New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 15 of 15
  1. - Top - End - #1
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post [MTG] Enemy-Color Tribal-Class Set [280 Cards]

    I'm popping the result of a few days of involuntary brainstorming here for feedback and opinions.

    RPG World #Whatever
    Concept - A group of various guild-like organizations grouped together by way of life are at war.

    Card Count 280/280

    Major Mechanical Themes
    Tribal: Many cards care about what class of creature you are playing. Each tribe has an associated mechanic that only appears on cards that share the tribe's colors.
    Token: Many cards in this set produce tokens. The tokens are listed below in their own section.
    Colored Artifacts: All artifacts in this set have a color.
    -1/-1 Counters: This set does not include any +1/+1 counters, instead it includes -1/-1 counters. This ability is primarily in black, but may show up on other creatures to represent corruption or weakness that can be removed. Colors that can typically give +1/+1 counters are allowed to remove -1/-1 counters. Blue and black are also allowed to move -1/-1 counters. No effect deals damage as -1/-1 counters as this has an unintuitive interaction with Rapturous.

    The Enemy Pairs (Classes) [Tribal mechanics in these pairs]

    Knights - (White/Red), Likes First strike
    ->Sword Bearer (This card comes into play equipped with a red equipment artifact token named Sword that has “Equipped creature has +2/+0” and “Equip R”)
    ->Shield Bearer (This card comes into play equipped with a white equipment artifact token named Shield that has “Equipped creature has +0/+2” and “Equip W”)
    Wizards - (Red/Blue), Likes Instants and Sorceries
    ->Empower N (Add N to your mana pool. This mana may only be used to cast instants or sorceries. If an instant or sorcery uses mana produced by the Empower ability it gains the Empowered Subtype).
    Druids - (Blue/Green), Likes Draw/Searching
    -> Populate (The Selesnya guild mechanic from Return to Ravnica)
    Assassin - (Green/Black), Likes Deathtouch
    -> Burial N (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    ->Bounty counters, like +1/+1 counters and poison counters have intrinsic rules. You may remove a bounty counter from the land it is placed on to uptap that land. This is an activated ability, and it is not a mana ability.
    Clerics - (White/Black), Likes Lifelink
    ->Rapturous (Whenever damage is dealt to this creature, it’s controller gains that much life.)

    The Allies Pairs (Races) [No tribal mechanics here, just determines who shows up where.]
    Cats - (Green/White), standard leonal kitty people.
    Spirits - (White/Blue)
    Faeries - (Blue/Black), come in small 1/1 blue fliers, and nonflying elf-like fey who are human sized.
    Orcs - (Black/Red)
    Goblins - (Red/Green)

    Humans appear in all.

    Spoiler: Tokens
    Show
    Angel (White)
    Creature - Angel
    Enchant creature
    At the beginning of your upkeep, gain 2 life.

    Shield (White)
    Artifact - Equipment
    Equipped creature gets +0/+2
    Equip W

    Bird (Blue)
    Creature - Bird
    Flying
    1/1

    Illusion (Blue)
    Enchantment Creature - Illusion
    When this creature becomes the target of a spell, sacrifice it.
    2/2

    Leech (Black)
    Creature - Leech
    Lifelink
    1/1

    Zombie (Black)
    Creature - Zombie
    Can’t block.
    2/2

    Elemental (Red)
    Enchantment Creature - Elemental
    Haste
    At end of turn sacrifice this creature.
    2/1

    Sword (Red)
    Artifact - Equipment
    Equipped creature gets +2/+0
    Equip R

    Spider (Green)
    Creature - Spider
    Reach
    1/2

    Beast (Green)
    Creature - Beast
    Trample
    3/3


    Spoiler: Counters
    Show
    Bounty Counter
    Remove this counter from the land it has been placed on: Untap that land.
    (This is a reminder card and may be placed underneath lands with bounty counters for clarification. It is not a permanent or a card as defined by the game rules.)
    Last edited by Knitifine; 2017-10-04 at 12:45 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  2. - Top - End - #2
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: [MTG] Messy Thread, Enemy Color Tribal Class Block

    Common Cards (115/115)

    Spoiler: White Cards (17 /17)
    Show
    Reveal Dishonor - 2W
    Sorcery
    Gain 10 life.
    Scry 2.

    Cat Knight - 2W
    Creature - Cat Knight
    First Strike
    Shield Bearer
    2/1

    Returned Flagellant - 1W
    Creature - Spirit Cleric
    Rapturous
    B: CARDNAME becomes indestructible until end of turn.
    1/1

    Returned Sentinel - W
    Creature - Spirit Knight
    Defender, Shield Bearer
    Equipment attached to CARDNAME is indestructible.
    0/1

    Returned Glory - 1W
    Enchantment - Aura
    Enchant Knight
    Enchanted creature has +1/+1, indestructible and it is a spirit.

    Crestfallen Knight - 1W [Might be Uncommon due to complexity]
    Creature - Human Knight
    CARDNAME enters the battlefield with two -1/-1 counters on it.
    First Strike, Sword Bearer
    1/3

    Returned Squire - 2W
    Creature - Spirit Knight
    Knight cards in your hand, library and graveyard and Knights you control have Shield Bearer.
    1/2

    Guardian Dragon - 4WW
    Creature - Dragon
    Flying, Viglance
    When CARDNAME enters the battlefield, gain 2 life for each artifact you control.
    3/3

    Angelic Aid - 4WW
    Sorcery
    You gain 4 life.
    Create a 4/4 white angel creature token with flying.

    Masochism - 1W
    Enchantment
    Creatures you control have rapturous.

    Wandering Knight - 4W
    Creature - Spirit Knight
    4/6

    Solitary Cleric - 1W
    Creature - Spirit Cleric
    1/4

    Cleric's Flail (2/W)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Cleric you control.
    Equipped creature has rapturous.
    Equip 1W

    Knight's Cloak (2/W)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Knight you control.
    Equipped creature has vigilance.
    Equip 1W

    Knight's Steed - 2W
    Creature - Horse
    Vigilance
    When CARDNAME enters the battlefield, target knight gains vigilance until end of turn.
    2/3

    Obedience - W
    Instant
    Tap up to two target creatures.
    Draw a card.

    Returned Scout - 1W
    Creature - Spirit
    Flying, Vigilance
    1/1

    Spoiler: Blue Cards (17/17)
    Show
    Counterspell - U
    Instant
    Counter target instant or sorcery. If that spell was cast with only mana from nonland permanents, draw a card.

    Consult the Ancients - 2U
    Sorcery
    Draw two cards.
    Scry 2.

    Wall of Ice - 1UU
    Creature - Wall
    Defender
    Whenever CARDNAME blocks a creature that creature becomes tapped. It does not untap during its controller’s next untap phase.
    0/8

    Lakeside Kraken - 3U
    Creature - Kraken
    When CARDNAME enters the battlefield, Scry 4.
    2/4

    Spirit Druid - 2U
    Creature - Spirit Druid
    Flying, Hexproof
    1/1

    Defiance - U
    Instant
    Untap up to two target creatures.
    Draw a card.

    Returned Spy - 1U
    Creature - Spirit
    CARDNAME cannot be blocked.
    Whenever CARDNAME deals combat damage to an opponent, draw a card.
    1/1

    Avian Form - 1U
    Enchantment - Aura
    Enchant Druid
    Enchanted creature has flying, hexproof and it is a bird.

    Forgetful Librarian - 3U
    Creature - Spirit Advisor
    Tap a blue wizard you control: Draw a card, then discard a card.
    Tap a red wizard you control: Discard a card, then draw a card.
    2/5

    Seelie Heir - 3U
    Creature - Faerie Druid
    When Seelie Heir enters the battlefield populate, then populate.
    1/2

    Fatespinner Hydra - 4UU
    Creature - Hydra
    Hexproof
    When CARDNAME enters the battlefield, Scry 2.
    4/5

    Conjured Image - 1U
    Sorcery
    Create a 2/2 blue illusion enchantment creature token with "When this creature becomes the target of a spell, sacrifice it."

    Wandering Druid - 1U
    Creature - Spirit Druid
    1/4

    Solitary Wizard - 4U
    Creature - Spirit Wizard
    3/7

    Wizard's Orb (2/U)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Wizard you control.
    Equipped creature has "T: Scry 1."
    Equip 1U

    Druid's Vestments (2/U)
    When CARDNAME enters the battlefield, attach it to target Druid you control.
    Equipped creature has hexproof.
    Equip 1U

    Sacred Bird - 3U
    Creature - Bird
    Flash, Flying
    When CARDNAME enters the battlefield, target druid you control gains hexproof until end of turn.
    2/2

    Spoiler: Black Cards (17/17)
    Show
    Gaze into the Abyss - 2B
    Sorcery
    You and each opponent sacrifices a creature.
    Scry 2.

    Faerie Saboteur - 1B
    Creature - Spirit
    Flying.
    Whenever CARDNAME deals combat damage to an opponent, that opponent discards a card.
    1/1

    Alma's Messanger - 2B
    Creature - Imp
    Flying
    When CARDNAME enters the battlefield, if you control a Cleric, target player draws 2 cards and loses 2 life.
    1/1

    Assassin's Shroud (2/B)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Assassin you control.
    Equipped creature has menace.
    Equip 1B

    Cleric's Chalice (2/B)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Cleric you control.
    Equipped creature has "T: Put a -1/-1 counter on target creature you control, then draw a card."
    Equip 1B

    True Commitment - 3BB
    Instant
    Target player draws three cards and loses 3 life.

    Sadism - 1B
    Enchantment
    Creatures you control have lifelink.

    Forgotten Masses - 4BB
    Sorcery
    Create three 2/2 black zombie creature tokens with “this creature can’t block”.

    Alma's Faithful - 4BB
    Creature - Angel
    Flying, Rapturous
    When CARDNAME enters the battlefield, destroy target creature with power 3 or less.
    3/3

    Faerie Laypriest - B
    Creature - Faerie Cleric
    As long as you control another Cleric, CARDNAME has lifelink and rapturous.
    1/1

    Coordinator - 2B
    Creature - Faerie Aristocrat
    At the beginning of your combat phase, choose one for each assassin you control -
    Target assassin you control gets +1/+1 and deathtouch until end of turn.
    Target assassin you control gets +1/+1 and haste until end of turn.
    Target assassin you control gets +1/ +1 and trample until end of turn.
    1/4

    Corrupted Acolyte - B
    Creature - Orc Cleric
    When CARDNAME enters the battlefield, put two -1/-1 counters on target creature you control.
    3/3

    Floodgate - 1(2/B)
    Artifact
    Tap: All Forests you control become Swamps until end of turn. (They are no longer forests).

    Demon Infusion - 1B
    Enchantment - Aura
    Enchant Cleric
    Enchanted creature has flying, menace and is a demon.

    Solitary Assassin - 2B
    Creature - Faerie Assassin
    4/2

    Wandering Cleric - 3B
    Creature - Orc Cleric
    3/5

    Steal Life - 1B
    Instant
    Choose one -
    Target player loses 3 life, then you gain 3 life.
    Remove three loyalty counters from target planeswalker, then you gain 3 life.

    Spoiler: Red Cards (17/17)
    Show
    Flameblade Adept - 2RR
    Creature - Knight
    Swordbearer
    1R: CARDNAME gets +1/+0 until end of turn.
    2/4

    Swiftblade Adept - 3RR
    Creature - Knight
    Haste, Swordbearer
    3/2

    Fireheart Dragon - 4RR
    Creature - Dragon
    Flying
    R: CARDNAME gets +1/+0 until end of turn. If CARDNAME dies this turn, add R to your mana pool.
    4/4

    Volcanoic Glory - 5RR
    Sorcery
    Destroy all artifacts target opponent controls, and deal 5 damage to each creature that player controls.

    Wizard's Pet - 1R
    Creature - Devil
    When CARDNAME enters the battlefield, if you control a wizard, discard a card and then draw a card.
    2/1

    Fire Javelin - 1R
    Instant
    Choose one -
    CARDNAME deals 3 damage to target creature.
    Destroy target artifact.

    Ferocity - 1R
    Instant
    Target creatures gains +3/+0 and menace.

    Knight's Bow (2/R)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Knight you control.
    Equipped creature has "T: Deal 1 damage to target creature."
    Equip 1R

    Wizard's Robe (2/R)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attachi it to target Wizard you control.
    Equipped creature has flying.
    Equip 1R

    Solitary Knight - R
    Creature - Orc Knight
    1/1

    Wandering Wizard - R
    Creature - Human Wizard
    1/1

    Lavatide Leviathan - 4RR
    Creature - Leviathan
    Menace
    R: CARDNAME gets +1/+0 until end of turn.
    When CARDNAME enters the battlefield, deal 1 damage to each creature and player.
    3/6

    Spark Runner - 1R
    Sorcery
    Create a 2/1 red elemental creature token with "At end of turn, exile this creature.", trample and haste.

    Passionate Professor - 4R
    Creature - Orc Wizard
    Whenever a wizard enters the battlefield under your control Empower R.
    Whenever you cast an Empowered spell, up to X target wizard gains Prowess. Where X is the amount of mana you used to Empower that spell.
    3/2

    Elemental Body - 1R
    Enchantment - Aura
    Enchant Wizard
    Enchanted creature has +1/1, first strike, and is an elemental.

    Goblin Festival - 2R
    Sorcery
    CARDNAME deals 1 damage to all creatures and players.
    Scry 2.

    Goblin Wizard - 2R
    Creature - Goblin Wizard
    Haste, Prowess
    2/1

    Spoiler: Green Cards (17 /17)
    Show
    Read the Leylines - 2G
    Sorcery
    Search your library for a basic land card and then put it onto the battlefield tapped.
    Scry 2.

    Feline Assassin - 2G
    Creature - Cat Assassin
    Deathtouch
    Burial 1G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    1/1

    Faithless Deserter - 1G
    Creature - Human Assassin
    When CARDNAME enters the battlefield, you may destroy target artifact. If you do, gain 2 life.
    Burial 2G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    2/2

    Rainspeaker - 1G
    Creature - Cat Druid
    Hexproof
    Tap: Add U to your mana pool.
    0/1

    Cemetery Gardener - 1G
    Creature - Goblin Assassin
    When CARDNAME enters the battlefield, place the top three cards of your library into your graveyard.
    Tap: Add B to your mana pool.
    1/1

    Fertilize - 1G
    Sorcery
    Put the top five cards from the top of your deck into your graveyard, then search your graveyard for a swamp and put it onto the battlefield tapped.

    Weaver's Blessing - 1G
    Enchantment - Aura
    Enchant Assassin
    Enchanted creature has +3/+3, reach, and is a spider.

    Spider Caller - 2G
    Creature - Goblin Druid
    When CARDNAME enters the battlefield, create two 1/2 green spider creature token with reach.
    0/1

    Wild Huntsman - 4GG
    Creature - Demon Warrior
    Trample, Hexproof
    CARDNAME enters the battlefield with three -1/-1 counters on it.
    6/6

    Call Companion - 2G
    Sorcery
    Create a 3/3 green beast creature token with trample.

    Solitary Druid - 3G
    Creature - Cat Druid
    4/4

    Wandering Assassin - 1GG
    Creature - Cat Assassin
    3/4

    Assassin's Rope (2/G)
    Artifact- Equipment
    When CARDNAME enters the battlefield, attach it to target Assassin you control.
    Equipped creature has "This creature can't be blocked except by creatures with flying or reach.
    Equip 1B

    Druid's Staff (2/G)
    Artifact - Equipment
    When CARDNAME enters the battlefield, attach it to target Druid you control.
    Equipped creature has "T: Add G to your mana pool".
    Equip 1G

    Assassin's Pet - 1G
    Creature - Snake
    Flash, Deathtouch
    When CARDNAME enters the battlefield, target assassin you control gains deathtouch until end of turn.
    1/1

    Stalwart - 1G
    Instant
    Target creatures gains +3/+3, and it may block an additional creature this turn.

    Sacred Javelins - 1G
    Instant
    Cardname deals 3 damage divided as you choose among one, two, or three target creatures with flying.
    Draw a card.

    Spoiler: Multicolor Commons (30/30)
    Show
    Common Cleric - W/B
    Creature - Skeleton Cleric
    Lifelink
    1/1

    Sacred Deacon - WB
    Creature - Skeleton Cleric
    Rapturous
    When CARDNAME dies, you may return a creature in your graveyard with CMC 2 or less to the battlefield.
    1/1

    Fey Cleric - 2W/B
    Creature - Faerie Cleric
    Lifelink, Rapturous
    2/2

    Chronicler of Sin - 2WB
    Creature - Bird Cleric
    Defender, Flying, Rapturous
    0/4

    Suffering Choir - 3BW
    Sorcery
    Create four 4/4 white angel creature tokens with flying, they each come into play with three -1/-1 counters on them.

    Angelborn Cleric 3(W/B)(W/B)(W/B)
    Creature - Angel Human Cleric
    Indestructible, Rapturous
    3/5

    Flash of Inspiration - U/R
    Sorcery
    Return target instant or sorcery from your graveyard to your hand.

    Bolt of Inspiration - UR
    Instant
    CARDNAME deals 3 damage to target creature or player. Scry 3.

    Common Wizard - 2U/R
    Creature - Spirit Wizard
    Prowess
    2/2

    Pyromancy - UURR
    Sorcery
    Add RRR to your mana pool.
    Draw 3 cards.

    Spell Spin - 3UR
    Instant
    Copy target instant or sorcery, you may choose new targets for the copy.
    Copy target instant or sorcery, you may choose new targets for the copy.
    Flavor Text: The best response to one fireball is two fireballs.

    Archmage's Shadow - 3(U/R)(U/R)(U/R)
    Enchantment Creature - Illusion Wizard
    Flying, Prowess
    Whenever CARDNAME blocks a creature with first strike, it gains first strike. The same is true for deathtouch, double strike, hexproof, indestructible, lifelink and rapturous.
    3/3

    The Cleaner - B/G
    Creature - Orc Assassin
    Defender
    Tap: Burial costs 1 less to activate.
    Burial 1G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    1/1

    Common Assassin - 1B/G
    Creature - Imp Assassin
    Deathtouch
    1/1

    Toxin Peddler - 2B/G
    Creature - Cat Assassin
    B/G, Tap: Target creature gains deathtouch.
    Burial 3G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    2/3

    Goblin Throatcutter - 2BG
    Creature - Goblin Assassin
    When CARDNAME enters the battlefield, destroy target creature.
    Haste
    Burial 1G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    4/1

    Tanglethorn Creeper - 3BG
    Creature - Plant
    Defender
    When CARDNAME enters the battlefield, gain 2 life for each bounty counter on lands you control.
    CARDNAME can block any number of creatures.
    Tap an assassin you control: Destroy target creature blocked by CARDNAME.
    0/10

    Demonblooded Assassin - 3(B/G)(B/G)(B/G)
    Creature - Demon Human Assassin
    Haste, Indestructible
    Burial 3G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    5/3

    Quicksilver Blade - W/R
    Artifact - Equipment
    Equipped creature has +2/0 and first strike.
    Equip W/R W/R

    Dragonsoul Armor - WR
    Artifact - Equipment
    Equipped creature has +1/+3 and “R: This creature gains +1/+0 till end of turn.”
    Equip WR

    Common Knight - 2W/R
    Artifact Creature - Golem Knight
    Sword Bearer
    Shield Bearer
    1/1

    Dragonwing Shield - 2WR
    Artifact - Equipment
    Equipped creature has +0/+2, Indestructible and “W/R: This creature loses Indestructible and gains Flying until end of turn.”
    Equip WR

    Half-Dragon Knight - 3(W/R)(W/R)(W/R)
    Creature - Dragon Human Knight
    Double Strike, Flying
    3/3

    Common Druid - U/G
    Creature - Spirit Druid
    Hexproof
    1/1

    I Must Consider - UG
    Instant
    Scry 3, then reveal the top card of your library. If it is a land, put it in your hand.

    Seelie Archer - 1UG
    Creature - Faerie Archer Druid
    Prowess, Reach
    2/3

    Goblin Farseer - 2UG
    Creature - Goblin Druid
    Prowess
    Whenever a druid enters the battlefield, Scry 2.
    1/1

    Spirit of Evolution - 3UG
    Creature - Plant Spirit
    This creature enters the battlefield with five -1/-1 counters on it.
    Whenever you draw a card, remove a -1/-1 counter from CARDNAME.
    10/10

    Oracle of Avalon - 3(U/G)(U/G)(U/G)
    Creature - Snake Druid
    Flash
    Whenever CARDNAME blocks a creature Scry 3.
    3/6
    Last edited by Knitifine; 2017-10-04 at 02:20 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  3. - Top - End - #3
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: [MTG] Messy Thread, Enemy Color Tribal Class Block

    Uncommon Cards (70/70)

    Spoiler: White-Black Uncommons (10/10)
    Show
    Poison Drinker - WB
    Creature - Vampire Cleric
    Lifelink, Vigilance
    When CARDNAME enters the battlefield, remove a -1/-1 counter from target creature.
    When CARDNAME leaves the battlefield, put a -1/-1 counter on target creature.
    2/2

    Strength of the Congregation - WB
    Enchantment
    Whenever you gain life, clerics you control get +1/+1. This ability triggers only once per turn.
    Whenever an opponent loses life, clerics you control get +1/+1. This ability triggers only once per turn.

    Cease Existence - 1BW
    Instant
    Exile target creature, enchantment or planeswalker.

    Uncommon Cleric - 1WB
    Creature - Spirit Cleric
    When CARDNAME enters the battlefield, exile target creature until CARDNAME leaves the battlefield.
    When CARDNAME dies, create a 2/2 black zombie creature token with “This creature can’t block.”
    2/2

    Midnight Sermon - 2WB
    Enchantment
    Whenever a white cleric you control dies, exile it, then you gain life equal to that creature’s toughness.
    Whenever a black cleric you control dies, exile it, then create a 2/2 black zombie creature token with “This creature cannot block.”

    Alma’s Herald - 2WB
    Creature - Angel Demon
    Flying, Rapturous
    3/4

    Bound Demon - 3WB
    Creature - Demon
    Defender, Rapturous
    Pay 6 Life: CARDNAME loses Defender and gains Menace.
    6/6

    High Priest Alamo - 3WB
    Legendary Creature - Skeleton Cleric
    Menace, Vigilance
    Other Clerics you control have “B: This creature becomes indestructible until end of turn” and are skeletons.
    3/3

    Chalice of Demonblood - (2/W)(2/B)
    Artifact
    1B, T - You gains 2 life. Whenever abilities, permanents or spells you control cause target opponent to loses life this turn, you gain that much life.
    1W, T - Target creature gains +0/+2 and lifelink until end of turn.

    Blessed Altar - 1WB
    Enchantment Artifact
    Whenever a Cleric enters the battlefield under your control, put a charge counter on CARDNAME.
    T, Remove a charge counter from CARDNAME: You gain 2 life for each creature you control, and each creature card in your graveyard.

    Spoiler: Blue-Red Uncommons (10/10)
    Show
    Uncommon Wizard - UR
    Creature - Orc Wizard
    When CARDNAME enters the battlefield, flip a coin, if heads create a 2/2 blue illusion enchantment creature token with "When this creatures becomes the target of a spell, sacrifice it.", if tails create a 2/1 red elemental creature token with haste, trample and "At end of turn, exile this creature."
    1/1

    Prediction - UR
    Instant
    Draw a card. If you control a wizard, copy this spell.

    Counterburn - 1UR
    Instant
    Choose one -
    Counter target creature spell. It’s controller takes damage equal to the card’s toughness.
    Counter target planeswalker spell. It’s controller takes damage equal to the card’s loyalty.

    Forked Bolt - 1UR
    Instant
    CARDNAME deals 3 damage to up to one target creature or player. If you control a wizard, copy this spell.

    Sorcery Convention - 2UR
    Enchantment
    Whenever you cast an Empowered blue spell, scry 2.
    Whenever you cast an Empowered red spell, discard two cards, then draw two cards.

    Wizardry - 2UR
    Enchantment
    At the beginning of your second main phase, Empower X, where X is the number of Wizards you control.

    Aggro Wizard - 3UR
    Creature - Orc Wizard
    T: Empower 2 (Add 2 to your mana pool. This mana may only be used to cast instances or sorceries. If an instant or sorcerer uses mana produced by the Empower ability it gains the Empowered Subtype).
    Whenever you cast an Empowered spell, CARDNAME deals X damage to target creature or player. Where X is the amount of mana you spent to Empower the spell.
    5/3

    Control Wizard - 3UR
    Creature - Faerie Wizard
    When CARDNAME enters the battlefield, Empower RRR (Add RRR to your mana pool. This mana may only be used to cast instances or sorceries. If an instant or sorcerer uses mana produced by the Empower ability it gains the Empowered Subtype).
    Whenever you cast an Empowered spell, tap up to X target creatures, those creatures don't untap during their controller’s next uptap step. Where X is the amount of mana you spent to Empower the spell.
    3/5

    Awakening Room - 1UR
    Enchantment Artifact
    Whenever a Wizard enters the battlefield under your control, put a charge counter on CARDNAME.
    T, Remove a charge counter from CARDNAME: Reveal the top cards of your library until you reveal an instance or sorcery, put that card in your hand and the rest at the bottom of your library in a random order.

    Wizard's Spellbook - (2/U)(2/R)
    Artifact
    You have no maximum hand size.
    2U, T - Tap target creature, it does not untap during its controller's next untap step.
    2R, T - Tap target land, it does not untap during its controller's next untap step.

    Spoiler: Black-Green Uncommons (10/10)
    Show
    Lay the Foundation - BG
    Sorcery
    Look at the top four cards of your library. You may reveal a creature card, if you do, put that card in your hand and gain 2 life. You may reveal a land card, if you do, put that card in your hand and place a bounty counter on a land you control. Put the remaining cards in your graveyard.

    Crossroad Demon - BG
    Creature - Demon
    If you don’t activate any of CARDNAME’s abilities before your end step, CARDNAME deals 2 damage you.
    Pay 2 life: Target assassin you control gains deathtouch.
    Pay 2 life: Target assassin you control gains haste.
    2/2

    Annihilate - 1BG
    Instant
    Destroy target nonland permanent.

    Sacred Hospitality - 1GB
    Enchantment
    Whenever any player draws a card, they lose 2 life.
    Whenever any player discards a card, they gain 2 life.

    Harvest Festival - 2BG
    Enchantment
    Sacrifice a bounty counter, tap a green assassin you control: Search your library for a basic land card and put it onto the battlefield tapped.
    Sacrifice a bounty counter, tap a black assassin you control: Search your graveyard for a basic land card and put it onto the battlefield tapped.

    Uncommon Assassin - 2BG
    Creature - Goblin Assassin
    Haste, Hexproof
    Burial 3G (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    4/3

    Wild Hunter - 3BG
    Creature - Demon Assassin
    When CARDNAME enters the battlefield, create a 3/3 green beast creature token with trample. That creature gains haste until end of turn.
    Creatures you control must be blocked, if able.
    5/3

    The Triple Threat - 3BG
    Creature - Human Assassin
    Deathtouch, Haste, Trample
    CARDNAME receives damage in the form of -1/-1 counters.
    3/3

    Death Contract - (2/B)(2/G)
    Artifact
    When CARDNAME enters the battlefield, target opponent reveals their hand, then name a creature.
    When the named creature dies, return CARDNAME to your hand.
    1B, T - Put a -1/-1 counter on any number of target creatures with the chosen name.
    1G, T - Target assassin you control deals damage equal to it's power to target creature with the chosen name.

    Old God's Altar - 1BG
    Enchantment Artifact
    Whenever an Assassin enters the battlefield under your control, put a charge counter on CARDNAME.
    T, Remove a charge counter from CARDNAME: Put a -1/-1 counter on target creature you control, then put a bounty counter on target land you control.

    Spoiler: Red-White Uncommons (10/10)
    Show
    Firestarter - WR
    Creature - Goblin Knight Archer
    Haste
    Tap: CARDNAME deals 2 damage to target creature with flying.
    Whenever you create an artifact token, untap this creature.
    2/2

    Spike Builder - WR
    Creature - Cat Knight
    Defender, Shield Bearer
    Sacrifice an unattached Sword: Deal 2 damage to target attacking creature without flying.
    2/1

    Raze - 1WR
    Instant
    Choose one -
    Destroy target land with a bounty counter on it.
    Destroy target nonbasic land.

    Quickblade Zealot - 1WR
    Creature - Orc Knight
    First strike, haste, sword bearer
    1/1

    Arm the Forces - 2WR
    Enchantment
    White knight spells you control gain Sword Bearer.
    Red knight spells you control gain Shield Bearer.

    Uncommon Knight - 2WR
    Creature - Orc Knight
    Double Strike
    When CARDNAME dies, create two red artifact equipment tokens with "Equipped creatures gets +2/+0" and "Equip R".
    2/2

    Dragonheart Angel - 3WR
    Creature - Angel
    Flying
    When CARDNAME enters the battlefield, you may return target creature with CMC 2 or less from your graveyard to the battlefield. It gains haste until end of turn.
    3/3

    Whitewings - 3WR
    Creature - Angel Dragon
    Flying, Haste
    When CARDNAME enters the battlefield, tap target flying creature.
    5/2

    Ironworks - (2/W)(2/R)
    Artifact
    When Ironworks enters the battlefield, add RRRR to your mana pool.
    1W, T - Create a red equipment artifact token named Sword that has “Equipped creature has +2/+0” and “Equip R”
    1R, T - Create a white equipment artifact token named Shield that has “Equipped creature has +0/+2” and “Equip W”

    Dragon's Horde - 1WR
    Enchantment Artifact
    Whenever a Knight enters the battlefield under your control, put a charge counter on CARDNAME.
    T, Remove a charge counter from CARDNAME: Create a red equipment artifact named Sword with "Equipped creature has +2/+0" and "Equip R" and a white equipment artifact named Shield with “Equipped creature has +0/+2” and “Equip W”.

    Spoiler: Green-Blue Uncommons (10/10)
    Show
    Uncommon Druid - UG
    Creature - Goblin Druid
    When CARDNAME enters the battlefield, populate.
    2/2

    Dedicated Raincaller - UG
    Creature - Merfolk Druid
    Forests you control have "T: Add U to your mana pool."
    2/3

    Countergrowth - 1UG
    Instant
    Choose one -
    Counter target instant or sorcery spell. You gain life equal to that spell's converted mana cost.
    Counter target enchantment or artifact spell. Search your library for a card named Island or Forest and put it onto the battlefield tapped.

    Seelie Blessing - 1UG
    Enchantment
    Whenever a druid enters the battlefield populate.

    Song of the Wild - 2UG
    Enchantment
    Whenever a blue druid enters the battlefield under your control create a 1/1 blue bird creature token with flying.
    Whenever a green druid enters the battlefield under your control create a 1/2 green spider creature token with reach.

    Circle Leader - 2UG
    Creature - Cat Druid
    When CARDNAME enters the battlefield, create a 1/1 blue bird creature token with flying, and a 3/3 green beast creature token with trample.
    Druid spells cost 1 less.
    1/1

    Industrious Swarm - 3UG
    Instant
    Counter target spell. Put a number of 1/1 blue Faerie tokens with flying onto the battlefield equal to that spell's converted mana cost.

    Voice of the Land - 3UG
    Creature - Faerie Druid
    Play with the top card of your library revealed, you may play that card.
    You may play an additional land each turn.
    3/3

    Stone Monument - (2/U)(2/G)
    Artifact
    1U, T - Scry 2.
    1G, T - You may play an additional land this turn.

    Reclaimed Gate - 1UG
    Enchantment Artifact
    Whenever a Druid enters the battlefield under your control, put a charge counter on CARDNAME.
    T, Remove a charge counter from CARDNAME: Populate.

    Spoiler: Monocolor Uncommons (10/10)
    Show
    White Golem - 1(2/W)(2/W)
    Artifact Creature - Golem
    If you control a Cleric, CARDNAME is a Cleric.
    If you control a Knight, CARDNAME is a Knight.
    3W: Creatures you control have +1/+1 until end of turn.
    3/3

    Vengeful Druid - 1W
    Creature - Spirit Scout
    2WW: Exile target creature token.
    2/1

    Blue Golem - 1(2/U)(2/U)
    Artifact Creature - Golem
    If you control a Druid, CARDNAME is a Druid.
    If you control a Wizard, CARDNAME is a Wizard.
    3U: Draw a card.
    3/3

    Vengeful Cleric - 1U
    Creature - Faerie Shaman
    2UU: Counter target triggered or activated ability.
    1/4

    Black Golem - 1(2/B)(2/B)
    Artifact Creature - Golem
    If you control an Assassin, CARDNAME is an Assassin.
    If you control a Cleric, CARDNAME is a Cleric.
    3B: Distribute two -1/-1 counters among any number of target creatures.
    3/3

    Vengeful Wizard- 1B
    Creature - Orc Mercenary
    2BB: Destroy target wizard.
    2/1

    Red Golem - 1(2/R)(2/R)
    Artifact Creature - Golem
    If you control a Knight, CARDNAME is a Knight.
    If you control a Wizard, CARDNAME is a Wizard.
    3R: CARDNAME deals 2 damage to target creature or player.
    3/3

    Vengeful Assassin- 1R
    Creature - Goblin Rogue
    2RR: Destroy target nonbasic land or land with a bounty counter.
    3/1

    Green Golem - 1(2/G)(2/G)
    Artifact Creature - Golem
    If you control an Assassin, CARDNAME is an Assassin.
    If you control a Druid, CARDNAME is a Druid.
    3G: Remove up to two -1/-1 counters from any number of target creatures.
    3/3

    Vengeful Knight - 1G
    Creature - Cat Soldier
    2GG: CARDNAME deals damage equal to it's power to target creature.
    2/2

    Spoiler: Land Uncommons (10/10)
    Show
    Mission Stations
    Land
    Tap: A 1 to your mana pool.
    Tap: Add W to your mana pool. Activate this ability only if you control a Swamp.
    Tap: Add B to your mana pool. Activate this ability only if you control a Plains.

    Misty Glades
    Land
    Tap: A 1 to your mana pool.
    Tap: Add G to your mana pool. Activate this ability only if you control an Island.
    Tap: Add U to your mana pool. Activate this ability only if you control a Forest.

    Neglected Fields
    Land
    Tap: A 1 to your mana pool.
    Tap: Add G to your mana pool. Activate this ability only if you control a Swamp.
    Tap: Add B to your mana pool. Activate this ability only if you control a Forest.

    Winding Waypoints
    Land
    Tap: A 1 to your mana pool.
    Tap: Add W to your mana pool. Activate this ability only if you control a Mountain.
    Tap: Add R to your mana pool. Activate this ability only if you control a Plains.

    Wizard Towers
    Land
    Tap: A 1 to your mana pool.
    Tap: Add U to your mana pool. Activate this ability only if you control a Mountain.
    Tap: Add R to your mana pool. Activate this ability only if you control an Island.

    Field of Angel Feathers
    Land
    T: Add C to your mana pool.
    T: Put two -1/-1 counters on target creature you control. That creature gains flying and vigilance until end of turn.

    Field of Mirrors
    Land
    T: Add C to your mana pool.
    T: Put two -1/-1 counters on target creature you control. That creature gains hexproof and prowess until end of turn.

    Field of the Dead
    Land
    T: Add C to your mana pool.
    T: Put two -1/-1 counters on target creature you control. That creature gains menace and deathtouch until end of turn.

    Field of Blades
    Land
    T: Add C to your mana pool.
    T: Put two -1/-1 counters on target creature you control. That creature gains first strike and haste until end of turn.

    Field of Ancients
    Land
    T: Add C to your mana pool.
    T: Put two -1/-1 counters on target creature you control. That creature gains trample and reach until end of turn.
    Last edited by Knitifine; 2017-10-05 at 10:27 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  4. - Top - End - #4
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: [MTG] Messy Thread, Enemy Color Tribal Class Block

    Rare Cards (60/60)

    Spoiler: White Rares (5/5)
    Show
    Peacebond - 1W
    Enchantment - Aura
    Enchant creature
    Prevent all damage dealt by enchanted creature.

    Essence Tax - 1W
    Instant
    Counter target creature or planeswalker spell unless your opponent pays 2.

    Magic Ban - 1W
    Instant
    Counter target noncreature nonplaneswalker spell unless your opponent pays 2.

    Recycle - 2WW
    Sorcery
    As an additional cost to cast CARDNAME, sacrifice four equipment.
    Draw two cards.

    Forbid - 1W
    Enchantment
    Name a noncreature spell. That spell may not be cast as long as this card is on the battlefield.

    Spoiler: Blue Rares (5/5)
    Show
    Overland Flight - 2U
    Sorcery
    Creatures you control gain flying until end of turn.
    If you control a wizard, draw a card.

    Rush of Intellect - XXU
    Sorcery
    Draw X, then Scry X.

    Frozen Ground - U
    Instant
    Tap all attacking creatures. They do not untap during their controller's next untap step.

    Think Deep - 2UU
    Sorcery
    Scry 4, then draw two cards.

    Druid of the Sky (2U)
    Creature - Bird Druid
    When CARDNAME enters the battlefield or dies, create a 1/1 blue bird creature token with flying.
    Flying
    1/1

    Spoiler: Black Rares (5/5)
    Show
    Necromancy - 2BB
    Enchantment
    At the beginning of your upkeep, you lose 4 life.
    At the beginning of your draw step, instead of drawing a card, you put the top card from your library into your graveyard. Then, choose one of the cards in your graveyard and put it into your hand.

    Contagion - B
    Enchantment
    At the beginning of your upkeep, put a -1/-1 counter on target creature.

    Mindblight - 2B
    Instant
    As an additional cost to casting mindblight, remove two -1/-1 counters from target creature you control.
    Target opponent discards two cards.

    Embrace Madness - B
    Instant
    Reveal the top five cards of your library. You may exile any number of those cards, if you do, gain 1 life for each card exiled. Put the remaining cards into your graveyard.

    Learn from Experience - 2BB
    Sorcery
    As an additional cost to casting CARDNAME, pay 8 life.
    Draw four cards.

    Spoiler: Red Rares (5/5)
    Show
    Flames of Industry - 2R
    Sorcery
    As an additional cost to casting CARDNAME, sacrifice an artifact.
    Add RRRRRR to your mana pool.

    Devastation Bolt - XR
    Instant
    CARDNAME deals X damage to target creature or player.

    Trust the Future - 2RR
    Sorcery
    As an additional cost to cast CARDNAME, discard two cards.
    Draw four cards.

    Honorable Duel - R
    Sorcery
    Target creature you control fights target creature your opponent controls. If either creature dies, their controller draws a card.

    Flame-Eyed Spider - 2R
    Creature - Spider
    First strike, reach
    When CARDNAME enters the battlefield, it fights target creature with flying.
    4/3

    Spoiler: Green Rares (5/5)
    Show
    Awaken the Beast - 2G
    Sorcery
    Choose one -
    Remove up to three -1/-1 counters from target creature.
    Create a 3/3 green beast creature token with trample.

    Pack Queen - 6GGG
    Creature - Beast
    Trample
    When Pack Queen enters the battlefield, create two 3/3 green beasts with Trample.
    5/5

    Reap the Bounty - 2GG
    Sorcery
    As an additional cost to cast CARDNAME, sacrifice four bounty counters.
    Draw four cards.

    Sacred Hour - G
    Instant
    Prevent all combat damage that would be dealt this turn.
    Draw a card.

    Pile On - 1GG
    Instant
    Target creature you control fights target creature you don't control. Then, all other creatures you control deal damage equal to their power to target creature you don't control.

    Spoiler: White-Black Rares (5/5)
    Show
    Zealous Cleric - (W/B)(W/B)
    Creature - Human Cleric
    Rapturous
    Protection from Blue
    2/2

    Miasma - WB
    Enchantment
    All creatures have -1/-1.

    Rare Cleric - 2WB
    Creature - Faerie Cleric
    Rapturous
    Whenever you gain life, target opponent loses that much life.
    2/2

    Soul Broker - WB
    Creature - Spirit Cleric
    Whenever a creature enters the battlefield, you may gain 1 life.
    Whenever a creature dies, target opponent loses 1 life and you gain 1 life.
    0/2

    Oath of Piety - 2WB
    Enchantment
    If Oath of Piety is in your opening hand, you may begin the game with it on the battlefield.
    You have protection from blue and cannot cast blue spells.
    Flavor Text: The church could not tolerate the scholars and sages who listened to their peers rather than their superiors.

    Spoiler: Blue-Red Rares (5/5)
    Show
    Academy Wizard - (U/R)(U/R)
    Creature - Human Wizard
    Prowess
    Protection from Black
    2/2

    Deep Rumination - UR
    Instant
    Scry 3, then CARDNAME deals X damage to target creature or player, where X is the number of cards you placed at the bottom of your library.

    Rare Wizard - UR
    Creature - Orc Wizard
    Other wizards you control have +2/+2.
    2/2

    Revealing Flame - 3UR
    Instant
    CARDNAME deals 3 damage to target creature or player, and draw three cards.

    Oath Against Necromancy - 2UR
    Enchantment
    If Oath Against Necromancy is in your opening hand, you may begin the game with it on the battlefield.
    You have protection from black and cannot cast black spells.
    Flavor Text: The common people could not accept a magical academy as long as necromancy was practiced there.

    Spoiler: Black-Green Rares (5/5)
    Show
    Guild Assassin - (B/G)(B/G)
    Creature - Human Assassin
    Deathtouch
    Protection from Red
    2/2

    Eaten from Within - BBG
    Instant
    Destroy target creature. Create x 1/2 green spider creature tokens with reach, where X is the creature's toughness.

    Ashwing's Leech - BG
    Creature - Leech
    When CARDNAME enters the battlefield, you may move any number of -1/-1 counters from other creatures onto cardname.
    When CARDNAME leaves the battlefield, disturbed all -1/-1 counters on it among any number of creatures you control.
    CARDNAME has +1/+1 for each -1/-1 counter on it.
    2/2

    Rare Assassin - 2BG
    Creature - Cat Assassin
    Assassins in your graveyard have Burial XBG, where X is the Assassin's toughness.
    Burial 2BG (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    2/2

    Oath of Secrecy - 2BG
    Enchantment
    If Oath of Secrecy is in your opening hand, you may begin the game with it on the battlefield.
    You have protection from red and cannot cast red spells.
    Flavor Text: “A calling card is a liability, you don’t get paid to show off.” - Assassin’s Guild Reminder.

    Spoiler: Red-White Rares (5/5)
    Show
    Rare Knight - 1WR
    Creature - Spirit Knight
    First strike
    Other Knights you control have +1/+0 as long as they are equipped with a Sword.
    Other Knights you control have +0/+1 as long as they are equipped with a Shield.
    2/2

    Vigilant Lord - 2WR
    Creature - Human Knight
    Other Knights you control have Vigilance.
    Sword Bearer (This card comes into play equipped with a red equipment equipment artifact named Sword that has “Equipped creature has +2/+0” and “Equip R”)
    Shield Bearer (This card comes into play equipped with a white equipment equipment artifact named Shield that has “Equipped creature has +0/+2” and “Equip W”)
    Vigilance.
    2/2

    Warmongering Knight - (W/R)(W/R)
    Creature - Human Knight
    First Strike
    Protection from Green
    2/2

    Elite Knight - 2WR
    Creature - Human Knight
    First Strike, Haste, Vigilance
    Sword Bearer
    Shield Bearer
    2/2

    Oath of Progress - 2WR
    Enchantment
    If Oath of Progress is in your opening hand, you may begin the game with it on the battlefield.
    You have protection from green and cannot cast green spells.
    Flavor Text: The woodland knights could not condone war for war’s sake, and so they were removed from the council.

    Spoiler: Green-Blue Rares (5/5)
    Show
    It's All Junk! (2UG)
    Instant
    This spell cannot be countered.
    Destroy all artifacts target player controls.

    Dedicated Druid - (U/G)(U/G)
    Creature - Human Druid
    Hexproof
    Protection from White
    2/2

    Rare Druid - 2UG
    Creature - Spirit Druid
    Whenever a druid enters the battlefield under your control, populate.
    2/2

    Spirit of Growth - 4UG
    Creature - Elemental Spirit
    CARDNAME's power and toughness are equal to the number of cards in your hand plus the number of lands you control.
    Play with the top card of your library revealed, you may play the card.
    Remove all -1/-1 counters from creatures on the battlefield. Creature cannot gain -1/-1 counters.
    */*

    Oath of the Wild - 2UG
    Enchantment
    If Oath of the Wild is in your opening hand, you may begin the game with it on the battlefield.
    You have protection from white and cannot cast white spells.
    Flavor Text: The druids require their initiates to immerse themselves in the wild, not walk among the cities.

    Spoiler: Genesis Gate Rares (5/5)
    Show
    Genesis Gate - WUBRG
    Legendary Artifact
    CARDNAME enters the battlefield tapped.
    Tap, tap one legendary white creature, one legendary blue creature, one legendary black creature, one legendary red creature and one legendary green creature: Target player wins the game.

    Gate Attendant - WUB
    Legendary Creature - Spirit
    Hexproof, Indestructible
    When CARDNAME enters the battlefield, search your library for a card named Genesis Gate and put it on the battlefield tapped, then shuffle your library.
    1/1

    Prophet of Doom - 1BG
    Legendary Creature - Human Shaman
    When CARDNAME enters the battlefield, you gain 3 life.
    When CARDNAME leaves the battlefield, create a 2/2 black zombie creature that enters the battlefield tapped.
    3/2

    Genesis Beast - WGR
    Legendary Creature - Beast
    Vigilance, Trample, Haste
    You may tap a card named Genesis Gate instead of paying this creature’s mana cost.
    5/4

    Archmage Aboreus - 5UR
    Legendary Creature - Wizard
    Return up to seven instants and sorceries from your graveyard to your hand.
    You may play any number of instants or sorceries that have a total CMC of 7 or less at the beginning of each combat without paying their mana cost.
    7/7

    Spoiler: Land Rares (5/5)
    Show
    Exile's Plains
    Land - Plains
    T: Add W to your mana pool.
    T, XXXXWW: Create x 4/4 white angel creature token(s) with flying. Activate this ability only during the declare blockers step, and only if one or more creatures is attacking you or a planeswalker you control.

    Exile's Island
    Land - Island
    Tap: Add U to your mana pool.
    T, XUU: Create x 1/1 blue bird creature token(s) with flying. Activate this ability only during the declare blockers step, and only if one or more creatures is attacking you or a planeswalker you control.

    Exile's Swamp
    Land - Swamp
    Tap: Add B to your mana pool.
    T, XBB: Create X 1/1 black leech creature token(s) with lifelink. Activate this ability only during the declare blockers step, and only if one or more creatures is attacking you or a planeswalker you control.

    Exile's Mountain
    Land - Mountain
    Tap: Add R to your mana pool.
    T, XRR: Create x 2/1 red elemental creature token(s) with haste, trample and "sacrifice this creature at end of turn". Activate this ability only at the begining of combat. X can be no greater than the number of creatures your opponent controls.

    Exile's Forest
    Land
    Tap: Add G to your mana pool.
    T, XGG: Create x 1/2 green spider creature token(s) with reach. Activate this ability only during the declare blockers step, and only if one or more creatures is attacking you or a planeswalkers you control.
    Last edited by Knitifine; 2017-10-04 at 12:59 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  5. - Top - End - #5
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Default Re: [MTG] Messy Thread, Enemy Color Tribal Class Block

    Mythic Rare Cards (15/15)

    Spoiler: The Betrayed
    Show
    The Birdkeeper - 1W
    Legendary Creature - Human Druid
    Vigilance
    When CARDNAME enters the battlefield, create a 1/1 blue bird token with flying.
    If you control another druid, exile CARDNAME until you control no other druids.
    2/2

    The Wanderer - 1U
    Legendary Creature - Human Cleric
    Hexproof
    Whenever CARDNAME enters the battlefield, Scry 2.
    If you control another cleric, exile CARDNAME until you control no other clerics.
    2/3

    The Necromancer - 1B
    Legendary Creature - Human Wizard
    Lifelink
    When CARDNAME enters the battlefield, create a 2/2 black zombie token with “This creature can’t block.”
    If you control another wizard, exile CARDNAME until you control no other wizards.
    2/2

    The Assassin - 1R
    Legendary Creature - Human Assassin
    Haste
    When CARDNAME enters the battlefield, deal 3 damage to target creature or player.
    If you control another assassin, exile CARDNAME until you control no other assassins.
    3/2

    The Knight - 1G
    Legendary Creature - Human Archer Knight
    Deathtouch, Reach
    When CARDNAME enters the battlefield, you may destroy target creature with flying.
    If you control another knight, exile CARDNAME until you control no other knights.
    2/4

    Spoiler: Faction Iconics
    Show
    The Dragon Knight - 3WR
    Legendary Creature - Dragon Knight
    First Strike, Flying, Menace, Haste
    R: CARDNAME gets +1/+0 until the end of turn.
    5/5
    Flavor Text: Once a dragon has learned that war is the most efficient means of collecting gold, it’s avarice becomes unstoppable.

    The Deep One - 3UR
    Legendary Creature - Leviathan Wizard
    Flying, Hexproof, Menace, Trample
    When CARDNAME enters the battlefield or attacks, Scry 3, then deal X damage to target creature or player where X is the number of cards put at the bottom of your library.
    5/5
    Flavor Text: The line between inspiration and madness becomes blurrier when you’re being taught by giant cephalopod.

    Saint Alma - 3WB
    Legendary Creature - Angel Cleric
    Flying, Lifelink, Rapturous, Vigilance
    Your opponents can't cast noncreature spells.
    5/5
    Flavor Text: Many took issue with Saint Alma’s use of demon blood to empower the clergy, but none could utter a word of defiance in her presence.

    Ashwing - 3BG
    Legendary Creature - Demon Assassin
    Flash, Deathtouch, Menace, Trample
    CARDNAME enters the battlefield with five -1/-1 counters on it.
    Whenever a creature dealt damage by CARDNAME this turn dies, remove a -1/-1 on CARDNAME.
    Burial 4B (Exile this creature from your graveyard. Add a number of bounty counter to target land you control equal to this creature's toughness.)
    10/10
    Flavor Text: The clergy believe that they can control the demons, but the assassin’s guild knows that there is one that they still fear.

    The Ascended One - 3UG
    Legendary Creature - Hydra Druid
    Flash, Hexproof, Reach, Vigilance
    CARDNAME can’t be countered.
    CARDNAME enters the battlefield with five -1/-1 counters on it.
    Remove a -1/-1 counter: You may play an additional land this turn. Scry 2 and then draw a card.
    10/10

    Spoiler: Planeswalkers
    Show
    Erecura, The Reaper (1BG)
    +2 - Search your library for a swamp and put it onto the battlefield tapped.
    +0 - This turn, if you would draw a card while your library has no cards in it, you win the game instead.
    -2 - Destroy target nonland permanent.
    3

    Myrddi, Pyromancer Adept (3UR)
    +2 - Gain control of target creature, it gains haste until end of turn.
    +0 - CARDNAME gains hexproof until the start of your next turn.
    -5 - Deal 5 damage to target player.
    3

    Medraut, The Life Stealer (2BW)
    +2 - Create two 1/1 black leech creature tokens with lifelink.
    +0 - If you have 40 or more life, you win the game.
    -2 - Each player sacrifices a creature and gains life equal to that creature’s toughness.
    4

    Nynivere, the Foretold (1UG)
    +3 - Create a red equipment artifact named Sword that has "Equipped creature has +2/+0" and "Equip W". Target opponent gains control of that Sword. Then, draw a card for each artifact that opponent controls.
    +0 - If you control ten or more creature tokens, you win the game.
    -3 - Populate, then populate.
    3

    Arturus, the Would-Be King (2WWRR)
    +3 - Place a sacred token on target equipment artifact you control. That equipment is indestructible.
    +0 - If you control twelve or more Knights, you win the game.
    -3 - Equipped creatures you control gain First Strike.
    3
    Last edited by Knitifine; 2017-10-04 at 12:44 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  6. - Top - End - #6
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: [MTG] Messy Thread, Enemy Color Tribal Class Block

    Feedback greatly appreciated.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  7. - Top - End - #7
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    d6 Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Currently revising the Green-Blue theme. Trying to come up with a mechanic that feels right for the color combination and isn't uninteractive (can't be hexproof matters, can't be can't be countered).
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  8. - Top - End - #8
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Disclaimer: I have little experience with MTG proper- I do hang around the r/custommagic subreddit (and you should submit your stuff there!)
    I will be referencing the official mechanical color pie.

    First of all, your set mechanics:
    Sword and Shield Bearer are nice equipment-matters tools, but are slightly problematic- I suspect the equip cost is undercosted by 1. A similar mechanic in other custom sets was called arm- it was a single type of equipment (+1/+1), but had an equip cost of 2.

    Empower seems parasitic, for similar reasons as energy. The only reason energy was allowed as a mechanic was that every card that used energy, also produced it. That said, you don't have Empower cards yet, so I'm not going to judge yet.

    Talented creatures: I very much like the keyword, but you're putting some pressure on it to function on its own. Devoid is not a returning mechanic because it didn't do anything- it just acted as a marker.
    Edit: Saw you were looking for a new one. Spitballing Wildshape, a fast-speed repeatable pump effect:
    Spoiler: Wildshape
    Show
    Mastodon Rider: 2G (Common)
    Wildshape 1G
    Trample
    2/2
    Flavor text: In order to understand the elephant, you must become the elephant.

    Windseer: 1U (Uncommon)
    Wildshape 1U (1U: Windseer gains +2/+2 and is a Beast until end of turn. Wildshape only once per turn.)
    As long as Windseer is a Beast, it has flying.
    1/1
    Flavor text: Sometimes, all you need is a new perspective.

    Vant, Floodbringer: 4U (Rare)
    Wildshape 1UU
    Islandwalk
    When Vant, Floodbringer wildshapes, target land becomes an Island until end of turn and loses all other abilities.
    3/3


    And a pseudo-tribal enchantment:


    Kept to +2/+2 to keep things from spiralling out of control, but leaving combat...interesting.
    Costs are all eyeballed

    Well. Beasts aren't currently Blue very often, but

    Burial: Interesting! Seems very much like Gold/Treasure tokens, but with its own twist (exiling creatures). A nice merger of black graveyard-matters and green ramp.

    Mourn I don't like in WB, but it would work in WG. Black doesn't get pure life gain without getting it from somewhere (lifelink, damaging players/creatures, or saccing creatures).

    On to the actual cards!
    Not doing all of these, just a few.
    Seelie Acolyte is 3 power for 2, which is a nice rate. I'm somewhat surprised that it's a Cat Druid instead of a Faerie Druid, given the tokens it makes?
    Returned Missionary is a LOT of lifegain for only 1 mana, and will easily make aggro cry.
    Corrupt Undertaker is repeatable mourn.
    Returned Sentinel/Quickblade Zealot/Tireless Smithy all make equipments with different equip costs from the default.
    Quickblade Zealot is probably undercosted- compare to Porcelain Legionaire, but he leaves a sword behind.
    It's All Junk is very narrow equipment hate, and is an incredible sideboard card. Maybe tone it down to Naturalize?
    Coordinator is very neat- I might change P/T a bit, though, and clarify whether or not you can choose the same mode more than once. Note that a curve of this into Goblin Throatcutter is pretty nasty! Also, the effect is definitely a rare.
    The group leaders don't feel particularly interesting to me. They're good, but don't feel synergistic with their faction mechanic. They seem like weird reverse-lords, almost? Except that the tribal payoffs don't feel well connected with the faction mechanics?
    Seelie Seeker needs a keyword change- Vigilance isn't in green or blue for a 2/2.
    Tanglethorn Field has an absurdly big butt, which just gets silly with "can block any number of creatures".

    That's all I think I'm actually doing- I have far less patience for card review/cost analysis than I thought, sorry. Skipped over a bunch.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  9. - Top - End - #9
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Thumbs up Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Quote Originally Posted by aimlessPolymath View Post
    First of all, your set mechanics:
    Sword and Shield Bearer are nice equipment-matters tools, but are slightly problematic- I suspect the equip cost is undercosted by 1. A similar mechanic in other custom sets was called arm- it was a single type of equipment (+1/+1), but had an equip cost of 2.
    Quite possible. That will require some playtesting. I believe the fact that they cost colored mana is an important balancing tool here.
    Quote Originally Posted by aimlessPolymath View Post
    Empower seems parasitic, for similar reasons as energy. The only reason energy was allowed as a mechanic was that every card that used energy, also produced it. That said, you don't have Empower cards yet, so I'm not going to judge yet.
    Empower isn't parasitic because it still works as mana acceleration even if you're the card becoming empowered doesn't matter.
    Quote Originally Posted by aimlessPolymath View Post
    Talented creatures: I very much like the keyword, but you're putting some pressure on it to function on its own. Devoid is not a returning mechanic because it didn't do anything- it just acted as a marker.
    Yeah, I was super into Talented too, and I still am, but I'm not sure it works quite right as a mechanic. That said, I am actually quite the fan of Devoid and other marker mechanics that don't necessarily do anything, I think of them as kin to ability words.
    Quote Originally Posted by aimlessPolymath View Post
    Edit: Saw you were looking for a new one. Spitballing Wildshape, a fast-speed repeatable pump effect:
    Spoiler: Wildshape
    Show
    Mastodon Rider: 2G (Common)
    Wildshape 1G
    Trample
    2/2
    Flavor text: In order to understand the elephant, you must become the elephant.

    Windseer: 1U (Uncommon)
    Wildshape 1U (1U: Windseer gains +2/+2 and is a Beast until end of turn. Wildshape only once per turn.)
    As long as Windseer is a Beast, it has flying.
    1/1
    Flavor text: Sometimes, all you need is a new perspective.

    Vant, Floodbringer: 4U (Rare)
    Wildshape 1UU
    Islandwalk
    When Vant, Floodbringer wildshapes, target land becomes an Island until end of turn and loses all other abilities.
    3/3
    This is a very cool mechanic, but seems like it would be better as an ability word to give it more flexibility.

    That said, based on Mechanical Color Pie 2017, and the current themeing of the set I'm leaning towards giving Blue-Green the Populate mechanic. (This is a blue/green mechanic despite originally appearing in Green/White Selesyna, and it also fits with the idea that there used to be white druids, but they were cast into exile when the setting went from arcs to enemy pairs. More on that flavor later.)

    I do like the idea of Wildshape and think I'll use it on a few cards as a non-keyworded mechanic. (I already have an aura that does a similar thing listed above.)
    Quote Originally Posted by aimlessPolymath View Post
    Burial: Interesting! Seems very much like Gold/Treasure tokens, but with its own twist (exiling creatures). A nice merger of black graveyard-matters and green ramp.
    I agree. I'm currently concerned about intrinsic rules behind bounty counters, and the inability to place Burial on black cards with a monoblack cost. At the same time, if bounty counters don't intrinsically mean anything the mechanic can become parasitic. Which may or may no
    Quote Originally Posted by aimlessPolymath View Post
    Mourn I don't like in WB, but it would work in WG. Black doesn't get pure life gain without getting it from somewhere (lifelink, damaging players/creatures, or saccing creatures).
    Like Burial, Mourn is based on the idea that black let it's ally (enemy) do something in the graveyard that they like to do in general. For green this is ramp, for white, this is life gain.
    Quote Originally Posted by aimlessPolymath View Post
    Seelie Acolyte is 3 power for 2, which is a nice rate. I'm somewhat surprised that it's a Cat Druid instead of a Faerie Druid, given the tokens it makes?
    I'm trying to aim for a diversity in race types feel to the set.
    Quote Originally Posted by aimlessPolymath View Post
    Returned Missionary is a LOT of lifegain for only 1 mana, and will easily make aggro cry.
    I like it when Aggro cries.
    Quote Originally Posted by aimlessPolymath View Post
    Quickblade Zealot is probably undercosted- compare to Porcelain Legionaire, but he leaves a sword behind.
    This is true. However Porcelain Legionnaire costs 1 less (because phyexian mana is broken) and is an artifact creature (which is usually upside). It'll have to be looked over in development.
    Quote Originally Posted by aimlessPolymath View Post
    It's All Junk is very narrow equipment hate, and is an incredible sideboard card. Maybe tone it down to Naturalize?
    I'm considering toning it down to destroy, but up to all artifacts.
    Quote Originally Posted by aimlessPolymath View Post
    Coordinator is very neat- I might change P/T a bit, though, and clarify whether or not you can choose the same mode more than once. Note that a curve of this into Goblin Throatcutter is pretty nasty! Also, the effect is definitely a rare.
    Yeah, I'm not sure how MTG would specify, but you're certainly allowed to choose the same creature as the target multiple times and use the same effect multiple times by the rules as I understood them when I wrote the card.
    Quote Originally Posted by aimlessPolymath View Post
    The group leaders don't feel particularly interesting to me. They're good, but don't feel synergistic with their faction mechanic. They seem like weird reverse-lords, almost? Except that the tribal payoffs don't feel well connected with the faction mechanics?
    The group leaders were create before all the mechanics were hammered out. They'll need another iteration. That said, they may not interact too much with their faction mechanic, it's more important to me that they care about their class.
    Quote Originally Posted by aimlessPolymath View Post
    Seelie Seeker needs a keyword change- Vigilance isn't in green or blue for a 2/2.
    Vigilance is secondary in green
    Quote Originally Posted by Mechanical Color Pie 2017
    Vigilance
    Primary: white
    Secondary: green

    White tends to get this on creatures where the power is equal to or less than the toughness, and seldom with a power greater than 3. Green tends to get this ability on larger creatures to differentiate it from white.
    Quote Originally Posted by aimlessPolymath View Post
    Tanglethorn Field has an absurdly big butt, which just gets silly with "can block any number of creatures".
    I had a hard time settling on the right number for this. It's supposed to be a 'win the game against RDW' card.
    Quote Originally Posted by aimlessPolymath View Post
    That's all I think I'm actually doing- I have far less patience for card review/cost analysis than I thought, sorry. Skipped over a bunch.
    That's fine, I appreciated all the feedback!
    Last edited by Knitifine; 2017-09-20 at 09:21 PM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  10. - Top - End - #10
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Not quoting for responses, but going in-order.

    Whoops, missed the thing about empower. Looks OK then?

    Wildshape is keyworded instead of ability worded to save space on the card. This allows me to save space for more complicated effects on the rest of the card. If I wanted more to it, I would make it Wildshape 3: 1G to give +3/+3. It was inspired by Monstrosity, which works similarly. (Also inspired by the Shaper cycle from Lorado)
    (also, now that I realize, it's close to a rip of the Rootwalla ability)

    Actually, Mana Production, Temporary is secondary in black. It's actually more of a bend for green, which is only primary in permanent mana generation. I only know this because I checked just now. Burial is more fine than I expected!

    Coordinator probably works as intended, yeah- it's just ambiguous enough that I might add it as reminder text. I might actually swap out trample for menace, which is secondary instead of tertiary, and fulfills a similar role in evasion.

    Vigilance is allowed in green on big creatures. 2/2 is not big.


    Other things I spot:
    Arm the Forces technically does literally nothing.
    Midnight Sermon's second mode could just be "Mourn", since Mourning a creature isn't established/used anywhere else and the distinction is a corner case that will almost never matter.
    Goblin Wizard looks overcosted by 1. I'm not entirely sure, but it feels off.
    The Cleaner should (I think) be:
    (T): Add 1 to your mana pool. Spend this mana only to pay the cost of Burial.
    or
    (T): Until end of turn, the cost of Burial is reduced by 1.
    Not 100% on the formatting for costs of abilities.
    Also,
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  11. - Top - End - #11
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Quote Originally Posted by aimlessPolymath View Post
    Vigilance is allowed in green on big creatures. 2/2 is not big.
    Tends to, is not the same thing as 'forbidden'. Green can have smaller vigilance creatures if that's what helps the set. Much like how green can have really good haste creatures despite it being tertiary.
    EDIT: Also worth noting, anything that takes away from white's slice of the color pie is fine with me as I believe white has been over-inflated by the designers since the creation of modern.
    Quote Originally Posted by aimlessPolymath View Post
    Arm the Forces technically does literally nothing.
    This needs elaboration in order for me to understand the mistake.
    Quote Originally Posted by aimlessPolymath View Post
    Midnight Sermon's second mode could just be "Mourn", since Mourning a creature isn't established/used anywhere else and the distinction is a corner case that will almost never matter.
    It's TBD for the definition, but it definately should be Mourn that creature since the intention is not to allow mourning of other creature cards that have been placed in the deck (if it didn't specific you would be allowed to choose. Wording incoming.)
    Quote Originally Posted by aimlessPolymath View Post
    Goblin Wizard looks overcosted by 1. I'm not entirely sure, but it feels off.
    That'll be a development concern. It's possible, several of the most recent cards I added are deliberately overcosted for drafting purposes.
    Quote Originally Posted by aimlessPolymath View Post
    The Cleaner should (I think) be:
    (T): Add 1 to your mana pool. Spend this mana only to pay the cost of Burial.
    or
    (T): Until end of turn, the cost of Burial is reduced by 1.
    Yeah, it's the latter. Though I'll have to check the formatting development uses, I don't remember them using (T).
    Last edited by Knitifine; 2017-09-21 at 12:23 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  12. - Top - End - #12
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Quick reply since on mobile:
    Arm the Forces creates artifact tokens named Sword/Shield, but neglects to give them abilities.
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

  13. - Top - End - #13
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Lightbulb Re: [MTG] Enemy Color Tribal Class Block [100/280 Cards]

    Quote Originally Posted by aimlessPolymath View Post
    Quick reply since on mobile:
    Arm the Forces creates artifact tokens named Sword/Shield, but neglects to give them abilities.
    Ah no, you're misunderstanding. Arm the forces allows you to equip Swords and Shields that are already on the battlefield to creatures you control. I'll make a note to edit the text and add some reminder text so that's clear.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  14. - Top - End - #14
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Thumbs up Re: [MTG] Enemy Color Tribal Class Block [105/280 Cards]

    Went over a few cards, put all the cards in a rarity category. Gonna spend the next few weeks just trying out a few different feels and finishing up filling all the slots. Feedback still appreciated, but responses will be delayed.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

  15. - Top - End - #15
    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
    Gender
    Female

    Post Re: [MTG] Enemy-Color Tribal-Class Set [280 Cards]

    Alright everyone, I went back to the drawing board for a while, switched and clarified a few mechanics and finished out all the initial card pool. Please let me know what y'all think.

    Spoiler: WIP Lore
    Show
    World X was once a peaceful plane where the Church of Alma, Arcane Academy, Knights of [World X], Thieves Guild and Sacred Circle lives with little major conflict. And then the great time of exile game, where the Knights cast out the Woodland Knights and proceeded on a path of war profiteering to enrich their draconic overlords. Following this civil unease began to ensue, the people demanded the practice of necromancy be ended and so the necromancers were banned from the wizards towers, the thieves guild became a target of the Knights and so they cast out the showy tricksters and went underground, becoming the Assassins guild, the Sacred Circle, suspecting corruption from the knights revoked membership from the city-bound druids who looked after domestic felines and hounds, and finally, the angel Alma fought and killed Ashwing, using his blood to gain power and further the church's reach.

    Clerics -> White-Black, used to contain Blue.
    Wizards -> Blue-Red, used to contain Black.
    Assassins -> Black-Green, used to contain Red.
    Knights -> Red-White, used to contain Green.
    Druids -> Blue-Green, used to contain White.

    World X is, of course, much more ancient than any of these conflicts it was first brought into being by an ancient group of planeswalkers who harnessed the power of Genesis Gates to fill the barren, colorless world with mana. These gates now lies in ruin, except for a singular gate that if found may bring about a new golden age. Perhaps then old crimes can be forgiven, and new alliance can form.


    Feedback and questions on cards (and also lore) is much appreciated!
    Last edited by Knitifine; 2017-10-04 at 12:56 AM.
    Professional Sorcerer Advocate.

    Winner of the Base Class Contest XXXX 'Happy Little Accidents'
    Winning Entry: The Antiquarian (Artifacts, Options).
    Runner Up for Base Class Context XXXXI 'It's In Our Nature'
    Entry: The Egregore (Vermin Companion)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •