Absurd Horizons (AHN)

Rosy Dumpling
Posts: 4
Joined: 4 years ago
Pronoun: he / him

Post by Rosy Dumpling » 4 years ago

Absurd Horizons: A One Shot Modern Set

Size: 250/250 cards
Themes: Modern-level power, paying mana is for suckers, tongue firmly in cheek
Mechanics
Show
Hide
Affinity, Battle cry, Bestow, Bloodrush, Bloodthirst, Buyback, Cascade, Convoke, Cycling, Dash, Delirium, Delve, Devoid, Devotion, Devour, Dredge, Embalm, Emerge, Enchantment Creatures, Epic, Evoke, Evolve, Exert, Extort, Fabricate, Flashback, Forecast, Graft, Hellbent, Historic, Imprint, Improvise, Kicker, Landfall, Landwalk, Level up, Living weapon, Madness, Manifest Metalcraft, Miracle, Modular, Ninjutsu, Offering, Overload, Phyrexian Mana, Persist, Proliferate, Provoke, Prowl, Prowess, Raid, Rebound, Regenerate, Replicate, Retrace, Revolt, Shadow, Spectacle, Spell Mastery, Spirit Umbra, Split Second, Storm, Strive, Surge, Transmute, Trap, Tribal, Undying, Unearth, Unleash, Untap Symbol, Vanishing
A Recent History of High Expectations
Show
Hide

On June 14th of 2019, Wizards released 46 reprints (including the BaB promo) and 209 brand new cards through Modern Horizons, infusing new cards directly into the Modern card pool. If you were browsing MTG articles and forums at the time, you might remember the HUGE wave of speculation as everyone was posting what cards they thought would be reprinted. As we could point to specific cards, anticipate what they would do in the meta, and shove their pictures into thumbnails, the reprint speculation was by far the most visible element of the "hype train".

With that said, the very existence of new cards was also driving up hype… and it's not hard to see why. After all, this was the first time that brand new cards were being infused into modern without going through standard. We had been told that the set would be for more enfranchised players and that complexity would be higher, bucking the established "New World Order". Besides, this pack would command a premium price. Wizards didn't charge us extra for the new cards in conspiracy or battlebond so why would they produce useless commons that have no real use outside of overpriced drafts?

When the set was fully spoiled, results were… mixed.

On the one hand, the power level was certainly increased. Resonant themes (ninjas, slivers, blink, snow, etc) were chosen. Complexity increased among all rarities. There were a grand total of 3 vanilla creatures (1 if you count changeling as French vanilla). References and flavor abounded… as did the normal breed of "draft chaff".

Some people were surprised or disappointed to see that cards such as Chillerpillar, Answered Prayers, and Excavating Anurid in this set. After waiting months to get the first set aimed at adding new cards to modern, some people truly expected more of the set (…or most of it… Or all of it) to meaningfully contribute to competitive modern.

Of course, that's just unrealistic. Making 200+ cards for realistic consideration in competitive play isn't something that Wizards would ever do. It would eat up a ton of design space, send the existing meta into chaos, reinforce existing archetypes in a way that makes it harder for new decks to emerge, and would be incredibly hard to follow-up without oodles of power creep. In fact, one call the very idea absurd
THE BIG QUESTION: Could a new set of cards without "draft chaff" be crafted, wherein each card would be either "modern playable" or generally"within the realms of modern power"?
Ground Rules and Defining Terms
Show
Hide
With the big question asked, let's zoom in. Obviously, I could print a bunch of blatantly broken cards, introduce "fixed" versions of key vintage/legacy cards, or make strictly better versions of modern-playable cards to complete this challenge… though those methods are largely uncreative and uninteresting. Instead, let's set myself a couple of basic guidelines.
  • I am printing a set of about 250 cards (no basic lands)
  • As with Modern Horizon, I can cull out the vanilla creatures and incorporate past mechanics.
  • My creatures and noncreatures in each color must have a fairly standard range/curve of CMCs (EX: I can't just keep all creatures to CMC 1-3 because that's that "sweet spot").
  • Most common card effects per color must be represented (EX: blue should have bounce, card draw, tapping, etc.)
  • The resultant set and the cards within it should be reasonable to draft (EX: I shouldn't create a Skyshroud Poacher if there aren't any elves or changelings to fetch).
  • I should avoid making "strictly better" versions of existing modern cards whenever possible, though appropriate color-shifts and situationally better cards are fine.
  • Unless cards are being produced specifically for faster archetypes, I should try to keep my cards in line with the 3.5 Turn format.
  • As mentioned above, the cards should be "modern playable" or "within the realms of modern power".
"Modern Playable": Worthy of playing or testing in the 75 of a known archetype (past or present) or capable of encouraging a new archetype. Playability in "rogue decks" may count as long as the archetype is not strictly "kitchen table" (EX: Myr Tribal Deck, 7-card combos, etc.)

"Within the realms of modern power": While this is a bit more vague, the short version is that people should be able to imagine most of these cards at least getting a "possible cube inclusion" thread if this set was being released. For a bit more detail, this category refers to cards that possess the general qualities sought in modern but that would not have an established home. Accomplishing necessary tasks (or creating bodies) in a cost-efficient, flexible, and/or reusable manner, accomplishing smaller tasks for free, accomplishing brand new tasks for a reasonable price, having relevant creature types (human, spirit, goblin, elf, merfolk, etc), and having relevant costs (sacrificing or bouncing permanents, self-milling, exiling graveyards, discarding cards, paying life, etc) may all contribute to this. Martyr's Soul, being a possible "free" 5/4 creature with two relevant creature types, is a good illustration of what this might mean. To use a slightly less recent example, Necrotic Wound is a low-cost kill spell with a decently high ceiling that is fed by discard and self-mill and that carries an extra kick by exiling the target.
Final Notes
Show
Hide
1. 99% of all cards on here were printed in their final form before the Looting/Hogaak ban (formatting all 250 cards for this site just took me a while). Many cards here (such as Vibrant Rootwalla) were designed specifically for synergies with easy and cheap discard effects so I wanted to put that out there.
2. Likewise, I can assure you that my cycle of legendary lands were produced before either cycle of Eldraine lands were spoiled. While the coincidence is great (right down to the abilities of the white and blue entries), I did produce these independently.
3. As this set was designed 100% with a bottom-up mentality, there is probably something that I could say about just about any card in this set. If you're morbid curiosity gets the best of you and you can't tell what a card was going for, feel free to ask.

Rosy Dumpling
Posts: 4
Joined: 4 years ago
Pronoun: he / him

Post by Rosy Dumpling » 4 years ago

White 37/37
Show
Hide
Aether Snare
2WW
Instant - Trap
If a creature with power 4 or greater is attacking, you may pay 0 rather than paying Aether Snare's mana cost.
Exile target attacking creature.
Angelic Savior
4WW
Creature - Angel
Flying
When Angelic Savior enters the battlefield, you gain 4 life.
Miracle W (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn)
4/4
Audra, Glorious Seraph
5WWW
Legendary Creature - Angel
Flying, Lifelink, Vigilance
Players cannot cast spells with converted mana cost of 3 or less.
While Audra is suspended, players cannot cast more than one spell each turn.
Suspend 4 - 1WW (Rather than cast this spell from your hand, you may pay 1WW and exile it with 4 time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste)
7/7
Beatific Aura
6WW
Enchantment - Aura
Enchant Creature
Enchanted creature gets +4/+4 and gain flying and indestructible.
Exile Beatific Aura: Prevent all damage dealt by any one source. Your life total becomes 10.
Cry for Salvation
6WW
Instant
Cry for Salvation costs X less to cast, where X is the amount of life you have lost this turn (damage causes loss of life).
Create three 2/2 white knight creature tokens with vigilance and first strike.
Divine Succor
1W
Enchantment
Revolt- At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you may return target nonland permanent card from your graveyard that was put there from the battlefield this turn to the battlefield tapped.
Dogmatic Wisdom
1W
Enchantment
Whenever cards would be added to a player's hand from anywhere, exile them unless they were drawn from that player's library.
Dreamwardenr
2W
Creature – Human Cleric
Flash
When Dreamwarden enters the battlefield, exile up to two other creatures until the beginning of the next end step.
1/1
Eager Recruit
W
Creature – Human Cleric
Whenever Eager Recruit enters the battlefield, you may search your library for any number of cards named Eager Recruit, reveal them, and put them in your hand, then shuffle your library.
1/1
Echoing Cry
1W
Sorcery
Creatures you control get +1/+1 until end of turn.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Eidolon of Virtue
2WW
Enchantment Creature – Spirit
As long as Eidolon of Virtue is in your graveyard and you control a Plains, spells that target players cost opponents 1 more to cast.
3/5
Epoch's End
2WW
Sorcery
Destroy all lands. For the rest of the game, players may play lands from their graveyards
Forceful Suppression
2W
Instant
If the source of target activated or triggered ability is a nonland permanent, destroy that permanent. (Mana abilities can't be targeted).
Flashback 1W (You may cast this spell from your graveyard for its flashback cost. Then exile it.)
Forge for War
W
Instant
Kicker- Exile an artifact you control. (You may exile an artifact you control in addition to any other costs as you cast this spell)
Search your library for an equipment card with converted mana cost 3 or less, reveal it, and put it into your hand. If this spell was kicked, put it onto the battlefield instead. Then shuffle your library.
Gleaming Guardian
2WW
Creature – Spirit Knight
Flash
Whenever a non-token spirit enters the battlefield under your control, you may return target creature you control to its owner's hand.
Evoke W (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
2/3
Hearthbreaker's Light
1W
Instant
You gain 2 life for each artifact and enchantment card in each graveyard.
Forecast – W , Reveal Hearthbreaker's Light from your hand: Destroy target artifact or enchantment with converted mana cost 1 or less. (Activate this ability only during your upkeep and only once each turn.)
Heraldic Emissary
1WW
Creature – Spirit Knight
Protection from Converted Mana Cost 2 or less.
3/2
Icitian Militia
2WW
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)
Create four 1/1 white citizen creature tokens.
Kinsbaile Irontongue
W
Creature – Kithkin Scout
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
2/1
Kor Armsmaster
1W
Creature – Kor Soldier
Vigilance
Metalcraft- Equipment cards cost 2 less to cast as long as you control three or more artifacts.
2/2
Knight's Boon
W
Tribal Instant - Knight
Target creature gets +2/+2 and gains protection from the color of your choice until end of turn.
Legion Faithmender
1W
Creature – Vampire Cleric
When Legion Faithmender enters the battlefield, you may return a permanent card with converted mana cost 1 or less from your graveyard to the battlefield.
1/1
Loxodon Soultender
WW
Creature – Elephant Cleric
W , exile target creature card with converted mana cost 1 or less from any graveyard. Create a creature token that's a copy of that card, except it's a spirit in addition to its other types.
0/4
Majestral
3WW
Creature – Elemental
When you cycle Majestral or it enters the battlefield, target player can't cast spells this turn.
Cycling 1W ( 1W , Discard this card: Draw a card.)
4/5
Monastic Transcriber
1WW
Creature – Elemental
When Cathedral Transcriber enters the battlefield, you may return an aura card from your graveyard to the battlefield.
2/2
Norn's Absolution
2WPWP
Instant
Destroy target artifact or enchantment with converted mana cost 4 or less.
Ondu Fetters
1W
Enchantment - Aura
Flash
Enchant Nonland Permanent
Enchanted permanent loses all abilities.
Landfall- Whenever a land enters the battlefield under your control, tap enchanted permanent.
Singularity Knight
?
Creature – Human Knight
Suspend 1 - W (Rather than cast this spell from your hand, you may pay W and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste)

Each player may not draw more than one card, cast more than one spell, or attack with more than one creature each turn.
2/2
Skyhunter's Fury
W
Enchantment - Aura
Enchant creature
Enchanted creature gains Flying and Double Strike.
Stalwart
W
Enchantment - Aura
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities)
Enchant Creature
Enchanted creature gets +0/+3 and has vigilance.
When Stalwart is put into a graveyard from the battlefield, return it to its owner's hand.
Titan Slayer
1W
Creature – Cat Warrior
Spells with a converted mana cost of 5 or higher cost 2 more to cast.
3/1
Township Steward
4W
Creature – Giant Soldier
Affinity for Tokens (This spell costs 1 less to cast for each token you control.)
4/4
Unyielding Phalanx
2WW
Creature – Kithkin Soldier
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)
When Unyielding Phalanx enters the battlefield, tapped creatures you control gain indestructible until end of turn.
3/4
Vision of Purity
W
Creature – Spirit
Flying
Vision of Purity gets +3/+3 for each graveyard with no cards in it.
1/1
Wary Sailwing
1W
Creature – Dinosaur
Creatures you control without activated or triggered abilities get +0/+1 and gain flying.
1/3
Whispers of Hope
1W
Sorcery
If you control fewer creatures than an opponent, create a 1/1 white spirit creature token with flying. If you have less life than an opponent, you gain 2 life. If you have fewer cards in hand than an opponent, draw a card.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Zealous Resolve
W
Instant
Target permanent gains indestructible until end of turn. You gain life equal to its converted mana cost.
Flashback 1W (You may cast this spell from your graveyard for its flashback cost. Then exile it.)
Blue 37/37
Show
Hide
Arcane Council
4U
Creature – Vedalken Wizard
Flash
You may counter a blue instant or sorcery spell you control rather than paying this spell's mana cost.
3/2
Author of Mischief
1U
Creature – Faerie Rogue
Flying
When Author of Michief enters the battlefield, reveal your hand and target opponent chooses two cards from it. Discard those cards, then draw three cards.
3/1
Brilliant Wellspring
2UU
Sorcery
You may return two islands you control to their owners' hands rather than paying this spell's mana cost.
If you have fewer than four cards in your hand, draw cards equal to the difference.
Charted Signs
U
Sorcery
Choose a number. Look at the top five cards of your library. You may reveal a nonland card with a converted mana cost equal to the chosen number and put it into your hand. Then put the rest on the bottom of your library in any order.
Commanding Presence
1U
Enchantment – Aura
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities)
Enchant Permanent
Enchanted permanent gains shroud (A permanent with shroud can't be the target of spells or abilities.)
Deluge Channeler
U
Creature – Merfolk Wizard
Whenever a player casts a spell, put the top card of target player's library into his or her graveyard.
1/1
Distract
2UU
Sorcery
Return two target permanents to their owners' hands.
Dreamscape Duel
3UU
Sorcery
Each player returns all nonland permanents they control to their owner's hands. Then, starting with you, each player may cast a card from his or her hand without paying its mana cost.
Efficient Assemblyl
3UU
Sorcery
Improvise (Your artifacts can help you cast this spell. Each artifact you tap after you're done activating mana abilities pays for 1 .)
You may distribute X +1/+1 counters among any number of artifact creatures you control, where X is the number of artifacts you control.
Endless Spiral
3U
Instant
Tap or untap target permanent.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Entrancing Veil
2U
Enchantment – Aura
Surge 1U (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn)
Enchant Permanent
When Baleful Veil enters the battlefield, tap enchanted permanent.
Enchanted permanent does not untap during its owner's untap step unless it is a basic land.
Floodbringer
2UU
Creature – Merfolk Wizard
Whenever a nontoken merfolk enters the battlefield under your control, you may put a flood counter on target nonbasic land. That land is an island as long as it has a flood counter on it.
Evoke U (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
2/4
Fountainhead Kraken
3UUU
Creature – Kraken
Flash
Fountainhead Kraken can't be countered.
Return Fountainhead Kraken to its owner's hand: Draw three cards.
6/6
Gitaxian Glare
2UPUP
Instant
Return target spell with converted mana cost 4 or less to its owner's hand.
Inspired Revelation
1U
Sorcery
Scry 3.
You draw a card at the beginning of the next turn's upkeep.
Miracle 0 (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn)
Joint Injunction
2U
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature's color.)
Counter target spell.
Koan Raveller
5UU
Creature – Sphinx
Flying
When you cycle Koan Raveller or it enters the battlefield under your control, return target nonland permanent with converted mana cost 3 or less to its owner's hand.
Cycling 1U ( 1U , Discard this card: Draw a card.)
4/5
Mindglow Acolyte
1U
Creature – Vedalken Monk
Prowess, Prowess
1/1
Mindshatter Trap
1U
Instant – Trap
If an opponent has cast a spell while controlled no nonland permanents, you may pay 0 rather than pay Mindshatter Trap's cost.
Target player puts the top 6 cards of their library into their graveyard.
Psychic Weirding
1U
Enchantment
Opponents play with the top card of their libraries revealed.
Exile the top four cards of your library: Exile the top card of each opponents' library. You may activate this ability only once per turn.
Rapid Assembly
2U
Sorcery
Create two 1/1 colorless Thopter artifact creature tokens with flying.
Flashback 1R (You may cast this spell from your graveyard for its flashback cost. Then exile it.)
Render Null
U
Instant
If you control no lands, you may exile an island from your hand rather than paying this spell's mana cost.
Counter target noncreature spell if one or less mana was spent to cast it.
Ripple Through Time
2UU
Enchantment
Whenever you cast an instant or sorcery spell from your hand for the first time each turn, that spell gains rebound (Exile it as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
Rootwater Salvager
1U
Creature – Merfolk Rogue
Metalcraft- During each of your turns, if you control three or more artifacts, you may cast an artifact spell with converted mana cost 1 or less from your graveyard.
2/1
Shoreline Assailant
4UU
Creature – Homarid Ninja
Ninjutsu Return an island you control to its owner's hand (Return an island you control to its owner's hand, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
When Shoreline Assailant deals combat damage to a player, return target creature you control to its owner's hand.
4/3
Spellbound Guardian
2UU
Artifact Creature – Golem
As long as you control an island and Lodestone Guardian is in your graveyard, the first instant or sorcery spell each player casts each turn costs 1 less to cast.
2/5
Spellkeeper Sprite
1U
Creature – Faerie Wizard
Flying
Spells targeting Spellkeeper Sprite and/or noncreature spells you control cost 2 more to cast.
2/1
Temporal Reversion
U
Instant
Exile target nonland, nontoken permanent and put one time counter on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a time counter from that card. When the last is removed, the player casts it without paying its mana cost. If it's a creature, it has haste.)
Overload 4UUU (You may cast this spell for its overload cost. IF you do, change its text by replacing all instances of "target" with "each".)
Thalakos Infiltrator
1U
Creature – Thalakos Rogue
Shadow (This creature can block or be blocked by only creatures with shadow.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1/1
Tinker's Toil
2U
Sorcery
Add five C. Spend this mana only to cast artifact spells and pay for the activated abilities of artifacts.
Tradewind Corsair
2UU
Creature – Spirit Pirate
Flying
When Tradewind Corsair enters the battlefield, you may return target nonland permanent to its owner's hand.
Dash 1UU (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
1/4
Trench Trawler
U
Creature – Merfolk Rogue
Hexproof
1/1
Unravel
1U
Instant
Counter target spell with converted mana cost 3 or less.
Utterdeep Scavenger
2U
Creature – Dinosaur
Creatures you control without activated or triggered abilities gain hexproof.
2/4
Voidcloak Geist
1UU
Creature – Spirit
Flash
Flying
Kicker Return a tapped nonland permanent you control to its owner's hand (You may return a tapped nonland permanent you control to its owner's hand as an additional cost as you cast this spell.)
When Voidcloak Geist enters the battlefield, if it was kicked, counter target spell.
2/1
Wizened Archmage
2UU
Creature – Human Wizard
You may cast instant spells without paying their mana costs during opponents' turns.
4/5
Your Wish is My Command
4UUU
Sorcery
Choose two-
-Create a 5/6 blue djinn creature token with flying.
-Add a noncreature card you own from outside of the game to your hand.
-Put an artifact card from your hand or graveyard onto the battlefield.
-Shuffle your graveyard into your library and draw three cards.
Miracle UUU (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn)
Black 37/37
Show
Hide
Aether Shred
2BPBP
Instant
Remove up to four counters from target permanent.
Barter in Brains
2BB
Sorcery
Each Player discards two cards at random unless they sacrifice two creatures.
Madness BB (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Dark Ritualist
1B
Creature – Human Cleric
When Dark Ritualist enters the battlefield, the next spell you cast this turn costs three B less to cast (this only affects colored mana symbols in costs.)
2/1
Deathbreaker Demon
5BBB
Creature – Demon
Flying, Trample
Sacrifice three creatures: Return Deathbreaker Demon from your graveyard to the battlefield.
When Deathbreaker Demon enters the battlefield, Scry X and gain X life, where X is the number of creatures that died this turn.
8/7
Dimir Obfuscator
B
Creature – Human Rogue
When Dimir Nightstalker enters the battlefield, each player discards a card.
Transmute 1BB ( 1BB , Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)
1/1
Disturbed Repose
3BB
Sorcery
Delirium- Disturbed Report costs 3 less to cast if there are four or more card types among cards in your graveyard.
Return target creature card from your graveyard to the battlefield.
Drana's Informants
1BB
Creature – Vampire Ally
Flying
When Drana's Informants enters the battlefield, target player reveals their hand. You choose a colorless card from it. That player discards that card.
2/1
Dread Recruiter
2BB
Creature – Zombie Warrior
Whenever a non-token zombie enters the battlefield under your control, you may pay 2 life. If you do, create a 2/2 black zombie creature token and draw a card.
Evoke B (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
2/2
Echoing Grief
1B
Instant
Each player puts the top X cards of their library into their graveyard, where X is the number of cards in that player's graveyard.
Endemic Blight
1B
Instant
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities)
Until end of turn, creatures enter the battlefield with two -1/-1 counters.
Essence Feaster
3B
Creature – Spirit
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it)
As Essence Feaster enters the battlefield, remove all counters from another target permanent. Essence Feaster enters the battlefield with that many +1/+1 counters.
4/2
Fearsome Screecher
2B
Creature – Dinosaur
Creatures you control without activated or triggered abilities gain deathtouch and menace.
4/2
Fleshcraver Demon
3BB
Creature – Demon
When you cycle Fleshcraver Demon or it enters the battlefield, each player sacrifices a creature.
Cycling 1B ( 1B , Discard this card: Draw a card.)
4/4
Graveborn Acolyte
B
Creature – Zombie Cleric
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it).
Whenever a creature you control enters the battlefield from a graveyard, it enters the battlefield with an additional +1/+1 counter.
1/1
Insistent Patron
3BB
Creature – Demon
Whenever a nonland card is put into a graveyard from anywhere, its owner adds B and loses 1 life.
Unearth 1B ( 1B : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
4/4
Killing Spree
1BB
Instant
Kill target creature.
Flashback 1BB (You may cast this spell from your graveyard for its flashback cost. Then exile it.)
Loftlurker Clique
2BBB
Creature – Faerie Rogue
Flying
When Loftlurker Clique enters the battlefield, create two 1/1 blue faerie creature tokens, then lose 1 life for each faerie you control
Prowl 1B (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
1/1
Longmire Sludge
6BB
Creature – Slime Horror
Dredge 10 (If you would draw a card, instead you may put exactly ten cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
6/5
Mindfester Hulk
2B
Creature – Giant Horror
Mindfester Hulk enters the battlefield with a +1/+1 counter for each player that has discarded a card this turn.
Madness 1B (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
3/3
Mindless Rapture
2B
Instant
Target player discards a card.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Miser's Plague
1BB
Enchantment
Discard a card: Create a 1/1 black insect creature token with "each opponent's maximum hand size is reduced by 1".
Necromancer's Toil
B
Sorcery
Strive- Necromancer's toil costs an additional 2 life to cast for each target beyond the first.
Exile any number of target creature cards from any graveyard. For each card exiled in this way, create a tapped 2/2 black zombie creature token.
Nettlesong Sprite
3BB
Creature – Faerie Wizard
Flying
Whenever Nettlesong Sprite attacks, each player discards a card at random.
Madness- Discard a black card (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
2/3
Omnilith
1B
Creature – Nightmare
Your maximum hand size is 1.
Nonartifact spells cost you 2 less to cast.
3/3
Painseeker
1B
Creature – Vampire Horror
Menace
Painseeker enters the battlefield with a number of +1/+1 counters equal to the amount of life you have lose this turn.
0/0
Phyrexian Relentless
2B
Creature – Horror
Whenever a creature you control deals combat damage to a creature, each player loses that much life.
4/5
Prickleflit Cohort
B
Creature – Faerie Rogue
Flying
At he beginning of your upkeep, Prickleflit Cohort deals 1 damage to you.
2/1
Prickleflit Mentor
BB
Creature – Faerie Wizard
Flying
When Prickleflit Mentor Enters the battlefield, draw 2 cards and lose 2 life.
1/1
Relentless Return
BBB
Sorcery
As an additional cost to casting Relentless Return, exile a creature you control.
Return target creature card from your graveyard to the battlefield.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Restless Dead
B
Creature – Zombie
Restless dead enters the battlefield tapped.
Landfall- Whenever a land enters the battlefield under your control, you may return Restless Dead from your graveyard to your hand.
2/1
Rotclaimer
4BB
Creature – Zombie
Sacrifice a creature: Each player chooses an opponent and exiles up to two target creature cards from their graveyard. Then, each player may return an exiled creature card they own to their graveyard.
Unearth 2B ( 2B : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
5/5
Runebound Husk
1B
Creature – Thrull
Each instant and sorcery card in your graveyard with a converted mana cost of 1 gains "Flashback: Sacrifice a nontoken creature." (You may cast a card with flashback from your graveyard for its flashback cost. Then exile it.)
2/1
Sanity Gnawer
2B
Creature – Zombie
You may cast Sanity Gnawer form your graveyard. If you cast it in this way, discard a black card and pay 4 life rather than paying this spell's mana cost.
3/2
Toll Collector
2BB
Creature – Zombie
As long as you control a swamp and Toll Collector is in your graveyard, players can't cast spells unless they pay 1 life as an additional cost.
4/3
Torturous Stalker
1BPBPBP
Creature – NIghtstalker
Torturous Stalker can't attack or block unless you control a swamp.
4/4
Twisted Lore
B
Sorcery
Exile your graveyard, then Scry X and lose X life, where X is the number of cards exiled in this way.
Draw a card.
Utter Oblivion
7BBB
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for 1 .)
Exile target opponent's graveyard. Search that player's hand and library for all cards other than basic lands that share a name with one or more of those cards and exile them. Then that player shuffles their library.
Red 37/37
Show
Hide
Aether Zap
1R
Enchantment
Whenever a creature enters the battlefield, Aether Zap deals 1 damage to the creature and 1 damage to that creature's controller.
Akki Wardeater
1R
Creature – Goblin Shaman
All players and permanents lose hexproof and can't have or gain hexproof.
3/1
Assert Dominance
2RPRP
Instant
Change the target of target spell with a single target if that spell's converted mana cost is 4 or less.
Barbarian's Crown
R
Enchantment – Aura
Enchant Creature
Discard two cards: enchanted creature gains Doublestrike until end of turn.
Hellbent- As long as you have no cards in hand, enchanted creature has Haste and Trample.
Barbaric Raid
2RR
Sorcery
Raid- If you attacked with a creature wthis turn, Barbarid Raid costs 2 less to cast.
Destroy target nonbasic land.
Draw a card.
Brilliant Ambush
1RR
Sorcery
Deal 3 damage to each creature without flying. Whenever a creature dealt damage this way dies this turn, you may cast a creature card with power 2 or less from your hand without paying its mana cost.
Elemental Outburst
1R
Sorcery
Create a 1/1 red elemental creature token. Elementals you control get +2/+0 and gain haste until end of turn.
Eruption of Violence
R
Instant
Reveal a creature card from your hand. If its converted mana cost is 2 or less, put it onto the battlefield and that creature gains haste. Sacrifice that creature at the beginning of the next end step.
Revolt- You may put that creature onto the battlefield if its converted mana cost is 4 or less if a permanent you controlled left the battlefield this turn.
Flamekin Igniter
2RR
Creature – Elemental Shaman
When you cycle Flamekin Igniter or it enters the battlefield, add two R. .
Cycling 1R ( 1R , Discard this card: Draw a card.)
4/3
Flowstone Charger
3RR
Creature – Beast
When Flowstone Charger enters the battlefield, target creature gets +2/-2 and gains trample until end of turn.
Dash 1RR (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
3/3
Frilled Runner
1R
Creature – Dinosaur
Creatures you control without activated or triggered abilities get +1/+0 and gain haste.
2/1
Giant Mercenary
3R
Creature – Giant Mercenary
Artifact Offering (You may cast this card any time you could cast an instant by sacrificing an artifact and paying the difference in mana costs between this and the sacrificed artifact. Mana cost includes color.)
When Giant Mercenary enters the battlefield, you may destroy target artifact.
4/4
Goblin Bombardier
R
Creature – Goblin
Sacrifice a creature: Goblin Bombardier deals 1 damage to any target.
1/1
Goblin Bonefeaster
1R
Creature – Goblin
Whenever you sacrifice one or more nonland permanents to activate an ability, copy that ability. You may choose new targets for the copy.
1/3
Goblin Trapper
3R
Creature – Goblin Rogue
As long as Goblin Trapper is in your graveyard and you control a mountain, if a source would deal damage to a creature or planeswalker, it deals that much damage plus one instead.
3/3
Hairbrained Epiphany
2R
Sorcery
Return target artifact from your graveyard to the battlefield. Permanents returned in this way gain haste and "At the beginning of each end step, sacrifice this permanent".
Overload 4RR (You may cast this spell for its overload cost. IF you do, change its text by replacing all instances of "target" with "each".)
Kuldotha Warcrier
1R
Creature – Goblin Warrior
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Whenever Kuldotha Warcrier is targeted by a spell, create two 1/1 red goblin creature tokens.
1/1
Living Shimmer
1R
Creature – Shapeshifter
Whenever a creature enters the battlefield under your control, you may have Living Shimmer become a copy of that creature until end of turn, except it isn't legendary if that creature is legendary.
0/4
Living Tempest
7R
Creature – Elemental
For each card fewer than seven that are in your hand (including this card, if applicable), Living Tempest costs 1 less to cast.
Haste
6/5
Magma Channeler
2RR
Creature – Goblin Shaman
Whenever a nontoken goblin enters the battlefield under your control, you may deal 2 damage to any target. If a permanent dealt damage in this way would die this turn, exile it instead.
Evoke R (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
4/2
Magmatic Memories
3RR
Instant
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities)
Each player discards their hand, then exiles the top seven cards of their library. Each player may play cards they own that were exiled in this way until the end of their next turn.
Maw of Chaos
8RR
Creature – Elemental Dragon
Maw of Chaos costs 2 less to cast for each other spell you have cast this turn.
Flying, Haste
You may cast instant and sorcery cards from your graveyard. Whenever you cast a spell in this way, exile it if it would be put into a graveyard.
7/7
Mogg Dirt-Farmer
1R
Creature – Goblin
Colorless mana cannot be spent on spells or abilities.
1/1
Onakke Innovator
2R
Creature – Ogre Artificer
As Onakke Innovator enters the battlefield, you may sacrifice two artifacts. If you do Onake Innovator enters the battlefield with a +1/+1 counter.
Exile two artifact cards from your graveyard: Proliferate (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
3/2
Orcish Siege-Lord
3RR
Creature – Orc
Sacrifice a creature: Orcish Siege-Lord deals damage equal to the sacrificed creature's power to any target and 3 damage to you.
5/5
Outrageous Bargain
2RR
Sorcery
You may sacrifice two artifacts rather than paying this spell's mana cost.
Create two Treasure tokens and draw two cards, then discard two cards unless you sacrifice two artifacts (Treasure tokens are artifacts with " R, Sacrifice this artifact: Add one mana of any color.)
Painful Pratfall
1RR
Instant
Spectacle R (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Target player sacrifices a permanent at the end of their next turn. When they do, Painful Pratfall deals 2 damage to that player.
Persistent Flame
1RR
Instant
Persistent Flame deals 3 damage to any target.
Rebound ((If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Primal Soulstoker
1R
Creature – Elemental
Tap an untapped elemental you control: Add 1 . Spend this mana only on sorcery spells.
2/1
Rogue Charger
2R
Creature – Minotaur Barbarian
Haste
Madness- Sacrifice a mountain (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
3/2
Seething Chorus
2R
Instant
Add R .
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Shrapnel Storm
1R
Sorcery
Shrapnel Storm deals 3 damage to target creature or planeswalker.
Replicate- Sacrifice an artifact (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Spellbreaker Dragon
2RR
Creature – Dragon
Flying
Players cannot cast noncreature spells unless they sacrifice two lands as an additional cost.
4/4
Trailblazing
1R
Instant
Discard your hand. Then exile all land cards from your graveyard and draw that many cards.
Warlord's Cunning
R
Sorcery
Target creature can't block this turn. Scry 1.
Buyback- Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Warmarch Phoenix
1RR
Creature – Phoenix
Flying
Bloodrush – R : Discard Warmarch Phoenix: Target attacking creature gets +3/+1 and gains flying until end of turn.
At the beginning of your end step, if any opponent lost 5 or more life, return kindling phoenix from your graveyard to the battlefield.
3/1
Wasteland Navigator
1RR
Creature – Viashino Scout
If you control a mountain and two or more land cards have been put into a graveyard from anywhere this turn, you may cast Wasteland Navigator without paying its mana cost.
Nonbasic Landwalk (This creature cannot be blocked if the defending player controls a nonbasic land.)
3/2
Green 37/37
Show
Hide
Awakened Etchings
1GG
Enchantment Creature – Elemental Warrior
Enchantments with converted mana cost 2 or less gain hexproof.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
2/2
Bonecruncher Hydra
XGG
Creature – Hydra
Delve (Each card you exile from your graveyard while casting this spell pays for 1 .)
Bonecrusher Hydra enters the battlefield with X +1/+1 counters on it.
0/0
Carnage Feaster
7GG
Creature – Dinosaur
Delve (Each card you exile from your graveyard while casting this spell pays for 1 .)
Whenever a card is put into your graveyard from anywhere, Carnage Feaster gains Hexproof until end of turn.
6/6
Daybreak Ritual
G
Instant
Strive- Daybreak Ritual costs 1 more to cast for each target beyond the first.
Destroy any number of target artifact and enchantment cards with summed converted mana costs no greater than the number of creatures you control.
Dignified Domovoi
1G
Creature – Ouphe
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities)
Opponents cannot cast spells during your turn.
2/2
Elvish Duelist
G
Creature – Elf Warrior
Return another creature you control to its owner's hand: Put a +1/+1 counter on Elvish Duelist. Activate this ability only once each turn.
1/1
Elvish Soothsayer
G
Creature – Elf Druid
: Scry 1
Whenever you cast a creature spell, untap Elvish Soothsayer.
1/1
Enchantress' Veil
G
Enchantment- Aura
Enchanted creature gets +1/+1 for each enchantment you control.
Whenever a spell targets enchanted creature, draw a card.
Eruption of Hornets
?
Instant
Emerge 3G (you may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost
Create X 1/1 green insect creature tokens with flying and deathtouch, where X is the converted mana cost of the creature sacrificed to cast this spell.
Frenzied Feeding
2G
Instant
Create a 1/1 green squirrel creature token, then populate. (Create a token that's a copy of a creature token you control.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Fungal Herder
3GG
Creature – Fungus
When you cycle Fungal Herder or it enters the battlefield, create three 1/1 green saproling creature tokens.
Cycling 2G ( 2G , Discard this card: Draw a card.)
3/3
Hermit Sage
2G
Creature – Human Druid
When Hermit Sage enters the battlefield, reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and put all other cards revealed in this way into your graveyard.
1/4
Hidden Reserves
GG
Enchantment
At the beginning of your upkeep, return target creature you control to its owner's hand.
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card)
Hunt for the Sacred Beast
G
Enchantment
Whenever a nontoken creature enters the battlefield under your control, put a quest counter on Hunt for the Sacred Beast.
Remove four quest counters from Hunt for the Sacred Beast and sacrifice it: Search your library for a green creature card and put it onto the battlefield, then shuffle your library.
Mossblood Troll
2GG
Creature – Troll
Discard two cards: Regenerate Mossblood Troll (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
Whenever Mossblood Troll regenerates or dies, destroy target noncreature permanent.
4/4
Monstrous Surge
2G
Sorcery
Target creature gets +5/+5 until end of turn.
Spell Mastery- If there are two or more instant and/or sorcery cards in your graveyard, Monstrous Surge costs 2 less to cast.
Nylea's Songstress
GG
Enchantment Creature – Dryad
Bestow G (IF you cast this spell for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature)
Enchanted creature gets +2/+1
If Nylea's Songstress or enchanted creature would die, it becomes a Forest instead (it is no longer a creature. Noncreature enchantments do not die)
2/1
Prime Progenitor
1GG
Creature – Spike Mutant
Hexproof
Graft 3 (This creature enters the battlefield with three +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
0/0
Rip to Shreds
G
Instant
Split Second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities)
Target creature you control fights target creature an opponent controls.
Sacred Warden
1GG
Sorcery
Create an X/X green warrior enchantment creature token with vigilance, where X is your devotion to green. (Each g in the mana costs of permanents you control counts toward your devotion to green. its power and toughness do not change if your devotion later changes.)
Scavenger's Lure
4G
Enchantment – Aura
Delve (Each card you exile from your graveyard while casting this spell pays for 1 .)
Enchant Creature
When enchanted creature dies, search your library or graveyard for a creature card with a converted mana cost equal to that of the enchanted creature plus one. Put that creature onto the battlefield, then shuffle your library.
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
Sporeback Spider
1G
Creature – Spider
Deathtouch, Reach
1G , Exile Sporeback Spider from your graveyard: prevent all combat damage that would be dealt this turn.
1/2
Spring Renewal
1G
Sorcery
Return up to 3 land cards from your graveyard to the battlefield tapped.
Sylvan Studies
1G
Sorcery
Look at the top three cards of your library. You may pay 4 or 8 life. Put one of those cards, plus one additional card for every 4 life you pay, into your hand. Put the rest on top of your library in any order.
Flashback 1GG (You may cast this spell from your graveyard for its flashback cost. Then exile it.)
Sylvan Vanguard
1G
Creature – Elf Warrior
Trample
Whenever a creature becomes tapped, Sylvan Vanguard gets +1/+1 until end of turn.
1/1
Trailblazer Wurm
3GG
Creature – Wurm
You may play an additional six lands on each of your turns.
6/6
Tribecaller
2GG
Creature – Elf Druid
As long as Tribecaller is in your graveyard and you control a Forest, if a spell or ability would create one or more creature tokens with power 1 or less, it instead creates that many tokens plus one.
4/2
Twinbough Elder
GGG
Creature – Treefolk Shaman
At the beginning of your end step, if you control exactly one creature named Twinbough Elder, create a creature token that is a copy of Twinbough Elder.
2/4
Unbroken Hide
2GPGP
Instant
Target permanent with converted mana cost 4 or less gains indestructible until end of turn.
Unquestioned Behemoth
2GG
Creature – Dinosaur
Creatures you control without activated or triggered abilities get +2/+2 and gain trample.
3/3
Verdant Protector
2GG
Creature – Elf Druid
Whenever a nontoken elf enters the battlefield under your control, untap up to two target creatures you control. They get +1/+1 until end of turn
Evoke G (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
3/3
Vibrant Rootwalla
G
Creature – Lizard
When Vibrant Rootwalla enters the battlefield, if you control a forest, you may return a land card from your graveyard to the battlefield tapped.
Madness 0 (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
1/1
Viridian Vanguard
2G
Creature – Elf Warrior
Each player may only cast one noncreature spell each turn.
3/2
Vista Keeper
3GG
Creature – Giant Druid
Hexproof
Nonbasic Land Cycling 3 ( 3 , Discard this card: Search your library for a nonbasic land card, reveal it, put it into your hand, then shuffle your library.)
5/5
Vivorix
4GG
Creature – Elemental Beast
Whenever a nontoken creature dies, its controller may draw a card.
Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
Evoke 1G (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
4/4
Walking Woodlands
5GG
Creature – Elemental Beast
Forecast – 1G : Reveal Walking Woodlands from your hand. Search your library for a forest card and put it onto the battlefield, then shuffle your library. (Activate this ability only during your upkeep and only once each turn.)
When Walking Woodlands enters the battlefield, if you cast it from your hand, untap all forests you control. They become 5/5 Elemental Beast creatures with haste until end of turn.
5/5
World Anew
2GG
Sorcery
Return target card from your graveyard to your hand. Exile World Anew.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Multicolor 32/32
Show
Hide
Assembly Drone
6UR
Artifact Creature – Insect
Affinity for Artifacts (This spell costs 1 less to cast for each artifact you control.)
When Assembly Drone enters the battlefield, create X 0/0 colorless insect artifact creature tokens with flying and Modular 1 (they enter the battlefield with a +1/+1 counter. When they die, you may put their +1/+1 counters on target artifact creature), where X is the number of artifacts you control.
4/4
Biomass Cultivator
GU
Creature – Elf Merfolk
Whenever an opponent casts a creature spell for the first time each turn, you may put a creature card with an equal or lower converted mana cost from your hand onto the battlefield.
1/3
Dawnclique Captain
1WU
Creature – Faerie Soldier
Flash
Flying
Whenever you cast a spell during an opponent's turn, create a 1/1 blue Faerie creature token with flying.
2/1
Desperate Acts
1BR
Enchantment
You may discard a mountain and a swamp rather than pay this spell's mana cost.
Discard two cards: At the beginning of your end step, draw a card and lose 1 life for each card you have discarded this turn. You may activate this ability only once per turn and only when you can cast a sorcery.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Energy Well
1UR
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Choose an instant or sorcery card in your graveyard with converted mana cost 2 or less and return it to your hand.
Fabled Grandhorn
1RG
Creature – Goat
Fabled Grandhorn's power and toughness are each equal to your devotion to red and green (Each R and G in the cost of permanents you control counts toward your devotion to red and green.)
Fabled Grandhorn has trample if your devotion to green is five or higher.
Fabled Grandhorn has haste if your devotion to red is five or higher.
*/*
Faithful Mongrel
GW
Creature – Hound
Discard a card: Faithful Mongrel gets +1/+1 and gains Protection from the color of your choice until end of turn.
2/2
Jewel-Eyed Gorgon
1BG
Creature – Gorgon
Whenever Cursed Gorgon enters the battlefield or leaves your graveyard, you may destroy target nonland permanent with converted mana cost 2 or less.
4/2
Kor Scrapmaster
1RW
Creature – Kor Artificer
Discard an artifact: you may return an equipment card with a lower converted mana cost than the discarded card from your graveyard to the battlefield and attach it to Kor Forgemaster.
3/3
Legion Mentality
WR
Instant
Cast Legion Mentality only during your combat phase.
Each attacking creature gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
Maro's Umbra
WG
Enchantment – Aura
Enchant Creature
Spirit Umbra (If enchanted creature would be destroyed, instead remove all damage from it and destroy this aura)
When Maro's Umbra enters the battlefield, you may search your library for a plains or forest and put it onto the battlefield tapped, then shuffle your library.
Landfall- Whenever a land enters the battlefield under your control, put two +1/+1 counters on enchanted creature.
Navigator's Knack
GU
Sorcery
Scry 2, then reveal the top two cards of your library. Put all land cards revealed in this way onto the battlefield tapped and the rest into your hand.
Nethermist Lich
UB
Creature – Zombie Wizard
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it).
When Nethermist Lich enters the battlefield, look at the top two cards of target player's library and exile one of them. You may cast that card as long as Nethermist Lich remains on the battlefield.
1/3
Pharaoh's Legions
1WB
Enchantment
Each creature card in your graveyard with converted mana cost 2 or less gains "Embalm- Pay 3 life".(Pay 3 life, Exile the card from your graveyard: Create a token that's a copy of it, except it's a white, is a zombie in addition to its other types, and has no mana cost. Embalm only as a sorcery.)
Rune of Return
1WU
Instant
As an additional cost to casting Rune of Return, return X nonland permanents you control to their owners' hands.
Return X target nonland permanents opponents control to their owners' hands.
Syndicate Treasurer
WB
Creature – Vampire Advisor
Extort (Whenever you cast a spell, you may pay {w/b} . If you do, each opponent loses 1 life and you gain that much life.)
Lifelink
At the beginning of each end step, if you have gained life this turn, create a Treasure token. (It's an artifact with " , Sacrifice this artifact: Add one mana of any color.")
3/2
Thrill Seeker
BR
Creature – Goblin Rogue
Creatures you control gain Unleash (You may have them enter the battlefield with a +1/+1 counter on them. They can't block as long as they have a +1/+1 counter on them.)
Whenever you sacrifice a creature, you may put its +1/+1 counters on target creature.
2/1
Tibalt, Foulblood
1BR
Planeswalker – Tibalt
+1: Sacrifice a Permanent. Discard a card. Draw 2 cards.
-2: Deal 3 damage to target player. That player discards two cards.
-6: Put a creature card from your hand or graveyard onto the battlefield. It gains haste. Sacrifice that creature at the beginning of the next end step.
[3]
Tombstone Trawl
BG
Instant
Search your library for a creature card and put it into your graveyard, then shuffle your library.
Usara, Nation Shaper
2GW
Planeswalker – Usara
+2 Put a +1/+1 counter on each creature you control with power 2 or less.
-X Create X 1/1 green and white human creature tokens. Creature spells you cast this turn gain convoke.
-7 Return all permanents with converted mana cost 3 or less from your graveyard to the battlefield.
[4]
Verdant Assault
1RG
Enchantment
Landfall- Whenever a land enters the battlefield under your control, Verdant Assault deals 2 damage to any target.
Wrench History
7UB
Sorcery
Devoid (This card has no color.)
Delve (Each card you exile from your graveyard while casting this spell pays for 1 .)
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability.)
If you control no Eldrazi, create a 7/7 colorless Eldrazi creature token with Annihilator 1. Otherwise, for each opponent, exile target permanent that player controls.
Conclave Grazer
1{g/w}{g/w}
Creature – Beast
Cycling- Exile four cards from your graveyard. (Exile four cards from your graveyard, discard this card: Draw a card.)
2/4
Doom Skitter
{b/g}{b/g}
Creature – Scorpion
Death Touch
When doomskitter enters the battlefield, exile any number of cards from your graveyard, then put that many cards from the top of your library into your graveyard.
1/3
Frontline Charger
2{r/w}
Creature – Spirit
If it is your first turn, Frontline Charger costs 2 less to cast.
Cycling {r/w} ( {r/w} , Discard this card: Draw a card.)
3/3
Haunted Grotesque
5{w/b}
Creature – Gargoyle
Flying
Haunting Echo costs 1 less to cast for each exiled card.
4/4
Ingenious Student
2{u/r}{u/r}
Creature – Human Wizard
When Ingenious Student enters the battlefield, you may return any number of instant and/or sorcery cards from your graveyard with a summed converted mana cost of 4 or less to your hand.
1/2
Personal Demons
3{u/b}{u/b}
Creature – Demon Illusion
Whenever a creature card is put into an opponent's graveyard from anywhere other than the battlefield, you may return Personal Demon from your graveyard onto the battlefield tapped.
3/3
Seething Rage
{b/r}{b/r}{b/r}
Creature – Incarnation
You may sacrifice a red or black creature rather than paying this spell's mana cost.
Menace
5/4
Slavering Kavu
1{r/g}{r/g}
Creature – Kavu
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)
Devour 3 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with three times that many +1/+1 counters on it.)
Trample
1/1
Vortigoth
{g/u}{g/u}{g/u}{g/u}{g/u}
Creature – Jellyfish Insect
When Vortigoth enters the battlefield or when you cycle Vortigoth, untap up to five target permanents.
Cycling 3{G/U}{G/U} ( 3{G/U}{G/U} , Discard this card, Draw a card.)
5/4
Wandering Absence
{w/u}{w/u}
Creature – Spirit
Flash
Flying
When Wandering Absence enters the battlefield and at the beginning of your end step, return target nonland permanent you control to its owner's hand.
2/1
Artifact 20/20
Show
Hide
Aether Extractor
3
Artifact Creature- Assembly-Worker
Return target land you control to its owner's hand: add one mana of any color. Activate this ability only once per turn.
3/3
Ancient Golem
2
Artifact Creature- Golem
Whenever a mana ability you control adds colored mana, sacrifice Ancient Golem
5/5
Dystopia Seeker
2
Artifact Creature- Construct
Whenever a card is put into a graveyard from anywhere, choose an artifact creature you control. That creature gets +1/+0 until end of turn if its power is 2 or less.
2/2
Flourishing Lotus
0
Legendary Artifact
Level-Up 3 ( 3 : Put a level counter on this. Level up only as a sorcery.)
Level 1: : Add c.
Level 2-4: : add two mana of any one color.
Level 5+: : add three mana of each color.
Forgotten Vault
2
Artifact
: Add C and put a charge counter on Forgotten Vault if you have cast one or more historic spells this turn.
, Remove 5 charge counters from Forgotten Vault and exile it: Take an extra turn after this one.
Holo-Armor
0
Artifact – Equipment
Sacrifice Repulsion Armor: Regenerate enchanted creature
Equip 1
Iron Scarecrow
1
Artifact Creature- Scarecrow
Iron Scarecrow enters the battlefield tapped and doesn't untap during your untap step.
: You lose 1 life.
2/1
Key to Progress
1
Artifact
1 , Sacrifice Key to Progress: Add two C
2 , Exile Key to Progress from your graveyard: Proliferate ((Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Myr Observer
3
Artifact Creature – Myr
Affinity for Artifacts (This spell costs 1 less to cast for each artifact you control.)
2/1
Pastbreaker Charm
2
Artifact
Imprint- When Pastbreaker Charm enters the battlefield, exile target player's graveyard.
Nonland cards that share a name with one or more cards imprinted on Pastbreaker Charm cost 1 more to cast.
Prism Blade
2
Artifact – Equipment
Equipped creature gets +1/+1
Whenever equipped creature attacks, add an amount of mana of any one color equal to equipped creature's power.
Equip 1
Servo Collective
5
Artifact Creature- Servo
Improvise (Your artifacts can help cast this spell. Each artifact you tap after your done activating mana abilities pays for 1 .)
Fabricate 3 (When this creature enters the battlefield, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens).
1/1
Sol Bearer
3
Artifact Creature – Construct
, Exert Sol Bearer: Add cc (An exerted creature won't untap during your next untap step.)
Sacrifice two artifacts: Untap Sol Bearer
2/2
Skittering Claws
2
Artifact – Equipment
Living Weapon (When this equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this to it)
Equipped creature gets +3/+1
Equip 0
Skullsplitter
1
Artifact – Equipment
Equipped creature gets +2/+0
Whenever equipped creature dies, draw two cards.
Equip- Sacrifice an unequipped creature.
Unerring Cruiser
2
Artifact – Vehicle
Crew 1
Haste, Hexproof
Unerring Cruiser can't be blocked.
2/2
Utopia Seeker
2
Artifact Creature- Construct
Whenever a permanent enters the battlefield, choose an artifact creature you control. That creature gets +0/+1 until end of turn if its toughness is 2 or less.
2/2
Vessel of Riches
1
Artifact
Discard a card, Sacrifice Vessel of Riches: Create a Treasure token and draw a card. (it's an artifact with " , Sacrifice this card: Add one mana of any color.")
Wasteland Scrounger
2
Artifact Creature- Construct
When Wasteland Scavenger enters the battlefield, return target colorless card from your graveyard to your hand.
1/1
Wire Serpent
3
Artifact Creature- Snake
Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of each player's upkeep, that player taps a permanent they control, for each time counter on Wire Serpent.
3/4
Lands 13/13
Show
Hide
Bountiful Terramorph
?
Land
, Discard a land card and a nonland card, Sacrifice Bountiful Terramorph: Search your library for a basic Forest card and a basic Plains card. Put one of them onto the battlefield and the other in your hand. Then shuffle your library.
Dreary Terramorph
?
Land
, Discard a land card and a nonland card, Sacrifice Dreary Terramorph: Search your library for a basic Island card and a basic Swamp card. Put one of them onto the battlefield and the other in your hand. Then shuffle your library.
Dundrill, Wandering Grove
?
Legendary Land
Dundrill enters the battlefield tapped unless you control a forest.
When Dundrill enters the battlefield and at the beginning of your upkeep, Dundrill becomes a 4/4 green elemental creature with haste until end of turn if you control 3 or more forests (it's still a land).
: Add G
Gulaar, Pit of Ash
?
Legendary Land
Guular enters the battlefield tapped unless you control a swamp.
When Gulaar enters the battlefield and at the beginning of your upkeep, target opponent sacrifices a permanent if you control three or more swamps.
: Add B
Kierka, Bellowing Crater
?
Legendary Land
Kierka enters the battlefield tapped unless you control a mountain.
When Kierka enters the battlefield and at the beginning of your upkeep, Kierka deals 2 damage to target player or planeswalker if you control three or more mountains.
: Add R
Narrow Pass
?
Land
: Add c .
1 , : Tap target nonbasic land if its controller controls four or more lands.
Peaceful Terramorph
?
Land
, Discard a land card and a nonland card, Sacrifice Peaceful Terramorph: Search your library for a basic Plains card and a basic Island card. Put one of them onto the battlefield and the other in your hand. Then shuffle your library.
Prototype Chamber
?
Artifact Land
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
Indestructible
: Add C .
1 , : You may play the exiled card without paying its mana cost if you control eight or more artifacts.
Savage Terramorph
?
Land
, Discard a land card and a nonland card, Sacrifice Savage Terramorph: Search your library for a basic Mountain card and a basic Forest card. Put one of them onto the battlefield and the other in your hand. Then shuffle your library.
Treacherous Terramorph
?
Land
, Discard a land card and a nonland card, Sacrifice Treacherous Terramorph: Search your library for a basic Swamp card and a basic Mountain card. Put one of them onto the battlefield and the other in your hand. Then shuffle your library.
Turim, Hallowed Necropolis
?
Legendary Land
Turim enters the battlefield tapped unless you control a Plains.
When Turim enters the battlefield and at the beginning of your upkeep, create a 1/1 white spirit creature token with flying if you control three or more plains.
: Add W
Yawning Void
?
Land
Playing this land does not count as your land for the turn.
Yawning void enters the battlefield tapped.
, Exile Yawning Void: Add C .
Zolain, City of Mirrors
?
Legendary Land
Zolain enters the battlefield tapped unless you control an island.
When Zolain enters the battlefield and at the beginning of your upkeep, Scry 1 if you control three or more islands.
: Add U
Last edited by Rosy Dumpling 4 years ago, edited 5 times in total.

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

Post by slimytrout » 4 years ago

Kierka seems nuts in burn. A lot of decks would just be cold to them drawing it. Also seems like there must be a typo in servo collective otherwise it's a 1-mana 4/4 with upside.

User avatar
void_nothing
Look On My Sash...
Posts: 14922
Joined: 4 years ago
Answers: 124
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 4 years ago

This is a really nice idea and I love a lot of the flavor and callbacks here but there's stuff like Servo Collective and Omnilith that seem less like cards meant for Eternal format levels of power and more like, well, proofreading errors, lol.

I can comment more on individual cards later.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

Rosy Dumpling
Posts: 4
Joined: 4 years ago
Pronoun: he / him

Post by Rosy Dumpling » 4 years ago

Re: Servo Collective: I edited the card to cost 5 (as was intended) almost a week ago. Not sure why it isn't showing up for other people as I can see it on my screen.

Re: Omnilith, the card is exactly what it was meant to be. It's a black storm enabler that's vulnerable to kill and that gravely punishes you if you fail to go off on the turn you cast it. A couple of cards in this set were designed almost as "oops" designs, a "skullclamp-esque" level of power that would enable some nut plays without totally wrecking modern forever, In a set with full cycles of storm, phyrexian mana, and split second, where delve and dredge appear on serious cards and a workable armageddon variant would be brought into modern, insanity is kind of the name of the game. With that said, if you If you suspect that they WOULD totally wreck eternal formats, let me know and I can always add a restriction to it (such as restricting it to creature spells so it's a Heartless Summoning on legs).

Re: Kierka... I will be honest and admit that I'm not sure how often burn gets four lands out there, given the historically low land count in that deck. Is there any other effect that could give similar levels of utility? Maybe giving a single creature Doublestrike until EoT?

User avatar
void_nothing
Look On My Sash...
Posts: 14922
Joined: 4 years ago
Answers: 124
Pronoun: he / him
Location: Tal Terig, Zendikar

Post by void_nothing » 4 years ago

There have been a certain number of errors I've seen lately processing edits to posts - if they continue I'll have to tell our developer/supreme poobah Feyd.

The problem with Omnilith is that it's a 4/4 - that upside of reducing mana costs is incredible enough without the power and toughness also being pushed - and the fact that "less to cast" affects madness and flashback, meaning that a drawback that makes you discard is easily irrelevant. I love the idea of supporting black storm, but I think the thing you could most easily change without changing the essence of the card is reducing the 4/4 body.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)

Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type

Rosy Dumpling
Posts: 4
Joined: 4 years ago
Pronoun: he / him

Post by Rosy Dumpling » 4 years ago

I reduced Omnilith to a 3/3 body on my end, though I have no clue who else can see that. I think I recall seeing something when I first edited about needing my edits to be observed and approved by a moderator before they're made public or something like that?

Edit: Also just gave Dundrill (the green land) haste. Without it, triggering upon entering the battlefield actively makes the card worse (unlike the rest of the cycle)

Post Reply Previous topicNext topic

Return to “Custom Set Creation”