[TAW] Antiquities - Industrial Revolution

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

Post by archemediesx » 2 years ago

Image
Image

Set Size - 318
Common - 120
Uncommon - 72
Rare - 74
Mythic - 22
Land Slot - 10
Basic Land - 20

Set Status 2023.03.31 - [Play Design]

Post Update Log:
2023:03.31 – Added card image gallery. Updated mechanic information, text based set list, token visual spoiler, and set symbol. Playtest print sheets for print at home will be added in the next update.

Addendum: It's been nearly a year since the last posted update, and one of the problems with an individual working on a set versus a team on a business schedule is the lapse in time between iterations. On the average, my playtest sessions really only happen about once every 1 to 2 months based on schedule and effort time between iterations. The lesson learned over the past year was where applied focus needs to be. I spent all my time and effort focused on play balancing, it wasn't until I had balanced out the format before I realized I had neglected a lot of necessary play design elements. For better or worse it's been one step forward and two steps back.

In the effort to update the limited format through play design I had three goals: 1. Focus on providing a clear path for every color pair to follow in draft strategy. 2. Focus the flavor elements within those draft strategies to convey how they belong together and are a part of the flavor of the world in relation to the color pairing. 3. Optimize my digital workflow so that I can more quickly make iterative updates to the digital templates I use.

In addition to the design elements lessons, I discovered the value of having mechanically and thematically related card cycles and making sure those cycles are intact and feel similarly functional. Over time I had broken up many of the set's cycles and building those card cycles back up goes a long way to selling the themes and flavor of the world and the set mechanics. The original set symbol I was using wasn't designed with the normal silhouette style, so I updated the set symbol with something that felt familiar to this story, but still unique to the idea of the industrial development. Check out all the updates through the post to see what's been adjusted in the last year of behind the scenes playtesting, and where the current play design is taking the set moving forward. It's still a work in progress and because so much of the design/flavor is built upon prior iterations there is still cleanup to be done even if all the mechanical updates are deemed sound.

2022.04.30 – Added text based complete set list. Updated visual mechanical examples and inscribe mechanic. Updated Token visual spoiler.
2022.03.29 – updated base set description. Added set teaser. Added token spoiler. Updated mechanic descriptions and added set mechanics visual spoilers.
2021.10.24 – Base Information posted. Set in Development stages.

Industrial revolution is the first of a tetralogy of sets set in the Antiquities timeline. This set started out as a 540 card singleton designed set/cube hybrid that was initially developed in 2019. That design was equally an artifacts matters and graveyard matters design. It has since been redesigned as a set designed for sealed/draft play focused on the artifacts matter world of Antiquities. The set is designed with a power level suitable for a supplementary limited set direct to eternal formats.

Each set of the tetralogy represents a different era of technological advancement. The world of industrial revolution represents a medieval world experiencing a renaissance into a steampunk world. The world of Antiquities is a reimagining of the origin story leading up to the brother's war. The world of Industrial Revolution has reached a tipping point, where technology is sweeping up the denizens of Terisiare in a frenzy of to grasp and control this newfound power. It's with the world flavor that energy as a mechanic takes center stage, representing the vibrancy and zeal for technological evolution.

Set size metrics were chosen for simplified ratio of randomization. The set size will host an 8 player sealed pool or 12 player draft environment. Packs include a set based common duel land in the land slot. Basic lands are not included in the packs, but are used for the basic land kit. Mythics have aprx a 1:5 ratio of appearance. A set pool consists of:
4x Common = 480 total pool size
2x Uncommon = 144 total pool size
1x Rare + 1x Mythic = 96 total pool size
5x Land slot common duel = 50 total pool size
10x each basic = 200 total pool size.
970 Total card pool size (including 200 basic lands)
Card File
Show
Hide
Set Teaser: 2023.03.31
Show
Hide

Just like Maro does at the start of spoiler season, I though it would do a quick set teaser. here are some things you can expect:

• 12 Characters from the story of Antiquities appear as legendary creatures

• 5 Original characters appear as legendary creatures to fill in the story and color balance

• A mythic artifact cycle that all activate for a spell effect originally designed in Alpha

• 7 Artifacts, and 8 cards overall originally printed in Antiquities are reprinted here (including one from the reserved list)

• A land that creates Tetravite tokens

• A 2 mana planeswalkers

• An artifact that makes Fallaji Warriors

• The first sword of a new cycle that will appear across all four Antiquities sets

• Creature – Thran Artificer

• Creature – Dog Shade

• Creature – Spirit Knight

*Note – I left flavor text intact in the text card file, even if I couldn't fit them on the visual spoiler cards due to space limitations.
*Note –2023.03.31: The visual symbols will be added back in once the set is completed.
Text Card File 2023.03.31
Show
Hide
White
Show
Hide

— White: Common —

WC00 – Korlian Vanguard W
Creature – Human Soldier C
When Korlian Vanguard dies, create a 1/1 white Soldier creature token.
Argive's assault on Korlinda was unrelenting, but so was Korlis's resolve. When a soldier fell, another stood to take their place.
1/1

WC00 – Luminary Skychaser 1W
Creature – Human Artificer C
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.) Whenever Luminary Skychaser attacks, you may pay E or EE. If you do, it gains flying until end of turn. If you paid EE this way, it also gets +1/+1 until end of turn.
"Believe in your skills, and even dreams can be within reach."
2/1

WC00 – Kher Infantry 1W
Creature – Human Rebel C
Rebel Yell — Whenever Kher Infantry attacks, tap target creature defending player controls with power less than or equal to the number of attacking creatures you control.
What the Kher lacked in disciple, they made up for in force.
2/2

WC00 – Korlian Squire 1W
Creature – Human Knight C
Korlian Squire enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
When the knights of Korlis fell, their squires vowed to pick up the fight.
2/1

WC00 – Salvageborn Oxen 1W
Artifact Creature – Ox C
Vigilance
Modeled to emulate the beasts they look like, these hulking metal contraptions could complete in mere days the work that used to take farmers months.
2/2

WC00 – Sanctifier Priestess 1W
Creature – Human Cleric C
Whenever an artifact enters the battlefield under your control, you gain 1 life.
To prevent the people from worshipping artifice as a new god, The Church of Koilos subverted it to fit within their own orthodoxy.
1/3

WC00 – Expedition Archeologist 2W
Creature – Human Scout C
Whenever an artifact enters the battlefield under your control, Expedition Archeologist gets +1/+0 until end of turn.
We're accused of robbing the dead, but as soon as I meet a Thran, I'll make sure to ask for its forgiveness.
2/3

WC00 – Exemplar of Duty 2W
Creature – Human Knight C
Exemplar of Duty enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
Korlis's knights were unwavering in their duty to the realm.
2/2

WC00 – Expedition Caravan 3W
Creature – Human Scout C
4W: Creatures you control get +1/+1 until end of turn.
The Fallaji believe every grain of sand holds a secret and to walk the desert is to know them all.
2/4

WC12 – Rallying Skyrider 2W
Creature – Human Knight C
Flying
When Rallying Skyrider enters the battlefield, choose one —
• Put a +1/+1 counter on Rallying Skyrider.
• You gain 2 life and you draw a card.
Verdansk rallied Korlis's remaining forces for a final stand against Argive.
1/1

WC00 – Korlian Sentry 3W
Creature - Human Soldier C
When Korlian Sentry enters the battlefield, creatures you control get +1/+1 until end of turn.
Argive's looming threat over the realm ensured no one slept in Korlis.
3/3

WC00 – Wayfinder Griffin 4W
Creature – Griffin C
Flying
When Wayfinder Griffin enters the battlefield, target creature you control gets +2/+2 and gains flying until end of turn.
The Zegon desert was as much a graveyard for unprepared expeditions as it was a treasure trove of relics.
3/3

WC00 – Technical Expertise W
Enchantment – Aura C
Enchant creature
When Technical Expertise is put into a graveyard from the battlefield, you may return target artifact card from your graveyard to your hand.
Enchanted creature gets +1/+2.
Brilliance knows no bounds.

WC00 (Functional Reprint) – Indolence 2W
Enchantment – Aura C
Enchant permanent
Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
Some people were simply content to watch as the world began to burn.

WC00 (Reprint) – Dispeller's Capsule W
Artifact C
2W, T, Sacrifice Dispeller's Capsule: Destroy target artifact or enchantment.
"True we don't know the nature of the Thran relics, but does a work of art ever truly require comprehension?" —Feldon, Master Archeologist

WC00 – Rejuvenating Vessel 1W
Artifact C
When Rejuvenating Vessel enters the battlefield, you gain 4 life and you get EE (two energy counters).
2, T, Sacrifice Rejuvenating Vessel: You draw a card and you get EE (two energy counters).
Akin to waking from a good night's rest.

WC00 – Energize the Spirit W
Instant C
Choose target creature. You get EE (two energy counters), then you may pay any amount of E. That creature gains first strike and gets +1/+0 until end of turn for each E paid this way.
True conviction is an unbreakable shield.

WC00 – Repel the Invaders 1W
Instant C
Repel the Invaders deals 4 damage to target attacking or blocking creature.
As Argive's forces crashed against Kher Keep, Verdansk showed them Kher hospitality.

WC00 – Mobilized Defense 1W
Instant C
Choose one —
• Untap each creature you control.
• Target creatures you control gains indestructible and hexproof until end of turn.
Every able bodied Korlian was called into service to defend their realm against a level of aggression Terisiare hadn't seen in ages.

WC00 – Reforge the Ranks 3W
Sorcery C
Return up to one target creature card with mana value 3 less from your graveyard to the battlefield.
Create two 1/1 white Soldier creature tokens.
Outmanned and outmaneuvered, Korlis's forces refused to back down to Argive.

— White: Uncommon —

WU00 – Korlian Cavalry W
Creature – Human Knight U
Korlian Cavalry enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
The cavalry of Korlis was relied upon as the first to rise and the last to fall.
1/1

WU00 – Heroic Legionnaire 1W
Creature – Human Soldier U
Heroic Legionnaire gets +1/+0 for each other attacking creature you control.
When Heroic Legionnaire dies, you gain life equal to its power.
Not everyone provides their service with a flag draped over their shoulders.
2/2

WU00 – Luminary Foreman 2W
Creature – Human Scout U
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.) Whenever Luminary Foreman attacks, you may pay E or EE. If you do, Luminary Foreman gets +1/+1 until end of turn. If you paid EE this way, it also gains lifelink until end of turn.
"Treasure isn't found, it's earned."
2/3

WU00 – Kher Battalion 3W
Creature – Human Rebel C
Vigilance
Rebel Yell —Whenever Kher Battalion attacks, other attacking creatures you control get +0/+2 until end of turn.
The Kher were fierce in defending their freedom over all else.
2/4

WU00 – Cloudscape Patrol 3W
Creature – Human Soldier U
Flying
Whenever Cloudscape Patrol or another Soldier enters the battlefield under your control, target creature you control gains flying until end of turn.
Flight became an addiction for those with the skills to master it.
3/2

WU06 – Thran Battle Gear 1W
Artifact – Equipment U
Equipped creature gets +1/+1 and has "Whenever this creature attacks, tap target creature an opponent controls."
Equip 1
It shimmers with an iridescence that speaks of a nobility not witnessed for eons.

WU07 – Expedition Camp 2W
Enchantment U
Whenever an artifact enters the battlefield under your control, choose one — • Target creature you control gets +1/+1 until end of turn. • Scry 1.
The Argivians weren't the first to seek Thran relics, but they were the best at it.

WU08 – Eternal Parting 3W
Instant U
Exile target nonland permanent. Create a tapped Powerstone token. (It's an artifact with "T: Add C. This mana can't be spent to cast a nonartifact spell.")
"Where brothers quarrel, it's vanity to stand between them." —Tocasia, from The Antiquities Wars.

WU09 – Scour the Ruins 2W
Sorcery U
Choose any number of target artifact or creature cards in your graveyard. You get EEE (three energy counters), then you may pay any amount of E. Return any number of those cards with total mana value X or less from your graveyard to the battlefield, where X is the amount of E paid this way.
Investigating Thran ruins required figuring out how to break into them first.

— White: Mythic & Rare —

WR00 – Tocasia, Queller of Conflict 1W
Legendary Creature – Human Advisor
Vigilance; Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 2W, T: Untap another target attacking creature and remove it from combat.
Tocaisa refused to believe the brother's rivalry posed any danger until it was too late.
1/3

WR00 – Kher Duelist 1WW
Creature – Human Rebel R
Double Strike
Rebel Yell — Whenever Kher Duelist attacks, another target attacking creature you control gains double strike until end of turn.
The Kher have nothing against a cause, they just enjoy fighting without one.
2/2

WR00 – Loran, Masterful Archeologist 3W
Legendary Creature – Human Scout
Whenever an artifact enters the battlefield under your control, choose one that hasn't been chosen this turn — • You gain 2 life.
• Put a +1/+1 counter on target Scout you control. It gains vigilance until end of turn.
• Exile target card from an opponent's graveyard.
Loran's skills were her greatest pride and ultimately her greatest regret.
3/3

WR00 – Lienre, The Last King of Korlis 2WW
Legendary Creature - Human Noble R
When Lienre, The Last King of Korlis enters the battlefield, for each unequipped creature you control, create an Armament token and attack it to that creature. (They are Equipment artifacts with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached.")
Attacking equipped creatures you control have lifelink.
With a rallying cry, an age of turmoil began.
3/4

WR00 – Korlian Battle Angel 3WW
Creature – Angel Soldier R
Flying, lifelink Whenever Korlian Battle Angel attacks, you may return target creature card with power 2 or less from your graveyard to the battlefield. You may have it enter the battlefield tapped and attacking. "Fear not Korlos, the night is darkest just before the dawn."
4/3

WR00 – Rusted Wardriver 5W
Artifact Creature – Construct
Vigilance
Whenever a nontoken creature you control dies, create a 1/1 white Soldier creature token.
Argive's army didn't need to understand Thran weaponry, they just needed it to be effective.
4/5

WR00 – Abandoned to the Desert W
Enchantment – Aura
Enchant Plains you control
Enchanted land is a Desert with "T, add C."
When Abandon to the Desert enters the battlefield, exile target creature an opponent controls until Abandoned to the Desert leaves the battlefield.

WR00 – Noble Sacrament 1WW
Enchantment
Creatures you control get +1/+1.
4W, Sacrifice Noble Sacrament: Until end of turn, your life total can't change and you gain protection from everything.
The knights of the realm vowed their finest hour, knowing it would be their final hour.

WR00 – Last Crusade of Korlis XWW
Instant
Choose any number of target creatures you control. You get X E (energy counters), then you may pay E for each of those creatures. Each creature you paid E for this way gains indestructible until end of turn. If you paid five or more E this way, put a +1/+1 counter on up to X of those creatures.
Korlis's knights rallied for home, for brethren, for honor, to their last.

WR10 – Urza's Decree 2W
Sorcery
Escalate W (Pay this cost for each mode chosen beyond the first.)
Choose one or more — • Destroy all creatures with power 3 or less. • Destroy all creatures with power 4 or greater. • Create two tapped Powerstone tokens. • Exile target nonland noncreature permanent.
Urza decreed he had no brother.

WM01 – Feldon, Surveyor of Antiquities 4W
Legendary Creature – Human Scout M
Vigilance; Galvanize
Whenever Feldon, Surveyor of Antiquities attacks you get EEE (three energy counters), then you may pay an amount of E equal to the mana value of target artifact or enchantment card in your graveyard. If you do, return that card from your graveyard to the battlefield.
Feldon's drive to discover was relentless.
4/6

WM02 – Vessel of Balance 1W
Legendary Artifact
1W, T, Exile Vessel of Balance: Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

WM03 – Chell, Paragon of Chivalry 1WW
Legendary Planeswalker – Chell
+1: You and permanents you control gain protection from target permanent until your next turn. (It can't target, enchant, or deal damage to you and permanents you control.) +1: Create an Armament. You may attach it to a creature you control.
-3: Whenever a creature attacks this turn, create a 1/1 white Soldier creature token tapped and attacking.
(3)
Blue
Show
Hide

— Blue: Common —

UC00 – Luminary Researcher U
Creature – Human Advisor C
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.) Pay E, T: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Under Urza's leadership, Yotia became a locus of technological studies.
1/1

UC00 – Ashnod's Assistant 1U
Creature – Human Rogue C
Whenever Ashnod's Assistant attacks, each opponent mills a card.
Ashnod's brand of science was messy and entirely concerned with the 'coulda', and not the 'shoulda'.
2/1

UC00 (Functional Reprint) – Academy Comptroller 1U
Creature – Troll Wizard C
Whenever you cast a noncreature spell, Academy Comptroller gets +1/+0 and can't be blocked this turn.
Annoy one of Lat-Nam's comptrollers, and they will intentionally forget all of your admission forms.
1/3

UC00 – Salvageborn Crane 1U
Artifact Creature – Bird C
Flying
As the oceans began to fill with industrial waste the salvageborn birds thrived on this newly created ecosystem.
2/1

UC00 – Academy Wall 2U
Creature — Wall C
Defender (This creature can't attack.)
Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Lat-Nam's pedigree was flawless aside from poor test scores.
0/5

UC00 – Yotian Drake 2U
Creature — Drake C
Flying
When Yotian Drake enters the battlefield, scry 2. If you control an Advisor, draw a card instead. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
A herald against the sea's rage.
2/2

UC00 – Industrial Infiltrator 3U
Creature – Human Rogue C
2: Industrial Infiltrator gets +1/-1 until end of turn.
As kingdoms began competing for technological superiority, subterfuge became Terisiare's new currency.
2/5

UC00 – Expedition Retriever 4U
Creature – Human Scout C
Flash
Flying
Whenever an artifact enters the battlefield under your control, untap target creature you control.
Riders were constantly returning to Argive with new Thran discoveries.
3/3

UC00 – Ronom Ice Giant 4UU
Creature – Elemental Giant C
Ward 3 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3.)
The Ronom Glaciers held more surprises than just bad weather.
5/7

UC00 – Energy Syphon 3U
Enchantment – Aura C
Flash
Enchant creature
When Energy Syphon enters the battlefield, tap enchanted creature and you get EE (two energy counters.)
Enchanted creature doesn't untap during its controller's untap step.

UC00 – Kinesthetic Vessel 1U
Artifact C
When Kinesthetic Vessel enters the battlefield, for each of up to two target nonland permanents, tap or untap it. You get EE (two energy counters).
2, T, Sacrifice Kinesthetic Vessel: You draw a card and you get EE (two energy counters).
Mind over matter.

UC00 (Reprint) – Courier's Capsule 1U
Artifact C
1U, T, Sacrifice Courier's Capsule: Draw two cards.
For centuries couriers bore messages written on ornate scrolls. The medium has grown more sophisticated, but the principle remains the same.

UC00 – Muffle into Silence U
Instant C
Target creature gets -2/-0 until end of turn.
Inscribe (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")
Silence is golden.

UC00 (Reprint) – Shore Up U
Instant C
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Lat-Nam students find the best way to test out new spells is on homarids that come up the coast to spawn.

UC00 (Reprint) – Steel Sabotage U
Instant C
Choose one —
• Counter target artifact spell.
• Return target artifact to its owner's hand.
What Mishra couldn't create, he would destroy.

UC00 – Industrial Engineering 1U
Instant C
You get EE (two energy counters), then you may pay any amount of E. Scry X, then draw a card, where X is the amount of E paid this way.
What the mind envisions, the hand creates.

UC00 – Mental Setback 2U
Instant C
Counter target spell unless its control pays 4. That spell's controller mills a card for each 1 they didn't pay this way.
Lat-Nam's mages discovered they could say 'no' without even using words.

UC00 (Functional Reprint) – Hurkyl's Invocation 1U
Instant C
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
Hurkyl leveraged Lat-Nam's magic against the rising tide of technology.

UC00 – Haunting Thoughts 4U
Instant C
Put target permanent on top of its owner's library.
Inscribe (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")
Ideas once planted, are inescapable.

UC20 – Iterant Research 1U
Sorcery C
Each opponent mills three cards.
Draw a card.
4U, Exile Iterant Research from your graveyard: Each opponent mills five cards.
Doing the same thing over and over is only insanity if you learn nothing for it.

— Blue: Uncommon —

UU00 – Dungeon Apparition U
Creature – Spirit Knight U
Whenever an opponent mills their second card each turn, Dungeon Apparition gets +1/+1 and has flying until end of turn.
1U: Dungeon Apparition phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
One of Lat-Nam's permanent residents
1/1

UU00 – Luminary Apprentice 1U
Creature — Human Artificer U
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.) 2U: Untap Luminary Apprentice.
Pay E, T: Tap or untap another target nonland permanent.
Tawnos's designs led to innovations in the exploitation of potential energy.
1/3

UU00 – Expedition Peddler 2U
Creature – Human Scout U
Whenever an artifact enters the battlefield under your control, you may exile another target permanent you control, then return that card to the battlefield under its owner's control. This ability triggers only once each turn.
"Whatever you need, I'm sure I can dig it up."
2/2

UU00 – Yotian Flight Instructor 3U
Creature – Human Advisor U
Whenever you scry one or more cards, choose one —
• Yotian Flight Instructor gets +1/+1 and gains flying until end of turn.
• Draw a card then discard a card.
Urza's obsession with flight trickled down to his acolytes and to their acolytes.
3/3

UU05 – Yotian Sight Enhancement 1U
Artifact – Equipment U
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card."
Equip 1
When Liandra turned on the device, an entire invisible world made itself known in that moment.


UU00 – Power Imbiber 2U
Artifact U
You may choose not to untap Power Imbiber during your untap step.
1U, T: For as long as Power imbiber remains tapped, target noncreature artifact you control becomes an X/X artifact creature in addition to its other types where X is its mana value.
Power is the manifestation of will.

UU00 – Curriculum of Lat-Nam 2U
Enchantment U
Whenever you draw a card, each opponent mills a card.
3U: Draw a card.
The pen is mightier than the sword when placed in capable hands.

UU00 (Reprint) – Dissolve 1UU
Instant U
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
The students of Lat-Nam appreciated learning the skills to erase their failures.

UU00 – Command the Wastes 3U
Sorcery U
Choose any number of target nonland permanents. You get EEEE (four energy counters), then you may pay any amount of E. Tap up to X of those permanents, where X is the amount of E paid this way. Put a stun counter on each permanent tapped this way. (If a permanent with a stun counter would become untapped, remove one from it instead.)
The cryomancers of the Ronom glacier can freeze a person solid in mere moments.

— Blue: Rare & Mythic —

UR00 – Drafna, Architect of Design 1U
Legendary Creature – Human Advisor R
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.) T, Pay any amount of E: Scry X, where X is the amount of E paid this way. You may reveal an artifact card with mana value X or less from among those cards and put it onto the battlefield.
Urza got all the fame, but Drafna was the true mastermind of design.
1/3

UR00 – Hurkyl, Equalizing Force 1UU
Legendary Creature – Human Wizard R
Noncreature spells opponents control cost 1 more to cast.
1U, T: Draw a card and put an escalation counter on Hurkyl, Equalizing Force. Then if it has three or more escalation counters on it, return it and each artifact opponents control to their owners' hands. Hurkyl saw artifice only as a threat.
2/4

UR00 – Expedition Engineer 3U
Creature – Human Scout R
When Expedition Engineer enters the battlefield, you may sacrifice target artifact. If you do, reveal cards from the top of your library until you reveal an artifact card. Put that card onto the battlefield, then shuffles all other cards revealed this way into your library.
"if it's intact, I can repurpose it."
2/3

UR00 – Steamblaster Goliath 5U
Artifact Creature – Construct R
Flash
When Steamblaster Goliath enters the battlefield, for each player, return up to one target permanent that player controls to its owner's hand.
Those who stood in the way of progress weren't standing there for long.
3/6

UR00 – Sphinx of the Archive 3UU
Creature – Sphinx R
Flying
As long as an opponent has milled their second card this turn, Sphinx of the Archive gets +1/+2 and has hexproof .
Whenever Sphinx of the Archive attacks, each opponent mills X cards, where X is the number of cards you've drawn this turn.
4/3

UR00 – Temporal Displacement 3U
Enchantment R
Whenever one or more creatures attack, those creatures phase out. They phase back in at the beginning of that player's next attack step tapped and attacking.
The mages of Lat-Nam meddled with the entropy of time itself, creating unforeseen consequences.

UR00 – Overwhelming Rebuke 1UU
Instant R
Choose one — • Counter target spell.
• Counter target activated or triggered ability. (Mana abilities can't be targeted.)
• Change the target of target spell with a single target.

UR00 – Profound Discoveries 3UU
Instant R
Draw three cards.
If an opponent has milled two or more cards this turn, scry 3, then draw three cards instead.
What's past, is prologue.

UR00 – Lat-Nam's Adjudication XUU
Sorcery R
You get X E (energy counters), then you may pay any amount of E. Each player returns a nonland permanentv they control to its owner's hand for each E paid this way. If you paid five or more E this way, untap up to X lands you control.
Lat-Nam attempted save Korlis, but Argive would not stem the tide of its conquest.

UR00 – Mishra's Decree 3U
Sorcery
Escalate U (Pay this cost for each mode chosen beyond the first.)
Choose one or more — • Gain control of target creature. • Create a token that's a copy of target artifact.
• Tap each creature target opponent controls. • Target player draws two cards.
Mishra decreed Urza would bow to him.

UM00 – Tawnos, Mechanical Prodigy 2UU
Legendary Creature – Human Artificer
Galvanize
Whenever a permanent enters the battlefield tapped and under your control, untap it.
T, Pay any amount of E: For each E paid this way, tap or untap target permanent other than Tawnos, Mechanical Prodigy.
Tawnos looked at the world as a watchmaker looks a clock.
3/3

UM00 – Vessel of Time 2U
Legendary Artifact
1U, T, Exile Vessel of Time: Take an extra turn after this one.
Contained within it is a reality of infinite possibilities.

UM00 – Kleo, Paragon of Memory 2UU
Legendary Planeswalker – Kleo M
+1: Draw a card, then each opponent mills a card for each card you've drawn this turn.
-2: Return target instant or sorcery card from your graveyard to your hand.
-8: Each opponent mills half of their library rounded up. You may cast an instant or sorcery card milled this way without paying its mana cost.
(4)
Black
Show
Hide

— Black: Common —

BC00 – Defecting Luminary B
Creature – Human Rogue C
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Whenever Defecting Luminary attacks, you may pay E or EE. If you do, it gains menace until end of turn. If you paid EE this way, it also gets +1/+0 until end of turn.
"Discovery requires experimentation."
1/1

BC00 – Bogminit Enticer 1B
Creature – Human Shaman C
Deathtouch
Morbid —Bogminit Enticer enters the battlefield with a +1/+1 counter on it if a creature died this turn.
The bogminit of Almaaz empowered the cycle of life and death in ways that were a mystery to the rest of the world.
1/2

BC00 – Corrosive Imp 1B
Creature – Imp C
Flying
4B: Corrosive Imp gets +2/+2 until end of turn. This ability costs 2 less to activate if an opponent has milled a card this turn. Activate this ability only once each turn.
Gix's minions can drain your thoughts with just a whiff of their repugnant odor.
1/2

BC00 – Fallaji Scrounger 1B
Creature – Human Mercenary C
When Fallaji Scrounger dies, return target artifact card from your graveyard to your hand.
All the best things in life are free as long as you know where to look.
2/1

BC00 – Argivian Interrogator 2B
Creature – Human Soldier C
1B, T, Sacrifice another creature: Draw a card. If you sacrificed a Soldier this way, each opponent loses 1 life.
There weren't a lot places on Terisiare you wanted to be stuck in less than an Argivian prison cell.
2/3






BC00 – Bogminit Mindbreaker 2B
Creature – Human Warlock C
Morbid — When Bogminit Mindbreaker enters the battlefield, if a creature died this turn, each opponent discards a card.
If you got into a fight with a bogminit would you even know it?
2/2

BC00 – Salvageborn Insect 2B
Artifact Creature – Insect C
Lifelink
Argivian scrapyard beetles reprocessed the nation's slag into compost, but they mainly thrived on recycling the shells of their fallen kin.
3/1

BC00 – Mindbender Demon 3B
Creature – Demon C
Flying
When Mindbender Demon enters the battlefield, you may return target artifact or creature card from your graveyard to your hand.
It's said that a Phyrexian demon's howl can wake the dead.
2/2

BC00 – Argivian Agent 4B
Creature – Human Soldier C
When Argivian Agent enters the battlefield, each opponent loses X life, where X is the number of Soldiers you control. You gain life equal to the life lost this way.
Argive infiltrated every corner of Terisiare to quash any rebellion against it.
3/4

BC00 – Phyrexian Ghost-Walker 6B
Creature – Phyrexian Horror C
Phyrexian Ghost-Walker costs 1 less to cast for each artifact card in your graveyard.
Masterless and mindless, it just follows its progenitor's programming.
6/5

BC00 (Reprint) – Executioner's Capsule B
Artifact C
1B, T, Sacrifice Executioner's Capsule: Destroy target nonblack creature.
There is always a moment of trepidation before opening a message capsule, for fear of the judgment that might be contained within.




BC00 – Scouring Vessel 1B
Artifact C
When Scouring Vessel enters the battlefield, target player mills three cards and you get EE (two energy counters).
2, T, Sacrifice Scouring Vessel: You draw a card and you get EE (two energy counters).
It will help you forget what ails you.

BC00 – Consume Essence B
Instant
Choose target creature. You get EE (two energy counters), then you may pay any amount of E. The creature gets -1/-1 until end of turn for each E paid this way.
Life is simply energy to be manipulated.

BC00 – Uncouth Tactics B
Instant C
Target creature gets +2/+0 and gains your choice of lifelink or deathtouch until end of turn.
Shame is wasted energy if you're not already victorious.

BC00 – Avarice 1B
Instant C
As an additional cost to cast Avarice, sacrifice an artifact or creature.
You draw two cards. Inscribe. (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")
Fortune always comes at a cost.

BC00 – Battlefield Fodder 1B
Instant C
Choose one —
• Return target artifact or creature card from your graveyard to your hand.
• Return two target Soldiers from your graveyard to your hand.
No soldier wanted to die on the battlefield, but it was preferable to fighting as a corpse.

BC00 – Phthisis Outbreak 2B
Instant C
Creatures your opponents control get -1/-1 until end of turn. Until end of turn, whenever a creature an opponent controls dies, that player loses 1 life and you gain 1 life.
Gix reintroduced a phyrexian contagion that annihilated the Thran dynasty.

BC00 (Reprint) – Overwhelming Remorse 4B
Instant C
This spell costs 1 less to cast for each creature card in your graveyard.
Exile target creature or planeswalker.
Tocasia's face haunted his vision. The explosion still rung in his ears. Mishra kept running and never once looked back.

BC00 – Bury Deep B
Sorcery C
Exile target card from an opponent's graveyard. That player loses 1 life.
Graveblast 1 (You may cast this card from your graveyard by sacrificing an artifact or creature in addition to paying its other costs.)
A little night digging makes most of life's problems go away.

BC00 – Mental Flagellation 2B
Sorcery C
Target opponent discards two cards.
Inscribe (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")
The cult of Gix ensured that prying eyes remained closed to their clandestine enterprises.


— Black: Uncommon —

BU00 – Luminary Inquisitor 1B
Creature – Human Rogue
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Whenever a creature dies, you may pay E or EE. If you do, target player loses 1 life. If you paid EE this way, you also draw a card.
"Truth is as subjective as the pain you're about to experience."
1/3

BU00 – Grim Minion 1B
Creature – Dog Shade
Menace
Morbid — 1B: Grim minion gets +1/+1 until end of turn. Activate this ability only if a creature died this turn.
It continues to protect a Thran legacy long after its masters have perished.
2/2

BU00 – Argivian Sniper 3B
Creature – Human Soldier
Flash
Whenever Argivian Sniper or another Soldier enters the battlefield under you control, target creature an opponent controls gets -1/-1 until end of turn.
"Korlian armor is no match for a well placed bolt to the chest."
3/2

BU00 – Malpiri Mist Reaper 4B
Creature – Demon U
Flying, trample
Whenever an opponent mills their second card each turn, put a +1/+1 counter on Malpiri Mist Reaper. This ability triggers only once each turn.
There are things on heaven and earth, that belong to neither.
4/3

BU00 – Mechanized Graft 1B
Artifact – Equipment U
Equipped creature gets +1/+1 and has "Whenever this creature attacks, you draw a card and you lose 1 life."
Equip 1
Gix's influence ensured that humans were amenable to fusing technology with flesh.

BU00 – Phyrexian Gateway 2B
Enchantment U
Whenever you sacrifice a nontoken artifact or creature, you may pay 2 life. If you do, return another target artifact or creature card from your graveyard to your hand.
Eons granted Yawgmoth the patience to perfect the mechanisms of his revenge on Terisiare.

BU00 – Alchemic Disintegration 1B
Instant R
Choose any number of target cards in graveyards. You get EE (two energy counters) then you may pay any amount of E. Exile up to X of those cards where X is the amount of E paid this way. You gain 1 life for each card exiled this way. Create a tapped Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Alchemists offered a practical solution to Terisiare's energy crisis.

BU00 – Arcane Judgement 1BB
Instant U
Destroy target creature or planeswalker.
Inscribe (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")
The judgement doled out by the cult of Gix was brutal and fierce.

BU00 – Stress Induction 1B
Sorcery U
Target opponent discards a card.
Graveblast 1 (You may cast this card from your graveyard by sacrificing an artifact and/or creature in addition to paying its other costs.)
Ever since Tocasia's death, Mishra's dreams haunted him with incomprehensible visions.

— Black: Rare & Mythic —

BR00 – Argivian Battle Reaper B
Creature – Human Soldier R
Battle Reaper can't block.
You may cast Argivian Battle Reaper from your graveyard as long as another Soldier entered the battlefield under you control this turn.
Argive's aggression left a stain on Terisiare that only the full horror of the Brother's War could hide.
2/1

BR00 – Ashnod, the Unscrupulous 1B
Legendary Creature – Human Rogue R
Deathtouch; Galvanize
T, Sacrifice a nontoken artifact or creature: You may pay any amount of E. Draw a card and create a tapped X/X colorless Transmogrant artifact creature token where X is the amount of E paid this way. Ashnod cared only for her results.
2/2

BR00 – Lat-Nam Renegade 3B
Creature – Human Warlock Rogue R
Ward 2
Whenever an opponent mills their second card each turn, that player loses 2 life and you gain 2 life.
Gix's minions sent to subvert Lat-Nam's mission discovered many wizards were already predisposed to dark magic.
2/3

BR00 – Bogminit Bloodletter 1BB
Creature – Vampire Cleric R
Flying, deathtouch, lifelink Morbid — At the beginning of each end step, if a creature died this turn, exile the top card of each opponents library face down.
Whenever Bogminit Bloodletter deals combat damage to an opponent, you may cast a card exiled with it and you may spend mana as though it were mana of any color to cast that spell.
2/2

BR00 – Mired Wurm 5B
Artifact Creature – Wurm
Menace
When Mired Wurm enters the battlefield, nonartifact creatures get -X/-X until end of turn where X is equal to the number of artifacts you control.
It rises to bring all else low.
4/4

BR00 – Fallaji Armory 1B
Enchantment
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Fallaji Warrior creature token with menace.
4B, Sacrifice Fallaji Armory: Put a +1/+1 counter on each creature you control.
Indentured to the Quadir, Mishra bided time building the Fallaji an army.

BR00 – Phyrexian Galvanizer 2B
Artifact
At the beginning of your upkeep, you may put an oil counter on Phyrexian Galvanizer. At the beginning of each player's upkeep, that player draws a card and loses 1 life for each oil counter on Phyrexian Galvanizer.

BR00 – Gix's Decree 4B
Sorcery R
Escalate B (Pay this cost for each mode chosen beyond the first.)
Choose one or more — • Target player sacrifices a permanent of each type. • Target player discards three cards. • Target player draws three cards and loses 3 life. • Each opponent loses 5 life and you gain 5 life.
Gix decreed Phyrexia's supremacy.

BR00 – Gixian Incursion XBB
Sorcery
You get X E (energy counters), then you may pay any amount of E. All creatures get -1/-1 until end of turn for each E paid this way. If you paid five or more E this way, create an X/X black Phyrexian Horror creature token.
Gix released Phyrexian technology to fuel Terisiare's growing proxy wars.

BU00 – Frozen Preservation 2B
Instant R
Return target artifact, creature, or planeswalker card from a graveyard to the battlefield under your control. It gains haste until end of turn. Exile it at the beginning of the next end step.
Graveblast 3 (You may cast this card from your graveyard by sacrificing three artifact and/or creatures in addition to paying its other costs.)
If anything at least the cold cuts the smell.

BM00 – Gix, Phyrexian Harbinger B
Legendary Creature – Human
B: Gix, Phyrexian Harbinger becomes a Demon with base power and toughness 3/3.
BB: If Gix, Phyrexian Harbinger is a Demon, it becomes a Phyrexian Demon with flying, deathtouch and trample. 3B: If Gix, Phyrexian Harbinger is a Phyrexian, put a +1/+1 counter on each Phyrexian you control.
1/1

BM00 – Twisting Vessel 2B
Legendary Artifact
XB, T, Exile Twisting Vessel: Target player discards X cards at random.
Contained within it is the twisted madness of the mind.

BM00 – Moriah, Paragon of Power 3BB
Legendary Planeswalker – Moriah
+1. Each opponent discards a card. You get EE (two energy counters) for each nonland card discarded this way. -2. You draw two cards and you lose 2 life.
-3: Create an emblem with "You may spend E (energy counters) as though they were black mana."
(5)
Red
Show
Hide

— Red: Common —

RC00 – Ashen Hyena R
Creature – Elemental Dog C
Haste
2R: Ashen Hyena gains double strike until end of turn.
Let one sink its teeth into you, and you'll smell like barbeque for a month.
1/1

RC00 (Reprint) – Dwarven Forge-Chanter 1R
Creature – Dwarf Wizard C
Ward—Pay 2 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
1/3

RC00 – Luminary Ironstriker 1R
Creature – Human Artificer C
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Whenever Fallaji Ironstriker attacks, you may pay E or EE. If you do, it gains first strike until end of turn. If you paid EE this way, it also gets +1/+0 until end of turn.
"Every strike of the hammer is energy imbued for the fight."
2/2

RC00 – Kher Raider 1R
Creature – Human Rebel C
Reach
When Kher Raider dies, you may discard a card. If you do, draw a card.
The hostile terrain of the Kher mountains was the perfect crucible to transform the Kher clans into adept warriors.
3/1

RC00 – Salvageborn Hound 1R
Artifact Creature – Dog C
Menace (This creature can't be blocked except by two or more creatures.)
Inherently loyal, and nearly impervious, scrapyard curs were indispensable in keeping away looters.
2/1

RC00 – Crushing Ogre 2R
Creature – Ogre Berserker C
When Crushing Ogre enters the battlefield, choose one —
• Destroy target artifact.
• Crushing Ogre deals 1 damage to any target.
Ogres experience far too much glee when it comes to smashing things.
2/2

RC00 – Kher Quartermaster 2R
Creature – Human Rebel
Rebel Yell — Whenever Kher Quartermaster attacks, it gets +1/+0 for each other attacking creature you control.
The passion of the Kher tribes was enough to keep the beacon fires of Kher Keep burning.
2/2

RC00 – Wasteland Reaver 2R
Creature – Human Warrior C
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
As a rite of passage, Fallaji boys must kill a creature at least twice their own size.
2/3

RC00 – Academy Sparkmage 3R
Creature - Human Wizard
Trample
Whenever you cast a noncreature spell, Academy Sparkmage gets +2/+0 until end of turn.
After the library burned down the first time, Hurkyl banned practicing magecraft within the academy walls.
2/4

RC00 – Ferrous Stomper 4R
Creature – Elemental C
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
"Follow my lead and you'll be just fine." –Han's last words.
5/4

RC00 – Inspiration Capsule R
Artifact C
1R,T, Discard two cards, sacrifice Inspiration Capsule: Draw three cards.

RC00 – Blazing Vessel 1R
Artifact C
When Blazing Vessel enters the battlefield, it deals 2 damage to any target and you get EE (two energy counters).
2, T, Sacrifice Blazing Vessel: You draw a card and you get EE (two energy counters).
Contained within is a spark of rage.

RC00 – Impertinence R
Enchantment – Aura C
Enchant creature
Enchanted creature has haste and Ravage. (Whenever it deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
Nothing strikes more fear into a person than staring into a face that lacks it.

RC00 – Purge the Ruins R
Instant C
Choose one —
• Destroy target artifact.
• Target creature gets +2/+0 and gains trample until end of turn.
What the Fallaji couldn't possess, no one would.

RC00 (Reprint) – Harnessed Lightning 1R
Instant C
Choose target creature. You get EEE (three energy counters), then you may pay any amount of E. Harnessed Lightning deals that much damage to that creature.
Bonus credit was given at Lat-Nam for each dungeon troll you zapped.

RC00 – Sac the Realm 2R
Instant C
Until end of turn, whenever a creature you control deals combat damage to an opponent, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.") Draw a card.
As the Kher's fight became desperate, their raids into Yotia's villages grew more intense.

RC00 – Rally to Kher Keep 3R
Instant C
Choose one —
• Create two 1/1 red Rebel creature tokens.
• Creatures you control get +2/+0 until end of turn.
When the Kher tribes looked up to see the beacon of Kher Keep had been lit, they knew the fight of their life had just begun.

RC00 – Ringing Firewave 4R
Instant C
Ringing Firewave deals 5 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.
The goblins of Kher pass learned to be more subjective when they harangued travelers.

RC00 – Hostile Response 1R
Sorcery C
Target creature gains double strike until end of turn.
Graveblast 1 (You may cast this card from your graveyard by sacrificing an artifact and/or creature in addition to paying its other costs.)
Rage is the purest expression of the soul.

RC00 – Enticed by Power 3R
Sorcery C
Choose target creature. You get EEEE (four energy counters), then you may pay an amount of E equal to that creature's power. If you do, gain control of it until end of turn, then untap that creature and it gets +2/+0 and gains haste until end of turn.
Gix's agents will lend a hand, for a price.

— Red: Uncommon —

RU00 – Fallaji Striker 1R
Creature – Human Warrior
Fallaji Striker has first strike as long as it's equipped.
Whenever you sacrifice a nontoken permanent, Fallaji Striker gets +2/+0 until end of turn.
The Fallaji hold the Zegon wastes sacred, and defend it zealously.
2/2

RU00 – Luminary Electromancer 2R
Creature – Human Wizard C
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
T, Pay E: Academy Electromancer deals 1 damage to any target.
Lightning was an effective tool for those with the skills to harness it.
2/2

RU00 – Wasteland Dervish 2R
Creature – Elf Warrior U
Haste
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
The Argivians only think they've experienced the worse the Zegon wastes have to offer.
2/2

RU00 – Kher Agitator 3R
Creature – Human Rebel
Rebel Yell — Whenever Kher Agitator attacks, other attacking creatures you control get +1/+0 until end of turn.
Any suggestion of usurpation will send the Kher into a rage. So will having them try to spell 'usurpation'.
4/3

RU00 – Negligent Mob 5R
Creature – Human Citizen U
When Negligent Mob enters the battlefield, you may sacrifice an artifact or creature. If you do, Negligent Mob deals damage equal to the sacrificed permanent's mana value to any target.
Mob mentality is a brutal, completely unfocused impetus of destruction, but certainly not useless.
4/4

RU00 – Thran Arcbow 1R
Artifact – Equipment U
Equipped creature gets +1/+1 and has "Whenever this creature attacks, target creature can't block this turn."
Equip 1
Though its mechanisms were too advanced to identify, its use in a fight was obvious enough.

RU00 – Brandished Fury 1R
Enchantment U
Whenever one or more +1/+1 counters are put on a creature you control, Forged Fury deals 1 damage to any target.
Argive caught the Kher off guard, Verdansk prepared to return the favor.

RU00 – Fallaji Conflagration 2R
Instant U
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Graveblast 2 (You may cast this card from your graveyard by sacrificing two artifacts and/or creatures in addition to paying its other costs.) The Quadir's lust for technology stripped away thousands of years of Fallaji tradition.



RU00 – Desiccate 3R
Sorcery U
Choose any number of target creatures. You get EEEE (four energy counters), then you may pay any amount of E. Desiccate deals X damage divided as you choose among those creatures where X is the amount of E paid this way.
"Flesh quenches the sand's thirst." —Fallaji expression

— Red: Rare & Mythic —

RR00 – Fomenter of Gix R
Creature – Devil Berserker R
Whenever Fomenter of Gix attacks, you may sacrifice another creature. If you do, it gets +X/+X and gains all abilities of that creature until end of turn where X is that creature's power.
Gix's minions craved havoc, regardless of the attention it created.
2/1

RR00 – Academy Flameweaver 1R
Creature – Human Wizard R
Haste Whenever you cast an instant or sorcery spell, Academy Flameweaver gets +X/+0 until end of turn where X is the number of instant or sorcery cards in your graveyard. Lat-Nam's mages are capable of crafting tapestries of flame.
1/3

RR00 – Kher Inciter 2R
Creature – Goblin Rebel
Haste Rebel Yell — Whenever Kher Inciter attacks, for each nontoken attacking creature you control, create a 1/1 red Rebel creature token tapped and attacking. Exile those tokens at the beginning of next end step.
What goblins lack in stature, they more than make up for in bravado.
2/2

RR00 – Rhek Torres, Arms Dealer 2RR
Legendary Creature – Human Mercenary R
Galvanize
Whenever Rhek Torres, Arms Dealer attacks, you may pay any amount of E. If you do, gain control of target artifact defending player controls with mana value X or less where X is the amount of E paid this way. That player creates a Treasure token.
"Where there's conflict, I deliver."
4/3

RR00 – Stormrager Golem 5R
Artifact Creature – Golem R
First Strike
When Stormrager Golem enters the battlefield, for each opponent, destroy target artifact or land that player controls.
It was created in the crucible of conflict.
5/4

RR00 – Begrudging Dragon 4RR
Creature – Dragon R
Flying, haste
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
XRR: Begrudging Dragon deals X damage to target player and each creature that player controls, where X is equal to or less than the number of permanents you control with +1/+1 counters on them.
4/4

RR00 – Game of Chance 1R
Artifact R
Whenever Game of Chance enters the battlefield or you gain control of it, you get EE (two energy counters).
T, Pay E: Flip a coin until you lose a flip. choose one for each flip you win — • Create a tapped Treasure token. • Discard a card, then draw a card. • An opponent of your choice gains control of Game of Chance.

RR00 – Fallaji Firestorm XRR
Sorcery
You get X E (energy counters), then you may pay any amount of E. Fallaji Firestorm deals damage to each creature, planeswalker and player equal to the amount of E paid this way. If you paid five or more E this way, exile the top X cards of your library. You may play those cards until the end of your next turn.
Fallaji fireslingers can paint you into a molten hot corner of pain.

RR00 – Verdansk's Decree 2R
Sorcery R
Escalate R (Pay this cost for each mode chosen beyond the first.)
Choose one or more — • Destroy target artifact. • Destroy target land. • Create two 1/1 red Rebel creature tokens. • This spell deals 5 damage to target creature.
Verdansk decreed vengeance for Kher Keep.

RR00 – Incessant Betrayal 3R
Sorcery R
Gain control of target artifact or creature until end of turn. Untap it. It gains haste. If it has mana value 3 or less, sacrifice it at the beginning of the next end step.
Graveblast 3 (You may cast this card from your graveyard by sacrificing three artifacts and/or creatures in addition to paying its other costs.)
"The humans toil tirelessly, yet are so easily swayed against their own creations." —Gix

RM00 – Verdansk, Kher Keep Avenger 3RR
Legendary Creature – Human Rebel M
Menace, trample Rebel Yell — Whenever Verdansk, Kher Keep Avenger attacks, create a 1/1 red Rebel creature token tapped and attacking. It gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
Verdansk met treachery with fury.
4/4

RM00 – Vessel of Fortune 1R
Legendary Artifact M
2R, T, Exile Vessel of Fortune: Each player discards their hand, then draws seven cards.
Fortune favors the bold and the foolhardy.

RM00 – Sophensa, Paragon of Verve RR
Legendary Planeswalker – Sophensa M
+1: Add R. You get E (an energy counter).
0: Discard a card. If you do, draw two cards.
-3: Exile target instant or sorcery card from your graveyard and copy it. You may cast that copy, and you may pay E (energy counters) as though they were red mana to cast that spell.
(2)
Green
Show
Hide

— Green: Common —

GC00 – Silverglade Crasher G
Creature – Rhino
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
Argothians show no mercy to trespassers on their island sanctuary.
1/1

GC00 – Boscage Sentinel 1G
Creature – Elf Ranger
Reach
2G: Boscage Sentinel gains deathtouch until end of turn.
Argoth had flourished for a thousand years. Its sentinels would protect that prosperity for another thousand.
2/2

GC00 – Bogminit Razorback 1G
Creature – Boar C
Morbid — When Bogminit Razorback enters the battlefield, if a creature died this turn, you gain 3 life.
Only on in Almaaz will your meal try to dine on you first.
2/2

GC00 – Yotian Wayfinder 1G
Creature – Dryad Advisor
When Yotian Dryad enters the battlefield, choose one —
• Return a land card from your graveyard to your hand.
• Scry 2 (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Those that commune with the forest are never truly lost.
2/1

GC00 – Luminary Harvester 1G
Creature – Human Artificer
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
T: Add G. You may pay E. If you do, add one mana of any color instead.
"Just as a pair of hands can till a field. A harvester will till a nation."
1/3

GC08 – Boundary Tracker 2G
Creature – Elf Ranger
Boundary Tracker enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
Out on the boundaries, you are armed with only your wits, and your steel.
2/3

GC06 – Salvageborn Bear 2G
Artifact Creature – Bear
Trample
It's cute as long as you don't try and hug it.
4/2

GC00 – Yotian Architect 2G
Creature – Human Advisor C
3G: Scry 2. You may reveal an artifact or land card from among them and put that card into your hand. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
2/2

GC07 – Bogminit Arachnoid 3G
Creature – Mutant Spider
Reach
Morbid — Bogminit Arachnoid enters the battlefield with two +1/+1 counters on it if a creature died this turn.
First it lays eggs in your stomach, then it dangles you in agony for days. You don't even want to know what happens when the eggs hatch.
2/4

GC10 – Hillside Hulk 3G
Creature – Elemental
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
When even the terrain doesn't want to give it up its treasure you're in for a fight.
4/3

GC00 – Boscage Warden 4G
Creature – Elf Warrior C
Trample
Boscage Warden enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" then attach it to this creature.)
Walk the branches as a leaf in the wind – Argothian expression.
3/4

GC00 – Wandering Ruinbinder 4GG
Creature – Elemental C
When Wandering Ruinbinder enters the battlefield, you gain life equal to the greatest number of artifact cards in a graveyard.
Where mana seeps into Thran ruins, strange things emerge.
7/6

GC00 – Thriving Vessel 1G
Artifact
When Thriving Vessel enters the battlefield, put a +1/+1 counter on each of up to two target creatures and you get EE (two energy counters). 2, T, Sacrifice Thriving Vessel: You draw a card and you get EE (two energy counters).
Life thrives through the synthesis of nature and science.

GC00 – Bellowing Capsule G
Artifact
1G, T, Sacrifice Bellowing Capsule: Target creature you control fights target creature an opponent controls.
Contained within it is the raw strength of the natural world.

GC00 – Aether Extractor 1G
Enchantment – Aura
Enchant land
Enchanted land has "Pay E, T: Add one mana of any color."
When Aether Extractor enters the battlefield, you draw a card and you get EE (two energy counters.).
Somewhere deep in the earth, was an untapped power of immense magnitude.

GC00 – Intensify 2G
Enchantment – Aura
Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control and has trample. 2G: Return Intensify from your graveyard to your hand. Might makes right.


GC00 – Armored Might G
Instant
Choose target creature. You get EEE (three energy counters), then you may pay any amount of E. The creature gets +1/+1 until end of turn for each E paid this way.
When your enemies leverage technology, rise to the challenge.

GC00 – Escape the Brute 1G
Instant
choose one —
• Put a +1/+1 counter on target creature. It gains hexproof until end of turn.
• Prevent all combat damage that would be dealt this turn.
All the best things in life may be free, but that doesn't mean getting them is easy.

GC00 – Argothian Reclamation 2G
Instant
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target creature with flying.
• Target player shuffles their graveyard into their library.
The forest does not tolerate the unnatural.

GC00 – Salvage the Ruins 2G
Sorcery
Scry 4. You may reveal a land card from among those cards and put it onto the battlefield tapped. If you don't, draw a card.
No matter where you went in Terisiare, treasure was waiting to be found.

— Green: Uncommon —

GU00 – Luminary Energizer G
Creature – Human Artificer U
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Whenever Luminary Energizer attacks, you may pay E or EE. If you do, untap it. If you paid EE this way, you also untap each other creature you control.
Work was no longer the toil of hands.
2/1

GU00 – Silverglade Avenger 1G
Creature – Elemental U
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
Whenever Silverglade Avenger ravages, you may destroy target artifact or enchantment.
The Argoth forest has deep memory, and most of those memories only makes it angry.
3/2

GU00 – Boscage Stalker 1GG
Creature – Elf Warrior U
Boscage Stalker enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
In Argoth, always assume you're being watched.
3/4

GU00 – Yotian Cultivator 3G
Creature – Human Advisor U
Whenever you scry one or more cards, choose one —
• Reveal the top card of your library. If it's a land card, put it into your hand.
• Create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Yotia is always fighting to expand, but its growth belongs to the land.
2/4

GU00 – Bogminit Branchbreaker 4G
Creature – Treefolk Warrior U
Trample
Morbid — When Bogminit Branchbreaker enters the battlefield, if a creature died this turn, you may have it fight target creature an opponent controls.
Even the forests of Almaaz are hostile to outsiders.
4/4



GU00 – Clearcutter Axe 1G
Artifact – Equipment U
Equipped creature gets +1/+1 and has "Whenever this creature attacks, double its power until end of turn."
Equip 1
The natural order of progress ensure nothing stands in its way.

GU00 – Hunting Grounds 2G
Enchantment
Whenever one or more equipped creatures you control deals combat damage to an opponent, you gain 2 life and draw a card.
Yotia had technological superiority, but Argoth had 10,000 years of instinct and bigger teeth.

GU00 – Power Charge 2G
Sorcery U
Choose target creature you control. You get EEE (three energy counters), then you may pay any amount of E. That creature gets +X/+0 until end of turn where X is equal to the amount of E paid this way. Then it deals damage equal to its power to target creature an opponent controls.
Energy is intangible, but power is very real.

GU00 (Reprint) – Nature's Spiral 1G
Sorcery U
Return target permanent card from your graveyard to your hand.
"As Argoth's last defenders fell to Urza's juggernauts, Titania said, 'Nature cannot be destroyed, only changed.'"—The Antiquities War

— Green: Rare & Mythic —

GR00 – Barl, Argoth's Champion 1G
Legendary Creature – Elf Ranger R
Barl, Argoth's Champion enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
Equipped creatures you control have dauntless. (They can't be blocked by creatures with power 2 or less.) The chant for a hero transformed into the songs of a champion.
2/2

GR00 – Bogminit Spiritcaller 1G
Creature – Human Shaman R
Morbid — 2G, T: Exile target creature card from a graveyard. Create a token that's a copy of that card except it's a green 2/2 spirit. Activate this ability only if a creature died this turn.
Almaaz still communes with its ancestors in ways the rest of Terisiare has forgotten.
2/2

GR00 – Yotian Surveyor 2G
Creature – Elf Advisor R
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
T, Pay any amount of E: Scry X, where X is equal to the amount of E paid this way. You may reveal a land card from among those cards and put it onto the battlefield tapped.
Yotia's Corp of engineers left no stone unturned.
2/4

GR00 – Kayla, Heiress of Yotia 2GG
Legendary Creature – Human Noble R
Ward 2
Whenever Kayla, Heiress of Yotia or another legendary creature enters the battlefield under your control, return target permanent card from your graveyard to your hand.
Against her father's orders, Kayla gave the Thran tome to Urza, and forever set Terisiare down a dark path.
3/4

GR00 – Skyswallow Hydra 3GG
Creature – Hydra R
Reach, vigilance, trample
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
When a creature you control ravages, put an additional +1/+1 counter on it.
5/5

GR00 – Tenacious Clearcutter 5G
Artifact Creature – Construct R
Vigilance
When Tenacious Clearcutter enters the battlefield, for each opponent, destroy up to one target noncreature permanent that player controls.
In the drive for resources, nothing could stand in the way.
6/6

GR00 – Shamanic Stone 3G
Artifact R
When Shamanic Stone enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. Creatures you control with +1/+1 counters on them have ward 2. (Whenever that creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2.)

GR00 – Argothian Reinforcements XGG
Sorcery R
You get X E (energy counters), then you may pay any amount of E. Search your library for a creature card with mana value equal to or less than the amount of E paid this way and put it onto the battlefield, then shuffle. If you paid five or more E this way, create a token that's a copy of a creature you control with mana value X or less, except that copy isn't legendary.
Yotia could rely on nature for support just as much as they could their technology.

GR00 – Show of Force 2G
Sorcery R
Choose one ––
• Put a +1/+1 counter on target creature you control for each other creature you control with +1/+1 counters on it, then it fights up to one target creature an opponent controls.
• Each player may put a permanent card from their hand onto the battlefield. (Artifact, creature, enchantment, land, and planeswalker are permanent types.)

GR10 – Barl's Decree 1G
Sorcery R
Escalate G (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target player gains 5 life. • Creates a 2/2 green Elk creature token. • Put two +1/+1 counters on target creature. • Destroy target artifact or enchantment.
Barl decreed Yavimaya's independence.

GM01 – Ratha, Warlord of Yotia 2GG
Legendary Creature – Human Noble
Dauntless, haste
Whenever Ratha, Warlord of Yotia attacks, choose one —
• Create a 2/1 green Cat creature token tapped and attacking.
• Whenever a creature you control deals combat damage to a player this turn, draw a card.
• Untap each creature you control.
Nations may rise, but Ratha was the true center of power in Terisiare.
4/5

GM02 – Channeling Vessel 1G
Legendary Artifact
GG, T, Exile Channeling Vessel: Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add C.
Contained within it was limitless potential.

GM02 – Lenara, Paragon of Verdancy 3GG
Legendary Planeswalker – Lenara
+1: Put a +1/+1 counter on up to one target creature you control. It gains vigilance until end of turn.
+1: Create two 1/1 green Squirrel creature tokens.
-8: Creatures you control get +X/+X and gain trample until end of turn, where X is equal to the number of creatures you control.
(4)
Multicolor
Show
Hide

— Multicolor: Uncommon —

MU01 – Expedition Overseer 2WU
Creature – Human Scout U
Flying
Whenever an artifact enters the battlefield under your control, you may draw a card, then discard a card.
Expeditions into the Zegon desert required exceptional coordination to succeed.
3/2

MU02 – Malpiri Mindrender UB
Creature – Spirit U
Flying, deathtouch
Whenever an opponent mills their second card each turn, draw a card. This ability triggers only once each turn.
A mind is a terrible thing to waste.
2/1

MU03 – Gix's Instrument 2BR
Creature – Phyrexian Demon U
Haste
Attacking creatures you control get +1/+0 as long as you sacrificed a nontoken permanent this turn.
Gix's festering disgust for humanity manifested itself into physical form.
3/2

MU04 – Silverglade Pugilist 3RG
Creature – Elf Berserker U
Trample
When Silverglade Pugilist enters the battlefield, put a +1/+1 counter on it for each other creature you control with +1/+1 counters on it, then it fights up to one target creature an opponent controls.
A punch is worth a thousand words.
3/4

MU05 – Korlian Vanguard 2GW
Creature – Human Knight U
Korlian Vanguard enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)
Equipped creatures you control have vigilance.
3/4

MU06 – Argivian Tactician 1WB
Creature – Human Soldier U
Whenever a creature enters the battlefield, you gain 1 life.
Whenever a Soldier dies, each opponent loses 1 life.
Argive's military expansion required talented leaders to drive that power.
2/3

MU07 – Lat-Nam Luminary UR
Creature – Human Wizard U
Prowess
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
You may pay any amount of E (energy counters) as you cast instant and sorcery spells. If you do, those spells cost 1 less to cast for each E paid this way.
"Genius is wasted when you don't have the guts to exercise it."
2/2

MU08 – Bogminit Mystic 2BG
Creature – Elf Shaman U
Deathtouch Morbid — When Bogminit Mystic enters the battlefield, if a creature died this turn, create X 1/1 green insect tokens and you gain X life where X is the greatest power among creatures that died this turn.
To the Bogminit tribes of Almaaz, life and death weave a tapestry of fate.
2/3

MU09 – Kher Vindicator 2WR
Creature – Human Rebel U
First strike Rebel Yell — Whenever Kher Vindicator attacks, you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is the number of attacking creatures you control. Return that creature to your hand at the beginning of the next end step.
No amount of blood would avenge Kher Keep, but it would be a start.
3/2

MU10 – Yotian Cartographer 1UG
Creature – Elf Advisor U
Whenever you scry one or more cards, choose one —
• Put a +1/+1 counter on target Advisor you control. • You may play an additional land this turn.
Today, Yotia was just a kingdom. Urza's vision would see it become a nation.
2/3

— Multicolor: Rare & Mythic —

MM01 – Mishra, Cultivator of Power 1BR
Legendary Creature – Human Artificer M
Menace; prowess; galvanize
Whenever Mishra, Cultivator of Power attacks, choose target artifact card in a graveyard, then you may pay an amount of E equal to that card's mana value. If you do, exile it, then Mishra, Cultivator of Power deals damage equal to that card's mana value to any target.
A brilliant mind, hellbent on notoriety.
3/2

MM02 – Urza, Master of Design 1WU
Legendary Creature – Human Artificer M
Vigilance; prowess; galvanize
At the beginning of combat on your turn, you may pay any amount of E. If you do, target noncreature artifact you control becomes an X/X Ornithopter creature in addition to its other types, where X is the amount of E paid this way.
A brilliant mind, fated for sorrow.
2/3

MM03 – Xerex Sen, Thran Survivor 2WUB
Legendary Creature - Thran Artificer M
Ward 3 When Xerex Sen, Thran Survivor enters the battlefield create two tapped Powerstone tokens. (They are artifacts with "T: Add C. This mana can't be spent on nonartifact spells.") XX, T, Sacrifice an artifact: Xerex Sen, Thran Survivor deals X damage to any target and you gain X life.
4/4
Artifact
Show
Hide









— Artifact: Common —

AC00 – Crystalline Servitor 2
Artifact Creature – Powerstone Construct C
T: Add C. This mana can't be spent to cast nonartifact spells.
Urza's mastery of artifice could manifest beings out of energy itself.
1/2

AC00 – Scrapped Servitor 2
Artifact Creature – Construct C
When Scrapped Servitor dies, you get EE (two energy counters). Urza quickly discovered that an obsolete automaton still had its uses.
2/1

AC00 (Reprint) – Yotian Soldier 3
Artifact Creature – Soldier C
Vigilance
"The known story of Urza began when his mechanical man freed Ratha's sword from the stone, but there is so much more to the story than what is simply known." –Excerpt from the Saga of Antiquities
1/4

AC00 – Morphic Servitor 4
Artifact Creature – Construct C
2: Morphic Servitor gets +1/-1 or -1/+1 until end of turn.
Steel was a symbol of strength and rigidity, no one ever imagined it could be molded and shaped at will.
3/3

AC00 – Clockwork Avian 6
Artifact Creature – Bird Construct C
Flying
Argivian mechanical designs allowed for a single windup to keep an avian aloft for several days.
4/4

AC00 – Urza's Peacekeeper 7
Artifact Creature – Mecha C
Urza's Peacekeeper has trample as long as you control an Artificer.
In the early days, Urza held the belief that his machines would only ever be used to serve humanity.
6/6

AC00 – Enduring Powersuit 1
Artifact – Equipment C
Equipped creature gets +1/+3 and has vigilance.
Equip 3 (3: Attach to target creature you control. Equip only as a sorcery.)
It's rumored several suites were excavated from an Argivian dig. Each granting its wearer extraordinary powers.

AC00 (Reprint) – Goldvein Pick 2
Artifact – Equipment C
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
Nothing ventured, nothing gained.

AC00 (Reprint) – Phyrexian Vault 3
Artifact C
2, T, Sacrifice a creature: Draw a card.
The line to serve Gix gets a little shorter every day.

AC00 – Argivian Outpost 1
Artifact C
1, Sacrifice Argivian Outpost: Draw a card.
2W, Sacrifice Argivian Outpost: Create two 1/1 white Soldier creature tokens. Activate only as a sorcery.
Argive knew that to win an arms race, you had to defend the greater order.

AC00 – Gixian Outpost 1
Artifact C
1, Sacrifice Gixian Outpost: Draw a card.
3B, Sacrifice Gixian Outpost: Return up to two target artifact and/or creature cards from your graveyard to your hand. Activate this ability only as a sorcery.
Gix knew that winning an arms race would require sacrifice.

AC00 – Kher Outpost 1
Artifact C
1, Sacrifice Kher Outpost: Draw a card.
2R, Sacrifice Kher Outpost s: Target creature you control gets +3/+2 and gains trample until end of turn. Activate only as a sorcery.
Kher knew that to win an arms race, you had to fight with resolve.

AC00 – Lat-Nam Outpost 1
Artifact C
1, Sacrifice Lat-Nam Outpost: Draw a card.
3U, Sacrifice Lat-Nam Outpost: Return target instant or sorcery card from your graveyard to you hand. Activate only as a sorcery.
Lat-Nam knew that to win an arms race, you had to outwit your adversary.

AC00 – Yotian Outpost 1
Artifact C
1, Sacrifice Yotian Outpost: Draw a card.
2G, Sacrifice Yotian Outpost: Distribute two +1/+1 counters among one or two target creatures you control. Activate only as a sorcery.
Yotia knew that to win an arms race, you had to cultivate strength.

AC00 (Functional Reprint) – Thran Abdicator 2
Artifact C
T: Target player exiles a card from their graveyard.
1, T, Exile Thran Abdicator: Exile all cards from all graveyards. Draw a card.
Even after being buried in the darkness for a millennia, it remained powered up.

AC00 (Reprint) – Prophetic Prism 2
Artifact C
When Prophetic Prism enters the battlefield, draw a card.
1, T: Add one mana of any color.
To understand Terisiare, one must first understand how Thran technology shaped each civilization that followed.

AC00 (Reprint) – Weapon Rack 4
Artifact C
Weapon Rack enters the battlefield with three +1/+1 counters on it.
T: Move a +1/+1 counter from Weapon Rack onto target creature. Activate only as a sorcery.
When Argive invaded Korlos, the Knights raided the Armory.

AC00 (Reprint) – Mana Geode 3
Artifact C
When Mana Geode enters the battlefield, scry 1.
T: Add one mana of any color.
"It fills me with an unexpected energy. As though there may still be hope for us all." —Hurkyl, excerpt from "The Advent of Shadows."

AC00 – Ashnod's Infuser 3
Artifact C
Sacrifice a creature: You get EE (two energy counters).
"True discovery requires the bravery to seek it out. There is nothing but cowardice in my peers. I start where they end, and succeed where they fail." – Ashnod

— Artifact: Uncommon —

AU00 (Reprint) – Ornithopter 0
Artifact Creature – Thopter U
Flying
"It has been my honor to improve on the Thran's original design. Perhaps history will remember me in some small part for my work." —Urza, in his apprenticeship
0/2

AU00 – Automated Recycler 3
Artifact Creature – Construct U
When Automated Recycler dies, return another target artifact card from your graveyard to your hand.
Through efficient reuse programs, Argive quickly became proficient at turning reject automations into winning designs.
2/2

AU00 – Battering Tarkus 4
Artifact Creature – Juggernaut U
Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)
Battering Tarkus attacks each combat if able.
The Tarkus was a perfect deterrent, until it was discovered it couldn't be turned off.
4/3

AU00 – Colossus of Yotia 5
Artifact Creature – Mecha U
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Whenever Colossus of Yotia of attacks, you may pay E or EE. If you do, it gains trample until end of turn. If you paid EE this way, it also gets +2/+2 until end of turn.
Urza's design philosophy embodied 'go big, or go home'.
4/4

AU00 – Blunderbuss 1
Artifact – Equipment U
Equipped creature can't be blocked by creatures with lesser power.
Equipped creature has "2, T, Sacrifice Blunderbuss: It deals damage equal to equipped creature's power to target creature or planeswalker."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
The blunderbuss could mop up any fight.

AU00 – Excavator's Axe 3
Artifact – Equipment U
Equipped creature gets +1/+1 and has "Whenever this creature attacks, scry 2. You may reveal an artifact card from among those cards and put it into your hand."
Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)

AU00 – Gatesmasher 4
Artifact – Equipment
When Gatesmasher enters the battlefield, you may destroy target artifact or creature with defender.
Equipped creature gets +2/+2.
Equip 2 (2: Attach to target creature you control. Equip only as a sorcery.)
Decentralizing power for millennia.

AU00 – Chalise of Power 0
Artifact
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Pay EEE: Put a charge counter on Chalise of Power.
T: Add C for each charge counter on Chalise of Power.

AU00 (Reprint) – Ashnod's Altar 3
Artifact
Sacrifice a creature: Add CC.
"If you work at sawing up carcasses, you notice how the joints fit, how the nerves are arrayed, and how the skin peels back." —Ashnod, to Tawnos

AU00 – Reconstructed Su-Chi 2
Artifact
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Pay any amount E: Reconstructed Su-Chi becomes an X/X Mecha artifact creature with "when this creature dies, add an amount of C equal to its power" until end of turn, where X is the amount of E paid this way.
Rebuilt and reborn to serve a new generation.

— Artifact: Rare & Mythic —

AR00 – Yotian Lieutenant 2
Artifact Creature – Soldier
Other artifact creatures you control have vigilance. Tap another untapped artifact you control: Yotian Lieutenant gets +1/+1 until end of turn. Through machine hierarchy, program learning grew exponentially.
1/1

AR00 (Reprint) – Solemn Simulacrum 4
Artifact Creature – Construct
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Solemn Simulacrum dies, you may draw a card.
2/2

AR00 – Tetra Striker 5
Artifact Creature – Tetravite
Flying
When Tetra Striker enters the battlefield, choose target creature. You get EE (two energy counters), then you may pay any amount of E. Tetra Striker deals damage to that creature equal to the amount of E paid this way.
Death dealt without a whisper.
3/3

AR00 – Chargeling 5
Artifact Creature – Automaton 5
Galvanize
Pay E: Chargeling gains menace until end of turn.
Pay E: Chargeling gains trample until end of turn.
Pay E: Chargeling becomes an artifact with indestructible and loses all other abilities until end of turn. (It's no longer a creature.)
1: Chargeling gets +1/-1 or -1/+1 until end of turn.
3/5

AR00 – Dimidiating Machination 6
Artifact Creature – Mecha
When Dimidiating Machination dies, create two 2/2 colorless Automaton artifact creature tokens with "When this creature dies, create two 1/1 colorless Robot artifact creature tokens."
No matter how hard you try, you can't keep a good machine down.
4/4

AR00 – Thran Mimic 5
Artifact Creature – Shapeshifter R
You may have Thran Mimic enter the battlefield as a copy of any creature or artifact on the battlefield, except it has "When this permanent enters the battlefield, exile all other permanents with the same name as it until this permanent leaves the battlefield."
Mimics were so adept at passing as people, no one was certain if they actually existed.
0/0

AR00 (Reprint) – Tetravus 6
Artifact Creature – Construct R
Flying
Tetravus enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, create that many 1/1 colorless Tetravite artifact creature tokens. They each have flying and "This creature can't be enchanted."
At the beginning of your upkeep, you may exile any number of tokens created with Tetravus. If you do, put that many +1/+1 counters on Tetravus.
1/1

AR00 (Reprint) – Triskelion 6
Artifact Creature – Construct R
Triskelion enters the battlefield with three +1/+1 counters on it.
Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target.
"Why do bad things always come in threes?" —Gisulf, expedition survivor
1/1

AR00 – Weakstone Pendant 3
Artifact – Equipment R
Equipped creature gets +2/+2 and has "Creatures your opponents control get -1/-0."
Equip 2
With his half of the powerstone, Mishra crafted the conviction that Urza couldn't understand.

AR00 – Mightstone Pendant 3
Artifact – Equipment R
Equipped creature gets +2/+2 and has "Creatures you control get +1/+0"
Equip 2
With his half of the powerstone, Urza crafted the discipline that Mishra didn't possess.

AR00 (Reprint) – Candelabra of Tawnos 1
Artifact R
X, T: Untap X target lands.
Urza was stunned by Tawnos's mastery of mechanisms. He could craft toys with most meticulous of details; tiny worlds that belied their true purpose.

AR00 – Aether Bomb 2
Artifact R
T: You get E (an energy counter).
T, Pay any amount of E, Sacrifice Aether Bomb: Destroy each nonland permanent with mana value X where X is the amount of E paid this way.

AR00 – Cane of Renewed Hope 2
Artifact R
1: Exile target card from a graveyard. If a nonland card is exiled this way, you gain 1 life.
3GG, T, Exile Cane of Renewal: Return up to three target permanent cards from your graveyard to your hand then shuffle your graveyard into your library.
In the Ronom glacier, Feldon excavated what would become a symbol of hope.

AR00 – Embers of the Artificer 2
Artifact R
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
Pay any amount of E: Embers of the Artificer becomes a copy of target artifact or artifact card in a graveyard with mana value equal to or less than the amount of E paid this way.
"Iron is the paint with which I redraw the world."

AR00 – Aether Cannon 3
Artifact R
Aether Cannon enters the battlefield tapped.
2, T: You get EEE (two energy counters).
T, Pay any amount of E, Sacrifice Aether Cannon: It deals damage to any target equal to the amount of E paid this way.
Power ultimately turns destructive.

AR00 – Tetra Factory 3
Artifact R
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
2, T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted." T, Pay any amount of E, Sacrifice Tetra Factory: Distribute X +1/+1 counters among any number of target artifact creatures where X is the amount of E paid this way.

AR00 – Tome of Insight 3
Artifact R
If you would draw a card for the first time each turn, scry 1, then draw a card instead.
T: Each player draws a card.
Most Thran writing has been lost to time, but every so often their secrets find their way back into the light.

AR00 – Immaculate Powerstone 4
Legendary Artifact – Powerstone R
You may choose not to untap Immaculate Powerstone during your untap step. T: Add CC. This mana can't be spent to cast nonartifact spells. T: Target artifact you control becomes a creature with power and toughness each equal to its mana value for as long as Immaculate Powerstone remains tapped.
The potential for what devices a Powerstone could enable were endless.

AR00 – Over-Unity Engine 4
Artifact R
If an artifact you control would add one or more mana, it adds that mana plus C instead.
T: Add one mana of any color.
It was assumed that energy would always be lost to a mechanical system. Imagine their surprise.

AM00 – Mox Phyrexia (Cp)(Cp)
Legendary Artifact R
(Cp can be paid with either 1 or 2 life.)
T: Add C.
Stranded in the endlessness of eternity, Yawgmoth perfected the transmutation of life energy into kinetic energy.

AM00 – Sword of Unyielding Discovery 3
Artifact – Equipment M
Equipped creature gets +2/+2.
Whenever equipped creature attacks, choose one —
• You gain 1 life for each creature you control.
• Each opponent mills five cards.
• Return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Equip 2

AM00 – Scriptures of the Thran 3
Legendary Artifact M
Whenever you cast an artifact spell, choose one that hasn't been chosen — • Create a Powerstone token. • Exile target creature until Scriptures of the Thran leaves the battlefield. • Each artifact becomes a 2/2 creature in addition to its other types. • Sacrifice Scriptures of the Thran and destroy all creatures.
A long lost tale of ancient civilization.
Land
Show
Hide


— Land: Common —

LC01 (Reprint) – Evolving Wilds
Land C
T, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"There's a certain beauty in destruction. Some will consider this war a masterpiece." – Ashnod

— Land: Uncommon —

LU01 – Argivian Quarry
Artifact Land U
Argivian Quarry enters the battlefield with two charge counters on it.
T: Add W.
W,T, Remove a charge counter from Argivian Quarry: Target creature gets +1/+1 and has vigilance until end of turn.

LU02 – Kher Armory
Artifact Land U
Kher Armory enters the battlefield with two charge counters on it.
T: Add R.
R,T, Remove a charge counter from Kher Armory: Target creature gets +1/+1 and gains dauntless until end of turn. (That creature can't be blocked by creatures with power 2 or less.)

LU03 Lat-Nam Solarium
Artifact Land U
Lat-Nam Solarium enters the battlefield with two charge counters on it.
T: Add U.
U,T, Remove a charge counter from Lat-Nam Solarium: Target creature gets +1/+1 and gains flying until end of turn.

LU04 Malpiri Mausoleum
Artifact Land U
Malpiri Mausoleum enters the battlefield with two charge counters on it.
T: Add B,
B, T, Remove a charge counter from Malpiri Mausoleum: Target creature gets +1/+1 and gains menace until end of turn.

LU05 Yotian Temple
Artifact Land U
Yotian Temple enters the battlefield with two charge counters on it.
T: Add G.
G,T, Remove a charge counter from Yotian Temple: Target creature gets +1/+1 and gains trample until end of turn.

LU06 Campus of Lat-Nam
Land U
T: Add C.
4, T: Inscribe (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")
Lat-Nam heralded the resurgence of magic in Terisiare.

LU07 (Reprint) – Strip Mine
Land U
T: Add C.
T, Sacrifice Strip Mine: Destroy target land.
Unlike previous conflicts, the war between Urza and Mishra made Dominaria itself a casualty of war.

— Land: Rare & Mythic —

LR01 – Phyrexian Threshold
Legendary Land R
T: Add C.
4, T, Sacrifice Phyrexian Threshold: You may pay any amount of life. Create an X/X black Phyrexian Horror creature token, where X is the amount of life paid this way.
Phyrexia was a hell that no one on Terisiare had the imagination to fathom.

LR02 – Mishra's Sanctuary
Legendary Land R
Galvanize (Whenever this land enters the battlefield or you cast a noncreature spell, you get an energy counter E.)
T: Add C.
2, T, Sacrifice Mishra's Sanctuary: Choose target artifact card from your graveyard, then you may pay an amount of E equal to its mana value. If you do, return it from your graveyard to the battlefield under your control.

LR03 Urza's Laboratory
Legendary Land R
Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.) T: Add C.
Pay EEE, T: Put a +1/+1 counter on target creature. It gains flying until end of turn.
Urza was obsessed with flying and the sense of freedom it provided.

LR04 (Reprint) – Hall of Tagsin
Land
T: Add C.
1, T: Add one mana of any color.
4, T: Create a tapped Powerstone token. (It's an artifact with "Tap: Add Colorless. This mana can't be spent to cast a nonartifact spell.")
Powerstones in hand, Urza and Mishra discovered the true cost of power that day.

LR05 – Tetravite Nexus
Land R
T: Add C.
1: Tetravite Nexus becomes a 1/1 Tetravite artifact creature with flying until end of turn. It's still a land.
4,T: Create a 1/1 colorless Tetravite artifact creature token with flying and "This creature can't be enchanted."

LM01 – Ventrus, Vault of the Thran
Legendary Land M
T: Add C.
T , Exile a nontoken artifact you control: You get EE (two energy counters). T, Pay Six E, Sacrifice Ventrus, Vault of the Thran: Return all artifact cards exiled by it to the battlefield under their owner's control.
The Thran left only mysteries in their wake.

— Land: Special —

LS01 – Coastal Tidepools
Land C
Coastal Tidepools enters the battlefield tapped.
When Coastal Tidepools enters the battlefield, you get E (an energy counter).
T: Add W or U.

LS02 – Geoactive Marsh
Land C
Geoactive Marsh enters the battlefield tapped.
When Geoactive Marsh enters the battlefield, you get E (an energy counter).
T: Add U or B.

LS03 – Crackling Cliffs
Land C
Crackling Cliffs enters the battlefield tapped.
When Crackling Cliffs enters the battlefield, you get E (an energy counter).
T: Add B or R.


LS04 – Verdant Timberland
Land C
Verdant Timberland enters the battlefield tapped.
When Verdant Timberland enters the battlefield, you get E (an energy counter).
T: Add R or G.

LS05 – Productive Harvestland
Land C
Productive Harvestland enters the battlefield tapped.
When Productive Harvestland enters the battlefield, you get E (an energy counter).
T: Add G or W.

LS06 – Enriched Ruins
Land C
Enriched Ruins enters the battlefield tapped.
When Enriched Ruins enters the battlefield, you get E (an energy counter).
T: Add W or B.

LS07 – Dynamic Cliffs
Land C
Dynamic Cliffs enters the battlefield tapped.
When Dynamic Cliffs enters the battlefield, you get E (an energy counter).
T: Add U or R.

LS08 – Saturated Peatbog
Land C
Saturated Peatbog enters the battlefield tapped.
When Saturated Peatbog enters the battlefield, you get E (an energy counter).
T: Add B or G.

LS09 – Copperfield Quarry
Land C
Copperfield Quarry enters the battlefield tapped.
When Copperfield Quarry enters the battlefield, you get E (an energy counter).
T: Add R or W.

LS10 – Sunsoaked Shores
Land C
Sunsoaked Shores enters the battlefield tapped.
When Sunsoaked Shores enters the battlefield, you get E (an energy counter).
T: Add G or U.

*Note –2023.03.31: The templates used in the visual spoiler are print templates I use for playtesting, additionally the colors may appear off as they are optimized for printing and not digital viewing.
Visual Spoiler: 2023.03.31
Show
Hide
WCImage
WUImage
WRImage UCImage
UUImage
URImage
BCImage
BUImage
BRImage
RCImage
RUImage
RRImage
GCImage
GUImage
GRImage
MUImage
MRImage
ACImage
AUImage
ARImage
LCImage
LUImage
LRImage
BLImage
The Tokens of Industrial Revolution
Show
Hide
Image
The Places of Terisiare
Show
Hide
Image
Almaaz – The swamps and forests of Almaaz have deep memory. It's entirely possible that the druids and shaman of Almaaz have memories from the time of the Thran, but if they do, they ensure that those thoughts never leave their borders. In fact very few things leave their borders, including marauding Fallaji warbands that travel too deep into the woods. The people of Almaaz have a very different understanding and approach to life and death compared to most.

Argive – The nation of Argive ruled by a triumvirate of clerics and nobles was the first to see the value in the metal contraptions that were being discovered in the ruins of the Zegon desert. They began sending out expeditions to study these ruins and bring back artifacts for further study and use. It was slow going, and the technology seemed out of reach for most the researchers, but with the discovery of powerstones, suddenly a new world of possibility opened up to Argive. It was the first nation to truly lean on technology and modernize in the industrial revolution. Seeking to broaden its horizons and capture more resources, Argive began an expansion campaign that resulted in the invasion of Korlis and the Kher mountains.

Argoth – A lush jungle paradise that sits off the southern coast straddling Korlis and Yotia, it suddenly finds itself threatened by explorers and machines alike that have started appearing from the mainland. Rallying around a messianic leader the denizens of the Argoth are determined to keep their home wild and untamed.
Fallaji Empire – The Fallaji empire isn't a place per say, but rather the confederation of bands of nomads with similar cultural approaches. Their empire expands most of the Zegon wastes, taking over any space that they realistically can. Where the Fallaji survive, the Fallaji thrive. They are constantly seeking expansion but Yotia's disciplined border regiments keep them at bay. At the top of the Fallaji tribes is the Quadir. A leader of fear and power, the Quadir is about the only thing that every really keeps the Fallaji in line.

Kher Keep – The numerous clans of the Kher mountains rally around their castle stronghold atop the Kher mountains. The clans value strength and freedom above all else. They aren't afraid to raid villages to take what the want. While they don't bow to kings or rulers alike, they value leadership that demonstrates strength and refuses subjugation. They find the empire of Yotia too stodgy to take seriously and generally keep to their own territory, terrorizing travels and traders moving across the Kher ridges.

Korlis – The kingdom of Korlis still lives in world of knights and chivalry. Locked in the old world feudalist system, the agrarian kingdom is resource poor when it comes to Thran ruins and never really got itself into the scramble for resources that the rest of Terisiare quickly escalated into. Because of this Korlis found itself under tremendous pressure that was mounting from Argive to the north. Landlocked between the Kher mountains to the west and the ocean to the east Korlis had little in the way of outside support. When Argive finally invaded, the king had no choice but to lead the kingdom in one final desperate counter offensive to retain their sovereignty.

Lat-Nam – For ages a small academy existed on the tiny rocky archipelago of Lat-Nam just off Terisiare's western coast. Ancient scriptures from all across of Dominaria spoke of arcane abilities that could mold and conjure mana from the land and invoke spells of immense power from this innate power. Travels from many lands would come to Lat-Nam to learn these arcane spells. It always was a melting pot of all of Dominaria's customs and peoples. When word broke that Terisiare was in possession of a craft of artifice that rivaled even the strongest magic people came from far and wide to study to this newly developed concept of technology. With two schools of disciple being led by Drafna and Hurkyl technology and magic melded into a new era of power for the fledging academy.

Malpiri – The swamps, marshes and wetlands of the Malpiri delta were never of much concern for Terisiarie's denizens. The land wasn't suited for cultivation, and no one every viewed it as a great location for settlement. It was likely this isolation that Gix found so inviting when he began gathering followers to initiate a cult in his own name. feeble supplicants that would do his every bidding and usher in the arrival of Phyrexia when the day was finally right.

Ronom – The mountainous Northwest region of Terisiare was a bitterly cold place with massive glaciers lining the granite peaked horizon. The glaciers of the Ronom mountains met together and fed into the Ronom lake, one the largest bodies of fresh water in all of Dominaria. The shores of the lake were always bitter with winds that chilled you to the bone. It was a rather inhospitable location, the exact opposite of the roasting Zegon wastes, but just as deadly to unprepared.
Yotia – The vast lands of Yotia stretched the southern coast of Terisiare full of thick forests and winding rivers. It was a land rich in flora, fauna, and sunshine. Because the people of Yotia lived more closely with nature than any of the other great nations of Terisiare they better appreciated its gifts and understood that to remain on top of the food chain required discipline and strength.

Zegon – The vast desert wastelands of Zegon encompassed almost the entirety of the interior of Terisiare. The extent of the desert was too great to grasp for most of the people of Terisiare, and even fewer wondered why such a great desert existed in the first place, never aware that such a place wasn't the product of nature. It's here that the wellspring of Thran ruins littered the landscape. Some great calamity had befallen the Thran, but whatever the secret was to their downfall, they had taken it with them in the collapse.
The Players of Terisiare
Show
Hide
Ashnod Karimotha – Ashnod is referred to in hushed tones by those that know to fear her. There are few that truly know her face as very few survive within her inner circle. Ashnod is a fearless, ruthless and cunning biological researcher. Knowledge at all costs is Ashnod's mantra. She does often wonder if it was fate that she was born into such times to see such rapid expansion of knowledge and technology.

Barl – The Messianic leader of the indigenous people and creatures on the island of Argoth. Rallying their forces, he leads the charge to repel the invaders from their land and preserve the paradise that Argoth represents.

Drafna Tribecca – A brilliant engineer who migrated to Lat-Nam when he heard about Terisiare's rapid technological revolution. He leads Lat-Nam's artifice programs and instructs the manufacturing of machinery. His skills are unrivaled in Lat-Nam. It's rumored that his engineering skills rivals even those of Urza of Yotia.

Feldon Walliman – Feldon grew up in the Argivan expeditions across Zegon and cut his teeth on decades of archeological digs, but it wasn't until the powerstones were revealed that Feldon truly understood what was laying in wait in the Thran ruins. Rumors had been spiraling for ages of a lost city perfectly preserved deep within the crevasses of the Ronom Glacier. Feldon never one to back down from a challenge, has embarked on discovering this lost city of the Thran.

Gix – What was once a man is now a twisted husk of flesh and steel. Gix is a demon the likes of which no one on Terisieare could have imagined. When the brothers opened the Hall of Taigsin, they inadvertently re-opened a portal to another plane of existence. From that portal emerged Gix, ready to take revenge on a world that knows nothing of its past. Taking foothold in the marshes of Malpiri, Gix has managed to build a fanatical death cult that worships the melding of metal and man. What Gix's end game is at this point, no one can say, but through his cult, his presence can be felt everywhere.

Hurkyl Tribecca – Hurkyl had been studying at Lat-Nam for some time learning the ways of the arcane magic that had once ruled the lands of Dominaria. Though never gifted in artifice herself, she was always captivated by it, and quickly fell in love with Drafna. They both eventually excelled into becoming the academy's deans of Magic and artifice. Unbeknownst to her, Gix's influencers had infiltrated the ranks of Lat-Nam and were slowly sabotaging its efforts. Drafna was killed in one of these attacks by his own machines that had been turned against him. Hurkyl vowed she would never rest until the scourge of artifice was wiped clean from the world and spent her every waking moment afterwards preparing her protégés to rise and join her in her fight.

King Lienre Preska VII – The king of the kingdom of Korlis. He is a noble leader, but naïve at the best of times. Korlis lacked the resources and ruins that many of the other nations had access to, and was still existing in an agrarian economic system that was being vastly outpaced in evolution and technology by its neighbors. It never occurred to the king until it was too late that Korlis needed to raise its defense potential against the possibility that it's neighboring nations may one day turn on it. After decades of build up, when Argive unleashed a full scale attack on the Kingdom, it's knights and soldiers were quickly outclassed as the king had no choice but to lead the charge for one last crusade the protect their sovereignty.

Loran – While the brothers are the most well known protégés of Tocaisa, Loran was her most faithful. Loran had already graduated onto leading her own expeditionary teams by the time Tocasia had taken up training the brothers. When news broke of Tocaisa's death Loran was devastated. Once she realized that her death was related the powerstones that everyone in Terisiare was rushing to gather she vowed to do everything in her power to stop artifice before it eventually consumed them all.

Kayla Bin-Kroog – The Heiress of Yotia and daughter of Ratha Bin-Kroog. Wild and willful Kayla cared not for the politics of the modern world. Yotia was a unique empire ruled by respect for strength and there was none stronger in the kingdom than Ratha. When a young brash artificer showed up in Yotia to respond to a challenge set forth by Rath to release a sword in the stone and win Kayla's hand in succession of the empire, Kayla found herself enamored with his brashness. Though not physically strong, he was fearless and intelligent in a way she was unfamiliar with. Though Ratha refuted him despite freeing the sword, Kayla stole the empire's treasure that was to be awarded to the victor and presented it to Urza along with herself. Young and foolish, it was a long while before Kayla realized that Urza never reciprocated the passion and love she felt for him. She often pontificated if that was always to be her fate.

Mishra Erdeli – In the war of the brothers Erdeli, Misha is most often looked at as the origin of the war's onset. While it's true that Mishra felt nothing but envy and rage for the gifts that Urza possessed, one can't help but wonder if things wouldn't have turned out very differently had Urza possessed a stronger sense of compassion for his only living relative. When the brothers discovered the powerstone in the Hall of Taigsin, it set off a series of events that would one day culminate in all out war that would devore the continent of Terisiaire. For the moment Mishra's tale is a little more self contained as he finds himself falling in the background noise of Terisiare's industrial revolution. After parting ways from Urza at the Cave of Korlis with the weakstone in hand, Mishra wandered the Zegon wastes eventually being captured by Fallaji marauders and pressed into the service of the Quadir. Every night bound by his shackles Mishra used the moonlight to tinker a little bit more with the weakstone slowly unravelling the secrets of its power for the day he would finally break free of the Fallaji and take revenge on his brother.

Ratha Bin-Kroog – Warlord of the empire of Yotia. Yotia has a long history of ruling through power alone, and there are none on Terisiare more powerful than Ratha. He has never been bested in a fight. Knowing that Yotia would need a successor named, Ratha established a contest to remove a sword he stuck into a rock. The winner would not just be named successor and marry the heiress, but they would be granted Yotia's greatest possession, an ancient scripture that has been in Yotia's possession since the dawn of the empire. Ratha had never expected a simple looking boy could beat his challenge where the strongest in the empire could not. He declared Urza's automaton a cheat and refuted Urza's claim to the throne. But when Kayla went behind his back and gifted the Thran tome to Urza he had a change of heart, finally understanding just how strong the nature of artifice truly was. With Urza now part of the empire, Ratha instructed him to build up the empire's strength through artifice and by producing even more mechanical men to ensure their place as the mightiest on Terisiare.

Tawnos Revella – shortly after Urza began Yotia's artifice development, word spread and people began showing up from far and wide to learn from him. Tawnos turned up and was just a boy himself, but was Urza's most gifted protégé. Tawnos could engineer the most magnificent designs, and though most of what he created were toys, through the mechanisms he created Urza was able to improve his own deigns in the manufacture of automatons.

Tocasia Infandel – A brilliant and skilled archeologist. Long before the notion of a powerstone entered the collective conscience, many a minds from Argive wandered the Zegon wastes discovering ruins full of strange metal contraptions. Whatever these ancient people that came to be labeled as the Thran were, they had left behind an entire civilization that seemed to have been suddenly stricken from the face of the earth. Tocasia was the ward of two orphaned brothers, Mishra and Urza. She taught them everything she knew about the history of the Thran and the mechanical nature of artifice. Mishra often seemed lost, but she sensed that Urza was capable of doing more than their current knowledge allowed. The three of them chanced upon a cave during an expedition, and when Urza and Mishra emerged from the cave they held a curious stone, glowing with energy. Tocasia could sense the unease in the brothers knowing they had always had a hidden rivalry with each other just under the surface, but she never expected that animosity to boil over as it did over this rock. That night the brothers broke out into a fight over who would possess the rock. Tocasia had always predicated herself on pacifying conflict, but as she put herself in the middle of this fight, it was one that could no be stopped. The powerstone cracked and exploded in the scuffle. The shockwave from the explosion knocked both brothers back, and when the dust settled Tocasia was dead. Each brother held a piece of that original powerstone, each possessing a polarity of power. Never one to be a sentimentalist, Urza was still shaken to the core that Mishra's actions had resulted in Tocasia's death. Urza vowed to never forgive Mishra for this transgression, and from that place both Brothers walked into the desert alone, setting their own paths into the saga of Antiquities.

Verdansk Treeck – Though Kher keep was not a castle with a king that anyone bowed to, or was ruled over by, Verdansk was viewed and regarded as a king in his own right as a man worth following. He maintained the keep and made it home and refuge for those of the Kher clans seeking aid. Verdansk was a natural born leader and warrior not to be taken lightly. In a sense, the duty of the ruler of the keep wasn't to lord over others, but to keep the beacons of the keep lit as a symbol of the freedom that those who rallied under its banners lived for. For ages the clans of the Kher mountains lived free and respected only power. They rarely clashed with the Yotia empire, but were no strangers to raiding the lands the Korlis which they saw as weak. But when Argive launched its assaults, the clans of the kher had to rally as Argive quickly took to siege against Kher keep. Outnumbered and underprepaired, Verdansk had no choice but to retreate knowing that if Kher keep couldn't be saved it would damn well be avenged.

Yawgmoth – though an unseen force at this point in time, Yagmoth and the nature of Phyrexia was the gravest threat that Terisiare would ever know. Gix may be an agent of Phyrexia, but once set free on Terisiare developed his own sense of revenge and did not necessary follow the path and intensions of Yawgmoth. Though the portal to Phrexia has been reopened, in it's current state it is far too weak to suit Yawgmoth's plans. Yawgmoth has spent millennia plotting and preparing, he knows he can afford to wait a little longer to fully realize his final revenge on the world that exiled him to oblivion.

Urza Erdeli – Though Urza was the driving force of all events that shaped Terisiare across the saga of Antiquities, he was a far cry from being a true hero. Too self centered to care about those around him, he only ever really saw the world through the designs and engineering that filled his mind. There would come a time when Urza finally overcame of these short comings, but like all tragedies when that moment finally presents itself the damage will already be done. For the moment Urza has hold up in Yotia, driving the empire's growth in the explosion of the industrial revolution.
The Limited Environment of Industrial Revolution
Show
Hide
The mechanics of Industrial Revolution
Show
Hide
Energy Counters
Show
Hide

Energy counters are the lifeblood of Industrial revolution, and are interwoven into the set so they feel like a natural extension of the gameplay loop. First introduced in Kaladesh, energy counters were problematic in constructed gameplay, but since industrial revolution was designed as a limited exclusive playstyle it erases most of those problems.

This set attempts to make energy more of a flowing entity throughout a game that ebbs and flows. With a plethora of energy faucets and sinks, early design started out with energy as a cost, but was resulting in missed play opportunities. Instead energy was redesigned as primarily a kicker to card effects to increase power level. This allows energy related spells tension and variance from game to game.

Energy is a much more wide open resource in Industrial Revolution than was when it was first introduced in Kaladesh. In the scope of energy faucets and sinks, about 1/3 of all energy faucets also include a means to spend energy. Some spells also include ways to get energy in a one time effect. About 1/3 of energy related spells will give energy surpluses without a direct means of spending it. The final third of energy related spells provide ways to spend surplus energy as kicker effects, but are not directly required to get an effect from those spells.

Energy is a parasitic mechanic as it uses an outside resource to the larger game. Design efforts were made to ensure that energy related spells could play as modularly as possible, but the nature of the mechanic only allows that to go so far. Since this set was designed to be played exclusively in limited, the greater parasitic nature of the mechanic is mostly mitigated. If enough energy related cards were introduced into the greater magic ecosystem, there are several rares in this set that could be viable commander/constructed players.
Galvanize (Formerly Metal Mastery):
Show
Hide

Galvanize (Whenever you cast a noncreature spell, you get an energy counter E.)
2023.03.31 Addendum: Metal mastery went through several iterations that were all tied to artifact production, but the amount of energy that could be created was far too strong when the triggers were related to ETB's. Decoupling the mechanic from being strictly related to artifacts opens up its utility. Additionally linking energy production to cast triggers and not ETB's helps gate the production in a way that feels more natural than "this triggers only once each turn."
Thematically, the creatures at lower rarities that have galvanize are the "luminaries" of the world of industrial revolution. They are primarily the artificers of the world, but it's not an exclusive create type. At Rare/Mythic most of the luminary creatures are legendary creatures that exemplify that notion of leaders in their trade and industry.

Metal Mastery is currently the glue of the world of Industrial revolution. It represents the drive and ambition of artificers as they strive to create and grow. Each permanent with metal mastery earns an energy counter when it enters the battlefield and will net energy counters each time they see an artifact enter the battlefield under your control. When you control multiple permanents with metal mastery energy is able to build up quickly. It's an unassuming mechanic that doesn't immediately affect the game state, but as the game plays out the role of permanents with metal mastery becomes apparent.
Metal Mastery went through several iterations and was originally conceived as a state based level that you are granted. After experimentation with both static levels that don't change once earned, and variable levels that can go up or down, two things began causing problems. The stat tracking required just didn't quite feel right in this set, and trying to fit the reminder text for that mechanic on the card was proving problematic. Once it was decided that energy would be brought into the set it alleviated much of metal mastery's two main issues.
Battle Adorned
Show
Hide

~ enters the battlefield battle adorned. (Create an Armament Equipment artifact token with "Equipped creature gets +1/+0" and "Equip 1. Activate only if this equipment is unattached" and attach it to this creature.)

2023.03.31 Addendum: Because battle adorned worked as a replacement effect upon entering the battlefield, it eliminates the window of an opponent using an instant against a temporarily weaker creature. That being said I decided to move the ability to just being a power enhancement ability and leave toughness along so that having the artifact destroyed in combat doesn't affect defensive stature. Armaments now only give +1/+0 instead of +1/+1 and I dropped the equip cost from 2 to 1 while retaining the restriction that you can't move an equipped armament. I've been working on some templating clean-up as well to try and use the least amount of words in the reminder text while still being comprehensive. Functionally Battle Adorned has been very stable in playtests over time and adds some late game punch when combat starts whittling down.

Battle Adorned is the Green/White mini-mechanic that came about in trying to find ways to up the amount of artifacts floating around inside the limited environment. Battle Adorned provides a replacement effect as those creatures enter the battlefield that allows them to enter with their equipment attached. Because it's not a triggered ability there is no window to respond to the equipment attaching to the creature.
To keep battlefield complexity down Armaments have the drawback that as long as they currently attached to a creature, they can't be re-equipped. Armaments function as legacy +1/+1 counters that can stick around even after the creature that created them dies, allowing other creatures to pick them up to continue to the fight. The concept was original designed for the final set in the tetralogy (Antiquities 4), but this set wanted a critical mass of artifacts to feed metal mastery, so it got bumped up into Industrial Revolution.
Battle Adorned flavorwise represents the lesser technology in the forms of basic weaponry. Both Korlis and Argoth are having their way of lives being threatened by the encroachment of technologically superior neighboring regions. As conflicts flare up in the resource war brewing on Terisiare, these creatures come to the fight with their own gear.
Excavate (Defunct)
Show
Hide


Excavate (Look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.)

2023.03.31 Addendum: Excavate went through many iterations over the last year, but nothing quite felt right. I tried doing a mini cascade that only finds artifacts and goes to hand instead of being cast, but it all felt extraneous. I've decided to abandon the mechanic in favor a simple "whenever an artifact ETB's" trigger for white/blue.

Excavate is the White/Blue mini-mechanic and it was a late add-on. In trying to find ways to help White/Blue keep artifacts flowing the mechanic at first was a reveal and put all other cards into the graveyard to try to thematically tie into the action of tilling soil. But whiffing on a trigger and self -milling three cards without profit was too much a feel bad. The mechanic was copied straight from Faerie Mechanist as it was less of an issue if you didn't find anything as you didn't affect your deck state that way.
Up to this point in the world of Terisiare, archeologists have been going out into the dangerous Zegon wastes hoping to bring back artifacts from a distant past they don't fully understand. At the heart of the endeavor is the nation of Argive, and to play into that feeling of uncovering powerful relics the excavate mechanic appears on white and blue cards as a chance to revel in that discovery of artifice.
Graveblast
Show
Hide

Graveblast 1 (You may cast this card from your graveyard by sacrificing an artifact or creature in addition to paying its other costs.)

2023.03.31 Addendum: Graveblast has landed as a variant of retrace. By sacrificing the required number of artifacts or creatures, a card with graveblast can be recast from your graveyard. This execution of the mechanic is similar to previous iterations and stays mostly true to the original intension. It plays well into black/red's sacrifice matters theme, but the hard part with recursive spells is that they can diminish gameplay, not just balancing mana to effort ratio matters with these spells, but also the type of effect that is being granted recursive play matters as well. I cycled through many different options that graveblast could be attached to and I think I came up with some good effect options at lower rarities that aren't abusive, and some interesting larger effects at rare that require sizeable investment to recast.

Graveblast is the Black/Red mini-mechanic and is a remaining holdover from the previous cube iteration of the set that featured several graveyard themed mechanics. The mechanic was close the chopping block, but after iterating several times, it's in a good place. While it doesn't directly interact with artifacts, the use of energy as a cost keeps it relevant in the greater limited format.
Graveblast has come along well, and makes use of some new design space in the nexus between flashback and kicker. Graveblast dabbled in the nexus of kicker and delve, but I like where it's at now as it makes excellent use of the set's mechanical gameplay theme of energy as a kicker resource. At the base level all graveblast cards a have simple effect when first cast (As at this time there's no way to add extra energy to the initial casting), and have a scaled effect if you have extra energy to spare. Graveblast cards have a standard flashback mana cost, but the variability is built into whether you have the energy to make them extra efficient.
Flavorwise it represents the efforts of Gix and his sycophants to unleash terror and usurp the natural order of Terisiare. They will use any and all resources at their disposal to bring about Terisiare's end, and perhaps usher in a new era of Phyrexian control. Graveblast currently resides on Black and Red spells.
Inscribe
Show
Hide

Inscribe (Create an artifact Glyph token with "At the beginning of your upkeep, each opponent mills a card.")

2023.03.31 Addendum: Through the iterations on inscribe I stuck with the artifact token option, but instead of making it a utility token with an activation, I simplified it and made it a triggered effect token similar in function to the tokens that Relic Robber generates. Mill mattering in limited formats can be tricky to balance as mill is more effective in a 40 card format than in a 60+ card format. With the right build, playtests have shown that mill in this set can definitely win a game and is a viable option in limited.

Inscribe is the Blue/Black min-mechanic and was nearly cut, but I've given it several new changes with different iterations. The magical blockchain version of it was cool, but was too wordy for it's own good so I had to abandon that version of it. Realizing that I was never going to be satisfied with it as a mechanic since it had gone through so many failed iterations, I settled on turning it into a named utility token mechanic, I.E. Investigate.
I gave some thought of having it be a scry utility token, but the deck manipulation space is getting crowed with both clue tokens and blood tokens floating around. Up to now, utility tokens are designed for smoothing out game play, I.E. Gain life, draw a card, discard/draw, make a mana of any color. For the most part those are smoothing mechanics to help you stay in the game. I wanted to try for something that enables a more offensive style of gameplay, but I didn't want to complicate board state doing it. So I devised that Glyph tokens will mill oppenents as new utility token. Since mill is in both blue and black, this was a good color fit as those are the two colors that make Glyphs in this set. Flavorwise inscribe represents etching spell runes on artifacts to boost their magical power by the mages of Lat-Nam.
Ravage (Formerly Raze)
Show
Hide

Ravage (Whenever this creature deals combat damage to an opponent or planeswalker, put a +1/+1 counter on it.)

2023.03.31 Addendum: Coming up with a fitting red/green mechanic was not going well as the play space between these colors has been heavily mined. I tried finding a pre-existing mechanic to slot in but nothing that is already designed for red/green felt right in this environment. I eventually landed on trying a small spin the slith mechanic from Mirrodin but allowing it to trigger on hitting a planeswalker as well. Ravage gets the point across that allowing a creature with ravage to punch its intended target will only make it stronger. As an aside, with battles in the mix now, it's time for wizards to update the lexicon and batch terminology for attacking creatures that actually damage the thing they are attacking. Similar to how we went back to 'any target'. Something along the lines of "Whenever ~ damages its target."

Raze is the Red/Green min-mechanic and is an ability on creatures that represents their tenacity to fight back against artifice. Since red and green don't play well with artifact, those colors needed a negative attribute against artifacts, and I explored options that didn't involve direct artifact destruction. It's a punisher mechanic for opponents who play many artifacts. Similar to boast, a raze mechanic can be activated once per turn, but most effects are combat related so there's diminishing returns on other player's turns depending on the card. Raze shines best in multiplayer where it can be used most effectivity to hose the opponents and get multiple cheap activations between your turns on defense if need be. Raze was close to the chopping block, but after being redesigned one last time into this current iteration, it plays pretty well. It's weakest in 1v1, but most effects are playable even without the cost reductions, and provide a good mana sink for late game mana. Final raze costs will depend on multiplayer play balance.
Keywords & Template changes
Show
Hide
Dauntless (This creature can't be blocked by creatures with power 2 or less.)

I keyworded this combat ability as i featured it at common as a way to change combat dynamics. it is currently primary in Red/Green and Tertiary in White appearing at higher rarities.
The draft Strategies Industrial Revolution (New 2023.03.31)
Show
Hide

W/U
White/blue in the world of industrial revolution revolves around the archeologists of Argive. The kingdom of Argive has been quite industrious and its scientists and explorers for most of a generation have been trekking deeper and deeper into the wastes of the Zegon desert in search of technology and artifacts from the past. To thematically tie many of the creatures together, the naming conversion typically revolves around "expedition".
While this color pair thematically in the past has always been tied to artificers, I feel that the archeologists themselves are less about tinkering with the technology and more about the exploration of the space, I've pushed these explorers into primarily being represented by "Scout" class creatures. To tie into this search for artifacts White blue has an artifacts matter theme revolving primarily around a simple "whenever an artifact enters the battlefield under your control" trigger. At this point in time its hard not be influenced by The Brother's War design, but where that one set encompassed so much time across the story, this one set features a much younger world at the beginning of that story. The explorers and archeologists of Argive are much more enthusiastic about their finds and have yet to realize the full horror of what their work will become.

U/B
Blue/Black in the set is represented through the darker nature of research. As I've built the color pair around a 'mill matters' theme much of the enablers for mill come from spells and not creatures, so the flavor aspect is less clear cut than with the other color pairs at this time. Right now it's a mix of dark magic from Lat-Nam and acolytes of Gix.
The inscribe mechanic helps create a solid backbone to enabling mill every turn by creating an upkeep trigger that mills each opponent for each Glyph you control. While spells and glyphs enable milling to happen, I set the threshold on the mill bonus cards to check "if an opponent has milled two or more cards". I wanted to find a balance point between ensuring that resources are dedicated to mill, but having enough of a sway that the opponent doesn't have to immediately respond to the first Glyph being created to take the other player off their mill bonus. Further playtesting will help refine that inflection point.

B/R
Black red is thematically tied to Gix's rising influence in the world of Terisiare. Unseen he has begun building infiltrators and dark forces to affect his will on the world. Sacrifice matters has always been a classic black/red fit and I decided to stick with it here. Graveblast spell make a natural sacrifice outlet for higher rarity bonus effects. At common, there's a sprinkling of death triggers and sacrifice outlets for value to go along with the graveblast spells.

R/G
Red/Green for a long time I tried to make as an 'anti-artifact' color pair, but I pulled the theme away from that and it's more of a typical red/green aggro that's focused on a +1/+1 counters matter theme. The Ravage mechanic gives creatures a natural path to generate counters and there are many spells and effects that help synergize that strategy along with +1/+1 counter enablers. The pairing is themed against the Fallaji desert warriors trying to keep out Argivians or anyone else encroaching on their land and the Argothian who are simultaneously having the same problem with pilgrims from the mainland arriving in exploration. The Fallaji naming conversion for these aggressive creatures revolves around "wasteland" while the Argothian naming convention revolves around "Silverglade".

G/W
Green/White is represented by the Argothians and Korlians in their struggle against invasions by Yotia and Argive respectively. The protectors of both kingdoms have been called up to defense and arriving with their gear ready for battle. Green white has a simple equipped creatures matter that is elevated with the battle adorned mechanic, but there are also plenty of other pieces of equipment to be found in the Industrial revolution set including a cycle of equipment at uncommon in each color. The White naming convension revolves around "Korlian" and is predominately 'Knight" class while the Argothian representatives are "Boscage" and will probably get closer to 'Rangers' with testing.

W/B
White/Black I pulled a few pages from The Brother's war limited environment and decided to make this a 'Soldiers' matter theme color pair. I've backed up the Soldier theme with a lot of recursion elements across white and black. The idea being once the battle lines are depleted, the next wave of Soldiers are ready to deploy. Story wise Soldiers in white represent the defending Korlians and the Soldiers in black represent the invading Argivians. *Spoiler alert, it doesn't end well for Korlis. The Soldiers in white are typically "Korlian" like the Knights while the Soldiers in black are "Argivians".

U/R
Blue/Red is represented by the wizards of Lat-Nam and went for a very classic casting instants and sorceries matters theme. Because this color pair overlaps so well with the new design for galvanize, the signpost uncommon for blue/red has galvanize and prowess to sell the spells matter theme. The naming conversion mostly related to Lat-Nam is "Academy"

B/G
Black/Green I initially tied to tie around cards leaving graveyards. Though it's been experimented with in white/red, that trigger can easily be green/black. Ultimately I found the trigger to be very uncompelling and instead selected to reuse Morbid triggers that check if a creature died. Since Black Red was already playing into sac outlet space it gives black/green something already pre-existing to lean on. Black green is thematically linked to the shamans and warlocks living in the dense forest swamps of Almaaz. The naming convention mostly related to Almaaz is "Bogminit".

R/W
Red/White is the more traditional go wide color pair option so I wanted to play up that nature. White is already making soldier tokens en mass, so I tied the color pair thematically to the Rebels of Terisiare that are centered around Kher Keep and its leader (created for this version of the story) Verdansk. At this point in the story Argive has conquered Korlis and has turned its forced to pushing through the Kher mountains on their path to Yotia. The only problem is that Kher Keep is on the route through the mountains and Verdask and the Kher tribes aren't going to tolerate any of Argive's aggression. The color centers around a "for each attacking creature you control" triggers that I gave an action keyword name to: "Rebel Yell". Rebels are all about rallying and fighting.

G/U
Green Blue is the color pair I tied to Yotia and at this point in the story when Yotia becomes a focal point, Urza has won the thran tome and Kayla's hand and has been given jurisdiction over Yotia's scientific and civic advancement. I centered green blue's creatures around "Advisors" and they are represented by engineers, surveyors and planners under the naming convention "Yotia". Though The Brother's War used Surveil to convey 'surveying' for artifacts, I still feel it's a flavor mismatch. I had always had scry sprinkled around in the set, and though scry is in all five colors, it's historically predominant in white/blue. I decided to shift it over to blue/green at common to represent planning, which is what scrying is, it's planning for the future. Green has a lot of "look a the top X cards" effects, I decided to use that nature of searching to combine with the planning of scry and gave the color pair spells and effects a synthesis of the two effects. "Scry X card, you may reveal [card type] from among those cards and [effect]." It's a shift from the expected templating, but I think functionally it will work similar and/or better than looking at the top X cards. In addition to expending that template, green/blue also cares about if you scry one more cards with its effect triggers.

Energy
Energy is in all five colors but leans slightly towards blue, red, green. There are cycles of energy related spells at each rarity and finding ways to utilize energy can really charge up a deck in this limited environment. Because the set dimensions are wider than a standard expansion with more common and rares, There are more cards that interact with energy than is found in Kaladesh, but percentage wise they have a similar as-fan.
"Easy Dude. You're being very Un-Dude."

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

Post by archemediesx » 11 months ago

Updated to 2023.03.31 version. see log update version for changes.
"Easy Dude. You're being very Un-Dude."

Post Reply Previous topicNext topic

Return to “Custom Set Creation”