Primer in Purple (Vanilla Set File, Update 1.3)

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Thu, 2016-01-07 07:01
donovan_Du_Bois
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"Find your colors"

Name: Primer in Purple
Set by: Donovan_Du_Bois
Cards: 269
Plane: Vibian
Mechanics: Anchoring, Potential, The Color Purple
Tagline: "Find your colors"

Teaser

At the edge of the multiverse lies the long lost plane of Vibian. Once a vibrant plane that could rival Shandalar in raw mana power, it disappeared from existence inexplicably. Unknown to most, the planeswalker Cyn Xenatrix shielded the plane in order to contain her greatest failure.

After discovering Vibian during an ancient time before the mending, Cyn thought to give the mulitverse a gift. Brining mages of all kinds to the uninhabited but mana rich plane, she began to craft massive mana conduits capable of harnessing and storing the planes near endless supply of mana in portable mana batteries. These would be her gift, an endless stream of mana for all mages to use.

Her great plans ended how all such plans do … in disaster. It wasn’t long before mages of different colors and creeds began to bicker and argue. Soon argument turned to fighting, then fighting turned to war, then war turned to destruction. In an unknown act of malice some mage destroyed the mana conduits, and unleashed a wave of uncontrollable mana. So powerful was the blast that Cyn was forced to cut the plane off from the rest of the multiverse to spare it.

Alone in this bubble, Vibian began to change and with it the mana of the plane itself. Soon a new and twisted form of mana began to shape, Cyn could only call this mana purple. Cyn knew she couldn’t allow the purple mana into the rest of the multiverse. She feared it could have disastrous effects on other planes and their people. Thus Vibian became her home. She shaped the plane into six sections, each dedicated to a specific color of mana, and assigned each an Avatar to guide and protect the now permanent denizens of Vibian. Then she retreated to solitude to study purple mana, perhaps till the end of her days.

Her solitude was interrupted when the plane was hit with the Mending, stripping Cyn of much of her power. Without her constant effort the barrier would wane and one day break, but worse was that Cyn could only shape purple mana with her current power. She gave everything she could to keep the barrier strong, but now it has shattered and purple mana floods into the Multiverse.

This new and interesting power has attracted other planeswalkers to Vibian and will no doubt have costly consequences across the rest of multiverse.


Purple

Purple mana in this set is based loosely on the work Mark Rosewater and Paul Sottosanti posted from before the project was ultimately dropped. It is produced by caverns and represented by this symbol:

Representing a void and the abstract concept of imagination and the unknown.

To Purple, the world is full of possibility. Within it, lie wonders and possibilities most fantastic: the expression of creativity. Purple is characterized by the desire to create something entirely novel. The belief that there is something new to be seen and experienced keeps Purple mages going.

Purple believes that all creatures have a world of unknown possibility waiting just under the surface. The ability to shape the world into something completely new and unrecognizable is what Purple seeks.

Purple falls between Blue and Black on the color wheel:

This creates new allies and enemies for every color, but for purple those allies are Blue and Black, while Purples true enemy is green.

Purple borrows from blue, leaving blue less interested in the fanciful and more interested in the possible. With Illusions and Imagination firmly stuck in Purple, blue is free to explore Meta magic, Artifacts, and farther clash with its new enemy with a more Ice and Water themed focus. In Purple, Blue sees an ally who can think outside the box. New ideas are happily accepted by Blue, but Purple has no focus or end goal, where Blue wants to use knowledge to solve problems and make discoveries. Purple is happy to move from one new idea to the next when the novelty wears off, never trying to understand what it’s found.

Black sees purple as the kind of force which is happy to please itself at the cost of others. Purple happily changes the world to suit its tastes regardless of what others wish and Black can respect that. Purple mages don’t seem interested in ruling or controlling the world they create however, so black doesn’t see it as anything other than a novel tool.

Green despises purple with every fiber of its being. While blue was never happy with the way things were, it always had a plan and a purpose. Purple changes reality on a whim with no respect for what nature or anyone else intended. This is unforgivable to green.

Purple uses a variety of unusual abilities to change the flow of battle. Mono purple has access to a few tricks:

Absorb and Ersatz Creaatures

It's hard to damage something that doesn't really exist, and though not excessive purple does bring absorb back and updates it to evergreen status. Ersatz is purples first new tribe, uncanny and strange copies of real or almost real things, they simply do not belong in our reality.

Anchor

Anchor is purples very own new evergreen keyword. Representing purples ability to use imagination to affect reality.

Mana Syphon

Using effects like these Purple can effect the flow of mana in ways Green could only dream.

Flickering

Sometimes you have to make bad thoughts go away, and to purple sometimes you are the bad thought. A few moments of unreality should do you some good.

Time Magic

Shared with (not taken from) blue, time magic helps your reality match purples vision.

Mind Control

Shared with both red and blue, purple has the ability to mess with the minds of others.

Purple has a few other minor tricks, but this is it's usual arsenal.


Purple from the Past

Very few people know how MTG RAD was going about purple, but they released a cards they were working on. All of them have ended up in this set and I wanted to go through their translation.

Alosis the Chosen

I tired to stay very close to the original idea with all of these cards. Alosis has been given the updated Anchoring mechanic, and now gives hexproof instead of shroud because hexproof is evergreen. As a legendary creature and the first purple commander I thought she should have an ability herself, so she gained a cute trick.

Finori Doppleganger

Finori Doppleganger got more of a facelift. Because he requires you to pay to become a clone, I lowered his cost and gave him a little more body to work with. I simplified the ability wording (They do basically the same thing) and kept it slow while still being simple (I made it sorcery speed instead of just not during combat).

Invasion of the Soul

This one got a bit of a rules change while keeping the original spirit. The original idea is really interesting but a rules nightmare, so instead of becoming another player for a turn, you control another player for a turn and lose yours. This accomplishes the same goal with a little extra kick.

Portal

According to MTG RAD, there was no final decision of what purple would use as its basic land. I started out using deserts, but there was one obstacle to that, so I had to come up with another approach. I needed an unnatural feeling natural formation that wasn't already used, and while magic has a lot of cave like lands, caves seemed to be my best bet. I called them Caverns because I believe it sounds more thematic.


Limited Archetype Teaser

Each color combination has an interesting 'build around me' rare, as well as a check land to help fix your mana.

White/blue mana symbol White / Blue White/blue mana symbol

W/U plays with a lockdown theme, more cards to support this archetype soon.

White/black mana symbol White / Black White/black mana symbol

W/B has a creature focused pseudo-extort vibe, more cards to support this archetype soon.

White / Purple

W/P loves flying creatures to win from above, more cards to support this archetype soon.

Blue / Purple

U/P is all about delaying your opponent with time magic, more cards to support this archetype soon.

Blue/black mana symbol Blue / Black Blue/black mana symbol

U/B is built around milling this time around, more cards to support this archetype soon.

Purple / Black

P/B plays with making you discard and pay for it too, more cards to support this archetype soon.

Purple / Green

P/G finds interesting ways to get mana, including your opponents mana pools, more cards to support this archetype soon.

Purple / Red

P/R focuses on a mixture of creature stealing and random damage, chaos is the name of the game, more cards to support this archetype soon.

Black/red mana symbol Black / Red Black/red mana symbol

B/R has a full offensive force, hit hard and fast, more cards to support this archetype soon.

Black/green mana symbol Black / Green Black/green mana symbol

B/G plays a re-animator 'Kill my own creatures' strategy, more cards to support this archetype soon.

Red/green mana symbol Red / Green Red/green mana symbol

R/G has better creatures than you, and is ready to fight, more cards to support this archetype soon.

Blue/red mana symbol Blue / Red Blue/red mana symbol

U/R has better spells than you, and their creatures love it, more cards to support this archetype soon.

Red/white mana symbol Red / White Red/white mana symbol

R/W loves tiny creatures and combat tricks, more cards to support this archetype soon.

Green/wite mana symbol Green / White Green/wite mana symbol

G/W plays defense until its forces overwhelm you, more cards to support this archetype soon.

Green/blue mana symbol Green / Blue Green/blue mana symbol

G/U will get it's strange creatures around yours, and has combat tricks to bulk them up, more cards to support this archetype soon.

These are the only multicolor cards in the set, but each of them has monocolor support with use of Potential. Each Archetype will get it's own spoiler section as the cards are finished.

Cycles and Mythics and Tribal Oh My

Now for something a little more substantial. This is a collection of monocolored cycles for PIP. These introduce us to each colors tribal archetype as well as some unknown mythics and rares. You'll see a few reprints from here on out. This is designed to be a coreset with Purple so there's no need to reinvent the wheel.

Little Dudes

Every color has a 1/1 for 1 with a little flavor. These guys are a great gab at common.

Token Generators

Everyone also gets a token maker! These were tons of fun to power tribal with, and just to make chump blockers in my control deck.

Tribe Lords

And the big guns of a tribal theme, the lords. Each is a build around me rare and each tribe has continued support throughout the set.

Mages Creed

These guys are back! With their new found friend they are represent their creed well.

Charming Cycle

These tiny charms are ready to boost your monocolor performance.

Hard Hate

If some of the above give you pause, these will be the perfect answer. They are based on a purple set outline given by MTG RAD.

Avatars

Cyn created these girls to keep mana on Vibian under control.

What are these guys doing here?

After purple mana flooded away from Vibian, these jerks decided to pay Cyn a visit and investigate.

They brought their tricks

Each of those uninvited guests has a personal trick you can find in the set.

This isn't every cycle in the set but it is all the obvious monocolored ones.

A Lost Cycle

Purple is a new and sometimes dangerous force. These cards represent both the literal mechanics that were stolen from the other colors to find a space for purple, and a way the other colors can fight off purples tricks.


These cards can keep a purple deck at bay, or work with a two color deck to make the new purple mechanics shine.

Potential

Purple took two important things from the other colors when I made a place for it. It took a few mechanics, although I avoided stealing any evergreen keywords or interrupting the usual play of the colors (Purple cant exile more than white, play cards from exile, or do other things that would really disrupt play). The second thing it took is space. Each color has less cards per set now, but set sizes are already so large that a larger set might not be the right answer. For this set I decided on a new action word 'Potential'. It allows cards to function in a monocolored deck, but get a bonus for working with another color. This way each color got as many cards as I could give it, without having to dedicate too much to supporting my two colored archetypes. These cards pull double duty, they are interesting drafts for monocolor and for a limited archetype.

White mana symbol White White mana symbol

Blue mana symbol Blue Blue mana symbol

Purple

Black mana symbol Black Black mana symbol

Red mana symbol Red Red mana symbol

Green mana symbol Green Green mana symbol

Archetype Support

Adding to the rare and potential cards, these cards round out each archtype with some extra help. This shows the full multicolored archtype support, although each archtype can use quite a few of the sets monocolored cards as well.

White/blue mana symbol White / Blue White/blue mana symbol

White/black mana symbol White / Black White/black mana symbol

White / Purple

Blue / Purple

Blue/black mana symbol Blue / Black Blue/black mana symbol

Purple / Black

Purple / Green

Purple / Red

Black/red mana symbol Black / Red Black/red mana symbol

Black/green mana symbol Black / Green Black/green mana symbol

Red/green mana symbol Red / Green Red/green mana symbol

Blue/red mana symbol Blue / Red Blue/red mana symbol

Red/white mana symbol Red / White Red/white mana symbol

Green/wite mana symbol Green / White Green/wite mana symbol

Green/blue mana symbol Green / Blue Green/blue mana symbol


Finish Line
Fianlly everything is done. The whole set can be viewed at this link https://drive.google.com/open?id=0B_0zJLU52za1a2FKUElCWk02Zk0 . Feedback is still needed. I have also uploaded the set file in attachments! You will need the M15 Extra template. Thank you everyone who has helped, and who will help finish up this set.

Full Set List

Full Spoiler List for Primer in Purple
Set by Donovan Du Bois

Ajani Goldmane 2WW
Planeswalker — Ajani Mythic Rare
Starting Loyalty: 4
+1: You gain 2 life.
-1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
-6: Create a white Avatar creature token. It has “This creature’s power and toughness are each equal to your life total.”

Ajani’s Pridemate 1W
Creature — Cat Soldier Uncommon
Whenever you gain life, you may put a +1/+1 counter on Ajani’s Pridemate.
2/2

Alabaster Mage 1W
Creature — Human Wizard Uncommon
1W: Target creature you control gains lifelink until end of turn.
“We hold sacred the powers of light and life. Truth and honor are our greatest weapons.”
—Alabaster creed

2/1

Angel of Battle 2W
Creature — Angel Common
Flying
T: Angel of Battle deals 2 damage to target blocking creature.
2/2

Armored Sentry 5W
Creature — Human Soldier Common
Vigilance
3/5

Austere Charm WW
Instant Rare
Choose one —
• Exile target creature with power 3 or greater.
• Creatures you control get +1/+1 and gain lifelink until end of turn.
• Permanents you control gain indestructible until end of turn.

Avatar of Light 4WW
Legendary Creature — Avatar Mythic Rare
Flying
Vigilance
When Avatar of Light dies, return up to three target permanents with converted mana cost 3 or less from your graveyard to the battlefield.
5/5

Benalish Knight 2W
Creature — Human Soldier Common
First strike
Flash
2/2

Bound in Blood 3W
Sorcery Uncommon
Destroy target creature you control and target creature you don’t control.
Potential B — If B was spent to cast Bound in Blood, you gain life equal to the toughness of one of those creatures.

Captain of the Watch 4WW
Creature — Human Soldier Rare
Vigilance
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
3/3

Captain’s Guard 2WW
Creature — Human Soldier Common
When Captain’s Guard enters the battlefield, create two 1/1 white Soldier creature tokens.
2/2

Chilling Wind 2W
Instant Common
Tap up to two target creatures.
Potential U — If U was spent to cast Chilling Wind, those creatures don’t untap during their controllers next untap step.

Crystal-Lake Seer 1W
Creature — Human Wizard Uncommon
1U, T: Draw a card.
1/3

Dawnglow Angel 3WW
Creature — Angel Common
Flying, lifelink
3/4

Divine Protection 3W
Enchantment — Aura Common
Enchant creature
When Divine Favor enters the battlefield, you gain 4 life.
Enchanted creature gets +1/+4.

Dubious Champion W
Creature — Human Soldier Common
B: Dubious Champion gains deathtouch until end of turn.
1/1

Enlightened Monk 2W
Creature — Human Monk Common
When Enlightened Monk enters the battlefield, you may destroy target enchantment.
2/2

Honored Knight W
Creature — Human Soldier Common
Vigilance
1/1

Inner Flame 1WW
Instant Common
Target creature gets +2/+2 and gains protection from the color of your choice until end of turn.

Invigorating Bond 3W
Enchantment Uncommon
Whenever a creature enters the battlefield under your control, other creatures you control get +0/+1 until end of turn.
Potential G — If G was spent to cast Invigorating Bond, creatures you control have trample.

Lightweave Corona 1W
Enchantment — Aura Uncommon
Enchant creature
Enchanted creature gets +1/+1
If Enchanted creature is purple it also gains flying.

Lost Spirits 1W
Enchantment Rare
Whenever a creature you control is exiled, you gain 2 life.

Pride Astetic W
Creature — Cat Monk Common
Defender
Whenever Pride Astetic blocks, you gain 4 life.
0/2

Puncturing Light 1W
Instant Common
Destroy target attacking or blocking creature with power 3 or less.

Rageclaw Warrior 2W
Creature — Cat Warrior Common
R: Rageclaw Warrior gains +1/+0 until end of turn.
2/2

Reckless Barrage 3W
Sorcery Uncommon
Creatures you control gain first strike until end of turn.
Potential R — For each R that was spent to cast Reckless Barrage, creatures you control get +1/+0 until end of turn.

Ripple of Disaster 2WWW
Sorcery Rare
Destroy all nonland, nonartifact permanents.

Skylight Evoker 4W
Creature — Human Occultist Common
Flying
Potential P — When Skylight Evoker enters the battlefield, if P was spent to cast it, put a +1/+1 counter on it and it gains Absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
3/3

Timely Reinforcements 2W
Sorcery Uncommon
If you have less life than an opponent, you gain 6 life.
If you control fewer creatures than an opponent, create three 1/1 white Soldier creature tokens.

Twilight Chorister 3WW
Creature — Angel Uncommon
Flying
When Twilight Chorister enters the battlefield, you gain 2 life for each other creature you control.
4/4

Undergrowth Protector W
Creature — Human Druid Common
1G, T: Blocking creatures you control gain protection from the color of your choice until end of turn.
0/2

Veteran Armorsmith WW
Creature — Human Soldier Uncommon
Other Soldier creatures you control get +0/+1.
2/3

Veteran Swordsmith 2W
Creature — Human Soldier Uncommon
Other Soldier creatures you control get +1/+0
3/2

White Elemental Burst WW
Instant Uncommon
Choose one —
• Counter target black spell.
• Destroy target black permanent.
• Destroy target Swamp.

Aetherize 3U
Instant Uncommon
Return all attacking creatures to their owner’s hand.

Avatar of Tide 4UU
Legendary Creature — Avatar Mythic Rare
Flying
Hexproof
When Avatar of Tide dies, return up to three target instant or sorcery cards from your graveyard to your hand.
5/5

Azure Mage 1U
Creature — Human Wizard Uncommon
3U: Draw a card.
“We draw our power from the infinite ocean of the mind, where all manner of things can be conceived.”
—Azure creed

2/1

Blacksea Binding 1U
Enchantment — Aura Common
Enchant creature
When Blacksea Binding enters the battlefield, tap enchanted creature.
W: Tap enchanted creature.

Blacksea Enforcers 2UU
Creature — Merfolk Common
When Blacksea Caller enters the battlefield, create two 1/1 blue Merfolk creature tokens.
2/2

Blacksea Knight 4U
Creature — Merfolk Knight Uncommon
Flying
Potential W — When Blacksea Knight enters the battlefield, if W was spent to cast it, put a +1/+1 counter on it and it gains vigilance.
3/3

Blacksea Lunatic 2U
Creature — Merfolk Occultist Uncommon
Hexproof
1P, T, Exile Blacksea Lunatic: Put two time counters on it, it gains suspend. Exile target creature you don’t control. Put two time counters on it. If it doesn’t have suspend, it gains suspend.
1/2

Blacksea Scrying 2U
Sorcery Common
Scry 3 (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Potential G — If G was spent to cast Blacksea Scrying, draw a card.

Blue Elemental Burst UU
Instant Uncommon
Choose one —
• Counter target red spell.
• Destroy target red permanent.
• Destroy target Mountain.

Brainstorm Elemental 4U
Creature — Elemental Uncommon
R, Exile an instant or sorcery spell you control: Brainstorm Elemental deals 4 damage to target creature or player.
4/2

Cancel 1UU
Instant Common
Counter target spell.

Clandestine Telepath 2U
Creature — Human Rogue Common
Whenever Clandestine Telepath deals combat damage to a player, that player puts three cards from the top of his or her library into his or her graveyard.
1B: Clandestine Telepath is unblockable until end of turn.
1/3

Coralhelm Sovereign 3UU
Creature — Merfolk Wizard Rare
Flying
Other Merfolk creatures you control get +1/+1 and have flying.
Whenever you cast a Merfolk spell, you may tap or untap target permanent.
3/3

Cryptic Charm UU
Instant Rare
Choose one —
• Draw two cards, then discard a card.
• Counter target spell unless its controller pays 3.
• Put target nonland permanent on top of its owner’s library.

Cursedodger U
Creature — Merfolk Wizard Common
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
1/1

Disperse 1U
Instant Common
Return target nonland permanent to its owner’s hand.

Divination 2U
Sorcery Common
Draw two cards.

Emissary Drake 4UU
Creature — Drake Common
Flying
When Emissary Drake enters the battlefield, draw a card.
4/4

Icy Grasp U
Sorcery Common
Tap target creature an opponent controls. That creature doesn’t untap during its controller’s next untap step.

Jace Beleren 1UU
Planeswalker — Jace Mythic Rare
Starting Loyalty: 3
+2: Each player draws a card.
-1: Target player draws a card.
-10: Target player puts the top twenty cards of his or her library into his or her graveyard.

Jace’s Ingenuity 3UU
Instant Uncommon
Draw three cards.

Lost Time 1UU
Sorcery Rare
Draw a card for each suspended card.

Manawisp Elemental 3U
Creature — Elemental Uncommon
Flying
Whenever a player casts a green spell, put a +1/+1 counter on Manawisp Elemental.
2/2

Merfolk Cavalier 2U
Creature — Merfolk Warrior Common
Whenever Merfolk Cavalier deals combat damage to a creature, discard a card.
5/5

Merfolk Looter 1U
Creature — Merfolk Rogue Common
T: Draw a card, then discard a card.
1/1

Merfolk Revoker 3U
Creature — Merfolk Wizard Uncommon
When Merfolk Revoker enters the battlefield return target creature to its owners hand.
3/3

Mind Scour 1U
Sorcery Uncommon
Target player puts the top five cards of his or her library into his or her graveyard.
Potential B — If B was spent to cast Mind Scour, draw a card for each land put into a graveyard this way.

On Aethers Edge 3UUU
Enchantment Rare
Whenever a creature dies, you may exile it and pay X where X is its converted mana cost. If you do, create a token that’s a copy of that card.

Paranoia U
Enchantment — Aura Uncommon
Enchant creature
Enchanted creature gets -3/-0.
1U: Return Paranoia to its owner’s hand.

Passionate Echoes 2UU
Instant Common
Copy target instant or sorcery spell. You may choose new targets for the copy.
Potential R — For each R that was spent to cast Passionate Echoes, Copy it again. You may choose new targets for each copy.

Phytosage 2U
Creature — Merfolk Wizard Uncommon
Whenever Phytosage becomes tapped, you may Scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
2/2

Remove Soul 1U
Instant Common
Counter target creature spell.

Seawind Drake 2UU
Creature — Drake Common
Flying
3/4

Spell Turning 2UU
Instant Common
Counter target spell.
Potential P — If P was spent to cast Spell Turning, you may pay X, where X is that spells converted mana cost. If you do, copy it.

Alosis the Chosen 2PP
Legendary Creature — Ersatz Occultist Rare
Anchoring permanent (You may anchor this creature with an unanchored permanent when either enters the battlefield. They remain anchored for as long as you control this creature, or until it becomes anchored with another permanent.)
Hexproof.
Anchored permanent has hexproof.
3/4

Amethyst Mage 1P
Creature — Human Wizard Uncommon
1P: Exile target nonland permanent. Return it to the battlefield under its owner’s control at the beginning of the next end step.
“We are one with the unreal. Reality is an illusion and insanity is our spyglass.”
—Amethyst creed

2/1

Avatar of Illusion 4PP
Legendary Creature — Avatar Mythic Rare
Flash
Flying
When Avatar of Illusion dies, return up to three target nonland permanents to their owners’ hands.
5/5

Caller of Lost Wilds 3P
Creature — Human Occultist Uncommon
When Caller of Lost Wilds enters the battlefield, put a growth counter on target land you control.
Whenever a land you control with a growth counter on it is tapped for mana, add one mana of any color to your mana pool.
2G: Put a growth counter on target land you control.
2/3

Caller of the Unknown 4PP
Creature — Elf Occultist Rare
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
Other Ersatz creatures you control get +1/+1 and have Absorb 1.
T: Target Ersatz creature can’t be blocked this turn.
3/3

Chronobreak PP
Enchantment — Aura Common
Enchant creature
When Chronobreak enters the battlefield, put 3 time counters on enchanted creature. At the beginning of your upkeep, remove a time counter from it. When the last is removed, enchanted creature’s controller sacrifices it.

Cyn Xenatrix 1PP
Planeswalker — Cyn Mythic Rare
Starting Loyalty: 2
+1: Exile target nonland permanent, then return it to the battlefield under it’s owners control at the beginning of the next end step.
-2: Until the beginning of your next upkeep, you may cast spells as though they had flash.
-5: Until the end of your next turn, whenever an opponent adds mana to his or her mana pool, add P to your mana pool

Cyn’s Touch 1P
Enchantment — Aura Common
Enchant land an opponent controls
Whenever enchanted land is tapped for mana, add P to your mana pool.

Distort Reality 1PP
Instant Common
Creatures you control gain absorb 2 until end of turn. (If a source would deal damage to this creature, prevent 2 of that damage.)

Dreameater Worm 4P
Creature — Horror Worm Uncommon
Anchoring creature (You may anchor this creature with an unanchored creature when either enters the battlefield. They remain anchored for as long as you control this creature, or until it becomes anchored with another creature.)
You control anchored creature.
0/2

Fickle Elemental 2P
Creature — Elemental Common
Haste
R, T: Deal 3 damage to target creature you don’t control chosen at random.
2/2

Finori Doppleganger 1PP
Creature — Ersatz Occultist Uncommon
PP: Finori Doppleganger becomes a copy of target creature and gains this ability. Activate this ability only any time you could cast a sorcery.
2/2

Flashforward P
Instant Common
The next spell you cast this turn can be cast as though it had flash.

Future Thought 1P
Instant Common
Exile a nonland card from your hand. Put a number of time counters on it equal to its converted mana cost. If it doesn’t have suspend, it gains suspend.
Potential U — If U was spent to cast Future Thought, copy Future Thought.

Hypnotic Phantasm 2P
Creature — Ersatz Occultist Common
Anchoring creature (You may anchor this creature with an unanchored creature when either enters the battlefield. They remain anchored for as long as you control this creature, or until it becomes anchored with another creature.)
Defender
Anchored creature has defender.
0/4

Inept Terror 2P
Creature — Horror Common
Trample
Potential G — When Inept Terror enters the battlefield, for each G that was spent to cast it, put a +1/+1 counter on it.
1/3

Innovative Charm PP
Instant Rare
Choose one —
• Exile target creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.
• Remove two time counters from target permanent or suspended card.
• Cards you cast this turn can be cast as though they had flash.

Invasion of the Soul 3PP
Instant Uncommon
You may only cast this spell during your upkeep. End the turn. (Exile all spells and abilities on the stack. The active player discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)
You control target player during that player’s next turn. (You see all cards that player could see and make all decisions for the player.)

Luminous Siren P
Creature — Ersatz Occultist Common
T: Remove Luminous Siren and each creature blocked by it from combat. Tap those creatures.
W: Luminous Siren gains flying until end of turn.
1/1

Mana Syhpon 2PP
Sorcery Uncommon
Target opponent activates a mana ability of each land he or she controls and empties his or her mana pool. You add X to your mana pool, where X is the amount of mana emptied from that player’s mana pool this way.

Manamoth P
Creature — Ersatz Common
Anchoring land (You may anchor this creature with an unanchored land when either enters the battlefield. They remain anchored for as long as you control this creature, or until it becomes anchored with another land.)
Whenever anchored land becomes tapped, add P to your mana pool.
1/1

Mental Dissonance 2P
Sorcery Common
As you cast Mental Dissonance, any player may discard two cards. If no player does put two +1/+1 counters on target creature you control.
Potential B — If B was spent to cast Mental Dissonance, gain 1 life for each card discarded this way.

Mindsap Knight 2PP
Creature — Ersatz Knight Uncommon
Flash
Whenever a player discards a card you may draw a card.
2B: Mindsap Knight gets +1/+1 for each card in your hand.
3/2

Night Terror P
Creature — Ersatz Common
Absorb 1 (If a source would deal damage to this creature, prevent 1 of that damage.)
1/1

Nightmare Shaper 2PP
Creature — Human Occultist Common
When Nightmare Shaper enters the battlefield, create two 1/1 purple Ersatz creature tokens.
2/2

Purple Elemental Burst PP
Instant Uncommon
Choose one —
• Counter target green spell.
• Destroy target green permanent.
• Destroy target Forest.

Seizing Shadow 3PP
Creature — Horror Rare
Anchoring creature (You may anchor this creature with an unanchored creature when either enters the battlefield. They remain anchored for as long as you control this creature, or until it becomes anchored with another creature.)
Anchored creature can’t attack or block and its activated abilities can’t be activated.
4/5

Seraph of Faith 6P
Creature — Angel Uncommon
Flash, absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
Potential W — When Seraph of Faith enters the battlefield, if W was spent to cast it, put a +1/+1 counter on it and it gains flying.
5/5

Tempting Song PP
Sorcery Common
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Timelost Figment 2P
Creature — Ersatz Occultist Uncommon
Absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)
U, T, Sacrifice Timelost Figment: Exile a spell on the stack. Put two time counters on it. If it doesn’t have suspend, it gains suspend.
3/1

Touch of the Void 1P
Enchantment — Aura Common
Enchant creature
Enchanted creature has absorb 2 (If a source would deal damage to this creature, prevent 2 of that damage.)

Twisting Abomination 5P
Creature — Horror Common
Suspend 3—2P (Rather than cast this card from your hand, you may pay 2P and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
5/5

Unnatural Order 3PPP
Enchantment Mythic Rare
Whenever a card would be put into your graveyard from anywhere, instead exile it with X time counters on it where X is that cards converted mana cost. That card gains suspend.

Waste Time 3PP
Instant Uncommon
The active player may put a land from his or her hand onto the battlefield if he or she has not already done so. That player may draw a card if he or she has not already done so. End the turn. (Exile all spells and abilities on the stack. The active player discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)

Wrathful Outburst 2P
Sorcery Uncommon
Gain control of target creature an opponent controls chosen at random. Untap that creature. It gains haste until end of turn.
Potential R — If R was spent to cast Wrathful Outburst, that creature gains double strike until end of turn.

Avatar of Death 4BB
Legendary Creature — Avatar Mythic Rare
Deathtouch
Flying
When Avatar of Death dies, destroy up to three target creatures, they can not be regenerated.
5/5

Black Elemental Burst BB
Instant Uncommon
Choose one —
• Counter target white spell.
• Destroy target white permanent.
• Destroy target Plains.

Bloodsoaked Revelry 1B
Sorcery Common
Target player sacrifices a creature.
Potential R — If R was spent to cast Bloodsoaked Revelry put X +1/+1 counters on another target creature, where X is the sacrificed creatures power.

Call to Unlife 2BB
Sorcery Rare
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Vampire in addition to its other colors and types. If an opponent was dealt damage this turn, that creature enters the battlefield with two +1/+1 counters on it.

Corpsecrafter 3BB
Creature — Zombie Druid Uncommon
Whenever another creature you control dies, Corpsecrafter gets +1/+1 until end of turn.
Potential G — When Corpsecrafter enters the battlefield, for each G that was spent to cast it, you may shuffle a creature card from your graveyard into your library.
3/3

Death Reveler 2B
Creature — Vampire Warrior Uncommon
Whenever a creature an opponent controls dies, put a -1/-1 counter on target creature an opponent controls.
2/2

Defiled Templar 3BB
Creature — Vampire Soldier Common
Menace (This creature can’t be blocked except by two or more creatures.)
Potential W — When Defiled Templar enters the battlefield, if W was spent to cast it, put a +1/+1 counter on it and it gains lifelink.
3/4

Demented Dreams 2B
Sorcery Uncommon
Target player discards two cards.
Potential P — If P was spent to cast Demented Dreams, that player discards two cards at random instead.

Demonic Taskmaster 2B
Creature — Demon Uncommon
Flying
At the beginning of your upkeep, sacrifice a creature other than Demonic Taskmaster.
4/3

Disciple of Madness 3B
Creature — Human Occultist Common
Whenever Disciple of Madness becomes blocked, defending player discards a card.
1P: Exile Disciple of Madness. Return it to the battlefield under its owner’s control at the beginning of the next end step.
3/1

Disentomb B
Sorcery Common
Return target creature card from your graveyard to your hand.

Distress BB
Sorcery Common
Target player reveals his or her hand. You choose a nonland card from it. That player discards that card.

Doom Blade 1B
Instant Common
Destroy target nonblack creature.

Feathered Imp B
Creature — Imp Common
Flying
U: Until end of turn, whenever Feathered Imp deals combat damage to a player, that player puts the top three cards of his or her library into his or her graveyard.
1/1

Frenzied Vampire 3BB
Creature — Vampire Uncommon
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
1R: Frenzied Vampire gains intimidate until end of turn.
3/3

Gravemaster Demon 4BB
Creature — Demon Common
When Gravemaster Demon enters the battlefield, you may return target creature card from your graveyard to the battlefield.
4/4

Ichorvine 3B
Creature — Plant Common
Deathtouch, defender
1G: Regenerate Ichorvine.
1/3

Liliana Vess 3BB
Planeswalker — Liliana Mythic Rare
Starting Loyalty: 5
+1: Target player discards a card.
-2: Search your library for a card, then shuffle your library and put that card on top of it.
-8: Put all creature cards from all graveyards onto the battlefield under your control.

Liliana’s Caress 1B
Enchantment Uncommon
Whenever an opponent discards a card, that player loses 2 life.

Lost Secrets 1B
Enchantment Rare
Whenever you discard a card, target player loses 2 life.

Necessary Sacrifice 2B
Instant Common
As an additional cost to cast Necessary Sacrifice, sacrifice a creature.
Draw three cards.

Nighttouch Vampire B
Creature — Vampire Warrior Common
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
1/1

Ominous Wind 2BB
Instant Uncommon
All creatures get -3/-3 until end of turn.
Potential U — If U was spent to cast Ominous Wind, for each creature that dies this way, its controller puts a card from the top of his or her library into his or her graveyard.

Onyx Mage 1B
Creature — Human Wizard Uncommon
1B: Target creature you control gains deathtouch until end of turn.
“We wield death and darkness, powers that make lesser mages tremble in fear.”
—Onyx creed”

2/1

Profane Charm BB
Instant Rare
Choose one —
• Return target card from a graveyard to its owner’s hand.
• Target creature gets -4/-4 until end of turn.
• Target opponent reveals his or her hand. You choose a nonland card from it. That player discards that card.

Renegade Demon 2BB
Creature — Demon Common
5/3

Sadistic Grin 1B
Instant Common
Target creature gains lifelink until end of turn. Regenerate it.

Soul Blight 1BB
Enchantment — Aura Uncommon
Enchant creature
At the beginning of the upkeep of enchanted creature’s controller, that player loses 1 life.
1W: Enchanted creature gains “Whenever this creature deals combat damage, you gain that much life”

Soul Feast 3BB
Sorcery Uncommon
Target player loses 4 life and you gain 4 life.

Soulbound Vampire 2B
Creature — Vampire Warrior Uncommon
When Soulbound Vampire dies, each player sacrifices a creature.
2/1

Unhallowed Acolyte 2BB
Creature — Vampire Cleric Common
When Unhallowed Acolyte enters the battlefield, create two 1/1 black Vampire creature tokens.
2/2

Vampire Knight 1B
Creature — Vampire Knight Common
Intimidate
2/1

Vampire Outrider 2B
Creature — Vampire Scout Common
Flying
2/2

Vampiric Bloodlord 4BB
Creature — Vampire Warrior Rare
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.)
Other Vampire creatures you control get +1/+1 and have intimidate.
Whenever you cast a Vampire creature spell, it gains bloodthirst 2.
3/3

Arbitrary Fury 2R
Instant Uncommon
Arbitrary Fury deals 3 damage to target creature you don’t control and/or opponent chosen at random.
Potential P — For each P that was spent to cast Arbitrary Fury, it deals 3 damage to another target creature you don’t control and/or opponent chosen at random.

Arc Lightning 2R
Sorcery Common
Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players.

Avatar of Flame 4RR
Legendary Creature — Avatar Mythic Rare
Flying
Haste
When Avatar of Flame dies, it deals 4 damage to up to three target creatures and/or players.
5/5

Blazing Claws 2R
Enchantment — Aura Common
Enchant creature
Enchanted creature gets +1/+0 and has double strike.

Bloody Gladiator 2RR
Creature — Vampire Warrior Common
Double strike
2B: Regenerate Bloody Gladiator
2/2

Burning Faith 2RR
Enchantment Uncommon
Attacking creatures you control get +2/+0.
Potential W — If W that was spent to cast Burning Faith, attacking creatures you control get +2/+2 instead.

Chandra Nalaar 3RR
Planeswalker — Chandra Mythic Rare
Starting Loyalty: 6
+1: Chandra Nalaar deals 1 damage to target player.
-X: Chandra Nalaar deals X damage to target creature.
-8: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.

Chandra’s Outrage 2RR
Instant Common
Chandra’s Outrage deals 4 damage to target creature and 2 damage to that creature’s controller.

Crimson Mage 1R
Creature — Human Wizard Uncommon
1R: Target creature you control gains haste until end of turn.
“We wield the fires of rage. War is our blood and destruction our birthright.”
—Crimson creed

2/1

Demonic Destiny 1R
Sorcery Uncommon
As an additional cost to cast Demonic Destiny, sacrifice a creature
Add RRRR to your mana pool.
Potential B — If B was spent to cast Demonic Destiny, it deals damage to target player equal to the sacrificed creatures power.

Fireball XR
Sorcery Uncommon
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
Fireball costs 1 more to cast for each target beyond the first.

Goblin Arsonist R
Creature — Goblin Shaman Common
When Goblin Arsonist dies, you may have it deal 1 damage to target creature or player.
1/1

Goblin Backstabber 2R
Creature — Goblin Rogue Uncommon
1R, Sacrifice a Creature: Goblin Backstabber deals 3 damage to target creature.
1/1

Goblin Battlemaster 3RR
Creature — Goblin Rogue Rare
Haste
Other Goblin creatures you control get +1/+1 and have haste.
Goblin spells you cast cost 1 less to cast.
3/3

Goblin Striker 1R
Creature — Goblin Warrior Common
First strike, haste
1/1

Goblin Wayfinder 2R
Creature — Goblin Scout Common
When Goblin Wayfinder enters the battlefield, target creature can’t be blocked this turn.
2/1

Gunkshot Goblin 2R
Creature — Goblin Rogue Uncommon
Reach
G, T: Tap target creature with flying.
2/2

Guttersnipe 2R
Creature — Goblin Shaman Uncommon
Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent.
2/2

Incendiary Charm RR
Instant Rare
Choose one —
• Creatures with power 3 or less can’t block this turn.
• Incendiary Charm deals 4 damage to target creature.
• Creatures you control get +2/+0 until end of turn.

Incinerate 1R
Instant Common
Incinerate deals 3 damage to target creature or player. A creature dealt damage this way can’t be regenerated this turn.

Lost Chances R
Instant Rare
The next time a player chooses one or more permanents at random, target permanent you control cannot be chosen.

Mercury Dragon 4R
Creature — Dragon Uncommon
Flying
Whenever you cast an instant or sorcery spell you may pay U, if you do put a +1/+1 counter on Mercury Dragon.
4/4

Meteor Elemental 4R
Creature — Elemental Common
Flash
1P: The next time Meteor Elemental deals damage to an opponent this turn, it also deals damage equal to its power to target creature that player controls chosen at random.
3/3

Raging Rumblehulk 3RR
Creature — Elemental Common
Menace
Potential G — When Raging Rumblehulk enters the battlefield, if G was spent to cast it, put a +1/+1 counter on it and it gains trample.
4/4

Red Elemental Burst RR
Instant Uncommon
Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
• Destroy target Island.

Rekindled Fury 2RR
Sorcery Rare
After this phase, there is an additional combat phase. Creatures you control get +2/+0 and gain first strike until end of turn.

Searing Premonition 1R
Instant Common
Draw a card, then discard a card.
Potential U — If U was spent to cast Searing Premonition, draw two cards instead.

Shrapnel Shot 1RR
Sorcery Uncommon
Destroy target artifact. Shrapnel Shot deals damage to that artifacts controller equal to its converted mana cost.

Vicious Strike R
Instant Common
Target creature gets +1/+0 and gains first strike until end of turn.

Volcanic Dragon 4RR
Creature — Dragon Uncommon
Flying, haste
5/5

Warpath Knight 1R
Creature — Human Knight Common
First strike
W: Warpath Knight gets +0/+2 until end of turn.
2/1

Warren Taskmaster 2RR
Creature — Goblin Warrior Common
When Warren Taskmaster enters the battlefield, create two 1/1 red Goblin creature tokens.
2/2

Wild Spark R
Creature — Elemental Common
Haste (This creature can attack and T as soon as it comes under your control.)
At the beginning of the end step, sacrifice Wild Spark.
3/1

Young Dragon 2RR
Creature — Dragon Common
Flying
R: Young Dragon gets +1/+0 until end of turn.
3/3

Advancing Vegetation 2G
Sorcery Common
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.

Ancestors Memory 1G
Sorcery Common
As an additional cost to cast Ancestors Memory, exile a card from your graveyard.
Put target card from your graveyard on top of your library.
Potential B — If B was spent to cast Ancestors Memory, return that card to your hand instead.

Avatar of Nature 4GG
Legendary Creature — Avatar Mythic Rare
Flying
Trample
When Avatar of Nature dies, Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library.
5/5

Canopy Cobra G
Creature — Snake Common
Reach
B: Canopy Cobra gains deathtouch until end of turn.
1/1

Challenge Dominance 1G
Sorcery Common
Target creature you control fights target creature you don’t control.
Potential R — If R was spent to cast Challenge Dominance, target creature you control gets +2/+2 until end of turn.

Cloudcanopy Oakheart 2GG
Creature — Treefolk Common
Reach
2/5

Deviant Growth 1G
Instant Uncommon
Target creature gets +3/+3 until end of turn.
Potential U — If U was spent to cast Deviant Growth, put two +1/+1 counters on target creature instead.

Drove of Elves 3G
Creature — Elf Uncommon
Hexproof
Drove of Elves’s power and toughness are each equal to the number of green permanents you control.
*/*

Elven Ambush Leader 2GG
Creature — Elf Scout Common
When Elven Ambush Leader enters the battlefield, create two 1/1 green Elf creature tokens.
2/2

Elven Bowmaster 2G
Creature — Elf Archer Common
Reach
Whenever another elf enters the battlefield under your control, you may have Elven Bowmaster deal 2 damage to target creature with flying.
2/2

Elven Wolf-Rider 4GG
Creature — Elf Knight Common
1G: Regenerate Elven Wolf-Rider. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
5/6

Elvish Mystic G
Creature — Elf Druid Common
T: Add G to your mana pool.
1/1

Elvish Sorceress G
Creature — Elf Wizard Common
T: Untap target land you control.
U: Elvish Sorceress can’t be blocked this turn.
1/1

Elvish Treespeaker 3GG
Creature — Elf Druid Rare
Reach
Other Elf creatures you control get +1/+1 and have reach.
T: Add G to your mana pool for each Elf you control.
3/3

Garruk Wildspeaker 2GG
Planeswalker — Garruk Mythic Rare
Starting Loyalty: 3
+1: Untap two target lands.
-1: Create a 3/3 green Beast creature token.
-4: Creatures you control get +3/+3 and gain trample until end of turn.

Garruk’s Companion GG
Creature — Beast Common
Trample
3/3

Green Elemental Burst GG
Instant Uncommon
Choose one —
• Counter target purple spell.
• Destroy target purple permanent.
• Destroy target Cavern.

Harvest Unbounded 1GG
Sorcery Uncommon
Target player untaps five lands he or she controls.
Potential P — If P was spent to cast Harvest Unbounded and an opponent untapped a land this way, add PPPGGG to your mana pool.

Jade Mage 1G
Creature — Human Wizard Uncommon
2G: Create a 1/1 green Saproling creature token.
“We are one with the wild things. Life blooms from our fingertips and nature responds to our summons.”
—Jade creed

2/1

Leafcrest Knight 1G
Creature — Elf Knight Uncommon
G: Leafcrest Knight gains protection from the color of your choice until end of turn.
Potential W — When Leafcrest Knight enters the battlefield, if W was spent to cast it, put a +1/+1 counter on it and it gains vigilance.
1/2

Lost Lands 1GG
Enchantment Rare
Whenever a player adds mana to his or her mana pool from a source other than creatures or lands, creatures you control get +1/+1 until end of turn.

Mana Prowler 4GG
Creature — Beast Uncommon
XX, T: Put X +1/+1 counters on Mana Prowler.
P: Target player activates a mana ability of target land he or she controls. Add GG to your mana pool.
4/4

Naturalize 1G
Instant Common
Destroy target artifact or enchantment.

Oakheart Blessing 3G
Enchantment — Aura Common
Enchant creature
Enchanted creature gets +2/+2.
When enchanted creature dies, you may pay W. If you do, return Oakheart Blessing from your graveyard to the battlefield attached to a creature you control.

Oakheart Wanderer 5GG
Creature — Treefolk Warrior Common
Trample, vigilance
5/7

Oakshed Viper 3GG
Creature — Snake Common
When Oakshed Viper enters the battlefield, you may search your library for a Forest card and put that card onto the battlefield. If you do, shuffle your library.
4/4

Perennial Guard 2G
Enchantment — Aura Common
Enchant creature
Enchanted creature gets +0/+2 and has “G: All creatures able to block this creature do so.”

Primal Charm GG
Instant Rare
Choose one —
• Regenerate each creature you control.
• Target creature gets +2/+2 and gains trample until end of turn.
• Destroy target artifact or enchantment.

Rainforest Prowler 2GG
Creature — Plant Uncommon
Menace (This creature can’t be blocked except by two or more creatures.)
1R: Rainforest Prowler gains double strike until end of turn.
3/3

Reclamation Sage 2G
Creature — Elf Shaman Uncommon
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
2/1

Savage Awakening 2GGG
Sorcery Rare
Search your library for a creature card, reveal it, put it into your hand, then shuffle your library. Creatures you control get +X/+X until end of turn, where X is the revealed creatures power.

Seedguide Ash 4G
Creature — Treefolk Druid Uncommon

When Seedguide Ash dies, you may search your library for up to three Forest cards and put them onto the battlefield tapped. If you do, shuffle your library.
4/4

Tangling Web 2G
Instant Uncommon
Prevent all combat damage that would be dealt this turn.
Creatures opponents control don’t untap during their controller’s next untap step.

Touch of Nature 1GG
Sorcery Uncommon
Destroy target nonland, nonplaneswalker permanent.

Bloodcrazed Berserker 4BR
Creature — Vampire Berserker Rare
First strike, haste
Whenever a creature you control deals combat damage to an opponent put a +1/+1 counter on it.
4/4

Corpse Gorger 4BG
Creature — Plant Zombie Rare
Whenever a creature you control dies, put a number of +1/+1 counters equal to its power on target creature you control.
3/3

Fallen Seraph 1WB
Creature — Angel Rare
Flying
Whenever you gain life, creatures you control get +1/+1 until end of turn.
Whenever an opponent loses life, put a +1/+1 counter on Fallen Seraph.
2/2

Hypnotic Flamekin 4PR
Creature — Elemental Occultist Rare
Whenever a source you control deals damage to a creature you don’t control you may pay PR, if you do gain control of that creature until end of turn. Untap it, it gains haste until end of turn.
4/4

Lawbound Arcanist 2WU
Creature — Human Wizard Rare
Whenever you cast a noncreature spell, tap target nonland permanent an opponent controls. That permanent doesn’t untap during its controller’s next untap step.
2/2

Lorescale Leviathan 4GU
Creature — Leviathan Rare
Flying, trample
Whenever a creature you control deals damage to an opponent, you may draw a card.
5/5

Mindsap Lich 3UB
Creature — Zombie Wizard Rare
At the beginning of your upkeep, each opponent reveals the top card of his or her library, then puts X cards from the top of his or her library into his or her graveyard, where X is the revealed cards converted mana cost.
2/4

Oakheart Commander 1GW
Creature — Elf Soldier Rare
Vigilance
Oakheart Commander’s power and toughness are each equal to the number of creatures you control
1GW, T: Creatures you control gain lifelink and vigilance until end of turn.
*/*

Ornate Angel 2WP
Creature — Angel Rare
Flying, vigilance
Whenever Ornate Angel attacks, exile all other creatures with flying. Creatures you own return to the battlefield under your control tapped and attacking. Return each creature you don’t own to the battlefield tapped under its owners control.
2/4

Rampaging Ancient 5RG
Creature — Beast Rare
Trample
Whenever Rampaging Ancient or another creature enters the battlefield under your control, that creature fights target creature an opponent controls.
5/5

Thought Drinker 3PB
Creature — Vampire Occultist Rare
Flying
At the beginning of each opponent’s upkeep, that player loses X life, where X is the number of cards in your hand minus the number of cards in that player’s hand.
3/3

Timelost Chronomancer 3UP
Creature — Merfolk Occultist Rare
U: Remove a time counter from target suspended card you control and put a time counter on another target suspended card you control.
P, T: Exile a card from your hand, it gains suspend. Put a number of time counters on it equal to its converted mana cost.
3/3

Vicious Electromancer 1UR
Creature — Human Wizard Rare
Whenever you cast an instant or sorcery spell, Vicious Electromancer gets +1/+1 until end of turn.
Instant and sorcery spells you cast cost X less to cast, where X is Vicious Electromancer’s power.
1/3

Wargate Ambusher 3RW
Creature — Human Warrior Rare
Haste
When Wargate Ambusher enters the battlefield, you may look at the top three cards of your library. If you do, put any number of creature cards from among them onto the battlefield under your control, then put the rest on the bottom of your library in any order.
3/3

Wildheart Evoker 3PG
Creature — Elf Occultist Rare
XPG, T: Lands you control become X/X green and purple Elemental creatures until end of turn. They are still lands.
When unused mana is emptied from a players mana pool, add X to your mana pool, where X is the amount of mana emptied from that player’s mana pool.
3/3

Apprentice’s Scry Glass 1
Artifact Common
T: Scry 1 (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)

Black Mana Cell 2
Artifact Uncommon
1, T: Add BB to your mana pool.
B, T, Sacrifice Black Mana Cell: Target player discards a card.

Bloodmoon Amulet 3
Artifact Common
Sacrifice Bloodmoon Amulet: Whenever you cast a creature spell this turn, it gains bloodthirst 2.

Blue Mana Cell 2
Artifact Uncommon
1, T: Add UU to your mana pool.
U, T, Sacrifice Blue Mana Cell: Return target creature to its owner’s hand.

Green Mana Cell 2
Artifact Uncommon
1, T: Add GG to your mana pool.
G, T, Sacrifice Green Mana Cell: Until end of turn, target land becomes a 3/3 creature that’s still a land.

Guardian Golem 3
Artifact Creature — Golem Common
Defender
When Guardian Golem dies, you gain 3 life.
0/5

Purple Mana Cell 2
Artifact Uncommon
1, T: Add PP to your mana pool.
P, T, Sacrifice Purple Mana Cell: The next spell you cast this turn can be cast as though it had flash.

Red Mana Cell 2
Artifact Uncommon
1, T: Add RR to your mana pool.
R, T, Sacrifice Red Mana Cell: Red Mana Cell deals 3 damage to target creature or player.

Ring of Three Wishes
Artifact Mythic Rare
Ring of Three Wishes enters the battlefield with three wish counters on it.
5, T, Remove a wish counter from Ring of Three Wishes: Search your library for a card and put that card into your hand. Then shuffle your library.

Scroll of the Forgotten Past 4
Artifact Uncommon
T: Sacrifice Scroll of the Forgotten Past: Exile all cards from target players graveyard. You gain 1 life for each card exiled this way.

Spidersilk Lash 2
Artifact — Equipment Common
Equipped creature gets +2/+2 and has reach. (It can block creatures with flying.)
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)

Terraform Servitor 2
Artifact Creature — Construct Common
Whenever Terraform Servitor dies, search your library for a basic land card, reveal it, and put it onto the battlefield tapped. Then shuffle your library.
1/2

Vivid Mana Cell 3
Artifact Uncommon
1, T: Add two mana in any combination of colors to your mana pool.
1, T, Sacrifice Vivid Mana Cell: Draw a card.

White Mana Cell 2
Artifact Uncommon
1, T: Add WW to your mana pool.
W, T, Sacrifice White Mana Cell: You gain 5 life.

Abandoned Mine
Land Rare
Abandoned Mine enters the battlefield tapped unless you control a Cavern or a Mountain.
T: Add P or R to your mana pool.

Clifftop Retreat
Land Rare
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
T: Add R or W to your mana pool.

Crystal Field
Land Rare
Crystal Field enters the battlefield tapped unless you control a Plains or a Cavern.
T: Add W or P to your mana pool.

Dragonskull Summit
Land Rare
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
T: Add B or R to your mana pool.

Drowned Catacomb
Land Rare
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
T: Add U or B to your mana pool.

Fungal Forest
Land Rare
Fungal Forest enters the battlefield tapped unless you control a Cavern or a Forest.
T: Add P or G to your mana pool.

Ghostly Hollow
Land Rare
Ghostly Hollow enters the battlefield tapped unless you control a Cavern or a Swamp.
T: Add P or B to your mana pool.

Glacial Fortress
Land Rare
Glacial Fortress enters the battlefield tapped unless you control a Plains or a Island.
T: Add W or U to your mana pool.

Hinterland Harbor
Land Rare
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
T: Add G or U to your mana pool.

Isolated Chapel
Land Rare
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
T: Add W or B to your mana pool.

Ocean’s End
Land Rare
Oceans End enters the battlefield tapped unless you control a Island or a Cavern.
T: Add U or P to your mana pool.

Rootbound Crag
Land Rare
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
T: Add R or G to your mana pool.

Sulfur Falls
Land Rare
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
T: Add U or R to your mana pool.

Sunpetal Grove
Land Rare
Glacial Fortress enters the battlefield tapped unless you control a Forest or a Plains.
T: Add G or W to your mana pool.

Woodland Cemetery
Land Rare
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
T: Add B or G to your mana pool.

Cavern
Basic Land — Cavern Common

Cavern
Basic Land — Cavern Common

Cavern
Basic Land — Cavern Common

Cavern
Basic Land — Cavern Common

Cavern
Basic Land — Cavern Common

Plains
Basic Land — Plains Common

Plains
Basic Land — Plains Common

Plains
Basic Land — Plains Common

Island
Basic Land — Island Common

Island
Basic Land — Island Common

Island
Basic Land — Island Common

Swamp
Basic Land — Swamp Common

Swamp
Basic Land — Swamp Common

Swamp
Basic Land — Swamp Common

Mountain
Basic Land — Mountain Common

Mountain
Basic Land — Mountain Common

Mountain
Basic Land — Mountain Common

Forest
Basic Land — Forest Common

Forest
Basic Land — Forest Common

Forest
Basic Land — Forest Common


PostUpdate1
Update 1.1

Potential now gives all creatures that trigger it +1/+1 counters, thier power and toughness has been changed slightly to reflect this, but it will make keeping track of things easier for players. These cards have been changed:

PotentialChanges

In addition the following cards got minor wording changes as I try to format everything correctly:

Skylight Evoker
Blacksea Lunatic
Disciple of Madness
Meteor Elemental
Amethyst Mage

There are still formatting errors I'm looking for. If you spot any give me a heads up. I'm looking for a replacement for phasing because it's proven to be hard on players. Purple also needs an offensive keyword which I'm brainstorming now. I'd love any ideas.


PostUpdate2
Update 1.2 Rules Revision.

Looking at purple right now we have quite a bit on our plate:

Anchoring
Absorb
Flicker
Suspend
Vanishing
Flash
Phasing

Anchoring, Absorb, and Flicker are understandable and working well for the theme. Flash is great at representing purple's spell manipulation but it is under represented. Suspend is a wonderful tool for showing purples manipulation of time and space, but it is a little complex. Phasing and vanishing are overly complex, and play testers arn't liking them.

Vanishing - Our first step is going to be to cut vanishing, the following cards are affected:

Caller of Lost Wilds
Chronobreak

Caller is a complex card as it is, and isn't very usable. were going to make it worth something to mana ramp:

When Caller of Lost Wilds enters the battlefield, put a growth counter on target land you control.
Whenever a land you control with a growth counter on it is tapped for mana, add one mana of any color to your mana pool.
2 mana symbolGreen mana symbol Put a growth counter on target land you control.

Under 9 lines, simple to understand after one read, and much more useful. Next Chronobreak. The interesting part about this card is that we can make it use less space if we just rework it to put counters on the enchanted creature and not itself.

Enchant creature
When Chronobreak enters the battlefield, put 3 time counters on enchanted creature. At the beginning of your upkeep, remove a time counter from it. When the last is removed, enchanted creature’s controller sacrifices it.

Down one line of text and no keyword. That clears out vanishing.

Phasing - Okay let's face it, phasing is problematic. It's not good for players and hard to keep track of. Only 3 cards have been affected:

Cyn Xenatrix
Sudden Reversal
Touch of Insanity

The real question is what to do with these. Well I mentioned earlier that Flash was under represented, so I'm going to add more instant goodness.

Cyn Xenatrix is an easy fix. Her ability becomes -2 Until the beginning of your next upkeep, you may cast spells as though they had flash.

Sudden Reversal worked around phasing entirely. So it needs to be replaced. We have room for a color shifted reprint, and Quicken from M14 is a great template. Purple doesn't draw cards, so we are going to ax that, but its alright because we are at common, and expanding the effect a bit. The new spell is:

Flashforward Purple Mana for MTG Extra
Instant Common
The next spell you cast this turn can be cast as though it had flash.

That works well! and its much less wordy at common.

Touch of Insanity was fn to play with, but purple doesn't need 2 negative effecting aura spells. Let's do something positive.

Touch of the Void 1 mana symbolPurple Mana for MTG Extra
Enchantment - Aura Common
Enchant creature
Enchanted creature has absorb 2

Flicker - Purple likes to exile things, and flickering is working really well, but the length of time was inconsistent and made for confusing game play. Purple now always exiles until the next end step. The following cards have been changed to match:

Amethyst Mage
Cyn Xenatrix
Innovative Charm
Disciple of Madness
Ornate Angel

Finally we come to the card that started this update. Mindsap Night. Mechanically fine, but somehow I gave this flying. I don't know why, but that has been replaced with flash. Now the art makes sense and flash has plenty of representation.

Changed_Card_Art

PostUpdate3
Update 1.3 Anchoring Revision.

After further playtesting I've decided that Anchoring needs to be slightly easier to understand. This wording is less powerful, because you cannot change your targets every turn, but players loved how much smoother it was. Anchoring now reads:

Anchoring [type] (You may anchor this [creature or permanent] with an unanchored [type] when either enters the battlefield. They remain anchored for as long as you control this [creature or permanent], or until it becomes anchored with another [type].)


PostUpdate4
Update 1.4 Potential Update.

Potential creatures have been updated to add a trigger.


PostUpdate5
Update 1.5

I'm not dead, and I still love this project. Just been a little busy.

Adjusted some formatting, still trying to catch all my errors, the vanilla set file is up for others to help if they can.

All of the elemental bursts now cost XX instead of 1X, for flavor reasons.

All token creating cards have been changed to use create.

All cards with Æ have been changed to the new Ae.

AttachmentSize
Primer in Purple — Vanilla 1.5.mse-set4.3 MB

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Thu, 2016-01-07 21:47
Ziolang
Ziolang's picture

The only problem I've ever had with purple has been its disruption of the color pie. Additionally, with the addition of colorless mana matters mechanics and its generally having to do with the unnatural or fantastic, the design space for purple in my opinion has decreased to being not really much fun anymore.

That being said, your approach is more than welcome as I'm always interested in seeing how people attempt something so game-changing as a new color. Just keep in mind the many problems that come with a new color. Decreased color weights in the total sets due to a thinner spread of cards across colors; larger cycles; a new basic land type; less playability in draft due to higher likelihood of pulling too much color spread and lack of mana fixing; risk of piggybacking on blue and black too much; etc.


Avatar by vanevil.deviantart.com; commissioned for me

Thu, 2016-01-07 21:48
Robot_Face
Robot_Face's picture

Interesting. Purple seems to be split between two playstyles. The first two mechanics you talked about, absorb and anchoring, want purple to have a good board state. Absorb helps keep creatures on the battlefield longer and anchoring directly benefits from having lots of things on the battlefield. Hypnotic Phantasm can keep your opponent's threats from attacking and making you block them. Its mana siphon effects seem like they could be beneficial to that, too. Then you got to flicker, phasing, suspend, and vanishing, which seem actively harmful to the board. Flicker less so, as it just messes up anchoring and is avoidable if you flicker the right creatures. However, phasing and vanishing could really damage a nice pile of creatures, and suspend would make it harder to get permanents out. In addition, suspend and vanishing both have memory, complexity and time issues(it takes a lot of time to update the counters on every card), and combine that with the huge bucket of confusion that is phasing and you have an extremely player-unfriendly set. While they are really cool and alien-feeling flavorwise, a mono-purple deck looks like it would drag the game into everlasting tedium.
All that aside, I really enjoy the idea of doing weird things like this to the color pie, and I will definitely be watching to see how it turns out.

I like to think about the color pie. I am primarily Blue, secondarily Red, and tertiarily Green.
Come help me make Purple! Alternate purple mana symbol

Thu, 2016-01-07 23:11
donovan_Du_Bois
donovan_Du_Bois's picture

@Ziolang

The set is actually mostly complete, and I've drafted it with four friends a few times. While that isn't a huge sample size, the set seems to produce good two and three color drafts. The Archetypes are heavily present and there is a tribal theme for each mono color that helps limited play. There is some mana fixing built into the set which I'll get to explaining soon.

@Robot_Face

I really wanted to make sure that purple, and its color combinations, had a few methods of play to make it feel like a real color and much less stagnant. In our test group each player has tried mono purple at least once and it never pushed the game too far. I'll make sure to keep an eye on match times though. Purple does have some complicated stuff, but hopefully everything is explained well enough to keep things running smoothly. Our group hasn't had any problems, but no one is new.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Fri, 2016-01-08 15:07
donovan_Du_Bois
donovan_Du_Bois's picture

Update one just hit! Spoiled the rare for each archetype.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Fri, 2016-01-08 19:23
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
jacqui-pup's picture

So-- purple being between blue and black and becoming the enemy color for blue is cool by me. (Makes me wonder if you could do that with all the omniverse colors and get a mega-color pie: White mana symbolAlternate yellow mana symbolBlue mana symbolAlternate purple mana symbolBlack mana symbolAlternate orange mana symbolRed mana symbolAlternate earth mana symbolGreen mana symbolPink Mana for MTG Extra perhaps?)

With the rares, I feel like you're missing a few opportunities. The White mana symbolAlternate purple mana symbol strategy seems overly mechanical compared to the other purple strategies, and the ability is often blue (Favorable Winds). It doesn't help that the two angels are basically interchangeable white bombs that seem to have their second colors tacked on to enable an archetype. Does giving Ajani's Pridemate Black mana symbol and flying necessitate a rarity change? Not really. Is there anything ersatz about Ornate Angel? It's also a little bothersome that none of these rares have the purple evergreens.

If I have a problem with these rares, it's that they're almost all venn-diagram designs. (See [url=http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/mr202]this decade-old but still relevant article[/card].) This is nice if you're trying to establish what each color pair has in common. But that's a problem when you're introducing a new color, because it obscures what part of the card is the new ability and what part of the card is the old one. If you know what black does and you look at Thought Drinker, what does that tell you about purple? Black could get every single one of those abilities at 3 mana symbolBlack mana symbolBlack mana symbol. Could purple get life-drain? Does purple care about discards? I'm not sure.

It's also worth noting that designs of this type tend to be stronger than their monocolor counterparts (Mind Sculpt versud Glimpse the Unthinkable, for instance) but these cards seem pretty thoroughly mediocre powerwise.

You might want to do more Chinese menu designs here. Consider this card I just made up:

P/G Thirteen 3 mana symbolAlternate purple mana symbolGreen mana symbol
Creature - Elf Occultist Rare
Whenever an opponent taps a land for mana, add Alternate purple mana symbol to your mana pool.
Whenever you tap a permanent for mana, add Green mana symbol to your mana pool.
3/3

See? That establishes the shared vein of design between the two while showing a distinction. Other designs of this sort would probably be less blunt given that they wouldn't have mana symbols, but you get the point.

[center]"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game." --Mark Rosewater

Fri, 2016-01-08 19:59
donovan_Du_Bois
donovan_Du_Bois's picture

@jacqui-pup

I don't know if I'd ever want to expand that color pie that large @.@ too much overlapping design space. I didn't even notice the lack of purple keywords here, although they are at rare in mono purple.

I'll agree that some of the rares are dull, but I don't know if the Chinese menu design is the right way to go. Those cards are great for showing what the colors do individually, but not very good at showing how they work together. Because these are the first multicolor rares with purple, I really wanted to make them thematic to the color pair.

Are there any specific rares you dislike? W/P, W/B, and P/B come to mind as maybe dull and underwhelming, but I'm really a fan of U/R, P/R, R/W, and G/W.

P/G Thirteen is a great name , but is that any less boring than Wildheart Evoker? It has less 'build around me' feeling.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Tue, 2016-01-12 03:52
JBPuffin
JBPuffin's picture

...all your images are gone on my screen. Is this happening for anyone else?

Tue, 2016-01-12 04:31
donovan_Du_Bois
donovan_Du_Bois's picture

@JBPuffin Has this been fixed? I just went into a huge update and some folders got moved around. All the images should be working right now.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Thu, 2017-07-27 05:17
donovan_Du_Bois
donovan_Du_Bois's picture

Update 2 just launched!

JBPuffin has said images are broken, if anyone sees any broken images please post about them! Other than that a huge list of cycle cards has been uploaded.

In addition Jacqui-pup suggested a few rares could be made more unique and color representative, so the following archetype rares have been updated to do so:

Fallen Seraph
Ornate Angel
Thought Drinker
Wildheart Evoker

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Tue, 2016-01-12 05:05
ThisisSakon
ThisisSakon's picture

Woah, look at the stats on Nightmare Shaper.

I like this idea so far, and you've put a lot of thought into your new six color-color pie. I'll keep an eye out on this

Thu, 2016-01-14 06:27
donovan_Du_Bois
donovan_Du_Bois's picture

Update 3 is small as I finish finding art for all my archetype support cards. This simple cycle is some strange purple hate.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Tue, 2016-01-19 19:10
donovan_Du_Bois
donovan_Du_Bois's picture

Just rolled out a large 30 card update! This is half of my limited archetype support set, while this half uses the new 'Potential' action word, the second half will use more traditional methods for archetype support.

As always I love feedback!

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Tue, 2016-02-02 21:23
donovan_Du_Bois
donovan_Du_Bois's picture

Another 30 card update! This brings us to 160 spoiled cards from Primer in Purple, and gives you a better look at how the Archetypes round out. Ill get another post in the next time I go on a huge art search, as always I need feedback!

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Wed, 2016-02-03 00:03
JBPuffin
JBPuffin's picture

I believe now that, when this set is complete, I wouldn't mind running some field tests with purple decks. It'd be Casual play, with normal Magic decks for opponents, but this set looks awesome.

Wed, 2016-02-03 04:28
Autumnstar00
Autumnstar00's picture

Umm. I'm not too actively participating in this, but I have one question. What exactly does the occultist creature class represent that other types haven't already done. I.e. Cleric, wizard, shaman, etc. And what's the deal with that siren being an ersatz? I'm all for adding new types, but there needs to be some reason they're being used other than to set purple apart just because you can.

Wed, 2016-02-03 06:13
donovan_Du_Bois
donovan_Du_Bois's picture

@Autumnstar00

The Occultist class exists as a way to creeate spell casters, without interrupting Wizard/Shaman/Cleric/Druid tribal already present in magic. I use it to make sure my cards don't have unintended side effects outside of this block.

Ersatz are creatures which have been created by purple magic. They are imperfect approximations of living things. Ersatz gives purple a consistent tribal feeling.

After looking at some of my pairs these cards have been changed to keep feeling correct:

Hypnotic Phantasm - Ersatz Wizard Occultist
Finori Doppleganger - Ersatz Shaman Occultist
Ornate Angel - Angel Ersatz
Seraph of Faith - Angel Ersatz
Luminous Siren - Ersatz Wizard Occultist
Timelost Figment - Ersatz Wizard Occultist
Clandestine Telepath - Human Rogue

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sun, 2016-02-14 16:25
Mur96
Mur96's picture

I´ve been since always looking something like this. I love some good old format rebuilding, like adding new colors and making them as standalone lorefull experience rather than simply another fanset. Love this idea! Looking forward.

Wed, 2016-05-18 17:04
donovan_Du_Bois
donovan_Du_Bois's picture

Finally the full set is finished! Everything is uploading on my Google Drive and should be done soon. The full set list is in the master post up there ^. I cant give out the set file because it crashes MSE without the heavy modding I did to include purple, sorry for that inconvenience. Id love feedback and reviews from anyone who has time.

Drive Link: https://drive.google.com/folderview?id=0B_0zJLU52za1dHc2a3FhY0NXZGc&usp=sharing

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Wed, 2016-05-18 17:31
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Quick correction, if you don't mind - I did some digging on those Purple cards and they weren't made by Magic R&D - they were actually fanmade cards made in 1997 for a contest at Inquest Magazine, who purposefully hired artists that would made the cards look like official cards.

It doesn't diminish the awesome things you've done with the set and the cards in the slightest, IMHO, but I feel this should be pointed out for clarity.

Also, is there a full version of the Charm cycle art that showcases the 6-color color pie?


On hiatus
Looking for fun? Try Battle Boards!

Thu, 2017-07-27 05:22
donovan_Du_Bois
donovan_Du_Bois's picture

@ZephyrPhantom
Thank you! I had no idea about that. I thought the Wiki would be better with it's sources.
There is a full version of the charm art, but its HUGE! Here it is if you want it, and a wallpaper version.

Charm Cycle Full

Charm Wallpaper

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Wed, 2016-05-18 18:08
ZephyrPhantom
Moderator
ZephyrPhantom's picture

Wow, that looks beautiful! I'm definitely making that my wallpaper, thanks!


On hiatus
Looking for fun? Try Battle Boards!

Tue, 2016-07-19 18:23
donovan_Du_Bois
donovan_Du_Bois's picture

Just giving this a bump for a little more feedback. A sister set is in the works.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Thu, 2016-07-21 04:37
dailyblabity
dailyblabity's picture

This set is sexy as it is strange... Keep it up

My Set
Corronus Block


Thu, 2016-07-21 04:58
Vunik
Vunik's picture

When I discovered purple mana by exploring MTG's history, I was quite intrigued. The had thought about a new color? It blew my mind. And I must say, even though they dropped it due to complication issues, I would love to see it in an actual set. However, this does satiate my desire! It's a really cool idea, and looks like you have the awkwardness that would come from something as game-changing like this under control. When I have time, I really look through the set, maybe even try to draft some decks and do some pseudo-playtesting, so I can give you real feedback.

Vunik's Neverending Hub

TWOK is the best!

Sat, 2016-07-23 14:04
donovan_Du_Bois
donovan_Du_Bois's picture

@dailyblabity - I'm perfectly happy with sexy and strange. There's a followup set planned, it's in the works right now.

@Vunik - Thank you! I would love some more play-testing and I think it's ready to be moved to the showcase.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Tue, 2016-08-02 15:52
Tahazzar
Tahazzar's picture

Well, this looks a solid base for a purple. However, I would modify/scrap most of it, not because it's that bad but because better alternatives already exist.

Actually, I think purple is around 60 % solved (in my head at least). It's just that the rest of the work is mostly compiling and processing already existing info into an actual set.

... and that work is rather cumbersome.

I'm sorry if my spoiler texts are all messy, but I just can't be bothered to format them...

rambling about your current mechanics
If you use suspend, use premonition instead (its better in many ways):

Premonition X-<cost> (Rather than cast this card from your hand, you may pay <cost> and put this card into your library face up just beneath the top X cards. As it reaches the top, cast it without paying its mana cost.)


Instead of absorb I would go with instead (if at all):

Shield <variable here maybe?> (This enters the battlefield with a shield counter. If it would be dealt damage while it shield counter on it, instead prevent that damage and remove the shield counter.)

- maybe use +1/+1 counters instead?
Absorb has some nasty problems development wise...


IMO "Aurora" is a nice idea for purple basic land. Speaking of lands I had this wild idea for purple lands long time ago that were half land and you could play from hand as a land face down... - but that's a looooong story.


Phasing is bad. Like really, really bad.

If you really want something like phasing, you're better off with something like:

Cyclic (At the beginning of your upkeep, exile this until your next upkeep. It returns with haste.)

I'm currently using this keyword in my "Future Sight 2" block as a reference to phasing...

potential purple ideas
Awareness (Effects that say this creature can’t block another creature don’t apply.)


Attraction (While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one creature with attraction on the battlefield if able.)

Attraction might have some problems I'm not aware of.


Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)


Some interesting ways to deal with life could also work with purple (or at least hybrid / multicolor cards):

Entropy Ordainer Purple Mana for MTG ExtraPurple Mana for MTG Extra
Creature - ?? Common
Tap symbol: Revert target player’s life total by two. (To revert a player’s life total by two, that player loses or gains up to three life toward the life total that player had at the beginning of this turn.)
1/2

"toward his or her starting life total" instead?

Delusion X (When this enters the battlefield, you gain X life. When it leaves the battlefield, you lose that much life.)


* Caring about cost that contain 0 mana symbol or X mana symbol

Infinimancer Purple Mana for MTG ExtraPurple Mana for MTG Extra
Creature - ?? Uncommon
X mana symbol: Target creature you control becomes X/X until end of turn.
1/1

Infinite Tutor Purple Mana for MTG Extra
Instant Uncommon
Search your library for a card with 0 mana symbol or X mana symbol in its mana cost and reveal that card. Shuffle your library, then put the card on top of it.

Emptiness Purple Mana for MTG Extra
Enchantment - Aura Common
Enchant creature
Enchanted creature’s power is 0.
X mana symbol: Enchanted creature becomes X/X until end of turn. X can’t be 0.


"Draw the bottom X cards of your library."

Council of Brains Purple Mana for MTG Extra
Sorcery Common
Draw the bottom three cards of your library, then put two cards from your hand on top of your library.


I still think that messing with exile should be a theme with purple. Currently eldrazi have been eating this design space with ingest, process and cards such as Eternal Scourge and Oblivion Sower. However, this is not that bad since

  • colorless and "true" colorless are rather close to artifacts
  • green hates artifacts
  • purple is enemy color of green
  • -> purple is very friendly with colorless cards

IMO as a new color purple should be allowed to "break" exile. However, since this is rather niche ability, in the context of "normal" environments with cards such oblivion ring only pretty much, its perhaps something that purple only does at uncommon+ rarities...

Ephemeral Visions (Eternity Glaze) Purple Mana for MTG Extra
Sorcery Uncommon
Return target exiled card to its owner's hand.

Deep in Contemplation 1 mana symbolPurple Mana for MTG Extra
Sorcery Common ?
Exile the top two cards of your library, then put a card you own from exile into your hand.

Cosmic Event 3 mana symbolPurple Mana for MTG ExtraPurple Mana for MTG Extra
Sorcery Rare
Exile all creatures except for target creature you control until end of turn. That creature gets +X/+0 until end of turn, where X is the number of creature cards in exile.

Cosmic Phlebotomizer Purple Mana for MTG Extra
Creature - Elder Mystic
Tap symbol: Exile the top card of your library. If that card is a land, add Stick out your tongue: Stick out your tongue: to your mana pool.
The boundlessly complex cosmos cannot be perceived by the five feeble senses alone the normal mortal men possess.
0/1

* "reverse" Warden of the Beyond

Horde from the Beyond 2 mana symbolPurple Mana for MTG Extra
Creature - Horror Uncommon
Dreamwalk (This creature can't be blocked by untapped creatures. Tapped creatures can block it.)
~ gets +2/+2 as long as you own a card in exile.
2/2


* action keyword "Archive"
Archive (To archive a card, exile it. If you would draw a card, you may instead return an archived card you own to your hand.)


Enchantments that tap?


* Caring about the cards in your grave "in reverse"? (ie. caring about not having cards in graveyard)

<name> Purple Mana for MTG ExtraPurple Mana for MTG Extra
Creature - ?? Common
~ gets -1/-1 for each card in your graveyard.
4/4

<name> 1 mana symbolPurple Mana for MTG Extra
Instant Uncommon?
Choose target creature you don't control. Until end of turn, its power and toughness are each equal to the number of cards in your graveyard.


Verge Purple Mana for MTG Extra
Instant Uncommon?
Return target spell you don't control to its owner’s hand. That player untaps all except one target land he or she controls.
The only thing the old man had learned from the weird creatures was that on the tip of the tongue is still far beyond.


Detachment Purple Mana for MTG Extra
Enchantment Common
Sacrifice ~: Put target artifact or enchantment into its owner's library third from the top.

Clear the Soul Purple Mana for MTG Extra
Sorcery Common
Target player reveals his or her hand. You choose a nonland card from it. That player puts that card on top of his or her library.

Cards such as this and premonition make me think that "library order matters" could be another minor theme for purple?


Getting cards from side board:

Starsworn Seer 3 mana symbolPurple Mana for MTG Extra
Creature - Wizard Common
When ~enters the battlefield, you may put a basic land card you own from outside the game onto the battlefield tapped.

Also something like Mulch but with Oblivion Sower twist would be nice.


Dreamecdote 3 mana symbolPurple Mana for MTG ExtraPurple Mana for MTG Extra
Sorcery Mythic Rare
Reverse the turn order.
You take the next turn. (You take one extra turn after this one.)
There is a belief that the Vith have no time of their own. They just take what other have forgotten—their dreams.


"switch":

Whenever ~becomes blocked, you may switch it with another target creature you control. (Both of them become tapped, untapped, blocked, or unblocked respectively.)

Probably not usable although it could potentially be worded in a way that makes it grokkable.


Various "target player skips his or her next upkeep/combat/draw/untap step/phase".


Potential colorshift list for purple:
- Paradox Haze
- Web of Inertia
- Misthollow Griffin and/or Eternal Scourge
- Permeating Mass?

In a set with purple I think you are pretty much obligated to show how purple works with other colors with cards that cost
Red mana symbolPurple Mana for MTG Extra, Black mana symbol/Purple Mana for MTG Extra Black mana symbol/Purple Mana for MTG Extra, and so on

FLAVOR - Various other links - many of which were referenced to
For flavor check this out
Purple Prime by foo_intherain
There's much that can be mixed with the more common "eldrazi -esque flavor" giving it more of a round identity with multiple viewpoints.

Another with great purple flavor (is a set with alternative color pie)
Prime

Halitoth Primer
Dreamscape
"Mox Lotus" purple

Is about yellow, but might still have some fresh ideas:
Prelude to Yellow

"The only limit to my freedom is the inevitable closure of the universe, as inevitable as your own last breath. And yet, there remains time to create, to create, and escape. Escape will make me God."

Wed, 2016-08-03 00:06
jacqui-pup
Featured Set Editor - Best Set of 2015 - Community Award
jacqui-pup's picture

Yes, compiling your ideas into an actual set can be very cumbersome. Unlike telling someone that their actual set is mediocre and then dumping every idea you've had into their space without warning, which is neither cumbersome nor disrespectful. JK LOL, it's actually douchey at best and megalomanic at worst.

Ain't nothing stopping you from making your own thread for your personal ideas about purple.

[center]"It's exciting to create something that demonstrates how clever you are, that you pushed in a direction that players didn't anticipate. The problem is that the point of game design isn't to be clever, it's to create a great game." --Mark Rosewater

Wed, 2016-08-03 01:06
ZephyrPhantom
Moderator
ZephyrPhantom's picture

@ Tahazzar - Personally, I think your ideas are distinct enough from this set's to be better off as your own set. I would strongly suggest reposting this in Starting Projects and showing off your cards there, where they can be more properly appreciated. A happy smile


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Wed, 2016-08-03 03:43
fluffyDeathbringer
Moderator
fluffyDeathbringer's picture

So, what developmental issues do you think suspend and absorb have? And why is phasing bad? It's not very helpful to just say "X mechanic is bad" or "this mechanic I made is better than your mechanic choice" without saying why you think that.

Remind yourself that overconfidence is a slow and insidious killer.

Avatar by rickenfe13. goats are gay

Wed, 2016-08-03 09:59
Neottolemo
Neottolemo's picture

@Tahazzar: In addition to what the others have said: purple is not a puzzle with a single solution, it cannot be *solved*. Different interpretations of it are bound to arise because it's just a word, a colour, and any ideological or mechanical meaning that you attach to it can be correct. It's more like you have a name that doesn't inherently mean much and you have some lego pieces and can also invent more lego pieces and want to construct your image of that thing, you get me?

@donovan: I think that the Elemental Burst cycle is too strong. Potential is pretty cool, but it ought to give +1/+1 counters or something as a reminder when it grants permanent bonuses. Anchoring is weird and wordy but on most card it seems functional enough. Alosis doesn't feel that legendary, though. There are some cards that need reminder text on non-core keywords, which are sometimes capitalised even when they don't need to be. Overall this looks pretty good, though. Also, it would be nice to have a more standard set file download if possible.

Sat, 2016-08-13 15:44
donovan_Du_Bois
donovan_Du_Bois's picture

@Neottolemo I know exactly how the elemental burst cycle looks at first, but having a color lock means they only effect 20% of opponents and each color only gets access to one. In playtesting we found that it works sometimes in limited, but it's too risky to play in constructed because sometimes it ends up being useless.

Potential could give +1/+1 counters, although that would make each of those cards more complex. I couldn't think of a simple way to mark cards with permanent bonuses, so I trusted players would mark them with counters.

Anchoring is wordy, trust me I've spent lots of time trying to squeeze it down.

Alosis isn't flashy, I'd love some ideas that could help her stand out. She has a lot of space if the reminder text is removed, but because it's a core set and a new mechanic I didn't know if that was a good idea.

I'd love to know which cards have formatting errors, I tired to catch as much as I could.

*EDIT* Set File has been posted!

Thank you for all the feedback!

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-08-13 13:10
donovan_Du_Bois
donovan_Du_Bois's picture

@Tahazzar "I would modify/scrap most of it" Ouch. Alright let' see what you got.

Premonition - This is a rules nightmare. Cards in the library have never been face up. In addition this doesn't allow you to play with time counters which can be fun. (Spoiler for U/P Guild)

Shield - That's not a bad idea, but what problems does absorb have. It seems to work as intended.

IMO "Aurora" is a nice idea for purple basic land. - An Aurora is not a natural land formation or terrain type so it doesn't fit with the rest.

"Phasing is bad. Like really, really bad." - Care to go into any detail, because phasing isn't perfect, but its already in the rules and established.

I'm not going to critique each of your card ideas, some of them are good, some of them break the rules, and some of them are actually suggestions for flavor which brings me to:

"For flavor check this out" Ouch! You can't tell me the flavor of a nonexistent color is wrong. I think Purple has quite a bit of flavor here, and it sets itself apart alright. If you don't think my flavor is clear, that's different, but you seem to think I need to rework it entirely.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-08-13 15:46
donovan_Du_Bois
donovan_Du_Bois's picture

The set file is here! You need the M15, M15 Walkers, M15 Tokens, and M15 Extra templates. The art is different and 2 of the cards are not colored correctly, check the notes.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Thu, 2017-07-27 05:16
donovan_Du_Bois
donovan_Du_Bois's picture

Update 1.1

Potential now gives all creatures that trigger it +1/+1 counters, thier power and toughness has been changed slightly to reflect this, but it will make keeping track of things easier for players. In addition the following cards got minor wording changes as I try to format everything correctly:

Skylight Evoker
Blacksea Lunatic
Disciple of Madness
Meteor Elemental
Amethyst Mage

There are still formatting errors I'm looking for. If you spot any give me a heads up. I'm looking for a replacement for phasing because it's proven to be hard on players. Purple also needs an offensive keyword which I'm brainstorming now. I'd love any ideas.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-08-20 03:19
ZephyrPhantom
Moderator
ZephyrPhantom's picture

As a fellow user that's hacked together templates and struggled with making a proper release, I just want to say kudos on successfully releasing the set file!


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Thu, 2017-07-27 05:19
donovan_Du_Bois
donovan_Du_Bois's picture

Update 1.2 Rules Revision.

Looking at purple right now we have quite a bit on our plate:

Anchoring
Absorb
Flicker
Suspend
Vanishing
Flash
Phasing

Anchoring, Absorb, and Flicker are understandable and working well for the theme. Flash is great at representing purple's spell manipulation but it is under represented. Suspend is a wonderful tool for showing purples manipulation of time and space, but it is a little complex. Phasing and vanishing are overly complex, and play testers arn't liking them.

Vanishing - Our first step is going to be to cut vanishing, the following cards are affected:

Caller of Lost Wilds
Chronobreak

Caller is a complex card as it is, and isn't very usable. were going to make it worth something to mana ramp:

When Caller of Lost Wilds enters the battlefield, put a growth counter on target land you control.
Whenever a land you control with a growth counter on it is tapped for mana, add one mana of any color to your mana pool.
2 mana symbolGreen mana symbol Put a growth counter on target land you control.

Under 9 lines, simple to understand after one read, and much more useful. Next Chronobreak. The interesting part about this card is that we can make it use less space if we just rework it to put counters on the enchanted creature and not itself.

Enchant creature
When Chronobreak enters the battlefield, put 3 time counters on enchanted creature. At the beginning of your upkeep, remove a time counter from it. When the last is removed, enchanted creature’s controller sacrifices it.

Down one line of text and no keyword. That clears out vanishing.

Phasing - Okay let's face it, phasing is problematic. It's not good for players and hard to keep track of. Only 3 cards have been affected:

Cyn Xenatrix
Sudden Reversal
Touch of Insanity

The real question is what to do with these. Well I mentioned earlier that Flash was under represented, so I'm going to add more instant goodness.

Cyn Xenatrix is an easy fix. Her ability becomes -2 Until the beginning of your next upkeep, you may cast spells as though they had flash.

Sudden Reversal worked around phasing entirely. So it needs to be replaced. We have room for a color shifted reprint, and Quicken from M14 is a great template. Purple doesn't draw cards, so we are going to ax that, but its alright because we are at common, and expanding the effect a bit. The new spell is:

Flashforward Purple Mana for MTG Extra
Instant Common
The next spell you cast this turn can be cast as though it had flash.

That works well! and its much less wordy at common.

Touch of Insanity was fn to play with, but purple doesn't need 2 negative effecting aura spells. Let's do something positive.

Touch of the Void 1 mana symbolPurple Mana for MTG Extra
Enchantment - Aura Common
Enchant creature
Enchanted creature has absorb 2

Flicker - Purple likes to exile things, and flickering is working really well, but the length of time was inconsistent and made for confusing game play. Purple now always exiles until the next end step. The following cards have been changed to match:

Amethyst Mage
Cyn Xenatrix
Innovative Charm
Disciple of Madness
Ornate Angel

Finally we come to the card that started this update. Mindsap Night. Mechanically fine, but somehow I gave this flying. I don't know why, but that has been replaced with flash. Now the art makes sense and flash has plenty of representation.

The set file and set list have been updated, and this has been added to the main post.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-08-20 06:07
Vunik
Vunik's picture

Thought I'd just mention that the Cyn Xenatrix in your spoiler is still the old version.

Vunik's Neverending Hub

TWOK is the best!

Sat, 2016-08-20 06:25
donovan_Du_Bois
donovan_Du_Bois's picture

@Vunik Yeah, I'm going through and trying to catch every changed spoiler card. It's just taking some time.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-10-15 01:59
donovan_Du_Bois
donovan_Du_Bois's picture

Update 1.3 Anchoring Revision

After further playtesting I've decided that Anchoring needs to be slightly easier to understand. This wording is less powerful, because you cannot change your targets every turn, but players loved how much smoother it was. Anchoring now reads:

Anchoring [type] (You may anchor this [creature or permanent] with an unanchored [type] when either enters the battlefield. They remain anchored for as long as you control this [creature or permanent], or until it becomes anchored with another [type].)

Set files and spoilers will be updated over the next few days.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-10-15 02:42
ZephyrPhantom
Moderator
ZephyrPhantom's picture

New anchoring wording seems to good to me! ^^


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Sat, 2016-10-15 02:49
MysticalOctopus
MysticalOctopus's picture

Instead of saying creature or permanent why not just say permanent?

My Set Hub[/size]

Sat, 2016-10-15 05:06
donovan_Du_Bois
donovan_Du_Bois's picture

@MysticalOctopus The things in brackets change depending on the card. So it will say either "creature" or "permanent".

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Sat, 2016-10-15 14:01
MysticalOctopus
MysticalOctopus's picture

So if it's a creature it'll say creature otherwise permanent? Since creatures are permanents, why not just make it always say permanent?

My Set Hub[/size]

Sun, 2016-10-16 15:15
donovan_Du_Bois
donovan_Du_Bois's picture

@MysticalOctopus - Many keywords change wording slightly depending on card type. For instance Llanowar Reborn and Cytoplast Manipulator both have Graft. On LR it reads "This land enters ... this land onto it." but on CM it reads "This creature enters ... this creature onto it.".

I think it's done to make the abilities easier to read.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Mon, 2016-10-17 01:31
isaac the awesome
isaac the awesome's picture

Potential should say "When this creature enters the battlefield, if X mana symbol was spent to cast it, put a +1/+1 counter on it." It needs a trigger attached to it.

Mon, 2016-10-17 02:47
donovan_Du_Bois
donovan_Du_Bois's picture

@isaac the awesome - Thank you so much, all potential creatures have been updated.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Mon, 2016-10-17 03:19
isaac the awesome
isaac the awesome's picture

Also have you thought about formatting it like this?
Potential <color> (When this creature enters the battlefield, if {param1} was spent to cast it, put a +1/+1 counter on this creature.)

Mon, 2016-10-17 03:22
MysticalOctopus
MysticalOctopus's picture

Potential isn't just on creatures though.

My Set Hub[/size]

Mon, 2016-10-17 03:31
donovan_Du_Bois
donovan_Du_Bois's picture

@isaac the awesome - MysticalOctopus is correct. The abilityword needs to work on both creature and non creature spells. It's also not a keyword so it can be flexible.

My first set Primer in Purple needs feedback!
My second set Gentrification is in the works.

Mon, 2016-10-17 15:08
WindyDelcarlo
Administrator - MSE Add-On Award
WindyDelcarlo's picture

I don't believe ability words can have cost as part of them, so I'd suggest removing the mana symbol from after the word Potential