Community Set: Recent Activity
| Community Set: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Skeleton | Common Breakdown Ref | All commons for playtesting |
Recent updates to Community Set: (Generated at 2025-12-14 14:25:54)
It seems that this ability sounds simpler in many different forms. Go figure.
As for 'hand size is now 4 at end of turn', it still allows you to, say, play a land before the end of the turn. If that's the case, then the hand size should probably be 3. I figured it read as more powerful this way.
Alex's and Link's comments generally sound right to me, although I'm not sure which solution is best.
I'm not sure I should comment because so many of the submissions are mine. I will say that I really like the idea of the Enemy w/ Allied Abilities cycle, but I created all but one of them, so of course I like them.
I don't know if we need to count Option 5 out. Enemy colors tend to happen more rarely than allied colors, so maybe on Aer, where multicolor is so normal, we can give enemy colors a bit of favoritism.
There is another option, too: balancing the cards not along ally/enemy lines but just so that each individual color is represented the same number of times. This was done with the RtR/Gatecrash guilds, if I remember right.
Okay, we've got a pretty good collection of submissions up there now. Now for the painful task of culling them to fit the slots...
The discussion at Uncommon Design suggests we probably have just 15 slots for gold uncommons. (It suggests we have either 10 or 15, and I'll argue forcefully for 15 rather than 10.) Those 15 need to be in a pattern of slots. Possible approaches are therefore:
I think it'd be pretty odd to have twice as many enemy-colour uncommons than ally-colour uncommons, so I think #5 is probably out. That means there's only room for five enemy-colour cards, and they should either all have off-colour activations or none of them.
Looking at the submissions so far, I think all of the off-colour activation submissions are fairly solid (Bright-Cloud Advocate, Loretower Archivist, Cloudcover Drake, City Planning Official, Senate Magnifier). But including them has the harsh consequence of kicking out all other enemy-colour uncommons; either that or restricting us to one other
card and just one 
uncommon in total. Owch!
Looking at all the uncommon submissions so far, my subjective favourites (just one person's opinion) are:
I fear the way the slots work out, several of these won't be able to make it in. But that's fine; one card is not worth a set. Anyone want to chime in on the topic of whether we keep the off-colour activations, and which of the above-linked submissions are your favourites?
Yeah, I'm not sure if it's quite right as it is or not, but it's a very nice idea.
I'm worried the current version is a bit fiddly, with several different steps that all end up being somewhere between "draw a card" and "draw three cards". That's a good range to be in because both ends are useful and neither end is broken. But I don't really want to remove anything from it, maybe it's ok as is.
Similar ideas would be a green spell that draws cards equal to the power of a creature you reveal from your hand, or a green spell that draws cards equal to the number of lands you reveal from your hand, or a UR card that cares about instants and sorceries? I'm not sure those are better for Aer, but I think some of those should exist.
Mmm, still pretty strange. It's nice though.
Sorry. :(
, not 
. Not sure what I was thinking, there.
This is probably
How strange.
Green doesn't feel on creature destruction when it's not obviously contributing something else, like on Putrefy. It just feels wrong to me. This could be pretty much any combination other than
and it would feel more right.
I figured that if Orzhov Charm can get this at instant speed with two other options, why not put it on a creature?
EDIT: Ooops, the charm is CMC. Oh well.
I added Dubious Librarian, Birth-Rate Census, Conceited Soloist, and Brightcloud Lightbringer.
Did this use to be "Draw X cards. Then discard all cards except four?" that sounds simpler to me.
I think that's all of them in the set except for Aeran Gideon, so linking that for completeness.
Hm. We already had Smartstuff Enhancer, and Enlightening Aura; I guess combining the two makes some degree of sense...
How about "Draw X cards. Your hand size is now 4."?
Hee. Spicy, fun potential, but not overpowered. I like it.
This would look more natural in red-black or blue-black than green-black, to me.
I'm sorry, I tried to restrain my inner pedant, but failed. "fewer".
We probably want to think about uncommons first, but it's worth collecting together all the rare and mythic suggestions in one place for when we need them. Looking at recent suggestions, ones which have been mentioned are:
Rumour-panicked Flock
Laphen, First Speaker
Aviary Marshall
Addled Law Professor Realms Beyond
Mana Burst
Relive
Intensive Study
College of Architecture
Mythic:
Arena Overseer
Lathón, University President
Marshall Talonclaw
Multicolour lands:
Aeran Sky-Gardens
GB feels right flavourwise to me, but I'm not sure why. Certainly any colour with black can destroy creatures. But mechanics-wise, I think G and U are the least creature-destroying colours.
Added Aer Citizenship. Also added it to my bullets.
I didn't want there to just be one enlighten enchantment out there, so I ended up making this card. Originally, I toyed around with this idea:


Enchantment
Flying, defender
Enlighten - When you draw a card, choose one - ~ becomes a 6/6 flying Gargoyle creature until end of turn; or, ~ loses defender until end of turn.
I figured that card ended up being a bit too odd for the sake of being odd...