[MYS] Mercadian Mysteries

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void_nothing
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Post by void_nothing » 4 years ago

Mercadian Mysteries, Set 1 of ? in the Mercadian Mysteries Block
Size: 133/290 cards
Major Themes: Surprises, creativity, instants and sorceries matter
Minor Themes: Mini-games, alternate wins, multicolor versus colorless
Mechanics
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Reinforce

Cascade

Impact N (Whenever this creature blocks or becomes blocked by a creature, it deals N damage to that creature's controller.)

Priceless (When you cast this spell, create a tapped colorless Merchandise artifact token. It has "T: Add C to your mana pool.")

Tactic switch - You may pay a different cost than this spell's mana cost. If you do, it targets something different.
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

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

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

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

Post by void_nothing » 4 years ago

White (28 of 41)
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Common (18 of 22)
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Avoid Their Blows 2W
Instant (C)
The next 2 damage that would be dealt to target creature this turn is dealt to another target instead.
Reinforce 2 - 2W (2W, Discard this card: Put two +1/+1 counters on target creature.)
"Not sure you're about to hit whom you want to hit, my Cateran friend!" - Ta-Wrei, Cho-Madus dodger

Cho-Hidu Striker W
Creature - Unicorn Rebel (C)
First strike
"Their cultic attitudes worry me. Does Ramos demand we kill 'evil' without a fair hearing?" - Min-Zar, Cho-Arrim executioner
1/1

Cho-Madus Civilians 3W
Creature - Human Goblin (C)
R: Switch Cho-Madus Civilians' power and toughness until end of turn.
Innocent bystanders can't remain either of those things for long.
2/4

Demand Alms 2W
Instant (C)
Priceless (When you cast this spell, create a tapped colorless Merchandise artifact token. It has "T: Add C to your mana pool.")
Target creature can't attack or block this turn.
Faith alone doesn't sustain the Cho - they require donations.

High Market Mastiff WW
Creature - Hound (C)
"As tameable as this plane itself." - Kanori
2/3

Jhovall Kit 1W
Creature - Cat Rebel (C)
Lifelink
Impact 1 (Whenever this creature blocks or becomes blocked by a creature, it deals 1 damage to that creature's controller.)
Milk teeth still can bite.
1/1

Karmic Dispersal 3W
Instant (C)
Counter target artifact, enchantment, instant, or sorcery spell unless its controller pays 3. If that spell is countered in this way, exile it instead of putting it into its owner's graveyard.
Draw a card.

Mercy Tether W
Instant (C)
Tactic switch - You may pay 1W rather than pay Mercy Tether's mana cost. If you do, it targets a permanent you control instead.
Return target spell you control to its owner's hand.

Net Vendor 1W
Creature - Human (C)
2W, T: Tap target creature.
The finest nets available in the High Market are made from mixed fibers - some combining fabrics as expensive as Orhop's-hair cotton and the downy undercoat shed by young shore jhovalls.
1/3

Ogre Sophisticate 3WW
Creature - Ogre (C)
When Ogre Sophisticate enters the battlefield, you gain 5 life.
"Would my distinguished guest care for another wumpus haunch?"
4/4

Private Arms Contract 1W
Instant (C)
If target spell would deal damage to any non-attacking creatures, instead prevent that damage and put a +1/+1 counter on each of those creatures. Double all damage that spell would deal to attacking creatures.
"Sign here and Rushwood's arsenal will back you forever. Of course, all we ask are a few territorial and religious considerations..." - Ta-Bul, Cho-Arrim bushwhacker

Ramosian Barrier W
Creature - Wall Rebel (C)
Defender
When Ramosian Barrier dies, you may put a Rebel permanent card with converted mana cost 2 or less from your hand onto the battlefield.
The future of Mercadia huddles behind it.
0/3

Ramosian Skirmishers 1W
Creature - Human Rebel (C)
When Ramosian Skirmishers enters the battlefield, you may pay 3. If you do, put a +1/+1 counter on Ramosian Skirmishers and draw a card.
"They will fight until the last, and then more will come. Do you not realize what you've set into motion, Wurik?" - Cho-Thakran
2/1

Response of the Skies 3W
Instant (C)
Create two 1/1 white Bird creature tokens with flying.
Reinforce 2 - 2W (2W, Discard this card: Put two +1/+1 counters on target creature.)
When Ramos saved the birds, they sang in gratitude.

Silkworker's Shade 1W
Creature - Shade (C)
3B: Silkworker's Shade gets +1/+1 and gains deathtouch until end of turn.
Wrapped in the cloth left behind by its former self, it drifts the High Market in aimless vengeance.
2/1

Sivvi's Memorializer 2W
Creature - Human Rebel (C)
Vigilance
When Sivvi's Memorializer dies, you may put a Rebel permanent card with converted mana cost 4 or less from your hand onto the battlefield.
Their heroine was not from their world. They don't even know what her face looked like. Yet they mourn her.
2/2

Wandering Onager W
Creature - Donkey (C)
Wandering Onager gets +1/+0 and can't be blocked by creatures with power 3 or greater as long as you control a token or a permanent with a counter on it.
Any cargo that someone would bother to enlist an onager to haul must be of the utmost importance.
1/2

Well-Stocked Quiver W
Enchantment - Aura (C)
Enchant creature
Enchanted creature has first strike and reach.
"Arrows of any kind can be had from the hucksters in this city. If I were you I'd stick to just wood and steel." - Duchon Alasar
Uncommon (9 of 12)
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Doomslash Invoker 1W
Creature - Human Cleric (U)
Protection from sorceries
7B: Exile target artifact, creature, or land.
"It was only by the Koilos portal that the lords of Halcyon maintained order. If these are the fruits of Phyrexian power, it is worth the cost." - Codex of Thran Heresies
2/1

Fountain Spirit 0
Creature - Spirit Rebel (U)
2W: You gain 1 life. Prevent the next 1 damage that would be dealt to Fountain Spirit this turn.
When Fountain Spirit dies, you may put a Rebel permanent card with converted mana cost 1 or less from your hand onto the battlefield.
0/1

Immovable Martyr 4WW
Creature - Giant Cleric Rebel (U)
Raakyah's Colonnade in Rushwood stands in the very spot where the revered giant fell holding off unknown enemies centuries ago.
5/15

Jhovall Tamers 3WW
Creature - Human Warrior Rebel (U)
Double strike, protection from Cats
When Jhovall Tamers dies, you may put a Rebel permanent card with converted mana cost 6 or less from your hand onto the battlefield.
"Easy, girl. You'll get your meal soon enough."
3/3

Life of Luxury 4WW
Sorcery (U)
Priceless (When you cast this spell, create a tapped colorless Merchandise artifact token. It has "T: Add C to your mana pool.")
You gain 13 life.
If the Magistrate's heirs seem out-of-touch with their calls for peace, it is because peace is all they've ever known.

Petty Land Wurm 1W
Creature - Dragon Wurm (U)
Defender
As long as Petty Land Wurm has blocked, it can attack as though it didn't have defender.
Ramos took many formerly small and innocent beings with him to Mercadia.
3/3

Ramosnaut 1WW
Creature - Human Rebel (U)
Flying
"For the Fountain! For the Dragon!"
3/2

Sanctifying Draught W
Instant (U)
Target instant or sorcery spell with X in its mana cost loses all abilities and gains "You gain X life."
Reinforce 1 - 1W
"Drink as much as you need. Looks like that may be a lot." - Roroin, wishmonger

Vengeful Gale 3WW
Instant (U)
Exile target attacking creature. You gain life equal to that creature's power.
Reinforce 1 - 1W (1W, Discard this card: Put a +1/+1 counter on target creature.)
Rare (2 of 5)
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Climactic Conflict 4WW
Sorcery (R)
Destroy all creatures that aren't Rebels or Mercenaries.
"This is for Ramos - which means... for everything."

Imperivolver 1WW
Creature - Volver (R)
Reinforce 1 - 1WW
Whenever Imperivolver is reinforced, put an additional +1/+1 counter on it and it gains double strike and lifelink until end of turn.
Whenever another creature you control is reinforced, if Imperivolver is on the battlefield or in your graveyard, that creature gains first strike and lifelink until end of turn.
Forge enough material into any sword and eventually it becomes a siege weapon.
3/3
Mythic (0 of 2)
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Blue (21 of 41)
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Common (14 of 22)
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Archers of the Port 3U
Creature - Human Archer (C)
1G: Archers of the Port gets +1/+1 and gains reach until end of turn.
From sea and sky alike, Rishada is safe.
3/3

Cloak Renegade U
Creature - Human Pirate (C)
Cloak Renegade can't be blocked.
"This cloak of invisibility was expensive. If I steal while I wear it, I'm just making my investment back."
1/1

Frazzle 3U
Instant (C)
Counter target nonblue spell.

Hijacker's Ray UU
Instant (C)
Counter target spell unless its controller pays 1. Until end of turn, spells that player casts cost 1 more to cast.
Saprazzan gravity magic served Rishadan ends.

Indentured Serpent 5U
Creature - Serpent (C)
Defender
Indentured Serpent can attack as though it didn't have defender as long as you control a Mercenary or a Rebel.
Whenever Indentured Serpent attacks, it gets +1/+3 until end of turn.
4/5

Kanori's Revocation 4U
Sorcery (C)
Exile the top six cards of target player's library.
Draw two cards.
"This is for your own good." - Kanori

Prismtrooper 1U
Creature - Illusion Soldier (C)
Prowess
The magical technology of bent light was the Thran's greatest achievement
1/3

Quell U
Sorcery (C)
Tactic switch - You may pay 3U rather than pay Quell's mana cost. If you do, it targets a land instead.
Return target creature to its owner's hand.

Response of the Oceans 7U
Instant (C)
Create a 6/6 blue Kraken creature token.
Reinforce 1 - 1U
When Ramos saved the krakens, they worshiped him in the deepest depths.

Rishadan Bomber 2U
Creature - Human Pirate (C)
R, Sacrifice Rishadan Bomber: Destroy target artifact.
"Don't touch that barrel. It's not wine."
1/4

Rishadan Deal 1U
Enchantment (C)
When Rishadan Deal enters the battlefield, draw a card.
Pirates you control and Pirate cards you own that aren't on the battlefield are Rebel Mercenaries in addition to their other types.
The Rishadans can work for the Ramosians and the Cateran simultaneously without worrying about reprisal, simply because both sides accept that pirates are inherently untrustworthy.

Rishadan Sellsword U
Creature - Human Pirate (C)
At the beginning of your upkeep, return Rishadan Sellsword to its owner's hand unless you pay 1.
"What's this victory worth to you?"
2/2

Rowing Locks 1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +0/+X and can't be blocked unless defending player pays X for each creature blocking it, where X is the number of Islands you control.
"Heave, hoh
Pierce the wave
Hoh, heave
The city save" - Rishadan sea shanty


Saprazzan Docksider 1U
Creature - Merfolk Pirate (C)
It's unusual for a merfolk not to be law-abiding - but then again, no one has more of a sense for a sea than they do...
2/1
Uncommon (4 of 12)
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Port Blockade UU
Enchantment - Aura (U)
Enchant artifact, creature, or land
Enchanted permanent doesn't untap during its controller's untap step.
At the beginning of your upkeep, return Port Blockade to its owner's hand unless you pay 2.

Spell Splash 1U
Instant (U)
Tactic switch - You may pay 4U rather than pay Spell Splash's mana cost. If you do, it targets an instant or sorcery spell instead.
Counter target permanent spell.

Tidesight Invoker 4U
Creature - Merfolk Wizard (U)
Menace
7R: Draw four cards, then exile a card at random from your hand, then exile a card from your hand.
"The Artificers do not wish us to have wealth for its own sake, and the Eugenicists do not wish us to have knowledge for its own sake. Both are wrong." - Codex of Thran Heresies
2/5

Trickster's Options U
Sorcery (U)
Scry 1, then draw a card.
Reinforce 1 - 1U (1U, Discard this card: Put a +1/+1 counter on target creature.)
"We need ta weigh how ta get past the dirty Kyren flotilla - and if ye say 'ramming speed!' one more time I'll cut ye." - Captain Bracho to First Mate Gallous Fremd
Rare (3 of 5)
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Civic Charade 2UU
Instant (R)
Choose one -
• Create a token that's a copy of target artifact or enchantment.
• Copy target instant or sorcery spell. You may choose new targets for the copy.
Mercadia's "world order" is little more than the silhouette of a distant ship.

Reflectrivolver UU
Creature - Volver (R)
Reinforce 2 - 3UU
Whenever Reflectrivolver is reinforced, put an additional +1/+1 counter on and you may have it become a copy of another target creature.
Whenever another creature you control is reinforced, if Reflectrivolver is on the battlefield or in your graveyard, you may have that creature become a copy of another target creature until end of turn.
What happens when a mirror decides it can improve upon the image?
2/2

Smuggling Galley U
Creature - Human Pirate (R)
When Smuggling Galley enters the battlefield, sacrifice it unless you return a permanent with converted mana cost 2 or greater you control to its owner's hand.
3/3
Mythic (0 of 2)
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Black (14 of 42)
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Common (10 of 22)
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Cateran Ghoul B
Creature - Zombie Mercenary (C)
Recruiting is easy when you don't need to pay your lowest-level grunts.
1/2

Cateran Cutthroat 2B
Creature - Human Mercenary (C)
T: You may put a Mercenary permanent card with converted mana cost 2 or less from your hand onto the battlefield.
2/1

Deepwood Leech 3BB
Creature - Leech (C)
Lifelink
Sustained on wumpus blood, which explains their size.
3/5

Disgruntled Lumberjack 3B
Creature - Human Mercenary (C)
T, Sacrifice a Forest: Put a +1/+1 counter on Disgruntled Lumberjack.
Most wooden weapons aren't taken seriously. Most wooden weapons aren't hewn with the cruelty of Cateran axes.
3/3

Moneychanger's Disdain B
Sorcery (C)
Destroy target enchantment an opponent controls. You gain 1 life.
"The exchange rate with Saprazzan guilders is set at what, you say? By whose law? Don't make me laugh."

Poisoned on Delivery BB
Instant (C)
Target creature spell gains "When this creature enters the battlefield, it gets -13/-13 until end of turn."
"Never, ever accept a package you're not allowed to ask questions about." - Dynico, Deepwood courier

Predatory Dead 4BB
Creature - Goblin Skeleton Mercenary (C)
Deathtouch
"I've told my necromancers to reanimate Kyren whenever they can. Their cunning is stored in their bones." - Wurik
4/4

Price on Head 3BB
Sorcery (C)
Priceless (When you cast this spell, create a tapped colorless Merchandise artifact token. It has "T: Add C to your mana pool.")
Destroy target creature.

Response of the Fens 5B
Instant (C)
Create two 2/2 black Horror creature tokens with lifelink.
Reinforce 2 - 2B
When Ramos saved the horrors, they vowed to kill for him.

Sunder Hopes 2B
Instant (C)
Tactic switch - You may pay 3B rather than pay Sunder Hopes's mana cost. If you do, it targets an artifact creature or black creature instead.
Target nonartifact, nonblack creature gets -4/-4 until end of turn.
The deathly geoglyph merely suggests Orhop's face, but that is enough.
Uncommon (3 of 12)
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Baleful Harpy B
Creature - Harpy Mercenary (U)
When Baleful Harpy enters the battlefield, each player loses 3 life.
2: Baleful Harpy gains flying until end of turn.
2: Baleful Harpy gains indestructible until end of turn.
0/1

Fell Blade 1B
Instant (U)
Destroy target nonblack planeswalker.
Reinforce 1 - 1B

Hateplague Invoker 1B
Creature - Bat Mercenary Shaman (U)
Flying
7G: Exile target card from an opponent's graveyard. Create a X/X green Ooze creature token, where X is that card's converted mana cost.
"We have the means to conquer death. Why do we not treat it like any other disease: Something that all afflicted must be cured of?" - Codex of Thran Heresies
1/2
Rare (1 of 5)
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Cateran Prisoner
Creature - Demon Mercenary (R)
(Nonexistent mana costs can't be paid.)
Menace
At the beginning of your upkeep, sacrifice Cateran Prisoner unless you pay BB.
At the beginning of your end step, you lose 3 life.
"Of course letting me out will be worth your while. Don't you trust me?"
6/5
Mythic (0 of 3)
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Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.

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

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

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

Post by void_nothing » 4 years ago

Red (15 of 42)
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Common (7 of 22)
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Arc Glow R
Instant (C)
Target instant or sorcery spell can't be the target of spells or abilities.

Crowd Martyr R
Creature - Goblin Rebel (C)
When Crowd Martyr dies, you may put a Rebel permanent card with converted mana cost 2 or less from your hand onto the battlefield.
1/1

Master Headbutter 2RR
Creature - Minotaur Rebel (C)
6/1

Ogre Flame-Lobber 2R
Creature - Ogre Rebel Archer (C)
When Ogre Flame-Lobber enters the battlefield, you may pay 3. If you do, put a +1/+1 counter on Ogre Flame-Lobber and Ogre Flame-Lobber deals 1 damage to any target.
2/2

Raucous Jhovall 4R
Creature - Cat (C)
When Raucous Jhovall enters the battlefield, destroy target artifact.
Even the adults are playful, for a given value of the word.
3/3

Response of the Peaks 5R
Instant (C)
Create four 1/1 red Goblin creature tokens with haste.
Reinforce 4 - 4R
When Ramos saved the goblins, they made promises to him they could never keep.

Strafe R
Sorcery (C)
Strafe deals 3 damage to target nonred creature.
Uncommon (6 of 12)
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Arc Twist 1R
Instant (U)
Tactic switch - You may pay 3R rather than pay Arc Twist's mana cost. If you do, it targets a spell instead.
You may change the targets of target activated or triggered ability.

Desertflame 3R
Sorcery (U)
Tactic switch - You may pay 6RR rather than pay Desertflame's mana cost. If you do, it targets a player instead.
Desertflame deals 6 damage to target creature.

Hopespring Invoker 4R
Creature - Minotaur Rebel Wizard (U)
Hopespring Invoker can't be blocked except by creatures with defender.
7W: Another target creature you control gets +2/+0 and gains double strike and lifelink until end of turn. At the beginning of the next end step or if that creature would leave the battlefield, exile that creature.
"The very notion that we should remain complacent - that we should not exercise our will as the rightful rulers of this world - is the greater evil." - Codex of Thran Heresies
4/3

Kyren Deputy RR
Creature - Goblin Rebel (U)
Haste
When Kyren Deputy dies, you may put a Rebel permanent card with converted mana cost 3 or less from your hand onto the battlefield.
It is shocking to some that the Kyren have principles, much less ones they're willing to die for.
2/2

Kyren Spellblade 1RR
Creature - Goblin Wizard Rebel (U)
First strike, prowess, reach, trample
He can boast of a finishing blow taught to him by Cho-Thakran himself.
2/1

Kyren Strategist 3R
Creature - Goblin Advisor (U)
Whenever you cast a spell, if you didn't pay that spell's mana cost, put a +1/+1 counter on Kyren Strategist.
"There's always another option."
3/2
Rare (1 of 5)
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Suspicious Bargain 2R
Sorcery (R)
You may cast a nonland card from your hand without paying its mana cost. Counter that spell.
For sale by owner: Pill of immortality, lightly used.
Mythic (1 of 3)
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Ral, Conflict Generator 3RR
Legendary Planeswalker - Ral (M)
+1: Draw a card and reveal it. If it's not an instant or sorcery card, discard it unless you pay 2.
-2: Ral deals 5 damage to target creature or planeswalker. That permanent's controller draws a card.
-3: Take an extra turn after this one. At the beginning of an opponent's next turn, you lose the game.
-6: Until end of turn, whenever you cast an instant or sorcery spell, add RR to your mana pool and Ral, Conflict Generator deals X damage to target creature or player, where X is twice the number of instant and sorcery spells you've cast this turn.
{[4]}
Green (9 of 42)
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Common (4 of 22)
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Erode by Force GG
Instant (C)
Destroy target artifact or enchantment.
Reinforce 1 - 1G (1G, Discard this card: Put a +1/+1 counter on target creature.)
"Dragon engine, you say? Looks more like a mockery of Ramos to me. I will destroy the false idol!"

Quagmire Mass 1GG
Creature - Fungus Mercenary (C)
The newest ranks of the Cateran were recruited from the same place the old ones met their demise.
4/2

Response of the Woods 4G
Instant (C)
Create a 4/4 green Rhino creature token with trample.
Reinforce 1 - 1G
When Ramos saved the rhinos, they knew they were destined to guard the wild places in his name.

Thorn Channeler 2G
Creature - Dryad Mercenary (C)
Impact 1 (Whenever this creature blocks or becomes blocked by a creature, it deals 1 damage to that creature's controller.)
T: Add B or G to your mana pool.
1/2
Uncommon (3 of 12)
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Cateran Pixies 1G
Creature - Faerie Mercenary (U)
Flying
T: You may put a Mercenary permanent card with converted mana cost 1 or less from your hand onto the battlefield.
0/2

Smothersong Invoker 2G
Creature - Dryad Shaman (U)
Vigilance
7U: Counter target noncreature spell. If it's countered in this way, exile it instead of putting it in its owner's graveyard. If that spell targeted you and/or one or more permanents you control and is countered in this way, put two +1/+1 counters on Smothersong Invoker.
"The powerstones will not last us forever. We must turn to other means of vitalizing ourselves." - Codex of Thran Heresies
2/2

Wise Retort 2G
Instant (U)
Each creature targeted by target spell gets +X/+X until end of turn and each player targeted by that spell draws X cards, where X is that spell's converted mana cost.
Rare (1 of 5)
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Rutting Wumpus 1GGG
Creature - Beast (R)
Trample
Grapple (This creature can't be blocked by more than one creature.)
You look like a wumpus who's smelled his mate - Cho-Arrim expression meaning "I won't stand in your way"
5/5
Mythic (1 of 3)
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Udea of Rushwood 1GG
Legendary Planeswalker - Udea (M)
+2: Put a grove counter on target land and it becomes a Forest in addition to its other types. Tap that land.
-2: Return target card from your graveyard to your hand if its converted mana cost is equal to or less than the number of Forests on the battlefield.
-7: You get an emblem with "At the beginning of each player's upkeep and each main phase, untap all creatures and lands you control and put a +1/+1 counter on each creature you control."
{[3]}
Multi (13 of 26)
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Common (6 of 10)
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Calico Jhovall 4RW
Creature - Cat (C)
Menace, vigilance
"If he growls at you, it means he likes you. Likewise if he grabs you with his fangs and maybe shakes you around a bit." - Ta-Pari, jhovall tamer
4/3

Deep-Sea Aspidochelone 6GU
Creature - Turtle Beast (C)
Flash
Hexproof
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
4/10

Genteel Vampire 2WB
Creature - Vampire (C)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Lifelink
1/3

Jorsian Extremist 2WB
Creature - Ogre Soldier (C)
"Ramosians? Caterans? Both just terms for dangers to peace."
3/5

Oddform 2GU
Instant (C)
Exile target creature. Its controller creates your choice of a 1/1 green Snake creature token or a 4/4 green Rhino creature token with trample.

Release Essence 3RW
Sorcery (C)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Destroy target enchantment or land.
Uncommon (3 of 10)
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Cho-Madus Entangler 2RW
Creature - Goblin Rebel Soldier (U)
Impact 1 (Whenever this creature blocks or becomes blocked by a creature, it deals 1 damage to that creature's controller.)
Cho-Madus Entangler can block any number of creatures.
2/2

Coiling Ideas 5GU
Sorcery (U)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Draw three cards and create three 1/1 green Snake creature tokens.

Deathly Undertow XUR
Instant (U)
Target creature gets -X/-0 until end of turn.
Deathly Undertow deals X damage to target creature.

Deepwood Murderers BG
Creature - Dryad Mercenary (U)
Trample
When Deepwood Murderers enters the battlefield, sacrifice it unless you discard a land card.
3/4

Edacious Efreet 3RW
Creature - Efreet (U)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Flying, first strike
When Edacious Efreet enters the battlefield, each opponent gains 3 life and Edacious Efreet deals 3 damage to you.
5/1

Superior Revival 4WB
Sorcery (U)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Return target creature card from your graveyard to the battlefield.

Teleporting Gahr 3GU
Creature - Rhino Beast (U)
You may assign Teleporting Gahr's combat damage as you choose among creatures blocking it and/or defending player.
The Cho patrols found it difficult to bury their dead when their body parts were scattered from Deepwood to Rishada.
3/3
Rare (3 of 10)
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Cho-Thakran, Insurrectionist 5RW
Legendary Creature - Archon Rebel (R)
Flying, first strike, trample
Other Rebel creatures you control get +2/+0.
RW: Return target permanent card from your graveyard to the battlefield if it was put there from the battlefield this turn.
8/4

End of the Line WB
Instant (R)
Tactic switch - You may pay 3WB rather than pay End of the Line's mana cost. If you do, it targets any permanent instead.
Destroy target creature.

Wurik, Cateran Ringleader 1BG
Legendary Creature - Horror Mercenary (R)
Other Mercenary creatures you control have haste and menace.
Pay 2 life: Untap target creature. That creature gets +0/+1 until end of turn.
"These are troubled times, but that suits me and my people. We are hungry. And not only for profit."
3/2
Mythic (1 of 1)
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Kanori of the Clouded Dawn 2WU
Legendary Planeswalker - Kanori (M)
+1: Put a 1/1 white Spirit creature token with flying onto the battlefield and you gain 1 life.
-3: Creatures can't attack you or block creatures with power 1 or less you control until the beginning of your next turn.
-6: Exile the top nine cards of each player's library. You get an emblem with "1: Exile the top three cards of each player's library."
{[4]}
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void_nothing
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Post by void_nothing » 4 years ago

Colorless (13 of 29)
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Common (6 of 9)
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Null Staff 2
Artifact - Equipment (C)
Equipped creature gets +1/+1 and has hexproof.
Equip 2

Ominous Caryatid 1
Artifact Creature - Dryad (C)
2: Add one mana of any color. Activate this ability only during your turn.
1/1

Thran Avenger 4
Artifact Creature - Construct (C)
0: Thran Avenger gets -1/-0 and gains your choice of flying, haste, menace, deathtouch, or protection from multicolor until end of turn.
4/1

Thran Collector 3
Artifact Creature - Construct (C)
Flash
When Thran Collector enters the battlefield, return target multicolor permanent to its owner's hand.
0/3

Thran Juggernaut 7
Artifact Creature - Juggernaut (C)
Thran Juggernaut attacks each turn if able.
Whenever Thran Juggernaut attacks, it deals 3 damage to target multicolor creature defending player controls.
6/5

Thran Runner 0
Artifact Creature - Construct (C)
Haste, trample
At the beginning of the end step, sacrifice Thran Runner.
Some Thran constructs were built to last, and some were built for the opposite.
1/1
Uncommon (7 of 11)
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Amulet of Adaptiveness 2
Artifact (U)
T: Add G to your mana pool. Activate this ability only if you control a basic Island.
T: Add U to your mana pool. Activate this ability only if you control a basic Forest.

Amulet of Blasphemy 2
Artifact (U)
T: Add W to your mana pool. Activate this ability only if you control a basic Swamp.
T: Add B to your mana pool. Activate this ability only if you control a basic Plains.

Amulet of Fluidity 2
Artifact (U)
T: Add U to your mana pool. Activate this ability only if you control a basic Mountain.
T: Add R to your mana pool. Activate this ability only if you control a basic Island.

Amulet of Treachery 2
Artifact (U)
T: Add B to your mana pool. Activate this ability only if you control a basic Forest.
T: Add G to your mana pool. Activate this ability only if you control a basic Swamp.

Amulet of Zeal 2
Artifact (U)
T: Add R to your mana pool. Activate this ability only if you control a basic Plains.
T: Add W to your mana pool. Activate this ability only if you control a basic Mountain.

Magistrate's Rod 3
Artifact - Equipment (U)
Equipped creature gets +3/+2 and has "Protection abilities don't remove permanents you control attached to this creature."
At the beginning of your upkeep, if Magistrate's Rod is attached to a creature, choose odd or even, then flip a coin. If you win the flip, equipped creature gains protection from converted mana costs of the chosen value until end of turn. If you lose the flip, unattach Magistrate's Rod.
Equip 3

Snake Basket 4
Artifact (U)
X, Sacrifice Snake Basket: Create X 1/1 green Snake creature tokens. Activate this ability only any time you could cast a sorcery.
Not everything sold by the Denizens of Deepwood Pet Shop stall was exactly a pleasant companion.
Rare (0 of 8)
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.
Mythic (0 of 1)
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Land (27/27)
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Common (2 of 2)
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False Henge
Land (C)
T: Add C to your mana pool.
1, T: Add one mana of any color to your mana pool.
The Cho-folk worship the Thran craters. The Saprazzans suspect them, the Cateran Guild fears them, the Kyren wish to exploit them, and only the dryads of Rushwood know them.

Terramorphic Expanse
Land (C)
T, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
Rare (5 of 5)
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Cho Heath
Land (R)
Cho Heath enters the battlefield tapped.
T: Add W or B to your mana pool. Then you may sacrifice Cho Heath. If you do, add C to your mana pool.

Cateran Broodthrone
Land (R)
Cateran Broodthrone enters the battlefield tapped.
T: Add B or G to your mana pool. Then you may sacrifice Cateran Broodthrone. If you do, add C to your mana pool.

Farglade of Rushwood
Land (R)
Farglade of Rushwood enters the battlefield tapped.
T: Add G or U to your mana pool. Then you may sacrifice Farglade of Rushwood. If you do, add C to your mana pool.

Ex-Magistrate's Scarp
Land (R)
Ex-Magistrate's Scarp enters the battlefield tapped.
T: Add R or W to your mana pool. Then you may sacrifice Ex-Magistrate's Scarp. If you do, add C to your mana pool.

Rishadan Brewery
Land (R)
Rishadan Brewery enters the battlefield tapped.
T: Add U or R to your mana pool. Then you may sacrifice Rishadan Brewery. If you do, add C to your mana pool.
Basic (20 of 20)
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Plains
Basic Land - Plains (B)

Plains
Basic Land - Plains (B)

Plains
Basic Land - Plains (B)

Plains
Basic Land - Plains (B)

Island
Basic Land - Island (B)

Island
Basic Land - Island (B)

Island
Basic Land - Island (B)

Island
Basic Land - Island (B)

Swamp
Basic Land - Swamp (B)

Swamp
Basic Land - Swamp (B)

Swamp
Basic Land - Swamp (B)

Swamp
Basic Land - Swamp (B)

Mountain
Basic Land - Mountain (B)

Mountain
Basic Land - Mountain (B)

Mountain
Basic Land - Mountain (B)

Mountain
Basic Land - Mountain (B)

Forest
Basic Land - Forest (B)

Forest
Basic Land - Forest (B)

Forest
Basic Land - Forest (B)

Forest
Basic Land - Forest (B)
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Morpic_Tide
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Post by Morpic_Tide » 4 years ago

void_nothing wrote:
4 years ago
Major Themes: Surprises, creativity, instants and sorceries matter
Splice and Prowess are natural fits for having Instants and Sorceries matter, and Prowess has become a recurring mechanic in Blue. A variation on Morph would also work well with secrecy, maybe reuse Manifest and have separate turn-up effects, both as an alternative to Morph costs (leaving imprecise information on what's being turned face up) and as a way to set off things that are Manifested without . I could see a new cycle of Rhystic cards (perhaps a mono-color Uncommon cycle and allied-color Rare cycle?) that are modeled on Rhystic Scrying, where the downside could actually be an upside with a small number of other cards and recoverable with a wider selection.

The point being that, in-block, they're not going to be able to be assumed to have that extra upside, such as having a Rhystic Reanimation in Black that forces a sacrifice or makes it one-turn if the opponent pays the cost (perhaps have the mechanic be altered to the extra cost being payed before your side of the effect, so you go with the least-bothersome ), but the instants/Flash-speed permanents to do this are few in number. Perhaps just two, to start with, one higher-cost and one lower-cost, so it's not an automatic assumption of which of the two is available if the mana for both is open.

And importantly, if it's going to be an Instants and Sorceries Matter set, then that mana cost becomes much more important because it's a likely assumption of design that everyone, regardless of deck archetype, is going to have Instants they'd rather play, making it an added layer of genuine decision making.
void_nothing wrote:
4 years ago
Minor Themes: Mini-games, alternate wins, multicolor versus colorless
...Be very careful with how the mini-games work, because Shahrazad is one of spectacularly few cards banned in Vintage because of how hard it breaks the game. Ideally, it'd be a part of a turn, perhaps stuff like forcing an extra, smaller, combat step that allows for bypassing the wider board state to dunk on a select number of enemy creatures.

Alternate wins can be simple, if we're allowing for decking out and Ye Olde Poison, or become exceedingly complicated, such as a rare in each color akin to Atemsis, All Seeing, awarding victory/forcing defeat if you line up some specific subset of a major part of the color identity.

Multicolor vs. Colorless means Artifacts, Eldrazi or whatever's up with Ugin facing off against... Some kind of coalition. Could bring back Mercenaries and Rebels, spreading them throughout the color pie and using the recruit effects to replace much of the usual color-fixing, maintaining health in the wider rotational format by avoiding assistance to tri-color deck consistency outside manageable archetypes.

Hybrid-generic mana could be used to both break the recruit sequences without removing recruiter slots outright and further mitigate the need for color-fixing, while also assisting the colorless theme by allowing for "colorless matters" mechanics and generic-mana ramp to tie into more than just whatever variety of colorless is being used by being able to substitute for colors on key cards.

Tying Mercenaries and Rebels to the "Instants and Sorceries" theme is quite simple, as you can just have whatever mechanics are used for that have some presence among them, while also being able to isolate things that'd be a problem to have commonplace tutors for by both measuring the cost to delay it out to where counterplay is available and by simply not including it in the tutor-fest of Mercenaries and Rebels.

Having Mercenaries and Rebels compete could be done, in part, by varying their recruit mechanics, with Mercenaries being able to "split the budget" in recruiter-specific ways, while Rebels buff up the recruit so you're getting your mana's worth in stats regardless of what you grab, alongside Mercenaries being more versatile on a per-creature basis while Rebels settle for their recruiting of one-off solutions.

Both can tie into the other themes themselves, such as there being an Artifact-searching Mercenary recruiter and a Rebel recruiter that casts a spell onto the recruited creature, further assisting the use of them as "glue" to minimize the footprint of the more "basic" creature functions necessary for the games to play out properly, minimizing the randomness of non-games due to basic stuff like answering Flying. And also making them usable outside the tribal strategies by letting you just throw in one recruiter with the appropriate secondary recruit and a few useful-to-your-strategy recruits to target with it.

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archemediesx
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Post by archemediesx » 4 years ago

Funny that in the Mercadian Masques block, only the Mercadian Masques set actually took place on Mercadia. Any thought to turning Mercadian Mysteries in a functional remake, or finish out the block on the plane?
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void_nothing
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Post by void_nothing » 4 years ago

archemediesx wrote:
4 years ago
Funny that in the Mercadian Masques block, only the Mercadian Masques set actually took place on Mercadia. Any thought to turning Mercadian Mysteries in a functional remake, or finish out the block on the plane?
Actually, not so much. There's only one mechanical theme that I want to take (I suppose you'll see what that is) and storywise I find it better to push the timeline ahead. Again: You'll see.
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void_nothing
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Post by void_nothing » 4 years ago

Have ported over what I had in the thread on MTGS - only one change from the last Salvation version, and that would be changing Ramosnaut from common to uncommon. I keep going back and forth on this; I'm not sure if it would make for a good Limited or not to have things like that at common.

Tactic switch is pending possible rewording.
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Post by folding_music » 4 years ago

Here's a question - I notice a lot of the commons you design have very little text and just act like limited 4th to 14th picks; do you mentally balance the set as though it'd be played in limited? cos that's pretty impressive. I could understand and humour the impulse to add weird, minor abilities to a common so that it hits the reader as an interesting card but maybe the restraint works better.

Rolling Tactics shift around in my mind I was wondering if, instead of just being a way of dodging the card's own prerequisites, it could be an actual swerve in play that let you target a proxy target then switch to the actual target you had in mind upon resolution?

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void_nothing
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Post by void_nothing » 4 years ago

Target fakeouts is certainly a thing and a potentially interesting one - but there are timing and complexity and comprehensibility issues that would have to be worked out, and it's just not what I want tactic switch to be. I have it set as effectively a modal ability and I like it where it is.

The set is fully designed for NWO and Limited in mind meaning there's not going to be that much complexity or that much power at common, yes. The really strong stuff should be at uncommon to rare; my mythics are ideally going to be at that place for story importance or mechanical uniqueness before power level, although I definitely want powerful mythics and I accept that some designs are so strong in Limited that they have to go to mythic rather than rare.
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Post by void_nothing » 2 years ago

Slowly updating. One day, after all these years, MYS will be finished.
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Post by SecretInfiltrator » 2 years ago

I'm confused as to what exactly Orhop is. Hair from which cotton is made, but a face horrible enough to sunder hopes... Is that a concept similar to Ramos where the deified being's name is just used for a random (albeit precious) cotton tree?

Speaking of Sunder Hopes, I think for the tactic switch you want a wording that makes it .unambiguously clear you mean "artifact creature" or "black creature" rather than "artifact" or "black creature"

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void_nothing
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Post by void_nothing » 2 years ago

Orhop is Ramos's evil brother, the Satan of the Ramosian religion. Unlike Ramos, who is a definitely real entity, Orhop is likely just a myth.

That wording IS better, thanks.
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