This set as a big tricolor theme and also a nonbasic land&fortifications theme (darksteel garrison for reference). It is meant to be commander-drafted (so playing in 4 players at 40 life) without any partner or similar shenanigans. Players will open 4 packs instead of 3.
This is the skeleton of the set
81 commons
16 colorless
12 white
12 blue
12 black
12 red
12 green
5 multicolors
100 uncommons
15 colorless
12 white
12 blue
12 black
12 red
12 green
25 multicolors
60 rares
10 colorless
5 white
5 blue
5 black
5 red
5 green
25 multicolors
20 mitics
5 colorless (maybe 1 will be pentacolor)
1 white
1 blue
1 black
1 red
1 green
10 multicolors
There will also be a bonus sheet made of 80 cards: 40 will be tricolor legendary creatures (20 rares and 20 mythics) and 40 will be fortifications and nonbasic lands (from various rarities). This will strenghten the set's themes.
I'm trying to follow the new set design rules made after the cancellation of draft boosters. That means less common and a "list" (in my case the bonus sheet) of extra cards appearing in the set.
I will edit the post as long as i create the cards
EDIT: map of the world
It's kinda messy, but gives the idea
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
First cards designed will be a cycle of tricolor legendaries. 2 rares and 2 mythics for five tricolor combinations: jeskai, naya, sultai, abzan and grixis.
These legends will be the foundation of the commander draft, but will be accompanied by other 20-25 legendary creatures (most of them bicolor) designed after.
The first combination is jeskai, in this set called KRAM
Kram is all about technology and progress, so its themes are Fortifications and nonbasic lands. The gameplan is mainly control one, aiming to accumulate resources through the combination of nonbasic lands and fortifications to outlast your opponents and win. These are the legendaries:
I hope that the mythic ones are not too strong and i think that the rare one is a little weak.
I have not yet a good idea for the last legendary. Maybe something that sacrificies nonbasic lands for big tokens. I'm accepting suggestions.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Unfortunately, UX03 doesn't work the way you want it to for "Commander Damage". From a rules standpoint, there is no such thing as "commander damage", but rather a rule that "a player who has been dealt 21 damage by any commander loses the game". While the intention of your card is understandable, the templating for it to work doesn't exist outside of it being a silver/acorn type design.
On a larger scale, if your intention is designing for a commander draft, you should be fine basing your plans on the 20 draft pack model. There's not a new commander draft set in the expected future, so no indication how the draft/set/play booster model would effect those types of products.
My only concern for you is that fortifications (even with a reconfigure type riff) are incredibly narrow for usable and game relevant design space. I think you will likely have a difficult time finding enough depth to make a full theme for your set around them.
Unfortunately, UX03 doesn't work the way you want it to for "Commander Damage". From a rules standpoint, there is no such thing as "commander damage", but rather a rule that "a player who has been dealt 21 damage by any commander loses the game". While the intention of your card is understandable, the templating for it to work doesn't exist outside of it being a silver/acorn type design.
Isn't any way for it to work? Because it's quite important for the design
On a larger scale, if your intention is designing for a commander draft, you should be fine basing your plans on the 20 draft pack model. There's not a new commander draft set in the expected future, so no indication how the draft/set/play booster model would effect those types of products.
That's why i'm following Karlov Manor skeleton and i will follow Karlov Manor booster composition
By drating 4 boosters of 15 cards, the number of total cards will be same as drafting 3 booster of 20 cards. The extra rares from the bonus sheet will also make it similar to drafting double-rares booster. Or at least that's my idea. Thos way it can also be drafted as a normal set, or the booster can be mixed with the next set i'll make to create a superchaotic experience where all the tricolor combination are represented.
My only concern for you is that fortifications (even with a reconfigure type riff) are incredibly narrow for usable and game relevant design space. I think you will likely have a difficult time finding enough depth to make a full theme for your set around them.
The theme of set is Technology VS nature, which is mechanically manifested by fortifications, but also land manipulation and basic lands matter. Fortification is just the central theme of Kram, but they will no be important for the green factions.
Still, colorless fortifications (and nonbasic lands) will help the whole draft because of color identity.
updated UX03, i'm quite satisfied now (well, except for the ruling). Also made the other legendary
I think the Kram face legendaries are good, they represent the faction's theme while also providing many different playstyle.
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
The commander pack structure is built around a few considerations: Two cards per pick, 2 legends guaranteed per pack plus the usual spread of rarities. I imagine the next time we get a commander draft product it will still have 20 card packs, but with some extra variance in rarities and maybe a basic land slot to bring them in line with play boosters.
I would just change "UX03" to a vehicle. You can make the crew cost something like "Tap a basic land".
I'm thinking something similar to
Crew: Tap a basic land
"UX03 gets +1/+1 for each artifact creature you control."
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3 horizon canopy
2 full art damnation
I would just change "UX03" to a vehicle. You can make the crew cost something like "Tap a basic land".
That could work, but it would fondamentally change one main thing: you don't have a Fortification in your command zone anymore.
I'm thinking about two solutions:
- keep it as it is. It's still not an official card, i can make it so it works in my set.
- give the fortified land double strike. Dealing 21 commander damage eliminates a player exactly as dealing 40 damage, so doubling the land's damage would keep it worthy. It's a big buff tho.
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
I would just change "UX03" to a vehicle. You can make the crew cost something like "Tap a basic land".
That could work, but it would fondamentally change one main thing: you don't have a Fortification in your command zone anymore.
I'm thinking about two solutions:
- keep it as it is. It's still not an official card, i can make it so it works in my set.
- give the fortified land double strike. Dealing 21 commander damage eliminates a player exactly as dealing 40 damage, so doubling the land's damage would keep it worthy. It's a big buff tho.
I think I figured it out.
Add the text: "As long as UX03 is not fortified, its not a creature."
Does that fit within the rules?
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pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
The second combination is naya, in this set called UMYUK
Umyuk is the opposite of Kram. Umyuk people are all about living in the nature, being part of the ecosystem, both as predators and as preys. So they are all about basic lands.
This faction mechanic is "Uncontaminated", which means "spend only mana produced by basic lands to cast this spell". It's basically Imperiosaur: the mechanic.
Since making a whole faction about a drawback mechanic sucks, Uncontaminated won't be as prevalent as other mechanics, it's just here to enforce the basic-lands-matter theme. The theme will be executed by other, more lax effects.
The gameplan is to ramp basic lands. You can either ramp into fatties (representing dangerous predators) or into small, efficient creatures (representing the Umyuk hunters). To make weenie aggro viable in a commander environment, these creatures will be extremely keyword efficient. Think like Swiftblade Vindicator being a big subtheme in this faction.
To help the small creatures, there will also be an aura subtheme. This will link the Umyuk cards with the abzan cards (abzan is enchatress).
These are the legendaries:
I'm really happy with the naya legends honestly. They are all flexible enough to be built in different ways, letting you use every card and every subtheme of the faction. But they can also be built around with highly synergistic cards.
My only doubt is Cantovenator, i think it's too pushed.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Payoff for Rokudo is a little bit weak. I would have it add a counter for each different basic land type used to cast. (ex if you tap mountain and 2 forests, it gets two +1/+1 counters).
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pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Payoff for Rokudo is a little bit weak. I would have it add a counter for each different basic land type used to cast. (ex if you tap mountain and 2 forests, it gets two +1/+1 counters).
Note that Rokudo can trigger himself, entering as a 3/3 menace trample. But yeah, maybe i should switch him and Melara for the rarity.
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
The third combination is abzan, in this set called QUALLINAR
Quallinar is a mystic forest inhabited by elves, but also dryads, avatars, spirits and other magical creatures. They have been isolated for centuries, but now Kram can dispel their magic wards and is ready to attack the ancient forest.
The faction mechanic is Constellation. Pretty simple. There is also a pretty strong Elf tribal theme.
The faction gameplan is aggro midrange, using abzan attrition cards to transition into lategame successfully.
These are the legendaries:
Abzan legendaries are very different fron nayan ones. They are way more different and specialized. Idk if that's good for the draft environment, but i like them. Skittik is the long lost brother from another mother of Cantovenator, i hope it is not too strong too.
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Is the intention with Layleva that you get the Elf when you choose not to mill, or when you mill but don’t return a land? The multiple If-then statements make that ambiguous.
For Kristik, note that granting Ward in response to a spell or ability targeting it doesn’t do anything - ward is a triggered ability that triggers of being targeted so once the spell or ability is on the stack getting ward afterwards is too later for it to trigger.
Is the intention with Layleva that you get the Elf when you choose not to mill, or when you mill but don’t return a land? The multiple If-then statements make that ambiguous.
Mmmh you are right. Any way to word it better? The idea is that the sacrifice and the mill ability are a may. If you fail to return something after milling, at least you get an elf back
For Kristik, note that granting Ward in response to a spell or ability targeting it doesn’t do anything - ward is a triggered ability that triggers of being targeted so once the spell or ability is on the stack getting ward afterwards is too later for it to trigger.
Damn i guess you are right. Any way for it to work? Should it be a triggered ability when targeted?
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
The fourth combination is sultai, in this set called DEEPTRENCH
Deeptrench is a really deep sea. In the dark depths countless, enourmous sea monsters swim and feed. Deeptrench include a mangove swamp inhabited by merfolk. Those merfolks cultivates algae and plancton to keep the monsters sated and peaceful... until they need them.
The faction theme is SEA MONSTERS! SEA MONSTERS FOR EVERYONE!
There is also flood counters. In this set, flood counters now automatically have the ruling "A land with a flood counter is an Island in addition to its other types".
There is also a big plant subtheme. Plant tokens are used to survive early game and can be sacrificed for resources.
The faction gameplan is aggro battlecruiser, surviving the early game to steamroll late game with powerful sea monsters.
These are the legendaries:
Sultai legendaries are all monothematic, they all play around sea monsters. BUT they all play with them in a different way. You have go tall/voltron, go wide, support and reanimator.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
The last combination is grixis, in this set called KHORR
Khorr is a arid desert. It was home of ancient, powerful kingdoms, but now every natural resources is depleted. Pirates inhabit the land, using magic to navigate the sands as they were water.
The faction theme is Deserts and drought counters. Drought counters have the rulings ""A land with a flood counter is Desert and the ability "T: Add 1" and loses all its other types and abilities".
Flood counters are also present in this faction. There is also a pirate tribal theme and a small treasure subtheme.
The faction gameplan is disruption control, messing with the opponents' lands and winning with evasive creatures.
These are the legendaries:
Grixis legendaries where extremely hard to make, i hope they are good and fun enough.
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Now that the main commanders are ready, i will start to work with the commons.
But first, a little presentation for the last two mechanics. They are general mechanics, not tied to a specific faction.
Storage X (This land enters the battlefield with X storage counters.)
This ability appears on nonbasic lands, because they will often require storage counters to be activated. Those counters are a powerful resource and there will be plenty of ways to interact with them.
Landmass X: If you control X lands, -effect-
Landmass can become Basic Landmass, Forestmass, Islandmass, Desertmass and so on.
This mechanic will be extremely useful to turn draft chaff into something relevant even in late game. It's a way to have strong, efficient creatures while keeping the costs low.
I'm thinking to add Landcycling too but i'm not sure. Maybe there are already too many mechanics?
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Now that you've shown off these marquee cards, the meat and potatoes of the set are the commons. How can you show the way you intent to flesh these factions out in a way that wil be playable and allow for a lot of depth in design?
As a note, posting your future designs as text rather than image files - especially for large batches of cards - will make it easier for people to read and respond to your designs.
FYI, daruda will also put stun counters on your lands the way its worded. Was that your intent?
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pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
FYI, daruda will also put stun counters on your lands the way its worded. Was that your intent?
Yep, it's a drawing because it is strong. The supposed gameplan with him is to turn your island into desert with drought counter and avoid the drawback while also triggering Desertmass. You can also play land untappers.
Now that you've shown off these marquee cards, the meat and potatoes of the set are the commons. How can you show the way you intent to flesh these factions out in a way that wil be playable and allow for a lot of depth in design?
Idk if i will start with the white common or the colorless common (probably the latter). I'm still refining the skeleton to decide the exact number of multicolored and colorless cards. I'm feeling a little short on land and fortification space.
As a note, posting your future designs as text rather than image files - especially for large batches of cards - will make it easier for people to read and respond to your designs.
Oh, that is extremely bothersome but i'm gonna try
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Crystal Expanse
Land - Desert T: Add C.
When Crystal Expanse is put into a graveyard from the battlefield, draw a card.
Development Site*
Land T: Add C. T: Add CC. Activate this ability only if Development Site is fortified.
Exploited Reaches
Land - Desert
When Exploited Reaches enters the battlefield, create a tapped Treasure token. T: Add C.
Fertile Wastes
Land - Desert T: Add C. T, pay 1 life: Untap target basic land
Harsh Tundra*
Snow Land - Desert
When Harsh Tundra enters the battlefield, scry 1. T: Add C.
Historical Archives*
Land T: Add C. T: Add one mana of any color. Spend this mana only to cast a legendary spell or to activate an ability of a legendary permanent.
Mana Storage*
Land
Storage 1 T: Add C.
Removage a storage counter, T: Add one mana of any color.
Mining City*
Land
When Mining City enters the battlefield, tap target untapped land you control and put a drought counter on it. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.) T: Add one mana of any color.
UNCOMMON LAND 5/10
Caravan Way
Land - Desert
Storage 1 (This permanent enters the battlefield with one storage counter.) T: Add C. 2, T, remove a storage counter from Caravan Way: Draw a card.
Desolated Battlefield
Land - Desert T: Add C. 3, T, Sacrifice Desolated Battlefield: Destroy target nonbasic land. Its controller creates a Treasure token.
Private Wunderkammer*
Land
Storage 1 (This permanent enters the battlefield with one storage counter.) T: Add C for every storage counter on Private Wunderkammer.
Rainbow Cavern*
Land - Cave T: Add C. T: Add one mana of any color. Activate this ability only if Rainbow Cavern is fortified or enchanted.
Secret Room*
Land
Hexproof
T: Add C.
*present in the bonus sheet, for an increased chance of opening them
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Update the previous post with lands.
Now colorless commons, the fortifications plus a creature
COMMON 8/8
Animating Matrix1
Artifact - Fortification XX: Fortified land become a X/X creature until end of turn. It’s still a land.
Fortify 1
Bustling Port2
Artifact - Fortification
Fortified land has “2, T: Put a Storage counter on this land.”
Fortify 2
City SHield1
Artifact - Fortification
Fortified land has hexproof.
Fortify 3
Landscape Accelerator1
Artifact - Fortification
Whenever you tap fortified land, choose one —
• Remove a counter from fortied land.
• Choose a counter on fortified land. Add another counter of that type on fortified land.
Fortify 3
Mana Refinery2
Artifact - Fortification
Fortified land has “T: Add one mana of any color”.
Fortify 1
Ore Extractor3
Artifact - Fortification
Whenever Ore Extractor becomes assigned to a land, put a drought counter on that land. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
Fortified land gains “T: Create a Treasure token.”
Fortify 2
Self-Assembling Arsenal2
Artifact - Fortification
Fortified land has “T: Choose a kind of counter among flying, first strike, deathtouch, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on fortified land.” and “T: Move a counter from fortified land to another target permanent.”
Fortify 2
Outpost Reinforcer3
Artifact Creature - Golem
When Outpost Reinforcer enters the battlefield, put a storage counter on target land.
Whenever you cast a Fortification spell, put a +1/+1 counter on target creature.
2/2
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Ancestor Guidance1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+2 and has first strike.
Banishment Matrix2W
Enchantment - Aura
Enchant fortified land you control
When Banishment Matrix enters the battlefield, exile target creature an opponent controls until Banishment Matrix leaves the battlefield.
Fortress Technician1W
Creature - Human Artificer
When Fortress Technician enters the battlefield, if you control a fortified land, draw a card.
Nonbasic landmass 3 — 2W: Put a +1/+1 counter on target creature. Activate this ability only if you control three or more nonbasic lands.
1/2
Kramite Demystifier3W
Creature - Human Cleric
When Kramite Demystifier enters the battlefield, destroy target artifact or enchantment.
2/2
Mystic EmbraceW
Enchantment - Aura
Enchant basic land or creature
Whenever enchanted permanent becomes tapped, you gain 2 life and scry 1.
Prey-Slay Maneuver1W
Instant
When you cast Prey-Slay Maneuver, you may tap an untapped creature you control. If you do, tap target creature.
Destroy target tapped creature with power 4 or greater.
Purity Guardian4W
Enchantment Creature - Spirit
Lifelink
Constellation — Whenever an enchantment enters the battlefield under your control, you gain 4 life.
Quallinar Ancestor2W
Enchantment Creature - Spirit Elf
At the beginning of yout upkeep, you may reveal any number of land cards from your hand. You gain 3 life for every card revealed this way.
Landmass 5 — Quallinar Ancestor has vigilance and lifelink as long as you control five or more lands.
2/2
Umyuk Lionheart1W
Creature - Human Warrior
Untainted (Spend only mana produced by basic lands to cast this spell.)
Protection from mana value 3 or greater
2/2
Vale Griffin2W
Creature - Griffin
Flying, protection from lands
Basic landmass 6 — Vale Griffin gets +3/+3 as long as you control six or more basic lands.
2/2
Windswept Griffin3WW
Creature - Griffin
Flying
Return a land you control to its owner hand: Exile Windswept Griffin, then return it to the battlefield under your control.
3/3
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How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Arctic Ichthyosaur3UUU
Snow Creature - Lizard Leviathan 2U: discard Arctic Ichthyosaur: put a flood counter on target land and an islandwalk counter on target creature.
6/6
Battlefield ShiftUU
Sorcery
Return target permanent and all permanents attached to it to its owner's hand
Brilliant Development2U
Instant
Draw three cards. Then discard two cards unless you discard a nonbasic land or Fortification card.
Dreadful Octopus3U
Creature - Octopus
Islandmass 4 -- As long as you control four or more Islands, whenever Dreadful Octopus attacks, tap target creature
Landmass 8 --Dreadful Octopus gets +5/+5 as long as you control eight or more lands.
3/3
Herald of Aragus1U
Creature - Merfolk
Islandmass 1 -- Herald of Aragus has flying as long as you control one or more Islands T: put a flood counter on target land
1/1
Innovation Researcher1U
Creature - Human Artificer Wizard
Fortification spells you cast cost 1 less to cast.
Activated abilities of Fortifications you control cost 1 less to cast. This effect can't reduce the mana in that cost to less than one mana.
1/2
Makeshift LongboatU
Artifact - Vehicle
Crew 3
Whenever one or more creature crew Makeshift Longboat, put an islandwalk counter on one of them
3/3
Plancton Mulching1U
Sorcery
Surveil 3. Then, for each creature card you put into your graveyard, create a 0/1 green Plant creature token.
Draw a card.
Repulsive FeedbackUU
Instant
As an additional cost to cast this spell, remove a counter from a land you control or pay 1.
Counter target spell.
River Serpent4UUU
Creature - Serpent
Islandmass 7 -- River Serpent gets hexproof as long as you control seven or more Islands.
7/7
Staunch Corsair2U
Creature - Human Pirate
When Staunch Corsair enters the battlefield, look at the top five cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/3
Streams Manipulator2U
Creature - Human Pirate Wizard
When Stream Manipulator enters the battlefield, choose one:
- Untap target permanent
- Tap target creature. Put a stun counter on it.
2/2
Private Mod Note
():
Rollback Post to RevisionRollBack
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
Barrenness Invoker1BB
Creature - Zombie Wizard
When Barrennes Invoker enters the battlefield, put a drought counter on target land. Then if you control a desert, draw a card. (A land with a drought counter is a Desert with "T: Add C." and loses all its other types and abilities.)
1/1
Bloodflow Channeler2B
Creature - Merfolk Vampire B, T, Sacrifice another creature: Add BBB. Spend this mana only to cast creature spells.
2/2
Calamity BondsBB
Enchantment - Aura
Flash
Enchant creature
When a nontoken creature dies, enchanted creature's controller sacrifice it.
Deathbloom SproutB
Creature - Plant
Reach
Landmass 5 — Deathbloom Sprout has deathtouch has long as you control five or more lands.
1/2
DecomposingB
Instant
Exile up to three target cards from graveyards. Create a 0/1 green Plant creature token for each land card exiled this way.
Draining Ritual2B
Instant
As an additional cost to play this spell, put a drought counter on target land you control.
Destroy target creature.
Past Reincarnated3BB
Sorcery
Return target creature or land card from your graveyard to the battlefield.
Quallinar Exhumer3B
Creature - Elf Cleric
When Quallinar Ritualist enters the battlefield, you may return target Elf or enchantment card from your graveyard to your hand.
2/2
Quicksand Runner1BB
Creature - Human Pirate
Desertmass 1 — Quicksand Runner has menace, deathtouch and lifelink as long as you control one or more Deserts.
2/3
Repurposing Resources1B
Instant
As an additional cost to cast this spell, sacrifice a creature or land.
Draw two cards. Put a storage counter on target land you control
Rotten Guardian4B
Enchantment Creature - Spirit
Deathtouch
Constellation — Whenever Rotten Guardian or another enchantment enters the battlefield under your control, choose one:
• Target creature gets +1/+1 until end of turn.
• Target creature gets -1/-1 until end of turn.
4/4
Sandstream Ferryman2B
Creature - Human Pirate
T: Target creature gains desertwalk until end of turn.
2/1
Private Mod Note
():
Rollback Post to RevisionRollBack
How i feel about competitive players and casual players in EDH: The competitive are german tourists, the casual are italian tourists, both in a italian beach. The italians asking themselves "why are the germans here?" make a legitimate question, the answer is because the beach is beautiful, no matter the country you came from. The italians wanting to ban the germans are dumb, because if the germans pay for their stay and follow the rules like everyone else, they have the right to be in the beach. Hovewer, if the germans started to ask themselves "why are the italians here?"... they would be dumb as hell.
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This set as a big tricolor theme and also a nonbasic land&fortifications theme (darksteel garrison for reference). It is meant to be commander-drafted (so playing in 4 players at 40 life) without any partner or similar shenanigans. Players will open 4 packs instead of 3.
This is the skeleton of the set
81 commons
16 colorless
12 white
12 blue
12 black
12 red
12 green
5 multicolors
100 uncommons
15 colorless
12 white
12 blue
12 black
12 red
12 green
25 multicolors
60 rares
10 colorless
5 white
5 blue
5 black
5 red
5 green
25 multicolors
20 mitics
5 colorless (maybe 1 will be pentacolor)
1 white
1 blue
1 black
1 red
1 green
10 multicolors
There will also be a bonus sheet made of 80 cards: 40 will be tricolor legendary creatures (20 rares and 20 mythics) and 40 will be fortifications and nonbasic lands (from various rarities). This will strenghten the set's themes.
I'm trying to follow the new set design rules made after the cancellation of draft boosters. That means less common and a "list" (in my case the bonus sheet) of extra cards appearing in the set.
I will edit the post as long as i create the cards
EDIT: map of the world
It's kinda messy, but gives the idea
These legends will be the foundation of the commander draft, but will be accompanied by other 20-25 legendary creatures (most of them bicolor) designed after.
The first combination is jeskai, in this set called KRAM
Kram is all about technology and progress, so its themes are Fortifications and nonbasic lands. The gameplan is mainly control one, aiming to accumulate resources through the combination of nonbasic lands and fortifications to outlast your opponents and win. These are the legendaries:
I hope that the mythic ones are not too strong and i think that the rare one is a little weak.
I have not yet a good idea for the last legendary. Maybe something that sacrificies nonbasic lands for big tokens. I'm accepting suggestions.
On a larger scale, if your intention is designing for a commander draft, you should be fine basing your plans on the 20 draft pack model. There's not a new commander draft set in the expected future, so no indication how the draft/set/play booster model would effect those types of products.
My only concern for you is that fortifications (even with a reconfigure type riff) are incredibly narrow for usable and game relevant design space. I think you will likely have a difficult time finding enough depth to make a full theme for your set around them.
Isn't any way for it to work? Because it's quite important for the design
That's why i'm following Karlov Manor skeleton and i will follow Karlov Manor booster composition
By drating 4 boosters of 15 cards, the number of total cards will be same as drafting 3 booster of 20 cards. The extra rares from the bonus sheet will also make it similar to drafting double-rares booster. Or at least that's my idea. Thos way it can also be drafted as a normal set, or the booster can be mixed with the next set i'll make to create a superchaotic experience where all the tricolor combination are represented.
The theme of set is Technology VS nature, which is mechanically manifested by fortifications, but also land manipulation and basic lands matter. Fortification is just the central theme of Kram, but they will no be important for the green factions.
Still, colorless fortifications (and nonbasic lands) will help the whole draft because of color identity.
updated UX03, i'm quite satisfied now (well, except for the ruling). Also made the other legendary
I think the Kram face legendaries are good, they represent the faction's theme while also providing many different playstyle.
I'm thinking something similar to
Crew: Tap a basic land
"UX03 gets +1/+1 for each artifact creature you control."
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
That could work, but it would fondamentally change one main thing: you don't have a Fortification in your command zone anymore.
I'm thinking about two solutions:
- keep it as it is. It's still not an official card, i can make it so it works in my set.
- give the fortified land double strike. Dealing 21 commander damage eliminates a player exactly as dealing 40 damage, so doubling the land's damage would keep it worthy. It's a big buff tho.
I think I figured it out.
Add the text: "As long as UX03 is not fortified, its not a creature."
Does that fit within the rules?
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Umyuk is the opposite of Kram. Umyuk people are all about living in the nature, being part of the ecosystem, both as predators and as preys. So they are all about basic lands.
This faction mechanic is "Uncontaminated", which means "spend only mana produced by basic lands to cast this spell". It's basically Imperiosaur: the mechanic.
Since making a whole faction about a drawback mechanic sucks, Uncontaminated won't be as prevalent as other mechanics, it's just here to enforce the basic-lands-matter theme. The theme will be executed by other, more lax effects.
The gameplan is to ramp basic lands. You can either ramp into fatties (representing dangerous predators) or into small, efficient creatures (representing the Umyuk hunters). To make weenie aggro viable in a commander environment, these creatures will be extremely keyword efficient. Think like Swiftblade Vindicator being a big subtheme in this faction.
To help the small creatures, there will also be an aura subtheme. This will link the Umyuk cards with the abzan cards (abzan is enchatress).
These are the legendaries:
I'm really happy with the naya legends honestly. They are all flexible enough to be built in different ways, letting you use every card and every subtheme of the faction. But they can also be built around with highly synergistic cards.
My only doubt is Cantovenator, i think it's too pushed.
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Note that Rokudo can trigger himself, entering as a 3/3 menace trample. But yeah, maybe i should switch him and Melara for the rarity.
EDIT: updated version of UX03
Quallinar is a mystic forest inhabited by elves, but also dryads, avatars, spirits and other magical creatures. They have been isolated for centuries, but now Kram can dispel their magic wards and is ready to attack the ancient forest.
The faction mechanic is Constellation. Pretty simple. There is also a pretty strong Elf tribal theme.
The faction gameplan is aggro midrange, using abzan attrition cards to transition into lategame successfully.
These are the legendaries:
Abzan legendaries are very different fron nayan ones. They are way more different and specialized. Idk if that's good for the draft environment, but i like them. Skittik is the long lost brother from another mother of Cantovenator, i hope it is not too strong too.
For Kristik, note that granting Ward in response to a spell or ability targeting it doesn’t do anything - ward is a triggered ability that triggers of being targeted so once the spell or ability is on the stack getting ward afterwards is too later for it to trigger.
Mmmh you are right. Any way to word it better? The idea is that the sacrifice and the mill ability are a may. If you fail to return something after milling, at least you get an elf back
Damn i guess you are right. Any way for it to work? Should it be a triggered ability when targeted?
Deeptrench is a really deep sea. In the dark depths countless, enourmous sea monsters swim and feed. Deeptrench include a mangove swamp inhabited by merfolk. Those merfolks cultivates algae and plancton to keep the monsters sated and peaceful... until they need them.
The faction theme is SEA MONSTERS! SEA MONSTERS FOR EVERYONE!
There is also flood counters. In this set, flood counters now automatically have the ruling "A land with a flood counter is an Island in addition to its other types".
There is also a big plant subtheme. Plant tokens are used to survive early game and can be sacrificed for resources.
The faction gameplan is aggro battlecruiser, surviving the early game to steamroll late game with powerful sea monsters.
These are the legendaries:
Sultai legendaries are all monothematic, they all play around sea monsters. BUT they all play with them in a different way. You have go tall/voltron, go wide, support and reanimator.
Khorr is a arid desert. It was home of ancient, powerful kingdoms, but now every natural resources is depleted. Pirates inhabit the land, using magic to navigate the sands as they were water.
The faction theme is Deserts and drought counters. Drought counters have the rulings ""A land with a flood counter is Desert and the ability "T: Add 1" and loses all its other types and abilities".
Flood counters are also present in this faction. There is also a pirate tribal theme and a small treasure subtheme.
The faction gameplan is disruption control, messing with the opponents' lands and winning with evasive creatures.
These are the legendaries:
Grixis legendaries where extremely hard to make, i hope they are good and fun enough.
Now that the main commanders are ready, i will start to work with the commons.
But first, a little presentation for the last two mechanics. They are general mechanics, not tied to a specific faction.
Storage X (This land enters the battlefield with X storage counters.)
This ability appears on nonbasic lands, because they will often require storage counters to be activated. Those counters are a powerful resource and there will be plenty of ways to interact with them.
Landmass X: If you control X lands, -effect-
Landmass can become Basic Landmass, Forestmass, Islandmass, Desertmass and so on.
This mechanic will be extremely useful to turn draft chaff into something relevant even in late game. It's a way to have strong, efficient creatures while keeping the costs low.
I'm thinking to add Landcycling too but i'm not sure. Maybe there are already too many mechanics?
As a note, posting your future designs as text rather than image files - especially for large batches of cards - will make it easier for people to read and respond to your designs.
pucatrade
big receipts
alpha mox emerald
beta time walk
4 goyfs received
3 liliana of the veil
4 karn liberated
3 force of will
4 grove of the burnwillows
snapcaster mage
3 horizon canopy
2 full art damnation
Yep, it's a drawing because it is strong. The supposed gameplan with him is to turn your island into desert with drought counter and avoid the drawback while also triggering Desertmass. You can also play land untappers.
Idk if i will start with the white common or the colorless common (probably the latter). I'm still refining the skeleton to decide the exact number of multicolored and colorless cards. I'm feeling a little short on land and fortification space.
Oh, that is extremely bothersome but i'm gonna try
COMMON LANDS 8/8
Crystal Expanse
Land - Desert
T: Add C.
When Crystal Expanse is put into a graveyard from the battlefield, draw a card.
Development Site*
Land
T: Add C.
T: Add CC. Activate this ability only if Development Site is fortified.
Exploited Reaches
Land - Desert
When Exploited Reaches enters the battlefield, create a tapped Treasure token.
T: Add C.
Fertile Wastes
Land - Desert
T: Add C.
T, pay 1 life: Untap target basic land
Harsh Tundra*
Snow Land - Desert
When Harsh Tundra enters the battlefield, scry 1.
T: Add C.
Historical Archives*
Land
T: Add C.
T: Add one mana of any color. Spend this mana only to cast a legendary spell or to activate an ability of a legendary permanent.
Mana Storage*
Land
Storage 1
T: Add C.
Removage a storage counter, T: Add one mana of any color.
Mining City*
Land
When Mining City enters the battlefield, tap target untapped land you control and put a drought counter on it. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
T: Add one mana of any color.
UNCOMMON LAND 5/10
Caravan Way
Land - Desert
Storage 1 (This permanent enters the battlefield with one storage counter.)
T: Add C.
2, T, remove a storage counter from Caravan Way: Draw a card.
Desolated Battlefield
Land - Desert
T: Add C.
3, T, Sacrifice Desolated Battlefield: Destroy target nonbasic land. Its controller creates a Treasure token.
Private Wunderkammer*
Land
Storage 1 (This permanent enters the battlefield with one storage counter.)
T: Add C for every storage counter on Private Wunderkammer.
Rainbow Cavern*
Land - Cave
T: Add C.
T: Add one mana of any color. Activate this ability only if Rainbow Cavern is fortified or enchanted.
Secret Room*
Land
Hexproof
T: Add C.
*present in the bonus sheet, for an increased chance of opening them
Now colorless commons, the fortifications plus a creature
COMMON 8/8
Animating Matrix 1
Artifact - Fortification
XX: Fortified land become a X/X creature until end of turn. It’s still a land.
Fortify 1
Bustling Port 2
Artifact - Fortification
Fortified land has “2, T: Put a Storage counter on this land.”
Fortify 2
City SHield 1
Artifact - Fortification
Fortified land has hexproof.
Fortify 3
Landscape Accelerator 1
Artifact - Fortification
Whenever you tap fortified land, choose one —
• Remove a counter from fortied land.
• Choose a counter on fortified land. Add another counter of that type on fortified land.
Fortify 3
Mana Refinery 2
Artifact - Fortification
Fortified land has “T: Add one mana of any color”.
Fortify 1
Ore Extractor 3
Artifact - Fortification
Whenever Ore Extractor becomes assigned to a land, put a drought counter on that land. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
Fortified land gains “T: Create a Treasure token.”
Fortify 2
Self-Assembling Arsenal 2
Artifact - Fortification
Fortified land has “T: Choose a kind of counter among flying, first strike, deathtouch, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on fortified land.” and “T: Move a counter from fortified land to another target permanent.”
Fortify 2
Outpost Reinforcer 3
Artifact Creature - Golem
When Outpost Reinforcer enters the battlefield, put a storage counter on target land.
Whenever you cast a Fortification spell, put a +1/+1 counter on target creature.
2/2
12/12
Ancestor Guidance 1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+2 and has first strike.
Banishment Matrix 2W
Enchantment - Aura
Enchant fortified land you control
When Banishment Matrix enters the battlefield, exile target creature an opponent controls until Banishment Matrix leaves the battlefield.
Exterminator Valkirye 6WW
Snow Creature - Angel Warrior
Flying, double strike, vigilance
4/4
Fortress Technician 1W
Creature - Human Artificer
When Fortress Technician enters the battlefield, if you control a fortified land, draw a card.
Nonbasic landmass 3 — 2W: Put a +1/+1 counter on target creature. Activate this ability only if you control three or more nonbasic lands.
1/2
Kramite Demystifier 3W
Creature - Human Cleric
When Kramite Demystifier enters the battlefield, destroy target artifact or enchantment.
2/2
Mystic Embrace W
Enchantment - Aura
Enchant basic land or creature
Whenever enchanted permanent becomes tapped, you gain 2 life and scry 1.
Prey-Slay Maneuver 1W
Instant
When you cast Prey-Slay Maneuver, you may tap an untapped creature you control. If you do, tap target creature.
Destroy target tapped creature with power 4 or greater.
Purity Guardian 4W
Enchantment Creature - Spirit
Lifelink
Constellation — Whenever an enchantment enters the battlefield under your control, you gain 4 life.
Quallinar Ancestor 2W
Enchantment Creature - Spirit Elf
At the beginning of yout upkeep, you may reveal any number of land cards from your hand. You gain 3 life for every card revealed this way.
Landmass 5 — Quallinar Ancestor has vigilance and lifelink as long as you control five or more lands.
2/2
Umyuk Lionheart 1W
Creature - Human Warrior
Untainted (Spend only mana produced by basic lands to cast this spell.)
Protection from mana value 3 or greater
2/2
Vale Griffin 2W
Creature - Griffin
Flying, protection from lands
Basic landmass 6 — Vale Griffin gets +3/+3 as long as you control six or more basic lands.
2/2
Windswept Griffin 3WW
Creature - Griffin
Flying
Return a land you control to its owner hand: Exile Windswept Griffin, then return it to the battlefield under your control.
3/3
12/12
Arctic Ichthyosaur 3UUU
Snow Creature - Lizard Leviathan
2U: discard Arctic Ichthyosaur: put a flood counter on target land and an islandwalk counter on target creature.
6/6
Battlefield Shift UU
Sorcery
Return target permanent and all permanents attached to it to its owner's hand
Brilliant Development 2U
Instant
Draw three cards. Then discard two cards unless you discard a nonbasic land or Fortification card.
Dreadful Octopus 3U
Creature - Octopus
Islandmass 4 -- As long as you control four or more Islands, whenever Dreadful Octopus attacks, tap target creature
Landmass 8 --Dreadful Octopus gets +5/+5 as long as you control eight or more lands.
3/3
Herald of Aragus 1U
Creature - Merfolk
Islandmass 1 -- Herald of Aragus has flying as long as you control one or more Islands
T: put a flood counter on target land
1/1
Innovation Researcher 1U
Creature - Human Artificer Wizard
Fortification spells you cast cost 1 less to cast.
Activated abilities of Fortifications you control cost 1 less to cast. This effect can't reduce the mana in that cost to less than one mana.
1/2
Makeshift Longboat U
Artifact - Vehicle
Crew 3
Whenever one or more creature crew Makeshift Longboat, put an islandwalk counter on one of them
3/3
Plancton Mulching 1U
Sorcery
Surveil 3. Then, for each creature card you put into your graveyard, create a 0/1 green Plant creature token.
Draw a card.
Repulsive Feedback UU
Instant
As an additional cost to cast this spell, remove a counter from a land you control or pay 1.
Counter target spell.
River Serpent 4UUU
Creature - Serpent
Islandmass 7 -- River Serpent gets hexproof as long as you control seven or more Islands.
7/7
Staunch Corsair 2U
Creature - Human Pirate
When Staunch Corsair enters the battlefield, look at the top five cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/3
Streams Manipulator 2U
Creature - Human Pirate Wizard
When Stream Manipulator enters the battlefield, choose one:
- Untap target permanent
- Tap target creature. Put a stun counter on it.
2/2
Common 12/12
Barrenness Invoker 1BB
Creature - Zombie Wizard
When Barrennes Invoker enters the battlefield, put a drought counter on target land. Then if you control a desert, draw a card. (A land with a drought counter is a Desert with "T: Add C." and loses all its other types and abilities.)
1/1
Bloodflow Channeler 2B
Creature - Merfolk Vampire
B, T, Sacrifice another creature: Add BBB. Spend this mana only to cast creature spells.
2/2
Calamity Bonds BB
Enchantment - Aura
Flash
Enchant creature
When a nontoken creature dies, enchanted creature's controller sacrifice it.
Deathbloom Sprout B
Creature - Plant
Reach
Landmass 5 — Deathbloom Sprout has deathtouch has long as you control five or more lands.
1/2
Decomposing B
Instant
Exile up to three target cards from graveyards. Create a 0/1 green Plant creature token for each land card exiled this way.
Draining Ritual 2B
Instant
As an additional cost to play this spell, put a drought counter on target land you control.
Destroy target creature.
Past Reincarnated 3BB
Sorcery
Return target creature or land card from your graveyard to the battlefield.
Quallinar Exhumer 3B
Creature - Elf Cleric
When Quallinar Ritualist enters the battlefield, you may return target Elf or enchantment card from your graveyard to your hand.
2/2
Quicksand Runner 1BB
Creature - Human Pirate
Desertmass 1 — Quicksand Runner has menace, deathtouch and lifelink as long as you control one or more Deserts.
2/3
Repurposing Resources 1B
Instant
As an additional cost to cast this spell, sacrifice a creature or land.
Draw two cards. Put a storage counter on target land you control
Rotten Guardian 4B
Enchantment Creature - Spirit
Deathtouch
Constellation — Whenever Rotten Guardian or another enchantment enters the battlefield under your control, choose one:
• Target creature gets +1/+1 until end of turn.
• Target creature gets -1/-1 until end of turn.
4/4
Sandstream Ferryman 2B
Creature - Human Pirate
T: Target creature gains desertwalk until end of turn.
2/1