(I initially made this on the off chance I would get in the PT. It is too big of a card dump to post on the main forum, but I'm not sure I'm going to flesh it out too much either.)
Horazin is a land where words are power, where songs have a life of their own, and reality rests upon the shifting foundation of a Dreamer. Master blacksmiths hammer virtues into metal, crafting objects of minor and major power. Seers peer into the mists of the future, sealing visions into written words. Prophecies great and small abound, weaving into a tapestry of life. However, the time is fast approaching of a foretold catastrophe that will shatter the world. Witches seclude themselves, wresting power and wisdom from the land. Far below the surface, bedrock gives way to warm mists that boil with monsters.
The Librarynth of Caer Hidlau extends deep into the earth, twisting bookcase aisles and countless books and scrolls. The scholars map and catalogue as much as they can, piecing together the scattered pages of tomes of ancient power.
Sphinxes patrol the borders of Balchder, a nation that resounds with silence, everything and everyone turned to stone. In the royal court is a single silver bell, shining and untarnished.
The King of Beasts reigns in the forests of Dwynwig, taking the lost and abandoned and making them his subjects. Intruders, however, become one with the forest's defenses.
The Asgrin desert lies where once was a vast see, littered with the bones of long dead sea creatures. The dunes surge and crest like waves, upon which the sandships sail. Oases dot the sand sea, bounded by ancient magics and shaded by scarred and pitted ironworks that resemble a simple round shield, if impossibly large and floating with no supports. Queen Eryr reigns over the nomadic people that call the Asgrin their home, bearer of the golden mystery, by which her eyes can see anything within her realm. When the time comes for a new queen, she shall whisper the mystery in her heir's ear. Lately, however, a philosopher from a distant land has worked his way into her favor. Rumor has it that he has a mystery of his own. The people are split, hoping he will add his to the royal line, fearing he will steal the golden mystery and subvert the kingdom.
The Queendom of Wenith stretches far beyond the eye can see, its borders just visible from the basalt spire upon which rests the throne of deliberation. Beneath the golden wheat, there are endless tunnels and caves. Scattered throughout are underground springs and the towns that accumulated around them.
Nomads wander the steppe and tundra of Rhwymo, shamans binding spirits and devils to serve the tribe.
New Mechanic: Riddle X (When this enters the battlefield, scry X, then exile the top card of your library face down. When an opponent casts a spell with that card's converted mana cost, you may reveal it. If you do, the riddle is answered and you may cast it without paying its mana cost.)
Returning Mechanics: Transform Soulbond
Dwynwig
Spoiler
Terrorforming Instant [C] Destroy target creature with toughness 2 or less. Create a 0/2 black Wall creature token with defender.
Animal Impulse Enchantment - Aura [U] Enchanted creature gets +2/+2 and loses all of its abilities.
Riddle of Eminence Enchantment [R] Riddle 3 When Riddle of Eminence's riddle is answered, if you control more permanents with the highest converted mana cost among permanents than any other player, you win the game.
Gwylt Brenin, King of the Lost Legendary Creature - Faerie Wizard [M] Whenever a creature an opponent controls dies, you may tap two untapped creatures you control. If you do, return that creature card from the graveyard to the battlefield under your control at the end of turn. Whenever you are dealt combat damage by a creature, that creature's controller may gain control of a creature they own of their choice. 3/5
Asgrin
New token: Tome Artifact Riddle 2 When Tome's riddle is answered, sacrifice it.
Spoiler
Stonehull Raiders Creature - Human Pirate [C] : Target creature cannot block Stonehull Raiders this turn and Stonehull Raiders gets +1/+0 until end of turn. 2/2
Aegis Oasis Artifact Enchantment [U] Prevent all non-combat damage that would be dealt to untapped creatures you control.
Amwys, The Soft-Spoken Creature - Human Advisor [R] When Amwys, The Soft-Spoken enters the battlefield, target opponent creates a Tome artifact token. As long as that Tome has not left the battlefield, whenever one or more creatures attack you or a Planeswalker you control, untap and gain control of target attacking creature. 0/4
Queen Eryr, Farsighted Legendary Creature - Human Shaman [R] When Queen Eryr, Farsighted enters the battlefield, target opponent creates a Tome artifact token. As long as that Tome has not left the battlefield, creatures you control have menace, firststrike, and vigilance 3/2
Caer Hinlau
Spoiler
Departmental Grifter Creature - Human Advisor [C] When Departmental Grifter enters the battlefield, choose a card type. Whenever an opponent plays the chosen card type, they lose 1 life and you gain 1 life. 2/1
Lesser Concordance Enchantment [U] When Lesser Concordance enters the battlefield, put X verse counters on it. Spells with converted mana cost equal to the number of verse counters on Lesser Concordance cost less to cast. The Grand Concordance was the compromise that forced scholars to declare their specialties, turning hoarded texts into liquid assets in the market of knowledge. Lesser agreements grease smaller wheels.
Riddle Game Sorcery [U] Each player exiles a total of three cards from their hand and the top of their library facedown and may look at them at any time. As long as those cards are exiled, their owners may use them as an answer to any riddle they control.
Secretive Archivist Creature - Human Wizard [R] Riddle 3 At the beginning of your upkeep, if Secretive Archivist's riddle has been answered, scry 2 and draw a card. 2/3
Dirgel, the Patient Legendary Creature - Human Advisor [M] Hexproof, Riddle 5 : Each player draws a card. When Dirgel, the Patient's riddle is answered, transform it. 1/3 //////// Dirgel, the Unanswered Riddle Legendary Creature - Human Wizard [M] Hexproof, Riddle 0 You may use cards in your hand as an answer to any riddle you control. 2/6
Wenith
Spoiler
Impasse Sentinel Creature - Elf Soldier [C] Soulbond Impasse Sentinel can only pair with creatures an opponent controls. As long as Impasse Sentinel is paired with another creature, each of those creatures cannot attack. 1/3
Persistant Pungsan Creature - Hound [U] Soulbond Persistant Pungsan can only pair with creatures an opponent controls. The creature Persistant Pungsan is paired with blocks it each turn if able. 3/2
Unbreakable Vow Enchantment - Aura [R] Enchant Creature Enchanted creature has soulbond and "as long as this creature is paired with another creature, each of those creatures has indestructible." When Unbreakable Vow enters the battlefield, pair enchanted creature with another creature you control if it does not have a paired creature.
Breuddwyd, Heart of All Legendary Creature - Human Witch [R] Breuddwyd, Heart of All is paired with each creature you control in addition to their other paired creature. Breuddwyd, Heart of All has all the abilities among creatures you control that count paired creatures. 2/3
Balchder
Spoiler
Ceaseless Digger Artifact Creature - Golem [U] Sacrifice a land, t: Add . You must activate this ability each turn if able. 2/2 From a simple Balchder estate, a trench stretches for miles.
Looter of Balchder Creature - Human Rogue [U] Looter of Balchder can't be blocked by creatures without haste or vigilance. Whenever Looter of Balchder deals combat damage to a player, create a Treasure artifact token. 1/2 Unclaimed riches abound in Balchder, their former owners turned to stone in some ancient calamity.
Slumbering Guardian Artifact Creature - Golem [U] Defender When a creature deals combat damage to you, transform Slumbering Guardian. 2/4 The Balchder aristocracy lived in comfort, attended by their stone servants. ////// Awoken Ancient Artifact Creature - Golem [U] Vigilance 1w: Awoken Ancient deals 1 damage to target attacking creature. 2/4 In the silence, the golems could do nothing but abide by the orders they had received before the Ringing of the Bell.
Bell of Silence Legendary Artifact [R] Indestructible When Bell of Silence enters the battlefield, tap all permanents. Permanents do not untap during their controller's untap step. Tapped permanents are artifacts in addition to their other types. When a player is dealt damage, sacrifice Bell of Silence.
Rhwymo
Spoiler
Seeker of Names Creature - Human Shaman [C] When Seeker of Names enters the battlefield, reveal the top four cards of your library. Put up to one creature card revealed this way into your hand and the rest into your graveyard. 1/2 To bind a spirit, one must first know its true name.
Clipped Imp Creature - Imp Spirit [C] Soulbond As long as Clipped Imp is paired with a creature, it has deathtouch and flying. When Clipped Imp becomes unpaired, transform it. 1/2 //////// Minor Scourge Creature - Imp [C] Flying, deathtouch At the end of your turn, a random opponent gains control of Minor Scourge. 1/4
Potted Dryad Creature - Dryad Spirit [U] Soulbond As long as Potted Dryad is paired, it has "t: Add gg." When Potted Dryad becomes unpaired, transform it. 1/2 ////////// Restful Copse Land - Forest [U]
Keeper of Bindings Creature - Human Shaman [U] , t: Destroy target creature you own, then return target creature card from your graveyard to your hand. 3/2 Names have power, and the shamans of Rhwymo know many names.
Devoted Departed Creature - Human Spirit [U] Soulbond The creature Devoted Departed is paired with gets +2/+2 and has Hexproof. When Devoted Departed becomes unpaired, transform it. 1/1 ////// Grieving Ghost Creature - Spirit [U] Trample, hexproof This attacks each turn if able. 3/3
Shackled Behemoth Creature - Demon Spirit [R] Trample Soulbond As long as Shackled Behemoth is paired with a creature, whenever it deals combat damage to a player, put a +1/+1 counter on it. When Shackled Behemoth becomes unpaired, transform it. 6/6 ////////// Wrathful Lord Creature - Demon [R] Flying, trample At the end of turn, sacrifice another creature and a random opponent gains control of Wrathful Lord. 6/6
It really is pretty neat. But did you ever pay attention to my unfinished set because this does have some of the same concepts. Riddles, a plane that exists inside a dreaming entity. I can go find the old post if you ever need inspiration. It is unlikely that I will ever finish it anyway.
I haven't really looked at other people's sets outside of Starstill, but I would be interested to see what you are talking about. My inspirations for this set are from the Nightwish album "Dark Passion Play", the Riddle Master trilogy, the morindim of the Belgariad, and a Labyrinth fanfic that expands the setting a bit. https://archiveofourown.org/works/17040 ... ers/248828
I thought I had posted it here but apparently it was on the old boards, didn't finish and I worked on it hoping to finish before posting anything.
The jist though, was that the plane exists inside the mind of a dead Crucius, the sphinx planeswalker that made etherium as a sort of failsafe thing to bring him back to life after death. Idk it was kind of a weird plot. But anyway the overarching story is that this plane is a utopian paradise because all the cultures are based around riddles and questions, nobody has time for fighting, only thinking. Each faction is trying to create the ultimate unsolvable puzzle and then spend eternity trying to solve it. Each faction doing so in different ways. There was a bit of a greek flavor with witches of fate and other things. Although then Theros came out a few years after and I guess that took away some of my interest for finishing it. White faction was gonna be like weird peace keeper things that turn evil in the second set as Crucius starts to wake up and everything gets crazy. White faction wants to keep him from waking up basically and idk. The other thing that reminded me of my set was that unsolved riddles would eventually become living beings in the form of humunculii.
Riddles were a subtype of instant or sorcery that became "answered" if a player cast a spell or activates a non-mana ability while it's on the stack. I had morph and cycling and puzzles which I never really decided on how to do, although I had several prototypes. Lots of silly things and alternate wincons and stuff. Dangit I kinda want to work on it again now.
I'm not sure I'm going to flesh it out too much either.
I was wrong.
White Commons
CW01 Creature small: Impasse Sentinel Creature - Elf Soldier [C] Soulbond Impasse Sentinel can only pair with creatures an opponent controls. As long as Impasse Sentinel is paired with another creature, each of those creatures cannot attack. 1/3
CW02 Creature small: Gustcloak Quartermaster Creature - Human Soldier [C] Lifelink Whenever Gustcloak Quartermaster becomes blocked, you may untap Gustcloak Quartermaster and remove it from combat. 2/2 The Sea of Sands conceals many things, opening itself only to those who are one with it.
CW03 Creature small: Wandering Wheatling Creature - Faerie Soldier [C] Flying 1/1 Many come to Wenith for its golden grains. Countless beggars abide by the Queen’s mercy while thieves find they must abide by the Queen’s command.
CW04 Creature small: Rampaging Groomer Artifact Creature - Golem [C] Tap another untapped creature, t: Gain 3 life. You must activate this ability each turn if able. 2/3 Golems sometimes stray from Balchder on an errand known only to themselves and their petrified masters. Considerable wealth awaits those who guess correctly and prepare accordingly.
CW05 Creature small: Zephyr Watcher Creature - Elemental Soldier [C] Firststrike. Whenever Zephyr Watcher becomes blocked, you may untap Zephyr Watcher and remove it from combat. 2/2 Zephyrs serve the line of Asgrin queens for as long as many can remember. Some legends tell of a mighty wizard wresting the wind as a sign of his love, though his name and tomes have been lost to time.
CW06 Creature small: Training Sergeant Creature - Elf Soldier[C] Soulbond Whenever a creature you control becomes paired with another creature, it gets +1/+1 until end of turn. 2/1 Teamwork in a tunnel can turn what would be a fair fight into a siege.
CW07 Creature small: Perimeter Walker Artifact Creature - Golem Defender Whenever one or more creatures attack you or a planeswalker you control, Perimeter Walker loses defender until the end of your next turn. 3/2
CW08 Creature small: Codex Bearer Creature - Human Cleric Lifelink When Codex Bearer enters the battlefield, create a Tome token. 2/3 “Neither lamp nor candle bear we, nor shall the Sun cast its eye upon the withered page. By light of the dawn, dusk, and moon the word is illuminated and preserved.” - Oath of the Scriptorians
CW09 Creature small: Zenith Skirmisher Creature - Faerie Soldier Flying, Soulbond The creature Zenith Skirmisher is paired with gets +1/+0 and has firststrike. 1/2 There is nowhere for invaders to hide in Wenith. The tunnels are filled and well mapped by the residents, and the endless field of grain betrays any attempt to pass through it.
CW10 Creature small: Cobbled Mockery Artifact Creature - Golem Whenever this attacks, it doesn’t untap during your next untap step. 2/2 Many artificers have tried to match the wonder that is Balchder golems, always with limited success.
CW11 Creature medium: Dazzling Detachment Creature - Elf Soldier Soulbond Dazzling Detachment can only pair with creatures an opponent controls. Whenever Dazzling Detachment attacks, tap the creature it is paired with. 3/3 Polished armor is a tactical choice on the plains of Wenith.
CW12 Creature medium: Cirrus Zephyr Creature - Elemental Flying Whenever Zephyr becomes blocked, you may untap Zephyr Watcher and remove it from combat. 3/4 Few things can match a zephyr in the sky, and even fewer can catch them.
CW13 Enchantment Aura: Aegis Charm Artifact Enchantment - Aura Enchant Creature As long as enchanted creature is untapped, it gets +2/+2 and has hexproof. Molten from the iron-ladden sands of the oases, it partakes of the same protective mystery as the ancient ironworks above.
CW14 Enchantment Aura: Partner Tactics Enchantment - Aura Enchant Creature Enchanted creature has soulbond. As long as enchanted creature is paired with a creature, each of those creatures that you control gets +1/+2.
CW15 Instant: Ancient Ire Instant This deals 2 damage to target attacking creature. If you control an artifact, destroy that creature instead. The first thing any would-be archeologist learns is that anyone powerful enough to leave an interesting legacy was also very nearly paranoid enough in defending it and themselves.
CW16 Instant: Gustcloak Intervention Instant Target creature you control gets +1/+0 and gains firststrike until end of turn. Whenever it deals combat damage this turn, untap it and remove it from combat. It is said that those who are favored by zephyrs are destined for greatness. That may be, or perhaps the expectations make it so.
CW17 Instant: Ablative Ointment Instant Prevent the next 3 damage that would be dealt to any target this turn. If that target is a creature, put a +1/+1 counter on it at the end of turn. To the discerning individual, clay has many uses.
CW18 Sorcery: Cereal Allure Sorcery [C] Create a 1/1 white Faerie creature token with flying. If you gained life this turn, create two more of that token. The vast overabundance of Wenith has done more to sway folk to its cause than any amount of bribery.
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