(What about something like Heroic, like when certain creatures becomes the target of spell of a certain color, it has a stronger or bonus effect? Colors can be tied emotions: Red anger, White Peace, Blue Sadness, Black Hate, Green Aroused?)
Welcome to Krunt. The Entire sky of the plane is dominated by a humongous sun, which fuses the whole plane with extreme amounts of red mana. In here, there are no room for philosphic shlop-floppery or mage-tricks, as brutal barbarian heroes scourge the deserts and steppes in the searh of the next good fight.
Bloodbathed Companion - :symr::symr: Creature - Human Barbarian (C)
Follower -- Put a +1/+1 counter on it (When this creature enters the battlefield, if you control a creature with higher converted mana cost that shares a colour with it, you may put a +1/+1 counter on ~)
2/1
Wildboar Ravager :2mana::symr::symr:
Creature - Goblin Warrior
Haste, first strike
~ must attack each turn if able.
:symr::symr:: Discard two red creature cards from your hand. If you do, ~ gets +X/+0, where X is equal to the lower of the two creature cards' powers. Activate only as a sorcery.
3/2
Sunbeam :symr::symw: Instant(C)
~ deals 3 damage to target attacking or blocking creature. You gain 3 life.
Curse the Meek - Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 and its converted mana cost is zero
Frostform Sentinel :3mana::symu:
Creature - Elemental C
Whenever Frostform Sentinel blocks or becomes blocked by a red creature, it gets +1/+1 until end of turn.
Whenever Frostform Sentinel blocks or becomes blocked by a creature with lower converted mana cost, it gets +1/+1 until end of turn.
2/4
Battlebanner Charger :1mana::symr::symg:
Creature - Elf Warrior Haste
Follower -- Put a +1/+1 counter on it. (When this creature enters the battlefield, if you control a creature with higher converted mana cost that shares a colour with it, you may put a +1/+1 counter on ~)
3/1
Saaven's Verdict :5mana::symw:
Sorcery C
Exile target creature and all permanents attached to it. "Let his blade be shattered into a thousand pieces. Let his name be forever erased from the divine scrolls. Let him be utterly forgotten by his family, by his fellows, and by the very life he chose to betray."
Scorched Land Enchantment - Aura(C)
Enchant land
If enchanted land is tapped for mana, it produces :symr::symr: instead of any other type and amount.
Common 10/10
Gang Bang1R
Instant C
Target creature is dealt damage equal to the number of creatures in combat. Join the fray.
I like this game Start giving it stars for a high rating!
The plane of Paranis has been home to millenia of war... A gorgeous plane with vast resources leaves no shortage of those to fight for them. The human/elk alliance of Stanhope has been locked in turmoil for centuries against the vampires, witches, skeletons, and the artifacts who their bidding in the wealth-filled halls of Ravenhome Castle. Stanhope is a world of plains and forests with religious like devotion to the elk leader, Samson. Those who serve the vampire Lord Dunraven do so for the promise of plundering Paranis's riches. Finally, unaffiliated Ogres, Goblins, Treefolk, and Dragons inhabit the mountains around Longpeak while a small, yet powerful tribe of cloudfolk loosely allied with Stanhope inhabit Ypsilos, the City in the Sky.
cards so far:
Ypsili Thundermage -
Creature - Cloudfolk Wizard
Flying
, Return a land you control to it's controller's hand: Return target non-land permanent to its controller's hand.
2/1
Punish
Sorcery C
Target player loses 3 life.
Abundance — If you control five or more lands, you gain 3 life.
"Let him be laid open, the silver staked into his flesh and the vitae siphoned from his bones, to watch as we sup upon his life's essence."
—Ravenhome verdict
Gnarled Fir
Creature - Treefolk (C)
Abundance - If you control five or more lands, ~ enters the battlefield with a +1/+1 counter.
2/2
Unaligned Ogre -
Creature - Ogre Rogue Warrior (C)
At the beginning of your upkeep, if you control ~, target opponent gains control of it.
The only thing neutrality gains is the suspicion of both sides
3/2
Stratus Port
Land C
Stratus Port enters the battlefield tapped.
When Stratus Port enters the battlefield, return a land you control to its owner's hand.
: Add to your mana pool.
Common 6/10
Fanged Rogue3B
Creature - Vampire Rogue C
Intimidate Some thieves steal riches, these steal blood...
3/2
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
Morning Thaw -
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit -
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman -
Creature - Human Wizard
,: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer -
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Uncommmon 1/3
Lucid Fruit
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
This is Solfluss, a plane with a balance of sources of mana for every color of Magic. However, it is a plane where night, day, and all of the seasons are not fixed; weather and light can change drastically in mere minutes.
cards so far:
Morning Thaw
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Common 3/10
Frostglaze Dryad1G
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Common 3/10
Rhave-Born Infantry
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther -
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth until end of turn, where X is its converted mana cost.
2/1
Common 5/10
Stoneplated MollidRW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn. Brash, yet steadfast, at once.
3/2
Lornadruina is a peaceful plane inhabited by humanoid animals.
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Common 2/10
Shimmering Shorewing1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult Warrior
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental -
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Common 5/10
Jungle Springs
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Common 6/10
Preempt
Instant
Destroy target untapped creature.
Bright Sunlight -
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the plane's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Mount [cost]” means “[Cost]: Attach this creature to target creature you control. Play this ability only any time you could play a sorcery."
When two creatures attached through Mount are damaged, their controller assigns damage.
Cards so Far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Common 2/10
Windwing TraineeG
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
Windspawn
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (UWB). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes (URG) in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Scryb Emissaries2G
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card. Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor2R
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn. The ages have not been kind to this once noble race.
2/2
Thanks**
[Clan Flamingo]
[Clan Flamingo]
Bloodbathed Companion - :symr::symr:
Creature - Human Barbarian (C)
Follower -- Put a +1/+1 counter on it (When this creature enters the battlefield, if you control a creature with higher converted mana cost that shares a colour with it, you may put a +1/+1 counter on ~)
2/1
Wildboar Ravager :2mana::symr::symr:
Creature - Goblin Warrior
Haste, first strike
~ must attack each turn if able.
:symr::symr:: Discard two red creature cards from your hand. If you do, ~ gets +X/+0, where X is equal to the lower of the two creature cards' powers. Activate only as a sorcery.
3/2
Sunbeam :symr::symw:
Instant (C)
~ deals 3 damage to target attacking or blocking creature. You gain 3 life.
Curse the Meek -
Enchantment - Aura
Enchant creature
Enchanted creature gets -1/-1 and its converted mana cost is zero
Frostform Sentinel :3mana::symu:
Creature - Elemental C
Whenever Frostform Sentinel blocks or becomes blocked by a red creature, it gets +1/+1 until end of turn.
Whenever Frostform Sentinel blocks or becomes blocked by a creature with lower converted mana cost, it gets +1/+1 until end of turn.
2/4
Battlebanner Charger :1mana::symr::symg:
Creature - Elf Warrior
Haste
Follower -- Put a +1/+1 counter on it. (When this creature enters the battlefield, if you control a creature with higher converted mana cost that shares a colour with it, you may put a +1/+1 counter on ~)
3/1
Saaven's Verdict :5mana::symw:
Sorcery C
Exile target creature and all permanents attached to it.
"Let his blade be shattered into a thousand pieces. Let his name be forever erased from the divine scrolls. Let him be utterly forgotten by his family, by his fellows, and by the very life he chose to betray."
Scorched Land
Enchantment - Aura (C)
Enchant land
If enchanted land is tapped for mana, it produces :symr::symr: instead of any other type and amount.
Common 10/10
Gang Bang 1R
Instant C
Target creature is dealt damage equal to the number of creatures in combat.
Join the fray.
[Clan Flamingo]
The plane of Paranis has been home to millenia of war... A gorgeous plane with vast resources leaves no shortage of those to fight for them. The human/elk alliance of Stanhope has been locked in turmoil for centuries against the vampires, witches, skeletons, and the artifacts who their bidding in the wealth-filled halls of Ravenhome Castle. Stanhope is a world of plains and forests with religious like devotion to the elk leader, Samson. Those who serve the vampire Lord Dunraven do so for the promise of plundering Paranis's riches. Finally, unaffiliated Ogres, Goblins, Treefolk, and Dragons inhabit the mountains around Longpeak while a small, yet powerful tribe of cloudfolk loosely allied with Stanhope inhabit Ypsilos, the City in the Sky.
cards so far:
Ypsili Thundermage -
Creature - Cloudfolk Wizard
Flying
, Return a land you control to it's controller's hand: Return target non-land permanent to its controller's hand.
2/1
Punish
Sorcery C
Target player loses 3 life.
Abundance — If you control five or more lands, you gain 3 life.
"Let him be laid open, the silver staked into his flesh and the vitae siphoned from his bones, to watch as we sup upon his life's essence."
—Ravenhome verdict
Gnarled Fir
Creature - Treefolk (C)
Abundance - If you control five or more lands, ~ enters the battlefield with a +1/+1 counter.
2/2
Unaligned Ogre -
Creature - Ogre Rogue Warrior (C)
At the beginning of your upkeep, if you control ~, target opponent gains control of it.
The only thing neutrality gains is the suspicion of both sides
3/2
Stratus Port
Land C
Stratus Port enters the battlefield tapped.
When Stratus Port enters the battlefield, return a land you control to its owner's hand.
: Add to your mana pool.
Common 6/10
Fanged Rogue 3B
Creature - Vampire Rogue C
Intimidate
Some thieves steal riches, these steal blood...
3/2
[Clan Flamingo]
[Clan Flamingo]
Morning Thaw -
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Muckcrawler
Creature - Horror C
Nocturnal — If it is night, Muckcrawler gets +1/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When is a shadow not a shadow? —Trihani riddle
2/2
Frostglaze Dryad
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
Desert Hermit -
Creature - Human Monk (C)
: Untap Target Desert. You may tap target snow land.
"Snow ? Not on my watch"
1/2
Hollowhenge Lurker
Creature - Spirit
Nocturnal — If it is night, Hollowhenge Lurker gets +1/+1 and has trample.
When there are more shadows, who aren't what they seem you better not walk to them...
- Ajani Goldmane
2/2
Break of Dawn
Instant C
It becomes day. (If it is night, it is no longer night.)
Untap target creature you control. It gets +1/+1 until end of turn.
Dog Days
Instant
Tap all snow permanents.
Dog Days deals 1 damage to each creature and each player.
Tidespeaker Shaman -
Creature - Human Wizard
,: Target island you control becomes a 5/5 flying dragon creature with islandwalk until end of turn. It is still a land.
1/1
Wilderwanderer -
Creature - Dryad Druid (C)
Forestwalk
When ~ enters the battlefield, you may search your library for a snow land or a desert card, reveal it and put it into your hand. Then shuffle your library.
2/1
Daystrike
Sorcery C
Creatures you control get +1/+0 until end of turn.
Diurnal — If it is day, creatures you control get +2/+0 until end of turn instead.
Uncommmon 1/3
Lucid Fruit
Creature - Plant Elemental U
Sacrifice Lucid Fruit: Add one mana of any color to your mana pool.
If WUBRG is in your mana pool, add WUBRG instead.
0/2
[Clan Flamingo]
cards so far:
Morning Thaw
Sorcery
Search your library for a land card and put it into your hand. If was used to cast Morning Thaw, instead search your library for a land and put it onto the battlefield tapped.
Shuffle your library.
From frozen cliffsides to blistering savannah, all in a single day.
Common 3/10
Frostglaze Dryad 1G
Snow Creature - Dryad C
Forestwalk
If you have Snow mana in your mana pool, Frostglaze Dryad
gets +1/+1.
2/2
[Clan Flamingo]
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Shimmering Shorewing
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
Common 3/10
Rhave-Born Infantry
Creature - Rhino Soldier
Whenever Rhave-Born Infantry attacks, you may gain 1 life for each attacking creature.
2/3
Vermin Unearther -
Creature - Rat Rogue (C)
When ~ enters the battlefield, Target Black creature in your graveyard gains Unearth until end of turn, where X is its converted mana cost.
2/1
Common 5/10
Stoneplated Mollid RW
Creature - Armadillo Soldier C
When Stoneplated Mollid blocks, it gets +0/+3 until
end of turn.
Brash, yet steadfast, at once.
3/2
[Clan Flamingo]
We have a large desert connected to savannah, and it's Armadillo-folks and Rhino-folks who fight with each other.
We have an archipalago with Birds and Salamanders that pray to all-mighty sea God.
We have a huge mointain that grows out of the sea, and Minotaurs and Viashino living there, trying to survive in this inhospitable terrain.
We have a mangrove swamps and rats with wolves that are looking and digging through the marsh in search of the artifact with great power.
Cards so far:
Neswith Peacemaker
Creature - Snake Shaman
Whenever another snake enters the battlefield you may gain 2 life.
2/2
Common 2/10
Shimmering Shorewing 1U
Creature - Bird Illusion C
Flying
Whenever a bird enters the battlefield, Shimmering Shorewing is
unblockable until end of turn.
[Clan Flamingo]
Cluck of Doom 2W
Instant C
Exile target creature whose toughness is less
than the number of chickens you control.
[Clan Flamingo]
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Cards so far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Breezewing Trainee
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount
1/1
Snowfall: Whenever a snow permanent enters the battlefield under your control (Something happens)
Common 3/10
Wind Cult Warrior
Snow Creature- Human Cleric
Snowfall- Whenever a snow permanent enters the battlefield under your control, Wind Cult Warrior gets +1/+1 and first strike until end of turn.
3/1
Freeze Elemental -
Creature - Elemental
Snowfall- Whenever a snow permanent enters the battlefield under your control, tap target permanent
2/3
Common 5/10
Jungle Springs
Sorcery
Gain 5 life.
Landfall - If a land entered the battlefield under your control this turn then gain 8 life instead.
Common 6/10
Preempt
Instant
Destroy target untapped creature.
Bright Sunlight -
Instant (C)
Prevent All damage that would be dealt to you or creatures you control until the end of turn.
Landfall - If a land entered the battlefield under your control this turn, You may tap up to two target creatures.
Fledgling Bat 1G
Creature - Bat
Flying
1/1
[Clan Flamingo]
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the plane's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes () in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
Mount [cost]” means “[Cost]: Attach this creature to target creature you control. Play this ability only any time you could play a sorcery."
When two creatures attached through Mount are damaged, their controller assigns damage.
Cards so Far:
Ithaqua's Shade
Snow Creature - Shade (C)
Shadow
As long as your opponent controls a non-basic land, ~ gets +1/+1.
2/1
Common 2/10
Windwing Trainee G
Creature - Human C
When Windwing Trainee is mounting a creature,
that creature gets +1/+1.
Mount G
1/1
[Clan Flamingo]
This set focuses on the struggle between two cultures who share different surfaces of a plane. The outside of the spherical plane of Boria is a freezing nightmare of wind, ice and shadow (UWB). The rigidly hierarchical cult that worships the Demonic Wind God, Ithaqua, wishes to control the entire plane and bring it under the rule of their lord. The interior of the sphere, accessible only through an opening in the northern pole, is a tropical paradise of islands, jungles and mountains warmed by the planet's core, a mini sun. The tribal people here have advanced magics, but do not use them for technology. They live in close knit, tribal communes (URG) in the high mountain caves with their gigantic fruit bat pets which serve as loyal mounts and guardians. The have only begun to thwart assaults by the Wind cult, but are soon planning an offensive strike to protect their way of life.
[Clan Flamingo]
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
Urborg Remnant
Creature - Metathran Zombie
Haste, flying
3/1
Common 7/10
Scryb Emissaries 2G
Creature - Faerie
Flying
When Scryb Emissaries enter the battlefield, draw a card.
Upon the arrival of the planeswalkers, the Scryb brought gifts from the wood.
1/2
[Clan Flamingo]
It has been centuries since the denizens of Dominaria have been involved with the goings on of the Planeswalkers. However as they are all being drawn to the plane at once it's getting a little crowded. We have Urza, Serra, Gaea, Jace, Chandra, Garruk, and many others all in the same place at the same time but for what reason? In this first set of the new Return to Dominaria block we explore the beginnings of this meeting.
Cards so far:
Wisdom of the Ages
Sorcery (C)
Draw a card for each color of mana spent to cast Wisdom of the Ages.
Hybrid Kavu
Creature- Kavu Plant Mutant C
3G, Sacrifice a basic land: Put two +1/+1 counters on Hybrid Kavu.
1/2
Ebonwing Feeder
Creature - Bird
Flying
~ enters the battlefield with a +1/+1 counter for each color used to play it.
2/1
Common 4/10
Nakaya Crocodile
Creature - Crocodile (C)
Intimidate
: ~ loses intimidate until end of turn. Any player may activate this ability.
4/3
Metathran Remnant -
Creature - Metathran Nomad (C)
As long as you control a blue or white planeswalker, ~ gets +1/+1 and has shroud.
"Long have I awaited my creators return, and so I humbly ask, are thou him ?"
1/1
Common 5/10
Hurloon Survivor 2R
Creature - Minotaur Nomad C
Whenever Hurloon Survivor attacks alone, it gets +2/+0
until end of turn.
The ages have not been kind to this once noble race.
2/2
[Clan Flamingo]