tag:blogger.com,1999:blog-10721648830380450812024-03-13T20:03:51.588-06:00It's Go-Time!My ramblings about game design.Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.comBlogger34125tag:blogger.com,1999:blog-1072164883038045081.post-76830586426517278572008-06-12T12:36:00.003-06:002008-06-12T12:56:45.131-06:00How to make more money with Rock BandThis will be more constructive than me saying “Most of the downloadable content for Rock Band sucks.”<br /><br />But let me start by saying that most of the downloadable content for Rock Band sucks.<br /><br />However, after stewing about it for a while, I’ve realized the problem (and yes, I’m probably about 6 months behind everyone else…)<br /><br />At 3 songs per week, Harmonix can’t win. Even if they appease me by releasing nothing but my favorite songs for the next 10 years, a huge part of their (real and potential!) audience will be frustrated with what they consider crappy music. There are just too many genres, interests, passions, etc out there for a single company to nail them all.<br /><br />The solution is to:<br /><ol><li>Release a tool that lets everyday people create their own songs for Rock Band.</li><li>Set up and promote a central community website that lets people reward each other for good work.</li><li>Charge a subscription fee to access the site and download songs into your X360/PS3 etc (because MTV or whoever does need to make money.)<br /></li></ol><p>The owners must be so concerned that if they release a song-creation tool, they lose control of a property which has such huge potential and which they currently monopolize. The problem is that right now, despite selling however many tracks as DLC, Rock Band is just hinting at its amazing potential. To realize that potential, they need to let the teeming masses start producing content as well.</p><p>But MTV can still make money! If they control the community content site, and charge something like $10 a month to download the fan-made songs, they will make a lot of money. I guarantee you I’m not spending $10 a month right now on DLC! But the real difference wouldn't be the spend per customer (though it would probably increase); it's that the number of customers will skyrocket. Indie bands – and even record companies, superstars who own their own distribution rights, etc – could take on the burden of getting their songs converted into Rock Band format instead of Harmonix. Such bands would then encourage all their friends, family and fans to get Rock Band to access their newest tracks.</p><p>I'm sure it takes skill to make a song fun to play in Rock Band. Undoubtedly, there would be user-submitted tracks that suck. But by building a community, skilled creators would build a name for themselves, and eventually those folks would get paid by bands like Nine Inch Nails to convert their songs (guaranteeing that the resulting track is fun to play in-game.)</p><p>Instead of 3 songs a week, the floodgates would open and we'd have a new medium that’s better than radio or music videos or X for getting songs out to new demographics. And meanwhile, thanks to a monthly subscription with way more participants than they have buying DLC today, MTV collects waayyy more dough than they are today.<br /><br />Rock Band Stakeholders: it’s not your fault you haven’t done this yet. It would be a huge and costly undertaking, with all sorts of risk (real and imagined.) But stop thinking of Rock Band like just another record store or radio station. Those distribution channels all work the same way, and I know it’s your bread-and-butter and what put you where you are today. But the infrastructure for what you could be doing wasn’t around even 5 years ago, which means that your marketing courses in school didn’t cover an appropriate business model. It just wasn’t there.<br /><br />So MTV/Harmonix/etc, let me make you a deal: let us take on the burden of content creation for your amazing product, and you just sit back and ride the wave of profits all the way to the bank!</p>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-57141282601284678482008-06-10T01:31:00.005-06:002008-06-10T01:47:40.019-06:00Thou Shalt Treat Thine Cardboard Box with CareThe mighty Destructoid had a contest the other day to photoshop (aka shoop) together images from Metal Gear and the Bible.<br /><br /><br />I couldn't find any inspiring pictures to work with, so I decided instead to write my own 10 Commandments based on some of the funnier quotes from the series. To my surprise, it was included in Rev. Anthony's <a href="http://www.destructoid.com/metal-gear-jesus-religious-parallels-in-the-metal-gear-solid-series-89609.phtml" target="new">follow-up article</a> on religious symbolism in the Metal Gear series.<br /><br /><br />This will probably be a waste of your time unless you really like MGS:<br /><br /><img id="BLOGGER_PHOTO_ID_5210154126109995570" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_zFgo7nObnrI/SE4vkrfScjI/AAAAAAAAAMk/iSDKBxOIXyo/s400/MGS+Bible+01.jpg" border="0" /><br /><br /><br />PS: The commandments are all very closely based on actual quotes from the series. And at least on the right-hand stone, I tried to make a few of them echo the original commandments...Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-38599922332367970962008-06-06T01:22:00.006-06:002008-06-06T10:37:52.464-06:00Ultra-atheist game is proof of artHere's a follow-up to <a href="http://gotimegames.blogspot.com/2007/04/can-games-be-art-yes-but-like-any-other.html">my article</a> which examined whether games can be art.<br /><br /><a href="http://www.destructoid.com/student-s-atheism-game-does-more-harm-than-good-89295.phtml#comment">This post</a> on the mighty Destructoid attacks an indie game in which the premise is to cut-off all of the strife caused by religious maniacs by travelling back in time to assassinate Mohammed, Abraham, and the authors of the Bible. The editor, Qais, hadn't made much of an impression on me so far (where's muh Summa and Nex!) but this ignorant post certainly knocks him down to the bottom of the list.<br /><br />I'm not saying I endorse the fiction of murdering a few guys who (as far as I know) were doing their best to make the world a better place. But to call this concept nothing more than a cry for attention (and much worse) is a reminder of how narrow-minded otherwise intelligent people can be.<br /><br />My comment in the article's message board (edited to remove a snarky remark that wouldn't work out-of-context):<br /><em>This is some of the best proof yet that games can be art (</em><a href="http://gotimegames.blogspot.com/2007/04/can-games-be-art-yes-but-like-any-other.html" target="_blank"><em>provoke an emotional response AND convey a deliberate message</em></a><em>.) The author is courageous, not a troll. And the fact that s/he wanted to remain anonymous isn't cowardice - it's a precaution warranted by the sad fact that there are zealous maniacs (of every stripe) in this world. BRAVO! </em>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-19959670728799680452008-05-26T21:05:00.004-06:002008-05-26T21:20:31.462-06:00Cooperative SporeI tend to ramble about the concepts of Cooperation and Competition over on my other blog, Casual CAS.<br /><br /><a href="http://casualcas.blogspot.com/2008/05/wright-wright-on-cooperation-arms-race.html">Here's a link to a post</a> with a Will Wright interview in which he talks about Spore, and how it illustrates the way in which competition forces individuals to cooperate in order to out-compete mutual enemies.<br /><br />Competitive pressure drives organizational structures towards ever-greater complexity, as previously unrelated entities are forced to either stand together or fall apart. My favorite book "Nonzero" calls this the "logic of human destiny": the reason why sentient life, societies, and world wars were inevitable from the time the first single-celled organisms appeared.<br /><br />I previously wrote my own little app called the <a href="http://johnnygotime.googlepages.com/Cooperation.exe">Rise of Cooperation</a> which attempts to show some of the logic of cooperation in a very simple scenario. Let me know if you check it out! :)Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-8355888418315593882008-03-31T22:24:00.002-06:002008-03-31T22:32:47.133-06:00I Have Found the Red Diamond<a href="http://www.albinoblacksheep.com/flash/uninvited" target="new"><img id="BLOGGER_PHOTO_ID_5184128480485184706" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_zFgo7nObnrI/R_G5YuVOFMI/AAAAAAAAALI/sTb149BXWYI/s400/The+Red+Diamond.jpg" border="0" /></a><br /><div> </div><div>If you know what this means, we can now respect each other.</div><div>If you don't, it's better that you don't click the image.</div><div> </div><div>PS: It's all <a href="http://www.destructoid.com/uninvited-the-quest-for-the-red-jewel-78686.phtml">my beloved Destructoid's</a> fault.</div>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-10397260331543137112008-03-27T08:32:00.005-06:002008-03-27T10:26:01.762-06:00The Economy of Actionswotc_Rodney put up <a href="http://www.gleemax.com/Comms/Pages/Communities/BlogPost.aspx?blogpostid=52008&pagemode=2&blogid=2100">an amazing post</a> about a concept he calls the "Economy of Actions". This goes immediately into my collection of soundbites for game development.<br /><br />"it seems like one of the most important commodities any player can have is simply the ability to take an action.<br />...By taking an action, you are expending a resource...every [game] that limits the number of actions you can take on your turn has an underlying economy that assigns value to these actions."<br /><br />That's a really eye-opening observation (for me, anyway.) It hits very close to home for a prototype I'm working on right now, where players compete for the abilityto take various actions, and the win condition is basically "be able to take more actions than the other players."<br /><br />Rodney follows through on the idea a bit:<br />"...like a real economy, if you manage your resources and spend them on appropriate actions and at appropriate times, you gain advantage.<br />...action denial or action hoarding not only tips the balance on the economy of actions, it can lead to a game just not being any fun. One of the worst feelings is sitting there with a hand full of cards (or whatever) and not getting any actions..."<br /><br />This last remark about how un-fun it is to watch other people take a ton of actions is good because it reminds me I have to be really careful about my aforementioned win condition...Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-37221948551586949232008-03-03T03:20:00.002-06:002008-03-03T03:25:32.372-06:00Teaching Magic<p>MaRo posted an article today on bringing new players into Magic. It was a decent article, but there is tons more to say on how to introduce the game. So here are my thoughts on teaching Magic - I’ve taught about 25 people to play and they’ve all stuck with it. Most have gone on to drafting, and some attend pre-releases. </p><p><br /><span style="font-size:130%;"><strong>Deck Building</strong></span><br />Building the training decks is hugely important. Sadly, your trainees will never appreciate the effort you put into it, but if you get it wrong they’ll have zero chance of learning and enjoying the game.<br /><br /><strong>Always start with mono-white versus mono-red</strong>. Magic is so deep, and there is so much flavor in the mechanics of most cards – but most of it fails the “KISS” rule. The absolute simplest setup for a new player to parse is:<br />Red cards hurt the other player.<br />White cards help you.<br /><br /><strong>Keep the cards as vanilla as possible</strong>. Choose sorceries instead of instants; avoid keywords other than maybe flying, first strike, and vigilance. (Remember, the rookie has no frame of reference, so they won’t care that card X is strictly better than card Y. If Y is simpler, go with Y.) If you pick the most boring cards in your collection, you’re probably doing well.<br /><br /><strong>Keep the cards as vanilla as possible (part II).</strong> No spells with X in the mana cost or any sort of alternate/additional casting cost!!! No artifacts – they’re meaningless until you’re using a multicolor deck.<br /><br /><br /><span style="font-size:130%;"><strong>The Intro Speech</strong><br /></span> “In Magic, each player represents a wizard casting magical spells. You’re trying to defeat the other wizard by reducing them from 20 hit points to 0. Each player has a deck of cards that represents magic spells. In the game, there are different “colors” of magic spells but for now we’re only using two – this deck is full of red cards that damage the other player; while this deck is full of white cards that heal you, with a few that hurt the other player. We each get one deck – which would you like to use first?”<br /><em>(They usually pick red.)</em><br /><br /><br /><span style="font-size:130%;"><strong>The First Game</strong><br /></span><strong>After drawing starting hands, reveal both</strong> and briefly describe the difference between “Lands” and “Everything else”. Make sure they have some lands in their own opening hand.<br />If you need them to mulligan, gloss over why and don’t even think about making them drop to 6 cards!!!<br /><br /><strong>Write down the turn order for them.</strong> In fact, start off with just “Draw; Play a land; Play spells; End”<br />Then at the start of their 2nd turn, put “Untap” before “Draw”. Continue to fill in phases on their little cheat sheet as they become needed.<br /><br /><strong>Don’t talk about strategy</strong>. Well, talk about strategy, but not what you – the expert – would consider strategy.<br />This is good: “You should try to attack me every turn because you want to reduce my hit points to 0.”<br />This is ok: “If you attack me while I have a stronger creature, my creature will block yours and kill it.”<br />This is not ok: “Hold on to your instants until as late as possible in the combat phase.”<br /><br /><br /><span style="font-size:130%;"><strong>Keep Telling Yourself…</strong></span><br /><strong>Don’t try to win.</strong> There are all sorts of theories about whether you do harm or good by letting beginners win - but with 100% certainty you do harm by intimidating the rookie into quitting. Believe me, the rules of the game alone are already doing a good job of that. Furthermore, as a player gets close to losing, they start to panic and will stop retaining new concepts. Whatever "bad habits" you encourage in the player by taking it easy on them in their first few games are easily changed once they have a mental framework upon which to hang some strategy.<br /><br /><strong>Avoid or gloss over as much as you can on every card.</strong> Don’t try to explain sorcery vs. instant until you have to; don’t show off and use instants at the end of the rookie’s turn before you untap.<br /><br /><br /><span style="font-size:130%;"><strong>Conclusion</strong></span><br />Everything boils down to this: new players have no frame of reference. They don’t know that 3 damage for 1 mana would be good while 1 damage for 3 mana would be bad; they don’t know what creatures are; they don’t know what blocking is -- and once they do, it will be confusing that their creature can’t attack yours directly but yours can block theirs.<br /><br />Try to introduce the smallest amount of “stuff” you can on every card. Don’t try to crush them. Regretfully acknowledge throughout the first game that it’s really hard to learn; as they start getting concepts down, start mentioning how much more fun it is once you start using other colors in the same deck.<br /><br /><br /><strong><span style="font-size:130%;">Deleted Scene – Theme Decks instead of Deck-Building?</span><br /></strong>MaRo suggested in his article that you use 10th Edition theme decks for training. I’d never looked at them before so I took a quick glance at the red one. It looks pretty safe, but Incinerate should not be in a training deck. This leads me to a little section I like to call…<br /><br /><strong>Why Incinerate should not be in a training deck:</strong><br />It’s an instant.<br />In the rules text alone, Incinerate introduces four new effects to the poor beginner:<br />direct damage<br />direct damage to a creature or player<br />regeneration<br />a means of circumventing regeneration<br /><br />This is four cards worth of new material for the new player to parse - ideally, you’d introduce these one <strong>deck</strong> at a time. #2 is only cool after you’ve seen a spell that can only damage a creature and a spell that can only damage a player. Don’t even put a regeneration card into a deck until they’ve seen a few creatures die from combat and direct damage (let alone a card that circumvents regeneration!)<br /><br />In fact, pondering why Incinerate was a bad choice for a training deck has led me to this idea: <strong>choose each card for a training deck the same way you would choose cards for a combo deck</strong>. If the card doesn’t directly serve the purpose of the combo, then try not to include it. Now, substitute “teaching exactly one new concept” for “the combo” and you have a good philosophy for training deck-building. </p>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-69831596785965644262008-01-04T09:44:00.000-06:002008-01-14T15:15:35.606-06:00Morning!WotC has started <a href="http://www.wizards.com/default.asp?x=magic/morningtide/preview" target="new">previewing cards</a> from Morningtide, the expansion set for Lorwyn.<br /><br />It looks like Morningtide is going to play very well with my set - some very similar mechanics and themes being explored. THIS IS FANTASTIC NEWS FOR ME BECAUSE IT VALIDATES THE WORK I'VE BEEN DOING; THERE IS <strong>NO CHANCE</strong> THAT WotC "STOLE" ANY OF THE IDEAS!!! Of course, my set has no focus on "Tribal", but other than that there are several areas of commonality.<br /><br />Both sets have:<br /><ul><li>"+1/+1 counters" sub-theme.</li><li>"creature tokens" theme (much bigger in my set than in Morningtide.)</li><li>"top card of your library matters" sub-theme (WotC's "Kinship" mechanic did a much better job of this than my "Mindfly" mechanic - see below)</li><li>"converted mana cost matters" sub-theme (I did a much better job of this than WotC did - see below. <em>Note that I'm stretching clash pretty thin to say that Morningtide has a "converted mana cost matters" theme.)</em></li><li>I'm going to stretch the comparison almost to breaking here and suggest that there's also a shared theme of "alternate uses for cards" as well thanks to their "Reinforce" and my "Debris" concepts.</li></ul>I'm going to talk a bit about how Lorwyn block and my set explored these themes.<br /><br /><strong>Converted mana cost matters</strong><br />You're probably thinking that I must have looked at different Lorwyn/Morningtide cards than you did if I think there's a "CMC-matters" theme in there. But there is, because of Clash. What baffles me is that they didn't build more of the block around "CMC-matters" to create some synergy with Clash. There's nothing about the Lorwyn block that says "this set would suffer if we took clash out"; by contrast, think about what would happen to Odyseey block if they took out Threshold.<br /><br /><strong>Top card of your library matters</strong><br />Clash and Kinship both care about the top card of your library. I have a similar theme in that there are <strong>a)</strong> many effects that reveal the top card of your library, and <strong>b)</strong> several effects that trigger when they are revealed from the top of your library.<br /><br />The cards in my group "a" are fine, but the cards in group "b" are weak because they <em>require </em>that you also have a card from group "a" to use them! I solved this by putting a lot of group "a" cards into the set, but the real solution would have been to replace "b" with a mechanic that is self-contained.<br /><br />To be fair to myself, you can look at a ton of official cards and see that they're only good if surrounded by related cards (ex: any Tribal card.) But now that I've noticed this, I'm irritated that I designed something like it into my set - it feels like it's just one step above the cards in the Star Wars and Star Trek games that say something like "play this only if you have Luke Skywalker at the Death Star" or "if you have Data on the Enterprise then X..." etc.<br /><br />Finally (I as I mentioned above), I'm surprised at how isolated Clash is from the rest of the set in terms of "CMC-matters"; well I'm equally surprised that both Clash and Kinship live without a mechanic that manipulates the top card of your library (ex: Scry).<br /><br /><br />Click the following links to see some Morningtide cards alongside related ones of mine:<br /><br /><a href="http://johnnygotime.googlepages.com/Morningtide01.jpg" target="new">+1/+1 counters become creatures</a><br /><br /><a href="http://johnnygotime.googlepages.com/Morningtide04.jpg" target="new">Reveal top card of library to create a creature token</a><br /><br /><a href="http://johnnygotime.googlepages.com/Morningtide03.jpg" target="new">Blue manipulating +1/+1 counters</a><br /><br /><a href="http://johnnygotime.googlepages.com/Morningtide02.jpg" target="new">Blue creates X creature tokens</a><br /><br />(There are links to my set's "spoiler" cardlists in the bar on the right-side of your screen.)Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-6174198994835336712007-12-21T09:19:00.000-06:002007-12-21T09:23:13.655-06:00Context mattersOnce again, I'm very impressed with Devin Low (Magic's Lead Developer).<br /><br />He just <a href="http://www.wizards.com/default.asp?x=mtgcom/daily/dl16">put up an article</a> that directly mirrors a constant inner dialogue I have while working on my cards:<br />If somebody sees this one card but not the rest of the set, they'll think it sucks.<br /><br />And I suppose there's no getting around that. But hopefully they've read Low's article about how you need Context before you can evaluate a card.<br /><br />Because my set is super-fun (and appears to be) balanced right now!!!Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-79994274886102124012007-12-05T11:22:00.000-06:002007-12-05T11:43:48.213-06:00New Set v4Hi there, I just realized I haven't put up a spoiler and devnotes since before my very first playtest!<br /><br />Here is the Oracle-style <a href="http://johnnygotime.googlepages.com/Spoiler.txt" target=new>text spoiler</a>.<br />Here is the <a href="http://johnnygotime.googlepages.com/Spoiler.mht">HTML version</a> which includes all of my Developer Notes, chronicling how the set has changed over time. If you're familiar with the WotC design articles, you'll find these similar to their Multiverse excerpts (except that mine is the sole, lonely voice to be heard in these Notes...)<br /><br />I'm also putting permanent links to the most-current spoilers on the side of the blog page.Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-7009179545688659932007-12-05T10:58:00.000-06:002007-12-05T14:28:58.645-06:00Playtest 4 with a Sweet Combo<div>Hi there, just wanted to describe a very cool moment from printrun #4. My brother Gord was in town, so along with brother Ali and the infamous MN we drafted the set.<br /><br />It felt much more like a real set this time around. I'd put alot of work into moving cards around within the rarities to more closely match official cards, and also tuned the number of enchantments, sorceries, instants, etc in accordance with their color. The draft made it apparent that there were still some issues (a few annoying rares, a few unplayable commons) but overall it drafted/played very well.<br /><br />Anyway, the best part of it for me was a wicked combo Gord put together during our game. I'm not sure if he drafted it intentionally, but it rocked. I learned about it thus:<br />Turn 3: Gord played <a href="http://johnnygotime.googlepages.com/NS4ShepherdofDecay.jpg" target="new">Shepherd of Decay</a>. No problem - I had the higher life total, and some token generation in hand to boot.<br />Turn 5: Gord played <a href="http://johnnygotime.googlepages.com/NS4SkyshieldSquadron.jpg" target="new">Skyshield Squadron</a>. Hrm, frustrating because I was still holding a mitt full of token generation, but I figured I would win the race if he didn't drop a ton of tokens.<br />Turn 6: Gord played <a href="http://johnnygotime.googlepages.com/NS4SuspendedHowlers.jpg" target="new">Suspended Howlers</a> :(<br />Turn 7: Suspended Howlers triggered; Gord gained his 6 life and Shepherd's 2nd ability came online.<br /><br />Gord started Shepherding for 4 damage a turn along with ground assault and the game ended miserably for me :)<br /><br />But it was awesome because I'd never thought about this combo before. I was mainly thinking of the Shepherd in mono-black Husk generating decks...But at the same time, if you <a href="http://johnnygotime.googlepages.com/Spoiler.mht">read the developer notes</a> for the set, you'll see an awful lot of comments saying "Token Related"...Meaning that there are an awful lot of cards that should fit together without being explicitly planned as such. It was really exciting to see the set-building philosophy pay off!<br /></div>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com2tag:blogger.com,1999:blog-1072164883038045081.post-3699712579766248092007-11-14T12:02:00.001-06:002007-11-14T12:07:42.697-06:00The LowdownAlso wanted to make a quick note: Devin Low (the Magic Director of Development) has been <a href="http://www.wizards.com/default.asp?x=mtgcom/authorarchive&author=DevinLow" target="new">putting up some articles</a> that totally kick my ass.<br /><br />In the past, I never found the Development articles to contain enough technical nitty-gritty to help me out. But Devin's articles have really been an eye-opener. Especially <a href="http://www.wizards.com/default.asp?x=mtgcom/daily/dl5" target="new">this one</a> - I have been waiting a long time for that article.<br /><br />These articles gave me the nudge to figure out the problem I described in the last couple posts (why weren't my mechanics showing up in draft??)<br /><br />Thanks Devin!Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-41159013961205122522007-11-14T11:45:00.001-06:002007-11-14T12:00:33.724-06:00Planning Mechanics<div>I love it when a good plan comes together; I just wish I'd had one a few months ago!</div><div></div><br /><div>I'm going to reiterate a bit of previous stuff to show why seeding mechanics is so difficult if you don’t have a deliberate strategy.<br /><br />Previously, I mentioned that I had a ridiculously low quantity of common cards that play into the “token” theme, yet thought I was right on the money. How could I have been so off-track??<br /><br />If you look at the roadmap for mechanics I gave in the last article, you’ll see that my new target is 38 cards that are part of the “tokens” theme. I also said that I figure roughly 60% of the cards in a theme should be at common. (In this case, I’m actually going with 55% at common.)<br />So:<br />Tokens: 38 cards<br />Target: 55% of these at common<br />Total target for common cards in theme: 21 cards<br /><br />How many did I actually have at common?<br />18 cards.<br /><br />18 cards instead of 21 – not bad for having worked without a plan, right? And yet something went wrong – we never had enough tokens in our games to use the cool effects that relate to tokens…And I had to dig a bit deeper to find out why:<br />Tokens theme: 18 cards (yay!)<br />Cards that <strong>generate</strong> tokens: <strong>5</strong> (doh!)<br />Cards that <strong>punish</strong> tokens: <strong>8</strong> (double-doh!)<br />Cards that leverage/reward tokens: 5<br /><br />So my roadmap has to contain more detail than just “qty of cards with mechanic X”. I actually have to identify – for each mechanic – how many cards have the mechanic; how many punish/prevent it; and how many reward/leverage it. And figure out (through trial and error) what makes for a good balance in these categories (generate/punish/reward).<br /></div><br /><div>And that’s the real subtlety (or at least it was too subtle for me to realize intuitively):It isn't good enough to say "There are 18 cards in the token theme at common", because it matters <em>what</em> those cards are doing with the theme.</div><br /><div></div><img id="BLOGGER_PHOTO_ID_5132757160381660002" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_zFgo7nObnrI/Rzs3cV7kO2I/AAAAAAAAAJ4/Tte094pnIJ4/s400/Tokens+count+2.jpg" border="0" /> <p></p><br /><p>Instead of having 13 common cards that generate tokens, I had only 5! Not only that: instead of a mere 3 that punish (i.e. destroy) tokens, I had 8! Ouch!<br /><br />I hope this is of some use to somebody out there. I’ve sunk hundreds of hours into my set already, and now I have a bunch more ahead of me to shape it into what I really want it to be. If I’d planned better up front, I would be much further along now.<br /><br />(Having said all that, I had to go through a certain amount of brainstorming-type design simply to hit on mechanics/themes that I liked enough to build a set around. But I should have switched to “planning” mode way earlier on…)</p>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com2tag:blogger.com,1999:blog-1072164883038045081.post-82907690908546696572007-11-13T17:13:00.000-06:002007-11-14T11:11:24.498-06:00Seeding Mechanics<span style="font-family:arial;">In the </span><a href="http://gotimegames.blogspot.com/2007/11/theme-or-lack-thereof.html" target="new"><span style="font-family:arial;">previous post</span></a><span style="font-family:arial;">, I showed how poorly I planned the "seeding" of my mechanics throughout the set. To resolve this problem, I did some </span><a href="http://ww2.wizards.com/Gatherer/Index.aspx" target="new"><span style="font-family:arial;">Gathering</span></a><span style="font-family:arial;"> and came up with the following list of "card counts by mechanic" from a few sets:</span><br /><br /><span style="font-family:arial;">Bushido (CHK 17/291)<br />Splice (CHK 15/291)<br />Arcane (CHK 53/291) <em>(It's actually 68 but I subtracted the number of Splice cards)</em><br />Soulshift (CHK 12/291)<br />Flip cards (CHK 10/291)<br /><br />Morph (ONS 47/335)<br />Cycling (ONS 31/335)<br />"creature type" (ONS 34/335)<br />Zombie (ONS 25/335)<br />Soldier (ONS 24/335)<br />Cleric (ONS 30/335)<br />Goblin (ONS 23/335)<br />Elf (ONS 20/335)<br />Beast (ONS 36/335)<br /><br />Threshold (OD 44/335)<br />Flashback (OD 30/335)<br />Discard (OD 47/335)<br />Sacrifice (OD 61/335)</span><br /><br /><br /><strong><span style="font-family:arial;">Summarizing and percent-izing:</span><br /></strong><span style="font-family:arial;">Morph 14%<br /></span><span style="font-family:arial;">Cycling 9%<br /></span><span style="font-family:arial;">"creature type" 10%<br /></span><span style="font-family:arial;">Zombie or Elf or Goblin or etc ~7%<br /></span><span style="font-family:arial;">Threshold 13%<br /></span><span style="font-family:arial;">Flashback 9%<br /></span><br /><em><span style="font-family:arial;">(I think the CHK counts are so low because a ton of space in that set went to Legend stuff, but it would be a little more time consuming to come up with useful numbers there. In any case, I'm ignoring them as a result.)</span></em><br /><span style="font-family:arial;"></span><br /><span style="font-family:arial;">I've come up with the following guidelines for myself:</span><br /><ol><li><span style="font-family:arial;"><span style="font-family:arial;">Most of the cards that <strong>have</strong> or <strong>cause</strong> a particular mechanic will be in <strong>common</strong>; say 60%</span></span><span style="font-family:arial;"><span style="font-family:arial;"></span></span></li><li><span style="font-family:arial;"><span style="font-family:arial;">Most of the cards the <strong>punish</strong> or <strong>leverage</strong> a mechanic will be in <strong>uncommon</strong>; say 25%</span></span></li><li><span style="font-family:arial;"><span style="font-family:arial;">Any cards that push the envelope on power level and/or are relatively complex will be in <strong>rare;</strong> say 15%</span></span></li></ol><span style="font-family:arial;"></span><br /><span style="font-family:arial;"><span style="font-family:arial;">And here is my order of importance for the mechanics in my set.</span></span><br /><ol><li><span style="font-family:arial;"><span style="font-family:Arial;">Resonate</span></span></li><li><span style="font-family:arial;"><span style="font-family:Arial;">Tokens</span></span></li><li><span style="font-family:arial;"><span style="font-family:Arial;">"</span><span style="font-family:Arial;">CMC matters" (<em>CMC = Converted Mana Cost</em>)</span></span></li><li><span style="font-family:arial;"><span style="font-family:Arial;">Debris (<em>lands as a resource beyond mana generation...</em>)</span></span></li><li><span style="font-family:arial;"><span style="font-family:Arial;">Mindfly (<em>if this is revealed from the top of your library...</em>)</span></span></li><li><span style="font-family:arial;"><span style="font-family:Arial;">+1/+1 Counters</span></span></li></ol><br /><span style="font-family:arial;">Putting the above together with the fact that I want a 289-card set, I've come up with the following roadmap for "seeding" mechanics:</span><br /><span style="font-family:arial;"><br /></span><span style="font-family:arial;"><img id="BLOGGER_PHOTO_ID_5132742016326974274" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_zFgo7nObnrI/Rzspq17kO0I/AAAAAAAAAJo/E-Nm7NGsl6Q/s400/Card+Count+by+Mechanic.jpg" border="0" /><br /><br />...And off we go!!!</span>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-43793632015361972292007-11-13T16:35:00.000-06:002007-11-13T16:47:20.511-06:00Theme, or lack thereofSo despite the debacle of the last playtest (organizationally speaking), the guys had fun and generated a ton of useful feedback.<br /><br />One thing that was interesting to me is that (despite my <a href="http://gotimegames.blogspot.com/2007/10/set-structure-rarity.html">claiming to have solved this problem</a>) there still were nowhere near enough cards at common to allow players to really use the different themes at work in the set...<br /><br />So I did some counting...<br /><br /><strong>Cards that generate Tokens</strong><br /><strong>Common</strong>: <strong><span style="color:#ff0000;">5</span></strong>/115<br />Uncommon: 15/85<br />Rare: 11/65<br /><br /><strong>Cards that punish Tokens</strong><br /><strong>Common</strong>: <strong><span style="color:#ff0000;">8</span></strong>/115<br />Uncommon: 6/85<br />Rare: 6/65<br /><br />HAHAHAAHAHAHAHAhhahaahahDamnit.<br /><br />So, 4% of my commons generate tokens (the 2nd most important "mechanic" in the set), and yet I walked into the playtest thinking the idea was well-represented!!!<br /><br />Suffice to say, I'm about to count up the other themes as well, and have some major work to do before print #4...<br /><br />:(Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-32281846444617163262007-11-13T13:20:00.000-06:002007-11-13T16:35:28.150-06:00Worst Executive Decision Thus Far...<div>Darn, I never wanted to have a 6-week delay between updates, especially during set development! But the reality is that it's taken every ounce of my free time to keep pushing the set through design, never mind chronicling the whole process.</div><div></div><br /><div>But here's a quick summary:</div><ol><li>I did lots of design work to get the planned 289 cards into the set.</li><li>Printed all cards for use in playtest 3. (I was editing the set right up until the print-shop store closed; I snuck in with 2 mins to spare the night before the playtest.)</li><li>After printing, but before playing, I found a bunch of issues in the set (too many uncommon/rares, not enough commons; etc.)</li><li>Corrected as many errors as possible (staying up til 4AM to do so; this comes at a great cost to me as I have a toddler and a newborn!)</li><li>Reprinted about 30% of the set (printing 3.5)</li><li>Tried to have playtest 3...</li></ol><p>Unfortunately, I made a huge strategic error: I decided we should try to reuse whatever cards we could from existing printruns 2 and 3. I figured we could simply sift through the existing cards from print 2, swap in any card that was changed in 3, then swap in any card that was changed in 3.5 And by "existing cards" I mean "little squares of printer paper cut up into 600 Magic card-shaped pieces and printed in Draft quality".</p><p>I totally underestimated how time-consuming and confusing this process would be, and absolutely failed at organizing it. This error cost us 2 of our 5 playtesting hours and most of my playtesters' sanity...And then I realized that this process hadn't accounted for any cards that had been deleted at any time after print 2 or 3 (i.e. more than 80 cards...)</p><p>When we finally did get to draft, it was with a horrible abomination of a set that included several versions of many cards. If Magic sets were movie scenes, then this was the transporter-malfunction from Star Trek 1 (or possibly a post-accident Goldblum in The Fly...)<br /></p><p></p><img id="BLOGGER_PHOTO_ID_5132456694934710962" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_zFgo7nObnrI/RzomK86oqrI/AAAAAAAAAJY/TxxCDtTVY8g/s400/Transporter+Malfunction.jpg" border="0" /> <p>The worst in-game moment was when Luke played a printrun2 <em>Advanced Mindfly</em> common at 3U for 2/2 Flying with an ability, and then on my next turn I played a printrun3.5 <em>Advanced Mindfly</em> rare at 3U for 2/<strong>3</strong> Flying with the same ability :(</p><p>The one positive note is that despite all of the above, the team claims to have enjoyed themselves :) Thanks guys!!!!! (Mike N, Mike P, Luke, Trevor)</p>Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-24157078235645233612007-10-25T05:10:00.000-06:002007-10-25T05:29:43.352-06:00Game GrammarJust read <a href="http://stephanebura.com/diagrams">http://stephanebura.com/diagrams</a><br /><br />I don't see myself applying this sort of technology anytime soon, but I'm glad that somebody out there is thinking it through. Every shared symbol system smooths* communication; the question is, will there be anybody with whom to communicate in this language? (Such concerns haven't stopped my sister from devoting her university career to learning Latin...)<br /><br />I do hope that in the future, hordes of game designers can communicate entire systems and mechanics in a shared language.<br /><br /><br />* Brought to you by the Dept. of Unintentional 4-word Alliterations.Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-25723730432743548002007-10-17T17:32:00.000-06:002007-10-17T17:45:39.558-06:00Set Review ChecklistAs mentioned in last post, I need to be more formal about measuring the power level and quality of individual cards. Coming out of a 4-player draft, I couldn't remember the precise cards each player had in their deck; nor which cards they'd left in the sideboard; and had no clue whether everything was relatively balanced other than the occasional cry of "Not another 7/7 flying demon token!!!"<br /><br />So here's <a href="http://johnnygotime.googlepages.com/Checklist.doc">a checklist</a> I'm going to print up for the next draft. I wrote a Word macro that pulls each cardname out of a database and sticks them - one cardname per row - into this checklist. Then, after players draft and build their decks, I'll get everybody to whip through their stacks of cards and fill this out.<br /><br />The columns are:<br /><strong>Drafted?</strong> Answer "Y" if you drafted this card; leave blank otherwise.<br /><strong>Deck?</strong> If you drafted the card, did you include it in your deck? Leave blank if not.<br /><strong>Cool</strong> - A rating of 1 to 5 as to how cool the card is (whatever that means to the individual player.) 1 = "What a pile of tripe, I'd rather open One With Nothing in a draft!!!" while 5 = "Sweet! I wish Wizards of the Coast would make cards this good!!!"<br /><strong>Power </strong>- A rating of 1 to 5 as to how powerful the card seems; how much you'd like to open it first pick of the draft. This is not as important as the next rating.<br /><strong>Power (After Games)</strong> - A rating of 1 to 5 as to how powerful the card actually was during the draft. This isn't a perfect measure, because a good card might not be useful in a given context. But it's a rough idea of whether the playtester's opinion of a given card matches my own.<br /><strong>Comments </strong>- Just a place for the tester to leave any remarks about the card. Hopefully these are more constructive than "This sucks" and "This rules"....Although there isn't an awful lot of room to write...<br /><br />I haven't figured out what to do with all the resulting data yet. Probably I'll manually enter the feedback into a database, then crunch numbers such as "how many cards have cool = 1?".Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-1762011709184648702007-10-17T08:27:00.000-06:002007-10-17T17:47:04.942-06:00Playtest 2Had a great playtest draft a few nights ago. MikeP recruited buddies Luke and Jared to draft the second printing of the set with us.<br /><br />Jared hadn't played Magic in a while, but got back up to speed pretty fast because he trounced me with a white enchantment-based creature lockdown (<a href="http://johnnygotime.googlepages.com/NS_2_AdvancedLogistics.jpg" target="new">Advanced Logistics</a>, <a href="http://johnnygotime.googlepages.com/NS_2_RighteousIndignation.jpg" target="new">Righteous Indignation</a>). It was a scene I'd never really encountered before in a draft deck, which is great! (The fact that he constantly had <a href="http://johnnygotime.googlepages.com/NS_2_WallopinWebsnapper.jpg" target="new">Wallopin' Websnappers</a> out with Resonate didn't help me much...) We found that Advanced Logistics was overpowered, and it has been changed to <a href="http://johnnygotime.googlepages.com/NS_2_5_AdvancedLogistics.jpg" target="new">this</a>.<br /><br />I don't remember anything about Luke and Mike's decks, which tells me that I need to become more formalized about tracking the cards people are using, how they feel about them, etc. I think I'll put together <a href="http://gotimegames.blogspot.com/2007/10/set-review-checklist.html">a set checklist</a> and print it for each player. Similar to the one you get at a tournament for recording your sealed deck contents. They can check off the cards they select in the draft, rate their initial impression (power level, cool factor), then re-rate them after a few games. Also track their win/loss performance with the resulting deck.<br /><br />I do know that MikeP brought pain to Luke with <a href="http://johnnygotime.googlepages.com/NS_2_RitualChanter.jpg" target="new">Ritual Chanter</a>.Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-77529355836762440032007-10-15T11:11:00.000-06:002007-10-15T11:27:14.973-06:00The Chopping BlockHey guys, here's a quick aside: one of the really neat things I've discovered during the set-design process is how much a certain part of it feels like your own personal Magic draft.<br /><br />I'm talking about the point in time where you have too many cards for the set, and it's time to cut parts of it away. It's like what a sculptor must feel, given a massive block of stone and a chisel (or whatever tools a sculptor would use in that situation...) You have a great chunk of really nice stone, but much of it is standing in the way of the piece you want the audience to see. You cut and cut, and in so doing, you shape what's left into its purest form.<br /><br />It feels like the point in a Magic draft when you have 27 good cards, but only need 23 of them for your deck. I'm horrible at making the choice of which cards to cut (I'm usually the last to finish), but it's also a big part of what keeps me coming back for more.<br /><br />It's fascinating to me to have found almost the same sensation and process here, during set-design. The only difference is that it now carries the additional (and quite stirring) weight of the personal work, attachment, and ownership you feel to the whole thing. You have a much stronger bond with a card you've designed than you do with one you just opened in a pack. The only stronger bond (in Magic design, anyway) is what you feel with your whole set; if cool card X makes set Y worse by its inclusion, then you have to let X go.<br /><br />Having a "Design File" where you can put all these bits and pieces that you chisel away makes the whole process much easier; even if you never end up using the card down the road, the fact that you *might* makes it easier to put the card aside.Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-59732578510735885742007-10-11T15:13:00.000-06:002007-10-12T12:08:58.626-06:00Set structure: RarityI managed to drag some of my long-suffering friends into a Magic draft using the new set. From a playtesting standpoint, it went great: some fun things were identified, some un-fun things were identified, and most importantly, a laundry list of changes emerged as a result. My good buddies Mike P and Mike N even designed a few cards during the playtest as they noticed obvious holes that I wasn't exploiting, which was great.<br /><br />One of the results that most surprised me was how little each of my themes and mechanics became apparent during play. I believe MaRo has said that "it's not a theme if it's not on a bunch of common cards", and that makes sense, but going in to the playtest I had thought that (for example) Resonate <em>was </em>on a bunch of cards. It turns out that there were way too many (common) cards that referred to or were affected by resonate, and not nearly enough that actually <em>had </em>resonate. This was pretty much true for my other two big themes as well: Debris (lands being relevant even in the graveyard); and Husks (piles of 1/1 creature tokens that are overrunning the land.)<br /><br />What I learned from this is that I need to be more deliberate in putting the set together. For example, there needs to be a structure that dictates how many common white enchantments are in the set; how expensive they are, what rarity, and how many of them should refer to at least one of the set's themes.<br /><div></div><br /><div>For now, I'll start with figuring out the breakdown by rarity, and get into more detail about card types later. I just checked Mirrodin and Champions of Kamigawa, and they have:</div><br /><div>286 cards (not incl. basic land)</div><div>110 Common : 88 Uncommon : 88 Rare <em>(actually Kamigawa only has 87 uncommons)</em></div><br />So, the same number of uncommons and rares, but 125% as many commons as either of those.<br />In my set, I'm aiming for the following structure:<br /><br />265 cards (not incl. basic land)<br />115c : 85u : 65r<br /><br />Almost 175% as many commons as rares! What am I doing?? Well, I think WotC includes the amount they do in a set to encourage us to buy more packs: the more rares, the more incentive to buy packs since you only get one rare per pack. (Of course, by this logic, they should have 500 or 1000 rares per set, so that you have to buy thousands of packs if you're trying to complete a set or get 4 of a given rare. But WotC also has to consider the willingness of the players to spend, and I'd bet that they've arrived at these counts thru market research and trial & error.)<br /><br />My emphasis is not on selling packs; it's on having fun drafts. I want my small group of players to see a good variety of common cards and have a reasonable chance of seeing most of the rares over the course of a few drafts. I don't know how willing the guys will be to keep testing my set - hopefully they love it and we play it a bunch, but it might not gel immediately and they might run out of enthusiasm for testing...At WotC, they can iterate on a design until it's good, because their testers are paid to be there trying things out.<br /><br />I should say, I didn't pull those numbers out of thin air. Based on what I've got so far, I've decided to go for 47 cards per color, plus 18 artifacts and 12 lands.<br />47 * 5 = 235<br />235 + 18 + 12 = 265 cards in the set.<br /><br />I also will be adding 20 multicolor cards, bringing the total up to 285 cards, but I don't know their final rarities yet.<br /><br />I think I'll stop there for now, but I'll come back to talk about how I have "slotted" the card types across each color in my set.<br /><br /><a href="http://johnnygotime.googlepages.com/DebrisMold.jpg" target=new>Today's Preview Card</a> (subject to continuing development, but this one is pretty popular and not likely to change).Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-43248787049685835582007-09-28T14:15:00.000-06:002007-09-28T14:16:44.120-06:00Spoiler for New SetThis is a snapshot of the set design at 3:15 PM on Sept 28, 2007.<br />I won't update this page - future versions of the spoiler will be on separate pages.<br />Enjoy!<br /><br />PS: This is mostly full of "design names", not actual flavorful concepts and card-names. Those will come later.<br /><br /><br /><br />Card Name: Resonating Bolt<br />Card Color: R<br />Mana Cost: R<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Resonate 1 — CARDNAME deals 1 damage to target creature or player. (This applies if there are 1 or more cards with resonate in play.)<br /> Resonate 7 — CARDNAME deals 3 damage to target creature or player.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 135/211<br /><br />Card Name: Deathmist<br />Card Color: B<br />Mana Cost: BBBB<br />Type & Class: Creature - Demon Spirit <br />Pow/Tou: 2/2<br />Card Text: Non-black creatures get -1/-1.<br /> Shroud, fear<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 81/211<br /><br />Card Name: Sealer of the Gates<br />Card Color: B<br />Mana Cost: 2BB<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Whenever a non-token creature is put into a graveyard from play, its controller puts a 1/1 black Husk creature token into play and you gain 2 life.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 102/211<br /><br />Card Name: Soul Eater<br />Card Color: B<br />Mana Cost: 3BB<br />Type & Class: Creature - Vampire <br />Pow/Tou: 4/4<br />Card Text: Whenever Soul Eater deals combat damage to a creature, put a +1/+1 counter on Soul Eater.<br /> When Soul Eater is put into a graveyard from play, put a 1/1 black Husk creature token into play for each +1/+1 counter that was on it.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 105/211<br /><br />Card Name: Fearless Evangelist<br />Card Color: W<br />Mana Cost: 4W<br />Type & Class: Creature<br />Pow/Tou: 3/4<br />Card Text: At the end of each turn in which you were attacked, you may put two 1/1 white Townsfolk creature tokens into play.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 9/211<br /><br />Card Name: Sealed in Stone<br />Card Color: W<br />Mana Cost: 1W<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Flash<br /> Enchant creature<br /> Enchanted creature gets +2/+2, gains defender, and becomes a Wall in addition to its other creature types.<br />Flavor Text: Those who break the laws of the All-Powerful are doomed to share his fate.<br />Artist: <br />Rarity: C<br />Card #: 28/211<br /><br />Card Name: Frustrated Staller<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Creature<br />Pow/Tou: 2/1<br />Card Text: 2U: Return target land to its owner’s hand. Play this ability only when Frustrated Staller is blocked.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 57/211<br /><br />Card Name: Thought Thief<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Whenever Thought Thief is blocked, you may draw a card.<br />Flavor Text: “Your minions betray the very thing they seek to protect…”<br />Artist: <br />Rarity: U<br />Card #: 74/211<br /><br />Card Name: Alphalogue<br />Card Color: U<br />Mana Cost: 2UU<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: When Alphalogue comes into play, you may search target player’s library for a card and remove that card from the game. If you do, that player shuffles his or her library.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 40/211<br /><br />Card Name: Festering Griffin<br />Card Color: B<br />Mana Cost: 1B<br />Type & Class: Creature - Zombie Griffin <br />Pow/Tou: 1/1<br />Card Text: Flying<br /> When Festering Griffin is put into a graveyard from play, target creature gets -1/-1 until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 87/211<br /><br />Card Name: Logic Eater<br />Card Color: R<br />Mana Cost: 4R<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Flash<br /> Whenever a player draws a card, Logic Eater deals 1 damage to that player.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 129/211<br /><br />Card Name: Careless Zapper<br />Card Color: R<br />Mana Cost: 2R<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Haste<br /> When Careless Zapper comes into play, it deals 2 damage to target player.<br /> When Careless Zapper leaves play, it deals 2 damage to you.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 114/211<br /><br />Card Name: Divebomber<br />Card Color: R<br />Mana Cost: 4R<br />Type & Class: Creature<br />Pow/Tou: 3/2<br />Card Text: Flying<br /> 1R, Sacrifice Divebomber: Destroy target land.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 117/211<br /><br />Card Name: Careless Avalancher<br />Card Color: R<br />Mana Cost: 2RR<br />Type & Class: Creature<br />Pow/Tou: 4/3<br />Card Text: When Careless Avalancher comes into play, destroy target land.<br /> When Careless Avalancher leaves play, sacrifice a land.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 113/211<br /><br />Card Name: Red Rain<br />Card Color: R<br />Mana Cost: 1RR<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Destroy target land.<br /> Resonate 5 — CARDNAME deals 3 damage to that land’s controller. (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 133/211<br /><br />Card Name: Fault Lines<br />Card Color: R<br />Mana Cost: RR<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Resonate 0 — Each player sacrifices a land. (This applies if there are 0 or more cards with resonate in play.)<br /> Resonate 5 — Each player who doesn’t control a Mountain sacrifices a land.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 120/211<br /><br />Card Name: Soul Scry Guy<br />Card Color: B<br />Mana Cost: 2B<br />Type & Class: Creature<br />Pow/Tou: 2/1<br />Card Text: B, Sacrifice a creature: Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)<br /> 1BB, Sacrifice a creature: Target player draws a card.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 106/211<br /><br />Card Name: Steroid Abuse<br />Card Color: G<br />Mana Cost: 2G<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Choose an opponent. He or she chooses a creature and puts a +1/+1 counter on it. Then you choose a creature and put a +1/+1 counter on it.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 171/211<br /><br />Card Name: Steroid Transplant<br />Card Color: Gld<br />Mana Cost: 2BG<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Destroy target creature. You may distribute any +1/+1 counters that were on that creature among any number of target creatures.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 185/211<br /><br />Card Name: Black Toy<br />Card Color: Gld<br />Mana Cost: 1<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: Sacrifice Black Toy: Add B to your mana pool.<br /> Resonate 3 — When Black Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 187/211<br /><br />Card Name: Unfaithful Crystal Ball<br />Card Color: Gld<br />Mana Cost: 4<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: Indestructible<br /> Resonate 1 — At the beginning of each opponent’s upkeep step that player draws a card. (This applies if there are 1 or more cards with resonate in play.)<br /> Resonate 7 — At the beginning of your upkeep step draw a card.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 195/211<br /><br />Card Name: Land Protector<br />Card Color: W<br />Mana Cost: 1WW<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Lands you control have shroud. (They can’t be the target of spells or abilities.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 14/211<br /><br />Card Name: Soul Shields<br />Card Color: G<br />Mana Cost: 4GG<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Until end of turn, each creature’s toughness is equal to its converted mana cost.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 168/211<br /><br />Card Name: Soul Armorers<br />Card Color: G<br />Mana Cost: 3GG<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Each blocked and blocking creature gets +X/+X until end of turn, where X is its converted mana cost.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 167/211<br /><br />Card Name: Mr.Quantity<br />Card Color: B<br />Mana Cost: 3BB<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: At the beginning of each player’s upkeep, that player sacrifices a creature with converted mana cost 2 or more.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 96/211<br /><br />Card Name: Mr.I-Eat-Tkns-for-Brkfst<br />Card Color: G<br />Mana Cost: 4G<br />Type & Class: Creature<br />Pow/Tou: 7/7<br />Card Text: While Mr.I-Eat-Tkns-for-Brkfst is attacking, it gets -X/-X, where X is the lowest converted mana cost among creatures controlled by defending player.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 163/211<br /><br />Card Name: Resonating Bears<br />Card Color: G<br />Mana Cost: 1G<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Resonate 7 — <this> gets +1/+1. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 165/211<br /><br />Card Name: Master Gravedigger<br />Card Color: B<br />Mana Cost: 2BB<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Resonate 1 — When Master Gravedigger comes into play, return target creature card from your graveyard to your hand. (This applies if there are 1 or more cards with resonate in play.)<br /> Resonate 7 — When Master Gravedigger comes into play, return target creature card from your graveyard to play.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 94/211<br /><br />Card Name: Land Farm<br />Card Color: G<br />Mana Cost: GG<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant land controlled by an opponent.<br /> Whenever enchanted land is tapped, you may search your library for a land card and put it into play tapped. Then shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 162/211<br /><br />Card Name: Husk Farm<br />Card Color: B<br />Mana Cost: 1B<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant land controlled by an opponent.<br /> Whenever enchanted land is tapped, you may put a 1/1 black Husk creature token into play.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 91/211<br /><br />Card Name: Recycling Bin<br />Card Color: Gld<br />Mana Cost: 3<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: 1, Sacrifice a permanent: Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)<br /> 1, T, Sacrifice an enchanted permanent: Draw a card.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 193/211<br /><br />Card Name: Noisy City<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land - Power-Plant <br />Pow/Tou: <br />Card Text: T: Add 1 to your mana pool.<br /> Resonate 5 — T, Add one mana of any color to your mana pool. (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 206/211<br /><br />Card Name: Devastating Silence<br />Card Color: W<br />Mana Cost: 2WW<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Reveal the top seven cards of your library. If any of those cards has resonate, remove Devastating Silence and the revealed cards from the game. Otherwise, destroy all permanents with resonate, they can’t be regenerated, and put the revealed cards on the bottom of your library in any order.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 7/211<br /><br />Card Name: Clangor<br />Card Color: U<br />Mana Cost: UU<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Resonate 0 — Counter target spell unless its controller pays 2. (This applies if there are 0 or more cards with resonate in play.)<br /> Resonate 7 — Counter target spell.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 45/211<br /><br />Card Name: Reson-hate<br />Card Color: R<br />Mana Cost: 1R<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Reson-hate deals 2 damage to target creature. If that creature has resonate, Reson-hate deals 4 damage to it instead.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 134/211<br /><br />Card Name: Sleepy Guard<br />Card Color: W<br />Mana Cost: 2W<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: Resonate 5 — Vigilance (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 31/211<br /><br />Card Name: Allure<br />Card Color: G<br />Mana Cost: 3G<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> All creatures able to block enchanted creature do so.<br /> 1W: Remove enchanted creature from the game then return it to play. (Cards stop being attached to a creature that leaves play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 145/211<br /><br />Card Name: Hullabaloon<br />Card Color: U<br />Mana Cost: 3U<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Resonate 5 — Flying (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 59/211<br /><br />Card Name: Combat Focus<br />Card Color: U<br />Mana Cost: 3U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Choose one — Draw a card for each creature blocking target creature you control; or, draw a card for each creature blocked by target creature you control.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 46/211<br /><br />Card Name: Husk Token<br />Card Color: B<br />Mana Cost: <br />Type & Class: Creature - Husk <br />Pow/Tou: 1/1<br />Card Text: <br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 210/211<br /><br />Card Name: Elemental Thief<br />Card Color: U<br />Mana Cost: 3UU<br />Type & Class: Creature<br />Pow/Tou: 3/4<br />Card Text: Flying<br /> Resonate 7 — Whenever Elemental Thief deals combat damage to a player, you may draw a card. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 51/211<br /><br />Card Name: Noisy Kids!<br />Card Color: R<br />Mana Cost: 4R<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Put three 2/2 red Howler creature tokens into play with “Resonate 5 — At end of turn sacrifice this token.” (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 131/211<br /><br />Card Name: Fog Wraith<br />Card Color: U<br />Mana Cost: 3U<br />Type & Class: Creature<br />Pow/Tou: 4/4<br />Card Text: Flying<br /> Resonate 3 — At the end of your turn, sacrifice Fog Wraith. (This applies if there are 3 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 54/211<br /><br />Card Name: Angry Librarian<br />Card Color: U<br />Mana Cost: 1UU<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Flash<br /> When Angry Librarian comes into play, return target permanent with resonate to its owner’s hand.<br />Flavor Text: “Quiet!!!”<br />Artist: <br />Rarity: U<br />Card #: 42/211<br /><br />Card Name: Tricky Bouncer<br />Card Color: U<br />Mana Cost: 3UU<br />Type & Class: Creature<br />Pow/Tou: 2/4<br />Card Text: Flash<br /> When Tricky Bouncer comes into play, return another target creature to its owner’s hand.<br /> Resonate 7 — When Tricky Bouncer comes into play, you may return it to its owner’s hand. If you do, untap up to 2 lands. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 75/211<br /><br />Card Name: Coin Game<br />Card Color: R<br />Mana Cost: XRR<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Choose an opponent and flip a coin X times. For each flip that you win, put a 2/2 red Howler creature token with resonate into play. For each flip that you lose, the chosen opponent puts a 2/2 red Howler creature token with resonate into play.<br /> Resonate 12 — CARDNAME deals 2 damage to up to X different target creature. (This applies if there are 12 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 115/211<br /><br />Card Name: Howler Token<br />Card Color: R<br />Mana Cost: <br />Type & Class: Creature - Howler <br />Pow/Tou: 2/2<br />Card Text: Resonate 1 (This card has resonate but no associated text.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 211/211<br /><br />Card Name: Dept. of Noise Pollution<br />Card Color: W<br />Mana Cost: 2WW<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Permanents with resonate don’t untap during their controllers’ untap phase.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 6/211<br /><br />Card Name: Sharp-eared Sentry<br />Card Color: W<br />Mana Cost: W<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: 1WW, Sacrifice Sharp-eared Sentry: Target permanent gains protection from cards with resonate until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 29/211<br /><br />Card Name: Stream of Annoyance<br />Card Color: G<br />Mana Cost: 5GG<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Cycling GG (GG, Discard this card: Draw a card.)<br /> Resonate X — Gain X life. (This applies if there are X or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 172/211<br /><br />Card Name: Soulful Guardian<br />Card Color: W<br />Mana Cost: 2WW<br />Type & Class: Creature<br />Pow/Tou: 2/*<br />Card Text: * is equal to the highest converted mana cost among creatures you control.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 33/211<br /><br />Card Name: Husk Hunter<br />Card Color: W<br />Mana Cost: 1W<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Husk Hunter gets +1/+1 for each token creature controlled by an opponent.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 13/211<br /><br />Card Name: Hunted Sky-Constable<br />Card Color: W<br />Mana Cost: 1WW<br />Type & Class: Creature<br />Pow/Tou: 5/5<br />Card Text: Flying<br /> When Hunted Sky-Constable comes into play, choose an opponent. That opponent puts three 2/2 red Howler creature tokens with resonate into play.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 12/211<br /><br />Card Name: Rip-off Dude<br />Card Color: W<br />Mana Cost: 5W<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: You may play Rip-off Dude for WW.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 26/211<br /><br />Card Name: Crusading General<br />Card Color: W<br />Mana Cost: 3W<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: First strike, vigilance<br /> XWW, T: Attacking creatures get +3/+3 until end of turn. X is equal to the lowest converted mana cost among creatures controlled by defending player. Play this ability only when Crusading General is attacking.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 3/211<br /><br />Card Name: Elvish Fitness Consultant<br />Card Color: G<br />Mana Cost: 1G<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: T: Add G to your mana pool.<br /> 3G, T: Put a +1/+1 counter on target creature.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 152/211<br /><br />Card Name: Filterbeast<br />Card Color: G<br />Mana Cost: 1GG<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: Resonate 5 — Sacrifice Filterbeast: Add three mana in any combination of colors to your mana pool.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 155/211<br /><br />Card Name: Brimstone Bears<br />Card Color: Gld<br />Mana Cost: RG<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: When Brimstone Bears comes into play, it deals 2 damage to target creature or player.<br /> When Brimstone Bears is put into a graveyard from play, you may search your library for a land card and put it into play tapped. If you do, shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 180/211<br /><br />Card Name: Interconnection<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Scry 1 (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)<br /> Counter target spell unless its controller chooses to let you draw a card and untap one land of your choice.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 61/211<br /><br />Card Name: No-Husks Club<br />Card Color: W<br />Mana Cost: W<br />Type & Class: Creature - Wall <br />Pow/Tou: 0/1<br />Card Text: Defender, protection from creatures<br /> No-Husks Club may block any number of creatures.<br /> No-Husks Club can’t block creatures with converted mana cost 2 or more.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 20/211<br /><br />Card Name: Howler Salesman<br />Card Color: R<br />Mana Cost: 1RR<br />Type & Class: Creature<br />Pow/Tou: 2/1<br />Card Text: First strike<br /> R: Choose an opponent. That player puts a 2/2 red Howler creature token with resonate into play. Howler Salesman gets +2/+2 until end of turn. Play this ability only once per turn.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 125/211<br /><br />Card Name: Soul Steroids<br />Card Color: G<br />Mana Cost: 4G<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Put a number of +1/+1 counters on target creature equal to its converted mana cost.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 169/211<br /><br />Card Name: Resonaturalize<br />Card Color: G<br />Mana Cost: 2G<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Destroy target artifact or enchantment.<br /> Resonate 7 — You may destroy another target artifact or enchantment. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 166/211<br /><br />Card Name: I-Eat-Tkns-for-Brkfst-The-Spray<br />Card Color: G<br />Mana Cost: 2G<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gains trample and protection from creatures with converted mana cost 2 or less.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 159/211<br /><br />Card Name: John's Illegal Armor of Wisdom<br />Card Color: G<br />Mana Cost: G<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature’s converted mana cost is 8.<br /> When John’s Illegal Armor of Wisdom comes into play, draw a card.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 161/211<br /><br />Card Name: Sensory Overload<br />Card Color: B<br />Mana Cost: 2BB<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Resonate X — Destroy target non-black, non-artifact creature with converted mana cost X or less. It can’t be regenerated. (This applies if there are X or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 103/211<br /><br />Card Name: Noise Proofing<br />Card Color: U<br />Mana Cost: U<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Cycling U (U, Discard this card: Draw a card.)<br /> Resonate X — As an additional cost to play Noise Proofing, pay X. Return up to X target non-land permanents to their owners’ hands. (This applies if there are X or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 66/211<br /><br />Card Name: Flowing Soul<br />Card Color: G<br />Mana Cost: GG<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Choose a number. Target creature gets +2/+2 and its converted mana cost is the chosen number until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 156/211<br /><br />Card Name: Supersage<br />Card Color: U<br />Mana Cost: XUU<br />Type & Class: Legendary Creature - Elemental <br />Pow/Tou: 0/0<br />Card Text: Supersage comes into play with X +1/+1 counters on it.<br /> Pay 2 for each +1/+1 counter on Supersage, T: Put a +1/+1 counter on Supersage. Draw a card.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 73/211<br /><br />Card Name: Superdruid<br />Card Color: G<br />Mana Cost: XG<br />Type & Class: Legendary Creature - Elemental <br />Pow/Tou: 0/0<br />Card Text: Superdruid comes into play with X +1/+1 counters on it.<br /> Pay 2 for each +1/+1 counter on Superdruid, T: Put a +1/+1 counter on Superdruid. Search your library for a land card and put it into play tapped, then shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 175/211<br /><br />Card Name: Inflator<br />Card Color: Gld<br />Mana Cost: 3<br />Type & Class: Artifact Creature<br />Pow/Tou: 2/2<br />Card Text: Resonate 5 — T, Put a +1/+1 counter on Inflator. (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 192/211<br /><br />Card Name: Emergency Response Mammoth<br />Card Color: G<br />Mana Cost: 3G<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Contingency — As long as combat damage is assigned to a creature you control, you may play this spell for 1GG anytime you could play an instant.<br /> When Emergency Response Mammoth comes into play, regenerate target creature.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 153/211<br /><br />Card Name: Insistent Shaman<br />Card Color: G<br />Mana Cost: 1GG<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: Contingency — As long as an effect controlled by an opponent targets a spell you control, you may play this spell for G anytime you could play an instant.<br /> When Insistent Shaman comes into play, spells you control can’t be countered until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 160/211<br /><br />Card Name: The Cavalry<br />Card Color: G<br />Mana Cost: 3GG<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Flash<br /> When The Cavalry comes into play, distribute two +1/+1 counters among any number of target creatures.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 176/211<br /><br />Card Name: Nice Try<br />Card Color: R<br />Mana Cost: 4R<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Contingency — As long as damage has been prevented by an effect controlled by an opponent during the current phase, you may play this spell for RR anytime you could play an instant. (The phases are beginning, main, combat, and end.)<br /> Nice Try deals 4 damage to target creature or player.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 130/211<br /><br />Card Name: Sudden Spring<br />Card Color: G<br />Mana Cost: 2GG<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Contingency — As long as an effect controlled by an opponent targets a land you control, you may play this spell as an instant for 1G.<br /> Search your library for up to two basic land cards and put them into play tapped. Then shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 173/211<br /><br />Card Name: Crookclaw Apprentice<br />Card Color: U<br />Mana Cost: 3U<br />Type & Class: Creature<br />Pow/Tou: 4/1<br />Card Text: Resonate 7 — Flash (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 47/211<br /><br />Card Name: Protective Knight<br />Card Color: W<br />Mana Cost: 2W<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: First strike<br /> W, T, Sacrifice Protective Knight: Permanents you control have shroud until end of turn. (They can’t be the target of spells or abilities.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 23/211<br /><br />Card Name: Contemplative Golem<br />Card Color: Gld<br />Mana Cost: 4<br />Type & Class: Artifact Creature<br />Pow/Tou: 3/3<br />Card Text: Contemplative Golem costs an additional 1 for each permanent with resonate you control.<br /> Spells with resonate cost 2 more to play.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 189/211<br /><br />Card Name: Noisy Upheaval<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Return target permanent with resonate to its owner’s hand.<br /> Resonate 7 — Each player returns 3 permanents they control with resonate to their owners’ hands. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 67/211<br /><br />Card Name: Noisy Bartering<br />Card Color: B<br />Mana Cost: BB<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Target player sacrifices a permanent with resonate.<br /> Resonate 7 — Each player sacrifices 3 permanents with resonate. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 97/211<br /><br />Card Name: Erratic Exploder<br />Card Color: R<br />Mana Cost: 1R<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Haste<br /> 1R, T, Sacrifice Erratic Exploder: Reveal cards from the top of your library until you reveal a nonland card. Erratic Exploder deals damage equal to that card’s converted mana cost to target creature or player. Put the revealed cards on the bottom of your library in any order.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 118/211<br /><br />Card Name: Jukebox Hero<br />Card Color: R<br />Mana Cost: 3R<br />Type & Class: Creature - Barbarian Bard <br />Pow/Tou: 2/2<br />Card Text: Discard a card at random: Jukebox Hero gets +1/+0 and gains first strike until end of turn. If the discarded card had resonate, instead Jukebox Hero gets +1/+0 and gains double strike until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 127/211<br /><br />Card Name: Giants Grow<br />Card Color: G<br />Mana Cost: 2G<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Creatures with converted mana cost 4 or more get +2/+2 until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 157/211<br /><br />Card Name: Wurmherder<br />Card Color: G<br />Mana Cost: 2G<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Creatures with converted mana cost 4 or more gain trample.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 179/211<br /><br />Card Name: Ice Elemental<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Flying<br /> You may play Ice Elemental for 3UU. If you do, it comes into play with two +1/+1 counters.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 60/211<br /><br />Card Name: Weed Elemental<br />Card Color: G<br />Mana Cost: 1G<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Flash, reach<br /> You may play Weed Elemental for 3GG. If you do, it comes into play with two +1/+1 counters.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 178/211<br /><br />Card Name: Compost Heap<br />Card Color: G<br />Mana Cost: 1G<br />Type & Class: Creature - Wall <br />Pow/Tou: 1/3<br />Card Text: Defender<br /> When Compost Heap is put into a graveyard from play, you may search your library for up to three land cards and put them into your graveyard. If you do, shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 148/211<br /><br />Card Name: Debris Cleanup Crew<br />Card Color: G<br />Mana Cost: 4G<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: 1G, Remove a land card in your graveyard from the game: Put a +1/+1 counter on target creature.<br />Flavor Text: The fool sees reasons to disdain.<br /> The wise see reasons to cherish.<br />Artist: <br />Rarity: C<br />Card #: 149/211<br /><br />Card Name: Screaming Meemies<br />Card Color: R<br />Mana Cost: 3R<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: As an additional cost to play Screaming Meemies, you may sacrifice any number of token creatures.<br /> Screaming Meemies deals 2 damage to each player for each token creature he or she controls.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 137/211<br /><br />Card Name: Digging Graves<br />Card Color: B<br />Mana Cost: 1BB<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Remove any number of land cards in your graveyard from the game. Each creature gets -X/-X until end of turn, where X is equal to the number of land cards removed this way.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 83/211<br /><br />Card Name: Mr.Crucible<br />Card Color: Gld<br />Mana Cost: 2BG<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: You may play land cards from your graveyard.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 183/211<br /><br />Card Name: Brainfly Swarm<br />Card Color: G<br />Mana Cost: 4GG<br />Type & Class: Creature<br />Pow/Tou: 5/5<br />Card Text: Whenever Brainfly Swarm deals combat damage to a player, you may draw a card.<br /> G, Remove a land card in your graveyard from the game: Brainfly Swarm gains trample until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 146/211<br /><br />Card Name: Debris Scavenger<br />Card Color: G<br />Mana Cost: GG<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: 1, Remove a land card in your graveyard from the game: Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, discard it.<br />Flavor Text: The fool wastes.<br /> The wise adapt.<br />Artist: <br />Rarity: U<br />Card #: 151/211<br /><br />Card Name: Debris Investigator<br />Card Color: U<br />Mana Cost: UU<br />Type & Class: Creature<br />Pow/Tou: 2/1<br />Card Text: 1, Remove a land card in your graveyard from the game: Reveal the top card of your library. If it’s an instant card, put it into your hand. Otherwise, discard it.<br />Flavor Text: The fool expects perfection.<br /> The wise expect to learn from mistakes.<br />Artist: <br />Rarity: U<br />Card #: 48/211<br /><br />Card Name: Painfully-loud Memories<br />Card Color: Gld<br />Mana Cost: 1BR<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Target player discards a random card then discards a card. For each discarded card that had resonate, Painfully-loud Memories deals 2 damage to that player.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 184/211<br /><br />Card Name: Forgotten Cave<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: Forgotten Cave comes into play tapped.<br /> T: Add R to your mana pool.<br /> Cycling R (R, Discard this card: Draw a card.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 202/211<br /><br />Card Name: Lonely Sandbar<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: Lonely Sandbar comes into play tapped.<br /> T: Add U to your mana pool.<br /> Cycling U (U, Discard this card: Draw a card.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 204/211<br /><br />Card Name: Secluded Steppe<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: Secluded Steppe comes into play tapped.<br /> T: Add W to your mana pool.<br /> Cycling W (W, Discard this card: Draw a card.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 208/211<br /><br />Card Name: Tranquil Thicket<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: Tranquil Thicket comes into play tapped.<br /> T: Add G to your mana pool.<br /> Cycling G (G, Discard this card: Draw a card.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 209/211<br /><br />Card Name: Barren Moor<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: Barren Moor comes into play tapped.<br /> T: Add B to your mana pool.<br /> Cycling B (B, Discard this card: Draw a card.) (B, Discard this card: Draw a card.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 199/211<br /><br />Card Name: Frustrated Seer<br />Card Color: U<br />Mana Cost: 3U<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: U: Scry 1. Play this ability only when Frustrated Seer is blocked. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 56/211<br /><br />Card Name: Frustrated Water Elemental<br />Card Color: U<br />Mana Cost: 4UU<br />Type & Class: Creature<br />Pow/Tou: 4/5<br />Card Text: 3UU: Gain control of target permanent controlled by defending player. Play this ability only when Frustrated Water Elemental is blocked. (This effect doesn’t end at end of turn.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 58/211<br /><br />Card Name: Shadow Elemental<br />Card Color: B<br />Mana Cost: 1B<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Fear<br /> You may play Shadow Elemental for 3BB. If you do, it comes into play with two +1/+1 counters.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 104/211<br /><br />Card Name: Debris Engineer<br />Card Color: W<br />Mana Cost: 1W<br />Type & Class: Creature<br />Pow/Tou: 2/1<br />Card Text: Vigilance<br /> 1, Remove a land card in your graveyard from the game: Creatures you control get +0/+1 until end of turn.<br />Flavor Text: The fool finds cracks on the surface.<br /> The wise find inner strength.<br />Artist: <br />Rarity: C<br />Card #: 4/211<br /><br />Card Name: Master of Graves<br />Card Color: B<br />Mana Cost: 4B<br />Type & Class: Creature<br />Pow/Tou: 3/2<br />Card Text: T, Sacrifice a land, sacrifice a creature: Return target creature card from your graveyard to play. Play this ability only when you could play a sorcery.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 95/211<br /><br />Card Name: Soul-link Chains<br />Card Color: B<br />Mana Cost: 2B<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gets -1/-1.<br /> When enchanted creature is put into a graveyard from play, its controller loses life equal to its converted mana cost and you gain that much life.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 107/211<br /><br />Card Name: Soul-link Claws<br />Card Color: G<br />Mana Cost: 3G<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gets +1/+1.<br /> When enchanted creature leaves play, reveal a number of cards from the top of your library equal to its converted mana cost. Put any creature cards revealed this way into your hand, and put the remainder on the bottom of your library in any order.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 170/211<br /><br />Card Name: Wallopin' Websnapper<br />Card Color: G<br />Mana Cost: 2GG<br />Type & Class: Creature<br />Pow/Tou: 2/4<br />Card Text: Reach<br /> Resonate 7 — CARDNAME gets +2/+0 and gains trample. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 177/211<br /><br />Card Name: Soul-link Wings<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gains flying.<br /> When enchanted creature leaves play, Scry X, where X is its converted mana cost. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 70/211<br /><br />Card Name: Soul-link Charm Bracelet<br />Card Color: R<br />Mana Cost: 1R<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gets +2/+0.<br /> When enchanted creature leaves play, discard your hand then draw two cards.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 139/211<br /><br />Card Name: Soul-link Armor<br />Card Color: W<br />Mana Cost: 2W<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gains protection from creatures with converted mana cost 3 or more.<br /> When enchanted creature leaves play, gain life equal to its converted mana cost.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 32/211<br /><br />Card Name: Sudden Blink<br />Card Color: W<br />Mana Cost: 2W<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Contingency — As long as an effect controlled by an opponent targets a creature you control, you may play this spell for W anytime you could play an instant.<br /> Remove target creature from the game, then return it to play under its owner’s control.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 34/211<br /><br />Card Name: Supergood<br />Card Color: W<br />Mana Cost: X1W<br />Type & Class: Legendary Creature - Elemental <br />Pow/Tou: 0/0<br />Card Text: Supergood comes into play with X +1/+1 counters on it.<br /> Pay 2 for each +1/+1 counter on Supergood, T: Put a +1/+1 counter on Supergood. Prevent the next X damage that would be dealt to each of up to X target creatures or players, where X is the number of +1/+1 counters on Supergood.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 35/211<br /><br />Card Name: Superbad<br />Card Color: B<br />Mana Cost: X1B<br />Type & Class: Legendary Creature - Elemental <br />Pow/Tou: 0/0<br />Card Text: Superbad comes into play with X +1/+1 counters on it.<br /> Pay 2 for each +1/+1 counter on Superbad, T: Put a +1/+1 counter on Superbad. Target creature gets -X/-X until end of turn, where X is the number of +1/+1 counters on Superbad.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 108/211<br /><br />Card Name: Super-Fortunate<br />Card Color: R<br />Mana Cost: XR<br />Type & Class: Legendary Creature - Elemental <br />Pow/Tou: 0/0<br />Card Text: Super-Fortunate comes into play with X +1/+1 counters on it.<br /> Pay 2 for each +1/+1 counter on Super-Fortunate, T: Put a +1/+1 counter on Super-Fortunate. Each player discards X cards then draws X cards, where X is the number of +1/+1 counters on Super-Fortunate.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 142/211<br /><br />Card Name: Peaceful Vista<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: At the beginning of each player’s upkeep, if Peaceful Vista is untapped, that player may Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)<br /> T: Add 1 to your mana pool.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 207/211<br /><br />Card Name: Peacemakers<br />Card Color: W<br />Mana Cost: 3W<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Contingency — As long as combat damage is assigned to you, you may play this spell for 1W anytime you could play an instant.<br /> When Peacemakers comes into play, prevent all combat damage that would be dealt this turn.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 22/211<br /><br />Card Name: Ex-Exalted Angel<br />Card Color: B<br />Mana Cost: 4BB<br />Type & Class: Creature<br />Pow/Tou: 2/6<br />Card Text: Contingency — As long as an opponent has more than double your life total, you may play this spell for BB anytime you could play an instant.<br /> Whenever Ex-Exalted Angel deals combat damage to a creature, that creature’s controller loses that much life and you gain that much life.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 86/211<br /><br />Card Name: Debriswalker<br />Card Color: R<br />Mana Cost: 1R<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: As long as there is a land card in defending player’s graveyard, Debriswalker is unblockable.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 116/211<br /><br />Card Name: Wall of Sparks<br />Card Color: R<br />Mana Cost: R<br />Type & Class: Creature - Wall <br />Pow/Tou: 0/2<br />Card Text: Defender<br /> Whenever Wall of Sparks blocks or is put into a graveyard from play, flip a coin. If you win the flip, Wall of Sparks deals 2 damage to target creature.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 144/211<br /><br />Card Name: Sleepy Rager<br />Card Color: R<br />Mana Cost: R<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Resonate 5 — Double strike (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 138/211<br /><br />Card Name: Disciple of the Fault<br />Card Color: B<br />Mana Cost: B<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Whenever a land is put into a graveyard from play, you may pay B. If you do, that land’s controller loses 1 life and you gain 1 life.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 84/211<br /><br />Card Name: Debris Mold<br />Card Color: G<br />Mana Cost: G<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Trample<br /> B, Remove a land card in an opponent’s graveyard from the game: Debris Mold gets +1/+1 until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 150/211<br /><br />Card Name: Field Biologist<br />Card Color: U<br />Mana Cost: U<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: Whenever an opponent puts a creature token into play, you may draw a card.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 52/211<br /><br />Card Name: Rotten Farm<br />Card Color: B<br />Mana Cost: 1BB<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Target player sacrifices a land and discards a card.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 101/211<br /><br />Card Name: Erratic Whelp<br />Card Color: R<br />Mana Cost: 2RR<br />Type & Class: Creature<br />Pow/Tou: 1/2<br />Card Text: Flying<br /> Whenever Erratic Whelp deals combat damage to a player, you may remove the top card of your library from the game. If you do, Erratic Whelp deals X damage to that player, where X is the converted mana cost of the revealed card.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 119/211<br /><br />Card Name: White Toy<br />Card Color: Gld<br />Mana Cost: 1<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: Sacrifice White Toy: Add W to your mana pool.<br /> Resonate 3 — When White Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 196/211<br /><br />Card Name: Green Toy<br />Card Color: Gld<br />Mana Cost: 1<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: Sacrifice Green Toy: Add G to your mana pool.<br /> Resonate 3 — When Green Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 191/211<br /><br />Card Name: Blue Toy<br />Card Color: Gld<br />Mana Cost: 1<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: Sacrifice Blue Toy: Add U to your mana pool.<br /> Resonate 3 — When Blue Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 188/211<br /><br />Card Name: Red Toy<br />Card Color: Gld<br />Mana Cost: 1<br />Type & Class: Artifact<br />Pow/Tou: <br />Card Text: Sacrifice Red Toy: Add R to your mana pool.<br /> Resonate 3 — When Red Toy is put into a graveyard from play, you may draw a card. (This applies if there are 3 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 194/211<br /><br />Card Name: Howler Portal<br />Card Color: R<br />Mana Cost: 3R<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Each player puts a 2/2 Howler creature token with resonate into play, then you put an additional one into play.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 124/211<br /><br />Card Name: Jealous Pyromancer<br />Card Color: R<br />Mana Cost: 2RR<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Whenever a creature spell is played at a time when its controller couldn’t have played a sorcery, Jealous Pyromancer deals 3 damage to that spell’s controller.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 126/211<br /><br />Card Name: Rock Tossers<br />Card Color: R<br />Mana Cost: 3R<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: Sacrifice a land: Flip a coin. If you win the flip, Rock Tossers deals 2 damage to target creature. Otherwise, Rock Tossers deals 1 damage to target creature.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 136/211<br /><br />Card Name: Krark, Master Gambler<br />Card Color: R<br />Mana Cost: 3RR<br />Type & Class: Legendary Creature - Goblin <br />Pow/Tou: 3/3<br />Card Text: Haste, first strike<br /> If you would flip a coin, instead flip two coins and ignore one.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 128/211<br /><br />Card Name: Wall of Doors<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Creature - Wall <br />Pow/Tou: 0/2<br />Card Text: Whenever Wall of Doors is dealt combat damage, Scry X, where X is the amount of combat damage dealt to it. (To scry X, look at the top X cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)<br />Flavor Text: You can open them all; you can walk through one.<br />Artist: <br />Rarity: C<br />Card #: 76/211<br /><br />Card Name: Skyshield Squadron<br />Card Color: W<br />Mana Cost: 3WW<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Flying<br /> Whenever a spell or ability controlled by an opponent targets a non-creature permanent you control, you may gain 2 life.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 30/211<br /><br />Card Name: Healing Beer<br />Card Color: W<br />Mana Cost: 1W<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Prevent the next 3 damage that would be dealt to target creature.<br /> Resonate 5 — Gain 3 life. (This applies if there are 5 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 11/211<br /><br />Card Name: Dreamrender<br />Card Color: B<br />Mana Cost: 4B<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: When Dreamrender comes into play, each player with a life total greater than yours sacrifices a creature and each player with a life total less than yours sacrifices a land.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 85/211<br /><br />Card Name: Deadly Judgment<br />Card Color: B<br />Mana Cost: 1BB<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Target creature’s controller chooses one — Sacrifice the creature; or that player loses life equal to the creature’s converted mana cost and you gain that much life.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 80/211<br /><br />Card Name: Rampaging Hulk<br />Card Color: R<br />Mana Cost: 5R<br />Type & Class: Creature<br />Pow/Tou: 5/4<br />Card Text: Whenever Rampaging Hulk is blocked for the first time each turn, untap it. After this phase, you get an additional combat phase.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 132/211<br /><br />Card Name: Endless Green<br />Card Color: G<br />Mana Cost: GG<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: You may play Endless Green by revealing three cards from your hand each with converted mana cost 5 or more.<br /> Search your library for a basic land card and put it into play tapped, then shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 154/211<br /><br />Card Name: Reflex Cure<br />Card Color: W<br />Mana Cost: XW<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Prevent all damage that would be dealt this turn by creatures with converted mana cost X.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 25/211<br /><br />Card Name: Giant Husk<br />Card Color: Gld<br />Mana Cost: 2BR<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: You may play Giant Husk from your graveyard.<br /> When Giant Husk is put into a graveyard from play, flip a coin. If you lose the flip, remove Giant Husk from the game.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 181/211<br /><br />Card Name: House of the Dead<br />Card Color: B<br />Mana Cost: 1B<br />Type & Class: Creature - Wall <br />Pow/Tou: 3/1<br />Card Text: Defender<br /> When House of the Dead comes into play, you may search your library for up to two creature cards and put them into your graveyard. If you do, shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 90/211<br /><br />Card Name: Battlefield Scrounger<br />Card Color: B<br />Mana Cost: 3B<br />Type & Class: Creature<br />Pow/Tou: 3/2<br />Card Text: Whenever Battlefield Scrounger would deal combat damage to a player, you may choose to prevent that damage. If you do, return target creature card from your graveyard to play.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 77/211<br /><br />Card Name: Whispering Demon<br />Card Color: B<br />Mana Cost: 3BB<br />Type & Class: Creature - Demon <br />Pow/Tou: 2/2<br />Card Text: Fear<br /> When Whispering Demon comes into play, choose an opponent. That opponent chooses one - Whispering Demon comes into play with two +1/+1 counters on it; or, you may search your library for a card and put it into your hand, then shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 111/211<br /><br />Card Name: Urborg Autocrat<br />Card Color: B<br />Mana Cost: 3B<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: When Urborg Autocrat comes into play, remove up to three creature cards in your graveyard from the game. For each card removed this way, put a 1/1 black Husk creature token into play.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 109/211<br /><br />Card Name: Urborg Minion<br />Card Color: B<br />Mana Cost: B<br />Type & Class: Creature<br />Pow/Tou: 1/1<br />Card Text: When Urborg Minion comes into play, you may remove a creature card in your graveyard from the game. If you do, put a 1/1 black Husk creature token into play.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 110/211<br /><br />Card Name: Mask of Horrors<br />Card Color: B<br />Mana Cost: BB<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant creature<br /> Enchanted creature gains fear.<br /> Whenever enchanted creature deals combat damage to a player, look at a random card from that player’s hand and the top card of their library. Put one of these cards in their hand and the other on the bottom of their library.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 93/211<br /><br />Card Name: Stop That!<br />Card Color: R<br />Mana Cost: 2R<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Contingency — As long as an opponent has used Scry during the current phase, you may play this spell for R anytime you could play an instant. (The phases are beginning, main, combat, and end.)<br /> Stop That! deals 3 damage to target player and they shuffle their library.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 141/211<br /><br />Card Name: Ritual Adept<br />Card Color: B<br />Mana Cost: 1B<br />Type & Class: Creature - Human Cleric <br />Pow/Tou: 2/1<br />Card Text: T, Sacrifice a creature: Add one mana of any color to your mana pool. You lose life equal to the converted mana cost of the sacrificed creature.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 98/211<br /><br />Card Name: Ancestral Resonance<br />Card Color: U<br />Mana Cost: U<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Resonate 0 — Draw a card. (This applies if there are 0 or more cards with resonate in play.)<br /> Resonate 9 — Draw three cards.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 41/211<br /><br />Card Name: Interrogate<br />Card Color: Gld<br />Mana Cost: UB<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: As an additional cost to play Interrogate, sacrifice a creature.<br /> Draw two cards, then target opponent discards a card.<br /> Resonate 7 — Flash (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 182/211<br /><br />Card Name: Astralborn Sentry<br />Card Color: W<br />Mana Cost: 1WW<br />Type & Class: Creature<br />Pow/Tou: 1/3<br />Card Text: XX, T: Remove target creature with converted mana cost X from the game then return it to play under its owner’s control.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 2/211<br /><br />Card Name: Greedy Ogre<br />Card Color: B<br />Mana Cost: 4B<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: When Greedy Ogre comes into play, gain control of target land.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 88/211<br /><br />Card Name: Horrific Spectre<br />Card Color: B<br />Mana Cost: 2BB<br />Type & Class: Creature<br />Pow/Tou: 3/2<br />Card Text: Fear<br /> Whenever Horrific Spectre deals combat damage to a player, look at a random card from that player’s hand and the top card of their library. Put one of these cards in their hand and the other on the bottom of their library.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 89/211<br /><br />Card Name: Hidden Geysers<br />Card Color: R<br />Mana Cost: 1R<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant land<br /> When Hidden Geysers comes into play, discard a card at random.<br /> Enchanted land gains “T: This land deals 2 damage to target creature.”<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 122/211<br /><br />Card Name: Speedy Giant<br />Card Color: R<br />Mana Cost: 2RR<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Haste<br /> G: Speedy Giant gets +1/+0 until end of turn.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 140/211<br /><br />Card Name: Protective Sergeant<br />Card Color: W<br />Mana Cost: 2WW<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: Protective Sergeant gets +1/+1 for each blocked creature you control.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 24/211<br /><br />Card Name: Angry Mountain<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: T: Add R to your mana pool. Angry Mountain deals 1 damage to you.<br /> As long as Angry Mountain is in your graveyard and you control a Mountain, creatures you control have haste.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 198/211<br /><br />Card Name: Filthy Swamp<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: T: Add B to your mana pool. Filthy Swamp deals 1 damage to you.<br /> As long as Filthy Swamp is in your graveyard and you control a Swamp, creatures you control have fear.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 201/211<br /><br />Card Name: Blazing Plains<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: T: Add W to your mana pool. Blazing Plains deals 1 damage to you.<br /> As long as Blazing Plains is in your graveyard and you control a Plains, creatures you control have vigilance.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 200/211<br /><br />Card Name: Weenieherder<br />Card Color: W<br />Mana Cost: 3W<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Creatures with converted mana cost 2 or less gain first strike.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 37/211<br /><br />Card Name: Super Cavalry<br />Card Color: G<br />Mana Cost: XGG<br />Type & Class: Creature<br />Pow/Tou: 0/0<br />Card Text: When Super Cavalry comes into play, distribute X +1/+1 counters among any number of target creatures.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 174/211<br /><br />Card Name: Debris Wanderer<br />Card Color: Gld<br />Mana Cost: 2<br />Type & Class: Artifact Creature - Golem <br />Pow/Tou: 1/2<br />Card Text: When Debris Wanderer comes into play, you may return target land card in your graveyard to play tapped.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 190/211<br /><br />Card Name: Withered Automaton<br />Card Color: Gld<br />Mana Cost: 4<br />Type & Class: Artifact Creature - Golem <br />Pow/Tou: 2/2<br />Card Text: 1: Remove target card in a graveyard from the game.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 197/211<br /><br />Card Name: Metamagical Wrecking Crew<br />Card Color: W<br />Mana Cost: 4W<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: When Metamagical Wrecking Crew comes into play, destroy target enchanted land.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 19/211<br /><br />Card Name: Land-twiddle<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant land<br /> When Land-twiddle comes into play, draw a card.<br /> U: Tap or untap enchanted land.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 62/211<br /><br />Card Name: Husk Nest<br />Card Color: B<br />Mana Cost: 1BB<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant land<br /> Enchanted land gains “T: Put a 1/1 black Husk creature token into play.”<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 92/211<br /><br />Card Name: Ritual Chanter<br />Card Color: B<br />Mana Cost: BB<br />Type & Class: Creature - Human Spellshaper <br />Pow/Tou: 2/2<br />Card Text: Resonate 7 — 1BB, T, Discard three cards, Put a 7/7 black Demon creature token with flying into play. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 99/211<br /><br />Card Name: Land-a-geddon<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: T: Add 1 to your mana pool.<br /> Resonate 7 — When Land-a-geddon comes into play, you may spend 3WW. If you do, destroy all lands. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 203/211<br /><br />Card Name: Metamagic Slide<br />Card Color: W<br />Mana Cost: 1W<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Remove target enchantment from the game. At the end of your next turn, you may return it to play. (Local enchantments select a target when they come into play.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 17/211<br /><br />Card Name: Non-Stone Rain<br />Card Color: W<br />Mana Cost: 2W<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Destroy target non-basic or enchanted land.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 21/211<br /><br />Card Name: Dimensional Chasm<br />Card Color: U<br />Mana Cost: 2U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Return target land or creature to its owner’s hand. If it was enchanted, draw a card.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 49/211<br /><br />Card Name: Dance of the Husks<br />Card Color: B<br />Mana Cost: 3B<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Contingency — As long as you control five creatures or more, you may play this spell for 2BB anytime you could play an instant.<br /> Return target creature card from your graveyard to play.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 79/211<br /><br />Card Name: Careful Planning<br />Card Color: U<br />Mana Cost: 2UU<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Scry 2 (To scry 2, look at the top two cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)<br /> Resonate 0 — Draw a card. (This applies if there are 0 or more cards with resonate in play.)<br /> Resonate 7 — Draw two cards.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 43/211<br /><br />Card Name: Evanesce<br />Card Color: W<br />Mana Cost: XXWW<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Choose one — Remove each attacking creature with converted mana cost X from the game; or, remove X attacking creatures from the game.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 8/211<br /><br />Card Name: Decayed Courtesan<br />Card Color: B<br />Mana Cost: 3B<br />Type & Class: Creature<br />Pow/Tou: 3/2<br />Card Text: When Decayed Courtesan is moved from your graveyard to anywhere, you may put two 1/1 black Husk creature tokens into play.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 82/211<br /><br />Card Name: Grimguard<br />Card Color: G<br />Mana Cost: 1G<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: T, Sacrifice a land: Target creature gets +2/+2 until end of turn.<br />Flavor Text: Only the threat of losing all can justify losing one.<br />Artist: <br />Rarity: C<br />Card #: 158/211<br /><br />Card Name: Harsh Laws<br />Card Color: W<br />Mana Cost: 4W<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Target attacking creature’s controller sacrifices that creature and a land.<br />Flavor Text: Violence is illegal. Retribution is law.<br />Artist: <br />Rarity: C<br />Card #: 10/211<br /><br />Card Name: Adaptive Strategy<br />Card Color: W<br />Mana Cost: 1WW<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Creatures you control gain protection from target attacking creature’s color until end of turn.<br />Flavor Text: A great leader knows the enemy better than the enemy knows itself.<br />Artist: <br />Rarity: U<br />Card #: 1/211<br /><br />Card Name: Training<br />Card Color: W<br />Mana Cost: 3W<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Blocking creatures get +X/+X until end of turn, where X is the number of blocking creatures.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 36/211<br /><br />Card Name: Wrath of the Overseer<br />Card Color: W<br />Mana Cost: 2WW<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Target attacking creature doesn’t untap during its controller’s next untap step. You may put a creature card with converted mana cost X that’s removed from the game into play, where X is the converted mana cost of the attacking creature.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 38/211<br /><br />Card Name: Lead by Example<br />Card Color: W<br />Mana Cost: WW<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Reveal the top three cards of your library. If none of the revealed cards is a creature card, destroy target creature. Put the revealed cards on the bottom of your library in any order.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 15/211<br /><br />Card Name: Dept of Metamagical Compliance<br />Card Color: W<br />Mana Cost: 3WW<br />Type & Class: Creature<br />Pow/Tou: 2/4<br />Card Text: When Dept of Metamagical Compliance comes into play, reveal the top three cards of your library. If none of the revealed cards is an enchantment card, destroy target enchanted permanent. Put the revealed cards on the bottom of your library in any order.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 5/211<br /><br />Card Name: Scouring Blast<br />Card Color: W<br />Mana Cost: 3WW<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Remove target enchanted permanent from the game. Search its controller’s graveyard, hand, and library for all cards with the same name as that permanent and remove them from the game. That player then shuffles his or her library. <br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 27/211<br /><br />Card Name: Metamagic Cleansing<br />Card Color: W<br />Mana Cost: 2WW<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Choose one: Destroy all enchanted lands; or, destroy all non-enchanted lands.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 16/211<br /><br />Card Name: Howler Nest<br />Card Color: R<br />Mana Cost: 2R<br />Type & Class: Enchantment - Aura <br />Pow/Tou: <br />Card Text: Enchant land<br /> Enchanted land gains “T: Flip a coin. If you win the flip, put a 2/2 red Howler creature token with resonate into play.”<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 123/211<br /><br />Card Name: Study Time<br />Card Color: U<br />Mana Cost: 4U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Put target creature or enchantment on top of its owner’s library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 72/211<br /><br />Card Name: Force Pull<br />Card Color: U<br />Mana Cost: 1U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Return target permanent you own to your hand.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 55/211<br /><br />Card Name: Metamagical Researcher<br />Card Color: W<br />Mana Cost: 1W<br />Type & Class: Creature<br />Pow/Tou: 1/2<br />Card Text: When Metamagical Researcher comes into play, you may spend W. If you do, search your library for an Aura card that could enchant a land and put it into play. Then shuffle your library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 18/211<br /><br />Card Name: Raging Rhinox<br />Card Color: G<br />Mana Cost: 1G<br />Type & Class: Creature - Beast <br />Pow/Tou: 3/4<br />Card Text: When Raging Rhinox comes into play, sacrifice it unless you remove two land cards in your graveyard from the game.<br />Flavor Text: It feeds on the pain of every fallen tree.<br />Artist: <br />Rarity: U<br />Card #: 164/211<br /><br />Card Name: Brownscale Fertilizer<br />Card Color: G<br />Mana Cost: 1GG<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: When Brownscale Fertilizer comes into play, you may put target land card in your graveyard on top of your library. If you do, gain 2 life.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 147/211<br /><br />Card Name: Chaos Theorist<br />Card Color: U<br />Mana Cost: 2UU<br />Type & Class: Creature<br />Pow/Tou: 2/4<br />Card Text: Flying<br /> Whenever a player flips a coin, you may Scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 44/211<br /><br />Card Name: Thundershower<br />Card Color: R<br />Mana Cost: 2RR<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Thundershower deals 1 damage to each player, 2 damage to each creature without resonate, and 3 damage to each creature with resonate.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 143/211<br /><br />Card Name: Feedback Kavu<br />Card Color: R<br />Mana Cost: 3R<br />Type & Class: Creature<br />Pow/Tou: 4/2<br />Card Text: Resonate 7 — When Feedback Kavu comes into play, it deals 4 damage to target creature. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 121/211<br /><br />Card Name: Psychosurgeon<br />Card Color: U<br />Mana Cost: 2U<br />Type & Class: Creature<br />Pow/Tou: 1/3<br />Card Text: Flash<br /> When Psychosurgeon comes into play, target player puts the top three cards of their library into their graveyard.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 68/211<br /><br />Card Name: Memory Sculptor<br />Card Color: U<br />Mana Cost: 3U<br />Type & Class: Creature<br />Pow/Tou: 2/2<br />Card Text: Flying<br /> When Memory Sculptor comes into play, target player shuffles up to four target cards from his or her graveyard into his or her library.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 64/211<br /><br />Card Name: Call of the Husks<br />Card Color: B<br />Mana Cost: B<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Resonate 0 — Put a 1/1 black Husk creature token into play. (This applies if there are 0 or more cards with resonate in play.)<br /> Resonate 5 — Put two 1/1 black Husk creature tokens into play.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 78/211<br /><br />Card Name: Lift the Shroud<br />Card Color: U<br />Mana Cost: 3UU<br />Type & Class: Sorcery<br />Pow/Tou: <br />Card Text: Return all permanents with shroud to their owners’ hands. (A permanent with shroud is one that can’t be the target of spells or abilities.)<br /> Cycling UU (UU, Discard this card: Draw a card.)<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 63/211<br /><br />Card Name: Dizzying Thoughts<br />Card Color: U<br />Mana Cost: 2U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Target creature gets -X/-0 until end of turn, where X is its converted mana cost. That creature’s controller puts the top X cards of his or her library into their graveyard.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 50/211<br /><br />Card Name: Aerobatics<br />Card Color: U<br />Mana Cost: 2U<br />Type & Class: Instant<br />Pow/Tou: <br />Card Text: Target creature gains flying until end of turn. You may tap target creature without flying.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 39/211<br /><br />Card Name: Ætherwarp Minotaur<br />Card Color: R<br />Mana Cost: 3RR<br />Type & Class: Creature<br />Pow/Tou: 3/3<br />Card Text: Whenever a creature token comes into play, Ætherwarp Minotaur deals 1 damage to itself and 1 damage to target player.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 112/211<br /><br />Card Name: Flying Angry Men<br />Card Color: U<br />Mana Cost: U<br />Type & Class: Creature<br />Pow/Tou: 2/1<br />Card Text: Flying<br /> When Flying Angry Men is put into a graveyard from play, discard a card unless you pay UU.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 53/211<br /><br />Card Name: Mt. Shatterstorm<br />Card Color: Lnd<br />Mana Cost: <br />Type & Class: Land<br />Pow/Tou: <br />Card Text: T: Add 1 to your mana pool.<br /> Resonate 7 — When Mt. Shatterstorm comes into play, you may spend 3RR. If you do, destroy all artifacts. (This applies if there are 7 or more cards with resonate in play.)<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 205/211<br /><br />Card Name: Muddled Historian<br />Card Color: U<br />Mana Cost: 2U<br />Type & Class: Creature<br />Pow/Tou: 1/2<br />Card Text: Sacrifice Muddled Historian: Target player shuffles their graveyard into their library.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 65/211<br /><br />Card Name: Shifting Spirit<br />Card Color: U<br />Mana Cost: 4U<br />Type & Class: Creature<br />Pow/Tou: 2/3<br />Card Text: When Shifting Spirit is put into your graveyard from anywhere, you may spend 1U. If you do, put Shifting Spirit on top of your library, then Scry 3, then draw a card. (To scry 3, look at the top three cards of your library. Put any number of them on the bottom of your library in any order and the rest on top in any order.)<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 69/211<br /><br />Card Name: Special Forces<br />Card Color: U<br />Mana Cost: 4UU<br />Type & Class: Creature<br />Pow/Tou: 3/2<br />Card Text: Special Forces costs 1 less for each land card in a single opponent’s graveyard.<br /> Special Forces is unblockable.<br />Flavor Text: <br />Artist: <br />Rarity: C<br />Card #: 71/211<br /><br />Card Name: Sunfire Platoon<br />Card Color: Gld<br />Mana Cost: 2RW<br />Type & Class: Creature - Human Soldier <br />Pow/Tou: 3/3<br />Card Text: RW: Sunfire Platoon deals 1 damage to target attacking or blocking creature.<br />Flavor Text: <br />Artist: <br />Rarity: U<br />Card #: 186/211<br /><br />Card Name: Ritual Leader<br />Card Color: B<br />Mana Cost: 4BB<br />Type & Class: Creature<br />Pow/Tou: 4/3<br />Card Text: T, Sacrifice X creatures: Return target creature with converted mana cost X from any graveyard to play under your control.<br />Flavor Text: <br />Artist: <br />Rarity: R<br />Card #: 100/211Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-20478495836352149302007-09-28T08:52:00.000-06:002007-09-28T09:00:45.102-06:00Spoiler!Previously, I've tended to ramble about computer game design theory. But one of my favourite hobbies is designing Magic cards (i.e. cards for the collectible card game <a href="http://www.wizards.com/magic/welcome.asp">Magic: The Gathering</a>.)<br /><br />One thing I've noticed is that whenever I'm working on a set of new cards, Wizards (the company that makes Magic cards) will go and publish a new set of their own that contains several cards that are almost-identical to the ones I'm working on!<br /><br />Of course there's no way a Wizards designer is stealing ideas etc - what's happened is that we're both in there poking at the same parts of the design space. In fact, when this happens, I'm delighted, because it means that I'm on the right track when it comes to reverse-engineering their design process.<br /><br />Anyway, the next new set is about to release, and coincidentally I've been working on a set of my own for a little while. So I wanted to post up the spoiler (list of cards) for my own new set so that I can point to it and say, "See? I didn't steal idea X from the new set, it was designed before the official set came out!"<br /><br />So that's what the next post is: the in-progress spoiler for my next set. I won't edit it after posting - as changes are made, I'll put them in a separate file that I will update throughout the process.<br /><br />Someday, I hope to come back and ramble a bit about how the Magic card design process, because there are rules to be aware of if you want yours to seem authentic.<br /><br />PS: There are sites where information about the new official set is already available, but I haven't looked at any of them and you'll just have to take my word for it :)Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-53872191740370267232007-09-28T08:50:00.000-06:002007-09-28T08:52:15.548-06:00Long-lost bloggerHey there, sorry that it's been forever since an update.<br /><br />Most of my time in the last few months has gone into researching Complex Adaptive Systems, over at <a href="http://casualcas.blogspot.com/">my other blog</a>.<br /><br />Sorry about that - but my next post will have something hopefully of interest to a few game design folks out there.Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com0tag:blogger.com,1999:blog-1072164883038045081.post-87211677364735466742007-04-26T11:03:00.000-06:002007-04-26T11:46:39.754-06:00And Now For Something Completely Different...Ok, maybe this won't be very different after all...But I'm going to invoke the British for the first time, so why not drag Monty Python into it somehow?<br /><a href="http://www.bbfc.co.uk/news/stories/20070417.html">Check out this research</a> from the British Board of Film Classification into some of the causes and effects of playing video games. The immediate focus seems to be on whether or not video games cause violent behavior, but they actually get to some *interesting* things as well:<br /><br /><em>gamers appear to forget they are playing games less readily than film goers forget they are watching a film because they have to participate in the game for it to proceed. They appear to non-games players to be engrossed in what they are doing, but, they are concentrating on making progress, and are unlikely to be emotionally involved</em><br /><br />My own take on this is that because there are goals and rewards in games, the <strong>analytical</strong> part of your brain is active - trying to optimize behavior and accomplish tasks. In non-interactive media, you are free to simply experience...Which means 100% of your brain activity can be the <strong>artsy</strong>, passionate side, meaning you'll have more of an emotional investment in the story & characters. If you are playing a game, you may have some investment in the story & characters, but most of your emotional response will tie directly to your performance as it relates to the goals and rewards in the game...<br /><br /><em>gamers claim that playing games is mentally stimulating</em><br /><br />Despite the fact that it looks like Junior is a vegetable plugged into his Nintendo, due to the presence of goals and rewards in games and the need to optimize behavior (because there is always a cost to sub-optimal play, even if it is simply the wasting of some time), his mind is actively assessing and prioritizing actions while his body performs the same.<br /><br /><em>non-games playing parents are concerned about the amount of time their children, particularly boys, spend playing games and would prefer that they were outside in the fresh air</em><br /><br />While I've spent an awful lot of my own life playing games, I do think it's important to have balance in all things. My little girl is giving me plenty of outdoor exercise these days to complement the time I spend working on games.<br /><br /><em>female games players tend to prefer ‘strategic life simulation’ games like The Sims and puzzle games and spend less time playing than their male counterparts;<br />male players favour first ‘person shooter’ and sports games and are much more likely to become deeply absorbed in the play.</em><br /><br />Hooooboy, time to open up Pandora's XBox!! (Even though this conclusion shouldn't surprise anybody who has thought about games beyond "I like Monopoly.")<br />Women are physiologically wired to nurture and raise families, which is an ongoing process, a life-long experience. Men are wired to kill animals and bring them home for supper, which is a goal-oriented, win/lose scenario. <a href="http://www.theoryoffun.com/">Games are models for real-life</a>, so is it any wonder that players are drawn to the games which model their own life? And men play longer because part of their model is winning, and the best way to win is to practice, and that takes more time than simply "experiencing".<br /><br />Note that as human beings, we are self-aware. This means that any one of us can identify and change our thinking and behavior; doing so then changes the set of games that model your life. So a woman who likes playing Halo has adapted her thinking and worldview such that it is no longer the same if she had been sitting around a cookfire 10000 years ago; a guy that likes the Sims may not have an outlook on life that is quite the same as if he were responsible for bringing meat to that same campfire 10000 years ago...<br /><br />Going back to the first point, the big win from the BBFC report (which, surprisingly, comes right from the Director of the Board!!!) is:<br /><em>We were particularly interested to see that this research suggests that, far from having a potentially negative impact on the reaction of the player, the very fact that they have to interact with the game seems to keep them more firmly rooted in reality. People who <strong>do not</strong> play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests <strong>the opposite</strong>; a range of factors seems to make them less emotionally involving than film or television</em><br /><br />The only point I want to quibble with here is that gamers can have <strong>tremendous </strong>emotional investment in their game - but it is tied to their personal investment and performance (and not the fates of characters as it would be in a movie...)Johnny GoTimehttp://www.blogger.com/profile/16311186674721089763noreply@blogger.com1