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Kralis

Et in Arcadia Ego





World Information
Kralis is a world that is literally tearing apart at the seams.

It wasn't always this way, of course, although Kralis has never been the most stable plane in the Multiverse. Once upon a time, though, Kralis functioned; the many layers of dream, illusion and multiple realities in the plane all had a firm anchor around the Real, the largest and most 'central' part of Kralis's existence. Depending on how one wanted to travel, one could slip into dreams, nightmares, fantasies and parallel realms and still find one's way back. The Real was relatively stable, and the rest of the planes - the Realms Unreal - stayed to their own business.


Now, though, the entire system is starting to fray around the edges as Kralis is pulled this way and that by powerful magics. The spirits of the dead find themselves ejected from a broken afterlife, forced to survive in the Realms Unreal as beings that are shunned and reviled by everything they encounter. The shattered remnants of a once-great empire stir out of the stasis of centuries, seeking to weave the Realms Unreal into the Real itself, but face opposition from their heirs within the Real, who want to keep the two realms separate. Dreams prey upon their human creators, seeking to steal their life and soul for themselves, and among it all the humans of the Real gird themselves for battle, sensing greater conflict ahead.


The situation is perilous, but more than anyone knows - foreign planeswalkers have arrived on Kralis, seeking resources and weapons to turn against their enemies on distant worlds, and their arrival stirs the master of the plane from his slumber, and his fractured dreams reach out into the histories of other worlds, drawing artifacts of incomprehenisble power through the Aeons with which to rule his realm and deal with the interlopers.


Welcome to Kralis.


The Factions
Five major factions define the conflict on Kralis, each with its own approach to battle and its own color preferences. The factions are as follows:

Humanity : Humans are the dominant denizens of the Real, and call its realms their home. Humans on Kralis have an astonishing effect on the Realms Unreal; their dreams, hopes, wishes, nightmares and ideas take form and intellect in the Realms, and their technology is an awkward mix of technology from the Real and armaments drawn directly from their own whims and wishes. Humans favor aggressive, group-oriented solutions to their problems. Now, with the plane unraveling, Humanity finds itself feeling increasingly like it's under siege and can't figure out why; young men are handed blades and told to watch the growing rifts into the Realms Unreal as the teeming masses of the hopeful prepare for war.


The Laughing Ones : They're called the Laughing Ones because they mock themselves at every opportunity, and they mock their enemies just as fiercely. Once upon a time, these elves were the sons and daughters of the great Kolari empire, which spanned both the Real and the Realms Unreal. Now a savage shadow of their former greatness, the Laughing Ones have taken the separation (but not disconnection) of the Real from the Realms Unreal as their personal mandate in order to ensure that a tragedy like the one that befell them never happens again. The Laughing Ones use nightmare beasts bred from human fears in battle, supporting them with sorcery that banishes the denizens of the Realms Unreal and stips away their enemies' emotional centers, leaving them incapable of drawing upon Unreal tactics. Having no other allies to turn to, they now cautiously approach Humanity, wondering exactly how much to tell these short-lived upstarts.


Illusions : The collected scraps of Humanity's imagination, the Illusions were once more benign beings, content to live their lives in the Realms Unreal - but that was before the Hunger. Within the last century a gnawing need for reality has built up amongst the denizens of the Realms Unreal, and it's thrown everything into chaos. Now, though, order has been found under the rule of Kalla, King of Falsehoods. From his court in the Realms Unreal, he stages assaults on the realm of the Real, dragging humans back to his realm in order to vivisect them and discover what makes them stable when he and his subjects are not. With even the most benign of dreams rapidly becoming a soul-devouring predator, Illusions fight fast and furious, using a fleet of deceptive, hard-to-catch creatures supported by magic that smashes their opposition aside or drives them stark-raving insane - and with every mind his subjects break, Kalla's court swells with the products of their delusions.


The Kolari Elves : Long ago, before the rise of Humanity, the Kolari ruled an empire that spanned both the Real and the Unreal. Their ambition was their undoing, however; with their citizens living directly within the Realms Unreal, their nightmares manifested with enough rapidity that they simply could not catch them all. In the end, the Kolari were overwhelmed, and only a few escaped by weaving themselves into myths, hiding from their destroyers by becoming living stories. Their spell has finally unraveled, and the Kolari return to a plane much changed since they ruled it - but they hunger to rule again. Now they turn their great magics to infusing aspects of the Real with the essence of the Realms Unreal, using a mixture of geomancy and mind magics to create illusionary vistas real and solid enough for their people to colonize. With the conflict on Kralis turning to war, they manipulate the illusions they create in order to create monsters to fight for them, rousing the land from its slumber in order to wage war on their behalf.



The Neverborn : The Neverborn were never intended to exist. Once, Kralis had a complex afterlife designed to usher a soul through various trials and lessons before allowing it to be reincarnated or begin a brand-new life in the Realms Unreal. Now that afterlife has been shattered and the dead can no longer enter within it or even approach its hollow husk, and they have been expelled into the Realms Unreal. Driven mad with loss and warped by their exposure to the Unreal, these spirits have become something different, something alien and, in many senses of the word, wrong. The denizens of the Realms Unreal shun them and the masses of Humanity fear them, and so they have banded together for a common cause; if no place shall be made for them, then they consider their hand forced and prepare to storm both the Real and the Realms Unreal alike with the intention of subjugating their tormentors and claiming a place in a world that has none for them. The Neverborn use their own half-reality as a weapon, slipping and sliding along pathways no one else can follow, and visit the ultimate humiliation on their victims by ripping the souls from their bodies and transforming them into another half-real spirit like themselves.


Mechanics
Discorporate is a keyword you'll see on creatures, instants, sorceries and enchantments - it lets you pay a cost (typically in mana) to exile a card from your hand. Some cards will have an effect from exile, while others will simply wait, adding to effects that care about your number of exiled cards or waiting to be fetched from the Realms Unreal to fight on your behalf. Discorporate may also be the only way to get certain cards without mana costs played, whether it's magic left in the Realms Unreal as a trap for the unwary or creatures so alien, gargantuan or inimical to life that they cannot be summoned to the Real directly.

Dream is a new super-type of card that resolves directly into exile. Dreams are similar to enchantments in that they provide a near-constant benefit for their owners, whether it's access to activated abilities or a benefit on spells or creatures they control. Dreams can be hard to counter, but once they hit the graveyard there's no getting them back - a dead Dream stays dead forever.


Enchantment and Land Creatures: The Neverborn, half-real already, are composed entirely of creatures that are also enchantments, while the Kolari empire transforms lands into creatures or even summons temporary tokens that are both land and creature to fight on their behalf. Both sides just love being able to pull more of their 'kindred', turning ordinary lands and enchantments into creatures or stripping the reality from more ordinary creatures, leaving them as incomprehensible vista-prisons or tattered ghosts of once-people that have been re-woven into auras.



The Faction Threads


The Neverborn


The Kolari Elves


Humanity


The Laughing Ones


Illusions



The Planeswalker Threads


Sorin, Dark Advisor


Chandra Blazeheart


Elspeth, Knight in Mourning



Even in Arcadia, there am I





96/269 Cards Created

Humanity (20)
Commons (15)
Riftwatcher Recruit
Creature - Human Soldier [Common]
First Strike
"Anything can come out of those rifts. You've gotta be ready."
1/1

Rift-Born Squire
Creature - Human Soldier [Common]
Discorporate (: Exile this card from your hand.)
When Rift-Born Squire is exiled from anywhere, you may pay . If you do, put an exiled card you own into your hand.
Children born near unstable rifts are valued as recruits; touched by the Realms Unreal, they can slip into them for a short time and plunder their valuables.
2/2

Aspirations of Glory
Enchantment - Aura [Common]
Enchant Creature
Enchanted Creature has double strike.
Bek dreamt of being the greatest swordsman in his village. One morning, he never woke up from that dream.

Desperate Response
Instant [Common]
Desperate Response deals 2 damage to each attacking creature.
When rifts suddenly open near populated villages, the response can be a little excessive.

Riftwatcher Militia
Creature - Human Soldier [Common]
First Strike, Vigilance
2/2

Chandra's Irregulars
Creature - Human Warrior [Common]
Other players can't gain control of Chandra's Irregulars.
"This whole plane feels completely wrong, but I have to admit, I like the locals."
Chandra Nalaar, to Jace Beleren

3/2

Apprentice Exorcist
Creature - Human Cleric [Common]
Discorporate (: Exile this card from your hand)
When Apprentice Exorcist enters the battlefield or is exiled from anywhere, exile target Spirit.
"Whatever that thing was, it wasn't your brother. Not any more."
2/3


Long for Peace
Sorcery [Common]
You gain life equal to the number of exiled cards you own.
Sometimes the simplest of dreams can provide the most strength.

Slip into Myth
Instant [Common]
Exile target creature you control. At the beginning of the next end step, return that creature to the battlefield under your control.


Stand as One
Instant [Common]
Target blocking creature gets +1/+1 until end of turn for each other blocking creature you control.
Draw a card.
The sword of one can be bolstered by the courage of many.

Revenge Fantasy
Dream [Common]
(Dreams are exiled when they resolve)
Creatures you control get +1/+0 as long as Revenge Fantasy is exiled.
: Put Revenge Fantasy and another target  exiled dream card into their owner's graveyards. Play this ability only if Revenge Fantasy is exiled.


Triumphant Shout
Instant [Common]
If was spent to play Triumphant Shout, prevent the next 1 damage that would be dealt to up to X target creatures and/or players this turn. If was spent to play Triumphant Shout, it deals 1 damage to each of up to X other target creatures and/or players.


Lonii Traditionalists
Creature - Human Citizen [Common]
Discorporate (: Exile this card from your hand)
Lonii Traditionalists gets +2/+1 for each card in exile that shares a name with it.
1/1


Escape Through the Rifts
Instant [Common]
Exile all creatures you control. At the beginning of your next upkeep, return those creatures to the battlefield under your control.


Dreamblaze Ritual
Instant [Common]
Add to your mana pool for each exiled card you own.


Uncommons (4)
Whim-Steel Weaponry
Dream [Uncommon]
(Dreams are exiled when they resolve)
Creatures you control get +1/+1 and first strike as long as Whim-Steel Weaponry is exiled.
On Kralis, an idle wish made in anger can be as sharp as steel and just as deadly.

Wistful Youth
Creature - Human Citizen [Uncommon]
Dreams you control cost less to cast.
To the youth, his daydreams are entertainment. To Kalla's court, they are recruits waiting to be born.
1/1


Master Instructor
Creature - Human Soldier [Uncommon]
First Strike
Blocked and blocking creatures your opponents control lose first strike and double strike.
"Knowing the technique isn't enough. You have to live it."
2/2


Mirrorblade Adept
Creature - Human Wizard Soldier [Uncommon]
First Strike
Whenever Mirrorblade Adept deals lethal damage to a creature, it deals damage equal to its power to that creature's controller.
2/1


Rares (1)
Furious Counterassault
Instant [Rare]
Play Furious Counterassault only during an opponent's combat step.
Untap all creatures you control. There's an additional combat step after this one. You are the active player during that step (your opponent resumes being the active player after that combat).

Mythic Rares
Currently empty

The Laughing Ones (26)
Commons (16)
Dour Realist
Creature - Elf Shaman [Common]
Whenever an opponent casts a Dream spell that player loses 1 life.
"Oh please, grow up and join the rest of us."
2/1

Nihilblade Mocker
Creature - Elf Warrior [Common]
Deathtouch
"Alright, alright, this one'll really kill you."
2/1


Discarded Hopes
Sorcery [Common]
Destroy target enchantment, then choose one: destroy target enchantment, or put target exiled Dream card into its owner's graveyard.

Parasitic Growth
Instant [Common]
Choose a creature an opponent controls. Target creature gets +X/+X until end of turn, where X is the chosen creature's converted mana cost.
"Why innovate when you can steal?"
Kolari saying


Sorrowgrove Jester
Creature - Elf Druid [Common]
: Add to your mana pool.
The joke is that she isn't funny at all.
1/1

Grim Fatalist
Creature - Elf Warrior [Common]
First Strike
Whenever a +1/+1 counter is put on a creature an opponent controls, that creature's controller loses 1 life.
2/1


Giggling Shade
Creature - Shade [Common]
Trample
Whenever an opponent taps a land he or she controls, Giggling Shade gets +1/+1 until end of turn.
1/1


Baited Offer
Sorcery [Common]
Reveal your hand. Target opponent chooses a nonland card from it. Discard that card and that opponent loses life equal to its converted mana cost.


Assassin's Gambit
Instant [Common]
Target attacking creature an opponent controls gains first strike until end of turn. If one or more creatures are blocking it, the blocking creatures gain deathtouch until end of turn.
"On the one hand, coating our gloves in mirthlocke is completely impractical. On the other hand, the look on their faces is a memory you can cherish forever."
Mykael the Grinner, Mirthslayer Master


Mirthslayer Apprentice
Creature - Elf Assassin [Common]
Deathtouch
Apprentices are given the task of harvesting mirthlocke blossoms. The ones that survive the initial harvest are given safety equipment.
1/1

Fatalii Informer
Creature - Elf Scout [Common]
Whenever a creature enters the battlefield under an opponent's control, you may pay . If you do, draw a card.
The Fatalii, believers in the invincible power of fate, serve the Laughing Ones as planners and informers, feeding the information they gather into the Mocker's Tapestry.
2/2

Fatalii Skirmisher
Creature - Elf Archer [Common]
: Choose one - Fatalii Skirmisher gains forestwalk until end of turn, or Fatalii Skirmisher gains reach until end of turn.
Guided by the Mocker's Tapestry, skirmishers sworn to the Fatalii fade in and out of foliage, trusting on their own foreknowledge to keep them safe.
1/3


Fate's Favor
Instant [Common]
Target permanent you control gains hexproof until end of turn.
"I'll die eventually - just not for you."


Fatalii Avenger
Creature - Elf Warrior [Common]
Protection from Blue
"Just as the Tapestry predicted, the Kolari have returned from their ancient slumber. Their punishment will finally be complete."
3/2

Mirthlocke Spray
Instant [Common]
Target creature gets -1/-1 until end of turn. If it dies this turn, draw a card.
Even after extracting enough venom to poison a dozen blades, mirthlocke powder is still capable of causing lethal reactions in its victims.


Gallow's Vine
Creature - Plant [Common]
Defender, Deathtouch
"Wait, you're telling me it kills invaders and displays the bodies without further effort? I want one."
Mykael the Grinner, Mirthslayer Master

1/3



Uncommons (9)
Laughing Countercaller
Creature - Elf Druid [Uncommon]
Whenever an opponent casts a spell with converted mana cost six or greater, you may put a creature card with converted mana cost five or less from your hand to the battlefield.
2/3

Cackling Celebrant
Creature - Elf Druid [Uncommon]
Whenever a creature enters the battlefield under an opponent's control, put a +1/+1 counter on target creature.
1/1


Countercall
Instant [Uncommon]
Target spell's controller may counter it. If they don't, put a creature card with converted mana cost three or less from your hand to the battlefield.
Bait and switch taken to a whole new level.


Floral Encore
Sorcery [Uncommon]
Put a token onto the battlefield that's a copy of target creature card in your graveyard, except it's a plant in addition to its other types and it enters the battlefield with a -1/-1 counter on it.
Exposed to the living, mirthlocke pollen has a deadly effect. Exposed to the dead, its seeds have quite the opposite one.


Lethal Surprise
Instant [Uncommon]
The next creature spell you play this turn has flash.
The next creature that enters the battlefield under your control this turn gets +2/+1 until end of turn.
Scout parties employed by the Laughing Ones are sometimes known to leave their bewildered victims strung up in their territory, killed so fast that the shock on their face is still visible.


Bleak Sobriety
Sorcery [Uncommon]
Put all exiled dream cards into their owner's graveyards.
"That's a nice conceit, but it's time to join the rest of us."
Mykael the Grinner, Mirthslayer Master


Mirthslayer's Mask
Enchantment - Aura [Uncommon]
Enchant Creature
Enchanted creature is colorless and gains intimidate.


Flowering Wurm
Creature - Plant Wurm [Uncommon]
Forestwalk
Whenever Flowering Wurm attacks or blocks, put a 1/1 green plant creature token with forestwalk onto the battlefield.
The Laughing Ones have spent centuries animating massive constructions of plants and vines to do their bidding. They are still astounded that no one notices some of their larger creations.
4/4


Resounding Mockery
Enchantment [Uncommon]
Whenever an opponent draws a card, they lose 1 life.
Mirthslayers perfect the art of laughing at their enemies even during the most ferocious combats. The sound has proven to be enough to drive some warriors mad.


Rares (1)
Mykael the Grinner
Legendary Creature - Elf Assassin [Rare]
Whenever a creature blocks or is blocked by Mykael the Grinner, destroy that creature. Its controller loses life equal to its power and you gain life equal to its toughness.
: Target creature blocks Mykael this turn if able.
4/3

Mythic Rares
Currently empty

Illusions
Commons
Currently empty

Uncommons
Currently empty

Rares
Currently empty

Mythic Rares
Currently empty

The Kolari Elves
Commons
Currently empty

Uncommons
Currently empty

Rares
Currently empty

Mythic Rares
Currently empty

Neverborn (23)
Commons (17)
Relentless Tormentor
Enchantment Creature - Spirit Rogue [Common]
Haunt (When this creature dies, exile it haunting target creature)
Creatures haunted by Relentless Tormentor get -2/-1
2/2

Martyred Hero
Enchantment Creature - Spirit Soldier [Common]
Haunt (When this creature dies, exile it haunting target creature)
Creatures haunted by Martyred Hero get +1/+2
1/3
Haunt Shift
Sorcery [Common]
Return target exiled card with haunt to its owner's hand.
Being both already dead and barred from the afterlife, the Neverborn can prove astonishingly difficult to kill again.

Neverborn Watchman
Enchantment Creature - Spirit Soldier [Common]
Vigilance
He gave his life for duty. Now he gives his death for it too.
1/1

Banshee Shrieker
Enchantment Creature - Banshee Spirit [Common]
First Strike
Banshees are the spirits of those that die in agony. In life, their screams were their final protests; in death, their shrieks are weapons of exquisite torment.
2/1


Wall of Screams
Enchantment Creature - Spirit Wall [Common]
Defender
Wall of Screams can block an additional number of creatures equal to the number of enchantments you control.
Every tormented soul adds more material for the work.
1/4


Unutterable Loss
Instant
Target creature gets -X/-X until end of turn, where X is the number of exiled cards you own.
Some of the Realms Unreal are paradises beyond compare. A mere glimpse of such splendor is usually enough to drive a victim to suicide.


Dreams to Ashes
Instant [Common]
Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature)
Put target exiled card into its owner's graveyard.
When the creature Dreams to Ashes is haunting dies, put target exiled card into its owner's graveyard.

Banshee Wail
Sorcery [Common]
Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature)
Destroy target creature.
When the creature Banshee Wail is haunting dies, destroy target creature.


Ghastly Shriek
Sorcery [Common]
If was spent to play Ghastly Shriek, X target creatures get +1/+1 until end of turn. If was spent to play Ghastly Shriek, X other target creatures get -1/-1 until end of turn (do both if was spent to play this).

Fading Hopes
Sorcery [Common]
Put target exiled card you own and target exiled card you don't own into their owner's graveyards.
"My people had their hopes stripped from them. Why should we permit you to keep yours?"
Tirel Brokenheart, shortly before the Braxa Massacre


Tainted Daydreams
Sorcery [Common]
Haunt (When this spell is put into a graveyard after resolving, exile it haunting target creature)
Target player discards a card.
Creatures haunted by Tainted Daydreams get -1/-1 and have Intimidate


Dash Hopes
Instant [Common]
When you cast Dash Hopes, any player may pay five life. If any player does, counter Dash Hopes.
Counter target spell.
"A little dose of reality is usually enough to cure foolish daydreams."
Syra Shadedotter, Neverborn Captain


Tirel's Forbiddance
Instant [Common]
Choose an ability possessed by a creature you control. Creatures your opponents control lose that ability until end of turn.


Tirel's Redeemer
Enchantment Creature - Angel Cleric [Common]
Flying
Sacrifice Tirel's Redeemer: regenerate target creature you control.
"My doom is to die again. Today, yours is not."
2/1

Murderous Blessing
Instant [Common]
As an additional cost to play Murderous Blessing, pay X life, where X is the number of enchantments you control.
Target creature gets +X/+X until end of turn.


Throw into Hereafter
Instant [Common]
Exile target creature you control and target creature your opponent controls.
The Neverborn might not be able to enter the afterlife themselves any more, but they've certainly found ways to send the living there.


Uncommons (3)
Forced Conversion
Instant [Uncommon]
Destroy target non-spirit creature. If that creature was tapped, put a 1/1 white and black spirit creature token with vigilance onto the battlefield.
"Restrict their feasting to the weak-willed or exhausted. It makes extracting the soul easier, and we need reinforcements badly."
Tirel Brokenheart, tactical orders to the Generals Unseen.

Lingering Regrets
Dream [Uncommon]
(Dreams are exiled when they resolve)
While Lingering Regrets is exiled, spells cost more to cast for each card that shares a name with them in a graveyard.


Mournful Shade
Enchantment Creature - Spirit Shade [Uncommon]
Protection from Black
: Mournful Shade gains +1/+1 until end of turn.
2/2


Rares (3)
Angel of Solitude 
Enchantment Creature - Angel Spirit [Rare]
Flying, Vigilance
When Angel of Solitude enters the battlefield, destroy all other creatures.
She only wants to be alone with her grief - grief for the life she never lost, for the sins she never committed, and for the fall from grace that never happened.
6/4

Demonic Martyr
Enchantment Creature - Spirit Demon [Rare]
Damage is dealt to Demonic Martyr in the form of -1/-1 counters.
Other creatures you control get +X/+X, where X is the number of -1/-1 counters on Demonic Martyr.
"From whence does this hatred come, that I should wish to harm those I love? I must atone."
5/5


Breach into the Real
Instant [Rare]
Search your library for an Enchantment card, reveal it, then put it into your hand. Shuffle your library afterwards. If you paid to play Breach into the Real, the next Enchantment Creature spell you cast this turn costs less to cast and has Flash.


Mythic Rares
Currently empty

Artifacts and Planeswalkers
Commons
Currently empty

Uncommons
Currently empty

Rares
Currently empty

Mythic Rares
Elspeth, Knight in Mourning
Planeswalker - Elspeth [Mythic Rare]
[+1] - Each player exiles a permanent he or she controls.
[-3] - Put a 1/1 human soldier creature token onto the battlefield for each exiled creature card.
[-8] - Return all exiled permanent cards to the battlefield under your control.
[3]

Tirel Brokenheart ()()
Planeswalker - Tirel [Mythic Rare]
[+1]: Each player chooses a nonland permanent he or she controls. Exile each chosen permanent.
[+1]: Target creature gets +2/-2 and is indestructible until end of turn.
[0]: Until end of turn, Tirel Brokenheart becomes a 4/4 indestructible Spirit Knight enchantment creature that’s still a planeswalker.
[4]


Forest


Island


Mountain


Plains


Swamp

Alright, so to start things up I'd like to show a modified version of a card I made for Master Designer, where I initially conceptualized Kralis.

Whim-Steel Weaponry
Dream [Uncommon]
(Dreams enter exile when they resolve)
Creatures you control get +1/+1 and first strike as long as Whim-Steel Weaponry is exiled.
On Kralis, an idle wish made in anger can be as sharp as steel and just as deadly.

Additionally, allow me to present Elzaban_the_Ethereal's winning entry in my 24-hour Planeswalker design contest; the twisted reflection of Elspeth Tirel, created somehow by exposure to Kralis's reality-shredding power. A member of the Neverborn without having actually died or, in fact, being born, this Tirel Brokenheart hunts her 'original' relentlessly, wanting to know why she exists and blaming Elspeth for condeming her to an existence of misery.

Tirel Brokenheart ()()
Planeswalker - Tirel [Mythic Rare]
[+1]: Each player chooses a nonland permanent he or she controls. Exile each chosen permanent.
[+1]: Target creature gets +2/-2 and is indestructible until end of turn.
[0]: Until end of turn, Tirel Brokenheart becomes a 4/4 indestructible Spirit Knight enchantment creature that’s still a planeswalker.
[4]
I really like the flavor of this set, but I wonder if it's a good idea to mess with the exile zone. The entire point of exile is to be untouchable and final, so making cards that interact with it kind of screw up the dynamics of the game. (Just off the top of my head, Selective Memory lets you cast every Dream in your deck for free, which seems just a little broken.)

Embrace imagination.

Lord of YMtC | Ten Rounds Contest Winner

Solphos – A fan set with a 'combo matters' theme

Fool's Gold – The second set of the Solphos block

On the one hand, you're right - it is going to be powerful. It's certainly going to be an unholy pain to try and balance the effects. On the other hand, I would really like to explore this theme, and Yarium brought up a fairly legitimate question in another thread of mine: how much is your average player going to notice? I don't know the answer to that question, but I'm going to proceed anyway and attempt to accept that Kralis would probably temporarily spike the power level of Standard.
How about this:

Dreamforger
Artifact Creature - Construct
Flying
As an Additional Cost to Cast ~ Exile a Card from your Hand.
0/0

Mafia Game Slots:

1. Open

2. Hundred Acres (Dead Town)

3. Open

4. Open

5. Open

6. Open

lel
192884403 wrote:
firstrike
56965458 wrote:
97820278 wrote:
56965458 wrote:
97820278 wrote:
Ceci n'est pas une pipe.
This definitely doesn't mean what you think it means.
I was referring to the painting The Treachery of Images.
I know.
@Zokorad - I'm not currently accepting submissions. However, I may be doing so at a later date as part of contests ^_^
You can find the thread for the Kolari Elves here! I'd deeply appreciate review and comments, as they're one of the factions I'm most nervous about designing. I make begin work on the Neverborn soon as well, but I'm not sure if I should wait for the Kolari to be 'finished' first.
Dreamforger
Artifact Creature - Construct
Flying
As an Additional Cost to Cast ~ Exile a Card from your Hand.
0/0


Is... what?
lel♯ jenk♯ ∞


I'm the world's leading astrophysicist. You can trust me, because I said I was.
92827575 wrote:
57092228 wrote:
What's wrong with my formating?
you make paragraphs shorter than the page width
58280978 wrote:
Names that sam said were "the evil ones":
iamajellydonut glwiley kreewlin and every WizO
So, they're enchantments with shroud and "whenever you cast FOW or pyrokinesis, you may cast this card for free instead of exiling it."



They don't have shroud.

Rules Advisor from 8-26-09 to 1-31-14, reinstated (reactivated?) on 9-24-14 (been seeing more FNM, prerelease, and release events as of late)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

Khans of Tarkir Clan Quiz
After three iterations of taking the quiz, it says each time that I'm Temur, the clan. Which is funny because the dual-color tests still yield the same two results as before.

That "Dual Colors" personality test thing
IMAGE(http://stat.rumandmonkey.com/tests/1/6/5261/20806.jpg)

I am Black/Green

Take The Magic Dual Colour Test - Beta today!

Created with Rum and Monkey's Personality Test Generator.

I am both selfish and instinctive. I value growth and community, as long as they favour my own objectives; I enjoy nature, and I particularly enjoy watching parts of nature die. At best, I am resilient and tenacious; at worst, I'm uncontrollable and destructive.

Oh, but wait, there were multiple answers that fit my thoughts to some questions. What colors did they say I was?

IMAGE(http://stat.rumandmonkey.com/tests/1/6/5261/20801.jpg)

I am Blue/Green

I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.

How about this:

Dreamforger
Artifact Creature - Construct
Flying
As an Additional Cost to Cast ~ Exile a Card from your Hand.
0/0



So, this plus Pull From Eternity and Zombify means I can cast any creature in my hand for

nerf please
It's "Ko"
So, they're enchantments with shroud and "whenever you cast FOW or pyrokinesis, you may cast this card for free instead of exiling it."



Is this actually a problem, or...?

In other news, I'll be posting the thread for the Neverborn shortly. I know I'm not even really started on the Kolari, but I figure being able to bounce between two sets of ideas will help me keep both fresh.

Looks interesting so far. Be careful though, this theme walks on the fine line between broken and hopelessly parasitic. I think its okay to put things in exile, but don't make too many things thay take them out. Like cky said, we dont need 2 graveyards, because then we will need another exile zone. Also, dreams seem...not fun for lots of players because of the inability to interact with them. Perhaps they could dissapear after a while or something? Unless these are super dreams that you never wake up from.
Updated the first post with links to the faction threads, where I'm putting cards to get refined and critiqued by anyone that cares to lend a hand ^_^
Aaaand a reprint!

Legacy Weapon
Legendary Artifact
: Exile target permanent.
If Legacy Weapon would be put into a graveyard from anywhere, reveal it and shuffle it into its owner's library instead.
Aaand seven more cards added from the Neverborn!
So, question folks: should I go ahead and throw up threads for the Laughing Ones and the Illusions and post ideas for all five as they come to me, or should I work on finishing out the three I've got on my plate before turning to the remaining two?
And the Laughing Ones now have their own thread!
The Illusions have arrived to plague the Real.
Sometime in the next week or so I'm going to do a large archive dump from my threads; anything posted here is still, of course, up for critique if it stands out as being bad or needs fixing or whatever the case may be.
Illusions, Kolari, and Humanity still need to be fully archived, but I dumped the Neverborn and the Laughing Ones into their slots.
So, earlier I was attempting to archive the Kolari and succeeded in giving myself a hate-attack on the forum's janky-ass software. I'd like to ask - would anyone particularly mind if I finished up the 'walkers for this set, or should I keep archiving/making commons first?
No one really minds either way, I think.

Embrace imagination.

Lord of YMtC | Ten Rounds Contest Winner

Solphos – A fan set with a 'combo matters' theme

Fool's Gold – The second set of the Solphos block

All three current 'walkers have links to their threads in the original post. I won't archive any of them until they're done-done, though.

Working on the last 'walker for the set....soon.
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