A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | White + Forest | Blue + Plains | Black + Island | Red + Swamp | Green + Mountain | Designer (Comments) | (More) Comments | More Comments | |||||||||||||
2 | CARD NAME | Ranger | Coastal Serpent | Thief | Slavering Goblin | Cougar | Jay | ||||||||||||||
3 | MANA COST | 1W | 5U | 1B | 2R | 2G | |||||||||||||||
4 | TYPE | Creature-Ranger | Creature-Serpent | Creature-Rogue | Creature-Goblin | Creature-Cat | |||||||||||||||
5 | POW/TOUGH | 2/2 | 5/5 | 2/1 | 2/2 | 2/2 | |||||||||||||||
6 | RULES TEXT | Terrain—As long as you control a Forest, CARDNAME gets +0/+2 and gains reach. | Defender Terrain—As long as you control a Plains, CARDNAME loses defender. | Terrain—Whenever ~ deals combat damage to a player, As long as you control an Island, draw a card. | Terrain—Whenever ~ deals combat damage to a player, As long as you control a Swamp, that player discards a card. | Terrain—As long as you control a Mountain, CARDNAME gets +1/+1 and gains Mountainwalk. | For the record, I'm not in love with any of these 5 designs ...with the possible exception of Thief (which is just a smaller Shoreline Salvager). | I like Thief, but he's also really, REALLY good. Making an Ophidian effect smaller doesn't balance them, it just gives opponents less time to play blockers. In UB, dropping this guy on the play and following it up with 1-2 removal spells is just going to slaughter people -D | |||||||||||||
7 | Is this guy really necessary in GW? That combo already has a lot of reach and defensive fliers. -Duncan | Some of my initial designs dealt with the creatures "losing a drawback", but I'm not sure that's really the best use of this ability. -Duncan | Might be a little confusing to have a terrain ability say "Yay! Mountains" while also saying "Boo! Mountains" Of course, that's never stopped Green or Red before... -Duncan | ||||||||||||||||||
8 | |||||||||||||||||||||
9 | CARD NAME | Grassland Charge | Soothing Meditation | Thief's Assault | Blightning Axe | Cliffside Ambusher | Chah | ||||||||||||||
10 | MANA COST | 2W | 1UU | 1B | 3RR | 3GG | |||||||||||||||
11 | TYPE | Instant | Sorcery | Instant | Sorcery | Creature - Beast | |||||||||||||||
12 | POW/TOUGH | 4/4 | |||||||||||||||||||
13 | RULES TEXT | Creatures you control get +1/+1 until end of turn. Terrain — As long as you control a Forest, creatures you control get an additional +1/+1 until end of turn. | Draw two cards. Terrain — As long as you control a Plains, gain 3 life. | Target creature gets -3/-1 until end of turn. Terrain — If that creature dies this turn and you control an Island, draw a card. | ~ deals 4 damage to target player. Terrain — As long as you control a Swamp, that player discards two cards. | Terrain — ~ has haste As long as you control a Mountain. | I like Meditation, Axe and Ambusher, though Axe needs to be nerfed. --Jay | I really like the XCC cost of these. That probably goes a long way to supporting the kind of two color format we want. Unfortunately, these cards just seem like massive beatings. You've got common Instant speed Overrun, Reverse Blighting, Actual Blightning, and "better than peppersmoke" and cheaper Serpentine Kavu. -Duncan | Changed Blightning to 4 damage. Grassland Charge is like Guardian's Pledge. I think it would allow Green-White 2-drops.dec to be an archetype. - Chah I read Grassland Charge as a giving a total of +3/+3, sorry. -Duncan | ||||||||||||
14 | |||||||||||||||||||||
15 | CARD NAME | Mastadon Calf | Sunbask Drake | Vaportrail Imp | Aspiring Assassin | Cliffside Ambusher | Chah | ||||||||||||||
16 | MANA COST | 3W | 3UU | 2B | 1R | 4GG | |||||||||||||||
17 | TYPE | Creature - Elephant | Creature - Drake | Creature - Imp | Creature - Goblin | Creature - Beast | |||||||||||||||
18 | POW/TOUGH | 2/3 | 2/5 | 3/1 | 2/1 | 5/5 | |||||||||||||||
19 | RULES TEXT | Vigilance Terrain — ~ gets +1/+1 as long as you control a Forest. | Flying Terrain — ~ has vigilance as long as you control a Plains. | Terrain — ~ has flying as long as you control an Island. | Terrain — ~ has deathtouch as long as you control a Swamp. | Terrain — ~ has haste as long as you control a Mountain. | I've been approaching this with the wrong complexity level. Jules' cards are great. They feel like "Intro to the Color Pie" which is what we should aim for. - Chah | I think Vanilla + Keyword or French Vanilla + P/T boost is the way to go. Flying and Haste are so simple that I think it's ok to combine with another keyword. - Chah | To paraphrase Jay "Haste on Terrain is valid, but I feel like it discards a big part of what makes the static ability nice: That you can turn it on later by playing the land after the creature." - Duncan | At 7cc, that shouldn't be a problem. - Chah I expect Chah's right about that. --Jay | I'm also just not sure what's "White" about Mastodon Calf. Green and White get pretty similar small creatures. That's why I went with an aura. -Duncan | I was thinking of giving Mastodon Calf vigilance. 3W 2/3 Vigilance, gets +1/+1 if Forest. - Chah | |||||||||
20 | (Inspired by Jules) | (Jules' Imp) | |||||||||||||||||||
21 | |||||||||||||||||||||
22 | CARD NAME | Silvercoat Matriarch | Stalkwatcher Merfolk | Vaportrail Imp | Mogg Mudripper | Barreling Rhino | Jules | ||||||||||||||
23 | MANA COST | 3W | 3U | 2B | 3R | 4G | |||||||||||||||
24 | TYPE | Creature-Cat | Creature-Merfolk Soldier | Creature--Imp | Creature-Goblin Berserker | Creature-Rhino | I like Imp and Mudripper. --Jay | Bladetusk Boar? -Nich | That was the inspiration,and glad to see others agree (Imp was my favorite here) | ||||||||||||
25 | POW/TOUGH | 2//2 | 2//4 | 3//1 | 3//2 | 3//4 | |||||||||||||||
26 | RULES TEXT | Terrain--~ gets +3/+3 as long as you control a Forest. | Terrain--~ has vigilance as long as you control a Plains. | Terrain--~ has flying as long as you control an island. | Terrain--~ has intimidate as long as you control a Swamp. | Terrain--~ gets +4/+0 as long as you control a mountain. | In order to make these available in limited, the base forms should be weak while the enhanced ones are strong | To make them available? I get making the prize worth the hoop, but I don't know what you mean here. --Jay | See Duncan's below, the weaker they are unactivated, the less likely someone who didn't in their 'second color' is to take them, so the later you can pick them up and the more frequently there is a reward for drafting an allied pair. -Jules | I really like these, with the possible exception of the white one. I mean, I can see playing any of the rest without a splash as a lower pick, so that's good. -D | |||||||||||
27 | IN PLACE OF | Benalish Veteran | Amphin Cutthroat | Bloodrage Vampire / Warpath Ghoul | Blood Ogre | Stampeding Rhino | |||||||||||||||
28 | |||||||||||||||||||||
29 | CARD NAME | Benalish Explorer | Vodalian Banisher | Barony Scavenger | Shivan Madcaster | Llanowar Geomancer | Alan | ||||||||||||||
30 | MANA COST | 1W | 2U | 3B | 2R | G | |||||||||||||||
31 | TYPE | Creature - Human Soldier | Creature - Merfolk Cleric | Creature - Vampire Rogue | Creature - Goblin Wizard | Creature - Elf Shaman | |||||||||||||||
32 | POW/TOUGH | 2 / 1 | 1 / 4 | 3 / 3 | 2 / 2 | 1 / 1 | |||||||||||||||
33 | RULES TEXT | Terrain - When ~ enters the battlefield, As long as you control a Forest, you may search your library for a basic land card and put that card into your hand. If you do, then shuffle your library. | Terrain - When ~ enters the battlefield, As long as you control a Plains, you may destroy target enchantment. | Terrain - When ~ enters the battlefield, As long as you control an Island, you may draw a card. | Terrain - When ~ enters the battlefield, As long as you control a Swamp, you may have target opponent discards a card. | Terrain - When ~ enters the battlefield, As long as you control a Mountain, you may have ~ deal 1 damage to target creature or player. | ETB conditional on Terrain is valid, but I feel like it discards a big part of what makes the static ability nice: That you can turn it on later by playing the land after the creature. --Jay Isn't that a problem with most of the spells as well?- Duncan Yes it is. Part of why I only explored non-creatures at uncommon+ --Jay | Barony should be 2/3 since black doesn't get Hill Giants at common. Llanowar Geomancer can't trigger if it's cast on-curve. Make it 2G 2/2? -Chah | |||||||||||||
34 | |||||||||||||||||||||
35 | CARD NAME | Windsail Wurm | Slickskin Mastodon | Quagwallow Crab | Rockroller Devil | Alpha Gilasaur | NICH GRAYSON | ||||||||||||||
36 | MANA COST | 3GG | 3W | 2U | 2B | 4RR | |||||||||||||||
37 | TYPE | Creature - Wurm | Creature - Elephant | Creature - Crab | Creature - Devil | Creature - Lizard | |||||||||||||||
38 | POW/TOUGH | 6/3 | 3/4 | 1/4 | 3/1 | 5/4 | |||||||||||||||
39 | RULES TEXT | Terrain - As long as you control a Plains, Windsail Wurm has flying. | Terrain - As long as you control an Island, Slickskin Mastodon has hexproof. | Terrain - As long as you control a Swamp, Quagwallow Crab has deathtouch. | Terrain - As long as you control a Mountain, Rockroller Devil has first strike. | Terrain - As long as you control a Forest, Alpha Gilasaur has vigilance. | These go clockwise around the color wheel rather than counter-clockwise. | No Kird Ape then? --Jay These are just the commons, and I'd imagine Kird Ape is uncommon. Would anyone complain if RG (or any combo) got two Red + Forest rather than a Red + Forest and a Green + Mountain. Plus I like a cycle that makes you feel like you're getting something in a color that you shouldn't. - Nich | Yes, yes people would complain. Lots of people complain if a cycle is mismatched. -AlexC | I agree with AlexC. I have a feeling Wizards won't do it like that either. Also, Red + Forest is functionally different than Green + Mountain. - Chah | @Duncan I kind of like the idea of a spell cycle and a creature cycle at common. But it could be really heavy use of a mechanic in a core set. It would be unfriendly to beginners since everything has added function that you have to read. | I think designing these cycles first may have provided a flawed perspective on how prevalent these cards are. We have 100 commons in a core set. If we do two cycles, its 10 cards. Everything won't have added function, only 1 card per pack. -Duncan | |||||||||
40 | Isn't that functional difference a good reason for two cycles at common? - Duncan | ||||||||||||||||||||
41 | |||||||||||||||||||||
42 | CARD NAME | Oakheart Vanguard | Farsight Drake | Sludgetail Crocodile | Cruelclaw Goblin | Wild-Eyed Centaur | AlexC | ||||||||||||||
43 | MANA COST | W | 2U | 3B | 1R | 3G | |||||||||||||||
44 | TYPE | Creature — Human Soldier | Creature — Drake | Creature — Crocodile | Creature — Goblin Warrior | Creature — Centaur Warrior | |||||||||||||||
45 | POW/TOUGH | 1/1 | 2/2 | 4/1 | 1/1 | 3/3 | |||||||||||||||
46 | RULES TEXT | Terrain — ~ gets +1/+1 as long as you control a Forest. | Flying Terrain — ~ gets +1/+1 as long as you control a Plains. | Terrain — Terrain — ~ gets +1/+1 as long as you control an Island. | First strike Terrain — ~ gets +1/+1 as long as you control a Swamp. | Trample Terrain — ~ gets +1/+1 as long as you control a Mountain. | I say common should have the simplest implementation: a P/T boost. Uncommon and higher get abilities. | Is +1/+1 really simpler than an evergreen keyword? --Jay | I think evergreen keywords are simple, but have the added benefit of showing the differences between colors- D | Oakguard Vanguard, Cruelclaw Goblin, and Wild-Eyed Centaur look great. - Chah | |||||||||||
47 | I agree. -Nich Me too. - Chah | ||||||||||||||||||||
48 | CARD NAME | Woodland Scout | Wary Guard | Subtle Pirate | Intimidating Warrior | Aggressive Boar | Rourke | ||||||||||||||
49 | MANA COST | 2W | 3U | 4B | 3R | 3G | |||||||||||||||
50 | TYPE | Creature - Human Scout | Creature - Merfolk Soldier | Creature - Human Rogue | Creature - Human Warrior | Creature - Boar | These are all fine, but even if I'm in the colors I'm not sure that I maindeck some of these given the chance. -Dunc | ||||||||||||||
51 | POW/TOUGH | 2 / 2 | 2 / 2 | 2 / 2 | 2 /2 | 2 / 2 | |||||||||||||||
52 | RULES TEXT | Terrain - As long as you control a Forest, ~ has +1/+1 and hexproof. | Terrain - As long as you control a plains, ~ has +1/+1 and vigilance. | Terrain - As long as you control an Island, ~ has +1/+1 and is unblockable. | Terrain - As long as you control a Swamp, ~ has +1/+1 and Intimidate. | Terrain - As long as you control a Mountain, ~ has +1/+1 and haste. | Moved them all up 1cc and gave them +1/+1 when activated. This should help them be worse out of color but better in. | With some numbers tweaking, I see a lot of potential in these designs. --Jay | |||||||||||||
53 | White gets flying, so this bonus isn't very exciting. -Nich | ||||||||||||||||||||
54 | |||||||||||||||||||||
55 | CARD NAME | Patience | Curious Merfolk | Vaportrail Imp | Goblin Cannibal | Raging Rhino | Duncan | ||||||||||||||
56 | MANA COST | W | 1U | 2B | 1R | 4G | |||||||||||||||
57 | TYPE | Enchantment- Aura | Merfolk | Creature--Imp | Goblin Shaman | Beast | |||||||||||||||
58 | POW/TOUGH | 1/1? | 3 / 1 | 2 / 1 | 4 / 4 | ||||||||||||||||
59 | RULES TEXT | Enchant Creature Enchanted Creature has Vigilance Terrain- As long as you control a forest, put a +1/+1 counter on enchanted creature at the beginning of your upkeep. | Curious Merfolk is unblockable Terrain- As long as you control a Plains, Curious Merfolk has lifelink. | Terrain--As long as you control an island, Vaportrail Imp has flying. | Terrain- As long as you control a swamp, Goblin Cannibal has "Sacrifice a creature: Goblin Cannibal gets +2/+2 until end of turn." | Terrain- As long as you control a mountain, Raging Baloth has Intimidate. | Glad to see this didn't totally delete the skeletons in the original file. Also, is Kird Ape really too stong for Common? It's basically armored warhorse with haste | Kird Ape has the best aspects of both Armored Warhorse and Elite Vanguard. Is it too strong for common? Maybe not, but it's the equivalent of Gorehorn Minotaurs: The strongest common creature in the set, and again used to push the mechanic. -Jules | It's like Wild Nacatl. It can be done at common if we want to. It won't create an aggro environment like M12 all by itself; that will depend on the number of good defensive cards etc. - Chah | It also depends on what kind of other pressures there are in building decks. If you have a strong incentive to go monogreen, it's going to be a lot harder to go GR by turn two. Wild Nacatl had the | |||||||||||
60 | Comments | I see this taking the place of Divine Favor in White. I think Ivory Troll was too strong for common and too complicated for core | I see this taking the place of Coral Merfolk in Blue. | I really like Jules card here | I think this can replace Goblin Piker. | I think this can replace Stampeding Rhino | I'd prefer these to be playable without the bonus, so you can take them "off color". Also, because their abilities are defensive in nature, it creates meaningful decisions on when to play them. It's not snap calls to just drop them, or to wait. | sure, but black doesn't get a 4/4 for 4, much less one with upside. Also, whether or not we want these to be useful off color depends on how many we have. With just one cycle, we want them never picked off color. If we had three cycles, we'd want them often picked off color. -Jules | Had the pressure of being a 1 drop in a set that wanted you to have Three colors. Besides a slightly faster format would help avoid 3 color decks. -Duncan | ||||||||||||
61 | Seconded. --Jay | This is hilarious and not in a bad way. --Jay | In my defense, it was supposed to be a 4/4 for 5 with a drawback in black, that's what I get for trying to update this on a phone- Duncan | Makes more sense then. What was the drawback? -Jules | I was going for a 4/4 Takenuma Bleeder-Duncan | ||||||||||||||||
62 | I like this with a reprint of Festering Goblin in Black to provide some B/R synergy. -Nich | ||||||||||||||||||||
63 | CARD NAME | Sand Serpent | Dark Agent | Impatience | Kird Ape (Reprint) | Llanowar Farmer | If we do a second set of Commons | ||||||||||||||
64 | MANA COST | 4WW | 1UU | B | R | 1G | |||||||||||||||
65 | TYPE | Serpent | Creature - Scout | Enchantment- Aura | Creature - Ape | Creature- Elf | |||||||||||||||
66 | POW/TOUGH | 3 / 6 | 1/1 | 1/1 | 1 /1 | ||||||||||||||||
67 | RULES TEXT | Terrain- As long as you control an island, Sand Serpent gets +2/+0. | Whenever ~ deals damage to an opponent, draw a card. Terrain- As long as you control a swamp, Dark Agent has deathtouch. | Enchant Creature Enchanted creature gets -3/-0. Terrain- As long as you control a mountain, that creature attacks each turn if able. | Terrain -As long as you control a forest, Kird Ape gets +1/+2. | t: Untap target land. Terrain- As long as you control a Plains, Llanowar Farmer has "t: Untap up to two target lands" | Pretty sure you can just write Farmer as "T: Untap up to one target Forest and up to one target Plains." Still interesting. --Jay | ||||||||||||||
68 | Comments | I see this taking the Siege Mastodon slot. | Scroll Thief. I changed the power from Chah's submission because these are traditionally 1/3s and the extra point doesn't overly matter with deathtouch. Also, it's a common | I see this taking the Wring Flesh slot. This is hilarious. In a good way. --Jay | I see this in the Goblin Fireslinger slot. | I see this in the Llanowar Elf slot. I also like Chah's Rejuvenating Power here, but it feels really awkward to not have a creature in one of the G/W slots. | |||||||||||||||
69 | |||||||||||||||||||||
70 | Card Name | Microburst Gale | Records Purge | Cleromancy | Break the Line | Violent Resurgence | Nich | ||||||||||||||
71 | Mana Cost | 2W | 1U | 2B | 2R | 2G | |||||||||||||||
72 | P/T | ||||||||||||||||||||
73 | Type | Instant | Sorcery | Sorcery | Sorcery | Instant | |||||||||||||||
74 | Rules Text | Terrain - Target creature gains flying until end of turn. Then, if you control a Forest, Microburst Gale deals 3 damage to target creature if it has flying. | Terrain - Target player puts the top four cards of his or her library into his or her graveyard. Then, if you control a Plains, exile up to two target cards from graveyards. | Terrain - Return target creature card from your graveyard to your hand. Then, if you control an Island, draw a card. | Terrain - Target creature can't block this turn. Then, if you control a Swamp, another target creature is unblockable this turn. | Terrain - Destroy target artifact or enchantment. Then, if you control a Mountain, Violent Resurgence deals 3 damage to that permanent's controller. | Here's the counter clockwise version of commons. This time spells, rather than creatures. | ||||||||||||||
75 | Card to Replace | (Mighty Leap) | (Tome Scour) | (Disentomb) | (Goblin Tunneler/Panic Attack) | (Naturalize) | |||||||||||||||
76 | |||||||||||||||||||||
77 | CARD NAME | Strange Trip | Dark Looter | Fiery Doom Blade | Kird Ape | Suspend in Vines | Jay | ||||||||||||||
78 | MANA COST | 1W | 2U | 1B | 1G | ||||||||||||||||
79 | TYPE | Instant | Creature-Rogue | Sorcery | Enchantment-Aura | ||||||||||||||||
80 | POW/TOUGH | 1/1 | |||||||||||||||||||
81 | RULES TEXT | Exile target creature until EOT. Terrain—As long as you control an Island, return that creature to its owner's hand at EOT instead. | T: Draw a card then discard a card. Terrain — T: Draw a card then each player discards a card. Play only if you control a Swamp. | Destroy target creature unless it's black. Terrain — If you control a Mountain, destroy that creature if it is black. | Enchant permanent. Activated abilities of the enchanted permanent can't be activated. Terrain—As long as you control a Plains, if the enchanted permanent is a creature, it can't attack or block. | Looking at ways to use terrain to shore up one color's weaknesses via the strength's of its ally. | I feel these are too subtle for players just learning what a normal Doom Blade is. This is multicolor territory. - Chah | ||||||||||||||
82 | |||||||||||||||||||||
83 | CARD NAME | Elephant | Bizounce | Dangerous Study | Darker Temper | Splinter Burst | Jay | ||||||||||||||
84 | MANA COST | 4W | 2U | 2BB | 3R | G | |||||||||||||||
85 | TYPE | Creature-Elephant | Instant | Sorcery | Instant | Instant | |||||||||||||||
86 | POW/TOUGH | 2/5 | |||||||||||||||||||
87 | RULES TEXT | Terrain—As long as you control a Forest, ~ gets +3/+0. | Return target nonland permanent to it's owner's hand. Terrain—As long as you control a Plains, put that permanent on top of it's owner's library instead. | Draw three cards and lose 6 life. Terrain — If you control an Island, draw three cards and lose no life instead. | ~ deals 3 damage to target creature. Terrain — If you control a Swamp, destroy the creature instead. | ~ deals 3 damage to target creature if it has flying. Terrain — If you control a Mountain, ~ deals 3 damage to that creature if it doesn't have flying. | Ditto. Other way. | ||||||||||||||
88 | seems uncommon --Jay | ||||||||||||||||||||
89 | |||||||||||||||||||||
90 | CARD NAME | Rise Aloft | Memory Tap | Heartmelting | Blitz | Unfashion | |||||||||||||||
91 | MANA COST | 1W | 1U | 3B | 1R | 2G | |||||||||||||||
92 | TYPE | Instant | Instant | Instant | Instant | Instant | |||||||||||||||
93 | POW/TOUGH | ||||||||||||||||||||
94 | RULES TEXT | Untap target creature. It gains flying until EOT. Terrain — If you control an Island, draw a card. | Target player puts the top 6 cards of his or her library into his or her graveyard. Terrain — If you control a Swamp, draw a card. | ~ deals 4 damage to target creature. Terrain — If you control a Mountain, draw a card. | Target creature gets +3/+0 and gains trample until EOT. Terrain — If you control a Forest, draw a card. | Destroy target artifact or enchantment. Terrain — If you control a Plains, draw a card. | |||||||||||||||
95 | |||||||||||||||||||||
96 | CARD NAME | Dire Crane | Memory Tap | Echo Bat | Blitz | Jay | |||||||||||||||
97 | MANA COST | 2W | 1U | 1B | 1R | ||||||||||||||||
98 | TYPE | Creature-Bird | Instant | Creature-Bat | Instant | ||||||||||||||||
99 | POW/TOUGH | 2/2 | 1/1 | ||||||||||||||||||
100 | RULES TEXT | Flying Terrain—As long as you control an Island, CARDNAME gets +1/+1. | Target player puts the top 5 cards of his or her library into his or her graveyard. Terrain — If you control a Swamp, he or she mills 10 instead. | Flying Terrain—As long as you control an Island, CARDNAME gets +1/+1. | Target creature gets +3/+0 and gains trample until EOT. Terrain — If you control a Forest, that creature gets +4/+4 instead. | Destroy target artifact. Terrain — If you control a Mountain, that artifact deals damage to its controller equal to its CMC. | Looking at ways to use terrain to double down on an ability both colors share. |