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 BombardmentX1R
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.
Fracture1UU
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 Plague2BB
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
Necroplosion3URB
Sorcery {R}
Destroy all creatures and each player
discards all cards in their hand.
"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.
Another mechanic I want to play with is level enchantments.
Here's an example
Pilgrimage to the Forgotten Throne1WW
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.
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
Kodama of the Borsa Marsh3BG
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 Sentinal1GW
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 Plague2BB
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 DuelistRW
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 GathererURG
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
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
BorsaBGW
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.
OlydanGWU
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.
GringeUBR
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.
JhorrWBR
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.
YugsgardURG
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).
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
"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.
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.
Things also seem well costed. can't wait to see more
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
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:
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).