One ambitious planeswalker's desire to rule over the thousand Rabian nights goes head-to-head with an aging planeswalker's last chance at redemption, all under the shadow of a looming apocalypse. Can Vima Szet wrest control of the Rabian worlds before Uru Bhey shepherds the plane to its inevitable apocalypse, or will Gundeh lead the people of Rabiah towards revolution?
Mechanics 3: (RWU) Revolution!
Gundeh has his work cut out for him.
In Rabiah, people are not strangers to powerful forces with their own agendas. Djinn from a number of clans and families all work their own plans at their own pace. For decades, Gundeh was happy to leave well enough alone. After all, he is the holder of a great power himself: the planeswalker's spark. Still, he'd rather just stay home.
But home is plagued with new forces. A demon has made his 'home' in Rabiah and seeks to bring about the end of the world, and his dogma of nihilism has taken root among the leper colonies and the destitute with nothing to lose. Many citizens, fearful of the power of the Doombringers, have turned to the ancient Dakarim, old kings and queens of Rabiah, to come and deliver them from harm. The Coven of Dakarim rules with an iron fist, granting power to sycophant Rasnans who are free to implement an 'only the strong survive' form of government. With the cities beset by riots and Dakarim rule, many take to the wild; seeking desert oases to create their own communities. But the desert is full of mirages: one is as likely to get eaten by one of Bagora's minions as find a lifesaving spring. Then add to this an upstart planeswalking soothsayer whose ambitions have taken her to befriend the greatest evil of Rabiah...yes, Gundeh has his work cut out for him.
But Gundeh, labeled a Revolutionary by the Coven, is not without friends:
This mechanic is possibly the most fun in the set for people who love to turn cards sideways and attack. The RWU wedge has the Saboteur pseudo keyword which basically stands for "whenever an ally you control deals combat damage to a player, do X". The allies in this set can play the role of aggressive drops, gaining value each time they connect (sometimes aided by cards like Aspect of Air to get across), or can play a combo role, keeping your Allies back and building a critical mass of Saboteurs until you sneak one in and profit greatly.
Folks with fond memories of Zendikar's allies will remember that there was a pseudo mill deck in the format. As a small homage to that, we've supported it here:
[spoiler I feel like chicken tonight]
Don't underestimate this guy: plopping a couple of these out means, by themselves, they mill for 4 each. Add some support cards and other non-saboteur allies and suddenly you've successfully combined your attack step and winning via mill. So satisfying!
Finally, though I'm not sure how prereleases are going to work in the post RtR world, I did pick a promo card from the set to showcase a lot of what's going on. Say hello to the Emancipated Djinn:
[spoiler get yoself sum wishes]
LMK your thoughts!
This is the first custom set I post here but far from the first I've made. All the art comes from some obscenely talented people on DeviantArt, many of whose names I do not recall because I use the illustration field to make notes like a goof.
As more cards are revealed, I'll update the Card Image Gallery & Post Index.
I'd love your feedback, especially for these two topics:
- Design: How excited are you about the card? What does it make you feel?
- Development: How's the power level? Where do you see the limited environment for the set going? What holes are missing?