Augur N(If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library Nth from the top instead.)
Providence [COST](While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.)
Prophecy (Play with the top unrevealed card of your library revealed. You draw cards from the bottom of your library.)
Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.)
Agent of chaos — As long as you have shuffled your library this turn, {Effect}.
Other recurrent mechanics
Put ~ on top/bottom of your library: {Effect}
Scry & Fateseal
Exile from library
Put a lock counter on target player's library. (If a player would draw a card from a locked library, that player removes a lock counter from it instead unless that player pays 1 life for each counter. Locked libraries can't be searched.)
Phasing Matters (Subtheme)
Keywords
Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.)
Other recurrent mechanics
~ enters the battlefield phased out. [Whenever ~ phases in, {Effect}]
Target creature phases out indefinitely. Its controller may pay [COST] for it to phase in. (It doesn't phase in during its controller's untap step.)
The main mechanical theme of the set will be Library Matters, with Phasing as a secondary theme. This is for flavor reasons mainly. If I can't make it work, Phasing will have to go.
I have the story for the entire block, but now I need to decide which mechanics I'm going to include.
I've been trying to make this set for a while now, so I have some keywords, though problably some of them don't work that well and I'll end up not including them.
Here are some cards and mechanics from other threads I might consider to include in the set..
Providence
Rushed Crush 1R Instant (C) Destroy target artifact. Providence 1GG (While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.) "I don't have time for this. Actually, I've less than no time for this." — Eyegon, Vagrant Lord
Juliadhna's Blessing 1W Sorcery (C) You gain 6 life. Providence 4W (While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.)
Winds of Rejection 1U Instant (U) Return target creature to its owner's hand. Providence 2UU (While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.)
Prairie Prayer 1G Sorcery (U) Put two +1/+1 counters on target creature. Providence W (While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.)
Blazing Shot 1R Sorcery (U) Blazing Shot deals 3 damage to any target. Providence 3RR (While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.)
Twisted Thoughts 1B Sorcery (U) Target opponent discards a card at random. Providence 3B (While you're searching your library, you may cast this from your library for its providence cost. Exile it as it resolves.)
Prophetic dreams
CARDNAME 6R Creature - Beast (C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) ~ gets +1/+1 for each Mountain prophecy you own. 5/5
CARDNAME 1W Instant (C) Create a 1/1 white Bird creature token with flying. If you own a white prophecy, the token has indestructible.
CARDNAME BB Sorcery (C) Target player loses 3 life. If you own a black prophecy, you gain 3 life.
Song of the Feather Blade W Instant (C) Target creature gains first strike until end of turn. If you own a white prophecy, creatures you control gain first strike until end of turn instead.
CARDNAME 2 Artifact (C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) 2, T, Sacrifice ~: Draw a card.
CARDNAME 2G Enchantment (C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) At the beginning of your upkeep, you gain 1 life for each green prophecy you own.
Guardian of the Altar 2B Creature - Centaur Shaman (R) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) Guardian of the Altar gets +3/+3 for each black sorcery prophecy you own. 2/2
Guardian of the Woods 1G Creature - Minotaur Druid (U) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) 3, T: Put a revealed land prophecy you own onto the battlefield tapped. 2/2
CARDNAME R Creature - Cyclops (U) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) ~ can't attack or block unless you own a red creature prophecy. 3/3
CARDNAME 1G Enchantment - Aura (U) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) Enchant creature Enchanted creature has trample and gets +1/+1 for each creature prophecy you own.
CARDNAME 1W Enchantment - Aura (U) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) Enchant creature Enchanted creature gets +2/+2 for each white prophecy you own.
Flameorb Sorcerer 1R Creature - Human Warrior (U) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) 1RR: Flameorb Sorcerer gets +2/+1 until end of turn. If you own a red prophecy, it gets +4/+2 until end of turn instead. 2/1
CARDNAME 1G Creature - Elf Druid (U) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) ~ has all the mana abilities of prophecies you own. 1/2
CARDNAME 3BG Enchantment (R) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay 2 to exchange a prophecy with the top card of your library.) You can't draw cards. You may play prophecies you own for 2 less.
Tactical retreat
CARDNAME 2U Creature - Djinn (C) Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.) Whenever ~ phases in, each player exiles the top 5 cards of their library. 2/1
Boreal Defender 4W Creature - Human Soldier (C) Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.) Whenever Boreal Defender phases in, you gain life equal to its power. 2/3
Dreamland Devourer 2B Creature - Spirit (C) Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.) Whenever Dreamland Devourer phases in, you lose 2 life. 2/2
Rearguard Elite 1R Creature - Human Knight (C) Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.) Run! Run like your enemies' deaths depend on it! 2/1
Ætherlife Expeditioner 2U Creature - Human Advisor (U) Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.) Whenever Ætherlife Expeditioner phases in, if three creatures phased in this turn, you may draw two cards. "Couldn't have... done it without your... aid. They were tooooo... heavy for me, these... rocks?" 2/2
Arugalmander 2GG Creature - Beast Warrior (R) Tactical retreat (Whenever this creature becomes blocked, you may have it phase out. If you do, put a +1/+1 counter on it.) Whenever Arugalmander phases in, it gets +3/+3 and gains trample until end of turn. 3/3
Augur
CARDNAME 1U Sorcery (C) Scry 4 Augur 1 (If this would be put into a graveyard from anywhere, reveal it and put it on top of its owner's library instead.)
CARDNAME 1B Instant (C) Target nonblack creature gets -2/-2 until end of turn. Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
CARDNAME 3R Sorcery (C) Target creature gets +3/+0 and gains trample until end of turn. Augur 5 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library fifth from the top instead.)
CARDNAME 1G Sorcery (C) Put a +1/+1 counter on target creature. Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
CARDNAME 1W Sorcery (C) You gain 4 life. Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
Paladin Phantasm 4W Creature - Illusion Soldier (U) Augur 1 (If this would be put into a graveyard from anywhere, reveal it and put it on top of its owner's library instead.) The arrow pierced his chest. Yet, it was miles away from his heart. 3/3
CARDNAME 3B Sorcery (U) Target player discards two cards. Augur 6 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library sixth from the top instead.)
CARDNAME 1R Instant (U) ~ deals 2 damage to any target. Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
Rerefutation 2UU Instant (R) Exile target spell. Augur 5 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library fifth from the top instead.)
CARDNAME 3WW Sorcery (R) Destroy all creatures. Augur 7 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library seventh from the top instead.)
Phase out indefinitely
Petrifying Light 1W Instant (C) Target creature phases out indefinitely. Its controller may pay 3 to end this effect. It's so bright that you can't even see your hands. Or feel them...
Ossifying Horror 4B Creature - Horror (C) When Ossifying Horror enters the battlefield, another target creature phases out indefinitely. Its controller may sacrifice a permanent to end this effect. "Are skeletons supposed to have armor?" 4/2
Ichor Collector 1WB Creature - Human Soldier (U) First strike Whenever Ichor Collector deals combat damage to a creature, that creature phases out indefinitely. Its controller may pay 3 to end this effect. 2/2
Jhis, Life Overlord 1WB Legendary Creature - Human Rogue (R) Lifelink Whenever ~ attacks, target creature phases out indefinitely. Its controller may pay 3 life to end this effect. When a player does, you gain 3 life. 3/2
Phasing
CARDNAME 2 Artifact - Equipment (C) Equipped creature gets +2/+2. Whenever a creature phases in, you may attach ~ to it. Equip 3
CARDNAME 2R Creature - Cyclops Wizard (C) At the beginning of your upkeep, you may phase out a red permanent you control. Whenever a permanent you control phases in, ~ gets +1/+0 until end of turn. 1/2
Ætherworld Lead Researcher 2U Creature - Human Advisor (C) At the beginning of your upkeep, you may phase out a blue permanent you control. If you do, draw a card when it phases in. "Knowledge in this world runs out fast. We must seek new sources." 1/3
Ætherworld Melodies 2WW Enchantment - (C) Whenever a permanent you control phases in or phases out, you gain 1 life. You can forget about the background screams after listening to such comforting tones.
Faithful Sowing 1G Sorcery (C) Search your library for a basic land card and put that card onto the battlefield phased out. Then shuffle your library. Sowing in the Ætherworld is the easy part. Returning to harvest is what gets most people killed.
CARDNAME B Instant (U) Target permanent can't phase out this turn. Draw a card.
Ætherling of the Forest 2G Creature - Spirit (U) Ætherling of the Forest enters the battlefield phased out. Whenever Ætherling of the Forest phases in, put two +1/+1 counter on it. Escaped the Ætherworld to stretch its soul's roots. 1/1
CARDNAME 4R Creature - Ogre (U) ~ enters the battlefield phased out. Whenever ~ phases in, it deals 2 damage to any target. 3/3
CARDNAME 1GG Enchantment (U) You may play an additional land each turn. If you do, that land enters the battlefield phased out.
Ætherworld Warrior R Creature - Human Warrior (U) Haste At the beginning of your end step, Ætherworld Warrior phases out. 2/1
Ætherworld Illusions 1UU Enchantment - Aura (R) Enchant creature If enchanted creature would die, it phases out instead. Whenever enchanted creature phases in, all creatures that phased in this turn become a copy of it until end of turn.
Sacred Portal 2WW Enchantment (R) Creatures you control get +1/+1. At the beginning of your upkeep, you may have Sacred Portal phase out. Whenever Sacred Portal phases in, creatures you control get +1/+1 until end of turn.
Kaaragon Veto Enforcer 1B Creature - Human Soldier (R) Creatures phase in exiled. "If you choose to leave this world, don't pretend to ever come back." 2/2
Portal Revolter 1RR Creature - Goblin Warrior (R) Haste Creatures phase in each untap step. (Rather than just during their controller's turn.) "Pfft. They said burning the portal wouldn't work. Who can stay inside a burning dimension?" 2/1
Lake of Mist Land (R) T: Add C to your mana pool. 4, T: Lake of Mist and target permanent you control phase out.
CARDNAME 5U Enchantment (R) At the beginning of your upkeep, you may phase out target permanent. Whenever a permanent you control phases in, you may search your library for a card with the same name, reveal it and put it into your hand. Then shuffle your library.
CARDNAME 3WW Enchantment (R) If a creature you control would die, it phases out instead.
Wildering Echoes 3GG Enchantment (R) At the beginning of your upkeep, you may have target creature you control phase out. Whenever a creature you control phases in, put two +1/+1 counters on it.
Havocking Dreams 3WW Sorcery (R) Target creature phases out. Then destroy all creatures. "You wouldn't believe the dream I just had... Hello... Where's..? It can't be--" — VanCrourer, the lone survivor, the only suspect.
VanEthiel, Dangon's Prince 1BGW Legendary Creature - Human Spirit (M) You may phase out permanents rather than sacrifice them to pay the costs of spells or activated abilities. "Why pay with your blood what you can pay with your soul?" 2/2
Ætherlegions Commander 2WW Creature - Human Knight (M) First strike Other creatures you control enter the battlefield phased out. Whenever Ætherlegions Commander attacks, phase in all phased out creatures tapped and attacking under your control. They phase out under their owner’s control at end of combat. 2/3
Overlord of Despair 4BB Creature - Demon (M) Creatures your opponents control can’t phase in. Whenever Overlord of Despair attacks, another target creature phases out. His body is a dark realm where he traps his victims' souls to feed an insatiable sadism and spite. 5/5
CARDNAME 7WW Legendary Creature - Snake (M) Lifelink 7W: ~ phases out. Then destroy all creatures. 7/7
Fateseal
Mind Blade 2B Sorcery (U) You may have an opponent fateseal 4 rather than pay Mind Blade's mana cost. Destroy target nonblack creature. "I'll take your life. You can have my dreams." — Claphius Divarine
Bottom of library
CARDNAME 1GG Instant (C) Put target artifact or enchantment on the bottom of its owner's library.
Aven Fortune Teller 2U Creature - Bird Wizard (C) Flying T: Look at the bottom card of your library. You may put that card on the top of your library. 1/3
Rustic Tutor W Sorcery (U) Search your library for a card. Shuffle your library, then put that card on the bottom of it.
Oracle's Stone 2 Artifact (U) 1: Put the top card of your library on the bottom of it. 1: Put the bottom card of your library on top of it.
Birds of Erratic Omen 2UU Creature - Bird (U) Flying U, Put Birds of Erratic Omen on the bottom of your library: Draw two cards. 2/3
Soul-Linked Hero 2W Creature - Human Soldier (U) When Soul-Linked Hero enters the battlefield, exile the bottom card of your library. Whenever Soul-Linked Hero deals combat damage, if the exiled card is a creature, you gain life equal to its power. 3/3
Thought-Linked Aven 2U Creature - Bird Wizard (U) Flying When Thought-Linked Aven enters the battlefield, exile the bottom card of your library. Whenever Thought-Linked Aven deals combat damage, if the exiled card is an instant or sorcery, draw a card. 2/2
Death-Linked Ogre 2B Creature - Ogre Shaman (U) Menace When Death-Linked Ogre enters the battlefield, exile the bottom card of your library. When Death-Linked Ogre dies, if the exiled card is a creature, you may cast it for less. 3/1
Rage-Linked Warrior 2R Creature - Beast Warrior (U) When Rage-Linked Warrior enters the battlefield, exile the bottom card of your library. Whenever Rage-Linked Warrior attacks, if the exiled card is a red permanent, Rage-Linked Warrior gets +1/+1 until end of turn. 3/2
Nature-Linked Oak 2G Creature - Treefolk (U) When Nature-Linked Oak enters the battlefield, exile the bottom card of your library. At the beginning of your upkeep, if the exiled card is a land, put a +1/+1 counter on Nature-Linked Oak. 2/3
Paradox Elemental 2UU Creature - Elemental (R) Flying You may exchange the top and bottom cards of your library. 3/4
Magus of the Last Days 1GW Creature - Human Wizard (R) At the beginning of your upkeep, reveal the bottom card of your library. If it is a creature card, you gain life equal to its converted mana cost, then put that card on top of your library. 2/3
Relic of Fortune 4 Artifact (R) If you would draw a card, you may put the bottom card of your library into your hand instead. "Being in control of my own destiny is everything I wish for." — Vallas, Dream Prophet
Relic of Eternity 4 Artifact (R) If a card would be put into your graveyard from your library, you may put that card on the bottom of your library instead. Sooner or later, we are all destined to play our roles in this world.
Vallas's Seal 2WW Enchantment (R) Creatures you control get +1/+1. 1W, Put Vallas’s Seal on the bottom of its owner’s library: Put target creature or enchantment on the bottom of its owner’s library.
Planeswalker
Pteolus, Fatemancer 2UU Planeswalker - Pteolus (M) +2: Draw a card, then put a card from your hand on the bottom of your library. -4: Reveal the top card of your library. If it's a permanent card, you may exchange it with two permanents you own. -10: You get an emblem with "You may look and reorder the cards in your library." 4
Top of library
Dirtify B Instant (C) Target opponent puts a card from his or her hand on top of his or her library.
Agonizing Nightmare 7B Sorcery (C) Target player puts three cards from his or her hand on top of his or her library.
CARDNAME U Creature - Human Advisor (C) T: Draw a card, then put a card from your hand on top of your library. 0/1
Déjà Vu Imp 3B Creature - Imp Illusion (C) Flying Sacrifice Déjà Vu Imp: Target opponent puts a card from his or her hand on top of their library. Implants chaos in your mind. 3/1
Death Decoy B Creature - Zombie Shaman (C) When Death Decoy dies, you may put target card from your graveyard on top of your library. 1/1
Augured Defender 1W Creature - Human Soldier (C) First strike Put Augured Defender on the top of its owner's library: You gain 2 life. 1/2
CARDNAME 2B Creature - Bird (C) Flying T, Put ~ on top of its owner's library: Target player exiles the top three cards of his or her library 1/3
CARDNAME 2GGG Creature - Beast (C) Trample Put ~ on the top of its owner's library: Creatures you control get +1/+1 until end of turn. 5/4
CARDNAME B Instant (C) Put a card from your graveyard on top of your library.
CARDNAME 2W Creature - Wall (U) Defender 2W, Reveal ~ from your hand and put it on top of your library: Prevent all combat damage target creature would deal this turn. 0/5
CARDNAME 3G Creature - Centaur (U) 3G, Put ~ on top of your library: Create a 3/3 green Centaur creature token. 3/3
CARDNAME 1B Sorcery (U) As an additional cost to cast ~, put two cards from your hand on top of your library. Return target black creature card from your graveyard to the battlefield.
CARDNAME 2R Creature - Beast (U) Whenever ~ deals combat damage to a player, put it fifth from the top of your library. 4/2
Release from Duty W Instant (R) Put target creature into its owner's library fifth from the top. Its controller draws a card.
Vermilion Trail Land - Mountain Plains (R) (T: Add R or W.) As Vermilion Trail enters the battlefield, you may put a card from your hand on top of your library. If you don't, Vermilion Trail enters the battlefield tapped.
Recurring Flames 1R Sorcery (R) Recurring Flames deals 3 damage to any target. 2R, Reveal Recurring Flames from your hand and put it on the top of your library: Recurring Flames deals 2 damage to target creature.
CARDNAME 1B Enchantment - Aura (R) Enchant creature If enchanted creature would die, you may put it and ~ on top of their owner's libraries instead.
Songbless Elemental 3W Creature - Elemental (M) When Songbless Elemental enters the battlefield, your life total becomes equal to the total toughness of creatures you control. 3W, Put Songbless Elemental on the top of its owner’s library: Target creature gains lifelink until end of turn. 1/4
Exile from top
Sourivels Elves 1G Creature - Elf Druid (C) At the beginning of your upkeep, you may exile Sourivels Elves. If you do, search the top ten cards of your library for a basic land card and exile it. Then shuffle you library. You may play Sourivels Elves or cards exiled by it from exile. 1/2
Blazing Visions XR Sorcery (U) Exile X cards from the top of your library. Blazing Visions deals damage to target creature equal to the total converted mana cost of the cards exiled this way.
Berserker's Blood 2RG Enchantment (U) Creatures you control get +2/+0 and have trample. Whenever a creature you control is dealt damage, exile that many cards from the top of your library. "It takes a monster to kill a monster. It takes a cyclops to kill whatever that is." — Eyegon, Vagrant Lord
Rockeater Behemoth 3GG Creature - Beast (R) Trample At the beginning of your upkeep, exile the top three cards of your library. Put a +1/+1 on Rockeater Behemoth for each land card exiled this way. Until end of turn, Rockeater Behemoth gets +1/+1 for each nonland card exiled this way. 2/2
Skip draw
Viashino Crusher 4R Creature - Viashino Warrior (U) Trample, haste Obstinacy — If you would draw a card, you may skip that draw instead. Whenever you skip a draw, Viashino Crusher gets +2/+0 until end of turn. 3/3
Fateshackling Cerghon 1GG Creature - Beast (U) Trample At the beginning of your upkeep, you may have Fateshackling Cerghon get +2/+2 until end of turn. If you do, you can't draw cards this turn. "It's infinitely harder to keep the future on track than to change its course." Vallas, Dream Prophet 3/3
CARDNAME 2R Creature - Cyclops (U) At the beginning of your upkeep, you may have ~ deal 1 damage to any target. If you do, you can't draw cards this turn. 2/1
CARDNAME 2B Creature - Spirit (R) At the beginning of your upkeep, you may have each player exile a card from their hand. If all players do, you can't draw cards this turn. 2/1
Fateshaper 4U Creature - Bird Wizard (R) Flying When Fateshaper enters the battlefield, draw a card. If you would draw a card, you may return Fateshaper to its owner's hand instead. 2/3
Reveal card from library
Magus of the Future Death 1B Creature - Human Wizard (U) 1B, T: Name a card. Reveal the tenth card of your library. If it's the named card, put it into your hand and target player loses life equal to its converted mana cost. (If you have less than ten cards in your library, this has no effect.) 1/2
Shuffle
Sunderfate Beast 2G Creature - Beast (C) Whenever you shuffle your library for the first time a turn, you may put a +1/+1 counter on Sunderfate Beast. "Whenever the future changes its course, I remember not everything is lost." — Vallas, Dream Prophet 2/2
CARDNAME 2U Creature - Bird (C) Flying When CARDNAME enters the battlefield, you may shuffle your library. If you do, draw a card. 1/3
CARDNAME R Sorcery (U) Each player shuffles up to two cards from his or her hand into his or her library, then draws that many cards.
Mill
Dreamland Devourer 2UUU Creature - Serpent Spirit (M) Hexproof Whenever another permanent enters the battlefield, its controller mills 4. If two or more land cards are put into a graveyard this way, repeat this process. 3/6
Search
CARDNAME 3G Sorcery (U) Search your library for two basic land cards and put them onto the battlefield. Then shuffle your library and put a land you control on top of its owner's library.
CARDNAME 1W Enchantment (U) If an opponent would search a library, that player searches the top eight cards of that library instead.
Crypt Prophet 2B Creature - Zombie Shaman (R) Menace Sacrifice Crypt Prophet: Search your library for a card, then shuffle your library and put that card on top of it. You lose 4 life. 2/1
CARDNAME G Instant (C) Target creature gets +2/+2 until end of turn. Scry 1
CARDNAME 1BB Instant (U) Target opponent sacrifices a creature at random. Scry 1
Sirvian Adept 1U Creature - Human Wizard (U) Whenever you scry, you may pay 2 and tap ~. If you do, draw a card. 1/2
Sacred Sortes 5 Artifact (R) X, T: Scry X. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.) Cleromancy is a form of divination using sortition in which an outcome is determined by means that some consider random, but actually reveal the will of Pteolus.
Other
Furtive Viper 2G Creature - Snake (C) Hexproof At the beginning of your end step, if no permanents entered the battlefield under your control this turn, you may put two +1/+1 counters on Furtive Viper. 2/2
Cheiromancy 3U Sorcery (C) Put two cards from your library into your hand. (You may not look at the cards of your library.) Sometimes the fate line is thought to reflect circumstances beyond the individual's control, or alternately the person's choices and their consequences.
Purifying Flames 1R Instant (U) If a creature you control would die, you may reveal Purifying Flames from your hand and exile it. If you do, shuffle that creature into its owner's library instead. Purifying Flames deals 2 damage to any target.
Nightmare of Dangon 3BB Creature - Demon (R) Flying, trample Whenever a permanent enters the battlefield, its controller loses 1 life. "Who dares trespass the front door of my realm?" 4/4
Xivion, the Eternity 3UB Creature - Demon (R) Permanent cards in your library and graveyard are copies of Xivion, the Eternity. 3/4
CARDNAME 2G Creature - Centaur Scout (R) 3G: Reveal a card from target opponent's library. If it's a land card, you may put it onto the battlefield under your control. (It needs not to be the top card of it.) "Escape the regrets of the past and cultivate the providence of tomorrow." — Centaur aphorism 3/3
Creature - Human Soldier(C) First strike When ~ enters the battlefield, scry 1 and you gain 2 life. 2/1
CW01 - β
Creature - Human Cleric(C) Whenever you scry, you gain that much life. 1/2
CW01 - γ
Creature - Human Soldier(C) First strike When ~ enters the battlefield, exile the bottom card of your library. You gain life equal to its converted mana cost. 2/1
Instant(C) Counter target spell that targets a permanent you control. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
CU06 - β
Instant(C) Counter target creature spell. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
These have different roles. But I don't want that many Counters+Scry.
Creature - Horror(C) Whenever ~ deals combat damage to a player, fateseal 2. 6/4
CB06 - β
Creature - Horror(C) When ~ enters the battlefield, target player puts two cards from their hand on top of their library. 6/5
CB06 - γ
Creature - Horror(C) Put ~ on the bottom of its owner's library: Target player loses 3 life and you gain 3 life. Activate this ability only during a main phase. 6/6
Enchantment - Aura(C) Enchant creature Enchanted creature get +3/+3. Augur 5 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library fifth from the top instead.)
CG10 - β
Enchantment - Aura(C) Enchant creature Enchanted creature get +2/+2 and has trample. Augur 5 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library fifth from the top instead.)
CG10 - γ
Enchantment - Aura(C) Enchant creature Enchanted creature get +1/+1 and has reach. Augur 4 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library fourth from the top instead.)
CG10 - δ
Enchantment - Aura(C) Enchant creature Enchanted creature get +2/+0 and has trample. Augur 3 (If this would be put into a graveyard from anywhere, reveal it and put it into its owner's library third from the top instead.)
Artifact(C) , Pay 1 life, Sacrifice ~: Search the top ten cards of your library for a land card and exile. Then shuffle your library. You may play that land for as long as it remains exiled.
CA01 - β
Artifact(C) , Pay 1 life, Exile ~: Search the top ten cards of your library for a card. Then shuffle your library and put that card on top of it.
I don't want to include a mana cost to the abilities cause I want to keep mana open to pay for Providence.
CL01 Land(C) ~ enters the battlefield tapped. : Add or . As ~ enters the battlefield, look at the bottom card of your library. You may put it on top of your library.
CL02 Land(C) ~ enters the battlefield tapped. : Add or . As ~ enters the battlefield, look at the bottom card of your library. You may put it on top of your library.
CL03 Land(C) ~ enters the battlefield tapped. : Add or . As ~ enters the battlefield, look at the bottom card of your library. You may put it on top of your library.
CL04 Land(C) ~ enters the battlefield tapped. : Add or . As ~ enters the battlefield, look at the bottom card of your library. You may put it on top of your library.
CL05 Land(C) ~ enters the battlefield tapped. : Add or . As ~ enters the battlefield, look at the bottom card of your library. You may put it on top of your library.
Prophecy (Play with the top unrevealed card of your library revealed. You draw cards from the bottom of your library.)
To
Prophetic Dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.)
I love the concept of the first one, but I don't believe it would work IRL.
Effect on cards would be something like:
~ gets +1/+1 for each black prophecy you have. (have?, own?, make?)
You gain X life, where X is the total converted mana cost of prophecies you have.
~ can't be blocked if you have a creature prophecy.
With this change, I might be able to include the keyword in commons.
Creature - Human Cleric(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) ~ gets +0/+1 for each white prophecy you own. 2/2
CW02 - β
Creature - Griffin(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) Flying 1/3
CW02 - γ
Creature - Human Cleric(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) ~ can block an additional creature for each creature prophecy you own. 1/4
CW02 - δ
Creature - Human Knight(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) Vigilance 2/2
Creature - Bird(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) Flying 1/3
That is exactly what I want for U. So I won't be using the W version.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Creature - Centaur Shaman(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) ~ gets +1/+1 for each black propechy you own. 3/3
CB05 - β
Creature - Centaur Shaman(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) ~ gets +2/+2 as long as you own a sorcery propechy. 3/3
CB05 - γ
Creature - Centaur Shaman(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) , Put a prophecy you own into your graveyard: Regenerate ~. 4/2
CB05 - δ
Creature - Centaur Shaman(C) Prophetic dreams (As you cast this spell, exile the top card of your library as a prophecy. You may pay to exchange a prophecy with the top card of your library.) Creatures blocking ~ get -1/-1 for each prophecy you own. 4/1
Only will get Prophetic Dreams (at least at common).
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