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  • posted a message on [LDO] Lorado, Magic in the Weird West
    Lorado, the Magical Frontier
    Expansion Code: [LDO]
    Tagline: Stake your claim. Become a legend.
    Format: Stand-alone large set for drafting
    Completion: 102/255 cards as of 12/17/2015

    This is my top-down designed weird west set, Lorado. The world of Lorado is a world of showdowns with enchanted pistols at high noon, pleas to the spirit animals for rain, and settlers carving a life out of a monster-infested frontier. Great veins of the magical mineral Moxenite have been discovered out on the frontier, which has brought prospectors, farmers, outlaws, and wizards. The native peoples aren't going to give up their homeland without a fight.

    Cockatrice Files
    All image files and XML files needed to playtest with Lorado on Cockatrice are located here, with instructions for installing, as a .rar that can be opened by WinRar.


    Full Visual Spoiler
    This Imgur album has card commentary and cool art.

    Feedback and constructive criticism are very appreciated! If you have good ideas for cards, please share them. If a card doesn't make sense or is unbalanced, tell me.

    Mechanics
    Warband: (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn. As long as ~ is paired with another creature <effect>.) Warband is the natives' mechanic, an attacker version of Soulbond. I got this mechanic from /u/PasstheChips and use it with their blessing. This mechanic has been fun in playtesting so far.

    Survey: (To survey a land, exile the top card of your library face down under it. It gains "3, T, Sacrifice this land: Look at the cards under it and return one to its owner's hand.") Survey is the mining/prospecting/lumberjack mechanic. Despite the large amount of words, this mechanic has played well in testing so far.

    Reflex: (You may cast this as though it had flash for its reflex cost.) Reflex is the "quickdraw" mechanic for the gunslingers. This mechanic has been OK in playtests.

    Straight: (One or more nonland permanents you control with consecutive converted mana costs form a straight.) Straight is the poker mechanic. This mechanic has been an absolute blast in testing.

    Goals:
    Top Down Western Flavor: Cards that resonate with the Western genre through function, flavor text, names and art. Lorado takes inspiration from the Fearsome Critters of the Lumberwoods, American Indian mythology, Spaghetti Westerns, Revisionist Westerns, the Wizard of Oz, American urban legend, 1800's American history, Wild Wild West, and tall tales.
    Art Direction: No line drawings, pencil sketches, cartoons, comics, photographs, or overly stylized images. I've scoured the internet for cool weird west paintings. I avoid illustrations from RPG books or other card games, but novel covers are fair game.
    Fun draft environment: Lorado is designed to be a self-contained drafting environment suitable for drafting as a non-singleton draft simulator cube. As such, I aim to include no unplayable cards, but narrow or sideboard cards are fine.


    Text Spoiler



    Circle the Wagons 1W
    Instant (C)
    Blocking creatures you control get +0/+4 until end of turn.
    Draw a card.
    Working together, few can stand against many. Being better equipped never hurts, though.
    Card Notes: This is a Bar the Door variant, hopefully a little more playable.

    "Circling the wagons" and forming a wagon fort (or Laager) has been done for centuries to protect livestock from thievery and predators. However, the phrase entered American English as an idom meaning "to assume a defensive position" after the Wagon Box Fight in Wyoming, 1867. A few dozen americans (with top-of-the-line rifles) held off hundreds of indians (with scarecely a hundred bullets between them.

    Farajo’s Shieldbearer 2W
    Creature — Human Warrior (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Farajo’s Shieldbearer is paired with a creature, each of those creatures gets +0/+2.
    2/2
    Card Notes: This is a warband creature with a toughness boost, which can help you get your low toughness dudes into the red zone.

    Farajo is a native planeswalker from Lorado, a peacemaker who has been away from home for many years resolving conflicts around the multiverse. He returns to find his homeworld a world of conflict.

    Galloping Charge 3WW
    Sorcery (C)
    Creatures you control get +2/+2 and gain indestructible until end of turn.
    Protected by the tribe, no rider is vulnerable.
    Card Notes: A big charge spell good for attakcing with "go wide" decks. I'm a little concerned that this and Medicine Shield might overlap too much.

    I just wanted to have a spell called "galloping charge". Although to be accurate, cavalry can't perform a true charge without an iron stirrup, which not all native tribes could trade for.

    Goat Herder 1W
    Creature — Human Nomad (C)
    When Goat Herder enters the battlefield, put a 0/1 white Goat creature token onto the battlefield.
    When your livestock can eat anything, occasionally a moccasin goes missing.
    2/1
    Card Notes: This just comes with a goat token. It is in the set to feed the uncommon "Chupacabra", which can sacrifice goat tokens for value. The token can also turn on warband creatures in a pinch. It's been playing well.

    I had a hard time finding wild-westy art with goats for this design, until i discovered that the Navajo people raised a lot of goats.

    Guthram Alchemist 2W
    Creature — Human Wizard (C)
    When Guthram Alchemist enters the battlefield, put a +1/+1 counter on target creature.
    Sure I got potions. None to share with cattle rustlin’ scum like you, though.
    1/2
    Card Notes: A sandcrafter mage/supply line cranes variant. Playing well so far.

    I try to saturate common with magical cowboys and shamans and monsters, so one never forgets that we're playing a game called Magic!

    Into the Sunset 3W
    Sorcery (C)
    Exile target creature. Its controller gains life equal to its toughness.
    Wish I could stay, but there’s other towns be needin’ a hero.
    Card Notes: A reprint of Swords to Plowshares, nerfed all the way down to a common that would be printed today. an expensive common removal that can get rid of anything. It has played well in testing so far.

    The idea of "riding off into the sunset" in westerns has a very similar story to Swords to Plowshares. The exiled creature isn't dead, or banished to another dimension or turned to dust, they just have more important things to do.

    Leonin Huntress 1W
    Creature — Cat Warrior (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Leonin Huntress is paired with another creature, both creatures have first strike.
    2/1
    Card Notes: the first striking warband creature.

    Lorado is a set based on what is now the United States, southern Canada, and northern Mexico. The african lion (panthera leo) isn't native to that area, so the Leonin of Lorado resemble the american Mountain Lion (puma concolor). The leonin are aligned with the native tribes.

    Malvado Griffin 2W
    Creature — Griffin (C)
    Flying
    Lifelink (Damage dealt by this creature also causes you to gain that much life.)
    Condor griffins soar above the harsh Horno Malvado desert, circling for prey that has succumbed to heat and thirst.
    1/3
    Card Notes: A griffin. Finding enough art for white fliers in a wild west theme is harder than I thought.



    This griffin is based on the California Condor, an endangered american vulture. The Horno Malvado (Wicked Furnace in spanish) is a hot desert region in Lorado, inhabited by a few scattered native tribes and a few nasty monsters.

    Medicine Shield 2W
    Instant (C)
    Creatures you control gain indestructible until end of turn. You gain 1 life for each Forest and each Plains you control.
    Shield for the body, medicine for the soul.
    Card Notes: This is the G/W Selesnya card, a variant on Rootborn Defenses. G/W is the primary colors for the Warband mechanic, this lets groups of wimpier warband creatures get in the red zone to use their abilities.

    Medicine shields are not real shields for physical protection, but are intended to protect the bearer's spirit. In a magical world, though, aren't those one and the same?

    Ozuawe Riders 3W
    Creature — Human Warrior (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Ozuawe Riders is paired with another creature, whenever either creature deals combat damage to a player, untap both creatures.
    3/3
    Card Notes: This warband creature grants a pseudo-vigilance. Since warband is itself an attack trigger, many abilities don't work with it (such as reach, vigilance, and haste), so this is a work-around.

    The Ozuawe tribe (which I derive from the Lakota word for 'war') represent the plains tribes such as the Sioux, Blackfoot, and Cheyenne native peoples. They live in tipis and have war bonnets.

    Pass the Peace Pipe W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature has “T: Tap target creature.”
    With this pipe, the treaty is done. Let there be peace between the two of us.
    Card Notes: Turn anything into a gideon's lawkeeper. Tappers have been getting less efficient in the last few sets. This is cheap in mana, but costs card advantage. Both creatures smoke the pipe, and are tapped so they can't fight. Putting it on a vigilant creature lets you break the rules a bit.



    Ceremonial pipes were used by a variety of peoples for many reasons, in addition to sealing treaties.

    Rallyridge Lawman 1W
    Creature — Human Soldier (C)
    Vigilance (Attacking doesn’t cause this creature to tap.)
    The Rallyridge Regulators are a beacon of order, shining out into the darkness of a lawless frontier.
    2/2
    Card Notes: Bear with vigilance. Simple.



    Lorado is a world with only a handful of lawkeeping bodies on the frontier.

    Redeemed Cardshark 3W
    Creature — Human Wizard (C)
    When Redeemed Cardshark enters the battlefield, you gain X life, where X is your longest straight. (One or more nonland permanents you control with consecutive converted mana costs form a straight.)
    Cheats and bandits are shaped into lawmen inside the walls of Fort Redemption.
    2/4
    Card Notes: A white card with Straight that gains some life. Not super strong, but that's OK I think. I switched this to more defensive stats to level out white as a whole.

    Fort Redemption is a settlement on the Lorado frontier, where bandits are caught and reformed.

    Redemption Cloudranger 4W
    Creature — Human Knight (C)
    Reflex 5U (You may cast this as though it had flash for its reflex cost.)
    Flying
    The noblest steeds permit only the noblest of men to ride them.
    3/3
    Card Notes: This is the white/blue azorius guild card for the typical UW walls and fliers deck. Reflex can also go on creatures, provided that the reflex color is green or blue (at common), and that the creature makes sense in both colors. White often gets 3/3 fliers for 5 (usually with a small upside like Ghostly Sentinel), and blue has gotten 3/3 fliers with flash for 5 at common twice (faerie invaders and spire monitor). This card is slightly less efficient than either ofthose, but has options.

    Sacredhoof Wildshaper W
    Creature — Human Druid (C)
    2W: Until end of turn, Sacredhoof Wildshaper becomes an Ox with base power and toughness 2/5 and gains vigilance.
    To take the form of the white buffalo is a great and sacred honor.
    1/1
    Card Notes: This creature is from a cycle of 1 drop creatures with activated abilities that make them more relevant in the late game. They are there to support the Straight mechanic, which loves 1 drops to assemble long straights. Each one is a native american druid who transforms into an animal.

    This druid turns into a buffalo. The white buffalo is an important spiritual animal in plains indian religion. In Lorado, Sister Buffalo is a white/blue aligned member of the spirit animal pantheon, a spirit of peace and negotiation.

    Sheriff’s Steed 1WW
    Creature — Griffin (C)
    Flying
    When Sheriff’s Steed enters the battlefield, target creature gains flying until end of turn.
    “Best friend I’ve ever had. ‘Cept he keeps stealing my hat.” — Josiah Woods, Sheriff of Guthram Springs
    2/2
    Card Notes: A griffin wearing a cowboy hat. when it comes down, another creature can ride it, much like Battleflight Eagle and other similar white cards. The idea of mounts is approached by a couple of different mechanics in my set.

    Skillful Lunge 1W
    Instant (C)
    Target creature gets +2/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
    In the days of spellguns, many forget the power of skill with a blade.
    Card Notes: A reprint of Skillful Lunge from dark ascension.



    This art depicts Zorro, a fictional character from the southwest (and the inspiration for Batman). An ordinary mortal that uses his quick wits to defeat his enemies. Lorado still has a few swordsmen around, despite the advances in technology.

    Wrangle 1W
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature can’t attack or block as long as you control a creature.
    Give me enough men and rope and I’ll hogtie any beast.
    Card Notes: Pacifism is a really strong card. this is a strictly worse version of it. This card has been really fun in playtesting, it has a lot of give-and-take to it. And I think it's a flavor win.



    Bears have always been a problem for livestock. While americans often scared bears away with artillery fire, mexican Vaqueros (cowboys, from which the english word "buckaroo" is derived) used highly trained horses to rope them. This was a dying art when this painting was made, it looks almost fantastical.

    Aerial Shootout U
    Instant (C)
    Target creature gets +1/+1 until end of turn. If it has flying, untap it. Otherwise, it gains flying until end of turn.
    It’s a long way down.
    Card Notes: This is the Jump effect for Lorado. It has played velvety smooth in playtesting, providing surprise blocks and letting attackers swing in. Cowboys riding pegasi!

    Bulletproof Barrier 1U
    Enchantment — Aura (C)
    Reflex 3U (You may cast this as though it had flash for its reflex cost.)
    Enchant creature
    Enchanted creature has hexproof. (It can’t be the target of spells or abilities your opponents control.)
    Card Notes: Another enchantment card with Reflex, this one can protect creatures. I'm a little worried that this one isn't really a common. It has been weird in playtests.

    If you look closely at the art, you can see a bullet tracing around the outside of the magical shield. The recent advances in magic have opened spellcasting to many who didn't have the talent, but there are still a few old-fasioned wizards around.

    Calamity Tinker 3U
    Creature — Human Artificer (C)
    When Calamity Tinker enters the battlefield, return target artifact card from your graveyard to your hand.
    In Calamity Junction, you’re more likely to be held up for your spare parts than your coins.
    2/3
    Card Notes: This is the "artifacts matter" card for blue. It doesn’t feel as blue as I’d like.

    Lorado is a technologically advanced world, and nowhere is that more apparent than the trade hub Calamity Junction (named for famous gunslinger Calamity Jane). Many inventors, wizards, and artificers make Calamity their home, taking advantage of the abundant sources of blue moxenite nearby.

    Conjure Frost 1U
    Sorcery (C)
    Tap up to two target creatures. Those creatures don’t untap during their controller’s next untap step.
    A snowstorm won’t stop a wendigo, but it’ll sure slow ‘em down.
    Card Notes: This is a cheaper (but sorcery speed) Frost Breath.

    This card features a Wendigo, an evil cannibal monster from Algonquian (southeast native canadian) mythology. Wendigos are rumored to be produced when a tribe member succumbs to the temptation of cannibalism during a harsh winter and transforms into a monster that craves human flesh.

    Dowsing Prospector 1U
    Creature — Human Scout (C)
    When Dowsing Prospector enters the battlefield, survey two target lands. (To survey a land, exile the top card of your library face down under it. It gains “3, T, Sacrifice this land: Look at the cards under it and return one to its owner’s hand.”)
    There be moxenite in them thar hills.
    1/3
    Card Notes: This card features the Survey mechanic, which attempts to capture miners, prospectors, gold rushes, lumberjacks, and the destruction of the environment wrought by american expansion. Take the top card of your library, hide it face down (no peeking!) under a land, and you can later "mine" that land for your pick of the mysterious riches underneath! there is *literally* gold in them thar hills!

    Survey is really a word salad, but is simple in gameplay. It has been playing well in playtesting. The land sacrifice can't happen early game (due to needing 4 lands to even try it), so it dissuades players from mana screwing themselves. And one usually plays out their hand before cracking lands for more cards. It is a sort of weird combination of scrying and cycling.

    Dowsing is a divination technique used to find underground resources, usually water but sometimes minerals.

    Drive Off 2U
    Sorcery (C)
    Reflex 4U (You may cast this as though it had flash for its reflex cost.)
    Put target creature on top of its owner’s library.
    And don’t come back!
    Card Notes: A time ebb/griptide variant with the Reflex mechanic

    He's probably going to come back.

    Ghostly Rider 1U
    Creature — Spirit (C)
    Flying
    Ghostly Rider can block only creatures with flying.
    Forever bound to chase a phantom herd across the endless skies.
    2/1
    Card Notes: A vaporkin effective reprint. Been playing just like you'd expect.

    This card is a reference to the western song "Ghost riders in the sky", the inspiration for the comic book character Ghost Rider.

    Horned Serpent 5U
    Creature — Serpent (C)
    Whenever Horned Serpent attacks, return two lands you control to their owners’ hands.
    If it lives in a river, is it still a sea monster?
    5/5
    Card Notes: The usual big blue fatty with downside at common, in the proud tradition of harbor serpent and glacial crasher. there are a few landfall type cards at uncoommon that can benefit from this. This card has gone through a lot of variants.

    The Horned Serpent, or Uktena in the Cherokee language, is a monster from many native american tribal mythologies, and the closes thing to a dragon in most of them. They are usually hostile and drown/eat people, but have a magical gem in their forehead that can be used to work great spells.

    Mana Rot 2U
    Instant (C)
    Counter target spell unless its controller pays 1 for each Island and each Swamp you control.
    The pioneers mined raw magic from the earth. Some of it should have remained buried.
    Card Notes: This is the off-color card for U/B dimir control. It functions like a slightly more permissive cancel in a blue/black deck, and an OK but not great counterspell in other heavy-blue decks.

    The moxenite rush has awoken dark creatures that slumbered a long time, held at bay by the natives' rituals.

    Pan the River 1U
    Enchantment — Aura (C)
    Enchant land
    Enchanted land has “T: Survey this land.” (To survey a land, exile the top card of your library face down under it. It gains “3, T, Sacrifice this land: Look at the cards under it and return one to its owner’s hand.”)
    Card Notes: This is another card with the cold rush mechanic, "Survey". Lands can be surveyed multiple times, putting more and more face downcards under that land. When it gets cracked, you could have a choice of four or more cards.



    Blue Moxenite is found in alluvial deposits in riverbeds, and is panned for like gold. Blue Moxenite powers all the steampunky machinery that is the source of Lorado's industry, including the intelligent Tinmen constructs.

    Quick Draw 2U
    Sorcery (C)
    Reflex 3UU (You may cast this as though it had flash for its reflex cost.)
    Draw two cards.
    The Rallyridge Regulators bear conjured pistols, always at the ready.
    Card Notes: This card features the "Reflex" mechanic, which attempts to capture the quickdraw gun duels of Western movies. The present iteration is just a kicker for flash, much like Rout and Harbinger of the Tides. It mostly goes on sorceries and usually costs 2 extra colorless mana.

    The name and effect of this card is a shameless pun, it is a "quick" (instant speed) "draw" spell with the 'quickdraw' gunslinger mechanic Reflex. The Rallyridge Regulators are an informal law enforcement group on the Lorado frontier beyond the reach of real Sheriffs.

    Remove Soul 1U
    Instant (C)
    Counter target creature spell.
    Do not enter Hyastee territory if you value having your head attached to your shoulders, or your spirit attached to your body.
    Card Notes: Just a reprint of Remove Soul. I needed a cheap counterspell and this art fit the bill.

    The totem pole on the right indicates a pacific northwest inspriation. My best guess is that the landscape is inspired by Washington State's Channeled Scablands.

    Shaman’s Familiar 2U
    Creature — Bird (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Shaman’s Familiar is paired with another creature, both creatures have flying.
    2/2
    Card Notes: The blue warband creature, it grants flying like Trained Condor or Chasm Drake. Warband cards are balanced about like soulbond cards. Unimpressive on their own (a 2/2 for 3), Ok when bonded (a 2/2 flier for 3 is not bad), and then pretty sweet when you account for the bonus they hand out.



    The fact that this little owl is wearing a headdress is silly but it looks cool and makes it look connected to the native faction.

    Starry Visions 1U
    Sorcery (C)
    Look at the top three cards of your library. Put one into your hand and the rest into your graveyard.
    Ozuawe truthseers read the sky for omens.
    Card Notes: An anticipate variant that trades instant speed for filling up the graveyard.

    Thunderbird Stormwing 3UU
    Creature — Bird (C)
    Flying
    R: Thunderbird Stormwing gets +1/+0 until end of turn.
    The feather of a thunderbird can power many spells.
    3/3
    Card Notes: The R/U izzet guild card, this has the potential to be a huge beater.

    The Thunderbird is a creature from native american mythology, a usually friendly creature that could summon storms. Since lighting is red in Magic, I gave it the simplest red ability i could.

    Triggerbane Ward 1U
    Enchantment — Aura (C)
    Reflex 3U (You may cast this as though it had flash for its reflex cost.)
    Enchant creature
    Enchanted creature gets -6/-0.
    Some saloons’ no-weapon policies are enforced by magic.
    Card Notes: Reflex can also go on enchantments! This one combines Pin to the Earth/Sensory Deprivation type spells with blue's instant speed shrinking. Overall, green and blue get the most flash enchantments at common, so to preserve color pie, Reflex enchantments are found in those colors at common.

    Vittorian Spellslinger 2U
    Creature — Human Wizard (C)
    Whenever you cast a noncreature spell, untap Vittorian Spellslinger.
    He can put two bullets and a lightning bolt in you before you’ve even drawn a weapon.
    2/2
    Card Notes: A prowessy type creature that's great in a deck full of combat tricks.

    Wisewing Wildshaper U
    Creature — Human Druid (C)
    1U: Until end of turn, Wisewing Wildshaper becomes a Bird with base power and toughness 1/4 and gains flying.
    Owl shares her form with the wisest, not the strongest.
    1/1
    Card Notes: This druid fills the "defensive flier" slot for blue, and is the next member of the wildshaper cycle. This has been OK in playtests.

    Mother Owl is a blue aligned member of the spirit animal pantheon, the goddess of wisdom and lore.
    Blightwing Wildshaper B
    Creature — Human Druid (C)
    B: Until end of turn, Blightwing Wildshaper becomes a Bird with base power and toughness 1/2 and gains flying and deathtouch.
    A raven is an ill omen, one of Raven’s druids a dire one.
    1/1
    Card Notes: The black member of the wildshaper cycle turns into a raven. This has been changed to be a putrid imp variant. I think the deathtouch is a bit iffy flavorwise, but I wanted to distinguish it from the blue one which is also a bird.

    Brother Raven is the white/black aligned member of Lorado's spirit animal pantheon, inspired by the Raven spirit of pacific-northwest native myth. He's a sort of trickster hero, sometimes helping others, but often his usual selfishness usually comes back to bite him.

    Bloodshot Enforcer 2B
    Creature — Vampire (C)
    Lifelink (Damage dealt by this creature also causes you to gain that much life.)
    The law in Gallows Gulch can’t be mistaken for toothless.
    3/1
    Card Notes: Just an effective reprint of Markov Patrician.

    Becoming a vampire, called 'Bloodshots' in Lorado, isn't a disease or curse passed from vampire to mortal, but a result of a bargain with a demon. You can gain incredible strength and longevity, at the low-low price of your soul and an insatiable thirst for human blood. Both settlers and natives succumb to the demons' temptations and sign on the bloody dotted line. Gallows Gulch is a settlement in Lorado, ruled with an iron fist by its corrupt sheriff.

    Coat with Venom B
    Instant (C)
    Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
    Never underestimate the craftiness of a goblin who has lived long enough to be old.
    Card Notes: Reprint of Coat with Venom. I needed a black combat trick, and that spell was just so fun to cast.

    Alchemy is relatively advanced on Lorado, like the rest of magical technology.

    Crack Shot 1BB
    Sorcery (C)
    Reflex 4W (You may cast this as though it had flash for its reflex cost.)
    Destroy target tapped creature.
    Whoever says there is no magic bullet solution to his problem doesn’t know the right ammunition enchanter.
    Card Notes: This is the B/W ohzhov member of the cycle, fine removal in any B/W deck. This card has an off-color reflex cost. Off-color reflex cards have to obey the same color pie rules that off-color flashback cards and hybrid mana cards do. The effect needs to make sense in color for both colors individually. This one mixes Assassinate and Excoriate, and it's instant mode feels more white (since it can stop an attacker) even though the effect is the same.

    Lorado is a world of magical firearms, which shoot magical bullets.

    Deal at the Crossroads 2B
    Sorcery (C)
    Draw two cards, then put the top two cards of your library into your graveyard. You lose two life.
    I’m guessing you’re looking for something a little more... direct... than skill with the guitar. Aren’t you, Planeswalker?
    Card Notes: This is a variant on the classic "deal with the devil" spell, Sign in Blood. It also does some self mill for the self-mill theme in green/black.

    Making a deal with the devil at the crossroads, particularly to acquire musical skill, has become a part of Western folk mythology, appearhing in both american Voodoo and blues songs. Deals with the devil are a prominent theme in Lorado.

    Festering Blacklung 2B
    Creature — Zombie (C)
    When Festering Blacklung enters the battlefield, survey target land. (To survey a land, exile the top card of your library face down under it. It gains “3, T, Sacrifice this land: Look at the cards under it and return one to its owner’s hand.”)
    He owes his soul to the company store.
    2/3
    Card Notes: This is another card with the Survey mechanic.

    This card's name refers to the "Black Lung", a respiratory dust disease that afflicted many coal miners in 1800's america. The flavor text refers to the song 'Sixteen tons', about the plight of coal miners.

    Ghostly Presence B
    Instant (C)
    When target creature dies this turn, return it to the battlefield under its owner’s control.
    Can’t keep a bad man down.
    Card Notes: A boon of erebos/undying evil variant. I think it needs a little something.

    Ghoulish Sharecroppers 1B
    Creature — Zombie (C)
    Whenever a land enters the battlefield under your control, tap Ghoulish Sharecroppers.
    Vittorian plantation owners will work a man to death. And then some.
    2/2
    Card Notes: black bear with downside, a typical black common. It makes curving out a inconvenient.

    Many of the settlers originate from the Black/White/Blue aligned nation of Vittoria, which shares many features with the northeast united states in the 1800's. They are not shy about using zombie labor, nor are they hesitant to wipe out natives to feed their ever increasing hunger for resources. The art of this card is a parody of the famous western painting, "American Gothic". Sharecropping was a system of pseudo-slavery in the united states in the 1800's.

    Gunmage of the Curtain 3B
    Creature — Human Wizard (C)
    Menace (This creature can’t be blocked except by two or more creatures.)
    “These thugs are well equipped and well trained. Who is behind this?” — Josiah Woods, Sheriff of Guthram Springs
    2/4
    Card Notes: A midsize menace creature.

    Gotta have lots of cowboy wizards! This one is a member of the criminal organization "The Curtain". Guthram Springs is a settlement in Lorado, which enjoys a reasonable standard of peace and rule of law.

    Lynch BB
    Sorcery (C)
    Destroy target creature that’s two or more creature types.
    It makes little difference if you broke the law, offended a baron, or they just needed something to feed the ghouls.
    Card Notes: This is the premium black removal at common. It is better at hitting humanoids (which generally have both a race creature type and a class creature type) than monsters (which usually have just a single creature type). At present, it hits about 3/5 of the common creatures right now, significantly less than the 4/5 that Doom Blade can hit, and misses many of the large and evasive creatures.

    Makade Soulfire B
    Enchantment — Aura (C)
    Enchant creature
    At the beginning of your upkeep, put a +1/+1 counter on enchanted creature, then its controller loses 1 life.
    There is no power without pain.
    Card Notes: A variant on Forced Adaptation that can also burn out an opponent if you put it on a small/paralyzed creature an wait for it to kill its controller.



    Again, this has a dreamcatcher, so it's a part of the Makade native tribe.

    Naaki Lawbreaker 2B
    Creature — Zombie (C)
    Naaki Lawbreaker enters the battlefield with a +1/+1 counter on it if a creature died this turn.
    For reclaiming his ancestors’ land, a thief. For avenging his brethren, a murderer. For defying unjust execution, a monster.
    3/1
    Card Notes: The 3/1 for 2B that is sometimes a 4/2, a typical black common in the vein of Bloodrage Vampire or Servant of Nefarox.

    The Naaki (from the Navajo word for ’two’) are the southwest inspired native tribe in Lorado, representing the Navajo, Pueblo, and Zuni peoples.

    Outlaw Necromancer 2BB
    Creature — Human Wizard (C)
    When Outlaw Necromancer enters the battlefield, put a 2/2 black Zombie creature token onto the battlefield.
    Wanted on two counts of grave robbing and one count of unlawful reanimation.
    2/1
    Card Notes: A simple token maker. Two bodies for 4 mana. Cowboy wizards!



    There are rules about who can reanimate what, and this fellow has broken them.

    Ravenous Varmints 1B
    Creature — Squirrel (C)
    When Ravenous Varmints enters the battlefield, target opponent discards a card.
    “I’ll take ten acres of haunted desert over a hundred acres of pasture that’s full of prairie dogs.” — Harland Shaw, rancher
    1/1
    Card Notes: An effective reprint of Ravenous Rats, but they're Varmints, not vermin, because this is the wild west. They eat your crops so you have to discard.



    Although farmers and ranchers have been trying to exterminate prarie dogs for centuries, there is no evidence that they harm livestock or substantially reduce crop yield. The black-tailed prarie dog is actually a very important species to plains ecosystems.


    Riverboat Gambler 3BB
    Creature — Human Wizard (C)
    When Riverboat Gambler enters the battlefield, target opponent loses X and you gain X life, where X is your longest straight. (One or more nonland permanents you control with consecutive converted mana costs form a straight.)
    Big blind is two years of your lifespan.
    2/4
    Card Notes: This card proved to be a powerhouse in playtests at 4 mana and was bumped up to 5, now matching its inspiration, the Grey Merchant of Asphodel's stats (though likely to drain for much less). All commons with the Straight mechanic are creatures with Enters-the-battlefield effects, much like the commons with Devotion in Theros. Lorado is inspired by 1800's America (and parts of mexico and canada). Lorado draws from multiple American magical traditions, among them Louisiana Voodoo. The riverboats of the Mississippi and the city of New Orleans are inspirations for part of the world of Lorado and it's French/Spanish inspired faction, Vascoña.

    Scavenging Vulture 3B
    Creature — Bird (C)
    Flying
    G, Exile a creature card from a graveyard: You gain 2 life.
    “Leave him to the buzzards. There will be nothing left of the body by morning.” — El Cocodrilo, Smuggler
    2/2
    Card Notes: This is the G/B golgari member of the guild cycle, which is best in the graveyard deck. The gravyard deck is like a delve/skaab deck, using the graveyard as a resource, rather than trying to build up a fully stocked graveyard with many creatures in it. I might want to change the ability to target so the exiling can be responded to.

    New world vultures (such as the Turkey Vulture and California Condor) are iconic creatures from Western movies, circling around those in danger of death. This card is the simplest thing I could think of to capture what a vulture is most famous for: eating dead bodies.

    Sickening Revival 4B
    Sorcery (C)
    Return target creature card from your graveyard to your hand. All creatures get -1/-1 until end of turn.
    All you need is a little black moxenite, a corpse, and a total disregard for the lives of those around you.
    Card Notes: this is a shrivel/disentomb combination. It's played well in playtesting so far, it's a lot stronger than it looks. Particularly since I have a lot of 1 toughness creatures in the set.

    This one's a little more Louisiana Voodoo. black moxenite produces tons of magical energy easily, but but emits toxic magical smog. black moxenite presents many of the same societal problems that coal did in 1800's america, providing power at a price. So black!

    Tie to the Tracks 1B
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets -3/-0 and loses flying.
    When an artifact enters the battlefield, destroy enchanted creature.
    I’ll be gone, you’ve got a train to catch!
    Card Notes: A top-down design for when a mustache-twirlingly evil dastardly villain ties the the hero's romantic interest to the train tracks. The creature's controller has a chance to "rescue" the creature (by destroying the enchantment) before the "train comes" (an artifact). Part of this seems more blue than black, but Cast into Darkness is a similar recent precedent for this in black. This card gets better in a deck with a few artifacts. This card has been really fun in playtests and I think is a huge flavor win.

    Cardhall Hooligan 2R
    Creature — Human Rogue (C)
    Haste
    When Cardhall Hooligan enters the battlefield, it gets +X/+0 until end of turn, where X is your longest straight. (One or more nonland permanents you control with consecutive converted mana costs form a straight.)
    Gotta know when to fold ‘em.
    2/2
    Card Notes: This is another card with the poker mechanic Straight, an agressive Minotaur Skullcleaver variant. This will come in just like the skullcleaver most of the time, but if you played a 1 drop it can come in for 5 instead of 4. This guy has been pretty strong in playtesting. The Straight mechanic is centered in black and red.

    As an art direction choice, all cards with the Straight mechanic have playing cards somewhere in the art, providing them with some cohesion. The flavor text is a reference to the song "The Gambler"

    Firehorse Blessing R
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +1/-1 and has haste.
    A weak heart cannot handle Horse’s blessing.
    Card Notes: A guise of fire type aura that can kill small creatures and grant haste to big ones. Recently dropped to 1 mana.

    Goblin Deputy 1R
    Creature — Goblin Soldier (C)
    Whenever Goblin Deputy attacks, you may pay 1W. If you do, tap target creature.
    “I don’t discriminate. There’s some fine little folk helping keep the peace ‘round here.” — Josiah Woods
    2/1
    Card Notes: This is the R/W boros card, a sort of master of diversions variant, good in agressive red/white decks. I used to have the ability at just W, but had to nerf it up to 1W after some playtesting.

    Goblins on Lorado are more civilized than on other planes, more like the izzet goblins than tarkir ones. They tend to be on the pioneers side in the native-settler conflict.

    Goblin Geologist R
    Creature — Goblin Scout (C)
    When Goblin Geologist enters the battlefield, survey target land. (To survey a land, exile the top card of your library face down under it. It gains “3, T, Sacrifice this land: Look at the cards under it and return one to its owner’s hand.”)
    Biggest rock is best rock.
    1/1
    Card Notes: A goblin with the survey mechanic. just a simple 1 drop. It has been playing well, providing a 1 drop for the Straight deck and gas later on when the land gets cracked.

    The flavor text is a reference to an SMBC theater sketch, but is generally in the "goblins that are bad at their jobs" family.

    Gunmage Adept 1R
    Creature — Human Wizard (C)
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    She can kill a man with the leftover magic in spent bullet casings.
    2/1
    Card Notes: I had this as a 1/2 and it wasn't very fun, so I changed it to a 2/1. I'm hoping it will play out mostly like a combination of Borderland Marauder and Kiln Fiend. Repeat, Lorado is a world of mystical sharpshooters and duels with enchanted pistols at high noon.

    Guns Blazing 4R
    Sorcery (C)
    Reflex 2RRR (You may cast this as though it had flash for its reflex cost.)
    Guns Blazing deals 5 damage to target creature.
    No kill like overkill.
    Card Notes: This is the big burn spell like Arrow Storm, Sarkhan's Rage, or Turn to Slag. The reflex cost is not always just an extra 2 mana, it could be something else! This card's price is not more mana, but strict color commitment. Normally this would be something that would be saved for a second set of a block, but since I'm only making one cube, the off-beat versions of the mechanic appear right from the start (like the bestow cards with non-square stats in Born of the Gods).

    More magical gunslingers. This guy's got a lot of magical power flowing through him. I also really like this name.

    Hat Trick 2R
    Sorcery (C)
    Up to three target creatures can’t block this turn.
    A moment’s distraction may be all that is needed.
    Card Notes: An effective reprint. Plays as expected.

    A "hat trick" is an action that comes in threes. so this make three creatures unable to block for three mana. and

    Kayeri Brave 1R
    Creature — Human Warrior (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Kayeri Brave is paired with another creature, each of those creatures has “Whenever this creature becomes blocked, it deals 1 damage to each creature blocking it.”
    2/1
    Card Notes: A red warband creature that grants the ashmouth hound/kolaghan aspirant ability. pretty sweet when paired with a deathtouch granting creature.

    The Kayeri (derived from the mohawk word for 'four') represent the east-coast tribes from the Iriquois nations and other nearby tribes. Mohawks and lacrosse come from these cultures. The word "brave" is somewhat controversial when describing native warriors.

    Lightning Reload 1R
    Sorcery (C)
    Reflex 3R (You may cast this as though it had flash for its reflex cost.)
    Discard a card. If you do, draw two cards.
    Spellbound bullets leap into the chamber, eager to be fired.
    Card Notes: A tormenting voice variant with the reflex mechanic, this one might be a bit undercosted. I generally start out strong and nerf downwards as needed.



    Magical gunslingers with magical bullets!

    Lightning Strike 1R
    Instant (C)
    Lightning Strike deals 3 damage to target creature or player.
    The Great Spirit’s thunder is wielded by many, but mastered by few.
    Card Notes: Reprint of Lightning Strike. With cool art of a native american wizard! It has performed as expected in playtests.

    Mine Collapse 3RR
    Sorcery (C)
    Destroy target artifact or land. Mine Collapse deals 4 damage to that permanent’s controller.
    “Our company has the utmost dedication to worker safety.” — Trial of the Mana Barons, Stenographer’s Notes.
    Card Notes: A beefed up vandalize that will hopefully be more playable. Nerfed down from a structural collapse variant.

    Outlaw Cardshark 3R
    Creature — Human Wizard (C)
    When Outlaw Cardshark enters the battlefield, scry X, where X is your longest straight. (One or more nonland permanents you control with consecutive converted mana costs form a straight.)
    Exactly the card I was looking for. What are the odds?
    3/3
    Card Notes: Another card with the Straight mechanic. I don't want Straight to be too focused on agression, so this one can scry. I'm a little concerned that this ability isn't red enough, but red does get scry. I'm thinking of what non-aggro effects could go on it for red.

    Fans of League of Legends will recognize that this particular magical cardslinging cowboy is fan art of the champion Twisted Fate.

    Outlaw’s Bargain 1R
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +3/+0.
    1B: Enchanted creature gains menace until end of turn. (It can’t be blocked except by two or more creatures.)
    A deal with the devil? You underestimate the number of devils I have deals with.
    Card Notes: This is a member of a 10-card cycle of cards, one for each guild. They all care about a second color in some way, much like the cycle of common off-color cards in Theros. Since i'm using up a lot of my activated ability slots on the wildshaper cycle and the artifact cycle, I tried to find alternate ways to include a second color instead of activated abilities.

    This card is a madcap skills variant, the R/B rakdos guild card for agressive red/black decks. Madcap could be really crazy strong in draft, this is a weakened version.

    This card is another deal with the devil spell. Demons of Lorado offer a number of bargains, this fellow seems to have picked up more than one.

    Pistols Akimbo 1R
    Sorcery (C)
    Reflex 3R (You may cast this as though it had flash for its reflex cost.)
    Target creature gets +1/+1 and gains double strike until end of turn.
    Two guns are better than one.
    Card Notes: This one is an assault strobe/temur battlerage variant. Reflex is concentrated in red and blue.

    On Lorado, double strike is always represented by dual wielding pistols.

    Redemption Clawranger 4R
    Creature — Human Knight (C)
    Redemption Clawranger has first strike as long as you control no untapped creatures.
    The rangers of Fort Redemption are pillars of the justice system. Or at least the vigilante justice system.
    5/3
    Card Notes: Alpha strike! Woo Woo! This prickleboar variant encourages an all-out attack. It has been really fun in playtests, there were a lot of times I couldn't swing him because I didn't want to lose something else.



    The Rangers of Fort Redemption give up their banditry and recieve awesome mounts like giant eagles, dinosaurs, giant catfish and unicorns. While "Ranger" usually means creature type scout in MTG, in the context of a wild west set, "Ranger" brings to mind the Texas Rangers and the Lone Ranger, who are more like knights than scouts.

    Run and Gun 2R
    Sorcery (C)
    Target creature you control gains haste until end of turn. It deals damage equal to its power to target creature.
    Know when to walk away. Know when to run.
    Card Notes: A tail slash variant that can grant haste. It's been underwhelming in playtests so far. effective, but not really fun.



    Another reference to the country song "the gambler". Music is also a big part of the whole western ethos, so many cards reference western songs, and my red planeswalker is a bard.

    Thunderhoof Wildshaper R
    Creature — Human Druid (C)
    3R: Until end of turn, Thunderhoof Wildshaper becomes a Horse with base power and toughness 4/4 and gains haste.
    The form of the horse grants not just speed, but freedom.
    1/1
    Card Notes: This one is a sort of Thundering Giant variant, able to swing as a decent size hasty attacker in the late game. Been useful in playtesting so far.

    The Horse Twins are the red/blue aligned native spirits of innovation, travel, and trade on Lorado. They represent the drastic transformation to the plains indians way of life after the introduction of horses by the spanish.

    Wild Mustang 2RR
    Creature — Horse (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Wild Mustang is paired with a creature, each of those creatures gets +2/+0.
    2/3
    Card Notes: This is a warband creature that represents a mount. Ride the horse, get +2/+0! This is the standard 4/3 for 2RR, which can also hand out an extra bonus, a total of 6 power on the board for only 4 mana. Might be undercosted. It's been a beating sometimes and unable to attack other times. And it's not a good defender for its cost.



    Horses are not native to the united states, they were introduced by the spanish. Horses that escape captivity and go feral are called "mustangs"

    Badlands Wurm 4GG
    Creature — Wurm (C)
    Just one of many reasons the badlands are bad.
    7/5
    Card Notes: Just a big fatty. It doesn't have trample, hoping to gain it by warbanding with the Bear Cavalry.

    Giant wurm with a cowboy in the foreground, what's not to like? It's tough being a rancher in the weird west.

    Bear Cavalry 4G
    Creature — Human Warrior (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Bear Cavalry is paired with a creature, both creatures have trample.
    5/3
    Card Notes: This is another creature with Warband, a variant on Pathbreaker wurm from avacyn restored. Warband is mostly in green and white.

    It's a native riding a bear! This was the art I could find that had a native warrior and looked most like it could have trample. This art is apparently inspired by the Salteaux people of southern canada.

    Campfire 1G
    Enchantment — Aura (C)
    Enchant land
    Whenever enchanted land is tapped for mana, its controller adds an additional R to his or her mana pool.
    Not so long ago, on a night much like this one...
    Card Notes: This is a strictly-worse (but simpler and with fewer words) version of fertile ground, and R/G gruul guild card. It fixes mana just for the one R/G ramp deck.

    This is a top-down campfire. So it makes fire (red mana). A previous version made a 1/1 token and enchanted a land, that design was bumped up to uncommon for complexity and wordage considerations.

    Diamondback Naga 1G
    Creature — Naga (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Diamondback Naga is paired with a creature, both creatures have deathtouch.
    2/1
    Card Notes: The warband deathtouch creature.

    The diamondback rattlesnake is one of the most iconic american animals, and a common appearance in Westerns, so Lorado naga look like diamondback rattlesnakes. This one is on the side of the natives, but other naga are part of the settler faction.

    Dire Jackalope 1GG
    Creature — Rabbit Beast (C)
    Flash (You may cast this spell any time you could cast an instant.)
    “The Great Spirit gave to Elk the gift of antlers, to defend himself. To Hare, he gave speed, to escape his enemies. Hare’s brother was greedy, and took two gifts.” — Weeping Boulder, Naaki storyteller
    3/2
    Card Notes: A flash creature. Rabbits are fast. The only other jackalope card in magic is Jackalope Herd.

    The Jackalope is a creature of american folklore, likely inspired by the Shope papilloma virus, which causes horn-like facial tumors in rabbits. The flavor text attempts to capture the origin myth vibe of native american legends.

    Dwayyo Guide 2G
    Creature — Wolf Scout (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Dwayyo Guide is paired with a creature, whenever either creature deals combat damage to a player, untap target land.
    2/3
    Card Notes: This is another Warband creature, this one has a sort of weird ramp ability. It's been meh in playtest so far, I bumped up the toughness and CMC and I'm trying that. There's only so many abilities you can grant to green attacking creatures that are expressible in a small number of words.

    The Dwayyo are the wolf-folk of Lorado, and are aligned with the native tribes. I take their name from the legend of the Snallygaster, a squid/bird/dragon monster from Massachusetts folklore, whose only enemy is a wolf-man called the Dwayyo. US president Teddy Roosevelt once went on a hunting expedition for the snallygaster!

    Dwayyo Shaman 3GG
    Creature — Wolf Shaman (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Dwayyo Shaman is paired with another creature, each of those creatures can’t be blocked by more than one creature.
    4/4
    Card Notes: This is a charging rhino variant with warband.

    I though about using the Werewolf creature type for the Dwayyo, but didn't want to set up any expectations of transformation, so I just used Wolf. Mining executives and railroad barons spread rumors that the dwayyo are brutal savages, and recommend settlers stock up on silver bullets to kill them.

    Hyastee Courser 2G
    Creature — Centaur Warrior (C)
    Warband (Whenever this creature attacks, you may pair it with another unpaired attacking creature you control until end of turn.)
    As long as Hyastee Courser is paired with a creature, each of those creatures gets +1/+1.
    2/2
    Card Notes: This card features the "warband" mechanic, which I've shamelessly taken from /u/Passthechips. It goes mostly on the natives cards. It is just temporary soulbond for attackers, and plays out more like Battalion than Soulbond in my playtests so far. Creatures with warband have to attack to use their abilities (unlike a Nearheath Pilgrim that can sit back and grant lifelink to something).

    The central conflict in Lorado is between the settlers and the natives. Warband attempts to capture the natives banding together to defend their home. In Lorado, centaurs are found on both the settler and native sides of the conflict.

    The many different indigenous peoples of what is now the United States tend to get rolled together in fiction. However, there was no tribe that used dreamcatchers, slept in tipis, and shaved their heads into mohawks. In an attempt to respect that history, Lorado has six main native nations, each one matching to one region of north america. The Hyastee (which I derive from the Chinook word for 'king') represent the pacific northwest tribes such as the Nez pierce, chinook, and haida peoples. This group has totem poles.

    Joint Assault G
    Instant (C)
    Target creature gets +2/+2 until end of turn. If it’s paired with a creature, that creature also gets +2/+2 until end of turn.
    Kohana and Pike used different weapons, but were a perfect team.
    Card Notes: A reprint of Joint Assault from Avacyn Restored, this time for the Warband mechanic. It's been doing decent work in my playtests so far.

    Land Grab 2G
    Sorcery (C)
    Reveal the top five cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
    This land is my land. This land ain’t your land.
    Card Notes: This is a mulch variant that digs just slightly deeper (raising the expected value above two cards), for the B/G graveyard strategy.

    A "land grab" is buying thousands of acres of land, usually in underdeveloped areas.

    Lupine Waltz 1GG
    Enchantment — Aura (C)
    Reflex 4G (You may cast this as though it had flash for its reflex cost.)
    Enchant creature
    Enchanted creature is a Wolf Spirit with base power and toughness 5/5.
    You can’t teach an old dog new tricks, but Brother Wolf has taught me one.
    Card Notes: This is the green enchantment with Reflex, serving early game as an Oakenform variant (if you cast Oakenform turn 3 on a grizzly bears, you get a 5/5 swinging on turn 3, if you cast Lupine Waltz some 2 drop, you get a 5/5 swinging on turn 3), and as a combat trick like Dragonscale Boon late game.

    This card's name is a reference to the revisionist Western movie 'Dances with Wolves', in which an american soldier 'goes native' and joins a tribe. This gunslinger has learned some tribal magic. in Lorado, Brother Wolf is the red/green aligned member of the spirit animal pantheon, effectively the god of the hunt. Much like civilization doesn't like wolves, Brother Wolf has no love for civilization.

    Makade Hexcatcher 1G
    Creature — Human Shaman (C)
    Spells your opponents cast that target Makade Hexcatcher cost 2 more to cast.
    His rituals repel nightmares from beyond the edge of reality.
    2/2
    Card Notes: He has a dreamcatcher, so he can catch all the bad spells thrown at him! His ability isn't quite as uninteractable as hexproof is.

    The Makade tribe (whose name I get from the Ojibwe word for 'red') represent the native peoples of southern canada, such as the Ojibwe, Cree, and Algonquian peoples. Dreamcatchers are an Ojibwe artifact, so any cards they appear on have that tribal name.

    Man Versus Machine 1G
    Sorcery (C)
    Prevent all damage that would be dealt by artifact creatures this turn. Target creature you control fights target creature you don’t control.
    “Tinmen are no match for real men.” — Sledge Washington, Steeldriver
    Card Notes: This is the common green fight spell. It is better at fighting artifact creatures, because green hates artifacts! I really like this design. It can kill artifact creatures really well, but can still just be an expensive prey upon to hit regular creatures if it has to.

    This card's flavor is a reference to the legend of John Henry. He was a black steeldriver, who pounded steel rods into solid rock so dynamite could be placed to blast out train tunnels. To prove that human prowess wouldn't be superseded by machines, he raced with a steam hammer to see who could drive the most steel. He won the contest, but had pushed his body beyond its limits, his heart gave out with hammer still in hand. Fighting the artifact creature represents his contest with the steam hammer, and the damage prevention represents him winning the contest, but I let him live in Lorado's version of the story.

    Moxenite Slugs 2G
    Enchantment — Aura (C)
    Enchant creature
    Enchanted creature gets +2/+2 and has trample.
    Green moxenite rounds pierce through enchanted armor, shielding spells, and dragon scales with ease.
    Card Notes: Just a simple pump enchantment. I'm a little concerned that it's at the same CMC as Lupine Waltz.

    Much like the California Gold Rush of 1849, Lorado is in the midst of a resource rush. The pioneers and miners are after the magical mineral Moxenite (named for the infamous Moxen from Alpha). Since this is Magic, moxenite comes in five types, each more useful for certain kinds of magic. Green moxenite is found in old forests like amber. Green moxenite can empower natural things or destroy unnatural ones, shredding spells and machines alike.

    Rain Dancer 1G
    Creature — Human Shaman (C)
    T: Add U to your mana pool.
    If the spirits are honored, they will once again bless our parched land with rain.
    2/1
    Card Notes: A mana dork that produces blue mana, a mix of Avacyn's Pilgrim and Leaf Gilder. This is the U/G simic card, at home in any rampy deck with some blue in it. It's been swell in playtests.

    He does a rain dance. so you get water (blue mana). Rainmaking is a magical tradition that was particularly common with tribes in the arid american southwest.

    Rugged Lumberjack 2G
    Creature — Human Scout (C)
    When Rugged Lumberjack enters the battlefield, survey up to two target Forests. (To survey a land, exile the top card of your library face down under it. It gains “3, T, Sacrifice this land: Look at the cards under it and return one to its owner’s hand.”)
    2/2
    Card Notes: Lumberjacks also use the Survey mechanic. Green just surveys Forests, but has some things at uncommon to get their lands back when they sacrifice them.



    While the Wild West is usually associated with the american southwest, Lorado also draws from the northern united states and the Lumberwoods of the Great Lakes region.

    Silkstrand Wildshaper G
    Creature — Human Druid (C)
    1G: Until end of turn, Silkstrand Wildshaper becomes a Spider with base power and toughness 2/4 and gains reach.
    A thousand stars glisten, held in Grandmother Spider’s web.
    1/1
    Card Notes: This one turns exactly into Giant Spider, a 2/4 with reach. I love giant spider!

    Grandmother Spider is a figure from south-west native american mythology, said to be responsible for the stars in the sky. On Lorado, Grandmother Spider is the pure green member of the spirit animal pantheon, the oldest of the animal spirits presiding over tradition, instinct, and memory.

    Unraveling Incantation 1G
    Instant (C)
    Destroy target Equipment or Aura. You may put a +1/+1 counter on a creature you control.
    Let go of your trinkets and spells, embrace the might of nature.
    Card Notes: A naturalize variant that can also be a combat trick. This doesn't hit artifact creatures (Man versus Machine has that half of green's artifact hate).

    Moose shaman! Gettin' ya back to nature!

    Brainless Scarecrow 2
    Artifact Creature — Scarecrow (C)
    1B, sacrifice Brainless Scarecrow: Target player discards two cards. Activate this ability only any time you could cast as sorcery.
    He doesn’t have a brain of his own, so he’ll settle for a taste of yours.
    0/3
    Card Notes: This one is a variant on Brain Weevil, and occupies the Mind Rot slot at common. It has been a little awkward in playtest, but I've just been making clunky duel decks, not drafting or playing sealed.

    This card is a reference to the Scarecrow character from the Wizard of Oz, who sings "if I only had a brain" in the movie.

    Ensorcelled Sixgun 1
    Artifact — Equipment (C)
    Ensorcelled Sixgun enters the battlefield with six charge counters on it.
    1, remove a charge counter from Ensorcelled Sixgun: Equipped creature gets +1/+0 until end of turn.
    Equip 2
    Card Notes: This card is a top-down design for a revolver (sixgun) with six 'bullets'. All guns in Lorado share this mechanic of entering with charge counters. This card has been fantastically fun in playtesting, with opponents often asking "how many bullets does that have left?" The 'did he fire six shots or only five?' scene from Dirty Harry plays out in gameplay! Normally colorless firebreathing costs {2}, but since this has both a play and equip cost, I figure it evens out in the long run. This card establishes something important about Lorado's world: there are guns, and guns are magical artifacts. That is something I really wanted to get at common. Wizards has said repeatedly that they will never do guns in MTG (for marketing reasons), which means I have this space all to myself. Deadlands and Iron Kingdoms get by just fine with firearms in their fantasy.

    Iron Horse 3
    Artifact Creature — Horse (C)
    Protection from Dragons
    T: Add 1 to your mana pool.
    Ain’t as fast as a real horse, mind you, but less tasty to a roaming dragon.
    2/2
    Card Notes: A common mana dork, this ended up as a Scuttlemutt variant. The trinket text is rarely relevant, but was added by a design buddy because of the flavor text. It's been working as expected in playtesting

    The name of this card come from how locomotives were once called "The Iron Horse". I love puns. I also suspect that is where Chrome Steed came from. In a wild west world, though, I can more blatantly reference trains.

    Mechanical Bull 4
    Artifact Creature — Ox (C)
    Mechanical Bull attacks each turn if able.
    R: Mechanical Bull gains trample until end of turn.
    “Grab the bull by the horns” is just an expression, not a recommendation.
    4/3
    Card Notes: The red member of the cycle. It's an efficient body with an option for trample, but it comes with one of the biggest downsides for red creatures. It's a bull, so it tramples you. It has performed as I'd hoped in playtests. A good body and the downside bit me in the ass a couple of times.

    Mechanical bulls are amusement machines found in many western theme bars in the united states, simulating riding a wild bull at a rodeo.

    Mug of Beer 2
    Artifact (C)
    3, T: Tap target creature. Its controller gains 1 life.
    Many of life’s problems can be solved by buying the right man a drink.
    Card Notes: This is the crappy colorless common removal spell like Vial of Dragonfire or Tyrant's Machine. You can get your opponent's creatures drunk to prevent them from attacking or blocking, or booze up your own creatures to gain a little life. It has played its role in playtests so far.

    Ranchhand’s Gear 1
    Artifact — Equipment (C)
    Equipped creature gets +0/+2 and has haste.
    Equip 2
    These boots were made for walking.
    Card Notes: Cowboy boots. In longstanding MTG tradition, boots grant haste. This is also a 1 drop for the straight decks.

    Steam Tortise 5
    Artifact Creature — Turtle (C)
    2G: Steam Tortise must be blocked this turn if able.
    Sometimes getting out of the way just isn’t an option.
    2/5
    Card Notes: This is the green member of the artifact cycle. Just a big ass turtle that you have to block.

    Lorado is not a steampunk world, but it does have some mild steampunk influences, much like the movie Wild Wild West.

    Tinman Snowstrider 3
    Artifact Creature — Construct (C)
    When Tinman Snowstrider enters the battlefield, you may pay U. If you do, tap target creature. It doesn’t untap during its controller’s next untap step.
    2/2
    Card Notes: This is the blue member of the artifact cycle. It's a frost lynx variant. It's wordier than I'd like. It has been fun in playtesting.

    Tinman Vaquero 3
    Artifact Creature — Construct (C)
    1W: Tinman Vaquero gains first strike until end of turn.
    Out on the frontier, men are judged by how much heart they put into their work. Even if that heart is a magical moxenite reactor.
    3/1
    Card Notes: This is a member of a cycle of artifact creatures with abilities that require colored mana to use. They have usable bodies on their own and get better if you're in the right colors. This is a servicable 3/1 for 3, but can become a much more useful 3 power first striker if you have white mana up. It's been at a good spot in playtests. not too strong and not too weak.


    Lorado is a world inspired by American mythology, and in my opinion, one of the most influential bodies of american mythology is the Wizard of Oz (which is itself a sattire of the politics during the frontier era). The intelligent constructs of Lorado are called "Tinmen" after the Tin Woodsman from the Wizard of Oz.

    Tomahawk 3
    Artifact — Equipment (C)
    Equipped creature gets +2/+2.
    Equip 3
    Equally useful for striking, throwing, and scalping.
    Card Notes: A tomahawk, a type of axe famously used by native americans. It's just a worse version of Vulshock Morningstar. I used Heavy Mattock as my balancing point.

    Gold Mine
    Land (C)
    T: Add 1 to your mana pool.
    2, T: Add two mana of any one color to your mana pool.
    A fine source of initial capital for those interested in mining for moxenite.
    Card Notes: A shimmering grotto variant that can fix double mana. Might not be appropriate for common.

    I don't have Gold tokens at common in Lorado, but a couple appear at uncommon and rare. I want to focus on the magical mineral moxenite, so the importance of gold is downplayed.

    Unspoiled Wilderness
    Land (C)
    When Unspoiled Wilderness enters the battlefield, survey it. (To survey a land, exile the top card of your library face down under it. It gains “3, T, Sacrifice this land: Look at the cards under it and return one to its owner’s hand.”)
    T: Add 1 to your mana pool.
    Ripe for appreciation or exploitation.
    Card Notes: A land that surveys itself, just waiting to be exploited. It's sort of a variant on a cycling land. The survey mechanic tries hard to represent the industrialization of America destroying the environment. The survey lands have been doing well in playtesting.

    Plains
    Basic Land — Plains (C)
    Card Notes: Buffalo roam!


    Island
    Basic Land — Island (C)
    Card Notes: Havasu Falls, Arizona.


    Swamp
    Basic Land — Swamp (C)
    Card Notes: Buffalo graveyard. Yes, this is a wild west land that taps for black mana


    Mountain
    Basic Land — Mountain (C)
    Card Notes: A plateau mountain. Also I'm a sucker for lands with sunrises in them.

    Forest
    Basic Land — Forest (C)


    Card Notes: A blooming desert makes a great basic forest for a wild west set


    Posted in: Custom Set Creation and Discussion
  • posted a message on A Comprehensive List of Cube Archetypes
    This is a really great resource. Thanks for writing it up
    Posted in: Articles, Podcasts, and Guides
  • posted a message on Perfect Core Set Cube - Help Needed!
    http://cubetutor.com/visualspoiler/6454 This is my core set cube. It's only 360 cards, which means there are exactly 24 rares. I have between 1 and 4 copies of any particular common card, 1 or 2 of any given uncommon, and all rares are singleton. It's been pretty fun.
    Posted in: The Cube Forum
  • posted a message on Building a guild cube
    I don't know if you can build a limited environment that uses lots of gold cards and enforces two-color. Core sets encourage two colors only by having a shortage of mana fixing, people will splash for one card in a third color but full-on three color is hard in those environments. 3xRTR and 3xGTC both were two-color focused, but you'd see the occasional 3-color deck. Strong two-color 2drops that you really want to run but requre CC mana might help? I know if I got a couple Tithe Drinkers in my pool I'd rather play her on curve than splash a third color.
    Posted in: The Cube Forum
  • posted a message on [Help] How much multicolor should a cube have?
    Keep in mind Return to Ravnica block draft. They put 1-3 cluestones plus a gate in every DGM pack for a reason. I'd probably put in 40-50 pieces of fixing. Lots of cool fun gold cards need lots of fixing.
    Posted in: The Cube Forum
  • posted a message on Help Build The Trickster Cube
    Yep, sorcery speed removal or expensive and finicky instant removal like Divine Verdict. Now a card like Thunder Strike is a little more viable. If this is a trick heavy cube, I'd throw in a bunch of heroic dudes from Theros block to make them really fun.
    Posted in: The Cube Forum
  • posted a message on Conspiracy Oriented Cubes
    I have a core sets only cube, but i'm going to make an exception for the Cogwork Librarian because I think he'll be a blast. Very excited for the release this summer.
    Posted in: The Cube Forum
  • posted a message on Fun/powerful limited cards that don't see constructed play?
    I like supporting the Act of Treason/sacrifice deck from M14 draft. There are enough different "steal your dude" cards and sac outlets that you can have that even in a singleton cube. I personally just run multiples.

    Posted in: The Cube Forum
  • posted a message on [[Pauper]] Cube design for beginners
    I have a (almost) pauper cube with a lot of lifelink, and one danger is that it leads to some seriously stalled games that don't end. I'm reducing the amount of lifegain/lifelink in my cube on the next update.
    Posted in: Pauper & Peasant Discussion
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