[Cards themselves will be posted very shortly in a reply to this]
This is a set I've been adding to for a little while, and while I'm still adding to it, now there's enough to share and get feedback on.
I've been trying to keep the power level from getting too high, but it hasn't been easy as I tried to explore newish design spaces. Please let me know if any of these would be too overpowered, and I'll try to make them more reasonable.
Annutia: Prelude
Annutia is a large plane, filled with high magic and some impressive technology.
While there are thousands of outlying islands, Prelude and it's sequel set, War, would focus on the two main continents, Talut and Reza.
Reza is home to Benazra, the nation of intelligent, warlike unicorns, who've subjugated and spread across their entire continent, and are now planning to conquer distant Talut as well.
Talut is home to five main regions, along with several smaller city-states. Each nation vies for power and influence. Humans and the tough, semi-insectoid humanoids known as 'Valii' make up most of the sentient species on Talut.
Satura is a heavily religious kingdom, that is all about strength [inner and outer], combat, working with nature, and helping one's fellows to improve. They do not shy away from using technology and magic like some of the other nations, but very much look down on using so-called 'tricks' during combat.
This kingdom represents the red-white-green wedge.
The Great Canyon is a massive, branching river and canyon system that bisects the entire continent.
The Canyonites are technologically advanced, but also unpretentious, provincial and more peaceful than its neighbours. A democratic and lawful country, with effective local police and an even stronger military.
Canyonites pioneered the development of flying ships and advanced firearms, as well as hydrodynamic and lava-steam power, which power most of their towns. This region represents the red-white-blue wedge.
Ludia is a kingdom of people who distrust advanced technology and advanced magics, to the point they've outlawed such things and readily seek to destroy them. They are traditionalists and pastoralists, and use passed down druidic magic to help their crops and catches.
Ludia is white-green-blue.
Hgali, the 'Gravecradle', is a region where death is hard to come by, yet decay is everywhere. Structured around either not dying or being resurrected, and harvesting the byproducts of that, Hgali is quite unlike any other nation on the continent. There are no militia, no standing army – but as comes in the second set, many thousands step forward as volunteer soldiers – and only spotty advanced infrastructure, but people find their roles easily. The Evercaring Mothers, angel-like constructs created by the necroficiers, inspire and awe the people as they are one of the few who can restore an individual to perfect health.
The secretive Worm Council are the closest thing Hgali has to a top level government, as they advise the Evercaring Mothers and oversee many other aspects of Hgali life.
Hgali is green-white-black.
Lastly, Ixway is a parliamentary nation centred on the acquisition and preservation of knowledge. They have the highest technology and magic on the plane. As the level of one's knowledge and education greatly influences one's status, Ixway citizens always strive to learn more.
Ixway has little direct military strength – but they have many large, advanced tanks and robots at their disposal if trade, negotiations, saboteurs or covert sniper teams fail.
It is the highest honor for an Ixwayan to be Uploaded – converted to data and become free to 'live' forever and continue to learn and improve themselves beyond their mortal shell's span. Failing this, many people opt for cybernetic implants to enhance or lengthen their lives.
Ixway represents the blue-black-white wedge.
THEMES & MECHANICS
So far, I haven't been inspired to create many new mechanics for this set. Beyond 'Gravestep', a mechanic unique to the Hgali, most cards simply evoke their flavour through simpler effects.
However, there are some strong themes that have already emerged as I've added cards:
-Politics and International Rivalry
-Anti-Magic Attitudes
-Secrets and Deception
-Differing Viewpoints
-Creature Presence Matters
-Multiplayer Nods
There are also the five Signature Enchantments that capture the flavor of and [mostly] play to the styles of their wedge's realm: Mortis Abeyance, Lex Saturali, Artifice Suppression Zone, Self-Maintaining Archive, and Canyon Wind Shears. They are so signature that ideally they'd be distributed in a way to make them a bit less rare than other rares – maybe getting a prerelease copy, depending on what realm you chose.
Private Mod Note
():
Rollback Post to RevisionRollBack
ANNUTIA - A new plane, filled with inter-realm rivalries, higher technology, and the looming threat of war.
A Calm VoyageW
Sorcery (M)
Spells cannot be cast, abilities cannot be activated, and creatures cannot attack for the rest of this turn and during each player’s next turn.
Players cannot win the game until the next time a creature attacks.
Cliffclimber WoalW
Creature — Beast (C)
Cliffclimber Woal gets +1/+1 if you control both an Island and a Mountain. Woals built nests on ledges and cave openings above the canyon rivers, safe from many bigger predators.
1/1
Damping Field2W
Enchantment (U)
Players can’t untap more than one artifact during their untap steps. Contrary to rumor, the Ludians were sometimes content to simply turn off complex devices rather than destroy them.
[REPRINT]
Destroy the Monsters!1W
Sorcery (C)
Destroy target Zombie, Skeleton or Vampire. The Ludians hunted them more as dangerous perversions of nature rather than evil spirits of any particular creed.
A Duel To Honor The Passed1W
Instant (C)
If a creature you control died this turn, up to two target creatures you control get +1/+1 until end of turn. “We do not prevent death from coming, nor do we grieve. We celebrate a loved one being welcomed into the Goddess’ arenas.”
EraseW
Instant (C)
Exile target enchantment. The nations had become very efficient at pruning their neighbours’ growth.
[REPRINT]
Herald the Ambassador1W
Instant (C)
The next time you cast a creature spell this turn, you may tap up to two target creatures. The horns sounded by the guards are often the first declarations of war.
House FizonW
Creature — Cat (C)
House Fizon gets +1/+0 as long as you control another creature. The mountain felids the Fizon was bred from were notorious pack hunters.
1/1
Sample the Town Market1W
Sorcery (C)
Choose one:
-Untap target creature you control.
-Destroy target enchantment attached to a creature you control.
If U or G was spent to play Sample the Town Market, draw a card.
Scatter to the StreamW
Instant (C)
Remove all cards in target graveyard from the game. The Ludians always burned their dead, and did the same to any Hgali expansion towards them.
Sky Patrol Recruit1W
Creature — Valii Soldier (C)
1: Sky Patrol Recruit gains Flying until end of turn.
Sky Patrol Recruit counts as two creatures when used to Crew a Vehicle.
1/2
Expose the TruthWW
Instant (U)
Destroy target White permanent. Sometimes the white mana on Annutia manifests as strictness, cruelty, or hatred, the very things it usually stands against.
Capitol University StudentU
Creature — Human (C)
T: Look at the top card of your library. Most of the Ixway population is involved in academia, one way or another.
1/1
Covert Operative4U
Creature — Human Wizard (C)
Covert Operative can’t be blocked. Ixway, Ludia and the Canyonites blamed each other for the attacks, but the Hgali victims suspected them all.
3/2
[REPRINT]
Current Destabilization1U
Instant (C)
Target player may tap two creatures he or she controls that share a color. If he or she doesn’t, counter target spell that player controls. Ixway operatives see physical sabotage and destruction as crude and unnecessary.
Dream Excision1U
Sorcery (C)
Look at the top five cards of target player’s library. You may put any number of them into their owner’s graveyard. Put the remaining cards back on top of that player’s library in any order. “Let’s just get rid of these annoying ambitions, shall we?”
Figment Filcher3U
Creature — Human Wizard (C)
When Figment Filcher comes into play, return target artifact or enchantment to its owner’s hand. “Oh sure, let me hold those for you while you try these on. You can trust me.”
2/2
Fuzzy Orbifold2UU
Sorcery (C)
Each player shuffles two cards chosen at random from their hand into their library, then draws two cards.
Shuffle Fuzzy Orbifold into your library.
Intensive CourseUUU
Sorcery (R)
Draw six cards. End your turn. The most expedient form of learning in Ixway is direct neural programming, an operation that leaves the subject immobile for just under an hour.
Weave the Wires2U
Sorcery (C)
Put target artifact with converted mana cost 3 or less from your hand onto the battlefield.
If that artifact is a creature or Vehicle, and R was spent to cast Weave the Wires, it gains Haste until end of turn.
Prison of the Mind2U
Enchantment — Aura (C)
Enchant creature
Enchanted creature gains Defender.
Whenever enchanted creature blocks, its controller puts the top three cards of their library into their graveyard.
Spirepeak Hunter3U
Creature - Bird Beast (C)
Flying Just as home nesting on Ixway wind farms as on remote Canyon stacks.
3/3
Spirepeak ClutchU
Creature - Bird Egg (R)
Spirepeak Clutch cannot attack or block.
When Spirepeak Clutch dies, you may search your library for up to four Spirepeak Hunters and put them onto the battlefield tapped.
0/1
Talon and Wing1U
Instant (U)
Target creature with flying fights another target creature with flying. Hunters and Rocs inevitably fought any time their territories overlapped.
Fenced Memories2B
Instant (U)
Target player may pay X, where X is the converted mana cost of target non-creature spell in that player’s graveyard. If they don’t, you may cast that spell without paying its mana cost. You lose X life.
Geistgear Analyst2B
Creature — Valii Wizard (C)
When Geistgear Analyst comes into play, if there are six or more creature cards in your graveyard, draw a card. “Data patterns are predicting troubles to come. What those troubles are... we’re still figuring that out.”
1/2
Harvester CannonB
Legendary Artifact — Equipment (R)
Equipped creature has ‘Sacrifice a non-token creature: Destroy target creature.’.
Equip 5 This sacred Hgali weapon converts life essence into destructive negative energy.
Hgali Welcomer2B
Creature — Zombie Cleric (C)
2, T: Target creature that entered the battlefield from a graveyard this turn gains Haste until end of turn. Most migrants to Hgali are those deeply afraid of dying. The Welcomers are trusted guides and sources of assurance.
1/2
Monsters Beyond Reach4B
Creature — Horror (U)
Monsters Beyond Reach can only be blocked by Horrors.
If Monsters Beyond Reach would die, instead exile it, then return it to the battlefield on your next end step. There are things in the deepest sewers and mineshafts that make even the oldest souls in Hgali shudder.
3/4
Necroblast1B
Sorcery (C)
Destroy target nonartifact creature with converted mana cost lower than the number of cards in your graveyard. Hgali was a comparatively peaceful nation. But their security forces know how to strike an enemy down if needed.
The Passed Arisen1B
Creature — Zombie (C)
Gravestep (This creature cannot be blocked if there are six or more creature cards in defending player’s graveyard.) In Hgali, they are the innocent patients suffering from the Hunger. Elsewhere, they are undead monsters, feared and hunted.
2/2
Commit to the VoidB
Instant (U)
Counter target white spell.
You lose 2 life. Resisting the white mana that infuses the whole of Annutia takes a toll.
Deathburden Mammu5B
Creature — Elephant Zombie (C) It passed from its natural clan, but arose to find a new one in the drivers and handlers that used it to haul organs, heavy machinery, even cartloads of passengers.
6/6
Organ Dealer2B
Creature — Valii (C)
Sacrifice another creature you control: Put a stock counter on Organ Dealer.
Remove a stock counter from Organ Dealer: Regenerate target creature.
2/1
Prison of the Body2B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gains Defender.
Whenever enchanted creature blocks, its controller loses 2 life.
Rattling Iconoclast1B
Creature — Skeleton (C)
If you exiled two or more creature cards from your graveyard this turn, Rattling Iconoclast costs 1 less to play. The Bone Cult was an underground movement in Hgali that touted the supremacy of Skeletal existence.
2/2
Sloughing RaiboB
Creature — Beast Zombie (C)
Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.) Even the fluffy livestock Raibo looked quite different in Hgali.
1/1
Hypohemalic PeasantB
Creature - Valii Vampire (C)
First Strike
Whenever a creature dealt damage by Hypohemalic Peasant this turn dies, put a +1/+1 counter on Hypohemalic Peasant.
1/1
Ossic Induction1B
Sorcery (U)
Put a -1/-1 counter on target creature. That creature gains the Skeleton creature type, and “1: Regenerate this creature.” Sel’s followers were stronger and faster than most other Skeletal in Hgali.
Beast Trainer3R
Creature — Human Warrior (C)
Whenever Beast Trainer attacks, if you control a non-Human, non-Valii creature, Beast Trainer gains first strike until end of turn. Fighting alongside bonded creatures, instead of against deadly ones, has long been a popular pastime in Satura.
4/3
Curving BoltR
Sorcery (C)
Hexproof
Curving Bolt deals 3 damage to target creature. The Saturalians reluctantly turned to the Ixway to trade for new spells.
Exuberant Firestoker2R
Creature — Human Druid Shaman (U)
At the beginning of your end step, if you control a creature with power 5 or greater, you may have Exuberant Firestoker deal 2 damage to target player or planeswalker.
T: Add 1. Passions stirred at the Saturan bonfires are not always easy to contain.
[REPRINT]
Firecall2RR
Instant (C)
Firecall deals 2 damage to each opponent and any planeswalkers they control. A tool to deal with interfering mages, and a way to get the audience’s attention after the intermission.
Igneous Hellion3R
Creature — Elemental Wurm (R)
Trample
When Igneous Hellion comes into play, sacrifice two lands. Those who ventured into the Sieved Mountains learned how they were formed - firsthand.
6/6
Lava Channeler TeamR
Creature — Valii Wizard (U)
You may spend red mana as if it were white or blue mana.
1/1
Master of the Double Axe2R
Creature — Human Warrior (C)
Equip abilities cost 1 less to activate if they target Master of the Double Axe. There were dozens of Masters of this popular style at any one time, but Sahana was the most well-known.
3/2
Mindfire Stalker4R
Creature — Elemental Beast (U)
Trample
When Mindfire Stalker deals combat damage to a player or Planeswalker, target player discards their hand and draws that many cards. It eats memories - and heads in the process.
4/4
Proven To The Goddess 4R
Sorcery (M)
Double target creature’s power. That creature gains trample. For a lucky few, Satura’s blessings became permanent.
Scorching Mirage1R
Enchantment (C)
Flash
When Scorching Mirage comes into play, it deals 2 damage to any target.
When a creature dealt damage by Scorching Mirage this turn attacks, sacrifice Scorching Mirage. If you do, destroy that creature.
Show Wrestler1R
Creature — Human (C)
Put a +1/+1 counter on Show Wrestler each time it attacks alone. “Aaand in this corner...”
2/2
Blazing Visage FighterR
Creature — Valii Warrior (C)
When Blazing Visage Fighter comes into play, it deals 1 damage to target player. The school of The Blazing Visage used directed auras to great effect.
1/1
Overzealous Protection1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/-1, and must block if able.
Clearcut2R
Sorcery (C)
Destroy target land. Add one mana of any color.
Every faction has white in it, and green, black and red are only in 2. This means that you can't spread faction cards evenly among the colors. For a set built around even shard/wedges, each color can show up in 3 factions only.
You'd need to massage your flavor a little bit here and there, but here's one way you could adjust:
Satura -Naya RGW
Great Canyon -Temur URG
Ludia -Mardu WBR
Hgali -Sultai GUB
Ixlay -Esper WUB
Ludia is the biggest shift, but you can shift the "distrustful of magic" nation into raiders rather than farmers to better fit the color motivations.
I see where you're coming from, rowanalpha. White and green appear a lot. Maybe I can add more red, blue and black to compensate. With only 91 cards done so far, there's plenty of room to fill.
However, unlike Alara or Tarkir, I'm not sure Annutia needs even distribution of colors. It's largely top-down designed set - the cards reflect the setting first.
Heck, War only really introduces one more wedge - Mardu, with the Benazrans. That's it.
Private Mod Note
():
Rollback Post to RevisionRollBack
ANNUTIA - A new plane, filled with inter-realm rivalries, higher technology, and the looming threat of war.
Azure Webdancer1G
Creature — Spider (C)
Reach
If a graveyard has five or more creature cards in it, Azure Webdancer has Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.).
1/2
Barkleaper Vine3G
Creature — Plant (C)
Reach
T: Target creature Barkleaper Vine is blocking doesn’t untap during its controller’s next untap step as long as Barkleaper Vine is untapped.
1/3
Giant Elanda4G
Creature — Bear (C)
Trample, Reach Once just a forest-bound fruit-eater, the Ludians bred it into a beast of burden and war.
4/4
Ley ShieldG
Instant (C)
Target creature gains Shroud until end of turn. Known by many names, using the hidden energy of the world to deflect enemy strikes is one of the first spells mages learn.
Marsh BoaG
Creature — Snake (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) The hinterlands of Hgali hosted predators just as willing to hunt undead prey.
1/1
Marsh DracoflitterG
Creature — Drake (C)
Flying
Sacrifice an Insect: Put a +1/+1 counter on Marsh Dracoflitter. Believed by many to be the last species with Draconic ancestry on the plane.
0/1
Trazana MilkmaidG
Creature — Human Cleric (U)
T: If a creature you control attacked this turn, add G, R or W to your mana pool. This mana does not empty from your mana pool between phases and turns, and may only be used to cast creature spells. Milk is a sacred substance in Satura, even more so than blood. Milk is given freely, but waste of milk is severely penalized by the Trazana temple.
1/1
AdarizonG
Creature — Cat (U)
When Adarizon attacks alone, it gains First Strike until end of turn. While related to the Fizon, the Adarizon is its polar opposite: large, powerful, solitary.
2/1
Bring Her Light Wide2G
Sorcery (C)
Search your library for a Forest card or basic land card, put it onto the battlefield, then shuffle your library. The Boundary Crossers went out not to preach but to claim the land for the Goddess.
Bring It Down2G
Instant (C)
Choose one -
-Destroy target artifact.
-Destroy target creature with flying with converted mana cost 3 or less. The other nations rarely warred against the Great Canyon. But they all had plans at the ready, nonetheless.
Finding the Spirit Animal2G
Sorcery (U)
Reveal the top card of your library. If it’s a creature card, draw two cards. Otherwise, put that card into your graveyard.
Exile Finding the Spirit Animal. “They say the Goddess appears to everyone in a different creature. How will she come to you?”
-Saturan Priestess
Mechano-snifferG
Creature — Hound (C)
Hexproof from Artifacts Bred to sense traces of electricity and magic, it proved quite useful to Ludian authorities.
1/1
Flesh-stripping Moss2G
Enchantment (C)
At the beginning of each end step, if no creatures died this turn, sacrifice Flesh-stripping Moss.
All creatures in graveyards gain the Skeleton creature type.
However, unlike Alara or Tarkir, I'm not sure Annutia needs even distribution of colors. It's largely top-down designed set - the cards reflect the setting first.
So, where you're going to run into issues is fitting your set together. Consider that a normal set has 121 commons, so (if there's no multi color) each color effectively gets 24 commons.
White - 5 factions = 4.2 cards per faction
Blue - 3 factions = 8 cards per faction
Black - 2 factions = 12 cards per faction
Red - 2 factions = 12 cards per faction
Green - 3 factions = 8 cards per faction
Another issue is that, if you want to create cycles of multicolored cards, every player will need to be in white to be able to draft them.
Remember modern design pushes themes and creative into different colors so that play will be balanced. For example, zombies, spirits, vampires, and werewolves have all been black in magic's past, Innistrad (the marquee for top-down sets) pushed those tribes partially or completely into other colors to keep the draft and play environment balanced.
If your goal is to design cool cards, great, because your faction ideas are interesting and can go some cool directions. If you're looking to make a fully realized set balanced for draft though, you'll need to find a way for players to not feel like every player is pulled into playing white.
Good point. I'll keep balance and draft colors in mind as I add to the set.
[These below, as of Jan. 30, were made before I started this thread.]
Plains Primarch2WU
Creature — Valii Druid (R)
Tap five lands and/or creatures you control: Copy target instant or sorcery spell you control. You may choose new targets for the copy. The Ludians trusted little beyond the natural and magical forces around them.
2/2
Sentinel Automata1WU
Artifact Creature (U)
Flying
Blocking creatures you control get +0/+2.
0/2
Skymark Roc2WU
Creature — Bird (U)
Flying
Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner’s hand. Tourists clamored to see the exotic, regal Rocs, but Canyonites knew the giant birds only as dangerous pests.
3/3
[REPRINT]
Aether Projection2UB
Sorcery (M)
You may only play spells from exile until end of turn. The elite geniuses of Ixway were privy to spells that allowed them to visit other planes by mind alone.
Neurogeddon1UB
Instant (R)
This card may only be played during an opponent’s main phase.
Remove all libraries from the game.
Sacrifice all creatures you control. The Ludian saboteurs quickly realized why the Ixway had sealed the spell so securely.
Psychic Epidemic2UBB
Sorcery (R)
Each player sacrifices all non-artifact creatures they control.
You lose 5 life.
Exile Psychic Epidemic. Telepathy is so common in Ixway that common minds are left vulnerable to contamination.
Colossal MightRG
Instant (C)
Target creature gets +4/+2 and gains trample until end of turn. Muscles were never a sure sign of victory to come in the Saturalian arenas.
[REPRINT]
Dervish of the VeilsRG
Creature — Human Shaman (C)
When Dervish of the Veils attacks, you may tap target creature. If you do, Dervish of the Veils gets +1/+0 until end of turn. Alluring and yet deadly, a vision of Satura herself.
2/2
Cure the HungerGW
Sorcery (C)
Target creature permanently loses the Vampire or Zombie creature type. Those undead that thirst for gory sustenance are rare in Hgali due only to the vigilance of the healers.
Fungoid VaccineGW
Instant (C)
Regenerate target creature, then remove all -1/-1 counters from it.
B: Return Fungoid Vaccine from your graveyard to your hand. Common diseases were actually quite rare in Hgali, thanks in part to the abundant bacteria of decay.
Bloodmare Ambassador2WB
Creature — Unicorn (U)
Whenever a creature attacks you or a planeswalker you control, that creature’s controller reveals their hand.
0: Destroy Bloodmare Ambassador. Any player may activate this ability.
When Bloodmare Ambassador dies, you may search your library for a Unicorn card and put it into your hand, then shuffle your library.
2/2
Jalama, Galesurfer1UR
Legendary Creature — Human Rogue (R)
Whenever a player casts a spell, Jalama, Galesurfer gains Flying until end of turn.
Whenever a creature with Flying you control deals combat damage to a player, you may gain control of target artifact or enchantment that player controls until end of turn.
3/2
Vitrify1UR
Instant (U)
Destroy target artifact or land. It can’t be regenerated.
Cypress Guardian1BG
Creature — Zombie Dryad (U)
Gravestep
If defending player controls a Forest, Cypress Guardian gets +1/+0.
3/3
Open-Air Muscary1BG
Enchantment (C)
At the beginning of your upkeep, if you have six or more creature cards in your graveyard, put two 0/1 Fly creature tokens with Flying and the creature type Insect into play.
Sporecrusted Shadescale2BG
Enchantment — Aura (C)
Enchanted creature gets +2/+2.
When enchanted creature is dealt damage, sacrifice Sporecrusted Shadescale and put two -1/-1 counters on target creature.
A Trained FistRW
Instant (C)
Target blocked creature gains First Strike and Deathtouch until the end of the combat phase. In Satura, the School of the Wolf’s Ambush focused on precision in combat. In the Great Canyon, it was the Tornado Style.
Ludian EnvoyGU
Creature — Human (C)
Untap a creature you control: Target opponent draws a card. Play this ability only once per turn. The Ludians regularly trade with Saturan merchants, and the two countries work together against the others.
1/2
Animaw4BGW
Creature — Zombie Elemental (R)
Gravestep (This creature cannot be blocked if there are six or more creature cards in defending player’s graveard.)
When Animaw is attacking, its power and toughness are equal to the number of creature cards in defending player’s graveyard. Otherwise, its power and toughness are equal to the number of creature cards in your graveyard.
*/*
Artifice Suppression Zone1GWU
Enchantment (R)
At the beginning of each player’s upkeep, destroy all artifacts and all other enchantments. They can’t be regenerated. The Ludians see the Hgali and Ixway cities as full of abominations, and often wage war to keep their influence from spreading.
Canyon Wind Shears1RWU
Enchantment (R)
All creatures have flying.
Creatures that would otherwise have flying come into play with a +1/+1 counter on them. Villagers often weave wings to make use of the air currents and fly across the Great Canyon to visit relatives.
Evercaring Mother1BGW
Creature — Zombie Angel Construct (U)
Vigilance
T: Return a creature from a graveyard to play under your control, then return a creature from a graveyard to play under another player’s control. The Mothers act as shepherd, processor, and parent.
2/3
Lex GuardianRGW
Creature — Valii Druid (U)
T: Lex Guardian and another target creature you control gain Protection from Blue or from Black until end of turn. “The word of Satura must be upheld!”
2/2
Lex Saturali1RGW
Enchantment (R)
All creatures get +3/+3.
Enchanted or equipped creatures cannot attack or block. The only aid permitted in Satura is the strength granted by the goddess Sata herself.
Mortis Abeyance1BGW
Legendary Enchantment (R)
All creatures gain Indestructible and cannot be sacrificed. Bron realized the horrible truth – it wasn’t ground he was walking on.
Sefkoret, High General1WBR
Legendary Creature — Unicorn Soldier (R)
Haste, Vigilance, Deathtouch
Sefkoret, High General comes into play tapped if any opponent has no creatures. War is a way of life for my people. Conquest is freedom.
-Sefkoret, letter to the Worm Council
4/4
Self-Maintaining Archive1WUB
Enchantment (R)
When Self-maintaining Archive comes into play, each player shuffles their graveyard into their library.
If a noncreature, nonland card would go to a graveyard from anywhere, shuffle it into its owner’s library instead. Just as the Hgali are obsessed with the preservation of life, the Ixway are obsessed with the preservation of knowledge.
Titan Corps4WUB
Creature — Valii Human Soldier (M)
When you cast Titan Corps, put a 9/7 Titan artifact creature token into play with Trample, Vigilance, and “This creature cannot attack or block unless you control a Titan Corps”.
T: Target Titan you control deals 4 damage to any target.
2/3
Worm CouncilBGW
Creature — Worm Wizard (R)
T: Return target creature in a graveyard to it’s owner’s hand.
T, Discard a card: Untap another target black and green creature. The members of the Worm Council advise the Mothers on who may be reborn, or who should stay under the Tiller.
2/2
Lichirex SelWB
Legendary Creature — Lich (U) 1, T: Put target Skeleton from a graveyard onto the battlefield under your control. Sel founded the Bone Cult several centuries ago, and still leads it to this day.
1/2
RedevelopWUB
Sorcery (U)
Destroy target nonbasic land.
Search your library for two Plains, put them onto the battlefield tapped, then shuffle your library. Land zoning became a tool the Ixway elite used against each other.
This is the last of it. Next week I'll start updating the spoilers with new cards as I flesh out the set further.
Razorhorn Skull2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2 It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Clifftop Speeder2
Artifact — Vehicle (C)
Haste 3, T: Target creature gains Haste until end of turn.
Crew 1
2/1
Geistgear Engine3
Artifact (U)
Shuffle three creature cards in a single graveyard into their owner’s library: Draw a card. The Hgali do not have the arcano-computational devices common throughout Ixway cities. But the Geistgear Engine is an essential part of keeping the Hgali way of life, as it uses necromantic essence to keep records, make calculations, and predict the future.
Hexlock Musket1
Artifact — Equipment (C)
Equipped creature has “T: This creature deals 1 damage to any target. This ability cannot be countered, and the damage cannot be prevented.”
Equip 1
Merchant Scow3
Artifact — Vehicle (U)
Flying 1U, T: Draw a card. Use this ability only if Merchant Scow is a creature.
Crew 1
0/2 The Great Canyon was an important destination for entrepreneurial traders from Ixway.
Moon Ring1
Artifact (U)
T: Add 1 to your mana pool. Each player loses 1 life. No one knew where it came from, but everyone wanted it.
Orbifold Blade3
Artifact — Equipment (U)
When equipped creature deals combat damage to a player or planeswalker, each player draws a card.
Equip 1
Pleasure Hulk5
Artifact — Vehicle (C)
Islandwalk
Crew 3
3/6 Waterborne vessels were not just for iconoclasts or fishing. Many Canyonites enjoyed the occasional luxury cruise.
Razorhorn Skull2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2 It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Sacred Tiller3
Artifact (U) 0: You may reorder target graveyard in any order. This ability can only be used if Sacred Tiller is untapped.
T: Counter target spell that targets a graveyard or a card in a graveyard. The Tiller machines redistribute the half-living, slowing the process of decay.
Sky Patrol Harrier2
Artifact — Vehicle (U)
Flying
Sky Patrol Harrier has Haste if R was spent to cast it.
Crew 2
3/2 The Sky Patrol acted as the Great Canyon’s Navy, keeping the sky and outlands safe.
Two-Headed Halberd2
Artifact — Equipment (C)
Equipped creature gets +2/+1 while attacking or blocking.
Equip 1
Slag Drill3
Artifact - Equipment (U)
Equipped creature has “T, sacrifice a tapped land: Add one mana of any color.”
Equip 0
Hologram Chandelier3
Artifact (R)
Whenever a player activates a creature’s ability, each other player may copy that ability and choose new targets for the copy. Tyrion the Hermit was known for his extravagant banquets.
Arena Battlescape
Land (U)
T: If Arena Battlescape has no basic land type, it gains the basic land type of a basic land you control until end of turn. Untap Arena Battlescape.
When any player controls no creatures, sacrifice Arena Battlescape.
Backwater Fishing Village
Land (U)
Backwater Fishing Village comes into play tapped.
T: Add W, U or G. Backwater Fishing Village deals 1 damage to you unless you played a creature spell this turn. The fortunes of many towns on Ludia’s Jogrand Coast turn on the day’s catches.
Dragonbone Dig Site
Land (U)
T: Add 1.
Sacrifice Dragonbone Dig Site: Return target Dragon card from your graveyard to your hand. Though they went extinct millennia ago, their bones littered hidden forests and mountain caves.
Retransmission Spire
Land — Plains (C)
Retransmission Spire comes into play tapped.
T: Add U. Reveal the top card of your library.
Ruins of Sunlight
Legendary Land (R)
T: Add one mana of a color of a creature you control.
1, T: If you control at least five creatures with at least five different creature types, draw a card. Deep in the heart of Ixway lies Sunlight, capitol of an ancient, advanced empire that once united the world. Now, it sits forgotten, shaded by overgrowth.
Spreading Gravecradle
Legendary Land (R)
Spreading Gravecradle comes into play tapped unless you’ve played another land this turn.
T: Add X mana in any combination of Green, Black or White, where X is half the number of non-artifact creature cards in your graveyard, rounded down. Mortality is subjective. -Hgali saying
Summer Logging Camp
Land — Forest (U)
T: Add R or W. This may only be used if you control 3 or more creatures. While the Saturalians pride themselves on their resilience and strength, they also sport the best woodworkers on the plane.
Lithic Platform
Land - Mountain Island (U)
T: Add W. Lithic Platform does not untap during your next untap step unless you pay 1.
Lithic Platform does not untap during your untap step unless you control a creature with Islandwalk or Flying.
I've added some more cards to the spoilers above. This has been an interesting thought exercise - to fit the flavour of the plane while giving players reasons to not just play white all the time. Most of the newer cards don't include white, and some even actively hate against it, like Commit to the Void.
Prelude shows a lot of the daily life, daily intrigue, and daily border skirmishes between the nations. Some places in Annutia have advanced technology and urbanity that's unlike Ravnica or Kaladesh, so it's required some creative thinking to keep a magical flavor with that.
I've also been adding to War, but that's a set with wilder ideas that I'm not sure if I'll share here.
Green:
Adarizon
Bring Her Light Wide
Bring It Down [just now realizing I might want to change this name, with having two 'Bring' cards...]
Finding the Spirit Animal
Mechano-Sniffer
Black:
Organ Dealer
Prison of the Body
Rattling Iconoclast
Sloughing Raibo
Deathburden Mammu
Commit to the Void
Blue:
Prison of the Mind
White:
Expose the Truth
Private Mod Note
():
Rollback Post to RevisionRollBack
ANNUTIA - A new plane, filled with inter-realm rivalries, higher technology, and the looming threat of war.
Just fleshing out some themes and cycles. More has been added to War, too.
Now I am looking at scouring the internet for some suitable art to fit some of the showcase cards from Annutia - and figure out how to update Magic Set Editor to the latest frames (or does anyone know of a better card creator program?).
Clearcut
Talon and Wing
Spirepeak Hunter
Spirepeak Clutch
Slag Drill
Lithic Platform
Flesh-stripping Moss
Hypohemalic Peasant
Ossic Induction
Unfortunately, it seems like MSE hasn't been updated in a while, and I'm not very knowledgable with software, so I couldn't get the latest frames to work.
Also, I understand the visual difficulties with old flip cards, and would design a new frame for these new flip cards to make them easier to understand at a glance.
Private Mod Note
():
Rollback Post to RevisionRollBack
ANNUTIA - A new plane, filled with inter-realm rivalries, higher technology, and the looming threat of war.
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This is a set I've been adding to for a little while, and while I'm still adding to it, now there's enough to share and get feedback on.
I've been trying to keep the power level from getting too high, but it hasn't been easy as I tried to explore newish design spaces. Please let me know if any of these would be too overpowered, and I'll try to make them more reasonable.
Annutia: Prelude
Annutia is a large plane, filled with high magic and some impressive technology.
While there are thousands of outlying islands, Prelude and it's sequel set, War, would focus on the two main continents, Talut and Reza.
Reza is home to Benazra, the nation of intelligent, warlike unicorns, who've subjugated and spread across their entire continent, and are now planning to conquer distant Talut as well.
Talut is home to five main regions, along with several smaller city-states. Each nation vies for power and influence. Humans and the tough, semi-insectoid humanoids known as 'Valii' make up most of the sentient species on Talut.
This kingdom represents the red-white-green wedge.
The Canyonites are technologically advanced, but also unpretentious, provincial and more peaceful than its neighbours. A democratic and lawful country, with effective local police and an even stronger military.
Canyonites pioneered the development of flying ships and advanced firearms, as well as hydrodynamic and lava-steam power, which power most of their towns. This region represents the red-white-blue wedge.
Ludia is white-green-blue.
The secretive Worm Council are the closest thing Hgali has to a top level government, as they advise the Evercaring Mothers and oversee many other aspects of Hgali life.
Hgali is green-white-black.
Ixway has little direct military strength – but they have many large, advanced tanks and robots at their disposal if trade, negotiations, saboteurs or covert sniper teams fail.
It is the highest honor for an Ixwayan to be Uploaded – converted to data and become free to 'live' forever and continue to learn and improve themselves beyond their mortal shell's span. Failing this, many people opt for cybernetic implants to enhance or lengthen their lives.
Ixway represents the blue-black-white wedge.
THEMES & MECHANICS
So far, I haven't been inspired to create many new mechanics for this set. Beyond 'Gravestep', a mechanic unique to the Hgali, most cards simply evoke their flavour through simpler effects.
However, there are some strong themes that have already emerged as I've added cards:
-Politics and International Rivalry
-Anti-Magic Attitudes
-Secrets and Deception
-Differing Viewpoints
-Creature Presence Matters
-Multiplayer Nods
There are also the five Signature Enchantments that capture the flavor of and [mostly] play to the styles of their wedge's realm: Mortis Abeyance, Lex Saturali, Artifice Suppression Zone, Self-Maintaining Archive, and Canyon Wind Shears. They are so signature that ideally they'd be distributed in a way to make them a bit less rare than other rares – maybe getting a prerelease copy, depending on what realm you chose.
A Calm Voyage W
Sorcery (M)
Spells cannot be cast, abilities cannot be activated, and creatures cannot attack for the rest of this turn and during each player’s next turn.
Players cannot win the game until the next time a creature attacks.
Cliffclimber Woal W
Creature — Beast (C)
Cliffclimber Woal gets +1/+1 if you control both an Island and a Mountain.
Woals built nests on ledges and cave openings above the canyon rivers, safe from many bigger predators.
1/1
Damping Field 2W
Enchantment (U)
Players can’t untap more than one artifact during their untap steps.
Contrary to rumor, the Ludians were sometimes content to simply turn off complex devices rather than destroy them.
[REPRINT]
Destroy the Monsters! 1W
Sorcery (C)
Destroy target Zombie, Skeleton or Vampire.
The Ludians hunted them more as dangerous perversions of nature rather than evil spirits of any particular creed.
A Duel To Honor The Passed 1W
Instant (C)
If a creature you control died this turn, up to two target creatures you control get +1/+1 until end of turn.
“We do not prevent death from coming, nor do we grieve. We celebrate a loved one being welcomed into the Goddess’ arenas.”
Erase W
Instant (C)
Exile target enchantment.
The nations had become very efficient at pruning their neighbours’ growth.
[REPRINT]
Herald the Ambassador 1W
Instant (C)
The next time you cast a creature spell this turn, you may tap up to two target creatures.
The horns sounded by the guards are often the first declarations of war.
House Fizon W
Creature — Cat (C)
House Fizon gets +1/+0 as long as you control another creature.
The mountain felids the Fizon was bred from were notorious pack hunters.
1/1
Sample the Town Market 1W
Sorcery (C)
Choose one:
-Untap target creature you control.
-Destroy target enchantment attached to a creature you control.
If U or G was spent to play Sample the Town Market, draw a card.
Scatter to the Stream W
Instant (C)
Remove all cards in target graveyard from the game.
The Ludians always burned their dead, and did the same to any Hgali expansion towards them.
Sky Patrol Recruit 1W
Creature — Valii Soldier (C)
1: Sky Patrol Recruit gains Flying until end of turn.
Sky Patrol Recruit counts as two creatures when used to Crew a Vehicle.
1/2
Expose the Truth WW
Instant (U)
Destroy target White permanent.
Sometimes the white mana on Annutia manifests as strictness, cruelty, or hatred, the very things it usually stands against.
Capitol University Student U
Creature — Human (C)
T: Look at the top card of your library.
Most of the Ixway population is involved in academia, one way or another.
1/1
Covert Operative 4U
Creature — Human Wizard (C)
Covert Operative can’t be blocked.
Ixway, Ludia and the Canyonites blamed each other for the attacks, but the Hgali victims suspected them all.
3/2
[REPRINT]
Current Destabilization 1U
Instant (C)
Target player may tap two creatures he or she controls that share a color. If he or she doesn’t, counter target spell that player controls.
Ixway operatives see physical sabotage and destruction as crude and unnecessary.
Dream Excision 1U
Sorcery (C)
Look at the top five cards of target player’s library. You may put any number of them into their owner’s graveyard. Put the remaining cards back on top of that player’s library in any order.
“Let’s just get rid of these annoying ambitions, shall we?”
Figment Filcher 3U
Creature — Human Wizard (C)
When Figment Filcher comes into play, return target artifact or enchantment to its owner’s hand.
“Oh sure, let me hold those for you while you try these on. You can trust me.”
2/2
Fuzzy Orbifold 2UU
Sorcery (C)
Each player shuffles two cards chosen at random from their hand into their library, then draws two cards.
Shuffle Fuzzy Orbifold into your library.
Intensive Course UUU
Sorcery (R)
Draw six cards. End your turn.
The most expedient form of learning in Ixway is direct neural programming, an operation that leaves the subject immobile for just under an hour.
Weave the Wires 2U
Sorcery (C)
Put target artifact with converted mana cost 3 or less from your hand onto the battlefield.
If that artifact is a creature or Vehicle, and R was spent to cast Weave the Wires, it gains Haste until end of turn.
Prison of the Mind 2U
Enchantment — Aura (C)
Enchant creature
Enchanted creature gains Defender.
Whenever enchanted creature blocks, its controller puts the top three cards of their library into their graveyard.
Spirepeak Hunter 3U
Creature - Bird Beast (C)
Flying
Just as home nesting on Ixway wind farms as on remote Canyon stacks.
3/3
Spirepeak Clutch U
Creature - Bird Egg (R)
Spirepeak Clutch cannot attack or block.
When Spirepeak Clutch dies, you may search your library for up to four Spirepeak Hunters and put them onto the battlefield tapped.
0/1
Talon and Wing 1U
Instant (U)
Target creature with flying fights another target creature with flying.
Hunters and Rocs inevitably fought any time their territories overlapped.
Fenced Memories 2B
Instant (U)
Target player may pay X, where X is the converted mana cost of target non-creature spell in that player’s graveyard. If they don’t, you may cast that spell without paying its mana cost. You lose X life.
Geistgear Analyst 2B
Creature — Valii Wizard (C)
When Geistgear Analyst comes into play, if there are six or more creature cards in your graveyard, draw a card.
“Data patterns are predicting troubles to come. What those troubles are... we’re still figuring that out.”
1/2
Harvester Cannon B
Legendary Artifact — Equipment (R)
Equipped creature has ‘Sacrifice a non-token creature: Destroy target creature.’.
Equip 5
This sacred Hgali weapon converts life essence into destructive negative energy.
Hgali Welcomer 2B
Creature — Zombie Cleric (C)
2, T: Target creature that entered the battlefield from a graveyard this turn gains Haste until end of turn.
Most migrants to Hgali are those deeply afraid of dying. The Welcomers are trusted guides and sources of assurance.
1/2
Monsters Beyond Reach 4B
Creature — Horror (U)
Monsters Beyond Reach can only be blocked by Horrors.
If Monsters Beyond Reach would die, instead exile it, then return it to the battlefield on your next end step.
There are things in the deepest sewers and mineshafts that make even the oldest souls in Hgali shudder.
3/4
Necroblast 1B
Sorcery (C)
Destroy target nonartifact creature with converted mana cost lower than the number of cards in your graveyard.
Hgali was a comparatively peaceful nation. But their security forces know how to strike an enemy down if needed.
The Passed Arisen 1B
Creature — Zombie (C)
Gravestep (This creature cannot be blocked if there are six or more creature cards in defending player’s graveyard.)
In Hgali, they are the innocent patients suffering from the Hunger. Elsewhere, they are undead monsters, feared and hunted.
2/2
Commit to the Void B
Instant (U)
Counter target white spell.
You lose 2 life.
Resisting the white mana that infuses the whole of Annutia takes a toll.
Deathburden Mammu 5B
Creature — Elephant Zombie (C)
It passed from its natural clan, but arose to find a new one in the drivers and handlers that used it to haul organs, heavy machinery, even cartloads of passengers.
6/6
Organ Dealer 2B
Creature — Valii (C)
Sacrifice another creature you control: Put a stock counter on Organ Dealer.
Remove a stock counter from Organ Dealer: Regenerate target creature.
2/1
Prison of the Body 2B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gains Defender.
Whenever enchanted creature blocks, its controller loses 2 life.
Rattling Iconoclast 1B
Creature — Skeleton (C)
If you exiled two or more creature cards from your graveyard this turn, Rattling Iconoclast costs 1 less to play.
The Bone Cult was an underground movement in Hgali that touted the supremacy of Skeletal existence.
2/2
Sloughing Raibo B
Creature — Beast Zombie (C)
Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.)
Even the fluffy livestock Raibo looked quite different in Hgali.
1/1
Hypohemalic Peasant B
Creature - Valii Vampire (C)
First Strike
Whenever a creature dealt damage by Hypohemalic Peasant this turn dies, put a +1/+1 counter on Hypohemalic Peasant.
1/1
Ossic Induction 1B
Sorcery (U)
Put a -1/-1 counter on target creature. That creature gains the Skeleton creature type, and “1: Regenerate this creature.”
Sel’s followers were stronger and faster than most other Skeletal in Hgali.
Beast Trainer 3R
Creature — Human Warrior (C)
Whenever Beast Trainer attacks, if you control a non-Human, non-Valii creature, Beast Trainer gains first strike until end of turn.
Fighting alongside bonded creatures, instead of against deadly ones, has long been a popular pastime in Satura.
4/3
Curving Bolt R
Sorcery (C)
Hexproof
Curving Bolt deals 3 damage to target creature.
The Saturalians reluctantly turned to the Ixway to trade for new spells.
Exuberant Firestoker 2R
Creature — Human Druid Shaman (U)
At the beginning of your end step, if you control a creature with power 5 or greater, you may have Exuberant Firestoker deal 2 damage to target player or planeswalker.
T: Add 1.
Passions stirred at the Saturan bonfires are not always easy to contain.
[REPRINT]
Firecall 2RR
Instant (C)
Firecall deals 2 damage to each opponent and any planeswalkers they control.
A tool to deal with interfering mages, and a way to get the audience’s attention after the intermission.
Igneous Hellion 3R
Creature — Elemental Wurm (R)
Trample
When Igneous Hellion comes into play, sacrifice two lands.
Those who ventured into the Sieved Mountains learned how they were formed - firsthand.
6/6
Lava Channeler Team R
Creature — Valii Wizard (U)
You may spend red mana as if it were white or blue mana.
1/1
Master of the Double Axe 2R
Creature — Human Warrior (C)
Equip abilities cost 1 less to activate if they target Master of the Double Axe.
There were dozens of Masters of this popular style at any one time, but Sahana was the most well-known.
3/2
Mindfire Stalker 4R
Creature — Elemental Beast (U)
Trample
When Mindfire Stalker deals combat damage to a player or Planeswalker, target player discards their hand and draws that many cards.
It eats memories - and heads in the process.
4/4
Proven To The Goddess 4R
Sorcery (M)
Double target creature’s power. That creature gains trample.
For a lucky few, Satura’s blessings became permanent.
Scorching Mirage 1R
Enchantment (C)
Flash
When Scorching Mirage comes into play, it deals 2 damage to any target.
When a creature dealt damage by Scorching Mirage this turn attacks, sacrifice Scorching Mirage. If you do, destroy that creature.
Show Wrestler 1R
Creature — Human (C)
Put a +1/+1 counter on Show Wrestler each time it attacks alone.
“Aaand in this corner...”
2/2
Blazing Visage Fighter R
Creature — Valii Warrior (C)
When Blazing Visage Fighter comes into play, it deals 1 damage to target player.
The school of The Blazing Visage used directed auras to great effect.
1/1
Overzealous Protection 1R
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/-1, and must block if able.
Clearcut 2R
Sorcery (C)
Destroy target land. Add one mana of any color.
The big thing that jumps out at me is your color distribution is off.
Satura -Naya RGW
Great Canyon -Jeskai RWU
Ludia -Bant GWU
Hgali -Abzan BGW
Ixlay -Esper WUB
Every faction has white in it, and green, black and red are only in 2. This means that you can't spread faction cards evenly among the colors. For a set built around even shard/wedges, each color can show up in 3 factions only.
You'd need to massage your flavor a little bit here and there, but here's one way you could adjust:
Satura -Naya RGW
Great Canyon -Temur URG
Ludia -Mardu WBR
Hgali -Sultai GUB
Ixlay -Esper WUB
Ludia is the biggest shift, but you can shift the "distrustful of magic" nation into raiders rather than farmers to better fit the color motivations.
However, unlike Alara or Tarkir, I'm not sure Annutia needs even distribution of colors. It's largely top-down designed set - the cards reflect the setting first.
Heck, War only really introduces one more wedge - Mardu, with the Benazrans. That's it.
Azure Webdancer 1G
Creature — Spider (C)
Reach
If a graveyard has five or more creature cards in it, Azure Webdancer has Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.).
1/2
Barkleaper Vine 3G
Creature — Plant (C)
Reach
T: Target creature Barkleaper Vine is blocking doesn’t untap during its controller’s next untap step as long as Barkleaper Vine is untapped.
1/3
Giant Elanda 4G
Creature — Bear (C)
Trample, Reach
Once just a forest-bound fruit-eater, the Ludians bred it into a beast of burden and war.
4/4
Ley Shield G
Instant (C)
Target creature gains Shroud until end of turn.
Known by many names, using the hidden energy of the world to deflect enemy strikes is one of the first spells mages learn.
Marsh Boa G
Creature — Snake (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
The hinterlands of Hgali hosted predators just as willing to hunt undead prey.
1/1
Marsh Dracoflitter G
Creature — Drake (C)
Flying
Sacrifice an Insect: Put a +1/+1 counter on Marsh Dracoflitter.
Believed by many to be the last species with Draconic ancestry on the plane.
0/1
Trazana Milkmaid G
Creature — Human Cleric (U)
T: If a creature you control attacked this turn, add G, R or W to your mana pool. This mana does not empty from your mana pool between phases and turns, and may only be used to cast creature spells.
Milk is a sacred substance in Satura, even more so than blood. Milk is given freely, but waste of milk is severely penalized by the Trazana temple.
1/1
Adarizon G
Creature — Cat (U)
When Adarizon attacks alone, it gains First Strike until end of turn.
While related to the Fizon, the Adarizon is its polar opposite: large, powerful, solitary.
2/1
Bring Her Light Wide 2G
Sorcery (C)
Search your library for a Forest card or basic land card, put it onto the battlefield, then shuffle your library.
The Boundary Crossers went out not to preach but to claim the land for the Goddess.
Bring It Down 2G
Instant (C)
Choose one -
-Destroy target artifact.
-Destroy target creature with flying with converted mana cost 3 or less.
The other nations rarely warred against the Great Canyon. But they all had plans at the ready, nonetheless.
Finding the Spirit Animal 2G
Sorcery (U)
Reveal the top card of your library. If it’s a creature card, draw two cards. Otherwise, put that card into your graveyard.
Exile Finding the Spirit Animal.
“They say the Goddess appears to everyone in a different creature. How will she come to you?”
-Saturan Priestess
Mechano-sniffer G
Creature — Hound (C)
Hexproof from Artifacts
Bred to sense traces of electricity and magic, it proved quite useful to Ludian authorities.
1/1
Flesh-stripping Moss 2G
Enchantment (C)
At the beginning of each end step, if no creatures died this turn, sacrifice Flesh-stripping Moss.
All creatures in graveyards gain the Skeleton creature type.
So, where you're going to run into issues is fitting your set together. Consider that a normal set has 121 commons, so (if there's no multi color) each color effectively gets 24 commons.
White - 5 factions = 4.2 cards per faction
Blue - 3 factions = 8 cards per faction
Black - 2 factions = 12 cards per faction
Red - 2 factions = 12 cards per faction
Green - 3 factions = 8 cards per faction
Another issue is that, if you want to create cycles of multicolored cards, every player will need to be in white to be able to draft them.
Remember modern design pushes themes and creative into different colors so that play will be balanced. For example, zombies, spirits, vampires, and werewolves have all been black in magic's past, Innistrad (the marquee for top-down sets) pushed those tribes partially or completely into other colors to keep the draft and play environment balanced.
If your goal is to design cool cards, great, because your faction ideas are interesting and can go some cool directions. If you're looking to make a fully realized set balanced for draft though, you'll need to find a way for players to not feel like every player is pulled into playing white.
[These below, as of Jan. 30, were made before I started this thread.]
Plains Primarch 2WU
Creature — Valii Druid (R)
Tap five lands and/or creatures you control: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
The Ludians trusted little beyond the natural and magical forces around them.
2/2
Sentinel Automata 1WU
Artifact Creature (U)
Flying
Blocking creatures you control get +0/+2.
0/2
Skymark Roc 2WU
Creature — Bird (U)
Flying
Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner’s hand.
Tourists clamored to see the exotic, regal Rocs, but Canyonites knew the giant birds only as dangerous pests.
3/3
[REPRINT]
Aether Projection 2UB
Sorcery (M)
You may only play spells from exile until end of turn.
The elite geniuses of Ixway were privy to spells that allowed them to visit other planes by mind alone.
Neurogeddon 1UB
Instant (R)
This card may only be played during an opponent’s main phase.
Remove all libraries from the game.
Sacrifice all creatures you control.
The Ludian saboteurs quickly realized why the Ixway had sealed the spell so securely.
Psychic Epidemic 2UBB
Sorcery (R)
Each player sacrifices all non-artifact creatures they control.
You lose 5 life.
Exile Psychic Epidemic.
Telepathy is so common in Ixway that common minds are left vulnerable to contamination.
Colossal Might RG
Instant (C)
Target creature gets +4/+2 and gains trample until end of turn.
Muscles were never a sure sign of victory to come in the Saturalian arenas.
[REPRINT]
Dervish of the Veils RG
Creature — Human Shaman (C)
When Dervish of the Veils attacks, you may tap target creature. If you do, Dervish of the Veils gets +1/+0 until end of turn.
Alluring and yet deadly, a vision of Satura herself.
2/2
Cure the Hunger GW
Sorcery (C)
Target creature permanently loses the Vampire or Zombie creature type.
Those undead that thirst for gory sustenance are rare in Hgali due only to the vigilance of the healers.
Fungoid Vaccine GW
Instant (C)
Regenerate target creature, then remove all -1/-1 counters from it.
B: Return Fungoid Vaccine from your graveyard to your hand.
Common diseases were actually quite rare in Hgali, thanks in part to the abundant bacteria of decay.
Bloodmare Ambassador 2WB
Creature — Unicorn (U)
Whenever a creature attacks you or a planeswalker you control, that creature’s controller reveals their hand.
0: Destroy Bloodmare Ambassador. Any player may activate this ability.
When Bloodmare Ambassador dies, you may search your library for a Unicorn card and put it into your hand, then shuffle your library.
2/2
Jalama, Galesurfer 1UR
Legendary Creature — Human Rogue (R)
Whenever a player casts a spell, Jalama, Galesurfer gains Flying until end of turn.
Whenever a creature with Flying you control deals combat damage to a player, you may gain control of target artifact or enchantment that player controls until end of turn.
3/2
Vitrify 1UR
Instant (U)
Destroy target artifact or land. It can’t be regenerated.
Cypress Guardian 1BG
Creature — Zombie Dryad (U)
Gravestep
If defending player controls a Forest, Cypress Guardian gets +1/+0.
3/3
Open-Air Muscary 1BG
Enchantment (C)
At the beginning of your upkeep, if you have six or more creature cards in your graveyard, put two 0/1 Fly creature tokens with Flying and the creature type Insect into play.
Sporecrusted Shadescale 2BG
Enchantment — Aura (C)
Enchanted creature gets +2/+2.
When enchanted creature is dealt damage, sacrifice Sporecrusted Shadescale and put two -1/-1 counters on target creature.
A Trained Fist RW
Instant (C)
Target blocked creature gains First Strike and Deathtouch until the end of the combat phase.
In Satura, the School of the Wolf’s Ambush focused on precision in combat. In the Great Canyon, it was the Tornado Style.
Ludian Envoy GU
Creature — Human (C)
Untap a creature you control: Target opponent draws a card. Play this ability only once per turn.
The Ludians regularly trade with Saturan merchants, and the two countries work together against the others.
1/2
Animaw 4BGW
Creature — Zombie Elemental (R)
Gravestep (This creature cannot be blocked if there are six or more creature cards in defending player’s graveard.)
When Animaw is attacking, its power and toughness are equal to the number of creature cards in defending player’s graveyard. Otherwise, its power and toughness are equal to the number of creature cards in your graveyard.
*/*
Artifice Suppression Zone 1GWU
Enchantment (R)
At the beginning of each player’s upkeep, destroy all artifacts and all other enchantments. They can’t be regenerated.
The Ludians see the Hgali and Ixway cities as full of abominations, and often wage war to keep their influence from spreading.
Canyon Wind Shears 1RWU
Enchantment (R)
All creatures have flying.
Creatures that would otherwise have flying come into play with a +1/+1 counter on them.
Villagers often weave wings to make use of the air currents and fly across the Great Canyon to visit relatives.
Evercaring Mother 1BGW
Creature — Zombie Angel Construct (U)
Vigilance
T: Return a creature from a graveyard to play under your control, then return a creature from a graveyard to play under another player’s control.
The Mothers act as shepherd, processor, and parent.
2/3
Lex Guardian RGW
Creature — Valii Druid (U)
T: Lex Guardian and another target creature you control gain Protection from Blue or from Black until end of turn.
“The word of Satura must be upheld!”
2/2
Lex Saturali 1RGW
Enchantment (R)
All creatures get +3/+3.
Enchanted or equipped creatures cannot attack or block.
The only aid permitted in Satura is the strength granted by the goddess Sata herself.
Mortis Abeyance 1BGW
Legendary Enchantment (R)
All creatures gain Indestructible and cannot be sacrificed.
Bron realized the horrible truth – it wasn’t ground he was walking on.
Sefkoret, High General 1WBR
Legendary Creature — Unicorn Soldier (R)
Haste, Vigilance, Deathtouch
Sefkoret, High General comes into play tapped if any opponent has no creatures.
War is a way of life for my people. Conquest is freedom.
-Sefkoret, letter to the Worm Council
4/4
Self-Maintaining Archive 1WUB
Enchantment (R)
When Self-maintaining Archive comes into play, each player shuffles their graveyard into their library.
If a noncreature, nonland card would go to a graveyard from anywhere, shuffle it into its owner’s library instead.
Just as the Hgali are obsessed with the preservation of life, the Ixway are obsessed with the preservation of knowledge.
Titan Corps 4WUB
Creature — Valii Human Soldier (M)
When you cast Titan Corps, put a 9/7 Titan artifact creature token into play with Trample, Vigilance, and “This creature cannot attack or block unless you control a Titan Corps”.
T: Target Titan you control deals 4 damage to any target.
2/3
Worm Council BGW
Creature — Worm Wizard (R)
T: Return target creature in a graveyard to it’s owner’s hand.
T, Discard a card: Untap another target black and green creature.
The members of the Worm Council advise the Mothers on who may be reborn, or who should stay under the Tiller.
2/2
Lichirex Sel WB
Legendary Creature — Lich (U)
1, T: Put target Skeleton from a graveyard onto the battlefield under your control.
Sel founded the Bone Cult several centuries ago, and still leads it to this day.
1/2
Redevelop WUB
Sorcery (U)
Destroy target nonbasic land.
Search your library for two Plains, put them onto the battlefield tapped, then shuffle your library.
Land zoning became a tool the Ixway elite used against each other.
Razorhorn Skull 2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2
It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Clifftop Speeder 2
Artifact — Vehicle (C)
Haste
3, T: Target creature gains Haste until end of turn.
Crew 1
2/1
Geistgear Engine 3
Artifact (U)
Shuffle three creature cards in a single graveyard into their owner’s library: Draw a card.
The Hgali do not have the arcano-computational devices common throughout Ixway cities. But the Geistgear Engine is an essential part of keeping the Hgali way of life, as it uses necromantic essence to keep records, make calculations, and predict the future.
Hexlock Musket 1
Artifact — Equipment (C)
Equipped creature has “T: This creature deals 1 damage to any target. This ability cannot be countered, and the damage cannot be prevented.”
Equip 1
Merchant Scow 3
Artifact — Vehicle (U)
Flying
1U, T: Draw a card. Use this ability only if Merchant Scow is a creature.
Crew 1
0/2
The Great Canyon was an important destination for entrepreneurial traders from Ixway.
Moon Ring 1
Artifact (U)
T: Add 1 to your mana pool. Each player loses 1 life.
No one knew where it came from, but everyone wanted it.
Normalizing Lock 2
Artifact (C)
W, T, Sacrifice Normalizing Lock: Destroy target enchantment.
Orbifold Blade 3
Artifact — Equipment (U)
When equipped creature deals combat damage to a player or planeswalker, each player draws a card.
Equip 1
Pleasure Hulk 5
Artifact — Vehicle (C)
Islandwalk
Crew 3
3/6
Waterborne vessels were not just for iconoclasts or fishing. Many Canyonites enjoyed the occasional luxury cruise.
Razorhorn Skull 2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2
It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Sacred Tiller 3
Artifact (U)
0: You may reorder target graveyard in any order. This ability can only be used if Sacred Tiller is untapped.
T: Counter target spell that targets a graveyard or a card in a graveyard.
The Tiller machines redistribute the half-living, slowing the process of decay.
Sky Patrol Harrier 2
Artifact — Vehicle (U)
Flying
Sky Patrol Harrier has Haste if R was spent to cast it.
Crew 2
3/2
The Sky Patrol acted as the Great Canyon’s Navy, keeping the sky and outlands safe.
Two-Headed Halberd 2
Artifact — Equipment (C)
Equipped creature gets +2/+1 while attacking or blocking.
Equip 1
Wallclimber Turret 4
Artifact — Vehicle (U)
Defender
Reach
2, T: Wallclimber Turret deals 2 damage to target creature.
Crew 2
1/4
Slag Drill 3
Artifact - Equipment (U)
Equipped creature has “T, sacrifice a tapped land: Add one mana of any color.”
Equip 0
Hologram Chandelier 3
Artifact (R)
Whenever a player activates a creature’s ability, each other player may copy that ability and choose new targets for the copy.
Tyrion the Hermit was known for his extravagant banquets.
Arena Battlescape
Land (U)
T: If Arena Battlescape has no basic land type, it gains the basic land type of a basic land you control until end of turn. Untap Arena Battlescape.
When any player controls no creatures, sacrifice Arena Battlescape.
Backwater Fishing Village
Land (U)
Backwater Fishing Village comes into play tapped.
T: Add W, U or G. Backwater Fishing Village deals 1 damage to you unless you played a creature spell this turn.
The fortunes of many towns on Ludia’s Jogrand Coast turn on the day’s catches.
Dragonbone Dig Site
Land (U)
T: Add 1.
Sacrifice Dragonbone Dig Site: Return target Dragon card from your graveyard to your hand.
Though they went extinct millennia ago, their bones littered hidden forests and mountain caves.
Retransmission Spire
Land — Plains (C)
Retransmission Spire comes into play tapped.
T: Add U. Reveal the top card of your library.
Ruins of Sunlight
Legendary Land (R)
T: Add one mana of a color of a creature you control.
1, T: If you control at least five creatures with at least five different creature types, draw a card.
Deep in the heart of Ixway lies Sunlight, capitol of an ancient, advanced empire that once united the world. Now, it sits forgotten, shaded by overgrowth.
Spreading Gravecradle
Legendary Land (R)
Spreading Gravecradle comes into play tapped unless you’ve played another land this turn.
T: Add X mana in any combination of Green, Black or White, where X is half the number of non-artifact creature cards in your graveyard, rounded down.
Mortality is subjective. -Hgali saying
Summer Logging Camp
Land — Forest (U)
T: Add R or W. This may only be used if you control 3 or more creatures.
While the Saturalians pride themselves on their resilience and strength, they also sport the best woodworkers on the plane.
Lithic Platform
Land - Mountain Island (U)
T: Add W. Lithic Platform does not untap during your next untap step unless you pay 1.
Lithic Platform does not untap during your untap step unless you control a creature with Islandwalk or Flying.
Prelude shows a lot of the daily life, daily intrigue, and daily border skirmishes between the nations. Some places in Annutia have advanced technology and urbanity that's unlike Ravnica or Kaladesh, so it's required some creative thinking to keep a magical flavor with that.
I've also been adding to War, but that's a set with wilder ideas that I'm not sure if I'll share here.
Artifact:
Razorhorn Skull
Multicolor:
Redevelop
Lichirex Sel
Red:
Blazing Visage Fighter
Overzealous Protection
Green:
Adarizon
Bring Her Light Wide
Bring It Down [just now realizing I might want to change this name, with having two 'Bring' cards...]
Finding the Spirit Animal
Mechano-Sniffer
Black:
Organ Dealer
Prison of the Body
Rattling Iconoclast
Sloughing Raibo
Deathburden Mammu
Commit to the Void
Blue:
Prison of the Mind
White:
Expose the Truth
Now I am looking at scouring the internet for some suitable art to fit some of the showcase cards from Annutia - and figure out how to update Magic Set Editor to the latest frames (or does anyone know of a better card creator program?).
Clearcut
Talon and Wing
Spirepeak Hunter
Spirepeak Clutch
Slag Drill
Lithic Platform
Flesh-stripping Moss
Hypohemalic Peasant
Ossic Induction
Annutia: Prelude
Unfortunately, it seems like MSE hasn't been updated in a while, and I'm not very knowledgable with software, so I couldn't get the latest frames to work.
Also, I understand the visual difficulties with old flip cards, and would design a new frame for these new flip cards to make them easier to understand at a glance.