Allia, the Grand Republic

slimytrout
Posts: 1861
Joined: 4 years ago
Pronoun: Unlisted

Post by slimytrout » 4 years ago

Thanks to the discipline and patriotism of its soldiers, Allia has grown from a single city to a grand domain that encompasses much of the continent, with only a few barbarians in the farthest reaches yet to be conquered. They have unified their territories with a vast system of roads, so that their legions may travel vast distances quickly. But all roads lead to Allia, a city teeming with activity, where nobles debating over policy bump shoulders with merchants hawking wares, and clerics preach about the spirit of the city to peasants recently arrived from the countryside.
Themes
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Class Struggles
Disciplined Legion
Expansion
Lives infused with Religion
Spoils of War
Mechanics
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Legion (Whenever ~ attacks with at least one other soldier, ...)

Wary Centurion 2W
Creature – Hound Soldier (U)
Legion – Whenever Wary Centurion attacks with at least one other Soldier, untap all attacking Soldiers. They get +1/+1 until end of turn.
"Keep your nostrils open. They could come from anywhere."
2/3

*Mechanic in W,G, and R.

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Linger (Creatures that can come back as auras that give their effect -- kind of like a reverse bestow)

Passionate Tribune 2R
Creature – Human Noble (C)
Passionate Tribune attacks each combat if able.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature gets +3/+1 and attacks each combat if able.")
3/1

*Mechanic throughout all five colors (WB has the most interaction with it, and BG takes advantage of it) and not tribally-restricted

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Debate (Each debating player may discard a noncreature card from their hand, then each player who does so draws a card. A player wins if their card has a higher converted mana cost or their opponent doesn't discard.)

Opulent Orator 2B
Creature – Vampire Noble (U)
Whenever a Noble enters the battlefield under your control, debate target opponent. If you win, that player loses 3 life. (Each debating player may discard a noncreature card from their hand, then each player who does so draws a card. A player wins if their card has a higher converted mana cost or their opponent doesn't discard.)
2/2

*Mechanic in U,B,R and associated with Nobles, but not exclusively so

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Roads (nonbasic land type that has an activated ability if you control three or more of them)

Sacred Way
Land – Road (C)
Sacred Way enters the battlefield tapped.
T: Add W or B.
WB, T: Target creature gains lifelink until end of turn. Activate this ability only if you control three or more Roads.
In the shadows of temples and tombs, even the cobblestones feel holy.

*Full cycle of 10 common two-color taplands that each grant an individual creature an ability, and probably a cycle of 5 rare mono-color lands that have more powerful effects
Limited Archetypes
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WU: Giving Flying
WB: Enchantments
RW: Soldier aggro
GW: Go-wide Peasants and Soldiers
UB: Noble control
UR: Debate combo
GU: Roads
BR: Self-Discard
BG: Numen Sacrifice/recursion
RG: Barbarian Ramp
Races and Classes
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Note: Races are not mechanically relevant, but classes are, to a greater or lesser extent.
Major Races:
Humans (WUBRG)
Ainok/Hounds (WR)
Vampires (BU)
Orcs (RB)
Centaur (GW)
Vedalken (UG)

Major Classes (in order of importance):
Soldiers (WGR)
Nobles (BUR)
Barbarians (GRB)
Peasants (WGU)
Clerics(UBW)
Last edited by slimytrout 4 years ago, edited 8 times in total.

slimytrout
Posts: 1861
Joined: 4 years ago
Pronoun: Unlisted

Post by slimytrout » 4 years ago

Card Set 161/259
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White (25/42)
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Sacred-Fire Bonds 2W
Enchantment - Aura (C)
Enchant creature
Enchanted creature can't attack or block.
1R: Deal 3 damage to enchanted creature. If enchanted creature would die this turn, exile it instead.

Act of Devotion WW
Instant (C)
As an additional sacrifice to cost Act of Devotion, sacrifice a creature.
Creatures you control gain indestructible until end of turn. If the sacrificed creature was a Soldier, creatures you control get +2/+0 until end of turn.
Valtia knelt at the shrine, pledging her life to the spirits of the land in exchange for the legion's victory.

Swiftblade Lieutenant 1W
Creature - Human Soldier (C)
Legion - Whenever Swiftblade Lieutenant attacks with at least one other Soldier, attacking Soldiers gain first strike until end of turn.
2/1

Watchful Housecat 1W
Creature - Cat (C)
Vigilance
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has vigilance.")
It only seems like it never blinks.
2/2

Wary Centurion 2W
Creature – Hound Soldier (U)
Legion – Whenever Wary Centurion attacks with at least one other Soldier, untap all attacking Soldiers. They get +1/+1 until end of turn.
"Keep your nostrils open. They could come from anywhere."
2/3

Dawnshield Prefect 2WW
Creature - Centaur Soldier (R)
Legion - Whenever Dawnshield Prefect attacks with at least one other Soldier, attacking Soldiers gain indestructible until end of turn.
3/3

Angel of the Crossroads 3WW
Creature - Angel (MR)
Flying, Vigilance
T, Tap an untapped Road you control: target attacking creature gains indestructible until end of turn.
"And the blow rang off his shield, like a coin clattering on the cobbles."
-Virinus,
The Polleiad
4/4

Legion Caravan 2W
Artifact - Vehicle (U)
Vigilance
When Legion Caravan enters the battlefield, if you control a Soldier, create a 1/1 white Soldier creature token.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
3/3

Purifying Priest 1W
Creature - Human Cleric (R)
Flash
If a noncreature, nonland permanent would enter the battlefield and it wasn't cast, exile it instead.
"We should always honor the dead, but the interests of the living must come first."
1/2

Course Correction 2W
Instant (C)
Exile target attacking or blocking creature, then return that card to the battlefield under its owner's control unless you control a Road.
Even if the road curves to the left, sometimes it's right.

Trusted Pegasus 2W
Creature - Pegasus (C)
Flying
Whenever Trusted Pegasus attacks, target attacking creature without flying gains flying until end of turn.
An equestrian is only as good as his mount.

Whitepelt Worker 2W
Creature - Centaur Peasant (C)
Whenever Whitepelt Worker blocks, it gets +1/+1 until end of turn.
"I may be old, but I can still kick."
2/3

Patriotic Peasant W
Creature - Human Peasant (C)
Sacrifice Patriotic Peasant: Tap up to two target creatures.
"Allia is my home, and I would do anything to protect it."
1/2

Thickhide Guardsman 2W
Creature - Centaur Soldier (C)
Legion - Whenever Thickhide Guardsman attacks with at least one other Soldier, attacking Soldiers get +0/+1 until end of turn.
2/3

Lantern Corps 1WW
Creature - Human Soldier (R)
Legion - Whenever Lantern Corps attacks with at least one other Soldier, attacking Soldiers gain protection from the color of your choice until end of turn.
2/2

Raise the Alarm 1W
Instant (C)
Create two 1/1 white Soldier creature tokens.
Allian military camps are laid out according to a precise formula so that they can be defended at a moment's notice.

Proud Father 1W
Creature - Hound Peasant (C)
When Proud Father dies, create a 1/1 white Soldier creature token.
"You're going to grow up to be a big strong soldier, I can tell."
2/1

Dappled Priest 3W
Creature - Centaur Cleric (C)
As long as Dappled Priest is enchanted or equipped, it gets +1/+1.
"The spirits of our ancestors watch over this place."
3/3

Twinclaw Eagle 4WW
Creature - Bird (C)
Flying
When Twinclaw Eagle enters the battlefield, up to two target creatures you control gain flying until end of turn.
"In the rocky deserts of Parthis are eagles so large they can fly with two full-grown men in their talons."
-Palvita,
The Wonders of Nature
3/3

Gruff Shrinekeeper 2W
Creature - Hound Cleric (C)
Lifelink
Throughout the Allian countryside are shrines to the spirits of the land and the beings that inhabit it.
3/2

Ibroan Ox 3W
Creature - Ox (C)
"The customary sacrifice for a good harvest is two oxen, but these arrivals from the West are so large that one should suffice."
-Pontifar, Priest of the Bridges

2/5

Tawny Lion 3WW
Creature - Cat (C)
Whenever another creature you control dies, you gain 1 life.
4/3

Impassive Elephant 3W
Creature - Elephant (U)
Impassive Elephant can block an additional creature each combat.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature can block an additional creature each combat.")
3/4

Purification Rite 1W
Sorcery (C)
Destroy target artifact or enchantment. If it was attached to a creature, tap that creature.
"I no longer wish to live in the shadow of my father's guilt."
-Parius, Minor Augur


Valor's Reward W
Instant (C)
Put a +1/+1 counter on target creature you control. If that creature is attacking, it gains first strike until end of turn.

Spear Formation 1W
Instant (C)
Deal 1 damage to each attacking creature.

Toothless Elder W
Creature - Hound Peasant (U)
Defender
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has defender.")
1/1
Blue (22/41)
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Priest of the Great River U
Creature - Vedalken Cleric (U)
U: Priest of the Great River gets +1/-1 until end of turn.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has 'U: this creature gets +1/-1 until end of turn.'")
0/2

Eavewatch Owl 1U
Creature - Bird (C)
Flying
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has flying.")
"In the evenings, the even-tempered owl hoots under the eaves."
-Virinus,
The Polleiad
1/2

Insular Boatman 2U
Creature - Human Peasant (C)
When Insular Boatman enters the battlefield, you may debate target opponent. If you win, return target creature that player controls to its owner's hand. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
"All I'm saying is, Allia should be for Allians."
2/2

Merchant's Sky-Barge 2U
Artifact - Vehicle (U)
Flying
Whenever Merchant's Sky-Barge becomes untapped, draw a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
"My darling Miria has taken me from Jotten to Karrav and everywhere in-between."
-Vanus Corolius, Traveling Merchant

1/4

Augurs' Dispute 1U
Sorcery (C)
Scry 1, then debate target opponent. If you win, scry 2. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
"No, it was three vultures, and they were flying North-Northwest!"


Street Smarts 3U
Instant (C)
Draw two cards. If you control a Road, instead Scry 2, then draw two cards.
Even on a dry road, there's always someone who's slick.

Reverse U
Instant (C)
Return target noncreature spell you don't control to its owner's hand.
"If you wish to see the essence of something, you must first sweep away all that surrounds it."
-Estrid, the Masked


Behind Enemy Lines 4U
Instant (C)
Creatures you control gain hexproof until end of turn. Whenever one of those creatures would deal combat damage to a player this turn, you may draw a card instead.

Secret Away 2UU
Sorcery (C)
Draw three cards, then put a card from your hand into your library third from the top.
"The vaults of the Treasury hold many things, many of which should never see the light of day."
-Pontifar, Priest of the Bridges


Sapping Song 1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets -6/-0.
G: Enchanted creature blocks this turn if able.

Clever Magpie U
Creature - Bird (C)
Whenever you draw a card, Clever Magpie gets +1/+1 until end of turn.
"Jotten slaves tell stories of a magpie so smart it could beat them at tessers. Of course, this is not a very high bar."
Palvita,
The Wonders of Nature

Deepwater Serpent 4UU
Creature - Serpent (C)
5UU: Deepwater Serpent can't be blocked this turn. This ability costs 1 less to activate for each noncreature card in your graveyard.
"In the Majarri Isles are sea serpents so long that they often mistakes their own tails for eels. The result is a rather painful snack.
Palvita,
The Wonders of Nature
5/5

Suspicious Serf 1U
Creature - Vedalken Peasant (C)
Sacrifice Suspicious Serf: Counter target noncreature spell unless its controller pays 2.
"Where did you say you were from again?"
1/3

Shrewd Novitiate 2UU
Creature - Vampire Cleric (C)
When Shrewd Novitiate enters the battlefield, you may debate target opponent. If you win, you may return an instant or sorcery card from your graveyard to your hand. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
3/3

Majarri Eel 2U
Creature - Fish (C)
2/3

Contrary Sphinx 4U
Creature - Sphinx (C)
Flying
Whenever Contrary Sphinx becomes the target of a spell or ability an opponent controls, debate that player. If you win, Contrary Sphinx gains hexproof until end of turn. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
3/4

Wall of Cold 2U
Creature - Wall (C)
Flash
Defender
When Wall of Cold enters the battlefield, untap target creature you control.
"I awoke shivering in my tent and found that my beard was encrusted with ice."
-Martinus, Fifth Legion Soldier

1/3

Disband UU
Instant (C)
Choose one -
  • Counter target creature spell.
  • Return target creature to its owner's hand.
"The services of the Fifth Legion are no longer needed."
-Senator Venaius


Griptide 3U
Instant (C)
Put target creature on top of its owner's library.
"A water nymph, bereft, alone, took the helmsman for her own."
-Virinus,
The Polleiad

Return to Safety U
Instant (C)
Return target creature you control to its owner's hand. If there was an Aura attached to it, draw a card.

Soporific Patron 3U
Creature - Human Noble (C)
When Soporific Patron enters the battlefield, tap up to two target creatures with converted mana cost 2 or less. Those creatures don't untap during their controller's next untap step.
2/4

Contentious Dismissal 1U
Instant (U)
Choose target spell you don't control, then debate its controller. If you win, counter that spell. Otherwise, counter that spell unless its controller pays 2. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
Black (18/42)
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Forced Service B
Enchantment - Aura
Enchant creature you don't control
Whenever enchanted creature becomes tapped, you gain 2 life.
1W: Tap enchanted creature.

Bloodthirst Beetle 1B
Creature - Insect (C)
Lifelink
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has lifelink.")
Once they're in your house, they're nearly impossible to get rid of.
1/3

Mounted Scorpio B
Artifact - Vehicle (U)
Deathtouch
2B, Sacrifice Shaded Litter: it deals 1 damage to target creature. Activate this ability only if Mounted Scorpio is a creature.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
1/2

Opulent Orator 2B
Creature – Vampire Noble (U)
Whenever a Noble enters the battlefield under your control, you may debate target opponent. If you win, that player loses 2 life and you gain 2 life. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
2/2

Highway Robbery B
Sorcery (C)
Target player discards a card. If you control a Road, instead that player reveals their hand, you choose a nonland card from it, and that player discards that card.
Even the straightest road is a little crooked.

Self-Made Man 1B
Creature - Human Rogue (U)
2B: Debate target opponent. If you win, Self-Made Man gets +2/+0 and gains indestructible until end of turn. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
2/1

Vicious Vandal 3B
Creature - Orc Barbarian (C)
Menace
Whenever Vicious Vandal attacks and isn't blocked, it gets +1/+0 until end of turn.
3/3

Selfish Senator 2B
Creature - Human Noble (C)
Sacrifice another creature: Debate target opponent. If you win, put a +1/+1 counter on Selfish Senator. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
2/3

Aggressive Prosecution 2B
Instant (U)
Target opponent sacrifices a creature, then debate that player. If you win, that player sacrifices another creature. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)

Demonic Advocate 2BBB
Creature - Demon (R)
Flying
Pay 3 life: Debate target opponent. If you win, that player discards a card and loses 3 life. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
4/4

Vikto the Ignoble 1BB
Legendary Planeswalker – Vikto (MR)
0: You may discard a noncreature card. If you do, put X loyalty counters on Vikto and he deals X damage to any target, where X is half that card's converted mana cost, rounded down.
-2: Exile a noncreature card from a graveyard. You may cast cards exiled this way, and you may spend mana as though it were mana of any type to cast it.
-4: You get an emblem with "Whenever you discard a card, each opponent loses 4 life."
2

Muckpile Rat B
Creature - Rat (C)
Muckpile Rat has deathtouch as long as there are four or more cards in your graveyard.
1/2

Arrogant Pupil 2B
Creature - Human Noble (C)
Whenever a player discards a card, Arrogant Pupil gets +1/+0 and gains lifelink until end of turn.
3/2

Tombhunter Bat 2B
Creature - Bat (U)
Flying
At the beginning of your end step, if one or more cards were put into your graveyard this turn, put a +1/+1 counter on Tombhunter Bat.
2/1

Trained Bloodsucker 3B
Creature - Bat (C)
Flying, lifelink
2/3

Gargantuan Slug 4B
Creature - Slug (C)
3/6

Dark Chanter 4BB
Creature - Vampire Cleric (C)
When Dark Chanter enters the battlefield, you may sacrifice another permanent. If you do, return target creature card from your graveyard to the battlefield.
4/4

Savage Assailant 2B
Creature - Orc Barbarian (C)
When Savage Assailant enters the battlefield, you may discard a card. If you do, Savage Assailant gains haste until end of turn. Otherwise, you lose 3 life.
3/3

Vampire Opportunist 1B
Creature - Vampire (C)
6B: Each opponent loses 2 life and you gain 2 life.
2/1

Priest of Death 1B
Creature - Human Cleric (C)
When Priest of Death dies, target creature an opponent controls gets -1/-1 until end of turn.
1/2

Tomb Harvest 1B
Instant (C)
As an additional cost to cast Tomb Harvest, sacrifice an enchantment or creature.
Draw two cards.

Grasp of Shadows 2B
Sorcery (C)
As an additional cost to cast Grasp of Shadows, discard a card or pay 1B.
Destroy target creature.

Cruel Taunts B
Instant (C)
Target creature you don't control gets -1/-1 until end of turn. Debate that creature's controller. If you win, that creature gets an additional -2/-2 until end of turn. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)

Persisting Presence 1B
Sorcery (C)
Return target creature card from your graveyard to your hand. If that card has linger, you may return an additional creature card from your graveyard to your hand.

Corrupted Dreams 3B
Sorcery (C)
Target opponent exiles two cards from their hand and loses 2 life.

Stolen Plunder 3BB
Instant (C)
Look at the top four cards of your library. Put two of them into your hand and the other two into your graveyard. You lose 2 life.
Red (10/41)
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Confused Fury R
Enchantment - Aura (C)
Enchant creature
Enchanted creature attacks each turn if able.
1U: Enchanted creature doesn't untap during its controller's next untap step.

Sharphorn Goat 1R
Creature - Goat (C)
First strike
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has first strike.")
"That thing is so stubborn, it'd kick death in the shins."
-Galtus, Farmer

2/1

Legion Brute 3RR
Creature - Orc Soldier (C)
Legion - Whenever Legion Brute attacks with at least one other Soldier, attacking Soldiers gain menace until end of turn.
5/4

Firesword Centurion 1R
Creature - Hound Soldier (C)
Legion - Whenever Firesword Centurion attacks with at least one other soldier, each attacking soldier deals 1 damage to the player or planeswalker it's attacking.
2/1

Passionate Tribune 2R
Creature – Human Noble (U)
Passionate Tribune attacks each combat if able.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature attacks each combat if able.")
"I will always fight for my constituents. Always."
3/3

Rabid Warmonger 2RR
Creature - Ainok Noble (U)
First strike
When Rabid Warmonger enters the battlefield, you may debate target opponent. If you win, Rabid Warmonger deals 1 damage to each creature and planeswalker. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
3/3

Impulsive Orator R
Creature - Human Noble (R)
Whenever Impulsive Orator attacks, you may debate target opponent. If you win, exile the top card of your library. You may play it until end of turn. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
1/2

Jotten Warleader 1RR
Creature - Human Barbarian (U)
Haste
Other Barbarians you control have haste.
Whenever a Barbarian you control attacks and isn't blocked, it gets +2/+0 until end of turn.
2/3

Firewheel Chariot 1R
Artifact - Vehicle (U)
Haste
Whenever Firewheel Chariot becomes blocked, it deals 1 damage to each creature blocking it.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
3/1

Road Rage 4R
Sorcery (C)
Road Rage deals 5 damage to target creature. If you control a Road, Road Rage deals 3 damage to that creature's controller.
Even on the iciest roads, sometimes things get heated.

Populist Firebrand 2RR
Creature - Human Wizard (C)
When Populist Firebrand enters the battlefield, debate target opponent. If you win, Populist Firebrand deals 2 damage to target creature that player controls. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
2/4

Reactionary Rioter 3R
Creature - Orc Warrior (C)
When Reactionary Rioter enters the battlefield, debate target opponent. If you win, destroy target artifact that player controls. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
3/3

Sharptongue Student 2R
Creature - Human Noble (C)
Whenever a player discards a card, Sharptongue Student gets +1/+0 and gains first strike until end of turn.
4/1

Jotten Firecaller R
Creature - Human Barbarian (C)
T, Sacrifice Jotten Firecaller: Add RRR. Activate this ability only if you control three or more Barbarians.
1/1

Slavering Hellion 5R
Creature - Hellion (C)
6/4

Swift Ruffian 2R
Creature - Hound Barbarian (C)
Haste
Whenever Swift Ruffian attacks and isn't blocked, it gains double strike until end of turn.
2/2

Thunderfist Mage 1R
Creature - Human Wizard (C)
As long as there are two or more instant or sorcery cards in your graveyard, Thunderfist Mage has +1/+0 and menace.
2/2

Violent Inspiration 4RR
Sorcery (C)
Return two target instant or sorcery cards from your graveyard to your hand. Violent Inspiration deals 2 damage to target player or planeswalker.

Wreck 3R
Sorcery (C)
Destroy target land. Wreck deals 2 damage to its controller.

Sacred-Fire Strike R
Instant
Target creature gets +2/+0 until end of turn. If it's a Soldier, it gains haste until end of turn.

Fall to Looting 2R
Sorcery (C)
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Soldiers you control gain trample until end of turn.

Dissenting Voice 1R
Instant (C)
Debate target opponent. If you win, discard a card, then draw two cards. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)

Voice of Flame 1R
Instant (C)
Voice of Flame deals damage to target creature equal to the number of noncreature cards in your graveyard.

Barbaric Fury 3R
Instant (C)
Target creature gets +2/+0 and gains double strike until end of turn.
Green (14/42)
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Clutch of Thorns 1G
Enchantment - Aura
Enchant creature
Enchanted creature loses flying.
2B: The controller of enchanted creature loses 2 life.

Vanguard Quartermaster 3GG
Creature - Centaur Soldier (U)
Legion - Whenever Vanguard Quartermaster attacks with at least one other Soldier, put a +1/+1 counter on each attacking Soldier.
4/5

Hardhoof Centurion 2G
Creature - Centaur Soldier (C)
Legion - Whenever Hardhoof Centurion attacks with at least one other Soldier, attacking Soldiers gain trample until end of turn.
3/2

Experienced Equestrian 2GG
Creature - Vedalken Soldier (C)
Legion - Whenever Experienced Equestrian attacks with at least one other Soldier, attacking Soldiers can't be blocked by creatures with power 2 or less this turn.
"The Vedalken aren't our hardiest soldiers, but there's no one I'd rather see leading a cavalry charge."
-Hastar, Legion Commander

3/3

Wise Mentor 2G
Creature - Vedalken Druid (U)
Whenever you cast a creature spell, create a 1/1 white Soldier token.
"In a grove, beneath a bower, Polles and Varux spent many an hour."
-Virinus,
The Polleiad
2/2

Vedalken Surveyor G
Creature - Vedalken Scout (C)
G, T, Sacrifice Vedalken Surveyor: Look at the top five cards of your library. You may reveal a land card from among them and put it into your hand. If the revealed card is a Road, put it onto the battlefield instead. Put the rest on the bottom of your library in a random order.
1/2

Demanding Pitmaster 2G
Creature – Human Rogue (R)
At the beginning of your upkeep, target creature with the greatest converted mana cost among creatures you control fights target creature with the greatest converted mana cost among creatures you don't control.
"I think he has a fighting chance."
2/3

Food for the Lions 2G
Instant (C)
Create two 1/1 green Peasant creature tokens with "Sacrifice this creature: Add G." Whenever a creature you control dies this turn, you gain 1 life.
They may have been unlucky enough to end up in the pits, but they're lucky to receive a swift death.

Sheltered Dryad 2G
Creature - Dryad (U)
Hexproof
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has hexproof.")
2/2

Mysterious Litter 1G
Artifact - Vehicle (U)
Hexproof
The first time Mysterious Litter is crewed on your turn, put a +1/+1 counter on target creature that crewed it.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
3/2

Yearling Buck 1G
Creature - Elk (C)
Trample
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has trample.")
"Among the thorns, a set of horns as pale as ivory."
-Virinus,
The Polleiad
3/1

Beaten Track 1G
Sorcery (C)
Put a +1/+1 counter on target creature you control if you control a Road. Then it fights target creature you don't control.
There can be a dust-up on even the cleanest road.

Axebane Stag 6G
Creature - Elk (C)
"On the northern isle of Irenia, the elk grow so large that their horns reach the forest's canopy. How they are able to avoid bumping into trees is yet unknown."
-Palvita,
The Wonders of Nature
6/7

Thorncoat Wolf 1GG
Creature - Wolf (R)
Whenever Thorncoat Wolf deals combat damage to a player, it deals damage equal to its power to up to one target creature that player controls.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Whenever enchanted creature deals combat damage to a player, it deals damage equal to its power to up to one target creature that player controls.")
3/3

Spinning Spider 3G
Creature - Spider (C)
Reach
At the beginning of combat on each opponent's turn, you may pay G. If you do, target creature you control gains reach until end of turn.
2/4

Den Mother 2G
Creature - Wolf (C)
When Den Mother dies, create a 2/2 green Wolf creature token.
The wolf is revered by Allians as a symbol of motherhood, protection, and the founding of the city.
2/2

Backroads Laborer 1G
Creature - Human Peasant (C)
Whenever a Road enters the battlefield under your control, Backroads Laborer gets +1/+0 until end of turn.
1/3

Deepwoods Reclaimer 2G
Creature - Centaur Barbarian
Whenever Deepwoods Reclaimer attacks and isn't blocked, add G at the beginning of your next main phase.
3/3

Wardscale Crocodile 4G
Creature - Crocodile (C)
Hexproof
5/3

Ancient Behemoth 4GG
Creature - Beast (C)
When Ancient Behemoth enters the battlefield or dies, put a +1/+1 counter on target creature you control.
5/5

Sudden Corrosion 1G
Instant (C)
Destroy target artifact or enchantment. If that permanent was attached to a creature, you gain 2 life.

Clear the Sky 2G
Instant (C)
Destroy target creature with flying. Up to one target creature you control gains reach until end of turn.

Survey 2G
Sorcery (C)
Search your library for a land card, put it onto the battlefield tapped, then shuffle your library. If that land is a Road, untap it.

Strengthening Presence G
Instant (C)
Target creature gets +2/+2 until end of turn. If that creature is enchanted, it gains hexproof until end of turn.

Adventurous Impulse G
Look at the top three cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Multicolor (22/22)
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Soaring Equestrian 2WU
Creature - Human Soldier (U)
Legion - Whenever Soaring Equestrian attacks with at least one other Soldier, attacking Soldiers gain flying until end of turn.
3/2

Smirking Creditor 3UB
Creature - Vampire Noble (U)
When Smirking Creditor enters the battlefield, gain control of target non-Noble creature with converted mana cost X or less, where X is the number of Nobles you control.
She forges debts of silver into iron chains.
3/2

Impetuous Dissenter 1UR
Creature - Human Noble (U)
When Impetuous Dissenter enters the battlefield, debate target opponent. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
Whenever you win a debate, Impetuous Dissenter deals 1 damage to any target.
2/3

Muckpile Sifter 2BG
Creature - Troll Rogue (U)
Vigilance
T: Muckpile Sifter gains indestructible until end of turn.
1BG, T, Sacrifice an enchantment: Return target creature card from your graveyard to your hand.
"You'd be amazed what people throw out in this city."
4/3

Sacred-Fire Prefect RW
Creature - Human Soldier (U)
Legion - Whenever Sacred-Fire Prefect attacks with at least one other Soldier, until end of turn, attacking Soldiers gain lifelink and "R: this creature gets +1/+0 until end of turn."
He earned his crown of sacred fire by being the first over the walls of a besieged city. Now he inspires his comrades to their own acts of courage.
2/2

Keeper of the Sacred Ways 1WB
Creature - Human Cleric (U)
Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on Keeper of the Sacred Ways and you gain 1 life.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Whenever an enchantment enters the battlefield under your control, put a +1/+1 counter on enchanted creature and you gain 1 life.")
2/3

Cobblestone Harvester RG
Creature - Elemental Barbarian (U)
Tap, Discard a land card: Add C. If the discarded card was a Road, add RG instead.
Allian roads go as far as the River Jotten, and no farther.
2/2

Brimstone Hoarder 2BR
Creature - Orc Barbarian (U)
Whenever you discard a noncreature card, exile that card from your graveyard.
You may play cards exiled by Brimstone Hoarder.
A sulfurous vent might not seem like the safest place to hide valuables, until you contemplate reaching into one.
3/4

Commoners' Seccession 1GW
Sorcery
For each player, exile target nontoken creature that player controls, then that player creates a 1/1 green Peasant creature token with "Sacrifice this creature: Add G."
One day the nobility arose to find that their servants had been replaced by people.

Horizon Scope 2GU
Artifact - Equipment (U)
Whenever equipped creature attacks, look at the top card of your library. If it's a Road card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
Whenever a land enters the battlefield under your control, put a +1/+1 counter on equipped creature.
Equip 2

Spoils of the North UR
Artifact (R)
UR, T: Deal 1 damage to target player. Scry 1.
2UR, T, Sacrifice Spoils of the North: Deal 2 damage to any target. Scry 2.
From frozen Jotten, soldiers brought back not just fearsome weaponry, but also new magics of divination.

Spoils of the East WB
Artifact (R)
WB, T: Exile target card from a graveyard. Gain 2 life.
2WB, T, Sacrifice Spoils of the East: Put target creature card from a graveyard onto the battlefield tapped under your control. Gain life equal to its toughness.
From sandy Parthis, soldiers brought back not just gold and silver, but also new beliefs about life and death.

Spoils of the South BG
Artifact (R)
BG, T: Target creature gets +0/+2 until end of turn. Each player puts the top card of their library into their graveyard.
2BG, T, Sacrifice Spoils of the South: Target creature gets -0/-2 until end of turn. Shuffle any number of cards from your graveyard into your library.
From lush Karrav, soldiers brought back not just strange fruits, but also new poisons.

Spoils of the West RW
Artifact (R)
RW, T: Target creature can't block this turn. Create a 1/1 white Soldier creature token.
2RW, T, Sacrifice Spoils of the West: Destroy target tapped creature. Create a 2/2 red Orc creature token with haste.
From sunny Ibros, soldiers brought back not just sacred fire, but also new recruits.

Spoils of the Sea GU
Artifact (R)
GU, T: Target creature doesn't untap during its controller's next untap step. You may put a land from your hand onto the battlefield.
2GU, T, Sacrifice Spoils of the Sea: Return target creature to its owner's hand. You may put a creature from your hand onto the battlefield.
From the Majarri Isles, soldiers came back relaxed and refreshed.

Elspeth, Enraged 3RW
Legendary Planeswalker – Elspeth (MR)
+1: Create two 1/1 white soldier tokens. Creatures you control gain haste until end of turn.
-3: Deal X damage to target creature and X damage to its controller, where X is the number of creatures you control. You gain life equal to the damage dealt this way.
-7: You get an emblem with "Whenever damage is dealt to you or a planeswalker you control, deal that much damage to any target."
4

Estrid, of Many Faces GWU
Legendary Planeswalker – Estrid (MR)
+2: Exile up to one target enchantment, then return it to the battlefield under its owner's control.
-1: Until end of turn, enchanted creatures you control get +X/+X and gain trample and vigilance, where X is the number of enchantments you control.
-1: Until your next turn, whenever an enchantment enters the battlefield under your control, draw a card.
3

Venaius, Pureblood Patrician UBR
Legendary Creature - Vampire Noble (MR)
At the beginning of each upkeep, you may debate target opponent. If you win, exile the top card of that player's library and the top card of your library, then you may cast those cards without paying their mana costs. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)
2/5

Ardoria, Brimstone Elemental BRG
Legendary Creature - Elemental Barbarian (MR)
Haste
BRG, T, Discard a card, Sacrifice another nonland permanent: Destroy target nonland permanent. Deal 3 damage to its controller. Activate this ability only any time you could cast a sorcery.
4/2

Hastar, Legion Commander RGW
Legendary Creature - Hound Soldier (MR)
Haste
Legion - Whenever Hastar, Legion Commander attacks with at least one other Soldier, Soldiers you control get +X/+X until end of turn, where X is the number of attacking soldiers you control.
2/3

Pontifar, Priest of the Bridges WUB
Legendary Creature - Human Cleric (MR)
Lifelink, Vigilance
T: Target creature can't be blocked this turn.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "Enchanted creature has lifelink, vigilance, and T: target creature can't be blocked this turn.")
3/3
Colorless (5/11)
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Tireless Servant 1
Artifact Creature - Construct (C)
When Tireless Servant dies, put a +1/+1 counter on target creature you control.
Linger (When this creature dies, you may return it to the battlefield as an Enchantment - Aura with "When enchanted creature dies, put a +1/+1 counter on target creature you control.")
1/1

Grand Rostrum 2
Artifact (R)
Whenever you win a debate, put a persuasion counter on Grand Rostrum. Then, if there are 10 or more persuasion counters on Grand Rostrum, you win the game.
3, T: Debate target opponent. (Starting with you, each debating player may discard a noncreature card from their hand, then each player who does so draws a card. You win if your card has a higher converted mana cost or if you discard and your opponent doesn't.)

Hero's Crown 2
Artifact - Equipment (C)
Whenever Hero's Crown enters the battlefield or equipped creature dies, you may attach Hero's Crown to target Soldier you control.
Equipped creature gets +3/+1 and attacks each turn if able.
Equip 4 (4: Attach to target creature you control. Equip only as a sorcery.)

Legion Automaton 3
Artifact Creature - Soldier Construct (C)
When Legion Automaton is put into your graveyard from anywhere, you may put it on top of your library.
"In almost every way, they're ideal soldiers - disciplined, unwavering, nearly impossible to kill. But they can't love Allia, and that makes all the difference."
-Hastar, Legion Commander

2/2

Mile Marker 3
Artifact (C)
T: Add C
T: Add one mana of any type that a Road you control could produce.
Land (17/18)
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Ridgeline Path
Land – Road (C)
Ridgeline Path enters the battlefield tapped.
T: Add R or W.
RW, T: Target creature gains first strike until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
From up here, you can almost see Allia on the horizon.

Sacred Way
Land – Road (C)
Sacred Way enters the battlefield tapped.
T: Add W or B.
WB, T: Target creature gains lifelink until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
In the shadows of temples and tombs, even the cobblestones feel holy.

Cloudbank Skyway
Land – Road (C)
Cloudbank Skyway enters the battlefield tapped.
T: Add W or U.
WU, T: Target creature gains flying until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
A herd of pegasi, cantering among the cumuli.
-Virinus,
The Polleiad

Scouting Trail
Land - Road (C)
Scouting Trail enters the battlefield tapped.
T: Add G or U.
GU, T: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library." Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.

Brambled Track
Land - Road (C)
T: Add R or G.
RG, T: Target creature gains trample until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
Not a good choice for a chariot ride.

Vicious Racecourse
Land - Road (C)
T: Add B or R.
BR, T: Target creature gains haste until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
The whips aren't just for the horses.

Village Boulevard
Land - Road (C)
T: Add G or W.
GW, T: Target creature gains vigilance until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
"A peaceful town, which raises men of war."
-Virinus,
The Polleiad

Inventors' Lane
Land - Road (C)
Inventors' Lane enters the battlefield tapped.
T: Add U or R.
UR, T: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card, then discard a card." Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.

Foggy Passage
Land - Road (C)
Foggy Passage enters the battlefield tapped.
T: Add U or B.
UB, T: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, that player puts the top four cards of their library into their graveyard." Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.

Noxious Alley
Land - Road (C)
Noxious Alley enters the battlefield tapped.
T: Add B or G.
BG, T: Target creature gains deathtouch until end of turn. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.
Don't touch anything.

Grand Highway
Land - Road (C)
T: Add C
2, T: Put a +1/+1 counter on target creature. Activate this ability only if you control three or more Roads, and only any time you could cast a sorcery.

Public Thoroughfare
Land - Road (C)
T: Add C
T: Add one mana of any color. Activate this ability only if you control three or more Roads.

Park Street
Land - Forest Road (R)
Park Street enters the battlefield tapped unless you control three or more other Roads.
(T: Add G.)
2GG, T: Target creature gets +X/+X until end of turn, where X is the number of Roads you control.

Lake Street
Land - Island Road (R)
Lake Street enters the battlefield tapped unless you control three or more other Roads.
(T: Add U.)
2UU, T: Return target creature with converted mana cost X or less to its owner's hand, where X is the number of Roads you control.

Hill Street
Land - Mountain Road (R)
Hill Street enters the battlefield tapped unless you control three or more other Roads.
(T: Add R.)
2RR, T: Exile the top card of your library. If that card has converted mana cost X or less, where X is the number of Roads you control, you may cast it without paying its mana cost.

Main Street
Land - Plains Road (R)
Lake Street enters the battlefield tapped unless you control three or more other Roads.
(T: Add W.)
2WW, T: You gain X life, where X is the number of Roads you control.

Fen Street
Land - Swamp Road (R)
Fen Street enters the battlefield tapped unless you control three or more other Roads.
(T: Add B.)
2BB, T: Return target creature card with power X or less from your graveyard to the battlefield, where X is the number of Roads you control.
Last edited by slimytrout 4 years ago, edited 64 times in total.

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Post by M00NSIDIAN » 4 years ago

Mild complaint: As of now ("now" being "the release of Commander 2019"), Ainok are hounds, not their own individual creature types.

That said, I like this better than the original presentation of this idea. I'd complain about the name of numen being too direct of a rip from the real world, but maybe it can be come back to later. Roads seem like a mechanic with potential, though. I admit that I really do like land subtypes (the ones that don't have rules baggage attached by default) just as a thing, maybe because the Invasion era is so nostalgic for me. I'd like to see where this goes.

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Post by slimytrout » 4 years ago

Oh yeah, you're totally right about Ainok -- not sure how I managed to miss that. As for numen, I'm definitely open to other naming ideas. I figured it was fine because it is technically an English word (plus it's referencing a religion that no one has practiced in almost two millennia), but I'm certainly not attached to it. And I'm glad you like roads -- figuring them out was what inspired me to put this together.

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Post by void_nothing » 4 years ago

The thing about numen is that it's already used for a completely different Magic concept - not a disqualifier, but just something to think about. Also, from my understanding of the ancient Roman religion, numen doesn't quite refer to the deified souls of the dead, it's more like the active power of full gods.
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Post by slimytrout » 4 years ago

Sorry, what else is numen used for? I must have totally missed this?

And there's a bit of debate on the subject, but it's generally believed that the "numina" were the local gods and spirits who presided over a place, especially in the parts of Roman religion that weren't dependent on the Greek pantheon (which I'm trying to avoid, for obvious reasons). That's not exactly the same, since it doesn't necessary have to do with dead spirits, but the idea of ancestor worship was also important to the Romans, as evidenced by their creepy death masks.

PS: Again, very open to suggestions though.
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Post by void_nothing » 4 years ago

The Numena were figures in the Onslaught block story. Ixidor was a reincarnated Numen.
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Post by slimytrout » 4 years ago

Oh, whoops, I had no idea - that was way before my time. (Side note: kinda pissed that they *almost* got the plural of "numen" right, but still managed to mess it up.) As you said, I'm not sure if it fully rules it out as a mechanic name, but definitely another reason why it's suboptimal.

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Post by slimytrout » 4 years ago

Story Draft
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Elspeth, newly freed from the underworld of Theros, steps out blindly into the Multiverse. When she emerges from the Blind Eternities, she finds herself in the midst of a battle between the disciplined soldiers of Allia and the barbarians of Jotten. In the confusion, she is almost killed by a Jotten orc, and only the intercession of the soldier Marra saves her life. Elspeth then fights valorously on behalf of the Allians, who handily win the battle. Struck by her prowess, the soldiers welcome her into their battalion, part of the Fifth Legion. Around the cookfires, she hears the soldiers' pride in their city, and their admiration for the Fifth Legion's commander, Hastar. Hastar then announces to his soldiers that after their victory today, the barbarians are retreating, and that the troops are being summoned back to Allia for a triumph. Her new friend Marra urges her to return with them to the city and see what it's like for herself. On the trip back, Elspeth marvels at the order and industry within the borders of Allia – peaceful farms that remind her of Bant before the Conflux, busy forges that smell like the towns of the Vulshok before they were slaughtered by the Phyrexians, quiet groves tended by spirits who are as contented as the dryads of Theros were before Xenagos's ascension.

However, upon her arrival in Allia, Elspeth is appalled by the decadence and corruption she sees among the city's elites. Unlike the generous patriotism of the peasants and soldiers, who believe in an Allia greater than themselves, the nobles only wish to improve Allia if it means that they can profit off of it. At the triumph, the glory of the soldiers, and of Hastar, is overshadowed by the posturing of the patrician Venaius, who claims credit for the spoils they've brought back. And, even worse, after the triumph is concluded, Hastar is forced to tell his troops that the Fifth Legion is being disbanded and the soldiers will not be receiving the generous pensions they were promised. Marra bursts into tears, and when Elspeth follows her back to her tent, Marra explains that she needed the pension to pay off the debts of her betrothed so that they could marry – without this money, he will likely be forced into slavery instead. Enraged, Elspeth goes to the Senate to demand an explanation, but is rebuffed, until she meets the orcish planeswalker Vikto, who promises to arrange an introduction with someone she really ought to meet.

While this is happening, there is another visitor to Allia. The enchantress planeswalker Estrid is here, searching for a mysterious being of great power called the Eagle of Allia, which supposedly grants Allia its military might and can predict the future. She wishes to make a mask of the eagle, which she will be able to use to channel its powers. Estrid first seeks it on the frontiers, among the wild places of the Republic. However, like Elspeth, she is drawn towards the city itself -- after all, all roads lead to Allia -- and eventually discovers that the eagle is kept locked away within the Allian treasury. Despite her attempts at subterfuge, she is unable to gain entry to the vaults, until she consults with the priest Pontifar, who tells her that the eagle is only released in times of great national crisis, when the very existence of the city is threatened.
Last edited by slimytrout 4 years ago, edited 2 times in total.

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Post by void_nothing » 4 years ago

Yes. Yes yes yes, this is great. You're making a perfect pastiche that's an original and intriguing story while still hitting Roman-ish beats.

Something personal: I spent ten years of my academic life studying Latin. Roman history and religion is pretty important to me. So it's really making me glad that it seems like you understand the concepts enough to heavily remix them. If the legionaries like Marra and Hastar are a major group of protagonists I'd hope to see references to the semimythic aspects of the history of the legitimate Roman legions like the Grass Crown and the devotio, either as later elements in the actual narrative or as background information.
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Post by slimytrout » 4 years ago

Thank you! Spent a lot of my teenage years obsessively studying Latin as well as Roman history/mythology/literature, so I like to think that I still have a lot of the details rattling around in my head.

Definitely planning on working in the devotio, although haven't figured out exactly how yet. When I was starting the project I briefly considered trying to make a mechanic around it, but it didn't play very well with the color pie - it's clearly a white/red concept, but that's not a color pair that is big into sacrificing creatures. As for the Grass Crown, I already have a similar reference to the corona muralis in the flavor text of Sacred-Fire Prefect (see the multicolor section above). I was definitely thinking of making a larger cycle of crowns, but they're competing for space with the spoils that I also wanted to include, so still unsure.

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Post by slimytrout » 4 years ago

Finally put some thought into a replacement name for numen and came up with linger. I'm not sure it totally captures the religious aspect of the concept, but then again, there might not be anything that does.

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Post by void_nothing » 4 years ago

I like "linger".

I also very much like the common enemy color removal Aura cycle and the green Veds.
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Post by slimytrout » 4 years ago

Thanks! The enemy color auras sprang from thinking about the side effects of linger in limited: a) a lot of the design space for positive auras is gone and b) there could be enormous battle-cruisers that shouldn't be trivial to kill but also shouldn't be impossible. But they were surprisingly tricky to make after the first couple - turns out it's not easy to come up with ten negative aura effects that are sufficiently non-overlapping.

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