I thought a bit about how the HHH-Cycle could be continued in Eventide. I originally wanted to post this in speculation, but I'd like a discussion about these cards specifically, how you think they are balanced and all, which abilities they could have and what you think the :symur::symur::symur: could be since I couldn't come up with an elegant card for this combination.
I'll also use this thread to post more enemy-hybrid cards I come up with.
I don't have names and creature types yet since I don't know which tribes they should get.
Red-White :symrw::symrw::symrw:
First Strike
4/1
First strike is both a red and a white ability, and both red and white get cards with much more power than toughness.
This is a strong card at 3 mana because it acts in combat like a 4/4. However, I don't think it's too strong since one toughness means every burn will kill it. It's still at the very top of the power level.
Black-White :symbw::symbw::symbw:
Flying, Lifelink
2/2
Flying is an obvious overlap between white and black, but Lifelink, while not often used, is also black. Mourning Thrull shows this hybrid combination.
This might seem a bit weak at first, but combined to Wasp Lancer, it isn't. Lifelink and Evasion is a strong combination after all. White might get ever more efficient creatures, but black shouldn't, I think.
Green-Black :symgb::symgb::symgb:
Deathtouch
: Regenerate ~.
2/3
Deathtouch and Regeneration aren't only both green and black, they also play well together. This is definitely a first pick for limited, but in constructed, it might be a bit weaker than the other parts of the cycle.
Green-Blue :symug::symug::symug:
Islandwalk
3/3
I didn't find much overlap between green and blue, but Islandwalk fits: Blue gets islandwalk because it has sea monsters, green gets Islandwalk because it's the enemy of blue.
Blue-Red :symur::symur::symur:
???
I wasn't yet able to come up with something for this combination. Do you have some cool ideas? It seems like this might be the most difficult combination, just like was in Shadowmoor.
i think for UG one is better shroud or flash.. or both
for UR i have no idea too.. i will see this thread to know with what will come other users
You're right, I forgot about Shroud being a :symug:-Ability. I'm not sure if they will make that much green flash anymore, though. I know MaRo said Flash was still green, but I think it's not THAT much in green's flavor (I know, fast creatures and all...but for this flavor, haste is used better!).
Maybe just a 3/3 Shroud...I think Islandwalk works actually quite well in :symug:, though. I wouldn't be surprised to see it.
You're right, I forgot about Shroud being a :symug:-Ability. I'm not sure if they will make that much green flash anymore, though. I know MaRo said Flash was still green, but I think it's not THAT much in green's flavor (I know, fast creatures and all...but for this flavor, haste is used better!).
Maybe just a 3/3 Shroud...I think Islandwalk works actually quite well in :symug:, though. I wouldn't be surprised to see it.
They want flash for green partly because of sneaky fast creatures and partly because it makes Green even better at combat.
"I attack you with a 5/5...."
"Whoops! I flash in Havenwood Wurm and block with it..."
Keep in mind that these hybrid critters are pretty ultra-efficient. The (G/U) one could easily have flash and shroud. The (B/G) one could probably get +1/+0 from where you put it, and the (R/W) one could get +0/+1...at least. I'd actually see that one as a 2/3 with double strike, but maybe I'm insane.
The (W/B) one could probably also get +0/+1 or double lifelink or something. After all, it's only Mourning Thrull with +1/+1. You can generally get more than that for adding more colored mana to the cost.
As for (U/R)...hmmmm. They both get flyers, but not great ones. Torchling and Tephraderm showed us that Red can get some spell-resilience, especially in a "biteback" kind of way. On the other hand, how would Blue resist spells? Quicksilver Dragon says it would work pretty much like Torchling.
We're walking a fine line here, though. This ability is strictly worse than shroud, so the creature should do something else cool. Could it be big? Those colors don't have big creatures--but WAIT!
Blue and Red both get big guys that suck at attacking. Orgg, Sea Monster, Dandan, Goblin Goon...that's it!
The card already seems like some sort of hermit; he hides away on a mountain and dodges things they throw at him. Incorporating "not liking attacking" into that shouldn't be hard. (U/R)(U/R)(U/R)
Creature
~ can't attack unless you control another blue or red creature. (U/R)(U/R): Change the target of target spell that targets only ~. He will never leave his home undefended.
4/4
Maybe I'm pushing it here, but it's an idea!
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
(U/R)(U/R)(U/R)
Creature
~ can't attack unless you control another blue or red creature. (U/R)(U/R): Change the target of target spell that targets only ~. He will never leave his home undefended.
4/4
Maybe I'm pushing it here, but it's an idea!
The idea of large creatures that aren't great at attacking does somewhat fit an overlap between red and blue, but I think you missed the mark a bit here. All the other cards are working with evergreen mechanics, and this creature doesn't feel like it is part of the same cycle.
Maybe a drawback like "[Name] does not untap during your untap step. At the beginning of your upkeep you may pay (U/R)(U/R)(U/R) to untap [Name]." Just a thought...
The idea of large creatures that aren't great at attacking does somewhat fit an overlap between red and blue, but I think you missed the mark a bit here. All the other cards are working with evergreen mechanics, and this creature doesn't feel like it is part of the same cycle.
Maybe a drawback like "[Name] does not untap during your untap step. At the beginning of your upkeep you may pay (U/R)(U/R)(U/R) to untap [Name]." Just a thought...
Well...not quite evergreen. Boggart Ram-Gang isn't all about the evergreenitude, but I know what you mean.
Problem is, Red and Blue share almost no mechanics on creatures beyond flying. I read through the entire keyword list, and there's essentially nothing that they share beyond a few set-specific things which each color had access to only because every card in the cycle had them.
On instants and sorceries? A whole new ballgame. Between copying spells, redirecting them, getting them back, making them cheaper...There's a lot more overlap there.
Suddenly an idea comes to me. Drakes are blue-aligned, and dragons are red-aligned, right? This critter could be like a drake in the process of evolving into a dragon, hence the split mana. Drakes and dragons all fly, so this critter does; he can have decent stats, because he's part dragon; but he's evolving, so he's awkward. Molting Drake(U/R)(U/R)(U/R)
Creature-Drake
Flying
Molting Drake doesn't untap during your untap step. (U/R)(U/R): Untap Molting Drake
3/3
Does this one work better? Could be 4/3, but it seems combo-tastic now.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
I was referring more to the ones posted in this thread (which all exclusively use evergreen mechanics). Also, whether or not wither actually is an evergreen mechanic, it certainly could be, since it is already a keyword mechanic. My main point is that these should feel like french vanilla creatures as much as possible... which is difficult to pull off with the blue/red pair.
Pinging for 1 damage might be reasonable, even though that has shifted away from blue in the color pie...
Luminescent Drake :symur::symur::symur:
Creature - Drake 2/2
Flying
:symur::symur:: Change the target of target instant spell, sorcery spell, or ability targetting only Luminescent Drake, then copy that spell or ability. You may choose new targets for the copy.
Wild Ricochet is one of my favorite cards of all time and - although Devin Low argued that it's a red card - I think the ability fits easily into a hybrid U/R slice of the pie.
3/2 flying=HHH=2/2 flying with double-lifelink? The one to weak? You're pushing to far, Niadar...
Well, the (W/B) one would not be in a strong tribe, of course. I'm convinced that the "faerie" aspect of it is a big part of the reason why Wasp Lancer's as weak as it is.
Which W one? The first strikey one?
Look at it this way. Boggart Ram-Gang, Wilt-Leaf Cavaliers, and the others (except maybe Wasp Lancer) from the original cycle are all pretty strong. I've played them; they're awesome.
An X/1, without shroud, is ALWAYS going to suck. Red laughs at it and Shocks it. Black can do the same thing with cards like Last Gasp. Any first strike creature will kill it. It's just too freaking fragile. NOT awesome.
Yes, I'm pushing the power here...but I don't think they're ove the curve. Potent? Yes, because they cost CCC to cast. Game-breaking? I doubt it.
Luminescent Drake :symur::symur::symur:
Creature - Drake 2/2
Flying
:symur::symur:: Change the target of target instant spell, sorcery spell, or ability targetting only Luminescent Drake, then copy that spell or ability. You may choose new targets for the copy.
Wild Ricochet is one of my favorite cards of all time and - although Devin Low argued that it's a red card - I think the ability fits easily into a hybrid U/R slice of the pie.
I love this design, actually. It lets you do very nasty, mean things with Incinerate and its blue ilk like Boomerang--Incinerate becomes a conspired Burn Trail for 1R(U/R)(U/R), etc. It's less simple than the other members of the cycle, but it's very, very cool. Thumbs up!
EDIT2: Actually, that makes this little guy kinda overpowered. Basically, every spell that can target him gets replicate (U/R)(U/R), because you can change it to target an opponent's thing, put the copy on the stack targetting him, rinse, repeat.....That's sort of overpowered, The cost of that ability should probably go up, I guess. (U/R)(U/R)(U/R) might be enough, though.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
Time Spiral and Planar Chaos spoiled a lot of people with regards to the color pie. *sigh*
I've never understood why blue had pinging or direct damage in the first place. Blue is by far the color of subtlety, and direct damage is one of the most un-subtle things possible. It makes no sense.
Blue and red share a penchant for unblockability. It's not quite an evergreen keyword, but it is an evergreen mechanic so I think it would fit.
(And yes, I'm aware that red has few if any examples where it had creatures with the straight-up unblockable text, but MaRo says that it's the color with the most "target creature can't block" effects and the two effects have the same mechanical result so unblockability is well within red's pie even if it never explicitly uses the ability.)
And though this has moved from blue to red over time, a recent article by mtg.com stated explicitly that an acceptable place for color bleeding to happen is on a card that has an ability its color no longer usually has, but which used to belong to it exclusively.
Pinging creatures (especially ones that cost 3 mana and deal 1 damage) are so reminiscent of Prodigal Sorcerer that I think it would be acceptable to print a single hybrid card that bleeds in this way. Direct damage that requires a creature to tap (as opposed to spells that deal direct damage) takes the form of "magic missle" effects, psychic energy, etc. It fits in blue if you care to put it there (much like ice-themed spells fit as red direct damage if you need it to do so flavorfully).
All that said, I think making the creature unblockable would be a perfect overlap for this type of card (and would make its power/toughness more relevant, which is significant since a 3-hybrid cost creature in this cycle can have pretty decent stats). Maybe a 3/1 unbolckable for :symur::symur::symur:?
I don't want this thread to die, so I'll push it up again.
You had some very interesting ideas. We'll probably see the whole spell target changing and maybe copying in the :symur:-cards, but maybe not on the :symur::symur::symur: one, which should be rather simple. It MIGHT be a pinger, but I don't think so. I just think they'll avoid blue pingers...and also, these are all cards (in the cycle of Shadowmoor) with just very good stats and some abilities (also negative ones). But they were creatures made for combat.
However, I'm not quite sure about the unblockable. I know it could theoretically be in flavor for red, but it just doesn't feel right. They also already use unblockability in blue-black.
If I were to make the cards or to guess, my cards would look like this after reading the whole thread:
:symrw::symrw::symrw:
First Strike
4/1
This one still seems pretty balanced to me. Strong, as every part of the cycle is, acting like a 4/4 in combat, but with the drawback of having only one toughness, which is more or less as relevant as =Ashenmoor Gouger]can't block. Maybe it's a bit weaker, especially in limited, with Scar around.
:symwb::symwb::symwb:
Flying, Lifelink
2/3
Adding a point of toughness seems okay if it gets an irrelevant creature type.
I like it more with higher regneration costs but 3/2 since that might make it constructed viable. As a 2/3, it would be a limited only card.
:symug::symug::symug:
Shroud, Islandwalk
3/3
Shroud on the one seems like a good idea, but I'm not sure about the flash since Plumeveil already uses it. Okay, there's flying more often in the cycle, too, but Flash isn't as common as flying so they might want to use it only once.
:symur::symur::symur:
I'm still not sure on this one, I wrote above what I think about your ideas.
However, I'm not quite sure about the unblockable. I know it could theoretically be in flavor for red, but it just doesn't feel right. They also already use unblockability in blue-black.
MaRo himself has said that they have decided to stretch unblockability into red but I'm assuming they also want it in black to an extent as well given that blue-black also has a shortage to viable evergreen overlap. We haven't seen hide nor hair of the ability in red, which is why it doesn't feel right, but it fits according to R&D's policy on shared mechanics.
Unblockable:
BLUE
RED
This was here mostly because I wanted to have an overlapping blue/red keyword. Also, I thought we could just use the word "unblockable," which to me didn't even count against the keyword max. If you're wondering why I felt red was the next best color for unblockable, it's because red is the color that gets "target creature cannot block this creature." In fact, there's a long-standing R&D joke about the following two cards.
Guys Are Sneaky
???
Enchantment
Creatures can't be blocked. Guys Are Panicked
???
Enchantment
Creatures can't block.
The first enchantment is blue and the second is red. They do the exact same thing, yet each one is perfectly in flavor mechanically and creatively. This is why I felt unblockable could be red.
I'll also use this thread to post more enemy-hybrid cards I come up with.
I don't have names and creature types yet since I don't know which tribes they should get.
Red-White :symrw::symrw::symrw:
First Strike
4/1
First strike is both a red and a white ability, and both red and white get cards with much more power than toughness.
This is a strong card at 3 mana because it acts in combat like a 4/4. However, I don't think it's too strong since one toughness means every burn will kill it. It's still at the very top of the power level.
Black-White :symbw::symbw::symbw:
Flying, Lifelink
2/2
Flying is an obvious overlap between white and black, but Lifelink, while not often used, is also black. Mourning Thrull shows this hybrid combination.
This might seem a bit weak at first, but combined to Wasp Lancer, it isn't. Lifelink and Evasion is a strong combination after all. White might get ever more efficient creatures, but black shouldn't, I think.
Green-Black :symgb::symgb::symgb:
Deathtouch
: Regenerate ~.
2/3
Deathtouch and Regeneration aren't only both green and black, they also play well together. This is definitely a first pick for limited, but in constructed, it might be a bit weaker than the other parts of the cycle.
Green-Blue :symug::symug::symug:
Islandwalk
3/3
I didn't find much overlap between green and blue, but Islandwalk fits: Blue gets islandwalk because it has sea monsters, green gets Islandwalk because it's the enemy of blue.
Blue-Red :symur::symur::symur:
???
I wasn't yet able to come up with something for this combination. Do you have some cool ideas? It seems like this might be the most difficult combination, just like was in Shadowmoor.
You're right, I forgot about Shroud being a :symug:-Ability. I'm not sure if they will make that much green flash anymore, though. I know MaRo said Flash was still green, but I think it's not THAT much in green's flavor (I know, fast creatures and all...but for this flavor, haste is used better!).
Maybe just a 3/3 Shroud...I think Islandwalk works actually quite well in :symug:, though. I wouldn't be surprised to see it.
They want flash for green partly because of sneaky fast creatures and partly because it makes Green even better at combat.
"I attack you with a 5/5...."
"Whoops! I flash in Havenwood Wurm and block with it..."
Keep in mind that these hybrid critters are pretty ultra-efficient. The (G/U) one could easily have flash and shroud. The (B/G) one could probably get +1/+0 from where you put it, and the (R/W) one could get +0/+1...at least. I'd actually see that one as a 2/3 with double strike, but maybe I'm insane.
The (W/B) one could probably also get +0/+1 or double lifelink or something. After all, it's only Mourning Thrull with +1/+1. You can generally get more than that for adding more colored mana to the cost.
As for (U/R)...hmmmm. They both get flyers, but not great ones. Torchling and Tephraderm showed us that Red can get some spell-resilience, especially in a "biteback" kind of way. On the other hand, how would Blue resist spells? Quicksilver Dragon says it would work pretty much like Torchling.
We're walking a fine line here, though. This ability is strictly worse than shroud, so the creature should do something else cool. Could it be big? Those colors don't have big creatures--but WAIT!
Blue and Red both get big guys that suck at attacking. Orgg, Sea Monster, Dandan, Goblin Goon...that's it!
The card already seems like some sort of hermit; he hides away on a mountain and dodges things they throw at him. Incorporating "not liking attacking" into that shouldn't be hard.
(U/R)(U/R)(U/R)
Creature
~ can't attack unless you control another blue or red creature.
(U/R)(U/R): Change the target of target spell that targets only ~.
He will never leave his home undefended.
4/4
Maybe I'm pushing it here, but it's an idea!
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
The idea of large creatures that aren't great at attacking does somewhat fit an overlap between red and blue, but I think you missed the mark a bit here. All the other cards are working with evergreen mechanics, and this creature doesn't feel like it is part of the same cycle.
Maybe a drawback like "[Name] does not untap during your untap step. At the beginning of your upkeep you may pay (U/R)(U/R)(U/R) to untap [Name]." Just a thought...
Well...not quite evergreen. Boggart Ram-Gang isn't all about the evergreenitude, but I know what you mean.
Problem is, Red and Blue share almost no mechanics on creatures beyond flying. I read through the entire keyword list, and there's essentially nothing that they share beyond a few set-specific things which each color had access to only because every card in the cycle had them.
On instants and sorceries? A whole new ballgame. Between copying spells, redirecting them, getting them back, making them cheaper...There's a lot more overlap there.
Suddenly an idea comes to me. Drakes are blue-aligned, and dragons are red-aligned, right? This critter could be like a drake in the process of evolving into a dragon, hence the split mana. Drakes and dragons all fly, so this critter does; he can have decent stats, because he's part dragon; but he's evolving, so he's awkward.
Molting Drake (U/R)(U/R)(U/R)
Creature-Drake
Flying
Molting Drake doesn't untap during your untap step.
(U/R)(U/R): Untap Molting Drake
3/3
Does this one work better? Could be 4/3, but it seems combo-tastic now.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
Pinging for 1 damage might be reasonable, even though that has shifted away from blue in the color pie...
Creature - Drake 2/2
Flying
:symur::symur:: Change the target of target instant spell, sorcery spell, or ability targetting only Luminescent Drake, then copy that spell or ability. You may choose new targets for the copy.
Wild Ricochet is one of my favorite cards of all time and - although Devin Low argued that it's a red card - I think the ability fits easily into a hybrid U/R slice of the pie.
"...a talisman against all evil, so long as you obey me."
Well, the (W/B) one would not be in a strong tribe, of course. I'm convinced that the "faerie" aspect of it is a big part of the reason why Wasp Lancer's as weak as it is.
Which W one? The first strikey one?
Look at it this way. Boggart Ram-Gang, Wilt-Leaf Cavaliers, and the others (except maybe Wasp Lancer) from the original cycle are all pretty strong. I've played them; they're awesome.
An X/1, without shroud, is ALWAYS going to suck. Red laughs at it and Shocks it. Black can do the same thing with cards like Last Gasp. Any first strike creature will kill it. It's just too freaking fragile. NOT awesome.
Yes, I'm pushing the power here...but I don't think they're ove the curve. Potent? Yes, because they cost CCC to cast. Game-breaking? I doubt it.
EDIT:
I love this design, actually. It lets you do very nasty, mean things with Incinerate and its blue ilk like Boomerang--Incinerate becomes a conspired Burn Trail for 1R(U/R)(U/R), etc. It's less simple than the other members of the cycle, but it's very, very cool. Thumbs up!
EDIT2: Actually, that makes this little guy kinda overpowered. Basically, every spell that can target him gets replicate (U/R)(U/R), because you can change it to target an opponent's thing, put the copy on the stack targetting him, rinse, repeat.....That's sort of overpowered, The cost of that ability should probably go up, I guess. (U/R)(U/R)(U/R) might be enough, though.
Hey, is there anyone else on the forums going to Rice University in Houston? We could ALWAYS use more people in our Magic games. PM me if you want to play sometime
Boggart Striker (R/W)(R/W)(R/W)
Creature - Goblin Soldier
Double strike
2/2 (1/3?)
Kithkin Werebat (B/W)(B/W)(B/W)
Creature - Kithkin Bat
Flying, lifelink, deathlink (Whenever this creature is dealt combat damage, target opponent loses that much life)
2/2 (Double lifelink instead?)
Nettlevine Weaver (B/G)(B/G)(B/G)
Creature - Elf Plant Horror
Deathtouch
(B/G)(B/G): Regenerate ~.
3/2
Wanderbrine Ascetic (U/G)(U/G)(U/G)
Creature - Merfolk Shaman
Flash, shroud
2/4
Doubtsower (R/U)(U/R)(U/R)
Creature - Elemental
Flying
When ~ leaves play, untap target creature and gain control of it
2/2
I've never understood why blue had pinging or direct damage in the first place. Blue is by far the color of subtlety, and direct damage is one of the most un-subtle things possible. It makes no sense.
R Citizen Cane (Feldon of the Third Path)
(And yes, I'm aware that red has few if any examples where it had creatures with the straight-up unblockable text, but MaRo says that it's the color with the most "target creature can't block" effects and the two effects have the same mechanical result so unblockability is well within red's pie even if it never explicitly uses the ability.)
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains
Prodigal Sorcerer, Suq'Ata Firewalker and a plethora of other "Tim" cards would beg to differ.
And though this has moved from blue to red over time, a recent article by mtg.com stated explicitly that an acceptable place for color bleeding to happen is on a card that has an ability its color no longer usually has, but which used to belong to it exclusively.
Pinging creatures (especially ones that cost 3 mana and deal 1 damage) are so reminiscent of Prodigal Sorcerer that I think it would be acceptable to print a single hybrid card that bleeds in this way. Direct damage that requires a creature to tap (as opposed to spells that deal direct damage) takes the form of "magic missle" effects, psychic energy, etc. It fits in blue if you care to put it there (much like ice-themed spells fit as red direct damage if you need it to do so flavorfully).
All that said, I think making the creature unblockable would be a perfect overlap for this type of card (and would make its power/toughness more relevant, which is significant since a 3-hybrid cost creature in this cycle can have pretty decent stats). Maybe a 3/1 unbolckable for :symur::symur::symur:?
You had some very interesting ideas. We'll probably see the whole spell target changing and maybe copying in the :symur:-cards, but maybe not on the :symur::symur::symur: one, which should be rather simple. It MIGHT be a pinger, but I don't think so. I just think they'll avoid blue pingers...and also, these are all cards (in the cycle of Shadowmoor) with just very good stats and some abilities (also negative ones). But they were creatures made for combat.
However, I'm not quite sure about the unblockable. I know it could theoretically be in flavor for red, but it just doesn't feel right. They also already use unblockability in blue-black.
If I were to make the cards or to guess, my cards would look like this after reading the whole thread:
:symrw::symrw::symrw:
First Strike
4/1
This one still seems pretty balanced to me. Strong, as every part of the cycle is, acting like a 4/4 in combat, but with the drawback of having only one toughness, which is more or less as relevant as =Ashenmoor Gouger]can't block. Maybe it's a bit weaker, especially in limited, with Scar around.
:symwb::symwb::symwb:
Flying, Lifelink
2/3
Adding a point of toughness seems okay if it gets an irrelevant creature type.
:symgb::symgb::symgb:
Deathtouch
:symgb::symgb: : Regenerate ~.
3/2
I like it more with higher regneration costs but 3/2 since that might make it constructed viable. As a 2/3, it would be a limited only card.
:symug::symug::symug:
Shroud, Islandwalk
3/3
Shroud on the one seems like a good idea, but I'm not sure about the flash since Plumeveil already uses it. Okay, there's flying more often in the cycle, too, but Flash isn't as common as flying so they might want to use it only once.
:symur::symur::symur:
I'm still not sure on this one, I wrote above what I think about your ideas.
MaRo himself has said that they have decided to stretch unblockability into red but I'm assuming they also want it in black to an extent as well given that blue-black also has a shortage to viable evergreen overlap. We haven't seen hide nor hair of the ability in red, which is why it doesn't feel right, but it fits according to R&D's policy on shared mechanics.
Archatmos
Excellion
Fracture: Israfiel (WBR), Wujal (URG), Valedon (GUB), Amduat (BGW), Paladris (RWU)
Collision (Set Two of the Fracture Block)
Quest for the Forsaken (Set Two of the Excellion Block)
Katingal: Plane of Chains