After derping around doing flavorful designs for Coldbloods, I finally worked up the nerve to dive in and start doing the meat of design work. This is my first pass at the blue commons. None have been play tested and I understand that several could have severe redflags, but I wanted to start with a little bit more complexity and trim it down. Most missing things; name, flavor text, creature type; will be ironed out later.
CU01 2U
Creature
~ has flying as long as it is attacking.
2/3
CU02 2UU
Creature
When ~ enters the battlefield, return an instant or sorcery spell from your graveyard to your hand.
Prowess
1/1
CU03 1U
Creature
Flying
When ~ enters the battlefield, draw a card.
1/1
CU04 U
Creature
5U: Draw a card.
0/1
CU05 U
Creature
0/4
CU06 1U
Creature
Whenever ~ attacks, the next instant or sorcery spell you cast this turn costs 1 less to cast.
1/2
CU07 2UU
Creature
Flying, Prowess
2/2
CU08 3UU
Creature
Flying
When ~ dies, put a 2/2 blue bird creature token with flying into play.
3/3
CU09 4UU
Creature
When ~ enters the battlefield, tap target creature. It does not untap during it’s controllers next untap step.
5/5
CU10 3U
Sorcery
Target creature gets +2/+0 and is unblockable until end of turn.
Lore- If you've cast another spell this turn, another target creature gets +2/+0 and is unblockable until end of turn.
CU11 1U
Instant
Counter target spell with converted mana cost 3 or less.
CU12 3UU
Instant
Counter target spell.
Tap target creature, it does not untap during it’s controllers next untap step.
CU13 U
Sorcery
Look at target player’s hand.
Draw a card.
Lore- If you’ve cast another spell this turn, look at the top two cards of your library and put them back in any order.
CU14 4UU
Sorcery
Return up to two target creatures to their owner’s hand.
Lore- If you’ve cast another spell this turn, you may put those creatures on top of their owner’s library in any order instead.
CU15 1U
Sorcery
Put three 0/1 blue creature tokens with defender into play.
CU16 1U
Target attacking creatures get -2/-0 until end of turn.
Draw a card
CU17 1U
Enchant Creature
Enchanted creature has “The first spell you cast each turn costs 1 less to cast.
CU18 U
Enchantment- Aura
Flash
Enchant Creature
When ~ enters the battlefield, tap target creature.
Enchanted creature gets +0/+2
Oops, my bad. That's a pity though. I don't see tribal as failed mechanic, I really think it is fun:)
The problem isn't that the mechanic itself is bad but that once it starts being used you end up having to make it evergreen and it's too complex for that. Almost every card can have a tribal type (why isn't Hordeling Outburst Tribal Sorcery- Goblin?) and the distinction becomes arbitrary and a hassle.
WU: Mistmeadow Witch: This might be the best card in my EDH deck. Incredibly versatile and so much fun. WB: Debtors' Knell: I started just after Ravnica and my friends beat me so badly with this card. I've had a soft spot for it ever since. UB: Nightveil Specter: Designing for Dimir is incredibly difficult and this card operates in such a unique and interesting design space that it was a breath of fresh air when it came out. UR: Double Negative: This is my favorite "GOT 'EM!" card ever. The look on your opponents face when you 2 for 1 them with this card is priceless. BR: Grenzo, Dungeon Warden: So freaking unique and cool. BG: Pernicious Deed: Probably not a sound design by the modern color pie but I couldn't care less. This card is just so iconic. RG: Sarkhan Vol: Honestly, RG has a lot of great cards but not anything super-exciting. And then there is the dragon-bro... RAAAWWWRR! RW: Rise of the Hobgoblins: Army-in-a-can that turns every combat step into a nightmare for your opponent? Sign me up! GW: Glare of Subdual: An awesome card that spawned it's own deck archetype. GU: Prophet of Kruphix: Card is sweet.
I looove that top alter Sparki. Normally I'm not keen on alters that remove the text box (I play w/ some newbies) but the stylization of that while keeping the relevant text is an elegant design.
There were several other options (Frost Titan and Jin-Gitaxias come to mind). However, Tezzeret has draft synergies with the Metalcraft deck so it got chosen instead.
Consecrated Sphinx would have been nice as well.
But I really can't complain, this is looking to be a dope limited format.
This looks incredibly similar to the white common list from DJK3654's Runin custom set actually. Maybe you can take a look at that for inspiration.
Yeh, both Coldbloods and Ruinin are based on Norse mythology, so I figured they'd be similar. I am taking the other colors in different directions from DJK so the similarities are most predominant in the White Commons.
After derping around doing flavorful designs for Coldbloods, I finally worked up the nerve to dive in and start doing the meat of design work. This is my first pass at the white commons. None have been play tested and I understand that several could have severe redflags, but I wanted to start with a little bit more complexity and trim it down. Most missing things; name, flavor text, creature type; will be ironed out later. I know Achieve Glory should have a dash rather than : after it but the forum formatting isn't letting me.
CW01 W
Creature
Achieve Glory: When CW01 dies during combat, put a 1/1 white creature token into play
2/1
CW02 3W
Creature
Flash
When CW02 comes into play prevent all damage that would be dealt to target creature until end of turn.
2/2
CW03 1W
Creature
Achieve Glory: When CW03 dies during combat, you gain 4 life.
2/2
CW04 1W
Creature
3/1
CW05 W
Creature
W, T: Tap target creature with power 3 or less.
1/1
CW06 4W
Creature
Flying, Vigilance
1/4
CW07 2W
Creature
If CW07 would die, you may put it on top of its owners library instead.
2/2
CW08 2W
Creature
As long as CW08 has a +1/+1 counter on it, it has first strike.
Reinforce 1: 2W
2/3
CW09 3W
Creature
Achieve Glory: When CW09 dies during combat, you may put a +1/+1 counter on target creature.
3/2
CW10 3W
Creature
CW10 has lifelink as long as it is attacking.
2/4
CW14 W
Instant
Target creature gets +1/+1 and is indestructible until end of turn.
CW15 W
Instant
Untap target creature.
Draw a card.
CW16 3W
Sorcery
Exile target creature with power 4 or greater.
CW17 4W
Sorcery
Creatures you control get +2/+1 until end of turn. Put two 1/1 white creature tokens into play.
CW18 2W
Enchantment Aura
Enchant Creature
Enchanted creature has Lifelink.
When enchanted creature dies, put a 1/1 white Spirit token with flying into play.
Having a lot of trouble finding the characters that are giving me the error when posting a long post to update my set in card creation. Can I get added?
Its nice to see twin at rare. I don't know what to think of that in relation to our earlier supposed spoils but I guess it does a good job at pushing up the expected value in the rare slot. Even at rare it seems like it would still be challenging to build around twin in draft. If you pull it early you can do it but its still unlikely that you get more than one copy in the deck to work with.
After drafting Twin in cube it's reasonable in limited, even with only one copy. It plays out more as an inevitable finisher for a UR counter-burn deck rather than a straight up turn 4 combo kill.
Also, these are some excellent spoilers.
Mirror of Reality2UU
Legendary Creature- Illusion (R)
Whenever a creature becomes the target of a spell or ability, it's controller sacrifices it. Reality warps around it, shattering and fracturing in inconceivable arrays.
4/3
CU01 2U
Creature
~ has flying as long as it is attacking.
2/3
CU02 2UU
Creature
When ~ enters the battlefield, return an instant or sorcery spell from your graveyard to your hand.
Prowess
1/1
CU03 1U
Creature
Flying
When ~ enters the battlefield, draw a card.
1/1
CU04 U
Creature
5U: Draw a card.
0/1
CU05 U
Creature
0/4
CU06 1U
Creature
Whenever ~ attacks, the next instant or sorcery spell you cast this turn costs 1 less to cast.
1/2
CU07 2UU
Creature
Flying, Prowess
2/2
CU08 3UU
Creature
Flying
When ~ dies, put a 2/2 blue bird creature token with flying into play.
3/3
CU09 4UU
Creature
When ~ enters the battlefield, tap target creature. It does not untap during it’s controllers next untap step.
5/5
CU10 3U
Sorcery
Target creature gets +2/+0 and is unblockable until end of turn.
Lore- If you've cast another spell this turn, another target creature gets +2/+0 and is unblockable until end of turn.
CU11 1U
Instant
Counter target spell with converted mana cost 3 or less.
CU12 3UU
Instant
Counter target spell.
Tap target creature, it does not untap during it’s controllers next untap step.
CU13 U
Sorcery
Look at target player’s hand.
Draw a card.
Lore- If you’ve cast another spell this turn, look at the top two cards of your library and put them back in any order.
CU14 4UU
Sorcery
Return up to two target creatures to their owner’s hand.
Lore- If you’ve cast another spell this turn, you may put those creatures on top of their owner’s library in any order instead.
CU15 1U
Sorcery
Put three 0/1 blue creature tokens with defender into play.
CU16 1U
Target attacking creatures get -2/-0 until end of turn.
Draw a card
CU17 1U
Enchant Creature
Enchanted creature has “The first spell you cast each turn costs 1 less to cast.
CU18 U
Enchantment- Aura
Flash
Enchant Creature
When ~ enters the battlefield, tap target creature.
Enchanted creature gets +0/+2
Black Lotus
Frost Titan
The problem isn't that the mechanic itself is bad but that once it starts being used you end up having to make it evergreen and it's too complex for that. Almost every card can have a tribal type (why isn't Hordeling Outburst Tribal Sorcery- Goblin?) and the distinction becomes arbitrary and a hassle.
WB: Debtors' Knell: I started just after Ravnica and my friends beat me so badly with this card. I've had a soft spot for it ever since.
UB: Nightveil Specter: Designing for Dimir is incredibly difficult and this card operates in such a unique and interesting design space that it was a breath of fresh air when it came out.
UR: Double Negative: This is my favorite "GOT 'EM!" card ever. The look on your opponents face when you 2 for 1 them with this card is priceless.
BR: Grenzo, Dungeon Warden: So freaking unique and cool.
BG: Pernicious Deed: Probably not a sound design by the modern color pie but I couldn't care less. This card is just so iconic.
RG: Sarkhan Vol: Honestly, RG has a lot of great cards but not anything super-exciting. And then there is the dragon-bro... RAAAWWWRR!
RW: Rise of the Hobgoblins: Army-in-a-can that turns every combat step into a nightmare for your opponent? Sign me up!
GW: Glare of Subdual: An awesome card that spawned it's own deck archetype.
GU: Prophet of Kruphix: Card is sweet.
White: Elspeth, Knight-Errant
Red: Chandra, Pyromaster/Koth of the Hammer
Green: Garruk Wildspeaker
Multi: Ajani Vengeant
And Surgical Extraction is in Card Image Gallery.
But I really can't complain, this is looking to be a dope limited format.
Yeh, both Coldbloods and Ruinin are based on Norse mythology, so I figured they'd be similar. I am taking the other colors in different directions from DJK so the similarities are most predominant in the White Commons.
CW01 W
Creature
Achieve Glory: When CW01 dies during combat, put a 1/1 white creature token into play
2/1
CW02 3W
Creature
Flash
When CW02 comes into play prevent all damage that would be dealt to target creature until end of turn.
2/2
CW03 1W
Creature
Achieve Glory: When CW03 dies during combat, you gain 4 life.
2/2
CW04 1W
Creature
3/1
CW05 W
Creature
W, T: Tap target creature with power 3 or less.
1/1
CW06 4W
Creature
Flying, Vigilance
1/4
CW07 2W
Creature
If CW07 would die, you may put it on top of its owners library instead.
2/2
CW08 2W
Creature
As long as CW08 has a +1/+1 counter on it, it has first strike.
Reinforce 1: 2W
2/3
CW09 3W
Creature
Achieve Glory: When CW09 dies during combat, you may put a +1/+1 counter on target creature.
3/2
CW10 3W
Creature
CW10 has lifelink as long as it is attacking.
2/4
CW11 4W
Creature
3/5
CW12 5W
Creature
Flying
Reinforce 1: 1W
4/3
CW13 2W
Instant
Destroy target attacking creature.
CW14 W
Instant
Target creature gets +1/+1 and is indestructible until end of turn.
CW15 W
Instant
Untap target creature.
Draw a card.
CW16 3W
Sorcery
Exile target creature with power 4 or greater.
CW17 4W
Sorcery
Creatures you control get +2/+1 until end of turn. Put two 1/1 white creature tokens into play.
CW18 2W
Enchantment Aura
Enchant Creature
Enchanted creature has Lifelink.
When enchanted creature dies, put a 1/1 white Spirit token with flying into play.
Comments and criticisms are greatly appreciated
After drafting Twin in cube it's reasonable in limited, even with only one copy. It plays out more as an inevitable finisher for a UR counter-burn deck rather than a straight up turn 4 combo kill.
Also, these are some excellent spoilers.
Legendary Creature- Illusion (R)
Whenever a creature becomes the target of a spell or ability, it's controller sacrifices it.
Reality warps around it, shattering and fracturing in inconceivable arrays.
4/3