Return to Kai: White

Discussion in 'Home Made Cards' started by HumanError, May 28, 2001.

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Are these cards balanced and playable?

Excellent job! Go ahead and print it! 0 vote(s) 0.0%
Needs very minor tweaking. 0 vote(s) 0.0%
Needs a bit more work. 1 vote(s) 33.3%
Go back to the drawing board, it's a mess. 2 vote(s) 66.7%
  1. HumanError Supreme Black Magus

    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.


    White

    001C Angelic Duty
    1W, Enchant Creature
    When Angelic Duty comes into play, draw a card.
    Enchanted creature gets +1/+1 and attacking doesn't cause it to tap.

    002U Blushing Well
    W, Enchantment
    All Visages get +0/+1 and attacking doesn't cause them to tap.

    003U Brilliant Visage
    1WW, Creature - Visage, 2/2
    Attacking doesn't cause Brilliant Visage to tap.
    Brilliant Visage gets +1/+1 if you control two or less creatures and gets +0/+3 if you control five or more creatures.

    004U Capricious Angel
    2WW, Creature - Angel, 2/3
    Flying, blink 2W
    Attacking doesn't cause Capricious Angel to tap.

    005C Chromatic Ward
    W, Enchant Creature
    Enchanted creature has protection from the most common color in play. If two or more colors are tied for most common, enchanted creature has protection from those colors.

    006U Cleanse the Water
    2W, Enchantment
    At the beginning of your upkeep, you may put a purity counter on target swamp.
    If a swamp with a purity counter on it is tapped for mana, it produces colorless mana instead of its normal type.

    007R Condemn
    3WW, Sorcery
    Destroy all black and/or red permanents.

    008U Consecrated Graves
    W, Enchantment
    Creature cards in graveyards can't be the target of spells or abilities.

    009R Convalescent Spirit
    1WW, Creature - Spirit, 2/2
    Flying
    0: Flip a coin. If you win the flip, Convalsecent Spirit can't be the target of spells or abilities this turn. If you lose the flip, sacrifice Convalescent Spirit and you gain 2 life.
    0: Flip a coin. If the coin lands in your favor, Convalescent Spirit can't be the target of spells or abilities this turn. Otherwise, sacrifice Convalescent Spirit and you gain 2 life.

    010C Drowsy Soldier
    W, Creature - Soldier, 1/1
    Blink 1

    011R Enchanted Moat
    2WW, Enchantment
    Creatures can't attack unless they have flying or are enchanted.
    At the end of your turn, if no creatures you control attacked that turn, sacrifice Enchanted Moat.

    012R Enchanter's Scroll
    1W, Sorcery
    Search your library for a white enchantment card, reveal that card, and put it into your hand. Then shuffle your library.

    013C Endless Harmony
    1W, Instant
    Shuffle Endless Harmony into your library.
    You gain 3 life.

    014R Fallon, Sanctuary Keeper
    W, Creature - Cleric, 0/1
    When Fallon, Sanctuary Keeper comes into play, your life total becomes 1.
    Damage that would reduce your life total to less than 1 reduces it to 1 instead.

    015R Fallon's Blessing
    2WW, Enchantment
    At the beginning of each player's upkeep, if that player controls a plains, he or she gains 2 life.

    016C Glossy Armor
    1W, Enchantment
    Glossy Armor comes into play with three damage counters on it.
    Whenever you would be dealt damage, instead remove a damage counter from Glossy Armor and prevent that damage.

    017C Glowing Visage
    W, Creature - Visage, 1/1
    Glowing Visage has first strike if you control two or less plains and gets +0/+2 if you control four or more plains.

    018C Healer's Balm
    W, Instant
    Shift 1G
    Target player gains 4 life.

    019C Healing Pool
    1W, Instant
    Prevent the next 3 damage that would be dealt to you and each creature you control this turn. (This prevents 3 damage each for you and each creature.)

    020U Inspace Glimmer
    W, Enchant Permanent
    Whenever enchanted permanent blinks in, you gain 2 life for each W in that permanent's mana cost.

    021R Investor's Savvy
    W, Enchantment
    Sacrifice a permanent: Put a coin counter on Investor's Savvy.
    Discard a card from your hand: Put a coin counter on Investor's Savvy.
    Sacrifice Investor's Savvy: You gain 1 life for each coin counter on Investor's Savvy.

    022R Kai Bailiff
    2W, Creature - Soldier, 1/1
    Blink 3WW
    Whenever Kai Bailiff leaves play, sacrifice a plains.
    Creatures can't attack.

    023R Kai Cornerstone
    2W, Enchantment
    U: Return target white creature you control to its owner's hand.
    2B: Destroy target white creature.
    R: Target white creature gains first strike until end of turn.
    G: White creatures gain trample until end of turn.

    024U Kai Politician
    1WW, Creature - Townsfolk, 1/2
    Red creature spells cost 2 more to play.

    025U Kai Prospector
    WW, Creature - Townsfolk, 1/1
    When Kai Prospector comes into play, destroy target swamp.

    026R Kai Shopkeeper
    W, Creature - Townsfolk, 1/1
    2,T: Shuffle target card in play you control into its owner's library.

    027C Lazy Reserves
    2W, Creature - Soldier, 3/4
    Lazy Reserves doesn't untap during your untap step.
    At the beginning of your upkeep, you may pay 1W. If you do, untap Lazy Reserves.

    028U Lumbering Knight
    2WW, Creature - Knight, 1/1
    First strike
    If Lumbering Knight attacks, it gets +1/+1 until end of combat for each other attacking creature.
    If Lumbering Knight blocks, it gets +1/+1 until end of combat for each other blocking creature.

    029C Morning Breeze
    1W, Sorcery
    Reveal the top four cards of your library. You gain 2 life for each plains card revealed this way. Put those cards on the bottom of your library in any order.

    030R Mourning Elder
    3WW, Creature - Bearer, 2/2
    When Mourning Elder comes into play, destroy all other creatures. They can't regenerate.
    When Mourning Elder leaves play, remove it from the game.

    031U Outer Walls
    2W, Creature - Wall, 0/3
    At the beginning of your upkeep, put a 0/3 white Wall creature token into play.
    Sacrifice a Wall: Target Wall gets +0/+3 until end of turn.

    032R Pacifist Sanctuary
    2W, Creature - Wall, 0/9
    At the beginning of your upkeep, you gain 1 life.
    Creatures you control can't attack.
    Pacifist Sanctuary may block any number of creatures each combat.

    033C Prairie Ranger
    1W, Creature - Soldier, 1/3
    First strike, shift GG

    034U Reigning Peace
    1W, Enchantment
    Red creatures get -1/-0 and lose haste.

    035C Reject
    2W, Instant
    Shift WU
    Destroy target artifact or enchantment.

    036C Sanctuary Student
    W, Creature - Cleric, 1/1
    At the beginning of your upkeep, you gain 1 life.

    037R Shimmering Angel
    3WW, Creature - Angel, 3/4
    Flying, shift 3UG
    Attacking doesn't cause Shimmering Angel to tap.

    038C Shining Visage
    1W, Creature - Visage, 1/2
    First strike
    Shining Visage has flying if you control no enchantments.
    Whenever Shining Visage deals damage, you gain that much life if you control three or more enchantments.

    039C Solitary Confinement
    W, Enchant Creature
    Blink 2 (If Solitary Confinement blinks out, enchanted creature also blinks out with it.)

    040U Squad Leader
    2W, Creature - Knight, 2/2
    Whenever Squad Leader attacks, all other attacking creatures get +0/+1 until end of combat.

    041U Steadfast Purity
    2W, Enchantment
    Spells with shift cost 4 more to play.
    Shift costs are increased by 4.

    042U Stumbling Retainer
    1W, Creature - Cleric, 1/1
    Sacrifice an enchantment: Destroy target enchantment.
    Sacrifice Stumbling Retainer: Counter target spell if it is an enchantment.

    043R Tax Scroll
    1W, Instant
    Search your library for up to X plains cards, reveal them, and put them into your hand. X is the number of lands target player controls in excess of the number of lands you control. Then shuffle your library.

    044U Thousand Voices
    2WW, Creature - Spirit, 2/2
    Attacking doesn't cause Thousand Voices to tap.
    Thousand Voices gets +1/+1 if you control a green creature, has flying if you control a blue creature, and gets -2/+1 if you control a black or red creature.

    045C Valued Alliance
    W, Enchant Creature
    Enchanted creature gets +1/+1, has trample if you control a green permanent, and has flying if you control a blue permanent.

    046U Vigilant Angel
    2WW, Creature - Angel, 4/4
    Flying
    Vigilant Angel may be played as an instant.
    At end of turn, return Vigilant Angel to its owner's hand.

    047C Vitality Tap
    1W, Sorcery
    Tap target untapped creature you control. You gain life equal to its converted mana cost.
    Draw a card.

    048R Vow of Silence
    2WW, Enchantment
    At the beginning of your upkeep, draw a card.
    Play no more than one spell each turn.

    049R Wandering Overlord
    4WW, Creature - Knight, 1/3
    First strike
    When Wandering Overlord comes into play, destroy all lands.
    When Wandering Overlord leaves play, remove it from the game.

    050C White Apprentice
    W, Creature - Cleric, 1/1
    At the beginning of your upkeep, you may put a study counter on White Apprentice.
    W: White Apprentice gains first strike until end of turn.
    Sacrifice White Apprentice: Put a 2/2 white Knight creature token with first strike into play. Play this ability only if there are three or more study counters on White Apprentice.
  2. Thallid Ice Cream Man 21sT CeNTuRy sChIZoId MaN

    Make the following change, and only the following change, to Vigilant Angel:
    Change "At end of turn" to "At the beginning of any turn..."
    This way we can keep from happening to it what happened to Waylay.

    The rule about local enchantments blinking out seems a little weird to me...
    You would have to find some way to make sure it stayed on the same permanent, but that doesn't seem intuitive...
    Don't expand it to much more than a few cards (Solitary Confinement is a good example).

    Wrath/mass destruction is practically useless in this set. Of course, I'm the kind of person who thinks this is a good thing. :D

    It's an interesting set. I'm not particularly enthusiastic about the Visages, but they're good.

    Is there a backstory?
  3. HumanError Supreme Black Magus

    There's a very minute backstory, the set is mostly just a sequel to the very first block of sets I completed, where the realm of Kai is one of five areas (Noir, Enderia, Sepolt, and the Laniyan Forest) peacefully coexisting. In the first set, Sepolt defects from the peace treaty and conquers the other four. In the second set, the four rebel against Sepolt. And in the third, they conquer Sepolt.

    I'll fix Vigilant Angel in my next draft.

    The Blink thing is kind of weird and got a little out-of-hand during the design stages, but is still an interesting enough ability and workable enough that I can make it function well enough.

    The Visages are just kind of there. I'd been trying to make an interesting creature type but the best ones I've ever made were Symbionts ("Sacrifice ~this~ and another Symbiont: Put a ?/? green Symbiont creature token into play.") and Sleepers ("Sleepers cost you 1 less to play." on each Sleeper). There's a buttload of them in the multicolor, though, and those are probably more interesting.

    Why do you say mass destruction is practically useless in this set? I'm curious. :)

    Thanks for the input!
  4. Thallid Ice Cream Man 21sT CeNTuRy sChIZoId MaN

    You Wrath. I blink out all my creatures. That doesn't achieve much.

    You see my point?
  5. HumanError Supreme Black Magus

    I suppose...but blink costs are pretty expensive on most creatures, you'd be paying quite a bit of mana and I doubt you'd be able to salvage all of them.
  6. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    HumanError: When you say "sealed", do you just mean with this set? Or any Magic set? 'Cause I was interpreting it as the former so Wrath wouldn't even be a consideration...
  7. HumanError Supreme Black Magus

    Just this set. We run a sealed league around here that's pretty cool, and I'd like to try it with this set, but it looks like this thing isn't quite in good enough shape to do it.

    Oh well, next draft.
  8. Spiderman CPA Man in Tights, Dopey Administrative Assistant

    Why? Did you get comments about the set elsewhere?
  9. HumanError Supreme Black Magus

    Well, Istanbul and I are working on refining it and I'm really looking for as much constructive criticism as I can, but there just seems to be too much that was poorly thought out in the set as a whole. But you can feel free to look at all the other colors, white is really one of the worst examples of the set as a whole. :) I recommend black and the artifacts and lands.

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