Untitled Homebrew Set (warning: 225 cards long)

H

HumanError

Guest
Hey, just posting this and seeing if I can get any opinions on it.

Card Counts

White: 10 Rare, 10 Uncommon, 15 Common
Blue: 10 Rare, 10 Uncommon, 15 Common
Black: 10 Rare, 10 Uncommon, 15 Common
Red: 10 Rare, 10 Uncommon, 15 Common
Green: 10 Rare, 10 Uncommon, 15 Common
Multicolor: 5 Rare, 5 Uncommon
Artifacts: 18 Rare, 15 Uncommon
Lands: 2 Rare, 5 Uncommon
TOTALS: 75 Rare, 75 Uncommon, 75 Common - 225 Cards


Special Card Abilities

Spark - X: If this card is in your graveyard, you may pay X to play it as though it were in your hand. If you do, remove it from the game.


Special Card Mechanics

Darkling - Black creature type. As long as this creature is untapped, your Darklings cost you 1 less to play.

Neverform - Blue creature type. Has changing abilities dependent upon the number of cards in your hand, or a number of permanents in play.

Everblaze - Red creature type. Has a comes-into-play ability dependent upon the number of Everblazes in play.

Defender - White creature type. Gains bonuses dependent upon how many other Defenders are in play.

Symbiont - Green creature type. Has a sacrifice ability which requires a second Symbiont, and creates a new creature.


White

001R Ancient Defender
6WW, Creature - Defender Legend, 4/8
First strike
Ancient Defender may block up to X creatures, where X is the number of Defenders you control.
Whenever Ancient Defender becomes blocked, it gets +2/+0 until end of turn for each creature blocking it.

002C Angelic Cascade
W, Instant
Spark - 1W (If this card is in your graveyard, you may pay 1W to play it as though it were in your hand. If you do, remove it from the game.)
Target player gains 3 life.

003U Angelic Whisper
W, Enchantment
If a black or red source would deal damage to you or a creature you control, it deals that much damage minus 1 instead.

004C Brilliant Divinity
1W, Sorcery
You gain 3 life. Then, if you control three or more plains, you gain 2 life. Then, if you control three or more Defenders, you gain 2 life.

005C Circle Acolyte
1W, Creature - Cleric, 1/1
As Circle Acolyte comes into play, choose a color.
2: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.

006R Clever Investment
1WW, Enchantment
As an additional cost to play Clever Investment, pay 3 life.
Clever Investment comes into play with three coin counters on it.
At the beginning of your upkeep, you may remove a coin counter from Clever Investment. If you do, you gain 2 life. If you don't, sacrifice Clever Investment. Search your library for a white card with a converted mana cost equal to or less than the number of coin counters on Clever Investment, reveal that card, and put it into your hand. Then shuffle your library.

007U Cloud Dancer
3WW, Creature - Angel, 2/4
Flying
Attacking doesn't cause creatures you control to tap.

008C Cry of the Martyr
W, Instant
All damage that would be dealt to target creature this turn is dealt to you instead.

009R Cunning General
1WW, Creature - Lord, 2/2
All Defenders get +1/+1 and have plainswalk.

010R Enchanter's Frenzy
1WW, Instant
As an additional cost to play Enchanter's Frenzy, sacrifice an enchantment.
Search your library for an enchantment card and put that card into play. Then shuffle your library.

011R Exterminating Angel
5WW, Creature - Angel, 4/5
Flying
When Exterminating Angel leaves play, put into play under their owners' control all cards removed from the game with it.
T, Remove a creature you control from the game: Remove target creature an opponent controls from the game.

012U Grassland Scout
1WW, Creature - Defender, 1/3
Forestwalk
When Grassland Scout comes into play, reveal the top X cards of your library, where X is the number of other Defenders in play. Put all Defender cards revealed this way into your hand and shuffle all other cards revealed this way into your library.

013U Greater Balm
2W, Instant
Until end of turn, prevent all damage that would be dealt to target creature or player.

014U Ignoble Truce
1WW, Sorcery
Spark - 1WW (If this card is in your graveyard, you may pay 1WW to play it as though it were in your hand. If you do, remove it from the game.)
Each player sacrifices a creature.

015U Ivory Circle
1W, Enchantment
White creatures you control have first strike as long as you control a Defender.
White creatures you control get +1/+0 as long as you control a Neverform.
White creatures you control get +0/+1 as long as you control a Symbiont.

016U Minute Guards
1WW, Creature - Defender, 2/2
First strike
If you control two or more Defenders, Minute Guards may be any time you could play an instant.

017C Pegasus Cave
1WW, Sorcery
Spark - 3W (If this card is in your graveyard, you may pay 3W to play it as though it were in your hand. If you do, remove it from the game.)
Put a 2/2 white Pegasus creature token with flying into play.

018C Prairie Settlers
3W, Creature - Townsfolk, 1/2
Plainswalk
When Prairie Settlers comes into play, you may search your library for a plains card and put that card into play. If you do, shuffle your library.

019R Rousing Victory
3W, Sorcery
Each player chooses a creature he or she controls and sacrifices the rest.

020R Scale of Justice
1WW, Sorcery
As you play Scale of Justice, choose an opponent.
If the chosen player controls more creatures than you do, search your library for a creature card, reveal that card, and put it into your hand. Then, if the chosen player controls more lands than you do, search your library for a land card, reveal that card, and put it into your hand. Then shuffle your library. Then draw a card if the chosen player has more cards in his or her hand than you have in yours.

021R Sea of Shields
2WW, Enchantment
Players who control less creatures than you may only attack you with creatures with flying.

022C Shower of Marble
W, Instant
Spark - 1W (If this card is in your graveyard, you may pay 1W to play it as though it were in your hand. If you do, remove it from the game.)
Put a +1/+1 counter on target white creature.

023C Solemn Martyr
W, Creature - Townsfolk, 0/1
Remove Solemn Martyr from the game: Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

024C Steady Guard
W, Creature - Defender, 1/1
Attacking doesn't cause Steady Guard to tap.

025U Sunstreaked Knight
WW, Creature - Knight Defender, 2/2
First strike, protection from Darkling, protection from Everblaze

026C Sworn Protector
2W, Creature - Defender, 1/4
T: The next 3 damage that would be dealt to target Defender this turn is dealt to Sworn Protector instead.

027R Tax Collection
1W, Sorcery
Spark - 2W (If this card is in your graveyard, you may pay 2W to play it as though it were in your hand. If you do, remove it from the game.)
If an opponent controls more lands than you do, search your library for a basic plains card and put that card into play tapped. Shuffle your library.

028R Tax Collector
W, Creature - Townsfolk, 1/1
Whenever Tax Collector attacks and isn't blocked, defending player reveals his or her hand. If that player has any lands in his or her hand, you may search your library for a plains card, reveal that card, and put it into your hand. If you do, shuffle your library.

029C Temple Attendant
W, Creature - Cleric, 1/1
When Temple Attendant comes into play, you gain 1 life for each Defender in play.

030U Town Carnival
4W, Instant
You gain X life, where X is the total toughness of all creatures you control.

031C Town Moneychanger
2W, Creature - Cleric, 1/1
Town Moneychanger can't be the target of spells or abilities.
T: Put a coin counter on Town Moneychanger.
T, Remove X coin counters from Town Moneychanger: Gain X life.

032U Voice of Purity
3W, Creature - Angel, 2/2
Flying, protection from enchantments

033C Wall of Armor
1W, Creature - Wall, 0/*
Wall of Armor has toughness equal to the number of Defenders you control.

034C Wandering Rogue
1W, Creature - Soldier, 1/2
Plainswalk
Whenever Wandering Rogue attacks and isn't blocked, you gain 1 life.

035C Wither
1WW, Instant
Spark - 3W (If this card is in your graveyard, you may pay 3W to play it as though it were in your hand. If you do, remove it from the game.)
Destroy target artifact or enchantment.


Blue

036R Ancient Neverform
6UU, Creature - Neverform Legend, 7/7
Flying
Ancient Neverform gets +1/-1 for each other Neverform you control.
Ancient Neverform gets -1/+1 for each non-Neverform creature you control.

037R Awkward Shapeshifter
2UU, Creature - Shapeshifter, */*
Awkward Shapeshifter's power and toughness are each equal to the converted mana cost of the last spell played.

038U Beam of Diffusion
U, Instant
Counter target spell if its converted mana cost is X or less, where X is the number of Neverforms you control.

039C Befuddle
1U, Instant
Spark - U (If this card is in your graveyard, you may pay U to play it as though it were in your hand. If you do, remove it from the game.)
Tap or untap target permanent.

040C Capricious Form
3UU, Creature - Neverform, 4/4
Capricious Form has flying if you control three or more untapped creatures.
Capricious Form gets -2/+1 if you control two or less untapped creatures.

041C Clever Novelty
1U, Sorcery
Draw a card. Then, if you control three or more islands, draw a card. Then, if you control three or more Neverforms, draw a card.

042C Cloud Thrush
2U, Creature - Bird, 1/1
Flying
T: Add U to your mana pool.

043U Crystalline Circle
1U, Enchantment
Blue creatures you control have flying as long as you control a Neverform.
Blue creatures you control get +1/+0 as long as you control a Darkling.
Blue creatures you control get +0/+1 as long as you control a Defender.

044C Determined Front
1UU, Instant
Spark - 2UU (If this card is in your graveyard, you may pay 2UU to play it as though it were in your hand. If you do, remove it from the game.)
Counter target spell.

045R Discretion
1UU, Enchantment
At the beginning of your upkeep, you may look at the top four cards of your library. If you do, choose one of those cards and remove it from the game, put two of those cards on the bottom of your library in any order, and put the remaining card back.

046U Disregard
1U, Sorcery
Spark - 1U (If this card is in your graveyard, you may pay 1U to play it as though it were in your hand. If you do, remove it from the game.)
Search target player's library for a card and remove it from the game. Then that player shuffles his or her library.

047R Forced Forgetfulness
2U, Sorcery
Discard your hand. Remove the top X cards of your library from the game, where X is the number of cards discarded in this way. Then search target opponent's library for up to X cards and remove them from the game. Then that player shuffles his or her library.

048U Hydrosphere
3U, Enchantment
All red permanents have "At the beginning of your upkeep, sacrifice this permanent unless you pay 1."

049U Illusory Shell
1U, Creature - Wall, 0/4
2, Sacrifice Illusory Shell: Counter target spell if its converted mana cost is 2 or less.

050C Library Attendant
U, Creature - Cleric, 1/1
When Library Attendant comes into play, you may look at the top X cards of your library, then put them back in any order, where X is the number of Neverforms in play.

051R Mass Confusion
3UU, Sorcery
Sacrifice an island. If you do, search target opponent's library for a nonland card and remove that card from the game unless he or she sacrifices a permanent. You may repeat this process as many times as you choose. Then that player shuffles his or her library.

052U Master Librarian
2UU, Creature - Cleric, 2/2
When Master Librarian comes into play, look at the top five cards of your library. Choose one of those cards and put it into your hand, then shuffle the other four cards into your library.

053C Merfolk Conjurer
1UU, Creature - Merfolk, 1/2
T: Look at the top three cards of your library. Put one of them on the bottom of your library, and the other two on top of your library in any order.

054U Prismatic Form
3U, Creature - Neverform, 2/3
All players play with their hands revealed.
Prismatic Form is the same color as the most common color in all players' hands.
Prismatic Form is unblockable if the most common color in all players' hands is blue.

055R Psionic Storm
3U, Enchantment
When Psionic Storm comes into play, set the top card of your library aside face up.
When there is more than one card named Psionic Storm in play, remove all cards with that name from the game.
When a permanent comes into play, that permanent's owner exchanges that permanent with the permanent set aside by Psionic Storm.

056C Quiet Study
U, Sorcery
Spark - 2U (If this card is in your graveyard, you may pay 2U to play it as though it were in your hand. If you do, remove it from the game.)
Draw a card.

057C Reckless Haze
2U, Creature - Neverform, 1/2
When Reckless Haze comes into play, draw a card if you have four or more cards in your hand.
Reckless Haze is unblockable if you have three or less cards in your hand.

058C Reverse
1UU, Instant
Spark - 2UU (If this card is in your graveyard, you may pay 2UU to play it as though it were in your hand. If you do, remove it from the game.)
Return target permanent to its owner's hand.

059C Rippling Sea
U, Creature - Neverform, 1/1
Rippling Sea gets +1/+0 as long as you control two or more tapped islands.
Rippling Sea gets -1/+1 as long as you control one or less tapped islands.

060U Sagely Voices
2UU, Creature - Neverform, 2/2
When Sagely Voices comes into play, you may draw X cards, where X is the number of other Neverforms you control.
When Sagely Voices leaves play, discard X cards, where X is the number of other Neverforms you control.

061R Sea of Dreams
2UU, Sorcery
Remove Sea of Dreams from the game. Each player shuffles his or her graveyard and hand into his or her library, then draws an amount of cards equal to the number of tapped creatures he or she controls.

062C Spined Merfolk
1U, Creature - Merfolk, 1/2
Swampwalk

063U Splash Away
1UU, Sorcery
Destroy target mountain or forest.
Draw a card.

064R Thought Elemental
3UU, Creature - Elemental, */*
Flying
As Thought Elemental comes into play, choose target opponent.
Thought Elemental's power is equal to the number of cards in the chosen player's hand, and its toughness is equal to the number of cards in your hand.

065C Thrust of Dreams
4U, Instant
Draw a card for each blue creature you control.

066R Undersea Wake
U, Instant
As an additional cost to play Undersea Wake, return X islands you control to their owners' hands.
Return X target permanents to their owners' hands.

067C Waverider Drake
2U, Creature - Drake, 3/4
Flying
When Waverider Drake comes into play, return two islands you control to their owners' hands.

068U Whiptide Spirit
UU, Creature - Neverform Spirit, 2/2
Flying, protection from Everblaze, protection from Symbiont

069C Whispers on the Wind
4U, Creature - Neverform, 2/2
Flying
Whispers of the Wind gets -2/+4 as long as you have one or more cards in your hand.
Whispers of the Wind gets +5/+0 as long as you have no cards in your hand.

070R Wise Elementalist
1UU, Creature - Lord, 2/2
All Neverforms get +1/+1 and have islandwalk.


Black

071R Abominable Villain
3BB, Creature - Darkling, 4/3
Forestwalk
As long as Abominable Villain is untapped, Darkling cards you play cost 1 less to play.
Whenever Abominable Villain attacks and isn't blocked, you may destroy target forest defending player controls.

072R Ancient Darkling
6BB, Creature - Darkling Legend, */*
Flying, trample
Ancient Darkling has power and toughness each equal to the number of Darklings you control.
As long as Ancient Darkling is untapped, Darkling cards you play cost 1 less to play.

073U Blood Scrying
BB, Instant
Draw two cards. You lose 2 life.

074C Bog Sorcerer
2B, Creature - Wizard, 1/1
T: Target player loses 1 life and you gain 1 life.

075C Bone Collector
2B, Creature - Horror, 1/1
B, Sacrifice a creature: Put a +1/+1 counter on Bone Collector.

076U Catacomb Scrivener
1BB, Creature - Wizard, 2/2
When Catacomb Scrivener comes into play, reveal the top five cards of your library. Put all creature cards revealed in this way into your graveyard and shuffle all other cards revealed this way into your library.

077C Cave Ghost
4B, Creature - Darkling, 3/3
Flying
As long as Cave Ghost is untapped, Darkling cards you play cost 1 less to play.

078U Cruel Conspiracy
1B, Sorcery
Target player discards a card at random from his or her hand. Then, if you control three or more swamps, that player discards another card at random from his or her hand. Then, if you control three or more Darklings, that player discards another card at random from his or her hand.

079C Crypt Attendant
B, Creature - Cleric, 1/1
When Crypt Attendant comes into play, you may return target creature card with converted mana cost X or less from your graveyard to play, where X is the number of Darklings in play.

080C Crypt Reclamation
B, Sorcery
Spark - 1BB (If this card is in your graveyard, you may pay 1BB to play it as though it were in your hand. If you do, remove it from the game.)
Return target creature card from your graveyard to your hand.

081U Dark Circle
1B, Enchantment
Black creatures you control have "B: Regenerate this creature" as long as you control a Darkling.
Black creatures you control get +1/+0 as long as you control an Everblaze.
Black creatures you control get +0/+1 as long as you control a Neverform.

082C Drop of Blood
B, Instant
Spark - 2 (If this card is in your graveyard, you may pay 2 to play it as though it were in your hand. If you do, remove it from the game.)
Add BBB to your mana pool. You lose 2 life.

083C Forgotten Dead
B, Creature - Darkling, 0/1
As long as Forgotten Dead is untapped, Darkling cards you play cost 1 less to play.
Whenever Forgotten Dead attacks, it gets +1/+0 and gains first strike until end of turn.
B: Regenerate Forgotten Dead.

084R Funeral Dirge
B, Instant
Spark - B (If this card is in your graveyard, you may pay B to play it as though it were in your hand. If you do, remove it from the game.)
Name a card. Reveal cards from the top of your library until you reveal the named card, or until X cards have been revealed in this way, where X is the converted mana cost of the last creature card put into a graveyard this turn. Put all cards with the chosen name into your hand. Remove the rest from the game. You lose 1 life for each card removed from the game in this way.

085U Grand Invasion
1BB, Enchantment
As Grand Invasion comes into play, choose plains or forests.
Black creatures have landwalk for the chosen basic land type.

086C Harrowing Voice
B, Sorcery
Spark - 2B (If this card is in your graveyard, you may pay 2B to play it as though it were in your hand. If you do, remove it from the game.)
Target player discards a card from his or her hand.

087C Haunting Cries
B, Instant
Spark - 1B (If this card is in your graveyard, you may pay 1B to play it as though it were in your hand. If you do, remove it from the game.)
Target nonblack creature gets -X/-X until end of turn, where X is the number of creature cards in its controller's graveyard.

088R Hulking Assimilator
3BB, Creature - Horror, 4/4
Whenever a creature dealt lethal damage by Hulking Assimilator this turn is put into a graveyard, Hulking Assimilator gains all abilities of that creature.

089R Lurking Medusa
3BB, Creature - Darkling, 2/4
As long as Lurking Medusa is untapped, Darkling cards you play cost 1 less to play.
At the beginning of your upkeep, put a -1/-1 counter on each creature with a stone counter on it.
Whenever Lurking Medusa blocks or becomes blocked by a creature, put a stone counter on that creature at end of combat.
Creatures with a stone counter on them don't untap during their controllers' untap steps.
When Lurking Medusa leaves play, remove all stone counters from all creatures.

090C Mire Ghoul
1BB, Creature - Darkling, 2/1
As long as Mire Ghoul is untapped, Darkling cards you play cost 1 less to play.
T: Add B to your mana pool.

091C Mourning Shade
3B, Creature - Shade, 1/1
B: Mourning Shade gets +1/+1 until end of turn.
B, Sacrifice Mourning Shade: Remove from the game target white permanent with converted mana cost less than or equal to Mourning Shade's power.

092R Necrofaction
BBB, Enchantment
Skip your draw step.
Whenever you play a spell, put a lore counter on Necrofaction.
At the end of each turn, you lose X life and may draw up to X cards, where X is the number of lore counters on Necrofaction. Remove all lore counters from Necrofaction.

093U Plague Knight
BB, Creature - Darkling Knight, 2/2
Protection from Defender, protection from Symbiont
B: Regenerate Plague Knight.

094C Plague Shambler
4BB, Creature - Darkling, 5/4
Trample
As long as Plague Shambler is untapped, Darkling cards you play cost 1 less to play.

095R Quagmire Sorceress
1BB, Creature - Darkling, 1/1
As long as Quagmire Sorceress is untapped, Darkling cards you play cost 1 less to play.
T: Target creature is 1/1 until end of turn.

096U Rotting Earth
3B, Sorcery
Destroy all plains.

097U Rotting Leaves
3B, Sorcery
Destroy all forests.

098R Rumbling Crypt
1BB, Enchantment
Each player may choose to skip his or her draw step. If that player does, he or she may return a creature card from his or her graveyard to play.

099R Scrying Bones
1B, Sorcery
Target opponent searches your library for five different cards and sets them aside face up. Choose one of the cards set aside this way and put it into your hand. Then that opponent chooses one of the cards set aside this way and removes it from the game. Shuffle the other cards set aside this way into your library.

100U Sealed Earth
B, Enchantment
All cards in all graveyards lose spark.

101R Shadowy Herald
1BB, Creature - Lord, 2/2
All Darklings get +1/+1 and have swampwalk.

102C Skeletal Army
4B, Creature - Skeleton, 2/2
B, Remove a creature card in your graveyard from the game: Regenerate Skeletal Army and put a +1/+1 counter on it.

103U Soul Channel
X2B, Sorcery
Spark - X2BB (If this card is in your graveyard, you may pay X2BB to play it as though it were in your hand. If you do, remove it from the game.)
Spend only black mana on X.
Soul Channel deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player's life total before Soul Channel dealt damage or the creature's toughness.

104C Taunting Imp
1B, Creature - Imp, 2/1
All creatures able to block Taunting Imp do so.

105C Unholy Banquet
4B, Sorcery
Target player loses X life and you gain X life, where X is the number of black creatures you control.


Red

106R Ancient Everblaze
6RR, Creature - Everblaze Legend, 5/5
When Ancient Everblaze comes into play, each player sacrifices X lands, where X is the number of other Everblazes you control.
1RR: Ancient Everblaze gets +1/+0 until end of turn for each other Everblaze you control.

107R Battle Sage
1RR, Creature - Lord, 2/2
All Everblazes get +1/+1 and have mountainwalk.

108U Brimstone Circle
1R, Enchantment
Red creatures you control have haste as long as you control an Everblaze.
Red creatures you control get +1/+0 as long as you control a Darkling.
Red creatures you control get +0/+1 as long as you control a Symbiont.

109C Brutish Troll
3R, Creature - Troll, 2/2
Brutish Troll gets +2/+1 as long as you control a forest.
G: Regenerate Brutish Troll.

110U Cavern Giant
2R, Creature - Giant, 4/4
As an additional cost to play Cavern Giant, sacrifice two lands.

111U Crackling Furnace
2RR, Enchantment
Whenever a creature or player is dealt damage, Crackling Furnace deals 1 damage to that creature or player.

112R Crumbling Earth
3RR, Sorcery
If target player controls more lands than you, that player sacrifices lands until he or she controls the same amount of lands.

113R Fault Fissure
2RR, Sorcery
Each player sacrifices a land for each creature he or she controls.

114U Fire Wanderer
3RR, Creature - Everblaze, 5/5
When Fire Wanderer comes into play, it deals 3 damage to you unless you control three or more other Everblazes.

115U Frenetic Flare
1R, Creature - Everblaze, 2/1
Haste, trample
When Frenetic Flare comes into play, it deals 2 damage to target creature or player if you control three or more other Everblazes.
At end of turn, sacrifice Frenetic Flare.

116C Goblin Bomber
2R, Creature - Goblin, 2/2
R, Sacrifice Goblin Bomber: Goblin Bomber deals 2 damage to target creature or player.

117C Goblin Twins
R, Sorcery
Spark - 1R (If this card is in your graveyard, you may pay 1R to play it as though it were in your hand. If you do, remove it from the game.)
Put a 1/1 red Goblin creature token into play.

118U Immoral Superiority
1R, Enchantment
At the beginning of each player's upkeep, Immoral Superiority deals 1 damage to that player if he or she controls less creatures than any other player.

119R Lava Flare
R, Instant
As an additional cost to play Lava Flare, sacrifice a mountain.
Lava Flare deals 3 damage to target creature or player.

120U Lightning Raider
RR, Creature - Everblaze Barbarian, 2/2
Haste, protection from Defender, protection from Neverform

121C Lightning Sliver
1R, Instant
Spark - 2R (If this card is in your graveyard, you may pay 2R to play it as though it were in your hand. If you do, remove it from the game.)
Lightning Sliver deals 2 damage to target creature or player. That creature can't be regenerated this turn and if it would be put into a graveyard this turn, remove it from the game instead.

122R Living Inferno
RRR, Creature - Everblaze, 1/1
Haste, trample
When Living Inferno comes into play, it gets +1/+0 until end of turn for each other Everblaze you control.
At end of turn, sacrifice Living Inferno.

123C Luminous Flame
3RR, Creature - Everblaze, 2/3
When Luminous Flame comes into play, draw a card for each other Everblaze you control.

124U Mass Hysteria
R, Sorcery
Creatures can't block until your next turn.

125C Mountain Leopard
1R, Creature - Cat, 2/1
Haste
Attacking doesn't cause Mountain Leopard to tap.

126C Pyre Attendant
R, Creature - Cleric, 1/1
When Pyre Attendant comes into play, it deals X damage to target creature, where X is the number of Everblazes in play.

127R Pyromaniac
2R, Creature - Cleric, 1/1
First strike
Whenever you play a red spell, put a +1/+1 counter on Pyromaniac.

128C Reckless Inferno
2RR, Creature - Everblaze, 3/2
When Reckless Inferno comes into play, destroy target land if you control three or more other Everblazes.

129R Sandstone Mauler
4RR, Creature - Beast, 4/4
First strike, haste
You may play Sandstone Mauler any time you could play an instant.
Attacking doesn't cause Sandstone Mauler to tap.

130C Scattering Stones
1RR, Sorcery
Spark - 2RR (If this card is in your graveyard, you may pay 2RR to play it as though it were in your hand. If you do, remove it from the game.)
Destroy target land.

131C Scorching Pyre
1R, Sorcery
Scorching Pyre deals 2 damage to target creature or player. Then, if you control three or more mountains, it deals an additional 1 damage to that creature or player. Then, if you control three or more Everblazes, it deals an additional 2 damage to that creature or player.

132U Sear
1RR, Sorcery
Spark - 2RR (If this card is in your graveyard, you may pay 2RR to play it as though it were in your hand. If you do, remove it from the game.)
Sear deals 2 damage to each creature.

133C Skittering Sparkling
1R, Creature - Everblaze, 2/1
When Skittering Sparkling comes into play, it deals 1 damage to target creature or player if you control two or more other Everblazes.

134U Steam Fissure
1R, Instant
Destroy target attacking white or blue creature. If that creature is put into a graveyard from play this turn, its controller sacrifices a land.

135R Terrestrial Shift
3RR, Sorcery
Simultaneously destroy all lands in play and put all lands in each player's graveyard into play under their owners' control.

136R Traitorous Dragon
2RR, Creature - Dragon, 6/6
Flying, trample
As Traitorous Dragon comes into play, choose an opponent.
At the beginning of the chosen player's upkeep, that player chooses a permanent you control other than Traitorous Dragon and gains control of that permanent.

137C Turn to Dust
R, Sorcery
Remove target artifact from the game.

138C Vandalize
2RR, Sorcery
Choose one - destroy target artifact; or destroy target land; or destroy target artifact and target land.

139C Volcanic Pylon
4R, Instant
Volcanic Pylon deals X damage to target creature or player, where X is the number of red creatures you control.

140C Whirling Blaze
1RR, Creature - Everblaze, 3/1
Haste
When Whirling Blaze comes into play, it deals 1 damage to target creature or player.
At end of turn, return Whirling Blaze to its owner's hand.


Green

141R Ancient Symbiont
6GG, Creature - Symbiont Legend, 7/7
Trample
Sacrifice two Symbionts: Put a 5/5 Symbiont creature token into play.
Sacrifice three Symbionts: Put a 7/7 Symbiont creature token into play.
Sacrifice four Symbionts: Put a 9/9 Symbiont creature token with trample into play.

142U Angry Snarl
GG, Instant
Counter target blue spell.

143U Aquatic Elves
1G, Creature - Elf, 2/1
Protection from blue
T: Add U to your mana pool.

144U Articulation
1GG, Enchant Creature
Enchanted creature has "T: Target creature gets +X/+Y until end of turn, where X is this creature's power and Y is this creature's toughness."

145R Assimilation
2G, Enchantment
As Assimilation comes into play, choose a creature type.
Creatures with change counters on them are also the chosen creature type.
3G: Put a change counter on target creature.

146R Auspicious Druid
2G, Creature - Cleric, 1/2
T: Add one mana of any color to your mana pool.

147U Choking Kudzu
1GG, Sorcery
Destroy target land. If that land is an island or swamp, Choking Kudzu deals 2 damage to that land's controller.

148C Craw Symbiont
4GG, Creature - Symbiont, 6/4
Sacrifice Craw Symbiont and another Symbiont: Put an 8/8 green Symbiont creature token into play.

149C Cry of Many
4G, Sorcery
Put a 1/1 green Symbiont creature token into play for each green creature you control.

150R Dustthrower
3GG, Creature - Beast, 6/2
T, Sacrifice a land: Prevent all combat damage that would be dealt this turn.

151R Earthbound Efreet
1G, Creature - Efreet, 5/5
Trample
Earthbound Efreet loses trample and gets -2/-2 as long as you control three or more forests.
Earhtbound Efreet gets -2/-2 as long as you control four or more lands.

152C Elvish Wanderer
1G, Creature - Elf, 2/1
Forestwalk
T: Add G to your mana pool.

153C Garden Attendant
G, Creature - Cleric, 1/1
When Garden Attendant comes into play, target creature gets +1/+1 until end of turn for each Symbiont in play.

154C Hail of Bark
G, Instant
As an additional cost to play Hail of Bark, sacrifice X forests.
Hail of Bark deals X damage to each flying creature.

155R Hive Mind
1GG, Creature - Lord, 2/2
Symbionts get +1/+1 and have forestwalk.

156U Mire Elves
1G, Creature - Elf, 2/1
Protection from black
T: Add B to your mana pool.

157C Mist Well
1G, Instant
Spark - 2G (If this card is in your graveyard, you may pay 2G to play it as though it were in your hand. If you do, remove it from the game.)
Prevent all combat damage that would be dealt this turn.

158C Nature's Embrace
G, Instant
Spark - 1G (If this card is in your graveyard, you may pay 1G to play it as though it were in your hand. If you do, remove it from the game.)
Target creature gets +2/+2 until end of turn.

159C Prairie Elves
1G, Creature - Elf, 1/3
Protection from white
T: Add W to your mana pool.

160C Ravenous Wolves
G, Creature - Wolf, 1/1
When Ravenous Wolves comes into play, you may pay X. If you do, search your library for up to X cards named Ravenous Wolves and put them into play tapped. Then shuffle your library.

161R Return to Nature
2GG, Enchantment
Whenever a creature card would be put into your graveyard from play, remove that card from the game instead. If you do, you may search your library for a basic land card and put that card into play tapped. Then shuffle your library.

162C Sand Elves
1G, Creature - Elf, 1/3
Protection from red
T: Add R to your mana pool.

163C Sapling Symbiont
G, Creature - Symbiont, 1/1
Sacrifice Sapling Symbiont and another Symbiont: Put a 4/4 green Symbiont creature token into play.

164C Soil Sifting
2G, Sorcery
Spark - 3G (If this card is in your graveyard, you may pay 3G to play it as though it were in your hand. If you do, remove it from the game.)
Search your library for a basic land card and put that card into play. Then shuffle your library.

165C Song of Genesis
2G, Sorcery
Put the top four cards of your library into your graveyard. Then put a 1/1 green Symbiont creature token into play for each land put into your graveyard in this way.

166U Spore Bank
1GG, Enchantment
Whenever a creature attacks, it doesn't untap during its controller's next untap step.

167U Stalwart Treefolk
GG, Creature - Symbiont Treefolk, 2/2
Trample, protection from Neverform, protection from Darkling

168R Symbiont Breeder
4GG, Creature - Symbiont, 5/5
T, Put a -1/-1 counter on Symbiont Breeder: Put a 1/1 green Symbiont creature token into play.
Sacrifice Symbiont Breeder and another Symbiont: Put a 7/7 green Symbiont creature token into play.

169U Symbiont Hive
2GG, Enchantment
Sacrifice two Symbionts: Put a 5/5 green Symbiont creature token into play.

170U Vernal Mire
2G, Enchantment
Swamps don't untap during their controllers' untap steps.

171C Vernal Symbiont
1GG, Creature - Symbiont, 2/3
Sacrifice Vernal Symbiont and another Symbiont: Put a 6/6 green Symbiont creature token into play.

172R Whistling Druid
2GG, Creature - Cleric, 1/3
T, Sacrifice a land: Name a land card. Reveal cards from the top of your library until you reveal the named card, and put that card into play tapped. Put all other cards revealed in this way into your graveyard.

173C Wonderous Vitality
1G, Instant
Target creature gets +2/+2 until end of turn. If you control three or more forests, that creature gets an additional +2/+2 until end of turn. If you control three or more Symbionts, that creature gets an additional +2/+2 until end of turn.

174U Wooden Circle
1G, Enchantment
Green creatures you control have trample as long as you control a Symbiont.
Green creatures you control get +1/+0 as long as you control an Everblaze.
Green creatures you control get +0/+1 as long as you control a Defender.

175R Woodland Scholar
2GG, Creature - Cleric, 1/1
Whenever a creature comes into play, put a +1/+1 counter on Woodland Scholar, and Woodland Scholar gains all abilities of that creature.


Multicolor

176R Ephemeral Shade
1UB, Creature - Shade, 1/1
Flying
B: Ephemeral Shade gets +1/+1 until end of turn.
U: Return Ephemeral Shade to its owner's hand.

177U Funeral Pyre
1BR, Sorcery
Funeral Pyre deals 2 damage to target creature or player. Then, if you control three or more mountains, Funeral Pyre deals an additional 2 damage to that creature or player. Then, if you control three or more swamps, you gain life equal to the total amount of damage dealt by Funeral Pyre this turn.

178R Revelling Townsfolk
WG, Creature - Townsfolk, */*
Revelling Townsfolk has power and toughness each equal to the number of enchantments you control plus 1.

179R Scarred Soldier
2BR, Creature - Soldier, 2/3
First strike
Whenever a creature goes to a graveyard from play, put a +1/+1 counter on Scarred Soldier.

180U Shower of Glass
1WU, Instant
Destroy up to two target artifacts and/or enchantments. Then, if you control three or more islands, you may destroy another target artifact. Then, if you control three or more plains, you may destroy another target enchantment.

181U Smoke and Mirrors
1UB, Sorcery
Target player discards a card at random from his or her hand and you draw a card. Then, if you control three or more islands, draw two cards. Then, if you control three or more swamps, that player discards two cards from his or her hand.

182U Song of Harmony
1WG, Instant
You gain 5 life. Then, if you control three or more plains, you gain an additional 1 life for each white creature you control. Then, if you control three or more forests, you gain an additional 1 life for each green creature you control.

183U Total Carnage
1RG, Instant
Creatures you control get +3/+3 until end of turn. Then, if you control three or more mountains, they gain first strike until end of turn. Then, if you control three or more forests, they gain trample until end of turn.

184R Whispering Mage
RG, Creature - Wizard, 1/1
T, Pay 1 life: Counter target blue spell.

185R Wizened Wizard
2WU, Creature - Wizard, 1/2
UU,T: Return target permanent to its owner's hand.
WW,T: Counter target artifact or enchantment spell.


Artifacts

186U Amber Prism
3, Artifact
Whenever you play a spell and Amber Prism is untapped, you may tap Amber Prism and pay G, B, or R. If you paid G, prevent all combat damage that would be dealt this turn. If you paid B, target player loses 1 life and you gain 1 life. If you paid R, Amber Prism deals 1 damage to target creature or player.

187U Banner Wall
2, Artifact Creature - Wall, 0/*
As Banner Wall comes into play, choose a creature type.
Banner Wall has toughness equal to the number of the chosen creature type in play.

188R Burning Gemstone
0, Artifact
Burning Gemstone comes into play tapped.
When Burning Gemstone comes into play, reveal your hand. You lose 1 life for each red card there.
T: Add R to your mana pool.

189R Copy Sphere
3, Artifact
Copy Sphere comes into play as a copy of target noncreature artifact, but retains its abilities.
1: Copy Sphere becomes a copy of target noncreature artifact and gains this ability.

190U Darkside Metal Man
5, Artifact Creature, 4/4
At the beginning of your upkeep, Darkside Metal Man deals 1 damage to you.
Whenever Darkside Metal Man blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.

191U Defense Droid
4, Artifact Creature, 0/0
Defense Droid comes into play tapped with three +1/+1 counters on it.
T, Remove a +1/+1 counter from Defense Droid: The next time a source of your choice would deal damage to you this turn, prevent that damage.

192U Dream Prism
3, Artifact
Whenever you play a spell and Dream Prism is untapped, you may tap Dream Prism and pay U, B, or W. If you paid U, draw a card. If you paid B, target opponent discards a card from his or her hand. If you paid W, you gain 2 life.

193R Feldon's Golem
3, Artifact Creature - Golem, 1/3
T, Remove Feldon's Golem from the game: Shuffle your graveyard into your library.

194R Fragile Gemstone
0, Artifact
Fragile Gemstone comes into play tapped.
When Fragile Gemstone comes into play, reveal your hand. You lose 1 life for each nonland card there.
T, Pay 3 life, Sacrifice Fragile Gemstone: Add three mana of any color or combination of colors to your mana pool.

195U Gigakin
4, Artifact Creature, 2/2
T: Add two colorless mana to your mana pool.

196U Golden Cone
3, Artifact
At the beginning of each combat phase, put a 3/3 Golem artifact creature token into play. Remove that token from the game at end of combat.

197U Igneous Prism
3, Artifact
Whenever you play a spell and Igneous Prism is untapped, you may tap Igneous Prism and pay R, G, or W. If you paid R, destroy target noncreature artifact. If you paid G, destroy target artifact creature. If you paid W, destroy target enchantment if its converted mana cost is 2 or less.

198R Jolting Wand
5, Artifact
Whenever a permanent becomes tapped, Jolting Wand deals 1 damage to that permanent's controller.
T: Tap or untap target permanent. Jolting Wand deals 1 damage to you.

199R Laboratory Flask
2, Artifact
T: Reveal the top two cards of your library. If they share a color, put a fluid counter on Laboratory Flask. Then put them back in any order.
2,T, Remove a fluid counter from Laboratory Flask: Draw a card.

200R Magus Tome
5, Legendary Artifact
At the beginning of each player's upkeep, that player draws X cards, where X is the number of creatures controlled by the player who controls the greatest number of creatures.

201R Malleable Warrior
4, Artifact Creature - Soldier, 2/3
Whenever Malleable Warrior blocks or becomes blocked by a creature, Malleable Warrior gains all of that creature's abilities until end of combat and that creature loses all of its abilities until end of combat.

202U Marble Prism
3, Artifact
Whenever you play a spell and Marble Prism is untapped, you may tap Marble Prism and pay W, U, or G. If you paid W, creatures you control gain first strike until end of turn. If you paid U, untap two target lands. If you paid G, target creature gets +2/+2 until end of turn.

203R Mesmerizing Candle
4, Artifact
All creatures have "This creature can't attack unless its controller pays X, where X is this creature's converted mana cost."

204R Perpetual Engine
4, Artifact
Whenever any player would draw a card, he or she instead removes the top card of his or her library from the game then draws a card.

205U Quartz Prism
3, Artifact
Whenever you play a spell and Quartz Prism is untapped, you may tap Quartz Prism and pay B, U, or R. If you paid B, return target creature card from your graveyard to your hand. If you paid U, return target permanent you control to its owner's hand. If you paid R, destroy target nonbasic land.

206R Radiant Gemstone
0, Artifact
Radiant Gemstone comes into play tapped.
When Radiant Gemstone comes into play, reveal your hand. You lose 1 life for each white card there.
T: Add W to your mana pool.

207R Refreshing Chamber
4, Artifact
3,T: Remove target nontoken permanent from the game, then return it to play under its owner's control.

208R Scrying Amulet
3, Artifact
2,T, Tap an untapped creature you control: Look at target opponent's hand and choose a card from it. That player discards that card. Then, you may pay X, where X is the discarded card's converted mana cost. If you do, draw a card.

209R Shadow Gemstone
0, Artifact
Shadow Gemstone comes into play tapped.
When Shadow Gemstone comes into play, reveal your hand. You lose 1 life for each black card there.
T: Add B to your mana pool.

210R Shimmering Gemstone
0, Artifact
Shimmering Gemstone comes into play tapped.
When Shimmering Gemstone comes into play, reveal your hand. You lose 1 life for each blue card there.
T: Add U to your mana pool.

211U Soul Collector
1, Artifact
1, Remove a creature you control from the game: You gain 3 life.
1, Sacrifice a creature: You gain 2 life.
1, Remove a creature card in your graveyard from the game: You gain 1 life.

212R Soul Engine
5, Artifact
Mana costs of activated abilities of all permanents in play become "Pay 1 life."

213U Steel Rack
1, Artifact
At the beginning of each player's upkeep, Steel Rack deals 1 damage to that player for each card less than three in his or her hand.

214U Steel Tower
1, Artifact
At the beginning of each player's upkeep, that player gains 1 life for each card more than four in his or her hand.

215U Steel Vise
1, Artifact
At the beginning of each player's upkeep, Steel Vise deals 1 damage to that player for each card more than four in his or her hand.

216R Transition Conveyor
4, Artifact
3,T: Name a permanent type. Target opponent chooses a target permanent of the chosen type you control and you choose a target permanent of the chosen type that player controls. Exchange control of these permanents.

217U Wall of Blades
4, Artifact Creature - Wall, 4/3
First strike

218R Willow Gemstone
0, Artifact
Willow Gemstone comes into play tapped.
When Willow Gemstone comes into play, reveal your hand. You lose 1 life for each green card there.
T: Add G to your mana pool.


Lands

219U Blissful Prairie
Land
Blissful Prairie comes into play tapped.
T: Add W to your mana pool.
W,T, Sacrifice a Defender: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

220U Formless Sky
Land
Formless Sky comes into play tapped.
T: Add U to your mana pool.
U,T, Sacrifice a Neverform: Draw a card, then discard a card.

221U Howling Catacombs
Land
Howling Catacombs comes into play tapped.
T: Add B to your mana pool.
B,T, Sacrifice a Darkling: Add BBB to your mana pool.

222R Lost Library
Legendary Land
T: Add one colorless mana to your mana pool.
T: Reveal a card from your hand and the top card of your library. If these cards share the same card type, draw a card. Otherwise, put the top card of your library on the bottom of it.

223R Prismatic Drift
Land
T: Reveal a card from your hand. Add one mana to your mana pool of any color in the mana cost of that card.

224U Shambling Forest
Land
Shambling Forest comes into play tapped.
T: Add G to your mana pool.
G,T, Sacrifice a Symbiont: Target creature gets +2/+2 until end of turn.

225U Volcanic Lair
Land
Volcanic Lair comes into play tapped.
T: Add R to your mana pool.
R,T, Sacrifice an Everblaze: Volcanic Lair deals 1 damage to target creature or player.
 
T

Thallid Ice Cream Man

Guest
I like this set also. It has a few too many cycles/themes for my taste, but overall it seems like good work. To be honest, though, I doubt there should be lords in five different colors.
 
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