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View Full Version : [MTG] Enemy-Color Tribal-Class Set [280 Cards]



Knitifine
2017-09-08, 06:46 PM
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.

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

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.)

Knitifine
2017-09-16, 11:36 AM
Common Cards (115/115)

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

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
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.
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

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.

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

Knitifine
2017-09-16, 11:40 AM
Uncommon Cards (70/70)

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.
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.
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.
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”.
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.
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
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.

Knitifine
2017-09-16, 11:43 AM
Rare Cards (60/60)

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.
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

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.
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
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.

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.
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.

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.
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.
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.

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
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.

Knitifine
2017-09-16, 11:45 AM
Mythic Rare Cards (15/15)

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
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
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

Knitifine
2017-09-16, 02:21 PM
Feedback greatly appreciated.

Knitifine
2017-09-20, 07:15 PM
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).

aimlessPolymath
2017-09-20, 08:23 PM
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 (https://magic.wizards.com/en/articles/archive/making-magic/mechanical-color-pie-2017-2017-06-05).

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:
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 (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218043), 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.

Knitifine
2017-09-20, 09:21 PM
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.

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.

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.

Edit: Saw you were looking for a new one. Spitballing Wildshape, a fast-speed repeatable pump effect:
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.)

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

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.

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.

Returned Missionary is a LOT of lifegain for only 1 mana, and will easily make aggro cry.I like it when Aggro cries.

Quickblade Zealot is probably undercosted- compare to Porcelain Legionaire (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218043), 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.

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.

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.

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.

Seelie Seeker needs a keyword change- Vigilance isn't in green or blue for a 2/2.Vigilance is secondary in green

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.

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.

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!

aimlessPolymath
2017-09-20, 11:48 PM
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 (http://www.planesculptors.net/set/lorado#cards))
(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,

Knitifine
2017-09-21, 12:21 AM
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.

Arm the Forces technically does literally nothing.This needs elaboration in order for me to understand the mistake.

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.)

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.

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).

aimlessPolymath
2017-09-21, 12:46 AM
Quick reply since on mobile:
Arm the Forces creates artifact tokens named Sword/Shield, but neglects to give them abilities.

Knitifine
2017-09-21, 12:49 AM
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.

Knitifine
2017-09-21, 03:45 AM
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.

Knitifine
2017-10-04, 12:55 AM
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.

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!