Joined: Oct 01, 2014 Posts: 251
Identity: Able of Reproduce
Preferred Pronoun Set: Call me whatever; I find it enlightening
Since I mentioned it in ymtc off topic chat, I figured I might as well share my "Return to Lorwyn" set. Originally, the name was going to be called "Eternal Twilight," but then I got sparkly vampire cringe.
Anywho, the idea is to meld the two versions of the plane, the tribal Day side of Lorwyn and the hybrid Night side of Shadowmoor. Since, for some odd resaon, people tend to want some mechanical references for returns. However, that comes some issues: Shadowmoor had a very strong "colors matter" theme to go along with the hybrid. This space actually covers a lot of the same space as tribal designs. Similarly, tribal and hybrid tend both add additional "draft piles" when categorizing cards in a sealed pool. These reasons are also why ally and enemy hybrids were in separate sets in the original Shadowmoor block. The tribal themes of Lorwyn also hit a slight snag. While Shadowmoor mostly used the tribes of Lorwyn, Eventide veered off course. While it would be nice to ignore Eventide's tribes, a return would feel like it's missing something if it didn't have a Noggle.
So here's the plan of attack: The eight main tribes of Lorwyn are back, but with more aims of Tribal game play themes than usual straight up tribal. Likewise, enemy colored hybrids come back to give reference to the Eventide creature types. Tribal and color matters will have cards, but they'd be more focused on Changelings for tribal cards, and scarecrows for color matters.
So, yeah, CHANGELINGS are back, and the changeling ability is coming back to represent Lorwyn.
Spoiler
Bushwhacker Changeling Creature - Shapeshifter Changeling (This card is every creature type at all times.) When ~ enters the battlefield, choose a creature type. Creatures you control of that type get +1/+0 and gain haste until end of turn. 1/1 Common
Changeling Herald Creature - Shapeshifter Changeling (This card is every creature type at all times.) When ~ enters the battlefield, Choose a creature type, then reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. 2/2 Uncommon
Yep, there's a changeling cycle at each rarity, along with a couple Aura cycles that grant that oh-so-lovable "all creature types" status. While there are a few tribe-specific effects, they would be at uncommon or rarer. Most of the lord effects are changelings.
SCARECROWS get the bulk of color matters.
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Wingshell Scarecrow Artifact creature - Scarecrow : Target creature is blue in addition to its other colors until end of turn. : Target blue creature gains flying until end of turn. 1/4 Common
Fair Fight Sorcery Target creature you control fights target creature you don’t control. Prevent all damage blue and/or black creatures would deal this way to creatures you control. Uncommon
While there are some friendly colors matters cards, there will also be some more on the side of color hosers. Though these hosers are also meant to be playable, if less efficient, against other colors as well.
Scarecrows have a color friendly cycle at common and a hoser cycle at uncommon. Though, there are more scarecrows that aren't in a cycle.
GOBLINS get a decent amount of persist, the returning Shadowmoor block keyword.
Spoiler
Boggart Winetaster Creature - Goblin Warrior Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 2/2 Common
Pricklebarb Boggart Creature - Goblin Shaman Sacrifice a creature: Exile up to one target card from a graveyard. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 2/2 Common
While persist isn't limited to Goblins, Goblins will have a bit of a sacrifice theme in this set that gets extra value out of persist. Goblins are primarily in black, but there are some also in red.
So, yeah, this is a -1/-1 counter set. The tribe that gets to use them most are ELVES.
Spoiler
Winnower Tyro Creature - Elf Warrior ~ enters the battlefield with three -1/-1 counters on it. Whenever ~ attacks, you may remove a -1/-1 counter from Winnower Tyro. 3/4 Common
Moonglove Groveguard Creature - Elf Warrior Put a -1/-1 counter on ~: ~ gains deathtouch until end of turn. 3/4 Common
While looking for themes to base tribes around in the original Lorwyn block, I was actually surprised about how bland the tribal builds were for some of the tribes. Elves, Goblins, and Kithkin just felt generic. Since I was wanting to take out the tribe specific tags for the most part, it left a void for these tribes. I would've like to have had an "anti-non-elf" theme for Elves, but green isn't particularly good at that type of thing. So Elves got the -1/-1 manipulation theme to help bring out more -1/-1 counter usage in the set. Elves are in green and black.
KITHKIN also return as a "creaturefall" tribe.
Spoiler
Goldmeadow Hero Creature - Kithkin Soldier Whenever another creature enters the battlefield under your control, ~ gets +1/+1 until end of turn. 1/1 Common
Burrenton Shepherd Creature - Kithkin When ~ enters the battlefield, create two 0/1 white Goat creature tokens. 1/2 Common
Since Kithkin are the least supported tribe outside Lorwyn, they got the most normal tribal theme to help with the limited support from previous sets. Kithkin are monowhite.
FAERIES are back as those annoying pests you love, but hate.
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Slumber Duster Creature - Faerie Wizard Flash Flying When ~ enters the battlefield, tap target creature. That creature doesn’t untap during its controller’s next untap step. 2/1 Common
Elixir Dropper Flash Flying When ~ enters the battlefield, target creature gains indestructible until end of turn. 1/1 Common
Yes, the plague of the original Lorwyn standard is back in it's flashy goodness. It's back, though, if I'm going to test this with my Kamigawa set like I plan to in future, I expect to get very, very annoyed. Faeries are in blue and black.
MERFOLK are back focused on an age old theme.
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Merrow Streambedde Creature - Merfolk Wizard Islandwalk (This creature can’t be blocked as long as defending player controls an Island.) Whenever ~r attacks, target land becomes the basic land type of your choice until end of turn. 2/1 Common
Merrow Eddy-Rider Creature - Merfolk Soldier Whenever ~ attacks or blocks, it gets +1/+0 until end of turn for each Island the defending player controls. 0/1 Common
Merfolk in Lorwyn had two themes, untapping and tapping, or islandwalk. Since I wanted to try to avoid the onboard complexity of original Lorwyn, I decided to more focus on the more traditional islandwalk theme. Since Merfolk in this line does show up from time to time in Modern, I wanted to see if I could make some cards for it. Unfortunately, as landwalk is no longer evergreen, it means that Islandwalk takes up the third keyword slot in the set. Merfolk are monoblue.
High toughness TREEFOLK are back.
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Star-Reader Ash Creature - Treefolk Druid When ~ enters the battlefield, scry 2. Then you may reveal the top card of your library. If it’s a Forest or green creature card, put it into your hand. 2/4 Common
Ashen Eulogist Creature - Treefolk Shaman , , Sacrifice a creature: Draw a card. You gain life equal to the sacrificed creature’s toughness. 1/6 Uncommon
Treefolk are more of a ramp loving tribe who tend to have higher toughness than power. The tribe is definitely more focused on the ramp side this go around, but there's a buildaround card or two for the Doran theme. Treefolk are monogreen.
FLAMEKIN are as fiery as ever.
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Blisterfire Flamekin Creature - Elemental Berserker ~ attacks each combat if able. : ~ gets +1/+0 until end of turn. 1/3 Common
Singebraider Creature - Elemental Shaman : Add to your mana pool. 2/1 Common
Flamekin in this set are all about the firebreathing. Along with Merfolk, it's one of the tribes I worry about not meshing well in limited. There are no greater elementals in the set, so Elementals are monored.
And finally, GIANTS are going to leave a bit more of an impression this time around:
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Longbeard Firebrand Creature - Giant Warrior ~ attacks each combat if able. Forecast — , Reveal ~ from your hand: Target creature gains defender until end of turn. (Activate this ability only during your upkeep and only once each turn.) 5/3
Venerable Giant Creature - Giant Cleric Lifelink Forecast — , Reveal ~ from your hand: You gain 2 life. (Activate this ability only during your upkeep and only once each turn.) 2/4
If there was a tribe that failed during the original Lorwyn, it was Giants. Since I really couldn't get myself to make a two mana Giant, I wanted to allow Giant cards to do something in the early game (That didn't get rid of the card like cycling). I was thinking about doing some Draconic Roar style cards, but I wasn't happy with them being set-up dependent and being extremely wordy on top of that. Since I didn't think I could come up with anything less wordy than Forecast, I went with it. So Forecast ended up eating the last keyword slot (so that's two return sets I've made with no new keywords... Though it wasn't intended that way for either).
Then there were the HYBRIDS
Spoiler
Creeping Banshee Creature - Spirit Flying Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/2 Common
Noggle Confuddler Creature - Noggle Rogue Whenever ~ attacks or blocks, you may switch target creature’s power and toughness until end of turn. 2/4 Uncommon
Forgiving Hag Creature - Hag Cleric When ~ enters the battlefield, move any number of counters from creatures you control onto ~. 3/4 Common
Duergar Tunneler Creature - Dwarf Rogue When ~ enters the battlefield, you may destroy target creature with defender. 2/1 Common
Masked Fink Creature - Ouphe Shaman When ~ enters the battlefield, target creature has base power and toughness 4/3 until end of turn. 4/3
Each hybrid color pair has only four or five creatures total. WB has Spirits, which tend more towards slight recursion; UR are Noggles, who do weird UR things; BG Hags fill in more -1/-1 counter manipulation and death triggers for Elves and Goblins; RW Dwarves care about the ability Defender; and GU Ouphes set power and toughness.
Attached is a cockatrice custom set file. Since my internet's been annoying me lately, I haven't set up an picture autoloader file yet. The pictures for the that can be found here. Similarly, I'll take a break before writing up a full set spoiler (at least for the first draft).
Full Spoiler Latest update Note: Opening post will have the first and latest cockatrice files since I don't have a separate post for the first draft.
Edit: way post remembering to edit in later changes
Just looking at what is in this thread, I see a lot of stuff that I like. Forecast on Giants is a really good fit (you see them coming from a mile away). I think the red one should be until your next turn, though. There is very rarely a reason to give a creature defender on only your own turn. I'm also concerned that Merfolk would be really hard to balance. Like, they would require a lot of setup against a deck that doesn't run blue, but be really strong against other blue decks. And mirror matches would be ridiculous. But it looks really good overall, and I like that you are keeping all of the stuff that made the original cool.
Now that this poll is officially over, it's time to congratulate Aaarrrgh for designing Hill, which has been decided by popular vote to be the Card of the Month for October 2013!
Joined: Oct 01, 2014 Posts: 251
Identity: Able of Reproduce
Preferred Pronoun Set: Call me whatever; I find it enlightening
WHITE:
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COMMON:
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Ballynock Sentry Creature — Kithkin Soldier 2/1
Boldwyr Hurler Creature — Giant Warrior Whenever Boldwyr Hurler attacks, target creature you control gains flying until end of turn. Forecast — , Reveal Boldwyr Hurler from your hand: Target creature gains flying until end of turn. (Activate this ability only during your upkeep and only once each turn.) 4/4
Burrenton Shepherd Creature — Kithkin When Burrenton Shepherd enters the battlefield, create two 0/1 white Goat creature tokens.</text> 1/2
Changeling Finch Creature — Shapeshifter Changeling (This card is every creature type at all times.) Flying When Changeling Finch enters the battlefield, choose a creature type. Creatures you control of the chosen type gain first strike until end of turn. 1/1
Changeling Wings Enchantment — Aura Enchant creature Enchanted creature gets +2/+2, gains all creature types, and has flying.
Goldmeadow Hero Creature — Kithkin Soldier Whenever another creature enters the battlefield under your control, Goldmeadow Hero gets +1/+1 until end of turn. 1/1
Kinsbaile Rallier Creature — Kithkin Wizard When Kinsbaile Rallier enters the battlefield, creatures you control get +1/+1 until end of turn.</text> 2/3
Kithkin Decoy Creature — Kithkin Soldier Flying : Target creature gains defender until end of turn. 1/3
Kithkin Explorer Creature — Kithkin Scout </type> 3/2 Sacrifice Kithkin Explorer: Scry 1. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/2
Mighty Leap Instant Target creature gets +2/+2 and gains flying until end of turn.
Quick Break Instant Exile target creature, then return that card to the battlefield under its owner’s control.
Venerable Giant Creature — Giant Cleric Lifelink Forecast — , Reveal Venerable Giant from your hand: You gain 2 life. (Activate this ability only during your upkeep and only once each turn.) 2/4
UNCOMMON:
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Air of Leadership Enchantment — Aura Flash Enchant creature Whenever a creature enters the battlefield under your control, enchanted creature gets +2/+2 until end of turn.
Bladeform Mentor Creature — Giant Soldier When Bladeform Mentor enters the battlefield, other creatures you control get +2/+2 until end of turn. Forecast — , Reveal Bladeform Mentor from your hand: Target creature gets +2/+2 until end of turn. (Activate this ability only during your upkeep and only once each turn.) 6/6
Blank Out Sorcery Exile target permanent.
Bleating Trueform Enchantment — Aura Enchant creature Enchanted creature gains all creature types, loses all abilities and has base power and toughness 0/1. When enchanted creature dies, you draw two cards.
Changeling Herald Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Changeling Herald enters the battlefield, Choose a creature type, then reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. 2/2
Draftrider Gyrfalcon Creature — Bird Flying At the beginning of your upkeep, return a permanent you control to its owner’s hand.</text> 3/3
Glorious Anthem Enchantment Creatures you control get +1/+1.
Goldmeadow Rallier Creature — Kithkin Knight Flying Whenever another creature enters the battlefield under your control, creatures you control get +1/+1 until end of turn.</text> 2/2
Just Cause Instant Put two -1/-1 counters on target attacking or blocking creature. If it is black or red, exile it instead.
Pet Mosquito Creature — Insect Flying Whenever Pet Mosquito deals combat damage to a player, destroy target blocking creature. 1/2
Springjack Veternarian Creature — Kithkin Wizard , : Create a 0/1 white Goat creature token. 1/1
Stargazer Giant Creature — Giant Wizard When Stargazer Giant enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to any target it can enchant. Forecast — , Reveal Stargazer Giant from your hand: Return target Aura card from your graveyard to your hand. (Activate this ability only during your upkeep and only once each turn.) 4/4
RARE:
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Ballynock Censuskeeper Creature — Kithkin Advisor Whenever you cast a Kithkin spell, you may pay . If you do, search your library for up to three cards with the same name as that spell, reveal them, put them into your hand, then shuffle your library. 2/2
Changeling Goatherder Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Changeling Goatherder enters the battlefield, choose a creature type. Other creatures you control of the chosen type get +1/+1. 2/2
Mistform Giant Creature — Giant Wizard When Mistform Giant enters the battlefield, exile any number of other target creatures, then return those cards to the battlefield tapped under their owner’s control. Forecast — , Reveal Mistform Giant from your hand: Exile target creature, then return that card to the battlefield tapped under its owner’s control. 6/7
Preeminent Heir Creature — Kithkin Advisor First strike Whenever Preeminent Heir attacks, you may put a Kithkin creature card from your hand onto the battlefield tapped and attacking. 2/2
Proclamation of Rebirth Sorcery Return up to three target creature cards with converted mana cost 1 or less from your graveyard to the battlefield. Forecast — , Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to the battlefield. (Activate this ability only during your upkeep and only once each turn.)
Reflection in Silence Enchantment Whenever a creature dies, each creature gains defender until end of turn.
MYTHIC:
Spoiler
Ceasaigh, Master of the Guard Legendary Creature — Kithkin Soldier Whenever another creature enters the battlefield under your control, untap all creatures you control. , Tap an untapped creature you control: Target creature gets +1/+1 until end of turn. 2/2
Embodiment of the Sun Legendary Enchantment — Aura Enchant player Damage dealt by creatures enchanted player controls also causes you to gain that much life.
Changeling Subtlety Enchantment — Aura Enchant creature Enchanted creature gets +1/+0, gains every creature type, and can’t be blocked.
Deluge Painter Creature — Merfolk Wizard When Deluge Painter enters the battlefield, each land target player controls becomes an Island until end of turn. 2/2
Draft-Twister Clique Creature — Faerie Wizard Flash Flying When Draft-Twister Clique enters the battlefield, you may return target creature to its owner’s hand. 3/2
Flood Sprite Creature — Faerie Rogue Flash Flying When Flood Sprite enters the battlefield, target land becomes an Island until end of turn. 1/1
Hysterical Blindness Instant Creatures your opponents control get -4/-0 until end of turn.
Inspiration Instant Target player draws two cards.
Merrow Eddy-Rider Creature — Merfolk Soldier Whenever Merrow Eddy-Rider attacks or blocks, it gets +1/+0 until end of turn for each Island the defending player controls. 0/1
Merrow Floodguard Creature — Merfolk Soldier Defender Merrow Floodguard can attack as though it didn’t have defender if there are six or more Islands on the battlefield. : Target land becomes an Island until end of turn. 6/6
Merrow Streambedder Creature — Merfolk Wizard Islandwalk (This creature can’t be blocked as long as defending player controls an Island.) Whenever Merrow Streambedder attacks, target land becomes the basic land type of your choice until end of turn. 2/1
Observant Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Observant Changeling enters the battlefield, choose a creature type. Scry X, where X is number of creatures of that type you control. 1/4
Quench Instant Counter target spell unless its controller pays .
Silvergill Sneaks Creature — Merfolk Rogue Islandwalk (This creature can’t be blocked as long as defending player controls an Island.) Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/3
Slumber Duster Creature — Faerie Wizard Flash Flying When Slumber Duster enters the battlefield, tap target creature. That creature doesn’t untap during its controller’s next untap step. 2/1
Spreading Seas Enchantment — Aura Enchant land When Spreading Seas enters the battlefield, draw a card. Enchanted land is an Island.
Unsummon Instant Return target creature to its owner’s hand.
UNCOMMON:
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Faerie Manipulations Enchantment — Aura Enchant creature Enchanted creature doesn’t untap during its owner’s untap step. When Faerie Manipulations enters the battlefield, gain control of enchanted creature if its red or green.</text>
Familiar's Ruse Instant As an additional cost to cast this spell, return a creature you control to its owner’s hand. Counter target spell.
Favorable Winds Enchantment Creatures you control with flying get +1/+1.
Gilder Tarnish Double the number of each kind of counter on target permanent. Draw a card.
Mental Overflow Sorcery Target player draws three cards.
Merrow Homemaker Creature — Merfolk Wizard Whenever Merrow Homemaker deals combat damage to a player, you may put a flood counter on target land that player controls. That land is an Island in addition to its other types for as long as it has a flood counter on it. 1/2
Misty Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Misty Changeling enters the battlefield, choose a creature type. : Return target creature you control of the chosen type to its owner’s hand. 3/3
School Guardian Creature — Merfolk Soldier <text>Islandwalk (This creature can’t be blocked as long as defending player controls an Island.) If an opponent controls an Island, spells and abilities that player controls can’t target other Merfolk you control. 1/4
Spellstutter Sprite Creature — Faerie Wizard Flash Flying When Spellstutter Sprite enters the battlefield, counter target spell with converted mana cost X or less, where X is the number of Faeries you control. 1/1
Tempest Caller Creature — Merfolk Wizard When Tempest Caller enters the battlefield, tap all creatures target opponent controls. 2/3
Turtleshell Trueform Enchantment — Aura Enchant creature Enchanted creature gains all creature types, loses all abilities and has base power and toughness 1/4. Whenever enchanted creature blocks, scry 1.
Vertigo Clique Creature — Faerie Wizard Flash Flying When Vertigo Clique enters the battlefield, you may exile another target permanent. If you do, return it to the battlefield tapped, then tap Vertigo Clique. 3/1
RARE:
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Adaptive Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Adaptive Changeling enters the battlefield, chose a creature type. Other creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren’t on the battlefield. 3/3
Aidan, Twister of Words Legendary Creature — Faerie Wizard Flash, Flying When Aidan, Twister of Words enters the battlefield, exile target spell. You may cast that card for as long as it remains exiled and Aidan is on the battlefield, and you may spend or as though it were mana of any type to cast that spell. 1/3
Glen Elendra Archmage Creature — Faerie Wizard Flying , Sacrifice Glen Elendra Archmage: Counter target noncreature spell. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 2/2
Master of the Pearl Trident Creature — Merfolk Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can’t be blocked as long as defending player controls an Island.) 2/2
Merrow Mistswirler Creature — Merfolk Wizard Islandwalk (This creature can’t be blocked as long as defending player controls an Island.) As Merrow Mistswirler enters the battlefield, choose a basic land type and/or a color word. All instances of basic land types in the text of spells and nonland permanents are changed to the chosen basic land type. The same holds for the color word. 3/2
Stifle Instant Counter target activated or triggered ability. (Mana abilities can’t be targeted.)
MYTHIC:
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Aoi the Fin Legendary Creature — Merfolk Druid When Aoi the Fin enters the battlefield, choose two— • Exchange control of two target lands. • Each creature an opponent controls gets -1/-0 until your next turn for each Island its controller controls. • Put target creature on top of its owner’s library. • Aoi’s base power and toughness becomes 4/2. (This effect lasts indefinitely.) 2/4
Embodiment of the Depths Legendary Enchantment — Aura Enchant player Whenever a creature enchanted player controls deals combat damage to a player, you may draw a card.
BLACK:
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COMMON:
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Altar's Reap Instant As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
Boggart Winetaster Creature — Goblin Warrior Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 2/2
Changeling Incongruity Enchantment — Aura Enchant creature Enchanted creature gets +1/+1, gains all creature types, and has deathtouch.
Cruel Cut Destroy target creature with power 2 or less.
Despise Sorcery Target opponent reveals their hand. You choose a creature or planeswalker card from it. That player discards that card.
Earwig Gutsplainer Creature — Goblin Shaman When Earwig Gutsplainer enters the battlefield, you draw a card and lose 1 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/2
Elixir Dropper Creature — Faerie Cleric Flash Flying When Elixir Dropper enters the battlefield, target creature gains indestructible until end of turn. 1/1
Faerie Bramblemage Creature — Faerie Wizard Flying When Faerie Bramblemage enters the battlefield, put a -1/-1 counter on target creature you don’t control. 2/1
Faultless Woundtender Creature — Elf Cleric When Faultless Woundtender enters the battlefield, you may remove a counter from target permanent. 1/2
Moonglove Groveguard Creature — Elf Warrior Put a -1/-1 counter on Moonglove Groveguard: Moonglove Groveguard gains deathtouch until end of turn. 3/4
Nightshadow Changeling Creature — Shapeshifter Haste, changeling (This card is every creature type at all times.) When Nightshadow Changeling enters the battlefield, choose a creature type. Creature of the chosen type gain menace until end of turn. 4/2
Parting Intrusion Instant Target creature gains persist until end of turn. (When that creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.)
Pester Instant Put a -1/-1 counter on target creature. Scry 1.
Pricklebarb Boggart Creature — Goblin Shaman Sacrifice a creature: Exile up to one target card from a graveyard. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 2/2
Squeaking Pie Ringleader Creature — Goblin Warrior Sacrifice another creature: Squeaking Pie Ringleader gets +2/+2 until end of turn. 1/1
UNCOMMON:
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Ashdust Imp Creature — Imp Flying Whenever Ashdust Imp becomes blocked, put a -1/-1 counter on each creature blocking it. 3/2
Boggart Wasptender Creature — Goblin Shaman Whenever Boggart Wasptender or another creature you control dies, each opponent loses 1 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 1/3
Creakwood Gorger Creature — Plant Zombie : Exile target card from a graveyard. Creakwood Gorger gets +2/+2 until end of turn. 3/3
Demoralizing Demise Sorcery This spell costs less to cast if it targets a green and/or white creature. Destroy target creature.
Elitist Vinebreeder Creature — Elf Shaman When Elitist Vinebreeder enters the battlefield, put a -1/-1 counter on each non-Elf creature. 3/3
Faerie Bodysnatcher Creature — Faerie Wizard Flash Flying When Faerie Bodysnatcher enters the battlefield, you may return target creature card from a graveyard to its owner’s hand. 3/1
Finale Encore Sorcery Return target creature card from a graveyard to the battlefield under your control.
Finale Sharer Creature — Goblin Assassin When Finale Sharer enters the battlefield, each player sacrifices a creature. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 2/2
Germ Trueform Enchantment — Aura Enchant creature Enchanted creature gains all creature types, loses all abilities and has base power and toughness 0/0. Enchanted creature gets +1/+1 for each black permanent its controller controls.
Mind Slash Enchantment , Sacrifice a creature: Target opponent reveals their hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery.
Spectral Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Spectral Changeling enters the battlefield, choose a creature type. , : Target creature of the chosen type gains indestructible until end of turn. 2/2
Transfer Displeasure Sorcery Remove any number of counters from creatures you control. Each opponent loses life equal to the number of counters removed this way.
RARE:
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Grave Pact Enchantment Whenever a creature you control dies, each other player sacrifices a creature.
Gravemound Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Gravemound Changeling enters the battlefield, choose a creature type. , : Destroy target creature of the chosen type. 5/4
Nadia, Twister of Hopes Legendary Creature — Faerie Wizard Flying When Nadia, Twister of Hopes enters the battlefield, target opponent reveals their hand. You choose a nonland card from it and exile that card. You may cast that card for as long as it remains exiled and Nadia is on the battlefield, and you may spend or as though it were mana of any type to cast that spell. 3/1
Persecute Sorcery Choose a color. Target player reveals their hand and discards all cards of that color.
Poison Stew Brewer Creature — Goblin Shaman , Sacrifice a creature: Put a -1/-1 counter on target creature. 1/1
Vindictive Perfect Creature — Elf Shaman When Vindictive Perfect enters the battlefield, you may put a -1/-1 on target creature you control. At the beginning of each opponent’s upkeep, that player loses life equal to the number of -1/-1 counters on creatures you control. 2/4
MYTHIC:
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Barrow, Auntie Vitalist Legendary Creature — Goblin Shaman Haste , Sacrifice another creature: Return target creature card from your graveyard to the battlefield with a -1/-1 counter on it. 2/2
Embodiment of the Grave Legendary Enchantment — Aura Enchant player Whenever a creature enchanted player controls dies, each opponent loses life equal to that creature’s power.
RED:
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COMMON:
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Act of Treason Sorcery Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Blisterfire Flamekin Creature — Elemental Berserker Blisterfire Flamekin attacks each combat if able. : Blisterfire Flamekin gets +1/+0 until end of turn 1/3
Bushwhacker Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Bushwhacker Changeling enters the battlefield, choose a creature type. Creatures you control of that type get +1/+0 and gain haste until end of turn. 1/1
Changeling Awareness Enchantment — Aura Enchant creature Enchanted creature gets +3/+0, gains each creature type and attacks each combat if able.
Dual Shot Instant Dual Shot deals 1 damage to each of up to two target creatures.
Flamekin Brawler Creature — Elemental Warrior : Flamekin Brawler gets +1/+0 until end of turn. 0/2
Flamekin Rampager Creature — Elemental Berserker : Target creature gains trample until end of turn. 4/1
Flarewall Flamekin Creature — Elemental Soldier Defender : Flarewall Flamekin gets +1/+0 until end of turn. 0/5
Incoming Sinkhole Sorcery Destroy target land. Forecast — , Reveal Incoming Sinkhole from your hand: Tap target land. It doesn’t untap during its controller’s next untap step. (Activate this ability only during your upkeep and only once each turn.)
Longbeard Firebrand Creature — Giant Warrior Longbeard Firebrand attacks each combat if able. Forecast — , Reveal Longbeard Firebrand from your hand: Target creature gains defender until end of turn. (Activate this ability only during your upkeep and only once each turn.) 5/3
Melt Iron Instant Choose one or both — • Put a -1/-1 counter on target creature. • Destroy target artifact.
Panic Attack2R Sorcery Up to three target creatures can’t block this turn.
Shifting Flare Choose one — • Put two -1/-1 counters on target creature. • Shifting Flare deals 4 damage to target creature.
Singebraider Creature — Elemental Shaman : Add to your mana pool. 2/1
Walljumper Boggart Creature — Goblin Rogue Walljumper Boggart can’t be blocked by creatures with defender. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/2
UNCOMMON:
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Fireside Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Fireside Changeling enters the battlefield, choose a creature type. Add X mana in any combination of colors, where X is the number of creatures of the chosen type you control. 1/1
Flame Javelin Instant Flame Javelin deals 4 damage to any target.
Flamekin Sparkgrifter Creature — Elemental Rogue : Switch target creature’s power and toughness until end of turn. 1/4
Hot Out of the Oven Enchantment Whenever a creature enters the battlefield, you may have that creature gain haste and get +2/+0 until end of turn. If you do, sacrifice that creature at the beginning of the next end step unless it’s an Elemental.
Mirrorfire Flamekin Creature — Elemental Shaman : Target creature gains first strike until end of turn. Whenever Mirrorfire Flamekin attacks or blocks, you may have its base power become equal to the power of target creature you control until end of turn. 0/1
Reckless Rampager Creature — Goblin Warrior Whenever Reckless Rampager attacks, creatures you control gain trample until end of turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 5/2
Searing Rain Instant Searing Rain can’t be countered by spells or abilities. Searing Rain deals 5 divided as you choose among up to one target non-white, non-blue creature and any number of white and/or blue creatures.
Shimmer Shine Instant Create a token that’s a copy of target creature, except it has haste. Exile that token at the beginning of the next end step.
Thud Sorcery As an additional cost to cast this spell, sacrifice a creature. Thud deals damage equal to the sacrificed creature’s power to any target.
Thunderfoot Giant Creature — Giant Warrior Haste When Thunderfoot Giant enters the battlefield, creatures without flying can’t block this turn. Forecast — , Reveal Thunderfoot Giant from your hand: Target creature can’t block this turn. (Activate this ability only during your upkeep and only once each turn.) 5/4
Towering Trueform Enchantment — Aura Enchant creature Enchanted creature gains all creature types, loses all abilities and has base power and toughness 6/1. : Enchanted creature gains menace until end of turn.
Utilitarian Flamekin Creature — Elemental Rogue : Target creature gets +1/+0 until end of turn. Sacrifice a creature: Add an amount of equal to the sacrificed creature’s power. Spend this mana only to activate activated abilities. 0/4
RARE:
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Ambush Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Ambush Changeling enters the battlefield, choose a creature type. , : You may put a creature card of the chosen type from your hand onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step. 3/3
Boggart Groundshaker Creature — Goblin Berserker Trample, haste At the beginning of your end step, sacrifice Boggart Groundshaker. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 6/2
Flamekin Firebrand Creature — Elemental Shaman : Flamekin Firebrand gets +1/+0 until end of turn. , : Target Elemental you control fights target creature you don’t control. 1/5
Furybraid Creature — Elemental Shaman Whenever a creature you control deals combat damage to a player, that creature deals that much damage to target permanent that player controls. : Creatures you control get +1/+0 until end of turn. 4/4
Quadruple Down Enchantment — Aura Enchant creature Enchanted creature has double strike. Whenever enchanted creature attacks for the first time in a turn, untap all attacking creatures and after this phase, there is an additional combat phase. Sacrifice Quadruple Down at the beginning of the next end step.
Tumblerock Giant Creature — Giant Shaman When Tumblerock Giant enters the battlefield, it deals 3 damage to each creature. Forecast — , Reveal Tumblerock Giant from your hand: Until your next turn, creatures entering the battlefield don’t cause abilities to trigger. (Activate this ability only during your upkeep and only once each turn.) 7/3
MYTHIC:
Spoiler
Aisling Legendary Creature — Elemental Rogue : Aisling gets +1/+0 until end of turn. : You may change the targets of target spell that targets Aisling. : Target creature blocks this turn if able. : Target creature’s base power becomes equal to its toughness until end of turn. : Target creature’s base toughness becomes equal to its power until end of turn. 4/4
Embodiment of the Forge Legendary Enchantment — Aura Enchant player If enchanted player would draw a card, that player exiles that card face up instead. Enchanted player may play cards they exiled with Embodiment of the Forge this turn. At the beginning of your upkeep, enchanted player draws a card.
GREEN:
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COMMON:
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Ambuscade Instant Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
Changeling Carapace Enchantment — Aura Enchant creature Enchanted creature gets +3/+3 and gains all creature types.
Changeling Herdleader Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Changeling Herdleader enters the battlefield, choose a creature type. Target creature gets +1/+1 until end of turn for each creature you control of that type. 4/3
Cultivate Sorcery Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.
Devoted Druid Creature — Elf Druid : Add . Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid. 0/2
Fog Instant Prevent all combat damage that would be dealt this turn.
Giant Growth Instant Target creature gets +3/+3 until end of turn.
Jagged-Scar Brawler Creature — Elf Warrior 3/2
Lys Alana Herald Creature — Elf Cleric When Lys Alana Herald enters the battlefield, you may remove any number counters from target permanent, then gain that much life. 1/4
Mangrove Wayfarer Creature — Treefolk Druid Islandwalk (This creature can’t be blocked as long as defending player controls an Island.) When Mangrove Wayfarer enters the battlefield, you may put a land card from your hand onto the battlefield under target player’s control. 2/3
Naturalize Instant Destroy target artifact or enchantment.
Oak Warden Creature — Treefolk Warrior Vigilance, Reach 3/5
Orchard Sapling Creature — Treefolk Druid Orchard Sapling enters the battlefield with five -1/-1 counters on it. Whenever a Forest or another green creature enters the battlefield under your control, you may remove a -1/-1 counter from Orchard Sapling. 5/7
Star-Reader Ash Creature — Treefolk Druid When Star-Reader Ash enters the battlefield, scry 2. Then you may reveal the top card of your library. If it’s a Forest or green creature card, put it into your hand. 2/4
Weathered Battle-Oak Creature — Treefolk Warrior Forecast — , Reveal Weathered Battle-Oak from your hand: You may put a land card from your hand onto the battlefield. (Activate this ability only during your upkeep and only once each turn.) 7/9
Winnower Tyro Creature — Elf Warrior Winnower Tyro enters the battlefield with three -1/-1 counters on it. Whenever Winnower Tyro attacks, you may remove a -1/-1 counter from Winnower Tyro. 3/4
UNCOMMON:
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Ashen Eulogist Creature — Treefolk Shaman , T, Sacrifice a creature: Draw a card. You gain life equal to the sacrificed creature’s toughness. 1/4
Beastly Trueform Enchantment — Aura Enchant creature Enchanted creature gains all creature types, loses all abilities and has base power and toughness 4/4. Enchanted creature can’t be the target of spells or abilities your opponents control.
Fair Fight Sorcery Target creature you control fights target creature you don’t control. Prevent all damage blue and/or black creatures would deal this way to creatures you control.
Gilt-Leaf Equisite Creature — Elf Shaman When Gilt-Leaf Equisite enters the battlefield, you may destroy target nonland, noncreature permanent. If you do, put X -1/-1 counters on Gilt-Leaf Equisite, where X is that permanent’s converted mana cost. 3/4
Gnarloak Rambler Creature — Treefolk Warrior Trample : Target creature you control assigns combat damage equal to its toughness rather than its power this turn. 4/6
Mothering Changeling Creature — Shapeshifter Changeling (This card is every creature type at all times.) When Mothering Changeling enters the battlefield, choose a creature type. Creature spells you cast of the chosen type cost less to cast. 2/3
Soilturner Wurm Creature — Wurm Trample Hexproof Soilturner Wurm enters the battlefield with six -1/-1 counters on it. At the beginning of your upkeep, remove a -1/-1 counter from Soilturner Wurm. 9/9
Stingerfling Spider Creature — Spider Reach When Stingerfling Spider enters the battlefield, you may destroy target creature with flying. 2/5
Sylvan Revels Instant Target creature gets +2/+2 until end of turn. Target creature gets +2/+2 until end of turn. Target creature gets +2/+2 until end of turn.
Unburdened Strength Enchantment , Remove a counter from a creature you control: That creature gets +2/+2 until end of turn.
Upcoming Generation Sorcery Look at the top five cards of your library. You may reveal up to two creature cards that share a creature type from among them and put them into your hand. Put the rest on the bottom of your library in any order.
Verdant Ash Creature — Treefolk Druid Tap an untapped Treefolk you control: Add . 1/3
RARE:
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Bloom Tender Creature — Elf Druid : For each color among permanents you control, add one mana of that color. 1/1
Changeling Horde Creature — Shapeshifter Changeling (This card is every creature type at all times.) You may look at the top card of your library. When Changeling Horde enters the battlefield, choose a creature type. You may cast the top card of your library if it’s a card of the chosen type. 5/5
Dungrove Elder Creature — Treefolk Hexproof Dungrove Elder’s power and toughness are each equal to the number of Forests you control. */*
Newgrove Progenitor Creature — Treefolk Druid Newgrove Progenitor enters the battlefield with six -1/-1 counter on it. , Remove two -1/-1 counters from Newgrove Progenitor: Search your library for a Forest card and put that card onto the battlefield tapped. Then shuffle your library. 6/8
Prismatic Omen Enchantment Lands you control are every basic land type in addition to their other types.
Prodigious Growth Enchantment — Aura Enchant creature Enchanted creature gets +7/+7 and has trample.
MYTHIC:
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Abhlach, Orchard Herder Legendary Creature — Treefolk Warrior Reach Forests you control are 5/6 green Treefolk creatures with haste that are still lands. 5/6
Embodiment of the Wild Legendary Enchantment — Aura Enchant player Enchanted player may play an additional land on each of their turns. Lands you control gain all activated abilities of lands enchanted player controls.
MULTICOLOR:
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COMMON:
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Creeping Banshee Creature — Spirit Flying Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/2
Meandering Jacksoul Creature — Spirit Flying When Meandering Jacksoul dies, create a 0/1 white Goat creature token. 1/1
Intricate Adornment Enchantment — Aura Enchant creature you control Enchanted creature gets +2/+0. Whenever enchanted creature attacks, return it and Intricate Adornment to their owner’s hand at the beginning of the next end step.
Noggle Sneak Creature — Noggle Rogue Whenever Noggle Sneak attacks, target attacking creature with power 2 or less can’t be blocked this turn. 2/2
Rummager Noggle Creature — Noggle Wizard Whenever Rummager Noggle deals combat damage to a player, you may discard a card. If you do, draw a card. 1/3
Ancient Recollection (B/G)(B/G) Return up to two target creature cards that share a creature type from your graveyard to your hand.
Entrail Culinary Creature — Hag Cleric Whenever Entrail Culinary or another creature you control dies, you gain 1 life. 3/1
Forgiving Hag Creature — Hag Cleric When Forgiving Hag enters the battlefield, move any number of counters from creatures you control onto Forgiving Hag. 3/4
Double Cleave Instant Target creature gains double strike until end of turn.
Duergar Aggitator <type>Creature — Dwarf Rogue Whenever Duergar Aggitator attacks, creatures with defender block this combat if able. 3/2
Duergar Tunneler Creature — Dwarf Rogue When Duergar Tunneler enters the battlefield, you may destroy target creature with defender. 2/1
Disregard Instant Target creature you control gets +1/+1 and gains hexproof until end of turn.
Masked Fink Creature — Ouphe Shaman When Masked Fink enters the battlefield, target creature has base power and toughness 4/3 until end of turn. 4/3
Ouphe Reflector Creature — Ouphe Shaman , : Target creature has base power and toughness 5/1 until end of turn. Activate this ability only when you could cast a sorcery. 5/1
UNCOMMON:
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Soul Guide Creature — Spirit When Soul Guide enters the battlefield, you may put target creature card from a graveyard on top of its owner’s library. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/3
Untended Fields Enchantment Whenever a nontoken creature you control dies, create a 0/1 white Goat creature token.
Knock Aim Instant You may change any targets of target spell or ability.
Noggle Confuddler Creature — Noggle Rogue Whenever Noggle Confuddler attacks or blocks, you may switch target creature’s power and toughness until end of turn. 2/4
Fighting the Sickness Enchantment Whenever a creature you control deals combat damage to a player, you may remove a counter from that creature.
Vengeful Hag Creature — Hag Shaman Creatures you control with -1/-1 counters on them have deathtouch. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.) 3/3
Deprecation Day Sorcery Destroy all artifacts. Forecast — , Reveal Deprecation Day from your hand: Destroy target artifact. (Activate this ability only during your upkeep and only once each turn.)
Vengeful Duergar Creature — Dwarf Wizard Whenever a creature with defender dies, Vengeful Duergar deals 1 damage to each opponent. : Target creature you control gains defender until end of turn. 2/2
Buddy Finder Creature — Ouphe Shaman When Buddy Finder enters the battlefield, you may have target creature have base power and toughness 2/3 until Buddy Finder leaves the battlefield. 2/3
Keen Obsession Enchantment — Aura Enchant creature Enchanted creature gets +1/+1 and has “Whenever this creature deals combat damage to a player, you may draw a card.”
RARE:
Spoiler
End of Days Sorcery Destroy all creatures.
Twilight Wayfarer Creature — Spirit Flying : Return target creature card with converted mana cost X or less from your graveyard to the battlefield. X must be 3 or less. 1/4
Noggle Copycat Creature — Noggle Wizard Flash When Noggle Copycat enters the battlefield, copy target activated or triggered ability. You may choose new targets for the copy. (Self references in the copied ability apply to Noggle Copycat.) 2/2
Overcompensate Instant Copy target instant or sorcery spell X times. You may choose new targets for each of the copies.
Call of the Chosen Sorcery Choose a creature card name. Reveal cards from the top of your library until you reveal a card with that name. If you do reveal a card with that name, put that card into your hand and the rest of the revealed cards into your graveyard. Otherwise, shuffle your library.
Recorder of Ends Creature — Hag Shaman Whenever Recorder of Ends or another nontoken creature you control dies, draw a card. 3/2
Duergar Barricader Creature — Dwarf Wizard : Each creature with power 2 or less gains defender until end of turn. , , Sacrifice a creature with defender: Duergar Barricader deals 2 damage to any target. 2/4
Solemn Tradition Enchantment — Aura Enchant player Enchanted player can’t search their library. If a creature card would be put into enchanted player’s graveyard from anywhere, exile it instead.
Echoform Ouphe Creature — Ouphe Wizard , Sacrifice a creature: Each creature target player controls has base power and toughness equal to the sacrificed creature’s power and toughness. 3/3
Skill Exchange Sorcery Move any number of counters among permanents of the same type.
MYTHIC:
Spoiler
Arlinn, Tame and Wild Legendary Planeswalker — Arlinn When Arlinn, Tame and Wild enters the battlefield, choose day or night. : If it’s day, untap up to two target creatures. If it’s night, up to two target creatures attack during their controller’s next turn if able. : If it’s day, tap up to two target creatures. If it’s night, put a -1/-1 counter on up to two target creatures if they’re tapped. : It is both day and night. Put up to two creature cards from your hand onto the battlefield.
Ashiok, Thought Knibbler Legendary Planeswalker — Ashiok : Exile the top card of target opponent’s library face down. You may look at that card for as long as it’s exiled. : Choose a nonland card name. Target opponent reveals their hand. Exile all cards with that name. : Cast up to three nonland cards exiled with Ashiok, Thought Knibbler without paying their mana costs.
Witch of the Rising Legendary Creature — Elf Hag Each creature you control gets +2/+2 for each -1/-1 counter on it. Whenever a creature you control has a number of -1/-1 counters on it greater than that creature’s base toughness, sacrifice that creature. At the beginning of your upkeep, you may put a -1/-1 counter on target creature you control. 3/6
Dougal of the Hewmyn Legendary Creature — Dwarf Giant You can activate the Forecast abilities of permanents you control as if they were in your hand. Forecast — , Reveal Dougal of the Hewmyn and another creature card from your hand: Trigger the abilities of the other revealed card as if that card had entered the battlefield. (Activate this ability only during your upkeep and only once each turn.) 2/2
Gregarious Jack Legendary Artifact Creature — Scarecrow Each other creature you control gets +1/+1 for each color it is. : All creatures are each color until end of turn. 6/6
COLORLESS:
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COMMON:
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Antlerwatch Scarecrow Artifact Creature — Scarecrow : Target creature is white in addition to its other colors until end of turn. : Target white creature gains lifelink until end of turn. 1/5
Blazejaw Scarecrow Artifact Creature — Scarecrow : Target creature is red in addition to its other colors until end of turn. : Target red creature gains haste until end of turn. 2/1
Rattlefang Scarecrow Artifact Creature — Scarecrow : Target creature is black in addition to its other colors until end of turn. : Target black creature gains menace until end of turn. 2/2
Thornhoof Scarecrow Artifact Creature — Scarecrow : Target creature is green in addition to its other colors until end of turn. : Target green creature gains trample until end of turn. 4/4
Wingshell Scarecrow Artifact Creature — Scarecrow : Target creature is blue in addition to its other colors until end of turn. : Target blue creature gains flying until end of turn. 1/4
Sheltered Cavern Land : Add . , : Target land becomes the basic land type of your choice in addition to its other types until end of turn.
UNCOMMON:
Spoiler
Fendeep Scarecrow Artifact Creature — Scarecrow If a creature dealt damage by Fendeep Scarecrow this turn would die, exile it instead. Prevent all damage that would be dealt to Fendeep Scarecrow from black sources. 4/2
Fieldside Scarecrow Artifact Creature — Scarecrow Fieldside Scarecrow can block an additional creature. Prevent all damage that would be dealt to Fieldside Scarecrow from white sources. 1/4
Hilltop Scarecrow Artifact Creature — Scarecrow While choosing targets as part of casting a spell or activating an ability, your opponents must choose Hilltop Scarecrow if able. Prevent all damage that would be dealt to Hilltop Scarecrow from red sources. 2/2
Kid Pen Artifact At the beginning of your upkeep, put a charge counter on Kid Pen. , , Sacrifice Kid Pen: Create a 0/1 white Goat creature token for each charge counter on Kid Pen.
Kite Tatters Artifact — Equipment Equipped creature gets +1/+1 and has flying. Counters can’t be placed on equipped creature. Equip
Monochrome Scarecrow Artifact Creature — Scarecrow Trample Whenever Monochrome Scarecrow attacks or blocks, chose a color. Monochrome Scarecrow gets +1/+1 until end of turn for each permanent you control of that color. 2/2
Pillar of Origins Artifact As Pillar of Origins enters the battlefield, choose a creature type. : Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Seacliff Scarecrow Artifact Creature — Scarecrow : Seacliff Scarecrow blocks target attacking creature. Activate this ability only if Seacliff Scarecrow isn’t blocking. (This ability works on creatures that can’t be blocked.) Prevent all damage that would be dealt to Seacliff Scarecrow by blue sources. 1/3
Spy Fins Artifact — Equipment Equipped creature gets +2/+2 and has Islandwalk. (It can’t be blocked as long as defending player controls an Island.) Equip
Thickgrove Scarecrow Artifact Creature — Scarecrow Deathtouch Prevent all damage that would be dealt to Thickgrove Scarecrow by green sources. 1/1
RARE:
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Cloudstone Curio Artifact Whenever a nonartifact permanent enters the battlefield under your control, you may return another permanent you control that shares a permanent type with it to its owner’s hand.
Itinerant Scarecrow Artifact Creature — Scarecrow : Target creature becomes the color of your choice in addition to its other colors until end of turn. : Choose a color of a permanent you control. Add one mana of that color. 1/1
Overfill Fount Artifact At the beginning of each player’s upkeep, tap up to three target permanents that player controls with flood counters on them. Forecast — , Reveal Overfill Fount from your hand: Put a flood counter on target permanent. If it’s a land, it’s an Island in addition to its other types as long as it has a flood counter on it. (Activate this ability only during your upkeep and only once each turn.)
Painter's Servant Artifact Creature — Scarecrow As Painter’s Servant enters the battlefield, choose a color. All cards that aren’t on the battlefield, spells, and permanents are the chosen color in addition to their other colors. 1/3
Poppet Switch Artifact — Equipment Equipped creature gets +1/+1 for each other permanent you control that shares a color with it. Equip
Rings of Brighthearth Artifact Whenever you activate an ability, if it isn’t a mana ability, you may pay . If you do, copy that ability. You may choose new targets for the copy.
Xenolith of Skeptics Artifact Activated abilities can only be activated from permanents on the battlefield. If a spell or ability causes a player to reveal cards from their hand, that player may reveal only one card instead.
Hidden Vale Land , Pay 1 life: Add or . , , Sacrifice Hidden Vale: Draw a card.
Horizon Canopy Land , Pay 1 life: Add or . , , Sacrifice Horizon Canopy: Draw a card.
Reflection Well Land : Add . Put a charge counter on Reflection Well. , Remove a charge counter from Reflection Well: Add one mana of any color.
Secluded Reservoir Land , Pay 1 life: Add or . , , Sacrifice Secluded Reservoir: Draw a card.
Unseen Depths Land , Pay 1 life: Add or . , , Sacrifice Unseen Depths: Draw a card.
Vacant Mine Land , Pay 1 life: Add or . , , Sacrifice Vacant Mine: Draw a card.
MYTHIC:
Spoiler
None, but there is a multicolor mythic Scarecrow
Oh, the most important thing of all:
Spoiler
Goat Token Creature — Goat 0/1
The only token in the set.
Current watchlist: The legendary Faeries are too good. Embodiment of the Wild should be just activated abilities. All abilities can get either detrimental or confusing. Antlerwatch Scarecrow's tap ability is basically useless. It's hard to get a better blocker than a 1/5. Dougal with Tumblerock Giant can get pretty rough. However, creatures can hit hard and be a bit resilient so far. I might want a Pithing Needle, but Needle's already in Legacy of the Kami War.
Just looking at what is in this thread, I see a lot of stuff that I like. Forecast on Giants is a really good fit (you see them coming from a mile away). I think the red one should be until your next turn, though. There is very rarely a reason to give a creature defender on only your own turn. I'm also concerned that Merfolk would be really hard to balance. Like, they would require a lot of setup against a deck that doesn't run blue, but be really strong against other blue decks. And mirror matches would be ridiculous. But it looks really good overall, and I like that you are keeping all of the stuff that made the original cool.
Thanks for the quick look.
The issue with granting defender until your next turn is that it isn't a very red thing to stop attacks. It's in the set to stop "must attack" effects and to play with the Dwarf defender theme. It could theoretically be shifted to white, but it's easier to find "do nothing" common friendly forecast effects in white.
About Merfolk, yeah, Merfolk and Elementals are the two I'm most worried about. It's been playing out okay so far in the little sealed testing I did, but I actually had to tone down some of the rares because things were a it too good in more constructed settings (Aoi had Islandwalk.... Overfill fount cost 4 and had a forecast at 2... It was bit horrifying). At un/common it seems the delta between Island enabled and not hasn't been too big, so it's been decent (Eddy-Rider hasn't actually been as good an attacker as I feared in fully enabled constructed decks because it really wants evasion).
Edit: took out images.
Last edited by Monobluegruul on Sat Mar 28, 2020 2:57 pm, edited 3 times in total.
Joined: Oct 01, 2014 Posts: 251
Identity: Able of Reproduce
Preferred Pronoun Set: Call me whatever; I find it enlightening
Will add Version 2 cockatrice file to this post and update the spoiler when this round of edits is done. Still got some legendary Faerie edits to do.
White: Ballynock Censuskeeper now triggers on Kithkin spells. It also requires to pay to do the search. When combined with Changeling Herald and Preeminent Heir, the white aggro deck was having trouble emptying the hand, which feels weird. However the wanted play style needs a flow of creatures, so I wanted to see if this slows the card advantage down.
Caesaigh only triggers when other creatures enter the battlefield. I'd actually hadn't been playing Casaigh in Kithkin but rather in a Naya deck as a bit of a Intruder Alarm combo that can just function as a midrange aggro deck with Arlinn.
Blue: Aidan is a 1/3. Also, to cast the stolen card, Aidan must be on the battlefield.
Vertigo Clique's typo is fixed.
Black: Demoralizing Demise is with a discount.
Gravemound Changeling no longer mass reanimates and instead destroys a creature of the chosen type at an activation of , . Board states can stall a lot and I wanted to cut a combo enabler.
Nadia must be on the battlefield to cast the stolen card.
Red:
Ambush Changeling is a 3/3. This is a bit different from the other changelings. It's more of a build around than a hole filler.
Boggart Groundshaker is . Card was putting on a bit too much pressure, but it was also just a better play than setting up Elementals at .
Flamekin Firebrand is a 1/5. Elementals were a bit of a focus and this ability was acting a bit too much like a sacrifice outlet. Overall there was enough profitable low drops, and as a mana loving tribe, they weren't wanting higher cost utility. A more durable Firebrand is one of the few exceptions as it offers more direct board control.
Flamekin Sparkgrifter is a 1/4 that switches power an toughness of any creature for . In order to make a more useful two drop for Elementals, the Captive Flame was given to Utilitarian Flamekin. Durability was a major issue for the Flamekin, so Sparkgrifter offers a way to let firebreathing shore up defense in a pinch.
Furybrand is a 4/4. Again, one of the Elementals that's still nice at a higher cost. It was also one of the better performers overall.
Hot Out of the Oven text is clarified a bit (changing "it" to "that creature"). No functional change. It was essentially the key of Elemental deck since it allows you add another Elemental without sacrificing pressure for a turn.
Mirrorfire Flamekin is a 0/1 for , grants first strike to any creature for instead of firebreathing. It still has the power copying ability. Flamekin Brawler isn't the best one drop and Elementals wanted another to get the best use of Fireside Changeling.
Utilitarian Flamekin keeps the sacrifice ability but is a 0/4 and takes the Captive Flame ability from Sparkgrifter in place of regular firebreathing. The cad looked like it should combo with Tumblerock Giant before, but it really didn't as not many Flamekin could survive the Giant's ETB. Also, the card had been underwhelming at four mana. Flamekin needed to be able to stall until it can get to big mana plays later. This card can threaten early plays at the cost of a creature.
Green:
Changeling Horde now costs . It borderline usurped 4 drops in tribal decks.
Embodiment of the Wild only copies activated abilities.
Multicolor:
Arlinn, Tame and Wild had a minor typo.
Soul Guide now targets the card it returns. I was wondering why I had "another" on the card until I realized that it didn't target. There's not much advantage for that confusion, so the standard, if slightly weaker, targeting in.
Twilight Wayfarer has a cap of 3 for X. I'm trying to play up the difference from Barrow and adding a goes against that.
Witch of the Rising also has a minor typo.
Dougal of the Hewmyn forgot to reveal "the other card". You reveal another creature card as part of the Forecast abilitie's cost.
Gregarious Jack is a 6/6 that now has the abilities "Each other creature you control gets +1/+1 for each color it is." and ": All creatures are each color until end of turn." Jack was meant to be played with Itinerant Scarecrow, but it made the board state crazy confusing. Hopefully just counting the number of colors is a bit easier.
Colorless:
Antlerwatch Scarecrow grants lifelink instead of vigilance.
Monochrome Scarecrow is now a uncommon.
Overfill Fount's text matches the card image.
Reflection Well is rare.
Cavern of Souls and Shimmering Grotto are out. At common, Sheltered Cavern taps for or turns any land to the basic land type of your choice in addition to its other types until end of turn.
Xenolith of Skeptics is a sideboard artifact. It makes players only have to reveal one card from their hands instead of all cards, and it makes it so activated abilities can only be activated from the battlefield.
General thoughts: On the tribal front, things are working out pretty well. Play style themes seem to stick out more than the tribes, so an off type creature with an appropriate ability doesn't stick out. There really isn't a Giant deck, but it fuses pretty well into a 50/50 Dwarf Giant deck. The other forecast Giants aren't without a home either, as they can fit into other decks.
The tribes overall are grindier than I thought. It hasn't been as balls-to-the-wall aggroy as I intended for some of the tribes. Kithkin would rather set up the first turn or two for a major creaturefall turn, and use Goats in the interim for board control. Merfolk are trying to establish some land manipulation so the heavy hitters can actually hit (Merfolk can actually be worse against majorly blue decks because the control elements don't work as well.). Flamekin are trying to get to the point where it has enough firebreathers and enough mana to put the opponent in a tough spot. Goblins and Elves might not even attack. It more that the tribes are look for a vector to control the board.
On the color-matters front, it can work a lot better than I though it would, but it can be a little bit mind-numbing. Most of the hybrid cards have mini-themes in their color pairs, but it turns out that these minithemes actually do work together (WB and BG seem obvious, but not so much some of the others). So what you get is a bunch of "build arounds" for different deck ideas all working together.
I played some with Legacy of the Kami War, and the sets don't have a lot of obvious overlap besides tribal and ETB abuse. How it does open up some more combo stuff. For example, Splendid Reclamation was a bit more underwhelming in LKW, but it works great with Embodiment of the Wilds, Crucible of Worlds, Rings of Brighthearth, and the fetchlands/Horizon Canopy cycle/Ghost Quarter. Blue control would probably be scary.
Also, set code is switched to DWD since Duel Decks were a thing.
EDIT: Upcoming things for the next update: Some treefolk rebalancing. Verdant Ash and Ashen Eulogist are switching cmcs with tweaked stats.
Joined: Oct 01, 2014 Posts: 251
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Since I haven't changed anything in a long while...
Verdant Ash is 1/3 Ashen Eulogist is 1/4
Nadia is legendary Last second changed Blank Out to no longer be another removal spell, now exiles everything a target player controls until end of turn. Probably not a wise choice on my part.
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