(I haven't decided which font I like better.)
The Sankora Desert stretches as far as the eye can see in every direction. They say a man could start out crawling through the sands towards the setting sun at birth and die of old age long before he made it out of the sandy wastes. If it weren’t for the aquoracles and sandshapers that keep humanity hydrated and sheltered, civilization would have succumbed to the harsh environs generations ago. Yet, something strange has begun to happen in Sankora. Longstanding oases have begun to run dry, the underground rivers are sinking deeper into the sand, and merchant travelers are spreading tales of strange alien greenery (in case it wasn’t clear earlier, Sankora is a world normally devoid of plants).
The Creep – Green is actually the villain of this set. Apparently a wandering ‘Walker forgot to declare his/her invasive species of plant spore at the multiverse customs depot and has accidently introduced a very invasive species of sentient plant life to the extremely fertile silt-sands of Sankora. Having taken root, this gregarious greenery has spread like wildfire, consuming minerals and water in epic proportions and spreading its spores across the desert winds to find hosts among the animal inhabitants of this world. Will this once harsh land and its people be converted by the alien weed?
Oasin Alliance – The seat of power for blue and white in the set, the Oasin Alliance has built a civilization out of practically nothing around the few major oases that dot the vast expanse of silt-sands. The crown jewel of this consortium is Oasite. Here gather the most powerful of Aquoracles; water wizards and wise seers which direct the flow of the subterranean seas to keep fresh water flowing to the surface.
The Horaat – A nomadic red and black faction of tribal raiders, warriors, barbarians, and slavers, the Horaat have managed to master the arts of sandshaping to a degree unparalleled by any of the other desert peoples. They have begun to prey upon the cities and merchant-posts of the Oasin Alliance as the water has begun to dry up.
White and Blue will share the new keyword ability Prophesy .
Prophecy X - (When this creature enters the battlefield, you may exile a non-land card with CMC greater than X face up.)
As discussed, creatures with Prophecy will have triggered situations for playing a prophesied spell for free. As it stands the plan is to have the number associated with Prophecy no higher than seven at common and no lower than one or two at rare.
Black and Red will share the new keyword ability Purge.
Purge - (You choose any number of permanents and/or players with counters on them, then remove a counter from each of them.)
Green will get some form of parasite mechanic that revolves around giving creatures fungus counters. There will also be cards that do bonus good or bad things to creatures with fungus counters. Also some terraforming cards. (Think Spreading Seas in green to make forests.) Also, Saprolings.
Seed – (This creature deals damage to creatures in the form of fungus counters.)
I like this version because it should allow me to use some design space to do things to creatures with fungus counters on them. A creature with Seed may have the ability to do things to creature with fungus counters on them in uncommon and rare.
This may be a color matters set as far as “things that are green” and “things that are not green” are concerned.