I'm not sure how much I like uncover. Because you reveal it, it will usually be worse than a cantrip unless you have a way to manipulate your topdecks. Even if you hit, you only get a marginal benefit of having better mana efficiency or in the cases where casting a spell of said type at instant speed is a significant improvement. All the other time, you will probably be miffed because of missed opportunities, or because it whiffs when you try to play into it.
I'm not sure how much I like uncover. Because you reveal it, it will usually be worse than a cantrip unless you have a way to manipulate your topdecks. Even if you hit, you only get a marginal benefit of having better mana efficiency or in the cases where casting a spell of said type at instant speed is a significant improvement. All the other time, you will probably be miffed because of missed opportunities, or because it whiffs when you try to play into it.
The playing it instant speed is only the common cycle. Other uncover cards are planned to do different things.
But, I dislike Uncover as well, and it might get cut. There is VERY little uniuqe design space.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
14.08.14 Added a "cycle" of common lands. Added a cycle of rare creatures. Filled in rare artifacts Added a mirrored pair of myhtic rare equipments Added a mythic white enchantment Added minimum 12 commons (one per tribe, per color ignoring white) Added some uncommons Reprinted some cards. Updated Tribal Lore *some*
Added Cards 14.08.14:
Evolving Wilds* Rupture Spire* Unknown Shores* Archaeological Dig* --xx-- Mizi's Appointed World-Tiller Marrow Hoarded Divine Clergy Drawn of Shadows --xx-- Tigirn Lumina Tribal Lumina Cloak of Assurance Mount of Mana --xx-- Dark Oaken Husk Angels' Wings --xx-- Isolation Barrier --xx-- CU01 - Fusion Guy CU02 - High Will Interpretter CU03 - Echo Tracer* CB01 - Dire Guy CB02 - High Channeler CB03 - Headhunter* CR01 - Spirit of Battle CR02 - Dire Guy CR03 - Tribe Stalker CG01 - Husk-Shedder CG02 - Dire Guy CG03 - Leaf-Cover Spider --xx-- CZ07 - Duskmage Apprentice RR06 - Burning Heart RG02 - Fusion Guy RG06 - Portal of Shade RU04 - Voidmage Prodigy*??? --xx-- UW01 - Fiend Hunter UU01 - Dreamweave Kachinto UB01 - Duskwoven Murder UB02 - Dire Guy UR01 - Fusion Guy UG01 - Canopy Snatcher UG02 - Overwhelming Essence --xx-- UX21 - Atomize UX31 - Delve UX41 - Prophesy UX51 - Reduce
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Yes, the 'Guy's are placeholder names for now. Mostly it's the dire tribe people, I'm constantly swapping them back and forth between beast, human or something else which is why I say guy.
A kachinto is more human than an aven. I think of an aven as a bird with human-like characteristics; I think of kachinto as a human with bird-like characteristics. To put bluntly, think of it as a more feral angel and you have the right idea.
The Murder and Headhunter were originally swapped (and at common simply threatening a monster is good enough for morph ) Now that you pointed it out, I might bump it to BB even.
Leaf-Cover spiders is supposed to be 2gg with a morph of 3g.
Atomize is green because if used defensively, it gives you a +1/+1 counter. The entire cycle is supposed to have an "aggressive" color and a "defensive" color, and each spell is supposed to be able to be used accordingly. That said, I might need to tweak it for the monogreen decks. Personally I'm fine with the stretch, it makes the stronger card stronger, and the weaker card dead which is a green philosophy, i dunno. Atomize: Can be used to burn something out, or increase the power of your strong guys. Delve: Can mill you (for delve), or your opponent. Prophesy: This is the odd one out, but you draw a card, or you cast something at instant speed. Also, it's Prophesy (the verb) not prophecy (the noun). But it is noted, and I'll find something else (Maybe Forecast?). Reduce: You tap an opposing creature, or reduce the size of an opposing creature, or you can reset one of your creatures.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Yeah, pretty much. But less mosntrous. Between an angel and a harpy is about right. But it's not an aven. Might I point out that dogs have hounds, wolves, jackals and werewolves; and cats have cats and leonin. Just let me have this one
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Angels are very majestic, and are almost always white. Harpys tend to be vicious and dark and tend to be black. Avens are too birdy for my tastes, but are roughly in the right colors.
Kachintos are more wild (less sophisticated) than angels, but not vicious like harpies. They don't always fly, but they have bird-like features. Think of a sphinx and chimera. Each one is unique, but they all have generally the same characteristics.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
I'm currently doing a complete overhaul of how I organized this. The previous way, was getting very disjointed after switching several times. This time I preplanned everything on a spreadsheet so teh layout and format of my organizational lists should be more maneuverable.
Of course, that means nothign to you guys really, except that I'm effectively restarting. Though, obviously, a majority of the designs will transfer over.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Joined: Sep 23, 2013 Posts: 5218 Location: California
I read a bit through your themes and structure, but I'm more interested in commenting on cards, so I'm gonna do that.
Enlightened Discovery - This is not very common at all. It's basically Scout's Warning. It also feels like you'd rather just limit the effect to one idea. Like "Uncover - Draw a card and reveal it. If it's an enchantment card, gain 3 life." It's simple without being boring and still has a ton of build around capacity. Your commons don't want to do everything. Usually just one thing well. EDIT: Upon further inspection, you've done this across the board. Again, it's not a very common thing to do and it doesn't add a ton of value being able to maybe cast something as an instant.
Noonguard - WOTC have actually moved away from repeatable damage prevention to creatures at common. It mucks up combat math too much. The last one to see print was Godtoucher, and that's over 5 years ago.
I read a bit through your themes and structure, but I'm more interested in commenting on cards, so I'm gonna do that.
Enlightened Discovery - This is not very common at all. It's basically Scout's Warning. It also feels like you'd rather just limit the effect to one idea. Like "Uncover - Draw a card and reveal it. If it's an enchantment card, gain 3 life." It's simple without being boring and still has a ton of build around capacity. Your commons don't want to do everything. Usually just one thing well. EDIT: Upon further inspection, you've done this across the board. Again, it's not a very common thing to do and it doesn't add a ton of value being able to maybe cast something as an instant.
Noonguard - WOTC have actually moved away from repeatable damage prevention to creatures at common. It mucks up combat math too much. The last one to see print was Godtoucher, and that's over 5 years ago.
I'm always glad for comments. Plus, I haven't actually fleshed out the lore and such here. For Enlightened Discovery specifically, it's actually called Wishes on the Wall now... took me forever to find what card you were talking about. Right now it's very different than Scout's Warning. It only sometimes let's you cast something at instant speed. Also, it's cmc is two (1W) it probably could go up to 2w, but that's besides the point. @Uncover: The major theme of the set is discovery. An entire culture was hidden from the others until a simple mistake brought them colliding together. As such, I need to get discovery in there somehow. I have limited uncover to some simple abilities for now (especially at common), but I have plans to expand on it later in the block. Also, the abilities are currently placeholders at best. Right now, as part of my overhaul I'm doing commons only and I'm working from there.
Noonguard probably isn't going to make it into the final set. I know all the mumbo jumbo about not being NWO friendly, but I put something there just to fill in space. It will probably end up sacrificings itself to flicker something (given the rest of the "cycle" its supposed to compare to).
Currently, Illume Shadows is weaker than Last Breath on purpose. I'm waiting to see how KTK does overall, given it has a larger morph theme, before I make up my mind about how powerful removal should or shouldn't be... but that is something I'm aware of.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Super exciting... I know... And before it gets brought up, their arts are entirely my images nothing from other people.
I'm going to try and get a pickaxe into the Archaeological Dig, a throwback to the original.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Full list of commons!And if you're interested in playtesting / leaving feedback HERE is the file for cockatrice.
A list of archetypes so far... What I've done, because I don't know what is good and what isn't... I've been using the same pool to build different decks. Anything 1.0 was the same pool. Anything 1.1 was from the same pool etc. Now I've actually used several pools, but I didn't record the first few... It wasn't until today that I had the idea to record the decks I haven't gotten very far yet, because I did a major overhaul after the first match of 1.1 (I found enough changes that even I couldn't simply play the cards "the right way" so I took a break to edit and do other things)... Version | Archetype | Record WLT | Rank 1.0 | UR Weenies | 0-4-0 | 4 1.0 | Mono White | 3-2-0 | 2 1.0 | BRG Midrange | 2-2-0 | 3 1.0 | GUB Control | 4-1-0 | 1 ... | ... | ... | ... 1.1 | (Not) Mono White | 2-0-0 | 1 1.1 | UR Aggro | 0-2-0 | 2 ... | ... | ... | ...
Changes: Current Version 2.0
1.0 to 1.1 * Changed wordings and typings to work properly.
1.1 to 2.0 * Depowered Mono White cards and made some white cards more splashable. * Gave nonwhite colors more flying/reach (dying to a 2/1 that couldn't stay on the board due to bounce was a slow and painful death). * Upgraded Animate, but took away Mental Copy (moved to uncommon). * Upgraded some Bribery cards. * Gave red more burn * Gave blue more bounce
2.0 to 2.01 (and back) * Trying to fix this random floating blank card... * Back to 2.0, something completely unrelated to the card files.
Groma Commons 29.10.14:
White Cards - 24:
Soul Hound -- Creature - Hound
2/2 Soul Hound can't attack unless defending player owns a card in exile.
==xx==
Shadowspeaker -- Creature - Human Cleric
2/2 Exile a card from your graveyard: Look at target face down creature.
==xx==
Suppressive Arbiter -- Creature - Angel
4/4 Flying Whenever Suppressive Arbiter blocks or becomes blocked by a creature, exile that creature and return it to the battlefield under its owner’s control at the end of combat.
==xx==
Soul Shepherd -- Creature - Human Cleric
2/1 , Exile a creature card from your graveyard: You gain 1 life.
==xx==
Heart of Souls -- Creature - Spirit
1/2 Whenever a creature is exiled from the battlefield, you gain 1 life.
==xx==
Bearer of Ancestry -- Creature - Angel
3/4 Flying , Exile a creature card from a graveyard: Tap target creature.
==xx==
Mizi's Devoted -- Creature - Human Soldier
2/2 Mizi’s Devoted gets +1/+1 as long as an opponent owns a creature in exile.
==xx==
Spirit Lancer -- Creature - Knight
2/2 , Exile a creature card from your graveyard: Spirit Lancer gains first strike until the end of turn.
==xx==
Soulful Harvest -- Sorcery
You gain 1 life for each card in exile.
==xx==
Ambient Purge -- Sorcery
Exile target artifact or enchantment then return it to the battlefield under its owner's control.
==xx==
Mizi's Decree -- Sorcery
Exile target nonwhite creature.
==xx==
Grave Exorcism -- Enchantment - Aura
Enchant creature Enchanted creature can’t attack. When enchanted creature dies, exile its controller’s graveyard.
==xx==
Palace Guard -- Creature - Human Soldier
1/4 Palace Walls can block any number of creatures.
==xx==
Griffin Sentinel -- Creature - Griffin
1/3 Flying, vigilance
==xx==
Wishes on the Wall -- Instant
Uncover — Draw a card and reveal it. If it’s an enchantment card, you may cast it. Gain 2 life for each card you drew this turn.
==xx==
Raise the Alarm -- Instant
Create two 1/1 white Soldier creatures.
==xx==
Angel's Mercy -- Instant
You gain 7 life.
==xx==
Divine Favor -- Enchantment - Aura
Enchant creature When Divine Favor enters the battlefield, you gain 3 life. Enchanted creature gets +1/+3.
==xx==
Boundary Enforcer -- Creature - Giant
4/5
==xx==
Palace Hawk -- Creature - Bird
2/1 Flying
==xx==
Enlightening Ray -- Instant
Tap target creature. If that creature was face down, you may tap another target face down creature.
==xx==
Recollesce -- Instant
Shuffle any number of enchantment cards from your graveyard into your library. Draw a card.
==xx==
Goat Tribe -- Sorcery
Create five 1/1 red Goat creatures.
==xx==
Spectrum Ward -- Enchantment - Aura
Enchant creature Enchanted creature has protection from multicolored.
Blue Cards - 15:
Soulweave Kachinto -- Creature - Kachinto Shaman
1/1 Flying When Soulweave Kachinto enters the battlefield, target noncreature permanent gains Animate. Put a +1/+1 counter on it. (As long as it has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.)
==xx==
Soulwind -- Enchantment
Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) Animated permanents you control have flying.
==xx==
Soul Displacement -- Instant
Counter target creature spell. You may put a +1/+1 counter on target permanent.
==xx==
Barter With Souls -- Instant
Bribery 3 (As you cast this spell, an opponent of your choice may have you create two 1/1 red goat creatures.) Return target creature to its owner’s hand unless you were bribed.
==xx==
Cay Ark -- Creature - Ship
0/5 Bribery 3 (As you cast this spell, an opponent of your choice may have you create three 1/1 red goat creatures.) Counter Cay Ark if you are bribed. Defender : Until end of turn, Cay Ark gets +3/-3 and loses defender.
==xx==
High Tithe -- Instant
Bribery 3 (As you cast this spell, an opponent of your choice may have you create three 1/1 red goat creatures.) Counter target spell unless you were bribed.
==xx==
Voidmage Apprentice -- Creature - Human Wizard
Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Voidmage Apprentice is turned face up, counter target spell.
==xx==
Castle Infiltrator -- Creature - Human Wizard
2/2 Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Castle Infiltrator is turned face up, draw a card.
==xx==
Jungle Watchers -- Creature - Bird
0/5 Defender, flying Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
==xx==
Storm Crow -- Creature - Bird
1/2 Flying
==xx==
Altering Breeze -- Sorcery
Move any number of +1/+1 counters from target permanent onto another target permanent.
==xx==
Brilliant Plan -- Sorcery
Draw three cards.
==xx==
Time Ebb -- Sorcery
Put target creature on top of its owner's library.
==xx==
Tome Scour -- Sorcery
Target player puts the top five cards of his or her library into his or her graveyard.
==xx==
Trip the Trap -- Instant
Uncover — Draw a card and reveal it. If it’s an artifact card, you may cast it. Return target creature to its owner's hand.
Black Cards - 15:
Carcass Harvester -- Creature - Insect
2/2 Delve (Each card you exile from your graveyard while casting this spell pays for .) Flying Carcass Harvester enters the battlefield tapped.
==xx==
Blood-Render -- Creature - Imp Beast
3/5 Delve (Each card you exile from your graveyard while casting this spell pays for .) Deathtouch
==xx==
Murderous Cut -- Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Destroy target creature.
==xx==
Unsatiated Overseer -- Creature - Human Cleric
2/2 Bribery 2 (As you cast this spell, an opponent of your choice may have you create two 1/1 red goat creatures.) Counter Unsatiated Overseer if you were bribed.
==xx==
Bloody Ritual -- Sorcery
Bribery 2 (As you cast this spell, an opponent of your choice may have you create two 1/1 red goat creatures.) Target player loses 4 life. You gain 4 life unless you were bribed.
==xx==
Lax Assassination -- Instant
Bribery 1 (As you cast this spell, an opponent of your choice may have you create a 1/1 red goat creature.) Destroy target creature. If you were bribed, that creature’s controller sacrifices a creature instead.
==xx==
Shadow Dancer -- Creature - Human Rogue
2/1 Intimidate Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
==xx==
Strangling Shadow -- Creature - Spirit
2/4 Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Strangling Shadow is turned face up, destroy target creature.
==xx==
Ominous Cloud -- Creature - Spirit
3/7 Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
==xx==
Altar's Reap -- Instant
As an additional cost to cast Altar’s Reap, sacrifice a creature. Draw two cards.
==xx==
Tormented Soul -- Creature - Spirit
1/1 Tormented Soul can't block and can't be blocked.
==xx==
Drooling Dead -- Creature - Zombie
3/3 Whenever Drooling Dead attacks or blocks, you lose 1 life.
==xx==
Disentomb -- Sorcery
Return target creature card from your graveyard to your hand.
==xx==
Knock Out -- Sorcery
Target player discards a card then puts the top X cards from the top of his or her library into his or her graveyard, where X is the converted mana cost of that card.
==xx==
Find the Boneyard -- Instant
Uncover — Draw a card and reveal it. If it’s a creature card, you may cast it. Exile target player’s graveyard.
Red Cards - 15:
Blood Sapper -- Enchantment
Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) At the beginning of each end step, if you were dealt damage this turn, put a +1/+1 counter on Blood Sapper.
==xx==
Spirit of War -- Enchantment
Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) Animated permanents you control get +1/+1 and have first strike.
==xx==
Sap -- Sorcery
Sap deals 2 damage to target creature or player. Put a +1/+1 counter on target permanent.
==xx==
Corpse Lurker -- Creature - Wurm
4/2 Delve (Each card you exile from your graveyard while casting this spell pays for .) First strike
==xx==
Deadly Scavenge -- Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Draw two cards, then discard two cards.
==xx==
Vengeance of Lost Tribes -- Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Vengeance of Lost Tribes deals 2 damage to target creature. If your graveyard is empty, it deals 4 damage to that creature instead.
==xx==
Stubborn Grazer -- Creature - Goat
3/2 Bribery 2 (As you cast this spell, an opponent of your choice may have you create a 1/1 red goat creature.) Stubborn Grazer can’t attack if you control another Goat.
==xx==
Shepherd's Bane -- Creature - Wolf
4/2 Bribery 2 (As you cast this spell, an opponent of your choice may have you create a 1/1 red goat creature.) Shepherd’s Bane has haste unless you were bribed.
==xx==
Charge -- Sorcery
Bribery 3 (As you cast this spell, an opponent of your choice may have you create three 1/1 red goat creatures.) Charge deals 3 damage to target player unless you were bribed. Creatures gain haste until end of turn.
==xx==
Hornstub Auram -- Creature - Goat
1/1 Haste
==xx==
Trumpet Blast -- Instant
Attacking creatures get +2/+0 until end of turn.
==xx==
Bloodfire Ritual -- Instant
Bloodfire Ritual deals 5 damage to target creature and 2 damage to you.
==xx==
Fence Hopper -- Creature - Goat
2/3 , Sacrifice Fence Hopper: Fence Hopper deals 3 damage to target creature or player.
==xx==
Cliffside Ambusher -- Creature - Human Soldier
3/1 Haste When Cliffside Ambusher enters the battlefield, it gains first strike until end of turn.
==xx==
Solving the Temple's Oath -- Instant
Uncover — Draw a card and reveal it. If it’s a sorcery card, you may cast it. Each creature can’t be blocked this turn except by two or more creatures.
Green Cards - 15:
Vane Terrat -- Creature - Goat
0/1 When Vane-Driven Terrat enters the battlefield, put a +1/+1 counter on target permanent.
==xx==
Spirit of Harvest -- Enchantment
Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) Whenever a creature you control dies, you gain 2 life.
==xx==
Arach's Mist -- Enchantment
Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) Animated permanents get +1/+3 and have reach.
==xx==
Graveborn Mauler -- Creature - Beast
3/2 Delve (Each card you exile from your graveyard while casting this spell pays for .) When Graveborn Mauler dies, you gain 4 life.
==xx==
Grave-Hunter Wurm -- Creature - Wurm
6/6 Delve (Each card you exile from your graveyard while casting this spell pays for .) Trample
==xx==
Sift Through Sediment -- Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Return target card from your graveyard to your hand.
==xx==
Shrouded Predator -- Creature - Beast
3/3 Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
==xx==
Patron of the Wild -- Creature - Elf
1/1 Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Patron of the Wild is turned face up, target creature gets +3/+3 until the end of turn.
==xx==
Fell Kachinto -- Creature - Kachinto Archer
2/4 Reach Fell Kachinto gets +2/+0 as long as it is blocking a creature with flying. Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
==xx==
Longleg Arach -- Creature - Spider
1/6 Reach
==xx==
Grazing Terrat -- Creature - Goat
2/2 When Grazing Terrat leaves the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library.
==xx==
Mulch -- Sorcery
Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
==xx==
Zchurst Powder -- Instant
Destroy target artifact or enchantment.
==xx==
Canopy of Zchurst -- Instant
Put a +1/+1 counter on each creature you control.
==xx==
Uncharted Territory -- Instant
Uncover — Draw a card and reveal it. If it’s a land card, you may put it onto the battlefield tapped. Prevent all combat damage that would be dealt this turn.
Multicolor Cards - 4/12:
Essence Martyr -- / Creature - Kachinto Shaman
1/1 When Essence Martyr dies, you may put a +1/+1 counter on target permanent.
==xx==
Eternal Servant -- / Creature - Spirit
1/1 If Eternal Servant would be exiled from your graveyard, shuffle it into your library instead.
==xx==
Will Interpreter -- / Creature - Human Cleric
2/1 For the next spell you cast with bribery this turn, you may choose yourself instead of an opponent.
==xx==
Shadow Stalker -- / Creature - Human Shaman
0/3 Whenever Shadow Stalker blocks or becomes blocked by a face down creature, you may look at it.
==xx==
Life Cycle -- Enchantment
Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) When Life Cycle becomes animated, return target creature to its owner's hand.
==xx==
Hedge Kachinto -- Creature - Kachinto Shaman
1/1 Flying At the beginning of your upkeep, put a +1/+1 counter on target permanent.
==xx==
Enthralled Goblin -- Creature - Goblin
3/2 Put a -1/-1 counter on Enthralled Goblin: Enthralled Goblin gains haste until the end of turn.
==xx==
Ancestor's Wrath -- Enchantment - Aura
Delve (Each card you exile from your graveyard while casting this spell pays for .) Enchant creature Enchanted creature gets +5/-5.
==xx==
Sinner's Request -- Sorcery
Bribery 3 (As you cast this spell, an opponent of your choice may have you create two 1/1 red goat creatures.) Unless you were bribed, draw two cards, then discard two cards.
==xx==
Omen Specter -- Creature - Specter
2/2 Flying Bribery 3 (As you cast this spell, an opponent of your choice may have you create three 1/1 red goat creatures.) When Omen Specter enters the battlefield, target player discards two cards unless you were bribed.
==xx==
Dimensional Revision -- Instant
Turn target creature with morph face down. Put a +1/+1 counter on it.
==xx==
Earth Wurm -- Creature - Wurm
4/4 Hexproof Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
==xx==
Massive Troll -- Creature - Troll
2/2 Trample, haste Whenever a creature card is put into your graveyard from anywhere, Massive Troll gets +1/+0 until the end of turn.
==xx==
Barbshot Arach -- Creature - Spider
2/3 First strike, reach
==xx==
Dark Shepherd -- Creature - Human Rogue
3/3 Dark Shepherd can’t be blocked as long as you control three or more creatures with a power of 2 or less.
==xx==
Spirit of Death's Chill -- Creature - Shade
2/2 /, Sacrifice a non-Spirit creature: Spirit of Death’s Chill gets +2/+2 until the end of turn.
Artifact Cards - 6:
Altar of Purity -- Artifact
When Altar of Purity enters the battlefield, exile target graveyard. , : Produce , or (Add , or to your mana pool.)
==xx==
Cheritritin Gauntlets -- Artifact - Equipment
Equipped creature gets +2/+2. Equip
==xx==
Completed Catacomb -- Artifact
, , Put the top card of your library into your graveyard: Produce , , or (Add , , or to your mana pool.)
==xx==
Ionized Rod -- Artifact
, : Produce , , or (Add , , or to your mana pool.) Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.)
==xx==
Mantle of Tribute -- Artifact
, : Produce , , or (Add , , or to your mana pool.) Whenever you are bribed, you gain 1 life.
==xx==
Shadow Veil -- Artifact
, : Produce , , or (Add , , or to your mana pool.) Morph (You may cast this face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Shadow Veil is turned face up, add to your mana pool.
Nonbasic Lands- 4:
Archaeological Dig -- Land
: Produce (Add to your mana pool.) , Sacrifice Archaeological Dig: Add one mana of any color to your mana pool.
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Evolving Wilds -- Land
, Sacrifice Evolving Wilds: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
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Necromantic Growth -- Land
, Sacrifice Necromantic Growth: Reveal the top four cards of your library. Put a land card revealed this way onto the battlefield tapped and the rest into your graveyard.
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Shimmering Grotto -- Land
: Produce (Add to your mana pool.) , : Add one mana of any color to your mana pool.
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quotes wrote:
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
Alright... a shameless bump for this. I know I said that I was going to rework this set, BUT I was wondering if before I did, if anyone would be willing to do somewhat of a sealed playtest with it?
Also, here is what I was thinking of how it would be done. I'll give each interested person a pool of 7 booster packs. 6 boosters will have 14 Commons. 1 booster will have 5 Uncommons
The commons remain mostly unchanged from before, usually just number tweaks. The uncommon pool is this:
Spoiler
Charm of Tyrrany -- Instant
Choose one — • Exile target attacking creature. • Each opponent loses 2 life. You gain life equal to the life lost this way. • Each opponent sacrifices a permanent.
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Charm of Observation -- Instant
Choose one — • Draw two cards. • Creatures you control gain first strike until the end of turn. • Distribute two +1/+1 counters among one or two target permanents.
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Charm of Death -- Instant
Choose one — • Put the top five cards from your library into your graveyard. • Charm of Death deals 1 damage to each creature and each player. • Return target card from your graveyard to your hand.
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Charm of Arrogance -- Instant
Choose one — • Counter target spell. • Target player discards two cards. • Charm of Arrogance deals 4 damage to each player.
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Charm of Obscurity -- Instant
Choose one — • Prevent all damage that would be dealt this turn. • Put target creature on top of its owner’s library. • Creatures you control gain intimidate until the end of turn.
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Mizi's Inspiration -- <m>m><m>m> Instant
Until end of turn, if target creature you control dies, exile target creature that dealt damage to it.
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Mental Copy -- <m>m><m>m> Enchantment
You have no maximum hand size. Animate (As long as this has a +1/+1 counter on it, it is a 0/0 creature in addition to its other types.) Whenever you draw a card, put a +1/+1 counter on Mental Copy.
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Toxic Arach -- <m>m><m>m> Creature - Scorpion
Deathtouch When Toxic Arach enters the battlefield, sacrifice a creature. Then put the top X cards from your library into your graveyard, where X is that creature’s power.
2 / 4
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Tribal Blitz -- <m>m><m>m> Sorcery
Target creature and each creature with the same name as that creature can’t be blocked this turn. You can’t be bribed this turn.
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Mass of Shadows -- <m>m><m>m> Creature - Shade
1G, Tap an untapped face down creature you control: Choose One — • Mass of Shadows gets +2/+2 until end of turn. • Mass of Shadows gains hexproof until end of turn.
2 / 2
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Wing Arume -- Artifact
You may reveal two enchantment cards from your hand instead of paying Wing Arume’s mana cost. Whenever a player casts a white spell, you gain 1 life.
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Breath Arume -- Artifact
You may reveal two other artifact cards from your hand instead of paying Breath Arume’s mana cost. Whenever a player casts a blue spell, you gain 1 life.
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Blank Arume -- Artifact
You may reveal two sorcery cards from your hand instead of paying Blank Arume’s mana cost. Whenever a player casts a black spell, you gain 1 life.
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Radiant Arume -- Artifact
You may reveal two instant cards from your hand instead of paying Radiant Arume’s mana cost. Whenever a player casts a red spell, you gain 1 life.
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Guise Arume -- Artifact
You may reveal two creature cards from your hand instead of paying Guise Arume’s mana cost. Whenever a player casts a green spell, you gain 1 life.
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Fount of Mana -- Artifact
, T: Add five mana of any combination of colors to your mana pool.
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Pyrite Palace -- Land
Pyrite Palace enters the battlefield tapped. T: Produce , , or (Add , , or to your mana pool.)
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Verdant Sanctuary -- Land
Verdant Sanctuary enters the battlefield tapped. T: Produce , , or (Add , , or to your mana pool.)
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Nomadic Retreat -- Land
Nomadic Retreat enters the battlefield tapped. T: Produce , , or (Add , , or to your mana pool.)
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Archaic Monastery -- Land
Archaic Monastery enters the battlefield tapped. T: Produce , , or (Add , , or to your mana pool.)
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Hidden Valley -- Land
Hidden Valley enters the battlefield tapped. T: Produce , , or (Add , , or to your mana pool.)
If there is enough interest, I could form an event around it, but just keep in mind this would be its first "official" playtest. I'll let this sit for a few days and I'll start setting up pools for sometime next week. Probably wednesday or thursday.
PS: Sorry if this isn't the optimum place to post this.
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
squinty_eyes: Alt, you have fantastic logic. And zero political prowess. CKY: Through a convoluted series of events involving three tons of garden gnomes and a pickup truck, Henderson’s Magikarp defeats the Deoxys terrorizing the city.
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