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  • posted a message on Exalted RPG: The Block. Currently: Jade Prison Breakout [JPB] (100/270) + Image gallery
    I didn't give up.

    I didn't, honest! It's just that I completely underestimated how long it would take me to get art for everything. I got demotivated... but I made a promise to myself that it'd get done before the end of the year, and here we are now.

    So, yeah. I now have art for the 100 common cards. Not satisfied with all of my choices, but at some point you gotta stop and realize you can't have everything going your way.

    Click here to access the Commons image gallery.

    Some changes were made, as well; mostly in flavor text to fit the art better, but also in power level. Wood Aspect Survivalist's text was partially given to Blade Vine, instead; and Raptor Cat lost a point of toughness. I'll update the text list as soon as possible.

    But... there we are, at long last. Sheesh! Now I can create some more cards, at least. That's the fun part.
    Posted in: Custom Set Creation and Discussion
  • posted a message on [MMORP&CCCG] The Kings of Oza - Signups Open - Ch.4 - Last GM Post: #106
    Johari was upset to hear the words of the one who had followed them there. Immediately, he reconsidered their options; if they let that threat alone, then surely more people would die - then their entire mission would've been pointless.

    "Can we really leave this threat alone?" he asked, turning towards Kylie. "If there's even the slightest chance to stop all of this, then..."

    Johari, Nahiri's Healer WW
    Legendary Creature - Rhino Monk (R)
    Lifelink, vigilance
    W,T: Target creature gets +0/+5 until end of turn. Activate this ability only if Johari is equipped.
    2/2

    XP: 28/30
    Mana pool: 3WWWWWWWGG
    Inventory & Equipment: None
    Posted in: Custom Card Contests and Games
  • posted a message on [MMORP&CCCG] The Kings of Oza - Signups Open - Ch.4 - Last GM Post: #106
    ...He had failed.

    It had all been so sudden. Johari had tried every magic that he had learned, and even some that he hadn't fully mastered at all, just to try and find a way to stop the sudden sickness that they had caught. But it was all in vain. Drenched in sweat, he only had the bodies of the deceased to stare at, horror creeping up his spine as he looked at those he had failed. What had they done to deserve such a Fate, and why hadn't he been able to help them?

    "...This place is cursed," the Rhox whispered, not taking his eyes off the soldiers. "We should consecrate the bodies of those we lost before leaving. The darkness within this place is far too strong."

    He joined his hands together and began to hum a low prayer to ease the souls of the deceased. It was the least he could do, after all.


    Johari, Nahiri's Healer WW
    Legendary Creature - Rhino Monk (R)
    Lifelink, vigilance
    W,T: Target creature gets +0/+5 until end of turn. Activate this ability only if Johari is equipped.
    2/2

    XP: 28/30
    Mana pool: 3WWWWWWWGG
    Inventory & Equipment: None
    Posted in: Custom Card Contests and Games
  • posted a message on [MMORP&CCCG] The Kings of Oza - Signups Open - Ch.4 - Last GM Post: #106
    Johari breathed a sigh of relief as the line of the undead was finally broken. However, he would not allow himself the time to rest; instead, he turned to the wounded, and immediately began to tend to them. Anything else could wait; it was his duty to make sure that those who had shed blood for their protection were okay.

    "Did the energy go further into the house, or did it leave completely? Maybe we should investigate, the monk proposed as he continued his work.

    Every trace of that energy would need to be wiped out before he could rest.


    Johari, Nahiri's Healer WW
    Legendary Creature - Rhino Monk (R)
    Lifelink, vigilance
    W,T: Target creature gets +0/+5 until end of turn. Activate this ability only if Johari is equipped.
    2/2

    XP: 28/30
    Mana pool: 2WWWWW
    Inventory & Equipment: None
    Posted in: Custom Card Contests and Games
  • posted a message on October 21st, 2015
    Votes: Indighost, netn10

    Costly Impatience 3RR
    Enchantment {R}
    Creature spells you cast cost 2 less to cast.
    Whenever a creature enters the battlefield under your control, it gains haste and has "At the beginning of the next end step, sacrifice this creature." until end of turn.
    It didn't matter if it weakened their structural integrity. She wanted to play with her toys now.
    Posted in: Monthly Contests Archive
  • posted a message on October 20th, 2015
    Votes: TriceDefied, Hemlock (Voting, the mana edition).

    Time of Heroes 3WG
    Enchantment {R}
    Creatures without a +1/+1 counter on them can't attack or block.
    Creatures with a +1/+1 counter on them have vigilance and trample.
    The mortals' efforts were pointless, and they knew this well. Only their leader could save them now.
    Posted in: Monthly Contests Archive
  • posted a message on October 19th, 2015
    Votes: Groovelord, Hemlock

    Drastic Measures 3BBB
    Sorcery {R}
    Each player sacrifices each creature he or she controls. For each creature sacrificed this way, you lose 1 life.
    The general looked upon his army and grit his teeth. "We can't afford another loss, no matter what. Fire the weapon."
    Posted in: Monthly Contests Archive
  • posted a message on October 18th, 2015
    Votes: GameWorldLeader, acheron_xl

    Ascendant Winds 3UU
    Enchantment {R}
    Creatures with flying can't be blocked.
    2UU: Target creature gains flying until end of turn.
    He leaped off the cliff, confident in the knowledge that nature itself would help him rise above the rest.
    Posted in: Monthly Contests Archive
  • posted a message on Exalted RPG: The Block. Currently: Jade Prison Breakout [JPB] (100/270) + Image gallery
    All right, that's the tuning pass done! I'll transcribe my thoughts as I went through the entire list and the changes I've made in this post, then I'll edit the card list to include the changes. Good thing I did this pass; a lot of things needed to be rebalanced. Next step: finding pictures for 100 commons and making a visual spoiler... oh, boy.


    Unity's wording fluctuates too much between its uses. It needs to be unified, so that players aren't confused about what it does.
    New Unity wording: If/As long as you control two or more Terrestrial creatures, [EFFECT].
    All Unity cards will receive the Errata, which will be noted when the card is mentionned in the change list.

    Imperial Tax Collector: New Unity wording applied. Power level OK, flavor text OK. A 2/5 with nothing else would normally be 5 mana (see Ancient Carp) and this one has an upside, but... I think I rather like it at four mana. It’s definitely a strong common, but it’s simple and sets the tone well enough.

    Wandering Monk // Earthen Bulwark: New Unity wording applied. Now reads "At the beginning of each end step..." instead of "your end step." Flavor text altered to fit the name better. This is definitely a red flag, considering how complex it is for a common, but I rather like it where it is. A 0/3 for W is nothing special, but a 0/4 for W with a conditional upside is pretty freaking good. Paying 2 and a tap (losing your blocker) to prevent 2 damage to another creature is good, but it isn’t too pushed. A good reward if you manage to transform him, and still fits within the durdling archetype. A good card.

    Realm Soldiers: Flavor text slightly altered to reference the Dragon-Blooded. It’s a bear with bland flavor text that sets the tone of the setting. What else is there to say? It’s as okay as a vanilla bear is going to get, and that’s just fine.

    Spirit of the Blessed Isle: I don’t like the bland names I’ve given the spirit cycle, although I found it necessary to impose the geography at the time. Renamed to Imperial City Spirit. Otherwise, this is a worse Ajani’s Sunstriker coupled with a worse Moment of Heroism (however, it’s repeatable) and it forces you to commit to white if you choose it. It’s good, but not excellent. Fits the aggro or token archetype.

    Aspiring Immaculate: Okay, this is definitely a little pushed. It’s like a Topan Freeblade but with a vengeance, and I don’t think that’s really too fun to play against. Since it definitely fits a control archetype more, power changed from 2 to 1. Since you went through hoops just to get his activated ability, however, it remains just a tap. Otherwise, the flavor is good.

    Immaculate Purifier: New Unity wording applied. It’s enchantment hate with an useful but conditional upside. It’s not too expensive for what it does and fits just fine either as a sideboard card in control, or as a maindeck card if you manage to fit a lot of Terrestrials in an aggro deck. I think this card definitely falls within the "I don’t feel too bad about picking this in a draft" category. Flavor is good, since most Enchantments so far have represented Charms in the system; he’s a guy that manages to free your mind or dispel the illusions of the Anathema, and I think the flavor text conveys this well.

    Warhawk: Ekundu Griffin, Plower Knights, Silverclaw Griffin, etc. It’s just a big ol’ bird that’s annoying in an aggro deck. Nothing much to say; the flavor’s just all right, and the effect’s been done before and is fine for 5 mana. Next!

    Seventh Legion Ashigaru: Okay, this is too good in its current state. If you slam that thing on board, that’s a wooping 6 damage on board, 4 of which are first strike! Power and toughness reduced from 4 to 3. Otherwise, it’s a powerful Human creature that helps the token archetype, and the flavor text helps set the tone that the Realm isn’t the only military force out there - that there’s some sort of tension. It’s all right by me in its new state.

    Imperial Guard: New Unity wording applied. That’s a bit of a weird one. A 1/3 defender for 2 would normally be all right in a control deck, but then there’s the activated ability which would most likely help a token or aggro deck. So, where does this fit? Well, everywhere, which is a bit of an all-over-the-place design and is also definitely a red flag due to its ability. However, I think it’s okay. The mention of the Scarlet Empress helps set the tone, so the flavor is pretty good, too.

    Battle Thaumaturge: That’s a big beefy human, that’s for damn sure. I think it may be a little pushed; activated ability now costs 2W up from 1W. This card is really annoying in a control deck, but it’s not unbeatable; plus, you’re paying 4 for a 2/3 on board, which really doesn’t pass the vanilla test, and you gotta pay 3 to activate its ability. Overall, it’s all right to put this in a control deck, but it’s not too pushed. Represents a human alchemist, which is good flavor and needed at least one representation.

    Earth Elemental: Most generic name in the history named; it desperately needs something less bland. Name changed to Loyal Jokun. This is basically a "finisher" in an aggro deck, and you otherwise pay 5 for 3/4, which is all right but not too excellent. The flavor, which is hopefully conveyed in the flavor text, is that he makes the earth shake when he enters the battlefield, which makes your opponent’s creatures lose their balance; but instead of tapping them, it just makes your guys gain first strike, since they now have an advantage over the destabilized enemies. This makes sense in my head, but may prove to be utter nonsense later.

    Auspicious Blessing: Fits well within a control deck, may sometimes fall completely flat but you do get to draw a card, and is otherwise an effect which has been seen before but at instant speed. It’s not great, but it’s not offensively bad, so it’s fine by me.

    Wyld Hunt Gathering: New Unity wording applied. Turns out prowess is tertiary in white, which means it ought not to appear too often in that color, at least not at common. Oops. Luckily, Jeskai Student backs me up, so it should be fine. Otherwise, this is a simple card that helps the token archetype and can give you a fairly alright conditional upside. Not the greatest sorcery to ever grace the game, but it’s not bad in its archetype. Mentions Mnemon in its flavor text, which is good.

    Entombed Mind Technique: New Unity wording applied. Flavor text slightly altered. This card is a red-flag because it’s versatile (you can use it on an opponent’s creature or, if you have Unity, can use it to trigger an ETB effect again) and can actually come in quite handy if the Unity trigger is used. However, I have the feeling that this card may end up worse than what I think it actually is, so I’ll leave it like it is for now.

    Ramparts of Obedient Earth: Flavor text altered for clarity. This card is very good in a control deck, and may actually warrant an Uncommon rarity, but I’ll leave it as it is for now and take another red flag on it. Otherwise, there’s not much else to say... it’s good for attacking, and it’s good for defense, and it forces a commitment to white with its double white symbol. Next!

    Defend the Realm: Hi, Roseblack, what are you doing out of color? Otherwise, it’s just a cheaper Gleam of Resistance, or a less aggro War Flare, depending on how you want to see it. It’s good, but sometimes will be dead in the hand. Great in a control deck, awful in an aggro deck. Next!

    Ox-Body Technique: It’s SO important that this card is there. Ox-Body Technique is basically the most iconic Charm across all Exalted, so it needed a card badly. Kite Shield, Accorder's Shield, Vanguard’s Shield... This card will help greatly in a control deck, and won’t do anything much anywhere else. It’s good; not great, but good. +0/+3 might prove to be too oppressive in some situations, but this would require testing.

    Essence Disruption Attack: Suppression Bonds with flash. Helps a control deck. Good removal in white. Next!

    Anathema Hunter: New Unity wording applied. Flavor text altered to reflect the new name from a while ago. It’s essentially Ringwarden Owl, only slightly worse. Honestly, the card is probably fine; it’s nothing to write home about, but it’s a good contextual common. Next!

    Fledging Thaumaturge // Thoughtful Sorcerer: New Unity wording applied. “Thoughtful Sorcerer” changed to “Proficient Sorcerer” to make it less on-the-nose. Now reads “At the beginning of each end step..” instead of “your end step.” For balance reasons, and in order to NOT make a better Jace at common (never said I’m a pro at balancing...), cost of activated ability up to 2U from U. Not much to say otherwise... it helps every deck that could use repeatable card draw, which is probably a lot of them. Making it more expensive to draw prevents a deck from just getting 4 of those guys transformed and on the field, since a Proficient Sorcerer can naturally help a Fledging Thaumaturge flip (flavor win?). I’ll take another red flag for it.

    Northern Yeti: Flavor text slightly altered. Most 3/4 creatures cost 4, so that’s all right... flavor text is slightly amusing while showing how much of a threat these things can be, which is fine... helps the control archetype by having a big butt, but can also contribute to the aggro archetype... yeah, I don’t have much to say. Good old vanilla creature. Next!

    Spirit of the North: Name changed from “Spirit of the North” to “Icehome Spirit”. Flavor text altered to reflect the new name. A 2/1 flying for 3 is normally what would be called “really bad”. However, the ability to pay 4 and give +2/+1 and flying to another creature is REALLY helpful for the aggro archetype, despite it being relatively expensive overall. This card will either be dead on board or one of the keys to victory. Overall, I think it’s fine where it is.

    Guild Trader: This card is in a weird position. Originally, it cost UB, which explains its abilities better. However, as it is currently, it’s like a disfigured Palace Familiar with weird, anti-synergy that doesn’t really fit anywhere. Yeah, control would like to have it, but is it really that useful to mill an opponent for 1? It counters scrying, but that’s not saying much, even though against U it could be useful... Not sure. As a way to try and make it different, this card is now a 2/2 that makes you draw a card when it dies. This still helps control and provides a bear for blue.

    Fair Folk Diplomat: Name changed from “Fair Folk Diplomat” to “Fae Diplomat” to avoid repetition later on. A 1/1 for 2 that can’t be blocked sucks, even in aggro... but, surprise! This is a control card! The ability to look at your opponent’s hand any time you want is useful, but probably warrants a red flag because it changes your opponent’s decisions quite a bit. Weird synergy like this is what makes the Fair Folk the Fair Folk, after all, so I’m calling it good flavor.
    This is also where I explain why the Fair Folk are Nightmare creatures instead of Fairy creatures: simply enough, I didn’t think Fairy accurately represents what the Fair Folk are, while Nightmare is quite evocative. Plus, I needed the Fair Folk in red, and Fairies don’t go in red. This may change later, as I’m still debating whether they should be Nightmare [class] or Nightmare Fairy [class].

    Rambling Thaumaturge: Omenspeaker on steroids. The flavor is quite good, and I do like the name, as it reaffirms that Thaumaturges have limited divination powers. Scry 2 upon death is arguable, and this card may end up being way better for control than I intended it to be; but I can’t prove that without testing it. A dangerous card, but...let’s see. Next!

    Grelidaka Swarm: Considering Frost Lynx, Grelidaka Swarm can now only target a creature an opponent controls. Since Grelidaka Swarm is already not too great, being a 1/2, it now also prevents that creature from untapping during the next untap step. I like the flavor of a swarm coming down on a creature and distracting it for a while, and control will really want at least one copy of this in a draft, I think. It’s not excellent, but it’s as useful as Frost Lynx was.

    Realm Satrap: New Unity wording applied. Name changed from “Realm Satrap” to “Imperial Satrap”. Reducing an attacker’s power is a staple in blue, but I don’t know what I was thinking with the costing on this; activated ability now costs 1U, down from 2U. Otherwise, the flavor is pretty good; maybe it should lose defender, but I’m OK with bureaucrats being unable to attack. Overall, a helpful card. Next!

    Alluring Nymph: Can now only target a creature defending player controls. Funnily enough, I don’t think I’ve ever seen this effect in blue, but it does seem to fit. This card needs to help the aggro archetype; as such, it now has power 4, but remains toughness 2. While this card is a threat, it’s a 4/2 for 5, and that means it’s easily removed by a creature or by basic removal. This may prove to be too good, however, and in that case its power will need to go down to 3. Still, I think it’s all right for now. Another blue card to watch out for. This is probably a red flag, too.

    Bordermarch Mutant: I think the UR archetype doesn’t have enough help, so this card is now a 5/4 instead of a 4/5. Technically, that SHOULD mean it needs one more mana (see Venerable Lammasu) but... eh, I’m fine with making a “strictly better” card in this case. The flavor of mutants being corrupted by the Wyld was important to get on at least one common card; not a huge fan of the flavor text, since it’s a bit on the nose, but I think the art will make the difference in this case. Overall, a fine french vanilla.

    Divination: Reprint. Important for the control archetype. Synergizes well with Fledging Thaumaturge. Good flavor to have in this set. Flavor text is pretty good. Next!

    Emerald Countermagic: New Unity wording applied. Negate with a conditional upside. It’s important to get representation of countermagic at every level. Great flavor text. What else is there to say? Next!

    Imperial Censure: I’ll take a red flag for that one, because it’s got some complexity to it. Otherwise, it’s Totally Lost with a potential upside to it, and one that’s most likely to get more often. The flavor is quite good on it, and I’m fine leaving it costed like this.

    Eternal Mind Meditation: Wording changed to “no Terrestrial creatureS”. Cheap, efficient card draw engine. Is essentially Think Twice, but not as useful and much more dangerous. Overall pretty okay. Next!

    Expeditious Retreat: Too boring alone, this card now has a Unity effect. Is now a cheap Peel from Reality if you can have the Unity effect. Name changed from “Expeditious Retreat” to “Falling Star Maneuver”. The flavor text has been changed accordingly.

    Essence Whirlwind: New Unity wording applied. I DETEST this card. Weird to say for someone who designed it, right? But I needed some sort of mass control for blue, and that’s the best I could come up with. Still - it could stand to be a little better. Name changed from “Essence Whirlwind” to “Dragon-Seared Battlefield”. This card now only targets non-Terrestrial creatures. Flavor text changed accordingly.

    Trackless Passage Style: A REALLY good card for the UR archetype. It may seem too strong, but compared to stuff like Aqueous Form, I think it’s alright. Definitely will prove to be a good common, I think. Otherwise, not much to say. Next!

    Elemental Armor: Added the “Aura” subtype that was missing. This card is good for control archetypes...and not much else, really. It’ll stop your creature from getting removed by most things - hell, getting this on something like Alluring Nymph turns a threat into a HUGE threat. Still, considering Alpha Authority, I think it’s okay. Nothing too special about this one.

    Nefarious Rebel: New Unity wording applied. Name changed from “Nefarious Rebel” to “Nefarious Lost Egg” in order to reflect better and much needed flavor. Flavor text altered because Terrestrials aren’t actually vampires. Otherwise, this is a simple card that helps the aggro archetype quite well, being aggressively costed yet being vulnerable to removal. It’s not awful and helps an archetype. Fine by me. Next!

    Spoiled Noble // Cruel Commander: New Unity wording applied. Now reads “At the beginning of each end step..” instead of “your end step.” As usual for these cards, I’ll take a red flag for this transform guy. However, I like this one well enough; it helps control AND aggro, and 3 mana is just enough to pay to make everyone sacrifice a creature, I think. Look at that, it’s useful in Commander, too! Overall, it’s nothing too special, but I do think the flavor is important to have; not all Dragon-Blooded are good guys, after all. I think this is just fine where it is.

    Erymanthoi, Blood-Apes: Big dumb demon that dies easily but packs a punch. Helps the aggro archetype. Erymanthoi are THE iconic Exalted demons, and couldn’t afford to not be there. A fine use of a vanilla card. Slightly amusing flavor text. Next!

    Spirit of the West: Name changed from “Spirit of the West” to “Skullstone Spirit”. Flavor text altered to accommodate the new name. Now, normally, a 1/1 deathtouch for 2 is really bad, especially for two black mana. But then, if left alone long enough, it’s essentially removal on a stick, which definitely warrants the three mana you’re paying for it. This is a really strong common, and I’ll gladly take another red flag for it due to how strong it is. I expect this card to play well, and it may need a bump in mana cost later. For now, it’ll stay right where it is.

    Neomah, Makers of Flesh: Cost of ability increased from 1 life to 2 life. Colors of the token changed from red and black to black. Changeling ability removed, mostly because it would grant it the Terrestrial subtype and I really don’t want that at common, because it makes it way too good for unity triggers. Otherwise, I don’t think this warrants a red flag because the choice is pretty straight forward: do you need a Typhoid Rat for 2 life, or do you not? I like the card where it is; the flavor is very in tune with what the demon actually does in the tabletop game.

    Lintha Pillager: Flavor text altered to make it less generic and show how little Lintha give a crap. Otherwise, a big ol’ aggressive french vanilla that’s fairly aggressively costed. May not ever see print in the real game, but I like it and think it’s fine for what it does. Not much to say. Next!

    Fair Folk Warrior: Flavor text changed from “preys” to “toys” to reflect their mentality better. Another Fair Folk card, another strange and arcane effect that probably wouldn’t see print at common. Still, this is fairly straightforward; the warrior deals its damage, then it dissipates and you lose a piece of your mind. This is a fairly good card that probably warrants a red flag, because it forces a decision on your part AND on your opponent’s part. Otherwise, a 3/3 for 4 is nothing special and is way better in a control deck.

    Child of Saikai: Toughness reduced to 5. If this baby gets on the battlefield, and if you manage to CAST it, your opponent better have an answer. Every color gets a big ol’ difficult to kill creature, and Child of Saikai is super strong but also a little overcosted. Probably warrants a red flag, too. Still, this is a “common bomb” that won’t fit everywhere, but if it’s dropped, then damn! I like it quite a bit. Huge sharks - just the flavor this set needed. Next!

    Flesh-Crafted Zombie: Is supposed to cost 1B and not 1U. You pay 2 for a 2/1, which isn’t great, but you do get to know what you’re drawing next, which is useful. Bit of an hybrid, as it helps aggro AND control, only at different stages of the game. I like it where it is, but... I like the flavor, but I don’t like the name. I just can’t think of something better for it at the moment. Ah, well, that can easily change later anyway.

    Restless Ghosts: Big ol’ aggro flyer with a downside. Flavor was important to get here. “Zombie Spirit” in order to distinguish it from regular spirits, which are different. Nothing too awful about this, I think. Next!

    Wyld Hunt Shiraki: New Unity wording applied. A Monk in black?! Oh no, the color pie! A 4/3 for 5 is normally nothing special, but with renown AND the activated ability up, it becomes a real threat on board. Really useful for aggro, quite good for control. Not a bad card at all, and it was important to show that the Monks of Creation aren’t necessarily like Jeskai monks. Hell, the flavor sounds more like a Cleric creature, which is on purpose. A good card. Next!

    Whispered Curse: Big dumb discard spell. Helpful in control. Um... I like the flavor text? All right, next!

    Five-Dragon Fist: Reave Soul reversed. Alternatively, Strangling Soot as a Sorcery. It’s cheap conditional removal, the likes of which will probably get printed some day, so... yeah, nothing special. GREAT flavor on it, though. Hi, Deled, you crazy son of a gun. All right, next!

    Clear Water Prana: Bit of a strange flavor there, but I’ll let it slide for now. Still, this is all right in control, but this is certainly better against certain match-ups (namely, anything with blue in it). Probably more of a sideboard card in a draft than anything else. Still, it’s not too awful. Next!

    Drowning Embrace: New Unity wording applied. Thank you, Exalted, for the great flavor text. This is probably a red flag because of wording, but it’s otherwise expensive removal that will only probably see play in very special decks (I expect to see this in BG decks). With Unity on, it becomes REALLY strong, especially at instant, but that’s fine by me since you’re paying six for it. Hey - better than Hex.

    Necessary Sacrifice: New Unity wording applied. I HOPE the Unity wording is clear enough, but I’m not so sure and it will probably require further thought. Otherwise, the flavor is pretty good, but I think it may need to be renamed into “Heroic Sacrifice”... well, for now, I think it’s all right. Helpful for control, and is cheap removal, like Touch of Moonglove.

    Disarming Strike Prana: This is, quite frankly, nothing fancy. Might as well have written “enchanted creature deals 2 additional damage to creatures” on there, because that’s what it does. Helpful for control, all right for aggro, and an overall not-fancy card which can come in handy. Next!

    Disgrace in Death: Flavor text slightly altered. I have the distinct feeling this may need to be an Uncommon, so I’ll take a red flag for it for now, if only because it changes the way the game is played later on. Multiple copies of this become especially dangerous, but I think it’s okay where it is for now. Name isn’t great, though, but oh well.

    Pirate Captain: New Unity wording applied. This is about as basic as it gets, and I think the flavor text is pretty good. Helps aggro just fine on its own, and isn’t bad overall. Right on. Next!

    Firey Upstart // Vaillant Hero: New Unity wording applied. Now reads “At the beginning of each end step..” instead of “your end step.” Name of the transformed state changed from “Vaillant Hero” to “Vaillant General”, because “Hero” will be reserved for later cards. Now this is definitely a strong common (and a red flag, as usual). However, its trigger condition is also somewhat dangerous in a universe with all the removal at their disposal. If you DO manage to flip it, though... Now, some might wonder why I’m purposefully leaving the ability costed at 1R, when drawing a single card I costed at 2U. Well, first off, a Vaillant General can’t flip another Firey Upstart with its ability, which is a good reason. Second, while this gets really super dangerous with multiple copies on board, you’d effectively be paying 2RR to inflict 4 damage on up to two creatures, at instant speed. Oh, it’s good, don’t get me wrong, but it’s not a huge deal since the damage prevention guy can prevent 2 damage for 1W, too. I believe this to be balanced in its own set; it may prove to be extraordinarily strong, in which case it’ll get bumped up.

    Furnace Rhino: Everybody likes furnace rhinos. Red doesn’t get a lot of defensive cards (for a good reason), but I think using a vanilla slot on a defensive creature is just fine. You’ve got plenty of damage elsewhere, so this should be fine. It’s slightly overcosted for a 3/6, but that’s all right by me.

    Spirit of the South: Name changed from “Spirit of the South” to “Chiaroscuro Spirit”. Now, on the one hand, a 3/1 haste for 3 is all right, but granting +3/+1 and haste for a whooping 4 mana is pretty harsh costing. However, this is meant to help your big creatures late game; as every spirit in the cycle, it’s more meant as a late-game help, but you can use it as early-game aggro if you want to risk it. It’s not bad - and is yet another red flag, as all spirits in that cycle.

    Wild Beastman: Toughness reduced to 2 to keep it in line with other creatures of the like (Thundering Giant was 5 mana, after all). Big dumb aggro creature. Honestly, at this point, I’m running out of quips. Helps aggro, alright flavor. Next!

    Hobgoblin Kidnapper: This one I really like. First, it shows off why I wanted to use Nightmare for anything related to the Fae. Second, it’s a very aggressive card with a very big downside. Third, it still fits within the flavor of the fae and having strange effects. Flavor text is a bit on the nose, but the flavor of the card speaks for itself, I think. I like it.

    Mountain-Folk Invader: Needed at least one of these guys in there. Basically Enlightened Ascetic in red. A sideboard card if I’ve ever seen one, but it’s important to have at least one. Next!

    Bride of Ahlat: I have the distinct feeling this card will end up way too good in the end. Still, it’s a good red “common bomb”; and Brides of Ahlat are pretty iconic, so having one in there is pretty good. I can already tell that finding art for this one will be hard as hell. Eh, well... it’s good where it is.

    Firewand Bandit: Removal on a stick. Helpful against all those pesky 1-toughness creatures that are in common. May end up better than what it looks like due to this. I like the flavor text quite a bit. Next!

    Venerable Immaculate: New Unity wording applied. Power changed to 3 from 4, toughness changed to 3 from 2. Anathema Hunter’s red, cheaper counterpart. Now, this may seem like a weird card, because how can an old guy be menacing? Well, I hope that the art I find will really illustrate what I mean by making a card like this. Otherwise, what is there to say? Good ol’ menace in red. Helpful for aggro and control decks.

    Prideful Ifrit: This card was made pretty strictly to help the control archetype. The activated ability is highly costed in order to prevent people from spamming it. However, I am reconsidering having it deal damage on top of that, too. That seems a little bit excessive and unneeded. For now, I will remove the damage-dealing effect and hope that it was the right decision.

    Alchemical Weapon Fire: Mana cost reduced to 2R from 3R due to the existence of Boiling Earth (I swear I made this before Boiling Earth was revealed, I swear!). Wording adapted to ressemble Boiling Earth’s. Flavor text altered slightly. Obviously, this is helpful as a sideboard card against all those pesky 1-toughness creatures that exist, and is otherwise good as a way to clear tokens from the board. A sideboard card’s a sideboard card, though.

    Rising Anvil Onslaught: New Unity wording applied. This card has cake and eats it, too, so I’ll take a red flag for it. It’s a sorcery Tail Slash combined with a buff and, if Unity’s on, ANOTHER buff. Still, it requires commitment to red, so I think it’s fine right where it is. Of course, let’s not lie; it’s still prime removal.

    Terrifying Dragon Roar: Flavor text corrected. Well, that’s a case of top-down design if I’ve ever seen one. Great for control. The flavor is pretty great on this; I don’t think it gets much more explicit than that. It’s good!

    Stormwind Rider: Not a reference to World of Warcraft, but the name of an actual spell in Exalted. This is pretty good, but gaining haste is one mana, and being unable to be blocked is one mana, and you gotta commit to red to get to it. It’s good late game and fairly awful early game (unless you absolutely want to get a creature hit in with something like, say, Fair Folk Warrior). A good card for aggro, less so for control.

    Elemental Bolt Attack: New Unity wording applied. Okay, so MAYBE making a conditional lightning bolt at common isn’t the best idea I’ve ever had in my life. Even Wild Slash was uncommon, after all. Since Burn isn’t a supported draft archetype (and it shouldn’t be), I’ve changed the way this card works. It now deals 2 damage to a creature for one mana, which is good. With Unity on, it deals 3, which is all right. The flavor text is a bit on the nose, but short of putting “Hadouken!” on there, I think it’ll do.

    Smoldering Karma Strike: Arrows of Justice is a card. The flavor text is good, and this is better for control than anything else. I am slowly starting to realise that Red has the most prime removals of them all at common, so that means I’ll probably have to tone it the hell down at uncommon and later on. I guess that shows my bias for red, huh?

    Unbearable Taunt Technique: For balance reasons, the activated ability now costs 1R up from R. I think this is fairly explicit; I mean, you get a bigger creature and you can force to have it blocked, which is good for control AND aggro, but that doesn’t mean it won’t die in response or something. Still, it’s good to have something like this here.

    Mystical Seer: New Unity wording applied. Power reduced from 1 to 0. A two-mana mana dork which can grow stronger if you can use his Unity activation. It’s Whisperer of the Wilds with a different condition and a slight toughness boost; it’s nothing too special, and is a good card to have. Next!

    Fanatic of the Faith // Repeller of Anathema: New Unity wording applied. Now reads “At the beginning of each end step..” instead of “your end step.” Flavor text altered to be slightly better and feel less urgent and more fanatical. Unity activated ability cost up from 1G to 2G, in order to prevent RG from being too good at what it does. Toughness reduced from 3 to 2 in order to prevent it from being unkillable early game. Added “another” to the flip condition, in order to prevent it from transforming itself. As usual, this is a red flag. This one I don’t have much to say about (aside from the fact that this card required the most balance changes so far); it goes great with the tokens archetype, but is also helpful in ramp and aggro. Who wouldn’t want a Giant Growth on a stick, after all?

    Haltan Horse: Mostly helpful in a control archetype. The flavor of this vanilla creature is what’s most important about it; it establishes that even a regular horse may not be so regular after all. It’s as vanilla as a vanilla creature goes. Next!

    Spirit of the East: Named changed from “Spirit of the East” to “Linowan Spirit” (Linowa didn’t get enough representation). Flavor text altered to better represent the new name. Last part of the Spirit cycle, and another red flag. This one is also a “common bomb”, in the sense that he quickly becomes a huge threat. Still, it’s an expensive creature for an ever more expensive effect. Helpful in tokens and ramp, but less so in aggro.

    Stick People: Is now a 2/1 creature which drops a token when it enters the battlefield, instead of being buffed by other Elemental creatures; while that flavor was good, I believe that effect was a bit strange at common, and really was just needlessly complicated. I sacrificed flavor for practicality on that one. This creature is damn efficient, but it’s not so good that it warrants being called broken. It’s helpful, and that’s it. Liking the flavor on it, too.

    Tyrant Lizard: Flavor text altered to better reflect the effect (else, it made little sense). The biggest, baddest creature in Exalted; it’s a damn T-Rex, of course it’d get a card. What else is there to say? It’s a big creature with a downside. Helpful in ramp nonetheless.

    Giant Wolf Spider: Flavor text corrected (“factors” -> “factor”).It’s a spider which does spider things, which means that it has reach and can hose a creature with flying for a turn. Helpful in any control archetype, but will likely be a sideboard card most of the time.

    Blade Vine: This is fairly generic flavor, but I admit that there are so many beasts in Creation that it’s hard to know which one can convey a certain flavor better. Still... this is very hard to defeat, making it good in any sort of control archetype, but it’s nothing fancy either. It’s a wall with slight card advantage, and that’s it. Next!

    Haltan Tracker: Flavor text corrected (“beasts” -> “beast”). Can now only be activated any time you would use a sorcery. Great help for the token archetype, and may normally be an uncommon in some sets; I’ll take another red flag for it because of that. Still, I don’t think it’s too pushed, and it also comes in handy to create “chumps” for ramp. I like it, overall.

    Raptor Cat: Type changed from Beast to Cat Beast. This is damn good, and I’m well aware of it, because it’s essentially “3G: Deal 3 damage to target creature.” when it’s played right. Well, okay, it’s a bit different than that, but still. This card will need to be watched closely, but I think it can remain as it is for now. Helpful in aggro archetypes... well, it’s helpful in any archetype, really, as it’s removal.

    Wood Aspect Survivalist: New Unity wording applied. Can now only search for one forest on ETB. Due to its length and complexity for a common, I’ll eat another red flag for it. Now it may seem weird that this allows for late-game ramping, but I think it may turn out more useful than it looks. If nothing else, it still has a big butt. I think it’s fine where it is, but we’ll see.

    Hero’s Recovery: Of course this’d be more useful at instant speed, but then it’d be completely broken. I think I really like the flavor on it and, while it IS good green removal, I think it can afford to stay in this state. Not awful at all!

    Swarm Volley: New Unity wording applied. What would be a Green common card pool without some way to really hurt flying creatures, huh? Yeah, nothing much to say here. Next!

    Dread Infection Strike: Lace with Moonglove and Serpent’s Gift with an upside. Green removal once again. What else is there to say? Helpful in control, helpful in aggro...it’s a fine card, and thanks to the Exalted writers, it’s got some great flavor text. Next!

    Might of the Masses: A reprint that’s there strictly so that green can feel good about going tokens. That’s it. Next!

    Essence Surge: Travel Preparations... OOOON STEROIDS! Helpful for late-game aggro, and is a nice combat trick nonetheless. I’m not a huge fan of the name, but the flavor’s just okay.

    Terrestrial Court Gathering: Mana cost reduced from 1GG to 1G. Flavor text altered. Helps the token archetype. Raise the Alarm, but green. Next!

    Wood Dragon’s Claw: Bonus boosted from +3/+1 to +3/+1 and trample in order to bring it more in line with other cards of its kind. Flavor text changed.

    A word about the Fragment cycle: I swear it existed before the Blightland cycle from BFZ! Furthermore, to bring them more in line with the rest of these effects, you must now tap all fragments as well as sacrificing them to activate their effects.

    White Jade Fragment: Ability cost from W to 2W. Lifegain, while not being a supported archetype in this format, is still useful to have. Are you willing to lose some mana in order to gain some respite?

    Blue Jade Fragment: Ability cost from U to 2U. Ability now requires you to discard a card. Good ol’ card draw in blue... what else is there to say? Do you need mana, or do you need a card and fast?

    Black Jade Fragment: Ability cost from B to 2B. Again, life gain may not be a supported archetype, but the only other option I see is a discard effect and I think we’ve got quite enough of those in black.

    Red Jade Fragment: Ability now reads “Target creature gets +1/+1 and gains haste until end of turn.” Ability cost from R to 2R. Because there is already so many ways to deal damage in red, I modified the ability so that it helps your aggro creatures instead.

    Green Jade Fragment: Ability cost from G to 2G: Left otherwise unchanged. Helps token and aggro. Not much to say here!

    Gemstone of Surface Thoughts: Equip cost reduced to 1 from 2. I like this card because it can be useful in quite a few archetypes, while still not being so great that it’s worthy of being called pushed for a common. I like it quite a bit!

    Gemstone of Synchronicity: Equip costed from 1 to 2. I was proud of this design when I made it and I still like it now. It’s like Cleric of the Forward Order, but as a boost! If you get can get 3 in a draft, this becomes slightly insane, but considering this is a large set I’m not too worried.

    Flame Piece: Flavor text and equip cost have been added to the list; it was just a wrong copy-paste. Otherwise, I like this where it is; it’s obviously more geared towards aggro decks, but that’s fine by me.

    White: 3
    Blue: 4
    Black: 6 (!!!)
    Red: 3
    Green: 4
    Total tally count: 20. It’s just right!
    Posted in: Custom Set Creation and Discussion
  • posted a message on October 17th, 2015
    Votes: Indighost, Hemlock (Trample isn't white, but I'll give it a flavor win.)

    Enough 4WU
    Instant {M}
    Each player's life total becomes the life total they had at the beginning of this turn's upkeep, then end the turn. (Exile all spells and abilities on the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
    Her cry of anguish echoes in their minds, and they dropped their weapons and fell on their knees.
    Posted in: Monthly Contests Archive
  • posted a message on October 16th, 2015
    Votes: Indighost, acheron_xl

    Eldrazi Vanguard 1RG
    Creature - Eldrazi Drone {R}
    Devoid (This card has no color.)
    Haste, trample
    Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.)
    With Ulamog imprisonned, the Eldrazi understood one thing: they had to free him, and fast.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on October 15th, 2015
    Votes: Crazymatt, Acheron_Xl

    Agonizing Absence XWB
    Enchantment {R}
    When Agonizing Absence enters the battlefield, exile target creature and put X time counters on it. If it doesn't have suspend, it gains suspend.
    Whenever a time counter is removed from that creature while it's exiled, its controller loses 1 life.
    "Bring her back to me. Please. I'll do anything."
    Posted in: Monthly Contests Archive
  • posted a message on October 14th, 2015
    Votes: Acheron_Xl, Indighost

    Contained Anger 3RR
    Enchantment {R}
    Whenever a creature deals damage to you, put that many charge counters on Contained Anger.
    At the beginning of each end step, remove all charge counters from Contained Anger, and it deals that much damage to target creature.
    Posted in: Monthly Contests Archive
  • posted a message on October 13th, 2015
    Votes: IIGreven, netn10

    Fated Duel 3GU
    Instant {R}
    Target creature you control fights target creature you don't control. If either creature dies this turn, tap all creatures that its controller controls. They do not untap during their controller's next untap step.
    Both armies watched with bated breath as their heroes clashed inbetween them.
    Posted in: Monthly Contests Archive
  • posted a message on October 12th, 2015
    Votes: Gameworldleader, Aftermarketradio

    Obelisk of Undoing is to thank for the wording:

    Mercy WU
    Enchantment {R}
    Whenever a creature you both own and control would die, target opponent may choose to have you return it to your hand instead. If he or she does, that opponent gains 5 life.
    His adversary showed mercy that day, but would he show the same kindness the next time they met on the field of battle?
    Posted in: Monthly Contests Archive
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