Release
Set Name: Arkhos
Release Date: Unknown
Mechanics: 'Casting matters', enemy colour tribes
Keywords/Ability words: Reverb, Flashback, Safeguard
Flavour: 'Classical-inspired Expanse'
Size: 249 (107 Common, 67 Uncommon, 59 Rare, 15 Mythic, 15 Basic Lands)
Expansion Code: AKH
Development Codename: "Banana", of "Banana, Cream, Pie"
Arkhos has been silently working away in the background, but I've been the only active member of the project. I'd essentially like to enrol some of the members on CGC to help complete it. If you want to help (and please do!), read the spoiler, 'Contributing'.
- Contributing:
- If you'd like to contribute, either with creative duties or with card-making, cool! This thread is for the card-making side of Arkhos, and this is how to help. There are two main ways of making cards:
1. Looking at the design skeleton, and designing a card directly for that slot.
2. Design cards outside of the skeleton and we can fit them in later in design.
It's your choice. Mix and match too. If you design via Method 1:
i. Take a look at the design skeleton. It's probably still unfinished at the moment, so try to avoid designing for slots that are essentially empty or only have one requirement. But, choose the slot you want to design for.
ii. Design a card for it.
iii. Submit it in this form:
CB01 CARDNAME CMC
CARDTYPE — SUBTYPE {C}
EFFECT
[?/?]
Note: You don't have to submit a name or subtype for the card, but, who knows, additional bias involved for cool playtest names?
If you are unsure of what the code at the beginning means, click on this sentence and read the article.
tl;dr First letter is the rarity abbreviation (C, U, R, M; L for basic land); second is the colour/card type (W, U, B, R, G; A for artifact/colourless, Z for multicolour cards), third and fourth are just the number slot.)
If you design via Method 2:
i. Design the card. Usually, this will be top-down, starting with a flavour concept or a cool mechanical thing.
ii. Submit it in this form:
???? CARDNAME CMC
CARDTYPE — SUBTYPE {C}
EFFECT
[?/?]
- Current Skeleton:
- CW01 creature, ※ 'common cantrips'
CW02 creature, small, flying
CW03 creature, small, vigilance
CW04 creature, small, first strike
CW05 creature, small, 'tapper'
CW06 creature, small
CW07 creature, small
CW08 creature, small
CW09 creature, small
CW10 creature, medium, flying, lifelink
CW11 creature, medium, vigilance
CW12 creature, medium
CW13 instant/sorcery - ※ 'tribe modal', Human
CW14 instant/sorcery - instant, white removal
CW15 instant/sorcery - sorcery, white removal
CW16 instant/sorcery - tokens, flashback
CW17 instant/sorcery -
CW18 instant/sorcery -
CW19 enchantment - Aura, pump
CW20 enchantment - Aura, Pacifism variant
CU01 creature, ※ 'common cantrips'
CU02 creature, small, mana dork
CU03 creature, small, safeguard
CU04 creature, small
CU05 creature, small
CU06 creature, medium, flying
CU07 creature, medium
CU08 creature, medium
CU09 creature, large
CU10 instant/sorcery - ※ 'tribe modal', Merfolk
CU11 instant/sorcery - instant, hard counter
CU12 instant/sorcery - instant, soft counter
CU13 instant/sorcery - sorcery, card draw, flashback
CU14 instant/sorcery - bounce, flashback
CU15 instant/sorcery
CU16 instant/sorcery
CU17 instant/sorcery
CU18 instant/sorcery
CU19 enchantment - Aura
CU20 enchantment - Aura, Narcolepsy reprint
CB01 creature, ※ 'common cantrips'
CB02 creature, small, deathtouch
CB03 creature, small, flying
CB04 creature, small
CB05 creature, small
CB06 creature, medium, flying
CB07 creature, medium, intimidate
CB08 creature, medium
CB09 creature, medium
CB10 creature, large
CB11 instant/sorcery - ※ 'tribe modal', Spirit
CB12 instant/sorcery - instant, removal
CB13 instant/sorcery
CB14 instant/sorcery
CB15 instant/sorcery
CB16 instant/sorcery
CB17 instant/sorcery
CB18 instant/sorcery
CB19 enchantment - Aura,
CB20 enchantment - Aura, -?/-?
CR01 creature, ※ 'common cantrips'
CR02 creature, small, first strike
CR03 creature, small, looter
CR04 creature, small
CR05 creature, small
CR06 creature, medium, trample
CR07 creature, medium
CR08 creature, large, haste
CR09 creature, large
CR10 instant/sorcery - ※ 'tribe modal', Giant
CR11 instant/sorcery
CR12 instant/sorcery
CR13 instant/sorcery
CR14 instant/sorcery
CR15 instant/sorcery
CR16 instant/sorcery
CR17 instant/sorcery
CR18 instant/sorcery
CR19 enchantment - Aura
CR20 enchantment - Aura
CG01 creature, ※ 'common cantrips'
CG02 creature, small, mana dork
CG03 creature, small, reach
CG04 creature, small,
CG05 creature, small
CG06 creature, medium, vigilance
CG07 creature, medium, trample
CG08 creature, medium
CG09 creature, medium
CG10 creature, large
CG11 creature, large
CG12 instant/sorcery - ※ 'tribe modal', Fungus
CG13 instant/sorcery - token making
CG14 instant/sorcery
CG15 instant/sorcery
CG16 instant/sorcery
CG17 instant/sorcery
CG18 instant/sorcery
CG19 instant/sorcery
CG20 enchantment - Aura
CA01 artifact creature
CA02 artifact equipment
CA03 artifact equipment
CA04 artifact equipment
CA05 artifact
CA06 artifact
CL01 land, mana fixer
UW01
UW02
UW03
UW04
UW05
UW06
UW07
UW08
UW09
UW10
UW11
UW12
UU01
UU02
UU03
UU04
UU05
UU06
UU07
UU08
UU09
UU10
UU11
UU12
UB01
UB02
UB03
UB04
UB05
UB06
UB07
UB08
UB09
UB10
UB11
UB12
UR01
UR02
UR03
UR04
UR05
UR06
UR07
UR08
UR09
UR10
UR11
UR12
UG01
UG02
UG03
UG04
UG05
UG06
UG07
UG08
UG09
UG10
UG11
UG12
UA01 artifact creature
UA02 artifact equipment
UA03
UA04
UA05
UL01
UL02
RW01
RW02
RW03
RW04
RW05
RW06
RW07
RW08
RU01
RU02
RU03
RU04
RU05
RU06
RU07
RU08
RB01
RB02
RB03
RB04
RB05
RB06
RB07
RB08
RR01
RR02
RR03
RR04
RR05
RR06
RR07
RR08
RG01
RG02
RG03
RG04
RG05
RG06
RG07
RG08
RZ01
RZ02
RZ03
RZ04
RZ05
RA01
RA02
RA03
RA04
RL01 ※ Castland
RL02 ※ Castland
RL03 ※ Castland
RL04 ※ Castland
RL05 ※ Castland
RL06 ※ Utility land
RL07 ※ Utility land
RL08 ※ Utility land
RL09 ※ Utility land
RL10 ※ Utility land
MW01
MW02
MW03
MU01
MU02
MU03
MB01
MB02
MB03
MR01
MR02
MR03
MG01
MG02
MG03
LW01
LW02
LW03
LU01
LU02
LU03
LB01
LB02
LB03
LR01
LR02
LR03
- Guide to Arkhos' Mechanical Identity:
- Mechanics
Safeguard (Whenever this creature attacks, each other attacking creature gets +0/+1 until end of turn.)
Flashback ? (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Reverb - If you've cast another spell this turn,
Currently in need of one more subtheme/mechanic!
General Themes
- Five tribes: Spirits in Bw, Fungus in Gb, Merfolk in Ug, Giants in Ru, and Humans in Wr.
- Diverse Limited format: both aggressive and controlling strategies are possible (each colour has a defensive and aggressive style of play; corresponds loosely with the five tribes)
- Also a focus on Block Constructed
- Tribal subthemes:
• Modal cards, à la Ghoulcaller's Chant
• Sacrifice theme in Black and Green, to compliment Spirit tokens and Saproling tokens; the two black tribes
• 'When ~ dies' triggers in Black and Green, to compliment the sacrifice theme
• 'Tapping + doesn't untap during its controller's next untap step' theme in Blue.
- Comparatively cheaper red and blue spells , to accommodate for the larger amounts of Reverb in those colours, especially in larger Giants
- 'Casting matters'
• Flashback
• Cantrips
• Reverb
• 'Whenever you cast a spell…'
- Strictly no 'When ~ dies' triggers in any colours but black and green.
- Reverb: Primary in blue and red, secondary in white and green, tertiary in black
- Safeguard: Primary in white and blue, secondary in black and green
- All colours get some form of mana acceleration in small amounts:
• White and Black get the Manaforge Cinder ability.
• Blue and Red get variations of : Add to your mana pool.
• Red gets rituals.
• Green gets all it already had.
- Discontinue the Cyclops types, in favour of neater type boxes and Giant tribal synergy
- Draft Designs:
- CW01 CARDNAME 2W
Creature — Spirit {C}
Flash (You may cast this spell any time you could cast an instant.)
When ~ enters the battlefield, draw a card.
[0/3]
CW02 CARDNAME 1W
Creature — Spirit {C}
Whenever you cast another spell, ~ gains flying until end of turn.
[2/2]
CW03 CARDNAME 2W
Creature — Human Soldier {C}
Flying, first strike
Reverb — ~ enters the battlefield with a +1/+1 counter on it if you've cast another spell this turn.
[1/2]
CW04 CARDNAME 1W
Creature — Human Soldier {C}
[mana]3[/mana]: ~ gains first strike until end of turn.
[3/1]
CW05 CARDNAME W
Creature — Spirit {C}
[0/4]
CW06 CARDNAME 2W
Creature — Spirit {C}
Whenever you cast another spell, you may tap target creature.
[1/2]
CW07 Sunspot Calf 1W
Creature — Ox {C}
Sacrifice ~: Target creature is indestructible this turn.
[1/3]
CW08 CARDNAME 1WW
Creature — Human Soldier {C}
First strike
When ~ enters the battlefield, you gain 1 life for each Human creature you control.
[2/3]
CW09 Alseid Nymph 1W
Creature — Spirit {C}
Whenever Alseid Nymph becomes the target of a spell or ability you don't control, sacrifice it. If you do, put a 1/2 white Spirit creature token onto the battlefield.
[1/2]
CW10 [Proper Name] Griffin 3W
Creature — Griffin {C}
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
[2/2]
CW11 CARDNAME 4W
Creature — TYPE {C}
When ~ enters the battlefield, you may exile target artifact or enchantment.
[4/2]
CW12 CARDNAME 3W
Creature — TYPE {C}
Safeguard (Whenever this creature attacks, each other attacking creature gets +0/+1 until end of turn.)
[3/3]
CW13 Aquilifer Charge 2W
Instant {C}
Until end of turn, target creature you control gets +2/+2 and other creatures you control get +1/+1. If you control a Human, draw a card.
CW14 Spicate Nets 3W
Instant {C}
Destroy target creature with power 4 or greater.
CW14 CARDNAME 1W
Instant {C}
Tap target creature.
Reverb — If you've cast another spell this turn, exile that creature instead.
CW15 Celestial Fulmination 3WW
Sorcery {C}
Exile target creature. Tap up to two target creatures.
"It is not in the nature of gods to be subtle."
CW16 Chthonic Upwelling W
Sorcery {C}
Put a 1/2 white Spirit creature token onto the battlefield.
Flashback [mana]2W[/mana]
CW17 Immortal Manipulation 2W
Instant {C}
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
CW19 CARDNAME 1W
Enchantment — Aura {C}
Enchant creature
Enchanted creature gets +2/+2 and has first strike.
CW20 CARDNAME 2W
Enchantment — Aura {C}
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature can't attack or block.
CU01 CARDNAME 5U
Creature — Giant Shaman {C}
When ~ enters the battlefield, draw a card.
Reverb — If you've cast another spell this turn, draw two cards instead.
[4/4]
CU02 Benthic Diver 1U
Creature — Merfolk Scout {C}
[mana]u, t[/mana]: Add [mana]2[/mana] to your mana pool.
[1/1]
CU03 [Proper Name] Shellblower 1U
Creature — Merfolk Scout {C}
Safeguard (Whenever this creature attacks, each other attacking creature gets +0/+1 until end of turn.)
[0/3]
CU04 CARDNAME U
Creature - Merfolk Rogue {C}
Forestwalk (This creature is unblockable as long as defending player controls a Forest.)
When ~ enters the battlefield, target opponent reveals a card at random from his or her hand.
[1/1]
CU05 CARDNAME 2U
Creature — Merfolk Wizard {C}
Whenever ~ deals combat damage to a player, you may tap target creature. It doesn't untap during its controller's next untap step.
[2/2]
CU06 [Proper Name] Petrel 3U
Creature — Bird {C}
Flash (You may cast this spell any time you could cast an instant.)
Flying
[2/3]
CU07 CARDNAME 2UU
Creature — Giant Soldier {C}
Reverb — ~ enters the battlefield with two +1/+1 counters if you've cast another spell this turn.
[3/3]
CU08 Oracle's Turtle 3U
Creature — Turtle {C}
When ~ enters the battlefield, you may look at the top three cards of your library. Put one of them into your hand and the others on the bottom of your library in any order.
[1/4]
CU09 CARDNAME 4U
Creature — Giant Wizard {C}
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
[2/4]
CU10 Coastline Deluge 1U
Instant {C}
Creatures your opponents control get -2/-0 until end of turn. If you control a Merfolk, those creatures get -4/-0 until end of turn instead.
CU11 Amphora Snare 4UU
Instant {C}
Counter target spell.
Draw two cards.
CU12 Adyton U
Instant {C}
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
CU14 Encompassing Mists 1U
Sorcery {C}
Return target permanent you control and target permanent you don't control to their owner's hands.
CU15 Lethe's Embrace 2U
Instant {C}
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Flashback [mana]6U[/mana]
CU17 Trace the Footsteps U
Sorcery {C}
Look at the top two cards of target player's library, then draw a card.
Reverb — If you've cast another spell this turn, instead look at the top two cards of each player's library, then draw a card.
CU18 Titan's Mind 1U
Instant {C}
Target creature gets +0/+4 and gains hexproof until end of turn.
Flashback [mana]1U[/mana]
CU19 Cirrus Cover 2U
Enchantment - Aura
Flash (You may cast this spell any time you could cast an instant.)
Enchant land
Enchanted land has "[mana]t[/mana]: Return target nonland permanent you own to its owner's hand."
CU20 Narcolepsy 1U
Enchantment - Aura
Enchant creature
At the beginning of each upkeep, if enchanted creature is untapped, tap it.
CB01 CARDNAME 1B
Creature — Fungus {C}
When ~ dies, draw a card.
[1/2]
CR01 CARDNAME 4R
Creature — Human Wizard {C}
When ~ enters the battlefield, you may discard a card. If you do, draw two cards.
[3/1]
CG01 CARDNAME 1G
Creature — Merfolk Shaman {C}
When ~ enters the battlefield, draw a card.
[1/1]
CG08 Ravenous Razer 2GGG
Creature — Beast {C}
Sacrifice a Fungus: Regenerate ~.
[5/3]
RA04 Catalyst Stone 2
Artifact {R}
Flashback costs you pay cost up to {2} less.
Flashback costs your opponents pay cost {2} more.
PRIORITY: Finishing Commons (Remember that you can design for slots that already have a design; the best design will be picked later in the process)
I'll take charge of filling in the skeleton. When someone submits a design, I'll adjust the skeleton as necessary.
Last edited by .Rai on Fri Feb 22, 2013 8:55 pm; edited 15 times in total