Welcome.
Many of you will know this set already as I have posted several threads about it already (here, here, here and here). Much of the content here is taken from those posts, so if you have read them all, you will see quite a bit that is familiar.
Introduction
This set centres around a unique and frankly dangerous concept as the block's MAIN THEME. Out of all the block ideas I have had, this is the most wacky. It is: modular multicolour factions. What does that mean? Well... Invasion, the first multicolour set, featured a general sort of mish-mash of multicolour design. There was not supposed to be any concrete faction structure or anything, you just played whatever. Ravnica block came back with this new idea, a rigid faction system that wanted you to play only a specific set of multicolour combinations. Fate of Alara is somewhere in-between. To explain this all more clearly, here is a breakdown of the factions and component colour combinations
The idea is, in drafting you would you start by choosing an ally two-colour combination. Then you can choose to add colours or stay in two colour, the median being the shards on which the system is based. The explanation for this is that the two and four colours are variations from the shards of Alara, which are now in a state of fluctuation. The ally two colours represent a more centralised version of the shards, where more focused goals and structure are represented. On the other hand, the four colours represent an overlap of two allied shards, where the each shard's primary colour together form the two primary colours of the four colour. Because the variant factions are new and in competition, they do not have any formal sort of organisation, instead being bands of like-minded individuals striking out for their own cause. The variants and shards are not actually sides of a war, the conflict on Alara is currently too dynamic for that to be so, instead they are shifting groups working together or against each other based on who they are facing and what the circumstances are.
As you can probably tell, there is a lot going in to this set very early on. As a result, this system is going to integral to the set. Balancing the colours and maintaining the right amount of order will make or break this set. But, I think this is a very interesting idea and has the potential to be an extremely rewarding experience
Design Goal
THIS IS NOT A FOUR-COLOUR SET
To produce a set that expands upon the concept of multicolour factions, including the use of four colour combinations. The set is to take place on the existing plane of Alara and hence support returning mechanical and world themes associated with that plane and it's sets.
Mechanics
: Endurance- (If/as long as) you control a creature with toughness 5 or greater, (effect)
-The shared theme of Bant and Esper is toughness matters
: Convert [cost] ([cost], Discard a creature or artifact card: Return this card from your graveyard to your hand.)
-The shared theme of Esper and Grixis is card value and recursion
: Chaotic- Whenever you sacrifice a creature, (effect)
-The shared theme of Grixis and Jund is sacrifice
: Charge [cost] (Whenever this creature attacks, you may pay [cost]. If you do, put a +1/+1 counter on it)
(cards with charge will regularly have an ability that refers to "whenever they charge")
-The shared theme of Jund and Naya is +1/+1 counters
: Prosper (Whenever another creature enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
(suggested by user Manite)
-The shared theme of Naya and Bant is group power matters
And the possible alternatives (so many...)
Retreat [cost] (Whenever this creature would die, you may pay it's retreat cost. If you do, return it to your hand instead)
Endure (Whenever this creature blocks or becomes blocked, it gets +0/+1 for each other creature you control)
Convert [n] (When this creature dies, put [n] 1/1 colourless construct artifact creature tokens onto the battlefield)
Convert [cost] ([cost], Discard this card: Put a 2/2 colourless artifact creature token onto the battlefield. Convert only as a sorcery)
Fury [n] (When this creature enters the battlefield, you may put [n] +1/+1 counters on it. If you do, it gains haste and is sacrificed at the end of turn.)
Siphon [n] (When you cast this spell, you may discard [n] cards. If you do, copy this spell, you may choose new targets for the copy)
Aspire (Whenever this creature attacks or blocks, creatures you control with power less than this creature's power get +1/+1 until end of turn.)
Might (Your might is equal to the total power of creatures you control)
Additonal Notes
This set is consistent with the Magic: Origins evergreen changes and the two-block paradigm. Gold multicolour, hybrid and off-colour effects all appear. This set has the same quantitative mana base as KTK, except with an uncommon additional cycle, this is the highest in any set so far and is intentional to support the amount of multicolour in the set.
Cardlist of the Set So Far (nothing is final)
Aranahm, Ancient Keeper ( )
Legendary Creature- Giant Cleric (M)
Vigilance
Creatures spells you cast with toughness 5 or greater cost less to cast.
: Switch target creature’s power and toughness until end of turn.
3/5
Eranor, of the Eternities ( )
Legendary Artifact Creature- Spirit (M)
Flying
, Exile a creature or artifact card from your graveyard: Put a 1/1 colourless construct artifact creature token onto the battlefield.
Whenever Eranor, of the Eternities deals combat damage to a player, you may put the top four cards of your library into your graveyard.
5/4
Karakos, the Darkflame ( )
Legendary Creature- Dragon (M)
Flying
Sacrifice a creature: Karakos, the Darkflame gets +3/+0 until end of turn.
At the beginning of each endstep, if three or more creatures died this turn, return a card from your graveyard to your hand.
5/5
Brakkus, the Warhammer ( )
Legendary Creature- Rhino Berserker (M)
Creatures you control with a +1/+1 counter on them have trample and double strike.
5/5
Remar, Guardian of Purity ( )
Legendary Creature- Cat Soldier (M)
First Strike
Remar, Guardian of Purity gets +1/+0 for each other creature you control.
You may cast other creature spells as though they had flash.
2/4
Tezzeret, Master of Esper ( )
Planeswalker- Tezzeret (M)
+1: Up to one target nonartifact creature gets -3/-3
-2: Untap up to three target artifacts
-6: Sacrifice any number of artifacts, search your library for that many artifact cards and put them onto the battlefield. Then shuffle your library
(3)
Mastery of War ( )
Enchantment (M)
Creatures you control get +1/+1
Whenever a nontoken creature enters the battlefield under your control, put a 1/1 white soldier creature token onto the battlefield.
Ceaseless Harvest ( )
Enchantment (M)
When Ceaseless Harvest enters the battlefield, sacrifice it and put three 2/2 black zombie creature tokens onto the battlefield tapped.
At the beginning of your upkeep, if Ceaseless Harvest is in your graveyard, you lose 1 life and put a 2/2 black zombie creature token onto the battlefield tapped.
Symbiotic Hulk ( )
Creature- Fungus (M)
Reach
As Symbiotic Hulk enters the battlefield, put a +1/+1 counter on each other creature you control.
Symbiotic Hulk’s power and toughness are each equal to the number of +1/+1 counters among other creatures you control.
*/*
Master Hieromancer ( )
Creature- Human Soldier (R)
First Strike Endurance- Whenever Master Hieromancer attacks or blocks, if you control a creature with toughness 5 or greater, Master Hieromancer gets +1/+1 until end of turn.
3/3
Shepherd of Light ( )
Creature- Angel Cleric (R)
Flying
Prosper
Whenever Shepherd of Light attacks, return target creature with power 2 or less from your graveyard to the battlefield tapped and attacking.
4/4
Yield to Light ( )
Instant (R)
Target opponent can't cast spells this turn and creatures they control with power 4 or greater can't attack this turn.
Knight of Sanctity( )
Creature- Human Knight (R)
Vigilance
When Knight of Sanctity enters the battlefield, put a 1/1 white soldier creature token onto the battlefield.
, Tap another untapped creature you control: Knight of Sanctity gains indestructible until end of turn.
3/3
Paradigm Shift ( )
Instant (R)
Tap any number of creatures, then untap any number of creatures.
Convert ( )
When Paradigm Shift is converted, tap or untap target creature.
Etherium Infusion ( )
Instant (R)
Exile target nonartifact creature. That creature's controller puts a 2/2 colourless construct artifact creature onto the battlefield. Endurance- If you control a creature with toughness 5 or greater, draw a card.
Thoughtsurge Leviathan ( )
Artifact Creature- Leviathan (R)
Trample
When Thoughtsurge Leviathan enters the battlefield, draw seven cards, then discard seven cards.
7/8
Eternity Cage ( )
Creature- Elemental (R)
Defender
Creatures your opponents control don't untap during their controller untap step unless that player pays .
: Tap target creature.
0/7
Combine Negator ( )
Artifact Creature- Vedalken Wizard (R)
Flash
When Combine Negator enters the battlefield, you may discard a permanent card. If you do, counter permanent spell with converted mana cost equal to or less than that card's converted mana cost.
2/4
Master of Pacts ( )
Creature- Demon (R)
Flying Chaotic- Whenever you sacrifice a creature, you may pay 3 life. If you do, search your library for a card and put it into your hand, then shuffle your library.
5/4
Mortus Hulk ( )
Artifact Creature- Zombie Construct (R)
Mortus Hulk's power and toughness are each equal to the number of creature or artifact cards in all graveyards.
Convert ( )
*/*
Foul Intrusion ( )
Sorcery (R)
Target player reveals their hand. You choose a nonland permanent card from among them and exile it.
Profane Desecration ( )
Instant (R)
Target player sacrifices a creature and a land.
Sordid Ragebringer ( )
Creature- Zombie Shaman (R)
Prowess Chaotic- Whenever you sacrifice a creature, you may gain control of target creature with power 3 or less until end of turn, untap it, and it gains haste until end of turn.
3/3
Evolution Elemental ( )
Creature- Elemental (R)
Prosper
When Evolution Elemental enters the battlefield, reveal the top five cards of your library. You may put a creature card from among them into your hand. Then put the rest on the bottom of your library in any order.
6/5
Spawn of Progenitus ( )
Creature- Hydra (R)
Charge ( )
Whenever Spawn of Progenitus charges, put an additional X +1/+1 counters on it.
4/4
Verdant Herald ( )
Creature- Elf Shaman (R)
: Add two mana in any combination of colours to your mana pool.
1/5
Indomitable Protector ( )
Artifact Creature- Construct Soldier (R)
Indomitable Protector can block any number of creatures.
Whenever you or a permanent you control becomes the target of a spell, each opponent loses 3 life.
4/7
Vault Keeper ( )
Artifact Creature- Spirit Wizard (R)
When Vault Keeper enters the battlefield, you may search your library for a creature card and an artifact card and reveal them. If you do, put one of them into your hand and the other into your graveyard, then shuffle your library.
3/3
Maelstrom Caller ( )
Creature- Elemental (R)
Menace
Maelstrom Caller can't be countered
Whenever you would draw a card, you may return a card at random from your graveyard to your hand instead.
4/4
Archangel of Vigour ( )
Creature- Angel Warrior (R)
Flying, Trample
When Archangel of Vigour enters the battlefield, draw cards equal to the number of creatures you control, then discard that many cards.
5/5
Mastery Command ( )
Instant (R)
Choose two-
Your opponents can’t cast spells this turn.
Draw two cards, then discard a card.
Destroy target nonartifact creature.
Copy another target instant or sorcery spell. You may choose new targets for the copy.
Havoc Command ( )
Instant (R)
Choose two-
Return target nonland permanent to its owner’s hand.
Each player sacrifices a creature
Havoc Command deals 4 damage to target opponent.
Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
Conquest Command ( )
Instant (R)
Choose two-
Each opponent discards a card.
Conquest Command deals 4 damage to target creature.
Put two +1/+1 counters on target creature and untap it.
Permanents you control gain indestructible until end of turn.
Radiant Command ( )
Instant (R)
Choose two-
Creatures without flying can’t block this turn
Creatures you control get +1/+1 and gain trample until end of turn
Put two 1/1 white soldier creature tokens onto the battlefield
Counter target creature spell
Council Command ( )
Instant (R)
Choose two-
Destroy target artifact or enchantment.
Prevent all damage that would be dealt to you this turn.
Exile target permanent, then return it to the battlefield under its owner’s control at the beginning of the next endstep.
Council Command deals 2 damage to target creature and you gain 2 life.
Master of Form ( )
Creature- Shapeshifter (R)
Master of Form enters the battlefield as a copy of target creature except it gains "When this creature enters the battlefield, you gain life equal to it's toughness".
0/0
Foreboding Visitor ( )
Creature- Zombie Wizard (R)
Menace
Whenever you discard a card, scry 2
3/3
Savage Return ( )
Sorcery (R)
Return target creature card from your graveyard to the battlefield. You may have that creature fight another target creature.
Guardian Thoctar ( )
Creature- Beast (R)
First Strike
Charge ( )
Whenever Guardian Thoctar charges, untap each attacking creature you control
4/4
Celestial Seal ( )
Enchantment (R)
When Celestial Seal enters the battlefield, exile target creature or planeswalker until it leaves the battlefield. Endurance- As long as you control a creature with toughness 5 or greater, you may cast Celestial Seal as though it had flash.
Eternal Chancellor ( )
Artifact Creature- Spirit Advisor (R)
Flying
You may cast Eternal Chanceller from your graveyard as long as you control three or more artifact creatures.
4/4
Hand of Karakos ( )
Creature- Human Shaman (R)
Menace Chaotic- Whenever you sacrifice a creature, add or to your mana pool.
3/1
Great Progenitor ( )
Creature- Beast (R)
Trample
At the beginning of your upkeep, if the total power of creatures you control is twenty or greater, you win the game.
5/5
Silversteel Leonin ( )
Creature- Cat Soldier (R)
Prosper
Whenever another creature enters the battlefield under your control, you gain 2 life.
2/2
Ageless Guardian ( )
Artifact Creature- Golem (R)
Defender, Lifelink
: Ageless Guardian can attack this turn as though it didn't have defender.
4/5
Insane Experiment ( )
Instant (R)
Put the top three cards of your library into your graveyard.
Insane Experiment deals X damage to target creature or player, where X is the number of instant and sorcery cards in your graveyard.
Consuming Rot ( )
Sorcery (R)
Destroy target nonland permanent
At the beginning of your upkeep, you may sacrifice a creature. If you do, return Consuming Rot from your graveyard to your hand.
Blade of Fireheart ( )
Creature- Human Warrior (R)
First Strike
Attacking creatures you control get +1/+0 as long Blade of Fireheart has a +1/+1 counter on it.
2/2
Expansive Terrain ( )
Enchantment (R)
You may play any number of lands on each of your turns.
: Draw two cards.
Brightwater Borderlands
Land (R)
Brightwater Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Deadsilent Borderlands
Land (R)
Deadsilent Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Firespine Borderlands
Land (R)
Firespine Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Wildheart Borderlands
Land (R)
Wildheart Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Daybreak Borderlands
Land (R)
Daybreak Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Fortress Sentinel ( )
Creature- Human Soldier (U)
Blocking creatures you control have indestructible Endurance- When Fortress Sentinel enters the battlefield, if you control a creature with toughness 5 or greater, untap each creature you control.
5/4
Scrap Reformation ( )
Sorcery (U)
Return target artifact card from a graveyard to the battlefield under your control.
Convert ( )
Formless Fury ( )
Creature- Elemental (U)
Haste Chaotic- Whenever you sacrifice a creature, return Formless Fury from your graveyard to your hand.
5/4
Viashino Warlord ( )
Creature- Viashino Warrior (U)
Charge ( )
Whenever a creature you control charges, put a +1/+1 counter on each other attacking creature you control.
4/4
Border Enforcer ( )
Creature- Human Knight (U)
Vigilance Endurance- When Border Enforcer enters the battlefield, if you control a creature with toughness 5 or greater, scry 2.
3/3
Hollow-Out Thought ( )
Sorcery (U)
Look at the top four cards of each player’s library and choose any number of cards from among them, each player puts each card chosen this way from their library into their graveyard.
Relentless Fiend ( )
Creature- Horror (U)
Haste
When Relentless Fiend dies, you may have it deals 3 damage to each player.
3/3
Wasteland Conjurer ( )
Creature- Human Wizard (U)
Prowess Chaotic- Whenever you sacrifice a creature, you may discard a card. If you do, draw a card.
2/3
Cavernous Maw ( )
Creature- Fish Horror (U)
Charge ( )
Whenever Cavernous Maw charges, target creature blocks it this turn if able.
4/6
Essence of the Spiral ( )
Instant (U)
Tap up to three target creatures, prevent all combat damage that would be dealt by them this turn. Endurance- If you control a creature with toughness 5 or greater, those creatures don't untap during their controller's next untap step
Vanguard of Bant ( )
Creature- Human Soldier (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain vigilance until end of turn
2/2
Vanguard of Esper ( )
Artifact Creature- Human Soldier (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain flying until end of turn
2/2
Vanguard of Grixis ( )
Creature- Zombie Warrior (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain menace until end of turn
2/2
Vanguard of Jund ( )
Creature- Human Warrior (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain haste until end of turn
2/2
Vanguard of Naya ( )
Creature- Elf Warrior (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain trample until end of turn
2/2
Aether Jump ( )
Instant (U)
Return target creature you own to your hand.
Draw a card
Wisdom of the Wastes ( )
Instant (U)
Exile any number of creature or artifact cards from your graveyard, then draw that many cards.
Invocation of Blood ( )
Sorcery (U)
Creatures you control get +2/+0 and gain menace until end of turn.
Wild Brawler ( )
Creature- Human Warrior (U)
Trample
Wild Brawler costs less to cast if you control a creature with a +1/+1 counter on it.
3/2
Oathsworn Protector ( )
Creature- Human Knight (U)
When Oathsworn Protector enters the battlefield, destroy target artifact.
3/3
Sigil's Light ( )
Instant (U)
Exile target creature or artifact you control, then return it to the battlefield under your control. Endurance- If you control a creature with toughness 5 or greater, you gain 3 life.
Protector of the Coil ( )
Creature- Cat Cleric (U)
Prosper
When Protector of the Coil enters the battlefield, you may tap target creature.
3/2
Warcaller of Naya ( )
Creature- Human Warrior (U)
First Strike
Charge ( )
When Warcaller of Naya charges, put a 1/1 white human soldier creature token onto the battlefield tapped and attacking.
2/2
Force Siphoner ( )
Artifact Creature- Construct (U)
Flash
When Force Siphoner enters the battlefield, until end of turn, prevent all damage that would be dealt to you or creatures you control.
0/5
Writhing Rapids ( )
Instant (U)
Creatures your opponents control get -2/-0 until end of turn. Endurance- If you control a creature with toughness 5 or greater, scry 2.
Rivershaper ( )
Creature- Human Wizard (U)
Prosper
Whenever Rivershaper blocks or becomes blocked by a creature, that creature gets -1/-0 until end of turn for each creature you control.
2/2
Intangible Assassin ( )
Creature- Human Rogue (U)
Intangible Assassin can't be blocked
Intangible Assassin has hexproof as long as it's untapped.
3/2
Unravel the Threads ( )
Instant (U)
Return target nonland permanent and all other nonland permanents that player controls with the same converted mana cost to their owners' hands.
Prophet of Bones ( )
Creature- Human Wizard (U) Chaotic- Whenever you sacrifice a creature, return target creature an opponent controls to it's owner's hand.
1/2
Daggerfang Rogue ( )
Creature- Human Rogue (U)
Deathtouch Chaotic- Whenever you sacrifice a creature, you may have target creature get -1/-1 until end of turn.
2/1
Flesh Churner ( )
Creature- Zombie (U)
When Flesh Churner enters the battlefield, return target creature card from your graveyard to your hand.
Convert ( )
1/1
Erode Thought ( )
Sorcery (U)
Target player discards a card at random. Endurance- If you control a creature with toughness 5 or greater, that player discards two cards at random instead.
Shank Raptor ( )
Creature- Bird (U)
Flying
Charge ( )
Whenever Shank Raptor charges, destroy target creature with power 3 or less.
3/2
Grixis Bloodcurse ( )
Enchantment- Aura (U)
Enchant creature
Enchanted creature has lifelink and ' , : This creature deals damage equal to it's power to target creature'.
Pain Sculpt ( )
Instant (U)
Put two +1/+1 counters on target creature. You lose 2 life.
Dragoncult Fanatic ( )
Creature- Goblin Berserker (U)
Dragoncult Fanatic attacks each turn if able.
Charge ( )
2/1
Magma Speaker ( )
Creature- Human Shaman (U) Chaotic- Whenever you sacrifice a creature, exile the top card of your library. You may play that card until end of turn.
3/1
Mystic of the Commune ( )
Creature- Human Druid (U)
Prosper
: Add one mana of any colour to your mana pool.
1/2
Reclaimant of Naya ( )
Creature- Elf Druid (U)
Charge ( )
Whenever Reclaimant of Naya charges, you may destroy target artifact or enchantment.
2/3
Highlander of Jund ( )
Creature- Human Scout (U)
Reach Chaotic- Whenever you sacrifice a creature, you may search your library for a basic land card and reveal it. If you do, put that card into your hand, then shuffle your library.
2/2
Sudden Ambush ( )
Instant (U)
Untap each creature you control. Draw a card. Endurance- If you control a creature with toughness 5 or greater, prevent all combat damage that would be dealt to creatures you control this turn.
Mark of Might ( )
Enchantment- Aura (U)
Enchant creature
Enchanted creature has trample
When Mark of Might enters the battlefield, you gain life equal to enchanted creature's power.
Beacon of Order ( )
Artifact (U)
: Add or to your mana pool.
, : Tap target creature
Beacon of Power ( )
Artifact (U)
: Add or to your mana pool.
, : Look at the top card of target player’s library, you may put that card into that player’s graveyard.
Beacon of Chaos ( )
Artifact (U)
: Add or to your mana pool.
, : Target creature gets +1/-1 until end of turn.
Beacon of Primality ( )
Artifact (U)
: Add or to your mana pool.
, : Target creature gains trample until end of turn.
Beacon of Vitality ( )
Artifact (U)
: Add or to your mana pool.
, : You gain 2 life.
Warguard of Bant ( )
Creature- Human Soldier (C) Endurance- Tap target creature. Activate this ability only if you control a creature with toughness 5 or greater.
1/3
Blossoming Light ( )
Instant (C)
Destroy target attacking or blocking creature. Endurance- If you control a creature with power 5 or greater, exile that creature instead.
Aranahm’s Follower ( )
Artifact Creature- Human Monk (C) Endurance- When Aranahm’s Follower enters the battlefield, if you control a creature with toughness 5 or greater, draw a card.
2/1
Cast Back ( )
Instant (C)
Counter target spell unless it's controller pays . Endurance- If you control a creature with toughness 5 or greater, counter that spell unless it's controller pays instead.
Wall of Echoes ( )
Creature- Elemental (C)
Defender
When Wall of Echoes enters the battlefield, draw a card.
0/6
Dregscape Rover ( )
Creature- Zombie Warrior (C)
Convert ( )
When Dregscape Rover is converted, each player puts the top three cards of their library into their graveyard.
4/3
Price of Power ( )
Sorcery (C)
You draw two cards and lose 2 life
Convert ( )
Waste Management ( )
Sorcery (C)
Put the top four cards of your library into your graveyard. Target opponent loses life and you gain life equal to the number of artifact cards in your graveyard.
Sedraxis Underdweller ( )
Creature- Zombie (C) Chaotic- Whenever you sacrifice a creature, each opponent loses 1 life and you gain 1 life.
2/2
Charnel Gatherer ( )
Creature- Zombie Shaman (C) Chaotic- Whenever you sacrifice a creature, you may have each player discard a card.
2/4
Skin-Flayed One ( )
Creature- Horror (C)
Menace
, Sacrifice Skin-Flayed One: Target creature gets -3/-3 until end of turn.
3/3
Eternal Call ( )
Instant (C)
Return target creature card from your graveyard to your hand. Endurance- If you control a creature with toughness 5 or greater, return up to two target creature cards instead of one.
Bloodborn Warrior ( )
Creature- Human Warrior (C)
Charge ( )
Whenever Bloodborn Warrior charges, each opponent loses 1 life.
2/1
Burning Dragonclaw ( )
Creature- Human Shaman (C) Chaotic- Whenever you sacrifice a creature, you may have Burning Dragonclaw deals 1 damage to target creature.
2/1
Ravine Crusher ( )
Creature- Ogre (C) Chaotic- Whenever you sacrifice a creature, target player sacrifices an artifact.
3/3
Darkflame Follower ( )
Creature- Goblin Shaman (C)
, Sacrifice Darkflame Follower: Creatures you control get +1/+0 and gain haste until end of turn.
2/2
Bone Sculler ( )
Creature- Viashino Rogue (C)
Charge ( )
Whenever Bone Sculler charges, it gains menace until end of turn.
3/2
Breach Through ( )
Instant (C)
Put a +1/+1 counter on target creature. Creatures you control with a +1/+1 counter on them gain trample until end of turn.
Wandering Hierarch ( )
Creature- Human Druid (C) Endurance- When Wandering Hierarch enters the battlefield, if you control a creature with toughness 5 or greater, you may search your library for a basic land card and reveal it. If you do, put that card into your hand, then shuffle your library.
3/2
Scavenging Thoctar ( )
Creature- Beast (C) Chaotic- Whenever you sacrifice a creature, put a +1/+1 counter on Scavenging Thoctar.
3/3
Luminance Bonds ( )
Instant (C)
Tap target creature, it doesn't untap during it's controller's next untap step. You gain life equal to that creature's power.
Mocking Whispers ( )
Instant (C)
Return target creature an opponent control's to it's owner's hand. It's controller loses life equal to that creature's power.
Ripper Thrinax ( )
Creature- Lizard (C)
Sacrifice a creature: Ripper Thrinax gets +1/+0 and gains menace until end of turn.
4/3
Rampant Gargantua ( )
Creature- Beast (C)
When Rampant Gargantua enters the battlefield, each player sacrifices a land.
4/5
Break of Dawn ( )
Instant (C)
You gain 7 life.
Draw a card.
Scrap Trawler ( )
Artifact Creature- Zombie (C)
When Scrap Trawler enters the battlefield, put the top three cards of your library into your graveyard.
2/3
Ash Walker ( )
Creature- Elemental (C)
When Ash Walker dies, you may have target creature get +2/-2 until end of turn.
3/2
Priest of Unity ( )
Creature- Human Druid (C)
When Priest of Unity enters the battlefield, you gain life equal to the number of creatures you control.
2/1
Shieldmaiden of Jhess ( )
Creature- Human Knight (C)
: Shieldmaiden of Jhess gets +0/+3 and gains hexproof until end of turn.
2/2
Master's Courier ( )
Artifact Creature- Homunculus (C)
Target creature blocking or blocked by Master's Courier gets -1/-1 until end of turn.
1/4
I like the idea of four-color factions, and I think you are on the right path to make this work! I really like the commands.
One concern though: I'm not sure Chaotic is the best choice of word for the ability. The ability itself seems very appropriate, I'm just not convinced by its name. Feast maybe ? Or Consume? Something about eating your own dudes would fit better here IMO.
Nice work nonetheless, can't wait to see more
My reasoning behind the name is that, since the creature with the ability normally isn't the one the creature is being sacrificed to, the flavour makes sense to be more of a ritualistic magic thing. The idea is that whenever you sacrifice, the innate power of the sacrificial ritual is used by the creature with Chaotic to draw power. The name "Chaotic" makes the primal magic flavour and also pushes the flavour of the faction more, the combination of Jund and Grixis is all about Chaos. Same applies for Endurance, being all about defence and long term planning, Convert, being the constant improving of things for their own end, Charge, being raw strength, speed and ferocity, and Prosper, being about vitality, unity and growth.
Convert
This mechanic, while it functions pretty well and fits into the different sections of both it's component factions (Esper and Grixis) it has no clear mechanical identity when it is centred rather than divided. Esper cares about the artifact it makes, Grixis cares about the card being discarded, so what does do? While the four colours are not supposed to do anything at all unique from their component shards, they are supposed to be distinct and convert fails in this regard. I am looking for a replacement, which is annoying because Convert #2 (death-trigger tokens) works better in this regard but has too much overlap with Naya and Jund.
If I don't replace it, another possible change could be from a 2/2 into a 1/1 flying. This way the mechanic is not only more blue (which is supposed to be a primary) but also seems more interesting.
Endurance
Is Endurance interesting enough? I'm not sure, though I am leaning towards yes. Endurance started from the idea of a toughness theme, where this was the simplest possible execution and hence more of a backup or side plan. I tried to think of a way of making a mechanic that increased toughness, where the toughness matters part is done separately rather than the other way round. I decided to use it because I couldn't think of any good toughness boosting mechanc, though Endure, a version of this, remains in my alternatives list just in case.
My other concern, albeit even less of a concern, with Endurance is the number. 5 was chosen over 4 like in Ferocious because something like a one mana 4 toughness creature is very possible whereas a one mana four power creature is much, much harder to do. I figured that toughness 4 would be too easy to get and 5 would be more equivalent to Ferocious. Development is almost certainly the solution to this, and not likely very hard one at that, but it's still something worth considering now.
Fixed error with italics, a few minor balancing tweaks, card changed:
Groundbreaker Behemoth- from "Double Strike, Groundbreaker Behemeoth must be blocked if able" to "When Groundbreaker Behemoth enters the battlefield, destroy target permanent". No other changes to the card. Is this too similar to Angel of Despair?
Convert changed from ([cost], Discard this card: Put a 2/2 colourless artifact creature token onto the battlefield. Convert only as a sorcery) to ([cost], Discard this card: Return (another) target artifact card from your graveyard to your hand.) This version fits the colours better and works more satisfyingly.
Eranor, of the Eternities changed from "Whenever Eranor, of the Eternities deals combat damage to a player, draw a card" to "Whenever Eranor, of the Eternities deals combat damage to a player, put two 1/1 colourless construct artifact creature tokens onto the battlefield". Done to make the card a little more white and better fit the character, who is supposed to create legions of servants.
Added four colour uncommon cards
Question: To any commander players out there, even newer players to that format, what do you think of the four-colour legends? Seeing as they would be the first four-colour commanders, it's desirable to have them be suited for the format, both in style and relative power-level.
Added more theme commons and some hybrid commons
Changed name "Karakos, Wings of Chaos" to "Karakos, the Darkflame"
Updating spoiler tag formatting soon. EDIT: updated
(random fact: my as-fan of gold multicolour in the current plan is 3.69. For reference, RTR was 2.82, GTC was 2.94, and KTK was 1.71. So, a lot.)
Feedback in relation to previous question (see directly above) is still wanted.
more feedback would be appreciated
-
Thinking more about convert, yes I am still unhappy with it. The problem right now is very simple, the artifact focus is uncomfortably high for a mechanic that represents an overlap. But I have been thinking about some variations that could potentially skirt that while still fitting Esper.
Two versions:
Convert ([cost], Discard this card: Return target card from your graveyard to your hand that shares a card type with this.) (Maybe write out the relevant cardtype on each card and this is just CR?) This version is very flexible, allowing instant/sorcery, artifact and creature "gravecycling". It does however, loose a more concrete identity.
Convert ([cost], Discard this card: Return target instant or sorcery card from your graveyard to your hand.) This has a clearer identity than the previous but doesn't feel as suitable
Preparing for proper Runin playtesting so I can eventually reignite that thread with actual progress. This set won't be playtested until after Runin is finished (except maybe minor tweaks).
What I've found trying to make four color cards is that they want to feel like the shared ally pairing. The nonwhite card wants to feel BR. The nonblue card wants to feel GR. This makes sense as they are the enemy color pairing of the missing color. For these cards its doubly important. Grixis + Esper share UB, so that legend wants to feel blue and black with splashes of red and white.
The other aspect is about designing for EDH. Commonly EDH generals that have devoted followers are engines. They are strong build arounds that almost function as enchantments. The rest are powerful attackers that attempt to take advantage of the general damage rule. The first category are generals like Ghave or Marchesa. The second are generals like Rafiq or Karrthus. The best and most enduring generals are ones that combine these two aspects. Prossh is the perfect example. Not only is he an integral part of the deck's engine, being both a provider of sacrifice fodder and an infinite sacrifice outlet, he also is capable of attacking for lethal relatively easily. When designing specifically for EDH I would try to figure out where on the spectrum you want to fall.
Specific feedback for the legends:
Aranahm - This feels like a really solid card, it feels like a terrible general. It makes sense mechanically and its doing its thing, but I would not be excited to build his deck. The toughness boost is powerful within the set, but doesn't mean too much in EDH. There's nothing unique or engine-y about him, but at the same time I don't foresee getting many general damage kills with him either. The power/toughness switching is neat, but he's still naturally a 5 turn clock in a format where turns are your most limited resource. I think there's an essence here that is solid, but the specifics probably need tuning. It certainly feels like a W/U card, which is great. I'll think about it and get back to you.
Eranor - This card definitely fulfills the engine/build around aspect of an EDH general, but it feels like two separate engines put on the same card. As above, this works with the cards in the set, but doesn't make too much sense outside of it. EDH is an eternal format, and importantly is singleton. Even with some sweet cards with Convert this feels weirdly disjointed in 100 card singleton. Also, being an artifact spirit seems awkward. Artifacts are defined by their concreteness. Spirits are the opposite of that. I think this design lacks focus and could be tuned up. The aspects of the card feel U and B separately and not very white or red. Maybe it gets double strike, plus the first ability? Then have some way of turning artifacts into another resource? I could see this being a Sharuum-esque card and would definitely recommend feeling out her flavor.
Karakos - Super sweet. This is a Prossh level design. Its both a very scary threat and a core part of the engine. It feels very black/red as well. The second ability doesn't seem red at first glance since its a regrowth, but it rewards destruction and impulse, which is very red. The only thing I'm reticent about is that its actually regrowth. I think it would push more towards blue if it was creature or instant. Then you can still use it to feed itself by building with creatures, and it would still have the capacity to rebuy removal spells. The specific thing that I love about the trigger is that it scales with the number of players in a game in a subtle way while still being completely functional on its own. Kudos.
My other tiny quibble is that perhaps this makes more sense as a demon than a dragon. The power boost is draconic, but retrieval from the graveyard doesn't feel very dragon-y. This is Alara, so whose to say it can't be a demon and a dragon?
Brakkus - I like this one almost as much as Karakos. Its a simple execution of a powerful ability that definitely feels GR overall. It also is the most flavorful of the cards. I can practically see the art already. It feels quite similar to Atarka World Render, which is excellent. Its mostly an attacking general with a little bit of engine reward put on like icing on a cake.
Remnar - This feels like an awkward general. It wants to be attacking, a lot, but it has no natural way to push through. It also feels very very white. It rewards lots of small creatures, it has the abeyance effect, and it has first strike. It feels a lot like Dragonlord Dromoka, but she's wins the flavor fight since she's a Dragon and has lifelink. I'd probably only play this for the colors. Its neither a strong engine nor a powerful threat. That isn't to say its a bad card. Its a good card, just not a good general.
Those are my thoughts on the legends, there's some great stuff in there, and I'd say only the nonblack one needs more than a few minutes of work to be a really cool general. The rest of the set looks really fun. 4 color is neat unexplored territory. There was another gentleman who posted his work to reddit - http://foointherain.imgur.com/. I don't know if he did any testing but the art and the concepts are pretty nifty.
Hi there.
I definitely agree that with four-colours the focus should most likely be the central colours, the reason behind pretty much the whole set is me thinking about how four-colour might ever work in a standard set and I thought of Alara which I wanted to do a return for and it made perfect sense. The four-colours are driven by the shards, which gives the central colours.
Note that these legends aren't designed with mainly commander in mind, but that commander is one thing that is influencing their design and the one that I have the least experience in. Unlike with other big legends, these represent a major change to commander deck options, so I want them all to be playable as generals, but I don't want to have to make them all particularly good.
Specifics
Aranahm- Based on your feedback, I'd say this card is in a good spot, but could probably be better with a more build-around focus as this card naturally doesn't want to be a beatstick.
Eranor- This card is still in flux based on the problems I have been having with in general, so it will most likely change anyway. There is a very good reason why this is the weird combination of artifact creature and spirit, and that's because that's what Eranor is as a character. Think Johann Kraus from Hellboy, a spirit in a mechanical suit.
Karakos- I don't think this design needs to be more blue. The character of the card is a former jund dragon of high intelligence who has learned grixis magic, so Karakos is somewhat of a demonic dragon. Making Karakos a demon dragon would remove some of the distinctness from the character of Malfegor and remove the interesting element of change in the character's past from being a normal dragon of Jund to being a necromancer.
Brakkus- This card is one I am quite happy with, it's a bit simple for a high-profile mythic rare, but I think it makes up for that with sheer explosiveness.
Remar- I already intended to change this card, it has no shortage of issues.
Thanks for your feedback and your compliments, I am definitely happy with how this design is coming along seeing as how challenging of a concept it is. Then again, development may be the hardest part .
Foointherain is also on these forums BTW, as is his sets.
Convert COST (COST, Discard this card: Return another target card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
That's too colour breaking unfortunately, as this mechanic has to be on at least one monocolour card for each colour of the faction. Green, ironically, the colour this least wants to be in, is the only monocolour that could get this.
woops. that was supposed to be "artifact card". my bad.
Convert COST (COST, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
I dug up these for my own personal reference. I hope they're suitable precedents. I think they are.
(I'm not sure if Convert is intended for artifact cards only.)
Reconstruct (Uncommon) W
Instant
Regenerate target artifact. Scry 1.
Convert 2W(2W, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
or perhaps a colorless cost? I don't think the color requirement of the cost would be relevant anyways.
Deliquesce (Common) U
Instant
Return target artifact to its owner's hand. Scry 1.
Convert 3(3, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
Why is changing to converted mana cost better? The current (i.e. in the OP) mechanic already returns artifact cards. The problem is that while the colours support an artifact theme, Grixis the shard doesn't want anything to do with it. It's not that it's un-Grixis, it's just simply not part of Grixis and is so in a very clear and binary way. Unlike the toughness matters theme for it's not something that works well with the shards without muddling identities. Esper is rather annoying, in general, for this structure because their theme is the most binary, it's artifact or it's not. Naya at least works with something very basic and easily modular, Grixis and Bant don't have a very strong theme and Jund is really two convergent themes (sacrifice and +1/+1 counters) moulded by flavour (which works very well here for reflecting different sides).
Because it creates more interesting game play and is less likely to be busted (particularly in the eternal card pool).
As for the flavor identity, I think, like many of us when we're deep into a project, I think you're overthinking it. As an outsider, I see a perfectly sensible melding of Esper and Grixis in Convert - that is an artifact-graveyard theme. (Though the term "Convert" isn't my favorite, it's acceptable.) You're just being overly critical of it because this project is your baby and you want it to be perfect. That being said, it would be a little more Grixish if Convert put the artifact card back onto the battlefield. It would be pushed, but not impossible to develop.
Technomancy (Uncommon) WUB
Sorcery
Search your library for an artifact card, reveal it, and put it into your hand.
Reconstruct WUB (WUB, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to the battlefield. Reconstruct only as a sorcery.)
This is the thing, I haven't really explained this but this is how it's supposed to work, the mechanic should be designed to be played in each of the shard only colours in a deck. It's like hybrid is to colours, these mechanics are to the shards: they are one or the other or both. The reason behind this structure is the basis of the block, the diffusion of the shards into different forms where overlapping themes tie them together. So a Grixis deck is supposed to be playing this mechanic often, even most of the time. That encourages Grixis to use quite a bit of artifacts whereas the opposite effect is nowhere near as prominent considering "graveyard matters" is more broad and more common theme and less binary in nature and therefore less subtle, because the graveyard almost always matters to some degree. Always caring about artifacts is the problem, so any other potential mechanic that explicitly mentions artifacts is most likely no better.
Welcome.
Many of you will know this set already as I have posted several threads about it already (here, here, here and here). Much of the content here is taken from those posts, so if you have read them all, you will see quite a bit that is familiar.
Introduction
This set centres around a unique and frankly dangerous concept as the block's MAIN THEME. Out of all the block ideas I have had, this is the most wacky. It is: modular multicolour factions. What does that mean? Well... Invasion, the first multicolour set, featured a general sort of mish-mash of multicolour design. There was not supposed to be any concrete faction structure or anything, you just played whatever. Ravnica block came back with this new idea, a rigid faction system that wanted you to play only a specific set of multicolour combinations. Fate of Alara is somewhere in-between. To explain this all more clearly, here is a breakdown of the factions and component colour combinations
- > Bant & Esper - >
- > Esper & Grixis - >
- > Grixis & Jund - >
- > Jund & Naya - >
- > Naya & Bant - >
The idea is, in drafting you would you start by choosing an ally two-colour combination. Then you can choose to add colours or stay in two colour, the median being the shards on which the system is based. The explanation for this is that the two and four colours are variations from the shards of Alara, which are now in a state of fluctuation. The ally two colours represent a more centralised version of the shards, where more focused goals and structure are represented. On the other hand, the four colours represent an overlap of two allied shards, where the each shard's primary colour together form the two primary colours of the four colour. Because the variant factions are new and in competition, they do not have any formal sort of organisation, instead being bands of like-minded individuals striking out for their own cause. The variants and shards are not actually sides of a war, the conflict on Alara is currently too dynamic for that to be so, instead they are shifting groups working together or against each other based on who they are facing and what the circumstances are.
As you can probably tell, there is a lot going in to this set very early on. As a result, this system is going to integral to the set. Balancing the colours and maintaining the right amount of order will make or break this set. But, I think this is a very interesting idea and has the potential to be an extremely rewarding experience
Design Goal
THIS IS NOT A FOUR-COLOUR SET
To produce a set that expands upon the concept of multicolour factions, including the use of four colour combinations. The set is to take place on the existing plane of Alara and hence support returning mechanical and world themes associated with that plane and it's sets.
Mechanics
: Endurance- (If/as long as) you control a creature with toughness 5 or greater, (effect)
-The shared theme of Bant and Esper is toughness matters
: Convert [cost] ([cost], Discard a creature or artifact card: Return this card from your graveyard to your hand.)
-The shared theme of Esper and Grixis is card value and recursion
: Chaotic- Whenever you sacrifice a creature, (effect)
-The shared theme of Grixis and Jund is sacrifice
: Charge [cost] (Whenever this creature attacks, you may pay [cost]. If you do, put a +1/+1 counter on it)
(cards with charge will regularly have an ability that refers to "whenever they charge")
-The shared theme of Jund and Naya is +1/+1 counters
: Prosper (Whenever another creature enters the battlefield under your control, this creature gets +1/+1 until end of turn.)
(suggested by user Manite)
-The shared theme of Naya and Bant is group power matters
And the possible alternatives (so many...)
Retreat [cost] (Whenever this creature would die, you may pay it's retreat cost. If you do, return it to your hand instead)
Endure (Whenever this creature blocks or becomes blocked, it gets +0/+1 for each other creature you control)
Convert [n] (When this creature dies, put [n] 1/1 colourless construct artifact creature tokens onto the battlefield)
Convert [cost] ([cost], Discard this card: Put a 2/2 colourless artifact creature token onto the battlefield. Convert only as a sorcery)
Fury [n] (When this creature enters the battlefield, you may put [n] +1/+1 counters on it. If you do, it gains haste and is sacrificed at the end of turn.)
Siphon [n] (When you cast this spell, you may discard [n] cards. If you do, copy this spell, you may choose new targets for the copy)
Aspire (Whenever this creature attacks or blocks, creatures you control with power less than this creature's power get +1/+1 until end of turn.)
Might (Your might is equal to the total power of creatures you control)
Additonal Notes
This set is consistent with the Magic: Origins evergreen changes and the two-block paradigm. Gold multicolour, hybrid and off-colour effects all appear. This set has the same quantitative mana base as KTK, except with an uncommon additional cycle, this is the highest in any set so far and is intentional to support the amount of multicolour in the set.
Cardlist of the Set So Far (nothing is final)
Aranahm, Ancient Keeper ( )
Legendary Creature- Giant Cleric (M)
Vigilance
Creatures spells you cast with toughness 5 or greater cost less to cast.
: Switch target creature’s power and toughness until end of turn.
3/5
Eranor, of the Eternities ( )
Legendary Artifact Creature- Spirit (M)
Flying
, Exile a creature or artifact card from your graveyard: Put a 1/1 colourless construct artifact creature token onto the battlefield.
Whenever Eranor, of the Eternities deals combat damage to a player, you may put the top four cards of your library into your graveyard.
5/4
Karakos, the Darkflame ( )
Legendary Creature- Dragon (M)
Flying
Sacrifice a creature: Karakos, the Darkflame gets +3/+0 until end of turn.
At the beginning of each endstep, if three or more creatures died this turn, return a card from your graveyard to your hand.
5/5
Brakkus, the Warhammer ( )
Legendary Creature- Rhino Berserker (M)
Creatures you control with a +1/+1 counter on them have trample and double strike.
5/5
Remar, Guardian of Purity ( )
Legendary Creature- Cat Soldier (M)
First Strike
Remar, Guardian of Purity gets +1/+0 for each other creature you control.
You may cast other creature spells as though they had flash.
2/4
Tezzeret, Master of Esper ( )
Planeswalker- Tezzeret (M)
+1: Up to one target nonartifact creature gets -3/-3
-2: Untap up to three target artifacts
-6: Sacrifice any number of artifacts, search your library for that many artifact cards and put them onto the battlefield. Then shuffle your library
(3)
Mastery of War ( )
Enchantment (M)
Creatures you control get +1/+1
Whenever a nontoken creature enters the battlefield under your control, put a 1/1 white soldier creature token onto the battlefield.
Ceaseless Harvest ( )
Enchantment (M)
When Ceaseless Harvest enters the battlefield, sacrifice it and put three 2/2 black zombie creature tokens onto the battlefield tapped.
At the beginning of your upkeep, if Ceaseless Harvest is in your graveyard, you lose 1 life and put a 2/2 black zombie creature token onto the battlefield tapped.
Symbiotic Hulk ( )
Creature- Fungus (M)
Reach
As Symbiotic Hulk enters the battlefield, put a +1/+1 counter on each other creature you control.
Symbiotic Hulk’s power and toughness are each equal to the number of +1/+1 counters among other creatures you control.
*/*
Master Hieromancer ( )
Creature- Human Soldier (R)
First Strike
Endurance- Whenever Master Hieromancer attacks or blocks, if you control a creature with toughness 5 or greater, Master Hieromancer gets +1/+1 until end of turn.
3/3
Shepherd of Light ( )
Creature- Angel Cleric (R)
Flying
Prosper
Whenever Shepherd of Light attacks, return target creature with power 2 or less from your graveyard to the battlefield tapped and attacking.
4/4
Yield to Light ( )
Instant (R)
Target opponent can't cast spells this turn and creatures they control with power 4 or greater can't attack this turn.
Knight of Sanctity( )
Creature- Human Knight (R)
Vigilance
When Knight of Sanctity enters the battlefield, put a 1/1 white soldier creature token onto the battlefield.
, Tap another untapped creature you control: Knight of Sanctity gains indestructible until end of turn.
3/3
Paradigm Shift ( )
Instant (R)
Tap any number of creatures, then untap any number of creatures.
Convert ( )
When Paradigm Shift is converted, tap or untap target creature.
Etherium Infusion ( )
Instant (R)
Exile target nonartifact creature. That creature's controller puts a 2/2 colourless construct artifact creature onto the battlefield.
Endurance- If you control a creature with toughness 5 or greater, draw a card.
Thoughtsurge Leviathan ( )
Artifact Creature- Leviathan (R)
Trample
When Thoughtsurge Leviathan enters the battlefield, draw seven cards, then discard seven cards.
7/8
Eternity Cage ( )
Creature- Elemental (R)
Defender
Creatures your opponents control don't untap during their controller untap step unless that player pays .
: Tap target creature.
0/7
Combine Negator ( )
Artifact Creature- Vedalken Wizard (R)
Flash
When Combine Negator enters the battlefield, you may discard a permanent card. If you do, counter permanent spell with converted mana cost equal to or less than that card's converted mana cost.
2/4
Master of Pacts ( )
Creature- Demon (R)
Flying
Chaotic- Whenever you sacrifice a creature, you may pay 3 life. If you do, search your library for a card and put it into your hand, then shuffle your library.
5/4
Mortus Hulk ( )
Artifact Creature- Zombie Construct (R)
Mortus Hulk's power and toughness are each equal to the number of creature or artifact cards in all graveyards.
Convert ( )
*/*
Foul Intrusion ( )
Sorcery (R)
Target player reveals their hand. You choose a nonland permanent card from among them and exile it.
Profane Desecration ( )
Instant (R)
Target player sacrifices a creature and a land.
Volcanic Hellkite ( )
Creature- Dragon (R)
Flying
Charge ( )
Whenever Volcanic Hellkite charges, target creature can't block this turn.
5/5
Sordid Ragebringer ( )
Creature- Zombie Shaman (R)
Prowess
Chaotic- Whenever you sacrifice a creature, you may gain control of target creature with power 3 or less until end of turn, untap it, and it gains haste until end of turn.
3/3
Life's Legacy
Evolution Elemental ( )
Creature- Elemental (R)
Prosper
When Evolution Elemental enters the battlefield, reveal the top five cards of your library. You may put a creature card from among them into your hand. Then put the rest on the bottom of your library in any order.
6/5
Spawn of Progenitus ( )
Creature- Hydra (R)
Charge ( )
Whenever Spawn of Progenitus charges, put an additional X +1/+1 counters on it.
4/4
Verdant Herald ( )
Creature- Elf Shaman (R)
: Add two mana in any combination of colours to your mana pool.
1/5
Indomitable Protector ( )
Artifact Creature- Construct Soldier (R)
Indomitable Protector can block any number of creatures.
Whenever you or a permanent you control becomes the target of a spell, each opponent loses 3 life.
4/7
Vault Keeper ( )
Artifact Creature- Spirit Wizard (R)
When Vault Keeper enters the battlefield, you may search your library for a creature card and an artifact card and reveal them. If you do, put one of them into your hand and the other into your graveyard, then shuffle your library.
3/3
Maelstrom Caller ( )
Creature- Elemental (R)
Menace
Maelstrom Caller can't be countered
Whenever you would draw a card, you may return a card at random from your graveyard to your hand instead.
4/4
Groundbreaker Behemoth ( )
Creature- Beast (R)
Groundbreaker Behemoth enters the battlefield, destroy target permanent.
6/6
Archangel of Vigour ( )
Creature- Angel Warrior (R)
Flying, Trample
When Archangel of Vigour enters the battlefield, draw cards equal to the number of creatures you control, then discard that many cards.
5/5
Mastery Command ( )
Instant (R)
Choose two-
Instant (R)
Choose two-
Instant (R)
Choose two-
Instant (R)
Choose two-
Instant (R)
Choose two-
Master of Form ( )
Creature- Shapeshifter (R)
Master of Form enters the battlefield as a copy of target creature except it gains "When this creature enters the battlefield, you gain life equal to it's toughness".
0/0
Bio-Cleansing ( )
Sorcery (R)
Destroy all nonartifact creatures.
Convert ( )
Foreboding Visitor ( )
Creature- Zombie Wizard (R)
Menace
Whenever you discard a card, scry 2
3/3
Savage Return ( )
Sorcery (R)
Return target creature card from your graveyard to the battlefield. You may have that creature fight another target creature.
Guardian Thoctar ( )
Creature- Beast (R)
First Strike
Charge ( )
Whenever Guardian Thoctar charges, untap each attacking creature you control
4/4
Celestial Seal ( )
Enchantment (R)
When Celestial Seal enters the battlefield, exile target creature or planeswalker until it leaves the battlefield.
Endurance- As long as you control a creature with toughness 5 or greater, you may cast Celestial Seal as though it had flash.
Eternal Chancellor ( )
Artifact Creature- Spirit Advisor (R)
Flying
You may cast Eternal Chanceller from your graveyard as long as you control three or more artifact creatures.
4/4
Hand of Karakos ( )
Creature- Human Shaman (R)
Menace
Chaotic- Whenever you sacrifice a creature, add or to your mana pool.
3/1
Great Progenitor ( )
Creature- Beast (R)
Trample
At the beginning of your upkeep, if the total power of creatures you control is twenty or greater, you win the game.
5/5
Silversteel Leonin ( )
Creature- Cat Soldier (R)
Prosper
Whenever another creature enters the battlefield under your control, you gain 2 life.
2/2
Ageless Guardian ( )
Artifact Creature- Golem (R)
Defender, Lifelink
: Ageless Guardian can attack this turn as though it didn't have defender.
4/5
Insane Experiment ( )
Instant (R)
Put the top three cards of your library into your graveyard.
Insane Experiment deals X damage to target creature or player, where X is the number of instant and sorcery cards in your graveyard.
Consuming Rot ( )
Sorcery (R)
Destroy target nonland permanent
At the beginning of your upkeep, you may sacrifice a creature. If you do, return Consuming Rot from your graveyard to your hand.
Blade of Fireheart ( )
Creature- Human Warrior (R)
First Strike
Attacking creatures you control get +1/+0 as long Blade of Fireheart has a +1/+1 counter on it.
2/2
Expansive Terrain ( )
Enchantment (R)
You may play any number of lands on each of your turns.
: Draw two cards.
Brightwater Borderlands
Land (R)
Brightwater Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Deadsilent Borderlands
Land (R)
Deadsilent Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Firespine Borderlands
Land (R)
Firespine Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Wildheart Borderlands
Land (R)
Wildheart Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Daybreak Borderlands
Land (R)
Daybreak Borderlands enters the battlefield tapped
: Add or to your mana pool
, Pay 1 life: Add or to your mana pool
Fortress Sentinel ( )
Creature- Human Soldier (U)
Blocking creatures you control have indestructible
Endurance- When Fortress Sentinel enters the battlefield, if you control a creature with toughness 5 or greater, untap each creature you control.
5/4
Scrap Reformation ( )
Sorcery (U)
Return target artifact card from a graveyard to the battlefield under your control.
Convert ( )
Formless Fury ( )
Creature- Elemental (U)
Haste
Chaotic- Whenever you sacrifice a creature, return Formless Fury from your graveyard to your hand.
5/4
Viashino Warlord ( )
Creature- Viashino Warrior (U)
Charge ( )
Whenever a creature you control charges, put a +1/+1 counter on each other attacking creature you control.
4/4
Rhox Honourguard ( )
Creature- Rhino Soldier (U)
Prosper
5/6
Border Enforcer ( )
Creature- Human Knight (U)
Vigilance
Endurance- When Border Enforcer enters the battlefield, if you control a creature with toughness 5 or greater, scry 2.
3/3
Hollow-Out Thought ( )
Sorcery (U)
Look at the top four cards of each player’s library and choose any number of cards from among them, each player puts each card chosen this way from their library into their graveyard.
Relentless Fiend ( )
Creature- Horror (U)
Haste
When Relentless Fiend dies, you may have it deals 3 damage to each player.
3/3
Dragonslayer Viashino ( )
Creature- Viashino Warrior (U)
Charge ( )
Whenever Dragonslayer Viashino charges, creatures with flying can’t block this turn.
3/3
Remar's Armourer ( )
Creature- Cat Warrior (U)
Creatures you control have propser.
4/3
Essence Trader ( )
Artifact Creature- Human Rogue (U)
Lifelink
Convert ( )
2/2
Wasteland Conjurer ( )
Creature- Human Wizard (U)
Prowess
Chaotic- Whenever you sacrifice a creature, you may discard a card. If you do, draw a card.
2/3
Cavernous Maw ( )
Creature- Fish Horror (U)
Charge ( )
Whenever Cavernous Maw charges, target creature blocks it this turn if able.
4/6
Faithful Guard ( )
Creature- Beast (U)
Prosper
Faithful Guard can't attack or block alone.
4/3
Essence of the Spiral ( )
Instant (U)
Tap up to three target creatures, prevent all combat damage that would be dealt by them this turn.
Endurance- If you control a creature with toughness 5 or greater, those creatures don't untap during their controller's next untap step
Vanguard of Bant ( )
Creature- Human Soldier (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain vigilance until end of turn
2/2
Vanguard of Esper ( )
Artifact Creature- Human Soldier (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain flying until end of turn
2/2
Vanguard of Grixis ( )
Creature- Zombie Warrior (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain menace until end of turn
2/2
Vanguard of Jund ( )
Creature- Human Warrior (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain haste until end of turn
2/2
Vanguard of Naya ( )
Creature- Elf Warrior (U)
Other multicoloured creatures you control get +1/+1
( ): Multicoloured creatures you control gain trample until end of turn
2/2
Aether Jump ( )
Instant (U)
Return target creature you own to your hand.
Draw a card
Wisdom of the Wastes ( )
Instant (U)
Exile any number of creature or artifact cards from your graveyard, then draw that many cards.
Invocation of Blood ( )
Sorcery (U)
Creatures you control get +2/+0 and gain menace until end of turn.
Wild Brawler ( )
Creature- Human Warrior (U)
Trample
Wild Brawler costs less to cast if you control a creature with a +1/+1 counter on it.
3/2
Oathsworn Protector ( )
Creature- Human Knight (U)
When Oathsworn Protector enters the battlefield, destroy target artifact.
3/3
Sigil's Light ( )
Instant (U)
Exile target creature or artifact you control, then return it to the battlefield under your control.
Endurance- If you control a creature with toughness 5 or greater, you gain 3 life.
Protector of the Coil ( )
Creature- Cat Cleric (U)
Prosper
When Protector of the Coil enters the battlefield, you may tap target creature.
3/2
Warcaller of Naya ( )
Creature- Human Warrior (U)
First Strike
Charge ( )
When Warcaller of Naya charges, put a 1/1 white human soldier creature token onto the battlefield tapped and attacking.
2/2
Timely Reinforcements
Celebrant of War ( )
Creature- Angel Soldier (U)
Flying, First Strike
3/2
Esper Elite ( )
Artifact Creature- Human Soldier (U)
Vigilance
Convert ( )
1/2
Force Siphoner ( )
Artifact Creature- Construct (U)
Flash
When Force Siphoner enters the battlefield, until end of turn, prevent all damage that would be dealt to you or creatures you control.
0/5
Negation Tech ( )
Instant (U)
Counter target spell
Convert ( )
Writhing Rapids ( )
Instant (U)
Creatures your opponents control get -2/-0 until end of turn.
Endurance- If you control a creature with toughness 5 or greater, scry 2.
Rivershaper ( )
Creature- Human Wizard (U)
Prosper
Whenever Rivershaper blocks or becomes blocked by a creature, that creature gets -1/-0 until end of turn for each creature you control.
2/2
Anchor to the Aether
Intangible Assassin ( )
Creature- Human Rogue (U)
Intangible Assassin can't be blocked
Intangible Assassin has hexproof as long as it's untapped.
3/2
Unravel the Threads ( )
Instant (U)
Return target nonland permanent and all other nonland permanents that player controls with the same converted mana cost to their owners' hands.
Prophet of Bones ( )
Creature- Human Wizard (U)
Chaotic- Whenever you sacrifice a creature, return target creature an opponent controls to it's owner's hand.
1/2
Daggerfang Rogue ( )
Creature- Human Rogue (U)
Deathtouch
Chaotic- Whenever you sacrifice a creature, you may have target creature get -1/-1 until end of turn.
2/1
Flesh Churner ( )
Creature- Zombie (U)
When Flesh Churner enters the battlefield, return target creature card from your graveyard to your hand.
Convert ( )
1/1
Erode Thought ( )
Sorcery (U)
Target player discards a card at random.
Endurance- If you control a creature with toughness 5 or greater, that player discards two cards at random instead.
Grisly Abomination ( )
Creature- Zombie (U)
Deathtouch, Menace
4/5
Tenacious Dead
Shank Raptor ( )
Creature- Bird (U)
Flying
Charge ( )
Whenever Shank Raptor charges, destroy target creature with power 3 or less.
3/2
Grixis Bloodcurse ( )
Enchantment- Aura (U)
Enchant creature
Enchanted creature has lifelink and ' , : This creature deals damage equal to it's power to target creature'.
Pain Sculpt ( )
Instant (U)
Put two +1/+1 counters on target creature. You lose 2 life.
Dragoncult Fanatic ( )
Creature- Goblin Berserker (U)
Dragoncult Fanatic attacks each turn if able.
Charge ( )
2/1
Magma Speaker ( )
Creature- Human Shaman (U)
Chaotic- Whenever you sacrifice a creature, exile the top card of your library. You may play that card until end of turn.
3/1
Undying Flame ( )
Sorcery (U)
Undying Flame deals 4 damage to target creature.
Convert ( )
See through Flame ( )
Sorcery (U)
Exile the top two cards of your library. You may play cards exiled this way.
Fling (shifted to uncommon for development reasons)
Barrage of Expendables
Boulder Spawn ( )
Creature- Elemental (U)
Menace
Prosper
4/2
Volcanic Brute ( )
Creature- Dragon (U)
Flying
6/5
Mystic of the Commune ( )
Creature- Human Druid (U)
Prosper
: Add one mana of any colour to your mana pool.
1/2
Reclaimant of Naya ( )
Creature- Elf Druid (U)
Charge ( )
Whenever Reclaimant of Naya charges, you may destroy target artifact or enchantment.
2/3
Highlander of Jund ( )
Creature- Human Scout (U)
Reach
Chaotic- Whenever you sacrifice a creature, you may search your library for a basic land card and reveal it. If you do, put that card into your hand, then shuffle your library.
2/2
Sudden Ambush ( )
Instant (U)
Untap each creature you control. Draw a card.
Endurance- If you control a creature with toughness 5 or greater, prevent all combat damage that would be dealt to creatures you control this turn.
Mark of Might ( )
Enchantment- Aura (U)
Enchant creature
Enchanted creature has trample
When Mark of Might enters the battlefield, you gain life equal to enchanted creature's power.
Rhox Vanguard ( )
Creature- Rhino Scout (U)
Trample, Hexproof
4/3
Acidic Slime
Overwhelming Strength ( )
Instant (U)
Double the number of +1/+1 counters on each attacking creature you control.
Empathic Dynamo ( )
Artifact (U)
: Add to your mana pool.
Whenever another artifact enters the battlefield under your control, untap Empathic Dynamo.
Tezzeret's Scrollkeeper ( )
Artifact Creature- Construct (U)
When Tezzeret's Scrollkeeper dies, draw a card.
2/2
Seaside Citadel
Arcane Sanctum
Crumbling Necropolis
Savage Lands
Jungle Shrine
Beacon of Order ( )
Artifact (U)
: Add or to your mana pool.
, : Tap target creature
Beacon of Power ( )
Artifact (U)
: Add or to your mana pool.
, : Look at the top card of target player’s library, you may put that card into that player’s graveyard.
Beacon of Chaos ( )
Artifact (U)
: Add or to your mana pool.
, : Target creature gets +1/-1 until end of turn.
Beacon of Primality ( )
Artifact (U)
: Add or to your mana pool.
, : Target creature gains trample until end of turn.
Beacon of Vitality ( )
Artifact (U)
: Add or to your mana pool.
, : You gain 2 life.
Warguard of Bant ( )
Creature- Human Soldier (C)
Endurance- Tap target creature. Activate this ability only if you control a creature with toughness 5 or greater.
1/3
Blossoming Light ( )
Instant (C)
Destroy target attacking or blocking creature.
Endurance- If you control a creature with power 5 or greater, exile that creature instead.
Shield Wall ( )
Artifact Creature- Construct (C)
0/5
Escerial Blade ( )
Creature- Human Soldier (C)
Prosper
2/2
Merchant's Guard( )
Artifact Creature- Human Soldier (C)
Prosper
2/4
Raise the Alarm
Ethersworn Outrider ( )
Artifact Creature- Soldier (C)
Convert ( )
2/2
Nactal War-Rider ( )
Creature- Cat Warrior (C)
Charge ( )
2/4
Cage of Hands
Dispeller's Capsule
Aranahm’s Follower ( )
Artifact Creature- Human Monk (C)
Endurance- When Aranahm’s Follower enters the battlefield, if you control a creature with toughness 5 or greater, draw a card.
2/1
Fog Elemental
Encrust
Cast Back ( )
Instant (C)
Counter target spell unless it's controller pays .
Endurance- If you control a creature with toughness 5 or greater, counter that spell unless it's controller pays instead.
Wall of Echoes ( )
Creature- Elemental (C)
Defender
When Wall of Echoes enters the battlefield, draw a card.
0/6
Esper Sky Patrol ( )
Artifact Creature- Bird (C)
Flying
Convert ( )
3/5
Neurofield Matrix ( )
Instant (C)
Draw three cards.
Convert ( )
Re-Energise ( )
Instant (C)
Untap target artifact.
Draw a card.
Grave Scavenger ( )
Creature- Zombie Wizard (C)
Chaotic- Whenever you sacrifice a creature, you may draw a card. If you do, discard a card.
1/4
Stormfront Drake ( )
Creature- Drake (C)
Flying
Prosper
3/3
Dregscape Rover ( )
Creature- Zombie Warrior (C)
Convert ( )
When Dregscape Rover is converted, each player puts the top three cards of their library into their graveyard.
4/3
Price of Power ( )
Sorcery (C)
You draw two cards and lose 2 life
Convert ( )
Waste Management ( )
Sorcery (C)
Put the top four cards of your library into your graveyard. Target opponent loses life and you gain life equal to the number of artifact cards in your graveyard.
Sedraxis Underdweller ( )
Creature- Zombie (C)
Chaotic- Whenever you sacrifice a creature, each opponent loses 1 life and you gain 1 life.
2/2
Charnel Gatherer ( )
Creature- Zombie Shaman (C)
Chaotic- Whenever you sacrifice a creature, you may have each player discard a card.
2/4
Skin-Flayed One ( )
Creature- Horror (C)
Menace
, Sacrifice Skin-Flayed One: Target creature gets -3/-3 until end of turn.
3/3
Eternal Call ( )
Instant (C)
Return target creature card from your graveyard to your hand.
Endurance- If you control a creature with toughness 5 or greater, return up to two target creature cards instead of one.
Bloodborn Warrior ( )
Creature- Human Warrior (C)
Charge ( )
Whenever Bloodborn Warrior charges, each opponent loses 1 life.
2/1
Driver of the Dead
Viscera Seer
Burning Dragonclaw ( )
Creature- Human Shaman (C)
Chaotic- Whenever you sacrifice a creature, you may have Burning Dragonclaw deals 1 damage to target creature.
2/1
Ravine Crusher ( )
Creature- Ogre (C)
Chaotic- Whenever you sacrifice a creature, target player sacrifices an artifact.
3/3
Darkflame Follower ( )
Creature- Goblin Shaman (C)
, Sacrifice Darkflame Follower: Creatures you control get +1/+0 and gain haste until end of turn.
2/2
Bone Sculler ( )
Creature- Viashino Rogue (C)
Charge ( )
Whenever Bone Sculler charges, it gains menace until end of turn.
3/2
Rocky Crag-Hulk ( )
Creature- Elemental (C)
Charge ( )
5/3
Ashen Raider ( )
Creature- Zombie Warrior (C)
Ashen Raider has haste as long as you control a creature with a +1/+1 counter on it.
2/1
Boulder Crash ( )
Sorcery (C)
Boulder Crash deals 3 damage divided as you choose among one, two or three target creatures.
Convert ( )
Rockrunner ( )
Creature- Human Scout (C)
Haste
Prosper
2/3
Lose Calm
Infernal Plunge
Brindle Boar
Stampede Leader ( )
Creature- Beast (C)
Charge ( )
Whenever Stampede Leader charges, it gains trample until end of turn.
5/5
Herd Crasher ( )
Creature- Beast (C)
Charge ( )
3/4
Breach Through ( )
Instant (C)
Put a +1/+1 counter on target creature. Creatures you control with a +1/+1 counter on them gain trample until end of turn.
Loyal Warbeast ( )
Creature- Beast (C)
Trample, Prosper
4/3
Sylvan Warband ( )
Creature- Elf Warrior (C)
Prosper
2/1
Rapid Entropy ( )
Instant (C)
Destroy target artifact.
Draw a card.
Wandering Hierarch ( )
Creature- Human Druid (C)
Endurance- When Wandering Hierarch enters the battlefield, if you control a creature with toughness 5 or greater, you may search your library for a basic land card and reveal it. If you do, put that card into your hand, then shuffle your library.
3/2
Scavenging Thoctar ( )
Creature- Beast (C)
Chaotic- Whenever you sacrifice a creature, put a +1/+1 counter on Scavenging Thoctar.
3/3
Sporecap Spider
Luminance Bonds ( )
Instant (C)
Tap target creature, it doesn't untap during it's controller's next untap step. You gain life equal to that creature's power.
Mocking Whispers ( )
Instant (C)
Return target creature an opponent control's to it's owner's hand. It's controller loses life equal to that creature's power.
Ripper Thrinax ( )
Creature- Lizard (C)
Sacrifice a creature: Ripper Thrinax gets +1/+0 and gains menace until end of turn.
4/3
Rampant Gargantua ( )
Creature- Beast (C)
When Rampant Gargantua enters the battlefield, each player sacrifices a land.
4/5
Break of Dawn ( )
Instant (C)
You gain 7 life.
Draw a card.
Thopter Caravan ( )
Artifact Creature- Thopter (C)
Flying
0/5
Scrap Trawler ( )
Artifact Creature- Zombie (C)
When Scrap Trawler enters the battlefield, put the top three cards of your library into your graveyard.
2/3
Ash Walker ( )
Creature- Elemental (C)
When Ash Walker dies, you may have target creature get +2/-2 until end of turn.
3/2
Pit Fight
Priest of Unity ( )
Creature- Human Druid (C)
When Priest of Unity enters the battlefield, you gain life equal to the number of creatures you control.
2/1
Shieldmaiden of Jhess ( )
Creature- Human Knight (C)
: Shieldmaiden of Jhess gets +0/+3 and gains hexproof until end of turn.
2/2
Master's Courier ( )
Artifact Creature- Homunculus (C)
Target creature blocking or blocked by Master's Courier gets -1/-1 until end of turn.
1/4
Maddening Skrall ( )
Creature- Horror (C)
: Target creature can't block this turn
4/2
Viashino Ranger ( )
Creature- Viashino Scout (C)
: Put a basic land card from your hand onto the battlefield tapped.
3/2
Leotau Rider ( )
Creature- Human Soldier (C)
: You gain 2 life
1/3
Shinning Relic ( )
Artifact (C)
, : Add or to your mana pool.
Intricate Relic ( )
Artifact (C)
, : Add or to your mana pool.
Bloodstained Relic ( )
Artifact (C)
, : Add or to your mana pool.
Ominous Relic ( )
Artifact (C)
, : Add or to your mana pool.
Primitive Relic ( )
Artifact (C)
, : Add or to your mana pool.
Blossoming Sands
Thornwood Falls
Tranquil Cove
Scoured Barrens
Dismal Backwater
Swiftwater Cliffs
Bloodfell Caves
Jungle Hollow
Rugged Highlands
Wind-Scarred Crag
-
Thanks 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
More cards added, formatting updated, typos fixed
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
One concern though: I'm not sure Chaotic is the best choice of word for the ability. The ability itself seems very appropriate, I'm just not convinced by its name. Feast maybe ? Or Consume? Something about eating your own dudes would fit better here IMO.
Nice work nonetheless, can't wait to see more
Custom set projects:
Aenyr: Art is Magic (100% done and fully draftable!)
Elestral: Astronomy, Weather and Duality (Currently in early design.)
Multiplayer commander decks
RGWU Bruse and Thrasios: Enchanted Alliance | BR Grenzo's Jail of Malevolence | RWU Shu Yun's Teachings | B Toshiro Umezawa's Eternal Journey | WU Ephara's City of Wonders
Avatar art by Stephan A. McGowan
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
Enemy colour rares added. Mythic Ceaseless Harvest 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
More cards added, some tweaks
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
Decks:
Modern
RGWBU Amulet Bloom
G Infect
Screw other formats.
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
Convert
This mechanic, while it functions pretty well and fits into the different sections of both it's component factions (Esper and Grixis) it has no clear mechanical identity when it is centred rather than divided. Esper cares about the artifact it makes, Grixis cares about the card being discarded, so what does do? While the four colours are not supposed to do anything at all unique from their component shards, they are supposed to be distinct and convert fails in this regard. I am looking for a replacement, which is annoying because Convert #2 (death-trigger tokens) works better in this regard but has too much overlap with Naya and Jund.
If I don't replace it, another possible change could be from a 2/2 into a 1/1 flying. This way the mechanic is not only more blue (which is supposed to be a primary) but also seems more interesting.
Endurance
Is Endurance interesting enough? I'm not sure, though I am leaning towards yes. Endurance started from the idea of a toughness theme, where this was the simplest possible execution and hence more of a backup or side plan. I tried to think of a way of making a mechanic that increased toughness, where the toughness matters part is done separately rather than the other way round. I decided to use it because I couldn't think of any good toughness boosting mechanc, though Endure, a version of this, remains in my alternatives list just in case.
My other concern, albeit even less of a concern, with Endurance is the number. 5 was chosen over 4 like in Ferocious because something like a one mana 4 toughness creature is very possible whereas a one mana four power creature is much, much harder to do. I figured that toughness 4 would be too easy to get and 5 would be more equivalent to Ferocious. Development is almost certainly the solution to this, and not likely very hard one at that, but it's still something worth considering now.
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
Fixed error with italics, a few minor balancing tweaks, card changed:
Groundbreaker Behemoth- from "Double Strike, Groundbreaker Behemeoth must be blocked if able" to "When Groundbreaker Behemoth enters the battlefield, destroy target permanent". No other changes to the card. Is this too similar to Angel of Despair?
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
Convert changed from ([cost], Discard this card: Put a 2/2 colourless artifact creature token onto the battlefield. Convert only as a sorcery) to ([cost], Discard this card: Return (another) target artifact card from your graveyard to your hand.) This version fits the colours better and works more satisfyingly.
Eranor, of the Eternities changed from "Whenever Eranor, of the Eternities deals combat damage to a player, draw a card" to "Whenever Eranor, of the Eternities deals combat damage to a player, put two 1/1 colourless construct artifact creature tokens onto the battlefield". Done to make the card a little more white and better fit the character, who is supposed to create legions of servants.
Added four colour uncommon cards
Question: To any commander players out there, even newer players to that format, what do you think of the four-colour legends? Seeing as they would be the first four-colour commanders, it's desirable to have them be suited for the format, both in style and relative power-level.
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
Added more theme commons and some hybrid commons
Changed name "Karakos, Wings of Chaos" to "Karakos, the Darkflame"
Updating spoiler tag formatting soon. EDIT: updated
(random fact: my as-fan of gold multicolour in the current plan is 3.69. For reference, RTR was 2.82, GTC was 2.94, and KTK was 1.71. So, a lot.)
Feedback in relation to previous question (see directly above) is still wanted.
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
Added poll.
Added secondary-colour mechanic cards to common
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
more feedback would be appreciated
-
Thinking more about convert, yes I am still unhappy with it. The problem right now is very simple, the artifact focus is uncomfortably high for a mechanic that represents an overlap. But I have been thinking about some variations that could potentially skirt that while still fitting Esper.
Two versions:
Convert ([cost], Discard this card: Return target card from your graveyard to your hand that shares a card type with this.) (Maybe write out the relevant cardtype on each card and this is just CR?) This version is very flexible, allowing instant/sorcery, artifact and creature "gravecycling". It does however, loose a more concrete identity.
Convert ([cost], Discard this card: Return target instant or sorcery card from your graveyard to your hand.) This has a clearer identity than the previous but doesn't feel as suitable
What do you guys think?
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
No-one is very interested?
I see how it is
UPDATE
Preparing for proper Runin playtesting so I can eventually reignite that thread with actual progress. This set won't be playtested until after Runin is finished (except maybe minor tweaks).
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
What I've found trying to make four color cards is that they want to feel like the shared ally pairing. The nonwhite card wants to feel BR. The nonblue card wants to feel GR. This makes sense as they are the enemy color pairing of the missing color. For these cards its doubly important. Grixis + Esper share UB, so that legend wants to feel blue and black with splashes of red and white.
The other aspect is about designing for EDH. Commonly EDH generals that have devoted followers are engines. They are strong build arounds that almost function as enchantments. The rest are powerful attackers that attempt to take advantage of the general damage rule. The first category are generals like Ghave or Marchesa. The second are generals like Rafiq or Karrthus. The best and most enduring generals are ones that combine these two aspects. Prossh is the perfect example. Not only is he an integral part of the deck's engine, being both a provider of sacrifice fodder and an infinite sacrifice outlet, he also is capable of attacking for lethal relatively easily. When designing specifically for EDH I would try to figure out where on the spectrum you want to fall.
Specific feedback for the legends:
Aranahm - This feels like a really solid card, it feels like a terrible general. It makes sense mechanically and its doing its thing, but I would not be excited to build his deck. The toughness boost is powerful within the set, but doesn't mean too much in EDH. There's nothing unique or engine-y about him, but at the same time I don't foresee getting many general damage kills with him either. The power/toughness switching is neat, but he's still naturally a 5 turn clock in a format where turns are your most limited resource. I think there's an essence here that is solid, but the specifics probably need tuning. It certainly feels like a W/U card, which is great. I'll think about it and get back to you.
Eranor - This card definitely fulfills the engine/build around aspect of an EDH general, but it feels like two separate engines put on the same card. As above, this works with the cards in the set, but doesn't make too much sense outside of it. EDH is an eternal format, and importantly is singleton. Even with some sweet cards with Convert this feels weirdly disjointed in 100 card singleton. Also, being an artifact spirit seems awkward. Artifacts are defined by their concreteness. Spirits are the opposite of that. I think this design lacks focus and could be tuned up. The aspects of the card feel U and B separately and not very white or red. Maybe it gets double strike, plus the first ability? Then have some way of turning artifacts into another resource? I could see this being a Sharuum-esque card and would definitely recommend feeling out her flavor.
Karakos - Super sweet. This is a Prossh level design. Its both a very scary threat and a core part of the engine. It feels very black/red as well. The second ability doesn't seem red at first glance since its a regrowth, but it rewards destruction and impulse, which is very red. The only thing I'm reticent about is that its actually regrowth. I think it would push more towards blue if it was creature or instant. Then you can still use it to feed itself by building with creatures, and it would still have the capacity to rebuy removal spells. The specific thing that I love about the trigger is that it scales with the number of players in a game in a subtle way while still being completely functional on its own. Kudos.
My other tiny quibble is that perhaps this makes more sense as a demon than a dragon. The power boost is draconic, but retrieval from the graveyard doesn't feel very dragon-y. This is Alara, so whose to say it can't be a demon and a dragon?
Brakkus - I like this one almost as much as Karakos. Its a simple execution of a powerful ability that definitely feels GR overall. It also is the most flavorful of the cards. I can practically see the art already. It feels quite similar to Atarka World Render, which is excellent. Its mostly an attacking general with a little bit of engine reward put on like icing on a cake.
Remnar - This feels like an awkward general. It wants to be attacking, a lot, but it has no natural way to push through. It also feels very very white. It rewards lots of small creatures, it has the abeyance effect, and it has first strike. It feels a lot like Dragonlord Dromoka, but she's wins the flavor fight since she's a Dragon and has lifelink. I'd probably only play this for the colors. Its neither a strong engine nor a powerful threat. That isn't to say its a bad card. Its a good card, just not a good general.
Those are my thoughts on the legends, there's some great stuff in there, and I'd say only the nonblack one needs more than a few minutes of work to be a really cool general. The rest of the set looks really fun. 4 color is neat unexplored territory. There was another gentleman who posted his work to reddit - http://foointherain.imgur.com/. I don't know if he did any testing but the art and the concepts are pretty nifty.
http://lefowens.blogspot.com/
I definitely agree that with four-colours the focus should most likely be the central colours, the reason behind pretty much the whole set is me thinking about how four-colour might ever work in a standard set and I thought of Alara which I wanted to do a return for and it made perfect sense. The four-colours are driven by the shards, which gives the central colours.
Note that these legends aren't designed with mainly commander in mind, but that commander is one thing that is influencing their design and the one that I have the least experience in. Unlike with other big legends, these represent a major change to commander deck options, so I want them all to be playable as generals, but I don't want to have to make them all particularly good.
Specifics
Aranahm- Based on your feedback, I'd say this card is in a good spot, but could probably be better with a more build-around focus as this card naturally doesn't want to be a beatstick.
Eranor- This card is still in flux based on the problems I have been having with in general, so it will most likely change anyway. There is a very good reason why this is the weird combination of artifact creature and spirit, and that's because that's what Eranor is as a character. Think Johann Kraus from Hellboy, a spirit in a mechanical suit.
Karakos- I don't think this design needs to be more blue. The character of the card is a former jund dragon of high intelligence who has learned grixis magic, so Karakos is somewhat of a demonic dragon. Making Karakos a demon dragon would remove some of the distinctness from the character of Malfegor and remove the interesting element of change in the character's past from being a normal dragon of Jund to being a necromancer.
Brakkus- This card is one I am quite happy with, it's a bit simple for a high-profile mythic rare, but I think it makes up for that with sheer explosiveness.
Remar- I already intended to change this card, it has no shortage of issues.
Thanks for your feedback and your compliments, I am definitely happy with how this design is coming along seeing as how challenging of a concept it is. Then again, development may be the hardest part .
Foointherain is also on these forums BTW, as is his sets.
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
Because no-one is very interested in being your next whipping boy.
Gee, thanks. All I was doing was asking for 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
Convert COST (COST, Discard this card: Return another target card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
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
Convert COST (COST, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
I dug up these for my own personal reference. I hope they're suitable precedents. I think they are.
WHITE
BLUE
BLACK
- Scrounge
- Moriok Scavenger
- Beacon of Unrest
- Geth, Lord of the Vault
- Raise Dead
and its childrenRED
(I'm not sure if Convert is intended for artifact cards only.)
Reconstruct (Uncommon)
W
Instant
Regenerate target artifact. Scry 1.
Convert 2W (2W, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
or perhaps a colorless cost? I don't think the color requirement of the cost would be relevant anyways.
Deliquesce (Common)
U
Instant
Return target artifact to its owner's hand. Scry 1.
Convert 3 (3, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to your hand. Convert only as a sorcery.)
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
Because it creates more interesting game play and is less likely to be busted (particularly in the eternal card pool).
As for the flavor identity, I think, like many of us when we're deep into a project, I think you're overthinking it. As an outsider, I see a perfectly sensible melding of Esper and Grixis in Convert - that is an artifact-graveyard theme. (Though the term "Convert" isn't my favorite, it's acceptable.) You're just being overly critical of it because this project is your baby and you want it to be perfect. That being said, it would be a little more Grixish if Convert put the artifact card back onto the battlefield. It would be pushed, but not impossible to develop.
Technomancy (Uncommon)
WUB
Sorcery
Search your library for an artifact card, reveal it, and put it into your hand.
Reconstruct WUB (WUB, Discard this card: Return target artifact card with the same converted mana cost as this card from your graveyard to the battlefield. Reconstruct only as a sorcery.)
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