Flen, Dark Summoner 3BBB
Legendary Creature- Troglodyte Shaman t: Target black creature gains fear until end of turn. B Discard a card: Put a 1/1 black Horror creature token into play.
Sacrifice a Horror: Target creature gets -1/-1 until end of turn.
3/4
Enduced Hallucinations2BB Instant
All creatures you control gain "t: Draw a card. At end of turn, sacrifice this creature." until end of turn. "As the shamans drank more of the caustic goo they gained momentary rushes of wisdom. However, as the amount in their bowls dwindled, so did their sanity."
-Observations of Uralthia's Species, by Malkius Alken
Captive Roach2BB Creature-Insect ÆtherformBB(BB, Return a creature you control to hand: Put this card into play from your hand. It gains haste until your next upkeep.)
Whenever Captive Roach deals combat damage to a player, that player discards a card.
At end of turn, if Captive Roach was put into play using Aetherform, sacrifice it.
3/3
Green:
In the wild, uncharted, labrynthine caverns of Uralthia, the Grauln are dominant. They are both plant and animal, ranging from titanic fungal beasts that devour any food they can to the small, goblinesque Sifs that photosynthesize their own food near veins of Lumium. They are able to evolve entirely new species within a few generations thanks to the power of growth granted to them by their sentient Plant leaders, the Ganza.
The Grauln prefer not to get involved with the conflicts of other species, passing them off as petty and misguided. They will defend their precious Living Caverns (caverns almost entirely filled to the brim with plant and animal life, the forests of the set) if necessary, but will not intentionally provoke the rage of the other races.
All Grauln cards should focus on being primeval because, although the Grauln have a simple hierarchial order, they abide by almost no conventions of other races.
They are able to draw upon green mana from deep within the plane, from a source called the Cytoheart.
Stormseeker2RG Creature- Elf Shaman t, Discard a card: Stormseeker deals 2 damage to target creature or player.
Whenever an instant or sorcery spell deals 3 or more damage to a creature or player, you may untap Stormseeker.
1/1
Aetherial Chaos :1mana::symu::symu::symr::symr: Instant
Clash with an opponnent. Whoever wins chooses a permanent. return that permanent to its owner's hand. Repeat this process four more times.
Children of Korlis3WW Creature- Human Rebel Whenever a rebel comes into play from your library, you may gain life equal to its toughness. t: Search your library for a rebel card with converted mana cost 6 or less and put it into play. Then shuffle your library.
3/3
Judah, Master Golemist2RU Legendary Creature- Human Spellshaper
All golems get +1/+1 R, t, Discard a card: Put a 3/2 red golem creature token into play. U, t, Discard a card: Put a 2/3 blue golem creature token into play.
Quiet Sentinel6 Artifact Creature- Construct Defender
When Quiet Sentinel comes into play, destroy target enchantment. 4: Quiet Sentinel loses defender until end of turn.
4/7
edited
Legendary Creature- Troglodyte Shaman
t: Target black creature gains fear until end of turn.
B Discard a card: Put a 1/1 black Horror creature token into play.
Sacrifice a Horror: Target creature gets -1/-1 until end of turn.
3/4
Instant
All creatures you control gain "t: Draw a card. At end of turn, sacrifice this creature." until end of turn.
"As the shamans drank more of the caustic goo they gained momentary rushes of wisdom. However, as the amount in their bowls dwindled, so did their sanity."
-Observations of Uralthia's Species, by Malkius Alken
Creature- Troglodyte Spellshaper
Whenever a player discards a card, you may pay 2 life. If you do, draw a card.
1/1
Instant
Split Second
Draw four cards. At end of turn, discard four cards.
Creature-Insect
Ætherform BB (BB, Return a creature you control to hand: Put this card into play from your hand. It gains haste until your next upkeep.)
Whenever Captive Roach deals combat damage to a player, that player discards a card.
At end of turn, if Captive Roach was put into play using Aetherform, sacrifice it.
3/3
In the wild, uncharted, labrynthine caverns of Uralthia, the Grauln are dominant. They are both plant and animal, ranging from titanic fungal beasts that devour any food they can to the small, goblinesque Sifs that photosynthesize their own food near veins of Lumium. They are able to evolve entirely new species within a few generations thanks to the power of growth granted to them by their sentient Plant leaders, the Ganza.
The Grauln prefer not to get involved with the conflicts of other species, passing them off as petty and misguided. They will defend their precious Living Caverns (caverns almost entirely filled to the brim with plant and animal life, the forests of the set) if necessary, but will not intentionally provoke the rage of the other races.
All Grauln cards should focus on being primeval because, although the Grauln have a simple hierarchial order, they abide by almost no conventions of other races.
They are able to draw upon green mana from deep within the plane, from a source called the Cytoheart.
Creature- Elf Shaman
t, Discard a card: Stormseeker deals 2 damage to target creature or player.
Whenever an instant or sorcery spell deals 3 or more damage to a creature or player, you may untap Stormseeker.
1/1
next: Acid Rain
Instant
Clash with an opponnent. Whoever wins chooses a permanent. return that permanent to its owner's hand. Repeat this process four more times.
next: GGURR
Creature- Human Rebel
Whenever a rebel comes into play from your library, you may gain life equal to its toughness.
t: Search your library for a rebel card with converted mana cost 6 or less and put it into play. Then shuffle your library.
3/3
next: Draconian Cylix
Legendary Creature- Human Spellshaper
All golems get +1/+1
R, t, Discard a card: Put a 3/2 red golem creature token into play.
U, t, Discard a card: Put a 2/3 blue golem creature token into play.
from Iron Council, by China Mieville
Artifact Creature- Construct
Defender
When Quiet Sentinel comes into play, destroy target enchantment.
4: Quiet Sentinel loses defender until end of turn.
4/7