Oh boy! Who's gonna ask me to the prom?
Taken by Maokun! Sorry guys!
Belligerent Behemoth1RR
Creature - Giant (R)
First Strike
Whenever Belligerent Behemoth attacks, you may sacrifice a creature with power 1 or less. If you do, Belligerent Behemoth deals 1 damage to target creature or player.
3/2 Segovian natives realize that bigger is only better when it is on your side.
Compassionate Colossus1WW
Creature - Giant (R)
First Strike
Whenever Compassionate Colossus attacks, you may return target creature card with power 1 or less from your graveyard to the battlefield. If you do, you gain 1 life.
2/3 When it comes to keeping safe in Segovia, bigger is better.
Blood Sports1BR
Enchantment (R)
Creatures enter the battlefield Unleashed. (They enter the battlefield with a +1/+1 counter on them. They can't block as long as they have a +1/+1 counter on them.)
All creatures have “This creature must attack each turn if able” as long as they have a +1/+1 counter on them.
First up is a design that while it seems undercosted, seems comparatively fair considering how many options there are to get rid of it.
Glass Egg1
Artifact Creature – Egg (R)
Whenever Glass Egg would be put into a graveyard from the battlefield, you may exile it instead. If you do, exile all creatures that dealt combat damage to it this turn.
0/1
The next two are to play off of our forum's love of legalistic card designs. The first of these is a pun, but also a really neat way to do land destruction. The second is a card I had designed for a while now, but originally with Convoke. I am inclined to say I like it more without.
Environmental Standing2RG
Sorcery (U)
Until end of turn, target land becomes a 3/3 red and green Elemental creature with trample, haste and “At the beginning of the end step, sacrifice this creature.”
Trial of Peers5UU
Sorcery (M)
Put X tokens onto the battlefield that are copies of a creature, where X is equal to that creature’s power.
Fantama, Illusion Master Color Identity: Race: Human Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block. "The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Dupe1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2 “You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
---
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
Anaba Soul-Caller1RR
Creature – Minotaur Shaman (U)
Whenever Anaba Soul-Caller attacks, other Minotaur creatures you control get +1/+1 until end of turn.
2/2 “Uncivilized brute… go follow the shiny light!”
- Fantama, Illusion Master
---
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
[-3]: Until your next turn, creatures your opponents control are 1/1. Target creature gets -1/-1 until end of turn.
Shadow Lair Quest1UB
Enchantment (R)
Whenever an opponent casts a spell, you may put a quest counter on Shadow Lair Quest.
Remove five quest counters from Shadow Lair Quest and sacrifice it: Put an 8/8 blue and black Leviathan creature token with hexproof onto the battlefield. “Choose every step carefully for it could be your last.”
- Fantama, Illusion Master
--- Fantama, Illusion Master2UB
Planeswalker – Fantama (M)
{+2}: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
{-3}: Until your next turn, creatures your opponents control are 1/1. Target creature gets -1/-1 until end of turn.
{-9}: Put an 8/8 blue and black Leviathan creature token with hexproof onto the battlefield. You get an emblem with “At the beginning of each upkeep, you may have creatures you control become copies of another target creature until end of turn.”
[3]
Fantama, Illusion Master Color Identity: Race: Human Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block. "The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Dupe1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2 “You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
---
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
Anaba Soul-Caller1RR
Creature – Minotaur Shaman (U)
Whenever Anaba Soul-Caller attacks, other Minotaur creatures you control get +1/+1 until end of turn.
2/2 “Uncivilized brute… go follow the shiny light!”
- Fantama, Illusion Master
---
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
[-3]: Until your next turn, creatures your opponents control are 1/1. Target creature gets -1/-1 until end of turn.
Consecrated temple is a bit much. Deathtouch AND can block any number of creatures?
Wandering Woods is kinda bad.
I originally had the temple with defender as well, but cut it for the sake of space. The flavor was basically a temple that would animate itself to protect its inhabitants, no matter how many there may be.
And as far as Wandering Woods goes, I guess. But the flavor opportunity there was just so delicious. Can you think of a better version of it?
So there are 3 cycles here and one functional reprint of Rupture Spire.
The first cycle is an allied dual lands take based on having permanents of that color. It was a decent hit over at the DCC, so I figured it might be fun to test in an actual set.
The next is enemy man-lands. I tried to keep them as fun and unique as possible and am quite proud of them.
The last cycle is my 1CMC spell lands, which I am most uncomfortable about, but I am pretty sure that the drawbacks associated with losing a land drop and a land are enough to warrant their effects.
Blessed Grove
Land (R)
Blessed Grove enters the battlefield tapped unless you control a green or white permanent. T: Add G or W to your mana pool.
Blood-Soaked Cemetery
Land (R)
Blood-Soaked Cemetery enters the battlefield tapped unless you control a black or red permanent. T: Add B or R to your mana pool.
Consecrated Temple
Land (R)
Consecrated Temple enters the battlefield tapped. T: Add W or B to your mana pool. 2WB: Until end of turn, Consecrated Temple becomes a 4/4 white and black Elemental creature with deathtouch, and “Consecrated Temple can block any number of creatures.”
Crumbling Cliffside
Land (U)
Crumbling Cliffside enters the battlefield tapped. T: Add R to your mana pool. R, T, Sacrifice Crumbling Cliffside: Crumbling Cliffside deals 1 damage to each creature without flying.
Crystal Garden
Land (R)
Crystal Garden enters the battlefield tapped unless you control a white or blue permanent. T: Add W or U to your mana pool.
Festering Fen
Land (U)
Festering Fen enters the battlefield tapped. T: Add B to your mana pool. B, T, Sacrifice Festering Fen: Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.
Firefly Thicket
Land (R)
Firefly Thicket enters the battlefield tapped unless you control a red or green permanent. T: Add R or G to your mana pool.
Insight Isle
Land (U)
Insight Isle enters the battlefield tapped. T: Add U to your mana pool. U, T, Sacrifice Insight Isle: Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Marsh Compost
Land (R)
Marsh Compost enters the battlefield tapped. T: Add B or G to your mana pool. 4BG: Until end of turn, Marsh Compost becomes a */* green and black Elemental creature with trample and “This creature’s power and toughness are each equal to the number of creature cards in all graveyards.”
Mobilized Barracks
Land (R)
Mobilized Barracks enters the battlefield tapped. T: Add R or W to your mana pool. 2RW: Until end of turn, Mobilized Barracks becomes a 3/1 white and red Elemental creature with double strike and lifelink.
Pirate Cove
Land (R)
Pirate Cove enters the battlefield tapped unless you control a blue or black permanent. T: Add U or B to your mana pool.
Pristine Pasture
Land (U)
Pristine Pasture enters the battlefield tapped. T: Add W to your mana pool. W, T, Sacrifice Pristine Pasture: Target permanent you control gains protection from the color of your choice until end of turn.
Scalding Geyser
Land (R)
Scalding Geyser enters the battlefield tapped. T: Add U or R to your mana pool. 4UR: Until end of turn, Scalding Geyser becomes a 5/5 blue and red Elemental creature with flying and “R: Scalding Geyser gets +1/+0 until end of turn.”
Shifting Borderline
Land (C)
Shifting Borderline enters the battlefield tapped.
When Shifting Borderline enters the battlefield, sacrifice it unless you pay 1. T: Add one mana of any color to your mana pool.
Sweetrain Canopy
Land (R)
Sweetrain Canopy enters the battlefield tapped. T: Add G or U to your mana pool. 1GU: Until end of turn, Sweetrain Canopy becomes a 2/2 green and blue Elemental creature that is unblockable and “Whenever Sweetrain Canopy deals combat damage to player, draw a card.”
Wandering Woods
Land (U)
Wandering Woods enters the battlefield tapped. T: Add G to your mana pool. G, T, Sacrifice Wandering Woods: Put a 1/1 green Saproling creature token onto the battlefield.
This is a set designed for limited play, but I appreciate any feedback at all. I also would love to know how you would pick these cards assuming that they were in a vacuum. (Like I know that the UR manland is probably a p1p1, barring something ridiculous)
Oh boy! Who's gonna ask me to the prom?Taken by Maokun! Sorry guys!
Belligerent Behemoth 1RR
Creature - Giant (R)
First Strike
Whenever Belligerent Behemoth attacks, you may sacrifice a creature with power 1 or less. If you do, Belligerent Behemoth deals 1 damage to target creature or player.
3/2
Segovian natives realize that bigger is only better when it is on your side.
Compassionate Colossus 1WW
Creature - Giant (R)
First Strike
Whenever Compassionate Colossus attacks, you may return target creature card with power 1 or less from your graveyard to the battlefield. If you do, you gain 1 life.
2/3
When it comes to keeping safe in Segovia, bigger is better.
Blood Sports1BR
Enchantment (R)
Creatures enter the battlefield Unleashed. (They enter the battlefield with a +1/+1 counter on them. They can't block as long as they have a +1/+1 counter on them.)
All creatures have “This creature must attack each turn if able” as long as they have a +1/+1 counter on them.
Hellspawn Ringleader 2BR
Creature – Demon (R)
Unleash
Creatures you control have intimidate as long as they have a +1/+1 counter on them.
4/3
Glass Egg 1
Artifact Creature – Egg (R)
Whenever Glass Egg would be put into a graveyard from the battlefield, you may exile it instead. If you do, exile all creatures that dealt combat damage to it this turn.
0/1
The next two are to play off of our forum's love of legalistic card designs. The first of these is a pun, but also a really neat way to do land destruction. The second is a card I had designed for a while now, but originally with Convoke. I am inclined to say I like it more without.
Environmental Standing 2RG
Sorcery (U)
Until end of turn, target land becomes a 3/3 red and green Elemental creature with trample, haste and “At the beginning of the end step, sacrifice this creature.”
Trial of Peers 5UU
Sorcery (M)
Put X tokens onto the battlefield that are copies of a creature, where X is equal to that creature’s power.
Enjoy!
Fantama, Illusion Master
Color Identity:
Race: Human
Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise 1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block.
"The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Dupe 1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2
“You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
Anaba Soul-Caller 1RR
Creature – Minotaur Shaman (U)
Whenever Anaba Soul-Caller attacks, other Minotaur creatures you control get +1/+1 until end of turn.
2/2
“Uncivilized brute… go follow the shiny light!”
- Fantama, Illusion Master
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
[-3]: Until your next turn, creatures your opponents control are 1/1. Target creature gets -1/-1 until end of turn.
Shadow Lair Quest 1UB
Enchantment (R)
Whenever an opponent casts a spell, you may put a quest counter on Shadow Lair Quest.
Remove five quest counters from Shadow Lair Quest and sacrifice it: Put an 8/8 blue and black Leviathan creature token with hexproof onto the battlefield.
“Choose every step carefully for it could be your last.”
- Fantama, Illusion Master
Fantama, Illusion Master 2UB
Planeswalker – Fantama (M)
{+2}: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
{-3}: Until your next turn, creatures your opponents control are 1/1. Target creature gets -1/-1 until end of turn.
{-9}: Put an 8/8 blue and black Leviathan creature token with hexproof onto the battlefield. You get an emblem with “At the beginning of each upkeep, you may have creatures you control become copies of another target creature until end of turn.”
[3]
2: Queensauce
3: Krey
Also Post 2000!
Fantama, Illusion Master
Color Identity:
Race: Human
Home Plane: Ir
Backstory: Born to a thief on the desolate prison known as Turri Island, Fantama was raised a target of derision and hostility by the other prisoners. Being raised this way would normally break a person, mentally and physically, however Fantama had a unique skillset that set him apart – his spark. Whenever Fantama would attract the ire of another prisoner, he was able to disappear within the shadows, and reappear at will. Although he lacked an understanding of his magical potential, it was through this skill that he was able to survive just as well as any other prisoner. It was not until one particularly brutal beating, in which his mother died to protect him that his spark fully ignited. He quickly jumped from plane to plane, seeking for the darkness of which he was so familiar. Blaming himself for his mother’s death, Fantama lives in his own delusions, muttering to the voices in his head which guilt him. He specializes in creating illusions to manipulate and seeks out learning dark magics so he can deliver revenge upon his parent’s killers and learn the secrets to their resurrection.
Illusory Disguise 1UU
Enchantment – Aura (U)
Enchant creature
As Illusory Disguise enters the battlefield, choose a creature on the battlefield.
Enchanted creature is a copy of the chosen creature except it can’t attack or block.
"The key to hiding is to do it in plain sight"
- Fantama, Illusion Master
Dupe 1U
Instant (C)
Target creature you control becomes a copy of another target creature until the beginning of the next end step.
Scry 2
“You’ll never find the real me until it’s too late.”
- Fantama, Illusion Master
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
Anaba Soul-Caller 1RR
Creature – Minotaur Shaman (U)
Whenever Anaba Soul-Caller attacks, other Minotaur creatures you control get +1/+1 until end of turn.
2/2
“Uncivilized brute… go follow the shiny light!”
- Fantama, Illusion Master
[+2]: Exile a card from your hand. Cards you control that share a type with the exiled card become copies of that card until end of turn.
[-3]: Until your next turn, creatures your opponents control are 1/1. Target creature gets -1/-1 until end of turn.
Metamorphic Wall 1UU
Creature – Wall (U)
Defender
Absorb 1
All damage that would be dealt to Metamorphic Wall is reduced to 1.
0/1
Fierce Contemplation U
Sorcery (C)
Scry 3, then clash with an opponent. If you win, draw a card.
Hallowed Dais 5
Artifact (R)
Exalted
2W, T: Put a sigil counter on target permanent you control.
Each permanent with a sigil counter on it has exalted.
I originally had the temple with defender as well, but cut it for the sake of space. The flavor was basically a temple that would animate itself to protect its inhabitants, no matter how many there may be.
And as far as Wandering Woods goes, I guess. But the flavor opportunity there was just so delicious. Can you think of a better version of it?
The first cycle is an allied dual lands take based on having permanents of that color. It was a decent hit over at the DCC, so I figured it might be fun to test in an actual set.
The next is enemy man-lands. I tried to keep them as fun and unique as possible and am quite proud of them.
The last cycle is my 1CMC spell lands, which I am most uncomfortable about, but I am pretty sure that the drawbacks associated with losing a land drop and a land are enough to warrant their effects.
Blessed Grove
Land (R)
Blessed Grove enters the battlefield tapped unless you control a green or white permanent.
T: Add G or W to your mana pool.
Blood-Soaked Cemetery
Land (R)
Blood-Soaked Cemetery enters the battlefield tapped unless you control a black or red permanent.
T: Add B or R to your mana pool.
Consecrated Temple
Land (R)
Consecrated Temple enters the battlefield tapped.
T: Add W or B to your mana pool.
2WB: Until end of turn, Consecrated Temple becomes a 4/4 white and black Elemental creature with deathtouch, and “Consecrated Temple can block any number of creatures.”
Crumbling Cliffside
Land (U)
Crumbling Cliffside enters the battlefield tapped.
T: Add R to your mana pool.
R, T, Sacrifice Crumbling Cliffside: Crumbling Cliffside deals 1 damage to each creature without flying.
Crystal Garden
Land (R)
Crystal Garden enters the battlefield tapped unless you control a white or blue permanent.
T: Add W or U to your mana pool.
Festering Fen
Land (U)
Festering Fen enters the battlefield tapped.
T: Add B to your mana pool.
B, T, Sacrifice Festering Fen: Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.
Firefly Thicket
Land (R)
Firefly Thicket enters the battlefield tapped unless you control a red or green permanent.
T: Add R or G to your mana pool.
Insight Isle
Land (U)
Insight Isle enters the battlefield tapped.
T: Add U to your mana pool.
U, T, Sacrifice Insight Isle: Look at the top three cards of your library, then put them back in any order. You may shuffle your library.
Marsh Compost
Land (R)
Marsh Compost enters the battlefield tapped.
T: Add B or G to your mana pool.
4BG: Until end of turn, Marsh Compost becomes a */* green and black Elemental creature with trample and “This creature’s power and toughness are each equal to the number of creature cards in all graveyards.”
Mobilized Barracks
Land (R)
Mobilized Barracks enters the battlefield tapped.
T: Add R or W to your mana pool.
2RW: Until end of turn, Mobilized Barracks becomes a 3/1 white and red Elemental creature with double strike and lifelink.
Pirate Cove
Land (R)
Pirate Cove enters the battlefield tapped unless you control a blue or black permanent.
T: Add U or B to your mana pool.
Pristine Pasture
Land (U)
Pristine Pasture enters the battlefield tapped.
T: Add W to your mana pool.
W, T, Sacrifice Pristine Pasture: Target permanent you control gains protection from the color of your choice until end of turn.
Scalding Geyser
Land (R)
Scalding Geyser enters the battlefield tapped.
T: Add U or R to your mana pool.
4UR: Until end of turn, Scalding Geyser becomes a 5/5 blue and red Elemental creature with flying and “R: Scalding Geyser gets +1/+0 until end of turn.”
Shifting Borderline
Land (C)
Shifting Borderline enters the battlefield tapped.
When Shifting Borderline enters the battlefield, sacrifice it unless you pay 1.
T: Add one mana of any color to your mana pool.
Sweetrain Canopy
Land (R)
Sweetrain Canopy enters the battlefield tapped.
T: Add G or U to your mana pool.
1GU: Until end of turn, Sweetrain Canopy becomes a 2/2 green and blue Elemental creature that is unblockable and “Whenever Sweetrain Canopy deals combat damage to player, draw a card.”
Wandering Woods
Land (U)
Wandering Woods enters the battlefield tapped.
T: Add G to your mana pool.
G, T, Sacrifice Wandering Woods: Put a 1/1 green Saproling creature token onto the battlefield.
This is a set designed for limited play, but I appreciate any feedback at all. I also would love to know how you would pick these cards assuming that they were in a vacuum. (Like I know that the UR manland is probably a p1p1, barring something ridiculous)
Warm Regards and Thanks in Advance!
Guildless Execution 1B
Instant (U)
Destroy target creature whose power is greater than or equal to its number of colors.