Orzhov Humans vs. Temur Elementals representing the classic conflict between man and nature.
For some reason I decided to create this supplemental set using cards from my custom card pool (mainly to give myself a sense of accomplishment instead of working on my space set, which has been slow going). Humans and Elementals were already a part of my previous sets but needed a little help to fully support each creature type.
Each deck contains 44 unique cards for a total of 88 cards (plus 5 lands), including 36 all-new cards that haven't been featured in my other sets. Elementals needed more support than the humans, but I think each deck ended up being unique and fun to play against each other. There are enough cards to allow players to design their own decks freely while supporting a standard sideboard.
I like the idea of using your previous mechanics and world flavour on these cards. Some random thougts (I looked at the cards really fast because I don't have much time atm).
I don't really like the cycle of dual lands that gives two mana, though. The lands themselves are ok, but I don't like the fact that they have basic land subtypes: it doesn't make much sense to me.
Kazapur, the White City - seems insanely strong: having a lifegain engine that only requires tapping lands seems very good
Risen Forest - This land cycle is really clever. I think you need to put in italic+parenthesis the text "T: add G"
Thanks for the response. Always appreciate feedback of any kind.
For the dual land cycle, it's not that uncommon to have basic land subtypes these days. Even the Kaldheim snow duals have basic subtypes. It has some rules applications and allows them to be fetchable.
Kazapur - It seems strong, but in practice, I have found it to be underwhelming. You need to tap three lands to activate the ability in order to gain 4 life, and you can only do it once per turn unless you use some kind of untapping trick. It's a decent mana sink in the late game, but by the time you can use it reliably, gaining 4 life per turn won't keep you alive if you aren't doing anything else. The card was mainly supposed to prevent the opponent from blowing up your lands, which it does reasonably well, but it also supports a lifegain archetype, which isn't all that strong in my custom sets.