I have recently posted this, minus all asides, on Mtgnews, and since I'm new to this site, I'll post it here too. Two groups of people checking it out beats one. Oh, and if anyone else wants to do work on it they can use the whole thing to load into Apprentice or whatever. I'm not a technical person. brief aside :: worry not, those who read anything else i've posted on this site tonight. This one at least won't be relentlessly insane. The rest were for fun! I am making a new set, and I am looking for cards. So far I have a lot of blue and black, although I can still accept blue and black cards as long as they are balanced and original. Although retakes on old concepts are great too. Anyway the set uses no new mechanics, but has the "Any player can play this ability", the Comes into play as an instant, the uncounterable ability, and the allied color mana abilities on mono colored cards. Generally, stay away from 'cycling' or 'echo' as a major theme, and write the whole ability out if you want to use it. The set title is still open. I was working with The Fallen, because I'm trying to create a modern version of the Dark in a way. Modern as in playable. Total aside :: Does anyone think that part of the flavor of an older card had to do with the way it was written? Hurricane from revised makes flying creatures 'suffer' X damage. Control Magic from revised says 30 lines of text while the Oracle wording is " Gain control of enchanted creature." Some more obscure older cards were very difficult to understand, and hard to use. Anyway... Shadows is a cool name for the set too. Anyway, there is a cycle of color shifting legends, a cycle of one mana spells that are more powerful than the three for ones but have a major drawback. There is a cycle of allied protection knights like Renegade Knight below. The 'themes' of the colors so far, and deckstyles as I see it. Black : Zombies, 'Necro' style, and weenie. Discard is missing, and suicide... hmm. Black needs midsize creatures and small creatures. A few badass creatures wouldn't hurt. Blue : Counterspells, and Draw cards. I need soft lock elements, creatures, bounce, and color shifters. Red : Everything is needed. Sligh style speed cards, land destruction, burn, artifact hate, and dragons. Oh if anyone makes a card that is a random game, like Mages' Contest, Mana Clash, Puppet's Verdict, etc. Power to You!! Green : Everything is needed. Mana dudes, Creature uppers, Enchantment removal, big fatty dudes and strange green combo stuff. White : Everything is needed. Spot removal, mass removal, manic lifegain, annoying damage prevention, competent creatures, and strange white enchantment stuff. Artifacts : I haven't made an artifact yet. Anything and Everything fits here. Lands : I want to make new basic lands. And I will design a bunch of lands, but feel free to submit any, especially cool legendary lands. Non-mana lands will be considered, and appreciated. Legends : I have 2-4 legends per color as a template for how many I need. Perhaps a whole cycle of 6 legendary lands, including 1 for artifact or multicolor. Gold : Whoa. There will be gold. Invasion style allied colors, and opposing color stuff too. Tri, Quad, or throw all five in. Just make sure it's playable in a decent deck. Go crazy. Send ideas here or to firstname.lastname@example.org. I will reply to any messages. Anyway, here's a sample of some of the stuff I have. The Corrupter BB2 Creature - Wizard Legend 1 : Target creature becomes black. Black creatures cannot block. 3/3 Imperial Researchers U5 Creature - Citizen When Researchers come into play draw four cards. 2/2 Renegade Knight RR2 Creature - Knight G: Knight gains Protection from Blue until end of turn. B: Knight gains Protection from White until end of turn. 3/3 Ritual of Blood BB4 Sorcery Pay 7 Life. Draw 7 cards. Skip your next discard step. Ice Grenade U Instant Tap target creature and deal 1 damage to that creature. Fanatics B Creature - Madmen R : Destroy Fanatics and Fanatics deals 2 damage to any player of it's controllers' choice. Any player may play this ability. This ability may be played once per turn. 1/1 Protection of the Emperor U1 Instant Target spell may not be countered. No spell may be countered until Protection of the Emperor resolves. ::aside :: Protection of the Emperor is the God card for blue vs. blue matches where each player packs 12 or so counterspells. Only a sideboard option. Legal Action UX Instant Counter target spell. That spell's caster may pay X. If the cost is paid, return the countered spell to it's caster's hand instead of placing it in the graveyard. Will of the Emperor U3 Instant Counter target spell. Will of the Emperor cannot be countered. Wondrous Djinn UU6 Creature - Djinn Flying When Wondrous Djinn comes into play, you may draw two cards. 6/6 Sleeping Dragon R2 Creature - Dragon Flying Comes into play tapped. Does not untap as normal. If you are attacked by three or more creatures, untap Sleeping Dragon. 5/6 Necromancer BBB Creature - Wizard B1, T : Place a creature from any graveyard into play under your control, tapped. All other creatures you control get -1 -1. If Necromancer leaves play, all creatures you control get a -1-1 counter. 1/1 Shambling Corpses BB1 Creature - Zombie All Zombies gain Protection from Illusions. Flavor text : At least it's not Protection from Kavu! Oh, nevermind. 2/3 brief aside :: there will be flavor text, and it will not be the above. I promise Image of Darkness BB1 Creature - Illusion U : Return Image of Darkness to it's owners hand. Any player may play this ability. 4/2 Black Ark B5 Creature - Ship When Black Ark comes into play, sacrifice two swamps, and search your library for an island. The island is put into play tapped. Islandwalk. 5/6 The Despoiler RR2 Creature - Wizard Legend 1 : Target creature becomes red. Red Creatures attack if able. 4/2 Hate Elemental BB2 Creature - Elemental 1, Pay 1 Life : Put a +1 +0 counter on Hate Elemental. Trample 0/3 Snaking Flames XR Instant Snaking Flames deals X damage to target creature or player. For each 1 damage Snaking Flames would deal to a creature or player, any player may pay X to prevent that damage. -designed by Scurimancer Darkmist Oracle 2W Creature - Cleric 1/3 If you control a forest, Darkmist Oracle can't be countered. You may play Darkmist Oracle whenever you could play an instant. If you do, counter target enchantment spell. If you control an island you may return Darkmist Oracle to owner's hand at end of any turn. -designed by Scurimancer Thundering Gorilla 3GG Creature - Ape 2/3 Trample Return a land you control to owner's hand: Thundering Gorilla gets +1/+1 until end of turn. R, Discard a land: Destroy target artifact. -designed by Scurimancer Thrash 2G Enchantment You may play Thrash whenever you could play an instant. If you do, your creatures get +1/+1 until end of turn and return Thrash to owner's hand at end of turn. Your creatures have trample. -designed by Scurimancer Desperate Shot 1R Sorcery Choose target creature or player, then discard a card at random. If you discard a mountain in this way, Desperate Shot deals 4 damage to that creature or player. Otherwise, Desperate shot deals 1 damage to that creature or player. -designed by Scurimancer Mindraker Wyvern 4U Creature - Drake 3/4 Flying When Mindraker Wyvern deals combat damage to a player, that player discards a card at random, then draws a card. 1B: Discard a card at random, then draw a card. -designed by Scurimancer Viashino Tunnelers Creature- Viashino 3RR 2/3 Mountainwalk T,Sacrifice Viashino Tunnelersestroy Target land. -designed by Goronking Pyrosynthesis RRRRR Instant Pyrosynthensis deals one damage to target player for each damage you dealt to him/her this turn -designed by Goronking Forest Fire 3RRR Destroy all permanents with mana abilities that could produce green mana. You lose 1 life for each forest destroyed in this way, and you must sacrifice a creature for each artifact destroyed in this way. -designed by Goronking Nail Demon 4BB Creature - Demon 5/4 First strike Damage dealt by creatures you control can't be prevented. -designed by Scurimancer Shear Harpy 1B Creature - Harpy 2/1 Flying At the beginning of your upkeep, pay 1 life or sacrifice Shear Harpy. -designed by Scurimancer Leaping Viper 3G Creature - Snake 2/1 You may play Leaping Viper whenever you could play an instant. Whenever Leaping Viper deals combat damage to a creature, destroy that creature. -designed by Scurimancer Fever Swarm 2G Creature - Insects 1/1 Flying Whenever Fever Swarm deals combat damage to a creature, tap that creature. It does not untap during its controllers next untap step. G: Regenerate Fever Swarm. -designed by Scurimancer any cards not accredited were designed by Landkiller.