Major changes:
-Commander changed
-Removed all the single target pump spells (except for some Auras), replaced them with a smaller amount of mass pump spells.
-Reduced the number of removal spells (down to 6 from 11)
-Kept about the same amount of ramp, but added some bigger creatures and spells to make better use of it.
-Replaced some of the miscellaneous spells with more creatures/token making spells.
Some things I can think of that I might need/want to change:
Possibly change the Commander. Its only really Bronzebeak Moa at the moment because I couldn't find much else better in the colors I wanted. Other ideas: Charging Troll, Fleetfoot Panther, Juniper Order Ranger
Take out some of the single-target boost spells, replace with team boosting.
Take out some removal.
Either tone down the ramp, or add some more fatties to make use of it (only real big creature at the moment is Snake of the Golden Grove.
I haven't really had a chance to test it yet, as I only recently learnt about Pauper EDH, and no one else in my playgroup has made a deck one yet. Anyway, I hope you like it.
I haven't posted anything here for quite a while, but I have still been making some magic cards in my spare time. This is a set I am working on at the moment I have been working on it for a while now, and have recently completed the commons for it, and am now moving on to uncommons. The name is currently a placeholder, and refers to the main theme of the set.
The main theme of the set is evergreen keywords (those found in all sets). Those primarily featured in this set are; vigilance, flying, deathtouch, first strike, and trample. They are primarily found in different color pairs.
There are three main mechanics in the set; Ancestry, Rebirth and Link
Ancestry X - [cost] ([cost], Discard this card: Put X +1/+1 counter(s) on target creature. It gains this card's abilities until end of turn.)
Ancestry allows you to discard a creature card and pay a cost to put one or more +1/+1 counters on a creature. It also gives that creature the discarded creature card's abilities until end of turn. Ancestry has synergy with the next mechanic; Rebirth.
Rebirth [cost] (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay [cost]. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
A card with Rebirth can be returned to your hand if a creature is put into your graveyard by paying a cost. However this can only happen once a turn. I think this mechanic could be too strong, and I may change it in the future.
Link - [effect] for each creature with [keyword] you control.
Link signifies an ability that does something based on the number of creatures with a certain evergreen keyword you control.
That's it for mechanics. I don't really have a story for the set yet, as I would rather just make the cards for now. I hope you like them and any comments would be appreciated.
WWhiteW
Ivory-Caste Knight2W
Creature - Human Knight (C)
Vigilance
Ancestry 1 - 2W(1W, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
2/3
Ivory-Caste Baron4W
Creature - Human Advisor (C)
Vigilance Link - When Ivory-Caste Baron enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield for each creature with vigilance you control.
2/2
Perimeter Scout3W
Creature - Human Scout (C)
First strike
Ancestry 2 - 2WW(2WW, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
3/2
Tamed Mastodon 2WW
Creature - Elephant (C)
Vigilance G: Tamed Mastodon gains trample until end of turn.
3/3
Arrogant Knight1W
Creature - Human Knight (C)
First strike 2W, Sacrifice Arrogant Knight: Destroy target creature with toughness 3 or greater blocked by Arrogant Knight.
2/1
Spirit Guardian2W
Creature - Spirit (C)
Flash
When Spirit Guardian enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
0/1
War FalconW
Creature - Bird (C)
Flying
War Falcon can't attack unless you control a Knight or Soldier.
2/1
Mastodon Tracker 1W
Creature - Human Soldier (C) T: Tap target creature with toughness 3 or greater.
1/2
Bastion Paladin 2W
Creature - Human Knight (C)
When Bastion Paladin enters the battlefield, you gain life equal to the number of creatures with power 2 or less you control.
2/2
Bastion Elite 2W
Creature - Human Soldier (C)
First strike
3/1
Unending Glory1W
Sorcery (C)
Creatures you control get +1/+1 until end of turn.
Rebirth 1W(Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1W. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Moment of Heroism1W
Instant (C)
Target creature gets +2/+2 and gains lifelink until end of turn.
Valiant Defense 1W
Instant (C)
As an additional cost to cast Valiant Defense, tap an untapped creature you control.
Prevent all damage that would be dealt to you and creatures you control this turn.
Prison Watch2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block. Link - W: Return Prison Watch to your hand. Activate this ability only if you control a creature with vigilance.
UBlueU
Azurefeather Matriach1U
Creature - Bird Wizard (C)
Flying
Ancestry 1 - 2U(2U, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
2/1
Azurefeather Librarian2U
Creature - Bird Wizard (C)
Flying Link - When Azurefeather Librarian enters the battlefield, look at the top X cards of your library, where X is the number of creatures with flying you control. Put one into your hand, and the rest on the bottom of your library in any order.
1/1
Glimmerscale Sentinels4U
Creature - Merfolk Soldier (C)
Vigilance
Ancestry 2 - 4U(4U, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until
end of turn.)
3/3
Azurefeather Sentry1U
Creature - Bird Soldier (C)
Flying 1W: Azurefeather Sentry gets +0/+2 until end of turn.
1/2
Darkfin Raider2U
Creature - Merfolk Rogue (C)
Hexproof
3/1
Delfin Familiar2UU
Creature - Fish Beast (C)
Flash
When Delfin Familiar enters the battlefield, another target creature gets +0/+3 until end of turn. Untap that creature.
2/3
Wavesurge Serpent4UU
Creature - Serpent (C)
Islandwalk
6/4
Unending Knowledge 1U
Sorcery (C)
Look at the top two cards of your library then put them back in any order. Draw a card.
Rebirth 1U(Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1U. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Featherize 2UU
Instant (C)
Counter target creature spell. Link - If you control a creature with flying, put a 2/2 blue Bird creature token with flying onto the battlefield.
Spellbreak Ritual 1U
Instant (C)
As an additional cost to cast Spellbreak Ritual, tap an untapped creature you control.
Counter target spell unless its controller pays 4. Disperse 1U
Instant
Return target nonland permanent to its owner's hand.
Ocean Gift4U
Sorcery (C)
Draw three cards.
Put a +1/+1 counter on target creature you control.
Ebb and FlowU
Instant (C)
You may tap target creature, then you may untap another target creature.
Chilling Gale 3U
Instant (C)
Tap up to three target creatures. Those creatures don't untap during their controller's next untap step.
GaleformU
Sorcery (C)
Target creature is unblockable until end of turn. Whenever it deals combat damage to a player this turn, untap it.
Paralyzing Grasp2U
Enchantment - Aura (C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
BBlackB
Shadesting Assassin2B
Creature - Insect Assassin (C)
Deathtouch
Ancestry 1 - 2B(2B, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
1/3
Shadesting Venomancer3B
Creature - Insect Wizard (C)
Deathtouch Link - When Shadesting Venomancer enters the battlefield, target creature gets -1/-1 until end of turn for each creature with deathtouch you control.
1/2
Bloodbat Swarm4B
Creature - Bat (C)
Flying
Ancestry 2 - 4B(4B, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
3/3
Nocturnal Shifter 3B
Creature - Insect Rogue (C)
Deathtouch 1U: Switch Nocturnal Shifter's power and toughness until end of turn.
1/4
Palewing BatB
Creature - Bat
Flying (C)
1/1
Bog Prowler2B
Creature - Horror (C)
Intimidate
2/3
Souldrain Shade 3B
Creature - Shade (C)
Lifelink 1B: Souldrain Shade gets +2/+2 until end of turn.
1/1
Unending Torment1B
Sorcery (C)
Target player discards a card and puts the top card of his or her library into his or her graveyard.
Rebirth 1B (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1B. If you do, return
this card from your graveyard to your hand. Activate this ability only once each turn.) Doom Blade1B
Instant (C)
Destroy target nonblack creature.
Scorpion's Sting2B
Instant (C)
Target creature gets -3/-3 until end of turn. Link - That creature gets -6/-6 until end of turn instead if you control a creature with deathtouch.
DisentombB
Sorcery (C)
Return target creature card from your graveyard to your hand.
Flesh Sculpting1B
Instant (C)
Target creature gets +4/-2 until end of turn.
Forbidden Ritual1BB
Sorcery (C)
As an additional cost to cast Forbidden Ritual, tap an untapped creature you control and pay 2 life.
Draw three cards
Soul Snare 1BB
Sorcery (C)
Soul Snare deals 2 damage to target creature or player and you gain 2 life.
Put a +1/+1 counter on target creature.
Crypt Incursion2B
Instant (C)
Exile target player's graveyard. For each creature card exiled this way, you gain 3 life.
Shadow Veil2B
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets +1/+1 and has deathtouch.
RRedR
Bonetail Chieftain 2R
Creature - Lizard Shaman (C)
First strike
Ancestry 1 - 2R (2R, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
3/1
Bonetail Berserker 3R
Creature - Lizard Berserker (C)
First strike Link - When Bonetail Berserker enters the battlefield, it gets +1/+0 for each creature with first strike you control and gains haste until end of turn.
1/1
Ridgeline Raiders 2RR
Creature - Lizard Warrior (C)
Trample
Ancestry 2 - 2RR(2RR, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
4/2
Flameskull Duelist 2R
Creature - Skeleton Soldier (C)
First strike 2B: Flameskull Duelist gains deathtouch until end of turn.
2/1
Dragon Hatchling 1R
Creature - Dragon (C)
Flying R: Dragon Hatchling gets +1/+0 until end of turn.
0/1
Ridgeline Terror 1R
Creature - Lizard Warrior (C)
Intimidate
2/1
Erratic Magmabeast3RR
Creature - Elemental Beast (C) 2: Erratic Magmabeast gets -2/+2 until end of turn.
6/2
Unending Flame2R
Instant (C)
Unending Flame deals 3 damage to target creature or player.
Rebirth 1R (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1R. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Flame Slice 1R
Instant (C)
Flame Slice deals 5 damage to target creature.
Duelist's Challenge1R
Instant (C)
Target creature you control gets +3/+0 and gains trample until end of turn. Link - You may have target creature block this turn if able if you control a creature with first strike.
Violent Eruption 2R
Sorcery (C)
Choose one - Creatures without flying can't block this turn; or Violent Eruption deals 1 damage to each creature with flying.
Cavern Rush2RR
Sorcery (C)
Put two 1/1 red Lizard creature tokens onto the battlefield.
Creatures you control gain haste until end of turn.
Invigorating Destruction 3R
Sorcery (C)
Destroy target land.
Put a +1/+1 counter on target creature.
Arrow of Flame2R
Instant (C)
Arrow of Flame deals 1 damage to target creature and 1 damage to that creature's controller.
Draw a card.
Lavamancy 1RR
Sorcery (C)
Draw two cards, then discard a card at random. If you discard a Mountain card this way, draw a card.
Geomancer's Ritual 1R
Sorcery (C)
As an additional cost to cast Geomancer's Ritual, tap an untapped creature you control.
Add RRRR to your mana pool.
Magma Talons1R
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
GGreenG
Pale Grove Outrider3G
Creature - Elf Warrior (C)
Trample
Ancestry 1 - 2G(2G, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
3/3
Baloth Familiar5G
Creature - Beast (C)
Trample Link - When Baloth Familiar enters the battlefield, put a +1/+1 counter on it for each creature with trample you control.
4/4
Elder Basilodon4G
Creature - Basilisk (C)
Deathtouch
Ancestry 2 - 4G (4G, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
3/5
Grove Tender 1G
Creature - Elf Druid (C)
Vigilance T: Add Gto your mana pool.
1/2
Jagged Post Marksman2G
Creature - Elf Archer (C)
Reach R: Jagged Post Marksman gains first strike until end of turn.
2/2
Oakskin Brute2G
Creature - Troll (C)
At the beginning of each end step, if Oakskin Brute was dealt combat damage this turn, put a +1/+1 counter on it. 1G: Regenerate Oakskin Brute.
3/1
Unending Growth2G
Sorcery (C)
Put two +1/+1 counters on target creature.
Rebirth 1G(Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1G. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Trample Underfoot G
Instant (C)
Target creature gets +2/+2 until end of turn. Link - If you control a creature with trample, that creature gets +4/+4 instead.
Comforts of Home 1G
Sorcery (C)
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. If the revealed card was a Forest, you gain 4 life.
Return to Roots G
Instant (C)
Destroy target artifact or enchantment. Its controller puts a 0/1 green Plant creature token onto the battlefield with "T: Add G to your mana pool."
Fruitful Search2G
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Put a +1/+1 counter on target creature.
Terrifying Presence1G
Instant (C)
Prevent all combat damage that would be dealt by creatures other than target creature this turn.
Hunting Party3G
Sorcery (C)
Put a 2/2 green Wolf creature token onto the battlefield, then target creature you control fights target creature you don't control.
[CARD]
Tiger Claws [/CARD]2G
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets +1/+1 and has trample.
XArtifactX
Earthborn Imitator4
Artifact Creature - Golem (C) 2: Choose vigilance, flying, deathtouch, first strike or trample. If Earthborn Imitator doesn't have the chosen ability, it gains the chosen ability unti end of turn.
3/3
Power Shard1
Artifact
Power Shard enters the battlefield with three charge counters on it. 2, Remove a charge counter from Power Shard: Put a +1/+1 counter on target creature.
Charge Stone4
Artifact T: Add one mana of any colour to your mana pool. 3, T: Add one mana of any color to your mana pool. If this mana is used to cast a creature spell, it enters the battlefield with an additional +1/+1 counter. If this mana is used to cast an artifact spell, it enters the battlefield with an additional charge counter.
Traveler's Amulet1 1, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
XLandX
Ivory-Caste Bastion
Land (C)
Ivory-Caste Bastion enters the battlefield tapped with a charge counter on it. T: Add W to your mana pool. 1W, T: Remove a charge counter from Ivory-Caste Bastion: Put a 2/2 white Knight creature token with vigilance onto the battlefield. Activate this ability only as a sorcery.
Azurefeather Aerie
Land (C)
Azurefeather Aerie enters the battlefield tapped with a charge counter on it. T: Add Uto your mana pool. 1U, T: Remove a charge counter from Azurefeather Aerie: Put a 2/2 blue Bird creature token with flying onto the battlefield. Activate this ability only as a sorcery.
Shadesting Hive
Land (C)
Shadesting Hive enters the battlefield tapped with a charge counter on it. T: Add B to your mana pool. 1B, T: Remove a charge counter from Shadesting Hive: Put a 2/2 black Insect creature token with deathtouch onto the battlefield. Activate this ability only as a sorcery.
Bonetail Den
Land (C)
Bonetail Den enters the battlefield tapped with a charge counter on it. T: Add R to your mana pool. 1R, T: Remove a charge counter from Bonetail Den: Put a 2/2 red Lizard creature token with first strike onto the battlefield. Activate this ability only as a sorcery.
Pale Grove Haven
Land (C)
Pale Grove Haven enters the battlefield tapped with a charge counter on it. T: Add G to your mana pool. 1G, T: Remove a charge counter from Pale Grove Haven: Put a 2/2 green Wolf creature token with trample onto the battlefield. Activate this ability only as a sorcery.
Shimmering Grotto
Land (C) T: Add 1 to your mana pool. 1, T: Add one mana of any color to your mana pool.
They are supposed to work better with creatures with the same keyword ability as them.
Temporal Shield-Mage 2WU
Creature - Human Wizard (R)
Flash
Whenever you cast a creature spell, target creature gets +1/+2 and gains hexproof until end of turn.
2/4
Spectral Commander 3UB
Creature - Specter (R)
Flying
Whenever a creature you control deals combat damage to a player, you may pay UB. If you do, draw a card.
Whenever a creature you control deals combat damage to a player, you may pay UB. If you do, that player discards a card.
3/2
Dreadbone General 1BR
Creature - Skeleton Knight (R)
First strike
Whenever a creature dealt combat damage by a creature you control this turn dies, that creature's controller loses 1 life.
3/1
Baloth Matriach 3RG
Creature - Beast (R)
Trample
Whenever a creature you control attacks, put a +1/+1 counter on it.
4/3
Ivory-Bow Duelist 1GW
Creature - Human Archer (R)
Vigilance
Creatures you control have "GW, T: This creature deals 2 damage to target creature blocking or blocked by this creature."
1/3
Clockwork Scavenger 1(2/G)(2/G)
Artifact Creature - Beast (R)
Trample
Clockwork 1
Whenever a +1/+1 counter is removed from another creature you control, put a +1/+1 counter on Clockwork Scavenger.
1/0
One Hundred and One Cogs 4(2/G)(2/G)
Sorcery (R)
Choose one -- Put five 0/0 green Insect artifact creature tokens with Clockwork 2 onto the battlefield; or put a 0/0 green Beast artifact creature token with Clockwork 5 onto the battlefield.
Steam powered -- If only colorless mana was spent to cast ~, choose both.
Clockwork Swarm 3(2/G)(2/G)(2/G)
Artifact Creature - Insect (M)
Clockwork 5
Whenever a +1/+1 counter is removed from Clockwork Swarm, put two 0/0 green Insect artifact creature tokens with Clockwork 2 onto the battlefield.
0/0
EDIT: Or maybe...
Clockwork Swarm V2 2(2/G)(2/G)
Artifact Creature - Insect (M)
Clockwork 2
Whenever a +1/+1 counter is removed from Clockwork Swarm, put two tokens that are copies of it onto the battlefield.
0/0
Leech Seed 2BG
Enchantment - Aura
Enchant creature
At the beginning of each upkeep, put a -1/-1 counter on enchanted creature and you gain 2 life.
In-game effect: Steals some health from the opponent each turn.
Imprison 1WWUU
Enchantment
Opponents can't cast spells with the same name as a cards on the battlefield under your control or in your graveyard.
In-game effect: Opponent can't use moves with the same name as moves you have.
Counter 2RR
Instant
Counter deals damage equal to twice the damage dealt to a creature you control on the battlefield this turn to target creature or player.
In-game effect: Pretty much exactly the same.
Destiny Bond BB
Instant
When target creature you control dies this turn, destroy target creature an opponent controls.
In-game effect: Again, also does pretty much the same thing.
From the Digital Render Thread rules: proper artist or source credit must be given, in line with the Artwork Artist Credit rules. Image removed, warning issued. When you have updated your post to include the required information, you may remove this modtext & repost the image. - B
Rampaging Krovod 2GG
Creature - Beast (U)
Trample
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
3/4
Skarrgan Blademaster RR
Creature - Human Berserker (U)
First strike
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
2/1
Ghorohn the Inciter 2RG
Legendary Creature - Minotaur Berserker (R)
Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +3/+0 until end of turn.)
Each other creature you control gets +1/+1 for each point of frenzy it has.
3/3
CARDNAME RW
Creature - Human Knight (U)
Flying
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/2
CARDNAME 2RW
Legendary Creature - Human Soldier (R)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Other creatures you control with battle cry have battle cry. (Each instance of battle cry triggers separately.)
2/4
Unbreachable Barrier 1WU
Creature - Wall (U)
Defender
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Unbreachable Barrier can block any number of creatures.
0/4
Toughness is possibly too high.
Also, I have this mechanic for my set, but I'm not sure if it works properly, heres an example card:
EXAMPLE W
Creature - Human Soldier Assault — Whenever EXAMPLE and all other creatures you control that are able attack, EXAMPLE gets +2/+2 until end of turn.
0/1
I want it to only require you to attack with your creatures that can attack that turn (e.g. are untapped, don't have defender, don't have Pacifism on them.)
@the_humanity: If Mindflutter is supposed to do what I think you want it to do, it doesn't work, because you're not allowed to have other player's cards in your hand. That's why Boomerang says "return target permanent to its owner's hand", not controllers
I like these cards most out of the red rares/mythics:
Electromagnetic Field
Big-Horn Thunderhoof
Zzak the quick
Oops, I completely missed that with the current wording you'd be able to tap the creature with worship to worship itself.
I think I will go with this version for now:
Worship N (Tap another untapped creature you control: Put a +1/+1 counter on this creature. Worship only N times each turn.)
It will appear in all colors, the only examples I had were black or white.
1 Juniper Order Ranger
Token creation (14)
1 Ambassador Oak
1 Attended Knight
1 Icatian Crier
1 Maul Splicer
1 Nest Invader
1 Selesnya Evangel
1 Sensor Splicer
1 Master's Call
1 Raise the Alarm
1 Scatter the Seeds
1 Acorn Harvest
1 Captain's Call
1 Cenn's Enlistment
1 Gather the Townsfolk
ETB effects (17)
1 Centaur Healer
1 Court Street Denizen
1 Essence Warden
1 Griffin Protector
1 Ivory Giant
1 Ivy Lane Denizen
1 Kemba's Skyguard
1 Kor Hookmaster
1 Kor Sanctifiers
1 Kor Skyfisher
1 Leonin Armorguard
1 Mold Shambler
1 Nylea's Disciple
1 Snake of the Golden Grove
1 Soul Warden
1 Temple Acolyte
1 Totem-Guide Hartebeest
1 Bold Defense
1 Fortify
1 Inspired Charge
1 Ramosian Rally
1 Sigil Blessing
1 Marshaling Cry
Removal (6)
1 Arrest
1 Bonds of Faith
1 Faith's Fetters
1 Journey to Nowhere
1 Oblivion Ring
1 Pacifism
Mana Fixing / Ramp (8)
1 Darksteel Ingot
1 Selesnya Cluestone
1 Selesnya Signet
1 Wildfield Borderpost
1 Avacyn's Pilgrim
1 Llanowar Elves
1 Pale Recluse
1 Steward of Valeron
Other (10)
1 Gideon's Lawkeeper
1 Goldmeadow Harrier
1 Guardian of Vitu-Ghazi
1 Armadillo Cloak
1 Fists of Ironwood
1 Rancor
1 Shield of the Oversoul
1 Sigil of the Nayan Gods
1 Cloudshift
1 Congregate
1 Command Tower
1 Desert
1 Drifting Meadow
10 Forest
1 Kabira Crossroads
1 Khalni Garden
16 Plains
1 Quicksand
1 Secluded Steppe
1 Sejiri Steppe
1 Selesnya Guildgate
1 Shimmering Grotto
1 Slippery Karst
1 Turntimber Grove
Major changes:
-Commander changed
-Removed all the single target pump spells (except for some Auras), replaced them with a smaller amount of mass pump spells.
-Reduced the number of removal spells (down to 6 from 11)
-Kept about the same amount of ramp, but added some bigger creatures and spells to make better use of it.
-Replaced some of the miscellaneous spells with more creatures/token making spells.
1 Bronzebeak Moa
Tokens (11)
1 Cenn's Enlistment
1 Doomed Traveler
1 Elgaud Inquisitor
1 Gather the Townsfolk
1 Hive Stirrings
1 Kozilek's Predator
1 Master's Call
1 Nest Invader
1 Raise the Alarm
1 Scatter the Seeds
1 Thallid
ETB effects (12)
1 Ambush Viper
1 Attended Knight
1 Centaur Healer
1 Civic Wayfinder
1 Cloudshift
1 Kemba's Skyguard
1 Kor Hookmaster
1 Kor Skyfisher
1 Nylea's Disciple
1 Snake of the Golden Grove
1 Suture Priest
1 Yeva's Forcemage
1 Fortify
1 Giant Growth
1 Gods Willing
1 Mending Touch
1 Mighty Leap
1 Ranger's Guile
1 Safe Passage
1 Savage Surge
1 Swift Justice
1 Veteran Armorer
1 Zealous Strike
Creature removal (8)
1 Arrest
1 Bonds of Faith
1 Celestial Flare
1 Forced Worship
1 Journey to Nowhere
1 Oblivion Ring
1 Pacifism
1 Smite
Noncreature removal (3)
1 Crushing Vines
1 Ray of Revelation
1 Revoke Existence
Mana-fixing and ramp (7)
1 Avacyn's Pilgrim
1 Caravan Vigil
1 Elvish Mystic
1 Opaline Unicorn
1 Rampant Growth
1 Verdant Haven
1 Yavimaya Elder
1 Armadillo Cloak
1 Divine Favor
1 Rancor
1 Spider Umbra
Control (2)
1 Goldmeadow Harrier
1 Lyev Decree
Lifegain (2)
1 Congregate
1 Grazing Gladeheart
Other (2)
1 Deadly Recluse
1 Thrashing Mossdog
Land (37)
1 Evolving Wilds
14 Forest
1 Kabira Crossroads
1 Khalni Garden
14 Plains
1 Sejiri Steppe
1 Selesnya Guildgate
1 Shimmering Grotto
1 Terramorphic Expanse
1 Transguild Promenade
1 Unknown Shores
Some things I can think of that I might need/want to change:
The main theme of the set is evergreen keywords (those found in all sets). Those primarily featured in this set are; vigilance, flying, deathtouch, first strike, and trample. They are primarily found in different color pairs.
WU Vigilance
UB Flying
BG Deathtouch
RW First strike
RG Trample
There are three main mechanics in the set; Ancestry, Rebirth and Link
Ancestry X - [cost] ([cost], Discard this card: Put X +1/+1 counter(s) on target creature. It gains this card's abilities until end of turn.)
Ancestry allows you to discard a creature card and pay a cost to put one or more +1/+1 counters on a creature. It also gives that creature the discarded creature card's abilities until end of turn. Ancestry has synergy with the next mechanic; Rebirth.
Rebirth [cost] (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay [cost]. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
A card with Rebirth can be returned to your hand if a creature is put into your graveyard by paying a cost. However this can only happen once a turn. I think this mechanic could be too strong, and I may change it in the future.
Link - [effect] for each creature with [keyword] you control.
Link signifies an ability that does something based on the number of creatures with a certain evergreen keyword you control.
That's it for mechanics. I don't really have a story for the set yet, as I would rather just make the cards for now. I hope you like them and any comments would be appreciated.
W White W
Ivory-Caste Knight 2W
Creature - Human Knight (C)
Vigilance
Ancestry 1 - 2W (1W, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
2/3
Ivory-Caste Baron 4W
Creature - Human Advisor (C)
Vigilance
Link - When Ivory-Caste Baron enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield for each creature with vigilance you control.
2/2
Perimeter Scout 3W
Creature - Human Scout (C)
First strike
Ancestry 2 - 2WW (2WW, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
3/2
Tamed Mastodon 2WW
Creature - Elephant (C)
Vigilance
G: Tamed Mastodon gains trample until end of turn.
3/3
Arrogant Knight 1W
Creature - Human Knight (C)
First strike
2W, Sacrifice Arrogant Knight: Destroy target creature with toughness 3 or greater blocked by Arrogant Knight.
2/1
Spirit Guardian 2W
Creature - Spirit (C)
Flash
When Spirit Guardian enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.
0/1
Goldencoat Hounds 2W
Creature - Hound (C)
Lifelink
2/3
War Falcon W
Creature - Bird (C)
Flying
War Falcon can't attack unless you control a Knight or Soldier.
2/1
Mastodon Tracker 1W
Creature - Human Soldier (C)
T: Tap target creature with toughness 3 or greater.
1/2
Bastion Paladin 2W
Creature - Human Knight (C)
When Bastion Paladin enters the battlefield, you gain life equal to the number of creatures with power 2 or less you control.
2/2
Bastion Elite 2W
Creature - Human Soldier (C)
First strike
3/1
Unending Glory 1W
Sorcery (C)
Creatures you control get +1/+1 until end of turn.
Rebirth 1W (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1W. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Veil of Light 1W
Enchantment - Aura (C)
Enchant creature
Flash
Enchanted creature gets +1/+2.
Essence Capture 1W
Sorcery (C)
Destroy target artifact or enchantment.
Put a +1/+1 counter on target creature.
Smite W
Instant (C)
Destroy target blocked creature.
Moment of Heroism 1W
Instant (C)
Target creature gets +2/+2 and gains lifelink until end of turn.
Valiant Defense 1W
Instant (C)
As an additional cost to cast Valiant Defense, tap an untapped creature you control.
Prevent all damage that would be dealt to you and creatures you control this turn.
Prison Watch 2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block.
Link - W: Return Prison Watch to your hand. Activate this ability only if you control a creature with vigilance.
U Blue U
Azurefeather Matriach 1U
Creature - Bird Wizard (C)
Flying
Ancestry 1 - 2U (2U, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
2/1
Azurefeather Librarian 2U
Creature - Bird Wizard (C)
Flying
Link - When Azurefeather Librarian enters the battlefield, look at the top X cards of your library, where X is the number of creatures with flying you control. Put one into your hand, and the rest on the bottom of your library in any order.
1/1
Glimmerscale Sentinels 4U
Creature - Merfolk Soldier (C)
Vigilance
Ancestry 2 - 4U (4U, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until
end of turn.)
3/3
Azurefeather Sentry 1U
Creature - Bird Soldier (C)
Flying
1W: Azurefeather Sentry gets +0/+2 until end of turn.
1/2
Darkfin Raider 2U
Creature - Merfolk Rogue (C)
Hexproof
3/1
Delfin Familiar 2UU
Creature - Fish Beast (C)
Flash
When Delfin Familiar enters the battlefield, another target creature gets +0/+3 until end of turn. Untap that creature.
2/3
Wavesurge Serpent 4UU
Creature - Serpent (C)
Islandwalk
6/4
Unending Knowledge 1U
Sorcery (C)
Look at the top two cards of your library then put them back in any order. Draw a card.
Rebirth 1U (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1U. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Featherize 2UU
Instant (C)
Counter target creature spell.
Link - If you control a creature with flying, put a 2/2 blue Bird creature token with flying onto the battlefield.
Spellbreak Ritual 1U
Instant (C)
As an additional cost to cast Spellbreak Ritual, tap an untapped creature you control.
Counter target spell unless its controller pays 4.
Disperse 1U
Instant
Return target nonland permanent to its owner's hand.
Ocean Gift 4U
Sorcery (C)
Draw three cards.
Put a +1/+1 counter on target creature you control.
Ebb and Flow U
Instant (C)
You may tap target creature, then you may untap another target creature.
Chilling Gale 3U
Instant (C)
Tap up to three target creatures. Those creatures don't untap during their controller's next untap step.
Ocean Veil 1U
Enchantment - Aura (C)
Enchant creature
Flash
Enchanted creature has hexproof.
Galeform U
Sorcery (C)
Target creature is unblockable until end of turn. Whenever it deals combat damage to a player this turn, untap it.
Paralyzing Grasp 2U
Enchantment - Aura (C)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
B Black B
Shadesting Assassin 2B
Creature - Insect Assassin (C)
Deathtouch
Ancestry 1 - 2B (2B, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
1/3
Shadesting Venomancer 3B
Creature - Insect Wizard (C)
Deathtouch
Link - When Shadesting Venomancer enters the battlefield, target creature gets -1/-1 until end of turn for each creature with deathtouch you control.
1/2
Bloodbat Swarm 4B
Creature - Bat (C)
Flying
Ancestry 2 - 4B (4B, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
3/3
Nocturnal Shifter 3B
Creature - Insect Rogue (C)
Deathtouch
1U: Switch Nocturnal Shifter's power and toughness until end of turn.
1/4
Palewing Bat B
Creature - Bat
Flying (C)
1/1
Bog Prowler 2B
Creature - Horror (C)
Intimidate
2/3
Souldrain Shade 3B
Creature - Shade (C)
Lifelink
1B: Souldrain Shade gets +2/+2 until end of turn.
1/1
Unliving Duelist 1B
Creature - Skeleton Soldier (C)
1B: Regenerate Unliving Duelist.
2/1
Bog Abomination 4BB
Creature - Horror (C)
4/6
Unending Torment 1B
Sorcery (C)
Target player discards a card and puts the top card of his or her library into his or her graveyard.
Rebirth 1B (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1B. If you do, return
this card from your graveyard to your hand. Activate this ability only once each turn.)
Doom Blade 1B
Instant (C)
Destroy target nonblack creature.
Scorpion's Sting 2B
Instant (C)
Target creature gets -3/-3 until end of turn.
Link - That creature gets -6/-6 until end of turn instead if you control a creature with deathtouch.
Disentomb B
Sorcery (C)
Return target creature card from your graveyard to your hand.
Flesh Sculpting 1B
Instant (C)
Target creature gets +4/-2 until end of turn.
Forbidden Ritual 1BB
Sorcery (C)
As an additional cost to cast Forbidden Ritual, tap an untapped creature you control and pay 2 life.
Draw three cards
Soul Snare 1BB
Sorcery (C)
Soul Snare deals 2 damage to target creature or player and you gain 2 life.
Put a +1/+1 counter on target creature.
Crypt Incursion 2B
Instant (C)
Exile target player's graveyard. For each creature card exiled this way, you gain 3 life.
Shadow Veil 2B
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets +1/+1 and has deathtouch.
R Red R
Bonetail Chieftain 2R
Creature - Lizard Shaman (C)
First strike
Ancestry 1 - 2R (2R, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
3/1
Bonetail Berserker 3R
Creature - Lizard Berserker (C)
First strike
Link - When Bonetail Berserker enters the battlefield, it gets +1/+0 for each creature with first strike you control and gains haste until end of turn.
1/1
Ridgeline Raiders 2RR
Creature - Lizard Warrior (C)
Trample
Ancestry 2 - 2RR (2RR, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
4/2
Flameskull Duelist 2R
Creature - Skeleton Soldier (C)
First strike
2B: Flameskull Duelist gains deathtouch until end of turn.
2/1
Dragon Hatchling 1R
Creature - Dragon (C)
Flying
R: Dragon Hatchling gets +1/+0 until end of turn.
0/1
Raging Magmabeast 3R
Creature - Elemental Beast (C)
Haste
4/3
Ridgeline Terror 1R
Creature - Lizard Warrior (C)
Intimidate
2/1
Erratic Magmabeast 3RR
Creature - Elemental Beast (C)
2: Erratic Magmabeast gets -2/+2 until end of turn.
6/2
Unending Flame 2R
Instant (C)
Unending Flame deals 3 damage to target creature or player.
Rebirth 1R (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1R. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Flame Slice 1R
Instant (C)
Flame Slice deals 5 damage to target creature.
Duelist's Challenge 1R
Instant (C)
Target creature you control gets +3/+0 and gains trample until end of turn.
Link - You may have target creature block this turn if able if you control a creature with first strike.
Violent Eruption 2R
Sorcery (C)
Choose one - Creatures without flying can't block this turn; or Violent Eruption deals 1 damage to each creature with flying.
Cavern Rush 2RR
Sorcery (C)
Put two 1/1 red Lizard creature tokens onto the battlefield.
Creatures you control gain haste until end of turn.
Invigorating Destruction 3R
Sorcery (C)
Destroy target land.
Put a +1/+1 counter on target creature.
Arrow of Flame 2R
Instant (C)
Arrow of Flame deals 1 damage to target creature and 1 damage to that creature's controller.
Draw a card.
Lavamancy 1RR
Sorcery (C)
Draw two cards, then discard a card at random. If you discard a Mountain card this way, draw a card.
Geomancer's Ritual 1R
Sorcery (C)
As an additional cost to cast Geomancer's Ritual, tap an untapped creature you control.
Add RRRR to your mana pool.
Magma Talons 1R
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
G Green G
Pale Grove Outrider 3G
Creature - Elf Warrior (C)
Trample
Ancestry 1 - 2G (2G, Discard this card: Put a +1/+1 counter on target creature. It gains this card's abilities until end of turn.)
3/3
Baloth Familiar 5G
Creature - Beast (C)
Trample
Link - When Baloth Familiar enters the battlefield, put a +1/+1 counter on it for each creature with trample you control.
4/4
Elder Basilodon 4G
Creature - Basilisk (C)
Deathtouch
Ancestry 2 - 4G (4G, Discard this card: Put two +1/+1 counters on target creature. It gains this card's abilities until end of turn.)
3/5
Grove Tender 1G
Creature - Elf Druid (C)
Vigilance
T: Add Gto your mana pool.
1/2
Jagged Post Marksman 2G
Creature - Elf Archer (C)
Reach
R: Jagged Post Marksman gains first strike until end of turn.
2/2
Oakskin Brute 2G
Creature - Troll (C)
At the beginning of each end step, if Oakskin Brute was dealt combat damage this turn, put a +1/+1 counter on it.
1G: Regenerate Oakskin Brute.
3/1
Ambush Viper 1G
Creature - Snake (C)
Flash, deathtouch
2/1
Guardian Spider 2GG
Creature - Spider (C)
Vigilance, reach
3/3
Sacred Beast 5G
Creature - Beast (C)
Hexproof
6/4
Baloth Hatchling 4G
Creature - Beast (C)
Trample
4/5
Unending Growth 2G
Sorcery (C)
Put two +1/+1 counters on target creature.
Rebirth 1G (Whenever a creature is put into your graveyard from anywhere, you may exile it and pay 1G. If you do, return this card from your graveyard to your hand. Activate this ability only once each turn.)
Trample Underfoot G
Instant (C)
Target creature gets +2/+2 until end of turn.
Link - If you control a creature with trample, that creature gets +4/+4 instead.
Comforts of Home 1G
Sorcery (C)
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. If the revealed card was a Forest, you gain 4 life.
Return to Roots G
Instant (C)
Destroy target artifact or enchantment. Its controller puts a 0/1 green Plant creature token onto the battlefield with "T: Add G to your mana pool."
Fruitful Search 2G
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Put a +1/+1 counter on target creature.
Terrifying Presence 1G
Instant (C)
Prevent all combat damage that would be dealt by creatures other than target creature this turn.
Hunting Party 3G
Sorcery (C)
Put a 2/2 green Wolf creature token onto the battlefield, then target creature you control fights target creature you don't control.
[CARD]
Tiger Claws [/CARD] 2G
Enchantment - Aura (C)
Flash
Enchant creature
Enchanted creature gets +1/+1 and has trample.
X Artifact X
Earthborn Imitator 4
Artifact Creature - Golem (C)
2: Choose vigilance, flying, deathtouch, first strike or trample. If Earthborn Imitator doesn't have the chosen ability, it gains the chosen ability unti end of turn.
3/3
Power Shard 1
Artifact
Power Shard enters the battlefield with three charge counters on it.
2, Remove a charge counter from Power Shard: Put a +1/+1 counter on target creature.
Charge Stone 4
Artifact
T: Add one mana of any colour to your mana pool.
3, T: Add one mana of any color to your mana pool. If this mana is used to cast a creature spell, it enters the battlefield with an additional +1/+1 counter. If this mana is used to cast an artifact spell, it enters the battlefield with an additional charge counter.
Forgotten Construct 6
Artifact Creature - Construct
5/4
Traveler's Amulet 1
1, Sacrifice Traveler's Amulet: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
X Land X
Ivory-Caste Bastion
Land (C)
Ivory-Caste Bastion enters the battlefield tapped with a charge counter on it.
T: Add W to your mana pool.
1W, T: Remove a charge counter from Ivory-Caste Bastion: Put a 2/2 white Knight creature token with vigilance onto the battlefield. Activate this ability only as a sorcery.
Azurefeather Aerie
Land (C)
Azurefeather Aerie enters the battlefield tapped with a charge counter on it.
T: Add Uto your mana pool.
1U, T: Remove a charge counter from Azurefeather Aerie: Put a 2/2 blue Bird creature token with flying onto the battlefield. Activate this ability only as a sorcery.
Shadesting Hive
Land (C)
Shadesting Hive enters the battlefield tapped with a charge counter on it.
T: Add B to your mana pool.
1B, T: Remove a charge counter from Shadesting Hive: Put a 2/2 black Insect creature token with deathtouch onto the battlefield. Activate this ability only as a sorcery.
Bonetail Den
Land (C)
Bonetail Den enters the battlefield tapped with a charge counter on it.
T: Add R to your mana pool.
1R, T: Remove a charge counter from Bonetail Den: Put a 2/2 red Lizard creature token with first strike onto the battlefield. Activate this ability only as a sorcery.
Pale Grove Haven
Land (C)
Pale Grove Haven enters the battlefield tapped with a charge counter on it.
T: Add G to your mana pool.
1G, T: Remove a charge counter from Pale Grove Haven: Put a 2/2 green Wolf creature token with trample onto the battlefield. Activate this ability only as a sorcery.
Shimmering Grotto
Land (C)
T: Add 1 to your mana pool.
1, T: Add one mana of any color to your mana pool.
Temporal Shield-Mage 2WU
Creature - Human Wizard (R)
Flash
Whenever you cast a creature spell, target creature gets +1/+2 and gains hexproof until end of turn.
2/4
Spectral Commander 3UB
Creature - Specter (R)
Flying
Whenever a creature you control deals combat damage to a player, you may pay UB. If you do, draw a card.
Whenever a creature you control deals combat damage to a player, you may pay UB. If you do, that player discards a card.
3/2
Dreadbone General 1BR
Creature - Skeleton Knight (R)
First strike
Whenever a creature dealt combat damage by a creature you control this turn dies, that creature's controller loses 1 life.
3/1
Baloth Matriach 3RG
Creature - Beast (R)
Trample
Whenever a creature you control attacks, put a +1/+1 counter on it.
4/3
Ivory-Bow Duelist 1GW
Creature - Human Archer (R)
Vigilance
Creatures you control have "GW, T: This creature deals 2 damage to target creature blocking or blocked by this creature."
1/3
Ticking Tyrannosaur v2
Creeping Corrosion
101 Cogs
Clockwork Swarm (v1 or v2)
Gear Claw Raptor
Clockwork Hydra
Artifact Creature - Beast (R)
Trample
Clockwork 1
Whenever a +1/+1 counter is removed from another creature you control, put a +1/+1 counter on Clockwork Scavenger.
1/0
One Hundred and One Cogs 4(2/G)(2/G)
Sorcery (R)
Choose one -- Put five 0/0 green Insect artifact creature tokens with Clockwork 2 onto the battlefield; or put a 0/0 green Beast artifact creature token with Clockwork 5 onto the battlefield.
Steam powered -- If only colorless mana was spent to cast ~, choose both.
Clockwork Swarm 3(2/G)(2/G)(2/G)
Artifact Creature - Insect (M)
Clockwork 5
Whenever a +1/+1 counter is removed from Clockwork Swarm, put two 0/0 green Insect artifact creature tokens with Clockwork 2 onto the battlefield.
0/0
EDIT: Or maybe...
Clockwork Swarm V2 2(2/G)(2/G)
Artifact Creature - Insect (M)
Clockwork 2
Whenever a +1/+1 counter is removed from Clockwork Swarm, put two tokens that are copies of it onto the battlefield.
0/0
Leech Seed 2BG
Enchantment - Aura
Enchant creature
At the beginning of each upkeep, put a -1/-1 counter on enchanted creature and you gain 2 life.
In-game effect: Steals some health from the opponent each turn.
Imprison 1WWUU
Enchantment
Opponents can't cast spells with the same name as a cards on the battlefield under your control or in your graveyard.
In-game effect: Opponent can't use moves with the same name as moves you have.
Counter 2RR
Instant
Counter deals damage equal to twice the damage dealt to a creature you control on the battlefield this turn to target creature or player.
In-game effect: Pretty much exactly the same.
Destiny Bond BB
Instant
When target creature you control dies this turn, destroy target creature an opponent controls.
In-game effect: Again, also does pretty much the same thing.
I might make some actual Pokes later.
I agree with Fellix that the devour on Buffet Line seems like it wouldn't be helpful very often.
Is Baton Pass based on the Pokemon move of the same name?
Rares
Clock Hunter
Triple-Trick Tony
Electromagnetic Field
Trash for Treasure
Gremlin Propogation
Corporate Hellkite
Bighorn Thunderhoof
Airdrop Mortar
Mythic Rare
Zzak the Quick
I can't remember if thats the right amount (7 rares).
I might make real life one as well.
From the Digital Render Thread rules: proper artist or source credit must be given, in line with the Artwork Artist Credit rules. Image removed, warning issued. When you have updated your post to include the required information, you may remove this modtext & repost the image. - B
One minor grammatical problem; full stop should probably be a comma.
Rampaging Krovod 2GG
Creature - Beast (U)
Trample
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
3/4
Skarrgan Blademaster RR
Creature - Human Berserker (U)
First strike
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
2/1
Ghorohn the Inciter 2RG
Legendary Creature - Minotaur Berserker (R)
Frenzy 3 (Whenever this creature attacks and isn't blocked, it gets +3/+0 until end of turn.)
Each other creature you control gets +1/+1 for each point of frenzy it has.
3/3
Wording taken from Takeno, Samurai General.
CARDNAME RW
Creature - Human Knight (U)
Flying
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
2/2
CARDNAME 2RW
Legendary Creature - Human Soldier (R)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Other creatures you control with battle cry have battle cry. (Each instance of battle cry triggers separately.)
2/4
Wording taken from Cavalry Master.
Unbreachable Barrier 1WU
Creature - Wall (U)
Defender
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Unbreachable Barrier can block any number of creatures.
0/4
Toughness is possibly too high.
Also, I have this mechanic for my set, but I'm not sure if it works properly, heres an example card:
EXAMPLE W
Creature - Human Soldier
Assault — Whenever EXAMPLE and all other creatures you control that are able attack, EXAMPLE gets +2/+2 until end of turn.
0/1
I want it to only require you to attack with your creatures that can attack that turn (e.g. are untapped, don't have defender, don't have Pacifism on them.)
I like these cards most out of the red rares/mythics:
Electromagnetic Field
Big-Horn Thunderhoof
Zzak the quick
I think I will go with this version for now:
Worship N (Tap another untapped creature you control: Put a +1/+1 counter on this creature. Worship only N times each turn.)
It will appear in all colors, the only examples I had were black or white.