Tornipuch: Seeking the Abstruse

Tornipuch: Seeking the Abstruse by Sorrow

185 cards in Multiverse

77 commons, 59 uncommons, 39 rares, 10 mythics

23 white, 23 blue, 24 black, 23 red,
23 green, 56 multicolour, 3 artifact, 10 land

10 comments total

Instant and sorcery focused, allied-colored set of Tornipuch's reality (Tornipuch is a single plane, split into two realities. The other Tornipuch reality is enemy color and artifact focused).

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Mechanics | Tornipuch Concept | Skeleton

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 C 
Sorcery
Consume (As you cast this spell, you may sacrifice a creature.)

Put a +1/+1 counter on each creature you control. If Martyr's Empowerment consumed, prevent all damage that black or red sources would deal to permanents you control until end of turn.
 U 
Sorcery
Until end of turn, Goblins you control get +2/+0, gain menace and have "Whenever this creature dies, deal 1 damage to any target."
 U 
Instant
For each token you don't control create a 1/1 blue Illusion token with flying and "At the beginning of the next endstep, exile this creature."
 U 
Creature – Merfolk Wizard
Whenever you cast an instant or sorcery spell, if you don't control another Merfolk, create a 1/1 blue Merfolk creature token. Otherwise, Selsbygo School Illustionist gets +1/+1 until end of turn.
2/2
 R 
Artifact – Equipment
Whenever the equipped creature attacks or blocks it gets +3/-3 and gains "When this creature dies this turn add three mana of any color."
Equip {0}
"A blade is old. Old old." -Mizzif, Warren and Agestone Assessor

Recent comments: (all recent activity)
On Worth the Pain:

On this side of Tornipuch, zombies and vampires are created by demons and have the innate potential to become a demon if the undead's mortal will succeeded in being fulfilled. The reverb here the new demon embracing their power and has bound followers as zombies like they had once been.

Lore example: Demon Lord Neraltis had once been a mortal who had an insatiable hunger for arcane knowledge. That mortal sought to learn from a demon lord, but eventually the mortal succumbed to that demon lords' power and will and became a zombie to represent that hunger. Once that zombie had found a way to sate that hunger, they had an understanding of magic that transcended mortal form and took the name Neraltis.

On Verdant Blossoming:

This is an ability word. I'll have to italicize Reverb on cards later.

The intention of cards with Reverb is that ability used from the graveyard should feel lesser but be adjacent to the instant or sorcery's normal effect.

On Stilt Commune:

This set is an instant and sorcery focused set, hence the choice exiling the instant or sorcery. I was attempting to create a flavorful parallel cycle to the artifact focused other side/reality of Tornipuch which has Inspired Bridge(after seeing Mutagen tokens, I've confimed that Cog tokens leave much to be desired, but that's a problem for Tornipuch: Grinding Towards Power).

The activation cost being tied to a theme of this set initially felt like enough, but you bring up the point that a vacuum effect would probably cost {4} to activate. This makes me wonder if merely including the instant/sorcery requirement is enough and if a mana value of perhaps {1} should be added to activate the ability.

On Stilt Commune:

Why does a white-black land use such a blue-red associated set of mechanics (caring about instants and sorceries, caring about casting noncreature spells, looting/rummaging).

What exactly is going on in this set that makes it so an ability with {t} in its cost requires the clause "Activate this ability only once each turn"?


EDIT: Seeing the rest of the cycle, I at least get the first part. Apparently this is a strict cycle like Sinister Hideout/Secret Passage/Silverquill Campus, not a loose one like Rivendell, Lilypad Village/Agna Qel'a.

Acknowledging that it's partially explained. Adding looting/rummaging to the list of draw-smoothing abilities of scry, surveil, investigate, boardcycling, cycling etc. seems like a logical next step. I'm still befuddle by the weird complexity of the cost/condition and how it relates to how this ability in a vacuum probably would be: "{4}, {t}: Draw a card, then discard a card."

The question is both, whether exiling a nonpermanent card and then delaying the looting until your next noncreature spell is a cost at the correct level, and also (and more importantly) what the whole song and dance of this even means. The weirdest part is that both encourage the same thing: If you use this ability multiple times, then you probably exile the spell you have cast for the previous activation anyway.

There is also the fact that usually draw-smoothing abilities on lands like the ones linked above are tools to give players something to do late-game (among other things, obv, but as a general idea) when they have more lands/mana than they know what to do with, but might be concerned with drawing too much land over the spells you really want. So a straight-forward mana cost to activate seems ideal. OTOH a similar ability that costs no mana, but only works if you still have more spells to cast strikes me as a questionable variant of the same idea.


Whether you actually want to push for this much noncreature play across all colors is another question, but one that is more tied to the environment.

On Verdant Blossoming:

Is reverb supposed to be an ability word? It looks like i might be, but non-italics and the weird order of symbols make me wonder whether something else is going on.


The natural life cycle of a card suggests you'd cast this from hand before reverbing it from the graveyard, which is not the expeted order of these two effects. You'd expect to tutor for lands early in the game; once you have accumulated some lands you'd look to use the effect that makes all lands better (you'd need e. g. at least four basic lands before you break even on the additional mana).


Without the reverb stuff this is a two-man High Tide/Bubbling Muck in a more well chosen color. I'm really not certain that I like it at that spot either. Real mana doubling is meant to be abused, which is why Mana Reflection is so prohibitively cost: You usually have to wait a turn to get ahead with it.

I see this as a take on red rituals more than a take on green ramp. And considering modern levels of rituals, I'm not certain where this is compared to Geosurge.


It feels like the design is disjointed (though I'm not looking at the set context right now) in the sense that this is a mana fixing card that also wants you to play a lot of copies of the same basic land, which is not a good kind of tension, I imagine.

On Stilt Commune:

Stilts to keep the buildings elevated in a swamp

On Kashdaw Shieldmage:

I knew vigilance was pushing it.

Damage prevention is something I want to stick with though.

On Kashdaw Shieldmage:

Yeah, this is unprintable at common, and damage prevention is basically unprintable at all these days

On Kashdaw Shieldmage:

I haven't seen anyone try to put that kind of ability at common in a while. I wonder whether it would fly as not being a red flag if it said "noncreature permanent".

With vigilance it's especially obnoxious. It can swing and still make trades that don't use wildly different P/Ts or deathtouch implausible for the opponent.

On Drenth, Isolated:

A separated head appeared on the reality of Tornipuch where society revolves around quick and sudden spells. This lone head manages to reconnect himself to Drenth, Severed.

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