Hey people, not sure how much time I have to work on this but I had an idea I wanted to relate (possibly people have done stuff like this before).
I wanted to see what it would be like to develop an M10-style core set (with up to half new cards), but using only pre-Mirage sets and embracing the old color pie (or lack thereof) and generally weaker power levels.
Here are my tenets so far:
Come up with a quirky strategy for each color pair.
Not sure on the exact numbers but I guess the set should be about 250 with at least 100 new cards.
Not looking for this to be a Masters set with enticing reprints - no Swords to Plowshares, Lightning Bolt, Counterspell or power 9
Very cool! Looking forward to see what you come up with.
Thoughts and suggestions:
WU - cumulative upkeep sounds good. snow would require a whole ball of wax. WB - white side life gain, black side life payment/loss? UB - evasion based on land. sounds doable. UR - do you mean effects like Psychic Venom and Tim for the blue side? BR - walls, regeneration, and resilience? BG - effects that are effectively deathtouch but aren't necessarily deathtouch? Alternatively, poison? RG - graveyardrecursion and shenanigans? RW - enchantments matter? GW - i'm a fan of banding. GU - Rubinia Soulsinger (instead of Phelddagrif), Scrib Sprite, and friends?
Thanks for the comments
I think I forgot to specify, but I wouldn't include any reprints from Mirage on. We could make new cards that are similar to a later card like that if needed though. Probably avoiding any mechanics from Mirage on as well though, including evergreens like fight and indestructible.
Lifegain has been done a lot in Orzhov but that might kind of work. Any tribal theme is kind of bad but there are a ton of eligible Knights.
Yeah those types of cards, Feedback, Creature Bond in Izzet.
Walls I did consider, I think the only ways to make them attack already are white and blue but we could use the existing red/black walls and build support I suppose.
I suppose Basilisk Lure combo is a classic thing that we could try to get in Golgari or Gruul yeah. Poison - Swamp Mosquito, Marsh Viper, Suq'Ata Assassin and Pit Scorpion. Maybe doable, I guess the support cards have to work like Winding Constrictor since power pump does nothing.
I feel like I need at least one existing on-theme card in each color to make a theme, so I think enchantments are out for Boros (there weren't any red cards mentioning enchantments that I can see). Looks like there are maybe three artifact sacrifice guys including the classic Atog in red, so we should be able to do something there with white and artifact cards that generate tokens.
Hope I'll have time this weekend to put up a skeleton and start pulling reprints at least.
Ageless Keeper1W
Creature - Human Cleric (C) T, Remove a counter from a permanent you control: You gain 1 life.
1/2
Wall of BlessingsW
Creature - Wall (U)
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Defender
Wall of Blessings may block any number of creatures.
When Wall of Blessings dies, you gain 1 life for each age counter on it.
0/5
Tomorrow's Savior1WW
Creature - Human Knight (R)
You may cast Tomorrow's Savior without paying its mana cost. If you do, it gains cumulative upkeep W.
First strike
2/2
Temporal Anchor1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and can't have counters put on it.
Teferi's QuartermasterU
Creature - Human Wizard (C) T: Add 2 to your mana pool. Spend this mana only to pay cumulative upkeep costs.
0/1
Tomorrow's Bargainer1UU
Creature - Djinn (R)
You may cast Tomorrow's Bargainer without paying its mana cost. If you do, it gains cumulative upkeep U.
Flying
2/2
Aeon Serpent7U
Creature - Serpent (C)
Aeon Serpent costs 1 less to cast for each age counter on permanents you control.
4/6
Borrowed Youth2U
Enchantment - Aura (C)
Enchant creature you don't control
When Borrowed Youth enters the battlefield, move up to three age counters from a permanent you control to enchanted creature.
Enchanted creatures has cumulative upkeep 1.
Years of Study1U
Sorcery (C)
As an additional cost to cast Years of Study, put an age counter on a permanent you control that has cumulative upkeep.
Draw two cards.
Tempus Fugitive2WU
Creature - Elemental (U)
Flying
Whenever an age counter is placed on another permanent, put a +1/+1 counter on Tempus Fugitive.
1/1
WB still thinking knights although Dominaria kind of stole the thunder there
Serra ChaplainW
Creature - Human Cleric (C)
You may spend mana as though it were mana of any color to cast Knight spells and activate abilities of Knight permanents.
1/1
Craven Squire2B
Creature - Human Soldier (U) B,T: Destroy target creature that has been dealt damage by a Knight this turn.
1/2
Order of the Half MoonWB
Creature - Human Knight (U)
First strike
Whenever a Knight creature deals damage to an opponent, you gain that much life.
2/2
Channel Caller2U
Creature - Merfolk Wizard (U) T: Target land becomes an island until end of turn. T: Target creature gains islandwalk until end of turn. 2U: Untap Channel Caller.
2/2
Spice Island Traders4U
Creature - Human Merchant (C)
When Spice Island Traders enters the battlefield, exchange control of target land you control and target land an opponent controls.
2/4
(re: Vedalken Plotter)
Mire ImpB
Creature - Imp (C)
When Mire Imp dies, put a mire counter on target land. That land is a swamp as long as it has a mire counter on it.
1/1
Shimian Infiltrator2BB
Creature - Nightstalker (R)
Cumulative upkeep - An opponent gains control of a land you control.
Swampwalk
When Shimian Infiltrator dies, you lose 1 life for each land target opponent controls that you own.
5/5
Mystic TidesUB
Enchantment - Aura (U)
Enchant land
Enchanted land is an island and a swamp.
Whenever one or more creatures you control deal damage to enchanted land's controller, draw a card.
Wall of Truth1U
Creature - Wall (C)
Defender
Prevent all damage that would be dealt to Wall of Truth by enchanted creatures.
0/3
Highly Specific Furnace2RR ?
Enchantment (R)
If a source you control would deal damage to a target during any upkeep, it deals twice that much damage instead.
Juniper Order Medics3GW
Creature - Human Soldier (U)
Banding, vigilance
Prevent the first 1 damage that would be dealt to each creature you control with banding each turn.
2/5
Fluttering Trails2UU
Sorcery (R)
Return each creature you don't control with toughness X or less to its owner's hand, where X is the number of creatures with flying you control.
Yeah Rakdos and Gruul are pretty unclear still so mechanical direction there would be good. Also if you know of any reasonable way to track a skeleton with existing and custom cards...?
Any reprint or new suggestions are fine as well obv
Yeah The Brute and Divine Offering I had in mind as well, but flanking is Mirage so after the specified period.
Rampage can certainly show up on a few Gruul cards with Lure to help out.
Hm, I thought the idea was up until Mirage block inclusive. Mirage did come out in 1996
Charmed FoolWW
Creature - Kithkin Knight (U)
Sacrifice an artifact: Charmed Fool gains protection from the color of your choice until end of turn.
3/1
Qanal Djinn2UU
Creature - Djinn (U)
Flying, plainswalk
At the beginning of your upkeep, Qanal Djinn deals 1 damage to you. 2UU: The next time you're dealt damage this turn, draw that many cards, then discard that many cards.
3/3
Disgruntled TogkeeperB
Creature - Human Mercenary (C)
When Disgruntled Togkeeper dies, you may return target Atog creature card from your graveyard to the battlefield.
1/1
Fires of Uthden1RR
Enchantment (U)
Creatures you control get +1/+0.
Sacrifice Fires of Uthden: Regenerate all creatures you control.
Favored Thrice3GG
Instant (R)
Create three 1/1 blue Faerie creature tokens with flying.
Creatures you control get +1/+3 until end of turn.
You gain 3 life.
Adarkar Glacier
Land {R}
Cumulative Upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Adarkar Glacier enters the battlefield tapped. T: Add W or U, then add W or U for each age counter on Adarkar Glacier.
Hollowed Halls
Land {R} T, pay 1 life: Choose one —
• Add W or B.
• Prevent the next 1 damage that would be dealt to target creature this turn.
"No Counterspell" is an odd rule because nobody was bothered by Counterspell in 1997; it would be cheerfully put into a set like this without a second thought.
Yes, but including a very strong card runs against the idea of a set that's supposed to be about the jankiest parts of old Magic.
Hm, I thought the idea was up until Mirage block inclusive. Mirage did come out in 1996
Right but M10 came out in 2009 thus "M97" is scheduled for summer '96 before Mirage release
Cards all seem good. Kind of want to push the Atog more in Boros but I guess confusingly overlapping our draft strategies is also within scope here.
Adarkar Glacier
Land {R}
Cumulative Upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Adarkar Glacier enters the battlefield tapped. T: Add W or U, then add W or U for each age counter on Adarkar Glacier.
Placeholder Name
Land {R} T, pay 1 life: Choose one —
• Add W or B.
• Prevent the next 1 damage that would be dealt to target creature this turn.
Good call, bad lands are hilarious and a disparate cycle of them is even better. Unfortunately I don't think we can support ten lands that don't even make mana for that real Adventurers' Guildhouse flavor but producing mana and having terrible effects is good.
"No Counterspell" is an odd rule because nobody was bothered by Counterspell in 1997; it would be cheerfully put into a set like this without a second thought.
Right, what Void said - it's less about capturing the strong and popular decks of yesteryear and mostly trying to recapture my youth reflect kitchen table decks using every card you opened in two colors from a Starter pack of Revised and like 3 boosters of Homelands. Exploring the design mindset of the time where things were trying to be flavorful, lacked the clean sensibilities of modern design, and were overly concerned with doing weird crap like hosing plainswalk.
Might be able to make updates/post some more stuff later.
Some more lands: Seeping Quag
Land - Island Swamp {R} (T: Add U or B.) Whenever Seeping Quag becomes untapped choose one —
• Seeping Quag deals 1 damage to you.
• Target player gains control of Seeping Quag.
Spitting Shoreline
Land {R}
Spitting Shoreline enters the battlefield tapped. T: Add U or R. Spitting Shoreline deals 1 damage to you and 1 damage to any other target chosen at random.
Not really sure what you would be looking for in a BR land
Also what would be the odds on getting the old tap symbol(s) as similes on the forums?
Gleamatog2W
Creature - Atog (C)
Sacrifice an artifact: Put a +1/+1 counter on Gleamatog.
2/3
Seraphitog4WW
Creature - Atog Angel (R)
Flying
Sacrifice an artifact: Seraphitog gets +2/+2 until end of turn and you gain 2 life.
4/5
Iratog2R
Creature - Atog (C)
Sacrifice an artifact: Iratog gets +3/-2 until end of turn.
1/5
Versatog2RR
Creature - Atog Shapeshifter (U)
Sacrifice an artifact: Versatog gets +1/+1 and gains your choice of flying, first strike, trample, or haste until end of turn.
3/4
...
Garrison Guide3WW
Creature - Human Knight (U)
Plainswalk, swampwalk
When Garrison Guide enters the battlefield, create a 2/2 white Knight creature token with vigilance.
3/4
Peaktopus2UU
Creature - Octopus Mutant (U)
Islandwalk, mountainwalk
When Peaktopus enters the battlefield, shuffle target creature that was dealt damage this turn into its owner's library.
2/4
Distance StingerBB
Creature - Insect (U)
Swampwalk, forestwalk
When Distance Stinger enters the battlefield, target player gets two poison counters.
1/1
Togkeeper Ogre2RR
Creature - Ogre Mercenary (U)
Mountainwalk, plainswalk
When Togkeeper Ogre enters the battlefield, create two colorless artifact tokens named Atog Muzzle. They have "Artifact creatures and Atog creatures you control get +1/+0 and can't block."
3/1
Riverine Mothlights3GG
Creature - Spirit (U)
Forestwalk, islandwalk
When Riverine Mothlights enters the battlefield, return target card with flying from your graveyard to your hand.
4/3
Kidnapped Into the Future (Rare) UU
Enchantment
When Kidnapped Into the Future enters the battlefield, exile target face up creature and put X time counters on Kidnapped Into the Future, where X is the creature’s converted mana cost.
At the beginning of your upkeep, remove a time counter from Kidnapped Into the Future. When the last is removed, sacrifice Kidnapped Into the Future.
When Kidnapped into the Future leaves the battlefield, if it had no time counters on it, return the exiled card to the battlefield under your control. Otherwise, return it to the battlefield under its owner's control.
Untamed Champion (Rare) 2WW
Creature - Human Barbarian
0/0
When you cast Untamed Champion, choose 0, 1, 2, 3, or 4. Destroy all creatures with power equal to the chosen number.
Untamed Champion enters the battlefield with a number of +1/+1 counters on it equal to the chosen number.
Communal Life (Common) 2W
Sorcery Dominion — You gain 3 life for each color among permanents you control.
Faith (Rare) 3WWW
Creature - Incarnation
6/6
You can’t lose the game and your opponents can’t win the game.
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
When Faith dies, its owner shuffles it into his or her library.
Duplication Tank (Uncommon) 2GU
Enchantment - Aura
Enchant creature
Enchanted creature can’t attack or block. 4GU: Create a token that’s a copy of enchanted creature except it isn’t legendary. (Woops! I just accidentally designed a Simic card. Too much time in Ravnica, I guess.)
Wisdom of the Ages (Uncommon) 3U
Sorcery Dominion — Draw a card for each color among permanents you control.
Spinal Tapper (Uncommon) 2B
Creature - Horror Assassin
1/1 T: Tap another target creature. Put a -1/-1 counter on that creature and a +1/+1 counter on Spinal Tapper.
Common Ancestry (Common) U
Instant
Each player draws three cards.
Mana Warp (Rare) 1U
Instant
Until end of turn, if tapped for mana, Plains produce R, Islands produce G, Swamps produce W, Mountains produce U, and Forests produce B instead of any other type.
Draw a card.
Enox (Rare) 2BB
Legendary Creature - Gorgon Assassin
4/4
Enox enters the battlefield with three -1/-1 counters on it.
Deathtouch T, Remove a counter from Enox: Enox deals 1 damage to target creature.
Drop of Poison (Rare) B
Enchantment
Cumulative upkeep - you get a poison counter
At the beginning of your upkeep, draw a card for each poison counter you have.
I kind of like this idea, though I don't share the desire to focus on janky aspects. MTG circa 1997/1998 or so nostalgically makes me precisely think of things like playing a 2 mana Counterspell or a 1 mana Lightning Bolt, Stasis decks that completely shut down the game, shennanigans with Necropotence and Lich, graveyard shennigans with Yawgmoth's Will or Recurring Nightmare, and tapping a Tolarian Academy for massive mana.
I do like the way in which flavor was more upfront back then in some ways and the design rules were less formalized. I feel somewhat disinterested in contemporary sets because of how formalized the design rules are in a way that could be seen as creatively restrictive.
I do recall Homelands and Fallen Empires being the classic weak expansions in which most of the rares if not most of the cards were janky. But other than that, when I think of Vintage MTG from the 90's, I think of higher power levels overall, not lower ones. Which is precisely why so many cards had to be restricted and banned, well beyond the Power 9. I especially think of lots of enchantments that significantly altered the way the game is played, as well as more of an open design space with lands that would never fly now (Strip Mine, anyone?). I think of cards that do wild and unique things.
So it seems like what you're going for in principle here is more like the feel of sets like Homelands and Fallen Empires, or the jankier aspects of Legends (back when most multicolored cards were blah-ish), than vintage MTG in a more general sense per se.
So GM isn't around a lot any more but I can say what I was going for was the pointless wackiness of Legends, except less Seafarer's Quay and more functional.
In terms of power level and of variations in designs and flavor I think "unpowered custom cube" is the best mindset. No real setting, cards from all over the place, only true themes present are basically Limited ones so you can make somewhat of a cohesive deck.
I wanted to see what it would be like to develop an M10-style core set (with up to half new cards), but using only pre-Mirage sets and embracing the old color pie (or lack thereof) and generally weaker power levels.
Here are my tenets so far:
Here's my mechanical take so far:
Let me know if you have ideas for the themes or the project in general!
Thoughts and suggestions:
WU - cumulative upkeep sounds good. snow would require a whole ball of wax.
WB - white side life gain, black side life payment/loss?
UB - evasion based on land. sounds doable.
UR - do you mean effects like Psychic Venom and Tim for the blue side?
BR - walls, regeneration, and resilience?
BG - effects that are effectively deathtouch but aren't necessarily deathtouch? Alternatively, poison?
RG - graveyard recursion and shenanigans?
RW - enchantments matter?
GW - i'm a fan of banding.
GU - Rubinia Soulsinger (instead of Phelddagrif), Scrib Sprite, and friends?
I think I forgot to specify, but I wouldn't include any reprints from Mirage on. We could make new cards that are similar to a later card like that if needed though. Probably avoiding any mechanics from Mirage on as well though, including evergreens like fight and indestructible.
Lifegain has been done a lot in Orzhov but that might kind of work. Any tribal theme is kind of bad but there are a ton of eligible Knights.
Yeah those types of cards, Feedback, Creature Bond in Izzet.
Walls I did consider, I think the only ways to make them attack already are white and blue but we could use the existing red/black walls and build support I suppose.
I suppose Basilisk Lure combo is a classic thing that we could try to get in Golgari or Gruul yeah. Poison - Swamp Mosquito, Marsh Viper, Suq'Ata Assassin and Pit Scorpion. Maybe doable, I guess the support cards have to work like Winding Constrictor since power pump does nothing.
I feel like I need at least one existing on-theme card in each color to make a theme, so I think enchantments are out for Boros (there weren't any red cards mentioning enchantments that I can see). Looks like there are maybe three artifact sacrifice guys including the classic Atog in red, so we should be able to do something there with white and artifact cards that generate tokens.
Hope I'll have time this weekend to put up a skeleton and start pulling reprints at least.
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WU Cumulative Upkeep
Creature - Human Cleric (C)
T, Remove a counter from a permanent you control: You gain 1 life.
1/2
Wall of Blessings W
Creature - Wall (U)
Cumulative upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Defender
Wall of Blessings may block any number of creatures.
When Wall of Blessings dies, you gain 1 life for each age counter on it.
0/5
Tomorrow's Savior 1WW
Creature - Human Knight (R)
You may cast Tomorrow's Savior without paying its mana cost. If you do, it gains cumulative upkeep W.
First strike
2/2
Temporal Anchor 1W
Enchantment - Aura (C)
Enchant creature
Enchanted creature has vigilance and can't have counters put on it.
Teferi's Quartermaster U
Creature - Human Wizard (C)
T: Add 2 to your mana pool. Spend this mana only to pay cumulative upkeep costs.
0/1
Tomorrow's Bargainer 1UU
Creature - Djinn (R)
You may cast Tomorrow's Bargainer without paying its mana cost. If you do, it gains cumulative upkeep U.
Flying
2/2
Aeon Serpent 7U
Creature - Serpent (C)
Aeon Serpent costs 1 less to cast for each age counter on permanents you control.
4/6
Borrowed Youth 2U
Enchantment - Aura (C)
Enchant creature you don't control
When Borrowed Youth enters the battlefield, move up to three age counters from a permanent you control to enchanted creature.
Enchanted creatures has cumulative upkeep 1.
Years of Study 1U
Sorcery (C)
As an additional cost to cast Years of Study, put an age counter on a permanent you control that has cumulative upkeep.
Draw two cards.
Tempus Fugitive 2WU
Creature - Elemental (U)
Flying
Whenever an age counter is placed on another permanent, put a +1/+1 counter on Tempus Fugitive.
1/1
WB still thinking knights although Dominaria kind of stole the thunder there
Creature - Human Cleric (C)
You may spend mana as though it were mana of any color to cast Knight spells and activate abilities of Knight permanents.
1/1
Craven Squire 2B
Creature - Human Soldier (U)
B,T: Destroy target creature that has been dealt damage by a Knight this turn.
1/2
Order of the Half Moon WB
Creature - Human Knight (U)
First strike
Whenever a Knight creature deals damage to an opponent, you gain that much life.
2/2
UB landwalk
Creature - Merfolk Wizard (U)
T: Target land becomes an island until end of turn.
T: Target creature gains islandwalk until end of turn.
2U: Untap Channel Caller.
2/2
Spice Island Traders 4U
Creature - Human Merchant (C)
When Spice Island Traders enters the battlefield, exchange control of target land you control and target land an opponent controls.
2/4
(re: Vedalken Plotter)
Mire Imp B
Creature - Imp (C)
When Mire Imp dies, put a mire counter on target land. That land is a swamp as long as it has a mire counter on it.
1/1
Shimian Infiltrator 2BB
Creature - Nightstalker (R)
Cumulative upkeep - An opponent gains control of a land you control.
Swampwalk
When Shimian Infiltrator dies, you lose 1 life for each land target opponent controls that you own.
5/5
Mystic Tides UB
Enchantment - Aura (U)
Enchant land
Enchanted land is an island and a swamp.
Whenever one or more creatures you control deal damage to enchanted land's controller, draw a card.
UR pinging
Creature - Wall (C)
Defender
Prevent all damage that would be dealt to Wall of Truth by enchanted creatures.
0/3
Highly Specific Furnace 2RR ?
Enchantment (R)
If a source you control would deal damage to a target during any upkeep, it deals twice that much damage instead.
BR defense
RG Auras???
RW artifact generation/sac
GW banding
Creature - Human Soldier (U)
Banding, vigilance
Prevent the first 1 damage that would be dealt to each creature you control with banding each turn.
2/5
GU faerie rush
Sorcery (R)
Return each creature you don't control with toughness X or less to its owner's hand, where X is the number of creatures with flying you control.
Still want help?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Any reprint or new suggestions are fine as well obv
Is flanking back? Should be. I'd put it in every color but blue. Maybe even blue - Knight of the Mists lel
Divine Offering? RW can also have "all artifacts must be killed" to some degree
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rampage can certainly show up on a few Gruul cards with Lure to help out.
Charmed Fool WW
Creature - Kithkin Knight (U)
Sacrifice an artifact: Charmed Fool gains protection from the color of your choice until end of turn.
3/1
Qanal Djinn 2UU
Creature - Djinn (U)
Flying, plainswalk
At the beginning of your upkeep, Qanal Djinn deals 1 damage to you.
2UU: The next time you're dealt damage this turn, draw that many cards, then discard that many cards.
3/3
Disgruntled Togkeeper B
Creature - Human Mercenary (C)
When Disgruntled Togkeeper dies, you may return target Atog creature card from your graveyard to the battlefield.
1/1
Fires of Uthden 1RR
Enchantment (U)
Creatures you control get +1/+0.
Sacrifice Fires of Uthden: Regenerate all creatures you control.
Favored Thrice 3GG
Instant (R)
Create three 1/1 blue Faerie creature tokens with flying.
Creatures you control get +1/+3 until end of turn.
You gain 3 life.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Adarkar Glacier
Land {R}
Cumulative Upkeep 1 (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Adarkar Glacier enters the battlefield tapped.
T: Add W or U, then add W or U for each age counter on Adarkar Glacier.
Hollowed Halls
Land {R}
T, pay 1 life: Choose one —
• Add W or B.
• Prevent the next 1 damage that would be dealt to target creature this turn.
Yes, but including a very strong card runs against the idea of a set that's supposed to be about the jankiest parts of old Magic.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Right but M10 came out in 2009 thus "M97" is scheduled for summer '96 before Mirage release
Cards all seem good. Kind of want to push the Atog more in Boros but I guess confusingly overlapping our draft strategies is also within scope here.
Good call, bad lands are hilarious and a disparate cycle of them is even better. Unfortunately I don't think we can support ten lands that don't even make mana for that real Adventurers' Guildhouse flavor but producing mana and having terrible effects is good.
Right, what Void said - it's less about capturing the strong and popular decks of yesteryear and mostly trying to
recapture my youthreflect kitchen table decks using every card you opened in two colors from a Starter pack of Revised and like 3 boosters of Homelands. Exploring the design mindset of the time where things were trying to be flavorful, lacked the clean sensibilities of modern design, and were overly concerned with doing weird crap like hosing plainswalk.Might be able to make updates/post some more stuff later.
Seeping Quag
Land - Island Swamp {R}
(T: Add U or B.)
Whenever Seeping Quag becomes untapped choose one —
• Seeping Quag deals 1 damage to you.
• Target player gains control of Seeping Quag.
Spitting Shoreline
Land {R}
Spitting Shoreline enters the battlefield tapped.
T: Add U or R. Spitting Shoreline deals 1 damage to you and 1 damage to any other target chosen at random.
Not really sure what you would be looking for in a BR land
Also what would be the odds on getting the old tap symbol(s) as similes on the forums?
Gleamatog 2W
Creature - Atog (C)
Sacrifice an artifact: Put a +1/+1 counter on Gleamatog.
2/3
Seraphitog 4WW
Creature - Atog Angel (R)
Flying
Sacrifice an artifact: Seraphitog gets +2/+2 until end of turn and you gain 2 life.
4/5
Iratog 2R
Creature - Atog (C)
Sacrifice an artifact: Iratog gets +3/-2 until end of turn.
1/5
Versatog 2RR
Creature - Atog Shapeshifter (U)
Sacrifice an artifact: Versatog gets +1/+1 and gains your choice of flying, first strike, trample, or haste until end of turn.
3/4
...
Garrison Guide 3WW
Creature - Human Knight (U)
Plainswalk, swampwalk
When Garrison Guide enters the battlefield, create a 2/2 white Knight creature token with vigilance.
3/4
Peaktopus 2UU
Creature - Octopus Mutant (U)
Islandwalk, mountainwalk
When Peaktopus enters the battlefield, shuffle target creature that was dealt damage this turn into its owner's library.
2/4
Distance Stinger BB
Creature - Insect (U)
Swampwalk, forestwalk
When Distance Stinger enters the battlefield, target player gets two poison counters.
1/1
Togkeeper Ogre 2RR
Creature - Ogre Mercenary (U)
Mountainwalk, plainswalk
When Togkeeper Ogre enters the battlefield, create two colorless artifact tokens named Atog Muzzle. They have "Artifact creatures and Atog creatures you control get +1/+0 and can't block."
3/1
Riverine Mothlights 3GG
Creature - Spirit (U)
Forestwalk, islandwalk
When Riverine Mothlights enters the battlefield, return target card with flying from your graveyard to your hand.
4/3
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Kidnapped Into the Future (Rare)
UU
Enchantment
When Kidnapped Into the Future enters the battlefield, exile target face up creature and put X time counters on Kidnapped Into the Future, where X is the creature’s converted mana cost.
At the beginning of your upkeep, remove a time counter from Kidnapped Into the Future. When the last is removed, sacrifice Kidnapped Into the Future.
When Kidnapped into the Future leaves the battlefield, if it had no time counters on it, return the exiled card to the battlefield under your control. Otherwise, return it to the battlefield under its owner's control.
Untamed Champion (Rare)
2WW
Creature - Human Barbarian
0/0
When you cast Untamed Champion, choose 0, 1, 2, 3, or 4. Destroy all creatures with power equal to the chosen number.
Untamed Champion enters the battlefield with a number of +1/+1 counters on it equal to the chosen number.
Communal Life (Common)
2W
Sorcery
Dominion — You gain 3 life for each color among permanents you control.
Faith (Rare)
3WWW
Creature - Incarnation
6/6
You can’t lose the game and your opponents can’t win the game.
Damage that would reduce your life total to less than 1 reduces it to 1 instead.
When Faith dies, its owner shuffles it into his or her library.
Duplication Tank (Uncommon)
2GU
Enchantment - Aura
Enchant creature
Enchanted creature can’t attack or block.
4GU: Create a token that’s a copy of enchanted creature except it isn’t legendary.
(Woops! I just accidentally designed a Simic card. Too much time in Ravnica, I guess.)
Wisdom of the Ages (Uncommon)
3U
Sorcery
Dominion — Draw a card for each color among permanents you control.
Spinal Tapper (Uncommon)
2B
Creature - Horror Assassin
1/1
T: Tap another target creature. Put a -1/-1 counter on that creature and a +1/+1 counter on Spinal Tapper.
Common Ancestry (Common)
U
Instant
Each player draws three cards.
Mana Warp (Rare)
1U
Instant
Until end of turn, if tapped for mana, Plains produce R, Islands produce G, Swamps produce W, Mountains produce U, and Forests produce B instead of any other type.
Draw a card.
Enox (Rare)
2BB
Legendary Creature - Gorgon Assassin
4/4
Enox enters the battlefield with three -1/-1 counters on it.
Deathtouch
T, Remove a counter from Enox: Enox deals 1 damage to target creature.
Drop of Poison (Rare)
B
Enchantment
Cumulative upkeep - you get a poison counter
At the beginning of your upkeep, draw a card for each poison counter you have.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I do like the way in which flavor was more upfront back then in some ways and the design rules were less formalized. I feel somewhat disinterested in contemporary sets because of how formalized the design rules are in a way that could be seen as creatively restrictive.
I do recall Homelands and Fallen Empires being the classic weak expansions in which most of the rares if not most of the cards were janky. But other than that, when I think of Vintage MTG from the 90's, I think of higher power levels overall, not lower ones. Which is precisely why so many cards had to be restricted and banned, well beyond the Power 9. I especially think of lots of enchantments that significantly altered the way the game is played, as well as more of an open design space with lands that would never fly now (Strip Mine, anyone?). I think of cards that do wild and unique things.
So it seems like what you're going for in principle here is more like the feel of sets like Homelands and Fallen Empires, or the jankier aspects of Legends (back when most multicolored cards were blah-ish), than vintage MTG in a more general sense per se.
In terms of power level and of variations in designs and flavor I think "unpowered custom cube" is the best mindset. No real setting, cards from all over the place, only true themes present are basically Limited ones so you can make somewhat of a cohesive deck.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝