Set Skeleton Template

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Guardman
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Post by Guardman » 1 year ago

INTRODUCTION



When searching for an easy to use set skeleton for custom sets I've been pretty disappointed by what I've found online. They are either out of date or not formatted for bbcode. So I've put together a set skeleton based on Mark Rosewater's most recent set skeleton article with a few minor tweaks (i.e. adding ward, blue vigilance, rares, mythics, lands). This should provide anyone a good base for building your own set here.


GENERAL NOTES



An instant or sorcery that creates one or more tokens is considered a creature for design-skeleton purposes and is put here. A creature with zero power or one that can't attack usually is not counted as a creature.

Common

In all colors, you want to make sure there's a mix of instants, sorceries, enchantments, and artifacts. At common, enchantments tend to be Auras.

Uncommon

The creature curve can be a little more flexible at uncommon, so there are two slots that you can make any size. This is true in all colors.

Uncommon is more likely to have creatures with multiple keywords. Again, this is true in all colors.

Uncommon is much more open to its spell mix. You want to make sure you have a variety of spell types with your non-creature spells.


WHITE



Common

Keywords found in white at common (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• First Strike (0-1, only on your turn or on attack)
• Flash (0–1)
• Flying (2–3, try not to repeat stats, you want a mix of different powers)
• Indestructible (0–1, only granted temporarily by a spell)
• Lifelink (1, power 3 or less)
• Vigilance (2)
• Ward (0-1, costs mana)

Uncommon

Keywords found in white at uncommon:

• Defender (0–1, not counted as a creature)
• Double strike (0–1, if you use double strike, you often won't use first strike)
• First Strike (0–1)
• Flash (0–1)
• Flying (2 fliers of different powers, one is usually larger, like an Angel)
• Indestructible (0–1)
• Lifelink (1)
• Vigilance (1-2)
• Ward (0-1, costs mana)

Some options for the uncommon non-creature spells:

• An effect that exiles a permanent (or some subset) while it's on the battlefield
• Making multiple creature tokens
• Permanent team boosting (with enchantment or +1/+1 counters)
• Life gain (often repeatable)
• Interactions with Equipment and/or Vehicles
• Enchantment with static rules-setting ability
• An Aura or Equipment

Code: Select all

[spoiler=White]

CW01 – 1 MV
[b][/b] [mana][/mana]

CW02 – 1 or 2 MV (don't pick 2 for this and CW06)
[b][/b] [mana][/mana]

CW03 – 2 MV
[b][/b] [mana][/mana]

CW04 – 2 MV
[b][/b] [mana][/mana]

CW05 – 2 MV
[b][/b] [mana][/mana]

CW06 – 2 or 3 MV
[b][/b] [mana][/mana]

CW07 – 3 MV
[b][/b] [mana][/mana]

CW08 – 3 MV
[b][/b] [mana][/mana]

CW09 – 4 MV
[b][/b] [mana][/mana]

CW10 – 4 MV
[b][/b] [mana][/mana]

CW11 – 5 MV
[b][/b] [mana][/mana]

CW12 – 5 or 6 MV
[b][/b] [mana][/mana]

CW13 – Small removal (usually damage to an attacker or blocker)
[b][/b] [mana][/mana]

CW14 – Can't attack or block (sometimes also stops activated abilities, usually an Aura)
[b][/b] [mana][/mana]

CW15 – Destroy large/tapped creature
[b][/b] [mana][/mana]

CW16 – Combat trick (usually +2/+2 or smaller)
[b][/b] [mana][/mana]

CW17 – Positive Aura/Equipment
[b][/b] [mana][/mana]

CW18 – Go-wide team-pump effect
[b][/b] [mana][/mana]

CW19 – Destroy artifact/enchantment (oftentimes, it can destroy either)
[b][/b] [mana][/mana]

UW01 – 1 MV
[b][/b] [mana][/mana]

UW02 – 2 MV
[b][/b] [mana][/mana]

UW03 – 2 or 3 MV
[b][/b] [mana][/mana]

UW04 – 3 MV
[b][/b] [mana][/mana]

UW05 – 4 MV
[b][/b] [mana][/mana]

UW06 – 5 MV
[b][/b] [mana][/mana]

UW07 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UW08 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UW09 – Creature removal (usually very efficient)
[b][/b] [mana][/mana]

UW10 – Non-creature
[b][/b] [mana][/mana]

UW11 – Non-creature
[b][/b] [mana][/mana]

UW12 – Non-creature
[b][/b] [mana][/mana]

UW13 - Non-creature
[b][/b] [mana][/mana]

RW01 – Any MV
[b][/b] [mana][/mana]

RW02 – Any MV
[b][/b] [mana][/mana]

RW03 – Any MV
[b][/b] [mana][/mana]

RW04 – Any MV
[b][/b] [mana][/mana]

RW05 – Any MV
[b][/b] [mana][/mana]

RW06 – Any MV
[b][/b] [mana][/mana]

RW07 – Non-Creature
[b][/b] [mana][/mana]

RW08 – Non-Creature
[b][/b] [mana][/mana]

RW09 – Non-Creature
[b][/b] [mana][/mana]

RW10 – Non-Creature
[b][/b] [mana][/mana]

MW01 - Anything
[b][/b] [mana][/mana]

MW02 – Anything
[b][/b] [mana][/mana]

[/spoiler]

BLUE



Common

Blue is more likely to have a greater number of creatures with tap abilities at common than other colors.

Keywords found in blue at common (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• Flash (1)
• Flying (3 fliers, try not to repeat stats, you want a mix of different powers)
• Hexproof (0–1, used sparingly, only on small creatures at common, no evasion)
• Vigilance (1-2)
• Ward (0-1, costs mana)

Uncommon

Keywords found in blue at uncommon (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• Flash (0–1)
• Flying (2–3 fliers, try not to repeat stats, at least one is usually larger)
• Hexproof (0–1, can appear on slightly larger creature at uncommon, sometimes conditional)
• Vigilance (1-2)
• Ward (0-1, costs mana)

Some options for the non-creature spells:

• Card draw (either drawing more cards than at common or repeatable)
• Creature stealing (usually with some limitations)
• Milling effect (most often repeatable)
• Bouncing multiple targets (returning things to their owner's hand)
• Freezing multiple targets (tapping things that don't untap next turn)
• Creature transformation
• Tapping or untapping permanents (often repeatable)
• An Aura or Equipment
• Phasing out a creature or permanent

Code: Select all

[spoiler=Blue]

CU01 – 1 MV
[b][/b] [mana][/mana]

CU02 – 2 MV
[b][/b] [mana][/mana]

CU03 – 2 MV
[b][/b] [mana][/mana]

CU04 – 3 MV
[b][/b] [mana][/mana]

CU05 – 3 MV
[b][/b] [mana][/mana]

CU06 – 4 MV
[b][/b] [mana][/mana]

CU07 – 4 MV
[b][/b] [mana][/mana]

CU08 – 5 MV
[b][/b] [mana][/mana]

CU09 – 6+ MV (this, or sometimes CU08, often has some attacking restriction)
[b][/b] [mana][/mana]

CU10 – Either 0 power creature, creature with defender, or non-creature
[b][/b] [mana][/mana]

CU11 – Counterspell that can counter anything (what R&D calls a "hard counter")
[b][/b] [mana][/mana]

CU12 – Counterspell with some restriction (what R&D calls a "soft counter")
[b][/b] [mana][/mana]

CU13 – Lockdown Aura
[b][/b] [mana][/mana]

CU14 – Card drawing (usually no more than three cards)
[b][/b] [mana][/mana]

CU15 – Cantrip/card filtering (aka drawing some number of cards and then discarding)
[b][/b] [mana][/mana]

CU16 - Bounce spell (usually returning a creature to hand, never returning a land)
[b][/b] [mana][/mana]

CU17 – Positive Aura or combat trick
[b][/b] [mana][/mana]

CU18 – Disrupt opposing creatures (freezing, tapping, lowering power, etc.)
[b][/b] [mana][/mana]

CU19 – Anything
[b][/b] [mana][/mana]

UU01 – 1 or 2MV
[b][/b] [mana][/mana]

UU02 – 2 MV
[b][/b] [mana][/mana]

UU03 – 3 MV
[b][/b] [mana][/mana]

UU04 – Any MV
[b][/b] [mana][/mana]

UU05 – 4 MV
[b][/b] [mana][/mana]

UU06 – 5 MV
[b][/b] [mana][/mana]

UW07 – Any MV (no MV should be on more than two uncommon creatures)
[b][/b] [mana][/mana]

UU08 – Card draw
[b][/b] [mana][/mana]

UU09 – Counterspell
[b][/b] [mana][/mana]

UU10 – Non-creature
[b][/b] [mana][/mana]

UU11 – Non-creature
[b][/b] [mana][/mana]

UU12 – Non-creature
[b][/b] [mana][/mana]

UU13 – Non-creature
[b][/b] [mana][/mana]

RU01 – Any MV
[b][/b] [mana][/mana]

RU02 – Any MV
[b][/b] [mana][/mana]

RU03 – Any MV
[b][/b] [mana][/mana]

RU04 – Any MV
[b][/b] [mana][/mana]

RU05 – Any MV
[b][/b] [mana][/mana]

RU06 – Non-Creature
[b][/b] [mana][/mana]

RU07 – Non-Creature
[b][/b] [mana][/mana]

RU08 – Non-Creature
[b][/b] [mana][/mana]

RU09 – Non-Creature
[b][/b] [mana][/mana]

RU10 – Non-Creature
[b][/b] [mana][/mana]

MU01 - Anything
[b][/b] [mana][/mana]

MU02 - Anything
[b][/b] [mana][/mana]

[/spoiler]

BLACK



Common

Keywords found in black at common (with the defaults in number listed beside them):

• Deathtouch (1)
• Defender (0–1, this isn't counted as a creature)
• Flash (1, on a low toughness creature)
• Flying (1-2, at different powers, meant to be weaker in general than white or blue fliers)
• Haste (0–1)
• Indestructible (0–1, only granted temporarily by an activation or spell)
• Lifelink (1, usually bigger than on white common)
• Menace (1-2)
• Ward (0-1, paying life or discard a card)

Uncommon

Keywords found in black at uncommon (with the defaults in number listed beside them):

• Deathtouch (1)
• Defender (0–1, this isn't counted as a creature)
• Flash (0–1)
• Flying (1-2)
• Indestructible (0–1, only granted temporarily by an activation or spell)
• Lifelink (1)
• Menace (1-2)
• Ward (0-1, paying life or discard a card)

Some options for the non-creature spells:

• A mass-removal spell that kills smaller things
• A tutor (searching your library for a card and putting it into your hand)
• A discard effect (that can be larger than common or repeatable)
• Draining creatures or players (dealing damage and gaining an equal amount of life, often repeatable)
• Exiling cards in graveyards (sometimes for an effect)
• Removing counters
• An Aura or Equipment

Code: Select all

[spoiler=Black]

CB01 – 1 MV
[b][/b] [mana][/mana]

CB02 – 2 MV
[b][/b] [mana][/mana]

CB03 – 2 MV
[b][/b] [mana][/mana]

CB04 – 2 or 3 MV
[b][/b] [mana][/mana]

CB05 – 3 MV
[b][/b] [mana][/mana]

CB06 – 3 MV
[b][/b] [mana][/mana]

CB07 – 4 MV
[b][/b] [mana][/mana]

CB08 – 4 MV
[b][/b] [mana][/mana]

CB09 – 5 MV
[b][/b] [mana][/mana]

CB10 – 6+ MV
[b][/b] [mana][/mana]

CB11 – Removal spell, can kill anything
[b][/b] [mana][/mana]

CB12 – Removal spell, can kill small things
[b][/b] [mana][/mana]

CB13 – Removal spell, edict (forced sacrifice), or conditional
[b][/b] [mana][/mana]

CB14 – Removal spell, limitations, different from the others, usually weaker
[b][/b] [mana][/mana]

CB15 – Card draw (for some resource in addition to mana, usually life)
[b][/b] [mana][/mana]

CB16 – Return creature card from graveyard to hand (one or two creatures)
[b][/b] [mana][/mana]

CB17 – Discard (one or two cards, if you choose what gets discarded, not land)
[b][/b] [mana][/mana]

CB18 – Positive Aura or combat trick
[b][/b] [mana][/mana]

CB19 – Anything
[b][/b] [mana][/mana]

UB01 – 1 or 2MV
[b][/b] [mana][/mana]

UB02 – 2 MV
[b][/b] [mana][/mana]

UB03 – 3 MV
[b][/b] [mana][/mana]

UB04 – 4 MV
[b][/b] [mana][/mana]

UB05 – 5 MV
[b][/b] [mana][/mana]

UB06 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UB07 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UB08 – Removal
[b][/b] [mana][/mana]

UB09 – Reanimation
[b][/b] [mana][/mana]

UB10 – Non-creature
[b][/b] [mana][/mana]

UB11 – Non-creature
[b][/b] [mana][/mana]

UB12 – Non-creature
[b][/b] [mana][/mana]

UB13 – Non-creature
[b][/b] [mana][/mana]

RB01 – Any MV
[b][/b] [mana][/mana]

RB02 – Any MV
[b][/b] [mana][/mana]

RB03 – Any MV
[b][/b] [mana][/mana]

RB04 – Any MV
[b][/b] [mana][/mana]

RB05 – Any MV
[b][/b] [mana][/mana]

RB06 – Non-Creature
[b][/b] [mana][/mana]

RB07 – Non-Creature
[b][/b] [mana][/mana]

RB08 – Non-Creature
[b][/b] [mana][/mana]

RB09 – Non-Creature
[b][/b] [mana][/mana]

RB10 – Non-Creature
[b][/b] [mana][/mana]

MB01 – Planeswalker 
[b][/b] [mana][/mana]

MB02 – Non-Planeswalker
[b][/b] [mana][/mana]

[/spoiler]

RED



Common

Keywords found in red at common (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• First strike (0-1, only on your turn or on attack)
• Haste (1–2)
• Menace (1-2)
• Reach (1)
• Trample (1-2)
• Ward (0-1, paying life or discard a card)

Uncommon

Keywords found in red at uncommon (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• Double Strike (0–1, usually only one of this and first strike)
• Haste (1-2)
• First strike (0–1, usually only one of this and double strike)
• Menace (1-2)
• Reach (1)
• Trample (1–2)
• Ward (0-1, paying life or discard a card)

Some options for the non-creature spells:

• Temporary creature stealing (usually only one between common and uncommon)
• Rummaging (sometimes repeatable)
• Making creatures fight
• Pumping your team (usually with an enchantment, grants more power than toughness)
• Spell copying
• Getting back instants or sorceries (sometimes casting them from the graveyard)
• An Aura or Equipment

Code: Select all

[spoiler=Red]

CR01 – 1 MV
[b][/b] [mana][/mana]

CR02 – 2 MV
[b][/b] [mana][/mana]

CR03 – 2 MV
[b][/b] [mana][/mana]

CR04 – 2 MV
[b][/b] [mana][/mana]

CR05 – 3 MV
[b][/b] [mana][/mana]

CR06 – 3 MV
[b][/b] [mana][/mana]

CR07 – 4 MV
[b][/b] [mana][/mana]

CR08 – 4 MV
[b][/b] [mana][/mana]

CR09 – 5 MV
[b][/b] [mana][/mana]

CR10 – 5+ MV
[b][/b] [mana][/mana]

CR11 – Efficient direct-damage spell (usually one of this and CB12 is any target)
[b][/b] [mana][/mana]

CR12 – Other direct-damage spell
[b][/b] [mana][/mana]

CR13 – Steal effect/inefficient direct damage
[b][/b] [mana][/mana]

CR14 – Team pump (power greater than toughness)/land destruction
[b][/b] [mana][/mana]

CR15 – Cantrip (draw a card rider)/card filtering (usually rummaging—discard and draw)
[b][/b] [mana][/mana]

CR16 – Positive Aura or Equipment
[b][/b] [mana][/mana]

CR17 – Combat trick
[b][/b] [mana][/mana]

CR18 – Can't block/destroy artifact/direct damage to player
[b][/b] [mana][/mana]

CR19 – Anything
[b][/b] [mana][/mana]

UR01 – 1 or 2MV
[b][/b] [mana][/mana]

UR02 – 2 MV
[b][/b] [mana][/mana]

UR03 – Any MV
[b][/b] [mana][/mana]

UR04 – 3 MV
[b][/b] [mana][/mana]

UR05 – 4MV
[b][/b] [mana][/mana]

UR06 – 5+ MV
[b][/b] [mana][/mana]

UR07 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UR08 – Direct damage (most often any target)
[b][/b] [mana][/mana]

UR09 – Small sweeper/multi-target direct damage
[b][/b] [mana][/mana]

UR10 – Non-creature
[b][/b] [mana][/mana]

UR11 – Non-creature
[b][/b] [mana][/mana]

UR12 – Non-creature
[b][/b] [mana][/mana]

UR13 – Non-creature
[b][/b] [mana][/mana]

RR01 – Any MV
[b][/b] [mana][/mana]

RR02 – Any MV
[b][/b] [mana][/mana]

RR03 – Any MV
[b][/b] [mana][/mana]

RR04 – Any MV
[b][/b] [mana][/mana]

RR05 – Any MV
[b][/b] [mana][/mana]

RR06 – Non-Creature
[b][/b] [mana][/mana]

RR07 – Non-Creature
[b][/b] [mana][/mana]

RR08 – Non-Creature
[b][/b] [mana][/mana]

RR09 – Non-Creature
[b][/b] [mana][/mana]

RR10 – Non-Creature
[b][/b] [mana][/mana]

MR01 - Planeswalker
[b][/b] [mana][/mana]

MR02 - Non-Planeswalker
[b][/b] [mana][/mana]

[/spoiler]

GREEN



Common

Keywords found in green at common (with the defaults in number listed beside them):

• Deathtouch (1, usually on a smaller creature)
• Defender (0–1, this isn't counted as a creature)
• Flash (0–1, usually on a creature with power 3 or higher)
• Haste (0-1, usually on a larger creature)
• Hexproof (0–1, usually on a small or medium creature without evasion)
• Reach (1-2)
• Trample (1–2)
• Vigilance (1-2)
• Ward (0-1, costs mana, green is the color most likely to have ward at common)

Uncommon

Keywords found in green at uncommon (with the defaults in number listed beside them):

• Deathtouch (0–1)
• Defender (0–1, this isn't counted as a creature)
• Flash (0–1, usually on a creature with power 3 or higher)
• Haste (0-1, usually on a larger creature)
• Indestructible (0–1)
• Hexproof (0–1, usually on a small or medium creature without evasion)
• Reach (1-2)
• Trample (1-2)
• Vigilance (1-2)
• Ward (0-1, costs mana)

Some options for the non-creature spells:

• Regrowth (getting any card back from graveyard to hand)
• Token making (usually of tokens bigger than 1/1)
• Fight or bite (uncommon is usually stronger than the common one if both exist)
• Power/toughness pumping (either to many creatures or a larger pump to one creature)
• Granting of +1/+1 counters
• Artifact and/or enchantment destruction
• An Aura or Equipment

Code: Select all

[spoiler=Green]

CG01 – 1 MV
[b][/b] [mana][/mana]

CG02 – 2 MV
[b][/b] [mana][/mana]

CG03 – 2 MV
[b][/b] [mana][/mana]

CG04 – 3 MV
[b][/b] [mana][/mana]

CG05 – 3 MV
[b][/b] [mana][/mana]

CG06 – 3 OR 4 MV
[b][/b] [mana][/mana]

CG07 – 4 MV
[b][/b] [mana][/mana]

CG08 – 4 MV
[b][/b] [mana][/mana]

CG09 – 5 MV
[b][/b] [mana][/mana]

CG10 – 5 OR 6 MV
[b][/b] [mana][/mana]

CG11 – 6+ MV
[b][/b] [mana][/mana]

CG12 – Fight or bite (dealing damage equal to power)
[b][/b] [mana][/mana]

CG13 – Power/toughness pumping (usually on an instant)
[b][/b] [mana][/mana]

CG14 – Another combat trick
[b][/b] [mana][/mana]

CG15 – Cantrip/card filtering
[b][/b] [mana][/mana]

CG16 – Positive Aura or Equipment
[b][/b] [mana][/mana]

CG17 – Anti-flying
[b][/b] [mana][/mana]

CG18 – Mana ramp (usually fetching land, but sometimes an Aura)
[b][/b] [mana][/mana]

CG19 – Artifact or enchantment destruction
[b][/b] [mana][/mana]

UG01 – 1 or 2MV
[b][/b] [mana][/mana]

UG02 – 2 MV
[b][/b] [mana][/mana]

UG03 – 3 MV
[b][/b] [mana][/mana]

UG04 – 4 MV
[b][/b] [mana][/mana]

UG05 – 5 MV
[b][/b] [mana][/mana]

UG06 – 6+ MV
[b][/b] [mana][/mana]

UG07 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UG08 – Any MV (no more than two creatures at uncommon should have the same MV)
[b][/b] [mana][/mana]

UG09 – Mana ramp (usually creating more mana than mana-ramp commons)
[b][/b] [mana][/mana]

UG10 – Non-creature
[b][/b] [mana][/mana]

UG11 – Non-creature
[b][/b] [mana][/mana]

UG12 – Non-creature
[b][/b] [mana][/mana]

UG13 – Non-creature
[b][/b] [mana][/mana]

RG01 – Any MV
[b][/b] [mana][/mana]

RG02 – Any MV
[b][/b] [mana][/mana]

RG03 – Any MV
[b][/b] [mana][/mana]

RG04 – Any MV
[b][/b] [mana][/mana]

RG05 – Any MV
[b][/b] [mana][/mana]

RG06 – Non-Creature
[b][/b] [mana][/mana]

RG07 – Non-Creature
[b][/b] [mana][/mana]

RG08 – Non-Creature
[b][/b] [mana][/mana]

RG09 – Non-Creature
[b][/b] [mana][/mana]

RG10 – Non-Creature
[b][/b] [mana][/mana]

MG01 - Anything
[b][/b] [mana][/mana]

MG02 - Anything
[b][/b] [mana][/mana]

[/spoiler]

MULTICOLOR



It's default in sets for uncommon to have a full ten-card cycle of creatures to act as draft "signposts," that is, cards that helped communicate to players what each two-color archetype is doing in the draft. The card also allows you to draft around it if you draft it early. The slots don't always have to be creatures, but we tend to start there as the default.

If you're unsure of what your Draft archetypes are early on, just make these generic good cards for early playtests.

Code: Select all

[spoiler=Multicolor]

UZ01 – WU Signpost
[b][/b] [mana][/mana]

UZ02 – WB Signpost
[b][/b] [mana][/mana]

UZ03 – UB Signpost
[b][/b] [mana][/mana]

UZ04 – UR Signpost
[b][/b] [mana][/mana]

UZ05 – BR Signpost
[b][/b] [mana][/mana]

UZ06 – BG Signpost
[b][/b] [mana][/mana]

UZ07 – RG Signpost
[b][/b] [mana][/mana]

UZ08 – RW Signpost
[b][/b] [mana][/mana]

UZ09 – GW Signpost
[b][/b] [mana][/mana]

UZ10 – GU Signpost
[b][/b] [mana][/mana]

RZ01 – Anything WU
[b][/b] [mana][/mana]

RZ02 – Anything WB
[b][/b] [mana][/mana]

RZ03 – Anything UB
[b][/b] [mana][/mana]

RZ04 – Anything UR
[b][/b] [mana][/mana]

RZ05 – Anything BR
[b][/b] [mana][/mana]

RZ06 – Anything BG
[b][/b] [mana][/mana]

RZ07 – Anything RG
[b][/b] [mana][/mana]

RZ08 – Anything RW
[b][/b] [mana][/mana]

RZ09 – Anything GW
[b][/b] [mana][/mana]

RZ10 – Anything UG
[b][/b] [mana][/mana]

MZ01 – Anything Multicolored
[b][/b] [mana][/mana]

MZ02 – Anything Multicolored
[b][/b] [mana][/mana]

MZ03 – Anything Multicolored
[b][/b] [mana][/mana]

MZ04 – Anything Multicolored
[b][/b] [mana][/mana]

MZ05 – Anything Multicolored
[b][/b] [mana][/mana]

MZ06 – Anything Multicolored
[b][/b] [mana][/mana]

MZ07 – Anything Multicolored
[b][/b] [mana][/mana]

MZ08 – Anything Multicolored
[b][/b] [mana][/mana]

MZ09 – Anything Multicolored
[b][/b] [mana][/mana]

MZ10 – Anything Multicolored
[b][/b] [mana][/mana]

[/spoiler]

COLORLESS (ARTIFACT)



Common

Keywords found in colorless (artifacts) at common (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• Flash (0–1, usually on a creature with power 3 or higher)
• Flying (1)
• Haste (0–1)
• Trample (0–1)
• Vigilance (0–1)
• Ward (0-1, any cost)

Other keywords can be used. These are the ones we tend to use the most often on common colorless (artifact) creatures. The same is true for uncommon.

Uncommon

Keywords found in coloress (artifacts) at uncommon (with the defaults in number listed beside them):

• Defender (0–1, this isn't counted as a creature)
• Flash (0–1, usually on a creature with power 3 or higher)
• Flying (1)
• Haste (0–1)
• Trample (0–1)
• Vigilance (0–1)
• Ward (0-1, any cost)

Some options for the non-creature spells. You usually want some sort of mana fixing or Manalith variant:

• Equipment
• Evasion granting (often repeatable)
• Card drawing (often repeatable)
• Creature pumping (often repeatable)

Remember that these slots are colorless. Colored artifacts should be counted in the colored slots.

Code: Select all

[spoiler=Colorless (Artifact)]

CA01 – 1 or 2 MV
[b][/b] [mana][/mana]

CA02 – 3 or 4 MV
[b][/b] [mana][/mana]

CA03 – 5 or 6 MV
[b][/b] [mana][/mana]

CA04 – Equipment
[b][/b] [mana][/mana]

CA05 – Removal
[b][/b] [mana][/mana]

CA06 – Mana production
[b][/b] [mana][/mana]

UA01 – 1 or 2 MV
[b][/b] [mana][/mana]

UA02 – 3 or 4 MV
[b][/b] [mana][/mana]

UA03 – 5 or 6 MV
[b][/b] [mana][/mana]

UA04 – Removal (often conditional and usually costed somewhat inefficiently)
[b][/b] [mana][/mana]

UA05 – Non-creature
[b][/b] [mana][/mana]

UA06 – Equipment
[b][/b] [mana][/mana]

RA02 – Artifact
[b][/b] [mana][/mana]

RA03 – Artifact
[b][/b] [mana][/mana]

RA04 – Equipment
[b][/b] [mana][/mana]

[/spoiler]

LAND



If you find your set needs nonbasic lands, there are several ways to add them to your design skeleton. First, you can swap any colorless slot for a land. Second, you can remove a card of each color to add a cycle of lands. Third, you can add nonbasic lands to the basic land slot, and it can be at some ratio other than 100%. If you do this, it doesn't remove anything from the design skeleton, although you probably want to indicate that somewhere.

Code: Select all

[spoiler=Land]

CL01 – WU Fixing (can be cut)
[b][/b]

CL02 – WB Fixing (can be cut)
[b][/b]

CL03 – UB Fixing (can be cut)
[b][/b]

CL04 – UR Fixing (can be cut)
[b][/b]

CL05 – BR Fixing (can be cut)
[b][/b]

CL06 – BG Fixing (can be cut)
[b][/b]

CL07 – RG Fixing (can be cut)
[b][/b]

CL08 – RW Fixing (can be cut)
[b][/b]

CL09 – GW Fixing (can be cut)
[b][/b]

CL010 – GU Fixing (can be cut)
[b][/b]

CL11 – Basic Land Fetch/Pick a color fixing (can be cut)
[b][/b]

UL01 – Utility Land (can be cut)
[b][/b]

UL02 – Utility Land (can be cut)
[b][/b]

UL03 – Utility Land (can be cut)
[b][/b]

UL04 – Utility Land (can be cut)
[b][/b]

UL05 – Utility Land (can be cut)
[b][/b]

[/spoiler]

TOKENS/COUNTERS



Feel free to keep track of the tokens and counters you are using below.

Code: Select all

[spoiler=Tokens/Counters]
[u][b]Tokens[/b][/u]

[b]Token 1[/b]

[b]Token 2[/b]

[b]Token 3[/b]

[b]Token 4[/b]

[b]Token 5[/b]

[b]Token 6[/b]

[b]Token 7[/b]

[b]Token 8[/b]

[b]Token 9[/b]

[b]Token 10[/b]

[b]Token 11[/b]

[b]Token 12[/b]

[b]Token 13[/b]


[u][b]Counters[/b][/u]

[b]Counter 1[/b]

[b]Counter 2[/b]

[b]Counter 3[/b]

[b]Counter 4[/b]

[/spoiler]
Last edited by Guardman 5 days ago, edited 1 time in total.

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void_nothing
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Post by void_nothing » 1 year ago

Thanks to Guardman for this useful resource. Making it sticky!
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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Guardman
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Post by Guardman » 5 days ago

I did some updates on the set skeleton to reflect that they have upped the number of fliers, creatures with vigilance, and creatures with menace in sets, along with a few other minor changes based on their updated set creation philosophy as outlined in Mark Rosewater's Nuts & Bolts #16. Do note that this set skeleton still reflects the traditional Draft Booster and not the new Play Boosters.

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