Armulun was a plane full of powerful mana sources, they use to flow through the plane creating mana-vents. But they extinguished in few millenia, leaving Armulun full of tunnels and caverns.
ARMULIAN SURFACE
Armulun's surface is dry and decertical, there are few organizations of creatures that, until now have tryied to adapt to a plane with fewer and fewer mana, but recently, all the nations have united in a crusade to the search of new mana sources to the center of Armulun.
But in order to follow with their journey, they had to come through several challenges, forced alliances and war.
Several expeditionary groups ended lost in the maze, only two nations have achieve the deep Armulun. And only because the help of its powerful soverigns.
LAVTAT CRUSSADERS WBWBWBWBWB
They are soldiers and clerics that worship two diestis, Todjuut the leechlord and Azmae the goddes that can be summoned only if Sarrah the high priestess has a large quantity of mana. But now, sarah is lost in the maze trying to help its other worshipers. Also Todjuut lost its devil hordes in the war, so now is using the Lavtat priests in order to fulfil its machinations. With the presesnce of Todjuut, the lavtatians look that they can't die
Key1) Nimbus X
Lavtat Assasin 1B
Creature – Cleric Assasin C
Deathtouch
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
LANIAK RESEARCHERS URURURURURURUR
They are investigators leadered by Nounon, Eye in the sky, Nounon is a gigantic computer made of thousands of floating orbs. Soying other factions he discovered that Todjuut was using a secret passge to the deep Armulun, And the laniaks use it as well. The laniaks think that the knowledge is the best path, and the universe is predictable with enough information. They find the new world predictable as well and easy to manipulate, but sometimes its arrogance can blind them.
Key2) EXPERIMENTAL X
Temporary Petrification 1U
Sorcery C
Tap all opponent creatures.
Experimental 2 – Roll a die twice. For each time on pair, up to one target creature doesn’t untap during its next controller’s untap steep.
DEEP ARMULUN
ELEMENTALS OF THE JUMPING CAVE RRRRRRRRRRRR
Surrounded by the rest of the plane, there are some remaining powerful mana sources in the center, but they are unstable, they appear in certain seasons of the year. This part of Armulun is more similar to the ancient times, the elementals are dominant, but they are unstable as the remaining mana sources. They are very dependent to mana and follow the energy fluxes.
Key3) SPARKLING X
Loaded Air 1R
Enchantment C
Sparkling 1 (As you cast this spell, put a 1/1 elemental creature token onto the battlefield. Sacrifice it at the beginning of your next end steep.)
Sacrifice Loaded Air: Creatures you control get +1/+0 until at end of turn.
ORGANIC ELEMENTALS OF THE THESSAR CAVE WUGWUGWUGWUG
There is certain kind of elementals that have evolved in order to survive, becoming half-organic and half inorganic. This half-caste elementals are fewer bounded to mana sources and can choose if they will follow a more elemental kind path or the organic path. There are few civilizations integrated by these creatures and they are all besieged by other elementals.
Key4) UNBURDEN X
Moldstone Warrior 2G
Creature - Elemental Warrior C
Flash
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
Deathtouch
1/1
Key4) TIREDNESS
Vanishing Jumper 1W
Creature – Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Exile target creature. Then return it onto the battlefield.
Vanishing Jumper returns from the exile tapped and It doesn’t untap during your next untap steep
3/3
FUNGUS OF THE STINKY CAVE BGBGBGBG
But there are more dangers in the deeps of Armulun than elementals, the planar cave maze have left to live several horrors. One of them are the fungus, they have a similar behavior of the elementals, they are guided by the fluxes of armulun and don´t have any awareness of the destruction they cause.
Key5) NECROGENESIS X
Fungal Shield 2G
Instant C
Put two +1/+1 counters on target creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Protective Glow W
Instant C
Choose one - tap target creature, then gain 1 life for each tapped creature that shares conmtroller with it; or tap target land, then gain 1 life for each tapped land that shares conmtroller with it.
Amalgamator Novice W
Creature - Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Put a +1/+1 counter on target creature.
2/1
Sand Enchanter 1W
Creature - Elemental Wizard C
Flash
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Sand Enchanter enters the battlefield, prevent all damage that would be dealt this turn.
1/1
Unbreakable Page W
Creature – Human Soldier C
Nimbus 3 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
0/1
Vow of Silence 1W
Enchantment – Aura C
Enchant creature
Enchanted creature gets +3/+3 and loses all its abilities.
Sunstroke Caster WW
Creature – Elemental Wizard C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.) T: Tap target creature you control.
0/1
Wind Walker WW
Creature – Elemental Rogue C
Flying
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
2/1
Pearl Lancer 2W
Creature - Elemental Soldier C
First strike
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
3/1
Stones Captain 1WW
Creature - Elemental Soldier C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Stones Captain enters the battlefield, put two a 1/1 colorless Elemental creature tokens onto the battlefield.
1/1
Relics Inquisitor 1WW
Creature – Cleric C
Nimbus-Sacrifice a noncreature permanent. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
9 U
Amalgamist Collector 1W
Creature – Elemental Soldier U T: Target creature gets +1/+1 until at end of turn. 1W: Untap Amalgamist Collecto.
1/1
Stones Animator W
Creature - Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Put a 2/2 colorless Elemental creature token onto the battlefield.
2/2
Meditative Crusader W
Creature – Human Soldier Cleric U
Meditative Crusader enters the battlefield tapped.
Nimbus 1 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Nimbus Champion W
Creature – Human Soldier U
Nimbus 1 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Whenever an opponent pays a nimbus cost, put a +1/+1 counter on Nimbus Champion.
0/1
Vanishing Jumper 1W
Creature – Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Exile target creature. Then return it onto the battlefield.
Vanishing Jumper returns from the exile tapped and It doesn’t untap during your next untap steep
3/2
Keeper of the Meek WW
Creature – Elemental Soldier U
Keeper of the Meek enters the battlefield with a +1/+1 counter on it for each tapped creature you control.
1/1
Neat Paladin WW
Creature - Elemental Knight U
Protection from black
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Blessed Pilgrim 1WW
Creature – Human Cleric U
Flying, vigilance
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Keeper of the Reliquary 2WW
Creature – Elemental Wizard U
Unburden 3 (You may do this enters the battlefield with tree +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Keeper of the Reliquary enters the battlefield, exile target permanent until Keeper of the Reliquary leaves the battlefield.
2/1
8 R
Lancers Molder WW
Creature – Elemental Sodier Wizard R
Vigilance
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Creatures you control get +1/+1 until at end of turn.
2/2
Ajnaet, Advisor of Awakening 2W
Legendary Creature – Elemental Wizard R
As you cast Ajnaet, untap all your creatures.
T: Put a 1/1 colorless elemental creature token onto the battlefield.
2UG: Untap target creature you control.
0/3
War’s Sight 1W
Enchantment U
As War’s Sight enters the battlefield, untap creatures you control.
Creatures you control gain vigilance.
Meadow Warden 3W
Creature – Elemental Soldier R
Double strike
Meadow Warden’s power and toughness are each equal to the number of Plains you control.
*/*
Martyr of the Many 3W
Creature - Human Knight Cleric R
Nimbus 4 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Rather than pay Martyr of the Many's nimbus cost, an opponent may put under you control four 1/1 white Cleric creature tokens onto the battlefield.
4/2
Master Knight 2WW
Creature - Human Knight R
First strike, vigilance
Whenever Master Knight attacks or blocks, until at end of tur, up to one target creature loses all its abilities and becomes white Knight with base power and toughness 4/4.
4/4
Amalgamator General 3WW
Creature – Elemental Soldier R
Unburden 3 (You may do this enters the battlefield with tree +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Other creature you control get +2/+2.
3/3
1 M
Loygand, Animas Caller 1WW
Planeswalker - Loygand M
+1: Untap up to one target creature.
0: Put a 1/1 colorless elemental creature token onto the battlefield.
-1: Put a 2/2 colorless elemental creature token onto the battlefield.
3
BLUE 22
8 C
Sapphire Revelation U
Instant C
Choose one - Draw a card; or look at the top four card of your library, put any number of them into your graveyard and put the rest back in any order.
Arose Carrier U
Creature – Elemental Wizard C U, T: Untap target creature.
1/1
Sapphire Viewer UU
Creature - Elemental Wizard C T: Draw a card, then discard a card.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
0/1
Confirm Hypothesis 2U
Instant C
Experimental 3 – Roll a three times. For each time on pair, draw a card.
Static Time 1U
Sorcery C
Experimental 3 - Roll a die three times. For each time on pair, target permanent doesn't untap durin your next unta steep.
Crystal Seer 1U
Creature – Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Draw a card.
3/1
Unsummoner UU
Creature – Elemental Wizard C
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Unsummoner enters the battlefield, return target creature to its owner’s hand.
1/1
Plasm Mongrel U
Creature Elemental Rogue C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
Plasm Mongrel is unblockable.
3/1
8 U
Denied Existence U
Instant U
Counter target spell unless its controller exiles two cards from his or her graveyard.
Mana Pull Out XU
Instant U
Counter target spell unless its controller pays X.
If R was spen to cast Mana Pull Out, it gains "Experimental 3 - Roll a die three times. For each time on pair, add U or R to your mana pool at the beginnnig of your next precombat phase."
Corporal Dismissal 1U
Instant U
Choose one - Return target creature to its owner's had; or counter target creature spell
Spokeseer 2U
Creature – Elemental Wizard U
As Spokeseer enters the battlefield, untap all creatures you control. T: Draw a card, then discard a card.
0/3
Oppositeepole Magnetist 2U
Creature – Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Return target permanent to its owner’s hand.
4/3
Magnetic Repulsion 1UU
Instant U
All creatures get -2/-0 until at end of turn. Draw a card for each opponent creature that got power fewer than 1 in this way. Then discard a card for each creature you control that got power fewer than 1 in this way.
Tiredness Mage 3U
Creature – Elemental Wizard U T: Tap target creature. That creature doesn’t untap during your next untap steep.
2/2
Elementals Manipulator 2UU
Creature – Elemental Wizard U 1: Creatures you control get +1/-1 until at end of turn.
3/5
4 R
Spellcatcher 1UU
Creature – Elemental Wizard R
Flash
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Spellcatcher enters the battlefield, exile target permanent an opponent controls until Spellcatcher leaves the battlefield.
2/2
Spring’s Watercourse 2U
Creature – Elemental R
Flying
Spring’s Watercourse’s power and toughness are each equal to the number of Islands you control.
*/*
Distorter Mentalist 2UU
Creature – Elemental Wizard R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Counter target spell.
5/5
Cave’s Mirage 2UU
Instant R
Choose one – You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy; or Put a token onto the battlefield that's a copy of target creature you control.
2 M
Arbiter of Dreams 4UU
Creature - Elemental Illusion R U: Untap target creature. U: Target creature gains hexproof until at end of turn.
6/6
Nounon, Orbs Computer 3UUUU
Planeswalker – Nounon M
+3: Untap all permanents you control.
-4: Gain an extra turn after this one
-7: Put target permanent on top of its owner’s library. Repeat this process 6 times.
5
BLACK 18
7 C
Parasitic Attack B
Sorcery C
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Target player loses two life and you gain two life.
Unholy Anchorite B
Creature – Human Cleric C
Nimbus 1 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
Lavtat Assasin 1B
Creature – Cleric Assasin C
Deathtouch
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
Carrion Collector 1B
Creature – Fungus C
When Carrion Collector enters the battlefield, you may search your library for up to three cards named Carrion Collector reveal them, put them into your hand, then shuffle your library.
Discard a creature card from your hand: Target player puts the top two cards of his or her library into his or her graveyard.
1/1
Cerebral Mycosis BB
Enchantment C
As Cerebral Mycosis enters the battlefield or an opponent draws a card, you may sacrifice Cerebral Mycosis. If you do, target player reveals his or her hand. You choose a nonland card from it. That player discards that card.
Fungal Infection 2B
Sorcery C
Target player sacrifice a creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Inquisitor Zealot 1BB
Creature – Cleric Rogue C
Nimbus-Discard a card. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
4/1
5 U
Smoke of Truth B
Sorcery U
Name a nonland card. Target player reveals his or her hand and discards a card with that name.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Bowl Out 1B
Instant U
Destroy target tapped creature.
Lavtat Knight 1B
Creature – Cleric Assasin U
Nimbus-Pay two life (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/2
Death Germinated 1B
Creature - Fungus U
Necrogenesis 2 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Rather than pay Death Germinated's necrogenesis cost, you may exile two creature cards from target opponent's graveyard.
2/1
Mental Sabotage 2BB
Sorcery U
Target player discards three cards.
4 R
Stigmatic Crusader B
Creature – Human Cleric Soldier R
Stigmatic Crusader can’t block.
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Infected Awakening XB
Sorcery R
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Return a creature card from converted mana cost X or less from a graveyard to the battlefield under your control.
Mycoid Ghoul 1B
Creature - Fungus R
As an additional cost to cast Mycoid Ghoul, discard a card from your hand.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
3/3
Mold Mass 2B
Creature – Fungus Horror R
Lifelink
Mold Mass’ power and toughness are each equal to the number of Swamps you control.
*/*
2M
Tesoc, the Inquisitor 1BB
Planeswalker - Tesoc M
+1: Search target player's library for two cards and exile them.
-X target player reveals X cards from his or her hand. ychoose a card from among therm and exile that card.
-8: Exile all opponent creature. Draw a card for each card exiled in this way.
4
Plague Augur 4BB
Creature – Fungus Horror M
Discard a creature card from your graveyard: Search your library for a noncreature card, reveal it, and put it into your hand. Then shuffle your library.
Necrogenesis 4 (Exile four creature cards from your graveyard: Return this card from your graveyard to your hand.)
6/6
RED 20
10 C
Psychologist of Cowardice R
Creature - Human Wizard C T: Target creature can't block this turn.
1/1
Spark Conscription R
Enchantment C
As a creature enters the battlefield, you may sacrifice Spark Conscription. If you do, that creature gains haste and trample and its controller sacrifices it at the beginning of the next end steep.
Crossing Rays R
Instant C
Experimental 3 – Roll a die three times. For each time on pair, Crossing Rays deals 1 damage to target creature or player. You may choose new targets for each pair.
Thunderstorm R
Sorcery C
Sparkling 4 (Put four 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Ireful Awakening 1R
Sorcery C
Gain control of target tapped creature until end of turn. Untap that creature. It gains haste until end of turn.
Wild Electricity R
Enchantment C
Sacrifice Wild Electricity: Add R to your mana pool, then sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Ray Cry 1R
Sorcery C
Draw two cards, then discard two cards.
Sparkling 3 (Put three 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Loaded Air 1R
Enchantment C
Sacrifice Loaded Air: Creatures you control get +1/+0 until at end of turn, then sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Replicated Ray RR
Sorcery C
Replicated Ray deals 2 damage to target creature or player.
Sparkling 2 (Put two 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Thunder Reins 2RR
Sorcery C
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Sparkling 3 (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
5 U
Novice Electromancer R
Creature - Elemental Wizard U
Haste
As Novice Electromancer enters the battlefield, sparkling 1. (Put a 1/1 Elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
1/1
As Fast as Lightning 1R
Enchantment U
Sparkling 2 (Put two 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Whenever a creature you control attacks, you may choose if thyat creature gains menace. if you do sacrifice that creature at enhd of combat.
Skilled Electromancer RR
Creature - Elemental Wizard U
Skilled Electromancer enters the battlefield, sparkling 3. (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
2/2
Electrified Field 1RR
Sorcery U
Electrified Field deals 2 damage to each creature, then sparkling 3. (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Elemental Manifestation 3R
Instant U
Experimental 3 – Roll a die three times. For each time on pair, put a 4/1 red Elemental creature token onto the battlefield.
Ray's Fall 2RR
Sorcery U
Destroy target land.
Sparkling 4 (Put four 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
4 R
Electrified Ground R
Enchantment R
As Electrified Ground enters the battlefield, sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Creatures that entered the battlefield under your control this turn get +1/+0.
Electrifiedstones Inhabitant 2R
Creature – Elemental R
Haste
Electrifiedstones Inhabitant’s power and toughness are each equal to the number of Mountains you control.
*/*
Soul’s Anger 2R
Enchantment R
As Soul’s Anger enters the battlefield, sparkling 1. (Put a 1/1 Elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Whenever a creature you control dies, it deals 1 damage to target creature or player.
Marah’s Electrode 3RR
Creature – Elemental R X: Sparkling 1. (Put X 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
5/5
1 M
Marah, Thunder Archmatriarch 2RR
Planeswalker - Marah M
+1: Put a 1/1 Elemental creature token with haste onto the battlefield.
-X: Put the twice of X Elemental creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of your next end steep.
-8: You get an emblem with "Each creature that enered the battlefield under you control this turn is a 6/1 Elemental creature token with haste and trample."
4
GREEN 22
12C
Spore Inoculation G
Sorcery C
Target creature gets +2/+2 until at end of turn.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Depredate G
Instant C
Target creature you control fights target creature you don’t control.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Fungal Reconstitution G
Instant C
Regenerate target creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Tunnel Excarvador G
Creature – Elemental Druid C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Put a land card from your hand onto the battlefield tapped.
2/2
Mycoid Wall 1G
Creature - Fungus C
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
0/4
Spores Cloud 1G
Instant C
Prevent all damage that would be dealt this turn.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Spores Spreader 1G
Creature - Fungus C
As Spores Spreader enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
1/1
Mystic Warrior GG
Creature – Elemental Warrior Druid C T: Add G to your mana pool.
3/1
Emerald Amalgamate GG
Creature - Elemental Warrior C
Hexproof
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Revealing Collapse 1GG
Sorcery C
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. Then put a land card from your hand to the battlefield.
Moldstone Warrior 2G
Creature - Elemental Warrior C
Flash
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Deathtouch
1/1
Fungal Shield 2G
Instant C
Put two +1/+1 counters on target creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
5 U
Seeker of Affinity 1G
Creature - Elemental Shaman U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Target creature you control gets +3/+3 until at end of turn.
3/3
Mystic Elder 1GG
Creature – Elemental Druid U
Unburden 3 (You may do this enters the battlefield with three +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.) T: Add 2 mana to your mana pool.
0/1
Fertid Mycoid 1GG
Creature – Fungus Beast U
As Fertid Mycoid enters the battlefield, gain 4 life.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
3/1
Rampant Amalgam 2GG
Enchantment - Aura C
Enchant creature
As Rampant Amalgam eneters the battlelfield, target creature gets +3/+3 until at end of turn.
Enchanted creature gets +3/+3.
Terra Waden 2GG
Creatire - Elemental Shaman U
As Terra Waden enters the battlefield, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/2
5 R
Wild Stampede 2G
Enchantment R
All creaturs your control get +2/+0 and lose all its abilities.
Dungrove Elder2G
Creature – Threefolk R
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
*/*
Obsidian Duelist 1GG
Creature – Elemental Warrior R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Obsidian Duelist fights with another target creature. W: Obsidian duelist gains lifelink until at end of turn.
4/4
Reproductive Fungus 3GG
Creature - Fungus U
As Reproductive Fungus enters the battlefield, put four 1/1 green Saproling creature tokens onto the battlefield.
Necrogenesis 4 (Exile four creature cards from your graveyard: Return this card from your graveyard to your hand.)
1/1
Uniquegrove Guardian 3GG
Creature – Elemental Warrior R
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
At the beginning of your upkeep, you may put a 2/2 colorless Elemental creature token onto the battlefield.
4/4
ARTIFACT 4
1 C
Observation Device 1
Artifact C
Sacrifice Observation Device: Reroll a die.
When Observation Device is put into a graveyard from the battlefield, draw a card.
3 R
Golden Tonge 1
Artifact R T: Add one mana to your mana pool. Spent this mana only to cast instant or sorcery spells.
Ancient Mox 1
Artifact R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Add one mana to your mana pool.
Memory Cauldron 3
Artifact R
Creatures you control have haste. T: Untap target creature.
MULTICOLOR 17
Tiredness Mage WU
Creature - Elemental Wizard C
When Tiredness Mage enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Wind Duo WU
Sorcery C
Put two 1/1 colorless Elemental creature tokens onto the battlefield.
Wake Halo WU
Enchantment – Aura C
Enchant creature
As Ocular Halo enters the battlefield, untap enchanted creature. 1: Untap enchanted creature.
Mist Paladin 1WU
Creature – Elemental Knight R
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Discard a nonland card from your hand: Exile Mist Paladin. Then return it to the battlefield under your control.
2/1
Source’s Guardian WG
Creature – Elemental Soldier C
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.) WG: Source’s Guardian gets +2/+2 until at end of turn. Activate the ability only once each turn.
2/1
Amalgams Smith 1WG
Creature – Elemental Soldier C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Amalgams Smith enters the battlefield, put a +1/+1 counter on each other creature you control.
1/1
Shining Paladin 1WG
Creature – Elemental Knight U
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Lifelink, trample
4/1
Elemental Smiter 1WG
Creature – Elemental Soldier R
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.) X: Put X +1/+1 counters on Elemental Smiter.
2/2
Skilled Templar WB
Creature – Human Knight Cleric U
Lifelink
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Crusader General WB
Creature – Human Soldier Cleric R
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Each other creature with nimbus you control gets +1/+1 and if it would be destroyed regenerate it unless an opponent pays 1.
1/1
Refocusing Wizard UR
Creature - Human Wizard U T: Reroll a die.
0/4
Remember Charm 1UR
Instant U
Experimental 2 - Roll a die twice. For each time on pair, return target intsnt or sorcery card from your graveyard to your hand.
Theoretical Construction 2UR
Instant R
Experimental 3 - Roll a die three times. For each time on pair, search your library for a instan or sorcery card, reveal it and put it into your hand. Then shuffle your libary.}
Rankor Reflex UG
Creature - Elemental Shapeshifter R
You may have Rankor Reflex enter the battlefield as a copy of any creature on the battlefield and it gaiuns thes creature attacks this turn able.
0/0
Hallucinogen Fungus BG
Creature - Fungus C
As Hallucinogen Fungus enters the batthefield, draw a card unless an opponent discards a card.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
1/1
Grave Scion BG
Creature - Fungus U
Grave Scion's power and toughness are each equal to the number of creature cards in your graveyard.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
*/*
Predator's Call 1BG
Instant R
Search your library for a creature card. Reveal it and put it into your hand. You lose 2 life.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Colosal Fungus 3BBGG
Creature - Fungus M
As you cast Colosal Fungus, exile your graveyard. For each three cards exiled in this way, gain 3 life and draw a card.
Necrogenesis 3 (Exile three creature cards from your graveyard: Return this card from your graveyard to your hand.)
7/7
LAND 8
5 C
Crackspring
Land C
Crackspring enters the battlefield tapped.
As Crackspring enters the battlefield, target player loses 1 life. T: Add U or R to your mana pool.
Vaulted Desert
Land C
Vaulted Desert enters the battlefield tapped.
As Vaulted Desert enters the battlefield, target player loses 1 life. T: add W or B to your mana pool.
Mesa's Lake
Land C
Mesa's Lake enters the battlefield tapped.
As Mesa's Lake enters the battlefield, target player loses 1 life. T: add W or U to your mana pool.
Fungus Jungle
Land C
Fungus Jungle enters the battlefield tapped.
As Fungus Jungle enters the battlefield, target player loses 1 life. T: add B or G to your mana pool.
4 R
Crussaders Shrine
Land R
Crussaders Shrine enters the battlefield tapped unless a player hasn't 20 life. T: Add W or B to your mana pool.
Misty Mesa
Land R
Misty Mesa enters the battlefield tapped unless a player hasn't 20 life. T: Add W or U to your mana pool.
Magnetized Field
Land R
Magnetized Field enters the battlefield tapped unless a player hasn't 20 life. T: Add U or R to your mana pool.
Rampant Cave
Land R
Rampant Cave enters the battlefield tapped unless a player hasn't 20 life. T: Add B or G to your mana pool.
Corporal Dismissal 1U
Instant U
Choose one - Return target creature to its owner's had; or counter target creature spell.
Magnetic Repulsion 2U
Instant U
All creatures get -2/-0 until at end of turn. Draw a card for each opponent creature that got power fewer than 1 in this way. Then discard a card for each creature you control that got power fewer than 1 in this way.
Denied Existencia U
Instant U
Counter target spell unless its controller exiles two cards from his or her graveyard.
Stones Animator W
Creature - Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Put a 2/2 colorless Elemental creature token onto the battlefield.
2/2
Sand Enchanter 1W
Creature - Elemntal Wizard C
Flash
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
As Sand Enchanter enters the battlfield, prevent all damage that would be dealt this turn.
1/1
Stones Captain 1WW
Creature - Elemental Soldier C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
As Stones Captain enters the battlfield, put two a 1/1 colorless Elemental creature tokens onto the battlfield.
1/1
What are the goals for this set? What themes are trying to be represented, what basis is the set being created from? This sort of informations is very useful as a metric to evaluate design against what matters most.
The headings are a bit too large, it's more cumbersome to look through as a result and it is a little disorienting.
Initial Mechanics Feedback:
Nimbus: Seems pretty generic. I don't know whether it's really serving any effective purpose. Sure, it works creatively and it's not a bad mechanic, but it's really just "[cost]: Regenerate this creature" done a little differently and as a keyword. Mechanics are not done just because they can. If a mechanic is only a mechanic because you want it to fill a slot, not because you think it really adds something as being a mechanic, chances are good it's not going to work.
Experimental: Dire rolling is not used in black-border magic. With the library already serving as a random element, players don't like having other cards that do random things on their own. If you want to do something a little random, using the library is good in multiple ways. First of all it's more confortable for players to have only one significant random element. The second of which is that it enables some interactivity on account of the user, allowing them to 'turn off' the randomness by library control, which is not only reducing feel-bad moments but also adding strategy.
Sparkling: 'As you cast' is a weird choice of trigger. It would probably make sense to change it to resolution (no trigger listed) on instants and sorceries and ETB trigger on creatures. This way there is less unnecessary interactions with counterspells and such. Shouldn't the tokens have haste if they only last a turn?
Unburden: Potentially interesting. 'Loses all its abilities' would have to be changed to 'loses all of its other abilities' to avoid the ability trying to cancel itself and causing a massive rupture in the space-time continuum and destroying all reality .
Tiredness: Easily identified problem here, drawback mechanics are no good. The point of a mechanic is to be exciting and interesting and fun, and drawbacks lose out majorly in that regard. Imagine a newer player opening a card with this mechanic, are they going to think "What is this exciting new ability?" No. They very likely will not.
Necrogenesis: The frightening resemblance to Dredge (see Golgari Grave-Troll) and Ichorid is an indication that this is likely broken. I may be wrong, but my impression is that it's undevelopable. It'll likely either be too strong, or too weak, and it'll be hard to get the in-between.
For all of these mechanics, before you go about any changes, consider the set. If you think the set's goals are likely too limited, too broad or not well developed enough, adjust them first in order to guide your mechanic building process.
Sparkling: I forgot to write haste, thanks for reminding me. I'll cahnge it to work with the resolution of the spell.
Unburden: I'm going to write all its other abiliies.
Nimbus: Is bassed in Clergy of the Holy Nimbus, I thought it was a good idea for WB, that is a combination hard to develop, and yes, I'm aware of its inflexibility.
Nechrogenesis, I'm concerned of this keyword to, but I'll take the challenge. Remember that there's an X in the effect, sometimes you'll have to remove 2-3 creatures from your graveyard and that isn't easy.
Tiredness: I love drawback mechanics, they give you powerful effects by cheap costs, I won't have consideration for those that can't understand its beauty.
Ok, you are right in your canonical point of vew and I respect it and I know that your principles can give more quality to a set. I'm aware that my ideas can be seen as unmatur but I want to develop them only for the love to creativity and the childish experimentation.
Arbiter of Dreams 4UU
Creature - Elemental Illusion R U: Untap target creature. U: Target creature gains hexproof until at end of turn.
6/6
Ireful Awakening 1R
Sorcery C
Gain control of target tapped creature until end of turn. Untap that creature. It gains haste until end of turn.
Ray's Fall 2RR
Sorcery U
Destroy target land.
Sparkling 4 (Put four 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Refocusing Wizard UR
Creature - Human Wizard U T: Reroll a die.
0/4
Mana Pull Out XU
Instant U
Counter target spell unless its controller pays X.
If R was spen to cast Mana Pull Out, it gains "Experimental 3 - Roll a die three times. For each time on pair, add U or R to your mana pool at the beginnnig of your next precombat phase."
Static Time 1U
Sorcery C
Experimental 3 - Roll a die three times. For each time on pair, target permanent doesn't untap durin your next unta steep.
Remember Charm 1UR
Instant U
Experimental 2 - Roll a die twice. For each time on pair, return target intsnt or sorcery card from your graveyard to your hand.
Theoretical Construction 2UR
Sorcery R
Experimental 3 - Roll a die three times. For each time on pair, search your library for a instan or sorcery card, reveal it and put it into your hand. Then shuffle your libary.
Master Knight 2WW
Creature - Human Knight R
First strike, vigilance
Whenever Master Knight attacks or blocks, until at end of tur, up to one target creature loses all its abilities and becomes white Knight with base power and toughness 4/4.
4/4
Crackspring
Land C
Crackspring enters the battlefield tapped.
As Crackspring enters the battlefield, target player loses 1 life. T: Add U or R to your mana pool.
Vaulted Desert
Land C
Vaulted Desert enters the battlefield tapped.
As Vaulted Desert enters the battlefield, target player loses 1 life. T: add W or B to your mana pool.
Mesa's Lake
Land C
Mesa's Lake enters the battlefield tapped.
As Mesa's Lake enters the battlefield, target player loses 1 life. T: add W or U to your mana pool.
Fungus Jungle
Land C
Fungus Jungle enters the battlefield tapped.
As Fungus Jungle enters the battlefield, target player loses 1 life. T: add B or G to your mana pool.
Crussaders Shrine
Land R
Crussaders Shrine enters the battlefield tapped unless a player hasn't 20 life. T: Add W or B to your mana pool.
Misty Mesa
Land R
Misty Mesa enters the battlefield tapped unless a player hasn't 20 life. T: Add W or U to your mana pool.
Magnetized Field
Land R
Magnetized Field enters the battlefield tapped unless a player hasn't 20 life. T: Add U or R to your mana pool.
Rampant Cave
Land R
Rampant Cave enters the battlefield tapped unless a player hasn't 20 life. T: Add B or G to your mana pool.
Observation Device 1
Artifact C
Sacrifice Observation Device: Reroll a die.
When Observation Device is put into a graveyard from the battlefield, draw a card.
Wild Stampede 2G
Enchantment R
All creaturs your control get +2/+0 and lose all its abilities.
Martyr of the Many 2WW
Creature - Human Knight Cleric R
Nimbus 4 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Rather than pay Martyr of the Many's nimbus cost, an opponent may put under you control four 1/1 white Cleric creature tokens onto the battlefield.
4/2
Amalgam Donor WUG
Creature - Elemental Wizard U
Hexproof
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
At the beginning of your upkeep, you may put all +1/+1 counters from a creature you control to another.
2/2
As Fast as Lightning 1R
Enchantment U
Sparkling 2 (Put two 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Whenever a creature you control attacks, you may choose if thyat creature gains menace. if you do sacrifice that creature at enhd of combat.
Reproductive Fungus 3GG
Creature - Fungus U
As Reproductive Fungus enters the battlefield, put four 1/1 green Saproling creature tokens onto the battlefield.
Necrogenesis 4 (Exile four creature cards from your graveyard: Return this card from your graveyard to your hand.)
1/1
Mycoid Ghoul 1B
Creature - Fungus R
As an additional cost to cast Mycoid Ghoul, discard a card from your hand.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
3/3
Spore Inoculation G
Sorcery C
Target creature gets +2/+2 until at end of turn.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Colosal Fungus 3BBGG
Creature - Fungus M
As you cast Colosal Fungus, exile your graveyard. For each three cards exiled in this way, gain 3 life and draw a card.
Necrogenesis 3 (Exile three creature cards from your graveyard: Return this card from your graveyard to your hand.)
7/7
Hallucinogen Fungus BG
Creature - Fungus C
As Hallucinogen Fungus enters the batthefield, draw a card unless an opponent discards a card.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
1/1
Protective Glow W
Instant C
Choose one - tap target creature, then gain 1 life for each tapped creature that shares conmtroller with it; or tap target land, then gain 1 life for each tapped land that shares conmtroller with it.
Loygand, Animas Caller 1WW
Planeswalker - Loygand M
+1: Untap up to one target creature.
0: Put a 1/1 colorless elemental creature token onto the battlefield.
-1: Put a 2/2 colorless elemental creature token onto the battlefield.
3
Rankor Reflex UG
Creature - Elemental Shapeshifter R
You may have Rankor Reflex enter the battlefield as a copy of any creature on the battlefield and it gaiuns thes creature attacks this turn able.
0/0
Predators Call 1BG
Instant R
Search your library for a creature card. Reveal it and put it into your hand. You lose 2 life.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Smoke of Truth B
Sorcery U
Name a nonland card. Target player reveals his or her hand and discards a card with that name.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Deeps Poison B
Instant C
Target creature gets -1/-1 until at end of turn.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Mycoid Wall 1G
Creature - Fungus U
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
0/4
Terra Waden 2GG
Creatire - Elemental Shaman U
As Terra Waden enters the battlefield, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/2
Seeker of Affinity 1G
Creature - Elemental Shaman U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Target creature you control gets +3/+3 until at end of turn.
3/3
Rampant Amalgam 2GG
Enchantment - Aura C
Enchant creature
As Rampant Amalgam eneters the battlelfield, target creature gets +3/+3 until at end of turn.
Enchanted creature gets +3/+3.
Tesoc, the Inquisitor 1BB
Planeswalker - Tesoc M
+1: Search target player's library for two cards and exile them.
-X target player reveals X cards from his or her hand. ychoose a card from among therm and exile that card.
-8: Exile all opponent creature. Draw a card for each card exiled in this way.
4
Neat Paladin WW
Creature - Elemental Knight U
Protection from black
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Tiredness Mage UU
Creature - Elemental Wizard C
When Tiredness Mage enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Emerald Amalgamate GG
Creature - Elemental Warrior C
Hexproof
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Sapphire Viewer UU
Creature - Elemental Wizard C T: Draw a card, then discard a card.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
0/1
Wind Walker UU
Creature – Elemental Rogue C
Flying
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
2/1
Meadow Warden 3W
Creature – Elemental Soldier R
Double strike
Meadow Warden’s power and toughness are each equal to the number of Plains you control.
*/*
Mold Mass 2B
Creature – Fungus Horror R
Lifelink
Mold Mass’ power and toughness are each equal to the number of Swamps you control.
*/*
Grave Scion BG
Creature - Fungus U
Grave Scion's power and toughness are each equal to the number of creature cards in your graveyard.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
*/*
Pearl Lancer 2W
Creature - Elemental Soldier C
First strike
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
3/1
Sapphire Revelation U
Instant C
Choose one - Draw a card; or look at the top four card of your library, put any number of them into your graveyard and put the rest back in any order.
Obsidian Duelist 1GG
Creature – Elemental Warrior R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Obsidian Duelist fights with another target creature. W: Obsidian duelist gains lifelink until at end of turn.
4/4
Lancers Molder WW
Creature – Elemental Sodier Wizard R
Vigilance
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Creatures you control get +1/+1 until at end of turn.
2/2
Memory Cauldron 3
Artifact R
Creatures you control have haste. T: Untap target creature.
Wake Halo WU
Enchantment – Aura C
Enchant creature
As Ocular Halo enters the battlefield, untap enchanted creature. 1: Untap enchanted creature.
Spokeseer 2U
Creature – Elemental Wizard U
As Spokeseer enters the battlefield, untap all creatures you control. T: Draw a card, then discard a card.
0/3
Spellsnatch 3U
Instant R
Counter taget spell.
Experimental 1 - Flip a coin. If itis pair exile the countered spell. It gains flash and you can cast it without paying its casting cost.
Death Germinated 1B
Creature - Fungus C
Necrogenesis 2 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Rather than pay Death Germinated's necrogenesis cost, you may exile two creature cards from target opponent's graveyard.
2/1
Amalgams Deposit 2G
Enchantment - Aura C
Enchant land
As Amalgams Deposit enters the battlefield, put a 2/2 colorless Elemental creature token onto the battlefield.
Enchanted land has "T: Target creature gets +1/+1 until at end of turn."
Talok Smiter 1G
Creature - Elemental Warrior U
At the beginning of your upkeep, you may do Talok Smiter gets +2/+2 and gains tireness until at end of turn.
2/2
Gems Bloomer G
Creature - Elemental R
Hexproof
T: Add une mana of any color to your mana pool.
0/1
Stiffness Activator 2U
Creature - Elemental Wizard C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
Sacrifice Stiffness Activator: Tap all opponent creatires.
1/1
Cremator Missionary B
Creature - Human Cleric C
Nimbus-Exile two creatore cards from your graveyard. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
Inquisitor Ace 1B
Creature - Human Cleric C
Nimbus-Put the top three cards from your library to your graveyard. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Ausib, Worldly Mimesist G
Legendary Creature - Elemental Shaman R
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
Forestwalk
When Ausib deals combat damage to a player, put two +1/+1 couners on it.
1/1
Transmute Might G
Enchantment R
Remove a +1/+1 counter from a creature you contol: Target creature gets +2/+2 until at end of turn.
Thessar Guiede W
Creature - Elemental Wizard R
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Lifelink
2/1
Reckless Ranger U
Creature - Elemental Ranger U
If you control more than three cards in your hand, discard a card as you cast Reckless Ranger.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
When Reckless Ranger enters the battlefield, draw a card.
1/1
Sleep Age 3U
Enchantment R
All permanents have tiredness. (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
Radiant Medicaster W
Creature - Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Gain 4 life.
2/2
Substance Purifier 1W
Creature - Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.) T: Destroy target artifact or enchantment.
3/1
Heroic Awakening W
Instant C
Untp up to one target creature.
Up to one target creature gains protection from the color of your choice.
Refracting Mage UU
Creature - Elemental Wizard R
Hexproof
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Copy target instant or sorcery spell. Choose new targets fpr the copies.
3/1
Steep Grove
Land C
Steep Grove enters the battlefield tapped.
As Steep Grove enters the battlefield, target player loses 1 life. T: add R or G to your mana pool.
Stone Agglomerate G
Creature - Elemental Warrior U
Haste T: Target searchs your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
2/2
Prodigal Elecromancer 2R
Creature - Elemental Wizard U
Haste T: Sparkling 3 (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
3/3
Eradicate Battalion 1WB
Sorcery R
Destroy all tapped creatures.
Brain Strike 1B
Sorcery C
Each puts the top three cards from his or her lirary into his or her graveyard.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Burnt Grove
Land R
Burnt Grove enters the battlefield tapped unless a player hasn't 20 life. T: add R or G to your mana pool.
Disseminate 1UU
Instant C
Counter target spell.
If a creature spell was casted this turn, Disseminate costs 1 less to cast.
Amethyst Chameleon UG
Creature - Elemental U
As you cast Amethyst Chameleon, look at the top four cards of your library. Put them back in any order.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Play with the top of your library revealed. If it's creature card, Amethyst Chameleon gets +2/+2.
1/1
Estur, the Balancer 3WB
Planeswalker - Estur M
+1: Put a 1/1 white cleric creature token onto the battlefield if you control fewer creatures than a player. Gain 3 life if you have fewer life than a player.
-2: Each player sacrifices a creature if you control fewer creatures than a player. Each discards a card if you have fewer cards in your hand than a player.
-6: If you have fewer cards in graveyard than a player, you may exile up to seven cards from a graveyard. You may cast those cards without paying its casting cost.
4
Gems Looter U
Creature - Elemental Rogue C
T: Target player puts the top three cards from his or her library into his or her graveyard.
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
2/2
Stiff Watcher WU
Creature - Elemental Sodldier U
As Stiff Watcher enters the battlefield, untap all your creatures.
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
3/3
Amalgams Flow U
Enchantment U
Amalgams Flow enters the battlefield with three flown counters on it.
Remove a flow counter from Amalgams Flow: Untap target creature. If that creature has tiredness, it gets +1/+1 until at end of turn.
Thunderstorm 1RR
Enchantment R
As Thunderstorm enters the battlefield, sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Whenever a creature you control dies, Thunderstorm deals 1 damage to target creature or player.
Link to see the first three sets:
http://www.mtgsalvation.com/forums/creativity/custom-card-creation/custom-set-creation-and/577905-new-world-third-set-of-armulun?page=5
ARMULUN
Armulun was a plane full of powerful mana sources, they use to flow through the plane creating mana-vents. But they extinguished in few millenia, leaving Armulun full of tunnels and caverns.
ARMULIAN SURFACE
Armulun's surface is dry and decertical, there are few organizations of creatures that, until now have tryied to adapt to a plane with fewer and fewer mana, but recently, all the nations have united in a crusade to the search of new mana sources to the center of Armulun.
But in order to follow with their journey, they had to come through several challenges, forced alliances and war.
Several expeditionary groups ended lost in the maze, only two nations have achieve the deep Armulun. And only because the help of its powerful soverigns.
LAVTAT CRUSSADERS WBWBWBWBWB
They are soldiers and clerics that worship two diestis, Todjuut the leechlord and Azmae the goddes that can be summoned only if Sarrah the high priestess has a large quantity of mana. But now, sarah is lost in the maze trying to help its other worshipers. Also Todjuut lost its devil hordes in the war, so now is using the Lavtat priests in order to fulfil its machinations. With the presesnce of Todjuut, the lavtatians look that they can't die
Key1) Nimbus X
Lavtat Assasin 1B
Creature – Cleric Assasin C
Deathtouch
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
LANIAK RESEARCHERS URURURURURURUR
They are investigators leadered by Nounon, Eye in the sky, Nounon is a gigantic computer made of thousands of floating orbs. Soying other factions he discovered that Todjuut was using a secret passge to the deep Armulun, And the laniaks use it as well. The laniaks think that the knowledge is the best path, and the universe is predictable with enough information. They find the new world predictable as well and easy to manipulate, but sometimes its arrogance can blind them.
Key2) EXPERIMENTAL X
Temporary Petrification 1U
Sorcery C
Tap all opponent creatures.
Experimental 2 – Roll a die twice. For each time on pair, up to one target creature doesn’t untap during its next controller’s untap steep.
DEEP ARMULUN
ELEMENTALS OF THE JUMPING CAVE RRRRRRRRRRRR
Surrounded by the rest of the plane, there are some remaining powerful mana sources in the center, but they are unstable, they appear in certain seasons of the year. This part of Armulun is more similar to the ancient times, the elementals are dominant, but they are unstable as the remaining mana sources. They are very dependent to mana and follow the energy fluxes.
Key3) SPARKLING X
Loaded Air 1R
Enchantment C
Sparkling 1 (As you cast this spell, put a 1/1 elemental creature token onto the battlefield. Sacrifice it at the beginning of your next end steep.)
Sacrifice Loaded Air: Creatures you control get +1/+0 until at end of turn.
ORGANIC ELEMENTALS OF THE THESSAR CAVE WUGWUGWUGWUG
There is certain kind of elementals that have evolved in order to survive, becoming half-organic and half inorganic. This half-caste elementals are fewer bounded to mana sources and can choose if they will follow a more elemental kind path or the organic path. There are few civilizations integrated by these creatures and they are all besieged by other elementals.
Key4) UNBURDEN X
Moldstone Warrior 2G
Creature - Elemental Warrior C
Flash
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
Deathtouch
1/1
Key4) TIREDNESS
Vanishing Jumper 1W
Creature – Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Exile target creature. Then return it onto the battlefield.
Vanishing Jumper returns from the exile tapped and It doesn’t untap during your next untap steep
3/3
FUNGUS OF THE STINKY CAVE BGBGBGBG
But there are more dangers in the deeps of Armulun than elementals, the planar cave maze have left to live several horrors. One of them are the fungus, they have a similar behavior of the elementals, they are guided by the fluxes of armulun and don´t have any awareness of the destruction they cause.
Key5) NECROGENESIS X
Fungal Shield 2G
Instant C
Put two +1/+1 counters on target creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
WHITE 27
10 C
Protective Glow W
Instant C
Choose one - tap target creature, then gain 1 life for each tapped creature that shares conmtroller with it; or tap target land, then gain 1 life for each tapped land that shares conmtroller with it.
Amalgamator Novice W
Creature - Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Put a +1/+1 counter on target creature.
2/1
Sand Enchanter 1W
Creature - Elemental Wizard C
Flash
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Sand Enchanter enters the battlefield, prevent all damage that would be dealt this turn.
1/1
Unbreakable Page W
Creature – Human Soldier C
Nimbus 3 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
0/1
Vow of Silence 1W
Enchantment – Aura C
Enchant creature
Enchanted creature gets +3/+3 and loses all its abilities.
Sunstroke Caster WW
Creature – Elemental Wizard C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
T: Tap target creature you control.
0/1
Wind Walker WW
Creature – Elemental Rogue C
Flying
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
2/1
Pearl Lancer 2W
Creature - Elemental Soldier C
First strike
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
3/1
Stones Captain 1WW
Creature - Elemental Soldier C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Stones Captain enters the battlefield, put two a 1/1 colorless Elemental creature tokens onto the battlefield.
1/1
Relics Inquisitor 1WW
Creature – Cleric C
Nimbus-Sacrifice a noncreature permanent. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
9 U
Amalgamist Collector 1W
Creature – Elemental Soldier U
T: Target creature gets +1/+1 until at end of turn.
1W: Untap Amalgamist Collecto.
1/1
Stones Animator W
Creature - Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Put a 2/2 colorless Elemental creature token onto the battlefield.
2/2
Meditative Crusader W
Creature – Human Soldier Cleric U
Meditative Crusader enters the battlefield tapped.
Nimbus 1 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Nimbus Champion W
Creature – Human Soldier U
Nimbus 1 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Whenever an opponent pays a nimbus cost, put a +1/+1 counter on Nimbus Champion.
0/1
Vanishing Jumper 1W
Creature – Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Exile target creature. Then return it onto the battlefield.
Vanishing Jumper returns from the exile tapped and It doesn’t untap during your next untap steep
3/2
Keeper of the Meek WW
Creature – Elemental Soldier U
Keeper of the Meek enters the battlefield with a +1/+1 counter on it for each tapped creature you control.
1/1
Neat Paladin WW
Creature - Elemental Knight U
Protection from black
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Blessed Pilgrim 1WW
Creature – Human Cleric U
Flying, vigilance
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Keeper of the Reliquary 2WW
Creature – Elemental Wizard U
Unburden 3 (You may do this enters the battlefield with tree +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Keeper of the Reliquary enters the battlefield, exile target permanent until Keeper of the Reliquary leaves the battlefield.
2/1
8 R
Lancers Molder WW
Creature – Elemental Sodier Wizard R
Vigilance
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Creatures you control get +1/+1 until at end of turn.
2/2
Ajnaet, Advisor of Awakening 2W
Legendary Creature – Elemental Wizard R
As you cast Ajnaet, untap all your creatures.
T: Put a 1/1 colorless elemental creature token onto the battlefield.
2UG: Untap target creature you control.
0/3
War’s Sight 1W
Enchantment U
As War’s Sight enters the battlefield, untap creatures you control.
Creatures you control gain vigilance.
Meadow Warden 3W
Creature – Elemental Soldier R
Double strike
Meadow Warden’s power and toughness are each equal to the number of Plains you control.
*/*
Martyr of the Many 3W
Creature - Human Knight Cleric R
Nimbus 4 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Rather than pay Martyr of the Many's nimbus cost, an opponent may put under you control four 1/1 white Cleric creature tokens onto the battlefield.
4/2
Master Knight 2WW
Creature - Human Knight R
First strike, vigilance
Whenever Master Knight attacks or blocks, until at end of tur, up to one target creature loses all its abilities and becomes white Knight with base power and toughness 4/4.
4/4
Amalgamator General 3WW
Creature – Elemental Soldier R
Unburden 3 (You may do this enters the battlefield with tree +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Other creature you control get +2/+2.
3/3
1 M
Loygand, Animas Caller 1WW
Planeswalker - Loygand M
+1: Untap up to one target creature.
0: Put a 1/1 colorless elemental creature token onto the battlefield.
-1: Put a 2/2 colorless elemental creature token onto the battlefield.
3
BLUE 22
8 C
Sapphire Revelation U
Instant C
Choose one - Draw a card; or look at the top four card of your library, put any number of them into your graveyard and put the rest back in any order.
Arose Carrier U
Creature – Elemental Wizard C
U, T: Untap target creature.
1/1
Sapphire Viewer UU
Creature - Elemental Wizard C
T: Draw a card, then discard a card.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
0/1
Confirm Hypothesis 2U
Instant C
Experimental 3 – Roll a three times. For each time on pair, draw a card.
Static Time 1U
Sorcery C
Experimental 3 - Roll a die three times. For each time on pair, target permanent doesn't untap durin your next unta steep.
Crystal Seer 1U
Creature – Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Draw a card.
3/1
Unsummoner UU
Creature – Elemental Wizard C
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Unsummoner enters the battlefield, return target creature to its owner’s hand.
1/1
Plasm Mongrel U
Creature Elemental Rogue C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
Plasm Mongrel is unblockable.
3/1
8 U
Denied Existence U
Instant U
Counter target spell unless its controller exiles two cards from his or her graveyard.
Mana Pull Out XU
Instant U
Counter target spell unless its controller pays X.
If R was spen to cast Mana Pull Out, it gains "Experimental 3 - Roll a die three times. For each time on pair, add U or R to your mana pool at the beginnnig of your next precombat phase."
Corporal Dismissal 1U
Instant U
Choose one - Return target creature to its owner's had; or counter target creature spell
Spokeseer 2U
Creature – Elemental Wizard U
As Spokeseer enters the battlefield, untap all creatures you control.
T: Draw a card, then discard a card.
0/3
Oppositeepole Magnetist 2U
Creature – Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Return target permanent to its owner’s hand.
4/3
Magnetic Repulsion 1UU
Instant U
All creatures get -2/-0 until at end of turn. Draw a card for each opponent creature that got power fewer than 1 in this way. Then discard a card for each creature you control that got power fewer than 1 in this way.
Tiredness Mage 3U
Creature – Elemental Wizard U
T: Tap target creature. That creature doesn’t untap during your next untap steep.
2/2
Elementals Manipulator 2UU
Creature – Elemental Wizard U
1: Creatures you control get +1/-1 until at end of turn.
3/5
4 R
Spellcatcher 1UU
Creature – Elemental Wizard R
Flash
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Spellcatcher enters the battlefield, exile target permanent an opponent controls until Spellcatcher leaves the battlefield.
2/2
Spring’s Watercourse 2U
Creature – Elemental R
Flying
Spring’s Watercourse’s power and toughness are each equal to the number of Islands you control.
*/*
Distorter Mentalist 2UU
Creature – Elemental Wizard R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Counter target spell.
5/5
Cave’s Mirage 2UU
Instant R
Choose one – You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy; or Put a token onto the battlefield that's a copy of target creature you control.
2 M
Arbiter of Dreams 4UU
Creature - Elemental Illusion R
U: Untap target creature.
U: Target creature gains hexproof until at end of turn.
6/6
Nounon, Orbs Computer 3UUUU
Planeswalker – Nounon M
+3: Untap all permanents you control.
-4: Gain an extra turn after this one
-7: Put target permanent on top of its owner’s library. Repeat this process 6 times.
5
7 C
Parasitic Attack B
Sorcery C
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Target player loses two life and you gain two life.
Unholy Anchorite B
Creature – Human Cleric C
Nimbus 1 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
Lavtat Assasin 1B
Creature – Cleric Assasin C
Deathtouch
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
Carrion Collector 1B
Creature – Fungus C
When Carrion Collector enters the battlefield, you may search your library for up to three cards named Carrion Collector reveal them, put them into your hand, then shuffle your library.
Discard a creature card from your hand: Target player puts the top two cards of his or her library into his or her graveyard.
1/1
Cerebral Mycosis BB
Enchantment C
As Cerebral Mycosis enters the battlefield or an opponent draws a card, you may sacrifice Cerebral Mycosis. If you do, target player reveals his or her hand. You choose a nonland card from it. That player discards that card.
Fungal Infection 2B
Sorcery C
Target player sacrifice a creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Inquisitor Zealot 1BB
Creature – Cleric Rogue C
Nimbus-Discard a card. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
4/1
5 U
Smoke of Truth B
Sorcery U
Name a nonland card. Target player reveals his or her hand and discards a card with that name.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Bowl Out 1B
Instant U
Destroy target tapped creature.
Lavtat Knight 1B
Creature – Cleric Assasin U
Nimbus-Pay two life (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/2
Death Germinated 1B
Creature - Fungus U
Necrogenesis 2 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Rather than pay Death Germinated's necrogenesis cost, you may exile two creature cards from target opponent's graveyard.
2/1
Mental Sabotage 2BB
Sorcery U
Target player discards three cards.
4 R
Stigmatic Crusader B
Creature – Human Cleric Soldier R
Stigmatic Crusader can’t block.
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Infected Awakening XB
Sorcery R
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Return a creature card from converted mana cost X or less from a graveyard to the battlefield under your control.
Mycoid Ghoul 1B
Creature - Fungus R
As an additional cost to cast Mycoid Ghoul, discard a card from your hand.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
3/3
Mold Mass 2B
Creature – Fungus Horror R
Lifelink
Mold Mass’ power and toughness are each equal to the number of Swamps you control.
*/*
2M
Tesoc, the Inquisitor 1BB
Planeswalker - Tesoc M
+1: Search target player's library for two cards and exile them.
-X target player reveals X cards from his or her hand. ychoose a card from among therm and exile that card.
-8: Exile all opponent creature. Draw a card for each card exiled in this way.
4
Plague Augur 4BB
Creature – Fungus Horror M
Discard a creature card from your graveyard: Search your library for a noncreature card, reveal it, and put it into your hand. Then shuffle your library.
Necrogenesis 4 (Exile four creature cards from your graveyard: Return this card from your graveyard to your hand.)
6/6
RED 20
10 C
Psychologist of Cowardice R
Creature - Human Wizard C
T: Target creature can't block this turn.
1/1
Spark Conscription R
Enchantment C
As a creature enters the battlefield, you may sacrifice Spark Conscription. If you do, that creature gains haste and trample and its controller sacrifices it at the beginning of the next end steep.
Crossing Rays R
Instant C
Experimental 3 – Roll a die three times. For each time on pair, Crossing Rays deals 1 damage to target creature or player. You may choose new targets for each pair.
Thunderstorm R
Sorcery C
Sparkling 4 (Put four 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Ireful Awakening 1R
Sorcery C
Gain control of target tapped creature until end of turn. Untap that creature. It gains haste until end of turn.
Wild Electricity R
Enchantment C
Sacrifice Wild Electricity: Add R to your mana pool, then sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Ray Cry 1R
Sorcery C
Draw two cards, then discard two cards.
Sparkling 3 (Put three 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Loaded Air 1R
Enchantment C
Sacrifice Loaded Air: Creatures you control get +1/+0 until at end of turn, then sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Replicated Ray RR
Sorcery C
Replicated Ray deals 2 damage to target creature or player.
Sparkling 2 (Put two 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Thunder Reins 2RR
Sorcery C
Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.
Sparkling 3 (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
5 U
Novice Electromancer R
Creature - Elemental Wizard U
Haste
As Novice Electromancer enters the battlefield, sparkling 1. (Put a 1/1 Elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
1/1
As Fast as Lightning 1R
Enchantment U
Sparkling 2 (Put two 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Whenever a creature you control attacks, you may choose if thyat creature gains menace. if you do sacrifice that creature at enhd of combat.
Skilled Electromancer RR
Creature - Elemental Wizard U
Skilled Electromancer enters the battlefield, sparkling 3. (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
2/2
Electrified Field 1RR
Sorcery U
Electrified Field deals 2 damage to each creature, then sparkling 3. (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Elemental Manifestation 3R
Instant U
Experimental 3 – Roll a die three times. For each time on pair, put a 4/1 red Elemental creature token onto the battlefield.
Ray's Fall 2RR
Sorcery U
Destroy target land.
Sparkling 4 (Put four 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
4 R
Electrified Ground R
Enchantment R
As Electrified Ground enters the battlefield, sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Creatures that entered the battlefield under your control this turn get +1/+0.
Electrifiedstones Inhabitant 2R
Creature – Elemental R
Haste
Electrifiedstones Inhabitant’s power and toughness are each equal to the number of Mountains you control.
*/*
Soul’s Anger 2R
Enchantment R
As Soul’s Anger enters the battlefield, sparkling 1. (Put a 1/1 Elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Whenever a creature you control dies, it deals 1 damage to target creature or player.
Marah’s Electrode 3RR
Creature – Elemental R
X: Sparkling 1. (Put X 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
5/5
1 M
Marah, Thunder Archmatriarch 2RR
Planeswalker - Marah M
+1: Put a 1/1 Elemental creature token with haste onto the battlefield.
-X: Put the twice of X Elemental creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of your next end steep.
-8: You get an emblem with "Each creature that enered the battlefield under you control this turn is a 6/1 Elemental creature token with haste and trample."
4
12C
Spore Inoculation G
Sorcery C
Target creature gets +2/+2 until at end of turn.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Depredate G
Instant C
Target creature you control fights target creature you don’t control.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Fungal Reconstitution G
Instant C
Regenerate target creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Tunnel Excarvador G
Creature – Elemental Druid C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Put a land card from your hand onto the battlefield tapped.
2/2
Mycoid Wall 1G
Creature - Fungus C
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
0/4
Spores Cloud 1G
Instant C
Prevent all damage that would be dealt this turn.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Spores Spreader 1G
Creature - Fungus C
As Spores Spreader enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
1/1
Mystic Warrior GG
Creature – Elemental Warrior Druid C
T: Add G to your mana pool.
3/1
Emerald Amalgamate GG
Creature - Elemental Warrior C
Hexproof
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Revealing Collapse 1GG
Sorcery C
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. Then put a land card from your hand to the battlefield.
Moldstone Warrior 2G
Creature - Elemental Warrior C
Flash
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Deathtouch
1/1
Fungal Shield 2G
Instant C
Put two +1/+1 counters on target creature.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
5 U
Seeker of Affinity 1G
Creature - Elemental Shaman U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Target creature you control gets +3/+3 until at end of turn.
3/3
Mystic Elder 1GG
Creature – Elemental Druid U
Unburden 3 (You may do this enters the battlefield with three +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
T: Add 2 mana to your mana pool.
0/1
Fertid Mycoid 1GG
Creature – Fungus Beast U
As Fertid Mycoid enters the battlefield, gain 4 life.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
3/1
Rampant Amalgam 2GG
Enchantment - Aura C
Enchant creature
As Rampant Amalgam eneters the battlelfield, target creature gets +3/+3 until at end of turn.
Enchanted creature gets +3/+3.
Terra Waden 2GG
Creatire - Elemental Shaman U
As Terra Waden enters the battlefield, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/2
5 R
Wild Stampede 2G
Enchantment R
All creaturs your control get +2/+0 and lose all its abilities.
Dungrove Elder2G
Creature – Threefolk R
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Dungrove Elder's power and toughness are each equal to the number of Forests you control.
*/*
Obsidian Duelist 1GG
Creature – Elemental Warrior R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Obsidian Duelist fights with another target creature.
W: Obsidian duelist gains lifelink until at end of turn.
4/4
Reproductive Fungus 3GG
Creature - Fungus U
As Reproductive Fungus enters the battlefield, put four 1/1 green Saproling creature tokens onto the battlefield.
Necrogenesis 4 (Exile four creature cards from your graveyard: Return this card from your graveyard to your hand.)
1/1
Uniquegrove Guardian 3GG
Creature – Elemental Warrior R
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
At the beginning of your upkeep, you may put a 2/2 colorless Elemental creature token onto the battlefield.
4/4
1 C
Observation Device 1
Artifact C
Sacrifice Observation Device: Reroll a die.
When Observation Device is put into a graveyard from the battlefield, draw a card.
3 R
Golden Tonge 1
Artifact R
T: Add one mana to your mana pool. Spent this mana only to cast instant or sorcery spells.
Ancient Mox 1
Artifact R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Add one mana to your mana pool.
Memory Cauldron 3
Artifact R
Creatures you control have haste.
T: Untap target creature.
Tiredness Mage WU
Creature - Elemental Wizard C
When Tiredness Mage enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Wind Duo WU
Sorcery C
Put two 1/1 colorless Elemental creature tokens onto the battlefield.
Wake Halo WU
Enchantment – Aura C
Enchant creature
As Ocular Halo enters the battlefield, untap enchanted creature.
1: Untap enchanted creature.
Mist Paladin 1WU
Creature – Elemental Knight R
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Discard a nonland card from your hand: Exile Mist Paladin. Then return it to the battlefield under your control.
2/1
Source’s Guardian WG
Creature – Elemental Soldier C
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
WG: Source’s Guardian gets +2/+2 until at end of turn. Activate the ability only once each turn.
2/1
Amalgams Smith 1WG
Creature – Elemental Soldier C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
As Amalgams Smith enters the battlefield, put a +1/+1 counter on each other creature you control.
1/1
Shining Paladin 1WG
Creature – Elemental Knight U
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Lifelink, trample
4/1
Elemental Smiter 1WG
Creature – Elemental Soldier R
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its other abilities.)
X: Put X +1/+1 counters on Elemental Smiter.
2/2
Skilled Templar WB
Creature – Human Knight Cleric U
Lifelink
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Crusader General WB
Creature – Human Soldier Cleric R
Nimbus 2 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Each other creature with nimbus you control gets +1/+1 and if it would be destroyed regenerate it unless an opponent pays 1.
1/1
Refocusing Wizard UR
Creature - Human Wizard U
T: Reroll a die.
0/4
Remember Charm 1UR
Instant U
Experimental 2 - Roll a die twice. For each time on pair, return target intsnt or sorcery card from your graveyard to your hand.
Theoretical Construction 2UR
Instant R
Experimental 3 - Roll a die three times. For each time on pair, search your library for a instan or sorcery card, reveal it and put it into your hand. Then shuffle your libary.}
Rankor Reflex UG
Creature - Elemental Shapeshifter R
You may have Rankor Reflex enter the battlefield as a copy of any creature on the battlefield and it gaiuns thes creature attacks this turn able.
0/0
Hallucinogen Fungus BG
Creature - Fungus C
As Hallucinogen Fungus enters the batthefield, draw a card unless an opponent discards a card.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
1/1
Grave Scion BG
Creature - Fungus U
Grave Scion's power and toughness are each equal to the number of creature cards in your graveyard.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
*/*
Predator's Call 1BG
Instant R
Search your library for a creature card. Reveal it and put it into your hand. You lose 2 life.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Colosal Fungus 3BBGG
Creature - Fungus M
As you cast Colosal Fungus, exile your graveyard. For each three cards exiled in this way, gain 3 life and draw a card.
Necrogenesis 3 (Exile three creature cards from your graveyard: Return this card from your graveyard to your hand.)
7/7
5 C
Crackspring
Land C
Crackspring enters the battlefield tapped.
As Crackspring enters the battlefield, target player loses 1 life.
T: Add U or R to your mana pool.
Vaulted Desert
Land C
Vaulted Desert enters the battlefield tapped.
As Vaulted Desert enters the battlefield, target player loses 1 life.
T: add W or B to your mana pool.
Mesa's Lake
Land C
Mesa's Lake enters the battlefield tapped.
As Mesa's Lake enters the battlefield, target player loses 1 life.
T: add W or U to your mana pool.
Fungus Jungle
Land C
Fungus Jungle enters the battlefield tapped.
As Fungus Jungle enters the battlefield, target player loses 1 life.
T: add B or G to your mana pool.
4 R
Crussaders Shrine
Land R
Crussaders Shrine enters the battlefield tapped unless a player hasn't 20 life.
T: Add W or B to your mana pool.
Misty Mesa
Land R
Misty Mesa enters the battlefield tapped unless a player hasn't 20 life.
T: Add W or U to your mana pool.
Magnetized Field
Land R
Magnetized Field enters the battlefield tapped unless a player hasn't 20 life.
T: Add U or R to your mana pool.
Rampant Cave
Land R
Rampant Cave enters the battlefield tapped unless a player hasn't 20 life.
T: Add B or G to your mana pool.
Instant U
Choose one - Return target creature to its owner's had; or counter target creature spell.
Magnetic Repulsion 2U
Instant U
All creatures get -2/-0 until at end of turn. Draw a card for each opponent creature that got power fewer than 1 in this way. Then discard a card for each creature you control that got power fewer than 1 in this way.
Denied Existencia U
Instant U
Counter target spell unless its controller exiles two cards from his or her graveyard.
Creature - Elemental Wizard U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Put a 2/2 colorless Elemental creature token onto the battlefield.
2/2
Sand Enchanter 1W
Creature - Elemntal Wizard C
Flash
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
As Sand Enchanter enters the battlfield, prevent all damage that would be dealt this turn.
1/1
Stones Captain 1WW
Creature - Elemental Soldier C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
As Stones Captain enters the battlfield, put two a 1/1 colorless Elemental creature tokens onto the battlfield.
1/1
What are the goals for this set? What themes are trying to be represented, what basis is the set being created from? This sort of informations is very useful as a metric to evaluate design against what matters most.
The headings are a bit too large, it's more cumbersome to look through as a result and it is a little disorienting.
Initial Mechanics Feedback:
Nimbus: Seems pretty generic. I don't know whether it's really serving any effective purpose. Sure, it works creatively and it's not a bad mechanic, but it's really just "[cost]: Regenerate this creature" done a little differently and as a keyword. Mechanics are not done just because they can. If a mechanic is only a mechanic because you want it to fill a slot, not because you think it really adds something as being a mechanic, chances are good it's not going to work.
Experimental: Dire rolling is not used in black-border magic. With the library already serving as a random element, players don't like having other cards that do random things on their own. If you want to do something a little random, using the library is good in multiple ways. First of all it's more confortable for players to have only one significant random element. The second of which is that it enables some interactivity on account of the user, allowing them to 'turn off' the randomness by library control, which is not only reducing feel-bad moments but also adding strategy.
Sparkling: 'As you cast' is a weird choice of trigger. It would probably make sense to change it to resolution (no trigger listed) on instants and sorceries and ETB trigger on creatures. This way there is less unnecessary interactions with counterspells and such. Shouldn't the tokens have haste if they only last a turn?
Unburden: Potentially interesting. 'Loses all its abilities' would have to be changed to 'loses all of its other abilities' to avoid the ability trying to cancel itself and causing a massive rupture in the space-time continuum and destroying all reality .
Tiredness: Easily identified problem here, drawback mechanics are no good. The point of a mechanic is to be exciting and interesting and fun, and drawbacks lose out majorly in that regard. Imagine a newer player opening a card with this mechanic, are they going to think "What is this exciting new ability?" No. They very likely will not.
Necrogenesis: The frightening resemblance to Dredge (see Golgari Grave-Troll) and Ichorid is an indication that this is likely broken. I may be wrong, but my impression is that it's undevelopable. It'll likely either be too strong, or too weak, and it'll be hard to get the in-between.
For all of these mechanics, before you go about any changes, consider the set. If you think the set's goals are likely too limited, too broad or not well developed enough, adjust them first in order to guide your mechanic building process.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
#Defundthepolice
Unburden: I'm going to write all its other abiliies.
Nimbus: Is bassed in Clergy of the Holy Nimbus, I thought it was a good idea for WB, that is a combination hard to develop, and yes, I'm aware of its inflexibility.
Nechrogenesis, I'm concerned of this keyword to, but I'll take the challenge. Remember that there's an X in the effect, sometimes you'll have to remove 2-3 creatures from your graveyard and that isn't easy.
Tiredness: I love drawback mechanics, they give you powerful effects by cheap costs, I won't have consideration for those that can't understand its beauty.
Ok, you are right in your canonical point of vew and I respect it and I know that your principles can give more quality to a set. I'm aware that my ideas can be seen as unmatur but I want to develop them only for the love to creativity and the childish experimentation.
Creature - Elemental Illusion R
U: Untap target creature.
U: Target creature gains hexproof until at end of turn.
6/6
Ireful Awakening 1R
Sorcery C
Gain control of target tapped creature until end of turn. Untap that creature. It gains haste until end of turn.
Ray's Fall 2RR
Sorcery U
Destroy target land.
Sparkling 4 (Put four 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Creature - Human Wizard U
T: Reroll a die.
0/4
Mana Pull Out XU
Instant U
Counter target spell unless its controller pays X.
If R was spen to cast Mana Pull Out, it gains "Experimental 3 - Roll a die three times. For each time on pair, add U or R to your mana pool at the beginnnig of your next precombat phase."
Static Time 1U
Sorcery C
Experimental 3 - Roll a die three times. For each time on pair, target permanent doesn't untap durin your next unta steep.
Remember Charm 1UR
Instant U
Experimental 2 - Roll a die twice. For each time on pair, return target intsnt or sorcery card from your graveyard to your hand.
Theoretical Construction 2UR
Sorcery R
Experimental 3 - Roll a die three times. For each time on pair, search your library for a instan or sorcery card, reveal it and put it into your hand. Then shuffle your libary.
Master Knight 2WW
Creature - Human Knight R
First strike, vigilance
Whenever Master Knight attacks or blocks, until at end of tur, up to one target creature loses all its abilities and becomes white Knight with base power and toughness 4/4.
4/4
Land C
Crackspring enters the battlefield tapped.
As Crackspring enters the battlefield, target player loses 1 life.
T: Add U or R to your mana pool.
Vaulted Desert
Land C
Vaulted Desert enters the battlefield tapped.
As Vaulted Desert enters the battlefield, target player loses 1 life.
T: add W or B to your mana pool.
Mesa's Lake
Land C
Mesa's Lake enters the battlefield tapped.
As Mesa's Lake enters the battlefield, target player loses 1 life.
T: add W or U to your mana pool.
Fungus Jungle
Land C
Fungus Jungle enters the battlefield tapped.
As Fungus Jungle enters the battlefield, target player loses 1 life.
T: add B or G to your mana pool.
Crussaders Shrine
Land R
Crussaders Shrine enters the battlefield tapped unless a player hasn't 20 life.
T: Add W or B to your mana pool.
Misty Mesa
Land R
Misty Mesa enters the battlefield tapped unless a player hasn't 20 life.
T: Add W or U to your mana pool.
Magnetized Field
Land R
Magnetized Field enters the battlefield tapped unless a player hasn't 20 life.
T: Add U or R to your mana pool.
Rampant Cave
Land R
Rampant Cave enters the battlefield tapped unless a player hasn't 20 life.
T: Add B or G to your mana pool.
Observation Device 1
Artifact C
Sacrifice Observation Device: Reroll a die.
When Observation Device is put into a graveyard from the battlefield, draw a card.
Wild Stampede 2G
Enchantment R
All creaturs your control get +2/+0 and lose all its abilities.
Creature - Human Knight Cleric R
Nimbus 4 (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
Rather than pay Martyr of the Many's nimbus cost, an opponent may put under you control four 1/1 white Cleric creature tokens onto the battlefield.
4/2
Amalgam Donor WUG
Creature - Elemental Wizard U
Hexproof
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
At the beginning of your upkeep, you may put all +1/+1 counters from a creature you control to another.
2/2
As Fast as Lightning 1R
Enchantment U
Sparkling 2 (Put two 1/1 elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
Whenever a creature you control attacks, you may choose if thyat creature gains menace. if you do sacrifice that creature at enhd of combat.
Reproductive Fungus 3GG
Creature - Fungus U
As Reproductive Fungus enters the battlefield, put four 1/1 green Saproling creature tokens onto the battlefield.
Necrogenesis 4 (Exile four creature cards from your graveyard: Return this card from your graveyard to your hand.)
1/1
Mycoid Ghoul 1B
Creature - Fungus R
As an additional cost to cast Mycoid Ghoul, discard a card from your hand.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
3/3
Spore Inoculation G
Sorcery C
Target creature gets +2/+2 until at end of turn.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Colosal Fungus 3BBGG
Creature - Fungus M
As you cast Colosal Fungus, exile your graveyard. For each three cards exiled in this way, gain 3 life and draw a card.
Necrogenesis 3 (Exile three creature cards from your graveyard: Return this card from your graveyard to your hand.)
7/7
Hallucinogen Fungus BG
Creature - Fungus C
As Hallucinogen Fungus enters the batthefield, draw a card unless an opponent discards a card.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
1/1
Protective Glow W
Instant C
Choose one - tap target creature, then gain 1 life for each tapped creature that shares conmtroller with it; or tap target land, then gain 1 life for each tapped land that shares conmtroller with it.
Loygand, Animas Caller 1WW
Planeswalker - Loygand M
+1: Untap up to one target creature.
0: Put a 1/1 colorless elemental creature token onto the battlefield.
-1: Put a 2/2 colorless elemental creature token onto the battlefield.
3
Rankor Reflex UG
Creature - Elemental Shapeshifter R
You may have Rankor Reflex enter the battlefield as a copy of any creature on the battlefield and it gaiuns thes creature attacks this turn able.
0/0
Instant R
Search your library for a creature card. Reveal it and put it into your hand. You lose 2 life.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Smoke of Truth B
Sorcery U
Name a nonland card. Target player reveals his or her hand and discards a card with that name.
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
Deeps Poison B
Instant C
Target creature gets -1/-1 until at end of turn.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Mycoid Wall 1G
Creature - Fungus U
Necrogenesis 2 (Exile two creature cards from your graveyard: Return this card from your graveyard to your hand.)
0/4
Terra Waden 2GG
Creatire - Elemental Shaman U
As Terra Waden enters the battlefield, search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/2
Seeker of Affinity 1G
Creature - Elemental Shaman U
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Target creature you control gets +3/+3 until at end of turn.
3/3
Rampant Amalgam 2GG
Enchantment - Aura C
Enchant creature
As Rampant Amalgam eneters the battlelfield, target creature gets +3/+3 until at end of turn.
Enchanted creature gets +3/+3.
Tesoc, the Inquisitor 1BB
Planeswalker - Tesoc M
+1: Search target player's library for two cards and exile them.
-X target player reveals X cards from his or her hand. ychoose a card from among therm and exile that card.
-8: Exile all opponent creature. Draw a card for each card exiled in this way.
4
Creature - Elemental Knight U
Protection from black
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Tiredness Mage UU
Creature - Elemental Wizard C
When Tiredness Mage enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Emerald Amalgamate GG
Creature - Elemental Warrior C
Hexproof
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
2/1
Sapphire Viewer UU
Creature - Elemental Wizard C
T: Draw a card, then discard a card.
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
0/1
Wind Walker UU
Creature – Elemental Rogue C
Flying
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
2/1
Meadow Warden 3W
Creature – Elemental Soldier R
Double strike
Meadow Warden’s power and toughness are each equal to the number of Plains you control.
*/*
Mold Mass 2B
Creature – Fungus Horror R
Lifelink
Mold Mass’ power and toughness are each equal to the number of Swamps you control.
*/*
Grave Scion BG
Creature - Fungus U
Grave Scion's power and toughness are each equal to the number of creature cards in your graveyard.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
*/*
Pearl Lancer 2W
Creature - Elemental Soldier C
First strike
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
3/1
Sapphire Revelation U
Instant C
Choose one - Draw a card; or look at the top four card of your library, put any number of them into your graveyard and put the rest back in any order.
Creature – Elemental Warrior R
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Obsidian Duelist fights with another target creature.
W: Obsidian duelist gains lifelink until at end of turn.
4/4
Lancers Molder WW
Creature – Elemental Sodier Wizard R
Vigilance
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Creatures you control get +1/+1 until at end of turn.
2/2
Memory Cauldron 3
Artifact R
Creatures you control have haste.
T: Untap target creature.
Wake Halo WU
Enchantment – Aura C
Enchant creature
As Ocular Halo enters the battlefield, untap enchanted creature.
1: Untap enchanted creature.
Spokeseer 2U
Creature – Elemental Wizard U
As Spokeseer enters the battlefield, untap all creatures you control.
T: Draw a card, then discard a card.
0/3
Spellsnatch 3U
Instant R
Counter taget spell.
Experimental 1 - Flip a coin. If itis pair exile the countered spell. It gains flash and you can cast it without paying its casting cost.
Creature - Fungus C
Necrogenesis 2 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Rather than pay Death Germinated's necrogenesis cost, you may exile two creature cards from target opponent's graveyard.
2/1
Enchantment - Aura C
Enchant land
As Amalgams Deposit enters the battlefield, put a 2/2 colorless Elemental creature token onto the battlefield.
Enchanted land has "T: Target creature gets +1/+1 until at end of turn."
Talok Smiter 1G
Creature - Elemental Warrior U
At the beginning of your upkeep, you may do Talok Smiter gets +2/+2 and gains tireness until at end of turn.
2/2
Creature - Elemental R
Hexproof
T: Add une mana of any color to your mana pool.
0/1
Stiffness Activator 2U
Creature - Elemental Wizard C
Unburden 2 (You may do this enters the battlefield with two +1/+1 counters on it. As long as this has +1/+1 counters, it loses all its abilities.)
Sacrifice Stiffness Activator: Tap all opponent creatires.
1/1
Creature - Human Cleric C
Nimbus-Exile two creatore cards from your graveyard. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
1/1
Inquisitor Ace 1B
Creature - Human Cleric C
Nimbus-Put the top three cards from your library to your graveyard. (Whenever this would be destroyed, regenerate it unless an opponent pays its nimbus cost.)
2/1
Ausib, Worldly Mimesist G
Legendary Creature - Elemental Shaman R
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its abilities.)
Forestwalk
When Ausib deals combat damage to a player, put two +1/+1 couners on it.
1/1
Transmute Might G
Enchantment R
Remove a +1/+1 counter from a creature you contol: Target creature gets +2/+2 until at end of turn.
Creature - Elemental Wizard R
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Lifelink
2/1
Reckless Ranger U
Creature - Elemental Ranger U
If you control more than three cards in your hand, discard a card as you cast Reckless Ranger.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
When Reckless Ranger enters the battlefield, draw a card.
1/1
Enchantment R
All permanents have tiredness. (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
Radiant Medicaster W
Creature - Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Gain 4 life.
2/2
Substance Purifier 1W
Creature - Elemental Wizard C
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Destroy target artifact or enchantment.
3/1
Heroic Awakening W
Instant C
Untp up to one target creature.
Up to one target creature gains protection from the color of your choice.
Creature - Elemental Wizard R
Hexproof
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
T: Copy target instant or sorcery spell. Choose new targets fpr the copies.
3/1
Land C
Steep Grove enters the battlefield tapped.
As Steep Grove enters the battlefield, target player loses 1 life.
T: add R or G to your mana pool.
Stone Agglomerate G
Creature - Elemental Warrior U
Haste
T: Target searchs your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
2/2
Prodigal Elecromancer 2R
Creature - Elemental Wizard U
Haste
T: Sparkling 3 (Put three 1/1 Elemental creature tokens with haste onto the battlefield. Sacrifice them at the beginning of the next end steep.)
3/3
Eradicate Battalion 1WB
Sorcery R
Destroy all tapped creatures.
Brain Strike 1B
Sorcery C
Each puts the top three cards from his or her lirary into his or her graveyard.
Necrogenesis 1 (Exile a creature card from your graveyard: Return this card from your graveyard to your hand.)
Burnt Grove
Land R
Burnt Grove enters the battlefield tapped unless a player hasn't 20 life.
T: add R or G to your mana pool.
Disseminate 1UU
Instant C
Counter target spell.
If a creature spell was casted this turn, Disseminate costs 1 less to cast.
Amethyst Chameleon UG
Creature - Elemental U
As you cast Amethyst Chameleon, look at the top four cards of your library. Put them back in any order.
Unburden 1 (You may do this enters the battlefield with a +1/+1 counter on it. As long as this has +1/+1 counters, it loses all its other abilities.)
Play with the top of your library revealed. If it's creature card, Amethyst Chameleon gets +2/+2.
1/1
Estur, the Balancer 3WB
Planeswalker - Estur M
+1: Put a 1/1 white cleric creature token onto the battlefield if you control fewer creatures than a player. Gain 3 life if you have fewer life than a player.
-2: Each player sacrifices a creature if you control fewer creatures than a player. Each discards a card if you have fewer cards in your hand than a player.
-6: If you have fewer cards in graveyard than a player, you may exile up to seven cards from a graveyard. You may cast those cards without paying its casting cost.
4
Creature - Elemental Rogue C
T: Target player puts the top three cards from his or her library into his or her graveyard.
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
2/2
Stiff Watcher WU
Creature - Elemental Sodldier U
As Stiff Watcher enters the battlefield, untap all your creatures.
Tiredness (Whenever this becomes tapped, it doesn’t untap during you next untap steep.)
3/3
Enchantment U
Amalgams Flow enters the battlefield with three flown counters on it.
Remove a flow counter from Amalgams Flow: Untap target creature. If that creature has tiredness, it gets +1/+1 until at end of turn.
Thunderstorm 1RR
Enchantment R
As Thunderstorm enters the battlefield, sparkling 1. (Put a 1/1 elemental creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end steep.)
Whenever a creature you control dies, Thunderstorm deals 1 damage to target creature or player.