I was asked about my lovecraftian set, so here's my current card batch. It is by no means tuned, more just a collection of ideas to be fleshed out.
Full Spoiler List for Horrors of Scarreth
Binding Sigil 1WW
Enchantment — Aura (C)
Enchant creature
Enchanted creature cannot attack, block, or be sacrificed and its activated abilities cannot be activated.
Devouring Skywing 2WW
Creature — Bird Nightmare (R)
Flying
When Devouring Skywing attacks, exile target creature without flying or planeswalker controlled by the defending player until Devouring Skywing leaves play or another permanent is exiled in this way.
2/5
Elder of Sealing 3W
Creature — Human Cleric (U)
When Elder of Sealing enters the battlefield, put target creature or exiled card an opponent owns on the bottom of its owner’s library.
When Elder of Sealing leaves the battlefield, target opponent draws a card.
1/3
Haunting Traveller 2W
Creature — Spirit (C)
Vigilance
Haunt (When this creature dies, exile it haunting target creature.)
When the creature Haunting Traveller haunts attacks or block, tap it. It does not untap in its controller’s next untap step.
2/2
Prayers of the Penitent W
Instant (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prevent the next X damage that would be dealt to target you control creature this turn, where X is the tapped creature’s power. You gain X life.
Spawn of Keening Ages 2WW
Creature — Horror (R)
Lifelink
Slumber 2WW (2WW, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Keening Ages enters the battlefield, if it was cast from slumber, create five 1/1 black Cultist creature tokens.
3/4
Stillstone Ancient 3WWW
Creature — Giant Horror (U)
Slumber 2W (2W, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Stillstone Ancient goes to slumber, if it was put there from your hand, draw a card.
5/7
Yesh'ana, the Burdensome Yoke 4WWW
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may exile another target creature you control until the beginning of the next end step.
Slumber 2WW
As long as Yesh’ana slumbers or is on the battlefield, no more than one creature can attack and no more than one creature can block each combat.
3/7
Ancestry of the Depths 2UU
Enchantment — Aura (U)
Enchant creature with converted mana cost 4 or less
You control enchanted creature.
Enchanted creature is a Fish in addition to its other types and cannot be blocked by creature that share a color with it.
Bind in Eternity 1UU
Instant (U)
Counter target spell. If that spell is countered this way, put that card on the bottom of its owner’s library instead of into that player’s graveyard. Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
Darksea Ancient 3UUU
Creature — Kraken Horror (U)
Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Darksea Ancient goes to slumber, if it was put there from your hand, draw a card.
5/7
Denying Omen 1U
Instant (C)
Portend. Counter target non-creature spell unless its controller pays 1. If you revealed a card, counter that spell unless its controller pays X where X is the revealed card’s converted manacost.
Kre'skal, the Maddening Deep 4UUU
Legendary Creature — Elder God (M)
At the beginning of each opponent’s upkeep, tap target non-land permanent that player controls.
Slumber 2UU
As long as Kre’skal slumbers or is on the battlefield, whenever an opponent casts their second spell during a turn, counter that spell.
4/6
Mindbending Geometries 2U
Instant (C)
Target player reveals the top three cards of their library. Put one of those cards on the bottom of its owner’s library, and that player puts the rest back on top of their library in any order.
Draw a card.
Omen Shaman 3U
Creature — Bird Wizard (C)
Flying
When Omen Shaman enters the battlefield, portend (To portend, look at the top card of your library. You may reveal it or draw it.). If you reveal a card, put a +1/+1 counter on Omen Shaman.
2/2
Prayers of the Perceptive U
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Until the beginning of your next turn, target creature cannot attack, block or it activated abilities be activated unless its controller pays X, where X is the tapped creature’s power.
Spawn of Seizing Tides 2UU
Creature — Horror (R)
Flying
Slumber 2UU (2UU, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seizing Tides enters the battlefield, if it was cast from slumber, gain control of target creature.
4/3
Student of Banishments 2UU
Creature — Human Wizard (U)
When Student of Banishments enters the battlefield, return target creature to its owner’s hand. That player then shuffles a card from their hand into their library and draws a card.
2/2
Teeming Deep 4U
Sorcery (U)
Create a 1/1 blue Tentacle creature token for each instant and sorcery card in your graveyard.
Draw a card.
Eager Cultist 1B
Creature — Human Cultist (C)
When Eager Cultist dies, create a 2/2 black and red Horror creature token.
1/1
Haunting Horror 1BB
Creature — Horror (C)
Menace
Haunt (When this creature dies, exile it haunting target creature.)
The creature Haunting Horror haunts cannot attack or block alone.
3/1
It of Cursed Skin 2B
Creature — Horror (C)
When It of Cursed Skin dies, destroy each creature that dealt damage to it this turn.
2/2
Mireplague Ancient 3BBB
Creature — Insect Horror (U)
Slumber 2B (2B, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Mireplague Ancient goes to slumber, if it was put there from your hand, draw a card.
7/5
Nightmare Unending 2B
Creature — Nightmare (U)
Whenever a non-Nightmare creature you control dies, you may pay B. If you do, return Nightmare Unending from your graveyard to your hand.
2/2
Prayers of the Pernicious B
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Target player reveals X card from their hand, where X is the tapped creature’s power. You choose one of those cards. That player discards that card.
Shadowed Devourer 3BB
Creature — Squid Horror (R)
At the beginning of each end step, create a 1/1 blue Tentacle creature token for each non-token creature you controlled that died this turn.
Shadowed Devourer gets +1/+1 for each Tentacle your control.
Sacrifice three Tentacles: Return Shadowed Devourer from your graveyard to the battlefield tapped. Activate this ability only during your turn.
2/3
Spawn of Seven Agonies 2BB
Creature — Horror (R)
Flash
Slumber 2BB (2BB, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seven Agonies enters the battlefield, if it was cast from slumber, creatures you control get +1/+0 until the end of turn..
4/3
Stroggoth, the Hungering Void 4BBB
Legendary Creature — Elder God (M)
At the beginning of each upkeep, create a 1/1 black Cultist creature token.
Slumber 2BB
As long as Stroggoth slumbers or is on the battlefield, other creatures you control have “If this creature is attacking and would deal combat damage, you may instead exile that many cards from the defending player’s library.”
4/6
Will of the Sect 1B
Sorcery (C)
Target creature gets -2/-2. If you control a Cultist, destroy that creature instead.
ALT SLUMBER 3R
Creature (C)
Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Menace
When ALT SLUMBER enters the battlefield, if it was cast from slumber, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
4/3
Being of Revolution 1R
Creature — Elemental (U)
1, Sacrifice Being of Revolution: Choose one —
• Discard a card. If you do, draw two cards.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle their library.
2/2
Echofang 2R
Creature — Horror (C)
When Echofang enters the battlefield, it deals damage to target creature or planeswalker equal to the number of other creatures named Echofang you control plus the number of cards named Echofang in your graveyard.
A deck can have any number of cards named Echofang.
2/1
Flaring Darkfiend 3R
Creature — Horror (C)
Haste, trample
When Flaring Darkfiend enters the battlefield, add RRR.
At the beginning of the end step, sacrifice Flaring Darkfiend.
4/1
Furious Omen 1R
Instant (C)
Portend. Target creature gets +2/+0 and trample until the end of turn. If you revealed a card, it gets +X/+0, where X is the revealed card’s converted manacost.
Lashraxx, the Untempered Rage 4RRR
Legendary Creature — Elder God (M)
Attacking creatures you control are indestructible.
Slumber 2RR
As long as Lashraxx slumbers or is on the battlefield, creatures your opponents control must attack each combat if able.
7/3
Nightblaze Ancient 3RRR
Creature — Elemental Horror (U)
Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Nightblaze Ancient goes to slumber, if it was put there from your hand, draw a card.
8/4
Omen Charger 5R
Creature — Elemental (C)
Haste
When Omen Charger enters the battlefield, portend (To portend, look at the top card of your library. You may reveal it or draw it.). If you reveal a card, put a +1/+1 counter on Omen Charger.
4/4
Order of Aetherblades 2R
Creature — Human Warrior (C)
1R: Order of Aetherblades gains first strike until the end of turn.
If a creature dealt damage by Order of Aetherblades this turn would die, put it on the bottom of its owner’s library instead.
3/2
Prayers of the Passionate R
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prayers of the Passionate deals X damage to target creature or planeswalker, where X is the tapped creature’s power.
Screams of Lashraxx 1R
Instant (C)
Choose one or both—
• Target creature attacks this turn if able.
• Target creature cannot block this turn.
Spawn of Crimson Stars 2RR
Creature — Horror (R)
First Strike
Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Crimson Stars enters the battlefield, if it was cast from slumber, it deals 3 damage to each other creature.
4/3
7GG
Creature — Serpent (C)
This spell costs 1 less to cast for each Cultist you control.
Trample
7/6
1G
Creature — Human Cultist (C)
T: Add G
1/3
ALT SLUMBER 5G
Creature (C)
Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Hexproof
When ALT SLUMBER enters the battlefield, if it was cast from slumber, draw two cards.
4/4
Broodclaw Ancient 3GGG
Creature — Beast Horror (U)
Slumber 2G (2G, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Broodclaw Ancient goes to slumber, if it was put there from your hand, draw a card.
6/6
Devouring Mist 3GG
Creature — Elemental (U)
If Devouring Mist has not been the target of a spell this turn, prevent all damage that would be dealt to it.
6/2
Na'Tak'La, the Limitless Hive 4GGG
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may have another target creature you control fight target creature you don’t control.
Slumber 2GG
As long as Na’Tak’La slumbers or is on the battlefield, creatures you control have vigilance and trample.
6/4
Prayers of the Primitive G
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Look at the top X cards of your library, where X is the tapped creature’s power. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Primal Bind-Singer 2GG
Creature — Human Shaman (U)
Flash
If a card an opponent controls would be put into exile or would enter the battlefield from exile, put that card on the bottom of its owner’s library instead.
2/3
Primeval Spasm 2G
Sorcery (U)
Search your library for a basic land or Portal card and put it onto the battlefield tapped, then shuffle your library.
Spawn of Devouring Woods 2GG
Creature — Horror (R)
Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
As Spawn of Devouring Woods enters the battlefield, if it was cast from slumber, put a +1/+1 counter on each creature you control.
4/4
Swarms Without End 2G
Creature — Insect (C)
When Swarms Without End enters the battlefield, reveal the top six cards of your library. Put any number of cards revealed named Swarms Without End into your hand and the rest on the bottom of your library in a random order.
Swarms Without End gets +1/+1 for each other creature you control named Endless Swarms.
A deck can have any number of cards named Swarms Without End.
1/1
Unquiet Brush G
Creature — Plant Wall (C)
Defender
When Unquiet Brush dies, create a 1/1 green Insect creature token.
0/3
Whispers from the Woods G
Instant (C)
Prevent all combat damage that would be dealt to and by target attacking creature this turn.
3BR
Creature — Horror (U)
Haste, Deathtouch
When CARDNAME deals combat damage to a player or planeswalker, it deals damage to that player or planeswalker equal to the number of Horrors you control.
1/5
4GU
Creature — Ooze (U)
CARDNAME’s power and toughness are each equal to the total converted mana cost of other creatures you control.
*/*
BR
Creature — Human Cultist (U)
Horror creatures you control have haste and menace.
2/2
Chak'sh'lara, The Inversion 3GU
Legendary Creature — Elder Ooze (M)
Each creature assigns combat damage equal to its toughness rather than its power.
Lethal damage dealt to creatures is determined by their power rather than their toughness.
5/6
Eyes of the Web 3BG
Creature — Spider (U)
Reach
At the beginning of your upkeep, create a 1/1 black Cultist creature token.
Cultists you control get +1/+0.
2/4
Flame-Blind Seer UR
Creature — Human Cleric (U)
When you portend, Flame-Blind Seer deals 1 damage to each opponent. If you revealed a card, you may put the top card of your library onto the bottom of your library.
3/1
Flying Malignancy 1UB
Creature — Mutant Horror (U)
U: Flying Malignancy gets +1/+1 and gains flying until the end of turn. Activate this ability only once each turn.
B: Flying Malignancy gets +1/+1 and gains deathtouch until the end of turn. Activate this ability only once each turn.
1/2
Gate of Eldritch Storms RG
Sorcery (U)
Gate of Eldritch Storms deals damage to target creature or planeswalker equal to the number of slumbering creatures you own.
You may put a slumbering creature card you own onto the battlefield. That creature gains haste. Exile that creature at the beginning of the next end step or if it would leave the battlefield.
Nexus of the Unsleeping 1WB
Creature — Spirit (U)
When Nexus of the Unsleeping enters the battlefield, gain 1 life for each card you own haunting a creature.
When Nexus of the Unsleeping dies, you may put target card in exile with haunt that you own into your hand.
2/3
Slassasa, Maw and Fangs 4BG
Legendary Creature — Elder Snake (R)
As long as you control four or more Cultists, Slassasa, Maw and Fangs has hexproof.
Sacrifice X Cultists: Target creature gets -X/-X until the end of turn. Activate this ability only any time you could cast a sorcery.
Doomed Ibis 1W/UW/U
Creature — Bird Spirit (C)
Flying
When Doomed Ibis dies, scry 2. “A portent of blessing, disguised in a tragedy.”
2/1
Paired Sentries 1G/WG/W
Creature — Human Soldier (C)
Vigilance
When Paired Sentries enters the battlefield, create a 1/2 green and white Human Soldier creature token with vigilance.
1/2
Whisperer of Insanity 1U/BU/B
Creature — Human Wizard (C)
Flash
When Whisperer of Insanity enters the battlefield, target player mills two cards.
1/3
Flickering Tome 3
Artifact — Tome (C)
T: Add one mana of any color.
When Flickering Tome becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Flickering Tome and, if it has two or more insanity counters on it, choose an opponent to gain control of Flickering Tome.
Necroknowlycia 3
Legendary Artifact — Tome (M)
2, T: Put a creature card from your graveyard onto the battlefield. It gains haste, trample and deathtouch. Exile it at the beginning of the next end step. Activate this ability only any time you can cast a sorcery.
When Necroknowlycia becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Necroknowlycia and, if it has two or more insanity counters on it, exile all creatures you control and all cards from your graveyard.
Swiss Army Knife 2
Artifact — Equipment (U)
1: Until the beginning of your next turn, equipped creature gains your choice of haste, first strike, vigilance, trample or reach. Activate this ability only any time you could cast a sorcery and only once per turn.
Equip 1
Tome of Silent Screams 2
Artifact — Tome (U)
2, T: Draw a card.
When Tome of Silent Screams becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Tome of Silent Screams and, if it has two or more insanity counters on it, discard two cards.
Cairn of Crying Hands
Land — Portal (U)
Cairn of Crying Hands enters the battlefield tapped with a portal counter on it.
T: Add B.
3BB, T, Remove a portal counter from a land you control: Target opponent loses 2 life and you gain 2 life.
City of Wandering Lights
Land — Portal (U)
City of Wandering Lights enters the battlefield tapped with a portal counter on it.
T: Add W.
3WW, T, Remove a portal counter from a land you control: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
Garden of Restless Dreams
Land — Portal (U)
Garden of Restless Dreams enters the battlefield tapped with a portal counter on it.
T: Add G.
2GG, T, Remove a portal counter from a land you control: Target land you control becomes a 4/4 Elemental creature with haste. It’s still a land.
Pool of Blinding Murmurs
Land — Portal (U)
Pool of Blinding Murmurs enters the battlefield tapped with a portal counter on it.
T: Add U.
2UU, T, Remove a portal counter from a land you control: Tap target creature. It does not untap during its controller’s next untap step.
Spire of Grasping Winds
Land — Portal (U)
Spire of Grasping Winds enters the battlefield tapped with a portal counter on it.
T: Add R.
1RR, T, Remove a portal counter from a land you control: Target creature gains double strike and trample until the end of turn.
Unknowable Realms
Land — Portal (C)
Unknowable Realms enters the battlefield with a portal counter on it.
T: Add C.
1, T: Add one mana of any color.
First of all; great design. I'm in love with slumber and actually had a very similar mechanic I've posted awhile ago, but it wasn't as sleek as your own. Im probably going to steal it for some of my designs for my Cthulgu themed set if that is okay with you. Maybe we could collaborate?
Some of the slumber designs feel lazy though. Sure they're slowly recursive fatties that can win you the game; but if would be cooler if they had an ability that differed from just drawing a card. I'm also not sure if the wording is correct for visibility.
Yeah, I don't mind if you use any of my ideas for your set. I'll probably keep my set separate, but I'm glad to hear your input and give opinions on anything you want.
Wording wise, the visible thing more "reminder text wording" like how convoke says (Your creatures can help you cast this spell...). An actual comp rules entry would have to define it as basically a zone where it is face up to you, so in hand, in play, in graveyard, in exile but not exiled face down, or command zone, on top of your library if you have a courser of kruphix, things like that.
As to the slumber abilities, I wanted slumber to appear across all colors and was trying to establish a hierarchy of abilities between each rarity. The thing is, slumber is very useful after the creature has died/been exiled/etc, but I wanted there to be motivation to slumber from hand as well. Basically, I want there to be a reasonable choice between slumbering the creature when you draw it or casting it/holding it until you can.
For the uncommon ones, which really are just big vanilla fatties, the bonus is just basically cycling a card, so if you draw a slumber creature early you can get advantage of slumbering it, but that only works from hand so its not overpowered to keep recurring them.
The rare ones get a etb effect if they enter from slumber, along the lines of a reasonable rare instant/sorcery like Anger of the Gods
The mythics (the elder gods) have a static effect that affects the battlefield while they are slumbering or in play. The trickiest part about this was making the effects so they don't stack
I'm also thinking of putting "slumber" in as the RG draft archetype, so I may add some common ones in just those 2 colors that get some +1/+1 counters when they enter the battlefield.
Honestly slumber feels more like a Black/Blue and maybe green mechanic for draft archetypes.
As the uncommons, I understand you wanted to keep the power level lower, but maybe you could give them all a Slumber ability that resonates more with the color?
For example:
White: Gain 3 life
Blue: Draw a card
Black: each opponent discard a card.
Red: deal 2 damage?
Green: Counters or destroy an artifact or enchantment? Ramp would also be cool.
I'd thought about varying the effects, but I'm looking at this like the thriving creatures in kaladesh, where you don't have to spend a lot of brain space keeping track of what they can do because they're all mostly the same.
Quick question about the slumber mechanic. Do you exile the card face up or face down? If it’s face up, do you intend to have reoccurring slumber in exile?
Unless an effect specifies that a card is exiled face down, cards that are exiled are face up.
Yes, the intention with slumber is that the creature can get itself back from almost anywhere by going to slumber first. It will probably be difficult to balance, but I'm at most ever going to play this set for limited and there will be answers in limited (already some above) to deal with slumberers.
So, if your creature dies, slumber it from the graveyard. If your creature get Pathed, it is in exile already but you can activate the ability to make it slumbering so you can cast it again later.
You could theoretically slumber creature that is already slumbering, but there wouldn't be any advantage to doing it. The only triggers that care about going into slumber will be from the hand, because slumbering from elsewhere is already effective card advantage.
Actually, now that I've thought a bit more, the abilities that trigger on "going to slumber" won't trigger if the ability is activated on a creature that is already slumbering. that solves the issue of "going to" abilities just being activated over and over, and makes logical sense since the creature is already slumbering and isn't "going" anywhere.
Even though Slumber is a recursive ability, and those are often times powerful, it is a pretty big mana investment each time you do it, which I feel like is a good balance. I like that.
Full Spoiler List for Horrors of Scarreth
Binding Sigil 1WW
Enchantment — Aura (C)
Enchant creature
Enchanted creature cannot attack, block, or be sacrificed and its activated abilities cannot be activated.
Devouring Skywing 2WW
Creature — Bird Nightmare (R)
Flying
When Devouring Skywing attacks, exile target creature without flying or planeswalker controlled by the defending player until Devouring Skywing leaves play or another permanent is exiled in this way.
2/5
Elder of Sealing 3W
Creature — Human Cleric (U)
When Elder of Sealing enters the battlefield, put target creature or exiled card an opponent owns on the bottom of its owner’s library.
When Elder of Sealing leaves the battlefield, target opponent draws a card.
1/3
Haunting Traveller 2W
Creature — Spirit (C)
Vigilance
Haunt (When this creature dies, exile it haunting target creature.)
When the creature Haunting Traveller haunts attacks or block, tap it. It does not untap in its controller’s next untap step.
2/2
Prayers of the Penitent W
Instant (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prevent the next X damage that would be dealt to target you control creature this turn, where X is the tapped creature’s power. You gain X life.
Spawn of Keening Ages 2WW
Creature — Horror (R)
Lifelink
Slumber 2WW (2WW, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Keening Ages enters the battlefield, if it was cast from slumber, create five 1/1 black Cultist creature tokens.
3/4
Stillstone Ancient 3WWW
Creature — Giant Horror (U)
Slumber 2W (2W, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Stillstone Ancient goes to slumber, if it was put there from your hand, draw a card.
5/7
Yesh'ana, the Burdensome Yoke 4WWW
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may exile another target creature you control until the beginning of the next end step.
Slumber 2WW
As long as Yesh’ana slumbers or is on the battlefield, no more than one creature can attack and no more than one creature can block each combat.
3/7
Ancestry of the Depths 2UU
Enchantment — Aura (U)
Enchant creature with converted mana cost 4 or less
You control enchanted creature.
Enchanted creature is a Fish in addition to its other types and cannot be blocked by creature that share a color with it.
Bind in Eternity 1UU
Instant (U)
Counter target spell. If that spell is countered this way, put that card on the bottom of its owner’s library instead of into that player’s graveyard. Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
Darksea Ancient 3UUU
Creature — Kraken Horror (U)
Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Darksea Ancient goes to slumber, if it was put there from your hand, draw a card.
5/7
Denying Omen 1U
Instant (C)
Portend. Counter target non-creature spell unless its controller pays 1. If you revealed a card, counter that spell unless its controller pays X where X is the revealed card’s converted manacost.
Kre'skal, the Maddening Deep 4UUU
Legendary Creature — Elder God (M)
At the beginning of each opponent’s upkeep, tap target non-land permanent that player controls.
Slumber 2UU
As long as Kre’skal slumbers or is on the battlefield, whenever an opponent casts their second spell during a turn, counter that spell.
4/6
Mindbending Geometries 2U
Instant (C)
Target player reveals the top three cards of their library. Put one of those cards on the bottom of its owner’s library, and that player puts the rest back on top of their library in any order.
Draw a card.
Omen Shaman 3U
Creature — Bird Wizard (C)
Flying
When Omen Shaman enters the battlefield, portend (To portend, look at the top card of your library. You may reveal it or draw it.). If you reveal a card, put a +1/+1 counter on Omen Shaman.
2/2
Prayers of the Perceptive U
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Until the beginning of your next turn, target creature cannot attack, block or it activated abilities be activated unless its controller pays X, where X is the tapped creature’s power.
Spawn of Seizing Tides 2UU
Creature — Horror (R)
Flying
Slumber 2UU (2UU, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seizing Tides enters the battlefield, if it was cast from slumber, gain control of target creature.
4/3
Student of Banishments 2UU
Creature — Human Wizard (U)
When Student of Banishments enters the battlefield, return target creature to its owner’s hand. That player then shuffles a card from their hand into their library and draws a card.
2/2
Teeming Deep 4U
Sorcery (U)
Create a 1/1 blue Tentacle creature token for each instant and sorcery card in your graveyard.
Draw a card.
Eager Cultist 1B
Creature — Human Cultist (C)
When Eager Cultist dies, create a 2/2 black and red Horror creature token.
1/1
Haunting Horror 1BB
Creature — Horror (C)
Menace
Haunt (When this creature dies, exile it haunting target creature.)
The creature Haunting Horror haunts cannot attack or block alone.
3/1
It of Cursed Skin 2B
Creature — Horror (C)
When It of Cursed Skin dies, destroy each creature that dealt damage to it this turn.
2/2
Mireplague Ancient 3BBB
Creature — Insect Horror (U)
Slumber 2B (2B, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Mireplague Ancient goes to slumber, if it was put there from your hand, draw a card.
7/5
Nightmare Unending 2B
Creature — Nightmare (U)
Whenever a non-Nightmare creature you control dies, you may pay B. If you do, return Nightmare Unending from your graveyard to your hand.
2/2
Prayers of the Pernicious B
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Target player reveals X card from their hand, where X is the tapped creature’s power. You choose one of those cards. That player discards that card.
Shadowed Devourer 3BB
Creature — Squid Horror (R)
At the beginning of each end step, create a 1/1 blue Tentacle creature token for each non-token creature you controlled that died this turn.
Shadowed Devourer gets +1/+1 for each Tentacle your control.
Sacrifice three Tentacles: Return Shadowed Devourer from your graveyard to the battlefield tapped. Activate this ability only during your turn.
2/3
Spawn of Seven Agonies 2BB
Creature — Horror (R)
Flash
Slumber 2BB (2BB, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Seven Agonies enters the battlefield, if it was cast from slumber, creatures you control get +1/+0 until the end of turn..
4/3
Stroggoth, the Hungering Void 4BBB
Legendary Creature — Elder God (M)
At the beginning of each upkeep, create a 1/1 black Cultist creature token.
Slumber 2BB
As long as Stroggoth slumbers or is on the battlefield, other creatures you control have “If this creature is attacking and would deal combat damage, you may instead exile that many cards from the defending player’s library.”
4/6
Will of the Sect 1B
Sorcery (C)
Target creature gets -2/-2. If you control a Cultist, destroy that creature instead.
ALT SLUMBER 3R
Creature (C)
Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Menace
When ALT SLUMBER enters the battlefield, if it was cast from slumber, gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
4/3
Being of Revolution 1R
Creature — Elemental (U)
1, Sacrifice Being of Revolution: Choose one —
• Discard a card. If you do, draw two cards.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle their library.
2/2
Echofang 2R
Creature — Horror (C)
When Echofang enters the battlefield, it deals damage to target creature or planeswalker equal to the number of other creatures named Echofang you control plus the number of cards named Echofang in your graveyard.
A deck can have any number of cards named Echofang.
2/1
Flaring Darkfiend 3R
Creature — Horror (C)
Haste, trample
When Flaring Darkfiend enters the battlefield, add RRR.
At the beginning of the end step, sacrifice Flaring Darkfiend.
4/1
Furious Omen 1R
Instant (C)
Portend. Target creature gets +2/+0 and trample until the end of turn. If you revealed a card, it gets +X/+0, where X is the revealed card’s converted manacost.
Lashraxx, the Untempered Rage 4RRR
Legendary Creature — Elder God (M)
Attacking creatures you control are indestructible.
Slumber 2RR
As long as Lashraxx slumbers or is on the battlefield, creatures your opponents control must attack each combat if able.
7/3
Nightblaze Ancient 3RRR
Creature — Elemental Horror (U)
Slumber 2R (2R, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Nightblaze Ancient goes to slumber, if it was put there from your hand, draw a card.
8/4
Omen Charger 5R
Creature — Elemental (C)
Haste
When Omen Charger enters the battlefield, portend (To portend, look at the top card of your library. You may reveal it or draw it.). If you reveal a card, put a +1/+1 counter on Omen Charger.
4/4
Order of Aetherblades 2R
Creature — Human Warrior (C)
1R: Order of Aetherblades gains first strike until the end of turn.
If a creature dealt damage by Order of Aetherblades this turn would die, put it on the bottom of its owner’s library instead.
3/2
Prayers of the Passionate R
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Prayers of the Passionate deals X damage to target creature or planeswalker, where X is the tapped creature’s power.
Screams of Lashraxx 1R
Instant (C)
Choose one or both—
• Target creature attacks this turn if able.
• Target creature cannot block this turn.
Spawn of Crimson Stars 2RR
Creature — Horror (R)
First Strike
Slumber 2RR (2RR, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Spawn of Crimson Stars enters the battlefield, if it was cast from slumber, it deals 3 damage to each other creature.
4/3
7GG
Creature — Serpent (C)
This spell costs 1 less to cast for each Cultist you control.
Trample
7/6
1G
Creature — Human Cultist (C)
T: Add G
1/3
ALT SLUMBER 5G
Creature (C)
Slumber 2U (2U, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
Hexproof
When ALT SLUMBER enters the battlefield, if it was cast from slumber, draw two cards.
4/4
Broodclaw Ancient 3GGG
Creature — Beast Horror (U)
Slumber 2G (2G, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
When Broodclaw Ancient goes to slumber, if it was put there from your hand, draw a card.
6/6
Devouring Mist 3GG
Creature — Elemental (U)
If Devouring Mist has not been the target of a spell this turn, prevent all damage that would be dealt to it.
6/2
Na'Tak'La, the Limitless Hive 4GGG
Legendary Creature — Elder God (M)
At the beginning of your upkeep, you may have another target creature you control fight target creature you don’t control.
Slumber 2GG
As long as Na’Tak’La slumbers or is on the battlefield, creatures you control have vigilance and trample.
6/4
Prayers of the Primitive G
Sorcery (C)
As an additional cost to cast this spell, tap an untapped creature you control.
Look at the top X cards of your library, where X is the tapped creature’s power. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Primal Bind-Singer 2GG
Creature — Human Shaman (U)
Flash
If a card an opponent controls would be put into exile or would enter the battlefield from exile, put that card on the bottom of its owner’s library instead.
2/3
Primeval Spasm 2G
Sorcery (U)
Search your library for a basic land or Portal card and put it onto the battlefield tapped, then shuffle your library.
Spawn of Devouring Woods 2GG
Creature — Horror (R)
Slumber 2GG (2GG, exile this card from any zone where it is visible: You may cast this card normally as long as it slumbers. Slumber as a sorcery.)
As Spawn of Devouring Woods enters the battlefield, if it was cast from slumber, put a +1/+1 counter on each creature you control.
4/4
Swarms Without End 2G
Creature — Insect (C)
When Swarms Without End enters the battlefield, reveal the top six cards of your library. Put any number of cards revealed named Swarms Without End into your hand and the rest on the bottom of your library in a random order.
Swarms Without End gets +1/+1 for each other creature you control named Endless Swarms.
A deck can have any number of cards named Swarms Without End.
1/1
Unquiet Brush G
Creature — Plant Wall (C)
Defender
When Unquiet Brush dies, create a 1/1 green Insect creature token.
0/3
Whispers from the Woods G
Instant (C)
Prevent all combat damage that would be dealt to and by target attacking creature this turn.
3BR
Creature — Horror (U)
Haste, Deathtouch
When CARDNAME deals combat damage to a player or planeswalker, it deals damage to that player or planeswalker equal to the number of Horrors you control.
1/5
4GU
Creature — Ooze (U)
CARDNAME’s power and toughness are each equal to the total converted mana cost of other creatures you control.
*/*
BR
Creature — Human Cultist (U)
Horror creatures you control have haste and menace.
2/2
Chak'sh'lara, The Inversion 3GU
Legendary Creature — Elder Ooze (M)
Each creature assigns combat damage equal to its toughness rather than its power.
Lethal damage dealt to creatures is determined by their power rather than their toughness.
5/6
Eyes of the Web 3BG
Creature — Spider (U)
Reach
At the beginning of your upkeep, create a 1/1 black Cultist creature token.
Cultists you control get +1/+0.
2/4
Flame-Blind Seer UR
Creature — Human Cleric (U)
When you portend, Flame-Blind Seer deals 1 damage to each opponent. If you revealed a card, you may put the top card of your library onto the bottom of your library.
3/1
Flying Malignancy 1UB
Creature — Mutant Horror (U)
U: Flying Malignancy gets +1/+1 and gains flying until the end of turn. Activate this ability only once each turn.
B: Flying Malignancy gets +1/+1 and gains deathtouch until the end of turn. Activate this ability only once each turn.
1/2
Gate of Eldritch Storms RG
Sorcery (U)
Gate of Eldritch Storms deals damage to target creature or planeswalker equal to the number of slumbering creatures you own.
You may put a slumbering creature card you own onto the battlefield. That creature gains haste. Exile that creature at the beginning of the next end step or if it would leave the battlefield.
Nexus of the Unsleeping 1WB
Creature — Spirit (U)
When Nexus of the Unsleeping enters the battlefield, gain 1 life for each card you own haunting a creature.
When Nexus of the Unsleeping dies, you may put target card in exile with haunt that you own into your hand.
2/3
Slassasa, Maw and Fangs 4BG
Legendary Creature — Elder Snake (R)
As long as you control four or more Cultists, Slassasa, Maw and Fangs has hexproof.
Sacrifice X Cultists: Target creature gets -X/-X until the end of turn. Activate this ability only any time you could cast a sorcery.
Ambushing Arachnid 2R/GR/G
Creature — Spider (C)
Haste, Reach
2/4
Doomed Ibis 1W/UW/U
Creature — Bird Spirit (C)
Flying
When Doomed Ibis dies, scry 2.
“A portent of blessing, disguised in a tragedy.”
2/1
Paired Sentries 1G/WG/W
Creature — Human Soldier (C)
Vigilance
When Paired Sentries enters the battlefield, create a 1/2 green and white Human Soldier creature token with vigilance.
1/2
Raging Disciple 1B/RB/R
Creature — Cultist Horror (C)
Menace
Raging Disciple cannot block.
4/2
Whisperer of Insanity 1U/BU/B
Creature — Human Wizard (C)
Flash
When Whisperer of Insanity enters the battlefield, target player mills two cards.
1/3
Flickering Tome 3
Artifact — Tome (C)
T: Add one mana of any color.
When Flickering Tome becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Flickering Tome and, if it has two or more insanity counters on it, choose an opponent to gain control of Flickering Tome.
Necroknowlycia 3
Legendary Artifact — Tome (M)
2, T: Put a creature card from your graveyard onto the battlefield. It gains haste, trample and deathtouch. Exile it at the beginning of the next end step. Activate this ability only any time you can cast a sorcery.
When Necroknowlycia becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Necroknowlycia and, if it has two or more insanity counters on it, exile all creatures you control and all cards from your graveyard.
Swiss Army Knife 2
Artifact — Equipment (U)
1: Until the beginning of your next turn, equipped creature gains your choice of haste, first strike, vigilance, trample or reach. Activate this ability only any time you could cast a sorcery and only once per turn.
Equip 1
Tome of Silent Screams 2
Artifact — Tome (U)
2, T: Draw a card.
When Tome of Silent Screams becomes tapped, flip a coin. If you lose the flip, put an insanity counter on Tome of Silent Screams and, if it has two or more insanity counters on it, discard two cards.
Cairn of Crying Hands
Land — Portal (U)
Cairn of Crying Hands enters the battlefield tapped with a portal counter on it.
T: Add B.
3BB, T, Remove a portal counter from a land you control: Target opponent loses 2 life and you gain 2 life.
City of Wandering Lights
Land — Portal (U)
City of Wandering Lights enters the battlefield tapped with a portal counter on it.
T: Add W.
3WW, T, Remove a portal counter from a land you control: Return target creature card with converted mana cost 2 or less from your graveyard to the battlefield.
Garden of Restless Dreams
Land — Portal (U)
Garden of Restless Dreams enters the battlefield tapped with a portal counter on it.
T: Add G.
2GG, T, Remove a portal counter from a land you control: Target land you control becomes a 4/4 Elemental creature with haste. It’s still a land.
Pool of Blinding Murmurs
Land — Portal (U)
Pool of Blinding Murmurs enters the battlefield tapped with a portal counter on it.
T: Add U.
2UU, T, Remove a portal counter from a land you control: Tap target creature. It does not untap during its controller’s next untap step.
Spire of Grasping Winds
Land — Portal (U)
Spire of Grasping Winds enters the battlefield tapped with a portal counter on it.
T: Add R.
1RR, T, Remove a portal counter from a land you control: Target creature gains double strike and trample until the end of turn.
Unknowable Realms
Land — Portal (C)
Unknowable Realms enters the battlefield with a portal counter on it.
T: Add C.
1, T: Add one mana of any color.
Some of the slumber designs feel lazy though. Sure they're slowly recursive fatties that can win you the game; but if would be cooler if they had an ability that differed from just drawing a card. I'm also not sure if the wording is correct for visibility.
I'll rethink some ideas to brew for the design.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Wording wise, the visible thing more "reminder text wording" like how convoke says (Your creatures can help you cast this spell...). An actual comp rules entry would have to define it as basically a zone where it is face up to you, so in hand, in play, in graveyard, in exile but not exiled face down, or command zone, on top of your library if you have a courser of kruphix, things like that.
As to the slumber abilities, I wanted slumber to appear across all colors and was trying to establish a hierarchy of abilities between each rarity. The thing is, slumber is very useful after the creature has died/been exiled/etc, but I wanted there to be motivation to slumber from hand as well. Basically, I want there to be a reasonable choice between slumbering the creature when you draw it or casting it/holding it until you can.
For the uncommon ones, which really are just big vanilla fatties, the bonus is just basically cycling a card, so if you draw a slumber creature early you can get advantage of slumbering it, but that only works from hand so its not overpowered to keep recurring them.
The rare ones get a etb effect if they enter from slumber, along the lines of a reasonable rare instant/sorcery like Anger of the Gods
The mythics (the elder gods) have a static effect that affects the battlefield while they are slumbering or in play. The trickiest part about this was making the effects so they don't stack
I'm also thinking of putting "slumber" in as the RG draft archetype, so I may add some common ones in just those 2 colors that get some +1/+1 counters when they enter the battlefield.
As the uncommons, I understand you wanted to keep the power level lower, but maybe you could give them all a Slumber ability that resonates more with the color?
For example:
White: Gain 3 life
Blue: Draw a card
Black: each opponent discard a card.
Red: deal 2 damage?
Green: Counters or destroy an artifact or enchantment? Ramp would also be cool.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
Yes, the intention with slumber is that the creature can get itself back from almost anywhere by going to slumber first. It will probably be difficult to balance, but I'm at most ever going to play this set for limited and there will be answers in limited (already some above) to deal with slumberers.
So, if your creature dies, slumber it from the graveyard. If your creature get Pathed, it is in exile already but you can activate the ability to make it slumbering so you can cast it again later.
The only triggers that care about going into slumber will be from the hand, because slumbering from elsewhere is already effective card advantage.Actually, now that I've thought a bit more, the abilities that trigger on "going to slumber" won't trigger if the ability is activated on a creature that is already slumbering. that solves the issue of "going to" abilities just being activated over and over, and makes logical sense since the creature is already slumbering and isn't "going" anywhere.
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries