[EFE] Escape From Equilor

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shukkets
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Post by shukkets » 4 years ago

Escape From Equilor
Set Size: 250 (101 Commons, 80 Uncommons, 54 Rares, 15 Mythics)
Themes
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Time
Ancient Magic & Secrets
A Perpetually Dying World
Break-Ins and Breakouts
Mechanics
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Aeon - It's essentially Suspend but in reverse. Found only on sorcery cards. Doesn't exist at common due to complexity.

Example:
Ancient Growth G
Sorcery (U)
Aeon 1G (Rather than cast this card from your hand, pay 1G and exile it with a time counter on it. At the beginning of your upkeep, you may put a time counter on this card. If you don't, put it into your graveyard, then cast a copy of it without paying its mana cost for each time counter on it.)
Put a +1/+1 counter on target creature you control.

Quantum - A batching term used to express time magic among permanents. (Permanents with haste, first strike, double strike, and flash are quantum)

Example:
Aid From The Past 1W
Sorcery (U)
Return target creature card with power 3 or less to your hand. If target creature is quantum, return it to the battlefield instead.


Bleed - Similar to Phyrexian mana, but only pays for generic costs. Represents the usage of flesh magic, one of the oldest kinds of magic and the primary tool of Equilor's fleshscape denizens.

Example:
Bloodhill Sphinx 4R
Creature - Sphinx Shaman (R)
Bleed (You can pay for 1 of this spells mana cost for every 2 life you pay as you cast it.)
Flying
Whenever you pay life as a cost to cast a spell, you may exile the top card of your library. Until the end of your next turn, you may play that card.
4/3
Limited Archetypes
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WU - Quantum EtB
UB - Exile
BR - Pain For Penalty
RG - Pain For Progress
GW - From the Graveyard
WB - Spirit Tribal
UR - Quantum Time Counters
BG - To The Graveyard
RW - Quantum Aggro
GU - Scry
Story Spotlight Cards
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ACT I

Cnidia's Game 2C
Sorcery (R)
Choose a card you own from your graveyard, library, exile, or from outside the game and add it to your hand. Shuffle your library if you searched it this way.
---
Oh? To think you were here, right under my nose, these past few millennia. How naughty of you. But don't worry, I'll forgive you; provided that you entertain me properly."
Story Spotlight Act I (1/3)

Jail Break 2BR
Sorcery (R)
Exile all artifacts and enchantments.
Until end of turn, creatures you control have +2/+1 and haste.
Story Spotlight Act 1 (2/3)

Escape Plan 2U
Instant (R)
Return any number of target nonland permanents you control to their owner's hands. Then, draw X cards and untap up to X target lands where X is the number of permanents that left the battlefield this way.
"The rules of the multiverse have changed since we were first imprisoned here, several times over for some of us. We can no longer just brute force our way across the Eternities; in order to leave this world, a planeswalking spark is a necessity. -Gar Zadeel
Story Spotlight Act 1 (3/3)

ACT II

Unseen Infiltration 1UB
Instant (U)
Unseen Infiltration is colorless.
Creatures you control can't be blocked and gain hexproof until end of turn.
If you control three or more attacking creatures, each opponent discards two cards.
---
The Elder Ascendants place all of their focus on observing the rest of the multiverse, neglecting their own world in the process. With their ambivalence, breaking into the Atmarium undetected was simple.
Story Spotlight Act II (1/6)

Spark Acquisition 4B
Enchantment (R)
When Spark Acquisition enters the battlefield, exile any number of target planeswalker cards from all graveyards.
Creatures you control enter the battlefield with X additional +1/+1 counters and planeswalkers you control enter the battlefield with X additional loyalty counters where X is the number of planeswalkers exiled by Spark Acquisition.
---
Shio's expression hardened as he noted a single grim fact: there wasn't enough for everyone.
Story Spotlight Act II (2/6)

Predominance 2G
Enchantment - Aura (U)
Enchant creature
Enchanted creature has protection from creatures with lesser power.
---
How do you stand up to a being with a thousand times your power and experience? Answer: you don't.
Story Spotlight Act II (3/6)

Gift of Hope 1WW
Instant (U)
Put a +1/+1 counter on each creature you control and a loyalty counter on each planeswalker you control.
You gain 4 life.
---
"My sister and I function as a single entity, we can make do with a single planeswalker spark. As the one who freed us from our internment, please accept our spare as a token of our gratitude." Gar Zadeel to Koppa Valner
Story Spotlight Act II (4/6)

ACT III

Card Set 17/250
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Colorless (1/16)
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Cnidia's Game 2C
Sorcery (R)
Choose a card you own from your graveyard, library, exile, or from outside the game and add it to your hand. Shuffle your library if you searched it this way.
---
Oh? To think you were here, right under my nose, these past few millennia. How naughty of you. But don't worry, I'll forgive you; provided that you entertain me properly."
Story Spotlight Act I (1/3)
White (2/37)
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Gift of Hope 1WW
Instant (U)
Put a +1/+1 counter on each creature you control and a loyalty counter on each planeswalker you control.
You gain 4 life.
---
"My sister and I function as a single entity, we can make do with a single planeswalker spark. As the one who freed us from our internment, please accept our spare as a token of our gratitude." Gar Zadeel to Koppa Valner
Story Spotlight Act II (4/6)

Karitam Edgewalker W
Creature - Kor Nomad (C)
Karitam Edgewalker is colorless.
T, Tap an untapped colorless permanent you control: Add C.
0/2
---
The edgewalkers straddle the habitable and non-habitable zones, hoping to supplement one through the other.
Blue (2/37)
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Escape Plan 2U
Instant (R)
Return any number of target nonland permanents you control to their owner's hands. Then, draw X cards and untap up to X target lands where X is the number of permanents that left the battlefield this way.
"The rules of the multiverse have changed since we were first imprisoned here, several times over for some of us. We can no longer just brute force our way across the Eternities; in order to leave this world, a planeswalking spark is a necessity. -Gar Zadeel
Story Spotlight Act 1 (3/3)

Extrapolating Voidmage 1U
Creature - Eye Wizard (C)
Extrapolating Voidmage is colorless.
T: Add C.
1/1
---
"The idea of zero is relative to what you're observing or measuring. Once you realize that nothingness is itself something, you can begin to figure out how to harness it." -Mishka, Karya collegiate
Black (2/37)
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Spark Acquisition 4B
Enchantment (R)
When Spark Acquisition enters the battlefield, exile any number of target planeswalker cards from all graveyards.
Creatures you control enter the battlefield with X additional +1/+1 counters and planeswalkers you control enter the battlefield with X additional loyalty counters where X is the number of planeswalkers exiled by Spark Acquisition.
---
Shio's expression hardened as he noted a single grim fact: there wasn't enough for everyone.

Withered World 1B
Enchantment - Aura (C)
Enchant land
Withered World is colorless.
Enchanted land loses all abilities and land types and gains "T: Add C."
---
"This world is dead. Not dying, dead. Whatever quirk is keeping this place from collapsing, I can't begin to guess." -Shio, the last Razenite

Story Spotlight Act II (2/6)
Red (0/37)
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Green (1/37)
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Predominance 2G
Enchantment - Aura (U)
Enchant creature
Enchanted creature has protection from creatures with lesser power.
---
How do you stand up to a being with a thousand times your power and experience? Answer: you don't.
Story Spotlight Act II (3/6)
Multicolor (2/27)
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Jail Break 2BR
Sorcery (R)
Exile all artifacts and enchantments.
Until end of turn, creatures you control have +2/+1 and haste.
Story Spotlight Act 1 (2/3)

Unseen Infiltration 1UB
Instant (U)
Unseen Infiltration is colorless.
Creatures you control can't be blocked and gain hexproof until end of turn.
If you control three or more attacking creatures, each opponent discards two cards.
---
The Elder Ascendants place all of their focus on observing the rest of the multiverse, neglecting their own world in the process. With their ambivalence, breaking into the Atmarium undetected was simple.
Story Spotlight Act II (1/6)
Artifact (1/13)
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Powerstone Remnant 3
Artifact (C)
T: Add C or one mana of any color.
---
Powerstones only form on worlds that have presided as the nexus of the multiverse, of which there have only been six. The second, Equilor and the fifth, Dominaria, are the only worlds to have survived no longer being so.
Land (6/9)
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Flattened Spires
Land (C)
Flattened Spires enters the battlefield tapped.
T: Add R or C.

Petrified Woodland
Land (C)
Petrified Woodland enters the battlefield tapped.
T: Add G or C.

Remnant Fen
Land (C)
Remnant Fen enters the battlefield tapped.
T: Add B or C.

Stagnant Sea
Land (C)
Stagnant Sea enters the battlefield tapped.
T: Add U or C.

Wastes
Basic Land (C)
(T: Add C.)

Withered Prairie
Land (C)
Withered Prairie enters the battlefield tapped.
T: Add W or C.
Last edited by shukkets 4 years ago, edited 19 times in total.

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shukkets
Posts: 73
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Post by shukkets » 4 years ago

Common Design Skeleton
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CC01 - ~Everyone's Bear~ 2
Creature - Spirit
2/2

CC02 - "Eon Fog Jellyfish" 3
Creature - Jellyfish
Flying
1C: CARDNAME gains deathtouch until end of turn.
1/3

CC03 - Dust Feeder 5
Creature - Slug
1: Add C
3/4

CC04 - Glimpse of Void C
Sorcery
Exile target creature, then return it to the battlefield under its owner's control.

CC05 - "Atomize" 4C
Instant
Exile target creature.

CW01 - Karitam Edgewalker W
Creature - Kor Nomad
Karitam Edgewalker is colorless.
T, Tap an untapped colorless permanent you control: Add C.
0/2

CW02 - "Accel Blade Soldier" W
Creature - Human Solider
First Strike
1/1

CW03 - creature, small, flying, etb life gain
CW04 - creature, small, flying
CW05 - creature, small
CW06 - creature, small

CW07 - Greater Shikra 3W
Creature - Bird
Flying, first Strike
3/2

CW08 - "Lightspeed Curtain" 3W
Creature - Elemental Wall
Defender, flash
When CARDNAME EtB, it gets +3/+0 until end of turn.
0/5

CW09 - "Karitam Caravan" 4W
Creature - Nomad
CARDNAME is colorless.
Whenever you cast a colorless spell, tap or untap target creature,
3/3

CW10 - Ancient Ibex 2W
Creature - Goat
2/3

CW11 - instant, boon, +first strike
CW12 - instant, removal
CW13 - instant
CW14 - sorcery
CW15 - sorcery
CW16 - sorcery
CW17 - enchantment, aura, flash

CU01 - Extrapolating Voidmage 1U
Creature - Eye Wizard
Extrapolating Voidmage is colorless.
T: Add C.
1/1

CU02 - Fog Sphere 3U
Creature - Elemental Wall
Defender, flash, flying
Whenever you cast a quantum spell,...
0/3

CU03 - creature, small, flying
CU04 - creature, small
CU05 - creature, small
CU06 - creature, medium, flying
CU07 - creature, medium
CU08 - creature, medium
CU09 - instant
CU10 - instant
CU11 - instant
CU12 - instant
CU13 - sorcery
CU14 - sorcery
CU15 - sorcery

CU16 - Lynch-Pin Tampering 1U
Sorcery
Return target permanent to its owner's hand. If a legendary permanent is targeted this way, draw a card.
---
With a woosh of aether, Jal'kal'm vanished, causing the eon fog collapse inward. With nothing left standing in their way, the newly sparked planeswalkers fled into the wider multiverse, save for one.

CU17 - enchantment, aura

CB01 - creature, small
CB02 - creature, small
CB03 - creature, small
CB04 - creature, small
CB05 - creature, small
CB06 - creature, medium
CB07 - creature, medium, grave trigger
CB08 - creature, medium
CB09 - creature, medium
CB10 - instant
CB11 - instant
CB12 - instant
CB13 - sorcery
CB14 - sorcery
CB15 - sorcery
CB16 - sorcery

CB17 - Withered World 1B
Enchantment - Aura
Enchant land
Withered World is colorless.
Enchanted land loses all abilities and land types and gains "T: Add C."
---
"This world is dead. Not dying, dead. Whatever quirk is keeping this place from collapsing, I can't begin to guess." -Shio, the last Razenite

CR01 - creature, small, colorless
CR02 - creature, small
CR03 - creature, small
CR04 - creature, small
CR05 - creature, small
CR06 - creature, medium, draw trigger
CR07 - creature, medium
CR08 - creature, medium
CR09 - creature, large
CR10 - instant
CR11 - instant
CR12 - instant
CR13 - instant
CR14 - sorcery
CR15 - sorcery
CR16 - sorcery
CR17 - enchantment, aura

CG01 - creature, small
CG02 - creature, small
CG03 -. creature, small
CG04 - creature, small
CG05 - creature, small
CG06 - creature, medium, pain trigger
CG07 - creature, medium
CG08 - creature, medium
CG09 - creature, large
CG10 - creature, large, colorless
CG11 - instant
CG12 - instant
CG13 - instant
CG14 - sorcery
CG15 - sorcery
CG16 - sorcery
CG17 - enchantment, aura

CA01 - creature, small
CA02 - creature, small
CA03 - equipment
CA04 - equipment

CA05 - Powerstone Remnant 3
Artifact
T: Add C or one mana of any color.
---
Powerstones only form on worlds that have presided as the nexus of the multiverse, of which there have only been six. The second, Equilor and the fifth, Dominaria, are the only worlds to have survived no longer being so.

CL01 - Withered Prairie
Land
Withered Prairie enters the battlefield tapped.
T: Add W or C.

CL02 - Stagnant Sea
Land
Stagnant Sea enters the battlefield tapped.
T: Add U or C.

CL03 - Remnant Fen
Land
Remnant Fen enters the battlefield tapped.
T: Add B or C.

CL04 - Flattened Spires
Land
Flattened Spires enters the battlefield tapped.
T: Add R or C.

CL05 - Petrified Woodland
Land
Petrified Woodland enters the battlefield tapped.
T: Add G or C.

CL06 - Wastes
Basic Land
(T: Add C.)
Uncommon Design Skeleton
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UC01
UC02
UC03
UC04
UC05

UW01 - creature, small
UW02 - creature, small
UW03 - creature, small
UW04 - creature, small
UW05 - creature, medium
UW06 - creature, medium
UW07 - creature, medium
UW06 - instant

UW09 - Gift of Hope 1WW
Instant
Put a +1/+1 counter on each creature you control and a loyalty counter on each planeswalker you control.
You gain 4 life.

UW10 - sorcery

UW11 - enchantment, flash, cage, colorless
UW12 - enchantment, aura

UU01
UU02
UU03
UU04
UU05
UU06
UU07
UU08
UU09
UU10
UU11
UU12

UB01
UB02
UB03
UB04
UB05
UB06
UB07
UB08
UB09
UB10
UB11
UB12

UR01
UR02
UR03
UR04
UR05
UR06
UR07
UR08
UR09
UR10
UR11
UR12

UG01
UG02
UG03
UG04
UG05
UG06
UG07
UG08
UG09
UG10
UG11
UG12

UZ01 - Cnidia's Familiar WU
Creature - Jellyfish Mutant
CARDNAME is colorless.
Flying. flash
CARDNAME has deathtouch for as long as it is blocking.
1/3

UZ02 - Unseen Infiltration 1UB
Instant
Unseen Infiltration is colorless.
Creatures you control can't be blocked and gain hexproof until end of turn.
If you control two or more colorless creatures, each opponent discards two cards.

UZ03 - Fleshfire Stoking BR
Enchantment
Whenever you pay life as a cost to cast a spell or activate an ability, you may pay 1. If you do, CARDNAME deals 2 damage to any target.

UZ04 - Fleshwood Invoker 1RG
Creature - Elf Shaman
Whenever you cast a creature spell, if you paid life as a cost to cast that spell, draw a card.
Whenever you cast a noncreature spell, if you paid life as a cost to cast that spell, put a +1/+1 counter on CARDNAME.
2/2

UZ05 - Twilight Sage 3GW
Creature - Spirit Elf
Vigilance
Spells and abilities cast or activated from your graveyard cost 1 less to cast or activate.
Spells and abilities you control that target cards in your graveyard cost 1 less to cast or activate.
2/5

UZ06 - Altar of Ascension 2WB
Enchantment
Whenever a creature or planeswalker card leaves a graveyard, create a 1/1 colorless Spirit creature token.
3: Exile target card in a graveyard.

UZ07 - Veil of Ages UR
Enchantment - Aura
Flash
Enchant creature
Whenever you draw a card for the second time in a turn, put a +1/+1 counter on enchanted creature.
1UR: Enchanted creature gains hexproof until end of turn. Activate this ability only if enchanted creature is quantum.

UZ08 - Castoff Reaver 2BG
Creature - Spirit Horror
Whenever you pay life as a cost to cast a spell or activate an ability, you may exile a card from your hand or graveyard at random. If you do, create a 2/2 black Zombie creature token.
2/3

UZ09 - Temporal Soldier RW
Creature - Kor Soldier
Flash
Other quantum creatures you control get +1/+1.
2/2

UZ10 - Wise Eye 3GU
Creature - Eye Druid
When Wise Eye enters or leaves the battlefield, draw a card.
When Wise Eye dies, you gain life equal to the number of cards in your hand.
3/4

UA01
UA02
UA03
UA04
UA05
Rare Design Skeleton
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RC01
RC02
RC03
RC04
RC05

RW01
RW02
RW03
RW04
RW05
RW06

RU01
RU02
RU03
RU04
RU05
RU06

RB01
RB02
RB03
RB04
RB05
RB06

RR01
RR02
RR03
RR04
RR05
RR06

RG01
RG02
RG03
RG04
RG05
RG06

RZ01
RZ02 - legendary creature/meld walker (Ayin of Ayinor/Ay Shioval, the Three-Fold)
RZ03

RZ04 - Jail Break 2BR
Sorcery
Exile all artifacts and enchantments.
Until end of turn, creatures you control have +2/+1 and haste.

RZ05 - legendary creature/meld walker (Koppa Valner/Ay Shioval, the Three-Fold)
RZ06
RZ07
RZ08
RZ09
RZ10 - legendary creature/meld walker (Shio, the Last Razenite/ Ay Shioval, the Three-Fold)
RZ11
RZ12
RZ13
RZ14

RA01
RA02

RL01
RL02
RL03
Mythic Design Skeleton
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MC01 - planeswalker (Cnidia)

MW01 - legendary creature/flip walker (Gar Zadeel//Gar the Conceiver)

MW02 - "Ouroboros Dragon" 3WW
Creature - Dragon
Flying, lifelink
Whenever CARDNAME dies or is exiled from the battlefield, you may put it on to the top or bottom of its owner's library.
3/3


MU01 - legendary creature/flip walker (Darsa the All-Seeing//Darsa, Apex Visionary)

MU02 - Hydra of the Depths 5U
Creature - Hydra Leviathan
Whenever you cast a spell, create a token that is a copy of Hydra of the Depths.
Hydra of the Depths gets +1/+1 for each creature named Hydra of the Depths you control.
2/2

MB01 - legendary creature/flip walker (Belle Z'ba//Belle the Gourmand)

MB02 - Angel of Death 4B
Creature - Angel Skeleton
Flying, deathtouch
Whenever Angel of Death deals combat damage to a player, that player sacrifices a creature or planeswalker.
3/5

MR01 - legendary creature/flip walker (Hsthion the Terrible//Hsthion, Tyrant of Lumarais)

MR02 - Bloodscrying Sphinx 4R
Creature - Sphinx Shaman
Flying, haste
Whenever you draw a card for the first time in a turn, you may reveal that card. If you do, Bloodscrying Sphinx deals damage to target opponent equal to the revealed card's converted mana cost.
2R: Scry 1. Then, you may discard a card and draw card.
4/4

MG01 - legendary creature/flip walker (Udgaula the Crawler//Udgaula the Infestation)

MG02 - Hungering Maw 5G
Creature - Demon Beast
Reach, vigilance
Whenever a creature dies, put a +1/+1 counter on Hungering Maw.
Whenever a creature card is exiled from its owner's graveyard, put two +1/+1 counters on Hungering Maw.
4/4

MZ01
MZ02 - Infinity Blade RW
Legendary Artifact - Equipment
Equipped creature gets +1/+0 and has haste and "Whenever this creature attacks or blocks, you may pay 2X. If you do, this combat phase gains X additional combat damage steps before the primary combat damage step. This creature deals combat damage during each combat damage step."
Equip (R/W)

MZ03 - legendary creature (Council of Ascendants)

MA01 - Jal'kal'm, the Projector Spire 6
Legendary Artifact
Indestructible
You may cast spells any time you could cast an instant.
Each opponent can only cast spells any time they could cast a sorcery.
Change the text of permanents you control by removing all instances of "Activate this ability only any time you could cast a sorcery."
Last edited by shukkets 4 years ago, edited 36 times in total.

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shukkets
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Post by shukkets » 4 years ago

I'm starting with colorless mana as-fan. I want to make sure there is enough colorless mana sources at common. I drafted colorless in Oath of the Gatewatch and snow in Modern Horizons and both experiences were...poor, to say the least, because I couldn't ever get the right mana in time if at all.

There are five taplands lined up. In this instance, they take the basic land slot in each booster pack the same way guildgates do in Ravnica sets.

Adding a Wastes reprint. It's taking a common slot.

Tentative colorless fixing allocations:
CW01 - creature ,small, colorless fixer
CU01 - creature, small, colorless mana dork
CB17 - enchantment, aura, colorless fixer
CA05 - mana rock

Might add one in the CC01-CC05 slots.

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shukkets
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Post by shukkets » 4 years ago

CW01 - White mana dork W
Creature - Human Cleric
CARDNAME is colorless.
T, Tap an untapped colorless permanent you control: Add C.
1/1

If white can have convoke, it should be able to get mana dorks.
---------------------------------

CU01 - Blue Mana Dork 1U
Creature - Eye Wizard
CARDNAME is colorless.
T: Add C.
1/1

Blue usually has a caveat about what its mana can be spent on. Not here, though. Also, while the creature type in this instance is not final, sapient eyeballs will definitely be a thing in my rendition of Equilor.

---------------------------------

CB17 - Land Bleach 2B
Enchantment - Aura
Enchant land
CARDNAME is colorless.
Enchanted land loses all land types and abilities and gains "T: Add C."

Fix your colors or hose your opponents colors. I wanted to use the Spreading Seas wording but that wouldn't work since that ability is dependent on basic land types. I used the Alpine Moon wording instead.

-----------------------------------

CA05 - Mana Rock No. 3K 3
Artifact
T: Add C or one mana of any color.

It's your typical 3-drop common mana rock, nothing special. I don't think there has ever been a common mana rock that produced both colorless mana and mana of any color, though.

-------------------------------------
For CC01-CC05 I was thinking of something along the lines of:

Bleaching 3?
Sorcery
Choose one:
-Add CCC.
-Permanents you control become colorless until end of turn.

Dust Feeder 5?
Creature - Trilobite Beast
1: Add C.
3/3

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shukkets
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Post by shukkets » 4 years ago

I've finalized these two, at least.

CB17 - Withered World 1B
Enchantment - Aura
Enchant land
Withered World is colorless.
Enchanted land loses all abilities and land types and gains "T: Add C."
---
"This world is dead. Not dying, dead. Whatever quirk is keeping this place from collapsing, I can't begin to guess." -Shio, the last Razenite

CA05 - Powerstone Remnant 3
Artifact
T: Add C or one mana of any color.
---
Powerstones only form on worlds that have presided as the nexus of the multiverse, of which there have only been six. The second, Equilor and the fifth, Dominaria, are the only worlds to have survived no longer being so.

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Post by void_nothing » 4 years ago

Withered World, odd as this sounds, feels maybe more blue? I like it in black for flavor, but blue has a long history of turning lands into Islands and turning other stuff colorless; then again, black turns lands into Swamps sometimes although perhaps more archaically and less often. Fine where it is, ultimately; good take on black land removal.

Powerstone Remnant is a fine mana rock but that flavor text is unnerving. Great world-building. (Isn't Equilor's whole DEAL that it's the oldest known plane, and hence your colorless and "wasting away" themes? What - what was the first nexus??? I guess this either becomes significant or it's a deliberate mystery that we're not meant to know but only theorize about.)
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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shukkets
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Post by shukkets » 4 years ago

void_nothing wrote:
4 years ago
Withered World, odd as this sounds, feels maybe more blue? I like it in black for flavor, but blue has a long history of turning lands into Islands and turning other stuff colorless; then again, black turns lands into Swamps sometimes although perhaps more archaically and less often. Fine where it is, ultimately; good take on black land removal.
Thank you. Originally, black's colorless fixer was gonna be just another mana dork in the same vein as Kozilek's Translator, but I really didn't want that many mana dorks.
void_nothing wrote:
4 years ago
Powerstone Remnant is a fine mana rock but that flavor text is unnerving. Great world-building. (Isn't Equilor's whole DEAL that it's the oldest known plane, and hence your colorless and "wasting away" themes? What - what was the first nexus??? I guess this either becomes significant or it's a deliberate mystery that we're not meant to know but only theorize about.)
Don't worry, Equilor is still the oldest known plane. After all, if someone asked you who the oldest person in the room was, you wouldn't answer by pointing at the urn full of your great granmama's ashes a say "That gal there", would you?

As to whether or not it becomes significant? All in good time...all in good time.

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shukkets
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Post by shukkets » 4 years ago

With this, my on color common colorless fixers are done, unless I do decide to do a colorless nonartifact. Still not sure.

CW01 - Karitam Edgewalker W
Creature - Kor Nomad (C)
Karitam Edgewalker is colorless.
T, Tap an untapped colorless permanent you control: Add C.
0/2
---
The edgewalkers straddle the habitable and non-habitable zones, hoping to supplement one through the other.

CU01 - Extrapolating Voidmage 1U
Creature - Eye Wizard (C)
Extrapolating Voidmage is colorless.
T: Add C.
1/1
---
"The idea of zero is relative to what you're observing or measuring. Once you realize that nothingness is itself something, you can begin to figure out how to harness it." -Mishka, Karya collegiate

I also have this.

CC01 - "Everyone's Bear" 2
Creature - Spirit
2/2

Everyone gets 2/2's for 2 these day, so might as while make it official.

I want to get my ten two-color uncommons out of the way. As with all sets made in this era of design, these cards are all archetype guides.

WU - colorless matters, quantum matters
UB - colorless matters (Unseen Infiltration)
BR - paying life matters
RG - paying life matters, drawing cards matters
GW - graveyard matters, possibly Spirit support
WB - colorless matters, graveyard matters, possibly Spirit support
UR - quantum matters, drawing cards matters
BG - paying life matters, graveyard matters, possibly Spirit support
RW - quantum matters
GU - drawing cards matters

Lastly, I've slotted the escapees, they who shall be attempting to escape from Equilor, into the design skeleton.

RZ02 - legendary creature/meld walker (Ayin of Ayinor//Ay Shioval, the Three-Fold)
RZ05 - legendary creature/meld walker (Koppa Valner//Ay Shioval, the Three-Fold)
RZ10 - legendary creature/meld walker (Shio, the Last Razenite//Ay Shioval, the Three-Fold)

MW01 - legendary creature/flip walker (Gar Zadeel//Gar the Conceiver)
MU01 - legendary creature/flip walker (Darsa the All-Seeing//Darsa, Apex Visionary)
MB01 - legendary creature/flip walker (Belle Z'ba//Belle the Gourmand)
MR01 - legendary creature/flip walker (Hsthion the Terrible// Hsthion, Tyrant of Lumarais)
MG01 - legendary creature/flip walker (Udgaula the Crawler//Udgaula the Infestation)

This puts the set as having seven planeswalkers. one normal walker, five transform walkers, and one 3-in-1 meld walker.

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shukkets
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Post by shukkets » 4 years ago

[Possible WU uncommon archetype guides. Please feel free to post comments, criticisms, and suggestions.

WU archetypes are colorless matters and quantum matters, but with a bit more control-style play.

UZ01- "Sudden Jellyfish" WU
Creature - Jellyfish
CARDNAME is colorless.
Flying, flash
CARDNAME has deathtouch for as long as it is blocking.
1/3

"Time-Prison Guard" 2WU
Creature - Human Soldier
CARDNAME is colorless.
Vigilance
Whenever you cast a quantum spell, exile target creature until CARDNAME leaves the battlefield.
2/2

"Magnificent Distortion" 1WU
Instant
Exile all attacking and blocking creatures, then return them to the battlefield under their owner's control tapped. For each colorless or quantum creature that enters the battlefield this way, you may put a +1/+1 counter on that creature.

"Deflect to the Beyond" 1WU
CARDNAME is colorless.
Exile target spell.
CARDNAME costs 1 less to cast if you control a quantum or colorless nonland permanent.

"Seek the Unknowable WU
Sorcery
Look at the top three cards of your library. You may reveal any number of colorless or quantum cards from among them and add them to your hand. Then put the rest on the bottom of your library in any order.



Additionally, I've gotten around to continue the story spotlights. Presenting:

Gift of Hope 1WW
Instant (U)
Put a +1/+1 counter on each creature you control and a loyalty counter on each planeswalker you control.
You gain 4 life.
---
"My sister and I function as a single entity, we can make do with a single planeswalker spark. As the one who freed us from our internment, please accept our spare as a token of our gratitude." Gar Zadeel to Koppa Valner

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void_nothing
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Post by void_nothing » 4 years ago

If the archetype is gonna be "colorless and quantum matter" then imho at least all the bicolor cards should care about both, or you should just streamline to either caring about colorless or caring about quantum - as-is Time-Prison Guard is basically an odd card out.

Deflect to the Beyond is very strong. Probably too strong for the average Standard.
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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