Sorry for the delay, folks, but I've been so busy with work and such that I didn't have time to compile the MWS and NetDraft files. Here it is now:
MWS and NetDraft Files
(Note: This links to a download from my website as it is easier for me to update the files from there. If anyone is not comfortable with off-MTGS downloads - or, mods, if there is a rule against that - let me know and I'll start attaching the ZIP to the first post.)
There is a readme file inside the folder with instructions on how to set up Zaberoth.
I just did some more playtesting with others in my design group, and we have come to the conclusion that there remains (to put it mildly) quite a lot of balancing to do before Zaberoth will be realistically playable. Because of this, any and all testing feedback would be greatly appreciated. Please be patient with us even if something is completely broken, though; we can only foresee so much, and designers make mistakes after all.
Thanks for waiting, and I hope playtesting will be a fun experience for those of you who choose to!
-PMega
EDIT: All this information has now been added to the first post.
I just realized how awesome it would be if the other three rounds in August were based on the other three elements (water, earth, fire) along with three different card types (enchantment, creature, sorcery?). See, now that would be a neat way to link a month's rounds.
@falknir
I would never say never, but forecast brings about connotations that are strongly tied to blue.
Chroma — Regenerate target creature, then put a +1/+1 counter on it for each green or black mana symbol in its mana cost.
1. Do I need to separate the regenerate part from Chroma? If so, would it go at the top or the bottom?
2. Is it correct to use "...a 1/+1 counter..." as opposed to "...X +1/+1 counters, where X is..."?
Chroma is only an ability word, so it doesn't actually have any intrinsic rules associated with it. Leaving "Regenerate target creature" where it is is fine. I would, however, change "green or black" to "green and/or black", to make it clearer that the caster doesn't have to choose one or the other. Of course, if you intended it to count (B/G) symbols twice, then it would be "each green mana symbol and each black mana symbol". Using the number X shouldn't be required.
1) When I start build a constracted/Limited dack, around what I can build it in this set? in another words - where and what is the synergy batween the cards in this set?
There are madness and discard enablers all over the set. There are also mechanics designed to oppose madness. Finally, we made a strong attempt to push mill as a viable win condition in both formats. Frankly, I'm a little surprised you didn't catch any of this while glancing through the set.
2) I didn't tested this set but I'm sure thet its very hard to force yourself to discard cards - maybe spallshapers can halp in the first/second set?
There are plenty of discard outlets at both common and uncommon - possibly even too many, as another user pointed out. Please look through the set more carefully before being "sure" that something wasn't implemented.
...Not really? It fulfills the same purpose, sure, but in a different way and with different flavor.
4) Immortal Gurdian - You will play its ability rary, aybe its will good at 5/7 with flying?
It's a niche rare designed to guard against decking.
5) The Chunnel cycle - the cycle take so much space in the set, maybe it can be a singel artifact?
No. It's a cycle. It takes up 5 cards.
6) Saranis Safeguard - Why you will play its ability if your apponent is the only person that can make you discard? in another words - if you play only white, you can opten make yourself discarding cards.
...What?
7) Tolmar - Why he "hate" maddness if it white ability in this set?
Just because white has a few cards with madness does not mean it supports it as a tactic (at least, not yet...). White is still designed to be in spirit an enemy of madness, and accordingly you'll notice that it has much fewer Madness cards than, say, black and red.
8) Lilos - How you can kill it in limited?
This is a fair point, since ZAB seems to be a bit short on board clearers. On the other hand, I like the idea that opening Lilos in Limited will strongly tempt a player to force a mill deck; in this way she represents a bomb for that strategy, much like Glimpse may have in RAV.
9) Mindknife Mercenery - Very confusing becouse of the dementia keyword - maybe it need dementia or the text "Whenever ~This~ deals combat damage to a player, look at the top card of thet player. You may put that card into your graveyard".
The idea is that the mercenary still deals damage (it'd be too terrible otherwise), so the former doesn't work. Your latter suggestion is even more confusing.
10) The blue transmuter - SOOOO broken! every turn you got counter?
For two mana and another instant card? To grab a counter and let them know it's coming? That doesn't seem broken to me.
11) Runed Serpent - It need Islandhome, no?
And we're assigning random keywords to cards why...?
12) Sly Burgin - If its a Rare, it need to be instent in my opinion (And discard for you cards, not remove them)
The group I was designing with agreed it's already fairly powerful as is.
14) Ataxia - Cost 6, it is rare, and it is worst the its Honden?
We (the design team) are all aware this card sucks. We designed Ataxia as a junk rare, a Vorthos card (the cursed player's mind degenerates), and to see if anyone would ever try playing it on themselves to trigger more Madness. (You never know!)
15) Skeletons without regenerate its good?
Again, why assign keywords to cards that function fine without them?
16) Nalshar - Tha game will become so slow if the Nalshar player will pay more then 4-19 life, and lose 1 life it not so "sadistic" - maybe it could be change to "pay 3 life"?
I have no idea what you are saying here.
17) Preacher of Desith - Why you need mill yourself in this set?
I love the Preacher. He's so awful. Maybe a Johnny will know what to do with him.
18) Shadow thing - this creater need to be horror, ot shade in my opinion.
...What?
19) Gaze - Bast removal ever? I cant see any drowback in it.
Besides some power level considerations, I think you did a good job designing this set. You put in an adequate amount of enablers and users that do interesting things, while you still get the stable spells of each color in an interesting way.
Now, as far as if I like the flavor or actual cards, I'm not 100% sure. But I do think its one of the best designed sets I've seen. You should throw in an explanation of your design process in your first post, as I've seen some sets that have holes you managed to fill. Nice job.
Thank you! I don't know if I really have a design process that I can actually describe... could you elaborate as to what you would want to hear from me?
Hey man! Very nice work overall!
There's just one thing: I think you have too few madness enablers at common and uncommon rarities and too much cards with madness and discard triggers... this may lead to weird deckbuilding scenarios...
Either way, well done
Thank you! The madness and discard at common and uncommon are intended to make limited much more complex and interesting (although in Sealed testing, it didn't actually seem to be that influential... would love confirmation of this, naturally). Might I say it could even make Limited... madness? (You can kick me now.) I believe we kept it to 2-3 enablers per color at common, and 1-2 at uncommon? The madness/discard triggers are also intended to be prevalent as this is the major theme of the block.
I actually really really love it. A lot; the cohesiveness of everything is completely awesome. I am really impressed.
Again, thank you!
Inferno Blast is SOOO broken. For RRRRRR and two cards, you win? Automatically?
There seems to be an error with the spoiler there - one symbol in the mana cost didn't render correctly. That symbol was 7. Heh, did you really think we'd make a card that dealt uncounterable 10 damage for 3 mana?
I would say the same thing with Lightning Funnel. A monored burn deck would easily run that.
Funny story with Lightning Funnel - back when the set was being completed in February, it originally read 3 damage to target and 3 damage to you.
Then they reprinted Lightning Bolt in M10.
I agree with you that Funnel is a bit over the curve, but I had to replace the original with SOMETHING, right?
Chalice of Secrets is a really well designed card. Might even work if the activation cost was 1.
The thing with Chalice is that it's basically a second hand. On one hand, if they destroy it you lose all the cards there. On the other hand, it lets you "draw" an extra card a turn as well as protecting from discard. I think 1 might be pushing it a bit.
Keep the comments coming, guys - even though the set is "completed", we're always trying to fine-tune it to make it as realistically balanced and interesting as possible!
This post will hold the MTGS forum spoiler for the Zaberoth cardlist. It is still currently under construction, since I do have 249 cards to format after all, so please bear with me. (The numbers show how many cards I've added to the forum spoiler; the set itself is complete.)
Please note that the forum spoiler does not contain flavor text.
Angel of Restoration5WW
Creature — Angel (R)
Flash, flying
When Angel of Restoration enters the battlefield, return to your hand all cards in your graveyard put there from anywhere this turn.
5/5
Battle Blinding1WW
Enchantment (U)
Each creature has “Whenever this creature attacks, tap target creature.”
Cemetery Sanctifier 1W
Creature — Human Cleric (C) W,T: Exile target card in a graveyard.
1/2
Chains of Humility 1W
Enchantment — Aura (U)
Flash
Enchant creature
Enchanted creature gets -X/-0, where X is its power.
Clearmind Infantry3W
Creature — Human Soldier (C)
If a spell or ability an opponent controls causes you to discard Clearmind Infantry, put it onto the battlefield instead of putting it into your graveyard.
2/3
Clearmind Sentry1W
Creature — Human Soldier (C)
Defender
Protection from sources with dementia and/or madness
1/2
Defensive ReflexW
Instant (U)
Target blocking creature gets +1/+1 and gains double strike until end of turn.
Delirium Ward1W
Enchantment (R)
You may skip your draw step.
Eltis Theologian2W
Creature — Human Cleric (C)
Whenever you discard a card, you may pay 1. If you do, you gain 3 life.
2/2
Frenzied Prophet3WW
Creature — Human Cleric (R)
Dementia 1W: Name a card. Until end of turn, if the named card would be put into a graveyard from a player’s library, instead put that card onto the battlefield under your control if it’s a permanent.
3/4
Goldenflame BurstXWW
Instant (R)
Goldenflame Burst deals X damage to each attacking creature. You gain 2 life for each creature dealt damage this way.
Madness — Reveal X white cards from your hand.
Hallowing Minister3WW
Creature — Human Cleric (C) W,T: Prevent the next 2 damage that would be dealt to target creature or player this turn. Salvage — 2W, Exile Hallowing Minister from your graveyard: Prevent all damage that would be dealt to target creature this turn.
3/3
Hymn of Glory1WW
Sorcery (R)
Target creature gets +2/+2 and gains flying and lifelink until end of turn.
Salvage — 4WWW, Exile Hymn of Glory from your graveyard: Creatures you control get +2/+2 and gain flying and lifelink until end of turn.
Immortal Guardian4WW
Creature — Avatar (R) 1: If you have no cards in your library, put target card in your graveyard on top of your library.
4/7
Invincible Blessing1W
Instant (R)
Target creature you control gains protection from everything until end of turn.
Keeper of SilenceW
Creature — Human Cleric (U)
Madness 1W
When Keeper of Silence enters the battlefield, if its madness cost was paid, destroy target artifact or enchantment.
1/1
Logic Prison3W
Enchantment — Aura (C)
Enchant creature
When Logic Prison enters the battlefield, draw a card.
Enchanted creature can’t attack or block.
Lucidity1W
Instant (C)
Target creature loses dementia until end of turn.
Draw a card.
Marble Transmuter1W
Creature — Human Cleric (R) W,T, Discard an enchantment card: Search your library for an enchantment card, reveal it, and put it into your hand, then shuffle your library.
0/3
Mindwisp Barrier2W
Creature — Spirit (U)
Defender
Mindwisp Barrier can block any number of creatures.
Madness W
0/1
Moment of Divinity1W
Instant (U)
If you control a Plains, target creature gets +1/+0 and gains lifelink until end of turn.
Madness 0
Oblivion4WWWW
Sorcery (M)
Destroy all permanents.
Opaline Channel2WW
Enchantment (R)
Discard a white card: Until end of turn, white spells you cast cost W less to cast.
Patriarch Paladin2WWW
Creature — Human Knight (R)
Protection from creatures
4/4
Protect1W
Instant (C)
Prevent all damage that would be dealt to target creature this turn.
Salvage — 1W, Exile Protect from your graveyard: Prevent all damage that would be dealt to target creature this turn.
Repair Memory2W
Sorcery (U)
Shuffle your graveyard into your library.
Righteous Martyr1W
Creature — Human Cleric (C) Salvage — W, Exile Righteous Martyr from your graveyard: Target blocking creature gets +2/+2 until end of turn.
2/2
Saranis Cultbreaker2WW
Creature — Human Scout
Swampwalk
3/3
Saranis SafeguardW
Creature — Human Soldier (C) W,T: The next time a spell or ability would cause you to discard a card this turn, instead you don't.
1/1
Saranis Skywing3W
Creature — Human Knight (C)
Flying 1W: Saranis Skywing gets +0/+1 until end of turn.
2/3
Seal of Redemption2W
Enchantment (C)
Sacrifice Seal of Redemption: Destroy target artifact or enchantment.
Salvage — 4W, Exile Seal of Redemption from your graveyard: Return target artifact or enchantment card from your graveyard to your hand.
Skystinger1WW
Creature — Bird (U)
Flying, first strike
3/1
Stronghold Sharpshooter2W
Creature — Human Archer (U) 1W,T: Stronghold Sharpshooter deals 2 damage to target attacking or blocking creature.
2/2
Swan SongW
Sorcery (U)
Return target creature card from your graveyard to the battlefield, then exile it.
Tolmar, Solemn Silencer1WWW
Legendary Creature — Human Advisor (M)
Red spells cost 1 more to play.
Black spells cost 1 more to play.
Spells with madness cost 1 more to play.
3/4
Tranquil Recluse1WW
Creature — Human Wizard (U)
Whenever you pay a madness cost, you may tap target creature.
2/3
United Defense2W
Instant (C)
Put a +1/+1 counter on each blocking creature you control.
Vigilant Veteran1W
Creature — Human Soldier (C)
Vigilance
2/1
Warded Sentinel3W
Creature — Human Knight (U)
First strike 1W: Warded Sentinel gains protection from black and from red until end of turn.
3/3
Wavering Guardsman3W
Creature — Human Soldier (C)
Vigilance
Madness 1W
Wavering Guardsman enters the battlefield with a +1/+1 counter on it unless its madness cost was paid.
2/2
Here is one that could actually happen: I cast Bitterblossom. There, done. no elaborate scenarios, just one card. Thats in standard.
Honor is mostly better, because nigh all the tokens worth playing are white. But Bitterblossom is still amazing, and Honor doesnt help it at all. so it cant be strictly better. not by a long shot. but it is better due to it costing W less.
Actually, it was interesting for me to come across this thread, as at one point I designed a keyword ability with the exact same function as Prismatic. Not impressive enough? I also named it Prismatic.
Anyways, here's the poster child I made for it:
Plume of DenialXUU
Instant (U) Prismatic - Counter target spell unless its controller pays 3 for each color of mana spent to cast Plume of Denial. The pyromancer was so dazzled by the beauty of the display that she forgot she was trying to kill its creator.
Actually, I came up with Prismatic while trying to find a way to make an X spell without X in its text box. Anyways, there you go.
BIG NOTE: I have begun work on a new block concept, titled Nivica. As I am only allowed one thread, I am integrating it into here. Please find the post containing Nivica-related links here:
(What follows below this line is the original post announcing Zaberoth.)
------------
Hello all:
I'd like to present the MTG Salvation forums with Zaberoth.
This is a set that I, and some of the members of the Magic IRC I frequent, worked on for about a year. It was "finished" a few months ago (249/249 cards complete, flavor text and art incomplete), and now we've decided to show it to the MTGS community for feedback and (if anyone is interested) Limited playtesting.
Zaberoth is planned as the main set (1 of 3) of the Zaberoth block. The block deals largely with the themes of the "mind": the past mind (the graveyard), the present mind (the hand), and the future mind (the library). Madness makes its return, as does an attempt to validate mill as a viable win condition both in Limited and in Constructed.
Zaberoth is a decayed place, a distorted world where nightmares are reality and sanity is slowly dying. So corrupted is the magic on the plane that many have been driven raving by its power. Those who have not are now fighting a desperate, losing war against the victims of dementia.
(If it is requested, I can try to expand this backstory to include more detail.)
Madness: Returns in the block. It is not accompanied by reminder text. Dementia: A replacement effect for sources of damage. If a player would be dealt damage by a source with dementia, instead he or she puts that many cards from the top of his or her library into his or her graveyard. Salvage: A keyword ability that functions from the graveyard. A card with a salvage ability can be exiled from the graveyard to achieve an effect.
Here is a link to a webpage containing the complete text spoiler (as exported from Magic Workstation) along with a log of the most recent changes:
People have also requested that a spoiler be placed on this thread for those who can't see the webpage. I have begun work on this, and have placed it on post #4 so as not to clutter up this (already-long) first post. While I can't guarantee the forum spoiler will be updated as often as the text spoiler, it should still (eventually) be fairly representative:
And finally, here is the zip file containing the MWS and NetDraft files of the most current build (there is a readme file inside with instructions on how to install the set):
MWS and NetDraft Files
(NOTE: This links to a download from my website as it is easier for me to update the files from there. If anyone is not comfortable with off-MTGS downloads - or, mods, if there is a rule against that - let me know and I'll start attaching the newest ZIP to the first post.)
----------
We tried our hardest to make the set balanced enough to allow realistic Limited play (instead of being just a collection of themed cards), but our IRC wasn't nearly large enough to create much testing. And we ARE continually trying to improve the set to make it a better Sealed and Draft experience. Because of this, any and all testing feedback would be greatly appreciated. Please be patient with us even if something is completely broken, though; we can only foresee so much, and designers make mistakes after all.
Any feedback would be greatly appreciated, whether on rules or wording, on flavor, or on balance. If anyone would like to try to submit flavor for a card, or find art for a card, suggestions of that sort would also be welcome.
Thanks, and I hope you all enjoy our custom set Zaberoth!
--PMega
Set Acknowledgements: Designers: PMega (Head)
- zefig
- Seeker After Chaos
- Jolt135 Playtesters:
- The Sole Survivor
- ShamblingShell
Would "You win the game" be too much of a stretch? Have we already confirmed that this type of ability would be, according to WotC, "not fun to play against"?
I've been rather busy this week, and I couldn't think of much on top of that, but here goes:
Soulfetcher4BG
Artifact Creature - Construct (U)
Affinity — Soulfetcher costs 1 less to play for each creature card in your graveyard.
When Soulfetcher comes into play, return target creature card from your graveyard to your hand. When the Zarezi artificers found the gates to the afterlife, they quickly worked out how to make being that could cross them — and bring the fallen back.
3/3
I don't think it has Cascade, I think you can sac it to search out an instant. If it had cascade, wouldn't they have put a face-down card with a "?" on it instead of terminate?
I'd guess that they didn't put Cascade on any 2cc cards, since in REB Limited they would never search anything out, ever (you'd need to include cards from ALA or CON to ever hit anything).
MWS and NetDraft Files
(Note: This links to a download from my website as it is easier for me to update the files from there. If anyone is not comfortable with off-MTGS downloads - or, mods, if there is a rule against that - let me know and I'll start attaching the ZIP to the first post.)
There is a readme file inside the folder with instructions on how to set up Zaberoth.
I just did some more playtesting with others in my design group, and we have come to the conclusion that there remains (to put it mildly) quite a lot of balancing to do before Zaberoth will be realistically playable. Because of this, any and all testing feedback would be greatly appreciated. Please be patient with us even if something is completely broken, though; we can only foresee so much, and designers make mistakes after all.
Thanks for waiting, and I hope playtesting will be a fun experience for those of you who choose to!
-PMega
EDIT: All this information has now been added to the first post.
...I hope I'm right?
Chroma is only an ability word, so it doesn't actually have any intrinsic rules associated with it. Leaving "Regenerate target creature" where it is is fine. I would, however, change "green or black" to "green and/or black", to make it clearer that the caster doesn't have to choose one or the other. Of course, if you intended it to count (B/G) symbols twice, then it would be "each green mana symbol and each black mana symbol". Using the number X shouldn't be required.
There are madness and discard enablers all over the set. There are also mechanics designed to oppose madness. Finally, we made a strong attempt to push mill as a viable win condition in both formats. Frankly, I'm a little surprised you didn't catch any of this while glancing through the set.
There are plenty of discard outlets at both common and uncommon - possibly even too many, as another user pointed out. Please look through the set more carefully before being "sure" that something wasn't implemented.
...Not really? It fulfills the same purpose, sure, but in a different way and with different flavor.
It's a niche rare designed to guard against decking.
No. It's a cycle. It takes up 5 cards.
...What?
Just because white has a few cards with madness does not mean it supports it as a tactic (at least, not yet...). White is still designed to be in spirit an enemy of madness, and accordingly you'll notice that it has much fewer Madness cards than, say, black and red.
This is a fair point, since ZAB seems to be a bit short on board clearers. On the other hand, I like the idea that opening Lilos in Limited will strongly tempt a player to force a mill deck; in this way she represents a bomb for that strategy, much like Glimpse may have in RAV.
The idea is that the mercenary still deals damage (it'd be too terrible otherwise), so the former doesn't work. Your latter suggestion is even more confusing.
For two mana and another instant card? To grab a counter and let them know it's coming? That doesn't seem broken to me.
And we're assigning random keywords to cards why...?
The group I was designing with agreed it's already fairly powerful as is.
We (the design team) are all aware this card sucks. We designed Ataxia as a junk rare, a Vorthos card (the cursed player's mind degenerates), and to see if anyone would ever try playing it on themselves to trigger more Madness. (You never know!)
Again, why assign keywords to cards that function fine without them?
I have no idea what you are saying here.
I love the Preacher. He's so awful. Maybe a Johnny will know what to do with him.
...What?
You have to discard a card.
Thank you! I don't know if I really have a design process that I can actually describe... could you elaborate as to what you would want to hear from me?
Thank you! The madness and discard at common and uncommon are intended to make limited much more complex and interesting (although in Sealed testing, it didn't actually seem to be that influential... would love confirmation of this, naturally). Might I say it could even make Limited... madness? (You can kick me now.) I believe we kept it to 2-3 enablers per color at common, and 1-2 at uncommon? The madness/discard triggers are also intended to be prevalent as this is the major theme of the block.
Again, thank you!
There seems to be an error with the spoiler there - one symbol in the mana cost didn't render correctly. That symbol was 7. Heh, did you really think we'd make a card that dealt uncounterable 10 damage for 3 mana?
Funny story with Lightning Funnel - back when the set was being completed in February, it originally read 3 damage to target and 3 damage to you.
Then they reprinted Lightning Bolt in M10.
I agree with you that Funnel is a bit over the curve, but I had to replace the original with SOMETHING, right?
The thing with Chalice is that it's basically a second hand. On one hand, if they destroy it you lose all the cards there. On the other hand, it lets you "draw" an extra card a turn as well as protecting from discard. I think 1 might be pushing it a bit.
Keep the comments coming, guys - even though the set is "completed", we're always trying to fine-tune it to make it as realistically balanced and interesting as possible!
Please note that the forum spoiler does not contain flavor text.
Angel of Restoration 5WW
Creature — Angel (R)
Flash, flying
When Angel of Restoration enters the battlefield, return to your hand all cards in your graveyard put there from anywhere this turn.
5/5
Battle Blinding 1WW
Enchantment (U)
Each creature has “Whenever this creature attacks, tap target creature.”
Cemetery Sanctifier 1W
Creature — Human Cleric (C)
W,T: Exile target card in a graveyard.
1/2
Chains of Humility 1W
Enchantment — Aura (U)
Flash
Enchant creature
Enchanted creature gets -X/-0, where X is its power.
Clearmind Infantry 3W
Creature — Human Soldier (C)
If a spell or ability an opponent controls causes you to discard Clearmind Infantry, put it onto the battlefield instead of putting it into your graveyard.
2/3
Clearmind Sentry 1W
Creature — Human Soldier (C)
Defender
Protection from sources with dementia and/or madness
1/2
Defensive Reflex W
Instant (U)
Target blocking creature gets +1/+1 and gains double strike until end of turn.
Delirium Ward 1W
Enchantment (R)
You may skip your draw step.
Eltis Theologian 2W
Creature — Human Cleric (C)
Whenever you discard a card, you may pay 1. If you do, you gain 3 life.
2/2
Fanatic Verdict 1WW
Instant (C)
Exile target nonwhite creature.
Madness 1WW
Frenzied Prophet 3WW
Creature — Human Cleric (R)
Dementia
1W: Name a card. Until end of turn, if the named card would be put into a graveyard from a player’s library, instead put that card onto the battlefield under your control if it’s a permanent.
3/4
Goldenflame Burst XWW
Instant (R)
Goldenflame Burst deals X damage to each attacking creature. You gain 2 life for each creature dealt damage this way.
Madness — Reveal X white cards from your hand.
Hallowing Minister 3WW
Creature — Human Cleric (C)
W,T: Prevent the next 2 damage that would be dealt to target creature or player this turn.
Salvage — 2W, Exile Hallowing Minister from your graveyard: Prevent all damage that would be dealt to target creature this turn.
3/3
Heaven's Fury 2W
Instant (C)
Destroy target attacking creature.
Hymn of Glory 1WW
Sorcery (R)
Target creature gets +2/+2 and gains flying and lifelink until end of turn.
Salvage — 4WWW, Exile Hymn of Glory from your graveyard: Creatures you control get +2/+2 and gain flying and lifelink until end of turn.
Immortal Guardian 4WW
Creature — Avatar (R)
1: If you have no cards in your library, put target card in your graveyard on top of your library.
4/7
Invincible Blessing 1W
Instant (R)
Target creature you control gains protection from everything until end of turn.
Keeper of Silence W
Creature — Human Cleric (U)
Madness 1W
When Keeper of Silence enters the battlefield, if its madness cost was paid, destroy target artifact or enchantment.
1/1
Logic Prison 3W
Enchantment — Aura (C)
Enchant creature
When Logic Prison enters the battlefield, draw a card.
Enchanted creature can’t attack or block.
Lucidity 1W
Instant (C)
Target creature loses dementia until end of turn.
Draw a card.
Marble Transmuter 1W
Creature — Human Cleric (R)
W,T, Discard an enchantment card: Search your library for an enchantment card, reveal it, and put it into your hand, then shuffle your library.
0/3
Mindwisp Barrier 2W
Creature — Spirit (U)
Defender
Mindwisp Barrier can block any number of creatures.
Madness W
0/1
Moment of Divinity 1W
Instant (U)
If you control a Plains, target creature gets +1/+0 and gains lifelink until end of turn.
Madness 0
Oblivion 4WWWW
Sorcery (M)
Destroy all permanents.
Opaline Channel 2WW
Enchantment (R)
Discard a white card: Until end of turn, white spells you cast cost W less to cast.
Patriarch Paladin 2WWW
Creature — Human Knight (R)
Protection from creatures
4/4
Protect 1W
Instant (C)
Prevent all damage that would be dealt to target creature this turn.
Salvage — 1W, Exile Protect from your graveyard: Prevent all damage that would be dealt to target creature this turn.
Repair Memory 2W
Sorcery (U)
Shuffle your graveyard into your library.
Righteous Martyr 1W
Creature — Human Cleric (C)
Salvage — W, Exile Righteous Martyr from your graveyard: Target blocking creature gets +2/+2 until end of turn.
2/2
Saranis Cultbreaker 2WW
Creature — Human Scout
Swampwalk
3/3
Saranis Safeguard W
Creature — Human Soldier (C)
W,T: The next time a spell or ability would cause you to discard a card this turn, instead you don't.
1/1
Saranis Skywing 3W
Creature — Human Knight (C)
Flying
1W: Saranis Skywing gets +0/+1 until end of turn.
2/3
Seal of Redemption 2W
Enchantment (C)
Sacrifice Seal of Redemption: Destroy target artifact or enchantment.
Salvage — 4W, Exile Seal of Redemption from your graveyard: Return target artifact or enchantment card from your graveyard to your hand.
Skystinger 1WW
Creature — Bird (U)
Flying, first strike
3/1
Stronghold Sharpshooter 2W
Creature — Human Archer (U)
1W,T: Stronghold Sharpshooter deals 2 damage to target attacking or blocking creature.
2/2
Swan Song W
Sorcery (U)
Return target creature card from your graveyard to the battlefield, then exile it.
Tolmar, Solemn Silencer 1WWW
Legendary Creature — Human Advisor (M)
Red spells cost 1 more to play.
Black spells cost 1 more to play.
Spells with madness cost 1 more to play.
3/4
Tranquil Recluse 1WW
Creature — Human Wizard (U)
Whenever you pay a madness cost, you may tap target creature.
2/3
United Defense 2W
Instant (C)
Put a +1/+1 counter on each blocking creature you control.
Vigilant Veteran 1W
Creature — Human Soldier (C)
Vigilance
2/1
Warded Sentinel 3W
Creature — Human Knight (U)
First strike
1W: Warded Sentinel gains protection from black and from red until end of turn.
3/3
Wavering Guardsman 3W
Creature — Human Soldier (C)
Vigilance
Madness 1W
Wavering Guardsman enters the battlefield with a +1/+1 counter on it unless its madness cost was paid.
2/2
This. Come on now.
Anyways, here's the poster child I made for it:
Plume of Denial XUU
Instant (U)
Prismatic - Counter target spell unless its controller pays 3 for each color of mana spent to cast Plume of Denial.
The pyromancer was so dazzled by the beauty of the display that she forgot she was trying to kill its creator.
Actually, I came up with Prismatic while trying to find a way to make an X spell without X in its text box. Anyways, there you go.
-PMega
Link to Nivica Announcement (Post #25)
(What follows below this line is the original post announcing Zaberoth.)
------------
Hello all:
I'd like to present the MTG Salvation forums with Zaberoth.
This is a set that I, and some of the members of the Magic IRC I frequent, worked on for about a year. It was "finished" a few months ago (249/249 cards complete, flavor text and art incomplete), and now we've decided to show it to the MTGS community for feedback and (if anyone is interested) Limited playtesting.
Zaberoth is planned as the main set (1 of 3) of the Zaberoth block. The block deals largely with the themes of the "mind": the past mind (the graveyard), the present mind (the hand), and the future mind (the library). Madness makes its return, as does an attempt to validate mill as a viable win condition both in Limited and in Constructed.
(If it is requested, I can try to expand this backstory to include more detail.)
Dementia: A replacement effect for sources of damage. If a player would be dealt damage by a source with dementia, instead he or she puts that many cards from the top of his or her library into his or her graveyard.
Salvage: A keyword ability that functions from the graveyard. A card with a salvage ability can be exiled from the graveyard to achieve an effect.
Here is a link to a webpage containing the complete text spoiler (as exported from Magic Workstation) along with a log of the most recent changes:
Zaberoth Card List (Webpage)
People have also requested that a spoiler be placed on this thread for those who can't see the webpage. I have begun work on this, and have placed it on post #4 so as not to clutter up this (already-long) first post. While I can't guarantee the forum spoiler will be updated as often as the text spoiler, it should still (eventually) be fairly representative:
Zaberoth Card List (Forum Spoiler)
And finally, here is the zip file containing the MWS and NetDraft files of the most current build (there is a readme file inside with instructions on how to install the set):
MWS and NetDraft Files
(NOTE: This links to a download from my website as it is easier for me to update the files from there. If anyone is not comfortable with off-MTGS downloads - or, mods, if there is a rule against that - let me know and I'll start attaching the newest ZIP to the first post.)
----------
We tried our hardest to make the set balanced enough to allow realistic Limited play (instead of being just a collection of themed cards), but our IRC wasn't nearly large enough to create much testing. And we ARE continually trying to improve the set to make it a better Sealed and Draft experience. Because of this, any and all testing feedback would be greatly appreciated. Please be patient with us even if something is completely broken, though; we can only foresee so much, and designers make mistakes after all.
Any feedback would be greatly appreciated, whether on rules or wording, on flavor, or on balance. If anyone would like to try to submit flavor for a card, or find art for a card, suggestions of that sort would also be welcome.
Thanks, and I hope you all enjoy our custom set Zaberoth!
--PMega
Set Acknowledgements:
Designers:
PMega (Head)
- zefig
- Seeker After Chaos
- Jolt135
Playtesters:
- The Sole Survivor
- ShamblingShell
Artifact Creature - Construct (U)
Affinity — Soulfetcher costs 1 less to play for each creature card in your graveyard.
When Soulfetcher comes into play, return target creature card from your graveyard to your hand.
When the Zarezi artificers found the gates to the afterlife, they quickly worked out how to make being that could cross them — and bring the fallen back.
3/3
I'd guess that they didn't put Cascade on any 2cc cards, since in REB Limited they would never search anything out, ever (you'd need to include cards from ALA or CON to ever hit anything).
basic - 5