Thank you Morsetlis Altough some of the comments are somewhat harsh that's what I wanted
I didn't want to create a too high powerlevel because that's something that I feel most people doing sets on this site does. I took into consideration that some cards will only be playable in limited. Some will be skill testers, and some are just plain ol' bad
I'll review what you said about the cards and perhaps post an updated version later
Juzam will continue to hold it's value, after all the ART on that card is what makes it so popular today. No-one would ever run him in Vintage magic Ali from Cairo is $60 because he's hard to get, not because of abilities.
Figured it would be easier to review my set if it was done by color, one at a time. Today I bring you Green. The Names are mostly temporary and depends on what kind of art I can find for them. Same goes for creature types obviously. Please help me with my set
Green
Passionate Rampage GGG Enchantment All creatures gets +4/+4
Elf of Fertility G Creature - Elf Druid T: Add one mana of any color to your mana pool. 0/1
Induce calmness 2G Enchantment Enchantments cannot be countered by spells or abilities Draw a card
Merriam, the Bountiful 1GG Creature - Legendary Elf shaman Forestwalk Merriam, the Bountiful gets +1/+1 for each enchantment you control 2/2
Merriams Garden G Enchantment At the beginning of your upkeep, put a counter on Merriams Garden At the beginning of your main phase, add G to your mana pool for each counter on Merriams Garden
Saqqara, the Queen of the Serpents 3GG Creature - Legendary Shapeshifter : Put a Wood Counter on target Creature. All Creatures with Wood counters on them are basic forests 3/3
Herd of Bisons 5GG Instant Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Put a 4/4 Bison token into play for spell played this turn
Fertile Field 4G Sorcery Put a 1/1 green saproling token into play for each land you control
Seeds of Merriam 1GG Instant Search your library for creatures with a total casting cost of 6 and put them in your hand "One day you will reap the benefits from all this hard work" - Merriam, the Bountiful
Sound of the Bison 4GG Sorcery Target opponent searches your library and reveals a creature card. Choose one, put the revealed creature into play or search your library for up to 3 creatures with the same name and put them into your hand
Bed of Thorns 1GG Enchantment Whenever a creature attacks you Bed of Thorns deals 1 damage to that creature
Line Storm 3GG Sorcery Line Storm deals 4 damage to each creature with flying
Field of Bisons 2GG Enchantment :2mana::symg::symg:: Put a 3/3 green Bison token into play
Shaman of the Woods 1GG Creature - Elf Shaman Sacrifice Shaman of the Woods: Sacrifice up to 3 creatures then put an equal amount of +2/+2 counters on target creature 2/3
Pine Bear GG Creature - Bear When Pine Bear comes into play, move all auras that could enchant Pine Bear onto Pine Bear 2/2
Purify the woods 3G Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Instant Destroy a target enchantment or artifact for each spell played this turn
Wing Snare <Em>2G</m>*Reprint* Sorcery Destroy target creature with flying
Coat of thorns 2GG Enchantment - Aura Enchanted creature gets +1/+1 for each land in your graveyard
Growth of the pines 3G Sorcery Return two target green cards from you graveyard to your hand
Forest spider 2G Creature - Spider :1mana::symg::symtap:: Forest Spider deals 2 damage to target creature with flying 1/2
Ambush of the Bisons 1GG Instant Ambush of the Bisons deals X damage to target attacking or blocking creature, where X is the amount of green creatures you control "Considering how loud they are I'm suprised anyone can be ambush by them" - Elf saying
Stampeeding Bison<Em>2GG</m> Creature - Bison Trample When Stampeeding Bison comes into play, draw a card 3/3
Rampant Bison 3G Creature - Bison Trample 3/3
Squamata 1GG Creature - Lizard 3/4
Aachen's Wurm 7G Creature - Wurm Bound (Whenever you play this spell, pay 1 less for each spell played this turn) 6/6
Disciple of Merriam 1GG Creature - Elf Druid :symg::symtap:: Target creature gets +2/+2 until end of turn 1/1
Epidemic Growth 1G Sorcery Search your library for a basic land card and put it into play, if you control fewer lands than target opponent instead search your library for two basic land cards and put them into play.
Thorny Hound 1G Creature - Hound 2/2
Silt Crawler 2G *Reprint* Creature - Beast When Silt Crawler comes into play, tap all lands you control 3/3
Ivy Bison 4GG Creature - Bison Forest walk 4/5
Sleeping Cheetah 1G Creature - Cat Trample 2/1
Mirrams Farmer G Creature - Elf Farmer 1/1
Strength of Thorns 1G Instant Target creature gets +2/+2 for each green mana spent playing Strength of Thorns
Warrior of the Woods GG Creature - Elf Warrior You can’t play Warrior of the Woods unless you control an enchantment 3/3
Hidden Spider 2G Creature - Spider You may play Hidden Spider anytime you could play an instant Hidden Spider can block creatures as though it had flying 1/4
Caiman 2GGG Creature - Reptile Bound (Whenever you play this spell, pay 1 less for each spell played this turn) 5/4
Healer of the Woods 3G Healer of the Woods comes into play with 3 counters on it Remove a counter from Healer of the Woods: Target creature gets +1/+1 until end of turn 1/4
Swamp Toad 2G Creature - Toad Swampwalk 2/2
Spinyback Orbweaver 2G Creature - Spider Spinyback Orbweaver may block as if it had flying :1mana::symg:: Spinyback Orbweaver gains +1/+1 until end of turn. Play this ability only twice each turn 1/3
Pulse of the Land G Instant Target creature gets +X/+X until end of turn, where X is the amount of enchantments you control.
Pack of Wolves 3G Creature - Wolf When Pack of Wolves comes into play you may pay :1mana::symg:, if you do search your library for a card named Pack of Wolves and put it into your hand. 3/3
Armour of bark 1G Enchantment - Aura Enchanted creature gains +3/+3 and trample
Gift of the Land G Enchantment - Aura Enchanted creature gains “: Add to your mana pool”
Harvester of the Land 2G Creature - Elf Farmer When Harvester of the Land comes into play, reveal your library. Target opponent chooses a basic land card from your library. Put the revealed land card into your hand 2/2
Strength of the Wolves 4G Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Instant Target creature gets +1/+1 until end of turn for each spell played this turn
It all depends. If the cards are legal in extended and standard is one factor. Another is how old the card is. Finding Psionic Blast is hard, Akroma not so hard. Plus Psionic Blast will be Black bordered , muyo cool!
Bound Whenever you play this spell, pay 1 less for each spell played this turn
Witchcraft When ~Name~ comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way
Some names have been added for the green cards, I'm guessing they might change after time. Also the initial message explaining a bit more abuot the set has been edited
Artifact Name 4 If the top card of your graveyard is an instant, you may play it as is if it was in your hand, then remove it from the game Name 4 At the beginning of your upkeep you may put a wisdom counter on ~Name~ If ~Name~ has 4 or more counters on it you may sacrifice it to draw 4 cards. Name 5 Whenever you would draw a card, reveal that card. If the revealed card is a land, remove it from the game and remove cards from the top of your library until you reveal a non-land card. Put that card into your hand. At the beginning of your upkeep, the player with the least land gains control of ~Name~ Name 1 ~Name~ comes into play tapped T: Add one mana of any color to your mana pool unless target opponent pays 1 Name 2 Artifacts cost 1 more to play 2/2 Name 2 Enchantments cost 1 more to play 2/2 Name 2 Creature spells cost 1 more to play 2/2 Name 2 Sorceries cost 1 more to play 2/2 Name 2 Instants cost 1 more to play 2/2 Name 1 ~Name~ comes into play tapped T: Add B to your mana pool unless target opponent pays 1 Name 1 ~Name~ comes into play tapped T: Add W to your mana pool unless target opponent pays 1 Name 1 ~Name~ comes into play tapped T:Add R to your mana pool unless target opponent pays 1 Name 1 ~Name~ comes into play tapped T: Add G to your mana pool unless target opponent pays 1 Name 1 ~Name~ comes into play tapped T: Add G to your mana pool unless target opponent pays 1 Name 1 ~Name~ comes into play tapped T: Add 2 to your mana pool unless target opponent pays 1
Land
Name Legendary land 2T Sacrifice an artifact: Add X mana to your mana pool, where X is the sacrificed artifacts casting cost Name Legendary Land T: Add B to your mana pool for each black creature in your graveyard Name Legendary Land T: Add G to your mana pool for each land in your graveyard. Name Legendary Land T: Add W to your mana pool for each enchantment in your graveyard Name Legendary Land T: Add U to your mana pool for each blue instant in your graveyard Name Legendary Land T: Add R to your mana pool for each red sorcery in your graveyard Name Land ~Name~ doesn’t untap during your untap step. Sacrifice a land: untap ~Name~ T: Add one mana of any color to your mana pool Name Land Sacrifice a white creature: Put a counter on ~Name~ T, Remove a counter from ~Name~: Add WW to your mana pool Name Land Sacrifice a black creature: Put a counter on ~Name~ T, Remove a counter from ~Name~: Add BB to your mana pool Name Land Sacrifice a green creature: Put a counter on ~Name~ T, Remove a counter from ~Name~: Add GG to your mana pool Name Land Sacrifice a bird: Put a counter on ~Name~ T, Remove a counter from ~Name~: Add UU to your mana pool Name Land Sacrifice a red creature: Put a counter on ~Name~ T, Remove a counter from ~Name~: Add RR to your mana pool
Name 1WR Shaman Whenever a creature with flying comes into play, that creature gets +1/+1 and haste until end of turn 2/2
Name 1UB Witchcraft (When name comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way) T: Draw a card for each Witch counter on ~Name~ , then choose and discard X cards where X was the amount of cards drawn this way. 1/1
Name 1WG Creatures you control gets +1/+1 for each enchantment you control 2/2
Name 1RG Creatures you control have trample 3/3
Name 1UG Flying You may play ~Name~ anytime you could play an instant 2/2
Name 1BG Trample B: Regenerate ~Name~ 3/3
Name 1WB Witchcraft (When name comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way) T: Prevent X damage to target player or creature where X is the amount of Witch counters on ~Name~ 2/2
Name 1UR Flying T: ~Name~ deals 2 damage to target non-blue , non-red creature 2/2
Name 1UW Flying T: Counter target activated ability T: Tap target creature 2/2
Name 1BR Sacrifice a creature: Target player loses 1 life and you gain one life 2/2
Name WRG Enchantment Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with vigilance until end of turn
Name URB Enchantment Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with fear until end of turn
Name WGU Enchantment Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with flying until end of turn
Name GRB Enchantment Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with trample until end of turn
Name UB Enchantment Players can’t search their libraries
Name BR Enchantment All permanents gain protection from instants
Name WB Enchantment Players can’t play activated abilities that requires sacrificing
Name UG Enchantment Players can’t play non-basic lands
Name BG Enchantment All lands are basic swamps
Name WU Enchantment Prevent all black and red damage dealt to you
Name UR Enchantment Instants can only be played during each player’s main phase
Name WG Enchantment If an enchantment would be put into your graveyard draw a card
Name RG Enchantment Creatures you control have haste and +1/0
Name WR Enchantment Sacrifice a creature you control: ~Name~ deals 1 damage to target creature or player
Name WBGRU 2: Put a 1/1 gnome creature into play Sacrifice a gnome: ~Name~ deals 1 damage to target player 5/5
Name 1BG When ~Name~ comes into play, look at target opponents hand and chose a land card from that players hand. Put that land card into play tapped under your control. 1/1
Name 1BU Sorcery Target opponent sacrifices a creature. If he doesn’t control any other creatures, draw a card
Name WR Flying Sacrifice ~Name~: ~Name~ Deals 1 damage to target creature Sacrifice ~Name~: Prevent 1 damage to target creature 2/1
Name UR Instant Gain control of target creature until end of turn. That creature gains haste.
Name WG Instant Destroy target artifact or enchantment Gain 4 life
Name BR Enchantment Enchanted creature gains +3/-2
Name WU Instant Prevent all dealt to creatures you control Draw a card
Name UG Search your library for a forest card Draw a card
Name RG Protection from Black, Blue and White 2/2
Name WB Aura Enchanted creature can't attack or block, and its activated abilities can't be played
Name 4BR Instant Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Destroy a creature for each spell that was played this turn
Name 1WR Sacrifice ~Name~: Destroy target enchantment, ~Name~ deals 2 damage to it’s controller 2/2
Name UG 1: Discard a card from your hand 2/2
Name WG T: Untap target legendary land 2/2
Name UR UR: Change the target of target instant or sorcery 1/1
Name UW T: Return Target Aura card from your graveyard into play 2/2
Name BG Witchcraft (When name comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way) When ~Name~ leaves play, target player loses X life where X is the amount of Witch counters on ~Name~ 2/2
Name WB T, Sacrifice an enchantment: Destroy target enchantment or creature 2/2
Name UB Whenever ~Name~ deals damage to a creature or player, draw a card 1/1
Name 2RG T: Put a creature card from your hand into play with haste. At the end of your turn, sacrifice that creature 2/2
Name 2UU Flying Whenever any player plays a spell, return ~Name~ to it’s owners hand 6/6
Name 2UU Aura Gain control of target non-land, non-creature permanent
Name 2UU Wizard Flying When ~Name~ comes into play, put a blue 1/1 flying bird token into play Sacrifice a bird: draw a card 1/4
Name 4U Instant Draw a card for each instant in your graveyard
Name 2UU U Remove a blue instant in your graveyard from the game: tap or untap target permanent 2/2
Name 1UUU Enchantment At the beginning of your upkeep you may look at the top 4 cards of your library and put the back on top of your library in any order.
Name 4UUU Trample When ~Name~ comes into play, discard your hand and sacrifice 4 islands ~Name~ doesn’t untap during your untap step 10/10
Name 2UU Enchantment Return an island to your hand: Return target permanent to it’s owners hand
Name 3U Instant Target opponent searches your library for four cards with different names and separates them into two face down piles. Choose one of the piles and put it into your hand and put the rest of the cards into your graveyard
Name 1U Enchantment Creatures you control gain flying and are now birds
Name U Instant Target player shuffles his or her library Draw a card
Name 4UU Whenever ~Name~ comes into play, return two target creatures to their owner’s hand 4/4
Name 2UU Aura When ~Name~ comes into play, untap or tap up to X target permanents where X is the amount of instants in your graveyard
Name 2U Wall When ~Name~ comes into play name a creature type T: Return target creature with the chosen creature type to it’s owner hand
Name 3U Enchantment When ~Name~ comes into play tap all creatures. Creatures don’t untap during their untap step
Name 1UU Instant Counter target spell
Name 1UU All players play with the top of their libraries revealed. If the top card of your library is a blue instant, you may play it as if it was in your hand. 1/3
Name UU Instant Counter target spell, target opponent may draw a card.
Name 1UU Sacrifice ~Name~ : Discard up to 3 cards from your hand then draw cards equal to the amount of cards discarded this way 2/3
Name 3UU Bird Flying 1U: Return ~Name~ to it’s owners hand 2/3
Name 1U Flying Sacrifice ~Name~: Draw 3 Cards then put 2 cards from your hand on top of your library in any order 1/2
Man-o-war 2U When Man-o-war comes into play, return target creature to it’s owners hand 2/2
Name 2UU Instant Draw three cards then discard a card from your hand
Name 4UU Trample If you control no islands, bury ~Name~ 6/6
Name 2U Flying U: +1/+1 Spend no more than U on this 1/4
Name 1UU Bird Flying 2/1
Name 2U Instant Return target permanent to it’s owners hand unless that permanents controller pays X, where X is the amount of instants in your graveyard
Name 3U Instant Reveal 4 cards from the top of your library. Target opponent chooses 2 of those cards; put those 2 cards into your graveyard and the rest of the cards into your hand
Horned Turtle Creature – Turtle 1/4
Name 1U Instant Tap one target creature for each blue mana spent playing ~Name~
Name 3U Whenever ~Name~ is the target of a spell, return ~Name~ to it’s owners hand 3/3
Name 3U When ~Name~ comes into play, draw a card 2/2
Name 4UUU Flying 4/5
Name 3U ~Name~ comes into play with 3 counters on it Remove a counter from ~Name~: tap or untap target creature 1/4
Name 1U 2/1
Name 2U Flying 2/2
Name UU Sacrifice ~Name~: tap all creatures 1/1
Name 4U Instant Bound (Whenever you play this spell, pay 1 less for each spell played this turn) Return a target creature to it’s owners hand for each spell that was played this turn
Name 1UU Flying Defender 0/7
Name 1UU Wizard 1U: Target bird gets +1/+1 until end of turn 2/2
Name 3U Aura Enchanted creature gains “T: Tap or untap target creature”
Name 3U Instant Draw a card At the end of each turn, if at least 3 spells besides ~Name~ where played, return ~Name~ to your hand from your graveyard
Name WW All other nonland permanents lose all their abilities 2/2 Name 1W All damage is reduced by 1 1/1 Name 3WW Enchantment Sacrifice ~Name~ : Remove all creatures you control from the game. At the end of this turn, return those creatures into play under their owners control. Name 4W Instant Gain 4 life for each white card in your graveyard Name 4WWW Angel XWWT: Return to play target creature from your graveyard with casting cost less than X 4/5 Name 2WWW Sorcery Destroy all black and red permanents. They can’t be regenerated Name 1WWW Enchantment Creatures don’t untap during their untap step. 1W: Untap target creature, any player may play this ability Name 1WW Enchantment ~Names~ comes into play with X counters on it, where X is the amount of creatures in play At the beginning of your upkeep remove a counter on ~Name~. If you can’t remove a counter from ~Name~, sacrifice ~Name~ and destroy all creatures. Name 3W Destroy up to 2 target enchantments. Draw a card for each enchantment destroyed this way Name 3W Flying Tap: Tap all non white creatures 1/3 Name 2W Sacrifice an enchantment: Return target enchantment from your graveyard to your hand 2/2 Name 2WW Aura When ~Name~ comes into play, put X healing counters on it, where X is the amount of enchantments in your graveyard. Remove a healing counter from ~Name~: Prevent 1 damage to a creature or player Name 1WW Sacrifice ~Name~: Reveal up to 3 white cards from your hand, then prevent an equal amount of damage to target creature or player 2/3 Name 3W All creatures you control gains vigilance 1/4 Staunch Defender 3WW Creature - Soldier When Staunch Defender comes into play, gain 4 life 3/4 Name 3W Sacrifice a land: Prevent the next 2 damage dealt to target creature or player 1/4 Name 1W Bird Flying Whenever a bird is put into a graveyard, put a +1/+1 counter on ~Name~ 1/1 Name 1WW First Strike When ~Name~ comes into play, choose a color, ~Name~ has protection from the chosen color 2/2 Name 2W Target creature gains defender until end of turn Draw a card Name 2W Target creature can’t block until end of turn Draw a card Name 1W Protection from Red 2/1 Name 1W Protection from Black 2/1 Name 1W Enchanted creature gains defender Name 3WW Bird Flying 2W: Prevent 1 damage to target creature or player 3/3 Name 2W T: Tap target creature 1/3 Name 3W T: Prevent 2 damage to target creature or player 2/4 Name 3W Bird Flying First strike 2/2 Name 1W Flying T: Prevent 1 damage to target creature or player 0/2 Aura blast 1W Instant Destroy target enchantment Draw a card Name 3W Bird Flying Draw a card 1/1 Name 1W Instant Prevent 3 damage to target creature for each white mana spent playing ~Name~ Name 2W Flying 2/1 Name 3W ~Name~ comes into play with 3 counters on it Remove a counter: Prevent two damage to a creature 1/4 Name 1W T: Untap target creature. It gains +1/+2 until end of turn 1/3 Name 2WW When ~Name~ comes into play, untap 2 target creatures 2/2 Name 2WW When ~Name~ comes into play, tap 2 target creature 2/2 Name 1W Defender 1/5 Name 2W Defender 2/6 Name 4WW Flying WWT: ~Name~ deals 3 damage to target black or red creature 3/3 Name WW You can’t play ~Name~ unless you played a white enchantment this turn 3/3 Name 2W When ~Name~ leaves play, you gain 3 life 2/2 Name 2W Sorcery Creatures you control have first strike until end of turn Draw a card Name 1W Aura Enchanted creature has +1/+1 for each enchantment you control Name 2W Enchantment Sacrifice ~Name~: Choose one, target creature gains flying until end of turn or target creature gets first strike until end of turn
2 Rakdos Pit Dragon
4 Scorched Rusalka
4 Char
4 Cryoclasm
2 Demolish
4 Demonfire
3 Flames of the Blood Hand
4 Seal of Fire
4 Stone Rain
4 Volcanic Hammer
19 Snow-Covered Mountain
2 Blood Moon
2 Demolish
3 Giant Solifuge
1 Mouth of Ronom
4 Skred
3 Stalking Yeti
Seems interesting enough. The deck doesn't lose that much with the rotation and it gains Avalanche Riders
The deck loses:
4 Frostling
3 Flames of the Blood Hand
and that's about it
The article mentions that the deck should have scrying sheets but the player didn't have them.
For a fantasy Timespiral version I suggest the following:
3 Giant Solifuge
3 Stalking Yeti
2 Blood Moon
4 Char
4 Cryoclasm
4 Demonfire
4 Seal of Fire
4 Stone Rain
4 Volcanic Hammer
14 Snow-Covered Mountain
3 Scrying Sheets
4 Terramorphic Expanse
2 Blood Moon
1 Giant Solifuge
1 Mouth of Ronom
4 Skred
1 Stalkign Yeti
3 Buyback Shunt
3 Flashfires
I didn't want to create a too high powerlevel because that's something that I feel most people doing sets on this site does. I took into consideration that some cards will only be playable in limited. Some will be skill testers, and some are just plain ol' bad
I'll review what you said about the cards and perhaps post an updated version later
Green
Passionate Rampage GGG
Enchantment
All creatures gets +4/+4
Elf of Fertility G
Creature - Elf Druid
T: Add one mana of any color to your mana pool.
0/1
Induce calmness 2G
Enchantment
Enchantments cannot be countered by spells or abilities
Draw a card
Merriam, the Bountiful 1GG
Creature - Legendary Elf shaman
Forestwalk
Merriam, the Bountiful gets +1/+1 for each enchantment you control
2/2
Merriams Garden G
Enchantment
At the beginning of your upkeep, put a counter on Merriams Garden
At the beginning of your main phase, add G to your mana pool for each counter on Merriams Garden
Saqqara, the Queen of the Serpents 3GG
Creature - Legendary Shapeshifter
: Put a Wood Counter on target Creature.
All Creatures with Wood counters on them are basic forests
3/3
Herd of Bisons 5GG
Instant
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Put a 4/4 Bison token into play for spell played this turn
Fertile Field 4G
Sorcery
Put a 1/1 green saproling token into play for each land you control
Seeds of Merriam 1GG
Instant
Search your library for creatures with a total casting cost of 6 and put them in your hand
"One day you will reap the benefits from all this hard work" - Merriam, the Bountiful
Sound of the Bison 4GG
Sorcery
Target opponent searches your library and reveals a creature card.
Choose one, put the revealed creature into play or search your library for up to 3 creatures with the same name and put them into your hand
Bed of Thorns 1GG
Enchantment
Whenever a creature attacks you Bed of Thorns deals 1 damage to that creature
Line Storm 3GG
Sorcery
Line Storm deals 4 damage to each creature with flying
Field of Bisons 2GG
Enchantment
:2mana::symg::symg:: Put a 3/3 green Bison token into play
Shaman of the Woods 1GG
Creature - Elf Shaman
Sacrifice Shaman of the Woods: Sacrifice up to 3 creatures then put an equal amount of +2/+2 counters on target creature
2/3
Pine Bear GG
Creature - Bear
When Pine Bear comes into play, move all auras that could enchant Pine Bear onto Pine Bear
2/2
Purify the woods 3G
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Instant
Destroy a target enchantment or artifact for each spell played this turn
Wing Snare <Em>2G</m>*Reprint*
Sorcery
Destroy target creature with flying
Coat of thorns 2GG
Enchantment - Aura
Enchanted creature gets +1/+1 for each land in your graveyard
Growth of the pines 3G
Sorcery
Return two target green cards from you graveyard to your hand
Forest spider 2G
Creature - Spider
:1mana::symg::symtap:: Forest Spider deals 2 damage to target creature with flying
1/2
Ambush of the Bisons 1GG
Instant
Ambush of the Bisons deals X damage to target attacking or blocking creature, where X is the amount of green creatures you control
"Considering how loud they are I'm suprised anyone can be ambush by them" - Elf saying
Stampeeding Bison <Em>2GG</m>
Creature - Bison
Trample
When Stampeeding Bison comes into play, draw a card
3/3
Rampant Bison 3G
Creature - Bison
Trample
3/3
Squamata 1GG
Creature - Lizard
3/4
Aachen's Wurm 7G
Creature - Wurm
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
6/6
Emerald Faerie 1G
Creature - Faerie Wizard
Flying
:1mana::symg: Sacrifice Emerald Faerie: Destroy target artifact or enchantment
1/2
Disciple of Merriam 1GG
Creature - Elf Druid
:symg::symtap:: Target creature gets +2/+2 until end of turn
1/1
Epidemic Growth 1G
Sorcery
Search your library for a basic land card and put it into play, if you control fewer lands than target opponent instead search your library for two basic land cards and put them into play.
Thorny Hound 1G
Creature - Hound
2/2
Silt Crawler 2G *Reprint*
Creature - Beast
When Silt Crawler comes into play, tap all lands you control
3/3
Ivy Bison 4GG
Creature - Bison
Forest walk
4/5
Sleeping Cheetah 1G
Creature - Cat
Trample
2/1
Mirrams Farmer G
Creature - Elf Farmer
1/1
Strength of Thorns 1G
Instant
Target creature gets +2/+2 for each green mana spent playing Strength of Thorns
Warrior of the Woods GG
Creature - Elf Warrior
You can’t play Warrior of the Woods unless you control an enchantment
3/3
Hidden Spider 2G
Creature - Spider
You may play Hidden Spider anytime you could play an instant
Hidden Spider can block creatures as though it had flying
1/4
Caiman 2GGG
Creature - Reptile
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
5/4
Healer of the Woods 3G
Healer of the Woods comes into play with 3 counters on it
Remove a counter from Healer of the Woods: Target creature gets +1/+1 until end of turn
1/4
Swamp Toad 2G
Creature - Toad
Swampwalk
2/2
Spinyback Orbweaver 2G
Creature - Spider
Spinyback Orbweaver may block as if it had flying
:1mana::symg:: Spinyback Orbweaver gains +1/+1 until end of turn. Play this ability only twice each turn
1/3
Pulse of the Land G
Instant
Target creature gets +X/+X until end of turn, where X is the amount of enchantments you control.
Pack of Wolves 3G
Creature - Wolf
When Pack of Wolves comes into play you may pay :1mana::symg:, if you do search your library for a card named Pack of Wolves and put it into your hand.
3/3
Armour of bark 1G
Enchantment - Aura
Enchanted creature gains +3/+3 and trample
Gift of the Land G
Enchantment - Aura
Enchanted creature gains “: Add to your mana pool”
Harvester of the Land 2G
Creature - Elf Farmer
When Harvester of the Land comes into play, reveal your library. Target opponent chooses a basic land card from your library. Put the revealed land card into your hand
2/2
Strength of the Wolves 4G
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Instant
Target creature gets +1/+1 until end of turn for each spell played this turn
Bound
Whenever you play this spell, pay 1 less for each spell played this turn
Witchcraft
When ~Name~ comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way
2 Fireman Angel
2 Adarkar Valkyrie
1 Debtors' Knell
4 Coldstone heart
4 Wrath of God
3 Proclamation of Rebirth
2 Lightning Helix
4 Faith's Fetters
2 Story Circle
4 Condemn
3 Ivory Mask
6 Snow-covered Mountains
4 Mouth of Ronom
4 Scrying Sheets
3 Ivory Mask's Maindeck because I'm scared of Persecute. They could perhaps move to the sb.
Some names have been added for the green cards, I'm guessing they might change after time. Also the initial message explaining a bit more abuot the set has been edited
Mind posting them?
Name 4
If the top card of your graveyard is an instant, you may play it as is if it was in your hand, then remove it from the game
Name 4
At the beginning of your upkeep you may put a wisdom counter on ~Name~
If ~Name~ has 4 or more counters on it you may sacrifice it to draw 4 cards.
Name 5
Whenever you would draw a card, reveal that card. If the revealed card is a land, remove it from the game and remove cards from the top of your library until you reveal a non-land card. Put that card into your hand.
At the beginning of your upkeep, the player with the least land gains control of ~Name~
Name 1
~Name~ comes into play tapped
T: Add one mana of any color to your mana pool unless target opponent pays 1
Name 2
Artifacts cost 1 more to play
2/2
Name 2
Enchantments cost 1 more to play
2/2
Name 2
Creature spells cost 1 more to play
2/2
Name 2
Sorceries cost 1 more to play
2/2
Name 2
Instants cost 1 more to play
2/2
Name 1
~Name~ comes into play tapped
T: Add B to your mana pool unless target opponent pays 1
Name 1
~Name~ comes into play tapped
T: Add W to your mana pool unless target opponent pays 1
Name 1
~Name~ comes into play tapped
T:Add R to your mana pool unless target opponent pays 1
Name 1
~Name~ comes into play tapped
T: Add G to your mana pool unless target opponent pays 1
Name 1
~Name~ comes into play tapped
T: Add G to your mana pool unless target opponent pays 1
Name 1
~Name~ comes into play tapped
T: Add 2 to your mana pool unless target opponent pays 1
Land
Name
Legendary land
2T Sacrifice an artifact: Add X mana to your mana pool, where X is the sacrificed artifacts casting cost
Name
Legendary Land
T: Add B to your mana pool for each black creature in your graveyard
Name
Legendary Land
T: Add G to your mana pool for each land in your graveyard.
Name
Legendary Land
T: Add W to your mana pool for each enchantment in your graveyard
Name
Legendary Land
T: Add U to your mana pool for each blue instant in your graveyard
Name
Legendary Land
T: Add R to your mana pool for each red sorcery in your graveyard
Name
Land
~Name~ doesn’t untap during your untap step.
Sacrifice a land: untap ~Name~
T: Add one mana of any color to your mana pool
Name
Land
Sacrifice a white creature: Put a counter on ~Name~
T, Remove a counter from ~Name~: Add WW to your mana pool
Name
Land
Sacrifice a black creature: Put a counter on ~Name~
T, Remove a counter from ~Name~: Add BB to your mana pool
Name
Land
Sacrifice a green creature: Put a counter on ~Name~
T, Remove a counter from ~Name~: Add GG to your mana pool
Name
Land
Sacrifice a bird: Put a counter on ~Name~
T, Remove a counter from ~Name~: Add UU to your mana pool
Name
Land
Sacrifice a red creature: Put a counter on ~Name~
T, Remove a counter from ~Name~: Add RR to your mana pool
Name 1WR
Shaman
Whenever a creature with flying comes into play, that creature gets +1/+1 and haste until end of turn
2/2
Name 1UB
Witchcraft (When name comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way)
T: Draw a card for each Witch counter on ~Name~ , then choose and discard X cards where X was the amount of cards drawn this way.
1/1
Name 1WG
Creatures you control gets +1/+1 for each enchantment you control
2/2
Name 1RG
Creatures you control have trample
3/3
Name 1UG
Flying
You may play ~Name~ anytime you could play an instant
2/2
Name 1BG
Trample
B: Regenerate ~Name~
3/3
Name 1WB
Witchcraft (When name comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way)
T: Prevent X damage to target player or creature where X is the amount of Witch counters on ~Name~
2/2
Name 1UR
Flying
T: ~Name~ deals 2 damage to target non-blue , non-red creature
2/2
Name 1UW
Flying
T: Counter target activated ability
T: Tap target creature
2/2
Name 1BR
Sacrifice a creature: Target player loses 1 life and you gain one life
2/2
Name WRG
Enchantment
Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with vigilance until end of turn
Name URB
Enchantment
Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with fear until end of turn
Name WGU
Enchantment
Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with flying until end of turn
Name GRB
Enchantment
Sacrifice a permanent: ~Name~ becomes a 4/4 gnome with trample until end of turn
Name UB
Enchantment
Players can’t search their libraries
Name BR
Enchantment
All permanents gain protection from instants
Name WB
Enchantment
Players can’t play activated abilities that requires sacrificing
Name UG
Enchantment
Players can’t play non-basic lands
Name BG
Enchantment
All lands are basic swamps
Name WU
Enchantment
Prevent all black and red damage dealt to you
Name UR
Enchantment
Instants can only be played during each player’s main phase
Name WG
Enchantment
If an enchantment would be put into your graveyard draw a card
Name RG
Enchantment
Creatures you control have haste and +1/0
Name WR
Enchantment
Sacrifice a creature you control: ~Name~ deals 1 damage to target creature or player
Name WBGRU
2: Put a 1/1 gnome creature into play
Sacrifice a gnome: ~Name~ deals 1 damage to target player
5/5
Name 1BG
When ~Name~ comes into play, look at target opponents hand and chose a land card from that players hand. Put that land card into play tapped under your control.
1/1
Name 1BU
Sorcery
Target opponent sacrifices a creature. If he doesn’t control any other creatures, draw a card
Name WR
Flying
Sacrifice ~Name~: ~Name~ Deals 1 damage to target creature
Sacrifice ~Name~: Prevent 1 damage to target creature
2/1
Name UR
Instant
Gain control of target creature until end of turn. That creature gains haste.
Name WG
Instant
Destroy target artifact or enchantment
Gain 4 life
Name BR
Enchantment
Enchanted creature gains +3/-2
Name WU
Instant
Prevent all dealt to creatures you control
Draw a card
Name UG
Search your library for a forest card
Draw a card
Name RG
Protection from Black, Blue and White
2/2
Name WB
Aura
Enchanted creature can't attack or block, and its activated abilities can't be played
Name 4BR
Instant
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Destroy a creature for each spell that was played this turn
Name 1WR
Sacrifice ~Name~: Destroy target enchantment, ~Name~ deals 2 damage to it’s controller
2/2
Name UG
1: Discard a card from your hand
2/2
Name WG
T: Untap target legendary land
2/2
Name UR
UR: Change the target of target instant or sorcery
1/1
Name UW
T: Return Target Aura card from your graveyard into play
2/2
Name BG
Witchcraft (When name comes into play you may remove X creature cards in your graveyard from the game. Put a Witch counters on ~Name~ for each creature removed this way)
When ~Name~ leaves play, target player loses X life where X is the amount of Witch counters on ~Name~
2/2
Name WB
T, Sacrifice an enchantment: Destroy target enchantment or creature
2/2
Name UB
Whenever ~Name~ deals damage to a creature or player, draw a card
1/1
Name 2RG
T: Put a creature card from your hand into play with haste. At the end of your turn, sacrifice that creature
2/2
Name 2UU
Flying
Whenever any player plays a spell, return ~Name~ to it’s owners hand
6/6
Name 2UU
Aura
Gain control of target non-land, non-creature permanent
Name 2UU
Wizard
Flying
When ~Name~ comes into play, put a blue 1/1 flying bird token into play
Sacrifice a bird: draw a card
1/4
Name 4U
Instant
Draw a card for each instant in your graveyard
Name 2UU
U Remove a blue instant in your graveyard from the game: tap or untap target permanent
2/2
Name 1UUU
Enchantment
At the beginning of your upkeep you may look at the top 4 cards of your library and put the back on top of your library in any order.
Name 4UUU
Trample
When ~Name~ comes into play, discard your hand and sacrifice 4 islands
~Name~ doesn’t untap during your untap step
10/10
Name 2UU
Enchantment
Return an island to your hand: Return target permanent to it’s owners hand
Name 3U
Instant
Target opponent searches your library for four cards with different names and separates them into two face down piles. Choose one of the piles and put it into your hand and put the rest of the cards into your graveyard
Name 1U
Enchantment
Creatures you control gain flying and are now birds
Name U
Instant
Target player shuffles his or her library
Draw a card
Name 4UU
Whenever ~Name~ comes into play, return two target creatures to their owner’s hand
4/4
Name 2UU
Aura
When ~Name~ comes into play, untap or tap up to X target permanents where X is the amount of instants in your graveyard
Name 2U
Wall
When ~Name~ comes into play name a creature type
T: Return target creature with the chosen creature type to it’s owner hand
Name 3U
Enchantment
When ~Name~ comes into play tap all creatures.
Creatures don’t untap during their untap step
Name 1UU
Instant
Counter target spell
Name 1UU
All players play with the top of their libraries revealed. If the top card of your library is a blue instant, you may play it as if it was in your hand.
1/3
Name UU
Instant
Counter target spell, target opponent may draw a card.
Name 1UU
Sacrifice ~Name~ : Discard up to 3 cards from your hand then draw cards equal to the amount of cards discarded this way
2/3
Name 3UU
Bird
Flying
1U: Return ~Name~ to it’s owners hand
2/3
Name 1U
Flying
Sacrifice ~Name~: Draw 3 Cards then put 2 cards from your hand on top of your library in any order
1/2
Man-o-war 2U
When Man-o-war comes into play, return target creature to it’s owners hand
2/2
Name 2UU
Instant
Draw three cards then discard a card from your hand
Name 4UU
Trample
If you control no islands, bury ~Name~
6/6
Name 2U
Flying
U: +1/+1 Spend no more than U on this
1/4
Name 1UU
Bird
Flying
2/1
Name 2U
Instant
Return target permanent to it’s owners hand unless that permanents controller pays X, where X is the amount of instants in your graveyard
Name 3U
Instant
Reveal 4 cards from the top of your library. Target opponent chooses 2 of those cards; put those 2 cards into your graveyard and the rest of the cards into your hand
Horned Turtle
Creature – Turtle
1/4
Name 1U
Instant
Tap one target creature for each blue mana spent playing ~Name~
Name 3U
Whenever ~Name~ is the target of a spell, return ~Name~ to it’s owners hand
3/3
Name 3U
When ~Name~ comes into play, draw a card
2/2
Name 4UUU
Flying
4/5
Name 3U
~Name~ comes into play with 3 counters on it
Remove a counter from ~Name~: tap or untap target creature
1/4
Name 1U
2/1
Name 2U
Flying
2/2
Name UU
Sacrifice ~Name~: tap all creatures
1/1
Name 4U
Instant
Bound (Whenever you play this spell, pay 1 less for each spell played this turn)
Return a target creature to it’s owners hand for each spell that was played this turn
Name 1UU
Flying
Defender
0/7
Name 1UU
Wizard
1U: Target bird gets +1/+1 until end of turn
2/2
Name 3U
Aura
Enchanted creature gains “T: Tap or untap target creature”
Name 3U
Instant
Draw a card
At the end of each turn, if at least 3 spells besides ~Name~ where played, return ~Name~ to your hand from your graveyard
Name 1U
Bird
Flying
1U Sacrifice ~Name~: Counter target non-bird creature spell
1/1
Name U
1/1
Name 1U
Flying
1/1
Name 2U
Instant
Tap two target creatures
Name WW
All other nonland permanents lose all their abilities
2/2
Name 1W
All damage is reduced by 1
1/1
Name 3WW
Enchantment
Sacrifice ~Name~ : Remove all creatures you control from the game. At the end of this turn, return those creatures into play under their owners control.
Name 4W
Instant
Gain 4 life for each white card in your graveyard
Name 4WWW
Angel
XWWT: Return to play target creature from your graveyard with casting cost less than X
4/5
Name 2WWW
Sorcery
Destroy all black and red permanents. They can’t be regenerated
Name 1WWW
Enchantment
Creatures don’t untap during their untap step.
1W: Untap target creature, any player may play this ability
Name 1WW
Enchantment
~Names~ comes into play with X counters on it, where X is the amount of creatures in play
At the beginning of your upkeep remove a counter on ~Name~. If you can’t remove a counter from ~Name~, sacrifice ~Name~ and destroy all creatures.
Name 3W
Destroy up to 2 target enchantments. Draw a card for each enchantment destroyed this way
Name 3W
Flying
Tap: Tap all non white creatures
1/3
Name 2W
Sacrifice an enchantment: Return target enchantment from your graveyard to your hand
2/2
Name 2WW
Aura
When ~Name~ comes into play, put X healing counters on it, where X is the amount of enchantments in your graveyard.
Remove a healing counter from ~Name~: Prevent 1 damage to a creature or player
Name 1WW
Sacrifice ~Name~: Reveal up to 3 white cards from your hand, then prevent an equal amount of damage to target creature or player
2/3
Name 3W
All creatures you control gains vigilance
1/4
Staunch Defender 3WW
Creature - Soldier
When Staunch Defender comes into play, gain 4 life
3/4
Name 3W
Sacrifice a land: Prevent the next 2 damage dealt to target creature or player
1/4
Name 1W
Bird
Flying
Whenever a bird is put into a graveyard, put a +1/+1 counter on ~Name~
1/1
Name 1WW
First Strike
When ~Name~ comes into play, choose a color, ~Name~ has protection from the chosen color
2/2
Name 2W
Target creature gains defender until end of turn
Draw a card
Name 2W
Target creature can’t block until end of turn
Draw a card
Name 1W
Protection from Red
2/1
Name 1W
Protection from Black
2/1
Name 1W
Enchanted creature gains defender
Name 3WW
Bird
Flying
2W: Prevent 1 damage to target creature or player
3/3
Name 2W
T: Tap target creature
1/3
Name 3W
T: Prevent 2 damage to target creature or player
2/4
Name 3W
Bird
Flying First strike
2/2
Name 1W
Flying
T: Prevent 1 damage to target creature or player
0/2
Aura blast 1W
Instant
Destroy target enchantment
Draw a card
Name 3W
Bird
Flying
Draw a card
1/1
Name 1W
Instant
Prevent 3 damage to target creature for each white mana spent playing ~Name~
Name 2W
Flying
2/1
Name 3W
~Name~ comes into play with 3 counters on it
Remove a counter: Prevent two damage to a creature
1/4
Name 1W
T: Untap target creature. It gains +1/+2 until end of turn
1/3
Name 2WW
When ~Name~ comes into play, untap 2 target creatures
2/2
Name 2WW
When ~Name~ comes into play, tap 2 target creature
2/2
Name 1W
Defender
1/5
Name 2W
Defender
2/6
Name 4WW
Flying
WWT: ~Name~ deals 3 damage to target black or red creature
3/3
Name WW
You can’t play ~Name~ unless you played a white enchantment this turn
3/3
Name 2W
When ~Name~ leaves play, you gain 3 life
2/2
Name 2W
Sorcery
Creatures you control have first strike until end of turn
Draw a card
Name 1W
Aura
Enchanted creature has +1/+1 for each enchantment you control
Name 2W
Enchantment
Sacrifice ~Name~: Choose one, target creature gains flying until end of turn or target creature gets first strike until end of turn