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  • posted a message on Jharra Flashback Cards
    I did mean up to. thank you
    Posted in: Custom Card Creation
  • posted a message on Jharra Flashback Cards
    These are some of the cards I've been designing for a set. Graveyard interaction is an important part of it, and so I'm using Flashback. Flashback is a RUB mechanic and is meant to have cards that have different effects or cost when they are flashedback.

    Endless Bombardment X1R
    Sorcery {R}
    Endless Bombardment deals X damage divided as
    you choose among up to X target creatures and/or players.

    You can flashback Endless Bombardment whenever
    you could play an instant.

    Flashback X1RR

    When the siege of their castle had fallen silent they looked
    over their ruined walls to see a single mage standing there
    in the night.


    Fracture 1UU
    Instant {C}
    As an additional cost to cast Fracture, return a
    permanent you control to its owners hand,
    unless Fracture is being cast from the
    graveyard.

    Counter target spell.

    Flashback 2UU

    Sanguine Plague 2BB
    Sorcery {U}
    As an additional cost to cast Sanguine
    Plague, pay 3 life unless Sanguine Plague
    is being cast from the graveyard.

    Each opponent sacrifices two creatures.

    Flashback 4BB

    Necroplosion 3URB
    Sorcery {R}
    Destroy all creatures and each player
    discards all cards in their hand.

    Flashback 6UBR
    Posted in: Custom Card Creation
  • posted a message on [DMS] Blue Commons - First Draft
    "Wipe Away" is really good. I like that it's the dissipate but for negate. Also good cause of flashback.

    "Wailing echoes would be hilarious out of block with "Traumatize" you might want to reconsider this card if you want these to interact with cards outside this set. I also do't think it's a common. I like what you have so far. Feels like theirs a good mana curve too.
    Posted in: Custom Card Creation
  • posted a message on Jharra: A Planeswalker's Guide to Jharra
    Another mechanic I want to play with is level enchantments.

    Here's an example

    Pilgrimage to the Forgotten Throne 1WW
    Enchantment — Journey {R}
    Level up 1W
    Creatures you control get +1/+1
    [1-2] Creatures you control get +2/+2
    [3+] Creatures you control gets +3/+3 and have vigilance.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [DMS] Dreamscape - (255/255) - FINISHED
    First off, Dreamwalk and Trance. Super cool. You've thought of a way to make the game different. Like how in Zendikar there were ties when you were hoping to top deck a land instead of a spell. They all seem to interlock very well. I see (W)spirits, (U)illusions, and (B)nightmares being very prominent, but are there other types that will get prominent focus, maybe incarnations, or djinns?

    Things also seem well costed. can't wait to see more



    Posted in: Custom Set Creation and Discussion
  • posted a message on Jharra: A Planeswalker's Guide to Jharra
    Place Holder for Cards to Come

    Examples of Mechanics:

    Borsa

    Kodama of the Borsa Marsh 3BG
    Legendary Creature — Spirit {R}
    Deathtouch, hexproof
    When Kodama of the Borsa Marsh dies,
    each player sacrifices a creature.
    Soulshift 4 (When this is put into a
    graveyard from the battlefield, you may return
    target Spirit card with converted mana cost 4
    or less from your graveyard to your hand.)

    4/3

    Olydan

    Terenth Sentinal 1GW
    Creature — Human Cleric {R}
    Rally 1 (When this creature enters the
    battlefield you may put a +1/+1
    counter one other target creatures)

    Other creatures with +1/+1 counters on them gain hexproof.
    1/1

    Gringe

    Sanguine Plague 2BB
    Sorcery {U}
    As an additional cost to cast Sanguine
    Plague, pay 3 life unless Sanguine Plague
    is being cast from the graveyard.
    Each opponent sacrifices two creatures.
    Flashback 4BB (You may cast this card
    from your graveyard for its flashback cost.
    Then exile it.)


    Jhorr

    Soul Duelist RW
    Creature — Human Cleric {U}
    Lifelink
    When Soul Duelist enters the battlefield, Soul
    Duelist deals 1 damage to target creature or
    player.
    Unearth 2W (2W: Return this card from your
    graveyard to the battlefield. It gains haste. Exile it
    at the beginning of the end step or if it would leave
    the battlefield. Unearth only as a sorcery.)

    2/1

    Yugsgard

    Essence Gatherer URG
    Creature — Elf Druid {U}
    Lotus 2 (You may have two of your mana
    not empty from your mana pool
    as steps and phases end.)

    1: Add U, R, or G to your mana
    pool.
    2/2
    Posted in: Custom Set Creation and Discussion
  • posted a message on Jharra: A Planeswalker's Guide to Jharra
    A Planesewalker’s Guide to Jharra

    Jharra, a plane attuned to the circle of life and death; a circle that has now been put under strain. A century ago, a great war erupted between the necromancers of Gringe and the clansmen of Jhorr. As the battles raged on both sides looked anywhere to get the upperhand. The necromancers looked unlock their potential by using the energies beyond the Veil, the barrier between the Here and the Beyond, but the Spirit Queen would not allow them to abuse the balance. Gringe, being denied power, assaulted the Queen’s land, and after sieging her court, slayed her on her throne. With no one to keep the balance of the Beyond in check the necromancers magics doubled, but what they did not foresee was what this did for their enemies. The Jhorric priests were now able to bring back their warriors from the beyond, and now they seek to conquer all of Jharra. The elvish tribes of Yugsgard, and the western nation of Olydan are resisting, but for how long? The plane is now threatened to be destroyed if balance is not restored.

    Residents of this world give homage to five different aspects
    W: The Beyond, the spirit world (ethereal death)
    U: The Infinite, magic (ethereal life)
    B: The Crypt, (physical dead)
    R: The World Soul, (physical life)
    G: The Anima, (the world to contain the above)

    Mana on Jharra ebbs and flows throughout the world. The colors connect to one another in unique ways in different locations:
    • In the northern wilds, blue, red and green mana collect together.
    • In the East, blue, red and black mana conform in the, stormy mountains, undersea caves, and toxic volcanic vents.
    • To the far south is the Spirit Court of the fey forest where black, green and white mana flow from beyond the veil.
    • The western wastes, crags, and scrubland radiate white black and red mana.
    • In the seas to the west, white, blue, and green mana collect.

    Factions

    Borsa BGW

    Colors: W, BG, WB, BGW

    Mechanic: Soulshift X (When this is put into
    a graveyard from the battlefield, you may return
    target Spirit card with converted mana cost X
    or less from your graveyard to your hand.)

    “Life and death is ours to control. None shall infringe upon it.”

    Borsa is a court of spirits that maintains the balance of life and death, and guarding the spirit world, The Beyond.

    Borsa is meant to be a late-game control deck with token production and creature recursion through Soulshift. The spirt tokens will not be your typical 1/1 white fliers, but instead a either 1/1 WB with lifelink, or 1/1 GB deathtouch.

    Olydan GWU

    Colors: U, WU, GW, GWU

    Mechanic: Rally X (When this creature enters the
    battlefield you may put a +1/+1 counter on X other
    target creatures)

    “Honor, Freedom, Peace. They are our to give, and so is Justice.”

    Olydan is a nation that preaches unity and peace for all. Self-righteous, they see theselves as morally superior all others in Jharra, but also believe that through them, other can become as great as they are.

    Olydan is meant to be a midrange tempo that builds creatures up through Rally, and give boons to creatures with +1/+1 counters on them.

    Gringe UBR

    Colors: B, UB, RU, UBR

    Mechanic: Flashback X (You may cast this card from
    your graveyard for its flashback cost. Then exile it.)

    “I don’t know why people are so attached to their souls.”

    Gringe is a council made up of vampire and lich mages that rule with an iron fist. For centuries they have ruled the Eastern shore, and have done so uncontested.

    Gringe is meant to be a low creature combo deck. It is supposed to take advantage of self mill for quick gains and then casting those cards through flashback. any of the flashback cards have additional costs, but do not have to be payed if cast from the graveyard. Win con is direct damage, lose life effects, and discard.

    Jhorr WBR

    Colors: R, RW, BR, WBR

    Mechanic: Unearth X (X: Return this card from your
    graveyard to the battlefield. Exile it at the
    beginning of the end step or if it would leave the
    battlefield. Unearth only as a sorcery.)

    “We shall not rest or fall until our task is done.
    The battles will rage on until the war is won.”


    Jhorr is a group of clans that span across the central wastes. Spiritual and zealous they have always despised the Gringe aristocracy, but were too divided to war against them, until now.

    Jhorr is meant to be very aggressive. Getting the benefit of having its creatures being reusable. The creatures will often have enter the battlefield effects, or effects that trigger when they enter the battlefield from the graveyard.

    Yugsgard URG

    Colors: G, GU, RG, URG

    Mechanic: Lotus X (You may have X of your mana
    not empty from your mana pool as steps and phases end.)

    “A pact was struck between elf and dragon many eras ago. To what end or what purpose even we do not know.”

    Yuggard is a region to the far north. Occupied by elvish tribes, and dragons. Mysterious and secretive, the elves keep to themselves and protect nature, the Anima (the land) and the World Soul (the wild life).
    Posted in: Custom Set Creation and Discussion
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