Canevas: The Journey of Teltail, Into the Sun, Dream Halls

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Wed, 2011-03-02 02:02
Ink
Ink's picture

Hello everyone. This will be my first serious set creation as well as my first set showcase in this magnificent forum. I would greatly appreciate comments, suggestions, opinions, violent reactions... and maybe team members!

Set Project: Canevas
First Expansion: Canevas
Second Expansion: Into the Sun
Third Expansion: Dream Halls

Backstory
Ophelia, a timid planeswalker, sought to seclude Canevas from the rest of the multiverse. She continued to work solemnly on her favorite subplane while striving to lock out foreign aethers that would dare enter her perfect world.

Despite her efforts, four different planeswalking factions arrived in her world. One faction merely sought audience with her, another faction sought to exploit the young world, another faction sought to stop the other foreign factions, while the last faction's motives were unclear. Ophelia quickly hid herself within the fourth world to avoid confrontation with the visitors but it was futile. They eventually found her and a world shaking clash took place. The the faction that sought Ophelia's audience succeeded and sent the other factions away from Canevas. Not much later, the winning faction left Ophelia and Canevas to their own devices, bringing everything back to normal... almost.

After the visitation, Ophelia divided herself into three separate beings, a trinity. One to nurture, one to protect and one to dream. Civilizations thrived on the only inhabitable continent on the first world and Ophelia left the growth of the world in the hands of its civilizations.

Canevas
Story
Canevas is a young and was once empty, isolated and nameless plane, filled with nothing but raw mana and cold primordial energy. It was an empty canvas waiting to be shaped and formed.
It was later discovered by the powerful fantasiamancer, Ophelia, who brought color to the desolate world and named it. She created four separate worlds, one of which became her favorite project, filling it with different places and civilizations.

Plot
A young Inumi sets out to discover the world as well as discover her place in it. As she travels the continents, she finds more than she could ever imagine...

***In short it's a coming of age story*** Stick out your tongue

Setting
Canevas is a young plane consisting of four subworlds (or shards if you wanna call them that). The first world is Ophelia's favorite playground. This world consist of one supercontinent while the remaining 80% of it is covered in monochrome waters. The landscape looks like an oil painting being drawn piece by piece every passing day. The supercontinent is then divided into four subcontinents:
The Ivory Lands The Central Continent
-Stilsiti City
-711 Islands of the Waterways
-Rhachi, Western farmlands
-Iljen Outpoust
-Bragth Outpost
-The Monochrome Horizon

Amishf North Eastern continent of ice
-Ilje Glacier
-Ilje Chasm
-Amishf Wandering Castle

Bragth Blastlands The lawless Southern Continent
-Blastland Peaks
-Devil Canyon
-Great Scar of the Land
-Fort Bragth, Fort City

Nagdrassi Western continent of the Elder
-Nagdrassi Televator
-Ichikichi
-Narukichi

Main Races
InumiGreen mana symbol - Wolfen humanoids that are the oldest race on the first world. They believe that nature, guided by the Great Painter, will take its natural course to bring color to their world. Their culture and beliefs are at odds with those of the Ivory Lands.
IvorWhite mana symbolBlue mana symbol - Alabaster-skinned, tall and skinny beings who are the second oldest race on the first world. Believe that they are the bringers of progress. They do not believe in the Great Painter.
HumansWhite mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
VampiresBlack mana symbol - Live only in the icy region of Amishf where the sun rarely shines through the winter clouds. All except one vampire can survive outside of the continent.
DevilsRed mana symbolBlack mana symbol - Rank-and-file remnants of the demonic planeswalker faction

Main Characters
Teltail - A young inumi, daughter of the outcast inumi, Horos, and the main protagonist of Canevas. Teltail grew up in Stilsiti were her father works as a researcher of green mana. Curious of the world, even more than her father, she sets out to discover more after a close encounter with the vampires of Amishf.
Ophelia - A young and bashful planeswalker who is adept in fantasiamancy, a small overlapping corner of white, blue and green mana. After the earlier events on Canevas she decided to create three selves in order to better fend her plane. And so using a powerful fantasiamancy spell the Ophelia Trinity came into existence; Thatch, Ophelia the Shield, guardian of Canevas; Urich, Ophelia the Dreamer, architect of Canevas; and Schye, Ophelia the Painter, the nurturer of Canevas.
Horos — Father of Ophelia. A heretic inumi exiled by his clan for pursuing the engineering class and teaching the Ivorstils.
The Ivorstil Senate — Legislature of Ivors. Law makers and heads of state of the Ivory Lands.
The Orderly — Judiciary and law enforcers of the Ivory Lands. Headed by the five generals, Zig, Arthur, Scherzin, Reot and Oblan.
Anton — Escort of Teltail assigned by Horos her father. Sacrifices himself so that Teltail can escape the clutches of Bragtheir.
Domino — The great engineer of the Waterway Laboratories. Colleague of Horos.
Tsar of Amishf — Lord of the Wandering Castle of Amishf. Sole true and ancient vampire of Canevas as old as the Inumi race. Is nameless and is only known as the Tsar.
Bragtheir — Lord of Bragth Blastlands. Commands the Bragth armies of barbarians and pillagers. Brother of the Orderly general Zig.
Visper — Advisor and true ruler of Bragth. Puppets Bragtheir with his malicious advise. Keeps the Remnants of the Fraternity in check.
Mogul — Devil chief of Bragth. Secretly works under Visper but despises the advisor and wants the Blastlands for himself.
Remnants of the Fraternity — Soldier demons who served under the Fraternity trapped after being locked in by Ophelia.
Ichikichi clan — Clan of Horos living on the root of the Nagdrassi Televator.
Ichikicho — Head of the Ichikichi clan and father to Horos. The one who exile his own son.
Narukichi — Clan south of the Televator
Najiri — Great climber of the Televator. Assists Teltail in her journey to the top of the Televator.

Mechanics
Momentum is an ability word that generates an effect when casting a spell beyond the first in the current turn.
Key details:
-This mechanic represents the progress of Canevas still building up.
Intervene is a combat triggered ability that let's you exchange blockers.
Convoke benefits are effects by tapping a creature or creatures to convoke a spell.
Cantrips, Convoke, Pierce (Lone Wolf keyword; green and white), Tax returns (Rewind, Cloud of Faeries; blue), Frenzy (red and black)

Canevas Expansion Statistics:

Distributions

blands 20, Common 102, Uncommon 67, Rare 45, Mythic Rare 15, tokens ??

Distribution by color:
White mana symbol 40 - Common 19, Uncommon 11, Rare 8, Mythic Rare 2
Blue mana symbol 39 - Common 18, Uncommon 11, Rare 8, Mythic Rare 2
Black mana symbol 39 - Common 18, Uncommon 11, Rare 8, Mythic Rare 2
Red mana symbol 40 - Common 19, Uncommon 11, Rare 8, Mythic Rare 2
Green mana symbol 40 - Common 18, Uncommon 11, Rare 8, Mythic Rare 3
X mana symbol 20 - Common 10, Uncommon 5, Rare 3, Mythic Rare 2
multicolor 2 - Mythic Rare 2
nonbasic 9 - Uncommon 7, Rare 2

Total Cards = 249/249 new

Spoiler
White mana symbol 40/40
Spoiler:

CW01 Eastern Saracen 1W
Creature — Human Nomad Common
Protection from black
1/2

CW02 Fearless Escort 1W
Creature — Human Knight Common
4W, Sacrifice CW02 Fearless Escort: Target creature you control is indestructible until end of turn. (It can’t be destroyed by “destroy effects” or lethal damage.)
2/1

CW03 Binding Circular 1W
Enchantment — Aura Common
Enchant creature
Enchanted creature can’t attack, and its activated abilities with T in their cost can’t be activated.

CW04 Eager Squire W
Creature — Human Soldier Common
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
1/1

CW05 cycle Wandering Minstrel 2W
Creature — Human Nomad Common
W, T: You gain 2 life.
Whenever CW05 cycle Wandering Minstrel is tapped to convoke a spell, you may put a 1/1 white Nomad creature token onto the battlefield.
0/3

CW06 Never Again 3WW
Instant Common
Exile all auras and all equipment.
Draw a card.

CW07 Piercing Daylight 4W
Instant Common
Target player sacrifices an attacking creature.
Draw a card.

CW08 cycle Generous Student 1W
Creature — Human Wizard Common
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, you may gain 2 life.
1/1

CW09 Solitary Bicorn 4W
Creature — Elk Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Vigilance
4/4

CW10 Journey Preperations W
Instant Common
Attach target equipment you control to a creature you control.

CW11 Quest Employer 2W
Creature — Human Nomad Common
When CW11 Quest Employer enters the battlefield, look at the top two cards of your library. You may put a creature card among them into your hand, then put the rest on the bottom of your library in any order.
1/1

CW12 Rumor Dispeller 1W
Creature — Ivor Cleric Common
When CW12 Rumor Dispeller enters the battlefield, you may destroy target enchantment.
1/2

CW13 Serve Time X2W
Sorcery Common
Put target creature X cards from the top of its owner’s library.

CW14 Stilsiti Confiscators 4W
Creature — Ivor Wizard Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Tap an untapped white creature you control, T: Return target artifact to its owner’s hand.
1/4

CW15 Halcyon Brush W
Enchantment Common
Tap four untapped white creatures you control: CW15 Halcyon Brush becomes a 3/3 white Elk creature token and loses this ability.

CW16 Stilsiti Sentry 1W
Creature — Human Soldier Common
Defender
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, CW16 Stilsiti Sentry loses defender until end of turn.
3/3

CW17 Apothecary’s Skill 2W
Enchantment — Aura Common
Enchant creature
Enchanted creature gets +1/+1 and has “T: Prevent all damage that would be dealt to target creature.”

CW18 Field Vaja W
Creature — Wolf Common
Momentum—When CW18 Field Vaja enters the battlefield, if it wasn’t the first spell you cast this turn, put a +1/+1 counter on it.
1/1

CW19 Work Ethic 3W
Sorcery Common
Untap all creatures you control.
Draw a card.

CW20 Steel the Soul 1W
Instant Common
Target creature gains protection from black and red until end of turn.
Draw a card.

MW01 Thatch, Ophelia the Shield 2WW
Planeswalker — Ophelia Mythic Rare
Starting Loyalty: 4
+1: Target creature loses all abilities until the end of its controller’s next turn.
-1: Put a 3/3 white Wall creature token with flying and defender onto the battlefield.
-9: You get an emblem with “As long as you control an Ophelia, opponents can’t cast more than one spell each turn.”

MW02 Ivorstil Senate 3WW
Creature — Ivor Advisor Mythic Rare
Players can’t cast spells during each other player’s turn.
At the end of each opponent’s turn, if that player controls an untapped land, he or she can’t cast spells during his or her next turn.

RW01 Painter’s Thinning 3WWW
Sorcery Rare
Each player shuffles all artifacts, creatures and enchantments into their owner’s library.

RW02 Saracen’s Chance 1W
Instant Rare
Exile target creature you control then return it to the battlefield. Then put a creature card you own from exile onto the battlefield.
“You’re a fool to think I came alone.”

RW03 Full Plate Sentinel 2WW
Creature — Human Knight Rare
Defender, protection from black and red
Whenever RW03 Full Plate Sentinel becomes blocked, it gets +7/+7 until end of turn.
2/2

RW04 Orderly General 1WW
Creature — Ivor Knight Rare
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
First strike
Blocked creatures you control get +1/+1 until end of turn.
2/3

RW05 Plea Bargaining 4WW
Enchantment Rare
Creatures can’t attack you unless their controller pays 2 for each attacking creature.

RW06 Writ of Unity 2WWW
Enchantment Rare
White creatures you control get +1/+1.
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, put a +1/+1 counter on each creature you control.

RW07 Refurbish 2WW
Sorcery Rare
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Return target artifact card from a graveyard to the battlefield under your control.

UW01 Alert the Armory 1W
Sorcery Uncommon
Put an equipment card from your hand onto the battlefield.

UW02 Mystic Coat WW
Enchantment — Aura Uncommon
Enchant permanent
Enchanted permanent has shroud.
3W, Sacrifice UW02 Mystic Coat: Search your library for an Aura card that could enchant enchanted permanent and put it onto the battlefield attached to enchanted permanent. Shuffle your library.

UW03 Defensive Formation W
Instant Uncommon
Rather than the attacking player, you assign the combat damage of each creature attacking you. You can divide that creature’s combat damage as you choose among any of the creatures blocking it.

UW04 Steppe Vaja W
Creature — Wolf Uncommon
Momentum—Whenever you cast a spell, if it isn’t the first spell this turn, UW04 Steppe Vaja gets +3/+3 until end of turn.
1/1

UW05 Ivory Thrush W
Creature — Bird Uncommon
Flying
When UW05 Ivory Thrush enters the battlefield, return a white creature you control to its owner’s hand.
2/1

UW06 Orderly Twinblade WW
Creature — Human Knight Uncommon
Momentum—When UW06 Orderly Twinblade enters the battlefield, if it wasn’t the first spell cast this turn, put a +1/+1 counter on it.
Double strike
1/2

UW07 Majestic Bicorn 2W
Creature — Elk Uncommon
When UW07 Majestic Bicorn enters the battlefield, return a white creature you control to its owner’s hand.
3/4

UW08 True Aim 3W
Enchantment — Aura Uncommon
Enchant creature
Enchanted creature has pierce. (You this assign its combat damage as though it weren’t blocked.)

UW09 cycle Stilsiti Shieldmate 1WW
Creature — Human Soldier Uncommon
Vigilance
Tap two untapped white creatures you control: Target creature gains protection from the color of your choice until end of turn.
2/2

UW10 Writ of Life 4W
Enchantment Uncommon
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
When UW10 enters the battlefield, you may draw a card.
Whenever a creature you control attacks, you may gain 1 life.

UW11 cycle Reclusion Perpetual 1W
Instant Uncommon
You can’t spend mana to cast UW11 cycle Reclusion Perpetual.
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Exile target creature.
----------


Blue mana symbol 39/39
Spoiler:

CU01 Atypical Ebb 2U
Sorcery Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Return target artifact, enchantment or land its owner’s hand.

CU02 Grip of the Tide 3U
Instant Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Tap target permanent. Then tap up to X other target permanents where X is the number of creatures tapped to convoke CU02 Grip of the Tide.

CU03 Cloud of Wisps 1U
Creature — Elemental Common
As CU03 Cloud of Wisps enters the battlefield, untap up to one land you control.
Flying
1/1

CU04 Compelling Thoughts 1U
Sorcery Common
Draw a card.
Momentum—If CU04 Compelling Thoughts isn’t the first spell you cast this turn, draw two cards instead.

CU05 cycle Gleaner Wisps 4U
Creature — Elemental Common
Flying
Whenever CU05 cycle Gleaner Wisps is tapped to convoke a spell, you may draw a card.
3/3

CU06 Waterway Thrush 2U
Creature — Bird Common
Flying
When CU06 Waterway Thrush enters the battlefield, you may reveal the top card of your library. If you do, put it into your hand then return CU06 Waterway Thrush to your hand.
1/1

CU07 Unwind 2UU
Instant Common
Counter target spell.
Untap up to three lands you control.

CU08 cycle Diligent Student 1U
Creature — Human Wizard Common
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, you may draw a card. If you do, discard a card.
1/1

CU09 Idle Hands U
Instant Common
Target creature gets -2/-0 until end of turn.
Momentum—If CU09 Idle Hands isn’t the first spell cast this turn, that creature gets -4/-0 until end of turn instead.

CU10 Fold 1U
Instant Common
Return target creature to its owner’s hand.
Untap up to one land you control.

CU11 Updraft Tunic 2U
Enchantment — Aura Common
Enchant creature
Enchanted creature gets +1/+1 and has flying.
When CU11 Updraft Tunic enters the battlefield, draw a card.

CU12 Imitate the Painter 1U
Instant Common
Target creature becomes the color of your choice until end of turn.
Draw a card.
“If coloring the world is possible by mortal means, then the Inumi god is no god at all.”

CU13 Curving Rapids 2U
Instant Common
Change the target of target spell with a single target.
Draw a card.

CU14 Cordfin Jaus 3U
Creature — Fish Common
Whenever a nonland permanent you control becomes tapped, CU14 Cordfin Jaus gets +1/+1 until end of turn.
1/1

CU15 Iljean Cache 1U
Instant Common
Return a sorcery or instant card that was put into your graveyard this turn to your hand.

CU16 Siesta 1U
Sorcery Common
Creatures don’t untap during their controller’s next untap step unless their controller pays 1 for each creature.

CU17 Mesmerizing Lights 2U
Enchantment — Aura Common
Enchant artifact or creature
1U: Tap or untap enchanted artifact or creature.

CU18 Waterwalk 1U
Instant Common
Target creature gains Islandwalk until end of turn.
Draw a card.

MU01 Urich, Ophelia the Dreamer 1UU
Planeswalker — Ophelia Mythic Rare
Starting Loyalty: 3
+2: Search your library for a card, shuffle your library, then put that card third from the top.
-3: Target player skips their next turn. That player draws three cards.
-12: For each Ophelia you control you may cast a card you own from outside the game without paying its mana cost.

MU02 Back to the Beginning 2UU
Instant Mythic Rare
The player whose turn it is takes another turn after this. Then end the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and “this turn” and “until end of turn” effects end.)

MU03 Engineers of Progress 1UUU
Creature — Ivor Wizard Mythic Rare
Creatures you control are blue in addition to their other colors.
Whenever the first spell of the turn is cast, you may draw a card.
Tap an untapped blue creature you control: Add 2 to your mana pool. Spend this mana only to cast spells.
3/3

RU01 Dedicated Hours 4UU
Sorcery Rare
Exile RU01 Dedicated Hours. Return all instants and sorceries from your graveyard to your hand.
Momentum—If RU01 Dedicated Hours isn’t the first spell cast this turn, untap all lands you control.

RU02 Slumber Visions UU
Enchantment Rare
At the beginning of your upkeep, if you control a land, you may tap all lands you control. If you do, draw a card.

RU03 Painter’s Dream 2UU
Instant Rare
Search your library for an artifact card, creature card, enchantment card, and land card and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and put the rest into your hand. Then shuffle your library.

RU04 Waterway Whale 3UU
Creature — Whale Rare
As RU04 Waterway Whale enters the battlefield, untap up to four lands you control.
RU04 Waterway Whale is unblockable.
5/5

RU05 Inception 3UU
Sorcery Rare
Target player other than you puts the cards from his or her hand on top of his or her library. Search that player’s library for that many cards. The player puts those cards into his or her hand, then shuffles his or her library.

RU06 Tsar’s Allure 2UUU
Enchantment — Aura Rare
Enchant creature
You control enchanted creature.
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, you may attach UU03 to another target creature it can enchant.

RU07 Mnemoaii 1U
Legendary Creature — Nautilus Rare
Flying
Whenever RU07 Mnemoaii deals damage to a player, search that player’s library for that many cards and exile them. That player shuffles his or her library.
“It seems like nothing the Great Painter would design.”
—Horos, Inumi engineer

0/3

RU08 Stilsiti Spheroid 2U
Enchantment Rare
Whenever a permanent becomes tapped, its controller may have target player put the top card of his or her library into his or her graveyard.

UU01 Wisp-o’-war 3U
Creature — Elemental Uncommon
Flying
When UU01 Wisp-o’-war enters the battlefield, return target creature to its owner’s hand.
2/2

UU02 Frigid Lock 1U
Enchantment — Aura Uncommon
Enchant land
Enchanted land doesn’t untap during its controller’s untap step.
Whenever your opponent casts a spell that isn’t the first spell this turn, sacrifice UU02 Frigid Lock.

UU03 Watersifter 2U
Creature — Human Wizard Uncommon
When UU03 Watersifter enters the battlefield, look at the top five cards of your library. Reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
2/2

UU04 Vaporize Mind 1U
Sorcery Uncommon
Target player puts the top four cards of his or her library into his or her graveyard.
Momentum—If UU04 Vaporize Mind isn’t the first spell cast this turn, that player exiles those cards instead.

UU05 Muscle Mimicry 1U
Instant Uncommon
Target creature’s power becomes equal to another target creature’s power.

UU06 Dejavou U
Instant Uncommon
Target player puts two cards in his or her hand on top of his or her library in any order.

UU07 Scatter into the Sea 1U
Sorcery Uncommon
Destroy target creature. It’s controller puts three 1/1 blue Fish tokens onto the battlefield.
After insulting the sea wizard, Omnoph now found himself in a fishy situation.

UU08 Dream Shoal 1U
Enchantment Uncommon
Whenever you control three or more tapped blue permanents, if CU15 Dream Shoal is an enchantment, it becomes a 4/3 blue Fish creature with flying until end of turn.

UU09 cycle Path Technicians 2U
Creature — Human Wizard Uncommon
Shroud
Tap two untapped blue creatures you control: Target creature you control is unblockable until end of turn.
1/2

UU10 Megamaw Jaus 4UU
Creature — Fish Uncommon
As long as defending player controls no untapped lands, UU10 Megamaw Jaus can’t attack.
UU10 Megamaw Jaus is unblockable.
5/5

UU11 cycle Cyclical Waters U
Instant Uncommon
You can’t spend mana to cast UU11 cycle Cyclical Waters.
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Counter target spell unless its controller pays 1 for each tapped permanent you control.
----------


Black mana symbol 39/39
Spoiler:

CB01 Stilian Exiled 1B
Creature — Human Nomad Common
When CB01 Stilian Exiled enters the battlefield, target opponent loses 1 life.
2/1

CB02 Smudge 1B
Sorcery Common
Target creature gets -3/-3 until end of turn.
Draw a card.

CB03 Iljean Chiropteran 3B
Creature — Bat Common
Flying
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
Lifelink
1/1

CB04 Denigration 2B
Enchantment — Aura Common
Enchant creature or land
Enchanted permanent has “At the beginning of the next end step, if this is untapped, sacrifice it.”

CB05 cycle Ice Veil Reader 1B
Creature — Vampire Nomad Shaman Common
T: Add B to your mana pool. You lose 1 life.
Whenever CB05 cycle Ice Veil Reader is tapped to convoke a spell, add 1 to your mana pool.
1/1

CB06 Stilian Flayer 2B
Creature — Human Rogue Common
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, CB06 Stilian Flayer gets +2/+0 and gains intimidate until end of turn.
2/2

CB07 Visper’s Scarbrand 2B
Creature — Human Warrior Common
3/2

CB08 cycle Notorious Student 1B
Creature — Human Wizard Common
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, target creature gets +1/+0 and gains deathtouch until end of turn.
1/1

CB09 Haunting Past 4B
Sorcery Common
Each player loses 1 life for each card in his or her graveyard.

CB10 Vampire’s Thirst 3B
Sorcery Common
CB10 Vampire’s Thirst deals 3 damage to target creature. You gain 3 life.
Draw a card.

CB11 Unholy Frost B
Enchantment Common
Sacrifice CB11 Unholy Frost: Target creature gets +2/-2 until end of turn.

CB12 Memory Void B
Instant Common
Exile target card in a graveyard.
Draw a card.

CB13 Iljean Skiier 2B
Creature — Devil Common
B, Pay 2 life: CB13 Iljean Skiier gains haste until end of turn.
2/1

CB14 Liable Indolence 1B
Instant Common
Target player loses 1 life for each untapped creature he or she controls.

CB15 Thawing Grave 2B
Sorcery Common
Return a creature graveyard from your graveyard to your hand. Then, if you control no untapped lands, return a a land card from your graveyard to your hand.

CB16 Choking Hazard 1B
Enchantment — Aura Common
Enchant creature
Enchanted creature gets -1/-1. If its untapped, it get -2/-1 instead.

CB17 Solitary End 3B
Instant Common
Destroy target creature if no other creature has the same name as it on the battlefield.

CB18 Shroud of Horror 2B
Sorcery Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Creatures you control have intimidate until end of turn.

MB01 Tsar of Amishf 2BBB
Creature — Vampire Mythic Rare
Flying, protection from creatures
T: Destroy target creature with power less than MB01 Tsar of Amishf.
Whenever a creature is put into a graveyard from the battlefield by MB01 Tsar of Amishf, put a +1/+1 counter on MB01 Tsar of Amishf.
3/3

MB02 Remnant of the Fraternity 3BBB
Creature — Demon Soldier Mythic Rare
MB02 Remnant of the Fraternity doesn’t untap during your untap step.
Intimidate
Sacrifice another creature: Untap MB02 Remnant of the Fraternity.
Pay 6 life: Regenerate MB02 Remnant of the Fraternity.
8/8

RB01 Ice Veil Killstealer 2BB
Creature — Vampire Berserker Rare
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
First strike, lifelink, deathtouch
4/1

RB02 Unforgivable Sins 1BB
Sorcery Rare
Until end of turn, you may play cards you own from exile.
Sometimes, horrid things we thought we’ve forgotten can be pulled out from the darkest recesses of our mind.

RB03 Visper’s Decree 4BB
Sorcery Rare
Each player sacrifices all creatures and discards his or her hand.
Momentum—If RB03 Visper’s Decree isn’t the first spell cast this turn, exile all cards put into a graveyard this turn.

RB04 Sickening Stillness 2BB
Enchantment Rare
At the beginning of each player’s next end step, all untapped creatures that player controls become 0/1 and lose all abilities until the beginning of his or her next upkeep.

RB05 Purgatory B
Enchantment Rare
Whenever a creature card would be put into a graveyard from anywhere, exile it instead.

RB06 Bottomless Chasm 1BB
Enchantment Rare
At the beginning of your upkeep, each player discards a card at random.

RB07 Dark Advisor 1B
Creature — Human Advisor Rare
At the beginning of your next end step, reveal the top card of your library then put it into your hand. You lose life equal to that card’s converted mana cost.
If you would discard a card, exile it instead.
1/1

RB08 Twisted Fate 4BBB
Instant Rare
If a source an opponent controls would cause you to lose the game this turn, that source’s controller loses the game instead.
The hassansin sent a blade through Visper’s throat only to find that he had slit his own.

UB01 Fatal Apathy 1B
Instant Uncommon
Destroy target untapped creature.

UB02 Amishf Psychopath 2B
Creautre — Vampire Berserker Uncommon
Lifelink
When UB02 Amishf Psychopath enters the battlefield, destroy target nonblack creature. If that creature’s controller controls no untapped lands, sacrifice UB02 Amishf Psychopath.

UB03 Death of a Dream B
Sorcery Uncommon
Target player reveals his or her hand. You choose a nonland card from it. If that player controls no untapped lands, that player chooses a nonland card instead. That player discards the chosen card.

UB04 Euthanasie Thrush 4B
Creature — Bird Uncommon
Flying
T: Put a -1/-1 counter on target creature that was dealt damage this turn.
“With black birds following me, I’m digging out my grave.”
—Voyager’s requiem

3/2

UB05 Grave Treason 2B
Sorcery Uncommon
Return target creature card from an opponent’s graveyard to the battlefield under your control. That creature gains haste until end of turn. If its owner controls no untapped lands, sacrifice it at the beginning of the next end step.

UB06 Deceitful Mentor 2B
Sorcery Uncommon
Search your library for a card and exile it face down. Then shuffle your library. At the beginning of the next end step, put that card into your hand.

UB07 Solifuge Husk 4B
Creature — Insect Zombie Uncommon
Intimidate
5/1

UB08 Blot 3BB
Sorcery Uncommon
Destroy target nonblack creature or land.
Draw a card.

UB09 cycle Visper’s Magi 1BB
Creature — Human Wizard Uncommon
Tap three untapped black creatures you control: Return target creature card from your graveyard to your hand.
2/1

UB10 False Bravado 2B
Instant Uncommon
Counter target spell that targets its controller or a permanent he or she controls.

UB11 cycle Cerebral Splinters BB
Sorcery Uncommon
You can’t spend mana to cast UB11 cycle Cerebral Splinters.
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Target player discards a card at random, then he or she discards a card.
----------


Red mana symbol 40/40
Spoiler:

CR01 Devil’s Fire R
Instant Common
CR01 Devil’s Fire deals 2 damage to target creature or player.
Momentum—If CR01 Devil’s Fire isn’t the first spell cast this turn, it deals 4 damage to target creature or player instead.

CR02 Blastland Bully 3RR
Creature — Ogre Common
Momentum—When CR02 Blastland Bully enters the battlefield, if it wasn’t the first spell cast this turn, it deals damage equal to its power to target creature.
4/3

CR03 Land Scar 2R
Sorcery Common
Destroy target land if it was untapped at the beginning of the turn.

CR04 Weary Devil R
Creature — Devil Common
Frenzy 1 (Whenever this creature attacks and isn’t blocked, it gets +1/+0 until end of turn.)
1/1

CR05 cycle Bragth Instigator 2R
Creature — Human Shaman Common
R, T: Target creature attacks this turn if able.
Whenever CR05 cycle Bragth Instigator is tapped to convoke a spell, target creature gets +2/+0 and gains first strike until end of turn.
1/2

CR06 Torchbearer 1R
Creature — Devil Common
Haste
Momentum—When CR06 Torchbearer enters the battlefield, if it isn’t the first spell cast this turn, it gets +2/+0 until end of turn.
1/1

CR07 Bullyrag 2R
Sorcery Common
Creatures can’t block this turn.
Draw a card.

CR08 cycle Obnoxious Student 1R
Creature — Human Wizards Common
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, you may have CR08 cycle Obnoxious Student deal 1 damage to target player.
1/1

CR09 Pyre Chanter R
Creature — Devil Shaman Common
T: CR09 Pyre Chanter deals 1 damage to target player. That player adds R to his or her mana pool.
1/1

CR10 Mischevous Devil 2R
Creature — Devil Common
When CR10 Mischevous Devil enters the battlefield you pay R. If you do, destroy target artifact.
2/2

CR11 Spark Mastery 2R
Enchantment — Aura Common
Enchant creature
Enchanted creature has “T: This deals 1 damage to target creature or player.”
When CR11 Spark Mastery enters the battlefield, draw a card.

CR12 Sheering Stress R
Instant Common
Damage can’t be prevented this turn.
Draw a card.

CR13 Excruciating Pain 2R
Enchantment — Aura Common
Enchant creature
Whenever enchanted creature is dealt damage, CR13 Excruciating Pain deals 3 damage to it.

CR14 Canyon Ants 1R
Creature — Insect Common
CR14 Canyon Ants gets +1/+0 for each CR14 Canyon Ants you control.
0/1

CR15 Numbing Needle R
Instant Common
CR15 Numbing Needle deals 1 damage to target creature. If it’s untapped, tap it.

CR16 Visper’s Couriers 3R
Sorcery Common
Put two 1/1 red Devil tokens onto the battlefield.
Draw a card.

CR17 Dual Club Ogre 3RR
Creature — Ogre Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Double strike
3/3

CR18 Sabotage XR
Sorcery Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Destroy target artifact. CR18 Sabotage deals X damage to its controller.

CR19 Bragtheir’s Anger 4R
Instant Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
CR19 Bragtheir’s Anger deals 3 damage to target creature. Then it deals an additional 1 damage for each creature tapped to convoke it.

MR01 Winter’s Trick 1RR
Instant Mythic Rare
Until end of turn, you choose the targets of all spells and abilities.
“Nice shot. I’ll make it even nicer.”

MR02 Lord Bragtheir 4RR
Legendary Creature — Human Warrior Mythic Rare
Creatures you control have frenzy 2. (Whenever it attacks and isn’t blocked, it gets +2/+0 until end of turn.)
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
First strike
4/4

RR01 Unleash The Fury RR
Enchantment — Aura Rare
Enchant creature
Enchanted creature gets +1/+0 and has trample.
Sacrifice RR01 Unleash The Fury: Until end of turn enchanted creature gets +X/+0 where X is its power. Activate this ability only if enchanted creature is attacking and is unblocked.

RR02 cycle Overmaster R
Sorcery Rare
The next sorcery spell you cast this turn can’t be countered by spells and abilities.
Draw a card.

RR03 Grand Pillaging 3RRR
Sorcery Rare
Momentum—Destroy all artifacts and lands. Then if RR03 Grand Pillaging isn’t the first spell cast this turn, destroy all creatures.

RR04 Scarbrand’s Finesse 2RR
Instant Rare
Choose one—Change the target of target spell with a single target; or change the target of target ability with a single target.

RR05 Mana Thorns 1RR
Instant Rare
Tap all lands target player controls and empty his or her mana pool. RR05 Mana Thorns deals damage to that player equal to the amount of mana emptied this way.

RR06 Balios of the Flume 3RR
Legendary Creature — Tikbalang Rare
Mountainwalk, forestwalk
R, T: Tap two target creatures. Each of those creatures deals damage equal to its power to the other.
4/4

RR07 Mogul’s Tutelage R
Sorcery Rare
Search your library for four cards. Choose a card from among them at random and put it into your hand. Shuffle the rest into your library.
“Mogul knows a lot of things, but barely any of them is worth my while.”
—Visper, confidant of Lord Bragth

RR08 Thundrasaur 5RR
Creature — Beast Rare
Haste
Frenzy 3 (Whenever this creature attacks and isn’t blocked, it gets +3/+0 until end of turn.)
Whenever RR08 Thundrasaur deals combat damage to a player, you may have it deal 3 damage to up to three target creatures that player controls.
4/4

UR01 Bragth Raptor 3R
Creature — Beast Uncommon
UR01 Bragth Raptor attacks each turn if able.
UR01 Bragth Raptor can block as though it weren’t tapped.
3/2

UR02 Visper’s Hassansin 2RR
Creature — Human Assassin Uncommon
Haste
When UR02 Visper’s Hassansin enters the battlefield, it deals damage equal to its power to target creature.
2/2

UR03 Vain Scarbrand 1RR
Creature Uncommon
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
Double strike
2/1

UR04 Tongue Lashing 3R
Sorcery Uncommon
Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
Draw a card.

UR05 Undying Torch RR
Sorcery Uncommon
UR05 Undying Torch deals 3 damage to target creature or player. Then if that creature’s controller or that player controls an untapped land, return UR05 Undying Torch to your hand.

UR06 Torch The Fields 3R
Sorcery Uncommon
UR06 Torch The Fields deals 2 damage to each creature and each player. Untapped creatures dealt damage this way can’t be regenerated.

UR07 Visper’s Inquisition RR
Sorcery Uncommon
Draw three cards. If you control an untapped land, discard two cards at random. Otherwise, discard two cards.

UR08 Devil’s Bonfire 2R
Enchantment Uncommon
When UR08 Devil’s Bonfire enters the battlefield, put three 1/1 red Devil tokens onto the battlefield.
Tap two untapped red creatures you control: Creatures you control gain haste until end of turn.

UR09 cycle Bragth Firestarter 1RR
Creature — Human Shaman Uncommon
Haste
Tap two untapped red creatures you control: UR09 cycle Bragth Firestarter deals 2 damage to target player.
1/1

UR10 Backfire Rite R
Enchantment Uncommon
1R: UR10 Backfire Rite deals 1 damage to target creature. That creature gains haste until end of turn.
The devils knew that setting their behinds on fire motivated them better than it hurt them.

UR11 cycle Flame Shower 1RR
Instant Uncommon
You can’t spend mana to cast UR11 cycle Flame Shower.
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
UR11 cycle Flame Shower deals 4 damage distributed among any number of target creatures and/or players.
----------


Green mana symbol 40/40
Spoiler:

CG01 Horos’ Harvest XG
Instant Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
You gain X life.
Draw a card.

CG02 Inumi Hardiness G
Instant Common
Target creature gets +2/+2 until end of turn.
Momentum—If CG02 Inumi Hardiness isn’t the first spell cast this turn, instead that creature gets +5/+5 until end of turn.

CG03 Lone Wolf 2G
Creature — Wolf Common
Pierce (You may have this assign its combat damage as though it weren’t blocked.)
2/2

CG04 Revered Wolf 1G
Creature — Wolf Common
Hexproof
2/1

CG05 cycle Canopy Guide 1G
Creature — Inumi Shaman Druid Common
G, T: Target creature gets +1/+1 and can only be blocked by creatures with flying.
Whenever CG05 cycle Canopy Guide is tapped to convoke a spell, you may untap a Forest you control.
1/2

CG06 Climber’s Skill 3G
Enchantment — Aura Common
Enchant creature
Enchanted creature gets +2/+2 and can’t be blocked except by creatures with flying.

CG07 Ichikichen Berserker G
Creature — Inumi Warrior Common
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
Whenever CG07 Ichikichen Berserker becomes blocked, it gets +1/+1 until end of turn.
1/1

CG08 cycle Supportive Student 1G
Creature — Human Wizard Common
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, target creature gets +1/+1 until end of turn.
1/1

CG09 Relic Infestation 2G
Instant Common
Destroy target artifact or enchantment. Then put a 1/1 green Insect creature token onto the battlefield.

CG10 Windspear 1G
Sorcery Common
Windspear deals 4 damage to target creature with flying.

CG11 Earth Reading 1G
Sorcery Common
Draw a card and reveal it. If it’s a creature or land card, draw another card.

CG12 Televator Spinner 2G
Creature — Spider Common
Reach
Pierce (You may have this assign its combat damage as though it weren’t blocked.)
1/4

CG13 Inumi Leafspeaker 1G
Creature — Inumi Common
T: Add GG to your mana pool. Spend this mana only to cast green spells.
1/1

CG14 Inumi Beastmaster 1G
Creature — Inumi Warrior Common
Momentum—When CG14 Inumi Beastmaster enters the battlefield, if it wasn’t the first spell cast this turn, put two +1/+1 counters on it.
2/2

CG15 Nagdrassi’s Reaches 1G
Instant Common
Creatures you control gain reach until end of turn.
Draw a card.

CG16 Colossal Centipede 5GG
Creature — Insect Common
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
7/6

CG17 Inumi Ceremony 1G
Sorcery Common
For each creature you control, add G to your mana pool.

CG18 Wandering Vaja 3G
Creature — Wolf Beast Common
As long as an opponent controls an untapped land, CG18 Wandering Vaja gets +3/+3.
1/1

MG01 Schye, Ophelia the Painter 3GG
Planeswalker — Ophelia Mythic Rare
Starting Loyalty: 5
+1: Reveal the top card of your library. If it’s a creature or land card, put it into your hand.
-X: Put an artifact, creature, enchantment or land card with converted mana cost X in your hand onto the battlefield.
-4: You get an emblem with “The “planeswalker type rule” doesn’t apply to Ophelias you control, the “legend rule” applies to them instead.”
-9: Reveal your hand and the top five cards of your library. Put all permanent cards revealed this way onto the battlefield and the rest into your hand.

MG02 Painter’s Inspiration 2GG
Sorcery Mythic Rare
Starting with you, each player may put an artifact, creature, enchantment, or land card from his or her hand onto the battlefield. Repeat this process twice.

RG01 Alpha Vaja 1GG
Creature — Wolf Beast Rare
Trample
Intervene (At the end of the declare blockers step, if this is attacking, you may have target blocked creature become unblocked and have its blockers block this instead.)
Whenever RG01 Alpha Vaja becomes blocked, it gets +2/+2 until end of turn.
3/3

RG02 Insist G
Sorcery Rare
The next creature spell you cast this turn can’t be countered by spells and abilities.
Draw a card.

RG03 Evanescent Solifuge 2GG
Creature — Insect Rare
Haste
Pierce (You may have this assign its combat damage as though it weren’t blocked.)
At the beginning of the next end step, sacrifice RG03 Evanescent Solifuge.
5/1

RG04 Rite of Passage 2G
Enchantment Rare
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (The damage is dealt before the counter is put on.)

RG05 Disturb The Nest 4GG
Sorcery Rare
Put a 1/1 green Insect creature token onto the battlefield for each tapped creature or land you control.
Momentum—If RG05 Disturb The Nest isn’t the first spell cast this turn, put a +1/+1 counter on each of those tokens.

RG06 Nightbloom Alraune G
Legendary Creature — Dryad Plant Rare
Pierce (You may have this assign its combat damage as though it weren’t blocked.)
Untap RG06 Nightbloom Alraune: If RG06 Nightbloom Alraune is a creature, it becomes a Forest land until end of turn. Activate this ability only once each turn.
3/2

RG07 Godly Proportions 3GGG
Enchantment — Aura Rare
Enchant creature
Enchanted creature gets +5/+5, has trample and “When this is put into your graveyard from the battlefield, return it to your hand.”
When RG07 Godly Proportions is put into your graveyard from anywhere, shuffle it into its owner’s library.

RG08 Televator Swarm 1G
Creature — Insect Rare
Flying
Whenever RG08 Televator Swarm attacks a player, that player can’t cast spells for as long as RG08 Televator Swarm remains tapped.
0/1

UG01 Acceleraptor Pack 4GG
Creature — Beast Uncommon
Flash
Pierce (You may have this assign its combat damage as though it weren’t blocked.)
4/4

UG02 Rhachen Farming 1G
Sorcery Uncommon
Search your library for up to two basic land cards, and put them into your hand. Then shuffle your library.
Momentum—If UG02 Rhachen Farming isn’t the first spell cast this turn, put those land cards onto the battlefield tapped instead.

UG03 Nature’s Tenacity 1G
Instant Uncommon
Regenerate each creature you control.
Draw a card.

UG04 Overstep 2GG
Sorcery Uncommon
Creatures you control get +2/+2 and gain trample until end of turn.

UG05 Stonehoof Vorrac 2GG
Creature — Beast Uncommon
UG05 Stonehoof Vorrac gets +1/+1 for each untapped land your opponent controls.
3/3

UG06 Nagdrassi Symbiosis 2G
Enchantment Uncommon
Whenever you cast a creature spell, you may untap target creature or land.

UG07 Safety in Numbers 1G
Enchantment Uncommon
As long as three or more creatures you control have the same name, those creatures can’t be the target of spells and abilities your opponents control.

UG08 Rootrun 2GG
Instant Uncommon
Return target land on top of its owner’s library.

UG09 cycle Rhachen Farmhand 1GG
Creature — Human Druid Uncommon
Tap two untapped green creatures you control: Search your library for a land card and put it into your hand. Then shuffle your library.
2/3

UG10 Televator Glyphs 2GG
Sorcery Uncommon
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Draw a card. Then draw a card for each creature tapped to convoke UG10 Televator Glyphs.

UG11 cycle Vertrisaur 2GG
Creature — Beast Uncommon
You can’t spend mana to cast UG11 cycle Vertrisaur.
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.)
Shroud, trample
5/5
----------


X mana symbol 20/20
Spoiler:
CA01 Lookout Scope 1
Artifact — Equipment Common
Equipped creature gets +0/+1.
3: Untap equipped creature. Activate this ability only once each turn.
Equip 1

CA02 Acryllic Puddle 2
Artifact Common
When CA02 Acryllic Puddle enters the battlefield, you may draw a card.
Whenever you cast a spell, you may sacrifice CA02 Acryllic Puddle. If you do, draw a card.

CA03 Stilsiti Janitor 4
Artifact Creature — Construct Common
Momentum—When CA03 Stilsiti Janitor enters the battlefield, if it wasn’t the first spell cast this turn, you may return target artifact or land card from your graveyard to your hand.
1/4

CA04 Waterway Sphere 3
Artifact Common
Momentum—Whenever you cast a spell, if it isn’t the first cast this turn, you may look at the top four cards of your library, then put them back in any order.

CA05 Painter’s Obelisk 4
Artifact Common
T: Add one mana of any color to your mana pool.
Whenever you convoke a spell, you may untap CA05 Painter’s Obelisk.

CA06 Walls of Stilsiti 4
Artifact Creature — Wall Common
Defender
Whenever a creature deals combat damage to CA06 Walls of Stilsiti, return that creature to its owner’s hand unless it’s controller pays 1.
0/5

CA07 Monochrome Rock 0
Artifact Common
Tap an untapped creature you control, 1: Add one mana of any color to your mana pool.

CA08 Confinement Cube 3
Artifact Common
5, T: Exile CA08 Confinement Cube and target creature.

CA09 Arpanet 1
Artifact Creature — Scarecrow Common
As long as you control three or more Scarecrows on the battlefield, Arpanet gets +1/+1.
1/1

CA10 Arpatron 7
Artifact Creature — Scarecrow Common
As long as you control three or more Scarecrows on the battlefield, Arpatron costs 3 less to cast.
4/4

MA01 Nagdrassi Televator 7
Legendary Artifact Mythic Rare
Nagdrassi Televator is indestructible. (It can’t be destroyed by lethal damage or destroy effects.)
At the beginning of your upkeep, you may exile an artifact, creature, enchantment, or land card from your hand.
GWU, T: Put a card exiled by MA01 Nagdrassi Televator onto the battlefield.

MA02 Ice Mox 0
Legendary Artifact Mythic Rare
T: Add one mana of any color to your mana pool. Each tapped permanent you control doesn’t untap during your next untap step.
“I’ve got an ice mox where my heart used to be.”
—Tsar of Amishf

RA01 Opal Medallion 3
Artifact Rare
As RA01 Opal Medallion enters the battlefield, choose a color.
Spells you cast of the chosen color cost 1 less to cast.

RA02 Acryllic Catalyst 5
Artifact Rare
When RA02 Acryllic Catalyst enters the battlefield, you may draw a card.
T, Sacrifice RA02 Acryllic Catalyst: You may cast the next spell you cast without paying its mana cost.

RA03 Adamantine Monument 6 new
Artifact Rare
RA03 Adamantine Monument is indestructible.
Tap six untapped creatures you control: RA03 Adamantine Monument becomes a 9/9 Construct artifact creature with trample until end of turn.

UA01 Ambrosia’s Locks 0
Artifact Uncommon
3, T, Sacrifice UA01 Ambrosia’s Locks: Search your library for a land card with a basic land type and put it into your hand.

UA02 Wolf Fang Knife 4
Artifact — Equipment Uncommon
Equipped creature has pierce. (You may assign its combat damage as though it weren’t blocked.)
Equip—Tap an untapped creature you control.

UA03 Berserker’s Armament 2
Artifact — Equipment Uncommon
When UA03 Berserker’s Armament enters the battlefield, attach it to a creature you control.
Equipped creature has frenzy 1. (Whenever it attacks and isn’t blocked, it gets +1/+0 until end of turn.)
Equip—Sacrifice a land.

UA04 Stonehoof Axe 3
Artifact — Equipment Uncommon
Equipped creature gets +1/+0 for each untapped permanent you control.
Momentum—Whenever you cast a spell, if it isn’t the first spell cast this turn, you may attach CA04 to target creature you control.
Equip 4

UA05 Icicle Missile 1
Artifact Uncommon
2, Sacrifice CA06 Icicle Bullet: CA06 Icicle Bullet deals 2 damage to target creature. That creature doesn’t untap during its controller’s next untap step.
----------


Multicolor 2/2
Spoiler:
Teltail, Soul Searcher GW
Legendary Creature — Inumi Nomad Mythic Rare
Whenever Teltail, Soul Searcher becomes tapped, you may untap up to two lands you control.
T: Search your library for a creature card, and reveal it. Shuffle your library then put that card on top of it.
I want to see the world! I want to go on an adventure!

MM02 Visitation GWU new
Sorcery Mythic Rare
Search your library for a planeswalker card, put it onto the battlefield with two additional loyalty counters, then shuffle your library. At the beginning of the next end step, shuffle all permanents put into the battlefield by MM02 Visitation into its owner’s library.
2/2
----------


Nonbasic lands 9/9
Spoiler:
RL01 Howling Castle of Amishf
Land Rare
T: Shuffle RL01 Howling Castle of AmishfIf RL01 Howling Castle of Amishf into your library. If RL01 Howling Castle of Amishf did not enter the battlefield this turn, draw two cards then discard two cards.

RL02 Monochrome Horizon
Land Rare
When RL02 Monochrome Horizon enters the battlefield, you may add 2 to your mana pool.
1, T: Add one mana of any color to your mana pool.

UL01 Waterway Beach
Land — Plains Uncommon
(T: Add W to your mana pool.)
UL01 Waterway Beach enters the battlefield tapped.
T: Add U to your mana pool. Activate this ability only if you control three or more Islands.

UL02 Iljean Shelf
Land — Island Uncommon
(T: Add U to your mana pool.)
UL01 enters the battlefield tapped.
T: Add B to your mana pool. Activate this ability only if you control three or more Swamps.

UL03 Remnant Caverns
Land — Swamp Uncommon
(T: Add B to your mana pool.)
UL01 enters the battlefield tapped.
T: Add R to your mana pool. Activate this ability only if you control three or more Mountains.

UL04 Devil Crag Brush
Land — Mountain Uncommon
(T: Add R to your mana pool.)
UL01 enters the battlefield tapped.
T: Add G to your mana pool. Activate this ability only if you control three or more Forests.

UL05 Rhachi Farmlands
Land — Forest Uncommon
(T: Add G to your mana pool.)
UL05 Rhachi Farmlands enters the battlefield tapped.
T: Add W to your mana pool. Activate this ability only if you control three or more Plains.

UL06 Ice Veil Chasm
Land Uncommon
T: Add 1 to your mana pool.
Sacrifice UL06 Ice Veil Chasm, T: Destroy target land with a basic land type.

UL07 Blastland Peaks
Land Uncommon
T: Add 1 to your mana pool.
T: UL07 Blastland Peaks deals 1 damage to target attacking or blocking creature.
----------


Basic Lands 20/20
----------


All cards aren't final and can be cut/modified from the expansion.

The next expansions can be found here:
Into the Sun
Dream Halls

All cards have been posted. Will now be double-checking on probable redundants, already existing names, and draft games.

Wed, 2011-03-02 05:56
Thething1991
Thething1991's picture

If you have alot of colorless cards, i use an ability called Mana Reflection, essentially giving colorless cards a color. Here's how it works: Say i have a colorless creature with this ability. If i spend 1 mana symbol, Blue mana symbol, Blue mana symbol and Red mana symbol to cast it, the creature enters the battlefield with a red color counter and a blue color counter and is those colors. However, the way i currently have it worded, it would enter the battlefield with 2 blue counters instead of just one because it keeps track of how much of each color, instead of just the color. Here is the keyword.

Keyword - Mana Reflection
Mode - Custom or Expert
Matches - Mana Reflection
Reminder Text - {if has_pt() then "This creature" else "This spell"} enters the battlefield with a color counter on it equivalent to each color of mana spent to cast it. This card is those colors.

Also, one more thing i will suggest. 20 different nonbasic lands is a lot. Break it up into your other sets. I'd set the meter for 10 or 8, and funnel the remaining, available cards into the other colors and artifacts. I will eagerly await more spoiler cards to comment on. Hope this is enough until then.

Thu, 2011-03-03 01:39
Ink
Ink's picture

Mana Reflection seems workable but I don't think it should be already present in "Cake", because plotwise, the heroine starts out in a world already colored.

As for nonbasics, I just realized that its a lot as well. I'll be redistributing the numbers in a bit.

Thanks for the input.

*Updated*
-Added 5 cards
-Added prospective mechanic: Flow
Flow <cost> (<cost>: Return this from your graveyard to your hand if the last spell cast this turn shares the same color as it.)
-Corrected subcontinent name in story from Igdrasi to Nagdrassi

Thu, 2011-03-03 04:53
Rusty Keyes
Rusty Keyes's picture

I would strongly consider switching Thatch's abilities. The most its second ability will do is completely lock down a single creature which has no potential to spiral out of control even if it was a + ability, whereas at +1 the first ability will just go and go, generating an ungodly amount of incredibly good tokens to create a virtually indestructible shield, as you yourself continue to play your own creatures and spells.

Fatal Apathy is undercosted. Black mana symbolBlack mana symbol or a restriction to combat only maybe? It's really so easy to cast this on anything, far better than other comparable spells regardless of the fact that it allows regeneration (since in most cases that clause is irrelevant). It doesn't really seem to fit the flavor either, since it can still vaporize blockers and creatures that were intended to attack but either combat hasn't started yet or the creature just came into play.

Administrator

Thu, 2011-03-03 06:16
Thething1991
Thething1991's picture

Fatal Apathy: I agree with Rusty. Death Stroke costed Black mana symbolBlack mana symbol and was never used. Granted it was a sorcery, but the card would have been nasty if it was Instant speed. I find that this card suffers from a similar problem. Make it a sorcery, or up the mana cost.

Thatch the Shield: The first ability and the second ability should be switched. The way it is now, it is way too powerful. If you REALLY want to keep the token-making ability where it is, at least make them 0/4s.

Silence Circular: This kind of effect requires some kind of reminder text as to what it actually does. From what i can tell, the enchanted creature won't be able to attack (unless it has Vigilance), won't be able to use tapping abilities and can't be used to tap by other spells or abilities. This is the kind of reminder text that would be needed to really clarify what you intend this card to do.

Compelling Thoughts, Tamed Vaja: I think this is a great use of your keyword.

Thu, 2011-03-03 13:21
Ink
Ink's picture

On Thatch:
I think I was blindsided when creating Thatch's abilities. I was so focused on the fact that the token was a 4/4 defender and totally forgot that a lot of 4/4 defenders can become a problem. I'll switch the first and second ability accordingly as suggested.

On Silence Circular:
Good point thething1991. I guess it needs the reminder.

On Fatal Apathy:
I compared Fatal Apathy with MBS's Go for the Throat which IMO, is more powerful than Fatal Apathy in most cases. As I've already made lots of prospective cards for the set already, I believe Fatal Apathy won't be that powerful in the set.

@Rusty Eyes & thething1991
Thanks to both of you and the critic on Fatal Apathy I finally know what the last mechanic should be, Convoke. It advises tapping your creatures (although I'd want other colored permanents as well, I'll just return Convoke) while providing mana for more Momentum. A happy smile

Edit: I will implement changes on next update.

Edit: *** UPDATES ***
- Added more cards
- Finalized mechanics: Momentum, Intervene, Cantrips, Free Spells, Convoke
- Updated Thatch

Thu, 2011-03-03 17:39
elmdor
elmdor's picture

Serve Time: it's powerful, see Oust: it's a sorcery, gives life to your opponent, and puts the creature second from the top, which is usually less than the creature's power.
Tamed Vaja: I like this use of Momentum, it's a good way to put this ability on a common creature.

Dedicated Hours: extra turn effects are usually mythic rare.
Fatal Apathy: mirror to Assassinate. It should cost 2 mana symbolBlack mana symbol or be a sorcery, in my opinion.

Land Blasting: beginning of your turn.
Bragth Raptor: do you think its second ability is red, rather than white? Do you want it as an alternative vigilance?

Evanescent Solifuge: four mana for a green lava axe? I think it's more powerful than Groundbreaker...

"All science is either physics or stamp collecting." [Ernest Ruthenford]
"In man we all pray!" [Tony Hadley]

Thu, 2011-03-03 22:14
Thething1991
Thething1991's picture

Serve Time: Very powerful. Needs to be balanced out. Make it a Sorcery, then up the mana cost. As Elmdor said, refer to Oust.

Warwisp: This could definitely be a 2/2 or cost 2 mana symbolBlue mana symbol.

Bragth Raptor: I'd replace the blocking while tapped ability with Vigilance. It may be off-color, but it is much simpler than this.

If i didn't comment on some of your new cards, it's because i see no issue with them. Really liking the direction of this set!

Also, you should consider re-printing Silence in this set.

Fri, 2011-03-04 04:00
Ink
Ink's picture

On Serve Time:
I'm planning on changing its 1cc-removal function in favor of a Convoke "exile creature" spell. I'll still be keeping Serve Time but will change it in a lot of areas.

Serve Time X mana symbol1 mana symbolWhite mana symbol
Sorcery Common
Put target creature X cards from the top of its owner's library. <maybe something more>

On Dedicated Hours @elmdor:
I'm not sure I should bump the rarity for this because of function. Its base effect is in itself not so powerful as it only pulls up what you've used on the same turn. I'm actually thinking of cutting of the "exile" effect.

On Land Blasting @elmdor:
I'll recode it. I just reread my Mindstorm Crown and beginning it is.

On Bragth Raptor:
Bragth Raptor is my experimental creature. I just wanted to test the bounds of combat. The reason why I wanted it to block while tapped was for this set's need for you to be hyperactive, aka tap things. I think the raptor is just crazy... that's why I made it red.

Bragth Raptor 3 mana symbolRed mana symbol
Creature - Beast Uncommon
Bragth Raptor attacks each turn if able.
Bragth Raptor can block as though it weren't tapped.
2/2

On Warwisp @thething1991:
Warwisp is based on Man-o'-War. I thought upping the cost for flying and flash and smaller power would prove it to be uncommon. I might up its toughness and I will definitely change its creature type to Spirit or Elemental.

On Evanescent Solifuge @elmdor:
I think its pretty solid for a green card that is rare. It was designed to be better than Groundbreaker with the nostalgia of a Giant Solifuge.

@thething1991:
Unfortunately, an Insist/Overmaster cycle is already in so I don't think Silence will be put in. Green mana symbol - creatures ; Red mana symbol - sorceries ; White mana symbol - enchantments ; Blue mana symbol - artifacts ; Black mana symbol - any spell but at the cost of half your life rounded up

Thanks for the replies. Changes will be made on next update.

Also, I'd like an opinion on a planeswalker tutor. What color should it be?

Sat, 2011-03-05 03:16
Thething1991
Thething1991's picture

To be honest, you added MANY new white cards: it's a little overwhelming at the moment, so I'll give you feedback on those tomorrow. For now, your new blue cards.

For starters, Wisp o' War and Cloud of Wisps should be the same type, at least i would think so (nice throwback on Cloud of Faeries). My only issue with Dedicated Hours is that i'm not sure where it is being exiled from. Just to clarify the card, you should probably specify. For example, if it exiles when you cast it (to prevent it from bouncing to your hand), It could say:

Exile ~, then return all Instant and Sorcery cards from your graveyard to your hand.

This little tweak really clarifies what's going on.

Sat, 2011-03-05 04:26
Ink
Ink's picture

@Thething1991
Sorry about the white cards. I wanted them out of my head already cuz they were clogging my processing. There were another bunch of cards that I was supposed to add in but seeing it becoming overwhelming I'll put them in the day after tomorrow.

I've changed Wisp-o'-war's (Warwisp) type into elemental. I must've missed it when I updated.

I used Ill-Gotten Gains as wording reference for Dedicated Hours. I think its wording is fine right now, unless the majority states otherwise.

Thanks!

Sat, 2011-03-05 20:49
Death and Taxes
Death and Taxes's picture

Here are my comments on the white cards (and one blue card):

Spoiler:
Alert the Armory
Steelshaper's Gift.

Binding Circular
This card seems like it would cause a lot of problems with the rules. Might want to change it to just

disable attacking and [T] abilities. It's a bit undercosted.

Defensive Formation
OK.

Devote
OK.

Disguised Pitfall
Might want to change this to 4W. Removal is powerful, especially as a cantrip common. Consider making it

an uncommon.

Eastward Traveler
Looks fairly balanced. It could be changed to 2/1, though, so black decks aren't as screwed against it.

Full Plate Sentinel
This is essentially a 10/10 wall that damages anyone who attacks you. It should defnintely be weaker -

maybe remove the damage ability, make the creature a 1/1, and make it cost 3WW. No matter what, the damage

ability should go, white cards should not deal direct damage.

Generous Student
Temple Alcolyte. This guy should cost just 1 white.

Great Bihorn
Could be 4WW for a 4/6. Also, why is this an Aurochs? They're a tribe that is established to be green and

have a specific ability.

Ivory Spire Council
Interesting, but this seems more like it should be a green or atifact card. Preventing instants and

reducing mana costs are not effects that should be on white cards. He's also kind of narrow and weak for a

mythic rare card.

Journey Preparation
Very few equipments cost more than 3 to equip, so this would generally just be a very narrow combat trick.

If it could equip multiple equipments, cantriped, or had another extra ability, it would be ok.

Knight of the Orderly 1 mana symbolWhite mana symbolWhite mana symbol *new*
Intervene seems like it would cause some real problems with the rules. There are cards with this effect

already, and they are very wordy. This creature would be Ok without the Intervene ability.

Serve Time
Needs a reword. Check other cards with this ability. The lifegain effect and "X can't be 0" could be

removed if the card cost 2 more.

Writ of Unity
Should probably cost 2 more.

Tamed Vaja
Looks OK, though it should probably be uncommon.

Thatch the Shield
First of all, this should probably have the subtype Thatch - from the storyline, it seems that Thatch and

the other planeswalkers are seperate entities that coexist, so (assuming you give the others the same

subtype) it makes no sense from a gameplay standpoint that only one can be on the battlefield at a time.
Onto the abilities
+1: Unique, but a bit narrow. I suspect that this ability will often be used just to add counters to

Thatch, rather than for the ability itself.
-2: Overpowered. The wall is bigger than most agressive creatures, and two of them will shut down just

about any aggro deck.
-7: Underpowered. Planeswalker ultimate abilities are usually esentially "You win the game" in more words.

This one reproduces an effect that can be achieved with various 3-mana enchantments. Should be changed to

be more game-changing.

Stilsiti Sentry
This card is better than Ogre Sentry, which is a good thing since white should be better at

defending than red. The Momentum ability does nothing, though, since summoning sickness prevents this guy

from attacking. Could replace it with a lifegain ability (it would fit with the defensive nature of the

card). Giving it haste would also fix it, but would not be a very in-color solution.

Cloud of Wisps
The untap-lands ability should not exist. urza's Saga proved that. Granted, Saga had multi-mana lands, but your set has Momentum, which this also combos with. If it just added one (MAYBE two) mana to your mana pool, it would be OK.
[\spoiler]

Sat, 2011-03-05 20:58
elmdor
elmdor's picture

You could remove intervene, and keyword "this creature can block as though it weren't tapped".

Disguised Pitfall: I agree with D&T.
Stilsiti Sentry works, read its text again D&T.
Serve Time could cost 1 mana symbol more, in my opinion. Without "X can't be zero".

"All science is either physics or stamp collecting." [Ernest Ruthenford]
"In man we all pray!" [Tony Hadley]

Sat, 2011-03-05 21:29
Thething1991
Thething1991's picture

Defensive Formation, Disguised Pitfall, Devote, Eastward Traveler, Journey Preparation: AWESOME! No comments from me.

Alert the Armory: A little expensive for what it does. I agree with D&T; change it to White mana symbol.

Binding Circular: This little guy is such a bother. Instead of ignored, you may want to say 'countered', but that's assuming that you are using them interchangeably.

Full Plate Sentinel: I just want to tell you that players don't attack. You want the damage to be dealt to attacking creature's controller. What you could say is 'Whenever ~ blocks, it deals 3 damage to the blocked creature's controller. Built in Righteousness is an awesome idea; extremely powerful, but awesome. Oops, i just saw the Pro red/black. This makes the card very good. I think an ability needs to be taken out. Otherwise, this potent combo will murder red/black decks and still be extremely effective against green/white aggro.

Generous Student: Consistent life-gain can be very powerful. Change it to 2 and you should be fine.

Great Bihorn: The one thing i can't stand about WOTC is that they make shit cards which have no place, anywhere. IMO, EVERY card in your set should be usable. This is one of those crap cards. Change the CMC to 5 mana symbol and it's better.

Ivory Spire Council: My only issue with this card is that it feels more blue than white. Other than that, it's awesome.

Knight of the Orderly: I worry about the flavor of this card. It just doesn't make as much sense as the others.

Sun, 2011-03-06 01:39
Death and Taxes
Death and Taxes's picture

More comments:

Spoiler:
Dedicated Hours
I'd say this is too good. Maybe instead of getting an extra turn, make it untap some of your lands. That

way, you'd still get to cast the spells immediately. The momentum ability should come after the other

ability on the card.

Diligent Student
"...you may draw a card. If you do, discard a card." Pretty much a Merfolk Looter with a

restriction. Make it a 1/3, then it would be a decent defensive creature with a nice extra ability.

Wisp-o'-war
Should cost U more than this.

Compelling Thoughts
Looks powerful, but fairly balanced. Make sure it's not too easy to cast multiple spells in one turn,

though. Might want to consider making it cost more but draw more cards.

Fatal Apathy
Way too good. For starters, make it a sorcery. Also, since it can hit any creature in the right

circumstances, it should cost 2B at least.

Land Blasting
This card is a bit awkward, rules-wise. What happens if you give it flash? Also, it's worse than

Stone Rain.

Bragth Raptor
The second ability could just be replaced with vigilance and the card would be almost identical. It's also

very underpowered - at its current cost, it could probably be a 4/3 without any problems.

Evanescent Solifuge
If this was unblockable, it would be virtually identical to the current version unless your opponent had a

first-strike creature. I see what you're trying for, but the Pierce ability doesn't really make that much

sense on Ball Lightning creatures.

Lone Wolf
Seems OK.

Insist Green mana symbol
OK.

[\spoiler]

Mon, 2011-03-07 05:38
Ink
Ink's picture

On the replies on white cards

Spoiler:

Alert the Armory:
I actually saw Steelshaper's Gift on my shop visit and asked myself if Alert the Armory actually had the same text, but I wasn't sure. Now I'm sure. I'll change it on the next update.

Binding Circular:
I think its costed fine. I've always thought that "can't be tapped" would be easily understood as "can't be untapped". I might revert it to its first incarnation but for now I'll change it to D&T's suggestion.

Disguised Pitfall:
Dispense Justice costs 3, can do more and is uncommon. I'll up the cost but I won't change rarity.

Eastward Traveler:
Will be nerfed to 1/2 so will its "brother" Southward Traveler.

Full Plate Sentinel:
@thething1991: There are defending players so attacking players should exist. However, as you've pointed out, the card does too much. I'll cut its p/t down to 2/2 and cut out the "vengeful" trigger.
@D&T: DD from white should be justified, and being attacked, justifies striking back. It's flavorful but I think its too much for a rare card with already a lot of abilities in it as pointed out by thething1991.
FPS has prot-red and prot-black because flavor-wise he protects Stilsiti from the Vamps of the east and the raiders from the south. He also shrugs Fatal Apathy.

Generous Student:
I'll cut life gain down to just 2.
@D&T: The student's life gain can be recurring that's why it costs 2 and has 1 toughness. Temple Acolyte costs the same has 3 toughness but can give you only one time life gain. I think the cost is fine.

Great Bihorn:
@D&T: Why not auroch? Lorwyn came along and gave as black goblins and black elves. In Dominaria, atog was a scavenger, on Mirrodin, atog was a predator (Whatever happened to the atogs on Mirrodin?)
Though I'll have to agree on its cost to cc. I'll fix it on the next update.

Ivory Spire Council:
Is Silence every time a player breaks the Stilsitian law against laziness. I might word him (them) up a bit for more range. If the Council favors you, then you get tax cuts/incentives.
Seems mighty flavorful to me. Will update him after a while.

Serve Time:
I found Excommunicate. I'll be cutting the minimum cost for X and life gain.

Journey Preparation:
@D&T: I'll be cutting the cost to 2cc to make it Aura Graft-like.

Thatch:
@D&T: Thatch is one of three persons in one being, that 'being' being Ophelia. There will be three Ophelia's in this first expansion. On the ultimate, I originally placed "Opponents can cast spells" or "can't cast spells from their hand" on it but wasn't too sure about that. Now the ultimate puts Rule of Law over your opponents only. It's non-symmetrical giving you a chance to generate dubious amounts of board presence. In a control deck, you pretty much win the game.

Knight of the Orderly:
Intervene's concept when fully worded is clunky. I tried my best to compress the wording for reminder text and that is the result. Also, I don't think its out of flavor for white:

Quote:
Imagine the knight and his little cleric friend walking along a road only to encounter a joker and his father. The cleric brings out a knife to defend (attack in self-defense) himself. The joker's father doesn't like it, not one bit. So the father grabs the knife, sticks it in the cleric's mouth and says "Why so serious?". But then the knight comes along rescues the cleric from a battle he can't win. Now the father fights the knight, the cleric is free to duel whatever the knight was supposed to be clashing with (if there wasn't any then, he goes unblocked), while the little joker sits in a corner (cuz he can't block) and watches while his father has a smile put on his face.

@elmdor:
Bragth Raptor will be the only card with "can block as though it weren't tapped." Because of that, I didn't keyword it.

On the other card replies

Spoiler:

Cloud of Wisps:
@D&T: Only Frantic Search was ever broken. The free-spell creatures like Palinchron and Cloud of Faeries were given erratas for a time in which they were written the same way I've encoded Cloud of Wisps, but later the errata was removed and it functions as they are written now. I gave free-spells to blue in this expansion because Convoke will be just 2 cards in blue and Intervene will be totally absent.

Dedicated Hours:
@D&T: Minimum of 7 mana and 2 cards just to get back your instants and sorceries plus an extra turn. Is it really that powerful? I'll swap the text as you've suggested.

Diligent Student:
@D&T: Riddlesmith

Wisp-o'-war:
I'll cut out flash, since it has flying, something Man-o'-War didn't have.

Fatal Apathy:
Go for the Throat comparison. If Fatal Apathy were common it would cost the same as Rend Flesh. Quick tap abilities (e.g. Birchlore Rangers), and instant spells with convoke will fizzle Fatal Apathy very easily, all of which will be abundant in this set. Just as artifact creatures are hella lot in Mirrodin to keep GftT in check.

Land Blasting
@D&T: You're right. I'll change it with "beginning of the turn".

Again, thanks to everyone for the input! I'll be updating in a bit.

*Updates*
-Updated nearly every white card
-Added new 5 white cards.

Mon, 2011-03-07 05:57
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

Wow, you gots some cool cards there, hoss!

And now, comments.

Full Plate Sentinel - Very cool. A fellow that gets an awesome boost when blocking. Perhaps create a condition by which he loses defender 'til EOT so you can use him as an attacker?

"Momentum - FPS loses defender and gets +2/+2 and vigilance 'til EOT". Or would that clutter up the text box?

For Dedicated Hours, the cost looks fine. And the momentum effect is pretty cool. But, might I suggest shuffling the instants and sorceries into your library?

Serve Time - Maybe have them go to the bottom o' library? Seems more flavorful that way. Otherwise, looks good.

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Mon, 2011-03-07 23:47
Ink
Ink's picture

@Ladygeddon
FPS was built to be a blocker. I don't think he should ever attack, though he was initially built with a "retribution" ability.
Dedicated Hours has a problem which I think D&T saw that I didn't. Even if you do get back your I's and S's, you're gonna discard some of them going to your next turn. I'm thinking of reworking it in that vein.
As for Serve Time, I think it works fine. It's a Excommunicate with an X.

---

I've decided suspend updating for the moment.

I've done some play testing and discovered some problems that I have to work on.

First of all, the way Intervene works generates a lot of underlying rule manipulation which I didn't see when I first made it. Secondly, the interaction between cards, especially with the free spells and Momentum. Compelling Thoughts + Cloud of Wisps is pretty awesome though I can't tell if its truly overpowered or not.

I'm thinking of using an combat-based mechanic which I pitted with Intervene. I don't know if someone has already made a mechanic like this, I gave it a draft name of "Mass/Group Attack" which is the opposite of mass/group blocking. You can easily tell what its all about just by the name.

On card interactions, I'd like to know your thoughts on free spells + momentum.

Fri, 2011-03-11 05:40
Thething1991
Thething1991's picture

Mass/Group Attack? It's called Banding, and it was a rules nightmare. Don't use it. If you're thinking of making a keyword similar, a friend of mine had a custom set where he made a tiny version of it, with limitations being that the creatures had to be the same type and it could only affect 2 creatures in each 'bunch'.
As for your free spells + Momentum, as long as you don't plan an bringing back Storm in your set, you should be okay, especially if your make cards that punish players for casting multiple spells.

Tue, 2011-03-15 01:07
Ink
Ink's picture

I'm dropping the group attack and just concentrating on fixing Intervene.

I have these iterations to choose from by far:

Spoiler:

Intervene a semi-gustcloak:
Whenever a creature becomes blocked and this is attacking, you may remove that creature from combat. If you do, whatever blocked that creature blocks this instead.

Intervene as neo-provoke:
Whenever a creature blocks and this is attacking, you may have that creature block this instead. All other creatures blocking this are removed from combat.
or:
Whenever a creature blocks and this is attacking, you may have that creature block this instead.

As for the free spells + momentum, I think I'll make a full list and test play first with apprentice. I don't plan to bring Storm into the set because it would be very broken. I won't be making cards (at most one or two will be made if ever) that'll work against casting multiple spells because that would go against the theme of the block.

Thanks for the reply thething1991. Hope you can provide insight as to which iteration of Intervene best works.

-----------------------

Intervene

Spoiler:

Intervene (At the end of the declare blockers step, choose a blocked creature you control. If this is an attacker, you may have all creatures blocking that creature block this instead.)

Intervene (Whenever this attacks, choose an attacker. You may have all creatures that would block the chosen creature, block this instead.)

Intervene (Whenever this attacks, you may choose an attacker. If you do, all creatures that would block the chosen creature, block this instead.)

I'm having a bit of trouble wording this. I only want it the ability to steal the blockers of a single blocked creatures.

Wed, 2011-03-16 01:01
Thething1991
Thething1991's picture

This ability really feels like a combat trick. It feels like it won't work as well as it should when put on creatures. However, despite this, i like the last ability the most, but it needs some clarification.

Intervene (Whenever this attacks, you may choose another attacking creature you control. If you do, all creatures that would block the chosen creature block this creature instead.)

Longer, but i feel like it clears up a lot more questions. Hope this helps.

Wed, 2011-03-16 03:50
Ink
Ink's picture

I've placed discussion on Intervene in the Card Clinic. windandfire has provided some insight as well. I've realized again that it's best if the trigger happens after blockers are declared rather then when declaring attack so that it becomes a trick that requires thinking for both players.

Thu, 2011-03-17 07:04
lord_joakim
lord_joakim's picture

Comment - I looked at Devote before, didn't like it, but then quit the thread because I assumed only criticism for one card wasn't good. But I'll go with it:

Devote works, but isn't interesting, it doesn't belong in white's color pie (It's an ability of blue's enemies - Your card, Insist, works, for example, but I'd bump it down to uncommon for many, many reasons. Look at Autumn Veil.) it is a horrible crap rare that isn't even a trick - even Moonlace has uses - when would you want to put it into your deck? Ever? When would you want to get it in your booster? Ever? And you're spending a very catchy name on it. Cut it and do something else for the slot. (And bump insist down to uncommon. Neither should be rare.)

Parenthetically, I might note you that Eastward and Southward Voyager should probably be in two different sets, since they fill the same role as a color hoser, but for respective colors. See ZEN and WWK's Cliff Threader and Marsh Threader respectively. Also, I'd bump the voyagers to 2/1, since it gives them more 'swing'. That'd probably require them to be uncommon, though. I don't know.

Also, I'd just cut Land Blasting, I don't see the point. When would this be relevant? Against Seedborn Muse decks? It would still be very useless against Muse other than in an already dedictated LD deck, which, btw, doesn't lack the necessary cards to work atm. It's one of those cards that just burn to open in a booster. At least Bloodcrazed Goblin is "over the curve" and follows M11 Red's "I damage you on my turn" theme, and Takeno's Cavalry deals damage. That card is just weird for the sake of it.

Other than that, you have many fine designs. I'm just not commenting on them. I'll see if I come by with more criticism later. A happy smile

Fri, 2011-03-18 05:57
Ink
Ink's picture

@lordjoakim
On Devote:
Devote is part of a cycle which includes the reprint of Insist and Overmaster. It is out of color, yes, but in rare occasions the pie isn't completely followed and for the cycle to be completed I had to make this.

As for rarity, compared to Autumn's Veil, these are weak in comparison. I think the rarity can be dropped to uncommon but Devote and "black insist" are out of color effects that may merit the rare rarity. Blue has only one spell that can't be countered which is Last Word.

On Voyagers:
I'll follow your advise on the Voyagers being spread out the next expansion. The power should remain 1 though so they'd be kept at common.

On Land Blasting:
The text hasn't been updated yet. Land Blasting is relevant against players who don't tap out. It works the same way as Mindstorm Crown.

It should read:
Destroy target land if it was untapped at the beginning of this turn.

Thanks for the reply.

Fri, 2011-03-18 14:32
lord_joakim
lord_joakim's picture

Do what you will with Devote. It's your set. But I assure you that hate on blue isn't a global effect that you're supposed to throw around like that - and not only because of the color pie workaround. It's just dull dull. :/ Insist and Overmaster worked because being countered is a thing red and green not only tend to hate, but also fear. There's a reason they didn't make a cycle back then. Counterspells are most often used against creatures or nonpermanents. This just seems like a dull opener.

It might work if it remains uncommon. A happy smile

Land Blasting seems fine like that then. It just easily mistranslates into a Seedborn Muse hoser. You might want to work on the wording.

Sun, 2011-03-20 10:54
Ink
Ink's picture

@lord_joakim
The wording for Land Blasting has been worded the same way as Mindstorm Crown.

List has been updated.

Sun, 2011-03-20 19:21
Rusty Keyes
Rusty Keyes's picture

UW11 cycle is an interesting concept, but really—lol—if the mana cost can never be paid, then there's no point to it being there. I see what you're trying to do, but it's simpler to template it like Gaze of Justice.

I don't quite understand the cards with effects based on your opponent's untapped lands... They can tap all of their lands in response. Tapped lands, maybe?

Administrator

Mon, 2011-03-28 13:05
Ink
Ink's picture

@Rusty Keyes
I made the UX11 cycle to be Convoke-based. The cost will tell what color and how many creatures you need to tap to cast it.

Rewording it like Gaze of Justice it would look like this.

Quote:
UW11
Instant Uncommon
As cost to cast ~, tap an untapped white creature you control and another creature you control.
Exile target creature.

It doesn't use Convoke which doesn't really matter much right now as well as converted mana cost-based interactions. I'll keep the GoJ template in mind.

As for the untapped lands. Its a matter of getting hit by a weak spell but tapping out or taking a big spell while remaining untapped.

-----------------

UPDATES
I'm seriously thinking of pulling out the "can't be countered cycle" and instead I might put it momentum abilities that give uncounterability for the next set.

-7 new cards have been added to the spoiler.

2011/3/28
-Added 10 new cards in green
-Updated story information

Hoping for some comments. Thanks.

Wed, 2011-03-30 06:02
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

Right now, looking through your white and green stuff. Major thumbs up to Godly Proportions, an improved version of Mythic Proportions. Well, Mythic gives an extra +2/+2, but the being able to shuffle it and/or the creature back into your library and uncounterability really make it shine!

In general, Momentum is very cool.

Overstep: Weaker version o' Overrun. Still, nice. I'd use it.

Alpha Vaga: Groovy card. Intervene is pretty cool, and a trampling creature that gets bigger when blocked is pretty nice. Nice combat trick!

Painter's Inspiration: I like it.

Disturb the Nest: I'm picturing it with a rather humourous illustration o' someone/thing tapping a hornet's nest. That alone makes this card shine. Even cooler that they get bigger if you've played another spell before it.

Rhachen Farming: Like.

Nagdrassi Symbiosis: Nifty. I dig it. Being able to untap lands or creatures can open up some deckbuilding options, moreso with Momentum.

Nature's Tenacity: Excellent combat trick for green. "And now, I regenerate my army!" If such were ever printed, I can definitely see it being a pretty popular card. Since it regenerates all your creatures, it could probably even be 2GG?

No P/T on Ivorstil Senate? Still, pretty nasty ability! O_O Definitely hoses counterspells and anything else one would do on another player's turn.

Alert the Armory: Beautiful! But, depending on the cost of any equipments you might have in the set, could be pretty powerful. Such as, say Argentum Armor. Still, a must for equipment decks, much like Quest for the Holy Relic.

Hm, thought I had more to say, but brain is getting sleepy. Still, it looks like you have a pretty solid set thus far. Looking forward to seeing what else you come up with. Will also comment further if there's anything else I can think of. ^^

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Thu, 2011-03-31 00:47
Ink
Ink's picture

I think I might step down Godly Proportions a notch. It costs 1 less than Mythic but does far more. I think its kinda unfair. I even thought of making it like Rancor, putting it back into your hand but I felt it was too powerful. Looks like it still is.

Now that I look at it, Painter's Inspiration needs a bit of rewording.

Nature's Tenacity requires you one Green mana symbol more for the card draw. I think the cost is not worth the effect. I found Wrap in Vigor and its just a common, does the same thing without drawing a card.

As for the Senate... I haven't updated the white cards yet on some modifications but I'm pretty sure the Senate is a 2/5.

Thanks for the comments LadyGeddon! I wouldn't found critique for my own cards if you hadn't singled them out.

Thu, 2011-03-31 09:18
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

No prob. Again, some really nice stuff you have going here! But yes, Proportions is definitely the sort o' card I do cartwheels for whenever I crack open a pack. ^_^

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Wed, 2011-04-06 13:15
Ink
Ink's picture

I've updated the spoiler. I'm going to be posting something on the card clinic pertaining to the Ophelian Trinity cards.

Hoping for comments.

Fri, 2011-04-08 01:40
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

Wow, looks like you've got an improved model for Dark Confidant there!

I like Deceitful Tutor a lot. Nice take on tutors o' Magic past.

Interesting convoke cards you have going. At first I was a bit confused by the "Mana can't be spent to cast this" clause on them, but then I got it. ^^;;

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Sat, 2011-04-09 11:35
Ink
Ink's picture

Thanks LoA

I tried to make a weak "Bob". I'm not sure how it will pan out in constructed. I do plan to try sealed games with the expansion when I'm done with all the cards. I'm still lacking a lot in blue, black and especially red (second to the least favorite color).

Good lord... I misspelled Splinters on Cerebral Splinters. lol

The "convoke only" spells are a 'weird' way to use convoke. Rusty Keyes already pointed out the Gaze of Justice template which is less cluttered. I'm still keeping the template in mind because it just might happen.

*** massive update ***
-Added a buttload of new cards

Sat, 2011-04-09 14:44
TheAmazingKamahl
TheAmazingKamahl's picture

Can I help you make cards? I am still new to Magic Set Editor, but I know a lot of MTG.

Just give me a description, and I will make it. For example, if you said "make a red cards with something to counter a Red mana symbol that is 3/1" I might make something like this:

Kamikaze Goblin Red mana symbol
Creature - Goblin Warrior Uncommon
Haste, Trample
3/1

Sun, 2011-04-10 10:29
Ink
Ink's picture

@kamahl
Help is much appreciated. As you can see in my spoilers, there are blank cards. They can range from enchantments to instants and sorceries. All creature slots have already been taken though.

Sun, 2011-04-10 14:05
TheAmazingKamahl
TheAmazingKamahl's picture

This might be too late, but I think Cascade could be a good keyword for this set. I can think of a lot of cards that would work in both this set and cascade.

Maybe like this one (The name isn't good)

CARDNAME X mana symbolBlue mana symbolBlue mana symbol
Instant Uncommon
Counter target spell unless it's controller pays X
Cascade

Thu, 2011-04-14 13:35
Ink
Ink's picture

@TAK
I'm not a big fan of Cascade. I might not have stated it yet but I will no longer be putting in any more mechanics. Finding new ground for Convoke would be better. I want creatures to be especially active.

Your card is an interesting card but not one for this set.

Let's work on what we've got. A happy smile

I'll put more detail to the skeleton cards in a while, but you can suggest whatever you see fit.

-----

I'm currently working on the Ophelian Trinity (especially the blue one). The abilities aren't really cutting it for the green and blue one.

Thatch is the defensive Ophelia. She defends Canevas from visitors, hostile or otherwise. Her ultimate just needs a fix. She is by far the most balanced of the three.

Urich is the dreaming Ophelia. She thinks up the designs of landscapes and creatures for Canevas which she then gives to Schye to implement. I want her abilities to represent dreaming (putting to sleep), brainstorming, shared thoughts and genuine inspiration (something you could never have thought of aka outside of the game). Her ultimate is dead set already but her first two abilities aren't.

Schye is the maintaining Ophelia. She implements Urich's dreams. Her first ability could change but as for now, it is already cohesive with the second ability (the best ability). The ultimate is supposed to be the "super friends" summoning. Getting all three Ophelias on the battlefield ala Pain summoning all 6 paths from Naruto (he's the reference for the Ophelian Trinity).

The ultimates for each of them should relate with presence of the other but should still work stand alone.

-------------------

Some stuff left on the skeleton....

White cards
RW02
Instant Rare
flash enabler

Blue cards
UU05
Instant Uncommon
p/t manipulation

UU06
Instant Uncommon
swap out card in hand with permanent battlefield

UU07
Sorcery Uncommon
destroy, replace with token

UU08
Enchantment Uncommon
animate, flying

UU10
Creature — Serpent Uncommon
large

Red cards
CR16
Sorcery Common
token generator

UR08
Enchantment Uncommon
token generator, red keyword

Thu, 2011-04-14 16:08
TheAmazingKamahl
TheAmazingKamahl's picture

Need any spiders? I like spiders A happy smile

Mammoth Foresttangler 4 mana symbolGreen mana symbol
Creature - Spider Uncommon
Reach, Defender
4/5

Creeping FLAVORNAME Black/green mana symbol
Creature - Spider Common
~ Get's +1/+1 for each other creature on the battlefield called ~.
A deck can have any amount of cards called ~.
0/1

Poisonwidow 3 mana symbolGreen mana symbolBlack mana symbol
Creature - Spider Rare
Deathtouch, First Strike
The Poisonwidow's first strike is the only one it needs...
1/5

PLACENAME Stalker Black/green mana symbolBlack/green mana symbol
Creature - Spider Uncommon
Intimidate
1/1

FLAVOR-NAME-HERE Druid 1 mana symbolBlack mana symbolGreen mana symbol
Creature - Elf Druid Rare
Spiders you control get +1/+1 and have reach.
2/2

PLACENAME Scuttlers Black/green mana symbolBlack/green mana symbolBlack/green mana symbol
Creature - Spider Uncommon
Trample
A deck can have any amount of ~.
~ gets +1/+1 for each other permanent called ~ on the battlefield.
0/2

Webmaster of PLACE-FLAVOR-NAME-HERE 4 mana symbolGreen mana symbolBlack mana symbol
Creature - Elf Druid Rare
Spider creatures you control have reach and deathtouch.
Black/green mana symbolBlack/green mana symbolTap symbol, Put a 1/1 green and black spider creature token onto the battlefield.
3/4

Yes, the story isn't affiliated with spiders, but I just gave you a whole mini-cycle of them, so why not?

Thu, 2011-04-14 20:06
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

I was wondering, what are the tribes for red in respect to your needs for the set? Goblins are usually the big "go-to" for red token makers. But if there are no goblins in your world, then maybe something else?

For the flash enabler, maybe a wording along the lines of "Until the end of turn, you may play creatures as though they had flash."? As a rare, maybe have it cost in the neighborhood of either W or 1W.

Swapper (placeholder name) 2UU ?

Return target nonland permanent to your hand, and put a card onto the battlefield from your hand.

Though with that, did you want that to be able to put out a specific permanent type?

UU07 ... Maybe something akin to the Ovinomancer ability?

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Fri, 2011-04-15 05:00
Ink
Ink's picture

@TAK
Spiders work. Unfortunately, green is already filled to the brim and I don't have room for gold cards. I could place some in the next expansion. Elves don't exist in Canevas too. I was actually thinking about a Relentless Rats type for creature for green so Scuttlers is definitely noted. Another thing is, spiders will always have reach.

@LoA
Devils are the prime mini boogers of Canevas. They can also be present in black.

For the flash enabler, some variant of Scout's Warning.

For the swapper, something along the lines of Metamorphose, no specific permanent type.

on UU07, something like Ovino or Pongify.

Thanks guys

Sun, 2011-04-17 16:54
TheAmazingKamahl
TheAmazingKamahl's picture

OK. Thanks! So... let's change those elves to either treefolk or humans.

Thu, 2011-04-21 11:33
Ink
Ink's picture

I've updated the spoiler... some slots are still in skeleton format...

7 new cards.

I'm thinking of a Panglacial Wurm casting for the next part of the set. I can't really fit it in this part anymore.

Fri, 2011-04-29 09:17
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

Nice stuff. Gotta love token makers! ^_^

I also see that you have some enchantments that turn into critters when stuff is tapped. Nice touch, that.

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Sun, 2011-05-01 11:02
Ink
Ink's picture

Updates on first post! 9 new cards... many updated cards.

I'm lacking heavily on black and artifact cards... commons are seriously hard to make.

Comments and suggestions are welcome.

Stuff I'd like to think about... interblock synergy, and creature types. There are rare creatures on Canevas that are unique... (like the Tsar and Mnemoaii) and I'm planning to put more like them in the next part of the block.

Part 3 has been named Dream Halls. Its only a bonus part of the expansion set because the story in a sense ends in Into the Sun.

@LoA
Wanna help me with the remaining cards?

Mon, 2011-05-02 05:46
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

I'll see what I can do, but can't really promise anything. ^_^;; Digging the new white card that interacts with exiled creatures. Was actually considering doing some stuff in Machination or Showdown that interacted with the exile zone in some way.

Anywho, what do you need for your remaining slots?

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Tue, 2011-05-03 01:21
Ink
Ink's picture

Here are my remaining slots. As to what each card should do, I am unsure yet. I think I'm missing some basic stuff since most of what's missing are commons. Basic effects should work fine as long as it hasn't already been done in any of the other used slots.

BLUE
CU15 Instant
CU16 Sorcery
CU17 Enchantment — Aura
CU18 Instant

BLACK
CB09 Sorcery
CB11 Enchantment
CB12 Instant
CB14 Instant
CB15 Sorcery
CB16 Enchantment — Aura
CB17 Instant
RB08 Sorcery

RED
CR13 Enchantment — Aura Enchant creature
CR15 Instant
UR10 Enchantment

GREEN
UG08 Instant

ARTIFACTS
CA07
CA08
CA09
CA10

Tue, 2011-05-03 01:50
Ivory Gate of Dreams
Ivory Gate of Dreams's picture

For blue, could definitely use a counter to supplement Cyclical Waters. Something along the lines of Cancel, Counterspell and friends. When I think blue, my mind usually goes to countering, bouncing and drawing! Seeing as tapped cards seem to be a theme in your set, maybe something that taps or untaps stuff? I'll have to get back to you on the enchantment.

Looks like you have white's bases covered, so good job there. ^_^

For a black sorcery, I'm thinking maybe something along the lines of Drain Life, Corrupt and their ilk. Perhaps have tapped swamps and/or black permanents have something to do with it.

For a green instant, I'm at a loss. Though if you're allirght with having a reprint, maybe Naturalize? That's the first thing that came to mind. ^^;;

I'll have to get back to you on the reds and artifacts. With that in mind the only thing that comes to mind is maybe some sort of golem for an artifact creature? Something like "So and so's/Placename Golem" to add some more flavour to the set.

Eridian Gunsmoke New cards and lore under development. Take a look see?

Judas Priest made me do it!

Proud member of the Eridian Cavalry

( Old name was "Lady o' Armageddon" )

Mon, 2011-05-23 00:23
Ink
Ink's picture

I'll be updating the list soon. It's already completed. Just need a check on names, effects and some draft testing.

Mon, 2011-05-23 02:09
TEA_DEMON
TEA_DEMON's picture

a few comments:

Spoiler:
when comparing fearless escort to dauntless escort, you pay 5ww as opposed to 1gw. dauntless escort is a rare, though, so i wouldn't make it quite as good, or the same overall cost with a weaker ability (only target one as opposed to all).

writ of unity may be completely and utterly insanely broken.

with engineers of progress, do you mean the first spell cast each turn rather than this turn?

inception is a delicious card.

blot is really weak for its mana cost, and i don't believe black gets land destruction unless it has a drawback.

you may as well just give mischevious devil kicker for simplicity.

canyon ants should cost r imo, but that's just imo.

nature's tenacity seems quite undercosted... maybe a cmc of around 4?

cool looking set, i would love to draft it. :3

Mon, 2011-05-23 13:51
Ink
Ink's picture

@TEA_DEMON
-Fearless Escort is common.
-Writ of Unity is uber powerful. True
-Engineers of Progress... you're right. It will be reworded.
-Blot is weaker than Befoul... and you've got to be kidding me when you say land D isn't in black. Black is the second most abundant with land D, third is green.
-Mischievous devil... kicker doesn't exist in Canevas.
-Canyon Ants costs just right to me...
-Nature's Tenacity... Wrap in Vigor is common... same cost. Uncommon gives it a cantrip for the same cost.

Thanks for the comments!