'Old Gods' MTG inspired original CCG design (270/???)

Favourite of the Aspects

Wisdom
0
No votes
Hunger
0
No votes
Glory
0
No votes
Mercy
1
100%
Judgement
0
No votes
 
Total votes: 1

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DJK3654
Compulsive set designer
Posts: 9
Joined: 4 years ago
Pronoun: he / him

Post by DJK3654 » 2 years ago

So a while back, after making enough custom MTG cards and sets, for some reason, I decided it would be fun to try my hand at making my own whole game inspired by mtg. After working on that little project for a while, I think it's time I share it and see what some other people think.

The game has a placeholder title of 'Old Gods' to represent the fact that the world will be based more on original mythology and folktales, and especially pre-Christian ones, and less of recent pop culture versions and additions, and to represent the fact that the player stands in for a pantheonic god.

For much of the design, I've defaulted to using MTG rules and systems except where I had an idea for something else I liked. Players have 60 cards decks, start with seven cards in hand and 20 life, play 'lands', use 'lands' to cast spells, attack with creatures and kill the opponent. The rules around casting spells such as priority and the stack, for now at least, are unchanged from MTG, partly because I don't actually know what I would change, and partly because I don't want to mess with complicated stuff and break things :p.

There are, of course, though, some major differences as well. Let's start with the card types and zones.
SPOILER
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Avatar- A cardtype that represents the player as a god taking a physical form. Always active, when your avatar runs of out of life, you lose. Has activated abilities using favour counters, which you gain each turn or as an effect certain cards.
Shrine- (the lands) Ritual sites dedicated to the player's god that provide you with essence (mana) to pay for spells and abilities.
Creature- Summoned to fight for their god. Attack and block in combat using their strength to deal damage and their health to absorb it.
Invocation- (instants and sorceries) Raw magical feats of the gods. Provide an instantaneous effect.
Interrupt Invocation- (instants) Invocations that are played whenever you have priority.
Attachment- (equipment or aura) Magical items or enchantments. Attach to permanents and confer effects.
Bond- (aura) Attach to a permanent on entering and go to the grave when it leaves
Equipment- (equipment) Stay on the board, pay to freely attach to and move between targets
Emblem- (nonaura/nonequipment enchantments and artifacts) Tokens of magical power. Have global effects and activated abilities
Avatar Weapon- (think hearthstone weapons) Weapons wielded by your avatar to join the fray in physical combat by attacking enemies (but not blocking).

Domain- (library)Your deck of cards to draw from
Hand- Your cards currently available to look at and play
Realm- (battlefieldWhere permanent cards like creatures remain after played
Graveyard- Where destroyed permanents and used invocations go
Banishment- (exile) Special hard to access zone
The favour counters used by avatar cards as a resource for their activated abilities are also used by other cards as a sort of secondary resource to essence. Every deck will be able to use favour for their avatar abilities but they can also build around it more by combining favour effects.

Combat also works differently. There is a combat phase during which creatures (or avatars if you have a weapon) all attack and block together in stages. However, blockers are declared first, then attackers target any avatar or creature, except any blocking creatures must be attacked by one or more attackers if any nonblocking target is to be attacked as well. Strength and health replaced power and toughness, and exhaust and ready replace tap and untap.

With combat working differently, the main 'evergreen' keywords are also different.
Keywords
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Evade (This creature can only be attacked by other creatures with evade)
Frenzy (This creature can attack and > the turn it enters the realm.)
Ambush (This creature can attack creatures the turn it enters the realm.)
Blink (You may cast this spell any time you could cast an intervention)
Persistence (This creature doesn't exhaust to attack.)
Challenge (This creature can't be attacked except by two or more creatures)
Initiative (This creature deals combat damage before creatures without initiative)
Onslaught (This creature deals both initiative and regular combat damage)
Deadly (Any damage this deals to other creatures is considered lethal.)
Harvest (Whenever this deals damage you gain that much life.)
Undying (This creature can't be destroyed or have its health reduced below 1.)
Ward (This creature can't be targeted by spells or abilities.)
Fight (Each deals damage equal to its strength to the other.)
Ordain N (Look at the top (N) card(s) of your domain, then put any number of them on the bottom of your domain and the rest on top in any order.)
Defensive (This creature can't attack.)
Then there are the 'colours', or in this case, "the Aspects of Creation". The aspects represent the provinces of the gods, not just elements like the sea, but also more conceptual things like war, art, or intellect, bundled together into five groups. I started by coming up with five conceptual names that felt like they could cover the gamut and started their mechanical allocation using the flavour of the names. You'll notice the aspects also have primary invocation types as well as creature types. All invocations with have a subtype like creatures, for flavour and for tribal synergy effects.
The Aspects of Creation
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ASPECT of WISDOM

Symbol- a flower, Colour- light green, Shorthand- W
"See The Truth Behind All Things"

Seeks enlightenment through understanding

Allies: Hunger, Judgement
Enemies: Glory, Mercy
Basic Shrine: Nemeton
Iconic Race: Giants
Characteristic Race: Faeries
Primary Invocation Types: Vision, Ethereal, Vitality, Guile

Strengths: Card draw, evasion, value over time
Weaknesses: Reactive focus, impermanent permanent removal
Keywords: Evade/Ward, Blink/Persistence, Fight/Ambush/Undying

Common Effects: draw cards, counterspell, gain life, bounce, exhaust, mill

Blue but with a touch of green mechanically, green with a touch of blue flavourfully. Loses effects like -N/-0 and spell related effects like copying and redirecting but picks up life gain and more creature support.
Wisdom is all about nature, especially nature at its most beautiful, elegant and sophisticated. Wisdom is not about living subject to the natural world but understanding and mastering it. After all, wisdom believes nature will greater than us, no matter what we do.

ASPECT of HUNGER

Symbol- fangs, Colour- black, Shorthand- H
"Live Every Moment to the Fullest"
Seeks fulfilment through opportunity

Allies: Wisdom, Glory
Enemies: Judgement, Mercy
Basic Shrine: Crossroads
Iconic Race: Demons
Characteristic Race: Vampires
Primary Invocation Types- Blood, Wild, Soul, Ethereal

Strengths: Aggression, evasion, graveyard interaction
Weaknesses: Limited lategame, weak defence
Keywords: Frenzy/Harvest/Evade, Ambush/Undying

Common Effects: burn damage, regrow creatures, impulsive draw, create tokens, life gain, strength buffs

The black-ish flavoured one is the most obvious choice for the strongest removal aspect, so I didn't do that. Instead, hunger is mechanically closest to red as the aggressive burn aspect. Hunger gets to keep some of black's graveyard mechanics while losing out on assorted red effects like rummaging.
Hunger wants what it wants and it needs what it needs. It's not above things considered dark and dangerous because hunger does things its own way and it's proud of that.

ASPECT of GLORY

Symbol- a helmet, Colour- reddy orange, Shorthand- G
"Challenge is What Defines Us"

Seeks achievement through contest

Allies: Hunger, Mercy
Enemies: Judgement, Wisdom
Basic Shrine: Monolith
Iconic Race: Dragons
Characteristic Race: Centaurs
Primary Invocation Types; Fire, Wild, Valour, Storm

Strengths: Ramp, large creatures, fast creatures
Weaknesses: Weak draw, creature & weapon reliant
Keywords: Ambush/Challenge/Initiative/Deadly, Frenzy/Onslaught/Undying

Common Effects: ramp, avatar weapons, creature buffs, rummaging, fight/bite/provoke, noncreature removal

The aspect of big efficient creatures and ramp, and the main aspect of avatar weapons. Glory is the worst aspect in card draw, unlike green, but has better removal and direct damage options in turn.
While wisdom is most associated with nature, glory is the monster aspect. Dragons, chimeras, griffons, hydras and more. Even the humanoids of Glory are packing in ferocity and muscle. Glory is always looking for new things to try and overcome.

ASPECT of MERCY

Symbol- a sunrise, Colour- pale yellow, Shorthand- M
"None of Us Stands Alone"

Seeks peace through cooperation

Allies: Glory, Judgement
Enemies: Wisdom, Hunger
Basic Shrine: Cairn
Iconic Race: Angels
Characteristic Race: Nymphs
Primary Invocation Types; Valour, Celestial, Soul, Vitality

Strengths: Go wide creatures, stalling/disruption, protection & recursion
Weaknesses: Weak removal, limited burst potential
Keywords: Persistence/Harvest/Undying/Initiative, Defensive/Onslaught/Evade

Common Effects: life gain, create tokens, -N/-0, regrow permanents, draw cards for creatures, noncreature removal

Naturally, mercy doesn't like to kill creatures, making it the worst colour at creature removal. It does have to be pretty good card draw, however (tied second with Judgement). Otherwise, it's fairly similar to white, being a prolific creature maker and master of weenies.
Mercy is a little more humble and grassroots than white it is and less authoritative. Mercy just wants everyone to get along so its community can survive and flourish.

ASPECT of JUDGEMENT

Symbol- a book, Colour- deep blue, Shorthand- J
"The Laws of Gods Are Absolute"

Seeks justice through rigour

Allies: Mercy, Wisdom
Enemies: Hunger, Glory
Basic Shrine: Fountain
Iconic Race: Djinn
Characteristic Race: Merfolk
Primary Invocation Types- Celestial, Ethereal, Guile, Storm

Strengths: Strong removal, strong defense, large invocations
Weaknesses: Invocation reliant, limited aggression
Keywords: Blink/Persistence/Deadly, Ward/Defensive/Evade

Common Effects: Destroy/banish creature, -N/-N, discard & selective discard, regrow noncreature spells, mill, draw as a tax

With a name like Judgement, being the top creature removal colour made sense, especially when I was already thinking I didn't want Hunger to be. Judgement has a lot of black removal and disruption options, but with a more blue shell of control & invocation synergy, and a touch of white thrown in.
Judgement is all about the rules. Not just getting everyone to follow them, but learning all about them and how & why they work. Judgement is always paying attention to the details.
Cards and essence with no aspect cost are called Neutral, and Neutral cards can be any card type (not like the usual tie to artifacts in mtg).

Now, finally, we are up to the cards. I've started with a fairly large-sized set, partly to really flesh out what all the aspects are doing and partly because the avatars (which won't appear at usual distributions) inflate the number, and will likely whittle it down a bit as we go.

Cards (270/???)

The Avatars (15/15)
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Haleron, the Endless
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(W), (F)]: Ordain 1.
[(2)(W), (F)(F)(F)]: Draw a card
- 20 -

Vaskale, the Defiant
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(H), (F)]: ~ deals 2 damage to target avatar.
[(3)(H), (F)(F)(F)]: ~ deals 3 damage to target creature or avatar.
- 20 -

Arteon, the Warhammer
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(G), (F)]: Target creature gets +1/+1 until end of turn.
[(3)(G), (F)(F)(F)]: Create a 3 {2} avatar weapon token.
- 20 -

Leigana, the Plentiful
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(M), (F)]: Create a 1/1 Mercy Nymph creature token.
[(2)(M), (F)(F)(F)]: All allied creatures get +1/+1 until end of turn.
- 20 -

Iseris, the Arbiter
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(J), (F)]: Each player discards a card.
[(3)(J), (F)(F)(F)]: Target creature gets -3/-3 until end of turn.
- 20 -

Satagyus, the Rampant
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(W), (F)]: Target creature gains evade until your next turn. If it has evade, it loses evade.
[(2)(H), (F)(F)(F)]: Return target creature card from your graveyard to your hand.
- 20 -

Halumir, the Pinnacle
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(W), (F)]: You gain two essence in any combination of aspects. Use this essence only to cast creature spells or activate abilities of creatures.
[(2)(G), (F)(F)(F)]: Put a +1/+1 counter on target creature.
- 20 -

Charnog, the Exalted
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(G), (F)]: Discard a card. If you do, draw a card.
[(2)(H), (F)(F)(F)]: You gain four essence in any combination of aspects. Use this essence only to cast permanent spells.
- 20 -

Harvan, the Mentor
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(H), (F)]: Reveal the top card of your domain and draw it. Harvan loses life equal to that card's essence value.
[(2)(M), (F)(F)(F)]: Harvan gains 6 life.
- 20 -

Orentos, the Champion
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(G), (F)]: Target creature gets +3/+0 until end of turn..
[(3)(M), (F)(F)(F)]: Up to three target creatures get -3/-0 until your next turn.
- 20 -

Letaos, the Overseer
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(J), (F)]: Look at the top card of target player's domain. You may have that player discard that card.
[(2)(G), (F)(F)(F)]: Put a shrine card from your hand into the realm exhausted.
- 20 -

Marus, the Silverhand
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(M), (F)]: Ready target creature or emblem
[(2)(J), (F)(F)(F)]: Target attachment or emblem becomes a creature with base power and health 5/5 in addition to its other types until end of turn.
- 20 -

Rhoas, the Traveller
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(W), (F)]: Return target allied permanent to your hand.
[(3)(M), (F)(F)(F)]: Banish target permanent, then return it to the realm under its owner's control at the beginning of the next endstep.
- 20 -

Turek, the Many-Faced
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(J), (F)]: Each player discards the top two cards of their domain.
[(2)(W), (F)(F)(F)]: Target player shuffles up to five target cards from their graveyard into their domain.
- 20 -

Palor, the Gilded
Avatar (S)
(At the beginning of your upkeep, you get a favour counter- (F))
[(1)(H), (F)]: Banish the top card of your domain. You may play it this turn.
[(2)(J), (F)(F)(F)]: Copy the next invocation spell with essence value 3 or less you cast this turn. You may choose new targets for the copy.
- 20 -
Wisdom (44/??)
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Common (21/21)
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CW01 (W)
Creature- Faerie Scout (C)
Blink, Evade
1/2

CW02 (1W)
Creature- Wolf (C)
When ~ enters the realm, you get (F).
(W), (F): Return ~ to its owner's hand.
2/2

CW03 (1W)
Creature- Faerie Druid (C)
Evade
(1W), >: Target player discards the top two cards of their domain.
1/3

CW04 (1W)
Creature- Faerie Scout (C)
When ~ enters the realm, draw a card.
1/2

CW05 (2W)
Creature- Satyr Druid (C)
When ~ enters the realm, put a +1/+1 counter on another target creature.
3/2

CW06 (2W)
Creature- Faerie Druid
When ~ enters the realm, your avatar gains 3 life.
2/3

CW07 (3W)
Creature- Faerie Warrior (C)
Evade
3/3

CW08 (3W)
Creature- Treefolk (C)
When ~ dies, target player shuffles their graveyard into their domain.
4/2

CW09 (3WW)
Creature- Treefolk (C)
Whenever ~ deals combat damage to a creature, put a +1/+1 counter on it.
4/4

CW10 (4WW)
Creature- Serpent (C)
Blink
5/6

CW11 (2W)
Creature- Elk (C)
When ~ enters the realm, you gain (FF).
Whenever ~ attacks or blocks, you may pay (FF). If you do, it gets +2/+2 until end of turn.
2/3

CW12 (1WW)
Interrupt Invocation- Ethereal (C)
Negate target spell

CW13 (1W)
Interrupt Invocation- Ethereal (C)
Negate target spell unless its controller pays (2)

CW14 (W)
Interrupt Invocation- Guile (C)
Return target creature to its owner's hand.

CW15 (2W)
Interrupt Invocation- Guile (C)
Exhaust up to two target creatures. They don't ready during their controller's next ready step.

CW16 (2W)
Invocation- Vision (C)
Draw two cards and your avatar gains 2 life.

CW17 (3W)
Invocation- Vision (C)
Reveal the top six cards of your domain. You may put up two creature or emblem cards from among them into your hand. Discard the rest.

CW18 (1W)
Interrupt Invocation- Ethereal (C)
Target player discards the top two cards of their domain. Your avatar gains life equal to the number of creature or shrine cards in that player's graveyard.

CW19 (W)
Interrupt Invocation- Guile (C)
Target creature gets +1/+3 and gains Ward until end of turn.

CW20 (W)
Attachment- Bond (C)
Bond to shrine
When ~ enters the realm, choose a basic shrine type.
Attached shrine is the chosen type.

CW21 (1W)
Attachment- Equipment (C)
Equip creature (1W)
Attached creature gets +1/+3 and has Evade.
Uncommon (15/15)
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UW01 (W)
Creature- Satyr Druid (U)
(2): Target player discards the top card of their domain.
~ has +2/+2 as long as a player has eight or more cards in their graveyard.
1/2

UW02 (1W)
Creature- Faerie Druid (U)
(X), >: You gain X essence of any one aspect.
1/4

UW03 (1WW)
Creature- Faerie Scout (U)
Evade
When ~ enters the realm, ordain 2.
2/3

UW04 (2WW)
Creature- Elk (U)
Ward
3/5

UW05 (3WW)
Creature- Giant Warrior (U)
Persistence
Whenever ~ enters the realm or attacks, put a +1/+1 counter on another target creature.
4/4

UW06 (1W)
Creature- Faerie Druid (U)
(2): Move any number of +1/+1 counters from target allied creature onto another target creature.
2/2

UW07 (5WW)
Creature- Serpent (U)
Evade
When ~ enters the realm, target player discards the top five cards of their domain and your avatar gains 5 life.
7/5

UW08 (2W)
Creature- Faerie Druid (U)
Whenever you draw a card other than during your drawstep, you gain (F).
(FFF), >: Target player discards the top three cards of their domain.
2/3

UW09 (3W)
Interrupt Invocation- Ethereal (U)
Negate target creature spell.
Draw a card.

UW10 (3WW)
Interrupt Invocation- Vision (U)
You get (F)(F)(F)(F). Then you may pay any amount of (F). Reveal that many cards from the top of your domain, put two of them into your hand, and discard the rest.

UW11 (1WW)
Interrupt Invocation- Ethereal (U)
Put target nonshrine permanent on top of its owner's domain.

UW12 (2WW)
Invocation- Guile (U)
Exhaust all enemy creatures. They don't ready during their controller's next ready step.

UW13 (W)
Attachment- Bond (U)
Bond to creature
Attached creature loses all abilities and is a Mercy Cattle creature with base strength and health 2/2.

UW14 (1W)
Invocation- Vitality (U)
Put a +1/+1 on up to two target creatures. Then your avatar gains 1 life for each allied creature with a +1/+1 counter on it.

UW15 (1WW)
Interrupt Invocation- Ethereal (U)
Negate target Glory or Mercy spell. Draw a card.
Rare (6/??)
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Haleron's Choosing (2W)
Interrupt Invocation- Ethereal (R)
Choose one—
• Draw two cards, then discard a card.
• Return target nonshrine permanent to its owner's hand.
• Distribute two +1/+1 counters among any number of target creatures.

Baeor, the Unbowed (4WW)
Legendary Creature- Giant Warrior (R)
Blink
Baeor, the Unbowed can't be negated.
Enemy spells or abilities that target one or more allied creatures cost (2) more to cast or activate.
5/6

Whispering Willow (3W)
Creature- Treefolk (R)
Whispering Willow's strength and health are each equal to the number of cards in your hand.
You have no maximum hand size.
Whenever you draw a card, your avatar gains 1 life.
*/*

Changeling (3W)
Creature- Faerie Shapeshifter (R)
You may have this creature enter the realm as a copy of any target creature in the realm except it isn't legendary if that creature is legendary and it's a faerie in addition to its other types.
4/4

Selysa's Judgement (XW)
Interrupt Invocation- Ethereal (R)
Negate target spell, activated ability, or triggered ability unless its controller pays (X).

Predestination (3WW)
Interrupt Invocation- Vision (R)
Search your domain and/or graveyard for a card and put it into your hand. Then if you searched your domain this way, shuffle.
Mythic Rare (2/??)
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Selysa, Queen of All Courts (3WW)
Legendary Creature- Faerie Druid (M)
Evade
When Selysa, Queen of All Courts enters the realm, you may return a Faerie or Vision card from your graveyard to your hand.
Faerie and Vision spells you cast cost (1) less to cast.
3/4

Centre the Soul (3WW)
Invocation- Vision (M)
Shuffle your hand and graveyard into your domain, then draw seven cards.
Banish Centre the Soul.
Hunger (44/??)
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Common (21/21)
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CH01 (H)
Creature- Revenant (C)
Frenzy, Harvest
1/1

CH02 (1H)
Creature- Vampire Warlock (C)
Harvest
2/1

CH03 (1H)
Creature- Spirit (C)
When ~ enters the realm, you get (F)
(1H), (F): ~ gets +2/+1 until end of turn.
2/1

CH04 (1H)
Interrupt Invocation- Blood (C)
Create two 1/1 Hunger Revenant creature tokens.

CH05 (1HH)
Creature- Vampire Warrior (C)
Evade
2/3

CH06 (2H)
Creature- Wolf Spirit (C)
When ~ dies, target player draws a card and their avatar loses 1 life.
3/2

CH07 (3H)
Creature- Snake Beast (C)
Ambush
4/4

CH08 (2HH)
Creature- Vampire Warrior (C)
5/3

CH09 (3HH)
Creature- Werewolf (C)
Frenzy, Evade
4/4

CH10 (3HH)
Creature- Spider Beast (C)
Whenever ~ deals combat damage to a creature, it deals 3 damage to the avatar of that creature's controller.
3/5

CH11 (2H)
Creature- Hyena Beast (C)
When ~ enters the realm, you gain (FF).
Whenever ~ attacks or blocks, you may pay (FF). If you do, it gets +2/+2 until end of turn.
3/2

CH12 (1H)
Interrupt Invocation- Blood (C)
~ deals 3 damage to target creature or avatar.

CH13 (H)
Invocation- Blood (C)
Harvest
~ deals 2 damage to target creature or avatar.

CH14 (2HH)
Invocation- Wild (C)
~deals 4 damage to target creature or avatar. If a creature dealt damage this way would die this turn, banish it instead.

CH15 (3HH)
Invocation- Soul (C)
Target opponent sacrifices two avatar weapons, creatures, and/or emblems.

CH16 (H)
Interrupt Invocation- Soul (C)
Return target creature card from your graveyard to your hand.

CH17 (H)
Attachment- Bond (C)
Bond to creature
When ~ enters the realm, target creature can't block this turn.
(H): Attached creature gets +1/+0 until end of turn.

CH18 (H)
Interrupt Invocation- Wild (C)
Target creature gets +3/+1 until end of turn. Ordain 1.

CH19 (1H)
Invocation- Ethereal (C)
Banish the top two cards of your domain. Until the end of your next turn, you may play those cards.

CH20 (1H)
Invocation- Wild (C)
Until end of turn, whenever an allied creature enters the realm, it gains Ambush until end of turn.
You gain (HH).

CH21 (1H)
Invocation- Blood (C)
~ deals 1 damage to each enemy creature and avatar.
Uncommon (15/15)
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UH01 (H)
Creature- Vampire Warlock (U)
Whenever you cast an invocation spell, you may pay 1 life. If you do, create a 1/1 Hunger Revenant creature token.
1/2

UH02 (1H)
Creature- Nightmare (U)
Frenzy, Evade
When ~ dies, it deals 2 damage to target avatar.
2/1

UH03 (1HH)
Creature- Vampire Warlock (U)
Evade
When ~ enters the realm, it deals 2 damage to target creature or avatar.
2/2

UH04 (3H)
Invocation- Blood (U)
Each player sacrifices a creature. The avatar of each player who can't loses 3 life.
Create a 3/3 Hunger Ghoul creature token.

UH05 (3HH)
Creature- Hydra Beast (U)
When ~ enters the realm, each player sacrifices a shrine.
5/4

UH06 (H)
Creature- Spirit (U)
Whenever ~ attacks or blocks, each player discards the top card of their domain and their avatars lose 1 life.
All allied creatures get +1/+0 as you long as your avatar has 10 or less life.
1/2

UH07 (2H)
Creature- Human Warlock (U)
When ~ enters the realm, return target creature card from your graveyard to the realm with mana value 2 or less.
3/1

UH08 (2H)
Creature- Vampire Warlock (U)
Whenever another allied nontoken creature dies, you gain (F).
(FFF), >: Create a 1/1 Hunger Revenant creature token.
3/2

UH09 (1H)
Interrupt Invocation- Wild (U)
~ deals 3 damage to target Mercy or Judgement creature and 3 damage to the avatar of that creature's controller.

UH10 (2HH)
Invocation- Blood (U)
Choose any number of target creatures. You gain (F)(F)(F)(F), then you may pay any amount of (F). ~ deals that much damage divided as you choose among those targets.

UH11 (2H)
Invocation- Soul (U)
Sacrifice a creature. If you do, draw three cards.

UH12 (2H)
Avatar Weapon (U)
>, Remove a durability from ~: It deals 2 damage to target creature or avatar.
(2H), Pay 2 life: Put a durability counter on ~.
3 {2}

UH13 (1H)
Attachment- Bond (U)
Bond to creature
Attached creature gets +2/+1. When it dies, return it to the realm.

UH14 (2H)
Emblem (U)
At the beginning of your endstep, each player discards the top two cards of their domain.
(3HH), Banish two cards from your graveyard: Create a 3/3 Hunger Ghoul creature token.

UH15 (H)
Interrupt Invocation- Wild (U)
All allied creature get +1/+0 until end of turn.
Rare (6/??)
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Vaskale's Choosing (2H)
Interrupt Invocation- Blood (R)
Choose one—
• All allied creatures get +2/+0 until end of turn.
• You draw two cards and your avatar loses 3 life.
• Vaskale's Choosing deals 4 damage to target avatar.

Rowenna, the Black Lady (2HH)
Legendary Creature- Vampire Warlock (R)
Evade
Whenever you cast a Vampire or Blood spell, each enemy avatar loses 1 life and your avatar gains 1 life.
(3HHH): Rowenna deals 3 damage to target creature or avatar and your avatar gains 3 life.
3/4

Endless Devotion (2HH)
Invocation- Soul (R)
Return up to two target creature cards with essence value 3 or less from your graveyard to the realm.

Turmoil (1HH)
Invocation- Blood (R)
Turmoil deals 3 damage to each creature and each avatar.

Thatchwood Terror (4HH)
Creature- Hydra Beast (R)
Frenzy, Harvest
Sacrifice another creature, Pay 5 life: Put a +1/+1 counter on Thatchwood Terror. It gains undying until end of turn.
5/5

Grave Rebirth (XH)
Invocation- Soul (R)
Put target creature card from a graveyard with essence value X into the realm under your control. It gains frenzy until end of turn.
Mythic (2/??)
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Gormul, Abyssal Warden (4HHH)
Legendary Creature- Demon (M)
Evade
When Gormul, Abyssal Warden enters the realm, target opponent may pay 4 life or sacrifice a creature. If they don't, draw a card. Repeat this process twice.
8/6

Bloodbane (XH)
Invocation- Blood (M)
Bloodbane deals X damage to target creature or avatar. Until end of turn, damage can't be prevented and enemy avatars can't gain life.
Glory (44/??)
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Common (21/21)
Show
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CG01 (G)
Creature- Human Shaman (C)
>: You gain (G).
1/2

CG02 (1G)
Creature- Human Knight (C)
Challenge
2/2

CG03 (1G)
Creature- Scorpion (C)
When ~ enters the realm, you get (F).
(G), (F): ~ gains Deadly until end of turn.
2/1

CG04 (2G)
Creature- Dwarf Warrior (C)
Frenzy
2/3

CG05 (2G)
Creature- Centaur Shaman (C)
When ~ enters the realm, search your domain and/or graveyard for a basic shrine card and put it into your hand. Then if you searched your domain this way, shuffle.
2/2

CG06 (1GG)
Creature- Manticore Beast (C)
Deadly
2/4

CG07 (2GG)
Creature- Centaur Shaman (C)
Challenge
When ~ enters the realm, put a +1/+1 counter on target creature.
3/3

CG08 – (3G)
Creature- Centaur Scout (C)
When ~ enters the realm, you may discard a card. If you do, draw a card.
4/3

CG09 (4G)
Creature- Chimera Beast (C)
Ambush
5/4

CG10 (3GG)
Creature- Elemental (C)
~ can't be attacked by creatures with power 2 or less except when blocking
5/5

CG11 (4GG)
Creature- Hydra Beast (C)
Challenge
When ~ enters the realm, it deals 1 damage to each enemy creature,
5/5

CG12 (2G)
Creature- Wolf Beast (C)
When ~ enters the realm, you gain (FF).
Whenever ~ attacks or blocks, you may pay (FF). If you do, it gets +2/+2 until end of turn.
3/2

CG13 (G)
Interrupt Invocation- Valour (C)
Ready target enemy creature. It attacks or blocks this turn if able.
Ordain 1.

CG14 (1G)
Interrupt Invocation- Valour (C)
Put a +1/+1 counter on target creature. It gains Undying until end of turn.

CG15 (3G)
Interrupt Invocation- Wild (C)
Put two +1/+1 counters on target creature and ready it.

CG16 (1G)
Invocation- Storm (C)
Discard a card. If you do, draw two cards.

CG17 (G)
Attachment- Equipment
Equip creature (2)
Attached creature gets +2/+0.

CG18 (1G)
Avatar Weapon (C)
(Whenever your avatar attacks with this weapon, remove a durability. When it has none, sacrifice it.)
3 {2}

CG19 (1G)
Invocation- Wild (C)
Draw a card.
You may play an additional shrine this turn.

CG20 (3G)
Invocation- Fire (C)
Destroy target avatar weapon, emblem or shrine.
~ deals 2 damage to the avatar of that permanent's controller.

CG21 (1G)
Interrupt Invocation- Storm (C)
Destroy target creature with Evade.
Uncommon (15/15)
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UG01 (G)
Creature- Dwarf Shaman (U)
When ~ enters the realm, you may discard a card. If you do, draw a card.
When ~ dies, you may put a shrine card from your graveyard on top of your domain.
1/1

UG02 (1G)
Creature- Dwarf Warrior (U)
Deadly
2/2

UG03 (2G)
Creature- Centaur Warrior (U)
When ~ enters the realm, destroy target attachment, avatar weapon or emblem.
2/1

UG04 (2GG)
Creature- Griffon Beast (U)
>: You gain (G)(G).
3/5

UG05 (3GG)
Creature- Dragon (U)
Challenge
(1G): ~ gains undying until end of turn.
5/4

UG06 (5GG)
Creature- Beast (U)
When ~ enters the realm, choose one-
•Distribute three +1/+1 counters among any number of other target creatures.
•Create two 2/2 Glory Beast creature tokens.
5/5

UG07 (2GG)
Creature- Cattle Beast (U)
Ambush
(2GG), >: ~ deals damage equal to its strength to target creature or avatar.
3/5

UG08 (1G)
Creature- Centaur Warrior (U)
Initiative
Whenever ~ and at least one or other allied creature attack or block, put a +1/+1 counter on ~.
1/2

UG09 (2G)
Creature- Centaur Shaman (U)
Whenever an allied shrine enters the realm, you gain (F).
(FFF), >: Put a +1/+1 counter on target creature.
3/2

UG10 (3G)
Invocation- Valour (U)
Search your domain for up to two basic shrine cards, put them onto the realm exhausted, then shuffle. Ordain 1.

UG11 (G)
Invocation- Fire (U)
Choose target creature. You get (F)(F)(F). Then you may pay any amount of (F). That creature gets +1/+1 until end of turn for each (F) spent.

UG12 (3GG)
Avatar Weapon (U)
Excess damage dealt by this weapon to creatures also damages the avatar of that creature's controller.
4 {3}

UG13 (2G)
Interrupt Invocation- Wild (U)
Search your domain for a shrine card, reveal, and put it into your hand. Then shuffle.

UG14 (G)
Interrupt Invocation- Valour (U)
Prevent all combat damage that would be dealt this turn.

UG15 (G)
Interrupt Invocation- Valour (U)
Ready target Judgement or Wisdom creature. It attacks or blocks another target creature this turn if able.
Rare (6/??)
Show
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Arteon's Choosing (2G)
Interrupt Invocation- Wild (R)
Choose one—
• Target creature gets +4/+4 until end of turn.
• Draw a card. You may put a shrine card from your hand into the realm exhausted.
• Target allied creature deals damage equal to its strength to target enemy creature.

Orea, the Indomitable (2GG)
Legendary Creature- Centaur Warrior (R)
Frenzy
Whenever Orea, the Indomitable attacks, you may pay (2G). If you do, ready all allied creatures. After this phase, there is an additional combat phase.
4/3

Earthrazer Dragon (3GG)
Creature- Dragon (R)
When Earthrazer Dragon enters the realm, destroy target noncreature permanent unless its controller has ~ deal 6 damage to their avatar.
6/5

Awoken Rage (3GG)
Emblem (R)
Allied shrines are 3/4 Elemental creatures with Frenzy. They're still shrines.
You may play shrine cards from your graveyard.

Taurus Chainwhirler (1GG)
Creature- Minotaur Berserker (R)
Onslaught
When Taurus Chainwhirler enters the realm, if you have an allied creature with a +1/+1 counter on it, put a +1/+1 counter on Taurus Chainwhirler.
2/2

Sword of Eternal Flame (2GG)
Avatar Weapon (R)
Whenever a creature with strength 4 or greater enters the realm under your control, put a durability counter on Sword of Eternal Flame.
4 {2}
Mythic (2/??)
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Orphanx, Dragon Lord (6GGG)
Legendary Creature- Dragon (M)
Frenzy
When Orphanx, Dragon Lord enters the realm, you may search your domain for a Dragon card and put it into the realm, then shuffle.
Other allied Dragons have frenzy.
8/8

Ride into Battle (4GG)
Invocation- Storm (M)
Look at the top six cards of your domain and put up to two creature cards from among them into the realm. Then put the rest on the bottom of your domain.
Mercy (44/??)
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Common (21/21)
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CM01 (M)
Creature- Spirit (C)
Persistence
(1W), Sacrifice ~: Banish target emblem
1/1

CM02 (1M)
Creature- Cattle (C)
When ~ enters the realm, you get (F)
(2), (F): ~ gains undying until end of turn.
2/1

CM03 (1M)
Creature- Human Warrior (C)
Challenge
1/3

CM04 (1M)
Creature- Nymph Cleric (C)
When ~ enters the realm, your avatar gains 3 life.
1/3

CM05 (1M)
Creature- Nymph (C)
When ~ enters the realm, create a 1/1 Mercy Nymph creature token
2/1

CM06 (2M)
Creature- Human Warrior (C)
Harvest
2/3

CM07 (2M)
Invocation- Vitality (C)
Create three 1/1 Mercy Nymph creature tokens

CM08 (2M)
Creature-Human Warrior (C)
2/4

CM09 (3M)
Creature- Human Guard (C)
Persistence
2/4

CM10 (2MM)
Creature- Human Knight (C)
Initiative
3/3

CM11 (4M)
Creature- Construct Guard (C)
When ~ enters the realm, it gains Undying until your next turn.
4/5

CM12 (4MM)
Creature- Elemental (C)
Evade
4/6

CM13 (2M)
Creature- Unicorn (C)
When ~ enters the realm, you gain (FF).
Whenever ~ attacks or blocks, you may pay (FF). If you do, it gets +2/+2 until end of turn.
2/3

CM14 (1M)
Interrupt Invocation- Soul (C)
Return target attachment or creature from your graveyard to your hand.
Ordain 1

CM15 (M)
Attachment- Bond
Bond to creature
Attached creature gets -5/-0

CM16 (M)
Interrupt Invocation- Celestial (C)
Target creature gets -7/-0 until end of turn.

CM17 (M)
Invocation- Valour (C)
Up to two target creatures each get +2/+2 until end of turn.

CM18 (1M)
Attachment- Equipment (C)
Equip creature (1M)
Attached creature gets +2/+2 and persistence

CM19 (3MM)
Invocation- Valour (C)
Put two +1/+1 counters on target creature and a +1/+1 counter on each other allied creature.

CM20 (1M)
Invocation- Celestial (C)
Banish target attachment, avatar weapon, or emblem

CM21 (2M)
Creature- Elemental (C)
Defensive, Challenge
1/6
Uncommon (15/15)
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UM01 (M)
Creature- Nymph Cleric (U)
Harvest
When ~ enters the realm, ready another allied permanent.
1/2

UM02 (1M)
Creature- Human Cleric (U)
>: Ready target creature or shrine.
1/3

UM03 (1M)
Interrupt Invocation- Vitality (U)
You get (F)(F).
Then you may pay any amount of (F). Create an 0/0 Mercy Elemental creature token and put that many +1/+1 counters on it.

UM04 (2M)
Creature- Nymph Warrior (U)
Challenge
When ~ enters the realm, exhaust target enemy permanent.
2/3

UM05 (3M)
Creature- Spirit (U)
When ~ enters the realm, banish target enemy nonshrine permanent until ~ leaves the realm.
3/4

UM06 (3MM)
Creature- Elemental (U)
Whenever you, your avatar or an allied permanent becomes the target of an enemy spell or ability, draw a card.
4/6

UM07 (M)
Creature- Human Warrior (U)
(1M): ~ gets +1/+1 until end of turn.
(3M): Put a +1/+1 counter on ~.
1/1

UM08 (4MM)
Creature- Construct Warrior (U)
Onslaught
At the beginning of each combat during your turn, target allied creature with strength 3 or less gains onslaught until end of turn.
3/6

UM09 (2M)
Creature- Nymph Cleric (U)
Whenever your avatar gains one or more life, you gain (F).
(FFF), >: Put a permanent card from your graveyard on top of your domain.
2/3

UW10 (1M)
Attachment- Bond (U)
Bond to creature
Attached creature can't attack or block.

UW11 (1M)
Emblem (U)
Whenever an allied creature enters the realm you may pay (M). If you do, draw a card.

UW12 (3M)
Emblem (U)
Whenever an allied nontoken creature dies, create a 2/1 Mercy Spirit creature token.

UW13 (2M)
Invocation- Soul (U)
Choose one or both-
• Return target creature card from your graveyard to your hand.
• Return target attachment or emblem card from your graveyard to your hand.

UW14 (1M)
Invocation- Valour (U)
Target creature gets +3/+1 and gains initiative until end of turn.

UM15 (M)
Interrupt Invocation- Valour (U)
Until end of turn, enemy Wisdom or Hunger permanents can't attack and their activated abilities can't be activated.
Rare (6/??)
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Leigana's Choosing (2M)
Interrupt Invocation- Vitality (R)
Choose one—
• All allied permanents gain undying until end of turn.
• Your avatar gains 6 life.
• Exhaust all enemy creatures.

The Four Archons (2MM)
Legendary Creature- Nymph Cleric (R)
Creatures can't attack your avatar or an allied creature unless their controller pays (1) for each of those creatures.
4/4

Spectral Procession (XMM)
Interrupt Invocation- Soul (R)
Create X 2/1 Mercy Spirit creature tokens.

Sungrove Chorus (3MM)
Invocation- Vitality (R)
Draw a card for each allied creature or emblem.

Dawnguard Warden (1M)
Creature- Human Guard (R)
Sacrifice ~: Banish target attacking or blocking creature. Its controller draws two cards.
2/2

Tranquility (W)
Interrupt Invocation- Celestial (R)
Your opponents can't cast spells or activate avatar abilities this turn.
Mythic (2/??)
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Alorus, the First Light (4MM)
Legendary Creature- Angel Warrior (M)
Persistence, Evade
Whenever you cast an Angel or Valour spell, your avatar gains 1 life.
As long as your avatar has 6 or more life greater than your starting life total, Alorus has undying.
6/6

One Among Many (3M)
Emblem (M)
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Judgement (44/??)
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Common (21/21)
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CJ01 (J)
Creature- Bird Construct (C)
~ has deadly as long as you control an attachment or emblem
1/2

CJ02 (1J)
Creature- Merfolk Guard (C)
Persistence
2/1

CJ03 (1J)
Creature- Elemental (C)
When ~ enters the realm, you get (F)
(2J), (F): Target player discards the top two cards of their domain.
2/1

CJ04 (2J)
Creature- Merfolk Mage (C)
Ward
2/3

CJ05 (2J)
Creature- Elemental (C)
Blink
3/2

CJ06 (3J)
Creature- Merfolk Warrior (C)
When ~ enters the realm, ordain 1.
4/2

CJ07 (2JJ)
Creature- Human Guard
Deadly
2/5

CJ08 (3JJ)
Creature- Sphinx
(3JJ): Return target invocation card from your graveyard to your hand.
4/5

CJ09 (4JJ)
Creature- Serpent (C)
~ can't attack unless you have two or more invocation cards in your graveyard.
6/7

CJ10 (2J)
Creature- Whale (C)
When ~ enters the realm, you gain (FF).
Whenever ~ attacks or blocks, you may pay (FF). If you do, it gets +2/+2 until end of turn.
2/3

CJ11 (J)
Creature- Construct (C)
Defensive
1/4

CJ12 (3J)
Invocation- Celestial (C)
Banish target creature.
Ordain 1

CJ13 (2J)
Interrupt Invocation- Storm (C)
Destroy target creature with strength 4 or less

CJ14 (1J)
Attachment- Bond (C)
Bond to creature
Attached creature gets -3/-3

CJ15 (J)
Invocation- Guile (C)
Target opponent reveals their hand. You choose a noncreature, nonshrine card from it. That player discards that card.

CJ16 (J)
Emblem (C)
(1J), Sacrifice ~: Reveal the top four cards of your domain. You may put an invocation or emblem card from among them into your hand. Discard the rest.

CJ17 (2J)
Invocation- Ethereal (C)
Target opponent discards two cards from their hand and the top two cards of their domain.

CJ18 (J)
Attachment- Bond (C)
Bond to creature
Attached creature gets +0/+4.

CJ19 (1J)
Emblem (C)
>: Target player discards the top card of their domain
>: Banish target card from a graveyard.

CJ20 (1J)
Interrupt Invocation- Guile (C)
Target creature or emblem gains ward until end of turn.
Draw a card.

CJ21 (2J)
Interrupt Invocation- Ethereal (C)
Banish up to two target allied creatures or emblems, then return those cards to the realm under your control.
Uncommon (4/??)
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UJ01 (J)
Creature- Construct (U)
Ward
(2J), Sacrifice ~: Copy target allied invocation spell. You may choose new targets for the copy.
1/1

UJ02 (1J)
Creature- Elemental (U)
Invocation spells you cast cost (1) less to cast.
1/4

UJ03 (2J)
Creature- Merfolk Mage (U)
When ~ enters the realm, target player discards the top three cards of their domain.
(2J): Put a +1/+1 counter on ~. Activate this ability only if a player has eight or more cards in their graveyard.
2/3

UJ04 (2JJ)
Creature- Merfolk Scout (U)
Blink
When ~ enters the realm, target opponent discards a card.
2/3

UJ05 (3JJ)
Creature- Turtle (U)
Persistence
(J): ~ gets +1/-1 until end of turn.
3/7

UJ06 (4JJ)
Creature- Kraken (U)
Deadly
When ~ enters the realm, target creature gets -2/-2 until end of turn.
5/6

UJ07 (1J)
Creature- Horse Construct (U)
Evade
Whenever an allied attachment or emblem enters the realm, ~ gets +1/+1 until end of turn. Ordain 1.
2/1

UJO8 (2J)
Creature- Merfolk Mage (U)
Whenever you cast an invocation spell, you gain (F).
(FFF), T: Create an 0/4 Judgement Construct creature token with defensive.
1/4

UJ08 (JJ)
Interrupt Invocation- Ethereal (U)
Choose target creature. You get (F)(F)(F), Then you may pay any amount of (F). Target creature gets -1/-1 until end of turn for each (F) paid.

UJ10 (2J)
Emblem (U)
Whenever an opponent casts their second spell in a turn, draw a card.

UJ11 (1J)
Invocation- Celestial (U)
Target opponent reveals their hand. You choose a nonshrine card from it. That player discards that card.

UJ12 (2J)
Interrupt Invocation- Guile (U)
Banish up to two target allied creatures or emblems, then return them to the realm under their owners control at the beginning of the next endstep.

UJ13 (2J)
Attachment- Bond (U)
Bond to attachment or emblem
Attached permanent is a Construct creature with base strength and health 5/5 in addition to its other types. (If it was attached to a creature, it becomes unattached and can't be attached.)

UJ14 (2UU)
Invocation- Ethereal (U)
Return up to two target attachment, emblem or invocation cards from your graveyard to your hand.
Banish ~.

UJ15 (1J)
Interrupt Invocation- Celestial (U)
Banish target Hunger or Glory creature.
Rare (6/??)
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Iseris's Choosing (2J)
Interrupt Invocation- Celestial (R)
Choose one—
• Destroy target creature with strength 3 or greater.
• Return target invocation card from your graveyard to your hand.
• Gain control of target creature with essence value 2 or less until end of turn. Ready it. It gains frenzy until end of turn.

Iraeon, the Chancellor (3JJ)
Legendary Creature- Merfolk Mage (R)
Persistence
When Iraeon, the Chancellor enters the realm, any number of target creatures have base strength and health 4/4 until end of turn.
4/4

Absolution (4JJ)
Invocation- Celestial (R)
Banish all creatures and all creature cards from all graveyards.

Chancellor's Decree (3J)
Invocation- Guile (R)
Choose a nonshrine card name. Search target player's graveyard, hand, and domain for any number of cards with that name and banish them. Then that player shuffles.

Ajaharat Sovereign (4JJ)
Creature- Sphinx (R)
Blink
At the beginning of each player's upkeep, that player draws an additional card.
5/7

Binding Will (3JJ)
Attachment- Bond (R)
Bond to creature.
You control attached creature.
When Binding Will leaves the realm, if the attached creature is still in the realm, return that creature to its owner's hand.
Mythic (2/??)
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Ramohti, All Seeing Eye (5JJJ)
Legendary Creature- Djinn (M)
Blink
When Ramohti, All Seeing Eye enters the realm, banish up to three target Celestial or Ethereal spells from your graveyard. For as long as they remain banished, you may cast those spells and they cost (2) less to cast.
5/6

Second Chance (3JJ)
Invocation- Ethereal (M)
Take an extra turn after this one.
Banish Second Chance.
Mulitcoloured (10/21)
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Uncommon (10/10)
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UZ01 (1WH)
Creature- Satyr Warlock (U)
Evade
Other allied creatures with Evade get +1/+1.
2/3

UZ02 – (1WG)
Creature- Centaur Druid (U)
Allied creatures with a +1/+1 counter on them have Evade.
(1WG): Put a +1/+1 counter on target creature.
2/3

UZ03 (HG)
Creature- Satyr Shaman (U)
>: ~ deals 1 damage to target creature or avatar.
(HG), Pay 1 life: Ready ~.
3/1

UZ04 (1HM)
Invocation- Soul (U)
Create two 2/2 Hunger/Mercy Spirit creature tokens.

UZ05 (1GM)
Creature- Spirit Warrior (U)
~'s strength and health and each equal to the total number of allied creatures.
>: You gain one essence of any aspect.
*/*

UZ06 (2GJ)
Creature- Human Monk (U)
Whenever you cast a spell with essence value 4 or greater, ~ gets +1/+1 until end of turn.
(J): Switch ~'s strength and health.
3/5

UZ07 (MJ)
Creature- Construct (U)
Persistence
Attachment and emblems spells you cast cost (1) less to cast.
2/1

UZ08 (MW)
Creature- Nymph Druid (U)
When ~ enters the realm, return target allied permanent to its owner's hand. Your avatar gains life equal to its essence value.
2/2

UZ09 (3JW)
Creature- Sphinx (U)
Whenever ~ deals combat damage, target player discards the top three cards of their reserve.
When ~ dies, if a player has eight or more cards in their graveyard, you may draw a card.
3/6

UZ010 (JH)
Creature- Human Mage (U)
Whenever you cast an invocation spell, ~ gets +2/+0 until end of turn.
1/3
Neutral (3/??
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Common (2/??)
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CN01 (2)
Creature- Human Mercenary (C)
When ~ enters the realm or dies, you gain (F).
2/1

CN02 (2)
Interrupt Invocation- Vitality (C)
Your avatar gains 3 life. Draw a card.
Rare (1/??)
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Mark of Eternity (3)
Attachment- Bond (R)
Bond to permanent
Attached permanent has undying.
Lands (22/??)
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Common (1/??
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CS01
Shrine (C)
>, Sacrifice ~: Search your domain for a basic shrine card and put it into the realm exhausted. Then shuffle.
Uncommon (10/10)
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Sacrificial Bog US01
Shrine (U)
Sacrificial Bog enters the realm exhausted.
When Sacrificial Bog enters the realm, you gain (F).
>: You gain (W) or (H)

Stone Circle US02
Shrine (U)
Stone Circle enters the realm exhausted.
When Stone Circle enters the realm, you gain (F).
>: You gain (W) or (G)

Daunting Ruins US03
Shrine (U)
Daunting Ruins enters the realm exhausted.
When Daunting Ruins enters the realm, you gain (F).
>: You gain (H) or (G)

Lonely Road US04
Shrine (U)
Lonely Road enters the realm exhausted.
When Lonely Road enters the realm, you gain (F).
>: You gain (H) or (M)

Solemn Battlefield US05
Shrine (U)
Solemn Battlefield enters the realm exhausted.
When Solemn Battlefield enters the realm, you gain (F).
>: You gain (G) or (M).

Steam Baths US06
Shrine (U)
Steam Baths enters the realm exhausted.
When Steam Baths enters the realm, you gain (F).
>: You gain (G) or (J).

Town Square US07
Shrine (U)
Town Square enters the realm exhausted.
When Town Square enters the realm, you gain (F).
>: You gain (M) or (J).

Stone Garden US08
Shrine (U)
Stone Garden enters the realm exhausted.
When Stone Garden enters the realm, you gain (F).
>: You gain (M) or (W).

Mirror Pool US09
Shrine (U)
Mirror Pool enters the realm exhausted.
When Mirror Pool enters the realm, you gain (F).
>: You gain (J) or (W).

Wishing Well US10
Shrine (U)
Wishing Well enters the realm exhausted.
When Wishing Well enters the realm, you gain (F).
>: You gain (J) or (H).
Rare (10/10)
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Eerie Hollow
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (W) or (H).

Crystal Augury
Shrine (R)
>: You gain (1).
>, Pay 1 life: You gain (W) or (G).

Grand Arena
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (H) or (G).

Shrouded Altar
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (H) or (M).

War Memorial
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (G) or (M).

Imperial Passage
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (G) or (J).

Flooded Fortress
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (M) or (J).

Golden Grove
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (M) or (W).

Hanging Gardens
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (J) or (W).

Treasure Vault
Shrine (R)
>: You gain (N).
>, Pay 1 life: You gain (J) or (H).
Mythic (1/1
Show
Hide
Seat of Triumph
Shrine (M)
>: You gain (N)
(1), >: You gain (F).
(FFFF,FFFF), >: Target avatar's life total becomes half their starting life total, rounded down.
-
More to come soon
Thanks for reading!
Last edited by DJK3654 2 years ago, edited 11 times in total.

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DJK3654
Compulsive set designer
Posts: 9
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Pronoun: he / him

Post by DJK3654 » 2 years ago

UPDATES

Added two extra commons to each aspect- a cycle of favour counter interacting creatures, a general noncreature slot card.
Added full cycle of uncommon multi-aspect signpost type cards.
Added full cycle of uncommon dual shrines which grant a favour counter on entering the realm.

CH19 (formerly CH18) Wild subtype → Ethereal subtype
CG16 (formerly CG15) Wild subtype → Storm subtype
CG17 (formerly CG16) Equip cost (1G) → Equip cost (2)
CJ13 (formerly CJ12) Celestial subtype → Storm subtype
CJ17 (formerly CJ16) "Target opponent discards two cards" → "Target opponent discards two cards from their hand and the top two cards of their domain."

The purpose of the poll I added earlier BTW is to help refine the design and balance of the different aspects, in this case through the lens of how appealing they each are to people. If one aspect ends up with a lot more votes or a lot less that tells me something. Please do vote on the poll if you wouldn't mind, and any comments on the design and balance of the aspects would be very helpful.

User avatar
DJK3654
Compulsive set designer
Posts: 9
Joined: 4 years ago
Pronoun: he / him

Post by DJK3654 » 2 years ago

UPDATES (again)

Added four uncommons to each aspect (the rest will come soon)
Added two rares and two mythics to each aspect (these also have names)
Added full cycle of rare dual shrines which are essentially the equivalent of the painlands

User avatar
DJK3654
Compulsive set designer
Posts: 9
Joined: 4 years ago
Pronoun: he / him

Post by DJK3654 » 2 years ago

UPDATES

Now up to 15 uncommons for each aspect.
Now 6 rares per aspect
Added a couple neutral cards and bonus noncycle shrines.

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