Lorvynica by amuseum

88 cards in Multiverse

53 commons, 15 uncommons,
17 rares, 1 mythic, 2 tokens

1 token white, 1 token green, 10 white, 10 blue, 12 black,
10 red, 10 green, 19 multicolour, 10 split, 5 land

89 comments total

Tribal * Guilds, Part 1

Lorvynica: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity

Lorvynica combines tribes and guilds into a single block. Only guilds will have keywords (they will be paired in opposing guilds). Obviously the archetypes are the tribes and guilds. Booster draft for the whole block will be 4 packs (2 from each set).

The 2-set block will be divided like so:

Set 1

­{w/g} - a - Human
­{u/w} - a - Merfolk
­{b/r} - a - Vampire
­{r/u} - o - Goblin
­{g/b} - o - Elf

­{w/b} - o - Orzhov
­{u/g} - o - Simic
­{b/u} - a - Dimir
­{r/w} - o - Boros
­{g/r} - a - Gruul

Set 2

­{w/b} - o - Cleric
­{u/g} - o - Wizard
­{b/u} - a - Rogue
­{r/w} - o - Soldier
­{g/r} - a - Warrior

­{w/g} - a - Selesnya
­{u/w} - a - Azorius
­{b/r} - a - Rakdos
­{r/u} - o - Izzet
­{g/b} - o - Golgari


Hybrid mana on creatures, spells, charms, split cards
Legends rare and mythic rare
Guild mana lands common & rare, mana artifact common
Cares about shared color or creature type

Cardset comments (5) | Add a comment on this cardset

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

On Preplanned Infanticide (reply):

lmao all you short-sighted fools that think exerted only works during an attack trigger.

as anticipated, the second set in the block where exert was introduced, they used exert in activation costs of activated abilities. which i expected when i made Overflowing Paddies, two months before they spoiled a cycle of exert-activators ala Hope Tender.

Recently active cards: (all recent activity)

Legendary Creature – Vampire Warlock
Hellbent — Punkara, Mistress of Misfortune has double strike while you have no cards in hand.

Plunder 1 (Whenever a player discards a card, you create one Treasure tokens.)

When Punkara enters, each player discards all cards, then exiles the top three cards of their library. They may play cards they own exiled this way until the end of their next turn.
Creature – Human Cleric
Afterlife 1 (When this creature dies, create one 1/1 white and black Spirit creature tokens with flying.)

When Human Dyer or a token creature enters or dies, you gain 1 life.
Creature – Merfolk Cleric

Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Creature – Merfolk Soldier

Afterlife 1 (When this creature dies, create one 1/1 white and black Spirit creature tokens with flying.)
Creature – Vampire Cleric
Afterlife 1 (When this creature dies, create one 1/1 white and black Spirit creature tokens with flying.)

When Vampire Dyer enters or dies, target player loses 1 life.

Recent comments: (all recent activity)
On Vampire Reuse Mill:

Less problematic than dredge. :)

If you swap the "instead" and "you may", you don't need the other clause.

On Goblin Pilferer:

The front page says Goblins as a tribe are blue-red for this.

The other points stand though, and blue-red doesn't seem like the natural place for this to go. I assume this is a top-down to pay tribute to the Boggart flavor of taking stuff.

This mechanic has very many changes that could be applied to make it less problematic, but w/o info on what the design parameters are, it's hard to pick the best alternative.

On Mystic Hydrake:

Reminds me of Draining Whelk more than Mystic Snake.

I feel a creature should always be able to get the counters - a spell where the creature is dependent on actually countering the spell I'd create a X/X token.

On Elf Regrow:

Yeah, they've explicitly mentioned the Gravedigger loop being problematic in Limited

On Elf Regrow:

Mm. There's a reason why Gravedigger isn't common anymore. I presume it was because Wizards was getting sick of the Gravedigger gets Gravedigger strategies. It's not broken, really. It just tends to bend whatever limited environment away from whatever Wizards is trying to mold.

On Elf Regrow:

More efficient and flexible Gravedigger for green. First of, I think this is too powerful, and second, this is problematic at common since you can loop just two of them together + you know, it generates card advantage so the traditional red-flags apply to it as well.

On Presents // Serpents:

It's an interesting tension - both effects are pretty meaty, but you only get one.

The effects do seem to be on the wrong halves of the cost though, yeah.

On Presents // Serpents:

Yeah, the big creatures actually also are more of a green thing. And I also immediately thought of Gifts Ungiven. That kind of effect doesn't fit on half a card, does it?

On Presents // Serpents:

I like the idea of split cards using anagram names :)

These particular names sound sortof like they should be {u} and {g} rather than {g} and {u}. I can see the justification for them being this way, but Gifts Ungiven is blue, and most snakes are green.

On See // Saw:

uncommom split cards

  • hyphenated words
  • hybrid mana
  • two guilds share a color
(All recent activity)
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