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  • posted a message on Hatillo (a 4-set custom block) (235 cards so far)
    The Hatiilo block is composed of the sets 1) Hatillo (HAT), 2) Planar Rifts (PLR), 3) Titanomachy (TMY), and 4) The Collapse (TC). Given the story, this block spans across many planes: the main plane (new), Hatillo, and others like Dominaria (though only at Otaria), Rath, Shandalar, Ravnica, Lorwyn, Zendikar, Innistrad, and other unspecified planes.

    There are 236 cards so far (including reprints but excluding split cards, transformations, flip cards, etc.)

    STORY:
    Hatillo:
    The setting is a plane called Hatillo (pronounced ah-TEE-yo), rivaled in size only by Dominaria. It consists of three gigantic continents where each of its inhabitants worship a deity. The ocean is where a fourth deity dwells and the sky is where the fifth deity dwells. There are many sentient races and self-conscious creatures in Hatillo. There are 5 deities in this plane, which are the supreme beings with powers that rival planeswalkers. The three "terrestrial" deities (the ones worshiped by their respective continent) are Ferngath, the Life (a Basilisk Deity), Tutankh, the Mercy (a Wurm Deity), and Cannac, the Savage (a Dragon Deity). Noraria, the Proud (an Angel Deity) is the sky deity and Abismolus, the Deep (a Leviathan Deity) is the ocean deity.
    There are those who pray to no deity or follow any religious code. These are the Scientists. They tinker with life itself either by biomutation or constructs. Out of these, the most famous is Selarom Otreb (the "sixth deity" and main character of this block), one who awakened his spark. Selarom Otreb is obsessed with creating life. Selarom Otreb realized that he could not find the answer to his research in the vast plane of Hatillo and took advantage of his abilities and immortality and ventured into the Multiverse.
    While there's an exiting planeswalker, there is an entering planeswalker: Ulixeus. Ulixeus is a planeswalker native to Theros. Having dealt with how problematic gods could be, Ulixeus was attracted to Hatillo due to the unrest between the deities there. Ulixeus was unhappy in Theros and is searching for a plane to call his own. Ulixeus's name comes from Ulysses and Odysseus (both the same hero - one is the Roman counterpart to the Greek one). Ulixeus has a Greek hero feel to him (obviously, since coming from Theros) and his abilities reflect this. Ulixeus also has that multiplayer feel to him as well, being as his abilities aren't limited to the controller. I wanted to do something different with him in the sense that rather then just having a planeswalker that gives 'emblems', Ulixeus gives 'heroes' too. You can check him out in the planeswalker section of the card list.
    The rest of the story has yet to be written.

    Planar Rifts:
    Almost by fate, Selarom planeswalked to Rath, where he was marveled by Slivers and The Hive. With the war over and Volrath defeated, the plane was left to its own devices, where the Sliver flourished. Selarom spent many years studying the Sliver to try and find the key to creating life. Unable to do nothing more than create tools to help him study and probe the Hive, Selarom became restless. Until his probes began to go haywire, indicating that there were Slivers elsewhere – beyond Rath. Selarom traveled to Dominaria, where he found the Sliver even more evolved and resilient than Rath in Otaria, where the Cephalid Riptide scientists tried to revive and create Slivers of their own. Selarom studied their research to learn where they failed. Selarom was able to develop a Husk that enabled him to communicate directly with the Hive. Selarom was a bit more satisfied and decided to travel back to Hatillo and bring some of his best scientists with him. Unbeknownst to him, the Sliver Husk he developed was amplified by his Spark. As he planeswalked, he was able sense other Slivers across the planes in the Multiverse. Additionally, he was aware of other strong beings who had readings close to his own. Selarom would soon realize that he's able to sense other planeswalkers.
    Selarom’s final stretch in his Sliver quest lands him on Shandalar. Here, the Sliver has evolved to its current apex. In Shandalar, there are multiple Hives, for lack of a Queen. Contrary to the savage Slivers of Dominaria, these Sliver appear more humanoid and only work for their own Hive. Thus there are different hives of Slivers that fight amongst each other. Selarom studied the evolution in these Slivers in order to enhance his husk. In doing so, he developed a “hive sense” that allowed him to follows others with “The Spark” across the Multiverse. He was now finally able to lock on to these sensations he felt across the Multiverse.
    Able to sense the paths of others before him, he followed what seemed to feel like the greatest spark, Jace Beleren. Selarom Otreb reaches Ravnica and is marveled by the great city-plane. He is instantly drawn to the power emanating from a certain sector of the city, the Dragon’s Maze. Much to his dismay, he found nothing there, except two planeswalkers, Jace Beleren and Ral Zarek. Jace's incredible levels of power filled Selarom with marvel at how strong a planeswalker could actually become. However, it was Ral who interested him more. Ral Zarek not only possessed The Spark, but he was covered in magic-fuelled machinations. Following Ral, he realized that Ravnica was a plane of great magic, both life magic and developed magic. Selarom catches up with Ral and an instant bond is formed. Both do anything in the name of research, regardless of the outcome. Ral and Selarom come to the conclusion that the key to stable life is in “The Spark” itself. Planeswakers are the pinnacle of evolution. Ral is already able to create artificial life in the form of spell-based Weirds, but they lack stability. Selarom comments on the impressive and strange life wandering through Ravnica. Ral scoffs at the “aberrations” that are the Simic Guild’s mutants. Though Ral is selfish and Machiavellian, he realizes that Selarom's scientific mind is of great advantage. He determines that there is great convenience in maintaining Selarom as an ally. Leaving on good terms, Selarom embarks to the Simic in order to see what he can learn. In the mean time, Ral begins to study and experiment on creating beings that can emulate “The Spark”.
    In order to earn the Simic’s trust, Selarom commits the naïve mistake of presenting Momir Vig with various Sliver specimens. Thanks to the Simic, Selarom is able to develop his own species of Sliver and not just constructs. However, as with the Riptide wizards, the lack of a Queen drove the Sliver uncontrollable. Before solving the problem, Selarom leaves Ravnica chasing after some Powerstone Silvers that seemed to have ripped through the very fabric of the Ravnican plane. The Simic are nearly annihilated by the Sliver until realizing that maybe, like the Golgari, the Sliver need a Hive. The Simic then develop Experiment S, a Queen-like Sliver Mutant that could control the Sliver. With this, the Simic could go from the brink of annihilation, to total dominance in Ravnica. Ral, not willing to stay and defend his guild and protect Niv-Mizzet’s dreams, decides to abandon Ravnica and follows Selarom to leave Ravnica at the mercy of the once again warring guilds. Having found nothing at the end of the Dragon’s Maze, Ral feels that there is nothing left for him in Ravnica. Using an apparatus Selarom provided him, Ral planeswalks towars Selarom.
    If not for Ral’s technology, he would not survive arriving at the Blind Eternities. Selarom, near-death if not for his Husk, had fallen between planes, where the Slivers reached after ripping through Ravnica. Ral grabbed Selarom and planeswalked to a plane farthest from the Slivers while having no other choice than leaving the Slivers in the Blind Eternities, believing that they would not survive there. Ral and Selarom arrive at Velis Vel in Lorwyn. Unbeknownst to them, the Slivers began evolving in the Blind Eternities, merging into the entity called Judgement Sliver. After spending quite some time recuperating in Velis Vel, Selarom is able to communicate and control, to a certain extent, all the Changelings in Velis Vel. Ral and Selarom built a laboratory near Velis Vel where they continue their experiments. Just as Selarom is marveled by the Changelings as a possible species better than the Sliver, he and Ral get the feeling as if the very fabric of space-time was disintegrating. That’s when, beyond the rifts, they see the form of an unfathomable monster: Judgement Sliver. They suddenly hear a voice behind them: “These new planeswalkers… sigh… the agreement was to never summon a Sliver in Velis Vel…”
    Nissa Revane reached Velis Vel upon seeing some strange occurrences only to find these two strangers there. She planeswalks Ral and Selarom away from Lorwyn and to Zendikar. Here, she explains that she was back in Lorwyn to gather an army of elves to invade Innistrad and drag Sorin Markov to Zendikar to help with the Eldrazi menace. However, she saw a similar event happening in Velis Vel and found them there. So, hoping to kill two birds with one stone, she took them to Zendikar in the hopes that the monster they summoned in Velis Vel would follow them there and away from Lorwyn. Maybe the Eldrazi would fight with it and they would destroy themselves. This plan would backfire, being as the Lorwyn Changelings bonded with Judgement Sliver to form a new Hive, with none of the weaknesses of the other Hives. Judgement Sliver and its Hive of Changelings was controlling and adding all creatures of Lorwyn to its Hive, destroying the very fabric between the planes and the Æther in the process, collapsing the Multiverse amongst itself, distorting time and space.

    Titanomachy:
    To be written.

    The Collapse:
    Realizing that the Judgement Sliver wasn’t going to Zendikar, Ral and Selarom knew that they couldn’t stay in such an inhospitable environment just waiting. Before leaving Nissa to her mission with Sorin, she said that they may need others to stop this "Collapse". Sorin Markov wanted to prevent it from happening in Zendikar, so he sealed the Eldrazi there. However, if they should leave, then the new Hive wouldn’t be the only menace to the Multiverse. With Selarom’s ability to sense other planeswalkers, he left with Ral to recruit others while Nissa went to Innistrad. Reluctant, Ral wasn't really interested in saving anything other than his own interests. However, he is no fool and understands that if the very fabric of space/time becomes unstable, nothing would be able to exist - himself included. Ral mentioned that he already knew of other planeswalkers in Ravnica. That’s where they should start. Upon leaving Selarom gave Nissa a similar apparatus as Ral in order to facilitate contact between them upon separation.
    Upon reaching the chaos that became of Ravnica, they realized that their quest would prove even more difficult. While en route to the planeswalkers sensed, Niv-Mizzet appeared and attacked Ral for his betrayal. Selarom soon realized that Ravnica would be doomed regardless of the Judgement Sliver and left the fray with Ral while they could. Selarom finally tracked down Jace Beleren. Jace, having dealt with the Rise of the Eldrazi, would be an obvious choice to help, being as he also helped Ravnica with the eminent doom of the Dragon’s Maze.
    Jace first worried about the war in Ravnica and how the Slivers’ inevitable evolution would be beyond the Simic’s control and they will destroy the plane. Jace told Selarom to enlist other planeswalkers while he went to once again solve Ravnica’s unrest. He agreed that Nissa should once again enlist Sorin in order to quell the problems in Zendikar, yet the Slivers must be stopped first – at all costs. Once again, Selarom provided this planeswalking colleague with an apparatus.
    Sensing other planeswalkers that planeswalked via Ravnica, Selarom tracks down a planeswalker named Dack Fayden. Dack proved to be the greatest asset in the quest, being that he could simply touch the walls of Velis Vel and learn its secrets. While Dack planeswalked to Velis Vel, Selarom once again went with Ral to search for more planeswalkers. Sensing the Collapse, Karn ventured to the source of the collapse. The instability began to be so massive, that even deep within his created plane, Karn sensed something terribly wrong and left to its source. There, he encountered Dack Fayden who then explained the situation. Yet upon touching Karn, he was overcome by all the knowledge and was left in a coma. Remembering the situation with Phyrexia, Karn knew that this would destroy the entire Multiverse. He created a small, pocket plane and took Dack to it to recover. He then left in search of Selarom thanks to the apparatus given to Dack.
    Karn finds Selarom and they discuss the plan. Karn had left a beacon in his plane for the rest to follow. Karn mentioned that he will not allow any more friends to sacrifice themselves for the greater good, just as his creator, Urza, had done along with the likes of Teferi, Venser, and Freyalise. If enough planeswalker use their abilities, maybe the collapse could be dealt with and avoided. Soon afterwards, Jace reaches Selarom with Domri Rade and Gideon Jura. Domri, attracted by the allure of the monsters that lay ahead, and Gideon, finally able to return to Zendikar with a battalion (he commanded in the Boros Legion) in order to resolve the problems he left there in standby. Though Domri is a planeswalker who had only recently awakenend his Spark, Ral and Selarom are in the same state. The team should take advantage of all the help they can get. However, not wanting to wait for Nissa, they go to Innistrad. Upon their arrival, they encounter a great war. However, not between Nissa and Sorin, but between Sorin and Tibalt, where Nissa ended up aiding Sorin. With the group of planeswalkers entering Innistrad, Tibalt is overwhelmed and leaves. With all settled, everyone planeswalks to Karn's pocket plane to regroup.
    Sorin is underwhelmed by the planeswalkers assembled in order to deal with the problems not only of Zendikar but of the entire Multiverse. He reminds Jace and Nissa that even with Jideon they failed. Ugin before them had failed. Ral, realizing that the new planeswalkers were basically being insulted, was just about to give Sorin a piece of his mind when Karn's plane started to distort.
    Ironically, the Judgement Sliver amalgamation was actually pursuing Selarom Otreb, considering him to be its/their Queen. Before even being able to travel the Multiverse in search of other planeswalkers, the problem arrived to them. Selarom then realized that Judgement Sliver was following him. There was no other way for it to have reached Karn's synthesized plane. Sorin was against taking the entity to Zendikar and would rather just take advantage of it having found them. Nothing was working against Judgement Sliver. During the battle Selarom was sensing Judgement Sliver's feelings and instincts. Selarom notices that it's a scrambled mess and that this amalgamation just wanted stability; it's merely following its instinct. It's the drawback of being without a Queen. Selarom realized that it would have to merge with Judgement Sliver just as the other creatures had done so. His Husk that made him so sensitive to Slivers would undoubtedly be a tool to accomplish it. He lets his allies know of his intentions. There's a risk of the monster becoming stronger. However, there's been no other way to deal with it. Karn was a bit hesitant but Selarom simply replies with: "Don't worry, shiny, I've only known you a few moments. Just don't consider me a friend." Selarom happily volunteers his life to merge with his greatest creation. Using his Spark and his husk, Selarom merges with Judgement Sliver becoming Selarom, Sliver King in the process, a sentient Sliver Deity, no longer possessing “The Spark”, but still capable of planeswalking and having Selarom’s mind and conscience. With his plan a success, Selarom then follows the driving force within him and goes to every plane possessing Slivers and takes them to all to Rath. The damage not being so massive as to be irreversible, slowly but surely the rifts were mended, thus halting the Collapse.

    NOTE:
    I'm considering doing something a bit different for this block. The main story is the warring deities in Hatillo. However, there is a side story of a collapse caused by Selarom Otreb. Therefore, in the sets Planar Rifts and The Collapse, all cards pertaining to the side story will have a purple expansion symbol (like the Timeshifted cards in the Time Spiral block). However, these cards will occupy a space in the "booster pack" pertaining to its rarity.

    Key places in this new plane, Hatillo (as ruled by their respective deity):


    Abismolus:
    • Cryozh Ridge (UBRS)
    • Gargantua Ocean (UBG)
    • Abysmol Trench (URG)
    • Eloramu Isles (BRG)

    Noraria:
    • Cirrus City (WBR)
    • Stratus Planes (RWU)
    • Nimbus Mount (UBR)
    • Cumulus Circles (WUB)

    Ferngath:
    • Mordant Marshes (GUB)
    • Rakuen Eden (GWU)
    • Yumac Caverns (WUB)
    • Verlorene Forest (BGW)

    Tutankh:
    • Scorchfeld Brushland (RGW)
    • Adiv Oasis (GWU)
    • Oriya Canyons (RWU)
    • Ondof Valley (URG)

    Cannac:
    • Araz Jungle (BRG)
    • Blisterblast Plateu (WBR)
    • Oces Deepwood (RGW)
    • Dira Scrubland(BGW)

    MECHANICS:
    I'm still working on unique mechanics per se for the set, but for the moment I got these:


    - New keyword: Hiveshift X. This is basically just soulshift X with slivers instead of sprits.

    - New keyword: Chaotic - (effect). Whenever chaos is rolled on the planar die, this ability triggers.

    - Upgraded to keyword: Flicker. Much like Fear became a keyword (static ability), Flicker will become a keyword that basically has the card's wording effect (like so many cards that have said effect). For example, Cloudshift would be reworded: Flicker target creature you control.

    - New mechanic: Riftcast (cost). The riftcast mechanic works like Flicker but it's an activated ability for spells while they're on the stack. For instance, say I cast a spell (called Spell #1 for sake of the argument) which has Riftcast UU. An opponent does something in response that targets that spell (casts Spell #2). While Spell #1 is on the stack, I can pay its Riftcast spell (like an activated ability). This effect goes on the stack (after Spell #2). When the Riftcast ability resolves, Spell #1 is exiled from the stack then returned to the stack. And where's it returned? You guess it, at the end of the stack. And, just as with permanents that are flickered, a riftcast spell is a new instance of a spell, so spells or effects that targeted that spell lose their legal target. Also, a riftcast spell that has a target can change its target upon being riftcast.

    So basically, a riftcast spell is being "moved" to the point in the stack where its Riftcast ability first resolves. Pretty cool, huh? This mechanic is tied to the theme and flavor of my set having to do with rifts, teleportation, shapeshifting, planeswalking, flickering, etc. I hope I explained this mechanic with as much clarity as possible.

    In summation, all cards with Riftcast will be like this:
    Riftcast {Mana} (If this spell is on the stack, you may pay {Mana}. If you do, exile this spell, then put it back on the stack. You may choose new targets for this spell.) Tons of thanks to osieorb18 for the simplification!

    - new keyword: Immortal. (Whenever this creature dies, return it to your hand.)

    - new keyword: Summon - (effect). (Whenever a is rolled, this ability triggers.)

    - new keyword: Upgrade - (effect). (You may sacrifice a non-creature artifact as part of this creature's casting cost. If you do, this creature enters play with the upgrade effect.)

    - new keyword: Tribute - (effect). (You may sacrifice a non-artifact creature as part of this creature's casting cost. If you do, this creature enters play with the tribute effect.)

    - new keyword: Bombheart X. (When this creature dies, it deals X damage to target creature or player.)

    - new keyword: Manasurge (mana). (When this creature enters the battlefield, add (mana) to your mana pool.)

    Anywho, on with the unveiling (to date, I've yet to organize the sets - will do so soon!). By no means do these cards belong to the same set. These are the ideas of all the cards (so far) that I've designed for the block. They will eventually be divided and organized (and the rarity as well). For the moment, I'm gonna identify which of the 3 sets the Sliver-related cards are gonna appear in.
    EDIT:
    The sliver-related cards have been placed in their respective sets. They can be found here and here.

    Others:

    Lands:

    Secret Library
    Land
    :symtap:: Add 1 to your mana pool.
    Cards in your library cannot be looked at, by, or revealed to other players by abilities your opponents control.

    Massive Glacier
    Snow Land
    When Massive Glacier enters the battlefield, sacrifice it unless you return an untapped Island you control to its owners hand.
    :symtap:: Add 2 to your mana pool.

    Wandering Isle of Aron
    Legendary Land Creature - Island Turtle (Color indicator: Blue)
    (Wandering Isle of Aron isn't a spell, it's affected by summoning sickness, and it has ":symtap:: Add U to your mana pool.")
    When Wandering Isle of Aron enters the battlefield, tap three Islands you control or sacrifice Wandering Isle of Aron.
    If you control less than three Islands, sacrifice Wandering Isle of Aron.
    1, :symtap:: Add URG to your mana pool.
    3/5

    Bog of Illusions
    Enchantment Land - Illusion (Color indicator: B)
    (Bog of Illusions isn't a spell.)
    :symtap:: Add B to your mana pool.

    Isle of Illusions
    Enchantment Land - Illusion (Color indicator: U)
    (Isle of Illusions isn't a spell.)
    :symtap:: Add U to your mana pool.

    Field of Illusions
    Enchantment Land - Illusion (Color indicator: W)
    (Field of Illusions isn't a spell.)
    :symtap:: Add W to your mana pool.

    Jungle of Illusions
    Enchantment Land - Illusion (Color indicator: G)
    (Jungle of Illusions isn't a spell.)
    :symtap:: Add G to your mana pool.

    Fissure of Illusions
    Enchantment Land - Illusion (Color indicator: R)
    (Fissure of Illusions isn't a spell.)
    :symtap:: Add R to your mana pool.

    Village of Illusions
    Enchantment Land - Illusion
    (Village of Illusions isn't a spell.)
    :symtap:: Add 1 to your mana pool.

    Scorchfeld Farmlands
    Land
    Chickens, Goats, and Cows get +1/+1.
    2:symtap:: Put a 0/1 green Cow creature token into play.
    2:symtap:: Put a 0/1 white Goat creature token into play.
    3, sacrifice X Cows: Put X +1/+1 counters to target creature you control.
    3, sacrifice X Goats: Gain X life.

    Intet's Basin
    Land - Lair
    When Intet's Basin enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
    :symtap:: Add U, R, or G to your mana pool.

    Numot's Wasteland
    Land - Lair
    When Numot's Wasteland enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
    :symtap:: Add R, W, or U to your mana pool.

    Oros's Ridge
    Land - Lair
    When Oron's Ridge enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
    :symtap:: Add W, B, or R to your mana pool.

    Teneb's Cemetery
    Land - Lair
    When Teneb's Cemetery enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
    :symtap:: Add B, G, or W to your mana pool.

    Vorosh's Marsh
    Land - Lair
    When Vorosh's Marsh enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.
    :symtap:: Add G, U, or B to your mana pool.

    Thermal Spring
    Land
    Thermal Spring enters the battlefield tapped.
    :symtap:: Add U, R, or G to your mana pool.

    Volcanic Temple
    Land
    Volcanic Temple enters the battlefield tapped.
    :symtap:: Add W, B, or R to your mana pool.

    Revitalizing Springs
    Land
    Revitalizing Oasis enters the battlefield tapped.
    :symtap:: Add R, W, or U to your mana pool.

    Lush Wetlands
    Land
    Lush Wetlands enters the battlefield tapped.
    :symtap:: Add G, U, or B to your mana pool.

    Hidden Gravesite
    Land
    Hidden Gravesite enters the battlefield tapped.
    :symtap:: Add B, G, or W to your mana pool.

    Noraria's Cloudscape
    Land
    Noraria's Cloudscape enters the battlefield tapped.
    When Noraria's Cloudscape enters the battlefield, you lose 1 life.
    :symtap:: Add W, U, B, or R to your mana pool.

    Ferngath's Grotto
    Land
    Ferngath's Grotto enters the battlefield tapped.
    When Ferngath's Grotto enters the battlefield, you lose 1 life.
    :symtap:: Add W, U, B, or G to your mana pool.

    Tutankh's Oasis
    Land
    Tutankh's Oasis enters the battlefield tapped.
    When Tutankh's Oasis enters the battlefield, you lose 1 life.
    :symtap:: Add W, U, R, or G to your mana pool.

    Cannac's Ridge
    Land
    Cannac's Ridge enters the battlefield tapped.
    When Cannac's Ridge enters the battlefield, you lose 1 life.
    :symtap:: Add W, B, R, or G to your mana pool.

    Abismolus's Abyss
    Land
    Abismolus's Abyss enters the battlefield tapped.
    When Abismolus's Abyss enters the battlefield, you lose 1 life.
    :symtap:: Add U, B, R, or G to your mana pool.

    Enchantments:

    Auras:

    Limbo Anchor 2WB
    Enchantment - Aura
    Enchant permanent
    Enchanted permanent can't leave the battlefield as long as Limbo Anchor is on the battlefield.
    3: Attach Limbo Anchor to target permanent.

    Greaves from The Shard 4
    Enchantment - Aura
    Enchant Planeswalker
    Whenever enchanted planeswalker uses a loyalty ability, add one loyalty counter to it.

    Shield from The Shard 2WW
    Enchantment - Aura
    Enchant Planeswalker
    All noncombat damage dealt to you cannot be redirected to enchanted planeswalker.

    Armor from The Shard 2GG
    Enchantment - Aura
    Enchant Planeswalker
    2: Prevent 1 damage to enchanted planeswalker.

    Weapon from The Shard 2RR
    Enchantment - Aura
    Enchant Planeswalker
    Whenever a creature would assign combat damage to enchanted planeswalker, that creature first receives X damage, where X is the amount of loyalty counters on enchanted planeswalker.

    Helm from The Shard 2UU
    Enchantment - Aura
    Enchant Planeswalker
    Enchanted planewalker gains hexproof.

    Cloak from The Shard 2BB
    Enchantment - Aura
    Enchant Planeswalker
    Enchanted planeswalker gains "-X: Remove X loyalty counters from target planeswalker and add X-2 loyalty counters to enchanted planeswalker. X cannot exceed the number of loyalty counters on target planeswalker."

    Airborne Virus 2B
    Enchantment - Aura
    Enchant creature
    Whenever a creature is dealt damage by enchanted creature, put a token that's a copy of Airborne Virus onto the battlefield attached to that creature.
    Enchanted creature has "At the beginning of your upkeep, put a -1/-1 counter this creature."

    Shoot the Random Hostage 1UB
    Tribal Enchantment - Pirate Aura
    Enchant creature
    As long as enchanted creature is a Pirate it has ":symtap:: Destroy target creature opponent controls chosen at random.".
    "Parley...? They have 5 seconds to comply."

    Penumbra Shadow 3G
    Enchantment - Aura
    Enchant creature
    When enchanted creature dies, put a token onto the battlefield that's a copy of it except it's black.

    Marooned on a Sandbar U
    Tribal Enchantment - Pirate Aura
    Enchant Island you control
    When Marooned on a Sandbar enters the battlefield, exile target creature until Marooned on a Sandbar leaves the battlefield.

    World Enchantments:

    Evanescence 2UU
    World Enchantment - Rift
    U, Exile a nonland card from your hand: Target permanent gains fading 3.

    Boreal Rifts SS
    World Enchantment - Rift
    S: Roll the planar die. On a , remove all age counters from all permanents on the battlefield. On a :chaos:, double the amount of age counters on all permanents on the battlefield. Any player may play this ability only during his/her turn and only any time he/she could cast a sorcery.

    Temporal Juxtaposition 3
    World Enchantment - Rift
    The "world rule" does not apply.

    Unstable Rifts BB
    World Enchantment - Rift
    As Unstable Rifts enters play, choose a creature type.
    BB, roll the planar die: On a , exile all creatures of the chosen type. On a :chaos:, return to the battlefield all creatures of the chosen type that are exiled. (All creatures exiled so far in the game, not just exiled with Unstable Rifts.) You may play this ability only any time you could cast a sorcery.

    Caster's Wormhole 3UR
    World Enchantment - Rift
    All spells have "Roll the planar die: On a , this spell is riftcast. On a :chaos:, counter this spell."

    Transcending Envy BB
    World Enchantment
    Whenever a player gets an emblem, each other player gets the same emblem.

    Mana Burn :sym2r::sym2g:
    World Enchantment
    Whenever mana empties from a player's mana pool, Mana Burn deals 1 damage to that player for each mana that emptied this way.

    Primal Balance G
    World Enchantment
    Except for mana abilities, all lands lose all abilities.
    "Finally, the world is peaceful; retored to its original beauty." - Arachne

    Paradox Thaw SSSS
    World Enchantment
    Cummulative upkeep - Remove a counter from another target permanent.
    "It's quite a trick to warm things with cold air, no?" - Freyalise

    Enchantments:

    Masque of Death 1WWBB
    Enchantment
    Whenever a creature dies, it's controller may choose a creature card in his or her graveyard and put it onto the battlefield.
    Everyone in Noraria's court waltzes to the rhythm of the rise and fall of souls in Hatillo.

    Regret BB
    Enchantment
    Whenever an opponent discards a card, that player loses 2 life.
    Trust me, there is no worse feeling than regret.

    Unlimited Access 4GG
    Enchantment
    When Unlimited Access comes into play, each player puts his or her library into his or her hand.
    Each player skips his or her discard phase and does not lose as a result of being unable to draw a card.
    Each player cannot play more than one spell each turn.
    If Unlimited Access leaves play, each player shuffles his or her hand and graveyard into his or her library.

    Argentification 2UU
    Enchantment
    Whenever a creature deals damage to you, put a silver counter on it.
    When Argentification leaves the battlefield, remove all silver counters from all creatures.
    :symtap:: Tap all creatures with silver counters on them.

    Commandeering a Fleet 1U
    Tribal Enchantment - Pirate
    UU: Search your library for a Ship card and put it in your hand. Then shuffle your library.
    "Just how does one come about commandeering an entire fleet? One ship at a time."

    Give No Quarter 2UB
    Tribal Enchantment - Pirate
    Whenever a creature would be dealt damage, destroy that creature.

    Remember the Nephilim 2GW
    Tribal Enchantment - Nephilim
    Each creature you control get +1/+1 for each of its colors.
    "They were not vanquished; they were merely interrupted..." - Bougrat, of the Cult of Yore

    Aurora Borealis S
    Snow Enchantment
    S: Target land is Snow in addition to its other types.

    Hibernaculum 2S
    Snow Enchantment
    SS, exile a creature card from your hand: Put four time counters on the exiled card. If it doesn't have suspend it gains suspend.

    Halcyon Days 1U
    Snow Enchantment
    Snow permanents don't untap during their controllers' untap step. At any time, any player may lose 5 life and you sacrifice Halcyon Days.

    Névé 3RS
    Snow Enchantment
    Mountains you control are snow in addition to their other types.
    Whenever you tap a snow mountain you control for mana, that land adds an additional R to your mana pool.

    Tangible Shadows 2BB
    Enchantment
    Creatures you control can't be blocked except by two or more creatures.
    Creatures you control can block an additional creature.

    Creatures:

    Anabethla, the Disgraced 3WWBB
    Legendary Creature - Angel Demon
    Flying, extort.
    Each permanent with a limbo counter on it can't leave the battlefield as long as Anabethla is on the battlefield.
    Pay 2 life, :symtap:: Put a limbo counter on target permanent other than Anabethla, the Disgraced.
    Caught between grace and damnation, limbo is the one true punishment.
    5/5

    Chicken of the Golden Eggs GW/U mana
    Legendary Creature - Chicken
    Shroud
    2: Put a colorless artifact token named Gold onto the battlefield. It has "Sacrifice this artifact: Add one mana of any color to your mana pool."
    No one knew where this fabled creature dwelled. Its keeper knew how to keep its existence a mere myth.
    1/3

    Mercenary Armada 3UB
    Creature - Human Rogue
    Mercenary Armada can't attack unless defending player controls an Island.
    3: Target creature other than Mercenary Armada gains protection from creatures until end of turn.
    When you control no Islands, sacrifice Mercenary Armada.
    2/4

    Goblin Sycophant R
    Creature - Goblin Advisor
    Prevent all damage that would be dealt to Goblin Sycophant from sources you control.
    Araz Goblins's survival skillset includes deception, betrayal, and flattery - none of which are useful outside of a forum.
    1/1

    Tropical Poachers G
    Creature - Human Pirate
    G, :symtap:, Discard a card: Put a 0/1 green Bird creature token with flying named Birds of Paradise onto the battlefield. It has ":symtap:: Add one mana of any color to your mana pool."
    "To some pirates no kind of merchandise is taboo."
    1/1

    Scroll Merchant 1U
    Creature - Human
    When Scroll Merchant dies, you may exile it. If you do, search your library for an instant or sorcery card, reveal that card, and put it in your hand. Then shuffle your library.
    Not only did the pirates take his secrets, but they did an amazing job of disposing the evidence.
    1/1

    Goblin Bureaucrat 2R
    Creature - Goblin Advisor
    Creatures you control have haste.
    Creatures your opponents control lose haste and can't have or gain haste.
    Araz is a strange place if people are the savages and goblins the diplomats.
    1/1

    Araz Berserker RR
    Creature - Human Berserker
    Haste
    3/1

    Corrupt Council 1RR
    Creature - Goblin Advisor
    Whenever a Dragon enters the battlefield, you may sacrifice any number of goblins. If you do, that Dragon enters the battlefield with X +1/+1 counters on it, where X is the number of Goblins sacrificed.
    Elected to serve the populace. Paid to serve the menace.
    2/2

    Apocalypse Slime 3BG
    Creature - Ooze
    Indestructible
    At the beginning of your upkeep, sacrifice another permanent chosen at random, then put a number of +1/+1 counters on Apocalypse Slime equal to that permanent's converted mana cost.
    If at any time you control no other permanents, sacrifice Apocalypse Slime.
    1/1

    Exceptional Transformation 3:symur::symur:
    Creature - Weird Shapeshifter
    You may have Exceptional Transformation enter the battlefield as a copy of any artifact, creature, or non-Aura enchantment on the battlefield, except it's a creature in addition to its other types, with power and toughness each equal to the copied permanent's converted mana cost.
    0/0

    Simulating "The Spark" 3:symur::symur:
    Creature - Weird Shapeshifter
    You may have Simulating "The Spark" enter the battlefield as a copy of any planeswalker on the battlefield, except it's a Weird Creature with power and toughness each equal to the copied permanent's converted mana cost.
    "So close, yet so far! Still not enough!" - Ral Zarek
    0/0

    Rift Jammer :symur::symur:
    Creature - Weird
    Emblems lose all abilities.
    2/2

    Cirrus Banker WU
    Creature - Human Advisor
    If you would pay the cumulative upkeep cost of a permanent you control, you may tap Cirrus Banker instead.
    0/1

    Cryozh Tortoise 1U
    Snow Creature - Turtle
    Cryozh Tortoise's power and toughness is equal to the amount of age counters on all permanents you control.
    S: Add an age counter to target permanent with cumulative upkeep you control.
    S: Remove an age counter from target permanent with cumulative upkeep you control.
    A shell as massive as the ice it accumulates.
    */*

    Auraling 3WW
    Creature - Shapeshifter
    W: Move target creature enchantment to Auraling.
    W: Attach target Equipment to Auraling.
    W: Auraling gains protection from the color of your choice until end of turn.
    1: Auraling gets +1/-1 until end of turn.
    1: Auraling gets -1/+1 until end of turn.
    3/3

    Plagueling 3BB
    Creature - Shapeshifter
    B: Target creature damaged this turn by Plagueling must be sacrificed by its controller.
    B: Provoke.
    B: Plagueling gets poisonous 1 until end of turn.
    1: Plagueling gets +1/-1 until end of turn.
    1: Plagueling gets -1/+1 until end of turn.
    3/3

    Blooming Mantrap 3GG
    Enchantment Creature - Plant
    During your upkeep you may sacrifice a creature. If you do, add a growth counter on Blooming Mantrap.
    Sacrifice Blooming Mantrap: Search your library for a number of lands equal to the number of Growth Counters that were on it and put them into play tapped, then shuffle your library.
    1/5

    Capricorn Healer 2U
    Creature - Goat Merfolk
    1: Add one mana of any color to your mana pool.
    :symtap:: Target player gains 4 life.
    0/5

    Sagittarius Hunter 4GG
    Creature - Centaur Archer
    Reach
    Sagittarius Hunter enters the battlefield with 8 arrowhead counters on it.
    :symtap:, remove an arrowhead counter from Sagittarius Hunter: Put a -1/-1 counter on target creature.
    4/4

    Aries Champion 5R
    Creature - Goat Berserker
    Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.))
    RRR: Aries Champion gets double strike and trample until end of turn.
    3/3

    Taurus Warrior 2RR
    Creature - Minotaur Warrior
    Taurus Warrior gets +2/+1 for each equipment attached to it.
    :sym2r:: Attach target equipment you control to Taurus Warrior.
    3/3

    Gemini Assassins 4BB
    Creature - Shapeshifter Assassin
    Shadow
    1BB, :symtap:: Destroy target creature. You may put a token that's a copy of the destroyed creature onto the battlefield.
    2/2

    Cancer Kraken 7UU
    Creature - Crab Kraken
    Cancer Kraken's power and toughness are equal to the number of Islands in play.
    All lands are Islands in addition to their other types.
    */*

    Virgo Enchantress 1WW
    Creature - Human Wizard
    Whenever an enchantment enters play, gain 2 life.
    Whenever a nontoken enchantment enters the battlefield, you may pay 2. If you do, put a token into play that's a copy of that enchantment.
    0/2

    Libra Arbiter 6WW
    Artifact Creature - Construct
    Affinity for artifacts.
    Creatures can't attack.
    5/5

    Scorpio Hydra-Tailed 5G
    Creature - Scorpion Hydra
    First strike, deathtouch, poisonous 5.
    Scorpio Ten-Tails enters the battlefield with 5 +1/+1 counters on it.
    -1/-1

    Aquarius Great-Maw 6UU
    Creature - Leviathan Whale
    Defender
    If at any time you control no Islands, sacrifice Aquarius Great-Maw.
    1UU: Tap target permanent. That permanent doesn't untap during its controller's untap step.
    10/10

    Pisces Summoner 3UU
    Creature - Fish Wizard
    When Pisces Summoner enters the battlefield, put a 1/1 blue Homarid creature token, 2/2 blue Oyster creature token, and a 3/3 blue Crab creature token onto the battlefield.
    3UU,:symtap:: Flicker Pisces Summoner.
    2/2

    Leo Havocmonger 3BB
    Creature - Cat Devil
    Persist
    Whenever Leo Havocmonger enters the battlefield or leaves the battlefield, target player discards a card.
    2/2

    Scorchfeld Poulterer 2G
    Creature - Human
    At the beginning of your upkeep, put an egg counter on Scorchfeld Poulterer.
    :symtap:, Remove an egg counter from Scorchfeld Poulterer: Put a 1/1 green Chicken creature token into play.
    When Scorchfeld Poulterer dies, put X 1/1 green Chicken tokens into play, where X is the amount of egg counters on Scorchfeld Poulterer.
    1/1

    Pearl Oyster 2UU
    Creature - Oyster
    Indestructible
    :symtap:: Put a pearl counter on Pearl Oyster.
    Remove a pearl counter from Pearl Oyster: Add W to your mana pool.
    0/3

    Nekusar's Serfs UBR
    Creature - Zombie
    B: Regenerate Nekusar's Serfs.
    Sacrifice Nekusar's Serfs: Add UBR to your mana pool.
    1/1

    Nekusar's Advisors 1UBR
    Creature - Zombie Advisor
    B: Regenerate Nekusar's Advisors.
    UR,:symtap:: Each player discards his or her hand and draws seven cards.
    1/1

    Gelid Mermaid UU
    Creature - Siren
    Multikicker S
    Gelid Mermaid enters the battlefield with a +1/+1 counter on it for each time it was kicked.
    1/1

    Arachne, Hidden Guardian 3BG
    Legendary Creature - Spider Human
    Reach
    :symtap:: Tap target creature and put a web counter on it.
    Each creature with a web counter on it doesn't untap during its controller's untap step.
    2/5

    Elite Harpoonist 1UB
    Creature - Human Pirate
    First strike, reach.
    :symtap:: Destroy target blue creature.
    3/1

    Pegasus Paladin 1WW
    Creature - Human Knight
    Horsemanship, flying
    2/2

    Angel of the Frontlines 1WWW
    Creature - Angel
    Flying, immortal
    2/2
    Anyone would volunteer to be on the frontlines - if they couldn't die...

    Endless Slime 3GG
    Creature - Ooze
    Endless Slime enters the battlefield with three +1/+1 counters on it.
    3GG, Sacrifice Endless Slime: Put a token onto the battlefield that's a copy of Endless Slime.
    0/0

    Caustic Ooze 1GUB
    Creature - Ooze
    Wither
    Caustic ooze can block any number of creatures.
    3/5

    Viscous Visionary 1GU
    Creature - Ooze Wizard
    Prevent all damage dealt to Viscous Visionary.
    1G, Sacrifice an untapped creature: Put a green X/X Ooze creature token into play where X is the sacrificed creature's power.
    "All the powers that Ferngath has given me. I was but muck on the ground. Now, I give new shape to life!"
    2/2

    Goblin Cardiologist 1RR
    Creature - Goblin Cleric
    Other goblin creatures you control have bombheart 1.
    "I can't promise the procedure will completely heal you. But at least everyone's gonna know when you pass away...!"
    1/1

    Harbinger of Cannac RG
    Creature - Human Cleric
    WB, :symtap:: Destroy all non land, non creature permanents. Use this ability only if you control a card named Cannac, the Savage.
    "Soon the world will be overcome by beasts and primal order will be restored."
    2/2

    Harbinger of Noraria BR
    Creature - Human Cleric
    WU, :symtap:: Return all non land permanents to their owners' hand. Use this ability only if you control a card called Noraria, the Proud.
    "Noraria may reside in her majestic palace in the center of Cirrus City but here she can gaze upon her entire realm - the entire world, ever searching for those worthy enough to be ascended into her paradise."
    2/2

    Harbinger of Ferngath WU
    Creature - Human Cleric
    BG, :symtap:: Destroy all creatures. Use this ability only if you control a card named Ferngath, the Life.
    "When Ferngath decides to wipe the slate clean, I will be more than happy to return to dust if it so pleases my master."
    2/2

    Harbinger of Tutankh WG
    Creature - Human Cleric
    UR, :symtap:: Tap all permanents. Use this ability only if you control a card named Tutankh, the Mercy.
    "The rest of this forsaken world need to learn to appreciate what is truly important; being a part of the balance around us. Soon will they know the reality of being just a speck of dust in this vast world."
    2/2

    Harbinger of Abismolus GU
    Creature - Merfolk Cleric
    BR, :symtap:: Destroy all lands. Use this ability only if you control a card named Abismolus, the Deep.
    "When Abismolus wakes, it will remember its purpose in this world. It will purge all. The world will not simply have an ocean but be an ocean."
    2/2

    Noraria, the Light 1WUBR
    Legendary Creature - Angel Deity
    Non-green creatures you control get +1/+1 and have immortal, flying, and first strike.
    Green permanents have echo.
    :symtap:: Gain control of target creature.
    3/3

    Ferngath, the Life 1GWUB
    Legendary Creature - Basilisk Deity
    Non-red creatures you control get +1/+1 and have lifelink, persist, and deathtouch.
    Red spells cost 2 more to cast.
    :symtap:: Return target creature from your graveyard to the battlefield.
    3/3

    Tutankh, the Mercy 1RGWU
    Legendary Creature - Wurm Deity
    Non-black creatures you control get +1/+1 and have vigilance, hexproof, and haste.
    Permanents you control can't be the target of black spells.
    :symtap:: Put a 5/5 green Wurm creature token with trample onto the battlefield.
    3/3

    Cannac, the Savage 1BRGW
    Legendary Creature - Dragon Deity
    Non-blue creatures you control get +1/+1 and have double strike, fear, and trample.
    Blue spells cost 2 more to cast.
    :symtap:: Destroy target creature.
    3/3

    Abismolus, the Deep 1UBRG
    Legendary Creature - Leviathan Deity
    Non-white creatures you control get +1/+1, are unblockable, and have frenzy 2 and poisonous 1.
    White permanents and Plains come into play tapped.
    :symtap:: Destroy target land.
    3/3

    Thundercloud Summoner 3WW
    Creature - Angel Wizard
    Flying
    Summon - Put a 6/1 red Elemental creature token with trample, haste, and "At the beginning of the end step, sacrifice this creature." onto the battlefield.
    "It's one thing to cast thunder; quite another to give it life."
    3/3

    Dragonridge Summoner 2R
    Creature - Goblin Wizard
    Summon - Put a 5/5 green Wurm creature token with trample onto the battlefield.
    "They all laughed at Bok. Since Bok's tamed the wurm cave, only Bok laughs now."
    1/1

    Cloudscape Familiar 1W
    Creature - Angel
    Red spells and blue spells you cast cost 1 less to play.
    Immortal
    "I may be frail, but for my devotion I've been blessed by Noraria to tread the clouds in her realm."
    1/1

    Wavescape Familiar 1U
    Creature - Merfolk
    Green spells and black spells you cast cost 1 less to play.
    Wavescape Familiar is unblockable.
    "These pirates want control of the entire oceans. How foolish to the think the oceans are simply the surface."
    1/1

    Gravescape Familiar 1B
    Creature - Goblin
    White spells and red spells you cast cost 1 less to play.
    Bombheart 2
    "Amongst the aftermath of the savagery, something can always be salvaged from the death and bodies. Bones for tables, chairs, beds, cribs..."
    1/1

    Dunescape Familiar 1R
    Creature - Human
    Blue spells and green spells you cast cost 1 less to play.
    Horsemanship
    "This desert life may seem harsh to outsiders, but my tribe is born and raised on the importance of harmony between every element here."
    1/1

    Marshscape Familiar 1G
    Creature - Ooze
    Black spells and white spells you cast cost 1 less to play.
    Deathtouch
    "Life and death. These are the only things that matter to Ferngath. The balance between them depends on his mood, of course."
    1/1

    Archangel of Glory 3WWW
    Legendary Creature - Angel
    Flying, vigilance, immortal
    Whenever Archangel of Glory deals combat damage to a player, put a +1/+1 counter on each of your creatures.
    "The glory of Noraria is measured by her followers' devotion."
    5/5

    Archangel of Reason 3UUU
    Legendary Creature - Angel
    Flying, vigilance, immortal
    Whenever Archangel of Reason deals combat damage to a player, you may draw two cards.
    "We are always prepared to thwart any threat to Noraria's skies."
    5/5

    Archangel of Pennance 3BBB
    Legendary Creature - Angel
    Flying, vigilance, immortal
    Whenever Archangel of Pennance deals combat damage to a player, you may choose a creature card in that player's graveyard and put it onto the battlefield under your control.
    "You have no idea of Noraria's expectations of your pennance..."
    5/5

    Archangel of Retribution 3RRR
    Legendary Creature - Angel
    Flying, vigilance, immortal
    Whenever Archangel of Retribution deals combat damage to a player, you may have Archangel of Retribution deal 5 damage to target creature or player.
    "Immolation is guaranteed for those who cross Noraria!"
    5/5

    Spells:

    Reconfigure UR
    Instant
    Counter target artifact spell. Reconfigure deals 2 damage to its controller.

    Resynthesize UURR
    Instant
    Counter target spell. Resynthesize deals X damage to its controller, where X is that spell's converted mana cost.
    "It burns!"

    Malefice UBR
    Instant
    Counter target spell. Its controller loses 2 life and discards a card at random.

    Prevent 1UU
    Instant
    Kicker U
    Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
    If Premonition was kicked, search its owner's graveyard, hand, and library for a card with the same name as the countered spell and exile it. Then that player shuffles his or her library.

    Unhindered Response 1U
    Instant
    Riftcast 1
    Counter target non creature spell.

    Premonition 1U
    Sorcery
    Buyback U
    Look at the bottom card of your library. You may put that card into your hand.
    "Ahhhhh...! I knew it!"

    Corpse Harvest B
    Sorcery
    As an additional cost to cast Corpse Harvest, sacrifice any number of creatures.
    Add BB to your mana pool for each creature sacrificed this way.

    Gone Berserk RRRR
    Sorcery
    Each creature target player controls deals damage equal to its power to another creature that player controls, chosen at random.

    Pact of Teleportation 0
    Instant
    Exile target planeswalker.
    At the beginning of your next upkeep, pay 4. If you don't, you lose the game.

    Bleeding Out 2BB
    Instant
    Cast Bleeding Out only during an upkeep step.
    When you cast Bleeding Out, choose a player.
    Until end of turn, whenever a spell or effect causes the chosen player to lose life, they lose twice that amount instead.

    Warping Wish 5
    Sorcery
    You may choose a planeswalker card you own from outside the game, reveal that card, and put it into your hand. Exile Warping Wish.
    He wished for a route, but not for the directions to navigate it.

    Enlightenment/Naïvety
    Enlightenment 2W
    Sorcery
    Put X level counters on target permanent where X is the amount of level counters needed to reach its maximum level.
    Naïvety 1B
    Sorcery
    Remove all level counters from target permanent.

    Reduce/Reuse
    Reduce 3BR
    Sorcery
    Each player sacrifices a permanent of each type.
    Fuse (You may cast one or both halves of this card from your hand.)
    Reuse 3WB
    Sorcery
    Each player returns a permanent card of each type from his or her graveyard to the battlefield.
    Fuse (You may cast one or both halves of this card from your hand.)

    Land Ho! U
    Tribal Sorcery - Pirate
    Search your library for an Island, Mountain, or Forest and put it onto the battlefield. Then shuffle your library.

    Buried Treasure U
    Tribal Sorcery - Pirate
    Search your library for a non land card and put that card into your graveyard. Then shuffle your library.

    Breath of Niv-Mizzet XUR
    Sorcery
    Breath of Niv-Mizzet deals X damage to target creature. That creature's controller puts the top X cards of his or her library into his or her graveyard.
    "May I burn away everything but your betrayal!"

    Sound Reasoning X2UU
    Instant
    Prevent all combat damage. For the next X turns, players skip their combat phase.
    "There was nothing here besides a test to prove that your true strength lies in unity." - Jace Beleren

    Inconsistent Bolt 1UR
    Instant
    Madness :symur:, kicker 1:symur:, flashback 2U/R mana
    Roll a four-sided die. Inconsistent Bolt deals damage equal to the number rolled to target creature or player.
    If the kicker cost was paid, roll a six-sided die instead.

    Shipwreck Salvage U
    Tribal Sorcery - Pirate
    Return target artifact from your graveyard to your hand.

    Favorable Weather 1U
    Instant
    Multikicker 2U
    Until end of turn, blue creatures you control gain haste.
    For each time Favorable Weather was kicked, target blue creature becomes unblockable until end of turn.

    Pomp // Circumstance
    Pomp WU
    Instant
    Target creature gets +1/+1, flying, and hexproof until end of turn.
    Circumstance 1BR
    Instant
    Destroy target creature.
    Fuse (You may cast one or both halves of this card from your hand.)

    Pride // Prejudice
    Pride 1GW
    Sorcery
    Choose a creature type. Put a +1/+1 counter on each creature of the chosen type.
    Prejudice 1UB
    Sorcery
    Choose a creature type. Put a -1/-1 counter on each creature of the chosen type.
    Fuse (You may cast one or both halves of this card from your hand.)

    Sacred // Profane
    Sacred 4WW
    Sorcery
    For the rest of the game, white creatures you control get +1/+1.
    Profane 4BB
    Sorcery
    For the rest of the game, black creatures you control get +1/+1
    Fuse (You may cast one or both halves of this card from your hand.)

    Planeswalkers:

    Ral Zarek, Rift Transverser 2UR
    Planeswalker - Ral
    +1: Return target creature to its owner's hand.
    -2: Put a 1/1 blue and red Weird Wizard creature token with ":symur::symur:, :symtap:, sacrifice this creature: copy target instant or sorcery spell." onto the battlefield.
    -7: You get an emblem with "Chaotic - Take an extra turn after this one."
    Loyalty: 3

    Tibalt, the Half-Devil 1RR
    Planeswalker - Tibalt
    +1: Draw 2 cards, then discard 2 cards at random.
    -2: Tibalt, the Half-Devil deals 3 damage to target creature or player.
    -5: You get an emblem with "Each card in your hand has madness. The madness cost is equal to its casting cost."
    Loyalty: 3

    Ulixeus, Leader of Heroes 4WU
    Planeswalker - Ulixeus
    +1: Put three 1/1 white and blue Soldier creature tokens onto the battlefield under target player's control.
    -3: Choose a hero card you own from outside the game and put it onto the battlefield under target player's control.
    -5: Target player gets an emblem with "At the beginning of your upkeep, each opponent puts a 1/1 white and blue Soldier creature token onto the battlefield."
    Loyalty: 4

    Artifacts:

    Abyss, the Dreadship 3WUB
    Legendary Tribal Artifact - Spirit Ship
    Whenever you control no Islands, sacrifice Abyss, the Dreadship.
    At the beginning of each end step, gain control of all creatures that died that turn.

    Eloramu Slave Ship 2BB
    Artifact - Ship
    :symtap:: Gain control of target creature for as long as you control Eloramu Slave Ship. Use this ability only if you control more creatures than target creature's controller.

    Ice Rod X3U
    Artifact
    Ice Rod comes into play tapped with X charge counters on it.
    Ice Rod doesn't untap during your untap step.
    :symtap:: Target permanent gains cumulative upkeep X, where X is the number of charge counters on Ice Rod.
    3: Untap Ice Rod. Use this ability only once per turn. (X is the number of charge counters on Ice Rod.)

    Fire Rod X3R
    Artifact
    Fire Rod comes into play tapped with X charge counters on it.
    Fire Rod doesn't untap during your untap step.
    :symtap:: Fire Rod deals X damage to target creature or player, where X is the number of charge counters on Fire Rod.
    3: Untap Fire Rod. Use this ability only once per turn. (X is the number of charge counters on Fire Rod.)

    Healing Rod X3W
    Artifact
    Healing Rod comes into play tapped with X charge counters on it.
    Healing Rod doesn't untap during your untap step.
    :symtap:: Gain X life, where X is the number of charge counters on Healing Rod.
    3: Untap Healing Rod. Use this ability only once per turn. (X is the number of charge counters on Healing Rod.)

    Dowsing Rod X3G
    Artifact
    Dowsing Rod comes into play tapped with X charge counters on it.
    Dowsing Rod doesn't untap during your untap step.
    :symtap:: Draw X cards, where X is the number of charge counters on Dowsing Rod.
    3: Untap Dowsing Rod. Use this ability only once per turn. (X is the number of charge counters on Dowsing Rod.)

    Skeleton Rod X3B
    Artifact
    Skeleton Rod comes into play tapped with X charge counters on it.
    Skeleton Rod doesn't untap during your untap step.
    :symtap:: Put X 1/1 black Skeleton creature tokens with "B: Regenerate" onto the battlefield, where X is the number of charge counters on Skeleton Rod.
    3: Untap Skeleton Rod. Use this ability only once per turn. (X is the number of charge counters on Skeleton Rod.)

    Giant Vaccuum 6
    Artifact
    X,:symtap:: Remove X counters from target permanent. For each counter removed this way, put a counter on Giant Vacuum.
    :symtap:, Remove all charge counters from Giant Vaccum: Target permanent with a counter on it gets half as many counters of a kind already on it as were removed this way.

    Krark's Big Toe 2
    Legendary Artifact
    If you would roll a die, instead roll two dice and ignore one.

    Terra Stabilizer 0
    Artifact
    Lands entering the battlefield don't cause abilities to trigger.

    Spyglass 1
    Artifact
    :symtap:: Look at any facedown card.
    1, :symtap:: Look at the top card of any library.
    3, :symtap:: Look through any player's library. Shuffle that library afterwards.

    Treasure Map 2
    Artifact
    2, :symtap:, sacrifice Treasure Map: Search your library for an artifact and put it into your hand.

    Treasure Chest 3
    Artifact
    X, :symtap:: Search your library for an artifact with converted mana cost X, reveal it, and exile it. Then shuffle your library.
    :symtap:, Sacrifice Treasure Chest: Put an artifact card exiled with Treasure Chest into your hand.

    Frost Prism 1S
    Snow Artifact
    S: Add one mana of any color to your mana pool.

    Barb-Hooked Harpoons 4
    Artifact
    Barb-Hooked Harpoons enters the battlefield with three harpoon counters on it.
    At the beginning of your upkeep, if there are no harpoon counters on Barb-Hooked Harpoons, sacrifice it.
    :symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put a -1/-1 counter on target creature.
    1, :symtap:, Remove a harpoon counter from Barb-Hooked Harpoons: Put two -1/-1 counters on target blue creature.

    Fortified Coast 3U
    Artifact - Fortification
    Fortified land is indestructible.
    Whenever fortified land becomes tapped, it deals 3 damage to target creature.
    Fortify 3

    Pirate Galleon 2UU
    Tribal Artifact - Pirate Ship
    When you control no Islands, sacrifice Pirate Galleon.
    Whenever a Pirate creature you control deals combat damage to a player, you may pay 1UU. If you do, take control of target artifact that player controls.

    Ondof Stables :sym2g::sym2w:
    Artifact - Fortification
    Fortified land has: "3: Target creature gets horsemanship until end of turn."
    Fortify 2
    "Undoubtedly the best horsemen of the realm."

    Reprints:
    Errata-ed:

    Terror from the Deep UUUUUUU
    Creature - Terror
    A deck cannot contain Terror from the Deep.
    24/24

    Acknowledgements:
    Special thanks to osieorb18 for support, proofreading, making a lot of these cards functional, and rewording them to be more faithful to WotC syntaxis.

    Special thanks to Arkanian for support, ideas on how to fix some of the cards, and corrections.

    To all of those who've read it all and have found interest: thanks!
    Posted in: Custom Set Creation and Discussion
  • posted a message on Adding a Sun and Moon symbol from the Innistrad block
    I didn't see the Sun and Moon symbol from the transform cards in the Innistrad block in the symbols (smilies). Maybe someone can make them just as the guild symbols were made as well Smile

    Ooh! And the planeswalker symbol from the planar die. I see the chaos symbol but not the other :/
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Hybrid mana symbols in posts
    Thanks! One last thing, could I possibly trouble you to tell me the snow mana symbol and how to do the phyrexian mana symbols.

    EDIT:
    Ok, nevermind, I figured it out! Thanks!
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Hybrid mana symbols in posts
    Awesome! What about in the case like Reaper King where the hybridization also includes colorless mana?
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Hybrid mana symbols in posts
    Is it possible (and if it is, how?) to put hybrid mana symbols in posts like the regular mana symbols?
    Posted in: Forum Software Feedback and Bug Reports
  • posted a message on Cryptoplasm + Dimir Doppelganger
    OK! Thanks!

    I'm having a bit of trouble with Renegade Doppelganger (and shapeshifters in general - especially when they revert back and forth).

    If I play Evil Twin with Renegade Doppelganger in play, then having Renegade Doppelganger copy whatever creature Evil Twin becomes, Renegade Doppelganger is a complete copy including Evil Twin's copy clause (it gains "{U}{B}, {T}: Destroy target creature with the same name as this creature.")? Meaning that Renegade Doppelganger becomes a copy of the creature copied by Evil Twin and also gains Evil Twin's second ability?
    Posted in: Magic Rulings Archives
  • posted a message on Cryptoplasm + Dimir Doppelganger
    If in my upkeep, I copy Dimir Doppelganger with Renegade Doppelganger and then said shapeshifted Renegade Doppelganger uses Dimir Doppelganger's ability to shapeshift into another creature, does the RenegadeDoppelganger-turned-DimirDoppelganger-turned-othercreature revert to Renegade Doppelganger at the end of turn, or does it permanently become the exiled creature?

    EDIT:
    Sorry, I confused the creatures. The problem's not with Cryptoplasm but with Renegade Doppelganger. Can somebody please change the topic subject to reflect that? Thanks!
    Posted in: Magic Rulings Archives
  • posted a message on What are the creatures with most abilities?
    Damn, Sphinx of the Steel Wind is pretty broken.

    It's such a shame that Greater Morphling was only released in Unhinged. WotC should rerelease some of the more "feaseable" cards from Unhinged in some other legal set. Most people don't mind playing with the Un-cards in a casual format. But not all the Un-cards are funny or corny or ridiculous (whatever your opinion on the matter). Most of them are pretty sweet and super useful in decks that would make them utterly broken (Mise, Goblin Bookie, Giant Fan, Staying Power, etc.). Anyways, enough with the Un-cards rant.

    Speaking of creatures with a bunch of abilities, what other cards provide lots of abilities? Like Akroma's Memorial, Elspeth, Knight-Errant emblem, Domri Rade emblem, etc.
    Posted in: Magic General
  • posted a message on What are the creatures with most abilities?
    Quote from Caiaphas
    Uh, Emrakul?


    Nice! I don't know how I forgot about Emrakul, the Aeons Torn. Then again, I also failed to mention Progenitus.
    Posted in: Magic General
  • posted a message on What are the creatures with most abilities?
    Which creatures have the most abilities? For example, Old Fogey and Greater Morphling are fun and pretty broken, respectively, but are there any others? Another examples that come to mind are Tribal Golem, Cairn Wanderer (though these depend on other cards in play), Ætherling, Torchling, Thornling, Morphling, Spirit of the Night, Akroma, Angel of Fury, Akroma, Angel of Wrath, etc. Any others? I'm looking for creatures with a ludicrous amount of abilities.
    Posted in: Magic General
  • posted a message on Having 0 or less life
    Okay, so to be clear, a player can have negative life? But effects that require payment of life cannot be met by having less than 0 life?
    Posted in: Magic Rulings Archives
  • posted a message on Having 0 or less life
    What if I have Phyrexian Unlife and Necropotence in play? Can I still pay life if I'm entering the negatives? And what happens when state-based actions are checked? I can simply just have negative life?
    Posted in: Magic Rulings Archives
  • posted a message on Having 0 or less life
    Ok, I've been playing MTG on/off since The Dark and every now and again the rules go thru some major changes. I remember how back in the day I could cast Lich and then switch life totals with an opponent before the state-based effect of having 0 life would lose me the game. Now, you're supposed to lose the game the instant you have 0 life. However, there's still a fog about it as there are cards which prevent you from losing the game from having 0 or less life or losing the game altogether.

    Yet, where it gets confusing for me:
    The looping combo Sanguine Bond + Exquisite Blood actually ends the game in a tie. That's off to me 'cause the moment a player hits 0 he/she's supposed to lose the game, but since the loop never ends, neither does the match. I find that a bit contradictory to the state-based action of reaching 0 life (or less).

    I guess my question is "what exactly happens when you reach negative life?".

    For instance, I have, for the sake of argument, Phyrexian Unlife in play and I lose life (not from receiving damage per se) beyond 0. Do I stay in a negative life state or does my life linger at 0? If so, how would that affect cards like Transcendence (and particularly Havoc Festival)?

    Any help clearing this up for me? Thanks!
    Posted in: Magic Rulings Archives
  • posted a message on Reflecting Pool and Cavern of Souls
    Cavern of Souls allows me to either add {1} or any color mana to my mana pool (to cast creatures of the chosen type). However, if I have a Reflecting Pool in play, can the Reflecting Pool add any color mana to my mana pool when tapped or can it only add {1} to my mana pool?
    Posted in: Magic Rulings Archives
  • posted a message on Alaborn Zealot with indestructable
    If Alaborn Zealot is indestructible, do I still have to destroy it? The card cleary says that both Alaborn Zealot and the creature it blocks are destroyed, not that I have to sacrifice it, etc. If Alaborn Zealot is indestructible, does that mean that only the creature blocked by Alaborn Zealot is destroyed?
    Posted in: Magic Rulings Archives
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