vedrick
0/0 Germ
Posts: 7
Favorite Card: Glimpse the Unthinkable
Color Alignment: Blue, Black
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Post by vedrick on Oct 20, 2018 15:31:13 GMT
Hi there, Just wanted to introduce the project I´m working in for the last months (job and life don´t allow me to focus as much as I would like. I´m going to try to do a proper introduction, but the project is quite far from be finished. And, of course I need you advice and help to balance it, or change it when need it. So please, let me know about your opinion, critics and comments. Now, let´s go for it! Ephikura is one of the first planes of the multiverse to be created and shaped. Its mana and ether are ancient and powerful. Also, is the closest plane to the Void realm, a parallel multiverse, without ether or mana. The Void inhabitants are powerful and ever-hungry demons and elementals, always looking for break free from that realm. Not an easy task, as Void is completely isolated from other realities. Only the lower and weaker caste of demons, the Vanyr, are able to travel to the multiverse, but only if they posses mortal beings from there.
Ephikura´s planeswalkers and heroes were fighting against this vanyrs for centuries, and for ages it looked like the threat banished. But now, suddenly, a cult of old dormant vanyrs reappeared and open ancestral gates that comunicate the Void and the multiverse, allowing their masters to escape from their realm.
Now Ephikura´s factions need to ally between them, put apart the old fights and wars, and face the inmediate threat that rise. Ephikura is the home of some individuals able to change the tides of battle, inspire their allies and stand against formidable foes. This trait appears in some of the creature cards as a Leadership. An ability to rally other creatures and make your side of the battlefield grow. But the absence of these leaders, or a proper company for them can weaken you, so be careful. Here some examples of Leadership and Leadership interactions.
Ancient mana and ether are represented by the Ritual mechanic. Inspired in convoke, it can reduce the cost of spells dramatically, at the cost of return creatures to your hand. Some samples here. The Void inhabitants can posses and destroy the host´s mind, controlling their bodies completely. Kill the host only delays the inevitable, as the vanyr always come back, they just need another host. This parasitic power is represented by Consume, an ability based in dredge, that allows the creatures to not really die, and be able to come back again. The fourth mechanic would be Multikicker. Creating, I think a good synergy with Consume and Ritual, and with some Leaders (tokens, counters...) So, that´s it! I would love you guys to leave some comments, ideas, suggestions, critics (good ones, bad ones, whatever, just some feedback). As always, sorry for my english, I´m doing my best here. And thanks!
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vedrick
0/0 Germ
Posts: 7
Favorite Card: Glimpse the Unthinkable
Color Alignment: Blue, Black
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Post by vedrick on Oct 20, 2018 18:35:37 GMT
Edited! Sorry I had some problems with the image hosting!
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Post by fluffydeathbringer on Oct 21, 2018 0:22:06 GMT
- if there's no mana in the Void and demons are always hungry, what sustenance do they have and how are they born - why can't stronger demons possess mortals - if the Void is completely isolated how can demons possess people in Ephikura, and how are there gates - Leadership is pretty dang strong, too strong to keyword imo (as keywords are expected to appear frequently and this will skew draft in the favour of RW)
- "poor* offer" in loyal follower's FT - loyal follower also completely blows even as a limited card. suggest increasing toughness or giving an additional baseline keyword
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vedrick
0/0 Germ
Posts: 7
Favorite Card: Glimpse the Unthinkable
Color Alignment: Blue, Black
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Post by vedrick on Oct 21, 2018 10:35:06 GMT
Thanks for the answer fluffydeathbringer
Well my original idea about the Void was that previously was normal multiverse, as the one we know. Eldrazi-like entities were also living there, but in that multiverse they never were stopped. They basically consume all the planes, leaving nothing, that´s why they are always hungry and want to eat mana.
About how the lesser demons can enter, well, seems like the Void was part of the normal multiverse, but this eldrazi-like entities were unstoppable, so in some point some powerful being (or beings, maybe some Urza level planeswalkers, or even some kind of Makers) decide to "cut" the multiverse, isolating one part, and start to developed or re-create the other part (basically the multiverse we know). This is a titanic task, so the "cut" is not perfect, but sufficient to keep those demons at bay. Lesser ones are weak and small enough to go through those imperfections, but losing it physical form, becoming kinda of astral of spiritual beings, that are constantly pull back to their reality, only way to stay in the multiverse is to have physical body. So basically they invade a host and they destroy it. Powerful hosts are more difficult to control, obviously, but animals an simple mortals are an easy prey.
Those imperfections in the "cut" were notice by old planeswalkers, so they tried to seal them (they probably did). But after the events of the Great Mending, the power of the planeswalker sparks became weak, weakening those seals, and allowing those vanyr to pass again. Their objective is make those imperfections bigger, to allow bigger entities to go through.
Basically my general idea was to put in the table the origins of the multiverse, start to think about who created it, or how it was before. Those events I explained here happened millions of years ago, a kind of pre-history of the multiverse. Just an introduction to topics like what are those Eldrazi (or the Void demons). Why exist, why they have the need of eating and devour...Are the creations of a psychopath god, just a evolutioned predators...
About Leadership, is going to be WRG keyword (WR more dominant). Consume UBG (UB more dominant). I didn´t want to spam Leadership to much among the cards of the set. But maybe is too strong. I just liked it the idea of inspiring creatures. Some are make to guide, some are make to follow.
About balance the cards, well, I really need help in that field. I´ve drafted 131 cards already, but probably most of them needs to be redesign. Should I upload the file with all the cards? I really don´t know how it works here, as I´m new. I don´t know even if this set is interesting enough for you guys.
Sorry for my english, if there anything is not clear, let me know, I will try to explain again. And thank you again for your reply!
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Post by fluffydeathbringer on Oct 23, 2018 14:17:59 GMT
vedrick if you've got a good chunk of a limited environment ready then you should probably post it for context vis-a-vis power level of already posted cards
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vedrick
0/0 Germ
Posts: 7
Favorite Card: Glimpse the Unthinkable
Color Alignment: Blue, Black
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Post by vedrick on Oct 28, 2018 18:18:25 GMT
Hi guys. Sorry I´ve been really busy last days. I was preparing a nice presentation with images for the Ephikura set, but is going to take me several days. I´m going to paste here all the raw text, and then I will start posting the images and explaining a little bit the factions and lore. Hope is OK! White {White}Astenos, Supreme Warden 4WW Legendary Creature — Human Soldier :mythic: Vigilance. First Strike. Leadership (Creatures you control that have lower base power than this creature get +1/+1) Creatures under Astenos, Supreme Warden leadership are indestructible. Sacrifice a creature under Astenos, Supreme Warden leadership: Regenerate Astenos, Supreme Warden 4/4
Brave Capitain 2WW Creature — Human Knight :common: Whenever Brave Capitain enters the battlefield create two 1/1 white soldier tokens. In war, victory. In peace, vigilance. 2/2
Bryhildr, Shield of the North 2WW Legendary Creature — Human Warrior :rare: When Bryhildr, Shield of the North enters the battlefield, choose a colour. Bryhildr, Shield of the North has protection from the coulour of your choice. 2W: Until the end of turn, each time a source would deal damage to you,it deals damage to Bryhildr, Shield of the North instead. 2/6
Cast Away 2WW Instant :common: Exile target creature.
Deep Valley´s Protectors 4W Creature — Giant Warrior :uncommon: When Deep Valley´s Protectors enters the battlefield choose a color. Lands you control have protection from that color. “Only giants are allowed in the Deep Valley. They make exceptions for some humans, elfs, dragons or whatever they could use for the stew” 3/5
Ebonyspear Priestess 1W Creature — Human Priest :common: First Strike. Lifelink. “Life and dead are faces of the same coin. Flip it is what I do” 1/1
Fearless griffin rider 3W Creature — Human Knight :common: Flying Leadership (Creatures you control that have lower base power than this creature get +1/+1) 2/2
Flanker Archon 2W Creature — Human Knight :common: Flash. Prevent all combat damage that would be dealt to Flanker Archon if is not your turn. 2/2
Focused Will 1W Enchantment — Aura :common: Enchant creature. Enchanted creature gets +2/+2 and has vigilance. “The flames are completely unnecessary once the warrior enter in the trance stage. But they look impressive”
Golden Ascendant 4WW Creature — Angel :rare: Flying. When Golden Ascendant enters the battlefield, if you cast it from your hand, you may put all the land and artifact cards from your graveyard into the battlefield tapped. 3/3
Ivory Shieldbearer WW Creature — Human Warrior :common: 2/3
Ivoryspear Farseer W Creature — Human Priest :common: When Ivoryspear Farseer enters into the battlefield untap target creature. With the Vanyr crysis, Ivorypine council decide to show its secret weapon. Ebonyroot sect was made public, and receive nobility privileges. 1/1
Ivoryspear Legionaires 1W Creature — Human Warrior :common: Ivoryspear Legionaires gets +0/+1 for each other white creature you control. Equiped with the finest steel, trained until reach martial perfection. Ivorypine soldiers are a bastion of hope for Anngarest. 1/1
Loyal Follower 1W Creature — Human Warrior :common: Loyal Follower has vigilance as long as is under a creature´s leadership. “Power? Such a poof offer. Honor and glory, thats what I look for, and I won´t find it at your side” —Shaeglash, Field Marshal 1/2
Planar Choice 2W Sorcery :rare: Search your library for a planeswalker card, reveal it and put it into your hand. Then shuffle your library. “Just a signal, a whisper...And I will be there, fighting for you”
Silvercrest Calvary 1WW Creature — Human Knight :uncommon: Vigilance. Multikicker 1W (You may pay an additional 1W any number of times as you cast this spell.) Silvercrest Calvary enters the battlefield with a +1/+1 counter on it for each time it was kicked. 3/4
Spiritual Ward 1W Instant :uncommon: Multikicker W (You may pay an additional W any number of times as you cast this spell.) Prevent all damage that would be dealt to target creature or player this turn. You may choose an additional target for each time it was kicked. ---Flip--- Stand against the evil 1W Prevent all damage that would be dealt to creatures you control this turn. You gain life equal to the damage prevented this way. At the end of your turn, untap all the creatures you control.
Sunforged Liutenant 1WW Creature — Human Soldier :uncommon: First Strike. Protection from equiped and enchanted (This creature can’t be blocked, targeted, dealt damage, or enchanted by anything equiped and enchanted.) 2/2
Sunforged Ravager 2W Creature — Human Soldier :uncommon: Multikicker 2W (You may pay an additional 2W any number of times as you cast this spell.) When Sunforged Ravager enters the battlefield you may search in your library for an equip card, reveal it and put in your hand for each time Sunforged Ravager was kicked. If you do, shuffle your library. 3/2
Tribute to Purity 1W Instant :common: Multikicker W (You may pay an additional W any number of times as you cast this spell.) Destroy target enchantment or artifact. Gain 2 life for each time Tribute to Purity was kicked.
Void Harbinger 2WW Creature — Elemental :rare: Vigilance. When Void Harbinger deals combat damage put X +1/+1 counters on Void Harbinger where X is its strength. 3/4
Will of the Combatients WWW Enchantment :rare: White creatures you control get +2/+2
Zephyr Winds Harbinger 3W Creature — Angel :uncommon: Flying. Zephyr Winds Harbinger can block any amount of creatures with flying. 2/5 Blue {Blue}Cerebral Cleave 1U Sorcery :common: Target player puts the top five cards of his or her library into his or her graveyard. Draw a card. “A sharp mind. Indeed”
Cinderskin Moonfly 1U Creature — Faerie :uncommon: Flying. 1U, T, Sacrifice the Cinderskin Moonfly: Counter target activate skill. Moonflies are attracted by mana as moths are attracted by the light. 1/1
Essences Merchant 2U Creature — Spirit :common: Whenever you cast a creature spell, Essences Merchant gets +1/+1 until the end of turn. War is a succesfull business. 2/2
Forbidden Mist Invoker 1UU Creature — Human Wizard :common: Forbidden Mist Invoker can´t be blocked as long as you have three or less cards in your hand. 2/2
From the past 2U Sorcery :uncommon: Return objective sorcery or instant card from your graveyard to your hand. Exile From the past.
Magic Rechanneling UU Instant :uncommon: Multikicker 1U (You may pay an additional 1U any number of times as you cast this spell.) Return target spell to its owner´s hand. Copy that spell for each time Magic Rechanneling was kicked. You can choose new targets for the copies.
Manifested Vanyr 2UU Creature — Horror Wizard :common: As an additional cost for cast Manifested Vanyr, return a target creature you control to its owner´s hand. “Protect the seals? How naive... It´s far too late, they are among us already” 4/4
Moonglow Owl 1UU Creature — Bird :common: Flying. When Moonglow Owl enters into the battlefield, Scry 2 (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 2/2
Pariah Sealers 2UU Creature — Human Wizard :common: Whenever you cast a sorcery or instant spell, Pariah Sealers gets +2/+0 until the end of the turn. Casted to exile long time ago, because of their forbidden knowledge. Now, the last hope of the Zephyr Tower. 0/3
Phatem, Wisdom Patriarch 4UU Legendary Creature — Sphinx :rare: Flying. When Phatem, Wisdom Patriarch or another creature you control enters the battlefield, draw a card. Non-creature spell you control cost 1 less to cast for each card in your hand. 4/4
Planar difusion U Instant :rare: Counter target planeswalker’s loyalty ability
Rebel Warlocks 2UU Creature — Human Wizard :uncommon: When Rebel Warlocks enters the battlefield draw a card. When Rebel Warlocks dies discard a card. U: Return Rebel Warlocks to its owner´s hand. 2/4
Reefthorned Tortoise 5U Creature — Beast :common: Hexproof. 4/5
Searching for Secrets 2U Sorcery :common: Look at the five top cards of your library. Put one in your hand and the rest on the bottom of your library in any order.
Silvercompass Wanderer 1U Creature — Human Scout :common: When Silvercompass Wanderer enters in the battlefield draw a card if you control at least one artifact. 1/2
Spiritual Impulse 1U Enchantment — Aura :common: Enchant creature. Enchanted creature gets +1/+1 and has flying. 1U: Return Spiritual Impulse to its owners hand.
Transfix 2U Enchantment — Aura :common: Enchant creature. Enchanted creature has base power and toughness 1/1 and loses all the abilities.
Void Suction UU Instant :common: Return target creature and all Auras and Artifacts attached to it to their owners’ hands. “Gates to the Void have two ways. They are not only and entrance to our world. They are also an exit. Let´s try not to forget that” —Personal Notes of an unknown wizard.
Whitemane Wise 3UU Creature — Shpinx :uncommon: Flying. When Whitemane Wise enters or leaves the battlefield, Scry 3 (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 3/3
Wise teachings 2UU Sorcery :common: Draw three cards.
Wisestone Oracle 2U Creature — Naga Wizard :uncommon: Flash. When you cast Wisestone Oracle, you may reveal the bottom card of your library. If you do, return target spell with same or less converted mana cost as the revealed card to its owner´s hand. 2/1
Wisestone Warden 1U Creature — Human Cleric :common: Multikicker U (You may pay an additional U any number of times as you cast this spell.) Wisestone Warden enters the battlefield with a +1/+1 counter on it for each time it was kicked. 1/1
Withhold 1U Instant :common: Counter target spell with converted mana cost 3 or less. “Fools! We grown in the darkest currents or magic and chaos! We endured into the infinte currents of time! Did you expect victory?”
Yghlyass, Herald of Change 4UU Legendary Creature — Human Knight :mythic: Flying. When Yghlyass, Herald of Change enters the battlefield return up to three target creatures to their owners hands. When a creature enters the battlefield under another player control, you control that creature. 3/4 Black {Black}Bloody Wish 1B Sorcery :common: Draw two cards and lose 2 lifes. Vanyrs found really easy to manipulate mortals will. Their minds didn´t even fight against possesion once they heard about fullfilled wishes and satisfied passions.
Calculated theft 1B Sorcery :common: Each player discards a card. Then, if an opponent has more cards in the hand than you, draw a card.
Cindered-skin ghoul 1B Creature — Zombie :common: Consume 2 (When this creature dies, you may put exactly two cards from the top of your library into your graveyard. If you do, return this card to its owners hand.) The Vanyr corruption spreads within alive and dead alike. 2/1
Corrupted Wraith 2BB Creature — Wraith :rare: Flying. Consume 4 (When this creature dies, you may put exactly four cards from the top of your library into your graveyard. If you do, return this card to its owners hand.) When Corrupted Wraith attacks, the defender player may discard a nonland card from his or her hand. If he or she does, Corrupted Wraith gets -X/-0 until the end of turn, where X is the converted cost of the card discarded that way. 5/4
Darkmine Scavenger B Creature — Human Rogue :uncommon: Multikicker BB (You may pay an additional BB any number of times as you cast this spell.) When Darkmine Scavenger enters in the battlefield, return a creature card from your graveyard to your hand for each time it was kicked. 1/1
Dream Draining 2BB Instant :common: Each oponent loses life equal to the amount of cards in his or her hand. Gain life equal to the amount of lifes lost in that way.
Faceless Silencer 2B Creature — Human Assassin :uncommon: Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) 1B, Sacrifice the Faceless Silencer: Destroy target creature. Cannot be regenerated. 1/3
Grim Persecutor 2B Creature — Horror :uncommon: Consume 1 (When this creature dies, you may put exactly one cards from the top of your library into your graveyard. If you do, return this card to its owners hand.) When Grim Persecutor enters the battlefield, gain 3 lifes. When Grim Persecutor leaves the battlefield, lose 3 lifes. 3/1
Induced Betrayal B Instant :uncommon: Target player chooses a creature he or she controls. Destroy another creature that players controls. Cannot be regenerated. “And, in that way, you avoid the disgusting blood stains in your clothes.”
Insanity Visions 2BB Enchantment :rare: If you would draw a card, put a card from your graveyard to your hand instead. You lose 1 life. If a card would be put to your graveyard from the battlefield, exile it instead.
Mark of the Void 1B Enchantment — Aura :common: Enchant creature. Enchanted creature has +2/+1. If the enchanted creature would die, put the first three cards of your library in your graveyard and sacrifice the Mark of the Void instead.
Noxious Fumes B Sorcery :common: Target creature gets -1/-1 until end of turn. If that creature dies this turn, you may return Noxious Fumes from your graveyard to your hand.
Nymephia, Void Scourge 5BB Legendary Creature — Sphinx Horror :rare: Flying. Consume 7 (When this creature dies, you may put exactly seven cards from the top of your library into your graveyard. If you do, return this card to its owners hand.) You may exile 7 nonland cards from your graveyard and pay 7 lifes rather than pay Nymephia, Void Scourge mana cost. 7/7
Opening the grave B Sorcery :common: Put target creature card from your graveyard into your hand. “Knock, Knock. Who´s there?”
Oppresive Presence 4BB Sorcery :uncommon: Target player discard three cards at random and loses 3 lifes. Ritual 2 (When you cast this spell, you may return any amount of non-token creatures you control to their owner´s hand. This spell cost 2 less to cast for each creature you returned this way.) ---Flip--- Oppresive Vanyr 1BB Deathtouch When Oppresive Vanyr enters in the battlefield choose a player. Oppresive Vanyr has -X/-X where X is the amount of cards in the hand of the chosen player. 5/7
Planar Oblivion 1B Instant :rare: Destroy target planeswalker. Gain life equal to the amount of loyalty counters on it. Your existence was useless, your presence futile. No one knows you. No one will remember you.
Siusior, Void Scion 4BB Legendary Creature — Demon Horror :mythic: Deathtouch. When Siusior, Void Scion enters the battlefield you may play target nonland card from your graveyard without paying its mana cost. 6/5
Skinless Pursuer 2B Creature — Horror Zombie :common: When Skinless Pursuer enters into the battlefield, each player discards a card. Beauty is inside. 2/1
Souldrink Miasma 3BB Enchantment :common: When a creature dies, you gain 2 life and its controller loses 2 life. Die in the pressence of a sumyr means lose your life, soul and every record of your existance in this world.
Stalking Ghoul 1BB Creature — Zombie :common: Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) “It waits for its prey to weaken, to be confident...and for the orders of its dark master” 2/2
Tomb´s Embrace B Enchantment — Aura :uncommon: Enchant creature. When enchanted creature is dealt damage or becomes the target of a spell or ability, destroy it. It can´t be regenerated. “You can run...but not for long”
Unworthy Vessel 2B Instant :common: Target creature you control gets +3/+2 and has lifelink until the end of turn. Sacrifice that creature at the end of turn. “Not everyone can stand the possesion of a Vanyr. Sometimes the body mutates too fast, beyond regenation or healing. The host is then abandoned, dying in a few hours after the possesion finishes.”
Vile Squirmhound B Creature — Zombie Hound :common: Some Vanyrs were rejected from the mortals bodies, pushed back to the Void. They possesed minor minds instead, trying to avoid to go back to their masters with empty hands. 1/1
Void Obliteration 5BBBB Sorcery :mythic: Void Obliteration can´t be countered. Exile any amount of objective permanents and graveyards.
Voidblood Cultists 1B Creature — Human Cleric :rare: Multikicker B (You may pay an additional B any number of times as you cast this spell.) When Voidblood Cultists enters into the battlefield, draw a card and lose 1 life for each time it was kicked. 1/2
Voidblood Defiler 3BB Creature — Horror Wizard :rare: Menace (This creature can’t be blocked except by two or more creatures.) When Voidblood Defiler deals combat damage to a player you may pay BB. If you do destroy a basic land that player controls and put a +1/+1 counter on the Voidblood Defiler. 3/3
Voidblood Ritual 6BB Sorcery :uncommon: As an aditional cost for cast Voidblood Ritual sacrifice a creature. Creatures gets -X/-X, where X is the strenght of the sacrified creature. Ritual 1B (When you cast this spell, you may return any amount of non-token creatures you control to their owner´s hand. This spell cost 1B less to cast for each creature you returned this way.) Red {Red}Agressive Phalanx RR Creature — Human Soldier :uncommon: Haste. Agressive Phalanx has +1/+0 for each creature with Leadership you control. 1/2
Amber-eyed Whelp 1R Creature — Dragon :common: R: Amber-eyed Whelp gets +1/+0 until the end of turn. With the size of a dog, the strenght of a horse, and the hunger of hundred adult dragons. 1/1
Beastrider Warchief 3RR Creature — Human Berserker :common: Leadership (Creatures you control that have lower base power than this creature get +1/+1) 3/3
Bright-Tempered Marauder 3RR Creature — Human Warrior :uncommon: Leadership (Creatures you control that have lower base power than this creature get +1/+1) Red creatures under Bright-Tempered Marauder leadership have haste and “T: This creature fights with target creature you don´t control” 4/2
Claws of Fury R Enchantment — Aura :rare: Enchant Creature. Enchanted creature attacks each turn if able. When enchanted creature deals combat damage to a player, Claws of Fury deals 2 damage to target creature. When enchanted creature deals combat damage to a creature, Claws of Fury deals 2 damage to target player.
Dragomancer´s Will XXRR Sorcery :mythic: Ritual 2 (When you cast this spell, you may return any amount of non-token creatures you control to their owner´s hand. This spell cost 2 less to cast for each creature you returned this way.) Dragomancer´s Will deals X damage to each creature. If it does 10 or more damage in that way, pur a 6/6 red dragon token with flying into the battlefield.
Dragon Zelous 1R Creature — Human Shaman :common: First Strike. Whenever a Dragon enters the battlefield, put a +1/+1 counter on Dragon Zelous. “There is a obvious solution for this invasion. It was alway here. Let them come, and purify the demons and horrors...and maybe a couple of Ivorypine counts” 1/1
Ebonyroot Sellsword 1R Creature — Human Warrior :common: Ebonyroot Sellsword attacks each turn if able. Ebonyroot Sellsword has first strike as long as is under a creature´s leadership. Too savage for the Order. To disciplined for the Horde. 2/1
Entropic Touch 1R Enchantment :common: At the begining of your unkeep Entropic Touch deals 1 damage to target creature. Sacrifice Entropic Touch: Entropic Touch deals 3 damage to target creature or player.
Flaming Wrath 3R Instant :common: Flaming Wrath deals 4 damage to target creature. “Don´t care if you lived here before us. Now is our land! Now is our home!”
Forsaken Cindercaller 3R Creature — Human Shaman :common: If a spell you control would deal damage to an objective, it deals that damage plus 1 instead. 2/2
From the Warp 6RR Instant :rare: You may put a creature card from your hand onto the battlefield. That creature has haste. Sacrifice that creature at the end of turn. Ritual 2 (When you cast this spell, you may return any amount of non-token creatures you control to their owner´s hand. This spell cost 2 less to cast for each creature you returned this way.)
Igias, The Ragebinder 2RR Legendary Planeswalker — Igias :mythic: Starting Loyalty: 4 +2: Up to two target creatures can´t block this turn. -2: Gain control of target creature until beginning of your next unkeep. Untap that creature. It gains haste until end of turn. -7: You get an emblem with “Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature you control”
Magmatic Breath 1R Enchantment — Aura :common: Enchant creature. Enchanted creature has first strike and “1R:This creature has +1/+0 until the end of the turn”
Marauder assault battallion 3RR Creature — Human Warrior :common: Marauder assault battallion has +1/+0 for each other attacking creature you control. “So, Are demons the excuse for invading our lands? Let me show you that we don´t need your help to deal with them” 2/4
Marauder Beasts Tamer 1R Creature — Human Warrior :uncommon: Menace 1R:Objetive creature you control has Menace until the end of turn. (This creature can’t be blocked except by two or more creatures.) 2/2
Marauder Giant 2RR Creature — Giant Warrior :common: Marauder Giant has trample as long as you control two or more red creatures. Giants from the deep valleys signed a really convinent treat with the marauders.Smash whatever crossed in their way in exchange for some help defending the northern lands. 4/3
Molting Flames 1R Instant :common: Multikicker R (You may pay an additional R any number of times as you cast this spell.) Destroy target Equipment. If that Equipment was attached to a creature, Molting Flames deals 2 damage to that creature for each time it was kicked.
Multiheaded Warchief 3RR Creature — Giant Warrior :uncommon: Menace. At the begining of your unkeep you may sacrifice another permanent. If you do, Multiheaded Warchief and other creatures that share a color or type with it gets +1/+1 until the end of turn. “Tribute or...well, you don´t really want to know the other options” 3/3
Planar Reaction 1R Sorcery :rare: You may activate the loyalty abilities of planeswalkers you control twice until the end of the turn. Feel...my...wrath! —Igias, The Ragebinder
Pyrostrike R Instant :uncommon: Multikicker R (You may pay an additional R any number of times as you cast this spell.) Pyrostrike deals 2 damage to target creature. Pyrostrike deals l damage to that creature owner for each time it was kicked.
Redscale Sky Tyrant 4RRRR Creature — Dragon :rare: Flying. Trample. Redscale Sky Tyrant cost 1 less for each creature with flying you control. When Redscale Sky Tyrant enters the battlefield, it deals 8 damage to other creatures with flying you control. 8/8
Sparkforger rascal 2R Creature — Human Rogue :common: 1R, T, Sacrifice the Sparkforger rascal: Destroy target artifact. 2/2
Storm Charge 2RR Enchantment :rare: Multikicker RR (You may pay an additional RR any number of times as you cast this spell.) Creatures you control have haste and first strike. When Storm Charge enters the battlefield create a 2/2 red human soldier token for each time the Storm Charge was kicked.
Warbearer Vanyr 2RR Creature — Horror Berserker :rare: Haste. Leadership (Creatures you control that have lower base power than this creature get +1/+1) Warbearer Vanyr gets +1/+1 for each creature under its leadership. 3/2 Green {Green}Aelwys, The Gardener 3GG Legendary Planeswalker — Aelwys :mythic: Starting Loyalty: 4 +1: Put a 2/2 green elemental token onto the battlefield. -2: Put the target card from your graveyard on the top of your library. -8: Reveal the eight top cards from your library. Put all the creature cards revealed in that way onto the battlefield and the rest in the bottom of your library in random order.
Aelwys´Wrath 1GG Enchantment :uncommon: At the begining of your unkeep you may choose a creature you control. That creature gets +2/+2 and cannot attack this turn. Then that creature fights with a target creature you don´t control.
Battle Rituals 1G Instant :common: Put a +1/+1 counter on a target creature. That creature has indestructible until the end of the turn.
Bitterleaf Squad 2G Creature — Elf Warrior :common: 1G, T: Until the end of turn, target creature must be blocked if able. The Bitterleafs are masters of the forest tactics. Enemies are where they want, when they want. Allies also. 2/3
Bitterleaf Swordmaster 2G Creature — Elf Warrior :common: Leadership (Creatures you control that have lower base power than this creature get +1/+1) “If the corruption did not arrive to us yet, is because of the protection of our land. If the destruction did not arrive to our land yet, is because of us” 2/2
Bowmaster Calvary 2GG Creature — Elf Warrior :uncommon: Reach. 2G: Bowmaster Calvary deals 3 damage to target creature with flying. If a creature dealt damage this way would be put into a graveyard this turn, exile it instead. 3/4
Corrupted Root 2G Creature — Elemental Horror :common: Consume 3 (When this creature dies, you may put exactly three cards from the top of your library into your graveyard. If you do, return this card to its owners hand.) 3/3
Dark mist oracle 1GG Creature — Elf Druid :uncommon: T, Return a land you control to its owner´s hand: Draw a card. 1/2
Deathscream Scylla 4GG Creature — Hydra Horror :rare: Consume 7 Trample As this creature enters the battlefield exile all creature cards from your graveyard, Deathscream Scylla enters the battlefield with X +1/+1 counters on it where X are twice the number of creatures exiled this way G, Remove a +1/+1 counter from Deathscream Scylla: Regenerate the Deathscream Scylla 0/0
Feral Crawler 1GG Creature — Beast :uncommon: When a creature enters into the battlefield under your control, you may put Feral Crawler from your graveyard into the battlefield tapped. 2/2
Forest Stalkers 2G Creature — Human Scout :uncommon: Leadership (Creatures you control that have lower base power than this creature get +1/+1) 1G, Return a Forest you control you its owners hand: Put a +1/+1 counter on Forest Stalkers. 2/2
Herald of The Gardener 1GG Creature — Druid Elemental :rare: Forests you control are 2/2 Green elemental creatures that are still lands. 2G, T: Add G for each land card in your graveyard. 1/1
Horned Guardian 2G Creature — Elemental :common: G: Regenerate Horned Guardian. (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.) 3/3
Ironroot Walker 2GG Creature — Elemental :rare: Trample. Shroud. Creatures you control with trample get +2/+2. G: Target creature has trample until the end of the turn. 3/3
Massive Growth 1G Instant :common: Multikicker G (You may pay an additional G any number of times as you cast this spell.) Target creature gets +2/+2 until the end of the turn. Then that creature gets +1+1 for each time Massive Growth was kicked.
Nature´s Response 4GGG Sorcery :uncommon: Put five 2/2 green Elemental creature token onto the battlefield. Ritual 1G (When you cast this spell, you may return any amount of non-token creatures you control to their owner´s hand. This spell cost 1G less to cast for each creature you returned this way.) ---Flip--- Nature´s Response 3G Put five 2/2 green Elemental creature token onto the battlefield.
Old Oakwalker 2GGG Creature — Elemental :common: Old Oakwalker enters the battlefield tapped. 5/6
Planar Infusion 1GG Instant :rare: Put three loyalty counters on a target planeswalker. Trapped doesn´t mean powerless.
Predator Cunning 2G Instant :common: Objetive creature you control gets +2/+2. You may untap that creature.
Tribe Elder G Creature — Elf :common: G, T: Sacrifice Tribe Elder: Reveal the top card of your library. If its a land card, put it into the battlefield. Otherwise put that card in your hand. 0/1
Vile Arrow Vanyr 2G Creature — Horror Spider :common: Reach Vanyr are in the bottom of the Void hierarchy. Being the weakest of their kind, allow them to travel through dimensions, able to posses and corrupt the inhabitants of new worlds. 2/4 Multi and artifact {Multi and artifact}Dennea, vengeful conjurer 3BG Legendary Creature — Human Wizard :rare: At the begining of your unkeep you may sacrifice a non-token creature. If you do, draw a card. G, Exile a creature card from your graveyard: Create a 2/2 black and green spirit creature token. Activate this ability only once each turn. 4/4
Lejnak, Primal Will 2RG Legendary Creature — Human Shaman :rare: Sorcery and Instant spells you control have Trample (This spell can deal excess damage to its target’s controller) Behold! The power of the Nature! The power of a plane! 3/2
Soulfire 4RRW Sorcery :rare: Ritual 4 (When you cast this spell, you may return any amount of non-token creatures you control to their owner´s hand. This spell cost 4 less to cast for each creature you returned this way.) Soulfire deals damage equal to your life total to target creature. That creature cannot be regenerated this turn.
Taram, The Fallen 1UB Legendary Creature — Zombie Cleric :rare: Deathtouch. At the begining of each oponent turn, if you have four or more cards in your hand, that player loses 4 lifes. 1/1
Zaphiel, Verdant Protector 3GWW Legendary Creature — Angel :rare: Flying. Hexproof. It cost you 2 less to cast enchantment, sorcery or instant spells that have one or more creatures you control as objective. 4/5
Zhanner, Explosive Genius 1UR Legendary Creature — Human Wizard :rare: Haste UR, T: Return other target creature to its owner´s hand. Zhanner, Explosive Genius deals 2 damage to its controller. 2/2
Crown of Vile Ambitions 2 Artifact :common: As an extra cost to cast Crown of Vile Ambitions sacrifice a creature. 1: Return Crown of Vile Ambitions to its owner’s hand: Draw a card.
Horizons seeker 1 Artifact Creature — Thopter :common: Flying. Whenever Horizons seeker enters the battlefield, you can put a basic land from your hand into play tapped. If you do, sacrifice the Horizons seeker. 0/1
Rock Spirit Golem 4 Artifact Creature — Golem :uncommon: Whenever Rock Spirit Golem attacks it gets -2/+2 until the end of the turn. Whenever Rock Spirit Golem blocks it gets +2/-2 until the end of the turn. 5/5
Soulpierce Spear 2 Artifact — Equip :rare: Equiped creature gets +1/+0 and has First Strike. When the equiped creature deals damage to a creature, it deals the same amount of damage to that creature´s controller. Equip 1.
I was trying to use proper grammar, but probably there are wrong things there. Sorry about that. So that´s what I have at the moment. Basically half of the set left, but I´m trying to leave the best things for the end. Any suggestions, critics, feedback, balance changes, always welcome. If anyone feels any interest in participate in this project, please, let me know, I have no problem with that! And thank you again!
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