Shenir, Ascendant God 3GG
Legendary Creature-Elf Demigod
WRR, T, Gain control of target creature with power 5 or greater for as long as you control Shenir, Ascendant God.
5/5
Eldrazi Ravager 5
Tribal Artifact-Eldrazi
Whenever a land card is put into a graveyard from the battlefield, you may untap Eldrazi Ravager.
T, Exile a land card from each player's graveyard. For each of these lands, add one mana of any color that that land could produce to your mana pool. The Eldrazi are not content with your mere destruction. Only your removal from reality itself will sate them.
Archmage of War 3UR
Creature-Human Avatar Wizard
Empowered (When this creature attacks and isn't blocked, it gets +X/+0, where X is the number of spells cast this turn)
All instant and sorcery spells cost 3 mana of any color less the cast. This cannot reduce their casting cost to below 1 mana.
3/3
Alerian, the Wrathborn 6WWW
Legendary Creature-Angel Spellshaper Mythic Rare
Flying, Vigilance
Alerian, the Wrathborn, and other creatures you control are indestructible.
2WW, {T}, Discard 3 cards. Destroy all creatures. They cannot be regenerated.
6/6
This is a fusion of Mageta the Lion and Avacyn, Angel of Hope.
Next: A double-sided legendary creature that transforms into a planeswalker.
Quickdraw is a great idea for a mechanic. However, bringing back Split Second would probably work better and it would still fit with the theme. Wanted is a good idea for a mechanics, but it could be overpowered. If you use bounty, you need to add something that stops the mana from emptying at the end of steps. And gamble is way to easy to cheat with. I'd suggest looking at Daniel Wiliam's entry in the Great Designer Search 2 for more ideas.
Revolution Culler 2W
Creature-Human Soldier
T; 1W, Target player skips his or her next combat phase. You can’t cast spells until the end of your next turn. Activate this ability only during your opponent’s upkeep, and only once each turn.
T; 1W, Target player can’t cast spells this turn. You skip your next combat phase.
1/1
Uncommon:
Righteous Exile W
Instant
Exile target creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.
Step out of reality and think about your sins.
Otherworldly Bridge 3W
Enchantment
Creatures you control get +1/+1 for each creature card you own that’s in exile
Common:
Ammuran Ordermage W
Creature-Human Wizard
T; W Tap target creature
1/1
Lawful Enforcer W
Creature-Human Warrior
Oppression 1 (Sacrifice this permanent. Tap up to 1 target permanent)
1/1
Tooth for a Tooth 1W
Instant
Exile target creature that dealt damage to you this turn.
Blue:
Mythic Rare:
Rare:
Aether Master 3UU
Creature-Human Wizard
Whenever you cast a spell, return target creature to its owner’s hand.
2/2
Dreamscape 4U
Enchantment
All permanents gain the illusion subtype and have “whenever this permanent becomes the target of a spell, or ability, sacrifice it. If the world is merely a dream, then it is surely a nightmare.
Uncommon:
Common:
Nature’s Guardian U
Creature-Human Druid
Landlink (tap any number of lands, this creature gets +X/+X until end of turn, where X is the number of lands tapped this way)
1/1
Black:
Mythic Rare
Rare:
Shifting Realities 3B
Enchantment
Whenever a permanent is exiled, that permanent’s controller may search his or her library for a card, put that card in their hand, and then shuffle their library.
Uncommon:
Common:
Banishment 2B
Sorcery
Exile target creature. It’s bad enough to be lost in your own world.
Eternal Soulmaster B
Creature-Human Cleric
Immortal (if this permanent would be destroyed return it to the battlefield tapped)
1/1
Otherworldly Recovery 2B
Sorcery
Return target card you own from exile to your hand.
Rise Again 1B
Instant
Return target creature card from your graveyard to your hand.
Red:
Mythic Rare:
Rare:
Rain of Fire XXR
Instant
Deal X damage divided as you choose among up to X target creatures. The farmers prayed for rain and their crops burned as a result.
Draconic Warlord 3RR
Creature-Dragon Soldier
Flying
Whenever you cast a spell, you may pay any amount of red mana. If you do, deal X damage to target creature or player or destroy target artifact with converted mana cost X or less, where X is the amount of mana you paid.
5/5
Lightning Circuit 2R
Instant
Lighting Circuit deals X damage to each creature, where X is the number of cards in exile plus 1.
Uncommon:
Common:
Reality Rip R
Instant
Deal 2 damage to target creature or player.
If there is an instant or sorcery card that you own is in exile, deal 4 damage to that creature or player instead.
Veteran Soldier R
Creature-Human Soldier
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
1/1
Green:
Mythic Rare:
Rare:
Uncommon:
Eternal Beyonder 3GG
Creature-Spirit
Immortal (If this card would be destroyed, regenerate it)
Whenever a card is exiled, untap Eternal Beyonder
3/4
Remake the World G
Sorcery
Exile target land. Its controller may search his or her library for a land, put that land on the battlefield tapped, and then shuffle their library. “I think I’d like an ocean here.”
-Malai, the Worldshaper
Common:
Wrathful Colonizer G
Creature-Human Wizard
Assimilate (if this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it)
1/1
Gravity Spike 1G
Instant
Destroy target creature with flying “Creatures of the sky may seem freer than us, but even birds and dragons must eventually return to the ground.”
-Argoth, Lithomancer
Worldroot Pine 4G
Creature-Treefolk
Worldroot Pine cannot be exiled
3/6
Land:
Rare:
Khanor, the Bloodsoaked Field
Legendary Land
Khanor, the Bloodsoaked Field enters the battlefield tapped.
T; Add W, U, or R to your mana pool.
T; Pay W/U R. Remove a +1/+1 counter from target creature you control. Creatures you control get +1/+1 until end of turn. The Battleplain, the Dying Ground, the home of the Warmaster.
Nalkor, the Tunnel Fortress
Legendary Land
Nalkor, the Tunnel Fortress enters the battlefield tapped.
T; Add U, B, or G to your mana pool.
T; Pay U/B G. Target creature you control must be blocked this turn if able The Center of Intrigue, the Library of Secrets, the home of the Manipulator.
Salie, the Heart of the World
Legendary Land
Salie, the Heart of the World enters the battlefield tapped.
T; Add U, R, or G to your mana pool
T; Pay U R/G. Untap up to 3 target lands you control. Until end of turn, their mana abilities cannot be activated. The City of Life, the Juncture of the Elements, the home of the Worldsoul.
Calcurim, the City of the Ancestors
Legendary Land
Calcurim, the City of the Ancestors enters the battlefield tapped.
T; Add B, W, or G to your mana pool.
T; Pay B W/G. Put a 1/1 white, green, and black spirit creature token with immortal onto the battlefield The Empire of Lost Souls, the Bastion of Life and Death, the home of the Ghost-King.
Halaila, the Sky Pyramid
Legendary Land
Halaila, the Sky Pyramid enters the battlefield tapped.
T; Add W, B, or R to your mana pool
T; Pay W B/R. Copy target activated ability The Symbol of Dominance, the Palace of Tyranny, the home of the Crusader.
Uncommon:
Reality Fissure
Land
T; 1
T; 1 Exile target card from a graveyard.
Temple of the Ancestors
Land
T; Add 1 mana of any color a land you control could produce to your mana pool
Immortal (If this permanent would be destroyed, regenerate it)
Common:
Ammuran Citadel
Land
When Ammuran Citadel enters the battlefield, exile a land you control or sacrifice it.
T: Add W, B, or R to your mana pool.
Malkieth Cathedral
Land
When Malkieth Cathedral enters the battlefield, exile a land you control or sacrifice it.
T: Add W, B, or G to your mana pool.
Telmoor Academy
Land
When Telmmor Academy enters the battlefield, exile a land you control or sacrifice it.
T: Add U, R, or G to your mana pool.
Jinan Catacomb
Land
When Jinan Catacomb enters the battlefield, exile a land you control or sacrifice it.
T: Add U, B, or G to your mana pool.
Gareish Bastion
Land
When Gareish Bastion enters the battlefield, exile a land you control or sacrifice it.
T: Add W,U, or R to your mana pool.
It's a valid point, but I want to do Invokers and this seems like the best way.
I understand that the set is supposed to be in the spirit of Rise of the Eldrazi, but you seem to be pushing it way too hard. You have replacements for totem armor and eldrazi spawn, and you even copied level up. Most of those ideas I am fine with, but adding an underpowered cycle that could create confusion in the block just because they did it in Rise of the Eldrazi doesn't seem right. There are also a few problems that I could see with this so far. Melody seems far to easy to abuse with ways to untap creatures. Duet seems underpowered in a block that creates bunches of cheap creatures as sacrifice fodder. If you have more than one creature waiting to be swallowed or used for abyssal mana, Duet is useless. Talisman doesn't seem as good as totem armor. One of the main differences between equipment and auras is that equipment doesn't die when the creature it's equipping does. An aura that can save a creature is good because it can do its job and then block a removal spell. An equipment that can save a creature isn't the same, because without talisman, the equipment would still survive. With talisman, you aren't stopping card disadvantage, you are just being given more options which, though good, is worse than totem armor.
Valla, the Crusader 3WBR
Legendary Creature-Angel Demon Warrior
Protection from blue and green, flying
1R; Deal 1 damage to each tapped creature.
1W; Target creature doesn’t untap during its controller’s next untap step.
3BB; Return target creature from your graveyard to the battlefield.
3/3
Najaar-lin, the Ghost-King 3WBG
Legendary Creature-Elf Spirit Cleric
Protection from blue and red, flying
G; Exile target creature card from target player’s graveyard.
2BB; Destroy target creature.
3WW; Put a creature card in exile onto the battlefield under your control.
3/3
Loryth, the Worldsoul 3URG
Legendary Creature-Merfolk Elemental Druid
Protection from white and black, flying
2G; Search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
1U; Untap target land.
XR; Put X 1/1 red elemental tokens with landlink onto the battlefield.
3/3
Morkhan, the Manipulator 3UBG
Legendary Creature-Vampire Giant Wizard
Protection from white and red, flying
2G; Tap target creature you control and target creature an opponent controls. Those creatures fight each other.
1U; Untap target creature
1B; Return target creature card from your graveyard to your hand
3/3
Areiv, the Warmaster 3WUR
Legendary Creature-Viashino Dragon Soldier
Protection from black and green, flying
R; Target creature attacks this turn if able.
U; Target creature blocks this turn if able.
3WW; Creatures you control are indestructible and have double strike this turn.
3/3
Eldron, the Deposed 3WBRR
Planeswalker-Eldron
+1 Gain control of target creature with converted mana cost X or less, where X is the number of dragons you control
-X Put an X/X dragon creature token with flying onto the battlefield
-7 You gain an emblem that says “Creatures you control get +3/+3 and gain flying and R; this creature gets +1/+0 until end of turn. They are dragons in addition to their other types.
5
Rare:
Soulharvest 2WB
Sorcery
Choose one; Destroy all non-spirit creatures, then each player puts a 1/1 spirit token with flying onto the battlefield for each one of their creatures that was destroyed this way, or destroy all spirit creatures and all creatures get +X/+0 until end of turn, where X is the amount of creatures destroyed this way.
Bloodfire Paladin 2WR
Creature-Human Knight
Lifelink
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Bloodfire Paladin. Destroy target creature blocking or blocked by Bloodfire Paladin. “The hottest fire is the field of war.”
“Saril, Embermage”
3/2
Master Tactician 2WU
Creature-Human Soldier
When this creature enters the battlefield, target creature gets +1/+1 until end of turn
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Master Tactician. Exile target creature, and then return it to the battlefield under its owner’s control. “The path to victory is often long and indirect, but the prize is worth the effort.”
-Ammur, Pacifier
3/2
Garreish Warmage 2UR
Creature-Viashino Wizard
T; Deal 1 damage to target creature or player
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Garreish Warmage. Return target creature in exile or on the battlefield to its owner’s hand. “Magic is the engine which fuels wars and creates unparalleled destruction.”
-Galgam, the Herald of War
3/2
Judge’s Verdict 4WBR
Sorcery
Each opponent sacrifices a creature, a land, an enchantment, an artifact, and a planeswalker. Guilty as charged.
Supreme Magistrate 3WB
Creature-Avatar Advisor
All other nonland permanents you control have oppression X, where X is equal to their converted mana cost
0/8
Uncommon:
Ancestor Spirits 2B W/G
Sorcery
When you cast this, name a creature type. Put a 1/1 white and green spirit token on the battlefield under your control for each creature of that type you control. In Malkieth, many elves worship their ancestors, believing them to have infinite wisdom.
Hell/Heaven
Heaven 2WW
Sorcery
Search your library for an angel card and put it in your hand. Gain 3 life and shuffle your library.
Hell 2BR
Sorcery
Search your library for a demon card and put it in your hand. Shuffle your library and target player loses 3 life.
Vitality/Unlife
Unlife 2BB
Sorcery
Return target creature card from your graveyard to the battlefield.
Vitality 2WG
Gain 3 life for each creature you control.
Experimentation/Nature
Experimentation 2UU
Sorcery
Look at the top 10 cards of your library. Put one in your hand and the rest on the bottom of your library in any order.
Nature 2RG
Sorcery
Each creature you control fights another target creature.
Brutality/Cunning
Brutality 2GG
Sorcery
Creatures you control gain trample and deathtouch until end of turn.
Cunning 2UB
Sorcery
Gain control of target permanent until end of turn. Untap that permanent.
Carnage/Tactics
Carnage 2RR
Sorcery
Deal X damage to target creature, where X is the number of creature cards in all graveyards.
Tactics 2WU
Sorcery
Return target permanent to its owner’s hand, then exile target permanent and return it to the battlefield.
Promise of Glory 4UB
Enchantment-Aura
Enchant player
At the beginning of the enchanted player’s upkeep step, gain control of target creature enchanted player owns until their next upkeep. “What will I get if I start this war?”
“You will be given control over this entire plane. Ammura, Malkieth, Telmoor, Garreish, all of them will bow to Jinan.”
-Morkhan to Nicol Bolas
Common:
Artifact
Mythic Rare:
Time Generator 7
Artifact
Time Generator cannot be untapped by spells or abilities.
T; 3, Return target permanent to its owner’s hand.
T; 5, Search your library for a card and put it in your hand. Then shuffle your library.
T; 7 Take an extra turn. Time Generator does not untap during the next untap step.
Rare:
Codex of Omniscience 5
Artifact
Whenever you cast a spell, put a lore counter on Codex of Omniscience.
T; 2, Draw X cards, where X is the number of lore counters on Codex of Omniscience.
Uncommon:
Common:
Veteran’s Gladius 3
Artifact-Equipment
Equipped creature has elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Equip 1 It bears the scars of a thousand battles.
Shield of Life 3
Artifact-Equipment
Equipped creature has immortal (If this permanent would be destroyed, regenerate it)
Equip 1 It protects the body from a thousand harms.
Tyrant’s Whip 3
Artifact-Equipment
Equipped creature has Oppression 3 (Sacrifice this permanent, tap up to 3 target permanents)
Equip 1 It destroys the spirits of a thousand beings.
Worldsoul Staff 3
Equipped creature has landlink (Tap any number of untapped lands you control. This creature gets +X/+X until end of turn, where X is the number of lands tapped this way.)
Equip 1 It nurtures the lands of a thousand worlds.
Expansionist’s Axe 3
Artifact-Equipment
Equipped creature has assimilate (If this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it. This effect lasts indefinitely.)
Equip 1 It subjugates the people of a thousand nations.
I love the idea behind this set. There are some changes that I think that you should make.
First, it seems like Famed would be an ability word like threshold or battalion, not a keyword ability.
Second, Skeleton Chain is overpowered. The flavor is good, but reanimation whenever you attack for a one-time cost of 3 mana isn't balanced. And because it moves to another creature whenever it reanimates, it can't be destroyed by combat.
Third, the names need a little bit of work. The Barbarian King definitely looks like he needs a name. Pirates and The Publicist just don't sound right. Mass Skeletonize needs to sound far more bone-chilling and evil. And Epic Fail is funny and conveys some flavor, but the only real cards that sound as strange as it are Urza's Sunglasses and Phelddagriff.
Finally, the set needs more direction. Famed is amazing. It seems like exactly what level up should have been. But one keyword does not make a set. Some existing ones that might be of use to you are Reinforce, Battalion, and Fortify for the empire, Exalted for the gladiators, and Unearth, Morbid, Madness, and Undying for the skeletons.
For centuries Algarth has been at peace, in balance between the powerful nations that dominate the land. That time is at an end. In Ammura, a nation of absolute law ruled by angels corrupted by demons, a demon urges the empress to spread order throughout Algarth. In Telmoor, a nation of merfolk that live in harmony with the land, an elemental of absolute power has bonded with the queen, and urges her to bring harmony to the world. In Malkieth, the Ghost-King has rallied his elven and spirit armies, ready to give everlasting life in the form of undeath to all. In the caverns of Jinan, a new leader has manipulated the nations to allow the vampires and giants to have their revenge on the world above. And in Garreish, a new viashinio leader has toppled the draconic kings of old, and now seeks to free all of peoples from their tyrannical leaders.
Algarth is on the brink of war. A single spark could ignite the flame. And that spark has arrived.
Nicol Bolas has arrived on Algarth, having finally found a plane where reality’s walls can be breached. The time for him to regain his godlike powers of yore has arrived. And what better way to distract prying eyes than the chaos of war?
Factions:
Algarth is divided between 5 nations.
Ammura was an angelic realm, but was then attacked by demons who corrupted the angelic leaders. It is a nation of absolute law that oppresses its citizens. Their leader is Valla, the most powerful of the corrupted angels. It is a nation of white, black, and red mana.
Telmoor is a massive undersea realm that controls much of the coast of Altara. It is controlled by the merfolk, who have control over elementals. Their leader is Loryth, who has bonded with an elemental of nearly unlimmited power called the Worldsoul. Telmoor is a nation of blue, red, and green mana.
Malkieth is a nation of elves. Long ago, the elves learned how to animate their souls as spirits. Now, dead elves rise as spirits, and their is a cult of ancestor worship among the elves. Their leader is Najaar-lin, the Ghost-King. Malkieth is a nation of black, white, and green mana.
Garreish is a fractured realm. It used to be ruled by the dragons, who were worshipped by the goblins, humans, and viashino that they lorded over. Once though, a dragon was born more viashino than dragon and was cast out for it. He spent they next decades planning rebellion and finally started one. He deposed the dragon Eldron and the nation was thrown into civil war. That viashino dragon's name is Areiv and he rules over much of Garreish. Garreish is a nation of red, white, and blue mana.
Jinan is a nation of vampires and giants. They used to be a collection of giant tribes, but were infected by vampires. The vampiric giants were forced underground by the other nations of the world, and they now seek vengeance on the surface world that cast them out. Their leader is Morkhan, a vampiric giant who led them after they were forced below the surface. Jinan is a nation of green, blue, and black mana.
Mechanics and Themes:
Oppression X (Sacrifice this permanent, tap up to X target permanents.)
Oppression is the mechanic for Ammura. It is meant to represent their emphasis on order and their corruption by demons.
Landlink (Tap any number of untapped lands you control. This creature gets +X/+X until end of turn, where X is the number of lands tapped this way.)
Landlink is the mechanic for Telmoor. It is meant to represent their connection to the land and nature.
Immortal (Whenever this permanent would be destroyed, regenerate it.)
Immortal is Malkieth's mechanic. It is meant to represent their goal of achieving immortality through undeath. While in a normal set keywording Mossbridge Troll evasion might be overpowered, the primary form of removal in Altara is exile which can get around Immortal.
Assimilate (If this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it. This effect lasts indefinitely.)
Assimilate is Jinan's mechanic. It is meant to represent their desire for control and their willingness to manipulate others.
Elite (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on it.)
Elite is Garreish's mechanic. It is meant to show the experience gained from the constant civil wars going on in the nation.
Algarth is a wedge themed set, and thus has many multicolor cards. It also has an exile theme and a very small tribal theme.
Shenir, Ascendant God 3GG
Legendary Creature-Elf Demigod
WRR, T, Gain control of target creature with power 5 or greater for as long as you control Shenir, Ascendant God.
5/5
Enchantment
Exile target creature you control. Destroy target creature.
Next: Sword of Sun and Surface
Eldrazi Ravager 5
Tribal Artifact-Eldrazi
Whenever a land card is put into a graveyard from the battlefield, you may untap Eldrazi Ravager.
T, Exile a land card from each player's graveyard. For each of these lands, add one mana of any color that that land could produce to your mana pool.
The Eldrazi are not content with your mere destruction. Only your removal from reality itself will sate them.
Creature-Human Avatar Wizard
Empowered (When this creature attacks and isn't blocked, it gets +X/+0, where X is the number of spells cast this turn)
All instant and sorcery spells cost 3 mana of any color less the cast. This cannot reduce their casting cost to below 1 mana.
3/3
Next: Domain and Landwalk
Legendary Creature-Angel Spellshaper Mythic Rare
Flying, Vigilance
Alerian, the Wrathborn, and other creatures you control are indestructible.
2WW, {T}, Discard 3 cards. Destroy all creatures. They cannot be regenerated.
6/6
This is a fusion of Mageta the Lion and Avacyn, Angel of Hope.
Next: A double-sided legendary creature that transforms into a planeswalker.
Mythic Rare:
Rare:
Revolution Culler 2W
Creature-Human Soldier
T; 1W, Target player skips his or her next combat phase. You can’t cast spells until the end of your next turn. Activate this ability only during your opponent’s upkeep, and only once each turn.
T; 1W, Target player can’t cast spells this turn. You skip your next combat phase.
1/1
Righteous Exile W
Instant
Exile target creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.
Step out of reality and think about your sins.
Otherworldly Bridge 3W
Enchantment
Creatures you control get +1/+1 for each creature card you own that’s in exile
Ammuran Ordermage W
Creature-Human Wizard
T; W Tap target creature
1/1
Lawful Enforcer W
Creature-Human Warrior
Oppression 1 (Sacrifice this permanent. Tap up to 1 target permanent)
1/1
Tooth for a Tooth 1W
Instant
Exile target creature that dealt damage to you this turn.
Blue:
Mythic Rare:
Rare:
Aether Master 3UU
Creature-Human Wizard
Whenever you cast a spell, return target creature to its owner’s hand.
2/2
Dreamscape 4U
Enchantment
All permanents gain the illusion subtype and have “whenever this permanent becomes the target of a spell, or ability, sacrifice it.
If the world is merely a dream, then it is surely a nightmare.
Common:
Nature’s Guardian U
Creature-Human Druid
Landlink (tap any number of lands, this creature gets +X/+X until end of turn, where X is the number of lands tapped this way)
1/1
Black:
Mythic Rare
Rare:
Shifting Realities 3B
Enchantment
Whenever a permanent is exiled, that permanent’s controller may search his or her library for a card, put that card in their hand, and then shuffle their library.
Common:
Banishment 2B
Sorcery
Exile target creature.
It’s bad enough to be lost in your own world.
Eternal Soulmaster B
Creature-Human Cleric
Immortal (if this permanent would be destroyed return it to the battlefield tapped)
1/1
Otherworldly Recovery 2B
Sorcery
Return target card you own from exile to your hand.
Rise Again 1B
Instant
Return target creature card from your graveyard to your hand.
Red:
Mythic Rare:
Rare:
Rain of Fire XXR
Instant
Deal X damage divided as you choose among up to X target creatures.
The farmers prayed for rain and their crops burned as a result.
Draconic Warlord 3RR
Creature-Dragon Soldier
Flying
Whenever you cast a spell, you may pay any amount of red mana. If you do, deal X damage to target creature or player or destroy target artifact with converted mana cost X or less, where X is the amount of mana you paid.
5/5
Lightning Circuit 2R
Instant
Lighting Circuit deals X damage to each creature, where X is the number of cards in exile plus 1.
Common:
Reality Rip R
Instant
Deal 2 damage to target creature or player.
If there is an instant or sorcery card that you own is in exile, deal 4 damage to that creature or player instead.
Veteran Soldier R
Creature-Human Soldier
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
1/1
Green:
Mythic Rare:
Rare:
Uncommon:
Eternal Beyonder 3GG
Creature-Spirit
Immortal (If this card would be destroyed, regenerate it)
Whenever a card is exiled, untap Eternal Beyonder
3/4
Remake the World G
Sorcery
Exile target land. Its controller may search his or her library for a land, put that land on the battlefield tapped, and then shuffle their library.
“I think I’d like an ocean here.”
-Malai, the Worldshaper
Wrathful Colonizer G
Creature-Human Wizard
Assimilate (if this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it)
1/1
Gravity Spike 1G
Instant
Destroy target creature with flying
“Creatures of the sky may seem freer than us, but even birds and dragons must eventually return to the ground.”
-Argoth, Lithomancer
Worldroot Pine 4G
Creature-Treefolk
Worldroot Pine cannot be exiled
3/6
Land:
Rare:
Khanor, the Bloodsoaked Field
Legendary Land
Khanor, the Bloodsoaked Field enters the battlefield tapped.
T; Add W, U, or R to your mana pool.
T; Pay W/U R. Remove a +1/+1 counter from target creature you control. Creatures you control get +1/+1 until end of turn.
The Battleplain, the Dying Ground, the home of the Warmaster.
Nalkor, the Tunnel Fortress
Legendary Land
Nalkor, the Tunnel Fortress enters the battlefield tapped.
T; Add U, B, or G to your mana pool.
T; Pay U/B G. Target creature you control must be blocked this turn if able
The Center of Intrigue, the Library of Secrets, the home of the Manipulator.
Salie, the Heart of the World
Legendary Land
Salie, the Heart of the World enters the battlefield tapped.
T; Add U, R, or G to your mana pool
T; Pay U R/G. Untap up to 3 target lands you control. Until end of turn, their mana abilities cannot be activated.
The City of Life, the Juncture of the Elements, the home of the Worldsoul.
Calcurim, the City of the Ancestors
Legendary Land
Calcurim, the City of the Ancestors enters the battlefield tapped.
T; Add B, W, or G to your mana pool.
T; Pay B W/G. Put a 1/1 white, green, and black spirit creature token with immortal onto the battlefield
The Empire of Lost Souls, the Bastion of Life and Death, the home of the Ghost-King.
Halaila, the Sky Pyramid
Legendary Land
Halaila, the Sky Pyramid enters the battlefield tapped.
T; Add W, B, or R to your mana pool
T; Pay W B/R. Copy target activated ability
The Symbol of Dominance, the Palace of Tyranny, the home of the Crusader.
Reality Fissure
Land
T; 1
T; 1 Exile target card from a graveyard.
Temple of the Ancestors
Land
T; Add 1 mana of any color a land you control could produce to your mana pool
Immortal (If this permanent would be destroyed, regenerate it)
Ammuran Citadel
Land
When Ammuran Citadel enters the battlefield, exile a land you control or sacrifice it.
T: Add W, B, or R to your mana pool.
Malkieth Cathedral
Land
When Malkieth Cathedral enters the battlefield, exile a land you control or sacrifice it.
T: Add W, B, or G to your mana pool.
Telmoor Academy
Land
When Telmmor Academy enters the battlefield, exile a land you control or sacrifice it.
T: Add U, R, or G to your mana pool.
Jinan Catacomb
Land
When Jinan Catacomb enters the battlefield, exile a land you control or sacrifice it.
T: Add U, B, or G to your mana pool.
Gareish Bastion
Land
When Gareish Bastion enters the battlefield, exile a land you control or sacrifice it.
T: Add W,U, or R to your mana pool.
I understand that the set is supposed to be in the spirit of Rise of the Eldrazi, but you seem to be pushing it way too hard. You have replacements for totem armor and eldrazi spawn, and you even copied level up. Most of those ideas I am fine with, but adding an underpowered cycle that could create confusion in the block just because they did it in Rise of the Eldrazi doesn't seem right. There are also a few problems that I could see with this so far. Melody seems far to easy to abuse with ways to untap creatures. Duet seems underpowered in a block that creates bunches of cheap creatures as sacrifice fodder. If you have more than one creature waiting to be swallowed or used for abyssal mana, Duet is useless. Talisman doesn't seem as good as totem armor. One of the main differences between equipment and auras is that equipment doesn't die when the creature it's equipping does. An aura that can save a creature is good because it can do its job and then block a removal spell. An equipment that can save a creature isn't the same, because without talisman, the equipment would still survive. With talisman, you aren't stopping card disadvantage, you are just being given more options which, though good, is worse than totem armor.
Valla, the Crusader 3WBR
Legendary Creature-Angel Demon Warrior
Protection from blue and green, flying
1R; Deal 1 damage to each tapped creature.
1W; Target creature doesn’t untap during its controller’s next untap step.
3BB; Return target creature from your graveyard to the battlefield.
3/3
Najaar-lin, the Ghost-King 3WBG
Legendary Creature-Elf Spirit Cleric
Protection from blue and red, flying
G; Exile target creature card from target player’s graveyard.
2BB; Destroy target creature.
3WW; Put a creature card in exile onto the battlefield under your control.
3/3
Loryth, the Worldsoul 3URG
Legendary Creature-Merfolk Elemental Druid
Protection from white and black, flying
2G; Search your library for a land card and put it onto the battlefield tapped. Then shuffle your library.
1U; Untap target land.
XR; Put X 1/1 red elemental tokens with landlink onto the battlefield.
3/3
Morkhan, the Manipulator 3UBG
Legendary Creature-Vampire Giant Wizard
Protection from white and red, flying
2G; Tap target creature you control and target creature an opponent controls. Those creatures fight each other.
1U; Untap target creature
1B; Return target creature card from your graveyard to your hand
3/3
Areiv, the Warmaster 3WUR
Legendary Creature-Viashino Dragon Soldier
Protection from black and green, flying
R; Target creature attacks this turn if able.
U; Target creature blocks this turn if able.
3WW; Creatures you control are indestructible and have double strike this turn.
3/3
Eldron, the Deposed 3WBRR
Planeswalker-Eldron
+1 Gain control of target creature with converted mana cost X or less, where X is the number of dragons you control
-X Put an X/X dragon creature token with flying onto the battlefield
-7 You gain an emblem that says “Creatures you control get +3/+3 and gain flying and R; this creature gets +1/+0 until end of turn. They are dragons in addition to their other types.
5
Soulharvest 2WB
Sorcery
Choose one; Destroy all non-spirit creatures, then each player puts a 1/1 spirit token with flying onto the battlefield for each one of their creatures that was destroyed this way, or destroy all spirit creatures and all creatures get +X/+0 until end of turn, where X is the amount of creatures destroyed this way.
Bloodfire Paladin 2WR
Creature-Human Knight
Lifelink
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Bloodfire Paladin. Destroy target creature blocking or blocked by Bloodfire Paladin.
“The hottest fire is the field of war.”
“Saril, Embermage”
3/2
Master Tactician 2WU
Creature-Human Soldier
When this creature enters the battlefield, target creature gets +1/+1 until end of turn
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Master Tactician. Exile target creature, and then return it to the battlefield under its owner’s control.
“The path to victory is often long and indirect, but the prize is worth the effort.”
-Ammur, Pacifier
3/2
Garreish Warmage 2UR
Creature-Viashino Wizard
T; Deal 1 damage to target creature or player
Elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Remove 2 +1/+1 counters from Garreish Warmage. Return target creature in exile or on the battlefield to its owner’s hand.
“Magic is the engine which fuels wars and creates unparalleled destruction.”
-Galgam, the Herald of War
3/2
Judge’s Verdict 4WBR
Sorcery
Each opponent sacrifices a creature, a land, an enchantment, an artifact, and a planeswalker.
Guilty as charged.
Supreme Magistrate 3WB
Creature-Avatar Advisor
All other nonland permanents you control have oppression X, where X is equal to their converted mana cost
0/8
Ancestor Spirits 2B W/G
Sorcery
When you cast this, name a creature type. Put a 1/1 white and green spirit token on the battlefield under your control for each creature of that type you control.
In Malkieth, many elves worship their ancestors, believing them to have infinite wisdom.
Hell/Heaven
Heaven 2WW
Sorcery
Search your library for an angel card and put it in your hand. Gain 3 life and shuffle your library.
Hell 2BR
Sorcery
Search your library for a demon card and put it in your hand. Shuffle your library and target player loses 3 life.
Vitality/Unlife
Unlife 2BB
Sorcery
Return target creature card from your graveyard to the battlefield.
Vitality 2WG
Gain 3 life for each creature you control.
Experimentation/Nature
Experimentation 2UU
Sorcery
Look at the top 10 cards of your library. Put one in your hand and the rest on the bottom of your library in any order.
Nature 2RG
Sorcery
Each creature you control fights another target creature.
Brutality/Cunning
Brutality 2GG
Sorcery
Creatures you control gain trample and deathtouch until end of turn.
Cunning 2UB
Sorcery
Gain control of target permanent until end of turn. Untap that permanent.
Carnage/Tactics
Carnage 2RR
Sorcery
Deal X damage to target creature, where X is the number of creature cards in all graveyards.
Tactics 2WU
Sorcery
Return target permanent to its owner’s hand, then exile target permanent and return it to the battlefield.
Promise of Glory 4UB
Enchantment-Aura
Enchant player
At the beginning of the enchanted player’s upkeep step, gain control of target creature enchanted player owns until their next upkeep.
“What will I get if I start this war?”
“You will be given control over this entire plane. Ammura, Malkieth, Telmoor, Garreish, all of them will bow to Jinan.”
-Morkhan to Nicol Bolas
Artifact
Mythic Rare:
Artifact
Time Generator cannot be untapped by spells or abilities.
T; 3, Return target permanent to its owner’s hand.
T; 5, Search your library for a card and put it in your hand. Then shuffle your library.
T; 7 Take an extra turn. Time Generator does not untap during the next untap step.
Codex of Omniscience 5
Artifact
Whenever you cast a spell, put a lore counter on Codex of Omniscience.
T; 2, Draw X cards, where X is the number of lore counters on Codex of Omniscience.
Common:
Artifact-Equipment
Equipped creature has elite (When a creature dealt combat damage by this creature dies this turn, put a +1/+1 counter on this creature)
Equip 1
It bears the scars of a thousand battles.
Shield of Life 3
Artifact-Equipment
Equipped creature has immortal (If this permanent would be destroyed, regenerate it)
Equip 1
It protects the body from a thousand harms.
Tyrant’s Whip 3
Artifact-Equipment
Equipped creature has Oppression 3 (Sacrifice this permanent, tap up to 3 target permanents)
Equip 1
It destroys the spirits of a thousand beings.
Worldsoul Staff 3
Equipped creature has landlink (Tap any number of untapped lands you control. This creature gets +X/+X until end of turn, where X is the number of lands tapped this way.)
Equip 1
It nurtures the lands of a thousand worlds.
Expansionist’s Axe 3
Artifact-Equipment
Equipped creature has assimilate (If this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it. This effect lasts indefinitely.)
Equip 1
It subjugates the people of a thousand nations.
First, it seems like Famed would be an ability word like threshold or battalion, not a keyword ability.
Second, Skeleton Chain is overpowered. The flavor is good, but reanimation whenever you attack for a one-time cost of 3 mana isn't balanced. And because it moves to another creature whenever it reanimates, it can't be destroyed by combat.
Third, the names need a little bit of work. The Barbarian King definitely looks like he needs a name. Pirates and The Publicist just don't sound right. Mass Skeletonize needs to sound far more bone-chilling and evil. And Epic Fail is funny and conveys some flavor, but the only real cards that sound as strange as it are Urza's Sunglasses and Phelddagriff.
Finally, the set needs more direction. Famed is amazing. It seems like exactly what level up should have been. But one keyword does not make a set. Some existing ones that might be of use to you are Reinforce, Battalion, and Fortify for the empire, Exalted for the gladiators, and Unearth, Morbid, Madness, and Undying for the skeletons.
Algarth is on the brink of war. A single spark could ignite the flame. And that spark has arrived.
Nicol Bolas has arrived on Algarth, having finally found a plane where reality’s walls can be breached. The time for him to regain his godlike powers of yore has arrived. And what better way to distract prying eyes than the chaos of war?
Algarth is divided between 5 nations.
Ammura was an angelic realm, but was then attacked by demons who corrupted the angelic leaders. It is a nation of absolute law that oppresses its citizens. Their leader is Valla, the most powerful of the corrupted angels. It is a nation of white, black, and red mana.
Telmoor is a massive undersea realm that controls much of the coast of Altara. It is controlled by the merfolk, who have control over elementals. Their leader is Loryth, who has bonded with an elemental of nearly unlimmited power called the Worldsoul. Telmoor is a nation of blue, red, and green mana.
Malkieth is a nation of elves. Long ago, the elves learned how to animate their souls as spirits. Now, dead elves rise as spirits, and their is a cult of ancestor worship among the elves. Their leader is Najaar-lin, the Ghost-King. Malkieth is a nation of black, white, and green mana.
Garreish is a fractured realm. It used to be ruled by the dragons, who were worshipped by the goblins, humans, and viashino that they lorded over. Once though, a dragon was born more viashino than dragon and was cast out for it. He spent they next decades planning rebellion and finally started one. He deposed the dragon Eldron and the nation was thrown into civil war. That viashino dragon's name is Areiv and he rules over much of Garreish. Garreish is a nation of red, white, and blue mana.
Jinan is a nation of vampires and giants. They used to be a collection of giant tribes, but were infected by vampires. The vampiric giants were forced underground by the other nations of the world, and they now seek vengeance on the surface world that cast them out. Their leader is Morkhan, a vampiric giant who led them after they were forced below the surface. Jinan is a nation of green, blue, and black mana.
Oppression X (Sacrifice this permanent, tap up to X target permanents.)
Oppression is the mechanic for Ammura. It is meant to represent their emphasis on order and their corruption by demons.
Landlink (Tap any number of untapped lands you control. This creature gets +X/+X until end of turn, where X is the number of lands tapped this way.)
Landlink is the mechanic for Telmoor. It is meant to represent their connection to the land and nature.
Immortal (Whenever this permanent would be destroyed, regenerate it.)
Immortal is Malkieth's mechanic. It is meant to represent their goal of achieving immortality through undeath. While in a normal set keywording Mossbridge Troll evasion might be overpowered, the primary form of removal in Altara is exile which can get around Immortal.
Assimilate (If this creature would deal lethal damage to a creature, instead tap that creature, remove all damage from it, and gain control of it. This effect lasts indefinitely.)
Assimilate is Jinan's mechanic. It is meant to represent their desire for control and their willingness to manipulate others.
Elite (Whenever a creature dealt combat damage by this creature this turn dies, put a +1/+1 counter on it.)
Elite is Garreish's mechanic. It is meant to show the experience gained from the constant civil wars going on in the nation.
Algarth is a wedge themed set, and thus has many multicolor cards. It also has an exile theme and a very small tribal theme.