Sharn Block Set 2 (In-prog): Skeleton

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Mechanics | Skeleton | Set Details | Sharn Variants | Card Ideas


About Set Skeletons

A set skeleton is a tool to help you when structuring your set. It helps you keep the number of different types of card balanced across colours and balanced in line with the colour pie. It's particularly useful in early design when you're wanting to make sure you have the right amounts of creatures and other card types in the different colours.

To read more about skeletons, read Mark Rosewater's article "Design Skeletons".

About Set Skeletons In Multiverse

In Multiverse, set skeletons are a particular type of details page, using tables written in the Markdown Extra table syntax. Multiverse will generate the rows of the table for you. If you let Multiverse generate the whole skeleton, it will give you columns for Code, Slot and Card name. If you add extra columns by editing the title rows, then the Generate tab will create the right number of columns for each new row it generates.

Once you've generated your skeleton, each row will start with a link like "(CW01)". At first, these links will be in parentheses, to indicate that no card yet exists with that code. You can click on links like these to create a card with that code. Once those cards exist, the links will no longer be in parentheses. You can thus easily tell which slots in your skeleton have no card at all corresponding to them, and which have at least some information on a card (even if that card is not ready or not even complete).

Generate codes for:
White cards (also blue,
black, red and green cards)
commons, uncommons, rares and mythics (0 total)
Artifact cards commons, uncommons, rares and mythics (0 total)
Land cards commons, uncommons, rares and mythics (0 total)
For a total of 0 commons, 0 uncommons, 0 rares and 0 mythics (0 cards total).
(Note: This just generates the lines of the skeleton table. You can edit the table before you create any cards.)

Show frames: H

Show rarities: C U R M

Code Slot Notes
WB
WB
WB two mana 3/1
WB (W:T Gain 1 and either B: Everyone loses 1 or red ping 1.)
WB
WB Flying
WB Unruly Mob
WB CCC Thunder Spirit
WB
WB
WB
WB - destroy tapped creature.
WB 1w/b +2/+0 and indestructible.
WB
UB
UB
UB
UB
UB
UB
UB
UB
UB
UB
UB - 2c, target opponent discards and you draw
UB - Look top three and put one into hand, rest graveyard?
UB - Hybrid Altar Reap (for ub creatures)
UB - Manipulate Fate
UG (C 0/3 effect)(Slipper Boggle)
UG MM 2/2 Flash
UG small, generates colourless mana Deranged Assistant
UG Hybrid Elvish Visionary / Floating-Dream Zubera/Oculus
UG Wall / ccc ancient crab / Armoured Skab
UG 1c 1/3? / (1c 2/1 with good effect)
UG (your maximum handsize is increased by one)
UG UR04 = UR grant self flying+haste activated ability
UG UR05 = UR PT swapping / +1/-1 UEOT effect
UG
UG (flavour, hippo) Pygmy Hippo
UG UR08 = UR 'untap self when cast an instant/sorcery spell / Riptide Mangler
UG (self mill also add land from them to your hand)
UG UR Tormenting Voices
GR UR Threaten
GR UR Freeze Land
GR
GR 1C 2/2 Vanilla/ activated ability requiring green.
GR 1CC 3/3
GR 2C 4/1
GR 2CC 4/3 or 3/4
GR 4C 5/4
GR
GR
GR RG +3/+1 and trample or single manat attacker +3/+3
GR RG Punch
GR
GR
RW
RW small flying firebreather/pumper, 0/?, Dragon Hatcling/ Blistering Deifyln/Dragon Welp (1C 0/4 Flyer, flowstone + white toughness pumping
RW
RW 1C 1/3
RW - when damage by source, ping sources controller
RW Archer, First Strike + Reach (or home guard first strike when blocking)
RW
RW
RW Hybrid Crimson Roc, 5 mana 2/2
RW
RW
RW
RW
RW
RW Instand damage attackers/blockers
RW Double Cleave reprint?
RW (if w creatures can't attack this turn, if red can't block, instant)
RW
RW
RW
RW
RW
RW
RW - Aura can't block
WB01 = Shade?
WB02 = First Strike
WB03 = Cleric, lets reunite small creatures
WB04 = sac with white to kill tapped at sorcery spell, sac with black to kill untapped at sorcery speed.
WB05
WB06
WB07
WB08
WB09
WB10
WB11
WB12
WB13
WB14
UB01
BU02
BU03
BU04
BU05
BU06
BU07 - Ub both get discard, Dream Salvage
BU08 - Haunter of Nightvie variant
BU09 - decrease opponent maximum handsize / big creatures decrease your handsize)
BU10
BU11
BU12 (look at opponents hand)
BU13
BU14
UG01 = big small creature, gating style drawback imaginary pet
UG02 CCC 3/3 Shorecrasher Elemental (Ur Archivist + Anarchist)
UG03 = (creature, t to untap one of your creatures // UR blue make can't be block and red to make can't block
UG04 = EC, constellation Scry 1
UG05 = increasing number of counters on things
UG06 = can't be blocked by creatures with lesser power
UG07 = creature, can change its colour
UG08 = Islandwalk + reward whenever an opponent/player plays a blue spell
UG09 (untaping your lands)
UG10 Sinbad / move around +1/+1 counters/auras? / (multicolour activation, unblockable (except by flying/reach) + vigilance ueot / Academy Researchers / Balduvian Frostwalker / Bouncing Beebles / Chambered Nautilus / force creature to block Courtly Provocateur / Horseshoe Crab / Merfolk Wayfinder
UG11
UG12 - whenever you cast a noncreature enchantment, Effect (blue prowess, green love enchantments)
UG13
UG14
GR01 =
GR02
GR03
GR04
GR05
GR06
GR07
GR08
GR09
GR10
GR11
GR12
GR13
GR14
RW01 = Vanilla Savannah Lions
RW02
RW03 = pt no creatures u control / 3
RW04 = double strike
RW05 = ping attackers/blockers
RW06 = flyer? (2)(W/R)(W/R) 3/2
RW07 = dwarf cleric Tephraderm, feels more white divine retributions that Spitemare
RW08 = prowess?
RW09
RW10
RW11
RW12
RW13
RW14
WB+RW, want flyers that don't need black
UB+UG
UB + WB
RW + GW
UG + GR
WB = Legendary Megacycle, {u/r} activated ability / Dwarf
WB = Angel/Archon
WB = Cleric lets you remain small creature
WB
WB
WB = knight lord
WB
WB
WB
WB
WB
WB = No Mercy/Giltspire Avenger variant.
WB = Wrath Variant
UB = Legendary Cycle, {w/g} activated ability that puts +1/+1 counters on things // uses enchantment creatures in some way
UB = Demon/Sphinx
UB
UB
UB
UB
UB - Shadow of Doubt
UB - Plariagize, both get to steel draws
UB - Dimir Cutpurse, must pay UB to get effect.
UB - Cemetry Puca/Dimir Doppelganger
UB
UB
UB
GU = Legendary Commander Cycle, has a {r/b} activated ability (nymph/satyr/beast scholar?)
GU - Enchantress
GU - Maro + Curiousy / no maximum handsize
GU - Magus of the Library/Mul Daya
GU - Hydra, Growth +1/+1, not an Enchantment
GU
GU
GU
GU
GU
GU
GU
GU
GR = Legendary creature megacycle, {w/u} activated ability / Centaur
GR = Satyr piper. Tap and cost to put a creature from hand into play with haste, sacrifice it at end of turn
GR
GR
GR
GR
GR
GR
GR
GR
GR
GR
GR
RW = Legendary Command Cycle, (B/G} activated ability. Giant
RW - Act on Impulse when cast small creature
RW - Anglel, Seraph
RW - Pheonix, CCC 2/2 using Chandra's Pheonix/Flamewake Pheonix as precident
RW - Dwarf/Rebel Lord
RW - Giant Lord
RW
RW
RW
RW
RW
RW Master Warcraft/Extra Combat step
RW Board Nuke
WB+ RW
UB + GU
UB + BW
RG + RW
GU + RG
PW WB = Elthara
PW BR = Tybalt (+1 damage
PW UR = Lovecraft?
PW UG = Kiora?
PW WG = The Child/LucySusan (+1 1/1 token)
Erendale, red creature, u/b: move around a -1/-1 counter at sorcery speed,
Invasion U/G, T: give one of your lands any basic land type ueot / artificer, t: any colour, spend only on artifact.) / Shadow hybrid Latch Seeker / W/U pt equal to the number of artifact creatures and vehicles you control, Master of Etherium /
(W+U, turn to 1/1 something. / WU hybrid, bouncer your creatures Vedalken Mastermind + WU activation Azorius Aethermage / Make colourless equipment only mana /Metathran Transporter + Eight and a Half Tales / (w/g), , w, taps: taps target, g, tap: untaps target creaturee