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  • posted a message on [STX] Expel— QTCinderella preview
    The flavor text seems like a subtle nod to the fact that Boros isn't militaristic (attack with creatures) in this set. I love it!
    Posted in: The Rumor Mill
  • posted a message on [CMR] Prava of the Steel Legion and a lot of tokens— El Artista Duelista preview
    Quote from Ritokure »
    Getting a massive butt during your own turn is only marginally useful, so the real question is, "how can I abuse this toughness boost?". High Alert, Huatli, the Sun's Heart and Assault Formation are the obvious choice, and suddenly dropping an army of 5/5s should not be underestimated. Loxodon Lifechanter and Angelic Chorus can skyrocket your life total to massive numbers...


    A token/toughness matters/life gain deck? Sounds janky on paper, but I actually like where this is going. As far as potential partners go, Ikra Shidiqi, the Usurper really stands out. This could allow you to run Doran, the Siege Tower instead of High Alert. Also, if Prava of the Steel Legion is the only way you buff the actual power of your tokens, you could also run Sidar Kondo of Jamuraa in the 99 to sneak that combat damage in. Then include some lifegain payoffs such as Sanguine Bond and call it a day.

    This deck would still be pretty reliant on specific pieces to work, but green/black card draw and tutors could get them more consistently, and the level of recursion in these colors could also get those pieces back if removed. Who knows, maybe this deck wouldn't be half bad...
    Posted in: The Rumor Mill
  • posted a message on Ambush (Ninjutsu for Blocking)
    Thanks for the feedback everyone!

    @rowanalpha

    I'll definitely include the tapped and attacking clause. I don't want them to have pseudo-vigilance. I appreciate the tips you have about the ability costs as well. That's something I was just thinking about. The difference here though is that you are also returning a creature you control to hand, which is is a tempo loss that morph doesn't have associated with it. On the other hand, it can lead to abusing Etb's as a potential upside down the road, as you suggested. That also includes returning other ambusher's to hand. Yeah, this is gonna be tricky to balance...
    Posted in: Custom Card Rulings
  • posted a message on Ambush (Ninjutsu for Blocking)
    Calling all rules experts! Is the following mechanic - or at least something like it - possible?

    Ambush ([Cost], return a creature you control that's blocked or blocking to your hand. Put [this creature] from your hand onto the battlefield blocked by or blocking the same creature the opponent controls).
    Posted in: Custom Card Rulings
  • posted a message on Resurgence of Khans
    7/1/20 Update:

    I'm open to feedback regarding the Endure mechanic for the Abzan and the Resound mechanic for Temur.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    Quote from MonoRayJak »
    Ok, so I came on here to ask a question about my own Wedge themed set (Eventually I hope to do my own version of a return to Tarkir, maybe one day), got distracted by your set because I love Khans of Tarkir (My favorite set to date) and I was overlooking some of yours, and I noticed something...we both used the exact same Jeskai mechanic Mastery...literally same name and everything, just found that absolutely hilarious. BTW love the custom mechanics!


    Yeah, Khans of Tarkir is definitely my favorite set as well. And it's pretty wild that we came up with the exact same mechanic and name! What are the odds?! And thanks for the positive feedback on the mechanics.

    Btw, did you have a question you wanted to ask about your wedge set? Also, I'm interested in what you've come up with so far for your own Tarkir set. PM me if your interested in sharing.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    1. Renown was the perfect example to help with templating for Mastery. Looking over examples of Renown even showed me that I could refer to Mastery directly, which allowed me to modify Lotus Eye Visionary and Wisdom of the Masters. I've also changed the other three mechanics to be ability words as you suggested.

    2. I'm glad you like Resurface. It definitely seems like a fun mechanic. Good catch on the danger of instant speed graveyard removal being able to hose the mechanic too much. I've updated it as a result. As far as allowing the mechanic to put the card directly into hand, that seems a little overpowered to me. The mechanic is intended to filter your draw for the turn (like dredge did), not draw extra cards. The extra costs (and lower mill amounts) are simply to prevent the mechanic from being as broken as dredge was. It seems hard to balance Resurface in a vacuum though, so if/when I get around to testing it'll be interesting to see if I'm playing it too cautiously right now.

    3. I agree that the Dragonlords are going to need a rework at some point. Rather than hosing a particular color, I may have them hose the clan's mechanic in some way. For instance, Atarka would punish etbs to make life difficult for the Temur players. If I go this route, I might limit the negative effect to only impact your opponents, so if someone wanted to play Atarka in their own Temur deck it wouldn't hurt them as well. The problem is that this approach doesn't work as well thematically. It would definitely play better though.

    Thanks for the feedback!

    Edit: Did a quick update of the Dragonlords.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    Round four anyone?


    Lol, yeah, it's taken a few iterations. But now it feels like I'm ready to get to the design stage for cards and see how well the mechanics actually pan out. If all goes well, the majority of feedback going forward can be geared toward templating and power balance suggestions.

    I like this. My only concern is that it might not feel blue enough for a blue-centred Temur, at least in its similarity to the previous Temur theme. But that's fairly subjective and does depend somewhat on execution.


    Agreed. I'll be shifting the weight of the ETB effects a little more heavily to the blue end of the spectrum to compensate. I also plan on including bounce and flicker support for more of that blue feel.

    Ooh, that's a cool idea. Reminds me of Monstrosity and Ascend. I suggest templating it as such.
    Mastery (When you cast your second non-creature spell each turn, if this creature hasn’t attained mastery, put a +1/+1 counter on it. It attains mastery)
    & Optional bonus text: When (this creature) attains mastery/As long as (this creature) has attained mastery.
    This means you can tuck away the mechanic text in a keyword and separate the unique effects, as well as give you more flexibility in what bonus effects you give without making the mechanic more confusing.
    Maybe add a variable number for the +1/+1 counters as well? Depending on what sort of/how many bonus effects you want to do with the mechanic as to whether the extra flexibility or simplicity is better.


    Thanks for pushing me on the DFC front. I was worried that I wouldn't be able to create the kinds of card designs I wanted to without it, but Mastery is proving to work well so far. And yes, your templating definitely feels cleaner. It's a little wordier, but that may be necessary for sake of clarity. Also, I hadn't thought about using multiple counters yet, but I'll keep that in mind as an option when simplicity seems called for.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    11/2/19 Update:

    Deleted Old Mechanics

    Added "Wedgends"

    Continuing to fine tune mechanics:

    Abzan Mechanic

    Still toying with "DJK3654's" second version of Martyr: ([Cost], Sacrifice this creature. Put X +1/+1 counters on target creature. (Martyr only as sorcery).) vs. Endure: (When this creature dies, [effect for X +1/+1 counters it had on it].) But I'm going with Martyr so far, while often including (when this creature dies effects) on uncommons and up.

    Temur Mechanic

    It was a bit of an "aha!" and a "duh" moment for me to realize I could fix Resonate by referencing power 4 or greater. So the mechanic is now:

    Reverberate: Whenever this creature, or another creature with power 4 or greater enters the battlefield under your control [effect].

    Jeskai Mechanic

    So, I'm finally giving up on the idea of DFC. Instead:

    Mastery: When you cast your second non-creature spell this turn, if this creature hasn’t attained mastery, put a +1/+1 counter on it. It attains mastery and gains [keyword or ability].
    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    Martyr
    The rationale here was that I was trying to find BWG design space that didn't focus on +1/+1 counters, as I feel they are overused. That leaves lifegain, artistocrats, and graveyard focus (but this is currently taken up by Sultai). Since BW and BG love to sacrifice stuff, and GW makes lots of tokens I decided to go down that route. I made the tokens spirits for flavor reasons, and gave them lifelink to allow for some lifegain sub-themes. You are right about the condition of making spirits being too narrow though. I'll have to open up Martyr to other abilities as you suggested. Also, despite what I said about wanting to avoid +1/+1 counters this time around, it's still an important part of the Abzan identity, so I may need to find a way to work them in anyways (especially now that Sultai isn't using -1/-1 counters anymore).

    The difference from Exploit is that Martyr creatures typically sac themselves for the greater good, rather than being sacrificed by some other source for it's own benefit. Also, flavor wise, Martyr is meant to represent some of the Abzan being killed for practicing the old ways of ancestor worship (practicing necromancy from Dromoka's point of view), and then joining their ancestors in death as spirits themselves.

    Resonate
    Yeah, I really like this mechanic but I'm not sure whether it will work out in the end. I've also been informed in the other thread that ability words aren't allowed to be referenced, which if true, throws even more of a wrench into things. Unfortunately, it looks like I'll have to continue to tweak this mechanic or outright find a replacement.

    Resurface
    A fixed version of Dredge is exactly what I was going for. Odds are I'll never end up finishing and testing this set, so I'll probably never know if it's "fixed enough" but I really like it at the very least. It's my favorite of the mechanics at this point.

    Realize
    This mechanic is meant to represent an individuals transition from pre-enlightenment to post-enlightenment, which isn't a factor for the other clans. Having double faced cards felt like the best way to convey this transformation, hence why I've been ok with them belonging only to the Jeskai in this set. The only other alternative I see to this would be a new version of level up, perhaps one where instead of investing mana into the card, you level up each time you play an instant or sorcery (while possibly restricting it to 1 level up per turn this way). The problem with this however, is that there is less text space to work with which would negatively impact the kind of abilities that could be used. Also, rather than symbolizing the transition to enlightenment, it would feel more like a novice of a skill eventually gaining mastery through dedicated practice. That still feels very Jeskai and could work, but it isn't the kind of transition that I was originally trying to convey.

    Aspire
    Yes, there is limited design space for it, but I'm okay with that. I think this is a kind of one and done mechanic that could be used in this set and never again. There's already more room for variance here then there was with Battle cry for instance. And essentially I designed this mechanic to be a Battle cry of key words.

    Again, thanks for your feedback. I'm taking this all under suggestion.
    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    Quote from DJK3654 »
    I like the idea of going back to the Wedges but shifting the dominant colour. It's a good way to give a bit of a novel spin to the whole thing, tie into the story with the reformation of the clans, and push things in a slightly different direction mechanically.
    Pitting Sarkhan against Narset in the conflict is also a neat idea. I like conflicts where they are sympathetic POV characters on multiple sides.

    I'm glad you like the pitch for the set!

    It's interesting. I've actually posted this custom set in another forum, and the first response I got there was uncannily similar to your own. I've actually made a lot of adjustments in response to that feedback, and your own, so go ahead and check out the new mechanics.

    As far as the design decisions for the first wave of mechanics, all I'll say is that they were based heavily on certain sections of the Planswalker's Guides to the plane of Tarkir. I had flavor considerations for most of the mechanics I chose. However, since I've already changed them there's no point in explaining what those inspirations were at this point.

    As far as the second wave of mechanics and card examples go, I'm definitely curious what you think about them in general, but in particular I'm curious about their power levels. Admittedly, I'm new to custom card creation, so I'm still getting used to balancing.

    Thanks for your feedback, and let me know what you think about the new content!

    Posted in: Custom Set Creation and Discussion
  • posted a message on Resurgence of Khans
    I'm excited about the possibility of a return to Tarkir, and have enjoyed imagining what a return might be like. For this set, I've re-centered the identity of the new clans on the enemy color that was previously suppressed by the Dragonlords. The story begins with Ob-Nixilis (who has regained his ability to assume human form at will) informing the Clans of their former identities. This has stoked planewide rebellion against the dragons (who are now spawning much more slowly due to Ugin being sealed away in the Meditation Realm). Ob-Nixilis does this under the guise of helping resurgent Khans of Tarkir, but secretly he is aims to subjugate both sides once they've been weakened by war. Meanwhile, Sarkhan and Narset join forces, seeking to prevent Ob-Nixilis from conquering Tarkir, while also striving to create a world more balanced between Khans and Dragons.

    9/18 (Big Update): Changed numerous cards. Made small modifications to the Aspire, Reverberate (formerly Resound), and Mastery mechanics. Resurface has been scrapped in favor of Profane.

    10/2: Modified the Aspire mechanic and renamed it Assault. Reverberate now works on cast instead of ETB. Re-designed the Dragonlord cycle. The story has also been touched up.

    Centered in White. W/R/b

    Assault – When this creature attacks, target attacking creature gains [effect] until end of turn.

    Zurgo Skullcrusher 2RWB – Mythic
    Legendary Creature – Orc Warrior
    Creatures you control have haste.
    When Zurgo Skullcrusher enters the battlefield, create two 1/1 white Warrior creature tokens.
    Whenever Zurgo Skullcrusher attacks, defending player loses life equal to the amount of attacking creatures you control.
    3/3

    Kerai Ragesinger 2W - Rare
    Legendary Creature – Human Warrior
    Your opponents can't cast spells or activate abilities during your combat phase.
    Whenever Kerai Ragesinger attacks, you may pay [sym=br][sym=br]. If you do, creatures you control gain menace until end of turn.
    3/2

    Mardu Uprising 2RWB – Rare
    Sorcery
    Creatures you control gain vigilance until end of turn.
    After this main phase, there is an additional combat phase followed by an additional main phase.
    Whenever a creature an opponent controls dies this turn, its controller loses 1 life.

    Rally to Battle 1RWB – Rare
    Enchantment
    Creatures you control attack each combat if able.
    At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control or a creature card in your graveyard has first strike. The same is true for flying, deathtouch, double strike, haste, indestructible, lifelink, menace, trample, and vigilance.

    Swift Assault RWB – Rare
    Instant
    Create two 1/1 white Warrior creature tokens, then choose one –
    • They get +1/+0 and gain haste until end of turn.
    • They gain deathtouch and lifelink until end of turn.

    Dauntless Hordechief 3W – Rare
    Creature – Human Warrior
    Indestructible
    Assault – When Dauntless Hordechief attacks, target attacking creature gains indestructible until end of turn.
    3/3

    Mardu Blademaster 3R – Rare
    Creature – Human Warrior
    Double strike
    Assault – When Mardu Blademaster attacks, target attacking creature gains double strike until end of turn.
    2/3

    Screamreach Butcher 2B – Rare
    Creature – Orc Assassin
    Deaththouch
    Assault – When Screamreach Butcher attacks, target attacking creature gains deathtouch until end of turn.
    2/2

    Daring Skyraider 2W – Uncommon
    Creature – Human Warrior
    Flying
    Assault – When Daring Skyraider attacks, target attacking creature gains flying until end of turn.
    2/2

    Frontline Swiftspear 1W – Uncommon
    Creature – Human Warrior
    First strike
    Assault – When Frontline Swiftspear attacks, target attacking creature gains first strike until end of turn.
    2/1

    Reckless Charger 2R – Uncommon
    Creature – Human Berserker
    Trample
    Assault – When Valley Charger attacks, target attacking creature gains trample until end of turn.
    3/2

    Sadistic Hordemate 1B – Uncommon
    Creature – Orc Berserker
    Menace
    Assault – When Sadistic Hordemate attacks, target attacking creature gains menace until end of turn.
    2/2

    Vanguard of the Horde W – Common
    Creature – Human Warrior
    Assault – When Vanguard of the Horde attacks, target attacking creature gets +0/+1 until end of turn.
    1/1

    Shrieking Bandits R – Common
    Creature – Goblin Shaman
    Assault – When Shrieking Bandits attacks, target attacking creature gets +1/+0 until end of turn.
    1/1

    Bloodchin Flayer 1B – Common
    Creature – Human Warrior
    Lifelink
    Assault – When Bloodchin Flayer attacks, target attacking creature gains lifelink until end of turn.
    2/1

    Mardu Clanmage 2W – Uncommon
    Creature – Human Shaman
    R, [sym=tap]: Target creature gains haste until end of turn.
    B, [sym=tap]: Target player loses 1 life and you gain 1 life.
    2/2

    Battle Celebrant 1W – Uncommon
    Creature – Human Warrior
    As long you control a red or black permanent, Battle Celebrant gets +1/+0 and has menace.
    2/2

    Sudden Sundering RW - Rare
    Instant
    Choose one –
    • Creatures your opponents control can't attack this turn.
    • Creatures your opponents control can't block this turn.

    Heartpiercer Volley RW – Uncommon
    Instant
    Deal 3 damage to target attacking or blocking creature. If you control an attacking or blocking creature, Heartpiercer Volley deals 3 damage to that creature's controller.

    Replenish the Horde 1WB - Uncommon
    Enchantment
    Whenever a nontoken creature you controls dies, create a 1/1 white Warrior creature token and gain 1 life.


    Mardu Emblem 3 – Common
    Artifact
    [sym=tap]: Add W, R, or B.
    W, [sym=tap], Sacrifice Mardu Emblem: Draw a card.

    Martial Encampment – Uncommon
    Land
    Martial Encampment enters the battlefield tapped.
    [sym=tap]: Add W, Martial Encampment deals 1 damage to you.
    [sym=tap]: Add R or B.

    Centered in Blue. U/G/r

    Reverberate [cost] (When you cast this spell, you may pay [cost]. If you do, copy it.)

    Surrak Firstfather 3GUR – Mythic
    Legendary Creature – Human Warrior
    Flash, first strike
    You may cast creature spells as though they had flash.
    Creature spells you control have reverberate. The reverberate cost is equal to its mana cost. (When you cast it, copy it if you paid the reverberate cost. The copy becomes a token.)
    5/5

    Arel, Unseen Whisperer 2U – Rare
    Legendary Creature – Human Shaman
    Whenever you create a creature token for the first time each turn, look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and the other on the bottom of your library.
    At the beginning of each combat, you may pay 1[sym=rg][sym=rg]. If you do, create a token that's a copy of target creature you control. It gains haste. At the beginning of your next end step, exile it.
    2/2

    Temur Uprising 2GUR – Rare
    Sorcery
    For each creature you control, create a token that’s a copy of it, except they have trample and haste. At the beginning of the end step, exile them.

    Rites of Summoning 1GUR – Rare
    Enchantment
    Whenever a creature enters the battlefield under your control, scry 1, then Rites of Summoning deals 1 damage to each opponent.
    If you would copy a spell, copy it that many times plus one instead.

    Manifest the Unwritten GUR – Rare
    Instant
    Copy target spell. (You may choose new targets for a nonpermanent copy. A copy of a permanent enters the battlefield as a token under your control.)

    Ancestral Image 3U – Rare
    Creature – Shapeshifter
    You may have Ancestral Image enter the battlefield as a copy of any creature on the battlefield.
    Reverberate 3U (When you cast this spell, you may pay 3U. If you do, copy it. The copy becomes a token).
    0/0

    Frontier Packleader 3G – Rare
    Creature – Bear
    Trample
    Frontier Packleader gets +1/+1 for each creature token you control.
    Reverberate 3G (When you cast this spell, you may pay 3G. If you do, copy it. The copy becomes a token.)
    4/4

    Volcanic Fury XR – Rare
    Sorcery
    Volcanic Fury deals X damage to any target.
    Reverberate 1R (When you cast this spell, you may pay 1R. If you do, copy it. You may choose new targets for the copy).

    Bellowing Gales 1U – Uncommon
    Instant
    Counter target spell unless its controller pays 2.
    Reverberate 2 (When you cast this spell, you may pay 2. If you do, copy it. You may choose new targets for the copy).

    Current Glider 2U – Uncommon
    Creature – Elemental
    Flying
    Reverberate 2U (When you cast this spell, you may pay 2U. If you do, copy it. The copy becomes a token.)
    2/3

    Might of the Bear 2G – Uncommon
    Enchantment – Aura
    Enchant creature
    Enchanted creature gets +2/+2 and gains trample.
    Reverberate 2G (When you cast this spell, you may pay 2G. If you do, copy it. The copy becomes a token, and you may choose new targets for the copy.)

    Cliffside Predator 2R – Uncommon
    Creature – Yeti
    Menace
    Reverberate 2R (When you cast this spell, you may pay 2R. If you do, copy it. The copy becomes a token.)
    3/2

    Encroaching Frost 3U – Common
    Enchantment – Aura
    Enchant creature
    Tap target creature. It doesn't untap during its controller's uptap step.
    Reverberate 3U (When you cast this spell, you may pay 3U. If you do, copy it. The copy becomes a token, and you may choose new targets for the copy.)

    Revenge of the Wilds 2G – Common
    Instant
    Destroy target artifact, enchantment, or creature with flying.
    Reverberate 2G (When you cast this spell, you may pay 2G. If you do, copy it. You may choose new targets for the copy).

    Temur Battlecry 1R– Common
    Sorcery
    Up to two target creatures can't block this turn.
    Reverberate 2 (When you cast this spell, you may pay 2. If you do, copy it. You may choose new targets for the copy.)

    Temur Clanmage 2U – Uncommon
    Creature – Human Shaman
    G, [sym=tap]: Target creature gains trample until end of turn.
    R, [sym=tap]: Temur Clanmage deals 1 damage to any target.
    2/2

    Frostkin 3U – Uncommon
    Creature - Elemental
    As long as you control a green or red permanent, Frostkin has trample.
    4/3

    Eternal Peak Elder 2GU – Rare
    Creature – Human Shaman
    Creature tokens you control have hexproof.
    Whenever you copy a spell one or more times, create a 1/1 blue Shaman creature token.
    3/3

    Temur Soothsayer 1GU – Uncommon
    Creature – Human Shaman
    Whenever you copy a spell one or more times, reveal the top card of your library. If it's a land card, put it onto the battlefield. If it's a nonland card, put it into your hand.
    2/2

    Caldera Elemental 1UR - Uncommon
    Creature – Elemental
    Flying
    Whenever you cast an instant or sorcery spell, you may switch Caldera Elemental's power and toughness until end of turn.
    2/4

    Temur Emblem 3 – Common
    Artifact
    [sym=tap]: Add U, G, or R.
    U, [sym=tap], Sacrifice Temur Emblem: Draw a card.

    Ancestral Grounds – Uncommon
    Land
    Ancestral Grounds enters the battlefield tapped.
    [sym=tap]: Add U, Ancestral Grounds deals 1 damage to you.
    [sym=tap]: Add G or R.

    Centered in Black. B/W/g

    Endure N (When this creature dies, distribute N +1/+1 counters among N target creatures you control).

    Anafenza, Avenging Spirit WBG - Mythic
    Legendary Creature – Spirit Warrior
    Anafenza, Avenging Spirit enters the battlefield with three +1/+1 counters on it.
    1, Remove a +1/+1 counter from Anafenza, choose one - Create a 1/1 white Spirit creature token with flying; or target creature gets -2/-2 until end of turn; or put a +1/+1 counter on another target creature.
    0/0

    Oret, of the Old Ways 3B – Rare
    Legendary Creature – Human Cleric
    Whenever one or more +1/+1 counters are put on a creature you control, each opponent loses 1 life.
    [sym=gw][sym=gw]: Put a +1/+1 counter on target creature you control and you gain 1 life.
    2/4

    Abzan Uprising 2WBG - Rare
    Sorcery
    Return a number of creature cards with total converted mana cost 5 or less from your graveyard to the battlefield. Then put a +1/+1 counter on each creature you control.

    Kin-Tree Fortification 1WBG – Rare
    Enchantment
    Whenever a creature you control dies, you gain life equal to its toughness.
    2, Sacrifice a creature: Put a +1/+1 counter on each creature you control.

    Join the Ancestors WBG – Rare
    Instant
    As an additional cost to cast this spell, sacrifice a creature.
    You draw cards equal to the sacrificed creature's toughness, then create a 1/1 white Spirit creature token with flying.

    Tormented Spirit Speaker 3B – Rare
    Creature – Human Cleric
    Whenever one or more +1/+1 counters are put on Tormented Spirit Speaker for the first time each turn, create that many 1/1 black Spirit creature tokens with menace.
    Endure 3 (When this creature dies, distribute three +1/+1 counters among one, two, or three target creatures you control).
    3/2

    Great Aerie Sentinel 3W – Rare
    Creature – Aven Soldier
    Flying
    Whenever one or more +1/+1 counters are put on Great Aerie Sentinel for the first time each turn, you gain that much life.
    Endure 2 (When this creature dies, distribute two +1/+1 counters among one or two target creatures you control).
    3/3

    Abzan War-Beast 3G – Rare
    Creature – Elephant
    Trample
    Whenever one or more +1/+1 counters are put on Abzan War-Beast for the first time each turn, you draw that many cards.
    Endure 2 (When this creature dies, distribute two +1/+1 counters among one or two target creatures you control).
    3/3

    Kin-Tree Avenger 2B – Uncommon
    Creature – Human Warrior
    Kin-Tree Avenger has deathtouch as long as it has a +1/+1 counter on it.
    Endure 2 (When this creature dies, distribute two +1/+1 counters among one or two target creatures you control).
    2/2

    Mer-Ek Intimidator 1B – Uncommon
    Creature – Orc Warrior
    Mer-Ek Intimidator has menace as long as it has a +1/+1 counter on it.
    Endure 1 (When this creature dies, put a +1/+1 on target creature you control).
    2/1

    Arashin Sunbringer 2W – Uncommon
    Creature – Human Soldier
    Arashin Sunbringer has first strike as long as it has a +1/+1 counter on it.
    Endure 2 (When this creature dies, distribute two +1/+1 counters among one or two target creatures you control).
    2/2

    Salt Road Suppliers 2G – Uncommon
    Creature – Hound Scout
    Salt Road Suppliers has vigilance as long as it has a +1/+1 counter on it.
    Endure 2 (When this creature dies, distribute two +1/+1 counters among one or two target creatures you control).
    2/2

    Ancestor's Acolyte 1B – Common
    Creature – Human Cleric
    Endure 1 (When this creature dies, put a +1/+1 on target creature you control).
    1/2

    Wanderer of the Wastes W – Common
    Creature – Human Soldier
    Endure 1 (When this creature dies, put a +1/+1 on target creature you control).
    1/1

    Oasis Guardian G - Common
    Creature – Hound Shaman
    Endure 1 (When this creature dies, put a +1/+1 on target creature you control).
    0/3

    Abzan Clanmage 2B – Uncommon
    Creature – Human Cleric
    W, [sym=tap]: Target creature gains lifelink until end of turn.
    G, [sym=tap]: Put a +1/+1 counter on target creature.
    2/2

    Watchful Remnant 3B – Uncommon
    Creature – Spirit Warrior
    As long as you control a white or green permanent, Watchful Remnant gets +0/+1 and has vigilance.
    3/3

    Voice of the Fallen 2WB - Rare
    Creature – Spirit Cleric
    Flying
    Whenever a creature token enters the battlefield under your control, you gain 1 life.
    Whenever a creature token you control dies, each opponent loses 1 life.
    2/3

    Aid of the Kindred 1WB – Uncommon
    Instant
    Create two 1/1 black Spirit creature tokens with menace. Then you gain 1 life for each creature token you control.

    Bloodline Etchings BG – Uncommon
    Enchantment
    BG, Sacrifice a permanent: You draw a card and gain 1 life.

    Abzan Emblem 3 – Common
    Artifact
    [sym=tap]: Add B, W, or G.
    B, [sym=tap], Sacrifice Abzan Emblem: Draw a card.

    Foreboding Fortress – Uncommon
    Land
    Foreboding Fortess enters the battlefield tapped.
    [sym=tap]: Add B, Foreboding Fortress deals 1 damage to you.
    [sym=tap]: Add W or G.

    Centered in Red. R/U/w

    Mastery N (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put N +1/+1 counters on it. It attains mastery).

    Kuyai, Lotus-Eye Visionary 1URW – Mythic
    Creature – Djinn Monk
    Flying
    Noncreature spells you cast cost 1 less to cast.
    Whenever you cast your second noncreature spell each turn, draw a card.
    3/3

    Zogye, Sage-Eye Mystic 2R - Rare
    Creature – Human Monk
    Whenever you cast a noncreature spell, Zogye, Sage-Eye Mystic deals 2 damage to each opponent.
    Whenever you cast a noncreature spell with convertd mana cost 3 or less, if it's not a copy, you may pay [sym=wu][sym=wu]. If you do, copy it. You may cast the copy until end of turn without paying its mana cost. (A copy of a permanent becomes a token.)
    2/2

    Jeskai Uprising 2URW – Rare
    Sorcery
    Creatures you control gain flying, first strike, and lifelink until end of turn.
    Reveal cards from the top of your library until you reveal a noncreature card with converted mana cost 3 or less. You may cast it without paying its mana cost. Put the rest of the revealed cards on the bottom of your library in a random order.

    Way of the Mystic 1URW – Rare
    Enchantment
    Noncreature spells you control can't be countered.
    Whenever you cast a noncreature spell, put a realization counter on Way of the Mystic.
    Once each turn, you may pay 0 rather than pay the mana cost for a noncreature spell you cast with converted mana cost X or less, where X is the number of realization counters on Way of the Mystic.

    Silencing Strike URW – Rare
    Instant
    Silencing Strike deals 3 damage to any target, and you gain 3 life. Counter all activated and triggered abilities controlled by that player or permanents controller.

    Ghostfire Grand Master 2R – Rare
    Creature – Human Warrior
    Your opponents can't gain life and damage from sources you control can't be prevented.
    Mastery 2 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put two +1/+1 counters on it. It attains mastery).
    When Ghostfire Grand Master attains mastery, it deals 3 damage divided as you choose among any number of targets.
    2/2

    Sage of the Nimbus 2U – Rare
    Creature – Aven Scout
    Flying
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    Whenever Sage of the Nimbus deals combat damage to a player, if it has attained mastery, draw a card.
    2/3

    Stronghold Guardian 3W – Rare
    Creature – Human Monk
    Vigilance
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    As long as Stronghold Guardian has attained mastery, it has: W, [sym=tap]: Tap target creature an opponent controls.
    3/3

    Adept of Flames 2R – Uncommon
    Creature – Efreet Monk
    Menace
    Mastery 2 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put 2 +1/+1 counters on it. It attains mastery).
    2/2

    Bloodfire Warrior 1R – Uncommon
    Creature – Efreet Warrior
    Haste
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    2/2

    Student of the Hidden Path 1U – Uncommon
    Creature – Human Monk
    Student of the Hidden Path can't be blocked.
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    1/1

    Swiftblade Enforcer 2W – Uncommon
    Creature – Human Monk
    First strike
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    As long as Swiftblade Enforcer has attained mastery, it has double strike.
    2/2

    Humble Artisan R – Common
    Creature – Human Monk
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    When Humble Artisan attains mastery, you may discard a card. If you do, draw a card.
    1/1

    Monastery Scholar 1U – Common
    Creature – Human Wizard
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    When Monastery Scholar attains mastery, draw a card then discard a card.
    1/2

    Initiate of Pearls W – Common
    Creature – Human Monk
    Mastery 1 (When you cast your second noncreature spell this turn, if this creature hasn't attained mastery, put a +1/+1 counter on it. It attains mastery).
    1/1

    Jeskai Clanmage 2R – Uncommon
    Creature - Human Monk
    U, [sym=tap]: Target creature gains flying until end of turn.
    W, [sym=tap]: You gain 2 life.
    2/2

    Nimbus Rider 2R – Uncommon
    Creature – Efreet Monk
    As long as you control a blue or white permanent, Nimbus Rider has flying.
    3/2

    Recover the Records UR – Rare
    Instant
    Choose an instant or sorcery card in your graveyard. You may cast it until end of turn. When you do, it deals 2 damage to target player. If that spell would be put into your graveyard this turn, exile it instead.

    Persuasive Teachings 1UR – Uncommon
    Sorcery
    Gain control of target creature until end of turn. Untap that creature. It gains haste. If there is another instant or sorcery card in your graveyard, that creature can't be blocked this turn.

    Striking-Tiger Technique RW – Uncommon
    Instant
    Untap target creature you control. It gains double strike until end of turn.

    Jeskai Emblem 3 – Common
    Artifact
    [sym=tap]: Add R, U, or W.
    R, [sym=tap], Sacrifice Jeskai Emblem: Draw a card.

    Forbidden Sanctuary – Uncommon
    Land
    Forbidden Sanctuary enters the battlefield tapped.
    [sym=tap]: Add R, Forbidden Sanctuary deals 1 damage to you.
    [sym=tap]: Add U or W.

    Centered in Green. G/B/u

    Profane – If a player milled cards this turn, [effect].

    Sidisi, the Usurper 2BGU – Mythic
    Legendary Creature – Zombie Naga
    At the beginning of combat on your turn, each player mills three cards.
    Whenever an opponent mills one or more creature cards, you create a 2/2 black Zombie creature token.
    Whenever you mill one or more land cards, put a +1/+1 counter on each creature you control.
    2/2

    Feyomsi, Sorcerer of Ukud 3G – Rare
    Legendary Creature – Cat Demon
    At the beginning of your upkeep, mill two cards, then you may put a permanent card from your graveyard on top of your library.
    Whenever a card is put on top of your library from anywhere, you may pay [sym=ub][sym=ub]. If you do, draw a card.
    3/4

    Sultai Uprising 2BGU – Rare
    Sorcery
    Mill four cards.
    Until end of turn, creatures you control gain trample and get +X/+X, where X is the number of creature cards in your graveyard.

    Awaken the Necropolis 1BGU – Rare
    Enchantment
    At the beginning of your upkeep, mill three cards.
    Whenever you mill one or more creature cards for the first time each turn, choose one of them, then you may pay X, where X is its converted mana cost. If you do, return it from your graveyard to the battlefield under your control.

    Swallowed by the Jungle BGU – Rare
    Instant
    Destroy target nonland permanent, then mill three cards.

    Vizier of Venoms 2G – Rare
    Creature – Naga Assassin
    Deaththouch
    Profane – At the beginning of each end step, if a player milled cards this turn, create a 1/1 green Naga creature token with deaththouch.
    2/2

    Relentless Sibsig B - Rare
    Creature – Zombie
    Relentless Sibsig can't block.
    Profane – If a player milled cards this turn, you may cast Relentless Sibsig from your graveyard until end of turn.
    2/1

    Glimpse the Forbidden 4UU – Rare
    Sorcery
    Scry 3, then draw three cards.
    Profane – If a player milled cards this turn, this spell costs 1 less to cast for each card that player milled.

    Reclaim the Ruins 1G – Uncommon
    Sorcery
    Draw a card. You may play an additional land this turn.
    Profane – If a player milled cards this turn, you may play up to one land card from your graveyard this turn.

    Serpent Strike G – Uncommon
    Instant
    Target creature you control gets +3/+3 until end of turn.
    Profane – If a player milled cards this turn, that creature also gains deathtouch and trample until end of turn.

    Pit Offering 1B – Uncommon
    Sorcery
    Each opponent sacrifices a creature
    Profane – If a player milled cards this turn, you gain life equal to the highest toughness among creatures sacrificed this way.

    Banishment Ritual 1U – Uncommon
    Instant
    Return target nonland permanent to its owner's hand.
    Profane – If a player milled cards this turn, you may put that permanent on top of its owner's library instead.

    Qarsi Restorer 1G – Common
    Creature – Human Shaman
    Profane – When Qarsi Restorer enters the battlefield, if a player milled cards this turn, draw a card.
    2/1

    Harvest the Fallen 1B – Common
    Sorcery
    Return target creature card from your graveyard to your hand.
    Profane – If a player milled cards this turn, return up to two target creature cards from your graveyard to your hand instead.

    Intoxicating Vapors 1U - Common
    Instant
    Tap up to two target creatures.
    Profane – If a player milled cards this turn, those creatures don't untap during their controller's next untap step.

    Sultai Clanmage 2G – Uncommon
    Creature – Naga Shaman
    B, [sym=tap]: Target creature gains deathtouch until end of turn.
    U, [sym=tap]: Target player mills two cards.
    2/2

    Sultai Slitherer 2G – Uncommon
    Creature – Naga Shaman
    Whenever Sultai Slitherer deals combat damage to a player, if you control a black or blue permanent, you mill that many cards.
    3/3

    Necrotic Pestilence 2BG – Rare
    Sorcery
    Sacrifice any number of creatures you control. Creatures get -X/-X until end of turn, where X is the number of creature cards in your graveyard.

    Shed the First Skin 1BG - Uncommon
    Sorcery
    As an additional cost to cast this spell, sacrifice a creature.
    Mill a number of cards equal to the sacrificed creature's toughness, then return another target creature card from your graveyard to the battlefield under your control.

    Marang River Doppelganger GU – Uncommon
    Creature – Illusion
    When you cast Marang River Doppelganger, if there is another card in your graveyard named Marang River Doppelganger, copy it. (The copy becomes a token).
    2/2

    Sultai Emblem 3 – Common
    Artifact
    [sym=tap]: Add G, B, or U.
    G, [sym=tap], Sacrifice Sultai Emblem: Draw a card.

    Lavish Temple – Uncommon
    Land
    Lavish Temple enters the battlefield tapped.
    [sym=tap]: Add G, Lavish Temple deals 1 damage to you.
    [sym=tap]: Add B or U.

    Kolagan, the Capricious 4BR - Mythic
    Legendary Creature – Elder Dragon
    Flying, haste
    All creatures attack each combat if able.
    Whenever one or more creatures deal damage to you or a planeswalker you control, destroy one of them at random.
    5/5

    Kolaghan's Raid 3BR – Rare
    Sorcery
    Creatures you control get +2/+0, and gain deathtouch and first strike until end of turn.
    Whenever a creature you control deals combat damage to a player this turn, destroy target artifact or planeswalker that player controls.

    Furious Warkite 3RR – Rare
    Creature – Dragon
    Flying
    When Furious Warkite attacks, attacking creatures you control gain trample until end of turn.
    4/4

    Foul-Tongue Chant 1BR – Uncommon
    Attacking creatures get +1/+0 until end of turn. Whenever a creature attacks you, its controller loses 1 life.

    Spiteful Scream BR – Uncommon
    Instant
    Choose one or both:
    • Deal 5 damage to target white creature or planeswalker.
    • Target player loses 1 life for each tapped creature they control.

    Skittering Shanker 1R – Common
    Creature – Goblin Warrior
    1B: Skittering Shanker gains menace until end of turn.
    2/1

    Atarka, the Ravenous 4RG – Mythic
    Legendary Creature – Elder Dragon
    Flying, trample
    Whenever Atarka the Ravenous or another creature with power 4 or greater enters the battlefield under your control, that creature fights up to one target creature you don't control.
    7/5

    Atarka's Huntcall XRG – Rare
    Sorcery
    Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library. If that creature has power 4 or greater, it gains haste until end of turn.

    Voracious Ventmaw 3GG - Rare
    Creature - Dragon
    Flying
    Whenever Voracious Ventmaw or another creature with power 4 or greater enters the battlefield under your control, you gain 4 life.
    4/4

    Roar of the Clawbearer 1RG – Uncommon
    Enchantment
    Creatures you control with power 4 or greater have haste.

    Savage Resolve RG – Uncommon
    Instant
    Choose one or both:
    • Spells you control can’t be countered this turn. Permanents you control have hexproof from blue until end of turn.
    • Target creature you control deals damage equal to its power to target creature you don’t control.

    Alpine Brawler 4G – Common
    Creature - Bear
    1R: Target creature you control with power 4 or greater gains first strike until end of turn.
    4/3

    Dromoka, the Unyielding 4GW - Mythic
    Legendary Creature – Elder Dragon
    Flying, vigilance
    At the beginning of your upkeep, put a +1/+1 counter on target creature you control.
    Each other creature you control with a +1/+1 counter on it has indestructible.
    4/5

    Dromoka's Decree 3GW – Rare
    Sorcery
    For each player, choose a creature they control. Put a +1/+1 counter on each of them, then destroy all other creatures. If a creature would be destroyed this way, exile it instead.

    Sovereign Scalelord 3WW – Rare
    Creature – Dragon
    Flying
    When Sovereign Scalelord enters the battlefield, put a +1/+1 counter on each other creature you control.
    4/4

    Dragonscale Boon 1GW – Uncommon
    Enchantment
    Whenever a creature enters the battlefield under your control, put a +1/+1 counter on it.

    Enduring Enforcement GW – Uncommon
    Instant
    Choose one or both:
    • Exile target black permanent.
    • Distribute two +1/+1 counters among one or two target creatures you control.

    Scalelord Loyalist 1W – Common
    Creature – Human Soldier
    2G: Put a +1/+1 counter on target creature you control.
    1/2

    Ojutai, the Imperious 4WU – Mythic
    Legendary Creature – Elder Dragon
    Flying, lifelink
    Whenever you gain life, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step and its activated abilities can't be activated for as long as it remains tapped.
    5/5

    Ojutai's Rebuke 3WU – Rare
    Sorcery
    Return all tapped nonland permanents to their owner's hands. You gain 1 life for each card returned to a player's hand this way.

    Condescending Skywise 3UU – Rare
    Creature – Dragon
    Flying
    At the beginning of combat on your turn, tap target artifact, creature, or land. It doesn't untap during its controller's next untap step.
    4/4

    Dragonspeaker's Teachings 1WU – Uncommon
    Enchantment
    Tap an untapped creature you control, tap target creature an opponent controls.

    Cunning Maneuver WU – Uncommon
    Instant
    Choose one or both:
    • Counter target red spell or ability.
    • Tap all creatures your opponents control.

    Skywise Enforcer 2U – Common
    Creature – Human Wizard
    1W, [sym=Tap]: Tap target creature an opponent controls.
    2/2

    Silumgar, the Cruel 4UB - Mythic
    Legendary Creature – Elder Dragon
    Flying, deathtouch
    Whenever Silumgar, the Cruel deals combat damage to player, they mill that many cards.
    Whenever an opponent mills one or more creature cards, that player sacrifices a creature.
    4/5

    Silumgar's Tyranny XUB – Rare
    Sorcery
    Each opponent mills X cards. For each opponent, return up to one target creature card with converted mana cost X or less from their graveyard to the battlefield under your control.

    Domineering Deathfang 3BB – Rare
    Creature – Dragon
    Flying
    Whenever Domineering Deathfang attacks, each opponent mills three cards. If a player milled one or more noncreature, nonland cards this way, that player discards a card.
    4/4

    Fill the Coffers 1UB – Uncommon
    Enchantment
    At the beginning of your upkeep, each opponent mills three cards and loses 1 life for each creature card milled this way.

    Ruthless Whims UB – Uncommon
    Instant
    Choose one or both:
    • Destroy target green creature. You gain 2 life.
    • Look at the top four cards of each opponent's library, then put them back in any order. Each opponent mills two cards.

    Scheming Sycophant 2B – Common
    Creature – Human Wizard
    U, [sym=Tap]: Target player mills three cards.
    2/3

    BW: Tokens
    GW: +1/+1 Counters
    GB: Sacrifice
    UB: Mill
    UG: Copying Spells Matters
    GR: Power Matters
    RU: Instants and Sorceries
    UW: Tapping
    RW: Combat Tricks
    RB: Attacking Matters
    Posted in: Custom Set Creation and Discussion
  • posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (3 versions!)
    Quote from DementedKirby »
    I like both cards as I've used them both in The Scarab God and Nekusar, the Mindrazer. Having multiple Sidisi's in play is absolutely nuts but it's honestly just a matter of space for me. Finding cuts in the deck is just getting more and more difficult with each new set released.


    Yeah, making cuts is definitely a challenge. Looking at your list, the only thing that jumps out is Gurmag Drowner, unless it's serving a purpose I don't know about, or has been performing particularly well for you.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (3 versions!)
    What are people's opinions on Sakashima the Impostor and Spark Double? I very rarely see them in Sidisi lists and in my experience they are extremely powerful since they get around the legend rule. Having one Sidisi is great, having 2-3 gets insane quickly. Granted, having multiple copies of Sidisi is redundant in those instances when you have the pieces to generate infinite mill, but any other time (or for any builds not going the infinite mill route) they are both amazing.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (3 versions!)
    Initially I underestimated underrealm lich as well. In a vacuum it seems solid but nothing special; however, if you can generate a lot of draw triggers then things get insane pretty quickly. In my list, besides sylvan library, it is also incredibly strong with the gitrog monsterand greater good. With gitrog, each time your mill trigger puts a land in the grave you get to rinse and repeat, until you come across a batch of three cards that don't have a land in them to mill. With greater good and a way to pump your zombies the lich can get comboliscious. If you have at least one zombie lord out you can sac a zombie for three draw triggers, netting a zombie each time one of your three mills puts a creature in the bin, then discarding three for card parity, essentially filtering your hand. Then sac one of the zombies you netted to do it again, and again, and again until you've either milled your whole library, or if you have an eldrazi titan in your deck you essentially go infinite.

    The lich could also go off pretty hard with consecrated sphinx or jin-gitaxias, core augur in the more reanimator based builds.

    Posted in: Multiplayer Commander Decklists
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