Wedges of Alara

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With just a single point of divergence, the world can turn in a myriad of ways. The people of the planar shards of Alara are familiar with this, or would be, if they knew of their kin a planar step away. In a small corner of the multiverse, a parallel world sunders on strange line, mirroring its shattered twin.

Five wedges of the former plane, each tragically severed from two opposing energies, are bound together by their common past and common future. Valir, a land bereft of the cycles of life and death. Quol, a world unburdened by thoughts of ethics and morality. Fyra, a domain with only twisted mockeries of law and chaos. Luan, an unchanging place where time trickles slowly. Dorn, a realm absent both nature and reason.

Wedges of Alara is a 250 card set that looks at what might have been had Shards gone a different route. Like its sister set, it has a focus on three-way multicolor spells and decks. It also features such subthemes as the bottom of the library, spell targeting, ownership and control, the removed from the game zone, and -1/-1 counters. Version One, viewable here, was finished 11/18/08, awaiting art and further playtesting.



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About Valir

VALIR ( - - )


Valir is a wartorn land of the highest mountains and deepest fjords, between which humans, dwarves and centaurs engage in endless battle to gain the favour of the valkyries. The valkyries are the overseers of the wedge, tasked for unknown reasons with returning the fallen warriors to the fray each dawn, so as to continue the fight for another day.

Without black or green mana, Valir gives birth to little new life, but takes little old life, as well. The source of life in Valir is white mana, rejuvenating and renewing rather than destroying and remaking. Warriors who die on the field of valour await the coming of the valkyries to once again bind their spirit with the corporeal world. As well, with fewer selfish and instinctual drives, the inhabitants of Valir fight only for honour, their clan or tribe, and for the blessings of the valkyries.

Valir's keyword mechanic is endless:

Endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.) or (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)

This mechanic represents the continual nature of Valir, as fallen warriors take a reprieve as the stuff of tales until they are called forth to the fight again. Valir has other methods of putting things on the bottom of the library, and can manipulate the bottom of the library to grant the valkyries' favour to slain heroes and epic spells. As well, there is a small submechanic native to the dwarves involving returning lands to your hand for an effect.
Text Spoiler
Ascending Striker
Creature — Pegasus R
When Ascending Striker attacks, choose one — Ascending Striker gains flying until end of turn, or Ascending Striker gains first strike until end of turn.
Whether fleet of foot or wing, it still charges valiantly into battle.
2/1

Living to Legend
Instant U
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Put target attacking or blocking creature on the bottom of its owner’s library.

Silent Skald
Creature — Human Bard C
Put Silent Skald on the bottom of its owner’s library: Put target creature card in your graveyard on the bottom of your library.
The greatest heroes tell their own tales.
1/1

Dwarven Terramorph
Creature — Dwarf Wizard C
, Put a land you control on the bottom of your library: Put a land into play from your hand.
1/2

Reminiscing Sage
Creature — Human Wizard C
If you would draw a card, shuffle your library then draw a card instead.
“I remember knowing this before.”
1/3

Repress
Instant C
Put the top four cards of target player’s library on the bottom of his or her library.
Draw a card.
“Few things are forgotten forever — it just takes time for them to come back.”

Scholarly Skald
Creature — Human Bard C
Put Scholarly Skald on the bottom of its owner’s library: Draw a card.
“Let me go check my tomes and I’ll get right back to you.”
1/1

Souljourn
Instant U
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Counter target spell. If that spell is countered this way, put it on the bottom of its owner’s library instead of into that player’s graveyard.

Blitzvalkyrie
Creature — Spirit Berserker R
At the beginning of your upkeep, your may remove the bottom card of your library from the game. If you do, Blitzvalkyrie deals damage to target player equal to that card’s converted casting cost.
Even when being ushered to their final reprieve, the souls of the past still fight on.
4/4

Blood Chorus
Enchantment R
Each nonbasic land you control is a Mountain in addition to its other land types.
Nonbasic lands you don’t control are Mountains.
“The old dwarves claim that wherever a drop of blood is spilt, a mound of earth will one day be.” — Bruin Alfmantle, Dwarf Mystic

Bloodhoof Strider
Creature — Centaur Warrior C
First strike
: Bloodhoof Strider gains lifelink until end of turn.
Coursing at the head of the herd, the striders strike fast and strike hard.
3/1

Burning Chord
Instant U
Burning Chord deals damage to target creature or player equal to the number of cards in your hand.
“There’s a reason why they’re called skalds.” — Bjorn Ursus, Berserker

Dogpile
Instant C
Dogpile deals damage to target creature or player equal to the number of attacking creatures you control.
It was soon clear that the berserkers took the phrase “punch through their defenses” very literally.

Essence Collector
Creature — Dwarf Mystic C
, Put a Plains you control on the bottom of your library: Gain 4 life.
Not all warriors can be blessed by the valkyries. The leftover fragmented souls on the fields of valor are instead taken in by the dwarves.
1/1

Eternal Rager
Creature — Human Berserker C
Endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.)
Those who fight and laugh and slay, shall live to kill another day.
1/1

Eternal Strength
Enchantment — Aura C
Enchant creature
Enchanted creature gets +1/+0 and has haste.
Put Eternal Strength on the bottom of your library: Enchanted creature gets +3/+0 until end of turn.

Faltering Valkyrie
Creature — Spirit Mystic U
Put the bottom card of your library into your graveyard: Target creature can’t block Faltering Valkyrie this turn.
Those valkyries who deign to touch the earth still find ways to avoid those unworthy of their blessing.
2/1

Field of Valor
Enchantment R
At the end of each player’s turn, that player may put a +1/+1 counter on each creature that attacked that turn.
The fields of Valir host a bloody crop of corpses, strewn weapons, and victory.

Fjordtunnel Mage
Creature — Dwarf Wizard C
, Put an Island you control on the bottom of your library: Counter target spell that targets you or a spell you control.
“I am not what you think I am.”
1/2

Funeral Pyre
Instant R
Funeral Pyre deals 6 damage divided as you choose among any number of target creatures.
If a creature dealt damage by Funeral Pyre would be put into a graveyard from play this turn, put it on the bottom of its owner’s library instead.

Neverending Flame
Instant C
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Deal 3 damage to target creature.
On Valir, even the fires eschew the normal patterns of life and death.

Rallying Courser
Creature — Centaur Berserker R
Haste, endless
As long as Rallying Courser is in your graveyard, creatures you control get +1/+0 and have haste.
The absence of his thundering footfalls rally his troops stronger than their presence.
4/3

Resounding Warcry
Instant C
Attacking creatures get +2/+0 until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Warcry, attacking creatures get +4/+0 until end of turn.

Rock Harrower
Creature — Dwarf Berserker C
, Put a Mountain you control on the bottom of your library: Rock Harrower deals 2 damage to target creature.
“Heads up!”
1/1

Searing Skald
Creature — Human Bard C
Put Searing Skald on the bottom of its owner’s library: Searing Skald deals 1 damage to target creature or player.
“A very skillful storyteller can make his audience feel his hero’s death.” — Sven Heartweaver, Warskald
1/1

Master of Tales
Creature — Centaur Bard U
Haste
Put Master of Tales on the bottom of your library: Search your library for a Bard card, reveal it, and put it into your hand. Then shuffle your library.
“Some say that he knows more stories than there are spirits in the heavens.” — Sven Heartweaver, Warskald
2/1

Valir Battlemage
Creature — Human Mystic U
, : Target creature gets +0/+2 until end of turn.
, : Put the bottom card of your library on top of your library.
The combination of rare herbs and divine prowess lends the ability to remember the past and to keep the living from joining it.
2/2

Valkyrie's Chosen
Creature — Human Berserker C
: Valkyrie’s Chosen gains flying until end of turn.
“Their steeds hold bonds not to the earth, but only to the heavens.” — Jorel Fyr, Warlord
2/1

Valkyrie's Herald
Creature — Human Bard U
, , Sacrifice a red creature, a white creature and a blue creature: Search your library for a card named Valkyrie Matron, reveal it, and put it into play. Shuffle your library.
He tends for that which tends for all.
1/1

Wartorn Knight
Creature — Human Knight R
First strike, protection from instants
“These knights care not for order or chaos, but for the fight. Their devotion is only to driving their enemies before them in battle.” — Jorel Fyr, Warlord
2/2

Battle Maiden
Creature — Human Warrior U
Endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.)
When Battle Maiden is put into your graveyard from play, put a 2/2 red Spirit Berserker token with double strike and flying into play.
1/3

Conflagration Stampede
Creature — Pegasus C
First strike, flying
“From the horizon, I believed the hills to be aflame, but as the conflagration neared, I saw the truth in their burning wings, and heard my doom on their smoking breath.”
5/3

Heartfire
Sorcery U
Heartfire deals 3 damage to target creature or player and you gain 3 life.
When Heartfire is put into your graveyard from anywhere, it deals 1 damage to target creature or player and you gain 1 life.
Cycling

Jorel Fyr, Warlord
Planeswalker — Jorel M
{+1} Tap target non-land permanent.
{-2} Return target creature that blocked this turn to the top of its owner’s library.
{-5} Until the beginning of your next upkeep, whenever a creature attacks you, you may draw a card.


Rage Owl
Creature — Bird C
Flying, haste
When Rage Owl comes into play, look at the bottom two cards of your library and place them on top of your library in any order.
1/1

Rise of the Valkyries
Instant R
As an additional cost to play Rise of the Valkyries, remove two creature card in your graveyard from the game.
Put two 2/2 red Spirit Berserker tokens with double strike and flying into play.

Serene Valkyrie
Creature — Spirit Mystic U
Flying, endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.)
Sacrifice Serene Valkyrie: Destroy target enchantment.
2/2

Stoic Underguard
Creature — Dwarf Warrior C
Defender, first strike
Put a land you control on the bottom of your library: Stoic Underguard loses defender until end of turn.
A good dwarven miner is well versed in the ways of warfare, in case of accidentally breaching in the midst of battle.
2/1

Throl Flintheart
Legendary Creature — Dwarf Berserker M
, Put a land you control on the bottom of your library: Throl Flintheart gains first strike if it could produce . The same is true for vigilance and , and for shroud and .
Some say that he is less a part of the land than the the land is a part of him.
5/5

Valir Charm
Instant U
Choose one — Creatures without flying can’t block this turn; or put target artifact or enchantment on the bottom of its owner’s library; or put the bottom card of your library into your hand.
“Even in the haze of fury, there’s always room for tactics.” — Jorael Kor, Warlord

Valkyrie Matron
Creature — Spirit Berserker M
Double strike, flying
When Valkyrie Matron is put into your graveyard from play, you may put another target blue, red or white creature from your graveyard into play.
Even the valkyries need to be brought back with the dawn.
4/6

Valorous Ultimatum
Sorcery R
Reveal the bottom card of your library. You may play it without paying its casting cost.
Creatures you control have first strike, flying and haste until end of turn.
“Once a century, the valkyries bless all Valir. I shall be there when next they do.” — Jorel Fyr, Warlord

Helm of the Valkyrie
Artifact — Equipment R
Equipped creature gains endless and flying. It is a Spirit in addition to its other creature types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Obelisk of Valir
Artifact C
: Add , or to your mana pool.
Amongst the bloodshed and warcries of Valir, the obelisks stand as vital landmarks in the field of battle.

Mead Hall
Land U
Mead Hall comes into play tapped.
: Add , or to your mana pool.
“Mirth and drink flow as freely here as flesh and blood, and when we pass from the Field of Valor, we will live on in the songs of the skalds.” — Throl Flintheart, Dwarf Chief

Valir Panorama
Land C
: Add to your mana pool.
, , Sacrifice Valir Panorama: Search your library for a basic Mountain, Plains or Island card and put it into play tapped. Then shuffle your library.
The sounds of warfare flow over the plains and fjords like a cacophonous avalanche.



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About Quol

QUOL ( - - )


Quol is a maelstrom of fire, water and earth, roiling around in chaotic patterns. However, this maelstrom can be shaped by sentients, into something that can sustain life, and those of strong will can bend the environment even further. Human wizards experiment on mutants and the native elementals, working with noggle minions and summoned illusions. However, while the humans can exert control on their surroundings, few suspect that the reason for the chaos around them is the will of the elementals.

Lacking white or black mana, the people of Quol care little for moral concerns. There is no heaven or hell, there is only Quol, and Quol can be manipulated. Experimentation with spells and creatures runs rampant, with little to stop it but researchers whims or accidents. Lacking magic to imbue or drain life, the wizards of Quol settled long ago for the ability to merely change it.

Quol's primary mechanical feature is the ability word Mutable. Permanents with mutable abilities change when they become the target of spells. Quol is a land steeped in arcane magic, and it reacts well to instants and sorceries. On Quol, these spells typically modify their targets even more than the innate changes. As well, many effects on Quol manipulate spells, either changing what a spell will do when it resolves, or simply copying or countering spells.
Text Spoiler
Ambulatory Projection
Creature — Illusion Wall C
Defender
Mutable — Whenever Ambulatory Projection becomes the target of a spell, it loses defender and its power and toughness are switched until end of turn.
1/5

Chromatomancer Novice
Creature — Human Wizard U
Mutable — Whenever Chromatomancer Novice becomes the target of a spell, that spell becomes the color or colors of your choice.
Whenever Chromatomancer Novice blocks or becomes blocked by a creature, that creature becomes the color or colors of your choice until end of turn.
1/1

Chromatomantle
Enchantment — Aura R
Enchant creature
Enchanted creature has protection from its colors. This effect doesn’t remove Chromatomantle.
“Since our encounter, Ambris Kor has begun guarding his workshop with a wall of every color unknown to man.” — Chirin Aldin

Chromatomorphisis
Instant C
Change the text of target spell or creature by replacing all instances of one color word with another.
“Work on creating a ninth spectral color is up to 57%.” — Chirin Aldin, Chromatomancer

Conductive Eel
Creature — Fish R
Mutable — Whenever Conductive Eel becomes the target of a spell, it deals 2 damage to target player and 1 damage to you.
“I’ll tell you one thing, it isn’t conductive to my health.” — Ambris Kor, Artificer
1/1

Dismiss
Instant U
Counter target spell.
Draw a card.
“I think those energies would be better spent working for me.”

Energy Infusion
Instant C
Target creature gains flying and vigilance until end of turn.
Initial test results for the new awareness spell were noted “unremarkable” until the researcher noticed he was in the air.

Extrasensory Infusion
Instant C
Until end of turn, target creature is unblockable and can’t be the target of spells or abilities your opponents control.
The research assistant was stuck for a fortnight before his teammates realized he hadn’t just walked out of the test on them.

Fatigue Test
Instant C
Choose a target creature. If you don’t control that creature, it gets -4/-0 until end of turn. Otherwise, draw a card.
The researchers win knowledge whether or not the subject passes the test.

Figmentation
Creature — Illusion C
Mutable — Whenever Figmentation becomes the target of a spell, return it to its owner’s hand at end of turn.
“The previously churning colour coalesced, materially providing the projected image. However, further tests led to the subject’s deterioration.” — Theurgen research notes
2/2

Forkling
Creature — Elemental U
Mutable — Whenever Forkling becomes the target of a spell, put a token into play that’s a copy of Forkling.
“Subject exhibits protozoan reproduction patterns in magical fields. Future work will require arcanic proofed laboratory.” — Vitras research notes
0/1

Gaseous Transmogrifant
Creature — Elemental R
Flying
Mutable — Whenever Gaseous Transmogrifant becomes the target of a spell, all other targets of that spell become copies of Gaseous Transmogrifant until end of turn.
3/3

Mind Out Of Matter
Sorcery R
Until end of turn, each target creature you control has “when this creature deals combat damage to an opponent, draw a card.”

Overmental's Herald
Creature — Illusion Shaman U
, , Sacrifice a blue creature, a red creature and a green creature: Search your library for a card named Churning Overmental and put it into play.
“The lure of arcane puissance is hard for any to resist, especially those formed from that same power.” — Yil Deen, Theurgenist
1/1

Plasmic Savant
Creature — Human Mutant Shaman C
Shroud
: Plasmic Savant gets +2/+2 and loses shroud until end of turn. Play this ability only once each turn.
True control of one’s form is to both enact and prevent change.
1/1

Recreativity
Enchantment R
, Discard a card: Return an instant or sorcery card with converted casting cost less then or equal to X from your graveyard to your hand.
“Anyone can be completely original. I prefer somewhat more derivative works.” — Chirin Aldin, Chromatomancer

Reinfuse
Instant R
Counter target spell. Its controller gains life equal to twice its converted casting cost.
“A simple shift in the local energies transforms the magic field potential back into lifeforce. However, current tests yield this lifeforce in the opposite direction.” — Vitras research notes

Resounding Twist
Instant C
Tap or untap target permanent.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Twist, tap or untap two target permanents.

Simulacrum Swarm
Sorcery U
Put X 1/1 blue Illusion Minion creatures into play, where X is the power of target creature you control.
“The long term risk of research has been removed, at the cost of a rather dangerous capital.” — Yil Deen, Theurgenist

Theurgen Assistant
Creature — Noggle Wizard C
Flash
, Sacrifice Theurgen Assistant: Theurgen Assistant deals 1 damage to target creature of player. Draw a card.
Those noggles with successful ideas rarely live long enough to see the results.
2/1

Quol Battlemage
Creature — Human Wizard U
, : Target spell that targets a single creature deals 2 damage to that creature in addition to its other effects.
, : Target spell that targets a single creature gives that creature +2/+2 until end of turn in addition to its other effects.
“Some wizards forge their own spells. So do I.”
2/2

Updraft Phantasm
Creature — Illusion Scout C
Mutable — Whenever Updraft Phantasm becomes the target of a spell, it gains flying until end of turn.
Whenever Updraft Phantasm becomes the target of an ability, sacrifice it.
“Levitation very unstable outside arcanic field. Stand far back.” — Theurgen research notes
2/1

Acceleration Infusion
Instant C
Target creature gains double strike and haste until end of turn.
Getting twice as much work done took on a whole new tone for the less sapient test subjects.

Amorphous Lancer
Creature — Elemental C
Mutable — Whenever Amorphous Lancer becomes the target of a spell, it gets +1/+0 and gains first strike until end of turn.
“Was surprised by sudden appearance of spiked protuberance in magic field. Minions were less lucky” — Vitras research notes
1/1

Theurgen Familiar
Creature — Snake Mutant U
First strike
Spells you play that target creatures you don’t control cost less to play.
“Exponentially decreasing energy input with venom infusion from fang extraction procedure.” — Theurgen research notes
2/1

Genius Loci
Instant U
Until end of turn, target land becomes a 3/3 creature that is still a land. Until end of turn, it gains lifelink if it could produce . The same is true for shroud and , deathtouch and , first strike and , and trample and .

Koren Vitras
Planeswalker — Vitras M
{+1} Put a +1/+1 counter on target creature.
{-2} Search your library for a land card and put it into play. Then shuffle your library.
{-6} Until end of turn, lands you control become 3/3 Mutant creatures with trample that are still lands.


Momentum Infusion
Instant C
Target creature gets +2/+0 and gains trample until end of turn.
Many mages manipulate mass, others speed, but some do both.

Spasmic Plasma
Creature — Elemental R
Mutable — Whenever Spasmic Plasma becomes the target of a spell, it gains +2/+2 and trample until end of turn.
“Subject responds to arcanics violently, easily overwhelming minions and junior researchers.” — Vitras research notes
2/2

Squamous Sinew
Creature — Elemental R
Mutable — Whenever Squamous Sinew becomes the target of a spell, put a +1/+1 counter on it and regenerate it.
“Each spell hurled at it only serves to further increase its strong self-rejuvinating abilities.” — Vitras research notes
2/2

Vitras Familiar
Creature — Frog Mutant U
Reach
Spells you play that target creatures you control cost less to play.
“The elongated tongue assists in reaching test subjects, as well as any unfortunate ex-researchers.” — Vitras research notes
1/2

Arcane Ultimatum
Sorcery R
Add three mana of any combination of , or to your mana pool. Until end of turn, instants and sorceries you play that would target a single creature instead target all creatures target player controls.
A drop of magic can send powerful ripples.

Churning Overmental
Creature — Elemental M
Churning Overmental can’t be the target of spells or abilities your opponents control.
Mutable — Whenever Churning Overmental becomes the target of a spell, copy that spell. Choose new targets for the copy. The copy cannot target Churning Overmental.
At the heart of Quol lurks the perfect catalyst.
5/5

Echoing Rush
Instant U
Target creature and each other target creature with the same name as that creature get +3/+3 and gain haste until end of turn.
“The thing about sympathetic arcanics is that you have to make sure all your test subjects are restrained.” — Lir Hedaal, Vitras Rogue

Entroponaut
Creature — Human Scout U
Flash, haste, nonbasic landwalk
“Sure, they’ve all got their towers and labs and whatnot, but are they the ones who have to go out there and collect the subjects?” — Forees, Entroponaut
2/2

Grant Research
Instant R
Reveal the top five cards in your library. Target opponent chooses a creature card, an instant card, and a sorcery card from the revealed cards. Put those cards into your hand and put the rest on the bottom of your library in any order.

Living Flood
Creature — Elemental C
Islandwalk
Mutable — Whenever Living Flood becomes the target of a spell, target land become an Island until end of turn.
1/1

Lost in the Moment
Instant U
Choose a target creature. Counter target spell if it has equal or lower converted casting cost.
“Sorry, were you thinking something?”

Noggledrix
Creature — Noggle Mutant C
Noggledrix can’t be blocked except by creatures without abilities.
Mutable — Whenever Noggledrix becomes the target of a spell, it gets +3/+3 and loses all abilities until end of turn.
“A donkey is a much better subject than a rabbit.” — Lir Hedaal, Vitras Rogue
2/2

Nogglyst
Creature — Noggle Minion C
, Sacrifice Nogglyst: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
“Process efficiency improved by eighty-nine percent. The catalyst is ready to enter mass production” — Theurgen research notes
1/1

Quol Charm
Instant U
Choose one — Copy target instant or sorcery spell, you may choose new targets for the copy; or Quol Charm deals 3 damage divided as you choose between up to three of target creatures; or put a +1/+1 counter on each of two target creatures.
To Quol’s mages, the world is an open canvas.

Yil Deen, Theurgenist
Legendary Creature — Human Wizard M
Mutable — Whenever Yil Deen becomes the target of a spell, you may search your library for an instant or sorcery card with equal converted casting cost. If you do, reveal it, and put it in your hand. Then shuffle your library.
“One good breed deserves another.”
2/3

Metathopter
Artifact Creature — Thopter C
Mutable — Whenever Metathopter becomes the target of a spell, it gets -0/-1 and gains flying until end of turn.
“She works fine unless you overload her arcanics. Then she’s dead in the aether, so to speak.” — Ambris Kor, Artificer
0/2

Obelisk of Quol
Artifact C
: Add , or to your mana pool.
In an ever-changing landscape where even the very forces of nature are at its inhabitants whims, the obelisks remain one of the few constants.

Entropic Expanse
Land U
Entropic Expanse comes into play tapped.
: Add , or to your mana pool.
The lands of Quol are a harsh place for those possessed of weak minds, but for those with the will to tame it, the bounty of its resources are laid bare.

Quol Panorama
Land C
: Add to your mana pool.
, , Sacrifice Quol Panorama: Search your library for a basic Island, Mountain or Forest card and put it into play tapped. Then shuffle your library.
Only in Quol is the wilderness made tame while the tamers are made wild.



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About Fyra

FYRA ( - - )


Fyra is a seemingly wild domain, with thick fungal forests hiding bogs, ponds and the mushroom rings. It is here that the mushroom courts are held, with members of the elf, faerie and human races struggling to gain influence with the Elders and Fungi to lord over their rivals. Intrigue and mystery rule the day here, and it is often difficult to keep track of where true allegiances lie.

Cut off from the colours of red and white, law and chaos play little role in Fyra. Instead, members of the courts try to subvert strict social, political and natural mores to their personal gain. War is not fought with flashy spells or well trained armies. Instead, it is fought by weaving webs of distrust and misinformation around foes, along with the occasional rampaging Elder lord.

Fyra's keyword mechanic is mask, which I've been struggling to find ways of making shorter or more elegant and still having the feel I want (originally, you didn't pay to put it down, but you could only do it as a sorcery - took way too much room):

Mask {cost} (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this into play.)

The shadowy backers of your creatures often come to your side at reduced cost, or plague their newly allied enemy. You must act quickly on calling on masked contacts, however, or else they may never heed your call again. Fyra also has a theme of gaining control and giving control of things in other ways, and cares about the distinction between controlling and owning. There's also a bit of land care in it, and fun with Spore Counters
Text Spoiler
Ill-Given Gains
Instant R
Target player gains control of target permanent you control until the beginning of your next upkeep.
“In the mushroom court, losing one’s status by refusing a gift is often better than losing one’s life accepting it.”

Metonymy
Instant C
Counter target spell that targets a permanent you own.
“I look after my own, wherever their current allegiences lie.” — Earl Biblith

Silverscale Earl
Creature — Elder Fish R
Islandwalk
When Silverscale Earl deals damage to a player, put a flood counter on target land that player controls. That land is an Island in addition to its other land types as long as it has a flood counter on it.
The earl leaves a part of himself wherever he goes.
4/4

Darkleaf Garotte
Creature — Elf Assassin C
First strike
At the beginning of your upkeep, pay 2 life or tap Darkleaf Garotte.
3/1

Darkwhisper Wasp
Creature — Insect Rogue C
Fear, mask (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
When Darkwhisper Wasp comes into play, if its mask cost was paid, discard two cards at random.
1/1

Foxwing Duke
Creature — Elder Bat R
Flying
Sacrifice a creature: Regenerate Foxwing Duke. It gains fear until end of turn.
The duke’s servants are both retainers and rejuvinaters.
4/3

Paranoid Agent
Creature — Human Assassin C
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
: Destroy target creature you control.
The enemy of my allies should also be my friend.
2/1

Unseen Betrayer
Creature — Human Assassin C
: Regenerate Unseen Betrayer.
: Destroy target creature you own.
Poison is more efficient for terminating double agents, but far less entertaining.
2/2

Attendant of the Eldest
Creature — Human Advisor U
When Attendant of the Eldest comes into play, search your library for an Elder card, reveal it, then shuffle your library and put that card on top of it.
Elders get +1/+1 and have shroud.
Despite their youth, the attendants never outlive their ancient masters.
1/1

Elder's Blessing
Instant C
Creatures you control get +2/+2 and gain trample until end of turn if you control an Elder. Otherwise, target creature gets +5/+5.
In the presence of the Elders, the rivalries amongst the court become far less overt.

Fae Masquerade
Sorcery U
Put a 1/1 green Faerie Advisor token with flying into play under each player’s control for each nontoken creature that player owns. (You own all tokens put into play this way)
While the swirl of masks may be hard to keep track of, the swirl of allegiences is even harder.

Fen Striker
Creature — Elf Warrior R
Mask (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
During your upkeep, Fen Striker deals 2 damage to target creature you own.
Fen Striker can't attack unless you own it..
3/3

Fickle Nightcrawler
Creature — Worm C
Trample
At the beginning of your upkeep, if a player has more land in play than any other, that player gains control of Fickle Nightcrawler.
Its services go to the highest dinner.
6/4

Fyra Battlemage
Creature — Human Druid U
, : Look at target face down card or look at the top or bottom card of target player’s library.
, : Each player loses 1 life.
Humans make up for their lack of intrigue with powerful, yet subtle, magic.
2/2

Horde Servant
Creature — Human Druid U
Creatures you control get +1/+1
At the beginning of your upkeep, if a player has more creatures in play than any other, that player gains control of Horde Servant.
He longs for war in a land of intrigue.
2/2

Jaded Elf
Creature — Elf Assassin C
Mask (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
During your upkeep, if you own Jaded Elf, you gain 2 life. Otherwise, you lose 1 life.
2/2

Jinxed Vineyard
Enchantment R
At the beginning of your upkeep, add to your mana pool.
Sacrifice a creature: Target player gains control of Jinxed Vineyard. (This effect doesn’t end at end of turn)
Its tenders soon find its wine to be poison.

Misinformant Fae
Creature — Faerie Advisor C
Mask U (1: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay U. If you do, its controller puts this card into play.)
You have no maximum hand size if you own Misinformant Fae. Otherwise, your maximum hand size is four.
1/2

Naturalize
Instant C
Destroy target artifact or enchantment.
“The agents of the fae courts have always kept their wits about them in the face of unknown gifts and trinkets. You never know here what innocuous device might try to kill you.” — Seihan Darkeye

Nightcrawler Marquis
Creature — Elder Worm R
Trample
When Nightcrawler Marquis comes into play, put two 1/1 green Faerie Advisor tokens with flying into play under each opponent’s control. (You own all tokens put into play this way)
The marquis cares less for the court’s favor than he does for the court’s flavor.
8/6

Resounding Storm
Instant C
Resounding Storm deals 2 damage to each creature with flying and each player.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Storm, it deals 4 damage to each creature wth flying and each player.

Slaughterfly
Creature — Insect Rogue R
Mask (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
When Slaughterfly comes into play, if its mask cost was played, sacrifice X creatures.
It burrows from one host straight into another.
3/3

Spinneret Sire
Creature — Elder Spider R
Deathtouch, reach
Spinneret Sire can block any number of creatures.
Experienced courtiers never accept invitations to the sire’s parlor.
3/6

Territorial Acquisition
Sorcery C
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Cycling (, Discard this card: Draw a card.)

Toadstool Colonist
Creature — Fungus Advisor C
At the beginning of your upkeep, put a spore counter on Toadstool Colonist.
Remove three spore counters from Toadstool Colonist: Put a 1/1 green Saproling creature token into play under target player’s control (You own tokens made this way)
1/2

Toadstool's Herald
Creature — Faerie Druid U
, , Sacrifice a green creature, a black creature and a blue creature: Search your library for a card named Toadstool King and put it into play.
Many courtiers disagree on whether the herald gives life to the toadstools, or merely calls forth what was always there.
1/1

Uncovered Ring
Enchantment — Aura C
Enchant land
Enchanted land is a Forest, Island and Swamp.
As time goes on, old rings fade from use, only to be found anew centuries later.

Watchful Courtier
Creature — Elf Advisor C
Mask (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
Vigilance
“A good courtier is always on his guard.”
1/2

Wereworm Courtesan
Creature — Human Worm Druid C
Mask (: Remove this card in your hand from the game face-down masking target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
If its mask cost was paid, Wereworm Courtesan comes into play with three +1/+1 counters on it and has trample.
1/1

Wild Dogs
Creature — Hound C
At the beginning of your upkeep, if a player has more life than any other, that player gains control of Wild Dogs.
Cycling (, Discard this card: Draw a card.)
In the courts of Fyra, man’s best friend can be persuaded otherwise.
2/1

Beguiling Ultimatum
Sorcery R
Gain control of all creatures you own that you don’t control. For each creature you gained control of this turn, gain control of target creature.
“The fey folk of this place have perfected though natural means what has taken human nobility centuries to grasp.” — Seihan Darkeye

Fae Dismisser
Creature — Faerie Druid C
Shroud
When Fae Dismisser comes into play, return target artifact or enchantment to its owner’s hand.
“My days of snivelling under the Elders are in my past. I have neither the time nor the patience to deal with courtly intrigue.” — Lacuna Sporecap
2/1

Fyra Charm
Instant U
Choose one — Put two 1/1 green Faerie Advisor tokens with flying into play; or target player gains control of target creature you own; or target player discards a card at random.
The fey courtiers make use of any advantage they can get — political or magical.

Kitirik, Swarm Princess
Legendary Creature — Insect Advisor M
Kitirik, Swarm Princess’s power and toughness are equal to the number of Advisors you control.
, : Gain control of target non-Advisor creature. It becomes an Advisor in addition to its other creature types as long as you control it.
*/*

Mycotic Seer
Creature — Fungus Wizard U
At the beginning of your upkeep, put a spore counter on Mycotic Seer.
Remove three spore counters from Mycotic Seer: Put a 1/1 green Saproling token into play.
Sacrifice a Saproling: Look at the top two cards of your library and put them back in any order.
It's children are the future.
2/3

Seihan Darkeye
Planeswalker — Seihan M
{+1} Look at the top card and bottom card of target player’s library.
{-X} Search target player’s library for a creature card with converted casting cost X and put it into play under your control. That player shuffles his or her library.
{-5} For the rest of the game, if a player would draw a card, look at the top card of his or her deck. You may remove that card from the game faced-down.


Sporecrown Animist
Creature — Fungus Druid U
At the beginning of your upkeep, put a spore counter on Sporecrown Animist.
Remove three spore counters from Sporecrown Animist: Put a 1/1 green Saproling token into play.
Sacrifice a Saproling: Target land becomes a 3/3 creature until end of turn. It is still a land.
2/2

Toadstool King
Creature — Elder Fungus M
At the beginning of your upkeep, put a spore counter on each nontoken creature you control.
Remove three spore counters from a creature you control: Put a 1/1 green Saproling token into play.
Sacrifice two Saprolings: Target player discards a card. If they do, draw a card.
The living embodiment of the mushroom court.
6/6

Unwanted Allies
Creature — Faerie Advisor R
Shroud
When Unwanted Allies comes into play, you may exchange control of Unwanted Allies and target creature an opponent controls.
"Bad help is so hard to be rid of.”
2/2

Venomwhip Agent
Creature — Elf Assassin C
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
: Regenerate Venomwhip Agent.
“Why hire an assassin resistant to poison when you can hire one resistant to death?”
2/1

Web of Doubt
Instant U
Choose one — Put the top five cards of target player’s library into his or her graveyard; or put the bottom five cards of target player’s library into his or her graveyard.
“The strands of the mind can be plucked just as easily as those of a cobweb.” — Kitirik, Swarm Princess

Webvine Willow
Creature — Plant C
Reach, shroud
“Many a meeting takes place under their webstrewn boughs, warding off trespassers both above and below.” — Celestes of Spinneret Court
0/3

Jinxed Effigy
Artifact — Equipment R
At the beginning of your upkeep, Jinxed Effigy deals 2 damage to equipped creature and 2 damage to you.
Pay 2 life: Attach Jinxed Effigy to target creature. Its controller gains control of Jinxed Effigy.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Obelisk of Fyra
Artifact C
: Add , or to your mana pool.
Many mushroom rings are founded around central obelisks in Fyra. Their high spires can be seen for miles above the fungal growths and dying trees.

Fyra Panorama
Land C
: Add to your mana pool.
, , Sacrifice Fyra Panorama: Search you library for a basic Forest, Island or Swamp card and put it into play tapped. Then shuffle your library.
Few other places hold nature so subtle in its aggression and malice.

Mushroom Court
Land U
Mushroom Court comes into play tapped.
: Add , or to your mana pool.
At the heart of Fyra, the beast and beings of its various principalities and fiefdoms come together to honour the Elders, and play the deadly game of guile and misdirection.


See third post in this topic for Luan and Dorn

IMAGE(http://www.majhost.com/gallery/elzaban/DnD/cards.gif)

For the GBW shard:

You're missing the colors blue and red - both known for toying with spells and their love of instants. Maybe the shard is a shard where time flows very slowly or something, and there is a complete lack of instants to show this, somewhat how legions removed all spells. To compensate, have creatures that have variants of indestructible, lots of regeneration, and life gain/steal. After all, green, white, and green all have an affinity for keeping things around. My only concern? It's similar to the URW plane. Perhaps have, flavorwise, a plane that suffers from massive overpopulation?

Luan and Dorn, a continuation of the first post:

IMAGE(http://www.majhost.com/gallery/elzaban/DnD/luanheader.gif)


About Luan

Luan ( - - )


Luan is a dark and primitive world. Time runs slow here, and while the other shards have continued to advance and change, especially in Quol, Luan is beset by ancient creatures of great power, with the few blossoms of civilization being palisaded villages on the fringes of the fens, holding back the Nightstalkers, Wurms and Horrors that plague the plane.

Lacking red or blue mana, Luan is a slowly changing world. Life is plentiful here, but it is old life, and often, foul life. Logic or impulsiveness holds little sway in a world with little civilization, where the only impulse is the impulse to survive. The spellcasters of the plane rarely call on flashy magic like blue or red mages, but focus on a more primal, shamanic magic.

Luan's keyworded mechanic is Scarred, an ability that weakens the creature as it takes damage (in the form of -1/-1 counters), but then turns that weakness around and makes it into a strength:

Scarred X (This creature receives damage in the form of -1/-1 counters. It gets +X/+0 for each -1/-1 counter on it.)

Luan cares about -1/-1 counters to some extent, but more often than not has a focus on getting rid of them. Large, furious creatures have methods of slowly healing themselves, and some shamans directly apply +1/+1 counters to stimulate growth. Regeneration and fog effects, all staples, also play a role
Text Spoiler
Gatewatch Archer
Creature — Human Archer R
Lifelink
, : Deal 1 damage to target attacking creature. It becomes blocked.
Her arrows are laced with paralyzing venom, stopping intruding beasts in their tracks and dissuading them from further attacks.
1/3

Home Bastion
Creature — Wall C
Whenever Home Bastion is dealt damage, gain that much life.
: Target blocked creature you control deals its combat damage to Home Bastion.
“The walls of our village keep out the darkness and promote life.” — Gran Erba, Thorp Elder
0/3

Line of Defense
Creature — Human Soldier U
First strike
If Line of Defense would deal enough combat damage to all attackers it blocks to destroy them, you may have it deal the rest of its damage to attacking player.
“The best guards can get a whole pack of stalkers on one spear.”
3/2

Ragged Palisade
Creature — Wall C
Defender, scarred 0 (This creature receives damage in the form of -1/-1 counters.)
Ragged Palisade can block any number of creatures.
“Surrounded by death on all sides, and defense is temporary.” — Elon Samga, Chief Nighthunter
0/9

Starlight Veve
Enchantment — Aura C
Enchant creature
Enchanted creature has defender and protection from creatures with toughness greater than enchanted creature’s power.
“A pattern of peace and protection.”

Algiogoyf
Creature — Lhurgoyf R
Algiogoyf revieces damage in the form of +1/+1 counters.
When Algiogoyf is regenerated, remove all counters from it.
0/1

Befoul
Sorcery U
Destroy target land or nonblack creature. It can’t be regenerated.
Even in the dark lands of Luan, there are still places that can be scarred by its taint.

Bogsense Worm
Creature — Worm C
: Bogsense Worm gains vigilance until end of turn.
“In all my years, I’ve never found out whether the marshwater covers their skin, or if their slime fills the bogs.” — Mamon Algra, Hagmother
4/4

Corpse Infusion
Sorcery U
Until end of turn, all non-Zombie creatures you control are 2/2 black Zombies.
Zombies you control get +1/+1 and gain fear until end of turn.

Dark Purity
Sorcery C
Destroy target creature with a counter on it.
When life grows too strong or too weak, the natural cycle always makes sure it comes to an end.

Darkfen Taint
Enchantment R
Whenever a creature attacks, put a -1/-1 counter on that creature unless its controller pays 1 life.
“While the nightstalkers might harm your body, the fens will harm your soul.” — Mamon Algra, Hagmother

Exploit Weakness
Sorcery C
Until the beginning of your next upkeep, target creature gains scarred 0. (It receives damage in the form of -1/-1 counters.)
The Gani tribe hunters are trained to notice any vulnerability in their prey, and to take full advantage of it.

Flailing Devourer
Creature — Worm R
If Flailing Devourer would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target non-defending player.
5/4

Heart Clutcher
Creature — Nightstalker U
Fear, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
Pay 3 life: Regenerate Heart Clutcher.
When Heart Clutcher is regenerated, remove all counters from it.
3/3

Horde of Pain
Sorcery R
For each creature you control that was dealt damage this turn, put a 1/1 black Horror token with fear into play.
Pain and sorrow multiply in the black mires of Luan, until it reaches the point that the pain feels pain of its own.

Horrormaw Stalker
Creature — Nightstalker C
Fear, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
“Little more than mouths and arms, they swarm on the fangbark trees, giving them their name.” — Gran Erba, Thorp Elder
2/2

Insatiable Fiend
Creature — Nightstalker U
Deathtouch, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
: Remove a -1/-1 counter from Insatiable Fiend
3/5

Insidious Stalker
Creature — Nightstalker R
Fear, swampwalk
Whenever Insidious Stalker becomes blocked, destroy it.
The stalker runs quickly through the night, vanishing quietly under the gaze of its prey.
3/3

Luan Battlemage
Creature — Human Shaman U
, : Remove a -1/-1 counter from target creature.
, : Target player gains 2 life.
As part of their training, young shamans must live within the bogs for five years, surviving with the skills they have learned.
2/2

Midnight Veve
Enchantment — Aura C
Enchant creature
Enchanted creature has scarred 1. (It receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
“A design of death and decay.”

Mudcaked Corpse
Creature — Zombie C
Scarred 3 (This creature receives damage in the form of -1/-1 counters. It gets +3/+0 for each -1/-1 counter on it.)
“Some who rise from the mud are not our kin, but those of our ancestors’ ancestors. Often they are little more than silt and a skull.” — Elon Samga, Chief Nighthunter
0/2

Nightstalker's Herald
Creature — Hag Wizard U
, , Sacrifice a black creature, a green creature and a white creature: Search your library for a card named Twilight Loa and put it into play. Then shuffle your library.
Few who would call her dark deity would live to tell the tale.
1/1

Pitchskin Zombie
Creature — Zombie C
: Regenerate Pitchskin Zombie.
“Our fallen brothers rise up, dank and fetid. We honour them by freeing their souls from the dark grip of the mires.” — Elon Samga, Chief Nighthunter
2/1

Redundancy
Sorcery R
Target player reveals his or her hand. That player sacrifices each creature he or she controls that shares a name with a revealed card.

Resounding Dread
Instant C
Destroy target non-black creature. It can’t be regenerated.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Dread, destroy two target non-black creatures.

Sangil Envicti
Planeswalker — Sangil M
{+1} Sacrifice a creature. If you do, add BBB to your mana pool.
{-2} Each opponent discards a card. You draw a card for each card discarded this way.
{-7} For the rest of the game, at the beginning of your upkeep, put target creature card in a graveyard into play under your control.


Tartunneller
Creature — Horror C
Swampwalk
“The tartunneller lives beneath the swamp, taking the bones of all who die there. And when he runs out of bones in that dark place, he will burrow up and come for yours.” — Mamon Algra, Hagmother
6/1

Hunting Party
Creature — Human Scout Soldier R
If Hunting Party would deal enough combat damage to it blockers to destroy them, you may have it deal the rest of its damage to target creature defending player controls.
The bands of hunters look for predators as often as they look for prey.
5/5

Scarred Crawler
Creature — Worm C
Trample, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
It no longer feels the bones and branches it crushes underbody as it crawls blindly through the muck.
4/8

Twilight Veve
Enchantment — Aura C
Enchant creature
Enchanted creature has landwalk for all basic land types among lands you control.
“A symbol of silent stalking.”

Darkfen Worm
Creature — Worm U
Darkfen Worm comes into play with X -1/-1 counters on it.
Trample, scarred 3 (This creature receives damage in the form of -1/-1 counters. It gets +3/+0 for each -1/-1 counter on it.)
0/5

Ghoulish Ultimatum
Sorcery R
Each opponent discards a card at random. Then put a creature card from each graveyard into play under your control.
“Many have fallen beneath the still, black waters, and I call to them in their murky sleep.” — Sangil Envicti

Gift of Growth
Sorcery U
Put X +1/+1 counters divided evenly, rounded down, among two or more target creatures.
Life is inhibited only by other life in Luan, and for the strongest, centuries can be spent feeding and growing.

Guarding Priestess
Creature — Human Shaman C
Guarding Priestess is indestructible.
Sacrifice Guarding Priestess: Regenerate each creature you control.
“Even after a long life given for her people, she is still willing to give more for them.” — Bari Samga, Priestess-in-Training
1/1

Luan Charm
Instant U
Choose one — Luan Charm deals 2 damage to target creature, and you gain 2 life; or put two +1/+1 counters on target creature; or destroy target enchantment.
Luan pulsates with life, flowing constantly from one lifeform to another.

Mamon Algra, Hagmother
Legendary Creature — Hag Shaman M
, Sacrifice a creature: Prevent all combat damage that would be dealt by creatures you don’t control this turn.
“Some of the older priestesses say she’s lived in the fens since time began, giving life to all around us.” — Bari Samga, Priestess-in-Training
1/3

Parasitic Life
Sorcery C
Put a +1/+1 counter on target creature, and a -1/-1 counter on another target creature.
“Life begets life in the fens, and when one thing wishes to grow, another must slowly die.” — Mamon Algra, Hagmother

Peat Scars
Enchantment — Aura C
Enchant creature
: Regenerate enchanted creature. You may remove target counter from it.
Out in the fens, flesh is three parts tissue and one part muck.

Reflecting Basilisk
Creature — Basilisk U
Scarred 2 (This creature receives damage in the form of -1/-1 counters. It gets +2/+0 for each -1/-1 counter on it.)
Whenever a creature deals damage to Reflecting Basilisk, destroy that creature.
Even with cataract-ailed eyes, it has no trouble killing whatever looks at it.
1/4

Soulstalker
Creature — Nightstalker R
Fear, lifelink, scarred 2 (This creature receives damage in the form of -1/-1 counters. It gets +2/+0 for each -1/-1 counter on it.)
Whenever you gain life, remove that many -1/-1 counters from Soulstalker.
2/6

Twilight Loa
Creature — Nightstalker M
Fear
Creatures you control have scarred 2. (They receive damage in the form of -1/-1 counters. They get +2/+0 for each -1/-1 counter on them.)
Its hatred of existence fills all in the fens.
4/10

Ancient Remedy
Artifact C
, , Remove a counter from a permanent you control: Gain 2 life.
“Fangbark sap and nettlemint leaves, seasoned with finest wurmeye. It’ll cure whatever ails you.” — Gran Erba, Thorp Elder

Luan Longspear
Artifact — Equipment C
If equipped creature would deal enough combat damage to all attackers it blocks to destroy them, you may have it deal the rest of its damage to target attacker.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Obelisk of Luan
Artifact C
: Add , or to your mana pool.
The obelisk rises out of the mires, a beacon both to civilization and the dark beings without, neither willing to give it up.

Bog Thorp
Land U
Bog Thorp comes into play tapped.
: Add , , or to your mana pool.
The lands of Luan are dark and damp, but its people still make their living among the half-sunken woods and fetid fields, keeping their tribes alive in the face of despair.

Luan Panorama
Land C
: Add to your mana pool.
, , Sacrifice Luan Panorama: Search your library for a basic Swamp, Forest or Plains card and put it into play tapped. Then shuffle your library.
Where other lands are rooted in soil and clay, Luan’s are mired in mud and silt.



IMAGE(http://www.majhost.com/gallery/elzaban/DnD/dornheader.gif)


About Dorn

Dorn ( - - )


In millennia past, Dorn was a lush and vibrant place, before the Sundering. Absent the magics of rationality and nature, the people of Dorn fell into a fervent religious life, which quickly lead to warfare between various factions. Within decades, aided by the remaining destructive magic, the landscape of Dorn became one of barren fields dotted with lone hills and black lakes of pitch. The wars still continue, however, both between servants of the various Archons, and with rebellious humans and kobolds.

With blue or green magic, Dorn is ruled by emotions and issues of morality. The archons rule the plane, served primarily by humans, shades and lesser archons. Coridan, the Exile; Erithin, the Purger; Iolis, the Leveler; Sureth, the Slayer; and the Eightfold Light, the Gatekeeper number among the most revered archons. From their iron cathedral-citadels, the high servants of the archons engage in battle with congregations of soldiers, not for physical resources, but for the souls of the just and for those of the heretics.

Dorn has no keyworded mechanic. It's two main themes are removed from the game cards and Rebels (one of which can fetch from the removed from the game zone). When not doing either of those, Dorn cares about destroying things, through kill spells, board wiping spells, and even just creatures with first strike or deathtouch.
Text Spoiler
Agent of Glory
Creature — Archon R
First strike, lifelink, vigilance
Remove a card in your hand from the game: Agent of Glory loses all abilities until end of turn. Any player may play this ability.
Many offer themselves up rather than face its splendor.
2/2

Archon's Herald
Creature — Human Cleric U
, , Sacrifice a white creature, a black creature and a red creature: Search your library for a card named Awestriking Archon and put it into play. Then shuffle your library.
Even in his blindness, the old prophet receives visions of its splendor.
1/1

Aspect of Iolis
Creature — Archon R
Defender
Aspect of Iolis can block any number of creatures.
Whenever a creature becomes blocked by Aspect of Iolis, it deals damage to itself equal to its power.
0/5

Blood-Stained Glass
Creature — Wall C
Defender, lifelink
: Blood-Stained Glass gains first strike until end of turn.
In the cathedral-fortresses of Dorn, the awe-inspiring glass windows often prove to be one of the most potent defenses. The images they depict are both testaments to the archons and warnings to intruders.
3/1

Divine Anger
Sorcery R
Each player chooses a creature he or she controls. Destroy all other creatures. They can’t be regenerated.
The footsoldiers of Dorn’s armies are often fodder for the divinities, an offering from the true servants on the field.

Dorn Battlemage
Creature — Human Cleric U
, : Target creature gets -1/-1 until end of turn.
, : Dorn Battlemage deals 2 damage to target creature.
Many of Dorn’s clergy are called to the field of battle, leaving behind a life of peace and blessings for one of war and curses.
2/2

Eightfold Paladin
Creature — Human Knight R
First strike, protection from names of cards that are removed from the game
The Eightfold Light maintains the gates of the heavens, denied their beauty until the end of days. It grants the power of those who enter its gates to its mortal followers.
2/2

Ephemeral Icon
Creature — Archon C
Whenever Ephemeral Icon becomes blocked, remove it from the game. Return it to play under your control at the beginning of your next untap phase.
4/4

Erect Barrier
Instant C
Put three 0/3 white Wall creature tokens with defender into play. Sacrifice them at end of turn.
The same magics used to construct Dorn’s cathedral-fortresses centuries ago serve equally well on the battlefield.

Erithin's Ward
Sorcery C
Until the beginning of your next upkeep, whenever a creature attacks you, remove it from the game.
The simple threat of punishment for heresy is enough to keep the citizens of Dorn in their place.

Holy Assault
Instant C
Creatures you control get +1/+1 until end of turn.
Regardless of what particular cause the armies of Dorn each fight for, they all know that it is are both holy and right.

Iolisan Paladin
Creature — Human Knight R
First strike, protection from highest converted casting cost among permanents
“Iolis manifests to punish mankind for its hubris. His sacred order of paladins is charged with the same task; the perfect vassals to execute the mighty.” — Don Erim, Servant of Iolis
3/2

Kobold Guerrilla
Creature — Kobold Rebel Scout C
: Remove Kobold Guerrilla from combat and untap it. Prevent all combat damage that would be dealt to and dealt by it this turn.
“It seems that nearly half our tithes are spent on extermination.” — Pater Varen, Servant of Erithin
0/1

Novice Thaumaturge
Creature — Human Wizard C
When Novice Thaumaturge comes into play, shuffle target card that’s removed from the game into its owner’s library.
“Now with any luck, we won’t have a repeat of last week’s demon incident.”
1/1

Pull from Eternity
Instant U
Put target face-up card that’s removed from the game into its owner’s graveyard.
Those souls unfit for the light of any of the archons in the heavens are returned to the earth to rot in the soil with their bodies.

Rebanish
Instant U
Remove target card that’s removed from the game from the game. (It is treated as a new object in that zone)
“By the might of Erithin, Iolis, Sureth, and the Eightfold Light, I banish your horrible form from the memory of this world for eternity.” — Pater Colis, Archservant

Resounding Blink
Instant C
Remove target creature you control from the game, then return it to play under its owner’s control.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Blink, remove two target creatures you control from the game, then return them to play under their owners’ control.

Revenant Heirarch
Creature — Shade Cleric C
: All other creatures you control get +1/+0 until end of turn.
“My kin are formed of the stuff of shadows, turning mystic power into physical. I channel that same strength into my congregation.” — Pater Sespar
1/1

Sacred Purge
Sorcery R
For the rest of the game, if a creature would leave play, remove it from the game instead.
The servants of Erithin ensure that heretics leave no physical remains that might cause the rest of their flock to recall their martyrs.

Tithe the Fallen
Instant U
Remove up to three creature cards in your graveyard from the game. For each card removed in this way, search your library for a basic Plains, Swamp or Mountain card, reveal it and put it into your hand. Then shuffle your library.

Truespirit Archon
Creature — Archon C
Truespirit Archon can’t be removed from the game.
“Highest among mortals, yet lowest among our heavenly lords, they deny themselves paradise to guide the servants of the divinities.” — Pater Colis, Archservant
2/3

Writ of Glory
Enchantment — Aura C
Enchant creature
Enchanted creature has lifelink.
Remove Writ of Glory from the game: Gain 3 life.

Kobold Skulldugger
Creature — Kobold Rebel Rogue C
Whenever Kobold Skulldugger deals combat damage to a player, that player discards a card.
0/1

Specter of Idolatry
Creature — Specter R
Flying
Whenever Specter of Idolatry deals combat damage to a player, that player sacrifices a creature.
Wherever it goes, people cannot help but worship and offer themselves.
1/1

Surethi Blackguard
Creature — Human Knight U
First strike, protection from creatures with double strike or first strike
“Sureth’s knights are charged with a vile duty. Their sole purpose is to bring about the ends of the champions of all other archons.” — Don Erim, Servant of Iolis
2/1

Surethi Blight
Sorcery C
Destroy target creature with toughness less than the highest power among creatures you control. Its controller loses 3 life.

Coridan Dissident
Creature — Kobold Rebel C
Coridan Dissident is red.
, : Search your library for a Rebel permanent card with converted casting cost 1 or less and put that card into play. Then shuffle your library.
-1/1

Coridan Igniter
Creature — Human Rebel Wizard U
: Deal 1 damage to target creature or player.
, : Search your library for a Rebel permanent card with converted casting cost 3 or less and put that card into play. Then shuffle your library.
1/1

Coridan Insurgant
Creature — Kobold Rebel R
Other Kobold and Rebel creatures you control get +1/+1 and have Plainswalk.
“We arm ourselves with manacles and chains, a symbol of brotherhood, identical to those worn by the kobolds slaves in times past.” — Frater-General Rowen Epacith
1/1

Kobold Commando
Creature — Kobold Rebel Soldier C
Double strike
“Shouldn’t we be armed, Bik?” “You’ve got two arms. Use them.” 0/1

Razing Rally
Sorcery R
As an additional cost to play Razing Rally, sacrifice any number of lands.
Each opponent sacrifices an equal number of lands.

Awestriking Archon
Creature — Archon M
Deathtouch
All creatures must block Awestriking Archon if able.
If a creature dealt damage by Awestriking Archon this turn would leave play, remove it from the game instead.
Its brilliance is more intense than lightning.
6/6

Bleak Attendant
Creature — Shade Advisor C
: Target creature gets +1/+1 or -1/-1 until end of turn.
“Few realize that the essence of a shade can bring both great power and great weakness.” — Pater Sespar
1/1

Coridan Recommunicator
Creature — Human Rebel Cleric C
, : Put target creature card you own that’s removed from the game with converted casting cost 2 or less into play.
“Corida smiles on the exiles, heathens and outcasts. Where the servants of the divinities see only heretics to be forgotten, she sees an army to be remembered, and reborn.” — Frater-General Rowen Epacith
1/2

Desolate Ultimatum
Sorcery R
Remove all permanents from the game. Each player discards his or her hand.
Sages speculate that Dorn was a lush and vivid place millenia ago, before the use of such destructive magic.

Dorn Charm
Instant U
Choose one — Remove target artifact or enchantment from the game; or destroy target creature, it can’t be regenerated; or destroy target nonbasic land.
“Such devastation from such a small trinket.”

The Eightfold Light
Legendary Creature — Archon M
The Eightfold Light costs less to play for each card that’s removed from the game.
The Eightfold Light has power and toughness equal to twice the number of cards that are removed from the game.
*/*

Eliminate
Sorcery R
Remove target permanent from the game.
“Be gone.”

Oppression
Enchantment U
Whenever a permanent leaves play, if its controller owns less permanents of that type than all other players, he or she loses 1 life.
“When you have given all that you can give out of the goodness of your heart, it is our job to take whatever is left.” — Kroll of the Jet Blade, Surethi Slayer

Order of Erithin
Creature — Shade Knight U
First strike, deathtouch
: Order of Erithin gets +1/+1 until end of turn.
The Order of Erithin are tasked with leading the Sacred Purge. They are duty bound to hunt down the heretics and heathens and make of them an example of Erithin’s ire to the people of Dorn.
2/2

Scheming Familiar
Creature — Imp U
Flying
At the beginning of your upkeep, reveal the bottom card of your library. You lose life equal to its converted casting cost. Then put the revealed card into your hand.
1/1

Surethi Slayer
Creature — Human Assassin C
First strike
If a creature dealt damage by Surethi Slayer this turn would be put into a graveyard, remove it from the game instead.
4/1

Ascension Engine
Artifact M
, , Remove your library, graveyard, hand, and all permanents you control from the game: At the beginning of your next upkeep, you win the game. Play this ability only any time you could play a sorcery.

Obelisk of Dorn
Artifact C
: Add , or to your mana pool.
The obelisks play a large role in the various mythologies of Dorn, frequently existing as meeting places between archons and mortals. More often they exist as meeting places between warring armies.

Bleak Cathedral
Land U
Bleak Cathedral comes into play tapped.
: Add , or to your mana pool.
The imposing towers, the dirgeful bells, the blood glass dioramas, all serve to inspire awe amongst the faithful as much as to inspire fear amongst the heathens.

Dorn Panorama
Land C
: Add to your mana pool.
, , Sacrifice Dorn Panorama: Search your library for a basic Plains, Swamp or Mountain card and put it into play tapped. Then shuffle your library.
The lands and fortresses of Dorn are as imposing as its lords and heirarchs.


IMAGE(http://www.majhost.com/gallery/elzaban/DnD/wedgesymbol.gif)




Original Post
Dear Forumgoers,

A bit over a week ago, someone in the Future Set Speculation boards had posed the question of what the planes of the new Shards of Alara set would be like if they were enemy triads instead of allied triads. The idea of taking a plane and getting rid of polar opposites to see what you're left with interested me, and ideas didn't seem to be forthcoming, so I started pondering it.

Then last week I decided go through and start designing such a set, and not just to give me a chance to play around more with Magic Set Editor. I've mostly been working on it in solitude, so I wanted to post some of what I've been working on so far to get some feedback on flavour, balance, or the idea itself.

That about covers what I've got as of the end of September. I'd post full card lists, but I'm still trying to find images for a lot of them. Speaking of which, if anyone happens to know somewhere to get decent CC-licensed art or images for such purposes, I'd be grateful. Most of the ones so far have relied on Wikimedia Commons, which doesn't have too many centaurs, for instance.

-Elzaban
Response to Rauthiss
For the GBW shard:

You're missing the colors blue and red - both known for toying with spells and their love of instants. Maybe the shard is a shard where time flows very slowly or something, and there is a complete lack of instants to show this, somewhat how legions removed all spells. To compensate, have creatures that have variants of indestructible, lots of regeneration, and life gain/steal. After all, green, white, and green all have an affinity for keeping things around. My only concern? It's similar to the URW plane. Perhaps have, flavorwise, a plane that suffers from massive overpopulation?

Hmm, I like the slow time idea, especially combined with the fact that, back in Time Spiral blue and red were also the primary colours for manipulating time. The regeneration and life drain ideas certainly work, they're shared among all three colours. Not so sure on indestructable, but maybe on some of the green cards.

Flavourwise, I'm thinking maybe a natural plane of large, slow beasts and nightstalkers and wurms that inevitably grab their prey, being humans who are maybe a bit less limited in that concern. Have a number of only-play-as-a-sorcery abilities, or perhaps creatures that have to spend two turns attacking. Drawbacks to have particularly nasty monsters. Anyway, it's certainly a good starting point, cheers.

EDIT:
Slow Strike (When this creature attacks, it remains tapped and attacking until the end of your next combat phase. It only deals combat damage during your second assign damage step.)

Still seems a little wordy, and I'm not quite sure what sort of rules hullabaloo would be caused by a creature being declared as an attacker during other player's combat phases or just during non-combat phases.
Slow Strike (If this creature attacked durring your last turn, it doesn't untap)


Does that work?


Also, it looks pretty cool; I'd be interested in seeing what you end up with over all, it seems you have a very good jumping point.
For what it's worth, here's how I would see five wedge-shards, mainly in terms of values:

: A blasted-out world consisting of numerous petty kingdoms, each of which is trying to conquer all the territory it can.

: A land of such plenty that its inhabitants have no need to steal from each other or form great public works, instead developing their philosophical and artistic skills in whatever company they choose.

: A very primitive world whose inhabitants have constructed an elaborate (though inconsistent) system of rituals to cover every aspect of the life cycle.

: A world of almost pure energy, whose nigh-immortal inhabitants have a single, capricious hive mind.

: A world with a shocking variety of life forms, created by a high mutation rate and a very strong mating instinct among its inhabitants.
EDIT:
Slow Strike (When this creature attacks, it remains tapped and attacking until the end of your next combat phase. It only deals combat damage during your second assign damage step.)

Still seems a little wordy, and I'm not quite sure what sort of rules hullabaloo would be caused by a creature being declared as an attacker during other player's combat phases or just during non-combat phases.


I've had an idea for an ability called Slow Strike for some time, but I couldn't think of a way to apply it correctly. Although, my idea was creating a combat step after normal combat. Kind of like First Strike has one before normal combat.

Which would also open the door for Triple Strike!

Anyways, my reminder text would be:

Slow Strike (This creature deals combat damage after creatures without slow strike)

Or I could just rename my ability to Last Strike.

Rules Advisor from 8-26-09 to 1-31-14 (haven't been able to attend any FNMs or prereleases for 18 months now, no sense maintaining RA status)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

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.

Final Purge doesn't do anything.
Slow Strike (If this creature attacked during your last turn, it doesn't untap)

Does that work?


I've had an idea for an ability called Slow Strike for some time, but I couldn't think of a way to apply it correctly. Although, my idea was creating a combat step after normal combat. Kind of like First Strike has one before normal combat.

Which would also open the door for Triple Strike!

Anyways, my reminder text would be:

Slow Strike (This creature deals combat damage after creatures without slow strike)

Or I could just rename my ability to Last Strike.

The three different ideas all kind of have a different feel to them, I think. Harlie, your method's rather elegant, but it sort of feels like something that strikes and then is too exhausted to do so again for some time. But it may be how I'll have to end up wording it. Edacade, your suggestion is interesting, too, although it still feels like it's in the same timeframe as all the other fighters.

The feeling I kind of want to evoke is one of a creature coming forth to kill you - you know it's coming, you can try to stop it (multiple phases to block it), but it's a very impending doom (made more impending by the creature either having trample, or fear, or regeneration, something that makes it so that you can try to make it less effective, but it's going to get you. But doing so is unfortunately clunky, and my other mechanics are somewhat clunky as is, so I'll see if I can find some way to combine the various ideas.

For what it's worth, here's how I would see five wedge-shards, mainly in terms of values:

: A blasted-out world consisting of numerous petty kingdoms, each of which is trying to conquer all the territory it can.
: A land of such plenty that its inhabitants have no need to steal from each other or form great public works, instead developing their philosophical and artistic skills in whatever company they choose.
: A very primitive world whose inhabitants have constructed an elaborate (though inconsistent) system of rituals to cover every aspect of the life cycle.
: A world of almost pure energy, whose nigh-immortal inhabitants have a single, capricious hive mind.
: A world with a shocking variety of life forms, created by a high mutation rate and a very strong mating instinct among its inhabitants.

Yes, I agree with the , that's what I'm thinking I'll be doing with Dorn. As for and , they're similar to what I'm already doing, although I didn't go all the way on being such luminous beings, and for I tend to think of the artistic and philosophical stuff as being a primarily white trait. But as one of the flavour texts for one of the Thule cards says, the wizards there see it as an open canvas to paint their artistic view of nature on, so maybe that'd work out.

I like the idea for . The two things that kind of popped into my head when envisioning the plane were Voodoo and M. Night Shamaylan films. Something that kind of has that tribal primitive society feel, but with the whispers of the dark things out in the fens being all too real. It's certainly different from the other wedges.

Final Purge doesn't do anything.

Ah, it does something very important. When a card removed from the game is removed from the game, it counts as a new object that's removed from the game. It won't come back after it's Champion is killed, or the Nightmare goes to the graveyard, or someone Disenchants Oblivion Ring. I need to check, though, how it'll interact with RFG cards that are attached to other cards (Haunt or Mask, for instance). It's quirky, so I set it at uncommon, but it certainly has a mechanical usage.

Anyway, thanks for the feedback chaps, rarely hurts to have another viewpoint to look at a project like this.
I'd probably reword Final Purge a little. If you are in fact aiming to make the removed card a new object in the removed from game zone, then you need to put it into another zone first. Deen is right about it not doing anything at the moment. You can't remove a card from the game if it's already removed. Here's how I'd fix it:

Final Purge
Instant
Put target card removed from the game into its owner's graveyard, then remove it from the game.

That makes it a new object in the RFG zone. Although, I'm not entirely sure that it nullifies Champion and Oblivion Ring effects. Also, it doesn't interact with Haunt at all. Haunt works no matter what happens to the removed card, because it is applied as soon as the card with Haunt is removed from the game. In order to nullify Haunt you have to remove the card from the graveyard before it resolves.

Rules Advisor from 8-26-09 to 1-31-14 (haven't been able to attend any FNMs or prereleases for 18 months now, no sense maintaining RA status)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

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.

217.7e If an object in the removed-from-the-game zone is removed from the game, it doesn’t change zones, but it is treated as a new object that has just been removed from the game.

I'll probably add some reminder text to it to keep that straight though, as it certainly doesn't look like it should do anything at the moment. Also, I think I found a different way to do what I wanted to accomplish with Slow Strike. At first I tried wording a new ability such that the creature could be attacked (picture hunting parties gathering together to kill a particular foe). But then I think I hit something that kind of gets the feeling across that you can have a big monster, but over time, it can be taken down:

Vulnerable (Damage isn’t removed from this creature during the cleanup step.)

Creatures with this ability would likely either have high toughness, regeneration, indestructible or activated damage-removing abilities to cope (or would just simply be easy to kill through chump blocking if that's what you want). Also, if damage stays on them, it can be used in some ways. Maybe an indestructible, vulnerable (odd combination) creature that gets +X/-X, where X is the amount of damage on it.
I'd probably reword Final Purge a little. If you are in fact aiming to make the removed card a new object in the removed from game zone, then you need to put it into another zone first. Deen is right about it not doing anything at the moment. You can't remove a card from the game if it's already removed.

Actually, you can remove a card from the game that's already removed. It is treated as a new object, and completely forgets everything about its former state. It loses any counters it had on it, it loses any connections it had to permanents or other effects, etc. If the card was face-down, now it's face up.

217.1f If an object in the removed-from-the-game zone is removed from the game, it doesn’t change zones, but it is treated as a new object that has just been removed from the game.

I have too many irons in the fire.
Some useful keyboard shortcuts on Windows
Long dash (em-dash) — Alt+0151 Short dash (en-dash) – Alt+0150 Capital æsc Æ Alt+0198 Lowercase æsc æ Alt+0230 Or you could just copy/paste them from this signature, I guess.
o.O

I need to pay closer attention when I skim through the Comprehensive Rules...

Vulnerable is a cool idea, but they already did that. Wither.

Wither (This deals damage to creatures in the form of -1/-1 counters.)

The damage never goes away unless the creature has Immunity (counters can't be placed on it; not an actual keyword yet, but that's what I use in place of it) or you have some way to remove the counters. Vulnerable could use something similar. Either it gives creatures blocking or blocked by ~ wither, or it receives damage in the form of death counters or...oo! It receives damage in the form of -0/-1 counters! But that kind of defeats the purpose of indestructible...specify combat damage? Ok, possible reminder text for Vulnerable:

Vulnerable (This receives combat damage in the form of -0/-1 counters.)

Rules Advisor from 8-26-09 to 1-31-14 (haven't been able to attend any FNMs or prereleases for 18 months now, no sense maintaining RA status)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

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.

There are a few differences. The first being that damage is still removed by Regeneration, whereas counters are not. Also, the feeling I wanted to try to get across with the mechanic was that you could injure it, but it's still going to be going strong until you've actually made it dead. Add in the fact that there's already damage which does what I want it to do and I'm mostly set.

Plus the fact that I kind of wanted to focus the wedges in areas that haven't been focused on much in Magic: The bottom of the graveyard, spell targeting, ownership, removed-from-the-game (that one's a bit tenuous). -1/-1 just had Shadowmoor block. Caring about plain old damage is, I think, somewhat untapped design space. I'd certainly change it if something better came up (a more elegant slow strike or "this creature can be attacked", maybe), but I think it works in the range as it is now.

A Few Vulnerable Creatures
Heart Clutcher
Creature — Nightstalker C
Fear, vulnerable (Damage isn’t removed from this creature during the cleanup step.)
Pay 2 life: Regenerate Heart Clutcher.
3/3

Insatiable Fiend
Creature — Nightstalker U
Deathtouch, vulnerable (Damage isn’t removed from this creature during the cleanup step.)
: Remove 1 damage from Insatiable Fiend.
3/5

Scarred Crawler
Creature — Wurm C
Trample, vulnerable (Damage isn’t removed from this creature during the cleanup step.)
5/8

Twilight Loa
Creature — Nightstalker MR
Indestructible, vulnerable (Damage isn’t removed from this creature during the cleanup step.)
Twilight Loa gets +1/-1 for each point of damage on it.
4/10


Also, the Valir Dwarf Subset
Dwarven Terramorph
Creature — Dwarf Wizard C
, , Return a land you control to your hand: You may play an additional land this turn. Play this ability only when you could play a sorcery.
1/2

Fjordtunnel Mage
Creature — Dwarf Wizard C
, Return an Island you control to your hand: Counter target spell that targets you or a spell you control unless its controller pays .
“I am not what you think I am.”
1/2

Rock Harrower
Creature — Dwarf Berserker C
, Return a Mountain you control to your hand: Rock Harrower deals 2 damage to target creature.
“Heads up!”
2/1

Stoic Underguard
Creature — Dwarf Warrior C
Defender, first strike
, Return a land you control to your hand: Stoic Underguard loses defender until end of turn.
A good dwarven miner is well versed in the ways of warfare, in case of accidentally breaching in the midst of battle.
2/1

Throl Flintheart
Legendary Creature — Dwarf Berserker MR
, Return a land you control to your hand: Throl Flintheart gains double strike if that land was a Mountain, vigilance if it was a Plains, and flying if it was an Island.
Some say that he is less a part of the land than the the land is a part of him.
2/5
The only problem I see with your current idea of Vulnerable is the memory of damage. With multiple creatures on the field that are Vulnerable, there is no way I can remember that X creature has 3 damage on it, Y creature has 5 damage on it, and Z creature has 2 damage on it. You have to have some sort of counters on your creatures to "remember" the damage.

Vulnerable (This receives damage in the form of pain counters. When this has a number of pain counters on it equal to its toughness, destroy it. When this is regenerated, remove all pain counters from it.)

I don't particularly like creating new counter types, so let's use pain counters. Also, Vulnerable is starting to look more like Indestructible, which isn't a keyword ability per se. Indestructible and Unblockable are always preceded by "~ is"

This makes your cards look like so (ignoring regen and wurm):

Insatiable Fiend
Creature-Nightstalker
Deathtouch
CARDNAME is vulnerable.
: Remove a pain counter from CARDNAME.
3/5

Twilight Loa
Creature-Nightstalker
CARDNAME is indestructible and vulnerable.
Twilight Loa gets +1/-1 for each pain counter on it.
4/10

Rules Advisor from 8-26-09 to 1-31-14 (haven't been able to attend any FNMs or prereleases for 18 months now, no sense maintaining RA status)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

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.

Hmm, if I had to use one, I supposed pain counters would work. But if you look at training games for Magic and whatnot, many of them use counters for damage so that the new players remember that it's there until its removed during cleanup (incase someone Pyroclasm's after combat, for instance). Add in the fact that with pain counters, the mechanic is 33 words long, whereas without it, it's only 10, and it doesn't seem worth it. Plus, I'd like to make some other abilities that care about damage, and it'd be too set-inclusive if it only triggered off damage on one subset of a subset of creatures.

I think in implementation of it, I'd probably mention that using counters is an easy way to keep track of damage on vulnerable creatures on the Tips & Tricks card for Vulnerable. And then maybe reinforce the fact that they aren't real counters, so Clockspinning and Aether Snap wouldn't replace them.

Good call on it being an "~ is" mechanic though, I hadn't thought of that (which should be evident in that Twilight Loa down there just says Indestructible). I'm generally of the school of thought that Unblockable, Indestructible et al should be straight keywords, but that's the way they're set up, so I'll stick to it.
I've never seen a training game that uses counters for damage. o-O Hmm...I guess "damage counters" that exist outside of the game would work. Though I'm still not fond of wording that allows interaction with actual damage. Looking mainly at the Fiend here. Interesting idea, just not something I'd be comfortable playing with. :P

Rules Advisor from 8-26-09 to 1-31-14 (haven't been able to attend any FNMs or prereleases for 18 months now, no sense maintaining RA status)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

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.

The thing with fiend is that, while he can remove damage from himself, it costs a lot, and by the end of the turn, it'd already be free. Plus, it's usually worse than a "prevent X damage" effect, since there has to be damage on him already to remove. A couple strong blockers or a well-placed Blaze and he's dead. Main thing with it though is that if it just use counters, some other cards that remove damage from creatures or gain life based off damage in the set wouldn't work well with others. I'll see how it works in playtesting, though.

Also, here's the big mythic rare creatures as they currently are for each wedge.
4CCAB Mythic Rares
Valkyrie Matron
Creature - Spirit Berserker MR
Double strike, flying
When Valkyrie Matron is put into your graveyard from play, you may put another target blue, red or white creature from your graveyard into play.
Even the valkyries need to be brought back with the dawn.
4/6

Amorphous Overmental
Creature - Elemental MR
Haste
Amorphous Overmental can’t be the target of spells or abilities your opponents control.
Whenever Amorphous Overmental becomes the target of a spell, copy that spell. You may choose new targets for the copy.
At the heart of Thule lurks the perfect catalyst.
5/5

Toadstool King
Creature - Elder Fungus MR
At the beginning of your upkeep, put a spore counter on each nontoken creature you control.
Remove three spore counters from a creature you control: Put a 1/1 green Saproling token into play.
Sacrifice two Saprolings: Target player discards a card. If they do, draw a card.
The living embodiment of the mushroom court.
6/6

Twilight Loa
Creature - Nightstalker MR
Twighlight Loa is indestructible and vulnerable. (Damage isn’t removed from it during the cleanup step.)
Twilight Loa gets +1/-1 for each point of damage on it.
"Will work for flavour text."
5/10

Awestriking Archon
Creature - Archon MR
First strike
All creatures must block Awestriking Archon if able.
If a creature dealt damage by Awestriking Archon this turn would leave play, remove it from the game instead.
Its brilliance is more intense than lightning.
6/6
Weathers every attempt made on her life, but is left with a mark from each attempt.

Better ones soon.
Edacade, after further contemplation, I've come to agree with you about the whole counters thing. I liked the elegance of it, but you're right, when you get enough of them out, it'll be tough to remember. And -1/-1 was in Shadowmore, so mechanics that use it will at least be somewhat relevant to other sets. So, the new keyword for Luan (the plane) is as follows:

Fury X (This creature receives damage in the form of -1/-1 counters. It gets +X/+0 for each -1/-1 counter on it.)

Fury represent the damaged creatures being easier to kill in the long run, but in the short term, their pain and anger gives them strength, either just enough to counteract the pain (Fury 1) or surpass it (Fury 2+). Also, it can be set as Fury 0 if you want something that just gets weak with damage.

The New Twilight Loa
Twilight Loa
Creature - Nightstalker MR
Fear
Creatures you control have fury 2. (They receive damage in the form of -1/-1 counters. They get +2/+0 for each -1/-1 counter on them.)
Its hatred of existance fills all in the fens.
4/10


I liked the suggestion there, Deenreka, but I don't think it fit with the image I wanted to convey with the Loa. Although I might use something like that for the plane's legendary creature (I'm thinking some sort of really old hag).
I like what's been thought up in this thread, but for what it's worth I don't think Conflux will be about wedge shards- the art preview is Progentius (the "god" of Naya) ripping through a bunch of Bant soldiers (I don't know if this has already been established).
Hmm...I like Fury. It has flavor and works better than Vulnerable. It's almost like a keyword ability I came up with for a contest (and have changed somewhat for a set idea I had) called Augment. Augment N means that the creature in question gets +N/+N for each counter on it, and surprisingly works with negative numbers. Fury could potentially work with negative numbers as well.

Also, to C-Euro: This isn't speculation, it's a "what if?" thread about Alara, had it been wedges instead of arcs. Or something like that.

Rules Advisor from 8-26-09 to 1-31-14 (haven't been able to attend any FNMs or prereleases for 18 months now, no sense maintaining RA status)
Joined the crowd and got an Avatar from zammm's Avatar Workshop on 5-6-2012

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.

I've been working on a project similar to this one for some time; although you had a 22-day head start on me, I didn't look at your stuff until today, wanting to avoid mimicking your ideas. My own creation has stalled a bit, and I've gotten a concrete enough idea of what I'm doing that I was no longer worried about subconsciously swiping your stuff, so I thought I'd come take a look and compare notes.

I don't mean to be rude or boastful, but I think your work here leaves something to be desired. My ideas are more than a tad overcomplected, but yours just don't seem that interesting in most places, and even the ones that are kind of cool need serious polishing.

Things I do like include:
* The idea of "huge slow horrors" in WBG, though I think BGU might be a better place for them. White often means white weenie, after all, while blue almost always plays slowly.
* Twilight Loa - Great name, and neat mechanical idea.
* Rage Owl - Dumb pun, but amusing dumb pun, and hasty fliers always entertain me. I had the idea of fetching cards from the bottom of the library a while back, but I'm not sure it's a good idea now that effects like Condemn have basically ruled that the deader-than-dead zone at least as much as RFG.
* Wingleaf Vine - So-so card, but I looove the flavor text.
* Mask - Needs a lot of mechanical work, but you're on to something interesting here.

Criticisms:
* Dwarf Landbounce - Kamigawa Moonfolk. Feels all wrong for dwarves to be doing such a thing.
* Ultimatum cycle - Yeah, I also put some ultimatums into my design, but not without misgivings; frankly, I think seven-colored-mana spells are not something we need to see five more of. I'm currently trying to come up with a template I like better for the uberspells of my setting, and have had promising results with something I'm calling the Exemplify cycle, though it still needs work and I've kept the top-down designs of my Masterstrokes up in the meantime.
* Noggles - Dude, why? Noggles were silly enough in Shadowmoor; take them away from the Celtic setting that had the ill sense to inspire them, and they're just Assfolk with a less impressive name. Bleah.
* Noggle Catalyst - 0-mana Twincast? Bah-roken! Turn 4 Blaze for 6, turn 5 Blaze for 8, not to mention your Ultimatums. Turn 7 Cruel Ultimatum x2? Yipe! Slap an activation cost on that thing, but pronto!
* Fury - Now wait a minute, if it takes damage as -1/-1s, then gets +1/+0 for each, then it's just taking damage as -0/-1s. Yes you can give it a fury number of 2 or higher, but having an "Ability X" where X needs to be above 2 to do anything is really dumb. Rampage 1, Amplify 1, Bushido 1, Bloodthirst 1, Devour 1 - these all do something, even if a larger number does more. Plus you're making it way more complicated than it needs to be; just say that it gets +1/+0 for each 1 damage on it. (This wouldn't interact well with wither, admittedly, which does seem like a shame. But I don't think there's a decent way of doing it otherwise.)
* Final Purge - Looks incredibly stupid, even if it does actually do something. Better to shuffle the card into the library, or even just put it on top of the library and then back in RFG, which at least feels like a reverse Flicker (without abusing CIP effects or graveyard-from-anywhere triggers).
* Horedan Caller - Does he work in a horehouse? Get this man a name transplant, stat.

Sorry that most of what I have to say is so negative; I really don't mean to discourage you or be a jerk. It would only be fair if you came over to my thread and ripped it a new one.

http://forums.gleemax.com/showthread.php?t=1103880
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
I am very impressed with the work you've done!

On flavor
Valir: It works, but its not drawing me in yet. Its missing something.
Thule: I really enjoy the idea of a swirling cascade of energy for these colors. Objects being formed and brought into existences by sheer thought! I would turn to the blown-glass wizards of the riptide laboratory for inhabitant inspiration.
Fyra: Exactly what I was thinking for this color group, a whole bunch of wild back stabbing
Luan: The flavour is good, the mechanics don't match though. It reminds me of Shadow of the Colossus. Please use that as inspiration, that would rock!
Dorn: Probably my favourite. Someone already said that this should be a blasted wasteland of desolation. I say run with it. A landscape dotted with pitch black pin pricks into the void. Obviously the most damaged during the sundering of Alara.

On mechanics
Valir: Endless is neat, but I think it needs to have something more to play around with it more. Bottom of your library is a rare place for cards to deal with in magic history. So to make the mechanic work you'll need to fill the wedge with cards dealing with it, which will narrow design options...
Thrule: I just love it.
Fyra: I think mask is great with its current wording. Definitely playable and would really add a fun dynamic to the game. Its like mixing morph and haunt!
Luan: There was talk of a "slow Strike", I think this should be revisited. For a plane where time runs slow and is , its weird to see a mechanic called "fury" here. Here's my take on slow strike (please excuse the bad wording

Slow Strike (This creature deals combat damage as well as damage equal to its power during the defending target's next upkeep)

Ofcourse this would bring on the dreaded Triple Strike!

Dorn: A mechanic I don't think is needed, but be careful with this set. Kamigawa didn't too to well because its cards were very isolated to the block, and didn't play well with other cards in magic (cough, cough arcane and spirits). So learn from those mistakes and try and make "removed from the game" playable

Random notes on the cards
Rage Owl is amazing, probably your best flavorful card up there. I would change the name to reflect the flavour of the wedge, but I love the pun. Very elegant design with Endless.

Final purge is one of my favorites. You NEED to put the reminder text on though.

Overall your cards for Dorn are very well made so far. Exploring alot of the edges of the mechanic

For Fyra, be careful with playing too much with controlling and ownership. Ill-given gains is fun, but Beguiling Ultimatum hurts my head (keep the name though, it's awesome)


Overall, great work. I'm going to keep visiting this thread to check for updates. If you need help or opinions on cards, just ask!
I think a good way to look at all five of your worlds to see if they really fit their colours is by looking at the Ultimatums casting costs.

The worlds each have a main colour, the one with 3 symbols.
They also have two secondary colours, the ones with 2 symbols.

Now in Shards the two secondary colours both complement the main colour. And of course in the Wedges, the two secondary colours are both enemies to the main colour. If you add the other symbols on an ultimatums mana cost you get 4, which is more than the the main colour. So I am thinking that each world should show that the main colour is in some ways being overcome by the alliance of the secondaries.

The easiest example I can think would be for the White-Black-Green wedge. White and Green both share life. I personally envision a world that is teeming with life. Insert Black. The inhabitants of this plane desire to use this massive life force for themselves. They steal the ever abundant life and use it to further their own means. But despite this constant drain on life, there is always more and more.(Because there is more Green and White than there is Black)

You can apply this 3-2-2 theory to each of the wedges. For White-Red-Blue I see a raging world that is slowly being brought onto its knees, but only through the cooperation and determination of those in it. If there is a moment of weakness, brought in by blues deception or by whites caring nature, then the rage strikes.

For that example I thought of the Blacker elements of Blue, and the Greener parts of White, if the secondary colours try to use those traits, they are less successful in uniting and being able to overcome the main colour.

I realize the only real fault in the way I am looking at things is that is focuses more on each colour separately, which I suppose in a gold set isn't exactly what you are trying to do. But I still think it's a good way to look at world design. If the two secondary colours unite, then they have more strength than the main colour.
To my earlier comments, I will add one more positive - I really like the "target me" theme in GUR, although it seems like you may have gone a little high-concept on some of the abilities involved and made it overly complex - but it would depend on just how much kooky stuff you had going on. As a general concept at least, it's neat, and I'm having to resist the urge to swipe it for my setting, in which GUR's theme is a vague "combo-riffic" vibe that's proving hard to work up on individual cards.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
I haven't actually looked at this in a little while, midterms and job interviews and whatnot. I've had most of Valir, Thule and Fyra done in the card files for a while now, just waiting for some art, but I'll address some comments first before posting the raw text (for anyone who wanted to try reading it, personally, I'd wait for a visual spoiler).

To willpell
* Wingleaf Vine - So-so card, but I looove the flavor text.

Sadly, Wingleaf Vine didn't make the cut (too many cards in the shard, and too many cards with Mutable. It ended up in Fyra as Webvine Willow with rather different flavour text.
* Dwarf Landbounce - Kamigawa Moonfolk. Feels all wrong for dwarves to be doing such a thing.

Originally they put land on the bottom of the library. I pictured it as the dwarves of Valir tilling the land (from underneath), forming the world as they saw fit. Plus, I wanted some manner of subtheme for Valir that wasn't just throwing things to the bottom of the library. But I'm open to suggestions.
* Ultimatum cycle - Yeah, I also put some ultimatums into my design, but not without misgivings; frankly, I think seven-colored-mana spells are not something we need to see five more of. I'm currently trying to come up with a template I like better for the uberspells of my setting, and have had promising results with something I'm calling the Exemplify cycle, though it still needs work and I've kept the top-down designs of my Masterstrokes up in the meantime.

The main thing I wanted to do with this was to recreate all the aspects of Shards, just with the Wedges instead of the Arcs. That includes Ultimatums, 4CCCC creatures, Panoramas, Obelisks, the works. Only thing I might have missed the mark on is having as much limited-only garbage. If I was doing just triple-colour stuff, I probably wouldn't have included a lot of them, and I'd have done a few things somewhat differently.
* Noggles - Dude, why? Noggles were silly enough in Shadowmoor; take them away from the Celtic setting that had the ill sense to inspire them, and they're just Assfolk with a less impressive name. Bleah.
* Noggle Catalyst - 0-mana Twincast? Bah-roken! Turn 4 Blaze for 6, turn 5 Blaze for 8, not to mention your Ultimatums. Turn 7 Cruel Ultimatum x2? Yipe! Slap an activation cost on that thing, but pronto!

There are four U/R races in magic: Dwarves (which I already had in), Goblins (which I didn't want to include), Elementals (which were already in that slot), and Noggles. I had wanted genetic experiments in the set, and a race of donkey people seemed to fit the bill. They're rediculous, but that's the point.
* Fury - Now wait a minute, if it takes damage as -1/-1s, then gets +1/+0 for each, then it's just taking damage as -0/-1s. Yes you can give it a fury number of 2 or higher, but having an "Ability X" where X needs to be above 2 to do anything is really dumb. Rampage 1, Amplify 1, Bushido 1, Bloodthirst 1, Devour 1 - these all do something, even if a larger number does more. Plus you're making it way more complicated than it needs to be; just say that it gets +1/+0 for each 1 damage on it. (This wouldn't interact well with wither, admittedly, which does seem like a shame. But I don't think there's a decent way of doing it otherwise.)

See above for the long debate we had on Damage vs. -1/-1 counters. I'm in favour of damage, but -1/-1 is more clear-cut mechanically. Although I agree, the name isn't quite as great. The current version calls it Scarred.
* Horedan Caller - Does he work in a horehouse? Get this man a name transplant, stat.

I believe you are thinking of a whorehouse. Horedan Callers are servants of the rogue Archon Horeda, who takes in the outcasts and heretics to forge her army of dissidents. She has Humans and Kobolds as her main followers.

For EchoSwitch
Valir: Endless is neat, but I think it needs to have something more to play around with it more. Bottom of your library is a rare place for cards to deal with in magic history. So to make the mechanic work you'll need to fill the wedge with cards dealing with it, which will narrow design options...

There are some other cards outside that wedge that can target the bottom of the graveyard. Fyra has a bottom-or-top mill card, and Dorn has a few bottom-to-RFG and vice-versa.
Final purge is one of my favorites. You NEED to put the reminder text on though.

You're in luck! The current version does indeed have reminder text, to go alongside it's shiny new flavour text.
For Fyra, be careful with playing too much with controlling and ownership. Ill-given gains is fun, but Beguiling Ultimatum hurts my head (keep the name though, it's awesome)

Shards of Alara's confusing shard was Esper. People had to deal with colour and artifact being at the same time, but they'd seen a few examples before. Fyra is the same for Wedges. It takes control and ownership seriously, which some cards have touched before, but not much. It's the "here's something to wrap your head around" wedge, although it still has some straightforward cards.


Alright, with that out of the way, here's the sloughfest of the text spoiler for the current Valir, for anyone who wants to try looking at it. (And if you think looking at it's bad, try formatting it, yeesh. I don't know how these other YMTSet guys do it).
VALIR
Ascending Striker
Creature — Pegasus R
When Ascending Striker attacks, choose one — Ascending Striker gains flying until end of turn, or Ascending Striker gains first strike until end of turn.
Whether fleet of foot or wing, it still charges valiantly into battle.
2/1

Living to Legend
Instant U
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Put target attacking or blocking creature on the bottom of its owner’s library.

Silent Skald
Creature — Human Bard C
Put Silent Skald on the bottom of its owner’s library: Put target creature card in your graveyard on the bottom of your library.
The greatest heroes tell their own tales.
1/1

Dwarven Terramorph
Creature — Dwarf Wizard C
, , Return a land you control to your hand: You may play an additional land this turn. Play this ability only when you could play a sorcery.
1/2

Reminiscing Sage
Creature — Human Wizard C
If you would draw a card, shuffle your library then draw a card instead.
“I remember knowing this before.”
1/3

Repress
Instant C
Put the top four cards of target player’s library on the bottom of his or her library.
Draw a card.
“Few things are forgotten forever — it just takes time for them to come back.”

Scholarly Skald
Creature — Human Bard C
Put Scholarly Skald on the bottom of its owner’s library: Draw a card.
“Let me go check my tomes and I’ll get right back to you.”
1/1

Souljourn
Instant U
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Counter target spell. If that spell is countered this way, put it on the bottom of its owner’s library instead of into that player’s graveyard.

Blitzvalkyrie
Creature — Spirit Berserker R
At the beginning of your upkeep, your may remove the bottom card of your library from the game. Blitzvalkyrie deals damage to target player equal to that card’s converted casting cost.
Even when being ushered to their final reprieve, the souls of the past still fight on.
4/4

Blood Chorus
Enchantment R
Each nonbasic land you control is a Mountain in addition to its other land types.
Nonbasic lands you don’t control are Mountains.
“The old dwarves claim that wherever a drop of blood is spilt, a mound of earth will one day be.” — Bruin Alfmantle, Dwarf Mystic

Bloodhoof Strider
Creature — Centaur Warrior C
First strike
: Bloodhoof Strider gains lifelink until end of turn.
Coursing at the head of the herd, the striders strike fast and strike hard.
3/1

Burning Chord
Instant U
Burning Chord deals damage to target creature or player equal to the number of cards in your hand.
“There’s a reason why they’re called skalds.” — Bjorn Ursus, Berserker

Dogpile
Instant C
Dogpile deals damage to target creature or player equal to the number of attacking creatures you control.
It was soon clear that the berserkers took the phrase “punch through their defenses” very literally.

Essence Collector
Creature — Dwarf Mystic C
, Return a Plains you control to your hand: Gain 3 life.
Not all warriors can be blessed by the valkyries. The leftover fragmented souls on the fields of valor are instead taken in by the dwarves.
1/1

Eternal Rager
Creature — Human Berserker C
Endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.)
Those who fight and laugh and slay, shall live to kill another day.
1/1

Eternal Strength
Enchantment — Aura C
Enchant creature
Enchanted creature gets +1/+0 and has haste.
Put Eternal Strength on the bottom of your library: Enchanted creature gets +3/+0 until end of turn.

Faltering Valkyrie
Creature — Spirit Mystic U
Put the bottom card of your library into your graveyard: Target creature can’t block Faltering Valkyrie this turn.
Those valkyries who deign to touch the earth still find ways to avoid those unworthy of their blessing.
2/1

Field of Valor
Enchantment R
At the end of each player’s turn, that player may put a +1/+1 counter on each creature that attacked that turn.
The fields of Valir host a bloody crop of corpses, strewn weapons, and victory.

Fjordtunnel Mage
Creature — Dwarf Wizard C
, Return an Island you control to your hand: Counter target spell that targets you or a spell you control unless its controller pays .
“I am not what you think I am.”
1/2

Funeral Pyre
Instant R
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Funeral Pyre deals 6 damage divided as you choose among any number of target creatures.
If a creature dealt damage by Funeral Pyre would be put into a graveyard from play this turn, put it on the bottom of its owner’s library instead.

Neverending Flame
Instant C
Endless (If this spell card would be put into your graveyard after resolving, you may put it on the bottom of your library instead.)
Deal 3 damage to target creature.
On Valir, even the fires eschew the normal patterns of life and death.

Rallying Courser
Creature — Centaur Berserker R
Haste, endless
As long as Rallying Courser is in your graveyard, creatures you control get +1/+0 and have haste.
The absence of his thundering footfalls rally his troops stronger than their presence.
4/3

Resounding Warcry
Instant C
Attacking creatures get +2/+0 until end of turn.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Warcry, attacking creatures get +4/+0 until end of turn.

Rock Harrower
Creature — Dwarf Berserker C
, Return a Mountain you control to your hand: Rock Harrower deals 1 damage to target creature.
“Heads up!”
1/1

Searing Skald
Creature — Human Bard C
Put Searing Skald on the bottom of its owner’s library: Searing Skald deals 1 damage to target creature or player.
“A very skillful storyteller can make his audience feel his hero’s death.” — Sven Heartweaver, Warskald
1/1

Teller of Tales
Creature — Centaur Bard U
Haste
Put Teller of Tales on the bottom of your library: Search your library for a Bard card, reveal it, and put it into your hand. Then shuffle your library.
“Some say that he knows more stories than there are spirits in the heavens.” — Sven Heartweaver, Warskald
2/1

Valir Battlemage
Creature — Human Mystic U
, : Target creature gets +0/+2 until end of turn.
, : Put the bottom card of your library on top of your library.
The combination of rare herbs and divine prowess lends the ability to remember the past and to keep the living from joining it.
2/2

Valkyrie's Chosen
Creature — Human Berserker C
: Valkyrie’s Chosen gains flying until end of turn.
“Their steeds hold bonds not to the earth, but only to the heavens.” — Jorel Fyr, Warlord
2/1

Valkyrie's Herald
Creature — Human Bard U
, , Sacrifice a red creature, a white creature and a blue creature: Search your library for a card named Valkyrie Matron, reveal it, and put it into play. Shuffle your library.
He tends for that which tends for all.
1/1

Wartorn Knight
Creature — Human Knight R
First strike, protection from instants
“These knights care not for order or chaos, but for the fight. Their devotion is only to driving their enemies before them in battle.” — Jorel Fyr, Warlord
2/2

Battle Maiden
Creature — Human Warrior U
Endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.)
When Battle Maiden is put into your graveyard from play, put a 2/2 red Spirit Berserker token with double strike and flying into play.
1/3

Conflagration Stampede
Creature — Pegasus C
First strike, flying
“From the horizon, I believed the hills to be aflame, but as the conflagration neared, I saw the truth in their burning wings, and heard my doom on their smoking breath.”
5/3

Heartfire
Sorcery U
Heartfire deals 3 damage to target creature or player and you gain 3 life.
When Heartfire is put into your graveyard from anywhere, it deals 1 damage to target creature or player and you gain 1 life.
Cycling

Jorel Fyr, Warlord
Planeswalker — Jorel M
{+1} Tap target non-land permanent.
{-2} Return target creature that blocked this turn to the top of its owner’s library.
{-5} Until the beginning of your next upkeep, whenever a creature attacks you, you may draw a card.


Rage Owl
Creature — Bird C
Flying, haste
When Rage Owl comes into play, look at the bottom two cards of your library and place them on top of your library in any order.
1/1

Rise of the Valkyries
Instant R
As an additional cost to play Rise of the Valkyries, remove two creature card in your graveyard from the game.
Put two 2/2 red Spirit Berserker tokens with double strike and flying into play.

Serene Valkyrie
Creature — Spirit Mystic U
Flying, endless (If this card would be put into your graveyard from play, you may put it on the bottom of your library instead.)
Sacrifice Serene Valkyrie: Destroy target enchantment.
2/2

Stoic Underguard
Creature — Dwarf Warrior C
Defender, first strike
, Return a land you control to your hand: Stoic Underguard loses defender until end of turn.
A good dwarven miner is well versed in the ways of warfare, in case of accidentally breaching in the midst of battle.
2/1

Throl Flintheart
Legendary Creature — Dwarf Berserker M
, Return a land you control to your hand: Throl Flintheart gains double strike if that land was a Mountain, vigilance if it was a Plains, and shroud if it was an Island.
Some say that he is less a part of the land than the the land is a part of him.
2/5

Valir Charm
Instant U
Choose one — Creatures without flying can’t block this turn; or put target artifact or enchantment on the bottom of its owner’s library; or put the bottom card of your library into your hand.
“Even in the haze of fury, there’s always room for tactics.” — Jorael Kor, Warlord

Valkyrie Matron
Creature — Spirit Berserker M
Double strike, flying
When Valkyrie Matron is put into your graveyard from play, you may put another target blue, red or white creature from your graveyard into play.
Even the valkyries need to be brought back with the dawn.
4/6

Valorous Ultimatum
Sorcery R
Reveal the bottom card of your library. You may play it without paying its casting cost.
Creatures you control have first strike, flying and haste until end of turn.
Once a century, the valkyries bless all Valir.

Helm of the Valkyrie
Artifact — Equipment R
Equipped creature gets +2/+2 and gains flying. It is a Spirit in addition to its other creature types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Obelisk of Valir
Artifact C
: Add , or to your mana pool.
Amongst the bloodshed and warcries of Valir, the obelisks stand as vital landmarks in the field of battle.

Mead Hall
Land U
Mead Hall comes into play tapped.
: Add , or to your mana pool.
“Mirth and drink flow as freely here as flesh and blood, and when we pass from the Field of Valor, we will live on in the songs of the skalds.” — Throl Flintheart, Dwarf Chief

Valir Panorama
Land C
: Add to your mana pool.
, , Sacrifice Valir Panorama: Search your library for a basic Mountain, Plains or Island card and put it into play tapped. Then shuffle your library.
The sounds of warfare flow over the plains and fjords like a cacophonous avalanche.
Originally they put land on the bottom of the library. I pictured it as the dwarves of Valir tilling the land (from underneath), forming the world as they saw fit. Plus, I wanted some manner of subtheme for Valir that wasn't just throwing things to the bottom of the library. But I'm open to suggestions.

TBOL is definitely more interesting here, and might have interesting tension with the rest of the mechanics (eg pushing your Endless cards further up and making it harder to reach them with a Rage Owl).

The main thing I wanted to do with this was to recreate all the aspects of Shards, just with the Wedges instead of the Arcs.

Okay, well that puts a bit more of a distance between your version and mine; my Ketola deliberately diverges from Alara wherever I can, keeping the parallel only when I can't think of something cool to try instead. But if you're doing an "alara what-if", why not make the creative match? Have leotaus in WBG instead of WUG, viashino in one of the red shards, etc? (Again, my Ketola setting is deliberately steering wide of Alara since it's intended to be completely distinct, thus that I'd publish it the year after Alara if I could.)

See above for the long debate we had on Damage vs. -1/-1 counters. I'm in favour of damage, but -1/-1 is more clear-cut mechanically. Although I agree, the name isn't quite as great. The current version calls it Scarred.

Better, much better.

I believe you are thinking of a whorehouse. Horedan Callers are servants of the rogue Archon Horeda, who takes in the outcasts and heretics to forge her army of dissidents. She has Humans and Kobolds as her main followers.

My point was that because it sounds like it has a silent W, you might want to change her name. I know what it's like to be a purist, but sometimes you have to recognize when an idea isn't good just because you had it. (The hardest lesson for any creative person to learn, methinks!)

(And if you think looking at it's bad, try formatting it, yeesh. I don't know how these other YMTSet guys do it).

Patience and dedication! Also, Copy/Paste helps a lot.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
TBOL is definitely more interesting here, and might have interesting tension with the rest of the mechanics (eg pushing your Endless cards further up and making it harder to reach them with a Rage Owl).

Okay, well that puts a bit more of a distance between your version and mine; my Ketola deliberately diverges from Alara wherever I can, keeping the parallel only when I can't think of something cool to try instead. But if you're doing an "alara what-if", why not make the creative match? Have leotaus in WBG instead of WUG, viashino in one of the red shards, etc? (Again, my Ketola setting is deliberately steering wide of Alara since it's intended to be completely distinct, thus that I'd publish it the year after Alara if I could.)

My point was that because it sounds like it has a silent W, you might want to change her name. I know what it's like to be a purist, but sometimes you have to recognize when an idea isn't good just because you had it. (The hardest lesson for any creative person to learn, methinks!)

Yes, I actually hadn't thought about using the dwarves to push Exalted stuff further up. That's another plus in it's direction.

As far as the flavour goes, I wanted to stick to the mechanical aspects of it, and the creative concepts that lead to the final version, but I wanted to go a different route on the actual implementation of those created concepts. Although, speaking of the leotau, that reminds me that I could probably stand to have a bit more overlap in creature types between them. As they are now, aside from Human, they're basically very insular. Also, I've changed Horeda to Corida for the time being.

Anyway, here's some more of that patience and copy/paste (a bit harder when you do it all with Magic Set Editor. Should try to make an applet that converts it to a BBCode text document. Anyway, here's the current version of Thule's cards for :

THULE
Ambulatory Projection
Creature — Illusion Wall C
Defender
Mutable — Whenever Ambulatory Projection becomes the target of a spell, it loses defender and its power and toughness are switched until end of turn.
1/5

Chromatomancer Novice
Creature — Human Wizard U
Mutable — Whenever Chromatomancer Novice becomes the target of a spell, that spell becomes the color or colors of your choice.
Whenever Chromatomancer Novice blocks or becomes blocked by a creature, that creature becomes the color or colors of your choice until end of turn.
1/1

Chromatomantle
Enchantment — Aura R
Enchant creature
Enchanted creature has protection from its colors. This effect doesn’t remove Chromatomantle.
“Since our encounter, Ambris Kor has begun guarding his workshop with a wall of every color unknown to man.” — Chirin Aldin

Chromatomorphisis
Instant C
Change the text of target spell or creature by replacing all instances of one color word with another.
“Work on creating a ninth spectral color is up to 57%.” — Chirin Aldin, Chromatomancer

Conductive Eel
Creature — Fish R
Mutable — Whenever Conductive Eel becomes the target of a spell, it deals 2 damage to target player and 1 damage to you.
“I’ll tell you one thing, it isn’t conductive to my health.” — Ambris Kor, Artificer
1/1

Dismiss
Instant U
Counter target spell.
Draw a card.
“I think those energies would be better spent working for me.”

Energy Infusion
Instant C
Target creature gains flying and vigilance until end of turn.
Initial test results for the new awareness spell were noted “unremarkable” until the researcher noticed he was in the air.

Extrasensory Infusion
Instant C
Until end of turn, target creature is unblockable and can’t be the target of spells or abilities your opponents control.
The research assistant was stuck for a fortnight before his teammates realized he hadn’t just walked out of the test on them.

Fatigue Test
Instant C
Choose a target creature. If you don’t control that creature, it gets -4/-0 until end of turn. Otherwise, draw a card.
The researchers win knowledge whether or not the subject passes the test.

Figmentation
Creature — Illusion C
Mutable — Whenever Figmentation becomes the target of a spell, return it to its owner’s hand at end of turn.
“The previously churning colour coalesced, materially providing the projected image. However, further tests led to the subject’s deterioration.” — Theurgen research notes
2/2

Forkling
Creature — Elemental U
Mutable — Whenever Forkling becomes the target of a spell, put a token into play that’s a copy of Forkling.
“Subject exhibits protozoan reproduction patterns in magical fields. Future work will require arcanic proofed laboratory.” — Vitras research notes
0/1

Gaseous Transmogrifant
Creature — Elemental R
Flying
Mutable — Whenever Gaseous Transmogrifant becomes the target of a spell, all other targets of that spell become copies of Gaseous Transmogrifant until end of turn.
3/3

Mind Out Of Matter
Sorcery R
Until end of turn, each target creature you control has “when this creature deals combat damage to an opponent, draw a card.”

Overmental's Herald
Creature — Illusion Shaman U
, , Sacrifice a blue creature, a red creature and a green creature: Search your library for a card named Churning Overmental and put it into play.
“The lure of arcane puissance is hard for any to resist, especially those formed from that same power.” — Yil Deen, Theurgenist
1/1

Plasmic Savant
Creature — Human Mutant Shaman C
Shroud
: Plasmic Savant gets +2/+2 and loses shroud until end of turn. Play this ability only once each turn.
True control of one’s form is to both enact and prevent change.
1/1

Recreativity
Enchantment R
, Discard a card: Return an instant or sorcery card with converted casting cost less then or equal to X from your graveyard to your hand.
“Anyone can be completely original. I prefer somewhat more derivative works.” — Chirin Aldin, Chromatomancer

Reinfuse
Instant R
Counter target spell. Its controller gains life equal to twice its converted casting cost.
“A simple shift in the local energies transforms the magic field potential back into lifeforce. However, current tests yield this lifeforce in the opposite direction.” — Vitras research notes

Resounding Twist
Instant C
Tap or untap target permanent.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Twist, tap or untap two target permanents.

Simulacrum Swarm
Sorcery U
Put X 1/1 blue Illusion Minion creatures into play, where X is the power of target creature you control.
“The long term risk of research has been removed, at the cost of a rather dangerous capital.” — Yil Deen, Theurgenist

Theurgen Assistant
Creature — Noggle Wizard C
Flash
, Sacrifice Theurgen Assistant: Theurgen Assistant deals 1 damage to target creature of player. Draw a card.
Those noggles with successful ideas rarely live long enough to see the results.
2/1

Thule Battlemage
Creature — Human Wizard U
, : Target spell that targets a single creature deals 2 damage to that creature in addition to its other effects.
, : Target spell that targets a single creature gives that creature +2/+2 until end of turn in addition to its other effects.
“Some wizards forge their own spells. So do I.”
2/2

Updraft Phantasm
Creature — Illusion Scout C
Mutable — Whenever Updraft Phantasm becomes the target of a spell, it gains flying until end of turn.
Whenever Updraft Phantasm becomes the target of an ability, sacrifice it.
“Levitation very unstable outside arcanic field. Stand far back.” — Theurgen research notes
2/1

Acceleration Infusion
Instant C
Target creature gains double strike and haste until end of turn.
Getting twice as much work done took on a whole new tone for the less sapient test subjects.

Amorphous Lancer
Creature — Elemental C
Mutable — Whenever Amorphous Lancer becomes the target of a spell, it gets +1/+0 and gains first strike until end of turn.
“Was surprised by sudden appearance of spiked protuberance in magic field. Minions were less lucky” — Vitras research notes
1/1

Theurgen Familiar
Creature — Snake Mutant U
First strike
Spells you play that target creatures you don’t control cost less to play.
“Exponentially decreasing energy input with venom infusion from fang extraction procedure.” — Theurgen research notes
2/1

Genius Loci
Instant U
Until end of turn, target land becomes a 3/3 creature that is still a land. Until end of turn, it gains lifelink if it could produce . The same is true for shroud and , deathtouch and , first strike and , and trample and .

Koren Vitras
Planeswalker — Vitras M
{+1} Put a +1/+1 counter on target creature.
{-2} Search your library for a land card and put it into play. Then shuffle your library.
{-6} Until end of turn, lands you control become 3/3 Mutant creatures with trample that are still lands.


Momentum Infusion
Instant C
Target creature gets +2/+0 and gains trample until end of turn.
Many mages manipulate mass, others speed, but some do both.

Spasmic Plasma
Creature — Elemental R
Mutable — Whenever Spasmic Plasma becomes the target of a spell, it gains +2/+2 and trample until end of turn.
“Subject responds to arcanics violently, easily overwhelming minions and junior researchers.” — Vitras research notes
2/2

Squamous Sinew
Creature — Elemental R
Mutable — Whenever Squamous Sinew becomes the target of a spell, put a +1/+1 counter on it and regenerate it.
“Each spell hurled at it only serves to further increase its strong self-rejuvinating abilities.” — Vitras research notes
2/2

Vitras Familiar
Creature — Frog Mutant U
Reach
Spells you play that target creatures you control cost less to play.
“The elongated tongue assists in reaching test subjects, as well as any unfortunate ex-researchers.” — Vitras research notes
1/2

Arcane Ultimatum
Sorcery R
Add three mana of any combination of , or to your mana pool. Until end of turn, instants and sorceries you play that would target a single creature instead target all creatures target player controls.

Churning Overmental
Creature — Elemental M
Churning Overmental can’t be the target of spells or abilities your opponents control.
Mutable — Whenever Churning Overmental becomes the target of a spell, copy that spell. Choose new targets for the copy. The copy cannot target Churning Overmental.
At the heart of Thule lurks the perfect catalyst.
5/5

Echoing Rush
Instant U
Target creature and each other target creature with the same name as that creature get +3/+3 and gain haste until end of turn.
“The thing about sympathetic arcanics is that you have to make sure all your test subjects are restrained.” — Lir Hedaal, Vitras Rogue

Entroponaut
Creature — Human Scout U
Flash, haste, nonbasic landwalk
“Sure, they’ve all got their towers and labs and whatnot, but are they the ones who have to go out there and collect the subjects?” — Forees, Entroponaut
2/2

Grant Research
Instant R
Reveal the top five cards in your library. Target opponent chooses a creature card, an instant card, and a sorcery card from the revealed cards. Put those cards into your hand and put the rest on the bottom of your library in any order.

Living Flood
Creature — Elemental C
Islandwalk
Mutable — Whenever Living Flood becomes the target of a spell, target land become an Island until end of turn.
1/1

Lost in the Moment
Instant U
Choose a target creature. Counter target spell if it has equal or lower converted casting cost.
“Sorry, were you thinking something?”

Noggledrix
Creature — Noggle Mutant C
Noggledrix can’t be blocked except by creatures without abilities.
Mutable — Whenever Noggledrix becomes the target of a spell, it gets +3/+3 and loses all abilities until end of turn.
“A donkey is a much better subject than a rabbit.” — Lir Hedaal, Vitras Rogue
2/2

Nogglyst
Creature — Noggle Minion C
, Sacrifice Nogglyst: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
“Process efficiency improved by eighty-nine percent. The catalyst is ready to enter mass production” — Theurgen research notes
1/1

Thule Charm
Instant U
Choose one — Copy target instant or sorcery spell, you may choose new targets for the copy; or Thule Charm deals 3 damage divided as you choose between up to three of target creatures; or put a +1/+1 counter on each of two target creatures.
To Thule’s mages, the world is an open canvas.

Yil Deen, Theurgenist
Legendary Creature — Human Wizard M
Mutable — Whenever Yil Deen becomes the target of a spell, you may search your library for an instant or sorcery card with equal converted casting cost. If you do, reveal it, and put it in your hand. Then shuffle your library.
“One good breed deserves another.”
2/3

Metathopter
Artifact Creature — Thopter C
Mutable — Whenever Metathopter becomes the target of a spell, it gets -0/-1 and gains flying until end of turn.
“She works fine unless you overload her arcanics. Then she’s dead in the aether, so to speak.” — Ambris Kor, Artificer
0/2

Obelisk of Thule
Artifact C
: Add , or to your mana pool.
In an ever-changing landscape where even the very forces of nature are at its inhabitants whims, the obelisks remain one of the few constants.

Entropic Expanse
Land U
Entropic Expanse comes into play tapped.
: Add , or to your mana pool.
The lands of Thule are a harsh place for those possessed of weak minds, but for those with the will to tame it, the bounty of its resources are laid bare.

Thule Panorama
Land C
: Add to your mana pool.
, , Sacrifice Thule Panorama: Search your library for a basic Island, Mountain or Forest card and put it into play tapped. Then shuffle your library.
Only in Thule is the wilderness made tame while the tamers are made wild.
Well, I took a big push and got Dorn finished mechanically today, aside from some polishing and some flavour-text, and the everpresent problem of art. Unfortunately, I'm not quite ready to tackle the challenge that is extracting and formating it for the boards, even if that was all done. So, what you get instead (if you consider having 46 cards with no art to slog through as "getting something") is the card list for Fyra, the Wedge.

FYRA
Ill-Given Gains
Instant R
Target player gains control of target permanent you control until the beginning of your next upkeep.
“In the mushroom court, losing one’s status by refusing a gift is often better than losing one’s life accepting it.”

Metonymy
Instant C
Counter target spell that targets a permanent you own.
“I look after my own, wherever their current allegiences lie.” — Earl Biblith

Silverscale Earl
Creature — Elder Fish R
Islandwalk
When Silverscale Earl deals damage to a player, put a flood counter on target land that player controls. That land is an Island in addition to its other land types as long as it has a flood counter on it.
The earl leaves a part of himself wherever he goes.
4/4

Darkleaf Garotte
Creature — Elf Assassin C
First strike
At the beginning of your upkeep, pay 2 life or tap Darkleaf Garotte.
3/1

Darkwhisper Wasp
Creature — Insect Rogue C
Fear, mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
When Darkwhisper Wasp comes into play, if its mask cost was paid, discard two cards at random.
1/1

Foxwing Duke
Creature — Elder Bat R
Flying
Sacrifice a creature: Regenerate Foxwing Duke. It gains fear until end of turn.
The duke’s servants are both retainers and rejuvinaters.
4/3

Paranoid Agent
Creature — Human Assassin C
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
: Destroy target creature you control.
The enemy of my allies should also be my friend.
2/1

Unseen Betrayer
Creature — Human Assassin C
: Regenerate Unseen Betrayer.
: Destroy target creature you own.
Poison is more efficient for terminating double agents, but far less entertaining.
2/2

Attendant of the Eldest
Creature — Human Advisor U
When Attendant of the Eldest comes into play, search your library for an Elder card, reveal it, then shuffle your library and put that card on top of it.
Elders get +1/+1 and have shroud.
Despite their youth, the attendants never outlive their ancient masters.
1/1

Elder's Blessing
Instant C
Creatures you control get +2/+2 and gain trample until end of turn if you control an Elder. Otherwise, target creature gets +5/+5.
In the presence of the Elders, the rivalries amongst the court become far less overt.

Fae Masquerade
Sorcery U
Put a 1/1 green Faerie Advisor token with flying into play under each player’s control for each nontoken creature that player owns. (You own all tokens put into play this way)
While the swirl of masks may be hard to keep track of, the swirl of allegiences is even harder.

Fae Striker
Creature — Faerie Warrior R
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
During your upkeep, Fae Striker deals 2 damage to target creature you own.
Fae Striker can only attack on its owner’s turn.
3/3

Fickle Nightcrawler
Creature — Worm C
Trample
At the beginning of your upkeep, if a player has more land in play than any other, that player gains control of Fickle Nightcrawler.
Its services go to the highest dinner.
6/4

Fyra Battlemage
Creature — Human Druid U
, : Look at target face down card or the top card of target player’s library.
, : Each opponent reveals a card at random from his or her hand.
Humans make up for their lack of intrigue with powerful, yet subtle, magic.
2/2

Horde Servant
Creature — Human Druid C
Creatures you control get +1/+1
At the beginning of your upkeep, if a player has more creatures in play than any other, that player gains control of Horde Servant.
He longs for war in a land of intrigue.
2/2

Jaded Elf
Creature — Elf Assassin C
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
During your upkeep, if you own Jaded Elf, you gain 2 life. Otherwise, you lose 1 life.
2/2

Jinxed Vineyard
Enchantment R
At the beginning of your upkeep, add to your mana pool.
Sacrifice a creature: Target player gains control of Jinxed Vineyard. (This effect doesn’t end at end of turn)
Its tenders soon find its wine to be poison.

Naturalize
Instant C
Destroy target artifact or enchantment.
“The agents of the fae courts have always kept their wits about them in the face of unknown gifts and trinkets. You never know here what innocuous device might try to kill you.” — Seihan Darkeye

Nightcrawler Marquis
Creature — Elder Worm R
Trample
When Nightcrawler Marquis comes into play, put two 1/1 green Faerie Advisor tokens with flying into play under each opponent’s control. (You own all tokens put into play this way)
The marquis cares less for the court’s favor than he does for the court’s flavor.
8/6

Resounding Storm
Instant C
Resounding Storm deals 2 damage to each creature with flying and each player.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Storm, it deals 4 damage to each creature wth flying and each player.

Savvy Fae
Creature — Faerie Advisor U
Mask ](: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
When Savvy Fae comes into play, if its mask cost was paid, draw two cards. Otherwise, it comes into play with a +1/+1 counter on it and has shroud.
0/0

Slaughterfly
Creature — Insect Rogue R
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
When Slaughterfly comes into play, if its mask cost was played, sacrifice X creatures.
It burrows from one host straight into another.
3/3

Spinneret Sire
Creature — Elder Spider R
Deathtouch, reach
Spinneret Sire can block any number of creatures.
Experienced courtiers never accept invitations to the sire’s parlor.
3/6

Territorial Acquisition
Sorcery C
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Cycling (, Discard this card: Draw a card.)

Toadstool Colonist
Creature — Fungus Advisor C
At the beginning of your upkeep, put a spore counter on Toadstool Colonist.
Remove three spore counters from Toadstool Colonist: Put a 1/1 green Saproling creature token into play under target player’s control (You own tokens made this way)
1/2

Toadstool's Herald
Creature — Faerie Druid U
, , Sacrifice a green creature, a black creature and a blue creature: Search your library for a card named Toadstool King and put it into play.
Many courtiers disagree on whether the herald gives life to the toadstools, or merely calls forth what was always there.
1/1

Uncovered Ring
Enchantment — Aura C
Enchant land
Enchanted land is a Forest, Island and Swamp in addition to its other land types.
As time goes on, old rings fade from use, only to be found anew centuries later.

Watchful Courtier
Creature — Elf Advisor C
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
Vigilance
“A good courtier is always on his guard.”
1/2

Wereworm Courtesan
Creature — Human Worm Druid C
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
If its mask cost was paid, Wereworm Courtesan comes into play with three +1/+1 counters on it and has trample.
1/1

Wild Dogs
Creature — Hound C
At the beginning of your upkeep, if a player has more life than any other, that player gains control of Wild Dogs.
Cycling (, Discard this card: Draw a card.)
In the courts of Fyra, man’s best friend can be persuaded otherwise.
2/1

Beguiling Ultimatum
Sorcery R
Gain control of all creatures you own that you don’t control. For each creature you gained control of this turn, gain control of target creature.
“The moment the strands of my web are pulled taut, ensnaring the flies within — that is what I live for.” — Kitirik, Swarm Princess

Fae Dismisser
Creature — Faerie Druid C
Shroud
When Fae Dismisser comes into play, return target artifact or enchantment to its owner’s hand.
“I have not the time nor the patience to deal with vapid intrigue.” — Lacuna Sporecap
2/1

Fyra Charm
Instant U
Choose one — Put two 1/1 green Faerie Advisor tokens with flying into play; or target player gains control of target creature you own; or target player discards a card at random.
The fey courtiers make use of any advantage they can get — political or magical.

Kitirik, Swarm Princess
Legendary Creature — Insect Advisor M
Kitirik, Swarm Princess’s power and toughness are equal to the number of Advisors you control.
, : Gain control of target non-Advisor creature. It becomes an Advisor in addition to its other creature types as long as you control it.
*/*

Mycotic Seer
Creature — Fungus Wizard U
At the beginning of your upkeep, put a spore counter on Mycotic Seer.
Remove three spore counters from Mycotic Seer: Put a 1/1 green Saproling token into play.
Sacrifice a Saproling: Look at the top two cards of your library and put them back in any order.
It reads the fungal entrails of its children.
2/3

Seihan Darkeye
Planeswalker — Seihan M
{+1} Look at the top card and bottom card of target player’s library.
{-X} Target player reveals X non-land cards from his or her hand. Choose a card revealed in this way. That player discards that card.
{-5} Search target player’s library for a creature and put it into play under your control. That player shuffles his or her library.


Sporecrown Animist
Creature — Fungus Druid U
At the beginning of your upkeep, put a spore counter on Sporecrown Animist.
Remove three spore counters from Sporecrown Animist: Put a 1/1 green Saproling token into play.
Sacrifice a Saproling: Target land becomes an X+1/X+1 creature until end of turn, where X is the number of land types it has. It is still a land.
2/2

Toadstool King
Creature — Elder Fungus M
At the beginning of your upkeep, put a spore counter on each nontoken creature you control.
Remove three spore counters from a creature you control: Put a 1/1 green Saproling token into play.
Sacrifice two Saprolings: Target player discards a card. If they do, draw a card.
The living embodiment of the mushroom court.
6/6

Unwanted Allies
Creature — Faerie Advisor R
Shroud
When Unwanted Allies comes into play, you may exchange control of Unwanted Allies and target creature an opponent controls.
"Bad help is so hard to be rid of.”
2/2

Venomwhip Agent
Creature — Elf Assassin C
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
: Regenerate Venomwhip Agent.
“Why hire an assassin resistant to poison when you can hire one resistant to death?”
2/1

Web of Doubt
Instant U
Choose one — Put the top five cards of target player’s library into his or her graveyard; or put the bottom five cards of target player’s library into his or her graveyard.
“The strands of the mind can be plucked just as easily as those of a cobweb.” — Kitirik, Swarm Princess

Webvine Willow
Creature — Plant C
Reach, shroud
“Many a meeting takes place under their webstrewn boughs, warding off trespassers both above and below.” — Celestes of Spinneret Court
0/3

Jinxed Effigy
Artifact — Equipment R
At the beginning of your upkeep, Jinxed Effigy deals 2 damage to equipped creature and 2 damage to you.
Pay 2 life: Attach Jinxed Effigy to target creature. Its controller gains control of Jinxed Effigy.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Obelisk of Fyra
Artifact C
: Add , or to your mana pool.
Many mushroom rings are founded around central obelisks in Fyra. Their high spires can be seen for miles above the fungal growths and dying trees.

Fyra Panorama
Land C
: Add to your mana pool.
, , Sacrifice Fyra Panorama: Search you library for a basic Forest, Island or Swamp card and put it into play tapped. Then shuffle your library.
Few other places hold nature so subtle in its aggression and malice.

Mushroom Court
Land U
Mushroom Court comes into play tapped.
: Add , or to your mana pool.
At the heart of Fyra, the beast and beings of its various principalities and fiefdoms come together to honour the Elders, and play the deadly game of guile and misdirection.

Some cards with "art"
IMAGE(http://www.majhost.com/gallery/elzaban/DnD/valirfyraart.jpg)
As you can see, I need some real art. As it is, I only have any for maybe 30 cards, and it all falls under the categories of photographs, paintings from the 1800's, and lawn gnomes (or lawn dwarves, I guess). I really need more open source fantasy art. Maybe I'll start hanging around the art college.
Darkwhisper Wasp
Creature — Insect Rogue C
Fear, mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
When Darkwhisper Wasp comes into play, if its mask cost was paid, discard two cards at random.
1/1

You might want to clarify "it's controller discards", as it's deeply head-scratching otherwise.

Foxwing Duke
Creature — Elder Bat R
Flying
Sacrifice a creature: Regenerate Foxwing Duke. It gains fear until end of turn.
The duke’s servants are both retainers and rejuvinaters.
4/3

This is beautiful. I love abilities that are simultaneously offensive and defensive, so you activate them at different times for different reasons.

Elder's Blessing
Instant C
Creatures you control get +2/+2 and gain trample until end of turn if you control an Elder. Otherwise, target creature gets +5/+5.
In the presence of the Elders, the rivalries amongst the court become far less overt.

Again, beautiful. It might occasionally be frustrating, as you might want the +5/+5 (to stop a Lightning Axe targeting your fave creature, say) and not be able to access it because an Elder is in play. But the Overrun will be the preferable half most of the time, so having that be the conditional is correct.

Fae Masquerade
Sorcery U
Put a 1/1 green Faerie Advisor token with flying into play under each player’s control for each nontoken creature that player owns. (You own all tokens put into play this way)
While the swirl of masks may be hard to keep track of, the swirl of allegiences is even harder.

Ab-solutely beautiful.

Fae Striker
Creature — Faerie Warrior R
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
During your upkeep, Fae Striker deals 2 damage to target creature you own.
Fae Striker can only attack on its owner’s turn.
3/3

The last line here is a trifle problematic; the player might ask himself whether a "given" Striker permits him to attack on his opponent's turn. You might be able to replace it with "Fae Striker cannot attack unless you own it" or the like and eliminate the ambiguity.

Fyra Battlemage
Creature — Human Druid U
, : Look at target face down card or the top card of target player’s library.
, : Each opponent reveals a card at random from his or her hand.
Humans make up for their lack of intrigue with powerful, yet subtle, magic.
2/2

This is usually going to be completely useless. And since when is revealing a card in hand black? Maybe do a "name a card, then target opponent reveals a card at random, if it's the named card he or she discards it?" Long, I know. You can probably do better.

Territorial Acquisition
Sorcery C
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Cycling (, Discard this card: Draw a card.)

This may prove to be too strong. I think if such a basic effect hasn't been done in three cycling blocks, it may have been killed in development each time. The closest they've come is Edge of Autumn, which has obviously been nerfed. The basic version might work, but also might not.

Uncovered Ring
Enchantment — Aura C
Enchant land
Enchanted land is a Forest, Island and Swamp in addition to its other land types.
As time goes on, old rings fade from use, only to be found anew centuries later.

This is a puzzling design when contrasted with Lush Growth. Obviously you've recognized that a strict port of Lush Growth would be problematic given how common islandwalk and swampwalk are; you'd never put it on your own land. But now, it's really weak to put it on an opponent's land, as he won't lose anything. And its expense makes it bad for your own land because it doesn't increase your mana production, only offers extra colors. Maybe all this was on purpose. This may prove to have been a wiser fix than my Fertile Waters, but it seems strange nonetheless.

Watchful Courtier
Creature — Elf Advisor C
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
Vigilance
“A good courtier is always on his guard.”
1/2

Is it intentional that a WBG or GUR deck could use this as its only green creature for a Herald, using mask to play it without ever producing green mana?

Wereworm Courtesan
Creature — Human Worm Druid C
Mask (: Remove this card in your hand from the game face down attached to target creature. When it leaves play, you may pay . If you do, its controller puts this card into play.)
If its mask cost was paid, Wereworm Courtesan comes into play with three +1/+1 counters on it and has trample.
1/1

HAHAHAHAHA!!!!! Oh my GOD! "Wereworm" is funny enough, but "Courtesan?" Those are some very kinky people!!! I've been considering wormfolk for Dormayr, but this is a whole other, um, can.

Wild Dogs
In the courts of Fyra, man’s best friend can be persuaded otherwise.
2/1

Love the new FT.

Fae Dismisser
Creature — Faerie Druid C
Shroud
When Fae Dismisser comes into play, return target artifact or enchantment to its owner’s hand.
“I have not the time nor the patience to deal with vapid intrigue.” — Lacuna Sporecap
2/1

A slight flavor disconnect - you said that Fyra is basically all about intrigue. Can any of its citizens get away with dismissing it as vapid? It seems like it'd be sort of like a member of the House of Representatives saying that politics is a waste of time.

Kitirik, Swarm Princess
Legendary Creature — Insect Advisor M
Kitirik, Swarm Princess’s power and toughness are equal to the number of Advisors you control.
, : Gain control of target non-Advisor creature. It becomes an Advisor in addition to its other creature types as long as you control it.
*/*

Like the effect, but it comes with some slightly annoying memory issues. I could see keeping all the stolen creatures right around her to help remember, but there might still be some issues if they got moved around due to combat or the like. Still, it's a mythic rare, so this might be okay. Say, was it intentional that you mimed the mana costs of Mayael the Anima? Just curious; you don't see "6, TAP" every day.

Mycotic Seer
Creature — Fungus Wizard U
At the beginning of your upkeep, put a spore counter on Mycotic Seer.
Remove three spore counters from Mycotic Seer: Put a 1/1 green Saproling token into play.
Sacrifice a Saproling: Look at the top two cards of your library and put them back in any order.
It reads the fungal entrails of its children.
2/3

"Fungal entrails?" Dude, that's silly. Fungi are the most entrail-less things in nature; even a blade of grass has more internal structure complexity. How about this: The seeds of future events are carried like spores on his childrens' final breaths.

Seihan Darkeye
Planeswalker — Seihan M
{+1} Look at the top card and bottom card of target player’s library.
{-X} Target player reveals X non-land cards from his or her hand. Choose a card revealed in this way. That player discards that card.
{-5} Search target player’s library for a creature and put it into play under your control. That player shuffles his or her library.

Nice move making the +1 ability interact with Valir. But the Coercion ability is horribly overpriced; given what the other -X planeswalker abilities do, nobody will want to use this. Plus, the non-land clause is unenforceable, because there's no provision for the player revealing the rest of his hand to prove that it's all lands. And the Bribery effect doesn't seem quite strong enough for an ultimate - Jace, Chandra, and with the right creature supply Liliana are all instant wins, and the others all lend themselves to being backbreaking with a little setup work. (Frankly, Ajani Vengeant's ultimate ability is kind of weak, since by itself it doesn't win even against a goldfish, nor does it do anything unique in the game's history like Elspeth. But this is still worse, as you're only getting one creature, which probably won't compare flatteringly to the Avatar token from Ajani Goldmane.)

My suggestion: Make the second ability a -X Bribery for CMC X creature - not X or less, but X exactly, because this intersects with the first ability since you'll be seeing a few of his creatures, so it creates more of a "gathering information" vibe. Try to have at least one card in the set that can make the opponent shuffle his library several times, enabling you to get a different bottom card to look at. Meanwhile, my suggestion for his ultimate: a fairly cheap (-5 is probably right) Lobotomy or [/card]Cranial Extraction[/card]. It isn't instantly gamewinning, but it at least cripples the opponent like Ajani Vengeant, and ties into the "superior intelligence" Dimir vibe you're going for.

(PS, I don't think I've mentioned, it's slightly strange to have a Norse setting for Valir but then use the name Thule for a different shard, as Thule is an old word for Greenland and thus carries an implicitly Nordic vibe. If you've considered this and decided it's okay, okay, but I thought I'd better mention it otherwise.)

Sporecrown Animist
Creature — Fungus Druid U
At the beginning of your upkeep, put a spore counter on Sporecrown Animist.
Remove three spore counters from Sporecrown Animist: Put a 1/1 green Saproling token into play.
Sacrifice a Saproling: Target land becomes an X+1/X+1 creature until end of turn, where X is the number of land types it has. It is still a land.
2/2

Oooh, I don't like this a bit. Transparently screams to be comboed with Uncovered Ring, and is fairly useless the rest of the time. Plus it combos with Alpha and Ravnica duals, which don't need any boosting, and it would hurt that the Shardland and Panorama are worse than basics with him. You don't really have room to add a "land types matter" vibe here, so I'd say just make it a fixed effect - 2/2 or 3/3 creatures, whichever you were thinking of as "the usual" for his X effect.

Toadstool King

Tiny nitpick: that should read according to the templating rule for multicolor costs.

Unwanted Allies
Creature — Faerie Advisor R
Shroud
When Unwanted Allies comes into play, you may exchange control of Unwanted Allies and target creature an opponent controls.
"Bad help is so hard to be rid of.”
2/2

I love the flavor text, but this might break a little, as normally exchange effects have to have some limiting factor to make sure you aren't grabbing a Darksteel Colossus without at least giving up an 11/1-until-end-of-turn or some Affinity monster with a printed CMC of 11. Also, do your faeries sometimes not fly? Magic faeries almost always do; the non-flying ones like Shelkin Brownie have been ruled Ouphes. If you take exception to this, I don't blame you, but keep in mind - with no art to contradict them, players will see the word "faerie" and tend to expect them to fly. Which maybe they should, since that way you're giving away more most of the time, but also have a potential combo with Squall effects to reinforce the green connection.

Jinxed Effigy
Artifact — Equipment R
At the beginning of your upkeep, Jinxed Effigy deals 2 damage to equipped creature and 2 damage to you.
Pay 2 life: Attach Jinxed Effigy to target creature. Its controller gains control of Jinxed Effigy.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Oh, I'm so jealous you thought that up before I did. That's one of the coolest and kookiest Equipment designs I've seen lately. One nitpick though - although you do like to give your stuff away in Fyra, I didn't see any real reason why you need your opponent to have your artifacts, so I think you could accomplish most of this card's purpose with "Jinxed Effigy deals 2 damage to equipped creature and 2 damage to that creature's controller" and skip the control change of the Effigy itself - unless of course shoving the Effigy itself back and forth was the whole point. Also, since there's almost never a reason to put this on your own creature, you could probably dispense with the normal equip clause, though I suppose I could see leaving it on too so there's reason to plan ahead and give your creatures away without paying life to Effigy them afterward. Anyway. Maybe there's nothing wrong with the card as-is, I just thought I'd suggest some alternatives.

[sblock=Some cards with "art"]As you can see, I need some real art. As it is, I only have any for maybe 30 cards, and it all falls under the categories of photographs, paintings from the 1800's, and lawn gnomes (or lawn dwarves, I guess). I really need more open source fantasy art. Maybe I'll start hanging around the art college.

Um, you do know that Teller of Tales is already a card? Also, which shard is the Centaur Bard from?

PS, I'm not sure on copyright law, but you might be able to clear yourself by using images that have been Photoshopped to rotate their colors or something, so you could retool commercial art. As I say, I don't know for sure this is legal, but it seems like you could at least argue for it being your work. If you know otherwise, I'd appreciate a heads-up.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
The last line here is a trifle problematic; the player might ask himself whether a "given" Striker permits him to attack on his opponent's turn. You might be able to replace it with "Fae Striker cannot attack unless you own it" or the like and eliminate the ambiguity.

I see what you mean. I've changed it accordingly.

This is usually going to be completely useless. And since when is revealing a card in hand black? Maybe do a "name a card, then target opponent reveals a card at random, if it's the named card he or she discards it?" Long, I know. You can probably do better.

That was it's ability originally, and it is long. The current one used to be the blue ability before I got rid of the black and wrote a new blue. I've changed it now so that the blue one can look at the bottom of the library, and the black one just makes everyone lose 1 life (I know, not greatly inspired).

This may prove to be too strong. I think if such a basic effect hasn't been done in three cycling blocks, it may have been killed in development each time. The closest they've come is Edge of Autumn, which has obviously been nerfed. The basic version might work, but also might not.

This still costs one more to use than Edge of Autumn, and has a costlier cycling cost (sac a land is usually pretty cheap by the point that you don't want to use Edge). I had considered making the cycling cost coloured, but I didn't want to completely screw other decks from running it.

This is a puzzling design when contrasted with Lush Growth. Obviously you've recognized that a strict port of Lush Growth would be problematic given how common islandwalk and swampwalk are; you'd never put it on your own land. But now, it's really weak to put it on an opponent's land, as he won't lose anything. And its expense makes it bad for your own land because it doesn't increase your mana production, only offers extra colors. Maybe all this was on purpose. This may prove to have been a wiser fix than my Fertile Waters, but it seems strange nonetheless.

Uh, this is actually due to me forgetting exactly what Lush Growth did when writing it up. It's supposed to be a complete replacement, with a price boost due to the Swamp/Islandwalk thing (although there isn't a whole ton of those in this set).

Is it intentional that a WBG or GUR deck could use this as its only green creature for a Herald, using mask to play it without ever producing green mana?

Error in me translating it over to BBCode. It's mask cost is . It's supposed to just be a decent creature that can be played in installments with mask.

A slight flavor disconnect - you said that Fyra is basically all about intrigue. Can any of its citizens get away with dismissing it as vapid? It seems like it'd be sort of like a member of the House of Representatives saying that politics is a waste of time.

Also, do your faeries sometimes not fly? Magic faeries almost always do; the non-flying ones like Shelkin Brownie have been ruled Ouphes. If you take exception to this, I don't blame you, but keep in mind - with no art to contradict them, players will see the word "faerie" and tend to expect them to fly.

The faeries of Fyra have basically a two-stage life cycle. The flying faeries that come in the form of 1/1 flying Faerie Advisor tokens are the mainstay of the court, but they're not big players. They're primarily mindless, have little individuality, and use the politics as a natural defence mechanism to keep them alive. Most of them are eaten by the Elders. Those who survive mature and become individuals (represented by the actual cards), shedding their wings in the process. These older Faeries tend to avoid the intrigue, as most of them directly serve the Fungus lords, which basically grants them political immunity as well (the real reason most of them have Shroud). It's the difference between Faerie Swarm and Rubinia Soulsinger. The new flavour text for Dismisser helps clarify this somewhat.

Like the effect, but it comes with some slightly annoying memory issues. I could see keeping all the stolen creatures right around her to help remember, but there might still be some issues if they got moved around due to combat or the like. Still, it's a mythic rare, so this might be okay. Say, was it intentional that you mimed the mana costs of Mayael the Anima? Just curious; you don't see "6, TAP" every day.

She used to give "web counters" to mark this, but it was too long and wasn't very elegant. If I get to playtest them eventually I'll see how just remembering plays out. And, yes, that's where the pricing came from mostly.

"Fungal entrails?" Dude, that's silly. Fungi are the most entrail-less things in nature; even a blade of grass has more internal structure complexity. How about this: The seeds of future events are carried like spores on his childrens' final breaths.

To be fair, her children are Saprolings (which I forgot when writing that bit of text). But, yeah, it's pretty terrible. So I've replaced it with something terrible in another way: "It's children are the future.". I'm awful.

Nice move making the +1 ability interact with Valir. But the Coercion ability is horribly overpriced; given what the other -X planeswalker abilities do, nobody will want to use this. Plus, the non-land clause is unenforceable, because there's no provision for the player revealing the rest of his hand to prove that it's all lands. And the Bribery effect doesn't seem quite strong enough for an ultimate - Jace, Chandra, and with the right creature supply Liliana are all instant wins, and the others all lend themselves to being backbreaking with a little setup work. (Frankly, Ajani Vengeant's ultimate ability is kind of weak, since by itself it doesn't win even against a goldfish, nor does it do anything unique in the game's history like Elspeth. But this is still worse, as you're only getting one creature, which probably won't compare flatteringly to the Avatar token from Ajani Goldmane.)

My suggestion: Make the second ability a -X Bribery for CMC X creature - not X or less, but X exactly, because this intersects with the first ability since you'll be seeing a few of his creatures, so it creates more of a "gathering information" vibe. Try to have at least one card in the set that can make the opponent shuffle his library several times, enabling you to get a different bottom card to look at. Meanwhile, my suggestion for his ultimate: a fairly cheap (-5 is probably right) Lobotomy or [/card]Cranial Extraction[/card]. It isn't instantly gamewinning, but it at least cripples the opponent like Ajani Vengeant, and ties into the "superior intelligence" Dimir vibe you're going for.

Only reason that middle one is -X is because when I was transposing her, I realized I had two 5-cost, 4-loyalty planeswalkers with +1, -2 and -5 abilities. It was a stopgap fix. You're right about the gamewinning ability, and that it isn't. The Bribery as -X fix works nicely, although I think the ultimate being Extirpate/Lobotomy doesn't quite work. It's even less gamewinning, except against combo. At the moment I have it as "Target opponent reveals his or her hand. Choose a card revealed this way and remove it from the game. You may play it without paying its casting cost."

(PS, I don't think I've mentioned, it's slightly strange to have a Norse setting for Valir but then use the name Thule for a different shard, as Thule is an old word for Greenland and thus carries an implicitly Nordic vibe. If you've considered this and decided it's okay, okay, but I thought I'd better mention it otherwise.)

I did not know this. Looking up on it, I could maybe relate it to the Nazi Thule Society's Atlantian kind of concept, but that would be cheap. Consider it's name Quol. I'll still keep Valir in for the , but it's really tempting. The more you know!

Oooh, I don't like this a bit. Transparently screams to be comboed with Uncovered Ring, and is fairly useless the rest of the time. Plus it combos with Alpha and Ravnica duals, which don't need any boosting, and it would hurt that the Shardland and Panorama are worse than basics with him. You don't really have room to add a "land types matter" vibe here, so I'd say just make it a fixed effect - 2/2 or 3/3 creatures, whichever you were thinking of as "the usual" for his X effect.

It used to trigger off how many colours it could produce, but I switched it to this to save space (to be fair, each wedge has on average one card that will add or change land types). But you're right, it's cleaner as just 3/3, which is what it was supposed to give on average.

Tiny nitpick: that should read according to the templating rule for multicolor costs.

Multicolour costs always go in WUBRG order, and in enemy triads, it starts with the "central" colour (see Fungal Shambler et al.)

I love the flavor text, but this might break a little, as normally exchange effects have to have some limiting factor to make sure you aren't grabbing a Darksteel Colossus without at least giving up an 11/1-until-end-of-turn or some Affinity monster with a printed CMC of 11.

This card is basically Gilded Drake. It costs more because you're giving them something weaker, and also have the option of exchanging (you can keep this if you want it, and it doesn't get sacrificed if they have no creatures).

Oh, I'm so jealous you thought that up before I did. That's one of the coolest and kookiest Equipment designs I've seen lately. One nitpick though - although you do like to give your stuff away in Fyra, I didn't see any real reason why you need your opponent to have your artifacts, so I think you could accomplish most of this card's purpose with "Jinxed Effigy deals 2 damage to equipped creature and 2 damage to that creature's controller" and skip the control change of the Effigy itself - unless of course shoving the Effigy itself back and forth was the whole point. Also, since there's almost never a reason to put this on your own creature, you could probably dispense with the normal equip clause, though I suppose I could see leaving it on too so there's reason to plan ahead and give your creatures away without paying life to Effigy them afterward. Anyway. Maybe there's nothing wrong with the card as-is, I just thought I'd suggest some alternatives.

If it didn't exchange control, then it would have to have a clumsy statement like "only the controller of the equipped creature can play this ability". It's a Jinxed card, so like all other Jinxed cards (Jinxed Idol, Jinxed Ring, Jinxed Choker), the purpose is for people to do a hot-potato sort of thing with it. Equip is mostly there to be standard with other equipment, although I've now reduced the cost to 0.

Um, you do know that Teller of Tales is already a card? Also, which shard is the Centaur Bard from?

Another case of the more you know, only a bit more depressing since it took forever to even think of Teller of Tales. It's new, and even less inspired name is "Storysinger". It's from Valir (the shard).

PS, I'm not sure on copyright law, but you might be able to clear yourself by using images that have been Photoshopped to rotate their colors or something, so you could retool commercial art. As I say, I don't know for sure this is legal, but it seems like you could at least argue for it being your work. If you know otherwise, I'd appreciate a heads-up.

Usually strict copyright doesn't allow for plainly derivative works except for some fair use purposes like parody or the like. Main thing I look for are Creative Commons licenses, either by, by-nc, by-sa or by-nc-sa.
Well, I took a big push and got Dorn finished mechanically today, aside from some polishing and some flavour-text, and the everpresent problem of art. Unfortunately, I'm not quite ready to tackle the challenge that is extracting and formating it for the boards, even if that was all done.

Good news, I think I've gotten most of the polishing done, and the formatting's finished, so here's the current lot of cards for Dorn:

DORN
Agent of Glory
Creature — Archon R
First strike, lifelink, vigilance
Remove a card in your hand from the game: Agent of Glory loses all abilities until end of turn. Any player may play this ability.
Many offer themselves up rather than face its splendour.
2/2

Archon's Herald
Creature — Human Cleric U
, , Sacrifice a white creature, a black creature and a red creature: Search your library for a card named Awestriking Archon and put it into play. Then shuffle your library.
Even in his blindness, the old prophet receives visions of its splendor.
1/1

Aspect of Iolis
Creature — Archon R
Defender
Aspect of Iolis can block any number of creatures.
Whenever a creature becomes blocked by Aspect of Iolis, it deals damage to itself equal to its power.
0/5

Blood-Stained Glass
Creature — Wall C
Defender, lifelink
In the cathedral-fortresses of Dorn, the awe-inspiring glass windows often prove to be one of the most potent defenses. The images they depict are both testaments to the archons and warnings to intruders.
3/1

Divine Anger
Sorcery R
Each player chooses a creature he or she controls. Destroy all other creatures. They can’t be regenerated.
The footsoldiers of Dorn’s armies are often fodder for the divinities, an offering from the true servants on the field.

Dorn Battlemage
Creature — Human Cleric U
, : Target creature gets -1/-1 until end of turn.
, : Dorn Battlemage deals 2 damage to target creature.
Many of Dorn’s clergy are called to the field of battle, leaving behind a life of peace and blessings for one of war and curses.
2/2

Eightfold Paladin
Creature — Human Knight R
First strike, protection from names of cards that are removed from the game
The Eightfold Light maintains the gates of the heavens, denied their beauty until the end of days. It grants the power of those who enter its gates to its mortal followers.
2/2

Ephemeral Icon
Creature — Archon C
Whenever Ephemeral Icon becomes blocked, remove it from the game. Return it to play under your control at the beginning of your next untap phase.
4/4

Erect Barrier
Instant C
Put three 0/3 white Wall creature tokens with defender into play. Sacrifice them at end of turn.
The same magics used to construct Dorn’s cathedral-fortresses centuries ago serve equally well on the battlefield.

Erithin's Ward
Sorcery C
Until the beginning of your next upkeep, whenever a creature attacks you, remove it from the game.
The simple threat of punishment for heresy is enough to keep the citizens of Dorn in their place.

Holy Assault
Instant C
Creatures you control get +1/+1 until end of turn.
Regardless of what particular cause the armies of Dorn each fight for, they all know that it is are both holy and right.

Iolisan Paladin
Creature — Human Knight R
First strike, protection from highest converted casting cost among permanents
“Iolis manifests to punish mankind for its hubris. His sacred order of paladins is charged with the same task; the perfect vassals to execute the mighty.” — Don Erim, Servant of Iolis
3/2

Kobold Guerilla
Creature — Kobold Rebel Scout C
: Remove Kobold Guerilla from combat and untap it. Prevent all combat damage that would be dealt to and dealt by it this turn.
“It seems that nearly half our tithes are spent on extermination.” — Pater Varen, Servant of Erithin
0/1

Novice Thaumaturgist
Creature — Human Wizard C
When Novice Thaumaturgist comes into play, shuffle target card that’s removed from the game into its owner’s library.
“Now with any luck, we won’t have a repeat of last week’s demon incident.”
1/1

Pull from Eternity
Instant U
Put target face-up card that’s removed from the game into its owner’s graveyard.
Those souls unfit for the light of any of the archons in the heavens are returned to the earth to rot in the soil with their bodies.

Rebanish
Instant U
Remove target card that’s removed from the game from the game. (It is treated as a new object in that zone)
“By the might of Erithin, Iolis, Sureth, and the Eightfold Light, I banish your horrible form from the memory of this world for eternity.” — Pater Colis, Archservant

Resounding Blink
Instant C
Remove target creature you control from the game, then return it to play under its owner’s control.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Blink, remove two target creatures you control from the game, then return them to play under their owners’ control.

Revenant Heirarch
Creature — Shade Cleric C
: All other creatures you control get +1/+1 until end of turn.
“My kin are formed of the stuff of shadows, turning mystic power into physical. I channel that same strength into my congregation.” — Pater Sespar
1/1

Sacred Purge
Sorcery R
For the rest of the game, if a creature would leave play, remove it from the game instead.
The servants of Erithin ensure that heretics leave no physical remains that might cause the rest of their flock to recall their martyrs.

Tithe the Fallen
Instant U
Remove up to three creature cards in your graveyard from the game. For each card removed in this way, search your library for a basic Plains, Swamp or Mountain card, reveal it and put it into your hand. Then shuffle your library.

Truespirit Archon
Creature — Archon C
Truespirit Archon can’t be removed from the game.
“Highest among mortals, yet lowest among our heavenly lords, they deny themselves paradise to guide the servants of the divinities.” — Pater Colis, Archservant
2/3

Wall of Offering
Creature — Wall C
Whenever Wall of Offering is dealt damage, gain that much life.
: Target blocked creature you control deals its combat damage to Wall of Offering.
0/3

Writ of Glory
Enchantment — Aura C
Enchant creature
Enchanted creature has lifelink.
Remove Writ of Glory from the game: Gain 3 life.

Kobold Skulldugger
Creature — Kobold Rebel Rogue C
Whenever Kobold Skulldugger deals combat damage to a player, that player discards a card.
0/1

Spectre of Idolatry
Creature — Specter R
Flying
Whenever Spectre of Idolatry deals combat damage to a player, that player sacrifices a creature.
Wherever it goes, people cannot help but worship and offer themselves.
1/1

Surethi Blackguard
Creature — Human Knight U
First strike, protection from creatures with double strike or first strike
“Sureth’s knights are charged with a vile duty. Their sole purpose is to bring about the ends of the champions of all other archons.” — Don Erim, Servant of Iolis
2/1

Surethi Blight
Sorcery C
Destroy target creature with toughness less than the highest power among creatures you control. Its controller loses 3 life.

Coridan Dissident
Creature — Kobold Rebel C
Coridan Dissident is red.
, : Search your library for a Rebel permanent card with converted casting cost 1 or less and put that card into play. Then shuffle your library.
-1/1

Coridan Igniter
Creature — Human Rebel Wizard U
: Deal 1 damage to target creature or player.
, : Search your library for a Rebel permanent card with converted casting cost 3 or less and put that card into play. Then shuffle your library.
1/1

Coridan Insurgant
Creature — Kobold Rebel R
Other Kobold and Rebel creatures you control get +1/+1 and have Plainswalk.
“We arm ourselves with manacles and chains, a symbol of brotherhood, identical to those worn by the kobolds slaves in times past.” — Frater-General Rowen Epacith
1/1

Kobold Commando
Creature — Kobold Rebel Soldier C
Double strike
“Shouldn’t we be armed, Bik?” “You’ve got two arms. Use them.” 0/1

Razing Rally
Sorcery R
As an additional cost to play Razing Rally, sacrifice any number of lands.
Each opponent sacrifices an equal number of lands.

Awestriking Archon
Creature — Archon M
Deathtouch
All creatures must block Awestriking Archon if able.
If a creature dealt damage by Awestriking Archon this turn would leave play, remove it from the game instead.
Its brilliance is more intense than lightning.
6/6

Bleak Attendant
Creature — Shade Advisor C
: Target creature gets +1/+1 or -1/-1 until end of turn.
“Few realize that the essence of a shade can bring both great power and great weakness.” — Pater Sespar
1/1

Coridan Recommunicator
Creature — Human Rebel Cleric C
, : Put target creature card you own that’s removed from the game with converted casting cost 2 or less into play.
“Corida smiles on the exiles, heathens and outcasts. Where the servants of the divinities see only heretics to be forgotten, she sees an army to be remembered, and reborn.” — Frater-General Rowen Epacith
1/2

Desolate Ultimatum
Sorcery R
Remove all permanents from the game. Each player discards his or her hand.
Sages speculate that Dorn was a lush and vivid place millenia ago, before the use of such destructive magic.

Dorn Charm
Instant U
Choose one — Remove target artifact or enchantment from the game; or destroy target creature, it can’t be regenerated; or destroy target nonbasic land.
“Such devastation from such a small trinket.”

The Eightfold Light
Legendary Creature — Archon M
The Eightfold Light costs less to play for each card that’s removed from the game.
The Eightfold Light has power and toughness equal to twice the number of cards that are removed from the game.
*/*

Eliminate
Sorcery R
Remove target permanent from the game.
“Be gone.”

Oppression
Enchantment U
Whenever a permanent leaves play, if its controller owns less permanents of that type than all other players, he or she loses 1 life.
“When you have given all that you can give out of the goodness of your heart, it is our job to take whatever is left.” — Kroll of the Jet Blade, Surethi Slayer

Order of Erithin
Creature — Shade Knight U
First strike, deathtouch
: Order of Erithin gets +1/+1 until end of turn.
The Order of Erithin are tasked with leading the Sacred Purge. They are duty bound to hunt down the heretics and heathens and make of them an example of Erithin’s ire to the people of Dorn.
2/2

Scheming Familiar
Creature — Imp U
Flying
At the beginning of your upkeep, reveal the bottom card of your library. You lose life equal to its converted casting cost. Then put the revealed card into your hand.
1/1

Surethi Slayer
Creature — Human Assassin C
First strike
If a creature dealt damage by Surethi Slayer this turn would be put into a graveyard, remove it from the game instead.
4/1

Ascension Engine
Artifact M
, , Remove your library, graveyard, hand, and all permanents you control from the game: At the beginning of your next upkeep, you win the game. Play this ability only any time you could play a sorcery.

Obelisk of Dorn
Artifact C
: Add , or to your mana pool.
The obelisks play a large role in the various mythologies of Dorn, frequently existing as meeting places between archons and mortals. More often they exist as meeting places between warring armies.

Bleak Cathedral
Land U
Bleak Cathedral comes into play tapped.
: Add , or to your mana pool.
The imposing towers, the dirgeful bells, the blood glass dioramas, all serve to inspire awe amongst the faithful as much as to inspire fear amongst the heathens.

Dorn Panorama
Land C
: Add to your mana pool.
, , Sacrifice Dorn Panorama: Search your library for a basic Plains, Swamp or Mountain card and put it into play tapped. Then shuffle your library.
The lands and fortresses of Dorn are as imposing as its lords and heirarchs.
It's the difference between Faerie Swarm and Rubinia Soulsinger.

Well Rubinia wasn't originally supposed to be a Fairy, and she does have wings. But I see what you mean. The little ones are Scryb Sprites, ie Magic faeries, and the big ones are more like Titania from The Books of Magic, ie "classic" faeries. It's an interesting dichotomy, though one Wizards would probably not do anymore (which is okay since you and I don't answer to them, so we're free to do things they refuse to do now that they've "gone corporate" and have to pander to 8-year-olds).

To be fair, her children are Saprolings (which I forgot when writing that bit of text). But, yeah, it's pretty terrible. So I've replaced it with something terrible in another way: "It's children are the future.". I'm awful.

HAHAHAHA!!! Well, not as poetic as my suggestion, but great nonetheless.

although I think the ultimate being Extirpate/Lobotomy doesn't quite work. It's even less gamewinning, except against combo. At the moment I have it as "Target opponent reveals his or her hand. Choose a card revealed this way and remove it from the game. You may play it without paying its casting cost."

That's also not very gamewinning, but I won't criticize too much since, really, "ultimate" is hard to keep doing a bunch of without repeating yourself. Not much is appropriate here that hasn't already been done. My Lobotomy suggestion was intended to be crippling to all but the most mindless of aggro decks. If they're combo or control, you can basically take away all their win conditions with one or at most two uses of the ultimate (and playing two copies of a cheap planeswalker to get two ultimates isn't hard since you can use the first ultimate to kill the first card, then play the second and start winding it up; I do this with Sarkhan all the time).

I did not know this. Looking up on it, I could maybe relate it to the Nazi Thule Society's Atlantian kind of concept, but that would be cheap. Consider it's name Quol. I'll still keep Valir in for the , but it's really tempting. The more you know!

Quol and Valir are good names, especially since Quol sounds related to Luon, but still distinct. This leaves Dorn as the boring name, but it's probably sensible to have one of those.

Multicolour costs always go in WUBRG order, and in enemy triads, it starts with the "central" colour (see Fungal Shambler et al.)

Oh ish, I didn't realize that. Well, I'm going to continue to display mine in the proper wedge order, so the "point" color is always in the middle; particularly on the CDDE cards, this looks better. But if you'd rather do what Wizards does, be my guest.

Another case of the more you know, only a bit more depressing since it took forever to even think of Teller of Tales. It's new, and even less inspired name is "Storysinger". It's from Valir (the shard).

Storysinger is an okay name, but since he fetches creatures (unless you have Bard Tribal spells), maybe try something like "Speaker for Heroes" or "Singer of Lives"?

Usually strict copyright doesn't allow for plainly derivative works except for some fair use purposes like parody or the like. Main thing I look for are Creative Commons licenses

Ah, thank you! This was one of those things that I've never gotten around to learning, and you've made the process simpler.
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
That's also not very gamewinning, but I won't criticize too much since, really, "ultimate" is hard to keep doing a bunch of without repeating yourself. Not much is appropriate here that hasn't already been done. My Lobotomy suggestion was intended to be crippling to all but the most mindless of aggro decks. If they're combo or control, you can basically take away all their win conditions with one or at most two uses of the ultimate (and playing two copies of a cheap planeswalker to get two ultimates isn't hard since you can use the first ultimate to kill the first card, then play the second and start winding it up; I do this with Sarkhan all the time).

Going for something to go with the information thing, and to help itself win the game, here's the new wording for her ultimate:

"For the rest of the game, if a player would draw a card, look at the top card of his or her deck. You may remove that card from the game faced-down."

Not only do you slowly mill all your opponents, but you're the only one who knows just what you removed. Maybe it was a land you needed, or a key combo piece, or something to just screw with you. And at the same time, you can filter your own draws to help ensure you get what you really need.

Storysinger is an okay name, but since he fetches creatures (unless you have Bard Tribal spells), maybe try something like "Speaker for Heroes" or "Singer of Lives"?

Main reason I went with Storysinger (like most names) is that it made the formatting of the card come out nice. Although if I toy around with it more I might try to work "Teacher" into it somehow.

Anyway, all that out of the way, here's the last section of Wedges, Luan (the Wedge). With this published, that's the entire umpth draft of the 250 cards of the set done, aside from some final tweaking and finding art. And once that's done I might be able to finally mock them up and try doing some heavy duty playtesting of them. Anyway, here are the cards (which, like all the Wedges, can also be found in the first posts.)

LUAN
Gatewatch Archer
Creature — Human Archer R
Lifelink
, : Deal 1 damage to target attacking creature. It becomes blocked.
Her arrows are laced with paralyzing venom, stopping intruding beasts in their tracks and dissuading them from further attacks.
1/3

Home Bastion
Creature — Wall C
Whenever Home Bastion is dealt damage, gain that much life.
: Target blocked creature you control deals its combat damage to Home Bastion.
“The walls of our village keep out the darkness and promote life.” — Gran Erba, Thorp Elder
0/3

Line of Defense
Creature — Human Soldier U
First strike
If Line of Defense would deal enough combat damage to all attackers it blocks to destroy them, you may have it deal the rest of its damage to attacking player.
“The best guards can get a whole pack of stalkers on one spear.”
3/2

Ragged Palisade
Creature — Wall C
Defender, scarred 0 (This creature receives damage in the form of -1/-1 counters.)
Ragged Palisade can block any number of creatures.
“Surrounded by death on all sides, and defense is temporary.” — Elon Samga, Chief Nighthunter
0/9

Starlight Veve
Enchantment — Aura C
Enchant creature
Enchanted creature has defender and protection from creatures with toughness greater than enchanted creature’s power.
“A pattern of peace and protection.”

Algiogoyf
Creature — Lhurgoyf R
Algiogoyf revieces damage in the form of +1/+1 counters.
When Algiogoyf is regenerated, remove all counters from it.
0/1

Befoul
Sorcery U
Destroy target land or nonblack creature. It can’t be regenerated.
Even in the dark lands of Luan, there are still places that can be scarred by its taint.

Bogslime Worm
Creature — Worm C
Whenever Bogslime Worm attacks, regenerate it.
“In all my years, I’ve never found out whether the marshwater covers their skin, or if their slime fills the bogs.” — Mamon Algra, Hagmother
4/4

Corpse Infusion
Sorcery U
Until end of turn, all non-Zombie creatures you control are 2/2 black Zombies.
Zombies you control get +1/+1 and gain fear until end of turn.

Dark Purity
Sorcery C
Destroy target creature with a counter on it.
When life grows too strong or too weak, the natural cycle always makes sure it comes to an end.

Darkfen Taint
Enchantment R
Whenever a creature attacks, put a -1/-1 counter on that creature unless its controller pays 1 life.
“While the nightstalkers might harm your body, the fens will harm your soul.” — Mamon Algra, Hagmother

Exploit Weakness
Sorcery C
Until the beginning of your next upkeep, target creature gains scarred 0. (It receives damage in the form of -1/-1 counters.)
The Gani tribe hunters are trained to notice any vulnerability in their prey, and to take full advantage of it.

Flailing Devourer
Creature — Worm R
If Flailing Devourer would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to target non-defending player.
5/4

Heart Clutcher
Creature — Nightstalker U
Fear, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
Pay 3 life: Regenerate Heart Clutcher.
When Heart Clutcher is regenerated, remove all counters from it.
3/3

Horde of Pain
Sorcery R
For each creature you control that was dealt damage this turn, put a 1/1 black Horror token with fear into play.
Pain and sorrow multiply in the black mires of Luan, until it reaches the point that the pain feels pain of its own.

Horrormaw Stalker
Creature — Nightstalker C
Fear, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
“Little more than mouths and arms, they swarm on the fangbark trees, giving them their name.” — Gran Erba, Thorp Elder
2/2

Insatiable Fiend
Creature — Nightstalker U
Deathtouch, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
: Remove a -1/-1 counter from Insatiable Fiend
3/5

Insidious Stalker
Creature — Nightstalker R
Fear, swampwalk
Whenever Insidious Stalker becomes blocked, destroy it.
The stalker runs quickly through the night, vanishing quietly under the gaze of its prey.
3/3

Luan Battlemage
Creature — Human Shaman U
, : Remove a -1/-1 counter from target creature.
, : Target player gains 2 life.
As part of their training, young shamans must live within the bogs for five years, surviving with the skills they have learned.
2/2

Midnight Veve
Enchantment — Aura C
Enchant creature
Enchanted creature has scarred 1. (It receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
“A design of death and decay.”

Mudcaked Corpse
Creature — Zombie C
Scarred 3 (This creature receives damage in the form of -1/-1 counters. It gets +3/+0 for each -1/-1 counter on it.)
“Some who rise from the mud are not our kin, but those of our ancestors’ ancestors. Often they are little more than silt and a skull.” — Elon Samga, Chief Nighthunter
0/2

Nightstalker's Herald
Creature — Hag Wizard U
, , Sacrifice a black creature, a green creature and a white creature: Search your library for a card named Twilight Loa and put it into play. Then shuffle your library.
Few who would call her dark deity would live to tell the tale.
1/1

Pitchskin Zombie
Creature — Zombie C
: Regenerate Pitchskin Zombie.
“Our fallen brothers rise up, dank and fetid. We honour them by freeing their souls from the dark grip of the mires.” — Elon Samga, Chief Nighthunter
2/1

Redundancy
Sorcery R
Target player reveals his or her hand. That player sacrifices each creature he or she controls that shares a name with a revealed card.

Resounding Dread
Instant C
Destroy target non-black creature. It can’t be regenerated.
Cycling (, Discard this card: Draw a card.)
When you cycle Resounding Dread, destroy two target non-black creatures.

Sangil Envicti
Planeswalker — Sangil M
{+1} Sacrifice a creature. If you do, add BBB to your mana pool.
{-2} Each opponent discards a card. You draw a card for each card discarded this way.
{-7} For the rest of the game, at the beginning of your upkeep, put target creature card in a graveyard into play under your control.


Tartunneller
Creature — Horror C
Swampwalk
“The tartunneller lives beneath the swamp, taking the bones of all who die there. And when he runs out of bones in that dark place, he will burrow up and come for yours.” — Mamon Algra, Hagmother
6/1

Hunting Party
Creature — Human Scout Soldier R
If Hunting Party would deal enough combat damage to it blockers to destroy them, you may have it deal the rest of its damage to target creature defending player controls.
The bands of hunters look for predators as often as they look for prey.
5/5

Scarred Crawler
Creature — Worm C
Trample, scarred 1 (This creature receives damage in the form of -1/-1 counters. It gets +1/+0 for each -1/-1 counter on it.)
It no longer feels the bones and branches it crushes underbody as it crawls blindly through the muck.
4/8

Twilight Veve
Enchantment — Aura C
Enchant creature
Enchanted creature has landwalk for all basic land types among lands you control.
“A symbol of silent stalking.”

Darkfen Worm
Creature — Worm U
Darkfen Worm comes into play with X -1/-1 counters on it.
Trample, scarred 3 (This creature receives damage in the form of -1/-1 counters. It gets +3/+0 for each -1/-1 counter on it.)
0/5

Ghoulish Ultimatum
Sorcery R
Each opponent discards a card at random. Then put a creature card from each graveyard into play under your control.
“Many have fallen beneath the still, black waters, and I call to them in their murky sleep.” — Sangil Envicti

Gift of Growth
Sorcery U
Put X +1/+1 counters divided evenly, rounded down, among two or more target creatures.
Life is inhibited only by other life in Luan, and for the strongest, centuries can be spent feeding and growing.

Guarding Priestess
Creature — Human Shaman C
Guarding Priestess is indestructible.
Sacrifice Guarding Priestess: Regenerate each creature you control.
“Even after a long life given for her people, she is still willing to give more for them.” — Bari Samga, Priestess-in-Training
1/1

Luan Charm
Instant U
Choose one — Luan Charm deals 2 damage to target creature, and you gain 2 life; or put two +1/+1 counters on target creature; or destroy target enchantment.
Luan pulsates with life, flowing constantly from one lifeform to another.

Mamon Algra, Hagmother
Legendary Creature — Hag Shaman M
, Sacrifice a creature: Prevent all combat damage that would be dealt by creatures you don’t control this turn.
“Some of the older priestesses say she’s lived in the fens since time began, giving life to all around us.” — Bari Samga, Priestess-in-Training
1/3

Parasitic Life
Sorcery C
Put a +1/+1 counter on target creature, and a -1/-1 counter on another target creature.
“Life begets life in the fens, and when one thing wishes to grow, another must slowly die.” — Mamon Algra, Hagmother

Peat Scars
Enchantment — Aura C
Enchant creature
: Regenerate enchanted creature. You may remove target counter from it.
Out in the fens, flesh is three parts tissue and one part muck.

Reflecting Basilisk
Creature — Basilisk U
Scarred 2 (This creature receives damage in the form of -1/-1 counters. It gets +2/+0 for each -1/-1 counter on it.)
Whenever a creature deals damage to Reflecting Basilisk, destroy that creature.
Even with cataract-ailed eyes, it has no trouble killing whatever looks at it.
1/4

Soulstalker
Creature — Nightstalker R
Fear, lifelink, scarred 2 (This creature receives damage in the form of -1/-1 counters. It gets +2/+0 for each -1/-1 counter on it.)
Whenever you gain life, remove that many -1/-1 counters from Soulstalker.
2/6

Twilight Loa
Creature — Nightstalker M
Fear
Creatures you control have scarred 2. (They receive damage in the form of -1/-1 counters. They get +2/+0 for each -1/-1 counter on them.)
Its hatred of existence fills all in the fens.
4/10

Ancient Remedy
Artifact C
, , Remove a counter from a permanent you control: Gain 2 life.
“Fangbark sap and nettlemint leaves, seasoned with finest wurmeye. It’ll cure whatever ails you.” — Gran Erba, Thorp Elder

Luan Longspear
Artifact — Equipment C
If equipped creature would deal enough combat damage to all attackers it blocks to destroy them, you may have it deal the rest of its damage to target attacker.
Equip (: Attach to target creature you control. Equip only as a sorcery.)

Obelisk of Luan
Artifact C
: Add , or to your mana pool.
The obelisk rises out of the mires, a beacon both to civilization and the dark beings without, neither willing to give it up.

Bog Thorp
Land U
Bog Thorp comes into play tapped.
: Add , , or to your mana pool.
The lands of Luan are dark and damp, but its people still make their living among the half-sunken woods and fetid fields, keeping their tribes alive in the face of despair.

Luan Panorama
Land C
: Add to your mana pool.
, , Sacrifice Luan Panorama: Search your library for a basic Swamp, Forest or Plains card and put it into play tapped. Then shuffle your library.
Where other lands are rooted in soil and clay, Luan’s are mired in mud and silt.
willpell, your wish for bottom-of-the-library dwarves has been granted. I had to fiddle with the abilities a bit since something like: "Sacrifice an untapped Mountain: Deal 1 damage to target creature." is kind of underwhelming. As well, Storysinger has had yet another change of name to "Master of Tales". And on a no-one-brought-it-up-but-it's-changed-anyways-note, Funeral Pyre no longer has endless (since it was way too long and powerful), while Helm of the Valkyrie can give any creature you control endless (and in any colours). Also, all the Ultimatums with quotations for flavour text now quote the appropriate planeswalker, a les actual Ultimatums.

Oh, and the first post has been updated with shiny graphics, hindered by some limitations on transparencies. Also, actual arted cards in the first post, or what they would look like if I didn't care about using public domain and CC-licensed work. Which I still do.
Alright, so while I'm busy trying to get art together and playtest Wedges, I've begun thinking and working on the analog set for Conflux. Now, granted, we don't have anything to go on yet but speculation and a list of names. So, unlike Wedges of Alara, the second set is not going to be a direct analog of Conflux. Having set Wedges together as a solid and direct groundwork, the second set will attempt to evolve from that rather than evolve from Conflux.

So, here are a few of the first planned cards for Nexus, in which the Wedges begin to overlay, and the various citizens become aware of how grand the world was right outside their multidimensional doors. So to start, here are some cards that can be used for multiple shards, either by being split cards or being analogs to the Shadowmoor multicolor-sympathizers.

Peril // Progress
Instant U // Instant U
Peril deals 4 damage to target attacking creature.
//
Target creature gets flying, haste and trample until end of turn.

Science // Politics
Instant U // Instant U
Copy target instant or sorcery spell. You may choose new targets for the spell and the copy.
//
Exchange control of target land you control and target land an opponent controls.

Masks // Boas
Sorcery U // Sorcery U
Put target face-down card with mask that’s removed from the game that you own into play under your control.
//
Put two 2/1 black Snake creature tokens with swampwalk into play.

Cease // Desist
Sorcery U // Sorcery U
Creatures can’t attack you until the beginning of your next upkeep.
//
Remove all creatures that blocked this turn from the game.

Truth // Honor
Instant U // Instant U
Permanents you control gain protection from white until end of turn.
//
The next time a spell would deal damage to you this turn, it deals that damage to its controller instead.

Deflecting Reflex
Instant C
Change the target of target spell or ability. You gain 3 life if was paid to play this spell. Untap target creature if was paid to play this spell.

Shrinking Blast
Instant C
Target creature becomes 1/1 and loses all abilities until end of turn. Shrinking Blast deals 3 damage to its controller if was spent to play this spell. Gain control of it until end of turn if was spent to play this spell.

Survival Judgement
Sorcery C
Choose one — Put two +1/+1 counters on target creature; or put two -1/-1 counters on target creature. It’s owner gains control of it if was spent to play this spell. Prevent all damage that would be dealt by it or dealt to it this turn if was spent to play this spell.

Status Drain
Sorcery C
Target player loses 2 life and you gain 2 life. Put a land from your hand into play if was spent to play this spell. That player sacrifices a land if was spent to play this spell.

Divine Warcry
Instant C
Creatures you control get +1/+1 and gain first strike until end of turn. They gain fear if was spent to play this spell. They gain flying if was spent to play this spell.
Having set Wedges together as a solid and direct groundwork, the second set will attempt to evolve from that rather than evolve from Conflux.

Good plan. I'm going to wait to make this decision for my set until after I see where Conflux is going (and at the rate I'm getting it done we might have Reborn by then too..).

Peril // Progress
Science // Politics
Masks // Boas
Cease // Desist
Truth // Honor

When I noticed you had split cards my first thought was "I see I've rubbed off on you!" :D Regardless of whether you would have gotten this idea without my influence, I like what you're trying to do here - but you're not doing it very well as yet (which is okay, I get that this is a first draft). Truth//Honor is narrow, Masks is horribly confusing, and none of the names except Cease//Desist sounds terribly good. Say the names aloud, and you see that they don't really work. For instance, "Peril and Progress" is just two random words, but "Risk and Reward" sounds like a split card while meaning the same overall thing. Similarly, "Vice and Virtue" would work if there was an appropiate card, though I'm not sure there is (it might work for WBR/RWU, though not with abilities flavored as Truth and Honor).

Deflecting Reflex
Instant C
Change the target of target spell or ability. You gain 3 life if was paid to play this spell. Untap target creature if was paid to play this spell.

Again, this is kind of random. How about this:

Aggressor's Urge (uncommon)
Instant,
Untap target creature and gain control of it until end of turn. It gains lifelink if [w] was spent to play Aggressor's Urge and/or deathtouch if was spent.

(This deliberately doesn't grant haste; I thought about it for the G effect, but that was too weak, so instead this is strictly a defensive trick; gank your opponent's best guy and gain life equal to its power while killing something else, or gank his second-best guy to kill both it and the best one. Of course, players would absolutely loathe walking into this, so Wizards would probably kill such a design, but from a conceptual standpoint at least it's cool.)

Shrinking Blast
Instant C
Target creature becomes 1/1 and loses all abilities until end of turn. Shrinking Blast deals 3 damage to its controller if was spent to play this spell. Gain control of it until end of turn if was spent to play this spell.

An interesting bit of subtlety on that black ability, but red does creature sacrifices too and it's where the temporary control ability is supposed to go these days; black usually has to kill a creature FIRST and THEN control it, and controlling it for the purpose of a sacrifice is a reasonable extrapolation but has never been done before. Since "punishment" is more of a black ability anyway, I'd advocate switching them and making the now-black half do life loss (2 if 3 is too strong). Red is grabbing the creature and then shooting it out of a catapult at your foe; black is mocking your opponent on how teeny-tiny his champion has become, slightly breaking his spirit with your literal and figurative belittling.

Survival Judgement
Sorcery C
Choose one — Put two +1/+1 counters on target creature; or put two -1/-1 counters on target creature. It’s owner gains control of it if was spent to play this spell. Prevent all damage that would be dealt by it or dealt to it this turn if was spent to play this spell.

Whoa dude, too many options on there! The spell already has two modes from the color-based text; don't make the basic effect modal too! That's four different modes! On a common! Nevermind that you won't usually use all the modes; you'll overload the player's brain with all these choices. Make it just do +1/+1 counters, which are fair game in black anyway; if you're Fyra you use this to grab one of your masks back, and if you're Luan you block an enemy leviathan and cast the one-turn Heart of Light on your own dude while making it bigger for next turn.

Status Drain
Sorcery C
Target player loses 2 life and you gain 2 life. Put a land from your hand into play if was spent to play this spell. That player sacrifices a land if was spent to play this spell.

Now this, on the other hand, is basically perfect design. Playing it for nephilim mana would be swingy as hell, but would happen rarely enough that even as a common, I think this would be fine, since they get to pick the land they lose and your own has to come from your hand. Megakudos on this one dude, I'm in awe! Now make all the others as clean, simple, and cool as this. ;)

Divine Warcry
Instant C
Creatures you control get +1/+1 and gain first strike until end of turn. They gain fear if was spent to play this spell. They gain flying if was spent to play this spell.

Again, this is pretty good; the only thing that's weird is the idea of a Divine Warcry granting black fear. Intimidating your foes with a yell feels appropriate, but usually that would be more Panic than Fear. Still, I suppose it's an okay bleed.

Side note - one of the things that has been absorbed whole into my design sense, so I use it indiscriminately (like Formation, which I don't think of as a "new" keyword for Ketola since as far as I'm concerned it's been part of the game since Alpha), is that the ability that is currently printed as "fear", I instead print as "black fear", enabling me to codify the other colors having fear of their own (in each case, nonartifact creatures not of the named color cannot block it, thusly Amrou Seekers has white fear and Skirk Shaman has red fear; green fear is nigh-nonexistent, but the template exists at least, and the other colors can all use it on rare occasions). I mention this here, despite knowing that you prefer to stick close to Wizards' rules, because I believe the flavor disconnect I mentioned above might be eliminated if you made the creatures gain white fear from the black mana (which is also weird in a sense, but seems flavorful in a Boros-Orzhov way and fits with the fact that White is the point color for Dorn).
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
When I noticed you had split cards my first thought was "I see I've rubbed off on you!" :D Regardless of whether you would have gotten this idea without my influence, I like what you're trying to do here - but you're not doing it very well as yet (which is okay, I get that this is a first draft). Truth//Honor is narrow, Masks is horribly confusing, and none of the names except Cease//Desist sounds terribly good. Say the names aloud, and you see that they don't really work. For instance, "Peril and Progress" is just two random words, but "Risk and Reward" sounds like a split card while meaning the same overall thing. Similarly, "Vice and Virtue" would work if there was an appropiate card, though I'm not sure there is (it might work for WBR/RWU, though not with abilities flavored as Truth and Honor).

Yeah, I rather liked your idea for the split cards, although I'm hoping to use them here to promote 4-color play. And I agree about the names, although it is somewhat tricky to come up with _ and _ names for triple colour cards. I'm keeping Science and Politics as is (except that Science now only targets instants), and I like Masks and Boas a bit too much to remove it (although I've simplified the text on Masks a bit more). Truth and Honor has been replaced by Make and Break, and Peril and Progress has been replaced by Back and Forth:

Back // Forth
Instant U // Instant U
Look at the bottom four cards of your library and put them on top of it in any order.
//
Four target creatures each gain nonbasic landwalk until end of turn.

Masks
Instant U
Put target card you own masking a creature into play under your control.

Make // Break
Instant U // Instant U
Put two 0/3 white Wall creature tokens with defender into play.
//
Put target artifact or enchantment on the bottom of its owner’s library.

Again, this is kind of random. How about this:
Aggressor's Urge (uncommon)
Instant,
Untap target creature and gain control of it until end of turn. It gains lifelink if [w] was spent to play Aggressor's Urge and/or deathtouch if was spent.

I agree, it was quite random, mostly because it was the first one I strung together for template purposes. However, it can't gain control, as that's Fyra's ability at the moment. Wouldn't fit for either Valir or Quol. The new version of it looks like this, though:

Change of Tactics
Instant C
Switch each creature’s power and toughness until end of turn.
If was spent to play this spell, creatures you control get +2/+0 until end of turn.
If was spent to play this spell, they gain reach until end of turn.

An interesting bit of subtlety on that black ability, but red does creature sacrifices too and it's where the temporary control ability is supposed to go these days; black usually has to kill a creature FIRST and THEN control it, and controlling it for the purpose of a sacrifice is a reasonable extrapolation but has never been done before. Since "punishment" is more of a black ability anyway, I'd advocate switching them and making the now-black half do life loss (2 if 3 is too strong). Red is grabbing the creature and then shooting it out of a catapult at your foe; black is mocking your opponent on how teeny-tiny his champion has become, slightly breaking his spirit with your literal and figurative belittling.

I care more about cards being on-target for the wedge that can pay for them than a secondary colour characteristic. The extra colour doesn't so much skew the card to a new colour as it does lock the card onto a specific wedge (or two if you pay the 4-color cost). Although I realized that the red ability didn't fit Quol at all, so here's the current version ( still steals it, since that's very important for the Fyra version to do).

Warping Test
Instant C
Target creature loses all abilities and becomes 1/1 until end of turn.
If was spent to play this spell, it gets +2/+0 and gains haste until end of turn.
If was spent to play this spell, gain control of it until end of turn.

Whoa dude, too many options on there! The spell already has two modes from the color-based text; don't make the basic effect modal too! That's four different modes! On a common! Nevermind that you won't usually use all the modes; you'll overload the player's brain with all these choices. Make it just do +1/+1 counters, which are fair game in black anyway; if you're Fyra you use this to grab one of your masks back, and if you're Luan you block an enemy leviathan and cast the one-turn Heart of Light on your own dude while making it bigger for next turn.

Having tinkered with the templating, the main issue was saying "choose one -". It's easier and more readable if they just choose +1/+1 or -1/-1 on resolution. And keeping the -1/-1 helps for when Luan wants to get a benefit from scarred creatures, and when Fyra wants to return a creature that has become a liability (from, for example, Parasitic Bond).

Now this, on the other hand, is basically perfect design. Playing it for nephilim mana would be swingy as hell, but would happen rarely enough that even as a common, I think this would be fine, since they get to pick the land they lose and your own has to come from your hand. Megakudos on this one dude, I'm in awe! Now make all the others as clean, simple, and cool as this. ;)

This was also the first one of them that I did that I was actually satisfied with.

Again, this is pretty good; the only thing that's weird is the idea of a Divine Warcry granting black fear. Intimidating your foes with a yell feels appropriate, but usually that would be more Panic than Fear. Still, I suppose it's an okay bleed.

I actually changed this a bit, since I remembered that Dorn never gave Fear to anything nor did it ever have fear. Instead, paying black gives an additional +2/-2 to your creatures.
With an attempt to allow for more four-colour play without completely warped mana bases, There are a few tools in Nexus to allow this.

The first of these are the obelisk golems, summoned from the obelisks around the plane by the supreme entities of the various wedges. These golems were present on the plane since before the Sundering, sealed away by the obelisks. With the change in the planes, the golems have imprinted and taken on the forms of those who awakened them.

The golems have mana production abilities similar to the obelisks, but when played in the proper colors, become much more powerful than walking mana pumps. However while the golems can smooth mana, they're also rare and are closer to late game plays that can convert colourless into mana for Ultimatums.

Claw of the Elder
Artifact Creature - Elder Golem R
If was spent to play Claw of the Elder, it comes into play with a +1/+1 counter on it and has shroud and trample.
, : Add to your mana pool.
4/4

At the common level, mana fixing occurs in a manner very complementary to the Panorama's. In fact, one might call them very similar things. The Nexus Overlays represent those areas of the plane where the various wedges are beginning to coexist, similar to the overlaying of Rath on Dominaria. While they produce mana on their own, they can filter it to other colors, and can help look for basic lands that lie outside your shard (or inside, at the start of the game.)

Nexus Overlay
Land C
, : Add one mana of any color to your mana pool.
, , Sacrifice Nexus Overlay: Search your library for a basic land card of a type you don’t control and put it into play tapped. Then shuffle your library.
“For a moment I thought I’d shifted planes without my knowing. Then I realized the truth.” — Koren Vitras

At the overlays, where the planes intersect and new mana flows through the wedges, the Prisms are formed. The Prisms are crystalline manifestations of the wedges' missing mana, serving as sources of the new mana in planes where the natural ties to such mana are not available. They also showcase the keyword mechanic of Nexus, Prism. A card with prism is all colors spent to play it. So while any player can play a prism as a coloured morph creature, only someone playing in the right colours can take full advantage of it:

Vital Prism
Artifact Creature - Prism C
Prism (This card is all colors spent to play it.)
, or : Add or to your mana pool. Play this ability only if Vital Prism is blue and red.
2/2

Another card that features the Prism ability is the card Nexus (present mostly because Conflux features an unknown card of the same name). Nexus requires expenditure of colored mana that are usually restricted until later in the game. However, after that, it allows all of a player's basic lands to become multilands, very good for end-game mana fixing on a reasonable mana base.

Nexus
Enchantment R
Prism (This card is all colors spent to play it.)
Spend only colored mana to play Nexus.
If a basic land you control would produce mana, it produces one mana of any color spent to play Nexus instead.

There might be more colour fixing cards introduced later in set design, but that's it for the moment, giving about 8% of the set some colour aiding ability.
Four target creatures each gain nonbasic landwalk until end of turn.

Cute and different, but you probably want it to say "up to four".

Masks
Instant U
Put target card you own masking a creature into play under your control.

This is probably okay, as long as the term "masking" is fairly well-understood, but I'm not sure how exactly to ensure that. It might have to be in the reminder text for Mask, eg "Mask (: Attach this card face-down as a "mask" attached to target creature. When that creature leaves play, put the "mask" into play face-up under its controller's control.)"

// Break [/b]
Put target artifact or enchantment on the bottom of its owner’s library.

This is exactly the same as Hide except with an extra U on it. Recommendation: make it work for Valir a bit more by instead saying "Each player puts an artifact or enchantment he controls on the bottom of its owner's library." (Could also say "owns", but I don't know how that would interact with Fyra, which shares only a single color with Valir.)

I agree, it was quite random, mostly because it was the first one I strung together for template purposes. However, it can't gain control, as that's Fyra's ability at the moment. Wouldn't fit for either Valir or Quol. The new version of it looks like this, though:

Change of Tactics
Instant C
Switch each creature’s power and toughness until end of turn.
If was spent to play this spell, creatures you control get +2/+0 until end of turn.
If was spent to play this spell, they gain reach until end of turn.

Confusing (you have to think to realize that the switched P/T makes the +2/+0 really +0/+2) and weak (four mana for a strictly defensive spell is never wonderful, let alone in four colors).

I care more about cards being on-target for the wedge that can pay for them than a secondary colour characteristic. The extra colour doesn't so much skew the card to a new colour as it does lock the card onto a specific wedge (or two if you pay the 4-color cost). Although I realized that the red ability didn't fit Quol at all, so here's the current version ( still steals it, since that's very important for the Fyra version to do).

Warping Test
Instant C
Target creature loses all abilities and becomes 1/1 until end of turn.
If was spent to play this spell, it gets +2/+0 and gains haste until end of turn.
If was spent to play this spell, gain control of it until end of turn.

I actually changed this a bit, since I remembered that Dorn never gave Fear to anything nor did it ever have fear. Instead, paying black gives an additional +2/-2 to your creatures.

Again, this is misleading. Having two math calculations on the same card is clever to the wise, but confusing to the less than wise - and even the smartest person can have a "bad brain day" on which "+1/+1 then +2/-2" is a difficult calculation. Saying "instead they get +3/-1" might be better, assuming that you really want this spell to kill any Goblin, Soldier and Thrull tokens the Dorn player might happen to have (which could be a legitimate power-level decision for a +3 power boost, but it also makes it feel icky to play it sometimes).
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi
Vital Prism
Artifact Creature - Prism C
Prism (This card is all colors spent to play it.)
, or : Add or to your mana pool. Play this ability only if Vital Prism is blue and red.

Hm, the Prism idea is one that occurred to me a while ago for some really weird rares I wanted to do. I don't think it belongs on commons, though, since it's too much of a memory issue remembering whether the card is colored or not. (Anytime you don't think something's a memory issue, ask yourself how likely you would be to be able to resume the game where it left off if there was a fire drill and you had to leave the venue where you're playing and stand outside in the cold with no jacket for a half-hour. This is a good test for whether a Magic card is going to stand up to the full range of play situations.)
My New Phyrexia Writing Credits My M12 Writing Credits
As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing. --Aaron Forsythe's Random Card Comment on Kei Takahashi