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  • posted a message on [TAW] - Antiquities: Industrial Revolution


    Set Size - 318
    Common - 120
    Uncommon - 72
    Rare - 74
    Mythic - 22
    Land Slot - 10
    Basic Land - 20

    Set Status 2022.04.30 - [Final Play Balance]

    Post Update Log:
    2022.04.30 – Added text based complete set list. Updated visual mechanical examples and inscribe mechanic. Updated Token visual spoiler.
    2022.03.29 – updated base set description. Added set teaser. Added token spoiler. Updated mechanic descriptions and added set mechanics visual spoilers.
    2021.10.24 – Base Information posted. Set in Development stages.

    Industrial revolution is the first of a tetralogy of sets set in the Antiquities timeline. This set started out as a 540 card singleton designed set/cube hybrid that was initially developed in 2019. That design was equally an artifacts matters and graveyard matters design. It has since been redesigned as a set designed for sealed/draft play focused on the artifacts matter world of Antiquities.

    The set is designed with a power level suitable for a supplementary limited set direct to eternal formats.

    Each set of the tetralogy represents a different era of technological advancement. The world of industrial revolution represents a medieval world experiencing a renaissance into a steampunk world. The world of Antiquities is a reimagining of the origin story leading up to the brother's war. The world of Industrial Revolution has reached a tipping point, where technology is sweeping up the denizens of Terisiare in a frenzy of to grasp and control this newfound power. It’s with the world flavor that energy as a mechanic takes center stage, representing the vibrancy and zeal for technological evolution.

    Set size metrics were chosen for simplified ratio of randomization. The set size will host an 8 player sealed pool or 12 player draft environment. Packs include a set based common duel land in the land slot. Basic lands are not included in the packs, but are used for the basic land kit. Mythics have aprx a 1:5 ratio of appearance. A set pool consists of:
    4x Common = 480 total pool size
    2x Uncommon = 144 total pool size
    1x Rare + 1x Mythic = 96 total pool size
    5x Land slot common duel = 50 total pool size
    10x each basic = 200 total pool size.
    970 Total card pool size (including 200 basic lands)





    Just like Maro does at the start of spoiler season, I though it would do a quick set teaser. here are some things you can expect:

    • 12 Characters from the story of Antiquities appear as legendary creatures

    • 5 Original characters appear as legendary creatures to fill in the story and color balance

    • A mythic artifact cycle that all activate for a spell effect originally designed in Alpha

    • 7 Artifacts, and 8 cards overall originally printed in Antiquities are reprinted here (including one from the reserved list)

    • A land that creates Tetravite tokens

    • A spell that creates an emblem

    • A 2 mana planeswalkers

    • A spell that continually grows as it’s recast

    • An enchantment that reverses the game

    • An artifact that makes Fallaji Warriors

    • The first sword of a new cycle that will appear across all four Antiquities sets

    • Creature – Thran Artificer

    • Creature – Dog Shade

    • Creature – Spirit Knight



    Visual Spoiler: Coming soon

    *Note – I left flavor text intact in the text card file, even if I couldn’t fit them on the visual spoiler cards due to space limitations.



    — White: Common —

    WC01 – Vanguard of Korlis W
    Creature – Human Soldier
    When Vanguard of Korlis dies, choose one —
    • You gain 3 life.
    • Create a 1/1 white Soldier creature token.
    The soldiers of Korlis acted with ultimate unity. When a soldier fell, another stood to take their place.
    1/1

    WC02 – Salvageborn Oxen 1W
    Artifact Creature – Ox
    Vigilance
    Modeled to emulate beasts they look like, these hulking metal contraptions could complete in days the work that used to take farmers months.
    1/3

    WC03 – Templar Errant 1W
    Creature – Human Knight
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    Korlis deserved a dream of tomorrow, and the templars vowed to deliver that dream.

    1/1

    WC04 – Argivian Skychaser 1W
    Creature – Human Artificer
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    At the beginning of combat on your turn, you may pay E. If you do, Argivian Skychaser gains flying until end of turn.
    Believe strongly enough, and anything can be accomplished.
    2/1

    WC05 – Argivian Archeologist 1W
    Creature – Human Scout
    Whenever Argivian Archeologist attacks, you may pay 1 and exile target card from a graveyard. If you do, create a treasure token and you gain 1 life. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
    “Accused of robbing the dead, as soon as I meet a Thran, I’ll ask for its forgiveness.”

    2/2

    WC06 – Relic Hunter 1W
    Creature – Human Scout
    When Relic Hunter enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    Terisiare held as many secrets as there were souls seeking answers.

    3/1

    WC07 – Knight of Unity 2W
    Creature – Human Knight
    Vigilance
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    2/1

    WC08 – Wayfinder Griffin 2W
    Creature – Griffin
    Flying
    When Wayfinder Griffin enters the battlefield, choose one —
    • Target creature gains flying until end of turn.
    • Create a Treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
    Griffins were prized for their ability to get in and out of dangerous locations.

    2/2

    WC09 – Red Sands Explorer 3W
    Creature – Human Scout
    When Red Sands Explorer enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    The Fallaji say every grain of sand holds a secret, and to stand in the center of the desert is to know them all.

    2/4

    WC10 – Sanctifier Priestess 2WW
    Creature – Human Cleric
    When Sanctifier Priestess enters the battlefield, you may destroy target artifact or enchantment.
    As long as artifice exists, so remains the lust for power it manifests. The Church of Koilos is devout in its mission to end the depravity.
    2/3

    WC11 – Nightwatch Patroller 4W
    Creature - Human Soldier
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Nightwatch Patroller attacks, you may pay E. If you do, tap target creature an opponent controls.
    Watchful eyes no longer slept.
    4/4

    WC12 – Protector of the Peace 4W
    Creature – Human Knight
    Flying
    When Protector of the Peace enters the battlefield, you gain 1 life for each creature you control.
    3/4

    WC13 (Reprint) – Dispeller's Capsule W
    Artifact
    2W, T , Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment.
    "True we don’t know the nature of the Thran relics, but does a work of art ever truly require comprehension?" —Feldon, Master Archeologist

    WC14 – Rejuvenating Vessel 2W
    Artifact
    When Rejuvenating Vessel enters the battlefield, you get EEE (three energy counters).
    Pay E, T: You gain 1 life.
    For such a small device, it produces an almost effervescent sensation its user.

    WC15 – Indolence 2W
    Enchantment – Aura
    Enchant creature Enchanted creature can’t attack or block, and its activated abilities can't be activated.
    As the world began to burn, some were content to simply let it happen.

    WC16 – Technical Expertise 1W
    Enchantment – Aura
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Enchant creature
    Enchanted creature gets +1/+3 and has "Whenever this creature attacks, you may pay 1W. If you do, create a 1/1 colorless Robot artifact creature token."
    In a world where brilliance can truly shine, the capable find a way to do so.

    WC17 – Energize the Spirit W
    Instant
    You may pay up to EEE (three energy counters) as you cast this spell.
    Target creature gets +X/+0 and has first strike until end of turn where X is equal to the amount of E you spent to cast this spell.
    True conviction is an unbreakable shield.

    WC18 – Repel the Invaders 1W
    Instant
    Choose one —
    • Repel the Invaders deals 3 damage to target attacking or blocking creature.
    • Create an Armament token, then attach it to up to one target creature. (It’s an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    A helping hand never arrives too late.


    WC19 – Sift the Sands 1W
    Sorcery
    You gain 4 life, and you get EE (two energy counters).
    Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    Whatever you could imagine, and so much more was waiting to be found.


    WC20 – United Reinforcements 3W
    Sorcery
    if an opponent controls more creatures than you, you may cast United Reinforcements as though it had flash.
    Create three 1/1 white Soldier creature tokens.
    The army of Korlis demonstrated to the endless waves of Argivian insurgents that they would not break for as long as a single man still stood.


    — White: Uncommon —

    WU01 – Knight Ranger of Korlinda 1W
    Creature – Human Knight
    Dauntless (This creature can't be blocked by creatures with power 2 or less.)
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    When the kingdom threatened to collapse, the knight rangers rallied all who would rise to witness Korlis’s final hour.

    1/1

    WU02 – Argivian Guildmason 1W
    Creature – Human Artificer
    Whenever an artifact enters the battlefield under your control you may pay E (an energy counter), if you do, put a +1/+1 counter on Argivian Mason.
    In Argive, some dedicated their craft to improve life, instead of subjugating it.
    2/2

    WU03 – Expedition Foreman 2W
    Creature – Human Scout
    Lifelink
    Whenever Expedition Foreman attacks, you may pay 2W. If you do, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    You may look at an additional two cards each time you excavate.
    Rewards are not found, they are earned.
    2/3

    WU04 – Rescuing Hero 3W
    Creature – Human Ranger
    Flash
    When Rescuing Hero enters the battlefield, Choose one —
    • You may return target creature you control to its owner’s hand.
    • You may attach target equipment you control to Rescuing Hero.
    3/3

    WU05 – Argivian Sky Patroller 3WW
    Creature – Human Soldier
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Flying
    Whenever Argivian Sky Patroller attacks, you may pay EEE. If you do, put a +1/+1 on another target creature you control.
    4/4

    WU06 – Thran Battle Gear 1W
    Artifact – Equipment
    Equipped creature gets +1/+1 and has “Whenever this creature attacks, tap target creature an opponent controls.”
    Equip 1
    It shimmers with an iridescence that speaks of a nobility not witnessed for eons.

    WU07 – Banishing Nexus 1WW
    Enchantment
    Flash
    When Banishing Nexus enters the battlefield, exile target nonland permanent until Banishing Nexus leaves the battlefield.
    Since the end of the Thran empire, mana eddies have terrorized Terisiare, abducting souls to realms unknown.

    WU08 – Bittersweet Parting W
    Instant
    As an additional cost to cast this spell, return a creature you control to its owner's hand or pay 4.
    Exile target creature.
    “When brothers quarrel, it’s vanity to believe you can stand between them.” –Tocasia Infandel’s final words.

    WU09 – Scour the Ruins 3W
    Instant
    For each target beyond the first, pay EE (two energy counters).
    Exile any number of target artifacts.
    Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)

    — White: Mythic & Rare —

    WR01 – King Lienre Preska VII 2WW
    Legendary Creature - Human Noble
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    If another nontoken creature would enter the battlefield under your control and it doesn't have battle adorned, it enters with it.
    Equipped creatures you control have vigilance.
    3/3

    WR02 – Argivian Battleslinger 2W
    Creature – Human Artificer
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Double strike
    Whenever Argivian Battleslinger attacks, you may pay E. If you do, another target creature you control gains double strike until end of turn.
    2/2

    WR03 – Tocasia, Queller of Conflict 2W
    Legendary Creature – Human Advisor
    Vigilance, Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    2W, T: Untap another target attacking creature and remove it from combat.
    Tocaisa refused to believe the brother’s rivalry posed any danger until it was too late.
    1/3

    WR04 – Loran, Dispeller of Hubris 2WW
    Legendary Creature – Human Artificer
    Lifelink
    When Loran, Dispeller of Hubris enters the battlefield, for each opponent, exile up to one target artifact or enchantment that player controls until Loran, Dispeller of Hubris leaves the battlefield.
    While the world worshiped artifice, Loran witnessed the dark path it held for humanity.
    3/4

    WR05 – Rusted Wardriver 3WW
    Artifact Creature – Construct
    Vigilance
    When Rusted Wardriver enters the battlefield, create three 1/1 white Soldier creature tokens.
    Rusted Wardriver's power and toughness are each equal to the number of creatures you control.
    */*

    WR06 – Arclight Angel 4WW
    Legendary Creature – Angel
    Flying, lifelink
    When Arclight Angel enters the battlefield, for each player, you may exile up to one target artifact from the battlefield that player controls, or artifact card from that player’s graveyard.
    When Arclight Angel leaves the battlefield, return the exiled cards to their owner’s hands.
    5/5

    WR07 – Abandoned to the Desert W
    Enchantment – Aura
    Enchant Plains you control
    Enchanted land is a Desert with "T, add C."
    When Abandon to the Desert enters the battlefield, exile target nonland permanent with mana value 3 or less until Abandoned to the Desert leaves the battlefield.

    WR08 – Noble Sacrament 1WW
    Enchantment
    Creatures you control get +1/+1.
    Soldiers, Knights, and Rangers you control have vigilance.
    The knights of the realm vowed their finest hour, knowing it would be their final hour.

    WR09 – Last Crusade of Korlis 1W
    Instant
    For each target beyond the first, pay EEE (three energy counters).
    Put two +1/+1 counters on any number of target creatures. They gain indestructible until end of turn.
    Only a sliver of hope remained in Korlis. The surviving knights rallied for home, for brethren, for honor, to their last.

    WR10 – Urza's Decree 3WW
    Sorcery
    Each player chooses a creature they control. Put all other creatures on the bottom of their owners' libraries. Each player gets E (an energy counter) for each creature put on the bottom of their library this way.
    Urza felt his heart rend asunder with Tocasia’s death. There were no words to describe his grief. There was no forgiveness for Mishra, the man he once called brother.

    WM01 – Feldon, Vault Seeker 3WW
    Legendary Creature – Human Artificer
    Vigilance; metal mastery
    Whenever Feldon, Vault Seeker attacks, excavate.
    Pay EEEEEE, T: Return all artifact cards from all graveyards to the battlefield under their owners' control.
    Feldon was hellbent on finding the Thran city of Halcyon, and its trove of hidden secrets.
    4/5

    WM02 – Vessel of Balance 1WW
    Legendary Artifact
    Vessel of Balance enters the battlefield tapped.
    1W, T, Exile Vessel of Balance: Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

    WM03 – Chell, Paragon of Chivalry 1WW
    Legendary Planeswalker – Chell
    +1: You gain protection from target permanent until your next turn. (You can't be targeted, enchanted, or dealt damage by that permanent.)
    -1: Create a 1/1 white Soldier creature token and an Armament token, then attach it to that creature.
    -2: Whenever a creature attacks this turn, create a 1/1 white Soldier creature token tapped and attacking.
    (3)


    — Blue: Common —

    UC01 – Apprentice Researcher U
    Creature – Human Artificer
    Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay E: Scry 1. Activate this ability only as a sorcery.
    By the minute, the boundaries of science were being constantly redrawn. At the forefront of those discoveries were the young minds that comprised Lat-Nam.
    1/1

    UC02 – Ashnod’s Assistant 1U
    Creature – Demon Rogue
    3U: Target creature can’t be blocked this turn. It also gains “Whenever this creature deals combat damage to a player, that player mills that many cards.” until end of turn.
    Gix’s demonic minions were delighted at the prospect of studying Ashnod’s brash hedonistic science.
    2/1

    UC03 – Comptroller of Lat-Nam 1U
    Creature – Troll Wizard
    1U, T: Draw a card, then discard a card.
    The only thing worse than a new student was their admission papers.
    1/3

    UC04 – Fracturing Barrier 1U
    Creature — Wall
    Defender (This creature can't attack.)
    Whenever Fracturing Barrier is dealt combat damage, you get E (an energy counter).
    When Fracturing Barrier dies, draw a card.
    Where there’s a barrier, there’s something work seeking.
    0/4

    UC05 – Salvageborn Crane 1U
    Artifact Creature – Bird
    Flying
    As the oceans began to fill with industrial waste the salvageborn birds thrived on this newly created ecosystem.
    2/1

    UC06 – Industrial Infiltrator 2U
    Creature – Human Rogue
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Mishra’s Infiltrator can’t be blocked.
    Pay EE: Mishra’s Infiltrator gets +1/-1 until end of turn.
    Subterfuge was the new currency.
    1/3

    UC07 – Coastal Surveyor 2U
    Creature – Human Scout
    Flying
    When Coastal Surveyor enters the battlefield, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    2/2

    UC08 – Escorting Drake 3U
    Creature — Drake
    Flash
    Flying
    When Escorting Drake enters the battlefield, target creature you control gains hexproof until end of turn.
    A herald against the sea’s rage.
    3/1

    UC09 – Ronom Ice Giant 4U
    Creature – Elemental Giant
    Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay EE: Target nonland permanent doesn’t untap during its controller’s next untap step. Activate this ability only as a sorcery.
    4/4

    UC10 – Knowledge Vessel 2U
    Artifact
    When Knowledge Vessel enters the battlefield, you get EEE (three energy counters).
    Pay E, T: Scry 1.
    Infinite knowledge held in the palm of the hand.

    UC11 (Reprint) – Courier's Capsule 1U
    Artifact
    1U,T, Sacrifice Courier's Capsule: Draw two cards.
    For centuries couriers bore messages written on ornate scrolls. The medium has grown more sophisticated, but the principle remains the same.

    UC12 – Energy Syphon 3U
    Enchantment – Aura
    Flash
    Enchant creature
    When Energy Syphon enters the battlefield, tap enchanted creature and you get E (an energy counter).
    At the beginning of each upkeep, if enchanted creature is untapped, tap it and you get E (an energy counter).

    UC13 – Haunting Thoughts 1U
    Instant
    Target player mills five cards. You get E (an energy counter) for each nonland noncreature card milled this way.
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    Ideas once planted, take on a life of their own.

    UC14 – Muffle into Silence U
    Instant
    Target creature gets -4/-0 until end of turn.
    Scry 1.
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    Silence is golden.


    UC15 – Tactical Insight 3U
    Instant
    You may pay up to EEE (three energy counters) as you cast this spell.
    Scry X, then draw two cards, where X is equal to the amount of E you spent to cast this spell.
    The most valuable information gathering tool is sometimes just an open window.

    UC16 – Industrial Sabotage U
    Instant
    You get EE (two energy counters), then you may pay any amount of E.
    Counter up to one target noncreature spell unless its controller pays X, where X is equal to the amount of E you paid this way.
    Where Misha lacked Urza’s skills, he found other ways to even the odds.

    UC17 – Hurkyl's Invocation 2U
    Instant
    Return target permanent to its owner's hand.
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    Amidst the race for technology, Hurkyl sought to save Lat-Nam from itself.


    UC18 – Calculated Dismissal 1UU
    Instant
    Counter target spell. When that spell is countered this way, create a treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
    Yotia recognized that the impending arms race was more about denying competitors the technological advantage than leading it.


    UC19 – Industrial Engineering 1U
    Sorcery
    Choose one —
    • You get EEE (three energy counters).
    • Draw two cards, then discard two cards.
    • Put target artifact card from your graveyard on top of your library.

    UC20 – Ominous Research 4U
    Sorcery
    Choose one. You may pay EEE (three energy counters) If you do, choose both instead.
    • Put target nonland permanent on top of it's owner's library.
    • Draw two cards, then excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    The value of arcane research depended on the side of the table you were on.


    — Blue: UnCommon —

    UU01 – Dungeon Apparition 1U
    Creature – Spirit Knight
    Whenever Dungeon Apparition becomes the target of a spell or ability, or becomes blocked, it phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
    Delve too deep into Lat-Nam’s catacombs, and you’re likely to become a permanent resident.

    2/1

    UU02 – Apprentice of Tawnos 2U
    Creature — Human Artificer
    Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay E: Tap or untap another target nonland permanent. Activate this ability only as a sorcery.
    Tawnos discovered a shared connection in all things that could be purposed at will.
    2/3

    UU03 – Cunning Peddler 3U
    Creature – Human Rogue
    At the beginning each opponent’s upkeep, if that player controls more artifacts than you, create a treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
    A fool and their money are soon parted, and Terisiare is certainly full of fools.

    3/3

    UU04 – Yotian Aeronaut 3UU
    Creature – Human Artificer
    Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Flying
    Whenever Yotian Aeronaut attacks, you may pay up to EE. If you do, whenever a creature you control deals combat damage to a player this turn, that player mills X cards, where X is equal to amount of E you paid this way.
    Everyone knows to check their back. No one thinks to look up.
    4/3

    UU05 – Yotian Sight Enhancement 1U
    Artifact – Equipment
    Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card."
    Equip 1
    When Liandra turned on the device, an entire invisible world made itself known in that moment.

    UU06 – Power Imbiber 3U
    Artifact
    T, Tap another untapped artifact you control: You get EE (two energy counters).
    Pay EE, T: Target noncreature artifact becomes a creature with base power and toughness 5/5 in addition to its other types until end of turn.
    Power is just the manifestation of will.

    UU07 – Command the Wastes XU
    Instant
    For each of X target permanents, tap or untap that permanent.
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    The Ronom glacier had no sympathy for life.


    UU08 – Unrelenting Tempest XU
    Instant
    Counter target spell unless its controller pays X. If that spell is countered this way, you get E (an energy counter) for each 1 that player didn’t pay this way.
    The storms off the coast of Lat-Nam are unruly, fierce, and truly marvelous sources of unbridled energy.

    UU09 – Untold Story U
    Sorcery
    Draw a card, then draw a card for each time you’ve cast an Untold Story.
    3U, Exile an instant or sorcery from your graveyard: Return Untold Story from your graveyard to your hand.
    The pen is mightier than the sword when placed in capable hands.

    — Blue: Rare & Mythic —

    UR01 – Subversive Arcanist UU
    Creature – Human Wizard
    Flash
    When Subversive Arcanist enters the battlefield, you get EEE (three energy counters). You may pay any amount of E. If you do, counter target noncreature spell unless its controller pays X, where X is equal to the amount of E you paid this way.
    Dark deeds from a dark mind.
    2/1

    UR02 – Drafna, Architect of Artifice 2U
    Legendary Creature – Human Artificer
    Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay EEE, Sacrifice a nontoken artifact: Create a Replicator token. Activate this ability only as a sorcery. (It’s a 1/1 colorless artifact creature, with “At the beginning of your upkeep, create a token copy of Replicator.”)
    2/2

    UR03 – Lat-Nam Prodigy 2U
    Creature – Human Wizard
    Flash
    When Lat-Nam Prodigy enters the battlefield, until end of turn you may cast target instant or sorcery card from your graveyard and you may spend E (energy counters) as though they were mana of any color to cast that spell. Exile that spell as it resolves.
    The greatest mind with perfect recall.
    2/2

    UR04 – Hurkyl, The Equalizer 2UU
    Legendary Creature – Human Wizard
    Whenever an artifact enters the battlefield under an opponent’s control, draw a card.
    4U, T, Sacrifice Hurkyl, The Equalizer: Exile all artifacts on the battlefield, and all artifact cards in graveyards. Each player loses all E (energy counters) they control.
    Hurkyl dedicated her life on keeping artifice away from those who would abuse it.
    3/3

    UR05 – Steamblaster Goliath 3UU
    Artifact Creature – Construct
    Flash
    When Steamblaster Goliath enters the battlefield, return up to two target creatures to their owner's hands.
    3/5

    UR06 – Sphinx of the Archive 3UU
    Legendary Creature – Sphinx
    Flying
    When Sphinx of the Archive enters the battlefield, return up to one target instant or sorcery card from your graveyard to your hand.
    Instant and sorcery spells you control have inscribe. (To inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    4/5

    UR07 – Temporal Displacement 3U
    Enchantment
    As long as Temporal Displacement is on the battlefield, time is inverted. (Turn structure and player turn order reverses. Each player starts their turn at the end step. Each player ends their turn with draw step, upkeep, and untap.) The mages of Lat-Nam meddled with the entropy of time itself, creating unforeseen consequences.

    UR08 – Dig up the Past XUU
    Instant
    You excavate X times. For each time you excavate and don't reveal an artifact card this way, draw a card. (To excavate, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    What’s past, is prologue.


    UR09 – Desperate Adjudication 4UU
    Sorcery
    Each player shuffles each nonland permanent they control into its owner’s library. Then each player draws cards equal to the greatest number of cards shuffled into a library this way.
    The mages of Lat-Nam tried to save Korlis from the Argivian invasion, but in the end Korlis could not be saved.

    UR10 – Mishra's Decree 3UU
    Sorcery
    For each target beyond the first, pay EEEE (four energy counters). For each opponent, gain control of up to one target creature that player controls.
    If Mishra couldn’t hold his own against Urza, he would manipulate those who stood on Urza’s level.

    UM01 – Tawnos, Mechanical Prodigy 3UU
    Legendary Creature – Human Artificer
    Metal Mastery [(Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay E: Tap or untap target permanent other than Tawnos, Prodigy of Design.
    Tap a blue permanent you control: You get E. Activate this ability only as a sorcery.
    3/4

    UM02 – Vessel of Knowledge 1UU
    Legendary Artifact
    Vessel of Knowledge enters the battlefield tapped.
    U, T,Exile Vessel of Knowledge: Target player draws three cards.
    Contained within it is a world of infinite possibilities.

    UM03 – Kleo, Paragon of Vision 2UU
    Legendary Planeswalker – Kleo
    +2: Each opponent mills two cards. If one or more nonland cards are milled this way, scry 1.
    +1: Draw a card. Until the beginning of your next turn, the next instant or sorcery spell you cast gains inscribe.
    -8: You get an emblem with “Whenever an opponent casts a spell, draw a card.” and “Whenever you cast a spell, each opponent mills five cards.”
    (3)


    — Black: Common —

    BC01 – Defecting Researcher B
    Creature – Human Rogue
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Defecting Researcher attacks, you may pay E. If you do, it gains menace until end of turn.
    "Discovery requires experimentation."
    1/1

    BC02 – Salvageborn Insect 1B
    Artifact Creature – Insect
    Lifelink
    The scrapyard beetles of Argive reprocessed the nation’s slag into compost, but they mainly thrived on recycling the shells of their fallen kin.
    2/1

    BC03 – Bogminit Enticer 1B
    Creature – Human Shaman
    2, Sacrifice an artifact or another creature: Put a +1/+1 counter on Bogminit Enticer.
    Even amongst the Fallaji, the bogminit tribe is considered reclusive, and have complete disregard for outsiders.
    2/2

    BC04 – Fallaji Scrounger 2B
    Creature – Human Mercenary
    Whenever Fallaji Scrounger deals combat damage to a player, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    All the best things in life are free.

    1/3

    BC05 – Argivian Agent 2B
    Creature – Human Scout
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Argivian Agent attacks, you may pay EE. If you do, draw a card.
    Argive sent out hundreds of agents to infiltrate every corner of Terisiare.
    3/2

    BC06 – Corrosive Imp 2B
    Creature – Imp
    Flying
    Whenever Corrosive Imp enters the battlefield or dies, each player mills two cards.
    Gix summoned the infernal beings from all across Dominaria to do his bidding.
    2/1

    BC07 – Mindbender Demon 3B
    Creature – Demon
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Flying
    Whenever Mindbender Demon attacks, you may pay EE. If you do, each player mills three cards. You may put a creature card you milled this way on top of your library.
    Gix’s minions were discord incarnate.
    3/2

    BC08 – Malpiri Confessor 3B
    Creature – Human Cleric
    When Malpiri Confessor enters the battlefield, you may pay any amount of E (energy counters).
    Target player reveals a number of cards from their hand equal to the number of E you paid this way. You choose one of them. That player discards that card.
    4/3

    BC09 – Grotto Gravetender 4B
    Creature – Human Warlock
    When Grotto Gravetender enters the battlefield, you may exile target creature card from a graveyard. If you do, create a 2/2 black Zombie creature token with deathtouch.
    Everyone in Almaaz earns their keep, dead or alive.
    3/3

    BC10 – Phyrexian Ghost Walker 5B
    Artifact Creature – Phyrexian Horror
    Flash
    When Phyrexian Ghost Walker enters the battlefield, target creature an opponent controls gets -X/-X until end of turn, where X is number of artifacts you control.
    Masterless and mindless, it just acts.
    5/2

    BC11 (Reprint) – Executioner's Capsule B
    Artifact
    1B, T, Sacrifice Executioner's Capsule: Destroy target nonblack creature.
    There is always a moment of trepidation before opening a message capsule, for fear of the judgment that might be contained within.

    BC12 – Scouring Vessel 1B
    Artifact
    When Scouring Vessel enters the battlefield, you get EE (two energy counters).
    Pay E, T: Each opponent mills a card.

    BC13 – Uncouth Tactics B
    Instant
    Target creature gets +X/+0 and gains your choice of deathtouch or lifelink until end of turn where X is 1 plus the amount of E (energy counters) you paid to cast this spell.
    Graveblast 3B, Pay any amount of E (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
    There is no shame when you’re the victor.


    BC14 – Avarice 2B
    Instant
    Target player draws two cards, gets EE (two energy counters) and loses 2 life.
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    Not all wealth leads to greatness.


    BC15 – Consume Essence 1B
    Instant
    You may pay up to EEE (three energy counters) as you cast this spell.
    Target creature gets -X/-X until end of turn where X is equal to 2 plus the amount of E you spent to cast this spell.
    True strength wants to be exercised. Allow me to demonstrate.

    BC16 – Bury Deep 1B
    Instant
    Exile up to two target cards from opponents’ graveyards. For each nonland card exiled this way its owner loses 1 life and you gain 1 life and get E (an energy counter).
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    Most of life’s problems are easily erased with some simple night digging.


    BC17 – Black Market Mugging 2BB
    Instant
    Destroy target creature.
    Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    The problem with wanting something bad enough, is there’s always someone who wants it more.


    BC18 – Corpse Hunt 1B
    Sorcery
    Mill three cards. When you do, return up to X target creature or planeswalker cards from your graveyard to your hand where X is equal to 1 plus the amount of E (energy counters) you paid to cast this spell.
    Graveblast 3BB, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
    You won’t really know if you have a good corpse on your hands until you’ve given it a little squeeze.


    BC19 – Call to Serve 2B
    Sorcery
    Create a 2/2 black Zombie creature token with deathtouch. If you paid one or more E (energy counters) to cast this spell, it gains haste and gets +1/+0 until end of turn for each E you paid this way.
    Graveblast 5BB, Pay up to EEE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)

    BC20 – Energize the Flesh 4B
    Sorcery
    Return target creature card from your graveyard to the battlefield.
    You get EE (Two energy counters).
    There can be no rest as long there is work to be done.


    — Black: Uncommon —

    BU01 – Grim Minion 1B
    Creature – Dog Shade
    Menace
    Whenever one or more cards leaves a graveyard, put a +1/+1 counter on Grim Minion.
    1B: Grim Minion gets +1/+1 until end of turn.
    Though masterless, it continues to protect a long-lost legacy.
    1/1

    BU02 – Ashnod's Inquisitor 2B
    Creature – Human Rogue
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Menace
    Whenever one or more other creatures die for the first time each turn, draw a card and you lose EE. (You draw a card even if you have no energy counters.)
    1/3

    BU03 – Crypt Ravager 3BB
    Creature – Zombie Horror
    When Crypt Ravager enters the battlefield, destroy target creature an opponent controls.
    When Crypt Ravager dies, each opponent mills three cards.
    If you need to morn, best do it in the daylight.
    3/2

    BU04 – Malpiri Mist Reaper 3BB
    Creature – Demon
    Flying.
    When Malpiri Mist Reaper enters the battlefield, you may pay EE (two energy counters). If you do, target opponent loses 3 life and you gain 3 life.
    There are things on heaven and earth, that belong to neither.
    4/3

    BU05 – Mechanized Graft B
    Artifact – Equipment
    Equipped creature gets +1/+1 and has “Whenever this creature attacks, you draw a card and you lose 1 life.”
    Equip 1

    BU06 – The Precipice of Phyrexia 1B
    Enchantment
    Discard a card: Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    2, Sacrifice an artifact: Each opponent loses 1 life, and you gain 1 life and you get E (an energy counter).
    Silently Yawgmoth plotted his revenge on a world that had forgotten his existence.


    BU07 – Lancing Rain 1B
    Instant
    Each opponent sacrifices a creature. You get E (an energy counter) for each creature sacrificed this way.
    Inscribe (Create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    A good rain can clear away your problems.


    BU08 – Phyrexian Judgement 2B
    Instant
    Pay EEEE (four energy counters) for each target beyond the first.
    Destroy any number of target nonartifact creatures.
    Only those who embraced the age of machines could survive Gix’s judgement.

    BU09 – Frozen Preservation 2BB
    Sorcery
    Exile target creature or planeswalker card from a graveyard. Create a token that's a copy of that card. It enters the battlefield with your choice of X +1/+1 or loyalty counters on it, where X is equal to the amount of E (energy counters) you spent to cast this spell.
    Graveblast 4BB, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)

    — Black: Rare & Mythic —

    BR01 – Bishop of Malpiri B
    Creature – Human Cleric
    Whenever a creature or artifact you control dies, put a faith counter on Bishop of Malpiri.
    T, Sacrifice Bishop of Malpiri: Create a 5/5 black Phyrexian Demon artifact creature token with flying and trample. Activate this ability only if Bishop of Malpiri has five or more faith counters on it.
    Until the world was ash and rust, Gix’s work would never end.
    1/1

    BR02 – Gix's Inquisitor 2BB
    Creature – Vampire Cleric
    Flying
    Whenever Gix’s Inquisitor deals combat damage to an opponent, that player loses EE (two energy counters). You get E for each E that player lost this way.
    Pay EE: Exile the top card of target opponent’s library face down. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
    3/3

    BR03 – Thought Predator 2B
    Creature – Horror
    Menace
    Whenever Thought Predator deals combat damage to an opponent, that player mills three cards. You may cast an instant or sorcery card that player milled this way, and you may spend mana as though it were mana of any color to cast it. It gains inscribe. (To inscribe, create an artifact Glyph token with “2, TSacrifice this artifact: Each opponent mills three cards.”)

    BR04 – Ashnod, the Unscrupulous 1BB
    Legendary Creature – Human Rogue
    Deathtouch
    Sacrifice a creature or artifact: You gain life equal to its mana value and you get EE (two energy counters).
    Pay EEE,T: Choose a permanent type. Each opponent sacrifices a permanent of the chosen type. (Artifact, creature, enchantment, land, planeswalker and tribal are permanent types.)
    Clever didn’t have to mean altruistic.
    2/3

    BR05 – Mired Hellion 3BB
    Artifact Creature – Hellion
    Menace
    When Mired Hellion enters the battlefield, nonartifact creatures get -3/-3 until end of turn. Until end of turn, whenever a creature dies, you get E (an energy counter).
    It rises to bring all else low.
    4/4

    BR06 – Mishra's Armory 2B
    Artifact
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    At the beginning of your upkeep create a 1/1 black Fallaji Warrior creature token with menace.
    Pay EEE, T: Create an Armament token and attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    The clanking and screeching of metal was music to Mishra’s ears.


    BR07 – Necrotic Galvanizer 2B
    Artifact
    At the beginning of your upkeep, you mill two cards and you get E (an energy counter) for each nonland card milled this way.
    T, Sacrifice Necrotic Galvanizer: Exile any number of creature cards from your graveyard. For each card exiled this way, you may pay an amount of E equal its mana value. If you do, return that card to battlefield.

    BR08 – Alchemic Disintegration 3BB
    Instant
    Exile target creature or planeswalker. Create X Treasure tokens, and you get X E (energy counters), where X is its mana value. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
    As Terisiare found itself in an energy crisis, alchemists were to first to offer a practical solution.


    BR09 – Gix’s Decree 2B
    Instant
    Each opponent sacrifices a creature or planeswalker they control with the greatest mana value or tied for the greatest mana value. Repeat this process X times, where X is equal to the amount of E (energy counters) you spent to cast this spell.
    Graveblast 6BB, Pay any amount of E (You may cast this card from your graveyard for its graveblast cost. Then exile it.)

    BR10 – Phyrexian Forces XBB
    Sorcery
    Choose one ––
    • Target player creates X 1/1 colorless Robot artifact creature tokens.
    • All creature gets -X/-X until end of turn.
    Gix released Phyrexian technology to fuel Terisiare’s growing proxy wars.

    BM01 – Gix, Harbinger of Phyrexia B
    Legendary Creature – Human
    1B: Gix, Harbinger of Phyrexia becomes a Demon with base power and toughness 3/3.
    2BB: If Gix, Harbinger of Phyrexia is a Demon, it becomes a Demon Rebel with flying, deathtouch and trample.
    3BBB: If Gix, Harbinger of Phyrexia is a Rebel, put four +1/+1 counters on it.
    1/1

    BM02 – Twisting Vessel 1BB
    Legendary Artifact
    Twisting Vessel enters the battlefield tapped.
    XB, T, Exile Twisting Vessel: Target player discards X cards at random.
    Contained within it is the twisted madness of the mind.

    BM02 – Moriah, Paragon of Power 3BB
    Legendary Planeswalker – Moriah
    +1: You get EE (two energy counters) and you gain 2 life.
    -2: Each opponent discards a card and loses 2 life.
    -3: Create an emblem with “You may pay E (energy counters) as though they were black mana.”
    (5)



    — Red: Common —

    RC01 – Ashen Hyena R
    Creature – Elemental Dog
    Haste
    When Ashen Hyena dies it deals 1 damage to target opponent, and 1 damage to up to one target creature or planeswalker that player controls.
    Let one sink its teeth into you, and you’ll smell like barbeque for a month.
    1/1

    RC02 – Kher Ironstriker 1R
    Creature – Human Rebel
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Kher Ironstriker attacks, you may pay EE. If you do, it gets +1/+0 and gains first strike until end of turn.
    Forged by conflict, she feared nothing as long as The Keep still stood.
    2/2

    RC03 – Impassioned Acolyte 1R
    Creature – Human Wizard
    Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
    When Impassioned Acolyte enters the battlefield, you may discard a card. If you do, draw a card.
    Every flame is a world unto itself.
    1/3

    RC04 – Kher Keep Raider 2R
    Creature – Human Rebel
    Menace
    Raze — 3R: Target creature gets +2/+0 until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    The clans of the Kher mountains were adept at all manner of guerrilla warfare.

    2/2

    RC05 – Salvageborn Hound 2R
    Artifact Creature – Dog
    Haste
    Inherently loyal, and nearly impervious, scrapyard curs were indispensable in keeping away looters.
    3/2

    RC06 – Crushing Ogre 2R
    Creature – Ogre Warrior
    When Crushing Ogre enters the battlefield, choose one —
    • Destroy target artifact.
    • Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    Ogres are a little too indiscriminate when it comes to destroying things.

    2/2

    RC07 – Fallaji Reaver 2R
    Creature – Human Berserker
    Dauntless (This creature can't be blocked by creatures with power 2 or less.)
    As a rite of passage, a Fallaji boys must defend their honor by killing a creature that many times their own size.

    4/2

    RC08 – Argivian Electromancer 3R
    Creature – Human Artificer
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Argivian Electromancer attacks, you may pay E. If you do, Argivian Electromancer deals 1 damage to any target.
    The advent of tech allowed lightning to be harnessed as a tool.
    3/3

    RC09 – Ferrous Stomper 3RR
    Creature – Elemental
    Haste
    Raze — 4R: Target creature gains trample until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    “As long as you do as I do, you’ll be just fine.” –Colekgan expeditioner’s last words.

    4/3

    RC10 – Kher Hellion 5R
    Creature – Hellion
    Raze — 4R: Target creature can't block this turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    The Kher Mountains hid many ancient threats not seen for ages.

    6/5

    RC11 – Electrified Reflexes R
    Enchantment – Aura
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Enchant creature
    Enchanted creature gets +1/+1 and has haste and “Pay EE: This creature gets +1/+0 until end of turn.”

    RC12 – Inspiration Capsule R
    Artifact
    1R, T, Discard two cards, sacrifice Inspiration Capsule: Draw three cards.

    RC13 – Blazing Vessel 1R
    Artifact
    When Blazing Vessel enters the battlefield, you get EE (Two energy counters).
    Pay E,T: Blazing Vessel deals 1 damage to each opponent.
    Contained within it was the power of the sun.

    RC14 – Hostile Response 1R
    Instant
    Target creature gets +X/+0 and has double strike until end of turn, where X is equal to the amount of E (energy counters) you spent to cast this spell.
    Graveblast 3R, Pay up to EEE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
    Anger is the purest fuel for the soul.


    RC15 – Galvanic Surge 1R
    Instant
    You may pay up to EEE (three energy counters) as you cast this spell.
    Galvanic Surge deals X damage to target creature or planeswalker, where X is equal to 2 plus the amount of E you spent to cast this spell.
    Bonus credit was given at Lat-Nam for each dungeon troll you zapped.

    RC16 – Sac the Realm Instant 2R
    Instant
    Attacking creatures get +2/+0 and have "Whenever this creature deals combat damage to an opponent, create a Treasure token." until end of turn. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    As the Kher clans desperately defended their land, any object of value they could muster would do.


    RC17 – Ringing Firewave 4R
    Instant
    Ringing Firewave deals 4 damage to any target. If a creature or planeswalker is targeted this way, Ringing Firewave deals 4 damage to each other creature or planeswalker with the same name.
    The goblins of Valei pass learned its sometimes better to just let travelers be.

    RC18 – Overcharge 3R
    Instant
    Destroy target artifact or land. You get EE (two energy counters).
    As Thran resources grew scarce, the Fallaji began a terror campaign to excise outsiders from their lands.


    RC19 – Enticed by Power 2R
    Sorcery
    Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste. You may pay E (an energy counter). If you do, it also gets +2/+0 until end of turn.

    RC20 – Purge the Vault 1R
    Instant
    Discard X cards. If you do, draw X cards and create X Treasure tokens, where X is equal to 1 plus the amount of E (energy counters) you spent to cast this spell. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
    Graveblast 2R, Pay up to E (You may cast this card from your graveyard for its graveblast cost. Then exile it.)

    — Red: Uncommon —

    RU01 – Fallaji Striker 1R
    Creature – Human Warrior
    As long as Fallaji Striker is equipped, it has first strike.
    Whenever Fallaji Striker attacks, it gets +1/+0 until end of turn for each other attacking creature you control.
    The Fallaji hold the Zegon wastes sacred, and will defend it zealously.
    2/2

    RU02 – Wasteland Dervish 1R
    Creature – Elf Warrior
    Trample
    Raze — 3R: Target creature gains “Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.” Until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    3/1

    RU03 – Kher Ridge Agitator 2RR
    Creature – Human Berserker
    Haste
    Other Berserker, Warrior, and Rebel creatures you control have trample.
    Even the suggestion of usurpation is enough to send the Kher clans into a rage. The only thing that makes them rage more is trying to spell ‘usurpation’.
    4/3

    RU04 – Rage Technician 4R
    Creature - Human Artificer
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    When Rage Technician dies, you may pay up to EEE. If you do, it deals X damage to any target, where X is equal to 1 plus the amount of E you paid this way.
    4/2

    RU05 – Negligent Mob 5R
    Creature – Human Citizen
    Trample
    Whenever Negligent Mob deals combat damage to an opponent, you may pay E (an energy counter). If you do, destroy target artifact that player controls chosen at random.
    Mob mentality is a brutal and completely unfocused impetus of destruction.
    5/4

    RU06 – Thran Arcbow 1R
    Artifact – Equipment
    Equipped creature gets +1/+1 and has “Whenever this creature attacks, target creature can’t block this turn."
    Equip 1
    Though its mechanisms were too advanced to identify, its use in a fight was obvious enough.

    RU07 – Irregular Reinforcements 3R
    Enchantment
    Creatures you control have menace. (They can't be blocked except by two or more creatures.)
    Whenever one or more creatures you control attacks, you may pay 2. If you do, create a 1/1 red Rebel creature token tapped and attacking.
    A friend in need is a friend indeed.

    RU08 – Infighting 1R
    Instant
    Target creature an opponent controls deals damage equal to its power divided as you choose amongst up to X other target creatures opponents control, where X is equal to 1 plus the amount of E (energy counters) you spent to cast this spell.
    Graveblast 4RR, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
    To the Fallaji, honor trumps unity.


    RU09 – Incendiary Salvo XRR
    Instant
    For each target beyond the first, pay E (an energy counters).
    Incendiary Salvo deals X damage divided as you choose among any number of targets.
    Fallaji fireslingers are adept at painting in their foes leaving no room to maneuver.

    — Red: Rare & Mythic —

    RR01 – Fomenter of Gix R
    Creature – Devil Berserker
    Haste
    Whenever Fomenter of Gix deals combat damage to a player, that player creates a 1/1 white Solider creature token.
    Gix’s minions craved havoc, regardless of the attention it created.
    2/2

    RR02 – Fallaji Seer 2R
    Creature – Human Shaman
    Prowess, haste
    When Fallaji Seer enters the battlefield, you may pay EE (two energy counters). If you do, each player exiles the top card of their library. You may have those players play those cards without paying their mana cost.
    2/2

    RR03 – Tavern Grifter 2R
    Creature – Elf Rebel
    Menace
    Whenever Tavern Grifter attacks, flip a coin. If you win, exile the top three cards of defending player’s library. If you lose, exile the top card of your library. You may cast those cards this turn, and you may spend mana as though it were mana of any color to cast them.
    “Luck is a skill I’m happy to demonstrate.”
    2/3

    RR04 – Rhek Torres, Dealmaker 2RR
    Legendary Creature – Human Mercenary
    Metal Mastery
    When Rhek Torres, Dealmaker enters the battlefield, create two Treasure tokens.
    Whenever Rhek Torres, Dealmaker attacks, you may pay EEE (Three energy counters). If you do, exchange control of target artifact you control with target artifact an opponent controls.
    “When the world fills with desire, I win.”
    3/3

    RR05 – Begrudging Dragon 3RR
    Creature – Dragon
    Flying, haste
    Raze — 5RR: Whenever target opponent is dealt combat damage this turn, gain control of target artifact that players controls until Begrudging Dragon leaves the battlefield. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    It may have been yours, but it belongs to the dragons now.

    4/4

    RR06 – Stormrager Golem 3RR
    Artifact Creature – Golem
    First Strike
    When Stormrager Golem enters the battlefield, for each opponent, destroy target artifact or land that player controls.
    It was created in the crucible of conflict.
    5/4

    RR07 – Game of Chance 4R
    Artifact
    Metal Mastery
    When Game of Chance enters the battlefield, exchange control of it with target permanent an opponent controls. Untap that permanent, it gains haste.
    Pay E: Flip a coin. If you win, exchange control of Game of Chance with target permanent that hasn’t been exchanged with it. Untap that permanent. It gains haste until end of turn.

    RR08 – Mishra's Retaliation RR
    Instant
    Copy target instant or sorcery spell X times, where X is equal to 1 plus the amount of E (energy counters) you spent to cast this spell. You may choose new targets for the copies.
    Graveblast 1RRR, Pay up to EE (You may cast this card from your graveyard for its graveblast cost. Then exile it.)
    Sticks and stones may break bones, but Mishra’s animosity will definitely kill you.


    RR09 – Pyrrhic Reckoning 3RR
    Sorcery
    Destroy all artifacts. You get E (an energy counter) for each artifact destroyed this way.
    See how they toil. It takes ages to reach the height of civilization, and only mere moments to reduce it all to rubble.

    RR10 – Verdansk’s Decree 2RR
    Sorcery
    Choose one. You may pay EE (two energy counters). If you do, choose both instead.
    • Verdansk’s Decree deals 4 damage to each creature.
    • Verdansk’s Decree deals 4 damage to each player and planeswalker.
    In all of Argive’s push for expansion, they never once asked themselves what the true cost of their actions were.

    RM01 – Verdansk, Kher Keep Avenger 3RR
    Legendary Creature – Human Rebel
    Menace, haste
    Other Rebels you control get +1/+0.
    Raze — 4RR: Target player creates three 1/1 red Rebel creature tokens. They gain haste. Exile them at end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    Argive gave no quarter during the assault on Kher Keep. Verdansk showed them the same courtesy.

    4/4

    RM02 – Vessel of Fortune 1RR
    Legendary Artifact
    Vessel of Fortune enters the battlefield tapped.
    1R, T,Exile Vessel of Fortune: Each player discards their hand, then draws seven cards.
    Fortune favors the bold and the foolhardy.

    RM02 – Sophensa, Paragon of Verve RR
    Legendary Planeswalker – Sophensa
    +1: Add R. You getE (an energy counter).
    0: You may discard a card. If you do, draw two cards.
    -3: Exile target instant or sorcery card from your graveyard. You may cast a copy of that card this turn, and you may pay E (energy counters) as though they were red mana to cast that spell.
    (2)


    — Green: Common —

    GC01 – Yotian Harvester G
    Creature – Human Artificer
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    T: Add G.
    Pay EEE, T: Add two mana in any combination of colors.
    1/1

    GC02 – Boscage Warden 1G
    Creature – Elf Warrior
    Reach
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    1/1

    GC03 – Argothian Sentinel 1G
    Creature – Human Ranger
    Vigilance
    4G: Argothian Sentinel gets +3/+3 until end of turn.
    Argoth’s ability to flourish was tied to the dedication of its denizens that protected its splendor.
    2/2

    GC04 – Guiding Dryad 1G
    Creature – Dryad
    Defender (This creature can’t attack.)
    When Guiding Dryad enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
    The forest always guides the initiated.
    0/4

    GC05 – Armored Pachyderm 1G
    Creature – Rhino
    Raze— 4G: Target creature gains indestructible until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    Even if it wasn’t covered in bonded steel, would you really get in its way?

    3/1

    GC06 – Salvageborn Bear 2G
    Artifact Creature – Bear
    Trample
    Cute, but only at a distance.
    4/2

    GC07 – Arachnid Angler 2G
    Creature – Insect Spider
    Dauntless (This creature can't be blocked by creatures with power 2 or less.)
    Whenever an opponent casts an artifact spell, you may pay E (an energy counter). If you do, create a 1/1 green Insect creature token.
    First they feast on your tech, then they lay eggs in your stomach. And that’s only the first day.
    2/3

    GC08 – Boundary Tracker 2G
    Creature – Elf Ranger
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    Out on the boundaries, you are armed with only your wits, and your steel.

    2/2

    GC09 – Yotian Paratrooper 3G
    Creature – Human Soldier
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Yotian Paratrooper attacks, you may pay EE. If you do, it can't be blocked except by creatures with flying or reach this turn.
    Suddenly falling to your death rose to the top of the occupational hazards.
    3/3

    GC10 – Hillside Hulk 3G
    Creature – Elemental
    When Hillside Hulk enters the battlefield, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    The best treasures come with a fight.

    3/4

    GC11 – Siege Mammoth 4G
    Creature – Elephant
    When Siege Mammoth enters the battlefield, you may destroy target artifact or enchantment.
    Nature doesn’t waste time on subtlety.
    4/4

    GC12 – Wandering Ruinbinder 4GG
    Creature – Elemental
    Trample
    Raze — 5GG: Whenever target creature deals combat damage to a player this turn, draw a card. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    Truly strange things emerge when mana seeps into Thran ruins.

    5/5

    GC13 – Thriving Vessel 3G
    Artifact
    When Thriving Vessel enters the battlefield, you get EEEE (four energy counters).
    Pay EE, T: Put a +1/+1 counter on target creature.
    Life born through the synthesis of nature and science.

    GC14 – Bellowing Capsule 1G
    Artifact
    Pay any amount of E (energy counters), T, sacrifice Bellowing Capsule: Target creature you control deals X damage to target creature an opponent controls, where X is equal to its power plus the amount of E you paid this way.

    GC15 – Aether Extractor 1G
    Enchantment – Aura
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Enchant land
    Enchanted land gains "T: Add one mana of any one color. You get E."
    When Aether Extractor enters the battlefield, draw a card.
    Somewhere deep in the earth, was an untapped power of immense magnitude.

    GC16 – Galvanize 2G
    Enchantment – Aura
    Enchant creature
    As Galvanize enters the battlefield, create an Armament token and attach it to enchanted creature. (It's an Equipment artifact with "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    Enchanted creature gets +1/+1 and has trample.

    GC17 – Armored Might G
    Instant
    You may pay up to EEE (three energy counters) as you cast this spell.
    Target creature gets +X/+X and gains indestructible until end of turn, where X is the amount of E you spent to cast this spell.
    When your enemies leverage technology in battle, it’s only natural to rise to the challenge.

    GC18 – Escape the Brute 1G
    Instant
    Choose one —
    • Target creature gains hexproof until end of turn.
    • Prevent all combat damage that would be dealt this turn. You get E (an energy counter) for each attacking creature.
    All the best things in life may be free, but that doesn’t mean getting them is easy.

    GC19 – Shattered Wings 2G
    Instant
    Destroy target artifact, enchantment, or creature with flying.
    You get EE (two energy counters).
    The first lesson is getting airborne. The second lesson is staying there.


    GC20 – Salvage the Ruins 1G
    Sorcery
    Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
    Create a Treasure token. (It’s an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    No matter where you went in Terisiare, treasure was waiting to be found.


    — Green: Uncommon —

    GU01 – Yotian Energizer G
    Creature – Human Artificer
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Yotian Energizer attacks, you may pay E. If you do, untap each creature you control.
    Work was no longer the toil of hands.
    2/1

    GU02 – Argothian Gladewatcher 1GG
    Creature – Elf Warrior
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    Equipped creatures you control have trample.
    2/2

    GU03 – Yotian Cultivator 3G
    Creature – Human Druid
    Vigilance
    Whenever Yotian Cultivator deals combat damage to a player or planeswalker, you get that many E (energy counters).
    Pay EE: Creatures you control get +1/+1 until end of turn. Activate this ability only once per turn.
    2/4

    GU04 – Yavamaya Reconstructor 4G
    Creature – Treefolk
    Whenever a nonartifact nontoken creature enters the battlefield under your control for the first time each turn, create a 1/1 green Squirrel creature token.
    The invaders will never conquer Argoth, for as long as the sun shines, we shall have the energy to endure.
    4/4

    GU05 – Silverglade Avenger 4GG
    Creature – Elemental
    Raze — 4GG: Target creature gets +4/+4 until end of turn. It must be blocked this turn if able. Activate this ability only before attackers are declared. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    The forest has deep memory, and most of those memories only makes it angry.

    5/5

    GU06 – Clearcutter Axe 1G
    Artifact – Equipment
    Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to an opponent, you may destroy target artifact or enchantment that player controls.
    Equip 2
    In order for civilization to be built up, the natural world needed to be torn down.

    GU07 – Power Charge 2G
    Instant
    Target creature gets +3/+3 until end of turn. Whenever that creature deals combat damage this turn, you get that many E (energy counters).
    “Power may be an intangible concept, but energy is a very real effect. Allow me to demonstrate.”


    GU08 – Surge of Aggression 3G
    Sorcery
    For each target beyond the first, pay EEE (three energy counters).
    Any number of target creatures you control get +3/+3 and gain trample until end of turn.
    Combat is the ebb and flow of energy.

    GU09 – Pack Hunt 3GG
    Sorcery
    Put a +1/+1 counter on up to two target you control, then each of those creatures deals damage equal to their power to target creature an opponent controls.
    Argive had technological superiority, but Argoth had ten thousand years of instinct and sharper teeth.

    — Green: Rare & Mythic —

    GR01 – Barl, Argoth's Champion 1G
    Legendary Creature – Elf Ranger
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    Equipped creatures you control have dauntless. (They can’t be blocked by creatures with power 2 or less.)
    The prayers for a hero transformed into the song of a savior.

    2/1

    GR02 – Yotian Surveyor 2G
    Creature – Elf Scout
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Play with the top card of your library revealed.
    As long as the top card of your library is a land, untap all permanents you control during each other player's untap step.
    Pay EE: Put a land card from the top of your library onto the battlefield tapped.
    2/4

    GR03 – Kayla, Heiress of Yotia 2GG
    Legendary Creature – Human Noble
    Hexproof from spells
    Whenever Kayla, Heiress of Yotia deals combat damage to an opponent, return target permanent card from your graveyard to your hand.
    Kayla’s hubris of gifting the Thran tome to Urza forever altered Terisiare’s fate.
    3/4

    GR04 – Migrating Hydra 3GG
    Creature – Hydra
    Trample, reach
    Migrating Hydra enters the battlefield with a +1/+1 counter on it for each land you control.
    Whenever Migrating Hydra attacks, you may search your library for a land card, and put it onto the battlefield tapped, then shuffle your library. If you do, put a +1/+1 counter on Migrating Hydra.
    0/0

    GR05 – Tenacious Clearcutter 4GG
    Artifact Creature – Construct
    Vigilance
    When Tenacious Clearcutter enters the battlefield, destroy up to one target noncreature permanent.
    Raze — 5GG: Target creature gains “Whenever this creature deals combat damage to a player, destroy target noncreature permanent defending player controls.” Until end of turn. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    5/5

    GR06 – Yotian Engineer 4GG
    Creature – Human Artificer
    When Yotian Engineer enters the battlefield, choose one ––
    • Create a 4/4 colorless Mecha artifact creature token with trample.
    • Create four 1/1 colorless Robot artifact creature tokens.
    • Distribute four +1/+1 counters among any number of creatures you control.
    4/4

    GR07 – Shamanic Stone 3G
    Artifact
    When Shamanic Stone enters the battlefield, you get EE (two energy counters).
    Pay E, T: Put a +1/+1 counter on target creature.
    Each creature you control with a +1/+1 counter on it has hexproof.

    GR08 – Invigorated Reinforcement 4G
    Instant
    Look at the top five cards of your library. Put any number of creature cards or planeswalker cards with total mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
    Yotia could rely on nature for support just as much as they could their technology.

    GR09 – Contest of Strength 1GG
    Sorcery
    Choose one —
    • Each player chooses a creature they control. Each of those creatures fights each other creature an opponent controls chosen this way.
    • Each player may put a permanent card from their hand onto the battlefield. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)

    GR10 – Barl's Decree 4GGG
    Sorcery
    Return all creature cards from your graveyard to your hand. You get E (An energy counter) for each card returned this way. You get an emblem with “You have no maximum hand size for the rest of the game.” And “You may spend E as though it were any type of mana to cast creature spells.” Exile Barl's Decree.
    For as long as he could carry Argoth, Barl vowed to carry on the fight.

    GM01 – Ratha, Warlord of Yotia 2GG
    Legendary Creature – Human Noble
    Dauntless, haste
    Whenever Ratha, Warlord of Yotia attacks, choose one —
    • Create a 2/1 green Cat creature token tapped and attacking.
    • Whenever a creature you control deals combat damage to a player this turn, draw a card.
    • Untap each creature you control.
    Nations may rise, but Ratha was the true center of power in Terisiare.
    4/5

    GM02 – Channeling Vessel 1GG
    Legendary Artifact
    Channeling Vessel enters the battlefield tapped.
    GG, T, Exile Channeling Vessel: Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add C.
    Contained within it was limitless potential.

    GM02 – Lenara, Paragon of Verdancy 3GG
    Legendary Planeswalker – Lenara
    +1: Target creature gets +2/+2 and has vigilance until the beginning of your next turn.
    +1: Create two 1/1 green Squirrel creature tokens.
    -8: Creatures you control get +X/+X and gain trample until end of turn, where X is equal to the number of creatures you control.
    (4)


    — Multicolor: Uncommon —

    MU01 – Argivian Overseer 2WU
    Creature – Human Scout
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Flying
    3(W/U): Excavate. When you do, for each player you may pay E. If you do, that player mills three cards. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    3/2

    MU02 – Malpiri Mindrender UB
    Creature – Spirit
    Flying, deathtouch
    Whenever Malpiri Mindrender deals combat damage to a player, that player mills that many cards.
    (U/B): The next instant or sorcery you cast gains inscribe. (To Inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    2/1

    MU03 – Gix’s Instrument 3BR
    Creature – Demon
    Haste
    When Gix’s Instrument enters the battlefield, choose one. You may pay EEE (three energy counters). If you do, choose both instead.
    • Gix’s Instrument deals 2 damage to target creature.
    • Destroy target artifact.
    Gix never settled for less than mayhem.
    3/2

    MU04 – Argothian Pugilist 2RG
    Creature – Elf Berserker
    Trample
    Raze — 3(R/G)(R/G): Target attacking creature deals 2 damage to another target creature an opponent controls. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    A punch is worth a thousand words.

    4/4

    MU05 – Korlisian Vanguard 2GW
    Creature – Human Soldier
    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    Equipped creatures you control have Vigilance.
    3/3

    MU06 – Argivian Tactician 1WB
    Creature – Human Advisor
    Whenever Argivian Tactician attacks, you may pay EEE (three energy counters). If you do, create an armament token and attach it to target creature you control. (It’s an Equipment artifact with “Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    (W/B): Exile target nonland card from a graveyard. You get E and gain 1 life.
    Argive’s rise to power required equally talented generals to hold that power.
    2/3

    MU07 – Prodigy of Lat-Nam UR
    Creature – Human Wizard
    Prowess
    You may pay E (energy counters) instead of paying the generic mana costs of instant and sorcery spells you cast. Each E you spend this way pays for 1 of that spell’s cost.
    4(U/R): Draw two cards, then discard a card. If you discarded a nonland card this way, you get an amount of E equal to its mana value.
    Genius is wasted when you don’t have the guts to exercise it.
    2/2

    MU08 – Almaaz Mystic BG
    Creature – Elf Shaman
    Deathtouch
    Whenever Almaaz Mystic attacks, you may pay E (an energy counter) and exile a creature card from a graveyard. If you do, create a 1/1 green Insect creature token.
    1(B/G), Sacrifice a creature: You gain an amount of life and get an amount of E equal to the sacrificed creature’s toughness.
    In Almaaz, life and death are deeply interconnected.
    1/3

    MU09 – Kher Keep Vindicator 1WR
    Creature – Human Rebel
    First Strike
    Raze — 4(R/W): Create an Armament token and attach it to target attacking creature. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn. Armament is an Equipment artifact with “Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")
    No amount of blood would avenge Kher Keep, but at least it was a start.

    3/2

    MU10 – Yotian Prime Minister 1GU
    Creature – Human Advisor
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Flying
    3(G/U): Target artifact becomes a 3/3 creature with “Pay EE: This creature gains your choice of trample or hexproof until end of turn.”
    2/3

    — Multicolor: Rare & Mythic —

    MM01 – Mishra, Cultivator of Power 1UR
    Legendary Creature – Human Artificer
    Metal Mastery
    Prowess, protection from white
    Pay EEE (three energy counters): Untap target artifact. You may have it becomes a 3/3 creature in addition to its other types with haste and “When this creature dies, draw a card.” until end of turn.
    A brilliant mind, hellbent on notoriety.
    2/2

    MM02 – Urza, Master of Design 1WU
    Legendary Creature – Human Artificer
    Metal Mastery
    Prowess, protection from red
    Pay EEEE (four energy counters): Untap target artifact. You may have it becomes a 4/4 creature in addition to its other types with flying, vigilance and “Whenever this creature attacks, you may draw a card, then discard a card.” until end of turn.
    A brilliant mind, fated for sorrow.
    2/2

    MM03 – Xerex Sen, The Last Thran 2WUB
    Legendary Creature - Thran Artificer
    Flash
    Lifelink, deathtouch
    When Xerex Sen, The Last Thran enters the battlefield, target nonland permanent become an artifact in addition to its other types.
    When Xerex Sen, The Last Thran dies, destroy all artifacts.
    4/4

    MM04 – Sword of Unyielding Discovery WUB
    Artifact – Equipment
    Equipped creature gets +2/+2.
    Whenever equipped creature attacks, you gain 3 life and each opponent mills three cards. When they do, return up to one target nonland permanent card with mana value 3 or less from a graveyard to the battlefield under your control.
    Equip 3


    — Artifact: Common —

    AC01 – Scrapyard Servant 2
    Artifact Creature – Automaton
    Sacrifice Scrapyard Servant: You get EEE (three energy counters).
    As mechanical resources ran scarce, Yotia was the first to recognize strong reuse ensured continuous production.

    2/1

    AC02 – Powerstone Machination 2
    Artifact Creature – Automaton
    When Powerstone Machination dies, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
    Urza’s mastery of artifice could manifest life out of energy itself.

    2/1

    AC03 (Reprint) – Yotian Soldier 3
    Artifact Creature – Soldier
    Vigilance
    “The known story of Urza began when his mechanical man freed Ratha’s sword from the stone, but there is so much more to the story than what is simply known.” –Excerpt from the Saga of Antiquities
    1/4

    AC04 – Clockwork Avian 4
    Artifact Creature – Automaton
    Flying
    Whenever Clockwork Avian enters or leaves the battlefield, each player scry 1.
    Argivian designs allow for a single windup to keep it aloft for several days.
    2/3

    AC05 – Morphic Servant 4
    Artifact Creature – Automaton
    2: Morphic Servant gets +1/-1 or -1/+1 until end of turn.
    Steel was a symbol of strength and rigidity, no one ever imagined it could be molded and shaped at will.
    3/3

    AC06 – Bipedal Machination 7
    Artifact Creature – Mecha
    You may pay any amount of E (energy counters) as you cast this spell. It costs 1 less to cast for each E you spent this way.
    Out of all the machines Urza designed, those built in the image of man proved the strongest.
    7/5

    AC07 – Blunderbuss 1
    Artifact – Equipment
    Equipped creature can't be blocked by creatures with lesser power.
    Equipped creature has “T, Sacrifice Blunderbuss: Blunderbuss deals 2 damage to any target.”
    Equip 1 ( 1: Attach to target creature you control. Equip only as a sorcery.)
    The blunderbuss could mop up a losing fight.


    AC08 (Reprint) – Goldvein Pick 2
    Artifact – Equipment
    Equipped creature gets +1/+1.
    Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "Tap, Sacrifice this artifact: Add one mana of any color.")
    Equip 1 ( 1: Attach to target creature you control. Equip only as a sorcery.)
    Nothing ventured, nothing gained.


    AC09 – Excavator’s Axe 2
    Artifact – Equipment
    Equipped creature gets +1/+1. Whenever equipped creature attacks, excavate. (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)
    Equip 2 ( 2: Attach to target creature you control. Equip only as a sorcery.)

    AC10 – Containment Rings 3
    Artifact – Equipment
    When Containment Rings enters the battlefield, you may attach it to target creature an opponent controls.
    Equipped creature gets -2/-0.
    4: Attach Containment Rings to target creature an opponent controls. Activate this ability only as a sorcery.

    AC11 – Argivian Labs 1
    Artifact
    When Argivian Labs enters the battlefield, you gain 2 life.
    3W, T, Sacrifice Argivian Labs: Create two 1/1 white Soldier creature tokens.
    Argive knew that to win an arms race, you had to establish order.

    AC12 – Kher Labs 1
    Artifact
    When Kher Labs enters the battlefield, target creature can’t block this turn.
    4R, T, Sacrifice Kher Labs: It deals 3 damage to any target.
    Kher knew that to win an arms race, you had to fight with resolve.

    AC13 – Lat-Nam Labs 1
    Artifact
    When Lat-Nam labs enters the battlefield, scry 1.
    3U, T, Sacrifice Lat-Nam Labs: Draw two cards.
    Lat-Nam knew that to win an arms race, you had to out think your adversary.

    AC14 – Yotian Labs 1
    Artifact
    When Yotian Labs enters the battlefield, create a 1/1 green Squirrel creature token.
    3G, T, Sacrifice Yotian Labs: Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
    Yotia knew that to win an arms race, you had to cultivate strength.

    AC15 – Zegon Labs 1
    Artifact
    When Zegon Labs enters the battlefield, target player mills two cards.
    3B, T, Sacrifice Zegon Labs: Each opponent discards two cards. Activate this ability only as a sorcery.
    Zegon knew that to win an arms race, you had to be relentless.

    AC16 – Thran Abdicator 2
    Artifact
    T: Target player exiles a card from their graveyard.
    1, T, Exile Thran Abdicator: Exile all cards from all graveyards. Draw a card.
    Even after being buried in the darkness for a millennia, it remained powered up.

    AC17 (Reprint) – Millstone 2
    Artifact
    2, T: Target player mills two cards.
    Minds, like mountains, are never so grand and mighty that they can't be reduced to dust.

    AC18 – Crucible of Gix 3
    Artifact
    T: You get E (an energy counter). Add C.
    Gix determined humans were of better use when reduced to, some of their parts.

    AC19 (Reprint) – Mana Geode 3
    Artifact
    When Mana Geode enters the battlefield, scry 1.
    T: Add one mana of any color.
    "It fills me with an unexpected energy. As though there may still be hope for us all." —Hurkyl, excerpt from “The Advent of Shadows.”

    AC20 – Ashnod's Infuser 3
    Artifact
    Sacrifice a creature: You get EE (two energy counters).
    “True discovery requires the bravery to seek it out. There is nothing but cowardice in my peers. I start where they end, and succeed where they fail.”
    – Ashnod

    — Artifact: Uncommon —

    AU01 (Reprint) – Ornithopter 0
    Artifact Creature – Thopter
    Flying
    "It has been my honor to improve on the Thran's original design. Perhaps history will remember me in some small part for my work." —Urza, in his apprenticeship
    0/2

    AU02 – Automated Recycler 3
    Artifact Creature – Robot
    When Automated Recycler dies, return another target artifact card from your graveyard to your hand.
    Through efficient reuse programs, Argive quickly became proficient at turning reject automations into winning designs.
    2/2

    AU03 – Battering Tarkus 4
    Artifact Creature – Automaton
    Battering Tarkus attacks each combat if able.
    Raze — 6: Until end of turn, whenever one or more creatures blocks or becomes blocked by Battering Tarkus, tap those creatures. They don’t untap during their controller’s next untap step. (This ability costs 1 less to activate for each artifact opponents control. Activate this ability only once each turn.)
    The Tarkus was a perfect deterrent, until it was discovered it couldn’t be turned off.

    5/3

    AU04 – Colossus of Yotia 6
    Artifact Creature – Mecha
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Whenever Colossus of Yotia attacks, you may pay up to EEE. If you pay one or more E this way, it gets +X/+X and gains trample until end of turn, where X is equal to the amount of E you paid this way.
    There was a thunderous crash, then silence as a shadow eclipsed the sun.
    4/4

    AU05 – Gatesmasher 4
    Artifact – Equipment
    When Gatesmasher enters the battlefield, you may destroy target artifact or creature with defender.
    Equipped creature gets +2/+2.
    Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
    Decentralizing power since ancient times.


    AU06 – Enduring Powersuit 2
    Artifact – Equipment
    Equipped creature gets +1/+3 and has vigilance.
    Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
    It’s rumored several suites were excavated from an Argivian dig. Each granting its wearer extraordinary powers.


    AU07 – Chalise of Power 0
    Artifact
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay EEE: Put a charge counter on Chalise of Power.
    T: Add C for each charge counter on Chalise of Power.

    AU08 (Reprint) – Ashnod's Altar 3
    Artifact
    Sacrifice a creature: Add CC.
    "If you work at sawing up carcasses, you notice how the joints fit, how the nerves are arrayed, and how the skin peels back." —Ashnod, to Tawnos

    AU09 – Altar of Gix 3
    Artifact
    Whenever a creature you control dies, each opponent mills a card.
    2, T, Sacrifice a creature: Scry 2.
    The line to serve Gix gets a little shorter every day.

    AU10 – Reconstructed Su-Chi 4
    Artifact
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    Pay E: Reconstructed Su-Chi becomes a 4/4 Mecha artifact creature until end of turn.
    When Reconstructed Su-Chi is put into a graveyard from the battlefield, add CCCC.
    Rebuilt and reborn to serve a new generation.

    — Artifact: Rare & Mythic —

    AR01 – Yotian Lieutenant 2
    Artifact Creature – Robot
    Other artifact creatures you control have vigilance.
    Tap an untapped artifact you control: Yotian Lieutenant gets +1/+1 until end of turn.
    By having machines command machines, program learning grew exponentially.
    1/1

    AR02 (Reprint) – Solemn Simulacrum 4
    Artifact Creature – Construct
    When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
    When Solemn Simulacrum dies, you may draw a card.
    2/2

    AR03 – Tetra Striker 5
    Artifact Creature – Tetravite
    Flying
    When Tetra Striker enters the battlefield, you get EE (two energy counters). You may pay any amount of E. If you do, it deals X damage to target creature where X is equal to the amount of E you paid this way.
    Death dealt without a whisper.
    3/3

    AR04 – Chargeling 5
    Artifact Creature – Automaton
    Metal Mastery
    Pay E: Chargeling gains menace until end of turn.
    Pay E: Chargeling gains trample until end of turn.
    Pay E: Chargeling becomes an artifact with indestructible and loses all other abilities until end of turn. (It's no longer a creature.)
    1: Chargeling gets +1/-1 or -1/+1 until end of turn.
    3/4

    AR05 – Dimidiating Machination 6
    Artifact Creature – Mecha
    When Dimidiating Machination dies, create two 2/2 colorless Automaton artifact creature tokens with "When this creature dies, create two 1/1 colorless Robot artifact creature tokens.”
    No matter how hard you try, you can’t keep a good machine down.
    4/4

    AR06 (Reprint) – Tetravus 6
    Artifact Creature – Construct
    Flying
    Tetravus enters the battlefield with three +1/+1 counters on it.
    At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, create that many 1/1 colorless Tetravite artifact creature tokens. They each have flying and "This creature can't be enchanted."
    At the beginning of your upkeep, you may exile any number of tokens created with Tetravus. If you do, put that many +1/+1 counters on Tetravus.
    1/1

    AR07 (Reprint) – Triskelion 6
    Artifact Creature – Construct
    Triskelion enters the battlefield with three +1/+1 counters on it.
    Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target.
    "Why do bad things always come in threes?" —Gisulf, expedition survivor
    1/1

    AR08 – Thran Mimic 5
    Artifact Creature – Automaton
    You may have Thran Mimic enter the battlefield as a copy of any creature or artifact on the battlefield, except it has "When this permanent enters the battlefield, exile all other permanents with the same name as it until this permanent leaves the battlefield.”
    Mimics were so adept at passing as people, no one was certain if they actually existed.
    0/0

    AR09 – Weakstone Pendant 2
    Artifact – Equipment
    Creatures your opponents control get -1/-0.
    Equipped creature gets +2/+2 and has deathtouch.
    Equip 2
    With his half of the powerstone, Mishra crafted the conviction that Urza couldn’t understand.

    AR10 – Mightstone Pendant 2
    Artifact – Equipment
    Creatures you control get +1/+0.
    Equipped creature gets +2/+2 and has vigilance.
    Equip 2
    With his half of the powerstone, Urza crafted the discipline that Mishra didn’t possess.

    AR11 – Resonance Cannon 2
    Artifact
    ,T: You get EEE (three energy counters). Resonance cannon doesn’t untap during your next untap step.
    Pay any amount of E, T: Resonance Cannon deals X damage to target creature, where X is the amount of E you paid this way.

    AR12 (Reprint) – Candelabra of Tawnos 1
    Artifact
    X, T: Untap X target lands.
    Urza was stunned by Tawnos’s mastery of mechanisms. He could craft toys with most meticulous of details; tiny worlds that belied their true purpose.

    AR13 – Embers of the Artificer 3
    Artifact
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    0: Name an artifact card. You may pay an amount of E equal to its mana value. If you do, Embers of the Artificer becomes a copy of that card.
    Iron is the paint with which I inspire the world.

    AR14 – Over-Unity Engine 2
    Artifact
    At the beginning of your upkeep, put a charge counter on Over-Unity Engine, then you get E (an energy counter) for each charge counter on it.
    T, Pay any amount of E: Add C for each E you paid this way.
    Whatever its true purpose was, it was continuously doing more of it.

    AR15 – Cane of Renewed Hope 2
    Artifact
    G, T, Put target card from your graveyard on the bottom of your library. You gain 2 life.
    4GG, T, Exile Cane of Renewal: Return up to three target permanent cards from your graveyard to your hand. When you do, shuffle your graveyard into your library.

    AR16 – Immaculate Powerstone 5
    Legendary Artifact
    Immaculate Powerstone enters the battlefield tapped.
    You don't lose unspent colorless mana as steps and phases end.
    T: Add CCCC.
    It glowed with a light that hasn’t been seen since ancient times.

    AR17 – Aether Bomb 2
    Artifact
    T: You get E (an energy counter).
    Pay any amount of E, T, sacrifice Aether Bomb. When you do, destroy each nonland permanent with mana value X where X is the amount of E you paid this way.

    AR18 – Tome of Insight 2
    Artifact
    1: Look at the top card of your library. You may mill a card.
    3, T: Exile the top card of your library face down. As long as that card remains exiled you may cast it. (You still pay its costs. Timing rules still apply.)

    AR19 – Tetra Factory 3
    Artifact
    Metal Mastery T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."
    Pay EEE (three energy counters): Tetra Factory becomes a Tetravite artifact creature with power and toughness each equal to the number of Tetravites you control and with flying until end of turn.

    AM01 – Mox Phyrexia PP
    Legendary Artifact
    (P can be paid with either 1 or 2 life.)
    T: Add C.
    Stranded in the endlessness of eternity, Yawgmoth perfected the transmutation of life energy into kinetic energy.

    AM02 – Scriptures of the Thran 3
    Legendary Artifact
    4, T: Put a lore counter on Scriptures of the Thran, then choose X, where X is the number of lore counters on it. You may choose the same mode more than once.
    • You get EEE (three energy counters).
    • Create a 1/1 colorless Robot artifact creature token.
    • Scry 2.
    • Draw a card.
    Limitless power from an ancient civilization.


    — Land: Uncommon —

    LU01 – Argivian Quarry
    Artifact Land
    Argivian Quarry enters the battlefield with two charge counters on it.
    T: Add W.
    W, T, Remove a charge counter from Argivian Quarry: Target creature gets +1/+1 and has vigilance until end of turn.

    LU02 – Kher Armory
    Artifact Land
    Kher Armory enters the battlefield with two charge counters on it.
    T: Add R.
    R, T, Remove a charge counter from Kher Armory: Target creature gets +1/+1 and gains dauntless until end of turn. (That creature can't be blocked by creatures with power 2 or less.)

    LU03 – Lat-Nam Solarium
    Artifact Land
    Lat-Nam Solarium enters the battlefield with two charge counters on it.
    T: Add U.
    U, T, Remove a charge counter from Lat-Nam Solarium: Target creature gets +1/+1 and gains flying until end of turn.

    LU04 – Malpiri Mausoleum
    Artifact Land
    Malpiri Mausoleum enters the battlefield with two charge counters on it.
    T: Add B,
    B, T, Remove a charge counter from Malpiri Mausoleum: Target creature gets +1/+1 and gains menace until end of turn.

    LU05 – Yotian Temple
    Artifact Land
    Yotian Temple enters the battlefield with two charge counters on it.
    T: Add G.
    G, T, Remove a charge counter from Yotian Temple: Target creature gets +1/+1 and gains trample until end of turn.

    LU06 – Campus of Lat-Nam
    Land
    T: Add C.
    2, T, Sacrifice Campus of Lat-Nam: You may cast target instant or sorcery card from your graveyard this turn. It gains inscribe. If that spell would be put into your graveyard this turn, exile it instead. (To inscribe, create an artifact Glyph token with “2, T, Sacrifice this artifact: Each opponent mills three cards.”)
    Lat-Nam heralded the resurgence of magic to Terisiare.


    LU07 – Hall of Tagsin
    Land
    T: Add C.
    4, T, Sacrifice Hall of Tagsin: You may reveal an artifact card you own from outside the game. Put that card into your hand.
    Powerstones in hand, Urza and Mishra discovered the true cost of power that day.

    — Land: Rare & Mythic —

    LR01 – Phyrexian Threshold
    Legendary Land
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    T: Add C.
    3, T, Sacrifice Phyrexian Threshold: You may pay any amount of E. Create a 0/0 black Horror artifact creature token with X +1/+1 counters on it and you lose X life, where X is equal to the amount of E you spent this way.
    The gates to hell were all too real.

    LR02 – Mishra's Sanctuary
    Legendary Land
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    T: Add C.
    4, T, Sacrifice Mishra's Sanctuary: You may pay up to EEE. Return target artifact card from your graveyard to the battlefield. It enters the battlefield with your choice of X additional +1/+1 or charge counters on it, where X is equal to the amount of E you spent this way.

    LR03 Urza's Workshop
    Legendary Land
    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)
    T: Add C.
    4: Urza’s Workshop becomes a 3/3 artifact creature with "Pay E: This creature gains vigilance until end of turn. Pay EE: This creature gains flying until end of turn. Pay EE: This creature gains hexproof until end of turn" until end of turn. It’s still a land.

    LR04 (Reprint) – Strip Mine
    Land
    T: Add C.
    T, Sacrifice Strip Mine: Destroy target land.
    Unlike previous conflicts, the war between Urza and Mishra made Dominaria itself a casualty of war.

    LR05 – Tetravite Nexus
    Land
    T: Add C.
    1: Tetravite Nexus becomes a 1/1 Tetravite artifact creature with flying until end of turn. It's still a land.
    4, T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."

    LM01 – Ventrus, Vault of the Thran
    Legendary Land
    T: Add C.
    T: Exile target artifact you control. If you do, you get EE (two energy counters).
    7, Sacrifice Ventrus, Vault of the Thran: Return all artifacts exiled by it to the battlefield under their owner’s control.
    Deep in the heart of Terisiare were only mysteries.

    — Land: Basic Land Slot —

    LS01 – Coastal Windfarm
    Land
    Coastal Windfarm enters the battlefield tapped.
    When Coastal Windfarm enters the battlefield, you get E (an energy counter).
    T: Add W or U.

    LS02 – Geoactive Marsh
    Land
    Geoactive Marsh enters the battlefield tapped.
    When Geoactive Marsh enters the battlefield, you get E (an energy counter).
    T: Add U or B.

    LS03 – Crackling Cliffs
    Land
    Crackling Cliffs enters the battlefield tapped.
    When Crackling Cliffs enters the battlefield, you get E (an energy counter).
    T: Add B or R.

    LS04 – Verdant Timberland
    Land
    Verdant Timberland enters the battlefield tapped.
    When Verdant Timberland enters the battlefield, you get E (an energy counter).
    T: Add R or G.

    LS05 – Productive Harvestland
    Land
    Productive Harvestland enters the battlefield tapped.
    When Productive Harvestland enters the battlefield, you get E (an energy counter).
    T: Add G or W.

    LS06 – Enriched Ruins
    Land
    Enriched Ruins enters the battlefield tapped.
    When Enriched Ruins enters the battlefield, you get E (an energy counter).
    T: Add W or B.

    LS07 – Dynamic Cliffs
    Land
    Dynamic Cliffs enters the battlefield tapped.
    When Dynamic Cliffs enters the battlefield, you get E (an energy counter).
    T: Add U or R.

    LS08 – Saturated Peatbog
    Land
    Saturated Peatbog enters the battlefield tapped.
    When Saturated Peatbog enters the battlefield, you get E (an energy counter).
    T: Add B or G.

    LS09 – Copperfield Quarry
    Land
    Copperfield Quarry enters the battlefield tapped.
    When Copperfield Quarry enters the battlefield, you get E (an energy counter).
    T: Add R or W.

    LS10 – Sunsoaked Shores
    Land
    Sunsoaked Shores enters the battlefield tapped.
    When Sunsoaked Shores enters the battlefield, you get E (an energy counter).
    T: Add G or U.







    Almaaz – The swamps and forests of Almaaz have deep memory. It's entirely possible that the druids and shaman of Almaaz have memories from the time of the Thran, but if they do, they ensure that those thoughts never leave their borders. In fact very few things leave their borders, including marauding Fallaji warbands that travel too deep into the woods. The people of Almaaz have a very different understanding and approach to life and death compared to most.

    Argive – The nation of Argive ruled by a triumvirate of clerics and nobles was the first to see the value in the metal contraptions that were being discovered in the ruins of the Zegon desert. They began sending out expeditions to study these ruins and bring back artifacts for further study and use. It was slow going, and the technology seemed out of reach for most the researchers, but with the discovery of powerstones, suddenly a new world of possibility opened up to Argive. It was the first nation to truly lean on technology and modernize in the industrial revolution. Seeking to broaden its horizons and capture more resources, Argive began an expansion campaign that resulted in the invasion of Korlis and the Kher mountains.

    Argoth – A lush jungle paradise that sits off the southern coast straddling Korlis and Yotia, it suddenly finds itself threatened by explorers and machines alike that have started appearing from the mainland. Rallying around a messianic leader the denizens of the Argoth are determined to keep their home wild and untamed.
    Fallaji Empire – The fallaji empire isn't a place per say, but rather the confederation of bands of nomads with similar cultural approaches. Their empire expands most of the Zegon wastes, taking over any space that they realistically can. Where the Fallaji survive, the fallaji thrive. They are constantly seeking expansion but Yotia's disciplined border regiments keep them at bay. At the top of the Fallaji tribes is the Quadir. A leader of fear and power, the Quadir is about the only thing that every really keeps the fallaji in line.

    Kher Keep – The numerous clans of the Kher mountains rally around their castle stronghold atop the kher mountains. The clans value strength and freedom above all else. They aren't afraid to raid villages to take what the want. While they don't bow to kings or rulers alike, they value leadership that demonstrates strength and refuses subjugation. They find the empire of Yotia too stodgy to take seriously and generally keep to their own territory, terrorizing travels and traders moving across the Kher ridges.

    Korlis – The kingdom of Korlis still lives in world of knights and chivalry. Locked in the old world feudalist system, the agrarian kingdom is resource poor when it comes to Thran ruins and never really got itself into the scramble for resources that the rest of Terisiare quickly escalated into. Because of this Korlis found itself under tremendous pressure that was mounting from Argive to the north. Landlocked between the Kher mountains to the west and the ocean to the east Korlis had little in the way of outside support. When Argive finally invaded, the king had no choice but to lead the kingdom in one final desperate counter offensive to retain their sovereignty.

    Lat-Nam – For ages a small academy existed on the tiny rocky archipelago of Lat-Nam just off Terisiare's western coast. Ancient scriptures from all across of Dominaria spoke of arcane abilities that could mold and conjure mana from the land and invoke spells of immense power from this innate power. Travels from many lands would come to Lat-Nam to learn these arcane spells. It always was a melting pot of all of Dominaria's customs and peoples. When word broke that Terisiare was in possession of a craft of artifice that rivaled even the strongest magic people came from far and wide to study to this newly developed concept of technology. With two schools of disciple being led by Drafna and Hurkyl technology and magic melded into a new era of power for the fledging academy.

    Malpiri – The swamps, marshes and wetlands of the Malpiri delta were never of much concern for Terisiarie's denizens. The land wasn't suited for cultivation, and no one every viewed it as a great location for settlement. It was likely this isolation that Gix found so inviting when he began gathering followers to initiate a cult in his own name. feeble supplicants that would do his every bidding and usher in the arrival of Phyrexia when the day was finally right.

    Ronom – The mountainous Northwest region of Terisiare was a bitterly cold place with massive glaciers lining the granite peaked horizon. The glaciers of the Ronom mountains met together and fed into the Ronom lake, one the largest bodies of fresh water in all of Dominaria. The shores of the lake were always bitter with winds that chilled you to the bone. It was a rather inhospitable location, the exact opposite of the roasting Zegon wastes, but just as deadly to unprepared.
    Yotia – The vast lands of Yotia stretched the southern coast of Terisiare full of thick forests and winding rivers. It was a land rich in flora, fauna, and sunshine. Because the people of Yotia lived more closely with nature than any of the other great nations of Terisiare they better appreciated its gifts and understood that to remain on top of the food chain required discipline and strength.

    Zegon – The vast desert wastelands of Zegon encompassed almost the entirety of the interior of Terisiare. The extent of the desert was too great to grasp for most of the people of Terisiare, and even fewer wondered why such a great desert existed in the first place, never aware that such a place wasn't the product of nature. It's here that the wellspring of Thran ruins littered the landscape. Some great calamity had befallen the Thran, but whatever the secret was to their downfall, they had taken it with them in the collapse.


    Ashnod Karimotha – Ashnod is referred to in hushed tones by those that know to fear her. There are few that truly know her face as very few survive within her inner circle. Ashnod is a fearless, ruthless and cunning biological researcher. Knowledge at all costs is Ashnod's mantra. She does often wonder if it was fate that she was born into such times to see such rapid expansion of knowledge and technology.

    Barl – The Messianic leader of the indigenous people and creatures on the island of Argoth. Rallying their forces, he leads the charge to repel the invaders from their land and preserve the paradise that Argoth represents.

    Drafna Tribecca – A brilliant engineer who migrated to Lat-Nam when he heard about Terisiare's rapid technological revolution. He leads Lat-Nam's artifice programs and instructs the manufacturing of machinery. His skills are unrivaled in Lat-Nam. It's rumored that his engineering skills rivals even those of Urza of Yotia.

    Feldon Walliman – Feldon grew up in the Argivan expeditions across Zegon and cut his teeth on decades of archeological digs, but it wasn't until the powerstones were revealed that Feldon truly understood what was laying in wait in the Thran ruins. Rumors had been spiraling for ages of a lost city perfectly preserved deep within the crevasses of the Ronom Glacier. Feldon never one to back down from a challenge, has embarked on discovering this lost city of the Thran.

    Gix – What was once a man is now a twisted husk of flesh and steel. Gix is a demon the likes of which no one on Terisieare could have imagined. When the brothers opened the Hall of Taigsin, they inadvertently re-opened a portal to another plane of existence. From that portal emerged Gix, ready to take revenge on a world that knows nothing of its past. Taking foothold in the marshes of Malpiri, Gix has managed to build a fanatical death cult that worships the melding of metal and man. What Gix's end game is at this point, no one can say, but through his cult, his presence can be felt everywhere.

    Hurkyl Tribecca – Hurkyl had been studying at Lat-Nam for some time learning the ways of the arcane magic that had once ruled the lands of Dominaria. Though never gifted in artifice herself, she was always captivated by it, and quickly fell in love with Drafna. They both eventually excelled into becoming the academy's deans of Magic and artifice. Unbeknownst to her, Gix's influencers had infiltrated the ranks of Lat-Nam and were slowly sabotaging its efforts. Drafna was killed in one of these attacks by his own machines that had been turned against him. Hurkyl vowed she would never rest until the scourge of artifice was wiped clean from the world and spent her every waking moment afterwards preparing her protégés to rise and join her in her fight.

    King Lienre Preska VII – The king of the kingdom of Korlis. He is a noble leader, but naïve at the best of times. Korlis lacked the resources and ruins that many of the other nations had access to, and was still existing in an agrarian economic system that was being vastly outpaced in evolution and technology by its neighbors. It never occurred to the king until it was too late that Korlis needed to raise its defense potential against the possibility that it's neighboring nations may one day turn on it. After decades of build up, when Argive unleashed a full scale attack on the Kingdom, it's knights and soldiers were quickly outclassed as the king had no choice but to lead the charge for one last crusade the protect their sovereignty.

    Loran – While the brothers are the most well known protégés of Tocaisa, Loran was her most faithful. Loran had already graduated onto leading her own expeditionary teams by the time Tocasia had taken up training the brothers. When news broke of Tocaisa's death Loran was devastated. Once she realized that her death was related the powerstones that everyone in Terisiare was rushing to gather she vowed to do everything in her power to stop artifice before it eventually consumed them all.

    Kayla Bin-Kroog – The Heiress of Yotia and daughter of Ratha Bin-Kroog. Wild and willful Kayla cared not for the politics of the modern world. Yotia was a unique empire ruled by respect for strength and there was none stronger in the kingdom than Ratha. When a young brash artificer showed up in Yotia to respond to a challenge set forth by Rath to release a sword in the stone and win Kayla's hand in succession of the empire, Kayla found herself enamored with his brashness. Though not physically strong, he was fearless and intelligent in a way she was unfamiliar with. Though Ratha refuted him despite freeing the sword, Kayla stole the empire's treasure that was to be awarded to the victor and presented it to Urza along with herself. Young and foolish, it was a long while before Kayla realized that Urza never reciprocated the passion and love she felt for him. She often pontificated if that was always to be her fate.

    Mishra Erdeli – In the war of the brothers Erdeli, Misha is most often looked at as the origin of the war's onset. While it's true that Mishra felt nothing but envy and rage for the gifts that Urza possessed, one can't help but wonder if things wouldn't have turned out very differently had Urza possessed a stronger sense of compassion for his only living relative. When the brothers discovered the powerstone in the Hall of Taigsin, it set off a series of events that would one day culminate in all out war that would devore the continent of Terisiaire. For the moment Mishra's tale is a little more self contained as he finds himself falling in the background noise of Terisiare's industrial revolution. After parting ways from Urza at the Cave of Korlis with the weakstone in hand, Mishra wandered the Zegon wastes eventually being captured by Fallaji marauders and pressed into the service of the Quadir. Every night bound by his shackles Mishra used the moonlight to tinker a little bit more with the weakstone slowly unravelling the secrets of its power for the day he would finally break free of the Fallaji and take revenge on his brother.

    Ratha Bin-Kroog – Warlord of the empire of Yotia. Yotia has a long history of ruling through power alone, and there are none on Terisiare more powerful than Ratha. He has never been bested in a fight. Knowing that Yotia would need a successor named, Ratha established a contest to remove a sword he stuck into a rock. The winner would not just be named successor and marry the heiress, but they would be granted Yotia's greatest possession, an ancient scripture that has been in Yotia's possession since the dawn of the empire. Ratha had never expected a simple looking boy could beat his challenge where the strongest in the empire could not. He declared Urza's automaton a cheat and refuted Urza's claim to the throne. But when Kayla went behind his back and gifted the Thran tome to Urza he had a change of heart, finally understanding just how strong the nature of artifice truly was. With Urza now part of the empire, Ratha instructed him to build up the empire's strength through artifice and by producing even more mechanical men to ensure their place as the mightiest on Terisiare.

    Tawnos Revella – shortly after Urza began Yotia's artifice development, word spread and people began showing up from far and wide to learn from him. Tawnos turned up and was just a boy himself, but was Urza's most gifted protégé. Tawnos could engineer the most magnificent designs, and though most of what he created were toys, through the mechanisms he created Urza was able to improve his own deigns in the manufacture of automatons.

    Tocasia Infandel – A brilliant and skilled archeologist. Long before the notion of a powerstone entered the collective conscience, many a minds from Argive wandered the Zegon wastes discovering ruins full of strange metal contraptions. Whatever these ancient people that came to be labeled as the Thran were, they had left behind an entire civilization that seemed to have been suddenly stricken from the face of the earth. Tocasia was the ward of two orphaned brothers, Mishra and Urza. She taught them everything she knew about the history of the Thran and the mechanical nature of artifice. Mishra often seemed lost, but she sensed that Urza was capable of doing more than their current knowledge allowed. The three of them chanced upon a cave during an expedition, and when Urza and Mishra emerged from the cave they held a curious stone, glowing with energy. Tocasia could sense the unease in the brothers knowing they had always had a hidden rivalry with each other just under the surface, but she never expected that animosity to boil over as it did over this rock. That night the brothers broke out into a fight over who would possess the rock. Tocasia had always predicated herself on pacifying conflict, but as she put herself in the middle of this fight, it was one that could no be stopped. The powerstone cracked and exploded in the scuffle. The shockwave from the explosion knocked both brothers back, and when the dust settled Tocasia was dead. Each brother held a piece of that original powerstone, each possessing a polarity of power. Never one to be a sentimentalist, Urza was still shaken to the core that Mishra's actions had resulted in Tocasia's death. Urza vowed to never forgive Mishra for this transgression, and from that place both Brothers walked into the desert alone, setting their own paths into the saga of Antiquities.

    Verdansk Treeck – Though Kher keep was not a castle with a king that anyone bowed to, or was ruled over by, Verdansk was viewed and regarded as a king in his own right as a man worth following. He maintained the keep and made it home and refuge for those of the Kher clans seeking aid. Verdansk was a natural born leader and warrior not to be taken lightly. In a sense, the duty of the ruler of the keep wasn't to lord over others, but to keep the beacons of the keep lit as a symbol of the freedom that those who rallied under its banners lived for. For ages the clans of the Kher mountains lived free and respected only power. They rarely clashed with the Yotia empire, but were no strangers to raiding the lands the Korlis which they saw as weak. But when Argive launched its assaults, the clans of the kher had to rally as Argive quickly took to siege against Kher keep. Outnumbered and underprepaired, Verdansk had no choice but to retreate knowing that if Kher keep couldn't be saved it would damn well be avenged.

    Yawgmoth – though an unseen force at this point in time, Yagmoth and the nature of Phyrexia was the gravest threat that Terisiare would ever know. Gix may be an agent of Phyrexia, but once set free on Terisiare developed his own sense of revenge and did not necessary follow the path and intensions of Yawgmoth. Though the portal to Phrexia has been reopened, in it's current state it is far too weak to suit Yawgmoth's plans. Yawgmoth has spent millennia plotting and preparing, he knows he can afford to wait a little longer to fully realize his final revenge on the world that exiled him to oblivion.

    Urza Erdeli – Though Urza was the driving force of all events that shaped Terisiare across the saga of Antiquities, he was a far cry from being a true hero. Too self centered to care about those around him, he only ever really saw the world through the designs and engineering that filled his mind. There would come a time when Urza finally overcame of these short comings, but like all tragedies when that moment finally presents itself the damage will already be done. For the moment Urza has hold up in Yotia, driving the empire's growth in the explosion of the industrial revolution.





    Energy counters are the lifeblood of Industrial revolution, and are interwoven into the set so they feel like a natural extension of the gameplay loop. First introduced in Kaladesh, energy counters were problematic in constructed gameplay, but since industrial revolution was designed as a limited exclusive playstyle it erases most of those problems.

    This set attempts to make energy more of a flowing entity throughout a game that ebbs and flows. With a plethora of energy faucets and sinks, early design started out with energy as a cost, but was resulting in missed play opportunities. Instead energy was redesigned as primarily a kicker to card effects to increase power level. This allows energy related spells tension and variance from game to game.

    Energy is a much more wide open resource in Industrial Revolution than was when it was first introduced in Kaladesh. In the scope of energy faucets and sinks, about 1/3 of all energy faucets also include a means to spend energy. Some spells also include ways to get energy in a one time effect. About 1/3 of energy related spells will give energy surpluses without a direct means of spending it. The final third of energy related spells provide ways to spend surplus energy as kicker effects, but are not directly required to get an effect from those spells.

    Energy is a parasitic mechanic as it uses an outside resource to the larger game. Design efforts were made to ensure that energy related spells could play as modularly as possible, but the nature of the mechanic only allows that to go so far. Since this set was designed to be played exclusively in limited, the greater parasitic nature of the mechanic is mostly mitigated. If enough energy related cards were introduced into the greater magic ecosystem, there are several rares in this set that could be viable commander/constructed players.






    Metal Mastery (Whenever this permanent or another artifact enters the battlefield under your control, you get an energy counter E.)

    Metal Mastery is currently the glue of the world of Industrial revolution. It represents the drive and ambition of artificers as they strive to create and grow.

    Each permanent with metal mastery earns an energy counter when it enters the battlefield and will net energy counters each time they see an artifact enter the battlefield under your control. When you control multiple permanents with metal mastery energy is able to build up quickly. It’s an unassuming mechanic that doesn’t immediately affect the game state, but as the game plays out the role of permanents with metal mastery becomes apparent.

    Metal Mastery went through several iterations and was originally conceived as a state based level that you are granted. After experimentation with both static levels that don’t change once earned, and variable levels that can go up or down, two things began causing problems. The stat tracking required just didn’t quite feel right in this set, and trying to fit the reminder text for that mechanic on the card was proving problematic. Once it was decided that energy would be brought into the set it alleviated much of metal mastery’s two main issues.






    Battle Adorned (As this creature enters the battlefield, create an Armament Equipment artifact token and attach it to this creature. It has "Equipped creature gets +1/+1." and "As long as this artifact is not attached to a creature, it has Equip 2.")

    Battle Adorned is the Green/White mini-mechanic that came about in trying to find ways to up the amount of artifacts floating around inside the limited environment. Battle Adorned provides a replacement effect as those creatures enter the battlefield that allows them to enter with their equipment attached. Because it’s not a triggered ability there is no window to respond to the equipment attaching to the creature.

    To keep battlefield complexity down Armaments have the drawback that as long as they currently attached to a creature, they can't be re-equipped. Armaments function as legacy +1/+1 counters that can stick around even after the creature that created them dies, allowing other creatures to pick them up to continue to the fight. The concept was original designed for the final set in the tetralogy (Antiquities 4), but this set wanted a critical mass of artifacts to feed metal mastery, so it got bumped up into Industrial Revolution.

    Battle Adorned flavorwise represents the lesser technology in the forms of basic weaponry. Both Korlis and Argoth are having their way of lives being threatened by the encroachment of technologically superior neighboring regions. As conflicts flare up in the resource war brewing on Terisiare, these creatures come to the fight with their own gear.






    Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)

    Excavate is the White/Blue mini-mechanic and it was a late add-on. In trying to find ways to help White/Blue keep artifacts flowing the mechanic at first was a reveal and put all other cards into the graveyard to try to thematically tie into the action of tilling soil. But whiffing on a trigger and self -milling three cards without profit was too much a feel bad. The mechanic was copied straight from Faerie Mechanist as it was less of an issue if you didn’t find anything as you didn’t affect your deck state that way.

    Up to this point in the world of Terisiare, archeologists have been going out into the dangerous Zegon wastes hoping to bring back artifacts from a distant past they don't fully understand. At the heart of the endeavor is the nation of Argive, and to play into that feeling of uncovering powerful relics the excavate mechanic appears on white and blue cards as a chance to revel in that discovery of artifice.






    Graveblast 4B, Pay any amount of E (You may cast this card from your graveyard by paying its graveblast cost. Exile it as it resolves.)

    Graveblast is the Black/Red mini-mechanic and is a remaining holdover from the previous cube iteration of the set that featured several graveyard themed mechanics. The mechanic was close the chopping block, but after iterating several times, it’s in a good place. While it doesn’t directly interact with artifacts, the use of energy as a cost keeps it relevant in the greater limited format.

    Graveblast has come along well, and makes use of some new design space in the nexus between flashback and kicker. Graveblast dabbled in the nexus of kicker and delve, but I like where it’s at now as it makes excellent use of the set’s mechanical gameplay theme of energy as a kicker resource.

    At the base level all graveblast cards a have simple effect when first cast (As at this time there’s no way to add extra energy to the initial casting), and have a scaled effect if you have extra energy to spare. Graveblast cards have a standard flashback mana cost, but the variability is built into whether you have the energy to make them extra efficient.

    Flavorwise it represents the efforts of Gix and his sycophants to unleash terror and usurp the natural order of Terisiare. They will use any and all resources at their disposal to bring about Terisiare's end, and perhaps usher in a new era of Phyrexian control. Graveblast currently resides on Black and Red spells.





    Inscribe (Create an artifact Glyph token with “,T, Sacrifice this artifact: Each opponent mills three cards.”)

    Inscribe is the Blue/Black min-mechanic and was nearly cut, but I’ve given it several new changes with different iterations. The magical blockchain version of it was cool, but was too wordy for it’s own good so I had to abandon that version of it. Realizing that I was never going to be satisfied with it as a mechanic since it had gone through so many failed iterations, I settled on turning it into a named utility token mechanic, I.E. Investigate.

    I gave some thought of having it be a scry utility token, but the deck manipulation space is getting crowed with both clue tokens and blood tokens floating around. Up to now, utility tokens are designed for smoothing out game play, I.E. Gain life, draw a card, discard/draw, make a mana of any color. For the most part those are smoothing mechanics to help you stay in the game. I wanted to try for something that enables a more offensive style of gameplay, but I didn’t want to complicate board state doing it. So I devised that Glyph tokens will mill oppenents as new utility token. Since mill is in both blue and black, this was a good color fit as those are the two colors that make Glyphs in this set.

    Flavorwise inscribe represents etching spell runes on artifacts to boost their magical power by the mages of Lat-Nam.






    Raze – 5G: Card Effect. (This ability costs 1 less to cast for each artifact opponents control. Activate this ability only once each turn.)

    Raze is the Red/Green min-mechanic and is an ability on creatures that represents their tenacity to fight back against artifice.

    Since red and green don't play well with artifact, those colors needed a negative attribute against artifacts, and I explored options that didn't involve direct artifact destruction. It's a punisher mechanic for opponents who play many artifacts. Similar to boast, a raze mechanic can be activated once per turn, but most effects are combat related so there’s diminishing returns on other player’s turns depending on the card. Raze shines best in multiplayer where it can be used most effectivity to hose the opponents and get multiple cheap activations between your turns on defense if need be.

    Raze was close to the chopping block, but after being redesigned one last time into this current iteration, it plays pretty well. It’s weakest in 1v1, but most effects are playable even without the cost reductions, and provide a good mana sink for late game mana. Final raze costs will depend on multiplayer play balance.





    Dauntless (This creature can't be blocked by creatures with power 2 or less.)

    I keyworded this combat ability as i featured it at common as a way to change combat dynamics. it is currently primary in Red/Green and Tertiary in White appearing at higher rarities.



    Posted in: Custom Set Creation and Discussion
  • posted a message on [RON] - Antiquities: Rise of Nations


    Set Size - 318
    Common - 120
    Uncommon - 72
    Rare - 74
    Mythic - 22
    Land Slot - 10
    Basic Land - 20

    Set Status 2022.04.01 - [Play Design]

    Post Update Log:
    2022.05.18 – Initial Set Design completed.
    2022.04.01 – Initial Design Outlay established.

    Rise of Nations is the second in a tetralogy of sets set in the Antiquities timeline. This set didn’t start design until after Industrial Revolution hit its current iteration of energy and artifacts matter. At that point a clearer picture where the tetralogy of sets would evolve took shape. Rise of Nations takes a little bit of a detour in the artifacts matter mold and is a shards based set, rather than a straight artifacts matter set.

    Rise of nations took shape around two paradigms, it wanted room to explore the concept of nations, and the easiest way to manage that was to use the color pie. Rise of nations took a shards approach to cutting up the color pie and the set features five distinct national identities. Rise of nations also wanted to play in the space of competition for resources. Where Industrial revolution was more about the discovery of resources with its execution of energy, Rise of Nations wanted to raise the stakes and make competing resource acquisition a core component of the gameplay loop.

    The set is designed with a power level and mechanical eye intended for limited play in sealed/draft. Its comparison would be of a supplementary limited set direct to eternal formats.

    Each set of the tetralogy represents a different era of technological advancement. The world of Rise of Nations is that of a Victorian steampunk/Diselpunk world. Terisiare has evolved with technology and magic and is entering a dangerous period of expansionism and manifest destiny. Great nations have risen on the back of technological superiority and seek to usurp every inch of land and resources they can acquire.

    The world of Antiquities is a reimagining of the origin story leading up to the brother's war. The world of Rise of Nations sees Urza leading the Yotian conquest. Yotia is the realm that understands the dichotomy of natural strength, and the mental will it takes to lead it. Mishra on the other hand has been captured by the Quadir of the Zegon Fallaji, and bides his time as he slowly arms the Zegon nation in their own bid for conquest.

    As a Multicolor shards based set, looking back on the previous shards based multicolor set (New Capenna hadn’t been revealed at the time of this set’s concept design) color fixing was rather weak, and not well accessed. Khans of Tarkir was better, but I still remember have a lot of problems casting the three color common cards in that set, despite having morph to smooth them over a bit. Ultimately I liked how Strixhaven dealt with multicolor both in mana fixing, and in the as-fan of appearance of the multicolor cards.

    I modeled the as-fan of multicolor components of this set around that set-up, and all the cards that appear at common are hybrid two color cards that can be picked up by multiple shards. This keeps the more common cards easier to cast, but still fit into their respective nations and roles. The cards scale in power level and difficultly to cast as you move up in rarity, with the true tri-colored spells situated in uncommon and rare.

    Also, where Strixhaven had about a 2:3 rate drop of dual lands, Rise of Nations will feature a full 1:1 of dual lands appearing in the land slot to ensure better mana fixing across colors.

    Now that New Capenna is fully integrated, I like the notion of the tapped Treasure token better than I thought I would. It makes it easier to flow quick mana without the right amount of timing restriction.

    What would a multicolor set be without the return of expected spells. Rise of Nations features a new set of Shards based charms (Following a new paradigm of how the modal choices are designed). And at rare a new cycle of Commands has also been designed (Also following the design of the new charms, but with choose two instead of choose one.)

    Set size metrics were chosen for simplified ratio of randomization. The set size will host an 8 player sealed pool or 12 player draft environment. Packs include a set based common duel land in the land slot. Basic lands are not included in the packs, but are used for the basic land kit. Mythics have aprx a 1:5 ratio of appearance. A set pool consists of:
    4x Common = 480 total pool size
    2x Uncommon = 144 total pool size
    1x Rare + 1x Mythic = 96 total pool size
    5x Land slot common duel = 50 total pool size
    10x each basic = 200 total pool size.
    970 Total card pool size (including 200 basic lands)





    Here is a quick set teaser. Since art in these custom sets are found rather than created, it leaves less creative agency for new creature types. Here are some things you can expect:

    • 11 Legendary characters that appeared in Industrial Revolution have new legendary cards in Rise of Nations

    • 3 Characters that originally appeared in the Antiquities story have legendary creature cards that appear for the first time Rise of Nations

    • 6 All new legendary characters appear in Rise of Nations

    • A creature that turns Treasure into a legendary Equipment.

    • 1 card originally printed in Antiquities is reprinted here with a rarity shift.

    • A spell that lets each creature you control fight.

    • A cycle of hybrid mana Commands

    • Several cards have the ability to turn lands into Wastes.

    • A new Mox artifact

    • A cycle of man-lands that tap for three colors of mana

    • Two more swords in the cycle that will appear across all four Antiquities sets



    Visual Spoiler: Coming soon

    Card File: Coming soon

    The Tokens of Rise of Nations: Coming soon






    –– The Five Great Nations ––

    Argoth – A lush jungle paradise that sits off the southern coast straddling Korlos and Yotia, Argoth was forced into conflict by the expansionist efforts of both nations. Where Argoth lacks in technology, it makes up effort and magical prowess. While Argoth’s warriors are less refined than the warriors of Zegon who are honed through the crucible of war, they make up for their inexperience with numbers. Don’t be fooled though, Argoth’s forces are FireIce and deeply devoted to protecting their land from the other nations. The Spirits of the Forest are keenly award of the wealth of resources that Argoth hides, and should the other nations discover the depth of Argoth’s wealth, there is nothing their foces could do to hold back the wave of aggression that would crash down upon them.

    Korlos – After the nation of Argive had annexed the kingdom of Korlis, they took over the moniker, renaming their expansive empire Korlos. Argive did this to bring all the people of the eastern banks into their fold and integrate their new bretherin into their way of life. Argive had been the first to reach a high level of technology and was the first to successfully conquer a neighboring realm. Some of the former knights of Korlis dropped their swords in defeat, and joined Korlos’s ranks. Others defected to Yotia in the hope that nation of power could give them cause to continue their fight against their usurpers. Korlos is ruled by a triumvirate of clerics and nobles, and is caught in the space between preserving its old-world culture and giving into progress. Conservative forces within Korlos still cling to the past and the nation has become obsessed with preservation. It has ascribed this outlook to its expansion efforts as it seeks to overtake the other nations, and preserve all of Terisiare’s history, though mostly by force.

    Malpiri – Every day Yawgmoth plots. He can feel the strength of Dominaria seeping through the planar portal in the cave of Korlos and grows more and more impatient with biding his time. Though he sent Gix to Terisiare to spearhead preparations for his return to Dominaria, it appears that Gix has taken it upon himself to manage his own plans. Gix cares not for Yawgmoth’s revenge, instead he sees the opportunity to supplant himself as a force to be reckoned with in Terisiare. Amassing power and followers into Malpiri, Gix has been gifting his cult Phyrexian technology to begin his own conquest of the rival nations of Zegon and Korlos.

    Yotia – After Korlis fell to Argive, Ratha Bin-Kroog agreed to meet with the triumvirate and took Urza along to the summit. It looked like Argive was willing to strike a legitimate accord with Yotia, having stretched itself thin with its war against Korlis. But as the accord was being signed, a Fallaji raid struck the site of the summit. Aided by technology that Mishra had developed, Ratha was killed and Argive retreated. The attack on the summit resulted in Argive transforming into Korlos and becoming a direct competitor with Yotia. With the line of success passing down to Kayla, Urza was now the de-facto head of state of Yotia. Urza took up the mantle of putting Yotia’s defenses into full effect. With constant raids by the Zegon, Yotia became a police state and quickly acted in its own expansion efforts to feed its growing need for greater defensive positioning within Terisiare.

    Zegon – The tribes of the Fallaji had always been a web of maurading bands loosely interconnected and heavily disorganized. Seeing first hand the power technology could grant the user in warfare, A Quadir rose from among the Fallaji and quickly sweapt up all the tribes of the Zegon wastes until they were all unified under a single banner. The Zegon empire was brutal and malicious, but not without honor. They understood strength, and that was about all they respected.

    –– The Holdouts ––


    Kher Keep – The Keep has fallen. Caught in a pincher move between Argivian expansion and Fallaji raids the site once held great reverence for the mountain tribes is now rubble smoldering in the cold smoke of the Kher Ridges. Kher Keep was a bastion of freedom, and though it now gone, one man refuses to let that legacy die with it. Hellbent, the nations of Terisiare will one last time know the full fury of the keep.

    Lat-Nam – Situated on an island off the western coast, Lat-Nam is relatively protected geographically due to it’s remoteness. Though it’s not at the heart of Terisiare’s land wars, it has felt the tremors of war all the same. Nations have begun sending spies into Lat-Nam’s ranks, seeking to steal Lat-Nam’s technology and magic for themselves. In just such a provocation, Drafna is seriously wounded, sending Hurkyl into a rage. On the best of days Hurkyl rallied against technology, but now cause, Hurkyl is on her own warpath to end this arms race that has engulfed the whole of Terisiare.





    –– The Major Players ––

    Ashnod Karimotha – Ashnod was at best unscrupulous, but the power of machinery that the Malpiri wield was too much for Ashnod to ignore. Studying directly under Gix, Ashnod has learned how to weave machine and flesh, and transform that mass back into energy in a way that no one else on Terisiare could possibly understand. Gix’s deep rooted animosity towards human grows deeper as he his envy for Ashnod’s craft eats away at him.

    Barl – Barl’s journey started as a trial, has turned into a journey. Failing to repel the early Argivian and Yotian advances into Argoth, what started as a cult following to fight, has become a religious experience Argoth’s warriors. They call themselves the Warriors of the True Path. Only the most devout warriors are granted the title of the Path, and suddenly where Barl was once Argoth’s greatest savior, he now finds himself on the outside looking in.

    Feldon Walliman – Obsessed with the past, Feldon never truly appreciated the full horror of Terisiare until he found it. Discovering the frozen city of Halcyon, the true scope of desolation that technology would lead to was laid bare in front of him. Knowing that if Terisiare’s arms race was to be allowed to continue unabated, it would ultimately consume them all as it had done to the Thran. Feldon founded the secret society of the Third Path along with Loran. Together they began an effort to subvert the growth of technology however they could.

    Gix – Gix has not just made Malpiri his home, but is actively seeking to conquer all of the other rival nations of Terisiare. Fueled by his hatred of human, Gix has been ramping up efforts to complete Terisiare, not for Yawgmoth, but to fuel his own selfish desire for control. Deep into the night, the screams of his sycophants echo across the moors as Gix and Ashnod work tirelessly to build a mechanized army for Malpiri to finally spread out across all of Terisiare.

    Hurkyl Tribecca – With Drafna seriously wounded in a raid to steal his technology, something in Hurkyl snapped. She had always been a staunch advocate against the dangers of technology, but witnessing the person she loves most in the world nearly killed because of it, set her off on a whole new vector. Hurkyl vowed she would never rest until the scourge of artifice was wiped clean from the world and spent her every waking moment afterwards preparing her protégés to rise and join her in her fight. Where once she sought to protect against artifice, now she was the hunter, actively seeking out artifice and destroying it.

    Loran – Though years had passed, the pain in her heart at losing her mentor Tocasia had never gone away. Aimless and wandering, Loran stumbled upon another soul that sought to undo the harm that artifice was having upon the world. Teaming up with Feldon, the two of them began the society of the Third Path, and sought to slow the march of artifices progress before it would consume them all.

    Kayla Bin-Kroog – With her father dead, Kayla is the last of noble blood in Terisiare. The march of time moved quickly, and Kayla’s youthful defiance quickly evolved into obsession for Urza whom she married. With Ratha’s death, the burden of the nation fell on Urza’s shoulders. Though Kayla pined for Urza every day, he instead grew more and more distant, to the point that he nearly all but ignored Kayla and their young son Harbin. Though she was Heiress to a nation, Kayla’s relevance was being leeched away with every decree that Urza issued, pushing her further and further into obscurity.

    Mishra Erdeli – Mishra’s journey is not proving kind. Unable to let go of his animosity for his brother, Mishra wandered amongst the Fallaji, picking up thran artifacts where ever he could find them, and rebuilding them into machines of war. With the Fallaji quickly coalescing into the Zegon nation, Mishra thought he finally had a chance to get the attention of someone at the top and finally start to make his way up. Gifting the Zegon Quadir several of his Ornithopters that he developed, he convinced the Quadir to try them out against the Korlos/Yotia summit. The problem was they were too successful. The Quadir was the power of Zegon, and he took what he wanted. Seeing the power of Mishra’s skills first hand, the Quadir ordered him locked up to toil away at building Zegon Machines of war to aid their conquest of Terisiare.

    Tawnos Revella – Now a young man, Urza conscripted Tawnos into designing the ultimate defenses for Yotia to use against its rival nations. Tawnos had a gift that could distill every scrap of energy from a mechanical design. To say he designed with efficiency was an understatement. With Tawnos’s help, Yotia was rapidly becomes the most technologically superior nation.

    Verdansk Treeck – Kher keep had fallen. Where Verdansk once had a purpose, a place, he was now just a wandering singularity of rage. Freedom was all that Verdansk knew, and as long as a nation still stood he would never again know that freedom. Verdansk’s fight was just with himself, but had evolved against the entire world.


    Urza Erdeli – Though Urza was the driving force of all events that shaped Terisiare across the saga of Antiquities, he was no hero. The people of the nation of Yotia cheered his name in the streets, praising the protection his technology had granted them, but as Urza slowly stripped away their freedoms to build a police state, the people were non the wiser of just how much they were truly giving up to that man. While Mishra wore his power hunger on his sleeve, Urza was never truly in touch with his basic nature. Though he mostly ignored the people closest to him, he failed to realize just how much he craved the attention and adulation of the people of Yotia. Where once Urza was the brains guiding Yotia’s future, with Ratha’s death, his popularity status cemented him as the heart of Yotia and its people.

    –– The Minor Players ––

    Belbos – In order to keep human victims flowing into Malpiri, Gix needed to continually sow distrust and distress in the other nations. That’s where his minions came into play, and Belbos was one of the best. With a whisper he would wrench the mind into craving power, and with a flick of the wrist, twist the body into a wretched heap. Where Belbos went, only trouble followed.

    Drafna Tribecca – Leads Lat-Nam's artifice programs and instructs the manufacturing of machinery. His skills are unrivaled in Lat-Nam. With the rise of nations seeking to gain every possible advantage, spies have been casing Lat-Nam, and in a raid, attempted to steal Drafna’s technology seriously wounding him in the process. Recovery has been slow, and though Hurkyl won’t admit it, Drafna fears he may never fully regain his composure again.

    Hajar, The Ignoble – Hajar was just a quadir amongst a field of quadirs. But where most of the fallaji failed to understand their role in the greater field of Terisiare, Hajar had the ambition to claim his place. Were it not for an angry young boy with extraordinary gifts for artiface, he likely would never have realized his ambitions. Promising Mishra the means to exact his revenge, Hajar hooked the boy into his service and with horrifying technology at his disposal quickly swept his way across the Zegon wastes, banding together Fallaji tribes that would kneel to his command, and obliterating those that wouldn’t. Unfortunately for Mishra, Hajar is not a man of honor, and when the whole of the Fallaji were under the banner of the Zegon of Hajar, he imprisoned Mishra, forcing him to crank out greater and greater machines to fuel Zegon’s unending lust for conquest.

    Harbin Erdeli – Though Urza pays little to no attention to Kayla these days, there was a brief moment in time where they two of them connected, and Harbin is the progency of that moment. Though Harbin lives in comform of the Yotian palace, it’s not an easy life for a child without a strong role model. Most of Harbin’s instruction comes from his mother. Despite this, Harbin retained much of Urza’s gifts for artifice and though a child, already show exemplary skill at machinery.

    Kaysena – The True Path was the evolution of the warriors and druids of Argoth into a single entity that Kaysena led. Warriors by nature do not fear death in battle, but with the divine teachings of the True Path, the warriors of Argoth find the inner strength to feel no pain, to fear no fate. The ultimate monk, the True Path warriors protected their home better than any machine could. They were as cold and calculating as the machine, but far more flexible in their execution of their orders.

    Marcus Illonia – A divergence within the ranks of Argoth, Marcus doesn’t follow the druidic teachings of the one path. A man with no divinity, Marcus believes only the in strength of the sword, and the warriors who have his back. He doesn’t doubt the devotion or conviction of the True Path, simply their likeliness for success. Marcus doesn’t care who gets the credit, as long as Argoth remains free.

    Rallis Etonia – As nations rose, so too did individuals that found for their purposes. But in any war, there are always going to be those that simply fought for wealth and power. Rallis was an extremely charismatic individual with the gift to convince entire legions that following behind him would lead them to glory and purpose. Never once did Rallis raise his hand in battle if it wasn’t to his benefit. The only purpose Rallis fought for was himself.

    Titania – While the True Path was aimed at strategies to wage war, Titania walked a different path of Argoth’s divinity. Titania was attenuated to the land, and spoke with the forest. She understood that nature better than anyone else in the True Path. Strength wasn’t a tree. It was the forest. And though not prophetic, Titania could hear the whispers of Argoth, and what is spoke of was a future of gray and ash, and that revelation chilled her to the core.

    Yandra Ptoleem – As Argive transformed into Korlos, there was much turmoil amongst the Triumverate. Yandra emerged as a strong advocate for preservation of old ways. No matter how much technology changed the appearance of the world, there were those in Korlos who wanted to retain their power and had no intension to relinquish it. Yandra’s skills at divination proved useful in circumnavigating many of the pitfalls that befell other conservationists to the technosives that were gaining traction within Korlos.

    Yawgmoth – Though Gix had been facilitating Yawgmoth’s will to pave the way for a full Phyrexian invasion of Terisiare, he was keenly aware of Gix’s waning loyalty. Though Yawgmoth was the ultimate source of power in Phyrexia, he lacked the infrastructure and support to leave his mechanized world. Should Gix forget his mission, Yawgmoth had a contingency ready to begin his great work.






    Patriotic — Whenever another patriot of the type as this creature,

    Patriot (Yotia, Korlos, Malpiri, Zegon, and Argoth creatures are patriots.)

    The concept of Rise of Nations is that the people of Terisiare are banding behind banners and identities in ways they never have before. The world of small city-states has been left behind and as nations rise and land becomes territory to those nations, so to must the nations appeal to their citizens to rise up and command the identity they fall under.

    Patriot is a batch technology in the vein of party. Five new distinct creatures types are introduced in Rise of Nations that tie into the five great nations, and represent citizens of those nations that embody the philosophy and idealism of their nation.

    Argoth – Argothian creatures are found in RGW. They are typically warriors, and some walk the True Path, but all work best in unison as a group and are typically found in bands working together. Argoth embodies a go sideways strategy and likes a lot of tokens and small buffs to claim their conquest with a small army.

    Korlos – Korlian creatures are found in WUB. They are civilized and like to draw back on their history to understand their place today. They see society as something to maintain, and will gladly tax their opposition as a cost of doing business. They have a strong stranglehold on commerce and the resources to maintain that position. Where most will see what is past is prologue, Kolos draws on its relics and history as means to maintain its power.

    Malpiri – Malpiri creatures are found in UBR. They are the bastardized creations of Gix and most Malpiri hosts are mechanized in some way. Those Malpiri that Gix allows to maintain some form of free will, believe they are enacting Yawmoth’s will but are unaware of Gix’s meddling of the Phyrexian plan, increasingly warping it into his own design. It may be Yawgmoth’s plan, but Gix is the true leader of operations on Terisiare, and it is Gix who is truly amassing power.

    Yotia – Yotian creatures are found in GWU. With the assassination of Ratha Bin-Kroog by Zegon, Urza turned Yotia into a police state. Instead of feeling constrained, the citizens of Yotia cheered on Urza’s defensive measures. No quite understands the freedom that Urza is continually asking them to give up, all the citizens care about is peace of mind, and the scouts and soldiers that are constantly patrolling Yotian lands are keeping them safe. Urza has convinced the people that the world is chaos, and his protection is the order that will save them. What they don’t realize is that Urza is constantly pushing back the boundaries and is continually expanding his police state further and further into the neighboring regions.

    Zegon – Zegon creatures are found in BRG. Where once the Fallaji where a splintered people, they were newly unified under the Zegon banner and the fist of the Quadir. Life in Zegon is brutal and fierce. The culture of the Fallaji had been stripped of its humanity and is now a training ground for bands of marauders that the Quadir sends out to pillage and raid. Though the Zegon society is not technologically rich, the Quadir has an ace up its sleeve with Mishra who had been imprisoned and forced to create machinery that allows the Quadir’s strongest marauders to strike even greater targets to overtake the rival nations in their raids.

    Each patriot card has its own unique flag frame that is featured across all three if it’s primary colors that also includes a watermark of its faction.






    Claim a conquest. (To claim a conquest, create a Conquest, or increase the level of a Conquest you control by one.)

    In a set about the Rise of Nations and the conflicts that result between them in a war for resources, I searched for a mechanic that would best represent that struggle and came up with conquests. A conquest represents a roadmap to achieving greater resource acquisition and power. I looked to meta game mechanics to fulfil this paradigm, and dungeons proved a good starting point for that. But the place that Dungeons most failed was in their lack of player agency. Progress in dungeons was tied to single ETB triggers, and that was only if you were holding the cards to continue that progress.

    Conquest is a process, and it seemed important that the player have control over that process and the ability to shape it. A conquest is a marker that you create in the command zone and can’t be directly interacted with the board state.

    Once I knew that Conquest was going to play into this meta space in the command zone I looked to inspiration how to shape that experience. I really enjoyed the civilization board game, and liked the idea of how the game used different avenues of resources and objects to win. Using that inspiration, I shaped the nature of conquests to follow that game play loop.

    Once a conquest has been created, it produces its own resources. Those resources are yours to direct and can’t be disrupted by other players. But in and of themselves, those resources are independent of the larger game, it’s only when you cash in those resources to shape your board state does the nature of conquest really shine. Each conquest has an alternate win condition, that at their highest return level enable you to achieve more quickly.

    Each of the five nations of Rise of Nations has a conquest that maps to that nation’s play style and objections. Within the color pie, cards of each particular faction will require you to take action that also fits within that color’s philosophy (and the national philosophies that share that color) to claim a conquest. But how you choose to play your conquests are up to the player, and that agency to play to your style is completely open. You can attempt to go all in on a single conquest or you can attempt to go wide and claim each nation’s conquest before building any of them up.

    Each nation’s conquest has four levels that can be claimed, and the conquests grant an additional resource each turn with each subsequent level claimed. After thinking it over, I decided it was best if each conquest created its own currency that couldn’t be co-mingled amongst conquests. If that had been the case, there would have been pointless to build up a single conquest instead of claiming each of the five conquests first.

    The flow of using a conquest is similar to a board game turn, where you collect your conquest resources at the start of your turn, and then can spend them with activated abilities of your conquests as a sorcery during your turn. These activations vary from card draw to creating creature tokens. Each activation is tied to the philosophy and the goal of the conquest of the nation it belongs to. While conquests have alternate win conditions, they ultimately aid the player’s board state and can be a great resource in the late game.

    Conquest cards have a semi unique layout as they are like dungeons, but with a lot more text. They are kind of a compromise between trying to find a way to make them more visually compelling, but also fitting all of the relevant information on the card. When in play a conquest has a lot of heavy lifting mechanically, so there wasn’t a lot of room for visual appearance.





    Territory is a new type appearing on a vertical cycle of lands starting with the basic dual lands that appear in the back of a pack up through a cycle of uncommon and rare Tri-lands.

    Territories represent to the acquisition of land in the conquest of nations, and some cards will give you bonus effects for controlling a territory. Since Territory is specifically a land subtype, some green effects that search for lands will also allow you to search for Territories. Some Black/Red destroy effects are also on the lookout to do extra damage by denying their opponents access to Territories they have gained.

    I thought about potentially including Territory on a cycle of basic lands, like how Wastes work, but since Territory is more of a mini-mechanic like how Gates have a small degree of interaction, I kept them only on the basic dual lands instead.




    Yotia GWU

    Investigate (Create a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card.")

    As a police state, Yotia is all about the appearance of control. Investigate felt like a good fit for this role as it has historically been shared between green, white and blue in the past. It also fits the role of adding more artifacts in play in a setting that cares deeply about artifacts. Many Yotia faction cards relate directly to Investigate and clue tokens.

    Korlos WUB

    Tax Target player 2. If that player doesn’t pay 2 this way, [effect].

    Like mill and dies, tax is a new nomenclature to say that player must pay 2. Cards taxing players this way this has been a staple of magic since alpha. Since Korlos is deeply concerned about preserving the past, it felt fitting that they would turn to old school mechanics like taxing. Many Korlos faction cards care about either taxing directly, or giving you advantages each time you do tax a player. I’ve also updated the wording on cards that require a mana payment from an opponent like spell pierce to use this new wording. I.E. Ward:

    Ward 2 (Whenever this creature becomes the target of a spell or ability an opponent controls, tax that player 2. Counter it unless they pay 2 this way.)

    Malpiri UBR

    Reconstruct N — X (X, Exile this card from your graveyard: Create a token copy of it, except it’s a black Phyrexian artifact with no mana cost. It enters with N additional +1/+1 counters on it.)

    Reconstruct appears on creature cards in blue black and red. Gix has been hard at work bringing about his Phyrexian domination of Terisiare. The denizens of the Malpiri are just fodder for his great work. Taking their corpses, Gix is reconstructing them stronger and better as phyrexians.

    Reconstruct is a variant on Embalm, that also makes provision to allow the creature to become stronger by entering with additional +1/+1 counters on it. In addition to creatures with reconstruct, some cards allow a creature to be reconstructed as part of a spell or ability resolving, typically without +1/+1 counters.

    Zegon BRG

    Melee — Whenever this creature deals combat damage while attacking, [effect]

    Zegon is all about unchecked aggression. It wants to see that aggress rewarded. I considered things like boast, and saboteur triggers, but I felt that the low hanging fruit made the most sense here. It doesn’t matter what a Zegon creature hits, as long as it’s hitting.

    This was a little harder to balance than initially expected, as you can’t reward to well for simply attacking, and also the timing window of combat damage step precludes being able to have melee triggers include combat buffs and tricks.

    Overall I think it does well what the faction wants to see, and that’s creatures charging into battle over and over again with no regard for their life.

    Argoth RGW

    Naturalize N (Distribute N +1/+1 counters on any number of target patriots you control, or create N 1/1 colorless Citizen creature tokens with multinational that are all patriot types. Yotia, Korlos, Malpiri, Zegon, and Argoth creatures are patriots.)

    To help support Argoth’s go wide strategy, a new mechanic was created. Called Naturalize. As the mechanic that centers in green which cares about nature, the definition of naturalize is to admit a foreigner to the citizenry of a county, so it seemed very fitting. To give the mechanic a little more mesh with set, you can opt to either distribute N +1/+1 counters on any number of patriots you already control, or you can create citizen tokens that are all patriot types.

    For the most part citizen tokens are primarily in red, green and white, but some cards do create citizen tokens without the naturalize mechanic where it makes sense.




    Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")

    While it’s been stated that treasure tokens along with a host of other artifact tokens have been designated as deciduous, I see all of these tokens as batched together as what I would refer to as “Utility tokens.” I see utility tokens as quintessential component of magic, that now they have been fully realized, as a core component of the game in same was that creatures are a core component. Utility tokens open up the game to improved gameplay that can’t be understated, and while some of the various tokens are tied to unique and not also translatable flavor (Blood tokens especially), Treasure tokens are ubiquitous and can fit in any world, and fix so many of the games casting problems. I consider Treasure tokens an evergreen component of utility tokens and use them when and wherever they are needed.

    I appreciate New Capenna’s use of Treasure tokens entering tapped and taken that strategy to heart to ensure that a flood of Treasure isn’t an immediate mana boost.

    Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

    Positive creature auras are fragile to the point of really needing help to be playable, and totem armor did a good job repairing some of that fragility to make them a consistent playable #23 in many limited decks. Flavorwise they could use a refresh, but I like to consider them as a deciduous mechanic to help push the playability of positive auras in a format that wants that.

    I use Totem armor thematically to differentiate Yotian technology to create more of a go big style of play versus Argoth’s go wide style of play.




    Posted in: Custom Set Creation and Discussion
  • posted a message on June 14th, 2019
    Votes: Icariifa, Subject16 (will have some feedback notes for the feedback thread later, great cards submitted yesterday)

    Hircinomancer 2U
    Creature - Shapeshifter (U)
    Changling (This card is every creature type.)
    3UU,T, Return Hircinomancer to it's owner's hand: Exile target creature. That creature's controller creates a 0/1 white goat creature token.
    2/2
    Posted in: Custom Card Contests and Games
  • posted a message on JUNE 12TH, 2019 THE LAST DCC
    Votes: Subject16, Indighost

    Stormbreak Coronet UU
    Enchantment - Aura (R)
    Enchant creature with another Aura attached to it.
    Enchanted creature gets +3/+3 and has flying, hexproof, and prowess
    Presented by the Ceretic King to the worthy, only the most esteemed champion of the Stormbreak tribe could even fathom to wield it's power.
    Posted in: Custom Card Contests and Games
  • posted a message on JUNE 9TH, 2019 THE LAST DCC
    Votes: Bravelion83, Indighost

    Fierce Attrition XGG
    Sorcery (R)
    You may exile X forests or permanents that share a color with this spell that you control, rather than pay this
    spell's mana cost. If you do, return those cards to the battlefield tapped under your control at the beginning of your next turn.
    Target creature you control gets +X/+X and has trample until end of turn. It must be blocked this turn if able.
    If no mana was spent to cast this spell you may put a +1/+1 counter on up to X target creatures you control.
    Posted in: Monthly Contests Archive
  • posted a message on JUNE 8TH, 2019 THE LAST DCC
    Votes: Flatline, Bravelion83


    Authoritative Attrition XU
    Instant (R)

    You may exile X islands or permanents that you control that share a color with this spell, rather than pay this spell's mana cost.
    If you do, return those cards to the battlefield tapped under your control at the beginning of your next turn.

    Counter target spell with converted mana cost X or less.

    If no mana was spent to cast this spell, Scry X.
    Posted in: Monthly Contests Archive
  • posted a message on JUNE 7TH, 2019 THE LAST DCC
    Votes: Subject16, zdtsd

    Blind Luck 3R
    Instant (U)
    Target opponent looks at the top five cards of your library and separates them into two face down piles. Put one pile into your hand and the other into your graveyard.
    "The best warriors always brag of their skills. It just so happens that luck is one of my skills." -Jehorgen, Captain of the Scorched Sons.
    Posted in: Monthly Contests Archive
  • posted a message on JUNE 5TH, 2019 THE LAST DCC
    Votes: Bravelion83, Mamathana (You forgot to include what X represents in your design, but it's a great lich all the same!)

    Utopian Bounder 1UG
    Creature - Merfolk Mutant (U)
    Flying.
    When Utopian Bounder enters the battlefield, return target creature to its owner's hand.
    Metamorphosis (Whenever this creature deals combat damage to a player or planeswalker, exile cards from the top of your library until you exile a creature with power equal to or less than this creature's power. Put that card onto the battlefield with a +1/+1 counter on it, then put all cards exiled in this way on the bottom of your library in a random order, then exile this creature.)
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on JUNE 4TH, 2019 THE LAST DCC
    Votes: Flatline, Blackwaltz3

    Qasali Anima WG
    Creature - Cat Shaman (U)
    Exalted.
    Whenever a creature you control attacks, if it has power 5 or greater, you may have it fight target creature an opponent controls.
    2/2
    Posted in: Monthly Contests Archive
  • posted a message on June 3, 2019
    Votes: Bravelion83, Void_nothing

    Green KnightGG
    Creature - Elf Knight (U)
    Vigilance, Protection from Black
    This world is beauty beholden. If i must, i will protect it from all that seek to taint it foul.
    2/3
    Posted in: Monthly Contests Archive
  • posted a message on June 2, 2019
    Votes: Net10, Flatline

    Master-at-Arms 1W
    Creature - Human Advisor (2/2) (U)
    Level Up 1W (1W: Put a level counter on this. Level up only as a sorcery.)
    Level 1-2
    2/3
    Whenever this creature attacks or blocks target creature you control gets +1/+1.
    LEVEL 3+
    3/4
    Whenever this creature attacks or blocks, attacking or blocking creatures you control get +1/+1.
    Posted in: Monthly Contests Archive
  • posted a message on June 1, 2019
    Votes: Blackwaltz3, Valleybeyond

    Awakening on the plane of Stellcennia after his defeat at the hands of Nichol Bolas on amonkhet, Gideon grapples with the existential crisis surrounding his own hubris as he becomes embroiled in Stellcennia's civil war.


    Gideon, Soul Asunder 3WB
    Legendary Planeswalker - Gideon (M)
    0: Gideon, Soul Asunder becomes a 1/1 Human creature with indestructible and deathtouch that's still a planeswalker until the start of your next turn. Put a loyalty counter on him for each creature target opponent controls. During that player's next turn, those creatures must attack Gideon, Soul Asunder if able. (A planeswalker that is also creature receives both combat damage and loses loyalty counters from combat damage.)
    -2: Gideon, Soul Asunder becomes a 4/4 creature with indestructible, lifelink and deathtouch until end of turn. Prevent all damage that would be dealt to him this turn.
    -4: Destroy target creature an opponent controls. If that creature is destroyed in this way, sacrifice a creature or planeswalker you control.
    5
    Be not deceived: if I have veil'd my look, I turn the trouble of my countenance, Merely upon myself. Vexed I am Of late with passions of some difference, Conceptions only proper to myself, Which give some soil perhaps to my behaviors.
    Posted in: Monthly Contests Archive
  • posted a message on May 10, 2019
    Votes: Blackwaltz3, Net10

    Guardian of Light W
    Creature - Human Ninja
    Nictate 2W (When this creature becomes blocked, you may pay its Nicate cost, and untap another attacking creature you control and remove it from combat. If you do, exile this creature then return it to the battlefield tapped and attacking.)
    The Kingdom of Akalia has endured an eon of peace at the hands of the Guardian's ability to masterfully evade their foes blades
    2/1
    Posted in: Monthly Contests Archive
  • posted a message on May 8, 2019
    Votes: Void_Nothing, Soramaro

    King Spawn 5UU
    Legendary Creature - Homarid (R)
    Islandwalk.
    When King Spawn enters the battlefield, Return all non-homarid creatures to their owner's hands.
    Whenever King Spawn deals combat damage to an opponent, that player puts the top seven cards of their library into their graveyard.
    The Vodian's believed the war won, but the Homarids had yet to unleash their greatest adversary. - Sapadian Empires, Vol. VI
    7/7
    Posted in: Monthly Contests Archive
  • posted a message on May 7, 2019
    Votes: Void_nothing, Net10

    Defection Dilemma 2R
    Sorcery (U)
    Target opponent chooses one -
    *you draw 2 cards.
    *You gain control of a creature of your choice that player controls until end of turn. Untap it, it gains haste until end of turn.
    Posted in: Monthly Contests Archive
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