Yeah, I though so that caring about two different things at the same time was too complicated for a set's theme. Controlling three different permanent types is both more flexible and less restrictive in terms of deck building.
Metalcraft cares about artifacts. Constellation triggers on enchantments. Long ago I came up with Auracraft, which is metalcraft for enchantments except that it becomes active with 2 enchantments.
Here I add Mysticism.
As long as you control an enchantment and an artifact, blablabla.
Some variations of it that I had along the way: count the number of basic lands you control; count the number of permanent types you control, sort of delirium for the battlefield.
I didn't think about the rules for Burning Magic. The idea for how it works came from overmaster. I think there is an issue with "resolve" because some cards had this rules about the spell resolving, which was later removed from the text.
Valkyre Reborn: too cheap, yes. I thought that having to have to exile target creature from a player's graveyard could offset the low mana value of it.
There is a drawback for a dual land that I forgot to mention. Negative scry. The temple cycle gives you scry. Negative scry would do the opposite, you choose between having the land enter untapped and giving scry for every opponent or having it enter tapped iwth no additional penalties.
Deceptive Gamble: I had a feeling that it was too good and undercosted.
Dual land 1: I could add a life loss like this (two life would make it worse than shocklands)
At the beginning of your end step you may pay 1 life if it came to the battlefield since the beginning of the turn. If you do, untap it.
Apathy Field: I thought this could be a 2 mana mono white cleric or priest.
Lotus Keeper1GG
Creature – Human Druid
Metalcraft – As long as you control three or more artifacts, this has ” T : Add three mana of any one color”.
2/2
Blinding LightW
Instant
The next time a source of your choice would deal damage to you or a permanent you control, it deals damage to target permanent you don’t control instead.
White CancelW
Instant
The next time an ability or spell you don’t control would cause you to lose life, you gain 3 life and draw a card instead.
Unwavering FaithW
Instant
The next time a source of your choice would deal damage to you or a permanent you control this turn, it deals 0 damage instead. Draw a card.
Mean Cancel1UU
Instant
Counter target spell. The next spell its controller casts costs 2 more to cast.
Mana BounceU
Instant
Counter target spell with mana value 3 or less. If that spell is countered this way, return it to its owner’s hand instead of putting it into its owner’s graveyard.
Crumbling World1BB
Enchantment
Players can’t gain life.
At the beginning of each player’s end step, if that player hasn’t lost life this turn, that player loses 1 life.
Troop’s Betrayal2BB
Sorcery
Target player loses 1 life for each creature and/or planeswalker they control. You gain that much life.
Deceptive Gamble1B
Sorcery
Search your library for two cards with different names and reveal them, then shuffle your library. An opponent chooses one. Put the chosen card on the top of your library. Put the other in your graveyard.
Wishing Fire2R
Sorcery
Name a card. Reveal the top 3 cards of your library. If the named card is revealed this way, put it in your hand and the rest in your graveyard. Otherwise, this deals 3 damage to any target.
Burning Magic1R
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
Delayed Lightning3R
Enchantment
At the beginning of your upkeep, sacrifice this. If you do, this deals 5 damage to any target.
Lightning Hellion4RR
Creature – Hellion
When this enters the battlefield, it deals X damage to each other creature. Where x is the number of creatures on the battlefield.
4/4
Dragon’s Rage2RR
Sorcery
Choose target creature. This deals damage equal to the chosen creature’s power to all creatures. If a creature dealt damage this way would die this turn, exile it instead.
Psych RansomUUBB
Sorcery
Name a nonland card. Target player reveals the top 10 cards of their library. If the named card is among them, you may cast it without paying its mana cost unless its owner pays 5 life. Put the rest of the cards revealed this way in its owner’s graveyard.
Valkyre Reborn1
Sorcery
Exile target creature card from target player’s graveyard. Then creature a white and black 4/4 Valkyre token with flying and lifelink.
Apathy Field
Enchantment
Combat damage don’t cause abilities to trigger.
Ghost AnthemxWB
Enchantment
As an additional cost to cast this, pay X life.
This enters the battlefield with X counters.
Creatures you control get +X/+X, where x is the number of counters on this.
Null Box3
Legendary Artifact
When this enters the battlefield, choose a card type.
Cards on the chosen type entering the battlefield don’t cause abilities to trigger.
Triggered abilities of cards of the chosen type can’t trigger.
Amulet of Protection2
Artifact
If a source you control you deal damage to you, prevent 1 of that damage.
Void Vault3
Artifact
Whenever a player draws a card, they exile a card from their graveyard. If they can’t, this deals 1 damage to them.
Torture Ring2
Artifact
At the beginning of your upkeep, if you have more cards in your hand than any opponent, this deals 2 damage to you.
Discard a card: Target player gains control of this.
Dual land drawbacks
At the beginning of your end step, untap it if it came to the battlefield since the beginning of the turn. (enters tapped)
[name] enters the battlefield tapped unless you control a permanent with converted mana cost 2 or more.
[name] enters the battlefield tapped unless there are no cards in your graveyard.
[name] enters the battlefield tapped unless a permanent you control left the battlefield this turn.
At the beginning of your end step, if you don’t control a plains or an island, this deals 1 damage to you. (enters untapped)
For a long time I though they would never print such cycle. But I guess, they are fine with tapped lands. They won't disrupt any format because they can't enter untapped.
Moderation
I predicted it!!!!
Burning Magic 1R
Instant
[name] deals x damage to any target, where x is target spell's mana value.
This way you can repond to some other spell you didn't cast.
Here I add Mysticism.
As long as you control an enchantment and an artifact, blablabla.
Some variations of it that I had along the way: count the number of basic lands you control; count the number of permanent types you control, sort of delirium for the battlefield.
Valkyre Reborn: too cheap, yes. I thought that having to have to exile target creature from a player's graveyard could offset the low mana value of it.
There is a drawback for a dual land that I forgot to mention. Negative scry. The temple cycle gives you scry. Negative scry would do the opposite, you choose between having the land enter untapped and giving scry for every opponent or having it enter tapped iwth no additional penalties.
Dual land 1: I could add a life loss like this (two life would make it worse than shocklands)
At the beginning of your end step you may pay 1 life if it came to the battlefield since the beginning of the turn. If you do, untap it.
Apathy Field: I thought this could be a 2 mana mono white cleric or priest.
Creature – Human Druid
Metalcraft – As long as you control three or more artifacts, this has ” T : Add three mana of any one color”.
2/2
Blinding Light W
Instant
The next time a source of your choice would deal damage to you or a permanent you control, it deals damage to target permanent you don’t control instead.
White Cancel W
Instant
The next time an ability or spell you don’t control would cause you to lose life, you gain 3 life and draw a card instead.
Unwavering Faith W
Instant
The next time a source of your choice would deal damage to you or a permanent you control this turn, it deals 0 damage instead. Draw a card.
Mean Cancel 1UU
Instant
Counter target spell. The next spell its controller casts costs 2 more to cast.
Mana Bounce U
Instant
Counter target spell with mana value 3 or less. If that spell is countered this way, return it to its owner’s hand instead of putting it into its owner’s graveyard.
Crumbling World 1BB
Enchantment
Players can’t gain life.
At the beginning of each player’s end step, if that player hasn’t lost life this turn, that player loses 1 life.
Troop’s Betrayal 2BB
Sorcery
Target player loses 1 life for each creature and/or planeswalker they control. You gain that much life.
Deceptive Gamble 1B
Sorcery
Search your library for two cards with different names and reveal them, then shuffle your library. An opponent chooses one. Put the chosen card on the top of your library. Put the other in your graveyard.
Wishing Fire 2R
Sorcery
Name a card. Reveal the top 3 cards of your library. If the named card is revealed this way, put it in your hand and the rest in your graveyard. Otherwise, this deals 3 damage to any target.
Burning Magic 1R
Instant
The next spell you cast this turn has “when you cast this, it deals damage equal to its mana value to any target”.
Delayed Lightning 3R
Enchantment
At the beginning of your upkeep, sacrifice this. If you do, this deals 5 damage to any target.
Lightning Hellion 4RR
Creature – Hellion
When this enters the battlefield, it deals X damage to each other creature. Where x is the number of creatures on the battlefield.
4/4
Dragon’s Rage 2RR
Sorcery
Choose target creature. This deals damage equal to the chosen creature’s power to all creatures. If a creature dealt damage this way would die this turn, exile it instead.
Psych Ransom UUBB
Sorcery
Name a nonland card. Target player reveals the top 10 cards of their library. If the named card is among them, you may cast it without paying its mana cost unless its owner pays 5 life. Put the rest of the cards revealed this way in its owner’s graveyard.
Valkyre Reborn 1
Sorcery
Exile target creature card from target player’s graveyard. Then creature a white and black 4/4 Valkyre token with flying and lifelink.
Apathy Field
Enchantment
Combat damage don’t cause abilities to trigger.
Ghost Anthem xWB
Enchantment
As an additional cost to cast this, pay X life.
This enters the battlefield with X counters.
Creatures you control get +X/+X, where x is the number of counters on this.
Null Box 3
Legendary Artifact
When this enters the battlefield, choose a card type.
Cards on the chosen type entering the battlefield don’t cause abilities to trigger.
Triggered abilities of cards of the chosen type can’t trigger.
Amulet of Protection 2
Artifact
If a source you control you deal damage to you, prevent 1 of that damage.
Void Vault 3
Artifact
Whenever a player draws a card, they exile a card from their graveyard. If they can’t, this deals 1 damage to them.
Torture Ring 2
Artifact
At the beginning of your upkeep, if you have more cards in your hand than any opponent, this deals 2 damage to you.
Discard a card: Target player gains control of this.
Dual land drawbacks
Personally I prefer the verbs Shred or Grind.
Blessed Coast (DFC front)
Land (Uncommon)
enters tapped
When this enters the battlefield you gain 1 life.
T: Add W or U.
Blessed Ravine (DFC back)
Land (Uncommon)
enters tapped
When this enters the battlefield you gain 1 life.
T: Add W or G.
Land
T: Add C.
W, T: Add WU, WB, WG or WR.