In a little-known plane called Cetibus, the land is divided among five isolated continents. As such, different societies have evolved on each continent, each with their own unique species and culture. The societies are called the Five Collectives.
The Drivolian Collective evolved in a lush, green landscape, full of plant life and fertile soil. They're used to living, hunting, eating, working, and doing everything in tribes, so they gain strength from each other's presence.
The Ephestus Collective evolved on a continent full of volcanoes. Lava rivers abound, and these creatures have adapted to the terrain by learning to use the power of geothermal energy for their own purposes. Sometimes that means using it as a weapon, other times it's just using it as a power source.
The Zersetz Collective has its origins on a continent that covers half the plane. This continent is in the dark for most of the year, so any plants that sprout up eventually die. The creatures here are content with living in swamps, barren lands, graveyards, and anywhere else they can absorb the nutrients from decaying organisms. Some even resort to cannibalism to survive.
The Unistus Collective live in a mana-rich land to the north. Because of this, the creatures here have evolved a dependency on magic, so much so that they can't survive more than a few minutes without using it. The ancient Unistus figured out a way to live with such a restriction--as long as they use their magic to exist in the minds and dreams of others, they can live comfortably without worrying about mana burn ( :P ).
The Atama Collective used to be a race of kings and warriors, but eventually they all ascended to a higher realm of existence. Now, these spirits, ghosts, angels, and the like are bound to the Aether forever...
...Or are they? As it turns out, an Atama master called Jong'sin, Ethereal Lord, has figured out a way to pass from the Aether into the Physical Realm. Now, he teaches other Atama the secret, and as they enter the Physical Realm, they attempt to reclaim their positions as kings and warriors by ruling over all of Cetibus. Of course, the other four Collectives don't appreciate this forcible rule, and they fight the Atama with all their power. Over centuries of fighting, the five continents have shifted under the strain of warfare, bringing all Five Collectives together at last.
Can the four physical Collectives join forces to defeat the rule of the Atama, or will they end up fighting each other to the death?
The Block Isolation - The first set in the block, Isolation represents the plane of Cetibus as it exists just as the war with the Atama has begun. The continents are all still separated, and the cultures are mostly individual as well. Hence, all cards are monocolored or artifacts, and each color represents one of the Collectives on Cetibus.
Ethereal Warfare - Set in the middle of the war against the Atama, Ethereal Warfare represents the effects of the war on the land and cultures of Cetibus. The strain of the war brings the continents together for the first time, and the cultures begin to blend. Every non-white 2-color combination represents a different faction of blended cultures, and all white multicolors are renegades. Those are the Atama who sympathize with the physical realm or the physical creatures who sympathize with (or brown-nose) the Atama. They're all outcasted and hunted by their own kind, so they stay individuals.
Pangea - With the war over, the physical Collectives begin to rebuild with the Atama being forced into subservience as a war cost. Same multicolor factions, but more themes of rebuilding (somehow...I haven't planned this far ahead yet).
Atama Shifting N (This creature ETB with N +1/+1 counters. If a source would deal damage to it while it has a +1/+1 counter, prevent that damage and remove a +1/+1 counter from it instead.)
Drivol Kinforce (This creature ETB with a number of +1/+1 counters equal to the number of nontoken permanents you control which share a color with it.)
Zersetz Decay N (This creature ETB with N -1/-1 counters on it. At the beginning of your upkeep, you may move a -1/-1 counter from this creature to another target creature.)
Unistus Hypnotic (Whenever this deals combat damage to a creature, that creature becomes tapped and does not untap during its controller’s next untap step.)
Ephestus Spray N (Whenever this deals combat damage to a player, it deals N damage to each nontoken creature that player controls.)
All Colors (Only on one cycle of sorceries) Mindclone (When you cast this spell, you may copy it except for its Mindclone ability for each card in your hand. If you do, you may choose new targets and new modes for each copy.)
Note: I may be expanding Mindclone onto more cards in set 2, but it's also very subject to being phased out. I don't know about it yet.
Jong'sin, Ethereal Lord Legendary Creature — Angel (C) Shifting 3 Whenever a +1/+1 counter is removed from Jong’sin, Ethereal Lord, you may exile target creature. This plane shall belong only to the Atama, for I decree it so! 2/2
Archon of Determination Creature — Archon (C) Flying , : Put a +1/+1 counter on target white creature with a +1/+1 counter. If we the Atama wish to rule, we the Atama must first survive. 4/4
Atama Enforcer Creature — Human Spirit (C) Shifting 3 (This creature enters the battlefield with three +1/+1 counters on it. If a source would deal damage to it while it has a +1/+1 counter on it, instead remove a +1/+1 counter and prevent all damage from that source.) , remove a +1/+1 counter from Atama Enforcer: Another target creature gets +0/+5 until end of turn. Impurity? In the Atama’s world? Heavens, no! 1/1
Blinkout Augmentation Instant (C) Exile target creature you control, then return it to the battlefield under your control with a +1/+1 counter. Return to the Ethereal Realm for a while, and you shall heal your wounds.
Celestial Turbine Artifact (C) Whenever you play a white spell, you may put a charge counter on Celestial Turbine. , remove a charge counter from Celestial Turbine: Add to your mana pool. The more power we reveal, the more power we have. It’s quite simple, really.
Egotism Sorcery (C) Target player chooses a creature he or she controls. Exile all creatures that player controls except the chosen creature. Only one lord is needed in the Ethereal Realm.
Gift of Jong'sin Enchantment — Aura (C) Enchant creature When Gift of Jong’sin enters the battlefield, put two +1/+1 counters on enchanted creature. Enchanted creature has Shifting (If a source would deal damage to it while it has a +1/+1 counter on it, instead remove a +1/+1 counter and prevent all damage from that source.)
Lasting Will Enchantment — Aura (C) Enchant creature Enchanted creature gets +0/+2 for each counter on it that is not a +1/+1 counter. You can try to weaken me, but my resolve will only grow stronger.
Narrate the Ephemeral Instant (C) Multikicker (You may pay an additional any number of times as you cast this spell.) For each white permanent you control, put a 4/4 white Angel creature token with flying onto the battlefield. Repeat this process for each time Narrate the Ephemeral was kicked. A good leader commands an army, not an individual.
Passive Vitapath Creature — Angel Cleric (C) Passive Vitapath is indestructible. Whenever damage is dealt to Passive Vitapath, you may gain X life, where X is the amount of damage dealt. , : Passive Vitapath deals 1 damage to itself. Strike me if you will, but I only feed on the passion of life. 0/1
Realmbent Soul Creature — Spirit (C) Shifting 1 (This creature enters the battlefield with a +1/+1 counter on it. If a source would deal damage to it while it has a +1/+1 counter on it, instead remove a +1/+1 counter and prevent all damage from that source.) Some lesser spirits cannot bear the pain of passing into the physical realm—it tears them down without remorse. 1/1
Spiritual Decree Instant (C) Gain control of target creature of an opponent’s choice that he or she controls. If you wish to coexist on Cetibus with the Atama, you will do as the Atama command!
Splitting Purity Sorcery (C)
You gain 1 life. Mindclone (When you cast this spell, you may copy it except for its Mindclone ability for each card in your hand. If you do, you may choose new targets and new modes for each copy.) When life hands you lemons, find more lives.
Týr, War-Scarred God of Law Legendary Creature — Deity (U) Tyr, War-Scarred God of Law gets +1/+1 for each equipment attached to it. White creatures you control get +2/+2. Nonwhite creatures get -2/-2. “Tyr is a one-handed God; often has the smith to blow.” -Norwegian Rune Poem 3/3
Catatonic Mastery Sorcery (C) Tap all permanents opponents control. They don’t untap during their controllers’ next untap steps. The more who sleep, the less I weep.
Crystalwater Clairvoyant Creature — Merfolk Shaman (C) , : Tap target creature, then reveal the top card of your library and put it into your hand. Seeing your future is easy, it costs only a moment of their minds. 2/2
Double or Nothing Instant (C) Choose one—Copy target spell and choose new targets for the copy, or counter target spell. Thoughts can be amplified or they can be eliminated; it all depends on my mood.
Illonius, Inventor of Dreams Legendary Creature — Griffin Mystic (C) Hypnotic Whenever a creature an opponent controls becomes tapped, you may look at the top card of that player’s library, then put it on the top or bottom of his or her library. : Target creature blocks Illonius, Inventor of Dreams this turn if able. “What use are dreams if I cannot mold them to my will?” -Illonius, Inventor of Dreams 2/4
Knowledge Warfare Sorcery (C) Clash with target opponent. If you win, that player puts the top X cards of his or her library into his or her graveyard, where X is the converted mana cost of your revealed card. (To clash, each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Meditative Trance Instant (C) Draw a card. Then, if target opponent controls at least 4 tapped creatures, draw two cards. Who says I need to be the one in a trance to benefit from meditation?
Mental Equilibrium Enchantment (C) If a player would draw a card, instead he or she puts the top card of his or her library into his or her graveyard. Then he or she draws a card. For every bit of knowledge gained some knowledge must be lost, for getting to the end of days requires a little cost.
Mindsight Image Creature — Illusion (C) Whenever Mindsight Image becomes the target of a spell or ability, tap it. It does not untap during your next untap step. When you discover that we’re merely in your mind, then we have a problem. 2/2
Misguided Intentions Enchantment — Aura (C) Enchant creature you control If a source would deal damage to you, it deals that much damage to enchanted creature instead. Whenever enchanted creature is dealt lethal damage, sacrifice it. You shall take the blows for me until you can take them no longer. That is your purpose.
Narrate the Mind Instant (C) Tap up to X target nonland permanents, where X is the number of cards you’ve drawn this turn. Every thought can be used against you by a mage who is skilled in his trade.
Schizophrenia Sorcery (C) Put a 1/1 blue Hallucination creature token onto the battlefield with haste and “This creature is indestructible”. Until end of turn, all creatures able to block this token must do so. Sacrifice the token at end of turn. What you see is an enraged enemy; what’s really there does not matter.
Somnabulism Enchantment (C) Whenever a creature becomes tapped, you may gain control of it. Whenever a creature you control but don’t own becomes untapped, return it to the battlefield under its owner’s control at the beginning of the next end step. While you sleep, your mind belongs to the Unistus.
Somnic Turbine Artifact (C) Creatures you control have “: Put a charge counter on Somnic Turbine. This creature does not untap during your next upkeep.” , remove a charge counter from Somnic Turbine: Add to your mana pool. Dreams are the most powerful source of energy this plane has ever known. How could we not harness them?
Somnimancer Empath Creature — Incarnation Wizard (C) Somnimancer Empath is indestructible. Whenever damage is dealt to Somnimancer Empath, you may tap up to X target permanents, where X is the amount of damage dealt. , : Somnimancer Empath deals 1 damage to itself. You know what I feel, for what I feel I make into dreams. 0/1
Splitting Intellect Sorcery (C) Draw a card, then discard a card. Mindclone (When you cast this spell, you may copy it except for its Mindclone ability for each card in your hand. If you do, you may choose new targets and new modes for each copy.) Too much knowledge can never be gathered from the many minds of your travels.
Thought Disrupter Creature — Djinn (C) At the beginning of each opponent’s upkeep, for each Aura enchantment he or she controls, he or she puts the top card of his or her library into his or her graveyard. “Let me not mar that perfect Dream by an Auroral stain.” -Emily Dickinson 2/2
Unistus Guard Creature — Human Wizard (C) Hypnotic (Whenever this deals combat damage to a creature, that creature becomes tapped and does not untap during its controller’s next untap step.) Sleep now so the Unistus may forever hold their peace. 1/1
Curse of Darkness Enchantment — Aura Curse (C) Enchant player Creatures enchanted player controls are black. At the beginning of enchanted player’s upkeep, he or she puts a -1/-1 counter on each creature he or she controls. In the dark, no one can see you die.
Deadbone Corpse Creature — Skeleton (C) Decay 1 (This creature enters the battlefield with a -1/-1 counters on it. At the beginning of your upkeep, you may move a -1/-1 counter from this creature to another target creature.) Listen to my bones decay and watch as the dead die once more. 2/2
Energy Harvest Enchantment — Aura (C) Enchant creature If enchanted creature would be put into a graveyard from the battlefield, you may exile it instead. If you do, add its casting cost to your mana pool. (Casting cost includes color) Living things decompose, and from them the earth gets its nutrients.
Iblis Demon Creature — Demon (C) If Iblis Demon would be put into a graveyard from play, exile it instead. Whenever Iblis Demon attacks, all creatures defending player controls must block it if able. Those creatures become 0/2 black Smoke creatures until end of turn. Iblis demons ensure their victims are found by surrounding them all...simultaneously. 2/3
Jikininki Creature — Demon (C) , , exile a creature card from your graveyard: Put a +1/+1 counter on Jikininki. The corpses are its lunch, the living its prey. 2/3
Living Ashes Sorcery (C) Return target creature from a graveyard to the battlefield under your control. It gains “, put a -1/-1 counter on this creature: Regenerate this creature”. Reanimation is easy. Maintaining life is hard.
Nailtooth Incubus Creature — Demon (C) , : Put a -1/-1 counter on target creature you control, then put a 2/2 black Demon Cambion creature token onto the battlefield tapped. It comes in the night, you have its spawn, and all is well, except for you. 4/4
Narrate the Undead Instant (C) Each opponent loses life equal to the total power among Zombie and Vampire creatures you control. You gain life equal to the amount of life lost this way. Minions help not only in quality, but as well in quantity.
Paranoia Sorcery (C) Until end of turn, whenever a creature enters the battlefield, put a -1/-1 counter on target creature. They’re all after me! Keep them away! Don’t come any closer!
Persistence of Pain Instant (C) Target creature gets wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Healing? That is unheard of in the deadlands of Zersetz.
Raising Necropath Creature — Zombie Shaman (C) Raising Necropath is indestructible. Whenever damage is dealt to Raising Necropath, you may return a creature card with converted mana cost X or less from your graveyard to your hand, where X is the amount of damage dealt. , : Raising Necropath deals 1 damage to itself. I feel as all dead feel: the need to be alive. 0/1
Rokurokubi Creature — Demon (C) Reach It is said that the neck of a single Rokurokubi can stretch for many miles. That’s nonsense, of course... 2/2
Sepulchral Turbine Artifact (C) Whenever a nontoken creature you control dies, you may put a charge counter on Sepulchral Turbine. , remove a charge counter from Sepulchral Turbine: Add to your mana pool. When one dies, where does his energy go? To me, of course!
Splitting Migraine Sorcery (C) Target player discards a card. Mindclone (When you cast this spell, you may copy it except for its Mindclone ability for each card in your hand. If you do, you may choose new targets and new modes for each copy.) Pain is common in Zersetz; outsiders must learn to live as the Zersetzen do.
Stark Raven Creature — Bird (C) Flying When Stark Raven dies, target player discards his or her hand. Then exile his or her graveyard. Recover (When a creature is put into your graveyard from the battlefield, you may pay 1BB. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) “Quoth the Raven, ‘Nevermore’.” -Edgar Allen Poe 1/1
Thuul of the Nightgrowth Legendary Creature — Vampire Zombie (C) Decay 3 Whenever a -1/-1 counter is put on a creature, you may have that creature’s controller lose 2 life. If you do, gain 2 life. In the dark, your life is my life and my life is mine alone. 5/5
Zersetzen Ghoul Creature — Zombie (C) Decay 2 (This creature enters the battlefield with two -1/-1 counters on it. At the beginning of your upkeep, you may move a -1/-1 counter from this creature to another target creature.) : Target creature gets -1/-1 until end of turn. Activate this ability only once each turn. Many members of the Zersetz gain their power by absorbing nutrients from their enemies’ flesh. 3/3
Zombie Ambitionist Creature — Zombie (C) Undying, Intimidate Zombie Ambitionist cannot block. She kept trying to make a difference until it killed her, and then she never stopped. 0/1
Dracowhelp Creature — Dragon (C) : Put a charge counter on Dracowhelp. Remove a charge counter from Dracowhelp: Dracowhelp gains flying until end of turn. Baby dragons are so cute... look at him trying to fly. 2/1
Dragon’s Battleheart Enchantment — Aura (C) Enchant creature Enchanted creature has double strike and “, : This creature deals 1 damage to target creature.” “Strike not once, but as often as necessary to end up the victor!” -Ephestus battle cry
Encase in Lava Sorcery (C) Gain control of target creature until end of turn. Untap it and it gains haste and is a red Elemental in addition to its other colors and types until end of turn. Destroy it at end of turn. A skilled lavamancer can control others when wrapped in magma, but only until the heat burns them to their death.
Ephestus Lavatosser Creature — Elemental (C) Haste, Spray 2 (Whenever this deals combat damage to a player, it deals 2 damage to each nontoken creature that player controls.) Stay away from my home! And get off my lawn! 2/2
Explosive Power Enchantment (C) At the beginning of your upkeep, put a charge counter on Explosive Power. Creatures you control have Spray , where X is the number of charge counters on Explosive Power. If Explosive Power has more than 3 charge counters on it, sacrifice Explosive Power. “RAGHRAWRRAWR!” -The Mighty Lavemental
Firelash Instant (C) Firelash deals 1 damage to target player for each creature he or she controls. The more slaves you have, the more you deserve to burn.
Firewisp Tiger Creature — Cat (C) When Firewisp Tiger deals combat damage to a creature, put a blaze counter on that creature. At the beginning of each player’s upkeep, he or she puts a -1/-1 counter on each creature he or she controls with a blaze counter on it. When Firewisp Tiger leaves the battlefield, remove all blaze counters from all creatures. : Firewisp Tiger gets +1/+0 until end of turn. “Tyger! Tyger! burning bright, in the forests of the night, what immortal hand or eye could frame thy fearful symmetry?” -William Blake 3/4
Flamespit Poker Creature — Goblin (C) Haste , : Flamespit Poker deals 1 damage to target creature. Those who hurt others are often just as fragile as their victims. 0/1
Geothermal Turbine Artifact (C) Whenever a source deals noncombat damage to you or a creature you control, you may put a charge counter on Geothermal Turbine. , remove a charge counter from Geothermal Turbine: Add to your mana pool. The world gives us heat. Were we not to use it as power, it would surely be made of ice.
Krylos, the Lavasoul Legendary Creature — Elemental (C) Trample, Spray 3 Whenever Krylos, the Lavasoul deals noncombat damage to a creature for the first time this turn, it deals 1 damage to that creature’s controller. I am the fire deep within the plane’s raging belly—you dare not grapple with me. 5/5
Narrate the Volcano Instant (C) Narrate the Volcano deals 1 damage to target player for each red creature you control. An explosion of lava is the gods’ way of showing their despise for intruders.
Psychotic Rage Sorcery (C) Until end of turn, target creature gets +3/+, double strike, and must attack this turn if able. The heat... it’s unbearable... make it stop! Stop it or I’ll kill you!
Spiteful Irepath Creature — Elemental Warrior (C) Spiteful Irepath is indestructible. Whenever damage is dealt to Spiteful Irepath, you may have it deal X damage to target creature or player, where X is the amount of damage dealt. , : Spiteful Irepath deals 1 damage to itself. Those who hurt me rarely get away without an eye for an eye. 0/1
Splitting Inferno Sorcery (C) Splitting Inferno deals 1 damage to target creature or player. Mindclone (When you cast this spell, you may copy it except for its Mindclone ability for each card in your hand. If you do, you may choose new targets and new modes for each copy.) “When a true flame burns, no one can predict its destination.” -Ephestus proverb
Arboreal Turbine Artifact (C) Landfall—Whenever a land enters the battlefield under your control, you may put a charge counter on Arboreal Turbine. , remove a charge counter from Arboreal Turbine: Add to your mana pool. The heart of the trees can power our hearts for eternity.
Biomagnification Instant (C) Double the number of +1/+1 counters on target creature. The trees grow, and so grow those who understand them.
Doppelgänger Oak Enchantment (C) Whenever a creature enters the battlefield under an opponent’s control, you may pay , where X is the creature’s converted mana cost. If you do, put a token onto the battlefield that’s a copy of that creature. One man climbs up, two men climb down—so is the way of the Doppelgänger Oak.
Drivolian Warworm Creature — Worm (C) Trample, Kinforce (This creature enters the battlefield with a number of +1/+1 counters equal to the number of nontoken permanents you control which share a color with it.) Its ferocious burrowing makes it quite the predator, but it’s quite squishy without others to strengthen it. 3/3
Kinmaker Elf Creature — Elf Archer (C) Reach Whenever a creature enters the battlefield under your control, that creature becomes the color of your choice in addition to its other colors until your next upkeep. A true Drivolian knows the importance of keeping kin close. 1/2
Masochistic Ferapath Creature — Human Druid (C) Masochistic Ferapath is indestructible. Whenever damage is dealt to Masochistic Ferapath, you may put X +1/+1 counters on another target creature, where X is the amount of damage dealt. If you do, that creature gains “At the beginning of your upkeep, remove a +1/+1 counter from this creature.” : Masochistic Ferapath deals 1 damage to itself. When my pets hurt me, it only means they are ready for combat. 0/1
Monophobia Sorcery (C) Until end of turn, whenever a creature you control attacks alone, put a token onto the battlefield that’s a copy of that creature tapped and attacking. The Drivolians are tribal by nature; leaving one alone in battle is tantamount to torture for some.
Narrate the Tribes Instant (C) Untap up to one land you control for each green permanent you control. Becoming one with the trees has many benefits unseen by those who don’t know how to look.
Natural Activity Enchantment (C) Landfall—Whenever a land enters the battlefield under your control, untap all creatures you control. It is unnatural to sit in silence when there is work to be done.
Ryorn, Heartwood Packmaster Legendary Creature — Elf Mutant (C) Kinforce Whenever Ryorn, Heartwood Packmaster is dealt damage, if it is not destroyed, put that many 1/1 green Beast creature tokens onto the battlefield. : Ryorn, Heartwood Packmaster gets +3/+3 until end of turn. Come, my children, and keep me safe, for the hunters want me dead! 3/3
Solveg, Elven Liege-Lord Legendary Creature — Elf (C) Solveg, Elven Liege-Lord enters the battlefield with X +1/+1 counters on it. , , remove a +1/+1 counter from Solveg: Put a 1/1 green Elf creature token onto the battlefield. , , sacrifice an Elf: Put a +1/+1 counter on Solveg. , : Add to your mana pool for each Elf you control. “Thou must hold water in a witch’s sieve, and be liege-lord of all the Elves and Fays, to venture so.” -John Keats 2/2
Splitting Saplings Instant (C) Choose one—Put a +1/+1 counter on target creature, or put a 1/1 green Saproling creature token onto the battlefield. Mindclone (When you cast this spell, you may copy it except for its Mindclone ability for each card in your hand. If you do, you may choose new targets and new modes for each copy.) Nature does not stop at helping just one, she helps all.
Take Root Sorcery (C) Search your library for a basic land card and put it into play tapped. When that land becomes untapped, add to your mana pool. “Any land may be fruitful if it learns from the jungle.” -Drivolian proverb
Tribedweller Beast Creature — Beast (C) Kinforce (This creature enters the battlefield with a number of +1/+1 counters equal to the number of nontoken permanents you control which share a color with it.) The Drivolians stick together, some to the point where they cannot live alone. 0/0
Atama Charmulet Artifact (C) Suspend 5—5 Vanishing 3 At the beginning of your upkeep, choose target creature. Prevent all damage that would be dealt to that creature this turn. : Prevent all damage that would be dealt to you or creatures you control this turn. If Atama Charmulet would be sacrificed, exile it with 5 time counters instead.
Binding Electromagnet Artifact (C) Binding Electromagnet does not untap during your untap step. Whenever a spell deals damage to a creature, if Binding Electromagnet is untapped, the controller of that spell gains control of that creature. , : Gain control of target permanent you own. : Untap Binding Electromagnet. Charge it a little and watch it stick! Discharge it and it falls right back!
Drivolian Warshield Artifact (C) Suspend 2—4 Vanishing 2 Creatures with +1/+1 counters on them have +2/+2. : Put a +1/+1 counter on target creature. If Drivolian Warshield would be sacrificed, exile it with 2 time counters instead.
Ephestus Blasttorch Artifact (C) Suspend 3—3 Vanishing 3 At the beginning of each player’s upkeep, Ephestus Blasttorch deals 1 damage to all creatures he or she controls. : Ephestus Blasttorch deals 1 damage to all creatures target player controls. If Ephestus Blasttorch would be sacrificed, exile it with 3 time counters instead.
Ethereal Gate Artifact (C) : Add to your mana pool. , : Put a charge counter on Ethereal Gate, then exile all creatures you control. At the beginning of the next end step, return them to the battlefield with a number of -1/-1 counters equal to the number of charge counters on Ethereal Gate. “Whenever the gate is used for mass transit, its effects become more detrimental.” -Jong’sin, Ethereal Lord’s test notes
Fuelgeyser Pit Artifact (C) : Add to your mana pool. , : Flip a coin. If you win the flip, Fuelgeyser Pit deals X damage to all creatures opponents control. If you lose the flip, Fuelgeyser Pit deals X damage to all creatures. Sometimes it leaks, other times it gushes, but stand too close and you’re bound to get burned.
Hex Conversion Engine Artifact (C) , , remove a -1/-1 counter from target creature you don’t control: Put a +1/+1 counter on target creature you control. , , remove a +1/+1 counter from target creature you control: Put a -1/-1 counter on target creature you don’t control.
Manarock Shrine Artifact (C) : Add to your mana pool. , : For each colored permanent you control, add 1 mana to your mana pool of a color in that permanent’s identity. We the Unistus don’t siphon from the earth; the earth gives us its gift from excess.
Mnemonic Vessel Artifact (C) If a spell or ability would cause you to discard a card, you may lose 2 life instead. , discard a card: Gain 2 life. , : Regenerate (The next time this would be destroyed this turn, it isn’t. Instead tap it.) Keep your thoughts or keep your life; the choice is yours.
Scrying Earthstone Artifact (C) : Add to your mana pool. When Scrying Earthstone enters the battlefield, choose a creature type. , : Scry , where X is the number of nontoken creatures of the chosen type that you control. (To scry , look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.) Where it comes from, the Drivolians know not, but of their future it shows them a lot.
Tombstone of the Lost Artifact (C) : Add to your mana pool. , : Exile target creature. Its controller returns a creature card from his or her graveyard with equal or lesser converted mana cost. If he or she does, put the exiled creature in its owner’s graveyard. If not, return the exiled creature to the battlefield under its owner’s control. Exchanging souls is an ancient form of payment in Zersetz.
Unistus Psychopulser Artifact (C) Suspend 5—5 Vanishing 3 Creatures do not untap during their controller’s untap steps. : Untap target permanent. If Unistus Psychopulser would be sacrificed, exile it with 5 time counters instead.
Zersetzen Rotstopper Artifact (C) Suspend 5—3 Vanishing 3 Creatures with -1/-1 counters on them cannot attack. : Put a -1/-1 counter on target creature. If Zersetzen Rotstopper would be sacrificed, exile it with 5 time counters instead.
We have the continents themselves as well as the capital cities of each contrinent.
Drivol Legendary Land (C) Drivol enters the battlefield tapped. : Add to your mana pool. , : Add to your mana pool equal to the number of nontoken green permanents you control.
Ephestus Legendary Land (C) Ephestus enters the battlefield tapped. Whenever a spell or permanent you control deals damage to a permanent or player, put a charge counter on Ephestus. At the beginning of your combat phase, remove all charge counters from Ephestus. : Add to your mana pool. , : Add to your mana pool for each charge counter on Ephestus.
Ethereal Realm Legendary Land (C) Ethereal Realm enters the battlefield tapped. : Add to your mana pool. , : Add to your mana pool equal to the total number of +1/+1 counters on all creatures you control.
Geopolis Land (C) Geopolis enters the battlefield tapped. : Add to your mana pool. , : Geopolis deals 1 damage to target player for each tapped permanent you control. Just as you cannot stop a wildfire, you cannot stop the Ephestus rage.
Nag’ra Land (C) Nag’ra enters the battlefield tapped. : Add to your mana pool. , : Remove target attacking creature from combat. It deals no combat damage this turn. The Atama lords do not tolerate aggression from those who are beneath them.
Ortshaft Land (C) Ortshaft enters the battlefield tapped. : Add to your mana pool. , : Destroy target white creature. It cannot be regenerated. Light does not survive long in Zersetz.
Surlin Land (C) Surlin enters the battlefield tapped. : Add to your mana pool. , : For each creature target player controls with a power greater than , he or she puts the top card of his or her library into his or her graveyard. The Unistus know that strong muscles do not equate to strong minds.
Unistus Legendary Land (C) Unistus enters the battlefield tapped. : Add to your mana pool. , : Add to your mana pool equal to the number of tapped permanents target opponent controls.
Varos Land (C) Varos enters the battlefield tapped. : Add to your mana pool. , : Put a +1/+1 counter on target creature you control. Drivolian kin are a force to be reckoned with.
Zersetz Legendary Land (C) Zersetz enters the battlefield tapped. : Add to your mana pool. , : Add to your mana pool equal to the total number of -1/-1 counters on all creatures target opponent controls.
Comments, questions, criticisms, and praise are all welcome here! :D
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.
As the war against the Atama continues to ravage the plane of Cetibus, the magical strain begins to shift the continents and push them together. Cultures once isolated from each other begin to blend, forming Fusion cultures from combinations of the individual Collectives. Those physicals who support the Atama, or the ethereal beings who sympathize with the physicals, are outcasted by their own kind, forming the rebel faction known as the Hanara.
The Ephestus and Drivolian Collectives have merged to form the Volasta Fusion. The tribal nature of the Drivolians has combined with the firey aggression of the Ephestus to create a very violent culture in which the whole is more painful than the sum of its parts.
Some of the Ephestus members befriended the Zersetz instead, leading to the formation of the Skoka Fusion. The death-centric nature of the Zersetz, along with the pain-centric nature of the Ephestus, has resulted in a culture whereby pain after death is the norm.
The last group formed from the Ephestus are those who joined with the Unistus Collective, forming the Tuvali Fusion. The Tuvali believe that controlling others’ minds is the best way to hurt them, and they execute this philosophy whenever they get a chance.
Some Driviolians have teamed up with the Zersetz to create the Drafal Fusion. These members believe that decay and decomposition are the most beautiful form of replenishing the earth, and so they will often kill in order to create fertilizer for their precious land.
Some of the Unistus have merged with the Drivolians to form the Omel Fusion, which believes that controlling entire groups of creatures is much more useful than controlling one.
Lastly, the Zersetz and the Unistus have come together to form the Morticon Fusion. The Zersetz have corrupted the Unistus mental prowess and the combination has become one intent on murdering all sanity. Mental deterioration is their lifestyle as well as their weapon.
Skoka Desecrate N (When this enters the battlefield, put up to N -1/-1 counter(s) onto any number of target creatures. Then each of those creatures deals 1 damage to its controller.)
Tuvali Ploy (Whenever this attacks, you may have it fight target creature defending player controls. If you do and that creature is dealt lethal damage this way, this creature is unblockable until end of turn.)
Volasta Fury N -- COST (When this enters the battlefield, you may pay COST. If you do, this deals N damage to target creature. Then put N 1/1 green Elemental creature token(s) onto the battlefield.)
Drafal Fugue (As this enters the battlefield, you may discard any number of cards. If you do, this enters the battlefield with that many +1/+1 counters.)
Omel Divine COST (When this enters the battlefield, you may pay COST and reveal the top card of your library. If you do and its converted mana cost is less than or equal to the number of permanents you control that share a type with this card, put it into your hand.)
Morticon Derange N -- COST (When you draw this card, you may reveal it and pay COST. If you do, target player puts the top N card(s) of his or her library into his or her graveyard.)
Dominating Sequester Sorcery (C) Exile any number of permanents you control. For each permanent exiled this way, put a 2/2 white Soldier creature token onto the battlefield under your control. If you go quietly, we won’t hurt you; if you refuse, great pain shall come to you.
Deflection Aquamage Creature — Merfolk Wizard (C) Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.) When Deflection Aquamage enters the battlefield, exile target white creature. Return a creature exiled by Deflection Aquamage to its owner’s hand: Return target nonland permanent to its owner’s hand. 3/3
Retrieval of the Magi Sorcery (C) Exile any number of instant or sorcery cards from your library face-up, then shuffle your library. Return target instant or sorcery card from your graveyard with converted mana cost X or less to your hand, where X is the total converted mana cost of the exiled cards. An idea never truly dies, as long as you can make room in your mind to remember it!
Extractive Decay Sorcery (C) Target opponent reveals a card from his or her hand at random. If it’s a creature card, put a -1/-1 counter on all creatures he or she controls, then that player discards the revealed card. If you desire pets, all is well, so long as they soon return to dust.
Ouphe Resurrectionist Creature — Ouphe Zombie (C) Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.) When Ouphe Resurrectionist enters the battlefield, destroy target white creature. Return a creature destroyed by Ouphe Resurrectionist to its owner’s hand: Return target creature in a graveyard to the battlefield under your control. It’s a black Zombie in addition to its other colors and types. 3/3
Undead Army Sorcery (C) Exile any number of creature cards from your graveyard. For each card exiled this way, put a 2/2 black Zombie creature token onto the battlefield under your control. Even after merging with other societies, the Zersetz continued to practice their own brand of necromancy.
Brain Combustion Sorcery (C) Exile any number of cards from your hand face-up. Brain Combustion deals X damage to target creature or player, where X is the number of cards exiled this way. “Who cares about knowing stuff when you can hurt stuff instead?” -Furt the Goblin
Kilnbreath Demon Creature — Demon Elemental (C) Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.) When Kilnbreath Demon enters the battlefield, it deals 3 damage to target white creature. Target creature dealt damage by Kilnbreath Demon this turn gains regenerate: Kilnbreath Demon deals 3 damage to target creature. 3/3
Dropcasting Forager Creature — Elf Mystic (C) Evoke (You may cast this spell for its evoke cost. If you do, it’s sacrificed when it enters the battlefield.) When Dropcasting Forager enters the battlefield, destroy target white creature with flying. It can’t be regenerated. Return a creature destroyed by Dropcasting Forager to its owner’s hand: Return target card from your graveyard to your hand. 3/3
Fertilized Return Sorcery (C) Exile any number of lands you control. Then return X target permanents from your graveyard to the battlefield under your control, where X is half the number of lands exiled this way, rounded down. Nothing really dies under the Mother Tree’s watch; it’s all simply recycled into the earth to be born again.
Starlight Angel Creature — Angel (C) Flying, Vigilance When Starlight Angel enters the battlefield, return target creature to its owner’s hand. You gain life equal to its converted mana cost. , : Return target creature and Starlight Angel to their owner’s hands. 3/3
Mindsucker Creature — Horror (C) Derange 2—(When you draw this card, you may reveal it and pay . If you do, target player puts the top 2 cards of his or her library into his or her graveyard.) When Mindsucker dies, target opponent puts the top card of his or her library into his or her graveyard. The mind is simply a more abstract graveyard of decay. 2/2
Tholas, Morticon Mesmerist Legendary Creature — Wraith (C) Swampwalk Whenever an opponent puts a card from his or her library into his or her graveyard, you may scry , where X is the converted mana cost of that card. “What you don’t know, I do, thanks to my new puppets.” -Tholas 2/3
Maggot-Ridden Combust Creature — Zombie Elemental (C) Desecrate 2 (When this enters the battlefield, put up to two -1/-1 counters onto any number of target creatures. Then each of those creatures deals 1 damage to its controller.) When Maggot-Ridden Combust dies, another target creature gets +2/+0 until end of turn. None deserve to live, and those who defy death deserve nothing but pain. 2/2
Vil’Natal, Skoka Progenitor Legendary Creature — Demon (C) Creatures you control have wither. Whenever a creature you control attacks, you may have it lose wither and gain +1/+0 until end of turn. “A union between our societies may yet prove to be... beneficial to me.” -Vil’Natal 5/5
Grugga, Volasta Mobmaster Legendary Creature — Giant (C) Trample Whenever Grugga, Volasta Mobmaster deals combat damage to a player, add to your mana pool for each creature you control. Spend this mana only to pay for abilities of permanents you own. “I can smash... or WE can smash!” -Grugga 6/6
Steambreath Hybrid Creature — Dragon Bat (C) Flying Fury 2—(When this enters the battlefield, you may pay . If you do, this deals 2 damage to target creature. Then put two 1/1 green Elemental creature tokens onto the battlefield.) , , sacrifice an Elemental: Steambreath Hybrid deals 1 damage to target creature or player. Legend tells of a mutant cross between a bat and a dragon that eats its prey to fuel its flames. 1/1
Auroralight Dryad Creature — Dryad (C) Forestwalk When Auroralight Dryad enters the battlefield, destroy target creature with flying. You gain life equal to its converted mana cost. , , sacrifice Auroralight Dryad: Destroy target creature with flying. 3/3
Hanara Outcast Creature — Elf (C) Whenever a white creature enters the battlefield under your control, add to your mana pool. We’ll protect you if you support us. A symbiotic relationship just as the roots of the Mother Tree would want. 2/2
Longasta, the First Hanara Legendary Creature — Human Spirit (U) Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature’s color.) When Longasta, the First Hanara enters or leaves the battlefield, untap all nonland permanents you control. , : Exile Longasta, the First Hanara and return it to the battlefield under your control. : Regenerate “As a serf in the Ethereal Realm, I have known slavery. I will not force it upon others for fear they may empathize too well.” -Longasta 3/3
Moonlight Demon Creature — Demon (C) Flying When Moonlight Demon enters the battlefield, destroy target creature. You gain life equal to its converted mana cost. , , sacrifice Moonlight Demon: Destroy target creature. It cannot be regenerated. 3/3
Luthumi, Tuvali Architect Legendary Creature — Sphinx (C) Flying : Target opponent puts the top X cards of his or her library into his or her graveyard, where X is the number of creatures you control that dealt combat damage to an opponent this turn. Activate this ability only once each turn. “With your rage and our intelligence, we can go places.” -Luthumi 3/4
Manic Mentalist Creature — Goblin Wizard (C) Ploy (Whenever this attacks, you may have it fight target creature defending player controls. If you do and that creature is dealt lethal damage this way, this creature is unblockable until end of turn.) , : Flip a coin. If you win the flip, draw a card. Come here and take the bait, I’ve nothing to do but read you as I wait. 2/2
Urbanize Sorcery (C) Destroy target land. Its controller searches his or her library for an artifact with converted mana cost 3 or less and puts it onto the battlefield tapped, then shuffles his or her library. Sometimes the land must be razed in fire to pave way for progress!
Behemoth of the Lost Creature — Beast Horror (C) Fugue (As this enters the battlefield, you may discard any number of cards. If you do, this enters the battlefield with that many +1/+1 counters.) Whenever an opponent discards a card, Behemoth of the Lost gets +1/+1 until end of turn. He guides the dead back into the earth, for that is where they belong. 1/1
Silara, Drafal Harvester Legendary Creature — Faerie (C) Flying , : Return target card from your graveyard to your hand. , , sacrifice a creature with power 3 or greater: Return target permanent from your graveyard to the battlefield. “Into the earth you go, you squeal? I do agree, we’ll make a deal.” -Silara 3/3
Motivation Enchantment — Aura (C) Enchant creature When Motivation enters the battlefield you may transform it. If you do, attach it to target creature. Enchanted creature gets +1/+1 and must attack each turn if able. The Hanara believe that you either keep fighting...
Sunlight Dragon Creature — Dragon (C) Flying When Sunlight Dragon enters the battlefield, it deals 3 damage to target creature. Whenever that creature dies this turn, you gain life equal to its converted mana cost. , : Sunlight Dragon deals 3 damage to target creature and 3 damage to itself. 3/3
Ramana, Omel Chieftain Legendary Creature — Centaur (C) , : Put a 0/1 green Chameleon creature token onto the battlefield under your control. , : Until end of turn, all Chameleons you control have changeling (They are every creature type at all times.). “The only way to survive this unnatural atrocity is to join forces under the protection of the Mother Tree.” -Ramana 4/4
Woodcrest Prophet Creature — Treefolk Shaman (C) Divine (When this enters the battlefield, you may pay and reveal the top card of your library. If you do and its converted mana cost is less than or equal to the number of permanents you control that share a creature type with this card, put it into your hand.) , , sacrifice Woodcrest Prophet: Creature spells you control cost X less to cast until end of turn. Consultation with the trees shows you what was, is, and will be. 2/3
Demotivation Enchantment — Aura (C) Enchant creature Enchanted creature gets +1/+1 and has defender. ..or give up; there is no middle ground.
Recouping Engine Artifact (C) , , sacrifice a nonland permanent: Add the sacrificed permanent’s casting cost to your mana pool. (Casting cost includes color. X is 0.) The Unistus were never used to running out of mana. The Morticon know how to solve that problem.
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.
There are now cards made (and renders available) for Ethereal Warfare! They're in the second post (^^Up there!^^). I've made one example card for each non-white Fusion, and a couple of extras.
Check them out! Questions, comments, and criticisms on any of the three sets in this block are always welcome here!
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.
So the more I looked at Desecrate, the more it felt OP. A keyworded ETB multi-kill? Yeah. What was I thinking (besides "I want this to be a thing!")?
So I've toned it down. Rather than insta-killing things, it puts -1/-1 counters on them. Much less OP, but still flavorful, useful, and can be comboed well (as well as Wither can, at least).
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.
Ethereal Warfare is now up to 20 cards, including a 7-card cycle of legends representing the founders of the new Fusions (as well as the first Hanara...rebels aren't really "founded" as they're individualistic). Each has an ability or abilities that support their group's mechanics, and each has a flavor text that gives a quote from their first decision to form their group.
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.
Isolation is a complicated set. Landfall, Wither, Colour Matters, Spray, Multikicker... +1/+1 counters alongside -1/-1 counters for the first time...
Besides Spray, these are all things that have been around for a while now, so it's not really confusing at all to current players.
And perhaps I spend too much time playing casual formats (I almost exclusively play EDH), but I still don't get what's so bad about +1/+1 and -1/-1 counters in the same set? My friends and I often have both going at once and it's not at all a problem--bead up means +1/+1, bead down means -1/-1 (or, if the numbers are large, die 1 means +1/+1, die 2 means -1/-1).
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.
*UPDATE - February 25, 2013* Ethereal Warfare has been updated! There are now 32 cards. Also, the Ploy mechanic has been slightly changed. Fighting is now optional, and it's been reworded to "dealt lethal damage" since apparently the rules say fighting doesn't actually destroy anything.
There's a cycle of legends I've added that are the founders of each Fusion (even the first Hanara, though they weren't really founded or cohesive). Their flavor texts are quotes from when they finally decided to found their groups...just for some more backstory .
Oh, and Motivation and Demotivation are two parts of the same transforming card (Motivation is the front, Demotivation is the back). It just...output them in a different order >_< .
All cards I make have artists credited in the appropriate places. Artist names in "quotes" are DeviantArt usernames unless otherwise mentioned.