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  • posted a message on Bragging rights - what cards did WotC steal from you?
    Just gonna say, for almost every single card here, they did actually think of it first. Not only are cards designed more than a year before release, but they are constantly in flux, with good rejected ideas showing up much later sometimes, and therefore a lot of cards are thought of long before they are put into a set. Not that thinking of a similar card before you knew about it isn't worth noting, just that nobody here should assume any of the cards posted were thought of by the posters before R&D.
    Posted in: Custom Card Creation
  • posted a message on Runin- Norse mythology set (221/249) -in playtesting
    Introduction
    Runin (RNN) is a large set and the the first of two in Runin block. This set is designed to be up to date with the three-and-one set model in a custom standard with all of my other ideas that I might eventually release (see my signature for a link to one of them). The set takes place on a plane modelled of the Norse world as they saw it, featuring themes and characters based off Norse mythology. Runin is not a concrete plane, rather, like Alara was, it is composed of several smaller planes. Valla and Kaldheim from the set, planechase, appear as two of these. Runin has several mechanical themes: combat matters, power matters, equipment matters, death effects and +1/+1 counters matter. Combat being the most important.
    (More set related info in posts below)

    The Design Goal
    The set should have a variety of cards, mechanics and flavour that represent Norse mythological themes and characters. The set environment should emulate the feeling of epic conflict, that things are building up and leading toward some sort of inevitable conclusion. As opposed to Theros, this is more about being ominous than 'building your champion', meaning that it's more about waiting rather than actively building, so the design should reflect that.

    Mechanics:
    Honored- When (this creature) dies, if it attacked or blocked this turn, (effect).
    This mechanic is for the warriors of Innangard (a good reference for some of this background: http://norse-mythology.org/concepts/innangard-and-utangard/). It is supposed to represent the norse belief that dying in battle was honorable, hence the name.
    Mantle- Whenever (condition), you may attach (this equipment) to target creature.
    This mechanic is mostly neutral, representing the magical quality of Norse weapons and the strong sense of destiny in Norse mythology (Thor's hammer is a perfect example). Equipment with mantle won't have an equip ability, in order to obtain them, you have to obtain the mantle, you have to earn it (by fulfilling the condition).
    Fated [cost] (As you draw this card, you may pay [cost] and play with it revealed.). (Cards with fated will provide a more powerful effect if they were fated, or when they are fated).
    As previously mentioned, Norse had a strong belief in destiny, so this mechanic, which encourages you to commit to a future plan, fits very well.
    Bloodthirst N (returning) (If an opponent was dealt damage this turn, this creature enters the battlefield with N +1/+1 counters on it.)
    This mechanic slot was troubling for a good deal of time, but this mechanic now fills it. Bloodthirst represents the Jotnar, followers of Utangard. The Jotnar are supposed to be very large and strong and, as a followers of chaos, they can appreciate some destruction, and this mechanic is here to represent that.

    Archetypes
    Current (still under consideration)
    white mana blue mana Flyers (w equipment)
    blue mana black mana Saboteurs
    black mana red mana Bloodthirst
    red mana green mana Stompy (w Bloodthirst)
    green mana white mana Go Wide (w Honored)
    white mana black mana Honored
    blue mana red mana Spells (w Fated)
    black mana green mana Graveyard (w Bloodthirst)
    red mana white mana Aggro (w equipment, Honored)
    green mana blue mana Fated

    Other Notes:
    This set is consistent with current MtG rules, wordings and mechanics.
    Elves appear here as one of black's major races as well as green's, this is because 'dark elves' are mentioned in Norse mythology and I thought they made a good fit to give black more races to use here because of the lack of vampires and demons (because they are unsuitable, zombies are still here though). White has a number of warriors, like in KTK, to fit with the fact that the Norse were never really very militarised, and as such, I didn't want very many soldiers. !Dwarves! return finally as red's main race, in place of goblins. They also appear in white. Norn are introduced here in blue for similar reasons. They are based off the Norn from the norse mythology. They are overall very similar to Veldaken, but more human in appearance.

    Cardlist of the Set So Far (nothing is final)


    Jace, the Traveler ( 2 mana blue mana blue mana )
    Planeswalker- Jace (M)
    +1: Create a 2/2 blue Illusion creature token with "Whenever this creature becomes the target of a spell or ability, sacrifice it".
    -2: Return target nonland permanent to its owner's hand.
    -6: You get an emblem with "Whenever a creature you control deals combat damage to a player, draw a card".
    (4)

    Ramaz, the Mad Prophet ( 1 mana red mana green mana
    Planeswalker- Ramaz (M)
    +1: Add two mana of any one color to your mana pool.
    -2: Look at the top five cards of your library. You may reveal a nonland permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
    -6: Reveal the top six cards of your library. Put all nonland permanent cards revealed this way onto the battlefield, then put the rest on the bottom of your library in a random order.
    (3)

    Alorus, Honor Bound ( 4 mana white mana white mana )
    Legendary Creature- God (M)
    Vigilance
    Alorus, Honor Bound has indestructible unless its attacking or blocking.
    At the beginning of combat on your turn, you gain life equal to the number of creatures and equipment you control.
    7/5

    Marus, Mist Weaver ( 4 mana blue mana blue mana )
    Legendary Creature- God (M)
    Flying
    Marus, Mist Weaver has indestructible unless its attacking or blocking.
    At the beginning of combat on your turn, draw a card, then put a card from your hand on top of your library.
    5/7

    Sheikr, Death Keeper ( 3 mana black mana black mana )
    Legendary Creature- God (M)
    Menace
    Sheikr, Death Keeper has indestuctible unless its attacking or blocking
    At the beginning of combat on your turn, you may have each player sacrifice a creature.
    5/5

    Razaag, Forge Master ( 3 mana red mana red mana )
    Legendary Creature- God (M)
    First strike
    Razaag, Forge Master has indestructible unless its attacking or blocking
    At the beginning of each combat on your turn, you may attach target equipment you control to target creature.
    5/5

    Halumir, Wild Hearted ( 4 mana green mana green mana )
    Legendary Creature- God (M)
    Reach
    Halumir, Wild Hearted, has indestructible unless its attacking or blocking.
    At the beginning of each combat on your turn, put a +1/+1 counter on up to two other target creatures you control.
    6/6

    Haldrim, the Skybreaker ( 3 mana white mana white mana )
    Legendary Creature- Giant Warrior (M)
    Bloodthirst 1
    Creatures you control with +1/+1 counters on them have first strike.
    When Haldrim, the Skybreaker dies, exile all creatures with power 2 or less.
    5/4

    Arathus, the Northwind ( 3 mana blue mana blue mana )
    Legendary Creature- Giant Wizard (M)
    Bloodthirst 1
    During your turn, creatures you control with +1/+1 counters on them have hexproof.
    blue mana : Arathus, the Northwind gets +1/-1 until end of turn.
    5/5

    Miasar, the Decay ( 4 mana black mana black mana )
    Legendary Creature- Giant Warrior (M)
    Bloodthirst 2
    Creatures you control with +1/+1 counters on them have menace.
    Blocking creatures your opponents control get -1/-1
    5/5

    Oroborg, the Burning ( 4 mana red mana red mana )
    Legendary Creature- Giant Berserker (M)
    Bloodthirst 2
    Creatures you control with +1/+1 counters on them have haste.
    When Oroborg, the Burning enters the battlefield, creatures can’t block this turn.
    5/5

    Attigar, the Earthwaker ( 4 mana green mana green mana )
    Legendary Creature- Giant Shaman (M)
    Bloodthirst 2
    Creatures you control with +1/+1 counters on them have trample.
    When Attigar, the Earthwaker enters the battlefield, target player sacrifices a noncreature permanent.
    5/5

    Daramr, the Warrior King ( 2 mana white mana white mana )
    Legendary Creature- Human Warrior (R)
    Vigilance
    Honored — When Daramar, the Warrior King dies, if it attacked or blocked this turn, create three 1/1 white spirit creature tokens with flying.
    4/4

    Alorus' Chosen ( 3 mana white mana white mana )
    Creature- Angel Warrior (R)
    Flying, lifelink
    Honored — When Alorus' Chosen dies, if it attacked or blocked this turn, you may return each other creature that died this turn from your graveyard to the battlefield
    4/4

    Armorer of Light ( 2 mana white mana )
    Creature- Human Artificer (R)
    Prevent all combat damage that would be dealt to equipped creatures you control.
    3/3

    Skybreaker's Passing ( 1 mana white mana )
    Instant (R)
    Exile target creature with power less than or equal to the number of creatures you control.

    Daramr's Trial ( 2 mana white mana white mana )
    Sorcery (R)
    Destroy all creatures that didn't attack or block this turn.


    Lady Lor'el, of the Water ( 1 mana blue mana blue mana )
    Legendary Creature- Norn Wizard (R)
    Hexproof
    At the beginning of each opponent’s upkeep, if you dealt combat damage to them with four or more creatures last turn, take an extra turn after this one.
    3/2

    Grand Mistreader ( 1 mana blue mana )
    Creature- Norn Wizard (R)
    Whenever a card you own becomes fated, draw a card
    1/3

    Blizzard Sculptor ( 3 mana blue mana blue mana )
    Creature- Giant Wizard (R)
    When Blizzard Sculptor enters the battlefield, return all tapped creatures target opponent controls to their owner's hands.
    Fated ( 2 mana blue mana )
    When Blizzard Sculptor becomes fated, you may tap target creature, that creature doesn't untap during it's controller's next untap step.
    4/5

    Armament Master ( 2 mana blue mana )
    Creature- Norn Artificer (R)
    When Armament Master enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.
    2/3

    Mistborn Colossus ( 3 mana blue mana blue mana )
    Creature- Illusion Elemental (R)
    Flying, trample
    Whenever Mistborn Colossus becomes the target of a spell or ability, sacrifice it unless you pay 3 mana .
    7/5

    Bring the Storm ( 2 mana blue mana blue mana )
    Instant (R)
    Return any number of attacking or blocking creatures your opponents control to their owner's hands.

    Astral Forging ( 1 mana blue mana )
    Enchantment (R)
    You may cast equipment cards as though they had flash.
    Whenever an equipped creature you control deals combat damage to a player, draw a card,



    Decide Fate ( 1 mana black mana )
    Instant (R)
    Until end of turn, whenever a creature dies, you may choose one-
    • Return it to it's owner's hand
    • Exile it instead of putting it into its owner's graveyard
    Miasar's Bonecruncher ( 1 mana black mana black mana )
    Creature- Wolf Beast (R)
    Bloodthirst 1
    Miasar's Bonecruncher can't block unless it has a +1/+1 counter on it.
    Whenever creature dealt combat damage by Miasar's Bonecruncher this turn dies, put a +1/+1 counter on Miasar's Bonecruncher.
    3/3

    Blight Walker ( 1 mana black mana )
    Creature- Zombie (R)
    Honored — When Blight Walker dies, if it attacked or blocked this turn, target opponent sacrifices a creature.
    2/1

    Darakr Cursemaker ( 1 mana black mana black mana )
    Creature- Elf Wizard (R)
    Darakr Cursemaker can't be blocked by creatures with power greater than it.
    Whenever Darakr Cursemaker deals combat damage to a player, that player discards a card
    2/3

    Drak'Thall, Void Master ( 2 mana black mana black mana )
    Legendary Creature- Elf Wizard (R)
    Lifelink
    When Drak'Thall enters the battlefield or attacks, you may exile target creature until Drak'Thall leaves the battlefield. If you do, you lose life equal to that creature's power.
    3/3

    Skullcrush Fanatic ( 3 mana black mana black mana )
    Creature- Giant Berserker (R)
    Bloodthirst 2
    Whenever a creature with power 3 or less blocks or becomes blocked by Skullcrush Fanatic, destroy that creature.
    5/5



    High Thane Utaric ( 2 mana red mana red mana )
    Legendary Creature- Dwarf Warrior (R)
    Haste
    Equipped creatures you control have " tap symbol : This creature deals damage equal to its power to target creature or player".
    4/3

    Dragonfire Warrior ( red mana )
    Creature- Dwarf Warrior (R)
    Haste
    Honored — When Dragonfire Warrior dies, if it attacked or blocked this turn, it deals 2 damage to target creature or player
    1/1

    Flame's Vengeance ( 1 mana red mana red mana )
    Sorcery (R)
    Fated ( 1 mana red mana )
    Flame’s Vengeance deals 3 damage to each creature. If it was fated, it deals 3 damage to each creature your opponents control instead.

    Hoarder Wyrm ( 3 mana red mana red mana )
    Creature- Dragon (R)
    Flying
    Whenever Hoarder Wyrm attacks, you may exile target artifact until Hoarder Wyrm leaves the battlefield.
    Hoarder Wyrm gets +2/+2 for each artifact exiled by it.
    4/4

    Magmaskin Rager ( 3 mana red mana red mana )
    Creature- Giant Berserker (R)
    Bloodthirst 1
    2 mana red mana : Magmaskin Rager deals 1 damage to any target.
    5/5

    Razaag's Vanguard ( 1 mana red mana )
    Creature- Spirit Shaman (R)
    Haste
    tap symbol : Add red mana . Spend this mana only to cast instant, sorcery or artifact spells.
    2/2

    Warstorm Surge ( 5 mana red mana )
    Enchantment (R)
    Whenever a creature enters the battlefield under your control, it deals damage equal to its power to any target.


    Attigar's Clan-Leader ( 3 mana green mana green mana )
    Creature- Giant Warrior (R)
    Bloodthirst 1
    You may have Attigar's Clan-Leader assign its combat damage as though it weren't blocked.
    5/5

    Alesava, the Forest's Voice ( 1 mana green mana green mana )
    Legendary Creature- Elf Warrior (R)
    Whenever a card you own becomes fated, create a 1/1 green Spirit creature token.
    1 mana green mana green mana : Scry 2
    3/4

    Invoke the Deepwood ( X mana green mana green mana )
    Sorcery (R)
    Fated ( green mana )
    Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.
    If Invoke the Deepwood was fated, you gain X life.

    Alesava's Blade ( 2 mana green mana green mana )
    Creature- Elf Warrior (R)
    Alesava's Blade can't be blocked by more than one creature
    Honored — When Alesava's Blade dies, if it attacked or blocked this turn, put a +1/+1 counter on each creature you control
    4/4

    Warden Tree Oak ( 3 mana green mana green mana )
    Creature- Treefolk (R)
    Defender, reach
    Whenever a creature attacks you or a planeswalker you control, create a 2/2 green dryad creature token, it blocks that creature this turn if able.
    0/8

    Giant Hunter ( 1 mana green mana green mana )
    Creature- Elf Warrior (R)
    Vigilance
    Whenever Giant Hunter blocks or becomes blocked by a creature with higher power or toughness than it, it gets +2/+2 until end of turn.
    3/3



    Deadland Veteran ( 1 mana white mana black mana )
    Creature- Human Warrior (R)
    Prevent all damage that would be dealt to Deadland Veteran by instants, sorceries and planeswalkers.
    Honored — When Deadland Veteran dies, if it attacked or blocked this turn, return another target creature card with power 3 or less from your graveyard to the battlefield.
    3/3

    Deepwood Revenant ( black mana green mana )
    Creature- Treefolk Spirit (R)
    Deathtouch
    Honored — When Deepwood Revenant dies, if it attacked or blocked this turn, return it to it's owner's hand
    2/1

    Æther Blight ( 1 mana blue mana black mana )
    Instant (R)
    Choose one—
    • Destroy target creature
    • Counter target creature spell

    Dolgar Champion ( 1 mana red mana white mana )
    Creature- Dwarf Warrior (R)
    First Strike
    Creatures you control get +1/+1 for each equipment attached to them.
    3/2

    Call to the Vordr ( 2 mana green mana white mana )
    Instant (R)
    Create a 2/2 white spirit creature token and a 2/2 green dryad creature token. Prevent all combat damage that would be dealt to you this turn.

    Soulriver Seer ( 2 mana green mana blue mana )
    Creature- Elf Wizard (R)
    Flash
    At the beginning of your upkeep, look at the top card of your library. If it’s a land, you may reveal it and put it into your hand. Otherwise, you may put that card into your graveyard.
    2/4

    Jotnar Warcaller ( 1 mana red mana green mana )
    Creature- Giant Scout (R)
    Jotnar Warcaller can't be blocked by more than one creature.
    Whenever another creature with power 4 or greater enters the battlefield under your control, put a +1/+1 counter on Jotnar Warcaller.
    4/2

    Towering Slaughterer ( 4 mana black mana red mana )
    Creature- Giant Berserker (R)
    Bloodthirst 1
    Attacking creatures you control get +2/-1.
    6/6

    Mianir Warleader ( 2 mana white mana blue mana )
    Creature- Angel Warrior (R)
    Flying
    As long as Mianir Warleader is equipped, other creatures you control have flying.
    4/4

    Crashing Tide ( blue mana red mana )
    Instant (R)
    Copy target instant or sorcery spell you control. You may choose new targets for the copy.
    Fated ( 1 mana blue mana red mana )
    When Crashing Tide becomes fated, return target instant or sorcery card from your graveyard to your hand.



    Sasinas, Staff of Seasons ( 2 mana green mana )
    Legendary Artifact- Equipment (R)
    When Sasinas, Staff of Seasons enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library
    Mantle — Whenever a land enters the battlefield under your control, you may attach Sasinas, Staff of Seasons to target creature
    Equipped creature gets +2/+2

    Vrumir, the World Hammer ( 2 mana red mana )
    Legendary Artifact- Equipment (R)
    Mantle — Whenever an opponent is dealt 3 or more damage by a source you control, you may attach Vrumir, World Hammer to target creature
    Equipped creature gets +2/+2 and has " tap symbol : This creature deals 2 damage to target creature or player".

    Meinar, the Star Tracker ( 2 mana blue mana )
    Legendary Artifact- Equipment (R)
    Mantle — Whenever you draw a card other than during your draw step, you may attach Meinar, Star Tracker to target creature
    Equipped creature can't be blocked and has "Whenever this creature deals combat damage to a player, scry 3".

    Gormul, the Void Caller ( 2 mana black mana )
    Legendary Artifact- Equipment (R)
    Mantle — Whenever you pay life, you may attach Gormul, the Void Caller to target creature
    Equipped creature has " tap symbol : Destroy target creature".

    Leigana, the Sky Shield ( 1 mana white mana )
    Legendary Artifact- Equipment (R)
    Mantle — Whenever a creature you control blocks, you may attach Leigana, the Sky Shield to it
    Equipped creature has gets +0/+X, where X is the number of creatures you control, and has " 1 mana white mana : Tap target creature".

    New Rare Dual Land Cycle

    Silent Sanctuary
    Land (R)
    Silent Sanctuary enters the battlefield tapped.
    tap symbol : Add white mana or blue mana
    white mana blue mana , tap symbol , Sacrifice Silent Sanctuary: Exile target permanent, then return it to the battlefield under its owner’s control at the beginning of the next endstep.

    Shipwreck Graveyard
    Land (R)
    Shipwreck Graveyard enters the battlefield tapped.
    tap symbol : Add blue mana or black mana
    1 mana blue mana black mana , tap symbol , Sacrifice Shipwreck Graveyard: Look at the top three cards of your library. Put one of them into your hand and rest into your graveyard.

    Daunting Ruins
    Land (R)
    Daunting Ruins enters the battlefield tapped.
    tap symbol : Add black mana or red mana
    1 mana black mana red mana , tap symbol , Sacrifice Daunting Ruins: Daunting Ruins deals 2 to target player and they discard a card.

    Thorn Fortress
    Land (R)
    Thorn Fortress enters the battlefield tapped.
    tap symbol : Add red mana or green mana
    1 mana red mana green mana , tap symbol , Sacrifice Thorn Fortress: Target creature gets +4/+2 and gains trample until end of turn.

    Goldleaf Grove
    Land (R)
    Goldleaf Grove enters the battlefield tapped.
    tap symbol : Add green mana or white mana
    1 mana green mana white mana , tap symbol , Sacrifice Goldleaf Grove: Create two 1/1 green Spirit creature tokens.

    Watchkeep Captain ( 1 mana white mana )
    Creature- Human Soldier (U)
    When Watchkeep Captain becomes equipped, untap it.
    1/3

    Honourable Strike ( 1 mana white mana )
    Instant (U)
    Destroy target attacking or blocking creature. You gain 2 life.

    Battlefield Saviour ( 2 mana white mana white mana )
    Creature- Angel Cleric (U)
    Flying, flash
    When Battlefield Saviour enters the battlefield, choose a creature you control. When that creature dies, if it attacked or blocked this turn, return it from your graveyard to the battlefield.
    2/3

    Skirmisher Adept ( 1 mana white mana )
    Creature- Human Warrior (U)
    First Strike
    Honoured — When Skirmisher Adept dies, if it attacked or blocked this turn, untap up to two target creatures.
    2/2

    Daramr's Guard ( 2 mana white mana )
    Creature- Human Soldier (U)
    Vigilance
    Honored — When Daramr's Guard dies, if it attacked or blocked this turn, you may have it deal 2 damage to target tapped creature.
    2/3

    Suncaster ( 3 mana white mana )
    Creature- Human Cleric (U)
    white mana , tap symbol : Tap target creature.
    1 mana white mana , tap symbol : Untap each attacking creature you control.
    2/3

    Arm With Faith ( 2 mana white mana )
    Instant (U)
    Creatures you control get +1/+1 and gain vigilance until end of turn.
    Fated ( white mana )
    When Arm with Faith becomes fated, target creature gets +1/+1 and gains vigilance until end of turn.

    Gust Rider ( 2 mana white mana )
    Creature- Human Cleric (U)
    Gust Rider has flying as long as you control another creature with flying.
    Tap two untapped creatures you control: Return Gust Rider to it's owner's hand.
    2/4

    Unyielding Thane Keeper ( 1 mana white mana )
    Creature- Dwarf Soldier (U)
    When Unyielding Thane Keeper enters the battlefield, you may put an equipment with converted mana cost 3 or less from your hand onto the battlefield.
    2/1


    Winterfront Vanguard ( 1 mana blue mana )
    Creature- Norn Wizard (U)
    Whenever Norn Apprentice deals combat damage to a player, scry 2.
    2/1

    Wayfarer Adept ( 2 mana blue mana )
    Creature- Human Wizard (U)
    Flash
    As long as Wayfarer Adept is equipped, it has hexproof.
    3/1

    Stormsea Gale ( 2 mana blue mana )
    Creature- Illusion Elemental (U)
    When Stormsea Gale enters the battlefield, you may return another creature or artifact you control to it's owner's hand
    2/3

    Written Future ( blue mana )
    Sorcery (U)
    Look at target player's hand. Draw a card.
    Fated ( 1 mana blue mana )
    When Written Future becomes fated, scry 2.

    Skybreen Ravager ( 4 mana blue mana )
    Creature- Giant (U)
    Whenever a creature is dealt combat damage by Skybreen Ravager, tap that creature and it doesn't untap during it's controller's next untap step.
    4/6

    Marus's Veil ( blue mana )
    Instant (U)
    Fated ( 2 mana blue mana )
    Return target creature an opponent controls to it's owner's hand. If Marus's Veil was fated, put that creature on top of its owner's library instead.

    Felamas Stalker ( 2 mana blue mana )
    Creature- Elf Rogue (U)
    Whenever Felamas Stalker deals combat damage to a player, if it's equipped, that player returns a nonland permanent they control to its owner's hand.
    2/3

    Watch over Skybreen ( 1 mana blue mana )
    Sorcery (U)
    Up to two target creatures can’t be blocked this turn.
    Draw a card.


    Draugr Crusader ( black mana )
    Creature- Zombie Soldier (U)
    Draugr Crusader enters the battlefield tapped
    Honored — When Draugr Crusader dies, if it attacked or blocked this turn, it deals 2 damage to each opponent and you gain 2 life
    2/1

    Miasar's Presence ( 2 mana black mana )
    Sorcery (U)
    Creatures with power 3 or less get -2/-2 until end of turn.

    Weave Flesh ( black mana black mana )
    Instant (U)
    Fated ( black mana black mana )
    Target creature gets -3/-3 until end of turn. If Weave Flesh was fated, that creature gets -7/-7 until end of turn instead.

    Thought Stealer ( black mana )
    Creature- Human Cleric (U)
    Honored — When Thought Stealer dies, if it attacked or blocked this turn, target player reveals their hand. You choose a nonland card from among them, that player discards that card.
    1/1

    Dagger of Sheikr ( black mana )
    Creature- Human Assassin (U)
    Deathtouch
    Whenever Dagger of Sheikr attacks, another target attacking creature gains deathtouch until end of turn.
    1/1

    Death's Servant ( 3 mana black mana )
    Creature- Giant (U)
    Whenever a creature you control with power 4 or greater dies, put a +1/+1 counter on Death's Servant.
    4/2

    Lifeless One ( 2 mana black mana )
    Creature- Zombie Rogue (U)
    Lifeless One can't block or be blocked.
    Fated- Sacrifice a creature
    When Lifeless one becomes fated, put it onto the battlefield.
    3/2

    Darakr Betrayer ( 1 mana black mana )
    Creature- Elf Rogue (U)
    At the beginning of your upkeep, you lose life equal to the number of creatures you control with power 2 or less.
    2/3



    Vallan Blacksmith ( 1 mana red mana )
    Creature- Dwarf Artificer (U)
    red mana : Target equipped creature gets +1/+0 until end of turn
    Honored — When Vallan Blacksmith dies, if it attacked or blocked this turn, you may attach an equipment you control to target creature.
    1/2

    Burning One ( 4 mana red mana red mana )
    Creature- Giant Warrior (U)
    Bloodthirst 1
    First strike
    5/5

    Browbeat ( 2 mana red mana )
    Sorcery (U)
    Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards.

    Fill with Rage ( 2 mana red mana )
    Enchantment-Aura (U)
    Enchant creature
    When Fill with Rage enters the battlefield, gain control of enchanted creature until end of turn, untap it.
    Enchanted has haste and attacks each turn if able

    Immersturm Passing ( 2 mana red mana )
    Sorcery (U)
    Immersturm Passing deals 3 damage divide as you choose among one, two or three target creatures.
    Fated ( 2 mana red mana )
    When Immersturm Passing becomes fated, it deals 3 damage to target player.

    Volcano Spawn ( 3 mana red mana red mana )
    Creature- Dragon (U)
    Fated ( 1 mana red mana )
    Flying
    When Volcano Spawn enters the battlefield, if it was fated, create a 2/2 red dragon creature token with flying.
    4/4

    Cloud Reaver ( 2 mana red mana )
    Creature- Spirit Warrior (U)
    2 mana : Target creature can't block this turn.
    2 mana , tap symbol : Cloud Reaver deals 2 damage to target creature or player.
    2/2

    Deepwell Outsider ( 1 mana red mana )
    Creature- Norn Shaman (U)
    When Deepwell Outsider enters the battlefield, you may discard your hand, then draw three cards.
    1/3


    World Raiser ( 3 mana green mana )
    Creature- Giant Shaman (U)
    Bloodthirst 1
    When World Raiser enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
    4/2

    Explosive Vegetation ( 3 mana green mana )
    Sorcery (U)
    Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.

    Deepwood Survivalist ( 2 mana green mana )
    Creature- Elf Warrior (U)
    Fated ( 1 mana green mana )
    Flash
    When Deepwood Survivalist enters the battlefield, if it was fated, it gains indestructible until end of turn.
    3/2

    Ride into Battle ( 1 mana green mana )
    Instant (U)
    Target creature you control fights another target creature. Scry 1

    Clan Elder ( 3 mana green mana green mana )
    Creature- Giant (U)
    When Clan Elder enters the battlefield, you may return target creature card with power 4 or greater from your graveyard to your hand.
    4/4

    Halumir's Traveler ( 1 mana green mana )
    Creature- Elf Shaman (U)
    tap symbol : Untap target land
    2 mana green mana , tap symbol : Other creatures you control get +1/+1 until end of turn.
    1/2

    Wilder Wurm ( 4 mana green mana green mana )
    Creature- Wurm (U)
    Trample
    Fated ( 1 mana green mana )
    When Wilder Wurm becomes fated, creatures you control gain trample until end of turn.
    6/6

    Barrow's Tale ( green mana )
    Sorcery (U)
    Fated ( 1 mana green mana )
    Put target card from your graveyard on top of your library. If Barrow's Tale was fated, return that card to your hand instead.
    Exile Barrow's Tale.

    Lesson Never Taught ( green mana )
    Instant (U)
    Put the top three cards of your library into your graveyard. You gain 1 life for each land card in your graveyard.


    Lorekeeper Valkyrie ( 1 mana white mana blue mana )
    Creature- Angel Advisor (U)
    Flying
    Whenever Lorekeeper Valkyrie attacks, you may untap another target creature.
    1/3

    Skallan Deathless ( 3 mana black mana green mana )
    Creature- Giant Shaman
    1 mana , Exile a creature card from your graveyard: Skallan Deathless gets +1/+1 until end of turn.
    4/4

    Thunder Speaker ( blue mana red mana )
    Creature- Norn Shaman (U)
    Whenever you cast a noncreature spell or a noncreature card you own becomes fated, Thunder Speaker gets +1/+1 until end of turn.
    2/1

    Risen Infiltrator ( 1 mana blue mana black mana )
    Creature- Zombie Rogue (U)
    Menace
    Whenever a creature you control deals combat damage to a player, you may draw a card. If you do, discard a card.
    3/1

    Fury of the Primeval ( red mana green mana )
    Creature- Giant Berserker (U)
    Fury of the Primeval attacks each turn if able.
    4/2

    Bone Thrasher ( 2 mana black mana red mana )
    Creature- Giant Warrior (U)
    Whenever a creature you control becomes blocked, Bone Thrasher deals 1 damage to the defending player or planeswalker.
    4/3

    Wilder-Watcher ( 1 mana green mana blue mana )
    Creature- Norn Shaman (U)
    Tap two untapped creatures you control: Scry 2.
    2/3

    Denmar Preserver ( 2 mana white mana black mana )
    Creature- Elf Cleric (U)
    Lifelink
    white mana black mana , Sacrifice a creature: Return another target creature card with power 3 or less from your graveyard to the battlefield tapped.
    3/3

    Scrap Forger ( red mana white mana )
    Creature- Dwarf Scout (U)
    Equipment spells you cast cost 1 mana less to cast.
    2/1

    Rising Champion ( 1 mana green mana white mana )
    Creature- Human Warrior (U)
    Whenever another creature enters the battlefield under your control, Rising Champion gets +1/+1 until end of turn.
    3/3


    The Barrows
    Land (U)
    tap symbol : add Colorless Mana to your mana pool
    tap symbol , Exile a creature card from your graveyard: Add one mana of any color to your mana pool

    Thorn of Alesis ( 4 mana )
    Artifact- Equipment (U)
    Mantle — Whenever a creature you control becomes untapped, you may attach Thorn of Alesis to it.
    Equipped creature has " tap symbol : This creature deals 2 damage to target creature or player".

    Legion Slayer ( 3 mana )
    Artifact- Equipment (U)
    Mantle — Whenever a creature you control blocks or becomes blocked by two or more creatures, you may attach Legion Slayer to it.
    Equipped creature has double strike.

    Skullsplitter Axe ( 3 mana )
    Artifact- Equipment (U)
    Mantle — Whenever a creature you control with power 4 or greater attacks, you may attach Skullsplitter Axe to it.
    Equipped creature gets +2/+0 and can't be blocked except by two or more creatures.

    Rogue's Blade ( 2 mana )
    Artifact- Equipment (U)
    Mantle — Whenever a creature you control attacks and isn't blocked, you may attach Rogue's Blade to it
    Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage to a player, look at the top two cards of that player's library".

    Sovereign's Helm ( 2 mana )
    Artifact- Equipment (U)
    Mantle — At the beginning of each upkeep, if your life total is greater than each opponent, you may attach Sovereign's Helm to target creature
    Equipped creature gets +1/+1 and has vigilance

    Eyes of Alorus ( 2 mana white mana )
    Creature- Human Soldier (C)
    Flying
    Honored- When Eyes of Alorus dies, if it attacked or blocked this turn, put a +1/+1 counter on target creature.
    2/1

    Urasus Priest ( 1 mana white mana )
    Creature- Human Cleric (C)
    Honored — When Urasus priest dies, if it attacked or blocked this turn, you gain 3 life.
    1/3

    Aspirant of Daramr ( white mana )
    Creature- Human Soldier (C)
    Honoured — When Aspirant of Daramr dies, if it attacked or blocked this turn, create a 1/1 white spirit creature token with flying.
    1/1

    Unbroken Will ( 1 mana white mana )
    Instant (C)
    Fated ( white mana )
    You gain 6 life. If Unbroken Will was fated, draw a card.

    Oblivion Render ( 3 mana white mana )
    Sorcery (C)
    Exile target creature with power 4 or greater. Scry 1

    Thotunn Sanctified ( 1 mana white mana )
    Creature- Norn Warrior (C)
    First Strike
    2/1

    Wings of Clarity ( white mana )
    Enchantment-Aura (C)
    Enchant creature
    Enchanted creature gets +1/+2 and has flying
    Fated ( 1 mana white mana )
    When Wings of Clarity becomes fated, target creature gains flying until end of turn.

    Plow Hauler ( 1 mana white mana )
    Creature- Ox (C)
    When Plow Hauler enters the battlefield, you gain 4 life.
    0/4

    Watcher Eagle ( 3 mana white mana )
    Creature- Bird (C)
    Flying
    3/2

    Urasus Ambassador ( 3 mana white mana )
    Creature- Human Advisor (C)
    Urasus Ambassador has vigilance as long as you control three or more creatures.
    2/4

    Deephold Infantry ( white mana )
    Creature- Dwarf Soldier (C)
    Whenever Deephold Infantry attacks, another target attacking creature gets +1/+1 until end of turn.
    1/1

    Man at Arms ( 1 mana white mana )
    Creature- Human Warrior (C)
    3/1

    Steelclad Keepers ( 2 mana white mana )
    Creature- Human Soldier (C)
    Steelclad Keepers has lifelink as long as it's equipped.
    3/2

    Light of Alorus ( 1 mana white mana )
    Instant (C)
    Tap up to three target creatures your opponents control.

    Mianir Grace ( white mana )
    Instant (C)
    Target creature or artifact gains indestructible until end of turn.

    Wary Gatekeeper ( 1 mana white mana )
    Creature- Human Soldier (C)
    When Wary Gatekeeper enters the battlefield, create a 1/1 white soldier creature token.
    1/2

    Bar the Gates ( 2 mana white mana )
    Instant (C)
    Create two 1/1 white soldier creature tokens. You may attach an equipment you control to a creature you control.

    Haldrim's Forerunner ( 4 mana white mana )
    Creature- Giant (C)
    3/5


    Stormsea Channeler ( 2 mana blue mana )
    Creature- Norn Wizard (C)
    Whenever you cast a noncreature spell, Stormsea Channeler gets +1/+1 until end of turn.
    2/3

    Mistborn Elemental ( 3 mana blue mana )
    Creature- Illusion Elemental (C)
    When Misborn Elemental enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
    3/3

    Mianir Messenger ( 1 mana blue mana )
    Creature- Bird (C)
    Flying
    When Mianir Messenger enters the battlefield, draw a card, then put a card from your hand on top of your library.
    1/2

    Wall of Mists ( 2 mana blue mana )
    Creature- Illusion Elemental (C)
    Defender
    When Wall of Mists enters the battlefield, look at the top three cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
    0/5

    Hydro Barrier ( blue mana )
    Instant (C)
    Fated ( 2 mana )
    Target creature you control gains hexproof until your next turn. If Hydro Barrier was fated, creatures you control gain hexproof until end of turn instead.

    Meeting of Ways ( 3 mana blue mana )
    Sorcery (C)
    Fated ( blue mana )
    Draw two cards. If Meeting of Ways was fated, draw three cards instead.

    Skybreen Nomad ( 1 mana blue mana )
    Creature- Human Warrior (C)
    When Skybreen Nomad dies, scry 1.
    2/1

    Hydrosurge ( blue mana )
    Instant (C)
    Target creature gets -5/-0 until end of turn.

    Frost Breath ( 2 mana blue mana )
    Instant (C)
    Tap up to two target creatures. They don't untap during their controller's next untap step.

    Essence Scatter ( 1 mana blue mana )
    Instant (C)
    Counter target creature spell

    Stormsea Serpent( 4 mana blue mana )
    Creature- Serpent (C)
    Defender
    Whenever a card you own becomes fated, Stormsea Serpent loses defender until end of turn.
    5/5

    Stormsea Calling ( 4 mana blue mana )
    Sorcery (C)
    Put target creature or artifact into its owner's library second from the top.

    Soulriver Current ( 1 mana blue mana )
    Instant (C)
    Untap two target permanents. Scry 1

    Hurricane Drake ( 3 mana blue mana )
    Creature- Drake (C)
    Flying, Flash
    2/3

    Twist of Fate ( blue mana )
    Instant (C)
    Return target spell to its owner's hand.

    Frost Seal ( 2 mana blue mana )
    Enchantment- Aura (C)
    Enchant creature
    Enchanted creature doesn't untap during its controller's untap step.
    Fated ( blue mana )
    When Frost Seal becomes fated, tap target creature.

    Tideshell ( 2 mana blue mana blue mana )
    Creature- Turtle (C)
    blue mana : Tideshell gets +1/-1 until end of turn.
    1/5

    Toward Destiny ( 1 mana blue mana )
    Instant (C)
    Attach target equipment you control to target creature. Draw a card.

    Thotunn Sentinel ( 1 mana blue mana )
    Creature- Elemental (C)
    Defender
    Thotunn Sentinel can attack as though it didn't have defender as long as it's equipped.
    2/4



    Crawling Dead ( 1 mana black mana )
    Creature- Zombie (C)
    Crawling Dead can't block
    black mana : Crawing Dead gains lifelink until end of turn.
    2/2

    Stagnant Creeper ( 4 mana black mana )
    Creature- Elemental (C)
    4/5

    Undying Call ( black mana )
    Sorcery (C)
    Return target creature card from your graveyard to your hand. Scry 1.

    Dark-Elf Magus ( 3 mana black mana )
    Creature- Elf Wizard (C)
    Honored — When Dark-Elf Magus dies, if it attacked or blocked this turn, you gain 4 life.
    4/2

    Shambling Draugr ( 2 mana black mana )
    Creature- Zombie (C)
    Honored — When Shambling Draugr dies, if it attacked or blocked this turn, return another target creature card from your graveyard to your hand
    2/2

    Graveborn Giant ( 4 mana black mana )
    Creature- Giant (C)
    Bloodthirst 1
    2 mana black mana : Graveborn Giant gains indestructible until end of turn.
    4/4

    Bone Splinters ( black mana )
    Sorcery (C)
    As an additional cost to cast Bone Splinters, sacrifice a creature.
    Destroy target creature.

    Exploit Weakness ( 3 mana black mana )
    Instant (C)
    Destroy target creature with power less than the greatest power among creatures on the battlefield.

    Forced Tribute ( 1 mana black mana )
    Instant (C)
    Fated ( black mana )
    Forced Tribute deals 2 damage to target player and you gain 2 life. If it was fated, it deals 2 damage to any target and you gain 2 ife.

    Darkbleeding ( black mana )
    Enchantment- Aura (C)
    Enchant creature
    Enchanted creature gets -1/-1 and can't attack or block unless it's controller pays 1 life.

    Shade of Miasar ( 2 mana black mana )
    Creature- Shade (C)
    1 mana black mana : Shade of Miasar gets +1/+1 until end of turn.
    2/2

    Treacherous Infiltrator ( 2 mana black mana )
    Creature- Elf Rogue (C)
    Menace
    3/2

    Vile Servant ( 1 mana black mana )
    Creature- Frog (C)
    Whenever Vile Servant deals combat damage to a player, that player loses 2 life and you gain 2 life.
    1/2

    Drak'Thall's Employ ( 1 mana black mana )
    Creature- Elf Assassin (C)
    Deathtouch
    Honored- When Drek'Thall's Employ dies, if it attacked or blocked this turn, target player discards a card.
    1/1

    Subjugating Will ( 3 mana black mana )
    Sorcery (C)
    Target opponent discards two cards. Each player puts the top two cards of their library into their graveyard.

    Tainted Restoration ( 1 mana black mana )
    Instant (C)
    Target creature gets +2/+0 and gains indestructible until end of turn.

    False Burial ( 1 mana black mana )
    Instant (C)
    Put any number of creature cards from your graveyard on top of your library. Then scry 3.

    Deadland Marauder ( 3 mana black mana )
    Creature- Giant Warrior (C)
    Bloodthirst 2
    2/3

    Corrosive Blow ( black mana )
    Instant (C)
    Target creature gets +1/+1 and gains deathtouch until end of turn.
    Fated ( 1 mana black mana )
    When Corrosive Blow becomes fated, target creature gets +1/+1 and gains deathtouch until end of turn.



    Ashen-Path Keeper ( 2 mana red mana )
    Creature- Dwarf Warrior (C)
    Honored — When Ashen-Path Keeper dies, if it attacked or blocked this turn, it deals 1 damage to each creature your opponents control.
    2/3

    Immersturm Bolt ( 1 mana red mana red mana )
    Sorcery (C)
    Immersturm Bolt deals 4 damage to target creature or player.

    History in Flames ( red mana )
    Instant (C)
    Fated ( 1 mana red mana )
    History in Flames deals 2 damage to target creature. If it was fated, it deals 3 damage to that creature instead.

    Ashen-Path Wayfinder ( 2 mana red mana )
    Creature- Dwarf Shaman (C)
    Whenever Ashen-Path Wayfinder attacks, scry 1.
    3/2

    Gore Swine ( 2 mana red mana )
    Creature- Boar (C)
    4/1

    Jotnar Herald ( 3 mana red mana red mana )
    Creature- Giant Scout (C)
    Bloodthirst 1
    Haste
    3/3

    Vallan Venerator ( 1 mana red mana )
    Creature- Human Warrior (C)
    Honored — When Vallan Venerator dies, if it attacked or blocked this turn, you may have it deal 2 damage to each player
    2/1

    Fire of Oroborg ( 2 mana red mana red mana )
    Creature- Giant Berserker (C)
    Bloodthirst 1
    4/2

    Fireborn Channeler ( 2 mana red mana red mana )
    Creature- Giant Shaman (C)
    Fireborn Channeler has trample as long as you control another creature with power 4 or greater.
    5/2

    Dwarven Tunneler ( 1 mana red mana )
    Creature- Dwarf Scout (C)
    Dwarven Tunneler can't be blocked by creatures with flying.
    2/1

    Prophetic Fervor ( 1 mana red mana )
    Sorcery (C)
    Exile the top two cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)

    Borderland Marauder ( 1 mana red mana ) (reprint)
    Creature- Human Berserker (C)
    Whenever Borderland Marauder attacks, it gets +2/+0 until end of turn.
    1/2

    Flames of the Forge ( 4 mana red mana )
    Sorcery (C)
    Flames of the Forge deals 4 damage to target player. You may put an equipment from your hand onto the battlefield.

    Weapons Specialist ( 2 mana red mana )
    Creature- Dwarf Warrior (C)
    First Strike
    Whenever Weapons Specialist becomes equipped, up to one target creature can't block this turn.
    2/2

    Thunderheart ( 1 mana red mana )
    Enchantment- Aura (C)
    Enchant creature
    Enchanted creature gets +3/+0.
    Fated ( 1 mana red mana )
    When Thunderheart becomes fated, target creature gets +3/+0 until end of turn.

    Destructive Excavation ( 3 mana red mana red mana )
    Sorcery (C)
    Destroy target land. Destructive Excavation deals 2 damage to target creature or player.

    Molten Touch ( 1 mana red mana )
    Instant (C)
    Fated ( red mana )
    Destroy target artifact. If Molten Touch was fated, exile that artifact instead.

    Charge Forward ( 2 mana red mana )
    Instant (C)
    Creatures you control get +1/+0 and gain haste until end of turn.



    Guard of the Realm ( 2 mana green mana )
    Creature- Elf Warrior (C)
    Honored — When Guard of the Realm dies, if it attacked or blocked this turn, put a +1/+1 counter on target creature you control
    3/2

    Dormant Ancient ( 3 mana green mana green mana )
    Creature- Wurm (C)
    Fated ( green mana )
    Dormant Ancient enters the battlefield tapped unless it was fated.
    5/7

    Forest-Clearer ( 5 mana green mana )
    Creature- Giant (C)
    Bloodthirst 1
    5/6

    Primeval Claim ( 1 mana green mana )
    Sorcery (C)
    Destroy target artifact or enchantment. If that permanent would be put into the graveyard this turn, exile it instead.

    Blossom Forth ( 2 mana green mana )
    Sorcery (C)
    Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. You gain 3 life.

    Alesan Druid ( 1 mana green mana )
    Creature- Elf Druid (C)
    When Alesan Druid enters the battlefield, you may put a creature card from your graveyard on top of your library.
    1/2

    Hunt Down ( 3 mana green mana )
    Sorcery (C)
    Target creature you control fights target creature, then you may have it fight another target creature.

    Leaf Gilder ( 1 mana green mana )
    Creature- Elf Druid (C)
    tap symbol : Add green mana to your mana pool
    2/1

    Thornback Roamer ( 2 mana green mana green mana )
    Creature- Beast (C)
    Thornback Roamer can't be blocked by more than one creature.
    3/4

    Titanic Growth ( 1 mana green mana )
    Instant (C)
    Target creature gets +4/+4 until end of turn

    Dawn Patrol ( 2 mana green mana )
    Creature- Elf Warrior (C)
    3/3

    Sylvan Rally ( 1 mana green mana )
    Sorcery (C)
    Scry 4. Then you may reveal the top card of your library. If it's a creature card, draw a card.

    Frontier Ranger ( 1 mana green mana )
    Creature- Elf Scout (C)
    Fated ( 1 mana green mana )
    When Frontier Ranger becomes fated, put a land from your hand onto the battlefield.
    1/3

    Colossal Weaver ( 3 mana green mana )
    Creature- Spider (C)
    Reach
    3/4

    Soothing Song ( 1 mana green mana )
    Instant (C)
    Fated ( green mana )
    Prevent all combat damage that would be dealt this turn. If Soothing Song was fated, you gain 3 life.

    Verdant Future ( 2 mana green mana )
    Enchantment- Aura (C)
    Enchant land
    Enchanted land has " tap symbol : Add two mana of any one color to your mana pool".
    You may look at the top card of your library.

    Tree Speaker ( 4 mana green mana )
    Creature- Giant Shaman (C)
    Bloodthirst 1
    Reach
    4/4

    Deepwood Drummer ( 2 mana green mana )
    Creature- Giant Shaman (C)
    Whenever Deepwood Drummer attacks, the next creature spell you cast this turn costs green mana less.
    2/3

    Sudden Strike ( 1 mana green mana )
    Instant (C)
    Untap target creature, it gains deathtouch until end of turn.



    Stone Circle
    Land (C)
    tap symbol : Add Colorless Mana to your mana pool
    2 mana , tap symbol : Search your library for a basic land card and reveal it. Shuffle your library, then put that card on top of it.

    Pilgrim's Blade ( 2 mana )
    Artifact- Equipment (C)
    Mantle — Whenever a creature you control with power 3 or less attacks, you may attach Pilgrim's Blade to it
    Equipped creature gets +1/+1

    Jotnar's Bane ( 3 mana )
    Artifact- Equipment (C)
    Mantle — Whenever a creature you control blocks or becomes blocked by a creature with higher power or toughness than it, you may attach Jotnar's Bane to it
    Equipped creature gets +2/+0 and has first strike

    Traveller's Guide ( 1 mana )
    Artifact- Equipment (C)
    Mantle — Whenever a creature with power 3 or less enters the battlefield under your control, you may attach Traveller's Guide to it.
    tap symbol , Sacrifice Traveller's Guide: Return equipped creature to it' owner's hand. Draw a card.

    Noble Crest ( 2 mana )
    Artifact- Equipment (C)
    Mantle — Whenever a creature you control attacks alone, you may attach Noble Crest to it.
    Equipped creature gets +1/+2

    Attigar Warclub ( 2 mana )
    Artifact- Equipment (C)
    Mantle — Whenever a creature with power 4 or greater enters the battlefield under your control, you may attach Attigar Warclub to it.
    Equipped creature has trample

    Leechlife Whip ( 4 mana )
    Artifact-Equipment (C)
    Mantle — At the beginning of your upkeep, if your life total is lower than each opponent, you may attach Leechlife Whip to target creature.
    Equipped creature gets +2/+2 and has lifelink

    Dwarven Golem ( 4 mana )
    Artifact Creature- Golem (C)
    Equipment attached to Dwarven Golem have indestructible.
    4/2

    -

    Once again, feedback is much appreciated. Thank you for reading.
    Posted in: Custom Set Creation and Discussion
  • posted a message on League of Legends Customs
    Heimerdinger is much improved, only a few problems:
    -why upkeep for the duration. Should probably be 'until your next turn' like with sorin in KTK
    -'an artifact you control deals damage' is probably to easy to abuse. I'd say just combat damage, even just to players for colour matching and an excuse to increase his p/t

    Miss Fortune seems fairer, but considering her first ability, it's probably better if you weaken her other abilities so that she can have a more efficient p/t. That or change it so she doesn't have to attack or block with such low stats.

    Taric is way to slow and inefficient, perhaps:

    Revised Taric 3 mana white mana white mana
    At the beginning of your endstep, put a gem counter on Taric
    Taric gets +0/+1 for each gem counter on it
    X mana white mana , remove any number of gem counters from Taric: X other target creatures get +1/+1 until end of turn for each gem counter removed this way.
    5/5

    Anivia should cost five for cost and abillity, compare to sleep.

    Annie is the source of her first ability's damage and should be referenced as such (you may have Annie deal 1 damage to target... etc.)
    Annie also has a lot going on. You should find some ways to simplify the card.

    Thank you for reading my previous feedback.
    Posted in: Custom Set Creation and Discussion
  • posted a message on NEW WORLD, third set of Armulun
    I have to say that three cost reduction mechanics in one set is definitely too much. Not just for this set, but in any set no matter what the cost reduction mechanics are. Having three mechanics that fill a similar role (play a certain kind of cards to support making this cheaper) is really boring. It makes a lot of decks feel to similar and it's why wizards always has a diversity of different sorts of mechanics. Secondly, cost-reduction mechanics are one of the most developmentally problematic mechanic types and with three different ones, it is virtually impossible not to have at least one, if not several, broken card that will create oppressive standard decks. Even a single cost reduction mechanic is risky, like Delve in KTK block and always needs to be evaluated risk vs reward carefully. Both handout and pain offering are very similar to already existing cards/mechanics and are therefore not worth the significant risk of breaking formats. Broadcast, however, is a pretty interesting idea. I think you should keep it and replace the other two with similar but a little different variants or something completely different. On a general note with mechanic design, I think it is important to consider four different things when it comes mechanic design:
    1. what does the mechanic do from a deck building standpoint? how will that affect formats? how does it compare to the other mechanics?
    2. what does the mechanic do that is unique? what makes people interested in it and want to build around it?
    3. how many different things can the mechanic do? what can be adjusted so that the mechanic does a variety of things?
    4. can the mechanic be costed fairly in all formats, from strong to weak, depending on the card it is on?
    Sorry if this a bit rant-y, just some advice from what I know about game design and R&D's actual design processes in particular.

    Some nice ideas here, keep working on it!
    Posted in: Custom Set Creation and Discussion
  • posted a message on [DOM] Arcane Arsenal
    Spectrum seems obselete. I don't see any significant difference between it and domain. They fill the same role in a very similar way mechanically and with no real new strategy to it
    Posted in: Custom Card Creation
  • posted a message on League of Legends Customs
    Heimerdinger is most definitely broken, as blue is not supposed to be able to deal damage outside of normal creature combat.
    for Lulu, 'another target creature you control' would be correct. Also, why put absorb or fading? Keywords only exist in a group, so these are out of place.
    Miss Fortune is broken. her second ability either ins't very good or an insanely powerful. Too much power swing and an unacceptable power level in a deck optimised to use it.

    You have a lot of 'damage dealt' 'deals damage' and counting half effects. Why? Your card designs are all quite text dense, with lots of effects stuck together in what are overall clunky designs. Keep things simple and even more importantly, natural, make each part of the card fit together in a way that makes the whole feel a little less complex than it actually is. Designing things to be natural will also make things more flavourful and more memorable.

    Some interesting ideas here, but a lot more work would be needed to make these designs work properly.
    Posted in: Custom Set Creation and Discussion
  • posted a message on My Enemy Wedge Set
    UPDATES made (see first post)

    added some green mana blue mana black mana cards

    EDIT: and again
    Posted in: Custom Set Creation and Discussion
  • posted a message on Your favorite Tarkir tribe?
    1. Temur: midrange strategy with big creature focus sounds like my kind of thing + I like the colours
    2. Sultai: looks like it's gonna be graveyard focus, which I enjoy + plus I like the colours
    3. Abzan: seems like token matters or life gain theme, which could be fun
    4. Mardu: all out aggro is fun, but I usually prefer playing slower
    5. Jeskai: combat tricks seems to be the focus, meh personally
    Posted in: Speculation
  • posted a message on My Enemy Wedge Set
    Navia (URG) world info

    Across the waters, through the forests, down the rivers, and past the mountains, Navia is filled with mysterious beauty. Split into the three great continents of Trevan, Seilis and Onmar and separated by the vast Sunsea. Throughout this awe-inspiring landscape, tightly-knit bands of explorers venture in search of lost secrets and forgotten wonders. The civilisations of Navia are largely nomadic following the trails left behind by the mysterious spirit-beings known as the Animus.

    Mechanics and Themes
    Innovate: reveal the top card of your library. If it’s a land card, (effect). If it’s a nonland card, (effect)

    The Navia’s primary theme is library matters. There mechanic, Innovate is an example of this theme. This ties in to the world flavor of exploration and discovery. Many of the Navia cards allow you to manipulate the top card. Other themes of the Navian are hand size matters and converted mana cost matters.

    -
    Some Cards

    Primal Discovery ( 1 mana green mana )
    Instant (C)
    Innovate- Reveal the top card of your library. If it’s a land card, target creature gains +3/+3 and trample until end of turn. If it’s a nonland card, target creature gets +4/+4 until end of turn

    Blazing Trail ( red mana )
    Instant (C)
    Innovate- Reveal the top card of your library. If it’s a land card, Blazing Trail deals 3 damage to target player. If it’s a nonland card, Blazing Trail deals 3 damage to target creature

    Cloudsea Guide ( 2 mana blue mana )
    Creature- Elemental (C)
    Innovate- Whenever you would draw a card, reveal the top card of your library. If it’s a land card, tap target creature. If it’s a nonland card, target creature gains flying until end of turn. Then draw a card.
    2/2

    Nexus Recruit ( 1 mana green mana )
    Creature- Human Scout (C)
    Innovate- When Nexus Recruit enters the battlefield, reveal the top card of your library. If it’s a land card, untap up to two target lands. If it’s a nonland card, put a +1/+1 counter on target creature
    1/1

    Scion of the Pyres ( 2 mana red mana )
    Creature- Human Warrior (C)
    Innovate- Whenever Scion of the Pyres attacks, reveal the top card of your library. If it’s a land card, Scion of the Pyres deals 2 damage to target creature or player. If it’s a nonland card, creatures you control get +1/+0 until end of turn.
    2/2

    Cloud Watch ( 1 mana blue mana )
    Instant (C)
    Innovate- Reveal the top card of your library. If it’s a land card, If it’s a nonland card, look at the top three cards of your library, then put them back in any order
    Draw a card

    Hymn of the Animus ( 1 mana green mana blue mana )
    Sorcery (U)
    Innovate- Reveal the top card of your library. If it’s a land card, untap up to four target permanents. If it’s a nonland card, shuffle your graveyard into your library, then draw a card

    Warp Charge ( 1 mana blue mana )
    Instant (C)
    Target creature gains ‘whenever this creature deals combat damage to a player, draw a card’ and can’t be blocked until end of turn

    Heart of Navia ( 3 mana )
    Artifact (C)
    tap symbol : add blue mana to your mana pool
    tap symbol , Sacrifice Heart of Navia: add blue mana red mana green mana to your mana pool

    -
    and some Kraasa cards

    Heart of Kraasa ( 3 mana )
    Artifact (C)
    tap symbol : add green mana to your mana pool
    tap symbol , Sacrifice Heart of Kraasa: add green mana blue mana black mana to your mana pool
    Posted in: Custom Set Creation and Discussion
  • posted a message on My Enemy Wedge Set
    I am very much aware of the constraints on the set. However, I am 100% fine with Kraasa being all about +1/+1 counters. In addition, I will be intentionally seeding cards in the URG and BGW worlds giving out +1/+1 counters to help them interact as well as make mechanic more viable. I believe the mechanic is doable with this in mind.
    Thanks for the feedback, I will keep this in mind more now.
    Posted in: Custom Set Creation and Discussion
  • posted a message on My Enemy Wedge Set
    Thanks for your feedback

    As you already mentioned, life for counters is pretty darn strong and therefore difficult to do at common. Also, paying life for counters is more black than green (black can get plenty of counter support, green can't have more than the occasional life pay) plus it's not really blue at all. Because this is supposes to be built around wedges, all of my mechanics need to be doable in all of the appropriate colors alone.
    Posted in: Custom Set Creation and Discussion
  • posted a message on My Enemy Wedge Set
    UPDATE (finally)

    I have a new mechanic to replace Siphon

    Synthesise: (each +1/+1 counter you remove from a creature you control while casting this spell pays for 1 mana or one mana of that creature's colour) (like convoke)

    Some cards

    Naturalise Synth ( 2 mana green mana )
    Instant (C)
    Synthesise
    Destroy target artifact or enchantment

    Lichen Tangle ( 1 mana green mana blue mana )
    Enchantment- Aura (C)
    Synthesise
    Enchant creature or artifact
    Enchanted permanent doesn’t untap during its controller’s untap step

    Thicket Wurm ( 5 mana green mana green mana )
    Creature- Wurm Mutant (C)
    Trample, Synthesise
    6/5

    Canopy Skulk ( 1 mana black mana )
    Creature- Lizard Beast (C)
    Synthesise
    2/1

    Paralysing Web ( 3 mana blue mana )
    Sorcery (C)
    Synthesise
    Tap up to two target creatures, they don't untap during their controller's next untap step.

    Land Search Synth ( 2 mana green mana )
    Instant (C)
    Synthesise
    Search your library for a forest, island or swamp card and put it onto the battlefield tapped. Then shuffle your library

    Weakness Synth ( 3 mana black mana )
    Instant (C)
    Synthesize
    Target creature gets -5/-5 until end of turn

    Ooze Synth ( black mana green mana )
    Creature- Ooze Mutant (C)
    Synthesize
    Deathtouch
    2/1

    -

    Feedback is appreciated
    Posted in: Custom Set Creation and Discussion
  • posted a message on 5 Wedges, 5 Cultures
    What do you mean wedge doesn't work as a set theme? It absolutely does, even mark rosewater has said that wedge is a 100% viable set theme. In fact, he has hinted that we may see an actual wedge block soon. Rwu and Gbu wedges do have design space as the many fan made wedge blocks attribute to.
    Posted in: Custom Set Creation and Discussion
  • posted a message on My Enemy Wedge Set
    Yes, I have considered that. I'm hoping putting more focus on -1/-1 counters will create a decent balance considering the greater current support for +1/+1 counters, that and the more workable effect created by +1/+1 counters. If I get enough feedback in the same light I will probably change it to just +1/+1 counters, for color balance and flavor reasons.
    Thank you for your suggestion.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Maelstrom Reborn -- A "Color Matters" set (131/251)
    Though there you have a good argument flavour-wise, I have to agree with SecretInfiltrator. Any card needs to work in limited, standard, modern, legacy, vintage and commander. You can't have so many cards that care about only cards from this block, unless you want to screw over every player except for in limited with useless effects. See cards like city in a bottle from Arabian Nights, an expansion hoser and one of only a few in existence, all of which from magic's beginnings. There is a good reason they don't print cards like that any more.
    Otherwise, you have some interesting ideas. But it's hard to give much of a critique until you fix the problem of parasitic design.
    Posted in: Custom Set Creation and Discussion
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