Attacker Synergy
: Reinforce/Honoured, Token Synergy
: Reinforce, Counter Manipulator
EDIT: I have some other set ideas that are supposed to be in the same standard, one of them is a multicolour block, so this is an additional reason to include multicolour (as with Theros being between RTR and KTK). In addition, the alignment of colours with mechanics and some of the card designs themselves are partly to work with my ideas for that block/set.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
New Mechanic added: Overwhelm
Mechanic cards added.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
About races, there are associated races for colours, as I have already briefly touched on in my other notes. For example: has dwarves as the most prominent race. You say I should develop ideas outside of combat, but I don't see where you are getting that this set is all about combat. There is a lot combat matters stuff, as it is the main mechanical theme, but there is plenty of other things going on. Scry is in the set partially for this reason, and is emphasised in and , the colour pairs least involved with other combat based mechanics. In relation to a Loki-like character and the Aesir/Vanir who are notably unmentioned, there may be something in planning .
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Some reprints added to main post
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Altruistic Ancestor 1W
Creature - Spirit (C)
Flying
Reinforce 1--1W
1/2
I Would Call This Elvish Spirit Guide But I Can't 1G
Creature - Elf Shaman (C)
Reinforce 3--2GG
2/2
Pious Armsman 2W
Creature - Human Warrior (U)
Whenever a +1/+1 counter is placed on CARDNAME, it gains first strike until end of turn.
3/2
That One Scrap Artificer 3UR
Legendary Creature - Human Artificer (R)
Artifact cards in your hand have Reinforce 3--3.
4/4
It would also be cool if you elaborated a bit more on the setting - ideally just a couple sentences.
More Reinforce is on the way and tommorow I will be posting a lot more story/ world info.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Story/world info coming soon!
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
-I was a big fan of the Legend feel for the artificer card - discarding your playable artifacts for a +1/+1 counter each seems unappealing, while the Timmi route of giving you a fantastic (artifacts + mana -> counters) exchange rate once you've gotten a fatty into play seems more fun.
-I also think you should brainstorm more possible Mantle cards, including at least a couple at common. Examples:
Infantry Lance 1
Artifact - Equipment (C)
Mantle - Whenever a creature you control deals combat damage to a player, you may attach CARDNAME to it.
Equipped creature gets +2/+0.
Wings of Friendship 2
Artifact - Equipment (C)
Mantle - Whenever you attack with three or more creatures, you may attach CARDNAME to one of those creatures.
Equipped creature gets +1/+1 and flying.
-Some of the other cards are a little wonky. Decide Fate (no graveyard ever) and Honourable Strike (better than Kill Shot, but can also reinforce for some reason) especially stand out, but look over all your cards to make sure they aren't too powerful or complicated. I feel like some of the scry designs (such as Darakr Seer, Norn Apprentice, and Grand Mistreader) don't take into account the laggy gameplay created by scrying 1 or 2 multiple times each turn.
-Overall, I do really like the direction this set is going. Good luck figuring out the creative for this world!
About Mantle: Some common mantle cards will be posted eventually, when I design some.
About Decide Fate: what do you mean? The card is primarily an Honoured supporter, allowing you to trade extremely aggressively and generate large amounts of value. It is flavoured off of the three main possible after-lives that the norse believed in: valhalla when odin selects someone (hand), vanaheim when Freyr selects someone (exile) and hel when you are ignored (graveyard, 'may' is there for this).
About Honourable Strike: First of all, it's uncommon which means it can generally be a little better. Second of all, Kill Shot was never supposed to be a good card, just an ok one. Finally, the attacking or blocking clause is very significant in this set, because of honoured. I designed the card to be an interesting skill-testing card for limited, possessing a lot of interactions for a simple uncommon.
About Scry cards: Scry here is the mechanic for control in limited. Almost every control deck is supposed to be looking for cards such as the ones you have listed. In fact, it's supposed be a thing in constructed in constructed as well. They are supposed to be slow, that's their strategical association. If what you are saying is much more of a power-level concern, then that's different. Right now, my focus is 100% design. EDIT: Do you mean slow as in time? If so, considering they are control cards they will naturally play slow. Yes, cards such as the ones you mention can slow the game down quite a bit but considering they are quite specific strategically (you won't see a lot of them) and vulnerable to removal means that it is probably not a problem. The aforementioned cards are also almost all of such cards in the set.
Even though I said it was coming a while ago, I've had some thoughts and I want to hold of on the creative info dump (plus there a certain set of cards I want to figure out before releasing more). I will also eventually add a bunch of flavour text (eventually).
Thank you
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Cards added: bunch of reprints, more lands, scry control constructed cards, some more commons
!PLANESWALKER! Features a static/continous ability
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
As I have already mentioned, there are no god cards (with or without the creature type) in the set so far. There is a number of reasons for this, which I will explain here to give you all a sense of what's going on.
First of all, I have yet to come up with any satisfying designs for the gods. I have a rough idea of what I want to do, but I need to find a way to make them work
Also, I am not sure what is the best way to do them, how similar should they be to the Theros gods? (rhetorical, but feel free to post your thoughts)
And finally that damn Theros set! As I already have scry (in Theros), in a top down set (like Theros), which features strong creature related themes (honoured/heroic, reinforce/monstrosity, bestow/mantle) and I want to do gods. I am going to have to be careful to make this set feel different, and it's one of the reasons I listed scry as replaceable. I will admit that this set is largely inspired by Theros, and it is supposed be the same sort of set, but nevertheless this is a concern.
As the tile of this post suggests, another thing I am considering is the role of enchantments, more specifically, enchantment creatures. Because I do want Gods and they are probably going to be enchantments, I think that enchantment creatures would be a good fit in the set, to make sure the gods don't feel out of place as the only enchantment creatures. However, enchantment creatures should not be done with out a good reason and obviously Theros has them, I am not sure of I should actually put them in.
Please send me your thoughts on this topic as it would help me decide such things.
BONUS: Sneak peak
Alorus: Alorus' Chosen, Eyes of Alorus
Marus: Marus' Veil
Sheikr: Dagger of Sheikr
Razaag: Razaag's Vanguard
Halumir: Halumir's Traveler
I wonder who these could be?
And the coloured mantle equipment cycle? Seems familiar somehow...
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Runin is a plane composed of several smaller planes, much like Alara was before the conflux. Unlike Alara was however, these worlds are connected by bridges of Aether and suspended matter, allowing non-planeswalkers to cross between them. Each of the worlds is ruled over by a god and a Jotnar giant lord, who constantly contest the lands. Both sides possess large armies of followers, the Jotnar have hordes of giants and great beasts, while the gods align themselves with the civilisations of their world.
URASUS: Primarily aligned. Ruled by Alorus and Haldrim. Associated races: humans, spirits, valkyrie (angels)
KALDHEIM: Primarily aligned. Ruled by Marus and Arathus. Associated races: norn, elementals, serpents
DARAKR: Primarily aligned. Ruled by Sheikr and Miasar. Associated races: draugr (zombies), elves (dark)
VALLA: Primarily aligned. Ruled by Razaag and Oroborg. Associated races: dwarves, dragons
ALESIS: Primarily aligned. Ruled by Halumir and Attigar. Associaed races: elves (normal), wurms
The Story So Far
The strange nature of the plane has attracted the attention of the planeswalker Jace, who has learned something terrible about the fate of the plane and has come to learn as much as he can about it. He is joined by other planeswalkers native to the world who wish to know why he is here and what he knows (hint, hint: there is 2 more planeswalker cards coming). Meanwhile the great battle between the Jotnar and the gods is growing, threatening to engulf all of Runin in war and change the world forever.
More story and world info to come (soonish)
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
General additions, typos fixed, templating changes
EDIT: Main post set info updated, formatting for that section updated
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Fleshing out the colours.
EDIT: I plan to playtest some time this month, maybe early next month. Playtesting will be composed of low-rarity limited and block constructed (probably after). Major updates will follow afterward.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Typos fixed (Valla not Vanna, don't know how I missed that entirely), balancing changes (Daramr experiment was not worth trying, definitely OP), continued fleshing of the set.
Set Info: Each colour, in addition to having a god (TBR) and a Jotnar lord, has a rare legendary leader. These represent each world's civilisation, leading the people for the cause of their god.
Daramr : human leader of Urasus, known as an excellent military commander and chosen by Alorus on the battlefield
Selesis : norn leader of Kaldheim, extremely knowledgable and experienced, second only to Marus himself
Drak'Thall : Darakan dark elf master of void magics, fought his way to power and gained the attention of Sheikr
Utaric : dwarven warrior of Valla who is known for his incredible strength and even greater stubbornness
Alesava : Alesis' eleven queen of great beauty and vast wisdom, swift and skilled with her sword
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Thanks to everyone who has viewed and/or commented on the set so far. I really do appreciate it. : )
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Nearing playtesting. Cards added: more multicolour, developing themes, random cards. Some cards updated.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Playtesting beginning this weekend
Please send your feedback! Thank you.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.