Return to Kai: Red

Are these cards balanced and playable?

  • Excellent job! Go ahead and print it!

    Votes: 0 0.0%
  • Needs very minor tweaking.

    Votes: 0 0.0%
  • Needs a bit more work.

    Votes: 0 0.0%
  • Go back to the drawing board, it's a mess.

    Votes: 0 0.0%

  • Total voters
    0
H

HumanError

Guest
Foreword

I'd really appreciate any input anyone can give me on this set, because I intend to print it and run a small sealed league in my area with it. So if anyone has any suggestions, constructive criticism, or finds a card that isn't templated to WotC standards, please let me know. :)


Set Mechanics

Blink X: You may pay X to blink this card out (set it aside), or blink this card in (return it to play if it was set aside).

Shift X: You may pay X instead of this card's mana cost to play it.

Visage creature type: Creatures that have abilities dependant on your stats or permanents in play. Visages are projections of the player, like avatars.


Rules of Blink

• If a card is blinked out, it is set aside. All counters on it and enchantments on it go with it. Likewise, if it is a local enchantment, permanents it enchants blink out with it. Conversely, if these permanents blink in, the same rules apply.
• A card that is blinked out can't be the target of spells or abilities, can't attack or block, and is unaffected by spells or abilities which occur in play.
• Some cards which are blinked out may have abilities which can only be used while they are blinked out, but these abilities can be used.
• Some cards affect cards which are blinked out.
• Anything blinked out is essentially considered to be in a separate play area.


Red

151C Ancient Cinders
R, Instant
Ancient Cinders deals 1 damage to target creature or player for each Cinder Spirit you control.
Draw a card.

152U Blazing Well
R, Enchantment
All Visages have haste.
R: Target Visage gets +1/+0 until end of turn.

153U Blistering Sphere
XR, Enchantment
Blistering Sphere comes into play with X burn counters on it.
1, Remove a burn counter from Blistering Sphere: Blistering Sphere deals 1 damage to target creature or player.
RRR: Put a burn counter on Blistering Sphere.

154C Bloodthirsty Cabal
R, Creature - Soldier, 1/1
Whenever Bloodthirsty Cabal attacks and isn't blocked, it gets +2/+0 until end of turn.

155R Brimstone Fragment
2R, Enchantment
W: Red creatures gain first strike until end of turn.
U: Red creatures gain flying until end of turn.
B: Regenerate target red creature.
G: Red creatures gain trample until end of turn.

156U Brittle Earth
RR, Sorcery
As an additional cost to play Brittle Earth, discard a land card from your hand.
Destroy target land.

157C Burning Fuse
1R, Instant
Sacrifice an artifact. Burning Fuse deals damage equal to that artifact's converted mana cost to target creature or player.

158U Chaos Elder
1RR, Creature - Wizard, 1/2
T: Chaos Elder deals 1 damage to target white creature for each white permanent its controller controls.
T: Chaos Elder deals 1 damage to target player for each white permanent he or she controls.

159C Cinder Spirit
2R, Creature - Spirit, 2/2
Protection from red

160R Conqueror's Edict
2R, Sorcery
Reveal the top five cards of target opponent's library. Put all land cards revealed in this way in that player's graveyard, and put the remaining cards back on top of that player's library in any order.

161C Crackling Orb
R, Creature - Ball-Lightning, 3/1
Trample, haste
At the end of any turn, sacrifice Crackling Orb.

162C Crackling Visage
R, Creature - Visage, 1/1
When Crackling Visage comes into play, it deals 1 damage to target opponent if he or she has 17 or more life.
When Crackling Visage goes to a graveyard from play, it deals 1 damage to target opponent if he or she has 16 or less life.

163R Deafening Valley
1R, Enchantment
1RR: Destroy all artifacts.

164R Drop of Lava
1RR, Enchantment
As an additional cost to play Drop of Lava, sacrifice a mountain.
At the beginning of each player's upkeep, that player sacrifices a land. If he or she can't, sacrifice Drop of Lava.

165U Dry Out
2R, Instant
Dry Out can't be countered by spells or abilities.
Destroy target island or blue permanent.

166C Eroded Earth
R, Enchant Land
Enchanted land is a mountain.

167U Errant Viashino
R, Creature - Viashino, 3/2
If Errant Viashino attacks, no other creatures you control may attack.

168C Flickering Sparkling
1R, Creature - Elemental, 2/1
Blink R

169R Heated Rush
RR, Enchantment
Creatures with haste get +1/+1.

170U Inspace Flare
R, Enchant Permanent
When enchanted permanent blinks in, Inspace Flare deals 1 damage to target creature or player for each R in the mana cost of enchanted permanent.

171C Land Charge
1RR, Sorcery
Shift 1BB
Destroy target land.

172U Lightning Barrage
RR, Creature - Ball-Lightning, 4/1
Haste, trample
1R: Lightning Barrage gets +1/+0 until end of turn.
At end of turn, sacrifice Lightning Barrage.

173U Lightning Line
RR, Enchantment
Whenever a white creature comes into play, Lightning Line deals 1 damage to each white creature in play. (This includes the creature coming into play.)

174U Lightning Visage
1RR, Creature - Visage, 2/2
First strike
Lightning Visage gets +1/-1 and has haste if you have two or fewer cards in your hand and gets +0/+2 if you have four or more cards in your hand.

175U Malfunction
1R, Enchantment
At the beginning of each player's upkeep, Malfunction deals 1 damage to each creature that player controls for each nonbasic land he or she controls.

176R Meteor Raid
1RR, Sorcery
Shuffle all nonland permanents target player controls into a face-down pile. That player sacrifices the top card. Put the rest back into play untapped.

177R Pyre Dragon
4RR, Creature - Dragon, 4/4
Flying, shift 5BG
R: Pyre Dragon gets +1/+0 until end of turn.
G: Pyre Dragon gets +0/+1 until end of turn.
B: Regenerate Pyre Dragon.

178C Reckless Rage
R, Instant
Target creature gets +2/-2 until end of turn.

179U Salt the Earth
1R, Sorcery
Choose one - Destroy target island; or destroy target plains; or destroy target island and target plains.

180R Sand Spirit
3R, Creature - Spirit, */*
Sand Spirit's power and toughness are each equal to 1 plus the total number of lands in all players' graveyards.

181U Scalding Touch
2R, Sorcery
Scalding Touch deals 3 damage to target player. If that player controls an island, Scalding Touch deals 5 damage to that player instead.

182U Sepoltan Fanatic
R, Creature - Soldier, 1/1
Sacrifice Sepoltan Fanatic: Destroy target nonbasic land.

183R Sepoltan Horde
1RR, Creature - Soldier, 4/4
Shift 1BG
When Sepoltan Horde comes into play, sacrifice it unless you discard a card at random.

184R Sepoltan Hydra
XR, Creature - Hydra, 0/0
Sepoltan Hydra comes into play with X +1/+1 counters on it.
If Sepoltan Hydra would be dealt damage, instead remove that many +1/+1 counters from it. If there aren't enough counters on Sepoltan Hydra, sacrifice it.
XR,T: Put X +1/+1 counters on Sepoltan Hydra.

185C Sepoltan Mountaineer
1R, Creature - Soldier, 2/1
Shift 1G

186R Sepoltan Oracle
3RR, Creature - Legend, 3/3
Sacrifice two mountains: Sepoltan Oracle deals 2 damage to each creature.

187U Sepoltan Raider
1R, Creature - Soldier, 1/2
When Sepoltan Raider comes into play, destroy target artifact.

188R Shrieking Dragon
5RR, Creature - Dragon, 3/3
Flying
When Shrieking Dragon comes into play, it deals 6 damage to each other creature and each player.
When Shrieking Dragon leaves play, remove it from the game.

189C Sonic Break
1R, Instant
Shift 2G
Destroy target artifact.

190C Startle
R, Instant
Shift B
Target creature can't block this turn.
Draw a card.

191R Stone Elemental
5RR, Creature - Elemental, 2/2
When Stone Elemental comes into play, destroy all other creatures and all lands and artifacts.
When Stone Elemental leaves play, remove it from the game.

192C Stone Visage
1R, Creature - Visage, 1/3
Stone Visage gets +1/+0 if you control no land and gets +0/+3 and can't attack if you control four or more land.

193C Sudden Jolt
R, Instant
Shift 1B
Sudden Jolt deals 2 damage to target creature or player.

194R Territorial Scuffle
3RR, Sorcery
Shuffle all lands in play into a stack face down, then deal an amount of them out to each player equal to the number of lands that player originally held. Those lands are put into play tapped.

195U Thousand Scales
2RR, Creature - Drake, 2/2
Flying
Thousand Scales gets -1/+1 and loses flying if you control an island or plains.
B: Regenerate Thousand Scales if you control a swamp.
R: Thousand Scales gets +1/+0 until end of turn if you control a forest.

196R Thundering Sphere
2RRR, Creature - Ball-Lightning, 5/1
Haste, trample
When Thundering Sphere comes into play, it deals 2 damage to each other creature and each player.
At end of turn, sacrifice Thundering Sphere.

197C Training Session
R, Instant
As an additional cost to play Training Session, sacrifice a 1/1 creature.
Put a 2/2 red Soldier creature token with first strike into play.
Draw a card.

198C Viashino Wanderer
2R, Creature - Viashino, 3/1
Protection from artifacts

199C Winding Drake
2R, Creature - Drake, 1/2
Flying, blink 3R

200R Wizened Master
2R, Creature - Cleric, 2/1
T, Sacrifice a 1/1 creature: Put a 2/2 red Pupil creature token into play.
3R,T, Sacrifice a Pupil: Put a 3/3 red Soldier creature token into play.
 
L

Landkiller

Guest
Set gets mad propz...Very interesting. Let us know how it goes when you play it!
 
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