2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • 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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    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 Return to Tarkir: Clans and Mechanics
    I'm excited about the possibility of a return to Tarkir, and have enjoyed envisiong 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, but which are now in open revolt. The story of the set follows the conflict between the resurgence of Khans vs. the Dragonlords, and features Sarkhan's (pro dragon) conflict with Narset (pro Khans).

    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.

    Centered in White. W/R/b

    Aspire – When this creature attacks, an 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.
    When 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 B/R, B/R: If you do, creatures you control gain menace until end of turn.
    3/2

    Mardu Resurgence 2RWB – Rare
    Sorcery
    Creatures you control gain double strike and indestructible until end of turn. Whenever a creature an opponent controls dies this turn, they lose 1 life.

    Lust for Battle 1RWB – Rare
    Enchantment
    Creatures you control get +1/+0.
    At the end of your combat phase, untap all creatures you control.
    Whenever a creature an opponent controls dies, put a +1/+1 counter on each creature you control that dealt damage to that creature this turn.

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

    Dauntless Hordechief 2W – Rare
    Creature – Human Shaman
    Indestructible
    Aspire – When Dauntless Hordechief attacks, an attacking creature gains indestructible until end of turn.
    3/3

    Warrior of the Scour 3R – Rare
    Creature – Human Warrior
    Double Strike
    Aspire – When Warrior of the Scour attacks, an attacking creature gains double strike until end of turn.
    2/3

    Screamreach Butcher 2B – Rare
    Creature – Orc Assassin
    Deathtouch
    Aspire – When Screamreach Butcher attacks, an attacking creature gains deathtouch until end of turn.
    2/2

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

    Daring Skyraider 1W – Uncommon
    Creature – Human Warrior
    Flying
    Aspire – When Daring Skyraider attacks, an attacking creature gains flying until end of turn.
    2/1

    Mardu Charger 2R – Uncommon
    Creature – Human Berserker
    Trample
    Aspire – When Mardu Charger attacks, an attacking creature gains trample until end of turn.
    3/2

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

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

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

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

    Mardu Clanmage 2W – Uncommon
    Creature – Human Shaman
    R, Tap: Target creature gains haste until end of turn.
    B, 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 WR - Rare
    Instant
    Choose one –
    • Creatures your opponents control can't attack this turn.
    • Creatures your opponents control can't block this turn.

    Heartpiercer Volley WR – Uncommon
    Instant
    Deal damage to target attacking or blocking creature equal to the number of creatures you control. Deal damage to its controller equal to the number of tapped creatures you control.

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

    3
    Mardu Emblem – Common
    Artifact
    Tap: Add W, R, or B.
    W, Tap, Sacrifice Mardu Emblem: Draw a card.

    Martial Encampment – Uncommon
    Land
    Martial Encampment enters the battlefield tapped.
    Tap: Add W, Martial Encampment deals 1 damage to you.
    Tap: Add R or B.

    Centered in Blue. U/G/r

    Reverberate [cost] (When this creature enters the battlefield, if it's not a token, you may pay [cost]. If you do, create a token that's a copy of it).

    Surrak Battlebringer 2GUR - Mythic
    Legendary Creature – Human Warrior
    Menace
    Whenever Surrak Battlebringer enters the battlefield or attacks, create a token that's a copy of another target creature you control.
    Creature tokens you control have hexproof.
    4/4

    Arel, Unseen Whisperer 2U – Rare
    Legendary Creature – Human Shaman
    Whenever a creature enters the battlefield under your control, scry 1.
    1,R/G,R/G: Create a token that's a copy of target creature you control with converted mana cost 4 or less. It has haste. Sacrifice it at the beginning of the next end step.
    2/2

    Temur Resurgence 2GUR - Rare
    Sorcery
    Draw a card for each creature you control. Then Temur Resurgence deals damage to any target equal to the number of cards you've drawn this turn.

    Rites of Summoning 1GUR – Rare
    Enchantment
    Creature spells you control can't be countered.
    At the beginning of your upkeep, exile target creature you control, then return it to the battlefield. It gains haste until end of turn.

    Frostform Emergence GUR – Rare
    Instant
    Create a token that's a copy of target creature you control. It fights target creature you don't control.

    Ancestral Image 3U – Rare
    Creature – Shapeshifter
    You may have Ancestral Image enter the battlefield as a copy of any creature on the battlefield, except it has reverberate 2U (When this creature enters the battlefield, if it's not a token, you may pay 2U. If you do, create a token that's a copy of it).
    0/0

    Qal Sisma Mystic 1G – Rare
    Creature – Human Shaman
    Tap: Add one mana of any color.
    Reverberate 2 (When this creature enters the battlefield, if it's not a token, you may pay 2. If you do, create a token that's a copy of it).
    2/2

    Frontier Ragestoker 2R - Rare
    Creature – Human Shaman
    When Temur Ragestoker enters the battlefield, it deals 2 damage to any target.
    Reverberate 2R (When this creature enters the battlefield, if it's not a token, you may pay 2R. If you do, create a token that's a copy of it).
    3/3

    Frostpeak Clan-caller 2U - Uncommon
    Creature – Human Shaman
    When Frostpeak Clan-caller enters the battlefield, create a 1/1 blue Shaman creature token.
    Reverberate 2U (When this creature enters the battlefield, if it's not a token, you may pay 2U. If you do, create a token that's a copy of it).
    2/2

    Ridgeline Grizzly 2G – Uncommon
    Creature – Bear
    Trample
    Reverberate 2G (When this creature enters the battlefield, if it's not a token, you may pay 2G. If you do, create a token that's a copy of it).
    3/3

    Cliffside Predator 2R – Uncommon
    Creature – Yeti
    First Strike
    Reverberate 2R (When this creature enters the battlefield, if it's not a token, you may pay 2R. If you do, create a token that's a copy of it).
    3/2

    Wilderness Speaker 1G – Common
    Creature – Ainok Shaman
    When Wilderness Speaker enters the battlefield, you gain 2 life.
    Reverberate 2 (When this creature enters the battlefield, if it's not a token, you may pay 2. If you do, create a token that's a copy of it).
    1/2

    Gale Elemental 2U – Common
    Creature – Elemental
    Flying
    Reverberate 2U (When this creature enters the battlefield, if it's not a token you may pay 2U. If you do, create a token that's a copy of it).
    2/2

    Temur Earthshaker 1R– Common
    Creature – Efreet Shaman
    When Temur Earthshaker enters the battlefield, target creature can't block this turn.
    Reverberate 2 (When this creature enters the battlefield, you may pay 2. If you do, create a token that's a copy of it).
    2/1

    Temur Clanmage 2U – Uncommon
    Creature – Human Shaman
    G, Tap: Target creature gains trample until end of turn.
    R, Tap: Deal 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

    Guerrilla Warfare 2UG – Rare
    Enchantment
    You may cast creature spells as though they had flash.
    Whenever a creature enters the battlefield under your control, you may return another target creature you control to your hand.

    Shift through Time UG – Uncommon
    Instant
    Exile target creature you control, then return it to the battlefield with a +1/+1 counter on it.

    Tempestuous Currents UR - Uncommon
    Instant
    Target creature gains flying and gets +X/+0 until end of turn, where X is equal to the number of instants and sorceries in your graveyard.

    3
    Temur Emblem – Common
    Artifact
    Tap: Add U, G, or R.
    U, Tap, Sacrifice Temur Emblem: Draw a card.

    Ancestral Grounds – Uncommon
    Land
    Ancestral Grounds enters the battlefield tapped.
    Tap: Add U, Ancestral Grounds deals 1 damage to you.
    Tap: Add G or R.

    Centered in Black. B/W/g

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

    Anafenza, Avenging Spirit WBG - Mythic
    Legendary Creature – Spirit Warrior
    If another creature you control died this turn, you may cast Anafenza, Avenging Spirit from your graveyard.
    Anafenza 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; target creature gets -2/-2 until end of turn; put a +1/+1 counter on target creature you control.
    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.
    G/W,G/W: Exile target card from a graveyard. Put a +1/+1 counter on target creature you control and you gain 1 life.
    2/4

    Abzan Resurgence 2BWG - Rare
    Sorcery
    Return a number of creature cards with total converted mana cost 5 or less from your graveyard to the battlefield. Then gain 1 life for each creature that entered the battlefield this way and put a +1/+1 counter on each of them.

    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 creatures you control).
    3/3

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

    Abzan War-Beast 3G – Rare
    Creature – Rhino
    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 creatures you control).
    3/3

    Kin-Tree Avenger 1B - Uncommon
    Creature – Human Cleric
    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 creatures you control).
    1/2

    Arashin Sunbringer 2W – Uncommon
    Creature – Human Warrior
    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 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 creatures you control).
    2/2

    Ancestor's Acolyte 1B – Common
    Creature – Human Cleric
    Sacrifice Ancestor's Acolyte: Target player discards a card. Activate this ability only anytime you could cast a sorcery.
    Endure 1 (When this creature dies, distribute a +1/+1 counter among creatures you control).
    1/2

    Wanderer of the Wastes W – Common
    Creature – Human Soldier
    Sacrifice Wanderer of the Wastes: You gain 2 life. Activate this ability only anytime you could cast a sorcery.
    Endure 1 (When this creature dies, distribute a +1/+1 counter among creatures you control).
    1/1

    Oasis Guardian G - Common
    Creature – Hound Shaman
    Sacrifice Oasis Guardian: Draw a card. Activate this ability only anytime you could cast a sorcery.
    Endure 1 (When this creature dies, distribute a +1/+1 counter among creatures you control).
    0/2

    Abzan Clanmage 2B – Uncommon
    Creature – Human Cleric
    W, Tap: Target creature gains lifelink until end of turn.
    G, 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 2BW - Rare
    Creature – Spirit Cleric
    Flying
    Whenever a creature token enters the battlefield under your control, gain 1 life.
    Whenever a creature token you control dies, each opponent loses 1 life.
    2/3

    Aid of the Kindred 1BW – 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
    GB, Sacrifice a permanent: You draw a card and gain 1 life.

    3
    Abzan Emblem – Common
    Artifact
    Tap: Add B, W, or G.
    B, Tap, Sacrifice Abzan Emblem: Draw a card.

    Foreboding Fortress – Uncommon
    Land
    Foreboding Fortess enters the battlefield tapped.
    Tap: Add B, Foreboding Fortress deals 1 damage to you.
    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 1RUW – 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 Sensei 2R - Rare
    Creature – Human Monk
    Whenever you cast a noncreature spell, create a 1/1 red Monk creature token with mastery 2.
    W/U: Untap all creatures you control. They gain flying until end of turn. Activate this ability only if you've cast two or more noncreature spells this turn.
    2/2

    Jeskai Resurgance 2RUW – Rare
    Sorcery
    Exile the top five cards of your library. You may cast noncreature spells among them with converted mana cost 3 or less without paying their mana costs. Then you gain 1 life for each exiled card not cast this way and put them on the bottom of your library in any order.

    Way of the Mystic 1URW – Rare
    Enchantment
    Whenever you cast your first noncreature spell each turn, you may pay an amount of mana equal to its mana cost plus one. If you do, cast a copy of that spell (A copy of a permanent becomes a token).

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

    Ghostfire Grand Master 2R – Rare
    Creature – Human Monk
    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 2 +1/+1 counters on it. It attains mastery).
    When Ghostfire Grand Master attains mastery, it deals three 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 2W – 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, Tap: Tap target creature an opponent controls.
    3/3

    Adept of Flames 2R – Uncommon
    Creature – Efreet Warrior
    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

    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 Warrior
    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 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 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, Tap: Target creature gains flying until end of turn.
    W, 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

    Swift Deflection RU – Rare
    Instant
    Choose one:
    • Copy target instant or sorcery spell. You may choose new targets for the copy.
    • Change the target of target spell or ability with a single target.

    Persuasive Teachings 1RU – Uncommon
    Sorcery
    Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste and gets +X/+0 until end of turn, where X is equal to the number of instant and sorcery spells you've cast this turn.

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

    3
    Jeskai Emblem – Common
    Artifact
    Tap: Add R, U, or W.
    R, Tap, Sacrifice Jeskai Emblem: Draw a card.

    Forbidden Sanctuary – Uncommon
    Land
    Forbidden Sanctuary enters the battlefield tapped.
    Tap: Add R, Forbidden Sanctuary deals 1 damage to you.
    Tap: Add U or W.

    Centered in Green. G/B/u

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

    Feyomsi, Sorcerer of Ukud 2GBU – Mythic
    Legendary Creature – Cat Demon
    Trample
    Whenever you mill a creature card, put a +1/+1 counter on Feyomsi, Sorcerer of Ukud.
    At the beginning of your upkeep, mill three cards. Then return a permanent card with converted mana cost less than or equal to the number of +1/+1 counters on Feyomsi from your graveyard to the battlefield.
    4/4

    Sidisi, the Treacherous 3G - Rare
    Legendary Creature – Zombie Naga
    Whenever you mill one or more creature cards, create a 1/1 green Naga creature token with deathtouch.
    1, B/U, B/U: Mill two cards.
    3/4

    Sultai Resurgence 2GBU – 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.

    Necropolis Incantations 1BGU – Rare
    Enchantment
    At the beginning of each player's upkeep, they mill 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 creature cards, put a +1/+1 on each creature you control.

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

    Undergrowth Hydra 3GG – Rare
    Creature – Hydra
    Trample
    Profane – At the beginning of your combat phase, if a player milled this turn, put two +1/+1 counters on Undergrowth Hydra.
    5/5

    Relentless Sibsig B - Rare
    Creature – Zombie
    Relentless Sibsig can't block.
    Profane – If a player milled this turn, you may cast Relentless Sibsig from your graveyard this turn.

    Glimpse the Forbidden 3U – Rare
    Sorcery
    Draw three cards.
    Profane – If a player milled this turn, instead scry 3, then draw 3 cards.

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

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

    Banishment Ritual 1U – Uncommon
    Instant
    Return target non-land permanent to its owner's hand.
    Profane – If a player milled 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 this turn, you 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 this turn, return up to two target creature cards from your graveyard to your hand instead.

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

    Sultai Clanmage 2G – Uncommon
    Creature – Naga Shaman
    B, Tap: Target creature gains deathtouch until end of turn.
    U, 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 2GB – 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 1GB - Uncommon
    Sorcery
    As an additional cost to cast this spell, sacrifice a creature.
    Mill a number of cards equal to the sacrificed creature's power, then return another creature card from your graveyard to the battlefield.

    Marang River Smuggler 1GU – Uncommon
    Creature – Human Rogue
    Flash
    When Marang River Smuggler enters the battlefield, exile target creature you control, then return it the battlefield.
    2/1

    3
    Sultai Emblem – Common
    Artifact
    Tap: Add G, B, or U.
    G, Tap, Sacrifice Sultai Emblem: Draw a card.

    Lavish Temple – Uncommon
    Land
    Lavish Temple enters the battlefield tapped.
    Tap: Add G, Lavish Temple deals 1 damage to you.
    Tap: Add B or U.

    Kolagan, the Capricious 3RB - Mythic
    Legendary Creature – Elder Dragon
    Flying, haste
    Whenever one or more creatures your opponents control attack, destroy one of them at random.
    5/5

    Kholagan's Fury 3RR – Rare
    Sorcery
    Untap all creatures that attacked this turn. They get +1/+0 until end of turn. After this main phase there is an additional combat phase followed by an additional main phase.

    Relentless Warkite 4RB – Rare
    Creature – Dragon
    Flying
    Whenever an attacking creature dies, you may pay 1 life and draw a card.
    5/4

    Furious Foul-Tongue 1RB – Uncommon
    Creature – Orc Berserker
    Creatures attack each turn if able.
    3/3

    Spiteful Scream RB – Uncommon
    Instant
    Choose one or both:
    - Deal five damage to target white creature or planeswalker.
    - Target player loses one life for each creature they control.

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

    Atarka, the Ravenous 3GR – Mythic
    Legendary Creature – Elder Dragon
    Flying, Trample
    Whenever a creature with power less than four enters the battlefield under an opponent's control, Atarka the Ravenous deals 1 damage to that player.
    6/5

    Atarka's Call 3GG – Rare
    Sorcery
    Search your library for a creature card with power four or greater and put it onto the battlefield.

    Ferocious Ventmaw 4GR - Rare
    Creature - Dragon
    Flying
    Whenever a creature you control with power four or greater enters the battlefield, it fights target creature you don't control.
    5/4

    Savage Claw-Bearer 2GR - Uncommon
    Creature – Human Warrior
    Creatures you control with power four or greater have trample.
    4/4

    Savage Resolve GR – 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 power four or greater gains first strike until end of turn.
    4/3

    Dromoka, the Oppressive 3WG - Mythic
    Legendary Creature – Elder Dragon
    Flying, Vigilance
    Whenever a creature an opponent controls dies, put a +1/+1 counter on Dromoka, the Oppressive and you gain one life.
    5/5

    Dromoka's Decree 3WW – Rare
    Sorcery
    For each player, choose one creature they control. Destroy the rest. Then put a +1/+1 counter on target creature you control for each creature you controlled that died this turn.

    Sovereign Scalelord 4WG – Rare
    Creature – Dragon
    Flying
    If one or more +1/+1 counters would be placed on a creature you control, that many plus one +1/+1 counters are placed on it instead.
    4/5

    Dragonscale Elite 1WG – Uncommon
    Creature – Human Soldier
    Whenever a creature enters the battlefield under your control, put a +1/+1 counter on target creature you control.
    2/3

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

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

    Oujutai, the Imperious 3UW – Mythic
    Legendary Creature – Elder Dragon
    Flying, Lifelink
    Whenever an opponent casts a non-creature spell, tap target permanent they control. It doesn't untap during their next untap step.
    5/4

    Oujutai's Rebuke 3UU – Rare
    Sorcery
    Return all tapped non-land permanents to their owner's hands.

    Condescending Skywise 4UW – Rare
    Creature – Dragon
    Flying
    When Condescending Skywise enters the battlefield, choose a player. During the chosen players next turn, they may only untap up to one permanent of each type.
    4/4

    Dragonspeaker Mystic 2UW – Uncommon
    Creature – Aven Monk
    Flying
    Tap an untapped creature you control, tap target non-land permanent an opponent controls.
    2/3

    Cunning Maneuver UW – Uncommon
    Instant
    Choose one or both:
    - Counter target red spell or ability.
    - Tap all creatures target player controls.

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

    Silumgar, the Cruel 3BU - Mythic
    Legendary Creature – Elder Dragon
    Flying, Deathtouch
    Whenever an opponent mills one or more cards, they sacrifice a creature.
    4/5

    Silumgar's Tyranny XBB – Rare
    Sorcery
    Each opponent mills X cards. Then for each opponent, return a creature card with converted mana cost X or less from their graveyard to the battlefield under your control.

    Domineering Necromaster 4BU – Rare
    Creature – Dragon
    Flying
    Whenever Domineering Necromaster deals combat damage to a player, each opponent mills that many cards. Each player who mills one or more creature cards this way discards a card.
    3/5

    Silumgar's Speaker BU – Uncommon
    Creature – Human Noble
    Whenever a creature you control dies, each opponent mills two cards.
    2/2

    Ruthless Act BU – Uncommon
    Instant
    Choose one or both:
    - Destroy target green creature. You gain 2 life.
    - Each opponent mills four cards and loses 1 life for each creature card milled this way.

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

    BW: Tokens
    GW: +1/+1 Counters
    GB: Sacrifice
    UB: Mill
    UG: ETB's/Bounce
    GR: Power Matters
    RU: Instants and Sorceries
    UW: Tapping/Untapping
    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
  • posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (3 versions!)
    I think that Vizier of the Menagerie could find a home in creature heavy or good stuff sidisi lists that are looking for more value. It's card advantage, mana fixing, and top deck scoping in one nice package. The fact that its a naga is also very flavorful.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Possibilities for Abzan Power and/or Toughness Matters Deck
    Recently I've been intrigued by several of the partner commanders, namely the combination of Tymna the Weaver, and Sidar Kondo of Jamuraa (as well as Ikra Shidiqi, the Usurper to a lesser extent, if only she had 2 power...). While it's easy to gain lots of card advantage through Tymna by playing cheap weenies and sneaking them through combat via Sidar Kondo, there's always the question of how to win. If you don't rely on infinite combo (which I don't want to utilize), trying to kill people with lots of low power creatures is obviously an arduous process (read: nearly impossible).

    On the other side of the spectrum, so to speak, would be the typical Doran, the Siege Tower toughness matters deck that can turn some otherwise low power creatures into serious beaters. So the question that intrigues me is this: can the two approaches be consistently utilized in the same deck? For instance, with Tymna and Sidar at the helm, the strategy would be to use the bevy of good tutors in Abzan colors to reliably find Doran or Assault Formation while running lots of low power and high toughness creatures (i.e. Sapling of Colfenor, Indomitable Ancients, among others) to satisfy both power and toughness requirements.

    This could make for some hard to block beaters, but is this too much of a pull in two directions? Are there enough creatures on a good curve to fit the bill? Or should power matters and toughness matters Abzan themes be reserved for different decks? It would still be possible to put Doran at the helm, and tutor for the likes of Sidar, Tymna,or Ikra. However, assembling any combination of those three would likely remain inconsistent even with a number of good tutors.

    So, what say you: Low power matters only? High toughness matters only? Or, is the combination of the two the best of both worlds?

    Posted in: Commander (EDH)
  • To post a comment, please or register a new account.