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  • posted a message on Names for Custom Split and Fuse Cards
    Updated the list. Turns out we had a few cards on here that already existed as a single card, so they have been removed.

    Otherwise, there still have been no new split cards released since Dragon’s Maze.

    Thanks!
    Posted in: Custom Card Creation
  • posted a message on "I Don't Like You" game.
    Widespread Response U
    Instant
    Counter target spell that targets two or more permanents.
    When you prepare for the worst, you'll often be criticized for being overly prepared.
    Posted in: Custom Card Contests and Games
  • posted a message on Names for Custom Split and Fuse Cards
    I'll add "Yin and Yang" to the list. ("Beginning and End" isn't really an idiom; "Bread and Circuses" is uncommon, I'm not sure many people will understand what is meant and will simply expect a literal circus instead.)
    Posted in: Custom Card Creation
  • posted a message on Names for Custom Split and Fuse Cards
    Quote from R-Shig »
    How about Pros and Cons? I've had that one laying around in my file for a while. Great list, thanks for putting in all this work!
    I added it to the list.

    Thanks! If this turns out to be popular, I’ll make a list for “Or” cards (like Do or Die and Fact or Fiction).
    Posted in: Custom Card Creation
  • posted a message on Names for Custom Split and Fuse Cards
    Common English Idioms for Split Cards
    When designing custom cards, part of the difficulty is coming up with great names. With nearly 15,000 cards many names have already been taken. So I’ve gone ahead and searched for common (and some not-so-common) English idioms that would work well for almost any split card.
    Asterisks (*) indicate the word has been featured on a card before. There has not been a precedent set for re-using an existing card or card half into a new split card - but perhaps you could start one (assuming it’s not previously a permanent spell). Otherwise, heavily consider turning it into a normal, single card (like how Reap and Sow is not a split card).
    Available Names for Split Cards:

    • Abashed and Ashamed
    • Above and Beyond
    • Absolute and Eternal
    • Absorbed and Occupied
    • Aches and Pains
    • Action and Reaction
    • Agony and Despair
    • Aid and Abet
    • Alive* and Kicking
    • Alpha and Omega
    • Apples and Oranges
    • Awe and Reverence*
    • Back and Forth
    • Backwards and Forwards
    • Bait and Switch
    • Ball and Chain
    • Bards and Sages
    • Bare and Meager
    • Beam and Blaze*
    • Beauty and Harmony
    • Bed and Breakfast
    • Before and After
    • Bells and Whistles
    • Belt and Braces
    • Birds and Bees
    • Bite and Sting
    • Bits and Pieces
    • Blood* and Thunder
    • Body and Soul
    • Born and Bred
    • Bow and Scrape
    • Brave and Chivalrous
    • Bread and Butter
    • Bread and Water
    • Brick and Mortar
    • Bright and Early
    • Broad and Deep
    • Business and Pleasure
    • Callous and Impervious
    • Capable and Efficient
    • Carrot and Stick
    • Cat and Mouse
    • Cease and Desist
    • Celerity and Violence
    • Chaos* and Confusion
    • Chapter and Verse
    • Church and State
    • Civilized and Cultured
    • Coaxed and Threatened
    • Comfort and Security
    • Command and Conquer*
    • Conquest and Acquisition
    • Cool and Indifferent
    • Crash* and Burn*
    • Critique and Criticize
    • Cut and Dry
    • Cut and Run
    • Dangers and Pitfalls
    • Dart and Quiver
    • Dashing and Careless
    • Dead* and Buried
    • Death* and Taxes
    • Deception and Cruelty
    • Decline and Decay
    • Defame and Tarnish
    • Desires and Motives
    • Detatched and Isolated
    • Dim and Distant
    • Disdain and Mockery
    • Divide and Conquer*
    • Divide and Rule
    • Doom and Gloom*
    • Down* and Out
    • Draw and Quarter
    • Each and Every
    • Eat and Run
    • Ebb and Flow
    • Envy and Despair
    • Explore* and Examine
    • Fair and Impartial
    • Fair and Square
    • Fame and Fortune
    • Far* and Wide
    • Fast and Furious
    • Fast and Loose
    • Fear* and Bewilderment
    • Final and Irreversible
    • Find and Replace
    • Fine and Dandy
    • Fingers and Thumbs
    • First and Foremost
    • First and Last
    • Fit and Trim
    • Flint and Tinder
    • Flora and Fauna
    • Flotsam and Jetsam
    • Forever and Always
    • Forgive and Forget*
    • Foul and Ominous
    • Free and Clear*
    • Friend and Benefactor
    • Frivolous and Empty
    • Fumbling and Blundering
    • Fuming and Bustling
    • Fun and Games
    • Furrowed and Ragged
    • Fussing and Fuming
    • Gallant and Proud
    • Good and Bad
    • Grace and Dignity
    • Grief and Remorse
    • Hale and Hearty
    • Hammer and Nail
    • Hammer and Tongs
    • Hand and Glove
    • Hard and Fast
    • Hardships and Indignities
    • Head and Shoulders
    • Heart and Soul
    • Hearth and Shrine
    • Hearts and Minds
    • Heaven and Earth
    • Hem and Haw
    • Here and There
    • Heritage and Privilege
    • Heroes and Villains
    • High and Dry
    • High and Low
    • High and Mighty
    • Hill and Dale
    • Hit* and Miss
    • Horse and Cart
    • Hot and Bothered
    • Hot and Cold
    • Hot and Heavy
    • Huff and Puff
    • Hunt and Peck
    • Hustle and Bustle
    • In and Out
    • Incensed and Alarmed
    • Inside and Out
    • Kiss and Tell
    • Kit and Caboodle
    • Kith and Kin
    • Known and Recognized
    • Latent and Lifeless
    • Lavish and Wasteful
    • Law and Order*
    • Leaps and Bounds*
    • Leisure and Tranquility*
    • Liberty and Freedom
    • Light and Dark
    • Listless and Inert
    • Live and Learn
    • Lo and Behold
    • Lock and Key
    • Lock and Load
    • Long and Short
    • Look and Feel
    • Lost and Found
    • Loud and Clear
    • Love and Rememberance
    • Loyal and Devoted
    • Magic and Religion
    • Meat and Potatoes
    • Mix and Match
    • Movers and Shakers
    • Nature and Nurture
    • Neat and Tidy
    • Needs and Demands*
    • New and Improved
    • Nip and Tuck
    • Nook and Cranny
    • Now and Again
    • Now and Then
    • Null and Void*
    • Nuts and Bolts
    • Old and Decrepit
    • One and Done
    • Open and Inviting
    • Out and About
    • Part and Parcel
    • Past and Present
    • Pick and Choose
    • Pick and Mix
    • Pins and Needles
    • Plain and Simple*
    • Pomp and Circumstance
    • Port and Starboard
    • Postage and Handlng
    • Poverty and Wealth
    • Pride and Joy
    • Prim and Proper
    • Pros and Cons
    • Quick and Dirty*
    • Rant and Rave
    • Read and Write
    • Refined and Dignified
    • Rest and Relaxation
    • Rich and Poor
    • Right and Wrong
    • Rise* and Shine
    • Rock and Roll
    • Rough* and Barren
    • Rules and Regulations
    • Run* and Jump
    • Safe and Sound
    • Salt and Pepper
    • Saying and Doing
    • Scientific and Exact
    • Scorn and Loathing
    • Scrimp and Save
    • Search and Rescue*
    • Search and Seizure
    • Seek* and Destroy
    • Shipping and Handling
    • Short and Sweet
    • Skin and Bone
    • Slash and Burn*
    • Slings and Arrows
    • Slip and Slide
    • Slow and Steady
    • Smoke* and Mirrors
    • Song and Dance
    • Spick and Span
    • Stars and Stripes
    • Sticks and Stones
    • Stop and Go
    • Strife and Contention
    • Sum and Substance
    • Surf and Turf
    • Sweet and Sour
    • Tar and Feather
    • Tax and Spend
    • Then and There
    • Thick and Thin
    • Thorough and Effective
    • Thrust and Parry
    • Time and Again
    • Time and Patience
    • Toss and Turn*
    • Town and Country
    • Trials* and Tribulations
    • Tried and Tested
    • Tried and True
    • Trouble* and Strife
    • Unforced and Unchecked
    • Up and About
    • Up and Around
    • Up and Away*
    • Up and Down*
    • Vanities and Vices
    • Vim and Vigor*
    • Wait and See
    • War and Peace
    • Warm and Fuzzy
    • Ways and Means
    • Wealth and Power
    • Well* and Good
    • Wine and Dine
    • Winners and Losers
    • Wrath and Menace
    • Yin and Yang
    • Young and Tender
    Posted in: Custom Card Creation
  • posted a message on "I Don't Like You" game.
    Angelic Overwatch 2WWW
    Enchantment
    Creatures you control with flying have indestructible.
    Posted in: Custom Card Contests and Games
  • posted a message on Sarpadia: Revisiting Fallen Empires
    Alright, time for an update.

    Mechanics

    Two mechanics that are automatically in are creating creature tokens and removing counters on cards for effects. We see this in Thallid and Thrull cards, Goblin Warrens and others.

    Aside from those two, what mechanics do you think I should try to recycle here?

    First, a couple of things to think about:

    • Fallen Empires is a tribal set, mostly. So what other sets were noticeably tribal? Scourge and Lorwyn/Morningtide, certainly. Chances are there are mechanics in those sets that may work well here (Champion, Kinship, Reinforce, or Storm?)
    • Wizards has said that "Tribal" types are definitely out. Never again. (But that doesn't mean we can't still have a tribal theme.)
    • Unlike the Lorwyn block, Fallen Empires doesn't focus much on classes, only on races. So some mechanics (like Prowl) may not work so as well. (Interestingly enough, this could be considered for Biscuits. If we're having fewer factions in the first set, classes are another way to diversify the cards.)
    • I am open to adding a major mechanic, but I figure it may be best to see what's missing first, and develop around that. Also, there's no need to try and re-invent everything, either.

    So, what mechanics would you like to see in a tribal theme set? And if you were to take a look at the existing Fallen Empires cards, if added, what kind of mechanics on additional cards might work well?
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sarpadia: Revisiting Fallen Empires
    Quote from Jetvans »
    Hey! Just wanted to say I enjoyed reading through this and really like your writing style. This seems fun and I think it's a fantastic idea.

    About the card Bethan Leitbur, I think the wording should be: "Prevent all combat damage that would be dealt to target creature you control this turn."
    Thanks! And good catch; you're right about the wording.
    Thallids definitely seem like the most developed tribe due to their presence in Time Spiral block. I wonder what types of strategies you'll have in mind for the others? Will you be using any new mechanics, or not in order to stay true to the original sets?
    I'm not opposed to including some new mechanics. I think the three counters and sacrifice can be used with other tribes as well. Also, I kind of like Empty the Warrens which uses Storm, so I'm playing around with using the Storm mechanic on a handful of cards. But yes, there could be room for one or two more mechanics between Biscuits and Gravy.

    I've also been re-thinking the storage lands. I think the original storage lands may be better. I'll have to see how things play out. The next step is creating commons for the colors.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sarpadia: Revisiting Fallen Empires
    I will now go over each color, list out cards and showcase some new ones.

    White: Soldiers and Zealots

    White is home to the race of Humans, living in a kingdom called Icatia. There is a triangle of adversaries fighting here: Soldiers, Zealots and the Thrulls.

    I'll be updating this post later, but for now, here's a teaser:
    Bethan Leitbur
    2WWW
    Legendary Creature - Human Cleric Knight
    Vigilance
    Creatures you control have protection from black.
    T: Prevent all combat damage that would be dealt to target creature this turn.
    3/3
    The founder of The Order, Leitbur was deified by his people long after his death.

    A cleric-knight, Bethan Leitbur can attack and heal at the same time, while fending off the forces of evil and chaos. (Too powerful? I could change him to just Pro-Black.) Pro-Black only now, and can heal any creature. This fits better flavor-wise with Order of Leitbur (Pro-Black) and other legendary clerics in the multiverse.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sarpadia: Revisiting Fallen Empires
    Hey, thanks!

    I'm looking forward to custom cards too! There will definitely be new ones, and I'm open to suggestions.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sarpadia: Revisiting Fallen Empires
    Fallen Empires cards to consider for inclusion

    In the last post, I wrote about the cards which I could not include for reprint. Now, I'll go over the cards which deserve a spot in a Sarpadian set. But first, I want to briefly go over the cards I do not want in my set, and reasons for them.

    Cards I'm choosing not to use
    I'm not about to bring back banding, so all the banding cards are out. Possibly Soldiers with another ability, like vigilance, would work well in their place.

    Wizards has said they would either like to use +1/+1 counters or -1/-1 counters in a set, but preferably not both, and no other types of counters. I think +1/+1 counters work better here in the weenie tribal theme, so that means any other buff/anti-buff counters are out the window.

    The cycle of storage lands I'm thinking of using in place of the originals are the Time Spiral dual-color storage lands. I don't think this has to violate my monocolor decree fir Gravy, but, it could still go into Biscuits anyway.

    I'd like to leave out Orgg in favor of one or more redesigned Orggs. There are a few variants, so why not create another?

    Lastly, Fallen Empires features many cards that have optional counter-payments, which tends to be needlessly complicated. Most cards with this wording are out.

    Cards I'm choosing not to use printed from other sets
    These cards were printed specifically in the flavor of Fallen Empires.

    Now let's take a look at the cards that are worth consideration.
    Combat Medic
    2W
    Creature - Human Cleric Soldier
    1W: Prevent the next 1 damage that would be dealt to target creature or player this turn.
    0/2
    I'm still on the fence with this card.

    The unlimited activated ability for healing isn't something often done in Magic, but I think it's appropriately priced, if slightly on the weaker end.
    Icatian Javelineers
    W
    Creature - Human Solider
    Icatian Javelineers enters the battlefield with a javelin counter on it.
    T, Remove a javelin counter from Icatian Javelineers: Icatian Javelineers deals 1 damage to target creature or player.
    1/1
    Icatian Javelineers has been reprinted already a couple times. It was one of several cards from Fallen Empires featured in Time Spiral. It was also reprinted in Kiora vs. Elspeth.

    Icatian Javelineers does a few things well. Firstly, it makes use of the "remove-a-counter" mechanic. It's a Soldier card that has a minor ability of being able to zap for 1 damage, one time. I don't think it's a coincidence that there are a larger number of creatures with 2 toughness in the original set - and Icatian Javelineers aren't the only card that can zap for 1 damage, either.

    The fact that it can only deal 1 damage once says to me it is safe from bleeding too much into red. And hey, we just don't have many Javelineers in the multiverse. It's exciting - or at least as much as a 1/1 common can be, anyway.
    Icatian Priest
    W
    Creature - Soldier
    1WW: Target creature gets +1/+1 until end of turn.
    1/1
    This was reprinted in Tenth Edition and Divine vs. Demonic. Surprisingly, white has had few cards that give any creature a bonus as an unlimited activated ability. Zhalfirin Commander is likely loosely based off of Icatian Priest.

    I think this card would work fine in either Biscuits or Gravy.
    Order of Leitbur
    WW
    Creature - Human Cleric Knight
    Protection from black
    W: Order of Leitbur gains first strike until end of turn.
    WW: Order of Leitbur gets +1/+0 until end of turn.
    2/1
    This card was popular back in the day as people felt it was just a tad stronger than White Knight.

    Normally the firebreathing ability is in red, but it is a rather iconic card, and the Order of Leitbur is significant. So I'm going to make an exception here, and take its counterpart too, Order of the Ebon Hand.
    Vodalian Mage
    2U
    Creature - Merfolk Wizard
    U, T: Counter target spell unless its controller pays 1.
    1/1
    This has been redone with Disruptive Student and Disruptive Pitmage. That being said, I believe Wizards is moving away from the activated ability counterspells. I'm leaning towards keeping it.
    Mindstab Thrull
    1BB
    Creature - Thrull
    Whenever Mindstab Thrull attacks and isn't blocked, you may sacrifice it. If you do, defending player discards three cards.
    2/2
    One of the better Thrulls in the set. Discard suits black fine, and three cards? Reprinted in Fifth Edition, I think it's one of the better Thrulls to keep. Also besties with Necrite.
    Necrite
    1BB
    Cretaure - Thrull
    Whenever Necrite attacks and isn't blocked, you may sacrifice it. If you do, destroy target creature defending player controls. It can't be regenerated.
    2/2
    Brother to Mindstab Thrull, a 2/2 with a Terror trigger isn't too bad. Technically cheaper yet weaker than Nekrataal. Another Fifth Edition reprint. (Stay away from the Drew Tucker variant.)
    Order of the Ebon Hand
    BB
    Creature - Cleric Knight
    Protection from white
    B: Order of the Ebon Hand gains first strike until end of turn.
    BB: Order of the Ebon Hand gets +1/+0 until end of turn.
    2/1
    As I explained earlier, Order of the Ebon Hand was a popular card that found itself in many tournament decks in its day. Iconic and well-priced. The firebreathing ability can sometimes bleed into black, as can first strike, so it still fits okay.
    Thrull Retainer
    B
    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +1/+1.
    Sacrifice Thrull Retainer: Regenerate enchanted creature.
    A simple card that plays into the sacrifical nature of Thrulls. Reprinted previously in Fifth Edition.
    Brassclaw Orcs
    2R
    Creature - Orc
    Brassclaw Orcs can't block creatures with power 2 or greater.
    3/2
    Costs 1 more than Goblin Raider but has 1 better power and can block some creatures. Joins the cast of cards printed in Fifth Edition. This is a good card for Orc tribal.
    Goblin Grenade
    R
    Sorcery
    As an additional cost to cast Goblin Grenade, sacrifice a Goblin.
    Goblin Grenade deals 5 damage to target creature or player.
    One of the sets better cards, it finds a home easily in almost any Goblin deck. It was picked up in Magic 2012. If it gets included, we will need numerous Goblins to complement it.
    Goblin War Drums
    2R
    Enchantment
    Each creature you control can't be blocked except by two or more creatures.
    Reprinted in both Fifth Edition and Seventh Edition, it's a straightforward effect that provides some interesting strategy with a weenie theme.
    Goblin Warrens
    2R
    Enchantment
    2R, Sacrifice two Goblins: Put three 1/1 red Goblin creature tokens onto the battlefield.
    Just as creatures and token spells have gotten more powerful with time, and with newer cards in the multiverse now handling more enter-the-battlefield effects, Goblin Warrens gets a little bit of power back. An acceptable Goblin factory when mana is plentiful, Goblin Warrens will give players more reasons to play a Goblin deck.
    Orcish Spy
    R
    Creature - Orc Rogue
    T: Look at the top three cards of target player's library.
    1/1
    Not too powerful yet very utilitarian. Red does library look-ahead effects (typically with just the top card of the library) so this isn't a large stretch for Orcish Spy. This will likely be one of very few dirt cheap Orcs.
    Night Soil
    GG
    Enchantment
    1, Exile two creature cards from a single graveyard: Put a 1/1 green Saproling creature token onto the battlefield.
    Some graveyard hate from back in the day that likely ended up being very narrow, this card could be much more important today with alternatives such as reclaiming cards or paying for flashback. Was wisely reprinted for Commander 2013.
    Thallid
    G
    Creature - Fungus
    At the beginning of your upkeep, put a spore counter on Thallid.
    Remove three spore counters from Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
    1/1
    Good old Thallid! The original Saproling generator, this card perfectly captures the three-counter mechanic while carrying its rich flavor.
    Dwarven Ruins
    Land
    Dwarven Ruins enters the battlefield tapped.
    T: Add R to your mana pool.
    T, Sacrifice Dwarven Ruins: Add RR to your mana pool.
    Ebon Stronghold
    Land
    Ebon Stronghold enters the battlefield tapped.
    T: Add B to your mana pool.
    T, Sacrifice Ebon Stronghold: Add BB to your mana pool.
    Havenwood Battleground
    Land
    Dwarven Ruins enters the battlefield tapped.
    T: Add G to your mana pool.
    T, Sacrifice Havenwood Battleground: Add GG to your mana pool.
    Ruins of Trokair
    Land
    Ruins of Trokair enters the battlefield tapped.
    T: Add W to your mana pool.
    T, Sacrifice Ruins of Trokair: Add WW to your mana pool.
    Svyelunite Temple
    Land
    Svyelunite Temple enters the battlefield tapped.
    T: Add U to your mana pool.
    T, Sacrifice Svyelunite Temple: Add UU to your mana pool.
    This cycle of nonbasic lands are some of the best designed cards in Fallen Empires. Functional, simple, and just powerful enough, many of these were rightfully reprinted. These most definitely belong in Gravy.

    Cards considering from Time Spiral block
    Turns out there are a decent number of cards from Time Spiral that could work well in Biscuits and Gravy. I'll go over them here.
    Empress Galina
    3UU
    Legendary Creature - Merfolk
    UU, T: Gain control of target legendary permanent.
    1/3
    The story behind Empress Galina is she is the leader of the Merfolk in Vodalia. She is able to escape with a collection of Merfolk through a portal, and end up in another continent in another time.

    The only benefit to using her is if I include many legendary permanents (which is a possibility) she could play nicely. Otherwise, now is my opportunity to make "Empress Galina of Vodalia" or similar sounding card.
    Endrek Sahr, Master Breeder
    4B
    Legendary Creature - Human Wizard
    Whenever you cast a creature spell, put X 1/1 black Thrull creature tokens onto the battlefield, where X is that spell's converted mana cost.
    When you control seven or more Thrulls, sacrifice Endrek Sahr, Master Breeder.
    2/2
    As already mentioned, Endrek Sahr, the thrull breeder, is perfect for this set.
    Deathspore Thallid
    1B
    Creature - Zombie Fungus
    At the beginning of your upkeep, put a spore counter on Deathspore Thallid.
    Remove three spore counters from Deathspore Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
    Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
    2/2
    Why not have a Thallid in black? I kind of like the idea. Not sure if having just one Zombie in the set is an odd idea, but it still is a Fungus, so perhaps that's not a large issue.
    Empty the Warrens
    3R
    Sorcery
    Put two 1/1 red Goblin creature tokens onto the battlefield.
    Storm
    I like this card, but only if I include some other Storm cards into the sets.
    Havenwood Wurm
    6G
    Creature - Wurm
    Flash
    Trample
    5/6
    A nice, beatdown Green creature that's not a Thallid. Could go into Biscuits.
    Psychotrope Thallid
    2G
    Creature - Fungus
    At the beginning of your upkeep, put a spore counter on Psychotrope Thallid.
    Remove three spore counters from Psychotrope Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
    1, Sacrifice a Saproling: Draw a card.
    1/1
    Yes, please! I like the idea of a drawing card mechanism.
    Savage Thallid
    3GG
    Creature - Fungus
    At the beginning of your upkeep, put a spore counter on Savage Thallid.
    Remove three spore counters from Savage Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
    Sacrifice a Saproling: Regenerate target Fungus.
    5/2
    I love this card - a large Thallid that fills the void of Feral Thallid.
    Sporesower Thallid
    2GG
    Creature - Fungus
    At the beginning of your upkeep, put a spore counter on each Fungus you control.
    Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
    4/4
    Putting spore counters on each Fungus? Now that's fairly powerful ability, and I like it.
    Thallid Germinator
    2G
    Creature - Fungus
    At the beginning of your upkeep, put a spore counter on Thallid Germinator.
    Remove three spore counters from Thallid Germinator: Put a 1/1 green Saproling creature token onto the battlefield.
    Sacrifice a Saproling: Target creature gets +1/+1 until end of turn.
    2/2
    Marginally better than Thallid Devourer, and without the awkward "+1/+2" wording.
    Thallid Shell-Dweller
    1G
    Creature - Fungus
    Defender
    At the beginning of your upkeep, put a spore counter on Thallid Shell-Dweller.
    Remove three spore counters from Thallid Shell-Dweller: Put a 1/1 green Saproling creature token onto the battlefield.
    0/5
    Finally, we now have a Thallid wall! Excited.
    Thelon of Havenwood
    GG
    Legendary Creature - Elf Druid
    Each Fungus creature gets +1/+1 for each spore counter on it.
    BG, Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield.
    2/2
    A cheap, useful, Elf/Fungus legend. The Black/Green ability is interesting, yet it's still a mono-Green creature. I like what's going on here, though, and I think it would work well.
    Tukatongue Thallid
    G
    Creature - Fungus
    When Tukatongue Thallid dies, put a 1/1 green Saproling creature token onto the battlefield.
    1/1
    Is the Tukatongue tree native only to Jund? If not, then this simple Thallid would be nice to have.
    Vitaspore Thallid
    1G
    Creature - Fungus
    At the beginning of your upkeep, put a spore counter on Vitaspore Thallid.
    Remove three spore counters from Vitaspore Thallid: Put a 1/1 green Saproling creature token onto the battlefield.
    Sacrifice a Saproling: Target creature gains haste until end of turn.
    1/1
    Haste-giver adds some more richness to our Thallid army.
    Flagstones of Trokair
    Legendary Land
    T: Add W to your mana pool.
    When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card and put it onto the battlefield tapped. If you do, shuffle your library.
    This is a card that sells for around $10 since it's fairly powerful and has good utility. Wizards has said White is okay to have land tutoring second to Green, which is why I'm inclined to have this in the set, and simply come up with some other legendary lands for the other colors. Still, "City of Icatia" or "Town of Montford" could easily be done, too - I can only fit in so many legendary lands!
    Calciform Pools
    Land
    T: Add 1 to your mana pool
    1, T: Put a storage counter on Calciform Pools.
    1, Remove X storage counters from Calciform Pools: Add X mana in any combination of W and/or U to your mana pool.
    Dreadship Reef
    Land
    T: Add 1 to your mana pool
    1, T: Put a storage counter on Dreadship Reef.
    1, Remove X storage counters from Dreadship Reef: Add X mana in any combination of U and/or B to your mana pool.
    Fungal Reaches
    Land
    T: Add 1 to your mana pool
    1, T: Put a storage counter on Fungal Reaches.
    1, Remove X storage counters from Fungal Reaches: Add X mana in any combination of R and/or G to your mana pool.
    Molten Slagheap
    Land
    T: Add 1 to your mana pool
    1, T: Put a storage counter on Molten Slagheap.
    1, Remove X storage counters from Molten Slagheap: Add X mana in any combination of B and/or R to your mana pool.
    Saltcrusted Steppe
    Land
    T: Add 1 to your mana pool
    1, T: Put a storage counter on Saltcrusted Steppe.
    1, Remove X storage counters from Saltcrusted Steppe: Add X mana in any combination of G and/or W to your mana pool.
    I like the idea of having the original storage lands but making them dual color. This would hopefully make it slightly easier to play multiple colors/tribes while still keeping with the monocolor emphasis. Might go better into Biscuits.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sarpadia: Revisiting Fallen Empires
    Biscuits and Gravy block plan

    I'm fairly certain this will end up being called the Sarpadia block, or have "Sarpadia" in the name somewhere, however, I'm waiting on naming the sets just at first. So, until they're properly named, the first set we'll give the nickname Biscuits, and the second one Gravy. Mmm, biscuits and gravy!

    Fallen Empires is a 187-card expansion set, though really, before all the alternate art cards, only 102 cards are functionally unique. It is a very small set, and never designed to be one that stands alone. As I've mentioned before, seeing how Wizards is transitioning to a two-set block, I need two sets. It make sense to me to have this set take place after a large set, detailing the glory of Sarpadia, before its ultimate fall from grace.

    Therefore, the first set will be a large set, between 249-279 cards, while the second set, the spiritual replacement to Fallen Empires, will be a smaller set, likely in the neighborhood of 145-185 cards.

    • I'm envisioning one or two generations of time between Biscuits and Gravy.
    • Seeing how Fallen Empires is monocolored and plays up the tribal aspect, I want to protect this. So Gravy must not have any multicolor cards in it, and likely Biscuits too - but I'll table that second decision later.
    • I want to be sure to focus on the invaders in Gravy as they won't be included in Biscuits, and the "home team" tribes will be heavily featured in Biscuits too. Therefore, Homarids, Thrulls, Goblins, Orcs and Thallids need to be present. Zealots are likely to be a threat here, I'm just not exactly certain how they fit in, as it feels less tribal than Merfolk or Elves, for example, and potentially could belong in Biscuits too. I'll think more about this.
    • Each tribe needs at least one leader. We do have mention of some of the heroes of these times in the flavor text, so expect to see faces like Bethan Leitbur and Ivra Jursdotter.
    • Endrek Sahr, Master Breeder will make an appearance. (Yes, you can all rejoice now!)
    • Cards that capture great flavor or are great cards aside from being costed poorly or containing an unnecessary drawback could be redesigned into new and better variations.
    • Counters and tokens are crucial to the set and will absolutely have a place. I definitely want to feature the Thallid mechanic (three counters and remove them) as well as playing up Thrulls and doing interesting things with them.
    Reprinting original cards
    If I'm trying to capture the spirit of the original set (hint: I am), it makes sense to use some of the cards again. Clearly, many cards are just plain bad. Icatian Town is overpriced. Deep Spawn sucks. Cards like Heroism and Raiding Party are just plain complicated! But certainly, there are a few outstanding cards we can take... right?

    Good cards on the Reserved List
    Some cards are worth keeping... if only they weren't on the Reserved List. Remember, up until Mercadian Masques, Rare cards which weren't reprinted soon thereafter were automatically added to the Reserved List.

    I think it's worthwhile to identify some of the good cards we can't take, as we can then establish more parameters to making the set. It could also influence other choices. And, of course, they could still be reworked into new cards.
    Hand of Justice
    5W
    Creature - Avatar
    T: Tap three untapped white creatures you control: Destroy target creature.
    2/6
    This is a little unusual for a white ability. 6 mana also feels high. It fits black a little better, so perhaps it's just as well it can't be reprinted.
    Icatian Lieutenant
    WW
    Creature - Soldier
    1W: Target Soldier creature gets +1/+0 until end of turn.
    1/2
    This creature does fit well in a tribal Soldier theme, though the firebreathing ability is more red than white.
    Homarid Shaman
    2UU
    Creature - Homarid Shaman
    U: Tap target green creature.
    2/1
    This has got to be one of the very few cards that has a multiple word type line that is exactly the same as the card name.

    4 mana is a bit pricey, even with the hosing against green. But believe it or not, it's still one of the better Homarids here in the set.
    Vodalian Knights
    1UU
    Creature - Merfolk Knight
    First strike
    Vodalian Knights can't attack unless defending player controls an Island.
    When you control no Islands, sacrifice Vodalian Knights.
    U: Vodalian Knights gains flying until end of turn.
    2/2
    Wait... a flying merfolk... on a seahorse mount? Friggin' awesome!

    A nice creature that has islandhome, first strike and can get flying. Islandhome is something that's done anymore, and first strike is typically a white or red ability. Perhaps could be turned into a white-blue creature, if multicolored is something I end up doing at all in the block.
    Vodalian War Machine
    1UU
    Creature - Wall
    Defender
    Tap an untapped Merfolk you control: Vodalian War Machine can attack this turn as though it didn't have defender.
    Tap an untapped Merfolk you control: Vodalian War Machine gets +2/+1 until end of turn.
    When Vodalian War Machine dies, destroy all Merfolk tapped this turn to pay for its abilities.
    0/4
    A wall that can attack, and gets a bonus per merfolk tapped. Then, in typical early Magic fashion, destroy the creatures. I feel like this type of card, if made today may end up as an artifact creature, and that might be something to consider in its place.

    By the way, for whatever unexplained reason, I am a fan of this art.
    Thrull Champion
    4B
    Creature - Thrull
    Thrull creatures get +1/+1.
    T: Gain control of target Thrull for as long as you control Thrull Champion.
    2/2
    Every tribe needs its champion or lord, and this almost fits the bill. It's curious to find a champion with only one devotion to its color, however.

    I would love to have a "Lord of the Thrulls." Unfortunately, Thrull Champion has a narrow ability in that only works if other players have Thrulls, so a better Thrull lord may be necessary - and someone other than Endrek Sahr, Master Breeder.
    Tourach's Gate
    1BB
    Enchantment - Aura
    Enchant land you control
    Sacrifice a Thrull: Put three time counters on Tourach's Gate.
    At the beginning of your upkeep, remove a time counter from Tourach's Gate. If there are no time counters on Tourach's Gate, sacrifice it.
    Tap enchanted land: Attacking creatures you control get +2/-1 until end of turn. Activate this ability only if enchanted land is untapped.
    An interesting ability that lets you sacrifice thrulls to boost all your attacking creatures. This is a black ability, though it's very interesting to see this as a land aura. I forsee possibly a simpler ability in a nonbasic land. We'll see.
    Dwarven Armorer
    R
    Creature - Dwarf
    R, T, Discard a card: Put a +0/+1 counter or a +1/+0 counter on target creature.
    0/2
    Reminds me a little of Dwarven Weaponsmith. Costed fairly, the presence of so many different types of counters, however, is a no-go these days. There may be room for a similar ability in a Dwarf.

    I firmly believe we need more Dwarves in the Magic multiverse!
    Elvish Farmer
    1G
    Creature - Elf
    At the beginning of your upkeep, put a spore counter on Elvish Farmer.
    Remove three spore counters from Elvish Farmer: Put a 1/1 green Saproling creature token onto the battlefield.
    Sacrifice a Saproling: You gain 2 life.
    0/2
    I like this card. It fits in with the Thallid three-counter mechanic nicely.
    Fungal Bloom
    GG
    Enchantment
    GG: Put a spore counter on target Fungus.
    A nice, simple card that generates spore counters. I'm not sure if this is properly costed - perhaps it would be? I think perhaps instants or sorceries generating spore tokens may be better, or tapping abilities on lands or creatures so it can't be taken advantage of too much.
    Thelonite Monk
    2GG
    Creature - Insect Monk Cleric
    T, Sacrifice a green creature: Target land becomes a Forest. (This effect lasts indefinitely.)
    1/2
    An insect monk? Well, I suppose we've seen stranger things before...

    This card is overpriced. Changing a land to a forest is a very good ability, however, and the indefinite aspect is unusual, certainly for cards these days. I'm not sure if this will be missed greatly, but if insect monks existed in Fallen Empires then perhaps there is room for more insect monks.
    Aeolipile
    2
    Artifact
    1, T, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player.
    An artifact that lets you sacrifice to deal 2 points of damage to a creature or player, this isn't a terrible card. Since then, it has functionally been adopted in Barbarian Ring (Odyssey) and Blazing Torch (Zendikar and Innistrad).
    Balm of Restoration
    2
    Artifact
    1, T, Sacrifice Balm of Restoration: Choose one -
    • You gain 2 life.
    • Prevent the next 2 damage that would be dealt to target creature or player this turn.
    An artifact just like Aeolipile, except it prevents 2 points or lets you gain 2 life. Nothing functionally similar since.
    Elven Lyre
    2
    Artifact
    1, T, Sacrifice Elven Lyre: Target creature gets +2/+2 until end of turn.
    Back when Wizards was divided on "elven" versus "elvish." In Fallen Empires, "elven" was only used for noncreature cards.

    I love the artwork, the flavor, the simplicity and the utility of this card. It is a real shame I can't take this card.
    Implements of Sacrifice
    2
    Artifact
    1, T, Sacrifice Implements of Sacrifice: Add two mana of any one color to your mana pool.
    A decent card that's strictly better than Astrolabe. The various eggs from Prophecy are close, as well as Terrarion, a common from Ravnica.
    Spirit Shield
    3
    Artifact
    You may choose not to untap Spirit Shield during your untap step.
    2, T: Target creature gets +0/+2 for as long as Spirit Shield remains tapped.
    Really, this is equipment before there was "Equipment." Spidersilk Net is one more recent example. Opportunity here for some equipment flavor-wise, perhaps adding an ability or tweaking its power level slightly.
    Zelyon Sword
    3
    Artifact
    You may choose not to untap Zelyon Sword during your untap step.
    3, T: Target creature gets +2/+0 for as long as Zelyon Sword remains tapped.
    In the same vein as Spirit Shield. Another vote for equipment in the block.
    Rainbow Vale
    Land
    T: Add one mana of any color to your mana pool. An opponent gains control of Rainbow Vale at the beginning of the next end step.
    A land that can produce one mana of any color, but passes to another player. It wasn't worded well in my opinion, as, if it would be activated during an end step, the trigger would wait one additional turn.

    It's possible this is a card that could be redone with better rules. Perhaps this land, reworked, could find a home in Biscuits.

    Up next:
    • I'll go over the good cards that deserve to be reprinted into Biscuits and Gravy.
    • More planning of the tribes, colors and rarities.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sarpadia: Revisiting Fallen Empires


    Sarpadia: Revisiting Fallen Empires
    Fallen Empires, the fifth Magic expansion, was released in November 1994 and took creature generation to a new level. The 187-card set met with mixed reviews from players, and controversy over the set's effectiveness still rages on.
    It's no secret Fallen Empires was a disappointment.

    It was the newest set when I started playing in late 1994, and at the time, cost about $1.45 for an 8-card booster pack (which felt like a good deal at the time for this twelve-year old kid). So these were the cards I collected, and being new and young, I though it was awesome.

    However, Fallen Empires is grossly underpowered. Cards from the set are virtually worthless today. Wizards printed far too many, partly as they couldn't print enough from previous sets to keep up with demand, so they were guessing; partly as retailers requested more than they needed in case they only got a small amount of that request. At the time, Wizards was also still learning how to properly design and develop a Magic expansion set. Play-testing the cards wasn't a task that was afforded the time back then.

    Yet it could be argued that it is very under-estimated as a set. Fallen Empires is arguably the first tribal set, featuring soldiers and zealots, merfolk and homarids, thrulls, dwarves, goblins and orcs, elves and fungi. Cards gave bonsues to others creatures of specific creature types. This adds great flavor to the set. And although at times inconsistent, much of the artwork is of the greatest quality we've seen on cards, which especially rang true 20 years ago. Ron Spencer's thrulls and thallids are fantastic examples.

    Is it a bad set? Yes. But what if Fallen Empires were released today, some 20 years later? What whould it look like? With the knowledge of card and set design, could it be truly awesome?

    Well, that's just silly. Instead of playing the "What If?" game, let's just redesign it ourselves already!

    Redesigning Fallen Empires
    I'm setting out to do the impossible (well, okay, not really - though I'm sure it won't be easy). I'll be redesigning Fallen Empires while doing my best to keep true to the lore, the feel and original goals of the set.
    Ground rules
    • I will produce a set that is its own set, though perhaps similarly titled, not exactly titled "Fallen Empires" as to cause confusion. Instead, it will simply supplant it.
    • I must honor the spirit of the set. I must not make radical changes. It should still feel like Fallen Empires.
    • I may not rewrite Magic storylines or changing existing characters.
    • I may use cards from the original set, but I may not reuse cards that are now on the Reserved List.
    Fallen Empires block?
    Now that I've gotten that out of the way, let's look at how Wizards does things.

    It was just communicated recently (2014) that Wizards is switching to a two-set block design. Various sensible reasons were cited. If Fallen Empires were released today, then there would need to be two sets.

    Two sets? Well alright then!

    Seeing that this is the fall of many empires on the continent of Sarpadia, and that we know very little about the people on the continent beforehand, it makes sense to have Fallen Empires as the second set of a two-set block, and a new set contrasting to how things were before all the strife. This will be intriguing, as I'll not only be designing two sets, but also starting with the second one first.

    Up next:
    • I'll create a basic plan for the block.
    • I'll go over the cards worth keeping for inclusion from the original Fallen Empires and supplementary cards from Time Spiral.

    Illustration credits
    Rainbow Vale: Kaja Foglio; Ruins of Trokair, Svyelunite Temple, Ebon Stronghold, Dwarven Ruins, Havenwood Battleground: Mark Poole; Icatian Stores, Sand Silos, Bottomless Pit, Dwarven Hold, Hollow Tress: Pat Morrissey
    Posted in: Custom Set Creation and Discussion
  • posted a message on Archivist: The readable, visual deck aid
    Quote from minouris »
    That's very cool - I like it a lot Smile
    Thanks!

    Quote from minouris
    I notice you've got a little bit of white border around some of your images - have you thought of scaling your crops to slightly larger than the image frame so it's eliminated?
    Yeah, I need to resize the cropped images. There was an issue during my initial batch image conversion, but I'm in the process of fixing them, and also getting the missing artwork for a handful of cards.

    Quote from minouris
    I'd also use a sans-serif font for the card text, preferably one of the standard, boring web fonts like Verdana - boring, I know, but I found that at the default zoom the text was a little hard to read. Using a serifless font would make the text easier to read at small sizes Smile
    Hmm, possibly that could work. For now, I've increased the sizes a bit, but I could maybe see somewhere a checkbox to show it in a sans-serif font instead.
    Posted in: Third Party Products
  • posted a message on Archivist: The readable, visual deck aid
    Archivist
    The readable, visual deck aid



    (Link)

    I discovered most deck builders suffer from having either super small card pics that are hard to read the rules text, don’t have pictures, or have large pictures which you have to wait considerably for each to download, and can only view one at a time. Using them was not fun!

    I thought for a while about what it would take to generate cards dynamically. I figured it was totally doable. The more I thought about the cards, I realized much of what is printed is fluff — some cards have an abundance of reminder text and flavor text which could be left off entirely. So I spent the last few weeks trying to re-create cards… and I think the result is better than I imagined.

    Keep in mind this is a little rough. It’s definitely a work in progress.

    Features
    • Strong, graphical interaction with cards
    • Very small overhead for graphics (~2 MB for frames and symbols; card images average 16 KB each on-demand)
    • Support for nearly all tournament-legal cards (no — I am not going to even try to render “Un” sets!)
    • Support for generic deck lists and multiples of given cards
    • Fully scalable cards, readable at small sizes, larger sizes may allow for proxies
    • Consistency with all cards rendered using newer 2014 card frames
    • Rendered in Plantin web font by license
    • No reminder text and flavor text dramatically improves readability

    Known Issues
    • Image loading needs optimization
    • Alternate art, versions not available
    • Lacking support for sets, rarity, collector number and illustrator credits (though at the very least I really want the artist credit here)
    • Split cards, flip cards and dual-facing cards are not fully-supported yet
    • Planeswalkers frames are missing
    • Colored frames on lands which produce mana are missing
    • Color-specific gradient frames are missing from two-color cards
    • Cards are not printable (a change back to using <canvas> may improve this)
    • Collision happens with the power and toughness box
    • Hybrid mana isn’t perfectly-sized with the rules text
    • Some pictures are missing and pictures aren’t perfectly sized (fix in the works)
    • Stars for power and toughness aren’t sized correctly in all browsers

    Future
    I’d like to turn this into a deck builder and provide more information, but the goal is to keep this as simple as possible. I want people to be able to save decks like a pastebin and take advantage of the visual appeal by being able to truly see a deck. It would be nice to be able to simulate drawing sample hands for decks. Finally, I want to pair this with a smart database to find, compare and suggest similar cards.

    Feedback
    So what do you think? I’m taking this slowly on purpose but I wouldn’t mind your criticisms. Certainly it’s lacking many features. Anything is okay at this point, and if you think I should push this into an entirely different direction I haven’t thought of, I’m open to your thoughts.

    Thanks!
    Posted in: Third Party Products
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