Avacyn is free, humanity is saved, and the darkness once again cowers before the light.
But all is not peaceful on Innistrad. Avacyn's forces threaten to overwhelm the scattered vampire houses, and with his life and pride on the line, the ruthless vampire Edgar Markov confers with demonic forces to put an end to humanity's foolish reign once and for all. Meanwhile, the ever meddling half-devil Tibalt is hatching plans of his own that threaten to put a bloody end to Innistrad's pretty power squabbles for good. Can the traitorous vampire Sorin Markov truly be the only thing standing between humanity and annihilation? What terrifying secret has the errant Tamiyo's research uncovered? Will the savage beast summoner Garruk Wildspeaker ever shed his curse? What new horrors await Innistrad after the dawn?
Find out in Breaking Dawn, the chilling fourth act conclusion to the Innistrad cycle!
Key:
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I don't really like this.
CW01 — Kid and Ghost1W
Creature — Human (C)
When CW01 — Kid and Ghost enters the battlefield, put a 1/1 white Spirit creature token with flying onto the battlefield.
1/2
CW02 — Elgaud MentorWW
Creature — Human Soldier (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as CW02 — Elgaud Mentor is paired with another creature, each of those creatures gets +0/+1.
2/2
CW03 — Avacyn’s Herald1W
Creature — Human Cleric (C)
When CW03 — Avacyn’s Herald enters the battlefield, look at the top four cards of your library. You may reveal an Angel creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
1/3
CW04 — Sentry Bro4W
Creature — Human Soldier (C)
Fateful hour — As long as you have 5 or less life, CW04 — Sentry Bro has vigilance and can block any number of creatures.
3/5
CW06 — Mourning Saint1WW
Creature — Angel (C)
Flying
When CW06 — Mourning Saint enters the battlefield, you gain 2 life. She weeps for the horror Avacyn has become.
2/2
CW07 — Slappy HandsW
Instant (C)
The next 1 damage that would be dealt to target creature you control this turn is dealt to target creature you don’t control instead. And the angel said to him, “Stop hitting yourself!” But he could not stop, for the angel was hitting him with his own hands.
CW08 — Unshackle the Soul4W
Sorcery (C)
Exile target creature.
Fateful hour — If you have 5 or less life, put a 1/1 white Spirit creature token with flying onto the battlefield.
CW09 — Topple2W
Sorcery (C)
Exile target creature with the greatest power among creatures on the battlefield. Hell hath no fury like a millennia old vampire with daddy issues.
CW10 — Angel’s Call3W
Sorcery (C)
Choose one —
• Return target creature card from your graveyard to your hand.
• Return two target Human creature cards from your graveyard to your hand.
CW11 —
CW12 — Soul LashW
Enchantment — Aura (C)
Enchant creature
Enchanted creature has vigilance and “W, T: Tap target creature.”
MM01 —
MW02 — Belfry of the Lost4WWW
Enchantment (M)
At the beginning of your upkeep, if you control less than five Spirit creature tokens, put an amount of 1/1 white Spirit creature tokens with flying onto the battlefield equal to the difference.
RW01 — Thraben Tactician1WW
Creature — Human Knight (R)
Vigilance
Attacking creatures you control have first strike.
Blocking creatures you control have lifelink.
2/3
RW02 — Guardian of Sanctity4WWW
Creature — Angel (R)
Flying
Whenever a creature deals damage to you, RW02 — Guardian of Sanctity deals that much damage to that creature.
Whenever a spell deals damage to you, RW02 — Guardian of Sanctity deals that much damage to that spell’s controller.
4/5
RW03 — Hushwing Gryff2W
Creature — Hippogriff (R)
Flash (You may cast this spell any time you could cast an instant.)
Flying
Creatures entering the battlefield don’t cause abilities to trigger. An overwhelming sense of calm accompanies the gryffs that wheel above the roofs of Gavony.
2/1
RW04 — Chant TaxXW
Instant (R)
Spells cost X more to cast this turn.
Creatures can’t attack this turn unless their controller pays X for each attacking creature he or she controls.
RW05 — Man the Battlements4W
Sorcery (R)
For each creature controlled by an opponent, put two 1/1 white Human creature tokens onto the battlefield “There once was a time when we would flee in the face of darkness. That time is no longer.”
RW06 —
RW07 — Blessed Constancy1W
Enchantment (R)
At the beginning of each upkeep, your life total becomes 5.
UW01 — Funeral Geist3W
Creature — Spirit (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever a creature paired with UW01 — Funeral Geist dies, you may gain 4 life.
2/3
UW02 — Thalia’s Ordinator1WW
Creature — Human Knight (U)
Flash
Vigilance
When UW02 — Thalia’s Ordinator enters the battlefield, you may tap target creature.
2/2
UW03 — Angel of the Lords3W
Creature — Angel (U)
Flying
Human creatures you control get +1/+1.
3/3
UW04 — Captive VampireW
Creature — Vampire (U)
Prevent all damage UW04 — Captive Vampire would deal to Humans. “It’s an affront to our bloodline and our race. Destroy it and its masters.”
—Edgar Markov
2/2
UW05 — Righteous Dude!W
Instant (U)
Target blocking or blocked creature gets +2/+2 until end of turn. Fateful Hour — If you have 5 or less life, instead that creature gets +7/+7 until end of turn.
UW06 — Mans in a Can3W
Sorcery (U)
Put three 1/1 white Human creature tokens onto the battlefield.
Miracle W(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UW07 —
UW08 — Helvault ShardW
Enchantment (U)
When UW08 — Helvault Shard enters the battlefield, exile target creature an opponent controls until UW08 — Helvault Shard leaves the battlefield.
Whenever you’re dealt damage, sacrifice UW08 — Helvault Shard.
CU01 — Lantern Bearer3U
Creature — Human Rogue (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as CU01 — Lantern Bearer is paired with a creature, each of those creatures has “Whenever this creature becomes blocked, each creature blocking it gets -2/-0 until end of turn.”
2/1
CU02 — Crash of Ghosts1U
Creature — Spirit Ship (C)
Flying
When CU02 — Crash of Ghosts attacks or blocks, sacrifice it at the beginning of the next end step.
3/3
CU03 — Tricky Magician1U
Creature — Human Wizard (C)
Flying
When CU03 — Tricky Magician enters the battlefield, return a creature you control to its owner’s hand. “Now you see it . . .”
2/1
CU04 — Loch Serpent5U
Creature — Serpent (C)
Defender
As long as you control no other creatures, CU04 — Loch Serpent gets +2/+2 and can attack as though it didn’t have defender. “I saw it from the bank, I did! One hundred feet long and as black a demon’s hide!”
—Elso, mad prophet
4/6
CU05 — Skaab Scavenger1U
Creature — Zombie (C)
At the beginning of your upkeep, each player puts the top two cards of his or her library into his or her graveyard. “It’s getting harder and harder to find quality parts these days.”
—Ludevic, necro-alchemist
1/3
CU06 — Lighthouse Scribe2U
Creature — Human Wizard (C)
When CU06 — Lighthouse Scribe enters the battlefield, draw a card.
2/2
CU07 — Brainfuddle1U
Instant (C)
Return target creature to its owner’s hand. That creature’s controller puts the top four cards of his or her library into his or her graveyard.
CU09 — Clear Visions1U
Sorcery (C)
Draw two cards, then put a card from your hand on top of your library.
CU10 — Flight of Phantasms4UU
Sorcery (C)
Put three 1/1 blue Spirit creature tokens with flying onto the battlefield.
CU11 — Cunning EvasionU
Sorcery (C)
Target creature gets +1/+0 and gains hexproof until end of turn. It can’t be blocked this turn.” Despite their best efforts, the Thraben militia never did catch the infamous Fang Wall Ripper.
CU12 — Back RollsU
Enchantment — Aura (C)
Enchant creature
When CU12 — Back Rolls enters the battlefield, draw a card.
Enchanted creature gets +0/+2.
MU01 —
MU02 —
RU01 — Ludevic, Necro-Alchemist3U
Legendary Creature — Human Wizard (R) XU, T: Target player puts the top X cards of his or her library into his or her graveyard. You may put a creature card with converted mana cost X or less from among them onto the battlefield tapped under your control. That creature is a black Zombie in addition to its other colors and types.
2/4
RU02 — Fat Sea Monster5UU
Creature — Leviathan (R)
When RU02 — Fat Sea Monster enters the battlefield, return each other creature to its owner’s hand. U: RU02 — Fat Sea Monster gains hexproof until end of turn.
6/6
RU03 — Grand Illusionist1U
Creature — Human Wizard (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever RU03 — Grand Illusionist becomes paired with a creature, it becomes a copy of that creature except it has soulbond for as long as it’s paired with that creature.
1/1
RU04 — Mournful Call3UU
Instant (R)
Gain control of target attacking creature and untap it. Their hopes and hearts dashed against the silver reef, the sailors still swam on, entranced by the siren’s dirge.
RU05 —
RU06 — Bruna’s Insight3U
Sorcery (R)
Look at the top seven cards of your library. Put a card from among them into your hand, one on top of your library, and the rest into your graveyard.
Miracle 1U (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
RU07 — Panty Raid2U
Enchantment (R)
Whenever a creature you control deals combat damage to a player, you may draw a card. If you do, return that creature to its owner’s hand.
UU01 — Gruff Gryff4UU
Creature — Zombie Hippogriff (U)
Flying
When UU01 — Gruff Gryff enters the battlefield, return another creature you control to its owner’s hand.
4/5
UU02 — Rattlegeist1UU
Creature — Spirit (U)
Flash
Flying
When UU02 — Rattlegeist enters the battlefield, counter target instant or sorcery spell unless its controller pays 1 “It spooked me so hard I lost concentration!”
2/2
UU03 — Infiltraitor Pal1U
Creature — Human Scout (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as UU03 — Infiltraitor Pal is paired with a creature, each of those creatures has “2U: This creature can’t be blocked this turn.”
2/1
UU04 — Grisly Alchemist2U
Creature — Human Wizard (U) 3U, T, Sacrifice a creature: Tap up to three target creatures.
1/3
UU05 — Silver Wish1UU
Instant (U)
Draw two cards.
Miracle U(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UU06 — Topple the Archives4U
Sorcery (U)
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player’s graveyard.
UU07 — Howling Gale2U
Sorcery (U)
For each creature, return it to its owner’s hand unless its controller pays 1.
UU08 — Fearsome Presence4U
Enchantment — Aura (U)
Enchant creature
Enchanted creature has “Other creatures get -2/-0.”
CB01 — Corpse Blockade2B
Creature — Zombie Wall (C)
Defender
Sacrifice another creature: Corpse Blockade gains deathtouch until end of turn.
1/4
CB02 — Mortis Shambler2B
Creature — Zombie (C)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
2/1
CB03 — Markov Reckoner1B
Creature — Vampire Warrior (C)
Pay 1 life: CB03 — Markov Reckoner gets +1/-1 until end of turn.
1/3
CB04 — Harbinger of Fright5B
Creature — Demon (C)
Flying
When CB04 — Harbinger of Fright enters the battlefield, you may have target creature get -1/-1 until end of turn.
3/3
CB05 — Fearwing2BB
Creature — Zombie (C)
Flying
As long as you control no other creatures, CB05 — Fearwing gets +2/+2.
2/1
CB06 — Vial Hunter4B
Creature — Vampire (C)
Fateful hour — At the beginning of your upkeep, if you have 5 or less life, each opponent loses 2 life. “In these trying times, every last drop counts.”
2/5
CB07 — Entrails Bonanza1B
Instant (C)
Return target creature card from your graveyard to your hand. You gain life equal to that creature’s toughness. “Jackpot!”
—Gisa, ghoulcaller of Gavony
CB08 — ChompB
Instant (C)
Target creature gets +2/+0 and gains lifelink until end of turn.
CB09 — Wither1B
Sorcery (C)
Each creature gets -1/-1 until end of turn.
CB10 — Vampiric Hunger3BB
Sorcery (C)
CB10 — Vampiric Hunger deals 4 damage to target nonartifact creature and you gain 4 life.
CB11 —
CB12 — Wings of Brume1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, put a +1/+1 counter on it.
MB01 — Edgar Markov, Bloodsire4BB
Legendary Creature — Vampire (M)
Flying, lifelink
Whenever an opponent loses life, put that many 1/1 black Vampire creature tokens with lifelink onto the battlefield.
3/3
MB02 —
RB01 — Midnight Revenant4BB
Creature — Shade (R)
At the beginning of your precombat main phase, pay any amount of life. Add that much B to your mana pool. B: RB01 — Midnight Revenant gets +1/+1 until end of turn.
3/3
RB02 — Skeleton JellyBB
Creature — Skeleton Ooze (R)
Counters remain on RB02 — Skeleton Jelly as it moves to any zone other than a player’s hand or library. XBB: Return RB02 — Skeleton Jelly from your graveyard to the battlefield tapped and with an additional +1/+1 counter on it. X is the number of +1/+1 counters on RB02 — Skeleton Jelly.
1/1
RB03 — Gisa the Mad2B
Legendary Creature — Human Wizard (R) 1B, Exile a creature card from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield. 1: Target Zombie gains haste until end of turn.
2/3
RB04 — Exterminate1BB
Instant (R)
Exile target creature. Search its controller’s graveyard, hand, and library for all cards with the same name as that creature and exile them. Then that player shuffles his or her library. “Immortality was never meant for you.”
—Sorin, to Edgar Markov
RB05 — Skirsdag RitesXB
Sorcery (R)
Put an X/X black Demon creature token with flying onto the battlefield. You lose X life.
RB06 — Insidious TutorB
Sorcery (R)
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.
RB07 — Plague City2B
Enchantment (R)
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Rat creature token onto the battlefield. Fateful Hour — If you have 5 or less life, creatures you control have deathtouch.
UB01 — CarnophageB
Creature — Zombie (U)
At the beginning of your upkeep, tap UB01 — Carnophage unless you pay 1 life.
2/2
UB02 — Hungry Vampire2BB
Creature — Vampire (U)
When UB02 — Hungry Vampire enters the battlefield, you may sacrifice another creature. If you do, put a +1/+1 counter on UB02 — Hungry Vampire and it gains haste until end of turn.
4/3
UB03 — Stitched Prototype2B
Creature — Zombie (U)
When UB03 — Stitched Prototype dies, draw a card and you lose 1 life.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
1/1
UB04 — Skirsdag Pontiff1B
Creature — Human Cleric (U)
As long as you control no other creatures, UB04 — Skirsdag Pontiff has intimidate and is a Demon in addition to its other creature types. 2B, Discard a creature card: UB04 — Skirsdag Pontiff gets +2/+2 until end of turn. Activate this ability only if you control no other creatures.
2/1
UB05 — Bloodletting2B
Instant (U)
Target player loses 2 life and you gain 2 life. Fateful Hour — At the beginning of your upkeep, if you have 5 or less life, you may pay 2B. If you do, return UB05 — Bloodletting from your graveyard to your hand.
UB06 —
UB07 — Bad Moon Offering3B
Sorcery (U)
As an additional cost to cast UB07 — Bad Moon Offering, sacrifice a creature.
Creatures you control get +2/+2 until end of turn.
UB08 —
CR01 —
CR02 — Desperate Stalker2R
Creature — Vampire (C)
Trample
Whenever CR02 — Desperate Stalker deals combat damage to a player, put a +1/+1 counter on CR02 — Desperate Stalker.
3/1
CR03 — Estate Razer1R
Creature — Zombie Warrior (C)
Haste
CR03 — Estate Razer attacks each turn if able.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
1/1
CR04 — Zealous Recruit2R
Creature — Human Knight (C)
3/2
CR05 — Wolfir Brute2RR
Creature — Wolf Berserker (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
CR05 — Wolfir Brute attacks each turn if able as long as it isn’t paired.
5/3
CR06 — Hellmouth TricksterR
Creature — Devil (C) 1R, Sacrifice CR06 — Hellmouth Trickster: CR06 — Hellmouth Trickster deals 1 damage to target creature. That creature can’t block this turn. A devil’s favorite game is kick the bucket.
1/1
CR07 — Demonbreath1R
Instant (C)
CR07 — Demonbreath deals 2 damage to target creature or player.
Add R to your mana pool.
CR08 — Gift of the FlightsR
Instant (C)
Target creature gains first strike and gets +1/+0 until end of turn. If that creature is Human, it gets an additional +2/+0 until end of turn.
CR09 — Brimstone Sledge4R
Sorcery (C)
CR09 — Brimstone Sledge deals 6 damage to target creature without flying. That creature can’t be regenerated this turn. If that creature would die this turn, exile it instead.
CR10 — Fright Night2R
Sorcery (C)
Creatures you control get +2/+0 until end of turn.
Humans can’t block this turn.
CR11 — Wreckage Rummage5R
Sorcery (C)
Destroy target artifact or land.
Discard two cards, then draw two cards. “Take the chairs!”
—Anje Falkenrath
CR12 — Spectral Wrath3R
Enchantment — Aura (C)
Enchant creature
When enchanted creature dies, you may have it deal damage equal to its power to target creature or player.
MR01 —
MR02 — Brimstone Lash6R
Sorcery (M)
MR02 — Brimstone Lash deals 6 damage to each of up to six target creatures, players, and/or planeswalkers. While the angel’s sword sings true, the demon’s lash roars only of agony.
RR01 — Ashmouth Arsonist1R
Creature — Devil (R) 1R: RR01 — Ashmouth Arsonist deals 1 damage to target creature or player and 1 damage to you. “Both my greatest annoyance and my greatest inspiration.”
— Tibalt, the Fiend-Blooded
2/1
RR02 — Anje Falkenrath3R
Legendary Creature — Vampire (R)
Haste
Whenever RR02 — Anje Falkenrath deals combat damage to a player, put a +1/+1 counter on each Vampire creature you control. R: Target creature can’t block Vampires this turn.
3/2
RR03 — Riot Mob3R
Creature — Human Warrior (R)
Whenever RR03 — Riot Mob attacks put three 1/1 red Human creature tokens with haste onto the battlefield tapped and attacking. Sacrifice those tokens at the beginning of the next end step.
2/2
RR04 — Ravening Bloodlord3RR
Creature — Vampire Warrior (R)
Haste
Whenever RR04 — Ravening Bloodlord deals combat damage to a player, put a +1/+1 counter on RR04 — Ravening Bloodlord.
Whenever RR04 — Ravening Bloodlord deals combat damage to a creature, RR04 — Ravening Bloodlord deals that much damage to that creature’s controller.
3/3
RR05 — Light the Pyres2R
Sorcery (R)
Exile all creature cards from all graveyards. RR05 — Light the Pyres deals damage to each creature equal to the number of creature cards exiled this way. If a creature dealt damage this way would die this turn, exile it instead. “You’ll burn with your sins, heretic!”
RR06 — Pitlord’s Imperative5RR
Sorcery (R)
Gain control of each creature an opponent controls with power less than power of the creature you control with the highest power until end of turn. Untap those creatures. They gain haste until end of turn. “Kneel!”
RR07 — Prepare for Trouble2RR
Sorcery (R)
When you cast your next instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
Miracle 1R(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UR01 — Guy With Two Swords1R
Creature — Human Warrior (U)
Double strike Two is more than one.
1/2
UR02 — Fire Zombie 2R
Creature — Human Warrior (U)
Creatures with power less than UR02 — Fire Zombie’s power can’t block it. R: UR02 — Fire Zombie gets +1/+0 until end of turn. “Told you.”
—Rem Karolus, Blade of the Inquisitors
1/1
UR03 — Inferno Hound3RR
Creature — Elemental Hound (U)
When UR03 — Inferno Hound dies, it deals 2 damage to each player.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
2/2
UR04 — Jumping Vampire3R
Creature — Vampire (U)
Whenever UR04 — Jumping Vampire deals combat damage to a player, put a +1/+1 counter on UR04 — Jumping Vampire. 2R: UR04 — Jumping Vampire gains flying until end of turn.
3/2
UR05 — Nailography3RR
Instant (U)
Target creature you control gets +3/+0 until end of turn. That creature deals damage equal to its power to up to one other target creature. “If you are not wearing nails, you are not doing drag.”
UR06 — Big Pig Derby3R
Sorcery (U)
Put a 4/4 red Boar creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end step.
Miracle R(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UR07 — Mark of Mutiny2R
Sorcery (U)
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn.
UR08 — Hellmouth Chasm3R
Enchantment (U)
At the beginning of combat on your turn, put a 3/1 red Devil creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end step.
CG01 — Wolfir Champion3GG
Creature — Wolf Warrior (C)
When CG01 — Wolfir Champion dies, gain 4 life. The first wolfir to fall in the battle against Edgar’s vampires was honored with a feast that lasted three days. Those who followed got unmarked graves.
4/4
CG02 —
CG03 — Kessig RunnerG
Creature — Human Scout (C)
CG03 — Kessig Runner can’t be blocked by creatures with flying.
1/2
CG04 — Lucky Spider2G
Creature — Spider (C)
When CG04 — Lucky Spider attacks, you may have target creature with flying defending player controls block it this combat if able. Of all the horrors that could reside at the foot of your garden, they are by far the cutest.
2/3
CG05 — Wood Nymph1G
Creature — Dryad (C) 4G: CG05 — Wood Nymph gets +3/+3 until end of turn. Activate this ability only on Her power is matched only by her toughness.ce each turn.
2/2
CG06 — Kessig Trapper5G
Creature — Human Warrior (C)
When CG06 — Kessig Trapper enters the battlefield, you may have it fight target creature you don’t control. (Each deals damage equal to its power to the other.) “Bait and traps are for wimps. Let me show you how real men do it.”
3/3
CG07 —
CG08 —
CG09 — Scattering Breeze1G
Instant (C)
CG09 — Scattering Breeze deals 3 damage to target creature with flying. That creature loses flying until end of turn.
CG10 — Yewfists5G
Sorcery (C)
Target creature gets +5/+5 until end of turn.
CG11 — Dawn of Renewal3G
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. You gain 1 life for each land you control.
MG01 — Kessig Packmaster2GG
Creature — Human Shaman (M)
Whenever a creature enters the battlefield under an opponent’s control, put a 2/2 green Wolf creature token onto the battlefield. Those creatures fight each other. (Each deals damage equal to its power to the other.)
3/3
MG02 —
RG01 — Silverfang Alpha1G
Creature — Wolf Warrior (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) 1G: RG01 — Silverfang Alpha gets +2/+2 until end of turn. If it’s paired with a creature, that creature also gets +2/+2 until end of turn. Activate this ability only once each turn.
2/2
RG02 — Spellward Lumberknot2GG
Creature — Treefolk (R)
Trample
Whenever RG02 — Spellward Lumberknot becomes the target of a spell, counter that spell. If that spell is countered this way, put a number of +1/+1 counters on RG02 — Spellward Lumberknot equal to that spell’s converted mana cost.
4/5
RG03 — Demonmark Hunter2G
Creature — Human Archer (R)
Reach G, T: RG03 — Demonmark Hunter deals 4 damage to target creature with flying. When that creature dies this turn, draw a card.
1/3
RG04 — Much Larger Dave5GG
Creature — Elemental (R)
Trample, reach
RG04 — Much Larger Dave can’t be countered.
If RG04 — Much Larger Dave would be put into your graveyard from anywhere, shuffle it into your library instead.
Miracle 3GG(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
9/9
RG05 — Not RancorXG
Sorcery (R)
Put X +1/+1 counters on target creature.
Whenever a creature enters the battlefield under your control, you may pay 2G. If you do, return RG05 — Not Rancor from your graveyard to your hand.
RG06 — Restack3G
Sorcery (R)
Return up to one target card in your graveyard to your hand and put up to one other target card from your graveyard on top of your library. Exile RG06 — Restack.
RG07 — Making Friends2GG
Enchantment (R)
Whenever you cast a creature spell, you may search your library for a creature card with with converted mana cost less than or equal to that spell’s converted mana cost and put that card into your hand. If you do, shuffle your library.
UG01 — Wreath Bearer2G
Creature — Human Druid (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as UG01 — Wreath Bearer is paired with another creature, each of those creatures has “T: Add one mana of any color to your mana pool.”
1/2
UG02 —
UG03 — Hunting Party1G
Creature — Human Warrior (U)
At the beginning of your upkeep, if there’s a creature with greater power than UG03 — Hunting Party, put a +1/+1 counter on UG03 — Hunting Party. “We’re gonna need a bigger boat.”
2/2
UG04 —
UG05 —
UG06 — Miracle Gro4G
Sorcery (U)
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Miracle 1G(You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UG07 — Smear With Honey2G
Sorcery (U)
All creatures able to block target creature this turn do so. “Don’t worry. The werewolves are gone. It’s only the werebears and werebees you have to worry about now.”
UG08 — Spidered Plots3G
Enchantment (U)
Whenever a nontoken creature you control dies, you may pay 1. If you do, put a 1/2 green Spider creature token with reach onto the battlefield.
CC03 — Jar of Ghosts4
Artifact Creature — Construct (C)
Defender
When CC03 — Jar of Ghosts dies, put a 1/1 white Spirit creature token with flying onto the battlefield. Contains one ghost.
0/4
MC01 — Angelheart Phylactery4
Legendary Artifact (M)
You don’t lose the game for having 0 or less life.
At the beginning of your end step, if an opponent didn’t lose life this turn, sacrifice MC01 — Angelheart Phylactery.
RC01 — Guardian Tombstone4
Artifact (R) 4: Exile target creature card from a graveyard. RC01 — Guardian Tombstone becomes a copy of that card until end of turn. She keeps silent vigil over her cemetery, protecting the souls within from those who would disturb their rest.
RC02 — Silver Orrery3
Artifact (R)
Whenever a player casts a spell, put a charge counter on RC02 — Silver Orrery. Then if there are five or more charge counters on RC02 — Silver Orrery, remove all charge counters from it and that player takes an extra turn after this one.
UC01 — Wayfinder’s Lantern2
Artifact (U) 1, T: Look at the top card of your library. You may put that card on the bottom of your library.
UC02 — Harvest Scythe3
Artifact — Equipment (U)
Equipped creature has “3, T, Sacrifice another creature: Put three +1/+1 counters on this creature.”
Equip 2
UC04 — Skeleton Key2
Artifact — Equipment (U)
Equipped creature can’t be blocked.
Equip 1 “They think these bars can hold me? I’ll pick the locks with their bones!”
—Gisa, ghoulcaller of Gavony
CC04 — Ruined Chapel
Land (C) T: Add 1 mana to your mana pool. 2, T, Sacrifice CC04 — Ruined Chapel: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
The operative question is, though: Is transform returning?
I seem to recall, Chemtrails, that you don't like DFCs, so I guess not. This means that Innistrad block would officially be two miniblocks, Lorwyn/Shadowmoor-style. Except in reverse, I guess. And not as much so, because there would be actual mechanical continuity in the form of something other than mirrors.
All of those except curses. It wouldn't be Avacyn Restored without them. The "new" mechanic is actually slated to be fateful hour, mirroring Dark Ascension.
All of those except curses. It wouldn't be Avacyn Restored without them. The "new" mechanic is actually slated to be fateful hour, mirroring Dark Ascension.
Let me guess: You'd switch the colors on fateful hour to represent the monsters with their backs to the wall?
It's in black and white, so half correct. The colour pair didn't have an identity and is otherwise a natural fit.
Aha. Good choice - both of those colors have reasons to enjoy being on the brink of death. White because it's a martyr and black because it's a masochist.
Aha. Good choice - both of those colors have reasons to enjoy being on the brink of death. White because it's a martyr and black because it's a masochist.
I envision white as desperate and defensive during its Fateful Hour while black is determined and despotic during its Fateful Hour. This is why white and black are perfect mechanical and flavorful colors for Fateful Hour. White plays the role of "It's our fateful hour." And black plays the role of "It's your fateful hour."
"Make a small set" he said. "It won't take long" he said.
I've been punching holes in this off and on for a while now - I even made a few new ones while posting this! - and I figured it was finally time to actually update the thread. Playtesting returned mostly okay, but it was so long ago that I barely remember what was said.
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Breaking Dawn
Embrace Salvation
Avacyn is free, humanity is saved, and the darkness once again cowers before the light.
But all is not peaceful on Innistrad. Avacyn's forces threaten to overwhelm the scattered vampire houses, and with his life and pride on the line, the ruthless vampire Edgar Markov confers with demonic forces to put an end to humanity's foolish reign once and for all. Meanwhile, the ever meddling half-devil Tibalt is hatching plans of his own that threaten to put a bloody end to Innistrad's pretty power squabbles for good. Can the traitorous vampire Sorin Markov truly be the only thing standing between humanity and annihilation? What terrifying secret has the errant Tamiyo's research uncovered? Will the savage beast summoner Garruk Wildspeaker ever shed his curse? What new horrors await Innistrad after the dawn?
Find out in Breaking Dawn, the chilling fourth act conclusion to the Innistrad cycle!
Mechanics and Themes
Key:
I really like this.
I don't really like this.
CW01 — Kid and Ghost 1W
Creature — Human (C)
When CW01 — Kid and Ghost enters the battlefield, put a 1/1 white Spirit creature token with flying onto the battlefield.
1/2
CW02 — Elgaud Mentor WW
Creature — Human Soldier (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as CW02 — Elgaud Mentor is paired with another creature, each of those creatures gets +0/+1.
2/2
CW03 — Avacyn’s Herald 1W
Creature — Human Cleric (C)
When CW03 — Avacyn’s Herald enters the battlefield, look at the top four cards of your library. You may reveal an Angel creature card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
1/3
CW04 — Sentry Bro 4W
Creature — Human Soldier (C)
Fateful hour — As long as you have 5 or less life, CW04 — Sentry Bro has vigilance and can block any number of creatures.
3/5
CW05 — Suddenly Dogs 2W
Creature — Hound (C)
Flash
2/3
CW06 — Mourning Saint 1WW
Creature — Angel (C)
Flying
When CW06 — Mourning Saint enters the battlefield, you gain 2 life.
She weeps for the horror Avacyn has become.
2/2
CW07 — Slappy Hands W
Instant (C)
The next 1 damage that would be dealt to target creature you control this turn is dealt to target creature you don’t control instead.
And the angel said to him, “Stop hitting yourself!” But he could not stop, for the angel was hitting him with his own hands.
CW08 — Unshackle the Soul 4W
Sorcery (C)
Exile target creature.
Fateful hour — If you have 5 or less life, put a 1/1 white Spirit creature token with flying onto the battlefield.
CW09 — Topple 2W
Sorcery (C)
Exile target creature with the greatest power among creatures on the battlefield.
Hell hath no fury like a millennia old vampire with daddy issues.
CW10 — Angel’s Call 3W
Sorcery (C)
Choose one —
• Return target creature card from your graveyard to your hand.
• Return two target Human creature cards from your graveyard to your hand.
CW11 —
CW12 — Soul Lash W
Enchantment — Aura (C)
Enchant creature
Enchanted creature has vigilance and “W, T: Tap target creature.”
MM01 —
MW02 — Belfry of the Lost 4WWW
Enchantment (M)
At the beginning of your upkeep, if you control less than five Spirit creature tokens, put an amount of 1/1 white Spirit creature tokens with flying onto the battlefield equal to the difference.
RW01 — Thraben Tactician 1WW
Creature — Human Knight (R)
Vigilance
Attacking creatures you control have first strike.
Blocking creatures you control have lifelink.
2/3
RW02 — Guardian of Sanctity 4WWW
Creature — Angel (R)
Flying
Whenever a creature deals damage to you, RW02 — Guardian of Sanctity deals that much damage to that creature.
Whenever a spell deals damage to you, RW02 — Guardian of Sanctity deals that much damage to that spell’s controller.
4/5
RW03 — Hushwing Gryff 2W
Creature — Hippogriff (R)
Flash (You may cast this spell any time you could cast an instant.)
Flying
Creatures entering the battlefield don’t cause abilities to trigger.
An overwhelming sense of calm accompanies the gryffs that wheel above the roofs of Gavony.
2/1
RW04 — Chant Tax XW
Instant (R)
Spells cost X more to cast this turn.
Creatures can’t attack this turn unless their controller pays X for each attacking creature he or she controls.
RW05 — Man the Battlements 4W
Sorcery (R)
For each creature controlled by an opponent, put two 1/1 white Human creature tokens onto the battlefield
“There once was a time when we would flee in the face of darkness. That time is no longer.”
RW06 —
RW07 — Blessed Constancy 1W
Enchantment (R)
At the beginning of each upkeep, your life total becomes 5.
UW01 — Funeral Geist 3W
Creature — Spirit (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever a creature paired with UW01 — Funeral Geist dies, you may gain 4 life.
2/3
UW02 — Thalia’s Ordinator 1WW
Creature — Human Knight (U)
Flash
Vigilance
When UW02 — Thalia’s Ordinator enters the battlefield, you may tap target creature.
2/2
UW03 — Angel of the Lords 3W
Creature — Angel (U)
Flying
Human creatures you control get +1/+1.
3/3
UW04 — Captive Vampire W
Creature — Vampire (U)
Prevent all damage UW04 — Captive Vampire would deal to Humans.
“It’s an affront to our bloodline and our race. Destroy it and its masters.”
—Edgar Markov
2/2
UW05 — Righteous Dude! W
Instant (U)
Target blocking or blocked creature gets +2/+2 until end of turn.
Fateful Hour — If you have 5 or less life, instead that creature gets +7/+7 until end of turn.
UW06 — Mans in a Can 3W
Sorcery (U)
Put three 1/1 white Human creature tokens onto the battlefield.
Miracle W (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UW07 —
UW08 — Helvault Shard W
Enchantment (U)
When UW08 — Helvault Shard enters the battlefield, exile target creature an opponent controls until UW08 — Helvault Shard leaves the battlefield.
Whenever you’re dealt damage, sacrifice UW08 — Helvault Shard.
CU01 — Lantern Bearer 3U
Creature — Human Rogue (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as CU01 — Lantern Bearer is paired with a creature, each of those creatures has “Whenever this creature becomes blocked, each creature blocking it gets -2/-0 until end of turn.”
2/1
CU02 — Crash of Ghosts 1U
Creature — Spirit Ship (C)
Flying
When CU02 — Crash of Ghosts attacks or blocks, sacrifice it at the beginning of the next end step.
3/3
CU03 — Tricky Magician 1U
Creature — Human Wizard (C)
Flying
When CU03 — Tricky Magician enters the battlefield, return a creature you control to its owner’s hand.
“Now you see it . . .”
2/1
CU04 — Loch Serpent 5U
Creature — Serpent (C)
Defender
As long as you control no other creatures, CU04 — Loch Serpent gets +2/+2 and can attack as though it didn’t have defender.
“I saw it from the bank, I did! One hundred feet long and as black a demon’s hide!”
—Elso, mad prophet
4/6
CU05 — Skaab Scavenger 1U
Creature — Zombie (C)
At the beginning of your upkeep, each player puts the top two cards of his or her library into his or her graveyard.
“It’s getting harder and harder to find quality parts these days.”
—Ludevic, necro-alchemist
1/3
CU06 — Lighthouse Scribe 2U
Creature — Human Wizard (C)
When CU06 — Lighthouse Scribe enters the battlefield, draw a card.
2/2
CU07 — Brainfuddle 1U
Instant (C)
Return target creature to its owner’s hand. That creature’s controller puts the top four cards of his or her library into his or her graveyard.
CU08 — Bruna’s Stricture 1UU
Instant (C)
Counter target non-Human spell.
CU09 — Clear Visions 1U
Sorcery (C)
Draw two cards, then put a card from your hand on top of your library.
CU10 — Flight of Phantasms 4UU
Sorcery (C)
Put three 1/1 blue Spirit creature tokens with flying onto the battlefield.
CU11 — Cunning Evasion U
Sorcery (C)
Target creature gets +1/+0 and gains hexproof until end of turn. It can’t be blocked this turn.”
Despite their best efforts, the Thraben militia never did catch the infamous Fang Wall Ripper.
CU12 — Back Rolls U
Enchantment — Aura (C)
Enchant creature
When CU12 — Back Rolls enters the battlefield, draw a card.
Enchanted creature gets +0/+2.
MU01 —
MU02 —
RU01 — Ludevic, Necro-Alchemist 3U
Legendary Creature — Human Wizard (R)
XU, T: Target player puts the top X cards of his or her library into his or her graveyard. You may put a creature card with converted mana cost X or less from among them onto the battlefield tapped under your control. That creature is a black Zombie in addition to its other colors and types.
2/4
RU02 — Fat Sea Monster 5UU
Creature — Leviathan (R)
When RU02 — Fat Sea Monster enters the battlefield, return each other creature to its owner’s hand.
U: RU02 — Fat Sea Monster gains hexproof until end of turn.
6/6
RU03 — Grand Illusionist 1U
Creature — Human Wizard (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever RU03 — Grand Illusionist becomes paired with a creature, it becomes a copy of that creature except it has soulbond for as long as it’s paired with that creature.
1/1
RU04 — Mournful Call 3UU
Instant (R)
Gain control of target attacking creature and untap it.
Their hopes and hearts dashed against the silver reef, the sailors still swam on, entranced by the siren’s dirge.
RU05 —
RU06 — Bruna’s Insight 3U
Sorcery (R)
Look at the top seven cards of your library. Put a card from among them into your hand, one on top of your library, and the rest into your graveyard.
Miracle 1U (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
RU07 — Panty Raid 2U
Enchantment (R)
Whenever a creature you control deals combat damage to a player, you may draw a card. If you do, return that creature to its owner’s hand.
UU01 — Gruff Gryff 4UU
Creature — Zombie Hippogriff (U)
Flying
When UU01 — Gruff Gryff enters the battlefield, return another creature you control to its owner’s hand.
4/5
UU02 — Rattlegeist 1UU
Creature — Spirit (U)
Flash
Flying
When UU02 — Rattlegeist enters the battlefield, counter target instant or sorcery spell unless its controller pays 1
“It spooked me so hard I lost concentration!”
2/2
UU03 — Infiltraitor Pal 1U
Creature — Human Scout (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as UU03 — Infiltraitor Pal is paired with a creature, each of those creatures has “2U: This creature can’t be blocked this turn.”
2/1
UU04 — Grisly Alchemist 2U
Creature — Human Wizard (U)
3U, T, Sacrifice a creature: Tap up to three target creatures.
1/3
UU05 — Silver Wish 1UU
Instant (U)
Draw two cards.
Miracle U (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UU06 — Topple the Archives 4U
Sorcery (U)
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player’s graveyard.
UU07 — Howling Gale 2U
Sorcery (U)
For each creature, return it to its owner’s hand unless its controller pays 1.
UU08 — Fearsome Presence 4U
Enchantment — Aura (U)
Enchant creature
Enchanted creature has “Other creatures get -2/-0.”
CB01 — Corpse Blockade 2B
Creature — Zombie Wall (C)
Defender
Sacrifice another creature: Corpse Blockade gains deathtouch until end of turn.
1/4
CB02 — Mortis Shambler 2B
Creature — Zombie (C)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
2/1
CB03 — Markov Reckoner 1B
Creature — Vampire Warrior (C)
Pay 1 life: CB03 — Markov Reckoner gets +1/-1 until end of turn.
1/3
CB04 — Harbinger of Fright 5B
Creature — Demon (C)
Flying
When CB04 — Harbinger of Fright enters the battlefield, you may have target creature get -1/-1 until end of turn.
3/3
CB05 — Fearwing 2BB
Creature — Zombie (C)
Flying
As long as you control no other creatures, CB05 — Fearwing gets +2/+2.
2/1
CB06 — Vial Hunter 4B
Creature — Vampire (C)
Fateful hour — At the beginning of your upkeep, if you have 5 or less life, each opponent loses 2 life.
“In these trying times, every last drop counts.”
2/5
CB07 — Entrails Bonanza 1B
Instant (C)
Return target creature card from your graveyard to your hand. You gain life equal to that creature’s toughness.
“Jackpot!”
—Gisa, ghoulcaller of Gavony
CB08 — Chomp B
Instant (C)
Target creature gets +2/+0 and gains lifelink until end of turn.
CB09 — Wither 1B
Sorcery (C)
Each creature gets -1/-1 until end of turn.
CB10 — Vampiric Hunger 3BB
Sorcery (C)
CB10 — Vampiric Hunger deals 4 damage to target nonartifact creature and you gain 4 life.
CB11 —
CB12 — Wings of Brume 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, put a +1/+1 counter on it.
MB01 — Edgar Markov, Bloodsire 4BB
Legendary Creature — Vampire (M)
Flying, lifelink
Whenever an opponent loses life, put that many 1/1 black Vampire creature tokens with lifelink onto the battlefield.
3/3
MB02 —
RB01 — Midnight Revenant 4BB
Creature — Shade (R)
At the beginning of your precombat main phase, pay any amount of life. Add that much B to your mana pool.
B: RB01 — Midnight Revenant gets +1/+1 until end of turn.
3/3
RB02 — Skeleton Jelly BB
Creature — Skeleton Ooze (R)
Counters remain on RB02 — Skeleton Jelly as it moves to any zone other than a player’s hand or library.
XBB: Return RB02 — Skeleton Jelly from your graveyard to the battlefield tapped and with an additional +1/+1 counter on it. X is the number of +1/+1 counters on RB02 — Skeleton Jelly.
1/1
RB03 — Gisa the Mad 2B
Legendary Creature — Human Wizard (R)
1B, Exile a creature card from your graveyard: Put a 2/2 black Zombie creature token onto the battlefield.
1: Target Zombie gains haste until end of turn.
2/3
RB04 — Exterminate 1BB
Instant (R)
Exile target creature. Search its controller’s graveyard, hand, and library for all cards with the same name as that creature and exile them. Then that player shuffles his or her library.
“Immortality was never meant for you.”
—Sorin, to Edgar Markov
RB05 — Skirsdag Rites XB
Sorcery (R)
Put an X/X black Demon creature token with flying onto the battlefield. You lose X life.
RB06 — Insidious Tutor B
Sorcery (R)
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.
RB07 — Plague City 2B
Enchantment (R)
At the beginning of your upkeep, you lose 1 life and put a 1/1 black Rat creature token onto the battlefield.
Fateful Hour — If you have 5 or less life, creatures you control have deathtouch.
UB01 — Carnophage B
Creature — Zombie (U)
At the beginning of your upkeep, tap UB01 — Carnophage unless you pay 1 life.
2/2
UB02 — Hungry Vampire 2BB
Creature — Vampire (U)
When UB02 — Hungry Vampire enters the battlefield, you may sacrifice another creature. If you do, put a +1/+1 counter on UB02 — Hungry Vampire and it gains haste until end of turn.
4/3
UB03 — Stitched Prototype 2B
Creature — Zombie (U)
When UB03 — Stitched Prototype dies, draw a card and you lose 1 life.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
1/1
UB04 — Skirsdag Pontiff 1B
Creature — Human Cleric (U)
As long as you control no other creatures, UB04 — Skirsdag Pontiff has intimidate and is a Demon in addition to its other creature types.
2B, Discard a creature card: UB04 — Skirsdag Pontiff gets +2/+2 until end of turn. Activate this ability only if you control no other creatures.
2/1
UB05 — Bloodletting 2B
Instant (U)
Target player loses 2 life and you gain 2 life.
Fateful Hour — At the beginning of your upkeep, if you have 5 or less life, you may pay 2B. If you do, return UB05 — Bloodletting from your graveyard to your hand.
UB06 —
UB07 — Bad Moon Offering 3B
Sorcery (U)
As an additional cost to cast UB07 — Bad Moon Offering, sacrifice a creature.
Creatures you control get +2/+2 until end of turn.
UB08 —
CR01 —
CR02 — Desperate Stalker 2R
Creature — Vampire (C)
Trample
Whenever CR02 — Desperate Stalker deals combat damage to a player, put a +1/+1 counter on CR02 — Desperate Stalker.
3/1
CR03 — Estate Razer 1R
Creature — Zombie Warrior (C)
Haste
CR03 — Estate Razer attacks each turn if able.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
1/1
CR04 — Zealous Recruit 2R
Creature — Human Knight (C)
3/2
CR05 — Wolfir Brute 2RR
Creature — Wolf Berserker (C)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
CR05 — Wolfir Brute attacks each turn if able as long as it isn’t paired.
5/3
CR06 — Hellmouth Trickster R
Creature — Devil (C)
1R, Sacrifice CR06 — Hellmouth Trickster: CR06 — Hellmouth Trickster deals 1 damage to target creature. That creature can’t block this turn.
A devil’s favorite game is kick the bucket.
1/1
CR07 — Demonbreath 1R
Instant (C)
CR07 — Demonbreath deals 2 damage to target creature or player.
Add R to your mana pool.
CR08 — Gift of the Flights R
Instant (C)
Target creature gains first strike and gets +1/+0 until end of turn. If that creature is Human, it gets an additional +2/+0 until end of turn.
CR09 — Brimstone Sledge 4R
Sorcery (C)
CR09 — Brimstone Sledge deals 6 damage to target creature without flying. That creature can’t be regenerated this turn. If that creature would die this turn, exile it instead.
CR10 — Fright Night 2R
Sorcery (C)
Creatures you control get +2/+0 until end of turn.
Humans can’t block this turn.
CR11 — Wreckage Rummage 5R
Sorcery (C)
Destroy target artifact or land.
Discard two cards, then draw two cards.
“Take the chairs!”
—Anje Falkenrath
CR12 — Spectral Wrath 3R
Enchantment — Aura (C)
Enchant creature
When enchanted creature dies, you may have it deal damage equal to its power to target creature or player.
MR01 —
MR02 — Brimstone Lash 6R
Sorcery (M)
MR02 — Brimstone Lash deals 6 damage to each of up to six target creatures, players, and/or planeswalkers.
While the angel’s sword sings true, the demon’s lash roars only of agony.
RR01 — Ashmouth Arsonist 1R
Creature — Devil (R)
1R: RR01 — Ashmouth Arsonist deals 1 damage to target creature or player and 1 damage to you.
“Both my greatest annoyance and my greatest inspiration.”
— Tibalt, the Fiend-Blooded
2/1
RR02 — Anje Falkenrath 3R
Legendary Creature — Vampire (R)
Haste
Whenever RR02 — Anje Falkenrath deals combat damage to a player, put a +1/+1 counter on each Vampire creature you control.
R: Target creature can’t block Vampires this turn.
3/2
RR03 — Riot Mob 3R
Creature — Human Warrior (R)
Whenever RR03 — Riot Mob attacks put three 1/1 red Human creature tokens with haste onto the battlefield tapped and attacking. Sacrifice those tokens at the beginning of the next end step.
2/2
RR04 — Ravening Bloodlord 3RR
Creature — Vampire Warrior (R)
Haste
Whenever RR04 — Ravening Bloodlord deals combat damage to a player, put a +1/+1 counter on RR04 — Ravening Bloodlord.
Whenever RR04 — Ravening Bloodlord deals combat damage to a creature, RR04 — Ravening Bloodlord deals that much damage to that creature’s controller.
3/3
RR05 — Light the Pyres 2R
Sorcery (R)
Exile all creature cards from all graveyards. RR05 — Light the Pyres deals damage to each creature equal to the number of creature cards exiled this way. If a creature dealt damage this way would die this turn, exile it instead.
“You’ll burn with your sins, heretic!”
RR06 — Pitlord’s Imperative 5RR
Sorcery (R)
Gain control of each creature an opponent controls with power less than power of the creature you control with the highest power until end of turn. Untap those creatures. They gain haste until end of turn.
“Kneel!”
RR07 — Prepare for Trouble 2RR
Sorcery (R)
When you cast your next instant or sorcery spell this turn, copy that spell twice. You may choose new targets for the copies.
Miracle 1R (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UR01 — Guy With Two Swords 1R
Creature — Human Warrior (U)
Double strike
Two is more than one.
1/2
UR02 — Fire Zombie 2R
Creature — Human Warrior (U)
Creatures with power less than UR02 — Fire Zombie’s power can’t block it.
R: UR02 — Fire Zombie gets +1/+0 until end of turn.
“Told you.”
—Rem Karolus, Blade of the Inquisitors
1/1
UR03 — Inferno Hound 3RR
Creature — Elemental Hound (U)
When UR03 — Inferno Hound dies, it deals 2 damage to each player.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)
2/2
UR04 — Jumping Vampire 3R
Creature — Vampire (U)
Whenever UR04 — Jumping Vampire deals combat damage to a player, put a +1/+1 counter on UR04 — Jumping Vampire.
2R: UR04 — Jumping Vampire gains flying until end of turn.
3/2
UR05 — Nailography 3RR
Instant (U)
Target creature you control gets +3/+0 until end of turn. That creature deals damage equal to its power to up to one other target creature.
“If you are not wearing nails, you are not doing drag.”
UR06 — Big Pig Derby 3R
Sorcery (U)
Put a 4/4 red Boar creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end step.
Miracle R (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UR07 — Mark of Mutiny 2R
Sorcery (U)
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn.
UR08 — Hellmouth Chasm 3R
Enchantment (U)
At the beginning of combat on your turn, put a 3/1 red Devil creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end step.
CG01 — Wolfir Champion 3GG
Creature — Wolf Warrior (C)
When CG01 — Wolfir Champion dies, gain 4 life.
The first wolfir to fall in the battle against Edgar’s vampires was honored with a feast that lasted three days. Those who followed got unmarked graves.
4/4
CG02 —
CG03 — Kessig Runner G
Creature — Human Scout (C)
CG03 — Kessig Runner can’t be blocked by creatures with flying.
1/2
CG04 — Lucky Spider 2G
Creature — Spider (C)
When CG04 — Lucky Spider attacks, you may have target creature with flying defending player controls block it this combat if able.
Of all the horrors that could reside at the foot of your garden, they are by far the cutest.
2/3
CG05 — Wood Nymph 1G
Creature — Dryad (C)
4G: CG05 — Wood Nymph gets +3/+3 until end of turn. Activate this ability only on
Her power is matched only by her toughness.ce each turn.
2/2
CG06 — Kessig Trapper 5G
Creature — Human Warrior (C)
When CG06 — Kessig Trapper enters the battlefield, you may have it fight target creature you don’t control. (Each deals damage equal to its power to the other.)
“Bait and traps are for wimps. Let me show you how real men do it.”
3/3
CG07 —
CG08 —
CG09 — Scattering Breeze 1G
Instant (C)
CG09 — Scattering Breeze deals 3 damage to target creature with flying. That creature loses flying until end of turn.
CG10 — Yewfists 5G
Sorcery (C)
Target creature gets +5/+5 until end of turn.
CG11 — Dawn of Renewal 3G
Sorcery (C)
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. You gain 1 life for each land you control.
CG12 — Sigarda’s Resolve 2G
Enchantment — Aura (C)
Enchant Human creature
Enchanted creature gets +2/+2.
MG01 — Kessig Packmaster 2GG
Creature — Human Shaman (M)
Whenever a creature enters the battlefield under an opponent’s control, put a 2/2 green Wolf creature token onto the battlefield. Those creatures fight each other. (Each deals damage equal to its power to the other.)
3/3
MG02 —
RG01 — Silverfang Alpha 1G
Creature — Wolf Warrior (R)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
1G: RG01 — Silverfang Alpha gets +2/+2 until end of turn. If it’s paired with a creature, that creature also gets +2/+2 until end of turn. Activate this ability only once each turn.
2/2
RG02 — Spellward Lumberknot 2GG
Creature — Treefolk (R)
Trample
Whenever RG02 — Spellward Lumberknot becomes the target of a spell, counter that spell. If that spell is countered this way, put a number of +1/+1 counters on RG02 — Spellward Lumberknot equal to that spell’s converted mana cost.
4/5
RG03 — Demonmark Hunter 2G
Creature — Human Archer (R)
Reach
G, T: RG03 — Demonmark Hunter deals 4 damage to target creature with flying. When that creature dies this turn, draw a card.
1/3
RG04 — Much Larger Dave 5GG
Creature — Elemental (R)
Trample, reach
RG04 — Much Larger Dave can’t be countered.
If RG04 — Much Larger Dave would be put into your graveyard from anywhere, shuffle it into your library instead.
Miracle 3GG (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
9/9
RG05 — Not Rancor XG
Sorcery (R)
Put X +1/+1 counters on target creature.
Whenever a creature enters the battlefield under your control, you may pay 2G. If you do, return RG05 — Not Rancor from your graveyard to your hand.
RG06 — Restack 3G
Sorcery (R)
Return up to one target card in your graveyard to your hand and put up to one other target card from your graveyard on top of your library. Exile RG06 — Restack.
RG07 — Making Friends 2GG
Enchantment (R)
Whenever you cast a creature spell, you may search your library for a creature card with with converted mana cost less than or equal to that spell’s converted mana cost and put that card into your hand. If you do, shuffle your library.
UG01 — Wreath Bearer 2G
Creature — Human Druid (U)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as UG01 — Wreath Bearer is paired with another creature, each of those creatures has “T: Add one mana of any color to your mana pool.”
1/2
UG02 —
UG03 — Hunting Party 1G
Creature — Human Warrior (U)
At the beginning of your upkeep, if there’s a creature with greater power than UG03 — Hunting Party, put a +1/+1 counter on UG03 — Hunting Party.
“We’re gonna need a bigger boat.”
2/2
UG04 —
UG05 —
UG06 — Miracle Gro 4G
Sorcery (U)
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
Miracle 1G (You may cast this card for its miracle cost when you draw it if it’s the first card you drew this turn.)
UG07 — Smear With Honey 2G
Sorcery (U)
All creatures able to block target creature this turn do so.
“Don’t worry. The werewolves are gone. It’s only the werebears and werebees you have to worry about now.”
UG08 — Spidered Plots 3G
Enchantment (U)
Whenever a nontoken creature you control dies, you may pay 1. If you do, put a 1/2 green Spider creature token with reach onto the battlefield.
CC01 — Slavering Klankjaw 2
Artifact Creature — Zombie Construct (C)
“At last! Perfection!”
—Ludevic, necro-alchemist
2/1
CC02 — Conscript’s Armaments 5
Artifact — Equipment (C)
Equipped creature gets +2/+2.
Equip 2
CC03 — Jar of Ghosts 4
Artifact Creature — Construct (C)
Defender
When CC03 — Jar of Ghosts dies, put a 1/1 white Spirit creature token with flying onto the battlefield.
Contains one ghost.
0/4
MC01 — Angelheart Phylactery 4
Legendary Artifact (M)
You don’t lose the game for having 0 or less life.
At the beginning of your end step, if an opponent didn’t lose life this turn, sacrifice MC01 — Angelheart Phylactery.
RC01 — Guardian Tombstone 4
Artifact (R)
4: Exile target creature card from a graveyard. RC01 — Guardian Tombstone becomes a copy of that card until end of turn.
She keeps silent vigil over her cemetery, protecting the souls within from those who would disturb their rest.
RC02 — Silver Orrery 3
Artifact (R)
Whenever a player casts a spell, put a charge counter on RC02 — Silver Orrery. Then if there are five or more charge counters on RC02 — Silver Orrery, remove all charge counters from it and that player takes an extra turn after this one.
UC01 — Wayfinder’s Lantern 2
Artifact (U)
1, T: Look at the top card of your library. You may put that card on the bottom of your library.
UC02 — Harvest Scythe 3
Artifact — Equipment (U)
Equipped creature has “3, T, Sacrifice another creature: Put three +1/+1 counters on this creature.”
Equip 2
UC03 — Dread Thresher 6
Artifact Creature — Juggernaut (U)
Trample, lifelink
4/3
UC04 — Skeleton Key 2
Artifact — Equipment (U)
Equipped creature can’t be blocked.
Equip 1
“They think these bars can hold me? I’ll pick the locks with their bones!”
—Gisa, ghoulcaller of Gavony
CC04 — Ruined Chapel
Land (C)
T: Add 1 mana to your mana pool.
2, T, Sacrifice CC04 — Ruined Chapel: Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
RC03 —
If that doesn't bother you, that's fine, but if it does, I would suggest something like New Dawn or Second Sunrise.
What mechanics are you planning on using? What will be mechanically new/different about this set?
Mechanics pending. Writing it as we speak.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Response removed for trolling. Warning issued. —MD
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
This just in: avatarz finds Mother Teresa sexy.
The operative question is, though: Is transform returning?
I seem to recall, Chemtrails, that you don't like DFCs, so I guess not. This means that Innistrad block would officially be two miniblocks, Lorwyn/Shadowmoor-style. Except in reverse, I guess. And not as much so, because there would be actual mechanical continuity in the form of something other than mirrors.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
But miracles, curses, undying, loners, and soulbond will all be back, yes?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Let me guess: You'd switch the colors on fateful hour to represent the monsters with their backs to the wall?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Aha. Good choice - both of those colors have reasons to enjoy being on the brink of death. White because it's a martyr and black because it's a masochist.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I envision white as desperate and defensive during its Fateful Hour while black is determined and despotic during its Fateful Hour. This is why white and black are perfect mechanical and flavorful colors for Fateful Hour. White plays the role of "It's our fateful hour." And black plays the role of "It's your fateful hour."
I've been punching holes in this off and on for a while now - I even made a few new ones while posting this! - and I figured it was finally time to actually update the thread. Playtesting returned mostly okay, but it was so long ago that I barely remember what was said.