Mana Clash

Mana Clash by Lumancer

22 cards in Multiverse

12 commons, 5 uncommons, 5 rares

1 white, 2 blue, 1 black, 3 red,
3 green, 8 multicolour, 4 hybrid

24 comments total

A question left unanswered: What happens when a plane dies? Set focuses on enemy color pairs.

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Mechanics

Mana Clash is intended to be a full first-in-block size set detailing a plane at the end of its life. The set focuses on the unnatural behavior of life, aether, and even mana itself as the world crumbles away into the Blind Eternities. The cards currently revealed here represent only about half of our current material; the remainder is still being fine-tuned and will be revealed as they are more completely drafted.

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 C 
Enchantment – Aura
Enchant creature

Enchanted creature gets +1/+1 and has, “Whenever this creature attacks and is blocked, draw a card for each creature blocking it”.
It enlivens both body and mind, that one might learn even in danger.
 R 
Creature – Giant Avatar
Vigilence, Vanishing 0

Unity – As this creature enters the battlefield, you may reveal any number of cards in your hand that share a color with it. Memory of Giants comes into play with an additional time counter on it for each card revealed in this way.
”The giants are no more; only our recollection of them remains to help us.”
7/7
 R 
Creature – Treefolk Avatar
Trample, Vanishing 3

Rot – When Memory of Treefolk enters your graveyard from play, target opponent loses X life and you gain X life, where X is the number of cards with Rot in your graveyard.
4/7
 U 
Instant
Until end of turn, spirits and possessed creatures you control have flying and intimidate.
”They came in the night, borne up by the wind and moaning like death...” – Haras, Southtower sentry
1 comment
2011-03-20 07:55:41 by Lumancer
 C 
Creature – Worm
Bile eaters gets +1/+1 for each tapped creature your opponents control.

{1}{b/g}{b/g}: Tap target creature.
Their stench induces violent nausea, which invariably attracts more of them.
1/1
3 comments
last 2012-11-28 10:37:44 by Alex

Recent comments: (all recent activity)
On Memory of Immortals:

Not sure if you're still working on the set, but Indestructible is now a keyword ability.

On Bile Eaters:

That's tied to combat. In the same way that green gets Krosan Vorine and Prey Upon, but not Murder: its tapping has to be tied to creature combat.

This should indeed be blue, white, or both.

On Bile Eaters:

? Green gets Orochi Ranger style tapping.

On Bile Eaters:

This card is very good - just the first part is probably at least uncommon worthy for its strength and its impact on the board. However, more importantly, this card isn't really green or black. Neither color gets tapping (MaRo has stated that Entangling Vines should not have been printed). This should probably mono white, but I suppose I could see this as a {w}{u} hybrid.

On Goblin Vagabond:

Dunno, maybe they use stepping stones and try to skip from one to the next really quickly.

I'll stop. Interesting combination of abilities though - double-walk is pretty close to 'is unblockable', but isn't quite there.

though I have to wonder why the city has plains in it.

On Goblin Vagabond:

Just FYI, that would be "discreetly," not "discretely."

On Memory of Djinn:

Red gets flying at a fair price on huge creatures. Wizards calls this "The Dragon Rule". It mostly has to do with the fact that Wizards wants Red to have dragons, but doesn't want them to suck.

On Aetherwisp:

Right now, this card reads to me "{u}{u}{u}{u}{u}: Deal 5 damage divided any way you choose among any number of target creatures or players. Also do some stuff with your deck, and this happens to be a creature or something.

On Aetherwisp:

Hmm. Could do.

I think you have to ask the question, what are you trying to achieve with this card? It's like you're wanting to make a Scry effect with a benefit for choosing one scry option rather than the other. That may be a reasonable aim, but when the reward is as good as a point of damage, it overwhelmingly draws the focus to the reward. At the moment it feels like Niv-Mizzet, the Firemind, except as a one-drop, which is obviously crazy. Make this a rare 4/4 flying Elemental and the ability would be fine (except that it's burn in mono-blue, of course)...

On Holyfire Ward:

If I had a Prodigal Pyromancer deck, this card would go right in it.

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