Joined: Sep 23, 2013 Posts: 5218 Location: California
A lifetime perfecting the artform. Excellence seemingly unrivaled. For most warriors, they will walk the world thinking of their greatness. For some, the chance will come to prove it.
Welcome to Karados, a plane where fighting masters from across the multiverse are gathered to compete for glory, and in some cases, for their lives. The artificial plane was created by the planeswalker Pilan long ago, a plane where her dream of finding the greatest warriors in existence could be realized in full form. Many centuries have passed since here presence on Karados, but the traditions she created continue to this day. But to what extent have they evolved, or worse, been mutilated?
At the heart of Karados is the theme of evergreen keyword. You know those abilities that seem to show up in every set on a handful of creatures? Well here's a set that praises them. In additional to the copious amounts of keywords adorning this set are a few themes focusing on them, namely mastery.
Mastery is an ability word that creates benefits when a creature has mastered a particular evergreen keyword ability. The creature does this by having multiple instances of the specific keyword. For example:
Mastery - As long as ~ has two or more instances of flying, it gets +1/+1.
Most mastery abilities are linked to a specific keyword. They can be found on all different card types, either creating their own benefits or gifting more out.
Each color pair has been assigned an evergreen keyword. (Save for , for which I've made one up.) For each pair, one color is dominant for use of that keyword, and gets access to a few more cards related to it than its counterpart. In order to make these factions clear, no keyword in this set will appear outside of its color-pair. (Except for those evergreen keywords that have no faction ties, i.e. landwalk.)
The break-down is as follows (dominant color first):
Reminisce (You may cast instant and sorcery cards from your graveyard as long as they target this creature. If you do, exile them.)
All colors have access to regulate, which is a removal keyword action. "Regulate" means "Each player who controls/has the most or is tied for the most of a particular kind of card, spell or permanent chooses one that they control and puts it on the bottom of its owner's library." (ex. Regulate creature. (Each player who controls the most or is tied for controlling the most creatures chooses one he or she controls and puts it on the bottom of its owner's library.)
An additional resource is added to the game called prize counters. These are thus far only given to players through Tournament cards, a subtype of enchantments. They can be used to pay for costs with , as well as various forms of hybrid symbols using the same icon. When a player receives a prize counter, it stays with that player until it's used to pay an appropriate cost. (Thanks again to ty for the images.)
Everything below this is currently outdated. I plan on updating it sometime soon, after I've given it a thorough nostalgic look. In the mean time, the current set is explored in the following threads:
Joined: Sep 23, 2013 Posts: 5218 Location: California
Combo Set Cards
CW08 - Double (bogles, exile) Ethereal Connection Enchantment - Aura (C) Enchant creature Enchanted creature gets +1/+1 for each exiled card you own.
CW12 - Double (exile, swarm) Empowered Battalion Creature - Human Soldier (C) Whenever you cast a spell, you may pay . If you do, creatures you control get +1/+1 until end of turn. 2/2
CU10 - Double (bogles, storm) Songweaver Creature - Siren (C) Spells you cast targeting ~ cost less to cast. 1/1
CU11 - Double (tool-box, turbo land) Harsh Instruction Instant (C) ~ costs less to cast for each card in your graveyard. Counter target spell with converted mana cost X or less.
CU13 - Double (turbo land, storm) Change of Scenery Instant (C) Exile up to two target lands you control, then return them to the battlefield.
CB07 - Cross-over (exile, tool-box, dredge, suicide) Aether Scavenger Creature - Aetherborn (C) Pay 2 life, Exile ~ from your graveyard: Return target card you discarded this turn from your graveyard to your hand. 3/2
CB12 - Double (transmute, fateful hour) Bored Bonecaster Creature - Human Shaman (C) Whenever any player shuffles his or her library, each player loses 1 life. 1/1
CR13 - Double (conspire, multi kicker) Outpour Sorcery (C) Create two 1/1 red Goblin creature tokens. Then add to your mana pool for each creature you control.
CG10 - Double (multi kicker, exert) Grovetender Lookout Creature - Elf Shaman (C) : Add to your mana pool. If an opponent controls an untapped creature, instead add to your mana pool. 2/2
CG12 - Double (landfall, exert) Proprietary Gains Sorcery (C) Return target land to its owner's hand. You may play an additional land this turn.
CG13 - Double (dredge, exert) Tumbleroot Creature - Elemental (C) : Destroy ~. Any player may activate this ability. When ~ dies, draw a card. 3/3
Uncommon/Rare ideas
Blood Oath Enchantment You may pay X life rather than pay a card's transmute cost, where X is the converted mana cost of that card.
Blood Oath Enchantment (R) At the beginning of your precombat main phase, you may pay 3 life. If you do, add three mana in any combination of colors to your mana pool. Spend this mana only on activated abilities.
Instant (C) Exile target nonland permanent. Put time counters on it equal to its converted mana cost. If it doesn't have suspend, it gains suspend.
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