For the most part, I think you've done a good job with these custom cards. I came back to the game right after Dominaria came out, so I didn't play during Ixalan's heyday, but I can definitely see the allure of Pirates.
Still, I'd like to see – especially if you expand this into a full-fledged 'Return to Ixalan' set – some green and white and Non-Pirate stuff.
You've been improving a bit – the second post's cards felt more cohesive and restrained than the first. See the spoiler below for cards that need to be looked at.
Oh and there's one more thing – I really suggest you add some more creature damage, destruction & bounce [return to hand] cards. It's what Grixis [Blue, Black and Red] is good at, and it's especially important in a set with so many creatures.
Fathom Fleet Scavenger seems just a little bit too powerful for a common. I'd suggest making it cost 1 more, making it loot one less card, or making it uncommon.
Dire Fleet Arsonist – it seems like this design is rather cumbersome with the amount of tracking and memory issues it entails. Imagine this in a long game of Commander.
Rapid Pillaging seems much too powerful if it sticks around, even at that cost. This is especially concerning if you imagine a limited [Draft or Sealed] environment, where enchantment removal effects would be limited.
-I would suggest simplifying it and making it empty at end of turn, which would also reinforce the 'rapid' part.
-Rapid Pillaging 1RR Enchantment [Rare] Whenever a creature you control attacks, put a Plunder counter on Rapid Pillaging. At the end of your turn, remove all Plunder counters from Rapid Pillaging, then put that many Treasure artifact tokens into play.
High and Dry isn't bad, but it still seems a tiny bit too good. Maybe just a 1/1 token instead of a 2/2?
Is Johnavier Voice of the Free's stealing ability supposed to return them to your opponent at the end of the turn? If it's not supposed to, I don't know why the second line, with the not untapping part, is there.
Captain Sarina's effect is too powerful. Not only is she a good 'lord' for the pirates, but her effect lets you cheat out big spells repeatedly way too easily.
Gwyn is a bit too powerful – Indestructible on top of gaining plenty of life? But it wouldn't take much to make this card fairer – maybe just a single X, instead of double X.
Grayson is definitely too powerful. Specifically, he is much too cheap for that effect. If you wanted to keep those effects as they are, he'd have to be 3UBR.
Swab is a bit too powerful – each effect would be fine at uncommon on their own card. If you want to keep these effects together, move it to rare and make it cost more.
Unfortunately, it seems like MSE hasn't been updated in a while, and I'm not very knowledgable with software, so I couldn't get the latest frames to work.
Also, I understand the visual difficulties with old flip cards, and would design a new frame for these new flip cards to make them easier to understand at a glance.
Wow. I like it, at least for all the work you've put into it.
There's a lot to go through on the website, so I'll come back and edit this post with the biggest concerns or praise as I read more.
But right now I'd recommend breaking the 'Story' section down a bit, and making it simpler to understand. Start with a short section describing Teerna Roon and Otherworld, then have a link to a bigger story.
Skimming through the story, and a few of the cards, it doesn't seem to mesh well with the flavour of Magic. It's too sci-fi and at times too similar to real life. Of course, there's room for science and machines and even robots in Magic - but they're mostly done through a fantastical perspective. 'Online', 'microtransaction' and 'nanobot' are too hard-sf or real-world. WotC likes to avoid the latter outside of Un sets.
Though, those terms might fit fine if this were an expansion for a sci-fi card game.
I'm impressed that there's art for every card. Did you make it all yourself?
EDIT:
It would help to have a separate part of your website that goes into detail on the new [and returning] mechanics – both on a rules and flavour standpoint.
-You might consider eliminating the Resources section...to be honest, few consumers would be interested in that sort of thing.
-When can Reboot be used? It would help to add a few words to the reminder text for the mechanic, like 'only as a sorcery' or 'at any time'.
-'Network' seems like a worse version of Constellation – in that, the creatures with Network don't trigger it themselves. Which seems odd, considering the flavour.
-Also, you don't need the 'all' in front of 'creatures you control.
-Not much to say about Transfer. It seems fine, if a little weak.
-
-Reverse Engineer seems really ripe for abuse. There are lots of ways to cheat out powerful artifacts – Tinker, Cascade, Affinity, Reanimation. Now I get to copy that artifact for just 1 or 3?
-Glitch: Hmm. Looks like Echo by another name. Also not the best fit between name and function. Maybe something like 'Unzip' or 'Update'?
[Why are there so many rares and mythics, compared to commons?]
-Ragged Bird seems broken, and just flat out better than all the other Reverse Engineer cards I've seen. Extra moxen? Lotuses? Artifact lands? Metalworker?!
-The Lab Coat [which has too long of a name] seems a bit too powerful for a common, especially if this set revolves around Auras. I'd recommend bumping it up to uncommon or rare, or removing the 'enchantments' part.
-Security Badge: Study up on recent cards and how they format such abilities. You don't need the 'pay' – just put the mana symbol, then the tap, then the colon.
-Short Circuit: This should cost more, as costing colorless [and thus being available to any color] is an upside on top of two Naturalizes.
-Upgrade Vendor: Too powerful for a common.
-Corporate Hitman: Black doesn't do the whole 'destroy enchantments' thing.
-Gaes Cycle: Did you misspell 'Geas'? I don't see any reason not to use that term.Also, try to make them more unique, more different from the Vow cycle. The Vows are just awkward in one-on-one games [standard/modern/legacy] – there, they might as well just give the creature Defender.
-Net Tourist: Just a terrible uncommon. Move it to common, and maybe give it something else/reduce its cost.
-Upgraded Virtual Ghost: It's combo potential is REALLY high. Animate Dead, Dance of the Dead, Necromancy, not to mention high cost artifacts or enchantments like Omniscience or like, Lattice or Immortal Sun.
-Ayva: 5 damage is a lot for free.
-Dahut is just way too good. Free creatures? I mean, tutors do exist.
-Finavere is missing a power/toughness.
-Canta: Just...what? How? That glitch cost is NOT enough of a downside for that 'your enchantments are free this turn' ability. Free Omniscience? Or just let an Enchantress Storm deck win?
I really like this tool! Magic Set Editor has been very difficult to update with new frames, and this tool allows me to see how legends and planeswalkers look in their current official styles.
But there's one significant problem: it won't display more than one symbol at a time in the card's cost.
You might consider making some Wizard creatures/permanents that either return spells to your hand or let you play them from your graveyard/exile, a la Anarchist, Archaeomancer, or Snapcaster Mage.
But you want to be careful to not make them too cheap, as it can be a powerful mechanic.
You could probably combine this with a lord or several creatures that get bigger with every spell you play, along the lines of Adeliz.
Edit: Though turning it into an actual 'mechanic' would not be so easy. Maybe a mechanic that if you control a certain number of Wizards when the creature/permanent comes into play, you can return an instant or sorcery to your hand?
Like 'Gestalt 3 [When this creature comes into play, if you control 3 other Wizards, you may return target instant or sorcery from your graveyard to your hand.]' for a common Wizard.
Some interesting stuff you've got here already. But I am looking forward to seeing more cards from the set.
I'd like to see more magical, fantasy elements. Right now, there's a lot of seemingly mundane, real-world stuff, which seems out of place in a non-Un set.
What kind of world/plane produces these nuclear technologies? Will we see scientists, engineers, mutated humanoids? Nuclear-powered Vehicles?
As for the cards' functionality, they're mostly fine. I'd eventually want to see some of the non-radioactive creatures. If the set were only radioactive/fissile critters, limited would be a headache.
Maybe there should be some kind of 'Lead Shielding' artifact/spell/ability that gives protection from Radioactive, or at least stops the -1/-1 counters.
Edit: I just saw you updated the wording on Critical Mass. That will work better. Much better than the original wording.
I like the project, Tears. It's a cool idea, and you've generally done well so far. They are all very flavorful.
Though, there are some individual cards that I saw that I suggest you change:
-Herald of Saint Traft, while a very cool card [I'd love this for my O-Kagachi Spirit tribal edh deck!], is not really a common. With the big body, keywords, and lord-like ability, it should probably be a rare.
-Similarly, Survivor of Flight Moonsilver should be a rare, and if her non-keyword ability was any better, a mythic. Compare it to other Angels [Adarkar, Invention, Thune, and Lyra]. Gisela should not be the main comparison, as it's out of the traditional angel curve, too efficient.
-Banneret of Saint Traft is not too bad itself; but the name doesn't fit well. 'Banneret's in MtG are always cost reducers, or more recently, critters that continue the 'support other creatures' theme. BoST currently just supports itself, and even removes your other creatures. Unless you have a bunch of CIP-effect Spirits in this set, more Spirits in MtG's history sac or die for an effect, rather than CIP.
Just fleshing out some themes and cycles. More has been added to War, too.
Now I am looking at scouring the internet for some suitable art to fit some of the showcase cards from Annutia - and figure out how to update Magic Set Editor to the latest frames (or does anyone know of a better card creator program?).
Clearcut
Talon and Wing
Spirepeak Hunter
Spirepeak Clutch
Slag Drill
Lithic Platform
Flesh-stripping Moss
Hypohemalic Peasant
Ossic Induction
I've added some more cards to the spoilers above. This has been an interesting thought exercise - to fit the flavour of the plane while giving players reasons to not just play white all the time. Most of the newer cards don't include white, and some even actively hate against it, like Commit to the Void.
Prelude shows a lot of the daily life, daily intrigue, and daily border skirmishes between the nations. Some places in Annutia have advanced technology and urbanity that's unlike Ravnica or Kaladesh, so it's required some creative thinking to keep a magical flavor with that.
I've also been adding to War, but that's a set with wilder ideas that I'm not sure if I'll share here.
Green:
Adarizon
Bring Her Light Wide
Bring It Down [just now realizing I might want to change this name, with having two 'Bring' cards...]
Finding the Spirit Animal
Mechano-Sniffer
Black:
Organ Dealer
Prison of the Body
Rattling Iconoclast
Sloughing Raibo
Deathburden Mammu
Commit to the Void
This is the last of it. Next week I'll start updating the spoilers with new cards as I flesh out the set further.
Razorhorn Skull2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2 It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Clifftop Speeder2
Artifact — Vehicle (C)
Haste 3, T: Target creature gains Haste until end of turn.
Crew 1
2/1
Geistgear Engine3
Artifact (U)
Shuffle three creature cards in a single graveyard into their owner’s library: Draw a card. The Hgali do not have the arcano-computational devices common throughout Ixway cities. But the Geistgear Engine is an essential part of keeping the Hgali way of life, as it uses necromantic essence to keep records, make calculations, and predict the future.
Hexlock Musket1
Artifact — Equipment (C)
Equipped creature has “T: This creature deals 1 damage to any target. This ability cannot be countered, and the damage cannot be prevented.”
Equip 1
Merchant Scow3
Artifact — Vehicle (U)
Flying 1U, T: Draw a card. Use this ability only if Merchant Scow is a creature.
Crew 1
0/2 The Great Canyon was an important destination for entrepreneurial traders from Ixway.
Moon Ring1
Artifact (U)
T: Add 1 to your mana pool. Each player loses 1 life. No one knew where it came from, but everyone wanted it.
Orbifold Blade3
Artifact — Equipment (U)
When equipped creature deals combat damage to a player or planeswalker, each player draws a card.
Equip 1
Pleasure Hulk5
Artifact — Vehicle (C)
Islandwalk
Crew 3
3/6 Waterborne vessels were not just for iconoclasts or fishing. Many Canyonites enjoyed the occasional luxury cruise.
Razorhorn Skull2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2 It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Sacred Tiller3
Artifact (U) 0: You may reorder target graveyard in any order. This ability can only be used if Sacred Tiller is untapped.
T: Counter target spell that targets a graveyard or a card in a graveyard. The Tiller machines redistribute the half-living, slowing the process of decay.
Sky Patrol Harrier2
Artifact — Vehicle (U)
Flying
Sky Patrol Harrier has Haste if R was spent to cast it.
Crew 2
3/2 The Sky Patrol acted as the Great Canyon’s Navy, keeping the sky and outlands safe.
Two-Headed Halberd2
Artifact — Equipment (C)
Equipped creature gets +2/+1 while attacking or blocking.
Equip 1
Slag Drill3
Artifact - Equipment (U)
Equipped creature has “T, sacrifice a tapped land: Add one mana of any color.”
Equip 0
Hologram Chandelier3
Artifact (R)
Whenever a player activates a creature’s ability, each other player may copy that ability and choose new targets for the copy. Tyrion the Hermit was known for his extravagant banquets.
Arena Battlescape
Land (U)
T: If Arena Battlescape has no basic land type, it gains the basic land type of a basic land you control until end of turn. Untap Arena Battlescape.
When any player controls no creatures, sacrifice Arena Battlescape.
Backwater Fishing Village
Land (U)
Backwater Fishing Village comes into play tapped.
T: Add W, U or G. Backwater Fishing Village deals 1 damage to you unless you played a creature spell this turn. The fortunes of many towns on Ludia’s Jogrand Coast turn on the day’s catches.
Dragonbone Dig Site
Land (U)
T: Add 1.
Sacrifice Dragonbone Dig Site: Return target Dragon card from your graveyard to your hand. Though they went extinct millennia ago, their bones littered hidden forests and mountain caves.
Retransmission Spire
Land — Plains (C)
Retransmission Spire comes into play tapped.
T: Add U. Reveal the top card of your library.
Ruins of Sunlight
Legendary Land (R)
T: Add one mana of a color of a creature you control.
1, T: If you control at least five creatures with at least five different creature types, draw a card. Deep in the heart of Ixway lies Sunlight, capitol of an ancient, advanced empire that once united the world. Now, it sits forgotten, shaded by overgrowth.
Spreading Gravecradle
Legendary Land (R)
Spreading Gravecradle comes into play tapped unless you’ve played another land this turn.
T: Add X mana in any combination of Green, Black or White, where X is half the number of non-artifact creature cards in your graveyard, rounded down. Mortality is subjective. -Hgali saying
Summer Logging Camp
Land — Forest (U)
T: Add R or W. This may only be used if you control 3 or more creatures. While the Saturalians pride themselves on their resilience and strength, they also sport the best woodworkers on the plane.
Lithic Platform
Land - Mountain Island (U)
T: Add W. Lithic Platform does not untap during your next untap step unless you pay 1.
Lithic Platform does not untap during your untap step unless you control a creature with Islandwalk or Flying.
Chant sounds a lot better now - not in power level, but design.
Power level wise, it seems a little on the weak side, but not so much that it really needs changing. Like a weaker Cipher or slower, conditional Rebound.
Good point. I'll keep balance and draft colors in mind as I add to the set.
[These below, as of Jan. 30, were made before I started this thread.]
Plains Primarch2WU
Creature — Valii Druid (R)
Tap five lands and/or creatures you control: Copy target instant or sorcery spell you control. You may choose new targets for the copy. The Ludians trusted little beyond the natural and magical forces around them.
2/2
Sentinel Automata1WU
Artifact Creature (U)
Flying
Blocking creatures you control get +0/+2.
0/2
Skymark Roc2WU
Creature — Bird (U)
Flying
Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner’s hand. Tourists clamored to see the exotic, regal Rocs, but Canyonites knew the giant birds only as dangerous pests.
3/3
[REPRINT]
Aether Projection2UB
Sorcery (M)
You may only play spells from exile until end of turn. The elite geniuses of Ixway were privy to spells that allowed them to visit other planes by mind alone.
Neurogeddon1UB
Instant (R)
This card may only be played during an opponent’s main phase.
Remove all libraries from the game.
Sacrifice all creatures you control. The Ludian saboteurs quickly realized why the Ixway had sealed the spell so securely.
Psychic Epidemic2UBB
Sorcery (R)
Each player sacrifices all non-artifact creatures they control.
You lose 5 life.
Exile Psychic Epidemic. Telepathy is so common in Ixway that common minds are left vulnerable to contamination.
Colossal MightRG
Instant (C)
Target creature gets +4/+2 and gains trample until end of turn. Muscles were never a sure sign of victory to come in the Saturalian arenas.
[REPRINT]
Dervish of the VeilsRG
Creature — Human Shaman (C)
When Dervish of the Veils attacks, you may tap target creature. If you do, Dervish of the Veils gets +1/+0 until end of turn. Alluring and yet deadly, a vision of Satura herself.
2/2
Cure the HungerGW
Sorcery (C)
Target creature permanently loses the Vampire or Zombie creature type. Those undead that thirst for gory sustenance are rare in Hgali due only to the vigilance of the healers.
Fungoid VaccineGW
Instant (C)
Regenerate target creature, then remove all -1/-1 counters from it.
B: Return Fungoid Vaccine from your graveyard to your hand. Common diseases were actually quite rare in Hgali, thanks in part to the abundant bacteria of decay.
Bloodmare Ambassador2WB
Creature — Unicorn (U)
Whenever a creature attacks you or a planeswalker you control, that creature’s controller reveals their hand.
0: Destroy Bloodmare Ambassador. Any player may activate this ability.
When Bloodmare Ambassador dies, you may search your library for a Unicorn card and put it into your hand, then shuffle your library.
2/2
Jalama, Galesurfer1UR
Legendary Creature — Human Rogue (R)
Whenever a player casts a spell, Jalama, Galesurfer gains Flying until end of turn.
Whenever a creature with Flying you control deals combat damage to a player, you may gain control of target artifact or enchantment that player controls until end of turn.
3/2
Vitrify1UR
Instant (U)
Destroy target artifact or land. It can’t be regenerated.
Cypress Guardian1BG
Creature — Zombie Dryad (U)
Gravestep
If defending player controls a Forest, Cypress Guardian gets +1/+0.
3/3
Open-Air Muscary1BG
Enchantment (C)
At the beginning of your upkeep, if you have six or more creature cards in your graveyard, put two 0/1 Fly creature tokens with Flying and the creature type Insect into play.
Sporecrusted Shadescale2BG
Enchantment — Aura (C)
Enchanted creature gets +2/+2.
When enchanted creature is dealt damage, sacrifice Sporecrusted Shadescale and put two -1/-1 counters on target creature.
A Trained FistRW
Instant (C)
Target blocked creature gains First Strike and Deathtouch until the end of the combat phase. In Satura, the School of the Wolf’s Ambush focused on precision in combat. In the Great Canyon, it was the Tornado Style.
Ludian EnvoyGU
Creature — Human (C)
Untap a creature you control: Target opponent draws a card. Play this ability only once per turn. The Ludians regularly trade with Saturan merchants, and the two countries work together against the others.
1/2
Animaw4BGW
Creature — Zombie Elemental (R)
Gravestep (This creature cannot be blocked if there are six or more creature cards in defending player’s graveard.)
When Animaw is attacking, its power and toughness are equal to the number of creature cards in defending player’s graveyard. Otherwise, its power and toughness are equal to the number of creature cards in your graveyard.
*/*
Artifice Suppression Zone1GWU
Enchantment (R)
At the beginning of each player’s upkeep, destroy all artifacts and all other enchantments. They can’t be regenerated. The Ludians see the Hgali and Ixway cities as full of abominations, and often wage war to keep their influence from spreading.
Canyon Wind Shears1RWU
Enchantment (R)
All creatures have flying.
Creatures that would otherwise have flying come into play with a +1/+1 counter on them. Villagers often weave wings to make use of the air currents and fly across the Great Canyon to visit relatives.
Evercaring Mother1BGW
Creature — Zombie Angel Construct (U)
Vigilance
T: Return a creature from a graveyard to play under your control, then return a creature from a graveyard to play under another player’s control. The Mothers act as shepherd, processor, and parent.
2/3
Lex GuardianRGW
Creature — Valii Druid (U)
T: Lex Guardian and another target creature you control gain Protection from Blue or from Black until end of turn. “The word of Satura must be upheld!”
2/2
Lex Saturali1RGW
Enchantment (R)
All creatures get +3/+3.
Enchanted or equipped creatures cannot attack or block. The only aid permitted in Satura is the strength granted by the goddess Sata herself.
Mortis Abeyance1BGW
Legendary Enchantment (R)
All creatures gain Indestructible and cannot be sacrificed. Bron realized the horrible truth – it wasn’t ground he was walking on.
Sefkoret, High General1WBR
Legendary Creature — Unicorn Soldier (R)
Haste, Vigilance, Deathtouch
Sefkoret, High General comes into play tapped if any opponent has no creatures. War is a way of life for my people. Conquest is freedom.
-Sefkoret, letter to the Worm Council
4/4
Self-Maintaining Archive1WUB
Enchantment (R)
When Self-maintaining Archive comes into play, each player shuffles their graveyard into their library.
If a noncreature, nonland card would go to a graveyard from anywhere, shuffle it into its owner’s library instead. Just as the Hgali are obsessed with the preservation of life, the Ixway are obsessed with the preservation of knowledge.
Titan Corps4WUB
Creature — Valii Human Soldier (M)
When you cast Titan Corps, put a 9/7 Titan artifact creature token into play with Trample, Vigilance, and “This creature cannot attack or block unless you control a Titan Corps”.
T: Target Titan you control deals 4 damage to any target.
2/3
Worm CouncilBGW
Creature — Worm Wizard (R)
T: Return target creature in a graveyard to it’s owner’s hand.
T, Discard a card: Untap another target black and green creature. The members of the Worm Council advise the Mothers on who may be reborn, or who should stay under the Tiller.
2/2
Lichirex SelWB
Legendary Creature — Lich (U) 1, T: Put target Skeleton from a graveyard onto the battlefield under your control. Sel founded the Bone Cult several centuries ago, and still leads it to this day.
1/2
RedevelopWUB
Sorcery (U)
Destroy target nonbasic land.
Search your library for two Plains, put them onto the battlefield tapped, then shuffle your library. Land zoning became a tool the Ixway elite used against each other.
Azure Webdancer1G
Creature — Spider (C)
Reach
If a graveyard has five or more creature cards in it, Azure Webdancer has Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.).
1/2
Barkleaper Vine3G
Creature — Plant (C)
Reach
T: Target creature Barkleaper Vine is blocking doesn’t untap during its controller’s next untap step as long as Barkleaper Vine is untapped.
1/3
Giant Elanda4G
Creature — Bear (C)
Trample, Reach Once just a forest-bound fruit-eater, the Ludians bred it into a beast of burden and war.
4/4
Ley ShieldG
Instant (C)
Target creature gains Shroud until end of turn. Known by many names, using the hidden energy of the world to deflect enemy strikes is one of the first spells mages learn.
Marsh BoaG
Creature — Snake (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.) The hinterlands of Hgali hosted predators just as willing to hunt undead prey.
1/1
Marsh DracoflitterG
Creature — Drake (C)
Flying
Sacrifice an Insect: Put a +1/+1 counter on Marsh Dracoflitter. Believed by many to be the last species with Draconic ancestry on the plane.
0/1
Trazana MilkmaidG
Creature — Human Cleric (U)
T: If a creature you control attacked this turn, add G, R or W to your mana pool. This mana does not empty from your mana pool between phases and turns, and may only be used to cast creature spells. Milk is a sacred substance in Satura, even more so than blood. Milk is given freely, but waste of milk is severely penalized by the Trazana temple.
1/1
AdarizonG
Creature — Cat (U)
When Adarizon attacks alone, it gains First Strike until end of turn. While related to the Fizon, the Adarizon is its polar opposite: large, powerful, solitary.
2/1
Bring Her Light Wide2G
Sorcery (C)
Search your library for a Forest card or basic land card, put it onto the battlefield, then shuffle your library. The Boundary Crossers went out not to preach but to claim the land for the Goddess.
Bring It Down2G
Instant (C)
Choose one -
-Destroy target artifact.
-Destroy target creature with flying with converted mana cost 3 or less. The other nations rarely warred against the Great Canyon. But they all had plans at the ready, nonetheless.
Finding the Spirit Animal2G
Sorcery (U)
Reveal the top card of your library. If it’s a creature card, draw two cards. Otherwise, put that card into your graveyard.
Exile Finding the Spirit Animal. “They say the Goddess appears to everyone in a different creature. How will she come to you?”
-Saturan Priestess
Mechano-snifferG
Creature — Hound (C)
Hexproof from Artifacts Bred to sense traces of electricity and magic, it proved quite useful to Ludian authorities.
1/1
Flesh-stripping Moss2G
Enchantment (C)
At the beginning of each end step, if no creatures died this turn, sacrifice Flesh-stripping Moss.
All creatures in graveyards gain the Skeleton creature type.
I see where you're coming from, rowanalpha. White and green appear a lot. Maybe I can add more red, blue and black to compensate. With only 91 cards done so far, there's plenty of room to fill.
However, unlike Alara or Tarkir, I'm not sure Annutia needs even distribution of colors. It's largely top-down designed set - the cards reflect the setting first.
Heck, War only really introduces one more wedge - Mardu, with the Benazrans. That's it.
Still, I'd like to see – especially if you expand this into a full-fledged 'Return to Ixalan' set – some green and white and Non-Pirate stuff.
You've been improving a bit – the second post's cards felt more cohesive and restrained than the first. See the spoiler below for cards that need to be looked at.
Oh and there's one more thing – I really suggest you add some more creature damage, destruction & bounce [return to hand] cards. It's what Grixis [Blue, Black and Red] is good at, and it's especially important in a set with so many creatures.
Fathom Fleet Scavenger seems just a little bit too powerful for a common. I'd suggest making it cost 1 more, making it loot one less card, or making it uncommon.
Dire Fleet Arsonist – it seems like this design is rather cumbersome with the amount of tracking and memory issues it entails. Imagine this in a long game of Commander.
Rapid Pillaging seems much too powerful if it sticks around, even at that cost. This is especially concerning if you imagine a limited [Draft or Sealed] environment, where enchantment removal effects would be limited.
-I would suggest simplifying it and making it empty at end of turn, which would also reinforce the 'rapid' part.
-Rapid Pillaging 1RR Enchantment [Rare] Whenever a creature you control attacks, put a Plunder counter on Rapid Pillaging. At the end of your turn, remove all Plunder counters from Rapid Pillaging, then put that many Treasure artifact tokens into play.
High and Dry isn't bad, but it still seems a tiny bit too good. Maybe just a 1/1 token instead of a 2/2?
Is Johnavier Voice of the Free's stealing ability supposed to return them to your opponent at the end of the turn? If it's not supposed to, I don't know why the second line, with the not untapping part, is there.
Captain Sarina's effect is too powerful. Not only is she a good 'lord' for the pirates, but her effect lets you cheat out big spells repeatedly way too easily.
Gwyn is a bit too powerful – Indestructible on top of gaining plenty of life? But it wouldn't take much to make this card fairer – maybe just a single X, instead of double X.
Grayson is definitely too powerful. Specifically, he is much too cheap for that effect. If you wanted to keep those effects as they are, he'd have to be 3UBR.
Swab is a bit too powerful – each effect would be fine at uncommon on their own card. If you want to keep these effects together, move it to rare and make it cost more.
Annutia: Prelude
Unfortunately, it seems like MSE hasn't been updated in a while, and I'm not very knowledgable with software, so I couldn't get the latest frames to work.
Also, I understand the visual difficulties with old flip cards, and would design a new frame for these new flip cards to make them easier to understand at a glance.
There's a lot to go through on the website, so I'll come back and edit this post with the biggest concerns or praise as I read more.
But right now I'd recommend breaking the 'Story' section down a bit, and making it simpler to understand. Start with a short section describing Teerna Roon and Otherworld, then have a link to a bigger story.
Skimming through the story, and a few of the cards, it doesn't seem to mesh well with the flavour of Magic. It's too sci-fi and at times too similar to real life. Of course, there's room for science and machines and even robots in Magic - but they're mostly done through a fantastical perspective. 'Online', 'microtransaction' and 'nanobot' are too hard-sf or real-world. WotC likes to avoid the latter outside of Un sets.
Though, those terms might fit fine if this were an expansion for a sci-fi card game.
I'm impressed that there's art for every card. Did you make it all yourself?
EDIT:
-You might consider eliminating the Resources section...to be honest, few consumers would be interested in that sort of thing.
-When can Reboot be used? It would help to add a few words to the reminder text for the mechanic, like 'only as a sorcery' or 'at any time'.
-'Network' seems like a worse version of Constellation – in that, the creatures with Network don't trigger it themselves. Which seems odd, considering the flavour.
-Also, you don't need the 'all' in front of 'creatures you control.
-Not much to say about Transfer. It seems fine, if a little weak.
-
-Reverse Engineer seems really ripe for abuse. There are lots of ways to cheat out powerful artifacts – Tinker, Cascade, Affinity, Reanimation. Now I get to copy that artifact for just 1 or 3?
-Glitch: Hmm. Looks like Echo by another name. Also not the best fit between name and function. Maybe something like 'Unzip' or 'Update'?
-Ragged Bird seems broken, and just flat out better than all the other Reverse Engineer cards I've seen. Extra moxen? Lotuses? Artifact lands? Metalworker?!
-The Lab Coat [which has too long of a name] seems a bit too powerful for a common, especially if this set revolves around Auras. I'd recommend bumping it up to uncommon or rare, or removing the 'enchantments' part.
-Security Badge: Study up on recent cards and how they format such abilities. You don't need the 'pay' – just put the mana symbol, then the tap, then the colon.
-Short Circuit: This should cost more, as costing colorless [and thus being available to any color] is an upside on top of two Naturalizes.
-Upgrade Vendor: Too powerful for a common.
-Corporate Hitman: Black doesn't do the whole 'destroy enchantments' thing.
-Gaes Cycle: Did you misspell 'Geas'? I don't see any reason not to use that term.Also, try to make them more unique, more different from the Vow cycle. The Vows are just awkward in one-on-one games [standard/modern/legacy] – there, they might as well just give the creature Defender.
-Net Tourist: Just a terrible uncommon. Move it to common, and maybe give it something else/reduce its cost.
-Upgraded Virtual Ghost: It's combo potential is REALLY high. Animate Dead, Dance of the Dead, Necromancy, not to mention high cost artifacts or enchantments like Omniscience or like, Lattice or Immortal Sun.
-Ayva: 5 damage is a lot for free.
-Dahut is just way too good. Free creatures? I mean, tutors do exist.
-Finavere is missing a power/toughness.
-Canta: Just...what? How? That glitch cost is NOT enough of a downside for that 'your enchantments are free this turn' ability. Free Omniscience? Or just let an Enchantress Storm deck win?
-How is Failed Negotiation a green effect?
But there's one significant problem: it won't display more than one symbol at a time in the card's cost.
Unfortunately, I hadn't pasted it up to the thread for Annutia, so I don't have online evidence, but it's there in my MSE.
I created:
Opportunity Strikes 2RU
Instant - (Uncommon)
Opportunity Strikes deals 3 damage to any target.
Draw a card.
And today,
Of course, it's not the biggest effect, and similar things have been made before. But it's still neat.
But you want to be careful to not make them too cheap, as it can be a powerful mechanic.
You could probably combine this with a lord or several creatures that get bigger with every spell you play, along the lines of Adeliz.
Edit: Though turning it into an actual 'mechanic' would not be so easy. Maybe a mechanic that if you control a certain number of Wizards when the creature/permanent comes into play, you can return an instant or sorcery to your hand?
Like 'Gestalt 3 [When this creature comes into play, if you control 3 other Wizards, you may return target instant or sorcery from your graveyard to your hand.]' for a common Wizard.
I'd like to see more magical, fantasy elements. Right now, there's a lot of seemingly mundane, real-world stuff, which seems out of place in a non-Un set.
What kind of world/plane produces these nuclear technologies? Will we see scientists, engineers, mutated humanoids? Nuclear-powered Vehicles?
As for the cards' functionality, they're mostly fine. I'd eventually want to see some of the non-radioactive creatures. If the set were only radioactive/fissile critters, limited would be a headache.
Maybe there should be some kind of 'Lead Shielding' artifact/spell/ability that gives protection from Radioactive, or at least stops the -1/-1 counters.
Edit: I just saw you updated the wording on Critical Mass. That will work better. Much better than the original wording.
Though, there are some individual cards that I saw that I suggest you change:
-Herald of Saint Traft, while a very cool card [I'd love this for my O-Kagachi Spirit tribal edh deck!], is not really a common. With the big body, keywords, and lord-like ability, it should probably be a rare.
-Similarly, Survivor of Flight Moonsilver should be a rare, and if her non-keyword ability was any better, a mythic. Compare it to other Angels [Adarkar, Invention, Thune, and Lyra]. Gisela should not be the main comparison, as it's out of the traditional angel curve, too efficient.
-Banneret of Saint Traft is not too bad itself; but the name doesn't fit well. 'Banneret's in MtG are always cost reducers, or more recently, critters that continue the 'support other creatures' theme. BoST currently just supports itself, and even removes your other creatures. Unless you have a bunch of CIP-effect Spirits in this set, more Spirits in MtG's history sac or die for an effect, rather than CIP.
Now I am looking at scouring the internet for some suitable art to fit some of the showcase cards from Annutia - and figure out how to update Magic Set Editor to the latest frames (or does anyone know of a better card creator program?).
Clearcut
Talon and Wing
Spirepeak Hunter
Spirepeak Clutch
Slag Drill
Lithic Platform
Flesh-stripping Moss
Hypohemalic Peasant
Ossic Induction
Prelude shows a lot of the daily life, daily intrigue, and daily border skirmishes between the nations. Some places in Annutia have advanced technology and urbanity that's unlike Ravnica or Kaladesh, so it's required some creative thinking to keep a magical flavor with that.
I've also been adding to War, but that's a set with wilder ideas that I'm not sure if I'll share here.
Artifact:
Razorhorn Skull
Multicolor:
Redevelop
Lichirex Sel
Red:
Blazing Visage Fighter
Overzealous Protection
Green:
Adarizon
Bring Her Light Wide
Bring It Down [just now realizing I might want to change this name, with having two 'Bring' cards...]
Finding the Spirit Animal
Mechano-Sniffer
Black:
Organ Dealer
Prison of the Body
Rattling Iconoclast
Sloughing Raibo
Deathburden Mammu
Commit to the Void
Blue:
Prison of the Mind
White:
Expose the Truth
Razorhorn Skull 2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2
It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Clifftop Speeder 2
Artifact — Vehicle (C)
Haste
3, T: Target creature gains Haste until end of turn.
Crew 1
2/1
Geistgear Engine 3
Artifact (U)
Shuffle three creature cards in a single graveyard into their owner’s library: Draw a card.
The Hgali do not have the arcano-computational devices common throughout Ixway cities. But the Geistgear Engine is an essential part of keeping the Hgali way of life, as it uses necromantic essence to keep records, make calculations, and predict the future.
Hexlock Musket 1
Artifact — Equipment (C)
Equipped creature has “T: This creature deals 1 damage to any target. This ability cannot be countered, and the damage cannot be prevented.”
Equip 1
Merchant Scow 3
Artifact — Vehicle (U)
Flying
1U, T: Draw a card. Use this ability only if Merchant Scow is a creature.
Crew 1
0/2
The Great Canyon was an important destination for entrepreneurial traders from Ixway.
Moon Ring 1
Artifact (U)
T: Add 1 to your mana pool. Each player loses 1 life.
No one knew where it came from, but everyone wanted it.
Normalizing Lock 2
Artifact (C)
W, T, Sacrifice Normalizing Lock: Destroy target enchantment.
Orbifold Blade 3
Artifact — Equipment (U)
When equipped creature deals combat damage to a player or planeswalker, each player draws a card.
Equip 1
Pleasure Hulk 5
Artifact — Vehicle (C)
Islandwalk
Crew 3
3/6
Waterborne vessels were not just for iconoclasts or fishing. Many Canyonites enjoyed the occasional luxury cruise.
Razorhorn Skull 2
Tribal Artifact — Dragon Equipment (C)
Whenever equipped creature is dealt damage, it gets +1/+0 until end of turn.
Equip 2
It was thought that the Razorhorns dueled each other in order to use their horn fragments to hunt common prey.
Sacred Tiller 3
Artifact (U)
0: You may reorder target graveyard in any order. This ability can only be used if Sacred Tiller is untapped.
T: Counter target spell that targets a graveyard or a card in a graveyard.
The Tiller machines redistribute the half-living, slowing the process of decay.
Sky Patrol Harrier 2
Artifact — Vehicle (U)
Flying
Sky Patrol Harrier has Haste if R was spent to cast it.
Crew 2
3/2
The Sky Patrol acted as the Great Canyon’s Navy, keeping the sky and outlands safe.
Two-Headed Halberd 2
Artifact — Equipment (C)
Equipped creature gets +2/+1 while attacking or blocking.
Equip 1
Wallclimber Turret 4
Artifact — Vehicle (U)
Defender
Reach
2, T: Wallclimber Turret deals 2 damage to target creature.
Crew 2
1/4
Slag Drill 3
Artifact - Equipment (U)
Equipped creature has “T, sacrifice a tapped land: Add one mana of any color.”
Equip 0
Hologram Chandelier 3
Artifact (R)
Whenever a player activates a creature’s ability, each other player may copy that ability and choose new targets for the copy.
Tyrion the Hermit was known for his extravagant banquets.
Arena Battlescape
Land (U)
T: If Arena Battlescape has no basic land type, it gains the basic land type of a basic land you control until end of turn. Untap Arena Battlescape.
When any player controls no creatures, sacrifice Arena Battlescape.
Backwater Fishing Village
Land (U)
Backwater Fishing Village comes into play tapped.
T: Add W, U or G. Backwater Fishing Village deals 1 damage to you unless you played a creature spell this turn.
The fortunes of many towns on Ludia’s Jogrand Coast turn on the day’s catches.
Dragonbone Dig Site
Land (U)
T: Add 1.
Sacrifice Dragonbone Dig Site: Return target Dragon card from your graveyard to your hand.
Though they went extinct millennia ago, their bones littered hidden forests and mountain caves.
Retransmission Spire
Land — Plains (C)
Retransmission Spire comes into play tapped.
T: Add U. Reveal the top card of your library.
Ruins of Sunlight
Legendary Land (R)
T: Add one mana of a color of a creature you control.
1, T: If you control at least five creatures with at least five different creature types, draw a card.
Deep in the heart of Ixway lies Sunlight, capitol of an ancient, advanced empire that once united the world. Now, it sits forgotten, shaded by overgrowth.
Spreading Gravecradle
Legendary Land (R)
Spreading Gravecradle comes into play tapped unless you’ve played another land this turn.
T: Add X mana in any combination of Green, Black or White, where X is half the number of non-artifact creature cards in your graveyard, rounded down.
Mortality is subjective. -Hgali saying
Summer Logging Camp
Land — Forest (U)
T: Add R or W. This may only be used if you control 3 or more creatures.
While the Saturalians pride themselves on their resilience and strength, they also sport the best woodworkers on the plane.
Lithic Platform
Land - Mountain Island (U)
T: Add W. Lithic Platform does not untap during your next untap step unless you pay 1.
Lithic Platform does not untap during your untap step unless you control a creature with Islandwalk or Flying.
Chant sounds a lot better now - not in power level, but design.
Power level wise, it seems a little on the weak side, but not so much that it really needs changing. Like a weaker Cipher or slower, conditional Rebound.
[These below, as of Jan. 30, were made before I started this thread.]
Plains Primarch 2WU
Creature — Valii Druid (R)
Tap five lands and/or creatures you control: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
The Ludians trusted little beyond the natural and magical forces around them.
2/2
Sentinel Automata 1WU
Artifact Creature (U)
Flying
Blocking creatures you control get +0/+2.
0/2
Skymark Roc 2WU
Creature — Bird (U)
Flying
Whenever Skymark Roc attacks, you may return target creature defending player controls with toughness 2 or less to its owner’s hand.
Tourists clamored to see the exotic, regal Rocs, but Canyonites knew the giant birds only as dangerous pests.
3/3
[REPRINT]
Aether Projection 2UB
Sorcery (M)
You may only play spells from exile until end of turn.
The elite geniuses of Ixway were privy to spells that allowed them to visit other planes by mind alone.
Neurogeddon 1UB
Instant (R)
This card may only be played during an opponent’s main phase.
Remove all libraries from the game.
Sacrifice all creatures you control.
The Ludian saboteurs quickly realized why the Ixway had sealed the spell so securely.
Psychic Epidemic 2UBB
Sorcery (R)
Each player sacrifices all non-artifact creatures they control.
You lose 5 life.
Exile Psychic Epidemic.
Telepathy is so common in Ixway that common minds are left vulnerable to contamination.
Colossal Might RG
Instant (C)
Target creature gets +4/+2 and gains trample until end of turn.
Muscles were never a sure sign of victory to come in the Saturalian arenas.
[REPRINT]
Dervish of the Veils RG
Creature — Human Shaman (C)
When Dervish of the Veils attacks, you may tap target creature. If you do, Dervish of the Veils gets +1/+0 until end of turn.
Alluring and yet deadly, a vision of Satura herself.
2/2
Cure the Hunger GW
Sorcery (C)
Target creature permanently loses the Vampire or Zombie creature type.
Those undead that thirst for gory sustenance are rare in Hgali due only to the vigilance of the healers.
Fungoid Vaccine GW
Instant (C)
Regenerate target creature, then remove all -1/-1 counters from it.
B: Return Fungoid Vaccine from your graveyard to your hand.
Common diseases were actually quite rare in Hgali, thanks in part to the abundant bacteria of decay.
Bloodmare Ambassador 2WB
Creature — Unicorn (U)
Whenever a creature attacks you or a planeswalker you control, that creature’s controller reveals their hand.
0: Destroy Bloodmare Ambassador. Any player may activate this ability.
When Bloodmare Ambassador dies, you may search your library for a Unicorn card and put it into your hand, then shuffle your library.
2/2
Jalama, Galesurfer 1UR
Legendary Creature — Human Rogue (R)
Whenever a player casts a spell, Jalama, Galesurfer gains Flying until end of turn.
Whenever a creature with Flying you control deals combat damage to a player, you may gain control of target artifact or enchantment that player controls until end of turn.
3/2
Vitrify 1UR
Instant (U)
Destroy target artifact or land. It can’t be regenerated.
Cypress Guardian 1BG
Creature — Zombie Dryad (U)
Gravestep
If defending player controls a Forest, Cypress Guardian gets +1/+0.
3/3
Open-Air Muscary 1BG
Enchantment (C)
At the beginning of your upkeep, if you have six or more creature cards in your graveyard, put two 0/1 Fly creature tokens with Flying and the creature type Insect into play.
Sporecrusted Shadescale 2BG
Enchantment — Aura (C)
Enchanted creature gets +2/+2.
When enchanted creature is dealt damage, sacrifice Sporecrusted Shadescale and put two -1/-1 counters on target creature.
A Trained Fist RW
Instant (C)
Target blocked creature gains First Strike and Deathtouch until the end of the combat phase.
In Satura, the School of the Wolf’s Ambush focused on precision in combat. In the Great Canyon, it was the Tornado Style.
Ludian Envoy GU
Creature — Human (C)
Untap a creature you control: Target opponent draws a card. Play this ability only once per turn.
The Ludians regularly trade with Saturan merchants, and the two countries work together against the others.
1/2
Animaw 4BGW
Creature — Zombie Elemental (R)
Gravestep (This creature cannot be blocked if there are six or more creature cards in defending player’s graveard.)
When Animaw is attacking, its power and toughness are equal to the number of creature cards in defending player’s graveyard. Otherwise, its power and toughness are equal to the number of creature cards in your graveyard.
*/*
Artifice Suppression Zone 1GWU
Enchantment (R)
At the beginning of each player’s upkeep, destroy all artifacts and all other enchantments. They can’t be regenerated.
The Ludians see the Hgali and Ixway cities as full of abominations, and often wage war to keep their influence from spreading.
Canyon Wind Shears 1RWU
Enchantment (R)
All creatures have flying.
Creatures that would otherwise have flying come into play with a +1/+1 counter on them.
Villagers often weave wings to make use of the air currents and fly across the Great Canyon to visit relatives.
Evercaring Mother 1BGW
Creature — Zombie Angel Construct (U)
Vigilance
T: Return a creature from a graveyard to play under your control, then return a creature from a graveyard to play under another player’s control.
The Mothers act as shepherd, processor, and parent.
2/3
Lex Guardian RGW
Creature — Valii Druid (U)
T: Lex Guardian and another target creature you control gain Protection from Blue or from Black until end of turn.
“The word of Satura must be upheld!”
2/2
Lex Saturali 1RGW
Enchantment (R)
All creatures get +3/+3.
Enchanted or equipped creatures cannot attack or block.
The only aid permitted in Satura is the strength granted by the goddess Sata herself.
Mortis Abeyance 1BGW
Legendary Enchantment (R)
All creatures gain Indestructible and cannot be sacrificed.
Bron realized the horrible truth – it wasn’t ground he was walking on.
Sefkoret, High General 1WBR
Legendary Creature — Unicorn Soldier (R)
Haste, Vigilance, Deathtouch
Sefkoret, High General comes into play tapped if any opponent has no creatures.
War is a way of life for my people. Conquest is freedom.
-Sefkoret, letter to the Worm Council
4/4
Self-Maintaining Archive 1WUB
Enchantment (R)
When Self-maintaining Archive comes into play, each player shuffles their graveyard into their library.
If a noncreature, nonland card would go to a graveyard from anywhere, shuffle it into its owner’s library instead.
Just as the Hgali are obsessed with the preservation of life, the Ixway are obsessed with the preservation of knowledge.
Titan Corps 4WUB
Creature — Valii Human Soldier (M)
When you cast Titan Corps, put a 9/7 Titan artifact creature token into play with Trample, Vigilance, and “This creature cannot attack or block unless you control a Titan Corps”.
T: Target Titan you control deals 4 damage to any target.
2/3
Worm Council BGW
Creature — Worm Wizard (R)
T: Return target creature in a graveyard to it’s owner’s hand.
T, Discard a card: Untap another target black and green creature.
The members of the Worm Council advise the Mothers on who may be reborn, or who should stay under the Tiller.
2/2
Lichirex Sel WB
Legendary Creature — Lich (U)
1, T: Put target Skeleton from a graveyard onto the battlefield under your control.
Sel founded the Bone Cult several centuries ago, and still leads it to this day.
1/2
Redevelop WUB
Sorcery (U)
Destroy target nonbasic land.
Search your library for two Plains, put them onto the battlefield tapped, then shuffle your library.
Land zoning became a tool the Ixway elite used against each other.
Azure Webdancer 1G
Creature — Spider (C)
Reach
If a graveyard has five or more creature cards in it, Azure Webdancer has Fear (This creature can’t be blocked except by artifact creatures and/or black creatures.).
1/2
Barkleaper Vine 3G
Creature — Plant (C)
Reach
T: Target creature Barkleaper Vine is blocking doesn’t untap during its controller’s next untap step as long as Barkleaper Vine is untapped.
1/3
Giant Elanda 4G
Creature — Bear (C)
Trample, Reach
Once just a forest-bound fruit-eater, the Ludians bred it into a beast of burden and war.
4/4
Ley Shield G
Instant (C)
Target creature gains Shroud until end of turn.
Known by many names, using the hidden energy of the world to deflect enemy strikes is one of the first spells mages learn.
Marsh Boa G
Creature — Snake (C)
Swampwalk (This creature is unblockable as long as defending player controls a Swamp.)
The hinterlands of Hgali hosted predators just as willing to hunt undead prey.
1/1
Marsh Dracoflitter G
Creature — Drake (C)
Flying
Sacrifice an Insect: Put a +1/+1 counter on Marsh Dracoflitter.
Believed by many to be the last species with Draconic ancestry on the plane.
0/1
Trazana Milkmaid G
Creature — Human Cleric (U)
T: If a creature you control attacked this turn, add G, R or W to your mana pool. This mana does not empty from your mana pool between phases and turns, and may only be used to cast creature spells.
Milk is a sacred substance in Satura, even more so than blood. Milk is given freely, but waste of milk is severely penalized by the Trazana temple.
1/1
Adarizon G
Creature — Cat (U)
When Adarizon attacks alone, it gains First Strike until end of turn.
While related to the Fizon, the Adarizon is its polar opposite: large, powerful, solitary.
2/1
Bring Her Light Wide 2G
Sorcery (C)
Search your library for a Forest card or basic land card, put it onto the battlefield, then shuffle your library.
The Boundary Crossers went out not to preach but to claim the land for the Goddess.
Bring It Down 2G
Instant (C)
Choose one -
-Destroy target artifact.
-Destroy target creature with flying with converted mana cost 3 or less.
The other nations rarely warred against the Great Canyon. But they all had plans at the ready, nonetheless.
Finding the Spirit Animal 2G
Sorcery (U)
Reveal the top card of your library. If it’s a creature card, draw two cards. Otherwise, put that card into your graveyard.
Exile Finding the Spirit Animal.
“They say the Goddess appears to everyone in a different creature. How will she come to you?”
-Saturan Priestess
Mechano-sniffer G
Creature — Hound (C)
Hexproof from Artifacts
Bred to sense traces of electricity and magic, it proved quite useful to Ludian authorities.
1/1
Flesh-stripping Moss 2G
Enchantment (C)
At the beginning of each end step, if no creatures died this turn, sacrifice Flesh-stripping Moss.
All creatures in graveyards gain the Skeleton creature type.
However, unlike Alara or Tarkir, I'm not sure Annutia needs even distribution of colors. It's largely top-down designed set - the cards reflect the setting first.
Heck, War only really introduces one more wedge - Mardu, with the Benazrans. That's it.