Barrenness Invoker1BB
Creature - Zombie Wizard
When Barrennes Invoker enters the battlefield, put a drought counter on target land. Then if you control a desert, draw a card. (A land with a drought counter is a Desert with "T: Add C." and loses all its other types and abilities.)
1/1
Bloodflow Channeler2B
Creature - Merfolk Vampire B, T, Sacrifice another creature: Add BBB. Spend this mana only to cast creature spells.
2/2
Calamity BondsBB
Enchantment - Aura
Flash
Enchant creature
When a nontoken creature dies, enchanted creature's controller sacrifice it.
Deathbloom SproutB
Creature - Plant
Reach
Landmass 5 — Deathbloom Sprout has deathtouch has long as you control five or more lands.
1/2
DecomposingB
Instant
Exile up to three target cards from graveyards. Create a 0/1 green Plant creature token for each land card exiled this way.
Draining Ritual2B
Instant
As an additional cost to play this spell, put a drought counter on target land you control.
Destroy target creature.
Past Reincarnated3BB
Sorcery
Return target creature or land card from your graveyard to the battlefield.
Quallinar Exhumer3B
Creature - Elf Cleric
When Quallinar Ritualist enters the battlefield, you may return target Elf or enchantment card from your graveyard to your hand.
2/2
Quicksand Runner1BB
Creature - Human Pirate
Desertmass 1 — Quicksand Runner has menace, deathtouch and lifelink as long as you control one or more Deserts.
2/3
Repurposing Resources1B
Instant
As an additional cost to cast this spell, sacrifice a creature or land.
Draw two cards. Put a storage counter on target land you control
Rotten Guardian4B
Enchantment Creature - Spirit
Deathtouch
Constellation — Whenever Rotten Guardian or another enchantment enters the battlefield under your control, choose one:
• Target creature gets +1/+1 until end of turn.
• Target creature gets -1/-1 until end of turn.
4/4
Sandstream Ferryman2B
Creature - Human Pirate
T: Target creature gains desertwalk until end of turn.
2/1
Arctic Ichthyosaur3UUU
Snow Creature - Lizard Leviathan 2U: discard Arctic Ichthyosaur: put a flood counter on target land and an islandwalk counter on target creature.
6/6
Battlefield ShiftUU
Sorcery
Return target permanent and all permanents attached to it to its owner's hand
Brilliant Development2U
Instant
Draw three cards. Then discard two cards unless you discard a nonbasic land or Fortification card.
Dreadful Octopus3U
Creature - Octopus
Islandmass 4 -- As long as you control four or more Islands, whenever Dreadful Octopus attacks, tap target creature
Landmass 8 --Dreadful Octopus gets +5/+5 as long as you control eight or more lands.
3/3
Herald of Aragus1U
Creature - Merfolk
Islandmass 1 -- Herald of Aragus has flying as long as you control one or more Islands T: put a flood counter on target land
1/1
Innovation Researcher1U
Creature - Human Artificer Wizard
Fortification spells you cast cost 1 less to cast.
Activated abilities of Fortifications you control cost 1 less to cast. This effect can't reduce the mana in that cost to less than one mana.
1/2
Makeshift LongboatU
Artifact - Vehicle
Crew 3
Whenever one or more creature crew Makeshift Longboat, put an islandwalk counter on one of them
3/3
Plancton Mulching1U
Sorcery
Surveil 3. Then, for each creature card you put into your graveyard, create a 0/1 green Plant creature token.
Draw a card.
Repulsive FeedbackUU
Instant
As an additional cost to cast this spell, remove a counter from a land you control or pay 1.
Counter target spell.
River Serpent4UUU
Creature - Serpent
Islandmass 7 -- River Serpent gets hexproof as long as you control seven or more Islands.
7/7
Staunch Corsair2U
Creature - Human Pirate
When Staunch Corsair enters the battlefield, look at the top five cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/3
Streams Manipulator2U
Creature - Human Pirate Wizard
When Stream Manipulator enters the battlefield, choose one:
- Untap target permanent
- Tap target creature. Put a stun counter on it.
2/2
They explained to me how Counterpoint is better than Reinterpret. Good, i could already see that.
Too bad that Reinterpret is overcosted and played by nobody because of that. Same will happen for Counterpoint. It was fine for 4 mana.
Because Reinterpret grabs from a small subset (your hand) while counterpoint grabs from the graveyard, in a graveyard deck that makes the new card automatically tailored for the current situation as compared to Reinterpret as you can oly work with what is in your hand and mostly could have cast anyways.
You starting with the premise that Reinterpret is a good card... which is not.
Ancestor Guidance1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+2 and has first strike.
Banishment Matrix2W
Enchantment - Aura
Enchant fortified land you control
When Banishment Matrix enters the battlefield, exile target creature an opponent controls until Banishment Matrix leaves the battlefield.
Fortress Technician1W
Creature - Human Artificer
When Fortress Technician enters the battlefield, if you control a fortified land, draw a card.
Nonbasic landmass 3 — 2W: Put a +1/+1 counter on target creature. Activate this ability only if you control three or more nonbasic lands.
1/2
Kramite Demystifier3W
Creature - Human Cleric
When Kramite Demystifier enters the battlefield, destroy target artifact or enchantment.
2/2
Mystic EmbraceW
Enchantment - Aura
Enchant basic land or creature
Whenever enchanted permanent becomes tapped, you gain 2 life and scry 1.
Prey-Slay Maneuver1W
Instant
When you cast Prey-Slay Maneuver, you may tap an untapped creature you control. If you do, tap target creature.
Destroy target tapped creature with power 4 or greater.
Purity Guardian4W
Enchantment Creature - Spirit
Lifelink
Constellation — Whenever an enchantment enters the battlefield under your control, you gain 4 life.
Quallinar Ancestor2W
Enchantment Creature - Spirit Elf
At the beginning of yout upkeep, you may reveal any number of land cards from your hand. You gain 3 life for every card revealed this way.
Landmass 5 — Quallinar Ancestor has vigilance and lifelink as long as you control five or more lands.
2/2
Umyuk Lionheart1W
Creature - Human Warrior
Untainted (Spend only mana produced by basic lands to cast this spell.)
Protection from mana value 3 or greater
2/2
Vale Griffin2W
Creature - Griffin
Flying, protection from lands
Basic landmass 6 — Vale Griffin gets +3/+3 as long as you control six or more basic lands.
2/2
Windswept Griffin3WW
Creature - Griffin
Flying
Return a land you control to its owner hand: Exile Windswept Griffin, then return it to the battlefield under your control.
3/3
That green rare is stupendously bad. If it were any tokens, then yeah, sure super strong, but only creatures? Yikes. Meanwhile, blue gets a reanimate-spell spells for four mana. Any spells. Worldsoul rage is pretty good in fetch-land formats.
Yeah that rare is extremely bad. Should have been an instant.
Update the previous post with lands.
Now colorless commons, the fortifications plus a creature
COMMON 8/8
Animating Matrix1
Artifact - Fortification XX: Fortified land become a X/X creature until end of turn. It’s still a land.
Fortify 1
Bustling Port2
Artifact - Fortification
Fortified land has “2, T: Put a Storage counter on this land.”
Fortify 2
City SHield1
Artifact - Fortification
Fortified land has hexproof.
Fortify 3
Landscape Accelerator1
Artifact - Fortification
Whenever you tap fortified land, choose one —
• Remove a counter from fortied land.
• Choose a counter on fortified land. Add another counter of that type on fortified land.
Fortify 3
Mana Refinery2
Artifact - Fortification
Fortified land has “T: Add one mana of any color”.
Fortify 1
Ore Extractor3
Artifact - Fortification
Whenever Ore Extractor becomes assigned to a land, put a drought counter on that land. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
Fortified land gains “T: Create a Treasure token.”
Fortify 2
Self-Assembling Arsenal2
Artifact - Fortification
Fortified land has “T: Choose a kind of counter among flying, first strike, deathtouch, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on fortified land.” and “T: Move a counter from fortified land to another target permanent.”
Fortify 2
Outpost Reinforcer3
Artifact Creature - Golem
When Outpost Reinforcer enters the battlefield, put a storage counter on target land.
Whenever you cast a Fortification spell, put a +1/+1 counter on target creature.
2/2
Crystal Expanse
Land - Desert T: Add C.
When Crystal Expanse is put into a graveyard from the battlefield, draw a card.
Development Site*
Land T: Add C. T: Add CC. Activate this ability only if Development Site is fortified.
Exploited Reaches
Land - Desert
When Exploited Reaches enters the battlefield, create a tapped Treasure token. T: Add C.
Fertile Wastes
Land - Desert T: Add C. T, pay 1 life: Untap target basic land
Harsh Tundra*
Snow Land - Desert
When Harsh Tundra enters the battlefield, scry 1. T: Add C.
Historical Archives*
Land T: Add C. T: Add one mana of any color. Spend this mana only to cast a legendary spell or to activate an ability of a legendary permanent.
Mana Storage*
Land
Storage 1 T: Add C.
Removage a storage counter, T: Add one mana of any color.
Mining City*
Land
When Mining City enters the battlefield, tap target untapped land you control and put a drought counter on it. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.) T: Add one mana of any color.
UNCOMMON LAND 5/10
Caravan Way
Land - Desert
Storage 1 (This permanent enters the battlefield with one storage counter.) T: Add C. 2, T, remove a storage counter from Caravan Way: Draw a card.
Desolated Battlefield
Land - Desert T: Add C. 3, T, Sacrifice Desolated Battlefield: Destroy target nonbasic land. Its controller creates a Treasure token.
Private Wunderkammer*
Land
Storage 1 (This permanent enters the battlefield with one storage counter.) T: Add C for every storage counter on Private Wunderkammer.
Rainbow Cavern*
Land - Cave T: Add C. T: Add one mana of any color. Activate this ability only if Rainbow Cavern is fortified or enchanted.
Secret Room*
Land
Hexproof
T: Add C.
*present in the bonus sheet, for an increased chance of opening them
FYI, daruda will also put stun counters on your lands the way its worded. Was that your intent?
Yep, it's a drawing because it is strong. The supposed gameplan with him is to turn your island into desert with drought counter and avoid the drawback while also triggering Desertmass. You can also play land untappers.
Now that you've shown off these marquee cards, the meat and potatoes of the set are the commons. How can you show the way you intent to flesh these factions out in a way that wil be playable and allow for a lot of depth in design?
Idk if i will start with the white common or the colorless common (probably the latter). I'm still refining the skeleton to decide the exact number of multicolored and colorless cards. I'm feeling a little short on land and fortification space.
As a note, posting your future designs as text rather than image files - especially for large batches of cards - will make it easier for people to read and respond to your designs.
Oh, that is extremely bothersome but i'm gonna try
Common 12/12
Barrenness Invoker 1BB
Creature - Zombie Wizard
When Barrennes Invoker enters the battlefield, put a drought counter on target land. Then if you control a desert, draw a card. (A land with a drought counter is a Desert with "T: Add C." and loses all its other types and abilities.)
1/1
Bloodflow Channeler 2B
Creature - Merfolk Vampire
B, T, Sacrifice another creature: Add BBB. Spend this mana only to cast creature spells.
2/2
Calamity Bonds BB
Enchantment - Aura
Flash
Enchant creature
When a nontoken creature dies, enchanted creature's controller sacrifice it.
Deathbloom Sprout B
Creature - Plant
Reach
Landmass 5 — Deathbloom Sprout has deathtouch has long as you control five or more lands.
1/2
Decomposing B
Instant
Exile up to three target cards from graveyards. Create a 0/1 green Plant creature token for each land card exiled this way.
Draining Ritual 2B
Instant
As an additional cost to play this spell, put a drought counter on target land you control.
Destroy target creature.
Past Reincarnated 3BB
Sorcery
Return target creature or land card from your graveyard to the battlefield.
Quallinar Exhumer 3B
Creature - Elf Cleric
When Quallinar Ritualist enters the battlefield, you may return target Elf or enchantment card from your graveyard to your hand.
2/2
Quicksand Runner 1BB
Creature - Human Pirate
Desertmass 1 — Quicksand Runner has menace, deathtouch and lifelink as long as you control one or more Deserts.
2/3
Repurposing Resources 1B
Instant
As an additional cost to cast this spell, sacrifice a creature or land.
Draw two cards. Put a storage counter on target land you control
Rotten Guardian 4B
Enchantment Creature - Spirit
Deathtouch
Constellation — Whenever Rotten Guardian or another enchantment enters the battlefield under your control, choose one:
• Target creature gets +1/+1 until end of turn.
• Target creature gets -1/-1 until end of turn.
4/4
Sandstream Ferryman 2B
Creature - Human Pirate
T: Target creature gains desertwalk until end of turn.
2/1
12/12
Arctic Ichthyosaur 3UUU
Snow Creature - Lizard Leviathan
2U: discard Arctic Ichthyosaur: put a flood counter on target land and an islandwalk counter on target creature.
6/6
Battlefield Shift UU
Sorcery
Return target permanent and all permanents attached to it to its owner's hand
Brilliant Development 2U
Instant
Draw three cards. Then discard two cards unless you discard a nonbasic land or Fortification card.
Dreadful Octopus 3U
Creature - Octopus
Islandmass 4 -- As long as you control four or more Islands, whenever Dreadful Octopus attacks, tap target creature
Landmass 8 --Dreadful Octopus gets +5/+5 as long as you control eight or more lands.
3/3
Herald of Aragus 1U
Creature - Merfolk
Islandmass 1 -- Herald of Aragus has flying as long as you control one or more Islands
T: put a flood counter on target land
1/1
Innovation Researcher 1U
Creature - Human Artificer Wizard
Fortification spells you cast cost 1 less to cast.
Activated abilities of Fortifications you control cost 1 less to cast. This effect can't reduce the mana in that cost to less than one mana.
1/2
Makeshift Longboat U
Artifact - Vehicle
Crew 3
Whenever one or more creature crew Makeshift Longboat, put an islandwalk counter on one of them
3/3
Plancton Mulching 1U
Sorcery
Surveil 3. Then, for each creature card you put into your graveyard, create a 0/1 green Plant creature token.
Draw a card.
Repulsive Feedback UU
Instant
As an additional cost to cast this spell, remove a counter from a land you control or pay 1.
Counter target spell.
River Serpent 4UUU
Creature - Serpent
Islandmass 7 -- River Serpent gets hexproof as long as you control seven or more Islands.
7/7
Staunch Corsair 2U
Creature - Human Pirate
When Staunch Corsair enters the battlefield, look at the top five cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/3
Streams Manipulator 2U
Creature - Human Pirate Wizard
When Stream Manipulator enters the battlefield, choose one:
- Untap target permanent
- Tap target creature. Put a stun counter on it.
2/2
They explained to me how Counterpoint is better than Reinterpret. Good, i could already see that.
Too bad that Reinterpret is overcosted and played by nobody because of that. Same will happen for Counterpoint. It was fine for 4 mana.
You starting with the premise that Reinterpret is a good card... which is not.
12/12
Ancestor Guidance 1W
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+2 and has first strike.
Banishment Matrix 2W
Enchantment - Aura
Enchant fortified land you control
When Banishment Matrix enters the battlefield, exile target creature an opponent controls until Banishment Matrix leaves the battlefield.
Exterminator Valkirye 6WW
Snow Creature - Angel Warrior
Flying, double strike, vigilance
4/4
Fortress Technician 1W
Creature - Human Artificer
When Fortress Technician enters the battlefield, if you control a fortified land, draw a card.
Nonbasic landmass 3 — 2W: Put a +1/+1 counter on target creature. Activate this ability only if you control three or more nonbasic lands.
1/2
Kramite Demystifier 3W
Creature - Human Cleric
When Kramite Demystifier enters the battlefield, destroy target artifact or enchantment.
2/2
Mystic Embrace W
Enchantment - Aura
Enchant basic land or creature
Whenever enchanted permanent becomes tapped, you gain 2 life and scry 1.
Prey-Slay Maneuver 1W
Instant
When you cast Prey-Slay Maneuver, you may tap an untapped creature you control. If you do, tap target creature.
Destroy target tapped creature with power 4 or greater.
Purity Guardian 4W
Enchantment Creature - Spirit
Lifelink
Constellation — Whenever an enchantment enters the battlefield under your control, you gain 4 life.
Quallinar Ancestor 2W
Enchantment Creature - Spirit Elf
At the beginning of yout upkeep, you may reveal any number of land cards from your hand. You gain 3 life for every card revealed this way.
Landmass 5 — Quallinar Ancestor has vigilance and lifelink as long as you control five or more lands.
2/2
Umyuk Lionheart 1W
Creature - Human Warrior
Untainted (Spend only mana produced by basic lands to cast this spell.)
Protection from mana value 3 or greater
2/2
Vale Griffin 2W
Creature - Griffin
Flying, protection from lands
Basic landmass 6 — Vale Griffin gets +3/+3 as long as you control six or more basic lands.
2/2
Windswept Griffin 3WW
Creature - Griffin
Flying
Return a land you control to its owner hand: Exile Windswept Griffin, then return it to the battlefield under your control.
3/3
Yeah that rare is extremely bad. Should have been an instant.
What is native to Ravnica gets retconned with every set
Now colorless commons, the fortifications plus a creature
COMMON 8/8
Animating Matrix 1
Artifact - Fortification
XX: Fortified land become a X/X creature until end of turn. It’s still a land.
Fortify 1
Bustling Port 2
Artifact - Fortification
Fortified land has “2, T: Put a Storage counter on this land.”
Fortify 2
City SHield 1
Artifact - Fortification
Fortified land has hexproof.
Fortify 3
Landscape Accelerator 1
Artifact - Fortification
Whenever you tap fortified land, choose one —
• Remove a counter from fortied land.
• Choose a counter on fortified land. Add another counter of that type on fortified land.
Fortify 3
Mana Refinery 2
Artifact - Fortification
Fortified land has “T: Add one mana of any color”.
Fortify 1
Ore Extractor 3
Artifact - Fortification
Whenever Ore Extractor becomes assigned to a land, put a drought counter on that land. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
Fortified land gains “T: Create a Treasure token.”
Fortify 2
Self-Assembling Arsenal 2
Artifact - Fortification
Fortified land has “T: Choose a kind of counter among flying, first strike, deathtouch, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on fortified land.” and “T: Move a counter from fortified land to another target permanent.”
Fortify 2
Outpost Reinforcer 3
Artifact Creature - Golem
When Outpost Reinforcer enters the battlefield, put a storage counter on target land.
Whenever you cast a Fortification spell, put a +1/+1 counter on target creature.
2/2
COMMON LANDS 8/8
Crystal Expanse
Land - Desert
T: Add C.
When Crystal Expanse is put into a graveyard from the battlefield, draw a card.
Development Site*
Land
T: Add C.
T: Add CC. Activate this ability only if Development Site is fortified.
Exploited Reaches
Land - Desert
When Exploited Reaches enters the battlefield, create a tapped Treasure token.
T: Add C.
Fertile Wastes
Land - Desert
T: Add C.
T, pay 1 life: Untap target basic land
Harsh Tundra*
Snow Land - Desert
When Harsh Tundra enters the battlefield, scry 1.
T: Add C.
Historical Archives*
Land
T: Add C.
T: Add one mana of any color. Spend this mana only to cast a legendary spell or to activate an ability of a legendary permanent.
Mana Storage*
Land
Storage 1
T: Add C.
Removage a storage counter, T: Add one mana of any color.
Mining City*
Land
When Mining City enters the battlefield, tap target untapped land you control and put a drought counter on it. (A land with a drought counter is a Desert with “T: Add C.” and loses all its other types and abilities.)
T: Add one mana of any color.
UNCOMMON LAND 5/10
Caravan Way
Land - Desert
Storage 1 (This permanent enters the battlefield with one storage counter.)
T: Add C.
2, T, remove a storage counter from Caravan Way: Draw a card.
Desolated Battlefield
Land - Desert
T: Add C.
3, T, Sacrifice Desolated Battlefield: Destroy target nonbasic land. Its controller creates a Treasure token.
Private Wunderkammer*
Land
Storage 1 (This permanent enters the battlefield with one storage counter.)
T: Add C for every storage counter on Private Wunderkammer.
Rainbow Cavern*
Land - Cave
T: Add C.
T: Add one mana of any color. Activate this ability only if Rainbow Cavern is fortified or enchanted.
Secret Room*
Land
Hexproof
T: Add C.
*present in the bonus sheet, for an increased chance of opening them
Yep, it's a drawing because it is strong. The supposed gameplan with him is to turn your island into desert with drought counter and avoid the drawback while also triggering Desertmass. You can also play land untappers.
Idk if i will start with the white common or the colorless common (probably the latter). I'm still refining the skeleton to decide the exact number of multicolored and colorless cards. I'm feeling a little short on land and fortification space.
Oh, that is extremely bothersome but i'm gonna try