Cretio Block

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Fri, 2011-03-25 18:51
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

This is the first set I'm making with MSE (not including when I was testing out the program =P)
It is by no means a closed project, I would love for people to give ideas for flavor, mechanics, and cards, to help put some people with experience into this thing.

Story:

Spoiler:
Cretio is a new plane. Not just new as in story, but in creation. Vast amounts of mana used throughout the Multiverse, combined with Planeswalkers traversing the Blind Eternities, have created excess amount of mana without a plane. Over time, the mana has gathered together, forming a plane from pure mana. Created alongside the plane was Valifax, a planeswalker who appointed himself as the guardian of this child world.
Cretio is increasing at an ever increasing rate, for as it gets larger, more mana is drawn to it. As such, evolution and progress have happened at a near alarming rate. The inhabitants make full use of this to shape new and powerful spells, while the creatures are large and menancing.

Set 1:

Spoiler:
A tyrant has risen out of the people, a powerful wizard named Gradis. Using fear and magic, he has shaped himself an army obediant to his command. With the foundations of his strength complete, he is settnig out to try and claim this worlds mana for his own uses. Valifax believes he is just another tyrant, that will fall after a few years, and pays him little mind, more worried about outside influences traversing the Blind Eternities stumbling upon his land.

Set 2:
Spoiler:
Gradis has taken over more than half the lands of Cretio, and it has become apparant that his magic is beyond any normal mortals grasp. Valifax, now left staggering, tries to repel Gradis's forces, but it is a losing battle.

Set 3:
Spoiler:
Gradis has been defeated, and Valifax begins to regain his strength. Unbeknowest to him however, is that the plane, unstabilized by the massive magical war, has begun to spiral into chaos. Lands begin to be destroyed and created without warning or order, and vast amounts of uncontrolled mana wreck havoc with the natural order of things.

Mechanics:
Spoiler:
Growth:
Spoiler:
The longer a card is out in play, the stronger it becomes, representing the constant growth of mana on Cretio.
Subvert:
Spoiler:
When cards come into play, they can take over weaker cards until they're destroyed. Shows Gradis's hold over the land.
Essence:
Spoiler:
When a card is destroyed, it is returned to its base mana, letting you get more land out in play. Represents the constant recycling and creation in Cretio.
Buyback:
Spoiler:
You all know what buyback is =P Also shows the fact that everything is continous in Cretio.


I know this is bloody massive =P Here's a list of cards so far in the set. I will try to upload it as a set list file for MSE ASAP. If it looks daunting, but you still want to help, just scroll about and choose random cards >.>
Spoiler:
Full Spoiler List for Cretio Created
Set by HerzinthTheDark
As planes face eternal conflict and planeswalkers travel the Blind Eternities, excess mana seeps out and gathers in one place, creating a new plane, Cretio. Created out of pure mana, the inhabitants appear quickly, and power is commonplace. One being, the planewalker Valifax, created alongside Cretio, has self appointed himself the guardian of this new plane, willing to risk everything to protect it from those who would want to control its raw mana.

KEYWORDS:
Subvert
Growth
Essence
Buyback

White:

Spoiler:
Common
Spoiler:
Daerik Militia White mana symbol
Creature — Human Soldier Common
First strike
1/1

Darting Swordsman 1 mana symbolWhite mana symbol
Creature — Human Soldier Common
Flash (You may cast this spell any time you could cast an instant.)
1/2

Disallowed White mana symbolWhite mana symbol
Instant Common
Exile target attacking creature with two time counters on it. During its controllers upkeep, remove a time counter from it. When the last is removed, return it to the battlefield under its controllers control.

Disciple of Angels 2 mana symbolWhite mana symbolWhite mana symbol
Creature — Human Soldier Common
First strike, Vigilance
Taught how to fight under an angel warrior, he has become an icon for his fellows.
3/2

Eccentric Wisp White mana symbol
Creature — Spirit Common
Some believe they are the souls of those who died in other planes, gathered together.
1/1

Guard of Terenal 3 mana symbolWhite mana symbol
Creature — Angel Common
Flying
3/4

Healing Soul 1 mana symbolWhite mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature gains +0/+1 and has “Tap symbol: Prevent the next 1 damage that would be dealt to target creature.”
To protect others, you must also protect yourself.

Heavenly Magus 1 mana symbolWhite mana symbolWhite mana symbol
Creature — Angel Cleric Common
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Growth 1 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 1 growth counters on it.)
Tap symbol: Gain 2 life. Use this ability as a sorcery and activate this ability only if Heavenly Magus has a growth counter on it.
2/3

Imbued Life 2 mana symbolWhite mana symbol
Enchantment Common
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Tap symbol: Gain 1 life for each growth counter on Imbued Life.
Mages quickly learned to harness the growing life on Cretio for their own purposes.

Lethargic Watcher White mana symbol
Creature — Elemental Warrior Common
Growth 5 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 5 growth counters on it.)
Lethargic Watcher’s toughness is equal to 1 plus the amount of growth counters on Lethargic Watcher.
1/1+*

Pure World 1 mana symbolWhite mana symbol
Sorcery Common
Buyback 1 mana symbolWhite mana symbol (You may pay an additional 1 mana symbolWhite mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Destroy target enchantment.
“There is no room for people to tamper on Cretio”
- Valifax

Savior of Daerik 2 mana symbolWhite mana symbol
Creature — Human Soldier Common
Flash (You may cast this spell any time you could cast an instant.)
First strike
2/2

Spring Guard 3 mana symbolWhite mana symbol
Creature — Human Soldier Common
Vigilance
Spring Guard can block up to three creatures.
1/4

Sudden Peace 1 mana symbolWhite mana symbol
Enchantment — Aura Common
Enchant Creature
Enchanted creature can’t attack and its activated abilities can’t be activated.
When presented with perfection, why destroy?

Wall of Belief 1 mana symbolWhite mana symbol
Creature — Wall Common
Tap symbol: Prevent the next 1 damage that would be dealt to target creature.
In a world overfull of magic, it doesn’t take much to save someone.
0/3


Uncommon
Spoiler:
Angelic Herald 4 mana symbolWhite mana symbol
Creature — Angel Knight Uncommon
Flying
Plains Essence (When this is put into a graveyard, search your library for a Plains card and put onto battlefield tapped. If you do, shuffle your library.)
3/5

Angelic Knight 2 mana symbolWhite mana symbolWhite mana symbol
Creature — Angel Knight Uncommon
Growth 4 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 4 growth counters on it.)
During your upkeep, if there are four or more growth counters on Angelic Knight, flip it.
3/3
---Flip---
Angel Arisen
Flying, Lifelink
If Angel Arisen would be destroyed, remove all growth counters from it. If you do, regenerate it and flip it.
4/5

Blinding Rays 2 mana symbolWhite mana symbol
Instant Uncommon
Exile target attacking creature with flying.
When the sun blinds your path, the ground welcomes with open arms.

Cycle of Life 1 mana symbolWhite mana symbol
Instant Uncommon
Buyback White mana symbol (You may pay an additional White mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Regenerate target creature.
Life begets life.

Healing Radiance 1 mana symbolWhite mana symbol
Sorcery Uncommon
Buyback White mana symbol (You may pay an additional White mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
You gain 2 life

Rejected 1 mana symbolWhite mana symbolWhite mana symbol
Instant Uncommon
Buyback 1 mana symbolWhite mana symbolWhite mana symbol (You may pay an additional 1 mana symbolWhite mana symbolWhite mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Exile target creature. It’s controller gains 3 life.

Return to Existence 3 mana symbolWhite mana symbolWhite mana symbol
Sorcery Uncommon
Each player may return any number of cards with buyback from their graveyards to their hands.
Plains Essence (When this is put into a graveyard, search your library for a Plains card and put onto battlefield tapped. If you do, shuffle your library.)

Rising Hope 2 mana symbolWhite mana symbol
Enchantment Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Creatures you control gain +1/+1 for each growth counter on Rising Hope.


Rare
Spoiler:
Brave the Dark 1 mana symbolWhite mana symbol
Instant Rare
Buyback White mana symbol (You may pay an additional White mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Target creature gains protection from Horrors until end of turn.

Commander of the Heavens 3 mana symbolWhite mana symbol
Creature — Angel Knight Rare
Flying
All Angels you control gain lifelink.
All Knights you control gain vigilance.
3/3

Enduring Peace 3 mana symbolWhite mana symbolWhite mana symbol
Enchantment — Aura Rare
Enchant player
Enchanted player can’t lose the game.
Creatures controlled by enchanted player can’t attack.
At any time, enchanted player may lose 3 life to destroy Enduring Peace.

Return to Form 2 mana symbolWhite mana symbolWhite mana symbol
Sorcery Rare
All players may search their graveyard for any amount of cards with essence and put them into their hand. For each card moved this way, its controller must sacrifice a land.

Sentinal of Daerik White mana symbol
Creature — Human Soldier Rare
Growth 3
Defender (This creature can’t attack.)
If Sentinal of Daerik has one or more growth counters on it, it loses defender.
If Sentinal of Daerik has two or more growth counters on it, it gains vigilance.
If Sentinal of Daerik has three growth counters on it, it gains +2/+2
0/3

Terenal, Lord of Angels 9 mana symbolWhite mana symbol
Legendary Creature — Angel Knight Mythic Rare
Flying, Lifelink
Whenever an angel you control would be put into your graveyard, shuffle it into your library instead.
Plains Essence (When this is put into a graveyard, search your library for a Plains card and put onto battlefield tapped. If you do, shuffle your library.)
9/9


Blue:

Spoiler:
Common
Spoiler:
Cycle of Lies 1 mana symbolBlue mana symbol
Instant Common
Buyback 1 mana symbolBlue mana symbol (You may pay an additional 1 mana symbolBlue mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Each player draws a card, then discards a card.
Lies beget lies.

Dampening Mage 1 mana symbolBlue mana symbol
Creature — Human Wizard Common
Shroud (This permanent can’t be the target of spells or abilities.)
2/1

Fake Blame 1 mana symbolBlue mana symbol
Sorcery Common
Return target creature you control and target creature an opponent controls to their owners hand.
“It was his idea!”

Hatchling of Crinturin 4 mana symbolBlue mana symbolBlue mana symbol
Creature — Dragon Common
Flying
6/5

Hijacked Mana 2 mana symbolBlue mana symbol
Instant Common
Counter target spell unless its controller pays 2.

Hopeful Apprentice 0 mana symbol
Creature — Human Wizard Common
Hopeful Apprentice is blue.
It is every aspiring wizards dream to join the ranks of the Sederin.
0/1

Hungry Whale 1 mana symbolBlue mana symbol
Creature — Fish Common
Islandwalk; Shroud
1/1

Imagine 1 mana symbolBlue mana symbol
Sorcery Common
Scry 2 mana symbol, then draw a card. (To scry 2 mana symbol, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)

Ocean Drake 3 mana symbolBlue mana symbol
Creature — Dragon Common
Flying
Ocean Drake gets +1/+0 for each other player that controls an Island.
2/3

Pull from Creation 2 mana symbolBlue mana symbol
Instant Common
Draw two cards.
Unsatisfied with the current flow of incoming mana, some Sederin speed along the process.

Sederin Sneak Blue mana symbol
Creature — Human Rogue Common
Blue mana symbolBlue mana symbol: Sederin Sneak is unblockable this turn.
The Sederin mages are always looking for untapped pools of mana for their spells.
1/1

Sederin Traveler 1 mana symbolBlue mana symbol
Creature — Human Wizard Common
Flash (You may cast this spell any time you could cast an instant.)
An expert at being where he’s needed.
2/1

Sent Away 1 mana symbolBlue mana symbol
Instant Common
Return target permanent to its owners hand.
“Thanks for the mana. Now leave.”

Timely Meddling 3 mana symbolBlue mana symbolBlue mana symbol
Enchantment Common
Growth 2 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 2 growth counters on it.)
Blue mana symbol, Tap symbol: Tap or untap X target creatures, where X is equal to the amount of Growth counters on Timely Meddling.

Unformed 1 mana symbolBlue mana symbolBlue mana symbol
Instant Common
Counter target spell.
Unless you gain a solid foothold, you can be turned back into pure mana.


Uncommon
Spoiler:
Blasphemous Creation 2 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Creature — Elemental Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Blasphemous Creation gains +1/+1 for each growth counter on it.
5/4

Enlightening Radiance 2 mana symbolBlue mana symbol
Sorcery Uncommon
Buyback Blue mana symbol (You may pay an additional Blue mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Draw a card.

Excess Energy 2 mana symbolBlue mana symbolBlue mana symbol
Enchantment Uncommon
Whenever you play an instant, you may pay 2U. If you do, draw a card.

Greedy Mage 2 mana symbolBlue mana symbol
Creature — Human Wizard Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Spells cost X more to play, where X is equal to the amount of Growth counters on Greedy Mage.
2/2

Guided Artifice 2 mana symbolBlue mana symbol
Instant Uncommon
Search you library for an artifact card and put it into your hand. Then shuffle your library.

Insignificant 3 mana symbolBlue mana symbol
Instant Uncommon
Target creature becomes 0/1 mana symbol, including any modifiers, until end of turn.

Molding Worlds 2 mana symbolBlue mana symbol
Instant Uncommon
Draw a card
Island Essence (When this is put into a graveyard, search your library for an Island card and put onto battlefield tapped. If you do, shuffle your library.)

Rainstorm 3 mana symbolBlue mana symbol
Enchantment Uncommon
Growth 2 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 2 growth counters on it.)
All creatures with flying lose flying.
X mana symbol: Target creature gains flying until end of turn. X is equal to the number of Growth counters on Rainstorm. Any player may use this ability.
Sodden wings drag things of flight downwards towards the ground.


Rare
Spoiler:
Ambitious Student 1 mana symbolBlue mana symbol
Creature — Human Wizard Rare
Whenever a player plays an instant or sorcery, put a +1/+1 counter on Ambitious Student.
“Be careful around that one. I fear he has a destiny larger than anything we could have imagined.”
1/1

Crinturin, the Ancient 8 mana symbolBlue mana symbolBlue mana symbolBlue mana symbol
Legendary Creature — Dragon Mythic Rare
Flying
Growth 10 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 10 growth counters on it.)
Dragons you control gain +1/+1 for each Growth counter on Crinturin, the Ancient.
Remove two Growth counter from Crinturin, the Ancient: Draw a card
7/7

Down the Depths 2 mana symbolBlue mana symbolBlue mana symbol
Instant Rare
Scry 2 mana symbol, then draw a card. If it’s an instant, you may play it without paying its mana cost.
Island Essence (When this is put into a graveyard, search your library for an Island card and put onto battlefield tapped. If you do, shuffle your library.)

Guidance from Creation 4 mana symbolBlue mana symbolBlue mana symbol
Sorcery Rare
Draw a card for each growth counter on permanents in play.

Seer’s Glass 1 mana symbolBlue mana symbolBlue mana symbol
Enchantment Mythic Rare
Tap symbol: Draw two cards.
Tap symbol: Scry 3 mana symbol, then draw a card.
Tap symbol: Fateseal 3 mana symbol, then draw a card.
Not only does it let one see the future, but change it.

Selective Education 3 mana symbolBlue mana symbol
Instant Rare
Target player moves the top three cards of his library to his graveyard, then draws three cards.

Selena Blackburn 3 mana symbolBlue mana symbolBlue mana symbol
Legendary Creature — Human Wizard Rare
Tap symbol: Scry 5 mana symbol, then draw a card.
Instants you play cost 1 less to play.
A visionary of her people, she guides them towards an unseen destiny.


Black:

Spoiler:
Common
Spoiler:
Banished Mage 1 mana symbolBlack mana symbol
Creature — Human Wizard Common
Haste
Even the Sederin have limits on what arts may be practiced.
2/1

Crippled Angel 2 mana symbolBlack mana symbol
Creature — Angel Common
Deathtouch
After a horrible crash ruined its wings, it looked upon its airborne kin and nurtured jealousy.
3/2

Festering Mists 2 mana symbolBlack mana symbol
Enchantment Common
Growth 4 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 4 growth counters on it.)
Tap symbol: Target creature gains -X/-X until end of turn, where X is equal to the amount of growth counters on Festering Mists.

Gradis’s Guard 5 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Creature — Human Warrior Common
3 mana symbolBlack mana symbol: Regenerate (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
8/7

Mind Spore 3 mana symbolBlack mana symbolBlack mana symbol
Enchantment Common
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Tap symbol: As an additional cost, pay Black mana symbol for each growth counter on Mind Spore. Target player discards X cards, where X equals the amount of growth counters on Mind Spore.
It feeds of memories and thoughts, feelings and emotions, leaving it’s host an empty shell, easy for Gradis to control.

Oozing Trin 2 mana symbolBlack mana symbol
Creature — Horror Common
Oozing Trin attacks every turn if able.
Whenever Oozing Trin attacks, each player loses 1 life.
It had no use for discretion.
3/1

Return to Life X mana symbolBlack mana symbol
Sorcery Common
When you play Return to Life, you may lose any amount of life. For each life lost this way, Return to Life costs 1 less to play.
Return target creature card in your graveyard with converted mana cost X or less to play under your control.

Rotting Mage 2 mana symbolBlack mana symbol
Creature — Human Wizard Common
Intimidate
3/1

Sadistic Torment Black mana symbol
Sorcery Common
Every player loses 1 life.
Everything dies eventually.

Sickening Radiance 3 mana symbolBlack mana symbol
Sorcery Common
Buyback Black mana symbol (You may pay an additional Black mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Put a -1/-1 counter on three target creatures.

Soaring Trin 3 mana symbolBlack mana symbol
Creature — Horror Common
Flying (This creature can’t be blocked except by creatures with flying or reach.)
4/2

Spreading Disease 2 mana symbolBlack mana symbolBlack mana symbol
Enchantment Common
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Creatures controlled by target player gain -X/-X mana symbol, where X equals the amount of growth counters of Spreading Disease.

Trin Hatchling Black mana symbol
Creature — Horror Common
1/1

Trin Sulker 2 mana symbolBlack mana symbol
Creature — Horror Common
Swampwalk
Persist (When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.)
3/2

Vitality Debt 2 mana symbolBlack mana symbol
Instant Common
As an additional cost to play Vitality Debt, lose 3 life.
Target creature gains +5/+0 until end of turn.


Uncommon
Spoiler:
Birth from Death 3 mana symbolBlack mana symbol
Enchantment Uncommon
Whenever a creature is put into your graveyard, you may exile it. If you do, put a 1/1 black Horror creature token into play under your control.

Blackout 3 mana symbolBlack mana symbol
Sorcery Uncommon
Blackout deals 2 damage to each creature with flying. They lose flying until end of turn.
Blindness brings many to an early rest under the ground.

Cycle of Death 2 mana symbolBlack mana symbol
Instant Uncommon
Buyback 1 mana symbolBlack mana symbol (You may pay an additional 1 mana symbolBlack mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Destroy target creature you control and target creature an opponent controls. They can’t be regenerated.
Death begets death.

Gradis Recruiter 2 mana symbolBlack mana symbolBlack mana symbol
Creature — Human Warrior Uncommon
Subvert 1 mana symbolBlack mana symbol (When this enters the battlefield, if the subvert cost was paid, gain control of target creature with converted mana cost less than this card’s. When this leaves the battlefield, that permanent’s owner gains control of it.)
3/3

Grotesque Plaguebearer 1 mana symbolBlack mana symbolBlack mana symbol
Creature — Horror Uncommon
Whenever this creature is dealt damage by a creature, put a -1/-1 counter on that creature.
Hit at own risk.
2/1

Recruit from Death 4 mana symbolBlack mana symbolBlack mana symbol
Sorcery Uncommon
Return target creature card from any graveyard to play under your control. It becomes a Horror along with its other creature types.

Starving Trin 3 mana symbolBlack mana symbol
Creature — Horror Uncommon
Growth 5 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 5 growth counters on it.)
Remove two Growth counters from Starving Trin: Regenerate Starving Trin. (The next time this creature would be destroyed this turn, it isn’t. Instead tap it, remove all damage from it, and remove it from combat.)
Starving Trin’s toughness is equal to 1 plus X mana symbol, where X equals the amount of Growth counters on Starving Trin.
4/1+*

Willful Control 3 mana symbolBlack mana symbol
Instant Uncommon
Until end of turn, creatures in your hand gain “Subvert 1BB”
Swamp Essence (When this is put into a graveyard, search your library for a Swamp card and put onto battlefield tapped. If you do, shuffle your library.)


Rare
Spoiler:
Aen Blackripper 3 mana symbolBlack mana symbolBlack mana symbol
Legendary Creature — Human Warrior Rare
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
If Aen Blackripper has one or more growth counters on it, it gains first strike.
If Aen Blackripper has three growth counters on it, it gains +4/+2
2/5

Axidern, the Reborn 7 mana symbolBlack mana symbol
Legendary Creature — Angel Horror Mythic Rare
Subvert BB
All other Horrors you control gain +2/+2.
Black mana symbolBlack mana symbol, Tap symbol: Destroy target nonblack, nonland permanent.
“I, too, used to soar the skies on wings of silk. But I have abandoned that ignorance for truth.”
-Axidern

8/8

Enduring Sorrow 3 mana symbolBlack mana symbolBlack mana symbol
Enchantment — Aura Rare
Enchant player
Enchanted player can’t lose the game.
During enchanted players upkeep, he sacrifices a permanent.
At any time, enchanted player may lose 3 life to destroy Enduring Sorrow.

Gradis, Tyrant 5 mana symbolBlack mana symbolBlack mana symbol
Legendary Creature — Human Wizard Rare
Growth 6
Subvert B
Tap symbol: As an additional cost, pay Black mana symbol for each growth counter on Gradis, Tyrant. Put a X/X black Horror creature token into play under your control and lose X life, where X is equal to the amount of growth counters on Gradis, Tyrant.
“They will learn to serve, or they will perish along with the rest.”
- Gradis

6/5

Imbued Remains 6 mana symbolBlack mana symbolBlack mana symbolBlack mana symbol
Creature — Horror Mythic Rare
Imbued Remains power and toughness are equal to the amount of creature cards in all graveyards.
If Imbued Remains would be sent to any graveyard, each player shuffles their graveyard into their library.
*/*

Spiraling Sickness 1 mana symbolBlack mana symbolBlack mana symbol
Enchantment Rare
Tap symbol: All creatures gain -1/-1 until end of turn.
Lose 3 life: Untap Spiraling Sickness
“It’s amazing, isn’t it, how death invariably creates itself?”
-Gradis

Thirst for Life 3 mana symbolBlack mana symbol
Instant Rare
Destroy target nonblack creature. If you do, gain life equal to its toughness.


Red

Spoiler:
Common
Spoiler:
Avalanche Golem 4 mana symbolRed mana symbol
Creature — Elemental Common
Trample, Intimidate
5/3

Channel Creation 2 mana symbolRed mana symbol
Sorcery Common
Add Red mana symbol to your mana pool for each Growth counter on all permanents you control.
All of creation has heat. One needs simply to harvest it.

Crumble to Dust 2 mana symbolRed mana symbolRed mana symbol
Instant Common
Crumble to Dust deals 6 damage to target creature.
From dust all things can be made.

Earth Negation 3 mana symbolRed mana symbol
Sorcery Common
As an additional cost to play Earth Negation, sacrifice a land.
Destroy two target lands.

Flame Worshiper Red mana symbol
Creature — Human Warrior Common
1/1

Flame’s Lust 1 mana symbolRed mana symbol
Sorcery Common
Flame’s Lust deals 3 damage to target creature.

Heated Creation Red mana symbolRed mana symbol
Instant Common
Heated Creation deals 1 damage to target creature or player for each spell played this turn.

Molten Veins 2 mana symbolRed mana symbol
Enchantment — Aura Common
Enchant Creature
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Enchanted creature gains +X/+0 where X equals the amount of growth counters on Molten Veins.

Nightly Slayer 2 mana symbolRed mana symbolRed mana symbol
Creature — Giant Common
Trample
Traversing the mountains in the dark of night, it’s surprisingly quiet for a hulking giant.
4/2

Rageful Mage Red mana symbol
Creature — Human Shaman Common
Red mana symbol: Rageful Mage gains +1/+0 until end of turn.
0/2

Reunion with Fire 5 mana symbolRed mana symbol
Sorcery Common
Destroy target land
Reunion with Fire deals 1 damage to each creature and player.

Staggering Rocks 3 mana symbolRed mana symbolRed mana symbol
Creature — Elemental Common
Growth 2 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 2 growth counters on it.)
When Staggering Rocks attacks, if it has 2 or more Growth counters on it, it deals 2 damage to target creature or player.
5/4

Volcanic Warrior 1 mana symbolRed mana symbol
Creature — Elemental Warrior Common
When Volcanic Warrior enters the battlefield, it deals 1 damage to each creature.
2/2

Warren Fire 1 mana symbolRed mana symbol
Creature — Elemental Common
Haste (This creature can attack and Tap symbol as soon as it comes under your control.)
Made of fire, it has no intelligence to speak of, but it easily controlled by willing mages.
2/1

Wisp of Lightning 1 mana symbolRed mana symbol
Creature — Elemental Common
First Strike
2/1


Uncommon
Spoiler:
Bright Spark 1 mana symbolRed mana symbol
Creature — Elemental Uncommon
Haste (This creature can attack and Tap symbol as soon as it comes under your control.)
Mountain Essence (When this is put into a graveyard, search your library for a Mountain card and put onto battlefield tapped. If you do, shuffle your library.)
2/1

Carved Stone 3 mana symbolRed mana symbol
Creature — Elemental Uncommon
Mountain Essence (When this is put into a graveyard, search your library for a Mountain card and put onto battlefield tapped. If you do, shuffle your library.)
4/3

Chain of Sparks Red mana symbol
Instant Uncommon
Buyback Red mana symbol (You may pay an additional Red mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Chain of Sparks deals 1 damage to target creature and 1 damage to you.

Cloak of Flames 3 mana symbolRed mana symbol
Enchantment Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Whenever a creature deals combat damage to you, Cloak of Flames deals X damage to it, where X is equal to the amount of growth counters on Cloak of Flames.

Cremate the Dead 4 mana symbolRed mana symbolRed mana symbol
Sorcery Uncommon
Remove all creature cards in all graveyards from the game. Cremate the Dead deals 5 damage, divided any way you choose among any amount of target creatures and/or players.
Mountain Essence (When this is put into a graveyard, search your library for a Mountain card and put onto battlefield tapped. If you do, shuffle your library.)

Cycle of Rage Red mana symbol
Instant Uncommon
Buyback 1 mana symbolRed mana symbol (You may pay an additional 1 mana symbolRed mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Creatures you control have haste until end of turn.
Rage begets rage

Flaming Descent 3 mana symbolRed mana symbol
Instant Uncommon
Flaming Descent deal 2 damage to each creature with flying. All creatures with flying lose flying until end of turn.
With wings of fire, the ground beckons.

Stoke the Hearts Red mana symbol
Sorcery Uncommon
Creatures you control gain +2/+0 until end of turn.


Rare
Spoiler:
Absorb Pain 3 mana symbolRed mana symbol
Enchantment — Aura Rare
Enchant Creature
You may redirect any amount of damage from any amount of creatures to enchanted creature.

Burning Radiance 1 mana symbolRed mana symbol
Sorcery Rare
Buyback Red mana symbol (You may pay an additional Red mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Burning Radiance deals 2 damage to target creature.

Forge-Belly Dragon 4 mana symbolRed mana symbolRed mana symbolRed mana symbol
Creature — Dragon Rare
Flying
Red mana symbolRed mana symbol, Tap symbol: Forge-Belly Dragon deals 3 damage to target creature or player.
It is said that to forge steel in its belly will create an unbreakable weapon.
7/6

Verintip the Enraged 4 mana symbolRed mana symbolRed mana symbolRed mana symbol
Legendary Creature — Elemental Rare
Growth 4 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 4 growth counters on it.)
Creatures you control gain +1/+0 for each Growth counter on Verintip the Enraged.
6/5

Volcanic Forces 3 mana symbolRed mana symbolRed mana symbol
Instant Rare
Volcanic Forces deals X damage to target creature, where X is equal to the amount of Mountains you control.

Volcanic Mage 4 mana symbolRed mana symbolRed mana symbol
Creature — Human Wizard Mythic Rare
X mana symbol: X can only be paid with red mana. Volcanic Mage deals X damage to target creature.
4/4


Green

Spoiler:
Common
Spoiler:
Collapse 1 mana symbolGreen mana symbol
Instant Common
Destroy target artifact.
“Nature shouldn’t be sullied by simple constructs.”

Feeding Radiance 2 mana symbolGreen mana symbol
Sorcery Common
Buyback Green mana symbol (You may pay an additional Green mana symbol as you cast this spell. If you do, put this card into your hand as it resolves.)
Put a +1/+1 counter on target creature.

Guardian of Verdalia 1 mana symbolGreen mana symbol
Creature — Elf Warrior Common
Vigilance
He guards the sacred city, home to Creation.
1/3

Hungering Tree 4 mana symbolGreen mana symbolGreen mana symbol
Creature — Treefolk Common
Trample
2 mana symbolGreen mana symbol: Regenerate
5/7

Hunting Cub 4 mana symbolGreen mana symbol
Creature — Beast Common
Growth 1 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 1 growth counters on it.)
As long as Hunting Cub as a growth counter on it, Hunting Cub gains trample.
4/5

Natural Purification 4 mana symbolGreen mana symbolGreen mana symbol
Sorcery Common
Destroy all enchantments. Each player discards all enchantments in their respective hands.

New Growth 1 mana symbolGreen mana symbol
Enchantment Common
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Sacrifice New Growth: Search your library for X Forests and put them into play under your control, where X is equal to the amount of Growth counters on New Growth.

Singer of Creation Green mana symbol
Creature — Elf Druid Common
Tap symbol: Add Green mana symbol to you mana pool.
0/1

Sorrowful Elf 1 mana symbolGreen mana symbol
Creature — Elf Warrior Common
1/2

Spiderling 2 mana symbolGreen mana symbol
Creature — Spider Common
Reach (This creature can block creatures with flying.)
1/3

Spirit Caller 1 mana symbolGreen mana symbol
Creature — Human Wizard Common
Tap symbol: Put a 1/1 green Spirit creature token into play under your control. At end of turn, sacrifice it.
He calls to those allies who died, to fight once more for their cause.
1/1

Sync with Nature 1 mana symbolGreen mana symbol
Enchantment — Aura Common
Enchant creature
Enchanted creature gain +2/+1

Twist Anew 2 mana symbolGreen mana symbol
Sorcery Common
As an additional cost to play Twist Anew, return a land you control to your hand.
Search your library for two basic land cards and put them into play tapped.

Verdalian Scout 1 mana symbolGreen mana symbol
Creature — Elf Warrior Common
Forestwalk
1/1


Uncommon
Spoiler:
Climbing Vines 3 mana symbolGreen mana symbol
Creature — Plant Uncommon
Reach (This creature can block creatures with flying.)
Forest Essence (When this is put into a graveyard, search your library for a Forest card and put onto battlefield tapped. If you do, shuffle your library.)
Things of the air cannot escape the ground for long.
4/3

Cycle of Creation 3 mana symbolGreen mana symbol
Instant Uncommon
Until end of turn, whenever a player plays a spell, add 2 to their mana pool, up to a limit of 6 mana per player per turn.
Forest Essence (When this is put into a graveyard, search your library for a Forest card and put onto battlefield tapped. If you do, shuffle your library.)
Creation begets creation

Magical Growth 3 mana symbolGreen mana symbol
Sorcery Uncommon
Search you library for two basic lands and put them into play tapped.

Plated Behemoth 2 mana symbolGreen mana symbolGreen mana symbolGreen mana symbol
Creature — Beast Uncommon
Growth 4 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 4 growth counters on it.)
Plated Behemoth’s power is equal to 4 plus X mana symbol, where X is equal to the amount of Growth counters on Plated Behemoth.
4+*/6

Ring of Growth 4 mana symbolGreen mana symbolGreen mana symbol
Sorcery Uncommon
Until end of turn, cards you control have Forest Essence.
Forest Essence (When this is put into a graveyard, search your library for a Forest card and put onto battlefield tapped. If you do, shuffle your library.)

Serrated Moss 1 mana symbolGreen mana symbol
Creature — Fungus Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Serrated Moss gets +1/+1 for each Growth counter on it.
Forest Essence (When this is put into a graveyard, search your library for a Forest card and put onto battlefield tapped. If you do, shuffle your library.)
Picking up rocks and other debris along the way, it feeds on both flesh and stone.
1/1

Unbearable Attraction 2 mana symbolGreen mana symbolGreen mana symbol
Enchantment — Aura Uncommon
Enchant Creature
All creatures able to block enchanted creature do so. It gains +0/+2.
The scent of mana drew all things towards her.

Verdant Spider 4 mana symbolGreen mana symbolGreen mana symbol
Creature — Spider Uncommon
Vigilance, Reach
4/6


Rare
Spoiler:
Breeding Titan 4 mana symbolGreen mana symbolGreen mana symbol
Creature — Beast Rare
Growth 6 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 6 growth counters on it.)
During your upkeep, put X 1/1 green Beast creature tokens into play, where X equals the amount of growth counters on Breeding Titan.
5/5

Enhanced Growth 2 mana symbolGreen mana symbol
Enchantment Rare
During your upkeep, put a growth counter on any number of cards you control.

Fuel Creation Green mana symbol
Sorcery Rare
Choose one: Add Green mana symbolGreen mana symbolGreen mana symbol to your mana pool; or add two mana of any color to your mana pool.

Purified Spider 6 mana symbolGreen mana symbolGreen mana symbolGreen mana symbol
Creature — Spider Rare
Vigilance, Reach
Forest Essence (When this is put into a graveyard, search your library for a Forest card and put onto battlefield tapped. If you do, shuffle your library.)
8/9

Roaring Behemoth 3 mana symbolGreen mana symbolGreen mana symbolGreen mana symbolGreen mana symbol
Creature — Beast Rare
Trample
All other Beasts you control gain trample.
7/6

Sreanis, Spider Queen 7 mana symbolGreen mana symbolGreen mana symbol
Legendary Creature — Spider Mythic Rare
Vigilance, Reach
Growth 5
Forest Essence
Green mana symbolGreen mana symbol, Tap symbol: Put X 1/1 green Spider creature tokens with reach into play under your control, where X is equal to the amount of Growth counters on Sreanis, Spider Queen.
4/12

Verdalian Chantress Green mana symbol
Creature — Elf Druid Mythic Rare
During your upkeep, search your library for a Forest and put it into play.
1/1


Other

Spoiler:
Multicoloured
Spoiler:
Destructive Forces X mana symbolX mana symbolBlack mana symbolRed mana symbol
Instant Mythic Rare
Only use Red mana symbol or Black mana symbol for X.
Destroy X target permanents.
Everything must be made anew until perfection is achieved.

Valifax, the Created 3 mana symbolGreen mana symbolWhite mana symbolWhite mana symbol
Planeswalker — Valifax Mythic Rare
Starting Loyalty: 4
+2: Creatures cannot attack or use activated abilities until your next upkeep. Use only during your precombat main phase.
-1: Spells cannot be played until your next upkeep. Use only at the beginning of your precombat main phase, before casting any spells.
-7: Destroy all permanents. Each player loses 1 life for each permanent they controlled destroyed this way.

Domineering Spirit 3 mana symbolWhite mana symbolBlack mana symbol
Creature — Spirit Mythic Rare
Growth 5 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 5 growth counters on it.)
Subvert WB
Remove 3 Growth counters from Domineering Spirit: Regenerate
4/4

Fog of Fire 1 mana symbolBlue mana symbolRed mana symbol
Enchantment Mythic Rare
Whenever a player plays a spell, Fog of Fire deals 1 damage to him.
All permanents gain shroud.

Fake Growth 3 mana symbolGreen mana symbolBlue mana symbol
Enchantment Mythic Rare
Tap symbol: Put a land token into play tapped with “Tap symbol: Add Green mana symbol or Blue mana symbol to your mana pool”.

Slumbering Guardian 5 mana symbolWhite mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Legendary Creature — Avatar Mythic Rare
Defender
All lands you control gain “Tap symbol: Add one mana of any color to your mana pool.”.
If a source controlled by an opponent would deal damage to you, Slumbering Guardian loses defender permanently.
10/10

Herald of the Guardian 1 mana symbol/White mana symbol1 mana symbol/Blue mana symbol1 mana symbol/Black mana symbol1 mana symbol/Red mana symbol1 mana symbol/Green mana symbol
Legendary Creature — Human Mythic Rare
Sacrifice one of each basic land type and Herald of the Guardian: Search your library for a card named Slumbering Guardian, reveal it, and put it in your hand.
If a source other than Herald of the Guardian would send Herald of the Guardian into any graveyard from anywhere, shuffle it into your deck instead.
1/1


Artifacts
Spoiler:
Bow of Light 3 mana symbol
Artifact — Equipment Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Equipped creature gains reach and +X/+0 mana symbol, where X is equal to the amount of Growth counters on Bow of Light.
Equip 1 mana symbolWhite mana symbol (1 mana symbolWhite mana symbol: Attach to target creature you control. Equip only as a sorcery.)

Breadbasket 3 mana symbol
Artifact Common
Tap symbol: Target player gains 1 life.
1 mana symbol, Tap symbol: Regenerate target creature.
Made with several secret ingredients.

Creation Chalice 1 mana symbol
Artifact Common
Growth 2 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 2 growth counters on it.)
Sacrifice Creation Chalice: Add X to your mana pool, where X is equal to the amount of growth counters on Creation Chalice.

Fireworks 2 mana symbol
Artifact Common
1 mana symbol, Tap symbol: Tap target permanent.

Portal Carver 4 mana symbol
Artifact — Equipment Uncommon
Equipped creature is unblockable.
Equip 2 (2 mana symbol: Attach to target creature you control. Equip only as a sorcery.)

Scythe of Plague 4 mana symbol
Artifact — Equipment Rare
Growth 4 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 4 growth counters on it.)
Equipped creature gain +X/-1 mana symbol, where X is equal to the amount of Growth counters on Scythe of Plague.
Whenever equipped creature deals combat damage to a creature, it may instead put a -1/-1 counter on all creatures target opponent controls.
Equip 1 mana symbolBlack mana symbol (1 mana symbolBlack mana symbol: Attach to target creature you control. Equip only as a sorcery.)

Spellcrusher 3 mana symbol
Artifact — Equipment Common
Equipped creature gains +2/+0 and has shroud.
Equip 3 (3 mana symbol: Attach to target creature you control. Equip only as a sorcery.)
The hammer crushes more than skulls.

Staff of Creation 1 mana symbol
Artifact — Equipment Uncommon
Growth 2 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 2 growth counters on it.)
Equipped creature gains “Tap symbol: Add Green mana symbol to your mana pool for each Growth counter on Staff of Creation.”
Equip 1 mana symbolGreen mana symbol (1 mana symbolGreen mana symbol: Attach to target creature you control. Equip only as a sorcery.)

Sword of Flames 1 mana symbol
Artifact — Equipment Uncommon
Growth 3 (At the beginning of your upkeep, put a growth counter on this. This card can’t have more than 3 growth counters on it.)
Equipped creature gains +X/+0 mana symbol, where X equals the amount of Growth counters on Sword of Flames.
Equip 1 mana symbolRed mana symbol (1 mana symbolRed mana symbol: Attach to target creature you control. Equip only as a sorcery.)

Titannic Artifice 5 mana symbol
Artifact Creature Common
4/4

Whip of Obedience 6 mana symbol
Artifact Uncommon
Creatures in your hand gain Subvert X mana symbolBlack mana symbol, where X is that cards converted mana cost.


Lands
Spoiler:
Center of Cretio
Land Rare
Center of Cretio comes into play tapped.
Tap symbol: Add one mana of any color to your mana pool.
1 mana symbol, Tap symbol: Search your library for a basic land card, reveal it, and put it in your hand. Shuffle your library.
A swirling matrix of the purest of energies, an object of worship to some, and of greed for others.

Daerik
Land Uncommon
1 mana symbol, Tap symbol: Add White mana symbol to your mana pool. Gain 1 life.
1 mana symbol, Tap symbol: Add Blue mana symbol to your mana pool. Tap target creature.

Edge of Creation
Land Common
Whenever Edge of Creation becomes tapped, lose 1 life.
Tap symbol: Add 2 to your mana pool.

House of Sederin
Land Uncommon
1 mana symbol, Tap symbol: Add Blue mana symbol to your mana pool. Tap target creature.
1 mana symbol, Tap symbol: Add Black mana symbol to your mana pool. Target creature gains -1/-1 until end of turn.

Hyund
Land Uncommon
1 mana symbol, Tap symbol: Add Green mana symbol to your mana pool. Target creature gains +1/+1 until end of turn.
1 mana symbol, Tap symbol: Add Red mana symbol to you mana pool. Target creature gains haste until end of turn.

Trin Breeding Pool
Land Uncommon
1 mana symbol, Tap symbol: Add Black mana symbol to your mana pool. Target creature gains -1/-1 until end of turn.
1 mana symbol, Tap symbol: Add Red mana symbol to your mana pool. Target creature gains haste until end of turn.

Verdalia
Land Uncommon
1 mana symbol, Tap symbol: Add Green mana symbol to your mana pool. Target creature gains +1/+1 until end of turn.
1 mana symbol, Tap symbol: Add White mana symbol to you mana pool. Gain 1 life.




Like I said above, I'd love having feedback and ideas for this. Hope you enjoy

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
Set Hub

Fri, 2011-03-25 20:16
jrzman
jrzman's picture

I like this so far, Growth as a mechanic has potential, and Essence, while interesting has some rules issues with it as it pertains to the wording, but that's nothing the Clinic can't solve. I do take slight issue with Subvert being on a common. The mechanic is quite complex, and wordy, which means that it isn't exactly something that you want showing up on 20-30 cards at common. In addition, it could foul up limited.

I do like what I see so far though, and I like the story you've got started.

jrzman set hub
“The path to knowledge is locked. To get in you either have the right key, or be lucky enough to be able to pick the lock.”

Fri, 2011-03-25 20:31
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

I actually made the Subvert example (Gradis Recruiter) just to show what the ability is, didn't put much thought into balancing. You're right, it would mostly be an uncommon and rare ability. As for Essence, I redid the wording bit, since I realized that it didn't say to put the card into play, or to shuffle =P Oops. And the fact that land is usually colourless.

Spoiler:
Old Text: Whenever ~ would be sent to any graveyard from play, search your library for a basic land card that shares a colour with ~

New Text:Whenever ~ would be sent to any graveyard from play, search your library for a basic land card that produces a colour of ~ and put it into play, then shuffle your library.


I know it's wordier, but I think this one actually works rules wise >.>

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
Set Hub

Fri, 2011-03-25 23:11
jackson7
jackson7's picture

Hi there,
First of all, good luck designing your set -- as it is your first.

As for Growth, the wording is bad. At the beginning of your upkeep, put a growth counter on this. If it has more than <number> growth counters on it, remove one of those counters instead. Or even this: At the beginning of your upkeep, put a growth counter on this. This <creature/permanent> can't have more than <number> growth counters on it.

About the Subvert mechanic, something isn't right. First, you never put the card's name in a mechanic. WotC don't fell that good. Second, it's too much wordy. Simplify it. Try something like this: When this enters the battlefield, if the subvert cost was paid, gain control of target creature with less converted mana cost. When this leaves the battlefield, return that creature to its owner. But it's still too wordy. When this enters the battlefield, if the subvert cost was paid, gain control of target creature with less converted mana cost for as you as this is on the battlefield. Also, keep it only to uncommons or rares, or even a common with high subvert cost -- like a 1 cmc creature with subvert cost of 7.

About the Essence now. Try a betther mechanic. <Land-Type> Essence (When this is put into a graveyard from the battlefield, search your library for a <land-type> basic land card and put onto battlefield tapped. If you do, suffle your library.)

For Buyback, great choice. I love this mechanic, alongside with flashback. But remember to balance it.

In the end, this set has a good beginning. Good luck with it. If possible, I'll help -- but I really can't, as I'm design one of my own, again.

Spoiler:

Is this or Magic that I do.

From the darkness shall rise the Pure. He will purify all of this garbage.
White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Stay beautiful!

Fri, 2011-03-25 23:24
Disposable Hero
Disposable Hero's picture

1. Subvert and Essence might be overpowered.
2. Basic lands are colorless.
3. The wording needs fixing. Jackson7's wordings on both growth and subvert are good, but I'd make a couple changes to subvert:
Subvert (When this enters the battlefield, if the subvert cost was paid, gain control of target creature with converted mana cost less than this card's. When this leaves the battlefield, that permanent's owner gains control of it.)
4. Essence should be somewhat like how Jackson7 worded it.
<Land-Type> Essence (When this is put into a graveyard from the battlefield, search your library for a <land-type> basic land card and put it onto battlefield tapped. If you do, suffle your library.)

Sat, 2011-03-26 00:35
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

@jackson7: Thanks for the wording edits, I was having trouble making it less wordy. Don't worry, I definetely plan on Subvert being for uncommon or rares.. but your example of a common makes no sense... it's a 1 cmc, so there are only a couple of cards it could take over... But the idea got across, don't worry.

@Disposable Hero: Subvert will only be for rarer cards, and you'll have to pay for it, so I'm thinking it'll remain balanced. As for Essence, it will almost always increase the cost of a card, and just makes for a game with more lands flying around. Also, imho, it is almost impossible to make overpowered abilities after teh Eldrazi's came out =P Not that I'm saying I'll make them cheap abilities, I am trying to make sure everything is fair and balanced. Finally, once again, thanks for the wording choices, makes things easier.

Might edit examples up top later with updated abilities, probably later.

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
Set Hub

Sat, 2011-03-26 03:00
frederickwaffles
frederickwaffles's picture

Very good. One thing though; even though the set says that the mages can summon more powerful spells and larger creatures, prices for spells don't go down. I think Rejected should cost a lot more; for example: for 1 mana symbolBlack mana symbol you can get doom blade, which costs nearly the same but does lots less, but for only 1 mana symbolWhite mana symbolWhite mana symbol you can get rejected which basicly can permanently destroy something. The storyline is good though, really is creative.

Sun, 2011-03-27 02:00
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

My (maybe flawed on hindsight) reason for why it's so cheap is that the controller gains 1 life. A small drawback that evens it out some. Or not, seeing as it's only 1 life...

[edit]
Put up a text version of the set list so far. Feel free to choose random cards and criticise.
[/edit]

Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
Set Hub

Sun, 2011-03-27 15:31
jackson7
jackson7's picture

Let's begin with white cards...
A note to the growth mechanic: the name of the type of counter is aways in small case, never captalize it. So it's growth counters, not Growth counters.

Angelic Knight: 4cmc for a 3/3 is ok nowadays, but 2WW would be better cause white don't get big for cheap. The flip ability is good and the other side is ok. But, try this wording: "If CARDNAME would be destroyed, remove all growth counters from it. If you do, regenerate CARDNAME and flip it." 'Cause if you don't remove the counters, it would be a neverdying card.

Blinding Rays: Flying hate is green. Change it to 1G and rename to Grasping Vines. See Leaf Arrow and Canopy Claws for reference.

Cycle of Life: White regenerate is 1W at most. Change the Buyback cost to WW and change to common, or W and keep it uncommon.

Disallowed: Use the actual wording: from the battlefield, not from the game. In this card you are giving suspend to a card. This is a blue ability. But it also does a blink ability. So, it's ok, but give a proper wording: "Exile target attacking creature with two time counters on it. During its controllers upkeep, remove a time counter from it. When the last is removed, return it to the battlefield under its controllers control."

Eccentric Wisp: 1 cmc 1/1 flying french-vanilla. OK. Lantern Kami

Healing Arms: It's almost ok. The wording should be "Enchanted creature gains +0/+1 and has “T: Prevent the next 1 damage that would be dealt to target creature.”"

Healing Radiance:Rare? Not that much. Would be if the Buyback was 0. Uncommon at most, since it's a sorcery. And is "You gain 2 life."

Heavenly Magus: Angel Wizard is hard to see this days...hehe. Try a Cleric, since Wizards are blue in majority. Reduce its mana cost to 1W. The wording for the last ability should be "Activate this ability only if CARDNAME has three growth counters on it." No need for the sorcery clause 'cause it depends exclusively on growth counters for its ability. Also, it can't have more than 3 growth counters, so no "three or more growth counters" clause is needed.

Imbued Life: Just reduce the mana cost to 1W, as it depends heavily on growth counters.

Lethargic Watcher: Too little for too much. Mana cost should be W, as it enters the battlefield as a 1/1 and just later it gets bigger, on toughness only. See Aven Trailblazer for reference.

Pure World: Simple and pure - lolz. You should reprint Allay, as it does more for the same mana cost and have Buyback.

Rejected: No, just no. White don't get exile permanent at common. This effect is simmilar to Swords to Plowshares. Should be "Exile target creature" only. See Last Breath and Crib Swap for reference.

Return to Existence: Since it returns just Buyback cards and to all players, then its ok. But he wording for Land Essence for nonpermanents should follow the Haunt mechanic. "When this spell card is put into a graveyard after resolving..." and not "Whenever this card would be sent to the graveyard from play..."

Spring Guard: Palace Guard is better and cheaper, althouth it doesn't have vigilance.

Sudden Peace: Arrest is better and for just 1 more. And DON'T use "cannot", it's "can't".

Terenal, Lord of Angels:Angel without flying? What!? First of all give it flying. It has too little abilities that justify being mythic rare. See Baneslayer Angel for reference. Give it an ability and reduce its body. Try a 6/6 for 5WW with flying, lifelink, plains essence and a big and burly ability.

Wall of Belief: Wall not being a crature? Ok. The powerlevel is ok, but needs a better wording: "T:Prevent the next 1 damage that would be dealt to target creature."
--------
That's it.

Spoiler:

Is this or Magic that I do.

From the darkness shall rise the Pure. He will purify all of this garbage.
White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Stay beautiful!

Sun, 2011-03-27 18:50
K1L1
K1L1's picture

Whip of Obedience: I don't think this card would work, because the creature has to be on the battlefield for you to equip it. You may want to change it to something like:

Spoiler:
Whip of Obedience 5 mana symbol
Artifact Blue mana symbol
Creature spells you control have Subvert Black mana symbolBlack mana symbol

Current Projects
Secret Project 1 - Creating base set...
Secret Project 2 - Skeleton complete!

Sun, 2011-03-27 19:15
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

Kay, I've edited all the cards brought up, except for Blinding Rays and Sudden Peace. Blinding Rays is meant to be a part of an anti-flying cycle, so you'll find each colour has a card along those lines. Though green has several, to keep flying hate going for it. As for Sudden Peace, the fact they can block is intentional, both for something a tad different, and for flavor.

Thank both of you for all the ideas, it's really helping this come together. Also, I think I should find a new name, because Cretio sounds bad for some reason.... too close to create I guess.

Phasing
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Sun, 2011-03-27 19:25
jackson7
jackson7's picture

As for Blinding Rays, at least turn it more white. White hates attacking/blocking creatures, black/red creatures. For me, I would, now that this card is part of a anti-flying cycle, give it, instead of losing flying and dealing 3 damage, "Exile target creature with flying." It would be cheaper than most exile cards 'cause it's very restrictive.

For Sudden Peace, now I see what you mean. But use Arrest wording for the "can't use abilities" clause.

Later, I'll post my critics on blue.

Edit: And for the whip, "Creature spells you cast have subvert XB, where X is that spell converted mana cost." Not BB, cause it would be too cheap.

Spoiler:

Is this or Magic that I do.

From the darkness shall rise the Pure. He will purify all of this garbage.
White mana symbolBlue mana symbolBlack mana symbolRed mana symbolGreen mana symbol
Stay beautiful!

Sun, 2011-03-27 19:37
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

Once again, made the edits suggested, and the updated set list is now up top, where the old one was. Would there be some other way for the whip? I understand it would need to be in relation to that creatures cost, but doubling it seems failry expensive. A card that costs four would now cost 9... just to take over a 3cmc or lower creature.

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Sun, 2011-03-27 21:06
Art_Freak
Art_Freak's picture

Alright, you have some serious wording issues, but I think jackson7 covered that ground, so I'm just going to cover the cards in general. Prepare for a full critique:

Spoiler:
Angelic Knight/Angel Arisen: This card is seriously broken. Once you have the four growth counters on it, it will never not be Angel Arisen. Look at how you have it worded now and you'll realize that when Angel Arisen's effect triggers and flips, Angelic Knight already has the four growth counters needed and will flip again right away. I would recommend the removal of the counters be part of the flip clause for Angelic Knight to fix this issue. As you have it now, that Angel Arisen just can't be dealt lethal damage - which if that's what you're going for, you should just have a Dawn Elemental effect.

Blinding Rays: Completely off color here. Messing with fliers is seen more commonly in blue and green, and dealing damage is not at all a white thing.

Cycle of Life: Nothing explicitly wrong with this card, but I would recommend reducing the casting cost and the buyback cost. Afterall, I can Wrap in Vigor for 1 mana symbolGreen mana symbol.

Disallowed: Again, completely off color. Exiling is a white thing, but suspending something is a blue thing. Besides that, at that rarity its too much. I would suggest considering jackson7's advice on this one.

Eccentric Wisp: Nothing wrong here as far as I'm concerned.

Healing Arms: The flavor of this card is off. Arms imply weaponry - not a shield. Picture a card printed with a huge sword in it that only gives a toughness boost... not really what you'd expect. I'm not suggesting changing the effect, but you might change the name.

Healing Radiance: The rarity here is too high. Life gain is a really easy thing, and even with buyback I don't think Red mana symbol is necessary. Maybe Blue mana symbol as is, or Colorless mana symbol with a buyback of 1 mana symbol more.

Heavenly Magus: I think for what you're getting out of the activated ability you're requiring too much. You've essentially asked the player to wait 3 turns on curve to play it, and then 3 more to gain 2 life... and it's really weak - a 1/2 - so it probably won't survive that long. I'd make it a 2/3 with Growth of 1 and gain 2 life, or Growth of 2 and gain 3 life. In either case, it's not more than a Colorless mana symbol.

Imbued Life: Looking at this one and Heavenly Magus, you've got the same problem going on. You've told the player they have to wait to put their life gaining enchantment to use, and now they have to pay to boot... the two cards are incredibly similar, so why do you make them pay on one and not the other?

Lethargic Watcher: Again, thematically wrong. Warrior, but it's weak. A 1/1 for 3 that I have to wait to get bigger, in the toughness area? Why play this and wait when I can play Loxodon Wayfarer and get almost exactly the same thing now?

Pure World: Overcosted. It's essentially Dispel.

Rejected: Rejected: Severely undercosted. It can target anything, and you can get it back? In my opinion it needs to be at least 5 CMC, and would work better at Red mana symbol. How did this get to be a Colorless mana symbol while a simple 2 life gainer was a Red mana symbol? I think you really need to reconsider your rarities.

Return to Existence: This doesn't work - period. Sorceries and Instants NEVER are on the battlefield (again, you're wording is off). The Essence effect would never work. As for the buyback return ability, I have a hard time grasping the white feel here. Returning enchantments, yes, returning instants and sorceries... that's more blue or red's thing. Each color has an area of messing with the graveyard that they work best: White with enchantments, blue with instants, black with creatures, red with sorceries, and green with lands.

Spring Guard: 1/4 for 5 CMC? That's way under curve, even for the effect. I can get Selesnya Sagittars for 5 CMC and it's a 2/5 with Reach and can block 2 creatures a turn. I know your's lets me block three... but if it's blocking more, why is it getting smaller?

Sudden Peace: I'd just reword it to "can't tap or attack."

Terenal: The rarity again is waaaay off here. A 9/9 Angel with lifelink (but not flying?) on turn 10 if on curve... that lets you fetch a land when it dies? Do you really need another land on turn 10? Is the only good thing about a powerhouse what happens if it dies? I think you really need to rethink this card. Not thematic, worth playing, or with an appropriate rarity. All the way around, not a good card.

Wall of Belief: Why is this an enchantment? It feels more like a creature.

Blasphemous Creation: Math hell here. When I was in High School, my geometry teacher had a saying: KISS (keep it simple stupid.) This thing is too wordy, and not at all worth playing. It would continue to get more powerful, but eventually can be picked off by a 1/1 token... not worth it at all. I'd suggest making it a 4/4 with "gets +1/+1 for each growth counter on it". It's a lot simpler, and makes growth a good thing, and not a bad thing.

Crinturin: Really? We're playing a turn 11 on curve card, and going to let it grow for 10 turns (provided there are no Paradox Hazes to consider.) Why would I want to play a 7/7 on 11 for 11 and have to wait until 15 for it to be 11/11? Again, not worth it, and again, why is a card like this M Mana for MTG Extra? Again... you've got a typically flying creature, and it doesn't have flying... and shouldn't a creature with an actual name be legendary? I get the impression you didn't think this one out at all.

Cycle of Lies: Overcosted. 1 mana symbolBlue mana symbol would be fine, as would Colorless mana symbol.

Down the Depths: Again, the essence effect won't work. Only permanents enter the battlefield.

Enlightening Radiance: Shouldn't be Red mana symbol. Blue mana symbol at best.

Greedy Mage: Overpowered, 2/2 would be more appropriate. I'd also up the rarity to Blue mana symbol. Otherwise a solid card.

Hijacked Mana: Nothing wrong here.

Imagine: Nothing wrong here.

Ocean Drake: Nothing wrong here.

Pull from Creation: Undercosted. 2 mana symbolBlue mana symbol would be more appropriate.

Rainstorm: Nothing wrong here, other than wording. "X mana symbol: Target creature gains flying until end of turn. X is equal to the number of Growth counters on ~. Any player may use this ability."

Sederin Sneak: Nothing wrong here.

Sederin Traveler: Nothing wrong here.

Selena Blackburn: Way overcosted. Teferi is a better legendary Wizard and costs less.

Sent Away: Way undercosted. Look at Unsummon. It costs less than that card and can target anything?

Timely Meddling: Not really feeling this card at all. Enchantments that tap always feel a bit off to me, and yes, I know they exist (Arcanum Wings.) I would think that if at common, this card should mimic Puppeteer and require some cost as well - a higher cost at that.

Unformed: Nothing wrong here.

Aen Blackripper: Functionally, this would work better as a leveler. Why do I have to wait 6 turns + the 5 on curve to play him to get a 6/6 first striker? Turn 11 and all I have to show for it is a 6/6? Not worth it at all.

Blackout: Way overcosted, and why does it target fliers? Reduce the cost, lose the flying bit, and you might have a card worth being an Blue mana symbol.

Cycle of Death: Add "They can't be regenerated." and raise the rarity to Blue mana symbol and it'd be worth it. As it is, it's too low a rarity and the creatures can regenerate out of it.

Forgetfulness: I'm trying not to be mean, but I would open this and throw it away. Why on earth would I play this over Duress?

Gradis Recruiter: Subvert finally makes an appearance. Where is it in the rest of the set? 4/3 is also too powerful for what it does, and 3/3 would be more appropriate.

Gradis, Tyrant: Waaaaay too much wording. The token effect is broken as well. Why doesn't he Tap symbol for that effect, especially when if he survives you'll be putting out 6/6 tokens for 2?

Grotesque Plaguebearer: Nothing wrong here.

Imbued Remains: Nothing wrong here.

Mind Spore: A variable cost based on the growth spores would be more appropriate.

Oozing Trin: Attacking each turn if able is more a red effect, but there's nothing really wrong with the card.

Recruit from Death: Bump it to Blue mana symbol and it's good I think. Right now it's somewhere between Zombify and Ashen Powder in power level.

Sadistic Torment: Nothing wrong here (keep in mind, I say this on a bunch of your cards, but I'm not discussing wording on all your cards - because every card's wording is off.)

Sickening Radiance: Way, way overcosted. Come on, why pay 4 for a -1/-1 counter? And it's Red mana symbol? Really? Sure you can opt to get it back by paying an extra Black mana symbol, but it's still not worth it. Instill Infection isn't even worth it, and it's a Colorless mana symbol and I get to draw a card. Virulent Wound is a much, much better card and it only costs me Black mana symbol.

Soaring Trin: Nothing explicitly wrong here, it's just weak.

Spreading Disease: Overcosted. I play this card and wait for it to power itself up so that I might be a little safer from something? No thanks, I'll play Clinging Darkness or Enfeeblement instead.

Starving Trin: Why is this one a Colorless mana symbol and the Soaring Trin is too? Shouldn't this one be "the better version of that one" and therefore be Blue mana symbol? I mean, it can grow unlike its brother at the exact same cost and stats - the only difference is in the text and flight aspects.

Swallowed Whole: Nothing wrong here.

Willful Control: Again... essence on non-permanents DOESN'T work. All the way around this doesn't work... subvert triggers when a creature enters the battlefield, not after. Giving it to creatures you already control won't do anything. It'd be like a card that gave all your permanents affinity for anything. What's the point?

Absorb Pain: Undercosted, especially with the "you may" clause in there. Strictly better than Pariah's Shield in that it protects you creatures and you get to choose if it does so. It should cost more and be of higher rarity.

Burning Radiance: Nothing wrong here, although it might see more play if it was Red mana symbol instead of 1 mana symbolRed mana symbol.

Chanel Creation: "Channel". Chanel is fashion company. Finally, something that might make growth see some play - but you only have three red cards with growth... I think it would function better in another color, and at a lower cost.

Cremate the Dead: What is with these math nightmares? KISS, man. And for what I hope is the last time, ESSENCE ON NON-PERMANENTS WON'T WORK.

Crumble to Dust: Nothing wrong here, just not a very viable card. I'd rather run 2 Lightning Bolts[/cards] or a [card]Fireball.

Cycle of Rage: Overcosted. Mass Hysteria will give all my creatures haste permanently. Think about that.

Earth Negation: Nothing wrong here.

Flames Lust: Do you mean "Flame's Lust" or "Lust Flames" or "Flames of Lust"...? Also, not a viable card. Compare it to Lightning Bolt or Shock.

Flaming Descent: You've got a lot of focus against fliers, but not a lot of flying going on in this set. Something to think about.

Heated Creation: Nothing wrong here.

Molten Veins: Nothing wrong here, just not very viable to wait to turn 6 for a +3/+0 boost.

Nightly Slayer: Nothing wrong here.

Reunion with Fire: This card just feels odd. Land destruction, and damage to everything and everyone? It's undercosted, and it's too erratic. One or the other would work better than both.

Staggering Rocks: I don't know how you intend to make Growth worth playing if these are the cards you devise for it. I have to wait to turn 10 on curve to be able to do 2 damage via this guy's effect? No thanks. He's too weak to boot.

Verintip the Enraged: Alright, this one could make growth viable... except he dies easily on turn 6 to turn 1 spells like Lightning Bolt A card that will be slow to reach it's ultimate effect can afford to be a bit meatier.

Volcanic Mage: 8 CMC? Really? Moving on...

Warren Fire: Nothing wrong here.

Climbing Vines: Sadly, the first essence card in the entire set that would actually work. I'm all the way to green and it's the first one. I can understand the theme of burning it, but it makes it a nonviable card. I'd pass on it in draft with that clause in there.

Collapse: Nothing explicitly wrong here, but I'd sooner play Naturalize and have my pick.

Crystal Behemoth: Thematically wrong, as crystal generally refers to artifacts. And why should I play a slow growing 7 CMC 4/8 over Duskdale Wurm?

Cycle of Creation: ... I'm not repeating myself again.

Feeding Radiance: Overcosted. I'll take Battlegrowth instead. Why are these things Red mana symbol anyways?

Hungering Tree: Nothing wrong here.

New Growth: Nothing wrong here.

Purified Spider: Like with the Angel, a late game land fetcher is pointless. The spider is also insanely weak for a 9 CMC.

Purify: The name is already in use by a real card. Exiling is not green's thing either.

Ring of Growth: Again... late game land fetch is pointless. And again, I don't think you understand your own keyword.

Serrated Moss: Way overcosted. Come on, it's a 1/1 until it grows up on turn 8 to be... a 4/4? Really?

Spiderling: Nothing wrong here, just weak. Deadly Recluse would be my pick over this.

Spirit Caller: Why is green producing white tokens? Why are those spirits combustive like elementals?

Sreanis, Spider Queen: 4/12, for 12 on what would be 12 on curve... that can't use it's effect at all until it's second turn out... and again with the late game land fetch? At the point you can pay 12 to play this card, I think you're set up fairly well for lands.

Twist Anew: Make it "onto the battlefield tapped." and you're good.

Unbearable Attraction: Sooooo... you made Lure? Why is this Colorless mana symbol then?

Verdant Spider: Nothing wrong here, just weak.

Destructive Forces: Basically, for 4, I get one land and only by destroying my own cards? Not worth it. Wait! I can make my opponent do it... but if they run Black/red mana symbol, then I'm giving them lands... again, not worth it. It's too conditional under those circumstances.

Valifax: So broken. I get an Orim's Chant that last until my next turn for free? With that you don't even need the other abilities.

Domineering Spirit: Subvert makes it's 4th appearance, and only it's 3rd functional appearance (meaning it shouldn't be keyworded.) There's too much going on on this card as well.

Fake Growth: This card isn't even complete. When/how does it trigger?

Bow of Light: Why is a BOW adding defense like a SHIELD?

Breadbasket: Nothing wrong here.

Portal Carver: Nothing wrong here.

Scythe of Plague: Should be Red mana symbol at least. It can effect all of their creatures, and combined with the card above it, let's any creature trigger that every time it attacks.

Spellcrusher: Nothing wrong here.

Staff of Creation: Nothing wrong here, and the first example of growth in the set that I actually kind of like and could see the point of using.

Sword of Flames: Nothing wrong here.

Whip of Obediance: "Obedience". Again, giving subvert to something already on the battlefield is pointless.

I hope this wasn't too harsh, but I can't justify not saying anything when you asked for feedback. Honesty isn't always nice.

EDIT: This took over an hour to type, and several responses were made in that time. I'm going off of what I found in your spoiler then.

Sun, 2011-03-27 21:15
Disposable Hero
Disposable Hero's picture

Herzinth, I'd look at your cards if they weren't in a big clump. Could you maybe organize them into smaller spoilers, maybe by color and then subspoilers for each rarity?

Sun, 2011-03-27 23:24
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

@Disposable Hero: Good idea. Though it might take awhile. Hopefully I'll have it done by tonight.

@Art_Freak: It's not harsh. If I don't listen to the negative feedback, how will the set be any good? Also, thanks for taking the time to look at every single card. That's incredible...

Spoiler:
Angelic Knight: Fixed (wording)
Blinding Rays: Part of a cycle of anti-flying, but fixed to be more white (exile and only attacking)
Cycle of Life: Fixed (cheaper)
Disallowed: Fixed (only attacking)
Healing Arms: The name was supposed to represent someones actual arms, but I guess people will more likely make the connection you made. Fixed (name change to Healing Soul)
Healing Radiance: Fixed (cheaper and uncommon)
Heavenly Magus: Fixed (2/3 and growth 1)
Imbued Life: Fixed (no pay, cost increase by 1 mana symbol)
Lethargic Watcher: Fixed (cost now White mana symbol)
Pure World: Fixed (cheaper, buyback)
Rejected: Fixed (buyback cost increase, life gained increase, uncommon)
Return to Existence: Not Fixed (I don't know how to add conditions to rules text >.>)
Spring Guard: Fixed (cheaper)
Sudden Peace: Fixed (wording)
Terenal: Fixed (flying added, extra ability, with lots of buyback land is useful >.>)
Wall of Belief: Fixed (made into creature)
Blasphemous Creation: Fixed (turned to +1/+1)
Crinturin: Fixed (added flying, changed bonus to all dragons, was supposed to be legendary probably misclicked)
Cycle of Lies: Fixed (cheaper, common)
Enlightening Radiance: Fixed (uncommon)
Greedy Mage: Fixed (uncommon, 2/2)
Pull from Creation: Fixed (costs more)
Rainstorm: Fixed (wording)
Selena: Fixed (cheaper)
Sent Away: Fixed (costs more)
Timely Meddling: Fixed (still enchantment, pay to use)
Aen Blackripper: Fixed (now turn 8 7/7 first striker, lowered counters needed)
Blackout: Fixed (cheaper, part of anti-flying cycle)
Cycle of Death: Fixed (can't regenerate, uncommon)
Forgetfulness: Removed
Gradis Recruiter: Fixed (subvert mainly black, weaker)
Gradis: Fixed (removed reminder text, pay Black mana symbol for each growth counter now for ability)
Mind Spore: Fixed (variable cost)
Recruit from Death: Fixed (uncommon)
Sickening Radiance: Fixed (common, three target creatures)
Soaring Trin: Fixed (+1 toughness)
Spreading Disease: Fixed (targets all creatures controlled by target opponent, upped cost)
Starving Trin: Fixed (uncommon)
Willful Control: Not Fixed (see below spoiler)
Absorb Pain: Fixed (costs more, rare)
Chanel Creation: Fixed (corrected name, cheaper)
Cremate the Dead: Fixed (damage changed to solid 5)
Cycle of Rage: Fixed (cheaper)
Flames Lust: Fixed (named changed to Flame's Lust, cheaper)
Reunion with Fire: Fixed (costs more)
Staggering Rocks: Fixed (more toughness, growth 2)
Verintip: Fixed (stronger, slight cost increase)
Volcanic Mage: Fixed (cheaper, stronger)
Climbing Vines: Fixed (removed red clause)
Crystal Behemoth: Fixed (named changed to plated behemoth, cheaper, lower toughness)
Feeding Radiance: Fixed (cheaper, common)
Purified Spider: Fixed (much more power)
Purify: Fixed (changed to destroy and discard, name changed to Natural Purification)
Ring of Growth: Fixed (removed added cost for spells)
Serrated Moss: Fixed (way cheaper)
Spirit Caller: Fixed (tokens now green)
Sreanis: Fixed (cheaper)
Twisted Anew: Fixed (added tapped)
Unbearable Attraction: Fixed (uncommon, costs more, adds toughness)
Verdant Spider: Fixed (added some power)
Destructive Forces: Fixed (removed Essence)
Valifax: Fixed (now -1, effects you too...)
Domineering Spirit: Fixed (removed Essence)
Fake Growth: Fixed (needs to tap...oops)
Bow of Light: Fixed (swapped bonus for power)
Scythe of Plague: Fixed (rare)
Whip of Obediance: Fixed (spelling error corrected)

Thanks agains for taking the time to look at every card. As for putting Subvert on cards, I don't know how to word it, and for not appearing enough, I plan for lots more of it in the second set, when Gradis gets more dangerous.
Towards Essence on non-permanents, I just need to know wording/dash how to make the reminder text different for different kinds of cards in MSE.
Finally, updated setlist up top.

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Sun, 2011-03-27 23:31
Art_Freak
Art_Freak's picture

If you want essence to work on nonpermanent cards, you'll need to reword it to something along the lines of "when this card enters a graveyard" and leave out the battlefield part. As for subvert, an "enters the battlefield" effect really can't be added to permanents. You could rework the cards in question to say "cards in your hand have". You can see this on cards like Homing Sliver.

Sun, 2011-03-27 23:49
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

Ahhkay. Thanks for the tips
=D

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Mon, 2011-05-09 06:30
HerziQuerzi
Creative Direction Award Best Mechanic Award
HerziQuerzi's picture

k...finished making the cards to fill out the skeleton, will post complete set list (categorized with spoilers) up top. If you decide you want to help, but it seems like there's too puch, just choose random cards =D

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Wed, 2012-02-01 19:54
Big Man Sam

I don't know if anyone has hit on this yet, but what someone has taken control of a creature with the Subvert ability and you use a creature with Subvert to take it back over. Would it just undo the Subvert of the first? If not what would be done? Maybe the creature with higher converted mana cost keeps control of it?

Wed, 2012-02-01 20:07
Big Man Sam

On Fake Blame it says "Return target creature you control and target creature you don’t control to their owners’ hands." This could be taken as a creature in a graveyard or in a library because you don't technically control it. You might want to change it to 'creature your opponent controls' instead of 'creature you don't control'

Tue, 2012-06-12 16:17
Masterofchaos9999

Easy win, absorb pain on a hexproof indestructable

Sat, 2012-06-30 07:40
Halberdan
Halberdan's picture

how do you guys make those spoiler bars? can anyone teach me that?

Sat, 2012-06-30 14:10
Guitarweeps
Head Administrator
Guitarweeps's picture

[spoiler*] [/spoiler*] without the *

Check out my updated set hub.