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The End of an Era
  • posted a message on Planetside Block
    Today I will begin the (very) long process of adding the entire card list to the first page. I have already made placeholders for all the colors and such, so keep an eye out on the first page as the cards slowly get added over the course of this day.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    I'd like to officially announce that Planetside, Set 1 of 3 in Planetside Block is officially finished.

    I will be making some minor adjustments and such, checking for spelling errors and making sure everything is in general order. I'll also be making edits to the front page to reflect the completion of Planetside, Set 1 of 3 in Planetside Block.

    Once everything is good to go, I'll post up the card list as well as the five Precon Decks and Promo card I will be making to coincide the completion of this set.

    Once all is finished, I will begin work on Final Wars, Set 2 of 3 in Planetside Block. So look for the Final Wars thread sometime in the near future.

    I'd like to request this thread stay open til I've had the chance to post everything I wish to post, once all is completed I'll notify a mod to lock this thread or whatever action is necessary to do when a set is completed.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Retcon time:

    Everyone loves Retcons, it allows us to change things that were once thought of as good ideas into things that are better ideas.

    While making this set I realized I backed myself into a corner with the idea that the Templar would not use technology. I had to think of a way to give them the same tools that the other empires had but without making it based on technology. This proved to be an exceptionally difficult feat to accomplish.

    This is where the retcon comes in and I have decided to change my initial idea for the Templar. They will not make use of technology but will still be at war with the Auroran Overmind. In this sense, they turn out to be intergalactic hypocrits in that they believe they use technology in harmony with nature while holding the idea that the Cybrin use technology to damnate life.

    I have also decided to eliminate all enchantments from the set. Instead I will have cards that will be inspirit of enchantments without being enchantments. This decision came to me when I really wanted to have the future theme be a significant impact on the set. I felt that enchantments shouldn't exist in a universe where technology and science reigns supreme.

    Arcane cards will still exist, but that's because small groups of varying species still hold tight to the old ways of the Arcane Arts.

    The following shows some of the enchantment cards that have been changed:

    Enzymal Augmentation

    Has been changed to:

    Augment Form


    Non-Aura Enchantments have been turned into Stations.

    For exmaple:

    Memories of Eons Past

    Has been changed to

    Thought Processor


    In addition, all lands that were once called "[Faction] Fueling Station" and had the type "Basic Land - Station" have been converted into standard Basic Lands.

    Sometime in the near future I will posting up the revised near-finished set list. Hope you all enjoy the new changes to the set Grin
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Planetside Block is far from dead and far from a distant memory in my mind. I intend to see this block finished, regardless of how long it takes.

    Having said that, I'm back to work on this project and am coming close to completion of the Set 1 of 3.

    I'm aiming to be complete the set by May at the least, but it might come sooner depending on how much my creativity flows during the coming weeks.

    Til then, I offer you a taste of what to expect from both Final Wars and Aftershock with these two cards:

    (From Final Wars)
    Repliforce Shockwave

    (From Aftershock)
    Soldier of the Serafan
    Posted in: Custom Set Creation and Discussion
  • posted a message on 6th Color
    Sometimes change is good if done right.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    The Shalarans were seekers of knowledge, they were the pinnacle of technology that those within the Terra Galaxy strive to be. During their journey to catalog all knowledge in the galaxy, they came upon a strange artifact on a barren planet. They referred to this artifact as The Knowledge, an ancient object that was a mystery even to them.

    After many tests, they discovered the object can grant its user untold power, power that goes far beyond anything their technology could ever match. Arguments broke out over what the power should be used for and eventually the Shalaran nation broke into three different factions, each with their own idea for what the knowledge should be used for.

    One believed the knowledge should be used to expand the Shalaran borders beyond the systems they controlled and beyond their galaxy. Another believed the knowledge should be used to help themselves, to better the nation and help the Shalarans achieve a technological pinnacle. The last believed the knowledge was a source of evil and should be destroyed.

    A civil war eventually broke out between the three factions. The war lasted for well over a century before it all came to a sudden end.

    The Shalarans controlled half the Terra galaxy before they were wiped out by some unknown entity. All they left behind were bits and pieces of their technology detailing their history and the discovery of the knowledge. Those who study Shalaran history have the belief that they merely wiped themselves out in the civil war over the knowledge.

    However, there's a few researchers that believe the Shalarans were wiped out by something else...but they lack any evidence to support this theory. As the rest of the galaxy is seemingly repeating the same events that ended in the complete extinction of an entire civilization, these researchers can only wonder as to whether or not the artifact played a larger role in the Shalaran's destruction than initially believed.

    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    lol, I should have checked it better. i was tired and typing all that up was so tedious.

    Mind offering a few comments on the cards :p
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Planetside Red


    Alicross, Solthin Renegade 4RR
    Legendary Creature - Human Soldier (Rare)
    Flying, first strike
    Phaseshift 5RR
    Aftershock 1—6RR
    If the aftershock cost was paid, when Alicross, Solthin Renegade comes into play it deals 5 damage to target creature or player.
    5/5

    Amplifying Intimidation R
    Sorcery - Arcane (Common)
    Target creature you control cannot be blocked except by artifact creatures or red creatures until end of turn.
    The arcane can do more than amplify strength in a being. It can also make the being more imposing without altering appearence, making a mouse appear as a monster to its beholders.

    Ancestral Inferno 2R
    Instant Arcane (Common)
    Ancestral Inferno deals 3 damage to target creature or player.
    Aftershock 3—R (If you played a spell with converted mana cost of 3 or more this turn, you may play this spell for its aftershock cost.)

    Arcane Invoker 5R
    Creature - Human Shaman (Common)
    When Arcane Invoker comes into play, target creature gets +2/+0 until end of turn.
    Gene Splice 1R (As you play a creature spell, you may reveal Arcane Invoker from your hand and pay its gene splice cost. If you do, that creature gains one of Arcane Invoker’s abilities until the end of your next turn. If the ability refers to Arcane Invoker, it refers to that creature’s name instead.)
    3/4

    Arcane Unraveler 1R
    Creature - Torion Shaman (Rare)
    Whenever you play an arcane spell, Arcane Unraveler deals 2 damage to target creature or player.
    Torion Shamans are well knowledged in how to manipulate the arcane arts. In their hands, the arcane arts are as potent as any piece of technology we have today.
    2/1

    Beriloth Sky Shredder 6RR
    Creature - Dragon (Rare)
    Flying, Haste
    When Beriloth Sky Shredder comes into play, it deals 3 damage to target creature.
    Gene Splice 1R
    “This species of dragon could prove very useful in my genetic experiments.”
    — Isaru, Solthin Scientist.

    5/5

    Bladed Xenomorph 2R
    Creature - Xenomorph (Uncommon)
    Each xenomorph you control gets +1/+0
    It seems the subspace contains a multitude of different xenomorphs that coexist with each other. While some are more solo based, other xenomorphs boost the attributes of those around it by merely being near them.
    2/2

    Call of the Flame 2R
    Sorcery - Arcane (Rare)
    Put a 3/3 red elemental creature token into play. Remove Call of the Flame from the game.
    Phaseshift 3R (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    If you paid the phaseshift cost, sacrifice a creature.

    Chain of Fire 1R
    Instant - Arcane (Common)
    Chain of Fire deals 1 damage to target creature or player. Search your library for a card named Chain of Fire and put it into your hand, then shuffle your library.
    Aftershock 1R0 (If you played a spell with a mana cost of 1R this turn, you may play this spell for its aftershock cost.)

    Channeler of the Arcane 1R
    Creature - Torion Shaman (Common)
    Whenever you play an arcane spell, you may add R to your mana pool.
    Channlers use the arcane arts to produce energy from nothing, this energy can then be used for anything they so desire.
    1/1

    Chaotic Pyromancer 1RR
    Creature - Human Wizard (Common)
    When Chaotic Pyromancer comes into play, it deals 3 damage to target creature.
    Beings that tap into the arcane arts sometimes find themselves consumed by the power it grants. Pyromancers are the worst kind of Arcane Casters, not only are they consumed by their own power, but they are also capable of burning everything around them into dust.
    2/2

    Eager Recruit R
    Creature - Human Soldier (Common)
    Haste
    Augment : Remove this permanent from the game augmenting target creature.)
    Augmented creature has haste.
    1/1

    Explosive Sabotage 2RR
    Sorcery Technology (Uncommon)
    Destroy target land. If that land was non-basic, Explosive Sabotage deals 3 damage to that land’s controller.

    Ferysian Pyromancer 1R
    Creature - Human Soldier (Common)
    T: Ferysian Pyromancer deals 1 damage to target creature.
    Augment : Remove this permanent from the game augmenting target creature.)
    Augmented creature has, “R,T: This creature deals 1 damage to target creature or player.”
    1/1

    Flames of Solthis XR
    Sorcery - Arcane (Rare)
    Flames of Solthis deals X damage to target creature or player.
    Aftershock 7—XR
    If the aftershock cost was paid, Flames of Solthis deals X+7 damage to target creature or player instead.

    Fueling Malfunction RR
    Enchantment - Aura (Uncommon)
    Enchant Station
    Whenever enchanted station becomes tapped, destroy it.
    “Hey, why is that red light flashing? Oh s...!”
    —Solthin Fueler’s last words


    Mechanaloud Combusnid 5RR
    Artifact Creature - Combusnid (Rare)
    When Mechanaloid Combusnid is put into a graveyard from play, it deals 5 damage to each creature and each player.
    These combusnids are an exceptionally dangerous form of machine. If you manage to survive long enough to destroy one, the explosion it unleashes upon its death is enough to level an area of at least 5 miles in diameter.
    3/4

    Nara Sumas, Solthin Empress 3RR
    Legendary Creature - Human Empress (Rare)
    Reach, mountainwalk
    R,T, Sacrifice a creature you control: Nara Sumas, Solthin Empress deals 5 damage to target creature.
    I bring together the most powerful planets in the galaxy under one banner; the banner of the Solthin Covenant.
    3/3

    Orbital Strike RRRRRR
    Sorcery - Technology (Rare)
    Orbital Strike deals 10 damage to target player and each creature he or she controls.
    The Solthin Covenant has the ultimate planetary defense system, an orbital satellite cannon known as the Sky Blazer.

    Phoenix Fires of Beriloth XRR
    Sorcery - Arcane (Rare)
    Phoenix Fires of Beriloth deals X damage to each creature. Remove Phoenix Fires of Beriloth from the game.
    Phaseshift XRRR
    The skies rain fire down on the phoenix fields in a brilliant display of light and destruction known only as the Phoenix Fires of Beriloth.

    Raging Xenomorph 0
    Creature - Xenomorph (Uncommon)
    (Raging Xenomorph is red.)
    Trample
    When Raging Xenomorph is dealt damage, it gets +1/+0 for each point of damage dealt until end of turn.
    When Raging Xenomorph is dealt lethal damage, regenerate Raging Xenomorph and untap it. If you do, sacrifice it at the end of turn.
    0/1

    Rapid Artillery Strike 3RR
    Sorcery - Technology (Uncommon)
    Rapid Artillery Strike deals 4 damage to each. creature.
    Aftershock 0—1R (If you played a spell with converted mana cost of 0 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, Rapid Artillery Strike deals 2 damage to each creature instead.

    SAT-25 Prowler 4RR
    Artifact Creature - Tank (Rare)
    Trample
    3R,T: SAT-25 Prowler deals damage equal to its power to target creature or player.
    The Prowler is the primary assault tank of the Covenant. Its speed and power is unmatched by none within the entire galaxy.
    4/4

    SBF-16 Juggernaut 5R
    Artifact Creature - Battleframe (Uncommon)
    Trample
    1R,T: SBF-16 Juggernaut deals 2 damage to target creature or player.
    Battleframes are the heavy tanks of our time. Slow and powerful, they’re the backbone of any adequate war party and are always supported by assault tanks and infantry.
    5/5

    SFC-04 Hornet 3RR
    Artifact Creature - Aircraft (Uncommon)
    Flying
    1R: SFC-04 Hornet deals 1 damage to target creature.
    Phaseshift 5RR
    Hornets are the light strike craft of the Covenant. These fighter craft use their speed in battle to avoid fire and return it ten fold on their enemy.
    2/3

    Solthin Loadbearer 3RR
    Creature - Beast (Common)
    Trample, reach
    Your maximum hand size is 8.
    Loadbearers are the slave beasts of the Solthin Empire. They’re primary use is for transporting cargo over the barren and volcanic terrain of Planet Solthis.
    4/4

    Solthin Napalmist 3R
    Creature - Human Soldier (Common)
    Protection from red
    R: Solthin Napalmist gets +1/+0 until end of turn.
    These are the backbone of any solthin exploration squad. They’re experience in the volcanic, ashen sky lands of Solthis have made them an invaluable asset to Mistress Nara.
    3/3

    Subspace Acceleration RR
    Instant - Technology (Uncommon)
    Choose you a card you own that’s outside the game. If it has phaseshift, you may play it for its mana cost.

    Titan, Solthin Capital Ship 5R
    Legendary Artifact Creature - Warship (Rare)
    Flying, trample
    Whenever Titan, Solthin Capital Ship attacks, you may have it deal 5 damage to target creature.
    It blazes through the ashen sky, burning those who would oppose the empress.
    5/5

    Torion Rager 2RR
    Creature - Torion Berserker (Common)
    First strike
    Whenever Torion Rager attacks, target creature you don’t control gets +1/+0 until end of turn.
    Torions, an odd species of sentient lifeforms that hail from the Solthin Covenant part of the galaxy. Some value their culture and heritage, others are just mindless brutes looking for combat.
    3/2

    Torion Runefighter 2R
    Creature - Torion Warrior (Common)
    Whenever you play an arcane spell, Torion Runefighter gets +1/+0 until end of turn.
    Runefighters are the mystic warriors of the Torion race. They draw power from the arcane to strengthen themselves in combat. This ability makes them a viable combatant that is not to be underestimated.
    2/2

    Wild Xenomorph 1RR
    Creature - Xenomorph (Uncommon)
    Haste
    Phaseshift 3RR (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    Xenomorphs are an interesting species. These beings found their way to our reality from subspace. Every day a new species pops up on a different planet. Further study of these creatures is needed.
    2/2

    Wizened Arcanin 2R
    Creature - Elf Wizard (Uncommon)
    All arcane spells you play cost 1 less to play.
    Some templar strayed from the ways of their ancestors. On Eternia, such an act is punishable by exile and many of these exiled templar found a new home among the planetary unity of the Solthin Covenant.
    1/3

    Xenomorphic Wall R
    Creature - Xenomorph (Common)
    Defender
    Clone R (R,T: Put a creature token into play that is a copy of this creature. The token does not gain this ability. Play this ability only as a sorcery.)
    0/3



    Planetside Green


    Acidic Xenomorph 1G
    Creature - Xenomorph (Common)
    Whenever a xenomorph you control deals combat damage to a creature, put a -1/-1 counter on that creature.
    “Gah! What the hell is this thing’s blood made of!?”
    —Templar Biology Student

    1/1

    Arcane Strengthening G
    Instant Arcane (Common)
    Put a +1/+1 counter on target creature.
    Aftershock 3—1G (If you played a spell with converted mana cost of 3 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, put three +1/+1 counters on target creature instead.

    Baloth, Templar Capital Ship 4GG
    Legendary Creature - Warship (Rare)
    Flying, trample
    Whenever Baloth, Templar Capital Ship attacks, you may have another target creature you control get +4/+4 until end of turn.
    It stampedes through the sky, trampling anyone who fights against Cylar.
    5/5

    Beyond the Horizon 1G
    Sorcery - Arcane (Uncommon)
    Search your library for a land card and put it into your hand. Then shuffle your library.
    Phaseshift 3G (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)

    Canopy Lizard G
    Creature - Lizard (Common)
    Whenever Canopy Lizard blocks or becomes blocked by an insect, it gets +2/+2 until end of turn.
    Canopy Lizards are a prevelant species that live in the jungles of Karlith. While they are harmless to Templars and Humans, they have an insatiable appetite for the various insects that live on Karlith.
    1/1

    Chain of Rust 1G
    Instant - Arcane (Common)
    Destroy target noncreature artifact. Search your library for a card named Chain of Rust and put it into your hand, then shuffle your library.
    Aftershock 1G0 (If you played a spell with a mana cost of 1G this turn, you may play this spell for its aftershock cost.)

    Channel Strength 1G
    Instant - Arcane (Common)
    Target creature gets +3/+3 until end of turn.
    Phaseshift 2G (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)

    Colossal Baloth 5GG
    Creature - Beast (Common)
    Trample
    Gene Splice G (As you play a creature spell, you may reveal Colossal Baloth from your hand and pay its gene splice cost. If you do, that creature gains one of Colossal Baloth’s abilities until the end of your next turn. If the ability refers to Colossal Baloth, it refers to that creature’s name instead.)
    7/5

    Cycle of Life 2G
    Sorcery - Arcane (Rare)
    As an additional cost to play Cycle of Life, sacrifice a creature.
    Search your library for a creature card with a converted mana cost of X+1 where X is the converted mana cost of the sacrificed creature and put it into play.

    Cylar, Templar Commander 3GG
    Legendary Creature - Elf Commander (Rare)
    Reach
    Whenever a creature comes into play under your control, put a +1/+1 counter on that creature.
    Grandeur — Discard another card named Cyclar, Templar Commander: Creatures you contol get +X/+X until end of turn, where X is the number of creatures you control.
    4/4

    Darkwood Archer 2G
    Creature - Elf (Uncommon)
    Reach
    Aftershock 2—GG (If you played a spell with converted mana cost of 2 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, Darkwood Archer gains first strike.
    2/2

    Deepscorn Lotuswurm 6G
    Creature - Wurm (Common)
    Trample
    When Deepscorn Lotuswurm comes into play, destroy target land.
    Of all the creatures that inhabit Eternia, Deepscorn Lotuswurms are the worse. Infinitely large with a bottomless appetite, these creatures leave nothing but death and destruction in their wake.
    6/6

    Elder Xenomorphic Entity 3G
    Creature - Xenomorph (Common)
    Forestwalk
    Phaseshift 5G (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    2/3

    Eternia Channeler GG
    Creature - Elf (Common)
    T: Add GG to your mana pool.
    Gene Splice G (As you play a creature spell, you may reveal Eternia Channeler from your hand and pay its gene splice cost. If you do, that creature gains one of Eternia Channeler’s abilities until the end of your next turn. If the ability refers to Eternia Channeler, it refers to that creature’s name instead.)
    1/1

    Eternian Arcanin 1G
    Creature - Elf Wizard (Common)
    Whenever you play an arcane spell, you may untap target creature you control.
    Templar Arcanins are able to manipulate the arcane energies and restore fatigue to those who are too weary to continue the fight.
    1/1

    Frontline War Baloth 4G
    Creature - Beast (Rare)
    Trample, protection from technology
    Aftershock 1—5G (If you played a spell with converted mana cost of 1 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, Frontline War Baloth comes into play with two +1/+1 counters on it.
    4/5

    Genetic Augmenation 1GG
    Enchantment - Aura (Common)
    Enchant Creature
    During your upkeep, put a +1/+1 counter on enchanted creature.
    Genetic research has given the Templar the knowledge to augment their soldiers with slowly increasing strength on the field of battle.

    Genetic Splicer 1G
    Creature - Elf Mutant (Common)
    Whenever you pay a gene splice cost, you may put a +1/+1 counter on Genetic Splicer.
    Splicer is a name given to those who integrate gene splicing into their very way of life. These individuals derive various effects of euphoria whenever they splice the genes of a creature.
    1/1

    Gift of Gaea 0
    Sorcery - Arcane (Rare)
    (Gift of Gaea is green.)
    Gift of Gaea can only be played once per turn.
    Until end of turn, whenever you play a spell you may add one mana of any color to your mana pool.

    Mempries of Eons Past 2GG
    Enchantment (Rare)
    Whenever you play a creature spell, you may draw a card.
    “As new life continues to be born and developed in our world, we must not forget those in the past who helped get us to where we are today..”
    — Cylar, Templar Sovereign

    Paradise Invoker 1G
    Creature - Elf (Uncommon)
    T: Add one mana of any color to your mana pool.
    Augment : Remove this permanent from the game augmenting target creature.)
    Augmented creature has, “T: Add one mana of any color to your mana pool.”
    0/1

    Plaxin Infusion 1G
    Enchantment - Aura (Common)
    Enchant Creature
    Enchanted creature gets +2/+2 and has, “1G,T: Target creature gets +2/+2 until end of turn.”

    Protoplasm 2GGG
    Creature - Bioform (Uncommon)
    1: Protoplasm gains your choice of trample, reach, forestwalk, or absorb 1 until end of turn.
    G: Protoplasm becomes the creature type of your choice until end of turn.
    GG: Protoplasm gets +1/+1 until end of turn.
    3/3

    Soldier of Gaea GG
    Creature - Elf Soldier (Uncommon)
    “Take heed noble templar, those who are not willing to lay down their lives for our sovereign are not worthy of fighting our noble cause against the Illuminate. Those of you who do not fear death, come forth, for on our fight comes to an end.”
    —Syria, Templar General

    3/3

    Strength of Nature XGG
    Sorcery - Arcane (Uncommon)
    Put X +1/+1 counters divided as you choose among any number of target creatures.
    The soldier squee prepared to bring his sword down upon the fallen elf when the elf was suddenly engulfed in a green light. In moments, squee found himself shadowed by a hulking creature unlike anything he’s seen before. That was a very bad day for Squee.

    Subspace Channeler 1G
    Creature - Elf (Uncommon)
    Subspace Channeler can’t be in your sideboard.
    If you own this card and it is outside the game, creatures you control have, “T: Add one mana of any color to your mana pool.
    2/2

    Sundering Xenomorph 5GG
    Creature - Xenomorph (Uncommon)
    Trample
    Phaseshift 5GG (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    6/5

    Tangle Predator 3G
    Creature - Beast (Common)
    Forestwalk
    Tangle Predators inhabit the deepest parts of the jungles of Karlith. There they lie in wait, their colors perfectly blending in with the flora around them. When prey approaches, they pounce from the trees and subdue the creature instantly before tearing into the flesh with its razer sharp claws.
    3/3

    Templar Augmentor 1G
    Creature - Elf Mutant (Common)
    If Templar Augmentor is removed from the game from play, put two 1/1 green saproling creature tokens into play.
    Augment : Remove this permanent from the game augmenting target creature.)
    Augmented creature gains trample.
    1/1

    Templar Terraformer 1G
    Creature - Elf Terraformer (Common)
    ,T, Sacrifice a land: Search your library for a basic land card and put it into play tapped then shuffle your library.
    Terraformers shape and mold the land according to their whim. Their terraforming muse is fickle, changing preferences faster than a Cybrin changes implants.
    1/1

    Templar Zealot 3G
    Creature - Elf Soldier (Uncommon)
    Protection from Blue
    1G, Sacrifice Templar Zealot: Destroy target artifact.
    “If we must, we will forfeit our lives to put an end to the tyranny of the Cybrin Illuminate.”
    —Syria, Templar General

    2/2

    Terraformer Tutorer 1G
    Creature - Elf Terraformer (Rare)
    Whenever you tap a creature for mana, add one mana to your mana pool of any type that creature produced.
    To those who seek his wisdom, he teaches the art of terraforming. To shape the land in your image takes years of training, but he is willing to teach the skill to those who wish to learn.
    1/1

    Thresher Tank 4G
    Creature - Tank (Uncommon)
    Reach, Trample
    Gene Splice G (As you play a creature spell, you may reveal Thresher Tank from your hand and pay its gene splice cost. If you do, that creature gains one of Thresher Tank’s abilities until the end of your next turn. If the ability refers to Thresher Tank, it refers to that creature’s name instead.)
    The Thresher Tank is one of many organic tanks used by the Templar Sovereignty.
    3/5

    Xenomorphic Replicator 1G
    Creature - Xenomorph (Common)
    Clone 1G (1G, T: Put a creature token into play that is a copy of this creature. The token does not gain this ability. Play this ability only as a sorcery.)
    1/2
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Planetside Black



    Anthromorphic Entity 3BB
    Creature - Xenomorph (Uncomon)
    If a creature dealt damage by Anthromorphic Entity is put into a graveyard from play this turn, return it to play under your control.
    Phaseshift 5BB (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    3/4

    Chain of Decay 1B
    Instant - Arcane (Common)
    Target creature gets -1/-1 until end of turn. Search your library for a card named Chain of Decay and put it into your hand, then shuffle your library.
    Aftershock 1B0 (If you played a spell with a mana cost of 1B this turn, you may play this spell for its aftershock cost.)

    Chain the Soul 4BB
    Sorcery - Arcane (Uncommon)
    Destroy target creature. It can’t be regenerated.
    Aftershock 4—BB
    If the aftershock cost was paid, put a 1/1 black spirit creature token with flying into play under your control.

    Death Coil BB
    Instant - Arcane (Uncommon)
    Destroy target nonblack creature. It can’t be regenerated.
    Phaseshift 2BB (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)

    Enzymal Augmentation 1BB
    Enchantment - Aura (Common)
    Enchant Creature with a corruption counter on it.
    Enchanted creature gets +3/+2 and does not untap during its controller’s untap step. During its controller’s upkeep, that player may pay 1B to untap enchanted creature.

    Enzymal Deterioration 1B
    Instant - Technology (Common)
    Target creature gets -2/-2 until end of turn. If that creature has a corruption counter on it, it gets -4/-4 until end of turn instead.
    Cellular detoriation caused by the Lyntherian Enzyme is not unheard of. The effects of the detoriation slowly lead to the subject’s death, why the detoration occurs is still unknown.

    Giant Vitial BB
    Creature - Insect (Common)
    These giant insects stalk the swamps of Horithi. They vary in size depending on the species of Vitial you encounter. They’re an extremely dangerous species that should be avoided at all costs.
    2/3

    Horithi Bog Taint B
    Creature - Zombie (Common)
    When Horithi Bog Taint is put into a graveyard from play, put a corruption counter on target creature.
    Taints are the worst kind of creature. Somehow, their bodies naturally produce the Lyntherian Enzyme and when they are killed, this enzyme is released and spreads to any living thing near their corpse.
    1/1

    Into the Void 2BBB
    Sorcery - Technology (Rare)
    Remove all permanents from the game. Discard your hand.
    “And when the void opened up not even light could escape its grasp.”
    —Nara Sumas, Solthin Empress

    Nekrolon Phantom 2BB
    Creature - Spirit (Uncommon)
    Flying
    When Nekrolon Phantom is put into a graveyard from play, put two 1/1 white spirit creature tokens with flying into play.
    The Nekrolons float about aimlessly around Nekross. It’s said that they devour the souls of the dead and if you kill one, you will free the devoured souls from the bowels of the phantom.
    3/2

    Pact for Blood 5BB
    Instant - Arcane (Rare)
    You may pay 7 life rather than pay Pact for Blood’s mana cost if you control a swamp.
    Destroy target creature. It can’t be renegerated. Put a black minion creature token into play with power and toughness each equal to the power and toughness of the destroyed creature.

    Pry from Memory 1B
    Sorcery - Arcane (Common)
    Target player discards a card.
    Aftershock 1—B (If you played a spell with converted mana cost of 1 or more this turn, you may play this spell for its aftershock cost.)

    Rapid Corruption 2B
    Instant - Technology (Rare)
    Untap target creature with a corruption counter on it and gain control of it until end of turn. That creature gains haste until end of turn.
    During moments of stress, the enzyme can be coaxed into rapid dividation, causing the immediate corruption of the infected individual. This process, however, only lasts a few moments before the host reverts to their original nature.

    Recruiter for Zyra 1B
    Creature - Xelion Orin (Uncommon)
    When Recruiter for Zyra comes into play, put a corruption counter on target creature.
    1B, T: Put a corruption counter on target creature.
    The Cult of Zyra seeks to bring decadence and corruption to the entire galaxy. They diligently work toward this goal by corrupting the minds of others with their vile Orins.
    1/2

    Seed of Corruption 1BB
    Sorcery - Technology (Uncommon)
    Put two corruption counters divided as you choose among any number of target creatures.
    Those who visit Planet Zyra find themselves forever changed. The taint of corruption that covers the planet turn ordinary beings into power hungry lunatics that bend to the will of Shiya.

    Shadow Guard 4B
    Creature - Xelion Guardian (Rare)
    If a source would deal damage to you, prevent 1 of that damage.
    Aftershock 5—4B (If you played a spell with converted mana cost of 5 or more this turn, you may play this spell for its aftershock cost.)
    If the aftershock cost was paid, put a copy of this creature into play under your control.
    3/4

    Shiya's Assassin 3B
    Creature - Xelion Assassin (Rare)
    X, T: Destroy target creature with a converted mana cost equal to X.
    Gene Splice 1B (As you play a creature spell, you may reveal Shiya’s Assassin from your hand and pay its gene splice cost. If you do, that creature gains one of Shiya’s Assassin’s abilities until the end of your next turn. If the ability refers to Shiya’s Assassin, it refers to that creature’s name instead.)
    2/4

    Shiya's Will 2B
    Sorcery - Arcane (Rare)
    Choose a card in your graveyard. Until end of turn, you may play that card as though it were in your hand.
    Shiya is a master of manipulation and corruption. Her will alone is capable of bringing the dead back from the grave and making the discarded useable again.

    Shiya, Martyr of Zyra 2BBB
    Legendary Creature - Human Sorceress
    B, T, Discard a card: Search your library for a card and put it into your graveyard then shuffle your library.
    1B, T, Discard a card: Target player sacrifices a creature.
    2BB, T, Discard a card: Until end of turn all creatures get -1/-1 for each swamp you control.
    3/4

    Staff of Corruption 0
    Legendary Artifact (Rare)
    (Staff of Corruption is black.)
    Shroud
    Corrupt (You gain control of all permanents with five or more corruption counters on them.)
    If Staff of Corruption is put into your graveyard from play, remove all corruption counters from all creatures in play.

    Stalking Vitial 3B
    Creature - Insect (Common)
    B: Regenerate Stalking Vitial.
    Gene Splice B (As you play a creature spell, you may reveal Stalking Vitial from your hand and pay its gene splice cost. If you do, that creature gains one of Stalking Vitial’s abilities until the end of your next turn. If the ability refers to Stalking Vitial, it refers to that creature’s name instead.)
    2/3

    Teknoid Molderer 1B
    Creature - Xelion Slicer (Common)
    Whenever you play a technology spell you may put a -1/-0 counter on target creature.
    The teknoids, as they are referred to on Zyra, are manipulators of technology. Rather than work toward the benefit of their own kind, they manipulate technology to weaken those around them.
    0/1

    Tombstalker, Zyrian Capital Ship 4BB
    Legendary Artifact Creature - Warship (Rare)
    Flying, trample
    Whenever Tombstalker, Zyrian Capital Ship attacks, you may put target creature card from an opponent’s graveyard into play under your control. (This effect doesn’t end at end of turn.)
    It stalks the skies, corrupting those who oppose the will of Shiya.
    5/5

    Vile Xenomorph 3BB
    Creature - Xenomorph (Uncommon)
    Deathtouch
    Phaseshift 5BB (If you own this card and it is outside of the game, you may play it during your upkeep for its phaseshift cost.)
    1/3

    Warrior of Zyra 2B
    Creature - Xelion Soldier (Common)
    First strike
    Augment 1B (1B: Remove this permanent from the game augmenting target creature.)
    Augmented creature has first strike.
    2/1

    Wretched Decomposer 2B
    Creature - Zombie (Common)
    When Wretched Decomposer comes into play, target creature gets -1/-1 until end of turn.
    Augment 1B (1B: Remove this permanent from the game augmenting target creature.)
    Augmented creature gets -1/-1.
    1/2

    Wurm Machination 5B
    Sorcery - Technology (Uncommon)
    Put a 6/6 black wurm artifact creature token into play. Remove Wurm Machination from the game.
    Phaseshift 6B
    If you paid the phaseshift cost, sacrifice a creature.

    Xelion Corruptor 2BB
    Creature - Xelion Orin (Uncommon)
    At the beginning of your upkeep, put a corruption counter on target creature.
    Whenever a creature is put into a graveyard from play, you may put a corruption counter on target creature.
    2/3

    Xenomorphic Decayer 3B
    Creature - Xenomorph (Uncommon)
    Deathtouch
    Clone 4B (4B, T: Put a creature token into play that is a copy of this creature. The token does not gain this ability. Play this ability only as a sorcery.)
    2/2

    ZBF-09 Deathrender 3BB
    Artifact Creature - Battleframe (Uncommon)
    Fear
    1B: Regenerate ZBF-09 Deathrender.
    Deathrenders are war machines that see use by the Cult of Zyra. They’re notorious for their ability to destroy any object they come in contact with.
    3/4

    ZFC-07 Stalker 3BB
    Artifact Creature - Aircraft (Rare)
    Flying
    Phaseshift 6BB
    When ZFC-07 Stalker comes into play, if you paid its phaseshift cost you may pay any amount of life. If you do, ZFC-07 Stalker’s power is equal to the amount of life paid.
    3/3

    Zyrian Decaying Toxin 2BBB
    Legendary Enchantment (Rare)
    When Zyrian Decaying Toxin comes into play, put a -1/-1 counter on all creatures in play.
    Whenever a creature comes into play, put a -1/-1 counter on that creature.
    At the beginning of your upkeep, put a -1/-1 counter on all creatures in play.

    Zyrian Temple Guard 2B
    Creature - Xelion Guardian (Uncommon)
    Whenever Zyrian Temple Guard attacks, you may put a corruption counter on target creature.
    The Xelion guards of the Temple of Zyra attack you on two fronts. If they can’t kill you, they’ll corrupt you with the Lyntherian Enzyme.
    2/3
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Quote from PlanesJaywalker
    I suppose that's the problem of designing Johnny cards - they're sitting on the line between useless and broken, and it's so hard to judge which one is it unless you've played a tousand games with it. To me, if I find myself cramming in lines of rules text with obscure abilities just to stop some infinite combo, either (1) the card is already a lost cause or (2) bite it, part of the fun (or unfun, depends on which end are you on the combo) is searching for loopholes and abuses in the game.

    Drawing so many cards is something like the reverse quantum physics of Magic design: conventional formulae stop making sense when numbers go above a certain level. It doesn't matter if a card that draws your library costs blue mana or :8mana::symw::symu::symb::symr::symg: because someone is going to break it anyway. That's why they (Wizards) don't do it.

    If it were me, I'd drop the card and put something like ":7mana::symw::symu::symb::symr::symg: - You win the game.". But it's your set.


    You make a decent point. To me, the main problem was that I stupidly costed it at U, which made it VERY hard to deal with in a combo deck centered on this card. I've deleted the obscure text and upped the cards cost to 1UUU. This ensures that it's at least played on turn 4 and the triple blue will make it hard to splash. This allows me to keep the original flavor but now it can be dealt with cause you have a few turns to acquire an answer to this card.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Quote from pokerbob1
    You may be able to get away with it costing 1UU. I don't know how many discard outlets the format will have so you can effectively use this (or how many Spellbook effects there are...10th would be part of your standard of Lor and Planet).

    Also, the lose condition only happens if you discard 40+ cards during the Cleanup Step?


    Should I say Discard phase, cause that's what I meant by that.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Quote from pokerbob1
    How is this for an obscure drawback to prevent shenanegans...

    "Until end of turn, all triggered abilities on spells you play are countered"


    That's a pretty good idea.

    So how's this for the final product:

    Data Overload 1UUU
    Sorcery - Technology (Rare)
    You can’t play Data Overload during your first, second, or third turns of the game.
    Draw fifty cards. If you discard more than forty cards at end of turn, you lose the game.
    Until end of turn all triggered abilities on spells you play are countered.
    Even the most devestating glitch in the network can be turned into an advantage in the right hands.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Quote from Sparta!0
    you can have a deck with more than 60 cards in constructed just to let you know. The combo is still viable. Just think of it as dragonstorm, except it only costs 1, you just have to stall until turn 4 to win.


    I give up, two choices now are to either tell you to get lost or change it and I'm so heartless as to tell something to take a hike just because they're telling the truth.

    So I'm left with change or replacement, can't decide on which at the moment. If you intend to offer suggestions, know this: I fully intend to make every rare playable in some form, you can't balance the original vision for Data Overload then I'll simply replace it.

    Edit: I've changed the casting cost to 1UUU. The way I see it, this pretty much balances it out cause it forces you to essentially tap out to play it on turn four or risk drawing out your deck.

    It's balanced in both Standard and Extended cause Extended has Cabal Therapy and Standard has Thoughtseize, both of which can be played on turn one and nuke this card. If it's monoblack, those cards could be followed up with Extirpate on turn two which will nuke the entire combo. Extended also has Meddling Mage, which can be dropped on turn two and stops this card in its track as well.

    For anything else, since it forces you tap out or wait, against blue it can be countered. If they tap out, white can Tithe it. Red and Green might face some problems, but if it's aggro they might steamroll the combo deck before it can play Data Overload and combo out.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Quote from Sparta!0
    it helps that you're drawing 50 cards.

    With the fixed version: on the fourth turn, barring any shuffle effects or obstinate familiars, you won't have 50 cards left in a 60 card deck.

    The solution? Just play 65 cards. Also waiting until the fourth turn doesn't stop much since it actually gives you more time to make sure you have your 2 combo pieces (an island and data overload).

    My suggestion is to lower the card draw, or significantly up it. Either 20 or 100, I say.


    Tell you what, if someone plays this in casual you have the right to punch them in the face:)

    This card is a niche win if it was in a tournament 60-card standard deck. In casual, yeah...but I shouldn't weaken a card just because it's absurd in casual. That's like saying wizards should nerf the Wish cards because they allow you fetch any card from your collection in casual instead of from your 15 card sideboard that was intended.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Planetside Block
    Quote from Sparta!0
    Turn 1: Play an island, play data overload. Remove 4 simian spirit guides, play 4 rite of flame then play multiple 0 cost spells and grapeshots for the win.

    That's T2 legal if you didn't know.


    intricate combo, card is now fixed.

    Edit: I forgot that when I refer to T2 I mean Lorwyn and Planetside Block. Neither Lorwyn nor Planetside has Storm cards, as such Data Overload can not be a turn 1 win in that T2 format.

    I use the logic that if Planetside was a real set, then Time Spiral block would be pushed into extended. For the sake of balance, and to keep the door open to make a Storm card if I want, I'll keep the change so as to push it into a niche win card rather than insanely good win card.
    Posted in: Custom Set Creation and Discussion
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