[TLZ] The Legend of Zelda: Breath of the Wild

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

Talking about Universe Beyond sets and what I would look for in a set really got me thinking about what I would want from a The Legend of Zelda themed set, which then made me realize that if I did any The Legend of Zelda games it would be Breath of the Wild, which is one of my favorite games of all time. This then got me thinking about all the cool designs the set would have and what the themes would be, and even a few card designs, that I couldn't really stop. Now, I'm not sure if this would actually go anywhere. I do have a bad habit of starting sets without really finishing them. But I figured better to write it down and stop than never write it down in the first place (or that is how I think the quote goes).

As for the themes, the first I came up with was artifacts, but not the normal artifact feel. Instead the theme I came up with worked better if they were better if many of the artifacts were tokens because of the new keyword I came up with to encompass one of the most controversial features in BotW, durability.

Token Equipment & Armed
SPOILER
Show
Hide
Traveler's Sword
Token Artifact – Equipment
Equipped creature gets +1/+1.
Equip 2

Armed

Goron Blacksmith 1r
Creature – Golem Artificer
Armed - When Goron Blacksmith enters the battlefield, create a Traveler's Sword token. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
2/1

Epic Battle 2g
Sorcery
Armed – Create an Ancient Bladesaw token attached to target creature you control. When you do, that creature fights up to one target creature you don't control. (It's an Equipment artifact with "Equipped creature gets +2/+0," and "Equip 4.")

Armed is an ability word that notes an ability or spell will create an equipment token. Sometimes it will just create the equipment token, sometimes it will attach it to the creature that created it, sometimes it will attach it to a creature you control. It's meant to be flexible.
Treasure, Food, and Clues
SPOILER
Show
Hide
Treasure, Food, and Clues seem like a natural fit in the set, not only because they are artifact tokens, but because they fit the game setting.

Naydra's Judgment 1u
Instant
Return target spell to its owner's hand.
Create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Drum Maker 2r
Creature – Golem Artificer
Metalcraft – When Drum Maker enters the battlefield, create a Treasure token. Then if you control three or more artifacts, target creature you control gains haste until end of turn. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
3/2

Defeat the Yiga 2bb
Sorcery
Destroy target creature or planeswalker. Create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")
Equipment Matters
SPOILER
Show
Hide
With so many equipment being created, it only makes sense to have equipment matters as a theme and cards that interact with equipment.

Desert Voe 3r
Creature – Elf Archer
As long as it is your turn, Desert Voe has first strike.
Desert Voe gets +1/+1 for each equipment attached to it.
2/2

Gerudo Guard 1u
Creature – Human Soldier
Ward 1
Whenever Gerudo Guard attacks, target creature an opponent controls gets -X/-0 until end of turn, where X is equal to the number of equipped creatures you control.
2/2
Artifacts Matters
SPOILER
Show
Hide
And while equipment matters, just as important is making sure artifacts in general matter. That includes counting artifacts, when artifact enter the battlefield, and the return of metalcraft.

Remote Bomb 1
Artifact (C)
3, , Sacrifice Remote Bomb: Remote Bomb deals X damage to target creature or planeswalker, where X is 1 plus the number of artifacts you control.

Frost Talus 5u
Artifact Creature – Elemental
Affinity for artifacts (This spell costs 1 less to cast for each artifact you control.)
Whenever another artifact enters the battlefield under your control, Frost Talus can't be blocked this turn.
3/4

Hateno Militia 1w
Creature – Elf Soldier
Metalcraft – Whenever Hateno Militia attacks, if you control three or more artifacts, it gains first strike until end of turn.
3/1
Ninjas
Ninjas
Show
Hide
As I worked on the set more I realized it needed a mechanic that wasn't artifact related. I settled on Ninjas because it fit the world, is a fun mechanic, and mechanically works with the set since equipment > +1/+1 counters when ninjas are involved. The setting also does another thing were ninjas aren't main in , but can be in all colors (but mainly in ).

Grassland Tracker 3g
Creature – Elf Ninja
Ninjutsu 2g (2g, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Grassland Tracker deals combat damage to a player, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle.
3/3

Infiltration Specialist 3b
Creature – Elf Ninja
Ninjutsu 1b (1b, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Infiltration Specialist deals combat damage to a player, you may draw a card. If you do, you lose 1 life.
2/2

Disguised Traveler 3w
Creature – Elf Ninja
Ninjutsu 2w (2w, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
CARDNAME has first strike as long as it is your turn.
Armed - Whenever CARDNAME deals combat damage to a player, create a Traveler's Sword token. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
2/2
Graveyard & Beckon
Graveyard & Beckon
Show
Hide
As Ganon's army reviving each blood moon is a major component of the game, I figured that I needed a mechanic that represents that (especially after Durability was cut for logistic reasons). After trying Dredge and a few other things, I settled on a mechanic that is most similar to escape, except that instead of exiling cards from your graveyard, you sacrifice a certain number of artifacts plus pay some mana to bring back a creature. I named the ability Beckon since Ganon is literally beckoning them from the grave. While this escape-like mechanic is focused in mostly red and black, blue and green also have some Beckon syngeries.

Chuchu 1u
Creature – Ooze
When Chuchu enters the battlefield, return up to one target nonland artifact to its owner's hand.
Beckon 3u, Sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
1/1

Stalmoblin 5b
Creature – Skeleton Orc
Whenever you sacrifice a permanent, look at the top card of your library. You may put it into your graveyard.
Beckon - 6bb, sacrifice an artifact. (Return Stalmoblin from the graveyard to the battlefield tapped. Activate only as a sorcery.)
5/6

Ambush Leader 1rr
Creature – Goblin Ninja
Haste
Cycling 2 (2, Discard this card: Draw a card.)
Beckon 1rr, sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/3
Draft Architypes & Signpost Legends
SPOILER
Show
Hide
While many of the draft architypes are based around artifacts, a few aren't. But at the same time, there are meant to be artifacts that enhance their theme. For example, Food for lifegain matters and Clues for draw two.

wu – Artifacts Entering the Battlefield/Clues Control
Zelda, Scholar of the Ancients
Show
Hide
Zelda, Scholar of the Ancients 1wu
Legendary Creature – Elf Noble Artificer
Whenever one or more artifacts enter the battlefield under your control, create a Clue token. This ability triggers once each turn. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, scry 1.
1/2
WB – Flying Matters/Go Wide
Revali, Rito Champion
Show
Hide
Revali, Rito Champion 3wb
Legendary Creature – Bird Archer
Flying, first strike
Whenever Revali, Rito Champion attacks, up to one target attacking creature without flying gains flying until end of turn. Then creatures you control with flying get +1/+0 until end of turn.
2/3
UB – Beckon Control
Mipha, Zora Champion
Show
Hide
Mipha, Zora Champion 3ub
Legendary Creature – Merfolk Cleric
Ward 2
Whenever you draw your second card each turn, choose one -
• Remove all finality counters from target creature you control.
• Choose another target creature you control. When that creature dies this turn, return it to the battlefield tapped under its owner's control.
3/3
UR – Equipped Go-Wide Aggro
Urbosa, Gerudo Champion
Show
Hide
Urbosa, Gerudo Champion 1ur
Legendary Creature – Human Soldier
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword token and attach it to this creature. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
As long as CARDNAME is attacking, it gets +1/+0 and has first strike.
Whenever CARDNAME attacks, another target equipped creature you control gets +1/+0 and gains first strike until end of turn.
1/1
BR – Beckon Midrange
Master Kohga
Show
Hide
Master Kohga 2br
Legendary Creature – Elf Ninja
Flying
Whenever Master Kohga deals combat damage to a player, create a 0/1 colorless Construct artifact creature token with "This creature can't block."
Whenever one or more cards leave your graveyard, each opponent loses 2 life. This ability triggers once each turn.
2/4
BG – Ninjas!
Impa, Legendary Kunoichi
Show
Hide
Impa, Legendary Kunoichi bg
Legendary Creature – Elf Ninja
Ninjutsu bg (bg, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Other Ninja creatures you control get +1/+1.
Whenever one or more creatures you control attack, you may pay 1. If you do, target attacking creature gains menace until end of turn.
2/2
RG – Equipment Go-Tall Midrange
Link, Resurrected Hero
Show
Hide

Link, Resurrected Hero rg
Legendary Creature – Elf Knight
Trample, Haste
Link, Resurrected Hero gets +1/+1 for each Equipment attached to it.
Whenever an Equipment enters the battlefield under your control, and Link is in your graveyard, you may pay 1rg. If you do, return Link to the battlefield and attach that Equipment to it.
1/1
RW – Metalcraft Aggro
Daruk, Goron Champion
Show
Hide
Daruk, Goron Champion 3rw
Legendary Creature – Golem Warrior
Trample
Metalcraft - At the beginning of your combat step, if you control three or more artifacts, target creature you control gets +2/+0 and gains indestructible until end of turn.
3/4
GW – Lifegain Midrange
Rhoam, Last King of Hyrule
Show
Hide
Rhoam, Last King of Hyrule 2gw
Legendary Creature – Elf Spirit Noble
Vigilance
At the beginning of your end step, if you gained 3 or more life this turn, draw a card.
4/4
GU – Rainbow (3 or More Color) Midrange
Hestu, Whimsical Bard
Show
Hide
Hestu, Whimsical Bard 1gu
Legendary Creature – Treefolk Bard
Reach
Armed - Whenever Hestu, Whimsical Bard or another creature you control enters the battlefield, if three or more different colors of mana were spent to cast that creature, create a Traveler's Sword token attached to target creature you control. That creature gains trample until end of turn.
2: Add one mana of any color.
2/3
Last edited by Guardman 2 months ago, edited 9 times in total.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

White
Show
Hide

CW01 – 1 MV
Grassland Fox
Creature – Fox
Lifelink
CARDNAME can't be blocked by creatures with power 3 or greater.
1/1

CW02 – 1 or 2 MV (don't pick 2 for this and CW06)
New Recruit
Creature – Elf Soldier
Metalcraft – CARDNAME gets +2/+2 as long as you control three or more artifacts.
1/1

CW03 – 2 MV
Hylian Paraglider 1w
Creature – Elf Ninja
Whenever an artifact enters the battlefield under your control, CARDNAME gains flying until end of turn.
2/2

CW04 – 2 MV
Courser Beehive 1w
Artifact Creature – Food Insect
Vigilance
, , Sacrifice CARDNAME: Create a 1/1 green Insect creature token. Gain 3 life.
1/3

CW05 – 2 MV
Hateno Militia 1w
Creature – Elf Soldier
Metalcraft – Whenever CARDNAME attacks, if you control three or more artifacts, it gains first strike until end of turn.
3/1

CW06 – 2 or 3 MV
Pilgrim of Hope 1w
Creature – Elf Citizen
Armed – Whenever you gain life, create a Traveler's Sword token and attach it to Pilgrim of Hope. This ability triggers once each turn. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
2/2

CW07 – 3 MV
Zephyr Sniper 2w
Creature – Bird Archer
Flying
Metalcraft – CARDNAME gets +1/+1 as long as you control three or more artifacts.
2/1

CW08 – 3 MV
Intrepid Shrine Seeker 2w
Creature – Elf Citizen
When CARDNAME enters the battlefield, create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")
3/3

CW09 – 4 MV
Ancient Monk 3w
Creature – Zombie Monk
Flash
When CARDNAME enters the battlefield, you may untap another target creature you control.
1/4

CW10 – 4 MV
Light Seeker 3w
Creature – Merfolk Ninja
Ninjutsu 1w (1w, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")
2/1

CW11 – 5 MV
Cloud Guardian 4w
Creature – Bird Soldier
Flying
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword attached to it and a Food token. (It's an artifact with "{2}, {t}, Sacrifice this artifact: Gain 3 life.")
2/3

CW12 – 5 or 6 MV
Wild Horse 4w
Creature – Horse
Whenever an artifact enters the battlefield under your control, tap target creature an opponent controls.
4/4

CW13 – Can't attack or block (sometimes also stops activated abilities, usually an Aura)
Shiny Distraction w
Enchantment – Aura
Enchant creature
Enchanted creature can't attack.
Enchanted creature can't block if an artifact entered the battlefield under your control this turn.

CW14 – Destroy large/tapped creature
Purifying Light 2w
Instant
Destroy target creature if it is tapped.
Metalcraft – If you control three or more artifacts as you cast this spell, instead destroy that creature.

CW15 – Combat trick (usually +2/+2 or smaller)
Parry w
Instant
Armed – Target creature you control gains indestructible until end of turn. Create a Traveler's Sword token and attach it to that creature. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")

CW16 – Positive Aura/Equipment
Lynel Blade 1w
Artifact – Equipment
Equipped creature gets +2/+2.
Whenever equipped creature attacks, scry 1.
Equip 3. This ability costs X less to activate, where X is the number of Equipment attached to the creature it targets.

CW17 – Destroy artifact/enchantment (oftentimes, it can destroy either)
King's Decree 1w
Sorcery
Choose one -
• Destroy target artifact or enchantment.
• Destroy two target artifacts and/or enchantments with mana value 1 or less.

UW01 – 1 MV
Tabantha Ranger w
Creature – Elf Ranger
Activated abilities of artifacts your opponent's control cost 1 more to activate unless they're mana abilities.
1/2

UW02 – 2 MV
Traveling Refugees 1w
Sorcery
Metalcraft – Create a 1/1 green Elf creature token and a Food token. Then, if you control three or more artifacts, create an additional 1/1 green Elf creature token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")

UW03 – 2 or 3 MV
Eldin Sentry 1w
Artifact Creature – Construct Scout
Flying, vigilance
Whenever CARDNAME attacks or blocks, scry 1.
When CARDNAME dies, create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")
1/1

UW04 – 3 MV
Dawn-Crowned Buck 2w
Creature – Elk
Flash
Whenever an opponent draws their second card each turn, you gain 1 life and draw a card.
2/2

UW05 – Any MV
Deep Water Healer 2w
Creature – Merfolk Cleric
Lifelink
Whenever an artifact enters the battlefield under your control, you may pay 1. If you do, CARDNAME gains indestructible until end of turn.
3/1

UW06 – 4 MV
Disguised Traveler 3w
Creature – Elf Ninja
Ninjutsu 2w (2w, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
CARDNAME has first strike as long as it is your turn.
Armed - Whenever CARDNAME deals combat damage to a player, create a Traveler's Sword token. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
2/2

UW07 – 5 MV
Master Storyteller 3ww
Creature – Golem
At the beginning of your end step, if you gained 3 or more life this turn, you may return target artifact or enchantment card from your graveyard to your hand.
4/4

UW08 – Any MV (no more than two creatures at uncommon should have the same MV)
Rito Elder 4ww
Creature – Bird Cleric
Flying
When CARDNAME enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
4/4

UW09 – Creature removal (usually very efficient)
Zelda's Seal 1ww
Enchantment
Ward 2
When CARDNAME enters the battlefield, exile target nonland permanent an opponent controls until CARDNAME leaves the battlefield.

UW10 – Non-creature
Cooking Pot 1w
Artifact
Whenever one or more creatures you control deal combat damage to a player, create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")
, , Sacrifice a Food: Prevent the next 3 damage that would be dealt to target creature or planeswalker you control this turn.

UW11 – Equipment
Traveler's Spear 2w
Artifact – Equipment
Flash
When CARDNAME enters the battlefield, you may attach it to target creature you control. If you do, sacrifice CARDNAME at the beginning of the next end step.
Equipped creature gets +1/+0 and has double strike.
Equip 5ww

UW12 – Combat Trick
Maz Koshia's Teachings 1w
Sorcery
Armed - Create a Traveler's Sword token and attach it to target creature you control. Then that creature gets +1/+1 for each artifact you control until end of turn. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")

RW01 – Any MV
Knight of Hyrule w
Creature – Elf Knight
Metalcraft – Whenever an Elf creature you control attacks, if you control three or more artifacts, it gains first strike until end of turn.
2/2

RW02 – Any MV
Friends of the Wild 1w
Creature – Elf Ranger
First Strike
When CARDNAME enters the battlefield, create a 2/2 green Wolf creature token with vigilance and "When this creature leaves the battlefield, create a Food token." (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")
1/1

RW03 – Any MV
Loftwing Invoker 2w
Creature – Elf Ninja
Flying
When CARDNAME enters the battlefield, put a flying counter on target creature you control without flying.
: Creatures you control with flying get +3/+3 until end of turn.
2/1

RW04 – Any MV
Hidden Protector 3w
Creature – Merfolk Ninja
Ninjutsu 4w (4w, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When CARDNAME deals combat damage to a player, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped.
3/3

RW05 – Any MV
Golden Lynel 3ww
Creature – Cat Centaur Warrior
When CARDNAME enters the battlefield, you may create a token that is a copy of target Equipment you control.
Whenever an Equipment token enters the battlefield under your control, you may attach it to CARDNAME.
4/4

RW06 – Any MV
Battle Talus 5ww
Artifact Creature – Elemental
When CARDNAME enters the battlefield, look at the top seven cards of your library. Put up to two artifact and/or creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
3/5

RW07 – Artifact
Royal Claymore 1ww
Artifact – Equipment
As long as CARDNAME is not attached to a creature, creatures you control get +1/+1.
Equipped creature gets +1/+1 for each creature you control.
Equip 2
2: Unattach CARDNAME. Activate only as a sorcery.

RW08 – Non-Creature
Desperate Battle 4ww
Sorcery
Destroy all creatures.
Metalcraft – If you control three or more artifacts, instead choose up to one creature. Destroy the rest.

RW09 – Non-Creature
Well-Deserved Rest 2w
Instant
Choose one -
• All creatures you control phase out.
• Exile all nontoken creatures you control. At the beginning of the next end step, return them to the battlefield under their owner's control.
• Prevent all combat damage that would be dealt this turn.

RW10 – Non-Creature
Goddess Statue 1w
Legendary Artifact
At the beginning of your end step, if you gained life this turn, create a 1/1 green Elf creature token. Then, if you gained 3 or more life this turn, create a Traveler's Sword token and attach it to that creature.
3, : Target creature you control gains lifelink until end of turn. Activate only as a sorcery.

MW01 - Maz Koshia Planeswalker Card
Master Monk Maz Koshia 2ww
Legendary Planeswalker – Koshia
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control that has dealt damage this turn. Put a first strike counter on that creature.
+1: Untap target creature you control.
0: Return target permanent you control to its owner's hand.
-1: Target creature you control gains double strike until end of turn.
3

MW02 - Divine Beast Vah Medoh
Divine Beast Vah Medoh 1ww
Legendary Artifact – Vehicle
Flying
Whenever CARDNAME deals combat damage to a player, until your next turn, noncreature spells that player controls cost 1 to cast and activated abilities of noncreature, nonland permanents that player controls cost 1 more to activate.
Crew 1
3/4
Blue
Show
Hide

CU01 – 1 MV
Fairy Companion u
Artifact Creature – Clue Faerie
Flying
2, Sacrifice CARDNAME: Draw a card.
1/1

CU02 – 2 MV
Gerudo Guard 1u
Creature – Human Soldier
Ward 1
Whenever CARDNAME attacks, target creature an opponent controls gets -X/-0 until end of turn, where X is equal to the number of equipped creatures you control.
2/2

CU03 – 2 MV
Chuchu 1u
Creature – Ooze
When CARDNAME enters the battlefield, return up to one target nonland artifact to its owner's hand.
Beckon 3u, Sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
1/1

CU04 – 3 MV
Blue Sky Traveler 2u
Creature – Bird Citizen
Flying
Whenever CARDNAME attacks, target land you control gains all basic land types in addition to their other types until end of turn.
2/3

CU05 – 3 MV
Desert Patrol 2u
Creature – Human Soldier
Flash
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
1/1

CU06 – 4 MV
Climbing Gear 3u
Artifact – Equipment
When CARDNAME enters the battlefield, create a 1/1 green Elf creature token, then attach CARDNAME to it.
Equipped creature gets +2/+2 and has vigilance.
Equip 3uu

CU07 – 4 MV
Color Burst Lizalfos 3u camouflage
Creature – Lizard Warrior
When CARDNAME enters the battlefield, if three or more different colors of mana were spent to cast this creature, draw a card.
4/3

CU08 – 5 MV
Dancing Blizzrobe 4u
Creature – Elemental Wizard
Flying
Whenever you sacrifice a permanent, CARDNAME gets +1/+1 until end of turn.
3/3

CU09 – 6+ MV (this, or sometimes CU08, often has some attacking restriction)
Frost Talus 5u
Artifact Creature – Elemental
Affinity for artifacts (This spell costs 1 less to cast for each artifact you control.)
Whenever another artifact enters the battlefield under your control, CARDNAME can't be blocked this turn.
3/4

CU10 – Either 0 power creature, creature with defender, or non-creature
Ironshell Crab 1u
Artifact Creature – Crab
, Tap another untapped artifact you control: Scry 1.
0/3

CU11 – Counterspell that can counter anything (what R&D calls a "hard counter")
Guardian Ambush 1uu
Instant
Choose one -
• Counter target spell.
• Exile target artifact or creature you control, then return that card to the battlefield under its owner's control.

CU12 – Counterspell with some restriction (what R&D calls a "soft counter")
Unexpected Meddling 1u
Instant
Counter target spell, activated ability, or triggered ability unless its controller pays 2. (Mana abilities can't be targeted.)

CU13 – Lockdown Aura
Ennui 3u
Enchantment – Aura
Flash
Enchant nonland permanent
When CARDNAME enters the battlefield, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.

CU14 – Card drawing (usually no more than three cards)
Explore the Unknown u
Sorcery
Draw a card. Create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")

CU15 – Cantrip/card filtering (aka drawing some number of cards and then discarding)
Moment of Insight 1u
Instant
Draw two cards, then discard a card.

CU16 – Positive Aura or combat trick
Perfect Dodge 1u
Instant
Armed – Untap target creature you control. It gains hexproof until end of turn. Create a Traveler's Sword token and attach it to that creature. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")

CU18 – Disrupt opposing creatures (freezing, tapping, lowering power, etc.)
Frostblade 1u
Artifact – Equipment
Flash
When CARDNAME enters the battlefield, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
Equipped creature gets +1/+1.
Equip 1

UU01 – 1 or 2MV
Snowcoat Fox u
Creature – Fox
As long as you control an artifact, CARDNAME gets +1/+1.
1/2

UU02 – 2 MV
Waterfall Dasher 1u
Creature – Merfolk Soldier
Whenever CARDNAME attacks, you may pay 2. If you do, it gains flying until end of turn.
Armed - When CARDNAME deals combat damage to a player, create a Traveler's Sword token and attach it to this creature. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
2/1

UU03 – 3 MV
Precocious Youth 2u
Creature – Merfolk Soldier
When CARDNAME deals combat damage to a player, exile it, then return it to the battlefield under its owner's control. You may attach target Equipment you control to it.
Beckon 4u, Sacrifice two artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/3

UU04 – Any MV
Purah and Robbie, Geniuses 2u
Legendary Creature – Elf Artificer
When CARDNAME enters the battlefield, up to one target artifact you control becomes an artifact creature with base power and toughness 4/4 for as long as CARDNAME remains on the battlefield. If the artifact is an Equipment, change the text of it by replacing all instances of "equipped creature" with "this creature" for as long as CARDNAME is on the battlefield. (Artifact creatures that are also Equipments can't be attached to other creatures.)
2/3

UU05 – 4 MV
Sand Seal Thief 3u
Creature – Human Ninja
Ninjutsu 1u (1u, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, you may create a token that is a copy of target artifact you control with mana value of 1 or less.
2/2

UU06 – 5 MV
Gerudo Warleader 4u
Creature – Human Soldier
When CARDNAME enters the battlefield, tap up to X target creatures your opponents' control, where X is 1 plus the number of equipped creatures you control.
4/4

UW07 – Any MV (no MV should be on more than two uncommon creatures)
Guardian Skywatcher 5uu
Artifact Creature - Construct
Flying
Whenever Guardian Skywatcher or another creature you control enters the battlefield, if three or more different colors of mana were spent to cast it, until your next turn, target creature your opponent controls gets -3/-0.
5/5

UU08 – Card draw
Champions' Wisdom 3u
Instant
Draw two cards. If three or more different colors of mana were spent to cast this spell, draw three cards instead.

UU09 – Counterspell
Naydra's Judgment 1u
Instant
Return target spell to its owner's hand.
Create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")

UU10 – Non-creature
Zora's Armor 1u
Artifact – Equipment
Equipped creature can't be blocked as long as its power is 3 or less and has "Whenever it would deal combat damage to a player, draw a card, then discard a card."
Equip 2

UU11 – Non-creature
Stasis Lock 1u
Enchantment – Aura
Enchant Creature
Flash
CARDNAME can't be countered.
Enchanted creature doesn't untap during its controller's untap step.

UU12 – Non-creature
Secrets of the Ruins xu
Instant
Search your library for an artifact card with converted mana cost X or less, reveal it, put it into your hand, then shuffle. If three or more different colors of mana were spent to cast this spell, put that card onto the battlefield instead.

RU01 – Any MV
Inquisitive Child u
Creature – Merfolk
Armed - Whenever CARDNAME deals combat damage to a player, you may sacrifice an artifact token you control not attached to it. When you do, create a Traveler's Sword token and attach it to this creature. If the sacrificed token was a Food, gain 3 life. If it was a Clue, draw a card. If it was a Treasure, add one mana of any color. Until end of turn, you don't lose this mana as steps and phases end.
1/2

RU02 – Any MV
Guardian Scholar 1u
Creature – Elf Artificer
When CARDNAME enters the battlefield, create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")
Whenever an artifact enters the battlefield under your control, target player mills two cards.
0/3

RU03 – Any MV
Kass, Seeker of Songs 2u
Legendary Creature – Bird Bard
Flying
Whenever you draw your second card in a turn, put a verse counter on CARDNAME.
Remove two verse counters from CARDNAME: Attach up to one target Equipment you control to target creature you control. That creature gains flying until end of turn. Activate only as a sorcery.
3/3

RU04 – Any MV
Forlorn Statue 3uuu
Artifact Creature – Horse
When CARDNAME enters the battlefield, if three or more different colors of mana were spent to cast this spell, take an extra turn after this one.
If CARDNAME would leave the battlefield, exile it instead.
4/4

RU05 – Any MV
Naydra, Wisdom's Corruption 6uu
Legendary Creature – Elder Dragon Avatar
Flying
When CARDNAME enters the battlefield or attacks, phase out target permanent an opponent controls, it doesn't phase in during its controller's next turn. Exile up to one target non-Avatar permanent you control, then return that card to the battlefield under its owner's control. Draw a card.
6/6

RU06 – Artifact
Ocarina of Time 2u
Legendary Artifact – Equipment
Equipped creature has "Whenever this creature deals combat damage to a player, create a token that's a copy of this creature, except the token isn't legendary if it is legendary."
Equip 2u

RU07 – Non-Creature
Lizalfos Mask 3uu
Artifact – Equipment
When CARDNAME enters the battlefield, attach it to target creature you don't control. You control the equipped creature for as long as CARDNAME is attached to it.
Equipped creature gets +1/+1.
Equip 3

RU08 – Non-Creature
Complete the Trial 7uu
Sorcery
Affinity for artifacts (This spell costs 1 less to cast for each artifact you control.)
Draw four cards.

RU09 – Non-Creature
Runaway Duplication 2u
Enchantment
At the beginning of your upkeep, create a token that is a copy of target artifact you control with mana value 1 or less. If it is an Equipment, when it enters the battlefield, you may attach it to target creature you control.

RU10 – Non-Creature
Teleportation Beacon 1u
Artifact
Whenever one or more equipped creatures you control deal combat damage to a player, you may exile up to one target creature you control, then return that card to the battlefield under its owner's control. If it enters the battlefield as a creature, attach up to one target Equipment you control to it.

MU01 - Naydra Planeswalker Card
Naydra, Wisdom's Herald 3uu
Legendary Planeswalker – Naydra
+1: Create a Clue token.
-3: Tap all creatures target player controls. They don't untap during their controller's next untap step.
-6: You get an emblem with "Whenever you draw a card, tap target permanent an opponent controls. It doesn't untap during its controller's next untap step."
4

MU02 - Divine Beast Vah Ruta
Divine Beast Vah Ruta 7uu
Legendary Artifact – Vehicle
As an additional cost to cast this spell, you may exile any number of artifact, instant, or sorcery cards from your graveyard. This spell costs {1} less to cast for each card exiled this way.
Trample
Whenever CARDNAME deals combat damage to a player, you may cast a card exiled with Divine Beast Vah Ruta without paying its mana cost.
Crew 3
6/6
Black
Show
Hide

CB01 – 1 MV
Potshot Trainee
Creature – Bird Archer
Flying
1: CARDNAME gains haste until end of turn.
1/1

CB02 – 2 MV
Shallows Scout 1b
Creature – Merfolk Scout
When CARDNAME enters the battlefield, you draw a card and you lose 1 life.
1/1

CB03 – 2 MV
Heretic Hunter 1b
Creature – Elf Ninja
Deathtouch
2bb, , Sacrifice CARDNAME: Destroy target creature an opponent controls with a finality counter on it.
2/2

CB04 – 2 or 3 MV
Yiga Hoarder 1b
Creature – Elf Ninja
Ninjutsu b (b, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")
2/1

CB05 – 3 MV
Taboo Researcher 2b
Creature – Merfolk Artificer
Menace
When Taboo Researcher enters the battlefield or dies, create a 0/1 colorless Construct artifact creature token with "This creature can't block."
2/3

CB06 – 3 MV
Corrupted Guardian 2b
Artifact Creature – Construct
CARDNAME can't block.
When CARDNAME dies, each opponent loses 3 life and you gain 3 life.
2/1

CB07 – 4 MV
Rito Tracker 3b
Creature – Bird Ninja
Flash
Flying
When CARDNAME enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn.
2/2

CB08 – 4 MV
Lizalfos Camper 3b
Creature – Lizard
Lifelink
Beckon 4b, Sacrifice two artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/3

CB09 – 5 MV
Yiga Blademaster 4b
Creature – Elf Ninja
Ninjutsu 2b (2b, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
5/3

CB10 – 6+ MV
Stalmoblin Impaler 5b
Creature – Skeleton Orc
Whenever you sacrifice a permanent, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Beckon 6bb, Sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
5/6

CB11 – Removal spell, can kill anything
Defeat the Yiga 2bb
Sorcery (C)
Destroy target creature or planeswalker. Create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")

CB12 – Removal spell, can kill small things
Battle Wound 1b
Instant
Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each creature card in your graveyard.

CB13 – Removal spell, edict (forced sacrifice), or conditional
Calamity Trap 1b
Sorcery
Choose one -
• Target opponent exiles a nonartifact creature they control.
• Target opponent exiles an enchantment they control.

CB14 – Removal spell, limitations, different from the others, usually weaker
Telegraphed Strike 2b
Instant
Destroy target unequipped creature.

CB15 – Card draw (for some resource in addition to mana, usually life)
Deadly Dispute 1b
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")

CB16 – Return creature card from graveyard to hand (one or two creatures)
Ganon's Call 3b
Sorcery
Surveil 4. (Look at the top 4 cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Each opponent loses life equal to the greatest power among creature cards in your graveyard.

CB17 – Discard (one or two cards, if you choose what gets discarded, not land)
Battle's Aftermath 2b
Sorcery
Target opponent discards two cards. Create a 0/1 colorless Construct artifact creature token with "This creature can't block."

UB01 – 1 or 2MV
Relentless Stalkoblins b
Creature – Skeleton Goblin
CARDNAME enters the battlefield tapped.
Whenever a nontoken creature enters the battlefield under your control, if it wasn't cast, you may pay 1 life. If you do, return CARDNAME from your graveyard to your hand.
2/1

UB02 – 2 MV
Suspicious Merchant 1b
Creature – Bird Citizen
Flying
When CARDNAME enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Whenever you sacrifice a permanent, gain 1 life.
1/3

UB03 – 3 MV
Phantom Rider 2b
Creature – Illusion Knight
Sacrifice an artifact: CARDNAME gains flying until end of turn.
Beckon 0, Sacrifice two artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/1

UB04 – 4 MV
Ruin Stalker 2bb
Artifact Creature – Construct
Deathtouch
At the beginning of your upkeep, mill a card.
Whenever CARDNAME attacks, you may exile target card from a graveyard. If a creature card was exiled this way, each opponent loses 1 life and you gain 1 life.
2/4

UB05 – Any MV (no more than two creatures at uncommon should have the same MV)
Infiltration Specialist 3b
Creature – Elf Ninja
Ninjutsu 1b (1b, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, you may draw a card. If you do, you lose 1 life.
2/2

UB06 – 5 MV
Black Water Denizen 4b
Creature – Merfolk Ninja
When Black Water Denizen enters the battlefield, each opponent sacrifices a creature, then each opponent who sacrificed a token this way loses 3 life.
3/3

UB07 – Any MV
Dark Beast 5bb
Creature – Boar Beast
Menace
Beckon 3b, Sacrifice two artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
7/6

UB08 – Removal
Oubliette 1bb
Enchantment
When Oubliette enters the battlefield, target creature phases out until Oubliette leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)

UB09 – Reanimation
Moblin Arm 1b
Artifact – Equipment
Whenever a nontoken creature enters the battlefield under your control, if it wasn't cast, you may attach CARDNAME to that creature. If you do, and it entered the battlefield from a graveyard, untap it. It gains haste until end of turn.
Equipped creature has +2/+0.
Equip 3

UB10 – Equipment
Rito Glider b
Equipment
Whenever equipped creature attacks, if it doesn't have flying, it gains flying until end of turn. If it does have flying, it gets +2/+1 until end of turn instead.
Equip 1

UB11 – Non-creature
Yiga Recruitment 1b
Sorcery
Search you library for a creature card and put it into your graveyard. Then shuffle. Create a 0/1 colorless Construct artifact creature token with "This creature can't block."

UB12 – Non-creature
Kesee Swarm 2b
Enchantment
When CARDNAME enters the battlefield create a 1/1 black Bat creature token with flying and "This creature can block only creatures with flying."
Whenever a nontoken creature enters the battlefield under your control, if it wasn't cast, create a 1/1 black Bat creature token with flying and "This creature can block only creatures with flying." This ability triggers once each turn.

RB01 – Any MV
Cultist of the Calamity 1b
Creature – Elf Warlock
Menace
When CARDNAME enters the battlefield, each opponent discards a card.
Beckon 3b, sacrifice two artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
1/1

RB02 – Any MV
Bat-Eared Hunter 1b
Creature – Bird Warrior
Flying
CARDNAME can only block creatures with flying.
When CARDNAME enters the battlefield, if it was beckoned, create two 1/1 black Bat creature tokens with flying and "This creature can block only creatures with flying."
Beckon 3bb, sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
2/1

RB03 – Any MV
Kilton, Monstrous Merchant 2b
Legendary Creature – Elf Citizen
At the beginning of your end step, create X Treasure tokens, where X is the number of creatures your opponents controlled that died this turn. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
, sacrifice a Treasure: Draw a card. You lose 1 life.
, sacrifice three Treasures: Creatures you control gain indestructible until end of turn.
, sacrifice five Treasures: Exile target creature or planeswalker an opponent controls.
1/4

RB04 – Any MV
Stalhorse Raider 2bb
Creature – Skeleton Goblin Horse
When CARDNAME enters the battlefield, you draw a card and you lose 1 life.
Beckon 3bb, sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
4/3

RB05 – Any MV
Herald of the Calamity 3bb
Creature – Elf Ninja
Ninjutsu 4bb (4bb, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Flying
Whenever CARDNAME or another nontoken creature enters the battlefield under your control, if it wasn't cast, reveal the top card of your library and put that card into your hand. Each opponent loses life equal to that card's mana value.
4/4

RB06 – Artifact with Bat token
Horned Statue 1b
Legendary Artifact
Whenever you sacrifice a permanent, you may pay 1 life. If you do, create a 1/1 black Bat creature token with flying and "This creature can block only creatures with flying." This ability triggers once each turn.
3, , Sacrifice another artifact: Creatures you control get +1/+0 until end of turn.

RB07 – Non-Creature
Fall of the Champions 2bb
Instant
Exile target creature you don't control. Until end of turn, if a nontoken creature an opponent controls would enter the battlefield and it wasn't cast, exile it instead.

RB08 – Non-Creature
Offering to the Calamity 3bb
Sorcery
Target opponent may sacrifice any number of creatures they control. For each creature they didn't sacrifice, draw a card.

RB09 – Non-Creature
Dubious Food b
Artifact – Food
Whenever you gain life, each opponent loses 1 life.
2, Tap two untapped Food you control: Gain 1 life.
2, , Sacrifice CARDNAME: Gain 3 life. Each opponent loses 1 life.

RB10 – Non-Creature
Link's Last Stand b
Instant
Target attacking creature you control gets +1/+0 and gains deathtouch and trample. Sacrifice it at the beginning of the next end step.
Draw a card.

MB01 – Calamity Ganon Planeswalker Card
Ganon, the Calamity 1bb
Legendary Planeswalker - Ganon
Whenever you sacrifice a nontoken creature, put a loyalty counter on CARDNAME.
0: Sacrifice a nontoken creature you control. If you do, gain 2 life and create two 0/1 colorless Construct artifact creature tokens with "This creature can't block."
0: Draw a card. You lose 1 life.
1: Destroy target Vehicle, creature, or planeswalker an opponent controls. You lose life equal to its mana value.
1

MB02 – Black Vehicle
Master Cycle Zero b
Legendary Artifact – Vehicle
Haste, Menace
Whenever you cast a legendary spell, CARDNAME becomes an artifact creature until end of turn.
Crew 2
3/3
Red
Show
Hide

CR01 – 1 MV
Distracting Bokoblin r
Creature – Goblin
When CARDNAME enters the battlefield, target creature an opponent controls can't block this turn.
Beckon 1r, sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
1/1

CR02 – 2 MV
Gerudo Blademaster 1r
Creature – Human Warrior
The first equip cost you activate during your turn costs 2 less to activate.
2/2

CR03 – 2 MV
Reckless Scouts 1r
Creature – Goblin Scout
As long as CARDNAME is equipped, it has menace.
Beckon 3r, sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/1

CR04 – 2 MV
Goron Blacksmith 1r
Creature – Golem Artificer
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword token. (It's an Equipment artifact with "Equipped creature gets +1/+1" and "Equip 2.")
2/1

CR05 – 3 MV
Cobble Crusher 2r
Equipped creature gets +2/+2 and has trample.
When CARDNAME enters the battlefield, create a 0/1 colorless Construct artifact creature token with "This creature can't block.", then attach CARDNAME to it.
Equip 3r

CR06 – 3 MV
Drum Maker 2r
Creature – Golem Artificer

Metalcraft – When CARDNAME enters the battlefield, create a Treasure token. Then if you control three or more artifacts, target creature you control gains haste until end of turn. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
3/2

CR07 – 4 MV
Thundermane Marauder 3r
Creature – Cat Centaur Warrior
Armed - When CARDNAME dies, create an Ancient Bladesaw token. When it enters the battlefield, attach it to target creature you control. (It's an artifact – equipment with "Equipped creature gets +2/+0," and "Equip 4.")
4/3

CR08 – 4 MV
Desert Voe 3r
Creature – Elf Archer
As long as it is your turn, CARDNAME has first strike.
CARDNAME gets +1/+1 for each equipment attached to it.
2/2

CR09 – 5 MV
Chuchu Chuckers 4r
Creature – Orc
Reach
Whenever you sacrifice a permanent, CARDNAME deals 1 damage to each opponent.
4/4

CR10 – 5+ MV
Bloodthirsty Lynel 5rr
Creature – Cat Centaur Berserker
Affinity for Equipment (This spell costs 1 less to cast for each Equipment you control.)
7/5

CR11 – Direct-damage spell
Guardian Laser 4r
Instant
CARDNAME deals 5 damage to target creature. Destroy all equipment attached to that creature.

CR12 – Steal effect/inefficient direct damage
Malicefication 2r
Sorcery
CARDNAME costs 1 less if it targets an artifact creature.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

CR13 – Team pump (power greater than toughness/land destruction)
Dragon's Presence 2r
Sorcery
Choose one -
• Destroy target artifact creature.
• Dragon's Presence deals X damage to target creature or planeswalker, where X is equal to 1 plus the number of artifacts you control.

CR14 – Equipment
Flameblade 4r
Artifact – Equipment
Flash
When CARDNAME enters the battlefield, attach it to target creature you control.
Equipped creature gets +3/+2 and has "If a creature dealt damage by this creature this turn would die, exile it instead."
Equip 5r

CR15 – Combat trick
Hasty Elixir r
Artifact
1, sacrifice CARDNAME: Target creature you control gains haste until end of turn. Activate only as a sorcery.
Armed - When CARDNAME is put into a graveyard from the battlefield, create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control.

CR16 – Can't block/destroy artifact/direct damage to player
Crescent Strike r
Instant
Choose one -
• Destroy target noncreature artifact.
• Target creature you control gets +1/+0 and gains first strike until end of turn.

CR17 – Anything
What Could Have Been r
Sorcery
Metalcraft – Choose one. If you control three or more artifacts as you cast this spell, you may choose both.
• Create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
• Put target artifact, instant, or sorcery card from your graveyard on the top of your library. Exile CARDNAME.

UR01 – 1 or 2MV
Dungeon Diver r
Creature – Human Artificer
Armed – When CARDNAME enters the battlefield, you may sacrifice an artifact. If you do, create an Ancient Bladesaw token. When it enters the battlefield, attach it to target creature you control. (It's an artifact – equipment with "Equipped creature gets +2/+0," and "Equip 4.")
1/1

UR02 – 2 MV
Forgotten Guardian 1r
Artifact
When CARDNAME enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Whenever you sacrifice a permanent, you may have CARDNAME become a 3/3 Construct artifact creature with trample until end of turn.

UR03 – Any MV
Discerning Gourmet 1r
Creature – Golem
When CARDNAME enters the battlefield, you may discard a card. If you do, draw a card.
Metalcraft – When CARDNAME enters the battlefield, you may discard up to two cards instead if you control three or more artifacts. If you do, draw cards equal to the number of cards discarded this way.
2/2

UR04 – 3 MV
Ambush Leader 1rr
Creature – Goblin Ninja
Haste
Cycling 2 (2, Discard this card: Draw a card.)
Beckon 1rr, sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/3

UR05 – Any MV (no more than two creatures at uncommon should have the same MV)
Reluctant Hero 2r
Creature – Human Ninja
Ninjutsu r (r, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Menace
Ward – Pay 3 life.
When CARDNAME enters the battlefield, you may attach target Equipment you control to it.
2/2

UR06 – 4MV
Igneo Talus 3r
Artifact Creature – Elemental
Defender, reach
Whenever an Equipment enters the battlefield under your control, until end of turn, CARDNAME has base power and toughness 6/5, gains trample, and can attack this turn as though it didn't have defender.
2/5

UR07 – 5+ MV
Volvagia, Subterranean Dragon 3rr
Legendary Creature – Dragon
Flying
When CARDNAME enters the battlefield, if it was beckoned or cast, you may pay X. If you do, CARDNAME deals X damage to each opponent.
Beckon rr, sacrifice three artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
3/3

UR08 – Direct damage (most often any target)
Shock Arrow r
Instant
CARDNAME deals 2 damage to any target.
Metalcraft - CARDNAME deals 3 damage instead and can't be countered if you control three or more artifacts.

UR09 – Small sweeper/multi-target direct damage
Guardian Hunt 2r
Sorcery
Destroy target artifact an opponent controls. CARDNAME deals 1 damage to that artifact's controller and 1 damage to each creature and planeswalker that player controls.

UR10 – Non-creature
Night of the Blood Moon 1r
Instant
Until your next turn, damage can't be prevented, players can't gain life, and your opponents can't activate abilities of artifacts or lands they control unless they are mana abilities.
Draw a card.

UR11 – Non-creature
Flamebreaker Armor r
Artifact – Equipment
When CARDNAME enters the battlefield, create a 1/1 green Elf creature token. It gains haste until end of turn.
Equipped creature has indestructible as long as it is your turn and "Whenever this creature attacks, create two 1/1 green Elf creature tokens that are tapped and attacking."
Equip 5rr

UR12 – Non-creature
Eightfold Blade 2r
Artifact – Equipment
When CARDNAME enters the battlefield, attach it to target creature you control.
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, exile the top card of your library. You may play that card this turn."
Equip 1r

RR01 – Any MV
Cucco Swarm r
Creature – Bird
Flying, Haste
When CARDNAME enters the battlefield, if it was beckoned, create X 1/1 red Bird creature tokens with flying and haste. Then choose up to one target creature or planeswalker you don't control. Each creature you control with flying deals damage equal to its power to that creature or planeswalker.
Beckon 3rrr, sacrifice X artifacts. X can't be zero. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
1/1

RR02 – Any MV
Blood Moon Traitor 1r
Creature – Elf Ninja
Double Strike
Whenever a player activates an ability, if it isn't a mana ability, CARDNAME deals 1 damage to that player.
1/2

RR03 – Any MV
Camp Boss 1rr
Creature – Goblin
Cyclopes, Lizards, Orcs, and other Goblin creatures you control get +1/+1.
Whenever a creature you control enters the battlefield from a graveyard, untap it. It gains haste until end of turn.
2/2

RR04 – Any MV
Ganondorf, the Young King 3r
Legendary Creature – Human Warrior
Affinity for Equipment (This spell costs 1 less to cast for each Equipment you control.)
When CARDNAME enters the battlefield, you may attach target Equipment you control to it. If you do, it gains haste, first strike, and trample until end of turn.
3/3

RR05 – Any MV
Spirit of the Sword 3rr
Legendary Artifact Creature – Spirit
Flying, haste
xrr: Return CARDNAME from your graveyard to the battlefield. You may put an Equipment card with mana value X or less from your hand onto the battlefield attached to it. If you don't, exile CARDNAME. Activate only as a sorcery.
3/3

RR06 – Artifact
Dinraal's Shard 2r
Artifact – Equipment
Equipped creature gets +2/+2, has flying, and is a Dragon in addition to it's other types.
Whenever equipped creature dies, you may sacrifice CARDNAME. If you do, create a 5/5 red Dragon creature token with flying.
Equip 2r

RR07 – Non-Creature
Rage Beyond Death 3r
Sorcery
Target opponent may have CARDNAME deal 6 damage to them. If that player doesn't, put a creature or artifact card in your graveyard onto the battlefield.

RR08 – Non-Creature
Dark Reflections 3r
Enchantment
Whenever an Equipped or Enchanted creature you control attacks alone, create a token that is a copy of that creature and tokens that are copies of each Aura and Equipment attached to that creature, except the tokens aren't legendary. The creature token enters the battlefield tapped and attacking, and the Aura and Equipment tokens enter the battlefield attached to the creature token. Exile all tokens created this way at end of turn.

RR09 – Non-Creature
Desperate Plea 2r
Sorcery
Discard your hand. Draw that many cards plus one.
Metalcraft – If you control three or more artifacts, create X 1/1 green Elf creature tokens, where X is equal to the number of cards discarded this way.

RR10 – Non-Creature
Death Mountain's Fury 2rr
Instant
Choose one -
Armed - Create an Ancient Bladesaw token attached to each creature you control.
• Death Mountain's Fury deals 3 damage to each unequipped creature and planeswalker.

MR01 - Dinraal Planeswalker Card
Dinraal, Power's Flame 2rr
Legendary Planeswalker – Dinraal
+1: Create a Treasure token.
-2: CARDNAME deals damage equal to the number of artifacts you control to target creature or planeswalker.
-5: You get an emblem with "Whenever an artifact you control dies, this emblem deals 1 damage to any target."
3

MR02 - Divine Beast Vah Rudania
Divine Beast Vah Rudania 1rr
Legendary Artifact – Vehicle
Menace
Whenever CARDNAME attacks, exile the top two cards of your library.
Whenever CARDNAME deals combat damage to a player, you may play a card exiled by CARDNAME until end of turn. Cards you cast from exile cost 2 less to cast this turn.
Crew 3
4/4
Green
Show
Hide

CG01 – 1 MV
Poison Splash Frog g
Creature – Frog
Deathtouch
, : Target equipped creature you control gains deathtouch until end of turn. Activate only as a sorcery.
1/1

CG02 – 2 MV
Wandering Ninja 1g
Creature – Elf Ninja
Armed – When CARDNAME enters the battlefield, create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
1/1

CG03 – 2 MV
Blupee 1g
Creature – Spirit Rabbit
When CARDNAME enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Sacrifice an artifact: CARDNAME gets +2/+0 until end of turn. Activate only once each turn.
1/3

CG04 – 3 MV
Woodland Boar 2g
Creature – Boar
When CARDNAME enters the battlefield, choose one -
• Gain 3 life.
• Destroy target artifact or enchantment.
• Exile target card from a graveyard.
1/1

CG05 – 3 MV
Generous Korok 2g
Creature – Treefolk
Reach
When CARDNAME enters the battlefield, you may attach target Equipment you control to target creature you control.
1/4

CG06 – 3 OR 4 MV
Thunderbreak Berserker 3g
Creature – Cat Centaur Berserker
When CARDNAME enters the battlefield, if three or more different colors of mana were spent to cast this creature, CARDNAME gains haste until end of turn.
Armed – When CARDNAME enters the battlefield, create an Ancient Bladesaw token and attach it to this creature. (It's an artifact – equipment with "Equipped creature gets +2/+0," and "Equip 4.")
2/4

CG07 – 4 MV
Moblin Knight 3g
Creature – Orc Knight
Armed – Whenever you gain life, create an Ancient Bladesaw token and attach it to this creature. This ability triggers once each turn. (It's an artifact – equipment with "Equipped creature gets +2/+0," and "Equip 4.")
3/3

CG08 – 4 MV
Grassland Tracker 3g
Creature – Elf Ninja
Ninjutsu 2g (2g, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle.
3/3

CG09 – 5 MV
Decayed Guardian 4g
Artifact Creature – Construct
Ward 2
When CARDNAME leaves the battlefield, untap up to three lands you control.
4/5

CG10 – 5 OR 6 MV
Sword Wolf 4g
Creature – Wolf
Vigilance
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword token and attach it to this creature. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
When CARDNAME leaves the battlefield, create a Food token for each Equipment attached to it.
3/3

CG11 – 6+ MV
Impa's Elite 4gg
Creature – Elf Ninja
Ninjutsu 3gg (3gg, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Trample
6/6

CG12 – Fight or bite (dealing damage equal to power)
Hunt 1g
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")

CG13 – Positive Equipment
Thunderspear 3g
Artifact – Equipment
Flash
When CARDNAME enters the battlefield, attach it to target creature you control. Untap that creature. It gains reach until end of turn.
Equipped creature gets +2/+2.
Equip 3gg

CG14 – Cantrip/card filtering
Spirit Orb g
Artifact
When CARDNAME enters the battlefield, draw a card.
wubrg, Sacrifice CARDNAME: Create Lord of the Mountain, a legendary 5/5 green Spirit Elk creature token with indestructible and haste. Activate only as a sorcery.

CG15 – Positive Aura
Saria's Song 2g
Enchantment – Aura
Enchant Creature
Enchanted creature gets +1/+1 for each Equipment attached to it and has trample.
Metalcraft - As long as you control three or more artifacts, you may cast CARDNAME from your graveyard.

CG16 – Anti-flying
Traveler's Bow g
Artifact – Equipment
Equipped creature has reach and ", Sacrifice CARDNAME: Destroy target creature with flying."
Equip 0. Activate only once each turn.

CG17 – Mana ramp (usually fetching land, but sometimes an Aura)
Shrine Quest 2g
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")

UG01 – 1 or 2MV
Dauntless Korok g
Creature – Treefolk Knight
CARDNAME cannot be blocked by creatures with power 2 or less.
Armed - Whenever a creature enters the battlefield under your control, if three or more different colors of mana were spent to cast it, create a Traveler's Sword token and attach it to CARDNAME.(It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
1/1

UG02 – 2 MV
Kakariko Village Watch 1g
Creature – Elf Ninja
3g: Elf creatures you control get +1/+1 and gain trample until end of turn.
Whenever CARDNAME attacks, if it is equipped, create a 1/1 green Elf creature token that's tapped and attacking.
2/2

UG03 – 3 MV
Rampaging Moblin 2g
Creature – Orc
At the beginning of your end step, if you gained 3 or more life this turn, you may destroy up to one target artifact.
3/3

UG04 – Any MV (no more than two creatures at uncommon should have the same MV)
Lost Woods Merchants 2g
Creature – Treefolk Citizen
Reach
Armed3g: Create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
2/4

UG05 – 4 MV
Cold-Footed Wolf Pack 3g
Sorcery
Create two 2/2 green Wolf creature tokens with vigilance and "When this creature leaves the battlefield, create a Food token." (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")
If three or more different colors of mana were spent to cast this spell, scry 2.

UG06 – 5 MV
Reclaimer of the Lost 3gg
Creature – Elf Ninja
Ninjutsu 3g (3g, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, you may return target artifact, enchantment, or land card from your graveyard to your hand.
3/2

UG08 – Any MV (no more than two creatures at uncommon should have the same MV)
Hinox Collector 3gg
Creature – Cyclopes
Equipped creatures you control have trample.
Whenever CARDNAME deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
5/5

UG07 – 6+ MV
Armored Gohma 4gg
Artifact Creature – Spider
Reach
Whenever you attack with one or more equipped creatures, you may draw a card.
Beckon 3gg, Sacrifice three artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
4/5

UG09 – Mana ramp (usually creating more mana than mana-ramp commons)
Adventure's Reward 1g
Sorcery
Create a Clue, Food, and Treasure token.

UG10 – Non-creature
Rune of Farosh 1g
Enchantment – Aura Rune
Enchant permanent
When CARDNAME enters the battlefield, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has vigilance.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has vigilance."

UG11 – Non-creature
Epic Battle 2g
Sorcery
Armed – Create an Ancient Bladesaw token attached to target creature you control. When you do, that creature fights up to one target creature you don't control. (It's an Equipment artifact with "Equipped creature gets +2/+0," and "Equip 4.")

UG12 – Non-creature
Sudden Appearance 2g
Instant
As an additional cost to cast this spell, return an unblocked attacker you control to hand.
Draw a card. Then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is equal to the returned attacker's mana value plus 3.

RG01 – Any MV
Forest Trickster g
Creature – Imp
When Forest Trickster enters the battlefield, if it was beckoned, untap it and attach up to one target Equipment you control to it. It gains trample and haste until end of turn and must be blocked this turn if able.
Beckon ggg, Sacrifice an artifact. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
2/1

RG02 – Any MV
Hylian Crier 1g
Creature – Elf Citizen
Whenever one or more equipped creatures you control deals combat damage to a player, create a Food token.
Armed – Whenever you gain life, create a Traveler's Sword token. When it enters the battlefield, attach it to target creature you control. This ability triggers once each turn.
1/1

RG03 – Any MV
Hero of the Sheikah 2g
Creature – Elf Ninja Bard
Ninjutsu 3g (3g, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Hero of the Sheikah or another creature enters the battlefield under your control, that creature gets +3/+3 until end of turn.
3/3

RG04 – Any MV
Beedle, Insect Enthusiast 4g
Legendary Creature – Elf Citizen
When CARDNAME enters the battlefield, create a 1/1 green Insect creature token for each color of mana spent to cast it.
Insect creatures you control get +1/+1.
2/2

RG05 – Any MV
King of Ploymus Mountain 5gg
Legendary Creature – Cat Centaur Warrior
Trample
If w was spent to cast it, CARDNAME enters the battlefield with a lifelink counter. If u was spent to cast it, it enters with a vigilance counter. If b was spent to cast it, it enters with a menace counter. If r was spent to cast it, it enters with a haste counter.
7/7

RG06 – Artifact
Savage Armaments 2g
Artifact – Equipment
Equipped creature gets +1/+0 for each Equipment you control and has trample.
Equip 3. This ability costs 1 less to activate for each other Equipment you control.

RG07 – Non-Creature
Great Deku's Blessing 2gg
Sorcery
Destroy all artifacts and enchantments.

RG08 – Non-Creature
Song of Storms 1g
Enchantment
Whenever you cast a creature spell, surveil X, where X is the number of colors of mana spent to cast that spell. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.))

RG09 – Non-Creature
Hero's Charm 1g
Instant
Metalcraft - Choose one. If you control three or more artifacts as you cast this spell, choose one or more.
•You gain 3 life.
•Create Traveler's Sword tokens attached to up to two target creatures you control.
•Draw a card.

RG10 – Non-Creature
Ancient Armor 1g
Artifact – Equipment
Equipped creature gets +1/+1 and has protection from artifact creatures.
Whenever equipped creature blocks or becomes blocked by an equipped creature, destroy target Equipment attached to that creature.
Equip 1

MG01 - Farosh Planeswalker Card
Farosh, Vanguard of Courage 4g
Legendary Planeswalker – Farosh
CARDNAME enters the battlefield with an additional loyalty counter for each color of mana spent to cast it.
+1: Scry 2. If you control a creature with power 4 or greater, draw a card.
-3: Destroy target artifact or enchantment. Put X loyalty counters on Farosh, where X is equal to 3 minus the mana value of the target. (If X is zero or less, put no loyalty counters on it.)
-7: You get an emblem with "You may have creatures you control assign their combat damage as though they weren't blocked."
2

MG02 - Divine Beast Vah Naboris
Divine Beast Vah Naboris 2gg
Legendary Artifact – Vehicle
Flash
When CARDNAME enters the battlefield, prevent all combat damage nonartifact creatures would deal this turn.
Crew 1
4/4
Multicolor
Show
Hide

CZ01 – Non-Creature
Zelda's Research
Instant
Destroy up to one target creature with power 4 or greater if was spent to cast this spell. Create a Clue token if was spent to cast this spell. (It's an artifact with "2, Sacrifice this artifact: Draw a card." Do both if wu was spent.)

CZ02 – Non-Creature
Revali's Gale
Instant
Creatures you control get +1/+1 until end of turn if was spent to cast this spell. Each opponent loses 1 life for each creature with flying you control if was spent to cast this spell. (Do both if wb was spent.)

CZ03 – Non-Creature
Mipha's Grace
Instant
Draw a card if was spent to cast this spell. Until end of turn, up to one target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control." if was spent to cast this spell. (Do both if ub was spent.)

CZ04 – Non-Creature
Urbosa's Fury
Instant
Up to one target equipped creature you control can't be blocked this turn was spent to cast this spell. CARDNAME deals 2 damage divided as you choose among one or two targets if was spent to cast this spell. (Do both if ur was spent.)

CZ05 – Non-Creature BR
Kohga's Orders
Instant
Return up to one target creature card from your graveyard to your hand if was spent to cast this spell. Create a 0/1 colorless Construct artifact creature token with "This creature can't block." if was spent to cast this spell. (Do both if br was spent.)

CZ06 – Non-Creature BG
Impa's Mark
Instant
Target creature you control gains deathtouch and indestructible until end of turn if was spent to cast this spell and gains hexproof and trample until end of turn if was spent to cast this spell. (Damage and effects that say "destroy" don't destroy it. Do both if bg was spent.)

CZ07 – Non-Creature
Link's Resolve
Instant
Armed - Discard up to one card if was spent to cast this spell. If you do, draw two cards. Create a Traveler's Sword token if was spent to cast this spell. When it enters the battlefield, attach it to target creature you control. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2." Do both if rg was spent.)

CZ08 – Non-Creature RW
Daruk's Protection
Instant
Armed – Create an Ancient Bladesaw token if was spent to cast this spell. Exile up to one target artifact or creature you control, then return it to the battlefield under its owner's control if was spent to cast this spell. (It's an Equipment artifact with "Equipped creature gets +2/+0," and "Equip 4." Do both if rw was spent.)

CZ09 – Non-Creature
Rhoam's Repentance
Instant
Up to one target creature you control gets +3/+3 until end of turn if was spent to cast this spell. Gain 3 life if was spent to cast this spell. (Do both if gw was spent.)

CZ10 – Non-Creature
Hestu's Dance
Instant
Create a Treasure token if was spent to cast this spell. Return up to one target creature to its owner's hand if u was spent to cast this spell. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color." Do both if gu was spent.)

UZ01 – Creature
Zelda, Scholar of the Ancients 1wu
Legendary Creature – Elf Noble Artificer
Whenever one or more artifacts enter the battlefield under your control, create a Clue token. This ability triggers once each turn. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, scry 1.
1/2

UZ02 – Creature
Revali, Rito Champion 3wb
Legendary Creature – Bird Archer
Flying, first strike
Whenever CARDNAME attacks, up to one target attacking creature without flying gains flying until end of turn. Then creatures you control with flying get +1/+0 until end of turn.
2/3

UZ03 – Creature
Mipha, Zora Champion 3ub
Legendary Creature – Merfolk Cleric
Ward 2
Whenever you draw your second card each turn, choose one -
• Remove all finality counters from target creature you control.
• Choose another target creature you control. When that creature dies this turn, return it to the battlefield tapped under its owner's control.
3/3

UZ04 – Creature
Urbosa, Gerudo Champion 1ur
Legendary Creature – Human Soldier
Armed - When CARDNAME enters the battlefield, create a Traveler's Sword token and attach it to this creature. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")
As long as CARDNAME is attacking, it gets +1/+0 and has first strike.
Whenever CARDNAME attacks, another target equipped creature you control gets +1/+0 and gains first strike until end of turn.
1/1

UZ05 – Creature BR
Master Kohga 2br
Legendary Creature – Elf Ninja
Flying
Whenever CARDNAME deals combat damage to a player, create a 0/1 colorless Construct artifact creature token with "This creature can't block."
Whenever one or more cards leave your graveyard, each opponent loses 2 life. This ability triggers once each turn.
2/4

UZ06 – Creature BG
Impa, Legendary Kunoichi bg
Legendary Creature – Elf Ninja
Ninjutsu bg (bg, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Other Ninja creatures you control get +1/+1.
Whenever one or more creatures you control attack, you may pay 1. If you do, target attacking creature gains menace until end of turn.
2/2

UZ07 – Creature
Link, Resurrected Hero rg
Legendary Creature – Elf Knight
Trample, Haste
CARDNAME gets +1/+1 for each Equipment attached to it.
Whenever an Equipment enters the battlefield under your control, and CARDNAME is in your graveyard, you may pay 1rg. If you do, return CARDNAME to the battlefield and attach that Equipment to it.
1/1

UZ08 – Creature RW
Daruk, Goron Champion 3rw
Legendary Creature – Golem Warrior
Trample
Metalcraft - At the beginning of your combat step, if you control three or more artifacts, target creature you control gets +2/+0 and gains indestructible until end of turn.
3/4

UZ09 – Creature
Rhoam, Last King of Hyrule 2gw
Legendary Creature – Elf Spirit Noble
Vigilance
At the beginning of your end step, if you gained 3 or more life this turn, draw a card.
4/4

UZ010 – Creature
Hestu, Whimsical Bard 1gu
Legendary Creature – Treefolk Bard
Reach
Armed - Whenever CARDNAME or another creature you control enters the battlefield, if three or more different colors of mana were spent to cast that creature, create a Traveler's Sword token attached to target creature you control. That creature gains trample until end of turn.
2: Add one mana of any color.
2/3

RZ01 – Creature WU (Second Draw/Clue)
Zelda, the Purifying Seal 1wu
Legendary Creature – Elf Noble Cleric
Ward 1
Clues you control have "4, Sacrifice this artifact: Draw two cards."
Armed - Whenever you draw your second card in a turn, create a 1/1 green Elf creature token. Then create a Traveler's Sword token attached to that creature.
1/3

RZ02 – Creature WB
Windblight Ganon wb
Legendary Creature – Elemental Incarnation
Lifelink
2: CARDNAME gains flying until end of turn.
At the beginning of your end step, if you gained life this turn, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
2/2

RZ03 – Creature UB
Waterblight Ganon 4ub
Legendary Creature – Elemental Incarnation
At the beginning of your upkeep, target creature card in your graveyard gains beckon until end of turn. The beckon cost is equal to the card's mana cost plus sacrifice two artifacts.
Beckon 2ub, sacrifice three artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
6/6

RZ04 – Creature UR
Sidon, Prince of the Zora 2ur
Legendary Creature – Merfolk Noble Warrior
First strike
Whenever a nontoken artifact or nontoken legendary permanent you control dies, exile cards from the top of your library until you exile an artifact or legendary card. You may cast it without paying its mana cost if it's a spell with lesser mana value than the permanent that died. If you don't cast it, put it into your hand. Put the exiled cards on the bottom of your library in a random order.
4/4

RZ05 – Creature BR
Fireblight Ganon 3br
Legendary Creature – Elemental Incarnation
Menace
When Fireblight Ganon enters the battlefield, you may sacrifice another nontoken, nonland permanent you control. If you do, destroy target artifact, creature, or planeswalker an opponent controls. Create X 0/1 colorless Construct artifact creature tokens with "This creature can't block." where X is equal to the sacrificed permanent's mana value.
5/3

RZ06 – Creature BG
Thunderblight Ganon bg
Legendary Creature – Elemental Incarnation
Haste
Armed - Whenever you gain life, create a Traveler's Sword token and attach it to CARDNAME.
At the beginning of your end step, if you gained 3 or more life this turn, each opponent loses X life, where X is equal to the number of Equipment attached to CARDNAME.
2/1

RZ07 – Creature RG
Yunobo, Champion's Descendant rg
Legendary Creature – Golem
Defender
Metalcraft – At the beginning of your upkeep, if you control three or more artifacts, exile the top card of your library. You may play that card this turn. Yunobo, Champion's Descendant gains indestructible and can attack this turn as though it didn't have defender.
Whenever you cast a creature spell from exile, copy it. The copy gains haste. Sacrifice it at the beginning of the next end step.
3/3

RZ08 – Creature RW
Riju, Gerudo Chief 3rw
Legendary Creature – Human Noble
Lifelink
When CARDNAME enters the battlefield, create Thunder Helm, a legendary Equipment artifact token with "Equipped creature gets +3/+3", "Whenever equipped creature attacks, it deals damage equal to the number of Equipment attached to it to any target," and "Equip 6." Attach Thunder Helm to CARDNAME.
1/1

RZ09 – Creature GW (Make it more Metalcraft Elf Tribal)
Link, Hero of Hyrule 4gw
Legendary Creature – Elf Knight
Lifelink, vigilance, trample
When CARDNAME enters the battlefield, create two 1/1 green Elf creature tokens.
Metalcraft – Other Elf creatures you control get +1/+1 and have vigilance as long as you control three or more artifacts.
4/4

RZ10 – Creature UG
Teba, Warrior of the Rito 1ug
Legendary Creature – Bird Warrior
Flying
If you would create an artifact token, you may instead create a Traveler's Sword token.
Whenever an Equipment token enters the battlefield under your control, you may attach it to target creature you control.
2/3

MZ01 – WUB Flyers
The Helmaroc King 3wub
Legendary Creature – Bird
Flying
When CARDNAME enters the battlefield, put target creature card with flying from a graveyard onto the battlefield under you control. It has hexproof for as long as you control CARDNAME.
3/3

MZ02 – UBR Second draw (?)
The Hero's Spirit 4ubr
Legendary Creature – Elf Spirit Warrior
When CARDNAME enters the battlefield, draw a card.
Whenever you draw your second card in a turn, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
5/5

MZ03 – BRG Graveyard
Molduking 3brg
Legendary Creature – Whale
Trample
Whenever one or more cards leave your graveyard, exile target nonland permanent an opponent controls until CARDNAME leaves the battlefield.
1brg: Put all cards exiled with CARDNAME into their owners' graveyards. If at least one card is put into a graveyard this way, CARDNAME gains indestructible until end of turn.
6/6

MZ04 – RGW Metalcraft
War Effort 1rgw
Enchantment
At the beginning of combat on your turn, create a 1/1 green Elf creature token. It gains haste until end of turn.
Metalcraft – If an effect would create one or more tokens under your control and you control three or more artifacts, it creates twice that many of those tokens instead.

MZ05 – GWU Clue, Food, & Treasure
Link and Zelda 2gwu
Legendary Creature – Elf Noble Knight
Ward 2
Vigilance, trample
At the beginning of combat on your turn, choose Clue, Food, or Treasure. Whenever a creature you control deals combat damage to a player this turn, create a token of the chosen type.
At the beginning of your upkeep, if you control fifteen or more artifacts, you win the game.
5/4

MZ06 – RWB Artifact Sacrifice
Skull Kid, Thrall of Majora 1rwb
Legendary Creature – Imp
CARDNAME may only be blocked by three or more creatures.
Whenever you sacrifice a permanent, each opponent loses 1 life, you gain 1 life, and CARDNAME gets +1/+1 until end of turn.
2/2

MZ07 – GUR Equipment Matters
Saria, Spirit of Friendship 1gur
Legendary Creature – Faerie Spirit
Armed - When Saria, Spirit of Friendship enters the battlefield, create two Traveler's Sword tokens. When they enter the battlefield, attach them to up to two target creatures you control.
Whenever one or more equipped creatures you control deal combat damage to a player, you may draw that many cards. If you do, discard a card.
2/2

MZ08 – WBG Lifegain or Ninjas
Paya, Kakariko's Future 1wbg
Legendary Creature – Elf Ninja
Ninjutsu wbg (wbg, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Lifelink, Deathtouch
If a triggered ability of an attacking creature you control triggers, that ability triggers an additional time.
3/3

MZ09 – URW Artifact entering the battlefield (or something cool)
Great Fairy Fountain 1urw
Legendary Enchantment
Artifact creature tokens can't block.
All noncreature artifacts you control are 2/2 Construct creatures in addition to their other types. (Artifact creatures that are also Equipments can't be attached to other creatures.)
Change the text of each Equipment creature you control by replacing all instances of "equipped creature" with "this creature".

MZ10 – BGU Three Color Matters
Tulin, Future Hero bgu
Legendary Creature – Bird Archer
At the beginning of your upkeep, put your choice of a counter from among flying, first strike, deathtouch, lifelink, menace, trample, and vigilance on CARDNAME.
Whenever you put one or more counters on CARDNAME, put one of each of those kinds of counters on up to one other target creature you control.
CARDNAME gets +1/+1 for each different counter on it.
1/1

Artifacts
Show
Hide

CA07 – 1 or 2 MV
Guardian Scout I 1
Artifact Creature – Construct
: Add one mana of any color. This mana can't be spent to cast spells.
0/2

CA01 – 1 or 2 MV
Ancient Spy 2
Artifact Creature – Ninja
Ninjutsu 1 (1, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever CARDNAME deals combat damage to a player, you may exile target card from a graveyard.
2/1

CA02 – 3 or 4 MV
Pilgrim's Eye 3
Artifact Creature – Thopter
Flying
When CARDNAME enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
1/1

CA03 – 5 or 6 MV
Stone Pebblit 5
Artifact Creature – Elemental
When CARDNAME enters the battlefield, you may search your library for any number of cards named CARDNAME, reveal them, put them into your hand, then shuffle.
3/3

CA04 – Equipment
Champion's Tunic 1
Artifact – Equipment
Equipped creature gets +0/+1 and has ward 1.
Equip 0. Activate only once each turn.

CA05 – Removal
Remote Bomb 1
Artifact
3, , Sacrifice CARDNAME: CARDNAME deals X damage to target creature or planeswalker, where X is 1 plus the number of artifacts you control.

CA06 – Mana production
Network Terminal 3
Artifact
: Add one mana of any color.
, , Tap another untapped artifact you control: Draw a card, then discard a card.

UA01 – 1 or 2 MV
Ornithopter 0
Artifact Creature – Thopter
Flying
0/2

UA02 – 3 or 4 MV
Guardian Scout IV 4
Artifact Creature – Construct Scout
Trample
CARDNAME must attack each turn if able as long as its equipped.
Armed – When CARDNAME enters the battlefield, create an Ancient Bladesaw token and attach it to it. (It's an Equipment artifact with "Equipped creature gets +2/+0," and "Equip 4.")
2/4

UA03 – 5 or 6 MV
Cherry, Robbie's Pride 6
Legendary Artifact Creature – Construct
Other artifact creatures you control get +1/+0.
4: Create a 0/1 colorless Construct artifact creature token with "This creature can't block." It gains haste until end of turn.
Whenever CARDNAME or another artifact you control dies, you may have target player mill two cards.
4/6

UA04 – Removal (often conditional and usually costed somewhat inefficiently)
Stasis Rune 3
Artifact
3, : Target nonland permanent phases out. This ability costs 1 less to activate during your turn.

UA05 – Non-creature
Ancient Core 2
Artifact – Treasure
Activated abilities of artifacts you control cost up to 1 less to activate. This effect can't reduce the mana in that cost to less than one mana.
, sacrifice CARDNAME: Add one mana of any color.

UA06 – Equipment
Sheikah Slate 1
Artifact - Equipment
Equipped creature has ": Scry 1."
Metalcraft4: Untap equipped creature. Activate this only if you control three or more artifacts.
Equip 1

UA07 – Anything
Gibdo Bone 2
Artifact
When CARDNAME enters the battlefield or is put into a graveyard from the battlefield, target creature you control gets +X/+X until end of turn, where X is that creature's power.

RA01 – Any MV
Guardian Graveyard
Artifact Land
As long as CARDNAME is not a creature, it has indestructible.
: Add c.
, : Add one mana of any color.
3: CARDNAME becomes a 2/2 Construct creature until end of turn. If three or more colors were used to pay for this cost, it becomes a 4/4 Construct creature until end of turn instead. It's still an artifact land.

RA02 – Artifact
Roscoe, Inanimate Object 3
Legendary Artifact
As long as CARDNAME isn't on the battlefield, it's a 0/1 Construct creature in addition to its other types.
2, : Copy target activated or triggered ability you control. You may choose new targets for that ability. If the copied ability would put its source onto the battlefield, create a token that is a copy of that card instead. (Mana abilities can't be copied.)

RA03 – Artifact
Sheikah Tower 1
Artifact
When CARDNAME enters the battlefield or dies, scry 1.
, , sacrifice CARDNAME: CARDNAME deals 1 damage to any target.
, , sacrifice CARDNAME: Draw two cards.
, , sacrifice CARDNAME: Destroy target nonland permanent.

RA04 – Artifact
Scimitar of the Seven
Artifact – Equipment
Metalcraft - At the beginning of your upkeep, if you control three or more artifacts, you may return Scimitar of the Seven from your graveyard to your hand.
When Scimitar of the Seven dies, if it was attached to a creature, you may draw a card.
Equipped creature gets +1/+0 and has first strike.
Equip 1

MA01 – Equipment
The Master Sword 1
Legendary Artifact – Equipment
Ward 3
As long as your life total is less than or equal to your starting life total, equipped creature gets +1/+1 and has lifelink.
As long as your life total is greater than your starting life total, equipped creature gets +1/+1 and has ", : This creature deals damage equal to its power to any target."
Equip 2

MA02 – Equipment
Fierce Deity Sword 3
Legendary Artifact – Equipment
Equipped creature gets +2/+2 and has protection from colorless and from multicolored. This effect doesn't remove Auras and Equipment you control that are already attached to it.
Whenever equipped creature deals combat damage to a player, you create a Treasure token and that player reveals their hand. You may have them discard a monocolored card. If you do, they draw a card.
Equip 2
Land
Show
Hide

CL01
Evolving Wilds
Land
, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

CL02
Ancient Shrine
Artifact Land
Indestructible
CARDNAME enters the battlefield tapped.
When CARDNAME enters the battlefield, sacrifice it unless you pay 1.
: Add one mana of any color.

UL01
Hateno Village
Land - Plains
(: Add .)
Metalcraft – CARDNAME enters the battlefield tapped unless you control three or more artifacts.
2w, : Create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")

UL02
Zora's Domain
Land - Island
(: Add .)
Metalcraft – CARDNAME enters the battlefield tapped unless you control three or more artifacts.
2u, : Create a Clue token. (It's an artifact with "2, Sacrifice this artifact: Draw a card.")

UL03
Hyrule Castle Town
Land - Swamp
(: Add .)
Metalcraft – CARDNAME enters the battlefield tapped unless you control three or more artifacts.
2b, : Create a 0/1 colorless Construct artifact creature token with "This creature can't block."

UL04
Goron City
Land - Mountain
(: Add .)
Metalcraft – CARDNAME enters the battlefield tapped unless you control three or more artifacts.
Armed - 2r, : Create a Traveler's Sword token. (It's an Equipment artifact with "Equipped creature gets +1/+1," and "Equip 2.")

UL05
Kakariko Village
Land - Forest
(: Add .)
Metalcraft – CARDNAME enters the battlefield tapped unless you control three or more artifacts.
2g, : Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Tokens
Show
Hide

Ancient Bladesaw
Token Artifact – Equipment
Equipped creature gets +2/+0.
Equip 4

Traveler's Sword
Token Artifact – Equipment
Equipped creature gets +1/+1.
Equip 2

Copy Equipment
Token artifact – Equipment
Copy of Equipment

Copy Artifact
Token artifact
Copy of artifact

Copy Creature
Token creature
Copy of creature

Clue
Artifact – Clue
2, Sacrifice this artifact: Draw a card.

Food
Artifact – Food
2, , Sacrifice this artifact: You gain 3 life.

Treasure
Artifact – Treasure
, Sacrifice this artifact: Add one mana of any color.

Bat
Creature – Bat
This creature can't block creatures without flying.
1/1

Construct
Artifact Creature Token – Construct
This creature can't block.
0/1

Bird
Creature Token – Bird
Flying, haste
1/1

Elf
Creature Token – Elf
1/1

Insect
Creature Token - Insect
1/1

Wolf
Creature Token – Wolf
Vigilance
When this creature leaves the battlefield, create a Food token. (It's an artifact with "2, , Sacrifice this artifact: Gain 3 life.")
2/2

Lord of the Mountain
Legendary Creature Token – Spirit Elk
Indestructible, haste
5/5

Dragon
Creature – Dragon
Flying
5/5

Dinraal, Power's Flame
Emblem
Whenever an artifact you control dies, this emblem deals 1 damage to any target.

Naydra, Wisdom's Herald
Emblem
Whenever you draw a card, tap target permanent an opponent controls. It doesn't untap during its controller's next untap step.

Farosh, Vanguard of Courage
Emblem
You may have creatures you control assign their combat damage as though they weren't blocked.
Last edited by Guardman 2 months ago, edited 14 times in total.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

August 17, 2021 Notes - The green update.
  • Added the full-set of green commons and uncommons (excluding hybrids and multi-colored). Pretty happy with how they came out. Curious to hear other's thoughts. Added a bit of a equipment entering the battlefield growth theme which I am planning to have in red to help sharpen the divide between and .
  • Speaking of , it is the theme I am least happy with. I am keeping it Go Big/Equipment Matters for now as I am hoping I can craft a more defined identity for it via the blue commons and uncommons, but if I don't, I expect it to change (which would require a slight overhaul of a few green cards).
  • Continuing on the theme of changing themes, is changing from go wide to ninjas, while is incorporating the go wide theme into its flyer theme (while will be a bit more of the traditional aggro archetype... which I know it always is, but at least I didn't go with equipment matters like most sets nowadays). The reason for this change is several fold. First, like I said, BW was naturally taking the go wide theme with the cards I was making for it. And two, as I was making the set, I realized that the set really wanted a non-artifact, non-token mechanic. After going down the list of mechanics from previous sets, ninjutsu was the one that really stood out as a great fit. Even more so because given the source material, ninjas would not only fit in all five colors, but wouldn't be base . Current plan is for white to have one uncommon ninja; blue, one uncommon ninja; black, two common and one uncommon ninja; red, one common and one uncommon ninja; green, two common and one uncommon ninja. Impa will be the signpost uncommon.
  • There is still three uncommon holdovers from the old go wide strategy in Kakariko Village Watch, Marudo Wolves, and Village Defenses. Marudo Wolves is a good fit for ninjas since it has an EtB trigger. I really like Kakariko Village Watch as a strong uncommon in equipment matters decks and as a payoff for drafting a lot of elves. Village Defenses is still in because I wanted a mass pump spell and it does that (not a great reason I know, but sometimes you got to fill holes with what you got).
  • I know Link's Resolve (see hybrid commons - how I wish you could link custom cards like you can mtg cards, but que sera sera) is somewhere between a bend and a break in green. But I like it as it fits the theme really well and does a ton of work. Plus they allowed Learn on mono-green cards so I'm making an executive decision on this one.
  • Sort of going back to theme problems, but I added Spirit Orb as a fun build around card that would go really well in a deck due to drawing a card for their second draw triggers and being able to be copied by the blue uncommon ninja.
  • I feel like with the amount of green regrowth effects (one common, three uncommon) that their should be payoffs for cards leaving the graveyard like in Lorehold. Probably better to be done on red cards though (to give a sharper identity).

User avatar
SecretInfiltrator
Posts: 5701
Joined: 4 years ago
Pronoun: they / them
Location: The Shattered Realm

Post by SecretInfiltrator » 2 years ago

The reminder text for the weapon tokens shouldn't say "It's an artifact – equipment" but "It's an Equipment artifact", subtype before card type, the same way we'd say "create a 1/1 red Goblin creature token" etc.

User avatar
RattingRots
Pathological Scryer
Posts: 703
Joined: 4 years ago
Pronoun: he / him

Post by RattingRots » 2 years ago

So sort of stating the obvious here, but you have a ton of different types of artifact tokens and I would be worried about overdoing it. I think if you have 4 or 5 different types of equipment tokens and one of the non-equipments, or 2 or 3 different types of equipments and 2 of the non-equipments, I think it's still going to feel like there are a wide variety of different tokens and a unique feel based on that but it won't be as cumbersome.

One thing about durability is that it makes the reequip aspect of equipment less good and personally I would probably compensate for that by reducing the equip cost.

This might be a preference thing, but I think having two similar archetypes isn't the end of the world and I don't think it's necessary to bend over backwards to try to separate them.


Something you could potentially do for Link's Resolve is:

Discard a card, then draw two cards if R was spent to cast ~.
Make an equipment if G was spent to cast ~.
For Sale: Boots of +2 intellect. Never worn.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

RattingRots wrote:
2 years ago
So sort of stating the obvious here, but you have a ton of different types of artifact tokens and I would be worried about overdoing it. I think if you have 4 or 5 different types of equipment tokens and one of the non-equipments, or 2 or 3 different types of equipments and 2 of the non-equipments, I think it's still going to feel like there are a wide variety of different tokens and a unique feel based on that but it won't be as cumbersome.
I actually thought about this, and a big thing I am doing is that each color only gets certain colors get certain artifact tokens. This is what I am currently using:

White - Clue, Food, Traveler's Sword, Soldier's Shield
Blue - Clue, Treasure, Traveler's Sword, Soldier's Shield, Ancient Bladesaw
Black - Food (one of), Treasure (one of), Bokoblin Club, Traveler's Sword, Constructs
Red - Bokoblin Club, Traveler's Sword, Constructs
Green - Food, Treasure, Clue (one of at uncommon), Traveler's Sword, Ancient Bladesaw

This is kind of tentative until I start to fill in the other colors (for example I might need to give red a Treasure card or two to just for the sake of its draft archetypes). But by controlling which colors get which artifacts, I am hoping to both provide differentiation while not overburdening the player.

Also, just from what I've found from completing two colors (blue and green) and filling in a few of the others, is that these artifact tokens are a great help in adding artifacts to the set, while not overloading the set with artifacts, sort of like how Fabricate/Servo tokens helped add a lot of artifacts to Kaladesh limited.

Now I could be wrong at the end of the day, but I at least want to build the set out and test it before culling some token types.
RattingRots wrote:
2 years ago
One thing about durability is that it makes the reequip aspect of equipment less good and personally I would probably compensate for that by reducing the equip cost.
The equip cost is a little high just because I expect it to be more powerful than it actually appears. I know from my own limited experience how powerful even something like Dueling Rapier can be. Even with Durability, I expect that reequipping Traveler's Swords after the creature that created them died will be very powerful.
RattingRots wrote:
2 years ago
This might be a preference thing, but I think having two similar archetypes isn't the end of the world and I don't think it's necessary to bend over backwards to try to separate them.
So I did end up changing the GR to more of a regrowth via Equipment theme, while GU was straight equipped creatures. But then, UR was looking too much like GU, which was still similar to GR. At that point I decided that GU was just stepping on too many toes. UR is now the aggressive equipment archetype. GR is the more midranged, grindy equipment archetype. GU is now the multi-colored archetype that takes advantage of the Treasure tokens (well technically its the if three or more colors of mana were spent to cast this spell color).
RattingRots wrote:
2 years ago
Something you could potentially do for Link's Resolve is:

Discard a card, then draw two cards if R was spent to cast ~.
Make an equipment if G was spent to cast ~.
I thought about that, but I didn't want it to a straight draw two as I want the two color hybrids to be at the same powerlevel to slightly weaker to a similar spell at the same cost (i.e. Thrill of Possibility) when one color is paid. And two, the discard, while a bend, fits well with the graveyard recursive aspects of GR.

I'll be back sometime today or tomorrow with the blue update (and maybe one more color if I get to it), which will also include a few changes to green cards to show off GU's new archetype.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

August 26, 2021 Notes - The blue update.
  • Updated to include the blue commons and uncommons.
  • Changed the archetype to pay three different colors of mana payoffs. I enjoy the fact that it, one, makes use of the treasures green and blue produce. And two, gives the set a clear archetype that wants to play more than two colors and/or are able to take advantage of the hybrid cards. It still retains its emphasis on attacking with bigger creatures thanks to the signpost legend in Robbie and his Rhonas's Monument like payoff.
  • Added an additional Durability (now 3) to Traveler's Swords. After reflecting, being able to deal damage 3 times seemed too low for what is in essence the +1/+1 counter replacement of the set.
  • Also changed the Ancient Bladesaw to be +2/+0 (and adjusted the cards that create them accordingly). This change was because I realized +4/+0 was probably too much. +2/+0 is already a lot. It also made the creatures that made them less all in, as I could actually give them base power.
  • I forgot about the Duplex Bow token in yesterdays post. Supposed to be used sparingly in red and black, but we'll see. If any token is on the chopping block, its probably that one.
  • Of the blue archetypes, is the aggressive archetype, is the midrange, is slow midrange bordering on control, is the control archetype.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

Haven't had much time to work on this lately (mostly because I usually only work on the set while I am at work, but we've been busy). But I did, not quite testing, but some boardstate testing where I proxied a few cards and tried to see how hard the boardstate was for me to follow. I figure as long as I am not slightly confused or overloaded I am good (as I figure I have a higher tolerance for complexity and tokens than most). Treasure, clue, and food tokens are easy to track. Equipment as well (though I do want to preface that I used unique paper tokens and not dice or other knick-knacks other people use to denote tokens). The problem was Durability. Specifically, Durability when doing anything with a creature with multiple equipment. Waterfall Dasher in particular is an absolute nightmare to keep track of with having to track up to durability on three different equipment all with different Durability counts.

I don't really know how to fix Durability, since the whole keeping track of it is the problem. It means, Durability will probably have to be scrapped. I'll probably keep the Traveler's Sword, Ancient Bladesaw, and Soldier's Shield equipment and ditch the rest, since they work the best without Durability. But I also feel I might have to draw back the equipment tokens, a bit or all of it. I don't know. Movable permanent +1/+1 counters are pretty strong after all. It also means I will probably have to find a new draft archetype for UR (Durability Equipment Aggro) and BR (Artifact Sacrifice) and probably rework GR a bit.

Two possibilities I thought of were adding Spellcharge (placeholder name) and/or Dredge to the set. Dredge would be in RB with probably one or two spells in green. Dredge was something I was thinking about would work ever since I created Link, Resurrected Hero and added the two equipment EtB recursion cards in green. Especially since it perfectly fits the flavor of the monsters coming back to life during a blood moon.

Spellcharge is a mechanic I've been wanting to use for a while. Spellcharge says: (This creature enters the battlefield with a charge counter. Whenever this creature deals combat damage to a player put a charge counter on it.) and it also has an ability that pays for the spell charge. For example (from my pokemon set where I toyed around with the idea of it a bit):

Sparking Pikachu r
Creature - Elemental Mouse (U)
Spellcharge (This creature enters the battlefield with a charge counter. Whenever this creature deals combat damage to a player put a charge counter on it.)
, remove a charge counter from Sparking Pikachu: Add .
1/2

It taps into the similar playstyle of durability where a creature has a temporary/limited boost in power and then has to find a way to regain that power (i.e. find a new weapon). It would probably be in URW.

I'm very interested to here anyone's (and everyone's) thoughts on these changes and if you have any other suggestions.

User avatar
RattingRots
Pathological Scryer
Posts: 703
Joined: 4 years ago
Pronoun: he / him

Post by RattingRots » 2 years ago

If it were me I would really try to hang on to the equipment tokens in some form. The theme of finding a bunch of items like you're playing through Zelda feels like it comes out more if equipment are one of the tokens representing that.

Any reason you're going with dredge instead of a flashback or threshold variant? I realize flashback has been done a billion times so I think trying to keep things different is a valid reason.
For Sale: Boots of +2 intellect. Never worn.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

RattingRots wrote:
2 years ago
If it were me I would really try to hang on to the equipment tokens in some form. The theme of finding a bunch of items like you're playing through Zelda feels like it comes out more if equipment are one of the tokens representing that.

Any reason you're going with dredge instead of a flashback or threshold variant? I realize flashback has been done a billion times so I think trying to keep things different is a valid reason.
Yeah, I probably overreacted with suggesting removing all the equipment tokens after I found out Durability was causing problems. What I plan on doing is rebalancing around it, which probably means rebalancing the equip costs and changing a few cards that were meant to take advantage of Durability. UR is probably going to be equipped creatures as the theme and still be the most aggressive archetype.

Dredge was chosen because:
  1. It best reflected the fact that the monsters keep coming back every blood moon.
  2. It fills the graveyard, which fits with GR's equipment recursion theme.
  3. I have fond memories of playing with Dredge in triple Ravnica draft.
  4. I kind of want to play around with the space of bonus effects if you have drawn no cards during your turn (which dredge does nicely).

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

October 31, 2021 Notes - The Halloween (Black) update.
  • Added all the black commons and uncommons. The big thing I decided on was that black was not going to get any Equipment tokens. This is mostly to differentiate it from the other colors. Instead it gets 0/1 Construct artifact creature tokens that can't block. Perfect for sacrificing. And sacrificing artifacts in general is an underlying theme for black.
  • Speaking of themes, Dredge didn't work out, so was given an artifact escape variation to play off, where you pay mana and sacrifice a number of artifacts to return that creature to play. This is a scarier mechanic, as I think it will require some testing to make sure it isn't too easy to trigger. But I sort of hedge it a little bit by requiring it to be activated as a sorcery and the creature entering the battlefield tapped. Also, in general, I tried to have it so that the red creatures are on the smaller side, while black creatures are on the larger side. Currently looking for a name for this mechanic.
  • Black has slightly more flyers at common than normal to fill in the flying archetype. To compensate for this, I made the uncommon flying more conditional as the only flyer, Cursed Moblin, requires an artifact sacrifice to fly, and Rito Glider is an equipment that can grant flying (or give a +2/+1 boost if it already has flying).
  • Speaking of flying, I want to point out Kesee Swarm as it is a card I especially like in black. Since both the escape variant and ninjitsu don't cast the creature, it gives black archtypes quite a few creatures that don't need to be cast to enter the battlefield, leading to a fun build around. And in the right deck, it could even be strong in flyers.
    Kesee Swarm
    Show
    Hide
    Kesee Swarm 2b
    Enchantment
    When Kesee Swarm enters the battlefield or whenever a nontoken creature enters the battlefield under your control, if it wasn't cast, create a 1/1 black Bat creature token with flying and "This creature can block only creatures with flying."
  • Playing off of the artifact escape and the sub-theme in green with equipment regrowth, I plan to add some payoffs in red for stuff leaving the graveyard.
  • Durability is gone. Slightly adjusted the equip costs to compensate and tweaked a few cards. Also removed the charge counter theme. is now Equipped Creature Aggro.
  • Added some graveyard exiling to give colors some stuff to fight against graveyard shenanigans. And one of them is a colorless artifact ninja!
  • I cleaned up Link's Resolve (see hybrid commons) so that the discard and draw only happens if you pay red.
  • Tweaked unexpected meddling to be able to counter abilities due to the number of abilities that put creatures into play.
  • The current division of the artifact tokens is:
    Artifact Tokens
    Show
    Hide
    • White - Clue, Food, Traveler's Sword, Soldier's Shield
    • Blue - Clue, Treasure, Traveler's Sword, Soldier's Shield, Ancient Bladesaw
    • Black - Food, Treasure, Constructs
    • Red – Treasure (?), Traveler's Sword, Ancient Bladesaw, Constructs (?)
    • Green - Food, Treasure, Clue (one of at uncommon), Traveler's Sword, Ancient Bladesaw

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

February 6, 2022 Notes - The I Haven't Forgotten (Boros) update.
  • Added all the remaining commons and uncommons. They have actually been done for a while, I've just been too busy (i.e. lazy) to put them up. At this point I am pretty happy with how they turned out (though I am a bad fiddler, and have continued to tweak some cards).
  • The big change was giving a name, Beckon, to the BR mechanic. It's a neat mechanic and think it has some cool tension.
  • I feel like there are a lot more notes to say about the commons and uncommons, but it's been so long since I made most of them that I can't remember all of them.
  • Added the rare and mythic skeleton. A big thing with the tri-color mythics is to provide powerful cards you want to build your deck around.
  • Also added a legendary phoenix, because why doesn't magic already have a legendary phoenix?
  • Sort of funny how WotC also thought green was the best color for ninjas after blue and black.

Legend
Aethernaut
Posts: 1639
Joined: 4 years ago
Pronoun: he / him
Location: Eternity

Post by Legend » 2 years ago

I went with +1/+0 equipment tokens because in my experience +0/+1 equipment tokens lead to drawn out (limited) games and +1/+1 equipment tokens cancel each other out or lead to swingy (limited) games. I'm not sure if that makes a difference in this regard, but it might be worth noting that the equip cost of my tokens is only 1,
“Comboing in Commander is like dunking on a seven foot hoop.” – Dana Roach

“Making a deck that other people want to play against – that’s Commander.” – Gavin Duggan

"I want my brain to win games, not my cards." – Sheldon Menery

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 years ago

Legend wrote:
2 years ago
I went with +1/+0 equipment tokens because in my experience +0/+1 equipment tokens lead to drawn out (limited) games and +1/+1 equipment tokens cancel each other out or lead to swingy (limited) games. I'm not sure if that makes a difference in this regard, but it might be worth noting that the equip cost of my tokens is only 1,
My thoughts on the Traveler's Sword equipment is that they are basically +1/+1 counters for the most part. And that they help games not draw out as creatures can get bigger to close out the game faster. Also the 2 equip cost is meant to make it somewhat prohibitive to re-equip a lot of equipment in the early game, while giving a player a good mana sink in the late game to help close out games.

I do agree with you about the added toughness can bog down games without the added power, which is why I used the Soldier's Shield token so sparingly.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 1 year ago

July 15, 2022 (The Payday Update) -
  • All the cards in the set are finished... for the most part. Still tweaking a few cards and there are a few rares/mythics that I am not 100% satisfied with, but I am 80% satisfied with them. Plus, as I add/find the art I might be able to tweak them to something I really like, like I did with Skull Kid, Thrall of Majora. Originally it was The Three Giant Brothers, costing 6 and having a high power and toughness, but same abilities. I really didn't like it at all. But I couldn't come up with something better that fit the needs of that slot. Then I found that great Skull Kid art and I was like I have to find a card for it. Going through the list I realized that if I lowered the mana value and power and toughness on The Three Giant Brothers it was a decent fit for Skull Kid (though he probably should be Jund rather than Mardu, but its a small nitpick). But when I added the art and little bit of flavor text, everything seemed to click and he became one of my favorite cards in the set.
  • For the mono-colored and colorless rares and mythics I decided each had to fit in to at least one of the following categories: 1. Build around. 2. Useful in one of the draft archtypes. 3. Generally good. 4. Okay, but has specific uses where a deck would want to play it. I did this because I envision this as a draft set, so I tried to balance the rares and mythics around that so while there are bombs and "bad" rares, nothing is unplayable and nothing is too overpowered. Because there is nothing worse in draft than all the rares you open being bad in limited.
  • The multicolored mythics and rares (for the most part) are meant to be strong build around payoffs. The mythics were made in mind as a bridge between the three colors. For example, Skull Kid, Thrall of Majora cares about sacrificing permanents because RB have the most sacrifice payoffs, while white has clue and food creation. It has one of the weaker crossovers, compared to something like Paya, Kakariko's Future, who is a strong ninja payoff since BG are the main ninja colors, while W is secondary in ninjas. The rares, on the other hand, are meant to encourage off-brand strategies. For example, Yunobo, Champion's Descendant is a strong payoff in GW ninjas, while Windblight Ganon is a payoff for BW lifegain.
  • There was some tweaking of commons of uncommons. Mostly small. But the big one was removing Treasure from blue. This was mostly because despite blue getting Treasure production previously, it is something that Wizards are no longer supporting in blue according to MaRo. Instead, I changed Gerudo Armorer and Rito Trickster to provide color fixing in a way that feels blue. This required me to shift around affects on several other blue and artifact cards to keep the balance. But in most ways, I am even happier with the commons than with straight Treasure production. Rito Trickster especially feels flavorful as blue color fixing.
  • Will be doing a further draft guide later.
  • Current plan is to have 6 of each common, 3 of each uncommon, 2 of each rare, and 1 of each mythic in the card pool. Draft packs would be 15 cards: 1 Rare/Mythic, 3 Uncommons, 2 Commons of each color, 1 Hybrid/Artifact/Land Common. This would give enough cards for 48 packs needed for two draft pods of eight or one sealed pod of eight.
  • Currently in the process of finding/adding art for cards and adding them to the gallery. Gallery can be found here: Breath of the Wild
  • I am removing equipment token reminder text from the card mock-ups as incase I need to change stuff like stats or equip costs on Traveler's Sword for example, I only have to change the tokens, not half the cards in the set.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 11 months ago



The set is complete (except for tokens). I will probably do a few more tweaks when I get around to it (especially on some of the arts), but as far as I am concerned I am done. And I feel exhausted.

Would be interested in anyone's thoughts/review of the set: customcards/2541-breath-of-the-wi/?pp=4 ... images&p=1

I will update the first couple of posts and such eventually. Text version of the set below.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 11 months ago

So one of the things I am planning on doing to test out the set is build a preconstructed deck for each color pair just to make sure each pair can make a competitive deck and to test out a few cards which I am uncertain of their balance.

The basic guidelines for each deck are as follows:

40 - Cards
  • One Signpost Uncommon
  • One to two Signpost Commons
  • One Multicolor Rare
  • One on-theme Rare
  • One on-color uncommon land
  • Five other uncommons
  • No more than two of a common
  • Sixteen to Seventeen Lands
First one up is the most out there in the fact it is UG Play Three Colors/Five Color. Main goal is just to see how consistent it is and to make sure the payoffs are worth it.
UG Test Deck
Show
Hide
1 MV



2 MV


3 MV


4 MV


5 MV


6 MV+


Lands


User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 4 months ago

So it took a long time (a really long time), but I finally printed out and cut up all the cards. I also built the test decks I talked about for each draft format and while at the Pauper EDH Black Friday Tournament my LGS was hosting (which was a lot of fun) I was able to get in a few games with people (though I was unable to test every deck).

The first is that the BG, BW, UR, RW decks all felt pretty good. The UR deck in particular felt nice as it could get off to blazing fast starts and had some ways to close out games, but the other decks were able to slow it down with some timely removal and fight back to win.

The BR Beckon deck felt good for the most part. Master Kohga however was way to strong and single handedly took over the game. He probably needs to lose the life gain part of his leaves the graveyard ability and change the attack trigger to a combat damage trigger. Beckon was also surprisingly easy to use multiple times per game, which could just be because of Master Kohga. But I might also just use Finality counters since it seems like a clean solution.

The big loser was UB Second Draw control. It was kind of a mess of a deck, doing nothing particularly well. It could've just been how I built the test deck, but if it didn't get a second draw trigger the deck just felt very clunky with a lot of low powered cards doing mediocre things. As I was never that happy with the archetype to begin with, I think I am going to change it to a UB sacrifice control deck, give blue a little bit of Beckon, and change Mipha a little to allow you to choose to give the Feign Death effect or remove a Finality counter.

Would love anyone's thoughts on the Beckon change.
Current Wording wrote:Beckon [cost], Sacrifice [cost 2] artifacts. (Return this card from the graveyard to the battlefield tapped. Activate only as a sorcery.)
New Wording wrote:Beckon [cost], Sacrifice [cost 2] artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)

User avatar
archemediesx
Posts: 150
Joined: 4 years ago
Pronoun: Unlisted

Post by archemediesx » 4 months ago

Guardman wrote:
4 months ago
Would love anyone's thoughts on the Beckon change.
Current Wording wrote:Beckon [cost], Sacrifice [cost 2] artifacts. (Return this card from the graveyard to the battlefield tapped. Activate only as a sorcery.)
New Wording wrote:Beckon [cost], Sacrifice [cost 2] artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
mechanically it looks like you are adding in extra safeguards against degenerate play so it's unlikely anyone is going to argue against that. The thing that has been driving me nuts regarding wizards design is the power creep is driving an increase in 'nesting' in mechanics. What i mean by that is, within the context of this example, now as a player i have to breakdown what a 'finality counter' is and how that relates to the mechanic that is utilizing it (nesting has been showing up in new mechanics, so that adds to the complexity creep). Wizards is diving deep on doing this, but it makes any hope of on-boarding utterly difficulty.

Consider that when you invite new players to play your designs, not only are they strangers to the mechanics you are presenting to them, but they may not even have a grasp on the finite details of the wizards created mechanics that are being nested within them. So now you are asking them to gauge the power level and utility of not one but two mechanics in tandem. I'm not saying you can't or shouldn't, but it's worth considering the ramifications of nesting mechanics before pulling the trigger.
"Easy Dude. You're being very Un-Dude."

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 4 months ago

archemediesx wrote:
4 months ago
Guardman wrote:
4 months ago
Would love anyone's thoughts on the Beckon change.
Current Wording wrote:Beckon [cost], Sacrifice [cost 2] artifacts. (Return this card from the graveyard to the battlefield tapped. Activate only as a sorcery.)
New Wording wrote:Beckon [cost], Sacrifice [cost 2] artifacts. (Return this card from the graveyard to the battlefield tapped with a finality counter on it. Activate only as a sorcery.)
mechanically it looks like you are adding in extra safeguards against degenerate play so it's unlikely anyone is going to argue against that. The thing that has been driving me nuts regarding wizards design is the power creep is driving an increase in 'nesting' in mechanics. What i mean by that is, within the context of this example, now as a player i have to breakdown what a 'finality counter' is and how that relates to the mechanic that is utilizing it (nesting has been showing up in new mechanics, so that adds to the complexity creep). Wizards is diving deep on doing this, but it makes any hope of on-boarding utterly difficulty.

Consider that when you invite new players to play your designs, not only are they strangers to the mechanics you are presenting to them, but they may not even have a grasp on the finite details of the wizards created mechanics that are being nested within them. So now you are asking them to gauge the power level and utility of not one but two mechanics in tandem. I'm not saying you can't or shouldn't, but it's worth considering the ramifications of nesting mechanics before pulling the trigger.
It's definitely something that I am considering, but I do plan on testing with the Finality counter change to see if that fixes it. The first Beckon wasn't that bad, but the second and third became back breaking. If adding Finality counters end up being a clean fix, I don't mind doing a little extra explaining.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 months ago

Updated Beckon with finality counters and redid a few creatures to change UB archetype from Draw Two Control to Beckon Control. The set is looking really good. I just have to finish cutting out the updated cards and resleeving them and I will be ready for another round of testing (or maybe even a sealed/draft *squee*).

Also finally updated the first two posts, since the info, especially on the first post, was out of date.

User avatar
Guardman
A Dog's Dream of Man
Posts: 1725
Joined: 4 years ago
Pronoun: he / him
Location: In a Turn-Based World

Post by Guardman » 2 months ago



I was inspired by the alter of Aggravated Assault to do some booster fun stuff with the set. Don't know what I will do with them, but I do really like how they look. Will probably add some over time. Current plan is to have 32 (since it divides by 8 making it easier for me to print out), 4 of each color (2 commons, 1 uncommon, 1 rare), 5 multicolor uncommons, 5 multicolor rares, and 2 colorless. My choices are mostly based off the art I can find.

Link to BotW Booster Fun

Post Reply Previous topicNext topic

Return to “Custom Set Creation”