Muraganda

Muraganda by Gustostückerl

167 cards in Multiverse

4 with no rarity, 114 commons, 39 uncommons, 10 rares

6 colourless, 26 white, 29 blue, 26 black, 29 red,
29 green, 7 multicolour, 2 artifact, 13 land

311 comments total

Dinosaur Plane, obviously

Muraganda: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton

Cardset comments (2) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Muraganda (reply):

­{w}{u}{b}: Humans-Wizards-Archaeology

The mages studying ancient petroglyphs, therefore graveyard based.

­{u}{b}{r}: Humans-Clerics-Feast

The scarwitches, who grow stronger through killing. Witch's Mist was also an inspiration for that faction.

­{b}{r}{g}: Saurid-Warriors-Apex

Offshot bipedal Lizard race, a ruthless species who respects only power.

­{r}{g}{w}: Humans-Druids-Breeding

The Fang Druids, who care for the Dinosaurs.

­{g}{w}{u}: Elves-Shamans-Primeval

The nature loving elves, who want to keep their plane pristine and "natural".

On Muraganda (reply):

Hey there, welcome to Muraganda, try not to get eaten!

The idea behind the plane is based on some Muraganda cards available, like Imperiosaur Muraganda Petroglyphs and Feeding Grounds. According to these cards, Muraganda cares about basic'ness, reflected in spells wanting only mana produced by basic lands or care for vanilla creatures.

According to Lore, the factions are as follows :"Fang druids live in the valleys, and mages study ancient petroglyphs in the mountains. Saurid warriors live in the south, and elves live in the tropics. Another notable group of inhabitants are the scarwitches."

These are the 5 factions living and fighting on Muraganda, and we tried to give each of them traits that reflect either savagery, survival or basic'ness.

Thanks in advance for every comment, please feel free to critic singular cards or mechanics, I really appreciate all the help!

Recently active cards: (all recent activity)

 C 
Enchantment – Aura
Enchant creature
When Water Wings enters the battlefield, draw a card. Enchanted creature gets +1/+1 and has flying.
Illus. Sara Naji
4 comments
last 2017-04-21 06:55:14 by Gustostückerl
 C 
Creature
{t}, discard a card: Archaeology 3 (Put the top 3 cards of your library into your graveyard, then return a nonland permanent with converted mana cost 3-1 or less from your graveyard to your hand)
When ~ dies, target opponent discards a card.
2/1
13 comments
last 2017-03-15 22:46:56 by ttt3142
{4}{g}
 
 C 
Creature – Lizard
Landfall — Whenever a land enters the battlefield under your control, CG05 gets +1/+1 and gains trample until end of turn.
It hides int he brushes, bursting out of them to hunt smaller game.
Illus. Chris Rallis
4/4
2 comments
last 2017-02-25 08:21:09 by Vitenka
{2}{r}
 
 C 
Creature – Lizard
Landfall — Whenever a land enters the battlefield under your control, CR05 gets +1/+1 and gains first strike until end of turn.
It feels at home in the shade, be it from rocks or trees.
Illus. DeviantArt "highdarktemplar"
3/1
2 comments
last 2017-02-23 09:34:09 by Vitenka
{1}{b}
 
 C 
Creature – Lizard
Landfall — Whenever a land enters the battlefield under your control, CB05 gets +1/+1 and gains deathtouch until end of turn.
Illus. Sergey Krasovskiy
1/2
2 comments
last 2017-03-01 19:18:14 by Vitenka

Recent comments: (all recent activity)
On Water Wings:

Foresaw Cartouche of Knowledge :) No synergy like the cartouche though, sadly

On Card78204:

Regarding the discussion regarding "repeatable state" mechanics: If we compare this to some existing mechanics in M:tG that recur cards, there is a notable difference between this mechanic and those. Mechanics like Dredge and Retrace, for example, go on cards that can recur themselves, and therefore the cards that use these mechanics can be balanced around. (To a certain extent, at least, we can see how well that went with Dredge...) However, cards that use this mechanic recur other cards, which would be more difficult to balance around. [edited]

On Card78204:

I think Delve is even more boring as a mechanic as it's so bland to me. Like in KTK, Delve and therefore Sultai had the weakest identity in my opinion. Delve cards can be incorporated in basically every deck regardless of its plan since everybody gets stuff into their graveyard. The same is not true with archaeology though, I don't find it that splashable.

On Card78204:

Both have "Things get repeatable and boring" problems. But try it, see how it works out.

On Card78204:

Is it really that weird? I thought it quite simple, because that way it makes it easier to price the ability since it doesn't depend on where it's added too.

Dig is pretty cool I must say, but possibly too strong? You can manipulate it quite easily depending on what type of card you get back, which should make it very hard to implement.

Right now I might even substitute it with Delve, which is also fitting for the flabour, even though I do not like it that much.

On Card78204:

It's weird that the parameter does double duty here. Wouldn't it be enough to bury one card with each archaeology action? Or alternatively change the cmc restriction to something else?

I remember suggesting for some other set "Dig for (Treasure)s (Put the top card of your library into your graveyard. Then you may return a (Treasure) card from your graveyard to your hand.)"

Would that work here? Dig for creatures? Dig for artifacts etc.?

On Card78204:

There's really no way kto know until you've played with it to be sure how well it plays.

On Card78204:

I wouldn't want it to be a solo mechanic on every card, that would quite defeat the purpose of a "basic" mechanic in a set :/

How about a Dredge variant though?

Archaeology 2 (Put the top 2 cards of your library into your graveyard, then return a card with converted mana cost 1 or less from your graveyard to your hand)

I know this can probably be abused in some Legacy or Vintage deck, but that's no real concern of mine. It's rather important that it can't be abused in Limited or a "regular" Standard environment.

On Card78204:

If you do want to try it out as a mechanic at common, then you definitely need to keep as few other words as possible on the cards with it. This thing's death trigger is two lines (plus the unnecessary extra blank line you've put between the two abilities), and that's completely unusable at common. If the only thing on the card is Archaeology, that would look a bit better.

However it's got another strike against it as well which is that it enables repetitive game states. In a decent draft deck, for example, this card can probably turn any dead draw into a kill spell. (Say I've got kill spells at 2, 3 and 4 CMC. It's very likely 3 cards from the top of my deck will include one of those CMCs.) That's not the level of recursion you want to allow at common, or probably at all.

On Card78204:

Reminder text doesn't have to be the full rules text. So you can trim some lines - but yeah, this just doesn't feel like a common mechanic (and thus, doesn't feel like a major set mechanic)

(All recent activity)
See other cardsets