Post by oddnanref on Apr 30, 2018 23:18:41 GMT
Well, just recently created a new account and found time to post ideas on the plane for this set.
The plane is a mix of a thought experiment and an expansion on an old concept: Mana rifts, the old version, and severed lands. Technically, they were called rifts, and were spaces where mana had been dried up completely. Usually created by devastating events, such as the ringing of the Apocalypse Chime.
With Amonkhet released, you could also say that this is also something akin a dying plane. With mana losing its color and slowly returning to its colorless basic and stable form.
Basically the plane is dying, mana is hard to find and finding colored mana is harder. What is worse the plane, unable to keep its mana, is leaking into the blind eternities.
This is a basic copy paste of what I have written till now.
Most of the things that used to be written here are now on the Google Doc.
Work in progress:
docs.google.com/document/d/1oEBEN3FYfTag7K7rfsPJSXwlIxGBvD3SuQm4QX5fJlQ/edit?usp=sharing
Finished half the mono colored cards. Link for images, a lot of missing art though. Tried ordering them but it just went into a mess.
imgur.com/a/vaks9Us
The plane is a mix of a thought experiment and an expansion on an old concept: Mana rifts, the old version, and severed lands. Technically, they were called rifts, and were spaces where mana had been dried up completely. Usually created by devastating events, such as the ringing of the Apocalypse Chime.
With Amonkhet released, you could also say that this is also something akin a dying plane. With mana losing its color and slowly returning to its colorless basic and stable form.
Basically the plane is dying, mana is hard to find and finding colored mana is harder. What is worse the plane, unable to keep its mana, is leaking into the blind eternities.
This is a basic copy paste of what I have written till now.
{The World}
Frimruld is a world lying on the edges of the multiverse. Mana is scarce and the inhabitants work with what they have. Rationing and efficient use of what little mana they have is what has kept them alive. However, well known mana wells have started to dry up and voids, places with no mana, have started to appear. What were once a harsh but livable environment have become unpopulated wastelands. Crops suffer from mana deficiency, manaless deaths have risen, wild creatures have become more aggressive in their search for mana and if rumors are to be trusted old enemies have started to surface. However, the worst is yet to come. Strange trinkets have started to appear near Void areas and horrors have been sighted tinkering with them. What does fate have in store the inhabitants of Frimruld?
Mana is the essence of life and existence. It infuses itself into emotions, wants and the land itself. Lack of mana translates to a lack of those things. Ambitions dull down into conforming, passion is reduced to want, love to just liking and curiosity to mere conformity. In places with extremely low concentration of mana, things stay barely alive. Humans start losing their will to live until they are left as husks of their old selves, animals just sit on one place, not feeling the need to feed, drink or move. Everything just wastes away. As such things do not die because of lack of mana per say, but due to the unwillingness to do anything to keep themselves alive. As such plants are always alive through the entire world, As they do not require a will to live. However as mana is life itself, plant grow slower in places with low mana density. Due to the necessity of mana as fuel for the survival of animals most advanced species have developed ways of sensing mana and moving towards places where the density of mana is higher. These oasis of mana are commonly known as mana wells.
Mana wells are of such importance that cities usually develop around them, sometimes despite the lack of important resources around the area, like food or water. Such is the case of the biggest metropolis in Frimruld, [Cassana]. [Cassana] is one of the few places were you can practice magic. As such, it is a highly coveted area. The mana in the place is so concentrated that it lets emotions run wild and desires stronger than any living being in Frimruld is used to. It should come as no surprise that it has been at the center of many wars and conflicts. However, after a millennia of strife the main powers have formed a treaty where the distribution of mana and use of it is shared across different species.
There are six main groups in Frimruld:
The [Forgotten] (Forgessen) {C}
The [Someplace] Council {W}
The [Someplace] Foundation {U}
The [Someplace] Empire {B}
The [Someplace] Warbands {R}
The [Someplace] Family {G}
There exist five main intelligent species in Frimruld:
The [Stoma] (Insect tribe) {W}{G}{R}
The [Selach] (Goblin tribe) {G}{R}{B}
The [Arorais] (Rat tribe) {R}{B}{U}
The [Cancri] (Homarid tribe) {B}{U}{W}
The [Vulpine](Fox tribe) {U}{W}{G}
Frimruld is a world lying on the edges of the multiverse. Mana is scarce and the inhabitants work with what they have. Rationing and efficient use of what little mana they have is what has kept them alive. However, well known mana wells have started to dry up and voids, places with no mana, have started to appear. What were once a harsh but livable environment have become unpopulated wastelands. Crops suffer from mana deficiency, manaless deaths have risen, wild creatures have become more aggressive in their search for mana and if rumors are to be trusted old enemies have started to surface. However, the worst is yet to come. Strange trinkets have started to appear near Void areas and horrors have been sighted tinkering with them. What does fate have in store the inhabitants of Frimruld?
Mana is the essence of life and existence. It infuses itself into emotions, wants and the land itself. Lack of mana translates to a lack of those things. Ambitions dull down into conforming, passion is reduced to want, love to just liking and curiosity to mere conformity. In places with extremely low concentration of mana, things stay barely alive. Humans start losing their will to live until they are left as husks of their old selves, animals just sit on one place, not feeling the need to feed, drink or move. Everything just wastes away. As such things do not die because of lack of mana per say, but due to the unwillingness to do anything to keep themselves alive. As such plants are always alive through the entire world, As they do not require a will to live. However as mana is life itself, plant grow slower in places with low mana density. Due to the necessity of mana as fuel for the survival of animals most advanced species have developed ways of sensing mana and moving towards places where the density of mana is higher. These oasis of mana are commonly known as mana wells.
Mana wells are of such importance that cities usually develop around them, sometimes despite the lack of important resources around the area, like food or water. Such is the case of the biggest metropolis in Frimruld, [Cassana]. [Cassana] is one of the few places were you can practice magic. As such, it is a highly coveted area. The mana in the place is so concentrated that it lets emotions run wild and desires stronger than any living being in Frimruld is used to. It should come as no surprise that it has been at the center of many wars and conflicts. However, after a millennia of strife the main powers have formed a treaty where the distribution of mana and use of it is shared across different species.
There are six main groups in Frimruld:
The [Forgotten] (Forgessen) {C}
The [Someplace] Council {W}
The [Someplace] Foundation {U}
The [Someplace] Empire {B}
The [Someplace] Warbands {R}
The [Someplace] Family {G}
There exist five main intelligent species in Frimruld:
The [Stoma] (Insect tribe) {W}{G}{R}
The [Selach] (Goblin tribe) {G}{R}{B}
The [Arorais] (Rat tribe) {R}{B}{U}
The [Cancri] (Homarid tribe) {B}{U}{W}
The [Vulpine](Fox tribe) {U}{W}{G}
{General Things}
Farming is the main and most important occupation in Frimruld. Farms here do not farm crops or plants, although some do, they mainly farm mana. Due to its scarcity and its necessity for life mana is a resource more important than food or water. Farmers of such a material would make a fortune under normal circumstances, unfortunately most of them care little about ambition and continue to move on, barely surviving.
Mana farms at its simplest rely on special contraptions that tap into the leyline network, slowly taking minuscule amounts of mana at a time. While the amount of mana such a device could take is substantially higher than what it is used for, the amount has been limited by the [Someplace] Foundation to reduce the impact of siphoning mana from the leylines, reduce the number of Dead Zones and prevent incidents like the Blight Spread from happening again. There are however other ways of obtaining mana than the risky leyline tapping method. Most mana farmers will just choose a location and start filling it with meaning. For example, black mana farmers are known for collecting the corpses of the dead, which are usually left to rot in the open, and pile them all into one mass grave, which will slowly start filling the place with black mana. Green mana farmers tend to also be normal farms in the conventional sense, where they can collect any surplus of green mana to sell anyone interested. Red mana farmers are always on the move chasing what few storms appear throughout the plane, collecting the fury and chaos that comes from it. Blue mana farmers go from place to place collecting every piece of knowledge and happenings, to place in their ever growing libraries. White mana is the trickiest to farm, but one of the easiest to expand from once started. The birth of the [Someplace] Council originated from one such farms. As such the [Someplace] Council has a strong monopoly on white mana, and the secrets to its creation are still unknown. As seen with the case of the [Someplace] Council, mana farmers will eventually start acquiring characteristics of the mana they farm due to their over exposure to it. Some even lose themselves in the mana they have, completely forgetting their other less developed traits.
Dead Zones are places of unparalleled danger. Most inhabitants who still have a will to live avoid the areas as they are zones completely devoid of mana. As such these places are deadly as they suck the mana out of anything that has it, killing it in the process. Exorkistes are those in charge of marking Dead Zones, preventing unintentional entrance to them as well as restoring magic inside them. However as restoring a Dead Zone requires moving a Leyline such an event rarely happens. Furthermore, few have the aptitude to become an Exorkistes. Exorkistes must have a high sensitivity to mana flows as well as high mana flow resistance. A rare combination indeed. Thankfully even if the number of Dead Zones has increased over the years, so has the birth of people with high mana flow resistance. While some claim it to be the blessing of the Patron God others do not seem so convinced.
The Blight Spread was an event that many wish to forget but cannot, as forgetting it would cause others to make the same mistake. When the world learned to deal with the lack of mana and invented [apparatus], capable of harvesting mana, overuse gave rise to Dead Zones. However one place was drained so much of its mana that it wrecked the basic makeup of the land itself, creating an ever expanding Dead Zone. Unfortunately, this place claimed a massive area before the technology to stop it was discovered and as such there exists this massive untraversable zone called the Blight.
If life on the countryside is dull, it is the completely different near or inside a mana well. The overabundance of mana compared to other places makes some temporarily lose their mind as they experience the rush of emotions and feeling they have never experienced before. To the point where some become addicted to certain experiences and feelings. Mana addiction is a problem in the main cities, which is why the entrance to a city is highly guarded. To prevent overly dense cities as the inhabitants discover that there is more to life than just the boring day to day to just staying alive. Entrance to the city is heavily regulated. Walls are erected around the mana well to prevent most inhabitants from standing in direct contact with pure mana. Furthermore the surrounding area of a mana well is also walled as mana moves to lower concentrated areas leaking into its surrounding areas. As such, cities tend to be made with several layers of walls each regulating a specific level of mana concentration. Thus, in their need to control their population cities have naturally fortified themselves against attackers.
Mana wells are connected to the leylines and as such their mana is always in constant flow. If a mana well is overused of its black mana more will flow through the leylines to balance the change. Thus distributing the use of mana over all the wells, keeping the balance. However draw to much mana of a specific color and the wells will not be able to keep up usually spilling the other colored mana into the nearest place, that being the surroundings of the mana well itself. This would not cause a problem in normal planes, as they are rich in mana and the spilled mana from the leylines or wells would just be suffocated by the overwhelming amount of mana on its surroundings. However, to those unused to such a display of mana it can be frightening. Thankfully, no such thing has happened yet. White mana is not really taken from a mana well, as it is usually farmed and the importance the [Someplace] Council places on balance prevents much of it from being extracted at a time. Blue mana is also taken in a similar manner, where the accumulation of knowledge just attracts it to the laboratories instead of being forcefully taken from the mana well itself. Black mana rarely has an opportunity of being farmed as the constant plotting and murder rarely gives anyone a time to draw from its raw power, instead again calling it slowly from the mana well. Red mana is never taken too much at a time from a well due to the nomadic nature of the warbands. Green mana is also taken slowly due to the importance the [Someplace] family place on balance with nature. As such, a case of mana spilling has only been recorded once, when a particular emperor of the [Someplace] Empire was too efficient at eliminating competition. It cause some to leave the empire searching refuge from the toxicity of the mana some species were not used to. As well as making some ambitious individuals lose their ambition and decided to pursue other careers. This weakened the empire itself returning the balance of mana through the years.
[Cassana] is a special case, the presence of all five groups means that balance is barely kept sometimes threatening to empty the well. Fortunately This has never happened as when a specific group threatens to become more powerful than the others it is thwarted by the other four.
In mana wells, mana just spills into the surrounding areas. This way a species that has predisposition to be passionate, starts to feel its emotions and the need to act on them. For example, an elf living in the wasteland would feel little to no sense of community, and little to no sense of nature or the need to protect it. While an elf in a mana well, would feel those emotions. However as most inhabitants tend to live outside the cities and mana wells, they cannot cope with the sudden rush of feelings they get when they enter a mana well. Thus a [Stoma?] living far of a mana well would have none of its defining characteristics, one living near a mana well would exhibit more of its strong green related characteristics, while one living inside a mana well would exhibit its more balanced RGW nature. This is not to say they cannot exhibit B or U behavior, it is just that it is does not come natural to them and it is not what they would prefer to be doing.
Mana farming is different, where mana wells just spill mana into the world creating a more or less normal environment. Mana farms just create the ideal conditions to attract specific mana to the place. As such, mana farm do not create mana but just attract it from the leylines to gather at one place.
Even if mana is scarce in the plane it is still present. Never will you find a place without mana. However this has started to change with the appearance of Voids.
Strangely enough voids do not pull mana from the place they are in. Thus they differ from rifts. Voids are just places where mana seems unable to flow through or enter. As such entering a void is lethal as you would leave all the mana in your body outside the void space. However they do not seem to pull mana away from its surroundings as if mana was not aware of the manaless space. This astonished several [Someplace] Foundation scientists as before mana had exhibited the characteristic of a gas, attempting to fill all space without mana on it.
Farming is the main and most important occupation in Frimruld. Farms here do not farm crops or plants, although some do, they mainly farm mana. Due to its scarcity and its necessity for life mana is a resource more important than food or water. Farmers of such a material would make a fortune under normal circumstances, unfortunately most of them care little about ambition and continue to move on, barely surviving.
Mana farms at its simplest rely on special contraptions that tap into the leyline network, slowly taking minuscule amounts of mana at a time. While the amount of mana such a device could take is substantially higher than what it is used for, the amount has been limited by the [Someplace] Foundation to reduce the impact of siphoning mana from the leylines, reduce the number of Dead Zones and prevent incidents like the Blight Spread from happening again. There are however other ways of obtaining mana than the risky leyline tapping method. Most mana farmers will just choose a location and start filling it with meaning. For example, black mana farmers are known for collecting the corpses of the dead, which are usually left to rot in the open, and pile them all into one mass grave, which will slowly start filling the place with black mana. Green mana farmers tend to also be normal farms in the conventional sense, where they can collect any surplus of green mana to sell anyone interested. Red mana farmers are always on the move chasing what few storms appear throughout the plane, collecting the fury and chaos that comes from it. Blue mana farmers go from place to place collecting every piece of knowledge and happenings, to place in their ever growing libraries. White mana is the trickiest to farm, but one of the easiest to expand from once started. The birth of the [Someplace] Council originated from one such farms. As such the [Someplace] Council has a strong monopoly on white mana, and the secrets to its creation are still unknown. As seen with the case of the [Someplace] Council, mana farmers will eventually start acquiring characteristics of the mana they farm due to their over exposure to it. Some even lose themselves in the mana they have, completely forgetting their other less developed traits.
Dead Zones are places of unparalleled danger. Most inhabitants who still have a will to live avoid the areas as they are zones completely devoid of mana. As such these places are deadly as they suck the mana out of anything that has it, killing it in the process. Exorkistes are those in charge of marking Dead Zones, preventing unintentional entrance to them as well as restoring magic inside them. However as restoring a Dead Zone requires moving a Leyline such an event rarely happens. Furthermore, few have the aptitude to become an Exorkistes. Exorkistes must have a high sensitivity to mana flows as well as high mana flow resistance. A rare combination indeed. Thankfully even if the number of Dead Zones has increased over the years, so has the birth of people with high mana flow resistance. While some claim it to be the blessing of the Patron God others do not seem so convinced.
The Blight Spread was an event that many wish to forget but cannot, as forgetting it would cause others to make the same mistake. When the world learned to deal with the lack of mana and invented [apparatus], capable of harvesting mana, overuse gave rise to Dead Zones. However one place was drained so much of its mana that it wrecked the basic makeup of the land itself, creating an ever expanding Dead Zone. Unfortunately, this place claimed a massive area before the technology to stop it was discovered and as such there exists this massive untraversable zone called the Blight.
If life on the countryside is dull, it is the completely different near or inside a mana well. The overabundance of mana compared to other places makes some temporarily lose their mind as they experience the rush of emotions and feeling they have never experienced before. To the point where some become addicted to certain experiences and feelings. Mana addiction is a problem in the main cities, which is why the entrance to a city is highly guarded. To prevent overly dense cities as the inhabitants discover that there is more to life than just the boring day to day to just staying alive. Entrance to the city is heavily regulated. Walls are erected around the mana well to prevent most inhabitants from standing in direct contact with pure mana. Furthermore the surrounding area of a mana well is also walled as mana moves to lower concentrated areas leaking into its surrounding areas. As such, cities tend to be made with several layers of walls each regulating a specific level of mana concentration. Thus, in their need to control their population cities have naturally fortified themselves against attackers.
Mana wells are connected to the leylines and as such their mana is always in constant flow. If a mana well is overused of its black mana more will flow through the leylines to balance the change. Thus distributing the use of mana over all the wells, keeping the balance. However draw to much mana of a specific color and the wells will not be able to keep up usually spilling the other colored mana into the nearest place, that being the surroundings of the mana well itself. This would not cause a problem in normal planes, as they are rich in mana and the spilled mana from the leylines or wells would just be suffocated by the overwhelming amount of mana on its surroundings. However, to those unused to such a display of mana it can be frightening. Thankfully, no such thing has happened yet. White mana is not really taken from a mana well, as it is usually farmed and the importance the [Someplace] Council places on balance prevents much of it from being extracted at a time. Blue mana is also taken in a similar manner, where the accumulation of knowledge just attracts it to the laboratories instead of being forcefully taken from the mana well itself. Black mana rarely has an opportunity of being farmed as the constant plotting and murder rarely gives anyone a time to draw from its raw power, instead again calling it slowly from the mana well. Red mana is never taken too much at a time from a well due to the nomadic nature of the warbands. Green mana is also taken slowly due to the importance the [Someplace] family place on balance with nature. As such, a case of mana spilling has only been recorded once, when a particular emperor of the [Someplace] Empire was too efficient at eliminating competition. It cause some to leave the empire searching refuge from the toxicity of the mana some species were not used to. As well as making some ambitious individuals lose their ambition and decided to pursue other careers. This weakened the empire itself returning the balance of mana through the years.
[Cassana] is a special case, the presence of all five groups means that balance is barely kept sometimes threatening to empty the well. Fortunately This has never happened as when a specific group threatens to become more powerful than the others it is thwarted by the other four.
In mana wells, mana just spills into the surrounding areas. This way a species that has predisposition to be passionate, starts to feel its emotions and the need to act on them. For example, an elf living in the wasteland would feel little to no sense of community, and little to no sense of nature or the need to protect it. While an elf in a mana well, would feel those emotions. However as most inhabitants tend to live outside the cities and mana wells, they cannot cope with the sudden rush of feelings they get when they enter a mana well. Thus a [Stoma?] living far of a mana well would have none of its defining characteristics, one living near a mana well would exhibit more of its strong green related characteristics, while one living inside a mana well would exhibit its more balanced RGW nature. This is not to say they cannot exhibit B or U behavior, it is just that it is does not come natural to them and it is not what they would prefer to be doing.
Mana farming is different, where mana wells just spill mana into the world creating a more or less normal environment. Mana farms just create the ideal conditions to attract specific mana to the place. As such, mana farm do not create mana but just attract it from the leylines to gather at one place.
Even if mana is scarce in the plane it is still present. Never will you find a place without mana. However this has started to change with the appearance of Voids.
Strangely enough voids do not pull mana from the place they are in. Thus they differ from rifts. Voids are just places where mana seems unable to flow through or enter. As such entering a void is lethal as you would leave all the mana in your body outside the void space. However they do not seem to pull mana away from its surroundings as if mana was not aware of the manaless space. This astonished several [Someplace] Foundation scientists as before mana had exhibited the characteristic of a gas, attempting to fill all space without mana on it.
Most of the things that used to be written here are now on the Google Doc.
Work in progress:
docs.google.com/document/d/1oEBEN3FYfTag7K7rfsPJSXwlIxGBvD3SuQm4QX5fJlQ/edit?usp=sharing
Finished half the mono colored cards. Link for images, a lot of missing art though. Tried ordering them but it just went into a mess.
imgur.com/a/vaks9Us
{Mono White}
CW01 Forgessen Acolyte ::C/W::
Creature — Fox
Rechromatize—When CW01 Forgessen Acolyte enters the battlefield, if W was spent to cast it, target creature gains lifelink.
When everything else is gone, faith will keep you alive.
1/1
CW02 Vulpine Fanatic
Creature — Fox Cleric
Vigilance
When CW02 Vulpine Fanatic enters the battlefield, sever a land.
To die for a cause is noble.
3/2
CW03 Institute Neutralizer
Creature — Homarid Soldier
, : Tap target creature.
1/2
CW04 Manamad Nomad
Creature — Insect Knight
Vigilance
, Sever a land: CW04 Manamad Nomad gets +2/+2 until end of turn. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
2/2
CW05 Foolish Exorkriste
Creature — Vulpine Soldier
If you control no severed lands, CW05 Foolish Exorkriste has vigilance.
2/2
CW06 Grazing Chowtros
Creature — Beast
Chowtros are grown for their high mana to food yield. The food taste funny though.
2/6
CW07 Exorkiste Warden
Creature — Fox Cleric
Whenever a land becomes severed, you gain 1 life.
Exorkiste wardens go around looking for dead zones. Preventing entry of those foolish enough to miss the warning signs.
1/1
CW08 Bonds to Necronundio
Enchantment — Aura
Enchant creature
Enchanted creature gains +2/+2. If you control a severed land, enchanted creature can’t attack or block.
CW09 Strategic Reprisal
Instant
Destroy target attacking or blocking creature.
Rechromatize—If was spent to cast this spell, draw a card.
CW10 Through the Dead Zone
Instant
You may sever two lands. If you do, exile that creature. Otherwise, tap that creature.
CW11 Solemn Offering
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
The void takes everything that enters inside. Some have taken it as a divine blessing, giving away their possessions for the hope of a better tomorrow.
MW01 Solar City's Influence
Enchantment
Lands you control are plains in addition to their other types.
Nonland permanents you control are white in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RW01 Vanishing Angel
Creature — Angel
Flying
When RW01 Vanishing Angel dies, exile target permanent.
When RW01 Vanishing Angel enters the battlefield, sacrifice it if was spent to cast it
4/4
RW02 Fight the Blight
Enchantment
: Exile target land. Then return it to the battlefield tapped.
RW03 Sudden Dead Zone
Sorcery
Destroy all nonland permanents. If was spent to cast this spell, exile all nonland permanents instead.
RW04 Bishop of the Solar Order
Creature — Fox Cleric
When RW04 Bishop of the Solar Order enters the battlefield, create a 1/1 cleric creature token for each spent to cast it and tap target creature for each spent to cast it.
3/3
RW05 Yinnang Researcher
Creature — Homarid Wizard
, Sever two lands: Exile target nonland permanent. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
1/1
UW01 Manastarved Deacon
Creature — Fox Cleric
Lifelink
Rechromatize—When UW01 Manastarved Deacon enters the battlefield, create a 1/1 white cleric token if was spent to cast it and scry 3 if was spent to cast it.
2/2
UW02 Solar Order's Martyr
Creature — Fox Soldier
When UW02 Solar Order’s Martyr attacks, you may have creatures you control gain +2/+1. If you do, sacrifice UW02 Solar Order’s Martyr at the end of combat.
2/2
UW03 Exorkiste Enforcer
Creature — Stoma Soldier
Lifelink
When UW03 Exorkiste Enforcer attacks, it gets +1/+1 for each severed land.
1/1
UW04 Spectral Procession
Sorcery
Create three 1/1 white Spirit creature tokens with flying.
UW05 Solar Altar
Enchantment
Creatures you control have flying if you control a blue creature.
Creatures you control get +1/+1 if you control a green creature.
UW06 Exorkiste Teamscout
Creature — Fox Soldier
Whenever you sever a land, you may pay . If you do, create a 1/1 white cleric token.
1/2
CW01 Forgessen Acolyte ::C/W::
Creature — Fox
Rechromatize—When CW01 Forgessen Acolyte enters the battlefield, if W was spent to cast it, target creature gains lifelink.
When everything else is gone, faith will keep you alive.
1/1
CW02 Vulpine Fanatic
Creature — Fox Cleric
Vigilance
When CW02 Vulpine Fanatic enters the battlefield, sever a land.
To die for a cause is noble.
3/2
CW03 Institute Neutralizer
Creature — Homarid Soldier
, : Tap target creature.
1/2
CW04 Manamad Nomad
Creature — Insect Knight
Vigilance
, Sever a land: CW04 Manamad Nomad gets +2/+2 until end of turn. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
2/2
CW05 Foolish Exorkriste
Creature — Vulpine Soldier
If you control no severed lands, CW05 Foolish Exorkriste has vigilance.
2/2
CW06 Grazing Chowtros
Creature — Beast
Chowtros are grown for their high mana to food yield. The food taste funny though.
2/6
CW07 Exorkiste Warden
Creature — Fox Cleric
Whenever a land becomes severed, you gain 1 life.
Exorkiste wardens go around looking for dead zones. Preventing entry of those foolish enough to miss the warning signs.
1/1
CW08 Bonds to Necronundio
Enchantment — Aura
Enchant creature
Enchanted creature gains +2/+2. If you control a severed land, enchanted creature can’t attack or block.
CW09 Strategic Reprisal
Instant
Destroy target attacking or blocking creature.
Rechromatize—If was spent to cast this spell, draw a card.
CW10 Through the Dead Zone
Instant
You may sever two lands. If you do, exile that creature. Otherwise, tap that creature.
CW11 Solemn Offering
Sorcery
Destroy target artifact or enchantment. You gain 4 life.
The void takes everything that enters inside. Some have taken it as a divine blessing, giving away their possessions for the hope of a better tomorrow.
MW01 Solar City's Influence
Enchantment
Lands you control are plains in addition to their other types.
Nonland permanents you control are white in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RW01 Vanishing Angel
Creature — Angel
Flying
When RW01 Vanishing Angel dies, exile target permanent.
When RW01 Vanishing Angel enters the battlefield, sacrifice it if was spent to cast it
4/4
RW02 Fight the Blight
Enchantment
: Exile target land. Then return it to the battlefield tapped.
RW03 Sudden Dead Zone
Sorcery
Destroy all nonland permanents. If was spent to cast this spell, exile all nonland permanents instead.
RW04 Bishop of the Solar Order
Creature — Fox Cleric
When RW04 Bishop of the Solar Order enters the battlefield, create a 1/1 cleric creature token for each spent to cast it and tap target creature for each spent to cast it.
3/3
RW05 Yinnang Researcher
Creature — Homarid Wizard
, Sever two lands: Exile target nonland permanent. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
1/1
UW01 Manastarved Deacon
Creature — Fox Cleric
Lifelink
Rechromatize—When UW01 Manastarved Deacon enters the battlefield, create a 1/1 white cleric token if was spent to cast it and scry 3 if was spent to cast it.
2/2
UW02 Solar Order's Martyr
Creature — Fox Soldier
When UW02 Solar Order’s Martyr attacks, you may have creatures you control gain +2/+1. If you do, sacrifice UW02 Solar Order’s Martyr at the end of combat.
2/2
UW03 Exorkiste Enforcer
Creature — Stoma Soldier
Lifelink
When UW03 Exorkiste Enforcer attacks, it gets +1/+1 for each severed land.
1/1
UW04 Spectral Procession
Sorcery
Create three 1/1 white Spirit creature tokens with flying.
UW05 Solar Altar
Enchantment
Creatures you control have flying if you control a blue creature.
Creatures you control get +1/+1 if you control a green creature.
UW06 Exorkiste Teamscout
Creature — Fox Soldier
Whenever you sever a land, you may pay . If you do, create a 1/1 white cleric token.
1/2
{Mono Blue}
CU01 Forgessen Assistant ::C/U::
Creature — Homarid Advisor
Rechromatize—When CU01 Forgessen Assistant enters the battlefield, if was spend to cast it, target creature gains flying until end of turn.
What you know is something you rarely lose, but often use.
1/1
CU02 Cancri Researcher
Creature — Homarid Spellshaper
Flying
When CU02 Cancri Researcher enters the battlefield, sever a land. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
The joys of specialization.
2/1
CU03 Manamad Researcher
Creature — Fox Wizard
, Sever a land: CU03 Manamad Researcher gains flying until end of turn. (Sever only non-severed lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
2/1
CU04 Mindmoiled Researcher
Creature — Rat Wizard
, : Target player puts the top card of their library into their graveyard.
1/3
CU05 Kronan Shaman
Creature — Homarid Shaman
: Target land becomes the basic land type of your choice until end of turn.
0/2
CU06 Exhaustion Field
Enchantment — Aura
Enchant creature
When CU06 Exhaustion Field enters the battlefield tap target creature.
Enchanted creature doesn’t untap during its controller’s untap step.
CU07 Mine Knowledge
Instant
You may sever a land. If you do draw two cards. Otherwise, draw a card. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
CU08 Ebb Through
Instant
Put target creature on top of its owner’s library.
Rechromatize—If was spent to cast this spell, draw a card and lose 1 life.
Need another effect as this might be considered a two for one. Red flagged?
CU09 Agressive Addict
Creature
: CU09 Agressive Addict gets +1/-1 until end of turn.
0/3
CU10 Foresee
Sorcery
Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
CU11 Manabinded
Enchantment — Aura
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step and it has “Sever a land: Untap this creature.” (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
MU01 Kronan Deep's Influence
Enchantment
Lands you control are islands in addition to their other types.
Nonland permanents you control are blue in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RU01 Deepsleep Leviathan
Creature — Leviathan
When RU01 Deepsleep Leviathan dies return all other creatures and planeswalkers to their owners’ hands.
When RU01 Deepsleep Leviathan enters the battlefield, sacrifice it if was spent to cast it.
4/4
RU02 Blight Research
Enchantment
At the beginning of your upkeep, draw a card for each severed land you control.
RU03 Erased from Existence
Instant
For each severed land return up to one target nonland permanent to its owner hand. If was spent to cast this spell, put those cards on top of their owner’s library instead.
RU04 Professor of Boderg
Creature — Homarid Wizard
When RU04 Professor of Boderg enters the battlefield, for each spent to cast it, target creature gains flying until end of turn and for each spent, target opponent discards a card.
1/4
RU05 Boderg Supplier
Creature — Rat Wizard
When RU05 Boderg Supplier enters the battlefield, gain control of target nonland permanent until RU05 Boderg Supplier leaves the battlefield.
3/2
UU01 Manastarved Scholar
Creature — Homarid Advisor
Flying
Rechromatize—When UU01 Manastarved Scholar enters the battlefield, tap target creature if was spent to cast it and each opponent discards a card if was spent to cast it.
1/2
UU02 Boderg Researcher
Creature — Homarid Wizard
: Draw a card if you control no other creatures.
1/2
UU03 Mana Leak
Instant
Counter target spell unless its controller pays .
Suddenly Hmred felt as the mana left his body, back into the void. The spell sucked into the newly formed dead zone.
This is returning because it made so much flavor sense.
UU04 Boderg Library
Enchantment
Whenever a white creature enters the battlefield under your control, tap target creature.
Whenever a black creature enters the battlefield, draw a card and lose 1 life.
UU05 Boderg Assistant
Creature — Fox Wizard
When you cast a spell without colored mana, you may pay . If you do target creature gains flying.
2/2
UU06 Deny Access
Instant
Counter target spell or ability that targets you or a permanent you control.
CU01 Forgessen Assistant ::C/U::
Creature — Homarid Advisor
Rechromatize—When CU01 Forgessen Assistant enters the battlefield, if was spend to cast it, target creature gains flying until end of turn.
What you know is something you rarely lose, but often use.
1/1
CU02 Cancri Researcher
Creature — Homarid Spellshaper
Flying
When CU02 Cancri Researcher enters the battlefield, sever a land. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
The joys of specialization.
2/1
CU03 Manamad Researcher
Creature — Fox Wizard
, Sever a land: CU03 Manamad Researcher gains flying until end of turn. (Sever only non-severed lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
2/1
CU04 Mindmoiled Researcher
Creature — Rat Wizard
, : Target player puts the top card of their library into their graveyard.
1/3
CU05 Kronan Shaman
Creature — Homarid Shaman
: Target land becomes the basic land type of your choice until end of turn.
0/2
CU06 Exhaustion Field
Enchantment — Aura
Enchant creature
When CU06 Exhaustion Field enters the battlefield tap target creature.
Enchanted creature doesn’t untap during its controller’s untap step.
CU07 Mine Knowledge
Instant
You may sever a land. If you do draw two cards. Otherwise, draw a card. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
CU08 Ebb Through
Instant
Put target creature on top of its owner’s library.
Rechromatize—If was spent to cast this spell, draw a card and lose 1 life.
Need another effect as this might be considered a two for one. Red flagged?
CU09 Agressive Addict
Creature
: CU09 Agressive Addict gets +1/-1 until end of turn.
0/3
CU10 Foresee
Sorcery
Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
CU11 Manabinded
Enchantment — Aura
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step and it has “Sever a land: Untap this creature.” (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
MU01 Kronan Deep's Influence
Enchantment
Lands you control are islands in addition to their other types.
Nonland permanents you control are blue in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RU01 Deepsleep Leviathan
Creature — Leviathan
When RU01 Deepsleep Leviathan dies return all other creatures and planeswalkers to their owners’ hands.
When RU01 Deepsleep Leviathan enters the battlefield, sacrifice it if was spent to cast it.
4/4
RU02 Blight Research
Enchantment
At the beginning of your upkeep, draw a card for each severed land you control.
RU03 Erased from Existence
Instant
For each severed land return up to one target nonland permanent to its owner hand. If was spent to cast this spell, put those cards on top of their owner’s library instead.
RU04 Professor of Boderg
Creature — Homarid Wizard
When RU04 Professor of Boderg enters the battlefield, for each spent to cast it, target creature gains flying until end of turn and for each spent, target opponent discards a card.
1/4
RU05 Boderg Supplier
Creature — Rat Wizard
When RU05 Boderg Supplier enters the battlefield, gain control of target nonland permanent until RU05 Boderg Supplier leaves the battlefield.
3/2
UU01 Manastarved Scholar
Creature — Homarid Advisor
Flying
Rechromatize—When UU01 Manastarved Scholar enters the battlefield, tap target creature if was spent to cast it and each opponent discards a card if was spent to cast it.
1/2
UU02 Boderg Researcher
Creature — Homarid Wizard
: Draw a card if you control no other creatures.
1/2
UU03 Mana Leak
Instant
Counter target spell unless its controller pays .
Suddenly Hmred felt as the mana left his body, back into the void. The spell sucked into the newly formed dead zone.
This is returning because it made so much flavor sense.
UU04 Boderg Library
Enchantment
Whenever a white creature enters the battlefield under your control, tap target creature.
Whenever a black creature enters the battlefield, draw a card and lose 1 life.
UU05 Boderg Assistant
Creature — Fox Wizard
When you cast a spell without colored mana, you may pay . If you do target creature gains flying.
2/2
UU06 Deny Access
Instant
Counter target spell or ability that targets you or a permanent you control.
{Mono Black}
CB01 Forgessen Tombkeeper ::C/B::
Creature — Rat Rogue
Rechromatize—When CB01 Forgessen Tombkeeper enters the battlefield, if was spend to cast it, target creature gains deathtouch until end of turn.
Ambition to be remembered.
1/1
CB02 Arorais Graverobber
Creature — Rat Rogue
Menace
When CB02 Arorais Graverobber enters the battlefield, sever a land.
What the dead waste, we can use.
3/3
CB03 Manamad Stalker
Creature — Homarid Rogue
, Sever a land: CB03 Manamad Stalker can’t be blocked except by Rogues. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
4/3
CB04 Kill-suit Finisher
Creature — Goblin Beserker
, : Destroy target creature that was dealt damage this turn.
2/3
CB05 Wasteland Warden
Creature — Rat Warrior
When you sever a land, each opponent loses 1 life.
The dead zones make perfect prisons. The prisoners don’t live long enough to cost food.
1/1
CB06 Skrahen Manatteries
Creature — Rat Shaman
, : Add , or .
Manatteries where once the more knowledgeable, the most passionate, the most ambitious. Now, they are just used for mana.
1/1
CB07 Deadzone Imprisonment
Enchantment — Aura
Enchant creature
Enchanted creature gets -1/-1 for each severed land you control.
CB08 Mana Deprivation
Instant
Destroy target creature that is one or more colors.
Rechromatize—If was spent to cast this spell, CB08 Mana Deprivation deals 3 damage to target player.
CB09 Bathe in Darkness
Instant
This spell deals 2 damage to target creature and you gain 2 life.
CB10 Desecration Ritual
Sorcery
Sever a land. If you do return up to three target creature cards from your graveyard to your hand. Otherwise, return two instead. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
Cryptwalkers are in charge of putting the dead to sleep and waking them up.
CB11 Isolationist Scheme
Sorcery
Two creatures that are different in at least one color get -4/-4 until end of turn.
The best plots set your enemies against each other; over the smallest difference.
MB01 Raetdom's Influence
Enchantment
Lands you control are swamps in addition to their other types.
Nonland permanents you control are black in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RB01 Bloodletting Demon
Creature — Demon
Lifelink
When RB01 Bloodletting Demon leaves the battlefield it deals 4 damage to target player.
When RB01 Bloodletting Demon enters the battlefield, sacrifice it if was spent to cast it.
4/4
RB02 Weakness in the Land
Enchantment
Whenever you sever a land you may destroy target tapped creature with power 2 or less.
RB03 Cryptpriest of Strok
Creature — Rat Cleric
When RB03 Cryptpriest of Strok enters the battlefield, for each spent to cast it, target creature can’t be blocked this turn and for each spent to cast it, deal 2 damage to any target.
2/2
RB04 Hired Cryptkeeper
Creature — Goblin Warrior
Menace, first strike, haste
3/3
RB05 Blight's Radiation
Sorcery
Return all creature cards from your graveyard to the battlefield tapped. Then if was spent to cast this spell, destroy all other creatures.
UB01 Manastarved Cryptwalker
Creature — Rat Rogue
Deathtouch
When UB01 Manastarved Cryptwalker enters the battlefield, look at target player’s hand if was spent to cast it and target creature cannot be blocked until end of turn if was spent to cast it.
1/1
UB02 Cryptpriest Acolyte
Creature
When UB02 Cryptpriest Acolyte attacks you may have creatures your opponent control get -1/-1 until end of turn. If you do, sacrifice another creature at the end of combat.
2/3
UB03 Bratu-Alley Broker
Creature — Homarid Rogue
Deathtouch
Whenever a creature dies, if UB03 Bratu-Alley Broker dealt damage to it, draw a card.
1/4
UB04 Corrupt
Sorcery
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
One misstep in the swamp and the evil that sleeps beneath will rise to find you.
UB05 King's Punishment
Sorcery
Exile target creature or planeswalker.
UB06 Raet's Throne Room
Enchantment
Whenever a blue creature you control deals combat damage to a player, draw a card.
If you control a red creature, attacking creatures you control have first strike.
CB01 Forgessen Tombkeeper ::C/B::
Creature — Rat Rogue
Rechromatize—When CB01 Forgessen Tombkeeper enters the battlefield, if was spend to cast it, target creature gains deathtouch until end of turn.
Ambition to be remembered.
1/1
CB02 Arorais Graverobber
Creature — Rat Rogue
Menace
When CB02 Arorais Graverobber enters the battlefield, sever a land.
What the dead waste, we can use.
3/3
CB03 Manamad Stalker
Creature — Homarid Rogue
, Sever a land: CB03 Manamad Stalker can’t be blocked except by Rogues. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
4/3
CB04 Kill-suit Finisher
Creature — Goblin Beserker
, : Destroy target creature that was dealt damage this turn.
2/3
CB05 Wasteland Warden
Creature — Rat Warrior
When you sever a land, each opponent loses 1 life.
The dead zones make perfect prisons. The prisoners don’t live long enough to cost food.
1/1
CB06 Skrahen Manatteries
Creature — Rat Shaman
, : Add , or .
Manatteries where once the more knowledgeable, the most passionate, the most ambitious. Now, they are just used for mana.
1/1
CB07 Deadzone Imprisonment
Enchantment — Aura
Enchant creature
Enchanted creature gets -1/-1 for each severed land you control.
CB08 Mana Deprivation
Instant
Destroy target creature that is one or more colors.
Rechromatize—If was spent to cast this spell, CB08 Mana Deprivation deals 3 damage to target player.
CB09 Bathe in Darkness
Instant
This spell deals 2 damage to target creature and you gain 2 life.
CB10 Desecration Ritual
Sorcery
Sever a land. If you do return up to three target creature cards from your graveyard to your hand. Otherwise, return two instead. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
Cryptwalkers are in charge of putting the dead to sleep and waking them up.
CB11 Isolationist Scheme
Sorcery
Two creatures that are different in at least one color get -4/-4 until end of turn.
The best plots set your enemies against each other; over the smallest difference.
MB01 Raetdom's Influence
Enchantment
Lands you control are swamps in addition to their other types.
Nonland permanents you control are black in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RB01 Bloodletting Demon
Creature — Demon
Lifelink
When RB01 Bloodletting Demon leaves the battlefield it deals 4 damage to target player.
When RB01 Bloodletting Demon enters the battlefield, sacrifice it if was spent to cast it.
4/4
RB02 Weakness in the Land
Enchantment
Whenever you sever a land you may destroy target tapped creature with power 2 or less.
RB03 Cryptpriest of Strok
Creature — Rat Cleric
When RB03 Cryptpriest of Strok enters the battlefield, for each spent to cast it, target creature can’t be blocked this turn and for each spent to cast it, deal 2 damage to any target.
2/2
RB04 Hired Cryptkeeper
Creature — Goblin Warrior
Menace, first strike, haste
3/3
RB05 Blight's Radiation
Sorcery
Return all creature cards from your graveyard to the battlefield tapped. Then if was spent to cast this spell, destroy all other creatures.
UB01 Manastarved Cryptwalker
Creature — Rat Rogue
Deathtouch
When UB01 Manastarved Cryptwalker enters the battlefield, look at target player’s hand if was spent to cast it and target creature cannot be blocked until end of turn if was spent to cast it.
1/1
UB02 Cryptpriest Acolyte
Creature
When UB02 Cryptpriest Acolyte attacks you may have creatures your opponent control get -1/-1 until end of turn. If you do, sacrifice another creature at the end of combat.
2/3
UB03 Bratu-Alley Broker
Creature — Homarid Rogue
Deathtouch
Whenever a creature dies, if UB03 Bratu-Alley Broker dealt damage to it, draw a card.
1/4
UB04 Corrupt
Sorcery
Corrupt deals damage to any target equal to the number of Swamps you control. You gain life equal to the damage dealt this way.
One misstep in the swamp and the evil that sleeps beneath will rise to find you.
UB05 King's Punishment
Sorcery
Exile target creature or planeswalker.
UB06 Raet's Throne Room
Enchantment
Whenever a blue creature you control deals combat damage to a player, draw a card.
If you control a red creature, attacking creatures you control have first strike.
{Mono Red Incomplete}
CR01 Forgessen Plyblade ::C/R::
Creature — Goblin Berserk
Rechromatize—When CR01 Forgessen Plyblade enters the battlefield, target creature gains haste until end of turn if was spend to cast it.
Live each day as your last day.
1/1
CR02 Selach Mana Addict
Creature — Goblin Beserker
Haste
When CR02 Selach Mana Addict enters the battlefield, sever a land.
Rage is a form of addiction
2/2
CR03 Manamad Pyromancer
Creature — Rat Shaman
, Sever a land: CR03 Manamad Pyromancer gets +2/+0 until end of turn. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
1/2
CR04 Inescapable Bandit
Creature — Insect Warrior
: Target creature blocks CR04 Inescapable Bandit this turn if able.
5/2
CR05 Restren-Tribe Ritualist
Creature — Goblin Shaman
: Target land becomes a mountain until end of turn.
2/2
CR06 Restren-Tribe Scout
Creature — Goblin Scout
CR06 Restren-Tribe Scout has haste if you control a severed land.
2/1
CR07 Bludgeoning Fists
Enchantment — Aura
Enchant creature
Enchanted creature get +2/+0.
If you control a black permanent, enchanted creature gets +1/+0.
CR08 Act of Treason
Instant
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
CR09 Exploding Ground
Instant
Deal 3 damage to target creature.
Rechromatize—If was spent to cast this spell, that creature loses flying.
CR10 Demolish
Sorcery
Destroy target artifact or land.
CR11 Tectonic Shift
Sorcery
Creatures without flying can’t block this turn. You may sever a land. If you this spell deals 2 damage to all creatures.
The earth moved. The defenses crumbled and the gates were left wide open. To move was to stumble into the ground.
MR01 Maelstorm's Influence
Enchantment
Lands you control are mountains in addition to their other types.
Nonland permanents you control are red in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RR01 Doomed Dragon
Creature — Dragon
Flying
When RR01 Doomed Dragon dies it deals 4 damage to all other creatures.
When RR01 Doomed Dragon enters the battlefield, sacrifice it if was spent to cast this spell.
4/4
CR01 Forgessen Plyblade ::C/R::
Creature — Goblin Berserk
Rechromatize—When CR01 Forgessen Plyblade enters the battlefield, target creature gains haste until end of turn if was spend to cast it.
Live each day as your last day.
1/1
CR02 Selach Mana Addict
Creature — Goblin Beserker
Haste
When CR02 Selach Mana Addict enters the battlefield, sever a land.
Rage is a form of addiction
2/2
CR03 Manamad Pyromancer
Creature — Rat Shaman
, Sever a land: CR03 Manamad Pyromancer gets +2/+0 until end of turn. (Sever only nonsevered lands you control. Severed lands gain “: Add ” and lose all other abilities and land types.)
1/2
CR04 Inescapable Bandit
Creature — Insect Warrior
: Target creature blocks CR04 Inescapable Bandit this turn if able.
5/2
CR05 Restren-Tribe Ritualist
Creature — Goblin Shaman
: Target land becomes a mountain until end of turn.
2/2
CR06 Restren-Tribe Scout
Creature — Goblin Scout
CR06 Restren-Tribe Scout has haste if you control a severed land.
2/1
CR07 Bludgeoning Fists
Enchantment — Aura
Enchant creature
Enchanted creature get +2/+0.
If you control a black permanent, enchanted creature gets +1/+0.
CR08 Act of Treason
Instant
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
CR09 Exploding Ground
Instant
Deal 3 damage to target creature.
Rechromatize—If was spent to cast this spell, that creature loses flying.
CR10 Demolish
Sorcery
Destroy target artifact or land.
CR11 Tectonic Shift
Sorcery
Creatures without flying can’t block this turn. You may sever a land. If you this spell deals 2 damage to all creatures.
The earth moved. The defenses crumbled and the gates were left wide open. To move was to stumble into the ground.
MR01 Maelstorm's Influence
Enchantment
Lands you control are mountains in addition to their other types.
Nonland permanents you control are red in addition to their other colors. The same is true for spells you control and nonland cards you own that aren’t on the battlefield.
RR01 Doomed Dragon
Creature — Dragon
Flying
When RR01 Doomed Dragon dies it deals 4 damage to all other creatures.
When RR01 Doomed Dragon enters the battlefield, sacrifice it if was spent to cast this spell.
4/4
{Lands}
RL01 Unatural Jungle
Land — Forest Plains
(: Add or .)
When RL01 Unatural Jungle enters the battlefield, sever a Forest.
RL02 Unatural Peak
Land — Mountain Forest
(: Add or .)
When RL02 Unatural Peak enters the battlefield, sever a Mountain.
RL03 Unatural Steppe
Land — Plains Island
(: Add or .)
When RL03 Unatural Steppe enters the battlefield, sever a Plains.
RL04 Unatural Atoll
Land — Island Swamp
(T: Add or .)
When RL04 Unatural Atoll enters the battlefield, sever an Island.
RL05 Unnatural Morass
Land — Swamp Mountain
(T: Add or .)
When RL05 Unnatural Morass enters the battlefield, sever a Swamp.
UL01 Burning Forest
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL02 Flooded Sewer
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL03 Overgrown Meadow
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL04 Sacred Fountain
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL05 Toxic Canyon
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL06 Results Archive
Land
: Add .
, Sever a land: scry 2 then draw a card. (Sever only non-severed lands you control. They lose all abilities and gain “: Add ”.)
RL01 Unatural Jungle
Land — Forest Plains
(: Add or .)
When RL01 Unatural Jungle enters the battlefield, sever a Forest.
RL02 Unatural Peak
Land — Mountain Forest
(: Add or .)
When RL02 Unatural Peak enters the battlefield, sever a Mountain.
RL03 Unatural Steppe
Land — Plains Island
(: Add or .)
When RL03 Unatural Steppe enters the battlefield, sever a Plains.
RL04 Unatural Atoll
Land — Island Swamp
(T: Add or .)
When RL04 Unatural Atoll enters the battlefield, sever an Island.
RL05 Unnatural Morass
Land — Swamp Mountain
(T: Add or .)
When RL05 Unnatural Morass enters the battlefield, sever a Swamp.
UL01 Burning Forest
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL02 Flooded Sewer
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL03 Overgrown Meadow
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL04 Sacred Fountain
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL05 Toxic Canyon
Land
: Add .
: Add or . Activate this ability only if you control a severed land.
UL06 Results Archive
Land
: Add .
, Sever a land: scry 2 then draw a card. (Sever only non-severed lands you control. They lose all abilities and gain “: Add ”.)